Difference between revisions of "SolarResistance/IsawaBrian"

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(*A few more 1E medicine Charms moved over)
(*A few more 1E medicine Charms moved over)
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   <i><b>Cost:</b> --; <b>Mins:</b> Resistance 4, Essence 3; <b>Type:</b> Permanent</i>
 
   <i><b>Cost:</b> --; <b>Mins:</b> Resistance 4, Essence 3; <b>Type:</b> Permanent</i>
 
   <i><b>Keywords:</b> None</i>
 
   <i><b>Keywords:</b> None</i>
   <i><b>Prerequisite Charms:</b> Spirit Strengthens Skin.
+
   <i><b>Prerequisite Charms:</b> Spirit Strengthens Skin.</i>
 
<i> It is possible, though extremely difficult, for a Solar to create an absolute, total last-minute reinforcement of his body, mind, and soul in order to prevent a powerful or lucky attack from damaging him.  Twilights do this with relative ease; it is native to their Anima.  Other Solars can produce similar effects through sheer force of and Essence.  By spending 2 motes of essence per damage die, the character may use Spirit Strengthens Skin to reduce post-soak, rather than pre-soak damage.  As usual, this may reduce the damage of an attack to zero.</i>
 
<i> It is possible, though extremely difficult, for a Solar to create an absolute, total last-minute reinforcement of his body, mind, and soul in order to prevent a powerful or lucky attack from damaging him.  Twilights do this with relative ease; it is native to their Anima.  Other Solars can produce similar effects through sheer force of and Essence.  By spending 2 motes of essence per damage die, the character may use Spirit Strengthens Skin to reduce post-soak, rather than pre-soak damage.  As usual, this may reduce the damage of an attack to zero.</i>
  

Revision as of 22:43, 20 March 2009

Note: Hardness higher than total soak generally has no effect.


Glorious Solar Sturdiness</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Resistance: 3  
 Minimum Essence:  3
 Prerequisite Charms:  Spirit Strengthens the Skin

Solars are already, as a baseline, substantially tougher than mortals. Their Essence-charged bodies can repel lethal attacks that an ordinary human would be unable to. However, this is not the end of their defensive capabilities. By means of self-manipulation of Essence, a Solar can develop his innate resistance to damage to far higher levels. This Charm, like Ox-Body Technique, is not precisely a Charm, but instead a long-term development of personal capability. A player may purchase this Charm up to once per dot of the Resistance Ability his character possesses. Each Glorious Solar Sturdiness Charm purchased provides a permanent bonus of +1 to all soaks- bashing, lethal, and aggravated. Except for the ability to soak aggravated damage, this soak is otherwise considered natural soak. This Charm is a modification of Neph’s suggestion for a permanent soak charm.

In second edition, this Charm is unchanged.


(Poison) Immunity Method
 Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Resistance:  3
 Minimum Essence:  2
 Prerequisite Charms: Poison-Resisting Meditation

Solars, already highly resistant to poison as a baseline, can dramatically increase their resistance to single strains of poison. Each time this Charm is purchased, the character becomes permanently immune to one type of poison she has been exposed to. The player can purchase this Charm as many times as she desires. Poisons that the character is exposed to while under the effects of Poison-Resisting Meditation, Immunity to Everything Technique, and similar charms are explicitly considered to be perfectly fine as prerequisites for the purchase of this Charm. This Charm is based off Neph’s suggestion on the Wiki. I just fleshed it out.

In second edition, this Charm requires Any Resistance Excellency.


(Disease) Immunity Method
 Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Resistance:  3
 Minimum Essence:  2
 Prerequisite Charms: Illness-Resisting Meditation

This Charm functions identically to (Poison) Immunity Method, save that it is used to gain immunity to diseases that the character has been exposed to. Diseases that the character is exposed to while under the effects of Illness-Resisting Meditation, Immunity to Everything Technique, and similar charms are explicitly considered to be perfectly fine as prerequisites for the purchase of this Charm, but this Charm cannot make the character immune to the Great Contagion. This Charm is based off Neph’s suggestion on the Wiki. I just fleshed it out.

In Second Edition, this Charm requires Any Resistance Excellency.


Unbreakable Body Technique</B>
 <B>Cost:  5 motes
 Duration:  Instant
 Type:  Reflexive
 Minimum Resistance:  5
 Minimum Essence:  3
 Prerequisite Charms: Iron Kettle Body

The Exalt summons Essence to create a hardened aura under an incoming attack, reinforcing armor and personal toughness. If hit by an attack, even one she is not aware of, the character may spend 5 motes of Essence to add her Stamina + Resistance number to her largest source of Hardness for that attack only. This Hardness may not exceed her total soak.

In second edition, this Charm works very differently.

 Cost: --; Mins: Resistance 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Iron Kettle Body, Spirit Strengthens Skin.

The Exalt learns to create “plates” of essence that do not permit reverberation of damage through their unyielding guard. Any Charm that the character knows that adds soak also adds Hardness equal to half the soak granted to her largest source of Hardness or creates that much Hardness to begin with.


Orichalcum Body Meditation</B>
 <B>Cost:  8 motes, 1 Willpower
 Duration:  One Scene
 Type:  Simple
 Minimum Resistance: 5  
 Minimum Essence:  4
 Prerequisite Charms: Unbreakable Body Technique

By using this Charm, the character becomes virtually invincible, taking on an aspect of unbreakable orichalcum. Until the end of the scene, add the character’s Resistance in bashing/lethal soak totals and give the character a base hardness equal to his Stamina + Resistance. The character’s Hardness may not exceed his total soak. The Hardness given by this Charm is considered separate from any other source of Hardness and does not stack as usual.

In second edition, this Charm works very differently.

 Cost: --; Mins: Resistance 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Unbreakable Body Technique

The Solar’s righteous armor is transcendant, providing massive protection and permitting the complimentary use of other forms of armor. The Solar may expend twice as much Essence and Willpower when a Charm that grants soak (specifically Iron Kettle Body, but other custom charms may be possible as well, and if the character so desires, the cost for Iron Skin Concentration may be doubled as well for the resultant benefits). If this is done, add the character’s Resistance to Lethal and Bashing soak, and half (round up) to Aggravated soak. This will increase the Hardness granted by Unbreakable Body Technique. This Charm also makes most Resistance Charms that are not compatible with armor compatible with armor (specifically Iron Kettle Body but possibly other charms as well). The GM may rule that Resistance effects of a certain potency cannot gain this benefit, though they can still benefit from the other effects.


Eight Steel Soul Harmony</B>
 <B>Cost:  8 motes, 1 Willpower
 Duration:  One Scene
 Type:  Simple
 Minimum Resistance: 5  
 Minimum Essence:  4
 Prerequisite Charms: Unbreakable Body Technique

Under ordinary conditions, it is only the most rigid of defenses that applies at the ultimate level. Any attack that can break through the power of the Iron Kettle Body will almost certainly blow through the stern defenses of superheavy magical armor. With this Charm, however, the Solar brings these last-ditch defenses into alignment with each other, reinforcing them via Essence. Until the end of the Scene, her Hardness levels stack, regardless of the source. The total Hardness applied against any one attack cannot be greater than the soak against that attack.

In Second Edition, this Charm is Obvious and Combo-Basic.


Unyielding Solar Nature</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Resistance:  5
 Minimum Essence:  5
 Prerequisite Charms: Orichalcum Body Meditation, Eight Steel Soul Harmony

A Solar of sufficient power may suffuse his body with permanent low-levels of Essence, creating a number of “cushions” and wells of Essence that will harmlessly absorb and drain off damage. Unfortunately, there is a limit to how much of such modification that any body, even that of an Exalt, can survive, so functionally, developing one’s Unyielding Solar Nature has a limit on its effectiveness. The character permanently gains an innate Hardness equal to his Essence.

This Charm is unchanged in Second Edition


Transcendent Resistance Prowess</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Resistance: 5  
 Minimum Essence:  3
 Prerequisite Charms: Durability of Oak Meditation, one Environmental Hazard-Resisting Meditation, 
 one (Poison) or (Disease) Immunity Method, Whirlwind Armor-Donning Prana

The Exalted transcends even the normal innate toughness of an Exalted. Her body sneers at pain, the beating sun, poison, disease- mere environmental inconveniences, and beneath her notice. Subtract two from the difficulty of all rolls involving the Resistance Ability (minimum difficulty one). This Charm is based on Neph’s suggestion on the Wiki; I just fleshed it out.

In Second Edition, this Charm reduces by 2 (net) the difficulties and/or penalties to all Resistance rolls. It requires All 3 Resistance Excellencies, Infinite Resistance Mastery, and Resistance Essence Flow. Its minimum Essence is increased to 4.


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.



Adamant Body Technique</B>
 <B>Cost:  10 motes, 2 Willpower, 1 health level, plus 1 health level per turn
 Duration:  Turns equal to the character’s Resistance
 Type:  Reflexive
 Minimum Resistance: 5  
 Minimum Essence:  4
 Prerequisite Charms: Adamant Skin Technique

This Charm expands upon the powerful Adamant Skin Technique, investing her body with diamond hardness for an extended period of time. This creates a dramatic strain on the character’s body and mind, but makes her otherwise totally and utterly invincible. For a number of Turns equal to the character’s resistance, she suffers no damage at all except that which goes to pay the effects of this Charm. No matter what the sources of damage, she simply cannot be harmed.

This will provide resistance against long term effects such as an acid bath or firestorm, but only in terms of damage. This Charm has no secondary effects of attacks or other harmful conditions, just on damage. The character may opt to end the Charm at any time, but may not skip a turn and simply reactivate by paying the health level cost in the next turn; she must start the whole charm over again if she chooses to drop its effects. This is a completely perfect effect and will work against unsoakable attacks, instant damage, and similar effects.

In Second edition, this Charm is Combo-Basic and Obvious. Its effects last a number of DV refreshes equal to the character’s Resistance, and at each DV refresh, the character must pay the aggravated health level to continue the effects.


Final Defense Method</B>
 <B>Cost:  1 mote and 1 Willpower per health level
 Duration:  Instant
 Type:  Reflexive
 Minimum Resistance: 4  
 Minimum Essence:  2
 Prerequisite Charms: Iron Skin Concentration

It is possible, though extremely difficult, for a Solar to create an absolute, total last-minute reinforcement of his body, mind, and soul in order to prevent a powerful or lucky attack from damaging him. Twilights do this with relative ease; it is native to their Anima. Other Solars can produce similar effects through sheer force of will. Each use of Final Defense Method automatically reduces the total health levels of damaged caused by an opponent by one. Unlike the production of an Anima effect, the Essence cost is relatively negligible, but the strain on the Solar’s mind is significant, and his soul is limited in the number of successive Final Defense Methods used. A Solar may only invoke this Charm for a number of health levels per attack equal to his Essence. This effect stacks with the Twilight Anima ability. This Charm is not compatible with the use of armor.

In second edition, this Charm works very differently.

 Cost: --; Mins: Resistance 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Spirit Strengthens Skin.

It is possible, though extremely difficult, for a Solar to create an absolute, total last-minute reinforcement of his body, mind, and soul in order to prevent a powerful or lucky attack from damaging him. Twilights do this with relative ease; it is native to their Anima. Other Solars can produce similar effects through sheer force of and Essence. By spending 2 motes of essence per damage die, the character may use Spirit Strengthens Skin to reduce post-soak, rather than pre-soak damage. As usual, this may reduce the damage of an attack to zero.


Bronze Body Bastion</B>
 <B>Cost:  1 Willpower, 2 motes per -0 health level
 Duration:  One Scene
 Type:  Simple
 Minimum Resistance: 5 
 Minimum Essence:  3
 Prerequisite Charms: Final Defense Method

The Exalted surrounds her body with an aura of almost-solidified Essence, which ablates off as attacks land on the Solar, deflecting some of the force of those blows. Functionally, this grants the Solar an additional -0 health level for every two motes she spends until the end of the scene. She may invest as many motes as she likes in this Charm, but all motes are invested until the Charm ends, and new health levels may not be added unless the entire Charm is re-activated. This Charm is not compatible with the use of armor.

In Second Edition, this Charm is Combo-Basic and Obvious. Orichalcum Body Meditation makes this Charm compatible with armor.


Invincible Warrior Prana
 Cost:  8 motes, 1 Willpower, 1 health level
 Duration:  Instant
 Type:  Reflexive
 Minimum Resistance: 5  
 Minimum Essence:  4
 Prerequisite Charms: Adamant Skin Technique, Bronze Body Bastion

By invoking the Invincible Warrior Prana, the Solar temporarily makes his body utterly and totally invincible. Similar to Adamant Skin Technique, this power will utterly and completely protect the Exalt from any source of damage, for a brief moment- no more than one to two seconds, and does not stop secondary effects. However, unlike Adamant Skin Technique, the Invincible Warrior Prana may be invoked after damage is rolled. This Charm is not compatible with the use of armor.

In Second Edition, this Charm functions differently:

 Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Adamant Skin Technique, Third  Resistance Excellency

The might of a Solar cannot be struck down by even the harshest of foes, should even a tiny amount of power and will remain in his body. By spending an extra 2 motes, 2 willpower, the character may make an Adamant Skin Technique invocation a Step 10 Reflexive Charm, effectively negating any and all damage done by that attack.


Unchanging Vessel Meditation</B>
 <B>Cost:  10 motes, 1 Willpower
 Duration:  One scene
 Type:  Simple
 Minimum Resistance:  5
 Minimum Lore:  3
 Minimum Essence:  4
 Prerequisite Charms: Immunity to Everything Technique, Chaos-Repelling Pattern

Unlike their Lunar cousins, Solars have no inborn shapeshifting capability, and can find themselves very vulnerable to transformations, such as the utter dissolve version of Pattern Spider bite. They simply are not that in tune with the flow and shift of bodies; at best, they can create minor, mostly illusory effects. However, as with many situations, Solars can find a way through the use of excessive Essence to get around that limitation.

A Solar cannot take control of her body the way a Lunar can, but she can reinforce her own existence through the application of Essence to make it extremely hard for another to change it. Until the end of the scene, all attempts to alter the Solar’s form by any means to any end, good or bad, are increased in difficulty by the her resistance rating. Effects that would usually take effect without any roll now allow the Solar to make an Essence + Resistance roll against a difficulty equal to the opponent’s Essence to avoid the effects. Using this effect will cause the character’s caste mark to become fully visible, just as though they had spent 4-7 motes of peripheral Essence.

In Second Edition, this Charm is Combo-Basic and Obvious.


Burning Star Style</B>
 <B>Cost:  15 motes, 1 Willpower
 Duration:  One day
 Type:  Simple
 Minimum Resistance:  5
 Minimum Lore: 4
 Minimum Occult: 5
 Minimum Essence:  5
 Prerequisite Charms: Unchanging Vessel Meditation, Spirit-Repelling Diagram

As with shapechanging, Solars have absolutely no direct control over the forms and ways of Destiny. Although they have great control over their own lives, and can thwart the designs of the Loom of Fate by the expenditure of Essence, they cannot affect the Loom itself directly. However, the expenditure of Essence does interfere with the weaving of the Loom. A sufficiently powerful Solar can attempt to take advantage of that fact directly, expending his Essence in a wellspring of power.

This overbearing, invested expenditure of energy creates a temporary snarl in the Tapestry, and it is extremely difficult for pattern spiders to work on a Solar so affected. Any scheduled Sidereal Astrology events for the day targeting this character have their difficulties increased by the Solar’s Essence. This will not stop ongoing effects that have already taken place, but will reduce successes from earlier effects that are scheduled to take place during the 24-hour period of this effect.

This effect is incredibly blatant, and irritating to pattern spiders. It is not, technically, an abuse of Solar power, and as a result, pattern spiders must still treat them equally with anyone else. Still, pattern spiders, and fate in general will conspire to make the character easier to find for those who can sense fate. All astrological or fate-related effects (including most Sidereal charms but not martial arts) that simply function to detect the character will have their difficulty reduced by one (to a minimum difficulty of one) while this Charm is in effect.

In Second Edition, this is an Integrity Charm.

Second Edition Charms


Inferno Heart Concentration</b>
 <b>Cost: 5m, 1 ahl; Mins: Resistance 3, Essence 2; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Any Resistance Excellency, Body-Mending Meditation

The Solar creates an incredible engine of power within herself. This energy engine collects ambient motes of Essence far swifter than normal, and, if left in an area without Essence that the Solar could ordinarily use, will still provide a trickle of motes for her use. Unfortunately, this requires the dedication of some of the Solar’s life energy. For the next full day (24 hours) after triggering this Charm, the Solar regains a number of additional motes per hour equal to her Resistance Ability. Even if the character has no other means to regenerate motes, this will still function.


Unflagging Solar Will</b>
 <b>Cost: 10m, 1 ahl; Mins: Resistance 5, Essence 2; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Inferno Heart Concentration, Willpower Enhancing Spirit

Sometimes, it is more important to be strong of mind than healthy of body. A Solar with this Charm may concentrate his Essence inwards, traveling along the “dragon lines” of his nerves and brain to produce a renewable source of mental energy at the cost of some of the Lawgiver’s own life-force. As soon as this Charm is invoked, and every hour thereafter for twenty-four hours (one full day) after the character invokes this Charm, he regains a point of Temporary Willpower. The Solar cannot exceed his maximum Willpower with this Charm. This Charm may only be activated once an hour; it cannot be activated, deactivated, and then reactivated repeatedly in order to speed the Willpower regeneration process.


Ceasing to Breathe Method</b>
 <b>Cost: 5m, 1 wp; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic
 Duration: One Day
 Prerequisite Charms: Controlled Breathing Exercise (if transferred, Any Resistance Excellency if not)

A character using this Charm charges her lungs with Essence, respiring directly from Essence, rather than from the air. For the rest of the day, she need not breathe at all, even when speaking or performing strenuous activities. No airborn poison, lung-based disease, or other effect will hurt her, and she can dive to the bottom of the ocean without suffering ill effects from pressure or lack of oxygen.


Solar Channeling Meditation</b>
 <b>Cost: 10m, 1 wp; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, Obvious
 Duration: One Day
 Prerequisite Charms: Inferno Heart Concentration, Infinite Resistance Mastery

By focusing on his connection to the Unconquered Sun, and willing the motes of Essence which make up his anima to transform into a whirling generator of power, the Exalt using this Charm can penetrate the gulf of reality in order to regenerate essence. As long as this Charm is in effect, the Solar will regenerate essence in all of his pools as though he was standing in bright sunlight upon the face of Creation. This includes the Radiant Soul pool, although this will not change the amount of such regeneration. Whether in the Underworld, or Autochthonia, or the depths of the Wyld, no force can prevent the Solar from regenerating Essence from all sources available. As a result, the character will always regenerate minimum of 8 motes of essence per hour, which stacks with other sources beyond natural essence regeneration. The Health Level for the cost of this charm is lethal, and is unsoakable. This Charm is extremely blatant and causes the character's Caste Mark to manifest, just as though he had spent 4-7 motes of Essence.


Mastery of Myself</b>
 <b>Cost: 15m, 2 wp, plus 5m per additional day; Mins: Resistance 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, Obvious
 Duration: One Day (renewable)
 Prerequisite Charms: Armored Scout’s Invigoration, Ceasing to Breathe Method, Tireless Runner’s Stride (assumed transfer), Bloodthirsty Sword-Dancer’s Spirit, Ascetic Monk’s Purification Discipline (assumed Transfer)

With this Charm, the Solar takes utter and complete control of her body. No longer is she subject to its whims and demands, but instead now she can drive on through creation, and indeed thrive, by the force of her will alone. She does not need to sleep, eat, breathe, or drink, nor does she suffer penalties caused by the lack of those, by armor, any pain (including wound penalties up to and including incapacitated, until death takes her). No penalty which comes from within her body, rather than environmental disturbance, cover, etc., will affect her. Furthermore, when this Charm ends, she will be fully sated and rested, just as though she had plenty to eat, drink, and sleep during the period with which she maintains Mastery of Myself. This Charm may be renewed reflexively every twenty-four hours at a cost of 5 additional motes; all motes so used, including the first fifteen, count as committed until the Charm ends.


Solar Furnace-Feeding Practice</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Essence-Gathering Technique, Resistance Essence Flow

The Solar develops a series of essence "furnaces" at his chakra points. As attempts to harm the Exalt strike home, their disruptive essence reverberates through these chakra points, thus stimulating the "furnaces" and feeding essence back to the Solar, regardless of whether or not the Exalt is damaged. These furnaces must be stimulated, however, in order to activate in the first place. Mechanically, the Solar may activate Essence-Gathering Technique as a non-Charm action.

----Hearty Headstrong Warrior Method</b>
 <b>Cost: --; Mins: Resistance 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Solar Furnace-Feeding Practice, Willpower-Enhancing Spirit

The Solar disdains pain and anger-- indeed, transforming them into a whirling engine of inner strength to refuel her reserves in the course of battle. The Exalt may activate Willpower-Enhancing Spirit as a non-Charm action.


Critical Moment Respiration</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Solar Furnace-Feeding Practice

When the life of a Solar is on the line, instead of paralyzing fear, he regains strength, gaining power from the intense energies of deadly combat. If a Solar actually takes damage when using Essence-Gathering Temper, the limit on motes that the Solar may regenerate is increased to the higher of 20 or (the Solar’s Stamina + Resistance) times (the Solar’s permanent Essence)


Empty Stomach Fasting Meditation</b>
 <b>Cost: 1m; Mins: Resistance 1, Essence 1; Type: Simple (DV -0)
 Keywords: Combo-OK
 Duration: One Day
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on page 71 of CB:Z. In my campaign, this would be a Permanent with a 1 mote cost to activate, thus increasing the requirements to Resistance 2, Essence 2; the effect is certainly stylistic for the Zenith motif, but the scale seems a bit small to me.


Ascetic Monk’s Purification Discipline</b>
 <b>Cost: 10m; Mins: Resistance 3, Essence 3; Type: Simple (DV -0)
 Keywords: Combo-OK
 Duration: Three Days
 Prerequisite Charms: Empty Stomach Fasting Meditation

This is a mechanical conversion of the Charm on page 71 of CB:Z. This one, on the other hand, should probably be a full Charm. If ESFM is converted to a Permanent, though, I would up the Duration to one week and keep the replenishment requirement at 1 day.


Unsleeping Watchman Technique</b>
 <b>Cost: --; Mins: Resistance 4, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms:Tireless Sentinel Technique, any Awareness Excellency

The Solar draws strength from her watchfulness, transforming the lone sentinel’s position from a duty into a restful, refreshing activity. Power flows into the Solar if she remains dedicated and resolute. The Solar may add 3 motes to the cost of Tireless Sentinel Technique to gain the ordinary benefits of a full night’s sleep when using the Charm—such as healing and a Conviction roll to recover willpower.

The original Unsleeping Watchman Technique from p 72 of CB: Z is superceded by Tireless Sentinel Technique as per Manual of Exalted Power: the Abyssals, p. 148. This is a reimagined version using the old name.


Tireless Traveller’s Stamina</b>
 <b>Cost: --; Mins: Resistance 3, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Tireless Sentinel Technique

The Solar learns how to increase the efficiency of his Unsleeping Watchman Technique on a steady voyage. So long as the character moves at no greater than a steady pace (walking or riding) when using Unsleeping Watchman Technique, he gains all normal benefits-- the Charm replaces all necessary rest, so the character is neither footsore nor saddlesore, and is rested and well at the end of his voyage—but the day in question does not count towards the maximum the Solar can withstand in this manner without dreaming.


Tireless Runner’s Stride</b>
 <b>Cost: 10m; Mins: Resistance 4, Essence 3; Type: Simple
 Keywords: Combo-OK
 Duration: Special
 Prerequisite Charms: Tireless Traveller’s Stamina

This Charm is a mechanical conversion of the Charm on p. 72 of CB:Z.


Controlled Breathing Exercise</b>
 <b>Cost: 5m; Mins: Resistance 2, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: None

This Charm is a mechanical conversion of the Charm on p. 72 of CB:Z; use Stamina + Resistance in place of Stamina + Endurance.


Sleep of Death Technique</b>
 <b>Cost: 15m; Mins: Resistance 4, Essence 4; Type: Simple (DV-0)
 Keywords: Combo-OK
 Duration: Special
 Prerequisite Charms: Controlled Breathing Exercise

This Charm is a mechanical conversion of the Charm on p 72 of CB:Z. Note that it is a perfect defense against detection of “living;” if a perfect effect is used to determine the character’s true state, use the Unstoppable Force vs. Immovable Object rules.


Extended Life Prana</b>
 <b>Cost: --; Mins: Resistance 7, Essence 7; Type: Permanent
 Keywords: None
 Prerequisite Charms: Tireless Runner’s Stride, Ascetic Monk’s Purification Discipline, Sleep of Death Technique

This Charm is a mechanical conversion of the Charm on p 72 of CB:Z. Based on information from Dreams of the First Age, I would say that this Charm, plus three similar to TRS, AMPD, and SDT at the Essence 7-9 range would qualify for the unlimited lifespan Charm that Dreams theorizes…


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.


Tiger-Warrior’s Endurance</b>
 <b>Cost: 6m, 1 wp, 1 lhl; Mins: Resistance 5, Essence 3; Type: Permanent
 Keywords: Combo-OK, Obvious
 Duration: (Essence + Resistance) Hours
 Prerequisite Charms: Front-Line Warrior’s Stamina

This is a mechanical conversion of the Charm on page 207 of the Exalted Player’s Guide. Note that its duration substitutes Resistance for Endurance.


Unbroken Titan Fortitude</b>
 <b>Cost: 12m, 2 wp; Mins: Resistance 5, Essence 5; Type: Simple (DV-0)
 Keywords: Combo-Basic, Obvious
 Duration: One Scene,
 Prerequisite Charms: Unbreakable Warrior’s Mastery, Immunity to Everything Technique

The terrifying endurance of a Solar leaves them unbowed and unbroken across the plains of Creation, striding across the world as its master. Until the end of the scene, the Solar is immune to all special types of physical damage, whether Crippling, Stunning, Poison, etc. In general, if the attack has a physical component, even if it has a spiritual effect, it will only do normal damage. This does not reduce normal health levels of damage in any way.


Interrogation-Resisting Attitude</b>
 <b>Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple
 Keywords: Combo-OK, Social
 Duration: One Scene
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on p 74 of CB:Z. Its effects always add to MDVs to resist torture, interrogation, and interrogation-like effects, including many active uses of Investigation in social combat. Despite the Social keyword, this Charm is not always a Social charm, and is activated in short ticks as well as long.


Pain-Reducing Meditation</b>
 <b>Cost: 1m per -1; Mins: Resistance 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: Interrogation-Resisting Attitude, Durability of Oak Meditation

This is a mechanical conversion of the Charm on p 74 of CB:Z. It should be usable at any point in combat resolution up to Step 10. I would suggest that it also applies to External or Internal Penalties applied by pain. This includes many uses of the Crippling keyword, but does not apply to circumstances such as having a limb mangled or removed, nor to restraint (other than negating pain from the restraint).


Armor of Virtue Technique</b>
 <b>Cost: 2 motes, 1 Limit; Mins: Resistance 2, Essence 2; Type: Simple (DV –0)
 Keywords: Combo-OK, Obvious
 Duration: One Scene
 Prerequisite Charms: Durability of Oak Meditation

The power of a Solar’s virtues can protect her. The Solar reinforces her very body with the strength of a chosen Virtue, investing it with essence and sealing it as an visible, radiant field of power radiating out from that Virtue’s chakra to surround the character’s body. The Solar’s Castemark becomes visible as well, as per the effects of 4-7 motes of Peripheral Essence spent for anima display. So long as the character does not act in contradiction of her virtue, she gains natural soak equal to her virtue in all categories. If the Lawgiver does act in contradiction of her Virtue, this Charm instantly ends. An ascetic Solar monk with Temperance 5, for example, could gain 5B/5L/5A soak for the scene, but if she indulged in a great feast, the defense would instantly end.


Fivefold Armor of Virtue Technique</b>
 <b>Cost: --; Mins: Resistance 2, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: Armor of Virtue Technique

The extraordinary passions of a Solar grant him tremendous durability, allowing the Lawgiver to shrug off many of the slings and arrows of Creation. When using Armor of Virtue Technique, the Solar may opt to spend an additional 3 motes to gain Hardness equal to the Soak gained. This Hardness may be added to the player’s current highest source of Hardness, or it may simply be by itself. If the Solar does pay the increased cost, the character’s anima banner shifts into the 8-10 mote range instantly.


Alcohol-Resisting Prana</b>
 <b>Cost: 1 mote; Mins: Resistance 1, Essence 1; Type: Simple (DV –0)
 Keywords: Combo-OK
 Duration: One Scene
 Prerequisite Charms: None

This is a mechanical conversion of the Charm on p 73 of CB: Z.


Drunken Warrior Technique </b>
 <b>Cost: 2 motes per die; Mins: Resistance 2, Performance 2, Essence 2; Type: Reflexive (Step 2)
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Alcohol-Resisting Prana

The Solar turns the unpredictability and chaotic movements caused by his indulges to his advantage. This Charm acts as a dice-adder for a parry or dodge DV, and adds bonus dice to such an attempt. This bonus may not exceed the total number of drinks (see CB: Z p 74) the character has taken in the scene, nor the sum of the character’s Resistance + Performance, whichever is lower. This Charm does not negate the effects of alcohol, but it also remains in effect even if all negative effects of drinking have been removed.


Inebriated Fool Defense</b>
 <b>Cost: 2 motes; Mins: Resistance 4, Performance 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Drunken Warrior Technique

The Solar energizes and increases the positive effects of alcohol on the human body, loosening muscles and joints, dulling pain, and helping her body to roll with impact. Add a number of points to the character’s natural Bashing and Lethal Soak equal to the number of drinks (see CB: Z p 74) the character has consumed during the scene. This bonus may not exceed the character’s Resistance + Performance. This Charm does not negate the effects of alcohol, but it also remains in effect even if all negative effects of drinking have been removed.


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


Environmental Hazard Resisting Meditation</b>
 <b>Cost: --; Mins: Resistance 5, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: None

This Charm is a mechanical conversion of the Charm on pp 72-73 of CB: Z. I feel that its effects are still appropriate; just like a Melee specialist can develop defenses that can counter unexpected attacks or opt to take Surprise Anticipation Method, so, too, do I believe that this Charm’s relatively minor, but permanent effects do not conflict with the possibility of larger and more blanket effects from Hardship-Surviving Mendicant’s Spirit and its two development Charms.


Poison-Resisting Meditation</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Infinite Resistance Mastery, Resistance Essence Flow

Solars are the masters of their court, and need not fear the poisoner’s art. When resisting effects with the Poison keyword, the character may combine the otherwise incompatible effects of Infinite Resistance Mastery and Resistance Essence Flow.


Illness-Resisting Meditation</b>
 <b>Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Infinite Resistance Mastery, Resistance Essence Flow

The health of the Solars is as their magnificient patron’s. Disease is a servant of Sol Invictus to strike down the unclean, and his rays lie more gently on his Chosen. When resisting disease and other effects with the Illness keyword, the character may combine the otherwise incompatible effects of Infinite Resistance Mastery and Resistance Essence Flow.


Wolverine Vitality Technique</b>
 <b>Cost: --; Mins: Resistance 3, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Body Mending Meditation

The Solar’s unyielding spirit speeds the regeneration of flesh, allowing the Lawgiver to heal from the mere act of respiration. The Solar’s healing rate is always multiplied by (1 + (Resistance). This is cumulative, but additive, with Body Mending Meditation—ie, a Resistance 3 Solar with Wolverine Vitality Technique who uses Body Mending Meditation will heal 14 times as fast, not 40.


Second Wind</b>
 <b>Cost: 5 motes; Mins: Resistance 5, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Duration: (Resistance) Actions
 Prerequisite Charms: Body-Mending Meditation

The Solar energizes his normal respiration with a feedback of beneficent energy, granting the Lawgiver freedom from pain, reliving his Second Breath in an ecstatic burst of potency. For (the Solar’s Resistance) in actions, he suffers no physical penalties short of death or outright dismemberment, including but not limited to, pain, poison, illness, crippling (so long as the limb or organ remains whole enough to perform even impaired function), fatigue, and so forth. This does not affect health levels, even those health levels lost to poison, disease, and so on. This Charm may be used while Inactive; doing so generally aborts the character’s Inactivity, but counts as their charm use until DV refresh.


Unyielding Spirit</b>
 <b>Cost: --; Mins: Resistance 6, Essence 6; Type: Permanent
 Keywords: None
 Prerequisite Charms: Second Wind, Unbroken Titan Fortitude

The Solar’s impossible fortitude knows no mortal bounds. By spending two extra motes and an extra willpower, the character may activate any Resistance Charm with an Essence minimum of 5 or less while Inactive. Doing so will often abort the character’s Inactivity.

Comments

Mammoth Hide Discipline - Hah, trying to counter MPB, are we? ;-)

Final Defense Method - Canon rules already specificly forbid activating two charms per instant (so, you can't invoke a single charm multiple times per attack, for example). So, maybe just make it 1m,1w per, up to Ess HLs, but you can buy after damage is rollsed?

Bronze Body Bastion - needs a limit on the number of HLs bought. To a max of Resistance maybe?

-- Qaphsiel

    • Nah. *chuckles* Mammoths just have a really high soak. :)
    • Oops. Forgot about that one. Changed!
    • Actually, I deliberately did *not* put a limit on them, because it only lasts a scene, and _all_ of the Essence is invested in them until it's done. I figure it's self-limiting as a result. If you want 25 Health Levels- fine. It's going to cost you 50 motes, which you can't even get back until either the end of the scene, or until they're all gone. You could just release the whole thing, but in that case, you lose all your health levels, too.
- IsawaBrian