[Moonrise] Solars

Teal

Certifiably Political
Radiant and shining, the Solar Exalted are the Exalted of the Unconquered Sun. Once the Mad God Kings of the First Age, their long captivity in the Jade Prison has ended and they return to Creation, bearing the entwined powers of perfection and oblivion - the Sun and the Void - once more. Shall Creation bow to the God Kings once more?


Solars and Abyssals: As you probably noticed, the distinction between Solars and Abyssals has been collapsed - both groups of Exalted are technically Solars and Solars have access to all Abyssal charms. Where the distinction becomes somewhat more meaningful references Solars who have come into the service of Deathlords and, through Thaumaturgy or Void Circle Necromancy, become aligned to the Solar Essence analogue of the Underworld, Abyssal Essence, but even this is a somewhat informal classification (mainly made by the Sidereals). Both groups are ultimately Solars, still. Resonance as a mechanic is removed - Exalted is complicated enough without it.


Anima Banners: Anima appearance will reflect Solar conventions, unless the Solar becomes aligned to the Underworld (in which case, they will invert and follow Abyssal conventions, sans the bleeding caste). I'm dropping the Abyssal power that enables them to force mortals to flee/gouge their eyes out by flaring their banners. All Exalted animas are frightening to mortals - but then, so is going into a dark alley alone.


Dawn/Dusk Anima power: By spending 10m of Personal Essence (or 5m of Peripheral), a Dawn Caste may make themselves appear glorious and terrifying for the scene, compelling those facing them to flee. Those with a Valor-score below her Essence have difficulty looking upon her and suffer a -2 external penalty on any action taken which would oppose her. Resisting this Unnatural Mental Influence costs 5wp, for the scene. Solars of the Dawn-caste themselves become immune to fear when this power is active. Automata, the walking dead and creatures who cannot know fear are also immune to this effect. As always, this power activates after 11m+ of Peripheral Essence are spent in a scene.


Zenith/Midnight: By spending 1m, a Zenith may either: Burn a corpse with holy fire as a (Speed 5, -0 DV) action, sending its higher soul to Yu-Shan while preventing the lower soul from becoming a hungry ghost, or the body being raised as a zombie. Or, reanimate a corpse as a (Speed 5 -0 DV) action, restoring to it the capabilities it had in life (save Essence-use), under her control. Every day thereafter, the zombie suffers 1 unsoakable level of aggravated damage. After spending 11m of peripheral Essence, the Zenith may activate either of the above effects at no cost.


For 5m of Peripheral (10m Personal), the Zenith may flood (Essence*10) yards around herself with the light of the noon sun, inflicting a reduced visibility penalty on those around her. The Zenith herself is immune to this and gains +1 bonus to her Appearance. While this light is active, the Zenith adds (Essence) to her natural soak against Creatures of Darkness, and increases the minimum damage of her attacks by 1 against those same creatures. After spending 11m of peripheral essence, the Zenith automatically benefits from this power.


Essence: Solars will calculate Personal Essence at Personal Essence is calculated at (Essence + (sum of Virtues)). Peripheral Essence is calculated at (Essence)*5 + Willpower + (Sum of Virtues)*2).


Taint: In addition to the listed downsides, any Abyssal charms learned as permanent effects by add 1 Permanent Limit to their track.
 
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