Charms/NailRatSolarResistance
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These are high Essence Solar Resistance Charms. Here are changes I assume with these Charms:
Inebriated Fool Defense – See Cb:Z, but minimum Essence is 2 instead of 1.
Solar Resistance Charms by NailRat
Pain Feeds the Bull
Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 3 Prerequisite Charms: Pain-Reducing Meditation
This Charm allows the character to use pain to feed the punishment she deals out to enemies of the Chosen of the Sun. While this Charm is active, the character gains one point of Strength for each level of damage she is operating with. For example, a Solar with this Charm who has taken eight health levels of damage would gain 8 Strength.
Poison Strengthens the Body and Soul
Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 3 Prerequisite Charms: Inebriated Fool Defense, Immunity to Everything Technique
The character learns to use poisons – including alcohol and drugs – differently, altering his mind and body in a positive way rather than a negative one. For every dose of poison the character ingests during the scene, he adds 1 to an Attribute of his choosing. The total number of temporary dots gained in such a fashion cannot exceed the character’s Resistance score, and he may not raise any Attribute above 5. Taking a dose of poison is a Simple action.
This Charm does not automatically confer the benefits of Alcohol-Resisting Prana.
Addiction Immunity Technique
Cost: 5 motes Duration: One Day Type: Simple Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charms: Poison Strengthens the Body and Soul
The character can resist the lure of addictive drugs to an astounding degree. While this Charm is active, the character does not risk developing an addiction from drug use.
Nirvana Method
Cost: 5 motes, 1 Willpower Duration: One Day Type: Simple Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charms: Poison Strengthens the Mind, Pain Feeds the Bull
Drugs, for all their euphoric benefits, often have horrific side effects. This Charm allows the Exalt to ignore them utterly, only reveling in the bliss of the controlled substance. While this Charm is active, the Exalt will suffer no penalties and no undesired effects from drug use – drugs that have lows following their highs will only have a high, the character does not risk an overdose, and no penalties are imposed on Traits. The character may still become addicted, however.
Using the Third Bull’s Eye
Cost: 12 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 5 Prerequisite Charms: Addiction Immunity Technique, Nirvana Method
The character’s mastery of drugs and alcohol have left him with such an uncanny understanding of the more intricate depths of reality that he reacts quicker than anyone else. He automatically wins on initiative each round after taking a single dose of alcohol or a drug after activating this Charm. Additionally, for every such dose he takes after that, he gains an extra Independent Action, to a maximum number of Independent Actions as his Resistance score. Taking a dose is generally a Simple action.
Unbreakable Flesh of the Sun
Cost: 3 motes per point of Hardness, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 3 Prerequisite Charms: Iron Kettle Body, Glorious Solar Plate
The character strengthens her body to ignore all attacks that would slay lesser beings. For every 3 motes spent on this Charm, the Exalt gains a point of Hardness above and beyond what she normally has – this is an exception to the normal rule that Hardness effects do not stack. The Exalt may only add an amount to her Hardness equal to her Resistance score.
Blade-Deflecting Flesh
Cost: 6 motes, 1 Willpower Duration: Exalt’s Essence in Turns Type: Reflexive Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charms: Spirit Strengthens the Skin, Unbreakable Flesh of the Sun
The Solar’s skin toughens to be as tough as orichalchum, deflecting even the deadliest blows. While this Charm is active, all Lethal and Aggravated damage is converted to Bashing before soak. This Charm does not turn aggravated health levels used to activate Charms into Bashing damage.
Stone Body Method
Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charms: Iron Kettle Body, Adamant Skin Technique, Glorious Solar Plate
The character is able to toughen his body to truly superhuman levels of imperviousness. Use of this Charm adds +10L/+10B to the character’s soaks. The character also gains a Hardness of 10. The Charm is compatible with the use of armor.
Impenetrable Hide of the Bull
Cost: 8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charms: Adamant Skin Technique
The Solar’s flesh hardens to the point that fighting an Exalt is no cause for concern more than fighting a mortal. While this Charm is active, the minimum damage for any attack against the Exalt – except for effects that explicitly raise minimum damage – is 1, regardless of the Essence of the attacker.
Impervious to Anything Discipline
Cost: 8 motes, 1 Willpower, 1 Health level Duration: One Turn Type: Reflexive Minimum Resistance: 5 Minimum Essence: 5 Prerequisite Charms: Blade-Deflecting Flesh, Stone Body Method, Impenetrable Hide of the Bull
The Solar can, at a great cost to his own well-being, protect himself from much greater immediate harm. Invoking this charm automatically inflicts one automatic health level of aggravated damage on the Solar. He takes no further damage for the rest of the turn, no matter the cause.
This Charm may be invoked in response to an attack, but must be invoked before damage is rolled.