Difference between revisions of "IsawaBrian/SolarMeleeFightingStyles"
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----<b><i>Flaring Shield Strike</b></i> | ----<b><i>Flaring Shield Strike</b></i> | ||
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<b>Minimum Essence:</b> 1 | <b>Minimum Essence:</b> 1 | ||
<b>Prerequisite Charms:</b> None | <b>Prerequisite Charms:</b> None | ||
− | Burgeoned by a wave of Essence, the Solar charges his opponent, using his shield to ram the foolish target with incredible force. The Solar may move up to twice his normal full-round move to attack any opponent within range. This attack has a Speed of +3, Accuracy equal to (the shield's Melee defense bonus plus the Solar's permanent Essence) divided by two, and damage equal to the shield's Ranged defense bonus plus the Solar's Melee score. | + | Burgeoned by a wave of Essence, the Solar charges his opponent, using his shield to ram the foolish target with incredible force. The Solar may move up to twice his normal full-round move to attack any opponent within range. This attack has a Speed of +3, Accuracy equal to (the shield's Melee defense bonus plus the Solar's permanent Essence) divided by two, and damage equal to the shield's Ranged defense bonus plus the Solar's Melee score. The Exalt may choose to either do enhanced knockback or knockdown (this effect should be used even if knockback or knockdown is not used). If the character chooses to do enhanced knockback, every point of raw damage will cause 1 yard of knockback. If the character chooses to do enhanced knockdown, no matter how much damage is done, the attack automatically qualifies for knockdown, and the difficulty of the Stamina + Resistance roll is equal to 1 + health levels of damage done. |
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− | The Exalt may choose to either do enhanced knockback or knockdown (this effect should be used even if knockback or knockdown is not used). If the character chooses to do enhanced knockback, every point of raw damage will cause 1 yard of knockback. If the character chooses to do enhanced knockdown, no matter how much damage is done, the attack automatically qualifies for knockdown, and the difficulty of the Stamina + Resistance roll is equal to 1 + health levels of damage done. | ||
<i>In Second Edition, this Charm is Combo-OK, and has a Speed of 6</i> | <i>In Second Edition, this Charm is Combo-OK, and has a Speed of 6</i> | ||
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<b>Minimum Essence:</b> 2 | <b>Minimum Essence:</b> 2 | ||
<b>Prerequisite Charms:</b> Flaring Shield Strike | <b>Prerequisite Charms:</b> Flaring Shield Strike | ||
− | Many skilled warriors | + | Many skilled warriors eschew the use of a shield, except for certain magical ones, as being too unwieldy and bulky, interfering with their movement and vision. A Solar need not be so limited, thanks to essence-enhanced senses and reflexes. The Exalt turns her shield into an extension of her own body, permitting her to "sense" around it and fight as though it were hardly there. Subtract the mobility penalty value of the Solar's shield from her Permanent Essence. Any remainder is added to the shield's defense bonuses for both melee and ranged. |
<i>In Second Edition, this Charm has a Speed of 4 and a DV Penalty of -0. It is Combo-OK.</i> | <i>In Second Edition, this Charm has a Speed of 4 and a DV Penalty of -0. It is Combo-OK.</i> | ||
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<b>Minimum Essence:</b> 3 | <b>Minimum Essence:</b> 3 | ||
<b>Prerequisite Charms:</b> Making a Virtue of Obstruction | <b>Prerequisite Charms:</b> Making a Virtue of Obstruction | ||
− | The Solar Exalted uses the instinctive defensive power of his martial Essence in order to turn his shield into an active weapon, utilizing both its passive defenses and its heft to add to the Exalt's capabilities in combat. For the rest of the scene, the Exalted may use his shield as a full weapon, as per Flaring Shield Strike, although the shield now has a Defense bonus equal to its (Melee and Ranged defense bonuses added to each other and the Exalt's permanent Essence) divided by 2, round up, and the character does not get the option to use enhanced knockback or knockdown. The character also gains an additional action that must be used with the shield, including | + | The Solar Exalted uses the instinctive defensive power of his martial Essence in order to turn his shield into an active weapon, utilizing both its passive defenses and its heft to add to the Exalt's capabilities in combat. For the rest of the scene, the Exalted may use his shield as a full weapon, as per Flaring Shield Strike, although the shield now has a Defense bonus equal to its (Melee and Ranged defense bonuses added to each other and the Exalt's permanent Essence) divided by 2, round up, and the character does not get the option to use enhanced knockback or knockdown. The character also gains an additional action that must be used with the shield, including to default to a regular full parry. The Solar still gains the ordinary benefits of the shield. |
− | This Charm somewhat breaks the Extra Action Charm rules; the character may use Extra Action charms while it is active, including scene-length ones. However, if any such charm is used, the character forfeits the extra action gained by this Charm, and must follow all applicable rules for the other Extra Action Charm, including not splitting the dice pool, as in Iron Whirlwind Attack. This Charm does not grant a Fully Independent Action of any type, and so does not give the character the ability to use more than one Charm per turn | + | This Charm somewhat breaks the Extra Action Charm rules; the character may use Extra Action charms while it is active, including scene-length ones. However, if any such charm is used, the character forfeits the extra action gained by this Charm, and must follow all applicable rules for the other Extra Action Charm, including not splitting the dice pool, as in Iron Whirlwind Attack. This Charm does not grant a Fully Independent Action of any type, and so does not give the character the ability to use more than one Charm per turn. |
<i>In Second Edition, this Charm is Combo-OK and Simple (Speed 5, DV -0). The resultant weapon has a Speed of 6, but it may be freely used in a flurry on the character's turn as though its Speed was the highest of any other action besides itself (ie, does not affect the Speed of the Flurry. The character may make one action in each Flurry using the shield that does not add a DV penalty and is not affected by and does not affect the multiple action rules; this</i> does<i> add to a magical flurry.</i> | <i>In Second Edition, this Charm is Combo-OK and Simple (Speed 5, DV -0). The resultant weapon has a Speed of 6, but it may be freely used in a flurry on the character's turn as though its Speed was the highest of any other action besides itself (ie, does not affect the Speed of the Flurry. The character may make one action in each Flurry using the shield that does not add a DV penalty and is not affected by and does not affect the multiple action rules; this</i> does<i> add to a magical flurry.</i> | ||
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----<b><i>Defiant Footman Slap</b></i> | ----<b><i>Defiant Footman Slap</b></i> | ||
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<I>In Second Edition, this Charm is Obvious and Combo-OK. Disregard the final paragraph, using the rules for Sorcery actions in 1E, although Defiant Footman Slap still counts as an attack. The reflexive action generated by this Charm has no DV penalty and does not add to Speed.</i> | <I>In Second Edition, this Charm is Obvious and Combo-OK. Disregard the final paragraph, using the rules for Sorcery actions in 1E, although Defiant Footman Slap still counts as an attack. The reflexive action generated by this Charm has no DV penalty and does not add to Speed.</i> | ||
− | + | ----<b><i>Graceful Battle God Mudra</b></i> | |
+ | <b>Cost:</b> 12 motes, 2 Willpower | ||
+ | <b>Duration:</b> One Scene | ||
+ | <b>Type:</b> Extra Action | ||
+ | <b>Minimum Melee:</b> 5 | ||
+ | <b>Minimum Essence:</b> 5 | ||
+ | <b>Prerequisite Charms:</b> Steel Devil Style, [[IsawaBrian/SolarMeleeExtraActions|Thousand Cuts Prana]] | ||
+ | Every weapon has its own strengths and weakness. Being prepared for a fight often means understanding the difference between situations when a mighty hammer is effective, or when a sterling blade is the solution. By solidifying and animating motes from her Essence pool, a powerful Solar may transcend the limitations of choice in this matter. Once activated, Graceful Battle God Mudra animates a number of weapons around the Solar equal to her Permanent Essence. They may not travel further from the Exalt than her Melee score in feet, but they move nearly instantaneously, so a Solar can switch any two weapons each round, or one if the weapon that ends up in the Solar's hands is two-handed. The Solar is also not penalized for wielding two weapons at once in her hands, nor for the additional weapons. | ||
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+ | The Exalt also gains one additional action for each weapon that is not in her hands, although she must use the lesser of her Essence or her relevant attribute in any die pool (Example: Essence + Damage for damage, Essence + Melee + Accuracy for an attack, etc, if Essence is the lower of the pair of Strength or Dexterity, respectively). These additional actions may not be split or defaulted to a full parry, although the Solar may still split her initial action. The initial action can be defaulted to a full parry which can be used by any of the rotating weapons, but if this is done, any action with the weapons in her hands cannot be split. | ||
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+ | This Charm is not compatible with any other Extra Action Charm or effect, with the exception of those Charms and effects which grant Fully Independent Actions, including Fully Independent Melee Actions. If a Charm or effect which grants Fully Independent Actions of any relevant type is operative, the weapons will animate and can be switched as usual, but no additional actions are granted. Iterations or splits of the Fully Independent Actions must be used instead, and the character's usual dice pool is used, rather than being based off the lower of Permanent Essence or relevant attribute. There is no essence discount in this or any other similar situation. | ||
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+ | <i>In Second Edition, this Charm is Combo-Basic and Obvious. It costs 15 motes and 2 Willpower. Effectively, the character gains a number of full extra actions whose speed is calculated separately from the speed of any actions produced by the weapons in the character's own hands. These extra actions may only be used to attack, wait (like Guard but with no defensive effect), or switch, but they do not affect the character's DV at all. They may be affected by Charms, but the maximum number of Charms used per DV refresh is still 1 per DV refresh off the weapons the character is carrying. The floating weapons may not flurry. The character may switch any number of weapons, though only two (or one, if one is two handed) may be physically carried at one time or used in a single action/flurry, and the switched weapons must be acting on the same tick-- ie, if the character's main action is on Tick 15, and the action of his hovering grand daiklaive is on Tick 13, he must have the grand daiklaive wait two ticks in order to affect the switch. The character may switch at the </i>end<i> of an action, to switch between offensive and defensive weapons, for example. Otherwise, this Charm is the same as in 1E.</i> | ||
----<b><I>Dual Slaying Stance</b></i> | ----<b><I>Dual Slaying Stance</b></i> | ||
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<b>Duration:</b> One Scene | <b>Duration:</b> One Scene | ||
<b>Prerequisite Charms:</b> None | <b>Prerequisite Charms:</b> None | ||
− | The Lawgiver supplements her natural excellence with the guidance of Essence, allowing her to strike as easily with two weapons as with one. For the rest of the scene, the Solar has no off-hand penalty and so long as she wields at least two weapons, her penalty for performing multiple actions is reduced by her Melee score. For example, if a Solar with Melee 5 was wielding two rate 3 weapons and chose to flurry for 6 attacks, the first would be at –1, then –2, -3, -4, -5, and finally –6. This reduction cannot bring a penalty below 0. This does not reduce the DV penalty caused by each attack. If a character is ambidextrous, the cost of Dual Slaying Stance is reduced by 1 mote. | + | The Lawgiver supplements her natural excellence with the guidance of Essence, allowing her to strike as easily with two weapons as with one. For the rest of the scene, the Solar has no off-hand penalty and so long as she wields at least two weapons, her penalty for performing multiple actions is reduced by her Melee score. For example, if a Solar with Melee 5 was wielding two rate 3 weapons and chose to flurry for 6 attacks, the first would be at –1, then –2, -3, -4, -5, and finally –6. This reduction cannot bring a penalty below 0. This does not reduce the DV penalty caused by each attack. If a character is ambidextrous, the cost of Dual Slaying Stance is reduced by 1 mote. This charm has no effect on Rate if one of the character’s weapons is disarmed or destroyed, but it will have its full effects |
− | ----<b><I> | + | ----<b><I>Sun and Moon Method</b></i> |
<b>Cost:</b> 5m, 1 wp; <b>Mins:</b> Melee 4, Essence 2; <b>Type:</b> Simple | <b>Cost:</b> 5m, 1 wp; <b>Mins:</b> Melee 4, Essence 2; <b>Type:</b> Simple | ||
<b>Keywords:</b> Combo-OK | <b>Keywords:</b> Combo-OK | ||
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<b>Prerequisite Charms:</b> Dual-Slaying Stance | <b>Prerequisite Charms:</b> Dual-Slaying Stance | ||
The Lawgiver learns to balance the strengths of her weapons, granting the grace of one to the sturdy defense of another and combining the two. When wielding two weapons, add together their accuracy and defense for one scene. If one weapon is lost, its bonus is lost but the motes remain committed unless the Solar chooses otherwise and the Charm recalculates as soon as a second weapon is taken up again. | The Lawgiver learns to balance the strengths of her weapons, granting the grace of one to the sturdy defense of another and combining the two. When wielding two weapons, add together their accuracy and defense for one scene. If one weapon is lost, its bonus is lost but the motes remain committed unless the Solar chooses otherwise and the Charm recalculates as soon as a second weapon is taken up again. | ||
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----<b><I>Two Swords Technique</b></i> | ----<b><I>Two Swords Technique</b></i> | ||
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<b>Prerequisite Charms:</b> Steel Devil Style | <b>Prerequisite Charms:</b> Steel Devil Style | ||
To a Solar, mere limitations of balance and weight are but annoyances to be shed. The power of a Solar demands obedience from their weapons, not the other way around. The Solar may choose to commit 2 motes to attune a two-handed weapon; this adds to the cost of artifact attunement. Any weapon so attuned subtracts two from its Strength requirement and the Solar may wield it one-handed. The Solar may choose to attune any number of weapons this way, but the 2 mote surcharge must be committed for each weapon. | To a Solar, mere limitations of balance and weight are but annoyances to be shed. The power of a Solar demands obedience from their weapons, not the other way around. The Solar may choose to commit 2 motes to attune a two-handed weapon; this adds to the cost of artifact attunement. Any weapon so attuned subtracts two from its Strength requirement and the Solar may wield it one-handed. The Solar may choose to attune any number of weapons this way, but the 2 mote surcharge must be committed for each weapon. | ||
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----<b><I>Solitary Swordmaster Prana</b></i> | ----<b><I>Solitary Swordmaster Prana</b></i> | ||
− | + | <b>Cost:</b> 3m, 1 wp; <b>Mins:</b> Melee 4, Essence 2; <b>Type:</b> Simple | |
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− | <b>Cost:</b> 3m, 1 wp; <b>Mins:</b> Melee 4, Essence | ||
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<b>Keywords:</b> Combo-OK | <b>Keywords:</b> Combo-OK | ||
<b>Duration:</b> One scene | <b>Duration:</b> One scene | ||
<b>Prerequisite Charms:</b> Fire and Stones Strike | <b>Prerequisite Charms:</b> Fire and Stones Strike | ||
− | + | By calming her breath and harmonizing her soul with that of her weapon, the Solar gains mastery that escapes those who divide their attentions. This Charm may only be active if the Solar is wielding a single weapon with no shield. She may opt to wield this weapon one-handed or two-handed—though two handed weapons may only be single wielded if the Solar also knows Behemoth-Conquering Grip, above. If the Solar picks up a second weapon or a shield, she may choose to leave the motes for Solitary Swordmaster Prana committed and its benefits will resume as soon as her attentions are undivided once more. | |
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− | + | If the Solar wields her weapon one-handed, subtract 1 from the Speed of the weapon, minimum of 2. This Charm is explicitly cumulative with other Charms that are normally noncumulative with Speed reducers or have lowered Speed, but it does have a flat minimum of 2, even if the other Charms could limit it to 1. For example, the Solar might also choose to activate Sunray Spear, which is normally noncumulative with other Speed-reducing Charms and has a minimum Speed of 1. An Essence 5 Solar using both Charms with a Speed 6 weapon would have a Speed of 2-- 6 divided by 2 for Sunray Spear, minus 1 for Solitary Swordmaster Prana-- and despite the fact that Sunray Spear permits a Speed of 1, no further effects could reduce the weapon’s Speed. | |
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+ | If the Solar wields her weapon two-handed, add its Overwhelming number to the Solar’s Essence for the purposes of determining Damage. If the weapon has no Overwhelming number, the Solar may instead opt to use the higher of her Melee or Essence as her minimum damage roll. The Solar may opt to switch grips as a reflexive action, but may only do so on her tick. If the character Flurries, for example, she may shift from one handed to two-handed stance, but the player should be aware that typically only the highest Speed in a flurry is used. | ||
== Comments == | == Comments == |
Revision as of 22:11, 21 March 2009
- SolarMelee/IsawaBrian
Flaring Shield Strike</b>
<b>Cost:3 motes Duration: Instant Type: Simple Minimum Melee: 2 Minimum Essence: 1 Prerequisite Charms: None
Burgeoned by a wave of Essence, the Solar charges his opponent, using his shield to ram the foolish target with incredible force. The Solar may move up to twice his normal full-round move to attack any opponent within range. This attack has a Speed of +3, Accuracy equal to (the shield's Melee defense bonus plus the Solar's permanent Essence) divided by two, and damage equal to the shield's Ranged defense bonus plus the Solar's Melee score. The Exalt may choose to either do enhanced knockback or knockdown (this effect should be used even if knockback or knockdown is not used). If the character chooses to do enhanced knockback, every point of raw damage will cause 1 yard of knockback. If the character chooses to do enhanced knockdown, no matter how much damage is done, the attack automatically qualifies for knockdown, and the difficulty of the Stamina + Resistance roll is equal to 1 + health levels of damage done.
In Second Edition, this Charm is Combo-OK, and has a Speed of 6
Making a Virtue of Obstruction</b>
<b>Cost:4 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Flaring Shield Strike
Many skilled warriors eschew the use of a shield, except for certain magical ones, as being too unwieldy and bulky, interfering with their movement and vision. A Solar need not be so limited, thanks to essence-enhanced senses and reflexes. The Exalt turns her shield into an extension of her own body, permitting her to "sense" around it and fight as though it were hardly there. Subtract the mobility penalty value of the Solar's shield from her Permanent Essence. Any remainder is added to the shield's defense bonuses for both melee and ranged.
In Second Edition, this Charm has a Speed of 4 and a DV Penalty of -0. It is Combo-OK.
Deft Buckler Defender</b>
<b>Cost:6 motes, 1 Willpower Duration: One Scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Making a Virtue of Obstruction
The Solar Exalted uses the instinctive defensive power of his martial Essence in order to turn his shield into an active weapon, utilizing both its passive defenses and its heft to add to the Exalt's capabilities in combat. For the rest of the scene, the Exalted may use his shield as a full weapon, as per Flaring Shield Strike, although the shield now has a Defense bonus equal to its (Melee and Ranged defense bonuses added to each other and the Exalt's permanent Essence) divided by 2, round up, and the character does not get the option to use enhanced knockback or knockdown. The character also gains an additional action that must be used with the shield, including to default to a regular full parry. The Solar still gains the ordinary benefits of the shield.
This Charm somewhat breaks the Extra Action Charm rules; the character may use Extra Action charms while it is active, including scene-length ones. However, if any such charm is used, the character forfeits the extra action gained by this Charm, and must follow all applicable rules for the other Extra Action Charm, including not splitting the dice pool, as in Iron Whirlwind Attack. This Charm does not grant a Fully Independent Action of any type, and so does not give the character the ability to use more than one Charm per turn.
In Second Edition, this Charm is Combo-OK and Simple (Speed 5, DV -0). The resultant weapon has a Speed of 6, but it may be freely used in a flurry on the character's turn as though its Speed was the highest of any other action besides itself (ie, does not affect the Speed of the Flurry. The character may make one action in each Flurry using the shield that does not add a DV penalty and is not affected by and does not affect the multiple action rules; this does add to a magical flurry.
Defiant Footman Slap</b>
<b>Cost:5 per 'effect level', 1 Willpower Duration: Instant Type: Reflexive Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Deft Buckler Defender
Note: For the purposes of this Charm, 'effect level' either refers to the Circle "number" for a Sorcery spell or the minimum Essence necessary to perform an action; this does not include the Charms necessary for Sorcery, which is a delicate process and thus easier to disrupt.
By utilizing the Defiant Footman Slap, the Solar establishes her prerogative over other Essence-users. Whether simply a warrior-demigod, or a well-rounded fighter, the Exalt who triggers the Slap can disrupt the delicate patterns of Essence necessary to form grandiose effects. This is especially effective against sorcery, which does not a very rigorous essence matrix.
Effectively, Defiant Footman Slap is a reflexive Charm that permits the Solar to use the buffering nature of her shield to disrupt long-term essence accumulation. This works on any Essence-based effect that takes more than a single action to perform, such as Sorcery. This does not apply to effects that have extended durations that are already activated, only effects that are being activated.
The Exalt must be within her Melee in feet of the target. The character makes a Dexterity + Melee + Melee defensive bonus from her shield against a difficulty equal to the Essence of the target plus the effect level of whatever extended Essence based action the target is making. This costs 1 Willpower plus 5 motes per effect level. If the roll is successful, the attack does damage equal to extra successes plus the character's strength, and the casting is disrupted.
This does count as an attack, but any defense on the target's part will disperse the effect being used anyway. Defense from other entities or autonomous defensive systems, such as the Virtuous Guardian of Flame, may be applied, as do any penalties to attacks or other completely passive defensive effects.
In Second Edition, this Charm is Obvious and Combo-OK. Disregard the final paragraph, using the rules for Sorcery actions in 1E, although Defiant Footman Slap still counts as an attack. The reflexive action generated by this Charm has no DV penalty and does not add to Speed.
Graceful Battle God Mudra</b>
<b>Cost:12 motes, 2 Willpower Duration: One Scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Steel Devil Style, Thousand Cuts Prana
Every weapon has its own strengths and weakness. Being prepared for a fight often means understanding the difference between situations when a mighty hammer is effective, or when a sterling blade is the solution. By solidifying and animating motes from her Essence pool, a powerful Solar may transcend the limitations of choice in this matter. Once activated, Graceful Battle God Mudra animates a number of weapons around the Solar equal to her Permanent Essence. They may not travel further from the Exalt than her Melee score in feet, but they move nearly instantaneously, so a Solar can switch any two weapons each round, or one if the weapon that ends up in the Solar's hands is two-handed. The Solar is also not penalized for wielding two weapons at once in her hands, nor for the additional weapons.
The Exalt also gains one additional action for each weapon that is not in her hands, although she must use the lesser of her Essence or her relevant attribute in any die pool (Example: Essence + Damage for damage, Essence + Melee + Accuracy for an attack, etc, if Essence is the lower of the pair of Strength or Dexterity, respectively). These additional actions may not be split or defaulted to a full parry, although the Solar may still split her initial action. The initial action can be defaulted to a full parry which can be used by any of the rotating weapons, but if this is done, any action with the weapons in her hands cannot be split.
This Charm is not compatible with any other Extra Action Charm or effect, with the exception of those Charms and effects which grant Fully Independent Actions, including Fully Independent Melee Actions. If a Charm or effect which grants Fully Independent Actions of any relevant type is operative, the weapons will animate and can be switched as usual, but no additional actions are granted. Iterations or splits of the Fully Independent Actions must be used instead, and the character's usual dice pool is used, rather than being based off the lower of Permanent Essence or relevant attribute. There is no essence discount in this or any other similar situation.
In Second Edition, this Charm is Combo-Basic and Obvious. It costs 15 motes and 2 Willpower. Effectively, the character gains a number of full extra actions whose speed is calculated separately from the speed of any actions produced by the weapons in the character's own hands. These extra actions may only be used to attack, wait (like Guard but with no defensive effect), or switch, but they do not affect the character's DV at all. They may be affected by Charms, but the maximum number of Charms used per DV refresh is still 1 per DV refresh off the weapons the character is carrying. The floating weapons may not flurry. The character may switch any number of weapons, though only two (or one, if one is two handed) may be physically carried at one time or used in a single action/flurry, and the switched weapons must be acting on the same tick-- ie, if the character's main action is on Tick 15, and the action of his hovering grand daiklaive is on Tick 13, he must have the grand daiklaive wait two ticks in order to affect the switch. The character may switch at the end of an action, to switch between offensive and defensive weapons, for example. Otherwise, this Charm is the same as in 1E.
Dual Slaying Stance</b>
<b>Cost:4m; Mins: Melee 2, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One Scene Prerequisite Charms: None
The Lawgiver supplements her natural excellence with the guidance of Essence, allowing her to strike as easily with two weapons as with one. For the rest of the scene, the Solar has no off-hand penalty and so long as she wields at least two weapons, her penalty for performing multiple actions is reduced by her Melee score. For example, if a Solar with Melee 5 was wielding two rate 3 weapons and chose to flurry for 6 attacks, the first would be at –1, then –2, -3, -4, -5, and finally –6. This reduction cannot bring a penalty below 0. This does not reduce the DV penalty caused by each attack. If a character is ambidextrous, the cost of Dual Slaying Stance is reduced by 1 mote. This charm has no effect on Rate if one of the character’s weapons is disarmed or destroyed, but it will have its full effects
Sun and Moon Method</b>
<b>Cost:5m, 1 wp; Mins: Melee 4, Essence 2; Type: Simple Keywords: Combo-OK Duration: One Scene Prerequisite Charms: Dual-Slaying Stance
The Lawgiver learns to balance the strengths of her weapons, granting the grace of one to the sturdy defense of another and combining the two. When wielding two weapons, add together their accuracy and defense for one scene. If one weapon is lost, its bonus is lost but the motes remain committed unless the Solar chooses otherwise and the Charm recalculates as soon as a second weapon is taken up again.
Two Swords Technique</b>
<b>Cost:--; Mins: Melee 5, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Sun and Moon Method
The Solar’s Sun and Moon Method progresses to a mastery of the Two Swords Technique. Despite the name, this adaptation of Sun and Moon Method may be used at any time while the character has two weapons. When Sun and Moon Method is active, the character may activate Fivefold Bulwark Stance for 3 less motes. If Sun and Moon Method becomes inactive (the character is only wielding one weapon, for example), the Solar must make one of three choices: let Fivefold Bulwark Stance lapse entirely, pay the three mote discount off and have it remain active, or keep the original motes committed and wait to gain a second weapon again.
Steel Devil Style</b>
<b>Cost:--; Mins: Melee 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Dual Slaying Stance, Sixty-Four Ways Into The Sunset Method
A Chosen of the Unconquered Sun who has mastered both the Dual Slaying Stance and Sixty-Four Ways Into the Sunset Method soon realizes that the essence harmonies between a pair of weapons lend themselves easily to the righteous retaliation of the former Charm. As long as the Chosen has Dual Slaying Stance active, Sixty-Four Ways Into the Sunset Method has a three mote discount. If Dual Slaying Stance becomes inactive, (the character is only wielding one weapon, for example), the Solar must make one of three choices: let Sixty-Four Ways Into The Sunset Method lapse entirely, pay the three mote discount off and have it remain active, or keep the original motes committed and wait to gain a second weapon again.
Behemoth-Conquering Grip</b>
<b>Cost:--; Mins: Melee 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Steel Devil Style
To a Solar, mere limitations of balance and weight are but annoyances to be shed. The power of a Solar demands obedience from their weapons, not the other way around. The Solar may choose to commit 2 motes to attune a two-handed weapon; this adds to the cost of artifact attunement. Any weapon so attuned subtracts two from its Strength requirement and the Solar may wield it one-handed. The Solar may choose to attune any number of weapons this way, but the 2 mote surcharge must be committed for each weapon.
Solitary Swordmaster Prana</b>
<b>Cost:3m, 1 wp; Mins: Melee 4, Essence 2; Type: Simple Keywords: Combo-OK Duration: One scene Prerequisite Charms: Fire and Stones Strike
By calming her breath and harmonizing her soul with that of her weapon, the Solar gains mastery that escapes those who divide their attentions. This Charm may only be active if the Solar is wielding a single weapon with no shield. She may opt to wield this weapon one-handed or two-handed—though two handed weapons may only be single wielded if the Solar also knows Behemoth-Conquering Grip, above. If the Solar picks up a second weapon or a shield, she may choose to leave the motes for Solitary Swordmaster Prana committed and its benefits will resume as soon as her attentions are undivided once more.
If the Solar wields her weapon one-handed, subtract 1 from the Speed of the weapon, minimum of 2. This Charm is explicitly cumulative with other Charms that are normally noncumulative with Speed reducers or have lowered Speed, but it does have a flat minimum of 2, even if the other Charms could limit it to 1. For example, the Solar might also choose to activate Sunray Spear, which is normally noncumulative with other Speed-reducing Charms and has a minimum Speed of 1. An Essence 5 Solar using both Charms with a Speed 6 weapon would have a Speed of 2-- 6 divided by 2 for Sunray Spear, minus 1 for Solitary Swordmaster Prana-- and despite the fact that Sunray Spear permits a Speed of 1, no further effects could reduce the weapon’s Speed.
If the Solar wields her weapon two-handed, add its Overwhelming number to the Solar’s Essence for the purposes of determining Damage. If the weapon has no Overwhelming number, the Solar may instead opt to use the higher of her Melee or Essence as her minimum damage roll. The Solar may opt to switch grips as a reflexive action, but may only do so on her tick. If the character Flurries, for example, she may shift from one handed to two-handed stance, but the player should be aware that typically only the highest Speed in a flurry is used.