Difference between revisions of "SolarSurvival/GoldenCat"

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(* Enviromental-Protection Charms done for SI-theGame)
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The colors of the sunset blossom like a burning halo around the Solar, darker and darker as they burn all those who defy the sun in body and soul! The Solar strikes all enemies within (Essence) yards with an Undodgeable, Unblockable attack that has a base pool equal to his Willpower and deals base damage of his Survival score plus successes, dealing aggravated damage against creatures of the night.
 
The colors of the sunset blossom like a burning halo around the Solar, darker and darker as they burn all those who defy the sun in body and soul! The Solar strikes all enemies within (Essence) yards with an Undodgeable, Unblockable attack that has a base pool equal to his Willpower and deals base damage of his Survival score plus successes, dealing aggravated damage against creatures of the night.
  
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== Enviromental Resilience ==
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'''''Lead the Hallowed Exodus'''''<br>
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'''Cost:''' 10 motes, 1 willpower<br>
 +
'''Duration:''' One Day<br>
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'''Type:''' Simple<br>
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'''Minimum Survival:''' 5<br>
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'''Minimum Essence:''' 5<br>
 +
'''Prerequisite Charms:''' Distance-Traversing Caravan<br>
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Leaders of Men, the Zenith have led humanity in their sacred pilgrimages since before the First Age, bringing the word of Heaven and a new beggining. It was in the War with the Primordials that this Charm was first used when Ben Kai led his followers for six thousand days and six thousand nights to the heart of Szoreny, sinking his blade into its heart. To lead the hallowed exodus a Solar must utter a swift prayer to the Unconquered Sun, igniting his anima to a coruscant aura, where it remains for the remainder of the day as if he had spent at least 8 motes of Peripheral Essence. The Solar thus becomes the guiding beacon to up (Permanent Essence x10) followers, his anima touching all of them and leaving its hallowed mark. The marked receive the benefits of all Survival, Endurance or Resistance Charms currently affecting the Solar that allow them to ignore enviromental effects, fatigue or deprivation from travel as they find themselves taking the same precautions as he, nourished by the same faith and Essence.
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'''''Shard of Nascent Worlds'''''<br>
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'''Cost:''' 20 motes, 1 willpower, 1 Health Level<br>
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'''Duration:''' One Hour<br>
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'''Type:''' Simple<br>
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'''Minimum Survival:''' 5<br>
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'''Minimum Essence:''' 5<br>
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'''Prerequisite Charms:''' Any (Element)-Denying Style<br>
 +
Ultimate expression of humanity's survival instinct, the Solar with this Charm cuts herself from the Essence of the world with a knife fashioned of her own Exaltation! Her anima shifts as the map of nascent worlds as her presence is severed from the enviroment, unnaffected by anything that does not specifically strike at her form, her personal space becoming her very own world! As long as this Charm is in effect the Solar cannot be affected by enviromental effects, from poisonous clouds to killing winds. She cannot suffocate nor drown, nourished by her own Essence for the duration. Note that this does not affect effects that strike directly at her form or Essence, only those that exist in the ambient about her - falling slag from a volcano could affect her where sulfur and lava could not, a fallen tree could affect her where poisonous pollen could not and shards of broken Essence could harm her while wading through an area of twisting nether would leave her all but unscathed.
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'''''Shield of Seasons'''''<br>
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'''Cost:''' None<br>
 +
'''Duration:''' Permanent<br>
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'''Type:''' Special<br>
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'''Minimum Survival:''' 5<br>
 +
'''Minimum Essence:''' 5<br>
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'''Prerequisite Charms:''' Any (Element)-Denying Style<br>
 +
The Sun changes the Seasons of Creation with his movements, his waking, walking and breathing. The world changes about him and he exists on the center of it all. Internalizing the lessons of all seasons, the Solar's body achieves an oneness with them akin to but opposite to that of the Unconquered Sun's, changing to suit the season's needs instead in an explosion of nature's change! Upon purchase of this Charm the Solar may activate any Charm that protects or insulates the character from enviromental damage and action of the elements as a Reflexive action that does not count as his Charm use for the turn (although it is still a Charm whose activation can be prevented), even if the Solar himself is unaware of the enviromental change about him. However, to activate the Charms in this way causes a brilliant display in the Bonfire level of anima, in a manner connected to the elements the Solar is being sheltered from! A wreath of summer-red flowers may break out of the Solar when his body adapts to a storm of fire, or a shower of unique, diamond-dust snowflakes pours from him as the room he stands in is frozen to absolute zero.
  
 
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Revision as of 17:16, 17 February 2009

Familiars

  • I love Sol Invictus to death and base most all things I create on it... but I wish to create a different paradigm for Familiars across Solars and Abyssals, one that is more complete and easily expandable. Those Charms are initially based upon the Sol Invictus ones but expand on them significantly.

Glorious Golden Companion
Cost: None
Duration: Permanent
Type: Special
Minimum Survival: 4
Minimum Essence: 2
Prerequisite Charms: Spirit-Tied Pet
The character has developed an incredibly close bound with her Familiar, letting her pass to it the essence of pure excellence! The Exalt receives twice her Permanent Essence in points, which she may distribute between the creature's Attributes. The Exalt may further increase the Familiar's Attributes from that point onward by paying 4 Experience Points per dot added to its Attributes, but may not enhance any one of the Beast's Attributes by more than her Essence rating+1. Increases to Intelligence make the animal more clever, but not intelligent in a human way. The Familiar becomes able to heal like an Exalt, soak lethal damage with half its stamina if it did not already, and increases its natural lethal and bashing soak by the Exalt's highest Virtue.

Heaven Wisdom Training
Cost: None
Duration: Permanent
Type: Special
Minimum Survival: 5
Minimum Essence: 2
Prerequisite Charms: Glorious Golden Companion
Normal animal handlers can teach them to do a myriad different tricks. A Solar handler can teach her Familiar to be twice as learned as a savant, twice as tactical a fighter as a general! The character has developed such a bound to her Familiar, and such a skill in handling and imparting wisdom to animals, that she is able to increase its knowledge a thousandfold! The Familiar becomes intelligent and cultured as a human if it was not already, able to communicate through signs and gestures as a human would, distributing twice the Exalt's Permanent Essence in points between its Abilities. New Abilities may be added from scratch. The Exalt may further increase the Familiar's Abilities from that point onward by paying 1 Experience Point per dot added to its Abilities, which may not exceed the character's maximum.

Golden Soul Familiar
Cost: None
Duration: Permanent
Type: Special
Minimum Survival: 5
Minimum Essence: 3
Prerequisite Charms: Heaven Wisdom Training
Binding their souls as one, the Solar imparts her companion with the golden essence that courses through her veins, awakening its Essence and power! The animal's eyes glow golden, its legend and enlightement growing a thousandfold. The Familiar enhanced by Golden Soul Prana receives...

  • ... a Permanent Essence equal to the character's Permanent Essence minus one.
  • ... an Essence Pool equal to (character's Permanent Essence x10).
  • ... a single Solar Charm, two if its Familiar Rating is 3, three if it is 5.

The Solar may buy more Charms for the Familiar at the rate of 4 Experience Points apiece. The Charms imparted upon the Familiar require their pre-requisites, as usual. The Solar may teach a Familiar whose anatomy is applicable Martial Arts Charms, but those must be known to the Solar and imparted upon the Familiar with training, but at the same Experience Cost for the Solar as imparting a Solar Charm upon his Familiar would have. If the Familiar had no defined Virtues and Willpower, distribute 6 points between its Virtues, and add one to the resulting Willpower.

Sacred Fire

Virtuous Ascension Torch
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Survival: 4
Minimum Essence: 3
Prerequisite Charms: Unquenchable Conflagration Technique
The Zenith reveals the full apotheosis of one’s heavenly ascension as he does his most sacred duty, dazzling the enemies of Creation with enlightenment! This Charm must be activated after a Zenith Caste Solar has burn a body to send another’s soul heavenwards, forcing all Creatures of Darkness within (Essence x10) yards into a difficulty 2 Temperance roll. Failure increases the difficulty of all actions taken against creatures of creation by the highest Virtue of the soul sent Heavenwards for the remainder of the scene, while success blinds them for a number of turns equal to the Solar's Compassion.

Beateous Samsara Conflagration
Cost: None
Duration: Permanent
Type: Special
Minimum Survival: 5
Minimum Essence: 4
Prerequisite Charms: Sun's Flaming Tongue Attack
Opening his soul to the mandates of Heaven, the Zenith flares like the sunset of worlds, opening the Gate to Lethe where he stands! This Charm enhances the Zenith Caste Divine Privilege Anima Ability. The Zenith Caste Solar Exalted may pay an additional 9 motes to burn all bodies within (Essence x50) yards at once!

Blossoming Sunset Halo
Cost: 20 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Survival: 5
Minimum Essence: 5
Prerequisite Charms: Sun's Flaming Tongue Attack
The colors of the sunset blossom like a burning halo around the Solar, darker and darker as they burn all those who defy the sun in body and soul! The Solar strikes all enemies within (Essence) yards with an Undodgeable, Unblockable attack that has a base pool equal to his Willpower and deals base damage of his Survival score plus successes, dealing aggravated damage against creatures of the night.

Enviromental Resilience

Lead the Hallowed Exodus
Cost: 10 motes, 1 willpower
Duration: One Day
Type: Simple
Minimum Survival: 5
Minimum Essence: 5
Prerequisite Charms: Distance-Traversing Caravan
Leaders of Men, the Zenith have led humanity in their sacred pilgrimages since before the First Age, bringing the word of Heaven and a new beggining. It was in the War with the Primordials that this Charm was first used when Ben Kai led his followers for six thousand days and six thousand nights to the heart of Szoreny, sinking his blade into its heart. To lead the hallowed exodus a Solar must utter a swift prayer to the Unconquered Sun, igniting his anima to a coruscant aura, where it remains for the remainder of the day as if he had spent at least 8 motes of Peripheral Essence. The Solar thus becomes the guiding beacon to up (Permanent Essence x10) followers, his anima touching all of them and leaving its hallowed mark. The marked receive the benefits of all Survival, Endurance or Resistance Charms currently affecting the Solar that allow them to ignore enviromental effects, fatigue or deprivation from travel as they find themselves taking the same precautions as he, nourished by the same faith and Essence.

Shard of Nascent Worlds
Cost: 20 motes, 1 willpower, 1 Health Level
Duration: One Hour
Type: Simple
Minimum Survival: 5
Minimum Essence: 5
Prerequisite Charms: Any (Element)-Denying Style
Ultimate expression of humanity's survival instinct, the Solar with this Charm cuts herself from the Essence of the world with a knife fashioned of her own Exaltation! Her anima shifts as the map of nascent worlds as her presence is severed from the enviroment, unnaffected by anything that does not specifically strike at her form, her personal space becoming her very own world! As long as this Charm is in effect the Solar cannot be affected by enviromental effects, from poisonous clouds to killing winds. She cannot suffocate nor drown, nourished by her own Essence for the duration. Note that this does not affect effects that strike directly at her form or Essence, only those that exist in the ambient about her - falling slag from a volcano could affect her where sulfur and lava could not, a fallen tree could affect her where poisonous pollen could not and shards of broken Essence could harm her while wading through an area of twisting nether would leave her all but unscathed.

Shield of Seasons
Cost: None
Duration: Permanent
Type: Special
Minimum Survival: 5
Minimum Essence: 5
Prerequisite Charms: Any (Element)-Denying Style
The Sun changes the Seasons of Creation with his movements, his waking, walking and breathing. The world changes about him and he exists on the center of it all. Internalizing the lessons of all seasons, the Solar's body achieves an oneness with them akin to but opposite to that of the Unconquered Sun's, changing to suit the season's needs instead in an explosion of nature's change! Upon purchase of this Charm the Solar may activate any Charm that protects or insulates the character from enviromental damage and action of the elements as a Reflexive action that does not count as his Charm use for the turn (although it is still a Charm whose activation can be prevented), even if the Solar himself is unaware of the enviromental change about him. However, to activate the Charms in this way causes a brilliant display in the Bonfire level of anima, in a manner connected to the elements the Solar is being sheltered from! A wreath of summer-red flowers may break out of the Solar when his body adapts to a storm of fire, or a shower of unique, diamond-dust snowflakes pours from him as the room he stands in is frozen to absolute zero.