Difference between revisions of "IsawaBrian/SolarResistanceEndurance"

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----<b><i>Inferno Heart Concentration</b></i>
 
----<b><i>Inferno Heart Concentration</b></i>

Latest revision as of 01:16, 6 April 2010


Inferno Heart Concentration</b>
 <b>Cost: 5m, 1 ahl; Mins: Resistance 3, Essence 2; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Any Resistance Excellency, Body-Mending Meditation

The Solar creates an incredible engine of power within herself. This energy engine collects ambient motes of Essence far swifter than normal, and, if left in an area without Essence that the Solar could ordinarily use, will still provide a trickle of motes for her use. Unfortunately, this requires the dedication of some of the Solar’s life energy. For the next full day (24 hours) after triggering this Charm, the Solar regains a number of additional motes per hour equal to her Resistance Ability. Even if the character has no other means to regenerate motes, this will still function.


Unflagging Solar Will</b>
 <b>Cost: 10m, 1 ahl; Mins: Resistance 5, Essence 2; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Inferno Heart Concentration, Willpower Enhancing Spirit

Sometimes, it is more important to be strong of mind than healthy of body. A Solar with this Charm may concentrate his Essence inwards, traveling along the “dragon lines” of his nerves and brain to produce a renewable source of mental energy at the cost of some of the Lawgiver’s own life-force. As soon as this Charm is invoked, and every hour thereafter for twenty-four hours (one full day) after the character invokes this Charm, he regains a point of Temporary Willpower. The Solar cannot exceed his maximum Willpower with this Charm. This Charm may only be activated once an hour; it cannot be activated, deactivated, and then reactivated repeatedly in order to speed the Willpower regeneration process.


Ceasing to Breathe Method</b>
 <b>Cost: 5m, 1 wp; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Controlled Breathing Exercise (if transferred, Any Resistance Excellency if not)

A character using this Charm charges her lungs with Essence, respiring directly from Essence, rather than from the air. For the rest of the day, she need not breathe at all, even when speaking or performing strenuous activities. No airborn poison, lung-based disease, or other effect will hurt her, and she can dive to the bottom of the ocean without suffering ill effects from pressure or lack of oxygen.


Solar Channeling Meditation</b>
 <b>Cost: 10m, 1 wp; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, Obvious
 Duration: One Day
 Prerequisite Charms: Inferno Heart Concentration, Infinite Resistance Mastery

By focusing on his connection to the Unconquered Sun, and willing the motes of Essence which make up his anima to transform into a whirling generator of power, the Exalt using this Charm can penetrate the gulf of reality in order to regenerate essence. As long as this Charm is in effect, the Solar will regenerate essence in all of his pools as though he was standing in bright sunlight upon the face of Creation. This includes the Radiant Soul pool, although this will not change the amount of such regeneration. Whether in the Underworld, or Autochthonia, or the depths of the Wyld, no force can prevent the Solar from regenerating Essence from all sources available. As a result, the character will always regenerate minimum of 8 motes of essence per hour, which stacks with other sources beyond natural essence regeneration. The Health Level for the cost of this charm is lethal, and is unsoakable. This Charm is extremely blatant and causes the character's Caste Mark to manifest, just as though he had spent 4-7 motes of Essence.


Mastery of Myself</b>
 <b>Cost: 15m, 2 wp, plus 5m per additional day; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, Obvious
 Duration: One Day (renewable)
 Prerequisite Charms: Armored Scout’s Invigoration, Ceasing to Breathe Method, Tireless Runner’s Stride (assumed transfer), Bloodthirsty Sword-Dancer’s Spirit, Ascetic Monk’s Purification Discipline (assumed Transfer)

With this Charm, the Solar takes utter and complete control of her body. No longer is she subject to its whims and demands, but instead now she can drive on through creation, and indeed thrive, by the force of her will alone. She does not need to sleep, eat, breathe, or drink, nor does she suffer penalties caused by the lack of those, by armor, any pain (including wound penalties up to and including incapacitated, until death takes her). No penalty which comes from within her body, rather than environmental disturbance, cover, etc., will affect her. Furthermore, when this Charm ends, she will be fully sated and rested, just as though she had plenty to eat, drink, and sleep during the period with which she maintains Mastery of Myself. This Charm may be renewed reflexively every twenty-four hours at a cost of 5 additional motes; all motes so used, including the first fifteen, count as committed until the Charm ends.


Solar Furnace-Feeding Practice</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Essence-Gathering Technique, Resistance Essence Flow

The Solar develops a series of essence "furnaces" at his chakra points. As attempts to harm the Exalt strike home, their disruptive essence reverberates through these chakra points, thus stimulating the "furnaces" and feeding essence back to the Solar, regardless of whether or not the Exalt is damaged. These furnaces must be stimulated, however, in order to activate in the first place. Mechanically, the Solar may activate Essence-Gathering Technique as a non-Charm action.


Hearty Headstrong Warrior Method</b>
 <b>Cost: --; Mins: Resistance 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Solar Furnace-Feeding Practice, Willpower-Enhancing Spirit

The Solar disdains pain and anger-- indeed, transforming them into a whirling engine of inner strength to refuel her reserves in the course of battle. The Exalt may activate Willpower-Enhancing Spirit as a non-Charm action.


Critical Moment Respiration</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Solar Furnace-Feeding Practice

When the life of a Solar is on the line, instead of paralyzing fear, he regains strength, gaining power from the intense energies of deadly combat. If a Solar actually takes damage when using Essence-Gathering Temper, the limit on motes that the Solar may regenerate is increased to the higher of 20 or (the Solar’s Stamina + Resistance) times (the Solar’s permanent Essence)


Empty Stomach Fasting Meditation</b>
 <b>Cost: 1m; Mins: Resistance 1, Essence 1; Type: Simple (DV -0)
 Keywords: Combo-OK
 Duration: One Day
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on page 71 of CB:Z. In my campaign, this would be a Permanent with a 1 mote cost to activate, thus increasing the requirements to Resistance 2, Essence 2; the effect is certainly stylistic for the Zenith motif, but the scale seems a bit small to me.


Ascetic Monk’s Purification Discipline</b>
 <b>Cost: 10m; Mins: Resistance 3, Essence 3; Type: Simple (DV -0)
 Keywords: Combo-OK
 Duration: Three Days
 Prerequisite Charms: Empty Stomach Fasting Meditation

This is a mechanical conversion of the Charm on page 71 of CB:Z. This one, on the other hand, should probably be a full Charm. If ESFM is converted to a Permanent, though, I would up the Duration to one week and keep the replenishment requirement at 1 day.


Unsleeping Watchman Technique</b>
 <b>Cost: --; Mins: Resistance 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms:Tireless Sentinel Technique, any Awareness Excellency

The Solar draws strength from her watchfulness, transforming the lone sentinel’s position from a duty into a restful, refreshing activity. Power flows into the Solar if she remains dedicated and resolute. The Solar may add 3 motes to the cost of Tireless Sentinel Technique to gain the ordinary benefits of a full night’s sleep when using the Charm—such as healing and a Conviction roll to recover willpower.

The original Unsleeping Watchman Technique from p 72 of CB: Z is superceded by Tireless Sentinel Technique as per Manual of Exalted Power: the Abyssals, p. 148. This is a reimagined version using the old name.


Tireless Traveller’s Stamina</b>
 <b>Cost: --; Mins: Resistance 3, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Tireless Sentinel Technique

The Solar learns how to increase the efficiency of his Unsleeping Watchman Technique on a steady voyage. So long as the character moves at no greater than a steady pace (walking or riding) when using the Unsleeping Watchman Technique mode of tireless Sentinel Technique, he gains all normal benefits-- the Charm replaces all necessary rest, so the character is neither footsore nor saddlesore, and is rested and well at the end of his voyage—but the day in question does not count towards the maximum the Solar can withstand in this manner without dreaming.


Tireless Runner’s Stride</b>
 <b>Cost: 10m; Mins: Resistance 4, Essence 3; Type: Simple
 Keywords: Combo-OK
 Duration: Special
 Prerequisite Charms: Tireless Traveller’s Stamina

This Charm is a mechanical conversion of the Charm on p. 72 of CB:Z.


Controlled Breathing Exercise</b>
 <b>Cost: 5m; Mins: Resistance 2, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: None

This Charm is a mechanical conversion of the Charm on p. 72 of CB:Z; use Stamina + Resistance in place of Stamina + Endurance.


Sleep of Death Technique</b>
 <b>Cost: 15m; Mins: Resistance 4, Essence 4; Type: Simple (DV-0)
 Keywords: Combo-OK
 Duration: Special
 Prerequisite Charms: Controlled Breathing Exercise

This Charm is a mechanical conversion of the Charm on p 72 of CB:Z. Note that it is a perfect defense against detection of “living;” if a perfect effect is used to determine the character’s true state, use the Unstoppable Force vs. Immovable Object rules.


Extended Life Prana</b>
 <b>Cost: --; Mins: Resistance 7, Essence 7; Type: Permanent
 Keywords: None
 Prerequisite Charms: Tireless Runner’s Stride, Ascetic Monk’s Purification Discipline, Sleep of Death Technique

This Charm is a mechanical conversion of the Charm on p 72 of CB:Z. Based on information from Dreams of the First Age, I would say that this Charm, plus three similar to TRS, AMPD, and SDT at the Essence 7-9 range would qualify for the unlimited lifespan Charm that Dreams theorizes…


Tiger-Warrior’s Endurance</b>
 <b>Cost: 6m, 1 wp, 1 lhl; Mins: Resistance 5, Essence 3; Type: Permanent
 Keywords: Combo-OK, Obvious
 Duration: (Essence + Resistance) Hours
 Prerequisite Charms: Front-Line Warrior’s Stamina

This is a mechanical conversion of the Charm on page 207 of the Exalted Player’s Guide. Note that its duration substitutes Resistance for Endurance.


Interrogation-Resisting Attitude</b>
 <b>Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple
 Keywords: Combo-OK, Social
 Duration: One Scene
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on p 74 of CB:Z. Its effects always add to MDVs to resist torture, interrogation, and interrogation-like effects, including many active uses of Investigation in social combat. Despite the Social keyword, this Charm is not always a Social charm, and is activated in short ticks as well as long.


Pain-Reducing Meditation</b>
 <b>Cost: 1m per -1; Mins: Resistance 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: Interrogation-Resisting Attitude, Durability of Oak Meditation

This is a mechanical conversion of the Charm on p 74 of CB:Z. It should be usable at any point in combat resolution up to Step 10. I would suggest that it also applies to External or Internal Penalties applied by pain. This includes many uses of the Crippling keyword, but does not apply to circumstances such as having a limb mangled or removed, nor to restraint (other than negating pain from the restraint).


Alcohol-Resisting Prana</b>
 <b>Cost: 1 mote; Mins: Resistance 1, Essence 1; Type: Simple (DV –0)
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on p 73 of CB: Z.


Drunken Warrior Technique </b>
 <b>Cost: 2 motes per die; Mins: Resistance 2, Performance 2, Essence 2; Type: Reflexive (Step 2)
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Alcohol-Resisting Prana

The Solar turns the unpredictability and chaotic movements caused by his indulges to his advantage. This Charm acts as a dice-adder for a parry or dodge DV, and adds bonus dice to such an attempt. This bonus may not exceed the total number of drinks (see CB: Z p 74) the character has taken in the scene, nor the sum of the character’s Resistance + Performance, whichever is lower. This Charm does not negate the effects of alcohol, but it also remains in effect even if all negative effects of drinking have been removed.


Inebriated Fool Defense</b>
 <b>Cost: 2 motes; Mins: Resistance 4, Performance 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Drunken Warrior Technique

The Solar energizes and increases the positive effects of alcohol on the human body, loosening muscles and joints, dulling pain, and helping her body to roll with impact. Add a number of points to the character’s natural Bashing and Lethal Soak equal to the number of drinks (see CB: Z p 74) the character has consumed during the scene. This bonus may not exceed the character’s Resistance + Performance. This Charm does not negate the effects of alcohol, but it also remains in effect even if all negative effects of drinking have been removed.


Environmental Hazard Resisting Meditation</b>
 <b>Cost: --; Mins: Resistance 5, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: None

This Charm is a mechanical conversion of the Charm on pp 72-73 of CB: Z. I feel that its effects are still appropriate; just like a Melee specialist can develop defenses that can counter unexpected attacks or opt to take Surprise Anticipation Method, so, too, do I believe that this Charm’s relatively minor, but permanent effects do not conflict with the possibility of larger and more blanket effects from Hardship-Surviving Mendicant’s Spirit and its two development Charms.


Wolverine Vitality Technique</b>
 <b>Cost: --; Mins: Resistance 3, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Body Mending Meditation

The Solar’s unyielding spirit speeds the regeneration of flesh, allowing the Lawgiver to heal from the mere act of respiration. The Solar’s healing rate is always multiplied by (1 + (Resistance). This is cumulative, but additive, with Body Mending Meditation—ie, a Resistance 3 Solar with Wolverine Vitality Technique who uses Body Mending Meditation will heal 14 times as fast, not 40.


Second Wind</b>
 <b>Cost: 5 motes; Mins: Resistance 5, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: (Resistance) Actions
 Prerequisite Charms: Body-Mending Meditation

The Solar energizes his normal respiration with a feedback of beneficent energy, granting the Lawgiver freedom from pain, reliving his Second Breath in an ecstatic burst of potency. For (the Solar’s Resistance) in actions, he suffers no physical penalties short of death or outright dismemberment, including but not limited to, pain, poison, illness, crippling (so long as the limb or organ remains whole enough to perform even impaired function), fatigue, and so forth. This does not affect health levels, even those health levels lost to poison, disease, and so on. This Charm may be used while Inactive; doing so generally aborts the character’s Inactivity, but counts as their charm use until DV refresh.


Unyielding Spirit</b>
 <b>Cost: --; Mins: Resistance 6, Essence 6; Type: Permanent
 Keywords: None
 Prerequisite Charms: Second Wind, Unbroken Titan Fortitude

The Solar’s impossible fortitude knows no mortal bounds. By spending two extra motes and an extra willpower, the character may activate any Resistance Charm with an Essence minimum of 5 or less while Inactive. Doing so will often abort the character’s Inactivity.


Terrible Solar Berserker</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4 Type: Permanent
 Keywords: None
 Prerequisite Charms: Bloodthirsty Sword-Dancer Spirit

Only a fool draws the ire of the Chosen of the Unconquered Sun. When drawn to bloodlust and battle, the wrath of a Solar who utterly surrenders to her rage cannot be stopped by any who stand before her. When activating Bloodthirsty Sword-Dancer Spirit or Battle Fury Focus, the character adds successes (1 or 3) rather than dice. In addition, the character cannot fail Valor rolls and is immune to all forms of fear.


Last Breath's Defiance</b>
 <b>Cost: --; Mins: Resistance 4, Essence 4 Type: Permanent
 Keywords: None
 Prerequisite Charms: Ox-Body Technique

Although they do not have the sheer resilience of their Lunar mates to withstand the edge of death, the burning life-force of a Lawgiver may flare just long enough to survive for medical attention. Add one Dying health level for every Ox-Body Technique the character has, and while the Solar is in Dying health levels, no force in the universe, whether gag or Charm, or even a lack of oxygen, can stop him from speaking, though the character cannot otherwise violate the principles of Inactivity; only those Charms which can be used while Inactive may be used, even if they only require the character's speech normally.

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