Difference between revisions of "IsawaBrian/SolarMeleeDamage"
(*Breaking stuff!) |
IsawaBrian (talk | contribs) m |
||
(7 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | *SolarMelee/IsawaBrian | + | *[[SolarMelee/IsawaBrian]] |
− | ----< | + | |
+ | == First Edition and Conversions == | ||
+ | |||
+ | ----<i><b>Armor-Negating Technique</B></I> | ||
<B>Cost:</B> 4 motes | <B>Cost:</B> 4 motes | ||
<B>Duration:</B> Instant | <B>Duration:</B> Instant | ||
Line 11: | Line 14: | ||
<i>In Second Edition, this is a secondary effect of Solar Strike (see below).</i> | <i>In Second Edition, this is a secondary effect of Solar Strike (see below).</i> | ||
− | ----< | + | ----<i><b>All-Weapons Deadly Discipline</B></I> |
<B>Cost:</B> 1 mote per 2 damage | <B>Cost:</B> 1 mote per 2 damage | ||
<B>Duration:</B> Instant | <B>Duration:</B> Instant | ||
Line 22: | Line 25: | ||
<i>In Second Edition, this is a secondary effect of Solar Strike (see below).</i> | <i>In Second Edition, this is a secondary effect of Solar Strike (see below).</i> | ||
− | ----< | + | ----<i><b>Edge as Sharp as Sunlight</B></I> |
<B>Cost:</B> 2 motes, 1 Willpower | <B>Cost:</B> 2 motes, 1 Willpower | ||
<B>Duration:</B> Instant | <B>Duration:</B> Instant | ||
Line 33: | Line 36: | ||
The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect. | The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect. | ||
− | <i>In Second Edition, this Charm is Combo-OK and Obvious. It requires One With the Blade and Solar Strike (All-Weapons Deadly Discipline) (see below). This Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength. Its Speed is 4 and its DV penalty is -1.</I> | + | <i>In Second Edition, this Charm is Combo-OK, Leader, and Obvious. It requires One With the Blade and Solar Strike (All-Weapons Deadly Discipline) (see below). This Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength. Its Speed is 4 and its DV penalty is -1.</I> |
− | ----< | + | ----<i><b>Heart of the Sun Attack</B></I> |
<B>Cost:</B> 10 motes, 1 Willpower | <B>Cost:</B> 10 motes, 1 Willpower | ||
<B>Duration:</B> Instant | <B>Duration:</B> Instant | ||
Line 44: | Line 47: | ||
This Charm creates a radiant, jagged aura of Solar Essence around the character’s weapon. This aura cuts through its target like a hot knife through butter, leaving terrible wounds behind. The character makes a normal attack roll, but all damage dealt is aggravated. | This Charm creates a radiant, jagged aura of Solar Essence around the character’s weapon. This aura cuts through its target like a hot knife through butter, leaving terrible wounds behind. The character makes a normal attack roll, but all damage dealt is aggravated. | ||
− | <i>In Second Edition, reduce the cost of this Charm to 5 motes, 1 Willpower, probably. Its Speed is 4 and its DV penalty is -1. It is Combo-OK and Obvious.</I> | + | <i>In Second Edition, reduce the cost of this Charm to 5 motes, 1 Willpower, probably. Its Speed is 4 and its DV penalty is -1. It is Combo-OK, Leader and Obvious.</I> |
− | ----< | + | ----<i><b>Total Annihilation Method</B></I> |
<B>Cost:</B> 16 motes, 2 Willpower | <B>Cost:</B> 16 motes, 2 Willpower | ||
<B>Duration:</B> Instant | <B>Duration:</B> Instant | ||
Line 57: | Line 60: | ||
Only the character and weapons made of the Five Magical Materials can withstand such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. | Only the character and weapons made of the Five Magical Materials can withstand such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. | ||
− | <i>In Second Edition, this Charm is | + | <i>In Second Edition, this Charm is Combo-OK, Leader, and Obvious.</I> |
− | ----< | + | ----<i><b>Order-Forged Blade</b></i> |
<b>Cost:</b> 2 motes | <b>Cost:</b> 2 motes | ||
<b>Duration:</b> Instant | <b>Duration:</b> Instant | ||
Line 71: | Line 74: | ||
<i>In Second Edition, this is a modification of Solar Strike (see below)</I> | <i>In Second Edition, this is a modification of Solar Strike (see below)</I> | ||
− | ----<i><b | + | ----<i><b>Merciful Master Swordsman Meditation</b></i> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<b>Cost:</b> 9 motes, 1 Willpower | <b>Cost:</b> 9 motes, 1 Willpower | ||
<b>Duration:</b> One Scene | <b>Duration:</b> One Scene | ||
Line 87: | Line 83: | ||
Sometimes, it is better to leave your enemies alive than to kill them. A loved one might be turned against a Solar in madness, or he may need his foes alive for questioning. This Charm surrounds the Solar's weapon with a strange, "soft" cushion of Essence that nevertheless deals massive blunt trauma to his foes. For the rest of the scene, his weapon gains a damage bonus equal to his Essence to all attacks. However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating. Additional strikes that would send a target below Incapacitated instead create additional "phantom" incapacitated levels that must be healed before any others. | Sometimes, it is better to leave your enemies alive than to kill them. A loved one might be turned against a Solar in madness, or he may need his foes alive for questioning. This Charm surrounds the Solar's weapon with a strange, "soft" cushion of Essence that nevertheless deals massive blunt trauma to his foes. For the rest of the scene, his weapon gains a damage bonus equal to his Essence to all attacks. However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating. Additional strikes that would send a target below Incapacitated instead create additional "phantom" incapacitated levels that must be healed before any others. | ||
− | <i>In Second Edition, this Charm is Combo-OK and Speed 5.</i> | + | <i>In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.</i> |
− | ----< | + | ----<i><b>Spirit-Burning Solar Aura</b></i> |
<b>Cost:</b> 15 motes, 2 Willpower | <b>Cost:</b> 15 motes, 2 Willpower | ||
<b>Duration:</b> One Scene | <b>Duration:</b> One Scene | ||
Line 98: | Line 94: | ||
For the artisans of the First Age Dawn Caste, the clumsy devastation of the Terrible Anger of the Unconquered Sun was simply too gauche. Anyone can destroy a mountain, but to the "sophisticated" Bronze Tiger, it was far more important to kill an <i>individual</i> with style, grace... and utter <b>totality</b>. Their contribution to the killing arts is the Spirit-Burning Solar Aura. This Charm wraps the Exalted's weapon with a carefully woven aura of Essence. This Essence blazes visibly around the Solar's weapon in a rotating corona of jagged sunlight. For the rest of the scene, add the Solar's permanent Essence to his weapon's damage. All damage dealt by that weapon is aggravated. Anything killed by the weapon during the scene has its spirit sliced down to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve. | For the artisans of the First Age Dawn Caste, the clumsy devastation of the Terrible Anger of the Unconquered Sun was simply too gauche. Anyone can destroy a mountain, but to the "sophisticated" Bronze Tiger, it was far more important to kill an <i>individual</i> with style, grace... and utter <b>totality</b>. Their contribution to the killing arts is the Spirit-Burning Solar Aura. This Charm wraps the Exalted's weapon with a carefully woven aura of Essence. This Essence blazes visibly around the Solar's weapon in a rotating corona of jagged sunlight. For the rest of the scene, add the Solar's permanent Essence to his weapon's damage. All damage dealt by that weapon is aggravated. Anything killed by the weapon during the scene has its spirit sliced down to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve. | ||
− | <i>In Second Edition, this Charm is Combo-OK and Obvious.</i> | + | <i>In Second Edition, this Charm is Combo-OK, Leader, and Obvious.</i> |
+ | |||
+ | == Second Edition == | ||
− | ----<i><b>Solar Strike</ | + | ----<i><b>Whirlwind of Searing Blows</b></i> |
+ | <b>Cost:</b> 7m, 1wp; <b>Mins:</b> Melee 4, Essence 3; <b>Type:</b> Supplemental | ||
+ | <b>Keywords:</b> Combo-OK, Leader | ||
+ | <b>Duration:</b> One Scene | ||
+ | <b>Prerequisite Charms:</b> Fire and Stones Strike | ||
+ | This Charm is a mechanical conversion of the Charm on page 74 of CB:D. It is fundamentally unchanged. | ||
+ | |||
+ | ----<i><b>Solar Strike</b></i> | ||
<b>Cost:</b> 2m; <b>Mins:</b> Melee 2, Essence 2; <b>Type:</b> Supplemental | <b>Cost:</b> 2m; <b>Mins:</b> Melee 2, Essence 2; <b>Type:</b> Supplemental | ||
− | <b>Keywords:</b> Combo-OK, Obvious | + | <b>Keywords:</b> Combo-OK, Leader, Obvious |
<b>Duration:</b> Instant | <b>Duration:</b> Instant | ||
<b>Prerequisite Charms:</b> None | <b>Prerequisite Charms:</b> None | ||
Line 119: | Line 124: | ||
charm (total 3) to add four extra dice of damage to the attack. This will also cause a very distinctive visual | charm (total 3) to add four extra dice of damage to the attack. This will also cause a very distinctive visual | ||
effect based on the character's anima. | effect based on the character's anima. | ||
+ | |||
+ | ----<i><b>Ravenous Lion Method</b></i> | ||
+ | <b>Cost:</b> --; <b>Mins:</B> Melee 4, Essence 4; <b>Type:</b> Permanent | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Permanent | ||
+ | <b>Prerequisite Charms:</b> Hungry Tiger Technique | ||
+ | A Solar warrior is ever hungry for victory, ready to destroy any who would stand against him in a terrible burst of power. This Charm modifies its prerequisite. By spending an additional 1 mote, the character may activate Hungry Tiger Technique as a non-Charm action. | ||
+ | |||
+ | ----<i><b>Pyroclasmic Attack</b></i> | ||
+ | <b>Cost:</b> --; <b>Mins:</B> Melee 4, Essence 4; <b>Type:</b> Permanent | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Permanent | ||
+ | <b>Prerequisite Charms:</b> Fire and Stones Strike | ||
+ | The terrifying strength of a Solar can shatter the strongest foe. By spending a willpower point when activating Fire and Stones Strike, the character adds post-soak damage successes, rather than dice. | ||
+ | |||
+ | ----<i><b>Felicity of Style Method</b></i> | ||
+ | <b>Cost:</b> --; <b>Mins:</B> Melee 3, Essence 3; <b>Type:</b> Permanent | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Permanent | ||
+ | <b>Prerequisite Charms:</b> Solar Strike | ||
+ | The Solar understands the proper style with which to drive home a spear or slash across an enemy's vitals with which to inflict more devastating wounds. This excellence of style grants a small but constant edge to the Solar's attacks. All damage rolls count 10s and two successes. | ||
== Comments == | == Comments == |
Latest revision as of 06:31, 22 April 2010
First Edition and Conversions
Armor-Negating Technique
Cost: 4 motes Duration: Instant Type: Supplemental Minimum Melee: 2 Minimum Essence: 2 Prerequisite Charms: Careful Warrior Method
No physical armor is invincible, save those with the most powerful of magics upon them. An Exalt can use this Charm to discover the holes in an enemy’s defense and exploit them, sending Essence-boosted attacks against his enemy’s weakest points. The Exalt’s attack becomes piercing, and gets a number of bonus damage dice equal to his permanent Essence.
In Second Edition, this is a secondary effect of Solar Strike (see below).
All-Weapons Deadly Discipline
Cost: 1 mote per 2 damage Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Fire and Stones Strike, Armor-Negating Technique
No weapon is useless in the hands of a trained Solar. By charging her weapon with Essence, she can cause it to unleash a deadly burst of damaging Essence when it strikes her opponent. For every mote of Essence the character spends on the Charm, it adds two to the base damage of her weapon. The Exalted cannot spend more motes of Essence activating this Charm than her permanent Essence rating. This effect also makes the character somewhat faster; add +2 to the weapon's speed rating. At least one mote of Essence must be spent to activate this Charm.
In Second Edition, this is a secondary effect of Solar Strike (see below).
Edge as Sharp as Sunlight
Cost: 2 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: All-Weapons Deadly Discipline, One With the Blade
Sunlight can penetrate any crack, any hole- if there is a way to for sunlight to strike through, it shall. A character using this Charm energizes his weapon with a razor-sharp Essence edge, emulating sunlight’s piercing capabilities. No matter how strong the defense, he will be able to do damage to his opponent.
The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.
In Second Edition, this Charm is Combo-OK, Leader, and Obvious. It requires One With the Blade and Solar Strike (All-Weapons Deadly Discipline) (see below). This Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength. Its Speed is 4 and its DV penalty is -1.
Heart of the Sun Attack
Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Edge as Sharp as Sunlight
This Charm creates a radiant, jagged aura of Solar Essence around the character’s weapon. This aura cuts through its target like a hot knife through butter, leaving terrible wounds behind. The character makes a normal attack roll, but all damage dealt is aggravated.
In Second Edition, reduce the cost of this Charm to 5 motes, 1 Willpower, probably. Its Speed is 4 and its DV penalty is -1. It is Combo-OK, Leader and Obvious.
Total Annihilation Method
Cost: 16 motes, 2 Willpower Duration: Instant Type: Simple Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Heart of the Sun Attack, Spear of the Unconquered Sun
This is a brute force Essence attack. The character charges his weapon with an obscene amount of Essence, causing it to burn with a terrible heat and light that destroys everything its path. The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s weapon. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate.
Only the character and weapons made of the Five Magical Materials can withstand such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.
In Second Edition, this Charm is Combo-OK, Leader, and Obvious.
Order-Forged Blade
Cost: 2 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charms: Edge of Morning Sunlight, Chaos-Repelling Pattern
By surrounding her weapon with a rigid pattern of Essence, the Solar makes it deadly to Fae and creatures of the Wyld. This is somewhat more difficult than the natural destruction of the creatures of Death inherent to all Solars, but draws instead upon the Solar's role as an enforcer of the Celestial Bureaucracy, and by extension, Creation. The weapon adds the character's Essence to its regular damage when used against Fae, Wyld Creatures and the severely Wyld-tainted.
In Second Edition, this is a modification of Solar Strike (see below)
Merciful Master Swordsman Meditation
Cost: 9 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Whirlwind of Searing Blows
Sometimes, it is better to leave your enemies alive than to kill them. A loved one might be turned against a Solar in madness, or he may need his foes alive for questioning. This Charm surrounds the Solar's weapon with a strange, "soft" cushion of Essence that nevertheless deals massive blunt trauma to his foes. For the rest of the scene, his weapon gains a damage bonus equal to his Essence to all attacks. However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating. Additional strikes that would send a target below Incapacitated instead create additional "phantom" incapacitated levels that must be healed before any others.
In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.
Spirit-Burning Solar Aura
Cost: 15 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: Heart of the Sun Attack
For the artisans of the First Age Dawn Caste, the clumsy devastation of the Terrible Anger of the Unconquered Sun was simply too gauche. Anyone can destroy a mountain, but to the "sophisticated" Bronze Tiger, it was far more important to kill an individual with style, grace... and utter totality. Their contribution to the killing arts is the Spirit-Burning Solar Aura. This Charm wraps the Exalted's weapon with a carefully woven aura of Essence. This Essence blazes visibly around the Solar's weapon in a rotating corona of jagged sunlight. For the rest of the scene, add the Solar's permanent Essence to his weapon's damage. All damage dealt by that weapon is aggravated. Anything killed by the weapon during the scene has its spirit sliced down to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.
In Second Edition, this Charm is Combo-OK, Leader, and Obvious.
Second Edition
Whirlwind of Searing Blows
Cost: 7m, 1wp; Mins: Melee 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Leader Duration: One Scene Prerequisite Charms: Fire and Stones Strike
This Charm is a mechanical conversion of the Charm on page 74 of CB:D. It is fundamentally unchanged.
Solar Strike
Cost: 2m; Mins: Melee 2, Essence 2; Type: Supplemental Keywords: Combo-OK, Leader, Obvious Duration: Instant Prerequisite Charms: None
The Solar invests her weapon with a momentary burst of Essence that manifests itself in a method based on the character's fighting style and anima. Add the Solar's Essence in damage to a Melee-based attack. In addition, the player can pick one of the following effects when purchasing this Charm, additional picks of which may be later purchased for 1 bonus point or experience point:
Edge of Morning Sunlight: The Solar's weapon manifests his sacred nature. The attack becomes Holy, and inflicts aggravated damage on creatures of darkness. When this effect is used, the character's weapon temporarily becomes bright enough to be seen for (Essence) miles. Order-Forged Blade: By surrounding her weapon with a rigid pattern of Essence, the Lawgiver makes it deadly to Fae and creatures of the Wyld. The attack becomes Order, and inflicts aggravated damage on Wyld creatures as per the Keyword. Armor-Negating Technique: An Exalt can use this technique to discover the holes in an enemy’s defense and exploit them, sending Essence-boosted attacks against his enemy’s weakest points. The attack becomes piercing. If it is already piercing, half the target's non-armor soak as well. All-Weapons Deadly Discipline: By charging her weapon with additional Essence, the Solar can cause it to unleash a deadly burst of damaging Essence when it strikes her opponent. Add 1 additional mote to the cost of the charm (total 3) to add four extra dice of damage to the attack. This will also cause a very distinctive visual effect based on the character's anima.
Ravenous Lion Method
Cost: --; Mins: Melee 4, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Hungry Tiger Technique
A Solar warrior is ever hungry for victory, ready to destroy any who would stand against him in a terrible burst of power. This Charm modifies its prerequisite. By spending an additional 1 mote, the character may activate Hungry Tiger Technique as a non-Charm action.
Pyroclasmic Attack
Cost: --; Mins: Melee 4, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Fire and Stones Strike
The terrifying strength of a Solar can shatter the strongest foe. By spending a willpower point when activating Fire and Stones Strike, the character adds post-soak damage successes, rather than dice.
Felicity of Style Method
Cost: --; Mins: Melee 3, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Solar Strike
The Solar understands the proper style with which to drive home a spear or slash across an enemy's vitals with which to inflict more devastating wounds. This excellence of style grants a small but constant edge to the Solar's attacks. All damage rolls count 10s and two successes.