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Solar Resistance

Iron Skin Concentration (Revised)

  Cost: 2m; Mins: Resistance 3, Essence 3; Type: Reflexive (Step 7)
  Keywords: Combo-OK, Obvious
  Duration: Instant
  Prerequisite Charms: Durability of Oak Meditation

Only the most powerful of blows can strike down the Lawgivers. The Solar invokes this Charm after an attack hits him but before damage is rolled, and immediately ads +4A/+8L/+8B soak that is fully compatible with armor. He gains 4 Hardness, which stacks with any granted by other Solar Resistance charms. If the still character takes damage in Step 10 of Attack Resolution, he may additionally make a (Stamina + Resistance) with bonus successes equal to his Essence to avoid this damage. This roll has a difficulty equal to the total levels of damage rolled, and success means that no damage is added to the Solar's Health Track.

At Essence 6, you may purchase this charm again to increase its duration to One Tick for an additional mote of essence (Final Cost: 3m). A third and final purchase at Essence 9 raises the duration to One Action and adds a point of willpower (Final Cost: 3m, 1wp).

Commentary: This charm is slightly more powerful, and also slightly less powerful. It's slightly easier for low-Essence opponents to get through the effect, which reinforces a central theme to Exalted. Still, non-charm enhanced attacks have little chance to get through this defense and the bonus successes helps ensure that nicks and cuts won't bring down the character making him more resistant to ping spam. Large attacks are a danger, however, as are combos. At Essence 5, with an Infinite Resistance Mastery active, a Solar could regularly avoid attacks inflicting 15 health levels for minimum cost, but this is comparable to a defense you'd get from a Avoidance-based scheme and attempting both would be prohibitively expensive and there are still some 'holes'.

Unbreakable Warrior's Mastery (Revised)

  Cost: -- (3m, 1wp OR 1wp) Mins: Resistance 5, Essence 3; Type: Permanent
  Keywords: None
  Duration: N/A
  Prerequisite Charms: Any Resistance Excellency, Iron Skin Concentration

The Solar shakes off wounds that would cripple a lesser person. This charm permanently enhances Iron Skin Concentration, and after the Solar learns it, Adamant Skin Technique as well. Whenever activating either charm in response to an attack with the Crippling keyword or a similar effect, the Solar may spend an additional 3m, 1wp to remove that keyword and its associated effect.

A Solar with this charm who is Inactive from having wounds in his Dying health levels may use Iron Skin Concentration with an additional 1wp surcharge to prevent the infliction of an automatic unsoakable level of lethal damage that occurs in this circumstance and to automatically stabilize himself without medical attention. The Solar may also, explicitly, use any of his soak-enhancing Resistance Charms to resist the infliction of any further damage for as long as he has Essence. Any charms used such, however, have the Obvious effect if they did not already.

Commentary: While expensive compared to a perfect defense (5/7m, 1wp versus simply 3/4m), this combination of effects has the advantage of taking place later in the attack resolution after the Solar knows exactly what he's facing and how dangerous it is. The last bit is just a tiny little boost designed to make a Solar with this charm damn near impossible to kill. At least, until he runs out of Essence.

Mirror Charms

  • Tireless Sentinel Technique (Mins: Resistance 3, Essence 2; Prerequisite Charms: None; Abyssals, p. 148) the Solar can avoid sleep by spending 3m per day of missed sleep, suffering no adverse effects from sleep deprivation. After (Stamina + Resistance) days, the Solar starts taking damage.

Solar Charm Cascade Errata (Resistance)

  • Whirlwind Armor-Donning Prana (page 205) changes its Type to Simple (Speed 3). All effort must be uninterrupted, unless the character also has Hauberk-Lightening Gesture in which case the character's armor fades in and out of Elsewhere until it's been fully donned. The character is considered unarmored until the end of the last action in any case. At Essence 3, a second purchase changes the charms Type to Simple (Speed 1, DV -0).
  • Glorious Solar Plate (page 205) has Whirlwind Armor-Donning Prana as its prerequisite. It's duration is One Day.
  • Armored Scout's Invigoration (page 205) changes its prerequisite set to None.
Soak & Damage Avoidance
  • Durability of Oak Meditation (page 206) changes its cost to 1m.
  • Spirit Strengthens the Skin (page 207) changes its cost to 1m per four raw damage dice removed. This takes place on Step 7 of Attack Resolution, before Hardness or Soak is applied to the roll, and can reduce the damage of an attack to Zero or lower it below Hardness, both of which defend against all damage from that attack. This is slightly more efficient than removing one level of post-roll damage, but less useful.
  • Iron Skin Concentration (page 207 has been completely redesigned, pending Player Approval; see above.
  • Iron Kettle Body (page 207) changes its Duration to One Day, and adds the following Keywords: Combo-OK, Obvious.
  • Adamant Skin Technique (page 207). As a point of clarification, this Charm (and its Abyssal mirror Wounds Mean Nothing) reduces the raw and final damage of an incoming attack or similar phenomenon to zero after all other modifiers and effects. Damage added to an attack after soak is applied, such as by Fire and Stones Strike, cannot harm a character who activates Adamant Skin Technique.
Regeneration, Healing and 'Tough Badass' charms.
  • Essence-Gathering Temper (page 207) has the War keyword. In addition, this charm has no cap on the number of successes that can be rolled but is still restricted to gaining no more than 20 motes per action from any combination of Charms that includes Essence-Gathering Temper.
  • Unbreakable Warrior's Mastery (page 208) has been completely redesigned; see above.