IsawaBrian/SolarMartialArtsAttack

From Exalted - Unofficial Wiki
Jump to: navigation, search

Second Edition


Devastation Concentration
 Cost: 2m; Mins: Martial Arts 4, Essence 1; Type: Supplemental
 Keywords: Combo-OK, Leader
 Duration:  Instant
 Prerequisite Charms: Fists of Iron Technique

By focusing on a single, pure moment, the Exalt unleashes a direct, forceful attack free of all distractions or interruptions. The attack so augmented ignores all penalties, except wound and multiple action penalties. This never affects a target's DV.


Wildman Needs No Aim Method
 Cost: 1m, 1 wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
 Keywords: Combo-OK, Leader, Obvious
 Duration:  Instant
 Prerequisite Charms: Devastation Concentration

There is a beauty and power to the combative “techniques” of a madman. Somehow, despite any lack of control, his blows will find their way home to his opponent. The Solar using this Charm emulates that style. No matter how crazy her strikes, she will strike her opponent. Indeed, her chaotic movements will bring her past all non-perfect defenses to attack her target! The player rolls to attack as normal, but if the attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes. This has no effect on soak, nor does it allow the character to hit an impossible target. The character may also use this Charm to ensure a grapple; in that case, she is considered to have at least one more success than her opponent.


Unavoidable Devastation Strike
 Cost: 8m, 1 wp; Mins: Martial Arts 5, Essence 5; Type: Supplemental
 Keywords: Combo-OK, Leader, Obvious
 Duration:  Instant
 Prerequisite Charms: Wildman Needs No Aim Method, Violent Harmony Meditation

The Exalt no longer needs to wait for crucial moments of vulnerability in his opponent. With a tremendous burst of Essence, he smashes through all defenses and obstacles to destroy his opponent, bringing ruinous force to bear at speeds faster than the eye can follow. Alternately, the character’s grasp becomes utterly inescapable, and his opponent is swiftly caught in an unyielding grip.

This is an extremely powerful attack and both dodge and parry DVs are ordinarily considered inapplicable. The Solar makes a Martial Arts attack roll as usual, with a number of automatic successes added equal to the character's permanent Essence. No external or internal penalties are applied to this roll; generally only a perfect defense can stop it in any way. All successes rolled here, plus the character’s Martial Arts score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers. The opponent soaks as normal, and damage is rolled as normal.


Furious Fists Flurry
 Cost: 5m; Mins: Martial Arts 3, Essence 3; Type: Supplemental
 Keywords: Combo-Ok, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Fists of Iron Technique

The character lashes out with his limbs, or an appropriate martial art weapon. Dozens or even hundreds of Essence-shadows lash out towards the Solar's opponent, rendering the target's Dodge DV inapplicable against this attack, and doubling the Solar's successes on the attack roll before comparing it to defense. This is done in Step 3 of the attack resolution.


Above the Fray Attitude
 Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
 Keywords: Combo-Basic, Leader
 Duration: One Scene
 Prerequisite Charms: Devastation Concentration

Through the commanding force of Solar Essence, the character lifts himself above the petty distraction of battle. Snares, twilight, even smoke or the blurring of Charms cannot stop the Solar from striking home or defending himself. Only the active defenses of others can stand in his way. Until the end of the scene, subtract the Solar's permanent Essence from all internal or external penalties (minimum dice penalty of 0, minimum difficulty 1) on Martial Arts rolls. This specifically does not include an opponent's Defense Value.


Spear-Breaking Strike
 Cost: Weapon Damage +1 motes; Mins: Martial Arts 3, Essence 2; Type: Simple
 Keywords: Combo-OK, Leader, Obvious
 Duration: Instant
 Prerequisite Charms: Tavern-Fighter Weave, Fists of Iron Technique

The Exalt creates a sphere of explosive energies in her hand, and lashes out at her opponent’s weapon. This Charm supplements an ordinary Martial Arts attack roll. If successful, the attack does no damage, but the attacker’s weapon is shattered in an explosion of power without injuring the defender. The sphere of energy requires motes equal to the weapon’s base damage modifier plus one. Artifact weapons are resistant to the exuberant burst of Solar energies, and instead shed them as motion, rocketing out of their owner’s hands a distance away equal to the Solar’s Essence in yards.

Comments