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Re: [Exalted] Scarlet Patterned Battlefield
Revised:
Scarlet Patterned Battlefield Style
Weapons and Armor: This style considers the spear and straightsword
(weapons of soldiers) to be unarmed attacks for the purposes of Charms.
It may be used while wearing armor and carrying a shields.
Complementary Abilities: The character must have at least three dots in War.
Unassailable Rebuff Position
Cost: 10m Duration: One Action Type: Simple (Speed 6, DV -1)
Keywords: Knockback, Obvious, Combo-Basic, Counterattack, War
Mins: Martial Arts 5, Essence 4 Prerequisite Charms: None
Setting himself in a protective stance the martial arts rebuffs all who
approach him. The character may make an unarmed counterattack (this
counterattack has a DV penalty of 0) against any opponent who takes an
attack, move or jump action while within (Essence x 2) of the martial
artist. This attack always occurs after the triggering action and fails
to work if the Move or Jump action takes the target beyond that range.
Any opponent struck by one of these counterattacks suffers Knockback
that automatically sends him to the maximum range of this Charm. The
effects of this Charm terminate if the character moves from his
location for any reason.
If used in Mass Combat any unit who attempts to engage or move past the
Sidereal must make a Morale roll at (Essence) difficulty.
All the normal rules for counterattacks apply.
Impeccable Patterned Deployment
Cost: 4m Duration: One Tick Type: Reflexive
Keywords: Combo-OK, War
Mins: Martial Arts 5, Essence 4 Prerequisite Charms: None
The martial artist may move himself through obstacles without problem.
The martial artist may activate this charm when he begins moving,
either with a Move or Dash action. He dematerializes and remains
dematerialized for the remainder of the tick. He may move through any
solid obstacle (opponents, terrain, fortifications) so long as he can
traverse the space it takes up in a single tick. At the end of the tick
the character rematerializes. Alternatively the character can activate
this Charm again on each tick of movement, in which case he remains
dematerialized until he either stops or ceases activating this Charm.
If a character ceases movement within range of an opponent who is
taking a Gaurd or Aim action that opponent may abort his action to
attack the Sidereal as he rematerializes. Though opponents will need
some way to percieve dematerialized beings in order to follow the
Sidereal's movements. If they lack such magic any attempt to
Reestablish Surpise on the same tick as this Charm is activated
automatically succeeds.
If used in Mass Combat this Charm allows the Sidereal to reflexively
Disengage from an enemy unit, automatically succeeding on the roll to
do so.
Glance and Stride
Cost: 1+m Duration: Instant Type: Reflexive
Keywords: Combo-OK, Obvious
Mins: Martial Arts 5, Essence 5 Prerequisite Charms: Impeccable Patterened Deployment
The character moves with stunning ease, flashing across the countryside
almost too fast to follow. The character may activate this Charm as a
Move action on any tick. When activated he may move to any place within
line of sight that he could reach with any reflexive movement mode
available to him. Doing so costs 1m if the location is within ten
yards. Each additional mote spent on this Charm increases the distance.
So 2m allows you to move 20yrds, 3m 40yrds and so on. The maximum
number of motes that can be spent on this Charm (including sutra
discounts) is (Essence). The character gains one bonus success on any
attempts to bypass a Blockade Movement for each mote spent due to his
sheer speed.
Without Strategy Arrangement
Cost: 5m Duration: Instant Type: Reflexive (Step 2)
Keywords: Combo-Ok, Counterattack, War
Mins: Martial Arts 5, Essence 5 Prerequisite Charms: Unassailable Rebuff Deployment
Acting on instinct the Sidereal assumes a strategy of no strategy,
making it impossible for others to predict his defenses. This Charm is
can be activated in response to any physical attack the Sidereal is
aware of, even attacks which are normally Undodgeable allowing the
Sidereal to perfectly dodge the attack. This Charm has the Valor Flaw
of Invulnerability. If attacked by a ranged attack the Sidereal MUST
take an immediate Move action to close with the attacker, moving as
close as possible to the enemy. This counts as a special Counterattack
action, granting the Sidereal a free Move action during Step 9 of
attack resolution.
If attacked by a ranged attack in Mass Combat the Sidereal must make a
Move action during step 9 to close and engage with the attacker. If
this requires disengaging from an enemy unit the Sidereal is
automatically successful.
Fallen Ivory Defense
Cost: 6m, 1wp Duration: One Scene Type: Simple
Keywords: Combo-Basic, War, Touch, Obvious
Mins: Martial Arts 5, Essence 5 Prerequisite Charms: Glance and Stride, Without Strategy Arrangement
The Sidereal can protect one ally from anywhere on the battlefield. He
must Touch the target (who can not be the Sidereal) and spend the
motes, commiting them for the duration of the Charm. From that point on
whenever the subject is attacked the Sidereal reflexively becomes aware
of this attack as if it targeted him (he is even aware of Uneexpected
Attacks). He then has two choices:
He can instantly vanish from his current location and appear between
the target and his attacker in a burst of crimson starlight. This
grants the benefits of a Defend Other action. Doing so costs no motes.
If he prefers the Sidereal may spend 2m to evoke a translucent red
image of himself that appears near the target. This has two effects:
First, it removes the Unexpected quality from any attack on the
defended character until the Sidereal next action. Second, the Sidereal
may evoke Without Strategy Arrangement during Step 2 of any attack
against the beneficiary as a perfect dodge on that characters behalf
(the beneficiary may choose not to accept this defense, as the
Sidereal's image guides him through a perfect dodge). If the Sidereal
evokes Without Strategy Arrangement it is the Sidereal, not the
targeted character, that must move towards the attacker during Step 9.
If evoked during War the Sidereal chooses one special character for a
unit he is allied with. If anyone attempts to attack that special
character the Sidereal may spend 6m to allow target to perfectly dodge
the attack. This has no effect on attacks targeting the entire unit. If
targeting a solo unit use the normal rules for this Charm.
Scarlet Patterned Battlefield Form
Cost: 10m, 1wp Duration: One Scene Type: Simple
Keywords: Form-Type, Obvious
Mins: Martial Arts 6, Essence 6 Prerequisite Charms: Fallen Ivory Defense
Using this Charm the Sidereal becomes the ideal soldier. He stands
taller, his scars and injuries only adding to his apparent strength of
character. Whatever equipment he is carrying is instantly pristine and
parade ground perfect. Ribbons of crimson Essence explode around the
character as this transformation takes place over the course of five
ticks. During that time any attempt to attack the Sidereal considers
the Sidereal to have total concealment unless the attacker has All
Encompassing Sorcerer's Sight or similar scale magic active.
While this Charm is active the Sidereal gains a number of benefits.
First he ignores any Crippling, Poison, Sickness or Shaping (including
positive effects and mutations) effects for the remainder of the scene
that occured to him before this Charm was activated (effects inflicted
after activating this Charm work as normal unless the Sidereal
reactivates this Charm), this can even compensate for amputations as
the Sidereal temporarily regrows limbs to replace lost extremities. Any
wounds the character has taken are healed, though then this Charm
deactivates the character returns to his previously wounded state (if
the character has taken wounds in the meantime he either reverts to his
previously wounded state or retains his current wounds, whichever is
worse). Second any equipment he is carrying gains the benefit of
Perfect Equipment (ie, two +1 bonuses and one +2 bonus distributed
among the following traits: Acc, Dam, Def, Rate, Range (50yrd for
archery/10yrds for thrown), Soak, Mobility penalty and Fatigue Value.
The +2 bonus may not be granted to Rate). This bonus applies even if
the equipment was already perfect or an artifact. The Sidereal may
choose how to distribute this bonus when he activates this Charm. The
Sidereal also gets +2 Appearance for the duration of the Charm due to
his immaculate idealized appearance.
Victory of the Cheat
Cost: 20m, 2wp Duration: Instant Type: Simple
Keywords: Shaping, War, Obvious
Mins: Martial Arts 7, Essence 7 Prerequisite Charms: Scarlet Patterened Battlefield Form
The Sidereal understands that position is everything, and using this
Charm the Sidereal can control those positions. When this Charm is
activated the Sidereal may move any number of individuals within 1 mile
and his line of sight to any other location within 1 mile and his line
of sight. This Charm can move anyone except the Sidereal. A moved
character must be capable of moving to his current location using
whatever movement modes he is capable of using reflexively (so a
character who can't fly can not be placed in mid air, nor can an army
of mortals be moved across a ravine unless there is a bridge they could
have crossed).
This Charm can have a variety of effects. The Sidereal can surround an
enemy with allies, granting all of the allies a free Coordinated Attack
against the enemy on their next action tick (with the usual effects of
surrounding an opponent with maximum number attackers in close combat
if applicable). He can move enemies into an environmental hazard and
allies out of the same. He can place allies in hiding, meaning those
allies instantly reestablish surprise relative to an enemy. All of
these effects are automtically successful with no rolls required.
If used in Mass Combat this Charm can devestate the enemies formation.
The Sidereal can split units into any number of smaller units, or
reorder any number of smaller units into a single larger unit. He
choose what Formation they newly reorganized units are in (if they do
not have enough Drill to maintain this formation the formation falls
apart into a disordered unit immediatly, however). Additionally trying
to integrate units from two seperate armies requires the commander to
make a Rally roll at a -2 external penalty or the unit falls into a
disorganized mob. All units to be effected must be within one mile of
the Sidereal and his line of sight.
Any character with an Essence of 2 or greater may resist this Charm.
They roll (Essence) versus the Sidereal's (Essence/2) as an external
penalty, success means they stay in position. The Sidereal may choose
to give allies an Obvious sense of the position they will end up in,
and they can choose not to resist in such a case if they wish. Any
defense that prevents a Shaping attack from altering the characters
mind, body, spirit and traits as an instant or ongoing effect renders a
character immune to this Charm. Only defenses that protect against all
four changes are valid. Charms which reverse shaping effects are not a
valid defense unless they occur instantly when applied. Units effected
may resist with a Might roll (the leader may stunt this roll if they
wish).
Singular Escape Stratagem
Cost: 20m, 2wp Duration: Instant Type: Simple (Spped 3, DV -0)
Keywords: Compulsion, Illusion, War
Mins: Martial Arts 7, Essence 7 Prerequisite Charms: Scarlet Patterned Battlefield Form
It is the purpose of the perfect soldier to control his opponents
actions. This Charm befuddles an opponent, convincing them their is
only a sinlge action they could possibly take to defeat the Sidereal.
Roll (Manipulation + Presence + Martial Arts) against the targets Dodge
MDV (this Charm can not be parried as it insinuates itself directly
into a targets mind). Remember to take the Sidereal's improved
Appearance from Scarlet Patterened Battlefield Form into account if
that Charm is active. This Charm creates an unnatural mental Illusion
effect in any target it effects.
This Illusion convinces the target that the Sidereal's perfect strategy
can only be overcome by a single action. The Sidereal may dictate that
action, which need not make logical sense and can include an
Unacceptable Order (such as "the only way to defeat the Sidereal is to
let him stab me through the heart!" or "to strike the Sidereal I must
attack my ally!" and so on). The Compulsion effect forces them to act
on it the next time it becomes a valid action. Resisting this Charm
costs 4wp, or 1wp if the action would constitute an Unacceptable Order.
Mortals can not resist this Charm at all. As a general note, any effect
that renders the character immune to Illusion or Compulsion effects
negates this Charm.
If used in War this Charm requires the Sidereal to roll (Manipulation +
Performance + Martial Arts) and it targets the leader of a unit (who
gets up to a maximum of +3 to his Dodge MDV from having a large unit).
Great Thinker's Defense Maneuver
Cost: 15m, 1wp Duration: One Scene Type: Reflexive (Step 2)
Keywords: Combo-OK
Mins: Martial Arts 7, Essence 7 Prerequisite Charms: Scarlet Patterned Battlefield Form
A true master of strategy is a master of information. This Charm allows
a Sidereal to master this information and always use it to his best
advantage. While this Charm is active the character removes the
Unexpected quality from all attacks against him, and is immune to all
penalties from a Coordinated Attack and penalties to his DV for facing
a unit with higher Magnitude as a solo unit. Any Illusion effects
currently effecting him are shattered and he can not be effected by any
other Illusion effect so long as this Charm functions. He never suffers
environmental or external penalties to his DVs.
The Empress Lives For All
Cost: - (+10m, 1wp) Duration: Permanent Type: Permanent
Keywords: Obvious
Mins: Martial Arts 8, Essence 8 Prerequisite Charms: Victory of the
Cheat, Singular Escape Stratagem, Great Thinker's Defense Maneuver
This Charm permanently enhances Scarlet Patterned Battlefield Form. The
character may choose to spend an additional 10m and 1wp when activate
the Form to gain the following additional benefits:
First the character may spend 1m during Step 10 whenever he is effected
by a Poison, Sickness, Crippling or Shaping effect to negate that
effect for as long as the Form is active (repressed effects reemerge
when the Charm ends as normal) without having to reactivate the Form.
Second the character add his (Essence) to his Strength, Dexterity and
Stamina. These are considered dice bonuses added by Charms. He may soak
lethal damage with his full Stamina.
The final benefit of this Charm is that the Sidereal may see the ideal
and disasterous outcome of any action. Those who look into the
Sidereals eyes will see a reflection themselves as their ideal self in
one eye, and utterly destroyed in the other. Seeing these outcome
allows the character to reroll an attack on Step 4, or negate up to his
(Martial Arts/2) penalties to his DVs during Step 6.
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Epsilon
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