Melee Charms

 

Excellent Strike

Cost: 1 mote per die

Duration: Instant

Type: Supplemental

Minimum Melee: 1

Minimum Essence: 1

Prerequisite Charms: None

The Exalted fills her weapon with crackling Essence, making her swing hard and true. For each mote of Essence spent on this Charm, the player may add one die to a single attack but can no more than double her character’s regular Dexterity + Melee dice pool.

 

Hungry Tiger Technique

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Excellent Strike

To activate the Hungry Tiger Technique, the Exalted charges her body and weapon with Essence, unifying the two and making her attack as if the weapon were an extension of her being. If the attack is successful, the player counts the extra successes twice for the purposes of determining damage. The Essence to power this Charm must be spent prior to making the attack roll.

 

Fire And Stones Strike

Cost: 1 mote per health level

Duration: Instant

Type: Supplemental

Minimum Melee: 3

Minimum Essence: 1

Prerequisite Charms: Hungry Tiger Technique

The character focuses her Essence into her weapon and swings a terrible blow against her opponent. If the blow is successful, the character’s attack does an additional die of damage against her opponent for every mote of Essence she spent activating the Charm. Characters cannot spend more Essence activating Fire and Stones Strike than they have dots of Strength. Note that the Essence cost of Fire and Stones Strike must be spent before the attack roll. If a nonorichalcum weapon is used to do more automatic damage successes than its damage rating, it will probably break.

 

One Weapon, Two Blows

Cost: 3 motes

Duration: Instant

Type: Extra Action

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Excellent Strike

The Exalted charges her weapon arm with Essence, and it becomes as fast as a striking snake. The character may attack a target twice in one turn. The attacks both occur on the character’s initiative, but each is rolled separately. If the defender attempts to dodge or parry, one roll is made and the results are applied to both attacks.

 

Peony Blossom Attack

Cost: Varies

Duration: Instant

Type: Extra Action

Minimum Melee: 3

Minimum Essence: 1

Prerequisite Charms: One Weapon, Two Blows

The Exalted surrounds herself with a nimbus of Essence, and her movements become as rapid and smooth as ice on hot metal. The character may make multiple attacks, either against multiple targets or a single opponent. The character may attack as many times as she likes, so long as she has sufficient Essence to fuel the Charm. Each attack costs motes of Essence equal to the twice the total number of attacks the character has made that turn, including his normal attack. A character making 5 attacks would pay 28 (4 + 6 + 8 + 10) motes of Essence to activate the Peony Blossom Attack.

The player must declare how many attacks the character will make this turn before the character takes her first action. The character cannot split her Melee dice pool and use this Charm in the same turn, so a Combo with some sort of defensive Charm is recommended. Defenders must dodge or parry each attack separately.

 

Iron Whirlwind Attack

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Peony Blossom Attack

The character permeates his body with raw Essence, so much that it wraps around him in a gauzy corona and leaves trailing streaks behind his lightning-fast strikes and thrusts. On the turn he uses this Charm, the character may make a total number of attacks equal to his Dexterity.

The character cannot split his Melee dice pool and use this Charm in the same turn, so a Combo with some sort of defensive Charm is recommended.

 

Retrieve The Fallen Weapon

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Melee: 1

Minimum Essence: 1

Prerequisite Charms: None

The Exalted may use the bonds that form between a weapon and its wielder to call his chosen implement of battle to his hand. This Charm can overcome friction and gravity to carry the weapon through the air to the character but cannot defeat doors, chains and other such substantial hindrances. The character must have his weapon hand empty and must be able to see the weapon in order to call it to himself. The character must have used the weapon and be familiar with it to use this Charm on it — it must be his weapon.

 

Call The Blade

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Melee: 2

Minimum Essence: 2

Prerequisite Charms: Retrieve the Fallen Weapon

The character may call her weapon back to her hand, even if she cannot see it. The weapon does not traverse the space between its location and the character’s hand, it simply flashes into her grasp. The call of this Charm reaches only (10 x the character’s Essence) yards, if the weapon is farther than that, the Charm will fail. As with Retrieve the Fallen Weapon, the character cannot use this power to steal weapons, only to call her own weapon to her.

 

Summoning The Loyal Steel

Cost: 1 mote to summon or banish

Duration: Instant

Type: Reflexive

Minimum Melee: 3

Minimum Essence: 1

Prerequisite Charms: Call the Blade

The character simply gestures, and his weapon flashes to his hand, appearing instantly in his grasp regardless of its previous location. A character who is holding his weapon can also banish it, spending a mote of Essence to place it Elsewhere. Weapons that have been placed Elsewhere are gone from the world and can only be reached by their Exalted owner through the use of Summoning the Loyal Steel. The Exalted must have an extremely close relationship with a single weapon to use Summoning the Loyal Steel on it and cannot know more than one weapon at a time well enough to place it Elsewhere.

 

Glorious Solar Saber

Cost: 5 motes + 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Call the Blade

The character can now never be disarmed. She can concentrate Essence in her hand, forming a glittering golden blade of pure magical energy that does a base lethal damage equal to the character’s Strength plus her Essence score. The blade glows brightly enough to light an area three or four yards across. Each Exalted’s blade is different, perfectly matching her personality and fighting style.

 

Iron Raptor Technique

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Melee: 3

Minimum Essence: 1

Prerequisite Charms: Retrieve the Fallen Weapon

This Charm allows the character to use his weapon to attack up to Dexterity x 5 yards away. The weapon whirls through the air to its strike its target, like a bloodthirsty, metal bird of prey, and then spins obediently back to the wielder’s hand. The character attacks with his Melee pool, as usual, and the damage is determined using his Strength as if it was a normal Melee attack. Iron Raptor attacks can be blocked like normal Melee attacks. Botched Iron Raptor attacks can result in stuck or lost weapons or injury to the Exalted using the Charm.

 

Sandstorm-Wind Attack

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Iron Raptor Technique

The character charges his weapon with Essence and strikes a blow at a distant target. A slashing edge of concentrated force leaps from the weapon and races toward the target. The character attacks with his Dexterity + Melee dice pool and does a base lethal damage of his Strength + his Essence. The Sandstorm-Wind Attack is blocked as a ranged attack, not as a Melee attack. Sandstorm-Wind Attack can strike characters up to (10 x the character’s Essence) yards away.

 

Edge Of Morning Sunlight

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Iron Raptor Technique

The character concentrates on manifesting his Essence through the medium of his weapon. The weapon becomes invested with Solar power and is highly effective against creatures of darkness, the undead and the Abyssal Exalted. The weapon adds the character’s Essence to its regular damage when used against such creatures.

 

Corona Of Radiance

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Edge of Morning Sunlight

The character channels Essence through her body, using her weapon as an aggressive focus. Her flesh coruscates with flickering Solar energy, and attacks against her by undead, creatures of the night and Abyssal Exalted are at +1 difficulty. In addition, if such creatures strike her without using a weapon, they must soak aggravated damage equal to the character’s Essence. While Corona of Radiance is active, the Exalted’s attacks against such creatures do aggravated damage and have a damage bonus equal to the character’s Essence.

 

Blazing Solar Bolt

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Corona of Radiance, Sandstorm-Wind Attack

The character channels pure Solar Essence though herself, focusing it with her will and through the medium of her weapon. A powerful lance of energy leaps between the Solar’s Caste Mark, her weapon and the target. The character makes an attack with her Dexterit + Melee dice pool, which cannot be blocked or dodged without the use of Charms. The attack does lethal damage and has a base damage of the Exalted’s Strength + her Willpower. Against inhabitants of Malfeas and the Underworld, Blazing Solar Bolt inflicts aggravated damage.

 

Golden Essence Block

Cost: 1 mote per 2 dice

Duration: Instant

Type: Reflexive

Minimum Melee: 1

Minimum Essence: 1

Prerequisite Charms: None

Through this Charm, the character uses Essence to guide her weapon on the defense, allowing her to parry the attacks of many foes at once. The character may trade Essence for dice to block any hand-to-hand attack that she is aware of, at the cost of 1 mote per 2 dice. The player cannot use more dice to parry any single attack than her Melee dice pool. If there are an odd number of dice in her Melee pool, then the fractional mote left over after buying the last die is lost.

 

Dipping Swallow Defense

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Golden Essence Block

The character has achieved further mastery of defensive Essence flows and can now more smoothly block attacks. Dipping Swallow Defense allows the character to use his full Dexterity + Melee dice pool to parry any one incoming hand-to-hand attack that he is aware of.

 

Bulwark Stance

Cost: 5 motes

Duration: Until next action

Type: Simple

Minimum Melee: 3

Minimum Essence: 1

Prerequisite Charms: Dipping Swallow Defense

The character now has the ability to use defensive Essence flows to gain perfect form and poise. Until her next action, the character may use her full Dexterity + Melee dice pool to parry any attack she is aware of, so long as the attack has a physical component and is not specifically noted as being impossible to block.

 

Heavenly Guardian Defense

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Bulwark Stance

The character may block, without his player rolling, any one attack against him that he is aware of, even if the attack is not normally blockable, such as that from an arrow, a bolt of acid or a hurtling boulder. Blocking the tremendously powerful attacks of beings such as godlings and demon princes will almost certainly cause non-magical weapons to perish, but the attack will be stopped at no harm to the Exalted.

 

Fivefold Bulwark Stance

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Reflexive

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Bulwark Stance

For the rest of the scene, the character is surrounded by glowing Essence arcs, outlining his ideal protective moves and guiding his weapon in defense. The character may use his full Dexterity + Melee dice pool to parry any attacks against him of which he is aware, even missile weapons and magical attacks that possess a physical component.

 

Solar Counterattack

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 1

Prerequisite Charms: Dipping Swallow Defense

Essence guides the character’s tempo, allowing her to strike when her enemy extends for an attack. The character may immediately make an attack at her full Dexterity + Melee dice pool against anyone executing a hand-to-hand attack against her. This attack is made after the roll to hit the counterattacking Exalted but before damage is determined.

The Solar Counterattack is not an action and does not subtract from the character’s dice pools or affect her action for the turn. A character can make as many Solar Counterattacks in a turn as she can afford to pay for, but a character cannot use Solar Counterattack in response to Solar Counterattack or any other counterattack Charm.

 

Ready In Eight Directions Stance

Cost: 5 motes

Duration: One turn

Type: Reflexive

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Solar Counterattack

The character now rides the impulses of Essence with supple perfection. To attack him is to invite a lethal counterstroke. Until the character’s next action, he may respond to all incoming hand-to-hand attacks with an immediate counterattack at his full Dexterity + Melee dice pool. As with Solar Counterattack, Ready in Eight Directions Stance comes after the opponent’s attack roll but before damage effects are applied. Ready in Eight Directions Stance in no way mitigates the attack’s effects. A character cannot use Ready in Eight Directions Stance in response to Solar Counterattack or any other counterattack Charm.

 

Whirlwind Of Searing Blows

Cost: 7 motes, 1 Willpower

Duration: One scene

Type: Supplemental

Minimum Melee: 4

Minimum Essence: 3

Prerequisite Charms: Fire and Stones Strike

The character increases her mastery of her power and learns to charge her weapon with Essence for an entire battle. Filled with devastating might, the weapon can deliver punishing blows to all opponents. Add the character’s permanent Essence to the weapon’s damage for the rest of the scene. Any weapon save one of exceptional quality will fall to pieces at the end of this scene, and only weapons made of the Five Magical Materials can stand up to repeated use of this Charm. A character can benefit from the effects of only one application of this Charm at a time.

 

Protection Of Celestial Bliss

Cost: 7 motes, 1 Willpower

Duration: Special

Type: Reflexive

Minimum Melee: 5

Minimum Essence: 6

Prerequisite Charms: Heavenly Guardian Defense, Fivefold Bulwark Stance

The character may block, without rolling, a number of attacks against him that he is aware of equal to his Melee Ability, even if the attack is not normally blockable (like a bolt of acid or a hurtling boulder). Blocking even a single strong attack by a powerful spirit or a Yozi will cause any non-magical weapons to perish, but the Charm will blunt the attack at no harm to the blocking character. Characters wielding magical weapons can parry any number of incredibly powerful attacks without risk.

 

Dual Slaying Stance

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: None

The character guides his hands with Essence, allowing him to fight with weapons in both hands. This Charm reduces multiple action penalties by 2 for an attack or parry action performed by a character wielding two weapons and completely eliminates the penalty for using a weapon in the character’s off hand. The character can activate this Charm a maximum number of times per turn equal to his Melee score.

 

Sun-And-Moon Method

Cost: 2 motes

Duration: One turn

Type: Extra action

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Dual Slaying Stance

Through harmony with the Essence flows, a character holding a weapon in each hand can strike once with each weapon without penalties for off-hand use or multiple actions. In a single turn, the character can make two parries, two attacks or one attack and one parry without any penalties for multiple actions. However, a character cannot split his dice pool when using this Charm, and the character’s parry is normal single-attempt parry unless the Exalt is also using Two Swords Technique. In order to use this Charm, the character must have weapons in both hands. This Charm may explicitly be placed in a Combo despite its non-Instant duration. This Charm may be activated reflexively but Combos as if it were of the Extra action-type.

 

Two Swords Technique

Cost: 4 motes

Duration: One scene

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Sun-and-Moon Method

The character can now allow Essence to manage his hands for him and receives no penalty for fighting with two weapons for an entire scene. He may use either weapon to perform any combat action without penalty. This does not allow him to take extra actions as if he were using Charms, but he may split his dice pool normally. In addition, this Charm completely eliminates the off-hand penalty and also allows the character to sacrifice an action for the turn make a “cascading parry.” This consumes both his actions for the turn. The cascading parry’s dice pool starts at the Exalt’s Dexterity + Melee + the sum of the two weapons’ defensive bonuses and drops by 1 for each successive parry attempt. A character using Two Swords Technique can abort to this defense, just as if he were aborting to a full dodge or a full parry. In order to use this Charm, the character must have weapons in both hands.

 

Steel Devil Style

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 5

Minimum Essence: 4

Prerequisite Charms: Ready in Eight Directions Stance, Two Swords Technique

The character enfolds himself in Essence, allowing it to guide his actions as he whirls through a breathtakingly graceful whirlwind of deadly blows. So long as he has weapons in both hands, a character who has activated this Charm is an incredibly deadly opponent.

Whenever the character is attacked, he may make a reflexive automatic parry attempt with whichever of his weapons he chooses at his Dexterity + Melee + any other modifiers. In addition, he may reflexively counterattack any hand-to-hand attack with whichever of his weapons he chooses. This counterattack is rolled after the automatic parry, and if the automatic parry is successful, extra successes on the parry attempt are added as bonus dice to the counterattack roll.

The parry and the counterattack are “normal” actions for the character, and so, the character could enhance his counterattacks with Excellent Strike or his defense with Golden Essence Block, but the character still cannot invoke the effects of more than one different Charm per turn without a Combo. In addition, a character under the effects of this Charm may not use or benefit from extra action Charms, nor may he use or benefit from any effect that causes him to make another parry or riposte. The counterattack effect of Steel Devil Style cannot be used in response to other counterattack effects, but the automatic parry is still active against these attacks.

In order to use this Charm, the character must have weapons in both hands. If the character is no longer using two weapons, he loses access to the Charm’s effects, though he can use them again the instant he is rearmed. A character under this Charm’s effects who no longer has a weapon in either hand is still unable to activate extra action, full parry or riposte Charms while disarmed and must terminate the Charm’s effects (this can be done reflexively and does not require dice or count as an action) in order to permit these types of effects to work on him.

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