MartialArts/UnconqueredSunStyle

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Unconquered Sun Style

By Baltharzaar

Charms


First Light</b>

<b>Cost: 4 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 1
Min. Essence: 2
Prereqs: None 

Like the first ray of sunshine over the horizon, the light of the sun moves with an unsurpassed speed. So to is it for the Exalt who emulates the sun. The Exalt goes before all other combatants for this round, exceeding the highest initiative by one. If an ‘automatic initiative’ charm is used by another combatant, (such as Thunderclap Rush Attack) then the person with the highest permanent essence will win initiative.


High Noon</b>

<b>Cost: 5 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 2
Min. Essence: 2
Prereqs: First Light 

The light of the sun is more intense as it approaches its zenith. The martial artist seeking to harness this power learns to strike as much with essence as with the body. The effect of this charm actually leaves an angry red patch similar to a heavy sunburn on the victims skin. Add a number of automatic successes equal to the character's permanent essence for the attack. Add his permanent essence to damage as well.


No Shade in the Desert</b>

<b>Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Min. Martial Arts: 1
Min. Essence: 2
Prereqs: High Noon 

The sun's blistering rays are unavoidable in the desert sands, and they induce fatigue and heat stroke. With a successful attack, the character provokes a Stamina + Endurance fatigue roll for the target. This roll is made at a dice penalty of the attacker's permanent essence score plus any other modifiers. The difficulty of this roll can never be below one. This charm can be used repeatedly on the same target a number times equal to the characters permanent essence score each day. Just as with normal fatigue rolls, fatigue penalties remain until rest and sleep reduce them.


Unfaltering Path</b>

<b>Cost: 7 motes, 1 willpower
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: High Noon 

The Sun’s path across the sky is certain and unstoppable. The Martial Artist can impart their attacks with the same certainty and unyielding demeanor. As the Sun travels to his destination so too must the character channeling this power pursue a single foe. The character adds his martial arts score as a charm bonus to all attack rolls made against this foe. Only one target can be selected each scene.


Sun Form</b>

<b>Cost: 7 Peripheral motes
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Unfaltering Path, No Shade in the Desert 

Few people can stare directly into the incandescent fury of the sun. A warrior of the Sun can set his skin or form ablaze with the sun’s blinding glory and the majesty of his own anima banner. All attacks made within Essence X 10 yards of the character is at a die pool penalty equal to the Exalts permanent essence, due to the intense light. In addition the attacks of the exalt do lethal damage and increase their base damage by the warrior’s permanent Essence. Demons and undead take aggravated damage from these attacks. This applies to barehanded attacks or martial arts weapons made from the 5 Magical Materials, all other weapons will melt during use. This charm is compatible with the use of armor but such armor must be made from the 5 magical materials or from essence (Solar Plate) as well. Only one form type can be active at any one time


Unrelenting Journey</b>

<b>Cost: 5 motes, 1 willpower
Duration: Instant
Type: Extra Action
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Sun Form 

The Sun never stops his travail across the heavens, no matter how much people might wish for it to pause. A student of the sun can tap into this relentlessness to press the attack ever onward. A character gains a number of extra attacks equal to her Permanent Essence.


Crimson and Violet Shadows of Evening Misdirection</b>

<b>Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Unrelenting Journey

The Martial Artist who’s mastered this ability can make an opponent react to an attack that hasn’t really been launched yet and thus can partially circumvent or nullify the defense. The Exalt uses the light of the setting sun to confuse his opponent with Shadows of how he could attack, making small or significant changes when the character actually does make a combat attempt. The character reduces the opponents parry or dodge attempt by his permanent essence score.


Blinding Radiance Strike</b>

<b>Cost: 5 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Crimson and Violet Shadows of Evening Misdirection 

Sight is a gift of light, a gift which can be taken away. An exalt using this charm must succeed at a MA attack against an opponent which is resolved normally first. The two then engage in a reflexive opposed roll. Use the MA + Essence of the attacker vs. the Perception + Resistance of the target. If the target wins then there is no other effect. If the attacker wins then add the health levels done in the attack (if any) plus net successes from the reflexive roll. This total is the number of turns the target is blinded for. If that number is greater than twice the target’s Stamina then the blindness is permanent.


Heaven's Mote</b>

<b>Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Sun Form 

The reach of the Sun is great and those who study diligently can tap into a small portion of that power. This charm allows exalts to project their blows like rays of light. An exalt makes a MA attack as normal and the force of that blow travels in a burst of sunlight up to Essence X 10 yards. It can be blocked/dodged, but at a +2 difficulty (i.e. –2 successes to any parry or dodge attempt). The attack has a base Lethal damage of Strength + Essence. Damage increasing charms for MA function normally. Weapons have no influence on this attack although this charm can be channeled through them.

Note: Especially reflective shields may be used to counter this attack.


Sunset on the Ocean</b>

<b>Cost: 5 Peripheral motes
Duration: One turn
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Crimson and Violet Shadows of Evening Misdirection, Heaven's Fire 

When the sun sets over a quite sea, it can become difficult to tell where the sun stops and the reflection begins. By using this charm an exalt forms essence into an illusionary double, after a bright flash, a few feet forward. Attackers reflexively roll Perception + Awareness with a difficulty of the exalt’s Permanent Essence. Those who fail, attack the illusionary form for that round and fail to notice the real exalt. Also the exalt can choose to attack any of those who failed, before the round ends, and receive the benefit of complete surprise. This power must be used before an opponent makes an attack roll (either on the exalt’s initiative or after a declaration of attack by an opponent).


Among the Clouds</b>

<b>Cost: 6 Peripheral motes
Duration: Essence in turns
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Sunset of the Ocean 

As the clouds move across the sky they can obscure even the incandescent glory of the Sun himself. Exalts proficient with this charm can create a stationary cloud of luminescent essence about themselves within an Essence x 5 yard radius. This magical fog effectively allows the Exalt to see the shadows of incoming attacks launched from within the cloud which have a physical component. The character receives a persistent, reflexive parry or dodge dice pool equal to the her permanent essence + MA. This dice pool can only be used once per attack. Those outside this radius can only see a large luminous cloud and cannot target anyone within the cloud (blind fire will have a chance to hit friendly units that may still be within the cloud) with ranged attacks. The cloud affects sight and heat senses but will not affect those who can effectively fight with sound, smell, or occult senses.


Sunstroke Exposure Technique</b>

<b>Cost: 6 motes + 2 Peripheral motes per die
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Among the Clouds, Blinding Radiance Strike 

Many a hale and hearty warrior has succumbed to the Sun’s irrepressible power. Some faint from exhaustion, others suffer debilitations from fatigue and dehydration, and at times some die from the combination of exposure and activity that leads to sunstroke. Turning an opponent into the sunstruck, is a powerful technique known only to the most dedicated of the Sun’s warriors. After touching the target (a successful MA attack in combat), the Anima of the exalt flares and the essence of the sun flows into the target. This essence spreads heat and fatigue through the body. The attacker makes a Reflexive MA + Willpower roll with any additional dice the exalt paid for when the attack was declared. Exalts may not purchase more dice than their permanent Essence score. The target opposes with a Reflexive Stamina + Endurance roll (modified by wounds and fatigue). If the attacker wins, the target receives a reduction in stamina equal to the net successes. If the characters stamina ever reaches zero, the target dies.

Note: If touch is used as an attack, then resolve the attack normally first.


Scion of the Divine</b>

<b>Cost: 15 motes, 1 willpower
Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 6
Prereqs: Sunstroke Exposure Technique 

For a brief time an exalt can approach the Mastery of Martial Art’s possessed by the Unconquered Sun himself. Double all MA die pools for the rest of the scene. This affects any and all MA + Dexterity rolls the exalt needs to make. It also doubles the MA skill value for other charms that rely on the MA skill (e.g. Among the Clouds). It does not increase the maximum number of die that can be added to a roll, which is still the character’s regular MA + Dexterity.