GracefulCharmMethodology/SolarMelee

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Revision as of 23:14, 12 April 2016 by DeathBySurfeit (talk | contribs) (First part of Melee up. Definitely easier to do combat trees, now - might go back and have another look at Archery and Brawl.)
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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 Hardness. 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

Once per scene, the Solar may reflexively spend 3 anima levels to allow them to activate either One Weapon Two Blows, or any Simple Melee Charm.

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.