Difference between revisions of "IsawaBrian/SolarMeleeGeneral"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
m
 
Line 27: Line 27:
 
   <i><b>Cost:</b> --; <b>Mins:</b> Melee 5, Essence 5; <b>Type:</b> Permanent</i>
 
   <i><b>Cost:</b> --; <b>Mins:</b> Melee 5, Essence 5; <b>Type:</b> Permanent</i>
 
   <i><b>Keywords:</b> None</i>
 
   <i><b>Keywords:</b> None</i>
   <I><b>Duration:<./b> Permanent</I>
+
   <I><b>Duration:</b> Permanent</I>
 
   <i><b>Prerequisite Charms:</b> Infinite Melee Mastery, Melee Essence Flow</I>
 
   <i><b>Prerequisite Charms:</b> Infinite Melee Mastery, Melee Essence Flow</I>
 
<I>The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly his equal as a strategist- but only possibly, and no being can match Sol Invictus in single combat.  Even the Unconquered Sun, however, has his favored weapons; his mighty spear, for example, is well known, and with that weapon, he is greater than with any other. </I>
 
<I>The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly his equal as a strategist- but only possibly, and no being can match Sol Invictus in single combat.  Even the Unconquered Sun, however, has his favored weapons; his mighty spear, for example, is well known, and with that weapon, he is greater than with any other. </I>

Latest revision as of 06:28, 22 April 2010

First Edition and Conversions


Felicity of Style Method
 Cost:  5 motes, 1 Willpower
 Duration:  One Scene
 Type:  Reflexive
 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 very different, as its functions have been assumed by Glory of Melee Felicitations. See IsawaBrian/SolarMeleeDamage for its current incarnation.



In the Shadow of the Sun
 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 2nd edition, this Charm is quite different.

 Cost: --; Mins: Melee 5, Essence 5; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Infinite Melee Mastery, Melee Essence Flow

The Unconquered Sun is the mightiest warrior in all Creation. The Maiden of Battles is possibly his equal as a strategist- but only possibly, and no being can match Sol Invictus in single combat. Even the Unconquered Sun, however, has his favored weapons; his mighty spear, for example, is well known, and with that weapon, he is greater than with any other.

The Sun’s Chosen with great cost and dedication, a Solar may emulate the bond his patron has with a weapon that matches that Lawgiver’s soul. When purchasing this Charm, the Solar chooses a single Melee weapon that he owns (Not “Daiklaives;” this is instead “Ever-Magnified Heartblade of the Sun and Stars, lost weapon of Solar champions”) and from that point on, the character may use both Infinite Melee Mastery and Melee Essence Flow on Melee rolls with that weapon. Doing so makes any Excellencies so used Obvious. If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.


Veteran Soldier Style
 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 has the keyword Leader; in mass combat, the Solar's vast mastery and experience in hand to hand combat translates into effective leadership of melee troops. It also has Minimums Melee 5, Essence 4


Shadow of My Sword
 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 Combo-OK, Leader, and Obvious. It is Reflexive under all circumstances, and the cost is reduced to 3 motes. When used in mass combat, this Charm may be activated as a non-Charm action to increase the Solar's capabilities. At Essence 4, the Charm may be purchased a second time to drop the cost to 1 mote (before artifact costs) and make it indefinite. At this point, the shadowblade gains a shadow sheath in the position of the character's choosing; this need no belt attached normally. A shadowblade summoned in mass combat works equally as well as any other weapon for the commander.


Shadowblade Defense
 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 shall 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 2nd edition, this Charm is quite different.

 Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
 Keywords: Leader
 Prerequisite Charms: Shadow of My Sword, Fivefold Bulwark Stance

This Charm modifies its prerequisite, granting the little godshadow of his weapon a degree of freedom of moment. When activating Shadow of My Sword, the Solar may spend 4 motes and two willpower points to enhance the godshadow in this manner. The Lawgiver 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 shall 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 its own action, starting at the tick in which it was created. It uses the character's statistics, as though the character was wielding it. The Solar may apply the shadowblade's parry in place of a parry with a normal weapon, but not in addition to it. In mass combat, the shadowblade counts as a solo unit with the same statistics as the Solar, including War.

Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used. Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally. The Solar is still limited to the normal one charm per DV refresh, specifically, the Exalt's personal DV refresh. If the blade and the character become unsynched, charm use, including combos, is tied to the Solar's DV refreshes, not those of the weapon.

For example, if Phoenix Maiden summons the Shadow of My Sword copy of her dreaded master dire lance, once Shadowblade Defense is activated, she may make separate actions using the shadowspear and her regular spear. If she opted to activate Sixty-Four Ways Into the Sunset Method on her own action, however, her shadowspear, while it could attack or defend, could not use Charms unless they could be used as a non-charm Action. If Phoenix Maiden then opts to attack on her own tick, she may use a charm, and if that is a Reflexive or supplemental Charm, duplicate its effects while wielding her shadowspear.

At Essence 4+, this charm may be purchased a second time to grant the shadowblade terrifying power in war. The shadowblade so enhanced channels the fighting spirits of the troops of the Solar and their weapons. The shadowblade thus gains full access to all bonuses from the mass combat unit lead by the Solar. The shadowblade does not truly have the troops, so rout checks movement limitations, and so on do not affect its "unit". Phantom magnitude levels protect the shadowblade from destruction (if relevant) but do not affect the Solar's unit in any way.



Shadow of My Soul
 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 for either reincarnation or time as a ghost.

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 Leader and Obvious (either version of it). It requires Shadowblade Defense and Sunray Spear. If used in mass combat, the shadowsister will bring with her an entire shadow horde precisely equal to the unit that follows the Solar. Such a shadow horde may not be made permanent, but a permanent Shadow Sister may use her own iteration of this Charm to summon forth a shadow horde to mimic her Solar twin's during mass combat.


Golden Spear's Spirit
 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 Combo-OK, Leader, and Obvious Its cost is reduced to 4 motes, and it has no required Charms. Its Speed is 3 and its DV penalty is -1. Used in mass combat, this only enhances the Solar's weapon, but those changes have their full effects on the Lawgiver's mass combat stats.


Order's Spearman
 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.

In Second Edition, this Charm is very different.

 Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Golden Spear’s Spirit

As the Lawgiver learns to resonate with orichalcum, he develops the ability to impose manifest law around such weapons. Whenever the character invokes Golden Spear’s Spirit, it gains the Order keyword and his weapon deals aggravated damage to Wyld-influenced entities as per that keyword.


Chastising the Vanquished Foe
 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.

In Second Edition, this Charm is very different.

 Cost: 3m, 1 wp; Mins: Melee 5, Essence 2; Type: Supplemental
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Peony Blossom Attack

The unquenchable power of a Solar’s fury can overwhelm or impress those whom she dominates upon the field of combat. This Charm supplements any offensive Melee action. If the Solar successfully attacks her foe, she may immediately make a reflexive Social attack. This social attack has a Speed of 0, and its DV penalty remains only applied to MDV, not parry or dodge physical DV. The Solar gains bonus dice on the Social attack equal to threshold successes on the physical attack, plus 1 die per damage level done. This Social attack usually must target the target of the attack in question, but Performance may be used to affect all who can perceive the Solar. This does count as the Solar’s Charm use as normal for both attacks, though. This may be freely used to modify a mass combat unit's attacks, treating the target army as though it was a normal social mass combat unit.

This Charm may be placed in a Combo with Social Charms that create or modify Social attacks; if it is present in both a physical Combo and a Social Combo, the Solar may spend an three motes (on top of both extra Combo willpower costs) to link the combos; Chastising the Vanquished Foe is used only once. This expenditure and the cost of the Social Combo only comes into play if the initial attack is successful.


Victor's Privilege
 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.

In Second Edition, this Charm is very different.

 Cost: --; <b>Mins: Melee 5, Essence 2; Type: Permanent
 Keywords: Order
 Duration: Permanent
 Prerequisite Charms: Chastising the Vanquished Foe

It is the privilege of the victor to be rewarded, regardless of how his foe chooses to submit or struggle on impotently. Whenever the Solar makes a Social attack using Chastising the Vanquished Foe that is successful, he may choose between regaining one willpower or one virtue channel in addition to any stunt bonuses or other effects. This happens regardless of whether or not the target chooses to ignore the social attack (typically, by spending willpower)


Champion of Creation
 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 is an Integrity Charm in Second Edition.


Exalted Blade
 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) counts double. 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 that have an Essence of 2 or greater are automatically detected within 1 yard 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 dissipate 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. It has the Leader and Native Keywords. In mass combat, an Exalted Blade has its full effects upon the magnitude health levels of a mass combat unit lead by a creature foreign to Creation. It will drain and divest the motes of a leader of a mass combat unit who is foreign to Creation, but this does not normally affect special characters within a unit or individual members in the case that the troops have essence pools unless they are specifically targeted with called shots. Its Prerequisite Charm is Edge As Sharp As Sunlight. It does not require Occult or Lore.

Second Edition


Radiant Spear Method
 Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
 Keywords: Holy
 Duration: Permanent
 Prerequisite Charms: Golden Spear’s Spirit

The continued development of a Solar’s orichalcum soul grants him great power over the unholy. Whenever the character invokes Golden Spear’s Spirit, it gains the Holy keyword and his weapon deals aggravated damage to Creatures of Darkness.


Retrieve the Fallen Weapon
 Cost: --; Mins: Melee 5, Essence 2; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Summoning the Loyal Steel

The Solar’s attunement to her weapons attains a new height. No longer can the Lawgiver’s daiklaive be kept out of her reach; her grimcleaver may not be stolen. The Solar may designate one weapon or pair of weapons if they are a matched set (discuss with Storyteller first; Storytellers should be generous in this regard.). A shield may count as a part of a pair if the other weapon is a legitimate Melee weapon. The Solar may use Call the Blade on that weapon or weapons at any range; the weapon will fly to the Solar through Elsewhere. At Essence 5, the Solar may designate up to her Melee in weapons; paired sets count as one.


Energizing the Orichalcum Haft
 Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Glorious Solar Saber

Utilizing the deep resonance between the Solar soul and orichalcum, the Lawgiver infuses the essence-matrix of a Glorious Solar Saber, granting it greater power and endurance. This Charm modifies its prerequisite. This allows the Solar to expend an additional 2 motes when activating Glorious Solar Saber to grant it the magical material bonus of orichalcum and increase its Duration to indefinite. The orichalcum Rate bonus is lost.


Master of the Incandescent Solar Legions
 Cost: 1m; Mins: Melee 4, Essence 4; Type: Reflexive
 Keywords: Combo-OK, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Any Melee Excellency

There are no greater generals than the Chosen of the Unconquered Sun. Though their profession may range from savant to sorcerer, from captain on the high seas to an innocent-seeming bureaucrat in the right place, every one of the Lawgivers was chosen and forged as a weapon of war, their shards born to wield the might of the Exalted armies in battle. It is thus almost terrifyingly easy for the Solars to extend their power to loyal followers, granting them tremendous power to effect the will of their commanders upon the battlefield. This Charm modifies any Melee Charms known and used by the Solar, granting them the Leader keyword. Charms that rely on Master of the Incandescent Solar Legions to affect a complimentary unit may only affect a unit where every member of the unit has a positive Intimacy to the Solar. The Storyteller may rule that the effects of an individual Charm involve some quality that a complimentary unit lacks, but otherwise, every blade of the legion shall strike as a Hungry Tiger, with the eye-blinding speed of the Iron Whirlwind.

A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Master of the Incandescent Solar Legions. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Melee total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal.

At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes. The Solar may thus opt to grant the full effects of any Melee Charm she uses to her complimentary unit, but need not do so. The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar. Doing so acts as an innate ability, not a Charm action.


Weapon-Taming Mudra
 Cost: --; Mins: Melee 3, Essence 3; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Any Melee Excellency

All of Creation is a weapon for the Solar who has but the will to use it. No matter his surroundings, a Lawgiver who learns Weapon-Taming Mudra need never be unarmed. In the right hands, the simplest ink brush can become a stinging short baton; a length of cloth a cutting whip. A brutal Solar warrior can turn the most innocent setting into the downfall of the unrighteous, using a teacup to carve the heart from his foes.

The Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects, rather than the usual improvised weapon statistics. The weapons thus used by the Solar will generally not break unless the Solar stunts otherwise, but Charms and other effects that could destroy a weapon of equivalent power will break the Solar's improvised weapons.

If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own. If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above. Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances. Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally

For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1. Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined. A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul. On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version. Storytellers should reward creative applications and stunting whenever possible.

Comments