IsawaBrian/SolarMeleeSwiftness
First Edition and Conversions
Swift Slice
Cost: 1 mote, +1 per additional initiative bonus Duration: Instant Type: Reflexive Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charms: None
The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents. The charm gives a base bonus to initiative equal to the character’s Melee score. The character’s first action must involve the Melee ability. Additional bonuses to initiative can be bought at a rate of 1 per 1 mote, but the total bonus cannot more than double the character’s base Dexterity + Wits score.
In Second Edition, this Charm functions differently:
Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental Keywords: Combo-Basic, Leader Duration: Instant Prerequisite Charms: Peony Blossom Attack
The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents. The Exalt must have a Melee weapon available to use this Charm, but it need not be drawn/readied. This Charm supplements a Join Battle Action, adding a number of bonus dice to the roll equal to the Solar's permanent Essence; as well, the character instantly and reflexively draws and readies an available Melee weapon.
Flanking Mospid Charge
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 1 Prerequisite Charms: Swift Slice
With a rush of Essence through her body, the Exalt swiftly charges an opponent. She automatically wins initiative over a single opponent. Characters cannot split their dice pools on the turn they use Flanking Mospid Charge. Two characters using Flanking Mospid Charge or similar effects in competition roll for initiative normally.
In Second Edition, this Charm functions differently:
Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3, DV -0) Keywords: Combo-OK, Leader Duration: Instant Prerequisite Charms: Swift Slice
With a rush of Essence through her body, the Exalt swiftly charges an opponent, striking out at him. She makes a single Melee attack, at a lower Speed and DV penalty than most normal attacks.
Striking Pterok Speed
Cost: 3 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Flanking Mospid Charge
Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield. For the rest of the scene, add his Melee to his dexterity for the purposes of determining how far he moves when making a Melee Action, and add his Melee to his Initiative for any round where his first action is a Melee Action. Effects such as Striking Mospid Charge, Opportune Shot, or Thunderclap Rush Attack do not automatically win initiative over the Solar.
In Second Edition, this Charm functions differently:
Cost: 1m per action; Mins: Melee 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Leader Duration: Instant Prerequisite Charms: Flanking Mospid Charge.
Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield. Reduce the Speed of a number of Melee Actions equal to the motes spent (maximum of [Melee] Actions) by 1.
Sunray Spear
Cost: 6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Striking Pterok Speed
While under the effects of this Charm, the character’s speed with a weapon is beyond compare. She flits from opponent to opponent, striking with blinding speed that cannot be followed. Until the end of the scene, the character automatically wins initiative each round as long as her first action is a Melee Action. Two characters using Sunray Spear or similar effects in competition roll for initiative normally.
In Second Edition, this Charm functions differently:
Cost:8m, 1 wp; Mins: Melee 5, Essence 4; Type: Simple (Speed 5) Keywords: Combo-Basic, Leader Duration: One scene Prerequisite Charms: Striking Pterok Speed, Flooding River Strike
While under the effects of this Charm, the character’s speed with a weapon is beyond compare. She flits from opponent to opponent, striking with blinding speed that cannot be followed. Until the end of the scene, subtract 1 from the Speed of any Melee action or Charm. This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of a Flanking Mospid Charge. At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater. In either case, there is a minimum Speed of 1 for any action.
Moment of the Strike
Cost: None Duration: Permanent Type: Special Minimum Melee: 3 Minimum Essence: 1 Prerequisite Charms: Swift Slice
The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents. In any given combat, in the first turn he acts, he doubles his base initiative (Dexterity + Wits). Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over him. These advantages cease to apply once he takes his first non-reflexive action, and his initiative tic is returned to normal if the first action he intends to take is not a Melee Action. There is no cost to use this Charm -- learning this Charm permanently enhances the Exalt’s capabilities.
In Second Edition, this Charm is dramatically different.
Cost:--; Mins: Melee 5, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Flanking Mospid Charge
The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents. Always double his Join Battle dice if the first action to be taken is an Melee action. The character may also double the mote cost for Swift Slice in order to add a number of successes to the roll equal to his permanent Essence, rather than dice.
Blinding Rush Method
Cost: None Duration: Permanent Type: Special Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charms: Moment of the Strike
It is possible to enhance a Solar’s reflexes permanently through long term harmony with the her weapons. As long as the Exalt makes a melee action first, she gains a permanent bonus to her initiative every Turn equal to her Melee score. Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over her.
In Second Edition, this Charm is dramatically different.
Cost:--; Mins: Melee 5, Awareness 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Moment of the Strike, Surprise Anticipation Method
It is possible to enhance a Solar’s reflexes permanently through long term harmony with the her weapons. This permits the Solar to use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is a Melee action. This typically is drawing her sword, but haste or paranoia can lead to tragedy.
== Second Edition
Eightfold Preparation
Cost: --; Mins: Melee 4, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Summoning the Loyal Steel
A skilled and powerful Solar can precisely control the very shape of the Essence wrapped around her weapons as she deposits them in Elsewhere. When summoning a weapon that was placed in Elsewhere by Summoning the Loyal Steel or any other Charm that creates or summons a relevant Melee weapon, the Solar may invoke Swift Slice as a non-Charm action.