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Solar Survival

God-King Benevolence

  Cost: 8m; Mins: Survival 2, Essence 1; Type: Reflexive
  Keywords: Combo-OK, Obvious
  Duration: Indefinite
  Prerequisite Charms: None

Just as the Lawgiver need not stumble around in the dark, his followers need not either. This charm enhances the Solar's anima, extending the range at which it sheds light out to (Essence x 100 yards) while keeping the intensity and glare of the light down to a minimum. Anyone within the area of the Solar's extended anima can see as if it was Noon on a clear day, and feels comfortably warm as if standing near a fire but isn't actually any more protected from the cold. Any biting insects or other pests within the Solar's anima are rendered quiescence and harmless and the light will usually frighten away larger animals as effectively as fire. Any mindless creatures of darkness, such as Zombies or First Circle Demons with Intelligence 0, are usually similarly frightened by the Solar's Anima but this has no effect on more willful specimens.

If used outside at night, this charm is as visible as if the Solar had spent 11-15 points of Essence. During the daytime, however, it's no more visible than the Solar's anima would normally be for the amount of Essence spent. If the Solar already has Hardship-Surviving Mendicant Spirit active this charm only adds 4m to the committed cost of that charm as they overlap to a fairly large degree.

Commentary: This is basically a much weaker version of Hardship-Surviving Mendicant Spirit. It makes the Solar, and people traveling with him, comfortable but does little to actually help them survive. The biggest bonus is the protection from pests and wild animals, and the abundance of light. In either case, this is a minor niche charm but I wanted to have it here as an eventual prerequisite for Solar Flare Methodology.

Solar Charm Cascade Errata (Survival)

  • Friendship with Animals Approach (page 209) changes its duration to One Day, and its prerequisites to None. Lower it's cost to 2m.
  • Spirit-Tied Pet (page 210) lowers its cost to 10m, 1wp. This charm raises the number of Familiars a Solar can have to 2, allows the Solar to gain a Familiar if he has a slot available or replace one of his currently extent Familiars. Any former Familiar's "abandoned" with this Charm remain well disposed to the character, and retain any bonuses they might have gained from the Familiar Bond (including the ability to talk to the Solar without the use of Friendship with Animals Approach) but are not generally willing to freely accompany the character.
  • Bestial Traits Technique (page 210) changes its Minimum Requirements to Survival 4, Essence 2. At Essence 3, this charm allows you to train (Essence) animals at once, though they must all be the same type of animal (Horses + Simhata, for instance). At Essence 6, the Solar can spend 10 additional motes when activating the charm and make the changes hereditary.
Wilderness & Travel
  • Hardship-Surviving Mendicant Spirit (page 210). This charm can serve as an Alternative Prequisite for any charm that requires a Survival Excellency.
  • Element-Resisting Prana (page 210). This charm makes the character immune to charms with the Environmental Keyword. It will only protect against suitable effects provided they offer some way of defense, normally a Withstanding Hardships roll involving the Character's Survival or Resistance. Such effects might instead require Integrity Protecting Prana (for a region where to Life and Death are reversed) or Adamant Skin Technique (for Falling damage).
  • Food-Gathering Exercise (page 210), as a clarification, takes 5 minutes of foraging per "small meal for everyone in the group". It thus takes 25 minutes, and 15 motes of Essence, to keep a group with a Magnitude equal to your Essence well-fed. If the a significant portion (half or more) of the Group is waiting on the Solar to bring back food rather than help, double the times listed above. A survival roll to gather food must be a valid action to use this charm.
  • Trackless Region Navigation (page 211). When using the Travel rules on page 263-267, this charm reduces the Terrain Type by one type (Extreme to Difficult, and Difficult to Open, and Open Terrain gives a +1/4 movement bonus). In addition, the Solar gains a base +1/4 movement bonus which supplants and replaces any bonus the Solar might instead gain from following a Trail or Highway. This charm only works for Land-based movement, but can take the Solar anywhere. A Solar with Ride 4+ can also enhance base mounted movement rates if he and any group he leads are mounted.