Difference between revisions of "IsawaBrian/SolarPresenceHoliness"

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*[[SolarPresence/IsawaBrian]]
 
 
 
----<B><I>Noonday Brilliance</B></I>
 
----<B><I>Noonday Brilliance</B></I>
 
   <B>Cost:</B>  None
 
   <B>Cost:</B>  None
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<i>This Charm is unchanged in Second Edition.</i>
 
<i>This Charm is unchanged in Second Edition.</i>
 
----<b><i>Retributive Holiness Brand</b></i>
 
  <b>Cost:</b> --; <b>Mins:</b> Presence 3, Essence 3; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Duration:</b> Permanent
 
  <b>Prerequisite Charms:</b>  Enemy-Castigating Solar Judgment
 
The Solar improves the effectiveness of her Enemy-Castigating Solar Judgment, heaping scorn upon scorn on unclean foes.  This Charm enhances its perquisite, allowing the Solar to use it as a non-Charm action against any relevant target (ie, a Creature of Darkness) who has suffered a level of Aggravated damage inflicted by the Solar in the current scene.  In social combat, this enhancement allows the Solar to use Enemy-Castigating Solar Judgment as a non-Charm action against any opponent who has spent Willpower to resist her unnatural mental influences during the current scene.
 
 
== Comments ==
 

Revision as of 21:45, 25 March 2009


Noonday Brilliance</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Presence:  3
 Minimum Essence:  3
 Prerequisite Charms:  None

Like Ox-Body Technique, this is not precisely a Charm, but is bought like one. Instead, it represents the refinement and development of a Zenith’s natural Anima ability to cause fear in creatures of darkness. As the Zenith progresses spiritually, his Anima becomes progressively easier to invoke, as the powerful Solar Essence is less restrained by his mortality. It does take effort to learn how to control, but once that knowledge has been gained, the Zenith can call his own inner brilliance into his Anima, requiring less motes of Essence to invoke it. Indeed, the mightiest of Solars can call the fear-causing aura into existence virtually effortlessly, as their Animas explode around them. A Zenith with this Charm subtracts his permanent Essence from the cost of invoking his Anima ability to cause fear in creatures of darkness, to a minimum of one mote. Zeniths with this anima ability also tend to have much brighter Anima banners. Only Zenith Caste Solars may learn this Charm. Even if another type of character has developed the ability to use the Zenith Anima ability, they do not have the necessary type of Essence to self-fuel it. This Charm is based on Neph’s ideas on the Exalted Wiki; I’m just expanding it.

In second edition, Zeniths no longer have the fear-causing aura. As a result, this Charm instead modifies the character’s darkness-combating aura such that the character’s largest source of Hardness gains a bonus equal to the Solar’s Essence against creatures of Darkness, or the character gains Hardness equal to his Essence against such creatures if there is no other source.


Noonday Heat</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Presence:  5
 Minimum Essence:  3
 Prerequisite Charms:  Noonday Brilliance

A further development of the Anima-enhancement of Noonday Brilliance, this Charm allows the Zenith to strike out with her damaging anima blast beyond the usual ten yard radius. The radiant fire of her anima is now only limited to her line of sight, striking down creatures of darkness who cower or flee from her. Only Zenith Caste Solars may learn this Charm. Even if another type of character has developed the ability to use the Zenith Anima ability, they do not have the necessary type of Essence to invoke this effect. This Charm is based on Neph’s ideas on the Exalted Wiki; I’m just expanding it.

In second edition, Zeniths can no longer hurl bolts of aggravated fire against creatures of darkness. As a result, this Charm instead causes the Zenith’s attacks to “step up” one level of seriousness against creatures of darkness. Bashing becomes Lethal, Lethal becomes Aggravated. Attacks that are already Aggravated do not gain a benefit from this effect.


Solar Sanctity</B>
 <B>Cost:  None
 Duration:  Permanent
 Type:  Special
 Minimum Presence:  4
 Minimum Essence:  3
 Prerequisite Charms:  Coruscating Aura Attack

By cultivating long-term sanctity and closeness to the Unconquered Sun, the Exalt can develop his personal holiness to the point where lesser creatures of darkness (First Circle Demons, walking dead, ghosts, etc.) are ignited into holy fire simply by touching or being touched by him. Any such creature who touches or is touched by the Exalt instantly takes aggravated damage equal to the Exalt’s Essence. This effect instantly causes the Exalt’s anima banner to reach the 8 to 10 motes stage, glowing brightly enough to read by. This also costs the Exalt 1 mote of essence per touch. Multiple beings cause multiple drains, but only one touch can be applied per turn. Each additional turn that a being touches the Exalt continues to cause the drain and damage until the creature is dead. Immaterial beings are affected by this Charm, and if they are killed by it, are permanently destroyed. This Charm can only be learned by Solars. This is another idea from Neph’s Permanent Charm List on the Exalted Wiki I’m expanding into full set.

This Charm is unchanged in Second Edition.