MartialArts/UnconqueredSunAvatarStyle

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Unconquered Sun Avatar Form

By Sebastion

Background

This tree represents the combination of years of practice and refinement of Martial Arts and the Manipulation of the Solars Anima. This tree can only be learned by a Solar Exalted, as it works directly with the inherent power of thier anima. As well, the training time for these charms in figured in days but weeks, and the training must be done in a monastic retreat as per raising essence above three. Botching while using any of the charms in this tree are active is devistating, as it causes the exalts anima to backlash, causing a point of unsoakable agg damage along with any normal results of the botch. This form allows the Solar to be the focus of the battle and even battle multiple opponents with ease. As well, as long as any of these charms are active, the Solars anima is considered to by at its full size, though will return to its normally figured state afterwards.

Charms

Anima Flare</b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 5 
Min. Essence: 5 
Prereqs: None 

Briefly flooding his anima with Essence, it burns far brighter than ever before. For the rest of the turn all those within the Solars MA in yards trying to act offensively against the Solar are at a penalty to those actions equal to the Solars Essence.


All Seeing Sun </b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 5 
Min. Essence: 5 
Prereqs: Anima Flare 

The Solar flares his anima and then tunes his senses to it, giving him superhuman awareness of all that is going on around him. For the rest of the turn the Solar can sense all those within (MA + Essence) in yards, as well of traps and the use of essence. This renders all stealth attempts, even those powered by essence, or artifacts, automatically useless against the Solar. As well, he cannot be ambushed.


Unconquered Sun Avatar Form </b>

<b>Cost: 5 Motes 
Duration: 1 Scene 
Type: Simple 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: All Seeing Sun 

The Solars anima flares to its full might, but instead of taking on the normal icon, the solar appears as a fiery apparition of the Unconquered Sun, including all four arms. The penalties for all multiple actions are reduced by the Solars Martial Arts, but cannot increase pools beyond their original size. As well, The Solar does lethal damage with his blows, and adds his Essence to the damage of all MA attacks. As long as this form is active, the Solars anima remains at the full level. This charm is incompatible with the use of armor.


Blinding Corona Defense </b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Unconquered Sun Avatar Form 

The Solars anima flashes blindingly bright for an instant, rendering the closest (MA) opponents blind or disorientated for a number of turns equal to the Solars Essence. This inflicts a penalty of -2 to all actions requiring sight. This charm has no affect on beings who do not see, but can affect those who see through mystical means, the ultimate determination is left up to the storyteller as to what and whatnot this charm can effect.


Ally Cloaking Anima </b>

<b>Cost: 5 Motes, 1 Willpower 
Duration: One Scene 
Type: Reflexive 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Blinding Corona Defense 

The Solar flares his anima intensely, drawing all attention to himself while cloaking his allies from detection in the glow. This charm can target a number of allies equal to his Essence, within his MA in yards. As long as those targeted do not act offensively, they cannot be attacked or targeted by anyone. If someone targeted by this charm does act offensively, or moves farther form the exalt that the charms range, this charm no longer protects them.


Blow Deflecting Anima </b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Unconquered Sun Avatar Form 

The Solars anima flares and becomes somewhat substantial, aiding him in his defense. For the rest of the turn the solar gains his MA in any attempt to parry. As well, any ranged attacks are automatically parried by a pool equal to the Solars Essence.


Weapon Melting Block </b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Supplemental 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Blow Deflecting Anima 

The Solars anima flares then focuses in his arms as he parries, the resulting essence surge melting most mundane weapons and scorching those foolish enough to attack bare handed. The exalted can parry Lethal damage while using this charm. If parrying a mundane weapon, roll the parry as regular. If at least one success was rolled, roll the exalts Essence + any extra successes achieved on the parry. For each success on the essence roll, reduce the permanent damage modifier of the weapon by 1. If the damage modifier is reduced to zero, the weapon is destroyed, instantly vaporized. If this charm is invoked while parrying a bare handed attack, the essence roll instead does damage Lethal damage to the attacker equal to the number of successes rolled on the Essence roll. This damage cannot be soaked with armor unless the armor specifically covers the wearers hands or feet, whichever was used in the attack. This charm does not give a free parry, only enhance one.


Fury of the Sun </b>

<b>Cost: 10 Motes, 1 Willpower 
Duration: Instant 
Type: Extra Action 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Unconquered Sun Avatar Form 

The Solars anima flares and energizes the Exalt, letting him move with superhuman speed. The Solar gains a bonus to his initiative equal to his Essence, and gains a number of extra actions equal to his Martial Arts.


Unstoppable Solar Strike </b>

<b>Cost: 5 Motes 
Duration: Instant 
Type: Supplemental
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Fury of the Sun 

The Solars anima flares, then focuses into a limb as he strikes, greatly improving the might of the blow as his anima guides it and dives it forward. All attempts to dodge or parry the blow are done at a difficulty equal to the Solars MA. As well, the soak of the target is reduced by an amount equal to the Solars Essence. This cannot reduce soak below zero.


Anima Burst Attack </b>

<b>Cost: 10 Motes, 1 Willpower 
Duration: Instant 
Type: Simple 
Min. Martial Arts: 5 
Min. Essence: 6 
Prereqs: Ally Cloaking Anima, Weapon Melting Block, Unstoppable Solar Strike 

The Solars anima flares brightly, exploding out from the Solar and inflicting massive damage to any within its path. All those within the Solars MA in yards take the Solars Essence in Aggravated damage. This damage is soaked normally. Only perfect defenses can prevent this attack from connecting. All those who are targeted by this attack must perform a reflexive roll for knockdown, difficulty 2. As well, all those who take damage from the blast are automatically knocked down and fly backwards, traveling a number of yards equal to the damage done. This charm cannot be part of a combo with any Extra Action type charm. This charm affects enemies all well as allies.