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== CHARMS == ===KNOCKOUT BLOW=== '''p. 190 ''', Exalted 2nd Core : '''Cost''': 4m, 1wp : '''Mins''': Martial Arts 4, Essence 2; : '''Type''': Supplemental : '''Keywords''': Combo-OK, Crippling, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Solar Hero Form :: Solar Exalted with this Charm can topple even behemoths with a single punch. This Charm supplements an unarmed Martial Arts attack. This Charm takes effect if the attack hits and inflicts even one health level of damage. If [damage successes x Exalt’s Essence] is greater than the target’s remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene. ====SOLAR HERO FORM==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 6m : '''Mins''': Martial Arts 4, Essence 2 : '''Type''': Simple : '''Keywords''': Form-type, Obvious : '''Duration''': One scene : '''Prerequisite Charms''': Sledgehammer Fist Punch, Dragon Coil Technique :: The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them. :: This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. She must spend one mote reflexively in Step 7 of attack resolution each time she takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt. ====SLEDGEHAMMER FIST PUNCH==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Supplemental : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Fists of Iron Technique :: This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack. ====DRAGON COIL TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Reflexive (Step 1) : '''Keywords''': Combo-OK : '''Duration''': Until next action : '''Prerequisite Charms''': Fists of Iron Technique :: The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. This Charm makes clinch crush damage lethal. This Charm also adds the Solar’s Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character’s Essence to the damage of clinch crush attacks. This Charm cannot be placed in a Combo with extra-action Charms. ====FISTS OF IRON TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 1m : '''Mins''': Martial Arts 2, Essence 1 : '''Type''': Supplemental : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action. ===HEAVEN THUNDER HAMMER=== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2; : '''Type''': Supplemental : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': Solar Hero Form :: The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Martial Arts attack. It ensures that the Solar’s attack throws his enemy backward one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object. ===FIRST (Martial Arts) EXCELLENCY — ESSENCE OVERWHELMING=== '''p. 183 ''', Exalted 2nd Core : '''Cost''': 1m per die : '''Mins''': (Ability) 1, Essence 1 : '''Type''': Reflexive (Step 1 for attacker, Step 2 for defender) : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: Lawgivers with this Charm are known for their moments of brilliance. The Exalt’s player can invoke this Charm when making a roll based on the relevant Ability. This Charm then adds one die to that roll for each mote spent. This Charm is the paradigmatic dice adder. The rule that Solars are prohibited from increasing a dice pool by more than their (Attribute + Ability) almost always refers to the purchase of dice through the use of this Charm. :: Characters can also use this Charm to enhance unrolled uses of the relevant Ability, usually to increase a Defense Value, for example, by increasing (Dexterity + Dodge) to protect against a physical attack. When enhancing static values, her player rolls one die for each mote spent on the First Excellency. Each success increases her effective (Attribute + Ability) rating for the task by two. Therefore, each success on the First Excellency roll increases an applicable static value by one. :: Characters cannot use this or other Excellencies or diceadding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. A character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This Charm can be part of a Combo or used together with the Second Excellency, but it is incompatible with the Third Excellency. It can never be used on the same roll as the Third Excellency. ===ADAMANT SKIN TECHNIQUE=== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 4m : '''Mins''': Resistance 5, Essence 3 : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Spirit Strengthens the Skin, Iron Skin Concentration :: Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability (see p. 194). :::: '''THE FOUR FLAWS OF INVULNERABILITY''' ::::: Standard perfect defenses against physical attacks are a cheap way to entirely ignore attacks, but each has one of four flaws. ::::: '''Conviction Flaw''': This Charm does not function when a Solar’s actions are contrary to his Motivation. The Storyteller should assume that a Solar’s actions qualify unless an enemy deliberately arranges for terms of conflict that dispirit and shake the purpose of the Exalt. The player can interpret it more strictly if desired. ====SPIRIT STRENGTHENS THE SKIN==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 1m per pre-soak damage die removed : '''Mins''': Resistance 2, Essence 2 : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Durability of Oak Meditation :: The unconquerable flame of the Solar’s spirit armors her against attack. She invokes this Charm after an attack hits her but before damage is rolled. This Charm reduces the raw (presoak) damage of the attack by one die for each mote spent. This Charm can reduce the damage of the attack to zero. ====IRON SKIN CONCENTRATION==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 2m : '''Mins''': Resistance 3, Essence 2; : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Durability of Oak Meditation :: Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. The Solar invokes this Charm after an attack hits him but before damage is rolled. Roll (his Stamina + Resistance) against a difficulty equal to the attacker’s Essence (up to a maximum of 6). On a success, this Charm prevents all damage from the attack; on a failure, this Charm still gives him +4A/+8L/+8B soak. ====DURABILITY OF OAK MEDITATION==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Resistance 2, Essence 1; : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: A boy cannot cut down an oak tree with a kitchen knife. Nor can a mere mortal slay the Solar with petty blows of mortal steel. The Solar invokes this Charm after an attack hits but before damage is rolled. This Charm sets her Hardness against that attack to 8. === COMBOS === ===='''"Wingless Bird Attack"'''==== : '''Cost''': 1 point (NOTE: GM gave one 1pt Combo at character creation) : '''Charms''': 1st (Martial Arts) Excellency + Heaven's Thunder Hammer + Adamant Skin : '''Description''': ??? ===='''"Bull in a China Shop Method"'''==== : '''Cost''': 2 points : '''Charms''': 1st (Martial Arts) Excellency + Sledgehammer Fist Punch : '''Description''': ??? ===='''"Sleepytown Technique"'''==== : '''Cost''': 2 points : '''Charms''': 1st (Martial Arts) Excellency + KO Blow : '''Description''': ???
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