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== Charms Coming Soon == *'''Flashing Draw Mastery:''' Permanent. When challenged, the breathtaking speed with which a Lawgiver calls blade to hand is often the last miracle her opponent witnesses. This Charm represents the unhesitating, blinding speed of a Solar’s genius hands, honed by a lifetime of practice. Add one success to the character’s Join Battle rolls. In addition to this benefit, the character may also reflexively draw or ready an Archery, Martial Arts or Thrown weapon upon rolling Join Battle, without the need for a miscellaneous action. Finally, all Archery, Martial Arts or Thrown attacks made during the first tick on which the character acts after rolling Join Battle have a Speed of three. *'''Swarm-Culling Instinct:''' Permanent. Sometimes outgunned, rarely outdrawn, a Lawgiver answers the call of battle with a swarm of deadly steel. This Charm permanently enhances the Lawgiver’s ability to manage greater numbers of opponents. Upon rolling Join Battle for the first time in a scene, the character may make a reflexive Thrown attack against any opponent whose Join Battle result is less than her own. Additionally, where others would grow desperate at the sight of enemy reinforcements, the Lawgiver is invigorated. For the duration of combat, the character may make a attack against all opponents who roll Join Battle after the initial Join Battle roll that began the fight, unless that character is doing so because they have cast a spell (generally representing new characters appearing and entering the fray). This Charm will only allow the Solar to make attacks against opponents whose engagement range she is within. Martial-ready: Archery, Martial Arts, Melee *'''Shrike-Saving Discretion:''' A Lawgiver may grow to become an old hand at killing. When greatly outnumbered, it may not do to break his cover at the first opportunity. This Charm permanently enhances its prerequisite. The Solar may opt to withhold free reflexive attacks accrued against opponents as outlined by the rules of Swarm-Culling Instinct, choosing instead to stock these attacks until a tactical opportunity presents itself. Free reflexive attacks stocked in this fashion vanish at the end of the scene. Until then, the Solar may unleash as many attacks as he has stocked on targets of his choice. For example, a character with five stocked attacks may choose to unleash five attacks on one target, or he may launch a single attack against five different targets, or he may attack one target three times and withdraw, retaining two free reflexive attacks until the scene ends. A Solar may stock up to (Dexterity + 3) attacks in this fashion. *'''Cover-Shrouding Movement:''' 3m or 3m1wp, reflexive, one action. During the Primordial War, Solar generals often found themselves marching armies against foes whose very shoulders buffeted the skies. From such a vantage, all manner of horrors might be hurled on the heads of the Lawgivers’ forces. Only the peerless tactics of the Solar Exalted saved the Celestial Host from such a fate. By paying three motes and activating this Charm, the Solar becomes impossible to target for all opponents outside of his engagement range. Alternately, the Solar may pay an additional one Willpower when activating this Charm to protect a complementary unit he leads. This Charm is accomplished by use of terrain; the character uses brilliant combat maneuvers to position himself in a locus of absolute tactical advantage. For one action, the Solar may continue to move himself and his army toward or away from his foe without reprisal. However, any opponent in combat who moves into the Solar’s engagement range may target and attack the Exalt. Cover-Shrouding Movement may not be used if the Storyteller determines that there is no possible cover for the Solar to employ. Note, however, that possible does not necessarily mean reasonable—a famous Solar general hid his army in the shadow of Mardukth as he moved his forces in for the kill. *'''Vanishing March Maneuver:''' 5m or 5m1wp, reflexive, one tick. The Solars used this Charm to sow confusion amongst enemy forces and control the tenor of battle. Upon paying five motes to activate this Charm, the Solar makes a critical combat maneuver which completely obscures him to all opponents in combat, rendering him impossible to target. By paying an additional point of Willpower, the Lawgiver may extend this benefit to a complementary unit he leads. The effect of this maneuver is perfect: it does not require cover. At the beginning of the next tick, when the Solar emerges from cover, all opponents within (Essence x 20) yards are considered to have made a Join Battle roll. Vanishing March Maneuver may not be activated if there are any opponents within 30 yards of the Solar, nor may it be re-used after activation until the character’s DV has refreshed five times. *'''Demon-Wracking Glory:''' Variable +1 wp. This Charm expands Phantom Conjuring Performance. The maximum radius for evoking unnatural effects extends to (Essence x 100) yards, or (Essence – 5) miles if the Solar has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to creatures of darkness within (Essence x 10) yards. The Charm causes harm through blatantly supernatural and suitably Solar effects. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.<br/> Demon-Wracking Glory inflicts harm in three ways. The Solar chooses between them each time she uses the Charm. Two methods last as long as the Abyssal continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Solar’s player must roll (Charisma + Performance) to initiate the attack. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects). ''Area, Continuing:'' The Solar inflicts one level of aggravated damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Solar’s aggravating performance affects every creature of darkness whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action.<br/> ''Single Target, Continuing:'' The Solar’s chosen victim suffers one level of unsoakable aggravated damage per action that the Solar continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action.<br/> ''Single Target, Instant:'' The Solar spends up to her (Stamina + Essence) in motes and inflicts that many dice of aggravated damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack.<br/> *'''Enemy-Castigating Solar Judgment:''' 2m supplemental. The Solar ignites her spirit with the Essence of the Unconquered Sun. This can enhance a physical attack, making it Holy and causing it to inflict aggravated damage against creatures of darkness. This Charm can also enhance social attacks that create shame, guilt, or fear, making the attack Holy, and causing them to treat it as unnatural mental influence that costs 1 WP to resist. This halves the creature's base MDVs against the attack. [[Category: Exalted]] [[Category:Campaign:Betrayal_of_the_Light]]
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