SolarMartialArts/Heru

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Solar Martial Arts Charms

Dynamic Movement Prana

Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Thunderclap Rush Attack

Like a beast always on the move, the Solar never needs to stop moving. When active this Charm enhances the Solar by making him capable of enhanced movement. During the character's zero-tick Move action he may use a full Dash or double-distance Jump without DV penalty. He may use this every tick and this action never interferes with the other actions that he may take during that tick.

(This Charm was creating using the ideas presented by IsawaBrian on the ExaltedWiki)

Collective Aim Technique

Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Fists of Iron Technique, Any Martial Arts Excellency

With a perfection borne of constant surveillance, the Exalt is capable of great feats of targeting even when he is in general battle mode. This Charm gives the Solar an accuracy bonus of +3 to any Martial Arts attack initiated by the Solar during the scene (including those in a flurry). In many ways this acts like the Aim action, just without the necessary time and the restrictions, and thus is not cumulative with the bonus provided by Aim.

United Actions Meditation

Cost: 15m, 2wp; Mins: Martial Arts 4, Essence 4; Type: Reflexive
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Dynamic Movement Prana, Collective Aim Technique

To the Solar martial artist comes the knowledge that moving and weaving out the way comes hand-in-hand with watching those that act around them. Activating this Charm is the equivalent of activating both its prerequisites at the same exact time - with a cost that is likewise cumulative. So by spending the required cost the character may take Dash and Jump actions during his Move action and also gains a +3 Accuracy bonus on all Martial Arts Attacks for the scene.


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