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#41 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Athletics
Eagle-Wing Style 14/23/27/32/36/41/45/50/54/59 for levels 1-10 Prerequisite Skills: Acrobatics, Aerobatics, Flight, Flying Leap, Free Fall, Jumping, Parachuting The Solar jumpts into the air and refuses to come down. He gains a flight speed equal to two times his Basic Speed, adding one-half his Basic Move for each additional level in the charm. To direct the flows of Essence, the Solar must keep one arm extended before him, rendering it useless for other activities. Furthermore, he cannot fly more than 30 feet above the ground, and must move at least 1/4th his top speed at all times. This charm costs 4 motes to activate and two to maintain per minute of use. Statistics: Flight (Cannot Hover, -15%; Costs Fatigue, -20%; Low Ceiling (30 foot), -10%; Temporary Disadvantage (One Arm), -20%) [14]. A second level adds Link (+10%) as well as 0.5 levels of Enhanced Move (Air), also with Link and the limitations listed above [23]. Further levels add further half-levels of Enhanced Move (Air). Descending Raptor Technique Hard Default: Prerequisite-2; cannot exceed prerequisite. Steering his flight with his will alone, the Solar regains use of his second arm, allowing both arms to be used for other activities. Hovering Sun Technique Hard Default: Prerequisite-2; cannot exceed prerequisite. Looking upon the ground like the Unconquered Sun looks upon on Creation from the Day Star, the Solar can remain perfectly still in the air. Soaring Eagle Technique Hard Default: Prerequisite-1; cannot exceed prerequisite. This technique allows the Solar to fly as high as he likes, ignoring the usual flight ceiling.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#42 | |
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Join Date: Mar 2009
Location: Canada
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Quote:
Otherwise you're charging the player points for limiting their options. Other then that it looks awesome. Edit: Ah, didn't see you also added then limitations from flight. So yeah, Accessibility instead of link. |
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#43 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#44 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Another Athletics charm:
Feather-Foot Style 12/23/32/51/60/69/78/87/96 for levels 1-9 Prerequisite Skills: Acrobatics, Aerobatics, Flight, Flying Leap, Free Fall, Jumping. The ground itself will not dare to cause the rightful rulers of Creation to fall down. This charm costs 4 motes for a minute of activation and four to maintain. The first level allows the Solar to keep his footing on any surface, no mater how narrow, and gives him all the other bonuses of the Perfect Balance advantage. The second level doubles his jumping distance, and the third level doubles it yet again. The fourth level allows him to push off from any surface for his jumps, even unstable ones like water (though lava and the like will still harm him), and only requiring him to touch the "ground" every five seconds. Each additional level doubles his jumping distance yet again. Statistics: Perfect Balance (Costs Fatigue 4, -20%) [12]. With the second level, Perfect Balance gains Link (+10%), and a level of Super Jump (Costs Fatigue 4, -20%; Link, +10%) is added as well [23]. The third level adds another level of Super Jump [32], and the fourth level removes a level of Super Jump while adding Flight (Costs Fatigue 4, -20%; Link, +10%; Requires Surface, -20%) [51] - as Flight also doubles the character's speed, this means that there is no difference in jumping distance. Further levels add additional levels of Super Jump. Monkey Leap Technique Hard Default: Prerequisite-5; cannot exceed prerequisite. If you experience a fall or collision, you may roll versus the best of your DX, Acrobatics, or Jumping, at a penalty of -5 per multiple of Jumping Move by which your velocity exceeds your jumping Move (up to additional 15 points of this penalty may be bought off by Solars, as usual). Success means that you take no damage and rebound with 90% of your impact speed. Soaring Crane Leap Hard Default: Prerequisite-5; cannot exceed prerequisite. You can make midair course corrections. As long as you are airborne, treat your jumping Move as air Move.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#45 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Jürgen, personally, I would make heavy use of Imbuements for an Exalted game. The Glorious Solar Bow, for example, would work much better if you used imbuements instead of your strange construction. Check Power-Ups 1: Imbuements, for the main Imbuement rules; and Perfect Defense (in Pyramid #3/4) for defensive Imbuements; with optionally Psi-Powered Imbuements (in Pyramid #3/12) for an example on how to split the Imbuement Skills into multiple powers and The Mystic Knight (in Pyramid #3/13) for 2 (3 if you count the one that is not suitable to DF, found in the Odds and Ends section of the issue) new imbuement skills, and a template for DF that uses Imbuements.
Really, I feel that having the ability to have your Zweihander (Fantasy-Tech version) cleave through solid steel on a 50 feep mech, if you spend a little of your energy, feel a lot like being able to to have your great daiklave severely hurt a warwalker if the Solar desides to invest a little essence in it... |
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#46 | ||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
- I really want a unified set of charm mechanics. The framework provided by GURPS Psionic Powers seems to work well enough for most applications, so I am hesitant to use something different for such an important aspect as attack mechanics. - I feel it's not really appropriate for Solars. In general, they excel at using at mundane skills, and this in turn grants them magical powers that boost their skill use into the realms of the divine. Adding additional skills for their charms just seems wrong - if they should have to make skill rolls, it should be against their ordinary, mundane skills (with modifiers). And I don't really see a way of turning Imbuement skills into techniques... - Finally, they don't have all the abilities I need - for instance, I couldn't find a basic damage enhancer anywhere in the list... Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#47 | ||
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
As for not having a base damage enhancer, that's not the province of Imbuement Skills, it's the province of more ST. The "Boosts basic damage" "Imbuement Skill" isn't an Imbuement Skill, it's Power Blow Quote:
Allow me to show what I mean: Code:
Damage Reach Parry Cost Weight ST Grand Daiklaive (SM+3 Zweihander) sw+21 cut 2-7 0F 22050 122.5 49† or thr+10 imp 7 0F 49† EDIT: Now, for defense, you might decide that the same metalurgy that allows 7 yard swords also allows for armor as thick as you need it, and extend the thicker plate rules in Low Tech all the way to infinity (you could call it artifact armor). DR 50 plate would cost $24500 for the chest, and weight 196 lbs. This will blunt most of of the damage from 7d+43 damage blows (leaving them as 7d-7, min 0/avg 17.5/max 35), and the Blunting Armor defensive imbuement skill can be used to double, triple or quadruple it, for DR 100, 150 or 200, making the 17d+72 attack survivable (DR 100 will leave the attack as 17d-28, min 0, avg 31.5, max 74, DR 150 and DR 200 will leave the attack as basically infective, as you can see here) EDIT2: Against Penetrating Strike, the exalted can counter with Reinforce Armor. Again, I feel that the play of Power Blow vs DR-multiplying Imbuements, and of Penetrating Strike vs Reinforce Armor is a decent substitution to perfect attack vs perfect defense from Exalted. Last edited by Kuroshima; 04-17-2011 at 05:17 AM. |
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#48 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Hmmm... Maybe Imbuement Skills would indeed work nicely for some Martial Arts, but in the end I think I will stick with my version for Solar charms - for those, I'd like to keep the number of dice rolls per attack to a minimum.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#49 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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That's the single biggest issue with Imbuements, that they add a lot of dice rolls to each and every attack.Of course, it would even be in genre to ask for all attacks to use combos, instead of single imbuement skills, with something akin to "roll for the lowest imbuement skill involved, at -1 per additional imbuement skill". You might even relax that a little, and make it so Transformation skills don't impose penalties, since it's one per attack.
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#50 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I just had a thought: How about simply attaching all the Archery Charm techniques to Weapon Master (ranged weapons) or Heroic Archer?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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