Difference between revisions of "IsawaBrian/SolarMartialArtsDamage"

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*[[MartialArts/NaturalSolarCharms]]
 
*[[MartialArts/NaturalSolarCharms]]
  
----<b><i>Solar Punch</b></i>
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== Second Edition ==
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----<i><b>Solar Punch</b></i>
 
   <b>Cost:</b> 2m; <b>Mins:</b> Martial Arts 2, Essence 2; <b>Type:</b> Supplemental
 
   <b>Cost:</b> 2m; <b>Mins:</b> Martial Arts 2, Essence 2; <b>Type:</b> Supplemental
   <b>Keywords:</b> Combo-Ok, Obvious
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   <b>Keywords:</b> Combo-Ok, Leader, Obvious
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Fists of Iron Technique
 
   <b>Prerequisite Charms:</b> Fists of Iron Technique
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   arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per that keyword.
 
   arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per that keyword.
  
   <I>Harsh Generosity Strike:[[IsawaBrian/SolarMartialArtsDamage/I]]> Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity Strike does always does Bashing  
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   <I>Harsh Generosity Strike:</I> Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity Strike does always does Bashing  
 
   damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.  Excess Bashing Damage is instead added on as additional phantom  
 
   damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.  Excess Bashing Damage is instead added on as additional phantom  
   Incapacitated Health Levels that must be healed before the target’s normal Incapacitated Health Level.
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   Incapacitated Health Levels that must be healed before the target&#8217;s normal Incapacitated Health Level.
  
----<b><i>Cracking the Walls</b></i>
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----<i><b>Cracking the Walls</b></i>
 
   <b>Cost:</b> 2m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple (Speed 4, DV -1)
 
   <b>Cost:</b> 2m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple (Speed 4, DV -1)
   <b>Keywords:</b> Combo-Ok, Obvious
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   <b>Keywords:</b> Combo-Ok, Leader, Obvious
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Fist of Iron Technique, [[IsawaBrian/SolarMartialArtsAttack|Wildman Needs No Aim]]
 
   <b>Prerequisite Charms:</b> Fist of Iron Technique, [[IsawaBrian/SolarMartialArtsAttack|Wildman Needs No Aim]]
 
Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack.  No matter how tough the Exalt's target is, he will always manage to do some damage.  All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.   
 
Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack.  No matter how tough the Exalt's target is, he will always manage to do some damage.  All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.   
  
----<b><i>Burning Perforation Force</b></i>
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----<i><b>Burning Perforation Force</b></i>
 
   <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Simple (Speed 4, DV -1)
 
   <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Simple (Speed 4, DV -1)
   <b>Keywords:</b> Combo-Ok, Obvious
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   <b>Keywords:</b> Combo-Ok, Leader, Obvious
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Cracking the Walls
 
   <b>Prerequisite Charms:</b> Cracking the Walls
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Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy.  This corona burns flesh like paper, melts metal, and damages the target's very spirit.  The character makes an attack roll as normal but the damage is aggravated.
 
Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy.  This corona burns flesh like paper, melts metal, and damages the target's very spirit.  The character makes an attack roll as normal but the damage is aggravated.
  
----<b><i>Unconquerable Fivefold Hammer</b></i>
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----<i><b>Unconquerable Fivefold Hammer</b></i>
 
   <b>Cost:</b> 16m, 2wp; <b>Mins:</b> Martial Arts 7; Essence 7; <b>Type:</b> Simple
 
   <b>Cost:</b> 16m, 2wp; <b>Mins:</b> Martial Arts 7; Essence 7; <b>Type:</b> Simple
   <b>Keywords:</b> Combo-Ok, Obvious
+
   <b>Keywords:</b> Combo-Ok, Leader, Obvious
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Burning Perforation Force, [[IsawaBrian/SolarMartialArtsAttack|Unavoidable Devastation Strike]]
 
   <b>Prerequisite Charms:</b> Burning Perforation Force, [[IsawaBrian/SolarMartialArtsAttack|Unavoidable Devastation Strike]]
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Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids 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 stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.  
 
Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids 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 stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.  
  
----<b><i>Ferocious Jab</b></i>
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----<i><b>Ferocious Jab</b></i>
 
   <b>Cost:</b> 1m per die; <b>Mins:</b> Martial Arts 3, Essence 1; <b>Type:</b> Supplemental
 
   <b>Cost:</b> 1m per die; <b>Mins:</b> Martial Arts 3, Essence 1; <b>Type:</b> Supplemental
   <b>Keywords:</b> Combo-Ok
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   <b>Keywords:</b> Combo-Ok, Leader
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Fist of Iron Technique
 
   <b>Prerequisite Charms:</b> Fist of Iron Technique
 
The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them.  The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack.  If the attack is successful, add 1 die per mote spent to the post-soak damage.
 
The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them.  The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack.  If the attack is successful, add 1 die per mote spent to the post-soak damage.
  
 
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----<i><b>Precision Punishment</b></i>
----<b><i>Precision Punishment</b></i>
 
 
   <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 3, Essence 3; <b>Type:</b> Supplemental
 
   <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 3, Essence 3; <b>Type:</b> Supplemental
   <b>Keywords:</b> Combo-Ok, Crippling
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   <b>Keywords:</b> Combo-Ok, Crippling, Leader
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Ferocious Jab, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]
 
   <b>Prerequisite Charms:</b> Ferocious Jab, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]
 
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force.  This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword.  A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak.  If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect.  The target gains an internal penalty to all rolls equal to the Solar’s Essence.  This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool.  This Crippling damage will generally heal at a rate of one point per hour.  Motes are not committed for this effect.
 
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force.  This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword.  A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak.  If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect.  The target gains an internal penalty to all rolls equal to the Solar’s Essence.  This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool.  This Crippling damage will generally heal at a rate of one point per hour.  Motes are not committed for this effect.
  
----<b><i>Forge-Fire Fist Style</b></i>
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----<i><b>Forge-Fire Fist Style</b></i>
 
   <b>Cost:</b> 10m, 2wp; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Supplemental
 
   <b>Cost:</b> 10m, 2wp; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Supplemental
   <b>Keywords:</b> Combo-OK, Obvious
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   <b>Keywords:</b> Combo-OK, Leader, Obvious
 
   <b>Duration:</b> One Scene
 
   <b>Duration:</b> One Scene
 
   <b>Prerequisite Charms:</b> Burning Perforation Force
 
   <b>Prerequisite Charms:</b> Burning Perforation Force

Revision as of 03:02, 20 April 2010

Second Edition


Solar Punch
 Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Supplemental
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Fists of Iron Technique

The Solar surrounds his fist, foot, or martial arts weapon (depending on style) with an aura of compacted Essence. This Charm always adds the character's Essence in damage to a Martial Arts-based attack, and the player may pick one of the following effects the first time they purchase this charm. Additional effects may be purchased at a cost of one bonus point or one experience point each.

 Fiery Fist: The Exalt's attack gains a fiery corona, which ignites any flammable material he strikes.
 Purity Strike: The Solar's attack is surrounded by a corona of holy sunlight or fire.  This gives the attack the keyword Holy, and it now deals aggravated damage to 
 creatures of darkness.  This makes the character's attacking object (style dependent, as above) very visible, especially at night.
 Heavenly Retribution Blow:  The Lawgiver gains the option to spend a third mote on this charm, causing four additional dice of damage and creating a variable special
 effect, usually based on the character's anima and Caste.
 Fist of the Law: The Solar's Essence locks into a razor-sharp claw of order that fits over his attacking limb, or focuses a jagged edge of order around a martial 
 arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per that keyword.
 Harsh Generosity Strike: Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity Strike does always does Bashing 
 damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.  Excess Bashing Damage is instead added on as additional phantom 
 Incapacitated Health Levels that must be healed before the target’s normal Incapacitated Health Level.

Cracking the Walls
 Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 4, DV -1)
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Fist of Iron Technique, Wildman Needs No Aim

Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack. No matter how tough the Exalt's target is, he will always manage to do some damage. All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.


Burning Perforation Force
 Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 4, DV -1)
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Cracking the Walls

Note: This Charm may be grossly overcosted and poorly placed. We'll see once other all-out agg charms come into play. Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy. This corona burns flesh like paper, melts metal, and damages the target's very spirit. The character makes an attack roll as normal but the damage is aggravated.


Unconquerable Fivefold Hammer
 Cost: 16m, 2wp; Mins: Martial Arts 7; Essence 7; Type: Simple
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Burning Perforation Force, Unavoidable Devastation Strike

The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on his chosen target. 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 hand, foot, knee, elbow, head, or other chosen attack. 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 Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids 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 stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.


Ferocious Jab
 Cost: 1m per die; Mins: Martial Arts 3, Essence 1; Type: Supplemental
 Keywords: Combo-Ok, Leader
 Duration: Instant
 Prerequisite Charms: Fist of Iron Technique

The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them. The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack. If the attack is successful, add 1 die per mote spent to the post-soak damage.


Precision Punishment
 Cost: 4m; Mins: Martial Arts 3, Essence 3; Type: Supplemental
 Keywords: Combo-Ok, Crippling, Leader
 Duration: Instant
 Prerequisite Charms: Ferocious Jab, Deadly Leverage Grip

Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force. This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword. A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak. If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect. The target gains an internal penalty to all rolls equal to the Solar’s Essence. This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool. This Crippling damage will generally heal at a rate of one point per hour. Motes are not committed for this effect.


Forge-Fire Fist Style
 Cost: 10m, 2wp; Mins: Martial Arts 6, Essence 6; Type: Supplemental
 Keywords: Combo-OK, Leader, Obvious
 Duration: One Scene
 Prerequisite Charms: Burning Perforation Force

The raw potency of Solar wrath cannot be contained. When Forge-Fire Fist Style is activated, the Solar's body is surrounded by a highly visible corona of sunlit fire. This aura transforms the Solar's Martial Arts attacks into assaults of such deadly power as to actually damage-- and potentially destroy-- the target's spirit. For the rest of the scene, add the Solar's permanent Essence to her damage for all Martial Arts attacks. All damage dealt via Martial Arts attacks is aggravated. Anything killed by the character’s Martial Arts attacks during the scene has its spirit annihilated 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 such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.

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