Difference between revisions of "FrivYeti/SolarAnimas"

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  <b>Duration:</b> Permanent
 
  <b>Duration:</b> Permanent
 
  <b>Prerequisite Charms:</b> One Charm from each Caste Ability, The Sun Beneath The Flesh
 
  <b>Prerequisite Charms:</b> One Charm from each Caste Ability, The Sun Beneath The Flesh
With extreme effort, the Solar Exalted may learn to grow into each others' powers. To purchase this Charm, the character must choose a Solar caste. She must have an Ability in that Caste rated at 5, another at 4, and all three of the remainder rated at 3. In addition, she must have at least one Charm in each of those Abilities. The character gains access to that Caste's anima power. When her own anima reaches 11+ motes, she gains that power automatically. This Charm may be purchased once at Essence 4, and up to four more times at Essence 6. Each time, it provides a different caste's anima ability.
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With extreme effort, the Solar Exalted may learn to grow into each others' powers. To purchase this Charm, the character must choose a Solar caste. She must have an Ability in that Caste rated at 5, another at 4, and all three of the remainder rated at 3. In addition, she must have at least one Charm in each of those Abilities. The character gains access to that Caste's anima power. When her own anima reaches 11+ motes, she gains that power automatically. This Charm may be purchased once at Essence 4, and up to three more times at Essence 6. Each time, it provides a different caste's anima ability.
  
 
=== Power Charms ===
 
=== Power Charms ===
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=== Comment ===
 
=== Comment ===
I like these quite a bit. For the dawn one, is it supposed to be creatures with essence less than the dawn caste's, a change from the core's valor less than the dawn's essence? Also, the requirements are all listed as dawn caste. - TheHoverpope
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I like these quite a bit. For the dawn one, is it supposed to be creatures with essence less than the dawn caste's, a change from the core's valor less than the dawn's essence? Also, the requirements are all listed as dawn caste. - [[TheHoverpope]]
: I have no idea what you mean. Absolutely none. *whistles innocently, rapidfix* The meaning of the Charm is that the Valor roll required to avoid fleeing, which normally only affects mortals, instead affects anyone whose Essence is lower than the Dawn Caste's Essence. - FrivYeti
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: I have no idea what you mean. Absolutely none. *whistles innocently, rapidfix* The meaning of the Charm is that the Valor roll required to avoid fleeing, which normally only affects mortals, instead affects anyone whose Essence is lower than the Dawn Caste's Essence. - [[FrivYeti]]
  
Very interesting Charms. I have some questions though. Why does the Sun Have Many Faces different Essence levels. Wouldn't this make it seem that some Castes have superior animas then others. What I mean, is that if I have to wait till Essence 10 to get an anima, I want that anima to be more powerful than if I purchased it at Essence 6. The requirements are steep enough that the need for increased Essence levels is not really needed, I don't think. Also, as TheHoverpope mentioned all the Power Chamrs are listed as Dawn in the Minimums. Beyond that, I like this, they provide boosts to what is currently an unchanging system. - [[Heru]]
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Very interesting Charms. I have some questions though. Why does the Sun Have Many Faces different Essence levels. Wouldn't this make it seem that some Castes have superior animas then others. What I mean, is that if I have to wait till Essence 10 to get an anima, I want that anima to be more powerful than if I purchased it at Essence 6. The requirements are steep enough that the need for increased Essence levels is not really needed, I don't think. Also, as [[TheHoverpope]] mentioned all the Power Chamrs are listed as Dawn in the Minimums. Beyond that, I like this, they provide boosts to what is currently an unchanging system. - [[Heru]]
:I have to agree about Sun Has Many Faces. It's an awesome idea, but why the arbitrary limit based on Essence? I could see allowing only 1 additional caste power of choice pre-Essence 6, then opening up the rest, but it's not an Essence 10 advantage to get the caste power you wanted least. - IanPrice
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:I have to agree about Sun Has Many Faces. It's an awesome idea, but why the arbitrary limit based on Essence? I could see allowing only 1 additional caste power of choice pre-Essence 6, then opening up the rest, but it's not an Essence 10 advantage to get the caste power you wanted least. - [[IanPrice]]
:: After some consideration, I agree, and have altered SHMF to open up fully at Essence 6. Originally, I was just thinking that you have to further master your Essence to open the anima further, but it doesn't actually fit, thematically. - FrivYeti
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:: After some consideration, I agree, and have altered SHMF to open up fully at Essence 6. Originally, I was just thinking that you have to further master your Essence to open the anima further, but it doesn't actually fit, thematically. - [[FrivYeti]]

Revision as of 08:06, 5 April 2010

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Solar Anima Charms

The following Charms permanently improve or increase the power of the animas of the Solar Exalted. Presumably, similar Charms exist for other Exalt types. Note that this assumes my Twilight house rule is in effect. Players may find that these Charms unduly favour the Twilight caste as written.

Breadth Charms

The Sun Beneath The Flesh

Cost: None
Minimums: Any Three Caste Abilities at 3, Essence 3
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm each from the three Caste Abilities chosen

Some Solars learn to call upon their animas more fluidly. With this Charm, the character's anima may activate automatically when she first enters the 4-7 mote range, rather than the 11+ mote range. The character may choose not to activate this power.

The Sun Has Many Faces

Cost: None
Minimums: (Ability) Special, Essence 4
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

With extreme effort, the Solar Exalted may learn to grow into each others' powers. To purchase this Charm, the character must choose a Solar caste. She must have an Ability in that Caste rated at 5, another at 4, and all three of the remainder rated at 3. In addition, she must have at least one Charm in each of those Abilities. The character gains access to that Caste's anima power. When her own anima reaches 11+ motes, she gains that power automatically. This Charm may be purchased once at Essence 4, and up to three more times at Essence 6. Each time, it provides a different caste's anima ability.

Power Charms

Fury Of The Rising Sun

Cost: None
Minimums: All Caste Abilities at 4, Essence 4, Dawn Caste
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

By harmonizing her Essence completely, the character expands her anima power. Anyone with Essence less than that of the character must roll their Valor or flee when facing her, not merely mortals. Only Dawn Caste Exalted may learn this Charm; even if someone else gains their anima power, they may not expand it further.

Glory Of The Shining Sun

Cost: None
Minimums: All Caste Abilities at 4, Essence 4, Zenith Caste
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

The divine radiance of the Zenith can be further enhanced. Once this Charm is purchased, the character's anima banner is considered to be completely natural sunlight for the purpose of all creatures, magics, or effects that deal differently with day and night. Only Zenith Caste Exalted may learn this Charm; even if someone else gains their anima power, they may not expand it further.

Wisdom Of The Setting Sun

Cost: None
Minimums: All Caste Abilities at 4, Essence 4, Twilight Caste
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

Combat was not the role of the Copper Spiders, yet they often find themselves embroiled in it. Whenever the character has not taken an attack action, or activated a Charm that grants the same, she may add her Essence to both her DV base pools (before halving) until her next action. Note that shaping attack spells only counts as an attack when the spell is released. Only Twilight Caste Exalted may learn this Charm; even if someone else gains their anima power, they may not expand it further.

Subtlety Of The Hidden Sun

Cost: None
Minimums: All Caste Abilities at 4, Essence 4, Night Caste
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

The Night Caste sometimes find themselves forced to use their powers when they would prefer not to, and this Charm helps them hide. The character's anima only casts as much light at a given level as it would one level down (for example, the 8-11 mote light casts only as much light as the 4-7 normally does). Apply Stealth penalties for the newly reduced light. The character's totem is still visible at 16+ motes, it is simply fainter. Only Night Caste Exalted may learn this Charm; even if someone else gains their anima power, they may not expand it further.

Will of the Veiled Sun

Cost: None
Minimums: All Caste Abilities at 4, Essence 4, Eclipse Caste
Type: Special
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One Charm from each Caste Ability, The Sun Beneath The Flesh

The oaths sworn to the strongest of the Eclipse Caste are stronger than steel. Anyone who wishes to attempt to break an oath sanctified by the player must spend a point of Willpower and roll her Willpower at a difficulty of the character's Essence. If she fails, she may not break the oath - however, she still suffers a single terrible botch for the attempt. The character may only test against the oath once per scene. Only Eclipse Caste Exalted may learn this Charm; even if someone else gains their anima power, they may not expand it further.

Comment

I like these quite a bit. For the dawn one, is it supposed to be creatures with essence less than the dawn caste's, a change from the core's valor less than the dawn's essence? Also, the requirements are all listed as dawn caste. - TheHoverpope

I have no idea what you mean. Absolutely none. *whistles innocently, rapidfix* The meaning of the Charm is that the Valor roll required to avoid fleeing, which normally only affects mortals, instead affects anyone whose Essence is lower than the Dawn Caste's Essence. - FrivYeti

Very interesting Charms. I have some questions though. Why does the Sun Have Many Faces different Essence levels. Wouldn't this make it seem that some Castes have superior animas then others. What I mean, is that if I have to wait till Essence 10 to get an anima, I want that anima to be more powerful than if I purchased it at Essence 6. The requirements are steep enough that the need for increased Essence levels is not really needed, I don't think. Also, as TheHoverpope mentioned all the Power Chamrs are listed as Dawn in the Minimums. Beyond that, I like this, they provide boosts to what is currently an unchanging system. - Heru

I have to agree about Sun Has Many Faces. It's an awesome idea, but why the arbitrary limit based on Essence? I could see allowing only 1 additional caste power of choice pre-Essence 6, then opening up the rest, but it's not an Essence 10 advantage to get the caste power you wanted least. - IanPrice
After some consideration, I agree, and have altered SHMF to open up fully at Essence 6. Originally, I was just thinking that you have to further master your Essence to open the anima further, but it doesn't actually fit, thematically. - FrivYeti