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These are high Essence Solar Survival Charms.
 
These are high Essence Solar Survival Charms.
  
= Solar Survival Charms by NailRat =
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= Solar Survival Charms by [[NailRat]] =
  
 
<i>Troop-Supporting Wilderness Technique</i>
 
<i>Troop-Supporting Wilderness Technique</i>

Latest revision as of 16:22, 8 June 2010

Back toCharms/NailRat

These are high Essence Solar Survival Charms.

Solar Survival Charms by NailRat

Troop-Supporting Wilderness Technique

Cost:  10 motes
Duration:  One Day
Type:  Simple
Minimum Survival:  5
Minimum Essence:  4
Prerequisite Charms:  Food Gathering Exercise, Traceless Passage, Element-Resisting Prana, Eye-Deceiving Camouflage, Devil Pit Trap

The character is able to enhance the logistics of an army he has a hand in leading by providing it food and protection from the elements. While this Charm is active, the Solar can confer the following benefits on an army of a Magnitude equal to or less than his Essence: all its members will be adequately fed, have a steady supply of water, and they will suffer no penalties from environmental hazards such as heat, wind, or cold.

This Charm can also be used on a smaller group of important characters (equal to the or less than the character’s Essence), in addition to himself. Unlike Food Gathering Exercise, though, it’s simply not possible to invoke this multiple times in a day – the magic needed to protect people from the elements and provide them with adequate food leaves the Exalt with precious little time.

Trailblazing Solar Discipline

Cost:  12 motes
Duration:  One Day
Type:  Simple
Minimum Survival:  5
Minimum Essence:  5
Prerequisite Charms:  Troop-Supporting Wilderness Technique

The character can move across great distances at incredible speeds, speeding even the movement of his allies. By his sheer power over nature, not even the greatest obstacles pose any inconvenience, and he can help find shortcuts that make entire armies’ movements much quicker. While the character uses this Charm, the group affected will move over flat, open terrain and most environmental hazards extremely fast – small groups covering at least forty miles in a day. Only the worst hazards, such as glaciers and craggy mountains, slow this at all – and even then, the group moves the same speed it would normally.

The size of the group affected is (for a Mail and Steel unit) a Magnitude equal to the character’s Essence, plus himself. For small groups of important characters, twice his Essence may be affected.

Solar Flare

Cost:  25 motes, 2 Willpower
Duration:  Instant
Type:  Simple
Minimum Survival:  5
Minimum Essence:  4
Prerequisite Charms:  Element-Resisting Prana, Sun’s Flaming Tongue Attack

The character calls upon the power of the sun, summoning a solar flare that strikes down in the immediate area, incinerating enemies. The character spends the necessary Essence, and everyone within (Essence * 10) yards is struck by the solar flare (which the Solar himself is immune to, while he makes the attack). The character rolls Willpower, which adds to the damage (base damage is the Exalt’s Essence in aggravated damage), but even if he rolls no successes, it still hits. Only “perfect” defenses may stop a Solar Flare. This Charm cannot be placed in a Combo – it requires the entirety of the Exalt’s attention to both summon the power of the sun and keep himself immune to it.

Sun-Summoning Method

Cost:  10 motes
Duration:  One Day
Type:  Simple
Minimum Survival:  5
Minimum Essence:  5
Prerequisite Charms:  Solar Flare

The character can become as bright as the Unconquered Sun himself, serving as a surrogate for his god’s glory. The character glows brightly enough that daylight actually extends in a number of miles in all directions from him equal to Essence. This can serve as a surrogate sun for characters besides the Exalt invoking it for purposes of the Endurance Charm Blazing Soul Discipline. Also, a month of continuous invocation of this Charm in a Shadowland will eliminate the Shadowland – but may incur the wrath of a Deathlord.

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