StarJaunter/NWODSolarWeaponry

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Solar Weaponry

Hungry Tiger Technique
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Excellency

Solar warrior's make themselves one with their blades. An attack supplemented with this
charm gains the 8-again property.


Fire and Stones Strike
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Hungry Tiger Technique

The solar demonstrates his strength with a potent essence fueled blow. The lawgiver may
give their attack an armor piercing quality equal to their strength score.


One Weapon, Two Blows
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Excellency

The Solar Warrior is as swift as the first rays of the dawn. The exalt can use this charm
to enhance an all-out attack so that it does +(2 + Essence Score) damage instead if just two.


Peony Blossom Attack
Cost: 1m per attack
Mins: Weaponry 3, Essence 1
Type: Extra Action
Keywords: Combo-OK, obvious
Duration: Instant
Prerequisites: One weapon two blows

The maneuver named Peony Blossom burns essence to unleash a flurry of blows. The exalt spends
one mote per attack not including the first one, and may buy up to Essence attacks. Each attack
suffers a cumulative penalty for each successive attack. The exalt does not have to give up their
defense to execute this maneuver.


Iron Whirlwind Attack
Cost: 1m, 1wp
Mins: Weaponry 5, Essence 1
Type: Extra Action
Keywords: Combo-OK, obvious
Duration: Instant
Prerequisites: Peony Blossom Attack

This maneuver conserves essence, but requires an exertion of will. Using this charm gains user
Dexterity in extra attacks. Each extra attack suffers a cumulative penalty for each successive
attack. The exalt does not have to give up their defense to execute this maneuver.

Invincible Fury of the Dawn
Cost: -
Mins: Weaponry 5, Essence 4
Type: Permanent
Keywords: none
Duration: N/A
Prerequisites: Iron Whirlwind attack

The Solar Burns with Holy Lightning. This charm increases the maximum number of extra attacks
granted by weaponry extra action charms by two.

Call the Blade
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Obvious
Duration: Instant
Prerequisites: none

A Solar's weapon knows its master and comes when it is called. This charm can draw a weapon the
solar owns to them, as long as a straight path exists for upto Essence score times 10 yards. This
charm also lets a solar reflexively ready a weapon that was pocketed or sheathed.

Summoning the Loyal Steel
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: call the Blade

In contradiction of its name this Charm banishes a weapon owned by the Solar into Elsewhere
This weapon remains banished as long as the lawgiver leaves the mote committed. Canceling the
charm though does summon the weapon back into the world to be used again, after it has been readied
By canceling the charm and using call the blade at the same moment solars can by ready for battle
instantly without even having a weapon visible on them.

Glorious Solar Sabre
Cost: 1m,1wp
Mins: Weaponry 4, Essence 2
Type: Simple
Keywords: Combo-OK,Holy,Obvious
Duration: Scene
Prerequisites: Summon the Loyal Steel

A true master of weaponry can conjure his own weapons from his power. This charm may be purchased
as many times as your weaponry score. Each purchase may have a different configuration chosen at
the time of purchase. This configuration is what is invoked when this charm is used. You may design
a one handed weapon with a number of points equal to your weaponry score divided among attack bonus,
defense bonus, armor piercing, or buying 9-again property. A configuration of two identical weapons
can be purchased for 2m, 1wp and will be balanced to remove off-hand penalty. Having two different
weapons requires summoning to different configurations. A two handed weapon may be summoned that
gives you weaponry score + essence score in points to spend, this weapon can also be pushed to 8-again
by buying 9-again quality twice. These weapons naturally do lethal damage, but you could allow an
appropriate weapon to do only bashing. If a unique ability is requested the ST must decide to allow it
and how many points it is worth. Perhaps a +2 bonus to disarm attempts could cost a point.

Iron Raptor Technique
Cost: 1m or 2m
Mins: Weaponry 3, Essence 1
Type: Simple
Keywords: Combo-OK, obvious
Duration: instant
Prerequisites: Call the Blade

A Solar Weaponmaster learns to project his attacks at a distance. The Solar throws their weapon to
make an attack and the weapon returns to them immediately. The attack can be made up Essence times 8
yards away. For two motes the Solar can make a "Sandstorm Wind Attack" that sends an arc of energy
instead of the weapon allowing it to ignore defense.

Blazing Solar Bolt
Cost: 1m, 1wp
Mins: Weaponry 5, Essence 2
Type: Simple
Keywords: Combo-OK, holy, obvious
Duration: Instant
Prerequisites: Iron Raptor Technique.

Burning with the Fury of the unconquered Sun, the Lawgiver moves to smite His enemies. The Solar
fires a bolt of Solar Fire using Dexterity + Weaponry + Essence as a die pool with a range of Essence
times 10 yards. This attack ignores cover and defense unless such could defend against a flamethrower

Dipping Swallow Defense
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: one turn
Prerequisites: Any Weaponry Excellency

Guiding their weapon with glimmers of Solar essence the Lawgiver remains unconquered. Using this charm
provides several effects to defense as long as the user can use a weapon to parry as a valid defense.
First it restores the defense to full, even if the defense had been lost, say to an all out attack,
and removes all penalties, whether from wounds or armor to defense, except multiple attack penalties.
Second it allows weaponry to enter the defense calculation, replacing either dexterity or wits if it
is higher, this allows a weaponry excellency to be used to boost defense, if possible.

Bulwark Stance
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: One Turn
Prerequisites: Dipping Swallow Defense

Like a terrible war machine the Solar walks through a field of enemy blades and is unmoved. Using this
charm enables the Solar to set their defense to Full Dodge but still lets them take an action. It also
allows this to be a Weaponry Dodge, even if the merit hasn't been learned. This also allows the Solar
to ignore penalties for multiple attacks against them in a turn. Other penalties apply and a maneuver
that costs the solar their defense still takes all defense, but in a combo with dipping swallow attack
this too can be remedied. This also allows weaponry excellencies to be used if possible.

Heavenly Guardian Defense
Cost: 1m
Mins: Weaponry 4, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Bulwark Stance

This charm is invoked as a Perfect Block against an expected attack. This perfectly stops all attacks
even attacks that ignore defense, are immaterial, or are perfect. Invoking this charm subjects the
user to one of the flaws of invulnerability, which is chosen when charm is purchased.