Difference between revisions of "SolarMelee/Sabis"
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Revision as of 08:08, 5 April 2010
Solar Melee Charms
I would like to state that these charms are not my own, i took them off of the WW board and various fan sites. These are the ones i liked, and have vagueish trees for. All credit should go to the actual writers of these charms, who know who they are, and may feel free to post as much. =) Also, all stolen charms were acquired with permission of the owners.
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Ending Darkness Defense
Cost: 5 motes Duration: Instant Type: Reflexive Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Blazing Solar Bolt
Launching a crackling bolt of Solar energy the Solar Exalted may parry without rolling any single attack made by a creature of Darkness (Demons, Undead, Abyssal Exalted) against anyone (Including themselves) within a radius equal to their Essence x 10 yards. This is a perfect defense, and may be used agianst effects that cannot normally be parried.
Candle Banishes the Shadow
Cost: 8 motes, 1 willpower, 1 Health Level per hour Duration: Until Ended Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Ending Darkness Defense, Glorious Solar Saber, Five Fold Bulwark Stance, Heavenly Guardian Defense
Even as the tiniest Candle may hold back the largest shadow where it shines, the Solar Exalted can stand against darkness, even when greatly outmatched and hold their place. So long as the Solar Exalted takes no other actions (Except those provided to him by other hanging or persistent charms, such as Steel Devil Style or Flow like Blood) they may parry without rolling any attack directed at them by a creature of darkness (Demons, Undead, Abyssal Exalted), etc. Taking any other action including activating another Charm ends the effect immediately. While under the influence of this Charm the Solar Exalted raises the difficulty of all other opposed rolls (Or rolls given a difficulty by one of his traits, such as Essence, Wits or Willpower) made against him by creatures of Darkness by a value equal to his Essence score. (Thus making it nearly impossible to use mind effecting Charms on him to force him to break his defense.) This defense is draining however and the Solar Exalted using it eventually burns down like the proverbial candle; each hour that the defensive stance is maintained causes the Solar Exalted to take a health level of lethal damage.
Flashing Everywhere Parry
Cost: 8 motes, 1 willpower Duration: One Turn Type: Reflexive Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Heavenly Guardian Defense, Ready in Eight Directions Stance, Five Fold Bulwark Stance
The Solar Exalted becomes a flashing torrent of blocks and parries. For the rest of the turn the Solar Exalted automatically blocks without rolling any attack made against them, even if such an attack would normally not be parriable or they are unaware of it. Despite its turn long duration this Charm may be combo’ed as a normal reflexive Charm.
Elsewhere Weapon Maneuver
Cost: 5 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Summoning the Loyal Steel
The Solar Exalted swings their weapon towards a target within melee range however the weapon slips into and out of Elsewhere whenever it meets any resistance aside from living flesh. This makes the attack unparriable and unable to be soaked by armor (As the blow simply won’t touch either the character’s armor or their weapon.) Characters that are using a Charm or other effect that allows them to interact with incorporeal objects may attempt to parry the attack, but the difficulty is raised by the Solar Exalted’s Essence rating as the blade is not visible or tangible at the time of the attack.
Elsewhere Phasing Assault
Cost: 6 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Elsewhere Weapon Maneuver, Charging Weapon Attack
The Solar Exalted makes an attack at a single target within their Essence x 5 yards. The Solar Exalted vanishes into Elsewhere appearing at the moment their attack lands. Due to a combination of the characters sudden appearance and optimal positioning of themselves the attack made in conjunction with this Charm cannot be dodged or parried.
Charging Weapon Attack
Cost: 1 mote Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: One Weapon Two Blows
The Solar Exalted may take a free movement action in conjunction with an attack. This movement can be a jump, roll, or run, but however they choose to move this Charm carries them a number of yards equal to their Essence x 5. This Charm is often included in a combo with Iron Whirlwind or other multi-action charms in order to prevent Charms like Wind Dancing Technique or Hopping Firecracker Evasion from breaking the sequence.
Flawless Featherweight Prana
Cost: 3 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Raptor Technique
The Solar Exalted buoys their weapon with Essence making even the heaviest Daiklave light enough to be thrown to amazing distances. The attack made with this charm has a range of (Strength + Melee) x 10 yards and may be resolved with Dexterity + Melee or Dexterity + Thrown (Users choice). The weapon does not gain any accuracy bonus when used in this way, but it does retain any accuracy penalty that it might possess. This Charm is explicitly allowed to be comboed with Charms from the Thrown ability, but if this Charm is used in such a combo, then Thrown must be used to resolve the attack, and other Charms from the melee ability may not be included unless they are explicitly allowed to be comboed with Thrown Charms. (Either by being compatible with any Charm or Thrown specifically) If this Charm is included in a combo with a Melee Charm that allows attacks to be made at a distance, then it increases the range of that Charm by (Strength + Melee) x 10 yards.
Attunement Simulating Technique
Cost: 3 motes, 1 willpower Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Iron Raptor Technique
Using Essence to compensate for the weight and bulk, the Solar Exalted may wield a melee weapon that they are not attuned to, as though they were. The Solar Exalted gains the full normal weapon statistics for the weapon, but none of its special powers unless they are automatically activated by the wielders actions. They gain the material bonus of the weapon if it is Orichculcum, but not otherwise.
Unsurpassed Armsmaster Discipline
Cost: 3 motes Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Call the Blade, Attunement Simulating Technique
The Solar Exalted uses their Essence to compensate for a weapon of size and weight that they could not normally wield. This does not allow them to use a magical weapon they are not attuned to, but it does eliminate the penalties for wielding Warstrider or other extremely large weapons. It also eliminates the strength minimums for any weapon.
Unfailing Improvisation Technique
Cost: 5 motes Duration: One Scene Type: Reflexive Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Unsurpassed Armsmaster Discipline
When the Solar Exalted first purchases this Charm they must allocate a number of points equal to their Essence + Melee score between Acc, Dmg, Def, and Spd, once allocated these points may not be moved, but additional point(s) may be added if either of those traits improve. When this Charm is active the Solar Exalted may wield any reasonably sized object from a broken bottle to a chair, as a weapon with those characteristics, regardless of what the normal characteristics of the weapon might be. This Charm only effects improve weapons and does nothing to augment something specifically made to be used in combat such as a chopping sword. Some Solars refer to this Technique as 'universally deadly'. The Solar Exalted may choose on a per attack basis if the damage is Lethal or Bashing.
Armor Cutting Edge
Cost: 4 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Fire and Stones Strike, Peony Blossom Attack
The Solar Exalted hardens the edge of their blade with Essence allowing it to chew through armor like thin wood. If the attack does less raw damage than the soak value of the targets armor then the armors soak rating is lowered by the raw damage of the attack. If the attack does more raw damage than the armors soak value then the armor is destroyed, and the balance of the damage is dealt to the target. Multiple uses of the Charm can destroy the armor by reducing the soak and eventually destroying the armor. The armor is not necessarily permanently destroyed (Though if it is non-magical the chances are pretty good that it is gone.) just rendered useless for the remainder of the fight, with the correct resources it can be repaired.
Stormwind Assault
Cost: 8 motes, 1 willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Sandstorm Wind Attack, Iron Whirlwind Attack
The Solar Exalted spins like a corkscrew unleashing a wave of Essence in all directions around them. They roll an attack with the full Dexterity + Melee dice pool and the attack effects everyone friend or foe within Essence x 10 yards. This attack cannot be dodged only parried, and then only with the use of a Charm. This Charm can be combo’ed with supplemental effects, supplemental effects that affect the attack (Such as Excellent Strike) must only be used once (The single attack roll is applied against all the targets), but Charms that deliver special effects or effect damage must be activated for each target that is struck.
Steel Raptor Technique
Cost: 6 motes, 1 willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Raptor Technique, Call the Blade, Iron Whirlwind Attack, Bulwark Stance
The Solar Exalted releases their weapon to attack and defend on its own. For the rest of the scene the weapon may take one Melee action per turn, on its own. (These actions are declared by the Solar Exalteds player.) The Solar Exalted may channel their Melee Charms through the blade (supplemental or otherwise), but they still must respect the normal limits for Charm use. The Solar Exalted is free to act as they please once the sword is released. The sword can be knocked from the air with a Difficulty 4 attack, if successful this knocks the weapon out of the air and prevents it from flying. The weapon can be unleashed again by the Solar Exalted, either by taking an action to touch it or spending a willpower reflexively at range. It can move as fast as the Solar that released it.
Protection of Celestial Stewardship
Cost: 3 motes+, 1 willpower Duration: Special Type: Reflexive Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Defense of Heavenly Guardianship, Heavenly Guardian Defense.
The Solar Exalted may deflect without rolling a number of attacks equal to the number of motes invested in this Charm divided by 3. No more motes may be committed to this Charm than the Solar Exalted has Essence x 3. These parries are considered reflexive non-Charm actions and are explicitly allowed to deflect any attack even if it would not normally be able to be parried. Especially powerful attacks may cause mortal weapons to perish, however the attack is still deflected.
Defense of Heavenly Guardianship
Cost: 2 motes per block, 1 willpower Duration: Special Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Certain Deflection Method, Five Fold Bulwark Stance
The Solar Exalted prepares themselves for conflict by performing a brief kata and empowering their reflexes with Essence. They may commit up to their Essence x 2, in motes to this Charm (in single or multiple activations). For every two motes committed the Solar Exalted may parry without rolling any single attack they are aware of. Each time they parry the two motes that fueled the parry become uncommitted. These parries are reflexive non-Charm actions.
Charm Disrupting Attack
Cost: 3 motes, 1 willpower OR 5 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Glorious Solar Saber, Blazing Solar Bolt
The Solar Exalted attacks an opponent, aiming not merely to damage their physical form but their Essence as well. This Charm can be dodged, or parried; however while dodging will mitigate its effects completely, if the attack is even partly parried then the Solar Exalted may still sever the effects of Charms, but does not deal the normal damage of the attack. If the Charm connects (The attack is successful or parried in full or in part) then the Solar Exalted may roll Essence + Melee against a difficulty of the targets Essence score. If even a single net success is scored the Solar Exalted gets an immediate sense of what Charms the target has active, and their general effects. For each net success they may negate one of these Charms. The Charms ends just as if it had ended naturally the motes are uncommitted and the effect ends immediately. This Charm is most effective when used in conjunction with a Glorious Solar Saber, as the pure Essence of the blade makes attacking the Essence of the Charms easier, the cost of this Charm is increased to 5 motes, but the willpower cost is negated. The Character may active the Charm for 3 motes and 1 willpower if so desired.
Tiger Claw Snatch
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Dipping Swallow Defense
The Solar Exalted infuses their weapon with Essence twisting and turning it with inhuman skill to disarm an opponent. This Charm allows the Solar to make a free parry at their full Dexterity + Melee dice pool, and if successful make an immediate free disarm attempt. The Solar Exalted may add any additional successes on the parry to their disarm dice pool.
Gleaming Golden Disarm Prana
Cost: 4 motes, 1 willpower Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Tiger Claw Snatch
The Solar Exalted, allows their Essence to guide them for the rest of the scene. Every time the Solar Exalted parries (Through a normal parry action or a parry provided by a Charm.) They may make an immediate disarm attempt with their full Dexterity + Melee dice pool. If the parry was successful then they may add any additional successes on the parry to their dice pool for their the disarm attempt, however they may attempt to disarm even if the parry was no successful if even a single success was scored on the parry roll.
Flawless Golden Disarm Technique
Cost: 1 mote, 1 Willpower Duration: Instant Type: Reflexive Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Gleaming Golden Disarm Prana
The Solar Exalted may automatically and without rolling disarm a single opponent within their Essence in yards. This Charm may be enacted before the Solar Exalt’s initiative.
Essence Disrupting Web
Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charms: Corona of Radiance, Power Draining Whisper
The Solar Exalted executes a brief series of movements lining out a safe zone around themselves and creating a crackling field of golden Essence that protects them, by disrupting the Essence of Charms used against them. Any attack enhanced by a Charm made against the Solar Exalted while this Charm is active, have their difficulty raised by the Melee score of the Solar Exalted.
Essence Interrupting Strike
Cost: 15 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Occult: 5 Minimum Essence: 5 Prerequisite Charms: Charm Disrupting Attack, Essence Disrupting Web, Power Draining Whisper
The Solar Exalted makes a powerful attack designed to force disruptive Essence into their target. If the attack is successful then the Solar Exalted rolls their Essence + Melee against the targets Essence in a reflexive contested roll. For each net success rolled the target cannot channel Essence for one turn. This means they may not spend motes for any reason except activating their Anima Banner effects. Activating Charms, or even spending motes to maintain or activate other effects such as Death Pattern Sensing Attitude, Water Dragon Form, and Mist on Water is completely impossible. They may reflexively spend a Willpower point on the next turn and all following turns to roll their Essence again. The successes on this roll add to their original successes, but do not effect the duration of the Charm unless they actually raise their total above that originally scored by the Exalt using this charm. Once they gain more successes than the Exalt who activated this charm, the charm ends immediately.
Cascade of Falling Blades
Cost: 5 motes Duration: instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Whirlwind attack
This Charm allows the Exalt to make a single attack that seems to multiply in the air as phantom blades flow past the defenses of an opponent. Due to the shifting blades the attack cannot be parried. The Multiple strikes also make the attack much more inclined to inflict damage as multiple strikes score hits against the targets soak. The attacks will roll no fewer dice of damage than the Exalts permanent Essence, this damage is affected by Charms like Leaping Tiger Attack, and Thunderbolt Attack Prana normally.
Perfect Strike
Cost: 2 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Peony Blossom Attack
The Solar Exalted charges their blow with the power of the Unconquered Sun, and strikes out against a target with the absolute certainty the attack will land. Unless the opponent uses a perfect (Seven Shadow Evasion) or near-perfect (Flowing Body Evasion) charm to avoid the attack, then it automatically penetrates any and all defenses. The Solar Exalted rolls the attack as though it was a simple difficulty, to determine additional attack successes, however even if this roll fails or botches the attack still lands and deals its base damage. This is a Perfect Effect.
Searing Blow Attack
Cost: 5 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Whirlwind of Searing Blows
The Solar Exalted charges their weapon with a massive amount of destructive Essence. This charm must be made in conjunction with an attack, and declared before the attack roll is made. If the attack succeeds then the Exalt is sure to roll no fewer dice of damage than their Essence. This is a perfect effect.
Surety of the Sun
Cost: 6 motes Duration: One Turn Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Prerequisite: Hungry Tiger
Allowing essence to guide their blows and make their strikes as sure and swift as a ray of morning light, the Exalt doubles their Dexterity + Melee die pool for the rest of the turn. These bonus dice only apply to attacks.
Incomparable Swordsman Skill
Cost: 8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 3 Prerequisite: Surety of the Sun
Essence igniting in their anima, the Exalt infuses all her blows with deadly force for an entire battle. For the remainder of the scene, all attacks the Exalt makes are enhanced by Surety of the Sun.
The Sun’s Own Blade
Cost: 15 motes, 1 Willpower Duration: Until Released Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite: Blazing Solar Bolt, Glorious Solar Saber
Focusing their Essence and a portion of their soul into a blade, the Exalt creates a weapon of solidified essence, completely harmonious with the Solar that invokes it. Any weapon may be created with the use of this charm, but all weapons use the same statistics. This weapon has a base damage of the Exalts Willpower + Essence, and Speed, Accuracy, and Defense values equal to the Exalts Essence. In place of any attack, the character may lash out with their weapon, creating a wave of golden energy. This attack may be made out to a range of the Exalts Essence x 10 yards, and does not ad the Exalts strength for purposes of determining raw damage. This weapon may be banished and recalled at any time during the duration, as per Summoning the Loyal Steel, at no mote cost. This does not count as the use of a charm for the turn. Against Undead, Demons, Abyssal Exalted, and other unclean creatures this weapon does an additional amount of damage equal to the Exalts Essence, and deal aggravated damage. This weapon and its bearer are always surrounded in a glowing aura while this charm is in effect, as if the Exalt had 8 motes of Peripheral essence.
Furious Web of Steel
Cost: 3 motes per +1 difficulty, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite: Ready in Eight Directions Stance
When invoking this charm the Exalt begins swinging her blade around so quickly that she removes any openings for attack. Any who attack an Exalt using this charm at great personal risk. The Exalt adds one to the difficulty of any hand to hand attack against her for 3 motes spent activating this charm. This charm cannot raise the difficulty to hit the Exalt more than the Exalts permanent Essence. The Exalt may make a reflexive counter attack against any character that makes a hand to hand attack directed at her. Treat this as a normal melee attack, except that the result of the counter attack is applied first This is a counter attack and may be defended against as normal, but cannot be responded to with any other counterattack charm.
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