Difference between revisions of "IsawaBrian/SolarResistanceArmor"
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*[[IsawaBrian]] | *[[IsawaBrian]] | ||
− | ----<B><I>Dedicated Armor Invocation | + | ----<B><I>Dedicated Armor Invocation</B></I> |
− | <B>Cost: | + | <B>Cost:</B> 3 motes to summon or banish |
− | <B>Duration: | + | <B>Duration:</B> Instant |
− | <B>Type: | + | <B>Type:</B> Reflexive |
− | <B>Minimum Resistance: | + | <B>Minimum Resistance:</B> 3 |
− | <B>Minimum Essence: | + | <B>Minimum Essence:</B> 3 |
− | <B>Prerequisite Charms: | + | <B>Prerequisite Charms:</B> 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. | 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. | ||
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<i><b>Cost:</b> --; <b>Mins:</b> Resistance 5, Essence 4; <b>Type:</b> Permanent</i> | <i><b>Cost:</b> --; <b>Mins:</b> Resistance 5, Essence 4; <b>Type:</b> Permanent</i> | ||
<i><b>Keywords:</b> None</i> | <i><b>Keywords:</b> None</i> | ||
− | <i><b>Prerequisite Charms:</b> Whirlwind Armor-Donning Prana | + | <i><b>Prerequisite Charms:</b> Whirlwind Armor-Donning Prana</I> |
− | <I>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. | + | <I>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.</I> |
----<b><I>Front-Line Warrior’s Stamina</b></i> | ----<b><I>Front-Line Warrior’s Stamina</b></i> |
Latest revision as of 22:16, 8 June 2010
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.
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.
Hauberk Summoning Gesture</b>
<b>Cost:--; Mins: Resistance 5, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Hauberk-Lightening Gesture
Through careful placement of her armor when displacing it to Elsewhere, the character may arrange to more swiftly gird herself for war. When the Solar invokes Hauberk-Lightening Gesture, he may commit an additional 2 motes to leave it easily accessible, thus halving the time necessary to pull it back from Elsewhere
Encompassing Aspect of the Glorious Patron</b>
<b>Cost:--; Mins: Resistance 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Glorious Solar Plate
When calling upon armor created by Glorious Solar Plate, the Solar may summon forth the benevolent aspect of her patron-- creating an extra pair of shining golden arms! Doing so costs an extra 5 motes, 1 willpower during the invocation, but in addition to allowing the character to hold more objects at once, the arms are dedicated fully to the purposes for which their patron expects their use, allowing the character two extra actions per turn that do not suffer multiple action penalties. The character may flurry as well, but the extra actions may not be flurried. Due to the nature of the Unconquered Sun, one of the character's arms must wield a shield, one must be dedicated to peaceful pursuits (and thus cannot wield a weapon), and two may be dedicated to militant pursuits (allowing the character to wield a horn to call to battle in one hand and a weapon in the other, or two weapons, or a two-handed weapon.)
Blinding Corona Cape</b>
<b>Cost:--; Mins: Resistance 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Glorious Solar Plate
Although it is not easy, with time and focus, a Solar may alter the default capabilities of Glorious Solar Plate. While some choose to emulate their patron's physical characteristics, still others have attempted to modify the accoutrements of their armor to better suit their personal combat style. Blinding Corona Cape allows the character to decide to invoke a brilliant cloak of sunlight and essence instead of a glowing shield. This cloak radiates potent energies that surround the entire Solar with a light, deflective force field, granting +1 DV from cover bonus to both Close and Ranged, without requiring the use of a hand to guide it.
Under normal circumstances, a character cannot have a glowing shield and Blinding Corona Cape produced by Glorious Solar Plate at the same time. However, if the character activates Encompassing Aspect of the Glorious Patron he may spend an additional 3 motes (for a total of 6 or 8 and 1 willpower) to activate both shield and cape at the same time, creating a superior defense. At Essence 5, the same 3 motes activates both shield and cape for Glorious Solar Plate without Encompassing Aspect of the Glorious Patron, or the normal 5 motes, 1 willpower for that modification.
Unfailing Tortoise Technique</b>
<b>Cost:3m; Mins: Resistance 3, Essence 3; Type: Reflexive (Step 8) Keywords: Combo-OK, Obvious Duration: One Scene Prerequisite Charms: Spirit Strengthens the Skin
The Solar creates a light matrix of Essence that overlays her anima, melding seamlessly into any armor the character is wearing. This matrix has little power of its own, but grants something of the perfection of Solar Essence to any armor the character is wearing. The character's armor soak is no longer reduced by Piercing on its own; any effects that enhance an attacker's Piercing weapons will only be treated by Piercing weapons (but not further reduced by this Charm). At Essence 5, the Solar may spend and commit an additional 3 motes in order to make her armor completely immune to effects that would bypass or reduce its soak.