Difference between revisions of "IsawaBrian/SolarResistanceArmor"

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   <b>Keywords:</b> None
 
   <b>Keywords:</b> None
 
   <b>Prerequisite Charms:</b> Hauberk-Lightening Gesture
 
   <b>Prerequisite Charms:</b> Hauberk-Lightening Gesture
Ordinarily, a character must first summon her armor from Elsewhere with Hauberk-Lightening Gesture, and then speed her movement through Whirlwind Armor-Donning Prana, as these two effects are both Simple Charms that require their own actions.  For a 2 mote surcharge, the Solar may invoke both Charms as a single action.
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Through careful placement of her armor when displacing it to Elsewhere, the character may arrange to more swiftly gird herself for war.  When the Solar invokes Hauberk-Lightening Gesture, he may commit an additional 2 motes to leave it easily accessible, thus halving the time necessary to pull it back from Elsewhere
  
 
----<b><I>Encompassing Aspect of the Glorious Patron</b></i>
 
----<b><I>Encompassing Aspect of the Glorious Patron</b></i>

Revision as of 21:52, 2 September 2009

  • SolarResistance/IsawaBrian
  • IsawaBrian

Dedicated Armor Invocation</B>
 <B>Cost:  3 motes to summon or banish
 Duration:  Instant
 Type:  Reflexive
 Minimum Resistance:  3
 Minimum Essence:  3
 Prerequisite Charms: Hauberk Summoning Gesture

Sometimes, it is inauspicious to wear armor. Certainly, it will be considered at least rude and more than likely hostile in most social situations! However, the social conventions that make armor inconvenient at times do not serve as protection against assassins. A Solar who learns this Charm may summon his armor to him with a gesture, and it will appear around him instantly, perfectly fitted, regardless of its previous location.

A character who is wearing his armor can also banish it, spending three motes of Essence to place it Elsewhere. Armor that is banished to Elsewhere are gone from the world and can only be reached by their Exalted owner through the use of Dedicated Armor Invocation. The Solar must have an extremely close relationship with a single suit of armor to use Dedicated Armor Invocation on it and cannot know more than one suit of armor at a time well enough to place it Elsewhere.

In second edition, this Charm works somewhat differently.

 Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Whirlwind Armor-Donning Prana

Time in combat can be measured in heartbeats. A Solar who uses up too much time may not have many heartbeats left, either. When using Whirlwind Armor-Donning Prana, the Solar may elect to spend all of the motes at once to reduce the time necessary to don his armor in a single action.


Front-Line Warrior’s Stamina</b>
 <b>Cost: --; Mins: Resistance 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Armored Scout’s Invigoration

The unyielding endurance of a Solar is harmonious with that of his Essence-wrought defenses. The character gains a 3-mote discount on using Armored Scout’s Invigoration when they are using artifact or enchanted armor. At Essence 5, this applies to all armor. At Essence 6, the Solar gains a total discount on all uses of Armored Scout’s Invigoration.


Hauberk Summoning Gesture</b>
 <b>Cost: --; Mins: Resistance 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Hauberk-Lightening Gesture

Through careful placement of her armor when displacing it to Elsewhere, the character may arrange to more swiftly gird herself for war. When the Solar invokes Hauberk-Lightening Gesture, he may commit an additional 2 motes to leave it easily accessible, thus halving the time necessary to pull it back from Elsewhere


Encompassing Aspect of the Glorious Patron</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Glorious Solar Plate

When calling upon armor created by Glorious Solar Plate, the Solar may summon forth the benevolent aspect of her patron-- creating an extra pair of shining golden arms! Doing so costs an extra 5 motes, 1 willpower during the invocation, but in addition to allowing the character to hold more objects at once, the arms are dedicated fully to the purposes for which their patron expects their use, allowing the character two extra actions per turn that do not suffer multiple action penalties. The character may flurry as well, but the extra actions may not be flurried. Due to the nature of the Unconquered Sun, one of the character's arms must wield a shield, one must be dedicated to peaceful pursuits (and thus cannot wield a weapon), and two may be dedicated to militant pursuits (allowing the character to wield a horn to call to battle in one hand and a weapon in the other, or two weapons, or a two-handed weapon.)

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