Shards of the Emerald Dream (Exalted/Legend of the Five Rings)

I think so. The format is kinda messed up but it looks like Male, Kenshin, Togashi, Swordsmaster is winning.
Nah there is an extra Agasha vote at the bottom, i agree the format is messed up though.
second time ever using it so, being readable is good enough for me :)

Its a good compromise though i think, Agasha gives us martial AND spellcasting, Swordmaster gives martial AND art/philosophy.
So we have a Martial Character that actually has some depth, so we can branch out easily and make an awesome Story.
 
Nah there is an extra Agasha vote at the bottom, i agree the format is messed up though.
second time ever using it so, being readable is good enough for me :)

Its a good compromise though i think, Agasha gives us martial AND spellcasting, Swordmaster gives martial AND art/philosophy.
So we have a Martial Character that actually has some depth, so we can branch out easily and make an awesome Story.
Eh. Agasha is only leading by one vote. I would hardly say it's a shoe in, and Togashi has alot of spiritual/philosophy parts going for it too.
 
Eh. Agasha is only leading by one vote. I would hardly say it's a shoe in, and Togashi has alot of spiritual/philosophy parts going for it too.
Maybe, but it is still the current winner.
The Swordmaster has plenty of spiritual/philosophy though, the Agasha focus on combat spell casting however. So we get both if Agasha wins.
 
Maybe, but it is still the current winner.
The Swordmaster has plenty of spiritual/philosophy though, the Agasha focus on combat spell casting however. So we get both if Agasha wins.
I'd rather have pure Swordsmaster then being a mage swordsman and I'd rather be a Togashi for the hilarity of a Togashi follower being the Chosen of Amaterasu, and hope it gives us some magical tates even if we don't spec into the monk class.
 
I'm not saying I want to influence the votes but I would like to point out that:
1) Togashi Monks have magic tattoos that grant stuff like fire-breathing, supernatural luck, or "run so far and with such endurance you can cross the entire empire in one day."
2) Solar Brawl has a Charm that lets you grapple an opponent of any size, so you can wrestle a giant demon to the ground.
3) Solar Brawl has a Charm that lets you turn Super Sayian.
 
I'm not saying I want to influence the votes but I would like to point out that:
1) Togashi Monks have magic tattoos that grant stuff like fire-breathing, supernatural luck, or "run so far and with such endurance you can cross the entire empire in one day."
2) Solar Brawl has a Charm that lets you grapple an opponent of any size, so you can wrestle a giant demon to the ground.
3) Solar Brawl has a Charm that lets you turn Super Sayian.
.....must......resist.....changing.....vote...

more seriously, this sort of thing is exactly why i wanted to know more about magic in the setting.
In fact it could be one of the MC's motivations, ie learning about how to use stuff like the tattoos or other enchantments to improve.

If we do good swordmaster then one of the first goals will be to bring our other skills up to par, after that though we can go back to learning how to hit stuff real hard.
Personally i want to end up Emperor at the end of the Quest, Maugan Ra would likely be tired of it by then, so we can switch to Empire building mode :p and revitalize the quest,
 
Eh for those who might be unaware:
Solar Brawl Charms
Ferocious Jab

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 1

Minimum Essence: 1

Prerequisite Charms: None

The character infuses his anima with Essence, making his strikes much more damaging. On a successful attack, the character may count his extra successes twice for the purposes of determining damage. The Essence for this Charm may be spent after the character rolls the attack.


Fists Of Iron Technique

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Ferocious Jab

The character suffuses her fists with Essence, hardening them into deadly weapons. Until her next action, her hand-to-hand strikes do lethal damage, and she can safely parry lethal damage blows with her hands. However, she is no faster than normal and so, generally, cannot parry incoming arrows or magical attacks without a well-described stunt.


Ox-Stunning Blow

Cost: 1 mote per die

Duration: Instant

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Fists of Iron Technique

The character concentrates her anima around her fist and smashes it into her enemy, stunning and disorienting him. The character makes a normal attack with her Dexterity + Brawl. If successful, the attack does no normal damage but, instead, does a base of one point of stunning damage for every mote spent on the Charm. This stunning damage is soaked as bashing damage, but can only be soaked with the target's Stamina. Extra successes on the attack add to damage as usual. However, rather than doing health levels of damage, each success on the damage roll imposes a -1 penalty to the target's dice pools for a number of turns equal to (7 - the target's Stamina).

The Exalted using this Charm cannot spend more motes of Essence to power this Charm than twice his Strength, and the Storyteller may rule that certain types of opponents (mechanical constructs, shambling corpses or giant man-eating trees, for example) are too sturdy or insensible to be stunned by the character's mighty blows.


Dragon Coil Technique

Cost: 3 motes per turn

Duration: Varies

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Fists of Iron Technique

The character may wrap his opponents in his mighty arms and crush the very life from them. The character makes a clinch attack as normal, but the attack does the character's Strength + Essence + 2 in lethal damage, while the subject of the clinch does only the normal Strength + 2 bashing. If the target attempts to escape the clinch, the character performing the Dragon Coil Technique may add his Essence in automatic successes to the reflexive roll to resist the escape attempt. If the target also has Dragon Coil Technique, she may choose to activate it as her action on subsequent turns and do her Strength + Essence + 2 in lethal damage as well. Maintaining this Charm over multiple turns prevents the character from using simple and supplemental Charms but does not prevent the use of reflexive defensive Charms.

This Charm is not compatible with Hammer on Iron Technique or other Charms of the extra action type and cannot be placed in Combos with them.


Thunderclap Rush Attack

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Ferocious Jab

The character pours Essence into quickening her motions and rushes aggressively toward her enemy. She automatically wins initiative over a single opponent. Characters cannot split their dice pools on the turn they use Thunderclap Rush Attack. Two characters using Thunderclap Rush Attack in competition roll for initiative normally.


Hammer On Iron Technique

Cost: 4 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Brawl: 4

Minimum Essence: 2

Prerequisite Charms: Thunderclap Rush Attack

The character suffuses his body with Essence, turning him into a virtual killing machine, with arms like pounding triphammers. He gains a number of additional attacks equal to his Essence but must make all his attacks against the same target. Hammer on Iron Technique cannot be Comboed with defensive Charms that allow the character to dodge or otherwise avoid attacks, but may be combined with those that allow her to soak or ignore damage.


Sledgehammer Fist Punch

Cost: 3 motes

Duration: One turn

Type: Simple

Minimum Brawl: 1

Minimum Essence: 1

Prerequisite Charms: None

The character can suffuse his body with Essence, concentrating his anima until it is a crackling nimbus around him, and become capable of great destruction. This Charm must be used to attack inanimate objects and doubles the amount of damage the character does after extra successes are added but before the object's soak is applied. This increase in Strength does not add directly to combat damage, though it may assist the character in causing indirect damage (for example, by causing a tower to collapse on top of his opponent).


Crashing Wave Throw

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Brawl: 2

Minimum Essence: 1

Prerequisite Charms: Sledgehammer Fist Punch

The character tightly focuses his anima, making him able to apply his Strength more effectively. In addition to doing normal damage, the character also throws his opponent on a successful attack. The target is hurled a number of yards equal to the character's Strength + his extra successes on the attack roll. This attack cannot be blocked, only dodged. A target who strikes a solid object takes dice of damage equal to the number of yards she would have continued flying had the object not been in the way. This damage is typically bashing but can be lethal if (for example) the object is covered in sharp steel spikes.

Obviously, the target can also suffer serious injury if she is tossed over a cliff or off a ship at sea.


Heaven Thunder Hammer

Cost: 3 motes

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Sledgehammer Fist Punch

The character fully concentrates his anima, gathering dense Essence around his fists. Not only do the character's unarmed attacks do normal damage, they also hurl his opponents great distances. For each health level of damage he inflicts before soak, the target is hurled backward a yard, as per the effects of the Crashing Wave Throw Charm.


Shockwave Technique

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Crashing Wave Throw

The character burns with Essence, increasing her strength and agility to superhuman levels. She seizes one opponent and picks him up bodily, using him to strike another foe. The character makes one attack roll against the primary target. The attack cannot be blocked, only dodged. If successful, this attack does no damage, but the attacker may immediately make a reflexive Brawl attack at her full dice pool against another target within hand-to-hand range.

If the second attack is successful, both the targets take bashing damage equal to the character's Strength + the extra successes on the Exalted's reflexive attack. The second target may parry or dodge to reduce damage or avoid the attack, but if the attack is parried, the character being used as a club takes bashing damage equal to the Strength of the Exalted swinging him around + the number of successes the parrying character rolled to block the attacks.

If the Exalted hits with her second attack, both targets are left in a heap on the ground and must spend an action to return to their feet. If the second attack misses, the character being used as a club is hurled a number of yards equal to the Exalted's Strength, in a direction of the Exalted's choice, as if he had been successfully attacked with the Crashing Wave Throw Charm.


Irrepressible Bravery Tactic

Cost: 3 motes per success

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 2

Prerequisite Charms: Thunderclap Rush Attack

A master warrior must have complete knowledge of his surroundings and the progression of the fight. For a Solar who has mastered this technique, the battle flows around him, and he makes instinctive use of everything that surrounds him and the constant, shifting nature of the fight to his advantage. Brawlers with this Charm have a reputation for foolhardy bravery and dumb luck, for they make use of surprising and spectacular aspects of the fight, turning seemingly hopeless situations to their advantage. Any time a Solar gains bonus dice from a stunt, the Solar may spend 3 motes per stunt die to convert each die into an automatic success. The die isn't rolled and is simply counted as a success. To use this Charm, the stunt must make use of the Solar's surroundings or some ongoing aspect of the fight (such as his opponent's last attack), or the Solar must perform a surprisingly brave or foolhardy act. For the purposes of this Charm, the bonus dice gained from the Daredevil or Signature Style Merits count as stunt dice.


Dancing With Strife Technique

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 3

Prerequisite Charms: Irrepressible Bravery Tactic

A master warrior must have complete knowledge of his opponent, understanding the true extent of the danger he faces. The greatness of Solars can only manifest when faced with foes of equal greatness, and those who have mastered Dancing with Strife Technique understand this principle, throwing themselves at greater and greater foes to feel the joy of battle. Anytime the Solar successfully defends himself from an attack that received no less than (the Solar's Essence or 5, whichever is higher) successes, he may activate this Charm and gain a temporary point of Willpower. This Charm does not allow the Solar to gain more temporary Willpower than his permanent rating.


Supremacy Of War Method

Cost: 1 mote per die

Duration: One scene or until used

Type: Reflexive

Minimum Brawl: 5

Minimum Essence: 3

Prerequisite Charms: Inevitable Victory Meditation, Dancing with Strife Technique

A true warrior has mastered himself, his battlefield and his foes. Every movement, every attack, every action of his foes only increases the mastery of the Solar's combat technique as he is driven to prove his supremacy upon the field of battle. Anytime an enemy takes an action against the Solar, either an attack or a defense, the Solar may reflexively activate Supremacy of War Method in response. The Solar may commit 1 mote per success his opponent made on his roll. At any time during the following scene, the Solar may add a number of dice to any Brawl roll up to the number of motes committed to Supremacy of War Method. Each die added reduces the Essence committed by 1 mote. A Solar must choose to add dice to his roll before, not after, he makes his roll.

Activating Supremacy of War Method counts as a Charm use for the turn, but gaining bonus dice does not. For example: Michael is attacked by an Immaculate who scores seven successes on his attack roll. Michael spends 7 motes on Supremacy of War Method. On the following turn, he makes an attack, adds seven dice to his dice pool and chooses to activate Ferocious Jab.

A Solar may activate Supremacy of War Method multiple times in a scene to increase his total committed motes, but he may never have more motes committed to Supremacy of War Method than his Wits + Brawl. Dice added through Supremacy of War Method are derived from a Charm and, thus, are subject to all associated limitations.


Ascendant Battle Visage

Cost: 10 motes, 1 Willpower

Duration: One turn

Type: Simple

Minimum Brawl: 5

Minimum Endurance: 5

Minimum Essence: 4

Prerequisite Charms: Supremacy of War Method, Bloodthirsty Sword-Dancer Spirit

By combining his pure, instinctive awareness of combat mastered through Supremacy of War Method with the raging fury mastered through Bloodthirsty Sword-Dancer Spirit, the Solar unlocks a deadly secret of his anima. In a fantastic display of power, the Solar's anima flares to full totemic glory, and within that pillar of divine light, the Solar is reshaped, his body marked by his totem and the colors of his anima. A Night Caste with the totem of the wolf might gain a long, thick mane of grey hair, sharpened teeth and violet or golden eyes, and a Dawn Caste with the totem of the snake might gain a long, sinuous tattoo of a serpent upon his body and eyes of violent crimson. In this temporary state of power, the Solar's player adds his character's Essence in automatic successes to any combat rolls made, excluding damage rolls, though the number of successes he adds may not exceed the number of dice rolled, excluding bonus dice gained from Charms. This Charm lasts only a short time and threatens to enrage the character if sustained for too long. Once Ascendant Battle Visage has expired, the character may reflexively renew it. Doing so costs him no Essence or Willpower. Instead, for each turn he extends Ascendant Battle Visage, roll his highest Virtue. Each success increases his Limit by 1. Should the Solar suffer Limit Break during the use of this Charm, he frenzies as per Bloodthirsty Sword-Dancer Spirit, and Ascendant Battle Visage's bonuses remain for the rest of the scene. The actual effects of the Limit Break itself, including the bonus to Willpower, begin after the scene ends.


Knockout Blow

Cost: 3 motes + 2 motes per additional die

Duration: Instant

Type: Supplemental

Minimum Brawl: 4

Minimum Essence: 3

Prerequisite Charms: Ox-Stunning Blow

With greater skill and Essence comes greater power and control. This Charm allows the character to precisely gauge the amount of damage he is causing. Punches enhanced by this Charm cannot accidentally do lethal damage to the target. If the player rolls more health levels of damage than the target has remaining health levels, all remaining damage is ignored. If the damage rolled is insufficient to knock out the target, then the attacker can roll additional dice in an attempt to do enough damage to knock the target out. The character may buy additional damage dice at 2 motes per die. These dice are bought and rolled one at a time as a Reflexive Action, and a character can continue buying and rolling them for as long as he can pay for them. A character cannot buy dice to gain additional damage levels beyond those required to knockout the target.

Characters can easily run out of Essence if they use this Charm repeatedly. If a character runs out of Essence while using this Charm, count all damage dice that have been paid for. This Charm cannot be used if the character is wielding Tiger Claws or any other weapon or magical effect that causes his punches to do lethal damage.


Pounding Hammer of Devastation Technique

Cost: 7 motes

Duration: Instant

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 5

Prerequisite Charms: Heaven Thunder Hammer

The character concentrates vast amounts of Essence around her hands, allowing her to inflict terrible wounds. The character's blow does lethal damage. In addition, when used against a living target, this Charm adds a bonus to the base damage of the attack equal to the attacking character's Permanent Essence. However, this Charm is far more effective when used against inanimate targets. If the character attacks an inanimate object, add a number of damage levels equal to four times the attacking character's Permanent Essence. A single such punch or kick can knock down a sturdy oak door or break a hole in a ship's hull large enough to walk through.


Adamantine Fists Of Battle

Cost: 7 motes, 1 Willpower

Duration: One scene

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 6

Prerequisite Charms: Heaven Thunder Hammer, Hammer on Iron Technique

Essence concentrates around the character's hands, infusing them with great and lasting power. For the next full scene, the character adds a number of levels of damage equal to twice her Permanent Essence to all Brawl attacks. When this Charm is performed, the caster can also specify whether these attacks will do bashing or lethal damage. Using this Charm, the character can even choose to do bashing damage when wielding a weapon that would normally cause his blow to do lethal damage.


Inevitable Victory Meditation

Cost: 3 motes, 1 Willpower

Duration: Until used

Type: Simple

Minimum Brawl: 5

Minimum Essence: 1

Prerequisite Charms: Fist of Iron Technique

A master warrior must have complete knowledge of his own skills and prowess. With a moment of focus, the Solar centers himself and secures his knowledge of victory. When the perfect opportunity to strike comes, the Solar will know and make full use of the opening. Unlike the meditative nature of martial arts, this technique is trancelike, similar to the perfect, blood-tinted awareness of victory that cold-eyed berserkers receive.

The Solar takes a moment to focus himself into his trance, letting his skill reach an instinctive level, and then, his player rolls the character's Wits + Brawl, adding a number of successes equal to the Solar's Essence. The Solar may spend a Willpower point on the roll for an automatic success, augment it with any appropriate Charms or use any other appropriate, normal method for improving the success of this roll. The Solar's player notes the number of successes he received on the roll. At any time for the remainder of the scene, the Solar may reflexively replace the results of any single Brawl roll with the successes rolled during the activation of Inevitable Victory Meditation. Inevitable Victory Meditation replaces the previous roll in its entirety, and any bonuses that applied to the previous roll, including dice or successes gained from Charms, Virtues or Willpower points, are lost. After Inevitable Victory Meditation has replaced a Brawl roll, the Charm expires, and the character must activate it again if he wishes to reap its benefits once more. A Solar may freely end the Charm prematurely if, for example, his player rolls poorly upon activation and wishes to try again for a better result. While activating Inevitable Victory Meditation counts as the Solar's Charm use for the turn, replacing the successes of a roll does not. A Solar may wait for his opponent to roll for his defense before replacing the successes of his attack roll. A Solar may not have more than one instance of this Charm active at any given time.

Solar Melee Charms
Hungry Tiger Technique
Cost: 1m
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.

Fire and Stones Strike
Cost: 1m per die
Mins: Melee 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hungry Tiger Technique

The Solar demonstrates his strength with a powerful Essence fueled blow. The Exalt spends up to (his Strength score) motes and makes a Melee-based attack. If the attack hits, this Charm adds one die to the post-soak damage for each mote spent.

One Weapon, Two Blows
Cost: 3m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK, Martial
Duration: Instant
Prerequisite Charms: None

The Solar is as swift as the first rays of dawn. Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice. All damage from the attack is applied simultaneously in Step 10, allowing a single perfect soak to defend against it.
Martial: Martial Arts.

Peony Blossom Attack
Cost: 3m
Mins: Melee 3, Essence 2
Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Mirror (Unfurling Iron Lotus), Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows

The Lawgiver moves as smoothly and rapidly as ice on hot metal, his weapon flashing in a dazzling golden arc to strike all those around him. The Solar makes a standard Melee attack at his full dice pool, and applies it to all enemies within three yards; each target resolves defense and damage separately.

Iron Whirlwind Attack
Cost: 5m, 1wp
Mins: Melee 5, Essence 2
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Peony Blossom Attack

The maneuver named the Iron Whirlwind Attack conserves Essence but requires an utmost exertion of will. This Charm is a magical flurry of many Melee-based attacks. The Exalt makes a total number of attacks equal to (her Dexterity + 1). This Charm lets the Solar make these attacks regardless of the weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack.
At Essence 3+, the character may select to levy fewer than (Dexterity + 1) attacks against her target, to a minimum of zero attacks. She may also cancel her attack prematurely. For example, when attacking a target which has a tick-long coun�terattack effect, she may decide to end her flurry early to avoid further counterattacks.

Invincible Fury of the Dawn
Cost: —
Mins: Melee 5, Essence 4
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Iron Whirlwind Attack

The Solar burns with holy prowess in battle and moves like lightning. This Charm increases the maximum number of attacks received from Iron Whirlwind Attack by two. It may improve custom Melee extra-action Charms at the discretion of the Storyteller.

Call the Blade
Cost: —(1m)
Mins: Melee 2, Essence 2
Type: Permanent
Keywords: Merged, Mirror (Blade-Summoning Gesture), Obvious
Duration: Permanent
Prerequisite Charms: None

The Solar's weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
The Solar may reflexively spend one mote to activate this Charm as described. He may only call his blade from up to (Essence x 2) yards away while in battle, however.
Merged: Call the Blade (Thrown).

Summon the Loyal Steel
Cost: 1m
Mins: Melee 3, Essence 2
Type: Simple (Speed 3)
Keywords: Combo-OK, Merged, Mirror (Void Sheath Technique)
Duration: Indefinite
Prerequisite Charms: Call the Blade

This Charm functions exactly as the Archery Charm Summoning the Loyal Bow on page 189, save that it applies to hand-to-hand rather than ranged weapons. Characters are explicitly permitted to draw their stored weapons from Elsewhere using Charms such as Call the Blade.
Merged: Summoning the Loyal Bow (Archery).

Glorious Solar Saber
Cost: 3m, 1wp or 5m, 1wp
Mins: Melee 4, Essence 3
Type: Simple
Keywords: Combo-OK, Holy, Obvious
Duration: One scene
Prerequisite Charms: Call the Blade

The Essence of the Lawgiver manifests in a gleaming blade of the sun. This blade is always a glowing weapon that inflicts aggravated damage to creatures of darkness and sheds light as bright as a torch. The Exalt can summon this weapon to her hand from anywhere it has fallen, as a diceless, miscellaneous action.
The character defines the form of her weapon upon pur�chasing this Charm. Statistically, the weapon has traits equal to single or paired basic 1, 2 or 3-dot close-range orichalcum artifact weapon (such as a daiklave, grimcleaver, or direlance) of the player's choice. Paired 1-dot weapons or a singular 2-dot weapon costs 3m. Paired 2-dot weapons or a single 3-dot weap�on costs 5m. "Brawling aides" such as smashfists are not valid forms.
Players wishing to have multiple options may purchase this Charm a number of times equal to their character's Melee score, creating a different weapon with each purchase.
If the character possesses an Overdrive pool, she gains one offensive mote to that pool each action while she is actively wielding Glorious Solar Saber. The character must be in battle to benefit from the one mote drip. She may only benefit from one drip from weaponry at a time.

Iron Raptor Technique
Cost: 2m or 4m
Mins: Melee 3, Essence 2
Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Call the Blade

The maneuver named Iron Raptor Technique extends the Solar's reach. Her weapon flies toward the enemy like a hungry bird of prey, then returns at the Solar's call. This Charm is a Melee-based attack that costs two motes and can attack enemies up to (Essence x 8) yards from the Solar. It is in all other ways treated as a normal Melee attack.
If the Exalt has Essence 3 or more, she can spend two additional motes for a total cost of four motes and throw a burning arc of energy from her weapon instead of the weapon itself. This is called the "Sandstorm-Wind Attack." It cannot be blocked without a stunt or Charm.

This Charm inflicts automatic knockdown if it strikes its target. If the character has learned Lightning Strikes Twice (Ink Monkeys, Vol. 33), she may activate it as soon as the knockdown occurs, catching her weapon's hilt as she flows into her second attack. Sandstorm Wind Attack cannot be blocked without a Charm, rather than without a Charm or stunt.

Blazing Solar Bolt
Cost: 3m, 1wp
Mins: Melee 5, Essence 3
Type: Simple (Speed 4)
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Iron Raptor Technique

The Solar's Caste mark blazes as she casts molten sunlight from her weapon. This Charm is a Melee based attack with a pool of (Dexterity + Melee + Essence), which may stretch out to strike any opponent the Solar is able to directly perceive (maximum range one mile). This attack halves any DV applied against it, and ignores any cover less than 100%. It deals lethal damage with a base damage, before adding attack successes, of (the Exalt's Strength + Willpower). This damage is aggravated against creatures of darkness.

Dipping Swallow Defense
Cost: 2m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial, Mirror (Elegant Flowing Deflection)
Duration: Instant
Prerequisite Charms: None

The maneuver named Dipping Swallow Defense restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it's inapplicable, but it takes no further penalties.
This Charm negates penalties to the Exalt's Melee-derived Parry DV.
Martial: Martial Arts.

Bulwark Stance
Cost: 5m
Mins: Melee 3, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-Basic, Martial
Duration: Until next action
Prerequisite Charms: Dipping Swallow Defense

Like a terrible war machine, the Solar walks through the field of his enemy's blades and is unmoved. This Charm causes the character to ignore penalties that apply to his Parry DV until his next action. This includes penalties invoked by his own attacks. Note that the effects of inapplicability are not a "penalty" on DV.
This Charm negates penalties to the Exalt's Melee-derived Parry DV.
Martial: Martal Arts.

Heavenly Guardian Defense
Cost: 8m
Mins: Melee 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bulwark Stance

The character invokes this Charm in response to an attack. The attack must not be unexpected, and the character must have a weapon in hand. This Charm is a parry that perfectly defends against any attack, even if it is unblockable. Mundane weapons can break when used with this Charm. If the character uses this Charm and a mundane weapon to block an attack that inflicts at least 25L raw damage before soak, the weapon breaks (though it still successfully parries). This Charm has one of the Four Flaws of Invulnerability (see boxed text) common to all Solar perfect defenses.

Fivefold Bulwark Stance
Cost: 5m, 1wp
Mins: Melee 5, Essence 2
Type: Simple
Keywords: Combo-OK, Martial, Mirror (Eye of the Tempest)
Duration: One scene
Prerequisite Charms: Bulwark Stance

The world weeps when the Chosen fall, and so, the Unconquered Sun has given them every mastery of defense. For the remainder of the scene, this Charm removes the onslaught penalty other characters' attacks impose on the Exalt's DV. It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero.
This Charm only applies its benefits to the Exalt's Melee-derived Parry DV.
Martial: Martial Arts.

Solar Counterattack
Cost: 3m
Mins: Melee 4, Essence 1
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Dipping Swallow Defense

Those who attack the Chosen of the Sun invite their own deaths. The Solar invokes this Charm after using her Parry DV against an attack. This Charm gives the Solar a counterattack, which is resolved in Step 9 of the initial attack's resolution. Note the rules for counterattacks on pages 150 and 183.
If the Lawgiver has stocked any free reflexive attacks, she may expend one such attack as part of the three mote cost of this Charm's activation to make her counterattack unblockable. (See Final Sunset Stance from Ink Monkeys, Vol. 32 for an example of stocking free reflexive attacks.)
Martial-ready: Archery, Martial Arts, Thrown. The unblockable version of Solar Counterattack is available only to Martial Arts and Melee.

Ready in Eight Direction Stance
Cost: 5m
Mins: Melee 5, Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-Basic, Martial, Obvious
Duration: Until next action
Prerequisite Charms: Solar Counterattack

The Solar stands ready to force back any foe. Until his next action, whenever he uses his Parry DV against an attack, this Charm provides him with the option to make a counterattack. Note the rules for counterattacks on pages 150 and 183.
As with Solar Counterattack, the Solar may expend stocked free reflexive attacks to make unblockable Martial Arts and Melee counterattacks.
Martial: Archery, Martial Arts, Thrown

Protection of Celestial Bliss
Cost: 3m
Mins: Melee 3, Essence 2
Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Mirror (Fluttering Moth Technique), Obvious
Duration: One scene
Prerequisite Charms: Bulwark Stance

The Lawgivers have returned into a world of peril and sorrow, a cruel age that threatens to destroy all that they cherish and hold dear. So long as there is a weapon in their hands, they can fight against this dark time, holding it forevermore at bay. As the Solar activates this Charm, he attunes his martial instincts to a single Melee weapon he wields, invoking an aurora of blue and gold flames to surround it with protective Essence. He takes no DV penalties from attacks made with the chosen weapon, and adds +2 to its Defense rating.
The Solar may also use the enchanted weapon to perfectly parry any attack against him in Step 2, even if that attack is unblockable. Doing so ends this Charm prematurely, as the corona of protective Essence flares to supernova brilliance, and then fades away. Once the Solar has done so, he cannot reactivate this Charm for the rest of the scene, a limitation that counts as this defense's Flaw of Invulnerability. With Melee 5+, Essence 5+, the Solar may invoke this defense up to (Essence ÷ 2) times in one scene before this Charm ends.

Glories
Flashing Edge Of Dawn
Cost: —
Mins: Melee 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: One Weapon, Two Blows

This Charm permanently enhances its prerequisite. If she wishes to, the Solar may ignore steps 7-9 on her second dam�age application and simply repeat step 10. Additionally, her post-soak damage is raised by one die whenever she uses One Weapon, Two Blows.

Shining Razor Wind
Cost: 3m per die, 1wp
Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Combo-basic, Obvious
Duration: One scene
Prerequisite Charms: Fire and Stones Strike

A brilliant red-gold corona erupts around the Lawgiver's weapon, empowering him to strike down his enemies. This Charm allows the character to enchant a weapon with Fire and Stones Strike for the duration of a scene rather than a single attack, at a cost of three motes per die added, following the same rules for maximum dice. This also counts toward the maximum number of dice that may be purchased with a subsequent normal activation of Fire and Stones Strike. Any nonmagical weapon forced to channel such power is destroyed when the Charm ends.
At Essence 5+, dice purchased with this Charm no longer counts toward the maximum number of dice that may be purchased with a subsequent normal activation of Fire and Stones Strike.

Rising Sun Slash
Cost: 4m (+6m)
Mins: Melee 5, Essence 4
Type: Supplemental
Keywords: Combo-OK, Mirror (Life-Severing Blade), Obvious
Duration: Instant
Prerequisite Charms: Fire and Stones Strike

For 4m, the Solar may select whether to make the attack unblockable or undodgeable. For 10m the attack becomes unblockable and undodgeable against any target, including non-creatures of darkness.
Abyssal Mirror: As its Solar counterpart.

World-Scarring Solar Glory
Cost: 5m, 1wp
Mins: Melee 6, Essence 6
Type: Supplemental
Keywords: Combo-OK, Obvious, Mirror (Creation-Slaying Holocaust Blade)
Duration: Instant
Prerequisite Charms: Rising Sun Slash

The Solar's weapon surges with the limitless power of the wrathful sun god. An attack supplemented by this Charm adds (Essence) dice of raw damage in Step Seven. Should the dice of damage to be rolled after soak in Step Eight exceed the target's maximum total health levels, the Solar may instead inflict as many or as few automatic levels of damage as desired.
At Essence 7+, this Charm may be used to inflict whatever level of damage the Lawgiver desires to nonmagical objects and structures up to the size of a palace. Cutting passes through hills or smashing down stout fortress gates are trivial exercises for such mighty heroes. At Melee 9+ the character may pay a five-mote surcharge upon activation to inflict as many or as few automatic levels of damage as desired to targets regardless of his total dice in Step Eight.
A second purchase, at Melee 8+, Essence 8+, allows the Solar to activate this Charm as a miscellaneous action (Speed 5, DV –1), and commit Essence to it to "store" it in advance. When the commitment is reflexively dropped (this must be done in Step One), the Charm activates without counting as a Charm use. At Essence 9+, the Solar may store up to (Essence/2) activations simultaneously, though each must have Essence committed to it separately.
New Abyssal Charm: Creation-Slaying Holocaust Blade (Prerequisites: Life-Severing Blade). The Abyssal Mirror to World-Scarring Solar Glory has different prerequisites but is otherwise identical.

Immortal Blade Triumphant
Cost: 15m, 1wp
Mins: Melee 5, Essence 5
Type: Simple
Keywords: Combo-Basic, Mirror (Charnel Emperor Stance), Obvious
Duration: One scene
Prerequisite Charms: Call the Blade, Fire and Stones Strike, Protection of Celestial Bliss

The Lawgiver channels the blinding radiance of his anima banner through his blade, empowering it as an icon of his martial legend and heroic triumph. While Immortal Blade Triumphant is active, the Solar's anima banner emanates from a chosen weapon, not from his person. At the lowest levels of anima flare, this channeling suffuses the enchanted blade with the light and colors of the Lawgiver's banner; at higher levels, the anima banner emanates from the enchanted blade itself, taking on the shape of the weapon it shines from. This Charm ends if the chosen weapon leaves the Lawgiver's hands, but his will alone is capable of breaking the bond. The weapon cannot be destroyed or disarmed, nor is it affected by magic that would break the Solar's attunement to it.
As the vessel of the Solar's anima and personal legend, the enchanted weapon resonates with his heroic will, adding any dice from stunting or channeled Virtues to damage rolls as well as attack rolls. The overwhelming Essence pressure of the anima surrounding the weapon also magnifies the weapon's strength, both to lay waste to the Lawgiver's enemies and to shield him from harm. Any damage rolls made with the weapon convert up to (Essence) dice to automatic successes, and parrying with it adds (Essence) to the Solar's DV.
Should the Solar have need of power beyond even this, then he may unleash the triumphant power of his martial legend in a single devastating attack. While his anima banner is flaring at the 16m+ level, he may choose to discharge this Charm through an attack. Doing so adds (Essence) automatic success to the damage roll instead of converting dice to successes, and allows the attack to bypass both soak and Hardness. Calling upon this power ends this Charm and resets the Solar's anima banner to the 0m level.

New Abyssal Charm: Charnel Emperor Stance (Prerequisite Charms: Artful Maiming Onslaught, Blade-Summoning Gesture, Fluttering Moth Defense). Black Essence spills over the Abyssal's weapon, darkening it until it seems he wields a fragment of Oblivion itself. His blade becomes a manifest eschatology, an unholy incarnation of all his dark majesty and fatal prowess. This Charm is identical to its Solar counterpart, except that it does not add stunt or Virtue dice to damage rolls. Instead, the Abyssal's blade dissolves and unmakes whatever it touches, dealing aggravated damage to everything.

Dreams of the First Age
Golden Destruction Cut
Cost: —
Mins: Melee 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hunger Tiger Technique

This Charm acts as a permanent upgrade to its prerequisite, allowing the Solar's player to count extra successes on the at.tack roll three times rather than twice for the purpose of determining raw damage. A second purchase, at Melee 6+, allows extra successes to be counted four times rather than three, while a third purchase at Melee 8+ allows extra successes to be counted five times. A fourth and final purchase at Melee 9+ causes each extra success to be counted ten times for the purpose of determining raw damage.

Guarding Star Tactics
Cost: —(+4m)
Mins: Melee 6, Essence 6
Type: Permanent
Keywords: Obvious, War
Duration: Permanent
Prerequisite Charms: Protection of Celestial Bliss

The Solar Exalted embody a limitless destructive power which is second to none. Using this Charm, the character may tap into that power, focusing it into a large-scale defense ca.pable of striking down and turning aside all oncoming forces with an even greater force of her own. Defending herself is not good enough; even if a star should fall, the Exalt may use Guarding Star Tactics to deflect it away from all that she wishesto protect by an unrivaled display of power. This Charm serves as a permanent upgrade to Heavenly Guardian Defense, allow.ing it to be activated with a four mote surcharge to serve as a perfect parry against any area-of-effect attack, environmental damage effect, or ranged attack from a complementary unit—a parry which destroys or turns aside the offending attack. Players should feel free to invent suitably dramatic stunts to express the way in which attacks are defeated.
Attacks may be divided into two categories: transitory and sustained.
• Transitory: Transitory attacks are attacks composed of non-imperishable physical matter, energy, or non-permanent environmental hazards. Defending against a transitory attack destroys that effect utterly at the point where it intersects the Lawgiver's weapon, preventing it from harming anything be.hind the Solar, or any complementary unit he is a special character in.
For example: The Exalt unleashes an arc of solar flame from his blade, burning away an arrow volley as it descends toward his army. Crackling waves of golden lightning erupt from the Solar's daiklave, shattering a swarm of obsidian butterflies in midair. The Solar's weapon strikes an incoming tidal wave, sending a sheet of Essence boiling across it surface and evaporating it before it can smash into Chiaroscuro. The Lawgiver's sword dissolves the leading edge of a Total Annihilation shock.wave, unraveling the spell in moments. The Solar plunges his weapon into the ground, stilling an earthquake with a pulse of Essence.
• Sustained: Sustained attacks include attacks made of the five magical materials, attacks which are part of the body of a living being, permanent environmental hazards, and environ.mental hazards or attacks which the Storyteller deems unsuitable to arbitrary destruction. Attacks made with imperishable materials (such as a rain of jade arrows) are simply scattered and deflected without harm. Attacks made by permanent environmental hazards (such as the Pole of Fire) are stilled within (Essence) miles for (Essence) actions. Attacks made by living environmental hazards (such as the winds of Adorjan or a Lu.nar using a swarm Knack) are prevented from moving to intersect or bypass the position of Solar or any complementary unit he is a member of until their DV has refreshed. Attacks unsuitable for arbitrary destruction are generally one-of-a-kind storyline events, and are deflected or otherwise handled according to the Storyteller's discretion. Potential examples of resolution of such attacks:
Golden lightning leaps from the Solar's blade to catch Mount Metagalapa before it can fall on her army, then shifts the mountain so that it is deposited safely on the ground several miles away. A shockwave erupts from the Solar's blade, knocking the flying manse away without harm moments before it would have crashed into Tzatli. A pillar of sunfire rises from the Lawgiver's blade, preventing two of Malfeas's layers from crashing together and sending them slowly drifting apart. A slash releases a cyclone which ironically carries Adorjan away.

Sharp Light of Judgment Stance
Cost: 12m, 1wp
Mins: Melee 7, Essence 7
Type: Simple
Keywords: Combo-Basic, Holy, Mirror (Symphony of the Flayed Legion), Obvious, War
Duration: One Action
Prerequisite Charms: Blazing Solar Bolt

The Solar whirls into a devastating attack, felling all who would stand against her with a storm of slashes. The character makes a standard Melee attack and applies it against all en.emies within (Melee x 100) yards. Allies are immune to this onslaught; the waves of lethal radiance dance deftly past them. This attack is also applied against any enemy who moves into the effect radius during the Charm's duration, and applied again once per tick against any enemy attempting to move to.ward the Lawgiver. The attack produced by this Charm deals aggravated damage to creatures of darkness.
If used over consecutive actions, the Charm loses its Willpower cost after the first use, and cumulatively lowers its mote cost by two on each subsequent activation, to a minimum cost of 5m. The range of its area of destruction doubles with each consecutive activation. The Charm cannot spread to encompass more than the Solar's (Essence x 3) miles.
Directed against a complementary unit in mass combat, this Charm renders the attack unblockable and undodgeable, and multiplies its final damage in Step 10 by the Lawgiver's Essence.
New Abyssal Charm: Symphony of the Flayed Legion (Prerequisites: Ebon Lightning Prana). Gathering shadows about his weapon, the Abyssal casts shrieking waves of razor-edged darkness across the battlefield. This Charm is identical to its Solar counterpart, save that it lacks a Holy effect; instead, mortals slain by this Charm automatically rise one day later as uncontrolled zombies, full of risen hunger for the flesh of the living. This effect fails automatically in the face of any magic designed to prevent a corpse's reanimation.
 
[x] Mirumoto


[1] [Archetype] Swordmaster
[5] [Archetype] Champion of Law
[3] [Archetype] Dragon's Flame
[4] [Archetype] Priest of the Kami
[2] [Archetype] Tattooed Monk
 
[X] Female
[X] Togashi
[X] Hikaru

[4] [Archetype] Swordmaster
[2] [Archetype] Champion of Law
[1] [Archetype] Dragon's Flame
[3] [Archetype] Priest of the Kami
[] [Archetype] Tattooed Monk

*grumble grumble* late votes...
 
Hm. Swordsmaster is Melee and War focused.

Champion of Law is Martial Arts and Investigation.

Dragon's Flame is Archery and Survival

Priest of the Kami is Melee/Sorcery and is libel to suffer from the split focus, and Occult.

Togashi is Brawl and Lore.

Just as their main charm trees from their description.
 
[x] Male
[x] Togashi
[x] Kenshin

[1] [Archetype] Swordmaster
[3] [Archetype] Champion of Law
[4] [Archetype] Dragon Flame
[5] [Archetype] Priest of the Kami
[2] [Archetype] Tattooed Monk
 
Now, the true question here. Is the Kaoru expy going to be a Lunar, and is she going to be a Crab for the sake of verisimilitude? Possibly an unusually short Hida or an atypically physically prepossessing Hiruma like Sosuke over in WingedKnight's quest?
 
[x] Male
[x] Agasha
[x] Kenshin

[1] [Archetype] Swordmaster
[3] [Archetype] Champion of Law
[5] [Archetype] Dragon Flame
[2] [Archetype] Priest of the Kami
[4] [Archetype] Tattooed Monk
 
Hm, I could see that. Except for the bit where her father is the one who changed the family style and all, but that's backstory and so less immediately important. Perhaps her dad was a Lion or a Unicorn who turned away from violence after seeing the bloody havoc it would wreak, and married into the Asahina, taking their name to show his devotion to Katsujinken.
 
[X] Male
[X] Mirumoto
[X] Kenshin

[1] [Archetype] Swordmaster
[2] [Archetype] Champion of Law
[5] [Archetype] Dragon Flame
[3] [Archetype] Priest of the Kami
[4] [Archetype] Tattooed Monk
 
[x] Female
[x] Agasha
[x] Mulan

[1] [Archetype] Swordmaster
[3] [Archetype] Champion of Law
[4] [Archetype] Dragon Flame
[2] [Archetype] Priest of the Kami
[5] [Archetype] Tattooed Monk

A kind samurai Lady that favors talks of theology and riding. She discovered a gift for the sword at a young age, but still feels her reputation as Swordmaster to somewhat overshadow her spiritual arts. But once the blades come out she is a cold and vicious whirwind. As a Shugenja she focuses on using Air and Water.

Her manner, bearing and thoughts clashed badly with a Matsu when she was traveling accross Rokugan on Clan buisness, and she ended up in a duel to the death. There she gained her reputation outside of the Clan. Instead of dancing around the Matsu beserker she met her enemy like an unstopable avalanche, her On cold like the highest mountain tops, the result inevetable.

Demonstrating a cold anger that snuffed out the famed Matsu rage and following the match with an explanation on the spiritual superiority of Cold Rage as opposed to the Matsu Hot one, did not sit well with the Matsu, starting a feud, that lasts to this day. The Matsu do not like her, as she is a living argument for her words.
 
[X] Female
[X] Togashi
[X] Hikaru

[3] [Archetype] Swordmaster
[2] [Archetype] Champion of Law
[5] [Archetype] Dragon's Flame
[4] [Archetype] Priest of the Kami
[1] [Archetype] Tattooed Monk
 
[X] Male
[X] Togashi
[X] Kenshin

[1] [Archetype] Swordmaster
[2] [Archetype] Champion of Law
[5] [Archetype] Dragon Flame
[3] [Archetype] Priest of the Kami
[4] [Archetype] Tattooed Monk
 
Last edited:
[X] Male
[X] Agasha
[X] Kenshin

[1] [Archetype] Swordmaster
[4] [Archetype] Champion of Law
[5] [Archetype] Dragon Flame
[2] [Archetype] Priest of the Kami
[3] [Archetype] Tattooed Monk
 
Let's take a quick look at the Tally...

Vote Tally : Crossover - Shards of the Emerald Dream (Exalted/Legend of the Five Rings) | Page 8 | Sufficient Velocity
##### NetTally 1.7.6

Task: Archetype

Options:

Champion of Law
Dragon's Flame
Priest of the Kami
Swordmaster
Tattooed Monk

Winner: Swordmaster

First Runner Up: Tattooed Monk

Second Runner Up: Champion of Law

Third Runner Up: Priest of the Kami

Honorable Mention: Dragon's Flame


Total No. of Voters: 37


[X] Male
No. of Votes: 20

[X] Kenshin
No. of Votes: 17

[X] Female
No. of Votes: 13

[X] Agasha
No. of Votes: 13

[x] Togashi
No. of Votes: 12

[X] Kitsuki
No. of Votes: 6

[x] Mirumoto
No. of Votes: 5

[X] Hikaru
No. of Votes: 2

[X] Budai
No. of Votes: 1

[X] Benkei
No. of Votes: 1

[X] Ryuko
No. of Votes: 1

[x] Mulan
No. of Votes: 1

Total No. of Voters: 36

Currently it looks like we're heading for Agasha Kenshin the male Sword-master. That said Togashi is currently only one vote behind, so I'll hold off on calling anything just yet.
 
[X] Female
[X] Togashi
[1] [Archetype] Swordmaster
[4] [Archetype] Champion of Law
[2] [Archetype] Dragon's Flame
[3] [Archetype] Priest of the Kami
[5] [Archetype] Tattooed Monk
 
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[x] Male
[x] Togashi
[x] Kenshin

[1] [Archetype] Swordmaster
[3] [Archetype] Champion of Law
[4] [Archetype] Dragon Flame
[5] [Archetype] Priest of the Kami
[2] [Archetype] Tattooed Monk
 
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[X] Male
[X] Togashi
[X] Kenshin

[2] [Archetype] Swordmaster
[4] [Archetype] Champion of Law
[5] [Archetype] Dragon Flame
[3] [Archetype] Priest of the Kami
[1] [Archetype] Tattooed Monk
 
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