Difference between revisions of "SolarResistance/Heru"
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*[[Heru]] | *[[Heru]] | ||
*[[Heru/MySolarCharms]] | *[[Heru/MySolarCharms]] | ||
− | *SolarResistance | + | *[[SolarResistance]] |
− | *SolarCharms | + | *[[SolarCharms]] |
= Solar Resistance Charms = | = Solar Resistance Charms = | ||
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-4 = 4 days rest, 1 week activity | -4 = 4 days rest, 1 week activity | ||
Aggravated = As Lethal | Aggravated = As Lethal | ||
+ | |||
+ | <b>Never Tell the Odds Method</b> | ||
+ | <b>Cost:</b> 3m, 1wp; <b>Mins:</b> Resistance 2, Essence 1; <b>Type:</b> Simple | ||
+ | <b>Keywords:</b> Combo-OK | ||
+ | <b>Duration:</b> One Scene | ||
+ | <b>Prerequisite Charms:</b> Any Resistance Excellency | ||
+ | |||
+ | Wading into the thick of combat, getting wounds that would fell lesser men, but not being impeded by those wounds is one of the epitomes of being a hero. And for the Lawgivers, the greatest of the Exalted, there is nothing greater than facing the odds and beating them. At Essence 1, then this Charm eliminates one point of wound penalties. At Essence 3, this Charm eliminates two points of wound penalties. Finally, at Essence 5, this Charm eliminates four points of wound penalties. This Charm does not modify the Incapacitated health level. | ||
+ | |||
+ | For example, an Essence 1 Solar with this Charm only has -0, -2, and -4 wound penalties. At Essence 3, they only have -0 and -4, and finally, at Essence 5, they only have -0 health levels. | ||
+ | |||
+ | <b>Epic Resistance of the God-King</b> | ||
+ | <b>Cost:</b> -- (+2m); <b>Mins:</b> Resistance 5, Essence 3; <b>Type:</b> Permanent | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Permanent | ||
+ | <b>Prerequisite Charms:</b> Never Tell the Odds Method | ||
+ | |||
+ | The Solar Exalted are no mere heroes, they are the Chosen of the Dawn, heroes to the heroes. And this Charm represents that, what others have for only moments the Lawgivers are capable of having for the long term. At Essence 3, by increasing its mote cost from three to five, its prerequisite Charm has its Willpower point cost removed and its duration increased to Indefinite. | ||
+ | |||
+ | At Essence 6, the prerequisite Charm goes from a duration of Indefinite to that of Permanent. | ||
===== Commentary ===== | ===== Commentary ===== |
Revision as of 08:08, 5 April 2010
Solar Resistance Charms
Armor Loves the Master
Cost: -- (5m, 1wp); Mins: Resistance 3, Essence 2; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Whirlwind Armor-Donning Prana
The power of the Lawgivers is such that with but a momentary flare of Essence and willpower the donning of armor becomes but an instantaneous act. This Charm enhances Whirlwind Armor-Donning Prana by increasing the speed at which the Exalt can don the armor. By spending 5 motes and 1 Willpower point, the Solar can instantly don a piece of armor, irrespective of the armor’s mobility penalty and the normal time it would take. The use of this enhancement causes Whirlwind Armor-Donning Prana to become Obvious.
Magnificent Solar Warstrider
Cost: 15m, 1wp or 20m, 1wp; Mins: Resistance 5, Essence 5; Type: Simple Keywords: Obvious Duration: One scene Prerequisite Charms: Glorious Solar Plate
The majesty of the Lawgiver is such that he surrounds himself in the shining Essence of the Unconquered Sun. This Charm creates a warstrider from the solidified Essence of the Exalt’s anima. The character may design the appearance of the created warstrider as he sees fit. Regardless of its appearance, it is always unmistakably a royal warstrider, and it constantly glows with a golden light resembling an 8-10 mote Solar anima display (which is light enough to read in a three yard radius).
Characters can only use this Charm if they are already not wearing armor or are inside a warstrider. It creates a royal warstrider with 24 Soak, 12 Hardness, 16 Strength, -2 Mobility and no fatigue penalty. The character is instantly within its central armored cockpit. For an additional five motes, the character can create a glowing melee, archery or thrown weapon of Artifact 3 or below. The weapon is unmistakably a weapon of pure Essence and always possesses the Holy keyword.
Mouse Against an Elephant Technique
Cost: 5m; Mins: Resistance 3, Essence 2; Type: Simple Keyword: Obvious Duration: Scene Prerequisite Charms: Durability of Oak Meditation
The will of the Unconquered Sun has made his Chosen able to shrug off the attacks of mere mortals. When activated this Charm perfectly protects the Solar against the damage caused by extras and their ilk. Heroic mortals and any being who can channel Essence are unaffected by this Charm. Though a perfect effect this Charm does not have one of the Four Flaws of Invulnerability due to its weakness against any being that can channel Essence.
Chosen of the Sun Prana
Cost: --; Mins: Resistance 4, Essence 2; Type: Permanent Keyword: None Duration: Permanent Prerequisite Charms: Mouse Against an Elephant Technique
The uncompromising light of the Lawgivers can shrug off the puny attacks caused by mortal beings. The increasing power and majesty of the Solar makes it impossible for those without importance in the great scheme of things to damage him. This Charm permanently enhances Mouse Against an Elephant Technique by making it a permanent expansion of the Solar. The Cost in motes is now zero and its Duration is permanent. The limitations of the original Charm – unable to handle heroic and above beings – remains.
Ox Reinforcement Meditation
Cost: --; Mins: Resistance 3, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Ox-Body Technique
The bodies of the Lawgivers know no bounds in their excellence and will to live. This Charm permanently enhances Ox-Body Technique by changing the total amount of times that the Charm may be taken from (Resistance) times to (Essence + Resistance) times.
Thoughts Like a River Meditation
Cost: --; Mins: Resistance 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Bloodthirsty Sword-Dancer Spirit
The Essence of the Lawgivers is such that even in the midst of battle frenzy they are still able to think with some rationality. This Charm permanently enhances Bloodthirsty Sword-Dancer Spirit by allowing the Exalt some unconscious control over his actions. First of all, the Solar regains the ability to speak a few words as a means of coordination. In addition, at no point will he attack his true allies, even if they try and stop his battle frenzy. Finally, the cost to end Bloodthirsty Sword-Dancer Spirit prematurely is permanently reduced to 1 Willpower and no Limit. If it is a loved one trying to stop the character than the Willpower cost is also removed.
Eternal Immunity Practice
Cost: --; Mins: Resistance 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Immunity to Everything Technique
The constitution of the Lawgivers know no bounds. This Charm permanently enhances Immunity to Everything Technique by removing the Willpower requirement (it still costs 6 motes to activate) and increases its Duration to Indefinite.
If the Solar has Essence 6, this Charm negates the cost for Immunity to Everything Technique entirely.
Elephant Hide Technique
Cost: --; Mins: Resistance 2, Essence 2; Type: Permanent Keyword: None Duration: Permanent Prerequisite Charms: None
The Lawgivers are able to shrug all but the most damaging of attacks with relative ease. This Charm gives the Lawgiver additional levels of natural soak by adding his Essence to each of the soaks.
From now on the character soaks Bashing damage using (Stamina + Essence) and Lethal damage using (1/2 Stamina + Essence). In addition, the Exalt now has access to an Aggravated soak which provides (his Essence) level of protection.
Phoenix Rejuvenation Technique
Cost: --; Mins: Resistance 1, Essence 2; Type: Permanent Keyword: None Duration: Permanent Prerequisite Charms: None
The nature of the Chosen of the Sun is that no matter how much damage they take they quickly rise again to face their enemies. This Charm is a permanent enhancement to the Lawgiver's healing rate. The new healing rate is as follows: Bashing = per hour Lethal -0 = 3 hours rest, 6 hours activity -1 = 12 hours rest, 1 day activity -2 = 2 days rest, 4 days activity -4 = 4 days rest, 1 week activity Aggravated = As Lethal
Never Tell the Odds Method
Cost: 3m, 1wp; Mins: Resistance 2, Essence 1; Type: Simple Keywords: Combo-OK Duration: One Scene Prerequisite Charms: Any Resistance Excellency
Wading into the thick of combat, getting wounds that would fell lesser men, but not being impeded by those wounds is one of the epitomes of being a hero. And for the Lawgivers, the greatest of the Exalted, there is nothing greater than facing the odds and beating them. At Essence 1, then this Charm eliminates one point of wound penalties. At Essence 3, this Charm eliminates two points of wound penalties. Finally, at Essence 5, this Charm eliminates four points of wound penalties. This Charm does not modify the Incapacitated health level.
For example, an Essence 1 Solar with this Charm only has -0, -2, and -4 wound penalties. At Essence 3, they only have -0 and -4, and finally, at Essence 5, they only have -0 health levels.
Epic Resistance of the God-King
Cost: -- (+2m); Mins: Resistance 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Never Tell the Odds Method
The Solar Exalted are no mere heroes, they are the Chosen of the Dawn, heroes to the heroes. And this Charm represents that, what others have for only moments the Lawgivers are capable of having for the long term. At Essence 3, by increasing its mote cost from three to five, its prerequisite Charm has its Willpower point cost removed and its duration increased to Indefinite.
At Essence 6, the prerequisite Charm goes from a duration of Indefinite to that of Permanent.