Difference between revisions of "IsawaBrian/SolarMeleeExtraActions"
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− | *SolarMelee/IsawaBrian | + | *[[SolarMelee/IsawaBrian]] |
----<B><I>Flooding River Strike</B></I> | ----<B><I>Flooding River Strike</B></I> | ||
<B>Cost:</B> 8 motes, 1 Willpower | <B>Cost:</B> 8 motes, 1 Willpower | ||
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In some ways, reaching the pinnacle of Essence within a mortal lifespan returns an Exalt to the beginning of his career, in terms of Charms. It is similar, if not precisely the same, as taking the Second Breath; everything is new again, and power beyond the dreams of younger Exalts are within his hands. So it is with One Weapon, Two Lives, a Charm based on the humble beginnings of One Weapon, Two Blows, but adapted for the significantly greater power of an Elder Exalt. | In some ways, reaching the pinnacle of Essence within a mortal lifespan returns an Exalt to the beginning of his career, in terms of Charms. It is similar, if not precisely the same, as taking the Second Breath; everything is new again, and power beyond the dreams of younger Exalts are within his hands. So it is with One Weapon, Two Lives, a Charm based on the humble beginnings of One Weapon, Two Blows, but adapted for the significantly greater power of an Elder Exalt. | ||
− | The character becomes capable of taking a Fully Independent Melee Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; One Weapon, Two Lives and similar Fully Independent Melee Actions do not suffer any problems with Mental/Social Actions), with one exception: Fully Independent Melee Actions must be used for Melee Actions or left unused. They can be used for Melee Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Melee actions, including Reflexive Charms from other Abilities, if he so much as postures with his sword during the Fully Independent Melee Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Melee Action can be used with other Extra Action Charms, although it is always permissible to split the die pool. | + | The character becomes capable of taking a Fully Independent Melee Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; One Weapon, Two Lives and similar Fully Independent Melee Actions do not suffer any problems with Mental[[/Social]] Actions), with one exception: Fully Independent Melee Actions must be used for Melee Actions or left unused. They can be used for Melee Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Melee actions, including Reflexive Charms from other Abilities, if he so much as postures with his sword during the Fully Independent Melee Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Melee Action can be used with other Extra Action Charms, although it is always permissible to split the die pool. |
<i>In Second Edition, this Charm is Obvious and Simple</i> | <i>In Second Edition, this Charm is Obvious and Simple</i> |
Revision as of 09:03, 3 April 2010
Flooding River Strike</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Whirlwind Attack
Sometimes, it is necessary for a single champion to stand against a horde of opponents. The power of Essence can allow a Solar to do so, giving speed to her limbs and rushing her weapon to meet her foes. So long as the character hits her intended target, she may immediately make another attack at her full dice pool. Each attack must be leveled at a different victim, and the Exalt cannot move more yards than her Melee score between each target. This Charm ends when the character misses or strikes every possible opponent within her reach.
In Second Edition, this Charm is Combo-OK and Obvious; it costs 10 motes, 1 willpower. The Solar's player may designate up to the character's (permanent Essence x 3) in targets, of which each must be no further than the Solar's Melee from the previous and subsequent targets in the list. The player then makes 1 attack roll which is leveled against each of the targets. During the tick of this attack, the Solar is continued to be in range of any opponent who would be in range of one of the opponents attacked, and ends the tick next to the final target.
Tornado Assault Technique</B>
<B>Cost:6 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Whirlwind Attack
Surrounding a Solar who has mastered the Tornado Assault Technique is a foolish mistake. No amount of enemies can swarm him under, for the Essence within him will let him strike at them all. The character may make one melee attack against every enemy within a number of yards equal to his Melee + Essence. He may turn in place, but may only move between his opponents.
In Second Edition, this Charm is Combo-OK and Obvious.
Thousand Cuts Prana</B>
<B>Cost:10 motes, 1 Willpower Duration: One Scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Flooding River Strike, Tornado Assault Technique
The Exalt and her weapon become a blur across the battlefield. She strikes out at her foes with terrifying speed and incredibly efficient movement, going from target to target with incredible ease. Until the end of the scene, the character gets an additional number of melee actions per turn equal to her Essence. These actions may not be further divided by splitting her dice pool. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.
In Second Edition, this Charm is Obvious and Combo-Basic. Every turn, the character may make a magical flurry of up to (her permanent Essence +1) in melee attacks, regardless of rate, with a DV penalty equal to the highest penalty for any one attack. The character may still make an ordinary flurry if it is necessary, but may not combine the two.
One Weapon, Two Lives</B>
<B>Cost:6 motes, 1 Willpower Duration: One scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Thousand Cuts Prana
In some ways, reaching the pinnacle of Essence within a mortal lifespan returns an Exalt to the beginning of his career, in terms of Charms. It is similar, if not precisely the same, as taking the Second Breath; everything is new again, and power beyond the dreams of younger Exalts are within his hands. So it is with One Weapon, Two Lives, a Charm based on the humble beginnings of One Weapon, Two Blows, but adapted for the significantly greater power of an Elder Exalt.
The character becomes capable of taking a Fully Independent Melee Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; One Weapon, Two Lives and similar Fully Independent Melee Actions do not suffer any problems with Mental/Social Actions), with one exception: Fully Independent Melee Actions must be used for Melee Actions or left unused. They can be used for Melee Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Melee actions, including Reflexive Charms from other Abilities, if he so much as postures with his sword during the Fully Independent Melee Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Melee Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
In Second Edition, this Charm is Obvious and Simple
Peony Garden Meditation</B>
<B>Cost:4 motes, 1 Willpower, plus 4 motes per Fully Independent Action Duration: One scene Type: Extra Action Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: One Weapon, Two Lives
Just as One Weapon, Two Lives is an outgrowth of One Weapon, Two Blows, Peony Garden Meditation is an Elder development of Peony Blossom Attack. The Elder infuses her body with powerful Essence, and becomes capable of incredibly rapid action. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Melee Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Melee Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Melee Actions; the final one that she takes must be a Fully Independent Melee Action. The character then gains that many extra Fully Independent Actions and Fully Independent Melee Actions per turn. The usual restrictions apply to all of them.
In Second Edition, this Charm is Obvious and Simple
Iron Hurricane Assault</B>
<B>Cost:16 motes, 2 Willpower Duration: One scene Type: Extra Action Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Peony Garden Meditation
This Charm is the Elder brother to Iron Whirlwind Attack. Now, the character is utterly unstoppable on the battlefield. He will seem to be in many places at once, striking down his foes in an endless storm of attacks. His sword will be like the reaping hand of Endings, his spear blossoming into a multitude like the rays of the Unconquered Sun. An army could not hope to stand against a warrior with the power of the Iron Hurricane Assault. The Solar gains a number of extra Fully Independent Actions equal to his Melee Score each turn. Only one of these must be a Fully Independent Melee Action.
In Second Edition, this Charm is Obvious and Simple
One Weapon, One Tumult</i>
Cost: --; Mins: Melee 4, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: One Weapon, Two Blows
The morning sun's rays fall upon the land in an uncounted multitude. The Solar develops her speed and focus to the extent that she can rain down unceasing blows upon her target. This Charm modifies its prerequisite, allowing the character to make One Weapon, Two Blows Obvious in exchange for having a variable effect. The Charm may be used as normal, but if the Solar activates it with the Obvious Keyword, she may spend up to her Melee rating in motes. Each mote spent adds 1 to the accuracy and rate of her weapon for one action. The accuracy bonus is still subject to the normal limitations on dice added via Charms.
<i>Unfolding the Blossom Prana</i>
Cost: --; Mins: Melee 4, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Peony Blossom Attack
Proper meditation and breathing exercises allow the Exalt to train himself to feel the rhythm of battle on a deeply personal level. From that connection, the Solar develops a tactical mastery, enabling a split second control over how and what he will destroy. This Charm modifies its prerequisite. The Solar activates Peony Blossom Attack as normal, with the usual maximum of (Essence +1) attacks. However, if the character makes less than the maximum number of attacks, he may spend 4 motes during Step 9 of the last attack in the flurry to make another attack.
The character is still limited to (Essence +1) total attacks in the flurry, but each new attack follows the same timing as a Counterattack, and thus may not be reacted to with Counterattacks or other Charms that use Counterattack timing. If Peony Blossom Attack is used in a Combo, the character must still follow regular combo rules. For example, Simple and Supplemental Charms must be used on each attack.
<i>Dawn's Crowning Wrath</i>
Cost: --; Mins: Melee 6, Essence 6; Type: Permanent Keywords: None Prerequisite Charms: Invincible Fury of the Dawn
Though some Elder Solars concentrate on transcending the barriers of focus, others understand that swiftness beyond thought has its own rewards. The untrammeled power of the Solar unleashes itself in her weapon, causing a blur of strikes so fast that only golden after-images can be seen. This Charm modifies Invincible Fury of the Dawn, increasing the extra attacks granted by it from 2 to the Solar's permanent Essence.
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