SolarEndurance/Darloth

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Unconquerable Resolute Will

Cost: None
Type: Special
Duration: Permanant
Min. Endurance: 3+
Min. Essence: 2
Prereqs: Ox-Body Technique

With this charm, the Solar emulates to some degree or another the eternal and unconquerable nature of their patron. For every time this charm is purchased (maximum purchases equal to Endurance) the Solar multiplies the number of post-incapacitated levels they possess by their Essence. Usually, people possess only Stamina in post-incap levels, but after one purchase of this charm, that increases to (Stamina x Essence). After two purchases, it is (2 x Stamina x Essence) and so on. This charm may be taken once for every purchase of Ox-Body Technique.


Sunfire Soul Meditation

Cost: 2 motes per lethal level, and/or 5 motes and 1 willpower per aggravated level.
Type: Reflexive
Duration: Instant
Min. Endurance: 5
Min. Essence: 3
Prereqs: Unconquerable Resolute Will, Ox Body Technique x3

For every two motes of essence spent on this charm, the Solar may remove a single lethal health level of damage, but must mark down elsewhere a single Tally. For every five motes and one willpower, the Solar may remove a single aggravated damage level, but must record three Tallies. There is no limit to the number of health levels that may be converted using this charm, except essence and willpower as always. It may be used more than one time in a single turn, as often as the user desires. However, the ability to utterly ignore wounds by suffusing them with Essence is not without price. At the end of any scene where the user has accrued Tallies, they immediately take a -4 wound penalty. This penalty is counted as an activation cost (although rather later than most) and can never be negated by any effect. It replaces any penalty less than -4, but is not cumulative with any higher penalty; The highest wound penalty at any time applies. This wound penalty will never go away until all Tallies have been completely healed, and even a single Tally inflicts this penalty.

Tallies may be healed in much the same way as usual, but take six days per Tally, and each count as three lethal health levels for the purposes of healing magic which heals levels instead of affecting healing time. In addition, they only heal after any actual damage is cleared from the damage track. Tallies may be healed at any time, including before the negative side effects have set in (in the same scene they were gained) by magical healing or other methods.

In addition to the effects above, any use of this charm automatically clears any bashing damage from the wound track, but there is a minimum cost of two motes, and even if there was no lethal to convert, a single Tally will be added to the total.

It becomes progressively harder and harder to cast aside and compress wounds with Essence as you accumulate more and more which are already there. As such, the cost of this charm increases by 1m per HL for every (Permanant Essence) in Tallies the exalt accumulates. While this essence is still uncommitted, even the largest pool will eventually fall to the vast costs of averting death through this charm alone.

(This charm may be activated while unconscious, but any levels past or including the Incapacitated level generate twice the normal number of Tallies.)

Comments:

I'm beginning to wonder if I shouldn't impose a (high) limit on the number of those things, or maybe start imposing some penalty when you get enough of them. It should possibly be higher up the tree, but I have no other charms to put in. Yet.
-- Darloth

Nifty Charms. Perhaps you might consider also triggering the 'Tally penalty' should it exceed the user's permanent Willpower? Maybe have a cap of (Essence) in Tallies every time the Charm is purchased? On an unrelated note, I presume there's a limit on the number of times URW can be taken (naff name, methinks); dots in Endurance? times OBT has been taken? ...DeathBySurfeit

I was going to say Endurance, but limit = Ox-Body makes much more sense. Let it be so! As to a cap on tallies, if I impose one, it's going to be closer to Essence(or Stamina, or maybe even Endurance) x 10 than such a low number. If you can think of better names, please suggest them quick before I get too used to these. Possibly the cost of the 2nd charm should go up by 1m per HL every Willpower increment you have of tallies. I don't want to set any hard limits though. Yeah, I like that. I'll write it up eventually, hard to word mechanically.
-- Darloth

Sunfire Soul Meditation, Unswerving Yeddim's Will, Sun's Inevitable Procession, Radiant Will Of Ages, Well Of Light Meditation, or any combination thereof...DeathBySurfeit

.. make a combo of Essence Gathering Temper, Willpower Enhancing Spirit, and the Gladiators Unheeding Prayer.. and congratulations.. if you have a persistant defence up.. you're now immortal, and have a self paying combo :) Might I suggest a definite tally limit like DeathBySurfeit said?.. .. otherwise it gets broken FluffySquirrel

No Hard Caps!!! I'm not writing one in. However, as I said, I'll update so that the more tallies you have, the more the charm costs. It might also be essence 4.
-- Darloth