Continuing the Solar Melee Tree
Righteous Vengeance Stance
Cost: 5 motes, 1 willpower Duration: Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Ready in Eight Directions Stance
To attack an exalt with mastery of the Righteous Vengenace Stance is to invite disaster, their weapon darting out even as you dare to attack them, striking back with righteous vengeance. For the rest of the scene, the exalt can freely counter a number of attacks per turn equal to his permanent essence. There are no limits to using solar counterattack or other charms to gain extra counters above this free amount. Counters otherwise take place just like Solar Counterattack, and cannot be used against other counterattacks.
Unwise Strike Invites Retribution
Cost: 4 Motes Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Solar Counterattack, Excellent Strike
The character has gained further skill in the art of defence and counterattack, and may defend against an attack, before counter attacking against his enemy's open points. The character may make a parry at his full parry pool, and if he successfully blocks, may then immediately counter attack with the number of successes left from his parry. If the enemy can defend against this counter attack, the difficulty of his defense is raised by the characters essence. Example: Jareth the Golden Eagle is defending against the rash attack of an imperial soldier, who scores 4 successes on his attack. Jareth activates Unwise Strike Invites Retribution for his defense, and rolls a parry of 7 successes. Having succeeded his parry, he now strikes back at the openings the soldier has left in his defense. He has 3 successes for his counterattack (7-4), but the soldier's saved parry is at difficulty 3, and his 4 success parry is woefully inadequate against Jareth's riposte.
Radiant Kingfisher Blade This is by Quendalon ... just put it on my page so I don't forget it
Cost: 4 motes Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 1 Prerequisite Charms: Excellent Strike
The character’s blade moves with inhuman deftness, striking through even the tiniest gap in any defense with ease. This Charm enhances a single Melee attack, circumventing all difficulty penalties imposed by Charms, shields, cover and attempts to make called shots. Effects that remove successes are considered to increase difficulty for the purpose of this Charm. Attempts to block or dodge the attack are not affected in any way by the Radiant Kingfisher Blade.
The character may declare that she is only reducing the difficulty penalty of an attack by one. If so, this Charm only costs two motes of Essence to invoke.
Transcendent Phoenix Edge Original by Quendalon ... but slightly reworked
Cost: 1 mote, 1 Willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Radiant Kingfisher Blade
The character unites her weapon’s Essence with her enemy’s, making her strike as inescapable as the dawn. The Solar makes a Melee attack as normal, but if she doesn’t roll enough successes to hit the target, she still hits. If an attack hits solely because of this Charm, post-soak damage is capped at the exalts essence.
Celestial Dragon Razor This is by Quendalon too
Cost: 6 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Transcendent Phoenix Edge
Filaments of solar Essence blaze around the character’s weapon, writhing in elaborate patterns as they guide it inexorably to the target. The Solar makes a Melee attack as normal, but if she doesn’t roll enough successes to hit the target, she still hits, doing her weapon’s base damage.
Sunfire Soul Attack
Cost: 1 mote per damage dice Duration: Instant Type: Supplemental Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Fire and Stones Strike
The character focuses his essence on his blade, sheathing it in golden fire as he attacks a well armoured opponent, the solar flame seeking out hidden gaps in armour, and flashing into open wounds, causing the merest scratch to be a deadly blow. If the attack lands and is soaked down to ping damage, the exalt may add damage dice up to his Melee score for every mote spent. The essence cost must be payed before the attack, and raises the minimum damage of the attack. If the attack naturally does more damage than payed for, the effect is essentially wasted. Much like Fire and Stones Strike, this charm will likely destroy mortal weapons, rendering them to a molten mess at the end of a turn. If this charm is used in combination with Fire & Stones Strike in a combo, it instead costs 2 motes per damage dice, in order to stop damage being scaled up too easily.
<B>Cost:FluffySquirrel/B> 2 motes, 1 Willpower <B>Duration:FluffySquirrel/B> Instant <B>Type:FluffySquirrel/B> Supplemental <B>Minimum Melee:FluffySquirrel/B> 5 <B>Minimum Essence:FluffySquirrel/B> 3 <B>Prerequisite Charms:FluffySquirrel/B> Sunfire Soul Attack, Transcendant Phoenix Edge
Sunlight can penetrate any crack, any hole- if there is a way to for sunlight to strike through, it shall. A character using this Charm energizes his weapon with a razor-sharp Essence edge, emulating sunlight’s piercing capabilities. No matter how strong the defense, he will be able to do damage to his opponent.
The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.
(Please excuse my note-taking, seemed like the best place for it: kill Companion Defending... put Flashing Blade in its place... rename Invincible Champion and move it down to Melee 5 Ess 3... it should probably need HGD as well. then remove protective guardian and replace it with the 5/3 scenelong, but drop the cost of that to around 3m of essence if you wish to keep the rather strange set of disadvantages -- Darloth)
Companion Defending Block
Cost: 2 Motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Dipping Swallow Defense
The character is adept at defending his companions, and can attempt to defend them from blows. When an ally within 5 yards is attacked, the exalt can dash to their defense and make a parry at his full melee parry pool. If the parry does not succeed, the attacks remaining successes will continue through against the original target, who may parry or dodge as normal.
Flashing Blade Defense
Cost: 4 Motes Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Companion Defending Block
The character takes advantage of his growing skill in defending others, allowing him to protect his friends without the expense of sacrificing his own defenses. When this charm is activated, the character may make a parry at full dice pool for either himself, or for a companion within 5 yards. The characters blade will flash brightly with reflected light as it moves nearly faster than the eye to block nearby attacks. As per normal rules for these charms, if the parry not succeed, the attack will still strike the original target, albeit reduced by the successes on the parry.
Cost: 3 Motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Companion Defending Block
When the character wishes to protect an ally, it is so. The character steps up to an ally within 5 yards and points his chosen weapon at them, focusing his essence through it and creating an impenetrable globe of golden essence around his companion. This charm can perfectly block any attack, even those normally unblockable. Super powerful attacks will cause lethal feedback in the essence shield, causing a weapon not made out of the five magic materials to shatter, but the protected character will remain unharmed, no matter what.
Protective Guardian Technique
Cost: 5 Motes Duration: Turn Type: Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Bulwark Stance, Companion Defending Block
The character can dedicate himself to defending a companion, instinctively adding his own parry to the defense of an ally within 5 yards. When this charm is activated, the character must designate a character to defend, and for the rest of the turn he may parry any attack against his companion with full melee parry pool. If the parry does not succeed, the reduced attack will continue through against the original target as normal.
Unparalelled Bodyguard Stance
Cost: 5 Motes, 1 Willpower Duration: Scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Fivefold Bulwark Stance, Protective Guardian Technique
The character can further dedicate herself to the defense of her friend, attempting to block any attack against them for the rest of the scene. Once this charm is activated, the character may parry any attack against the designated target at full parry pool, for the rest of the scene, provided they are within 5 yards of the target. This is not an optional effect, the character must defend the target once they have been set. If the parry does not succeed, the reduced attack will continue through against the original target as normal. Should the target and his bodyguard be seperated, the character must make as much effort as she can to rejoining them while the charm is in effect.
(Note, I realised these could easily be overused… as originally they added the parry to any ally within 5 yards, which could quickly escalate if several solars with scene long charms were all stood close to each other. So I changed it to designating a single companion to defend, which then neatly stops it being overused in a group.) FluffySquirrel
Hehehe... You know that abyssal charm I mentioned? It's already CALLED vengeful riposte
-- Darloth is grinning
Pfft.. changed ;) FluffySquirrel
^_^ *grins* Glad to see that you like my Charm. Just as a suggestion, you may want to list Transcendent Phoenix Edge and Radiant Kingfisher Blade before Sunfire Soul Attack, to keep the tree in prereq order, unless you're trying to separate your Charms from Quendalon's from mine, which would be understandable.
- -- IsawaBrian
Nope, makes sense.. changed layout.. meh.. I usually just chuck em in, if I dither too much, forget to put them up at all ^^ FluffySquirrel
I'd say Transcendant Phoenix Edge fits better as a direct pre-req to Edge as Sharp as Sunlight... Sunfire Soul isn't -that- nice to require a perfect attack, it's just an extension of more damage, imho. ALso, the range of those defences does need to be increased... but bleh, I dunno how. Maybe if you needed Iron Raptor as well, it would be justified?