Difference between revisions of "Strangelooper/SolInvictus"
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::First, thanks for commenting! I'm sure I'm going to miss a few things doing these conversions, and I appreciate any help in sorting them out. For one thing, I'm not paying too much attention to mote costs etc. I will probably go back over them once they're all entered in, and make sure that the Charm costs are more in line with 2nd Ed. | ::First, thanks for commenting! I'm sure I'm going to miss a few things doing these conversions, and I appreciate any help in sorting them out. For one thing, I'm not paying too much attention to mote costs etc. I will probably go back over them once they're all entered in, and make sure that the Charm costs are more in line with 2nd Ed. | ||
::Re this particular case: I'm more comfortable with having a the throw be more effective vs *less* successful attacks. I see successes as indicating the skill of the attack more than the raw force of the attack. A skillful attack wouldn't overbalance into the Sidestep Throw as badly as a clumsy (ie low-success) attack, so the skillful attacker wouldn't get thrown as far. - [[Strangelooper]] | ::Re this particular case: I'm more comfortable with having a the throw be more effective vs *less* successful attacks. I see successes as indicating the skill of the attack more than the raw force of the attack. A skillful attack wouldn't overbalance into the Sidestep Throw as badly as a clumsy (ie low-success) attack, so the skillful attacker wouldn't get thrown as far. - [[Strangelooper]] | ||
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+ | This project is on hold for a while, as I sort out my [[Strangelooper/SocialConflict]]] revision of 2nd edition Exalted social combat. |
Latest revision as of 02:57, 9 June 2010
Disclaimer:
All of the following Charms have been converted from the fan supplement Sol Invictus by Joshua Hall-Bachner, copyright 2004-2006. The charm names as well as much of the charm text, costs, prerequisites etc. have been used with the permission of the author; however these are not "the official Sol Invictus 2nd edition conversion". The author reserves the right to release his own conversion at a later date.
Contents
Dawn Caste Abilities
Archery
Redundant Charms
Strike Without Effort was made redundant by Second Edition's First Archery Excellency
Elsewhere-Hidden Bow was made redundant by Second Edition's Summoning the Loyal Bow
Deadly Glints of Sunlight was made redundant by the Second Edition change of Phantom Arrow Technique to duration: Permanent. With that change, now Immaculate Golden Bow achieves virtually the same effect.
Updated Charms
Unhesitating Arrow Technique
Cost: 2 motes Minimums: Archery 4, Essence 3 Type: Simple (Speed 3, DV -1) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Trance of Unhesitating Speed
With a single sudden movement, the Solar strings an arrow across her bow and releases it more quickly than a bolt of lightning. This charm is an Archery attack with a lower speed than normal.
Barrier-Breaching Arrow
Cost: 6 motes, 1 Willpower Minimums: Archery 5, Essence 3 Type: Simple Keywords: Combo-OK Duration: Instant Prerequisite Charms: Forceful Arrow
Working with exceptional grace and power, the Exalt makes an attack which is unhampered by any obstruction. The character makes a standard Archery attack. The attack may not be parried. In addition, this attack bypasses any cover (including shields); the arrow will plunge through the barrier without losing any power or accuracy. Finally, the arrow is unaffected by armour; only the target's natural soak applies. Any obstruction made of the Five Magical Materials will be left undamaged; other material will retain a small hole where the arrow passed through them. This Charm can be used to strike targets who are entirely behind an obstruction if the Exalted has access to a method with which to locate them precisely (eg Unsurpassed Hearing and Touch Discipline, or sensing through a Familiar which has line of sight to the target).
Reversal of Fortune Strike
Cost: 4 motes Minimums: Archery 5, Essence 4 Type: Reflexive Keywords: Obvious, Combo-Basic, Counterattack Duration: Instant Prerequisite Charms: Forceful Arrow
The character's mastery of archery has reached a level at which ranged attacks are no longer a danger for her. When she is the target of any ranged attack with a physical component, she nocks an arrow to her bow and makes a reflexive Dexterity+Archery roll. If her successes do not exceed the attack's successes, there is no effect (she missed). If her successes equal or exceed the attack's successes, then her arrow strikes the incoming attack and deflects it towards a new target of her choice. The attack is applied to the new target using the successes made on the Solar's reflexive Dexterity+Archery roll, using the base damage of the original attack.
This charm can be applied only against ranged attacks with a physical component. This means that they must involve an attack roll targeted against the character. Missiles that are not attacks (eg hailstones, harmful flying objects from environmental effects such as certain Dragonblooded or Abyssal defensive charms) are not valid for this charm. Ranged attacks without a physical component (eg Blazing Solar Bolt, most Sorcery attacks) are not valid for this charm. Any attack that 'cannot be blocked' is also invalid for this charm.
If this charm is used against a missile that has been enhanced with Reversal of Fortune Strike or any other counterattack charm, then the missile is harmlessly deflected on a successful roll rather than being redirected.
Lithe Archer Discipline
Cost: 5 motes, 1 Willpower Minimums: Archery 5, Essence 4 Type: Independent Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Accuracy Without Distance, Barrier-Breaching Arrow
Through intense practice with his chosen weapon, the Exalt has become deeply attuned to the fundamental Essence flows of archery. On the tick that he activates this Charm, the character may take a single Independent Action in addition to his normal action. The extra Independent Action granted by this Charm may only be used for dice actions and Charms of the Archery ability and no other abilities.
Death-Unleashing Method
Cost: 10 motes, 1 Willpower Minimums: Archery 5, Essence 5 Type: Independent Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Lithe Archer Discipline
The Exalt and her bow have become one; she has merely to think in order to unleash its wrath upon her foes. When she activates this Charm, the character may take a number of Independent Actions equal to her (Permanent Essence / 2), rounded up. The extra Independent Actions granted by this Charm may only be used for dice actions and Charms of the Archery ability and no other abilities.
Heart-Seeking Missile
Cost: 3 motes Minimums: Archery 5, Essence 3 Type: Supplemental Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Accuracy Without Distance
Through a sublime understanding of the arrow's true nature, the character can draw upon the projectile's desire to strike home. The attack supplemented by this Charm cannot be dodged, bending through space to always strike true. In addition, if this attack strikes, it will uniformly strike the target's most vulnerable spot; double the successes rolled on the damage roll. The attack is targeted through mystic principles, and so can affect non-living targets like constructs or the undead. However, rolled damage is not doubled against such targets.
Perfected Archery Discipline
Cost: 5 motes, 1 Willpower Minimums: Archery 5, Essence 3 Type: Extra Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Arrow Storm Technique
The character has fully internalized the principles of both speed and accuracy, allowing her to effortlessly strike numerous targets. The Exalt may make a number of Archery attacks equal to her Dexterity, regardless of her weapon's Rate, without multiple action penalties, and with a DV modifier equal to the highest penalty for any one attack. In addition, each attack receives automatic successes equal to (Permanent Essence / 2) rounded up. These extra successes do count (as 2 dice each) against the Attribute + Ability limit for raising dice pools with Charms.
Ten Thousand Locust Meditation
Cost: 10 motes, 1 Willpower Minimums: Archery 6, Essence 6 Type: Simple Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Death-Unleashing Method, Perfected Archery Discipline, Rain of Feathered Death
The Solar draws back a single arrow upon her bow; when she lets it loose, it splits in midair into thousands of identical arrows, each aimed at a different target. The character makes single Archery attack; the successes are applied against a maximum number of targets equal to (Permanent Essence x 10). No target may be selected more than once.
In mass combat, the charm has the following effects instead: After adjustments for formations, add the lesser of (the Solar Archer's Permanent Essence, or the target unit's Magnitude) to the Magnitude of the Solar Archer's unit, for the purposes of calculating both damage and minimum damage to the target unit (for this attack only).
All-Consuming Solar Flare
Cost: 4 motes, 1 Willpower Minimums: Archery 5, Essence 5 Type: Supplemental Keywords: Obvious, Combo-OK, Holy Duration: Instant Prerequisite Charms: Forceful Arrow, Inexhaustible Bolts of Solar Fire
The Exalt channels the furious, vengeful aspect of the Unconquered Sun into her arrow, unleashing a powerful and deadly attack. As she draws back her bow, the tip of the arrow begins to glow; after being fired, the arrowhead becomes white-hot, and a blazing cone of solar fire trails behind it, spanning two and a half feet in every direction. The light shed by this attack is equivalent to the 11-15 motes of peripheral Essence level of anima display for Solars. The Exalt adds successes equal to her Permanent Essence to this attack. The arrow also adds twice the Exalt's Permanent Essence to its base damage. If the target is a Creature of Darkness, this damage is Aggravated.
Heart-Incinerating Arrow
Cost: 5 motes, 1 Willpower Minimums: Archery 6, Essence 6 Type: Simple Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: All-Consuming Solar Flare
The character focuses the heat of a thousand suns into a pinpoint of Solar Essence within the head of a single arrow before firing it. Any target struck by such an arrow is incinerated from within. The Exalt makes a normal Archery attack, which cannot be parried. Apply twice the raw damage of the attack as Levels of Aggravated damage, which also ignores all armour soak. Any target slain by this attack is consumed utterly in the Solar flames, leaving behind no body and no possessions besides items of the Magical Materials.
Martial Arts
All of the Brawl Charms from Sol Invictus are listed first, as Charms of the Solar Hero Style of Martial Arts.
Redundant Charms
Unerring Fists has been made redundant by the First Martial Arts Excellency.
Earthbound Strike has been deleted. It is too similar to a dragon-blooded Earth Dragon Style charm, and seems out of theme with Solar powers.
Updated Charms
Pouncing Tiger Strike
Cost: 5 motes Minimums: Martial Arts 4, Essence 3 Type: Simple (Speed 4, DV -0) Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Dragon Coil Technique, Thunderclap Rush Attack
The Exalt bounds forward with great speed, catching his quarry unaware. The character may move up to his standard "Dash" movement rate in order to reach his target, and then makes a standard Clinch attack in the same tick. The character may roll Strength + Martial Arts vs his target's Wits + Awareness in order to establish Surprise, even if the target has the Exalt in plain view. If the target has witnessed the Solar use this Charm, or has witnessed anyone using this Charm and knows that the Solar can use this charm, then they may add their Essence in automatic successes to their Wits + Awareness roll.
Scorpion Bite Maneuver
Cost: 5 motes Minimums: Martial Arts 5, Essence 3 Type: Supplemental (Step 7) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Pouncing Tiger Strike
With his opponent held firmly in his grasp, there is nothing stopping the Solar from applying his full strength to cause brutal, painful injury. The character may activate this charm after a successful Clinch attack, or when he gains control of a Clinch. Add (Permanent Essence x 2) to the raw damage of the attack, and the damage is Lethal.
Slippery Fish Maneuver
Cost: 3 motes Minimums: Martial Arts 5, Essence 3 Type: Reflexive Keywords: Combo-Basic Duration: Instant Prerequisite Charms: Pouncing Tiger Strike
The character's slippery, twisting movements make her impossible to pin down, even for a masterful opponent. Upon activating this Charm, the Exalt deftly slips free of any clinch, leaving her opponent grasping thin air. This Charm is a Perfect Defense against any clinch or hold, even one noted as being explicitly inescapable. If this charm is used in reaction to an initial grapple attempt, then the Exalt never becomes grappled. If this Charm is used after a character has been grappled and rendered inactive, then the escape immediately negates the inactive status; treat the escape as a (Speed 4, DV-1) action.
Human Shield Attitude
Cost: 6 motes Minimums: Martial Arts 5, Essence 3 Type: Reflexive Keywords: Duration: Instant Prerequisite Charms: Slippery Fish Maneuver
The Exalt can use a clinched foe to defend against incoming attacks. This charm can only be used if the character is in control of the clinch. When activated, the charcter twists in order to place his clinched opponent's body in front of an incoming attack he is aware of. The attack strikes the clinched foe as though it were originally aimed at her.
Ten-Foe Grasp
Cost: 3 motes (1 mote to maintain Minimums: Martial Arts 5, Essence 4 Type: Supplemental Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Slippery Fish Maneuver
The character has gained complete and total control of his body's strength and agility, and can apply this to his wrestling. WHen supplementing a Clinch attack with this Charm, he can make the attack using even the smallest part of his body - a single finger can apply the pressure needed to hold a foe to the ground. Clinches supplemented with this charm have a Rate of 5. The Exalt may flurry non-Clinch actions except those which would target a Clinched opponent - targeting a Clinched opponent with any sort of attack other than a Clinch automatically releases them as though they had broken the hold. In addition, the character may Clinch any number of opponents simultaneously using this Charm - by holding them in unlikely positions, using the limbs of one to hold another, or otherwise using unlikely methods to ensnare them.
Incorrigible Beast Style
Cost: 3 motes, 1 Willpower Minimums: Martial Arts 6, Essence 6 Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Ten-Foe Grasp
When wrestling, the character bucks and wriggles like a wild riding animal throwing its rider - and he can always translate that motion into superior position in a Clinch. The Solar automatically wins a single contest for control of a Clinch, even if his opponent scored more successes on the contested roll. This is a Perfect effect. If both opponents use a Perfect effect to take control of the Clinch, then ignore that effect of both Charms and make an opposed roll as normal.
Unwitting Foe-Hammer
Cost: 6 motes, 1 Willpower Minimums: Martial Arts 5, Essence 4 Type: Supplemental (Step 7) Keywords: Obvious Combo-OK Duration: Instant Prerequisite Charms: Crashing Wave Throw
For the masterful Solar Hero stylist, a foe is not just an obstacle to overcome - but also a weapon. The character may activate this Charm after determining that she has gained control of a Clinch. Instead of the usual actions taken when control of Clinch is won, the character uses the clinched opponent as a weapon with which to strike other foes. The clinched character is equivalent to a weapon with Accuracy 0, Damage (clinched character's Stamina)B, Defense 0, Rate 1. If the attack hits another foe, then the clinched character must soak raw damage equal to that inflicted on the struck foe.
Unending Struggle Meditation
Cost: 5 motes, 1 Willpower Minimums: Martial Arts 5, Essence 3 Type: Extra Action Keywords: Combo-OK Duration: Instant Prerequisite Charms: Crashing Wave Throw
The character's tricky movements make her extremely difficult to pin down in a wrestling contest. This Charm is activated on an action when a clinch is renewed. The character's opponent makes a single roll to control the clinch, while the Solar makes a number of rolls equal to his Dexterity. The first attempt receives a bonus of 1 die; each subsequent attempt receives an additional die. Any roll that beats the opponent's roll may be used to Crush, Break the Hold, or simply maintain the hold. If the opponent is thrown out of reach via Break Hold, then any remaining Clinch actions are lost.
Stonefist Meditation
Cost: None Minimums: Martial Arts 5, Essence 4 Type: Special Keywords: Duration: Permanent Prerequisite Charms: Fists of Iron
The Exalts fists have become permanently suffused with Essence, drastically improving her ability to fight unarmed. She may chose to deal lethal damage with unarmed attacks, and she may parry lethal attacks barehanded, without a stunt. In addition, the damage value of her unarmed attacks is increased by her Permanent Essence. The accuracy and parry bonuses are increased by (Permanent Essence / 2). This Charm does not need to be activated; it simply enhances the Exalts capailities.
Rolling Thunder Approach
Cost: 8 motes, 1 Willpower Minimums: Martial Arts 5, Essence 3 Type: Extra Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Hammer on Iron Technique
The Solar's fists move with unbelievable speed and her body bobs and weaves faster than any mortal. With a sudden burst of speed, the Martial Artist unleashes a fully of attacks. This is a magical flurry of (Permanent Essence x 2) Martial Arts attacks, regardless of Rate, without multiple action penalties and with a DV penalty equal to the highest penalty for any one of the attacks. Attacks made with this Charm may target multiple opponents, unlike Hammer on Iron Technique.
Sidestep Throw Technique
Cost: 5 motes Minimums: Martial Arts 4, Essence 3 Type: Reflexive Keywords: Combo-Basic Duration: Instant Prerequisite Charms: Crashing Wave Throw
The character has learned to use her opponent's strength against him. If the Martial Artist successfully parries an attack (ie uses a Martial Arts parry DV and the attacker does not penetrate her DV), then she has successfully grabbed her oppoent's arm (or other extremity) as he passes by her, and can use the opponent's own momentum to throw him. The opponent is immediately thrown horizontally as per the effects of Crashing Wave Throw, but the distance equals (PDV - attack successes) x 15 yards. If the attacker is in some way anchored to the ground, this Charm has no effect.
Deadly Mercury Strike
Cost: 5 motes Minimums: Martial Arts 5, Essence 4 Type: Reflexive (Step 2) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Sidestep Throw Technique
When faced with an opponent's oncoming blow, the character slides in close, unleashing a quick and deadly blow that will often undo his opponent's strike altogether. This Charm must be used in response to an opponent declaring a close combat attack against the Exalt, of which he is aware. The Exalt launches a counterattack that strikes simultaneously. Follow the steps of combat simultaneously for both the attacker and the Exalt. Neither party may use their DV however - the effective DV of each party is equal to their (attack successes / 2). It is possible, and indeed likely, that both parties will strike one another. However, if the original attacker is rendered unconscious or dead by the counterattack, then the original attack has no effect - damage and all other effects are prevented. This Charm may not be used in response to a counterattack.
Inevitable Destruction Spirit
Cost: 7 motes Minimums: Martial Arts 4, Essence 4 Type: Reflexive (Step 9, DV-1) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Sidestep Throw Technique
The Exalt has learned that any defense leaves a worse opening elsewhere. When an opponent successfully defends against an attack the Exalt made (through parrying, dodging, or preventing all damage in some way) he may activate this Charm and immediately attack his target again with an identical attack, adding his Essence in dice to the new attack. These extra dice are explicitly permitted to exceed the normal cap for added dice from Charms. The new attack may benefit from any supplemental effects used in the original attack, as long as any costs are paid a second time. Charms and effects that were not used on the original attack may not be applied to the new one. The new attack does not suffer any additional multiple action penalties other than those which applied to the original attack being duplicated, but it does apply a DV penalty of 1 itself.
Tumultuous Fists Meditation
Cost: 5+ motes, 1 Willpower Minimums: Martial Arts 5, Essence 5 Type: Extra Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Inevitable Destruction Spirit
The Exalt launches into a rapid-fire fury of attacks against all nearby foes. The character may make a single Martial Arts attack against each foe within (Movement) yards range of his position. In addition, the Exalt may choose to pay additional motes when activating the Charm. For each 5 motes spent beyond the Charm's initial cost, each attack made by this charm is applied an additional time against each target (using the same successes as were rolled on the initial attack). All costs for other Charms used in the attack must be paid once again for each additional set of attacks. No attack made by this Charm can be applied more times than the Exalt's Permanent Essence.
Blood and Fist Prana
Cost: 2 motes Minimums: Martial Arts 2, Essence 1 Type: Supplemental (Step 7) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Fists of Iron
The Exalt channels Essence directly into his strikes, rendering them more deadly than those of a mortal pugilist. The character adds his Permanent Essence to the raw damage of an attack. This Charm may be activated in Step 7 (after an attack hits, but before damage is rolled).
Migraine Force Atemi
Cost: 2 motes Minimums: Martial Arts 3, Essence 2 Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Blood and Fist Prana
With a well-placed blow, the Exalt sows disorder and uncertainty into her foe's mind. If an attack supplemented by this blow hits, the target must roll Stamina + Integrity vs a difficulty equal to the Permanent Essence of the Exalt. Unless this roll is passed, the target loses one temporary willpower.
Vicious Encroachment Fist
Cost: 5 motes Minimums: Martial Arts 4, Essence 3 Type: Supplemental Keywords: Combo-OK, Crippling, Stackable Duration: Instant Prerequisite Charms: Knockout Blow
Striking with intense, unbridled might, the Solar's fists knock aside all barriers and strike true against their target. The martial arts attack supplemented by this Charm becomes unblockable. In addition, the strike's force sends shockwaves throughout the target's body, setting her limbs aflail and rendering her unable to properly fight. For the remainder of the scene, she receives a dice penalty to all physical actions equal to (Solar's Martial Arts ability / 2). Multiple applications of this Charm stack with one another.
Iron Tempest Strike
Cost: 3 motes Minimums: Martial Arts 4, Essence 3 Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Knockout Blow
The character's strikes are forceful enough that mortal protection provides no safety from them. If the attack supplemented by this Charm hits successfully, it ignores all soak provided by armour that is not made of the Magical Materials. Inflexible mortal armour (anything with the word 'plate' in the name, including Breastplates) is severely dented by the attack; each time this Charm is used successfully, the wearer of such armour gains an additional -1 mobility penalty (to a maximum additional penalty of 3). Severely dented armour may be difficult and/or injurious to remove (Storyteller's discretion).
Adamantine Fists of Battle
Cost: 5 motes Minimums: Martial Arts 5, Essence 5 Type: Supplemental Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Pounding Hammer of Devastation Technique, Iron Tempest Strike
Essence concentrates around the character's hands, infusing them with great power. Strikes supplemented with this Charm deal automatic levels of damage equal to twice the character's Permanent Essence, in addion to their normal damage. Also, the Exalt may choose to have these strikes deal either Bashing or Lethal damage, even if using a weapon which normally inflicts only lethal damage.
Golden Warrior Fists
Cost: 6 motes, 1 Willpower Minimums: Martial Arts 6, Essence 6 Type: Supplemental Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Adamantine Fists of Battle
The Exalt's fists become entirely suffused with Solar Essence; they glow brightly, and they cannot be stopped by any force. Any strke supplemented by this Charm will break through any physical berrier without slowing (unless it is made of one of the Five Magical Materials). For attacks against inanimate objects, strkes augmented with this Charm automatically deal enough damage to punch a fist-sized hole in the object or shatter it (depending on its construction). When used against living opponents, the strike is unblockable and ignore all soak and Hardness, natural or from Charms and/or Artifacts.
Sol Invictus Style
This style didn't really appeal to me to be honest. Maybe I'll go back and try to shoehorn it into 2nd edition form when I'm done the rest of the charms, but it'll be the last thing I edit.
Melee
Redundant Charms
Serpent Strike Technique has been made redundant by the First Melee Excellency
Steel Symphony Stance has been made redundant by Infinite Melee Mastery
Invulnerable Redoubt Method has been made redundant by Heavenly Guardian Defense
Formidable Blade Defense has been made redundant by the Second Melee Excellency
Singing Blade Barrier Stance has been made redundant by Infinite Melee Mastery
Sword-Dancer Style has been deleted as it is based on rolled defenses and 1st ed turn sequence
Updated Charms
Perfected Warrior Discipline
Cost: 6 motes, 1 Willpower Minimums: Melee 5, Essence 4 Type: Independent Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Iron Whirlwind Attack
The Exalt wields her blade masterfully, bringing it to bear with but a thought. When she activates this Charm, the Exalt may take an Independent Action in addition to her normal action, on the same tick. The extra Independent Action granted by this Charm may only be used for dice actions and Charms of the Melee ability and no other abilities.
Hundred Hungry Blades Meditation
Cost: 10 motes, 1 Willpower Minimums: Melee 5, Essence 5 Type: Independent Action Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Perfected Warrior Discipline
The character's blade moves with a speed and finesse that outstrips even the imagination of mortals; any who witness him act are left with only the faintest impression of steel cutting through the air. On the tick that this Charm is activated, the Exalt may make number of extra Independent Actions equal to his Permanent Essence / 2, rounded up. The extra Independent Action granted by this Charm may only be used for dice actions and Charms of the Melee ability and no other abilities.
Army of One Stance
Cost: 15 motes, 2 Willpower Minimums: Melee 6, Essence 6 Type: Simple Keywords: Obvious Duration: One Scene Prerequisite Charms: Hundred Hungry Blades Meditation
The character's weapon cannot be stilled; it cuts a furious arc around her at every moment. For the remainder of the scene, the character may make a number of Independent Actions equal to her Melee ability on any tick in which she acts. The extra Independent Action granted by this Charm may only be used for dice actions and Charms of the Melee ability and no other abilities.
Illuminating Inferno Strike
Cost: 5 motes Minimums: Melee 5, Essence 4 Type: Simple Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Whirlwind of Searing Blows (Castebook:Dawn, p74)
The Exalt's weapon is suffused with Essence, blazing forth with a blinding, cleansing Solar light. Add the Exalt's Permanent Essence to the weapon's base damage for the attack. Also, it deals aggravated damage to Creatures of Darkness.
Heart of the Sun Strike
Cost: 6 motes, 1 Willpower Minimums: Melee 5, Essence 5 Type: Simple Keywords: Obvious, Combo-OK Duration: Instant Prerequisite Charms: Illuminating Inferno Strike
The Solar's weapon is sheathed in white-hot Solar flame, which burns like the very heart of the Sun that illuminates Creation. Add twice the Permanent Essence of the Solar to the base damage of the weapon, and all of the damage is aggravated against any opponent. A weapon not made of one or more of the Five Magical Materials is completely destroyed after the attack.
Undaunted Weapon Technique
Cost: 2 motes Minimums: Melee 3, Essence 2 Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Melee Excellency
The Exalt's weapon strikes true, ignoring all barriers and illusions that stand in its way. The strike supplemented by this Charm ignores all external penalties from illusions, visibility, cover and shields. It also ignores the DV bonus usually applied to mounted opponents or opponents on higher ground. Other external penalties (eg from Called Shots such as Fierce Blows, Coup-de-Grace etc) still apply, however.
Steel-Denying Method
Cost: 4 motes Minimums: Melee 5, Essence 3 Type: Reflexive (Step 7) Keywords: Combo-Basic Duration: Instant Prerequisite Charms: Undaunted Weapon Technique
Utilizing the finest level of control, the Solar's motions allow her to carefully manipulate the location of her foe's weapon. With just the slightest flick of the wrist, it can be sent flying across the room. When the Solar successfully parries an attack made upon her with a hand-to-hand weapon, she may reflexively activate this Charm to disarm her opponent. The attacker may not roll to avoid this disarming, and the weapon flies up to (Exalt's PDV) *yards* away in a direction of the Exalt's choice.
Inevitable Strike
Cost: 3 motes, 1 Willpower Minimums: Melee 5, Essence 4 Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: One Weapon, Two Blows
The Exalt strikes with incredible precision, launching an attack which is certain to reach its target. The character makes a single Melee attack which is guaranteed to hit. This is a perfect attack - if the supplemented attack would miss, then it is considered to have hit with one extra success.
Unyielding Adamant Defense
Cost: 8 motes, 1 Willpower Minimums: Melee 5, Essence 4 Type: Reflexive (step 2) Keywords: Combo-OK Duration: One action Prerequisite Charms: Heavenly Guardian Defense
Against even the mightiest of onslaughts, the Solar can protect himself utterly. His blade blazing with brilliant sunfire; until his next action, the Solar may perfectly block a number of attacks equal to his Melee ability. The Exalt must decide in Step 2 of a particular attack whether or not to 'use up' one of the perfect parries granted by this Charm. This Charm may not block attacks which are explicitly unblockable. As with other perfect Solar parries, mundane weapons may not survive the parry attempt if used against sufficiently powerful attacks.
- note* I increased the number of perfect parries granted by this Charm due to the reduction in cost of HGD in 2nd edition.
Incarnate Blade Stance
Cost: 20 motes, 1 Willpower Minimums: Melee 6, Essence 6 Type: Simple Keywords: Duration: One Scene Prerequisite Charms: Unyielding Adamant Defense
The Exalt's weapon is her ultimate defense, standing vigilantly between her and anything which might bring her harm. For the remainder of the scene, the character may perfectly block a number of attacks equal to her Melee ability, between each of her actions. Attacks which are explicitly unblockable are not affected by this Charm, however. As with other perfect Solar parries, mundane weapons may not survive the parry attempt if used against sufficiently powerful attacks.
Ice and Fire Entwining
Cost: 8 motes, 1 Willpower Minimums: Melee 6, Essence 6 Type: Reflexive (Step 2) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Heavenly Guardian Defense, Inevitable Strike
With a single fluid motion, the Exalt unleashes a deadly combination - undoing an opponent's strike while returning one in kind, so quickly and elegantly that the two actions appear to be one. With this Charm, the character may perfectly parry any one attack. In addition, the character may make a reflexive counterattack against his attacker. The counterattack is not rolled; instead it hits the attacker automatically with one extra success, as a perfect attack.
Perfect Circle Stance
Cost: 5 motes, 1 Willpower Minimums: Melee 5, Essence 4 Type: Reflexive Keywords: Combo-Basic, Counterattack Duration: One Scene Prerequisite Charms: Ready in Eight Directions Stance
The character's weapon cuts immaculate arcs into the air around her, making approaching her a dangerous proposition at best. For the rest of the scene, whenever the character is attacked by an opponent within hand-to-hand range, she may immediately make a reflexive Counterattack with her melee weapon. In addition, the character may choose to relexively attack any opponent who enters her hand-to-hand range as a normal melee attack.
Comments
Shouldn't Sidestep Throw Technique throw opponents (PDV + Successes) x 15 yards? (note "+") - Voidstate
- That would punish an opponent more for an attack that almost succeeded then for an attack that completely failed. The charm as written is more in tune with the original intent of the 1e charm. -Talion
- First, thanks for commenting! I'm sure I'm going to miss a few things doing these conversions, and I appreciate any help in sorting them out. For one thing, I'm not paying too much attention to mote costs etc. I will probably go back over them once they're all entered in, and make sure that the Charm costs are more in line with 2nd Ed.
- Re this particular case: I'm more comfortable with having a the throw be more effective vs *less* successful attacks. I see successes as indicating the skill of the attack more than the raw force of the attack. A skillful attack wouldn't overbalance into the Sidestep Throw as badly as a clumsy (ie low-success) attack, so the skillful attacker wouldn't get thrown as far. - Strangelooper
This project is on hold for a while, as I sort out my Strangelooper/SocialConflict] revision of 2nd edition Exalted social combat.