Difference between revisions of "MartialArts/NaturalSolarCharms"

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*[[MartialArts]]
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*[[IsawaBrian]]
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These charms are natural developments of Solar Hero and Unconquered Hero style.  They may only be learned by Solars and Moonshadow Caste Abyssals.
 
These charms are natural developments of Solar Hero and Unconquered Hero style.  They may only be learned by Solars and Moonshadow Caste Abyssals.
  
----<b><i>Tavern-Breaking Spirit</b></i>
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*[[IsawaBrian/SolarMartialArtsAttack]]
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 2, Essence 2; <b>Type:</b> Permanent
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*[[IsawaBrian/SolarMartialArtsClinch]]
  <b>Keywords:</b> None
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*[[IsawaBrian/SolarMartialArtsDamage]]
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency
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*[[IsawaBrian/SolarMartialArtsDefense]]
With this Charm, the Exalt learns the proper usage of improvised weapons.  Chairs hit like maces, beer mugs punch like cestuses, and tables can be used like shields; vines become garrotes, fence-posts become staves, and so on.  As long as there is something nearby the Exalt can grasp, he is never unarmed, and these improvised weapons will fit into any style for which they are appropriate-- always Solar Hero and Unconquered Hero, for example, but a boathook might act as a hooked sword for Snake Style. 
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*[[IsawaBrian/SolarMartialArtsExtraActions]]
 
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*[[IsawaBrian/SolarMartialArtsGeneral]]
As well, any Charm that has been made as a natural development of those styles (eg, non-style Martial Arts Charms) may use any improvised weapon as though they were making an unarmed attack.  The Storyteller also may wish to choose to allow some inappropriate improvised weapons to Style Charms on an especially good stunt, but this is optional.  Functionally, the GM should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects.
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*[[IsawaBrian/SolarMartialArtsRangedArea]]
 
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*[[IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions]]
----<b><i>Center of the Whirlwind</b></i>
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*[[IsawaBrian/SolarMartialArtsSwiftness]]
  <b>Cost:</b> 10m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Basic, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Hammer on Iron Technique, Become the Anvil
 
Even the most skilled fighter can be overwhelmed by a plethora of opponents.  An Exalt who becomes the Center of the Whirlwind, however, is in no such danger.  Essence surges through the Solar’s limbs, and she explodes into a frenzy of violent action.  She lashes out with fists, elbows, knees, feet, and headbutts, attacking anything and everything within reach.  The Solar's player should designate a number of targets equal to (her permanent Essence x 3).  The Solar will be moving between each target, and there must be no more than her Martial Arts score in yards between each target.  Once these targets are chosen, the character should make a single Martial Arts roll which is equally applied to all targets so chosen.  The Solar is considered to be right by the target at the end of the "chain" at the end of this attack.  Any character attacked or within range of attacked characters who acts simultaneously with the Solar (e.g., acts on the same tick) is considered to be in range for such an attack during this sequence.
 
 
 
 
 
----<b><i>Transcendent Martial Arts Prowess</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> All 3 Martial Arts Excellencies, Infinite Martial Arts Mastery, Essence Martial Arts Flow.
 
The Exalt has become a master of the expressions Perfected Lotus.  The ebb and flow of the battle and the mystic harmony of the Martial Arts become a part of his very being.  Subtract two from the total penalties applied to all rolls involving the Martial Arts ability (minimum difficulty one).  This includes the effects of passive defenses like shields and that of Starmetal armor but specifically does not include DVs.  This Charm respectfully based off the idea of the same name posted by Neph on the Exalted Wiki.  Not mine; I just fleshed it out.
 
 
 
GMs may wish to use this Charm as an 'initiation' for Sidereal Martial Arts for Solars, if they feel the need for a requirement.  Alternatively, this Charm may be the prerequisite for a Martial Arts 5, Essence 5 permanent Charm that grants the Solar the ability to <i>create</i> Sidereal Martial Arts Charms.  I do not personally feel that the former is necessary, and the latter feels uncomfortably like foot-stepping on the Sidereal schtick to me, but either is a logical option.
 
 
 
----<b><i>Tavern-Fighter Weave</b></i>
 
  <b>Cost:</b> 2m; <b>Mins:</b> Martial Arts 3, Essence 1; <b>Type:</b> Reflexive (Step 2)
 
  <b>Keywords:</b> Combo-OK
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Sunlight Through Branches Technique
 
Bobbing and weaving like a skilled tavern brawler, the character manages to either intercept or avoid incoming attacks without thinking about it.  This Charm is used in response to an attack; for that attack, the Solar can ignore all penalties that apply to her Martial Arts Parry DV when resolving that attack, except for inapplicability.
 
 
 
----<b><i>Glorious Reversal</b></i>
 
  <b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 4, Essence 1; <b>Type:</b> Reflexive (Step 2 and Step 9)
 
  <b>Keywords:</b> Combo-OK, Counterattack
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Tavern-Fighter Weave
 
Not only can the Exalt who knows this Charm seize the moment to act when he is attacked, he may seize his opponent as well.  This Charm is used in Step 2, although some of its effects take place in Step 9.  The character may ignore all Parry DV penalties on a single Martial Arts parry (except for inapplicability); add the Accuracy of any Clinch Enhancers rather than his ordinary Defense rating.  If the attacker is unable to beat the Lawgiver's Parry DV, subtract her total successes from the Lawgiver's Parry DV.  During Step 9, the character is considered to have made a counterattack with a number of successes equal to the difference between his DV and his opponent's attack roll.  This counterattack may only be used for a clinch.
 
 
 
----<b><i>Violent Harmony Meditation</b></i>
 
  <b>Cost:</b> 5m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Simple (Speed 5)
 
  <b>Keywords:</b> Obvious, Combo-Basic
 
  <b>Duration:</b>  One Scene
 
  <b>Prerequisite Charms:</b> Glorious Reversal, Center of the Whirlwind
 
With this charm, the character becomes aware of the ebb and flow of combat.  She achieves a deep connection with the violence around her, and to attack her is to be attacked in turn.  For the rest of the scene, any time the Solar uses her Martial Arts Parry DV against an attack, this Charm allows her to make a Counterattack.
 
 
 
----<b><i>Devastation Concentration</b></i>
 
  <b>Cost:</b> 2m; <b>Mins:</b> Martial Arts 4, Essence 1; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-OK
 
  <b>Duration:</b>  Instant
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency
 
By focusing on a single, pure moment, the Exalt unleashes a direct, forceful attack free of all distractions or interruptions.  The attack so augmented ignores all penalties, except wound and multiple action penalties.  This never affects a target's DV.
 
 
 
----<b><i>Wildman Needs No Aim Method</b></i>
 
  <b>Cost:</b> 1m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b>  Instant
 
  <b>Prerequisite Charms:</b> Devastation Concentration
 
There is a beauty and power to the combative “techniques” of a madman.  Somehow, despite any lack of control, his blows will find their way home to his opponent.  The Solar using this Charm emulates that style.  No matter how crazy her strikes, she will strike her opponent.  Indeed, her chaotic movements will bring her past all non-perfect defenses to attack her target!  The player rolls to attack as normal, but if the attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes.  This has no effect on soak, nor does it allow the character to hit an impossible target.  The character may also use this Charm to ensure a grapple; in that case, she is considered to have at least one more success than her opponent.
 
 
 
----<b><i>Unavoidable Devastation Strike</b></i>
 
  <b>Cost:</b> 8m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b>  Instant
 
  <b>Prerequisite Charms:</b> Wildman Needs No Aim Method, Violent Harmony Meditation
 
 
 
The Exalt no longer needs to wait for crucial moments of vulnerability in his opponent.  With a tremendous burst of Essence, he smashes through all defenses and obstacles to destroy his opponent, bringing ruinous force to bear at speeds faster than the eye can follow.  Alternately, the character’s grasp becomes utterly inescapable, and his opponent is swiftly caught in an unyielding grip. 
 
 
 
This is an extremely powerful attack and both dodge and parry DVs are ordinarily considered inapplicable.  The Solar makes a Martial Arts attack roll as usual, with a number of automatic successes added equal to the character's permanent Essence.  No external or internal penalties are applied to this roll; generally only a perfect defense can stop it in any way.  All successes rolled here, plus the character’s Martial Arts score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers.  The opponent soaks as normal, and damage is rolled as normal.
 
 
 
----<b><i>Thousand Sunrays Defense</b></i>
 
  <b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 3, Essence 2; <b>Type:</b> Reflexive (Step 2)
 
  <b>Keywords:</b> Combo-Basic
 
  <b>Duration:</b> Until next action
 
  <b>Prerequisite Charms:</b> Tavern-Fighter Weave
 
The Lawgiver's body becomes supple and swift, bobbing and weaving like a practiced fighter.  In extreme situations, she may seem to flit about like a sunray, moving with preternatural speed.  All penalties to the character's Parry DV, including the results of her own actions, are ignored until the character's next action.  This does not affect inapplicability in any way.
 
 
 
----<b><i>Against the Crowd Stance</b></i>
 
  <b>Cost:</b> 5m, 1 wp; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Simple
 
  <b>Keywords:</b> Combo-OK
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b> Thousand Sunrays Defense
 
This, and all of my other multifighter Charms are dedicated to Andre the Giant, specifically for the role of Fezzik in The Princess Bride.
 
It is not uncommon for an entire crowd to turn against a Solar.  In those situations, a master unarmed fighter develops a series of moves to deal with those who face him.  In many ways, their numbers become his ally, as they trip over each other and impede their mutual attacks.  Until the end of the scene, the character gains +1 to his DV for every 2 opponents beyond the first (round up, so even 1 extra opponent will grant a +1 DV bonus) within his Essence x 3 yards.  This applies to attacks fired from beyond this range, so long as there are opponents within it-- the Solar can use his enemies as cover!  This does count against the character's maximum static value increase for DV.
 
 
 
----<b><i>Whirlpool Guardian Style</b></i>
 
  <b>Cost:</b> 5m, 1 wp; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Simple
 
  <b>Keywords:</b> Combo-OK, Defensively-Minded
 
  <i>Defensively-Minded</i>: This keyword indicates that this Charm creates a certain outlook that is not duplicated by other charms of the same type.  Their DV bonuses do not stack.  Fivefold Bulwark Stance is a Defensively-Minded charm, for example.
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b> Thousand Sunrays Defense
 
The character creates a whirlpool of Essence around her body.  All attacks against the Exalt are drawn into this spiral and directed away from her, allowing her to attack without fear of retribution.  For the rest of the Scene, the character suffers no DV penalty from onslaughts, and the defense penalty of all actions she takes is reduced by one, to a minimum of zero.
 
 
 
----<b><i>Storm Shelter Block</b></i>
 
  <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Reflexive (Step 2)
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Thousand Sunrays Defense
 
The character forms a solid wall of essence across one of her limbs, temporarily creating an impenetrable wall of force that diverts and disperses an incoming attack like a breaker faced with rising waves.  This Charm is a perfect defense parry against any attack, even those that would ordinarily be unblockable.
 
If the character is using a mundane martial arts aid to parry the attacks of immense power-- 25L pre-soak or greater-- the aid will be destroyed, though the parry will still be successful.  The character may always parry unarmed using this charm.
 
This Charm has one of the Four Flaws of Invulnerability common to all Solar perfect defenses.
 
 
 
----<b><i>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>Keywords:</b> Combo-Basic, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Waves Slap the Beach, 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.
 
 
 
----<b><i>Furious Fists Flurry</b></i>
 
  <b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 3, Essence 3; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Ok, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency
 
The character lashes out with his limbs, or an appropriate martial art weapon.  Dozens or even hundreds of Essence-shadows lash out towards the Solar's opponent, rendering the target's Dodge DV inapplicable against this attack, and doubling the Solar's successes on the attack roll before comparing it to defense.  This is done in Step 3 of the attack resolution.
 
 
 
----<b><i>Abrupt Jab</b></i>
 
  <b>Cost:</b> 1m; <b>Mins:</b> Martial Arts 2, Essence 1; <b>Type:</b> Reflexive (Step 1)
 
  <b>Keywords:</b> Combo-Ok
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency
 
The Solar strikes out in swift, abrupt motions towards her foes.  Add one to the Rate and one to the Accuracy of her weapon until her next action.
 
 
 
----<b><i>Solar Punch</b></i>
 
  <b>Cost:</b> 2m; <b>Mins:</b> Martial Arts 2, Essence 2; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Ok, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> 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.
 
  <i>Fiery Fist:</i> The Exalt's attack gains a fiery corona, which ignites any flammable material he strikes.
 
  <i>Purity Strike:</i> 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) <b>very</b> visible, especially at night.
 
  <i>Heavenly Retribution Blow:</i>  The Lawgiver gains the option to spend a fourth 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.
 
  <i>Fist of the Law:</i> 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.
 
  <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 Incapacitated Health Levels that must be healed before the target’s normal Incapacitated Health Level.
 
 
 
----<b><i>Unscathed Rejection Defense</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Storm Shelter Block
 
The Solar develops the ability to "store" pre-prepared invocations of Storm-Shelter Block in advance.  The character may prepare one invocation of Storm Shelter Block for the regular 4 mote cost, which she may then invoke again at any time when it would ordinarily be used.  Preparing a Storm Shelter Block counts as a Charm Action; using it later does not.  The motes used remained committed until the invocation is released.  At Essence 6 or higher, the Lawgiver may prepare up to her Martial Arts score in invocations of Storm Shelter Block, reducing their cost to 3 motes each.
 
 
 
----<b><i>Above the Fray Attitude</b></i>
 
  <b>Cost:</b> 4m, 1wp; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Simple (Speed 5)
 
  <b>Keywords:</b> Combo-Basic
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Devastation Concentration
 
Through the commanding force of Solar Essence, the character lifts himself above the petty distraction of battle.  Snares, twilight, even smoke or the blurring of Charms cannot stop the Solar from striking home or defending himself.  Only the active defenses of others can stand in his way.  Until the end of the scene, subtract the Solar's permanent Essence from all internal or external penalties (minimum dice penalty of 0, minimum difficulty 1) on Martial Arts rolls.  This specifically does not include an opponent's Defense Value.
 
 
 
----<b><i>Harmonious God-Brawler Brutality</b></i>
 
  <b>Cost:</b> 8m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Simple (Speed 5)
 
  <b>Keywords:</b> Combo-Basic, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Above the Fray Attitude, Solar Punch
 
Awakening the Dragon Whiskers (see Felicity of Style Method under SolarMelee/IsawaBrian) attuned to the brutal methodology of the Solar Hero Style, the Solar's style and courage become her greatest ally.  For the rest of the scene, all benefits from stunts-- dice, essence, or willpower gained-- involving Martial Arts Actions are doubled.  Like all stunt benefits, dice gained in this manner do not count against the Charm dice-adder cap.  If this Charm is active when the flawed Illuminated Charm Irrepressible Bravery Tactic is used, every 3 motes spent converts 2 stunt dice into successes.
 
 
 
----<b><i>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>Keywords:</b> Combo-Ok, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> 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.  The 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>
 
  <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
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Cracking the Walls
 
<i>Note: This Charm may be grossly overcosted and poorly placed.  We'll see once other all-out agg charms come into play.</i>
 
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>
 
  <b>Cost:</b> 16m, 2wp; <b>Mins:</b> Martial Arts 7; Essence 7; <b>Type:</b> Simple
 
  <b>Keywords:</b> Combo-Ok, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> 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.
 
 
 
----<b><i>Fourfold Pupil of Devastation</b></i>
 
  <b>Cost:</b> 8m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple
 
  <b>Keywords:</b> None
 
  <b>Duration:</b> One Scene
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency, Infinite Martial Arts Mastery, Martial Arts Essence Flow
 
Through focused effort and resonance with the wild, untamed power of her patron, the Exalt becomes a transcendently effective fighter.  For the rest of the scene, subtract 1 from the Speed of the character's Martial Arts actions and Charms (minimum 1), add the character's Essence in automatic successes to all Martial Arts rolls and half that number, rounded up, is added to her Martial Arts Parry DV.
 
 
 
----<b><i>Lightning Strike</b></i>
 
  <b>Cost:</b> 3m; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Basic
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Hammer on Iron Technique
 
The Exalt moves almost without thinking, striking swiftly at his foes.  This Charm adds a number of bonus successes to the Join Battle roll equal to his Essence, but his first action must be a Martial Arts Action (including Aim or Guard).
 
 
 
----<b><i>Become the Thunderbolt</b></i>
 
  <b>Cost:</b> 1m per action; <b>Mins:</b> Martial Arts 3, Essence 2; <b>Type:</b> Reflexive
 
  <b>Keywords:</b> Combo-Ok
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Lightning Strike
 
Aggressively pursuing his opponents across the battlefield, the Solar moves with incredible speed and purpose. Reduce the Speed of a number of Martial Arts Actions equal to the motes spent (maximum of [Martial Arts] Actions) by 1.
 
 
 
----<b><i>Zen of Fury</b></i>
 
  <b>Cost:</b> 8m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple (Speed 5)
 
  <b>Keywords:</b> None
 
  <b>Duration:</b> One Scene
 
  <b>Prerequisite Charms:</b> Thunderclap Rush Attack, Become the Thunderbolt,
 
The Solar concentrates his anger and righteous wrath into a controlled, central sense of purpose and timelessness.  The flow and ebb of battle melts away from the Exalt, giving him the ability to act when she chooses.  For the rest of the scene, the Solar subtracts 1 from the Speed of any Martial Arts Action or Charm.  This is not compatible with any other Charms that reduce Speed, and is not compatible with the greatly reduced Speed of Thunderclap Rush Attack.  At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater.  In either case, the minimum Speed is 1.
 
 
 
----<b><i>Celestial Defiance Totality</b></i>
 
  <b>Cost:</b> 14m, 2wp; <b>Mins:</b> Martial Arts 7, Essence 7; <b>Type:</b> Simple (DV -0)
 
  <b>Keywords:</b> Obvious, Combo-Basic
 
  <b>Duration:</b> One Scene
 
  <b>Prerequisite Charms:</b> Unscathed Rejection Defense
 
Scorning the assaults of lesser beings, the Solar creates a flow of whirling, defensive Essence around his body.  He may access this Essence for his most potent defenses.  Until the end of the scene, the Solar gains a complete discount on a number of Storm Shelter Blocks equal to his permanent Essence every Action.  This may not be combined with effects that allow Storm Shelter Block to be used as a non-Charm activation, <i>except</i> for "hanging" defenses such as those produced by Unscathed Rejection Defense.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Defiance Totality discount on activation, just as it did during invocation-- the character may not "double up" to produce 14 or more free Storm Shelter Blocks in a single round!  The discount does of course apply to Storm Shelter Blocks used as a part of a combo.
 
 
 
----<b><i>Warlord Meteors Destruction</b></i>
 
  <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>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Unconquerable Solar Hero Form, Unconquerable Fivefold Hammer
 
 
 
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 MassCombat. 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 Mail and Steel 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>
 
  <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>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> 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.
 
 
 
----<b><i>Brilliant Sunlit Defense</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Storm Shelter Block, Third Martial Arts Excellency
 
The superior martial artist can act without thinking, providing himself a final defense that no opponent could have foreseen.  In the hands of a Solar, such a technique will prove even greater, utterly annihilating any incoming force and turning it into the softest of touches.  By spending an extra 1 mote, 1 willpower, the character may make a Storm Shelter Block a Step 6 Reflexive Charm.  This increased cost is compatible with Unscathed Rejection Defense, but is not discounted by Celestial Defiance Totality until the Solar's Essence is 8.  If used with Unscathed Rejection Defense, the cost must be paid when the invocation is stored.
 
 
 
 
 
----<b><i>Ferocious Jab</b></i>
 
  <b>Cost:</b> 1m; <b>Mins:</b> Martial Arts 2, Essence 1; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Ok
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency
 
This Charm is a conversion of the First Edition Brawl charm of the same name.  As a reminder of mechanics, it counts extra successes on the attack roll twice for the purposes of determining raw damage.
 
 
 
----<b><i>Precision Punishment</b></i>
 
  <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 3, Essence 3; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-Ok, Crippling
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> 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.
 
 
 
----<b><i>Iron Palm Block</b></i>
 
  <b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Reflexive (Step 2)
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Become the Anvil, Infinite Martial Arts Mastery, Second Martial Arts Excellency
 
The Solar charges her fists and feet with potent Solar energy.  Brilliant arcs briefly burst into the air, essence guiding the Lawgiver to strike down all incoming attacks—even those which are purely of energy themselves.  Do not half the Lawgiver’s Martial Arts Parry Pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll. 
 
 
 
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Martial Arts score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.
 
 
 
----<b><i>Waves Slap the Beach</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> 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.
 
 
 
----<b><i>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>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> Instant
 
  <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.
 
 
 
----<b><i>Spear-Breaking Strike</b></i>
 
  <b>Cost:</b> Weapon Damage +1 motes; <b>Mins:</b> Martial Arts 3, Essence 2; <b>Type:</b> Simple
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> Tavern-Fighter Weave, Fist of Iron Technique
 
The Exalt creates a sphere of explosive energies in her hand, and lashes out at her opponent’s weapon. This Charm supplements an ordinary Martial Arts attack roll. If successful, the attack does no damage, but the attacker’s weapon is shattered in an explosion of power without injuring the defender. The sphere of energy requires motes equal to the weapon’s base damage modifier plus one. Artifact weapons are resistant to the exuberant burst of Solar energies, and instead shed them as motion, rocketing out of their owner’s hands a distance away equal to the Solar’s Essence in yards.
 
 
----<b><i>Heavenly Gravity Champion</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Thousand Meteors Strike, Body-Shielding Hold
 
Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents.  This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso.  At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so.  Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any).  She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms.
 
 
 
----<b><i>Thrashing the Unclean</b></i>
 
  <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-OK, Obvious, Holy
 
  <b>Duration:</b> Until the Clinch Ends
 
  <b>Prerequisite Charms:</b> Solar Punch (Purity Strike)
 
It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation.  This Charm supplements an ordinary clinch roll against a Creature of Darkness.  For every point of raw damage done in the clinch, roll one die.  Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal).  If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar.
 
 
 
----<b><i>Unyielding Solar Grasp</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 4, Essence 3; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Solar Punch
 
Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust.  When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm.  If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch.  When the Solar ends the clinch, the motes are uncommitted.
 
 
 
----<b><i>Veteran of Riots Technique</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Martial Arts Essence Flow, Against the Crowd Stance, Become the Anvil
 
Surrounded by enemies, beset on all sides, the howl of the mob at his back—for an Unconquerable Hero, this is the most auspicious of all circumstances.  This Charm modifies Martial Arts Essence Flow and all discounts for Martial Arts Excellencies.  For every opponent within the Solar’s (permanent Essence x3) yards, the Solar may make one non-Charm use of Martial Arts Excellencies with a discount from other sources, such as Become the Anvil or Infinite Martial Arts Mastery.  This number is initially set at the time of the discount Charm’s activation and resets each time the character’s DV refreshes.
 
 
 
----<b><i>Flashpoint Focus</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Thunderclap Rush Attack
 
This Charm, like Ox-Body technique, is really more of a development of the Solar's natural capabilities, in this case, the character's instincts and reflexes for hand-to-hand fighting.  Always double the Exalt’s Join Battle dice if the first action to be taken is an Martial Arts action. The character may also double the mote cost for Lightning Strike in order to add a number of successes to the roll equal to her permanent Essence, rather than dice.
 
 
 
----<b><i>Inner Rage Concentration</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Awareness 5, Essence 3; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Flashpoint Focus, Surprise Anticipation Method
 
This Charm, like Flashpoint Focus before it, is a development of the Solar's natural instincts and reflexes, using the Solar's holy fury to spur him to greater speeds.  The Solar may use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is a Martial Arts action.  The Solar is not required to do use Surprise Anticipation Method in this way, and many tragedies of the First Age were the result of paranoid Exalts unleashing their concentrated wrath instinctively.
 
 
 
----<b><i>Forge-Fire Fist Style</b></i>
 
  <b>Cost:</b> 10m, 2wp; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Supplemental
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> Until the Clinch Ends
 
  <b>Prerequisite Charms:</b> 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.
 
 
 
----<b><i>Thunder From the Center</b></i>
 
  <b>Cost:</b> 2m per attack; <b>Mins:</b> Martial Arts 3, Essence 2; <b>Type:</b> Extra Action
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Abrupt Jab
 
The Exalt focuses his corona of essence inwards, forming a sphere of power around his center. In an instant, the Solar unleashes this essence, his limbs blurring in an array of attacks, which may be applied to a single attacker or many.  This Charm is a magical
 
flurry of two or more Martial Arts-based attacks. The Solar may buy up to (his permanent Essence +1) attacks at a cost of two motes per attack.  This magical flurry is not affected by Rate, has a DV penalty equal to the highest of any single attack, and a Speed equal to the slowest of any single attack.
 
 
 
----<b><i>Brutal Poetry Style</b></i>
 
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Extra Action
 
  <b>Keywords:</b> Combo-OK, Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Thunder From the Center, Hammer on Iron Technique
 
Even the most uncivilized and brutal of battlers can find a poetry of motion, speed, and devastating attacks. By concentrating on the essence flow of battle, the Exalt can find a peak point to that poetry, that beat in the song, and unleash a series of deadly combinations, acting with speed and control to bring destruction to her foes.  The character may make a magical Martial Arts flurry as per Thunder From the Center, save that it has a flat cost and a total of (the Solar’s Dexterity +1) attacks in the flurry.
 
 
 
----<b><i>Storm Waves Crashing Meditation</b></i>
 
  <b>Cost:</b> 10m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Extra Action
 
  <b>Keywords:</b> Combo-Basic, Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Thousand Meteors Strike, Brutal Poetry Style
 
The character becomes capable of incredibly rapid attacks, lashing out at his opponents with the speed and inexorable motion of waves crashing on a beach during a storm.  Every time the character has an action, he may make a magical flurry containing up to his (Essence +1) in actions; any attacks must be Martial Arts. This flurry has no multiple action penalty and a DV penalty only equal to the greatest of the actions used.
 
 
 
----<b><i>Unconquered Hero Supremacy</b></i>
 
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple
 
  <b>Keywords:</b> Combo-Basic, Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b> Any Martial Arts Excellency, Deadly Leverage Grip
 
The Solar becomes the rugged epitome of the Unconquered Hero.  For the rest of the scene, the costs of Unconquered Hero Style Charms are reduced by three to a minimum of zero.  The Solar may also utilize Unconquered Hero Charms as non-Charm actions so long as she did not use the same Charm on her last action.  Finally, the character may reflexively spend 1 mote to remove coordinated attack penalties to her DV.
 
 
 
----<b><i>Abrupt Motion</b></i>
 
  <b>Cost:</b> 6m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 5; <b>Type:</b> Simple
 
  <b>Keywords:</b> Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Storm Waves Crashing Meditation, Solar Hero Supremacy or Unconquered Hero Supremacy
 
Turning back to the basics, the Elder Solar who activates Abrupt Motion seems at first to be no swifter than one who has utilized Abrupt Jab. But the Elder's consistent speed and greater flexibility of Charm use-- as well as the potential for many more actions via interwoven dice pool splitting-- shows a far more subtle and dangerous command of Essence.
 
 
 
The character becomes capable of taking a Fully Independent Martial Arts Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, Scroll of the Monk p.121-122; Abrupt Motion and similar Fully Independent Martial Arts Actions do not suffer any problems with Mental and Social Actions), with one exception: Fully Independent Martial Arts Actions must be used for Martial Arts Actions or left unused. They can be used for Martial Arts Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Martial Arts actions, including Reflexive Charms from other Abilities, if he so much as postures with his firsts during the Fully Independent Martial Arts Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Martial Arts Action can be used with other Extra Action Charms, although it is always permissible to split the die pool and interweave the resulting actions.
 
 
 
----<b><i>Center of the Thunderstorm</b></i>
 
  <b>Cost:</b> 4 motes, 1 Willpower, plus 4 motes per Fully Independent Action; <b>Mins:</b> Martial Arts 6, Essence 6; <b>Type:</b> Simple
 
  <b>Keywords:</b> Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Abrupt Motion
 
The Elder Solar utilizing this Charm transcends the Thunder From The Center, instead becoming the center for a storm of swift fighting techniques, unfettered by the requirements of thought or focus. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Martial Arts Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Martial Arts Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Martial Arts Actions; the final one that she takes must be a Fully Independent Martial Arts Action. The character then gains that many extra Fully Independent Actions and Fully Independent Martial Arts Actions per turn. The usual restrictions apply to all of them.
 
  
----<b><i>Barbarous Paean Transcendence</b></i>
 
  <b>Cost:</b> 16 motes, 2 Willpower; <b>Mins:</b> Martial Arts 7, Essence 7; <b>Type:</b> Simple
 
  <b>Keywords:</b> Obvious
 
  <b>Duration:</b> One scene
 
  <b>Prerequisite Charms:</b>  Center of the Thunderstorm
 
he devastating poetics of brawling developed by younger Solars reaches its peak in Barbarous Paean Transcendence. Instead of becoming attuned to the rhythm and rhyme of a battlefield, the Elder Solar takes command of it, using the raw force of his Essence to assert speed and power so great that his motions can barely be followed by the naked eye. The tempo of fighting must readjust itself in the wake of the Solar's awe-inspiring, devastating movement. The Solar gains a number of Fully Independent Actions equal to his Martial Arts score each turn. Only one of these must be a Fully Independent Martial Arts Action.
 
 
=== Comments ===
 
=== Comments ===
These are the majority of my 1E Brawl Charms.  Many of my Solar Brawl charms that were "weird" were converted to a companion style for Solar Hero Style, MartialArts/UnconquerableHeroStyle . -- IsawaBrian
+
These are the majority of my 1E Brawl Charms.  Many of my Solar Brawl charms that were "weird" were converted to a companion style for Solar Hero Style, [[MartialArts/UnconquerableHeroStyle]] . -- [[IsawaBrian]]
  
Turned Stand Against the Waves into Brilliant Sunlit Defense, a Step 6 perfect defense.  Also, I rated a lot of these charms as being more expensive than usual because they're based off Martial Arts Charms, which aren't, usually, as powerful as Solar ones; I decided to degrade efficiency rather than output in this case.  However, I'm starting to think that I should return the efficiency to normal and keep the output anyway, since they're Solar-only. -- IsawaBrian
+
Turned Stand Against the Waves into Brilliant Sunlit Defense, a Step 6 perfect defense.  Also, I rated a lot of these charms as being more expensive than usual because they're based off Martial Arts Charms, which aren't, usually, as powerful as Solar ones; I decided to degrade efficiency rather than output in this case.  However, I'm starting to think that I should return the efficiency to normal and keep the output anyway, since they're Solar-only. -- [[IsawaBrian]]
  
:Just adding an opinion that yes, Solar-only Martial Arts charms should be as powerful and efficient as other Solar charms. MA may be cross-platform, but it's not the raw power of Solars. As a Solar, you can either go with Sun Hero Style, and thus get access to your true inner power, or you can diversify, gaining other weird powers, but not taking advantage of the fact that yes, you are better than everyone. Plus, it means that Solar brawlers and martial artists won't always be weaker than their melee counterparts. -- GreenLantern
+
:Just adding an opinion that yes, Solar-only Martial Arts charms should be as powerful and efficient as other Solar charms. MA may be cross-platform, but it's not the raw power of Solars. As a Solar, you can either go with Sun Hero Style, and thus get access to your true inner power, or you can diversify, gaining other weird powers, but not taking advantage of the fact that yes, you are better than everyone. Plus, it means that Solar brawlers and martial artists won't always be weaker than their melee counterparts. -- [[GreenLantern]]
  
 
I agree with GL. I would also like to note 2 things. one is in regard to unarmed defenses. You made them A little more expensive, which is as it should be, I suppose. However, I suggest that you change the cost so thal parrying of lethal cost more if you have no other means of doing so.
 
I agree with GL. I would also like to note 2 things. one is in regard to unarmed defenses. You made them A little more expensive, which is as it should be, I suppose. However, I suggest that you change the cost so thal parrying of lethal cost more if you have no other means of doing so.
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-[[Azurelight]]
 
-[[Azurelight]]
  
Alright; when I get home tonight, I'm going to return the Essence efficiency to normal.  I'm not sure I'll make the split on unarmed attacks, though, especially since SSE is <i>cheaper</i> than HGD now.  As for the mass combat stuff-- do you mean the nuke charms, or the presence warlord charms?  The nuke charms are staying where they are; what War gets at similar Essence levels will, I assure you, be SCARY.  The presence ones will be moving, though, yeah. -- IsawaBrian
+
Alright; when I get home tonight, I'm going to return the Essence efficiency to normal.  I'm not sure I'll make the split on unarmed attacks, though, especially since SSE is <i>cheaper</i> than HGD now.  As for the mass combat stuff-- do you mean the nuke charms, or the presence warlord charms?  The nuke charms are staying where they are; what War gets at similar Essence levels will, I assure you, be SCARY.  The presence ones will be moving, though, yeah. -- [[IsawaBrian]]
  
Done -- IsawaBrian
+
Done -- [[IsawaBrian]]
  
 
Isawa; Just realised what the problem I had with your charms was: (I mentioned it months ago) I like them, put in som instances they lack diffrentiation. Alot of the Barwl charms are excactly the same as meele charms. While this is fina at a basic level, (about to the levle of the core book)  I don't think it should continue to higher essence levels.. I admitt that this diffrentiation is hard, but I think it is important,since ther has got to be some reason to take meeleebefoyd lower mote cost. -[[Azurelight]]
 
Isawa; Just realised what the problem I had with your charms was: (I mentioned it months ago) I like them, put in som instances they lack diffrentiation. Alot of the Barwl charms are excactly the same as meele charms. While this is fina at a basic level, (about to the levle of the core book)  I don't think it should continue to higher essence levels.. I admitt that this diffrentiation is hard, but I think it is important,since ther has got to be some reason to take meeleebefoyd lower mote cost. -[[Azurelight]]
 +
:(Finally getting back to this) In many ways, that's the point.  I've added a lot of special effect charms, like the Shadowblade stuff in Melee, but as for certain basic effects-- multiattack, perfects, defenses, etc., there shouldn't be a difference in <i>capability</i> between the various Ability types.  A martial artist and a swordsman should both be able to have the same scope in terms of output, with the differences being thematic, not mechanical.  At least, to me.  I want to put things so that no one has to say "Well, a meleeist is the only way to be a REALLY good Dawn," or "Only martial artists get Fully Independent Actions, so my archer is going to have to take MA to be a badass archer at the high-Essence levels."  I want to develop the skeleton, and then go out into Other Stuff from there. -- [[IsawaBrian]]

Latest revision as of 01:17, 6 April 2010

These charms are natural developments of Solar Hero and Unconquered Hero style. They may only be learned by Solars and Moonshadow Caste Abyssals.

Comments

These are the majority of my 1E Brawl Charms. Many of my Solar Brawl charms that were "weird" were converted to a companion style for Solar Hero Style, MartialArts/UnconquerableHeroStyle . -- IsawaBrian

Turned Stand Against the Waves into Brilliant Sunlit Defense, a Step 6 perfect defense. Also, I rated a lot of these charms as being more expensive than usual because they're based off Martial Arts Charms, which aren't, usually, as powerful as Solar ones; I decided to degrade efficiency rather than output in this case. However, I'm starting to think that I should return the efficiency to normal and keep the output anyway, since they're Solar-only. -- IsawaBrian

Just adding an opinion that yes, Solar-only Martial Arts charms should be as powerful and efficient as other Solar charms. MA may be cross-platform, but it's not the raw power of Solars. As a Solar, you can either go with Sun Hero Style, and thus get access to your true inner power, or you can diversify, gaining other weird powers, but not taking advantage of the fact that yes, you are better than everyone. Plus, it means that Solar brawlers and martial artists won't always be weaker than their melee counterparts. -- GreenLantern

I agree with GL. I would also like to note 2 things. one is in regard to unarmed defenses. You made them A little more expensive, which is as it should be, I suppose. However, I suggest that you change the cost so thal parrying of lethal cost more if you have no other means of doing so.

exemple: MA HGD costs 3 if the attack is bashing or if you are armed or 5 m if you can't parry lethal attack normaly. Does that make any sense? ALso, regarding specific charms, The only one I found is your mass combat charms, tha allow you to overide the mass combat rules. I'd rather see them being War charms rather then specific combat charms for each ability. But maby , you have done that? -Azurelight

Alright; when I get home tonight, I'm going to return the Essence efficiency to normal. I'm not sure I'll make the split on unarmed attacks, though, especially since SSE is cheaper than HGD now. As for the mass combat stuff-- do you mean the nuke charms, or the presence warlord charms? The nuke charms are staying where they are; what War gets at similar Essence levels will, I assure you, be SCARY. The presence ones will be moving, though, yeah. -- IsawaBrian

Done -- IsawaBrian

Isawa; Just realised what the problem I had with your charms was: (I mentioned it months ago) I like them, put in som instances they lack diffrentiation. Alot of the Barwl charms are excactly the same as meele charms. While this is fina at a basic level, (about to the levle of the core book) I don't think it should continue to higher essence levels.. I admitt that this diffrentiation is hard, but I think it is important,since ther has got to be some reason to take meeleebefoyd lower mote cost. -Azurelight

(Finally getting back to this) In many ways, that's the point. I've added a lot of special effect charms, like the Shadowblade stuff in Melee, but as for certain basic effects-- multiattack, perfects, defenses, etc., there shouldn't be a difference in capability between the various Ability types. A martial artist and a swordsman should both be able to have the same scope in terms of output, with the differences being thematic, not mechanical. At least, to me. I want to put things so that no one has to say "Well, a meleeist is the only way to be a REALLY good Dawn," or "Only martial artists get Fully Independent Actions, so my archer is going to have to take MA to be a badass archer at the high-Essence levels." I want to develop the skeleton, and then go out into Other Stuff from there. -- IsawaBrian