MartialArts/NaturalSolarCharms

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Revision as of 17:45, 25 November 2006 by IsawaBrian (talk) (*Changed Fourfold Pupil of Devastation after comparing it to similar charms.)
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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.


Tavern-Breaking Spirit</b>
 <b>Cost: --; Mins: Martial Arts 2, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: Any Martial Arts Excellency

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.

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.


Center of the Whirlwind</b>
 <b>Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
 Keywords: Combo-Basic, Obvious
 Duration: Instant
 Prerequisite Charms: 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.



Transcendent Martial Arts Prowess</b>
 <b>Cost: --; Mins: Martial Arts 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: 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 difficulty of 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 active defenses such as parries and dodges. 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 create 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.


Tavern-Fighter Weave</b>
 <b>Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Reflexive (Step 2)
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: 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.


Glorious Reversal</b>
 <b>Cost: 5m; Mins: Martial Arts 4, Essence 1; Type: Reflexive (Step 2 and Step 9)
 Keywords: Combo-OK, Counterattack
 Duration: Instant
 Prerequisite Charms: 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.


Violent Harmony Meditation</b>
 <b>Cost: 5m, 1 wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)
 Keywords: Obvious, Combo-Basic
 Duration:  One Scene
 Prerequisite Charms: 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.


Devastation Concentration</b>
 <b>Cost: 2m; Mins: Martial Arts 4, Essence 1; Type: Supplemental
 Keywords: Combo-OK
 Duration:  Instant
 Prerequisite Charms: 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.


Wildman Needs No Aim Method</b>
 <b>Cost: 1m, 1 wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration:  Instant
 Prerequisite Charms: 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.


Unavoidable Devastation Strike</b>
 <b>Cost: 8m, 1 wp; Mins: Martial Arts 5, Essence 5; Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration:  Instant
 Prerequisite Charms: 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.


Thousand Sunrays Defense</b>
 <b>Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2)
 Keywords: Combo-Basic
 Duration: Until next action
 Prerequisite Charms: 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.


Against the Crowd Stance</b>
 <b>Cost: 5m, 1 wp; Mins: Martial Arts 4, Essence 2; Type: Simple
 Keywords: Combo-OK
 Duration: One scene
 Prerequisite Charms: 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.


Whirlpool Guardian Style</b>
 <b>Cost: 5m, 1 wp; Mins: Martial Arts 5, Essence 2; Type: Simple
 Keywords: Combo-OK, Defensively-Minded
 Defensively-Minded: This keyword indicates that this Charm creates an 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.
 Duration: One scene
 Prerequisite Charms: 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.


Storm Shelter Block</b>
 <b>Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Reflexive (Step 2)
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: 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.


Earth-Shattering Stomp</b>
 <b>Cost: 8m, 2wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 5)
 Keywords: Combo-Basic, Obvious
 Duration: Instant
 Prerequisite Charms: 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.


Furious Fists Flurry</b>
 <b>Cost: 5m; Mins: Martial Arts 3, Essence 3; Type: Supplemental
 Keywords: Combo-Ok, Obvious
 Duration: Instant
 Prerequisite Charms: 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.


Abrupt Jab</b>
 <b>Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 1)
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: 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.


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

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

 Fiery Fist: The Exalt's attack gains a fiery corona, which ignites any flammable 
 material he strikes.
 Purity Strike: The Solar's attack is surrounded by a corona of holy sunlight or 
 fire.  This gives the attack the keyword Holy, and it now deals aggravated damage to 
 creatures of darkness.  This makes the character's attacking object (style dependent, 
 as above) very visible, especially at night.
 Heavenly Retribution Blow:  The Lawgiver gains the option to spend a 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.
 Fist of the Law: The Solar's Essence locks into a razor-sharp claw of order 
 that fits over his attacking limb, or focuses a jagged edge of order around a martial 
 arts weapon.  This attack gains the keyword Order and deals aggravated damage to 
 creatures of the Wyld per that keyword.

Unscathed Rejection Defense</b>
 <b>Cost: --; Mins: Martial Arts 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: 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 5 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 the normal 4 motes each.


Above the Fray Attitude</b>
 <b>Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
 Keywords: Combo-Basic
 Duration: Instant
 Prerequisite Charms: 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.


Harmonious God-Brawler Brutality</b>
 <b>Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)
 Keywords: Combo-Basic, Obvious
 Duration: Instant
 Prerequisite Charms: 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.


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

Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack. No matter how tough the Exalt's target is, he will always manage to do some damage. 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.


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

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


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

The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on his chosen target. The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s hand, foot, knee, elbow, head, or other chosen attack. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.


Fourfold Pupil of Devastation</b>
 <b>Cost: 8m, 2wp; Mins: Martial Arts 5, Essence 4; Type: Simple
 Keywords: None
 Duration: One Scene
 Prerequisite Charms: 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.


Lightning Strike</b>
 <b>Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
 Keywords: Combo-Basic
 Duration: Instant
 Prerequisite Charms: 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).


Zen of Fury</b>
 <b>Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 5)
 Keywords: None
 Duration: One Scene
 Prerequisite Charms: Thunderclap Rush Attack, Lightning Strike, Hammer on Iron 
 Technique

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.


Celestial Defiance Totality</b>
 <b>Cost: 14m, 2wp; Mins: Martial Arts 7, Essence 7; Type: Simple (DV -0)
 Keywords: Obvious, Combo-Basic
 Duration: One Scene
 Prerequisite Charms: 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, except 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.


Warlord Meteors Destruction</b>
 <b>Cost: 15m, 3wp; Mins: Martial Arts 6, Essence 6; Type: Simple
 Keywords: Obvious, Combo-Ok, War
 Duration: Instant
 Prerequisite Charms: 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.


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

The Elder Solar concentrates an almost obscene amount of essence into his fist. Raising his hand high to gain the blessing of the Unconquered Sun, the Exalt then punches downwards with as much force as he can summon up. Regardless of whether or not there is a surface beneath the Solar, as soon as his fist becomes parallel with his feet, the essence charge contained in his hand releases in a devastating explosion of Essence, like the rage of a typhoon unleashed all at once. This explosion has a radius equal to ten miles per dot of the Exalt's permanent Essence. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault. The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The Solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mass Combat, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it.

In a game where Mandate of Heaven is used, the Storyteller is referred to the "But Can I Blow Up Cities?" sidebar on p. 144 of the Storyteller's Companion. Even if this strike is not used in a population concentration, it may have severe effects on any Abilities or other Traits associated with the area destroyed. It is suggested that the Domain in question be given at least one point of Limit, possibly more.


Brilliant Sunlit Defense</b>
 <b>Cost: --; Mins: Martial Arts 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: 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.


Comments

These are the majority of my 1E Brawl Charms. Most multiaction Charms, and a few others, were dropped entirely, those tending to be a function of various existing Martial Arts. 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