Lore
From Solaradvproj
Revision as of 05:01, 4 November 2007
The Sun God’s Punishment
5 motes. Lore 5, Essence 3
Instant/Simple
Combo-Ok, Obvious, Holy
Any Lore Excellency
Attacks made with Perception + Lore, adding Essence in automatic successes, deals [Essence + Lore] in L damage, A against Creatures of Darkness, B against other Solars and Golden Children, is always Piercing damage.
- At Essence 4, may target up to [Essence] targets for an additional 2m, one attack roll applies to all targets.
- If the Solar uses this Charm during the day, and takes a full 3-tick Aim action prior to the use of this charm, double the base damage.
COMMENTS:
Flawless Sense Recollection
3 motes. Lore 5, Essence 3
One Scene, Reflexive
Combo-Ok
Any Lore Excellency
Anything the character observes during the scene this charm is active, she may perfectly recall later. In the case of magical recollection prevention, default to Unstoppable Force/Immoveable Object.
This is also an Awareness charm, requiring Awareness 5, Essence 3 and an Any Awareness Excellency.
COMMENTS:
Sun-Dappled Leaves Understanding
15m, Lore 5/Essence 5
One Scene, Simple
Keywords: Combo-Basic, Obvious
Prerequisites: Drinking From The Root of the World, Immanent Solar Glory, Power Awarding Prana
As a Lawgiver is the master of Creation, so should she become a master of her own Essence. When this charm is activated, the Solar's anima flares to life and remains active at the 10+ motes stage until the charm's effect ends. While the charm is active, the Solar is considered to have Essence 10 for the purposes of charm effects, static values such as minimum damage and DVs, essence pools, and other purposes. This does not allow them to learn or use abilities that would normally be outside of their reach due to Essence requirements, but for all other purposes, they have 10 Essence.
COMMENTS: