SUN

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This Purview represents the sun’s radiance, its constancy and its celestial glory.

 

Innate Ability: As sunlight only dims when it passes through thick clouds, so too can a Champion’s vision cut through physical occlusions. When the Champion receives this Charms, she sees clearly through such physical impediments as smoke, fog, murky water (if the Champion is in said water) or even translucent barriers through which other people can see only silhouettes. The character can even see perfectly clearly in dim light (i.e., light no less intense than a single birthday candle). In total darkness, however, she’s just as blind as the next person.

 

DIVINE RADIANCE

Cost:  2m

Mins: Essence 1

Type:  Simple

Keywords: Obvious

Duration:  Scene

Prerequisite Charms

This Charms allows a Champion to emit sunlight. She can either radiate a glow from her entire body, shining with the intensity of the noon day sun, or focus that light to a narrower beam. For instance, she could narrow the focus of the light to come from her palm or her eyes to act as a high-powered light. The Champion can emit soft light thus for one scene.

Alternatively, the character can concentrate her light into a single intense burst that gleams from some reflective surface on her person, be it from the steel edge of her weapon, the metal buttons on her jacket or the surgical-steel head of her tongue stud. (Such a burst imposes a -2 distraction penalty on the victim’s non-reflexive actions until the Champion’s next action, and it ends the Champion’s use of this Charms.) The Champion could even focus the light down to a pinpoint intense enough to scorch an object or ignite a flammable accelerate. (The pinpoint is not intense enough to damage a victim in combat, though.)

 

HEAVENLY FLARE

Cost:  4m

Mins: Essence 2

Type: Simple

Keywords: Obvious

Duration:  1 action

Prerequisite Charms : DIVINE RADIANCE

Concentrating for one action (Speed 4), the Champion builds up and releases a flash of sunlight that’s impossible for anyone within line of sight to miss. When she does so, the player of anyone who was looking at her, even through magical means to protect their vision must roll (Stamina + Fortitude). If the victim’s roll nets more successes than the Champion’s activation roll, he sees only a sudden flash that has no effect on him. If the victim gains an equal number of successes, he still suffers a -2 distraction penalty on all non-reflexive actions until the Champion’s next action. If the Champion gets more successes to activate this Charms than a victim does to resist it, the victim is both blinded and rendered Inactive until the Champion’s next action. After that, the victim suffers a -3 distraction penalty on all non-reflexive actions for a number of actions equal to the Champion’s Essence rating. Extras are automatically assumed to fail the resistance roll.

 

FLARE MISSILE

Cost:  6m

Mins: Essence 3

Type: Simple

Keywords: Obvious, Combo-Ok

Duration:  Instant

Prerequisite Charms : HEAVENLY FLARE

At high noon or darkest midnight, the Champion can fire projectiles of solid sunlight at her enemies. As long as she has a weapon such as a bow, a firearm, a sling or even an rock her player can spend a point of Essence to create glowing ammunition for it out of pure sunlight. Using this Charms adds a number of levels of holy damage equal to the character’s Essence to the damage rolls results before soak and adds the piercing tag to the damage done.

 

 

 

BURN

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: Obvious,

Duration:  Scene

T he Champion’s skin changes from its normal hue to a deeper brown to an angry red and becomes hot to the touch. This heat can’t ignite inflammable objects, but it’s enough to burn others’ unprotected flesh. Anyone who touches the Champion’s body with exposed flesh or with skin covered only by a layer or two of clothing suffers a number of dice of lethal damage equal to the Champion’s Essence. (This damage comes in addition to any damage the Champion might inflict in a clinch or other unarmed attack.) The character’s skin radiates this heat for one scene.

Victims’ skin damaged by this heat reddens and blisters as if from a painful sunburn. The heat from the Champion’s body is not that of a fire, so Fire Immunity (Fire •) does not automatically protect against it.

 

SOLAR PROMINENCE

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords:  Obvious

Duration:  Scene

Prerequisite Charms : BURN

The Champion concentrates for one action (Speed 5) as a broad band of sunfire arcs off her and dissipates slowly in the air. This arc, this solar prominence in miniature, creates a circle of holy power in a radius equal to one yard per point of Essence the champion possesses. Any creature of darkness that attempts to enter the circle takes one level of aggravated damage every 5 ticks and is set on fire. The circle is centered on the champion and moves with him.