Difference between revisions of "SolarEndurance/IsawaBrian"
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+ | *[[SolarEndurance]] | ||
+ | *[[IsawaBrian]] | ||
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----<B><I>Blazing Soul Discipline</B></I> | ----<B><I>Blazing Soul Discipline</B></I> | ||
<B>Cost:</B> None | <B>Cost:</B> None | ||
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=== Comments === | === Comments === | ||
− | Nice set of charms. I like how you countered what I think is a relatively large pool size of BSD with the funky recharge - makes it more strategically interesting. | + | Nice set of charms. I like how you countered what I think is a relatively large pool size of BSD with the funky recharge - makes it more strategically interesting. Ceasing to Breathe Method - yes, this effect so belongs under Endurance. It always vaguely bothered me that holding one's breath stuff (albeit while swimming) where under Athletics. No suggestions for changes actually, good job. -- [[Qaphsiel]] |
− | : Actually, BSD doesn't belong to me. *cough*. I forgot to put the credit in place. I got this- and the Transcendent Prowesses- from Neph's suggestions listed on his page on the Wiki. It's REALLY nice having the Thus Spake pages. As for | + | : Actually, BSD doesn't belong to me. *cough*. I forgot to put the credit in place. I got this- and the Transcendent Prowesses- from Neph's suggestions listed on his page on the Wiki. It's REALLY nice having the Thus Spake pages. As for Ceasing to Breathe Method... Oi! *chuckles* Actually, the rules, as far as I can find them, place holding your breath in Resistance, but the Charm is endurance, so... -[[IsawaBrian]] |
:: Well, either place better than athletics, and I think Endurance makes more sense than Resistance. At least from looking at the canon charms Endurance is about going without something you need (sleep, rest, food, water) for a period of time (and regaining essence/willpower); Resistance is more about overcoming damage and foreign substances (alcohol, poison). [[Qaphsiel]]'s $0.02. | :: Well, either place better than athletics, and I think Endurance makes more sense than Resistance. At least from looking at the canon charms Endurance is about going without something you need (sleep, rest, food, water) for a period of time (and regaining essence/willpower); Resistance is more about overcoming damage and foreign substances (alcohol, poison). [[Qaphsiel]]'s $0.02. | ||
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Regarding Torch in the Darkness... it's only respiration that is impeded in the underworld... Stunts and Hearthstones and such still work just fine, and Essence Gathering Temper (by canon) is just as effective is it not? Thus, this charm seems to do not all that much, although it is probably still useful. <br> -- [[Darloth]] | Regarding Torch in the Darkness... it's only respiration that is impeded in the underworld... Stunts and Hearthstones and such still work just fine, and Essence Gathering Temper (by canon) is just as effective is it not? Thus, this charm seems to do not all that much, although it is probably still useful. <br> -- [[Darloth]] | ||
− | :: As for MST, you're not supposed to be able to use it more than once like that, no, and the HL should be lethal, unsoakable. So changed to reflect that and to close off the loophole. As for Torch in the Darkness-- huh, I thought for sure it said somewhere that Hearthstones fail to work. Time to double-check. If they don't fail, I'll need to rework the charm to, you know, make it non-lame. ^_^ Thanks!-- IsawaBrian | + | :: As for MST, you're not supposed to be able to use it more than once like that, no, and the HL should be lethal, unsoakable. So changed to reflect that and to close off the loophole. As for Torch in the Darkness-- huh, I thought for sure it said somewhere that Hearthstones fail to work. Time to double-check. If they don't fail, I'll need to rework the charm to, you know, make it non-lame. ^_^ Thanks!-- [[IsawaBrian]] |
− | Torch in the Darkness removed, as it was created based on a misunderstanding. -- IsawaBrian | + | Torch in the Darkness removed, as it was created based on a misunderstanding. -- [[IsawaBrian]] |
the Solar Furnace charm seems overpowered. I know it's fairly high up the tree, but to have no turn-wise/hit-wise limit at ALL, it seems just a bit too powerful. Sure, it's higher up than EGT, but it's scenelong and with this any one hit on an exalt will probably fill his/her pool again, after taking into account the mass commitment of solar charms. Are you sure you want that sort of effect? Especially if combined with powerful soak/damage-reduction charms. Even a fairly soft limit like (up to Endurance + Essence per hit) would serve to limit it effectively.<br> -- [[Darloth]] <i>knows that if it were combined with -his- custom endurance charms, it would break everything. So suggests not doing that. Ever. </i> | the Solar Furnace charm seems overpowered. I know it's fairly high up the tree, but to have no turn-wise/hit-wise limit at ALL, it seems just a bit too powerful. Sure, it's higher up than EGT, but it's scenelong and with this any one hit on an exalt will probably fill his/her pool again, after taking into account the mass commitment of solar charms. Are you sure you want that sort of effect? Especially if combined with powerful soak/damage-reduction charms. Even a fairly soft limit like (up to Endurance + Essence per hit) would serve to limit it effectively.<br> -- [[Darloth]] <i>knows that if it were combined with -his- custom endurance charms, it would break everything. So suggests not doing that. Ever. </i> | ||
− | :Hmmm. A decent point. The original was intended to remain competive with the cheap, reusable EGT that should (for any Solar this far in) be definitely used in a combo. But, eh. A limitation is fair, and then I can knock off a mote on its invested cost. And I definitely need to add that it does NOT stack with Essence-Gathering Technique. --IsawaBrian | + | :Hmmm. A decent point. The original was intended to remain competive with the cheap, reusable EGT that should (for any Solar this far in) be definitely used in a combo. But, eh. A limitation is fair, and then I can knock off a mote on its invested cost. And I definitely need to add that it does NOT stack with Essence-Gathering Technique. --[[IsawaBrian]] |
− | Most of these Charms will be converted into Resistance or Integrity Charms, or dropped entirely. -- IsawaBrian | + | Most of these Charms will be converted into Resistance or Integrity Charms, or dropped entirely. -- [[IsawaBrian]] |
Latest revision as of 02:19, 9 June 2010
Blazing Soul Discipline</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Endurance: 2 Minimum Essence: 2 Prerequisite Charms: Essence-Gathering Temper
The Solar capacity for Essence is enormous under ordinary circumstances. However, their greater command of Essence also allows them to increase their Essence capacity still yet further, by tapping further into their connection with the Unconquered Sun. A Solar who purchases Blazing Soul Discipline gains a new Essence pool called the “Radiant Spirit” pool. This pool allows him to store an additional 10 motes of peripheral Essence per each Blazing Soul Discipline purchased. A player may purchase this charm up to once per dot of permanent Essence his character possesses. The Radiant Spirit pool regains a number of motes equal to the character’s permanent Essence each day at noon, provided that the character’s Personal and Peripheral Essence pools are full and the character is not in the Underworld, Malfeas, Autochthonia, or another realm outside the dominion of Creation. No other means can restore motes to the Radiant Spirit pool. This was based off the idea Neph posted, and respectfully flavor texted by me.
Inferno Heart Meditation</B>
<B>Cost:5 motes, 1 health level Duration: One Day Type: Simple Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charms: Blazing Soul Discipline
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 motes per hour equal to her Endurance. This stacks with effects like Essence-Gathering Temper and Tiger-Warrior’s Endurance. Should the character be unable to regain Essence for whatever reason through any other means, he still gains half the normal amount of motes from this Charm, rounded down.
Mental Stronghold Technique</B>
<B>Cost:10 motes, 1 health level Duration: One Day Type: Simple Minimum Endurance: 4 Minimum Essence: 2 Prerequisite Charms: Inferno Heart Meditation, Willpower-Enhancing Spirit
By burning a little bit of her life force and trapping it within her spirit in a ring of Essence, a Solar can create a swiftly renewable source of mental reserves. As soon as this Charm is invoked, and every hour thereafter for twenty-four hours (one full day) after the character invokes this Charm, she regains a point of Temporary Willpower. She cannot exceed her maximum Willpower with this Charm. The health level taken for this charm is lethal, and is unsoakable. This Charm may only be activate once an hour; it cannot be activated, deactivated, and then reactivated repeatedly in order to speed the Willpower regeneration process.
Transcendent Endurance Prowess</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Endurance: 5 Minimum Essence: 3 Prerequisite Charms: Tiger Warrior’s Endurance
Over time, a Solar’s personal reserves of Endurance can become nearly infinite. His body channels Essence on a constant basis, both supplying him with extra energy and toughening him against the drains of the world. Subtract two from the difficulties of all rolls involving the Endurance Ability (Minimum difficulty one). This is based off Neph’s suggestion on the Wiki. I just fleshed it out.
Ceasing to Breathe Method</B>
<B>Cost:5 motes, 1 Willpower Duration: One Day Type: Simple Minimum Endurance: 5 Minimum Essence: 3 Prerequisite Charms: Controlled Breathing Exercise
A character using this Charm charges her lungs with Essence. 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.
Critical Moment Respiration</b>
<b>Cost:1 mote per die Duration: Instant Type: Supplemental Minimum Endurance: 1 Minimum Essence: 1 Prerequisite Charms: None
By creating a flare of Essence to energize his body at the correct moment, the Exalt can prevent a critical loss of capability, or give himself the second wind he needs to keep going. For every one mote of essence spent on this charm, add one to the character's Attribute + Endurance dice pool (typically Stamina + Endurance) to a maximum of the original Attribute + Endurance in dice.
Author's Note: I'd originally debated whether or not to add a dice-adder to a charm tree that already had so many perfect and near-perfect effects. Then I realized that all of those charms were for very specific situations; a dice-adder would be perfect as a "generic endurance" charm.
Solar Channeling Meditation </b>
<b>Cost:10 motes, 1 willpower, 1 Health Level Duration: One Day Type: Simple Minimum Endurance: 5 Minimum Essence: 3 Prerequisite Charms: Inferno Heart Meditation, Tiger Warrior's Endurance
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 Tiger Warrior's Endurance and 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:15 motes, 2 Willpower, plus 5 motes per additional day Duration: One Day per Iteration Type: Simple Minimum Endurance: 5 Minimum Essence: 4 Prerequisite Charms: Front-Line Warrior's Stamina, Ascetic Monk's Purification Discipline, Ceasing to Breathe Method, Tireless Runner's Stride, Bloodthirsty Sword-Dancer Spirit
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:5 motes, 1 willpower Duration: One Scene Type: Simple Minimum Endurance: 4 Minimum Essence: 3 Prerequisite Charms: Front-Line Warrior's Stamina, Essence-Gathering Technique
The Solar creates 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. Whenever the Solar is successfully attacked, he regains a number of motes of essence equal to the raw, pre-soak damage; this total may not exceed his Endurance + Stamina. Essence-Gathering Technique may not be used while this Charm is active. This particular charm retains its characteristics in Power Combat. It's persistent and unrolled, so it is slightly less efficient in regaining essence from damage.
Hearty Headstrong Warrior Meditation</b>
<b>Cost:6 motes, 1 willpower Duration: One Scene Type: Simple Minimum Endurance: 5 Minimum Essence: 3 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. Every time the character is attacked and successes are made on the damage roll, she regains 1 point of temporary willpower for every 3 successes (round down, but minimum 1). These successes may be negated post-roll, but not before. Willpower-Enhancing Spirit may not be used while this Charm is active.
Comments
Nice set of charms. I like how you countered what I think is a relatively large pool size of BSD with the funky recharge - makes it more strategically interesting. Ceasing to Breathe Method - yes, this effect so belongs under Endurance. It always vaguely bothered me that holding one's breath stuff (albeit while swimming) where under Athletics. No suggestions for changes actually, good job. -- Qaphsiel
- Actually, BSD doesn't belong to me. *cough*. I forgot to put the credit in place. I got this- and the Transcendent Prowesses- from Neph's suggestions listed on his page on the Wiki. It's REALLY nice having the Thus Spake pages. As for Ceasing to Breathe Method... Oi! *chuckles* Actually, the rules, as far as I can find them, place holding your breath in Resistance, but the Charm is endurance, so... -IsawaBrian
- Well, either place better than athletics, and I think Endurance makes more sense than Resistance. At least from looking at the canon charms Endurance is about going without something you need (sleep, rest, food, water) for a period of time (and regaining essence/willpower); Resistance is more about overcoming damage and foreign substances (alcohol, poison). Qaphsiel's $0.02.
Mental Stronghold Technique is... Powerful. I presume these are all bashing health levels, as they're not listed otherwise. Do you intend for people to be able to use it more than once in a row, because currently it can be stopped and then restarted to gain willpower points in combat, although very expensively... I think that part of it is okay though, it's the day long regen I'm questioning... Still, hour can be a very long time I suppose.
Regarding Torch in the Darkness... it's only respiration that is impeded in the underworld... Stunts and Hearthstones and such still work just fine, and Essence Gathering Temper (by canon) is just as effective is it not? Thus, this charm seems to do not all that much, although it is probably still useful.
-- Darloth
- As for MST, you're not supposed to be able to use it more than once like that, no, and the HL should be lethal, unsoakable. So changed to reflect that and to close off the loophole. As for Torch in the Darkness-- huh, I thought for sure it said somewhere that Hearthstones fail to work. Time to double-check. If they don't fail, I'll need to rework the charm to, you know, make it non-lame. ^_^ Thanks!-- IsawaBrian
Torch in the Darkness removed, as it was created based on a misunderstanding. -- IsawaBrian
the Solar Furnace charm seems overpowered. I know it's fairly high up the tree, but to have no turn-wise/hit-wise limit at ALL, it seems just a bit too powerful. Sure, it's higher up than EGT, but it's scenelong and with this any one hit on an exalt will probably fill his/her pool again, after taking into account the mass commitment of solar charms. Are you sure you want that sort of effect? Especially if combined with powerful soak/damage-reduction charms. Even a fairly soft limit like (up to Endurance + Essence per hit) would serve to limit it effectively.
-- Darloth knows that if it were combined with -his- custom endurance charms, it would break everything. So suggests not doing that. Ever.
- Hmmm. A decent point. The original was intended to remain competive with the cheap, reusable EGT that should (for any Solar this far in) be definitely used in a combo. But, eh. A limitation is fair, and then I can knock off a mote on its invested cost. And I definitely need to add that it does NOT stack with Essence-Gathering Technique. --IsawaBrian
Most of these Charms will be converted into Resistance or Integrity Charms, or dropped entirely. -- IsawaBrian