MartialArts/RighteousDevilRedux
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- Sun-Kissed Strike
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Martial Arts: 1
- Minimum Essence: 2
- Prerequisite Charms: None
- The character inhales deeply, the warmth of the atmosphere--or perhaps simply of his inner core--whirling within his chest in golden fire. At this moment, with the Essence corruscating within his chest, he makes an attack, the burning Essence bursting forth from the origin of the attack (be it the Exalt's body or weapon) and infusing the strike with licking flames. During the attack this Charm is activated with, the character adds his Essence in dice to the attack; additionally, the attack does lethal damage as the burning flames lick at the target.
- Blossoming Sun Meditation
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Martial Arts: 2
- Minimum Essence: 2
- Prerequisite Charms: Sun-Kissed Strike
- The martial artist inhales just as he did with Sun-Kissed Strike, and the Essence again comes to his chest, burning inside him like a small sun surrounding his heart. Upon contact, the burning Essence from within bursts forth upon contact, reaving the surface of the target's clothing, skin and armor, spilling ardent flames like liquid fire onto the victim. This Charm must be activated after a successful attack against an opponent, and it doubles the amount of pre-soak damage from the attack.
- Pyre-Devil Method
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Minimum Martial Arts: 3
- Minimum Essence: 2
- Prerequisite Charms: Sun-Kissed Strike
- Righteous Devils have often been ambushed or attacked without provocation, due to their reputation as harbingers of justice. As a result, a Devil must be prepared for any eventuality, and be able to react in any manner against unforseen circumstances. This Charm allows him to do so. This Charm must be activated before a turn's initiative roll. The Exalt using this Charm gains an additional die to roll for Initiative (thus the player would add Dexterity + Wits + 2d10), representing the whirling dervish of sudden, flaming motion that the martial artist comes to demonstrate. Alternatively, the player can sacrifice this additional die of Initiative to have the character perform one combat-related, diceless task before Initiative is rolled. This task can be anything from moving half the character's full Movement distance, reloading a weapon, unsheathing or unholstering a weapon, or any other action that, while related to the combat at hand, is not actually attacking or defending actively.
- Flames of the Sun Invocation
- Cost: 4 motes
- Duration: One Turn
- Type: Supplemental
- Minimum Martial Arts: 3
- Minimum Essence: 2
- Prerequisite Charms: Blossoming Sun Meditation
- Using this powerful Charm, the character turns her strikes into strikes of righteousness, punishing those that would be immoral and dark. The Exalt concentrates, letting her inner fire swirl within, creating a miasma of flaring Essence, golden flames licking from the inside of her body. These flames burst forward, suddenly licking along the character's arms and legs (and weapon if she possesses one). For the remainder of the turn, any attacks the character makes add her permanent Essence to their base damage, and the damage is Lethal and piercing, regardless of its original status, as the flames come alive and crawl under the target's armor and clothing, scorching their skin. Minions of the Underworld or Malfeas (including their respective Exalts) suffering from this Charm consider the damage aggravated.
- Pyre-Devil Entourage
- Cost: 4 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum Martial Arts: 3
- Minimum Essence: 2
- Prerequisite Charms: Pyre-Devil Method
- Beyond being ready for anything, a Devil must be able to protect himself without hindering himself in the process. With this Charm, this becomes more feasible, as the character twirls quickly for a moment, sending flames into the air and one the ground, letting them dance amongst his person. These pyre devils are created solely to protect the martial artist, and thus act to hinder any attacks that he might be subject to. For the remainder of the scene, all attacks made against the character add his permanent Essence to their difficulty. Additionally, any opponent making unarmed or melee attacks must soak the character's Essence in dice of Lethal damage, as the flames lick at the attacker's hands and flesh. Ranged attacks made with wooden weapons (such as normal arrows) suffer twice the character's difficulty to hit, as the wood is scorched and destroyed when it passess through the flames.
- Righteous Devil Form
- Cost: 6 motes
- Duration: One Scene
- Type: Simple
- Minimum Martial Arts: 4
- Minimum Essence: 2
- Prerequisite Charms: Flames of the Sun Invocation, Pyre-Devil Entourage
- Still thinking on this one...
- Licking Flames of the Sun
- Cost: 1 mote
- Duration: Instant
- Type: Supplemental
- Minimum Martial Arts: 4
- Minimum Essence: 2
- Prerequisite Charms: Righteous Devil Form
- Like the flames from a fire, the Exalt's blows exude heat and flames that are attracted to the target, extending the reach of the attack. Alternatively, the character's attacks find themselves propulsed further than they would be like to go. Be it as it may, upon activation of this Charm, the character extends the reach or range of his attack, allowing him to strike opponents up to (Essence x 2) yards away without moving, or targets twice as far as the normal range of any weapon he uses.
- Sun-Spot Tragets Technique
- Cost: 5 motes, 1 Willpower
- Duration: Until spent
- Type: Reflexive
- Minimum Martial Arts: 5
- Minimum Essence: 3
- Prerequisite Charms: Licking Flames of the Sun
- With this powerful Charm, the Exalt has learned how to concentrate the heat of his opponent's body into certain places, allowing him to use that heat as a target that he can never miss. The martial artist makes an attack, or series of attacks, as normal during a turn. At the end of the turn, the character can choose to activate this Charm. For every attack (up to the Exalt's Essence) that garnered at least 1 net success after defenses (it doesn't matter if it did any damage or not), the target gains a glowing, golden target on his body. On the next turn, the Exalt may attack up to as many times as the sun-spots on his opponent's body, and those attacks may not be dodged, and may only be parried by a Stunt or a Charm.
- Twin Salamander Fists
- Cost: 3 motes, 1 Willpower
- Duration: Ons Scene
- Type: Reflexive
- Minimum Martial Arts: 4
- Minimum Essence: 2
- Prerequisite Charms: Righteous Devil Form
- The character learns to suffuse his limbs (and weapons) with the power of the Twin Salamanders, creatures that mate for life and always act in unison when protecting each other or their nest. For the remainder of the scene, not only are off-hand penalties completely eliminated, but the character can ignore up to her Essence in dice of multiple action penalties.
- Sunfire Spread Attack
- Cost: 4 motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Minimum Martial Arts: 4
- Minimum Essence: 3
- Prerequisite Charms: Twin Salamander Fists
- The martial artist has learned how to direct the celetial flames in a way that makes him extremely deadly. To activate this Charm, the Exalt must first make a standard Dexterity + Martial Arts roll, making an attack that sweeps over a general area. The attack is accompanied with a scythe of coiling, flaring flames, which spread with sudden aplomb across an area, directly at the Exalt's opponents. With this Charm, the martial artist can attack in one movement a number of opponents equal to his permament Essence rating. Only one roll is made, but applied seperately to each opponent.
- Another Charm
- Cost:
- Duration:
- Type:
- Minimum Martial Arts:
- Minimum Essence:
- Prerequisite Charms: Righteous Devil Form
- Description.
- Pinnacle
- Cost:
- Duration:
- Type:
- Minimum Martial Arts:
- Minimum Essence:
- Prerequisite Charms: All the others.
- Description.