Combat!

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UAM, 5fold, Singling Blade, Po CB?, HPM, AESS

  • Init - 21
  • Attack - bell - 18
  • Defense x 4 swords - 18
  • Defense reflexive - 15
  • Soak 13/15 (12/12)
  • Essence left - 12 peripheral, 25 personal
  • WP left - 6
 
PERSONAL WEAPONS
 
Perfect WeaponsDAMAGEACCDEFENSERATESPEED
Swordy (def)+4L(8L)+4(13)+3+5(17)3+4(11)
 
Artifact WeaponsDAMAGEACCDEFENSERATESPEED
 
War Bell+10L(P)(14)+5+5(18)(23HPM)+0(7)1+7(14)
 
Blue Daiklave+6L(10)+4(12)+3(10)6+7(14)

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Unmanned Armory MethodSI Pg.Simple10m 1W
With but a gesture, the Exalt can summon up a retinue of self-willed weapons to protect himself -- or to strike down his foes. Upon activating this Charm, the character summons up any number of weapons currently banished to Elsewhere through Raiding the Royal Arsenal. Each of these weapons springs into the air and begins to act on its own, as with Dancing Scimitar Technique. In addition, the Exalt may reflexively banish any of the weapons back to Elsewhere by spending 1 mote at any point while this Charm is active.

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Invulnerable Redoubt MethodS Ip?.53Reflexive6m
Bringing her weapon to bear with unimaginable force, the Solar completely deflects a single blow, no matter how powerful. This Charm perfectly parries a single attack which the Solar is aware of.

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Heavenly Guardian DefensePg.166Reflexive4m 1W
Block, without a roll, any single attack you are aware of, even if it is not normally blockable. When used against an area-of-effect attack, the Solar may protect other targets within arm’s reach as well as himself.

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Fivefold Bulwark StancePg.167Simple5m 1W
Scenelong Dex+Melee autoparry! Works even with missile and magical attacks with a physical component.

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Protection of Celestial BlissCB:D Pg.71Reflexive7m 1W
This Charm provides a number of parries equal to one-half the Character’s Melee, rounded down. These parries remain available as long as the Essence remains committed to the Charm. It may block attacks which are explicitly unblockable.. Blocking a strong attack will shatter a normal weapon, but 5mm weapons can withstand it.

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Formidable Blade DefenseS Ipg?.54Reflexive3m
The Solar’s weapon swiftly interposes itself in front of any oncoming blow, bearing a power strong enough to withstand any assault. He may add a number of successes equal to half of his Dexterity + Melee pool, rounded down, to a single parry attempt; alternately, he may make a reflexive parry attempt with the same number of automatic successes.

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Singing Blade Barrier StanceS Ipg?.54Reflexive6m 1W
Scenelong. The Solar’s weapon swiftly interposes itself in front of any oncoming blow, bearing a power strong enough to withstand any assault. He may add a number of successes equal to half of his Dexterity + Melee pool, rounded down, to a single parry attempt; alternately, he may make a reflexive parry attempt with the same number of automatic successes.

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Unyielding Adamant DefenseS Ipg?.54Reflexive8m 1W
One Turn. Against even the mightiest of onslaughts, a Solar can protect himself utterly. His blade blazing with brilliant sunfire, the Solar may perfectly block a number of attacks equal to one-half his Melee score (rounded up) at any point during this turn. This Charm may not block attacks which are explicitly unblockable.
This Charm may be included in Combos despite its non-Instant duration.

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Harmonious Presence MeditationPg.164Reflexive6m
+Ess to all one on one bur/pres/soc/perf rolls. Lasts 1 hour.

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Magic Suppressing TouchSI Pg?.121Supp.3m
With a careful gesture, the Solar stirs up the flows of Essence which make up a Charm being activated, causing great diffi culty for its wielder. To use this Charm, the character must be within his Permanent Essence in yards of the character using the targeted Charm. The Solar rolls Wits + Occult, opposed by his target’s Permanent Essence. For each net success on this roll, the target must spend an additional 2 motes to activate the Charm, or allow it to dissipate without effect. The target still must pay any standard costs for the Charm, \\ however. Note that if this Charm is used against a Reflexive Charm, the target may immediately reactivate that Charm.

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Charm-Annulling StrikeSI Pg?.122Supp.5m 1W
The Solar directly cuts apart the weave of Essence at the heart of an enemy’s Charm, negating its effects. Upon activating this Charm, the character chooses one of the following: either a single Charm which another character is in the process of activating, or a single Charm of non-instant duration which another character is currently under the effects of. She then makes a Wits + Occult roll, opposed by the target’s Permanent Essence. With even a single net success, the Charm is annulled and has no effect; the target must still pay all costs associated with its use, however.

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Magma KrakenS&S Pg.13135m
Upon casting this spell, bright red strands of Essence emanate from the caster's fingertips and burrow into the ground within 500 yards. The earth begins to shake in an area extending 50 yards from where the strands struck the ground. On the next turn, tremendous tentacles of superheated molten rock erupt from the ground and sweep through the caster's foes.
The caster chooses where in the 50-yard radius each of the tentacles erupts. Playres of those near where a tentacle bursts forth must make a reflexive Dex+Athletics roll dif 2 to avoid being knocked over. The tentacles last an entire scene unless destroyed or countered. When the spell ends, the kraken tentacles harden into serpentine structures of obsidian.
There are 10 kraken tentacles at the time of casting, each 15 yards long. All of the tentacles have Strength 10 + Caster's Perm Essence. They have a Brawl rating equal to the caster's Occult score, act on the caster's initiative, and deal raw damage of 5L+Str10+Ess. Successes add to damage as usual. 10s count twice. Damage is considered fire damage.
Kraken tentacles have no social or mental atts, and no Stamina. The tentacles are constructs of Essence, and have a sorcerous awareness of the caster's foes that are in range. Kraken tentacles ignore all bashing damage and soak the first 10L of lethal damage from any given attack. They have 10 HL, and regenerate at the endo f each turn. A tentacle must take 10 HL of damage in a single turn to be destroyed.
The caster may take control of a tentacle and use it to do a clinch maneuver. This takes the caster's full concentration and is equivalent to a simple-type Charm so he cannot activate Charms that are not reflexive, split his dice pools, or cast spells. After the first turn of control, the sorc may take one additional tentacle under his control each turn, and can control a maximum number of tentacles equal to his Perception. All of these tentacles may attempt to cling or grapple at their full dice pool, while the others mindlessly smash the closest foe. If the caster's concentration is broken, the clinch or hold of all the tentacles is broken.

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Torrential CascadeS&S Pg?.13630+2
Massive wave of water summoned from target body of water. 20 yds high, 100 yds long. Per+awareness to spot. Cascade moves 300 yds/turn, and travels Ess turns. Destroys all small buildings and does 45B per turn to immobile objects Cascade has Str+Ath 35 to move and uproot boulders and trees, etc. Creatures and small objects take 15B/turn. Exalts etc can avoid with Dex+Ath, dif caster's Essence