Home Brewed Solar Charms
Torrent of the Rising Sun
Cost: None Duration: Permanent Type: Special Required Caste: Dawn Minimum Archery: 3 Minimum Brawl: 3 Minimum Martial Arts: 3 Minimum Melee: 3 Minimum Thrown: 3 Minimum Essence: 3 Pre-Requisite Charms: None
The Dawn Caste’s Anima is often the tide turner in great battles, though those more stalwart in their bravery can still resist the terror inspired. Torrent of the Rising Sun magnifies the effect of the Dawn Caste’s anima, making them seem as terrifying as a demon. Mortals who fail their Valor rolls are no longer at a -2 dice modifier, they run in terror instead. Characters who botch their valor roll still run in terror, and those that fail their roll are at dice penalty equal to the Dawn’s Permanent Essence to all actions against the Dawn. This ability superscedes the Dawn's normal Anima Ability. The cost to activate remains unchanged.
Ray of Sol’s Pinnacle
Cost: None Duration: Permanent Type: Special Required Caste: Zenith Minimum Endurance: 3 Minimum Performance: 3 Minimum Presence: 3 Minimum Resistance: 3 Minimum Survival 3 Minimum Essence: 3 Pre-Requisite Charms: None
A Zenith twice blessed by the Un-Conquered Sun has powers that exceed those of his peers. He may burn all bodies in sight at a cost of 10 motes, though these bodies must be inert and non-animated, and when using their powers that harm the undead and creatures of darkness, their Anima now causes automatic levels of Un-soakable Aggravated damage to these beings equal to her permanent essence instead of rolling for the damage. The last of these abilities superscedes the Zenith's normal Anima Ability. The cost to activate this ability remains unchanged. The Zenith may still burn a single body for one mote.
Luminescence of the Evening Sky
Cost: None Duration: Permanent Type: Special Required Caste: Twilight Minimum Craft: 3 Minimum Investigation: 3 Minimum Lore: 3 Minimum Medicine: 3 Minimum Occult: 3 Minimum Essence: 3 Pre-Requisite Charms: None
The Descending Suns Anima can, if they are lucky, save them from considerable pain if they are prepared to use it in defense. Unfortunately, this effect is hardly constant, and at times it does not work at all. With Luminescence of the Evening Sky, this is less so. When activating their Anima, the Twilight reduces the damage by their Permanent Essence. This can typically reduce a crippling attack to a mere scratch. This ability superscedes the Twilight's normal Anima Ability, replacing it entirely. The cost to activate remains unchanged.
Shroud of the Ebony Sky
Cost: None Duration: Permanent Type: Special Required Caste: Night Minimum Athletics: 3 Minimum Alertness: 3 Minimum Dodge: 3 Minimum Larceny: 3 Minimum Stealth: 3 Minimum Essence: 3 Pre-Requisite Charms: None
As a Bird can fly through the sky at night and never be seen, the Night Caste can keep themselves from prying eyes, though the mose acute and cunning may still key the pieces together and spot her. When using their Animas to go undetected, they are nearly impossible to spot. Instead of increasing the difficulty to spot them by 1, it is instead raised by the Night Castes Permanent Essence. This ability superscedes the Night's normal Anima Ability. The cost to activate remains unchanged.
Illuminated Shadow of the Shielded Sun
Cost: None Duration: Permanent Type: Special Required Caste: Eclipse Minimum Bureaucracy: 3 Minimum Linguistics: 3 Minimum Ride: 3 Minimum Sail: 3 Minimum Socialize: 3 Minimum Essence: 3 Pre-Requisite Charms: None
The Quills of Heaven have the talents required to manipulate essence in the same ways as other Exalt types. Their versatility is a great advantage, though the cost to learn and use these Charms is great. With Illuminated Shadow of the Shielded Sun, their powers become a bit easier to utilize. Once the charms are learned, an Eclipse may use the powers of the other Exalts and Sprits almost as well as those the charms belong to. They may activate any of these charms at double their normal cost minus one mote per point of Permanent Essence the Eclipse has, Though this cannot reduce the cost of the charm to below its normal cost. This does not reduce the double willpower cost for out of type charms. This ability superscedes the Eclypse's normal Anima Ability. The cost to activate remains unchanged.
Eternal Affinity of the Imbued Essences
Cost: None Duration: Permanent Type: Special Minimum Occult: 1 Minimum Essence: 1 Pre-Requisite Charms: None
Though Artifacts provide great advantages in life or battle, they are taxing to the essence reserves of a Solar. Eternal Affinity of the Imbued Essences grants power that can be used simply for attuning artifacts. For each level of Eternal Affinity of the Imbued Essences the Solar gains either three free motes that can only be used to commit artifacts, or five motes that can be used to commit only artifacts made from Orichalcum.
Cost: None Duration: Permanent Type: Special Minimum Resistance: 1 Minimum Essence: 1 Pre-requisite Charms: None
This Charm, like Ox-Body Meditation, is a static effect, though instead of granting health levels, Rhino-Hide Meditation provides additional soak to the player’s character. For each level of Rhino-Hide Meditation, the Solar gains 1 Aggravated Soak, 1 Lethal and 2 Bashing Soak, or 4 Bashing Soak. The Exalt may purchase this charm as many times as they have points of Resistance.
Glorious Bestowment of the Sun’s Chosen
Cost: None Duration: Permanent Type: Special Minimum Caste Ability: 5 Minimum Essence: 3 Pre-requisite Charms: None
Those who have served the will of the Unconquered Sun with true devotion and selflessness may be blessed by their Deity, granted a bit more of the power he bestows upon those deemed worthy. For a scene after they activate any of their Anima Abilities, their actions are blessed with holy prowess for a time, making sure that no great flaws will find them in this breadth of time. When making a dice action with a caste ability for the rest of the scene after the Solars Anima ability was used, it is impossible for one with Glorious Bestowment of the Sun’s Chosen to botch a roll. In the case of a botched roll, the action is considered to be a failure, sparing them from the grevious harm that could have resulted from the botch. In addition, each 10 rolled counts as not two successes, but three. This Charm is a blessing granted by the Unconquered Sun to those that are the pinnicle of Solar perfection, and as such when purchasing this charm the Storyteller should work this into the chronicle. Whether the blessing is granted by a voice from the sky or through prophetic dreams or such is left to the Storyteller's discression.
Foresight of the Tampered Mind
Cost: 2 motes Duration: Instant Type: Reflexive Minimum Socialize: 3 Minimum Essence: 2 Pre-Requisite Charms: Motive Discerning Technique
There is a certain energy buildup that precedes the use of a charm that affects the mind of others, and those that are skilled enough in the ways of words may be able to feel this power. This charm lets an Exalt know when they are about to become the victim of such an attack. Using Foresight of the Tampered Mind lets the Exalt know that this kind of effect is about to happen a complete three seconds in non-combat ahead of time. In combat, this charm merely lets the Exalt know of these actions prior to them taking effect, and unless it is in a combo it will not stop such attacks from working. This charm does completely stop effects that would not work if their target is aware.
Shielding of the Stalwart Soul
Cost: 4 motes Duration: Instant Type: Reflexive Minimum Socialize: 4 Minimum Essence: 3 Pre-Requisite Charms: Foresight of the Tampered Mind
If one is aware of an attack, this lead to the capability of stopping said attack. Like so, if one is aware of asserted control, one may be able to fend it off as well. If the Solar realizes that a power is being used to either alter or read their mind or perceptions, she may use Shielding of the Stalwart Soul to completely prevent this tampering. This is to be considered a perfect effect for purposes of mental effects, including the glamours of the Fair Folk.
Cost: 8 motes, 1 Willpower Duration: Varies Type: Reflexive Minimum Socialize: 4 Minimum Essence: 4 Pre-Requisite Charms: Shielding of the Stalwart Soul
Turning an attack against its owner is a fearsome sight indeed, whether it is the strike of a sword, or the shock of forcing one’s mind. This Charm allows the Solar to not only stop the effects of a mind altering charm that they are aware of, but to reverse it, causing it to affect the one who sought to use it. Blessed Reversal lets the Solar take control of a mind altering effect, understand the principals behind it, and utilize it against its originator. When using this Charm, the Solar uses the originators statistics for both rolls involved in the power being manipulated.
You definently need to credit Neph as the originator of the first five Charms on here. You just did a bit of re-working, mostly in adding a total required mastery of all five Caste Abilities. These versions of Rhino Hide and Eternal Affinity aren't bad, but the issue with Glorious Bestowment is still there. It should just be a scenelong with a normal cost. I'd raise the Perfect Anti Mind Control to Essence 4 or state that it fails against abilities with a higher minimum Essence. An Essence 8 Fair Folk should be able to decieve an Essence 3 Solar pretty easily. - Telgar
Actually, I had the permanent charms written before I ever saw Neph's. I wrote them as soon as the concept came up in the WW Forums. The basic theme of them was to increase the numerical effects from one or two to the character's essence rating. And personally, I don't see the problem with the perfect Anti Mind Control charm at all. Solars can get a parry that will stop the strongest attack of a Primordial at essence 2. I see no problem with other perfects being at essence, even if it doesn't cost a will. Anyway, there's nothing saying that said noble can't keep trying. That is unless all of their Glamour takes a Will. Once GWM comes out, I'm sure I'll be forced to do a little reworking. And there's the fact that it's very, very unlikely that there's a single mental effect out there that will either kill the character or make him unplayable. There are one hit kills out there that can be stopped with HGD.
The thing about Glorios Bestowment is that it's supposed to affect the anima of the Solar and to be non caste specific. It also says that it's a blessing onto the character, that the US had to give them the charm. Whether this is done through a true blessing or a prophetic dream or such is up to the ST. - EndlessChase
1/13/04 - Made a slight change to Glorious Bestowement to clear up the idiocy that spews from my fingers. It should make more sense now. -EndlessChase
1/13/04 - Added a line to each of the Caste-specific charms. Reworked wording on a couple. -EndlessChase