SolarMelee/IsawaBrian
Focused Attack</B>
<B>Cost:2 motes Duration: Instant Type: Reflexive Minimum Melee: 2 Minimum Essence: 1 Prerequisite Charms: None
By concentrating on the flows of Essence, the Exalt tunes out all distractions and bypasses obstacles. Even darkness is not a barrier to him, as long as he knows where to strike or parry. The character suffers no penalties for a single melee attack or parry. This specifically does not negate any penalties due to active defenses.
In Second Edition, this Charm reduces both internal and external penalties to a single melee action to 0. This does not include DV. It is Combo-OK. It requires any Melee Excellency
Mind and Blade Discipline</B>
<B>Cost:5 motes, 1 Willpower Duration: One scene Type: Simple Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Focused Attack, Excellent Strike
The Exalt fills her weapon with Essence, harmonizing it with her mind. Thought becomes action, and mere distractions and impediments cannot stop her from striking her opponent. For the rest of the scene, her difficulties and penalties for Melee actions are reduced by her Permanent Essence, to a minimum difficulty of 1, and a minimum ‘penalty’ of 0. This will not subtract from active defenses.
In Second Edition, this Charm is Combo-OK, and requires Focused Attack and any Melee Excellency. It reduces both internal and external penalties to melee actions by the Solar's permanent Essence. This specifically does not effect DVs. Its Speed is 5.
Transcendent Melee Prowess</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Mind and Blade Discipline, Dipping Swallow Defense
Once the Exalt has learned sophisticated control of essence for offense and defense, he can develop an instinctive feeling for control of his weapons. Once this connection has been developed, the Exalt’s weapons act like extensions of his body, and both attacks and parries become smooth and easy. Subtract two from the difficulty of all rolls involving the Melee ability (minimum difficulty one). This includes the effects of passive defenses like shields and that of Starmetal armor but specifically does not include active defenses such as parries and dodges. This Charm respectfully based off the idea of the same name posted by Neph on the Exalted Wiki. Not mine; I just fleshed it out.
In Second Edition, this Charm requires all 3 Melee Excellencies, Infinite Melee Mastery, and Melee Essence Flow. It reduces all External and Internal Penalties to Melee rolls by a total of 2, but does not affect DVs.
Felicity of Style Method</B>
<B>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Transcendent Melee Prowess, Edge of Morning Sunlight
Essence does not have awareness, but it does have life. That life can be tapped into, and the ebb and flow of Essence in the world around the Exalt can be used, not only to refuel the Exalt, but to provide wild, variable bursts of power to aid her in combat. These flickering flows- sometimes called Little Blessings of the Unconquered Sun or Dragon Whiskers- can only be tapped by those both willing to take risks and to act with style and grace. The living flows of Essence seem to respond to daring and exuberance, granting their power in the largest amounts to the attempts to do the truly fantastic. For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- involving Melee actions are doubled. Like all Stunt benefits, these dice do not count against the maximum that the player can increase her character’s Melee + Dexterity dice pools by.
In Second Edition, this Charm is Combo-OK and Obvious. Its Speed is 5. It requires Transcendent Melee Prowess and Solar Strike (Edge of Morning Sunlight) from below.
One With the Blade</B>
<B>Cost:1 mote, 1 Willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 1 Prerequisite Charms: Focused Attack, Excellent Strike
The character attunes her senses and reflexes to the Essence around her. She connects her weapon to those flows, and forces them by will and Essence to prevail over the world She may make a Melee attack with absolute certainty that the attack will succeed. The player rolls to attack as normal, but if she rolls insufficient successes for her character to hit the target, he still hits it, doing his weapon’s base Strength + Damage Rating damage. This has no effect on soak; while the character may use this Charm for melee tricks such as puncturing cards in the air with her spear, or slicing objects spinning in the air, it will not allow her to evade armor soak by stabbing for an eye, throat, or what have you. A perfect defense will prevent this attack from functioning; nothing less will.
In Second Edition, this Charm requires Essence 3. It is Combo-OK and Obvious. The attack is resolved as normal, with raw damage calculated on an assumption of 0 attack successes if the attack would have missed without this Charm. It only requires Focused Attack. It is Combo-OK and Obvious.
Spear Of The Unconquered Sun</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Felicity of Style Method, One With the Blade
Tapping on the power and skill of his patron, the Exalt opens the floodgates of Essence from his soul and channels it through his limbs and weapon. Just as the Unconquered Sun himself is said to never miss, the Exalt will not; his focus is absolute and his aim unerring. The Exalt’s weapon glows with the Essence running through it, creating a brilliant arc or slash in the air as it is brought home to its target at the speed of light. This is a perfect attack, and cannot be dodged or blocked. No penalties are applied to this roll; only a perfect defense can stop it in any way. The character should still roll to attack with a number of automatic successes equal to the character’s permanent Essence. All successes rolled here, plus the character’s Melee score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers. The opponent soaks as normal, and damage is rolled as normal.
In Second Edition, this Charm's requirements become One With the Blade and Melee Essence Flow. It is Combo-OK and Obvious. The 'Perfect Attack' title no longer applies in Ex2.0; instead, no DV is ever applicable nor can be made applicable, except for Perfect Defenses. The bonus successes to the attack and bonus dice to damage still apply, as does the bashing/lethal choice.
Careful Warrior Method</B>
<B>Cost:3 motes per success Duration: Instant Type: Supplemental Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charms: None
Controlling the Essence that surrounds weaponry is one of the easiest tasks for a Solar, especially a Dawn. Despite this, the Charm that deals directly with such control, the Careful Warrior Method, is often only learned later in life for Solars. Although it can produce startling effects, the Careful Warrior Method requires a certain amount of confidence in the Exalt’s skill and luck if used instead of Excellent Strike or Golden Essence Block. The Careful Warrior Method is also more expensive than either of those, as it uses Essence to shift and alter the flows of battle-Essence. However, it is very flexible; the defensive and offensive applications of such control are remarkably similar, and a Solar who has mastered the Careful Warrior Method may ultimately have greater effect than one who uses Excellent Strike or Golden Essence Block.
To use this Charm, the player firsts makes a regular Dexterity + Melee attack or parry. Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Melee roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to “buy” a defense or gain an attack, merely to supplement existing ones.
In Second Edition, this Charm is superceded by the Second Melee Excellency
Armor-Negating Technique</B>
<B>Cost:4 motes Duration: Instant Type: Supplemental Minimum Melee: 2 Minimum Essence: 2 Prerequisite Charms: Careful Warrior Method
No physical armor is invincible, save those with the most powerful of magics upon them. An Exalt can use this Charm to discover the holes in an enemy’s defense and exploit them, sending Essence-boosted attacks against his enemy’s weakest points. The Exalt’s attack becomes piercing, and gets a number of bonus damage dice equal to his permanent Essence.
In Second Edition, this is a secondary effect of Solar Strike (see below).
All-Weapons Deadly Discipline</B>
<B>Cost:1 mote per 2 damage Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Fire and Stones Strike, Armor-Negating Technique
No weapon is useless in the hands of a trained Solar. By charging her weapon with Essence, she can cause it to unleash a deadly burst of damaging Essence when it strikes her opponent. For every mote of Essence the character spends on the Charm, it adds two to the base damage of her weapon. The Exalted cannot spend more motes of Essence activating this Charm than her permanent Essence rating. This effect also makes the character somewhat faster; add +2 to the weapon's speed rating. At least one mote of Essence must be spent to activate this Charm.
In Second Edition, this is a secondary effect of Solar Strike (see below).
Edge as Sharp as Sunlight</B>
<B>Cost:2 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: All-Weapons Deadly Discipline, One With the Blade
Sunlight can penetrate any crack, any hole- if there is a way to for sunlight to strike through, it shall. A character using this Charm energizes his weapon with a razor-sharp Essence edge, emulating sunlight’s piercing capabilities. No matter how strong the defense, he will be able to do damage to his opponent.
The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.
In Second Edition, this Charm is Combo-OK and Obvious. It requires One With the Blade and Solar Strike (All-Weapons Deadly Discipline) (see below). This Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength. Its Speed is 4 and its DV penalty is -1.
Heart of the Sun Attack</B>
<B>Cost:10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Edge as Sharp as Sunlight
This Charm creates a radiant, jagged aura of Solar Essence around the character’s weapon. This aura cuts through its target like a hot knife through butter, leaving terrible wounds behind. The character makes a normal attack roll, but all damage dealt is aggravated.
In Second Edition, reduce the cost of this Charm to 5 motes, 1 Willpower, probably. Its Speed is 4 and its DV penalty is -1. It is Combo-OK and Obvious.
Total Annihilation Method</B>
<B>Cost:16 motes, 2 Willpower Duration: Instant Type: Simple Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Heart of the Sun Attack, Spear of the Unconquered Sun
This is a brute force Essence attack. The character charges his weapon with an obscene amount of Essence, causing it to burn with a terrible heat and light that destroys everything its path. The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s weapon. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate.
Only the character and weapons made of the Five Magical Materials can withstand such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.
In Second Edition, this Charm is Obvious and Combo-OK.
Elegant Defense Method</B>
<B>Cost:4 motes Duration: Instant Type: Reflexive Minimum Melee: 5 Minimum Essence: 1 Prerequisite Charms: Bulwark Stance
The Essence that surrounds a Solar leads her naturally to excellence. By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack. The character may block, without her player rolling, any one attack against her that he is aware of, as long as that attack can be blocked. The character must use Elegant Defense Method before any attack is rolled.
In Second Edition, this Charm functions differently:
Cost: --; Mins: Melee 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Heavenly Guardian Defense, Third Melee Excellency
The Essence that surrounds a Solar leads her naturally to excellence. By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack. By spending an extra 1 mote, 1 willpower, the character may make a Heavenly Guardian Defense a Step 6 Reflexive Charm. This increased cost is compatible with Protection of Celestial Bliss, but is not discounted by Transcendent Heavenly Warden until the Solar's Essence is 8. If used with Protection of Celestial Bliss, the cost must be paid when the invocation is stored.
In the Shadow of the Sun</B>
<B>Cost:4 motes, 2 Willpower, 2 motes per die. Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Excellent Strike, Bulwark Stance
The Unconquered Sun is the mightiest warrior in all Creation. The Maiden of Battles is possibly a better strategist- but only possibly, and no being can match Sol Invictus in single combat. By using this Charm, a Solar may temporarily take on an aspect of his patron’s skill, vastly increasing his skill for a scene. Until the end of the scene, add one die per two extra Essence spent on this Charm to any melee attack or defense the character makes. The character may not more than double his regular Dexterity + Melee pool. The Solar will also gain an enhanced sense of timing and the moment of the strike; add his Essence to the Speed of any Melee weapon he uses while this Charm lasts.
In Second Edition, this Charm is superceded by Infinite Melee Mastery.
Flooding River Strike</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Whirlwind Attack
Sometimes, it is necessary for a single champion to stand against a horde of opponents. The power of Essence can allow a Solar to do so, giving speed to her limbs and rushing her weapon to meet her foes. So long as the character hits her intended target, she may immediately make another attack at her full dice pool. Each attack must be leveled at a different victim, and the Exalt cannot move more yards than her Melee score between each target. This Charm ends when the character misses or strikes every possible opponent within her reach.
In Second Edition, this Charm is Combo-OK and Obvious; it costs 10 motes, 1 willpower. The Solar's player may designate up to the character's (permanent Essence x 3) in targets, of which each must be no further than the Solar's Melee from the previous and subsequent targets in the list. The player then makes 1 attack roll which is leveled against each of the targets. During the tick of this attack, the Solar is continued to be in range of any opponent who would be in range of one of the opponents attacked, and ends the tick next to the final target.
Tornado Assault Technique</B>
<B>Cost:6 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Iron Whirlwind Attack
Surrounding a Solar who has mastered the Tornado Assault Technique is a foolish mistake. No amount of enemies can swarm him under, for the Essence within him will let him strike at them all. The character may make one melee attack against every enemy within a number of yards equal to his Melee + Essence. He may turn in place, but may only move between his opponents.
In Second Edition, this Charm is Combo-OK and Obvious.
Thousand Cuts Prana</B>
<B>Cost:10 motes, 1 Willpower Duration: One Scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Flooding River Strike, Tornado Assault Technique
The Exalt and her weapon become a blur across the battlefield. She strikes out at her foes with terrifying speed and incredibly efficient movement, going from target to target with incredible ease. Until the end of the scene, the character gets an additional number of melee actions per turn equal to her Essence. These actions may not be further divided by splitting her dice pool. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.
In Second Edition, this Charm is Obvious and Combo-Basic. Every turn, the character may make a magical flurry of up to (her permanent Essence +1) in melee attacks, regardless of rate, with a DV penalty equal to the highest penalty for any one attack. The character may still make an ordinary flurry if it is necessary, but may not combine the two.
Explosive Solar Wrath</B>
<B>Cost:10 motes, 2 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Tornado Assault Technique, Blazing Solar Bolt
The character swings his weapon in a high arc through the air around him, and a corona of power erupts from it, showering the area with damaging bursts of energy. The player makes one attack roll, which is applied to all opponents within the characters permanent Essence x 3 yards. This attack may be dodged, but not blocked. This attack does differentiate between friends and foes of the character!
In Second Edition, this Charm is Combo-OK and Obvious.
Sixty-Four Ways Into the Sunset Method</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Ready In Eight Directions Stance, Sandstorm-Wind Attack
Those who have the temerity to attack a Solar who has mastered the way of Melee have no one to blame but themselves for the devastating consequences. A character who knows the Sixty-Four Ways Into the Sunset Method can activate eight rotating bands of Essence around her body, each with eight hard points. Incoming attacks that fall into one of those hardpoints will be instantly repulsed, a burst of solar energy slashing back. For the rest of the scene, the character gets a number of counterattacks each round equal to her permanent Essence. These counterattacks can affect characters up to the Solar’s permanent Essence times ten yards away. The counterattacks take place after the attack roll is made, but before damage is dealt. These counterattacks will not trigger in response to Solar Counterattack or any other counterattack effect.
In Second Edition, this Combo is Obvious, Combo-OK, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.
Veteran Soldier Style</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Careful Warrior Method
The Exalted takes on the skill and expertise of a veteran of a thousand conflicts. Every attack he makes carries with it the weight of experience, and his defenses sneer at the untutored offensive skills of his opponents. For the rest of the scene, add the Solar’s permanent Essence rating in automatic successes to all Melee rolls. This counts against the number of successes that may be “bought” with Careful Warrior Method and similar effects, and will not give the character reflexive parries. It will only add to existing attacks and defenses.
In Second Edition, this Charm has as Prerequisites Any Melee Excellency, Melee Essence Flow, and Infinite Melee Mastery. It also has Minimums Melee 5, Essence 4
Weapon Reinforcement Meditation</B>
<B>Cost:4 motes Duration: One Scene Type: Simple Minimum Melee: 2 Minimum Essence: 1 Prerequisite Charms: None
One of the most frustrating problems for Solars is the regrettably low lifespan of weapons in their powerful hands. Many weapons are simply not up to the tasks of channeling the raw power of a Solar Exalted, or to withstand the awesome power of their mightiest foes. Thankfully, with this Charm, a Solar may get around such inconveniences by supplementing her weapon’s natural strength with that of Essence. Weapon Reinforcement Method makes the character’s weapon functionally equivalent to orichalcum for the rest of the scene. This does not change its basic statistics in any way; it merely has the resistance of orichalcum, and counts as such for any effects that involve orichalcum.
In Second Edition, this Charm is folded into Golden Spear's Spirit.
Swift Slice</B>
<B>Cost:1 mote, +1 per additional initiative bonus Duration: Instant Type: Reflexive Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charms: None
The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents. The charm gives a base bonus to initiative equal to the character’s Melee score. The character’s first action must involve the Melee ability. Additional bonuses to initiative can be bought at a rate of 1 per 1 mote, but the total bonus cannot more than double the character’s base Dexterity + Wits score.
In Second Edition, this Charm functions differently:
Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental Keywords: Combo-Basic Duration: Instant Prerequisite Charms: Peony Blossom Attack
The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents. The Exalt must have a Melee weapon available to use this Charm, but it need not be drawn/readied. This Charm supplements a Join Battle Action, adding a number of bonus dice to the roll equal to the Solar's permanent Essence; as well, the character instantly and reflexively draws and readies an available Melee weapon.
Flanking Mospid Charge</B>
<B>Cost:3 motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 1 Prerequisite Charms: Swift Slice
With a rush of Essence through her body, the Exalt swiftly charges an opponent. She automatically wins initiative over a single opponent. Characters cannot split their dice pools on the turn they use Flanking Mospid Charge. Two characters using Flanking Mospid Charge or similar effects in competition roll for initiative normally.
In Second Edition, this Charm functions differently:
Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3, DV -0) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Swift Slice
With a rush of Essence through her body, the Exalt swiftly charges an opponent, striking out at him. She makes a single Melee attack, at a lower Speed and DV penalty than most normal attacks.
Striking Pterok Speed</B>
<B>Cost:3 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Flanking Mospid Charge
Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield. For the rest of the scene, add his Melee to his dexterity for the purposes of determining how far he moves when making a Melee Action, and add his Melee to his Initiative for any round where his first action is a Melee Action. Effects such as Striking Mospid Charge, Opportune Shot, or Thunderclap Rush Attack do not automatically win initiative over the Solar.
In Second Edition, this Charm functions differently:
Cost: 1m per action; Mins: Melee 3, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: Flanking Mospid Charge.
Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield. Reduce the Speed of a number of Melee Actions equal to the motes spent (maximum of [Melee] Actions) by 1.
Sunray Spear</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Striking Pterok Speed
While under the effects of this Charm, the character’s speed with a weapon is beyond compare. She flits from opponent to opponent, striking with blinding speed that cannot be followed. Until the end of the scene, the character automatically wins initiative each round as long as her first action is a Melee Action. Two characters using Sunray Spear or similar effects in competition roll for initiative normally.
In Second Edition, this Charm functions differently:
Cost:8m, 1 wp; Mins: Melee 5, Essence 4; Type: Simple (Speed 5) Keywords: Combo-Basic Duration: One scene Prerequisite Charms: Striking Pterok Speed, Flooding River Strike
While under the effects of this Charm, the character’s speed with a weapon is beyond compare. She flits from opponent to opponent, striking with blinding speed that cannot be followed. Until the end of the scene, subtract 1 from the Speed of any Melee action or Charm. This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of a Flanking Mospid Charge. At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater. In either case, there is a minimum Speed of 1 for any action.
Moment of the Strike</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Melee: 3 Minimum Essence: 1 Prerequisite Charms: Swift Slice
The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents. In any given combat, in the first turn he acts, he doubles his base initiative (Dexterity + Wits). Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over him. These advantages cease to apply once he takes his first non-reflexive action, and his initiative tic is returned to normal if the first action he intends to take is not a Melee Action. There is no cost to use this Charm -- learning this Charm permanently enhances the Exalt’s capabilities.
In Second Edition, this Charm is dramatically different.
Cost:--; Mins: Melee 5, Essence 2; Type: Permanent Keywords: None Duration: N/A Prerequisite Charms: Flanking Mospid Charge
The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents. Always double his Join Battle dice if the first action to be taken is an Melee action. The character may also double the mote cost for Swift Slice in order to add a number of successes to the roll equal to his permanent Essence, rather than dice.
Blinding Rush Method</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Moment of the Strike
It is possible to enhance a Solar’s reflexes permanently through long term harmony with the her weapons As long as the Exalt makes a melee action first, she gains a permanent bonus to her initiative every Turn equal to her Melee score. Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over her.
In Second Edition, this Charm is superceded by Moment of the Strike.
One Weapon, Two Lives</B>
<B>Cost:6 motes, 1 Willpower Duration: One scene Type: Extra Action Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Thousand Cuts Prana
In some ways, reaching the pinnacle of Essence within a mortal lifespan returns an Exalt to the beginning of his career, in terms of Charms. It is similar, if not precisely the same, as taking the Second Breath; everything is new again, and power beyond the dreams of younger Exalts are within his hands. So it is with One Weapon, Two Lives, a Charm based on the humble beginnings of One Weapon, Two Blows, but adapted for the significantly greater power of an Elder Exalt.
The character becomes capable of taking a Fully Independent Melee Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; One Weapon, Two Lives and similar Fully Independent Melee Actions do not suffer any problems with Mental/Social Actions), with one exception: Fully Independent Melee Actions must be used for Melee Actions or left unused. They can be used for Melee Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Melee actions, including Reflexive Charms from other Abilities, if he so much as postures with his sword during the Fully Independent Melee Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Melee Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
In Second Edition, this Charm is Obvious and Simple
Peony Garden Meditation</B>
<B>Cost:4 motes, 1 Willpower, plus 4 motes per Fully Independent Action Duration: One scene Type: Extra Action Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: One Weapon, Two Lives
Just as One Weapon, Two Lives is an outgrowth of One Weapon, Two Blows, Peony Garden Meditation is an Elder development of Peony Blossom Attack. The Elder infuses her body with powerful Essence, and becomes capable of incredibly rapid action. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Melee Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Melee Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Melee Actions; the final one that she takes must be a Fully Independent Melee Action. The character then gains that many extra Fully Independent Actions and Fully Independent Melee Actions per turn. The usual restrictions apply to all of them.
In Second Edition, this Charm is Obvious and Simple
Iron Hurricane Assault</B>
<B>Cost:16 motes, 2 Willpower Duration: One scene Type: Extra Action Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Peony Garden Meditation
This Charm is the Elder brother to Iron Whirlwind Attack. Now, the character is utterly unstoppable on the battlefield. He will seem to be in many places at once, striking down his foes in an endless storm of attacks. His sword will be like the reaping hand of Endings, his spear blossoming into a multitude like the rays of the Unconquered Sun. An army could not hope to stand against a warrior with the power of the Iron Hurricane Assault. The Solar gains a number of extra Fully Independent Actions equal to his Melee Score each turn. Only one of these must be a Fully Independent Melee Action.
In Second Edition, this Charm is Obvious and Simple
Shadow of My Sword</B>
<B>Cost:5 motes, 1 Wilpower Duration: One Scene Type: Varies Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Call the Blade
The masters of the arts of weaponsmithing are extremely close to the little gods of the weapons that they make. To forge a truly excellent weapon is almost be a priest- the rituals and dedication required are extremely complex. So it is that those weaponsmiths understand just how alive the spirits of weapons are- how close their sleeping little gods are to the surface.
With this Charm, a Solar may grant power and wakefulness to the sleeping spirit of her weapon, creating a shadow of it, born of Essence in her other hand. This shadow has precisely the same statistics as the original weapon, with one restriction. It cannot leave the Solar’s hand for any reason, except to be passed from hand to hand. This means that it cannot be used for charms such as Iron Raptor, although it can be used for Sandstorm-Wind Attack or Blazing Solar Bolt.
This Charm is ordinarily Simple, when used on its own. Despite its One Scene length, it may be used in a combo- but only with Summoning the Loyal Steel. Under those circumstances, it is reflexive. Shadow of My Sword does not grant any bonuses to aid with the penalty for using two weapons or the off hand.
It is easiest to use this Charm on regular weapons, with unawakened little gods, or on enchanted weapons, where the power in them is limited. The spirits of artifacts, however, require a great deal more energy; add one mote to the cost of using this Charm for each dot in artifact the original weapon has.
In Second Edition, this Charm is Obvious and Combo-OK.
Shadowblade Defense</B>
<B>Cost:7 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Shadow of My Sword, Fivefold Bulwark Stance
The Solar may now free his shadow weapon from his hands, allowing it to rotate around him in an area with a radius equal to his Essence. This will either create a shadow weapon, or it will move an existing one; it is impossible to have two shadow weapons active at the same time. The animated blade is under the complete control of the character, and gets one action per round.
Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used. Combos cannot be channeled through the floating shadow weapon. Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally. This Charm also has an additional surcharge equal to the artifact dots of the original weapon, if it is an artifact, just like Shadow of My Sword.
In Second Edition, this Charm is Combo-OK and Obvious.
Shadow of My Soul</B>
<B>Cost:10 motes, 2 Wilpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Shadowblade Defense, One Weapon, Two Lives (with greatest respect to Jane Yolen)
This charm is one of whispered legend only. It is considered to be one of the ultimate developments of the shadow weapon techniques, and it was only rarely used, even in the First Age. Indeed, those few who know of it say that it stopped working entirely when the Unconquered Sun turned his face from his Chosen. A Solar who rediscovers it now has an awesome responsibility before her as well as awesome power available at her fingertips- or more importantly, her shadow. This Charm cannot be used by any being other than a Solar Exalt, even by use of imitative sorcery or other effects.
The little god of an Exalted’s mortal self is often ignored until the Exalt’s death; it is the Shard within that takes precedence. However, as the spirit of such a powerful being, there is the potential for greatness inherent within it. Using similar techniques as those that are used in Shadow of My Sword, an Exalt can bring her little god to life, creating a shadow sister and infusing her with the power of a Solar!
This Charm can only be used when there are shadows around; if there is no light at all to cast shadow, the shadow sister or brother cannot be invoked. Once it is, however, a full copy of the character, right down to weapons and armor, will step out of her shadow. This copy is usually easily identified as a shadow sister; her coloration will be extremely darkened. The shadow sister also has a somewhat ‘darker’ view of reality, a darker sense of humor, and so on. She is, however, just as much of a hero (or villain) as the original is. Both the shadow sister and the original Exalt must maintain the cost of having her present- ten motes- subtracted from their Essence pools.
The shadow sister is an NPC ally under the control of the GM. While it is possible to hurt the feelings of a shadow sibling, and perhaps refuse to leave the shadow as a result, it is not possible, even if the character becomes truly self-loathing, for the shadow sibling to turn on the character. Even betrayal will simply be met with pain, anguish, and abandonment, rather than a direct attack. A shadow sister may accidentally cause harm to the character through her lack of understanding of the mortal world. When not invoked, a shadow sibling is Elsewhere, dreaming. If a shadow sibling is killed, the original does not die, but the shadow sibling reflexivly decommits and is inaccessible for a number days equal to 10-Essence. A permanent shadow sibling (see below), however, will die forever if killed, removing the character's shadow permanently and forever forbidding future use of this Charm. It is possible that a Solar whose shadow sister dies will be missing either her higher or lower soul in the afterlife.
This Charm can be made permanent, for the cost of 10 xp and a permanent Essence point. To make this charm permanent requires a special ritual involving sacred candles and a mirror, and can only be performed during the calibration. This ritual was never written down, although someone with Past Lives might recover it. Once the ritual is performed, the shadow sister may walk into reality of her own accord, so long as there is shadow around. This potent effect cannot be done more than once, so as soon as the shadow sister is made permanent, this Charm cannot ever be used again. The shadow sister, while independent of personality and memory, does not truly develop on her own; she does not gain experience and instead progresses with the original character.
In Second Edition, this Charm is Obvious (either version of it). It requires Shadowblade Defense and Sunray Spear.
Blurring Blades</B>
<B>Cost:5 motes Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 3 Prerequisite Charms: Excellent Strike
The character launches a blizzard of attacks against one foe, striking rapidly and having his blows shadowed by hundreds or even thousands of Essence-copies of his weapon. The character doubles his Melee pool for the purposes of a single attack which cannot be dodged, only blocked. This attack can affect only one target, but may be used to shred vegetation from an area, completely slice fabric to tatters, and so on.
In Second Edition, this Charm is Combo-OK and Obvious. It doubles the number of successes on an attack roll before it is compared to defense, and makes the target's Dodge DV inapplicable.
Golden Spear's Spirit</b>
<b>Cost:6 motes Duration: One Scene Type: Simple Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Weapon Reinforcement Meditation
By the use of this Charm, the Solar transfers some of her own radiant resonance with orichalcum to her weapon. For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses. This bonus does not count against the limit that a character may receive from Charms. This bonus stacks with all magical material bonuses, including those from Orichalcum. If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum. The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.
In Second Edition, this Charm is Obvious and Combo-OK Its cost is reduced to 4 motes, and it has no required Charms. Its Speed is 3 and its DV penalty is -1.
Transcendent Heavenly Warden</b>
<b>Cost:14 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Protection of Celestial Bliss
The defenses of the Solar Exalted increase as do their power and skill. Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense. Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a number of perfect defenses each round equal to his Melee Ability, even if the attacks are not normally blockable. Blocking even a single strong attack by a powerful spirit or a Yozi will cause any non-magical weapons to be destroyed, but those wielding magical weapons can parry any number of terrifyingly mighty attacks without risk.
In Second Edition, this Charm is very different.
Cost: 14m , 2 wp; Mins: Melee 7, Essence 7; Type: Simple (DV -0) Keywords: Combo-Basic, Obvious Duration: One Scene Prerequisite Charms: Protection of Celestial Bliss
The defenses of the Solar Exalted increase as do their power and skill. Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense. Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a complete discount on a number of Heavenly Guardian Defenses equal to his permanent Essence each Action. This may not be combined with effects that allow Heavenly Guardian Defense to be used as a non-Charm action except for a pre-prepared invocation used from Protection of Celestial Bliss. In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Transcendent Heavenly Warden discount on activation, just as it did during invocation. The discount does of course apply to Heavenly Guardian Defenses used as a part of a combo.
Courageous Swordsman Strike</b>
<b>Cost:5 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Sandstorm-Wind Attack
The Courageous Swordsman Strike utilizes similar patterns of Essence to Sandstorm-Wind Attack. Unlike that Charm, however, Courageous Swordsman Strike merges the Essence of the Exalt with that of her weapon-- the result being that the Exalt flies across the battlefield with her weapon! The character attacks with her Dexterity + Melee dice pool and does a base lethal damage of her Strength + Essence + Melee. This attack is blocked as a ranged attack not a Melee Attack, and has a range of up to (10 x the character's Essence) yards away.
In Second Edition, this Charm is very different.
Cost: --; Mins: Melee 5, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Iron Raptor Technique
The Courageous Swordsman Strike is an alteration of the Iron Raptor Technique that expends extra power to literally propel the Exalt across the battlefield with her weapon! Resolve the Iron Raptor technique as normal, expending an extra 2m, 1 wp (4m, 1 wp total). In place of the Solar's ordinary reflexive Move, she flies with her blade to land in front of her enemy as the strike falls. This modification is not compatible with the Sandstorm-Wind Attack; the character and blade must physically travel to the target.
Warhost Mortality Discipline</b>
<b>Cost:15 motes, 3 Willpower Duration: Instant Type: Simple Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: Explosive Solar Wrath, Tornado Assault Technique
Many cities were destroyed during the First Age by careless Solars fighting each other. Their wasteful and devastating displays of power would often leave entire regions smoking ruins. The Warhost Mortality Discipline was one of the Charms used in the fatuitously extravagant battles between Solar Lords. Summoning the burning essence that lives within the soul of a Warrior Solar, an Exalt using this Charm could project thousands and thousands of glowing essence copies of himself onto the battlefield, assaulting all of his enemies at once.
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops.
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit.
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.
In Second Edition, this Charm is Obvious, Combo-OK, and War.
Order-Forged Blade</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charms: Edge of Morning Sunlight, Chaos-Repelling Pattern
By surrounding her weapon with a rigid pattern of Essence, the Solar makes it deadly to Fae and creatures of the Wyld. This is somewhat more difficult than the natural destruction of the creatures of Death inherent to all Solars, but draws instead upon the Solar's role as an enforcer of the Celestial Bureaucracy, and by extension, Creation. The weapon adds the character's Essence to its regular damage when used against Fae, Wyld Creatures and the severely Wyld-tainted.
In Second Edition, this is a modification of Solar Strike (see below)
Order's Spearman</b>
<b>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Lore: 4 Minimum Essence: 3 Prerequisite Charms: Order-Forged Blade
The character creates a rigid weave of Order-essence around his body and soul, using his weapon as a deadly channel. His body becomes oddly angular in appearance, with static lines of glowing Solar energy following his every move. Attacks against him by Fae, Wyld Creatures, and the severely Wyld-tainted are at +1 difficulty. If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence. While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.
This Charm does not exist in Second Edition.
Chastising the Vanquished Foe</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Occult: 3 Minimum Essence: 2 Prerequisite Charms: Edge of Morning Sunlight, Spirit-Cutting Attack
This Charm was developed after the defeat of the Primordials. It exploits certain weaknesses in demons created by the breakage caused by their imprisonment. The Solar generates an energy field around her weapon that causes destructive resonance in the breakages of demonic souls, thus adding the character's Essence to its regular damage against demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma.
This Charm does not exist in Second Edition.
Victor's Privilege</b>
<b>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Occult: 4 Minimum Essence: 3 Prerequisite Charms: Chastising the Vanquished Foe
A talented Solar, well-versed in both occult lore and the ways of battle, can attune himself and his weapon to the destructive resonances created by the breaking of the Primordials. The energy field that surrounds the Exalt's weapon will grow and encompass his full form, creating interplaying flames of light and shadow flickering across his body. Attacks against him by demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma are at +1 difficulty. If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence. While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.
This Charm does not exist in Second Edition.
Champion of Creation</b>
<b>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Occult: 5 Minimum Lore: 5 Minimum Essence: 3 Prerequisite Charms: Victor's Privilege, Corona of Radiance, Order's Spearman
Ultimately, the true role of a Solar is the master and protector of Creation. Against all beings alien and opposed to Creation is where any true Solar will stand in the end, and this Charm gives them the power to do so. The Solar and her weapon become energized with the life and power of Creation itself, rising up to defend against whoever dares to strike against it. Attacks against her by any being foreign to Creation are at +1 difficulty. If such creatures strike her without using a weapon, they must soak aggravated damage equal to the Solar's Essence. While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence. 'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings. Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.
This Charm does not exist in Second Edition.
Merciful Master Swordsman Meditation</b>
<b>Cost:9 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Whirlwind of Searing Blows
Sometimes, it is better to leave your enemies alive than to kill them. A loved one might be turned against a Solar in madness, or he may need his foes alive for questioning. This Charm surrounds the Solar's weapon with a strange, "soft" cushion of Essence that nevertheless deals massive blunt trauma to his foes. For the rest of the scene, his weapon gains a damage bonus equal to his Essence to all attacks. However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating. Additional strikes that would send a target below Incapacitated instead create additional "phantom" incapacitated levels that must be healed before any others.
In Second Edition, this Charm is Combo-OK and Speed 5.
Terrible Anger of the Unconquered Sun</b>
<b>Cost:20 motes, 3 Willpower Duration: Instant Type: Simple Minimum Melee: 7 Minimum Essence: 7 Prerequisite Charms: Warhost Mortality Discipline
Ultimately, in the First Age, the search for (and use of) larger and more deadly Charms consumed the Dawn Caste. Not content for controlled and measured sources of destruction on even the scale of the Warhost Mortality Discipline, the masters of warfare developed still-more terrifying methods to destroy. Some would focus on more sophisticated ways of killing individuals-- the artists of the Dawn Caste-- but others sought ways of annihilating still more of their foes. The obscene destructiveness of the Terrible Anger of the Unconquered Sun was one such method.
Upon activating this charm, the Solar slams her weapon downwards. It does not matter if there is no surface beneath her at that moment; when the tip of her weapon becomes aligned with her feet, a catastrophic Essence reaction takes place, unleashing a dome (or sphere midair) of destructive force and burning energy with a radius equal to ten miles per dot of permanent Essence. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on!
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it.
In Second Edition, this Charm is Obvious, Combo-OK, War, and Mandate. In a game where Mandate of Heaven is used, the Storyteller is referred to the "But Can I Blow Up Cities?" sidebar on p. 144 of the Storyteller's Companion. Even if this strike is not used in a population concentration, it may have severe effects on any Abilities or other Traits associated with the area destroyed. It is suggested that the Domain in question be given at least one point of Limit, possibly more.
Spirit-Burning Solar Aura</b>
<b>Cost:15 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: Heart of the Sun Attack
For the artisans of the First Age Dawn Caste, the clumsy devastation of the Terrible Anger of the Unconquered Sun was simply too gauche. Anyone can destroy a mountain, but to the "sophisticated" Bronze Tiger, it was far more important to kill an individual with style, grace... and utter totality. Their contribution to the killing arts is the Spirit-Burning Solar Aura. This Charm wraps the Exalted's weapon with a carefully woven aura of Essence. This Essence blazes visibly around the Solar's weapon in a rotating corona of jagged sunlight. For the rest of the scene, add the Solar's permanent Essence to his weapon's damage. All damage dealt by that weapon is aggravated. Anything killed by the weapon during the scene has its spirit sliced down to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.
In Second Edition, this Charm is Combo-OK and Obvious.
Centered Warrior Sticking</b>
<b>Cost:4 motes Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Iron Raptor Technique
The cowardice of warriors who seek to avoid the righteous vengeance of a champion of the Unconquered Sun is easily conquered by the master of this Charm. The Solar uses bursts of essence to propel herself along with any fleeing foe that she has had melee contact with, using both the violent essence of her Solar combatant heritage and the connection between combatants. Whenever an opponent that the Solar has attacked or defended against within the last round moves away from her, she may reflexively activate Centered Warrior Sticking in order to make a full movement action without requiring the use of her normal movement allotment.
In Second Edition, this Charm is Combo-OK. It only costs 3 motes, and allows the character to make a reflexive, DV -0 Dash in addition to her ordinary reflexive Move action when an enemy moves away from her as above, so long as the Dash is oriented towards the enemy (and not past).
Vengeance-Chasing Swordsmaster</b>
<b>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Centered Warrior Sticking
There is no escape for those who are pursued by the Vengeance-Chasing Swordsmaster. Carried by the essence connecting combatants and energized by the superlative power of his Solar Essence, the Exalt who utilizes this Charm can pursue his opponents to the ends of the earth. Any time an opponent who has been attacked or defended against by the Solar moves away from him, the Solar may reflexively make a full movement action without requiring the use of his normal movement allotment.
In Second Edition, this Charm is very different: Cost: --; Mins: Melee 5, Essence 2; Type: Permanent
Keywords: None Prerequisite Charms: Centered Warrior Sticking
There is no escape for those who are pursued by the Vengeance-Chasing Swordsmaster. Carried by the essence connecting combatants and energized by the superlative power of his Solar Essence, the Exalt can pursue his opponents to the ends of the earth. By expending an additional 1 mote, the Solar may activate Centered warrior Sticking as though it was not a Charm use.
Weapon-Locking Technique</b>
<b>Cost:3 motes, 1 willpower Duration: Special Type: Simple Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Centered Warrior Sticking
The Solar utilizes the speed and deftness of Essence-fueled techniques to lock her weapon with her opponent's. No matter the size discrepancy or unlikeliness of the situation, the Solar will be able to retain a total grip on the opponent's weapon. Treat this as a simple, instant attack/charm for the purposes of timing and combos. The Solar makes a Dexterity + Melee roll, with bonuses for the weapon's accuracy, as usual, and the opponent may defend as usual. However, rather than trying to damage the opponent, this action is treated as a clinch that cannot do damage, only hold. None of the character's limbs that are not involved with using the clinching weapon are restrained.
Because the character using Weapon-Locking technique is manipulating Essence, she may freely move around with the locked weapons, dragging the target with her. She may not force an opponent into immediate danger (off a cliff or into lava, for example), nor will his move to keep up count against his action for the turn, even if the Solar takes a full movement action. On the other hand, the target must succeed in a contested strength roll to make more than a few steps around the Solar.
Every round, the Solar and the target reflexively make Dexterity + (relevant Ability) rolls in order to maintain or take control of the weapon clinch. Strength may not be used for this roll, as the weapon lock is a matter of skill and deftness, not outright power. Strength-related charms or abilities that could ordinarily be applied to a clinch may be applied to this roll, however, regardless of their normal rules. If the target succeeds in taking control of the weapon clinch and does not break it or throw the opponent, all move actions require a strength roll, and reflexive rolls to maintain control will still be made each round.
In Second Edition, this Charm is Combo-OK.
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.
Grace of Sol Invictus</b>
<b>Cost:1 mote Duration: Instant Type: Reflexive Minimum Melee: 2 Minimum Essence: 2 Prerequisite Charms: Excellent Strike
Battle-essence is one of the most favored among Solars. No matter what Caste, ultimately, Solars were created to fight off the Primordials and their patron is a martial one. As a result, it is easy for them to attune to the flows of battle-essence, both for manipulation and as a means of regeneration. By harmonizing himself to a moment of battle-essence, a Solar can harness the very power of an opponent's attack to increase his supply of motes. The Exalt using this Charm makes a Parry defense as normal, but for every success beyond the minimum needed to deflect an attack, he regenerates one mote of essence from the surrounding battle-motes; none are drawn from the opponent. This charm must be used before a defense is made, and does not grant a reflexive defense.
In Second Edition, this Charm is Combo-OK and a Step 2 Reflexive. It requires any Melee Excellency, and regenerates a maximum of the Exalt's Stamina in motes.
Triumphant Battle Master</b>
<b>Cost:3 motes Duration: One Scene Type: Simple Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Grace of Sol Invictus
An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a momentary harmonization to a powerful attunement, permitting every Parry defense the Solar makes for a scene to grant extra Essence to the character as per Grace of Sol Invictus. This Charm cannot be stacked either with itself or Grace of Sol Invictus, although other, non-Parry based essence regeneration Charms and effects may still be used.
In Second Edition, this Charm is very different: Cost: --; Mins: Melee 4, Essence 2; Type: Permanent
Keywords: None Prerequisite Charms: Grace of Sol Invictus
An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a momentary harmonization to a permanent attunement, permitting the character to activate Grace of Sol Invictus as though it was not a Charm use. Under these circumstances, however, instead of automatically gaining motes, the Solar rolls dice equal to the motes she would have ordinarily gained. This can increase the reward beyond her Stamina, though her Stamina is still a hard maximum for the initial dice rolled.
Will of the Warrior</b>
<b>Cost:4 motes, 1 Willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Presence: 3 Minimum Essence: 3 Prerequisite Charms: Sandstorm-Wind Attack
Sometimes, a battle can be won or lost in a single instant. When the steely gazes of two warriors meet, one may be turned away, cowed by the warrior spirit of the other. Will of the Warrior allows the character to invoke a 'phantom duel' with his opponent by locking gazes and concentrating. Instantly, phantom projections of the Essence of both warriors clash between them. Each participant rolls Charisma + Essence + Melee as their spirits participate in an iaijutsu duel. The loser must succeed in a valor roll or be at a -2 dice penalty to face the winner; on a botch, she flees. This Charm is somewhat biased towards the user; if the Solar using the Charm wins, regardless of the results of the loser's valor roll, the target will be sapped of 1 willpower per dot of the Solar's Permanent Essence.
In Second Edition, this Charm is Combo-OK and Emotion. It requires Iron Raptor Technique. It generates an instant Social Attack on the target. This attack uses Charisma + Melee + Essence, and the target's defense can only come from (Charisma + Melee + Essence)/2 as a Parry MDV or an ordinary Dodge MDV, whichever is higher. If the Solar succeeds, the target is struck by incredible fear, and must succeed at a Valor roll or flee. Even if the target succeeds, she is at a -2 internal penalty to all combat rolls (-1 to DV) for a scene. The target may pay Willpower equal to the Solar's permanent Essence to shrug off either effect. The Solar does not suffer a penalty if he loses.
Eye-Dazzling Stance</b>
<b>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: One With The Blade, Careful Warrior Method
The Solar shifts into a swift-moving, essence-glittering stance that allows her to make a continuous series of unbalancing feints and deceptively skillful attacks. As a result, the Exalt's opponent is left dazzled and off-balance, giving increasing levels of control to the Solar. Once activated, the Solar is given the option to turn an attack into a feint reflexively, after a first defense type has been chosen but before the defense is rolled. This is an unusual change to the way that attack activations work, so the Storyteller and other players should take note.
If a feint is called, the attack will do no damage. However, the player should keep track of the successes accumulated over the net defense. Those successes may be added to any future attack against the target of the feint. This does not have to be the subsequent attack; even ordinary attacks used while Eye-Dazzling Stance is active are deceptive and aimed to continuously off-balance the opponent. However, only two feints may be made in a row-- though they can be accumulated beyond that point to a maximum number of 'held' feints equal to the Solar's Melee score-- before an attack of some sort must be made. Successes from a single feint must all be applied at once.
In Second Edition, this Charm has a Speed of 5 and a DV penalty of -0. It is Combo-OK. The decision to make an Attack into a Feint is done during Step 4, allowing for defense rerolls to negate a feint. A feint of this type cannot be used against a character who is Guarding. A target who has more than one Feint accumulated on them may negate all of the feints by succeeding at a Wits + (Melee, War, or Dodge) roll with a difficulty equal to 1 + the number of accumulated successes. Doing so is a Speed 4, DV -2 action called Rebalancing.
Exalted Blade</b>
<b>Cost:Special, 1 Willpower, 1 Health Level Duration: Special Type: Simple Minimum Melee: 5 Minimum Lore: 5 Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charms: Champion of Creation
Any true warrior, even the most uneducated, will understand that their weapons are alive. Not just in the sense that, like all physical objects, they have a sleeping Little God, but in the sense that a well-used weapon lives and breathes with its master, moving with his attacks and defenses to aid them, just as a poorly-used one will turn against its master like a beaten dog. For any warrior, there is a bond between the fighter and the weapon. For a Solar, a transcendent being of Essence and majesty, this bond can grow even greater.
Just like a master horseman can invigorate his steed (see SolarRide/IsawaBrian), a master Exalted warrior can give a limited version of the Second Breath to a weapon or, in some cases, weapons, that he uses. Such a power is not used lightly, but such is the majesty of a Solar that he need not be intimately connected with a weapon in order to so. Abuse of the privilege of making an Exalted Blade may result in retaliation from the Unconquered Sun or other makers of Exaltation, but it would require some truly awful violations.
When triggering Exalted Blade, the Solar may expend a number of two-mote pairs up to his Permanent Essence. Half of these motes are used as normal for the activation of the Charm, and may be recovered as normal. The other half are committed in the weapon the Solar chooses. A Solar using an artifact weapon with committed motes need only expend half of the required motes-- i.e., up to the Solar's Permanent Essence in single motes-- but all must be committed. These motes will remain committed in the weapon until the Solar chooses to end this Charm. While the motes are committed in the weapon, no one other than the Solar may use it properly, but Charms and other effects may be "cast through" the weapon as though the Solar was personally present.
In exchange, the weapon in question undergoes a limited simulation of Exaltation, granting it several unusual powers. First, each success to damage creatures foreign to Creation (as per Champion of Creation) count as two. Second, the Exalted Blade gains a limited awareness of Essence, especially foreign Essence. The presence of creatures foreign to Creation or who are dematerialized, is automatically detected within 10 feet per invested mote. Material entities of any origin who have an Essence of 2 or greater are automatically detected within 1 foot per invested mote. Any creature so detected can be targeted, defended against, and interacted with in a general manner regardless of any other sensory conditions. This specifically permits attacks on dematerialized beings.
Third, and perhaps most importantly, the Essence in the Exalted weapon is sharp and deadly against the essence of beings foreign to Creation. Any successful hit against such a being that causes damage will automatically destroy a number of that being's motes of essence equal to that invested in the weapon. This will not cancel committed essence in Charms unless the targeted being has no other motes, and cannot cancel essence committed into Artifacts or other foreign sources unless said artifact is specifically attacked and the entity committing the motes has no other essence. Otherwise, as soon as the committed motes in any Charm or Artifact reaches 0, the Charm is cancelled or the Artifact de-attuned. Only Solar Exalted may learn this Charm.
In Second Edition this Charm is Speed 7, DV -2. Its Prerequisite Charm is Edge As Sharp As Sunlight. It does not require Occult or Lore.
Battlefield-Leveling Solar Spirit</b>
<b>Cost:8 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 5 Prerequisite Charms: Vengeance-Chasing Swordsmaster, Courageous Swordsman Strike
The Solar surrounds herself with a brilliant corona of martial Essence. Out of this blazing inferno, Essence-copies of the Solar periodically erupt, moving at the very speed of light to strike her opponents. Once active, the Solar utilizing Battlefield-Leveling Solar Spirit can target any being she can perceive and attack them, so long as they are within the Exalt's Permanent Essence x 100 yards. This does not grant extra attacks. Using this Charm causes the character's Caste Mark to burn as though she had spent 4-6 motes of Peripheral Essence
In Second Edition, this Charm is Obvious and Combo-OK. It has a Speed of 5.
Inescapable Annihilation Technique</b>
<b>Cost:15 motes, 3 Willpower Duration: One Scene Type: Simple Minimum Melee: 6 Minimum Essence: 6 Prerequisite Charms: Battlefield-Leveling Solar Spirit
A Solar of sufficient Essence can totally control the battlefield, to the point where mere distance and obstruction are unimportant details, to hamper lesser beings. The Essence Corona of the Exalt becomes a blazing inferno, just as though he had spent 11-15 motes of Peripheral Essence. Essence-copies blaze into existence and tear through the world without limit or control. Any opponent that can be perceived can now be attacked without the Solar moving, including dematerialized or otherwise intangible beings. Furthermore, any being that the Solar has fought in the last round is automatically perceptible no matter what the distance or concealment! A Solar utilizing Inescapable Annihilation Technique can attack a foe who has fled to Yu Shan or the Underworld, so long as at least one attack per round is made on that opponent. If one round goes by without the Solar attacking the opponent, the connection is lost until the Solar has another means of establishing an attack. This Charm specifically permits the character to continue attacking an opponent who has "dodged" the entire combat with Avoidance Kata (although the initial "dodge" is still successful)! The only escape from this Charm is to head into the Deep Wyld and become hidden in the infinite chaos.
In Second Edition, this Charm is Obvious and Combo-OK. Instead of attacking or being attacked in the last round, the character must attack or have been attacked by a target once every DV Refresh.
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.
Unconquerable Abrupt Twist</b>
<b>Cost:4 motes Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Mind and Blade Discipline
Through a rush of Essence, the Solar creates an abrupt and unpredictable twist in a disarm attempt, making it much easier to remove a weapon from his opponent's possession. Add the character's Melee score to a disarm attempt. If the attempt is successful, the opponent's weapon will end up wherever the Exalt desires, including in his own hand, with no additional difficulty or penalty.
In Second Edition, this Charm is Supplemental and costs 3 motes. It is Combo-OK. It supplements any Disarm action as above, though the number of dice it adds is equal to the character's Essence.
Note: this Charm's structure is based on the rules from the Mantis Style disarming Charm. As a result, in my opinion, it's a bit wonky.
Superior Dogma Defense</b>
<b>Cost:20 motes, 2 Willpower Duration: One Scene Type: Reflexive Minimum Melee: 8 Minimum Essence: 8 Prerequisite Charms: Transcendent Heavenly Warden
Woe betide the fool who seeks to attack an Elder Solar. The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker. The Exalt's player makes an ordinary reflexive Parry defense (at full relevant dice pool) against an incoming attack. If the Parry is successful (spare Perfect defenses can be used, if available), all future blockable attacks from that target are perfectly defended against for the length of the scene. This does not apply to attacks that cannot be blocked; instead, the Exalt gets a reflexive Parry defense against such attacks, using the Essence of the attacker if no other successes are available as a difficulty.
This Charm may only be applied to a number of different attackers equal to the Exalt's Permanent Essence, and only one active Superior Dogma Defense may be removed and changed to a different target per round. If even one iteration of Superior Dogma defense is in operation, all attacks by Extras utterly fail, making offensive combat bonuses from units in Mail & Steel irrelevant. This Charm does not defend against beings with a greater Essence than the Exalt.
In Second Edition, this Charm functions differently:
Cost: 20m, 2wp; Mins: Melee 8, Essence 8; Type Reflexive (Step 2) Keywords: Obvious, Combo-OK Duration: One Scene Prerequisite Charms: Transcendent Heavenly Warden
Woe betide the fool who seeks to attack an Elder Solar. The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker. This Charm is activated during Step 2 of an attack against the Solar, who must use her Parry DV. If the attacker fails to hit the Solar, the Solar perfectly defends against any other attack made by that enemy for the rest of the scene. This Charm will not function on a being with a higher Essence than that of the Solar. The Solar may only have a number of Superior Dogma Defenses active at once equal to her Essence, and unlike most charms, Superior Dogma Defense may only be deliberately ended on the character's action. If even one invocation of Superior Dogma Defense is active, any attack by an extra will automatically be perfectly defended against. This often renders mass combat attack bonuses from units useless against the Solar.
Solar Aegis Totality</b>
<b>Cost:50 motes, 5 Willpower, 2 Health Levels Duration: One Scene Type: Reflexive Minimum Melee: 9 Minimum Essence: 9 Prerequisite Charms: Superior Dogma Defense
The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all. Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye. For the rest of the scene, the Solar may designate (as attacks occur) a number of opponents each round equal to the Exalt's Permanent Essence. Any blockable attack, whether perfect or not, coming from those opponents is perfectly defended against. Any unblockable attack or blockable attack from a source not so selected is defended against with a reflexive Parry defense. Attacks of Extras, and beings with less than 2 Essence, automatically fail, regardless of applicability. This Charm may not be designated against beings with a greater Essence than that of the Solar.
In Second Edition, this Charm functions differently:
Cost: 50m, 5wp, 2 ahl; Mins: Melee 9, Essence 9; Type Simple (DV -0) Keywords: Obvious, Combo-Basic Duration: One Scene Prerequisite Charms: Superior Dogma Defense
The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all. Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye. For every period between DV refreshes, as attacks occur, the Solar may designate a number of opponents up to his Essence whose attacks he parries perfectly. Attacks of Extras, and beings with less than 2 Essence, automatically fail, rendering their attack bonuses in mass combat useless. Such enemies need not be designated. This Charm may not be designated against beings with a greater Essence than that of the Solar.
Second Edition Charms
Solar Strike</i>
Cost: 2m; Mins: Melee 2, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: None
The Solar invests her weapon with a momentary burst of Essence that manifests itself in a method based on the character's fighting style and anima. Add the Solar's Essence in damage to a Melee-based attack. In addition, the player can pick one of the following effects when purchasing this Charm, additional picks of which may be later purchased for 1 bonus point or experience point:
<i>Edge of Morning Sunlight: The Solar's weapon manifests his sacred nature. The attack becomes Holy, and inflicts aggravated damage on creatures of darkness. When this effect is used, the character's weapon temporarily becomes bright enough to be seen for (Essence) miles. Order-Forged Blade: By surrounding her weapon with a rigid pattern of Essence, the Lawgiver makes it deadly to Fae and creatures of the Wyld. The attack becomes Order, and inflicts aggravated damage on Wyld creatures as per the Keyword. Armor-Negating Technique: An Exalt can use this technique to discover the holes in an enemy’s defense and exploit them, sending Essence-boosted attacks against his enemy’s weakest points. The attack becomes piercing. If it is already piercing, half the target's non-armor soak as well. All-Weapons Deadly Discipline: By charging her weapon with additional Essence, the Solar can cause it to unleash a deadly burst of damaging Essence when it strikes her opponent. Add 1 additional mote to the cost of the charm (total 3) to add four extra dice of damage to the attack. This will also cause a very distinctive visual effect based on the character's anima.
Comments
/IsawaBrianOldComments
I'm switching Total Annihilation Method back up to 7 essence and 7 melee, as well as raising the Willpower Cost to 2. Otherwise, you can make a combo that costs 17 essence and 3 willpower to completely and utterly destroy /anything/ that doesn't have a perfect defense at Essence 6-- and if you include HGD or DSD in the combo, you're set for life. I believe in Solar Power, but that's a wee bit much. Also, moving the comments to Old Comments.-- IsawaBrian
I would think that Total Annihilation Method SHOULD be essence 7... But two Willpower seems a bit much. Also, unless I'm missing something, Total Annihilation Method is simple, and all the perfects I know are simple... So theirs no sure way to get through someones defenses with it. - Dasmen
- Like Accuracy Without Distance, both of my 'perfect attack'-- perfect to-hit attacks, that is-- charms are Supplemental. Which, IMO, is appropriate. It's just that once comboed, it opens up for the "DOOM!" problem. --IsawaBrian
I've changed the side benefit from In the Shadow of the Sun from gaining reflexive parries to gaining an initiative bonus; an earlier commentor rightly pointed out that having a reflexive parry at that level (especially given all the existing ways to get parries) was sort of lame, but I wanted to preserve the uniqueness of the Charm. --IsawaBrian