IsawaBrian/SolarResistanceSpecialDamage
(Poison) Immunity Method
Cost: None Duration: Permanent Type: Special Minimum Resistance: 3 Minimum Essence: 2 Prerequisite Charms: Poison-Resisting Meditation
Solars, already highly resistant to poison as a baseline, can dramatically increase their resistance to single strains of poison. Each time this Charm is purchased, the character becomes permanently immune to one type of poison she has been exposed to. The player can purchase this Charm as many times as she desires. Poisons that the character is exposed to while under the effects of Poison-Resisting Meditation, Immunity to Everything Technique, and similar charms are explicitly considered to be perfectly fine as prerequisites for the purchase of this Charm. This Charm is based off Neph’s suggestion on the Wiki. I just fleshed it out.
In second edition, this Charm requires Any Resistance Excellency.
(Disease) Immunity Method
Cost: None Duration: Permanent Type: Special Minimum Resistance: 3 Minimum Essence: 2 Prerequisite Charms: Illness-Resisting Meditation
This Charm functions identically to (Poison) Immunity Method, save that it is used to gain immunity to diseases that the character has been exposed to. Diseases that the character is exposed to while under the effects of Illness-Resisting Meditation, Immunity to Everything Technique, and similar charms are explicitly considered to be perfectly fine as prerequisites for the purchase of this Charm, but this Charm cannot make the character immune to the Great Contagion. This Charm is based off Neph’s suggestion on the Wiki. I just fleshed it out.
In Second Edition, this Charm requires Any Resistance Excellency.
Unchanging Vessel Meditation
Cost: 10 motes, 1 Willpower Duration: One scene Type: Simple Minimum Resistance: 5 Minimum Lore: 3 Minimum Essence: 4 Prerequisite Charms: Immunity to Everything Technique, Chaos-Repelling Pattern
Unlike their Lunar cousins, Solars have no inborn shapeshifting capability, and can find themselves very vulnerable to transformations, such as the utter dissolve version of Pattern Spider bite. They simply are not that in tune with the flow and shift of bodies; at best, they can create minor, mostly illusory effects. However, as with many situations, Solars can find a way through the use of excessive Essence to get around that limitation.
A Solar cannot take control of her body the way a Lunar can, but she can reinforce her own existence through the application of Essence to make it extremely hard for another to change it. Until the end of the scene, all attempts to alter the Solar’s form by any means to any end, good or bad, are increased in difficulty by the her resistance rating. Effects that would usually take effect without any roll now allow the Solar to make an Essence + Resistance roll against a difficulty equal to the opponent’s Essence to avoid the effects. Using this effect will cause the character’s caste mark to become fully visible, just as though they had spent 4-7 motes of peripheral Essence.
In Second Edition, this Charm is Combo-Basic and Obvious.
Burning Star Style
Cost: 15 motes, 1 Willpower Duration: One day Type: Simple Minimum Resistance: 5 Minimum Lore: 4 Minimum Occult: 5 Minimum Essence: 5 Prerequisite Charms: Unchanging Vessel Meditation, Spirit-Repelling Diagram
As with shapechanging, Solars have absolutely no direct control over the forms and ways of Destiny. Although they have great control over their own lives, and can thwart the designs of the Loom of Fate by the expenditure of Essence, they cannot affect the Loom itself directly. However, the expenditure of Essence does interfere with the weaving of the Loom. A sufficiently powerful Solar can attempt to take advantage of that fact directly, expending his Essence in a wellspring of power.
This overbearing, invested expenditure of energy creates a temporary snarl in the Tapestry, and it is extremely difficult for pattern spiders to work on a Solar so affected. Any scheduled Sidereal Astrology events for the day targeting this character have their difficulties increased by the Solar’s Essence. This will not stop ongoing effects that have already taken place, but will reduce successes from earlier effects that are scheduled to take place during the 24-hour period of this effect.
This effect is incredibly blatant, and irritating to pattern spiders. It is not, technically, an abuse of Solar power, and as a result, pattern spiders must still treat them equally with anyone else. Still, pattern spiders, and fate in general will conspire to make the character easier to find for those who can sense fate. All astrological or fate-related effects (including most Sidereal charms but not martial arts) that simply function to detect the character will have their difficulty reduced by one (to a minimum difficulty of one) while this Charm is in effect.
In Second Edition, this is an Integrity Charm.
Unbroken Titan Fortitude
Cost: 12m, 2 wp; Mins: Resistance 5, Essence 5; Type: Simple (DV-0) Keywords: Combo-Basic, Obvious Duration: One Scene, Prerequisite Charms: Unbreakable Warrior’s Mastery, Immunity to Everything Technique
The terrifying endurance of a Solar leaves them unbowed and unbroken across the plains of Creation, striding across the world as its master. Until the end of the scene, the Solar is immune to all special types of physical damage, whether Crippling, Stunning, Poison, etc. In general, if the attack has a physical component, even if it has a spiritual effect, it will only do normal damage. This does not reduce normal health levels of damage in any way.
Poison-Resisting Meditation
Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Infinite Resistance Mastery, Resistance Essence Flow
Solars are the masters of their court, and need not fear the poisoner’s art. When resisting effects with the Poison keyword, the character may combine the otherwise incompatible effects of Infinite Resistance Mastery and Resistance Essence Flow.
Illness-Resisting Meditation
Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Infinite Resistance Mastery, Resistance Essence Flow
The health of the Solars is as their magnificent patron’s. Disease is a servant of Sol Invictus to strike down the unclean, and his rays lie more gently on his Chosen. When resisting disease and other effects with the Illness keyword, the character may combine the otherwise incompatible effects of Infinite Resistance Mastery and Resistance Essence Flow.
Iron Spirit Focus
Cost: --; Mins: Resistance 4, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Iron Skin Concentration
The power of a Solar to deny the harm that others would inflict upon him is infinite. When invoking Iron Skin Concentration, the character may spend a willpower point to extend its effects. So long as the character's roll succeeds, any special damage or effects that would take place regardless of whether or not damage was inflicted (including all Touch Charms, for example), fail as well. On a failure, the character either gains 2 bonus successes to the resulting roll to resist, or adds 2 to the difficulty of the opponent's roll if there is no resistance.
Unbreakable Warrior's Truth
Cost: --; Mins: Resistance 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Unbreakable Warrior's Mastery
The true mastery of a Lawgiver over her own body is utter and complete, leaving exceptions for no lesser powers. This Charm modifies its prerequisite, making it a perfect defense against Crippling effects; the character need not roll.
Instinctive Immunity Method
Cost: --; Mins: Resistance 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Immunity to Everything Technique
The Solar trains his immune system and chakras to respond instinctively to threats against his wholeness. Immunity to Everything Technique becomes a Reflexive Charm which may be used while Inactive.