Plague of Hats: Fists of Iron Technique
Plague of Hats: Sledgehammer Fist Punch
Plague of Hats: Heaven Thunder Hammer
Plague of Hats: Ox-Stunning Blow
Plague of Hats: Crashing Wave Throw
Plague of Hats: Inevitable Victory Meditation
Plague of Hats: Supremacy of War Method
Plague of Hats: Ascendant Battle Visage
Plague of Hats: Horizon-Hurling Tactic
Sojko:Then you're not very good at maths.
Jericus Rex:I said multiple times that it's limited to the health levels the enemy actually has.
Sojko: Jericus Rex:I said multiple times that it's limited to the health levels the enemy actually has.That's not in the charm text. I can read perfectly what's actually written.
Sojko:Comapred to IMAM
Sojko:It is widely better than 1W2B
Sojko:So it does the same thing as before, except that you codify which objects break and whic objects stop the victim. It's a good idea, but there is no need to explicitly state that the object suffer no harm, just say it is not destroyed. If the GM thinks that damage is appropriate he can add it, and inflicting 50 damages to someone by throwing him into a wall with 4B soak, but not see the lightest damage on the wall is pretty silly.
Sojko:So it is now weaker, and often more expensive for the same effect. Not sure this charm almost on one use regularly needed to be nerfed.
Sojko:Also you replaced "horizontally" with "backward" for now visible reason, limiting the versatility. I really don't feel like that is a good idea.
Sojko:Unless I missed something, this is a very weak charm and bad design. The only use I can see is to go all out on the activation, and then attack someone without excellency or any serious boost, and when the opponent decides to rely on DV you unleash this charm after step 2, leaving no chance for a perfect parry or dodge. That kind of "surprise your dead" efect that spits in the face of transparancy is a bad design space for general charms.
Sojko:But apart from that you replace your attacking attribute by Wits (which is usually lower), and can't use either your specialty or your weapons accuracy, meaning that even the Essence additional success are not enough to make this worth using.
Sojko:Since there is almost no chance of the opponent's throwing less than Essence dices at you (he has to be a lower Essence than you, and either incompetent or under serious penalties), it feels unnescesarily complicated.
Sojko:More seriously, I don't see the need to make an upgrade charm that turn the prerequisite into something completely different.
Sojko:Overall, way too much permanent upgrade, that's supposed to be an infernal shtick, that's how the Primordials work. Making as many charms as you can as permanent upgrade is not a good design philosophy for the Solar Hero Style. A few here and there are a good idea (like Shockwave Technique, that is an upgrade of HTH in the original version), but some feel completely tacked on for no reason, especially when they replace the entire mechanics to do something different.
Sojko:infernal shtick
Azurelight:some of PoHs charms feels a little tacked on
Plague of Hats: Azurelight:some of PoHs charms feels a little tacked onWould you expand on that?
Odd Man Out:Oh, I completely understand why it happened and am in full support of the path taken. It's just a part of my brain keeps screaming out for more toys. With any luck we'll get the Cut Charms and a bit more as a .pdf and maybe some more in assorted books. Out of curiousity, is there anything that should stop Solar/Lunar Charms from following the path of permanent upgrades to lower powered charms?
Holden: In my opinion? Nope. It's just good design, I wish we'd realized how useful it is back in the corebook.
In my opinion? Nope. It's just good design, I wish we'd realized how useful it is back in the corebook.
Plague of Hats:If a Storyteller wants to apply cosmetic damage to an obstacle, that's more than fine.
Plague of Hats:Ox-Stunning Blow is not significantly weaker unless you have low Strength. It may be a mote or two too expensive.
Plague of Hats:I don't see what "visible reason" there is or any significant difference between "throwing someone back" and "throwing someone horizontally" in a game without facing.
Plague of Hats:Inevitable Victory Meditation
Plague of Hats:Unless you've got some crazy special artifact weapon, I don't think the difference is going to be that great. If your Wits are significantly lower than your Dexterity...eh. Raise your Wits.
Plague of Hats:What in the world are you talking about?
Plague of Hats:The "Infernal schtick" involving Permanent Charms is that of transformative monster-itis, not Permanent Charms in general.
Azurelight:Normal 0 21 false false false MicrosoftInternetExplorer4
Sojko: Azurelight:Normal 0 21 false false false MicrosoftInternetExplorer4I totally agree with you there.
Plague of Hats: Unarmed Martial Arts attacks gain +1 Accuracy and +2 Damage and may be lethal or bashing. Martial artist may parry lethal and ranged attacks without a stunt.
Plague of Hats: Sledgehammer Fist Punch Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Fists of Iron Technique Enhances an unarmed Martial Arts attack, adding (Essence) raw damage in Step 7 of resolution. If the attack is against an inanimate object instead of adding damage it doubles the raw damage of the attack in Step 7 of resolution.
Plague of Hats: Solar Hero Form Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple Keywords: Form-type, Obvious Duration: One scene Prerequisite Charms: Dragon Coil Technique, Sledgehammer Fist Punch As published, plus "On the tick this Charm is activated she may also activate Fists of Iron Technique without a Combo."
Plague of Hats: Heaven Thunder Hammer Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Knockback Duration: Instant Prerequisite Charms: Solar Hero Form Enhances unarmed Martial Arts attack, ensuring the target suffers knockback equal to (raw damage of attack) yards. If the target flies back into another character, they stop but the other character must roll to resist Knockdown (Exalted, p. 152). If the target flying back strikes an inanimate object with 3B soak or less, the object is immediately Damaged and the target flies on. If the target flies back into an object with greater bashing soak, the obstacle suffers no harm but the knocked back target stops and suffers dice of damage equal to the yards untraveled due to the obstacle. This damage is usually bashing unless the obstacle is particularly dangerous, like a spiked wall.
Plague of Hats: Ox-Stunning Blow Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Crippling Duration: Instant Prerequisite Charms: Solar Hero Form Enhances unarmed Martial Arts attack, replacing the usual damage. Raw damage is equal to 0 + Strength + attack roll’s extra successes regardless of the weapon used, which is soaked as bashing but ignores any soak that does not come from Charms. Rather than levels of damage each success on the damage roll inflicts a -1 internal penalty on the target’s actions until their DV refreshes three times.
Plague of Hats: Crashing Wave Throw Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Reflexive Keywords: Combo-OK, Knockback Duration: Instant Prerequisite Charms: Solar Hero Form Enhances an attempt to end a clinch by throwing a target. Target flies (Strength x Martial Arts) yards back or half that up instead of the usual (Strength) yards away. The target is also subject to the same obstacle-based effects as if they were the target of an attack enhanced with Heaven Thunder Hammer.
Plague of Hats: Shockwave Technique Cost: —(5m); Mins: Martial Arts 5, Essence 3; Type: Permanent Keywords: Counterattack, Obvious Duration: Instant Prerequisite Charms: Hammer on Iron Technique, Heaven Thunder Hammer, Ox-Stunning Blow, Crashing Wave Throw When using Heaven Thunder Hammer or Crashing Wave Throw, the martial artist may increase their cost to 5m. In the former case the enhanced attack becomes unblockable. In both cases the Solar aims the flying victim at another valid target in the first target’s path. Only secondary targets within the range of the flight distance described in Charm in question are valid targets; if the initial victim would fly or fall further the range of this Charm’s effect is not increased. This is an unblockable, unarmed Martial Arts attack against the second target using an improvised weapon. Its Accuracy is -3 and its base bashing damage is equal to (the lower of the first target’s Strength or Stamina). This secondary attack uses counterattack timing; it can’t enhance a counterattack nor be responded to with a counterattack, and it imposes the usual -1 DV penalty on the martial artist.
Plague of Hats: Irrepressible Bravery Tactic Cost: —(3m); Mins: Martial Arts 3, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Thunderclap Rush Attack When stunt dice from a two- or three-die stunt would apply to an unarmed Martial Arts attack the Solar may reflexively pay 3m to convert all dice awarded for the stunt into successes.
Plague of Hats: Dancing with Strife Technique Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 6) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Irrepressible Bravery Tactic When the Solar’s Parry or Dodge DV successfully defend her against an attack that applied at least (higher of 5 or [Solar’s Essence]) successes in Step 6, the Exalt regains 1wp up to her normal maximum.
Plague of Hats: Inevitable Victory Meditation Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Simple Keywords: Combo-OK Duration: Up to one scene Prerequisite Charms: Fists of Iron Technique Roll (Wits + Martial Arts), +(Essence) successes. Within the following scene, in Step 5 of the resolution of an unarmed Martial Arts attack, the Exalt may release this Charm’s motes to replace the roll’s result with the successes rolled activating this Charm. When activating this Charm the Solar may also activate Fists of Iron Technique without a Combo.
Plague of Hats: Supremacy of War Method Cost: 1m per die; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: Combo-OK, Stackable Duration: One scene Prerequisite Charms: Dancing with Strife Technique, Inevitable Victory Meditation Commit up to (Essence)m. Whenever the Solar is involved in a physical contested roll that is not an attack he is making, he “banks” a number of floating bonus dice equal to those the opponent got, maximum (committed motes). The Solar may have a total bank no greater than 10 floating dice. Whenever the Exalt performs an unarmed Martial Arts attack he may add up to (Essence) of these dice as a Charm bonus to the attack in Step 1 of resolution. Adding dice in this way does not count as a Charm use. The Solar may commit less than the maximum motes to this Charm, then reactivate it to increase the total without releasing the previous commitment.
Plague of Hats: Ascendant Battle Visage Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple Keywords: Combo-OK, Obvious Duration: (Essence) actions or more Prerequisite Charms: Supremacy of War Method +(Essence) successes to actions that prove combat prowess, including unarmed Martial Arts attacks, coordinating attacks, actions necessary to reach foes like Jumping and Join Battle. Charm’s duration can be extended one action reflexively on any action the Solar does not act against her Valor. Each extra action of duration the Exalt rolls her Valor, gaining Limit for each success. If this results in 10 Limit the Exalt always enters Berserk Anger rather than any other condition, and Willpower she would regain comes at the end of the scene rather than at the moment of Limit Break. Recovered Willpower is based on Valor, never other Virtues even if it is not Flawed for the Exalt in question.
Azurelight: Final edite: Cut most out, as it was redundant and not productive.. But what, exactly, do you mean by this?