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		<title>SolarMelee/DariusSollumanHGDBranch - Revision history</title>
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		<updated>2026-04-09T14:30:53Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://exalted.xi.co.nz/w/index.php?title=SolarMelee/DariusSollumanHGDBranch&amp;diff=39083&amp;oldid=prev</id>
		<title>Darloth: added a question and a comment about disarming</title>
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				<updated>2004-08-26T22:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;added a question and a comment about disarming&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Or, what else can be done with Heavenly Guardian Defense.  Many of these would also serve as good pre-reqs to Protection of Celestial Bliss (from CB: Dawn) [[DS]]&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Immaculate Alliance&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Heavenly Guardian Defense&lt;br /&gt;
&lt;br /&gt;
Though the Terrestrials were meant to work together, so too can the Celestial Exalted benefit their fellows in battle. The Solar's beneficent strike acts to turn the blade of even the most determined assault upon his fellows.  This Charm allows an Exalt to perfectly defend any attack that is used or passes within half their current running distance, as per Heavenly Guardian Defense.  This can be used to parry a blow that has already been unsuccessfully parried by another, or to parry a ranged attack who's target is in line with the  'parry range' but is personally outside of it.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Adamant Wall&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Indefinite&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Heavenly Guardian Defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Solar emulates the Unconquered nature of the Sun; no matter how much force is brought to bear on him, he may not be dislodged or defeated. The Exalt drops into a perfect defensive stance, and even the assaults of the Primordials are as matchsticks against a great earthen bulwark. While maintaining the Wall, they may only parry; moving, taking any attacks, or using any other Charms instantly breaks the magic and ends the Charm.   This includes, but is not limited to, such things as counterattacking with Ready in Eight Directions (even if previously invoked), or falling into the frozen river when someone smashes the ice you were standing on. However, barring these conditions, the Exalt is virtually immune to conventional harm.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Heaven's Wrath&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Heavenly Guardian Defense&lt;br /&gt;
&lt;br /&gt;
Striking the face of the Sun, an attacker finds that the Sun too may exact its own terrible vengeance. Heaven's Wrath allows an Exalt to both perfectly defend a single attack, and then to make a full dicepool Melee counterattack.  Heaven's Wrath does not grant a counterattack against a counterattack, all normal counterattack restrictions apply.   &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Wonderous Protection Prana&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Indefinite&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Heavenly Guardian Defense&lt;br /&gt;
&lt;br /&gt;
Such is the Solar's skill that he is never truly vulnerable to harm. He may effortlessly turn a hidden blade or surprise attack with the ease of divinity. This Charm provides a character with a free perfect defense, which hangs over their head.  This defense may be invoked at any later time, without counting as the Exalt's Charm use for the turn.  The Exalt may only have one such defense readied, and must be aware of the attack to block it with the Wonderous Protection Prana.  The essence used in the Wonderous Protection Prana is committed until the protection is used.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Protection of Peace&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Heavenly Guardian Defense&lt;br /&gt;
&lt;br /&gt;
Seeking a swift and peaceful end to conflict, the Exalt removes the instruments of war from the hands of his enemies. After perfectly defending a blow (as per HGD), the defender may either reflexively destroy any weapon not made from the 5MM, or reflexively attempt to disarm their attacker.&lt;br /&gt;
&lt;br /&gt;
=== Comments: ===&lt;br /&gt;
&lt;br /&gt;
I think that Protection of Peace may be a little underpowered. I know it's only one mote more than a perfect defense, but an -attempt- to disarm is not particularly useful, as it will often fail. Have you considered upping the cost by a mote or two and having it automatically disarm? (Or even automatically succeed on the attempt with (essence) or (melee) as extra successes, leaving the target to try and roll to keep the weapon as normal.)&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Darloth]]&lt;/div&gt;</summary>
		<author><name>Darloth</name></author>	</entry>

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