Difference between revisions of "SolarEndurance/TheMyriadOfShades"

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:Can they still be knocked unconcious? I assume they can't... -- [[Xarak]]
 
:Can they still be knocked unconcious? I assume they can't... -- [[Xarak]]
  
:Noted that they can't, thanks. - TheMyriadOfShades
+
:Noted that they can't, thanks. - [[TheMyriadOfShades]]
  
 
:What happens to the damage levels? Do they accumulate until a solar is at 50 or so levels below incap, and certain to expire if he runs out of essence, or do they just ignore everything that passes incapacitated? I would assume that this charm lets them act if they're at incap or below? <br> -- [[Darloth]]
 
:What happens to the damage levels? Do they accumulate until a solar is at 50 or so levels below incap, and certain to expire if he runs out of essence, or do they just ignore everything that passes incapacitated? I would assume that this charm lets them act if they're at incap or below? <br> -- [[Darloth]]

Revision as of 09:05, 3 April 2010

Transcendant God Body</I>

Cost: None
Duration: Permanent
Type: Special
Min. Endurance: 5
Min. Essence: 5
Prereq.: at least 5 purchases of Ox-Body Technique

The bodies of the stoutest of the Chosen of the Sun are marvels to behold. Those who would examine them find that there are no weak spots, no part of the Solar's body that is not as sturdy as steel. The who would mark his flesh find that it is remarkably resistant, and even magic cannot inflict large-scale wounds on them without unimaginable strength behind it. The Solar is a veritable paragon of the human form, more glorious living statue than frail construct of flesh.

A Solar with this Charm is immune to auto-damage effects such as Five-Jade Fury or Fire and Stones Strike-- the only way to do health levels of damage to him is to roll them naturally (though boosting damage to get more dice works normally). He may soak lethal and aggravated damage with his natural soak-- though the damage done is still lethal or aggravated and heals as normal for damage of its type, the Solar may soak said damage with his full Stamina, plus any bonuses from Charms. Finally, the Solar's flesh is remarkably tenacious and heals quickly-- he heals all damage as if it were -0 health levels.


<I>Stout Spirit's Reserves</I>

Cost: None
Duration: Permanent
Type: Special
Min. Endurance: 5
Min. Essence: 3
Prereq.: Tiger Warrior's Endurance

Though all the Exalted are blessed with, among other things, heroic endurance, the Solar Exalted especially are known to barely exert themselves, even when preparing for the most epic of tasks.

The Solar may purchase this Charm a number of times equal to his Essence minus two. On purchase of this Charm, the Solar adds 10 motes to his total peripheral essence pool. This extra essence can only be used to commit artifacts, and to pay the mote cost of Charms with a Duration of Scene or longer (including Day, Indefinite, and other effects that last longer than 20 minutes). This extra pool only refills after the Solar's other pools have refilled, and it may only be refilled in Creation via respiration or Solar Charms that regenerate essence, such as Essence-Gathering Temper.


<I>Warrior's Last Sacrifice</I>

Cost: 1+ lethal health levels
Duration: Instant
Type: Simple
Min. Endurance: 5
Min. Essence: 4
Prereq.: Stout Spirit's Reserves

There is no limit to the power inherent in the Chosen of the Unconquered Sun, though their mortal frames bristle and tear at the strain.

The Solar pays for this Charm in health levels. He may spend up to his Stamina in health levels with each invocation of this Charm. Each health level so sacrificed restores 10 motes to the Solar's essence pools. Though this refills the personal essence pool first, the Solar's anima flares when activating this Charm as if the motes regained were being spent as peripheral essence-- the Night anima power cannot mute this effect. As such, the use of this Charm is only recommended for situations where subtlety has ceased to be an issue.

Health levels sacrificed to this Charm do not heal before the end of the scene. The character cannot spend health levels past his Incapacitated level, even if he is somehow still conscious.


<I>Eternal Sun Immolation</I>

Cost: 10 motes, 1 Willpower, 1 health level
Duration: Scene
Type: Simple
Min. Endurance: 5
Min. Essence: 5
Prereq.: Warrior's Last Sacrifice

The Solar burns from within with the power granted him by the Sun himself, unparalleled power that is more than adequate for the needs of the Sun's heroes. The Solar Exalted, it is said, fight hardest and longest of the army of the gods.

For the rest of the scene, all of the character's essence costs (not including the cost of this Charm) are halved, rounded down. In addition, any effect that adds essence to the Solar's pools adds twice as much as normal. His anima flares at the iconic level whenever this effect is active, and anyone within 50 miles with any sensitivity to the use of magic will sense great power emanating from the Solar's direction.


<I>Sworn Killer's Esctacy</I>

Cost: 15 motes, 1 Willpower
Duration: Special
Type: Simple
Min. Endurance: 5
Min. Essence: 3
Prereq.: Blood-Thirsty Sword-Dancer Spirit 

Woe be it to those who attract the specific ire of the Solar Exalted, for they find power in violence and there can be no faltering in the pursuit of their enemies. The Solar swears an oath to kill, and mercy on those in his way.

This Charm improves on Blood-Thirsty Sword-Dancer Spirit, and if the two Charms are used concurrently, the character gains the dice bonus of the previous Charm while behaving under the rules of this Charm. The character enters a controlled rage. He must name a target he has met and swear to kill them. The target must be an individual entity-- categories like "Dragon-Blooded" or "Haltans" are not valid. The character must then either proceed directly towards his target and kill him, or actively attempt to find information on their location so that they might then proceed towards the target and kill him. The character is only allowed to interact with other beings in two ways-- to find out from them where their target is (via any method of persuation the Solar wishes), or to kill or incapacitate them-- the Solar may choose to use bashing damage if he wishes, though those with a low Compassion may not. Otherwise, he ignores all others except to defend himself. This does not apply to the named target-- the Solar must kill the target to the full extent of his capabilities on the first possible opportunity. The Solar is allowed to sleep and eat and intelligently prepare himself for violence (gathering weapons and such), though if anyone gets in the way of any of these, they too will be targeted for either interrogation or violence.

Whenever the Solar successfully attacks any target (not just his named target) and rolls damage dice, he may roll his Stamina+Endurance and regain the successes in motes of essence. He also ignores any need to make Virtue or Willpower checks to attack the named target, such as those imposed by Majestic Radiant Presence or the Games of Divinity Form, as well as dice penalties to attacks imposed by such effects as the Heart-Stopping Mein. Such concerns as fear and perfect beauty are beneath him-- there is only a target that must die.

This Charm ends if the Solar successfully kills his target. However, it is much more taxing to escape from this controlled rage before its lethal conclusion. If the Solar wishes to end the Charm early, he must roll his Willpower at a difficulty of the sum of his Conviction and Valor, to so betray his own murderous oath. If he is successful, the Charm ends, and the character loses all temporary Willpower.


<I>Death-Defying Fury</I>

Cost: 15 motes, 1 Willpower
Duration: Special
Type: Simple
Min. Endurance: 5
Min. Essence: 4
Prereq.: Sworn Killer's Ecstacy, at least 3 purchases Ox-Body Technique

When the Chosen of the Sun set out to kill, it is near-impossible to stop them. The Solar swears an oath to kill, and it becomes pointless for the weak to try and stop him.

This Charm imposes similar restrictions on behavior as Vicious Killer's Ecstacy. As long as he maintains the Charm, all attackers halve all damage successes against the Solar, rounded down.


<I>Unstoppable Juggernaut Mein</I>

Cost: 20 motes, 1 Willpower, 1 health level
Duration: Special
Type: Simple
Min. Endurance: 5
Min. Essence: 5
Prereq.: Eternal Sun Immolation, Death-Defying Fury 

As inevitable and uncaring as the searing rays of the noonday sun, nothing can stop a dedicated Solar from meeting his prey in combat. Nothing.

This Charm imposes similar restrictions on behavior as Vicious Killer's Ecstacy. No one but the Solar's named target can strike a killing blow on the Solar. Damage from other sources is applied as normal, but as long as this Charm is active, the Solar will not die or be rendered unconscious by damage unless that damage comes from his named target.


<I>The Sun Still Burns</I>

Cost: 16 motes per hour
Duration: Indefinite
Type: Reflexive
Min. Endurance: 6
Min. Essence: 6
Prereq.: Unstoppable Juggernaut Mein

In the First Age, it was widely accepted as near impossible to tear down the Pillars of the Sun. During the Usurpation, several of the older Zenith Caste Solars took hundreds of Dragon-Blooded warriors and even on occasion multiple Sidereal assassins days to kill.

While this Charm is active, the Solar does not regain essence via respiration, though he may regain it via Hearthstones and Solar Charms. As long as the Charm is active, the Solar cannot die or be rendered unconscious by any means, nor does he suffer wound penalties no matter how grievously wounded he is. If this Charm expires while the Solar has taken enough health levels of damage to kill him, then he instantly disintergrates into a fine ash.

(just to note, both bleeding the Solar of essence via Charms such as Maw of Dripping Venom or using Charm-cancelling effects such as Essence-Dousing Wave Attack are ways to kill a Solar using this Charm)

Can they still be knocked unconcious? I assume they can't... -- Xarak
Noted that they can't, thanks. - TheMyriadOfShades
What happens to the damage levels? Do they accumulate until a solar is at 50 or so levels below incap, and certain to expire if he runs out of essence, or do they just ignore everything that passes incapacitated? I would assume that this charm lets them act if they're at incap or below?
-- Darloth
The former, though you probably wouldn't keep track of it after the first 6 extra levels of damage, since those are all that count for how long your dying speech is. And yeah, the Charm lets you act no matter what-- added a specific mentioning of this.

=== Comments ===