Charm query

Persell

Ten Thousand Club
Does anyone know, off the top of their heads, of a charm that allows you to literally "throw" a punch? like the old high level potence power in V:tM where you could be 40 feet from someone, punch, and the force would move through the air and hit them from a distance.


I was going to create one for a special NPC i made but it'd be easier if i had something to base it off. And, i didn't want to go pour through Lunar, FF, aby, DB, etc, to find it.


Thanks for any and all help.
 
loociddrmr said:
Does anyone know, off the top of their heads, of a charm that allows you to literally "throw" a punch? like the old high level potence power in V:tM where you could be 40 feet from someone, punch, and the force would move through the air and hit them from a distance.
I was going to create one for a special NPC i made but it'd be easier if i had something to base it off. And, i didn't want to go pour through Lunar, FF, aby, DB, etc, to find it.


Thanks for any and all help.
There's Iron Raptor Technique and Sandstorm-Wind Attack from Solar Melee.  Nothing that I recall from Brawl off the top of my head.  But this isn't hard to do at all for an NPC.  Set a mote cost (3m to 4m), define a range, call it a Supplemental Charm and you're done.


Snake Style has a Charm like this, if you want martial arts.
 
Flickering Moonsilver Approach (sidereal book) does this, as does Uncoiling Serpent Prana (core book).
 
... I wouldn't.


To me, Stunts make possible what you might achieve with the use of Excellencies (that is, superhuman feats based on skill). Throwing a punch at range is a whole new power thing.
 
Hell, if it were well described enough, I'd even allow it as a stunt! Razz
Seconded.


I play (and run) exalted because it lets you do the things other games won't and stay in theme. I'll pretty much always allow a player to try something, if I think it's cool. I see my role (when gming at least) to facilitate the players, the game is for their benefit afterall. Not mine.
 
... in this particular case, allowing it as a stunt makes as much sense to me as letting the player hurt someone with an imaginary sword, because he stunted it... (hey, it's an effect that can be replicated with another Charm (Glorious Solar Saber), so of course you can stunt it!).


Letting players go crazy with Kung Fu wire movie style using only well-described stunts is just fine with me, but trespassing into the realm of very explicit supernatural power is not.
 
Think of it this way:


The player decalres his action: an unarmed attack.


The attack is against a legitimate target. The player, rather than running up to his opponent and hitting him, the player is staying where he as, and hitting him. The mechanics of the attack havent changed, not in the slightest, the only difference is that the visual style remains the same. If the player keeps doing stunts in this vein, the character will probably eventually (either deliberately or by accident) develop a charm that lets him do this without a stunt, for more damage, against people who are further away. He might not even choose to learn the charm, but such a charm would at least become available to him. That's how I'd run it anyway.


If a player declares a triple back-flip before attacking, it's not fair to demand an athletics dice action just because he wanted to toss some style in. The same principle applies here. As long as the attack doesnt break the rules (which is what charms are for) then the player can stunt it however they want to.


Just my two cents.
 
I would not let a simple punch to the air do that. Now punching a rock and causing a shard to split off and hit him, that would be okay.
 

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