SolarResistance/TheMyriadOfShades

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Pillar of Health</I>

Cost: None
Duration: Permanent
Type: Special
Min. Resistance: 5
Min. Essence: 4
Prereq.: Immunity To Everything Technique

The most durable of the Solar Exalted could walk through the most poisonous forests of the East or treat the sickest lepers without fear of discomfort.

This Charm renders the Solar permanently immune to all non-magical diseases, poisons, and infections.


<I>Superb Armor of the Sun</I>

Cost: 2 motes per point of soak/hardness, 1 Willpower
Duration: Scene
Type: Reflexive
Min. Resistance: 5
Min. Essence: 3
Prereq.: Glorious Solar Plate

Not only can the Chosen of the Sun magically enhance their weapons. Armor, too, is more effective in their use than in any other's. Upon activating this Charm, the character's armor shines a soft golden light, as per Glorious Solar Plate.

The character must be wearing armor-- magically created armor such as Glorious Solar Plate is valid. He floods the armor with essence, strengthening it and reinforcing it against blows. For every two motes spent, the character may add one to the soaks and the Hardness of his armor. He may add no more points than his Stamina+Resistance In addition, while under the effect of this Charm, the character may additively stack his Hardness from multiple sources such as this Charm, Glorious Solar Plate or Iron Kettle Body.


<I>Impenetrable Solar Aegis</I>

Cost: 8 motes, 1 Willpower 
Duration: Indefinite
Type: Simple
Min. Resistance: 5
Min. Essence: 4
Prereq.: Superb Armor of the Sun

The Solar's armor becomes like unto that of the gods, standing against any assault. Not even the cleverest of blows may remove this holy protection.

The Solar must be wearing armor. While under the effects of this Charm, his armor is treated as divine armor (see GoD)-- its soak may not be circumvented by any effect. The Solar receives his armor soak always, as long as he does not remove the armor or this Charm does not end. This is a perfect effect. Also, armor with a soak of 20 or more ignores attacks with a raw damage less than half the armor's soak. Characters wearing heavy armor over extended periods of time must face the normal fatigue penalties for doing so.


<I>Unconquerable Bulwark</I>

Cost: 16 motes, 1 Willpower
Duration: Scene
Type: Simple
Min. Resistance: 5
Min. Essence: 5
Prereq.: Impenetrable Solar Aegis

The Solar's armor glows a bright color of light appropiate to his anima, brightly enough that an opponent must cover his eyes or face blindness. The protection of the Solar's armor is total and lesser weapons pay the price for attacking such glorious protection.

The Hardness rating of the Solar's armor increases to its total soak rating, including bonuses from Charms like Superb Armor of the Sun. Mortal weapons break if the Charm user is successfully attacked. The armor shines even brighter than the character's anima-- stealth is impossible. Attacking or defending against the character is a difficult prospect, since looking directly at the character is like staring into the sun itself. Unless an opponent can magically ignore visual penalties, they subtract 2 successes from all attacks and defenses against the Charm user for blindness.


<I>Unbreakable Flesh and Bone</I>

Cost: 2 motes per health level
Duration: Instant
Type: Reflexive
Min. Resistance: 4
Min. Essence: 2
Prereq.: Iron Skin Concentration

The bodies of the Solar Exalted do not break and shatter like those of lesser men and heroes. Even when it seems that nothing could possibly stand against an attack, a Solar can empower his flesh to not be pierced and his bones to not be broken.

The Solar may spend two motes to negate a damage success on a damage roll against him. He may ignore no more levels of damage from a single attack than his Stamina.


<I>Unfeeling Body Meditation</I>

Cost: 8 motes, 1 Willpower
Duration: Scene
Type: Simple
Min. Resistance: 5
Min. Essence: 3
Prereq.: Unbreakable Flesh and Bone, Spirit Strengthens the Skin

The resiliency among the Chosen heroes of the Sun is unfathomable. Blows that would knock a mortal man senseless do not faze him, and he does not fear the blades of the mighty nor the weak. This Charm is not compatible with armor.

Classic Combat: The Solar subtracts half his Essence (rounded up) in successes from all damage rolls against him. This applies seperately to every attack. This power is similar to the Mars anima power, and cannot reduce the damage of the attack to zero.

Power Combat: The Solar reduces the minimum damage of attacks by a number of dice equal to his Essence, down to a minimum of 1.


<I>Undimming Solar Spirit</I>

Cost: 6 motes
Duration: Instant
Type: Reflexive
Min. Resistance: 5
Min. Essence: 4
Prereq.: Adamant Skin Technique, Iron Kettle Body

The true measure of any attack is the magnitude of the damage it does. Some do not respect this principle, but it is the only one the Chosen of the Sun must succumb to. Nothing else matters-- if the Solar can weather out the physical damage of an assault, he can survive anything.

This Charm protects the Solar from any non-damage effects of an attack (not a social roll, an attack). This is a perfect effect. While he may face unsoakable attacks and attacks that do automatic levels of damage, he ignores all effects of an attack that do not simply do damage via the normal damage calculation mechanic, from mundane things such as poison to magical effects such as Soul Mastery or Maw of Dripping Venom.


<I>Unassaultable Behemoth Method</I>

Cost: 20 motes, 2 Willpower, 1 lethal health level
Duration: Scene
Type: Simple
Min. Resistance: 5
Min. Essence: 5
Prereq.: Unfeeling Body Meditation, Undimming Solar Spirit

To attack a Solar using this Charm is as futile as attacking the sun itself. Lesser opponents stand no chance, and not even the mightiest of attacks is likely to even mark his brow. He stands, shining like his patron, nearly numb to any physical attempt at violence against him. This Charm is not compatible with armor.

While under effect of this Charm, the Solar's anima flares at the iconic level. The Solar ignores all attacks from beings with an Essence of 1-- they cannot harm or affect him. Those beneath the Solar find that their magic falters them when attacking such divine power-- attackers with an Essence less than the Solar's double the cost of all Charms used to enhance or gain attacks against the Solar. Attackers with an Essence equal to or greater than the Solar may use Charms normally.

Classic Combat Only: The Solar is utterly immune to bashing damage and adds his Stamina+Resistance to his soak. Power Combat Only: All incoming attacks are soaked down to minimum damage.


<I>Holy Protection of Virtue</I>

Cost: 35 motes, 3 Willpower, 3 aggravated health levels
Duration: Indefinite
Type: Simple
Min. Resistance: 6
Min. Essence: 6
Prereq.: Unassaultable Behemoth Method, Uncomquerable Bulwark, Fivefold Armor of Virtue Technique

The most passionate of the Solar Exalted find that their zeal and their power are together enough to stand against almost any foe. So long as they do not betray their driving passions, almost nothing will stop the Solar Exalted.

The Solar chooses his highest Virtue (or one of his highest, if there is a tie). He must follow the tenets of the Virtue for the Duration of this Charm. If he fails a roll using this Virtue or spends Willpower to surpress the Virtue, this Charm ends. The health level cost of this Charm does not heal until the Charm ends.

For the Duration of this Charm, the Solar is immune to all bashing and lethal damage. He is still vulnerable to aggravated damage, and he still must content with any non-damage effects of an attack.


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