Difference between revisions of "IsawaBrian/SolarMartialArtsRangedArea"

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*[[MartialArts/NaturalSolarCharms]]
 
*[[MartialArts/NaturalSolarCharms]]
  
----<b><i>Earth-Shattering Stomp</b></i>
+
== Second Edition ==
 +
 
 +
----<i><b>Earth-Shattering Stomp</b></i>
 
   <b>Cost:</b> 8m, 2wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple (Speed 5)
 
   <b>Cost:</b> 8m, 2wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple (Speed 5)
 
   <b>Keywords:</b> Combo-Basic, Obvious
 
   <b>Keywords:</b> Combo-Basic, Obvious
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With a powerful burst of Essence, the character brings his foot down upon the earth and sends shockwaves of power bursting out around him.  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.  Unlike Ocean Upswell Attack, this will affect airborne opponents or those otherwise distant from the Exalt- via chunks of earth, essence-charged waves, and so on.  This will usually cause a large amount of damage to whatever is stomped on.
 
With a powerful burst of Essence, the character brings his foot down upon the earth and sends shockwaves of power bursting out around him.  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.  Unlike Ocean Upswell Attack, this will affect airborne opponents or those otherwise distant from the Exalt- via chunks of earth, essence-charged waves, and so on.  This will usually cause a large amount of damage to whatever is stomped on.
  
----<b><i>Waves Slap the Beach</b></i>
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----<i><b>Waves Slap the Beach</b></i>
 
   <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Permanent
 
   <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Permanent
   <b>Keywords:</b> None
+
   <b>Keywords:</b> Leader
 
   <b>Prerequisite Charms:</b> [[MartialArts/UnconquerableHeroStyle|Celestial Thunderclap]]
 
   <b>Prerequisite Charms:</b> [[MartialArts/UnconquerableHeroStyle|Celestial Thunderclap]]
The thunder summoned by the wrath of a powerful Solar can be as expansive in its devastation as a tsunami reaching landfall.  By spending an extra 2 motes and 1 willpower when using Celestial Thunderclap, the Lawgiver can invoke his attack upon a massive area.  Multiply the area of effect for Celestial Thunderclap by 50.  A wise Lawgiver makes sure that his allies are not around when invoking this Charm… but many in the past have failed to be wise.
+
The thunder summoned by the wrath of a powerful Solar can be as expansive in its devastation as a tsunami reaching landfall.  By spending an extra 2 motes and 1 willpower point when using Celestial Thunderclap, the Lawgiver can invoke her attack upon a massive area.  Multiply the area of effect for Celestial Thunderclap by 50.  A wise Lawgiver makes sure that his allies are not around when invoking this Charm… but many in the past have failed to be wise.  Thankfully, in mass combat, the unit of a Solar is protected as per the Lawgiver herself; the power radiates from the most coherent outward edge of the complimentary unit.
  
----<b><i>Thousand Meteors Strike</b></i>
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----<i><b>Thousand Meteors Strike</b></i>
 
   <b>Cost:</b> 6m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Extra Action
 
   <b>Cost:</b> 6m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Extra Action
   <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> Hammer on Iron Technique
 
   <b>Prerequisite Charms:</b> Hammer on Iron Technique
 
With this Charm, the Solar launches herself into a spinning offensive, laying down punches and wielding kicks in a wild and deadly fashion against everyone within a number of yards equal to her Martial Arts + Essence. The character makes a Martial Arts attack (not a clinch) against every opponent within that range. The character may turn in place, but may only move between her opponents.  The character may not benefit from other Extra Action charms or perform any of these brawl attacks as Flurries.
 
With this Charm, the Solar launches herself into a spinning offensive, laying down punches and wielding kicks in a wild and deadly fashion against everyone within a number of yards equal to her Martial Arts + Essence. The character makes a Martial Arts attack (not a clinch) against every opponent within that range. The character may turn in place, but may only move between her opponents.  The character may not benefit from other Extra Action charms or perform any of these brawl attacks as Flurries.
  
----<b><i>Warlord Meteors Destruction</b></i>
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----<i><b>Warlord Meteors Destruction</b></i>
 
   <b>Cost:</b> 15m, 3wp; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Simple
 
   <b>Cost:</b> 15m, 3wp; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Simple
 
   <b>Keywords:</b> Obvious, Combo-Ok, War
 
   <b>Keywords:</b> Obvious, Combo-Ok, War
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
 
   <b>Prerequisite Charms:</b> Waves Slap the Beach
 
   <b>Prerequisite Charms:</b> Waves Slap the Beach
 +
 
Elder Solars are some of the most terrifying warriors that have ever strode the surface of Creation.  By distilling her wrath and unfettered power into a burst of immense power, the Elder may unleash a barrage of attacks that travel on golden streaks of Essence over an entire battlefield, laying waste to all who have gained the Exalt's anger.
 
Elder Solars are some of the most terrifying warriors that have ever strode the surface of Creation.  By distilling her wrath and unfettered power into a burst of immense power, the Elder may unleash a barrage of attacks that travel on golden streaks of Essence over an entire battlefield, laying waste to all who have gained the Exalt's anger.
 
In Mass Combat, 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.  
 
In Mass Combat, 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.  
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Outside of Mass 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.  
 
Outside of Mass 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.  
  
----<b><i>Island-Shattering Typhoon Strike</b></i>
+
----<i><b>Island-Shattering Typhoon Strike</b></i>
 
   <b>Cost:</b> 20m, 3wp; <b>Mins:</b> Martial Arts 7, Essence 7; <b>Type:</b> Simple
 
   <b>Cost:</b> 20m, 3wp; <b>Mins:</b> Martial Arts 7, Essence 7; <b>Type:</b> Simple
 
   <b>Keywords:</b> Obvious, Combo-Ok, War, Mandate of Heaven (?)
 
   <b>Keywords:</b> Obvious, Combo-Ok, War, Mandate of Heaven (?)

Latest revision as of 06:22, 20 April 2010

Second Edition


Earth-Shattering Stomp
 Cost: 8m, 2wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 5)
 Keywords: Combo-Basic, Obvious
 Duration: Instant
 Prerequisite Charms: Celestial Thunderclap, Hammer on Iron Technique

With a powerful burst of Essence, the character brings his foot down upon the earth and sends shockwaves of power bursting out around him. 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. Unlike Ocean Upswell Attack, this will affect airborne opponents or those otherwise distant from the Exalt- via chunks of earth, essence-charged waves, and so on. This will usually cause a large amount of damage to whatever is stomped on.


Waves Slap the Beach
 Cost: --; Mins: Martial Arts 5, Essence 5; Type: Permanent
 Keywords: Leader
 Prerequisite Charms: Celestial Thunderclap

The thunder summoned by the wrath of a powerful Solar can be as expansive in its devastation as a tsunami reaching landfall. By spending an extra 2 motes and 1 willpower point when using Celestial Thunderclap, the Lawgiver can invoke her attack upon a massive area. Multiply the area of effect for Celestial Thunderclap by 50. A wise Lawgiver makes sure that his allies are not around when invoking this Charm… but many in the past have failed to be wise. Thankfully, in mass combat, the unit of a Solar is protected as per the Lawgiver herself; the power radiates from the most coherent outward edge of the complimentary unit.


Thousand Meteors Strike
 Cost: 6m, 1 wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action
 Keywords: Combo-OK, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Hammer on Iron Technique

With this Charm, the Solar launches herself into a spinning offensive, laying down punches and wielding kicks in a wild and deadly fashion against everyone within a number of yards equal to her Martial Arts + Essence. The character makes a Martial Arts attack (not a clinch) against every opponent within that range. The character may turn in place, but may only move between her opponents. The character may not benefit from other Extra Action charms or perform any of these brawl attacks as Flurries.


Warlord Meteors Destruction
 Cost: 15m, 3wp; Mins: Martial Arts 6, Essence 6; Type: Simple
 Keywords: Obvious, Combo-Ok, War
 Duration: Instant
 Prerequisite Charms: Waves Slap the Beach

Elder Solars are some of the most terrifying warriors that have ever strode the surface of Creation. By distilling her wrath and unfettered power into a burst of immense power, the Elder may unleash a barrage of attacks that travel on golden streaks of Essence over an entire battlefield, laying waste to all who have gained the Exalt's anger. In Mass Combat, 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 Mass 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 Mass 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.


Island-Shattering Typhoon Strike
 Cost: 20m, 3wp; Mins: Martial Arts 7, Essence 7; Type: Simple
 Keywords: Obvious, Combo-Ok, War, Mandate of Heaven (?)
 Duration: Instant
 Prerequisite Charms: Warlord Meteors Destruction

The Elder Solar concentrates an almost obscene amount of essence into his fist. Raising his hand high to gain the blessing of the Unconquered Sun, the Exalt then punches downwards with as much force as he can summon up. Regardless of whether or not there is a surface beneath the Solar, as soon as his fist becomes parallel with his feet, the essence charge contained in his hand releases in a devastating explosion of Essence, like the rage of a typhoon unleashed all at once. This explosion has a radius equal to ten miles per dot of the Exalt's 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. 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 perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mass Combat, 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 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.

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