GracefulCharmMethodology/SolarMelee

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Melee

Puissance

Excellent Strike

  • Cost: 1m per success
  • Type: Supplemental
  • Mins: Melee 3, Essence 1

If this decisive attack hits, up to (Essence) successes from the attack roll can be added to its raw damage. The Solar decides how many motes to spend after making the attack roll and applying defences, but must spend at least one.

Edge Of Morning Sunlight

  • Type: Permanent
  • Mins: Melee 3, Essence 2
  • Prereqs: Excellent Strike

Double the bonus raw damage provided by Excellent Strike against creatures of darkness.

Fire And Stones Strike

  • Cost: 1m per die
  • Type: Supplemental
  • Mins: Melee 3, Essence 1

If this withering attack hits, up to (Essence) can be added to its damage after soak – even if the attack fails to penetrate the target’s soak. The Solar decides how many motes to spend after making the attack roll and applying defences, but must spend at least one.

Rising Sun Slash

  • Type: Permanent
  • Mins: Melee 4, Essence 2
  • Prereqs: Excellent Strike, Fire And Stones Strike

If the Solar uses a full First Melee Excellency to supplement an attack, they may activate Excellent Strike and Fire And Stones Strike without spending motes.

Hungry Tiger Technique

  • Type: Permanent
  • Mins: Melee 5, Essence 3
  • Prereqs: Rising Sun Slash

Double the bonus damage provided by Excellent Strike or Fire And Stones Strike when used against crashed opponents.

Foe-Cleaving Focus

  • Type: Permanent
  • Mins: Melee 5, Essence 3
  • Prereqs: Rising Sun Slash

Whenever the Solar uses a full First Melee Excellency to supplement an attack, they gain motes equal to the doubles (usually 10s) on the attack roll.

Swiftness

One Weapon Two Blows

  • Cost: 3m
  • Type: Reflexive
  • Mins: Melee 2, Essence 1

When the Solar’s attack drops an opponent’s Initiative from above theirs to below it, they may use this Charm to make an immediate attack against that target.

Peony Blossom Technique

  • Type: Permanent
  • Mins: Melee 4, Essence 2
  • Keywords: Once/scene
  • Prereqs: One Weapon, Two Blows

The Solar may reflexively spend 3 anima levels to allow them to activate One Weapon Two Blows.

Agile Dragonfly Blade

  • Type: Permanent
  • Keywords: Once/scene
  • Mins: Melee 5, Essence 2
  • Prereqs: One Weapon, Two Blows

Once per scene, the Solar may count their Initiative as being (Essence) higher than it actually is, for the purpose of triggering One Weapon, Two Blows.

Iron Whirlwind Attack

  • Cost: 5m, 1wp
  • Type: Simple
  • Mins: Melee 5, Essence 2
  • Prereqs: One Weapon, Two Blows

The Solar makes up to (Essence) decisive attacks, distributing their Initiative as they please between them, and returning to base Initiative as soon as they have all been resolved. ­Non-Excellency Supplemental Charms need only be activated once to apply to all of these attacks.

Invincible Fury Of The Dawn

  • Type: Permanent
  • Mins: Melee 5, Essence 3
  • Prereqs: Iron Whirlwind Attack

When the Solar activates Iron Whirlwind Attack, they gain one Initiative for each attack they are making, distributed as they please between their attacks. They may move a range band in between each attack.

Heaven Sword Flash

  • Cost: 7m, 1wp
  • Type: Simple
  • Mins: Melee 5, Essence 4
  • Prereqs: Invincible Fury Of The Dawn

The Solar makes a single decisive attack, applied to all opponents at close range. The base damage of this attack is half the Solar’s current Initiative.

Circle Of Bright Reaving

  • Type: Permanent
  • Mins: Melee 5, Essence 5
  • Prereqs: Heaven Sword Flash

If the Solar slays someone with Iron Whirlwind Attack or Heaven Sword Flash, they may reflexively reactivate the Charm to make a withering attack following the same rules. If this crashes someone, they may reflexively reactivate the Charm to have its original effect – they may repeat this cycle as long as they continue to kill and crash opponents (and have the essence to spend).

Blade Spirit

Summoning The Loyal Steel

  • Cost: 1m
  • Type: Simple
  • Duration: Indefinite
  • Mins: Melee 3, Essence 1

The Solar sends their weapon Elsewhere, returning it to their hand when the Charm is released. A weapon is theirs if it is attuned or, if a mundane weapon, they were the last person to hold it.

Glorious Solar Saber

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Melee 3, Essence 2
  • Prereqs: Summoning The Loyal Blade

The Solar summons a daiklave from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked.

Immortal Blade Triumphant

  • Cost: 10m, 1wp, 3a
  • Type: Simple
  • Duration: One scene
  • Mins: Melee 5, Essence 3
  • Prereqs: Glorious Solar Saber

The Solar’s weapon cannot be destroyed or disarmed, and adds stunt bonuses to damage rolls. The Solar can end this effect prematurely when initiating a decisive attack, to add any bonus dice on its attack roll to its damage roll (if it hits).

Iron Raptor Technique

  • Cost: 5m
  • Type: Supplemental
  • Mins: Melee 4, Essence 2
  • Prereqs: Summoning The Loyal Blade

The Solar may make a melee attack against a target at up to medium range, without taking an aim action.

Sandstorm-Wind Attack

  • Type: Permanent
  • Mins: Melee 4, Essence 3
  • Prereqs: Iron Raptor Technique

When using Iron Raptor Technique against a target at short range, the Solar ignores hardness and scenery. They may use the Charm to allow a clash against an attack from an opponent at short range.

Blazing Solar Bolt

  • Type: Permanent
  • Keywords: Once/scene
  • Mins: Melee 5, Essence 3
  • Prereqs: Iron Raptor Technique

Once per scene, the Solar may spend a point of Willpower to enhance a use of Iron Raptor Technique. The attack causes Aggravated damage to creatures of darkness, and is unblockable.

Guard

Dipping Swallow Defence

  • Cost: 5m
  • Type: Reflexive
  • Mins: Melee 1, Essence 1

The Solar may apply their full Parry defence to an attack, ignoring all penalties, and gains a point of Initiative if they succeed in blocking it. This does not allow them to parry unblockable attacks or ambush attacks.

Hail-Shattering Practice

  • Type: Permanent
  • Mins: Melee 4, Essence 2
  • Prereqs: Dipping Swallow Defence

Whenever activating Dipping Swallow Defence, the Solar may also spend a point of Willpower to allow them to apply their Parry to an unblockable attack.

Bulwark Stance

  • Type: Permanent
  • Mins: Melee 3, Essence 2
  • Prereqs: Dipping Swallow Defence

When activating Dipping Swallow Defence, the Solar may continue to apply their full Parry defence until their next turn.

Fivefold Bulwark Stance

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Melee 5, Essence 3
  • Prereqs: Bulwark Stance

The cost of Dipping Swallow Defence is reduced to zero motes.

Heavenly Guardian Defence

  • Cost: 4m, 1wp
  • Type: Reflexive
  • Keywords: Perilous
  • Mins: Melee 5, Essence 2
  • Prereqs: Bulwark Stance, Hail-Shattering Practice

An incoming decisive attack deals damage to the Solar’s Initiative, rather than their health levels. Outside of combat, this can be used to avoid any source of damage from the environment - including an ongoing one.

Protection Of Celestial Bliss

  • Type: Permanent
  • Mins: Melee 5, Essence 3
  • Prereqs: Heavenly Guardian Defence

When the Solar uses Heavenly Guardian Defence, they do not receive any damage to their Initiative.

War Lion Stance

  • Type: Permanent
  • Mins: Melee 4, Essence 1
  • Prereqs: Dipping Swallow Defence

When the Solar activates Dipping Swallow Defence, they may also make a reflexive Defend Other action to apply their Parry in defence of someone within close range. The Solar can only have one Defend Other action active at any time, but may choose a new target every time they activate Dipping Swallow Defence.

Guard-Breaking Technique

  • Type: Permanent
  • Mins: Melee 5, Essence 1
  • Prereqs: War Lion Stance

Whenever the Solar parries an attack directed toward someone else with a Defend Other action, the recipient gains a point of Initiative.

Calm And Ready Focus

  • Type: Permanent
  • Mins: Melee 5, Essence 2
  • Prereqs: Guard-Breaking Technique

Whenever the Solar parries an attack directed toward someone else, the Solar gains a point of Initiative.

Unassailable Guardian Posture

  • Type: Permanent
  • Mins: Melee 5, Essence 2
  • Prereqs: War Lion Stance, Bulwark Stance

When the Solar is using a Defend Other action, they may spend a point of Willpower to redirect any attack that pierces their defences toward themselves.

Retribution

Solar Counterattack

  • Cost: 3m
  • Type: Reflexive
  • Mins: Melee 4, Essence 1

Used when the Solar is hit by an attack, they may make an immediate decisive counterattack.

Ready In Eight Directions Stance

  • Type: Permanent
  • Mins: Melee 5, Essence 2
  • Prereqs: Solar Counterattack

When the Solar uses Solar Counterattack, they may continue to make decisive counterattacks against any incoming attacks until their next turn.

Corona Of Radiance

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Melee 5, Essence 3
  • Prereqs: Ready In Eight Directions Stance

When the Solar is hit by any attack from a creature of darkness, roll (Essence) lethal damage dice against them (ignoring hardness).

Flashing Edge Of Dawn

  • Type: Permanent
  • Mins: Melee 5, Essence 2
  • Prereqs: Solar Counterattack

When the Solar uses Solar Counterattack, they may make it as a withering counterattack instead.

Fervent Blow

  • Cost: 1m, 1wp
  • Type: Reflexive
  • Mins: Melee 5, Essence 3
  • Prereqs: Flashing Edge Of Dawn

The Solar makes a reflexive Melee Clash attack against an attack directed toward them.

Over-And-Under Method

  • Type: Permanent
  • Mins: Melee 5, Essence 3
  • Prereqs: Flashing Edge Of Dawn

When the Solar uses Solar Counterattack, they may spend one Willpower to make it as a withering counterattack that also applies any Initiative damage as health damage.

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