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Campaign:Golby's Beautiful Placeholder/Johnway
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== Charms == * Second Excellencies: '''Melee, War, and Presence''' First Excellency: '''Bureaucracy''' * (Melee) Dipping Swallow Defense (Melee 2, Essence 1 pg. 192) 2m, reflexive (step 2), Combo-OK, instant. Ignore all penalties to Parry DV * (Melee) Solar Counterattack (Melee 4, Essence 1 pg. 194) 3m, reflexive (step 9), Combo-OK, Counteratack, Instant. give the solar the ability to make a counterattack * (Melee) Ready in Eight Directions Stance (Melee 5, Essence 2 pg. 194) 5m, reflexive (step 9), Combo-OK, Obvious, until next action. Until next action, whenever Parry DV is used against an attack, this share allows a counterattack to be made * (Melee) Bulwark Stance (Melee 3, Essence 2 pg. 193) 5m, reflexive (Step 2), Combo-Basic, until next action. Causes the character to ignore any penalties to his Parry DV until his next action * (Melee) Heavenly Guardian Defense (Melee 4, Essence 2 pg. 193) 4m, reflexive (step 2), Combo-OK, Obvious, instant. A parry which perfectly defends against any attack, even if it is unblockable. Should the parry be made using a mundane weapon against an attack which inflicts 25L, before soak, the weapon will break. Valor Flaw: The exalt must move towards the opponent he considers most dangerous on every tick until his DV refreshes twice. * (Melee) Call the Blade (Melee 2, Essence 2 pg. 191) 1m, reflexive (step 2), Obvious, instant. The solar draws a weapon they own from within essence x10 (30) yards. * (Melee) Summoning the Loyal Steel (Melee 3, Essence 2 pg. 192) 1m, simple (speed 3), combo-ok, indefinite. This charm functions in the same way as the archery charm Summoning the Loyal Bow. This charm allows the exalt to draw their weapons from elsewhere. * (Melee) Iron Raptor Technique (Melee 3, Essence 2 pg. 192) 2m or 4m, Simple (Speed 5), Combo-OK, Obvious, instant. The solar's weapon flies towards an enemy and then returns to it's master. The range of the attack is essence x8 yards (24) and is treated as a normal melee attack. Should the exalt spend two additional motes, the attack cannot be blocked without the aid of a stunt or charm. * (Melee) Blazing Solar Bolt (Melee 5, Essence 3 pg. 192) 3m, 1wp: Simple (Speed 4), Combo-OK, Holy, Obvious, Instant. The solar's class mark blazes as they send a bolt of solar fire from their weapon. The attack pool is formed from dexterity+ melee+ essence and has a range of essence x10 (30) yards. It cannot be blocked or dodged without the use of a charm or other magic. It ignores cover and deals lethal damage equal to user's strength+willpower. * (Melee) One Weapon, Two Blows (Melee 2, Essence 1 pg. 191) 1m: Reflexive, Combo-OK. The solar adds one to the rate and accuracy of his/her weapon until their next action. * (Melee) Peony Blossom Attack (Melee 3, Essence 2 pg. 191) 2m per attack: Extra Action, Combo-OK, Obvious. This charm is a magical flurry of up to (essence+1) attacks. Each attack costs the user 2m, and the attacks are made without any multiple action penalties. The DV penalty for this action is equal to the highest penalty of any one attack. * (Presence) Enemy-Castigating Solar Judgment (Presence 1, Essence 3 pg. 205) 2m, Supplemental, Combo-OK, Holy, Obvious, Social. This charm allows the exalt to supplement either a social or physical attack by making it holy and causing it to deal aggravated damage to creatures of darkness. If this charm is used to augment a social attack, creatures of darkness treat the attack as unnatural mental influence that costs one willpower to resist. In addition, this charm halves the the creature's base MDV against the attack. * (War) Route-Stemming Gesture (War 3, Essence 2 pg. 197) 4m/1wp, reflexive, Combo-OK, Obvious, War, until next action. The Exalt can target any unit within essence x100 (300) yards. This charm causes the targeted unit to succeed on all valor rolls. If used while a target fails a valor roll, this charm allows the result to be re-rolled. * (War) Mob-Dispersing Rebuke (War 3, Essence 2 pg. 197) 7m/1wp, simple (speed 3 in long ticks), Combo-OK, Social, War, Instant. Forces an enemy unit within (essence x100) yards to make an immediate check for route. The difficulty for this role is 1 if the unit's magnitude is greater than the Exalt's essence and 2 otherwise. * (War) Fury Inciting Presence (War 3, Essence 3) 10m/1wp, Simple (speed 5 in long ticks), Combo-OK, Obvious, once scene. Attempt to persuade everyone who can hear him into forming an unordered military unit under the exalts control (charisma + [Performance or War]). The mod disperses if the Exalt abandons them for more than 15 long ticks. * (War) Heroism-Encouraging Presence (War 4, Essence 3 pg. 197) 8m/1wp, Simple (speed 6 in long ticks, combo-ok, Obvious, War, once scene. This charm affects any unit or social group under the exalts command within essence x5 (15) yards. These groups no longer need to make valor checks. In war, this charm prevents rout and fatigue. * (War) Tiger Warrior Training Technique (War 4, Essence 3 pg. 198) 10m/2wp, simple (dramatic action), Obvious, Touch, Training, one week. This charm requires five or more hours of effort in a given week to have any effect. This charm increases the drill of unit by one to a maximum of five. In addition, valor, strength, dexterity, stamina, archery, dodge, martial arts, or melee can be increased each week of training. These traits can be increased to an maximum of 4, although they cannot be trained past the solar's own traits. * (Athletics) Monkey Leap Technique (Athletics 1, Essence 2 pg. 223) 3m, reflexive, Combo-OK, one scene. This charm allows the exalt to to jump with a move action for the rest of the scene. In addition, the length of all jumps is doubled. * (Resistance) Ox-Body Technique (Resistance 1, Essence 1 pg. 208) no cost, permanent, stackable. Two -1 health levels * (Linguistics) Sagacious Reading of Intent (Linguistics 1, Essence 1 pg. 233) 3m, reflexive, Combo-ok, Social, instant. This charm allows the exalt to determine the motivation behind a statement. If this is used to defend against a social attack, the charm perfectly negates the attack. * (Bureaucracy) Speed the Wheels (Bureaucracy 3, Essence 2 pg. 231) 8m, simple, combo-OK, indefinite. The exalt rolls {Int or Cha}+ bureaucracy and adds the solar's essence rating in in automatic successes. If this action is contested, the opponents (int + bureaucracy)/2 is added as an external penalty from the successes on the activation roll. If the roll is successful, the time needed to complete the bureaucratic is divided by the solar's essence +1 with a maximum amount of time of one season. === C-C-C-Combo's === * *defensive anticipation method*<br/> ''Heavenly Guardian Defense - Ready in Eight Directions Stance - Bulwark Stance'' 1wp 14m<br/> Emmanuel quickly builds momentum by rotating his weapon in a windmill motion. His pale violet essence makes a brilliant display as it flows to the blade of his weapon, leaving a glowing circular impression in the open air. Using the momentum from the rotation, Emmanuel shunts his opponent's attack towards the ground. From this position, he quickly retracts his weapon and prepares to defend himself against any further attacks.<br/> <br/>
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