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Exalted 2.

5 Edition
Canon Solar - Non
Charms
For all manner of Exalts, and creatures
Itzhak
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Table of Contents
Archery ...................................................... 4
Armor-Cleaving Bolt Enhancement .......... 4
Invincible Marksman's Stance .................. 4
Sun Ray Retribution .................................. 4
Keen-Eyed Marksman Defense ................. 4
Beyond the World .................................... 4
Essence Arrow Attack [new Effects] ......... 4
Martial Arts ............................................... 4
Oak-Uprooting Strength ........................... 4
Melee ........................................................ 4
Mirrored Blade Technique ........................ 4
Battle-Ending Stance ................................ 4
Heavenly Wind Unsheathed ..................... 4
Thrown ...................................................... 4
Shimmering Vortex Stride ........................ 5
Foes Fall Away .......................................... 5
Gilded Binding Nail ................................... 5
War ........................................................... 5
You Shall Not Pass .................................... 5
Labors Treasured and Defended .............. 5
Defending the Banner Approach .............. 5
Uplifting Champion Approval ................... 5
Ablative Loyalty Barrier ............................ 6
Bronze Tiger Litter Technique .................. 6
Integrity..................................................... 6
Virtuous Warriors Fortitude .................... 6
Faith Shelters the Mind ............................ 6
God-King's Dominion ................................ 6
Inviolate Panoply Defence ........................ 6
Sun and Moon Deny Madness .................. 6
Unconquered Paragon of (Virtue) ............ 6
Unapproachable Saint Method ................ 7
Performance .............................................. 7
Tapestry of Memories .............................. 7
Jests Lighten Mood ................................... 7
Opinion-Swaying Solar Countermand ....... 7
Dictum of the Sun ..................................... 7
Heavenly Gladiator Showmanship ............ 7
Peaceable Convocation Manner ............... 8
Master Orator Stance ............................... 8
Golden Remembrance Grasp ................... 8
Golden Rebuke Defense ........................... 8
Virtuous Courtier's Dance ......................... 8
Fool-Mocks-Emperor Satire ...................... 8
Irresistible Chorus Line Harmony ............. 9
King of Masks Technique .......................... 9
Solemn Investiture ................................... 9
Stand Beyond the Crowd .......................... 9
Presence .................................................... 9
Shining Virtuous Exemplar........................ 9
Lives Not Forgotten .................................. 10
Declaration of Truth ................................. 10
Bearing of Allegiance ................................ 10
Undeniable Might of the Sun ................... 10
Unbearable Golden Aura .......................... 10
Hero-Inspiring Interrogatory .................... 10
I Am Your World Stance............................ 10
Prey-Freezing Gaze ................................... 10
Stare Into the Sun ..................................... 11
Resistance ................................................. 11
Grain of Rice Sustenance .......................... 11
Tireless Laborer Mantle ............................ 11
World-Sustaining Enlightenment ..............12
Controlled Breathing Exercise ...................12
Iron Skin Shields the Flesh .........................12
Waterfowl's Steel Rain-Shedding Prana ....12
Aegis-Assuming Gesture ...........................12
Enduring Legend Toughness .....................12
Warriors Adversity Divestment ................12
Extended Life Prana ..................................12
Unassailable Rebuff of the Besieged .........12
Death-Defying Technique ..........................13
Restful Catalepsis Dozing ..........................13
Survival...................................................... 13
Kingdom-Moving Impossibilities ...............13
Lion's Mighty Summons ............................13
Cloud-Banishing Gesture ...........................13
Cunning Hunter Sense ...............................13
Harmonious Wilderness Dominion ...........14
Nomad Wandering Spirit ...........................14
Speedy Concealment Method ...................14
Craft .......................................................... 14
Labors Treasured and Defended ...............14
Masterful Aesthetic Expression .................14
Engaging Exquisite Meaning......................15
Emphatic Artistic Vision ............................15
Hand of Solidity .........................................15
Invention Implies Mastery ........................15
Golden Adventure Infusion .......................15
Heart-as-Anvil Technique ..........................16
Golden Years Reaffirmation ......................16
Solar Quality Assurance ............................16
Perpetual Preservation Proficiency ...........16
Brilliant Dreamers Blueprint .....................16
Chaos-Recoil Technique ............................16
Thousandfold Workshop Methodology ....16
Investigation .............................................. 18
Is This Tomorrow .......................................18
Illusion-Shattering Technique ...................18
An End to Deception .................................18
Hidden Cabal Uncovering Method ............18
Infallible Watchman's Eye .........................18
Puzzle-Solving Glance ................................18
Sense of Disharmony.................................19
Subtle Interrogation Technique ................19
Lore ........................................................... 19
Sagacious Academic Methodology ............19
Gilded Scrolls of Wisdom ..........................19
History Accounting Regimen .....................19
Flood of Essence Granted..........................19
My Will Imposed .......................................20
Armies March against Chaos Method .......20
Indomitable Cascade of Knowledge ..........20
Medicine ................................................... 20
Flawless Midwife Practice .........................20
Fertile Soil Method ....................................20
Bountiful Loins Blessing.............................20
Hero's Benediction ....................................20
Glorious Solar Creche ................................20
Village-Healing Ministrations ....................21
Nation-Curing Blessing ..............................21
Sun-Given Vitality ......................................21
Battlefield Medicine Mastery ....................21
Mind-Restoring Method ............................21
Occult ........................................................21
Immortal Sorcerers Advantages............... 21
Sudden Arsenal Acquisition ...................... 21
Sorcerer Bedevilling Tricks ........................ 21
Mortal Magic Mastered ............................ 22
Thaumaturgy Refinement Techniques ...... 22
Breaking the Wicked's Will ....................... 22
Athletics ....................................................22
Sky-Dancing Technique ............................. 22
Effortless Solar Strength ........................... 22
Immovable Righteousness ........................ 22
Delicate Mosquito Movement .................. 22
Cavorting Dolphin Style ............................ 22
Stone-Shattering Step ............................... 23
Awareness .................................................23
Honest Turnabout Assault ........................ 23
Action without Thought ............................ 23
Treasure-Warding Caution ........................ 23
Awareness of Lessers Technique .............. 23
Golden Lantern Understanding................. 23
Sense-Unifying Concentration .................. 23
Telescopic Sun Omniscience ..................... 23
Dodge ........................................................24
Decoy Displacement Deceivement ........... 24
Bending with the Unbreaking Reed .......... 24
Shaded Ally Intercession ........................... 24
Running-Before-The-Storm Defense ......... 24
Larceny ......................................................24
Thief-King's Ghostly Presence ................... 24
Identity Shielding Aegis ............................. 24
Perfected Mask Gallery ............................. 24
Golden Mask of the God-King ................... 25
Gilded Words Methodology ...................... 25
Shadow Agent Cultivation ......................... 25
Unseen Shadow Curriculum ...................... 25
Under the Shadow of the Sun ................... 25
Loyalty Indoctrination Practice ................. 25
Castle-Entering Stance .............................. 25
Body Double Disguise ............................... 25
Five-Thousand Finger Discount ................. 25
Remote Appropriation Prana .................... 26
Stealth .......................................................26
Thief-King's Ghostly Presence ................... 26
Identity Shielding Aegis ............................. 26
Humble Mortal Mien ................................ 26
The Sun Is Always There ........................... 26
Oracle-Rebuking Sunbeam........................ 26
Cunning Scoutmasters Practice ............... 26
Night Hidden Footsteps Method .............. 27
Bureaucracy ...............................................27
Being Everywhere Approach ..................... 27
Unbreakable Handshake Agreement ........ 27
Jade Beckons Yojimbo ............................... 27
Turning the Wheel of Commerce .............. 27
Efficacious Hiring Strategy ........................ 27
All-Desirable Treasure of Heaven ............. 27
Chastising the Corruptible Manager ......... 28
Instructions of Efficient Management ...... 28
Spherical Flow of Wealth Method ............ 28
Righteous Leadership Style ....................... 28
Sun-King Requisitioning Stance ................. 28
Linguistics ..................................................28
Expression beyond Words ........................ 28
Golden Interpreter Convocation .............. 28
Sealing the Envelope ................................ 29
Perpetually Persistent Message ............... 29
Glyph Reproduction Method .................... 29
Sunrise Inkwell Spirit ................................ 29
Confounding Legalism Loophole .............. 29
Disseminating the Royal Proclamation ..... 30
Ride ........................................................... 30
Golden Charioteer Practice ...................... 30
Opulent God-King Transportation ............ 30
Pilots Steady Hand ................................... 30
Durable Convenience Strategy ................. 30
Attendant Chariot Gesture ....................... 30
Jousting At Giants ..................................... 30
Breaker-of-Horses Technique ................... 30
Steed of Heaven and Earth ....................... 31
Mount-Guiding Intuition .......................... 31
Love of Rider and Ridden .......................... 31
World-Crossing Stamina ........................... 31
Aquatic Spirit Steed ...................................31
Assault Ram Style ......................................31
Spook the Skittish Colt ..............................31
Sail ............................................................ 31
Sails of Essence Technique ........................31
Phantom Crew Charm ...............................32
Flashing Sailing Method ............................32
Light on Water Prana ................................32
Fearless Admirals Dominion .....................32
Eternal Storm-Breaking Harbor .................32
Righteous Protocols of the Solar Navy ......32
Spiritual Anchoring Prana ..........................32
Gracious Hospitality of Flotsam ................33
Golden Cove Trick .....................................33
Hull-Strengthening Focus ..........................33
Captain's Faithful Vow...............................33
Socialize..................................................... 33
Labors Treasured and Defended ...............33
Inviolable Social Definitions ......................34
Slick Words Technique ..............................34
Mantle of the Mandate............................. 34
Fisher King ................................................ 34
Ideals of Heroic Virtue .............................. 34
Festival of the Sun Reborn ........................ 34
Illegible Solar Poker Face .......................... 35
Hero-King Reign ........................................ 35
Pleasing Speech Discipline ........................ 35
Immaculate Etiquette Proficiency ............. 35
Lord-and-Vassals Agreement .................... 35
Eye-for-Passions Scrutiny .......................... 35
Glorious Affirmation Stance ...................... 35
Master of Society Technique .................... 35
Uplifting Trials of the Perfect .................... 35
Restless Mind Technique .......................... 35
Friend of a Friend Technique .................... 35
Glorious Court Strategies .......................... 36
Legendary Celebrity Attitude .................... 36
Word and Deed Understanding ................ 36



Archery
Armor-Cleaving Bolt Enhancement
Cost: - (+1m); Mins: Archery 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms Phantom Arrow Technique
Arrows formed out of pure, Solar essence pierce even the
hardest armors. This Charm enhances its prerequisite, allowing any
ammo formed by that Charm to ignore the Hardness of its target by
paying an extra mote.
Invincible Marksman's Stance
Cost: 6m; Mins: Archery 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Flashing Vengeance Draw
The Solar moves with such grace and precision that deflecting
incoming attacks becomes child's play. When armed with an archery
weapon, she may utilize her parry DV as if she were armed with a
melee weapon, but may choose the highest of Archery, Melee or
Martial Arts in the defense calculation. The defense bonus of the
archery weapon is +0 or +1 if it is an attuned artifact made of
Orichalcum.
Sun Ray Retribution
Cost: 3m, 1wp; Mins: Archery 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Keen-Eyed Marksman Defense
Pulling his bowstring taut, the Solar offers death to those who
attack him and his allies. The Solar may activate this Charm in response
to any attack made against himself or another ally within the range of
his weapon, allowing him to make an Archery-based counterattack at
the attacker.
Keen-Eyed Marksman Defense
Cost: 4m; Mins: Archery 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: There Is No Wind
When the solar stands ready, the arrows of his enemies fall short
of their mark, as his own arrows strike them down. This Charm allows
the lawgiver to roll (Dexterity + Archery) as a Counterattack, in step 2,
against any Archery or Thrown attack aimed at him. Every success on
this activation roll reduces one success from the attackers roll, before
comparing it to the lawgivers DV.
At Essence 3+, the Solar can also use this Charm against attacks
aimed at allies within (Essence x 3) yards.
Beyond the World
Cost: 5m, 1wp; Mins: Archery 4, Essence 2; Type: Simple
Keywords: Combo-Basic, Leader
Duration: One Scene
Prerequisite Charms: There Is No Wind
The Solar harmonizes himself with his bow and his soul and his
arrows. All act as one, disdaining the crude limitations of the world for
Solar excellence. Until the end of the scene, reduce Internal and
External Penalties by the character's permanent Essence. This
specifically does not include an opponent's DV.
Essence Arrow Attack [new Effects]
These are special effects for the Charm in the corebook.
Mercy of the Pure Bulb Shot: Sometimes, it is better to subdue
an opponent than kill him. Mimicking a bulb-head arrow with Essence,
the Solar insures that at worst, the target will remain unconscious for a
long time. The Solars attack automatically does bashing, regardless of
usual damage, and additional damage below Incapacitated does not
become Lethal. Instead, each level becomes a phantom additional
Incapacitated level that must be healed before any other wounds can
be rejuvenated.
Martial Arts
Oak-Uprooting Strength
Cost: ; Mins: Martial Arts 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fists of Iron Technique
The Solar Hero's strength bends all things to his will. If he has
need of a weapon, then the mountains and forests of Creation will arm
him. If the Solar wields an improvised weapon, the penalties he suffers
to his Accuracy are reduced to -0. In addition, if he has Solar Hero Form
active, he adds +2 to the Accuracy of all improvised weapons he wields.
Melee
Mirrored Blade Technique
Cost: 2m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Dipping Swallow Defence
While a battle may be a chaotic environment, the greatest of Bronze
Tigers can always keep their bearings by seeing the entirety of the
battle in the flashing reflections on the edge of a blade. Activated in
response to an unexpected attack by a fifth attacker, this charm
removes the unexpected quality from that attack as long as the Solar is
armed. Until the Solar's next action, he no longer suffers automatic
unexpected attacks from being surrounded by five opponents.
Battle-Ending Stance
Cost: 6m, 1wp; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Heavenly Guardian Defense
The Solar Exalted decide when a battle is finished. Sheathing his
blade or letting his weapon fall to the ground, the Solar exerts
unnatural mental influence on every character he has dealt damage to
with a Melee-based attack in the scene, rolling (Charisma + Melee) as a
social attack against their Dodge MDVs. Each character whose MDV is
beaten is compelled to stand down and cease hostilities for the rest of
the scene, acknowledging that the battle has ended. This influence does
not force them to surrender, although it does open the way to
negotiate it. This unnatural mental influence may be resisted for a cost
of three points of Willpower, although a character need only pay one
point of Willpower to resist if they have more undamaged health levels
remaining than the Solar does. If the Solar draws a weapon, or if any
character attacks a target of this Charm or any of their allies, then this
influence is automatically broken on all targets. Once a character has
resisted this influence or had it broken, they are immune to all further
uses of this Charm for the rest of the scene. This Charm can only be
used once per scene.
Heavenly Wind Unsheathed
Cost: 6m, 1wp; Mins: Melee 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisite Charms: One Weapon, Two Blows
Breathing deep the essence of the air around him, the Solar
becomes like the wind, striking with ultimate finesse and insuperable
speed. This Charm supplements a flurry of Melee attacks. Each attack in
the flurry inflicts an onslaught penalty on its target equal to the total
number of Melee attacks the Solar makes against them with that flurry,
rather than the normal cumulative value, to a maximum of -10. If the
normal cumulative penalty for an attack would exceed this maximum,
then it is used instead.
Thrown
Shimmering Vortex Stride
Cost: 2m; Mins: Thrown 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Triple Distance Attack
The force exerted when a Solar declares through his actions that
an object needs to move through space in the crudest manner is titanic.
When the Solar throws something and enhances that action with this
charm, a vortex of wind explodes in the object's wake, either dragging
along the Solar in the direction the object was thrown or blowing him
backwards directly away. In either case, the Solar moves ([Essence +
Thrown] x 2) yards.
Foes Fall Away
Cost: 2m; Mins: Thrown 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
The solar exalt drives back his enemies with the fury of his blows,
his weapons sending them sailing away. A target struck by an attack
enhanced by this charm suffers knockback during step 10 of resolution.
They are knocked back by (Essence x 5) yards, or the range increment of
the thrown weapon - whichever is lesser.
Gilded Binding Nail
Cost: 5m; Mins: Thrown 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Triple-Distance Attack Technique
None who defy the justice of the Solar Exalted may escape their
wrath. If an attack supplemented by this Charm successfully deals
damage to its target, the Solar may pin him to a wall or the ground with
his weapon. The Lawgiver makes a clinch attack, reflexively rolling
(Strength + Thrown) instead of the normal ([Strength or Dexterity] +
Martial Arts). If the Solar succeeds, his victim is trapped, unable to
move until he breaks away from the clinching weapon. This function as
a normal clinch, except that the Solar can act freely, and he may only
hold his enemy immobile. He rolls (Strength + Thrown) on each of his
targets actions to maintain the clinch.
War
You Shall Not Pass
Cost: 1m (+1wp); Mins: War 5, Essence 2; Type: Reflexive
Keywords: Combo-OK, Merged (Athletics), Native, Overdrive
Duration: Indefinite
Prerequisite Charms: None
In the face of mortals and monsters, dragons and fairies, traitor
gods and innocent demons, the Solar holds the line. This Charm grants
the Solar an empty Overdrive pool with a capacity of ten motes. The
Solar can activate this Charm while rolled into combat. While it is
active, he gains one offensive mote every time his DVs refresh. He also
gains one offensive mote whenever he parries an attack made with
genuine intent to harm him, without using a Charm that bears a Flaw of
Invulnerability. He may gain a maximum of one offensive mote per
action per opponent in this fashion. Finally, he gains three offensive
motes the first time in an action that he successfully blockades a given
enemys movement (Scroll of Errata, pp. 8).
This Charm immediately deactivates if the Solar moves (or is
moved) more than (higher of Athletics or War) yards from the spot
where he activated it, and subsequently increases its cost by one point
of Willpower for the rest of the scene. While it is active, the Solar can
spend offensive motes to fuel Athletics Excellencies used to enhance a
Blockade Movement roll.
Labors Treasured and Defended
Cost: ; Mins: War 4, Essence 2; Type: Permanent
Keywords: Merged (Craft, Socialize), Native, Overdrive
Duration: Permanent
Prerequisite Charms: None
Pity those who seek to unmake what the Solar has struggled so
hard to achieve, for such villains will find little mercy elsewhere. This
Charm provides the Solar with an Overdrive pool capable of holding ten
motes. The Solar gains offensive motes whenever he knowingly rolls
Join Battle against a foe who has damaged an item or structure he has
crafted or reduced the Assets (Masters of Jade, pp. 67) of an
organization over which he holds authority. If an enemy commits such
an act after combat has already been initiated, the Solar gains these
motes immediately. He may only gain motes in this fashion from a
given enemy once per scene.
The Exalt gains a number of offensive motes equal to the
damaged items Resource value (or Artifact or Manse rating +2); truly
legendary constructs (qualifying for Artifact or Manse rating N/A)
provide ten motes. In the case of an enemy who has damaged multiple
objects, the Solar gains motes equal to the total combined value of all
damaged items (Artifacts, Manses and Resources are calculated
separately; use the highest total, to a maximum of ten). If it was his
organization that was harmed, the Solar instead gains offensive motes
equal to its Size before the enemys actions. The Solar continues to gain
one offensive mote each time his DVs refresh so long as an appropriate
culprit remains within his engagement range. In the case of
organization-to- organization damage, the Solar may gain these motes
while engaging the actual agents that inflicted the harm upon his
organization, as well as their superiors (if he can track them down).
Items, structures or organizations that are meant to be destroyed
(or to destroy themselves) do not normally qualify to granting the Solar
motes in this way; things like bombs, foodstuffs, dummy buildings or
businesses intended to fail for tax purposes. They only qualify if the
manner of their destruction (defusing a bomb, consuming cakes before
they can be sent to a Guild-sponsored party, bringing down a business
in a manner that exposes the scam) directly opposed the purpose the
Solar intended for them.
Defending the Banner Approach
Cost: 2m; Mins: War 4, Essence 3; Type: Reflexive
Keywords: Combo-Ok
Duration: Scene
Prerequisites: Heroism Encouraging Presence
The Solar's glorious example drives even the most humble soldier
in her armies to rise to the challenge when her cause is threatened.
While engaged in mass combat, the Solar may reflexively spend 2m to
allow any single mortal soldier under her command to use her traits for
a single scene. During this scene, the soldier counts as a heroic essence
user, and has the physiology of an Exalted (including soaking lethal with
stamina, stopping bleeding etc.). The Exalt need not be consciously
aware of the soldier in need of her aid, she simply understands that a
champion has risen within her army and may either give or deny her
aid.
Uplifting Champion Approval
Cost: (0m+ 1wp); Mins: War 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Defending the Banner Approach
When the Solar reaches new heights of glory, even other Chosen
follow her. This charm permanently upgrades its prerequisite, allowing
it to affect other Supernatural beings for a 1wp surcharge. In addition,
the Solar may choose a single Solar charm whose minimum Essence
does not exceed half of her own, rounded down. By spending motes
and willpower equal to twice its activation cost, she may grant her
empowered subordinate access to that Solar charm as though it were
their own. This granted charm lasts a single scene, and the champion's
anima banner becomes a mixture of his own and the Solar's for the
duration.
The granted Charm cannot have a Flaw of Invulnerability.
Ablative Loyalty Barrier
Cost: 8m; Mins: War 5, Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Commanding the Ideal Celestial Army, Heroism
Encouraging Presence
The Solar's allies realize his great value on the battlefield and are
willing to sacrifice themselves to preserve such an important leader.
This charm constitutes a perfect defense that reduces the raw and final
damage of an attack to 0. In the process of activating this charm, one of
his mortal followers dies for every three full points of raw damage prior
to reduction. If not enough followers remain, this charm cannot be
activated. This flaw constitutes a unique flaw of invulnerability.
"Followers" are defined as either mortals in a mass combat unit
he leads, mortal members of his cult or mortals with an intimacy of
loyalty to the solar. Only those who would be willing to sacrifice
themselves for the Solar are valid targets of this charm.
Bronze Tiger Litter Technique
Cost: ; Mins: War 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Legendary Warrior Curriculum
The armies of the Solar Exalted are as terrible a weapon as the
daiklaves the Chosen wield. This Charm expands the capacity of the
Exalts Legendary Warrior Curriculum to teach his troops special
techniques. In the case of Essence-users the Solar may now teach them
Charms that they could normally learn from the Exalt (Solar Charms if
they are Solars, Terrestrial martial arts Charms if they are nearly any
Essence-user). This only speeds the training of Charms that fall under
those Abilities the Exalt can train with Tiger Warrior Training Technique.
Integrity
Virtuous Warriors Fortitude
Cost: ; Mins: Integrity 4, Essence 3; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Phoenix Renewal Tactic
Fuelled by uncompromising righteousness, unflagging courage,
self-sacrificing love, or clear-minded justice, the Solar fights all the
harder against the inequities of the world. This Charm provides the
Solar with an Overdrive pool capable of holding ten motes and further
enhances the Virtues defined by Phoenix Renewal Tactic. Whenever the
Solar witnesses any character other than one of his allies perform an
action which would require him to suppress an enhanced Virtue if the
Solar were to perform it himself, he gains (Virtue) offensive motes. This
is based on the Solars own perceptions; a Compassionate lawgiver will
not gain motes upon seeing a man give poisoned sweets to a child if he
is unaware of the toxin. While engaged in combat, he also gains (Virtue)
offensive motes whenever he channels that Virtue. This Charm can
grant the Solar offensive motes only once per action, and stops granting
him offensive motes in conjunction with a given Virtue if he has
suppressed that Virtue earlier in the scene.
Faith Shelters the Mind
Cost: 8m, 1wp; Mins: Integrity 4, Essence 4; Type: Simple
Keywords: Combo-Ok, Social
Duration: Scene
Prerequisites: Any Integrity Excellency
The Solar's powerful will enhances those who have faith in her, or
even those who simply need her guidance. When the Solar activates
this charm, she may choose any number of people within Essence*10
yards. For the duration of the scene, those people have their MDV
increased by the Solar's Essence. This benefit cannot affect the Solar
herself, and she may not benefit from another person's activation of
this charm while she is also using it. Additionally, any protected
individuals who have an intimacy of faith or trust towards the Solar
reduce the willpower cost to resist any unnatural mental influence by 1,
to a minimum of 0.
A repurchase of this charm at Essence 5 reduces the cost to resist
unnatural mental influence by half her Essence, rather than 1. The
protected individual must still have an intimacy of faith or trust towards
the Solar.
God-King's Dominion
Cost: - Mins: Integrity 5, Essence 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Sun King Radiance
The Solar is God-King of his domain, ruling all beneath him with
an unstoppable mandate. All rolls that adversely affect any organization
the Solar is a member of suffer an internal penalty equal to the Solar's
Essence and are Obvious to him. The penalty for betraying the Solar
from Sun King Radiance is increased to the Solar's Integrity score, and
affected beings may use the Solar's Essence when determining DMDV
instead of their own. Finally, all who serve the Solar and pray to him at
least once a week gain a +1 external bonus to all rolls to regain
willpower or resist poison/disease and live 25% longer.
Inviolate Panoply Defence
Cost: -; Minimums: Integrity 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Integrity-Protecting Prana
The Lawgivers defend that which is theirs from the dread power
of their enemies and the twisting chaos beyond the world with equal
ease. This Charm permanently enhances its prerequisite, extending the
effects of Integrity-Protecting Prana to all items the Lawgiver owns as
long as that object is within (Essence) yards of her.
Sun and Moon Deny Madness
Cost: 1-5m; Mins: Integrity 4, Essence 3; Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Truth Shines Through
When the Sun and Moon are in harmony, naught can hold them
or stand against them, not even the Great Curse. Activating this Charm,
the Solar creates a reciprocal bond to his Lunar mate, granting himself
one dot in the Lunar Bond background (mechanically identical to Solar
Bond) for each mote committed to this Charm.
While this Charm is active, the Lunar and the Solar may spend
dice from the pool granted by their respective Bond backgrounds to
resist unnatural mental influence without gaining Limit, with one die
being equivalent to 1wp. Furthermore, when the Lunar undergoes a
Limit Break, she receives the benefits of an uncontrolled Limit Break
even if she exercises the Partial Control option, and the Solar may
choose to participate in her Limit Break, reducing his current Limit by
the number of motes committed to this Charm. If this would reduce his
Limit to zero, his Willpower is restored as if he himself had undergone
an uncontrolled Limit Break.
In games where the Great Curse has been cured (or has not yet
been imposed), this Charm still creates a reciprocal bond as described
in the first paragraph, and grants the Solar and his Lunar mate the
ability to reduce their Limit by spending dice from their bond pools.
Unconquered Paragon of (Virtue)
Cost: ---; Mins: Integrity 5, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Righteous Lion Defense
The Unconquered Sun is without doubts the true paragon of
virtue, an incarnation of everything that is saint and sacred. In humble
emulation of his steps, the Lawgivers have developed this Charm, which
can be purchased for any Virtue the character has at 5+.
If the character does so, he succeeds on all that Virtue rolls with a
threshold equal to his Essence. This means that the character must
always act in accordance to that Virtue, no matter the circumstances.
The Solar also turns his Virtue dice into successes when he channels it
to enhance an action. Also, he can choose to recover a channel of the
appropriate Virtue in lieu of any other benefit for a successful 2 or 3
dice stunt.
This Charm expands the characters understanding for the
appropriate Virtue:
Compassion: the Solar is meant to inspire people into greatness
and to be reminded as a noble hero, not to spread terror among the
populace. The character can no longer kill his enemies if not acting in
the defense of others. Also, he must accept the surrender of his
enemies and any sincere request of forgiveness, for he must be an
example to follow, showing mercy to the ones that lack it. The
character can reflexively spend a willpower point and a Compassion
channel to perfectly dodge any natural or unnatural mental influence
that tries to force him to act in a harmful way against another being.
Conviction: the Lawgiver understands that each of his actions is
inspired by his inner desire to make a better world, a pure gesture of
his good intentions. The character can no longer accept surrender nor
admit the possibility of personal fallibility, since doing that would be to
admit that his ideals are not sacred nor worthy enough to be
accomplished. In a similar way, he has to make an intervention every
time he sees any of his principles being transgressed by others. The
Exalt can reflexively spend a willpower point and a Conviction channel
to perfectly dodge any natural or unnatural mental influence that tries
to force him to act against his Motivation or any of his Intimacies.
Temperance: the Solar is a true paragon of honor and sincerity,
an example to follow without hesitation. For this reason, he must
always show the proper behavior, no matter the circumstances. The
character finds unacceptable to break a promise, cheat or otherwise
show a dishonorable conduct or indulge into a personal pleasure in lieu
of carrying out his responsibilities. He can reflexively spend a willpower
point and a Temperance channel to perfectly dodge any natural or
unnatural mental influence that tries to force him to indulge into
inappropriate behavior.
Valor: the Lawgiver sees his importance in the hierarchy of
Creation, how he was chosen among millions to bring glory and hope.
Because of this, any affront to his authority cannot be forgotten, for its
also an affront to Creation and anything he stands for. The character
finds impossible to tolerate or overlook any challenge or disrespect to
his authority. The Solar can reflexively spend a willpower point and a
Valor channel to perfectly dodge any natural or unnatural mental
influence that tries to induce fear or force him to allow disrespect to his
authority.
The character can spend a willpower point to suppress all the
effects of this Charm for a scene. Thats the only way he can act against
the chosen Virtue.
A second purchase at Essence 6+ allows the character to get a
number of successes equal to his Essence each time he channels the
chosen Virtue for as long as he hasnt suppress the effects of this
Charm. This does not increase the number of Virtue channels he has.
This Charm is not compatible with Epic Zeal of (Virtue), so they
cannot be taken for the same Virtue.
Unapproachable Saint Method
Cost: 5m, 1wp; Mins: Integrity 5, Essence 3; Type: Simple
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Temptation-Resisting Stance
The Lawgiver is a paragon of excellence, and a living avatar of the
Unconquered Sun. No matter the number of offenders trying to assault
her status and no matter how persistent a given offender may be, the
Solar remains blas and unaffected.
Unapproachable Saint Method nullifies penalties to the Solars
Dodge MDV stemming from onslaught or coordinated social attacks.
Performance
Tapestry of Memories
Cost: - (1wp); Mins: Performance 5, Essence 3; Type: Permanent
Keywords: Emotion, Social, Mirror (Horror in the Mirror)
Duration: Permanent
Prerequisite Charms: Memory-Reweaving Discipline
The lawgiver may choose to reweave memories into a new
pattern, but the old threads still remain. When activating Memory-
Reweaving Discipline, the Solar may choose to spend 1wp to tie any
number of altered memories to a trigger, whether a phrase, object,
action etc. When that trigger occurs, the target regains all of their
original memories that were tied to the trigger. Additionally, the
subject gains an Emotion effect of hope and courage regarding that
memory that lasts a scene
Mirror: This functions as the Solar version, save that the Emotion
is one of stricken horror and despair
Jests Lighten Mood
Cost: 8m; Mins: Performance 5, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
Creation is a scary place at times, and there are plenty of things
that can get you down, but when the Solar makes a jest, it can help
alleviate the pervasive oppression of emotions and lighten the mood of
those around him.
This Charm allows the Solar to make a counterattack to a Social
attack that carries the Emotion keyword, and seeks to instill a negative
emotion in the target or targets. The Solar can make a reflexive
Charisma + Performance roll, and every success he gets on this roll
deducts one success from the incoming attack, before comparing to the
target's MDV, if it isn't undodgeable or unblockable. This Charm can
specifically be used against social attacks aimed at others, as well as
himself, as long as they are within (Essence x 5 yards).
Opinion-Swaying Solar Countermand
Cost: -; Mins: Performance 5, Essence 3; Type: Permanent
Keywords: Combo-Ok, Counterattack, Social
Duration: Permanent
Prerequisite Charms: Jests Lighten Mood
This Charm enhances its prerequisite, allowing it to be used to
defend against all social attacks.
Dictum of the Sun
Cost: 6m, 1wp; Mins: Performance 4, Essence 3; Type: Supplemental
Keywords: Social, Combo-OK, Compulsion
Prerequisite: Heart-Compelling Method
It is the nature of the Golden Bulls to lead men and god to one
unified purpose. This Charm grants the Solar's prayer the ability to
make social attacks upon spirits prayed to. The social attack uses the
same roll and difficulty as the prayer roll, so sacrifice to reduce the
difficulty is as important as ever. If the Solar is leading the prayer of a
group, then (the social unit's Magnitude) automatic successes are
added to the social attack roll (but not the prayer roll). The god may
add their cult rating to their MDV, and there must be a minimum
sacrifice to the prayer equal to the target's Cult rating.
If the social attack attempts to compel behavior, it is empowered
by an unnatural Compulsion that requires two Willpower to resist. If it
is a command that falls within the normal bounds of a god's duties,
then the attack is undodgable. If the god resists, the Essence (or
ambrosia) from the prayer is denied to them, but cannot be further
affected by any use of this Charm for the next 25 hours.
Heavenly Gladiator Showmanship
Cost: (1wp); Mins: Performance 4, Essence 3; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: Heart-Compelling Method
Under the pounding crucible of battle, the glory of the Sun-
Chosen shines all the brighter, and those who view this revelation have
their breath stolen away. Once during a scene, whenever the Solar's
player rolls 5 or more threshold successes in the execution of a combat
action, the Solar may spend a Willpower point to make a reflexive
Charisma + Performance roll, as long as the action:
Is directly related to defeating the Solar's enemy
Serves as a sufficient display of the Solar's prowess and/or
supernatural might
Anyone who witnesses this action and whose MDV is less than
the successes rolled on the Performance roll suffers an intense emotion
of awe or terror (decided by the Solar upon the WP expenditure) for
the rest of the scene. Those affected who still attempt to strike the
Solar suffer an internal penalty on the attack roll equal to his
permanent Essence. This unnatural mental influence costs 2wp to
resist.
Peaceable Convocation Manner
Cost: 8m; Mins: Performance 4, Essence 3; Type: Supplemental
Keywords: Combo-Basic, Compulsion, Social
Duration: One social combat
Prerequisite Charms: Respect-Commanding Attitude
The Solar Exalted command the attention of their foes. This
Charm can supplement any roll to Join Debate. He makes a (Charisma +
Performance) roll as a reflexive social attack against the Dodge MDV of
all characters in the scene. This Charm exerts unnatural mental
influence on all characters whose MDV is beaten, preventing them from
making a Join Battle or Join War roll for as long as the Solar commits
the motes. This influence also applies to the Solar. This Compulsion
prevents other characters from initiating hostilities, forcing them to
keep to negotiation through unnatural mental influence. This does not
prevent them from leaving, heckling the Solar, or taking any other
action that is not sufficiently hostile to require combat or mass combat.
This unnatural mental influence may be resisted for a cost of three
Willpower. Once any character in the scene rolls Join Battle or Join War,
this influence is broken. This Charm may only be used once in a scene.
Master Orator Stance
Cost: 3m+; Mins: Performance 3, Essence 2; Type: Supplemental
Keywords: Combo-Ok, Leader, Social
Duration: Instant
Prerequisite Charms: Any Performance Excellency
One of the problems for a Solar who is a master of oratory or a
performing art is that it is impossible to control who is affected by the
power in their voice and artistry. While it can be quite nice to have an
entire audience hanging on his every word, a Solar who is attempting to
distract a crowd away from a more stealthy colleague may not wish to
distract that colleague as well! Similarly, when inciting a crowd to
riotous vengeance, it may be vexing for a Zenith demagogue who
wishes his well-trained bodyguards to retain their calm to see them
caught in the fury of the mob. Although the name of the charm
mentions oration, where it sees the most use, it may be used for any
application of the Performance skill.
By utilizing essence harmonics and control, the Solar who knows
how to enter a Master Orator Trance can pick certain individuals or
social units that will not be affected by a Performance social attack.
The Solar may choose a number of individuals or units equal to his
(Charisma). Each individual or unit so excluded costs 3 motes, and a
unit cannot be bigger in Magnitude than (Essence/2). The Solar must
be able to identify targets to be excluded. When excluding social units
the Solar must choose to exclude an entire social unit or not; he cannot
choose to only affect half of a certain social unit (though if the unit is
small enough, the Solar may be able to exclude half by using individuals
rather than units.) Each "exclusion" is independent of another, so a
Solar with Charisma 3 may exclude 4 individuals, 4 units, 3 units and 1
individual, 2 units and 2 individuals, or any other configuration.
Golden Remembrance Grasp
Cost: - (+2m, 1wp); Mins: Performance 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Memory-Reweaving Discipline
Once a Lawgiver has dictated belief, that belief is stronger than
steel or jade. The Solar's words can fix memories in the minds of a
target, or dedication to a belief may inspire new converts to drive
themselves beyond the limitations of their bodies and minds. This
Charm greatly increases the tenacity of its prerequisite. If the Solar pays
an additional two motes and one Willpower, add one of the Solars
Virtues to any MDV pools (prior to halving) for attempts to convince
targets to break their new beliefs. The Virtue chosen must fit the
memories/belief granted. Furthermore, the target must succeed on a
willpower roll against a difficulty equal to said highest Virtue before any
attempt to break commitment.
Golden Rebuke Defense
Cost: -; Mins: Performance 4, Essence 2; Type: Permanent
Keywords: Merged (Presence, Investigation)
Duration: Permanent
Prerequisite Charms: Any Performance Excellency
The Solars would not always stand to keep silent and ignore the
words of their lesser. Sometimes a rebuke is needed to dissuade others
from holding that same erroneous position. This Charm enhances the
Solars Parry MDV, allowing him to add Essence to the pool to calculate
it.
Virtuous Courtier's Dance
Cost: 6m; Mins: Performance 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Social, Stackable
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
The virtues of the Lawgivers inspire like behavior in their
admirers. This Charm supplements a Performance-based roll to compel
or discourage virtuous behavior. It exerts an unnatural mental influence
on every valid target of this roll. If their MDV is less than the extra
successes, this Charm increases or decreases the Virtue corresponding
to the compelled behavior by one, but only for the purposes defined in
the disadvantages of Virtues (defined on p. 102). It also creates an
instant intimacy (see p. 201) to that virtue. Shaking off the false virtue
requires one Willpower per scene, and the effect lasts until the targets
break their intimacy to the false belief.
Fool-Mocks-Emperor Satire
Cost: 10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
When the arms of warriors fail to topple a king, the pen of a
playwright might yet prevail. Through this Charm, a Lawgiver can
destroy the reputation of a person or group with a performance of
theater, poetry, music, or similar. He rolls ([Charisma or Manipulation]
+ Performance), and chooses to satire either a person, a social group, or
a particular Virtue.
He might perform a play in which the Regent Fokuf is
bamboozled by the shenanigans of a group of young Dynasts,
dramatically recite accounts of the Guilds intrigues and iniquities, or
read aloud from a volume of poetry denigrating the intemperate
courage and brash valor of warlords that has despoiled Creation.
This Charm exerts unnatural mental influence on all who witness
the presentation. Characters with MDV less than the Solars successes
must spend two Willpower or be compelled by this satire, gaining a
magical intimacy of derision for the person, group, or Virtue. If the
targeted individual attempts to make a social attack against a character
with such an intimacy, he suffers an external penalty equal to the
Solars Essence. Likewise, if a member of a targeted group makes a
social attack against a character with the intimacy, they too take the
penalty but only if they speak on behalf of or in support of the group.
If the performance targeted a Virtue, then the penalty applies to any
social attack that aligns with that Virtue, but it is reduced to half the
Solars Essence. Social attacks enhanced by Charms are not penalized.
The magical intimacy from this Charm can be eroded normally.
Irresistible Chorus Line Harmony
Cost: ; Mins: Performance 4, Essence 2; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Respect-Commanding Attitude
When music wells up in the hearts of the Suns Chosen, all the
world must dance to their song. This Charm enhances the Solars
Respect-Commanding Attitude. Any character that succumbs to the
compulsion joins in the Solars performance, acting as back-up dancers,
a chorus line, or fervently cheering supporters. In addition to the
aesthetic benefits of this Charm, the Lawgiver may use it to
choreograph the actions of his followers. If the Solar uses Respect-
Commanding Attitude on a mass unit he leads before entering into
mass combat or mass social combat, he may use his Performance in
place of War or Socialize for the duration of the scene.
King of Masks Technique
Cost: 7m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: 1 day
Prerequisite Charms: Any Performance Excellency
Through the use of this Charm, the Exalted weaves a complicated
false identity around herself. The identity is complete a detailed history
and personality traits. Mere conversation cannot detect any flaws in
the identity. In fact, the infallibility of the identity is perfect unless the
Exalted chooses to drop the faade or she is faced with investigative
charms such as Evidence Discerning Method or others that can discern
a targets personality or traits.
When invoking this charm, the Exalted crafts a backstory for
herself and makes an Intelligence + Performance roll to represent the
intricacy of the persona. Charm powered investigation attempts can
see through the false identity by beating the successes on this roll.
Should anyone pierce the false identity however, the charm instantly
ends.
Solemn Investiture
Cost: 8m, 1wp; Mins: Performance 5, Essence 4; Type:
Supplemental
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Infinite Performance Mastery, Performance
Essence Flow
The character surrounds himself with the glory of the
Unconquered Sun, wearing it like priestly vestments. The aura of
respect will awe the less powerful spirits, and the implied approval and
backing of Sol Invictus will smooth the way with the more powerful
deities. For the remainder of the scene, add a number of dice equal to
the Exalt's permanent Essence to any Socialize, Performance, or
Bureaucracy rolls involving interactions with spirits.
The character may also add a like number of dice to Presence
rolls involving deities with less Essence than he has. While under the
effects of this Charm, the character is acting as a direct representative
of the Unconquered Sun, and any complaints or suspicious activities will
be reported directly to the Bureau of Abstract Affairs, and are sure to
reach the Censors promptly, and possibly Sol Invictus himself. It is
therefore unwise to use this Charm to bully, bribe, or otherwise abuse
Solar status and power.
Use of this Charm causes the Exalt's anima banner to flare as
though he had expended 8-10 motes of Peripheral Essence.
Stand Beyond the Crowd
Cost: 3m; Mins: Performance 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social, Order
Duration: Instant
Prerequisite Charms: Any Performance Excellency
Although Solars may choose to cloak and conceal themselves,
they are never truly a part of the crowd. When others may be swayed
by pressure and the mass mind of a mob, a Solar disdains such things as
beneath her loft y state. The attempts of others to sway her may simply
be ignored as useless. Upon activating this Charm, all penalties to the
character's Performance MDV except inapplicability are eliminated.
When subject to a social attack that depends on social pressure--
most Performance attacks, many Presence attacks, and all Socialize
attacks, but also social attacks that rely on tradition, shame, peer
pressure, and so on-- the Lawgiver is especially resistant, gaining a
bonus equal to her Essence to her Performance MDV for the attack.
Presence
Shining Virtuous Exemplar
Cost: 5m; Mins: Presence 5, Essence 4, Associated virtue 3+; Type:
Reflexive
Keywords: Combo-OK, Emotion, Native, Training
Duration: One scene
Prerequisite Charms: You Can Be More
The Lawgivers are more than heroes: they are examples for the
rest of Humanity. In the light of their actions, the people of Creation
see how they themselves ought to act. Through a Lawgiver's inspiration
a sadist may for a time become a saint, a dithering idiot may stand firm
on his beliefs, a drugged sot may turn to honesty and restraint, and a
coward can stand tall against fear.
This charm is actually four separate charms, one for each Virtue:
Shining Compassionate Exemplar, Shining Convicted Exemplar, Shining
Temperate Exemplar, and Shining Valorous Exemplar. At any point in
which the Solar channels the associated Virtue, he may activate this
Charm. Doing so makes the application of the characters Virtue, as well
as the character's rating in said Virtue, Obvious to all onlookers.
All such onlookers may attempt a Willpower roll with a difficulty
of the Solar's rating in the associated Virtue in order to resist the effect.
For the rest of the scene and as an Emotion effect, any characters who
witnessed the act of Virtue and failed the Willpower roll have their own
ratings in the associated Virtue raised to the Solar's own, if they are
lower. The character may spend one point of Willpower to ignore this
effect for one roll. In addition, the first three times a character thus
affected spends willpower to suppress the associated Virtue, she must
spend one extra point of Willpower in order to do so. Once a character
has spent willpower to counter this charm three times, the effect upon
them ends. A character under the effects of this Charm may, at any
point, spend a point of Willpower to make the effect permanent, raising
their virtue to the Solar's level as a Training effect. This might place the
character into experience debt, as normal for Training effects.
Once the character has purchased this charm once, he may
purchase any other version of the charm for which he applies at a cost
of 2 XP. So, if Glorious Icon of Faith has Shining Valorous Exemplar, he
may purchase Shining Compassionate Exemplar for only two additional
XP.
Example: Glorious Icon of Faith, the Zenith caste martial artist,
has been ambushed by the Wyld Hunt along with his Lunar mate
Serpentine Raska and a small number of followers. Striking quickly, he
channels his mighty Valor on his first attack against the Dragon-blooded
monks and activates this Charm. A sigh goes up from among his
followers as they are struck by his bravery, to attack while thus
outnumbered. Even the foe are briefly impressed, though they don't let
it interfere with their attack. Normally, the Solar's followers, with their
middling Valor, might swiftly be routed by the thought of being caught
in battle between the Chosen, but with the example of their leader
shining before them, they charge - rolling Glorious Icon's Valor of four
rather than their own rating of two.
Later in the battle, one of the Dragon-blooded host taunts
Serpentine Raska, calling her a coward. Her player rolls her Valor of
five, and gains successes. Normally, Raska would spend a point of
Willpower to suppress her Valor in order to support her Mate, but due
to the effects of this charm the cost is increased to two Willpower.
Wishing to conserve her resources for the fight ahead, she accepts the
roll and steps forward to face the Dragon-Blooded one on one - leaving
the Solar undefended on that side. Such are the foibles of the Valorous.
Lives Not Forgotten
Cost: ; Mins: Presence 5, Essence 4; Type: Permanent
Keywords: Permanent, Holy
Duration: Permanent
Prerequisite Charms: Shining On Dark Realms
The loyal followers of the Lawgivers bask in their holy light, and
through it can even be redeemed beyond death... for as long as their
master still lives.
Any ghost with an intimacy of loyalty towards a Solar who knows
this charm is not considered a Creature of Darkness. Such ghosts
respire Essence at half their normal rate in Creation, and can
materialize freely by the light of their master's anima. Ghosts
manifesting in this way appear as though they are still alive, but limned
in the tones of the Solar's particular Essence.
Declaration of Truth
Cost: 6m, 0wp or 1wp; Mins: Presence 3, Essence 2; Type:
Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
Whatever the Solar Exalted say must be so, for their word is law.
This Charm supplements any attempt at natural mental influence to
build an Intimacy to a specific belief. If the attack is successful, the
Lawgiver inspires the belief, instantly establishing the Intimacy. This
Charm is explicitly permitted to supplement rolls of other Abilities. By
spending one willpower when activating this Charm, the Exalt may
increase the amount of willpower needed to resist forming the Intimacy
by (the Solar's Essence)/2, to a maximum of 5. This resistance, no
matter how much willpower is used, counts at one willpower drained
for the purposes of counting toward the maximum willpower used to
resist natural mental influence in one scene.
The Lawgiver can repurchase this Charm at Essence 3+. As an
unnatural Emotion effect, the Solar's words are buried deep within the
target's psyche. The target must spend one willpower whenever she or
anyone else attempts to erode the Intimacy built by the Exalt, as his
words echo brightly in her mind. Once spent, she need not spend
willpower again in this way until the scene ends. Once the Intimacy is
gone, the Emotion effect ends.
Bearing of Allegiance
Cost: (+1wp); Mins: Presence 5, Essence 5; Type: Permanent
Keywords: Servitude
Duration: Permanent
Prerequisite Charms: Authority-Radiating Stance, Worshipful Lackey
Acquisition
All who behold the Solar Exalted know that they of the greatest
authority in the entire world, and bow in faithful subservience. By
paying one willpower when activating Authority-Radiating Stance, the
Exalt inflicts all those who fall under the Illusion effect with an
automatic Intimacy of loyal servitude toward him. This is an unnatural
Servitude effect that costs two willpower to resist, and, as a specific
exception to the normal rules, does not cause Limit gain when resisted.
Undeniable Might of the Sun
Cost: 5m, 1wp; Mins: Presence 4, Essence 3; Type: Simple
Duration: Instant
Keywords: Combo-OK, Illusion, Emotion
Prerequisite charms: Majestic Radiant Presence
The Solar's strength is entirely undeniable--it can resonate before
any strike has been made. This charm is an attempt at Intimidation at a
single target of the Solar's choosing, the Solar rolling (Manipulation or
Charisma + Presence + Essence). If the successes on the roll is higher
than the target's MDV, the target suffers an Illusion in where he or she
thinks that the Solar's power is greater than twice their own. This
Illusion costs 2wp to ignore for the rest of the scene; if they do not,
they suffer an internal penalty equal to the Solar's Presence to all their
non-reflexive actions for the rest of the scene. This is an Unnatural
Mental Influence; there is no visual effect to the use of this charm, only
a feeling.
As a note, the Solar may stunt this revelation of his power in any
way he chooses, and if necessary the Storyteller may substitute an
appropriate attribute for Manipulation or Charisma depending on the
quality of the stunt used with this charm. Finally, with an appropriate
stunt, but may only affect units up to his (Essence -1) magnitude.
In Mass Combat, this charm increases the Rout difficulty by 1,
and in Mass Social Combat, it decreases the unit's MDV by 2.
Unbearable Golden Aura
Cost: 5m, 1wp; Mins: Presence 3, Essence 2; Type: Reflexive
Keywords: Combo-OK Obvious
Duration: One scene
Prerequisite Charms: Any Presence Excellency
When the Lawgiver allows her terrible majesty to shine forth,
even the bravest of her foes will find himself struggling to look at her
directlynever mind strike her.
For the rest of the scene, the character may use the higher of her
Dodge or Presence to calculate her Dodge DV. If she chooses the latter,
she may use her Presence Excellency to raise her DV. The character also
ignores up to (Presence) points of penalties to her Dodge DV.
Hero-Inspiring Interrogatory
Cost: (+10m); Mins: Presence 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: You Can Be More
This Charm permanently enhances its prerequisite, allowing the
Exalt to target Essence-users with its Motivation-changing effects by
increasing its cost by ten motes. In this case a new, more heroic
Motivation is one that involves aiding the Solar in some way. Keep in
mind that aiding the Solar is extremely broad and vague, and more
than one unwary Lawgiver of the First Age regretted using this Charm
on an intractable and overprotective Lunar mate. The alien mores of
demons could produce exceptionally strange, likely unpleasant, results.
I Am Your World Stance
Cost: 7m; Mins: Presence 4, Essence 3; Type: Simple (Speed 6, DV -2) in
Combat, (Speed 4, DV -1) in Social Combat
Keywords: Combo-ok, Social, Emotion, Compulsion
Duration: One Scene
Prerequisite Charms: Majestic Radiant Presence
The Lawgiver radiates an intangible beacon that pulls at the
minds of others, bringing their innermost emotions to the fore.
The player rolls Charisma and Presence and adds his Essence in
automatic successes. Everyone who can see the Lawgiver and who has
a Dodge MDV smaller than the accumulated successes finds himself
drawn towards the solar. The targets' mind narrows and his view of the
world changes.
He perceives only the Lawgiver with clarit y, the rest of the world
seems blurred and out of focus, causing the Lawgiver to become the
object of the targets' emotions, for good or ill. Hostile targets feel their
rage towards the Lawgiver intensified. They will focus their efforts on
bringing him down, neglecting other targets as long as they are not
directly attacked. Friendly targets will become very amicable indeed,
and amorous affections can become lustful outbursts.
The Compulsion caused by this Charm is an Unnatural Mental
Influence effect that can be shaken off by spending 2 Willpower. When
being attacked (or shaken, screamed at etc.) by another being then this
cost is waived. If the Solar leaves the vicinity of the target without it
being able to follow this effect ends.
Prey-Freezing Gaze
Cost: 4m; Mins: Presence 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social, Obvious, Compulsion
Duration: One scene
Prerequisite Charms: Any Presence Excellency
Created and shaped to slay those who made creation, Solars
carry within them a knowledge that they can and will overwhelm any
lesser being. If a Solar so chooses, she may tap into that knowledge and
overwhelm a target with the sheer force of her will.
The Solar chooses a single target and radiates the raw power of
her anima at him. If the targets MDV is lower than the Solars
successes on his (Charisma or Manipulation + Presence) roll, he is
considered Inactive until the scene ends or the Solar breaks her gaze
from the target. While holding the targets gaze, the Solar must remain
within 5 yards of the target, move no faster than a walk, and cannot
take difficult or complicated actions, though her DV may still be used
with an appropriate stunt.
If the target is harmed or an obvious attempt is made to harm
the target, the target breaks free. If the Solar breaks the targets gaze,
the target remains Inactive for 3 actions. If the target is harmed or
someone attempts to harm the target during those 3 Inactive actions,
he instantly breaks free.
This Charm is both simple and powerful. It may be used in regular
ticks with the normal speed, or in long ticks, though it may only be used
on units in long ticks. This Charm cannot be used against targets with
permanent Essence higher than that of the Solar.
Stare Into the Sun
Cost: 10m, 1wp; Mins: Presence 5, Essence 3; Type: Simple (Speed 6
Long Ticks, DV-1)
Keywords: Compulsion, Social
Duration: Special
Prerequisite Charms: Any Presence Excellency
This Charm enables the Exalt to cause a lasting favorable
impression on the target through sheer force of personality. By
magnifying the effects of her charisma and bearing through
Essence, the Exalts majesty and grace will be burnt into the
targets mind, like a mental afterimage. It requires a Charisma +
Presence social attack on the target. For every success over the base
difficulty, the Exalt can negate one die or success worth of penalty to
social actions with that person, or gain one automatic success for future
social interactions. Automatic successes may only be applied after all
penalties have been removed. This Charm can be used on the same
target more than once, but the character is limited to a maximum of
her Essence in automatic successes. Its effects reduction/negation of
social penalties or gaining automatic successes replace the usual
effects of a successful Social Attack.
This effect may be resisted by the target as per an unnatural
compulsion by expending 3 temporary willpower.
While the effects of Stare Into The Sun are technically
permanent, poor interaction and lack of interaction can erode their
effects at the GMs option. Generally, bad behavior, botched social
rolls, failed attempts to use mind control, and no contact with the Exalt
at all for a year will erode the bonus by one level each, back to a
minimum of 0 Automatic Successes. Penalties are permanently
overwhelmed, but this Charm does not prevent new penalties from
being added.
Shining Virtuous Exemplar
Cost: 5m; Mins: Presence 5, Essence 4, Associated virtue 3+; Type:
Reflexive
Keywords: Combo-OK, Emotion, Native, Training
Duration: One scene
Prerequisite Charms: You Can Be More
The Lawgivers are more than heroes: they are examples for the
rest of Humanity. In the light of their actions, the people of Creation
see how they themselves ought to act. Through a Lawgiver's inspiration
a sadist may for a time become a saint, a dithering idiot may stand firm
on his beliefs, a drugged sot may turn to honesty and restraint, and a
coward can stand tall against fear.
This charm is actually four separate charms, one for each Virtue:
Shining Compassionate Exemplar, Shining Convicted Exemplar, Shining
Temperate Exemplar, and Shining Valorous Exemplar. At any point in
which the Solar channels the associated Virtue, he may activate this
Charm. Doing so makes the application of the characters Virtue, as well
as the character's rating in said Virtue, Obvious to all onlookers.
All such onlookers may attempt a Willpower roll with a difficulty
of the Solar's rating in the associated Virtue in order to resist the effect.
For the rest of the scene and as an Emotion effect, any characters who
witnessed the act of Virtue and failed the Willpower roll have their own
ratings in the associated Virtue raised to the Solar's own, if they are
lower. The character may spend one point of Willpower to ignore this
effect for one roll. In addition, the first three times a character thus
affected spends willpower to suppress the associated Virtue, she must
spend one extra point of Willpower in order to do so. Once a character
has spent willpower to counter this charm three times, the effect upon
them ends. A character under the effects of this Charm may, at any
point, spend a point of Willpower to make the effect permanent, raising
their virtue to the Solar's level as a Training effect. This might place the
character into experience debt, as normal for Training effects.
Once the character has purchased this charm once, he may
purchase any other version of the charm for which he applies at a cost
of 2 XP. So, if Glorious Icon of Faith has Shining Valorous Exemplar, he
may purchase Shining Compassionate Exemplar for only two additional
XP.
Example: Glorious Icon of Faith, the Zenith caste martial artist,
has been ambushed by the Wyld Hunt along with his Lunar mate
Serpentine Raska and a small number of followers. Striking quickly, he
channels his mighty Valor on his first attack against the Dragon-blooded
monks and activates this Charm. A sigh goes up from among his
followers as they are struck by his bravery, to attack while thus
outnumbered. Even the foe are briefly impressed, though they don't let
it interfere with their attack. Normally, the Solar's followers, with their
middling Valor, might swiftly be routed by the thought of being caught
in battle between the Chosen, but with the example of their leader
shining before them, they charge - rolling Glorious Icon's Valor of four
rather than their own rating of two.
Later in the battle, one of the Dragon-blooded host taunts
Serpentine Raska, calling her a coward. Her player rolls her Valor of five,
and gains successes. Normally, Raska would spend a point of Willpower
to suppress her Valor in order to support her Mate, but due to the
effects of this charm the cost is increased to two Willpower. Wishing to
conserve her resources for the fight ahead, she accepts the roll and
steps forward to face the Dragon-Blooded one on one - leaving the Solar
undefended on that side. Such are the foibles of the Valorous.
Resistance
Grain of Rice Sustenance
Cost: -; Mins: Resistance 3, Essence 2; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisite Charms: None
The greatest heroes may survive on the flow of Essence through
Creation, rather than by base food. This charm allows the Solar to go
without food or drink (Stamina + Essence) times longer than usual, and
slows the rate at which he gains penalties from lack of food or drink by
the same amount.
Tireless Laborer Mantle
Cost: -; Mins: Resistance 3, Essence 2; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisite Charms: None
Even the most strenuous of activities may bend the backs of
ordinary men, but not the Lawgivers. This charm slows the rate at
which the Solar gains fatigue penalties. Rather than gaining one per
hour, the Solar only gains a single -1 penalty due to fatigue every
(Stamina + Resistance) hours.
World-Sustaining Enlightenment
Cost: - ; Mins: Resistance 4, Essence 3; Type: Permanent
Keywords: Mirror (Oblivion-Fueled March)
Duration: Permanent
Prerequisite Charms: Tireless Sentinel Technique, Grain of Rice
Sustenance, Tireless Laborer Mantle
The Solar's enlightened nature allows him to draw upon Creation itself
to sustain him. The effects of all of this charms Prerequisites are
increased by (Essence) times. For instance, the solar need sleep and eat
only once every Essence*(Stamina + Resistance) days, and gains fatigue
penalties at a rate of one every Essence*(Stamina + Resistance) hours
Controlled Breathing Exercise
Cost: 2m; Mins: Resistance 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
As he draws a breath, the solar uses his essence to reduce his
need for breathing. The Solar can hold his breath for (Stamina x 5)
minutes plus five minutes per success on a reflexive Stamina +
Resistance roll.
At Resistance 3, Essence 3, this Charm automatically upgrades to
hours.
Iron Skin Shields the Flesh
Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple
Keywords: None.
Duration: Attunement or one day
Prerequisite Charms: Whirlwind Armor-Donning Prana
As much as Solars value that which serves them, sometimes,
sacrifices must be made to obtain maximum benefit. A Solar may
commit 5m to his armor in order to make it an even stronger bulwark
against the slings and arrows of his unworthy foes. While he wears
armor enhanced by this Charm, he takes no damage so long as it
remains intact. Instead, for each level of bashing damage he takes, his
armor instead loses a point of bashing hardness. Once it is out of
bashing hardness, further bashing damage removes lethal hardness.
Once all of its hardness is depleted, bashing damage removes levels of
bashing Soak, and then levels of lethal Soak. Lethal damage follows the
same progression, except that it removes both bashing and lethal
hardness or Soak, and, once the lethal levels are gone from either trait
of the armor, its bashing levels for that trait are also eliminated, no
matter how many were left. Aggravated damage ignores this Charm's
effects entirely, though is still reduced by the armor's remaining lethal
Soak, as normal (and, for what it's worth, does not deplete the armor's
hardness or Soak, itself).
Mundane armor enhanced by this Charm must be repaired
mundanely to restore it to full functionality. If it runs out of lethal Soak,
it is destroyed. This Charm's effects end at sunrise each day when
applied to mundane armor. Artifact armor, being more accomodating
to essence flows, needn't have this Charm renewed so long as the
armor remains attuned and the motes remain committed. It also
recovers more easilly from the damage this Charm makes it suffer in
the Solar's place: to regain all lost levels of hardness and Soak, the
Lawgiver merely just engage in the same sort of activity he would were
he attuning the armor all over again. Artifact armor with a repair rating
is less forgiving: it only regains its lost levels of hardness and Soak when
it undergoes maintenance or repair.
Waterfowl's Steel Rain-Shedding Prana
Cost: 5m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 8)
Keywords: Combo-ok
Duration: One tick
Prerequisite Charms: Durability of Oak Meditation
A thousand blows raining down upon the Chosen of the
Unconquered Sun are no more to them than rain on a waterfowl's back.
By activating this Charm in Step 8 of Combat Resolution, the Lawgiver
applies the multiple-action penalty the attack roll suffered to the
damage roll, as well. This can reduce minimum damage to one.
Aegis-Assuming Gesture
Cost: ; Mins: Resistance 5, Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Whirlwind Armor-Donning Prana
The Solar needs only the slightest of gestures to gird himself in
armor. This Charm upgrades Whirlwind Armor-Donning Prana. The
Solar may activate it to instantly don any set of armor, so long as he
does not wear any other armor. He no longer needs to spend multiple
actions activating Whirlwind Armor-Donning Prana. In addition, its
mote cost is waived.
Enduring Legend Toughness
Cost: ; Mins: Resistance 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ox-Body Technique
The Unconquerable Essence of the sun suffuses the bodies of all
lawgivers, elevating them beyond their mortal limitations. For some,
this essence is enough to proof them even against death. So rich is his
body with the essence of the sun that his bones are like orichalcum and
his flesh adamant. Even wounds that ought to lay him low do not
destroy him. The Solars condition does not worsen while he is in his
dying health levels, neither poison nor sickness will kill him, or affect
him beyond that point (though they otherwise proceed as normal),
damage may still kill him. For each Ox-Body he knows, the Exalt gains
an additional two Dying health levels.
Warriors Adversity Divestment
Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Body-Mending Meditation
With this Charm, the Exalt is treated as resting at all times for the
purposes of natural healing. This means, with Body-Mending
Meditation active, the Solar will heal one bashing level at the end of
most scenes, as they are about 15-20 minutes long, and lethal or
aggravated levels at a rate of one every half hour (-0s), five hours (-1s),
ten hours (-2s) or seventeen hours (-4 or worse).
Extended Life Prana
Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Even the Exalted die...eventually. To delay this horrible tragedy
and allow Creation the continued protection of its most experienced
heroes, the Lawgivers developed Extended Life Prana. Solar Exalted will
die naturally about one hundred years before or after the age of
(Essence x 300). With this Charm, the Exalt will live up to (Essence x 600
+ 500) years.
Unassailable Rebuff of the Besieged
Cost: - (+2m); Mins: Resistance 5, Essence 3; Type: Permanent
Keywords: Counterattack, Mirror (Horror's Recoil Defense)
Duration: Permanent
Prerequisite Charms: Adamant Skin Technique
What the hero endures, he revisits tenfold upon his enemies. A
Lawgivers fortress does not simply withstand the siege, but forces its
attackers to retreat. This Charm is a permanent upgrade to the Solars
capabilities. Whenever he uses a reflexive Resistance Charm in
response to a hand-to-hand range attack, he may pay a 2m surcharge
to force any target whose attack triggered the use of the Charm to
move backwards and away from the Solar a number of yards equal to
the Solars Essence. This forced movement counts as an unblockable,
undodgeable counterattack that takes place immediately after the
effects of the Resistance Charm occur. If the Solar chooses to force this
movement, the Resistance Charm he used temporarily gains the
Counterattack keyword.
At Essence 4+, the number of yards of forced movement
increases to (Essence x 2).
At Essence 5+, the Solar may choose to apply the forced
movement to everyone within a radius of (Essence x 2) yards, even if he
activated a reflexive Resistance Charm in response to only one attacker.
Used this way, the Resistance Charm becomes Obvious.
Death-Defying Technique
Cost: ; Mins: Resistance 3, Essence 3; Type: Permanent
Keywords: Mirror (Void-Postponement Prana)
Duration: Permanent
Prerequisite Charms: Body-Mending Meditation
Lawgivers do not surrender to death quickly. A Solar with this
Charm remains in stasis on the brink of death for Essence hours after he
has lost his last Dying health level, his spirit clinging to life.
While in stasis, the Solar cannot heal himself (including using
Charms like Body-Mending Mediation), activate Charms, or benefit
from personal non-Permanent Charms. If he is to survive, an outside
force must intercede. If the Solar receives enough medical aid to
restore his health levels to at least Incapacitated, he lives. Otherwise,
he enters Lethe. Solars with this Charm cannot become ghosts. At
Essence 6, a second purchase of this Charm allows a Solar to cling to life
for Essence days.
Restful Catalepsis Dozing
Cost: 1m; Mins: Resistance 1, Essence 2; Type: Simple
Keywords: Discounted
Duration: Dramatic Action
Prerequisite Charms: None
While it is necessary even for the Lawgivers to seek respite from
their duties in dream, they perform even this task with characteristic
excellence. This Charm is a dramatic action to sleep which lasts until
they wake. The Solar can ignore all penalties to this action stemming
from equipment; a drunken sprawl across cobblestones is as
comfortable as a feathered bed. They additionally rest with doubled
efficiency; where a normal mortal requires six to eight hours of sleep a
night, they can make do indefinitely with three to four.
If the Lawgiver has an Integrity of 3 or higher, they can also
choose whether or not they dream. If they choose not to dream, they
experience a -1 Internal Penalty to regain Willpower from rest, but no
force can force them to dream for weal or woe. If the Lawgiver uses this
charm while sleeping in the company of their Lunar mate, their roll to
regain Willpower from rest enjoys a bonus die that does not count
against the cap on dice from Charms.
Survival
Kingdom-Moving Impossibilities
Cost: -; Mins: Survival 6, Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: City-Moving Secrets
This charm permanently enhances its prerequisite. Each purchase
of City-Moving Secrets increases the Magnitude of units the Solar can
affect by (Essence/2) rather than 1.
Lion's Mighty Summons
Cost: -- (+3m); Mins: Survival 3, Essence 3; Type: Permanent
Keywords: Mirror (Predator Turned Prey), Servitude
Duration: Permanent
Prerequisites: Any Survival Excellency, Friendship with Animals
Approach
Where a Lawgiver walks, all of nature yearns to serve. This Charm
permanently upgrades Friendship with Animals Approach, allowing the
Solar to not only communicate with natural animals, but to summon
them to his service. If the Solar pays a three mote surcharge when
activating Friendship with Animals Approach, any natural animal that
perceives the character is automatically affected by an unnatural
Servitude effect. They are compelled to flock to him and to follow his
commands, no matter what pain or fear might have driven them before
this Charm was invoked. The Solar must give commands that the animal
can feasibly comprehend; this Charm does not bestow supernatural
intelligence to the targets. An animal affected by this Charm will
continue to follow commands for (the Solar's Survival) days even if
those commands take it out of the Solar's presence, after which it will
forget about the Solar and return to its usual routine unless this Charm
is used upon it again. Opposed attempts to convince an animal affected
by this Charm to cease its servitude automatically fail unless enhanced
by a Charm or other magical effect; an enhanced attempt triggers a roll-
off of (Charisma + Survival), and the Solar adds his Essence in dice to
the roll.
At Essence 4+ this Charm can affect supernatural animals as well
if the Solar succeeds on a (Charisma + Survival) roll with a difficulty of
the animal's Essence; however, this Charm can never target a familiar
or a Lunar Exalt.
Cloud-Banishing Gesture
Cost: 5m; Mins: Survival 3, Essence 3; Type: Simple (Speed 5 in long
ticks)
Keywords: Combo-OK, Obvious
Duration: (Essence) hours
Prerequisites: None
The Unconquered Sun may allow the clouds to hide the majesty
of the Daystar when their duties demand, but no cloud can contest the
will of the Lawgiver. By spending five minutes aligning his Essence with
local weather patterns, the Solar wordlessly reaches out to command
all natural inclement weather to cease. Precipitation stops, and fog and
clouds disperse so that the sun may shine upon the land unimpeded,
over an area of (the Solar's Survival x 2) miles. If this Charm is used at
night, the clouds reveal the stars and moon instead, as a gesture of
respect to the Sun's fellow Incarnae. Should this Charm be opposed by
supernatural weather conditions imposed by other beings, including
Storm Mothers and other gods and elementals of significant power, the
Solar rolls (Wits + Survival) with a difficulty of the Essence rating of the
being who imposed the conditions, in order to supersede them. If the
Solar moves out of the Charm's area of influence, he may invoke it
again in his new location even if the previous invocation is still in effect.
Used outside Creation, this Charm functions as normal save that
the difficulty to affect supernatural weather conditions increases by 3,
or 5 in the Wyld beyond the Bordermarches. Even realms untouched by
the rays of Ignis Divine respond to the Lawgiver's call for light and fair
weather.
At Survival 4, Essence 4, the area of this Charm's influence
increases to (the Solar's Survival x 5) miles. At Survival 5, Essence 5, it
increases again to (the Solar's Survival x 10) miles. At Survival 6+,
Essence 6+, it increases again to (the Solar's Survival x 100) miles.
Repeated and irresponsible use of this Charm can incur the wrath of the
Bureau of Seasons, as it can cause droughts and the disruption of
ecosystems.
Cunning Hunter Sense
Cost: ; Mins: Survival 5, Essence 4; Type: Permanent
Keywords: Leader
Duration: Permanent
Prerequisite Charms: Unshakeable Bloodhound Technique
The Lawgiver learns to read the signs of his preys tracks to give
him greater insight into the preys plans. Whenever the Solar is using
Unshakeable Bloodhound Technique to track a target, the Solar gains
an understanding into the basic motivations of the targets movements
and actions that are traceable by tracking, similar to the motivations
read in social interaction by Mastery of Small Manners. If the prey is
attempting to lead the Solar into an ambush, for example, the hunter
using Unshakeable Bloodhound Technique with Cunning Hunter Sense
will feel danger and threat directed at himself, and gain an idea of the
possibility of ambush.
Harmonious Wilderness Dominion
Cost: 10m, 1wp; Mins: Survival 5, Essence 4; Type: Simple (Dramatic
Action)
Keywords: None
Duration: Indefinite
Prerequisite Charms: Food-Gathering Exercise, Trackless Region
Navigation
Even in the depths of Hell or death itself, the Solar Exalted
survive survive, and prosper. This Charm is a dramatic action to travel
the perimeter of an area of land up to (Essence x 5) square miles. Once
the Lawgiver has paced the bounds of his chosen domain, the Solar
suffuses it with solar essence, creating abundant fertility and taming
the wild. The land provides enough food to sustain a group with a
Magnitude of the Solar's (Essence) or less indefinitely, in addition to
what it could normally support.
This does not render wastelands and deserts fertile, but instead
allows inhabitants of the domain to nourish themselves on the most
unlikely of sources, drinking the dewdrops off leaves and eating even
the strangest of creatures. Characters may travel through the
wilderness at twenty miles each day normally, never dropping beneath
ten miles per day even in the harshest terrain. Any Survival rolls made
to tame wild animals native to the blessed region receive (Essence)
automatic successes.
If used outside of Creation, the area encompassed by this Charm
slowly dwindles away, its area being reduced by half for each season
that passes. Once its total area is reduced beneath one square mile, the
Solar's commitment is released and this Charm's effects end. A Solar
with Survival 6 may purchase this Charm a second time to increase the
area of land the Solar may bless with this Charm to (Essence x 50)
square miles, and slow the rate by which the dominion dwindles
outside of Creation. The blessed land shrinks by half each year, rather
than every season. A Solar with Survival 8 may make a third purchase,
increasing the area this Charm may encompass to (Essence x 500)
square miles, and allowing it to persist without end outside of Creation,
so long as the Solar maintains his commitment.
Within Creation, the Solar may spend an addition two Willpower
when activating this Charm to render its effects permanent so long as
he lives, without need for any committed motes.
Nomad Wandering Spirit
Cost: ; Mins: Survival 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar gains an instinctive understanding of the road she has
traveled in life. From the time the Solar takes this Charm onward, her
memory includes an instinctive map of every place she has ever
traveled. If the Solar is in the rough area of any of these locations later,
she may navigate as though she had a map and compass with no
difficulty. By making a reflexive Perception + Survival roll, the character
can gain a sense of how far and in what direction a place she knows is
but not necessarily which place.
Speedy Concealment Method
Cost: ; Mins: Survival 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Eye-Deceiving Camouflage
The Solar develops a talent and f lair for camouflage, developing
the capacity to swiftly conceal even the most awkward and out-of-place
objects, often even in plain sight. This Charm enhances its prerequisite
by lowering the time necessary for Eye-Deceiving Camouflage from one
hour to an ordinary Simple Charm with the usual Speed 6, DV -1.
Craft
Labors Treasured and Defended
Cost: ; Mins: Craft 4, Essence 2; Type: Permanent
Keywords: Merged (Socialize, War), Native, Overdrive
Duration: Permanent
Prerequisite Charms: None
Pity those who seek to unmake what the Solar has struggled so
hard to achieve, for such villains will find little mercy elsewhere. This
Charm provides the Solar with an Overdrive pool capable of holding ten
motes. The Solar gains offensive motes whenever he knowingly rolls
Join Battle against a foe who has damaged an item or structure he has
crafted or reduced the Assets (Masters of Jade, pp. 67) of an
organization over which he holds authority. If an enemy commits such
an act after combat has already been initiated, the Solar gains these
motes immediately. He may only gain motes in this fashion from a
given enemy once per scene.
The Exalt gains a number of offensive motes equal to the
damaged items Resource value (or Artifact or Manse rating +2); truly
legendary constructs (qualifying for Artifact or Manse rating N/A)
provide ten motes. In the case of an enemy who has damaged multiple
objects, the Solar gains motes equal to the total combined value of all
damaged items (Artifacts, Manses and Resources are calculated
separately; use the highest total, to a maximum of ten). If it was his
organization that was harmed, the Solar instead gains offensive motes
equal to its Size before the enemys actions. The Solar continues to gain
one offensive mote each time his DVs refresh so long as an appropriate
culprit remains within his engagement range. In the case of
organization-to- organization damage, the Solar may gain these motes
while engaging the actual agents that inflicted the harm upon his
organization, as well as their superiors (if he can track them down).
Items, structures or organizations that are meant to be destroyed
(or to destroy themselves) do not normally qualify to granting the Solar
motes in this way; things like bombs, foodstuffs, dummy buildings or
businesses intended to fail for tax purposes. They only qualify if the
manner of their destruction (defusing a bomb, consuming cakes before
they can be sent to a Guild-sponsored party, bringing down a business
in a manner that exposes the scam) directly opposed the purpose the
Solar intended for them.
Merged: Labors Treasured and Defended (Socialize, War)
Masterful Aesthetic Expression
Cost: 6m; Mins: Craft 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Emotional, Social
Duration: Instant
Prerequisite Charms: None
The Lawgivers were once known as artificers without peer and
were capable of such awesome works that even the jaded were moved.
The Solar craftsman may activate this Charm at the beginning of the
crafting process of anything she creates, regardless of whether it is a
mundane object or a wondrous artefact. Doing so works a social attack
into the object similar to a written attack (Exalted pg. 175) except as
follows: this social attack uses the craftsmans rating in the relevant
Craft ability as their effective Appearance instead of Linguistics (e.g.
Craft (Fire) for a sword, Craft (Water) for a meal, or Craft (Air) for a
perfume). In addition, the social attack must also be related to the
crafted object, so while a sword might be used to push a king to war
with his neighbor, a perfume or a meal might not. And also, social
attacks trigger when an object is used or admired. So if a king were
gifted with a sword, which he then never sees nor uses, he will never be
subject to the social attack. Performance-based attacks will still affect
others as normal.
In addition to allowing a social attack through an appropriate
object the Solar craftsman has made, this Charm instills an empowering
sense of awe and wonder into the target or targets.
At Craft 5+, Essence 4+, the Solar may use her Craft Excellencies
in place of Presence or Performance Excellencies with this Charm.
Engaging Exquisite Meaning
Cost: (4m); Mins: Craft 5, Essence 3; Type: Permanent
Keywords: Compulsion, Social
Duration: Permanent
Prerequisite Charms: Any Craft Excellency, Masterful Aesthetic
Expression
In the presence of the Lawgivers works, lives and livelihoods
were once cast aside for just one more glance at perfection. This Charm
improves Masterful Aesthetic Expression. Whenever the Solar
craftsman lays a social attack into an object with Masterful Aesthetic
Expression, she may pay a 4 mote surcharge to add a Compulsion effect
to use or admire the object - this Compulsion targets subjects as
appropriate for whether the social attack was based on Performance or
Presence.
Resisting the compulsion costs 1 Willpower per scene spent in
the presence of the object, up to 2 Willpower per day until the target
has spent 6 Willpower in a week, after which the subject is immune to
further compulsion by that object. Furthermore, anybody affected by
the compulsion, successfully or not, receives a +3 to their MDV against
further uses of this, or similar, Charms against them through other
objects this story.
Emphatic Artistic Vision
Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Engaging Exquisite Meaning
When the Lawgivers had a purpose it shone through all their
works. This Charm improves Masterful Aesthetic Expression. Whenever
the Solar craftsman lays a social attack into an object with Masterful
Aesthetic Expression, her social attack is no longer limited by the object
through which it is made. A sword might be given to a warrior king to
convince him to call a ceasefire with his enemy, or a bottle of perfume
might be gifted to a pampered courtier to convince him to become an
ascetic monk.
Hand of Solidity
Cost:; Mins: Craft 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Durability-Enhancing Technique
This Charm permanently upgrades its prerequisite, giving it the
Stackable keyword. The maximum the totals can achieve also increases
to (the Solar's Craft + Essence). When an object's totals has been
enhanced more than (the Exalt's Essence), it becomes Obvious to all
who perceive it; the item glows with an inner light, shining more than
would seem possible with the available illumination. At Craft 8+, the
maximum is removed altogether, and the Solar can use Durability-
Enhancing Technique upon a single object as many times as he wishes.
Furthermore, at Essence 4+, an object enchanted by Durability-
Enchanting Technique requires damage be rolled against it instead of
applying the successes automatically as levels of damage. At Essence
6+, objects magically-reinforced by Durability-Enhancing Technique are
also immune to damage that is not made with a magical weapon,
effect, or Charm.
Invention Implies Mastery
Cost: 4m; Mins: Craft 5, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Stackable, Mirror (Reaper Forges Scythe)
Duration: One scene
Prerequisite Charms: Chaos-Resistance Preparation
Who understands a tool better than the one who built it? No-
one. So thought the Empyreal Chaos, at least, and who can argue?
Certainly, the Unconquered Sun never raised a hand against him. Upon
activating this Charm, the Solar chooses any ability other than Craft. For
the rest of the scene, she may calculate the dice caps on rolls involving
that ability as though her natural rating in that ability was equal to her
Craft rating. The only rolls that may benefit from this effect, however,
are those based around items that the Solar has herself used Craft to
create. Examples might include Melee rolls made to attack with a sword
she has forged, Sail rolls to captain a boat she has built, or Larceny rolls
to break into a security system she made herself.
This Charms effects do not apply to those rolls that are simply
aided by such an item, rather than revolving around it; a social roll will
not benefit purely because the Solar wove the beautiful dress she is
wearing as a social tool. Note that she still uses the appropriate ability;
she cannot use her Craft Excellencies to enhance such rolls.
At Essence 4+, this Charm automatically upgrades, allowing the
Solar to outright change her rating in the chosen ability to the same as
her Craft rating when making applicable rolls.
The Abyssal Mirror of this Charm is called Reaper Forges Scythe,
and is identical in every respect to the Solar version, except that its
prerequisite is Eternal Embalming Preparation.
Golden Adventure Infusion
Cost: 5m, 1wp; Mins: Craft 5, Essence 3; Type: Simple (in long ticks)
Keywords: None
Duration: Instant
Prerequisite Charms: Craftsman Needs No Tools
The Lawgivers do not venture into the world for anything as base
as physical rewards, and that which they create is empowered as much
by their hearts as by any laws of science. Solars adventure not for
material, but to change the face of Creation.
This Charm may only be activated upon the completion of a
successful quest, and only once per month. For purposes of this Charm,
a quest is defined as the accomplishment of a major, challenging goal
which either takes an entire Story to complete, or is gradually
accomplished over the course of several Stories. When this Charm is
activated, the Solar chooses a mundane keepsake or memento of the
adventure and instills it with the essence and flavor of the completed
quest, making it into a memorial of the Solar's heroism. This object may
be used as a replacement for a known, existing exotic ingredient for the
construction of an Artifact--the ingredient's effective Artifact-level is
equivalent to (Solar's Essence when memento was created - 1). The
type of memento is based upon the type of quest undertaken, and the
manner in which it was completed. There are four kinds, based upon
the four Virtues:
Compassion: These mementos may be made after quests meant
to protect the weak and innocent or to make peace where there was
war. Quest resolutions based on pacifism, love of life or mercy, such as
the forgiveness of a years-long nemesis, also allow for this type of
memento to be made. Such mementos may be used in place of any
known ingredient that could or would likely be given away by its
original owner, that has a strong emotional element, or otherwise
resonates strongly with Compassion.
Conviction: These mementos may be made after quests meant to
seek vengeance or to defend/promote a particular philosophy. Quest
resolutions based on withstanding intense hardship or committing
horrible acts, such as culling a village of its plague victims, also allow for
this type of memento to be made. Such mementos may be used in
place of any known ingredient that would gain its power from pain and
suffering, that exemplifies a philosophy, or otherwise resonates
strongly with Conviction.
Temperance: These mementos may be made after quests meant
to encourage stability or uphold laws. Quest resolutions based on
commitment to propriety or honesty, such as accepting the punishment
for a crime committed by necessity, also allow for this type of memento
to be made. Such mementos may be used in place of any known
ingredient that would gain its power based on decree or law, that
encourages stability or abstinence, or otherwise resonates strongly
with Temperance.
Valor: These mementos may be made after quests meant to
encourage or participate in great violence or courage. Quest resolutions
based on courage or anger, such as standing against an obviously
superior foe, also allow for this type of memento to be made. Such
mementos may be used in place of any known ingredient that could
originally only be taken from an unwilling owner, that gained its power
from violence, or otherwise resonates strongly with Valor.
Essence-users instinctively know that they may spend a mote and
a miscellaneous action while in contact with such mementos to intuit
the broad strokes or gain visions of the quest and the relative power of
the memento. Such mementos do not age normally, and generally
escape incidental harm, being threatened only by beings who
intentionally wish to destroy them. Artifacts forged from such
mementos may allow access to the tales of their quests, if the creator
so desires.
Mementos created by this Charm may not replace magical
materials or truly unique ingredients. "A Third Circle Demon's Tears" is
valid for replacement--"Ligier's Tears" would not be.
Heart-as-Anvil Technique
Cost: 10m, 2wp; Mins: Craft 5, Essence 4; Type: Dramatic Action
Keywords: Obvious
Duration: From Sunrise to Sunset
Prerequisite Charms: Golden Adventure Infusion
When the Chosen of the Sun have spent enough time forging
Creation, they use the lessons learned throughout their adventures to
forge peerless wonders. Their own brilliance has readied the
components--all that remains is to put them together.
This Charm creates a Dramatic Action to build an Artifact using
one or more mementos created with Golden Adventure Infusion. The
Solar begins at dawn and works feverishly, hammer blows ringing like
thunder, her every movement exuding creative genius. She may only
use mementos created by herself or a previous incarnation, or that
were given to her willingly by another Solar, and she may not be
interrupted for the full day. If, at sunset, these conditions have been
fulfilled, then she makes (number of mementos used +1) Craft rolls.
Each roll is the equivalent of a normal Craft interval for creating
Artifacts. Superfluous mementos may not be added to pad the number
of rolls, but multiple weaker mementos may be reflexively fused
without a roll to create stronger mementos according to the usual rules
for combining Artifacts to make more powerful Artifacts. Only
mementos strong enough to function as ingredients for the actual
Artifact grant Craft rolls.
Mementos that grant rolls with this Charm are used up forever,
regardless of whether or not the Artifact is complete when the Charm
ends.
Golden Years Reaffirmation
Cost: --; Mins: Craft 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Golden Adventure Infusion
On occasion, even the Lawgivers grow weary. But reminiscing
upon past heroism always bolsters their spirits, spurring them onto still
greater heights.
Once per month per memento, when the Solar spends a mote
and a miscellaneous action to experience the quest held within a
memento he created, he may regain a point of Willpower. He may
instead regain a Virtue Channel appropriate to the memento, but this
renders the memento inert and useless for reminiscence or crafting for
a Season.
Solar Quality Assurance
Cost: -; Mins: Craft 5, Essence 2; Type: Permanent
Keywords: Mirror (High-Calibre Creation)
Duration: Permanent
Prerequisite Charms: Any Craft Excellency
Sometimes, a Solar will look on the works of his lessers, and
cannot help but imagine that they are deliberately pathetic; it all seems
so simple to him. Whenever the Solar successfully crafts a mundane
item, the items quality is increased by one level, from Basic to Fine to
Exceptional to Perfect, as though the Solar had acquired sufficient
threshold successes on his Craft roll to make it so, ignoring the
increased Resources cost (but not the necessary tools). The maximum
quality this Charm can produce is Perfect, and it has no effect on
Improvised items. This increase in quality is optional, but to suppress it
(allowing the Solar to create an item of any quality below the highest
possible) requires that the Exalt pay one point of temporary Willpower
for that scene, as he grits his teeth and focuses on deliberately limiting
his own effortless perfection.
At Essence 3+, the mundane items the Solar creates have their
quality increased by two levels, rather than one. The Abyssal version of
this Charm is called High-Calibre Creation, and is identical to its Solar
counterpart, except that the Essence minimums for its upgrades are
reduced by one when creating destructive items, and increased by one
when creating non-destructive items. In addition, the Abyssal pays no
Willpower to suppress his artisans impulses, but instead gains a single
point of Resonance the first time in a scene that he creates a
destructive item of a deliberately lower quality.
Perpetual Preservation Proficiency
Cost: 5m; Mins: Craft 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Durability-Enhancing Technique
Rivaled only by the Mountain Folk, the Solar Exalted are masters
of precision and care; their tools are longer-lasting merely because they
are cared for by a Solar. When the Exalt performs maintenance on an
object or repairs an object that requires maintenance, he may enhance
the action with this Charm to multiply by 10 the time until the item next
requires maintenance.
Brilliant Dreamers Blueprint
Cost: 5m, 1wp; Mins: Craft 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Merged (Lore, Occult)
Duration: Instant
Prerequisite Charms: Any Craft Excellency
The chosen can think up and design Artifacts and Manses with
unbelievable ease. This Charm supplements a Craft action to design
something. It removes any potential penalties from lack of reference
books or other information, and removes the need for hands-on
research in the design process, allowing the Lawgiver to dream up new
plans while he is away from his workshop. It also allows the character
to accomplish (Essence x 3) hours of design work in his head for every
hour spent contemplating in this way.
Chaos-Recoil Technique
Cost: ; Mins: Craft 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Resistance Preparation
A minor quirk of Chaos-Resistance Preparation allows a slightly
more powerful Lawgiver to make the protective effects create an active
irritant to the patterns. This Charm modifies its prerequisite. Any item
affected by Chaos-Resistance Preparation that includes any iron at all,
including in alloys such as steel, or that includes iron parts, should be
treated as though the entire object was made of Cold Iron for all
purposes involving the Wyld. At Essence 5, any object enhanced by
Chaos-Resistance Preparation gains this benefit if the Solar so decides.
Thousandfold Workshop Methodology
Cost: 1m per copy, 1wp; Mins: Craft 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Craftsman Needs No Tools
The Chosen have perfected the art of efficiency, their efforts
bringing forth a thousandfold reward. This Charm supplements a Craft
action to create any mundane item. For every mote spent, you may
create an additional copy of that item as part of that Craft action. You
must still provide raw materials to create each copy, but they do not
increase the time it takes to perform the action.

Cooking rules
Cooking does not require extensive rules. When the result of a
chefs work is not dramatically relevant, the Storyteller should not
require a roll - this holds true for several of the Charms presented here.
When a roll is relevant, cooking is an (Intelligence or Dexterity) +
Craft [Water] roll, with an interval of half an hour, which can be
reduced to 15 minutes by taking a -2 internal penalty or to 5 minutes by
taking -5 internal penalty. Charm which reduce crafting intervals work
as normal. A single meal prepared in this manner can usually feed an
ordinary family or Circle of Exalts.
A meal may be a fine or exceptional item, following the usual
rules; fine meals grant a one-die bonus with the breadth of a Specialty
to the person who has enjoyed it until they next sleep (or for the next
24 hours, whichever comes first). Exceptional meals grant a two-die
bonus instead. The specialty should be appropriate to the
circumstances of the meal, such as a Socialize (Peaceful Negociation)
bonus being granted by a feast prepared for a satrap and an envoy of
the Confederation of Rivers before they discuss business, or an
Endurance (Fatigue) bonus for a hearty meal before a hard days work.
Ingredients also have quality. Preparing a meal with fine
ingredients means the meal will qualify as fine even with a threshold of
zero, while preparing a meal with exceptional ingredients means the
meal will be exceptional with any threshold, not 5. Improvised
ingredients levy a -1 external penalty to the roll.
Rock Soup Eulogy
Cost: -; Mins: Craft 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
In the kitchens of the Lawgivers, no ingredient is too lowly, no
meal is too difficult to prepare. The Solar permanently enjoys the
following benefits:
- The quality of ingredients used in his cooking improves by one
step. Ingredients that should be inedible become improvised,
improvised become normal, and exceptional ingredients add one
automatic success to the cooking roll.
- He may negate the poisonous or detrimental property of any
ingredient in a meal he prepares himself. Nightshade and fugu fish go
nicely together, and coral snake venom adds a delightful edge to
Western dishes.
- Anyone who eats his meals may freely accept a positive
Intimacy towards his cooking. As long as they hold that Intimacy, they
gain one automatic success on Conviction rolls to regain Willpower if
they have partaken of his food within the last day.
Worldly Chefs Keen Glance
Cost: 3m; Mins: Craft 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Rock Soup Eulogy
To the eyes of the Solar Exalted, the world is but a vast toolbox
from which to draw inspiration, and its inhabitants are but waiting for
his wondrous products. With a single glance, the Solar discovers the
following things, all of which are inferred through factual observation
and deduction (however seemingly improbable) rather than
supernatural insight:
- He can instantly assess the quality of any potential ingredient or
meal in sight, which also reveals any poisonous properties.
- He can instantly assess the quality of the last meal eaten by a
single person in sight, as well as the composition of that meal.
- With a successful Perception + [Investigation or Socialize] roll at
the normal difficulty for a read motivation action (but still as a
reflexive action), he may discover the favorite style of cuisine enjoyed
by a single person in sight, as well as the cuisine that person is used to
eat, should it be different from the former. If the roll garners twice the
successes required, he may make accurate deductions as to meals the
subject has never tasted.
Bread for the People Approach
Cost: 10m, 1wp; Mins: Craft 4, Essence 2; Type: Simple (Dramatic
Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Rock Soup Eulogy
One Solar can easily do the work of a dozen men; it is no trouble
at all to feed the hungry masses of this fallen age to a chef of the Sun -
it is only cause to anger that so many would go hungry in the first place.
This Charm is a dramatic action to prepare a meal for a
Magnitude of people up to the Solars (Essence+1); the Solar may
prepare enough food for everyone as long as he has enough ingredients
for one person, at the normal cooking interval.
Ambrosia-and-Nectar Feast
Cost: 10m, 1wp; Mins: Craft 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One preparation
Prerequisite Charms: Rock Soup Eulogy
As below, so above; the Solar may step into the palaces of gods
and Princes of the Earth alike, and regal them with delights unknown
even to the jaded palates of the spirit courts.
This Charm enhances the making of one meal made with magical
ingredients such as ambrosia or items that would qualify as exotic
ingredients for the purposes of crafting Artifacts. The cooking rolls
difficulty is increased by the Essence rating of the being who is
supposed to eat the meal; when presented with this meal, its aspect,
smell, and general presentation make its quality obvious. The receiver
may choose to spend one Willpower to resist the temptation of
partaking of it; if they do partake of it, they accept a positive Intimacy
towards the Solar, as per Rock Soup Eulogy, which is treated as an
Intimacy towards the Solar whenever benefitial to the user. They
instantly regain one Willpower, and the feeling of content satisfaction
grants them a bonus success on all actions taken that day.
Should the recipient accept a second meal produced with the
help of that Charm, the Intimacy upgrades to a Motivation for the
purposes of enhancing the recipients stunts and Willpower recovery,
as well as whenever it would be beneficial for the Solar (such as in
social interactions), while refusal of the meal shatters the previous
Intimacy.
Chef to the Mighty Untouchability
Cost: 5m; Mins: Craft 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: None
Duration: Until one feast
Prerequisite Charms: Ambrosia-and-Nectar Feast
The Lawgivers reputations precede them; as he reaches the peak
of his skill, the Solar may trust that there is none in the world who
would refuse them hospitality, when they bring such culinary wonders
into their home.
The Solar must loudly announce his intention to prepare a meal
for a person of importance; until the Solar has met the recipient of this
offer and offered the meal, they enjoy an effect similar to the
diplomatic immunity of the Eclipse Caste, but not limited to the courts
of spirits and fae. As long as they do not daly and make all efforts in
delivering upon their promise as soon as possible, no one under the
authority of the target may harm them or anyone they have named as
assistants in their task. Should they stray or harm someone under the
targets authority, this immunity is voided.
By word of mouth, insight, omens or prophetic dream, the target is
made aware of the Solars announcement within the day.
Delights of the Five Realms Technique
Cost: 10m, 1wp; Mins: Craft 5, Essence 3; Type: Simple (Dramatic
Action)
Keywords: None
Duration: Until one feast
Prerequisite Charms: Ambrosia-and-Nectar Feast
It is not the province of the Lawgivers to cook witches brew or to
trap mortals in far-off realms with pomegranates full and fine; it is not
mere magic that pervades their cooking, but simple knowledge of the
underlying principles behind all things, and the art to make them come
together in ways both grand and subtle.
When using magical ingredients, such as ambrosia or items which
would qualify as exotic ingredients for the purposes of crafting
Artifacts, the Solar may make his meals magical in nature. For each
valid exotic ingredient used in the cooking, with ambrosia counting as
two and to a maximum of (Essence), the Solar may infuse his
preparation with the benefits of a single thaumaturgical procedure. In
most cases, this procedure will be from the Art of Alchemy, but player
and Storyteller adjudication may allow stranger feats, such as a dish of
bone marrow and seasalt granting the benefits of a ward against ghosts
for the day. The user need not know these procedures in order to apply
them.

Investigation
Is This Tomorrow
Cost: ; Mins: Investigation 5, Essence 3; Type: Permanent
Keywords: Holy, Native, Overdrive
Duration: Permanent
Prerequisite Charms: Irresistible Questioning Technique
The lawgiver weeps to see wickedness take root in his beloved
Creation. Though it grieves him, inevitably there comes a time when
painful questions must be asked. Who can I trust? How far as this evil
spread? If I do not act, who will stop this dark future? The only answer
is the total eradication of such vile subversives. This Charm provides the
Solar with an Overdrive pool capable of holding ten motes.
The Solar gains one offensive mote per action whenever he
attacks someone knowingly associated with an ideological negative
Intimacy he possesses (ideological Intimacies are defined in Righteous
Lion Defense), such as a slave trader if the Solar opposes slavery. For
this purpose, the Solar is treated as having an ideological negative
Intimacy toward any Creature of Darkness he has damaged with a Holy
Charm in this scene, and gains (targets Essence) offensive motes the
first time he does so.
As a final benefit, the Solar may use his offensive motes to fuel
mental influence designed to convince others to adopt one of his
ideological negative Intimacies, or to force a being he suspects of being
associated with such an Intimacy to confess that association. Should the
target of such mental influence adopt the Intimacy or confess his
associations, the Solar gains one offensive mote.
Illusion-Shattering Technique
Cost: 4m; Mins: Investigation 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Judge's Ear Technique
The Solar's insight becomes transcendent for a single moment
giving him a total accounting of the motivations and intents of
another's attempts to manipulate him. Against any expected social
attack, the Solar defends perfectly, even if that attack would ordinarily
be unblockable. This also perfectly defends against/ends ongoing
Compulsion, Servitude, Total Control, or similar mind control effect. Nor
may the character be challenged by the unreal.
If faced with an illusion or illusory foe, the Lawgiver may instead
prevent any one illusion from affecting him. Once he is aware of its
nature as an illusion, he will always be aware of it- illusory animals
cannot harm him, glamour-forged weapons will pass through her, and
so on. This may also be used as a perfect defense against Glamour
Powers, the attacks of Fae and similar Wyld creatures, and so on.
An End to Deception
Cost: 8m, 1wp; Mins: Investigation 5, Essence 4; Type: Simple (Speed 5,
DV-0)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Illusion-Shattering Technique
With a powerful burst of Essence and will, the character utterly
destroys one illusion. Glamour-forged weapons shatter, illusory walls
disappear, etc. This will not kill Fair Folk, Wyld Creatures, or sapient
illusions instantly; instead, roll the characters Intelligence +
Investigation, with a number of automatic successes equal to her
Essence. The resulting successes are applied as lethal damage to the
target. Only a perfect defense will shield against this attack. This will
not harm someone who has an illusion on them, unless it is glamour
somehow sustaining life. This will function as an attack on characters or
entities lost in the Sea of the Mind, but they may expend Virtue for
perfect defenses.
Hidden Cabal Uncovering Method
Cost: (+1wp); Mins: Investigation 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Courtier's Eye Technique
The Sun's Chosen shine light upon even the darkest of plots and
schemes, that they might bring justice to their perpetrators.
This Charm upgrades Courtier's Eye Technique, allowing the Solar
to spend a point of temporary Willpower when activating it to discern
their subject's allies and associates. If the Lawgiver succeeds on his
activation roll, he learns names and identities of the subject's most
powerful allies, contacts, or employers, up to a maximum of (Essence)
for every threshold success, although this cannot reveal any
information the subject does not know. If any character whose identity
would be revealed has deliberately attempted to conceal such
information with Charms or has an Essence greater than the Solar's,
this Charm reveals nothing about them.
Infallible Watchman's Eye
Cost: 7m; Mins: Investigation 4, Essence 3; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Crafty Observation Method, Evidence-Discerning
Method
Many were the spies of the Primordial's sent to infiltrate the
armies of the Exalted. Yet the wise Twilight's could discern who was
true and who was false and brought their circle's blades against those
who would have betrayed through deception. This charm supplements
an investigation roll against someone to determine if they are in
disguise and portraying themselves falsely. It is not a lie detector as
everyone lies.
Against mundane disguises the Solar need not roll and
automatically sees through their disguise. Against magical disguises this
charm permits them a roll and grants +4 successes on an opposed roll.
This charm does not succeed against efforts which somehow have
perfect effects.
Puzzle-Solving Glance
Cost: 1m; Mins: Investigation 4, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Crafty Observation Method
The Solar Exalted can find the answers hidden in the most subtle
of clues, following paths of thought and deduction to arrive at
conclusions with seemingly supernatural skill. The Solar may activate
this Charm to deduce information about any crime scene or similar site
that they have successfully examined with an Investigation roll. They
may pose any question about the scene, and immediately deduce the
answer, so long as the question is purely factual and objective in
nature. There must be at least some evidence or clues present at the
time they investigated for them to arrive at this conclusion from,
although Charms that expand their range of senses, such as Keen
(Sense) Discipline or All-Encompassing Sorcerer's Sight, may allow them
to pursue microscopic or esoteric clues. If the Solar attempts to use this
Charm while not physically at the site, he must attempt an (Intelligence
+ Investigation) roll to recall the details. The difficulty ranges from 1 to
5, depending on how long ago the scene was investigated. If another
Charm contests these effects, add the character's Essence in automatic
successes to the (Perception + Investigation) roll to oppose the other
Charm.
Sense of Disharmony
Cost: ; Mins: Investigation 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Investigation Excellency
The Solar's skill at investigation has given him a sixth sense for
when something is wrong. Whenever there is something within the
Exalted's presence, he will be aware of it, as though it were a slightly
brighter color than its surroundings, or otherwise highlighted. This will
not distract the character from combat or an ambush, although if the
Solar chooses to focus on it exclusively, he may be in trouble.
This Charm gives absolutely no information about what
wrongness has occurred, merely the location of a wrong thing. For
example, if the Solar is in a bar and a man in the corner has been subtly
stabbed and left in a manner so that it appears that he is sleeping over
his tankard, this Charm will merely draw the Solar's eyes in the body's
direction. The Solar will have to investigate himself, and if the stabbing
was done properly, it will take an Investigation roll as usual to
differentiate whether the victim had been poisoned or hit with a Spell,
and so on.
Similarly, this Charm will give no bonus to the actual investigation
rolls made. A Solar standing in front of a wall to which someone was
nailed and tortured will know that there is something wrong with it, but
only an investigation roll will show the little flecks on the wall where
the nailholes were mortared in.
Until that point, it might be a secret door, a trap, an illusion, the
place where a valuable painting was held and then stolen, and so on.
Subtle Interrogation Technique
Cost: 4m; Mins: Investigation 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
Although Solar power is often overwhelming, it can be useful for
a Chosen to be more subtle from time to time. As talented
interlocutors, Solars can manipulate their words so as to disguise their
intent to draw out information or truth from their subject.
This Charm is used to hide an Investigation social attack designed
to gather information or force the subject to tell the truth, making it
appear as though the Solar did not ask a question, or as though the
question came from another source in a group conversation.
Anyone paying attention to the Solar-- including the targetmust
make a Wits + Awareness roll and garner a number of successes equal
to the Solar's permanent Essence to notice that the social attack was
made by the Solar. This requirement decreases by one each additional
time this Charm is used by the Solar during a scene.
Those who fail to achieve sufficient successes or who are not
paying attention in the first place will be completely fooled; the Solar's
interrogation will seem like pleasant, ordinary conversation, virtually
unrelated to the topic. If there is a group of individuals engaged in
social discourse (not necessarily combat) the Solar can lay 'blame' for
the attack in a general direction, but, unless there is only one other
person, not on a specific individual.
Lore
Sagacious Academic Methodology
Cost: 5m; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Lore Excellency
The Lawgivers eyes glint with deep wisdom as he ponders the
secret lore of Creation. This Charm allows the Solar to make any roll to
recall academic knowledge as a reflexive action. He still adds his
Intelligence to the roll, rather than his Wits, and the difficulty of the roll
is not increased. He adds a number of automatic successes equal to his
Lore to the roll, allowing him to understand almost any topic with ease,
even if he has given it little study.
Gilded Scrolls of Wisdom
Cost: 3m; Mins: Lore 5, Essence 3; Type: Simple (One long tick)
Keywords: None
Duration: Instant
Prerequisite Charms: Sagacious Academic Methodology
Flicking through the pages of a book or rapidly unrolling a scroll, a
Solar savant can easily read hundreds upon hundreds of pages in mere
seconds. This Charm involves a minute of reading through a book,
scroll, or similar text. The text must be in a language and medium that
the Solar is capable of understanding. This Charm's magics allow the
Solar to fully comprehend the text, with recall precise enough to quote
specific details. He fully understands all information conveyed by the
text, and receives a number of successes equal to his Essence on all
rolls to remember details from the text. This Charm cannot be used to
learn Charms or spells from a text or manual.
History Accounting Regimen
Cost: 3m + 1wp; Mins: Lore 3, Essence 2; Type: Simple
Keywords: Obvious, Training
Duration: Indefinite
Prerequisite Charms: Any Lore Excellency
The Lawgiver witnesses the reach of history, and contemplates
the progression of knowledge from its rudimental elements to eventual
mastery. By committing three motes and a Willpower, his caste mark
burns into life and the Exalt may browse the wisdom of history and
connect it with his living knowledge.
For any Ability that he possesses at least one dot in, the Solar
may gain a Specialty in that Ability, even if doing so brings the total in
the Ability over +3. The Solar may not use this Charm to gain any
Specialty that he already has. If the Solar keeps the motes and
Willpower from this Charm committed for one week, he may learn the
Specialty as a Training Effect. Once the essence and Willpower is
released, the Solar's Specialties will return to their natural state. If a
Solar gained a permanent Specialty using this Charm in an Ability that
was already had its maximum, the oldest Specialty the character
possessed in that Ability is lost. As long as the Lawgiver has motes or
Willpower committed to this charm, his caste mark is lit as if he had
burned seven motes.
Flood of Essence Granted
Cost: ; Mins: Lore 4, Essence 3; Type: Permanent
Keywords: Action-Only
Duration: Permanent
Prerequisite Charms: Essence-Lending Method
As the Sun shines down his warm and life-giving light upon
Creation, his Chosen can give the light of their own anima to others.
This Charm permanently enhances its prerequisite, making it Reflexive
instead of Simple. Even so, the total number of motes transferred per
action, across all activations of that Charm, is (his Essence x 3). Also, for
every point of Compassion the Solar has above three, he may reduce
the cost of Essence-Lending Method by one mote. At Essence 5+,
activating Essence-Lending Method does not count as Charm use.
If the Lawgiver also has Will-Bolstering Method, that Charm's
type is changed from Simple to Reflexive as well. The total amount of
willpower that can be given per action, across all activations that
Charm, is (the Exalt's Essence). The mote cost of that Charm is similarly
reduced by one for each point of Compassion the Exalt has above three.
Again, at Essence 5+, activating Will-Bolstering Method does not count
as Charm use.
A second purchase of this Charm at Essence 4+ removes the
Touch keyword from Essence-Lending Method (and again, Will-
Bolstering Method if the Solar has it). Instead, the Solar may transfer
his Essence (or Willpower) to any one target he can perceive per Charm
activation that is touched by the light of his anima banner. Brilliant arcs
of golden lightning flash between the Solar and his target when the
transfer occurs. Obviously, his anima needs to be flaring to take
advantage of this effect.
My Will Imposed
Cost: --; Mins: Lore 6, Essence 6; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Wyld Shaping Technique
When a Solar steps into the Wyld and decides to bring order to it,
he is imposing his own imagination focused through his very will to
bring that effort to fruition. When first learning to Wyld Shape, the
Solar can have a hard time of it in areas close to Creation. As he refines
his technique and becomes better practiced, this comes much easier to
him.
As a permanent upgrade to Wyld Shaping Technique the
difficulties of shaping closer to Creation become easier. Pure Chaos
remains difficulty 1, Deep Wyld becomes 2, Middlemarches becomes 3,
and Bordermarches becomes 5. In addition to this the distance a Solar
can now Shape becomes Essence x 3 miles.
Armies March against Chaos Method
Cost: ; Mins: Lore 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Repelling Pattern
Sometimes more than just the Lawgiver himself must brave the
churning chaos that is the Wyld. This Charm enhances Chaos-Repelling
Pattern by enlarging its sphere of influence to surround and protect a
Magnitude number of people equal to the Solars Essence.
Indomitable Cascade of Knowledge
Cost: 20m, 2wp; Mins: Lore 6, Essence 6; Type: Simple (Dramatic
Action)
Keywords: Combo-Basic, Mandate, Obvious, Touch, Training
Duration: One season
Prerequisite Charms: Harmonious Academic Methodology
A Lawgiver is not only a brilliant mentor, but he can also create
an educational infrastructure capable of transforming the most
ignorant tribe into an unsurpassed scholarly society that will last long
after the solar has leave them.
The character must spend one season inside a Dominion with a
Magnitude not greater than his Essence. During this time he writes
books, trains professors and sets all necessary infrastructures to keep
the instruction working without his supervision. At the end of this
period and for a long time thereafter the community will benefit from
up to (Essence) uses of Harmonious Academic Methodology as if the
Solar where there to teach them, although each trait is trained after
one season rather than one week. These teachings are rigid and
hermetic, though, so the Solar has to designate what its learned at
each interval which must remain fixed for the program to be effective.
After (Essence x10) years the group loses the last programmed
use of Harmonious Academic Methodology. Each time this time frame
occurs the process repeats itself again until the community educational
infrastructure becomes completely mundane. If the group stops
existing as such they lose the benefits of this Charm as well.
A second and final purchase at Essence 8+ doubles the maximum
uses of Harmonious Academic Methodology than can be stored in the
community.
Medicine
Flawless Midwife Practice
Cost: 2m; Mins: Medicine 3, Essence 2; Type: Simple
Keywords: Combo-Ok
Duration: One Pregnancy
Prerequisites: None
The Solar touches any woman who is pregnant, blessing her with
his power. The mother will never lose her baby due to illness, injury or
other natural causes, and she counts as an Exalt for any supernatural
effect that would harm the baby. Furthermore, she gains a bonus equal
to the Solar's Essence on any rolls that directly help or protect the child.
At Essence 3+, the Solar may bless multiple mothers at once by
touching them in sequence and committing one additional mote per
mother. Whenever one of the blessed mothers gives birth or otherwise
is no longer pregnant, one mote is uncommitted. The final mote
remains committed as long as any of the pregnancies remain.
Fertile Soil Method
Cost: 5m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Where the sun shines upon the black soil of Creation, new life
bursts forth, sending forth green leaves and f lowers to greet the dawn.
So too does the touch of the Solar Exalted bless all things with
abundant fertility. This Charm supplements a dramatic action to tend to
a patient, requiring at least an hour. The Solar uses acupuncture to
correct his patient's essence f lows, prescribes alimentary herbs to
nourish their body, and cleanses their blood with alchemic reagents. At
the end of this treatment, he rolls (Intelligence + Medicine). If he
succeeds, his patient is guaranteed fertility for a number of days equal
to the successes rolled. Any successful intercourse they have with a
partner capable of siring or conceiving children will result in pregnancy.
Bountiful Loins Blessing
Cost: 5m, 1wp; Mins: Medicine 4, Essence 4; Type: Simple
Keywords: Combo-Ok
Duration: One Year
Prerequisites: Blessing of the Sun
The Solar touches any fertile adult, giving them the blessing of a
vast family. Should the blessed person have sex with another fertile
adult while under the effects of this charm, the union is guaranteed to
result in a pregnancy. Furthermore, the number of children born will
equal the Solar's Essence/2.
Hero's Benediction
Cost: 10m, 1wp; Mins: Medicine 5, Essence 4; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Flawless Midwife Practice
The Solar looks down upon any infant born within the past hour,
and some of the Solar's power passes down into the child. The blessed
child gains a bonus equal to the Solar's Essence on any rolls that directly
relate to surviving childhood.
Glorious Solar Creche
Cost: 12m; Mins: Medicine 4, Essence 3; Type: Simple
Keywords: Combo-Ok, Training
Duration: One Year
Prerequisite: Flawless Midwife Practice
The Solar blesses a building, courtyard, village green or some
other place where children are raised or gather. If a child spends at
least ten hours a week over the course of ten months within the creche,
they gain one dot of any ability the Solar has at least four dots in, to a
maximum of two dots, chosen at the time of activation. Only children
older than four but younger than fourteen may benefit from this, and
each child may only benefit from a single Creche per year.
Additionally, children who have spent at least one hour in the
Creche in the past month gain a bonus to all Resistance rolls to resist
injury, disease or poison equal to the Solar's Essence. Adults who have
benefited from at least one year in the Creche as children retain a +1
bonus to these rolls for their entire lives.
Village-Healing Ministrations
Cost: - (+2m, 1wp); Mins: Medicine 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite: Medicine Essence Flow
Although lesser doctors may need to concentrate on their
charges for anything other than brief moments, the Chosen of the Sun
are not so hampered. Though magically-boosted speed and focus is
usually the province of combative Charms, medically-inclined Solars can
develop the ability to add just enough speed, just enough capacity for
multitasking, to enable them to operate simultaneously on many
patients at once. So long as all patients remain within one tick's worth
of Move from the Solar, the lawgiver can increase the cost of the
Charms hes using to affect up to (Essence) patients at a single time.
When used in a combo, the Solar need only pay 1 Willpower, but
pay a surcharge of 2 motes per charm in the combo.
Nation-Curing Blessing
Cost: - (+2m, +1wp); Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite: Village-Healing Ministrations
The capability of the lawgiver to heal many people at once
becomes much greater. Standing among the patients, the solars anima
flares to the 8-10 motes level, as tendrils of golden essence wash over
the masses, healing them all at once.
By paying an extra two motes and one extra Willpower to the
cost of its prerequisite, the Solar can improve a Medicine Charm he
possesses, allowing him to treat up to (Essence) in Magnitude. When
this charm is placed in a combo, the Solar need pay 4 motes extra per
Medicine Charm in the combo, and two Willpower, in addition to the
normal cost of the Charms in the combo to affect such a large group.
Sun-Given Vitality
Cost: 3m; Mins: Medicine 3, Essence 3; Type: Simple (Speed 3)
Keywords: Touch, Combo-OK
Duration: Instant
Prerequisite Charms: Anointment of Miraculous Health
As the sun's golden light brings new strength to the weary, so do
the Sun's chosen give strength to their followers. A person affected by
this Charm has their body refreshed, removing all ill effects of fatigue,
hunger, thirst or lack of sleep as if they had just had a good night's sleep
and a very large, nourishing meal. Even the Solar Exalted cannot keep
material beings alive on Essence alone forever, though. The target feels
no ill effect for a number of successive uses of the Charm equal to the
Solar's Medicine score. After that, this Charm also inflicts a
Derangement for each time it is used in place of rest or sleep, and a
lethal health level of damage for every time it is used instead of actual
nourishment. Derangements and damage caused by this Charm cease
after the subject starts eating and sleeping normally, but they cannot
be healed by any other means.
Battlefield Medicine Mastery
Cost: 2m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Medicine Excellency
The medicine of the Solars rescues the wounded from death's
door. This Charm supplements a Miscellaneous action to stanch a
wound. It stops bleeding from all the target's wounds, prevents any of
those wounds from becoming infected, and instantly stabilizes the
dying.
Mind-Restoring Method
Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Wholeness-Restoring Meditation, Ailment-
Rectifying Method, Body-Purifying Admonitions
Despite the best efforts of the Lawgivers, the Fair Folk were still
able to ravish minds in the First Age. This Charm allowed the Lawgivers
to restore the sense of someone who had been ravished.
On a successful diagnostic check taking one hour at a difficulty
equal to the initial value of the virtue before the ravishment the Solar
can expend 5 motes of energy to repair a patient's virtue. This virtue
restores itself at a rate of one point per day. This cannot raise virtues
beyond their initial limits.
Occult
Immortal Sorcerers Advantages
Cost: - ; Mins: Occult 4, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
Solar sorcerers are a thing to fear. A character who purchases
this Charm gains the following benefits: The DV penalty for taking a
Shape Terrestrial Circle Sorcery is reduced by one (to a minimum of 0).
In addition to this advantage the Lawgiver gains an auxiliary mote pool
equal to (Occult + Essence + 5) and an auxiliary willpower pool of one.
The Solar may only use these pools to pay for spells. When these pools
are depleted, the character may use his personal and peripheral mote
pools as well as his usual willpower pool to pay for Spell activations.
These pools refill by normal means, including stunts. A repurchase of
Immortal Sorcerers Advantages at Essence 4+ doubles both pools and
applies the DV reduction to Shape Celestial Circle Spell actions; a
repurchase at Essence 5+ doubles them again and applies the DV
reduction to Shape Solar Circle Spell actions.
The Charm only applies to Sorcery spells, not Necromancy.
New Abyssal Charm: Fell Necromancer`s Advantages (Prereqs:
Shadowlands Circle Necromancy); This Charm reduces the DV of taking
Shape Shadowlands Circle Necromancy action as well as Shape
Labyrinth Circle and Void Circle Necromancy actions at Essence 4+ and
5+ repurchases, respectively. The Abyssal version disallows the use of
the auxiliary pools for casting anything other than Necromancy spells.
Other than those differences, the Charm functions identically to its
mirror.
Sudden Arsenal Acquisition
Cost: 5m; Mins: Occult 5, Essence 3; Type: Reflexive
Keywords: Touch, Mirror (Tomb Always Provides)
Duration: Instant
Prerequisites: Spirit-Detecting Glance
The tools of the lawgiver are never far from his side, but
sometimes it is cumbersome to have them attuned at all times. And
sometimes dangers loom suddenly, not giving him the luxury of time to
take to attune to an Artifact or Manse, to gain its benefits.
As soon as this charm is activated it allows the Solar to attune to
any artifact or manse he his touching as a reflexive action. Motes must
be committed to the artifact as normal.
Sorcerer Bedevilling Tricks
Cost: 2m; Mins: Occult 3, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery
One who can unlock the secrets of sorcery can tear them down
as well. With careful tricks and attacks, the Exalt ruins a sorcerer's best
efforts and concentration. When an Exalt with this charm distracts or
damages a Sorcerer in the process of casting a spell, the External
Penalty they inflict on the Sorcerer's roll to keep control of the spell
increases by their Essence.
Mortal Magic Mastered
Cost: 1m; Mins: Occult 3, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Any Occult Excellency
Those Lawgivers who turn their hands to the magic of mortals
perform it with supreme perfection. This Charm supplements a
dramatic action to perform a thaumaturgical ritual. The character rolls
as normal, but if he would fail, he instead succeeds with a threshold of
one success.
Thaumaturgy Refinement Techniques
Cost: ; Mins: Occult 3, Essence 1; Type: Permanent
Keywords: Mirror (Grave Affinities)
Duration: Permanent
Prerequisite Charms: Any Occult Excellency
While it is the gods who facilitate it and the Dragon Kings who
pioneered its use, as is usually the case the Lawgivers were the ones to
truly master and excel in thaumaturgy.
The solar reduces the time it takes to do the rituals by one
increment, from years, to seasons, to months, to weeks, to days, to
hours, to minutes, to 5-ticks.
A second purchase at Essence 3+ reduces it by one additional
interval.
Breaking the Wicked's Will
Cost: (1m per die); Mins: Occult 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Occult Essence Flow, Celestial Circle Sorcery
Some of the most powerful demons learn to resist the binding
power of sorcery. A Zenith sorcerer of the First Age saw this, so he
make this charm to enforce his will with the might y glory of the
Unconquered Sun himself.
The sorcerer can pay 1 mote to add a dice to his pool of Essence
+ Willpower rolls to bind a summoned demon with sorcery, up to his
Conviction in dice. This can also be add to the contest of wills with
Circle Banishments but not to the Wits + Occult roll to banish the
demon if the binding fails (the sorcerer already use his might in the
binding roll and fail, so the demon is not impressed any more). The
character must pay the cost for every roll he makes.
Athletics
Sky-Dancing Technique
Cost: 4m; 1 wp; Mins: Athletics 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious.
Duration: One Scene.
Prerequisite Charms: Spider-Foot Style, Feather-Foot Style.
Essence pervades all things and composes all things including the
air and sky. A Solar aware of this simple truth may focus the small
amount of essence in the air beneath their feet, making it solid enough
for them to travel.
A Solar using this charm may walk or run on air as normally as
they would normal ground (i.e: Normal Movement rules, turbulent
charms may impede speed etc.) They do not gain the ability to move
faster than they normally would although other charms which increase
their walk/dash speed may be used to increase their speed.
This charm does allow Solars to stand still and 'hover' in the air.
To increase/decrease their altitude the Solar literally has to walk to
their desired altitude. The maximum altitude a Solar may reach using
this charm is [(Athletics + Essence) x 3] yards. Till they reach Essence 6+
where this limit is removed and they may gain altitude till the essence
in the air becomes too thin to bear them (ST's Discretion.)
The character may use thrown weapons, fight unarmed or wield
weapons normally, regardless of how fast she is moving. The character
can engage in aerial duels with characters capable of taking to the air,
or she can hurl thrown weapons at foes on the ground or swoop down
and strike them as she flies past. If the Solar wishes to use a ranged
attack, such as a bow and arrow or throwing weapons, he suffers an
external penalty depending on how close the target would be if the
Solar were to remain on the ground. If the Solar's target were to be
directly in front of him were he on the ground, the Solar's attack is at a -
4 Internal penalty, as he would have to fire almost straight down. For
every five yards away the target is from where the Solar would be
standing, reduce this penalty by one. Once the target is sufficiently far
away to reduce the penalty to 0, he may fire freely without a penalty.
Effortless Solar Strength
Cost: 3m; Mins: Athletics 3, Essence 3; Type: Reflexive
Keywords: Action-Only, Combo-OK
Duration: Instant
Prerequisite Charms: Any Athletics Excellency
Solar strongmen can shatter an iron ball in the palm of their
hand, or lift up yeddim with a casual shrug. Activating this Charm, the
Solar may reflexively make a feat of strength to lift or break an object.
Immovable Righteousness
Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Graceful Crane Stance
While the Solars Graceful Crane Stance is active, any Knockback
effect reduces the distance it throws him by (Dexterity + Athletics)
yards, to a minimum of zero. While active, the Solar may also reflexively
pay one Willpower to negate all Knockback from an attack, no matter
how severe.
Delicate Mosquito Movement
Cost: 4m; Mins: Athletics 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Graceful Crane
When the character is on her feet and so wishes, she is as light as
a fly. She can stand on still liquids, opponents swinging weapons,
falling leaves, waving flags, etc. Also, the character climbs with such
dexterity that no surface avoids her f lawless grasp. Any surface less
shear than polished glass (DC 5 or less) can be climbed by the character,
who need only touch the surface she is climbing with her hands (and a
climb action) every once and a while.
Specifically, the character can skip the climbing action for a
number of Actions equal to her Athletics before she needs to devote at
least part of a flurry to keeping herself off the ground. The rest of the
time, the character may move across the surface at her normal land
movement speed, and suffers no penalties to actions from climbing.
However, she may not Dash. The surface is as difficult to cross as if it
were level and the character was crossing it on the ground. The only
restriction is that the character must remain above the surface she is
climbing on, and so cannot climb any wall which is greater than 90
degrees. Characters with this charm may stop and start or jump from
one surface to another without pause and continue on, as well. This
charm does not confer any of the benefits of Racing Hare, so the
character may need to take an action to jump. This charm will fade if
Graceful Crane is not also active.
Cavorting Dolphin Style
Cost: - (+1m); Mins: Essence 2, Athletics 3; Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Any Athletics Excellency
The vast expanse of the oceans are wide and open to the
penetrating light of the Unconquered Sun, and thus the Lawgivers
should find no impediment in the embrace of the water. This Charm
enhances a Solar's ability to swim, increasing his normal Move action
speed in the water to that of his Dash action on land (Dexterity + 6). In
addition, any Charms that affect his Move or Dash speed, he can pay a
one mote surcharge on them, to allow them to affect his swimming
speed.
Stone-Shattering Step
Cost: 3m, 1wp; Mins: Athletics 4, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisite Charms: Lightning Speed, Effortless Solar Strength
With superhuman strength and speed, the Sun's Chosen can walk
through walls, shattering wood and stone to make way for their
passage. This Charm enhances any Dash action the Solar takes. If they
move directly into a barrier or obstacle that impedes their movement,
they may make a feat of strength to break it as a reflexive action,
allowing them to shatter walls and continue moving through them if
they have the strength. If the Solar has used Charms or other magic to
supernaturally enhance their Dash speed, they add one die to their feat
of strength pool for every 2 additional yards added to his speed, which
counts as dice added by Charms.
Skipping Sunbeam Course
Cost: (5m per jump, 1wp); Mins: Athletics 5, Essence 5; Type:
Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Mountain-Crossing Leap Technique
Like the rays of the sun as it crosses the skies, the Solar falls from
the clouds to alight on the ground for a moment, and then carries his
glory off to the end of his journey. A Solar with this Charm may invoke
an alternate version of Mountain-Crossing Leap Technique, and he may
do so only during "downtime" (Exalted, p. 119). This costs one
Willpower, plus five motes for every (Essence x 5) miles or fraction
thereof he travels, as he more easily bounds across the face of Creation
at amazing speed. Every (Essence x 5) miles he must land and take off
again, travel time between landings being five minutes each, potentially
ending his journey early if the Storyteller decides something interesting
ends the downtime.
While Mountain-Crossing Leap Technique is Obvious, Skipping
Sunbeam Course is more so, the Solar streaking across the sky like a
golden comet trailing rainbow sparks. A scent lingers where the sparks
fall to the ground, leaving for a few hours a maddeningly unidentifiable,
subtle but pleasant aroma. The visual display is the equivalent of an 11-
15 mote anima display for the purposes of sighting it and negating the
Solar's attempts at stealth. The pleasant scent may grant one or two
bonus dice to attempts to track the Solar with Survival, or more if the
pursuer has a superhuman sense of smell.
At Essence 6+ the Solar's Mountain-Crossing Leap Technique
changes its Cost to 5m, 1wp and using Skipping Sunbeam Course's
iteration now costs 3m per jump, 1wp.
Awareness
Honest Turnabout Assault
Cost: ; Mins: Awareness 5, Essence 2; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: None
The Sun makes no false promises; it does not dance the fickle
dance of the Moon. It rises every day, steady and true, and expects
similar fair play from others. This Charm grants the Solar an empty
Overdrive pool with a capacity of ten motes. The Solar gains one
offensive mote whenever he witnesses an attack being made from
surprise, or three motes if such an attack is made against him.
However, if he makes an attack from surprise himself, he loses the
ability to gain offensive motes through this Charm until he next
witnesses a sunrise. This Charm is not triggered (either way) by attacks
that are simply made unexpected through blinding speed or some other
magic.
Action without Thought
Cost: ; Mins: Awareness 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Awareness Excellency
The Lawgiver need not think to act. This Charm adds (Essence)
automatic successes to all rolls the Solar makes to Join Battle, Join
Debate, or Join War.
Treasure-Warding Caution
Cost: ; Mins: Awareness 4, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Keen (Sense) Technique
The savvy Solar Exalted knows to keep his hand on his purse,
even in a metaphysical and metaphorical sense. This Charm
permanently enhances the Lawgiver, adding (his Essence) extra
successes to any rolls he makes to oppose attempts to steal objects he
owns and carries on his person. If an effect attempts to steal the Exalts
possessions without a roll, this Charm forces a contested roll.
Awareness of Lessers Technique
Cost: 3m; Mins: Awareness 5, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Suprise Anticipation Method, Any Keen (Sense)
Technique
It is unseemly for the subjects of the Lawgivers to pay too close
attention to them lest they perhaps become disillusioned with those
chosen to rule Creation. When this charm is in use anytime the Solar
could get a roll to notice someone watching them they automatically
succeed and know about the watcher and how they are being watched.
If this charm is up Surprise Anticipation Method does not count as a
charm use to use. If another charm would contest this charms effects
the Solar adds their Essence in successes to the contested roll. This
charm can be activated in response to being watched even if the Solar
has not even rolled yet. This should be done automatically and not be
used by a Storyteller to drain the Solar of motes when a random robin
stares at him through a window but rather when its important.
Golden Lantern Understanding
Cost: 4m; Mins: Awareness 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
Even in the blackest night, the Solar need not fear the darkness.
He may simply close his eyes, and see with inward vision, perception
born of will alone. The Solar may ignore all penalties that he would take
on any action due to conditions that impair his senses. These include
both environmental conditions that reduce visibility or otherwise
hamper the Solars perception, such as darkness or fog, and also effects
that directly impair a Solars senses, such as blindness or deafness.
Sense-Unifying Concentration
Cost: 3m; Mins: Awareness 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Keen (Sense) Technique
The senses of the Lawgivers all reveal one central truth. This
charm allows anything that the Solar detects with any sense to be
perceived by all their senses. They instantly know the appearance of
anyone who makes a sound that they hear; they know how it would
feel to touch any surface that they see; and they can tell the taste of a
banquet at a glance from across the room.
Telescopic Sun Omniscience
Cost: 8m, 1wp; Mins: Awareness 5, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Unsurpassed Hearing and Touch Discipline,
Unsurpassed Sight Discipline
Near and far mean little to a Solar, whose gaze can fall upon
anything illuminated by the Suns infinite light. A character with this
Charm may select a location up to (Essence) miles distant. As long as
the Solar has unobstructed line of sight to her selected location she can
see and hear events occurring within that location as if she were
physically present.
This Charm cannot be used to target locations the Solar lacks line
of sight to, while obstructions such as leaves or gusts of dust or snow
that impose external penalties degrade the Solars perceptions in equal
measure. While this Charm is active the character suffers a -3 internal
penalty on all Perception and/or Awareness-based rolls to notice events
around her physical location. A Solar may choose to refocus her vision
on any other valid point in range as a miscellaneous action.
A second purchase at Essence 6+ extends the range of this Charm
to (Essence x10) miles, while a third repurchase at Essence 8+ increases
the range to (Essence x50) miles. A final purchase at Essence 10 extends
the range to (Essence x100) miles.
Dodge
Decoy Displacement Deceivement
Cost: 4m; Mins: Dodge 3, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Mirror (Unfortunate Bystander
Maneuver)
Duration: Instant
Prerequisites: Leaping Dodge Technique
The solar not only avoids an attack, but redirects his opponents
fury onto another target. The Exalt chooses a single object she could lift
with one hand or one willing person within (Essence x 4) yards that the
Solar is aware of. The Solar switches places with that object. If this
charm was activated in response to a flurry, all further attacks in that
flurry are directed against the swapped target
Bending with the Unbreaking Reed
Cost: 1m/hl; Mins: Dodge 2, Essence 1; Type: Reflexive (Step 8)
Keywords: Combo-ok, Obvious
Duration: Instant
Prerequisite Charms: Any Dodge Excellency
Even when they cannot completely avoid the blows of the
unrighteous, the Lawgivers may move with the strike, limiting its ability
to harm them. For each mote spent as part of activating this Charm in
Step 8 of combat resolution, the Solar reduces the final damage he
takes by 1 level. He may not reduce the damage taken below 1,
however, with this technique; had he been that capable, he wouldn't
have been hit at all.
Shaded Ally Intercession
Cost: 4m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisite Charms: Leaping Dodge Method
The mercy of the Solar Exalted puts them in danger that their
faithful followers cannot hope to face. For the remainder of the action
after activating this Charm, the Exalt may take the place of the target of
an attack or flurry of attacks that is within jumping distance. The
character must be aware of any attack he is protecting a target from,
and the Exalt performs this feat reflexively in Step 2 of combat
resolution.
Running-Before-The-Storm Defense
Cost: 5m 1wp; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Shadow Over Water
The Solar evades attacks like a dancing sunbeam amidst storm
clouds, outrunning and outdodging his adversaries with increasing
grace and ease. For as long as his attackers persist in striking at him, he
will persist in avoiding them.
The Solar demonstrates formidable defensive skills in the face of
a persistent attack. When he is attacked and successfully uses his
Dodge DV to avoid it, he may bank any extra successes he acquired
from Charms or stunts (not his normal DV). He may reflexively apply
these successes to his Dodge DV during Step 6 of attack resolution later
in the same scene, and he may not have a pool of more than (Dexterity
+ Dodge) banked successes. Only successes which stemmed from
Charms or stunts may be banked in this fashion. Using banked
successes does not count as a Charm activation.
Larceny
Thief-King's Ghostly Presence
Cost: --; Mins: Larceny 1, Essence 1; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None
The rogues of the Night Caste leave no trace of their regrettably
necessary activities, leaving the marks to conclude that they've been
had by a ghost. This Charm permanently expands the Exalt's
capabilities. Whenever the Exalt performs any successful stunt as part
of a roll to perform a criminal activity such as picking a lock or disabling
defenses, he automatically leaves no evidence of the activity. He does
not leave fingerprints, magical traces, or any form of material or
magical evidence behind. Consequently, any Investigation roll to
investigate the scene of the crime fails automatically if the investigator
is not using supernatural aid. Those who have access to Charms or
other magic instead suffer a (Solar's Essence / 2, rounded down)
external penalty. If the Solar has Larceny 4+, Essence 3+, this effect
becomes perfect and can only be opposed by perfect effects, which
prompts a roll-off as normal.
Merged: Stealth
Identity Shielding Aegis
Cost: 4m, 1wp; Mins: Larceny 4, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Merged
Duration: One Scene
Prerequisite Charms: Thief-King's Ghostly Presence
Even if he has fashioned a disguise for himself, the Solar's identity
must still sometimes be kept secret for the good of Creation. This
Charm is an Illusion effect that shields the Solar's appearance from
being recognized by those who have a Parry MDV less than or equal to
his Essence unless they pay 2wp all at once upon seeing the Solar the
first time after activating this Charm. If they pierce the Illusion effect,
then they become immune to this Charm's effects for the rest of the
scene. If the Solar has Larceny 5+, Essence 4+, then those who pierce
the disguise become immune to its effects only until their DV refreshes
twice.
Merged: Stealth
Perfected Mask Gallery
Cost: --; Mins: Larceny 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flawlessly Impenetrable Disguise
The rogues of the Night Caste hide behind countless masks and
personas, never showing their true faces to their marks. This Charm
permanently expands Flawlessly Impenetrable Disguise. First, the Solar
no longer requires props when using Flawlessly Impenetrable Disguise.
He acts as though he has props of Resources value equal to (Essence),
maximum five for determining the quality of disguise that he can
create. Second, the Solar may commit the cost of an activation of
Flawlessly Impenetrable Disguise. If he does, then he may assume the
disguise that was made with that activation at any time as a reflexive
action which does not count as Charm use. There is no limit on the
amount of disguises he may store in this fashion; his only constraint is
his Essence pool.
Golden Mask of the God-King
Cost: 3m; Mins: Larceny 3, Essence 1; Type: Simple
Keywords: Combo-OK, Merged (Socialize)
Duration: One Scene
Prerequisite: None
This Charm makes it impossible to catch the Solar in a lie, unless
there are outside circumstances that would reveal the lie. It causes all
Investigation and Socialize rolls made to recognize the lie automatically
fail, unless observer has a minimum two-success bonus from
circumstances. If another charm opposes this then the Lawgiver rolls
(Charisma/Manipulation + Larceny/Socialize) with (Essence) bonus
successes against their (Perception + Socialize or Wits + Investigation).
Gilded Words Methodology
Cost: 3m; Mins: Larceny 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion, Merged (Socialize)
Duration: instant
This charm creates an unnatural mental influence that causes the
target to believe wholeheartedly in the Lawgivers words, their truth
self-evident. The Solar rolls (Manipulation + Larceny) against the targets
MDV. If successful the target now believes the Solar, an illusion
concealing all evidence to the contrary. This unnatural mental influence
costs 2 willpower to resist.
Shadow Agent Cultivation
Cost: 10m, 2wp; Mins: Larceny 4, Essence 3; Type: Simple (Dramatic
Action)
Keywords: Obvious, Touch, Training
Duration: One Week
Prerequisite: Flawlessly Impenetrable Disguise, Lock-Opening Touch
Under the guidance of the Solar Exalted mortal thieves and
bandits become deadly assassins and masterful spies. This Charm
involves training a organized group or military unit. This Charm requires
five or more hours of effort in any given week to bear fruit. In each
week of training the trainer picks one trait to train: Conviction,
Dexterity, Wits, Manipulation, Melee, Thrown, Stealth, Larceny, Dodge.
This Charm increases the trait to train by one dot to a maximum of 4.
The solar can train with a group or as a solo character, increasing her
own traits.
Unseen Shadow Curriculum
Cost: -; Mins: Larceny 5, Essence 5; Type: Permanent
Keyword: Obvious
Duration: One Week
Prerequisite: Shadow Agent Cultivation
The Solar Exalted imbue their warriors with something of their
own natures. This Charm enhances the Exalt's Ability to train Warriors.
This Charm allows her to use Shadow Warrior Training Technique to
train others in any of the following:
Intelligence, Perception, Appearance, Temperance
Awareness, Athletics, Investigation, Linguistics, Ride, Sail,
Socialize, Performance
Willpower. The Exalt may train Willpower to a maximum of
7.
Jobs - name an activity that can be planned with larceny, for
example, cons, gambling, disguises, theft, smuggling or
espionage. The target gains +2 specialty dice on all relevant rolls.
Only one Job may benefit from this bonus per target at a time,
training new Job removes the old one. Target may not receive
more than three dice from specialties for any action.
Under the Shadow of the Sun
Cost: -; Mins: Larceny 5, Essence 4; Type: Permanent
Keyword:
Duration: Permanent
Prerequisite: Shadow Agent Cultivation
The Lawgiver's agents are many, but all are naught but weapons
to be wielded by the same hand. This charm permanently enhances
those he trains with Shadow Agent Cultivation. When they undertake
actions on behalf of the lawgiver, any and all successful investigations
to the perpetrator lead directly to the lawgiver instead of the agent. It
is less important who performed the acts, in comparison to the
fact that the act was the lawgiver's will manifest. As far as any
investigation can determine, the act was done personally by the
lawgiver. This charm does nothing to shield an agent as they act, only
concealing their acts afterwards.
This charm is a perfect effect, counting as a defense in charm
contests. If someone attempts to discern the event through the Loom
of Fate they automatically succeed but it only returns the message "As
the Lawgiver Commands".
Loyalty Indoctrination Practice
Cost: -; Mins: Larceny 5, Essence 4; Type: Permanent
Keyword:
Duration: Permanent
Prerequisite: Shadow Agent Cultivation
This charm permanently enhances its prerequisite, imposing a
supernatural intimacy of loyalty to the lawgiver in his students. Any
scene in which the trained abilities are used counts as a scene building
up this intimacy if eroded. In the likely event that the lawgiver was in
disguise when the training was done, the intimacy seamlessly
transitions to his real persona if revealed.
There is a similar charm in War and Lore, known as Inspiring
Commander Practice and Honored Teacher Practice. Their prerequisites
are Tiger Warrior Training Technique and Harmonious Academic
Methodology.
Castle-Entering Stance
Cost: (5m or 10m, 1wp); Mins: Larceny 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Door-Evading Technique
It takes more than locked doors and mortared walls to bar the
way of the Lawgiver. This Charm upgrades Door-Evading Technique.
The Solar may activate it for a reduced cost of five motes to move
through any portal. In addition, he may also activate it to pass through
any material obstruction that is no more than (Essence) yards thick,
although he must pay the full cost of the Charm to do so. If a character
physically prevents the Solar from moving with a Blockade Movement
action, he may activate Door-Evading Technique to automatically
overcome their efforts. At Essence 6, the Solar need only pay five motes
to bypass any obstacle.
Body Double Disguise
Cost: ; Mins: Larceny 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flawlessly Impenetrable Disguise
The Solars mastery of disguise now applies to her ability to
disguise her compatriots-- or victims-- as easily as her own. The
character may choose to add 1 to the Speed and 3 motes to the
committed cost of a Flawlessly Impenetrable Disguise in order to use it
on another target. If the target does not wish to be disguised, the target
must be restrained for the entire 7 long ticks and the Solar must
succeed at a Manipulation + Larceny roll equal to the targets Essence.
The disguise may not be voluntarily shed once emplaced by the
Solar; the Solar must choose to release the committed motes if she
chooses to dispel the effect before the end of the Duration.
Five-Thousand Finger Discount
Cost: (+1m+, +1wp); Mins: Larceny 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Stealing from Plain Sight Spirit
The magpie-hands of the Solar Exalted can steal the swords out
of the scabbards from an entire army. This Charm permanently
enhances its prerequisite, enabling the Solar to steal not just one thing,
but everything within (Essence) yards that is in plain sight. This costs
one extra willpower, plus a surcharge of one mote for every extra
object stolen, added onto the cost Stealing from Plain Sight Spirit. The
Exalt still must be able to carry everything he steals, which may be
difficult if procuring a dozen different items.
Remote Appropriation Prana
Cost: ; Mins: Larceny 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Stealing from Plain Sight Spirit
Such is the prowess of the Lawgivers that no item is beyond their
reach in the pursuit of their duties as rulers of Creation. This Charm
permanently enhances Stealing from Plain Sight Spirit, increasing the
maximum range the character can steal from to (Essence x 100) yards.
The character must still be able to see the object she's attempting to
steal directly, remote scrying is ineffective for overcoming this limit,
though Charms which allowed the character to see through solid
objects could. A second purchase of this Charm at Larceny 6+, Essence
6+ increased the maximum range to (Essence 5) miles. A third
purchase at Larceny 8+, Essence 8+ further increases this limit to
(Essence x 10) miles
Stealth
Thief-King's Ghostly Presence
Cost: --; Mins: Stealth 1, Essence 1; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None
The rogues of the Night Caste leave no trace of their regrettably
necessary activities, leaving the marks to conclude that they've been
had by a ghost. This Charm permanently expands the Exalt's
capabilities. Whenever the Exalt performs any successful stunt as part
of a roll to remain unseen, or unheard, he automatically leaves no
evidence of the activity. He does not leave fingerprints, magical traces,
or any form of material or magical evidence behind. Consequently, any
Investigation roll to investigate the scene of the crime fails
automatically if the investigator is not using supernatural aid. Those
who have access to Charms or other magic instead suffer a (Solar's
Essence / 2, rounded down) external penalty. If the Solar has Stealth 4+,
Essence 3+, this effect becomes perfect and can only be opposed by
perfect effects, which prompts a roll-off as normal.
Merged: Larceny
Identity Shielding Aegis
Cost: 4m, 1wp; Mins: Stealth 4, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Merged
Duration: One Scene
Prerequisite Charms: Thief-King's Ghostly Presence
Even if he has fashioned a disguise for himself, the Solar's identity
must still sometimes be kept secret for the good of Creation. This
Charm is an Illusion effect that shields the Solar's appearance from
being recognized by those who have a Parry MDV less than or equal to
his Essence unless they pay 2wp all at once upon seeing the Solar the
first time after activating this Charm. If they pierce the Illusion effect,
then they become immune to this Charm's effects for the rest of the
scene. If the Solar has Stealth 5+, Essence 4+, then those who pierce the
disguise become immune to its effects only until their DV refreshes
twice.
Merged: Stealth
Humble Mortal Mien
Cost: 4m; Mins: Stealth 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Easily Overlooked Presence Method
The solars often had to hide their nature, and now must
practically always do so. This is one of the many tools in that arsenal.
The solar activates this charm in response to any attempt to detect his
exalted nature by supernatural means, whether charms like Measure
the Wind or artifacts like Essence Flare Pillars. Any attempt to divine
the solar's nature will register them as a heroic mortal. This is a perfect
defense.
The Sun Is Always There
Cost: ; Mins: Stealth 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mental Invisibility Technique
No matter how oblivious the populace may be, no matter how
dark the night, the Sun is never truly gone. The Exalts Mental
Invisibility Technique no longer recedes entirely when she joins battle.
Only those who Join Battle in the conflict with the Solar pierce the
effect, while bystanders must deal with the Charm normally.
Another purchase of this Charm at Essence 4+ indefinitely
extends the duration of the Solars Mental Invisibility Technique.
Oracle-Rebuking Sunbeam
Cost: ; Mins: Stealth 5, Essence 4; Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Vanishing from Mind's Eye Method
The Solar Exalted can vanish from the sorcerer's glass or the
scrying pool as easily as from the mind's eye. This Charm upgrades
Vanishing from Mind's Eye Method. While it is active, the Solar is
warded against all scrying and other effects that would allow him to be
supernaturally observed. Scrying that targets the Solar specifically is
negated, while scrying that affects an area is unable to detect the
Solar's presence. If another Charm contests this effect, Oracle-Rebuking
Sunbeam adds the Solars (Essence) in automatic successes to the
opposed roll to maintain the effects of this Charm.
With Stealth 6 and Essence 6, the Solar may choose to pay a
single point of Willpower any time a scrying effect that specifically
targets him is negated by this Charm. The offending character's eyes
burn with brilliant sunlight, an instantaneous environmental hazard
with Trauma 5 and Damage (Essence)L. Because this attack originates
within the victim, no external defenses can apply, although protective
Charms still have their full effect. If they suffer any damage from this
hazard, then they are blinded as a Crippling effect, that their eyes may
no more offend the Lawgiver. Characters who heal as Exalted regain
their sight after a full day of rest, while other characters are blinded
forevermore.
Cunning Scoutmasters Practice
Cost: - (+3m); Mins: Stealth 5, Essence 4; Type: Permanent
Keywords: Leader, War
Prerequisite Charms: Spreading Nights Shroud
Solars were made to be the grand generals of Exalts and their
supporting legions, whether Dragon-blooded or mortal. Those
specialties which belong to the more subtle arts are no different; given
the slightest bit of effort, a Lawgiver can cloak his complimentary unit
in the power of his Essence and the skill of his leadership, leading them
as Ghost Tiger Warriors. Nights using this Charm against the
Primordials were able to bring massive amounts of Dragon-blooded
troops-- and their Dawn allies-- into the fastnesses of Primordial
strength, and slaughter them unawares. It was also responsible for
many a brutal shadow war in the First Age, where mortals might not
even notice their betters until they or those around them began to
drop like flies. When activating Stealth Charms, the Solar may pay the
surcharge on each Stealth Charm, to have them affect up to (Essence)
in Magnitude.
Night Hidden Footsteps Method
Cost: ; Mins: Stealth 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Stealth Essence Flow
When the sun slips below the horizon none can see it. The Lawgivers
are righteous and burn like the sun to all to see when they wish it but
they too can become as hidden as the sun when day turns to night.
When a charm would automatically nullify a Solar's Stealth or Larceny
charms this effect turns into a contested effect with the Solar adding
their permanent Essence in successes to the roll. However, when a
charm is used to defend against surprise attacks, this charm has no
effect.
Bureaucracy
Being Everywhere Approach
Cost: 5m 1wp; Mins: Bureaucracy 4, Essence 3; Type: Extra-Action
Keywords: Combo-Ok
Duration: Dramatic Action
Prerequisites: Speed the Wheels
The Solar is a blur of bureaucratic achievement, seemingly able to
be in multiple meetings at the same time while spying on her
competitors or filing paperwork. This charm allows the Solar to perform
(Essence/2) dramatic bureaucratic actions simultaneously with no
penalty.
Unbreakable Handshake Agreement
Cost: 2m, 1wp; Mins: Bureaucracy 3, Essence 2; Type: Reflexive
Keywords: Combo-Ok, Emotion
Duration: Special
Prerequisites: None
The powers of the Lawgivers as a whole to enforce their treaties
may not equal those used by the Eclipse Caste, but are still formidable.
This charm is activated whenever an agreement is reached. The Solar
may choose to bind the deal, tying it to the target's mind. Any time the
target attempts to break the agreement, he must succeed at a
Willpower check with a difficulty equal to the Solar's Essence
(maximum of 5). Failure means that the target may not attempt to
break the deal for the rest of the day. Success (or spending 3wp)
immediately breaks the charm, but imposes a -3 internal penalty on the
target for one week as an emotion effect that takes 1wp to ignore for a
scene.
At essence 3+, the Solar may bind any number of willing
participants by spending an additional 1m for each target past the first.
Jade Beckons Yojimbo
Cost: 4m; Mins: Bureaucracy 4, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Insightful Buyer Technique.
Unto the Sun's Chosen are given all the spoils of treasures of
Creation, to hoard or distribute as they see fit. If the Solar offers a
bribe, gift, or payment as part of a social attack, he may enhance it with
this Charm. Doing so adds automatic successes equal to the Resources
value of the payment offered to the Solar's social attack roll. Although
the Solar need not immediately make the payment, the character he
influences must have valid reason to believe the Solar is capable of
paying him. If the Solar successfully influences a character and pays
him, then this Charm exerts unnatural mental influence on them. This
influence prevents the character from abandoning the duties he was
paid for or from performing them negligently. This influence may be
resisted for a cost of three Willpower.
Turning the Wheel of Commerce
Cost: 1+m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Compulsion, Illusion
Duration: Instant
Prerequisite Charms: Bureau-Rectifying Method, Foul Air of Argument
Technique
The lawgiver gains control on the incomes of two domains, and
with a subtle approach he can redirect the flow of cash. The character
can use this power to help his allies while weakening his enemies.
The lawgiver can only use this Charm in two cities or groups with
which he have had several commercial relationships within the previous
year, and that are at a maximum distance between each other equal to
(Essence x100) miles. This Charm costs (victims Magnitude) motes and
one willpower point. The player rolls Intelligence + Bureaucracy against
the group leaders Intelligence + Bureaucracy plus half the groups
Magnitude. The roll is against the leader of the city or group that is
going to be weakened, not the beneficiary city or group. If he succeeds
he can lower one point of Resources/Wealth from one city or group and
raise one point of the Resources/Wealth of the other. The victim of this
Charm must be of equal or greater Magnitude than the beneficiary.
These changes take place over a season, in which time the commercial
relationships and market prices start shifting. Merchants and investors
found they can gain more profit if they move to the other city or group.
This Charm effect lasts for (Essence) seasons, plus one month for extra
success on the roll. After that time, the commercial relationships can go
back to normal, depending on the market opportunities. External
influence can also end this effect before time, but any actions to do this
suffer an external penalty equal to the characters Essence.
For porpoises of this Charm, Magnitude refers to the quantity of
people, not the Domains Magnitude.
A second purchase at Essence 6+ allows the solar to extend the
maximum distance between the two groups to (Essence x 1.000) miles.
Efficacious Hiring Strategy
Cost: 6m; Mins: Bureaucracy 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Speed the Wheels
The Solar Exalted are god-kings and emperors, but that does not
mean they must be dictators. It is far more efficient to delegate their
supreme authority, and to choose worthy underlings to carry out their
plans. The Solar may activate this Charm to enhance any group he
leads. All members of the targeted group gain (Essence) bonus dice on
any action that advances the groups agenda. This bonus does not apply
to any action taken in combat. If the targeted group forms a social unit,
it adds (Essence) bonus dice to the pools used to calculate its MDVs
against any social attack or mental influence that targets the group
through one of its members, instead of its leader. If it forms a mass
combat unit, its Close Combat Attack, Close Combat Damage, Ranged
Attack, and Ranged Damage ratings are increased by one each.
All-Desirable Treasure of Heaven
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Illusion
Duration: Indefinite
Prerequisite Charms: Frugal Merchant Method, Insightful Buyer
Technique
It is left to the Sun's Chosen to dictate what is treasure, and what
is dross. With a successful (Manipulation + Bureaucracy) roll, the Solar
can make any object he touches appear to be a treasure of price
beyond imagining. Any character who witnesses the object and has a
Dodge MDV less than the Solar's rolled successes immediately gains a
magical Intimacy of desire for that object, and would be willing to
purchase it as if it had a Resources value of half the number of rolled
successes, to a maximum of 5, if convinced to buy it. If the Solar
actually uses this Charm to make high-priced sales at a given Resources
value, he only receives enough Resources to make a single purchase of
that value, not sufficient to permanently raise his Resources
background to that value. This Charm has a incidental effect of
concealing artifacts, allowing the Solar to disguise any artifact as a
mundane but opulent treasure, if his rolled successes are sufficient to
generate a Resources value of the artifact's rating plus two. However,
this illusion only persuades those with the supernatural Intimacy from
this Charm. This unnatural mental inf luence can be resisted by
spending two points of Willpower. The Intimacy from this Charm can be
eroded normally, but a character must spend a point of Willpower in
each scene he attempts to do so.
Chastising the Corruptible Manager
Cost: ; Mins: Bureaucracy 4, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Indolent Official Charm
The veniality of those who oppose the Solar not only makes them
vulnerable to sabotage, but it weakens their hold on power. Should this
weakness be exposed, those who serve those foolish stumbling blocks
may choose to desert rather than serve such petty incompetents. If the
Solar succeeds in using Indolent Official Charm with more threshold
successes than the Essence of the person who opposes her, or is
unopposed in the use of this Charm, she may opt to cause the targeted
organization to shed 1 Magnitude as various workers, officials, and
even slaves quit or f lee in disgust.
Instructions of Efficient Management
Cost: 3m; Mins: Bureaucracy 3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Bureaucracy Excellency
With a series of words and gestures, a group is shown how to
perform a task together with the greatest efficiency possible, with each
participant adding together to the work, each contributing their best to
the best effect. When this Charm is activated, a group of participants
who are prepared to use the Aid Other action on the same target for
the same activity are energized and harmonized towards the
accomplishment of that task for as long as the Solar is present and
keeps the motes committed. Each die from the Aid Other action is
turned into an Automatic Success for every interval of the Dramatic
action while the Charm is active.
Spherical Flow of Wealth Method
Cost: 7m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple (Dramatic
Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Bureau-Rectifying Method
The Enlightened Font of Plenty understands that money and
resources are to himself as water is to the ocean- though they may
change forms and temporarily dissipate, they will inevitably return.
Activating this Charm requires success on an extended Intelligence +
Bureaucracy roll, difficult y 20. Each roll represents a days worth of
time spent reorganizing and diversifying the Solars financial interests.
As long as the Solar retains the Essence commitment to this
Charm, his network of commerce remains inviolate. Instutions are well-
insured, include failsafes of various kinds, and are diversified to the
point of being nigh omnipresent. No matter what the winds of Fortune
may bring, the Solars wealth is secure.
While this Charm is in use, no event short of a global catastrophe
on the scale of the Great Contagion can reduce the users Resources. If
a blight devastates the users orchards, he finds himself well -
positioned to convert the land to pastures for cattle - if war brings ruin
to his industries, he finds a ready market for the weaponsmiths he had
forgotten he was paying.
If another Essence-wielder attempts to reduce the users wealth
in any way, he receives an external penalty to all rolls to do so equal to
the users permanent Essence.
Righteous Leadership Style
Cost: ; Mins: Bureaucracy 4, Essence 3; Type: Permanent
Keywords: Emotion, Mirror(Ministry of Fear Technique)
Duration: Permanent
Prerequisite Charms: Speed the Wheels
Those who are so blessed as to find themselves working under the
wisdom of a Solar quickly grow dedicated to their leader. Each scene
the Lawgiver spends commanding those under her command in an
organization counts as a scene building an Intimacy of adoration in
them towards her. Those who develop such intimacies cannot take any
actions that would knowingly harm their leader or remove her from her
position, unless they spend one Willpower point per day to overcome
the unnatural mental influence of this Charm.
Sun-King Requisitioning Stance
Cost: 3m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Simple (One
Dramatic Action)
Keywords: Combo-OK
Duration: Instant (Indefinite)
Prerequisite Charms: Insightful Buyer Technique.
In even the direst of times, the Quicksilver Falcons can procure
what is needed. This charm allows the Solar to requisition anything with
a resource value equal to either their Resources background or the
number of successes they roll on (Bureaucracy + Manipulation),
whichever is lower -- regardless of local conditions, though whatever
they want must be at least theoretically available in their area; they
must also have some ability to contact civilization and be contacted in
turn in order to use this charm. Provided it is not already present, the
requested object arrives by the end of the scene, or within twenty
minutes in any case. The Lawgiver may also specify any other person or
organization they choose as the beneficiary, and may even leave the
target is unaware of the source of such largess; they may alternatively
include a short message if they wish.
If used to requisition portable objects, this charm is instant. If it is
used to requisition larger, more infrastructure-intensive things - such as
fully-crewed ships, mansions, legions, and so forth the charm is
indefinite, and the requisitioning lasts for as long as the motes remain
committed. In any case, the requisitioning itself is subtle and leaves no
official trace of the Solar's involvement or wealth... though it does
nothing to ensure that they are subtle with however they apply what
they have acquired.
This charm cannot be used to requisition specific things unless
they are for sale or the Solar can already assert some theoretical
authority over them. A Lawgiver can work the system to find supplies
for sale -- or a legion for hire -- and acquire ownership of them in even
the direst market, but obtaining specific things owned by others who
are unwilling to sell normally falls under Larceny instead.
Linguistics
Expression beyond Words
Cost: 4m; Mins: Linguistics 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Excellent Emissary's Tongue
The Solars of the Eclipse Caste are always understood, no matter
where they go or with whom they speak. This Charm supplements any
action to communicate, whether that be through spoken or written
words. The Solar's words have a clearly supernatural air about them,
the exact details of which are left to the player. His voice might sound
as a trumpet, or his written words might have a golden sheen to them.
However the Charm manifests, the words communicated in the
supplemented action are perfectly understandable no matter what
language the receiving characters know. If characters hearing or
reading his words speak it, they understand it as Old Realm. Otherwise,
they understand it as their first native tongue. This Charm is explicitly
compatible with Charms from other Abilities, such as Presence and
Performance. To allow his words to continue to be understandable if
written, the Solar must commit 1m per page of text or equivalent.
Golden Interpreter Convocation
Cost: 15m, 1wp; Mins: Linguistics 5, Essence 4; Type: Simple
Keywords: Illusion, Obvious
Duration: One scene
Prerequisite Charms: Expression beyond Words
With an Eclipse Caste diplomat overseeing a gathering, there can
be no miscommunication or vagueness. Everything is conveyed clearly
and efficiently. Activating this Charm, the Solar names a purpose for a
meeting between parties, and his Caste Mark flares to life as if he had
spent 3-5 motes of peripheral Essence. The named purpose can be a
trade negotiation, a peace treaty, or even a simple introduction
between two strangers. As long as all involved individuals agree to be
under the Solar's auspices, then they become targeted by an Illusion
effect. This effect makes it so that the Solar and all other participating
individuals are understood in whatever language the character best
understands, usually his first native language. Everything is translated
perfectly for him, retaining full meaning and context. This effect applies
equally to the Solar and any individual who joins the convocation at any
point during the scene.
Sealing the Envelope
Cost: 1m+ (1wp); Mins: Linguistics 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Linguistics Excellency
It's said that the pen is mightier than the sword. And a Lawgiver's
pen is sharper than any other. Sometimes words can not only change
the courses of a nation but the very fabric of nature itself. This charm
was originally created by First Age Solar sorcerors who wanted to
always carry their sorcery journals around but couldn't afford to have
pesky rivals peek inside. The Lawgiver may store a document as small as
a letter or as big as a thick tome in Elsewhere for every mote spent,
with only his Essence limiting how many documents can actually be
stored. By committing one willpower to his collection of documents
stored in Elsewhere, he may force the documents to remain hidden and
not reappear should he lose his commitment of Essence or die.
Perpetually Persistent Message
Cost: 4m 1wp; Mins: Linguistics 4, Essence 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Illusion
Duration: Indefinite
Prerequisites: Letter-Within-A-Letter Technique
Mortal agents who await word or orders of their Solar Lords need
not fear a message being intercepted and destroyed if the Solar deems
it important enough. With a touch of their magic and an effort of their
will made manifest in their writing, the Solar turns any agent who is
denying the target knowledge of his word into an unwitting agent.
Any individual who handles the missive enchanted with this
Charm who intends to perform an action that would prevent the
missive from reaching the intended target will be placed under a
Compulsion to themselves write the target a missive that they must
deliver in turn. They will also be under an Illusion effect while doing so,
believing that the missive they write is innocuous or routine or
appropriate on some level, while in fact delivering the message that the
Solar themselves want delivered. This new missive itself will be
empowered with the same effects, including effects that are combined
with it at the time of the Solar writing the original letter, continuously,
until the message is received by the intended target.
The effects can both be resisted for 2 willpower if the target's
Essence is equal to or higher than the Solar's. If not, the target must
spend 4 willpower. If the target fails to do so, they will not recall the
effect having occurred, the Compulsion they were under or the
contents of the missive themselves outside of what they believe they
wrote while under the compulsion.
Glyph Reproduction Method
Cost: 5m; Mins: Linguistics 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Linguistics Excellency
The Exalted have no difficulty in copying the handwriting of
another. This Charm is a dramatic action to forge another characters
handwriting or copy a document, lasting one minute for each page of
forged writing the Solar wishes to produce. If the Solar has a copy of
the handwriting or document he wishes to reproduce, no matter how
small or fragmentary, he automatically creates a perfect forgery or
duplicate. If not, he must attempt an (Intelligence + Linguistics) roll to
successfully recall the details of the handwriting. The difficulty ranges
from 1 to 5, depending on how long ago he saw itdifficulty 1 if it
was days ago, difficulty 5 if it was years ago, or more. He cannot forge
handwriting or copy text he has never seen.
The forgeries produced by this Charm are completely
indistinguishable from the originals handwriting, a perfect duplicate in
every way. If the Solar makes a written attack in the forged document,
he uses the Linguistics rating of the character whose handwriting he
copied in place of his own, although this cannot exceed the maximum
rating he may have in an Ability. Charms may see through the forgery as
if it were a cipher or codebut if another Charm contests Glyph
Reproduction Methods effects, it adds (Essence) automatic successes
to the (Manipulation + Linguistics) roll to contest the opposing magic.
Sunrise Inkwell Spirit
Cost: ; Mins: Linguistics 1, Essence 1; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: None
The Lawgiver needs neither quill nor ink nor paper to record his
words, for the very light of the sun itself will bend to capture them. The
Solar gains the ability to write in letters and characters of light on any
surface. Writing in light takes just as long as writing normally, but the
Solar needs no materials whatsoevermerely by tracing his fingers over
a surface, he can write anything he could with paper and pen. The
glyphs of light glow in the subtle golds and other colors of the Solars
anima, making it impossible to counterfeit his own individual glyphs. It
is impossible to destroy the light-writing, except by destroying the
surface it is scribed on.
The glyphs normally glow dimly, although anyone touching the
surface can dim them to plain colors or brighten them enough to light
an entire page with a reflexive action.
In addition, Sunrise Inkwell Spirit is enhanced by many other
Solar Linguistics Charms. If the Lawgiver has the Whirling Brush
Method, he can increase the speed of his writing to (Essence x 20) his
normal pace rather than (Essence x 10) when writing in light. If he has
the Poetic Expression Style, the glyphs become self translating: they will
re-draw themselves in the native language of whoever reads them, so
long as the Lawgiver speaks that language. With the Excellent
Emissarys Tongue Charm, the glyphs can even be read by those who
have no language in common with the Solar, taking on a supernally
legible form, though fine details and abstract concepts cannot be
conveyed.
Confounding Legalism Loophole
Cost: 3m; Mins: Linguistics 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Sagacious Reading of Intent
The words of the Lawgivers cut through the petty legalisms of
those who would oppose them. This charm can be used whenever the
Solar proposes formal deal or contract; it allows them to conceal a
loophole within their words that, should they choose to excise it, will
completely free them from any responsibility to fulfill their side of the
agreement. All other provisions of the contract remain in effect.
This charm does not provide any provisos to enforce the contract
in question; Lawgivers are advised to ensure such enforcement by
other means (such as the Eclipse oath), since the other parties to it are
likely to see the use of such a loophole as a betrayal, despite it being
allowed by the contract's strict terms.
A second purchase at Essence 5 allows this charm to be used to
be used to conceal up to (Essence) additional clauses that the Lawgiver
desires in the contract; however, clauses that would violate a
participant's Motivation or which would constitute an Unacceptable
Order are detected automatically.
Disseminating the Royal Proclamation
Cost: 10m, 1wp; Mins: Linguistics 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Twisted Words Technique
This charm enhances any written social attack, ensuring that
word of it will spread. A number of copies of a single document may be
imbued equal to the Solar's Charisma + Linguistics, and if placed in an
appropriate Combo or otherwise allowed this static value may be
increased with Linguistics Excellencies. Only a single expenditure is
required to both enhance this value and add to the dice pool of the
social attack. The imbued documents not only each deliver the social
attack at full potency, but the documents together form a Social Unit
with Magnitude equal to the number of documents.
This unit may be disseminated among the literate population of a
social group to deliver the attack, or the documents may be split into
multiple units to attack multiple social groups. This can be achieved by
posting the documents in public places, or by sending them to leading
individuals within social units, but in either case the literate group
members will be at least affected enough to discuss what they have
read in the hearing of illiterate members, and so the attack can spread
as long as at least one leader of the social unit is literate.
Ride
Golden Charioteer Practice
Cost: (+1m per); Mins: Ride 2, Essence 2; Type: Permanent
Keywords: Mirror (Cowled Coachman Mastery, follows)
Duration: Permanent
Prerequisite Charms: Master Horsemans Techniques
Some Lawgivers have come to favor chariots and carriages over a
simple steed. This Charm permanently upgrades all of the Solars Ride
Charms. He may apply the effects of any such Charm to all creatures
pulling his conveyance by paying a surcharge of one mote for each
animal after the first. At Essence 3+, he need only pay one additional
mote for all such animals, regardless of number.
The Abyssal Mirror to this Charm is called Cowled Coachman
Mastery. It has Soul Reins as its prerequisite Charm but is otherwise
identical.
Opulent God-King Transportation
Cost: ; Mins: Ride 3, Essence 3; Type: Permanent
Keywords: Mirror (Pallbearers Procession, follows)
Duration: Permanent
Prerequisite Charms: Master Horsemans Techniques
As the role of the Solar Exalted evolved from champions of the
gods into rulers of a world-spanning empire, many turned away from
hard riding on beasts of burden and adopted more luxurious means of
travel. This Charm was particularly popular among the more decadent
Lawgivers of the First Age. Opulent God-King Transportation enhances
all of the Solars Ride Charms so that they may now be employed upon
Extras who carry his palanquin, pull his rickshaw, or otherwise directly
power his transportation.
This Charm may be used as an alternative Prerequisite Charm to
Dragon-Riding Meditation.
The Abyssal Mirror is called Pallbearers Procession and is
identical to the Solar version except that it requires Soul Reins as its
prerequisite.
Pilots Steady Hand
Cost: -; Mins: Ride 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Golden Charioteer Practice
Whether a Solar rides a mount, or pilots a Ride-based vehicle, it
makes no difference to him, as his glory can encompass both.
This Charm allows the Solar to use any Ride Charm that affects
mounts to any Ride-based vehicle he pilots. If the vehicle has an AI, he
needs to have Dragon-Riding Meditation to affect it.
Durable Convenience Strategy
Cost: 6m; Mins: Ride 4, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Pilots Steady Hand
Making things look too easy wouldnt be impressive enough,
would it? The Solar pilot of a Ride-based vehicle or mount uses this
Charm when an attack successfully hits (or when making a ramming
attack with a vehicle), adding his (Ride + Essence) to the conveyances
soak and Hardness. Vehicles may still appear to suffer the effects of
damage they ignore; this is cosmetic, serving to look cool and agitate
technicians and grooms.
Attendant Chariot Gesture
Cost: 5m, 1wp; Mins: Ride 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Pilots Steady Hand
With this Charm, the Exalt can have a machine of war ready no
matter where he goes. This Charm banishes to Elsewhere a Ride-based
vehicle the Exalt owns. By releasing the committed motes the Solar can
summon the vehicle back instantly, and he may even reflexively be
inside or atop the vehicle, ready to pilot it. Any animals or other
supplements required for the vehicle to operate are not banished by
this Charm.
Jousting At Giants
Cost: ; Mins: Ride 5, Essence 2; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: None
Forth rides the Solar, his steed devouring the distance separating
him from his foe, sunlight gleaming at the tip of his spear. This Charm
grants the Solar an empty Overdrive pool with a capacity of ten motes.
The Solar gains two offensive motes whenever he makes an attack
against an enemy after his mount has moved its full Move distance.
Increases to this Move distance applied by magic are not considered for
the purposes of this Charm, and the Solar can only gain these motes
when he is actually mounted. The Solar can also gain these motes if his
mount has not moved its full Move distance, provided he moved into
his targets engagement range on the tick he made the attack. Either
way, he may gain these motes once per action per enemy. If his mount
is an Essence user with an Overdrive pool of their own (such as a
transformed Lunar), they also gain these motes.
A second purchase of this Charm allows the Solar to treat attacks
made by others riding his mount as his own attacks for the purposes of
this Charm; an archer on his chariot or an ally riding side-saddle can
grant him offensive motes in this way. The Solar must still be the
mount's principal rider in order to benefit.
Breaker-of-Horses Technique
Cost: 15m, 1wp; Mins: Ride 5, Essence 3; Type: Simple
Keywords: Combo-OK, Servitude
Duration: Instant
Prerequisite Charms: Master Horseman's Techniques
The Solar Exalted command the unswayable loyalty of their
mounts. Staring into the eyes of a mount or while saddled on them, the
Solar may activate this Charm to force the steed to recognize his
greatness, rolling (Charisma + Ride) at a difficulty of the mount's Dodge
MDV. If the Solar succeeds, this Charm exerts a Servitude effect as
unnatural mental influence on the steed, giving it an Intimacy to the
Solar. So long as the mount retains its Intimacy, it is compelled to serve
the Lawgiver loyally as a mount, and has a control rating of 0 when
ridden by them. It will even obey unacceptable orders if they are
necessary to save the Exalt's life. The mount must spend three points of
Willpower in every scene in which it attempts to erode the Intimacy,
and is freed of the Servitude effect only when the Intimacy is broken.
However, characters which the Exalt could not normally ride (which
includes humans, barring exceptional circumstances) may completely
negate the Intimacy and resist the Servitude effect by spending only a
single point of temporary Willpower, and can never be forced to
perform unacceptable orders by this Charm.
In addition, this Charm gains additional effects based on which
tricks the Solar has learned with the Master Horseman's Techniques
Charm, as below.
Harmony of Spirits Style: While riding on a mount that has
been bound with this Charm, the Lawgiver may spend a single
mote to negate any effect that would move him, his mount, or
both against their will. This is effective even against Charm-
enhanced efforts at a cost of two additional motes, but not
against effects that supernaturally transport their subjects.
Horse-Summoning Whistle: When the Lawgiver summons a
mount that has been bound with this Charm, its speed is
multiplied by 10 while it travels to him, and time spent riding to
the Solar does not count for gaining fatigue penalties.
Master Horsemen's Eye: Whenever the Lawgiver examines a
mount that has been bound with this Charm, he may reflexively
make a roll to diagnosis it, rolling (Perception + Ride) in place of
(Perception + Medicine). Once he has diagnosed it, he may
reflexively spend 5 motes to heal any Crippling, Poison, or
Sickness effect his mount suffers from, or to heal a single level of
lethal or bashing damage.
Speed-Sustaining Technique: Whenever the Lawgiver sustains a
mount that has been bound with this Charm, the duration of the
trick is extended to however long the Solar remains mounted. In
addition, the steed suffers no fatigue penalties while under this
effect.
Spirit-Steadying Assurance: A mount bound by this Charm will
never panic so long as the Solar remains saddled on it, without
the Solar needing to spend any motes. In addition, by spending
three motes, the Solar may reflexively negate any unnatural
mental influence that would affect his mount.
Steed of Heaven and Earth
Cost:; Mins: Ride 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Worthy Mount Technique
The souls of the Solar and his loyal mount intertwine, becoming a
single harmonious whole. This Charm permanently enhances the
Worthy Mount Technique. When the Solar uses a Charm on his mount,
he may also apply the Charm's effects to himself at no extra cost. For
example, if the Solar uses Keen Sight Technique on his mount, at a price
of four motes, the Exalt automatically gains the same benefits. If at any
time during the Charm's duration the Lawgiver is no longer riding his
mount, he loses the Charm's effects.
Mount-Guiding Intuition
Cost: 3m; Mins: Ride 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Ride Excellency
The Lawgiver needs neither reigns nor bridle to guide his chosen
steed. This Charm allows the Solar to automatically succeed on any
valid Ride action to maintain control of a mount or vehicle, and makes
all Ride checks be reflexive.
Love of Rider and Ridden
Cost:; Mins: Ride 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Master Horseman's Techniques
A solar equestrian cherishes his mount, and defends it with
flashing steel and lighting-swift maneuver. While riding a mount or light
vehicle, he may elect to reflexively Defend Other in response to any
attack against it. He may elect to use a Dodge DV calculates as
(Dexterity + Ride + Essence)/2.
World-Crossing Stamina
Cost: ; Mins: Ride 5, Essence 4; Type: Permanent
Keywords: Mirror (Unceasing Terror Stamina)
Duration: Permanent
Prerequisite Charms: Phantom Steed, Flashing Thunderbolt Steed
This Charm permanently extends the durations of Phantom Steed
and Flashing Thunderbolt Steed to a number of days equal to the
Solars permanent Essence. Their durations are extended into weeks
instead of days at Essence 6 or more.
Aquatic Spirit Steed
Cost: ; Mins: Ride 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Phantom Steed
Sunlight does not penetrate in to the waters of the deep sea
unless the Solars carry it there. The Solars mount becomes at home in
the sea, gaining the ability to move freely and swim through water or
other liquid environments at its standard movement rate. Additionally,
the mount no longer needs to breathe, though the Lawgiver is not so
blessed.
Assault Ram Style
Cost: 6m, 1wp; Mins: Ride 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Quickened Response Technique
Flaring her anima out in a protective halo of energy and putting
on a quick burst of speed, the Solar rams her vehicle into another target
or object. The Lawgiver's anima perfectly defends her own vehicle from
any damage that would be directly caused by this ramming attack,
keeping the vehicle safe and protected. For the purposes of this
ramming attack, the vehicle gains the Lawgiver's (Essence x 3) yards of
Speed and smashes into a target, doubling the ramming attack damage
for vehicles that are able to make such attacks or granting vehicles and
transportation artifacts that normally are incapable of making ramming
attacks the Exalt's (Ride x 2)L damage for the attack. This Charm does
not function on vehicles or items that are piloted with the Sail Ability.
Spook the Skittish Colt
Cost: 4m, 1wp; Mins: Ride 2, Essence 1; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Mount-Guiding Intuition
The Exalt can now exert a limited degree of control over mounts
at a distance. By forcing her will upon a foes mount, she may cause it
to panic and flee, greatly disrupting the riders control. The targeted
mount must be within the characters permanent Essence times her
Ride in yards. this is treated as a Social Attack using Charisma or
Manipulation + Ride that is unblockable vs. either the mounts dodge
MDV or the riders, whichever is higher.
If the mount has the free will to do so, it may expend 2 willpower
to break the compulsion. Under most circumstances, a mount that can
be affected by this Charm cannot so expend the willpower.
Sail
Sails of Essence Technique
Cost: 5m; Mins: Sail 3, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Touch, Mirror (Dark Water Odyssey)
Duration: Until Disembarking
Prerequisite Charms: Salty Dog Method
There are many troubles on the seas, and a Solar captain would
not let any of them stop him from reaching his destination. When
activated on board a ship the Solar owns, the Essence flows around the
propulsion method of the vessel, lending it all the help it needs to
move.
Any vessel so enhanced ceases to require wind/or fuel, or
whatever energy is needed to power its movement, unless it requires a
Hearthstone to operate. Furthermore, no effect that will try to stop it
from moving can take a hold on it, so things like a becalmed sea, or a
great mass of sea-weed blocking your advance. If another charm
contests this, the Solar gains a number of automatic successes equal to
his Essence for the opposed roll. The last benefit of this charm is that
the vessel will travel twice as fast as normal, as long as the vessel
remains in Creation.
Unlike its mirror, this charm's effect work equally well on aerial
vessels.
Phantom Crew Charm
Cost: 8m, 1wp; Mins: Sail 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Journey
Prerequisite Charms: Sails of Essence Technique, Invincible Admiral
Method
A Lawgiver alone can crew the most magnificent vessel,
awakening its little god or simply energizing control of the ship simply
through the raw power and absolute control of Solar Essence. By use of
this Charm, the Solar may act as a number of crewmembers for a vessel
equal to his permanent Essence in magnitude (plus one for the Solar
himself, if necessary). The sails will furl themselves, the tiller spin under
the Solar's will, etc. The Solar need only be on the vessel in order to
continue controlling it. The Solar may use this Charm in addition to
actual crewmembers or other methods to crew vessels he does not
have sufficient Essence to provide replacements for.
Flashing Sailing Method
Cost: 5m, 1w; Mins: Sail 5, Essence 3; Type: Simple
Keywords: Combo-OK, Touch
Duration: One Day
Prerequisite Charms: Sails of Essence Technique
Essence pours through the ships of the Lawgivers, lending them
fantastic speed. The ship travels at (Solar's Sail + Essence) x 10 miles per
hour above its normal speed.
Light on Water Prana
Cost: 1m; Mins: Sail 2, Essence 1; Type: Simple (Speed 5, DV 0)
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Any Sail Excellency
While most ships are not too hard to miss, being big and
cumbersome, the ships of the Solars are harder to hit and scratch. By
activating this charm, the Solar extend their awesome power to a ship
that they own. The ship will remain invested with that power for as long
as the Solar remains on board it, denying his enemies from making it an
easy target.
The Solar's Sail-based vehicle replaces its Maneuverability with a
Dodge DV against attacks. The Dodge DV is calculated as (Solar's Wits +
Sail + Essence + Ship's Maneuverability)/2. As with most DVs, this can
be further enhanced with other charms.
Fearless Admirals Dominion
Cost: ; Mins: Sail 4, Essence 3; Type: Permanent
Keywords: Mirror (Vengeful Mariners Shanty, follows), Native,
Overdrive, War
Duration: Permanent
Prerequisite Charms: Immortal Captains Advantages
Sailing against the Lintha armada and Ta'akozokas amassed
Treasure Fleet, the Solars claimed the seas of Creation for humanity,
shattering the Primordials' fleets and supply lines alike. This Charm
provides the Solar with an Overdrive pool capable of holding ten motes.
When he rolls Join Battle or Join War aboard a vessel, he may transfer
up to (Sail + Essence) motes from his Immortal Captains Advantages
pool into his Overdrive pool. Thereafter, he gains one offensive mote
whenever his DVs refresh so long as his ship is within the engagement
range of an enemy vessel. Alternatively, he may gain one offensive
mote when his DVs refresh if he is aware of an enemy aboard his vessel
while it is in motion. At the Storyteller's discretion, suitably large
independent enemies (such as the aquatic behemoth-children of
Kimbery) might be considered "enemy vessels" for the purposes of this
Charm.
Mirror: Vengeful Mariners Shanty (Prerequisite Charms: Fell
Captains Advantages). This Charm draws offensive motes from its
prerequisite, but is otherwise identical.
Eternal Storm-Breaking Harbor
Cost: ; Mins: Sail 5, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Hull-Preserving Technique
So long as the Solar captain mans the ships wheel, there is no
storm in all the seas he need fear. This Charm upgrades Hull-Preserving
Technique. If the Solar uses it to defend a ship against an
environmental hazard, he may commit the motes spent to do so. Doing
so offers that ship indefinite protection against that specific hazard for
as long as the Solar keeps the motes committed, preventing it or any of
its occupants from suffering damage due to the hazard. Incidental
effects of the environmental hazard such as penalties and Poison,
Crippling, or Sickness effects are also negated. Should the vessel
become an inapplicable target for the Solar to defend with Hull-
Preserving Technique, his commitment is automatically broken. Thus,
the Solar must stay aboard the ship if he wishes to defend it, unless
other Charms allow this limitation to be bypassed. This Charm offers no
protection against environmental hazards created or directed by the
actions of another character, but a second purchase waives this
limitation.
Righteous Protocols of the Solar Navy
Cost: ; Mins: Sail 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Invincible Admiral Method, Ship-Claiming Stance
The admirals of the Solar navy lead entire fleets of ships,
commanding the personal loyalty of each warships small god. This
Charm causes a Solar be treated as the owner of any ship that is owned
by a character who is either loyal to him or whom he has legitimate
legal or military authority overfor example, a mortal ally gained
through the Followers background, or a lieutanant who serves under
him in a naval chain of command. However, those characters retain
ownership of their ships, and may at any time revoke the Solars
ownership of their ship for as long as they choose as a reflexive
diceless action.
In addition, this Charm enhances the Ship-Claiming Stance
Charm, allowing it to be used to usurp ownership owned by Essence
channelers. Doing so requires them to make an (Essence + Sail) roll, at a
difficulty equal to the owners Essence.
Spiritual Anchoring Prana
Cost: 10m; Mins: Sail 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Ship-Claiming Stance
Any vessel that has ever known the hand of a Lawgiver on its
helm is the eternally faithful servant of its master. His very presence is
like a glorious anchor, tethering the ship to where he stands. By using
this Charm, a Solar can cause any ship that he owns to begin moving
towards him by its own will, steered by its own small god and propelled
by essence alone. For as long as the Essence remains committed, the
ship will move toward the Solar using this Charm at a rate of about 10
miles per hour (or 250 miles per day, 2,000 miles per week, or 7,000
miles per month). The ship will not move through hazards or dangerous
waters, nor will it ever collide with stationery objects or other ships. It
will come as close as it can to the Solar while still remaining within
waters that can support if. This Charm has no effect if the Solar is
aboard the ship.
If the ship is fully crewed, its captain may make a (Wits + Sail) roll
to either aid or hinder the ships travel. If he chooses to aid the ship,
each success rolled increases its speed by one mile per hour (25 per
day, 200 per week, or 700 per month). If he chooses to hinder its
movement, each success reduces the ships speed by one mile per
hour, to a minimum of 0. The Lawgiver gains no knowledge of whether
the ship is crewed, or whether they are helping or hindering his ship. If
he chooses to reuse this Charm (for example, if he suspects a rival
captain is preventing his ship from reaching him), the captain must
make a new roll to aid or slow the ship.
Gracious Hospitality of Flotsam
Cost: 4m, 1wp; Mins: Sail 4, Essence 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Ship-Claiming Stance
All Creation looks toward the Lawgivers with hope and fear, and
reaches out to them in their moments of need. In turn, the Solar
reaches out to them in their moments of weakness and empowers
them.
This charm allows a solar to treat any object that can float in
water and support at least one pound of weight, no matter how fragile
or leaky, as a boat as stable and luxurious as a prince's yacht; solars
using this charm can ride out churning Western monsoons in wicker
baskets or origami canoes. While this charm is active, all external
penalties to Sail checks due to poor equipment are ignored. As long as
the Lawgiver rides the magic vessel, he is considered to be resting in a
luxurious cabin for purposes of determining environmental damage.
At Essence 4, you may choose one additional bonus feature from
the list below. At Essence 5 or higher, you may choose three.
The resulting vessel is of superior quality; the magical vessel
grants two additional dice to Sail checks as an equipment bonus.
Spend four additional motes; you may then use this charm
on any object that floats, regardless of how much weight it can
support. One could float down the Yanaze on a single lily pad.
(Costs two bonus features) Your vessel, no matter how small,
will comfortably fit your Essence in passengers. They may have to
balance on each other's shoulders and help hold up the sail, but
the magic of the charm will make such contortions perfectly
comfortable, though possibly awkward socially.
(Costs three bonus features) The Solar is not limited to the
seas. The vessel may now catch wind currents and fly as a seagull
at about 15 miles per hour; this requires the additional
expenditure of 4 motes per hour, 3 successes on a Sail check and
the continuous attention of the pilot (one miscellaneous action
every action). If his attention wavers, the vessel plummets from
the sky as gracefully as a stone.
Golden Cove Trick
Cost: 8m, 1wp; Mins: Sail 6, Essence 6; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Sea Ambush Technique
With some effort, the Lawgiver learns to hide his ship from all the
world. At least, until it is needed and called for again. The Solar uses
this Charm to banish a vehicle he owns to Elsewhere, which must have
no crew or passengers on it and must fit within a mile-radius sphere.
When the motes are released, the ship will appear in the nearest open
space big enough to house it; if no such space exists within a mile, the
ship fails to appear and the connection to Elsewhere is lost, dooming
the vessel to float endlessly outside Creation. This Charm does not
affect manses with the Mobile power.
Hull-Strengthening Focus
Cost: 8m, 1w; Mins: Sail 4, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: One Scene
Prerequisite Charms: Any Sail Excellency
The Solar's ship endures all assaults upon it. This Charm adds the
Solar's (Essence x 5) to his ship's bashing and lethal soak for the rest of
the scene.
Captain's Faithful Vow
Cost: 3m, 1wp; Mins: Sail 4, Essence 2; Type: Simple
Keywords: Combo-OK, Touch, Compulsion
Duration: Indefinite
Prerequisite Charms: Any Sail Excellency
A Captain and his ship share a complex bond. It cannot be called
love, but it goes much deeper than respect. This bond is deep enough
that a Lawgiver can rely on his vessel to wait only for him, until the end
of time if necessary, as long as he keeps faith with it.
Once the last passenger and member of the crew has stepped off
the ship, the Captain places a hand on the hull and makes a vow that he
will not command another vessel until he returns. Make a (Charisma +
Sail) roll, adding the Exalt's Essence in automatic successes. Save for the
Captain himself, everyone who observes the ship is subject to unnatural
mental influence: if their Dodge MDV is lower than the Exalt's
successes, they are compelled to ignore the ship's presence and avoid
it. If the Exalt has an Essence of 3 or higher, targets will additionally
forget its location and existence. Resisting this unnatural mental
influence costs 4 Willpower, or 1 Willpower if someone calls attention
to the ship.
A Captain may keep this Charm active on only one vessel at a
time. This Charm automatically ends if the Captain breaks faith with his
vessel by commanding another vehicle that must be steered using the
Sail skill, or when the Captain returns. Any other beings which come on
board are immediately assailed by the ship's unmistakable ill will,
suffering a -3 external penalty to all actions as long as they remain
inside: doors will not open for them, food will taste ashen and water
will make them sick, and every rigging and beam will seem to catch at
their feet or produce painful splinters at their touch.
Socialize
Labors Treasured and Defended
Cost: ; Mins: Socialize 4, Essence 2; Type: Permanent
Keywords: Merged (Craft, War), Native, Overdrive
Duration: Permanent
Prerequisite Charms: None
Pity those who seek to unmake what the Solar has struggled so
hard to achieve, for such villains will find little mercy elsewhere. This
Charm provides the Solar with an Overdrive pool capable of holding ten
motes. The Solar gains offensive motes whenever he knowingly rolls
Join Battle against a foe who has damaged an item or structure he has
crafted or reduced the Assets (Masters of Jade, pp. 67) of an
organization over which he holds authority. If an enemy commits such
an act after combat has already been initiated, the Solar gains these
motes immediately. He may only gain motes in this fashion from a
given enemy once per scene.
The Exalt gains a number of offensive motes equal to the
damaged items Resource value (or Artifact or Manse rating +2); truly
legendary constructs (qualifying for Artifact or Manse rating N/A)
provide ten motes. In the case of an enemy who has damaged multiple
objects, the Solar gains motes equal to the total combined value of all
damaged items (Artifacts, Manses and Resources are calculated
separately; use the highest total, to a maximum of ten). If it was his
organization that was harmed, the Solar instead gains offensive motes
equal to its Size before the enemys actions. The Solar continues to gain
one offensive mote each time his DVs refresh so long as an appropriate
culprit remains within his engagement range. In the case of
organization-to- organization damage, the Solar may gain these motes
while engaging the actual agents that inflicted the harm upon his
organization, as well as their superiors (if he can track them down).
Items, structures or organizations that are meant to be destroyed
(or to destroy themselves) do not normally qualify to granting the Solar
motes in this way; things like bombs, foodstuffs, dummy buildings or
businesses intended to fail for tax purposes. They only qualify if the
manner of their destruction (defusing a bomb, consuming cakes before
they can be sent to a Guild-sponsored party, bringing down a business
in a manner that exposes the scam) directly opposed the purpose the
Solar intended for them.
Inviolable Social Definitions
Cost: 10m, 2wp; Mins: Socialize 5, Essence 4; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: Indefinite
Prerequisites: Mastery of Small Manners, Taboo-Inflicting Diatribe
While others may enter the Solar's domain, none dare disobey
her laws or customs. The Solar defines a single city, manse, building or
other discrete space she has legal authority over and defines a single
restriction. Anybody entering that region immediately learns of the
restriction and must spend 3wp to defy it. Doing so removes the person
from the restriction entirely, unless the charm is reapplied. Those
affected by the restriction may act in any manner towards those who
have resisted the restriction, as though the charm were not active.
Example: Gabrielle places a restriction against violence over a
city she controls, preventing those within from harming one another. If
two old rivals meet within the city walls, neither may harm each other
unless EITHER spends 3wp. At that point, the one who resisted may
harm anybody within the city and anybody may harm him.
Slick Words Technique
Cost: 4m; Mins: Socialize 3, Essence 2; Type: Reflexive
Keywords: Combo-Ok, Social
Duration: Scene
Prerequisites: Mastery of Small Manners
The Solar's words are impossibly twisty, meaning one thing while
saying other, to the extent that few listeners can hope to spot the
contradictions. This charm increases the difficulty of all attempts to tell
if the Solar is lying by her Essence. Additionally, the charm explicitly
forces a roll off with charms that detect lies, and add (Solar's Essence)
automatic successes to the opposed roll.
Mantle of the Mandate
Cost: 8m (+4m 1wp); Mins: Socialize 5, Essence 4; Type: Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisites: Shining in Every Eye Attitude
Upon defeating the Primordials, the Solars assumed the role of
God-Kings of Creation. While this charm is active, the Solar doubles any
bonus granted from having a Cult. When activating this charm, the
Solar may choose to spend an additional four motes and one willpower
to also gain the bonuses of Shining In Every Eye Attitude as an Obvious
effect while the charm is active. Using this effect causes the Solar's
anima to never fall below the 8-10 mote level while the charm is active,
even if he has not used any motes this scene.
Fisher King
Cost: -; Mins: Socialize 6, Essence 6; Type: Indefinite
Keywords:
Prerequisites: Mantle of the Mandate
As the Solar justly rules his people, so does he justly rule the land.
Any location where the Solar is recognized as the lawful ruler gains the
following benefits: It cannot become a Shadowland; Any crops produce
50% more yield and become immune to blights or other natural
ailments; Animals grow to be 10% larger and breed 50% faster, but will
never willingly attack humans; Travel across the land by those not
hostile to the Solar is hastened by 10%.
Should the Solar cease to reign in any of the blessed areas, the
benefits fade over the course of the next year, and all benefits other
than the travel speed become penalties for the next (Essence*10)
years.
Ideals of Heroic Virtue
Cost: 4m, 1wp; Mins: Socialize 4, Essence 3; Type: Reflexive (Step 1 for
attacker, Step 2 for defender)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Shining in Every Eye Attitude
The Solar Exalted are exemplars of righteous virtue, the glorious
heroes of a golden age long gone. Even as the Immaculate Order
preaches blasphemous slander against them, those who see the
returned Lawgivers with their own eyes known that Creation's heroes
have returned. This Charm is capable of enhancing any action that the
Solar takes. Characters who witness the action and have a Dodge MDV
less than the Solar's (Manipulation + Socialize) are captivated by his
perfection and grace. If such a character has any positive Intimacies
towards the Solar, they are immediately reasserted at their full
strength. Characters who lack such Intimacies instead treat this as a
scene spent building an Intimacy of admiration towards the Solar. If the
action is opposed by other characters, they suffer a -2 external penalty
to their own rolls, unable to bring themselves to defy the Solar, unless
they resist this unnatural mental influence.
In addition, this Charm also exerts an Illusion effect on its targets,
causing them to forget or rationalize any negative elements of the
Solar's action. Instead, they focus on the Solar's righteousness and skill,
believing that his action was either justified, or not seeing why it would
be morally questionable at all. Resisting the unnatural mental influence
exerted by this Charm costs a single point of Willpower, and allows a
character to ignore all effects of this Charm. If they do not resist, they
may pay a point of Willpower later to restore their altered memories of
the Solar's action, allowing them to resist the Illusion effect exerted by
this Charm. Doing so does not negate any Intimacies renewed or built,
however, and may only be done if the character is externally prompted
to question his own memories.
Festival of the Sun Reborn
Cost: 15m, 1wp; Mins: Socialize 5, Essence 4;Type: Simple (Dramatic
Action)
Keywords: Combo-OK, Compulsion, Holy, Obvious, Social
Duration: Instant
Prerequisite Charms: Wild Revelry Approach, Taboo Inflicting Diatribe
The rebirth of the Sun at the start of each new year is an occasion
for celebration among many of the cultures of Creation, a renewed
promise of protection from the malice that hides in darkness. The
Chosen of the Sun have within themselves the power to reaffirm that
promise and cast out the darkness that has crept unseen from the
shadows.
Using this Charm, the Solar leads a social group with Magnitude
1+ in a celebration of the power of the Sun. Starting at dawn, the entire
group spends the whole day in a joyful festival that lasts until dusk. The
precise nature of the festival depends on the social group- an Icewalker
tribe's celebration is likely very different to that of a royal court from
the Hundred Kingdoms. The one constant between all uses of this
Charm is the presence of the Solar, whose anima burns at the 8-10
mote level for the duration of the fesival, passing among the people as
the representative of the Unconquered Sun himself.
The celebration reaches its peak shortly before dusk, when the
Solar promises the people protection from Creatures of Darkness, even
in the dark of the night when the Sun is nowhere to be seen. Roll
(Charisma + Socialize), adding the Solar's Essence in bonus successes.
Any Creatures of Darkness who are members of the group or were
present at any point during the festival, and whose MDV is exceeded by
the successes on the roll, suffer an unnatural Compulsion effect to
leave the group's lands and have no dealings with them until the next
Calibration. This costs four Willpower to resist.
The social group is not forced to follow the Solar in his
celebration; they must agree to it prior to the activation of the Charm
for it to be effective.
Illegible Solar Poker Face
Cost: 5m, 1wp; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Any Socialize Excellency
Stifling her passions and dreams with refined restraint, the Solar
assumes a mien of calculated dispassion. This Charm protects the Solar
from any effect that would discern his Motivations, Virtues, or
Intimacies, reveal his goals or motives, or read his mind, preventing
such attempts from revealing any information about the Solar. If
another Charms effects contest this Charms, Illegible Solar Poker Face
adds the Solars Essence in automatic successes to the opposed roll to
maintain the effects of this Charm.
Hero-King Reign
Cost: ; Mins: Socialize 4, Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Any Socialize Excellency
The Solar Exalted sway the hearts and minds of mortals, bending
them all to one superior will. Whenever the Solar would otherwise
recover points of Willpower from stunting, he may instead choose to
restore that many points of Loyalty to any social unit he leads.
Pleasing Speech Discipline
Cost: 4m; Mins: Socialize 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Mastery of Small Manners
Every word the Solar speaks seems to resonate with a higher
truth, shining through with irrefutable meaning. All of the Solars social
attacks are enhanced as if he had spent three ticks accumulating dice
with a Monologue action (this bonus does not stack with that from
actual Monologue actions). He adds +1 to his MDVs against any social
attack which he is aware of.
Neither of these bonuses count as dice added by Charms. At
Essence 3++, each tick the Solar spends taking a Monologue action
while this Charm is active convert one die provided by this Charm into
an automatic success.
Immaculate Etiquette Proficiency
Cost: - (+4m or +1wp); Mins: Socialize 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mastery of Small Manners
The Lawgiver knows how to read the heart of his audience and
respond accordingly regardless of the number of listeners. This Charm
permanently enhances its prerequisite. If the character pays a
surcharge of four motes he completely ignores any penalties due to a
social unit having a greater Magnitude. The Solar can also pay an
additional willpower point to extend Mastery of Small Manners for the
rest of the scene.
Lord-and-Vassals Agreement
Cost: 5m; Mins: Socialize 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Gathering the Congregation
Those that attach themselves to the Solar Exalted bask in re-
flected glory. This Charm is a coordinate social attacks action, except
that it is reflexive, so it suffers and imposes no multiple action penalties
and imposes no DV penalty. The participants must still wait for the
Exalts next action to make their attack.
Eye-for-Passions Scrutiny
Cost: ; Mins: Socialize 5, Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Mastery of Small Manners
Any action of desire reveals the truth of a person. When
someone has made a social attack in the Exalts presence while Mastery
of Small Manners is active, even if the Lawgiver is otherwise
uninvolved, she learns much about the participants. If the attack is
meant to encourage others to support or adopt the attackers Virtues,
Intimacies or Motivation, or if the defender is gaining a bonus to MDV
from the same, or both, all such supporting traits are revealed to the
observant Exalt. She may read or be read the relevant traits from the
characters sheets.
Glorious Affirmation Stance
Cost: 4m; Mins: Socialize 5, Essence 4; Type: Simple
Keywords: Social
Duration: Indefinite
Prerequisite Charms: Master of Society Technique
Who could but love their Solar rulers? As long as this Charm is in
effect, any time a group under the Exalts leadership would need to
spend Loyalty to resist a social attack or social Charms effects, they
need spend only the minimum Loyalty as outlines by the attack in
question. That is, extra successes on the activation roll do not increase
the cost of Loyalty to negate the effect.
Master of Society Technique
Cost: ; Mins: Socialize 5, Essence 4; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Wise-Eyed Courtier Method, Wild Revelry
Approach, Taboo Inflicting Diatribe
This Charm permanently enhances the Solars Wise-Eyed Courtier
Method, Wild Revelry Approach and Taboo Inflicting Diatribe, reducing
the effective Magnitude of groups the Exalt targets with those Charms
by (Essence/2). When those Charms are used under the Creation-Ruling
Mandate rules, a target organizations effective Magnitude is only
reduced by one.
Uplifting Trials of the Perfect
Cost: 8m; Mins: Socialize 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Wild Revelry Approach
With kings such as the Solars, what people could truly be swayed
by the enemy? The Solar activates this Charm in response to any attack
that targets a group he leads. If that attack fails to overcome the
targets DV or some other value the group opposes the attack with, the
group regains two points of Loyalty, even if this would exceed the
leaders Willpower rating. Loyalty in excess of the leaders Willpower
dissipates one per day.
Restless Mind Technique
Cost: 3m; Mins: Socialize 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Mastery of Small Manners
Lawgivers can easily see through the web of distracting banter
and subtle influences and, even when they cannot forsee all such
nuances, they are inured to their unexpected bravado by essence. This
Charm must be used in response to an un-expected social attack; it
removes the un-expected quality from it, allowing him to apply his MDV
against it as normal.
Friend of a Friend Technique
Cost: 10m; Mins: Socialize 4, Essence 2; Type: Simple
Keywords: Mirror (Ties That Bind Understanding), Obvious
Duration: One scene
Prerequisite Charms: Mastery of Small Manners
As the Chosen meant to rule Creation they are able to find aid
amongst any corner of it. While this charm is active the Solar is treated
as having Contacts 1 and one major contact in the area they are in.
Their caste mark must be open and visible, gleaming throughout charm
use, for this benefit.
Glorious Court Strategies
Cost: ; Mins: Socialize 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Understanding the Court
Nothing equals the power of the Lawgivers when they put the
might of their minds and their Charms to it. This Charm permanently
enhances Understanding the Court in two district ways. The first is that
the cost of the Charm is reduced by 10 motes, making it equal to 10
motes, 1 willpower. The second is that it increases the number of
profiles that the Solar may have from one to his Socialize score.
Legendary Celebrity Attitude
Cost: 20m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple (Dramatic
Action)
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Gathering the Congregation, Understanding the
Court
The Solar Exalted move effortlessly within society, gathering
friends and cliques to them like trinkets or baubles. This Charm is an
extended dramatic action to entertain, carouse, or mingle. Its range is
limited to a single society or cultureat most, a city, or a single group or
faction spread out across a nation. The Solar must be able to
communicate with members of the society, both speaking a common
language and having a chance to meet with them, either in person or
via letters or messengers.
For each day the Solar spends attending parties, insinuating
himself into cliques, or making new friends, he rolls ([Charisma or
Manipulation] + Socialize) at a difficult y of 5, and the Solar must pay
this Charms cost with each roll. For every threshold success the Solar
gains on the roll, he may gain a single dot of Allies, Backing, Contacts,
Followers, or Influence. This Charm exerts natural influence on all
characters the Solar attempts to make connections with, and can be
resisted for a single point of Willpower, though any character the Solar
attempts to court as an ally, contact, or follower should not do so
without overwhelming reasons.
The web of connections the Solar weaves with this Charm is
delicate and fragile. At the end of each story in which the Solar does not
interact extensively with any Allies, Contacts, or Followers granted by
this Charm, or make wide use of any Backing or Influence he gains, he
rolls the rating of each background at a difficulty. If he did not interact
with them or use them at all, the roll is made at difficulty 2. If the Solar
fails the roll for any given background three times, he loses it. However,
interacting with any background gained through this Charm extensively
in a story erases any accumulated failures.
Word and Deed Understanding
Cost: ; Mins: Socialize 3, Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Mastery of Small Manners
The Lawgivers understand the intentions of others. This Charm
upgrades Mastery of Small Manners. Whenever the Solar activates it,
he is treated as having rolled (Essence + Socialize) successes for reading
the motivations of other characters. In addition, its duration is
extended to (Essence) actions.

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