Difference between revisions of "SolarMelee/BogMod"

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It is not enough that the Lawgivers be the greatest of warriors but they must also have no peer in whatever weapon they have chosen to master.  To try to match them in their field will only lead to humiliation.  Whenever the Solar faces off against someone whose own weapons or combat style would count for the Solar's Specialty in their Melee ability count the Solar's Specialty twice for its bonus.  Should a Solar have no Melee Specialty when this charm is bought they may count themself as having a one point specialty of their choice.  This dot counts for all pool calculation purposes but no others and should the Solar want can be bought as a proper specialty at any time as a Training effect.  This granted dot fades away when the Solar buys an actual specialty.  The dice granted by this charm do not count for dice caps.
 
It is not enough that the Lawgivers be the greatest of warriors but they must also have no peer in whatever weapon they have chosen to master.  To try to match them in their field will only lead to humiliation.  Whenever the Solar faces off against someone whose own weapons or combat style would count for the Solar's Specialty in their Melee ability count the Solar's Specialty twice for its bonus.  Should a Solar have no Melee Specialty when this charm is bought they may count themself as having a one point specialty of their choice.  This dot counts for all pool calculation purposes but no others and should the Solar want can be bought as a proper specialty at any time as a Training effect.  This granted dot fades away when the Solar buys an actual specialty.  The dice granted by this charm do not count for dice caps.
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Martial Ready: Archery, Martial Arts, Thrown, War
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<b>Bold Fortune Attack</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Melee 5, Essence 4; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> Martial-Ready<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Iron Whirlwind Attack
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The Lawgivers are bold and dynamic with ability that transends mortal limitations.  In their hands weapons are blurs that leave foes bleeding and defeated.  Their attacks as sure and swift and as numerous as the rays of the sun.  This charm permanently enhances the Solar so the first attack they make in a flurry suffers no multiple action penalties.  This charm can be bought again at Essence 6, and Essence 8 further enhancing it to benifit the second and third attacks in the same way.
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Martial Ready: Martial Arts
  
 
== Comments ==
 
== Comments ==

Latest revision as of 22:31, 12 November 2010

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Blade of the Monk King

Cost: 10m, 1wp; Mins: Melee 6, Essence 6; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: One Scene
Prerequisite Charms: Protection of Celestial Bliss, Fivefold Bulwark Stance, (Possibly more)

The Dawn Caste are the masters of weapons. All of Creation and beyond knows this even if they will not admit it. Suffusing his blade with his unrivaled essence and mastery all weapons and their masters must come to realize this. For the rest of the scene no Melee or Martial Arts hand-to-hand combat weapon can be used to attack the Solar. Weapons thrown or attacks fired by bow or gun can still strike them. Unarmed attacks are unaffected. Weapons will even turn in their user's hands to try to not even block the blow of a Solar using this charm. If a weapon is used to try to parry a Solar's attacks reduce their Parry DV by the Solar's Melee. A person with a permanent essence equal or greater then the Solar's can attack at a dice pool penalty of half the Solar's Melee and defend freely.


Three Tempest Strike

Cost: 5m, 1wp; Mins: Melee 4, Essence 4; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequiste Charms: Peony Blossom Attack

The solar cuts her foe thrice. Each time she strikes, like a growing storm, her blows grow more powerful and deadly. Her first blow is rolled normal. Her second blow adds a third of the successes from the first attack before penalties are applied in step 5 of the combat order when it is rolled. Her third blow adds a third of the successes from the second attack to it. This charm may not be in a combo with charms that grant additional actions.


Rising and Falling Swallow Cut

Cost: 5m, 1wp; Mins: Melee 5, Essence 3; Type: Reflexive(Step 9)
Keywords: Combo-Basic, Obvious
Duration: Melee Rating in actions
Prerequisite Charms: Ready in Eight Directions Stance

Up, then down. Down, then up. This is the life of a swallow, always rising and falling, falling and rising. So too does the blade of the Solar rise and fall, fall and rise, cutting down those who bring to bare their attacks upon the solar's person. Anytime the Solar uses his Parry DV against an attack this charm provides the Lawgiver has the option of making two counterattacks against that person. See pages 150 and 183 of the corebook for rules on counterattacks.


Glorious Warstider Armament

Cost: 12m, 1wp; Mins: Melee 4, Essence 4; Type: Simple
Keywords: Combo-OK, Holy, Obvious
Duration: One scene
Prerequisite Charms: Glorius Solar Saber

Sometimes a solar, even when in a powerful suit such as a Warstrider, needs a weapon. Sometimes fists wont due and for whatever reason they do not have a weapon ready. With such in mind this charm was made. When this charm is used a huge blade of essence forms glowing bright in the hands of the Solar. The solar gets his melee rating times 2 in points to divide amongst damage, defense, and accuracy. The weapons have infinite Rate and a Speed of 5. Any points spent towards damage grant 3L per point spent. Damage, Accuracy and Defense all start at 0 and can not be lowered. At least half the points must be spent on damage. These alocations can not be altered until the Lawgiver improves their melee score. This charm can be taken multiple times to creat distinct weapons. The spending of 4 additional motes when activating this charm lets the Solar summon paired blades. Against creatures of Darkness this blade does aggravated damage. A character must meet a Strength requirement of 12 to use this charm which mostly limits the charm to be used when in a powerful suit like a Warstrider.


Heavenly Bulwark Stance
Cost: 6m, 1wp; Mins: Melee 5, Essence 4; Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: Until next action
Prerequisite Charms: Heavenly Guardian Defense

When a Lawgiver sets himself to deny others the ability to harm him none can gainsay his authority. Until the character's next action any attack against him is protected against perfectly as per Heavenly Gaurdian Defense. Attacks the character is not aware of will get past and it has one of the Four Flaws of Invulnerability but aside from those two things there character is safe from all attacks.


Sky-and-Earth Cutting Technique
Cost: 6m, 1wp; Mins: Melee 5, Essence 5; Type: Simple
Keywords: Combo-Basic, Obvious, Holy
Duration: One scene
Prerequisite Charms: Melee Essence Flow, Fire and Stones Strike, Golden Destruction Cut

No armor can bar the blade of the Lawgivers. No mountain can bear the sun's true heat. Where the Solar's strike they leave nothing but the shattered bodies of their foes. This charm enhances the allready powerful blows of two handed weapons in a Solar's hands. For the scene the characters base damage is doubled, inflicts aggravated damage to Creatures of Darkness and for purposes of minimum damage count the Solar's Essence as being 2 higher then normal.


Five Nova Blades Mudra Technique
Cost: 12m; Mins: Melee 5, Essence 5; Type: Reflexive
Keywords: Combo-Ok, Obvious, Holy
Duration: 5 turns
Prerequisite Charms: Blazing Solar Bolt, Glorious Solar Saber, Melee Essence Flow

Which came first? The Unconquered Sun or the sun? The answer is the former and with a powerful hand sign he did cause the sun's fires to ignite into being. Instead though the Solar performs a slightly different hand sign and then four more. His anima goes to the 16+ mote range of anima flare and his weapon ignites in the flames that light the world. The fire and light of his weapon grows steadily until it burts and consumes. The turn it is used and for the next 4 turns the weapon gains the Piercing Tag and does aggravated damage to creatures of darkness. On the Solar's next turn and each turn after the blaze makes it hard to gaze at the Solar and so those who attack or defend against his attacks take a penalty of Essence in dice to their pools. On the third turn the flames are enough to count as a source of Environmental Damage to Creatures of Darkness within Essence * 2 yards with Damage of Permanent Essence in Aggravated per action and Trauma of Essence in Lethal. This lasts for the next 2 turns. On the fourth turn the weapon is more wreath of Solar flames permits the Solar to strike at any target within Essence * 10 yards with the weapon, lines of fire hitting where they guide their weapon. On the fifth turn it continues to benifit of all the previous stages until the end of the Solar's turn. At that point the flames burst free of the weapon in wave of fire and light. This is an unblockable attack that ignores soak at anyone the Solar wishes within Essence * 5 yards with a damage of Essence Lethal(aggravated against creatures of darkness). Those the Solar does not wish burned only feel the warm light of the sun shine on them.


Weapon Mastery Enlightenment
Cost: -; Mins: Melee 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Flashing Edge of Dawn(Glories)

Having mastered himself and mastered his weapon all the world is like a gleaming sword to the Solar. Anything he picks up can be a weapon to kill. From a spoon to a table leg or a rolled newspaper he can duel with those bearing steel against him. The Solar who knows this charm can treat any non-weapon she holds as a perfect chopping sword. If there is a typical weapon he normally uses any such weapon's stats can be used instead. Finally this mastery of self and weapon lets a Solar substitute his Essence for a weapon's Defense and Accuracy scores. This final effect is a non-Obvious effect.


Master Has No Peer
Cost: -; Mins: Melee 4, Essence 2; Type: Permanent
Keywords: Martial-Ready
Duration: Permanent
Prerequisite Charms: Any Melee Excellency

It is not enough that the Lawgivers be the greatest of warriors but they must also have no peer in whatever weapon they have chosen to master. To try to match them in their field will only lead to humiliation. Whenever the Solar faces off against someone whose own weapons or combat style would count for the Solar's Specialty in their Melee ability count the Solar's Specialty twice for its bonus. Should a Solar have no Melee Specialty when this charm is bought they may count themself as having a one point specialty of their choice. This dot counts for all pool calculation purposes but no others and should the Solar want can be bought as a proper specialty at any time as a Training effect. This granted dot fades away when the Solar buys an actual specialty. The dice granted by this charm do not count for dice caps.

Martial Ready: Archery, Martial Arts, Thrown, War


Bold Fortune Attack
Cost: -; Mins: Melee 5, Essence 4; Type: Permanent
Keywords: Martial-Ready
Duration: Permanent
Prerequisite Charms: Iron Whirlwind Attack

The Lawgivers are bold and dynamic with ability that transends mortal limitations. In their hands weapons are blurs that leave foes bleeding and defeated. Their attacks as sure and swift and as numerous as the rays of the sun. This charm permanently enhances the Solar so the first attack they make in a flurry suffers no multiple action penalties. This charm can be bought again at Essence 6, and Essence 8 further enhancing it to benifit the second and third attacks in the same way.

Martial Ready: Martial Arts

Comments

Conversion to 2e done. - BogMod

What's the point of Glorious Warstrider Armament? It doesn't look like it does anything that Glorious Solar Saber doesn't already do. ~Kukla
One thing warstrider weapons are good for is damage and lots of it. Thats the point here. -BogMod
Yes, but... It doesn't do any more damage than Glorious Solar Saber. You can already get twice your melee rating in points to divide amongst damage, defense, and accuracy if you have a speed 5 GSS. -Kukla
It does do more damage. For each point you spend to damage you get 3L. So while you get the same points anything spent into damage is much more effective. GSS at melee 5 could give you 10L while this can give you 30L. -BogMod