SomoriSolarBrawl

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Soul-Shocking Strike

Type: Simple
Duration: Instant
Minimum Brawl: 5
Minimum Essence: 5
Cost: 5 motes
Prerequisite: Ferocious Jab

The Solar's blow stops short of his target, and a wave of burning essence extends from his body. This wave of flame intersects with his foes anima and twists it releasing essence stored there back into the world.

The Solar performs a Brawl attack soaked by Stamina + Essence only. When rolling damage dice, instead of doing damage to health levels, this attack removes the attackers Essence in motes for every 2 success on the damage roll from the defenders Peripheral Essence pool. Increase the defenders anima level by 2 steps for the next turn.

This attack is immaterial.

Will-shattering strike

Type: Simple
Duration: Instant
Minimum Brawl: 6
Minimum Essence: 6
Cost: 10 motes
Prerequisite: Soul-Shocking Strike

Holding a burning flare around his fist, the Solar punches towards his foes chakras, letting the light explode in a focused burst directly into his opponents will.

This attack is soaked by the defenders highest virtue + Essence. Instead of doing damage, for each 3 successes on the damage roll, the defender loses a point of temporary willpower.

Will-Destroying Strike

Type: Simple
Duration: Instant
Minimum Brawl: 6
Minimum Essence: 6
Cost: 13 motes
Prerequisite: Will-shattering Strike

Holding a burning flare around his fist, the Solar punches towards his foes chakras, letting the light explode in a white-hot burst directly into his opponents will.

This attack is soaked by the defenders highest virtue + Essence. Instead of doing damage, for each 3 successes on the damage roll, the defender reduces his willpower by 1 permanently.

Soul-Numbing Strike

Type: Simple
Duration: Instant
Minimum Brawl: 7
Minimum Essence: 7
Cost: 15 motes
Prerequisite: Will-Shattering Strike

As his attack lands, the Solar focuses his displeasure against his foe into a single burning flame that attaches and burns through their anima, letting off flares of Essence as the foes defenses burn out.

After rolling damage dice, do not apply damage to the defenders wound track. Instead if this attack would do more damage than the defenders permanent Essence, reduce the defenders permanent Essence by 1 temporarily. Essence lost in this way heals at the same rate as lethal damage. The essence pools availiable to a being change to be correct for their current temporary essence. If this reduces a beings Essence below the minimum amount required to use a charm, that charm is unusable. Any active charms with a minimum Essence greater than a beings temporary Essence end immediately and the motes become uncommited.