Difference between revisions of "SolarMelee/Hanya"
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− | == Han'ya | + | == Melee Charms by Han'ya == |
− | + | <b>Heavenly Punishment Sigil</b> | |
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Cost: 6m | Cost: 6m | ||
Type: Supplementary | Type: Supplementary | ||
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Duration: Instant | Duration: Instant | ||
Minima: Melee 5, Essence 3 | Minima: Melee 5, Essence 3 | ||
− | Prerequisites: | + | Prerequisites: Fire and Stones Strike |
− | The Solar fills their weapon with the blazing fury of the sun, searing an unfillable hole into their target's very soul. This charm supplements a successful Melee attack that inflicts at least one level of Lethal damage. This Charm prevents the activation of any effects, artifacts, Charms, or inherent abilities that speed recovery of health levels lost to the attack | + | The Solar fills their weapon with the blazing fury of the sun, searing an unfillable hole into their target's very soul. This charm supplements a successful Melee attack that inflicts at least one level of Lethal damage. This Charm prevents the activation of any effects, artifacts, Charms, or inherent abilities that speed recovery of health levels lost to the attack until the sun crosses the horizon twice, and penalty negators (e.g. Relentless Lunar Fury or the First Excellency) for (Essence) actions. Essence sight reveals the Old Realm glyph for "By the Might of the Unconquered Sun" written across the wound in shining white-gold fire for the duration. |
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− | <b> | + | <b>Thousand Stabbing Sunbeams Halo</b> |
− | Cost: | + | Cost: 6m per sword, 2wp |
Type: Simple | Type: Simple | ||
Keywords: Obvious, Holy | Keywords: Obvious, Holy | ||
Duration: One scene | Duration: One scene | ||
Minima: Melee 5, Essence 4 | Minima: Melee 5, Essence 4 | ||
− | Prerequisites: Glorious Solar Saber | + | Prerequisites: Glorious Solar Saber, Majestic Radiant Presence |
− | + | A Solar swordsman is peerless in his might, and need not even raise a hand against his foes to scourge them with holy fire. This Charm functions as Glorious Solar Saber, except that a number of blades may be created equal to the caster's Melee score. These blades have no physical substance, and so may not parry physical attacks. Purely energy-based attacks are valid targets, however, and are parried using the Solar's DV. Each blade may make an independent attack every action at a target within range using the Solar's dice pool, respective of relevant penalties. These attacks, if it was not clear, are fully independent and so only suffer multiple-action penalties if the blades perform a flurry. | |
− | == Death Threats Turn Me On == | + | == Death Threats Turn Me On - So Don't Hold Back With The Comments == |
Latest revision as of 20:22, 18 April 2010
Melee Charms by Han'ya
Heavenly Punishment Sigil
Cost: 6m Type: Supplementary Keywords: Obvious, Combo-OK Duration: Instant Minima: Melee 5, Essence 3 Prerequisites: Fire and Stones Strike
The Solar fills their weapon with the blazing fury of the sun, searing an unfillable hole into their target's very soul. This charm supplements a successful Melee attack that inflicts at least one level of Lethal damage. This Charm prevents the activation of any effects, artifacts, Charms, or inherent abilities that speed recovery of health levels lost to the attack until the sun crosses the horizon twice, and penalty negators (e.g. Relentless Lunar Fury or the First Excellency) for (Essence) actions. Essence sight reveals the Old Realm glyph for "By the Might of the Unconquered Sun" written across the wound in shining white-gold fire for the duration.
Thousand Stabbing Sunbeams Halo
Cost: 6m per sword, 2wp Type: Simple Keywords: Obvious, Holy Duration: One scene Minima: Melee 5, Essence 4 Prerequisites: Glorious Solar Saber, Majestic Radiant Presence
A Solar swordsman is peerless in his might, and need not even raise a hand against his foes to scourge them with holy fire. This Charm functions as Glorious Solar Saber, except that a number of blades may be created equal to the caster's Melee score. These blades have no physical substance, and so may not parry physical attacks. Purely energy-based attacks are valid targets, however, and are parried using the Solar's DV. Each blade may make an independent attack every action at a target within range using the Solar's dice pool, respective of relevant penalties. These attacks, if it was not clear, are fully independent and so only suffer multiple-action penalties if the blades perform a flurry.