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| == Solar Exalted == | | == Solar Exalted == |
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− | Chosen of the Unconquered Sun, Solar are demi-gods of perfection and are, generally, the strongest<br>
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− | of the Exalts.
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− | '''Nickname:''' Lawgivers
| + | Favor Abilities. 5 Caste Skills, 5 favored skills, bonus 3 dots of skills in caste and favored, <br> |
| + | Peripheral Essence Pool is 7 x Essence + Willpower |
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− | '''Factions:''' Solar's are most drawn to the Cult of Illuminated, however many Dawns go to the <br>
| + | Can learn 5 charms, 3 must be in caste or favored though |
− | Sword of Creation, and Twilights go to the Preservers of Lore.<br>
| + | Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power and become less reasonable |
− | | + | Limit Break: Usually Drive Solars to control the world in some way or another that is usually detrimental to all concerned |
− | '''Background:''' Solar's are chosen for being the best at something and usually are chosen during<br>
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− | a moment of epic success. As such those who become Solars are usually leading extraordinary lives<Br>
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− | already, at least by non-exalted standards.<br>
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− | '''Castes:''' Solar Castes are based on the Position of the Sun.<br>
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− | Dawn: Leaders and Champions of the Armies of the Unconquered Sun. <br>
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− | Brawl, Firearms, Weaponry, Intimidation, and Politics<br>
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− | Zenith: The Priest-Kings, prophets and mystics of the Unconquered Sun.<br>
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− | Academics, Empathy, Persuasion, Expression, and Survival<br>
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− | Twilight: The scholars, sorcerers, craftsman, and medics of the Unconquered Sun<br>
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− | Crafts, Investigation, Medicine, Occult, and Science<br>
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− | Night: The spies and assassins of the Unconquered Sun.<br>
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− | Athletics, Computer, Larceny, Stealth, and Streetwise<br>
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− | Eclipse: The Diplomats and Bureaucrats of the Unconquered Sun.<br>
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− | Animal ken, Drive, Politics, Socialize, and Subterfuge<br>
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− | '''Caste and Favored:''' Solars favor Abilities. They gain five Caste Skills, and may choose five <br>
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− | favored skills. They also gain a bonus of two dots to add to skills that are caste of favored. <br>
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− | '''Peripheral Essence Pool:''' Seven x Essence + Willpower
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− | '''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities.
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− | '''Anima Flaw:''' Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must<br>
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− | succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.<br>
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− | '''Limit Break:''' Solar Limit Breaks are among the worst, to compensate for their power. A solar<Br>
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− | character must choose a Limit Condition, something that is more likely to set a Solar off, and a <br>
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− | Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more<Br>
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− | extreme the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no<br>
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− | one hurt but the Solar. Fulfilling a limit break leaves the Solar's willpower completely refreshed<br>
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− | resisting it can accepting a partial limit break does not refresh willpower.<br>
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| [[StarJaunter/NWODSolarCharms|Solar Charms]] | | [[StarJaunter/NWODSolarCharms|Solar Charms]] |
Favor Abilities. 5 Caste Skills, 5 favored skills, bonus 3 dots of skills in caste and favored,
Peripheral Essence Pool is 7 x Essence + Willpower
Can learn 5 charms, 3 must be in caste or favored though
Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power and become less reasonable
Limit Break: Usually Drive Solars to control the world in some way or another that is usually detrimental to all concerned