Telgar/Solars

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Telgar's Solars

Animas

Dawn Anima
10 motes: Mortal creatures (Essence 2 or lower) must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror for the Exalt's Essence in rounds.
10 motes: The Dawn can enhance his weapon with the power of the Sun, increasing any stat of the weapon by 1 for every point of Essence. No stat can be increased by more then 2 points. These enhancements last a scene.

Zenith Anima
5 motes: Normal anti-Dark flare, unsoakable damage to everyone but Deathlords and Deathknights who may soak with their Stamina only. This is a reflexive action but may only be used once a turn.
10 motes: Unclean creatures such as hungry ghosts, sentient undead and demons must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror for the Exalt's Essence in rounds. Undead or demonic creatures that do not have Virtues automatically fail their Valor roll.
10 motes: All bodies within the Zenith's line of sight are immolated by Solar fire, freeing the souls peacefully. These bodies can not be raised as zombies and hungry ghosts never rise from the dead's lower souls. The higher soul is sent on to the cycle of reincarnation instantly.

Twilight Anima
10 motes: Reduce the cost of all Charms used during the scene by 2 motes, to a minimum of 1 mote. When used with Charms with scaling costs like Peony Blossom Attack or Excellent Strike, the total cost of the Charm's use is reduced by 2. This power can only be invoked once per scene.

Night Anima
5 motes: For the rest of the scene treat all the Night Caste's motes as Personal Essence.
5 motes: The difficulty of any roll attempting to locate the Night Caste or detect his past presence is increased by his Essence score.

Eclipse Anima
5 motes: Canon Oath Binding power
Special Ability: Canon Diplomatic Immunity.
Special Ability: Members of the Eclipse Caste can learn Spirit Charms for twice the XP cost spirits pay for them; the usage cost of the Charms are also doubled. Eclipse Castes can not learn the Charms of other Exalted in this fashion.

Charms

The Solar Charm Trees, being the first written and the test bed for a lot of mechanics, are primative and overly complex. Speedbumps are common and some Charms are just useless. The PC rules in the Player's Guide help some, but still several trees need cleaning. These are my changes to the Charm-trees to streamline them. They are in addition, not in replacement of, the Player's Guide changes.

Archery

  • Sight Without Eyes - removes all environmental penalties from a shot
  • There Is No Wind - scenelong duration

Melee

  • One Weapon, Two Blows - removed
  • Recall the Fallen Weapon - removed (Replaced by Summoning the Loyal Steel)
  • Call the Blade - removed
  • Bulwark Stance - removed
  • Heavenly Guardian Defense - Essence 3 requirement
  • Fivefold Bulwark Stance - Simple Charm. Requires HGD instead of Bulwark Stance

Resistance

  • Adamant Skin Technique - perfectly ignores any negative physical effect for 3 motes and 1 willpower
  • Whirlwind Armor Donning Prana - removed
  • Hauberk-Summoning Gesture - 3 motes, 3/2 requirements.

Survival

  • Spirit-Tied Pet - created a Familiar bond with the animal used on. Can increase current Familiar ratings or create a new Familiar background with a new animal. Solars can only have up to 2 familiars.
  • Bestial Traits Technique - Works on Familiars, not just Spirit-Tied Pets.

Medicine

See SolarMedicine/Telgar

Occult

  • Spirit-Cutting Attack - scene-long ability to strike at immaterial spirits.
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