Charms/NailRatSolarEndurance

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These are high Essence Solar Endurance Charms. Here are changes I assume with use with the following Charms:

Tireless Runner’s Stride – See Cb:Z, but Prerequisite Charms are now Unsleeping Watchman Technique, Tireless Traveler’s Stamina.

Solar Endurance Charms by NailRat

Glorious Solar Body

Cost:  None
Duration:  Permanent
Type:  Special
Minimum Endurance:  3
Minimum Essence:  2
Prerequisite Charms:  Essence-Gathering Temper

The Solar's flesh and bone become infused with the might of the Unconquered Sun, allowing him to shrug off blows that would kill most mortals - and most other Exalts. A Solar with this Charm adds his permanent Essence to both his Bashing and Lethal soaks. (thanks to Nephipal for Charm idea.)

Blazing Soul Discipline

Cost: None
Duration: Permanent
Type: Special
Minimum Endurance: 3
Minimum Essence: 2
Prerequisite Charms: Essence-Gathering Temper

The Solar learns to gather the energy of the Unconquered Sun as he basks in his glory, storing additional motes of Essence. Each time the character takes this Charm, he gains 10 peripheral Essence, which are stored in a separate "Radiant Spirit" pool. However, these extra motes only can be regained daily at noon when in Creation. A number of these motes are automatically recharged at noon each day in Creation equal to twice the Solar's permanent Essence. These motes are only regained in said fashion if she already has both her personal and normal peripheral pools full. The Solar can take this Charm a number of times equal to permanent Essence. (thanks to Nephipal for Charm idea.)


Shrugging the Celestial Wounds

Cost:  None
Duration:  Permanent
Type:  Special
Minimum Endurance:  4
Minimum Essence:  3
Prerequisite Charms:  Glorious Solar Body, Tiger-Warrior’s Endurance

The Solar’s body has honed itself to recover well from injuries, allowing him to resume normal functionality more quickly. An Exalt with this Charm heals wounds as though they were one level of severity lower. That is, such an Exalt will heal Incapacitated health levels as though they were -4 health levels, and so on. The healing time for -0 health levels is cut in half. The Solar may take this Charm a number of times equal to two less than his permanent Essence; each purchase further reduces the necessary healing time, until when the Solar has taken it five times, Incapacitated health levels require half the time a -0 health level would normally require to heal.

Unrelenting Vigil Method

Cost:  20 motes, 1 willpower
Duration:  Special
Type:  Simple
Minimum Endurance:  5
Minimum Essence:  4
Prerequisite Charms:  Shrugging the Celestial Wounds, Tireless Runner’s Stride, Ascetic Monk’s Purification Discipline

The Exalt has mastered the art of channeling her Essence to replace functions that rest performs for mortals. A character who utilizes this Charm enjoys several benefits. First, she need not sleep, eat, or drink at all while the Essence used to power this Charm is committed. Second, she always recovers Essence as though meditating, even if undertaking strenuous activity. Finally, she heals health levels of damage at a rate equal to half of the normal time for a -0 health level. The Charm remains active as long as the character leaves the Essence committed.

Perfection of the Flesh Prana

Cost:  None
Duration:  Permanent
Type:  Special
Minimum Endurance:  5
Minimum Essence:  5
Prerequisite Charms:  Unrelenting Vigil Method

The character has completely transcended mortal needs at this point. The character never needs to sleep, drink, eat, or breathe.

Furious Frenzy of Hatred

Cost:  8 motes, 1 willpower
Duration:  One Scene
Type:  Simple
Minimum Endurance:  5
Minimum Essence:  3
Prerequisite Charms:  Bloodthirsty Sword-Dancer Spirit

The fury of the Solar Exalt who focuses his hatred of his opponent into his strikes is terrible indeed, but it can be dangerous for the Solar as well. For the remainder of the scene, the character adds a number of automatic health levels of damage to each attack equal to his Essence, which are added after soak is applied. However, as the Essence backlash from the Solar’s concentrated wrath strikes back at its wielder, the Solar takes one level of damage for time he successfully strikes an enemy. This damage cannot be avoided with effects such as Heavenly Guardian Defense or effects that otherwise would ignore damage.

Insensible Malice Discipline

Cost:  15 motes, 1 willpower
Duration:  One Scene
Type:  Simple
Minimum Endurance:  5
Minimum Essence:  4
Prerequisite Charms:  Furious Frenzy of Hatred

The Solar has honed his battle-fury into a state of perfection that leaves no room for consideration of the weak. The Charm acts exactly as Bloodthirsty Sword-Dancer Spirit except for the following changes. The character gains 4 Strength and is at +6 to all dice pools(rather than +3). Also, the character loses his capability to tell friend from foe; he will fight until every last person he can see is dead. There is no way to voluntarily end this Charm until such is the case. More than one overzealous Solar has lost friends or loved ones to an ill-advised invocation of this Charm.

Righteous Fury Meditation

Cost:  6 motes
Duration:  One Scene
Type:  Simple
Minimum Endurance:  5
Minimum Essence:  5
Prerequisite Charms:  Insensible Malice Discipline

The Solar’s wrath in battle bolsters his will, allowing him to shrug off mental fatigue at astonishing rates. While this Charm is active, every time the character lands an attack, he automatically regains a point of temporary Willpower or two motes of Essence. This Charm allows the character’s temporary Willpower to exceed his maximum Willpower by an amount equal to his Essence; when this Charm ends, any temporary Willpower above and beyond the character’s normal maximum disappears. This Charm does not allow the character to exceed his normal Essence pool maximums. The use of this Charm does not preclude the use of Essence-Gathering Temper or Willpower-Enhancing Spirit.

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