Monday, May 09, 2005

White Wolf Forums :: View topic - Thousand Wounds Gear Style

Reposting this here for safekeeping...
------------------------------------------------------------------

THOUSAND WOUNDS GEAR STYLE

This lethal Alchemical Style is designed to incorporate the use of a Pair of Gyroscopic Chakrams in Hand-to-Hand combat, though in the case of Alchemical Exalted with additional arms it can accommodate more than two weapons. It is similar to Righteous Devil Style in that is requires the use of its signature weapons, and cannot be used barehanded. It is incompatible with armor unless that armor is derived from an Alchemical Charm.

SPINING SHEILD BLOCK
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 2
Minimum Essence: 2
Prerequisite Charms: None
Spinning their Gyroscopic Chakram in the path on an oncoming attack the Alchemical Exalted raises the difficulty to hit them by the Essence against Hand-to-Hand attacks, and their Martial Arts against ranged attacks. This increase in difficulty is a cover effect and effects that negate or bypass shields are also effective against it.

CLOCKWORK COMBAT PARAMETERS
Cost: 2 motes per dice, 1 Willpower
Duration: One Scene
Type: Simple
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite Charms: Spinning Shield Block
Calibrating themselves for precise combat the Alchemical Exalt becomes a literal machine of death. For every two motes invested in this Charm the Alchemical Exalted may add one dice to any attack or parry made with a Gyroscopic Chakram using the Martial Arts, Melee or Brawl abilities. These are normal dice adder dice. The Alchemical Exalted may not channel Valor or Compassion on any roll made in conjunction with this Charm as such passion defies the precision of the style. They may however always channel Temperance with this Charm.

THOUSAND WOUNDS GEAR FORM
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Spinning Shield Block
Adopting this Form requires that the Alchemical Exalted be wielding at least two Gyroscopic Chakram’s though more may be used if desired (And the Alchemical has the additional arms to use them). Adopting the favored battle pose of the Thousand Wounds Gear Style the Alchemical Exalted becomes a wall of spinning death. Each turn the Alchemical Exalted has 2+ Gyroscopic Chakrams in their hands they may take an additional Martial Arts action in conjunction with one of these weapons. This action cannot be further split for additional actions nor may it be used to invoke a Full Parry. It is however fully compatible with other Extra-Action effects and is not considered an effect that provides an Extra-Action for purposes of other Charms compatibility. Additionally for each Gyroscopic Chakram the Alchemical Exalted wields they raise the difficulty to hit them in Hand-to-Hand combat by 1 to a limit of their permanent Essence. This effect stacks with Spinning Shield Block, and is also considered a shield type difficulty modifier.
Only one Form-type Charm may be used at a time.

MATHEMATICAL ATTACK VECTORS
Cost: 2 motes per difficulty point
Duration: One Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisite Charms: Thousand Wounds Gear Form
Calculating every possible vector of approach and defense into their every movement the Alchemical Exalted may negate environmental and cover penalties to their attacks made with Gyroscopic Chakrams for the rest of the scene. All such penalties are reduced by one point per two mote of Essence invested in this Charm to a limit of their Permanent Essence. This Charm does not reduce penalties for factors such as darkness only physical barriers or impediments that can have a path calculated around them.

SURGICAL SEVERING CUT
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Mathematical Attack Vectors
The Alchemical Exalted makes a precise cut with one of their saw-like Chakrams in an attempt to sever one of the limbs of their target. They a single attack with their full Dexterity + Martial Arts dice pool, against a difficulty of 3 to sever a leg or 5 to sever an arm. If the attack succeeds and scores at least two levels of damage then the selected limb is severed, with all the normal effects. This Charm is effective on any being that can be considered to have limbs, no matter how exotic.

SUCCESSIVE CUTTING SEQUENCE
Cost: 5 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Thousand Wounds Gear Form
This Charm can only be used to supplement an attack after the Alchemical has already successfully struck an opponent in Hand-to-Hand combat in the same turn. The attack supplemented by this Charm follows the exact same path as the earlier successful attack, automatically striking the target (with a minimum of 1 additional attack success for purposes of damage.) unless the Alchemical’s opponent uses some kind of impenetrable defense. This Charm is not considered a Perfect Attack so Charms such as Impeding the Flow are fully functional against it. This Charm Combo’s as though its type is Reflexive rather than supplemental.

GYROSCOPE SAW OVERCHARGE
Cost: 2 motes per success
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Successive Cutting Sequence
Sending a pulse of Essence through their weapon the Alchemical Exalted momentarily causes the rotation of the blades to double for every two motes invested. This causes the weapon to cause damage such more reliably allowing the Alchemical Exalted to convert dice of lethal or aggravated damage done with a Gyroscopic Chakram into automatic successes. There is no limit to the number of dice the Alchemical can convert with a single use of this Charm however if she converts more dice than her Martial Arts score on a single attack then her Gyroscope Chakram overloads and ceases to function until repaired (After dealing the damage for the supplemented attack).

INTEGRATED REASSIGNMENT OPTION
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisite Charms: Thousand Wounds Gear Form
Transmitting a short ranged signal formed of Essence the Alchemical Exalted can instruct a single Gyroscopic Chakram in the air to attack a new target. Rather than having to call it back to their hand and re-throw it. The Chakram attacks the new target on its next action and continues like it was attacking the original target. Additionally this Charm can provide the Chakram a burst of power to pull itself free if lodged and complete its auto-return protocol. This Charm has a maximum range of 90 yards.

INSTANTANIOUS INTERCEPTION PROTOCAL
Cost: 2 motes/None
Duration: One Turn/Permanent
Type: Supplemental/Permanent
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Integrated Reassignment Option
The Alchemical Exalted using this Charm may calculate the perfect arc of motion for their hand to move through in order to interception multiple attacks with a single parry. When using this Charm the Alchemical Exalted may use their additional action granted to them by the Thousand Wounds Gear Form to invoke for refresh a full parry. For an additional 6 experience points the Alchemical may upgrade this Protocol as stored in their Perfected Lotus Matrix, this changes the Charms type and duration to Permanent and its cost to none; the character may freely invoke or refresh a Full Parry with their additional action at no cost.

CALCULATED DECAPITATION ATTACK
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charms: Gyroscopic Saw Overcharge, Surgical Severing Cut, Instantaneous Interception Protocol
The Alchemical Exalted makes a precise attack using two Gyroscopic Chakrams (This Charm cannot be used if the Alchemical is wielding only a single Gyroscopic Chakram) bringing them together on the neck of their target in an attempt to sever their head and their life in one attack. The attack is resolved as normal, and if it causes more final levels of damage than the targets permanent Essence their head is removed and they die instantly. Even if it causes less damage than this the damage is considered to be aggravated. This Charm does not work on targets that for any reason would not be killed by loosing a single head.

No comments: