GracefulCharmMethodology/SolarResistance

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Resistance

Armour Harmony

Whirlwind Armour-Donning Prana

  • Cost: 2m
  • Type: Simple
  • Mins: Resistance 1, Essence 1

The Solar dons a suit of armour to hand, and a shield if available. This does not allow the Solar to don a suit of artifact armour attuned to somebody else.

Armored Scout’s Invigoration

  • Cost: 2m/point of penalty
  • Type: Reflexive
  • Duration: Indefinite
  • Mins: Resistance 3, Essence 1
  • Prereqs: Whirlwind Armour-Donning Prana

The Solar removes the mobility penalty from their armour.

Hauberk-Summoning Gesture

  • Cost: 3m
  • Type: Reflexive
  • Duration: Indefinite
  • Mins: Resistance 3, Essence 2
  • Prereqs: Whirlwind Armour-Donning Prana

The Solar sends an equipped set of armour (and a shield, if also equipped) Elsewhere, returning it fully equipped when the Charm is released.

Glorious Solar Plate

  • Cost: 10m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Resistance 4, Essence 3
  • Prereqs: Hauberk-Summoning Gesture, Armoured Scout’s Invigoration

The Solar summons a suit of artifact heavy armour from their anima, with no mobility penalty; if the Solar is already wearing armour, it is upgraded to these statistics. The armour provides custom evocations designed to match the Solar, the first of which is automatically unlocked.

Durance

Spirit Strengthens The Skin

  • Cost: 1m/point
  • Type: Reflexive
  • Mins: Resistance 2, Essence 1

The Solar may momentarily increase their soak in response to being hit.

Iron Skin Concentration

  • Type: Permanent
  • Mins: Resistance 3, Essence 2
  • Prereqs: Spirit Strengthens The Skin

If the Solar spends a point of Willpower when activating Spirit Strengthens The Skin, the bonus soak is also added to their Hardness, and can be applied to unsoakable attacks.

Diamond-Body Prana

  • Type: Permanent
  • Mins: Resistance 4, Essence 3
  • Prereqs: Iron Skin Concentration

When the Solar activates Iron Skin Concentration, they may ignore the Overwhelming quality of an opponent’s weapon.

Adamant Skin Technique

  • Type: Permanent
  • Mins: Resistance 5, Essence 3
  • Prereqs: Iron Skin Concentration

When the Solar activates Iron Skin Concentration, any damage from an attack that would take them beyond their -4 health level is ignored.

Ruin-Abasing Shrug

  • Type: Permanent
  • Mins: Resistance 5, Essence 4
  • Prereqs: Adamant Skin Technique

When the Solar avoids incapacitation with Adamant Skin Technique, they ignore the wound penalty to their next roll.

Aegis Of Invincible Might

  • Type: Permanent
  • Mins: Resistance 5, Essence 5
  • Prereqs: Ruin-Abasing Shrug

When the Solar avoids incapacitation with Adamant Skin Technique, it continues to be impossible to incapacitate them until their next turn.

Durability Of Oak Meditation

  • Cost: 6m, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Resistance 4, Essence 1
  • Prereqs: Spirit Strengthens The Skin

The Solar rolls Stamina+Resistance, adding the successes to their soak against all attacks for the remainder of the scene. This additional soak does not stack with armour; if the Solar is armoured, take only the highest value.

Iron Kettle Body

  • Type: Permanent
  • Keywords: Perilous
  • Mins: Resistance 4, Essence 2
  • Prereqs: Durability Of Oak Meditation

If the Solar is struck while using Durability Of Oak Meditation and successfully avoids all harm, they gain Initiative equal to their Essence.

Fury

Essence-Gathering Temper

  • Cost: 1i
  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Resistance 3, Essence 1

Used when struck by an attack, the Solar gains motes equal to its damage before soak is applied.

Willpower-Enhancing Spirit

  • Cost: 2i
  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Resistance 4, Essence 2
  • Prereqs: Willpower-Enhancing Spirit

Used when damaged by a decisive attack, the Solar gains Willpower equal to the number of health levels inflicted (to a maximum of their Essence).

Fury-Fed Ardor

  • Type: Permanent
  • Mins: Resistance 5, Essence 3
  • Prereqs: Willpower-Enhancing Spirit

When the Solar uses Willpower-Enhancing Spirit, they also gain Initiative equal to the amount of Willpower gained.

Battle Fury Focus

  • Cost: 5m
  • Type: Simple
  • Duration: One scene
  • Mins: Resistance 5, Essence 2
  • Prereqs: Essence-Gathering Temper

The Solar ignores up to -2 in wound penalties, is immune to threaten actions, cannot make non-threaten influence actions, and cannot flee combat. This Charm cannot be ended prematurely, unless all opponents are incapacitated or fleeing.

Bloodthirsty Sword-Dancer Spirit

  • Cost: 10m, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Resistance 5, Essence 3
  • Prereqs: Battle Fury Focus

The Solar ignores up to -4 in wound penalties, is immune to all influence, cannot make influence actions or than threaten actions provided by Charms, and cannot be persuaded to stop combat. This Charm cannot be ended prematurely, unless all opponents are incapacitated.

Immunity

Poison-Resisting Meditation

  • Cost: 3m, 1wp
  • Type: Supplemental
  • Mins: Resistance 3, Essence 1

If the Solar succeeds at this resistance roll against a toxin, they are immediately cured.

Illness-Resisting Meditation

  • Cost: 3m, 1wp
  • Type: Supplemental
  • Mins: Resistance 4, Essence 2
  • Prereqs: Poison-Resisting Meditation

If the Solar succeeds at this resistance roll against a disease’s Morbidity, they are immediately cured.

Immunity To Everything Technique

  • Type: Permanent
  • Mins: Resistance 5, Essence 3
  • Prereqs: Illness-Resisting Meditation

The Solar is completely immune to any toxin or disease they have previously overcome.

Resilience

Ox-Body Technique

  • Type: Permanent
  • Mins: Resistance 1, Essence 1

The Solar gains additional health levels with this Charm, exactly as in the 3e main rulebook.

Body-Mending Meditation

  • Cost: 8m
  • Type: Simple
  • Mins: Resistance 2 Essence 1
  • Prereqs: Ox-Body Technique

The Solar rolls Stamina+Resistance: the resultant successes are the number of health levels (bashing or lethal) that the Solar heals at the end of the day, if they rest for at least the remainder of the scene. This effect stacks with Wound-Mending Care Technique.

Front-Line Warrior’s Stamina

  • Cost: 4m
  • Type: Simple
  • Keywords: Once/scene
  • Mins: Resistance 3, Essence 1
  • Prereqs: Ox-Body Technque

The Solar gains Initiative equal to the number of damaged health levels they have.

Tiger Warrior’s Endurance

  • Type: Permanent
  • Keywords: Once/scene
  • Mins: Resistance 4, Essence 2
  • Prereqs: Front-Line Warrior’s Stamina

Once per scene, when recovering from Initiative crash, the Exalt instantaneously recovers (Essence) health levels. Lower-level health levels are recovered first (starting from -4 and working upwards).

Wound-Knitting Exercise

  • Type: Permanent
  • Mins: Resistance 5, Essence 3
  • Prereqs: Tiger Warrior’s Endurance

When the Solar activates Tiger Warrior’s Endurance, they continue to heal one health level (starting with their lowest) per turn until they are fully healed, or take additional health damage.

Unbreakable Warrior’s Mastery

  • Type: Permanent
  • Mins: Resistance 5, Essence 4
  • Prereqs: Wound-Knitting Exercise

When the Solar activates Tiger Warrior’s Endurance, they may ignore crippling penalties until they take additional health damage. If they heal completely this way, any crippling damage suffered previously during the scene is ignored thereafter.

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