SolarDodge/BillGarrett

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Solar Dodge Charms by BillGarrett

Cover-Creating Maneuver

 Cost: 3 motes
 Duration: Until next action
 Type: Reflexive
 Minimum Dodge: 2
 Minimum Essence: 1
 Prerequisite Charms: none

Rather than a single defensive maneuver against a single attack, the Solar creates cover and diversion for himself through rapid maneuvering and preternatural use of his surroundings. He might slip behind a boulder, duck behind his opponent's own body and use it as a shield, and even cast off his cloak to obscure himself in a critical moment. Whatever the nature of this concealment, all hand-to-hand or ranged attacks against the character suffer a cover penalty equal to the character's Dodge ability until his next action. Attacks which allow a character to bypass cover (such as some applications of the Solar Spider-Foot Style Charm) will negate this penalty. The Solar cannot invoke this Charm in utterly open ground devoid of any opportunity to use this ability, but anything less than this is sufficient for his purposes.

Troublesome Monkey Method

 Cost: 3 motes + 1 Willpower
 Duration: One scene
 Type: Reflexive
 Minimum Dodge: 4
 Minimum Essence: 2
 Prerequisite Charms: Cover-Creating Maneuver

Through acrobatic leaps, sudden twists, vaunts and tumbles, the character takes every advantage of any conceivable environmental feature, including his opponents, in order to avoid attack. On any turn this Charm is active, the Solar may sacrifice four yards of movement per -1 cover modifier she wishes to receive. The Solar may not receive a higher modifier than her Dodge score. This cover penalty reduces the number of successes rolled for all attacks against the Solar.

This bonus may be circumvented by any effect that denies a cover modifier (such as some applications of the Solar Spider-Foot Style Charm). The Solar may not sprint on the same turn she receives the cover modifier.

The Solar may not sacrifice more yards of movement than she has in a turn, and the decision about how much movement to sacrifice must be made at the start of her action. The bonus she receives lasts until her next action. Effects which increase normal ground movement do not increase her capacity to spend yards of movement for this Charm, and she may choose whether effects that reduce her ground movement apply first to any remaining movement she has, or to the cover modifier provided by this Charm. Finally, the Charm is ineffective when using methods of locomotion other than ground movement (such as flight or swimming speeds).


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