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Charm Cards Set Two

Clever Bandit’s Rook Door-Evading Technique Doubt-Sealing Heist


Cost: 2m; Type: Supplemental Cost: 10m, 1wp; Type: Reflexive Cost: 5m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Seasoned Crim- Prerequisite Charms: Lock-Opening Prerequisite Charms: Clever Bandit’s
inal Method Touch Rook

A master of the sublime, the Lawgiver hooks a Some doors are not locked by conventional Upon successfully robbing a person of some-
mark with her charisma and genuine seeming. means; some are sealed by complex sorcery thing they own, the Exalt may attempt to
When used, this Charm supplements an instill or mechanisms hidden out of sight; still others unwind the owner’s memory of attachment
action to make a person believe an object or are bounded by dozens or even hundreds of to the item. The player rolls a (Manipula-tion
structure belongs to the Exalt. This Charm locks, making it implausible to pick them all. + Larceny) instill action against the target’s
cannot force an assertion on someone that di- Yet no door may bar the Lawgiver’s entrance. Resolve. On a success, the Lawgiver convinces
rectly contradicts what he knows. However, a The Exalt reaches for the door as if to touch it, the target that the object belongs to her (and
character who does not know the truth cannot and then steps forward. When her foot falls, always has). The target may not pay Willpower
benefit from any Intimacies that would bolster she is on the other side of the portal. The Solar to shake off this belief until (Solar’s Essence)
his Resolve against the attempt. A character may can use this talent to pass through a locked minutes have passed.
not spend Willpower to contradict this belief window, a sewer grate, a dropped portcullis
unless he sees direct evidence to the contrary. or even an archway that drips lightning. This
Charm is based on the Solar’s illimitable skill
for infiltration; she cannot pass through solid
walls or reach into a sealed chest and
fish around.
316 321 317
Larceny 3, Essence 1 Larceny 4, Essence 3 Larceny 4, Essence 2

Fate-Shifting Solar Arete Flashing Ruse Prana Flawless Pickpocketing Technique


Cost: 1wp; Type: Reflexive Cost: 10m, 1wp; Type: Supplemental Cost: 3m; Type: Supplemental
Keywords: None Keywords: Mute Keywords: Mute
Duration: Instant Duration: Instant
Prerequisite Charms: Lightning-Hand Prerequisite Charms: Flawlessly Impen- Duration: Instant
Sleight, Unshakable Rogue’s Spirit etrable Disguise Prerequisite Charms: None

The Lawgiver adjusts the scales of balance in With a rending of air, the Solar sweeps away the With hands quicker than the eye, the Exalt relieves
her favor, and fate is made her accomplice. mask she once wore. This Charm supplements a hapless soul of his material burden. This Charm
This Charm enhances any kind of action that a disguise attempt by reducing the time it takes enhances a normal pickpocketing attempt (see
is not part of an extended roll. Before rolling, from five minutes to instant. When used in com- p. 224). Unless contested by magic, this attempt
the player chooses a number from 2 to 5. That bination with another Larceny-based disguise cannot fail; when such a conflict arises, this Charm
adds the Solar’s Essence in automatic successes.
number is treated like a 10 each time it appears Charm, ignore the Willpower cost.
In every other way, this Charm follows the rules
in the subsequent roll. The Solar may use this of a normal pickpocketing attempt. The charac-
Charm once per full night’s rest. ter may not steal items that are in use or artifacts
An Essence 4+ repurchase allows the Solar that have been attuned. Characters using ordinary
to change two different numbers from 2 to senses cannot detect this theft with Awareness.
5 into 10s. Characters with inhuman sensory acuity, such as a
spider feeling vibrations in its web, or those using
magic, suffer a -4 dice penalty to spot the theft. This
Charm is also completely immune to magic that
detects Larceny-based actions, unless the
user also knows this Charm. See the full
320 321 text of this Charm on page 316. 316
Larceny 5, Essence 3 Larceny 5, Essence 3 Larceny 2, Essence 1

Flawlessly Impenetrable Disguise Iron Wolves’ Grasp Lightning-Hand Sleight


Cost: 6m; Type: Simple Cost: 3m, 4i; Type: Supplemental Cost: 3m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant
Duration: Until the Exalt sleeps Prerequisite Charms: Stealing from Plain Prerequisite Charms: Swift Gambler’s
Prerequisite Charms: None Sight Spirit, Reversal of Fortune Eye
This Charm recreates a disguise attempt (see p. When used, this Charm alters a disarm gambit The Exalt’s hands flash out, changing tiles, switching
224), but allows the Exalt to make a myriad of ex- (see p. 199) in the following ways: • The cost of dice results, trading cards out of dealt hands, moving
traordinary changes to her appearance. She may the gambit is replaced by the cost of the Charm. game pieces, etc. The Exalt’s cheating goes unno-
change her gender, double her age or halve it, alter • The gambit is considered a reflexive action ticed so long as she cheats plausibly, skewing the
her height by ten inches in either direction, change rather than a combat action. Doing so carries no results of only a single round. This deception cannot
her ethnicity, adjust her voice and alter her accent. Defense penalty. • The Lawgiver’s Initiative roll be realized by onlookers until (Essence + 1) hours
She can even change her scent. The Solar gains two gains double 9s. On a success, the Exalt steals have passed. Each time the Solar uses this Charm in
automatic successes to her disguise attempt, ignores
her target’s weapon. If the stolen weapon is an a single game, she lowers that expectation by roughly
penalties for adapting a different race or gender, and one hour. At Essence 1, she may not be caught im-
artifact, it breaks the target’s attunement and
gains double 9s. This disguise cannot be pierced by mediately on her third use of the Charm, but while
mundane senses. Nor can it be thwarted by inhuman allows the Exalt to commit motes to instantly her foes still cannot see her cheating, they can notice
sensory acuity. Senses heightened to supernatural attune the weapon. If the Exalt cannot or will the effects of her slick dealing. This Charm doubles
levels by Charms have a chance to pierce this decep- not pay these motes, the weapon is merely cast as Poison-Hand Sleight, which allows a Lawgiver to
tion, but subtract 2 successes from their attempts. aside as if it were disarmed normally. A Solar lace a target’s food or drink with sedatives or poison.
Magic which pierces this effect does not reveal the who uses whips, lassos, rope darts or other pre- It differs in that onlookers will begin to notice the
Solar’s identity, only that the Exalt is not hensile weaponry may use this Charm work of a poisoner as soon as people begin
what she appears to be. See the full text at the range of her weapon. See the to pass out or drop dead. See the full text of
of this Charm on page 317. 317 full text of this Charm on page 320. 320 this Charm on page 316. 316
Larceny 4, Essence 1 Larceny 5, Essence 3 Larceny 4, Essence 1
Living Shadow Preparedness Lock-Opening Touch Magpie’s Invisible Talon
Cost: 4m, 1wp; Type: Reflexive Cost: 1m or 5m; Type: Reflexive Cost: 1wp; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Instant
Duration: Instant Duration: Instant Prerequisite Charms: Stealing from Plain
Prerequisite Charms: None Prerequisite Charms: None Sight Spirit

The Solar becomes the light which swallows The Exalt may open a mundane lock simply by The Exalt moves with imperceptible speed,
the shadow. The player rolls (Wits + Larceny), touching it and paying five motes. Alternately, manipulating Essence flows to steal an object
doubles and banks any successes. Banked suc- she may challenge a sorcerous lock with her out of reach. This Charm supplements a normal
cesses can be reflexively applied to a single picking tools, paying one mote to gain double attempt to steal or pickpocket, save that it gives
Larceny or Stealth action. This effect lasts until 9s and (Essence) automatic successes. This the Solar’s attempt double 9s and allows her
the Exalt sleeps, and can be renewed only once version of the Charm guarantees that she suc- to reach an object (Essence) yards away. She
per day. cessfully picks the lock even if her roll fails, may even steal objects behind glass without
however, a failure constitutes some unwanted disturbing the glass through use of this Charm.
occurrence—perhaps she springs a trap, breaks
the lock loudly, snaps her lockpick, etc.

317 317 319


Larceny 3, Essence 2 Larceny 2, Essence 1 Larceny 5, Essence 2

Master Plan Meditation Night’s Eye Meditation Null Anima Gloves


Cost: 6m, 1wp; Type: Simple Cost: 5m; Type: Reflexive Cost: 12m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Indefinite Duration: Indefinite
Prerequisite Charms: Unshakable Rogue’s Duration: One turn Prerequisite Charms: Iron Wolves’ Grasp,
Spirit Prerequisite Charms: Null Anima Gloves Proof-Eating Palm, Skillful Reappropriation
This Charm is used after a valid action, listed below. The Solar is a master of deception, and is aware Gathering all the speed and skill of her hands into
Roll (Int + Larceny), each success adds to a pool of of any challenge to her position. Each time a the channel of her Essence, her talent is forced out
points which are spent on features listed below. character attempts to counter a Larceny based through her skin, manifesting in a burning corona
Valid actions: forging/counterfeiting; preparing an action or disguise with Investigation or Larceny, that coats her hands in the fires of her anima. For
alibi; pursuing information about a person without a moment, the gloves suffuse her hands and blaze.
violence; planning an infiltration; planning to enter the Lawgiver may use this Charm to add 10s on
her opponents’ attempts to her own results for For the next thirty seconds or two rounds, which-
and escape a dangerous location; plotting to under- ever comes first, no member of a criminal orga-
mine law enforcement/criminal syndicates. Points one turn. This retroactively makes her disguises
nization nor creature of darkness may Join Battle
costs: Distorting a piece of evidence (5) Destroying harder to pierce and actively makes her sleight- against the Lawgiver or roll to attack her. During
a small piece of evidence (3) Erasing a small piece of-hand and pickpocketing harder to notice. this time, each of her allies gains +3 automatic suc-
of evidence (7) Raising Resolve by 2 for a scene
(5) Raising Guile by 2 for a scene (5) Door-Evad- cesses to any attempt to escape the scene. After this
ing Technique: 5m, 1wp (5) Disguise attempt +1 effect ends, her hands continue to blaze, though
success (3) Flashing Ruse Prana: free (7) Retro- she may turn it invisible with a thought. Should
actively leaving one’s calling card (1). This Charm she use her hands to block an attack, land a strike,
cannot be used again until all points are spent. The or steal an object, they will flash and hum back into
Exalt may not use this Charm twice for existence, and remain that way until she
the same action in a single session. See banishes them. This Charm conveys 6
the full text of this Charm on page 318. 318 322 powers to the Solar, found on page 321. 321
Larceny 5, Essence 2 Larceny 5, Essence 5 Larceny 5, Essence 4

Perfect Mirror Preying on Uncertainty Approach Proof-Eating Palm


Cost: —(5m, 1wp); Type: Permanent Cost: 3m; Type: Reflexive Cost: 1m; Type: Reflexive
Keywords: Mute Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Prerequisite Charms: Flawlessly Impen- Duration: Instant Prerequisite Charms: Lightning-Hand
etrable Disguise Prerequisite Charms: Spurious Presence Sleight
This Charm upgrades its prerequisite, replacing the When the Lawgiver is caught somewhere she The Solar’s genius hands can outwit even the
cost and allowing the Exalt to disguise herself as a doesn’t belong, she may use this Charm to im- sharpest eye. This Charm allows her to hide any
specific person without suffering a penalty for im- mediately become aware of a gap in her inquis- object small enough to palm. She may appear
personating a specific character, or for changing her itor’s knowledge she can exploit. Stopped at a to swallow the item, fit it under her tongue,
body type significantly. In addition to the bonuses picket, she realizes the soldier questioning her hide it up her sleeve, etc. The object vanishes.
associated with Flawlessly Impenetrable Disguise, is expecting a messenger he has never seen. She It does not go to Elsewhere. It merely ceases
it also adds (Essence) non-Charm successes to the can then claim that messenger’s identity. Con-
roll to establish the disguise. It cannot be pierced by
to exist until the Exalt needs it again, at which
fronted by a tenant when creeping through the point she may will it into her hand with just
mundane or inhuman sensory acuity. Characters are
not entitled to attempt to see through the disguise
glass towers of Chiaroscuro, she realizes there a thought. The Exalt may hide no more than
unless the Solar behaves in a grossly inaccurate way. are vacant rooms and assumes the role of a five objects, but each object must be hidden in
Even so, a witness using magic to penetrate the dis- squatter. Uncertainty of this kind counts as a a separate space.
guise suffer a -4 dice penalty to do so. Should he fail at Minor Intimacy when it is exploited.
this attempt, his next attempt suffers an additional -1
(maximum -5). In addition to these effects, the Exalt
may adapt Essence-based visual dynamics
not covered by simple makeup or disguise.
See the full text of this Charm on page 319. 319 316 318
Larceny 5, Essence 2 Larceny 3, Essence 1 Larceny 4, Essence 2
Reversal of Fortune Seasoned Criminal Method Skillful Reappropriation
Cost: 4m; Type: Reflexive Cost: —; Type: Permanent Cost: 6m; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant
Prerequisite Charms: Flawless Pickpock- Duration: Permanent Prerequisite Charms: Magpie’s Invis-
eting Technique Prerequisite Charms: None ible Talon

Stealing from the Lawgiver is a risky proposition This Charm allows the Solar to invoke and discard The Exalt can plant evidence on a target’s person
at best. With this Charm, the Exalt gains two au- a number of special distinctions. Familiarity: To a infalli-bly. The mechanic modeling this Charm is
tomatic successes to an Awareness roll to detect member of a criminal organization, she seems identical to a pickpocketing attempt enhanced by
any attempt to pickpocket from her person. familiar—that is, she can play on a Minor Flawless Pickpock-eting Technique—with the same
Upon successfully noticing an attempted theft Intimacy to make her target believe she is rules for supernatural detection—save that it hides an
with this Charm, the theft is not only thwarted, a criminal with whom to be treated. Disso- object on the target’s person. Such an action cannot
but the thief is left open to reprisal. If the thief nance: Magistrates or other officials seeking be noticed for (Essence × 10) minutes, unless circum-
is close enough to touch, the Lawgiver becomes to establish her identity suffer a -2 penalty to stances call attention to it. Trying to hide an anchor
aware of every object on his person that may their Bureaucracy and Investigation actions. in an old man’s rucksack will have undesired effects.
be stolen (as per the rules of pickpocketing on Vulnerability: The Exalt makes herself seem In addition, as long as the object remains on the tar-
page 224) and can attempt to steal one of these the best possible target for a type of crime get’s person, the Exalt can reflexively retrieve the
objects with all of the same advantages as Flaw- dictated by the player. Receptivity: Similar item without contest, so long as she is close enough to
less Pickpocketing Technique. to vulnerability, interested parties perceive touch the target. Though the Lawgiver does this with
the Exalt as a local player. Rather than prey incredible speed, to all onlookers it will be obvious
on her directly, she may be identi- that she lifted the object from the target.
fied as a customer or partner. See the
320 full text of this Charm on page 315. 315 320
Larceny 4, Essence 3 Larceny 1, Essence 1 Larceny 5, Essence 3

Split Deception Method Spurious Presence Stealing From Plain Sight Spirit
Cost: 5m per disguise; Type: Reflexive Cost: 6m; Type: Reflexive Cost: 6m; Type: Supplemental
Keywords: None Keywords: None Keywords: Mute
Duration: One scene Duration: Instant
Duration: Indefinite Prerequisite Charms: Seasoned Crim- Prerequisite Charms: Flawless Pickpock-
Prerequisite Charms: Perfect Mirror inal Method eting Technique

The Lawgiver walks through the valley of the Even amidst the Imperial Treasury, the Law- Long ago, the Solars stole the implements of
wicked wearing a thousand faces. This Charm giver projects her right to be there. This Charm their virtue from beneath the gaze of the gods’
allows the Exalt to place a second disguise over makes it nearly impos-sible to voluntarily ques- own masters. This Charm is similar in all ways
the one she is wearing by attempting a second tion the Exalt’s presence. As long as the Solar to its prerequisite, except that it allows the
disguise action per the rules on page 224. This is dressed and behaving as expected for the Solar to steal an object from plain sight. The
attempt may be supplemented by disguise present circumstances, she cannot normally Exalt might swipe a book from a table or take
Charms as usual. When she is seen wearing two be consid-ered suspicious. Characters who do a sword from a soldier’s scabbard. Such a theft
or more disguises, the player dictates which dis- suspect something “off” about her may try to cannot be noticed for (Solar’s Essence) minutes
guise each witness sees. The Solar may sustain read her intentions, but the Exalt’s Guile is at unless circumstances call attention to it, such
no more disguises than she has dots of Essence. +2 against such attempts. The player may re- as a soldier attempting to draw his stolen blade.
constitute the character’s Guile using Larceny
instead of Socialize; Charms that protect against
read in-tentions actions are explicitly allowed to
enhance this effect. Which characters suspect
the Lawgiver depends entirely on the
dramatic whim of the Storyteller.
321 315 319
Larceny 5, Essence 3 Larceny 2, Essence 1 Larceny 4, Essence 2

Swift Gambler’s Eye Unbroken Darkness Approach Unshakable Rogue’s Spirit


Cost: 1m; Type: Supplemental Cost: —; Type: Reflexive Cost: -1 Initiative per success
Keywords: None Keywords: Mute Type: Reflexive; Keywords: None
Duration: Instant Duration: Instant
Duration: Instant Prerequisite Charms: Night’s Eye Med- Prerequisite Charms: Living Shadow
Prerequisite Charms: None itation Preparedness

The Exalt’s jaded insights give her a talent for In the deepening Age of Sorrows, the Lawgiver The Lawgiver can borrow against her own
seeing through the gambits of her opponents. shines in the darkness. This Charm allows the talent to bolster larcenous action. This Charm
This Charm supplements a read intentions Exalt to apply a free full Larceny Excellency can be used to aid in protecting the Lawgiv-
action against an opponent in a game of chance to any action once per scene. This Excellency er’s disguise during a roll off, to pick a lock,
or strategy, lowering the target’s Guile by two. has the mute keyword. This Charm also has to pickpocket, or to establish Stealth. It can
If successful, it tells the Lawgiver how her op- the special property of muting any Charm the also be used to enhance any social action con-
ponent feels about his current chances. For Exalt uses that same instant, if she so chooses. trived to swindle a target. For every one auto-
example, a target who is acting morose but feels matic success the Charm adds to the selected
exultant is almost certainly bluffing. action, the Solar loses one Initiative from her
next Join Battle result. The maximum number
of successes a Solar can add between battles is
half her Join Battle pool, rounded up. This debt
is automatically cleared after completing a full
night’s rest. Unshakable Rogue’s Spirit cannot
be used in combat.

316 322 318


Larceny 3, Essence 1 Larceny 5, Essence 5 Larceny 4, Essence 2
Phantom Hood Technique
Cost: —; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Preying on Uncer-
tainty Approach

The Lawgiver can mask her anima to evade de-


tection. Once per scene, the Exalt can activate
this Charm to mute five peripheral motes in
an instant, causing them to act as if they were
motes spent from her personal mote pool, so
long as the magic is aiding her in Larceny-based
actions. This Charm is reset by a two point social
stunt in which the Lawgiver uses Larceny, or
in which she uses subterfuge enhanced by any
other social ability in order to aid her in crim-
inal behavior. This reset must occur after the
Charm has been used,

317
Larceny 3, Essence 2
Cup Boils Over Discerning Savant’s Eye Essence-Laden Missive
Cost: 1m; Type: Simple Cost: 1m, 1wp; Type: Reflexive Cost: 1m; Type: Supplemental
Keywords: Written-only Keywords: None Keywords: Mute, Psyche, Written-only
Duration: Instant Duration: One scene Duration: Instant
Prerequisite Charms: Mind-Swallowing Prerequisite Charms: Sagacious Reading Prerequisite Charms: Letter-With-
Missive, Voice-Caging Calligraphy of Intent in-A-Letter Technique
The Lawgiver pens a soul-shattering missive, The Exalt can make out the minute traces of The Exalt can infuse a short statement with
convincing her subject he leads a pointless ex- writing that was once readable but has now Essence, such that the Essence travels through
istence. This Charm can only be directed at a been damaged or erased. Examples include the reader’s mind to escape through his tongue.
specific target. Roll the Exalt’s ([Charisma or palimpsests, water-soluble inks that have been A character who reads such a missive will im-
Manipulation] + Linguistics), rerolling 6s until left in the damp, and stone monuments that mediately and unironically repeat the state-
6s fail to appear. If she beats her target’s Resolve, have been rendered unreadable by vandalism ment he just read without realizing he’s doing
his soul falls off and sinks directly into lethe. or the elements. This Charm cannot read the so. This is not a Charm which simply forces
This Charm only targets characters who have writing on inscriptions that have been crushed the character to read aloud, but rather causes
unintelligibly abstruse Intimacies or no Inti- into sand or letters that have been burned to him to announce the missive. The roll to deter-
macies at all; however, its effect depends on ashes. This Charm does not convey the ability mine whether the reader blurts out the missive
such an unfulfilled soul’s yearning for purpose to understand a language the Solar cannot is treated as a ([Charisma or Manipulation] +
and meaning—characters who are incapable of normally read, but she may use this Charm in Linguistics) inspire action with (Essence) au-
feeling (such as the soul-eaten victims of the concert with Flawless Brush Discipline to make tomatic successes.
Fair Folk) are not valid targets for this Charm. a perfect, undamaged copy of the original script
for later translation.

327 326 325


Linguistics 5, Essence 3 Linguistics 5, Essence 2 Linguistics 4, Essence 2

Excellent Emissary’s Tongue Flashing Quill Atemi Flawless Brush Discipline


Cost: 6m; Type: Reflexive Cost: 1m; Type: Reflexive Cost: 1m; Type: Supplemental
Keywords: None Keywords: Written-only Keywords: Written-only
Duration: Indefinite Duration: One minute Duration: Instant
Prerequisite Charms: Single Voice Kata, Prerequisite Charms: Power-Snaring Prerequisite Charms: Whirling Brush
Strange Tongue Understanding Image Method
The Exalt may learn to speak and understand a The Lawgiver strikes a body of text with her fingers, The Solar concentrates all of her talent into a
language just by hearing it spoken. The Exalt must reshaping the language to serve her purposes. With perfect expression of form. With this Charm,
spend at least an hour being exposed to a language this Charm, the Solar may edit a manuscript, letter, she may perfectly copy any written work down
conversationally. She does not need to be the target or tome with untraceable precision. Where she to the finest detail. Her flawless precision makes
of such talk. After an hour, the Exalt may activate draws her fingertips through lines, words lift from her script impossible to tell apart from the orig-
this Charm. She can speak and understand her pages as if they were never written. Where she inal, allowing her to create a perfect replica of a
new acquisition perfectly, though she retains a -3 draws her fingertips through runes, ink chases itself work. If the Exalt focuses intently on aesthetic
penalty to social influence until she has retained into the shapes of new words. Through use of this
elements, she may even use this Charm to copy
and practiced the language intensely for a week. Charm, the Solar can change the targets of written
The Solar’s understanding of this language is pred- social influence, and can redefine what is intended
them, flawlessly reproducing pictograms, illus-
icated by her commitment of Essence to the effect. by any social influence she encounters. Modifying a trations and even maps. The Exalt may also forge
Should she release the motes she has committed to work encrypted with magic allows her to redirect signatures effortlessly, but cannot use this Charm
this Charm, her knowledge of the language fades the targets of that magic. If she wishes to alter magic to forge seals or other impressions affixed to a
within the hour. However, if she works with an ac- she is incapable of producing, she must possess document. It is impossible to pierce this deception
quired language for a season or more, she learns it Essence 5+ and must use Power-Snaring Image in through normal means. Magic which can detect
permanently and for free, and may safely combination with this Charm. This combi- the Solar’s forgery must overcome a dif-
end her commitment to the effect. See nation explicitly allows her to alter magic ficulty equal to the Solar’s (Linguistics
the full text of this Charm on page 328. 328 for which she does not meet minimums. 326 + Essence) score at the time of writing. 323
Linguistics 5, Essence 3 Linguistics 5, Essence 3 Linguistics 3, Essence 1

Flowing Elegant Hand Heaven-Drawing Discipline Letter-Within-A-Letter Technique


Cost: 2m; Type: Supplemental Cost: 8m, 1wp; Type: Supplemental Cost: 4m; Type: Simple
Keywords: Mute, Written-only Keywords: Mute Keywords: Mute, Written-only
Duration: Instant
Duration: Instant Prerequisite Charms: Mind-Scribing Duration: Instant
Prerequisite Charms: None Method Prerequisite Charms: None

Drawing on the Essence of her formida- This Charm magnifies the Solar’s ability to By carefully injecting allusions, subtle stresses
ble mind, the Exalt perfects her arguments compose massive volumes of complex informa- and loaded word choices, the Exalt can imbed
and sharpens her words, so that her writing tion, allowing her to complete difficult manu- a secret message in a document of seemingly
is pristine, flawless and precise. This Charm scripts with increased speed. This Charm supple- innocuous character—a shopping list, a bill of
supplements written Linguistics actions with ments an extended roll to produce such work (see lading or even a quickly dashed note. The Solar
double 9s. p. 221), automatically reducing the interval by one must be familiar with the recipient in order
At Linguistics 5+, Essence 3+, she may repur- unit, from years to seasons, seasons to months, and for him to see the hidden missive. The hidden
chase this Charm, learning a three mote version months to weeks. While this Charm greatly speeds message can be no longer (in words) than half
that doubles 8s. This repurchase requires that the Solar’s efforts, it does not directly influence the length of the cover document. Magic that
she know Flawless Brush Discipline. the mechanical speed with which she lays down can break the Solar’s code automatically costs
words. The Exalt must use this Charm against an additional Willpower and must beat a dif-
At Linguistics 5+, Essence 5+, she may purchase each interval she wishes to shorten, and must be ficulty of the Solar’s Linguistics or the highest
this Charm a third time, learning a four mote able to dedicate the required time and writing difficulty of any magical encryption inscribed
version that grants double 7s. instruments to the task. If this Charm is used in into the text.
combination with its prerequisite, ignore
this Charm’s Willpower cost. See the full
323 text of this Charm on page 329. 329 323
Linguistics 3, Essence 1 Linguistics 5, Essence 3 Linguistics 3, Essence 1
Mind-Scribing Method Mind-Swallowing Missive Mingled Tongue Technique
Cost: 5m, 1wp; Type: Simple Cost: 8m, 1wp; Type: Supplemental Cost: 4m, 1wp, plus 3m per language
Keywords: Mute Keywords: Psyche, Written-only Type: Reflexive; Keywords: None
Duration: Instant Duration: Indefinite
Prerequisite Charms: Perfect Recollec- Prerequisite Charms: Essence-Laden Duration: One scene
tion Discipline Missive Prerequisite Charms: None
Even chained in a lightless dungeon, the Lawgiv- This Charm supplements a letter written to a specif- The Exalt can bind together any two languag-
er can write a book that transforms the world. ic target, the Solar rolling (Manipulation + Linguis- es she knows into a third language which is
This Charm allows the Solar to engage an extend- tics) to determine its accuracy. If her target reads the intuitively understood by those listeners who
ed roll to produce a long work (p. 221) without letter, he must roll his (Perception + Linguistics). If understand at least one of the base languages.
requiring that she have any writing instruments. he fails, his knowledge of all languages is unbound, For four motes, one Willpower, she uses her
The Exalt stores her progress mentally, and may causing him to forget every language he’s current-
Essence to fuse two such languages together.
copy it down at her earliest convenience. There is ly able to speak. In addition, the subject develops a
completely new language on the spot. This language
For each additional three motes committed,
no limit to how many novels, epics, and dogmas she may fuse an additional language into the
is both functional and logical, but it is known only to
the Exalt may store in this fashion. As the Solar the Charm’s victim. An Exalt may break this control strain. A Solar who is gifted with knowledge
is copying her own work, she may use a combi- by paying (Solar’s Essence rating) Willpower, in- of many languages can become the unifying
nation of Whirling Brush Method and Perfect stantly recovering one of his spoken languages and voice of nations.
Recollection Discipline to copy a remembered another every hour until his knowledge has been re-
work with tremendous speed. The Solar is ex- stored. Otherwise, this effect lasts until the Solar lifts
plicitly permitted to enhance any writing she the commitment. When this Charm is broken, the
composes in her head with other Lin- subject’s new language vanishes from his
guistics Charms, even those with the memory. This Charm does not affect spirits.
written-only keyword. 329 See the full text of this Charm on page 326. 326 324
Linguistics 5, Essence 3 Linguistics 5, Essence 3 Linguistics 5, Essence 1

Moving the Unseen Hand Perfect Celestial Author Perfect Recollection Discipline
Cost: 4m; Type: Simple Cost: —; Type: Permanent Cost: 1m per work; Type: Reflexive
Keywords: Mute, Written-only Keywords: Written-only Keywords: None
Duration: Instant Duration: Permanent Duration: Indefinite
Prerequisite Charms: Stolen Voice Tech- Prerequisite Charms: Flashing Quill Prerequisite Charms: Discerning Sa-
nique Atemi vant’s Eye
The Exalt pens a message that causes the reader While using Flashing Quill Atemi, the Lawgiver A character using this Charm can perfectly mem-
to make an automatic assumption as to the writ- can edit a manuscript to combine Simple-type orize such a work in the time it takes to read or
er’s identity. Roll (Manipulation + Linguistics) with Charms or effects which could otherwise not study it, activating this Charm to store a mental
(Essence) automatic successes versus the target’s coexist. Thus, she could use Letter-With- record of the completed subject. She may then pay
Resolve. The Exalt must not sign the missive; the in-A-Letter Technique and Cup Boils Over to one mote to reference any part of the work. As long
unsigned letter invites an assumption. The Exalt
kill someone with what appears to be a love as she continues to reference the stored work at
may use this technique in 3 different ways: She can least once a week, she maintains a perfect memory
letter.
make readers believe a message was written by a spe- of any part of it. Once she has maintained such use
cific person of whom they’re aware. She can make for a season, the information becomes ingrained
readers assume the letter was written by the person and innate, and she may release her mote com-
they most want the letter to be from. If the Solar has mitment. If such knowledge fades, the Solar need
Bureaucracy 3+, she can make readers assume the only pay one mote to revive her memory of the
letter is from a hierarchical superior. This Charm work. Note that this Charm only conveys mem-
can always be used in combination with its prereq- ories of that which has been recorded through a
uisite; failure to see through Stolen Voice Technique medium of language. Likewise, memories created
makes the character automatically subject in relation to this Charm are not neces-
to Moving the Unseen Hand’s deception. sarily dependent on magic. See the full
See the full text of this Charm on page 325. 325 329 text of this Charm on page 328. 328
Linguistics 5, Essence 2 Linguistics 5, Essence 4 Linguistics 5, Essence 3

Poetic Expression Style Power-Snaring Image Sagacious Reading of Intent


Cost: 1m; Type: Supplemental Cost: —(1m, 1wp); Type: Permanent Cost: 4m, 1wp; Type: Reflexive
Keywords: None Keywords: Written-only
Duration: Instant Keywords: None
Duration: Instant
Prerequisite Charms: Strange Tongue Prerequisite Charms: Stolen Voice Tech- Duration: Instant
Understanding nique Prerequisite Charms: None

Through gesture, movement, and carefully When the Lawgiver is using Flawless Brush The Solar’s wit is incisive and her mind is canny.
shaped facial expressions, the Solar may clearly Discipline, she may channel this power to per- By reading a text, she also may read its author. The
communicate short, simple sentences through fectly copy any magic encrypted into the doc- Solar may invoke this Charm after reading a text
body language and pantomime. This Charm ument she is copying, so long as she is capable but before any social influence is rolled or checked.
ignores the penalty for such communications, of producing that magic herself. She does not This allows the Solar to make a ([Wits, Charisma, or
Manipulation] + Linguistics) read intentions action
and allows for additional complexity, but does need to pay the costs of any Charms her copy
that is automatically successful. In that moment,
not allow for poesy. Therefore, “Open the gates reproduces—those effects are reproduced au- she instantly knows if the writing indicates any of
now, or I will return with an army,” is valid, tomatically and perfectly. At Essence 5+, she the author’s Intimacies, and what those Intimacies
while “Fill your hands with steel and prepare may reproduce the written magic effects of are. This may come across as a clear slant or bias
to dance, you devils,” is not. As such, all social the Charms of any being, even those who are in the narrative, or a sense of mood or emotion in
influence made with this Charm suffers a three not Solar Exalted, so long as her traits meet or the writing which highlights the context of a Tie.
success penalty. exceed the magic’s minimums. This Charm does not reveal the writer’s hidden
motives behind any work, but it can reveal the
absence of any Intimacies in the writing, poten-
tially denoting that the work is a forgery,
a copy, or that the author didn’t believe
324 326 what he was writing. 324
Linguistics 4, Essence 1 Linguistics 5, Essence 3 Linguistics 4, Essence 1
Single Voice Kata Stolen Voice Technique Strange Tongue Understanding
Cost: 5m, 1wp; Type: Reflexive Cost: 3m; Type: Simple Cost: 1m; Type: Reflexive
Keywords: None Keywords: Written-only Keywords: None
Duration: One scene Duration: Instant
Prerequisite Charms: Mingled Tongue Prerequisite Charms: Flawless Brush Duration: Instant
Technique Discipline Prerequisite Charms: None
There is a point in the infinite distance where purity The Lawgiver’s keen ear, sharp eye and steady Tuning Essence through her language centers,
and entropy touch. That point is both “before” and hand makes her an inveterate thief of words. the Exalt reconciles a character’s vocal tone,
“after” but the Solar may reach it with a thought, to With this Charm, the Solar can adapt the writing inflection, and gestures into a clear statement
draw forth perfect language. While this Charm is voice of another character. The Solar need only of intent. This allows her to accurately inter-
active, the Solar speaks a language that can be un- have read one manuscript or three smaller exam- pret statements made in languages she doesn’t
derstood by all who hear it. Knowledge of this lan- ples of the character’s writing in order to perfect- know. As the Solar’s concentration congeals into
guage is purely instinctual; characters understand ly mimic his writing style. This Charm does not
the Solar’s words as she shapes them. Her perfect
a moment of perfect clarity, she must evaluate
mimic the effects of Flawless Brush Discipline, each statement separately. Each activation of
language cannot be learned, as it has no intelligi-
ble words, letters or mechanics. Consequently, it
so the Solar may need to use that Charm to make this Charm allows her to understand three or
cannot be repeated back to the Solar. This Charm her script all the more deceiving. Like the pre- four simple sentences or one long, complex
allows purely one way communications, imparting no requisite, the difficulty to pierce this deception sentence. The Solar may also use this Charm
knowledge of languages the Solar has not yet learned. is the Solar’s (Linguistics + Essence) score at the to reflexively lower the Guile of a speaker using
Spirits despise being addressed by a Solar using this time of writing. Combining this Charm with its abstruse language to conceal an issue or artifi-
Charm, and the Fair Folk feel physical pain to hear it prerequisite raises that difficulty by one. Stolen cially inflate the importance of a topic, reduc-
spoken. A Solar should only use this Charm Voice Technique’s deception is auto- ing his Guile by one.
against such beings if she intends to offend. matically successful unless the target
See the full text of this Charm on page 325. 325 has a reason to scrutinize the writing. 324 324
Linguistics 5, Essence 2 Linguistics 4, Essence 2 Linguistics 3, Essence 1

Subtle Speech Method Swift Sage’s Eye Twisted Words Technique


Cost: 3m; Type: Simple Cost: 1m; Type: Reflexive Cost: 1m, 1wp; Type: Simple
Keywords: Mute Keywords: Mute Keywords: Psyche
Duration: One text Duration: Instant
Duration: One idea conveyed Prerequisite Charms: Perfect Recollec- Prerequisite Charms: Flowing Elegant Hand,
Prerequisite Charms: None tion Discipline Letter-Within-A-Letter Technique, Subtle Speech Method
The Solar speaks in a roundabout fashion, Mind quickened by flowing Essence, the Exalt This Charm is a mental attack disguised as social in-
stressing particular words, inflections and al- reads at superhuman speed. She can read a fluence, entailing a written or spoken action made
lusions to convey ideas and concepts that may scroll as quickly as she can unroll it, and a book with (Manipulation + relevant Social Ability). The
have nothing to do with what she is saying. as fast as she can turn the pages—approximate- Solar must target an Intimacy when using this Charm.
Only the intended recipients can understand ly three pages per second. Upon success, the target will feel overwhelmingly
compelled to act in a way that is the opposite of what
the true meaning of the Solar’s words; every-
she agreed to, as if her Intimacy had been inverted.
one else just hears what the Solar says on the Persuasion caused by this Charm can’t be resisted
surface. Thus an Exalt using this Charm could with Willpower until another character successfully
appear to discuss the weather while laying out dissuades the target from a chosen course of action.
the details of an assassination plot. This Charm Upon doing so, the target must pay (Solar’s Essence)
does not confer the ability to communicate Willpower. Intimacies tainted by this Charm are in-
across language barriers. decipherable from what a character truly believes.
While Transcendent Hero’s Meditation can shatter
persuasion caused by this Charm, it can’t change the
Solar’s Intimacies, though she does realize
how she’s been influenced. See the full text
323 328 of this Charm on page 327. 327
Linguistics 3, Essence 1 Linguistics 5, Essence 3 Linguistics 5, Essence 3

Unbreakable Fascination Method Vanishing Immersion Style Voice-Caging Calligraphy


Cost: 6m, 1wp; Type: Simple Cost: 1m; Type: Reflexive Cost: 2m, 1wp; Type: Supplemental
Keywords: Psyche Keywords: None Keywords: Mute, Psyche, Written-only
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Twisted Words Prerequisite Charms: Word-Shield In- Prerequisite Charms: Essence-Laden
Technique vocation Missive
Roll the Solar’s (Manipulation + Linguistics) with The Solar dwells in a temple of words. With The Solar binds her words with Essence, folding
(Essence) automatic successes, ignoring the penalty this Charm, she may affect a textual absorption language into form so winding and deep that all
for group influence. Intimacies cannot raise or lower so complete that her Guile becomes perfect meaning falls into the abyss. This Charm may
Resolve. Those who fail their Resolve checks are and unbreakable. So long as she is reading, she be used to supplement the writing of letters
entranced by the Solar’s voice and are held enrap- cannot be read. This effect lasts for moments or other brief works. The information con-
tured until she ceases speaking for more than a few
after she has finished reading, allowing the tained in such writing cannot be repeated. The
seconds. Even characters who don’t understand the
Solar’s language can succumb to this power. This
Exalt to completely hide her reaction to what reader momentarily loses his ability to process
Charm may also be used to ensnare and captivate a she just read. Using this Charm with Perfect or remember the contents of the message if he
reader: if a character reads so much as a single line of Recollection Discipline allows the Solar to tries to speak it aloud or write it down. Any
writing reinforced with this Charm, he must engage phase out completely, evading prying ques- attempt by the reader to communicate what
his Resolve, and if he fails, he must continue reading tions and other attempts to gauge her. In this he knows is rendered useless unless he sees an
what the Solar has written in its entirety, though this instance, her defense is no longer perfect, and action occurring in which a Defining Intimacy
Charm may only hold a reader rapt for (Essence) her Guile may be engaged. However, without is threatened by withholding what he knows.
minutes. This Charm may not be resisted with Will- magic to pierce her deception, characters will Only then may the reader pay (Solar’s current
power. Attack cancels the Charm, but only only notice that she is extremely preoc- Essence rating) Willpower to shake off
direct physical danger disrupts the effect. cupied or distracted. the effects of this Charm.
See the full text of this Charm on page 329. 329 326 325
Linguistics 5, Essence 4 Linguistics 5, Essence 2 Linguistics 5, Essence 2
Whirling Brush Method Word-Shield Invocation
Cost: 3m; Type: Reflexive Cost: 2m; Type: Reflexive
Keywords: Mute, Written-only Keywords: None
Duration: Instant
Duration: Instant Prerequisite Charms: Sagacious Reading
Prerequisite Charms: None of Intent
A Solar with this technique writes with superhu- If the Exalt suspects she is about to suffer neg-
man speed. The Exalt pens brief social influence, ative influence, she may use this Charm after
makes a copy, or short communiqués with incred- using Sagacious Reading of Intent, raising her
ible speed—she can write a full-page letter in just Resolve by half her Linguistics, rounded up,
seconds. This Charm does not allow her to produce before her Resolve is compared to the influ-
new work longer than a few pages, but she may
ence’s recorded successes.
flawlessly copy a written work of any length as she
reads it. The Solar can even perfectly transcribe
a rapid conversation between multiple parties.
The Solar may also quickly copy maps—though
this Charm lends nothing to her artistic ability,
she is able to convey all the information the orig-
inal conveys. Writing instruments are consumed
at the regular speed. The duration of the dramatic
action varies. In a scene where the Solar has used
Whirling Brush Method, additional ac-
tivation costs only one mote. See the full
text of this Charm on page 322. 322 324
Linguistics 1, Essence 1 Linguistics 5, Essence 1
Bottomless Wellspring Approach Chaos-Repelling Pattern Demiurgic Suspiration
Cost: —; Type: Permanent Cost: 10m, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: One hour Duration: Permanent
Prerequisite Charms: Harmonious Ac- Prerequisite Charms: Wyld-Dispelling Prerequisite Charms: Wyld-Forging
ademic Methodology Prana Focus

The Solar is a living font of vital knowledge. This By asserting her existence against the ravages of The Solar learns to draw Essence from her
Charm enhances rolls to introduce or challenge chaos, the Solar makes her person sacrosanct. nascent world to empower greater acts of Cre-
facts. She can now roll to establish a fact when- Through use of this Charm, the Solar protects ation. After each successfully-completed phase,
ever her knowledge of historical events, cul- an area around herself out to short range in roll (Essence + completed phase) dice. Each
tural norms, local myths and rumors, number every direction. Characters within this area of success restores two motes of Essence. This
systems, etc. is challenged. If the topic in ques- focus cannot be twisted by the Wyld, nor can
bonus stacks with Immanent Solar Glory.
tion falls into the Solar’s Lore expertise—that is, their minds be torn asunder by its influence.
Chaos-Repelling Pattern also forces the envi-
the background reflected by her Lore rating—or
ronment within its area of effect to behave with
any of her Lore specialties, she gains one au- the physical laws of Creation. The ground will
tomatic success on the roll, and any extra suc- not transform beneath the Solar’s feet, nor will
cesses she generates are doubled. However, she suddenly fall into the sky. However, this
the criteria under which Storytellers may veto Charm does nothing to stop creatures of the
introduced facts remain unchanged. Wyld from attacking the Solar, nor will it do
anything to change their composition. At the
end of an hour, if the Exalt chooses to
reactivate this Charm, ignore the Will-
332 power cost. 330 340
Lore 4, Essence 2 Lore 3, Essence 1 Lore 5, Essence 4

Essence Font Technique Essence-Draining Touch Essence-Lending Method


Cost: —; Type: Permanent Cost: 1wp; Type: Simple Cost: 3m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Prerequisite Charms: Will-Bolstering Prerequisite Charms: Injury-Forcing Duration: Instant
Method Technique Prerequisite Charms: None

The Solar becomes a conduit for tremendous The Exalt may draw the Essence from a target The Lawgiver fortifies her allies with actions
power. This Charm turns the prerequisite with a touch. If the target possesses a mote pool, as surely as with words. Upon touching a target
and Essence-Lending Method into Reflexive the Exalt may touch him and pay one Willpow- and paying three motes, the Solar may transfer
Charms, allowing them to be combined. Fur- er to roll (Wits + Lore) against his Resolve (un- up to (Essence * 3) motes from her mote pool
thermore, when they are combined, ignore the modified by Intimacies), stealing motes equal to her target’s. In addition, once per scene she
three mote cost of Essence-Lending Method to the extra successes from his peripheral mote may roll Wits + Lore, generating a number of
and the Willpower cost of Will-Bolstering pool (defaulting to personal if their peripheral motes equal to her successes and awarding
Method. In addition, each roll in this cascade Essence is depleted). In combat, this is a diffi- them to her target. If the target cannot accept
gains recurring 10s. That is, if a 10 appears, roll culty 5 gambit executed with a hand-to-hand all the motes transferred by Essence-Lending
another die. Keep rolling dice until no further combat Ability of the Exalt’s choice. Method he has until his next action to spend
10s appear. them before they dissipate.

332 333 331


Lore 4, Essence 2 Lore 5, Essence 3 Lore 1, Essence 1

Essence-Twining Method First Knowledge’s Grace Flowing Essence Conversion


Cost: 6m, 1wp; Type: Simple Cost: 4m; Type: Reflexive Cost: 10m, 3a; Type: Reflexive
Keywords: Mute Keywords: None Keywords: Mute
Duration: Instant Duration: One scene Duration: Instant
Prerequisite Charms: Essence-Drain- Prerequisite Charms: Harmonious Ac- Prerequisite Charms: Immanent Solar
ing Touch ademic Methodology Glory

The Exalt may touch a willing target who has Affecting a calm and patient demeanor, the At the iconic anima level, the Solar may draw
an active mote pool, and may use this Charm Solar is able to project the light of her knowl- in her anima, internalizing it and then pushing
to switch a number of his motes from periph- edge into the darkest of places. While affect- it outward in a surge of Essence. Doing so
eral to personal motes and vice versa. Roll a ing this Charm, the Solar ignores all penalties returns her anima to the dim level, and resets
free full (Intelligence + Lore) Excellency with to teach someone. She can educate a person the once-per-scene effect of Essence-Lending
(Essence) automatic non-Charm successes to who is deemed medically incapable of learn- Method. This Charm’s cost never generates
determine how many motes are converted. The ing, such as someone who is developmentally anima display.
Solar may not use this Charm on herself until disabled, or someone who has suffered trau-
Essence 5+, but if Lore is her Supernal Ability, matic injury or privation by the Fair Folk.
waive this requirement. This Charm does not affect social influence
rolls to persuade a character of something.

334 330 334


Lore 5, Essence 3 Lore 3, Essence 1 Lore 5, Essence 3
Flowing Mind Prana Force-Draining Whisper God-King’s Shrike
Cost: 1xp+; Type: Simple Cost: 10m, 1wp; Type: Reflexive Cost: 30m, 1wp; Type: Simple
Keywords: None Keywords: Clash, Decisive-only Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: First Knowledge’s Prerequisite Charms: Essence-Drain- Prerequisite Charms: Prophet of Sev-
Grace ing Touch enteen Cycles + any three Lore Charms

The Solar commits a number of experience from her The Solar’s knowledge of the world’s secrets The Solar must spend a full week contemplating and
unspent experience. She may confer this experience allows her to gainsay any force that would researching a region’s history, climate, geography,
to another character via a lesson, allowing her to train strike her down. As she is struck with a deci- etc. before using this Charm. Through this Charm
a character’s Attributes or Abilities up to 5. For every 3 sive attack, the Solar glances into the under- she reaches realization of a certain calamity. Roll
experience given, the character benefitting must adopt pinnings of the universe, and utters a cipher the Solar’s (Intelligence + Lore) against difficulty 5.
a Minor Intimacy of the Solar’s choice that she holds. she sees there. Roll the Exalt’s (Wits + Lore). A basic success predicts a natural disaster that has
Optionally, the increase the Intimacy one level, so long Each success removes a single die of damage relatively damning effects: flash floods, a drought, and
as she holds that Intimacy at that level herself. Intima- so on. 2-4 extra successes results in a more devastat-
from the attack and converts it to a point of
cies conferred this way cannot be decayed until the ing cataclysm: a tsunami; a series of earthquakes; a
character has performed a task equal to that Intimacy’s
Initiative granted to the Lawgiver. Solars have volcanic eruption, etc. 5+ extra successes equates to
level (p. 215). The Solar chooses who is able to receive been seen to walk unharmed through direct the Solar predicting the annihilation of a region. The
the experience. At the end of each story, the Solar rolls hits from offensive sorcery through use of this Solar decides what region to research and pronounce
a dice pool equal to the experience committed, regain- Charm. Force-Draining Whisper may be used doom upon, but the Storyteller decides the nature of
ing experience equal to the successes, up to the amount once per scene, but is reset if the Solar or any of the doom itself. The Solar may cancel anytime before
committed. The Solar cannot benefit from any other ex- her allies reaches their last undamaged health the calamity. The motes spent activating it are com-
perience-granting training Charm in the same level. At Essence 4+, the Solar may use mitted for one week. This Charm may be
story in which she uses it to benefit someone this Charm to protect an ally at up to used once per year, or once a season for 12
else. See the full text of this Charm on page 331. 331 long range. 334 experience per use. 340
Lore 5, Essence 1 Lore 5, Essence 3 Lore 5, Essence 5

Harmonious Academic Methodology Heaven-Turning Calculations Hero-Induction Method


Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None
Keywords: None Duration: Permanent
Duration: Permanent
Duration: Permanent Prerequisite Charms: Truth-Rendering Prerequisite Charms: Wyld-Shaping
Prerequisite Charms: None Gaze + Any two Lore Charms Technique

The Solar’s mind covers a spectrum of mas- This Charm is special, in that it requires the The Solar can teach the land to hone its
tered topics. With this Charm, add the Solar’s Solar’s Lore rating to reflect a background of masters. With use of this Charm, each time
Essence in non-Charm automatic successes intense mathematic study. With this Charm, the Exalt uses Wyld-Shaping Technique to
to any Lore roll that involves a Lore special- the Exalt’s study of number theory and proofs build a place of trade, practice, or service,
ty. In addition, the player may add an addi- unlocks her ability to approach complex prob- her creation will also produce a specialist to
tional Lore specialty to her list of Lore topics lems mathematically. Add (Essence) non- work there. This works through a system of
at the end of each story. The Storyteller may Charm bonus dice to her Craft, spell effects, conceptual graduation: if she shapes forest
veto any particular topic, in which case the and speculative Bureaucracy rolls, to Lore rolls lands, the people who rise from her working
player is allowed to choose another specialty which require logic or mathematics, and to any will be forest people. If she creates a black-
that’s more acceptable. Finally, at any point in use of Wyld-Shaping Technique. smith’s forge, one of the arisen mortals will
which the Solar succeeds at a moderately or be a blacksmith with an appropriately high
extremely difficult roll to introduce or chal- Craft score. If she creates a hunting lodge, her
lenge a fact (p. 237), the player may request working will produce hunters. If she creates
to add a related topic to the Solar’s library of a medicine hut, her land will produce a sha-
known topics. As with all other topics, man-healer, and so on.
this is allowable only at the Storytell-
er’s discretion. 330 333 335
Lore 3, Essence 1 Lore 5, Essence 3 Lore 5, Essence 3

Hidden Wisdom Bestowal Immanent Solar Glory Incalculable Flowing Mind


Cost: 10m, 1wp; Type: Simple Cost: —; Type: Permanent Cost: 7m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Flowing Mind Prerequisite Charms: Essence Font Tech- Prerequisite Charms: Seal of Infinite
Prana nique Wisdom

A Solar is not safe to pass on her knowledge. The Solar draws strength from her own recur- Once per story, the Solar may use this Charm
This Charm supplements an effort to train char- ring Essence. Any time the Solar rolls a 10 for to channel an inner wellspring of restorative
acters with the prerequisite, disguising subver- any Lore-based roll, or any Lore Charm, she knowledge. This Charm awards three points
sive or dangerous lessons as something they’re gains a mote of Essence. of temporary Willpower to the Solar, and may
not. The Lawgiver might appear to be giving a increase her current Willpower past her per-
lesson on Immaculate catechisms while actually manent rating.
training itinerants to resist the Realm; a lesson
on eroticism might hide insights into demon-
ology. Only the targets of the Solar’s training
can understand the true meaning of her lesson.

331 334 341


Lore 5, Essence 2 Lore 5, Essence 3 Lore 5, Essence 5
Injury-Forcing Technique Legendary Scholar’s Curriculum Lore-Inducing Concentration
Cost: 5m per health level, 1wp Cost: —; Type: Permanent Cost: 3m; Type: Supplemental
Type: Permanent; Keywords: Decisive-only Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Wound-Accept- Prerequisite Charms: Flowing Mind Prerequisite Charms: Bottomless Well-
ing Technique Prana spring Approach

This Charm functions as its prerequisite, but This Charm upgrades the prerequisite, allow- The Solar draws the legend of Creation from
in reverse: the Solar can force up to (Essence) ing the Solar to offer the committed experi- deep within her consciousness. This Charm
damaged health levels onto a target, healing ence points to (Essence) different characters, supplements an attempt to introduce or chal-
her own health levels in turn. When done in vastly reducing her cost to train multiple spe- lenge a fact (p. 237), awarding one automat-
combat, this is a difficulty 5 gambit done with cialists. She may also offer half the amount ic success and rerolling 6s until 6s no longer
the Solar’s chosen hand-to-hand combat Ability. (rounded down) to (Essence * 5) additional appear. If the Exalt has learned Immanent Solar
characters. Bear in mind that the Lawgiver Glory (p. 334), the Solar may always roll to es-
still has to commit sufficient time to training tablish her knowledge, even if the Storyteller
all of these characters, or the experience points determines she succeeds without a roll.
cannot be spent to improve their traits. With
this Charm, the Solar can confer Intimacies she
does not personally hold.

333 332 332


Lore 5, Essence 3 Lore 5, Essence 3 Lore 5, Essence 2

Manse-Raising Method Order-Affirming Blow Power Beyond Reason


Cost: 10m, 1wp, 10xp; Type: Reflexive Cost: 15m, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Wyld-Called Duration: Instant Prerequisite Charms: Sevenfold Savant
Weapon Prerequisite Charms: None Mantle

Similar to the prerequisite, the Exalt may raise a The Solar can shatter the twisting effects of magic The Solar may call upon her vast stores of
manse from chaos. In order to do this, the Solar and the Wyld, restoring a target to his natural state. knowledge to greatly enhance Wyld-Shaping
must be on at least phase four of Wyld-Shap- If the target does not want to be touched, this can Technique at phase three or beyond, aiding
ing Technique in which she has created land be executed socially with a successful Larceny vs. her roll with double 8s. She may call upon this
with at least three major demesnes. She may Awareness contest to clandestinely touch the target, power during one phase per attempt. A repur-
or the Solar may attempt to seduce him in order to
then use this Charm, consuming three major chase at Essence 5+ allows her to call on this
deliver the touch. In combat, this Charm is a diffi-
demesnes back into the Wyld and raising an culty 5 gambit made with the Solar’s chosen hand-
power during an additional phase, aiding it
exceptional manse in their place. to-hand combat Ability. Fair Folk touched by this instead with double 7s.
Charm are not undone, but experience a temporary
transformation lasting (Solar’s Essence) scenes,
whose severity is based on an Intimacy the Fair
Folk has for the Solar, as well as its context. If the
Fair Folk has no Intimacy for the Solar, the Story-
teller decides. The Fair Folk’s player may also veto
any changes to their character that makes
him virtually unplayable or helpless. See
340 the full text of this Charm on page 334. 334 340
Lore 5, Essence 4 Lore 5, Essence 3 Lore 5, Essence 4

Power-Awarding Prana Power-Restoring Invocation Prophet of Seventeen Cycles


Cost: 5m +1m per 1xp; Type: Simple Cost: 2i, 3a; Type: Simple Cost: 12m, 1wp; Type: Simple
Keywords: Mute, Stackable Keywords: Perilous Keywords: None
Duration: Indefinite Duration: Instant Duration: Instant
Prerequisite Charms: Essence Font Tech- Prerequisite Charms: Flowing Essence Prerequisite Charms: Truth-Render-
nique, Selfsame Master Instructor Conversion ing Gaze

The Solar can target a Lawgiver, granting the target When her anima is blazing, the Solar sees the To use this Charm, the Exalt must spend a day
a Solar Charm he qualifies for, even if the initiating flows of power clearly. While in combat, she studying a subject from an authoritative or
Exalt does not know the Charm. If the initiating may use this Charm to release her iconic anima. definitive source. Her player may then make
Solar has a higher Essence rating than her target, The blazing tendrils of her power race in every a pronouncement against an ongoing project
or has Lore as her Supernal Ability, the recipient direction, striking her allies and drawing new based on knowledge her studies reveal, creat-
may learn Charms at one Essence higher than his ing bonuses for those who act in accordance
power to them. The range of this effect is un-
current rating. To use this Charm, the Solar commits with her accurate predictions, and penalties
5m plus a number of motes equal to the experience
limited, within the same scene. Roll the Solar’s
(Perception + Lore) with (Essence) automat- for those who go against them. Once the Solar
points of the Charm. The initiating Solar may end
commitment to this effect at any time, removing ic successes. Convert generated successes has made a prediction, it may not be canceled
access to the Charm. This Charm can never be into motes of Essence and divide the awards with a conflicting use of this or similar Charms,
forcefully ended. At Essence 5+ or Lore Supernal, amongst applicable allies. Using this Charm though it may be counteracted with Sidereal As-
the Solar can use this Charm on herself. If the target returns the Solar’s anima to the dim level. At trology or similar powerful fate-bending magic.
is Essence 5+, this Charm does not allow the training Essence 5+, remove the Perilous keyword, al- Though this Charm has an instant duration, the
of Charms at higher Essence ratings than the char- lowing her to spend Initiative into the negatives. motes spent activating it are committed until
acter’s current maximum. Sorcery cannot the Exalt has had a full night’s rest. See
be granted with this Charm. See the full the full text of this Charm on page 339.
text of this Charm on page 338. 338 334 339
Lore 5, Essence 4 Lore 5, Essence 3 Lore 5, Essence 4
Sacred Relic Understanding Savant of Nine Glories Seal of Infinite Wisdom
Cost: 4m, 1wp; Type: Simple Cost: —; Type: Permanent Cost: —; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Truth-Render- Prerequisite Charms: Demiurgic Sus- Prerequisite Charms: Surging Essence
ing Gaze piration Flow

By examining a relic of the past, the Lawgiver The Solar is forever transformed by the knowl- The Lawgiver unbinds a lost vision of glory and
can unlock the secret of how to use it. Using edge that has awakened inside her. This Charm rises to greater power. The next time the Exalt
this Charm requires that the Solar touch an ar- permanently lowers the mote cost of Wy- stands to benefit from Immanent Solar Glory,
tifact whose purpose or use is unknown, rolling ld-Shaping Technique by five motes. that Charm now counts 8s, 9s and 10s for the
(Intelligence + Lore) against a difficulty of the purposes of restoring essence. Also upon using
artifact’s rating. If successful, the Exalt gains a this Charm, the Solar’s anima automatically in-
vision that reveals how to activate or employ creases by one level, an effect which cannot be
the artifact. If the object or structure’s rating is muted by any means. This Charm may be used
N/A, the difficulty is 8-10, and rather than re- once per scene, but can be reset by a two point
vealing exactly how the construct functions, the stunt which may include the activation of this
Solar only learns a fact about it which brings Charm. At Essence 5+, this Charm becomes
her closer to understanding it. This latter use Reflexive and may be used during phases of
can only be employed once per story. Wyld-Shaping Technique.

333 341 340


Lore 5, Essence 3 Lore 5, Essence 5 Lore 5, Essence 4

Selfsame Master Instructor Sevenfold Savant Mantle Surging Essence Flow


Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent Duration: Permanent
Prerequisite Charms: Legendary Schol- Prerequisite Charms: Wyld Cauldron Prerequisite Charms: Flowing Essence
ar’s Curriculum Mastery Conversion

This Charm upgrades Flowing Mind Prana, al- The Solar is a force of living lore that compels The Solar’s mastery of Essence flows allows
lowing the Solar to use her experience points the Wyld into shape. Once per attempted Wy- her to guide the movements of pure spirit
to teach a single character any spell or Charm ld-Shaping Technique, the Exalt may ignore the force. This Charm enhances Essence-Lend-
she knows, so long as the character qualifies Willpower cost of the Charm, and apply a free ing Method and Will-Bolstering Method per-
for that spell or Charm. The Lawgiver may not full Lore Excellency to the phase. manently, allowing both Charms to be used on
teach Sidereal Martial Arts. targets at short range, without having to touch
them. This Charm also lowers the cost of its
prerequisite to eight motes.

333 340 334


Lore 5, Essence 3 Lore 5, Essence 4 Lore 5, Essence 3

Surging Inner Fire Tireless Learner Method Tome-Rearing Gesture


Cost: —; Type: Simple Cost: 1xp; Type: Reflexive Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Power-Restoring Prerequisite Charms: Flowing Mind Prerequisite Charms: Wyld-Shaping
Invocation Prana Technique, Mind-Scribing Method

The stresses of mental violence draw power In a flash of insight, the student becomes the With this Charm the Lawgiver may instantly
from the re-cesses of the Solar’s mind. Once per master. As per Flowing Mind Prana, when the shape from chaos a single copy of a book she has
scene, the Solar may use this Charm to restore a Solar rolls to regain experience points at the mentally written with Mind-Scribing Method.
number of motes based on her current tempo- end of the story, she may pay one experience This can be done without a roll to create a tome
rary Willpower. For each permanent Will-pow- point to activate this Charm, reflecting on her with an average cover and simple font, though a
er dot she possesses above her current tempo- student’s progress. This allows her to reroll all (Wits + Lore) roll against a Storyteller-defined dif-
rary Willpower score, she gains two motes of non-suc-cesses on the roll to regain experience ficulty can change the cover’s material and design,
Essence. When used in combat, this Charm a single time. This Charm explicitly allows the give the book multiple lingual translations and a
adds an extra mote to the Solar’s per-round re- Solar to gain back more ex-perience points than striking font, illustrations, color-edged pages and
generation, upping it from five to six. This effect she invested in training. If this occurs, “overage” so on. This Charm does not require an activation
of Wyld-Shaping Technique—the Solar is simply
lasts until she is struck with an attack that does experience does not count toward progress to
powerful enough to unleash the story in her mind
successful withering damage. This Charm is raise the character’s Essence. upon the Wyld and shape it page by page. This
reset by earning three or more points of tem- does however require that she be in at least the
porary Willpower through stunts, Charms, bordermarches of chaos.
and so on.

339 331 338


Lore 5, Essence 4 Lore 5, Essence 2 Lore 5, Linguistics 5, Essence 3
Truth-Rendering Gaze Unstoppable Magnus Approach Wake the Sleeper
Cost: 6m; Type: Simple Cost: 5m, 10i; Type: Reflexive Cost: 15m, 1wp; Type: Simple
Keywords: Mute Keywords: Perilous Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Lore-Inducing Prerequisite Charms: Incalculable Prerequisite Charms: Sacred Relic Un-
Concentration Flowing Mind, Surging Inner Fire derstanding + Any two Lore Charms

By focusing intently on a subject, the Solar With mental skill beyond comparison, the Grasping an artifact to which she is attuned, and
can produce a sudden insight. This Charm is Solar deftly converts the flow of combat into which is capable of Evocations, the Lawgiver merges
a ([Mental Attribute] + Lore) based read in- restorative power. In combat, the Lawgiver its spirit with her own. Roll the Solar’s ([Intelligence
tentions action against a difficulty based on may use this Charm to gain one point of tem- or Wits] + Lore) against a difficulty of (the object’s
whether the subject of this examination falls porary Willpower. rating + 2), or 10 if it’s N/A. If the roll gains at least
into the Solar’s area of expertise. This read one success, the Solar automatically unlocks one of
intentions action can be used on an object to the artifact’s Evocations without spending experi-
ence points. If the Solar rolls successes in excess of
reveal its purpose and function, such as with a
the difficulty, she unlocks half the extra successes
mysterious artifact, though it does not reveal (rounded down) in Evocations. This Charm may be
how to use it. It can also be used on geography used once per story, and may not be used again on the
which the Solar has studied, to give the Lawgiv- same artifact until an amount of experience has been
er or the person she is advising (Solar’s Essence) invested in it equal to the cost of the Evocations that
non-Charm bonus dice for Survival or War rolls were unlocked for free. The Exalt may not use this
for the rest of the scene. See the full text of this Charm to aid another character in awakening Evo-
Charm on page 332. cations until she is Essence 5+. Waive this
requirement if Lore is her Supernal Ability.
332 341 See the full text of this Charm on page 333. 333
Lore 5, Essence 2 Lore 5, Essence 5 Lore 5, Essence 3

Will-Bolstering Method Will-Shattering Illusion Wound-Accepting Technique


Cost: 5m, 1wp; Type: Simple Cost: 10m; Type: Simple Cost: 3m per health level, 1wp
Keywords: None Keywords: Mute Type: Simple; Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Essence-Lend- Prerequisite Charms: Chaos-Repelling Prerequisite Charms: Will-Bolstering
ing Method Pattern, Force-Draining Whisper Method

With this Charm, the Lawgiver may bolster the Drawing from the deepest well of her exis- The Lawgiver can channel her very life-force
mind and spirit of her charge, lifting him up tence, the Solar conjures forth a riddle or ap- into another. The Solar must touch her target
with inner strength. Upon paying this Charm’s parition from her ancient Essence and channels to use this technique, healing up to (Essence)
cost, the Exalt may transfer up to her Essence it against a single target. Roll the Solar’s (Wits + damaged health levels in her target and taking
in temporary Willpower to another character. Lore) with (Essence) bonus dice. The success- a like amount of damage herself. It is possible
In addition, roll a single die and add any suc- es on this roll create the difficulty of the riddle for an Exalt to kill herself with this Charm.
cesses to the recipient’s Willpower. The Exalt or illusion posed to her target. The character
must always transfer at least one point of Will- must answer this effect with his own ([Intel-
power from herself to her target when using this ligence or Wits] + Lore). If he fails the roll, his
Charm. Will-Bolstering Method can explicitly mind is momentarily shattered, and he loses
increase a character past his maximum Will- two points of temporary Willpower. When done
power, and even past a rating of ten. in combat, the target also loses four Initiative,
awarded to the Solar. If the target has equal or
greater Essence than the Exalt, the Solar also
gains a point of Willpower. This Charm
may be used once per scene.
331 339 332
Lore 2, Essence 1 Lore 5, Essence 4 Lore 4, Essence 2

Wyld Cauldron Mastery Wyld-Called Weapon Wyld-Dispelling Prana


Cost: —; Type: Permanent Cost: 7m, 1wp, 8xp; Type: Reflexive Cost: 5m, 1wp; Type: Reflexive
Keywords: None Keywords: None
Duration: Permanent Duration: Instant Keywords: None
Prerequisite Charms: Wyld-Shaping Prerequisite Charms: Wyld-Shaping Duration: Varies
Technique Technique Prerequisite Charms: None

The Lawgiver’s greater understanding increases In order to shape a daiklave or other Artifact Through use of this Charm, the Exalt may fix her
her power to more easily shape the Wyld. This weapon from the Wyld, the Solar must be capable notice on any object, structure, or character (includ-
Charm grants (Essence) automatic successes to of a greater refinement of Wyld-Shaping Tech- ing herself ) at the moment it is first affected by the
each phase of Wyld-Shaping Technique. nique. This Charm models Solars who have mas- twisting power of the Wyld. In addition, roll ([the
tered one such refinement. In order to create an Solar’s Mental Attribute] + Lore) with (Essence)
Artifact four weapon with one active Evocation, non-Charm bonus dice, with a difficulty based on the
the Exalt must reach phase four and use this source of the warping, with the bordermarches being
Charm before the roll is made. To draw forth a 3 and the deep Wyld being 5. Any extra successes on
greater weapon such as a Thousand-Year Dai- this roll equates to a number of turns (in combat)
klave, the Solar must proceed to phase five, while or minutes (out of combat) for which the target of
a Ten-Thousand Year Daiklave can only be made this Charm becomes immune to further twisting.
at phase six. All weapons created in this manner This Charm may affect a character at up to medium
possess one active Evocation. If the Solar intends range, and requires multiple uses to protect objects
to shape such a weapon, each phase is spent or structures larger than a horse. Special activation
creating a narrative vector through which the rules: After using this Charm once in a scene, the
weapon can be materialized. The form Solar does not need to pay to use it again
this description takes is entirely up to unless she fails the subsequent Lore roll.
336 the player. 338 See the full text of this Charm on page 330. 330
Lore 5, Essence 3 Lore 5, Essence 3 Lore 2, Essence 1
Wyld-Forging Focus Wyld-Shaping Technique
Cost: —; Type: Permanent Cost: 15m, 1wp, 2xp; Type: Simple
Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Prerequisite Charms: Wyld-Shaping Prerequisite Charms: Chaos-Repelling
Technique Pattern, Order-Affirming Blow, Truth-Rendering Gaze

With this Charm, the Lawgiver is capable of Through the use of this Charm, the Solar can
greater works of Wyld Shaping. Each time she fashion the raw forces of chaos into practi-
uses the prerequisite on a new shaping attempt, cally anything — so long as her mind is able
she starts at phase two. to conceptualize the reality of her desire and
force it to take shape. This Charm occurs in and
depends on phases to accomplish such a feat.
This Charm consists of a dramatic action lasting
about a minute, in which the Solar forcers her
will upon the Wyld, pays the cost of the Charm,
and makes an (Intelligence + Lore) roll against
a specified difficulty. Each time she succeeds
at this roll, a Phase is completed. Some things
can be shaped in a single phase. Others require
that the Solar continue to use Wyld-Shaping
Technique, phase after phase, in order to reach
an appropriate phase on which to ac-
complish her goal. See the full text of
338 this Charm on page 335. 335
Lore 5, Essence 3 Lore 5, Essence 3
Ailment-Rectifying Method Anodyne of Celestial Dreaming Anointment of Miraculous Health
Cost: 3m; Type: Simple Cost: 7m, 1wp; Type: Reflexive Cost: 10m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant
Duration: Instant Prerequisite Charms: Touch of Blissful Prerequisite Charms: Instant Treatment
Prerequisite Charms: None Release Methodology
Disease and pestilence cannot stand against The Exalt can completely banish a tar- Where the Exalt’s Essence-charged hands
the Solar Exalted. This Charm represents an get’s pain with but a touch. When she go, shattered bones are made whole and torn
hour spent treating a patient for an illness the uses this Charm, her subject is suffused flesh is instantly mended. With each use of
Exalt has properly diagnosed. Roll the Exalt’s with Essence that flows through his nerve this Charm, the Solar can convert (Essence)
(Intelligence + Medicine) against the disease’s endings, transforming pain signals into aggravated damage to bashing or lethal, or she
morbidity (p. 233) and add half the extra suc- those of euphoria. This prevents a charac- can cure the same number of lethal or bashing
cesses to the patient’s Resistance roll at the ter from feeling pain, removing all wound health levels. This Charm can be used once per
next interval. Through this Charm, the Solar penalties. However, it also puts stress on scene, but can be reset by a two point stunt to
can weaken or even cure supernatural mala- the Solar. Should her target engage in treat a patient, so long as it does not involve
dies such as the Great Contagion. However, the strenuous activity such as combat, the Anointment of Miraculous Health.
target must remain in bed, and must be bathed, Solar takes a -1 penalty to all actions as
fed, and otherwise given care for the duration long as she keeps the Charm committed.
of the next interval. These ministrations can be This penalty stacks; if the Exalt supports
performed by the Solar’s assistants. The Exalt multiple characters in this way, then her
may use this Charm to treat her own penalty mounts.
diseases, though some may require a
stunt or special instruments to treat. 341 345 344
Medicine 1, Essence 1 Medicine 5, Essence 3 Medicine 5, Essence 2

Benison of Celestial Healing Body-Purifying Admonitions Body-Sculpting Essence Method


Cost: —; Type: Permanent Cost: 4m, 1wp; Type: Reflexive Cost: 10m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Master Chirurgeon Prerequisite Charms: Touch of Bliss- Prerequisite Charms: Anointment of Mi-
Meditation ful Release raculous Health

Once per scene, the Solar may use one The Solar can draw the most vicious and noxious This Charm functions as Instant Treatment
Simple-type Medicine Charm without of poisons from her victim’s body—even those Methodology, but also lowers the convalescence
paying motes or Willpower. This Charm that are supernatural in nature. Roll the Exalt’s of the Solar’s patient to just seconds, allowing
can be reset by saving a dying character (Wits + Medicine) against the toxin’s duration. her to rebuild a ruined body and stand it upright
(one whose Incapacitated health level has If the Solar fully succeeds in lowering the du- in the time it takes to lace on boots. This Charm
been checked off ) through medical care. ration, venoms and intoxicants seep from their may be used once per scene, but can be reset
point of entry, while poisons boil to the surface by a two point Medicine-based stunt that does
wherever the Solar touches her patient. This not involve Body-Sculpting Essence Method.
Charm does not completely remove all traces
from a target’s system—the Exalt may still need
to treat residual effects, and the patient may
experience one final attack to his health levels.
But it does ensure that the toxin fully leaves the
body after its next interval. If the Solar strikes a
supernatural poison from her target’s
body in one attempt, she gains a point
345 of Willpower. 344 344
Medicine 5, Essence 4 Medicine 5, Essence 2 Medicine 5, Essence 3

Contagion-Curing Touch Feit of Imparted Nature Flawless Diagnosis Technique


Cost: —; Type: Permanent Cost: 10m; Type: Simple Cost: 1m; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Indefinite
Prerequisite Charms: Plague-Banish- Prerequisite Charms: Touch of Bliss- Duration: Instant
ing Incitation ful Release Prerequisite Charms: None

The Solar permanently gains (Essence) suc- Striking her patient’s anima with Essence-lad- By examining a patient closely and hearing about
cesses to treat forms of disease, even if she does en fingers, the Solar imparts a surge of new life. his symptoms, the Exalt can flawlessly diagnose his
not have the proper tools or medicine to do so. This Charm grants the target a number of -0 illness. This Charm supplements a (Perception +
Her efforts still must be efficacious and logical, health levels equal to the Solar’s Essence. These Medicine) attempt to generate a formal diagnosis,
but even if she lacks the most ideal instruments, -0 levels are the first to be checked off when the preventing the Solar from making any error in her
she can still attempt to cure a plague or other character is injured, and fade immediately when analysis. Note that this Charm does not provide the
sickness. Once a patient has been treated by the Solar releases her commitment, taking any Exalt with a vast storehouse of medical knowledge,
but is based on her Lore and Medicine ratings. If the
the Solar, if he recovers, he gains four auto- damage with them. This Charm can be used to
character encounters an unfamiliar disease, she is
matic non-Charm successes to resist disease staunch wounds and stop the flow of blood. able to determine its general type and whether it is
virulence for the rest of the season. magical in nature. Though she may not know what
she is looking at, this Charm guarantees she will never
misdiagnose. Lastly, if she encounters a disease which
she specializes in treating, or which she has flawlessly
diagnosed more than five times in a season, then she
gains one mote each time she diagnoses it
through the use of this Charm. See the full
342 343 text of this Charm on page 342. 342
Medicine 4, Essence 2 Medicine 4, Essence 2 Medicine 3, Essence 1
Healer’s Unerring Hands Healing Trance Meditation Immaculate Solar Physician
Cost: 5m, 1wp; Type: Reflexive Cost: —; Type: Simple Cost: —; Type: Permanent
Keywords: Mute Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: Life-Sculpting Prerequisite Charms: Contagion-Curing Prerequisite Charms: Healer’s Unerring
Hands Technique Touch, Wholeness-Restoring Meditation Hands

While repairing damage or treating illness, The Solar invokes the power of the unbeheld When she needs it most, the Solar physi-
the Lawgiver can correct even the tiniest other, her Solar Essence flaring. Roll (Wits + cian can infuse her actions with limitless
mistake before it is made. This Charm Medicine) and add the successes to the Exalt’s Essence, making her every movement and
allows the Exalt to reroll all non-successes mote pool, even if this would temporarily in- action flawless. Once per day, the Solar may
on a Medicine action. If she eliminates half crease the size of her pool. In addition, add any double the successes on any Medicine roll.
or more of her non-successes, she gains a 10s she rolls to her temporary Willpower, even
point of Willpower. if this would increase her Willpower past 10.
Finally, for the duration of the scene, every 10 the
Exalt rolls on a Medicine action restores a mote
of Essence, until she fails to roll at least one 10.
If she knows Healer’s Unerring Hands, she may
avoid breaking her trance through use of that
Charm. The majority of the motes and Willpower
generated by this Charm must be used on Medi-
cine actions. Healing Trance Meditation
can be used once per story, but may be
345 reset by paying three experience points. 344 345
Medicine 5, Essence 4 Medicine 5, Essence 3 Medicine 5, Essence 5

Instant Treatment Methodology Life-Exchanging Prana Life-Sculpting Hands Technique


Cost: 5m, 1wp or 5i, 1wp; Type: Reflexive Cost: 1lhl per 3m; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: Wound-Cleans- Prerequisite Charms: Feit of Imparted Prerequisite Charms: Benison of Celes-
ing Meditation Nature tial Healing

This Charm allows the Solar to complete up With this Charm, the Exalt may trade her Once per scene, the Exalt may use a free
to an hour of medical treatment in a handful very vital energies for Essence to fuel Med- full Medicine Excellency.
of seconds. Using this Charm lowers the treat- icine Charms. Motes gained in this manner
ment time required for one Simple-type Medi- dissipate if the Solar attempts to use them
cine Charm. The Solar still requires the proper on any other form of magic. This Charm
medicines and surgical tools, but may eliminate may not target temporary health levels
the need for such with a properly medical stunt, created by other Charms.
such as tapping her patient’s pressure points
to increase the flow of Essence or massaging a
person’s heart until it starts beating.

342 345 345


Medicine 4, Essence 2 Medicine 5, Essence 3 Medicine 5, Essence 4

Master Chirurgeon Meditation Perfect Celestial Chirurgeon Plague-Banishing Incitation


Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 2m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent Duration: Instant
Prerequisite Charms: Any Medicine Prerequisite Charms: Healer’s Unerring Prerequisite Charms: Ailment-Rectify-
Charm Hands ing Method

The Exalt hones her Essence through her When pressed to the utmost, the Lawgiv- If the Lawgiver generates at least double her
medical knowledge to save lives. Through er may draw on her vast stores of medical patient’s Stamina or Resistance (whichever is
practice and meditation, internal vows and knowledge, condensing them down into greater) in successes through the use of the pre-
moments of celestial focus, she calibrates a single surge of Essence. Once per story, requisite, she may use this Charm to demand
her spirit. This Charm permanently lowers the Solar may apply double 7s to a single that a malaise leave her patient’s body. This
the cost of the Medicine Excellency to one Medicine action. causes the disease’s interval to conclude imme-
mote per two dice. diately, and allows the patient the benefit of all
rather than half the Solar’s extra successes from
Ailment-Rectifying Method. If successful, the
pestilence immediately vacates the host, and
the patient begins to recover over the course
of a day. If the Solar saves a character from
death’s doorstep through the use of this Charm,
she gains one point of temporary Willpower.

345 346 341


Medicine 5, Essence 4 Medicine 5, Essence 5 Medicine 3, Essence 1
Touch of Blissful Release Wholeness-Restoring Meditation Wound-Banishing Strike
Cost: 5m; Type: Reflexive Cost: 10m, 1wp; Type: Simple Cost: 5m; Type: Simple
Keywords: None Keywords: None Keywords: Decisive-only
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Flawless Diagno- Prerequisite Charms: Anointment of Mi- Prerequisite Charms: Instant Treatment
sis Technique raculous Health Methodology
With just a touch, the Solar can alleviate the Through repeated treatment, the Lawgiver can The Solar medician may strike at a temporary
suffering of a sick or wounded individual. The heal all but Derangements fully. For some forms wound in order to instantly heal it. In combat,
patient feels a narcot-ic surge as the pain of his of blindness and deafness, roll (Intelligence + the Solar may counter the temporary crippling
symptoms dulls away almost completely. This Medicine) against difficulty 5 to heal such con- effects of certain Charms and magic through
allows the Solar to ease the pains of child-birth, ditions in as little as an hour. For more serious the use of a difficulty 3 Medicine-based gambit
surgery, or invasive illnesses and other injury for conditions, the Storyteller should decide if it directed at her patient. The difficulty of the
up to (Essence) hours. This Charm removes up is Minor, Major, or Defining. Defining would Medicine “attack” roll is equal to the temporary
include paralysis, lost limbs, missing eyes,
to -3 in wound or illness penalties. This effect penalty she wishes to remove; extra successes on
complete lunacy, and mutations that renders
wears off if the patient engages in any activity a normal life impossible. Four hours a month
this roll add bonus dice to the Initiative roll of
that would require him to leave bed for more is the minimum to treat such conditions. Roll the gambit. In addition, any 10s on the Initiative
than a handful of minutes. an extended roll with a goal of 20, an interval roll grant the Solar an equal number of Initia-
of 1 month and a difficulty of 5. Reduce the level tive if the gambit succeeds. The Exalt performs
by 1 every time the goal is met. Once met at the this treatment instantly and may stunt to forego
Minor level, a condition is healed. Derange- the use of conventional medical instruments. So
ments remain at the Minor level. See long as the crippling is temporary, the
the full text of this Charm on page 344. Solar can instantly heal it. See the full
343 344 text of this Charm on page 343. 343
Medicine 3, Essence 2 Medicine 5, Essence 3 Medicine 5, Essence 2

Wound-Cleansing Meditation Wound-Mending Care Technique


Cost: 10m; Type: Simple Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: Wound-Mending Duration: Instant
Care Technique Prerequisite Charms: None

The Solar’s advanced medical techniques allow Through mastery of Essence flows and a keen
her to draw the poison from unnatural wounds. understanding of the body, the Solar can repair
With this Charm, the Solar spends an hour even the most ruinous damage at an incredi-
cleaning and wrapping wounds, disinfecting ble pace. The Solar spends fifteen minutes to
and draining injuries and preparing the patient an hour doctoring the patient, depending on
for more complex internal treatment. At the the severity of the wounds. She still requires
end of the treatment, convert the patient’s ag- the normal medicines, bandages, and any tools
gravated damage to lethal damage. This allows that might be needed for more complex op-
the Solar to treat damaged tissue and to attempt erations, but her results are nonetheless mi-
to reattach severed limbs with Wound-Mend- raculous. Roll (Intelligence + Medicine) with
ing Care Technique. This Charm does not allow double 9s at the end of the treatment. This is
the regrowth of lost tissue. the number of bashing or lethal health levels
that will be restored if the patient remains
in bed for the rest of the day. In addition, if
the Solar’s treatment would raise her
patient two or more wound levels, she
342 gains a point of Willpower. 342
Medicine 3, Essence 1 Medicine 3, Essence 1
Agile Dragonfly Blade Blazing Solar Bolt Bulwark Stance
Cost: —(3m); Type: Permanent Cost: 5m, 2i, 1wp; Type: Simple Cost: 5m; Type: Reflexive
Keywords: None Keywords: Decisive-only Keywords: None
Duration: Permanent Duration: Until next turn
Prerequisite Charms: One Weapon, Two Duration: Instant Prerequisite Charms: Dipping Swallow
Blows Prerequisite Charms: Corona of Radiance Defense

Once per scene, the Lawgiver may use this This attack is made with the Solar’s (Dexterity The Solar’s mastery of defensive Essence
Charm to enhance the prerequisite. This + Melee), and does lethal decisive damage with flows guides her weapon to intercept all
Charm treats the Exalt’s Initiative as being a base damage of (Essence + extra successes on blows. Until her next turn, the Lawgiver
three higher than it really is for the purpos- the attack). Blazing Solar Bolt can strike an op- ignores all penalties to her Parry Defense.
es of triggering One Weapon, Two Blows. ponent from short range, ignores hardness, and The Chosen’s definitive guard dampens her
cannot be dodged or blocked without a Charm. foes’ strikes. Any damage roll made against
Also, the Charm’s range can be increased by the Solar takes a -1 penalty for each 1 rolled
spending anima levels at a rate of one level per
on the attack roll, up to a maximum of the
increase, up to four range bands away. Against
creatures of darkness, this Charm gains the Ag-
Solar’s Essence rating.
gravated keyword. Damage done by this attack
does not include the Solar’s Initiative and does
not return her to base Initiative. Special activa-
tion rules: Blazing Solar Bolt can only be used
once per combat, but can be reset by landing a
decisive attack with 7+ Initiative and
then building Initiative to 12+. See the
347 full text of this Charm on page 353. 353 346
Melee 5, Essence 2 Melee 5, Essence 3 Melee 3, Essence 1

Call the Blade Calm and Ready Focus Circle of Bright Reaving
Cost: 1m; Type: Reflexive Cost: —; Type: Permanent Cost: 6m, 1a, 2i; Type: Reflexive
Keywords: None Keywords: None Keywords: Withering-only, Perilous
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: None Prerequisite Charms: War Lion Stance Prerequisite Charms: Heaven Sword Flash

Extending her hand, the Solar may summon The Unconquered Sun sent the Lawgiv- If the Lawgiver slays even one foe with
her weapon with but a thought. This Charm ers to take Creation back from the hands Heaven Sword Flash, she may instantly
can reach a weapon within short range. Roll of the wicked. They protect their charges unleash Circle of Bright Reaving, striking
(Wits + Melee) at difficulty 4. On a success, with growing clarity—a natural sense of un- opponents on all sides within close range
the weapon flashes to hand instantly, without derstanding that is theirs—allowing them to with a single withering attack. The Solar
traversing the space between. On a failure, the unleash havoc on the heads of their foes. If gains full Initiative reward from only the
weapon leaps to the Solar’s hand, overcom- the Exalt successfully parries an attack while most damaging dice roll, and no more than
ing friction and gravity to do so. However, using the defend other action, she gains one three Initiative for each additional roll that
it is unable to defeat doors, chains, or other Initiative. does successful damage. If she manages to
similar obstacles, and even if the path is un- crash even a single opponent with this Charm,
obstructed, the weapon does not return until she has the option to unleash Heaven Sword
the Solar’s next turn. The Exalt cannot use Flash reflexively.
this power to steal weapons, only to call her
own weapon to hand.

347 349 353


Melee 1, Essence 1 Melee 4, Essence 2 Melee 5, Essence 5

Corona of Radiance Dipping Swallow Defense Edge of Morning Sunlight


Cost: 5m, 1wp; Type: Simple Cost: 2m; Type: Reflexive Cost: 2m; Type: Reflexive
Keywords: None Keywords: None Keywords: Uniform
Duration: One scene Duration: Instant Duration: Instant
Prerequisite Charms: Edge of Morning Prerequisite Charms: Sandstorm-Wind
Sunlight Prerequisite Charms: None Attack
The Lawgiver draws her weapon through With speed and grace, the Exalt flashes to her The Lawgiver concentrates on manifest-
the air, focusing Essence through her ag- own defense. Even when she is beleaguered ing her Essence through the medium of her
gression. Her flesh coruscates with Solar she strikes away blows with preternatural weapon. Investing her attack with Solar
energy which gathers around her hand and accuracy. The Solar can ignore all penalties power, she strikes a vicious blow against
her weapon when she parries. For the rest of to parry an attack with her full Defense. In demons, undead, and other creatures of dark-
the scene, her parry Defense is raised by one addition, any attack she successfully parries ness. On an attack that accrues at least one
against creatures of the night, the Abyssal with Dipping Swallow Defense grants her one success on the damage roll, she may activate
Exalted, demons and the impure residents point of Initiative. This Charm cannot by itself this Charm. Her weapon glints at the point
of Creation’s underways. In addition, if such remove the penalties from a surprise attack. of impact, slicing her foe’s corpus with pu-
creatures strike her without a weapon, they rifying Essence. Roll (Essence) damage dice
must contend with decisive damage dice against her target’s health track. This damage
equal to the Solar’s Essence. This damage roll ignores hardness.
ignores hardness.

352 346 350


Melee 5, Essence 3 Melee 1, Essence 1 Melee 4, Essence 2
Excellent Strike Fervent Blow Fire and Stones Strike
Cost: 3m; Type: Supplemental Cost: 1m, 1wp; Type: Reflexive Cost: 1m per die or success;
Keywords: Uniform Keywords: Clash, Decisive-only Type: Supplemental; Keywords: Dual
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Flashing Edge of
Prerequisite Charms: None Dawn Prerequisite Charms: Excellent Strike

The Exalt channels Essence through skill, The Lawgiver moves with the speed of a strik- The Solar strikes with telling force, burning
honing her accuracy in order to strike true. ing hawk to intercept a blow with one of her Essence surging into the body of her target
Her attack gains one automatic success. Ad- own. This Charm allows the Solar to make a and shattering it from within. On a withering
ditionally, all 1s are rerolled until 1s no longer reflexive Melee clash attack against an attack attack, the Exalt spends up to her (Strength)
appear. directed at her, regardless of her place in the score in motes before making the attack. If the
Initiative order. This does not count as the attack hits, each mote spent adds a single die
Solar’s combat action. The rules for clash to the post-soak damage of the attack. This
attacks can be found on page 202. strike has the potential to increase minimum
damage (p. 184).
On a decisive attack, the Exalt may spend up
to (Essence or three, whichever is greater)
motes before making the attack to transfer
an equal number of extra successes from her
attack roll into the raw damage of the blow.

346 352 346


Melee 2, Essence 1 Melee 5, Essence 3 Melee 3, Essence 1

Fivefold Bulwark Stance Flashing Edge of Dawn Foe-Cleaving Focus


Cost: 5m, 1wp; Type: Simple Cost: 4m, 1wp; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: Counterattack, Withering-only Keywords: None
Duration: Instant
Duration: One scene Prerequisite Charms: One Weapon, Two Duration: Permanent
Prerequisite Charms: Bulwark Stance Blows, Solar Counterattack Prerequisite Charms: Rising Sun Slash

Accepting no form of defeat, the Solar gazes The Solar moves her blade with the speed of her The Solar’s existence is one of violence; she
along the edge of her blade and sees what scorn, cutting through her foe in the moment he leads a life poised on the blade’s edge. Given
it would see. The ebb and flow of battle chooses to strike. The Exalt may use this Charm that her life is one of strife and war, she must
becomes clear to her; she sees the arcs of in- in response to any attack she attempts to parry, draw peace and clarity between swings of her
coming attacks as glowing trails of Essence, creating a Melee counterattack that occurs after blade. This Charm is triggered each time the
and moves with impossible, fluid speed to the opponent’s attack result, but before damage Exalt uses Rising Sun Slash, awarding a mote
strike the path of all harm. For a full scene, has been rolled. This attack acts as a special with- for every 10 in the attack roll.
ering attack, with successes on the damage roll
the Exalt may ignore certain penalties to her
reducing the target’s Initiative. However, rather
Parry Defense and reduce the cost to use than being added to the Solar’s Initiative, these
Bulwark Stance by two motes and Dipping points are converted immediately to decisive
Swallow Defense by one. In addition, when damage dice and rolled against the target’s health
she uses Dipping Swallow Defense, it raises track, ignoring hardness. This damage occurs
her Parry Defense by one. independently of the Solar’s current Initiative
and does not return her to base. Flashing Edge
of Dawn does not count as the Exalt’s
combat action and cannot be used in re-
348 sponse to another counterattack. 351 350
Melee 5, Essence 2 Melee 5, Essence 3 Melee 5, Essence 3

Glorious Solar Saber Guard-Breaking Technique Hail-Shattering Practice


Cost: 5m, 1wp; Type: Simple Cost: 3m; Type: Reflexive Cost: 1m per success; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant
Prerequisite Charms: Summoning the Duration: Instant Prerequisite Charms: Dipping Swallow
Loyal Steel Prerequisite Charms: War Lion Stance Defense
This Charm creates a weapon with stats iden- The Solar makes a spectacular feint attack The Solar can see the flaws in any strike,
tical to a daiklave, described on page 595. The that opens her enemy’s guard to an ally’s blow. and use them to turn aside even the surest
weapon is made of solidified Essence and glows When using defend other, the Exalt may use smite. The Exalt may pay one mote per 1 or
like a torch. Repurchases allow players to add this Charm to use a distract gambit (p. 200) 2 in the attacker’s dice result to remove up
custom Evocations. In addition, this Charm has to benefit her charge, with double 7s on the to (Essence) successes from the attack. This
the following power: Molten Sun Blade: For Initiative roll. In addition, when her distrac- Charm can be activated after the attack roll
1m, 1wp, the weapon becomes superheated and tion is successful, her charge’s next attack is made.
drips molten flame. The Solar’s next attack will
gains (Solar’s Essence or three, whichever
destroy any mortal equipment used to parry it.
The Solar may use a blade to melt through stone
is greater) bonus dice.
walls at a rate of two feet per turn. If Molten
Sun Blade is used in combination with a clash
attack against a battle group, and the clash suc-
ceeds, the Solar cleaves through the weapons
of foes on all sides. The battle group may not
attack her again until it has succeed-
ed at a rally action. See the full text of
this Charm on page 350. 350 347 349
Melee 3, Essence 2 Melee 5, Essence 1 Melee 3, Essence 2
Heaven Sword Flash Heavenly Guardian Defense Hungry Tiger Technique
Cost: 7m, 1wp; Type: Simple Cost: 1i per success +4m or 4m or 4m, 1wp; Cost: 3m, 2i; Type: Supplemental
Keywords: Decisive-only, Perilous Type: Reflexive Keywords: Dual, Perilous
Duration: Instant Keywords: Perilous, Decisive-only Duration: Instant
Prerequisite Charms: Invincible Fury of Duration: Instant
the Dawn Prerequisite Charms: Bulwark Stance Prerequisite Charms: Rising Sun Slash

With limitless speed and inexorable spirit, the When struck with a decisive attack, the Solar ret- The Solar charges her body and weapon with
Solar’s weapon flashes in an arc, striking op- roactively channels her Initiative to strike away Essence, unifying the two to unleash a brutal
ponents on all sides. This Charm allows the harm—burning away successes on the damage strike that rends her opponent. This Charm
Solar to roll a single decisive attack against roll at a rate of one success per one point of Ini- can only be used on a crashed target. On a
all opponents at close range, using half her tiative. Any successes she is unable or unwilling withering attack, extra successes are doubled
current Initiative value (rounded up) as the to strike away still register as injuries, removing after the attack roll for the purpose of deter-
base damage for every attack. Against minor an equal number of levels from her health track. mining raw damage. On a decisive attack,
An attack which is completely nullified by this
opponents, use the Solar’s full Initiative for extra successes from the attack roll are added
Charm seems to strike the Solar at first, but is
the base damage of each attack and ignore revealed to be parried. This Charm allows also
to the damage roll. If used in conjunction with
hardness. the Solar to guard against damage deemed im- Fire and Stones Strike, the Exalt simply dupli-
At Essence 5+, the cost of this Charm is possible to parry for just 4m. This Charm may cates up to (Essence or three) extra successes
reduced by one mote. also be invoked in or out of combat for 4m, 1wp, when paying for damage dice.
to strike away uncountable recurring damage
without using the Solar’s Initiative. Use of this
Charm causes no harm to the Exalt’s
weapon. See the full text of this Charm
353 on page 349. 349 350
Melee 5, Essence 4 Melee 5, Essence 2 Melee 5, Essence 3

Immortal Blade Triumphant Invincible Fury of the Dawn Iron Raptor Technique
Cost: 10m, 1wp; Type: Simple Cost: —; Type: Permanent Cost: 7m; Type: Simple
Keywords: None Keywords: None Keywords: Mute, Uniform
Duration: One scene Duration: Permanent Duration: Instant
Prerequisite Charms: Iron Whirlwind Prerequisite Charms: Call the Blade, Ex-
Prerequisite Charms: Glorious Solar Saber Attack cellent Strike
The Solar may only use this Charm when her Drawing in Solar Essence, the Lawgiver is The Solar hurls her weapon across the sky to
anima is at the bonfire level. Her anima crawls possessed by the soul of combat and moves seek her foe like a bird of prey. This Charm
over her weapon, suffusing it. While this Charm across the battlefield like a killing wind. This allows the Exalt to make a withering or deci-
is active, her weapon cannot be disarmed or de- Charm enhances its prerequisite: the Solar sive attack at medium range without aiming.
stroyed. Stunt bonuses to her attacks are also may make up to (the highest of her Strength, In addition, if Iron Raptor Technique is used
added to her damage rolls, and if she is at the Dexterity, or Stamina) attacks, and may move to crash an opponent, the Exalt gains one
bonfire anima level, (Essence) damage dice are a single range band to make each attack. In point of temporary Willpower. Usually the
converted into automatic successes. Additionally, addition, when she ac-tivates Iron Whirl- weapon returns to the Solar’s hand on the
she may releasing the Essence committed, ending wind Attack, she gains an amount of Initia- same tick she makes the attack. However,
this Charm, to make a single devastating deci- tive to spread between her attacks equal to if the attack roll is a botch, the Lawgiver’s
sive attack. Doing so adds (Essence) automatic the number of attacks she intends to make. weapon becomes embedded in scenery at
successes to the damage roll instead of convert- This extra Initiative vanishes after the attack close range to the defending target.
ing (Essence) dice to automatic successes, and is completed.
ignores hardness. This attack can only be made
at the bonfire anima level. This resets the
Solar’s anima banner to the dim level. See
the full text of this Charm on page 352. 352 351 350
Melee 5, Essence 3 Melee 5, Essence 3 Melee 4, Essence 2

Iron Whirlwind Attack One Weapon, Two Blows Over-and-Under Method


Cost: 5m, 1wp; Type: Simple Cost: 3m; Type: Reflexive Cost: —(7m, 1wp); Type: Permanent
Keywords: Decisive-only Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: Peony Blossom Duration: Instant Duration: Permanent
Technique Prerequisite Charms: Excellent Strike Prerequisite Charms: Fervent Blow

This Charm splits the Exalt’s Initiative to make Sensing an opening, the Solar strikes with This Charm allows the Solar to use Flashing
(lower of Strength, Dexterity, or Stamina) de- surpassing speed. Immediately after making Edge of Dawn in the same instant that she
cisive attacks. These attacks may target any a withering attack which lowers an oppo- uses Fervent Blow. If the clash is successful,
number of foes. The player divides the Solar’s nent’s current Initiative from a value greater resolve the counterattack’s attack and add the
Initiative between the attacks, for the purpose to a value less than the Solar’s own, she may damage (if any) to that of Fervent Blow for a
of determining the damage of each. Each attack use this Charm to unleash a second attack single damage roll. Over-and-Under Method’s
must have at least 1i allocated to it, and the Solar against that opponent. This second attack cost replaces that of Flashing Edge of Dawn
does not return to base Initiative until the final
may be withering or decisive. and Fervent Blow.
attack is resolved, and only loses Initiative for
missed attacks if all of her attacks miss. In this
case, the Exalt loses 2i per attack. Special acti-
vation rules: Attack-enhancing Charms need
only be paid for once to enhance every attack
in this sequence, but the Melee Excellency must
be paid per attack. Iron Whirlwind Attack can
be activated directly after using Peony
Blossom Technique. See the full text of
this Charm on page 347. 347 346 352
Melee 5, Essence 2 Melee 2, Essence 1 Melee 5, Essence 3
Peony Blossom Technique Perfect Strike Discipline Protection of Celestial Bliss
Cost: 1m, 1wp, 3a; Type: Reflexive Cost: 1wp; Type: Reflexive Cost: —(4m, 1wp); Type: Permanent
Keywords: None Keywords: None Keywords: Decisive-only
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: One Weapon, Two Prerequisite Charms: Dipping Swallow Prerequisite Charms: Heavenly Guard-
Blows Defense, Excellent Strike ian Defense
Drawing her raging anima inward, the Solar’s Tuning her understanding of martial Essence When the Solar successfully parries decisive
offense is renewed in a sudden burst of flash- through her dedicated weapon-mastery, damage using Heavenly Guardian Defense,
ing, streaking fire. When the Exalt’s anima is the Solar can momentarily achieve flawless she gathers an amount of bonus Initiative
at bonfire, she may use this Charm to make combat efficiency. Once per scene, the Exalt equal to the 1s and 2s on the damage roll. This
an additional attack, even if she’s already at- may use a full Melee Excellency, paying only Initiative is not transferred to her current
tacked that turn. The Exalt moves like ice on a single willpower to activate the Charm. Initiative, but is instead recorded and set
hot metal, expelling her anima with her attack Perfect Strike Discipline can be reset by inca- aside. She may gather up to (Essence) Initia-
and returning her to the dim level. pacitating an opponent with a Melee attack. tive, and spend it only on Heavenly Guardian
Defense. Also, she may pay 4m, 1wp to double
the bonus Initiative gathered for one tick.
This Charm allows the Solar to use Heavenly
Guardian Defense in crash, up to her gathered
(or double gathered) bonus Initiative. This
bonus Initiative may not be used on the in-
stance of Heavenly Guardian Defense
from which it was gathered. See the
346 351 full text of this Charm on page 353. 353
Melee 3, Essence 1 Melee 5, Essence 3 Melee 5, Essence 5

Ready in Eight Directions Stance Rising Sun Slash Sandstorm-Wind Attack


Cost: 5m; Type: Simple Cost: 1m; Type: Reflexive Cost: 5m, 2i; Type: Simple
Keywords: Counterattack, Decisive-only Keywords: Uniform Keywords: Decisive-only
Duration: Until next turn Duration: Instant Duration: Instant
Prerequisite Charms: Fire and Stones Prerequisite Charms: Call the Blade, Ex-
Prerequisite Charms: Solar Counterattack Strike cellent Strike
Like lightning spilled from the cup of a storm At the apex of her strike, the Solar channels an Channeling power into her weapon, the Solar
god, the Solar strikes in all directions. Until inexorable flow of offensive Essence through strikes a blow against a distant foe. A colorless
her next turn, the Solar may counter all in- her weapon, increasing the speed and ferocity ribbon of concentrated force leaps from her
coming attacks exactly as if she were using of her attack. This Charm is activated after an blade and arcs toward her target. This Charm
Solar Counterattack, save for one major dif- attack roll has been made, before a defense allows the Solar to launch a decisive attack
ference—should any of her counterattacks do has been applied, and only when the Exalt against opponents at short range. This attack
damage, her Initiative will not return to its uses a full Melee Excellency. If the attack’s ignores hardness, and does (Essence) auto-
base value until the next round begins. If she result contains at least one 7, 8, 9, and 10, add matic successes in damage to scenery, passing
does not successfully counter an opponent in one non-Charm automatic success and roll through objects it destroys to strike targets
the first round, this Charm fades when the (Essence) non-Charm dice. behind cover. Furthermore, if the Exalt with-
second round begins. holds her attack in order to clash (p. 202), she
may launch this attack reflexively in order to
clash a ranged opponent’s attack.

349 347 350


Melee 5, Essence 2 Melee 4, Essence 2 Melee 4, Essence 2

Sharp Light of Judgment Stance Solar Counterattack Summoning the Loyal Steel
Cost: —; Type: Permanent Cost: 3m; Type: Reflexive Cost: 1m; Type: Simple
Keywords: None Keywords: Counterattack, Decisive-only Keywords: None
Duration: Instant
Duration: Permanent Prerequisite Charms: Dipping Swallow Duration: Indefinite
Prerequisite Charms: Corona of Radiance Defense Prerequisite Charms: Call the Blade

This Charm permanently enhances Corona of The Exalt draws focus from her foe’s temerity. With a moment of concentration, the Solar
Radiance, Sandstorm-Wind Attack, and Blazing To strike her is to invite death. The Exalt may may banish a weapon Elsewhere. She may
Solar Bolt. Attacks made against creatures of use this Charm in response to any attack she reflexively lift commitment to this Charm,
darkness during Corona of Radiance have their attempts to parry, creating a Melee counter- summoning her weapon to hand in a flash
minimum damage increased by the Solar’s attack that occurs after the opponent’s attack of Essence.
Essence, while the other two Charms gain a result, but before damage has been rolled.
bonus to raw damage equal to (Solar’s Essence). This attack functions as a regular decisive
Also, she may use Edge of Morning Sunlight,
attack. Solar Coun-terattack does not count
plus the listed Charms, against characters for
whom she holds negative Major and Defining
as the Exalt’s combat action and cannot be
Intimacies, treating them as creatures of dark- used in response to another counterattack.
ness. Attacks against a Major foe adds 1wp to
the cost, while attacking a Defining foe adds
1m. Attacks against a hated foe recieving the
minimum damage bonus of Corona of Radiance
costs 2m. All benefits, and thus costs,
against hated enemeis are optional. See
the full text of this Charm on page 352. 352 347 347
Melee 5, Essence 3 Melee 4, Essence 1 Melee 3, Essence 1
Unassailable Guardian Posture War Lion Stance
Cost: 1m, 1wp; Type: Reflexive Cost: 2m; Type: Reflexive
Keywords: None Keywords: None
Duration: One turn Duration: One scene
Prerequisite Charms: Dipping Swallow
Prerequisite Charms: War Lion Stance Defense

When the Lawgiver draws her blade in The Solar learns to defend others upon learn-
defense of another, her charge becomes nigh ing to defend herself. Like a pacing lion, she
untouchable. When using War Lion Stance to represents a formidable obstacle. The Exalt
defend another, the Exalt may use this Charm may take a reflexive defend other action to
to make her charge an inapplicable target. All protect an ally within close range. This effect
incoming attacks must target her until her lasts a full scene, but only applies while the
next turn. During this time, if her defense is Solar and her charge are close to one another,
penetrated, her charge cannot be attacked. and is cancelled if she moves out of close
At Essence 3+, the Exalt may even defend range. The Solar must drop commitment to
her charge from sufficiently large sources this Charm to defend a different character.
of damage such as explosions with a stunt.

349 346
Melee 5, Essence 2 Melee 4, Essence 1
All Souls Benediction All-Encompassing Sorcerer’s Sight Ancient Tongue Understanding
Cost: 16m, 1wp; Type: Simple Cost: 4m; Type: Reflexive Cost: 6m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant
Prerequisite Charms: Material Exege- Prerequisite Charms: Spirit-Detecting Duration: One scene
sis Prana Glance Prerequisite Charms: None

The Lawgiver speaks her authority into For a few seconds after activating this Charm, the The Exalt expands her knowledge of the realm
the world, and her words work through Solar can see Essence flowing through the world. of spirits to all corners of her mind, shunning
the moorings and bindings of Creation to She can perceive immaterial spirits, but moreover, knowledge that binds her understanding. While
bring forth spirits. Every spirit or immaterial she can see the workings of spirit energies around this Charm is in effect, the Lawgiver automati-
being within six range bands must succeed her. If a character is using a shaping action or Evo- cally speaks and understands Old Realm, even if
at a (Wits + Dodge) check at a difficulty of cation, the Solar may make an Intelligence + Occult
it is not a language she has learned, but loses her
([the Solar’s current temporary Willpower] roll at a difficulty of the effect’s Essence minimum
to determine how the power works. This Charm
ability to comprehend any other language. In
+ Essence). Beings who fail this check are addition, the Solar also naturally comprehends
may also be used to identify the presence of ongoing
forced to materialize, though without paying sorcerous effects, revealing not only the presence of other spirit languages as old and strange as Old
the cost of materializing magic. Ghosts struck magic, but how it functions. This power also allows Realm, languages for which there exists little
with All Souls Benediction have the option the Exalt to see places where Creation is thin—the to no record. While this Charm is in effect, the
to go immediately into lethe to avoid facing borders of shadowlands and the Wyld appear as Solar gains (half her Essence, rounded down,
the Lawgiver’s wrath. Creatures struck with hazy, gauzy distortions of light. The Solar may also minimum one) automatic successes to all Occult
All Souls Benediction may not dematerialize detect the entrance to spirit sanctums within her rolls and shaping actions.
until the Lawgiver permits it, or until range of vision. This Charm does not reveal
the scene ends. the working of the Charms of the Exalted.
358 See the full text of this Charm on page 356. 356 356
Occult 5, Essence 3 Occult 5, Essence 2 Occult 3, Essence 1

Breath-Drinker Method Burning Exorcism Technique Burning Eye of the Deliverer


Cost: 4i; Type: Supplemental Cost: 3m, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: Decisive-only Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: Spirit-Draining Prerequisite Charms: Carnal Spirit Prerequisite Charms: All-Encompassing
Stance Rending Sorcerer’s Sight

The Solar’s understanding of corporeal Essence Sometimes those who are physically ill or men- The Solar’s keen eyes burn through deception.
allows her to channel her forces to rend spirits tally weak become prey to spiritual possession This Charm enhances All-Encompassing Sor-
at the point of impact. Breath-Drinker Method or another malaise of the soul. The Lawgiver cerer’s Sight, aiding the Solar in an attempt to
supplements a decisive attack, allowing the may draw the malevolence from such a victim, see through magical disguises, shapeshifting,
Solar to steal a number of motes from a spirit rolling (Wits + Occult) against the Resolve of or any other magic which allows a character—
equal to the number of health levels damaged the possessing spirit, or the morbidity of a spir- even another Exalt—to appear to be something
by the attack. The Exalt may not steal more than itual malaise. If she succeeds, the Solar draws or someone other than who he is. This Charm
(Essence x2) motes on a single attack. a malaise or a spirit of equal or lower Essence makes it possible to notice such effects with
into her anima, neutralizing it until she wishes Awareness, adding the Solar’s Essence in au-
its release. If the spirit is of a greater Essence tomatic successes to the attempt. For the dif-
than the Solar, then it is automatically forced ficulty of seeing through disguises, see page
out of the host, and may not return to the vic- 224. Unless stated otherwise, seeing through
tim’s body for a season, but it is otherwise free. all other kinds of magical identity-deceptions
The Exalt may not capture more spirits than is a difficulty 5 feat.
she has points of permanent Essence.

356 356 358


Occult 4, Essence 2 Occult 5, Essence 2 Occult 5, Essence 3

Carnal Spirit Rending Celestial Circle Sorcery Dark-Minder’s Observances


Cost: 5m, 1wp; Type: Reflexive Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Ghost-Eating Prerequisite Charms: Terrestrial Circle Prerequisite Charms: Ancient Tongue
Technique Sorcery Understanding

Upon destroying a spirit with Ghost-Eating The Solar ascends to the Second Circle and Walking the haunted roads of Creation, the
Technique, the Solar may activate this Charm becomes an avatar bearing aspects of Heaven Lawgiver learns to hear the Essence of the
to draw the rent and torn Essence of the spirit and Hell in her mind. In all the world, there are world. These sounds govern her understanding
into her limbs and through her chakras, em- only a handful of sorcerers at this level of power. of everything that is not said. With this Charm,
bodying it. For the rest of the scene, the Exalt Upon learning this Charm, the Exalt gains the the Solar may learn up to (Essence) thaumatur-
gains (Essence) powers or traits based on the ability to cast spells from the Celestial Circle of gic rituals without paying experience points.
Charms and themes of the destroyed spirit, to sorcery. In addition, the Solar learns one shaping
be decided by the Storyteller. This power explic- ritual and one Celestial spell for free. The spell se-
lected acts as an additional control. Celestial Circle
itly allows the Solar to utilize magic effects that
Sorcery may not be learned prior to Essence 3 by
cannot be learned through the Eclipse anima selecting Occult as a Supernal Ability.
power, but the Exalt may not take powers with a
prerequisite higher than ([Solar’s Essence] + 2).

356 361 357


Occult 5, Essence 2 Occult 4, Essence 3 Occult 4, Essence 2
Demon-Compelling Noose Ephemeral Induction Technique Ghost-Eating Technique
Cost: —; Type: Permanent Cost: 20m, 1wp; Type: Simple Cost: 3m; Type: Supplemental
Keywords: None Keywords: Mute Keywords: Decisive-only
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Spirit-Draining Prerequisite Charms: Carnal Spirit Rending, Prerequisite Charms: Spirit-Cutting
Mudra Gloaming Eye Understanding, Wyld-Binding Prana Attack

The Lawgiver’s binding pattern stifles the will of This Charm allows the Solar to induct a single This Charm is the technique by which the
her captive, weakening its Resolve. When using spirit into the world. The spirit begins the game Solars slew the enemies of the gods, and
non-Occult based social influence on a target with the Solar’s Essence rating and half her total spirits hate and fear it. This Charm may sup-
bound with Spirit-Caging Mandala, the Solar experience, but uses basic spirit Charms until the plement attacks made by other Abilities. An
gains one automatic success to her influence, Storyteller has had sufficient time to approve the attack supplemented by this Charm does ag-
spirit’s stats. This spirit is bound to the Solar as a gravated damage against spirits, and draws a
while the trapped spirit is at -1 Resolve until it
familiar. This lasts for a season, when the Solar number of motes from the spirit equal to the
escapes. If the captive is a creature of darkness, must choose to keep or free the spirit. This happens
the Solar gains two automatic successes while highest wound penalty inflicted by the attack.
every season. Freeing the current spirit allows for
the creature’s Resolve is reduced by -2. another induction. The spirit gaines experience
For example, striking off a number of -1 health
points as any character would. Alternately, the levels would give the Solar one mote. Striking
Solar may also induct a Fair Folk into the world. In off a number of -2 health levels and a -4 would
the Wyld, this Charm usually entails the creation of give the Solar four motes. If a spirit is slain by
a raksha, but in Creation, where many denizens of this attack, it is destroyed permanently, and
the Wyld were bound into place by the elemental the pattern of its Essence is subsumed by the
fusion of the Poles, the result is bound to Solar’s anima. Destroying a spirit with
be more unpredictable. See the full text this Charm grants the Exalt (Solar’s
358 of this Charm on page 360. 360 Essence + spirit’s Essence) motes. 354
Occult 5, Essence 3 Occult 5, Essence 5 Occult 3, Essence 1

Gloaming Eye Understanding Immortal Soul Vigil Keen Unnatural Eye


Cost: 3m per Charm; Type: Reflexive Cost: —(7m); Type: Permanent Cost: —; Type: Permanent
Keywords: Stackable Keywords: None Keywords: None
Duration: Indefinite Duration: Permanent Duration: Permanent
Prerequisite Charms: Dark-Minder’s Prerequisite Charms: Soul Projection Prerequisite Charms: Uncanny Percep-
Observances Method tion Technique

The Solar channels her Essence into a perfect The Solar uses the prerequisite to enter the dream Immersion into the occult opens the Lawgiv-
medium. At the center of day and night, she may or memory of a subject, and may interact with the er’s eyes to evidence of spirit actions. She more
be taught up to (Essence) spirit Charms that world of her subject’s mind using Awareness, In- readily and easily sees the handiwork of ghosts
are applicable to the Eclipse anima power. She vestigation and Occult Charms to look for signs of and demons, and can more skillfully detect the
need not pay experience points to learn these spiritual predation. Though she cannot change his footsteps of spirits. When using Survival or In-
memory’s e, she can use what she discovers as a
Charms; she maintains the power to perform vestigation to track a spirit or uncover evidence
basis for further action. Furthermore, if she is able
such magic as long as she keeps motes commit- to confirm spirit interference in her subject’s past,
of its actions, the Exalt gains (Essence or three,
ted to the effect. Releasing these motes causes she may also commit 7m to create a doorway which whichever is greater) bonus dice to the attempt.
knowledge of the Charm to fade. In order to opens in her mind when her subject is effected by the
learn these Charms, the Exalt must meet the spirit. When she steps through, the Exalt falls into a
trait requirements for the Charm, but does not trance dematerializes, which allows her to enter the
need to have learned the Charm’s prerequisites. scene through the dreamscape of her subject. She
may confront the spirit directly. If the spirit materi-
alizes, Charms that effect dematerialized beings will
effect it. The Solar may not interact with
any other physical beings in this state. See
359 the full text of this Charm on page 359. 359 354
Occult 5, Essence 3 Occult 5, Essence 4 Occult 3, Essence 1

Material Exegesis Prana Nine Specters Ban Phantom-Seizing Strike


Cost: 3m, 1wp; Type: Simple Cost: 4m, 1wp; Type: Reflexive Cost: 1m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: Uniform
Duration: Instant Duration: One scene Duration: Instant
Prerequisite Charms: Spirit-Manifest- Prerequisite Charms: Spirit-Repelling Prerequisite Charms: Ghost-Eating
ing Word Diagram, Uncanny Shroud Defense Technique

With a greater expenditure of control, the Exalt The divine flame of the Solar’s Essence marks The Exalt suffuses her target’s body with Solar
may rend the veil with word and voice, giving her as the greatest power in Heaven. Though Essence. An immaterial opponent struck by this
physical form to a number of immaterial spirit she is made of mortal substance, her Essence is technique becomes material for two turns. The
allies. Roll the Solar’s (Wits + Occult). Each materially inviolate. When she uses this Charm, Solar may activate this Charm after landing an
success materializes a single sorcerously-bound an immaterial being must struggle to strike her. attack with Spirit-Cutting Attack. So long as the
demon or familiar spirit. If the Exalt rolls three Any attack made against her by such a being damage roll generates at least one success, she
sixes—no more, no less—all of her spirit allies costs an additional point of Willpower. may trigger this Charm.
materialize at once, regardless of the number
of successes, and she gains two points of tem-
porary Willpower.

357 357 355


Occult 4, Essence 2 Occult 4, Essence 2 Occult 4, Essence 1
Solar Circle Sorcery Sorcerer’s Burning Chakra Soul Projection Method
Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 6m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent Duration: Instant
Prerequisite Charms: Celestial Circle Prerequisite Charms: Burning Eye of Prerequisite Charms: Burning Exorcism
Sorcery the Deliverer Technique

The Solar rises to the Third and final Circle of The Solar sees all things truly. When she is at The Solar steps forward and touches her target, en-
sorcery and becomes a herald of untold power. the iconic anima level, she automatically gains acting a (Wits + Occult) battle against the char-acter’s
Spells of the Solar Circle are the most powerful the effects of All-Encompassing Sorcerer’s Sight Resolve, in which Intimacies do apply. Upon success,
sorceries ever imagined. Only the Solar Exalted for free. Furthermore, using Spirit-Detecting both the Exalt and the target become complete-ly en-
have the power necessary to master spells of Glance in combination with All-Encompass- tranced, as the Solar casts her spirit into the body of
this magnitude. Learning this Charm grants her target. The exact effect of this dramatic action is
ing Sorcerer’s Sight allows the Exalt to discern
the ability to cast spells from the Solar Circle of up to the Storyteller—the Lawgiver may use this to
the nature and Essence rating of a spirit if she enter a raksha to retrieve the soul of an eaten loved
sorcery. In addition, the Solar learns one shaping succeeds at an Occult roll with a difficulty of one, or she might enter the body of her Lunar mate
ritual and one Solar spell for free. The spell se- the spirit’s Essence. to do battle with a Derangement created by a past in-
lected acts as an additional control. Solar Circle carnation. More spe-cifically, the Exalt may use this
Sorcery may not be learned prior to Essence 5 by to cast a spirit into her target, forcing a possession
selecting Occult as a Supernal Ability. of that character, or infecting him with a spiritual
malaise if he fails a Resistance check against the vir-
ulence of the attack. This attack requires the Exalt
to have previously captured such a spirit
or disease using this Charm’s prerequisite.
361 359 See the full text of this Charm on page 358. 358
Occult 5, Essence 5 Occult 5, Essence 4 Occult 5, Essence 3

Spirit-Caging Mandala Spirit-Cutting Attack Spirit-Detecting Glance


Cost: 10m, 1wp; Type: Simple Cost: 1m; Type: Supplemental Cost: 3m; Type: Reflexive
Keywords: None Keywords: Uniform Keywords: None
Duration: Varies Duration: Instant
Prerequisite Charms: Spirit-Repelling Prerequisite Charms: Spirit-Detecting Duration: One scene
Diagram Glance Prerequisite Charms: None

The Solar creates an Essence diagram around The Solar infuses her attack with the emotive The Solar can look through the pall of reality
a target up to two range bands from the Solar. force of her anima, to strike an immaterial spirit. to glimpse the realm of spirits beneath. With
Roll the Solar’s (Wits + Occult) against a diffi- This Charm supplements a single attack to this Charm, the Solar can see (but not touch)
culty of the spirit’s Essence. If successful, the strike a spirit which has not materialized. If the immaterial spirits.
spirit is bound for (extra successes + 1) turns, Solar is not using the prerequisite or another
upon which the Solar must roll (Wits + Occult) similar magic, this attack is made at -3 dice. Spir-
against the spirit’s Essence to maintain the cage. it-Cutting Attack may be used in combination
Success binds as above, but the difficulty in- with the Charms of other Abilities.
creases by 1 every attempt. If she moves more
than two range bands away from the spirit, the
spirit is freed. Trapped spirits can be seen and
affected by anyone. The spirit can only effect
others if someone attacks it first, and the spirit
has a ranged attack or the target is in close
range. See the full text of this Charm
on page 357.
357 354 354
Occult 4, Essence 2 Occult 2, Essence 1 Occult 1, Essence 1

Spirit-Draining Mudra Spirit-Draining Stance Spirit-Drawing Oculus


Cost: —; Type: Permanent Cost: 5m; Type: Simple Cost: 1wp, 3a; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: One scene Duration: Instant
Prerequisite Charms: Spirit-Caging Prerequisite Charms: Spirit-Cutting Prerequisite Charms: Sorcerer’s Burning
Mandala Attack Chakra

The Solar may draw on the Essence of a creature The Lawgiver has the power to draw cold While her anima is iconic, the Exalt perceives the
she has bound into the Spirit-Caging Mandala entropy and ethereal power from ghosts and flows of Essence around her. Even as she recogniz-
to power her Occult magic. Until the bound spirits, adding swiftness and surety to her es the inherent genius of cosmic design, she sees its
character is free, the cost of the Exalt’s Occult attacks. While this Charm is active, the Solar’s flaws—loose or wasted motes, cast off from expelled
Charms are reduced by the Essence score of the successful withering attacks against spirit op- Charms or sorcery, or flowing from fissures in the
ponents generate one automatic level of with- dragon tracks. For one Willpower, she may cast off
trapped entity. These motes are taken from the
ering damage. At Occult 4+, Essence 2+, the her anima, shedding it to the dim level. It dissipates,
bound character to fuel the Solar’s Charms. The flowing out across the world in all directions, and
Solar may also invoke this power each time she Exalt can choose to drain a mote instead of a
every loose mote it passes is drawn back to the Solar.
takes a shaping action in order to cast a spell. point of Initiative. Roll a free full Occult Excellency of the Solar’s (Per-
ception + Occult); successes on this roll determine
how many motes the Solar is able to gather. These
motes may only be used to power Charms from
Craft, Investigation, Medicine, Lore, and Occult, or
added to the mote total of a shaping action by the
Solar. Spirit-Drawing Oculus may only be
used once per day. See the full text of this
358 354 Charm on page 359. 359
Occult 5, Essence 3 Occult 3, Essence 1 Occult 5, Essence 5
Spirit-Manifesting Word Spirit-Repelling Diagram Spirit-Shredding Exorcism
Cost: 1m; Type: Simple Cost: 6m; Type: Simple Cost: 7m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant
Duration: Instant Prerequisite Charms: Spirit-Cutting Prerequisite Charms: Spirit-Draining
Prerequisite Charms: None Attack Mudra

The Solar speaks an unutterable word that pulls Striking at an unseen movement, the Exalt draws a After capturing a being within the Spirit-Caging
one spirit familiar or sorcerously-bound demon form-less pattern from the depths of the universe. Mandala, the Lawgiver strikes apart the pattern,
into the physical world. This Charm allows a A blazing white-gold Essence diagram extends in a inverting the mandala to rend apart the being’s
spirit ally to materialize without having to pay circle around the Lawgiver, spreading out to short Essence. Roll the Solar’s (Intelligence + Occult)
a cost or use its own magic. range. Spirits with Essence ratings equal to or lower against the target’s Resolve. This attack can neither
than the Exalt’s must materialize or leave the circle. be enhanced nor defended against through an ap-
Spirits with a higher Essence rating than the Exalt plication of Intimacies—nor can it be resisted with
must apply their Resolve against the Solar’s (Wits Willpower. If successful, the target’s permanent
+ Occult) in order to resist, with the Solar’s influ- Essence is reduced by one until it escapes the
ence gaining (Essence) dice against normal spirits or pattern, and if the difficulty of binding the target
(Essence) automatic successes against demons and has increased due to a number of successful (Wits
other cursed spirits. This mandala stays fixed on the + Occult) rolls (as per the rules of Spirit-Caging
location the Solar is standing for one scene, and van- Mandala), then the difficulty returns to its base
ishes if she leaves the circle. Spirits of equal or lower number, the spirit’s Essence -1. Spirit-Shredding
Essence than the Solar cannot attack characters Exorcism may not be applied more than once to
inside the circle while standing outside it, a single target. If this Charm reduces a
and spirits forced to leave the diagram may being’s Essence to 0, it’s unable to act
355 not attack characters within it. 357 until it escapes the mandala. 359
Occult 2, Essence 1 Occult 3, Essence 2 Occult 5, Essence 4

Spirit-Slaying Stance Supernal Control Method Terrestrial Circle Sorcery


Cost: 3m; Type: Simple Cost: —; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant
Prerequisite Charms: Ancient Tongue Duration: Permanent
Prerequisite Charms: Phantom-Seiz-
ing Strike Understanding Prerequisite Charms: None

The Lawgiver may expertly hunt the things The Exalt directs the flow of her Essence out The Solar steps through the First Circle and is
which slink and slide through cracks in the of the world and draws it in, bringing back a forever transformed. Upon learning this Charm,
world. When this Charm is active, the Exalt quickening breath of realms beyond. Once per the Exalt gains the ability to learn and cast spells
gains (Essence) dice to her attacks against scene, the Solar may enact a free full Occult Ex- from the Terrestrial Circle of sorcery. In addition,
spirits. cellency. This Charm may be reset by raising the Solar learns one shaping ritual (p. 466) and
the Exalt’s anima to iconic and shedding it back one Terrestrial spell for free. The spell selected
to the dim level. becomes the sorcerer’s “control spell,” and may
feature in the anima iconography and be refer-
enced in the mechanics of certain Charms.

355 356 360


Occult 5, Essence 1 Occult 5, Essence 1 Occult 3, Essence 1

Uncanny Perception Technique Uncanny Shroud Defense Wyld-Binding Prana


Cost: —; Type: Reflexive Cost: 6m; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: Spirit-Detecting Prerequisite Charms: Spirit-Cutting Prerequisite Charms: Spirit-Caging
Glance Attack Mandala

The Solar’s senses are preternaturally attuned On the verge of death, the Exalt draws uncanny The Exalt infuses the Essence pattern of the
to the movements of spirits and other uncanny Essence around her like a shroud, stepping Spirit-Caging Mandala with gossamer and iron,
beings. Whenever a spirit or Fair Folk is within between worlds. When struck with any kind allowing it to trap formless denizens of the
the range of the Exalt’s senses, she experienc- of damage or attack that would remove her Wyld, temporarily forcing them to manifest
es a strange sensory phenomena; she might last health level, the Exalt may use this Charm a form as substantial as a materialized spirit.
hear bells tinkling, smell a particularly strong to stop the final level of damage. This Charm
or unusual scent, or taste something resonant. cannot be used if the Solar is currently on her
The Solar gains half her Occult (rounded up) last uninjured health level.
in successes to an Awareness-based attempt
to notice such a being. The warning signaled
by this Charm occurs even when a spirit is im-
material, allowing the Solar to use Spirit-De-
tecting Glance.

354 355 358


Occult 2, Essence 1 Occult 3, Essence 1 Occult 5, Essence 3
Battle Anthem (of the Solar Exalted) Battle-Dancer Method Celestial Bliss Trick
Cost: 1m; Type: Simple Cost: 1m; Type: Reflexive Cost: 3m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: Mute
Duration: One song Duration: Instant Duration: Instant
Prerequisite Charms: Mood-Inducing Prerequisite Charms: Graceful Reed Prerequisite Charms: Thousand Cour-
Music Dancing tesan Ways

The Lawgiver draws down the Essence of battle When dancing, add half the Exalt’s Perfor- The Exalt performs the body-mudra of sighs
and manifests it through the medium of her in- mance, rounded down, to her Parry or Evasion. and whispers upon a lover, unleashing a torrent
strument. While playing this song in combat, If she is dancing by herself, this Charm can also of unimaginable ecstasy. This intense love-
the Solar and her allies each automatically raise her Resolve. making lasts at least three minutes, inducing
gain one Initiative per round, and their suc- a world-shaking climax in her partner. In the
cessful withering attacks each award an ad- afterglow, the Exalt becomes the object of a
ditional point of bonus Initiative. Allied battle temporary Defining Tie of lust that lasts for
groups who can hear the Solar’s music enjoy (Essence) weeks, and gains (Essence) automatic
(Solar’s Essence) bonus dice to their attacks. successes to social influence actions targeting
While using this Charm, the Solar can’t take her lover for the rest of the scene.
any non-Reflexive actions. This song does not
stack with itself when played by more than one
ally. Under the effects of Soul Voice, allies au-
tomatically gain two Initiative per round, and
battle groups gain (Solar’s Essence)
automatic successes to their attacks.
365 367 368
Performance 5, Essence 2 Performance 4, Essence 1 Performance 4, Essence 1

Cunning Mimicry Technique Demon Wracking Shout Dogmatic Contagion Discipline


Cost: 1m; Type: Supplemental Cost: 10m, 1wp; Type: Simple Cost: 1m, 1wp; Type: Supplemental
Keywords: Mute Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: Masterful Perfor- Duration: Instant Duration: Instant
mance Exercise Prerequisite Charms: ??? Prerequisite Charms: Fury Inciting Speech

The Solar’s unerring ear and perfectly tuned Upon perceiving this Charm, the player pays 8 The Solar’s arguments and invocations resonate
voice allows her to flawlessly mimic the normal or 10 experience points as normal, and may go with her audience so profoundly that they’re
speaking voice of someone she is familiar with. into debt if she lacks the available points. The filled with her fiery passion. When the Solar
For this mimicry to be flawless, she must spend Charm is learned instantly (at the normal price), uses oration to inspire a crowd, she may sup-
at least an hour memorizing the speech patterns and may be unleashed by paying its cost. This plement the roll with this Charm. Extra suc-
and vocal inflections of the character whose Charm unleashes a sonic blast that is terrifying cesses on the roll are passed as bonus dice to
voice she wishes to copy. This Charm supple- to most creatures, but constitutes a non-physical those characters who she’s able to successfully
ments a single social influence action or regular (Charisma + Performance) decisive attack on influence, for the express purpose of passing on
dialogue lasting no more than ten seconds. all demons and spiritual creatures of darkness the Solar’s influence. Such characters will retain
within long range of the Solar, with (Essence) these bonus dice for (Essence) days. Anyone
automatic successes. The attack cannot be they are able to successfully influence with the
dodged, only parried, and adds ten dice to the Solar’s arguments gain the same bonus to do
Solar’s Initiative for determining base damage. so to others, although not the impetus. If this
This attack strikes dematerialized demons as Charm is used with any other that requires an
easily as the material. This Charm may expenditure of Willpower, ignore this
only be used once per fight. See the full Charm’s Willpower cost.
368 text of this Charm on page 363. 363 364
Performance 3, Essence 1 Performance 5, Essence 3 Performance 5, Essence 2

Fury Inciting Speech Graceful Reed Dancing Heart-Compelling Method


Cost: 5m, 1wp; Type: Simple Cost: 1m; Type: Supplemental Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: Mute
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Impassioned Orator Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Perfect Harmony
Technique mance Exercise Technique
The Lawgiver speaks out against injustice, and a The Exalt moves and sways with the Essence This Charm creates a inspire action in which the
spirit of divine wrath falls over her audience. The of the world, affecting a perfect rhythm. This Solar performs a song with instrument, voice, or both.
Exalt harangues a crowd for at least ten minutes, Charm supplements a dance, granting double Her song must continue for at least one minute before
exposing an injustice that has been done—typical- 9s. it affects anyone—roll ([Charisma or Manipulation]
ly playing on those specific principles of faith, tra- + Performance) against the target’s Resolve. If her
dition, or morality that are popular with her audi- song is meant to convey sadness, it will automatically
ence. This acts as a ([Charisma or Manipulation] target an Intimacy in her target that reflects sorrow
+ Performance) inspire action against the average or regret, and may even revive a long-forgotten hurt
Resolve of the crowd. If successful, the speech to do so. The Solar’s player may define the character’s
ignites anger at a specific cause, but leaves the intent with the song, but on a success, the Storytell-
mob as a disorganized, riotous mass. However, er gets to determine the exact Intimacy that is tar-
for every three extra successes on the roll, the geted and what behavior will manifest. As the Solar
Solar’s player can direct the mob at a single target continues to play her most sorrowful tune, a prince
linked to the crowd’s anger. For example, with might endlessly mourn his dead husband. With an
nine extra successes, the Solar could lead a mob aria that inspires hope, she might cause the prince
in Nexus to attack the Guild Hall, set fire to open his husband’s private gardens to
to the docks as a distraction, and free the the city’s children, in honor of an old wish.
slaves on auction row. 364 366 See the full text of this Charm on page 366. 366
Performance 4, Essence 2 Performance 3, Essence 1 Performance 4, Essence 2
Heroism-Encouraging Ballad Impassioned Orator Technique Infectious Zealotry Approach
Cost: 6m, 1wp; Type: Simple Cost: 1m; Type: Supplemental Cost: 1m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One song Duration: Instant Duration: Instant
Prerequisite Charms: Battle Anthem (of Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Dogmatic Conta-
the Solar Exalted) mance Exercise gion Discipline
The Lawgiver’s music is a benison against fear. The Solar speaks with the voice of Heaven, The Lawgiver distills all the power and passion of
While playing this song, the Lawgiver is immune magnifying her authority. This Charm sup- an entire speech into a single statement, striking her
to terror, and may target another character who plements a Performance-based speech, grant- target with an all-consuming fiery ambition. When
can hear her song, making him completely ing it double 9s. the Solar perceives a character who is about to put
immune to fear-based effects as well. Alternate- off making a social influence attempt that the Solar
ly, the Solar can inspire heroism in multiple allies, believes should be attempted now, she may use this
doubling Intimacy-derived Resolve bonuses from Charm, rolling a ([Charisma or Manipulation] + Per-
any applicable Tie or Principle: so long as there formance) based action against her target’s Resolve.
is a reason to be brave, her allies are emboldened The Solar inveighs against inaction and scorns all der-
against threaten actions and supernatural fear- eliction. If successful, her feverish contagion of will
based effects. Lastly, when the Lawgiver plays causes the target to forget all other concerns, goals,
this song on the battlefield, allied battle groups and ambitions, focusing socially on a single social
gain (Solar’s Essence) automatic successes to rally objective for the rest of the scene. This effect can be
for numbers (p. 210). While using this Charm, resisted by paying one Willpower, but the affected
the Solar can’t take any non-Reflexive actions. character may only pay this Willpower if confronted
Bonuses from this Charm count as dice by some circumstance that would force him
added by a Charm. to abandon a Defining Intimacy in order to
366 364 carry out his social influence action. 364
Performance 5, Essence 3 Performance 3, Essence 1 Performance 5, Essence 3

Master Thespian Style Masterful Performance Exercise Memory-Reweaving Discipline


Cost: 1m; Type: Simple Cost: 2m; Type: Supplemental Cost: 10m, 1wp; Type: Simple
Keywords: None Keywords: Mute Keywords: Psyche
Duration: One scene Duration: Instant
Prerequisite Charms: Masterful Perfor- Duration: Instant Prerequisite Charms: Any five Essence 2+
mance Exercise Prerequisite Charms: None Performance Charms

The greatest actors have the talent of making The Solar’s talent is not free or instinctual, but The Solar instills a narrative for at least a
their audience forget. The Solar spends five rather the hard-won excellence that comes minute. Roll ([Charisma or Manipulation] +
minutes getting into character, psyching herself from a lifetime of practice. This Charm sup- Performance) against the group’s Resolve, sub-
up, tuning her voice, repeating lines or other- plements a Performance-based action, grant- tracting successes instead of dice (p. 188) for
wise practicing dance moves or musical move- ing one automatic success and rerolling 1s until outrageous claims. Success instills belief in the
ments. As long as she stays in character, this 1s fail to appear. This Charm also makes the facts presented to them. Extra successes add a
Charm raises the Exalt’s Guile by one for the Exalt’s 1s unavailable to magic that might in- Resolve bonus equal to half the extra successes,
rest of the scene. Characters who fail to read terfere with her performance. rounded up, to defending their new belief. To
her intentions while this Charm is active will break this belief, a character must present direct
pick up on false Intimacies or motivations that evidence to the contrary and defeat the charac-
align with the role the Lawgiver is playing, and ter’s boosted Resolve. Failing makes the believ-
be convinced they are real. If the Exalt enters a er immune to attempts for a day, but reduces
scene with a dramatic stunt befitting the role Resolve by 2. Once this Charm effects someone,
she wishes to play, she may activate this Charm it cannot effect them again until the belief is
reflexively. This Charm is expressly broken. The Solar can self target, but
permitted to be combined with Flaw- gains 1 Limit. See the full text of this
lessly Impenetrable Disguise (p. 317). 367 361 Charm on page 363. 363
Performance 4, Essence 2 Performance 3, Essence 1 Performance 4, Essence 2

Monk-Seducing Demon Dance Mood-Inducing Music Most Excellent Mockingbird


Cost: 3m, 1wp; Type: Simple Cost: 1m; Type: Simple Cost: 3m; Type: Reflexive
Keywords: Mute Keywords: None Keywords: None
Duration: Instant Duration: One song Duration: One scene
Prerequisite Charms: Thousand Courte- Prerequisite Charms: Perfect Harmony Prerequisite Charms: Cunning Mimicry
san Ways, Winding Sinuous Motion Technique Technique

The Solar moves sensually through the eight Taking up a musical instrument, the Exalt pours her Clearing away her senses, the Solar attunes
steps of silken ecstasy, provoking her spellbound Essence through her fingers as she plays, evoking the herself to a single mimicry. For one scene, the
audience. This is dance lasting three minutes, soul of a composition. This Charm supports social Exalt can perfectly mimic a single person whom
ending in an (Appearance + Performance) roll influence being employed by other characters in the she could perfectly copy with the prerequi-
with (Essence) bonus dice against the group’s scene. The player names a mood which the song should site. While this Charm is active she may still
Resolve. If successful, it inspires intense lust for induce, with an intended effect. It can be a calming choose to speak with her own voice, and may
the Exalt. Success guarantees that characters song to prevent hostility, a market song to induce trade, use Cunning Mimicry Technique to mimic the
a romantic song to aid in seduction, and so on. After
who are sexually attracted to the Lawgiver will voices of other characters.
the player has named the effect of the song, the Sto-
attempt to seduce her. Characters who are not ryteller can decide how it affects the scene, adding or
sexually compatible with the Solar instead ex- subtracting bonus dice equal to the Solar’s Essence.
perience strong admiration for her, and will be For example, a song with a calming influence will pe-
inspired to speak with her at least once. nalize social influence that attempts to provoke anger,
while romantic music enhances sexual persuasion.
This Charm enhances and penalizes the social influ-
ence of anyone who can hear it. The Solar’s
music can also instead be tailored to enhance
367 a dance or a song sung by a specific character. 365 368
Performance 5, Essence 3 Performance 4, Essence 1 Performance 5, Essence 1
Penultimate Unity of Form Perfect Harmony Technique Phantom-Conjuring Performance
Cost: 2m, 1wp; Type: Reflexive Cost: 1m; Type: Supplemental Cost: —(1m); Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: One Performance Action Duration: Instant Duration: Permanent
Prerequisite Charms: Trance of Fugue Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Masterful Perfor-
Vision mance Exercise mance Exercise, Respect-Commanding Attitude
Channeling Essence through her mastery of The Solar can shape her voice, or the voice While under the effect of at least one of the pre-
Performance, the Exalt can momentarily meld of her instrument, into a perfect harmony of requisites, the Exalt may pay one mote, conjur-
all performance styles into a single action. This sound. This Charm supplements musical per- ing phantom images from the Essence of her
Charm allows the Exalt to switch methods formances, granting them double 9s. surroundings. These phantoms coalesce within
between oration, dancing, singing, and playing short range of the Solar, and aid in illus-trating
an instrument. What she could previously only her narrative. Apparitions might appear as small
accomplish with oration, she can now accom- animals, person-sized characters, and allusions
plish with a dance. Strumming her sanxian, she
of scenery in a chiaroscuro.
could start a riot, activating Fury Inciting Speech
without ever saying a word. This does not change At Performance 5, Essence 3+, the Lawgiver’s
the definitions of supplemental Charms; the apparitions grow larger and more robust. She
Exalt can perform Shining Expression Style by can depict larger beasts and monsters and more
singing instead of dancing, but can’t use Graceful substantial scenery. Phantoms may appear to
Reed Dancing to enhance her voice. If the Exalt’s curl from the smoke of her breath, the light of
influence is successful against her primary target, her eyes, or her very anima.
be it a group or a specific individual, she
gains a point of temporary Willpower.
362 365 363
Performance 5, Essence 3 Performance 3, Essence 1 Performance 4, Essence 2

Pivotal Encore Performance Plectral Harbinger’s Approach Respect-Commanding Attitude


Cost: 1wp, 1 hl; Type: Reflexive Cost: 3m, 1wp; Type: Reflexive Cost: 5m; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Instant
Duration: Instant Prerequisite Charms: Mood-Inducing Duration: One Performance action
Prerequisite Charms: Soul Voice Music Prerequisite Charms: None

Once per day, the Solar may reach down deep, At any point during a song played with the pre- The return of the Solars is a miracle never before seen.
buffeting her spirit with renewed power. Using requisite, the Lawgiver may channel and focus The universe inclines to hear their voices once again.
this Charm resets Unmatched Showmanship the song on a particular character, intensifying When this Charm supplements a Performance action
Style and Soul Voice. the mood of the music into that character’s social of any length, characters are inclined to stop and listen.
influence. Roll the Solar’s ([Charisma or Manip- This does not guarantee that the Lawgiver is persua-
ulation] + Performance) with (Essence) automat- sive in her arguments, but it does guarantee that her
ic successes against the Resolve of the beneficia- audience listens respectfully to her entire performance.
ry’s target. If the Solar is enhancing a Presence or Characters may pay one Willpower to leave the per-
Socialize action, this is typically the Resolve of a formance, but if they wish to interrupt or attack the
single character, but it can be the group’s Resolve if Lawgiver, they must pay two Willpower, and may only
the Solar is enhancing another character’s perfor- approach her by blending into her demonstration,
mance with her own music. If successful, convert capping the actions of each affected character by their
the Solar’s extra successes into non-Charm bonus individual (Charisma + Performance) ratings until one
dice on the beneficiary’s social influence. If the of them is able to successfully stop her act. This Charm
beneficiary is successful on a roll so enhanced, the does not function after combat has started, but if acti-
Lawgiver regains a point of Willpower, vated beforehand, it remains active after Join
though this does not confer any knowl- Battle has been rolled, up until the Solar is
362 edge of that success to the Exalt. 366 forced to stop her performance. 362
Performance 5, Essence 5 Performance 5, Essence 2 Performance 2, Essence 1

Shining Expression Style Soul Voice Soul-Bracing Momentous Power


Cost: 2m, 1wp; Type: Simple Cost: 1wp; Type: Reflexive Cost: Varies; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: One Performance action Duration: Instant
Prerequisite Charms: Graceful Reed Prerequisite Charms: Unmatched Show- Prerequisite Charms: Penultimate Unity
Dancing manship Style of Form
The Solar must dance for at least two minutes to use Calling upon the divine other, the Solar dwells The Exalt reaches into the core of her being,
this Charm, rolling (Charisma + Performance) with in the temple of her body like a burning icon. tapping a primal harmony of Essence that
(Essence) automatic successes against the group’s Activating this Charm reduces the cost of all makes her nearly impossible to resist. Before
Resolve. If successful, the group is struck with an the Lawgiver’s Performance Charms to zero taking a social influence action, roll the Exalt’s
emotion conveyed by the dance, each member be- motes for one performance. This Charm may Willpower, rerolling non-successes once. Re-
coming aware of one Tie he has which inspires that be used once per day, but may be reset when maining non-successes determine the Charm’s
emotion in him. If characters do not possess such an the Storyteller introduces a major element to activation cost in Willpower points. Successes
Intimacy, the Storyteller may assign one. Affected
the scene that changes a scene for the worse, act as non-Charm successes on the Exalt’s next
characters will feel inclined to discuss or act upon
their feelings until they are affected by emotional
such as the sudden arrival of Immaculate monks social influence attempt. In addition, if this
influence that inspires a different mood. Characters mid-performance. influence is successful, the affected character
who reveal an Intimacy in this fashion lower their must pay three Willpower on (Solar’s Essence)
Guile to 0 for the purposes of detecting that specific different days before he can overcome the in-
Intimacy. For all her dancing, the Solar is never seen fluence, and may only do so if confronted with
as the deliberate source of the target’s thoughts. Not how his actions might be damaging to his Major
even All-Encompassing Sorcerous Sight or Defining Intimacies.
can reveal the power of this Charm. See
the full text of this Charm on page 367. 367 362 362
Performance 4, Essence 1 Performance 5, Essence 5 Performance 5, Essence 3
Soul-Firing Performance Soul-Stirring Cantata Splendid Magpie Approach
Cost: 1m, 1wp; Type: Simple Cost: 1m; Type: Simple Cost: 1m; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: One song Duration: Instant
Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Heart-Compel- Prerequisite Charms: Masterful Perfor-
mance Exercise ling Method mance Exercise

With revelatory ardor and revolutionary sound, The Solar draws a song from deep within her The Lawgiver’s genius voice is capable of fas-
the Solar’s performance sends a shock through soul, and frees it with her flawless voice. While cinating mimicry. This Charm supplements an
her audience. This Charm’s timing differs through the Exalt sings, the Solar and each ally who attempt to mimic the calls, songs, or sounds of
various mediums: oratory requires a speech of can hear her gain a single additional mote of a small to medium animal or insect. She need
at least six minutes in length, whereas a piece of Essence per turn in combat, if applicable, or only hear the sound once to perfectly copy it.
music need only be three minutes long and dance one mote for every two minutes of song out of This Charm delights and amazes audiences
need only be two. Roll (Charisma + Performance) combat. Outside combat, Soul-Stirring Cantata and may aid in wilderness survival, by attract-
with (Essence) automatic successes against the can only be used once per day. While using this ing food or a potential familiar.
group’s Resolve. If successful, the group is struck Charm, the Solar can’t take any non-Reflexive
with an emotion conveyed by the performance, actions. Singing Soul-Stirring Cantata is guar-
and each affected target reconsiders a decision anteed to draw the attention of local spirits,
he made in his past, connected to that emotion. and members of the Wyld Hunt are trained to
The Storyteller chooses what each character is listen for the sounds this song produces. This
forced to reconsider, putting each affected char- song does not stack with itself when sung by
acter into a Decision Point based on past more than one ally. Under the effect
influence. This Charm may only be used of Soul Voice, this Charm grants two
once per story. 361 motes per turn or per minute. 366 368
Performance 5, Essence 1 Performance 5, Essence 2 Performance 4, Essence 1

Stillness-Drawing Meditation Thousand Courtesan Ways Trance of Fugue Vision


Cost: —; Type: Permanent Cost: 5m; Type: Reflexive Cost: 5m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Indefinite Duration: One scene
Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Stillness-Draw-
mance Exercise mance Exercise ing Meditation

The Solar draws power from the spirit of her The Solar suffuses her form with Essence, inten- In the throes of a harrowing performance,
audience. Whenever she successfully influences sifying her every angle and motion. This Charm the Solar is wracked with the zeal-fired alle-
a large group with a Performance-based action, raises her Appearance by one for the rest of luias of a revival. The Solar may activate this
she regains (Essence) motes. the scene, even if this increases it past five. An Charm when she has 10+ motes committed to
erotic vision made manifest, she may attempt and sustaining other scene-length Charms. While
succeed at seductive persuade actions without this Charm is active, every time she attempts
targeting an Intimacy. In addition, she may make a social influence action of any kind, she gains
her movements and words effortlessly erotic,
a mote of Essence. In addition, for every two
subtly or overtly sensualizing her social influ-
ence actions. She might be using a read inten-
minutes she spends in performance, she gains a
tions action to draw out someone’s opinion on mote. Finally, the Exalt gains a mote of Essence
a social issue while subtly enticing him with an for every 10 she rolls on a Performance action
instill action, or she might play a song to remind against a difficulty of at least 4, to a maximum
a prince of his homeland while using an inspire of three 10-derived motes per action.
action to stir a fire in the belly of his wife. In
such cases, her social influence is made
with a single roll, each different action
361 sharing the roll’s results. 368 362
Performance 4, Essence 2 Performance 3, Essence 1 Performance 5, Essence 3

Unmatched Showmanship Style Voice-Hurling Method Winding Sinuous Motion


Cost: —; Type: Permanent Cost: 2m; Type: Supplemental Cost: 4m; Type: Simple
Keywords: Mute Keywords: Mute Keywords: Mute
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Trance of Fugue Prerequisite Charms: Masterful Perfor- Prerequisite Charms: Shining Expres-
Vision mance Exercise sion Style

Filled with the power of the ages, the Solar’s With skill to humble a master ventriloquist, The Solar channels Essence into her steps and
divine Essence pours out through the fulcrum the Exalt throws her voice. With this Charm, motions, insinuating herself into the minds of
of her performance. Once per scene, as a mute the Solar can cast her voice out to short her audience. The Solar winds through the
effect, the Exalt may use a free full Performance range, making it appear to come from par- motions of a dance. Roll ([Manipulation or Ap-
Excellency. This effect may be reset by using ticular objects, locations, people or animals. pearance] + Performance) with one automatic
Performance to achieve one of the Solar’s de- Voice-Hurling Method supplements a single success against the target’s Resolve. If success-
fining goals. social influence action or regular dialogue ful, the target’s Resolve or Guile is lowered by
lasting no longer than ten seconds. When the two against the Exalt’s next social influence
character is concealed, she may use it to speak attempt.
without giving away her position, penalizing
her opponent’s Awareness by two successes
in the process.

362 368 367


Performance 5, Essence 4 Performance 4, Essence 1 Performance 5, Essence 2
Authority-Radiating Stance Awakened Carnal Demiurge Blazing Glorious Icon
Cost: 5m, 1wp; Type: Reflexive Cost: 5m, 1wp; Type: Simple Cost: 3m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Indefinite Duration: Instant
Prerequisite Charms: Majestic Radiant Prerequisite Charms: Threefold Mag- Prerequisite Charms: Majestic Radiant
Presence netic Ardor Presence

The Lawgiver exudes rightful authority. This Through intense preparation, the Lawgiver The Solar’s glory burns like the very sun in
Charm prevents every ally within medium magnifies her own appearance, increasing the the sky. When her anima is at the glowing or
range from succumbing completely to fear. magnitude of her presence. The Solar enacts a burning level, her Presence-based attempts
As long as they can see the Solar or hear her simple dramatic action lasting five minutes, in to threaten, persuade, or instill gain one non-
voice, they suffer no fear-based penalties to which she verbally induces her inner greatness Charm automatic success. When she is at
their actions. The Exalt’s rally rolls (p. 210) are to external form. For as long as she commits bonfire, these actions gain an additional extra
also enhanced, gaining one automatic success. Essence, the Solar’s Appearance is increased by non-Charm die as well. The Solar is glorious
This Charm does not protect characters from one, even if this raises her Appearance above and terrible; this power does not aid seduction
supernatural terror or from being threatened five. In addition, any seduction attempt she attempts unless the Exalt channels her glory
by a Dawn Caste. makes treats her target as if he had one less into amplifying her magnificence with a stunt,
Resolve, both lowering his resistance and in- using her Appearance on the roll. This Charm
creasing the effectiveness of her Appearance never aids a bargain action.
rating.

371 371 372


Presence 5, Essence 3 Presence 5, Essence 2 Presence 5, Essence 3

Countenance of Vast Wrath Crowned King of Eternity Empowering Shout


Cost: 6m, 3a; Type: Reflexive Cost: —; Type: Reflexive Cost: 3m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant Duration: Instant
Prerequisite Charms: Terrifying Appa- Prerequisite Charms: Authority-Radiat- Prerequisite Charms: Impassioned Dis-
rition of Glory ing Stance, Fulminating Word course Technique
While under the effects of the prerequisite, the The Lawgiver sits at the cycle of events, shining Even bound in chains, the Lawgiver can inspire
Solar draws in her anima, shedding it complete- with a spirit that casts all others in relief. Once a subject to the heights of prowess. This Charm
ly. As she ends the Charm’s commitment, she per scene, she may use this Charm to enact a is a simple turn-length action in which the Solar
draws her power inward, channeling it into a free full Presence, Performance, or Socialize exhorts a character to his true greatness. Such a
new and more terrifying form. This Charm adds Excellency. character gains a +1 non-Charm bonus to one At-
(Essence) dice to the Lawgiver’s single-target tribute and Ability until his next turn. The Solar
threaten actions, and allows her to terrorize even might call upon a strongman to lift rubble from
those creatures who are incapable of fear. In
a trapped family, increasing his Strength and
combat, opponents suffer the loss of a single point
of Initiative on each round in which they do not
Athletics by one each, or empower her guard-
direct an attack at her. At Essence 5+, when the ian to strike swift and true, increasing his Dex-
character returns to bonfire, she resumes the terity and Melee, and so on. The Solar may also
effects of Terrifying Apparition of Glory auto- choose instead to raise her charge’s Defense by
matically and for free. Characters who fail their one, but if this raises it past seven it counts as
Resolve checks must pay additional Willpower dice added by a Charm. Empowering Shout does
and Initiative to remain in battle. This not stack. At Essence 4+, the Exalt can
Charm cannot be muted with the Night use this Charm to grant +2 to one At-
Caste anima or other magic. 374 373 tribute and Ability or +2 to a Defense. 370
Presence 5, Essence 4 Presence 5, Essence 4 Presence 5, Essence 2

Enemy-Castigating Solar Judgment Excellent Friend Approach Favor-Conferring Prana


Cost: 3m, 1wp; Type: Supplemental Cost: —; Type: Permanent Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Indefinite
Prerequisite Charms: Impassioned Dis- Prerequisite Charms: Harmonious Pres- Prerequisite Charms: Empowering
course Technique, Majestic Radiant Presence ence Meditation, Listener-Swaying Argument Shout, Underling-Promoting Touch

The Exalt sears her target with the caustic The Lawgiver inspires tremendous devotion. This Charm copies the effect of Empowering
force of her judgment. This Charm supple- A Solar with this Charm is held high in the Shout, but allows the Solar to empower an ally
ments a social influence roll or an attack against esteem of her allies. Anyone who holds a posi- indefinitely. The subject’s Attribute and Ability
a creature of darkness, lowering its Resolve or tive Defining Tie to the Solar can be persuaded ratings may not be increased past five with this
its Defense by one. If the attack is decisive, to do inconvenient tasks (p. 216) without a roll. Charm, nor may he begin to learn Charms or
the damage is aggravated. If the influence is magic he doesn’t truly qualify for. Because this is
successful, it costs an additional Willpower to a different Charm than its prerequisite, it may be
resist. In addition, if this Charm is combined used in conjunction with Empowering Shout.
with other Charms or magic which harm crea-
tures of darkness, then the Solar may use this
Charm against characters or ideas for whom
she has a Defining Tie of hatred, even if they
are not creatures of darkness. This makes those
targets susceptible to the effects of all such
Charms for one instant.

371 370 374


Presence 5, Essence 3 Presence 5, Essence 1 Presence 5, Essence 4
Fulminating Word Harmonious Presence Meditation Hypnotic Tongue Technique
Cost: 1wp; Type: Reflexive Cost: 5m or 7m; Type: Reflexive Cost: 10m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: Psyche, Mute
Duration: Instant Duration: One scene Duration: Indefinite
Prerequisite Charms: Impassioned Dis- Prerequisite Charms: Mind-Wiping
course Technique Prerequisite Charms: None Gaze, Fulminating Word

When the Lawgiver argues from one of her The Lawgiver embodies virility, magnetism and Roll ([Charisma or Manipulation] + Presence)
defining principles, it is nearly impossible to grace, empowering her forces of persuasion. For against the target’s Resolve. Intimacies cannot be
disagree. Her words sow dissent within a tar- five motes, this Charm grants three bonus dice used to raise or lower Resolve. If successful, the
get’s soul. Upon successfully beating a target’s to all forms of social influence from all Abilities target goes catatonic for a moment, allowing the
Resolve with a bargain, threaten or persuade except Stealth. In addition, the cost of all social Solar to program him with instructions delivered
action, but before a Decision Point has been influence Charms are reduced by one mote, to via (threshold successes +1) short sentences. These
entered, she may activate this Charm to magnify a minimum of one. The seven mote version of instructions may be complicated as the Solar is able,
but all must be carried out at the same time. If the
the impact of her argument. Doing so raises the this Charm extends the duration to indefinite.
Solar does designate when the target should act,
cost of the Decision Point to two Willpower. If he will carry it out immediately. Characters who
the target acquiesces to the Solar’s demands, complete given tasks do not remember why they
then the Exalt gains a point of temporary Will- did such things. A character may spend three Will-
power when she realizes her success. power to reject the Solar’s programming, but this
also results in his completely forgetting the Solar’s
attempt. Characters who resist this Charm by any
means cannot be confronted with it again
for (target’s Integrity) days. See the full
371 369 text of this Charm on page 372. 372
Presence 5, Essence 3 Presence 2, Essence 1 Presence 5, Essence 3

Impassioned Discourse Technique Listener-Swaying Argument Majestic Radiant Presence


Cost: 3m; Type: Supplemental Cost: 3m; Type: Supplemental Cost: 6m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: One scene
Prerequisite Charms: Listener-Sway- Duration: Instant Prerequisite Charms: Harmonious Pres-
ing Argument Prerequisite Charms: None ence Meditation

The Solar argues from her beliefs, persuading The Solar’s passionate appeals can soften even Her incandescent spirit magnifies the Lawgiv-
listeners with the depth of her emotion. This the stoniest of hearts. This Charm supplements er with aspects of glory and terror. While this
Charm supplements a persuade action, grant- an instill or persuade action, granting the Solar Charm is active, characters must pay a point
ing the Solar one automatic success. In addi- one automatic success and additionally granting of temporary Willpower to speak against her
tion, when the Solar argues from a Principle one non-Charm bonus die for every two points or attack her. Her enemies need only pay this
she holds, she gains two, three, or four bonus the target’s Resolve is boosted by any means. price once per scene. In addition, all threat-
dice, based on the intensity of the Principle. In The Solar cannot gain more than three bonus en actions against her suffer a penalty equal
essence, this Charm persuades a character to act dice in this fashion. to her Essence.
as the Solar would act. She might argue from her
own compassionate principles to convince her
target to be merciful or generous, or principles
reflecting temperance, to convince the target
to abstain from debauchery, vice, dereliction or
iniquity. Likewise she might invoke valorous In-
timacies to urge courageous action, or
she might sell a course of action with
the force of her conviction. 370 369 370
Presence 4, Essence 2 Presence 3, Essence 1 Presence 4, Essence 2

Mind-Wiping Gaze Prophet-Uplifting Evocation Rose-Lipped Seduction Style


Cost: 1m, 1wp; Type: Reflexive Cost: 4m, 1wp, 2xp; Type: Simple Cost: 2m, 1wp; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Blazing Glorious Prerequisite Charms: Underling-Pro- Prerequisite Charms: Awakened Carnal
Icon moting Touch Demiurge
The Solar sheds the entire force of her presence With a gesture, the Solar uplifts a favored fol- With a provocative word and gesture, the Exalt
out through her eyes. Her intense stare penetrates lower and grants him true power. This Charm amplifies her form with Essence, treating the
the soul of her target, momentarily blanking out permanently empowers a character under the target of such intensity to the fullness of her
his memories. When the Exalt perceives a charac- effect of Underling-Promoting Touch, granting desires. This Charm supplements a persuade
ter who is about to make a social influence attempt him a personal Essence pool of four motes plus action to seduce a target, granting double 9s.
she disagrees with (or wishes to stifle for whatever up to five more, provided by the Solar upon The Solar may even seduce a character for
reason), she may use this Charm, rolling a ([Charis- using this Charm. The character becomes whom such influence is unacceptable.
ma or Appearance] + Presence) action against her
inured to supernatural terror, and may resist
target’s Resolve to extinguish the candle of his mind.
If successful, her target forgets his social objective
it with a +2 bonus to his Resolve. In addition, if
for the rest of the scene, and may only remember the character has Integrity 3+, then he’s granted
it if reminded and then by paying one Willpower. a Charm called Unhesitating Dedication. This
The Solar may only use this Charm on a given target Charm allows the prophet to defend a Defin-
once per scene. If her target spends a Willpower to ing Principle from being decayed by reflexive-
resist, the Solar regains the Willpower she spent ly paying three motes. The Lawgiver may have
activating the Charm. Mind-Wiping Gaze (Essence x2) prophets. If a prophet is
may be enhanced by Presence Charms that slain, the Solar recovers experience
enhance persuade and threaten actions. 372 points spent in the Charm’s cost. 373 373
Presence 5, Essence 3 Presence 5, Essence 3 Presence 5, Essence 3
Shedding Infinite Radiance Terrifying Apparition of Glory Threefold Magnetic Ardor
Cost: 5m; Type: Simple Cost: 7m, 1wp; Type: Reflexive Cost: 4m; Type: Supplemental
Keywords: Stackable Keywords: None Keywords: None
Duration: Indefinite Duration: One scene Duration: Instant
Prerequisite Charms: Prophet-Uplift- Prerequisite Charms: Majestic Radiant Prerequisite Charms: Harmonious Pres-
ing Evocation Presence ence Meditation, Listener-Swaying Argument
With this Charm, the Solar prepares a follower for The Solar activates this Charm when her anima is at The Solar’s intense sexuality magnifies her
some great task. This is a simple dramatic action bonfire. This Charm inflicts supernatural terror upon powers of persuasion, making any instill or
in which she invokes a Principle which she has in- all who see the Solar. This is modeled as a threaten persuade actions made with Presence, Perfor-
stilled upon her target. This is not a social influence action, but requires no words, and suffers no penalty mance or Socialize more compelling. Normally
action, merely framing. For as long as she commits from being unspoken or without specific gesture; when a character has higher Appearance than
Essence, her charge gains 3 automatic non-Charm the Solar is simply terrifying to behold. This effect her target’s Resolve, she enjoys a non-Charm
successes to apply to action taken on behalf of a also ignores the penalty for group influence. Trivial dice bonus equal to the difference of the two
Principle granted by the Solar. The character may opponents and most animals, even attack animals,
values. This Charm converts the difference into
use these successes all on one roll, or may spread will simply flee the Solar’s presence. Those who fail
them out. Once all the successes have been spent, the their Resolve checks also flee. In combat, this effect
automatic successes. This bonus counts as dice
Solar senses it, as commitment to the Charm ends. can be perceived out to long distance, recurs every added by a Charm. Note that this Charm still
The character may not invoke more successes on a round without the need of a flurry, and may be resist- works if the character has the Hideous merit, as
single action than the lower of (Ability or 3). This ed for the rest of the scene by paying one Willpower the amplification of her horrifying Appearance
Charm is stackable, but the Solar may not stack it on and five Initiative. Finally, a terrorized battle group has an equally profound effect on persuasion.
a single target more than (Essence) times. The Solar suffers a loss of three dice from its rout checks (p. In this case, Threefold Magnetic Ardor also
may enhance as many characters with this 208) when faced with the Solar’s immense supplements threaten actions.
Charm as she has motes to pay the cost. and terrifying spiritual force. See the full
See the full text of this Charm on page 373 373 text of this Charm on page 371. 371 371
Presence 5, Essence 3 Presence 5, Essence 3 Presence 4, Essence 2

Tiger’s Dread Symmetry Underling-Promoting Touch Worshipful Lackey Acquisition


Cost: —; Type: Permanent Cost: 7m, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Indefinite Duration: Permanent
Duration: Permanent Prerequisite Charms: Majestic Radiant Prerequisite Charms: Underling-Pro-
Prerequisite Charms: None Presence moting Touch

The Lawgiver is a singular and terrifying being, With a touch, the Exalt raises a servant to the As the sun rises in prominence, shadows grow
awesome to behold. Learning this Charm grants role of a champion. By using this Charm and long upon the earth. Whenever the Solar achieves
one bonus die to all Presence rolls and allows touching a person who serves or follows her, a goal through lecture, prophecy, oration, or other
the Exalt to reroll (Essence or three, whichever the Lawgiver temporarily makes her subject the forms of performance, those who conspire against
is greater) non-successes on rolls to intimidate. beneficiary of respect and admiration usually her are twisted against themselves. Enemies who
In addition, if the Solar has activated Majestic reserved for the Solar. Characters who have ties witness her success must roll (Wits + Integrity) with
Radiant Presence, a character must resist an au- of loyalty, respect or admiration to the Solar now a penalty of the Solar’s Essence, against a difficulty
of the Solar’s strongest Social Attribute. Those who
tomatic intimidate attempt before he’s able to also feel the same way toward her charge. Ad-
fail become enthralled with the Solar’s wisdom and
attempt an ambush attack. This effect does not ditionally, the character also inherits any social greatness and are inclined to follow her and do as
make the Solar aware of her attacker—it simply station or role it is within the Solar’s right to she commands as if they had a Principle defining
means that, as her assassin draws a bead on her grant, and all characters who are subject to that them as one of her acolytes. The character does
from the shadows, her fierce look and deadly station instantly recognize that they are subject not stop hating the Solar, but must grovel, cloy and
grace emanates forth to cow him. The intimi- to the promoted one’s authority. defer to her for (Essence) days. Occasionally when
date action may only be supported by Charms this effect ends, if the character was treated well
that are ongoing or otherwise can be by the Solar, his negative Intimacies for
used unconsciously. her are diminished or destroyed and he
370 370 becomes one of her true allies. 372
Presence 3, Essence 1 Presence 5, Essence 2 Presence 5, Essence 3
Adamant Skin Technique Aegis of Invincible Might Armored Scout’s Invigoration
Cost: 8m; Type: Reflexive Cost: —; Type: Permanent Cost: 4m or 6m; Type: Reflexive
Keywords: Decisive-only Keywords: Dual, Perilous Keywords: None
Duration: Instant Duration: Permanent Duration: Indefinite
Prerequisite Charms: Diamond-Body Prerequisite Charms: Adamant Skin Prerequisite Charms: Whirlwind Ar-
Prana, Iron Kettle Body Technique mor-Donning Prana

Driven by purpose, the Solar refuses to be defeat- When her life is threatened, the Solar chan- The Solar slides into her armor like it was
ed. Channeling Essence through her Resistance, nels her fury to make herself nigh invulnera- second skin, Essence smoothing the way. The
she may apply her full (Stamina + armor soak) to a ble. After using Adamant Skin Technique, the Exalt invokes this Charm when she equips her
decisive attack. As this Charm is a counter to de- Solar’s hardness is raised to 20, and her with- armor. So long as she wears her armor, its mo-
cisive attacks, the weapon’s overwhelming damage ering soak is raised by her (Stamina + Resis- bility is treated as if it were 0, removing the
does not apply without a Charm. This effect is in- tance), while also cancelling (Stamina) post soak penalty to her movement, Stealth actions, and
compatible with Charms that increase soak except damage. This massive increase in toughness is
for Diamond-Body Prana, and Adamant Skin Tech-
Evasion. If the Exalt is wearing light or medium
based on a surge of Essence through the Solar’s armor, this Charm costs four motes. If she is
nique can’t be invoked against an ambush attack;
however, it grants total immunity to scenery-based
body. In order to maintain it, the Solar must wearing heavy armor, it costs six motes. If her
uncountable damage, allowing the Solar to escape either unleash a decisive attack each round on armor’s mobility is already 0, she can reroll a
seemingly-impossible recurring damage, like that her turn, or pay 8+ motes on offensive Charms. single non-successful die on her Join Battle roll.
of an explosion or a collapse, or falling from a great This effect ends if the Solar is crashed or fails
height. Such impacts still daze the Solar, knocking to take continu-ous combat actions.
the wind from her, and giving her a -3 penalty for (7
- Stamina, minimum of 1) turns. Invoking
Adamant Skin Technique sets the Solar’s
hardness to 0 for one instant. 377 380 376
Resistance 5, Essence 2 Resistance 5, Essence 5 Resistance 3, Essence 1

Battle Fury Focus Bloodthirsty Sword-Dancer Spirit Body-Mending Meditation


Cost: 5m; Type: Simple Cost: 10m, 1wp; Type: Simple Cost: 10m; Type: Simple
Keywords: None Keywords: None Keywords: Mute
Duration: One scene Duration: Instant
Prerequisite Charms: Willpower-En- Duration: One scene Prerequisite Charms: Ox-Body Tech-
hancing Spirit Prerequisite Charms: Battle Fury Focus nique

For the duration of the scene, the Exalt has +1 die This Charm is activated while channeling Battle Even when unconscious, the Solar’s body and
to all pools related to combat and subtracts -1 from Fury Focus. The Solar gains an additional +2 dice to Essence work in unison to knit wounds and
all wound penalties. However, the Exalt must be all of her combat actions, ignores all wound penal- mend broken bones. Roll the Solar’s (Stamina
engaged in combat, or attempting to engage in ties, and generates one mote per turn, which must + Resistance) to speed her natural healing by
combat, to become enraged. Intimacies that compel be spent each turn on combat-related actions. In a factor of (Essence x successes). Alternately,
her to fight, negative or positive, are more powerful, this state the Solar cannot be safely dissuaded from
successes on this roll can be added directly to
increased by one in their intensities, with Defining combat. Should allies try to stop her, she will use
Intimacies representing a +5 or -4 rating instead any force necessary to remove them from the way
the successes of Wound-Mending Care Tech-
of the usual +4 or -3. However, the Solar is unable of her real targets. She cannot end her assault until nique on page 342. The Solar must spend an
to use social influence for commands unrelated her targets are dead or fled, and if she drops her hour at rest for this power to take effect, but
to combat or persuasion more complicated than commitment to this Charm, she will go into Ini- the boosted healing lasts for one day, so long
“Give up or die.” Battle Fury Focus does not make tiative crash. If she crashes herself in this fashion, as the Solar remains at rest.
the Solar inelegant or stupid. The Exalt can make her Initiative is set to -3. Ending this Charm while
tactical disengage actions in order to kill someone already crashed does not change the Solar’s Initia-
or change targets, even gaining the +1 bonus to do tive value. While this Charm is active, each time she
so, but she must end the Charm in order empties a battle group’s Magnitude track,
to take a withdraw action. See the full she may roll Join Battle. See the full text
text of this Charm on page 378. 378 of this Charm on page 379. 379 375
Resistance 5, Essence 2 Resistance 5, Essence 3 Resistance 2, Essence 1

Diamond-Body Prana Durability of Oak Meditation Essence-Gathering Temper


Cost: 5m; Type: Simple Cost: 3m; Type: Reflexive Cost: 1i; Type: Reflexive
Keywords: Dual Keywords: Dual Keywords: Perilous, Withering-only
Duration: One scene
Prerequisite Charms: Iron Skin Con- Duration: One tick Duration: Instant
centration Prerequisite Charms: None Prerequisite Charms: None

For the rest of the scene, basic scenery damage, such A child cannot cleave a tree with a dull knife, The Exalt is resistant to all forms of damage, and
as crashing through a window, running through a nor can a foe hope to strike down the Solar with empowered by them. When an attack makes
bramble, or stepping through a burning corridor his petty blade. Against a withering or deci- it through her defense, she may pay one Ini-
(flames of less intensity than 4L per turn) does her sive attack, this Charm reduces raw damage tiative to draw Essence from deep within the
no harm. The Solar can’t be hurt by light contact with by two. Against a decisive attack it also grants core of her body. The Exalt gains a number of
normally damaging edges. Her skin is tough enough the Exalt four hardness. Note that the hardness motes equal to half the damage (round up) of
for the claws of a tiger to skid off harmlessly, so long bonus cannot be applied during crash. the attack before soak, but may gain no more
as the tiger isn’t actually striking her. Withering
than (Stamina) motes in a single round. Once
attacks: When activated, the Solar rolls (Stamina +
Resistance) dice with (Essence or three, whichever is
the Solar has used this Charm, she may not use
higher) automatic successes and adds the successes it until it has been reset by soaking a wither-
to her soak for the rest of the scene. This roll cannot ing attack of 10+ raw damage without suffering
be enhanced by other magic. Decisive attacks: This Initiative loss. At Resistance 5, Essence 3+, the
Charm provides (Stamina) hardness, and can stack total number of motes the Solar may gain per
with Durability of Oak Meditation, reducing that round increases to (Stamina x2).
Charm’s hardness bonus to +2. This Charm
is incompatible with armor. See the full text
of this Charm on page 376. 376 374 376
Resistance 4, Essence 2 Resistance 2, Essence 1 Resistance 3, Essence 1
Front-Line Warrior’s Stamina Fury-Fed Ardor Glorious Solar Plate
Cost: 4m; Type: Simple Cost: 3m, 1wp; Type: Reflexive Cost: 10m, 1wp; Type: Simple
Keywords: Perilous Keywords: Decisive-only Keywords: None
Duration: Instant Duration: Instant Duration: Indefinite
Prerequisite Charms: Ox-Body Tech- Prerequisite Charms: Willpower-En- Prerequisite Charms: Hauberk-Sum-
nique hancing Spirit moning Gesture

Once per day, the Exalt can draw from the deep When struck, the Solar can absorb the force This creates armor with stats identical to artifact
well of her vitality to restore her momentum. from a decisive attack, increasing her combat heavy armor (page 599), and if the Exalt has mastered
Roll half the Solar’s total health levels, rounded momentum with empowering wrath. This the Armored Scout’s Invigoration, Glorious Solar
up, and add successes to her Initiative score. Do Charm may be activated before a damage roll, Plate activates its effects for free. Glorious Solar Plate
not include temporary health levels created by converting half its non-successes before rerolls may graft itself over a suit of armor. This upgrades the
(rounded up) to Initiative and awarding it to armor’s traits if they are lesser than that of Glorious
Iron Skin Concentration, Living Bonds Unbur-
the Solar. Solar Plate, and adds the armor-enhancing powers
dened, or similar Charms. This Charm is reset of this Charm. If the Solar’s current armor is attuned,
when the Solar awakens from a full night’s rest. this Charm replaces the commitment cost. Additional
Once per scene at Essence 3+, the Solar may purchases grant custom Evocations. In addition, This
pay an additional 1wp to remove the Perilous Charm conveys 3 powers to the Solar, found on page
keyword from this Charm for an instant. 379. Special activation rules: Glorious Solar Plate is
allowed to be used in combination with Whirlwind
Armor-Donning Prana, so that armor can be donned
and enhanced by this Charm’s effects simultaneous-
ly. Used on its own, Glorious Solar Plate
appears already-equipped. See the full text
376 379 of this Charm on page 378. 378
Resistance 3, Essence 1 Resistance 5, Essence 3 Resistance 4, Essence 3

Hauberk-Summoning Gesture Illness-Resisting Meditation Immunity to Everything Technique


Cost: 3m; Type: Reflexive Cost: 4m; Type: Reflexive Cost: 6m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: One day Duration: One day
Prerequisite Charms: Whirlwind Ar- Prerequisite Charms: Poison-Resisting Prerequisite Charms: Illness-Resisting
mor-Donning Prana Meditation Meditation

The Solar can call her armor from conceptu- The Lawgiver’s immune system is fortified by Through exposure and resistance, the Solar trains
al Elsewhere—defined categorically as a point inexorable spirit energies that purge her body her anima to eat toxins and neutralize sicknesses.
somewhere in existence that is “not here”—al- of malaise. This Charm adds (Essence +1) auto- When activated, this Charm makes the Solar in-
lowing her to don each piece of armor as if she matic successes to the Exalt’s attempt to resist a vulnerable to any toxin or illness she has ever been
were putting it on normally. If the Solar owns disease’s virulence, as well as its morbidity. If the exposed to previously. She cannot be injured by fa-
a shield, she may call it to hand as well. The Exalt wishes to get sick, she can choose to apply miliar venom and cannot contract prior illnesses.
Lawgiver can also send her armor Elsewhere this Charm’s effects solely to the morbidity roll. She can sprinkle poison on her food as a condiment
through use of this Charm. or walk hand-in-hand with a plague victim and be
unaffected—so long as she has had exposure to
these maladies. This Charm also assists the Solar in
fighting toxins and disease she is unfamiliar with.
When exposed to new toxins, the expected dura-
tion is reduced by one. When exposed to a new
disease, the morbidity rating is lowered by one. In
addition, if the Solar’s Stamina is at least 3,
she encounters incurable and irresistible
377 377 diseases as if they had a morbidity of 5. 379
Resistance 3, Essence 2 Resistance 4, Essence 2 Resistance 5, Essence 3

Iron Kettle Body Iron Skin Concentration Ox-Body Technique


Cost: 5m; Type: Simple Cost: 2m or 6m; Type: Reflexive Cost: —; Type: Permanent
Keywords: Dual Keywords: Dual Keywords: Stackable
Duration: One scene Duration: Instant or Indefinite
Prerequisite Charms: Iron Skin Con- Duration: Permanent
Prerequisite Charms: Spirit Strength-
centration ens the Skin Prerequisite Charms: None

For the rest of the scene, basic scenery damage, such Withering: Pay 2m to apply her Stamina as soak The bodies of the Exalted are much more
as crashing through a window, running through a against unsoakable damage as an instant effect. durable than those of mere mortals. To help
bramble, or stepping through a burning corridor Decisive: Pay 6m after damage has been rolled simulate this, an Exalt may buy extra health
(flames of less intensity than 4L per turn) does her to create (Stamina) -0 health levels, which take levels with this Charm. The purchasing choices
no harm. The Solar can’t be hurt by light contact damage first. The bonus health levels must all are based on the character’s Stamina rating:
with normally damaging edges. Her skin is tough be filled before your noraml health levels are ef-
enough for the claws of a tiger to skid off harmlessly, At Stamina 1 and 2: One -1 and one -2 health
fected. The Solar keeps her commitment to this level.
so long as the tiger isn’t actually striking her. Wither-
Charm for as long as she remains injured; after
ing attacks: When activated, the Solar rolls (Stamina 3 and 4: One -1 and two -2 health levels.
+ Resistance) dice with (Essence or three, which-
combat ends, the health levels convert from -0
to -1 wounds. These health levels are the first 5: One -0, one -1, and one -2 health level.
ever is higher) automatic successes and adds the
successes to her soak for the rest of the scene. This healed by any kind of rest or magical healing. The Solar may purchase Ox-Body Technique
roll cannot be enhanced by other magic. Decisive Healing these levels is the only way to end the (Resistance) times. If she increases her Stamina
attacks: This Charm provides (Stamina) hardness, Charm. Undamaged health levels vanish at the after purchasing Ox-Body Technique, her
and can stack with Durability of Oak Meditation, re- end of the scene. Increase the wound penalty health levels automatically change to reflect
ducing that Charm’s hardness bonus to +2. by -1 per day. See the full text of this the new rating.
This Charm is incompatible with armor. Charm on page 374.
See the full text of this Charm on page 376. 376 374 375
Resistance 4, Essence 2 Resistance 3, Essence 1 Resistance 1, Essence 1
Poison-Resisting Meditation Ruin-Abasing Shrug Spirit Strengthens the Skin
Cost: 3m; Type: Reflexive Cost: 4m; Type: Reflexive Cost: 1m per damage die removed
Keywords: Decisive-only Type: Reflexive; Keywords: Withering-only
Keywords: None Duration: Instant Duration: Instant
Duration: One scene Prerequisite Charms: Adamant Skin Prerequisite Charms: Durability of Oak
Prerequisite Charms: None Technique Meditation

The Exalt’s metabolism is strengthened by Flesh imbued with impenetrable Essence, the The Solar channels Essence through her endur-
Essence, allowing her to easily endure the Solar turns aside harm with forceful derision. ing toughness, hardening her skin and muscles
effects of toxins. The Solar gains one automat- After damage is rolled, the Solar may use this beyond their mortal limits. After an attack hits
ic success and three bonus dice when rolling Charm to force the attacking player to reroll, her, but before damage is rolled, she may in-
(Stamina + Resistance) against a toxin’s dura- keeping their non-successes, rerolling only crease her soak at a rate of one mote per point.
tion (p. 232). The Solar can also use this Charm successful dice. Damage on this reroll cannot She may no more than double her natural soak
at the toxin’s interval, to reduce or change the exceed that of the initial roll. This Charm can in this fashion. This effect is incompatible with
anticipated symptoms of a poison or venom. For be used once per scene, but may be reset by any magic that allows the Exalt to soak a deci-
example, damaged health levels might be con- taking no withering or decisive damage on sive attack with withering-only magic.
verted instead to a dice penalty until the venom three separate damage rolls. At Resistance 5+, Essence 3+, the Solar may use
runs its course, or poison-induced blindness this Charm to remove successful dice of with-
might be bled out in viscous tears or a gout of ering damage after damage has been rolled, at
sickly black Essence. a rate of two motes per success. This use costs
one point of Willpower, two points of Initiative,
and has the Perilous keyword.
376 378 374
Resistance 3, Essence 1 Resistance 5, Essence 3 Resistance 2, Essence 1

Tiger Warrior’s Endurance Unbreakable Warrior’s Mastery Whirlwind Armor-Donning Prana


Cost: —; Type: Permanent Cost: 3m; Type: Reflexive Cost: 2m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Prerequisite Charms: Body-Mending Prerequisite Charms: Wound-Knitting Duration: Instant
Meditation, Front-Line Warrior’s Stamina Exercise Prerequisite Charms: None

The Exalt’s resilient anima encompasses her Through the course of lifetimes, the Solar Through the practiced motions of a master, the
every cell and fiber, rejuvenating her at the brink has felt a rain of blows that would shatter any Lawgiver dons her armor with supernatural
of death. When the Exalt recovers from Initia- mortal. Through this Charm, she knows all speed. With this Charm, it takes a character
tive crash, she automatically heals two health harm at once, and yet the greater truth is that ([armor’s mobility penalty] + 1) turns to don
levels, starting with -2s and continuing to her -1 she still exists, unbowed and unbroken. When or remove a suit of armor.
and then her -0 health levels. This Charm does struck with a crippling attack, the Solar may
not heal wounds with penalties greater than -2, use this Charm to trade irreparable or perma-
but will heal wounds even when the Solar is at nent harm for a lesser effect of a shorter dura-
-4—a Solar using this Charm with a “gap” in tion. Instead of her eye being gouged out, it is
her damage track continues to suffer from her closed by a glancing blow; instead of her arm
highest wound penalty but takes new wounds being shattered, it simply hangs limp. Halve
in the first available health box. This power the penalty (round down) associated with a
may be invoked once per fight, and the player successful crippling attack, and eliminate it
may dictate when this effect triggers, choosing after (7 - Stamina) turns.
to save it for a later crash. Once it has
been used, Tiger Warrior’s Endurance
can be reset by gaining 20+ Initiative. 377 378 376
Resistance 5, Essence 2 Resistance 5, Essence 3 Resistance 2, Essence 1

Willpower-Enhancing Spirit Wound-Knitting Exercise


Cost: 2i; Type: Reflexive Cost: 1m per -0 health level; Type: Simple
Keywords: Perilous, Decisive-only Keywords: None
Duration: Instant Duration: Until fully healed
Prerequisite Charms: Essence-Gather- Prerequisite Charms: Tiger Warrior’s
ing Temper Endurance

The Exalt remembers past lives and past fail- The Lawgiver shuns lesser forms of harm, fight-
ures, and knows that her death is the death of ing through injuries as though they never hap-
the world. Once per scene, the Exalt may pay pened. This Charm slowly compensates for
two Initiative when struck with a decisive greater wounds by healing -0 health levels. The
attack, instantly regaining a point of temporary Exalt must pay the full cost of the Charm upon
Willpower. This Charm is reset by surviving activation, paying one mote for every damaged
a decisive attack of 10+ raw damage without -0 health level she wishes to heal. This Charm
taking a single health level of damage. heals one -0 health level every (7 - Stamina)
rounds. This Charm works even if the Solar has
taken damage to her -1 or greater health levels.

377 378
Resistance 4, Essence 2 Resistance 5, Essence 3

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