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>
favored skills.  They also gain a bonus of two dots to add to skills that are caste of favored. <br>
+
favored skills.  They also gain a bonus of two dots to add to skills that are caste or favored. <br>
  
'''Peripheral Essence Pool:'''  Seven x Essence + Willpower
+
'''Peripheral Essence Pool:'''  (Seven x Essence) + Willpower
  
 
'''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities.
 
'''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities.

Latest revision as of 14:35, 15 July 2010

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 or 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.

Solar Charms

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