Melee

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(Barring the Gates of Heaven)
(Undeniable Might of the Chosen)
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An attack supplemented by this charm reverberates with waves of raw Essence, inflicting the Solar’s Essence in dice of unsoakable lethal damage. This damage is rolled at Step 10 of combat resolution as a special effect. Even if the attack is successfully parried or soaked, this damage is dealt on contact with the target or his weapon. A non-magical weapon that is used with or against this Charm will immediately shatter. Armor is more resilient, and suffers no special adverse effects
An attack supplemented by this charm reverberates with waves of raw Essence, inflicting the Solar’s Essence in dice of unsoakable lethal damage. This damage is rolled at Step 10 of combat resolution as a special effect. Even if the attack is successfully parried or soaked, this damage is dealt on contact with the target or his weapon. A non-magical weapon that is used with or against this Charm will immediately shatter. Armor is more resilient, and suffers no special adverse effects
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'''COMMENTS:<br>'''
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'''COMMENTS:'''Only one question: does the Charm deal it's special damage even if the attack is Perfectly Parried, Dodged, or Soaked?<br>
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===== Mantle of the God King =====
===== Mantle of the God King =====
11m; Mins: Melee 5, Essence 5;<br>One Scene,Simple <br>Keywords: Obvious, Compulsion<br>A true warrior of the Unconquered Sun is a deadly foe, and will not be denied on the battlefield. With this Charm, the Solar takes on the very appearance of the father of his awesome power, to devastating effect. The Solar for all intents and purposes to have four arms and a presence that burns the eyes to gaze upon. He may wield up to four one-handed weapons or two weapons with the 2 Tag without difficulty. Enemies to whom Solar expresses harmful intent (this automatically includes creatures of darkness, friend or foe) must succeed on a Valor roll or flee the Solar’s presence unless they possess a higher Essence than the Solar who activated this Charm. This is an unnatural Compulsion effect that can be suppressed for a scene by spending a single point of Willpower.  
11m; Mins: Melee 5, Essence 5;<br>One Scene,Simple <br>Keywords: Obvious, Compulsion<br>A true warrior of the Unconquered Sun is a deadly foe, and will not be denied on the battlefield. With this Charm, the Solar takes on the very appearance of the father of his awesome power, to devastating effect. The Solar for all intents and purposes to have four arms and a presence that burns the eyes to gaze upon. He may wield up to four one-handed weapons or two weapons with the 2 Tag without difficulty. Enemies to whom Solar expresses harmful intent (this automatically includes creatures of darkness, friend or foe) must succeed on a Valor roll or flee the Solar’s presence unless they possess a higher Essence than the Solar who activated this Charm. This is an unnatural Compulsion effect that can be suppressed for a scene by spending a single point of Willpower.  

Revision as of 00:48, 17 November 2007

Contents

Perfect Cut

5 motes, 1 wp. Melee 5, Essence 3.
Instant, Supplemental
Combo-Ok, Obvious
Fire and Stones Strike
Makes an attack Unparriable/Undodgeable. At Essence 6, this Charm becomes Until Next Action.


COMMENTS:


Burning Edge

4 motes, 1 wp Melee 5, Essence 3
Instant, Simple
Combo-Ok, Obvious
Fire and Stones Strike
Agg damage. Becomes Supplemental at Essence 5.


COMMENTS:


Barring the Gates of Heaven

8m Melee 5 Essence 4
One Tick/Reflexive(Step 2)
Combo-Ok, Obvious
Heavenly Guardian Defense
The Lawgiver's anima swells into a protective dome around her, perfectly guiding her blade in a thousand directions at once. All attacks that come at her are perfectly parried for a single Tick. Barring the Gates of Heaven may be used against unanticipated attacks, for the Solar's blade flies around her body in an unerring sphere--but only unanticipated attacks that occur on the tick it is active. This Charm is considered a perfect defense, and has one of the Four Flaws of Invulnerability.


COMMENTS:One of the two problems with Solar Melee is that it has no innate means to defend against Surprise attacks. This Charm changes that, however, and breaks the precedent set by earlier Melee Charms. Perhaps another Charm ought to be added, and then used as a prerequisite; one that detects Surprise attacks?


Mortal Steel Augmentation

5 motes, Melee 5 Essence 3
One Scene, Reflexive (Step 1 or 2)
Combo-Ok
Glorious Solar Saber
The Solar tempers her steel with the excellence of the Sun himself. This must be a mundane weapon that is not currently enchanted, otherwise the Sun’s blessing overrides lesser effects.

  • The weapon becomes unsunderable and gains the Orichalcum MM bonus.
  • The Solar has (essence x 2) points to distribute between Acc/Dmg/Def/Rate. None may be higher than Melee +1.
  • The Solar may, after an extended period of time, spend 3XP to transform his mortal weapon into an Orichalcum artifact with the statistics from its last activation. This would normally require no attunement, but then anyone could use the Solar’s personal weapon, to defend against this, the Solar may commit 1m to his weapon.

COMMENTS:


Shell-Bursting Stab

3m, Melee 4/Essence 3
Reflexive (Step 7)/Instant
Keywords: Combo-OK
Prerequisites: Arm-Breaking Blow

It was a truism in the First Age that armour does not keep the heart strong. If the Solar attacks a target and rolls even one die of post-soak damage, that target's bashing and lethal soak is reduced by the Solar's Essence. For mortal armours, this reduction is permanent until the armor is repaired. For natural soak, it is restored at a rate of 1 point each per hour of bedrest, or with a successful Intelligence + Medicine roll, difficulty equal to the Solar's dots in the Melee ability. For artifact armor, it is restored similarly, either at a rate of 1 point each per hour, or with care from someone with the appropriate Craft skills and abilities. If used on magitech armor, this charm adds the Solar's Essence to the armour's effective use time for purposes of needing repairs.


COMMENTS:


Undeniable Might of the Chosen

5m; Melee 5, Essence 4
Instant/Supplemental
Combo-OK, Obvious, Crippling
Prerequisite Charms: Fire and Stone Strike
The heroes of the dawn are insurmountable by their very nature, and as their power grows, even the mightiest of barriers becomes threatened by their might. Such is the glory that brought down the Primordials. An attack supplemented by this charm reverberates with waves of raw Essence, inflicting the Solar’s Essence in dice of unsoakable lethal damage. This damage is rolled at Step 10 of combat resolution as a special effect. Even if the attack is successfully parried or soaked, this damage is dealt on contact with the target or his weapon. A non-magical weapon that is used with or against this Charm will immediately shatter. Armor is more resilient, and suffers no special adverse effects


COMMENTS:Only one question: does the Charm deal it's special damage even if the attack is Perfectly Parried, Dodged, or Soaked?


Mantle of the God King

11m; Mins: Melee 5, Essence 5;
One Scene,Simple
Keywords: Obvious, Compulsion
A true warrior of the Unconquered Sun is a deadly foe, and will not be denied on the battlefield. With this Charm, the Solar takes on the very appearance of the father of his awesome power, to devastating effect. The Solar for all intents and purposes to have four arms and a presence that burns the eyes to gaze upon. He may wield up to four one-handed weapons or two weapons with the 2 Tag without difficulty. Enemies to whom Solar expresses harmful intent (this automatically includes creatures of darkness, friend or foe) must succeed on a Valor roll or flee the Solar’s presence unless they possess a higher Essence than the Solar who activated this Charm. This is an unnatural Compulsion effect that can be suppressed for a scene by spending a single point of Willpower. The Solar who activates this Charm may take four independent physical actions. For instance, the Solar might split for four separate Miscellaneous actions to draw weapons, take a Guard action, use a reflexive Charm while making a Melee attack, and then split her dice pool to attack several foes with Hungry Tiger Technique.
Fully independent actions follow exactly the same rules as taking successive single actions, except that:
- Only one action actually elapses, which matters for some Charm effects and durations. The slowest of the four actions the character takes is the one that determines how many ticks must pass before she can take her next four actions.
- A character who has split her dice pools can interweave her multiple actions. For example, she can split her first action’s dice pool to attack twice but take the second of her three independent actions between the first and second attack in the flurry. Split actions penalize a character’s dice pools only in the independent set of actions she is splitting. That is, she subtracts a base penalty from every action in one independent set equal to the number of actions she takes in that set alone, not equal to the total number she takes in all sets combined.
- The character may move only once.
- Characters cannot also use extra action Charms or Combos containing those Charms when taking more than one independent action. Also, on any action that the Solar wishes to make a non-reflexive social or mental action, he may only take two independent actions, representing the focus needed to fully take advantage of this Charm


COMMENTS: This Charm seems like it incorporates similar effects to Majestic Radiant Presence into it- maybe it ought to have that Charm as a Prerequisite, as well? Additionally, Solars normally have two arms, and, while they are growing an additional pair, they're merely doubling the number of arms they normally have. Since they're doubling their arm count, wouldn't it make more sense to double their action count, too, rather than quadruple it? Two independent actions means one action per pair; four means that the Solar not only doubles the number of arms, but also doubles the number of actions he takes with each pair of arms.


Reinforcing the Ramparts

- Melee 5, Essence 4;
Permanent
None
Prerequisites: Fivefold Bulwark Stance, Ready in Eight Directions Stance
Making a stand against insurmountable odds, the Lawgivers defend and return with equal fervor. This charm enhances Fivefold Bulwark Stance allowing a Solar to make up to his (essence) in counterattacks each action. The cost for activating Fivefold Bulwark Stance increases by 5 motes. Each are resolved as per Solar Counterattack referencing counterattack rules on pages 150 and 183 of the corebook.


COMMENTS:


Shimmering Blade Technique

10 motes, 1 Willpower Mins: Melee 5, Essence 4
Instant/Simple
Keywords: Combo-OK, Obvious
Prerequisite: Iron Whirlwind Attack
This technique allows a burst of power that decimates all in your path. Making one attack roll the Solar applies the results to all enemies within essence yards. This charm cannot be enhanced with Invincible Fury of the Dawn until the character is essence 5. Once you meet that prerequisite you make one attack roll that is applied 3 times against every foe within range.


COMMENTS:


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