[Exalted] Non-Canon Solar Charms

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  Exalted 2.5 Edition Canon Solar - Non Charms For all manner of Exalts, and creatures Itzhak ] ךיר ת ה ת רח [ 

description

A collection of Charms from the web, and some made by me. Some of the ones from the web have been changed to fit how I think they should work.

Transcript of [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