Difference between revisions of "StarJaunter/NWODSolar"

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== Solar Exalted ==
 
== Solar Exalted ==
  
 +
Chosen of the Unconquered Sun, Solar are demi-gods of perfection and are, generally, the strongest<br>
 +
of the Exalts.
  
Favor Abilities.  5 Caste Skills, 5 favored skills, bonus 3 dots of skills in caste and favored, <br>
+
'''Nickname:''' Lawgivers
Peripheral Essence Pool is 7 x Essence + Willpower
 
  
Can learn 5 charms, 3 must be in caste or favored though
+
'''Factions:''' Solar's are most drawn to the Cult of Illuminated, however many Dawns go to the <br>
Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power and become less reasonable
+
Sword of Creation, and Twilights go to the Preservers of Lore.<br>
Limit Break: Usually Drive Solars to control the world in some way or another that is usually detrimental to all concerned
+
 
 +
'''Background:''' Solar's are chosen for being the best at something and usually are chosen during<br>
 +
a moment of epic success.  As such those who become Solars are usually leading extraordinary lives<Br>
 +
already, at least by non-exalted standards.<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>
 +
  Brawl, Firearms, Weaponry, Intimidation, and Politics<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>
 +
  Crafts, Investigation, Medicine, Occult, and Science<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>
 +
  Animal ken, Drive, Politics, Socialize, and Subterfuge<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 or favored. <br>
 +
 
 +
'''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<br>
 +
succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.<br>
 +
 
 +
'''Limit Break:''' Solar Limit Breaks are among the worst, to compensate for their power. A solar<Br>
 +
character must choose a Limit Condition, something that is more likely to set a Solar off, and a <br>
 +
Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more<Br>
 +
extreme the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no<br>
 +
one hurt but the Solar. Fulfilling a limit break leaves the Solar's willpower completely refreshed<br>
 +
resisting it can accepting a partial limit break does not refresh willpower.<br>
  
 
[[StarJaunter/NWODSolarCharms|Solar Charms]]
 
[[StarJaunter/NWODSolarCharms|Solar Charms]]

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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