SolarMelee/Thinker
Background
I will be posting a lot of Charms from the extended Solar Cascades that we use in my game. We also revised several of the Solar Charms in the existing material. The higher level Charms that I will be posting assume that these are the versions of the lower level Charms that are being used. That said I have posted many if not all of these Charms before (Though I think some of them have been tweaked due to play testing since then).
When I first posted them, some people found them useful and others (mainly Mailanka) found them highly objectionable (For perfectly valid reasons I might add.) So while they will not suit everyones playing style, they certainly have been balanced adjustments as far as we have found in my group.
All that being said, the longer charm cascades that I use are not in any way invalidated by the origonal versions of these Charms, and not using them will certainly not impair the usage of the other ones, they may just not fit together /quite/ as well.
Revised Charms
Bulwark Stance</b>
<b>Cost: 10 motes Duration: One Scene Type: Simple Min. Melee: 3 Min. Essence: 1 Prereqs: Dipping Swallow Defense
Assuming a powerful defensive stance, the character becomes the Bulwark of blocking and parrying for the rest of the scene. While this Charm is in effect they may add a number of automatic successes to any parry roll made with a weapon equal to their Essence score. These can even be Brawl or Martial Arts parries so long as they are not bare handed. These successes are added after the character splits his dice pool and are fully compatible with Charm created parries, such as those created by Dipping Swallow Defense.
One Weapon Two Blows</b>
<b>Cost:3 motes Duration: Instant Type: Supplemental Min. Melee: 2 Min. Essence: 1 Prereqs: Excellent Strike
Charging their arm and weapon with Essence the character makes them as fast as a striking serpent. They make two attacks in rapid succession against the same target, in exactly the same way. The attack roll is made and the target applies their defenses normally, however if the attack is successful apply the results twice, as though they had been hit by two identical attacks.
Peony Blossom Attack</b>
<b>Cost:3 motes Duration: Instant Type: Supplemental Min. Melee: 3 Min. Essence: 1 Prereqs: One Weapon Two Blows
Expanding on the power of One Weapon Two Blows the Solar Exalted makes a rapid series of attacks, like a Peony Blossom caught in the current of a river, being pulled one way and then the next. The series only stops when the characters weapon meets its target. As a result an attack supplemented by this Charm by be parried, but cannot be dodged.
Retrieve the Fallen Weapon</b>
<b>Cost:2 motes Duration: Instant Type: Simple Min. Melee: 1 Min. Essence: 1 Prereqs: None
Using this Charm the character calls to their hand any weapon in their line of sight that is not currently being wielded by another. This can include weapons from the floor, hanging on walls and even in other people’s belts, just not their hands. It does not work on weapons that are attuned to other people no matter where they are.
Call the Blade</b>
<b>Cost:3 motes Duration: One Scene Type: Reflexive Min. Melee: 3 Min. Essence: 2 Prereqs: Retrieve the Fallen Weapon
Using this Charm the character calls upon the secret name of the spirit of a weapon to allow them to wield it even if broken. The weapon does not have to belong to the character for this Charm to work, but they must have wielded it in combat at least once. The weapon called by this Charm must be within Essence x 10 yards or at least the majority of the pieces. The constituent parts of the broken weapon fly together in the Characters hand when this Charm is activated and float magically in their proportional locations as if the weapon was whole while this Charm is in effect. The weapon functions just as it had been repaired, but falls to pieces again the moment the fight is over. Note: This is the Charm that Yshev used against Holok in the Trilogy of the Second Age.
Offence
Perfect Strike</b>
<b>Cost: 3 motes, 1 willpower Duration: Instant Type: Supplemental Min. Melee: 5 Min. Essence: 3 Prereqs: Iron Whirlwind Attack
The Solar Exalted strikes their target with the absolute certainty that the attack will hit. They guide their blade with the power of the Unconquered Sun. This is a Perfect Attack, it can be neither dodged nor parried and even if too few successes are scored to strike it automatically strikes for a simple success.
Lethal Sword Kata</b>
<b>Cost:1 mote Duration: Instant Type: Reflexive Min. Melee: 5 Min. Essence: 4 Prereqs: Perfect Strike
The Solar Exalted balance their Essence, and applies it to the act of swordplay with such perfection that they become one and the same for the space of a single instant. The Solar Exalted may invoke this Charm reflexively each time they succeed a Melee attack, but before damage is calculated. When this Charm is invoked, count every successes the Solar Exalted scored on their attack roll as additional attack successes, even those that were canceled by parries, dodges, etc.
Unfolding Bronze Tiger Stance</b>
<b>Cost:16 motes, 2 willpower Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 4 Prereqs: Whirlwind of Searing Blows, Perfect Strike
The Solar Exalted becomes a tempest of lethal blows nearing the perfected form of the art of combat with the blade. For the rest of the scene they may double their successes on any Melee attack roll.
Deadly Storm of Wrath Method</b>
<b>Cost:6 motes, 1 willpower Duration: Instant Type: Supplemental Min. Melee: 5 Min. Essence: 5 Prereqs: Unfolding Bronze Tiger Stance
The Solar Exalted makes a single attack, and directs it against a number of opponents equal to their melee score. They must all be in range of the attack normally (including the effects of other supplemental Charms such as Iron Raptor, etc). Each person so attacked suffers the full effects and must dodge or block the assault separately. Multiple attacks may be directed at the same opponent but this costs an additional mote per attack that is forced onto the person. (I.E. if a Solar Exalted with 5 melee wants to direct all five attacks against a single target this Charm costs 10 motes and 1 willpower). The character may split their dice pool freely when using this Charm and splinter attacks from two separate uses of the Charm may be directed against the same opponent without additional charge. (Remember the Solar Exalted still has to pay the cost for this Charm on every attack so enhanced.)
Cascading Assault Mode</b>
<b>Cost:1+ Motes, 1 willpower Duration: Instant Type: Extra-Action Min. Melee: 6 Min. Essence: 6 Prereqs: Deadly Storm of Wrath Method
The Solar Exalted bursts into a cascade of actions, seemingly everywhere at once. For every mote invested in this Charm the Solar Exalted may take a single Melee action at their full dice pool per point of Melee they possess. The action can be anything from an Attack, to a Parry, to a Disarm, or alternatively they may move up to half their movement rate in place of a melee action. No more motes may be invested in this Charm than the Solar Exalted has permanent Essence.
King’s Crossing Offence</b>
<b>Cost:15 Motes, 1 willpower Duration: One Scene Type: Reflexive Min. Melee: 6 Min. Essence: 6 Prereqs: Cascading Assault Mode
The Solar Exalted may make a reflexive attack against every opponent who is within their Melee range at any point once per turn. This is a fully reflexive action, and therefore occurs outside the normal order of initiative, at any point the Solar Exalted desires. This is not a form of automatic initiative any more than any other reflexive effect and as such is not subject to being reordered by the effects of Charms such as Thunderclap Rush Attack or Prismatic Arrangement of Creation Form. This attack may not be dodged or parried (Even with a Charm) without the target sacrificing any further action for this turn or using a Perfect Defense. If the target uses a Perfect Defense against such an attack they automatically forfeit their action(s) for the turn, including any Fully Independent actions such as those provided by March of Charcoal Spiders Form, and persistent extra-actions such as those provided by Angry Predator Frenzy Style or a Gem of Perfect Mobility. If the attack is made before the Solar Exalted’s Initiative they may not supplement it further with non-reflexive Charms.
Unconquered Sun Assault</b>
<b>Cost:12 motes Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 5 Prereqs: Unfolding Bronze Tiger Stance
The Solar Exalted strikes like the thundering force of the Unconquered Sun striking from the Heavens. For the rest of the scene they may double the base damage of a single attack before additional attack successes are applied, but after all other factors are counted.
Draconian Monarch Way</b>
<b>Cost:12 motes, 1 willpower Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 6 Prereqs: Unconquered Sun Assault
Applying the principles of their ancient and deadly allies the Dragon Kings to their combat abilities, the Solar Exalted were able to develop this deadly technique. Invoking the Draconian Monarch Way makes the character one with their weapon in a way that a Dragon King is one with its claws. They cannot be disarmed, or have their weapon shattered or removed in any way while under the effects of this Charm. Their weapon cannot be unattuned or subjected to any other magical effect that will impair its combat ability or remove it from the character. Additionally every strike they make is aimed at the heart, in the name of the Unconquered Sun; While under the effects of the Draconian Monarch Way the character cannot pull their attacks to avoid killing or deal bashing damage, however they also ignore armor and armor type soak completely, only natural soak applies against their attacks. The character may cancel this Charm at any time as a reflexive action. If they actually successfully slay an opponent under the effects of this Charm is it assumed that their heart is cut out (Assuming that they have one) and offered up to the Unconquered Sun as a prayer. The Unconquered Sun immediately gains a block of Ambrosia.
Fate of the World Stance</b>
<b>Cost:10 motes, 2 willpower, 1 Health Level Duration: One Scene Type: Supplemental Min. Melee: 6 Min. Essence: 7 Prereqs: Draconian Monarch Way
Assuming the Fate of the World Stance is difficult even for the most talented wielder of weapons. Activating this Charm is a Dexterity + Melee dice action, and it will normally be the characters only action for the turn, though they may split their dice pool and use this Charm with a smaller one if they are hard pressed. The roll is made at difficulty 5. Once activated the character counts each net success as their Melee trait in additional levels of unsoakable aggravated damage on each and every attack that they make while the Charm is active. The Charm can be dismissed as a reflexive action.
Vanishing Army Mode</b>
<b>Cost:10 motes, 1 willpower Duration: Instant Type: Extra Action Min. Melee: 6 Min. Essence: 7 Prereqs: Cascading Assault Mode, Sandstorm Whirlwind Attack
The Solar Exalted makes a single melee attack at their full normal dice pool, and applies it to every visible target they wish to. Each target treats the attack as a full normal assault directly solely at them. The Solar Exalted treats the effects of any additional supplemental Charms as though they were focused on a single individual rather than for each separate attack. The Solar Exalted is the sole arbiter of who in his field of vision is affected by the attack, they may exclude or include anyone they choose, and this Charm cannot be redirected or circumvented by effects such as Running Through the Herd, Safety Among Enemies, or Charm Redirection Technique. This is a Perfect Effect. I.E. if the Solar Exalted enhances this attack with Excellent Strike they must only buy one additional set of dice, however it applies to each and every attack, against each and every target.
Understanding of Solar Attack</b>
<b>Cost:10 motes + 1 mote per attack, 1 willpower Duration: One Scene Type: Simple Min. Melee: 7 Min. Essence: 7 Prereqs: King's Crossing Offense, Fate of the World Stance, Vanishing Army Mode
The Solar Exalted pulls forth the flows of Essence within themselves to create the Perfect flow, in alignment with the principles of Melee attack. For the rest of the scene they may reflexively spent a mote to transform any attack made with a weapon into a Perfect Attack. This may be done after the attack is already resolved, possibly preventing their opponent from using even a Perfect Defense. For example. Dace attacks the Maiden of the Mirthless smile after invoking Understanding of Solar Attack, and scores 7 successes. The Maiden of the Mirthless Smile draws upon her persistent parry to block the attack scoring 9 successes. Dace decides to reflexively make the attack Perfect by spending a mote. The Maiden of the Mirthless smile cannot use Incomparable Sentinel Stance since she has already made a parry against this attack, though she may use Flowing Wisp Evasion if it would be legal Charm use for her this turn.
Defense
Unexpected Counter Swing</b>
<b>Cost:1 mote Duration: Instant Type: Reflexive Min. Melee: 3 Min. Essence: 2 Prereqs: Dipping Swallow Defense
The Solar Exalted using this Charm enhances their ability to parry with preternatural speed and responsiveness. They may freely parry a blow that they were not aware of or a blow aimed at another person within their Melee in yards at no penalty. This Charm does not provide a block of its own and must be used in conjunction with a normal dice action or in tandem with another Melee Charm that allows a parry. It can be combo’ed with Charms such as Heavenly Guardian Defense and Dipping Swallow Defense to expand their effects to either application of the Charm.
Eight Fold Bulwark Stance</b>
<b>Cost:8 motes, 1 willpower Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 4 Prereqs: Five Fold Bulwark Stance, Ready in Eight Directions Stance, Unexpected Counter Swing
The Solar Exalted becomes a flurry of blows and parries, one of the most deadly and skilled fighters in Creation. They may parry with their full Dexterity + Melee dice pool any attack, even those they are unaware of for the rest of the scene. Additionally every time they are attacked they may make an immediate counterattack with their full Dexterity + Melee dice pool + any additional successes on their parry roll. These bonus dice are treated as regular dice added by a Charm and count against the characters Dexterity + Melee limit. The Character receives the counterattack even if the parry is unsuccessful and it is resolved before damage from the attack is applied. This Charm does not impede the characters use of other Charms, including Extra-Action type Charms in any way.
Longevity Defense Mode</b>
<b>Cost:9 motes, 1 willpower Duration: One Scene Type: Reflexive Min. Melee: 5 Min. Essence: 5 Prereqs: Eight Fold Bulwark Stance
The Solar Exalted harnesses their Blade and attunes it to their motions, moving with the flows of Essence in ways not possible for mere mortals. For the rest of the scene they may parry attacks that would normally be impossible to parry due to magic or area of effect. They cannot parry Perfect Attacks with this Charm.
Cascading Parry Charm</b>
<b>Cost:3 motes Duration: Instant Type: Reflexive Min. Melee: 5 Min. Essence: 6 Prereqs: Longevity Defense Mode
The Solar Exalted Swordsman learns to enhance their parries to such a degree that it actually forces their opponent to drain more of their reserves than they intended to. When a character parries a Charm enhanced attack successfully they may reflexively activate this Charm and force their opponent to spend a number of motes equal to that used on the original attack. If they cannot pay that many motes, the immediately loose all their remaining motes and a point of temporary willpower. For Example, Ma-Ha Suchi attacks Dace with a Combo of Ferocious Biting Sword and Sensing the Deadly Flow for a total of 16 motes and 1 willpower. Dace Activates a Combo between Heavenly Guardian Defense and Cascading Parry Charm. Parrying the attack with Heavenly Guardian Defense Dace can reflexively activate Cascading Parry Charm forcing Ma-Ha Suchi to spent another 16 motes for no additional effect.
Superlative Counter Parry Technique</b>
<b>Cost:5 motes Duration: Instant Type: Reflexive Min. Melee: 6 Min. Essence: 6 Prereqs: Cascading Parry Charm
The Exalted extends their knowledge of parrying and counterattacking to be able to negate an opponent’s ability to do so. This Charm can be activated to totally negate the effects of one Charm, Action or Power that is activated in response to an attack, including any parry, counterattack, etc. This totally negates the effects of Charms such as Weapon Breaking Defense (including the parry it provides), Cannibalistic Heritage Technique (This does not force the Solar Exalted to abort the attack), Solar Counterattack etc. This is a Perfect Effect. Perfect Defenses are proof against this Charm as they are all other things.
Endless Parry Stance</b>
<b>Cost:20 motes, 2 willpower Duration: Indefinite Type: Simple Min. Melee: 5 Min. Essence: 5 Prereqs: Eight Fold Bulwark Stance
The Solar Exalted adopts the Endless Parry Stance, their blade whipping around them in a whirlwind of Perfect Blocks. Until they abandon the Stance they may parry without rolling any attack against them even those that are not normally blockable or those that they are not aware of. They may not however take any other action while maintaining the Endless Parry Stance. This Charm is fully compatible with counter-attack Charms and an opponent with Steel Devil Style or Eightfold Bulwark Stance up may freely counterattack per the normal limits of that Charm. They may even supplement these counterattacks with other Charms (Though they cannot activate any other sort of Charm while under the effects of Endless Parry Stance.) For every ten turns that the character maintains the Endless Parry Stance they must make a fatigue roll against a difficulty equal to the number of turns they have held the stance / 10. If the roll is failed the stance ends immediately, and the character is at a -1 fatigue penalty until they rest. Charms that negate or effect fatigue rolls work normally.
Flawless Untouchable Prana</b>
<b>Cost:8 motes, 1 willpower Duration: One Turn Type: Reflexive Min. Melee: 5 Min. Essence: 5 Prereqs: Eight Fold Bulwark Stance
The Solar Exalted stands an invulnerable behemoth of the Unconquered Sun’s power. Every attack made against them while this Charm is active, whether they are aware of it or not, is parried without rolling. This is a Perfect Defense and applies to attacks that cannot normally be parried. If this Charm is used while the character is under the effects of Steel Devil Style, Eight Fold Bulwark Stance or similar Charms it allows them to take their counterattacks even though they did not normally parry the attacks, though they loose the benefits of adding additional successes on the parry to the counterattack as there are no additional successes.
Merciful Blade Shield</b>
<b>Cost:7 motes, 1 willpower Duration: One Turn Type: Simple Min. Melee: 6 Min. Essence: 6 Prereqs: Flawless Untouchable Prana
The Solar Exalted raises their blade up and swings it in an arc around their head. A golden light sprays forth in all directions outwards to a distance of Essence x 5 yards. Every ally of the Solar Exalted within this area is considered to have a Perfect Defense against any attack that comes against them for the duration of the Charm, this includes attacks they are unaware of or that are not normally blockable.
Mirror of Reflected Light</b>
<b>Cost:3 motes, 1 willpower Duration: Instant Type: Reflexive Min. Melee: 6 Min. Essence: 7 Prereqs: Merciful Blade Shield
The Solar Exalted reflects without rolling any single attack back upon the attacker. This attack may be ranged or Hand-to-Hand, it is deflected upon the attacker or to any other target within the legal range of the attack from the Solar Exalted just as it came to the Solar Exalted originally. The opponent may attempt to block or parry the attack as normal however the Solar Exalted is totally protected from any detrimental effects of their defense (Charms such as Cascading Parry Charm and Cannibalistic Heritage Method are negated). This Charm can also be used to deflect non-attack effects in the same was as it deflects attacks, in this way even effects such as Transcendent Hatchet of Fate or Unbreakable Fascination Kata can be deflected. Against area effects such as Citrine Poxes of Contagion Form or Essence Shattering Typhoon, the character would have to redirect the effects each and every turn to protect themselves.
Transcendent Direction Defense</b>
<b>Cost:12 motes, 1 willpower Duration: Instant Type: Reflexive Min. Melee: 7 Min. Essence: 7 Prereqs: Mirror of Reflected Light, Superlative Counter Parry Technique
The Solar Exalted chooses any one effect that targets a Direction (The South, The East, the Blessed Isle) or less and totally parries its effects. The effect can be in operation or being activated, if already operating only future effects are removed not anything that has already happened. This Charm can block or remove a Sidereal Astrological Effect, a Solar Circle Spell, or anything else. It will instantly end an Essence Shattering Typhoon (forcing the creator to re-start the process), or totally block an invocation of Grandmother Spider Method preventing any of the attacks from reaching any of the targets. It is beyond Perfect reaching the level of being a truly Transcendent Defense. It does not have to be used for large scale effects, it can just as easily block Name Pilfering Practices as Rain of Doom. It can be used to block or remove the usage of one of the Greater Signs of the Maidens.
Protection of Celestial Bliss</b>
<b>Cost:7 motes, 1 willpower Duration: Indefinite Type: Reflexive Min. Melee: 5 Min. Essence: 6 Prereqs: Flawless Untouchable Prana
This Charm exactly resembles the standard Charm Protection of Celestial Bliss except as above and as follows; If the Solar Exalted has not yet expended all their blocks they may reflexively spend 5 motes to refresh their hanging blocks to their Melee score these 5 motes are not committed, only the original 7. If the Charm is enacted multiple times to give the character a pool of blocks larger than their Melee score then the reflexive refresh adds their melee to the total pool, limited only by the number of times they have the Charm committed and their Melee score. The character can opt to keep the Charm committed with 0 blocks in the pool in order to refresh it at a later point. These motes like those originally used to empower the Charm are committed until the last block is taken. Characters may still purchase the original version of Protection of Celestial Bliss if they wish to skip the intermediate steps, however it is now called; Protection of Celestial Guardianship. Skipping straight to Protection of Celestial Guardianship was considered to be a sloppy approach in the First Age.
Reflexive Parry Mastery</b>
<b>Cost:None Duration: Permanent Type: Simple Min. Melee: 6 Min. Essence: 6 Prereqs: Protection of Celestial Bliss
The Character Has mastered the flows of Essence and the skill of Melee to such a degree that they can channel their Essence in ways that lesser combatants cannot. A character with this Charm can reflexively activate Five Fold Bulwark Stance, Eightfold Bulwark Stance, Steel Devil Style, Dipping Swallow Defense, Heavenly Guardian Defense or Mirror of Reflected Light. These Charms no longer count as the Characters Charm use for the Turn.
Essence
Body Weapon Essence</b>
<b>Cost:10 Motes, 1 willpower Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 4 Prereqs: Corona of Radiance
Charging their body with a crackling golden aura, the character transforms themselves into a living weapon. They punch as a hammer (Spd -1, Acc +1, Dmg +5L, Def +0), strike open handed like a knife (Spd +1, Acc +1, Dmg +2L, Def +1) and kick like an Axe (Spd +0, Acc +0, Dmg +7L, Def -1). Their body becomes fully compatible with melee meaning they may use their Dexterity + Melee dice pool for attacks and parries, and even apply any specialties that would be relevant to Hammer, Knife or Axe to their dice pools. They also become full compatible with Melee Charms. If a character under the effects of this Charm invokes Draconian Monarch Way upon themselves they become unbreakable, automatically converting any lethal damage into bashing before soak.
Inner Blade Awakening
Cost: 12 Motes Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 5 Prereqs: Body Weapon Essence
The Character meditates briefly upon the three perfect harmonies of their weapon unleashing each in turn, with a spontaneous series of movements. The first harmony awakens the small god of the weapon to a bloodthirsty furry, willing to destroy the characters enemies or protect his allies with its own life. The second grants the small god the power to act as the characters regent in his weapon, wielding it at his will, and the third joins the soul of the Small God to that of the character allowing them to fight as one. The effect of this is that the character may now use the Essence pool of the Small God as part of their own as long as the Charm is active, and they gain an additional Fully Independent Action (As per Charcoal March of Spiders Form) so long as the action is based on the characters weapon (This represents the actions of the Small God, it who as part of the charm can wield the characters weapon and use his Charms). If the character uses this charm upon themselves via the Body Weapon Essence then the Charm awakens their Hun in the same way that it would normally awaken the small God of their weapon. This has the draw back of not adding to the Character’s Essence pool but has the advantage that their second action need not be based upon the characters weapon.
Charm Slicing Blade
Cost: 2 motes + 1 mote per Charm, 1 willpower Duration: Instant Type: Reflexive / Supplemental Min. Melee: 5 Min. Essence: 4 Prereqs: Blazing Solar Bolt, Glorious Solar Saber, Summoning the Loyal Steel
The Solar Exalted expands upon their knowledge of combing Essence and the arts of the Blade to the point where they can actually cut at the intangible lines of Charms and sever them. This Charm may be activated in one of two ways. It can be used to supplement an attack or as a reflexive parry. The details of each version are below.
When used as a parry the Charm is a Perfect Defense against any Charm that directly effects the Solar Exalted. This includes effects such as Tsunami Force Shout, Soul Mastery, Transcendent Hatchet of Fate, Soul Flaying Gaze etc. It does not include Charms that enhance or increases the natural abilities of the attacker such as Hurricane Combat Method, Fire and Stones Strike or Sensing the Deadly Flow. This Charm may always be invoked in response to such as effect, as long as the Character is armed and can use a reflexive Charm, this specifically overrules and special effects of the Charm itself that might prevent the Character from raising their defenses. When used this way the parry not only protects the Solar, but actually shatters the effect as well, possibly protecting other people that might have also been effected. If subjected to a combo of multiple Charms this Charm can be used to defend the Character against all of them but must be activated once for every Charm they wish to shatter. (They must pay 2 motes and 1 willpower for each Charm in the Combo shattered. They do not have to shatter them all.)
When used to supplement, an attack the Solar Exalted attempts to slice Charms away from another being. Unless they have All Encompassing Sorcerers sight or some similar Charm active, the Solar Exalted can only attack charms they know about (Ones whose effects they have witnessed or can clearly tell are in effect) they need not know the specific Charm and can target it based on effect such as “The Charm that lets him raise his soak!”. If more than one Charm would fit this description the Solar Exalted may target them all (using the normal rules for targeting multiple Charms, see below) if they do not target them all then the player whose Charms are targeted may choose what ones are subject to the attack. If the Solar Exalted is using All-Encompassing Sorcerer's Sight, they may freely target exactly what charms they please. The attack supplemented by this Charm does no damage – it was never aimed at the targets physical form – and it is often used to cut debilitating effects from allies. The attack may be dodged or parried, but if it is even partially parried (If any of the attack successes are canceled by the opponents parry roll) then its effects take place anyway. If the Charm takes effect (on a successful or partially parried attack roll) then the Solar Exalted must reflexively pay an additional mote for each Charm they choose to target up to a limit of their Permanent Essence. These Charms are cleanly cut by the Solar’s Essence enhanced blade and immediately cease until the target is subjected to them or activates them again.
This Charm cannot be used to cut the more resilient flows of Sorcery, only Charms.
Lashing Essence Storm</b>
<b>Cost:10 Motes Duration: One Scene Type: Simple Min. Melee: 5 Min. Essence: 5 Prereqs: Charm Slicing Blade
The Solar Exalted fills their blade with Essence for the rest of the scene allowing them to attack either with is physical blade or with a lash of Essence. While under the effects of this Charm the Solar Exalted may make any melee attack out of Essence + Melee x 10 yards.
World Cutting Strike</b>
<b>Cost:7 Motes, 1 willpower Duration: Instant Type: Simple Min. Melee: 5 Min. Essence: 6 Prereqs: Lashing Essence Storm
The Solar Swings their blade in a given direction and a massive wave of Essence emanates from it in cone that travels Essence x 100 yards from the Solar Exalted, and widens 1 yard for every ten that it moves forwards. The player rolls the a normal melee attack for the character anything within the area of effect takes is subjected to that attack with a base lethal damage equal to the Solar’s Essence x Melee.
Solar Essence Tempest
Cost: 10 Motes, 1 willpower Duration: Instant Type: Supplemental Min. Melee: 6 Min. Essence: 6 Prereqs: World Cutting Strike
The Solar Exalted empowers an attack with the light and fire of the Unconquered Sun. Against creatures of darkness (Undead, Abyssal Exalted, Demons, etc), the attack does aggravated damage. If the attack successfully damages the target they take the same post-soak damage again each and every turn until they are nothing but dust (If they negate the damage with a Charm like bottomless Depths Defense or Adamant Skin then they will have to repeat the effect each turn or they will take what the damage would have been), unless they find a way to break the effects of the Charm. The Void Circle Necromancy spell Abyssal Aegis is proof against this Charm as it is all Charms of its ilk. Failing all other options a creature of darkness can sacrifice one Permanent Essence to end the effects of this Charm instantly.
Solar Storm Blade Evocation</b>
<b>Cost:15 motes, 1 willpower Duration: One Scene Type: Simple Min. Melee: 6 Min. Essence: 7 Prereqs: Solar Essence Tempest, Soul Slicing Blade
Evoking this Terrible Charm the Character strikes the air above them with their weapon, shattering the flows of Essence in the local area and twisting them around him in a fragmented storm of solar Essence. The blazing corona created by this Charm extends outwards from the character to a radius of Essence x 10 yards, and wreaks terrible havoc within that area. Any creature of darkness caught within the zone risks being instantly reduced to ash; roll a single d10, if the number is higher than their permanent Essence they die instantly, unless they use a Perfect Defense. Even if they do use a perfect defense they are at +10 difficulty on all actions taken within the storm or actions taken to effect those within the storm irregardless of their location. Those hostile to the character who are not creatures of darkness within the storm take the characters Essence in unsoakable lethal damage each Turn, unless they use a Perfect Defense.
Shattering the Immaculate Essence
Cost: 20 motes, 1 willpower Duration: Essence Turns Type: Simple Min. Melee: 7 Min. Essence: 7 Prereqs: Solar Storm Blade Evocation
One of the most terrible combat powers of the Solar Exalted, the characters near perfect harmony with their weapon allows them to attack their targets soul directly in its purest form without the necessity of going through the physical medium. When this Charm is invoked the Character names a target, for the duration of the Charm the character may attack the target with no penalties of any kind irregardless of the circumstances (This is a Perfect Effect). A Solar Exalted in the depths of the Wyld itself could enact this Charm with Kejack Chejop as the target and attack him freely as long as the Charm persists. With no warning and no way to track the attacks, the target may only defend themselves with Charms that explicitly state they work on attacks the target is not aware of. This Charm does not give the target any sort of ability to counter-attack or even become aware of their attackers location or origin. The attacker is aware of their target's current number of Health Levels remaining and if they are alive or dead, for as long as this Charm persists (This is a Perfect Effect). This is a Transcendent Effect, that operates on the targets Essence with no regard for the Tapestry, as such effects like Walking outside of Fate or Ceasing to Exist Approach will not prevent this Charm from acquiring and holding its target.
Reality Cutting Blade
Cost: 25 motes, 2 willpower, 1 Experience Point Duration: Instant Type: Simple Min. Melee: 7 Min. Essence: 7 Prereqs: Solar Storm Blade Evocation
Extending the effects of the Solar Storm Blade Evocation to reality destroying levels, the character literally severs a piece of the Tapestry from the Loom of Fate. The character chooses an area no wider than their Permanent Essence in miles, with the edge within striking range of a melee attack for them. This piece of reality is sliced cleanly away from the Tapestry. Anyone caught within the area, becomes permanently outside of fate (As described in the Sidereal Book), any Manses and Demesnes are cut off from the Dragon Lines and immediately become inert. The physical reality itself becomes as vulnerable to the Wyld as lands created by the Solar Exalted Charm Wyld Shaping Technique, and unless significant efforts are taken to maintain them they melt into the Wyld.
This Charm can also target pieces of a Primordial, severing pieces from them and making it part of the Tapestry. This requires a regular Melee attack, that must hit to be successful (If the Primordial does not use some kind of parry to prevent it from occurring). If it targets an area of a Primordial such as a piece of the Endless Desert, Autochthonia or the Demon city, then that piece promptly breaks off and drifts through the sea of the Wyld to come to rest at some appropriate location in Creation (Sometimes it sticks to the edges, but more likely it finds a place that suits its nature within the borders somewhere, pushing the rest of Creation out around it ever so slightly). Any First Circle Demons, Alchemical Exalted or other native creatures within the area immediately and permanently become part of fate. Any Second or Third Circle Demons are ejected into the surrounding area as the piece of reality they were in is yanked away from the being whose soul they are. This new piece of reality is just as stable as the Blessed Isle, and is real in all ways.
This Charm can also be targeted directly against a Second or Third Circle Demon. If the attack hits they are severed from the creature they were formally a part of and
are summarily ejected into Creation as a Spirit who is part of Fate. If a Primordials Fetich is successfully targeted with this attack, they immediately suffer the effects of Fetich death as their Heart takes on a new life.
Harmonic Inclusion Prana
Cost: 10 Motes, 1 willpower Duration: One Scene Type: Reflexive Min. Melee: 5 Min. Essence: 5 Prereqs: Charm Slicing Blade
The Solar Exalted extends their Harmony with the act of Melee to include other forms of combat for the rest of the scene. While this Charm is active they may use any supplemental Charm that could apply to a hand-to-hand attack including Martial Arts and Brawl Charms to supplement a Melee attack. They use their Melee Dice pool and adjudicate such Charms as if the appropriate combat ability in their description was changed to melee. They may perform Charms that normally require the user be barehanded through any melee weapon they possess. This Charm does not allow Charms to violate their normal rules for combo’s.
Essence Slicing Blade
Cost: 10 Motes, 1 willpower Duration: Instant Type: Supplemental Min. Melee: 5 Min. Essence: 5 Prereqs: Charm Slicing Blade
The Solar Exalted hones the Essence of their blade beyond that needed to merely slice Charms away from their target, they gain the ability to actually wound the targets very Essence. If this attack successfully hits, then calculate damage as if it were aggravated, but ignore effects that reduce or negate damage (Such as Adamant Skin or Bottomless Depths Defense). The attack actually deals no damage but for each level of damage that it would have inflicted it reduces the targets Permanent Essence by one to a minimum of one. A number of motes of Essence are lost along with access to Charms that require Essence higher than the characters new amount. Existing effects based on Essence are unaffected but new ones created use the new Essence rating. Lost Essence returns at the rate of one point per scene until it returns to its previous level.
Soul Slicing Blade
Cost: 10 Motes, 1 willpower Duration: Instant Type: Supplemental Min. Melee: 6 Min. Essence: 6 Prereqs: Essence Slicing Blade, Unconquered Sun Assault
The Solar Exalted hones the Essence of their blade far beyond even that needed to wound the targets Essence. They hone their Essence to become sharp enough to sever the souls connection to their targets body. If the attack lands any target is instantly slain without a roll. This Charm can also penetrate the vital centers of Essence in spirits, elementals, demons, ghosts, and even Primordials. Anything so hit is instantly and permanently destroyed. Charms such as Bottomless Depths Defense, and Adamant Skin Technique will not protect the character from this Charm as no physical damage is being dealt. The Lunar Charm Soul Anchor and the Dragon-Blooded Charm Soul of the Mountain will deflect it like any other death effect.
Comments
These are excellent! And really, really nasty :) I particularly like Shattering the Immaculate Essence, although it could get overly powerful if you combine it with Soul Slicing Blade (kill Chejop from halfway around the world! yay! :) - on the other hand it _is_ Essence 7. Do you have high essence charms for other abilities? Again, great work ^_^ - Wstfgl