StarJaunter/ChipmunkPrincessStyle

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Chipmunk Princess Style

Notes

Chipmunk Princess is a style emulating beautiful, but chittering and constantly moving princess.
This style uses weapons that are or very similar to small knives and daggers. The stylist
may not wear any armor that imposes a mobility or fatigue penalty with the style.

Small Creature Awareness

Cost: 3m
Duration: one action
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: None

When you might be subject to a surprise attack, you may activate this charm and act as if not
surprised. Any additional surprise attacks in that action are also rendered non-surprise.

Darting Defense Method

Cost: 1m
Duration: Instant
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: Small Creature Awareness

When subject to onslaught penalties you may activate this charm to ignore them for one attack,
that attack still contributes to future onslaught penalties though.

Fleeing Rodent Speed

Cost: 2m
Duration: one action
Type: reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 2
Prerequisites: Darting Defense Method

Using this charm allows a dash action to be made without a DV penalty, It also adds essence score
to the distance the dash moves the stylist per tick.

Chipmunk Princess Form

Cost: 6m
Duration: Scene
Type: Simple
Keywords: Obvious, Form
Minimums: MA 4 Essence 2
Prerequisites: Fleeing Rodent Speed

When in this form, the stylist may reduce total the total penalty to their DV by their Martial Art
score. When performing a Guard Action they are immune to onslaught penalties. They may add essence
dice to stealth and athletics rolls. All unarmed attacks and miscellaneous actions that would be
speed 5 are instead speed 4.

Crashing Wave Throw

Cost: -
Duration: -
Type: Permanent
Keywords: none
Minimums: MA 5 Essence 3
Prerequisites: Heaven Thunder Hammer.

This Charm upgrades its prerequisite with the following effects. The Stylist may choose to send the
target straight up (Martial Arts x 3) yards or horizontally for (Martial Arts x 6) yards instead of
the damage based distance. They may activate this charm when in control of a clinch to throw the
target this distance. They may also use the target as an improvised weapon against another target.
The improvised weapon is at -3 accuracy and +4 damage. The attack on the second target operates as
a counter-attack, thus it cannot be used on a counter attack, it inflicts a -1 penalty on Solar's DV,
and the target cannot respond with counter attacks.

Golden-Essence Block

Cost: 3m
Duration: Instant
Type: Reflexive
Keywords: Combo-Ok, Counter-Attack
Minimums: MA 4 Essence 2
Prerequisites: Solar Hero Form

The Essence-driven fists of the Solar Exalted do not flinch from attacks but rise to meet them. This
Charm alters the way a solar blocks and incoming attack. The Solar does not get to use their DV on an
attack but instead attacks it reflexively themselves. They make a Strength + Martial Arts roll against
the attacking fist or weapon and if they gather enough successes equal to the higher of target's strength
or the weapon's damage bonus. Blocking lethal weapons requires another charm or stunt. Any leftover
successes after stopping attack apply as damage dice, which may be boosted by Solar Hero Form or
Sledgehammer Fist Punch. This counts as a counter-attack.

Hammer on Iron Technique

Cost: 3m 1wp
Duration: Instant
Type: Extra Action
Keywords: Combo-Ok
Minimums: MA 4 Essence 2
Prerequisites: Golden Essence Block

The Lawgiver's arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical
flurry of many Martial Arts attacks. The Exalt makes a total number of attacks equal to (Essence + 1).
This Charm lets the Solar make these attacks regardless of Rate, without multiple weapon penalties and
a DV penalty equal to the highest penalty for any one attack. All attacks must be against the same target.

Glorious Shockwave Technique

Cost: 3m 1wp 1Lhl
Duration: Instant
Type: Simple
Keywords: Combo-Ok, Obvious, Knockback
Minimums: MA 5 Essence 3
Prerequisites: Hammer on Iron Technique, Crashing Wave Throw

The Solar's anima explodes outward as a powerful wave of golden essence. This is an unblockable,
undodgeable attack that may extend up to twice his permanent Essence in yards in every direction,
striking everyone, friend or foe indiscriminately. He may make a Martial Arts attack using his
(Strength + Martial Arts + Essence) as a dice pool, this attack is applied fully and equally to
all targets. This attack will also damage the Solar's surroundings, including the solid ground or
rickety bridge that he may be standing on, but might also break physical bonds or restraints. Anyone
or anything caught by this attack is removed from the Solar to outside the radius of the shockwave as
a Knockback effect. This attack is explicitly allowed to be placed in a Combo with Heaven Thunder Hammer
to enhance the Knockback effect. This Charm is explicitly allowed to replace a grapple check within a
clinch, in which case Shockwave Technique perfectly breaks the Solar free of the clinch. For Solars, and
only for true Solar Exalts, not others who can learn this style, the Solar Hero Form charm may be activated
as a reflexive, innate ability instead of as a charm. This still costs the normal costs of the Charm and
may not be activated with another form charm. This effect only works on the action during which Glorious
Shockwave Technique is activated.

Solar Only Expansion Charms

Fast Attack Charms

Thunderclap Rush Attack

Cost: 1m
Duration: Instant
Type: Supplemental
Keywords: Combo-Ok
Minimums: MA 3 Essence 2
Prerequisites: Fists of Iron

When the Solar Exalt strikes, she is swifter than the lightning. This charm supplements a Martial Arts
action so that its speed is reduced by 2 and the DV penalty is reduced by one. This may not bring an
attack below Speed 3.

Hammering Solar Technique

Cost: 3m
Duration: one action
Type: supplemental
Keywords: Combo-Ok
Minimums: MA 4 Essence 2
Prerequisites: Thunderclap Rush Attack, Solar Hero Form

When the unconquerable hero presses their opponent they must fall or give way. This charm enhances a
Solar's Martial Arts attacks by increasing their rate by 3 and removing 3 dice of multiple action penalties.

Awing Solar Rage

Cost: -
Duration: n/a
Type: Permanent
Keywords: none
Minimums: MA 5 Essence 4
Prerequisites: Hammer on Iron Technique, Hammering Solar Technique

The Solar hero burns with power and move like lightning. This charm enhances Hammer on Iron Technique
and any custom Martial Arts Extra actions charms so the may add two more actions than normal.

Threat Reducing Charms

Fair Handed Weapon Hammer

Cost: -
Duration: n/a
Type: permanent
Keywords: none
Minimums: MA 4 Essence 3
Prerequisites: Golden Essence Block

The Solar Hero is a brutal but honest combatant, he can demand his foes face him the same. This charm
enhances its prerequisite. As an alternative to using extra successes to damage target, he may use them
to disarm his foe. By gaining a number of successes equal to targets strength + 2 after stopping the attack
(or without stopping it if its that important) the Solar may knock his opponents weapon away at least one
yard per extra success, which may be enhanced with Solar Hero Form power or Hammer Thunder Hammer. The +2
refers to the external penalty for disarming and may be changed by effects that alter this penalty. This also
allows the Solar to take the weapon or if weapon is natural weapon they may pull target into clinch instead of
harming them, again they must achieve an extra strength successes over stopping the attack, or not stop the
attack from hitting them, in order to pull the target in.

Ox-Stunning Blow

Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-Ok, Crippling, Stacking
Minimums: MA 4 Essence 2
Prerequisites: Solar Hero Form

The blow of a mighty hero can shake a foe to their core. This charm supplements a Martial Arts attack
to deal wounds to an opponent. Every wound dealt by this charm causes an additional -1 wound penalty
which stacks with normal wound penalties and itself. These penalties heal as the wounds that inflicted
them do. There is no limit to the number of penalties a Solar may inflict, other than the health levels
their target has.

Knockout Blow

Cost: 5m 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-Ok, Crippling, Obvious
Minimums: MA 5 Essence 3
Prerequisites: Ox-Stunning Blow

Solar Exalted can topple even behemoths with a Punch. This charm supplements a Martial Arts attack.
The Solar forces a reflexive roll from target of Stamina + Resistance at a difficulty of Solar's
successes on attack + Essence score. If the target fails and cannot resist crippling effects they
are forced unconscious for the rest of the scene. The Lawgiver needs to inflict at least one level
of damage for this effect to occur.

Merciful Hero Stance

Cost: -
Duration: n/a
Type: Permanent
Keywords: Obvious
Minimums: MA 5 Essence 3
Prerequisites: Knockout Blow

Dolorous, the blows of a Solar certainly are, but their might contains room for gentleness. This Charm
permanently enhances a solar so they may pull their blows for no penalty. They may also keep the
damage of their attacks from wrapping around and upgrading, letting them only knockout, instead of kill
another. Curiously the damage from the Solar continues to add up beyond the target's health levels.
This means a target may take days or weeks to fully recover from the pounding they received even with
out life threatening damage. This also allows the penalties from Ox-Stunning Blow to continue to stack.
The effects of this charm are optional, the effects are not obviously supernatural, but it is obvious that
the Solar is restraining themselves as they fight. Anyone watching can tell the Solar is trying not to
hurt the other too badly.


Clinch Charms

Dragon Coil Technique

Cost: 4m
Duration: until next action
Type: reflexive
Keywords: Combo-Ok
Minimums: MA 3 Essence 2
Prerequisites: Fists of Iron

The grip of the Lawgiver's does not fail. This charm adds (Essence) successes to any attempt to achieve or
escape a clinch. It also boosts the clinches damage by (Essence) and lets the Solar make it lethal damage if
they want. At Essence 3+ the Solar may purchase this charm again to gain the ability to spend an extra wp
to make the Clinch attempt perfect. The Clinch will always succeed even if its with a zero threshold over
opponent. This bonuses of the first version of this charm still apply to perfect version. This charm may
only be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect
clinch breaker may escape. A perfect clinch breaker beats this, but another perfect clinch merely cancels
the perfection of both. This charm may explicitly be used when held in a clinch by another.

Debris Entanglement Method

Cost: 3m
Duration: scene
Type: Supplemental
Keywords: Combo-Ok
Minimums: MA 4 Essence 2
Prerequisites: Dragon Coil Technique, Solar Hero Form

The Solar need not rely on their presence to deal with their foes. This charm supplements an attempt to
clinch a target using an improvised weapon, such as net, rope, collapsed wall, or a handful of nails.
If the clinch succeeds the Solar may walk away leaving the target clinched in the weapon. Despite not
being around, as long as the motes remain committed, the Solar can still reflexively roll against the
target, they can even use charms like Excellencies and Dragon Coil Technique to help clinch the target.
The Solar may only hold or damage the target with their clinch, not throw them. The solar uses the
improvised weapon in question to modify their rolls. If the Target escapes the Charm ends immediately.
If the Solar drops commitment, the target must still free themselves from the entanglement.

Surpassing Efficacy Hold

Cost: 3m
Duration: one scene
Type: Supplemental
Keywords: Combo-Ok, Obvious
Minimums: MA 4 Essence 2
Prerequisites: Dragon Coil Technique, Solar Hero Form

The Solar need not exert his full force to hold someone within his grasp. This charm supplements an
attempt to clinch. Instead of having to use their whole body the Solar clinches with the most minimal
of effort, such as a thumb and forefinger, or teeth. They may apply their minimal effort to the most
minimal of places, an ear, a tail, a pinky finger. Being able to hold targets this way may let the
Solar hold multiple targets depending on how they are held. The Solar does not, of necessity lose their
Defense value while clinching in this manner, although they may not give ground unless they can drag the
held victim with them. This charm give Clinching a rate equal to Solar's Essence, however all the clinches must have this charm
applied to them, and to hold all the targets requires a flurry of clinches, inflicting multiple action
penalties and DV penalties. Each turn this the Solar must re-flurry all the clinches, although they may
choose a different order, and they take a penalty to DV equal to number of clinches, but they do not lose
their DV just because they are in a clinch. If the Solar does not the Strength + Athletics score to carry
all their target's they have the -2 unable to give ground penalty to dodge DV. If target breaks free then
this charm is broken for that target and must be re-activated to try again. This charm need not be re-activated
just to hold targets though.

Self-Judgement Clinch

Cost: -
Duration: n/a
Type: permanent
Keywords: Combo-Ok
Minimums: MA 4 Essence 3
Prerequisites: Debris Entanglement Method, Surpassing Efficacy Hold

The Lawgiver forces their foes to pass judgment on themselves. This charm acts as an upgrade to Debris
Entanglement Method. By spending two more motes the Solar may use a target as an improvised weapon with
an accuracy of -3 and a damage of 4B, against themselves. The target ends up hold themselves in clinch,
tangled into a know by the Solar's wrestling skills. It should be noted that if the Solar manages to
clinch two different targets, he could use the charm on both to make them clinch each other. In this case
both targets can be held until they manage to simultaneously win the clinching contest with the Solar, after
which they are still left clinching each other without Solar influence.

Brilliant Cavitation Burst

Cost: 5m 1wp 1lhl
Duration: Instant
Type: Simple
Keywords: Combo-Ok, Obvious
Minimums: MA 5 Essence 4
Prerequisites: Glorious Shockwave Technique, Dragon Coil Technique x 2

Refining their Shockwave the Solar draws their foe into an implacable grip, even as an inexorable force
tries to push the foe away, this deadly paradox resolves itself by tearing the victim apart. This charm
may only be activated as an alternative to maintaining a clinch that has already been made by other means
the attempt to maintain the clinch is considered perfect. The Solar automatically does a number of levels
of damage to the target equal to their Strength + Martial Arts + Essence, ignoring all armor-based soak.
This damage must be lethal or worse, nothing can render it into bashing without changing the nature of
this charm. The Solar may hold this charm on continuing actions by spending another 5 motes each. Any Target
killed by this action explodes in a visual light show of Golden essence, but this has no mechanical effect.

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