User:Taurus II/High-Flying Daredevil Style

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Revision as of 22:00, 16 October 2009 by Taurus II (talk | contribs) (Inerrant Missile Method)
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High-Flying Daredevil Style

usable only in warstriders and airships

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
  • Duration: Scene
  • Prerequisite Charms: Inerrant Missile Method
  • This charm provides two benefits to the Daredevil:
    • It allows him to stunt as if he were an Exalt and provides an additional bonus die to stunts performed while in a warstrider or an airship.
    • It allows him to channel Essence through his warstrider without damaging its components.

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, Obvious
  • 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.

Shooting With Style Stance

  • Cost: --; Mins: Martial Arts 4, Essence 2; Type: Permanemt
  • Keywords: Permanent
  • Duration: Permanent
  • Prerequisite Charms: High-Flying Daredevil Form
  • The Daredevil may use his Martial Arts rating in place of his Archery rating for all purposes except meeting Charm prerequisites.

Inerrant Missile Storm

  • Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-OK, Obvious, Warstrider
  • Duration: Instant
  • Prerequisite Charms: Devil-May-Care Evasion, Interception and Elimination Kata, Shooting With Style Stance
  • This Charm permits a Daredevil to fire a volley of ([Archery or Martial Arts] x Essence) glowing bolts of concentrated essence. The bolts are targeted with a single roll of (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 volley inflicts 3 dice of lethal piercing damage per component bolt, and this attack cannot be dodged or parried without a stunt or magic.