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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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Alexander | 44 |
Limit Points: [X] [X] [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ]The character has the unfortunate tendency to become romantically obsessed at the drop of a hat. When the character's limit breaks, he will fall head-over-heels in love with someone whom he considers attractive, and has met under stressful circumstances.
Uncontrolled: the results can range from the merely embarrassing, such as spending weeks attempting to court a comely shepherdess rescued from a landslide, to the downright suicidal, such as storming a Deathlord's castle in a desperate attempt to confess undying love to a beautiful deathknight. No matter how unsuitable the object, the character's infatuation knows no bounds. He will be incapable of thinking of anything aside from his beloved, probably spending much of his time composing overwrought poetry and the rest stalking the unfortunate person like a love-struck teenager. He may even go so far as to threaten suicide if anyone tries to deny him his love. The character will come to his senses after a number of days equal to his Compassion score, but until then, not even overt scorn or violence from his beloved will dissuade him.
Trigger: the character witnesses someone attractive in peril or duress (even if the character himself is the cause of that duress).
Partial Control: The character will not be forced to place himself in danger to gain his love's attention
Integrity-Protecting Prana
Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable. This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply an undesirable effect.
First Presence 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.
Enemy-Castigating Solar Judgment
Cost: 2m
Mins: Presence 1, Essence 3
Type: Supplemental
Keywords: Combo-OK, Holy, Obvious, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The Solar ignites her spirit with the Essence of the Unconquered Sun. This Charm can enhance a physical attack. This Charm makes the attack Holy and causes the attack to inflict aggravated damage against creatures of darkness. This Charm can also enhance social attacks that create guilt, shame or fear, or where the Exalt uses a stunt to draw on these emotions. It makes the attack Holy. This Charm makes creatures of darkness treat the social attack as unnatural mental influence that costs one Willpower to resist. This Charm also halves the creature's base MDVs against the attack. This Charm is specifically permitted to enhance rolls based on other Abilities.
Durability of Oak Meditation
Cost: 2m
Mins: Resistance 2, Essence 1
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
A boy cannot cut down an oak tree with a kitchen knife. No more can a mere mortal slay the Solar Exalted with petty blows of mundane steel. The Solar adds (Essence + Resistance) to his bashing and lethal soak against a single attack.
Spirit Strengthens The Skin
Cost: 1m per post-soak damage die removed
Mins: Resistance 3, Essence 2
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation
The unconquerable flame of the Solar's spirit armors her against attack. She invokes this Charm after an attack hits her but before damage is rolled. This Charm reduces the post-soak damage of the attack by one die for each mote spent. This Charm may not reduce an attack's damage below one die.
Iron Skin Concentration
Cost: 2m
Mins: Resistance 3, Essence 3
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: One tick
Prerequisite Charms: Durability of Oak Meditation
Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. All attacks against the Solar have their minimum damage reduced by one die for the duration of this Charm.
Second Craft Excellency
Cost: 2m per success
Mins: Craft 1, Essence 1
Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwavering perfection. The Exalt's player can invoke this Charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dices with the First Excellency or some other dice adder. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so. This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
Object-Strengthening Touch
Cost: 5m
Mins: Craft 2, Essence 1
Type: Simple (Speed 5)
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Any Craft Excellency
The things of the world strive to serve the Solars well. This Charm makes an object more difficult to break. It increases the number of successes necessary to damage the object by the character's Essence. It increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by the character's Essence. No combination of Charms that includes Object-Strengthening Touch can increase these totals by more than the character's Essence.
Durability-Enhancing Technique
Cost: 3m
Mins: Craft 3, Essence 2
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Object-Strengthening Touch
The craftsmen of the Unconquered Sun shore up the Essence of the world. This Charm increases the number of successes necessary to damage the object by one. It increases the (Strength+ Athletics) rating necessary to break the object by one. These effects are permanent, but no combination of Charms that includes Durability-Enhancing Technique can increase these totals by more than the character's Essence.
Monkey Leap Technique
Cost: 3m
Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The heroes of the dawn leap with the grace of a flying crane and the speed of a striking hawk. For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and she doubles the length of all jumps. While this Charm is active, the character may reflexively Jump only once per action, on her action tick. This does not replace her Move actions, and she may still only Jump once per action.
Dragon Shot
Cost: 2m per 4L
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Obvious, Heretical
Duration: Instant
Prerequisite Charms: None
The greatest weapon of a Dragon is his breath. Solars agree there is no need for fancy tricks if one has sufficient power. This Charm permits the Solar to fire a bolt of Essence. The bolt is targeted with Dexterity + (Athletics or Archery) with an Accuracy bonus equal to the Solar's Essence and a range of (Essence x 20) yards. The bolt inflicts 4L every 2 motes spent, up to a maximum number of motes equal to (Stamina)x2. By spending 1 additional mote the Solar can add an elemental aspect to the bolt and trigger one of the following effects:
-Holy: instead of lethal the bolt inflict aggravated damage to creatures of darkness.
-Fire: set the target ablaze for a single action (+4L to the attacker's damage pool).
-Air: buffets the target, subtracting two dices from her next action.
(Additional possible effects can be added afterwards once the Solar learn how to manipulate the corresponding element through another ability)
Adamant Skin Technique
Cost: 8m
Mins: Resistance 5, Essence 3;
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit Strengthens the Skin, Iron Skin Concentration
Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. As a point of clarification, this Charm (and its Abyssal Mirror Wounds Mean Nothing) reduces the raw and final damage of an incoming attack or similar phenomenon to zero after all other modifiers and effects. Damage added to an attack after soak is applied, such as by Fire and Stones Strike, cannot harm a character who activates Adamant Skin Technique.
Conviction Flaw: Charms carrying this Flaw do not function when the character has taken some action during the scene that is contrary to her Motivation. If, during the scene, she has acted against any Intimacy, or a Virtue she has rated at 3+, then Charms with this Flaw add a +3m surcharge to their activation cost.
Irresistible Salesman Spirit
Cost: 3m
Mins: Presence 4, Essence 2
Type: Supplemental
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesmen and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar's successes on the roll before comparing them to the target's MDV.
First Martial Arts 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.
Soaring Whirlwind Sprint
Cost: 4m
Mins: Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Heretical
Duration: Instant
Solars rule the world because they are Chosen, Dragons are born to do it. When a Dragon command the air, wind itself answers to carry him forwards with the speed of the storm. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm increases the Exalt's Dodge DV by three for a single action. Regardless of the outcome he dodges by leaping away from the opponent: this Charm allows him to jump up to ([Strength + Dodge] x 3) yards vertically or twice this distance horizontally. The Exalt chooses the exact direction and distance of this leap, so long as it is away from his attacker. The Exalt can use this Charm without the need to dodge an attack: in this case treat the Charm's use as a Jump action.
Dragon Essence Domination
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Enlightening, Heretical
Duration: Permanent
Dominion is the realm of the Dragon. Excellence is the purview of the Solar Exalted. Neither will bow to the other, but they can learn how to work together. The Lawgiver learns how to channel the power of Dragons and alter his body to make himself similar to the Sons of Gaia, acquiring Knacks that can be accessed at will. At Essence 3, he can select 9 Knacks. This Charm must be repurchased at each new increase of Permanent Essence to unlock more Knacks. To successfully acquire the first iteration of this Charm the Exalt must perform a Dramatic Action: he starts meditating and rolls (Wits + Resistance) at the end of each hour of uninterrupted meditation, with Difficulty set at 3. After he accumulates 15 success, he learns the Charm.
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.
Accuracy: +2
Damage: +1
Rate: +1
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.
Orichalcum Fists of Battle
Cost: -
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: Obvious, Holy
Duration: Permanent
Prerequisites: Fists of Iron Technique
The heroes of the dawn are first and foremost matchless weapons, forged to slay the errant makers of the world. This Charm enhances Fists of Iron Technique. While Fists of Iron Technique is active, the Solar may choose to activate this Charm's effects on any given attack during Step 1 of attack resolution or during the resolution of clinch crushing damage as an Innate Ability. As an Obvious effect, add the Solar's highest Virtue to her punch, kick and clinch weapons' Accuracy and Damage. As a Holy, Obvious effect, attacks made by those weapons inflict aggravated damage to creatures of darkness. Blows thus enhanced always produce an Essence display, which must thematically resonate with the Solar's iconic anima banner.
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.
Fist of the Daystar Form
Cost: 4m
Mins: Martial Arts 4, Essence 2
Type: Simple (Speed 3, DV -1)
Keywords: Form-type, Obvious, Hero
Duration: Scene
Prerequisites: Sledgehammer Fist Punch, Dragon Coil Technique
The pugilist suffuses her body with the Essence of the Sun. She becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. She may reflexively spend 1 mote in Step 7 to count bonus successes on her unarmed Martial Arts attack rolls twice for the purposes of damage.
Dynamic Form Transition: Fist of the Daystar Form may be activated reflexively as an Innate Ability if any of the following conditions are met. Extras do not meet the activation conditions under any circumstances, as they are inherently unworthy opponents.
- the pugilist successfully inflicts knockdown or knockback with an unarmed Martial Arts attack against a resisting opponent.
- the pugilist successfully wins a clinch control roll against a resisting opponent and elects to crush or throw.
Hero: For a Solar Exalt, this Charm is Combo-OK. It is activated as a Reflexive (Step 1) Charm instead of Simple. In addition, the Solar adds Essence to raw damage when using the Charm's activated power on top of the overflow success doubling. The prerequisite is Fists of Iron Technique. At Essence 5, this Charm no longer counts towards the number of Form-type Charms the Solar may have active at any given time.
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.
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.
Fallen Angel Magic[Fireball] Range: 10 yards (3). Duration: instantaneous (0). Area: 1 medium target (1). Damage: 6 Lethal (18). Energy: Fire (1). Metaspell: Silent Spell (2). Components: 25. Rank 1 Spell. Speed 6.
[Air Strike] Range: 10 yards (3). Duration: instantaneous (0). Area: 1 medium target (1). Damage: 9 Bashing (9). Energy: Air (-1). Metaspell: Silent Spell and Fast Spell (3). Components: 15. Rank 1 Spell. Speed 3.
[Shield] Range: around you (2). Duration: 1 minute (3). Area: affects you (0). Protect: soak 1L/3B, 10 Health Levels (18). Components: 23. Speed 6.
[Teleport Familiar] Range: anywhere on Earth (5)(in DxD Teleportation is cheap). Duration: instantaneous (0). Area: 1 medium target (1). Movement: 1 medium target (10). Components: 16. Rank 1 Spell. Speed 6.
[Restoration] Range: touch (2). Duration: 1 Action (1). Area: 6 yards (11). New Power: restore (10). Components: 24. Rank 1 Spell. Speed 6.
[Hypnosis] Range: 10 yards (3). Duration: 1 minute (3). Area: 1 medium target (1). Control: alter memories (10). Components: 17. Rank 1 Spell. Speed 6.
[Language] Range: only you (1). Duration: permanent (50). Area: only you (0). Divination: translate 1 language (3). Physical Medium: 1 small object (-40). Components: 13. Rank 1 Spell. Casting the spell takes 1 hour.
[Bind] Range: touch (2). Duration: 1 minute (3). Area: 1 medium target (1). Control: restrain (10). Components: 16. Rank 1 Spell. Speed 6.
[Notice-Me-Not Field] Range: originates from you (2). Duration: permanent (50). Area: 70-yards radius sphere (55). Control: compulsion to forget and leave (10). Metaspell: affect anyone but those recognized as friendly (10), casting takes one hour (-3). Components: 124. Rank 4 Spell. Casting take one hour.
[Fallen Angel Type Teleport] Range: anywhere on Earth (5)(in DxD Teleportation is cheap). Duration: instantaneous (0). Area: all targets inside 3-yards radius sphere from the caster (6). Movement: all targets (40). Divination: fix spatial coordinates (5). Components: 56. Rank 3 Spell. Speed 6.
Stealth Mode: by paying one mote, the character can shift Boosted Gear into a pair of red metal armlets worn around the wrists. The Artifact loses its Bonuses, but it still allows the character to use the Artifact Charms. Changing back to Gauntlet Mode costs one mote.
Gauntlets of Distant Touch Mode: a force-projection weapon, it works by transmitting the kinetic impact of a close combat weapon across intervening distance as an invisible pulse. This allows wielders to use their weapons to strike at range using their close-combat training, rather than learning an entirely separate curriculum of combat. By charging Boosted Gear with an additional commitment of three motes an invisible aura of force forms around both hands for the rest of the scene. During this time, the character may perform any task that would normally require his hands simply by making the appropriate gesture (the action uses its normal dice pool and difficulty), and the Exalt may affect any objects within (Essence rating x 3) yards. From a utilitarian standpoint, the gauntlets can levitate objects (but not the user), manipulate them, pull them close or push them away. In combat, the gloves can deliver ranged Martial Arts hand strikes or clinches that benefit from close combat magical material bonuses. Such attacks also impose a -1 penalty to the opponent's Parry DV because of their invisible nature. Finally, a character wearing charged gauntlets can parry attacks directed at anyone else in range, though each such parry cumulatively decreases her Parry DV by -1 until her next action. All close and ranged attacks made using gauntlets of distant touch are considered unarmed for the purposes of compatibility with Martial Arts Charms.
When Boosted Gear is in Stealth Mode perfectly fitting red gloves form on the Exalt's hands. The gloves add the Fine Quality (+1 to Defense) bonus to the character's unarmed punches and allow unarmed parries of lethal and ranged attacks.
Solar Lens: 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. They can't be used in combination with other effects that increase damage. If the target is not a Creature of Darkness, the base damage is not doubled.
Artifact Charm: "Welsh Boost Overdrive"
Ddraig is the Welsh Dragon, one of the two Heavenly Dragons that embody the principles of "Domination". The user of Boosted Gear can draw from his power and obtain boundless strength.
-When activated with a miscellaneous action the Boosted Gear creates an Overdrive Pool of Essence. The motes from it can only be used offensively.
-This Overdrive Motepool starts with [Current Personal + Peripheral Motes]/5 rounded down motes of Essence and doubles the amount of motes it contains every 5 ticks.
-The Overdrive Motepool can at most contain [Essence + Stamina]*10 + 10 Motes of Essence.
-Should motes from the Overdrive pool be used for any purpose, it stops doubling the amount of motes it contains.
-[Explosion] For 10 Overdrive motes per dot the character can as an innate ability add up to [Essence + Stamina] temporary dots to his Physical Attributes in total and up to [Essence + Stamina]/3 rounded up to any single one. These temporary dots last until the third DV refresh at which point they are lost, a fatigue penalty equal to (the amount of temporary dots added) -1 is gained and the Overdrive pool is removed.
-Activating the Boosted Gear removes and replaces a still existing Overdrive pool. Temporary dots gained with the previous pool are retained as long as they otherwise would be, but still count towards the limit of simultaneous temporary dots gained with Boosted Gear.
-Users can reset the Overdrive Pool and the doubling of motes by spending another 5 Motes.
"Double Boost Overdrive"
Ddraig's power allows him to double anything, even himself.
-This Charm is an Expansion Charm to "Welsh Boost Overdrive". It allows the creation of a second Overdrive Pool when "Welsh Boost Overdrive" is activated: it follows the same rules at the first one, but the motes from it can only be used for defensive purposes.
-The user doesn't need to spend additional motes when resetting the Overdrive Pools.
Artifact Charm: "Boosted Gear Prominence"
A Solar who use Boosted Gear can share part of an Exalt's greatness with his allies.
-This Charm allows the Solar to give motes created by "Welsh Boost Overdrive" to another character. The Solar loses exactly as many motes as the target gains, but this transfer does not count as spending motes for the purposes of anima banner flare.
-The target gains a motepool of Solar Essence motes. The size of the mote pool is equal to the number of motes the Solar spent to empower them.
-The target can't regain motes normally like a Solar does. She loses motes at the rate of four per hour.
-The target can Stunt like a Solar and recover motes and Willpower the same way. Three-die Stunts are always treated as Two-die Stunts.
-The motepool disappears once all motes are spent. However as long as motes remain the motepool will keep existing.
-While receiving the effects of this Charm the target feels the unaccustomed power of Essence flood through her body in an unmistakable, electric surge. All her senses seem sharper, colors look brighter, and she feels transcendent joy. Prolonged exposures to this Charm may cause a mortal unable to use Essence to become Enlightened and other side-effects.
-As long as the motepool exists the target gain access to:
Gifted Excellency - Essence Domination
-This Charm is a combination of all three basic Solar Excellencies. Only one of them can be selected and used at each activation, and they are not stackable in the same action or combo. The target can use this Charm for any relevant roll that include an Ability in which she has at least one dot.
Artifact Charm "Boosted Gear Apotheosis"
Those who are Exalted transcend all limits. And in the hands of such heroes even common items answer the call to glory.
-By attuning the motes from the Overdrive Pool to a weapon, armor or other object the Solar can raise its quality: 1 mote to make it of Fine quality, 2 motes to make it of Exceptional quality and 3 motes to make it of Perfect quality.
-In addition, by using it on an Artifact the Solar can spend (current rating) x 10 motes to increase its rating by 1, to a maximum of 5. Each increase must be purchased separately.
-The object retains the effects of this Charm as long as the motes stay committed.
-How the increase in rank affects an object is decided by the GM case by case.
Artifact Charm "Gift of Radiant Destiny"
Cost: 15m, 2wp;
Mins: Essence 3;
Type: Simple (Dramatic Action)
Keywords: Enlightening, Obvious, Touch, Heretical
Duration: Instant
The power of "Transfer" from Boosted Gear resonates with the overflowing golden Essence of the Sun-Chosen. This variation on the better known Power-Awarding Prana immediately and permanently blasts open a willing target's doors of perception, opening him to the world's currents of Essence. The Charm requires a short ceremony to steel both donor and recipient for the awesome forces they shall unleash. The ceremony takes whatever form the participants feel is appropriate to solemnize the event. Then the target and the Exalt simply touch—and the cataract of Essence flooding through the recipient's soul knocks him out for (5 – his Stamina) hours.
The caster and the target must have a positive Intimancy towards each other (the two Intimancies can be different, but they must still be both positive). After the target recovers he becomes a Half-Caste, as if he was one from birth, capable of challenging Essence aligned to the source of the Exalt's power. If he was an un-enlightened mortal, he gains a point of permanent Essence.
Xp/Training debt for Charms
Sometimes you need a Charm to get outside a dangerous situation, but you don't have the time or the Xp required? This feature will enable you to acquire a Charm instantly, but you will get into debt: all the Xp you gain go to it until the cost is met and your free time will be dedicated to the skipped training (In-Game Issei will work out the kinks of it), again until the cost is met.
This works only for Charms: you can't raise Attributes and Abilities this way. Also, you can't learn a Charm if you don't meet the requirements.
The maximum number of Charms that can be under debt is: 3
Gaining bonus Xp with Omakes and Fanarts
-A single omake can neat only 1 Xp. 2 if it is judged of exceptional quality: the other readers must agree too, and the post must be liked by at least 10 people.
-A fanart is also allowed and follow the same rules.
-Only 2 omakes and 1 fanart can be rewarded per IC week. You can post more, but you will not gain Xp.
Requirements:
-The omake must not be from Issei's POV.
-The omake must show other characters off-screen or their actions/reactions to something that happened in the quest. If it's in character and makes sense I can even can rule it as canon for the story.
-The omake's length must be at least 1200+ words.
-Grammar must be good.
[X] First Occult Excellency, Fists of Iron Technique {16 EXP total}Alexander said:To celebrate the opening of a new thread, and your past efforts to make a 100-pages long thread, I give you a boon:
Bonus: 20 Xp!
Use them well.
A story-only thread? I suppose I can do it.touhou ranfuku said:Story-only thread when? That's what I mean the last I typed "Archive thread".
Devil Magic.EternitynChaos said:Alexander the magic we have been learning up until now from Akeno, is that Black Magic, or Devil Magic? I figure its Devil what with us learning the primer spells for Devils as it where but better to ask now then regret later and all
Also, is my Stunt workable or should I rewrite it?
This is a reason to do it later, not when we're trying to gear up our combat skills for big fights against people who are a lot more powerful than us.Larekko12 said:He's gonna hack it anyway and telling him may let you learn more about how things interact and further species unity. And Craft route ain't that bad with a whole new system.
Issei doesn't know that, so this is metagaming.Didn't he work on this? And he's one of the primeer scientists here with his help we can push new boundaries and maybe even turn this project into something that may turn this ceasefire into a lasting peace.
It is. We spent some of that buffing our Martial Arts score up to 4.
Our spells are nifty but none of them are Solar-tier. Fist of the Daystar is the way to go for huge damage and close combat proficiency. Plus it has Heaven Thunder Hammer, so whenever someone gets too close for comfort we can knock them into the next district.Though we could probably stand to drop fists of Iron Technique in exchange for maxing many more of our actually favored skill and digging deeper into being a Blaster Master. Our favored skills seem to all but demand we be a lightning Juggernaut Spellslinger who's nigh impossible to hit and even harder to hurt when you do.
Smuthunter said:This is a reason to do it later, not when we're trying to gear up our combat skills for big fights against people who are a lot more powerful than us.
Then here's a better reason: we just met the guy and already we're thinking about spilling all our secrets to him, stuff we didn't even tell Rias until we'd known her for a week or two. Let's give him the benefit of the doubt with one thing, and then when he proves himself trustworthy we can deal him in on other things.Brandark said:Telling Azazel about Exaltation is not craft route. If we want Azazel to train us , he at least needs to know the basic principles of how we work. We don't have to blab everything. Let's just give him a general outline.
Smuthunter said:Then here's a better reason: we just met the guy and already we're thinking about spilling all our secrets to him, stuff we didn't even tell Rias until we'd known her for a week or two. Let's give him the benefit of the doubt with one thing, and then when he proves himself trustworthy we can deal him in on other things.
Smuthunter said:Then here's a better reason: we just met the guy and already we're thinking about spilling all our secrets to him, stuff we didn't even tell Rias until we'd known her for a week or two. Let's give him the benefit of the doubt with one thing, and then when he proves himself trustworthy we can deal him in on other things.
Diller said:In fact we didn't tell her until after she saw us personally beat the shit out of Raynare with our anima banner flaring right behind us.