Difference between revisions of "SolarRide/GoldenCat"
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== Foreword == | == Foreword == | ||
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'''Prerequisite Charms: ''' Spirit-Steadying Assurances<br> | '''Prerequisite Charms: ''' Spirit-Steadying Assurances<br> | ||
In dreams, nothing can stop you as you run. No obstacles of earthly life may make your life harder, as you step over everything in search of your destiny. Infused with Essence, the Solar's steed runs as if in a dream. For the remainder of the scene it is unnaffected by any effects which would reduce its movement rate or physical attributes or prevent it from moving as long as it would be otherwise possible - it ignores briars, underbrush and magical miasmas, but not doors, walls, or giant trees. | In dreams, nothing can stop you as you run. No obstacles of earthly life may make your life harder, as you step over everything in search of your destiny. Infused with Essence, the Solar's steed runs as if in a dream. For the remainder of the scene it is unnaffected by any effects which would reduce its movement rate or physical attributes or prevent it from moving as long as it would be otherwise possible - it ignores briars, underbrush and magical miasmas, but not doors, walls, or giant trees. | ||
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'''Balance in Wrath'''<br> | '''Balance in Wrath'''<br> | ||
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'''Prerequisite Charms: ''' Undaunted Charger Technique<br> | '''Prerequisite Charms: ''' Undaunted Charger Technique<br> | ||
The power of Essence is the power of emotions, of the soul. In light of that, it is for none to wonder why greatest heroes favor the rarest steeds, whose demeanor is furious and unique as their breeding. Such great riders are able to harness the violent emotions and unique temperaments of their mounts to accomplish epic feats! When activated, this Charm enhances any action which depends on the balance or movements of the mount - most Ride rolls, as well as any combat action while mounted - with a number of Automatic Successes equal to its Control Rating(its base, ignoring any effects that lower it towards the Solar). This Charm may explicitly be placed on Combos with Charms of other Abilities. | The power of Essence is the power of emotions, of the soul. In light of that, it is for none to wonder why greatest heroes favor the rarest steeds, whose demeanor is furious and unique as their breeding. Such great riders are able to harness the violent emotions and unique temperaments of their mounts to accomplish epic feats! When activated, this Charm enhances any action which depends on the balance or movements of the mount - most Ride rolls, as well as any combat action while mounted - with a number of Automatic Successes equal to its Control Rating(its base, ignoring any effects that lower it towards the Solar). This Charm may explicitly be placed on Combos with Charms of other Abilities. | ||
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'''Symphony for the Untamed'''<br> | '''Symphony for the Untamed'''<br> | ||
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'''Prerequisite Charms: ''' Balance in Wrath, Flashing Thunderbolt Steed, Unbroken Dream Charge<br> | '''Prerequisite Charms: ''' Balance in Wrath, Flashing Thunderbolt Steed, Unbroken Dream Charge<br> | ||
A charge of heroes is a thing of terrible awe and mighty. To face it is folly, to bar it insanity. If a hero charges at one's citatel, he will come through, be it by door, wall or roof! Charging with this principle, the Solar shatters anything in his path. This must be used to break through a wall that interposes itself on the path of rider and mount, which must have moved at least half its running distance this turn. It shatters any obstruction not made of the Five Magical Materials. Should shields or swords place themselves before this charge, they are shattered as well, unless made of the Five Magical Materials. This Charm may explicitly be placed on Combos with Charms of other Abilities. | A charge of heroes is a thing of terrible awe and mighty. To face it is folly, to bar it insanity. If a hero charges at one's citatel, he will come through, be it by door, wall or roof! Charging with this principle, the Solar shatters anything in his path. This must be used to break through a wall that interposes itself on the path of rider and mount, which must have moved at least half its running distance this turn. It shatters any obstruction not made of the Five Magical Materials. Should shields or swords place themselves before this charge, they are shattered as well, unless made of the Five Magical Materials. This Charm may explicitly be placed on Combos with Charms of other Abilities. | ||
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'''Heaven-and-Earth Unity'''<br> | '''Heaven-and-Earth Unity'''<br> | ||
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'''Minimum Essence: ''' 4<br> | '''Minimum Essence: ''' 4<br> | ||
'''Prerequisite Charms: ''' Unbroken Dream Charge<br> | '''Prerequisite Charms: ''' Unbroken Dream Charge<br> | ||
− | Solars are divine, Celestial beings, and their mounts should be no less! The Solar infuses his mount with divine Essence, making its every movement heavenly, its every gaze sacred. This divinity coalesces into its forehead like a caste mark, forming a single great horn of purest sunlight!(or a shining mandala, or an arrangement of heavenly symbols, but always a proeminent manifestation of its newfound divinity!) For the remainder of the scene Creatures of Darkness must pass a Valor roll every turn to move against the mount or its rider, with automatons such as zombies simply becoming inert if they come as close to the mount as the rider's Permanent Essence in yards. Poisons and maladies of the Underworld and Malfeas are inneffectual against the mount, rains of dagger and winds of death parting to allow it passage, as neither mount nor rider can be harmed by indirect damaging effects originated by beings of darkness. Finally, the steed may always run to Creation through the Desert of Cecelyne without fail, or step out of a Shadowland and into Creation | + | Solars are divine, Celestial beings, and their mounts should be no less! The Solar infuses his mount with divine Essence, making its every movement heavenly, its every gaze sacred. This divinity coalesces into its forehead like a caste mark, forming a single great horn of purest sunlight!(or a shining mandala, or an arrangement of heavenly symbols, but always a proeminent manifestation of its newfound divinity!) For the remainder of the scene Creatures of Darkness must pass a Valor roll every turn to move against the mount or its rider, with automatons such as zombies simply becoming inert if they come as close to the mount as the rider's Permanent Essence in yards. Poisons and maladies of the Underworld and Malfeas are inneffectual against the mount, rains of dagger and winds of death parting to allow it passage, as neither mount nor rider can be harmed by indirect damaging effects originated by beings of darkness. Finally, the steed may always run to Creation through the Desert of Cecelyne without fail, or step out of a Shadowland and into Creation, no matter what time of day, and will allow escape out of similar planes of darkness in the same way. |
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Revision as of 14:46, 11 March 2008
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Foreword
This tree takes Sol Invictus into account
Ultimate Chargers
Unbroken Dream Charge
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Ride: 3
Minimum Essence: 2
Prerequisite Charms: Spirit-Steadying Assurances
In dreams, nothing can stop you as you run. No obstacles of earthly life may make your life harder, as you step over everything in search of your destiny. Infused with Essence, the Solar's steed runs as if in a dream. For the remainder of the scene it is unnaffected by any effects which would reduce its movement rate or physical attributes or prevent it from moving as long as it would be otherwise possible - it ignores briars, underbrush and magical miasmas, but not doors, walls, or giant trees.
Balance in Wrath
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Undaunted Charger Technique
The power of Essence is the power of emotions, of the soul. In light of that, it is for none to wonder why greatest heroes favor the rarest steeds, whose demeanor is furious and unique as their breeding. Such great riders are able to harness the violent emotions and unique temperaments of their mounts to accomplish epic feats! When activated, this Charm enhances any action which depends on the balance or movements of the mount - most Ride rolls, as well as any combat action while mounted - with a number of Automatic Successes equal to its Control Rating(its base, ignoring any effects that lower it towards the Solar). This Charm may explicitly be placed on Combos with Charms of other Abilities.
Symphony for the Untamed
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Balance in Wrath, Windswept Plains Evasion
With the gusto of a conductor, the Exalt commands his steed to move where it wills, with all the grace of its dominance and fury, because where he moves, so will the Exalted be! The Exalt's ride takes the movements of its untamed, restless nature, and everything around it is driven back by such will! For the remainder of the Scene all those wishing to strike the mount or its Solar rider have the difficulty of their attacks increased by the mount's Control Rating(its base, ignoring any effects that lower it towards the Solar), the same number added in dice to the Solar's attacks and defenses for the duration, as long as he remains mounted.
Shattering Ride Revolution
Cost: 4 motes, 1 wilpower
Duration: Instant
Type: Supplemental
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Balance in Wrath, Flashing Thunderbolt Steed, Unbroken Dream Charge
A charge of heroes is a thing of terrible awe and mighty. To face it is folly, to bar it insanity. If a hero charges at one's citatel, he will come through, be it by door, wall or roof! Charging with this principle, the Solar shatters anything in his path. This must be used to break through a wall that interposes itself on the path of rider and mount, which must have moved at least half its running distance this turn. It shatters any obstruction not made of the Five Magical Materials. Should shields or swords place themselves before this charge, they are shattered as well, unless made of the Five Magical Materials. This Charm may explicitly be placed on Combos with Charms of other Abilities.
Heaven-and-Earth Unity
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Ride: 4
Minimum Essence: 3
Prerequisite Charms: Balance in Wrath, Flawless Partnership Meditation
Rider and Mount are as one. They are Heaven and Earth, the endless dance of Celestial and Terrestrial, greater and lesser, dependent on each other and existing for each other. Existing only if they aid each other, and move as one greater whole of Creation! As Heaven and Earth the Exalted strikes... and his Mount's life and spirit comes with it, blade striking with the power of a steed's hooves and a bow coming with the might of its flying mount's wings and beak. This Charm is activated as the rider makes an attack, allowing the mount to make an attack itself, adding the successes on its attack roll, and its base damage, to the rider's attack - in this Charm, two separate attacks become one! This applies even for Ranged Strikes - the mount's spirit shimmers out to accompany the strike. The mount's contribution to this Charm is reflexive and has no impact on its actions during the turn, and this Charm may explicitly be placed on Combos with Charms of other Abilities.
Steeds of Light
Hallowed Unicorn Grace
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Ride: 5
Minimum Essence: 4
Prerequisite Charms: Unbroken Dream Charge
Solars are divine, Celestial beings, and their mounts should be no less! The Solar infuses his mount with divine Essence, making its every movement heavenly, its every gaze sacred. This divinity coalesces into its forehead like a caste mark, forming a single great horn of purest sunlight!(or a shining mandala, or an arrangement of heavenly symbols, but always a proeminent manifestation of its newfound divinity!) For the remainder of the scene Creatures of Darkness must pass a Valor roll every turn to move against the mount or its rider, with automatons such as zombies simply becoming inert if they come as close to the mount as the rider's Permanent Essence in yards. Poisons and maladies of the Underworld and Malfeas are inneffectual against the mount, rains of dagger and winds of death parting to allow it passage, as neither mount nor rider can be harmed by indirect damaging effects originated by beings of darkness. Finally, the steed may always run to Creation through the Desert of Cecelyne without fail, or step out of a Shadowland and into Creation, no matter what time of day, and will allow escape out of similar planes of darkness in the same way.
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