Difference between revisions of "StarJaunter/NWODSolar"
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'''Castes:''' Solar Castes are based on the Position of the Sun.<br> | '''Castes:''' Solar Castes are based on the Position of the Sun.<br> | ||
Dawn: Leaders and Champions of the Armies of the Unconquered Sun. <br> | Dawn: Leaders and Champions of the Armies of the Unconquered Sun. <br> | ||
− | Brawl,Firearms,Weaponry,Intimidation,Politics<br> | + | Brawl, Firearms, Weaponry, Intimidation, and Politics<br> |
Zenith: The Priest-Kings, prophets and mystics of the Unconquered Sun.<br> | Zenith: The Priest-Kings, prophets and mystics of the Unconquered Sun.<br> | ||
+ | Academics, Empathy, Persuasion, Expression, and Survival<br> | ||
Twilight: The scholars, sorcerers, craftsman, and medics of the Unconquered Sun<br> | Twilight: The scholars, sorcerers, craftsman, and medics of the Unconquered Sun<br> | ||
+ | Crafts, Investigation, Medicine, Occult, and Science<br> | ||
Night: The spies and assassins of the Unconquered Sun.<br> | Night: The spies and assassins of the Unconquered Sun.<br> | ||
+ | Athletics, Computer, Larceny, Stealth, and Streetwise<br> | ||
Eclipse: The Diplomats and Bureaucrats of the Unconquered Sun.<br> | Eclipse: The Diplomats and Bureaucrats of the Unconquered Sun.<br> | ||
+ | Animal ken, Drive, Politics, Socialize, and Subterfuge<br> | ||
'''Caste and Favored:''' Solars favor Abilities. They gain five Caste Skills, and may choose five <br> | '''Caste and Favored:''' Solars favor Abilities. They gain five Caste Skills, and may choose five <br> |
Revision as of 02:55, 23 March 2009
Solar Exalted
Chosen of the Unconquered Sun, Solar are demi-gods of perfection and are, generally, the strongest
of the Exalts.
Nickname: Lawgivers
Factions: Solar's are most drawn to the Cult of Illuminated, however many Dawns go to the
Sword of Creation, and Twilights go to the Preservers of Lore.
Background: Solar's are chosen for being the best at something and usually are chosen during
a moment of epic success. As such those who become Solars are usually leading extraordinary lives
already, at least by non-exalted standards.
Castes: Solar Castes are based on the Position of the Sun.
Dawn: Leaders and Champions of the Armies of the Unconquered Sun.
Brawl, Firearms, Weaponry, Intimidation, and Politics
Zenith: The Priest-Kings, prophets and mystics of the Unconquered Sun.
Academics, Empathy, Persuasion, Expression, and Survival
Twilight: The scholars, sorcerers, craftsman, and medics of the Unconquered Sun
Crafts, Investigation, Medicine, Occult, and Science
Night: The spies and assassins of the Unconquered Sun.
Athletics, Computer, Larceny, Stealth, and Streetwise
Eclipse: The Diplomats and Bureaucrats of the Unconquered Sun.
Animal ken, Drive, Politics, Socialize, and Subterfuge
Caste and Favored: Solars favor Abilities. They gain five Caste Skills, and may choose five
favored skills. They also gain a bonus of two dots to add to skills that are caste of favored.
Peripheral Essence Pool: Seven x Essence + Willpower
Charms: Lawgivers can learn five charms, three must be from caste or favored abilities.
Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must
succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.
Limit Break: Solar Limit Breaks are among the worst, to compensate for their power. A solar
character must choose a Limit Condition, something that is more likely to set a Solar off, and a
Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more
extreme the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no
one hurt but the Solar. Fulfilling a limit break leaves the Solar's willpower completely refreshed
resisting it can accepting a partial limit break does not refresh willpower.