SolarExcellency/IsawaBrian
- SolarExcellency
- IsawaBrian
Transcendent (Ability) Prowess</i>
Cost: --; Mins: (Ability): 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: All three (Ability) Excellencies, Infinite (Ability) Mastery, (Ability) Essence Flow
The Solar’s mastery of his chosen field is so transcendent that the ordinary cares of the world become as easy as the simplest expressions of his discipline. For any given roll involving the chosen ability, the Solar may cancel two points of penalties (external or internal, minimum 0), or difficulty (minimum 1). The Solar may choose which penalties or difficulty levels to drop. This never includes DV, but may include wound penalties or multiple action penalties
<i>Unlimited (Ability) Development Technique</i>
Cost: --; Mins: (Ability): 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Transcendent (Ability) Prowess
The Lawgiver learns to exceed in her chosen discipline, transcending mortal and even immortal limitations. Add one to the Solar’s maximum rank in the ability for which this Charm is chosen. This Charm may be only selected once per Essence dot above 4. This does not add to the Ability rating directly and the character must still spend experience to purchase the relevant dots.
<i>Flaring Luminescent (Ability) Soul</i>
Cost: --; Mins: (Ability): 5/6/8/10, Essence 4/6/8/10; Type: Permanent Keywords: None Prerequisite Charms: Transcendent (Charm) Prowess, two other Charms of each Essence requirement from 1 to 4 from the Ability Tree in question for the first version, one more charm each from 1 to 6 for the second, one more charm each from 1 to 8 each for the third, and one more charm each from 1 to 10 for the fourth.
Solars are the undisputed masters of raw essence. Truly powerful Solars, elders and masters of their chosen Abilities, can generate Essence to use simply from the patterns and harmonies generated by their own attunements. These paragons may ignite burning pools from the ambient essence around their bodies, flaring it into life for their own use. For each iteration of this charm purchased for a particular Ability, the Solar has a number of additional motes of peripheral Essence equal to his permanent Essence available for use <i>between each DV refresh, solely for use with the relevant ability. The iterations at Essence 6 and 10 also supply one willpower point.
By using the Essence available with this charm, the Solar turns *all* motes of essence expended this turn, used for whatever purpose, to peripheral for the purposes of anima banner effects. The only exception to this rule are the Stealth and Larceny versions of this Charm, and they only produce half the usual amount of Essence, rounded down. One version of this Charm (which can be purchased 4 times, at the above intervals) exists per Ability, and must be purchased separately.
There probably are versions of this ability available to Abyssals- indeed, extant negative energy essence-draining effects may be those. However, this version may _not_ be learned by Moonshadow Caste Abyssals, and if a specifically identical version is created for Abyssals, that version may not be learned by Eclipses.
Comments
In 1E, I had an 'Unlimited Attribute Development' charm in Athletics, and I was pondering intellectual in Lore and social in Socialize, but after rereading Dreams of the First Age, I realized it's effectively pure Lunar. So I made one for each ability, as an excellency, and moved my excellency-like Charms in here. They're still in their originals, because I'm lazy, but I'll be deleting UAD from Athletics, when I get there --IsawaBrian