Resources for Exalted Second Edition
Please note: You must create separate user accounts for Lore 5 and the ECR forums.Anvil-Crushes-the-Hammer Technique
By Flagg
Submitted on 10 Dec 2006 at 07:40:54 AM EST
Last updated on 10 Dec 2006 at 07:40:54 AM EST
Solar Resistance
Cost: 4m per activation
Mins: Resistance 3, Essence 3
Type: Reflexive
Duration: Special
Keywords: Combo-OK, Obvious
Prerequisites: Willpower-Enhancing Spirit
Follow-ups: None
Mins: Resistance 3, Essence 3
Type: Reflexive
Duration: Special
Keywords: Combo-OK, Obvious
Prerequisites: Willpower-Enhancing Spirit
Follow-ups: None
When Antares Arcturus first Exalted in the salt mines of Paragon, killing his captors, he vowed never to be enslaved again. Yet, here he was, a year later, bound in chains and breaking rocks under the searing sun. In the few weeks he’d been there, he even managed to get himself noticed by this work camp’s sadist-in-chief, a particularly ill-tempered Earth Aspect. Though he was Chosen of the Sun, he kept his powers secret, enduring the cruel beatings he received each day without resistance; he was biding his time.
Just a few more days, he thought, as the Dragon-Blood’s whip seared his flesh. Just a few more days, and then he would kick that pale-skinned fucker’s face so hard it would come out the back of his head. Literally. The rest of the camp’s guards would be too cowardly to stop him after witnessing that; he and his fellow slaves could just walk away.
Antares himself was planning to walk all the way to Yane. It wasn’t too hard to get yourself captured by slavers in the Varang states around this time of year…
With this Charm, a Solar can focus the pain and suffering of long-term abuse into one lethal and devastating attack.
Once per scene, the Solar may “save up” the damage received from a single blow, after damage is rolled, for the cost of 4 motes per activation. He converts these health levels into a pool of damage dice. This Charm may be invoked multiple times, over an indefinite period, accumulating additional “saved†damage dice, though the character may only accumulate damage from a single opponent at a time. The motes spent on each use of this Charm remain committed until the accumulated damage is expended.
The Solar receives and heals the health levels inflicted upon him normally, though he keeps a running total of the damage he has “saved” in this manner. He may at any time, upon a successful hand-to-hand attack, release the aggregate punishment upon his tormentor as dice of unsoakable lethal damage. This is a reflexive action, and does not count as a Charm activation. The damage pool may not be supplemented by Charms, or by extra successes on the attack roll, though the character may add his natural Strength.
There is no cap to the damage pool the Solar may accrue, other than the number of motes he has available to commit. A Solar who uses this Charm repeatedly to amass an enormous damage pool will be capable of inflicting a truly massive blow, though he may find himself dangerously short on essence if the conflict persists.
