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"Things were starting to turn serious. So a certain someone decided to turn...
"Things were starting to turn serious. So a certain someone decided to turn...
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User | Total |
---|---|
Alexander | 44 |
Golden light pours into the sword, streams of energy rippling in and out of the surface like electricity. The appearance of Flame Delete changes: the hilt becomes more ornate and a sapphire appears on it; the blade elongate and over it appears a sheen of ice crystal arranged to form an exquisite pattern.
Fists of Iron Technique
Cost: 3m
Mins: Martial Arts 2, Essence 1
Type: Reflexive (Step 1 offensive, Step 2 defensive)
Keywords: Combo-OK, Hero
Duration: Scene
Prerequisites: None
The pugilist infuses her body with the glorious might of her Essence, striking with unbridled power. While this Charm is active, the base damage of her unarmed Martial Arts attacks is increased by her Essence rating. Her unarmed Martial Arts attacks may inflict Lethal damage if she so chooses, and she may parry Lethal damage unarmed without penalty. In addition, the pugilist's natural punch, kick and clinch weapons are considered Perfect
quality. The points granted by this status are allocated when the Charm is purchased, and may be altered after the fact for 1 XP.
[] Perfect weapons provide two +1 bonuses and one +2 bonus to spend on Accuracy, Damage, Defense or Rate, but cannot improve Rate by +2.
Choose where to allocate the points:
[] Accuracy:
[] Damage:
[] Defense:
[] Rate:
The same bonuses will be applied to Boosted Gear when equipped and while using Fists of Iron.
Hero: In addition to Perfect quality, the Solar adds the orichalcum Magical Material bonus (+1 Accuracy, +1 Defense, +1 Rate) to punch, kick and clinch, and adds the Piercing tag to punch and kick. These weapons count as orichalcum artifact weapons whenever that status would be beneficial. At Essence 3, the Charm may be activated as an Innate Ability. At Essence 5, it becomes Permanent with no mote cost.
First Occult Excellency
Cost: 1m per die
Mins: Presence 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.
----
"OUT OF MY WAY!" Your fist ram straight into the turret directly in front of you, the bullets (rubber ones you idly note) bouncing harmlessly on your Gear as the machine is torn apart from the attack. Hearing the other guns turning in your direction you jump down on the pavement, do a cartwheel and launch your body up before another mine could get you, your feet hitting the next gun at full force and wrenching it from its position.Current Attacks:
Boosted Gear: Speed: 5/6, Accuracy +3, Damage +9L/+8L, Defense: +3, Rate: 4/3. Tags: M, C, P
Kick: Speed 5, Accuracy +3, Damage +7L, Defense -1, rate 4. Tags: N, P
Clinch: Speed 6, Accuracy +3, Damage +4L, Defense -, rate 3. Tags: N
Training:
Strength: + 48 days.
Total Strength: 2/30 days (2 Months completed!)
Dexterity: + 48 days
Total Dexterity: 2/30 days (2 Months completed!)
Stamina: +48 days
Total Stamina: 3/30 days (2 Months completed!)
You can raise Strength by a maximum of 2 dots.
You can raise Dexterity by a maximum of 2 dots.
You can Stamina by a maximum of 2 dots.
----Martial Arts Training's debt: paid.
Training:
Strength: + 8 days.
Total Strength: 10/30 days
Dexterity: + 8 days
Total Dexterity: 10/30 days
Stamina: +8 days
Total Stamina: 11/30 days
Gained: +4 Xp
Gained: Gauntlets of Distant Touch Mode (see Boosted Gear's entry)
----Learned:
Fallen Angel Magic
[Notice-Me-Not Field] (in work)
[Fallen Angel Type Teleport] (in work)
I read them, but I don't understand. How do you use it? How are the various techniques used?The Slumbering Crocodile said:Speaking of the different mortal Martial Arts stuff (which isn't looked at much in Exalted, Supernatural MA is where it's at), Alex, have you considered rejiggering the New World Of Darkness' Martial Arts Style Merits for Exalted rules? (Ignore Adamantine Hand, that's a Mage-only style) Here's an example of a Exalted modification someone else came up with.
----The Snake Arc: Complete.
+4 Xp for defeating and disbanding the Snake gang
+1 Xp for recruiting Shougo Kitsukawa, ex-Snake's leader
+5 Xp for completing the quest
"It wasn't so hard-" You starts to say before being interrupted by a sound you are familiar with.Granting: "Touched by Dragon"
Cost: 6m, 1wp
Duration: Permanent
Prerequisites: Essence 3
Those who Dragons favored carry a mark of greatness on their souls: this Knack grants the Merit "Touched by Dragon" to a person the character has a positive Intimacy to. Characters with this Merit finds themselves at ease interacting with Dragons, and vice versa. When those who have the Merit "Touched by Dragon" channels or rolls one virtue, selected when they gain this Merit, add one die.
----Update!
Mittelt lost the "Creature of Darkness" status!
Mittelts gained the "Solar Half-Caste" status!
Mittelt gained the "Touched by Dragon" Merit!
Devil Spell
[Azure Blast] Range: 6 (33 yards, medium range). Duration: instantaneous (0). Area: 1 (Single target). Energy (Plasma): 1. Damage: +30 (10L Health damage). Meta-spell: 15 (Speed 3, Silent, Still, Target consumed) Components: 53. Rank 3 spell, Speed 3. Cost: -2 Exhaustion Damage or 6m. Description: The user fires a potent blast of azure energy towards his opponent, severely damaging and even destroying it with the blast of plasma.
How to learn it: Extended Roll where the user study and experiment in a peaceful environment without being disturbed. Roll (Int+Lore+Occult+Essence) at the end of each day (every three hours for Exalt Issei). Difficulty is set at 5, the required number of Successes is 30.
[] Relax and enjoy tranquilitySacred Gear Spell
[Crimson Lotus Blade] Range: 2. Duration: one hour (9). Area: 1 (Single target). Damage: +48 (16L damage). Energy (Fire): 1. Enhance (Strength +2): 30. Metaspell: 14 (Reflexive, Silent, Still). New Power: +4 (New natural weapon: Sword). Components: 109. Rank 4 Spell. Reflexive attack. Cost: -4 Exhaustion Damage or 20 motes. Description: A blade of fire extends from the user's Sacred Gear. The blade can be used with Martial Arts instead of Melee.
How to learn it: Extended Roll where the user study and experiment in a peaceful environment without being disturbed. Roll (Int+Lore+Occult+Essence) at the end of each day (every three hours for Exalt Issei). Difficulty is set at 6, the required number of Successes is 50.
"That Ise.." Rias proudly smiles. "Is the right answer."
[What was that?]
Your hands start trembling. 'Ddraig. Bright.'
You unfold your arms as Boosted Gear changes to full gauntlet mode. It's not just your fists that are trembling; now the the air is trembling too. It quivers under the weight of your essence, under the malevolent killing intent you are radiating like a star about to explode into a supernova.
----
Health:
-0 [X]
-1 [X] [ ]
-2 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
-4 [ ]
Incapacitated [ ]
Dying [ ] [ ] [ ] [ ] [ ] [ ]
----
'A suicide move?'Health:
-0 [X]
-1 [X] [X]
-2 [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
-4 [ ]
Incapacitated [ ]
Dying [ ] [ ] [ ] [ ] [ ] [ ]
----
----Boosted Gear received an upgrade born from desire!
Solar Lens
Add two motes to Boosted Gear's normal attunement cost.
Rather than serving as energy weapons in their own right, these versatile crystal artifacts were created to enhance energy-based Charm attacks. Only one lens can enhance the same activation of a Charm. In order for a Charm to qualify as a valid target for enhancement, it must fit one of two criteria. The first category includes all Charms that cause direct damage using projected energy. Such Charms double their base damage under the influence of the lens. (Therefore, a blast costing one mote per 2L, for which the lens-equipped Exalt spent three motes, would inflict a base damage of 12L, plus attack successes.) The second category includes all Charms that create a non-permanent weapon directly out of energy. For these Charms, the conjured weapon's Damage modifier is doubled while wielded by its creator. (Therefore, a flaming sword with a normal Damage modifier of +4L would add 8L to its lens-equipped owner's Strength to determine base damage.)
The Solar lens of Boosted Gear can enhance any Charm that use Holy energy.
Bright Hell Training's results:
Perception: +20 days
Total Perception: 0/30 days (1 Month completed!)
Intelligence: +16 days
Total Intelligence: Intelligence: 16/30 days (1 Month completed!)
Wits: +12 days
Total Wits: 22/30 days
Manipulation: +12 days
Total Manipulation: 12/30 days
Intelligence: OO -> OOO
Dodge: O -> OOO
Melee: O -> OO
Essence: OOO -> OOOO
Learned:
Reed in the Wind
Cost: —
Mins: Dodge 2, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Required for Charms: None
The Solar Exalted understand the humble wisdom of the reed and the willow. The greater the force directed against them, the more nimble they become to avoid harm. Whenever the Lawgiver uses his Dodge DV to avoid a physical attack, he adds a bonus equal to half the attacker's Essence, rounded up. This bonus counts as dice added by a Charm.
----Issei created through perseverance:
Dragon Steals The Root Method
Cost: 10m, 1w
Min: Martial Arts 5, Essence 4
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training, Heretical
Duration: One Week
Prerequisites: Any Form-Type Martial Arts Charm
Neither Solars nor Dragons take being told they can't do something well. Unlike mortal men, however, their response to this is invariably to prove the person spouting these lies wrong. This Charm is the culmination of that principle combined with Hyodo Issei's desire to guard and empower those he cares about. On a personal level this charm reduces the Xp cost for all Terrestrial Martial Arts Charms to 4x, or 5xp if Martial Arts is not a Caste or Favored Ability, and their training time is halved. Learning this charm excludes the Solar from learning the Charm Swallowing the Lotus Root.
As a Secondary ability this Charm works like Tiger Warrior Training Technique, except it requires both trainer and students, up to Magnitude 1, to share a positive intimacy of some sort. It allows training up to the Solar's own rank in that area (but not beyond the natural cap of the target) in any of the following: Martial Arts, Melee, Strength, Dexterity, Stamina, Terrestrial Martial Arts Charms and any Excellency's that can be learned by the student.
"Seem like I will really become the Taiyoryuutei instead of the Sekiryuutei." You smile before grimacing. "While on the other hand the Pure-blood families want my head?"
Good point. It's hard to surpass Solar Charms anyway.Smuthunter said:Put the knacks on hold. We have plenty of them already and way too many Solar charms to ever run out of things to buy.
----Lightsaber: Speed 4, Accuracy +2, Damage +5L/2*, Defense +1, Rate 3, Attune 5. Tags: O
Aggravated Damage against Creatures of Darkness