Difference between revisions of "SolarLore/DualMegamiCharms"
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My thoughts on most of these were, why shouldn't solars have shooty charms? | My thoughts on most of these were, why shouldn't solars have shooty charms? | ||
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Sunrise Bolt | Sunrise Bolt | ||
*Cost: 1 per 2L | *Cost: 1 per 2L | ||
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*Prerequisite: Power Awarding Prana | *Prerequisite: Power Awarding Prana | ||
− | The Solar must make close and almost intimate skin-to-skin contact with her target and then invoke the charm. Unlike the Spirit Charm Endowment, Glorious Solar Investiture of Power can only give the target a dot of permanent Essence. If this raises a mortal’s Essence to 4, she becomes a least god. Also unlike Endowment, the Solar may use this as many times as she can afford to pay for it, however it is likely that she will anger the Celestial Hierarchy if the recipient is not worthy, or if too many small gods begin to appear. | + | The Solar must make close and almost intimate skin-to-skin contact with her target and then invoke the charm. This charm is an act of love, and is not to be used lightly.<br> Unlike the Spirit Charm Endowment, Glorious Solar Investiture of Power can only give the target a dot of permanent Essence. If this raises a mortal’s Essence to 4, she becomes a least god. Also unlike Endowment, the Solar may use this as many times as she can afford to pay for it, however it is likely that she will anger the Celestial Hierarchy if the recipient is not worthy, or if too many small gods begin to appear. <br> |
− | This is not just for making your mortal friends into gods (look at the cost!), this is very useful for saving a circlemate who may have had his lifeforce diminshed by Soul-Flaying Strike, Rune of Singular Hate, or a similarly powerful attack. It is possible that this charm was used in the First Age to help succor those who had suffered a mighty life-targeting blow from one of the Primordials. | + | This is not just for making your mortal friends into gods (look at the cost!), this is very useful for saving a circlemate who may have had his lifeforce diminshed by Soul-Flaying Strike, Rune of Singular Hate, or a similarly powerful attack. It is possible that this charm was used in the First Age to help succor those who had suffered a mighty life-targeting blow from one of the Primordials. |
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+ | = Comments = |
Latest revision as of 02:00, 8 June 2005
My thoughts on most of these were, why shouldn't solars have shooty charms?
Sunrise Bolt
- Cost: 1 per 2L
- Duration: Instant
- Type: Simple
- Minimum Lore: 2
- Minimum Essence: 2
- Prerequisite: None
The character extends her hand and a flash of brilliant golden Essence issues forth. This charm can damage anything affected by the Zenith’s Anima Effect. A Dexterity + Lore or Thrown (whichever the character prefers) is made to hit, applying an accuracy bonus equivalent to the character’s Essence. This attack has a range of (the character’s permanent Essence x 10) yards, and does a base damage of 2L for every mote of Essence spent. A character cannot spend more Essence on this charm than she has dots in Stamina + Lore.
Glorious Touch of Morning
- Cost:1 per 1L
- Duration: Instant
- Type: Simple
- Minimum Lore: 3
- Minimum Essence: 3
- Prerequisite: Sunrise Bolt
The Solar releases a blast of energy from the palm of her hand. The bolt is deadly to all creatures of Darkness and Abyssal Exalted. It deals 1L for every mote spent up to Stamina+Lore. The Exalt rolls Dexterity + Lore or Thrown, whichever she prefers. On this roll she gains a number of automatic successes equal to her Essence, however these successes may not exceed her stamina + lore.
Terrifying Solar Flare
- Cost: 2 motes per [Essence] L
- Duration: Instant
- Type: Simple
- Minimum Lore: 5
- Minimum Essence: 4
- Prerequisite: Glorious Touch of Morning
This charm allows the Solar to expel a Solar flare from her extended palms. This reaches outward her Essence in yards . Roll the Solar’s Dexterity + Lore or Thrown, whichever she prefers, adding her Essence in automatic successes. This does her Essence in lethal damage for every 2 motes spent, a character cannot spend more motes than her Stamina + Lore. Against creatures of Darkness and Abyssal Exalted, it does aggravated damage.
Glorious Solar Investiture of Power
- Cost: 50 motes, 1 temporary willpower, 1 health level, 1 permanent willpower
- Duration: Instant
- Type: Simple
- Minimum Lore: 5
- Minimum Essence: 5
- Prerequisite: Power Awarding Prana
The Solar must make close and almost intimate skin-to-skin contact with her target and then invoke the charm. This charm is an act of love, and is not to be used lightly.
Unlike the Spirit Charm Endowment, Glorious Solar Investiture of Power can only give the target a dot of permanent Essence. If this raises a mortal’s Essence to 4, she becomes a least god. Also unlike Endowment, the Solar may use this as many times as she can afford to pay for it, however it is likely that she will anger the Celestial Hierarchy if the recipient is not worthy, or if too many small gods begin to appear.
This is not just for making your mortal friends into gods (look at the cost!), this is very useful for saving a circlemate who may have had his lifeforce diminshed by Soul-Flaying Strike, Rune of Singular Hate, or a similarly powerful attack. It is possible that this charm was used in the First Age to help succor those who had suffered a mighty life-targeting blow from one of the Primordials.