SolarAthletics/IsawaBrian

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Balanced Center</b>
 <b>Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Minimum Athletics: 1
 Minimum Essence: 1
 Prerequisite Charms: None

Balance is the key to mastering feats of athletic and acrobatic prowess. For every mote spent on this charm, the Exalt can add one die to his Dexterity or Stamina + Athletics dice pool. The Solar can no more than double his original Attribute + Athletics score.

In Second Edition, this Charm is quite different:

 Cost: --; Mins: Athletics 5, Essence 3; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Spider Foot Style

The Solar masters the true key of balance: focus on the center. By spending an additional 3 motes when activating Graceful Crane Stance, the Solar cannot be moved. In addition to automatically succeeding on all rolls to maintain balance, the Solar perfectly defends against all attempts to move him. No knockback or knockdown functions against the Solar; attempts to throw him fail. The Solar automatically redirects such attempts; if thrown from a Clinch, for example, the Solar automatically flips out of the hold back to his feet. This does not negate damage, save that which would result from being thrown into an object.


Burning Lunge</b>
 <b>Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Minimum Athletics: 3
 Minimum Essence: 3
 Prerequisite Charms: Balanced Center, Increasing Strength Exercise

By concentrating her body at the proper moment, the Solar can execute a forceful attack, lunging towards her opponent or hurling her entire body into a cut or throw. For ever one mote spent on this Charm, add one die to the pre-soak damage of any attack (although it typically requires a stunt to apply this Charm to archery). The Solar may not spend more motes on this Charm than she has Strength + Athletics. This Charm must be invoked before the opponent rolls to defend. This Charm explicitly may be a part of a combo with Charms from other Abilities.

In Second Edition, this Charm has Prerequisite Charms: Any Athletics Excellency, Increasing Strength Exercise. This Charm is Combo-OK and Leader.


Effortless Speed</b>
 <b>Cost: 2 motes
 Duration: Instant
 Type: Reflexive
 Minimum Athletics: 2
 Minimum Essence: 1
 Prerequisite Charms: Balanced Center, Graceful Crane Stance

In a flash of Essence-fueled speed, the Exalt launches himself at his opponent. His reflexes are swift and his movements appear as a blur. The Solar may add up to twice his Athletics score to the yards that he can move and still attack, and also adds twice his Athletics score to his initiative, regardless of whether or not he moves. Charms such as Thunderbolt Attack Prana no longer instantly win initiative over the Exalt. This Charm must be invoked at the beginning of a turn. This Charm explicitly may be a part of a combo with Charms from other Abilities.

This Charm is very different in Second Edition.

 Cost:  6m; Mins: Athletics 3, Essence 2; Type: Supplemental.
 Keywords: Combo-Basic, Leader.
 Duration:  Instant.
 Prerequisite Charms: Lightning Speed, Graceful Crane Stance

In a flash of Essence-fueled speed, the Exalt launches himself at his opponent. His reflexes are swift and his movements appear as a blur. Add the character's Essence in automatic successes to any Join Battle roll. Any Dashes or Moves made during the character's first tick may go a number of further yards equal to the Solar's Essence. This Charm explicitly may be part of a combo with Charms from other Abilities.


Cardinal Directions Serenity Stance</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Athletics: 4
 Minimum Essence: 3
 Prerequisite Charms: Balanced Center, Fish Swimming Technique, Graceful Crane Stance

By attuning herself to the Essence of the world around her, the Solar develops a sense of innate balance and serenity that makes even the most difficult acrobatic feats no more tasking in a gale than on a calm summer's day. Until the end of the scene, the character will suffer no difficulty penalty from natural environmental conditions to any physical action. Even enchanted and essence-powered environmental conditions will have their difficulty penalty reduced by the Solar's current essence, to a minimum penalty of 0/minimum difficulty of 1. This Charm is as effective at the bottom of the sea or in the terrible dark storms of the underworld as it is on dry land. The use of Cardinal Directions Serenity Stance does not grant immunity or protection from environmental damage.

In Second Edition, this Charm has the Prerequisite Charms: Any Athletics Excellency and Graceful Crane Stance. If Fish Swimming Technique has been converted, it is a requirement as well. Instead of its normal effect, it reduces external and internal penalties applied to the Solar's Athletics roll by her permanent Essence. It has the Combo-Basic and Leader Keywords


Unsurpassed Celestial Grace</b>
 <b>Cost: 8 motes, 1 Willpower
 Duration: One Scene
 Type: Reflexive
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisite Charms: Cardinal Directions Serenity Stance

Brilliant sparks of Essence surround and flow through a Solar that activates this Charm. They buoy him and sustain him, lending him the grace, athleticism, and strength to perform almost any physical task. These essence-sparks tap into the hidden lines of essence that surround all things, even aiding with some of the most awesome feats of strength. Even if the Exalt somehow manages to come out the worst during an act of physical prowess, he will survive gracefully; he is even able to fall an unlimited distance without being injured.

For the rest of the scene, the Exalt gains a number of bonus successes to any athletics roll equal to his permanent Essence. This successes can only be reflexively applied to appropriate situations requiring athletic ability-- ie, falling, scrambling on a ledge, and so on. They may be applied to feats of strength, leaping, and so on, but may not be used to create reflexive athletics actions of those types. Regardless of the situation, the character may not have his success total for any athletics roll reduced below one success, and therefore may not botch an athletics roll. The character also takes no damage from falling, no matter the distance.

In Second Edition, this Charm is Combo-OK, Leader, and has the additional Prerequisite Charm of Infinite Athletics Mastery.


Supremely Flamboyant Attitude</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Reflexive
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisite Charms: Unsurpassed Celestial Grace

An accomplished Solar can learn to tap into the Little Blessings of the Unconquered Sun (see SolarMelee/IsawaBrian under Felicity of Style) that favor the stylish and daring actions of the daring and bold athlete. By attuning his anima to the fickle flows of the strange "life" of Essence, a Solar may accomplish feats beyond his wildest dreams-- if he has the courage to attempt them. For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- involving Athletics actions are doubled. Like all Stunt benefits, these dice do not count against the maximum that the player can increase his character’s Attribute + Athletics dice pools by.

In Second Edition, this Charm is quite different as its functions have been assumed by Glory of Athletics Felicitations:

 Cost:  6m, 1 wp; Mins: Athletics 5, Essence 2; Type: Simple
 Keywords: Combo-OK, Leader, Obvious
 Duration:  One Scene
 Prerequisite Charms: Effortless Speed

The Solar's defensive instincts and acrobatic talents are honed and matched in magnificent harmony. Effortlessly able to move with the flow of battle and transfer enemies' attacks into his own motion, the Solar cavorts and leaps across the battlefield, outdistancing his foes with nary a care. Whenever the Solar successfully uses a Parry or Dodge DV for the rest of the scene, he may move up to his Athletics in yards vertically or twice that distance horizontally. The Solar may choose any direction and the exact distance, but it must be away from his attacker. Doing so, however, counts as a Counterattack with the usual effects and limitations of that keyword. It reduces the character's DV by one, cannot be used against a counterattack, and is resolved during Step 9.



Radiant Wings of Solar Flight</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Athletics: 5
 Minimum Essence: 4
 Prerequisite Charms: Eagle-Wing Style

Upon activating this Charm, the character unfolds great, golden-glowing wings of Essence from her back and takes flight. These wings grant her flight-- and more, incredible speed while doing so. However, the flight so gained is mostly direct power, and does not have much room for maneuverability. In flight, the Solar has only three movement modes-- full stop/hover, half speed, and full speed. The Solar's full speed in flight is equal to her Dexterity times 100 miles per hour. As a result, it may be extremely difficult for the Exalt to make turns, let alone commit to combat. Any attempts to make a tight turn require a Dexterity + Athletics roll, difficulty 3 to start and growing increasingly higher as the turn sharpens.

Any attempt to engage in combat will also require such a roll, will be at +2 difficulty, and requires a stunt. However, given the speed at which the Solar is moving, it will be virtually impossible to hit her. Even ranged weapons may not be in range to hit her once she moves by, and even if they are, her speed will give a -3 die penalty to be struck. Melee weapons, even long ones, can only attack her on the initiative tick and are at a -5 penalty to do so.

In Second Edition, this Charm is Combo-Basic, Leader, and Obvious. The character's in combat dash (regular Move actions are impossible) is to (her Dexterity x 50 yards), an incredible amount. The character may attack _while_ flying with a Flurry, but is at a 2 point External Penalty to do so. There is a similar 2 point External Penalty to any attack on her so long as she has committed at least one Dash action on her last action. Attacks by Melee weapons are raised to 3 points, and the character must be able to hit the Solar in order to do so. This may be accomplished by Stunting an action done during the Solar's action tick. Using it as a Leader Charm requires double the normal costs and commitment.


Sun Rises Across the Land</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisite Charms: Racing Hare Method, Feather-Foot Style.

Upon activating Sun Rises Across the Land, the character seems to vanish, save for a lingering trail of light. In the flash of an eye, the Solar runs with the swiftness of light itself, covering vast distances in a matter of seconds. In a single turn, the Solar can run a number of miles equal to his Essence. This run must be more or less in a straight line, with at least some surface between the Exalt and his target. That is to say, the character cannot run up sheer cliffs or over gaps in the earth, but can run straight across water, quicksand, lava, acid, and so on. Like Feather-Foot Style, the character's feet are still touching the material, so he risks injury moving lightly shod or barefoot over dangerous surfaces.

In Second Edition, this Charm is Combo-Basic, Leader, and Obvious. Using it as a Leader Charm requires double the normal costs and commitment. For all intents and purposes, it counts as a Dash action.


Unlimited (Physical Attribute) Development Technique</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Athletics: 3
 Minimum Resistance: (Unlimited Stamina Development Technique only) 3
 Minimum Essence: 3
 Prerequisite Charms: Balanced Center, and one additional Charm per attribute type:  For Strength: Increasing Strength Exercise; For Dexterity: Graceful Crane Stance; For Stamina: Durability of Oak Meditation

Through the careful development of physical capabilities, certain meditative methods of Essence-crystallization, and long term use of certain simple, but potent Charms, Solar Exalts can exceed the limits of their body as set by their current Essence stature. This is not one Charm, nor is it truly a Charm (in the same sense that Ox-Body Technique is not). Instead, they are 3 permanent transformations of the Solar's body, one for each physical attribute. Every time a particular type of this Charm is selected, it permanently raises the attribute cap of the appropriate physical attribute by one. This is cumulative with the increased caps from Essence over 5 and the benefit from the Legendary Trait merit.

Each type of this Charm may only be selected a number of times equal to the character's Athletics. Unlimited Dexterity Development Technique is somewhat different; each purchase of that version of the Charm costs twice the usual amount in experience or bonus points and Unlimited Dexterity Development Technique may only be purchased once for every two full dots of Athletics the character has. These Charms may not be selected by Moonshadow Caste Abyssals; nor may Eclipse Caste Solars select the Abyssal version of these Charms.

This charm was inspired by the list of permanent charms that Neph put up. I just fleshed it out.

In Second Edition, this Charm is very different. It no longer feels appropriate to me to have Solars gain in attributes, so I have made excellency-style Charms which increase abilities instead.

 Cost: 3 or 5 motes per point; Mins: Athletics 4, Resistance 2 (Stamina only), Essence 3; Type: Simple
 Duration: One Scene
 Keywords: Combo-OK, Leader, Obvious, Stackable
 Prerequisite Charms: Increasing Strength Exercise; Lightning Speed (Dexterity), Durability of Oak Meditation (Stamina)

The Solar channels Essence through her body, either reinforcing her flesh against injury and energizing her respiration, or quickening her reactions and speeding her movement. There are two versions of this Charm; Unlimited Dexterity Development Technique and Unlimited Stamina Development Technique. The Solar may buy both, but must do so separately. Unlimited Stamina Development Technique costs 3 motes per point added to Stamina; Unlimited Dexterity Development Technique costs 5 motes per point added to Dexterity. These count as Charm dice, and no combination of Unlimited (Attribute) Development Technique and any other Charm can add more than Essence to any individual attribute.


Acrobatics Concealment Method</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Athletics: 5
 Minimum Stealth: 4
 Minimum Essence: 3
 Prerequisite Charms: Lord of Shadows Aura (SolarStealth/IsawaBrian)

See Unseen Thief Method, in SolarLarceny/IsawaBrian for an explanation of the history of the Subtle Methodologies

Like all Subtle Methodologies, Acrobatics Concealment Method increases the efficiency of the Night's anima ability to suppress motes-- to the point where there is no increased mote cost to suppress anima banner development for Athletics Charms. The Acrobatics Concealment Method is the Athletics Subtle Methodology, allowing Nights to make incredible feats of acrobatic and athletic grace without revealing their true nature-- though the effects of their charms might! None of the Subtle Methodologies affect essence gained from other sources, such as that from a Radiant Spirit pool (see Blazing Soul Discipline in SolarEndurance/IsawaBrian). Only Night Caste Solars can learn Subtle Methodologies. Even other beings who can mimic Night Caste abilities and anima effects cannot learn this Charm; it relies on the fundamental Essence of a Night Caste Shard.

This Charm negates the increased cost for both Obvious and non-Obvious Athletics Charms in Second Edition. It now affects non-Peripheral Essence. It has the Leader keyword.

Second Edition Charms


Ten Ox Meditation</b>
 <b>Cost: --; Mins: Athletics 5, Essence 2; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Increasing Strength Exercise

Exerting his strength upon the world becomes easy for the Solar. Thunder’s Might is an adaptation of Increasing Strength Exercise, focused around proper and excellent methods of lifting, throwing, and breaking objects. Count bonuses from Increasing Strength Exercise double for the purposes of Feats of Strength; this bonus is now under a limit of 2 times permanent Essence. If even 1 dot of Increasing Strength Exercise is up, double the raw, pre-soak damage done against inanimate objects when attacking them directly.


Thunder’s Might</b>
 <b>Cost: --; Mins: Athletics 5, Essence 4; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Ten Ox Meditation

The Solar’s sturdy frame becomes well adapted to the use of Essence to increase strength. Reduce the cost of Increasing Strength Exercise by 1 mote per dot added; generally, this reduces it to 2 motes per dot.


Leaping Tiger Attack</b>
 <b>Cost: --; Mins: Athletics 5, Essence 4; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Thunderbolt Attack Prana

Despite the name, this Charm functions to modify Thunderbolt Attack Prana for any form of signature attack. Any reflexive Athletics Charms, regardless of duration, activated at the same time as a Thunderbolt Attack Prana (generally only in a combo, but Fully Independent Actions and non-Charm actions such as Athletic Essence Flow may effect this) cost 1 less mote, minimum of 0. To qualify for this discount, the charm used must work in the same manner as the signature style—Monkey Leap Technique with a pouncing attack, for example.


Fish Swimming Technique</b>
 <b>Cost: 3m; Mins: Athletics 2, Essence 2; Type: Reflexive
 Keywords: Combo-OK, Leader
 Duration: One day
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on p CB: N 72. Note the change to Reflexive, like many Athletics Charms. If used as a Leader keyword, it requires double cost and commitment.


Swift Water Prana</b>
 <b>Cost: --; Mins: Athletics 4, Essence 2; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Fish Swimming Technique

The Solar develops her swimming technique to a highly improved level. When activating Fish Swimming Technique, the Solar may expend an extra 3 motes in order to double her unarmored Move and Dash rates and permit full movement while wearing light armor-- no mobility penalty or fatigue values apply if the armor is only light. If wearing medium or heavy armor, the Solar may walk along the bottom of whatever body of water she is traversing at full normal movement rate. The Solar also gains the ability to hold her breath for (Stamina x 10) minutes, and may roll Stamina + Resistance to gain an additional 10 minutes per success. The Charm’s defense against drowning extends to the worst seas, and the character need never make rolls to stay afloat. If it becomes necessary, reduce the difficulty of any Athletics roll related to swimming by 3 rather than by 1.


Comments

Many of these should be crosscomboable, should they not?
-- Darloth

Just the Lunge and the Speed. Usually I'm awake, really... >.< -- IsawaBrian
  • Unlimited Attribute Devolopment has a formatting problem on the prereqs line. Using space at the beginning of a line turns off wordwrap for that line. I added some line breaks, although there's probably a better way to format things.
  • I don't like Unlimited Attribute Devolopment. I really, really like the idea that Exalts are still limited to scores of 5, and other enhancements are charm based. It means there's absolutely no arms race for higher attributes. Its easy to get to 5, its impossible to get higher, and that is that.
  • Great charms, very well written, nice mechanically, well formatted. I don't personally like some of them though, here's why:
  • I find die adders kind of unwieldy, and might consider using a successus adder ala Masterful Performance Exercise, or maybe a dice to successus converter as the Lunars use.
  • I'm not a fan of Solars having combat charms in noncombat abilities. I like to keep my Solar abilities very clear cut.
  • I would try to keep high essence charms more specific.
  • But again, they're great charms, just not my preferences. -MeiRen
Thank you! I keep forgetting about that word-wrap problem. As for the others
    • Eh, I dig. However, I'm putting it in for a few reasons. First, there are already myriad ways to permanently beat the attribute max, from Legendary Trait, to the ways Gods, Behemoths, and so on are constructed, to Lunar DBTs, etc. So I don't feel too out of place there. Second, I'm trying to find some way to write every charm Neph suggested in Thus_Spake_Zaranephilpal/SolarPermanentCharms except for the last one, which violates even my rules of common sense. Third, I've always liked the potential for Essence to permanently change Solars. But, hey, these are my homebrews. No force of Canon behind them, and, frankly, I'd personally disallow Charms I felt were overpowered even they were canon in my own games.
    • Thanks again. ^_^
    • My thoughts on die adders (I write a lot of them, and a few of the success adders to) is this: Every Ability's Charm List should have roughly the same mechanical potential as every other one. Each should certainly have its own Spiffy Nifty Abilities that apply to it and it alone, but I don't think, for example, that a Brawler should be unable to accumulate the dice to get past a Melee specialist's Golden Essence Block modified parry. Nor should Athletics (especially not Athletics, from the animeness of it) be less capable of achieving ridiculously over-the-top effects, and so on.
    • Oh, eh, sure. The only group that I insist should have at least some militant (combat or support) application for every Ability type is the Dragon Blooded, since they're Super Soldiers at heart. However, damage-modifications are canonical for Athletics, for Solars and pretty much everyone else.
    • The "Whoosh, you're there" charms for running and flying? What'm I missing on specificity there?
--IsawaBrian
I don't mean to slam Unlimited (Attribute) Development Technique, but I don't really see how it would cause an arms race to get higher attributes. I like what it does, but I wouldn't use it and don't see why it would be any cause for fuss. The cost involved in getting Dexterity to 8 is just prohibitive and only the most adamant player is going to spend all of the experience to do so (which is not an insignificant amount). And while Little John High Dex is sinking experience into increasing Dexterity, other people are buying new spells, charms, abilities, etc., in bulk. The benefits of Dexterity 8 don't seem especially grand. Increased movement isn't really important unless your group is big on keeping absolute track of it. The handful of extra dice to hit something doesn't seem too grand since Solars could easily develop scene long dice-adders that do the same thing (or buy a ridiculously broad specialization like Sword). Buying more dice with die adders doesn't seem all that special. Would you really buy 13 dice? It seems like a waste of essence, even if you got a 1-to-1 ratio. Everyone else could have attacks that just automatically succeed.
I mean . . . when Little Johny's finally got Dex 8, everyone else has Ultimate Combos of Doom and other things that are of greater utility. ~Andrew02
To me, that's part of the point. It's different approaches to achieve different results, resulting in more variety of characters (and much, much scarier Elders) -- IsawaBrian