TheHoverpope/SolarMelee

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Solar Melee

Strong Arms of the Sun Style

Cost: none
Duration: permanent
Type: special
Min. Ability: 3
Min Essence: 2
Prereqs: Retrieve the Fallen Weapon

A mortal must grip their weapon as its maker intended, a hand or two on the hilt, two placed as the weight of the weapon demands if differently styled. The exalt who has learned this charm knows that he is the master of the weapon, and not vice versa. After all, an exalt is a being of potence and grace; why should the heft of a blade or the length of a spear slow them unduly? An exalt who has learned this charm is able to wield any two handed weapon in one hand. This does not in any way change requirements for strength or sheer size; a warstrider lance would still be infeasible, but the exalt may use a poleax, grand daiklave, or any other weapon that they could normally wield with two hands in only one. This is a permanent enhancement of the exalt's capabilities.


Umbra of Solar Glory

Cost: 3 motes, 1 willpower
Duration: Scene
Type: Reflexive
Min. Ability: 5
Min Essence: 3
Prereqs: Corona of Radiance

The sun's light casts all into brightness and shade, and it is in the difference between the two that the world is perceived. While the Corona of Radiance allows the solar to turn their light inwards to brighten their own flesh, this charm allows them to turn essence outwards watch the shadows written by their presence and the beings around them. For the duration of the charm, the user is able to roughly see immaterial beings. He senses an dark aura in their place, superimposed over the real world; flowing silver for gods, coiling black for ghosts, roiling green for demons; in all cases their essence hisses in his ears, making their presence audible as well as visible. He can tell roughly the size and movement of any of these beings, but is unable to make out their exact outlines. Furthermore, the exalt is able to strike at these beings at will, carving through the essence that is their being. However, the exalt is unable to see fine enough detail to enable communication by motion, and while the charm does grant sound showing the location of spirits nearby, it does not allow their words to carry to his ears. The only actions an exalt may make concerning denizens of the spirit world while this is active are attacks, parries and dodges. All actions taken against spirits are at a difficulty of +1 due to the imprecision of the charm.

Originally this was a flat five motes, but I made it reflexive so I felt I needed to up the cost.


Sun's Invincible Vestments

Cost: variable motes, 1 willpower
Duration: Scene
Type: reflexive
Min. Ability: 5
Min Essence: 4
Keywords: Combo-ok, obvious
Prereqs: Call the blade

The user of this charm calls out to the unconquered sun, and is surrounded with the essence of his might. He may call up weapons and armor to surround and empower him. On purchasing the charm, the character recieves one of the following benefits, and may buy additional effects for a cost of two experience points or one bonus point each.
Blinding Spear of Light - As per glorious solar saber, but at a cost of 3 motes, or 5 for paired blades.
Incandescent Godspear - As per immaculate golden bow, at a cost of 4 motes.
Impenetrable Skin of Flame - As per Glorious Solar plate, at a cost of 5 motes, or 7 with a shield.
Any number of these effects may be activated simultaneously, adding their costs together. Summoning armour with a shield and a sword would cost ten motes and one willpower.

This charm is an answer to how crappy the solar weapon and armor summoning charms are, especially in a world with Four Magical Materials Form. Which technically shouldn't be so vastly superior to solar charms. You know, in terms of cost, versatility, power... pretty much every way.

Twilight in the Dawn

Cost:---
duration:permanent
Type:Permanent
Minimum melee: 5
Minimum essence: 5
Keywords:obvious
Prerequisite Charms:Sun's Invincible Vestments

This charm enhances the character's Sun's Invincible Vestments. When using this charm, his modules in that charm are improved.
Blinding Spear of Light - This may now summon a melee artifact weapon of rating three or less.
Incandescent Godspear - This may now summon a ranged artifact weapon of rating three or less, either for use with Thrown or Archery.
Impenetrable Skin of Flame - This may now summon an artifact armour level three or less, and an artifact shield level 2 or less.
These do not summon an actual weapon, but an essence concept of a weapon, designed as the character wishes or modelled after a weapon they have seen. This does not grant the module if the character has not purchased it for Sun's Invincible Vestments. Other modules owned for Sun's Invincible Vestments may also be improved by this charm, at storyteller's permission.


The Art of the Master Swordsman

Cost:---
duration:permanent
Type:Permanent
Minimum melee: 1
Minimum essence: 1
Keywords:obvious
Prerequisite Charms: None

The chosen of the sun are one with their weapons and one with their art. This charm permanently enhances the exalt's capabilities with one of the following tricks:

Flashing Steel Draw:

If the exalt has drawn their weapon already in the scene, they may reflexively draw and sheathe their weapon as often as they would like for the duration of the scene.

Master Smith's Knowledge

The exalt may recognize the merits and flaws of weapons; thy know the strengths and weaknesses of any mundane weaponry they see.

Gentle Hand of the Master

The exalt can show his mercy without suffering for it; when pulling a blow, they do not suffer an increased difficulty

Masterful Barbarian Style

The exalt can unleash the wrath of the wilderness on their opponents; when making a fierce blow, they increase their damage by 3L/A or 4B, instead of +2/3.

Mounted And Mighty

Not every exalt has mastered their steed as truly as they have mastered their blade; consider the exalt's ride to be one point higher for purposes of capping melee scores.
Further modules cost 2 experience to purchase, and may be designed beyond the ones listed.

Comments:

When I first saw the summary in recent changes, I thought I'd dislike this charm for being not melee enough for my tastes... but I came and had a look anyway, hoping to be surprised, and I was! ^_^ I like this, it seems just right as an effect that should be in that tree somewhere. I agree with your costing, 5m is too cheap, although now you have a willpower you might want to drop the motes to 2 or even 1, not sure. On the other hand, I might also make it essence 4... But I'm unsure. Whichever, it's a really nice charm, so good work!
-- Darloth

I like this Charm too. Nicely done. (Although I do feel the +1 difficulty is unnecessary). - willows

I am in favour of the +1 difficulty, myself. Since it's a melee charm, I think it needs something to make it mechanically slightly worse (even for primary purpose ie hitting things) than buying single-purpose charms from elsewhere.
-- Darloth
It's buried under a lot of low-value prerequisites, though; I think that is a sufficient provision for "mechanically worse." - willows

This is very nice. The +1 difficulty makes some sense, but it seems a bit fiddly to me. I'd probably treat it as +1 success on any dodge attempt made by the target. Also, the thought that anyone who has this also has Corona of Radiance is terrifying. Exalts with both would be demon/ghost killing machines. Why did you choose to make it reflexive, though? -szilard

for Strong Arms of the Sun Style: I really want steel devil with naginatas. -TheHoverpope

Love The Art of the Master Swordsman. Suggestion about the Twilight in the Dawn - how about scaling? Path of the Arbiter Style from Imperfect Lotus is a TMA that gives a person Essence-construct artifacts equal to half a virtue in artifact rating with its post-form charms, perhaps the rating of these artifacts could be half Essence, or half the relevent Ability? Scaling is good, and is one of the things lacking in Glorious Solar Plate - and insufficient in the Blade and Bow charms. - IanPrice