SolarMelee/BladeBond

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Blade Bond Charm tree

for Solar Melee

Back to SolarMelee/CrownedSun


Bonding with the Steel

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Melee: 4
 Minimum Essence: 2
 Prerequisite Charms: Summoning the Loyal Steel

The bond between a warrior and his weapon is a close one, which could be compared to the bond between a man and wife or two close friends. With this charm that bond is fostered and grown and enhanced with Solar Power, strengthening both the Solar and the Blade.

  • The Solar always knows the location of his blade, and gains additional successes equal to his Essence on any roll to avoid being disarmed. He gains his choice of +1 accuracy or +1 defense with his weapon, which cannot be changed later.
  • The Blade becomes impossible to break, and shines golden when the wielder is angered. If its wielder should be unarmed when the blade is within sight, it will automatically fly into his outstretched hand without any action on the part of the Solar (free refexive action). Lastly, no matter the circumstances, the Blade will never harm its bonded-wielder.

This charm can only benefit one particular blade at a time, and if that blade is somehow lost or is abandoned the Solar must spend one month bonding with his new blade before it gains the above benefits. If the Solar has progressed any further down this branch (Note: I haven't made any more charms for this Branch yet, but I'm working on it), those charms are lost for the new blade unless repurchased for half price (4xp each, for CasteSolarMelee/Favored). It is very unusual for a Solar to abandon a bonded blade once he has progressed past this charm.


Ideas So Far

Just some ideas for the charms, at the moment. I'll go into details later, whenever I have the inclination to do so...

Ideas for charms in the Tree

  1. A completely mundane weapon gains one dot of Artifact, and becomes an artifact weapon. The Solar can continue to buy this charm multiple times, up to a total number of times equal to his Essence. The statistics of the blade will increase, or it might gain some power. The option of the weapon morphing into Orichalcum is possible, but I'd probably avoid that. This would be 'off' the main tree, to allow for characters bonding with artifact weapons instead. Artifacts built with this charm are probably a little 'cooler' than a normal artifact, but not overpoweringly so.
  2. A charm that allows the Solar to improve the statistics of his weapon, for the scene. This would add to it's basic combat stats, such as Accuracy, Defense, or Speed. The bonuses would either be decided when the charm is purchased, or perhaps variable. Maybe make this three charms, one for each basic type of increase. Maybe even stackable, if the Solar takes the three turns?
  3. The Solar's weapon burns with the power of his anima, doing a small amount of extra damage. The amount is increased if the weapon is made out of Orichalcum, and possibly by the level of the character's anima banner.
  4. One of the abilities from the prerequisite charm; it seems a little too top-heavy, and could be split up a bit.

Ultimate/5: Not sure. I've pondered the idea of a fully independent action that has to be used for melee actions or melee magic.

Note, two of the charms in this tree (probably the ultimate, and the 'extra first charm ability') will give a bonus +1 to the weapons stats. The goal of this is to let the blade grow with the power of the Solar; this effectively makes the weapon exceptional if it wasn't already, and even more so if it began as exceptional or an artifact:D


Also, had an idea for an abyssal version of this tree with a charm that lets the abyssal shunt some of his damage into the blade...