SolarAthletics/JesseLowe

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Something that seems to be sorely lacking from Solar Athletics Charms is a swimming-based tree... so:

Water Dragon Emulation Method

Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Athletics: 1
Minimum Essence: 1
Prerequisite Charms:

For the remainder of the scene, the character suffers no penalties due to being in water, same as a Water-Aspect DragonBlooded using his anima ability. This does not include the ability to breathe water.

Swift Swimmer Technique

Cost: 1 mote
Duration: One Turn
Type: Reflexive
Minimum Athletics: 2
Minimum Essence: 1
Prerequisite Charms: Water Dragon Emulation Method

Aquatic version of Lightning Speed. Speed is probably Dex + Athletics x Y yards/turn. Or set it at character's normal sprinting speed.

Wave-Vaulting Dance

Cost: 3 motes
Duration: One Turn
Type: Reflexive
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Swift Swimmer Technique, Monkey Leap Technique

For a single turn, the character outpaces even the swiftest creature of the sea in moving across the water. He may swim at double his sprinting speed and make a single leap of up to Strength x 10 yards vertically or twice that horizontally.

Sea-Crossing Exercise

Cost: 5 motes, 1 Willpower
Duration: One Hour
Type: Simple
Minimum Athletics: 5
Minimum Essence: 2
Prerequisite Charms: Swift Swimmer Technique

The character gains the ability to swim at tremendous speeds, provided she travels in a straight line. For the duration of the Charm, the character's swimming speed is Stamina + Athletics x 5 miles per hour. This Charm ends if the character stops swimming for any reason. Treading water counts as stopping. (Essentially, aquatic version of Racing Hare Method.)

Porpoise Lungs Technique

Cost: None.
Duration: Permanent
Type: Special
<b>Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Water Dragon Emulation Method

The character may now hold his breath for (Stamina x Essence) minutes without ill effect.

Water-Breathing Prana

Cost: 6 motes
Duration: One Scene
Type: Reflexive
Minimum Athletics: 4
Minimum Essence: 3
Prerequisite Charms: Porpoise Lungs Technique

For the duration of the scene, the character may breathe water as if it were air.

Comments

A few comments:

  1. Water-Dragon Emulation Technique - I don't know that I like the Charm name as a Solar Charm. It just sounds like a DB Charm to me.
  2. I'm worried that these might be too focused and, thus, less useful. A charm that gives you Lightning Speed in water seems clearly inferior to Lightning Speed, and one that lets you leap from the water seems inferior to Monkey Leap. My suggestions: fold a scene-length version of PLT into W-DET and combine SST and FFM into a single charm. Also note that Sea-Crossing Exercise is very limited in duration. -szilard
With regards to 1 -- that's sort of the point. The Solar emulates the Water-Aspect's anima ability a bit.
For SSM, it appears that Lightning Speed is specific to running / land movement, since it is based on sprinting speed. (Of course, this is open to interpretation.) I've put up a Charm that combines SST and FFM per your suggestion, though, and removed Flying Fish Method. It's a little speed-bumpy... Sea-Crossing Exercise's duration is the same as Racing Hare Method; you pay the cost every hour until you get where you want to be. -- JesseLowe
Ah... I'd mixed up RHM's duration in my head. I think my problem with (1) is just that I don't see the Solars as admitting to emulating the Water Aspects. If they had a Charm that did this in the First Age, I'd expect them to claim (truthfully or not) that the Water Aspect anima was patterned after it. This is probably a silly hang-up of mine, though. Oh... you might want to either increase the duration on Water Breating Prana so that it isn't incroached upon so much by PLT or make it reflexive so that you can simply spend more motes to increase the duration without drowning. -szilard


Good point on the first one. I'll see if I can come up with a better name that seems more Solar-y. Also changed WBP to Reflexive. -- JesseLowe