SolarLore/CrownedSun

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Solar Lore Charms by CrownedSun

Soothing Meditative Method

 Cost: 8 motes
 Duration: Varies
 Type: Simple
 Minimum Lore: 3
 Minimum Essence: 2
 Prerequisite Charms: None

A Solar using this charm can enter a restful trance-like state, completely relaxing his mind and body and allowing the natural flow of essence through Creation to gently ease sore muscles and carry away his troubles. The character may commit this charm for the duration of a nights rest or a lengthy meditation session, enjoying numerous benefits. Any rest enhanced with this charm is twice as useful as normal, allowing the Solar to survive on as little as two and a half to four hours of sleep every day. Even an hours rest is sufficient to wipe away most fatigue, and a full nights sleep is impossibly soothing. If his rest was enhanced with this charm, the character adds his Essence rating to his normal Conviction roll to regain willpower every day. Lastly, a character using this charm is connected to the essence of the world around him, allowing him to easily wake from rest with full awareness if disturbed.

Peerless Research Method

 Cost: 1 mote per success
 Duration: Varies
 Type: Simple
 Minimum Lore: 2
 Minimum Essence: 1
 Prerequisite Charms: None

It is no lie that research can be time-consuming and difficult, requiring the scholar to spend weeks or months gathering reliable sources of information, pouring over them and cross-checking them for accuracy. Even then, the results can be flawed and incomplete at best. A Solar Scholar using this charm can gain much greater results with significantly more ease. However, the character must still have some viable (not necessarily reliable) source, and spend anywhere from days to weeks in actual research. Upon embarking on such a project, the Solar can activate this charm.

The character first makes a Intelligence + Lore roll, and may then purchase additional successes on this roll for 1 mote per success. He may not purchase more successes than (Essence + the number of successes rolled), however, and is additionally limited by the usefulness of the Source. A Solar with a few books on the subject can add two successes on the roll, a nice-sized library or a knowledable old man allows five successes to be added. A wise little god might allow one to add eight successes, while a massive First Age library could add up to 11 successes. The most impressive sources of knowledge eliminate the limit entirely.

Unearthing Trivia Technique

 Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Lore: 3
 Minimum Essence: 1
 Prerequisite Charms: Peerless Research Method

This Charm allows the Exalted to gain a little bit of useful knowledge about some topic of interest. The topic can relate to history, geography, literature, philosophy or some related field. The character spends 3 motes, names a topic, and the storyteller informs the player of some bit of useful and immediately relevant information that pops into his characters head. It is not generally understood where this information comes from, but few come up with information that they have utterly no buisness knowing. Some Solars suggest this knowledge comes from the subconscious, or that the charm retrieves some deeply buried bit of memory. Others suggest that the charm sparks a spontaneous bit of inspiration, or takes information raw from the essence pattern of the world around him. All of these explanations might, in fact, be true to some extent.

the Essence Regeneration branch

Solar Respiration Style

 Cost: 1 willpower
 Duration: One day
 Type: Simple
 Minimum Lore: 1
 Minimum Essence: 1
 Prerequisite Charms: None

The Solar using this charm performs a small meditative exercise, balancing his inner essence with the natural Essence flows of Creation around him. This causes his respiration to become more natural and efficient, allowing him to regain Essence as if he was "at Ease" regardless of his level of activity. In addition, the Solar regains a number of extra motes per hour equal to his Essence rating. This additional essence is always available to the character, even in enviroments where he does not normally regain essence.

Drawing Forth the Breath

 Cost: 1 willpower
 Duration: Instant
 Type: Reflexive
 Minimum Lore: 2
 Minimum Essence: 2
 Prerequisite Charms: Solar Respiration Style

The Solar Exalted inherited much of the potency of their patron, the Unconquered Sun. They are the unconquerable lords of the world, and in times of need they can draw on that strength to restore their essence pattern. The character simply takes a deep centering breath and centers himself, gaining 5 motes of Essence. The Solar can only use this charm a number of times per day equal to his Essence rating.

Principle of Heroism

 Cost: 1 willpower
 Duration: Instant
 Type: Supplemental
 Minimum Lore: 3
 Minimum Essence: 3
 Prerequisite Charms: Drawing Forth the Breath

The solar essence is centered on the concept of heroism, and this is a powerful tool that can be used by any among the Exalted. Few are masters of this concept like the Solar Exalted, however. An Exalt using this charm can spend 1 willpower to enhance the mote regeneration granted by a successful stunt, gaining a number of motes equal to (Stunt Level x6). The character must use this charm before making any rolls to perform the stunt, and does not gain the essence if the stunt is not resolved in the characters favor. You cannot also gain willpower from a stunt that you enhance with this charm.

Harnessing the Sun's Power

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Lore: 3
 Minimum Essence: 2
 Prerequisite Charms: Solar Respiration Style

The Solar further refines his connection to the Essence of the world around him and his own connection to the Unconquered Sun. While the sun is in the sky, the character regains essence at twice his normal rate. This effects both his natural regeneration, and any charm-based regeneration that he might benefit from. He thus regains at least 12 motes per hour if using Solar Respiration style, or 10 motes per activation of Drawing the Breath. This regeneration does not apply during the night, or to essence granted to the Solar from another source such as a Hearthstone, another Exalt or an artifact. Nor does it apply to essence gained from successful stunts, enhanced with Principle of Heroism or not.

Inner Sun Meditation

 Cost: 6 motes
 Duration: Indefinite
 Type: Simple
 Minimum Lore: 4
 Minimum Essence: 3
 Prerequisite Charms: Harnessing the Sun's Power

The Solars ability to respire is already notably enhanced over a normal humans, filling his spirit with power instead of simply maintaining his pattern. A Solar with this charm uses a bit of his essence to further enhance his respiration, refilling his pools as quickly and efficiently as humanly possible. While this charm is active, the character regains an hours worth of Essence every 15 minutes (roughly one scene). This respiration is completely normal in every way and benefits from any charms the character has that enhance his recovery rate. This charm is not totally safe, however. Every hour the character has this charm active, he takes one level of unsoakable bashing damage. The character cannot begin healing this damage until he ends the effects of this charm.

Unconquerable Shard of the Sun

 Cost: 1 health level, 2 willpower
 Duration: Instant
 Type: Reflexive
 Minimum Lore: 5
 Minimum Essence: 4
 Prerequisite Charms: Principle of Heroism, and Inner Sun Meditation

The Solar Exalted are empowered with the raw fury and unconquerable power of the Unconquered Sun himself. A Solar with this charm can directly access some of the endless reserves of power that the Unconquered Sun himself possesses. When activating this charm, the characters anima immediately goes totemic, and the character is radiant in the energies of the Unconquered Sun. Many Solars are momentarily lifted from their feet or feel as if they are being watched by some distant presence.

This charm has two main effects. First, the characters Essence reserves are instantly and fully returned to him as if he'd meditated for eight hours in a Level 5 manse. The character thus regains an absolute minimum of 224 motes of Essence. This amount is never doubled by Harnessing the Sun's Power, but can be enhanced by other effects. This essence will never raise the characters essence pools above their normal maximums, but it does remain within the characters grasp for one instant action. Thus, if the character has this charm within a combo he can activate that combo with the essence gained from this charm.

The health level lost when this charm is activated is lethal, not bashing. Every additional time in a month that you use this charm, beyond the first, adds one health level to the cost. If the character kills himself activating this charm, he may still take one simple action and may ignore combo rules to do so.


Comments

I think the essence regeneration branch is too much, too early. Even with the cost and long list of prereqs, I can't wrap my mind around the idea of the Solars getting an insta-refill Charm at Essence 4. Also, there's too many Charms-- you don't need this many Charms all doing the same thing. A 3-4 Charm tree, with each Charm covering a different situation would be nice, but to be honest, I'd like the Charms more if that, as a group, did more than just regain different amounts of essence at different rates. It's a huge xp sink for a lot of fairly similar effects. -TheMyriadOfShades

Eh, compared to some of the Sidereal charms printed, the instant-fill charm isn't all that bad considering its cost and the fact that it has 5 prereqisite charms. That's 48xp if Lore is favored, or 60xp otherwise, along with the cost of Lore 5 and Essence 4. All of this for, as you said, "regaining motes really fast." As per your other note, you'll take note that the branch is actually a nice utility charm and then two separate branches that converge on a uber-charm. For just 16 or 24xp, you can get pretty decent regeneration. As far as "6 charms all pressed toward doing the same thing", I'd note that I designed this tree as a Solar alternative to Essence Engorgement Technique. Abyssals spend 5 charms to gain 50 extra motes, and Solars spend 5 charms to regain those motes very very quickly. Thanks for the comments, however! -- CrownedSun