[Exalted] Non-Canon Solar Charms
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Transcript of [Exalted] Non-Canon Solar Charms
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5/19/2018 [Exalted] Non-Canon Solar Charms
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Exalted 2.5 Edition
Canon Solar-Non
CharmsFor all manner of Exalts, and creatures
Itzhak
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Table of Contents
Archery .................... ...................... ............ 4Armor-Cleaving Bolt Enhancement .......... 4Invincible Marksman's Stance .................. 4Sun Ray Retribution ................. ................ . 4Keen-Eyed Marksman Defense ................. 4Beyond the World .................................... 4Essence Arrow Attack [new Effects] ......... 4
Martial Arts ............................... ................ 4Oak-Uprooting Strength ............... ............ 4
Melee ...................... ...................... ............ 4Mirrored Blade Technique ............... ......... 4Battle-Ending Stance ................................ 4Heavenly Wind Unsheathed ............... ...... 4
Thrown .................... ...................... ............ 4Shimmering Vortex Stride ........................ 5Foes Fall Away .......................................... 5Gilded Binding Nail ................................... 5
War ........................................................... 5You Shall Not Pass .................................... 5
Labors Treasured and Defended .............. 5Defending the Banner Approach .............. 5Uplifting Champion Approval ................... 5Ablative Loyalty Barrier ............................ 6Bronze Tiger Litter Technique .................. 6
Integrity................................. .................... 6Virtuous Warriors Fortitude.................... 6Faith Shelters the Mind ............................ 6God-King's Dominion ............... ................ . 6Inviolate Panoply Defence ............... ......... 6Sun and Moon Deny Madness .................. 6Unconquered Paragon of (Virtue) ............ 6Unapproachable Saint Method ................ 7
Performance ...................... ....................... . 7Tapestry of Memories .............................. 7Jests Lighten Mood ............... ................. ... 7Opinion-Swaying Solar Countermand ....... 7Dictum of the Sun .............. ................. ...... 7Heavenly Gladiator Showmanship ............ 7Peaceable Convocation Manner .............. . 8Master Orator Stance ................. .............. 8Golden Remembrance Grasp ................... 8Golden Rebuke Defense ........................... 8Virtuous Courtier's Dance ................ ......... 8Fool-Mocks-Emperor Satire ................ ...... 8
Irresistible Chorus Line Harmony ............. 9King of Masks Technique .......................... 9Solemn Investiture ................................... 9Stand Beyond the Crowd .............. ............ 9
Presence ..................... ...................... ......... 9Shining Virtuous Exemplar........................ 9Lives Not Forgotten .................................. 10Declaration of Truth ................................. 10Bearing of Allegiance ................................ 10Undeniable Might of the Sun ................... 10Unbearable Golden Aura .............. ............ 10Hero-Inspiring Interrogatory .................... 10I Am Your World Stance............................ 10Prey-Freezing Gaze ................................... 10Stare Into the Sun .............. ................. ...... 11
Resistance ............................. .................... 11Grain of Rice Sustenance .............. ............ 11Tireless Laborer Mantle ................ ............ 11
World-Sustaining Enlightenment ..............12Controlled Breathing Exercise ................ ...12Iron Skin Shields the Flesh ................. ........12Waterfowl's Steel Rain-Shedding Prana ....12Aegis-Assuming Gesture ...........................12Enduring Legend Toughness .....................12Warriors Adversity Divestment................12Extended Life Prana ..................................12Unassailable Rebuff of the Besieged .........12Death-Defying Technique ............... ...........13Restful Catalepsis Dozing ..........................13
Survival............................... ...................... . 13Kingdom-Moving Impossibilities ...............13Lion's Mighty Summons ............................13Cloud-Banishing Gesture ................ ...........13Cunning Hunter Sense ...............................13Harmonious Wilderness Dominion ...........14Nomad Wandering Spirit ................ ...........14Speedy Concealment Method ...................14
Craft ................................... ...................... . 14Labors Treasured and Defended ...............14Masterful Aesthetic Expression .................14Engaging Exquisite Meaning......................15Emphatic Artistic Vision ............................15Hand of Solidity .........................................15Invention Implies Mastery ........................15Golden Adventure Infusion .......................15Heart-as-Anvil Technique ..........................16Golden Years Reaffirmation ......................16Solar Quality Assurance ............................16Perpetual Preservation Proficiency ...........16Brilliant Dreamers Blueprint............... ......16Chaos-Recoil Technique ............................16Thousandfold Workshop Methodology ....16
Investigation .................... ..................... ..... 18Is This Tomorrow .......................................18Illusion-Shattering Technique ...................18An End to Deception .................................18Hidden Cabal Uncovering Method ............18Infallible Watchman's Eye .........................18Puzzle-Solving Glance ............... .................18Sense of Disharmony.................................19Subtle Interrogation Technique ................19
Lore ........................................ ................... 19
Sagacious Academic Methodology ............19Gilded Scrolls of Wisdom ..........................19History Accounting Regimen .....................19Flood of Essence Granted..........................19My Will Imposed .......................................20Armies March against Chaos Method .......20Indomitable Cascade of Knowledge ..........20
Medicine ......................... ...................... .... 20Flawless Midwife Practice .........................20Fertile Soil Method ................. ................ ...20Bountiful Loins Blessing.............................20Hero's Benediction ....................................20Glorious Solar Creche ................................20Village-Healing Ministrations ....................21Nation-Curing Blessing ..............................21Sun-Given Vitality ......................................21Battlefield Medicine Mastery .............. ......21Mind-Restoring Method ................. ...........21
Occult ........................................................21Immortal Sorcerers Advantages............... 21Sudden Arsenal Acquisition ......... ............. 21Sorcerer Bedevilling Tricks ................. ....... 21Mortal Magic Mastered .................. .......... 22Thaumaturgy Refinement Techniques ...... 22Breaking the Wicked's Will ........ ............... 22
Athletics ....................................................22Sky-Dancing Technique ......................... .... 22Effortless Solar Strength ................. .......... 22Immovable Righteousness .................... .... 22Delicate Mosquito Movement .............. .... 22Cavorting Dolphin Style ............................ 22Stone-Shattering Step ............................. .. 23
Awareness .................................................23Honest Turnabout Assault .............. .......... 23Action without Thought .................. .......... 23Treasure-Warding Caution ........................ 23Awareness of Lessers Technique ....... ....... 23
Golden Lantern Understanding.......... ....... 23Sense-Unifying Concentration .............. .... 23Telescopic Sun Omniscience ................. .... 23
Dodge ........................................................24Decoy Displacement Deceivement .... ....... 24Bending with the Unbreaking Reed .......... 24Shaded Ally Intercession ....................... .... 24Running-Before-The-Storm Defense ......... 24
Larceny ......................................................24Thief-King's Ghostly Presence ............... .... 24Identity Shielding Aegis ........................... .. 24Perfected Mask Gallery ................ ............. 24Golden Mask of the God-King ............... .... 25Gilded Words Methodology ............... ....... 25Shadow Agent Cultivation ............... .......... 25Unseen Shadow Curriculum ............... ....... 25Under the Shadow of the Sun ............... .... 25Loyalty Indoctrination Practice .......... ....... 25Castle-Entering Stance ............................ .. 25Body Double Disguise ............................... 25Five-Thousand Finger Discount ............... .. 25Remote Appropriation Prana .................. .. 26
Stealth .......................................................26Thief-King's Ghostly Presence ............... .... 26Identity Shielding Aegis ........................... .. 26
Humble Mortal Mien ................. ............... 26The Sun Is Always There ........................... 26Oracle-Rebuking Sunbeam................. ....... 26Cunning Scoutmasters Practice........ ....... 26Night Hidden Footsteps Method ....... ....... 27
Bureaucracy ...................... ..................... ....27Being Everywhere Approach ................. .... 27Unbreakable Handshake Agreement ........ 27Jade Beckons Yojimbo ................ ............... 27Turning the Wheel of Commerce .............. 27Efficacious Hiring Strategy .............. .......... 27All-Desirable Treasure of Heaven ...... ....... 27Chastising the Corruptible Manager ......... 28Instructions of Efficient Management ...... 28Spherical Flow of Wealth Method ............ 28Righteous Leadership Style ................ ....... 28Sun-King Requisitioning Stance ............... .. 28
Linguistics ..................................................28
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Expression beyond Words ........................ 28Golden Interpreter Convocation .............. 28Sealing the Envelope ................................ 29Perpetually Persistent Message ............... 29Glyph Reproduction Method .................... 29Sunrise Inkwell Spirit ................................ 29Confounding Legalism Loophole ............. . 29Disseminating the Royal Proclamation ..... 30
Ride ..................... ...................... ................ 30
Golden Charioteer Practice ...................... 30Opulent God-King Transportation ............ 30Pilots Steady Hand............... ................. ... 30Durable Convenience Strategy ................. 30Attendant Chariot Gesture ....................... 30Jousting At Giants ..................................... 30Breaker-of-Horses Technique ................ ... 30Steed of Heaven and Earth ....................... 31Mount-Guiding Intuition .......................... 31Love of Rider and Ridden.......................... 31World-Crossing Stamina ............... ............ 31
Aquatic Spirit Steed ...................................31Assault Ram Style ......................................31Spook the Skittish Colt ..............................31
Sail ............................................................ 31Sails of Essence Technique ........................31Phantom Crew Charm ...............................32Flashing Sailing Method ............................32Light on Water Prana ................................32Fearless Admirals Dominion............... ......32
Eternal Storm-Breaking Harbor .................32Righteous Protocols of the Solar Navy ......32Spiritual Anchoring Prana ............... ...........32Gracious Hospitality of Flotsam ................33Golden Cove Trick .....................................33Hull-Strengthening Focus ..........................33Captain's Faithful Vow...............................33
Socialize.............................. ...................... . 33Labors Treasured and Defended ...............33Inviolable Social Definitions ......................34Slick Words Technique ..............................34
Mantle of the Mandate............................. 34Fisher King ................................................ 34Ideals of Heroic Virtue ............ ................ .. 34Festival of the Sun Reborn ........................ 34Illegible Solar Poker Face ................ .......... 35Hero-King Reign ........................................ 35Pleasing Speech Discipline .............. .......... 35Immaculate Etiquette Proficiency ............. 35Lord-and-Vassals Agreement .................... 35
Eye-for-Passions Scrutiny .......................... 35Glorious Affirmation Stance ............... ....... 35Master of Society Technique .......... .......... 35Uplifting Trials of the Perfect ................ .... 35Restless Mind Technique ................... ....... 35Friend of a Friend Technique .................... 35Glorious Court Strategies ........................ .. 36Legendary Celebrity Attitude .................. .. 36Word and Deed Understanding ................ 36
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Archery
Armor-Cleaving Bolt Enhancement
Cost:- (+1m); Mins:Archery 4, Essence 3; Type:Permanent
Keywords:None
Duration:Permanent
PrerequisiteCharmsPhantom 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 bypaying an extra mote.
Invincible Marksman's Stance
Cost: 6m; Mins: Archery 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
PrerequisiteCharms: 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 ofOrichalcum.
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 DefenseCost: 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 automaticallydoes 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 hasneed 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
PrerequisiteCharms: 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
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Shimmering Vortex Stride
Cost: 2m; Mins: Thrown 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
PrerequisiteCharms: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 himbackwards 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. TheSolar 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 aBlockade 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 thesemotes 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 oforganization-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 weretheir 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.
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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 ofhis 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 T iger Warrior Training Technique.
Integrity
Virtuous Warriors Fortitude
Cost:; Mins:Integrity 4, Essence 3; Type:Permanent
Keywords:Native, OverdriveDuration: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: PermanentKeywords: 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
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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 inthe 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. TheExalt 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 ofCreation, 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 thechosen 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 theiroriginal 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, SocialDuration: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
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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) forthe 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:SupplementalKeywords: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 anyapplication 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 1individual, 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 thememories/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 aninstant 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
penaltybut 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
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Solars Essence. Social attacks enhanced by Charms are notpenalized.
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 ExcellencyThrough 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 abonus 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 firmon 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 arelower. 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 additionalXP.
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.
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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: InstantPrerequisite 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 anunnatural 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 hasa 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 thiscost 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
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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 isconsidered 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 withpermanent 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 ownratings 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, hemay 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 fourrather 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:PermanentKeywords: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:PermanentPrerequisite 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
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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 hisbody 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 MeditationWith 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 tragedyand 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
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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 untilthey 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), ServitudeDuration: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 ifthose 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
b