Resistance Charms

Whirlwind Armor-Donning Prana

Cost: 1m
Duration: Instant
Type: Simple
Keywords: Combo-OK

This Charm allows the Solar to make one minute of progress on donning armor in a single action. The Solar typically uses this Charm for a number of actions equal to the armor’s mobility penalty to complete donning. This applies to personally worn items, including armor, shields, clothing, and warstriders.

Second Edition Core 205

Hauberk-Lightening Gesture

Cost: 1m
Duration: Indefinite
Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious

This Charm banishes a suit of armor to Elsewhere. The Solar may don the armor directly from Elsewhere, requiring the normal time and allowing Whirlwind Armor-Donning Prana to speed the process. If the Solar ends the Essence commitment while the armor is partially or fully Elsewhere, any worn pieces return Elsewhere and then the full suit appears within arm’s reach. Works for body armor and shields only.

Second Edition Core 205

Glorious Solar Plate

Cost: 10m, 1wp (or 13m, 1wp)
Duration: One scene
Type: Simple
Keywords: Obvious

This Charm creates glowing medium or heavy armor for the Solar, usable only if not wearing armor or a warstrider. The armor has 10L/10B soak, 5 Hardness, –1 mobility penalty, and no fatigue. For 3 additional motes the Solar may conjure a glowing shield giving +1 cover DV against melee and +3 cover DV against ranged attacks.

Second Edition Core 205

Armored Scout’s Invigoration

Cost: 3m per reduction
Duration: Indefinite
Type: Simple
Keywords: Combo-OK

This Charm reduces the fatigue value and mobility penalty of the Solar’s armor by one each (minimum 0). Applies to any worn combination that imposes such penalties, including clothing, shields, and warstriders, and lasts until the armor is removed.

Second Edition Core 205

Durability of Oak Meditation

Cost: 3m
Duration: Instant
Type: Reflexive (Step 7)
Keywords: Combo-OK

Invoked after being hit but before damage is rolled. Sets the Solar’s Hardness to 8 against that attack.

Second Edition Core 206

Spirit Strengthens the Skin

Cost: 1m per raw damage die
Duration: Instant
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious

Invoked after an attack hits but before damage is rolled. Reduces the raw (pre-soak) damage of the attack by one die per mote spent, potentially reducing damage to zero.

Second Edition Core 207

Iron Skin Concentration

Cost: 2m
Duration: Instant
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious

Invoked after an attack hits but before damage is rolled. Roll (Stamina + Resistance) against difficulty equal to the attacker’s Essence (max 6). On success, all damage is negated. On failure, grants +4A/+8L/+8B soak.

Second Edition Core 207

Iron Kettle Body

Cost: 4m, 1wp
Duration: One scene
Type: Simple
Keywords:

Gives +4A/+8L/+8B soak. Cannot be used while wearing armor. Compatible with Iron Skin Concentration.

Second Edition Core 207

Adamant Skin Concentration

Cost: 4m
Duration: Instant
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious

Invoked immediately before damage is rolled. A perfect defense against the raw damage of the attack (after other effects). Possesses one of the Four Flaws of Invulnerability.

Second Edition Core 207

Essence-Gathering Temper

Cost: 1m
Duration: Instant
Type: Reflexive (Step 8)
Keywords: Combo-OK

When an attack rolls at least one damage die, roll two dice for each damage die rolled. Each success (up to the Solar’s Stamina) grants motes equal to the Solar’s permanent Essence, up to normal maximum. Cannot yield more than 20 motes per action from all sources.

Second Edition Core 207

Willpower-Enhancing Spirit

Cost: 4m
Duration: Instant
Type: Reflexive (Step 10)
Keywords: Combo-OK

Used when the Solar loses at least one health level. Roll one die per health level lost. Restores 1wp plus 1wp per success, up to normal maximum.

Second Edition Core 207

Battle Fury Focus

Cost: 5m
Duration: One scene
Type: Simple (Speed 7)
Keywords:

Provides +1 die to all combat pools and reduces wound penalties by one. The Solar must be in or attempting to enter combat. She may attack at range and distinguish friend from foe, but cannot speak more than a few words, retreat, or perform complex actions. Ending early costs 1wp.

Second Edition Core 208

Bloodthirsty Sword-Dancer Spirit

Cost: 10m, 1wp
Duration: One scene
Type: Simple (Speed 7)
Keywords: Obvious

As Battle Fury Focus, but stronger: +3 dice to all combat pools and removes all wound penalties. The character cannot speak coherently or retreat. She may only move toward a target, attack, wait for an attacker, or choose the nearest new enemy. Lasts until no enemies remain. Ending early costs 3wp and adds 1 Limit, or 1wp and no Limit if restrained by a loved one.

Second Edition Core 208

Ox-Body Technique

Cost: 0m
Duration: Permanent
Type: Permanent
Keywords: Stackable

Provides extra health levels. May be purchased once per dot of Resistance. Each purchase grants one of the following (chosen at purchase):

• one –0 HL
• two –1 HLs
• one –1 HL and two –2 HLs

Second Edition Core 208

Unbreakable Warrior’s Mastery

Cost: 3m, 1wp
Duration: Instant
Type: Reflexive (Step 10)
Keywords: Combo-OK

Used when an attack applies a Crippling effect. Roll (Stamina + Resistance) against difficulty equal to the attacker’s Essence. On success, the Crippling effect is negated.

Second Edition Core 208

Immunity to Everything Technique

Cost: 6m, 1wp
Duration: One scene
Type: Simple (Speed 4)
Keywords: Combo-OK

Prevents Poison and Sickness effects from causing damage for the scene. Also prevents acquiring new Poison or Sickness effects.

Second Edition Core 208

Body-Mending Meditation

Cost: 10m
Duration: Until day’s end
Type: Supplemental
Keywords: Combo-OK

Supplements a dramatic one-hour action to marshal inner healing. The Solar rolls (Stamina + Resistance); success speeds healing by ×10 or adds directly to a physician’s rolls with Wound-Mending Care Technique. May be activated even when normally inactive.

Second Edition Core 208

Tireless Sentinel Technique

Cost: 3m per day (or 2xp)
Duration: Indefinite
Type: Simple
Keywords:

Allows the Solar to ignore sleep deprivation penalties (except WP recovery). She may go (Stamina + Resistance) days without sleep before suffering 1 level of unsoakable bashing damage per day. This must be healed through rest before reuse.

MoEP: Abyssals 148