Samiel
One Thousand Club
As to the charm, I don't think that it has to be a "regeneration from death" thing, as that's got too many annoyances in it to be worthwhile. Instead, it's a medicine charm that means the character never actually died, sort of like using their committed essence to hold themselves and their souls together while they heal normally or with charm-assisted support.
So, perhaps you commit a portion of your total pool, as with materialise, and when you "die", you are actually still alive under it (can be recognised as such with a successful roll of per+med). If you take another wound while doing so, you're dead, but the killing blow itself doesn't kill you: in other words, it leaves you on incapacitated rather than far below as with a hit from a deathlord.
Now, combo this with a charm that allows you to "hurry home", and you have what you guys are looking for: instant teleportation and regeneration, but that's an essence 5/6 combo, and I suppose there's not much you can say about solars at that level but "why not?". The real bastards will have charm cancellers anyway, so it's not a perfect method of survival.
So, perhaps you commit a portion of your total pool, as with materialise, and when you "die", you are actually still alive under it (can be recognised as such with a successful roll of per+med). If you take another wound while doing so, you're dead, but the killing blow itself doesn't kill you: in other words, it leaves you on incapacitated rather than far below as with a hit from a deathlord.
Now, combo this with a charm that allows you to "hurry home", and you have what you guys are looking for: instant teleportation and regeneration, but that's an essence 5/6 combo, and I suppose there's not much you can say about solars at that level but "why not?". The real bastards will have charm cancellers anyway, so it's not a perfect method of survival.