[B]Name:[/B] Ysolda Corinthus [B]Age[/B]: 686 [B]Gender[/B]: Female [B]Race[/B]: Human Solar Exalted, Twilight Caste [B]Random descriptors[/B]: Solar Exalted of the Twilight Caste may channel Essence through their animas as a last-ditch protective act. If after damage has been rolled, a Twilight Exalt will lose health levels, she may instead spend five motes of Essence to strengthen her anima in an attempt to resist the attack. Damage from incoming attacks is reduced relative to the strength of the Solar's Essence. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence. The caste mark of the Twilight Caste Solars is a golden circle, filled in with gold on the top, but having only an empty ring as its bottom half. At the “Iconic” level of 16+ peripheral motes spent, Ysolda's anima banner envelops her body in a form resembling [url=http://www.wall321.com/thumbnails/detail/20120407/fantasy%20art%20armor%20artwork%20warriors%201280x784%20wallpaper_www.wallpaperto.com_47.jpg]this[/url] example. However, it does not further enhance the defensive capabilities of her Anima, nor is it capable of augmenting her attacks. If used in conjunction with certain powers, the Anima Banner enlarges to encompass the ability in question. [B]Character Tier[/B]: High-Tier [B]Character Type[/B]: Active Multiverse Participant [B]Physical Description[/B]: She looks like [url=http://fc03.deviantart.net/fs48/i/2009/176/c/5/__Asmodian_Sorceress___by_Anathematixs.jpg]THIS[/url]. [B]Personality Description[/B]: Ysolda is not the most trusting woman in the world, due to her status as a Solar and her life of hiding from the Immaculate Order. However, she is almost always unable to resist helping people in need. Her skills as a healer are second only to her prowess as a sorceress, but she tends to avoid spellcasting if it can be avoided as the after-effects are usually... messy. As attractive as she is powerful, Ysolda is not above usig her allure and silver tongue to get what she needs. Considering she generally prefers peace to war, she is even willing to go so far as offering her services as a healer, mage, or otherwise... to individuals if doing so secures peaceful resolutions. That said, if a particular party proves to be deceitful and breaks any peace she helps to forge... Ysolda will not hesitate to unleash the full fury of her power upon them. She loves to laugh, loves to have a good time, and loves when everyone is getting along. Disrupting any sort of peace tends to get her very upset, but often times Ysolda is willing to warn people to back down before things get out of hand. If peace resumes, then she will always carry on like nothing happened whatsoever. [B]Skills, powers and abilities[/B]: [hider=Attributes] Strength: 3 Dexterity: 4 Stamina: 5 Charisma: 4 Manipulation: 4 Appearance: 3 Perception: 4 Intelligence: 6 Wits: 4 [/hider] [hider=Abilities] Abilities: * = Favored Ability “ = Caste Ability *Archery: 5 Martial Arts: 3 Melee: 0 Thrown: 0 War: 0 *Integrity: 5 Performance: 0 Presence: 0 *Resistance: 5 Survival: 0 “Craft: 5 “Investigation: 5 “Lore: 3 “Medicine: 5 “Occult: 5 Athletics: 3 Awareness: 5 *Dodge: 5 Larceny: 0 Stealth: 0 Bureaucracy: 1 Linguistics: 1 Ride: 0 Sail: 0 *Socialize: 5 [/hider] [hider=Advantages] Essence: 8 Essence Pool Personal = 30/34 (4 commited to Weapon) Peripheral = 80/80 Willpower: 10/10 Spent WP: 0/10 Virtues: Compassion: 3 Temperance: 4 Conviction: 4 Valor: 3 Virtue Flaw: Deliberate Cruelty [/hider] [hider=Essence Regen] An Exalt cannot recover any motes if he engages in strenuous activity (combat, most forms of manual labor, hikes or forced marches and so on). If he’s at ease, but not completely relaxed (such as when watching an artistic performance, taking a leisurely stroll or debating with a Realm courtier), he recovers spent motes at the rate of four per hour. When he’s completely relaxed (for example, sleeping or receiving a massage), he recovers motes at the rate of eight per hour. Characters first regenerate their Personal Essence, regaining motes of their Peripheral Essence only when their Personal Essence pool is full. In addition, characters who are attuned to manses recover their Essence more quickly, as do those carrying hearthstones or with active cults. With a Manse rating of 4, This character regains 8 additional motes per hour, regardless of the level of activity they are engaged in. [/hider] [hider=What is Essence] Essense is the internal well of magical power inherent in every Exalt. It is measured in two ways. One is the "Essence Rating" of the Exalt itself. This rating shows the general strength of the character as a whole. An example would be an Essence 4 character versus an Essence 8 character. Without fail, the Essence 8 character would have acces to much more potent abilities. As it is used by magical beings, Essence is divided into “motes”—logically and magically indivisible units of power used to power effects. A character generally has many more motes of Essence than dots of the Essence trait. This division is called an "Essence Pool". This indicates the amount of personal and peripheral motes of energy that the character can utilize. Personal motes are the internal power of the Exalt. This energy is consumed first, and used to attune the Exalt to potent artifacts. It does not activate the Anima of the Exalt when it is used to power charms. Peripheral motes are an intangible field of energy that surrounds the Exalt. They can access this energy at any time, but doing so will steadily increase the intensity of their Anima Banner. In time and with extended or intense use of peripheral motes, an Exalt's Anima will reach iconic levels and manifest completely. As an energy, Essence is life, breath, power—the essential, all-pervading animating energy of Creation. As a trait, the Essence rating describes the size of a being’s spirit and the magical power of its soul. The higher the trait goes, the more powerful the soul is. In addition, beings who can use their life-energy to perform miracles have more power with which to do so the higher their Essence goes. [/hider] [hider=Backgrounds] Artifact: 3 Resources: 2 Manse: 4 [/hider] [hider=Medicine-Based Powers] TOUCH OF BLISSFUL RELEASE – Intermediate Tier Healing Ability Cost: 5m; Mins: Medicine 2, Essence 2; Type: Simple Keywords: Combo-OK, Touch Duration: Solar’s Essence in Standard Hours Prerequisite Charms: Any Medicine Excellency Those who serve the Solars faithfully need know no pain. The recipient of this Charm feels a temporary euphoria qualitatively similar to an opium high. This Charm cancels penalties from Sickness, Poison and Crippling effects as well as penalties from wounds. Its effects linger for five minutes after the duration expires. Touch of Blissful Release is not physically addictive to the target. WOUND-MENDING CARE TECHNIQUE – High Tier Healing Ability Cost: 10m; Mins: Medicine 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Touch Duration: Until the day ends Prerequisite Charms: Any Medicine Excellency Solar physicians can speed a patient’s recovery from even the most terrible wounds. This Charm supplements a dramatic action to treat, monitor and tend to the patient. This action requires one hour spent without a stunt or a Charm. This Charm replaces the normal benefits of medical care, instead allowing the target to recover an amount of damage relative to the hardiness of the person being treated (such as a man recovering from a deep stab wound or a demon recovering from a blast of holy power). If the target spends the day resting, the target recovers from an amount of damage relative to the Solar’s permanent Essence. No patient can benefit from this Charm more than once per day. FLAWLESS DIAGNOSIS TECHNIQUE – Low Tier Healing Ability Cost: 1m; Mins: Medicine 1, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The eyes of the Solar Exalted see the hidden truths of others’ pains. This Charm lets the Solar automatically determine which of the target’s observable traits and described symptoms are medically related. If the Solar uses this Charm in the process of a formal diagnosis, this Charm protects her from any error in diagnosis. If she has enough information, she accurately identifies each condition, its source and its additional effect. If she does not have enough information―as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism―she recognizes that some key piece of the puzzle is missing. AILMENT-RECTIFYING METHOD – Intermediate Tier Healing Ability Cost: ―; Mins: Medicine 3, Essence 2; Type: Permanent Keywords: Touch Duration: Instant Prerequisite Charms: Flawless Diagnosis Technique Disease and corruption cannot stand against the Solars’ healing light. Solar Exalted with this Charm can cure any Sickness effect. This Charm guarantees that any attempt Solars make to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence. The Exalt’s player can treat an ordinarily incurable illness, such as the Great Contagion, by spending five motes and banish it from the patient’s system. Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. BODY-PURIFYING ADMONITIONS – Intermediate Tier Healing Ability Cost: ―; Mins: Medicine 3, Essence 2; Type: Permanent Keywords: Touch Duration: Instant Prerequisite Charms: Flawless Diagnosis Technique The Lawgivers bring purgation and purity. Solar Exalted with this Charm can force even the most terrible Poison effects from the target’s body. This Charm guarantees that any attempt they make to treat a poison is considered supernatural. If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable poison, such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil, she can spend five motes and banish it from the patient’s system. Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm. WHOLENESS-RESTORING MEDITATION – Intermediate Tier Healing Ability Cost: ―; Mins: Medicine 3, Essence 3; Type: Permanent Keywords: Touch Duration: Permanent Prerequisite Charms: Flawless Diagnosis Technique Essence can repair even severed limbs. Solar Exalted with this Charm can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural. The Exalt can treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, by spending five motes and restore the patient. Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness. INSTANT TREATMENT METHODOLOGY – High Tier Healing Ability Cost: 7m; Mins: Medicine 2, Essence 2; Type: Simple Keywords: Combo-OK, Touch Duration: Instant Prerequisite Charms: Flawless Diagnosis Technique Rarely is a Solar forced to leave a task unfinished. This Charm is a Medicine-based action in which the character treats a patient. The Charm functions exactly as any Medicine-based dramatic action that takes up to one hour, save that the character performs it in a handful of seconds. As with Contagion-Curing Touch, the medical shortcuts involved depend on the Exalt in question. This Charm does not remove the need for appropriate medicine, surgical tools and suchlike, but the Solar can use a stunt or Combo to work around these limitations. This Charm speeds only that portion of treatment that actively involves the physician. It does not accelerate any rest, recovery and convalescence the patient normally performs on his own. It can act as the dramatic action required by Charms such as Wholeness-Restoring Meditation and Wound-Mending Care Technique. [/hider] [hider=Resistance-based Powers] OX-BODY TECHNIQUE x 4 – Intermediate Tier Enhancement Ability Cost: ―; Mins: Resistance 1, Essence 1; Type: Permanent Keywords: Stackable Duration: Permanent Prerequisite Charms: None The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels. A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides one of the following, at the player’s option, determined at the time of purchase: • One -0 health level x 1 • Two -1 health levels x 1 • One -1 health level and two -2 health levels x 2 Note: A normal human has the following “health levels” -0/-1/-1/-2/-2/-4/Incap/Dead Ysolda has the following Health Levels, as granted by multiple Ox-Body Technique charms -0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap/Dead DURABILITY OF OAK MEDITATION – Intermediate Tier Defensive Ability Cost: 3m; Mins: Resistance 2, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None A boy cannot cut down an oak tree with a kitchen knife. Nor can a mere mortal slay the Solar with petty blows of mortal steel. The Solar invokes this Charm after an attack hits but before damage is determined. This Charm sets her Hardness against that attack to 8. SPIRIT STRENGTHENS THE SKIN – Low Tier Defensive Ability Cost: 1+m; Mins: Resistance 2, Essence 2; Type: Reflexive (after an attack is received) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Durability of Oak Meditation The unconquerable flame of the Solar’s spirit armors her against attack. She invokes this Charm after an attack hits her but before damage is . This Charm reduces the raw damage of the attack by a relative amout to each mote spent. This Charm can reduce the damage of the attack to zero. IRON SKIN CONCENTRATION – Low Tier Defensive Ability Cost: 2m; Mins: Resistance 3, Essence 2; Type: Reflexive (after an attack is received) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Durability of Oak Meditation Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. The Solar invokes this Charm after an attack hits him but before damage is determined. This Charm gives him +4A/+8L/+8B soak against the attack. ADAMANT SKIN TECHNIQUE – High Tier Defensive Ability Cost: 4m; Mins: Resistance 5, Essence 3 Type: Reflexive Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Spirit Strengthens the Skin, Iron Skin Concentration Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm after receiving an attack, but immediately before the damage of a physical attack or similar effect is determined. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability. This Charm defends against a single attack or flurry, and must be used multiple times to evade techniques or attacks that last for extended periods (longer than one post), which can quickly drain the Exalt of energy and motes. Temperance Flaw: The Exalt cannot take movement actions such as move, dash, flight, teleportation or jumping for two full posts before using this charm. Being moved as the result of a foes attack or ability does not count as movement for this flaw. Should the exalt move to evade an attack, gain advantageous position, rush a retreating foe, etc., before those two posts... this charm fails and cannot be used. BODY-MENDING MEDITATION – High Tier Healing Ability Cost: 10m; Mins: Resistance 1, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Until the day ends Prerequisite Charms: None Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again. This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm. This charm speeds his healing rate by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character. Characters can activate Body-Mending Meditation when inactive. [/hider] [hider=Occult-based Powers] TERRESTRIAL CIRCLE SORCERY – Low Tier Magical Abilities Cost: ―; Mins: Occult 3, Essence 3; Type: Permanent Keywords: None Duration: Instant Prerequisite Charms: None The Exalted shape the Essence of the world. This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circle―a power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions. CELESTIAL CIRCLE SORCERY – Intermediate Tier Magical Abilities Cost: ―; Mins: Occult 4, Essence 4; Type: Permanent Keywords: None Duration: Instant Prerequisite Charms: Terrestrial Circle Sorcery Celestial Circle Sorcery can slay thousands, level fortresses and bind Second Circle demons to the Exalt’s will. Only the Celestial Exalted can master this powerful sorcerous initiation. This Charm permits the character to take Celestial Circle Sorcery actions. SOLAR CIRCLE SORCERY – High Tier Magical Abilities Cost: ―; Mins: Occult 5, Essence 5; Type: Permanent Keywords: None Duration: Instant Prerequisite Charms: Celestial Circle Sorcery The sorcery reserved for the Lawgivers is a work of perfection and adamant. The spells of Solar Circle Sorcery are awesome beyond words―they can bring life to regions or slay entire armies. This Charm permits the character to take Solar Circle Sorcery actions. SPIRIT-DETECTING GLANCE – Low Tier Supplemental Ability Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive (Step 1) Keywords: Combo-OK Duration: One scene Prerequisite Charms: None Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets the character see, hear, smell and feel―but not touch―dematerialized creatures, as well as detecting the life-force of other beings. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reflexive Awareness actions. SPIRIT-CUTTING ATTACK – Low Tier Offensive/Supplemental Ability Cost: 1m; Mins: Occult 2, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Spirit-Detecting Glance The Solar Exalted may attack even the subtle Essence of dematerialized spirits. This Charm enhances an attack, making dematerialized creatures within the attack’s normal range valid targets. The attack deals enhanced damage to spirits, materialized or otherwise. This Charm is explicitly permitted to supplement actions using other Abilities. Note that if the character cannot see the spirit he attacks, then he is considered to be attacking a hidden foe. [/hider] [hider=Investigation-based Powers] JUDGE’S EAR TECHNIQUE – Low Tier Social Ability Cost: 3m; Mins: Investigation 2, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: - The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another being's abilities contest these effects, then the two square off in a contest of lies vs. investigative skill. [/hider] [hider=Dodge-based Powers] SHADOW OVER WATER – Low Tier Defensive Ability Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The Chosen move like shadows over water―with perfect grace and speed. The maneuver named Shadow Over Water restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge ability when resolving that attack. Her Dodge is still incredibly slim against a nearly undodgeable attack, but she takes no penalties for exhaustion, terrain, etc. SEVEN SHADOW EVASION – High Tier Defensive Ability Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Shadow Over Water The Solar hero is too quick for his enemies to land a blow. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack―even if the attack is normally undodgeable. This Charm has one of the Four Flaws of Invulnerability. This Charm defends against a single attack or flurry, and must be used multiple times to evade techniques or attacks that last for extended periods (longer than one post), which can quickly drain the Exalt of energy and motes. Valor Flaw: The Exalt must move toward the opponent he or she considers most dangerous, at every opportunity, for at least two consecutive posts before and during the post this charm is used. If this condition is not met, the charm fails. REFLEX SIDESTEP TECHNIQUE – Low Tier Supplemental Ability Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm, it remains unblockable). This allows the character to use his Dodge abilities and Charms such as Seven Shadow Evasion against the attack. FLOW LIKE BLOOD – High Tier Defensive Ability Cost: 5m, 1wp; Mins: Dodge 5, Essence 3; Type: Simple Keywords: Combo-OK, Obvious Duration: One scene Prerequisite Charms: Seven Shadow Evasion, Reflex Sidestep Technique Essence permeates the Lawgiver’s being. She moves with an impossible fluid grace. For the remainder of the scene, this Charm negates the onslaught and coordinated attack penalties that others’ attacks impose on the Exalt’s defenses. [/hider] [hider=Athletics-based Powers] MONKEY LEAP TECHNIQUE – Low Tier Supplemental Ability Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: None The heroes of the dawn leap with the grace of a flying crane and the speed of a striking hawk. For the rest of the scene, the character can jump with ease and not leave wide openings to attack, and she doubles the length of all jumps. [/hider] [hider=Archery-based Powers] THERE IS NO WIND – Intermediate Tier Offensive Ability Cost: 3m or 5m; Mins: Archery 4, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Archery Excellency The Solar’s heart knows the arrow’s path. She spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range. ACCURACY WITHOUT DISTANCE - Low Tier Offensive Ability Cost: 1m, 1wp; Mins: Archery 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: There is No Wind The Solar fires a single perfect shot. The Exalt spends this Charm’s cost and fires an arrow at a valid target. This Charm supplements the player’s Archery skill and guarantees that the arrow hits. This Charm can be used in archery contests and for trick shots―such as severing a rope from afar―but it is most often used in attacks. Resolve such attacks normally. If the attack would have missed without this Charm, then it hits anyway. This Charm does not change the normal rules for valid targets―shooting “the gap in his armor” does not allow the Exalt to bypass armor, nor does this Charm allow the Exalt to fire through a stone wall or beyond the maximum Range of his bow without additional magic. FORCEFUL ARROW – Intermediate Tier Offensive Ability Cost: 3m; Mins: Archery 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Knockback, Obvious Duration: Instant Prerequisite Charms: There is No Wind Essence imbues the Lawgiver’s arrow with great force. This Charm supplements an Archery-based attack. If the attack hits, it knocks the enemy away from the Exalt up to a number of yards equal to the Exalt’s Essence. Objects do not get a roll, but are instead knocked back automatically if the object’s weight in pounds is less than the Exalt's Essence x 200. ESSENCE ARROW ATTACK – Low Tier Offensive Ability Cost: 2m; Mins: Archery 2, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: None The character charges an arrow with Essence. The effects are based on the character’s fighting style and anima. This Charm always adds damage relative to the character’s Essence. In addition, the attack has the following effect. Dazzling Flare: The Solar’s arrow (or other ammunition) glows with holy fire or brilliant sunlight. This Charm makes the Solar’s Archery-based attack Holy, and it inflicts an intense, soul-rending damage against “creatures of darkness”. The arrow shines brightly enough to be seen for (the Solar’s Essence x 10) miles, if fired straight upward or otherwise unobstructed. PHANTOM ARROW TECHNIQUE – Intermediate Tier Supplemental Ability Cost:―(1m per attack); Mins: Archery 3, Essence 2; Type: Permanent Keywords: Obvious Prerequisite Charms: Essence Arrow Attack The bane of the mortal archer is her dependence on ammunition, but Lawgivers can use this Charm to shape sparkling arrows of Essence. This Charm permits a Lawgiver to make ranged attacks without using ammunition. Each such attack costs one mote of Essence. The Exalt can attack as if using any form of ammunition without Resources cost, such as a broadhead, fowling, frog crotch or target arrow. This Charm permanently enhances the Exalt’s capabilities. Therefore, shaping motes into ammunition is an unrolled reflexive action and not a Charm activation. [/hider] [hider=Martial Arts-based Powers] FISTS OF IRON TECHNIQUE – Low Tier Offensive Ability Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action SLEDGEHAMMER FIST PUNCH – Low Tier Offensive Ability Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Fists of Iron Technique This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the damage of the attack. DRAGON COIL TECHNIQUE – Low Tier Offensive Ability Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Until next action Prerequisite Charms: Fists of Iron Technique The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. This Charm makes clinch crush damage lethal. This Charm also adds the Solar’s Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character’s Essence to the damage of clinch crush attacks. This Charm cannot be placed in a Combo with extra-action Charms. THUNDERCLAP RUSH ATTACK – Low Tier Supplemental/Offensive Ability Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed Boost, No Defense Penalty) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Fists of Iron Technique When the Solar Exalt strikes, she is swifter than lightning. The character pours Essence into quickening her actions. She then makes an unarmed Martial Arts attack. This Charm has a lower Speed and DV penalty than normal attacks. [/hider] [hider=Integrity-Based Powers] INTEGRITY-PROTECTING PRANA – Intermediate Tier Supplemental Ability Cost: 5m, 1wp; Mins: Integrity 1, Essence 1; Type: Reflexive (At-Will) Keywords: Combo-OK Duration: One day Prerequisite Charms: None The Sun’s Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character’s stomach or turn her armor to lava, whether it’s manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character’s DV is not applicable. This Charm does not protect against the miscellaneous dangers of the Wyld or a Chaos Realm. If a Wyld effect creates a hundred-headed snake monster that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when an effect transforms the character’s armor into harmless gossamer spider webs―simply an undesirable effect. [/hider] [hider=Sorcery Description] SHAPE TERRESTRIAL CIRCLE SORCERY (SINGLE ACTION) The character shapes a Terrestrial Circle spell that he knows. Doing so always costs one temporary Willpower plus the Essence cost of the spell. The character can take a Cast Sorcery action as well as releasing the spell and rejoining battle. If the character can not not do so, consider the spell interrupted. Some Terrestrial Circle spells have Speeds measured in long ticks or dramatic actions. War magic often takes effect on the military time scale, while long rituals are interruptible dramatic actions. SHAPE CELESTIAL CIRCLE SORCERY (TWO ACTIONS) The character shapes a Celestial Circle spell that he knows. Doing so always costs two temporary Willpower plus the Essence cost of the spell. The character must take two full actions to shape the spell. He spends the motes and Willpower on the first of these two actions. The character can then take a Cast Sorcery action as his next action, releasing the spell and rejoining battle on the last. If the character does not take these three actions in sequence, consider the spell interrupted. Some Celestial Circle spells have Speeds measured in long ticks. The character must still take two full actions to shape the spell. Other spells have Speeds measured as a dramatic action, in which case the character may shape the spell as a single dramatic action of the length stated. SHAPE SOLAR CIRCLE SORCERY (THREE ACTIONS) The character shapes a Solar Circle spell that he knows. Doing so always costs three temporary Willpower plus the Essence cost of the spell. The character must take three full actions to shape the spell. He spends the motes and Willpower on the first of these three actions. The character can then take a Cast Sorcery action as his next action, then releasing the spell and rejoining battle. If the character does not take these actions in sequence, consider the spell interrupted. Some Solar Circle spells have Speeds measured in “long ticks”. The character must still take three full actions to shape the spell. Other spells have Speeds measured as a dramatic action, in which case the character may shape the spell as a single dramatic action of the length stated. [/hider] [hider=Favored Spells] TERRESTRIAL CIRCLE EMERALD COUNTERMAGIC: 10m or 20m – Page 253, Exalted Core Rulebook *This spell has special timing rules. The character can shape Terrestrial Circle sorcery to cast this spell as a reflexive action that takes 0 ticks. BURNING EYES OF THE OFFENDER: 10m – Page 40, White and Black Treatises FLIGHT OF SEPARATION: 10m – Page 46, White and Black Treatises *This spell has special timing rules. The character can cast it as a reflexive Shape Terrestrial Circle Sorcery action that takes 0 ticks FLYING GUILLOTINE: 10m – Page 48, White and Black Treatises THE RAVENOUS FIRE: 15m – Page 57, White and Black Treatises CELESTIAL CIRCLE BLOOD OF BOILING OIL: 30m – Page 255, Exalted Core Rulebook SAPPHIRE COUNTERMAGIC: 15m or 20m – Page 256, Exalted Core Rulebook *This spell has special timing rules. The character can shape Celestial Circle sorcery to cast this spell as two reflexive 0-tick actions. GOD-FORGED CHAMPION OF WAR: 20+m – Page 73, White and Black Treatises MAGMA KRAKEN: 35m – Page 77, White and Black Treatises WHEEL OF THE TURNING HEAVENS: 15m or 35m – Page 87, White and Black Treatises SOLAR CIRCLE ADAMANT COUNTERMAGIC: 20m or 25m – Page 256, Exalted Core Rulebook *This spell has special timing rules. The character can shape Solar Circle sorcery to cast this spell as three reflexive 0-tick actions. CLEANSING SOLAR FLAMES: 50+m – Page 90, White and Black Treatises RUNE OF SINGULAR HATE: 10m – Page 96, White and Black Treatises *This spell has special timing rules. The character can cast it as three reflexive Shape Solar Circle Sorcery actions that take 0 ticks. It can also be used only ONCE in a character's lifetime. TOTAL ANNIHILATION: 65m – Page 98, White and Black Treatises WRATH OF THE FIVE ELEMENTS: 45m – Page 100, White and Black Treatises [/hider] [B]Character Equipment[/B]: [url=http://i01.i.aliimg.com/wsphoto/v1/800636899_1/Chinese-special-Unique-design-Recurve-bows-golden-unicorn-bow-fiberglass-wood-font-b-longbow-b-font.jpg]SHORT POWERBOW[/url] Speed: 6 Accuracy: +3 Damage: +3L Defense: +4 Rate: 2 Range: 300yds Attune: 4m Tags: 2, B No Armor Equipped [B]Character History[/B]: The Solar soul that gave Ysolda her Exalted might is a truly renowned one indeed. Once known as Sophrosyne Rasasvada ( Sophrosyne meaning “A healthy state of mind, characterized by self-control, moderation, and a deep understanding of one's true self, and leading to true happiness. Rasasvada meaning the bliss in absence of all thought), Her former self was not so different from how she turned out in this Exaltation. A skilled sorcerer and healer, and a loyal follower to a mighty Solar General in the War of the Usurpation. Killed during an assault on the Blessed Isle, her soul remained inert for a very long period of time. It was only when a young woman from north of Farhold was spared by a horde of marauding beastmen (because she was at the nearby creek with her brother) when they attacked her small town. Hearing the commotion, Ysolda and her sibling hid until the danger had passed. Once safe, the duo ran back to town. Many people lay injured, some were already dead, and others still were dragged away for unknown purposes. Ysolda rushed to aid anyone that was still alive, trying desperately in the face of adversity to save whatever lives she could. However, she was merely a child... and had little medical training beyond how to stop small cuts and scrapes from bleeding. While the rare person came forward with minimal injuries, most were cut deeply enough that they were at risk of death, had broken bones and severe internal wounds, or were simply dead on the spot. There was nothing the girl could do for them. She kept trying, however. She tore clothing from the deceased and tried to make tourniquets for those with bleeding wounds, tried using sticks and cloth to splint broken limbs, and worked her fingers to bleeding in futile attempts to save the lives of those too injured to save. Oddly enough, she found her efforts began to work. She felt renewed, full of energy, and with a renewed desire to help the fallen. She had Exalted, and was enveloped in a brilliant golden light as she instictively used her newfound gifts to heal those injured in the attack. Many were saved that day, but many others lost their fight for life. This was something that she could not let happen again. Or rather, something she didn't WANT to let happen again. Despite the fact that she had saved the lives of dozens of people that day, the inhabitants of the town were all devout followers of the Immaculate Faith. They chose to chase her away, rather than let her stay in peace. However, they did not report her to the Dragon Blooded, as she HAD helped them. Though that was of little consolation to a young exalt, now homeless and with nowhere to go. Years passed, turned into decades, and then into centuries. Ysolda traveled with Lunar Exalts for the most part, who were happy to have her healing skills. In time, she developed abilities to supplement these. A basic understanding of Solar Martial Arts, defensive abilities to both dodge and endure attacks, and even an impressive arsenal of sorcerous abilities. Eventually, she began to wander Creation in search of... something. Something that she did not know she was yet searching for. She met other Lunars, an occasional God, helpful Mortals, monsters, and all manner of various wonders. But even after over a century of wandering, she was still seeking something. That something, as it turned out, would find HER. When trying to develop a new spell, it backfired. The Essence channeled into the spell seemed to tear a hole in existance and suck the mighty sorceress into it. When she re-emerged from the vortex, she was on a dark world with little light... with air that was thin and would hinder most mortals. There was even a slight hint of methane in the air that caused the Solar to make a slightly disgusted face upon smelling it. Fresh from casting the spell that went awry, Ysolda's Caste Mark glowed brightly on her forehead. The landscape she saw was a gloomy one that reflected the darkness of the sky and the stench in the air. Plants that were mangled and grew at odd angles, trees that had branches resembling wicked claws, and even an occasional small animal that seemed to shy away from the light emanating from Ysolda. This was a dark place... one in need of help. One that needed her. And so the story of Ysolda Corinthus continues... in a place far from the world she knows.