MoSolarAthletics

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Revision as of 08:05, 27 March 2006 by Morpheus (talk) (Revised 2nd Edition Solar Athletics Charm Tree)
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Athletics Charms

            Racing Hare         Galloping Steed     Graceful Crane         Massive Ape
                |     |          |        |             |                      |
                |     ------------        |             |                      |
                |            |            |             |                      |
            Leaping Frog(2)  |  Dashing Cheetah(2)  Delicate Mosquito      Raging Bear(2)
                |            |            |             |                      |
                |            ------------->--------------                      |
                |                         |             |                      |
            Hopping Flea        Flashing Hawk       Floating Butterfly(3)  Stampeeding Yeddim                

1 Essence Charms

Racing Hare

Cost: 2 mote
Activation: Reflexive
Duration: Indefinite
Minimum Athletics: 1
Minimum Essence: 1
Prerequisite Charms: None
Keywords: None

The character may do things normally allowable with the Jump Action Reflexively as a part of movement. Her Athletics is added to her Strength to determine jumpting distances.


Galloping Steed

Cost: 2 mote
Activation: Reflexive
Duration: Indefinite
Minimum Athletics: 1
Minimum Essence: 1
Prerequisite Charms: None
Keywords: None

The character may do things normally allowable with the Dash Action Reflexively as a part of movement. She adds her Athletics to her Dexterity to determine movement speeds, and to her Stamina to determine how long she can sprint or jog.

Graceful Crane

Cost: 2 mote
Activation: Reflexive
Duration: Indefinite
Minimum Athletics: 1
Minimum Essence: 1
Prerequisite Charms: None
Keywords: None

Adds Athletics successes to rolls to avoid losing balance or to land on feet. No need to dedicate an action to balancing, unless the External Penalty is > Athletics. Adds Athletics successes to acrobatic Athletics rolls like climbing, improving the situation while falling, fighting while hanging from a rope, swinging on trapese, etc. If the difficulty of an acrobatic feat is 1 and there are no External Penalties involved, a character can do it as part of a move action. This charm does not confer the accuracy of any combat ability, or dodge, nor does it confer the subtlety of Larceny. It does not enhance a user’s speed. It may allow a character to stunt to perform feats which ordinarily would require an action (like picking a sword up off the ground) as part of a movement action.

Massive Ape

Cost: 2 motes per +1
Activation: Supplemental
Duration: Variable
Minimum Athletics: 1
Minimum Essence: 1
Prerequisite Charms: None
Keywords: Combo-OK

In order to use this charm, the character must attempt multiple consecutive miscellaneous actions to lift something, break something, or perform some other simple feat of strength. If the character fails the first time, or is not performing the feat quickly enough, she may spend motes up to her Athletics to add an equal amount to her strength for the purposes of that particular feat of strength on the next attempt. If the character still has not succeeded to her satisfaction, she may spend more motes which counts as a supplemental charm use, and the bonuses accumulate. The character may continue on like this, using the charm to supplement consecutive actions to perform a single feat of strength, but may no more than double her Strength in this manner. Once the character stops attempting the feat, for even a tick, this charm ends. Note: This charm does not make the character stronger. It makes her better at lifting/breaking/etc.

2 Essence Charms

Jumping Frog

Cost: 4 motes
Activation: Supplemental
Duration: Instant
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Racing Hare
Keywords: Combo-OK

The character makes a gigantic leap, first adding the character’s Athletics to her Strength for the jump (if it is not already factored from Racing Hare) and then multiplying that number by the character’s Athletics to determine the final distances achievable.

Dashing Cheetah

Cost: 3+ motes
Activation: Supplemental
Duration: 1 Dash Action
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: 2nd Excellency, Galloping Steed
Keywords: Combo-OK

The character dashes forward with a great burst of speed. This charm supplements a Dash action, first adding the character’s Athletics to her Dexterity for the dash (if it is not already added from Galloping Steed), and then multiplying that number by [the number of motes spent / 2]. The character may not multiply her movement by more than 1/2 her Athletics (keeping fractions). For example, if the character spent 3 motes on this charm, and had 5 Athletics, she would multiply her movement by 2.5. This charm causes an External Penalty equal to the number of motes spent to any ranged attacks.

Delicate Mosquito

Cost: 4 motes
Activation: Reflexive
Duration: Indefinite
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Graceful Crane
Keywords: None

When the character is on her feet and so wishes, she is as light as a fly. She can stand on still liquids, opponents’ swinging weapons, falling leaves, waving flags, etc. Also, the character climbs with such dexterity that no surface avoids her flawless grasp. Any surface less shear than polished glass (DC 5 or less) can be climbed by the character, who need only touch the surface she is climbing with her hands (and a climb action) every once and a while. Specifically, the character can skip the climbing action for a number of Actions equal to her Athletics before she needs to devote at least part of a flurry to keeping herself off the ground. The rest of the time, the character may move across the surface at her normal land movement speed, and suffers no penalties to actions from climbing. However, she may not Dash. The surface is as difficult to cross as if it were level and the character was crossing it on the ground. The only restriction is that the charcter must remain above the surface she is climbing on, and so cannot climb any wall which is greater than 90 degrees. Characters with this charm may stop and start or jump from one surface to another without pause and continue on, as well. This charm does not confer any of the benefits of Racing Hare, so the character may need to take an action to jump. This charm will fade if Graceful Crane is not also active.

Raging Bear

Cost: 5 motes, 1 Willpower
Activation: Supplemental
Duration: Instant
Minimum Athletics: 1
Minimum Essence: 2
Prerequisite Charms: 2nd Excellency, Massive Ape
Keywords: Combo-OK

With one great exertion, the character pours her heart and essence into a feat of strength. This charm doubles the character’s Strength for the purposes of that feat, as long as it takes no more than 1 action to accomplish. Unlike Massive Ape, this charm can be used the first time the character attempts a feat of strength. Also, bonuses gained from previous uses of Massive Ape are multiplied along with the character’s Strength with this charm, as long as Massive Ape was still in effect on the tick this charm was activated. Bonuses from Willpower, Virtues, or any other source are not multiplied with this charm, though they may also add to the character’s Strength for the same purpose.

3 Essence Charms

Hopping Flea

Cost: 7 motes, 1 Willpower
Activation: Simple
Duration: Instant
Minimum Athletics: 4
Minimum Essence: 3
Prerequisite Charms: Jumping Frog
Keywords: Combo-OK, Obvious

The character leaps far more than tall buildings in a single bound. This charm multiplies a character’s jumping height and distances by 100 for a single jump. The character will not necessarily land in a safe place, and probably can’t see wherre he’ll land, however he will take no damage from landing unless he lands in an environmental hazard, such as lava, acid, etc. The character will not be damaged by sharp rocks, a forest, etc, though obstructions may stop him from making his full distance. Wind speed and similarly minor environmental circumstances are no factor for this jump, however, if the character is grappled, hit with a projectile, etc, he may be knocked off course. The character moves at his unmodified jumping distance every tick, so an enormous jump could take 100 ticks. Determine Speed based on base jumping distance.

Flashing Hawk

Cost: 2 motes, 1 Willpower
Activation: Simple
Duration: Varies
Minimum Athletics: 4
Minimum Essence: 3
Prerequisite Charms: Dashing Cheetah
Keywords: Combo-OK, Obvious, Stackable

No creature on earth is faster. The world around the character narrows into a blur as she runs with all the speed of a tempest across the countryside fueled by the forward rushing essence of her being. This charm supplements a dash action. The character doubles her base movement speed. As long as the character continues to take consecutive dash actions, her speed remains at the increased level. If the character uses this charm again before a previous application of this charm has expired, then her speed multiplier increases by 1. Her speed multiplier cannot exceed her Dexterity + Athletics through the use of this charm. If the character decommits the essence of this charm, then she begins to immediately slow down to a normal running speed. Her jumping ability is not increased. The Willpower Point need only be spent during the first time this charm is activated during a scene.

Floating Butterfly

Cost: 6 motes
Activation: Reflexive
Duration: Indefinite
Minimum Athletics: 4
Minimum Essence: 3
Prerequisite Charms: 3rd Excellency, Racing Hare, Galloping Steed, Delicate Mosquito
Keywords: Combo-OK, Obvious

The character crosses space utterly effortlessly. She moves as fast as if she were dashing, and can do so in any direction, including up or down. She must touch a solid surface once every Athletics actions, or she will immediately descend. The character ignores all Action Penalties to her Athletics Static Values and may take unlimited DC 1 Athletic actions, so long as they do not force her to move further than she is able.

Stampeding Yeddim

Cost: 5 motes, 1wp
Activation: Simple
Duration: Until Discharged
Minimum Athletics: 1
Minimum Essence: 3
Prerequisite Charms: Raging Bear
Keywords: Combo-Basic, Obvious, Stackable, Touch

By focusing her entire body's essence while in a position to affect an object with a feat of strengh, the character attunes herself to an object's weight and strength. The connection glows and hums with power. If the character then performs a Feat of Strength to affect the object, that feat is considered to automatically have a Strength of [2x the motes spent on this charm]. If the character performs any actions before performing a Feat of Strength on the object, then the charm ends immediately. If the character uses this charm again while a previous use is still in effect, then it does not have a Willpower cost, and the mote cost recalculated for the purproses of determining what a character can do. In essence, this charm is Stackable. A character cannot stack more applications of this charm than her Strength.


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