Difference between revisions of "SolarBrawl/GoldenCat"

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'''Minimum Essence: ''' 5<br>
 
'''Minimum Essence: ''' 5<br>
 
'''Prerequisite Charms: ''' Golden Fist Meditation<br>
 
'''Prerequisite Charms: ''' Golden Fist Meditation<br>
With Emperor of War Meditation, the Solar reaches an apotheosis in the art of fighting. His arts are his vassals, and exist to obey his whims, whenever he chooses. He no longer needs to think about his actions, as they occur instinctively. The Solar may choose when to bring violence, and how, changing his moves and adding potence to his strikes on a whim. As he learns Emperor of War Meditation, the Solar may use his Supplemental Brawl Charms in a fashion similar to Reflexive Charms. He may activate them at any point in his action, as long as they are still applicable: Dice-adders must be used before the attack is rolled, charms that affect defenses must be used before the defense is rolled, and charms that increase damage must be used before the damage is rolled. When placed on Combos, the Solar may choose which Supplemental Charm to use, when, and may choose not to use them. They are still Supplemental Charms, however, not Reflexive Charms, and still have to be used to Supplement actions. Only their timing rules and mandatory activation on Combos changes.
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The Emperor of War is a master of violence - fighting arts are his vassals and destruction his commandments. The movements of the Solar who learns this Charm become fluid things that come as natural to him as breathing - time seems to slow as he applies his fighting arts, changing the nature of his movements without a moment's thought, activating devastating techniques with as simple movements as those of a dance. Thereafter the Solar is able to activate Supplemental Brawl Charms in the same manner as Reflexive ones in regards to combos - such Charms may be activated or not with the Combo as the character desires, and can be done so as late in their combat steps as possible as long as they would still be applicable: Charms that add dice must be activated before an attack is rolled, Charms that affect defenses must be activated before the defense is rolled or applied and Charms that increase damage must be used before damage is rolled. Resolve any unusual timing of Charm activation with these guidelines. Those Charms are still Supplemental rather than Reflexive - they must be used to augment actions rather than generating them. Only their timing rules in regards to Combos are affected.
  
 
'''Light of Devastation Prana'''<br>
 
'''Light of Devastation Prana'''<br>
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'''Minimum Essence: ''' 4<br>
 
'''Minimum Essence: ''' 4<br>
 
'''Prerequisite Charms: ''' Golden Fist Meditation, Deadly Mercury Strike, Thunderclad Rush Attack<br>
 
'''Prerequisite Charms: ''' Golden Fist Meditation, Deadly Mercury Strike, Thunderclad Rush Attack<br>
Externalizing the Essence of Orichalcum within herself, the Solar Brawler becomes clad in living light! This anima burns as it follows the character's every movement, a wave of her hand enough to scatter the anima into a powerful force that can shatter walls, the step of any unworthy being within the anima scattering the anima into lashes that punish those who dare strike the queen of living light! For the remainder of the scene the Solar becomes able to launch close combat attacks(with or without the Brawl Ability) as far as(her Essence x5 yards) away, which are fast as light, requiring a Perception+Awareness roll at standard difficulty to perceive and defend against, and dealing a penalty equal to the Solar's Brawl score to all defenses even when the roll is successful! Finally, the light lashes against all insults and injuries against her lady, launching an instant counter-attack with the Solar's full Wits+Brawl pool and base damage equal to her Strength+Essence in lethal damage against all attacks against the Solar launched within the light's range of attack for the remainder of the scene. Those counterattacks are as fast, and thus difficult to defend against, as all normal attacks enhanced by this Charm.
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Reaching to her Anima and externalizing all the violent potential within it the Solar becomes wreathed in living light! Activating this Charm brings the Solar to iconic Anima Flare, wherein she will remain for as long as this Charm remains active - it is not mere light flaring but the strength of the Solar's Essence pouring in luminous waves out of her body - a mere wave of her hand is enough to scater the light into a powerful force that can shatter walls! For the remainder of the scene the Solar wreathed in living light can launch close combat attacks as far as (her Essence x5) yards away - those strikes are fast as light, requiring its targets to suceed on a Perception+Awareness roll at standard difficulty to defend against them. Even those who suceed upon this roll receive a penalty equal to the Solar's Brawl score to their defenses - the strikes come in the speed of racing light!
  
 
'''Adamant Mirror Flame'''<br>
 
'''Adamant Mirror Flame'''<br>
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'''Minimum Essence: ''' 5<br>
 
'''Minimum Essence: ''' 5<br>
 
'''Prerequisite Charms: ''' Light of Devastation Prana<br>
 
'''Prerequisite Charms: ''' Light of Devastation Prana<br>
Enhanced by a Solar's purity of purpose and unity with the heavenly forces, the Light of Devastation gains a corona of pure heavenly fire, crackling with the pure white of the adamant dome reflecting the unconquered sun's light! This Charm enhances ''Light of Devastation Prana''. All Creatures of Darkness increase the difficulty in their Perception+Awareness roll by the Solar's Essence, and receive Aggravated Damage from the strikes enhanced by the Light of Devastation, as well as by its counterattacks.
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Enhanced by a Solar's purity of purpose and unity with the heavenly forces, the Light of Devastation gains a corona of pure heavenly fire, crackling with the pure white of the adamant dome reflecting the unconquered sun's light!  
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This Charm enhances ''Light of Devastation Prana''. All Creatures of Darkness increase the difficulty in their Perception+Awareness roll by the Solar's Essence, and receive Aggravated Damage from the strikes enhanced by the Light of Devastation.
  
 
'''Golden Boddhissatva Aegis'''<br>
 
'''Golden Boddhissatva Aegis'''<br>
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'''Minimum Essence: ''' 5<br>
 
'''Minimum Essence: ''' 5<br>
 
'''Prerequisite Charms: ''' Light of Devastation Prana<br>
 
'''Prerequisite Charms: ''' Light of Devastation Prana<br>
Enhanced by a Solar's desire to protect those she rules, the Light of Devastation softens its hue into a pearlescent white as it becomes as a blood-stained mantle of a sun-ordained boddhissatva, come from heavens to enlighten and protect, a violent rebuke to all who would ''dare'' to strike another in their presence! This Charm enhances ''Light of Devastation Prana''. As long as the Light is alive around the Solar, she may counterattack against any attack within its range, not only those against the Solar. To do so, the Solar must be aware of this attack and pay 2 motes. This attack possesses the same pool, damage and difficulty to defend as a normal counterattack launched by Light of Devastation Prana, plus the Solar's Compassion in automatic successes to the attack.
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Enhanced by a Solar's desire to protect those she rules, the Light of Devastation softens its hue into a pearlescent white as it becomes as a blood-stained mantle of a sun-ordained boddhissatva, come from heavens to enlighten and protect, a violent rebuke to all who would ''dare'' to strike another in their presence! This Charm enhances ''Light of Devastation Prana''. As long as the Light is alive around the Solar, she may counterattack against any attack made within its range. To do so, the Solar must be aware of this attack and pay 4 motes. This counterattack possesses a pool of the Solar's Wits+Brawl with a number of automatic successes added equal to the Solar's Compassion (but only as long as it is a counter to an attack against another, not against the Solar.) This counterattack has a base damage equal to twice the Solar's Essence rating.
  
 
'''Become the Light'''<br>
 
'''Become the Light'''<br>

Latest revision as of 22:36, 9 April 2010

The World is a Weapon

Balance in Strength Method
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Essence: 2
Prerequisite Charms: Unerring Fists
To most brawlers, the use of improvised weapons is something incidental when they require more damage or lethality at the cost of finesse! But the Solar can know just how to create balance from the imbalance of their improvised weapons, striking with them better than they would with just their fists! This allows the Solar to compensate for an improvised weapon's poor Accuracy and Defense scores by adding dice to his attacks and defenses with them at the cost of 1 mote per die. The Solar may not add more dice than their Strength+Brawl in this fashion.

The World Is The Weapon Approach
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms: Balance in Strength Method
With acrobatic movements or just sheer force, everything the Solar touches or lifts becomes a perfect weapon! This Charm permanently enhances the character's abilities. After this Charm is purchased, the character halves the Strength+Athletics requirement to use an object as an improvised weapon, and may do so without any penalties (be it to Speed, Accuracy or Defense) and a Rate equal to his Essence rating.

Falling Pillar Strike
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms: Balance in Strength Method
Improvised weapons tend to be of a vast bulk, but although they require great strength to lift, they merely add leverage for the Brawler to exert his own strength! With Falling Pillar Strike the Solar shifts this paradigm, however, bringing the full weight of his weapon upon his foe to crush him with it! An attack enhanced by Falling Pillar Strike cannot be parried by foes without sufficient Strength+Athletics to lift the improvised weapon wielded in the attack. The weapon breaks if the attack has more dice of damage, after soak, than that number.

Heavenly Avalanche Method
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Falling Pillar Strike
Bringing his weapon down in a sweeping arc, the character strikes like a falling avalanche, his enemies like the hapless trees standing directly in the way of city-sized boulders sliding from the imperial mountain! Heavenly Avalanche Method enhances an attack made with an Improvised Weapon, doubling the character's Dexterity+Brawl attack pool and subtracting dice from any enemy dodges equal to the Strength+Athletics nessessary to lift the weapon used, its dimensions making it harder and harder from enemies to get out of the avalanche's way!

Golden Solar Defense

Wall of Fists Method
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4
Minimum Essence: 2
Prerequisite Charms: Unerring Fists
Essence guides the Solar's hands, bolstering his might, allowing him to strike against incoming strikes and scatter them away from his form! By activating this Charm and paying 2 motes, the Solar receives a reflexive parry with his full Strength+Brawl pool to stop any attack he is aware of, be it a hand-to-hand or ranged attack. This Charm allows the character to defend against Lethal Damage unarmed without a Stunt.

Irresistible Force Fist
Cost: 5 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms: Stonefist Meditation, Wall of Fists Method
The Solar's hands are hardened enough to punch through metal, and infused with his golden essence, are an irresistible force able to oppose anything that comes for the Solar. With a mighty backhand, even falling mountains and the fires of She Who Lives In Her Name may be easily deflected. The Solar may perfectly parry any attack he is aware of. Any mundane weapon deflected by this Charm is shattered, and magical weapons are thrown aside - their owner must make a reflexive Wits+Melee roll with a difficulty equal to the Solar's Essence to keep their handle on the weapon, and are thrown off-balance, receiving a -1 penalty on all physical actions until their next turn.

Violent Symphony Stance
Cost: 8 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Irresistible Force Fist
Assuming the Violent Symphony Stance, the Chosen's every movement is violence incarnate - anyone so much as coming close feels the danger and bloodshed emanated from the brawler, and any weapon lifted against his is violently pushed aside with relentless force! For the remainder of the scene, the Solar adds his Valor to the damage of his attacks, and may parry any attack he is aware of with his full Strength+Brawl pool. This Charm allows the character to defend against Lethal Damage unarmed without a Stunt.


Fists of Gold

Celestial Lion Attittude
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Stonefist Meditation
To see a lion fight is to understand that might and grace can be as one. To see a lion strike is to see that might can be as overwhelming as to be as swiftness, as deftness. The Solar who learns this Charm adopts the attittude of a powerful lion, able to always use Strength in place of Dexterity on all Brawl attacks. This Charm does not need to be activated; it permanently enhances the Solar's abilities.

Golden Fist Meditation
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Stonefist Meditation
The Solar Brawler needs nothing. The Solar Brawler is himself a king, his fists unto a thing of divine iron. He is perfect, every strike and every position grand, unconquerable, without any conscious effort, without any fancy movements. Wether he uses weapons or not makes no difference - his every strike is always a thing of greatness, receiving the Weapon and Hearthstone Bracer Orichalcum Magical Material bonus to all armed and unarmed combat profiles, compatible with any and all Weapons and Bracers he uses, even those of Orichalcum - the Orichalcum Magical Material Bonus is doubled then.

Emperor of War Meditation
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 5
Prerequisite Charms: Golden Fist Meditation
The Emperor of War is a master of violence - fighting arts are his vassals and destruction his commandments. The movements of the Solar who learns this Charm become fluid things that come as natural to him as breathing - time seems to slow as he applies his fighting arts, changing the nature of his movements without a moment's thought, activating devastating techniques with as simple movements as those of a dance. Thereafter the Solar is able to activate Supplemental Brawl Charms in the same manner as Reflexive ones in regards to combos - such Charms may be activated or not with the Combo as the character desires, and can be done so as late in their combat steps as possible as long as they would still be applicable: Charms that add dice must be activated before an attack is rolled, Charms that affect defenses must be activated before the defense is rolled or applied and Charms that increase damage must be used before damage is rolled. Resolve any unusual timing of Charm activation with these guidelines. Those Charms are still Supplemental rather than Reflexive - they must be used to augment actions rather than generating them. Only their timing rules in regards to Combos are affected.

Light of Devastation Prana
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Golden Fist Meditation, Deadly Mercury Strike, Thunderclad Rush Attack
Reaching to her Anima and externalizing all the violent potential within it the Solar becomes wreathed in living light! Activating this Charm brings the Solar to iconic Anima Flare, wherein she will remain for as long as this Charm remains active - it is not mere light flaring but the strength of the Solar's Essence pouring in luminous waves out of her body - a mere wave of her hand is enough to scater the light into a powerful force that can shatter walls! For the remainder of the scene the Solar wreathed in living light can launch close combat attacks as far as (her Essence x5) yards away - those strikes are fast as light, requiring its targets to suceed on a Perception+Awareness roll at standard difficulty to defend against them. Even those who suceed upon this roll receive a penalty equal to the Solar's Brawl score to their defenses - the strikes come in the speed of racing light!

Adamant Mirror Flame
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 5
Prerequisite Charms: Light of Devastation Prana
Enhanced by a Solar's purity of purpose and unity with the heavenly forces, the Light of Devastation gains a corona of pure heavenly fire, crackling with the pure white of the adamant dome reflecting the unconquered sun's light!

This Charm enhances Light of Devastation Prana. All Creatures of Darkness increase the difficulty in their Perception+Awareness roll by the Solar's Essence, and receive Aggravated Damage from the strikes enhanced by the Light of Devastation.

Golden Boddhissatva Aegis
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 5
Minimum Essence: 5
Prerequisite Charms: Light of Devastation Prana
Enhanced by a Solar's desire to protect those she rules, the Light of Devastation softens its hue into a pearlescent white as it becomes as a blood-stained mantle of a sun-ordained boddhissatva, come from heavens to enlighten and protect, a violent rebuke to all who would dare to strike another in their presence! This Charm enhances Light of Devastation Prana. As long as the Light is alive around the Solar, she may counterattack against any attack made within its range. To do so, the Solar must be aware of this attack and pay 4 motes. This counterattack possesses a pool of the Solar's Wits+Brawl with a number of automatic successes added equal to the Solar's Compassion (but only as long as it is a counter to an attack against another, not against the Solar.) This counterattack has a base damage equal to twice the Solar's Essence rating.

Become the Light
Cost: 6 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 5
Prerequisite Charms: Golden Fist Meditation, Thunderclad Rush Attack
Internalizing the Essence of Orichalcum within himself, the Solar makes all his movements perfect. He moves with incredible speed, and all those who try to move against him find themselves blindsided by the speed of his movements, fast as sunlight itself! For the remainder of the scene, the Chosen automatically wins initiative against all his foes. If an effect that automatically wins initiative is used against the Chosen initiative is rolled normally, but the Chosen receives a bonus to it equal to his Essence. As a side-effect of such imperious movement, the character increases the difficulty to strike him by his Dexterity.