- Immunity: When hit by flame- or heat-based attacks, solimonds
in their true form may ignore a number of levels of damage per attack equal
to their Rank; any left over is Bashing damage. This includes supernatural fire
unless from an Infernal source.
- Bans: Never tell a lie; [and one of player
choice].
- Weakness: Cold Iron.
- Binding: A solimond in fae or Body of Flame form can
be "doused" with a splash of water from an iron bucket and a Physical
"staking" challenge, causing the solimond to lose access to all supernatural
powers for the rest of the Scene. Fire hoses, chemical extinguishers, or dunking
in pools will not have this effect, but may make the solimond have to reactivate
Body of Flame.
- Regaining Mana: Reverie, Harvesting, Mana Stealing.
- Preferred Disciplines: Celerity, Presence, Thaumaturgy (Lure of Flame, as Physical Discipline; damage from Hand of Flame and Body of Flame may be stacked)
- Origin: Solimonds of earthly origin who did not forget their
fae nature will have limited their contact with human society as much as possible.
As fire spirits, their welcome in the wilderness among tree-loving dryads and
ghille-dhu will have been somewhat cool. Their closest Contacts and Allies outside the kith would be among trolls; those who spent any time at all among
humans will have developed a Seeming.
- Appearance: The normal fae form of a solimond is that of a bronze-skinned
humanoid with eyes and hair of flame, which is hard to mistake for human. Solimonds
must pay double for their first level of Seeming.
- Special: Lure of Flame Add-On: Fight
Fire with Fire (Prerequisite: Lure of Flame 2; Cost: As
Basic Lure of Flame power, but does not count as a "dot" in
it): The solimond can extinguish fires within the range and size of his highest
Lure of Flame power. This power costs one Mana trait and requires a static
Physical challenge using the Occult Ability; it affects any normal or
supernatural fire not of infernal origin. If a supernatural fire is still under
the control of another character, the challenge is against the controller, who
defends with whatever Attribute traits she used in creating or controlling the
fire. (Note that most Lure of Flame powers that work at a distance are
no longer under the control of the thaumaturge once they have been activated.)