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===High-Flying Daredevil Style=== | ===High-Flying Daredevil Style=== | ||
*Usable only in warstriders | *Usable only in warstriders | ||
*'''New Keyword:''' ''Warstrider:'' Charms with this keyword can be used from inside warstriders, but doing so counts as channeling Essence through them, which can damage common and scout warstriders. | *'''New Keyword:''' ''Warstrider:'' Charms with this keyword can be used from inside warstriders, but doing so counts as channeling Essence through them, which can damage common and scout warstriders. |
Revision as of 23:38, 11 December 2009
High-Flying Daredevil Style
- Usable only in warstriders
- New Keyword: Warstrider: Charms with this keyword can be used from inside warstriders, but doing so counts as channeling Essence through them, which can damage common and scout warstriders.
Motonic Afterburner Surge
- Cost: 1m; Mins: Martial Arts 1, Essence 1; Type: Reflexive
- Keywords: Combo-OK, Obvious, Warstrider
- Duration: (Essence) ticks
- Prerequisite Charms: None
- Activating this charm increases the Daredevil's per-tick movement rates by 10 yards. Using this Charm causes a trail of cloudy white Essence to coalesce behind the character as he moves.
Essence Missile Method
- Cost: 1m per 1L; Mins: Martial Arts 2, Essence 1; Type: Simple (Speed 4, DV -1)
- Keywords: Combo-OK, Obvious, Warstrider
- Duration: Instant
- Prerequisite Charms: Motonic Afterburner Surge
- This Charm permits a Daredevil to fire a glowing bolt of concentrated essence toward a target. The bolt is targeted with (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. The bolt inflicts one die of lethal piercing damage per mote spent up to a maximum of (Essence) motes.
High-Flying Daredevil Form
- Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 5, DV -0)
- Keywords: Form-type, Warstrider
- Duration: Scene
- Prerequisite Charms: Essence Missile Method
- This charm provides two benefits to the Daredevil:
- It allows him to channel Essence through his warstrider without damaging its components.
- It provides an additional bonus die to stunts performed while piloting a warstrider. This bonus die does not affect the rewards from stunting.
Devil-May-Care Evasion
- Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Simple
- Keywords: Combo-OK
- Duration: Scene
- Prerequisite Charms: High-Flying Daredevil Form
- This Charm negates all Mobility penalties to the Daredevil's Dodge DV for a scene.
Interception and Elimination Kata
- Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Reflexive (Step 2)
- Keywords: Combo-OK
- Duration: Instant
- Prerequisite Charms: High-Flying Daredevil Form
- This Charm allows Daredevils to use ranged weapons to parry attacks made by other ranged weapons, using their ranged Abilities and their weapon's Accuracy rating in place of a Defense rating when calculating their Parry DV.
Overwhelming Missile Storm
- Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action (Speed 6, DV -1)
- Keywords: Combo-OK, Obvious, Warstrider
- Duration: Instant
- Prerequisite Charms: Devil-May-Care Evasion, Interception and Elimination Kata
- This Charm permits a Daredevil to fire a volley of dozens of glowing bolts of concentrated essence, the volley can attack up to (Archery or Martial Arts) targets. For each target, roll (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. Each successful hit deals ([Essence] x 3) dice of lethal piercing damage. Extra successes on the attack roll do not add to damage, and this attack cannot be dodged or parried without a stunt or magic.