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sol invictus.indd

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EXALTED • SOL INVICTUSMinimum Martial Arts: 5Minimum Essence: 4Prerequisite Charms: NoneAs the Unconquered Sun begins his dailyjourney, he sends the day’s first light out to wipedarkness from the face of Creation; so it is with theDawn Caste, the Chosen Warriors of the Sun.The Exalt is surrounded by the pale aura of therising sun, and her body is tuned perfectly to theduty of combat. For the remainder of the turn, theExalt doubles her Dexterity + Martial Arts dicepool.SHINING SOLAR PILLARCost: 5 motesDuration: One turnType: ReflexiveMinimum Martial Arts: 5Minimum Essence: 4Prerequisite Charms: Dawn’s CleansingLightAt noon, when the Unconquered Sun is at hisapex, he shines his light down eagerly upon everyliving soul and proclaims his might for all to see;so it is with the Zenith Caste, the Chosen Priestsof the Sun.During the turn in which this Charm is activated,the glorious light of the Sun shines out from theExalt’s body so brightly that none can look directlyupon him; even with eyes shut, the <strong>sol</strong>ar rays burndeep into an opponent’s eyes. The Exalt may addhis Martial Arts to any social rolls intended toimpress or intimidate while this Charm is active.This light also blunts the force of any blows whichdo strike him; it grants the Exalt +15L/+15B soakfor the turn.Any demons or undead who are within hand-tohandrange of the Exalt during this turn immediatelysuffer dice of Aggravated damage equal to twicehis Permanent Essence.HEAVENLY ARROW MEDITATIONCost: 5 motesDuration: One turnType: ReflexiveMinimum Martial Arts: 5Minimum Essence: 4Prerequisite Charms: Dawn’s CleansingLightWhen the Sun begins his descent from the sky,he looks upon Creation for one last moment beforethe night, learning all he can about its arrangement.So it is with the Twilight Caste, the Chosen Scholarsof the Unconquered Sun.When the Exalt activates this Charm, he takes on thedull red glow of the setting sun. This light illuminatesall that is hidden and strange; while this Charm isactive, the Exalt can see the flow of Essence. Hemay add his Martial Arts in dice to any Perceptionrolls made during the turn, and receives a onesentencedescription of the effects of any Charm,spell, or other magical power used within his rangeof vision. He may see and strike dematerializedspirits as if they were materialized.In addition, the Exalt may make Martial Arts attacksthis turn out to a range of (10 x Permanent Essence)yards, by hurling blood-red bolts of pure Essence.These bolts have a base damage equal to Strength+ Essence and an unlimited rate.HOWL OF THE IRON WOLFCost: 5 motesDuration: One turnType: ReflexiveMinimum Martial Arts: 5Minimum Essence: 4Prerequisite Charms: Dawn’s CleansingLightWhen the Unconquered Sun dips at last belowthe horizon and prepares for the new day, he doeshis work in secret so that none may see the truenature of the preparations he undergoes. So it44

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