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I will become God-Harem King of the World! [Highschool DxD/Exalted] (CLOSED)

Alexander said:
How do you do that? Charm? Which one?

Should have been more clear, sorry. It was a tabletop RPG, but not Exalted. It's a spell there.

The flabbergasted leader of the thugs realizing her half dozen companions where now statues and she was facing two mages ready to do the same with her to hand her over to the guard after she finished her little protection racket speech so they could go back to their beer... totally worth it.
 
Walkir said:
Should have been more clear, sorry. It was a tabletop RPG, but not Exalted. It's a spell there.

The flabbergasted leader of the thugs realizing her half dozen companions where now statues and she was facing two mages ready to do the same with her to hand her over to the guard after she finished her little protection racket speech so they could go back to their beer... totally worth it.
Ah, okay. But yes, it's greatly amusing.
 
[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees seating him focefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees seating him focefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
 
[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees, seating him forcefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees, seating him forcefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees, seating him forcefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees seating him focefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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[X] You have enough: jump up and teach those thugs a lesson.
-[X] As you see him brutalized you snap into action and step kicking a free chair to slide forcefully into the back of the lead goons knees seating him focefully. He has only moment to yelp before he's the one eating counter courtesy of your our stretched foot. "That" you start raising your leg. " Is enough of that." It come down in a Hammer kick before moving to the next.
 
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Issei's Awesome Adventures: Shady District (Part 5)
[X] You have enough: jump up and teach those thugs a lesson.
-[X] Larekko12's Stunt

----

'Bright-sensei, do you have any suggestions?'

[Hit fast. Hit hard. And, most importantly, hit the leader or the strongest one first.]

'On it.'

As you see the (relatively) innocent barman brutalized you snap into action: you stand up and step kicking a free chair to slide forcefully into the back of the lead goon's knees, seating him forcefully. He has only a moment to yelp before he's the one eating counter courtesy of your out stretched foot as you clear the distance between you and him too fast for his men to react.

"That-" You start raising your leg. "Is enough of that." It come down in a Hammer kick on his head.
Lead Goon's Health

-1 [/]
-2 [/] [/]
-4 [ ]
Incapacitated [ ]
Dying [ ]

"Boss!" The goon that ordered you to seat shouts. He sneers at you. "I warned you buddy."

"I know." You set into a stance, spreading your legs, one hand raised over your head and the other near your hips. "What I failed to mention, is that I don't give a rat's shit about your warnings."

One of the delinquents, you decide to call him "Goon 1", comes at your from the side with his fist raised. You shift your center of gravity and incline backward your torso: as his blow misses you entirely your hands seize his forearm before brutally twisting it behind his back. As he scream you twist it back and throw him against the counter.
Goon 1's Health

-1 [/]
-3 [/]
Incapacitated [/]
Dying [ ]
Goon 2 lets loose a flurry of punches, but his aim and form are so atrocious that you only need to lean down to dodge them. You make a leg sweep causing him to fall. Your descending foot on his family jewels take care of the rest.
Goon 2's Health

-1 [/]
-3 [/]
Incapacitated [/]
Dying [ ]

Helped by Goon 3 Lead Goon stands up, his head bleeding. He glares at you with eyes full of hate. "Who the fuck are you? One of Black Hand's men? Or are you one of those damn snobs from Ragnarok?"

"Just a concerned citizen worried about the city's safety." You shot him a smug smile. "As I see it you have two options: surrender, or be thoroughly beaten and then surrender."

"Fuck you." Is his curt reply. "Rottweiler, give me a hand."

Goon 3, or Rottweiler, moves as to put you between him and Lead Goon. Both of them produce a knife from their jackets.

"When I will be done with you, your face will look like grilled meat." Lead Goon threatens.

Yeah. No. Nope. No way in hell. Not all ladies like the scarred type. The "Pretty Boy" type is more popular.

[] Attack (1 target)
-[] Choose Target
[] Flurry (1+ targets)
-[] Choose Targets
[] Aim (Wait and take aim to increase chance of hitting)
[] Guard (less chances of being hit)
[] Use Charm
-[] Choose Charm
[] Write-in
----

Stunting is still possible. Just add it to your vote.
Lead Goon's Health

-1 [/]
-2 [/] [/]
-4 [ ]
Incapacitated [ ]
Dying [ ]
Rottweiler's Health

-1 [ ] [ ]
-2 [ ]
-4 [ ]
Incapacitated [ ]
Dying [ ]
Have you ever realized how much normal mortals suck compared to Exalts? I did while writing this. And to think, Issei only need to increase Athletics one or two Dots to be even more ridiculous.

A little reminder: now that Issei has Dots in Martials Arts he can start learning the Styles of Creation. The option isn't accessible yet, but it may be beneficial for you to decide in advance on what style to learn.
 
[X] Flurry
-[X] Disarm

You were never any good at Monkey in the Middle so you don't feel like playing around. As the two thugs lunge at you from both directions you vault over a table, noting the way their hands move with the knives. They circle around the table and try to flank you again but this time you can see them both move at the same time. Two hands reach out and snatch two wrists; two twists just so and two knives clatter to the floor.
 
[X] Attack (1 target)
-[X] Rottweiler

He's uninjured, so he's more dangerous.
 
Eler0 said:
[X] Attack (1 target)
-[X] Rottweiler

He's uninjured, so he's more dangerous.

all the more reason to finish off the injured one immediately, so our fight with dogboy is one on one.
then again, i see your point.

[] aim? (wrist)
-[] Rottweiler

get the knife away from him, then finish off the boss.

edit: disregard that. do both.

[X] Flurry
-[X] Disarm

You were never any good at Monkey in the Middle so you don't feel like playing around. As the two thugs lunge at you from both directions you vault over a table, noting the way their hands move with the knives. They circle around the table and try to flank you again but this time you can see them both move at the same time. Two hands reach out and snatch two wrists; two twists just so and two knives clatter to the floor.
 
[X] Flurry
-[X] Disarm

You were never any good at Monkey in the Middle so you don't feel like playing around. As the two thugs lunge at you from both directions you vault over a table, noting the way their hands move with the knives. They circle around the table and try to flank you again but this time you can see them both move at the same time. Two hands reach out and snatch two wrists; two twists just so and two knives clatter to the floor.
 
[X] Flurry
-[X] Disarm

You were never any good at Monkey in the Middle so you don't feel like playing around. As the two thugs lunge at you from both directions you vault over a table, noting the way their hands move with the knives. They circle around the table and try to flank you again but this time you can see them both move at the same time. Two hands reach out and snatch two wrists; two twists just so and two knives clatter to the floor.




Also Yay! History's Strongest Disciple crossover! :D The masters pull off crazy stunts like fight on the vertical surface on the side of a tower. Its awesome~!
 
Violet Veil of Sorrows style is hax and awesome but a bit hard to justify as something he can come up with on his own.

Fist of the Daystar, the rewrite of solar hero style is pretty good as well.

Maybe one of the immaculate monk styles. Some of those are pretty good.
 
I thought we had this discussion a dozen or so pages back and we decided on Fist of the Daystar? :-\
 
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[X] Flurry
-[X] Disarm

You were never any good at Monkey in the Middle so you don't feel like playing around. As the two thugs lunge at you from both directions you vault over a table, noting the way their hands move with the knives. They circle around the table and try to flank you again but this time you can see them both move at the same time. Two hands reach out and snatch two wrists; two twists just so and two knives clatter to the floor.
 
Smuthunter said:
I thought we had this discussion a dozen or so pages back and we decided on Fist of the Daystar? :-\
Just to see if you were sure about your choices 8)
cyberswordsmen said:
Violet Veil of Sorrows style is hax and awesome but a bit hard to justify as something he can come up with on his own.

Fist of the Daystar, the rewrite of solar hero style is pretty good as well.

Maybe one of the immaculate monk styles. Some of those are pretty good.
Sadly to learn a Sidereal Styles you need a Sifu (Sensei) who know the style and...well, While Bright saw Siderals using it she's no expert. She's a monster with a sword, but don't ask her about Martials Arts. So you are limited to Celestial and Terrestrial Martials Arts.

Fist of the Daystar it is then. Now, you can choose between three (3) variations of it:

[X] 1
-This is the original version. I will post it below:
FISTS OF IRON TECHNIQUE
Cost: 1m;
Mins: Martial Arts 2, Essence 1;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.

SLEDGEHAMMER FIST PUNCH
Cost: 3m;
Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
This Charm is also called the "Pillar-Breaking Blow." The Lawgiver's anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack.

DRAGON COIL TECHNIQUE
Cost: 3m;
Mins: Martial Arts 3, Essence 2;
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Fists of Iron Technique
The clinch of the Lawgivers does not fail. The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch crush attacks. This Charm cannot be placed in a Combo with extra-action Charms.

SOLAR HERO FORM
Cost: 6m;
Mins: Martial Arts 4, Essence 2;
Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Sledgehammer Fist Punch, Dragon Coil
Technique
The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them. This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. She must spend one mote reflexively in Step 7 of attack resolution each time she takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.

HEAVEN THUNDER HAMMER
Cost: 3m;
Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Solar Hero Form
The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Martial Arts attack. It ensures that the Solar's attack throws his enemy backward one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.

CRASHING WAVE THROW
Cost: 3m;
Mins: Martial Arts 5, Essence 3;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Heaven Thunder Hammer
The effective application of strength casts aside small nuisances. The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.

OX-STUNNING BLOW
Cost: 1m per die;
Mins: Martial Arts 4, Essence 2;
Type: Simple
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Solar Hero Form
The Essence-driven fists of the Solar Exalted can stun even legends, giants, armored cataphractoi and monsters. The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. Stunning damage ignores natural and armor soak, but it can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.

HAMMER ON IRON TECHNIQUE
Cost: 3m, 1wp;
Mins: Martial Arts 4, Essence 2;
Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Solar Hero Form
The Lawgivers' arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (her Essence + 1). This Charm lets the Solar make these attacks regardless of her weapon's Rate, without multiple action penalties and with a DV penalty equal to the highest penalty for any one attack. She must make all of
her attacks against the same target.

SHOCKWAVE TECHNIQUE
Cost: 3m;
Mins: Martial Arts 5, Essence 3;
Type: Supplemental
Keywords: Counterattack, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Crashing Wave Throw, Ox-Stunning
Blow, Hammer on Iron Technique
The Solar burns with Essence. Her strength and agility rise to inhuman levels. This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows her to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B
damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. Hurling one opponent into another operates with the same timing as a counterattack. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword such as Solar Counterattack or Leaping Dodge Method. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -1 on the Solar's DV.

[X] 2
This is a revised version created by Internet Author Jon Chung: here.

[X] 3
This is Version 2.0 of Jon Chung Fist of the Daystar: here.


Choose the version you like more.
 
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Isn't Violet Bier of Sorrows Style technically a really overpowered CMA?

[X] 3

I'm in another quest that uses this, and it's stated to be competitive with Solar Melee (better at some things, worse at others) with the Hero keyword effects and expansion charms listed.
 
Can someone with actual Exalted knowledge make pro/con comparison of our options ?
 
Deathwings said:
Can someone with actual Exalted knowledge make pro/con comparison of our options ?
I can describe them in general terms, at least:

The standard Solar Hero Style is underpowered compared to other Solar charms such as Solar Melee (which are hands down the most powerful combat charms in the game). This is because SHS is a Celestial Martial Art and can be learned by other splats such as the Sidereals and Lunars, so it's balanced for them to use. Solars get unique "expansion charms" that are somewhat more powerful but it's still a pretty serious buy-in to get to them.

Fist of the Daystar is Chung's rewrite, which fixes the power problem by giving each charm a "hero" keyword, meaning the charm has a second function or a power-up which only works for Solars. For example Fists of Iron Technique normally powers up your fists so you can deflect swords bare-handed and choose between inflicting lethal or bashing damage and such. The original version only works for a single action every time you use it, but Chung's second version lasts the whole scene, gives much better bonuses, and at essence 3 becomes a permanent effect.
 
The 2.0 version has an altered charm progression, unique to Solars, allowing them to get all but 3 charms without having to get Solar Hero Form, in comparison to 13 charms in the original revision that required Solar Hero Form.

Or, in laymans terms, 2.0 is more flexible, allowing us to dabble and cherry pick more readily.
 
I just want Heaven Thunder Hammer eventually.

I may not know a lot about how Exalted works mechanically, but it just sounds really fucking cool. And useful when you need to move an opponent.
 
John At DAwn said:
I just want Heaven Thunder Hammer eventually.

I may not know a lot about how Exalted works mechanically, but it just sounds really fucking cool. And useful when you need to move an opponent.
Heaven Thunder Hammer has fewer prerequisites in option 3. Not much fewer (just one charm that is itself all right in that version), but still. We can also punch people so they fly in whichever direction you like with the option 3 version.
 
John At DAwn said:
I just want Heaven Thunder Hammer eventually.

I may not know a lot about how Exalted works mechanically, but it just sounds really fucking cool. And useful when you need to move an opponent.
Pfft. Heaven Thunder Hammer is weaksauce. If you invest deep enough into Solar Hero Style you eventually get this little baby:

Sky Breaker Throw
Cost: 7m, 1wp; Mins: Martial Arts 6, Essence 6; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Horizon-Hurling Tactic (Crack the Sky, The Manual of Exalted Power—Infernals, p. 162-163), One With the Wave

For the most part, the Solar Hero is a picture of gentility. However, the ill-timed flailing of an assassin or a Yozi with poor table manners may catch a Lawgiver in the worst of moods. The Solar may activate this Charm to make an unarmed Martial Arts counterattack in response to a successful close range attack. On a successful counterattack, rather than inflicting damage, the Solar automatically throws his opponent 100 yards for every die of pre-soak damage on the attack that triggered Sky Breaker Throw, inflicting appropriate falling damage on impact. If the attack exceeds 20 pre-soak dice, Sky Breaker Throw hurls the opponent ten miles. If the Solar uses Sky Breaker Throw to respond to an attack inflicting 30+ pre-soak damage, the Solar may fling his opponent from his position half the distance across Creation.

Against an attack of 50+ raw damage, the range of the throw becomes infinite, allowing the character to designate a fitting location for his foe to touch down. For example, the Solar may choose to bounce his victim off the tip of the Imperial Mountain, in which case the target is catapulted to one of the far ends of Creation. Alternately, the character may express his displeasure by hurling his victim into the heart of the sun. If the Solar is particularly wroth however, he may fling his foe out into the stars, where his victim smashes through an unseen layer of Creation and comes screaming down over the brass skyline of Malfeas to leave a crater in the street. Any impact triggered by a throw of 20 or more pre-soak dice carries a penalty of arbitrarily high damage, sufficient to kill on impact. Due to a peculiarity in the distance between Creation and the Demon City, if the Lawgiver's victim survives being slammed into Malfeas, he will be unable to move from his crater of impact for five days, until time has caught up with him. Being targeted with a social or physical attack causes time to catch up with the character, allowing him to rise and act as normal. The player and Storyteller may work together to come up with additional interesting results for a throw of this magnitude. Note that Sky Breaker Throw requires that the victim be hurled into a specific location; the player may not choose to throw his victim into a limitless vacuum of empty space or send them infinitely sailing across the Wyld.

When used in realms other than Creation, Sky Breaker Throw may not be used to throw opponents into Creation save through stable passage points (such as a shadowland during the day, or an open portal between Creation and Autochthonia; under no circumstances may a Yozi be hurled out of Malfeas). Players should work with their Storyteller to define new and interesting parameters for a victim's landing inside of their current realm. Possibilities include, while fighting in the Underworld, banking the First and Forsaken Lion off the well of Stygia and into the maw of Oblivion; or while in Malfeas, throwing Ligier down Isidoros's throat.

This Charm's magic will not function without the Solar channeling his retributive fury into it; as such, it may never be used for the purpose of intentionally facilitating rapid transportation, rather than acting as a weapon.
TL;DR: We can eventually perform the Arc Gurren Lagann's Burst Spinning Punch if we go deep enough.
 

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