SolarMelee/Telgar

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Unerring Lance of Light</b>

 <b>Cost: 15 motes, 2 willpower
 Duration: Instant
 Type: Simple
 Min Melee: 6
 Min Essence: 5
 Prereqs: Fire and Stones Strike, Blazing Solar Bolt

Used to bring low the greatest of opponents, the Unerring Lance of Light transforms the Solar's attack into holy wrath incarnate. Even the mightest beast can be utterly destroyed by the burning sunfire delivered by this attack. The character makes a normal Melee attack that ignores all parry successes, dodge successes, Hardness and soak. This is a Perfect Attack.


Solar Holocaust Method</b>

 <b>Cost: 10 motes, 2 willpower
 Duration: Instant
 Type: Simple
 Min Melee: 7
 Min Essence: 6
 Prereqs: Unerring Lance of Light

No being, living nor dead, can bear the direct touch of the Sun and through this Charm a Solar can summon that power into his blows and deliver a strike that would bring low even a Yozi. The melee attack made with this Charm treats all its dice as if they came up 10's. It ignores all parry and dodge successes as well as soak and Hardness. Damage from this attack is not rolled, instead it is applied directly as health levels. This is a Perfect Attack.



Solar Annihilation Method</b>

 <b>Cost: 7 motes, 1 willpower
 Duration: Instant
 Type: Simple
 Min Melee: 6
 Min Essence: 6
 Prereqs: Unerring Lance of Light

This is a Perfect attack which automatically kills its target as completely as if that target had been thrown into the Void.

Comments

These are Charms like the one in Willows's Solar Dodge, silly high level Solar stuff that exists to prove points. Mine is how silly stuff like this is, but even then they're actually possible Solar Charms. Isn't that silly? Oh, and YES, I have the costs right on both Charms, they are not reversed. And yes, the Essence requirements on both are correct. - Telgar

But these are not perfect effects, so Impeding the Flow would still stop them? -- GregLink

It would seem that that's one of the points being proved - any unrolled defense would work normally here, if I read this right. Quite frankly, for Ess 6/7 combat, these are going to be rarely used - it's far too likely any valid opponent would have one (or more!) perfect defense(s) hanging off to the side, and will pay a great deal less for it than these Charms cost... - Hapushet
My thoughts exactly. In my opinion, these are quite over-costed for what they do. I'd almost picture them, instead, as pure-mote effects (they're not perfect, nor scene-long), and quite possibly supplemental ones at that. 4m, even? Yes, they'll destroy anyone without a non-rolled defense, but quite honestly, a Solar can do that at Essence 3-4 pretty easily. By Ess6, it shouldn't be nearly this expensive, nor a hassle. I'd imagine these are much more applicable as scene-longs, ensuring that if you do connect, it's quite damaging. But that's just me, and I tend to think high Essence Solar combat is supposed to be ludicrous. -- GregLink

Oh, sorry, DID forget to note that yes, they're perfect attacks.