Difference between revisions of "SolarExcellency/IsawaBrian"
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----<i><b>Flaring Luminescent (Ability) Soul</b></i> | ----<i><b>Flaring Luminescent (Ability) Soul</b></i> | ||
<b>Cost:</b> --; <b>Mins:</b> (Ability): 5/6/8/10, Essence 4/6/8/10; <b>Type:</b> Permanent | <b>Cost:</b> --; <b>Mins:</b> (Ability): 5/6/8/10, Essence 4/6/8/10; <b>Type:</b> Permanent | ||
− | <b>Keywords:</b> Leader | + | <b>Keywords:</b> Leader, Native |
<b>Duration:</b> Permanent | <b>Duration:</b> Permanent | ||
− | <b>Prerequisite Charms:</b> Transcendent ( | + | <b>Prerequisite Charms:</b> Transcendent (Ability) Prowess, two other Charms of each Essence requirement from 1 to 4 from the |
Ability Tree in question for the first version, one more charm each from 1 to 6 for the second, one more charm | Ability Tree in question for the first version, one more charm each from 1 to 6 for the second, one more charm | ||
each from 1 to 8 each for the third, and one more charm each from 1 to 10 for the fourth. | each from 1 to 8 each for the third, and one more charm each from 1 to 10 for the fourth. | ||
Solars are the undisputed masters of raw essence. Truly powerful Solars, elders and masters of their chosen Abilities, can generate Essence to use simply from the patterns and harmonies generated by their own attunements. These paragons may ignite burning pools from the ambient essence around their bodies, flaring it into life for their own use. For each iteration of this charm purchased for a particular Ability, the Solar has a number of additional motes of peripheral Essence equal to his permanent Essence available for use <i>between each DV refresh,</i> solely for use with the relevant ability. The iterations at Essence 6 and 10 also supply one willpower point. | Solars are the undisputed masters of raw essence. Truly powerful Solars, elders and masters of their chosen Abilities, can generate Essence to use simply from the patterns and harmonies generated by their own attunements. These paragons may ignite burning pools from the ambient essence around their bodies, flaring it into life for their own use. For each iteration of this charm purchased for a particular Ability, the Solar has a number of additional motes of peripheral Essence equal to his permanent Essence available for use <i>between each DV refresh,</i> solely for use with the relevant ability. The iterations at Essence 6 and 10 also supply one willpower point. | ||
− | By using the Essence available with this charm, the Solar turns <b>all</b> motes of essence expended between refreshes, used for whatever purpose, to peripheral for the purposes of anima banner effects. The only exceptions to this rule are the Stealth and Larceny versions of this Charm, and they only produce half the usual amount of Essence, rounded down. One version of this Charm (which can be purchased 4 times, at the above intervals) exists per Ability, and must be purchased separately. | + | By using the Essence available with this charm, the Solar turns <b>all</b> motes of essence expended between refreshes, used for whatever purpose, to peripheral for the purposes of anima banner effects. The only exceptions to this rule are the Stealth and Larceny versions of this Charm, and they only produce half the usual amount of Essence, rounded down. One version of this Charm (which can be purchased 4 times, at the above intervals) exists per Ability, and must be purchased separately. The motes from this Charm may not be used to fuel an Overdrive pool |
There probably are versions of this ability available to Abyssals- indeed, extant negative energy essence-draining effects may be those. However, this version may _not_ be learned by Moonshadow Caste Abyssals, and if a specifically identical version is created for Abyssals, that version may not be learned by Eclipses. | There probably are versions of this ability available to Abyssals- indeed, extant negative energy essence-draining effects may be those. However, this version may _not_ be learned by Moonshadow Caste Abyssals, and if a specifically identical version is created for Abyssals, that version may not be learned by Eclipses. |
Latest revision as of 17:53, 15 November 2011
Second Edition Charms
Transcendent (Ability) Prowess
Cost: --; Mins: (Ability): 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: All three (Ability) Excellencies, Infinite (Ability) Mastery, (Ability) Essence Flow
The Solar’s mastery of his chosen field is so transcendent that the ordinary cares of the world become as easy as the simplest expressions of his discipline. For any given roll involving the chosen ability, the Solar may cancel two points of penalties (external or internal, minimum 0), or difficulty (minimum 1). The Solar may choose which penalties or difficulty levels to drop. This never includes DV, but may include wound penalties or multiple action penalties
Unlimited (Ability) Development Technique
Cost: --; Mins: (Ability): 5, Essence 5; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Transcendent (Ability) Prowess
The Lawgiver learns to exceed in her chosen discipline, transcending mortal and even immortal limitations. Add one to the Solar's maximum rank in the ability for which this Charm is chosen. This Charm may be only selected once per Essence dot above 4. This does not add to the Ability rating directly and the character must still spend experience to purchase the relevant dots. This Charm can only be learned by Solars, and may not be learned by other entities capable of learning Solar Charms.
Flaring Luminescent (Ability) Soul
Cost: --; Mins: (Ability): 5/6/8/10, Essence 4/6/8/10; Type: Permanent Keywords: Leader, Native Duration: Permanent Prerequisite Charms: Transcendent (Ability) Prowess, two other Charms of each Essence requirement from 1 to 4 from the Ability Tree in question for the first version, one more charm each from 1 to 6 for the second, one more charm each from 1 to 8 each for the third, and one more charm each from 1 to 10 for the fourth.
Solars are the undisputed masters of raw essence. Truly powerful Solars, elders and masters of their chosen Abilities, can generate Essence to use simply from the patterns and harmonies generated by their own attunements. These paragons may ignite burning pools from the ambient essence around their bodies, flaring it into life for their own use. For each iteration of this charm purchased for a particular Ability, the Solar has a number of additional motes of peripheral Essence equal to his permanent Essence available for use between each DV refresh, solely for use with the relevant ability. The iterations at Essence 6 and 10 also supply one willpower point.
By using the Essence available with this charm, the Solar turns all motes of essence expended between refreshes, used for whatever purpose, to peripheral for the purposes of anima banner effects. The only exceptions to this rule are the Stealth and Larceny versions of this Charm, and they only produce half the usual amount of Essence, rounded down. One version of this Charm (which can be purchased 4 times, at the above intervals) exists per Ability, and must be purchased separately. The motes from this Charm may not be used to fuel an Overdrive pool
There probably are versions of this ability available to Abyssals- indeed, extant negative energy essence-draining effects may be those. However, this version may _not_ be learned by Moonshadow Caste Abyssals, and if a specifically identical version is created for Abyssals, that version may not be learned by Eclipses.
Glory of (Ability) Felicitations
Cost: 5m, 1 wp; Mins: (Ability): 5, Essence 3; Type: Reflexive (Step 1 or 2) Keywords: Combo-OK, Leader, Obvious Duration: One Scene Prerequisite Charms: Infinite (Ability) Mastery
Essence does not have awareness, but it does have life. That life can be tapped into, and the ebb and flow of Essence in the world around the Exalt can be used, not only to refuel the Exalt, but to provide wild, variable bursts of power to aid her in epic trials. These flickering flows -- sometimes called Little Blessings of the Unconquered Sun or Dragon Whiskers-- can only be tapped by those willing to take risks while acting with style and grace.
The living flows of Essence seem to respond to daring and exuberance, granting their power in the largest amounts to the attempts to do the truly fantastic. Once a Solar attunes to the Little Blessings, her capability to act seems to rise in proportion to the scale to which she strives. For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- on actions involving the relevant Ability are doubled. Like all Stunt benefits, these dice do not count against the maximum that the player can increase her character’s Attribute + Ability dice pools by.
Marvelous (Ability) Potency
Cost: --; Mins: (Ability): 5, Essence 5; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: (Ability) Essence Flow, any two Solar Excellencies.
The unrestrained power of Solars grants them massive dominion over their chosen field, but it takes effort to truly be great. Powerful Solars can learn how to create their own Dragon Whiskers around themselves, directly influencing existence through the sheer force of their own prodigiousness. This is not always the largest of advantages, but even in the depths of the Wyld, the Solars command the obedience of perfection by the sheer force of their souls. Whenever the character gains stunt bonus dice, he may pay 1 mote per die to make them into automatic successes. If the character is receiving a stunt multiplier, he must pay individually to convert each die. The Solar need not convert all stunt dice.