EwindaleMoss/THICSolarMelee

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THIC Custom Content Disclaimer: These charms probably won't work well with your system until you are using the full (unfinished) custom ruleset for THIC. Keep in mind when reading these that all Exalts start at Essence 2, there are no longer combos or caps on charm usages per turn. This makes fountains of Essence common when dealing with hot-headed Exalts (who often subsequently die thereafter). These are also still in heavy play-testing for balance issues. This is as much to give myself a backup of work as it is to share with everyone else.

Solar Melee Charms

Golden Essence Block
Minimum Melee: 3
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 3m
Prerequisites: None
Description: The Solar channels their Essence and their muscles snap into action without thought, moving to make a full dice pool parry at any single incoming attack they are aware of. This dice pool may not be split unless the single attacker is making multiple attacks.

Five-Fold Bulwark Technique
Minimum Melee: 4
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 5m
Prerequisites: Golden Essence Block
Description: The brilliance of the Unconquered Sun protects the Solar from harm, allowing him to respond to attacks he is unaware of. For five motes, this charm allows the Solar to make a full dice parry against any attack, whether they are aware of it or not. This pool in unsplittable unless the single attacker is making multiple attacks.

Impenetrable Solar Defense
Minimum Melee: 5
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 5m, 1 willpower
Prerequisites: Five-fold Bulwark Technique
Description: The flows of Essence that surround the Solar allow them to block things that no mortal could ever hope to. Be it a fireball, a bolt of lightning, or an insane Fae launched from a slingshot, the Solar will block it unerringly as long as he is aware of it. However, if the attack will make a full damage strike on the weapon and almost certainly break it unless it is Orichalum or at least Gold. This pool in unsplittable unless the single attacker is making multiple attacks.

Flawless Dance of Defense
Minimum Melee: 5
Minimum Essence: 3
Duration: Scene
Type: Simple Action
Cost: 10m, 1 willpower
Prerequisites: Impenetrable Solar Defense
Description: The Solar's body knows precisely where the attacks may come from and where they may fall. In this, the Solar may devote themselves to perfect defending themselves no matter how many foes throw themselves at them. For the rest of the scene, the Solar may make a full dice pool parry against any attack they can see incoming. It has to be a normally blockable attack and it cannot be a surprise attack from stealth for this charm to see it. Elsewise, they cannot be caught without a defense pool. This pool in unsplittable unless a single attacker is making multiple attacks.

Raging Solar Strike
Minimum Melee: 3
Minimum Essence: 2
Duration: Instant
Type: Supplemental
Cost: 3m
Prerequisites: None
Description: The Lawgiver and her blade strike with the fury of The Sun, their combined force driving back their foes before them. The Solar adds their Melee score to the raw damage dealt by the attack.

Hungry Sun Method
Minimum Melee: 4
Minimum Essence: 2
Duration: Instant
Type: Supplemental
Cost: 5m
Prerequisites: Raging Solar Strike
Description: The Solar's weapon hungers for the blood of those it is wielded against and seeks to strike them down. All extra successes on the attack roll supplemented are counted double for determining damage.

Might of Law Unconquered
Minimum Melee: 5
Minimum Essence: 2
Duration: Instant
Type: Extra Action
Cost: 3m (add 3m for each attack additional)
Prerequisites: Hungry Sun Method
Description: The Lawgiver's fury is boundless and he strikes his foe as a smith would hammer out steel. The Solar may buy a full dice pool attacks (not able to be split) to merciless pound their foes. The first extra attack costs 3 motes, with each attack after costing 3 motes more than the first. (i.e. Orion wishes to pummel the massed soldiers around him into submission. He gets his first attack, splittable as normal. However, he also decides to buy four more full dice attacks for this round. 3+6+9+12 means that it'll cost him 30 motes total.)

Piercing Light of Judgement
Minimum Melee: 5
Minimum Essence: 3
Duration: Turns equal to willpower spent
Type: Simple Action
Cost: 8m, 1 willpower per turn
Prerequisites: Might of Law Unconquered
Description: The Solar's weapon bursts into flame, coursing with the Solar's undeniable power. Any enemy struck with the Solar's weapon must roll Stamina+Endurance or suffer aggravated damage instead of lethal. Undead or ghosts making the Stamina+Endurance roll do not get to avoid Aggravated damage. Instead, if they fail the Stamina+Endurance roll, double damage is dealt to them.

Blazing Counterattack
Minimum Melee: 4
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 5m
Prerequisites: Five-fold Bulwark Technique, Hungry Sun Method
Description: The Chosen of The Unconquered Sun do not suffer transgressions lightly. Those who would attack them may well suffer the full wrath of the Lawgivers before their blade has finished falling. The Solar may make a full dice counterattack to any attack incoming that they can see. The Solar may also reduce the cost of this charm to 3 motes if they choose not to parry or dodge the blow first. This pool in unsplittable unless the single attacker is making multiple attacks.

Superior Solar Retaliation
Minimum Melee: 5
Minimum Essence: 2
Duration: Instant
Type: Simple Action
Cost: 5m, 1 willpower
Prerequisites: Blazing Counterattack
Description: Building on the divine deftness of Blazing Counterattack, Superior Solar Retaliation allows the Solar to move to counterattack any attack, regardless of whether they can see it or not. This allows for a full dice counterattack, regardless of any parry or dodge attempts. This pool in unsplittable unless the single attacker is making multiple attacks.

Furious Solar Retribution
Minimum Melee: 5
Minimum Essence: 3
Duration: Instant
Type: Simple Action
Cost: 10m, 1 willpower
Prerequisites: Superior Solar Retaliation
Description: The Solar lashes out with their Essence covered weapon and strikes all those that would oppose them. The Lawgiver may make a full dice pool attack at every attacker within striking distance. These pools are not splittable.

Battle-Forged Bond
Minimum Melee: 3
Minimum Essence: 2
Duration: Permanent
Type: Simple Action
Cost: 10m
Prerequisites: None
Description: The Lawgiver often finds himself in a position where they must defend themselves or strike down one who is opposed to their rule. In such situations, it helps greatly to have someone that can be relied upon utterly. That someone is the Solar's weapon of choice. For 10 motes of Essence, the Solar may call out to the little god within the weapon and bind them together. This binding does two things for the Solar. It increases the difficulty to disarm the weapon from the Solar by the Solar's Melee rating as well as preventing weapon from being magically stolen by anyone of lower Essence.

Foe of Death and Atropy
Minimum Melee: 4
Minimum Essence: 2
Duration: Permanent
Type: Permanent
Cost: One day from dawn until dusk, 15 motes, 3 willpower
Prerequisites: Battle-Forged Bond
Description: The Solar may imbue one weapon they have formed a Battle-Forged Bond with (per the charm) with the ability to strike down the forces of death and decay. Henceforth, the weapon will deal Aggravated damage to the undead and Abyssals must roll Stamina+Endurance with a difficulty equal to the Solar's Essence in order to avoid receiving Aggravated damage as well. It is a day long ceremony to imbue the weapon and is exceptionally taxing to the Solar.

Hunter of The Unshaped
Minimum Melee: 5
Minimum Essence: 2
Duration: Permanent
Type: Permanent
Cost: One day from dawn until dusk, 15 motes, 3 willpower
Prerequisites: Foe of Death and Atrophy
Description: Once the Solar has learned to hunt the darkness, they may also learn to imbue their weapons with the ability to deal Aggravated damage to The Fae and The Jadeborn. Again, this enchantment is permanent upon a weapon that the Solar owns after a taxing day long ceremony. The weapon may only be given one type of favored foe enchantment at a time. Luckborn, as Exalted of Chaos and Unshaped may also be struck with this but may make a Stamina+Endurance roll at a difficulty equal to the Exalted's Essence to avoid its effects.

Eternal Enemy of The Yozi
Minimum Melee: 5
Minimum Essence: 3
Duration: Permanent
Type: Permanent
Cost: One day from dawn until dusk, 20 motes, 3 willpower
Prerequisites: Hunter of The Unshaped
Description: As the Solar grows in power and knowledge, their skills grow ever stronger and their list of chosen enemies grow ever longer. With this charm, the day long ceremony allows the Solar to bless their weapon with the ability to strike as the servants and Chosen of the Primordials. Infernal Exalted, Yozi, and Third Circle demons are able to make a Stamina+Endurance roll at a difficulty equal to the Exalted's Essence to avoid its effects, but all other demons have no reprieve from the Aggravated damage the weapon with do to them. Again, only one favored foe enchantment may be on a weapon at once.

Summoning the Instrument of Law
Minimum Melee: 4
Minimum Essence: 2
Duration: Instant
Type: Simple Action
Cost: 3m
Prerequisites: Battle-Forged Bond
Description: The darkness often strikes when one least expects. As such, oftentimes the Lawgiver is caught without their weapon at hand. For 3 motes, they can reflexively call a bonded weapon to their hand. The weapon will seek them out for a 100 ft times their Essence rating.

Righteous Tool Seeks Its Master Minimum Melee: 5
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 5m
Prerequisites: Summoning the Instrument of Law
Description: The blade that hungers for justice lies in wait for its master's call. Regardless of how far across Creation the Solar's weapon is, it will instantly appear in its master's hand. Cutting a path through Elsewhere, the only things that can stop it are the efforts of another high-powered individual's magic. Those who try to delay or block a weapon must have an Essence rating equal to or higher than the Exalted calling their weapon. Equal Essence requires a contested Willpower+Essence roll, while higher Essence charms will beat this charm.

The Willing Needs No Wielder
Minimum Melee: 5
Minimum Essence: 3
Duration: Scene
Type: Simple Action
Cost: 10m, 1 willpower
Prerequisites: Righteous Tool Seeks Its Master
Description: At the pinnacle of the bond between the little god within the Lawgiver's weapon and the Lawgiver herself, the little god emerges. For 10 motes and 1 point of temporary willpower, the Solar can call the little god of their weapon out to wield it for them. The little god has a number of health levels equal to the weapon and is wearing the equivalent of Golden Plate Armor with a hardness equal to its soak. In this form, the little god has only the equivalent of a Solar's Melee excellency charm. The Solar may choose to donate a number of charms to the little god equal to their rating in Essence. Each charm transferred costs 1 point of temporary willpower and is unable to be used by the Solar until the little god returns to the weapon.