Difference between revisions of "SolarThrown/IanPrice"

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Latest revision as of 01:17, 6 April 2010

IanPrice's Solar Thrown Charms

Heaven-Ordained Guardian Meteor</b>

 <b>Cost: 6+ motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Min Thrown: 5
 Min Essence: 4
 Prereqs: Joint-Wounding Attack, Fiery Solar Chakram.

Gathering that essence which gives him his divine right to conquer and rule, the solar with this charm casts a bolt of heavenly sunfire at an enemy he is aware of who is about to make an attack. The bolt thrown by this charm explodes in front of its target, causing no damage but utterly negating the attack; it does not even get started, because this charm exactly counters all of the attack's force. This charm does not grant awareness of who is about to make an attack, so without other magic it only allows negation of attacks which the character's normal senses would alert him to. However, since it negates the force of an attack before it begins, this charm can stop even perfect attacks or attacks which cannot be blocked or dodged. Unfortunately, since this charm relies on the force of Solar Essence to negate the opponent's force, an opponent with equal or greater permanent Essence can pay motes to attempt to force his attack through. The Solar using this charm may match the opponent's mote expenditure reflexively, all of this taking place in the instant the charm is used. Whoever is willing and able to pay more motes wins.

Surrounding Sunbeam Protection</b>

 <b>Cost: 8 motes, 1 willpower
 Duration: One Turn
 Type: Reflexive
 Min Thrown: 5
 Min Essence: 4
 Prereqs: Heaven-Ordained Guardian Meteor.

A Solar specializing in Thrown can gain such precision and control of the items he throws and essence he invests in them that he can cause a weapon he is parrying with to whip around him for a moment at great speed, warding off not just one attack but many.

This charm is activated in conjunction with making a parry. If placed in an appropriate Combo, this can affect a parry or dodge (even a perfect parry or dodge) created by another charm. It can also explicitly affect the negation defense provided by Heaven-Ordained Guardian Meteor. This charm may explicitly be Comboed despite its non-instant duration. However, this charm may not be placed in a Combo with attack charms of any sort, even counterattacks. The parry affected by this charm applies to all attacks it could possibly defend against this turn. Thus, it subtracts from all attacks that could be parried.


Comments

Just thought I'd tell you that I opened this page expecting something horrible and unbalanced and dumb (a perfect defense for Thrown?!) and was pleasantly surprised. I don't feel qualified to actually judge whether these are balanced against other 5/4s, but I think you implemented a difficult idea that could easily have sucked in a way that didn't suck. Incidentally, do you houserule the canonical perfect defenses in your games?
~ Shataina
PS. Reformatted the top of your page slightly for backlinks, because it's been too long since I was a wiki-reorganizing busybody.

I'm glad I'm neither horrible nor dumb! Unbalanced, well, mentally speaking... anyway, glad you like them. To answer the question, no, we don't use any house rules on the canonical perfects. We do, however, use a narrow definition of "attacks which cannot be blocked" which disallows the use of Heavenly Guardian Defense against environmental effects and most things which don't actually inflict health levels of damage. That is, the applicability-trump is only used when a charm effect creates an inapplicability, not when the nature of the action itself (ie, perfectly blocking something) just doesn't apply. A well-worded stunt can get around this sometimes (say, "with a brilliant arc of power, Gabriel spins and knocks the entire flow of lava away from him to another path down the mountainside."), but of course there are limits even to that ("no, you can't parry the spirit's Scourge charm. There's no attack to parry. Maybe if you had a charm that said you can prevent your traits from being reduced by magic."). - IanPrice, who notes that the problems with perfect defenses have been quite elegantly solved in 2e, and is looking forward to when his current game converts.