Difference between revisions of "SolarEndurance/CrownedSun"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m (link fix)
m (Script: fix links messed up in conversion)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
Back to [[SolarEndurance]]<br>
 
Back to [[SolarEndurance]]<br>
Back to [[SolarCharms/CrownedSun|/CrownedSun]]
+
Back to [[SolarCharms/CrownedSun]]]]
  
 
= Solar Endurance Charms by [[CrownedSun]] =
 
= Solar Endurance Charms by [[CrownedSun]] =

Latest revision as of 02:17, 9 June 2010

Back to SolarEndurance
Back to SolarCharms/CrownedSun]]

Solar Endurance Charms by CrownedSun

Strength from Pain Technique

 Cost: 2 motes
 Duration: Instant
 Type: Supplemental
 Minimum Endurance: 3
 Minimum Essence: 2
 Prerequisite Charms: Essence-Gathering Temper

An Injured Solar Exalt can be more dangerous than one who is full of vigor. With the use of this charm, the Exalt is momentarily strengthened by his pain and turns his weakness and injury into strength -- lashing out at his tormentors, hopefully turning defeat into victory! Apply the absolute value of the character's wound penalties as a dice bonus to the action being supplemented by this charm. This is treated as a "wound bonus", and thus does not count against the dice adder limit if placed in a combo with other charms. If the action supplemented by this charm is movement, add the bonus to the character's dexterity to determine his movement rate.

This charm forms an alternate prerequisite for Battle Fury Focus. This charm still functions at full effect when used with that charm and other effects that lower or negate his wound penalities -- calculate the bonus based on what the bonus would be without these effects.

Unextinguished Solar Lifeforce

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Endurance: 4
 Minimum Essence: 2
 Prerequisite Charms: Two purchases of Ox-Body Technique

A Solar with this charm is enthused with a burning golden life that is next to impossible to extinguish. Wounds feel like lesser things to him, and when he is unmarred by violence and pain he feels more energetic and indeed alive than any other being in Creation. When you first gain this charm, shift all of your health levels one level down on the health chart. Your incapitated level becomes -4, while your crippled level becomes -2, your hurt level becomes -1, and your injured level becomes -0. Finally, any bruised levels you might have shift over to become +1 health levels. Once all your levels have been shifted, add three Incapitated levels to the empty space on your chart.

Unless your +1 health levels have been marked off, you gain one extra die to all physical activity in combat (the rush of adrenaline and the glory of being alive in a dangerous situation), and all endurance rolls. Note that this doesn't affect any other rolls, and never affects non-PHYSICAL rolls.

Note: Crippled levels are -4 levels, Hurt levels are -2, Injured levels are -1, and Bruised levels are -1. These words are taken from the World of Darkness games, and are used simply because describing the changes with nothing but numbers looks ugly. However, it's "-4's becomes -2's, -2's becomes -1's, -1's becomes -0's, and -0's become +1's" just in case it's not clear.

Comments

USL is a pretty neat idea, but seems very powerful for its prereqs. _Ikselam

I agree. It's definitely at least an Essence 4, probably more an Essence 5 or 6, effect. It goes far beyond the Abyssal wound-negating Charms. TheMyriadOfShades

It's fairly powerful, yes, but I'm not sure if it's hugely more powerful than -- say -- Ox-Body itself. It mostly just reduces your wound penalities, but not even completely. It's also a solar-version of an Abyssal charm I wrote, as well, and isn't as good there -- it doesn't even make you look like your dead! So I wanted it to be comparable in chain length to that charm.

However, Essence 4? 5? 6? Whassa? No; not even CLOSE. How is this any more powerful than an Endurance 3, Essence 2 charm that makes it so you have nothing but -0s and -2s? Insensible Corpse Technique, BTW. Sorry, this charm is NOT even CLOSE to that level of power, Myriad. - CrownedSun

Since I consider Insensible Corpse Technique broken, this is not a particularly convincing argument to me. It is the +1 to all physical actions which makes me think it should be Essence 3, Endurance 5. In combat, it will probably stop being a factor the moment someone hits you. However, many physical rolls occur outside of combat, and many (perhaps even most) of them do not carry a possibility of injury.
On the other hand, I do like that this Charm provides an incentive for taking -0 Ox-Bodies (as opposed to ICT, which pretty heavily discourages it). _Ikselam
You'll note that I changed the exact way that the +1's work, to make it a combat-only thing in addition to a physical-only thing. Does that help deal with the issue anymore? As for rather or not Insensible Corpse Technique is broken, that's really not a very effective arguement here, since like it or not this charm //is// somewhat based on that charm:D In comparison, I think they're both about equal.
-CrownedSun
I actually think it would make more sense to have the bonuses affect all physical actions. I think I'd want to split that effect off into a separate Charm, though. _Ikselam
Hmm... let's turn this around... if there were a Charm whose description was, "This Charm grants you a permanent +1 to ALL Attribute + Ability dice pools", what would its prerequisites be? - Quendalon
First, on the note, it's +1 to any PHYSICAL action. It notes that right on the charm:) So it's not all Attribute + Ability dots. Second, this only works while your completely uninjured. I could see, maybe, a point for it being Essence 3. *shrugs* However, I don't think it's that out of bounds as it exists now. Battle Fury Focus, for instance, gives you a +1 to your combat rolls for the scene at Essence 2, with fewer restrictions than this charm requires. Never the less, I added another little note to the +1 bit. -- CrownedSun
Whoops, me no pay attention good. :( - Quendalon