FixTheSolarCharmTrees/FoeVaultingStyle
Contents
Original Version
Foe-Vaulting Style</b>
<b>Cost: 3 motes Duration: Instant Type: Supplemental Min Athletics: 3 Min Essence: 2 Prerequisites: Monkey Leap Technique
As part of an attack, the character jumps over his foe and launches the attack from behind. (The attack gains all the benefits for attacks from behind described on p.238 of the core book.) This Charm can only be used once against an opponent, ever.
Raindoll's Version
Like the official version, except you can use it more than once on the same target.
Raindoll's Other Version
Like the official version, except you can use it more than once on the same target, and the Charm can be placed in combos with Charms of other Abilities.
Toram's Version
Like the official version, except:
Cost: 3 motes + 1 Willpower
No limitation on re-use. Can be placed in combos with Charms of other Abilities.
Vote Tally
Original Version
Nobody yet
Raindoll's Version
Raindoll's Other Version
Toram's Version
Comments
I'm surprised that no one put this up yet. (Whether or not you agree with it, it seems like an obvious suggestion.)
I suppose if you wanted to be fancy about it, you could give the target a roll to react to the Charm if the character has used it against him before. But that seems a bit too complicated.\\ - Raindoll
Maybe limit it to once per target per combat? ^_^ -- BrokenShade
I agree that once per opponent, ever, makes this too weak. However, I don't really like the idea that an opponent who is expecting this charm is still fully vulnerable to it. No vote, yet. --Toram
Once per opponent per scene? Story-teller's discretion? Or perhaps an Wits+Aware roll by the target at diff = the athletics of the jumper to spin around in time?
-- Darloth
In the Abyssal version of this Charm, you just teleport straight through them, materialize behind them and attack. It works every time, even if the opponent expects it. --MF
- Yes, but doesn't it cost a Willpower? This effect is powerful; the opponent gets no defense roll without a reflexive dice adder charm. --Toram
- Nope. Flowing Evasion Assault, p. 206 of the Abyssals book. 6 motes, reflexive, and includes a perfect dodge as well as an attack from behind. Either that Charm needs to be pithed, or this one needs to be powered up; as usual, I opt to err on the side of increased power when reconciling different splats' Charms. Note that "zero dice before Charms" does not mean that you have to buy your defense dice one at a time; a Charm like Dipping Swallow Defense or Shadow Over Water functions normally. Also, in our game, I'm ruling that stunts, as well as Charms, can defend against attacks from behind. --MF
- Hmm. Negating an opponent's defense roll became a more powerful effect with the power combat rules, which increased damage, weakened soak, and enlarged defensive dice pools. Without the reuse restriction, three motes seems like an extremely efficient play. I'd suggest upping the cost of this charm by a mote or two to partially compensate. For balance, I'd make the cost of the Abyssal charm 4+W or 5+W. Then again, I try to keep a neutral bias on the beef/nerf options. --Toram
- Maybe make Foe-Vaulting Style 3+W and always works, Flowing Evasion Assault 6+W? (Reducing the mote cost of Flowing Evasion Assault below that of Flickering Wisp Technique doesn't make a lot of sense to me.) --MF
- Sounds balanced to me (creates Version). --Toram