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Charm Cards Set One

Accuracy Without Distance Arrow Storm Technique Blood Without Balance


Cost: 1m, 1wp; Type: Reflexive Cost: 5m, 1wp; Type: Simple Cost: 3m; Type: Reflexive
Keywords: Decisive-only Keywords: Decisive-only Keywords: Decisive-only
Duration: Instant
Duration: Instant Prerequisite Charms: Trance of Unhes- Duration: Instant
Prerequisite Charms: Force Without Fire itating Speed Prerequisite Charms: Sight Without Eyes

The Solar extends her anima through her Seething with remonstrative ire, the Solar Drawing upon the perfect moment to shoot,
hands and into her weapons, joining archer, palms a storm of Essence and fills the sky the Solar sees nothing but her target. Upon
target and arrow into a single being. As long with demonstrative fire. With this attack, the becoming the beneficiary of a distract gambit
as she is making an Archery-based attack, this Solar unleashes a barrage of arrows around a (p. 200), if the Solar’s new Initiative would
Charm allows the Solar to complete an aim focus, striking up to (Essence * 3) targets up allow her to act immediately, she may use this
to medium range from her initial target. Roll
action instantly, and converts the subsequent a single attack against the defenses of every Charm to fire a ranged decisive attack from up
three bonus dice into automatic non-Charm target, and then apply damage. to long range without an aim action. In addi-
successes. An Essence 5+ repurchase allows tion, if the Lawgiver has under seven Initiative,
These extra decisive attacks carry a base
the Solar to fire a withering version of this damage of her Perception—divvy up her the base damage of this attack gains (Essence)
attack against a crashed opponent. This attack current Initiative evenly among the remain- bonus dice.
rolls damage even if the attack roll generated ing shots to determine the total raw damage of
no successes. This effect may only be used on each attack. Arrows reaching out to medium
a target once per crash period. range from her initial target are expressly
allowed to ignore the range limitations of her
weapon without penalty. The Exalt’s
Initiative does not reset until every
257 damage roll has been completed. 257 256
Archery 5, Essence 2 Archery 5, Essence 2 Archery 4, Essence 1

Dazzling Flare Attack Dust and Ash Sleight Fiery Arrow Attack
Cost: 3m; Type: Reflexive Cost: 3m; Type: Reflexive Cost: 2m; Type: Supplemental
Keywords: Decisive-only Keywords: Decisive-only Keywords: Decisive-only
Duration: Instant
Duration: Instant Duration: Instant Prerequisite Charms: Phantom Arrow
Prerequisite Charms: Fiery Arrow Attack Prerequisite Charms: Seven Omens Shot Technique

The Solar shoots from her heart; the arrow is The Lawgiver may use this Charm to shorten Charging her arrow with Essence, the Exalt
part of her. As such, she can sometimes reach the long aim action of Seven Omens Shot by one fires a heavy shot that rends the air as it passes
out and draw her Essence across an arrow round, forfeiting the prerequisite’s automatic onto her target, lighting the arrow on fire.
in flight, causing it to flash and flare, surging non-Charm successes to make the attack faster. If the arrow strikes flammable materials, a
toward its target like a smite from the sun. This An Essence 5+ repurchase allows the Solar violent blaze instantly seeks to consume the
Charm can only be activated on an attack sup- to add the lost successes back into the attack. struck object. This fire is natural, and may
plemented by Fiery Arrow Attack; when the spread to surrounding objects or cause com-
attack generates at least one 10, this Charm bustible materials to explode. When used in
adds one automatic success to the attack, and a decisive attack against a target, it adds one
for each 10 in the attack roll it adds one die automatic success to the damage roll. If the
to the attack’s raw damage. As the name sug- attack does at least three health levels of
gests, Dazzling Flare Attack goes off like a spec- damage, the target catches on fire, and must
tacular flare that can be seen for miles—every contend with (Solar’s Essence) lethal dice
target using shadows for cover within two range of damage every turn until he’s able to ex-
bands must roll Stealth, with a -2 success tinguish himself.
penalty to the attempt, or be revealed.
258 260 257
Archery 5, Essence 2 Archery 5, Essence 4 Archery 4, Essence 1

Finishing Snipe Flashing Vengeance Draw Force Without Fire


Cost: 7m; Type: Reflexive Cost: 3m; Type: Supplemental Cost: 3m; Type: Supplemental
Keywords: Decisive-only Keywords: None Keywords: Withering-only
Duration: Instant Duration: Instant
Prerequisite Charms: Hunter’s Swift Prerequisite Charms: Trance of Unhes- Duration: Instant
Answer itating Speed Prerequisite Charms: Sight Without Eyes

With instincts honed for the kill, the Exalt feels To invite the wrath of the Lawgiver is to The Solar nocks an arrow with purpose, sending
the momentum of battle break and flee her invoke one’s own doom. The Solar gains a tremulous pulse through her surroundings as
target. When an opponent within range suffers (Essence) automatic successes to her Join she gathers hurricane force into her bowstring.
crash, the Lawgiver draws on this moment to Battle result, and if she acts before her target, The Solar makes a withering attack from short
attack again, even if she has already used a her first attack is unblockable. Flashing Ven- or close range, and a pulverizing bolt of force
combat action that turn. This attack requires geance Draw is expressly permitted to be used surrounds her arrow as it leaps from her bow.
no aim action, but if she wishes to use Finish- in combination with Charms that boost Join If the attack does at least as much damage as
ing Snipe, the Lawgiver must not be engaged Battle results, so long as they are not based her target’s Stamina, that Initiative is lost rather
in a Simple action that would prevent her from in Melee, Thrown, or Brawl. than transferred to the Solar, and the target is
attacking. knocked down and back an entire range band.
This force is sufficient to end a rush against
any target.

259 258 256


Archery 5, Essence 3 Archery 5, Essence 2 Archery 4, Essence 1
Heart-Eating Incineration Heavens Crash Down Hunter’s Swift Answer
Cost: 3m, 3a; Type: Reflexive Cost: 6m, 2i, 1wp; Type: Reflexive Cost: 5m, 1wp; Type: Reflexive
Keywords: Decisive-only Keywords: Clash, Perilous, Withering-only Keywords: Uniform
Duration: Instant Duration: Instant
Duration: Instant Prerequisite Charms: Revolving Bow Prerequisite Charms: Flashing Ven-
Prerequisite Charms: Solar Spike Discipline geance Draw
She may only pay to use this attack when unleash- When the Lawgiver is cornered and fighting The Lawgiver suffers no impunities; with
ing Solar Spike, and when her anima is at bonfire. for her life, the burning power of her judg- terrific speed and ferocious import, she may
Instead of conjuring Solar Spike, the Solar draws ment becomes even more terrifying. Drawing answer the blades of her transgressors. When
her anima as if she were pulling an arrow from a the burning Essence of her life from her very the Solar succeeds at a disengage action, she
quiver, her iconic manifestation taking the form wounds, she can unleash a powerful, Essence-
of a missile. This attack follows the rules of Solar may unleash a withering or decisive Archery
laden shot from her bow that can override other
Spike, but adds the Solar’s Initiative to the raw attacks and overwhelm her attackers. The Solar attack from close range, even if she has
damage of the attack. This does cause the Law- may use this Charm to clash attacks against already attacked that turn. This attack must
giver’s Initiative to reset on a hit, but if Heart-Eat- her from short or close range, but only when be directed at the one she broke away from.
ing Incineration kills her target, the target’s body she is in her -4 health levels. This clash gains
and soul are engulfed in a torrent of flames and (Essence) automatic successes, and the damage
burned away completely, restoring a number of roll doubles 9s. However, Initiative damaged
motes to the Solar equal to her Intimacy rating by this roll is not transferred to the Solar; it is
for the target plus his permanent Essence score. instead rerolled as decisive damage against her
Using Heart-Eating Incineration resets the Solar’s target, ignoring hardness and doubling 10s. An
anima to the dim level. Spirits destroyed with this Essence 5+ repurchase of this Charm removes
attack may still reform as they normal- the Perilous keyword, allowing the
ly might. See the full text of this Charm Solar to spend herself into lower nega-
on page 260. 260 tive Initiative numbers while crashed. 260 258
Archery 5, Essence 3 Archery 5, Essence 4 Archery 5, Essence 2

Immaculate Golden Bow Phantom Arrow Technique Rain of Feathered Death


Cost: 5m, 1wp; Type: Simple Cost: 1m; Type: Reflexive Cost: 3m per duplicate, 1wp
Keywords: None Keywords: None Type: Simple; Keywords: Decisive-only
Duration: One scene Duration: Instant
Prerequisite Charms: Phantom Arrow Duration: Instant Prerequisite Charms: Phantom Arrow
Technique Prerequisite Charms: None Technique
Honing her skill and focusing her will, the With this Charm, the Solar may continue firing her The Lawgiver hones her killing prowess, split-
Exalt births a stunning varicolored bow from bow even when she has run out of arrows. Once ting an arrow into a devastating barrage. The
her palm. This Charm creates a weapon with per scene, the Exalt may suffuse a phantom or Exalt only needs a single arrow to fire this shot;
stats identical to a powerbow, described on physical arrow with one of her Intimacies. Doing
so gives her attack a number of non-Charm bonus her one arrow splits into multiple arrows and
page 598. The weapon is made of solidified
Essence forged in all the colors of Solar anima, dice equal to the Intimacy’s strength, but also tem- all are directed against a single target. The Solar
and glows like a torch. For additional purchas- porarily numbs her to that Intimacy. She may not may split her shot into a maximum of (Dexteri-
es, players may add custom Evocations to Im- use this attack again until she has spent significant ty) arrows. If the attack hits, each created arrow
maculate Golden Bow. Players should work effort in restoring or remembering the Intimacy. hits with a raw damage equal to the Solar’s
with their Storyteller to create Evocations Adamant Arrow Technique: At Essence 3+, current Initiative minus her successes on each
that fit the character’s personality or iconic the Solar may infuse an arrow per scene. So damage roll. Therefore, if she rolls 10 damage
anima manifestation. In addition, Immacu- long as she lives, the arrow cannot be destroyed dice and gains two successes on the first roll,
late Golden Bow has the following power: or removed. It can be moved by cutting away
the base into which they have landed but the the second roll will feature eight damage dice.
Sky-Eater’s Crest: For four motes, Immaculate If that gains four successes, her third damage
Golden Bow is transformed for a single turn, arrow will remain inviolate. Only the Solar who
fired this arrow, or one blessed with her permis- roll will be four dice. If the Exalt runs out of
growing wings, spines, fins, or other append-
ages appropriate to the Exalt’s iconic sion, may remove it from its resting damage dice due to successful hits,
place. See the full text of this Charm her created arrows cannot do less than
manifestation, providing a barrier of
heavy cover against ranged attacks. 258 on page 257. 257 (Essence) damage each. 259
Archery 4, Essence 2 Archery 3, Essence 1 Archery 5, Essence 3

Revolving Bow Discipline Searing Sunfire Interdiction Seven Omens Shot


Cost: 6m, 1wp; Type: Simple Cost: 4m, 1i, 1wp; Type: Simple Cost: 3m, 1wp; Type: Simple
Keywords: Perilous, Withering-only Keywords: Decisive-only Keywords: Decisive-only
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Arrow Storm Tech- Prerequisite Charms: Dazzling Flare Prerequisite Charms: Accuracy Without
nique Attack Distance
Holding arrows between each finger, the Solar The Lawgiver fires an arrow that explodes at Clearing her mind of all thoughts, the Solar
draws down on her target, firing with profound her enemy’s feet. This is a difficulty 3 gambit focuses only on the arrow drawn back against
speed and focus. The Solar may draw and attack that requires no aim action. If the Exalt did aim, her bowstring, feeling for the flow of Essence
a single target repeatedly, launching multiple she may act first on the next round. If another she needs to make an incredible shot. The Solar
withering attacks until she either misses or character uses magic to act first, compare their must take a special “long aim” action—an aim
crashes her opponent. Revolving Bow Disci- Initiative to determine order . The Initiative action lasting three rounds—against a single
pline can only be used within short or close roll on this gambit has double 9s. If successful, target in order to use this Charm. Invoking
range, and can’t be used on targets already in it forces him to act (2 + extra successes on the Seven Omens Shot converts the normal +3
Initiative roll) ticks later than he would have. If
crash. Used against a battle group, the Solar bonus dice from aiming into three automat-
at a tick 0 or less, he loses his turn for the round.
attacks until she misses or depletes the group’s This Charm cannot be used on the same target ic non-Charm successes and adds any extra
Magnitude. twice consecutively. An Essence 3+ repurchase successes on the attack roll to the attack’s
At Essence 4+, the Solar gains one point of makes the gambit difficult 2 and waives Initia- raw damage. Accuracy Without Distance can
temporary Willpower when she crashes a foe tive costs if successful. An Essence 4+ repur- shorten the action by a single round, but may
with this attack. chase resets the Solar’s attack if she drops an only add a single non-Charm success for each
opponent from a higher to a lower round shortened. Killing an opponent
Initiative tick than her own. See the with this Charm awards the Solar one
258 full text of this Charm on page 259. 259 point of Willpower. 258
Archery 5, Essence 3 Archery 5, Essence 3 Archery 5, Essence 3
Shadow-Seeking Arrow Sight Without Eyes Solar Spike
Cost: 3m, 2i; Type: Reflexive Cost: 1m; Type: Reflexive Cost: 5m, 1wp; Type: Simple
Keywords: Uniform Keywords: None Keywords: Decisive-only
Duration: Instant Duration: Instant
Prerequisite Charms: Dazzling Flare Duration: One tick Prerequisite Charms: Dazzling Flare
Attack Prerequisite Charms: Wise Arrow Attack
During combat, if the Lawgiver’s Awareness The Exalt opens her eyes not to the visual The Lawgiver draws a blazing bolt of Essence
check uncovers an opponent, she may make an world, but to the world of Essence, sensing across her bow and fires it. The attack ignores
attack against that opponent regardless of the her target in that fashion. She may make an the range of her weapon, and can be made from
Initiative order, without using her attack action Archery attack without penalties for visual medium or long range without an aim action,
for the round, and without having to use an aim conditions. Smoke, fog, and pitch darkness or extreme range with an aim action. The Exalt
action. The Solar may pay to use this Charm are no longer a problem for her, though other must have higher Initiative than her target to
multiple times to attack multiple opponents factors such as high winds and cover still use this attack; the conjured Spike does not use
she has uncovered in a single Awareness check. apply against the attack. the Solar’s Initiative to do damage, but instead
has a raw damage equal to her current tem-
At Archery 5+, Essence 3+, the Solar can mo- porary Willpower multiplied by one or the
mentarily see through cover, perceiving her rating of any Intimacy she is trying to uphold or
targets as silhouettes the colors of bright protect. Solar Spike is incompatible with Fiery
anima. Arrow Attack and Rain of Feathered Death, and
does not reset the Exalt’s Initiative to base on
a hit. Solar Spike may only be used once per
scene, but can be reset by landing a
withering attack with six 10s rolled
259 255 across the attack and damage rolls. 260
Archery 5, Essence 3 Archery 3, Essence 1 Archery 5, Essence 3

Streaming Arrow Stance There Is No Wind Trance of Unhesitating Speed


Cost: 6m; Type: Simple Cost: 3m; Type: Reflexive Cost: 4m, 1wp; Type: Simple
Keywords: None Keywords: Dual Keywords: Decisive-only
Duration: One scene Duration: Instant Duration: Instant
Prerequisite Charms: Finishing Snipe Prerequisite Charms: Sight Without Eyes Prerequisite Charms: Wise Arrow

The Lawgiver feels the channels of her bow The Solar graces her shot with unerring pre- The Solar strums her bow and fills the air with
open when her prey falls into peril. This cision and fires it along a flow of Essence, sharp notes. This Charm allows the Exalt to
Charm allows the Exalt to fire on a crashed causing it to slice through the air between the attack multiple targets, or a single target mul-
target from medium or long range without arrow and its mark. Her attack ignores penal- tiple times, by spreading her total current Ini-
using an aim action. ties from non-visual conditions such as high tiative between decisive attacks. Each attack
winds, bad weather, flawed ammunition, and must contain at least three Initiative, and extra
so on. In addition, her withering attack accu- Initiative must be spread as evenly as possible
racy is calculated as if it were made from short between shots. For example, an Exalt with 11
Initiative attacking three targets could make
range regardless of the distance she’s firing
two decisive attacks with four raw damage,
from. With appropriate Awareness Charms, and a third with only three. In addition, each
the Solar may use this Charm to make attacks 10 she rolls on an attack increases the base
from extreme long range. damage of that attack by one. The Exalt’s Ini-
tiative does not reset until she has complet-
ed every attack, and she may not make more
attacks than she has ammunition or
Dexterity. This attack can be made
261 257 without an aim action. 256
Archery 5, Essence 4 Archery 5, Essence 2 Archery 3, Essence 1

Whispered Prayer of Judgement


Cost: 1m; Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Streaming Arrow
Stance
After using an aim action, the Solar may use
this Charm to charge her shot with wrath-
ful Essence, adding (Essence) damage to the
attack.

261
Archery 5, Essence 5
Aegis of Unstoppable Force Arete-Driven Marathon Stride Armor-Eating Strike
Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 1m; Type: Supplemental
Keywords: None Keywords: None Keywords: Decisive-only
Duration: Permanent Duration: Permanent Duration: Instant
Prerequisite Charms: Legion Aurochs Prerequisite Charms: Winning Stride Prerequisite Charms: Increasing Strength
Method Discipline Exercise

The Solar’s might is permanently enhanced, The Solar trains her body to feel the Essence Channeling her strength through her Essence,
lowering the difficulty of all feats of strength of those she would outrun, matching their the Solar’s attacks strike harder and deeper.
by two. strength with her stride. When she falls behind This Charm supplements a close range deci-
in a test of speed, every 10 her fastest opponent sive attack, allowing the Solar to ignore (her
rolls also counts as a single success to the Solar’s Strength) hardness. Armor-Eating Strike is ex-
own roll. This Charm also functions in rushes, pressly permitted to be used in conjunction with
to aid in countering the target’s attempts to Charms of other Abilities.
avoid the Solar.

266 264 264


Athletics 5, Essence 4 Athletics 5, Essence 2 Athletics 3, Essence 2

Bonfire Anima Wings Demon-Wasting Rush Eagle-Wing Style


Cost: —; Type: Permanent Cost: 5m, 1wp; Type: Supplemental Cost: 5m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant Duration: Indefinite
Prerequisite Charms: Eagle-Wing Style, Prerequisite Charms: Racing Hare Prerequisite Charms: Mountain-Cross-
Onrush Burst Method Method ing Leap Technique

Relentless in pursuit of her ideals, the Law- A Solar with this Charm can attempt a rush The Exalt locks onto an aerial target and leaps toward
giver’s anima becomes like a pair of burning from medium range. If successful, she will au- it and begins to soar. This moves her up to two range
wings that carry her across the sky. When using tomatically move one range band closer to her bands, expending her movement action, and allows
Eagle-Wing Style to engage in aerial combat, target on his next two turns, in addition to her her to continue flying one range band through the
and when her anima is at the bonfire level, normal movement. air on subsequent turns by paying 2m or 2i per turn.
Once she is within combat range of an opponent,
the Solar’s attacks benefit from the effects of attacking is sufficient enough movement to keep
Onrush Burst Method, generating motes that her airborne. If she is a ranged fighter, she may also
can be used to pay the activation costs of Ath- use Unbound Eagle Approach, paying 2m in order
letics Charms. When in use, the Solar’s anima to hang in the air as she takes an aim action. Lastly,
typically resolves into wings that resemble an the Solar can spend 2m, allowing her to rush or dis-
eagle’s or something else appropriate to the engage from appropriate distances. If she fails to ac-
Solar’s iconic manifestation. tivate the Charm, gets knocked off-course or other-
wise begins to fall, this Charm cannot be reactivated
until she touches down and is able to leap again. This
Charm can be activated at the apex of Mountain-
Crossing Leap Technique, in which case
it costs 4m to activate. See the full text of
266 265 this Charm on page 265. 265
Athletics 5, Essence 4 Athletics 5, Essence 3 Athletics 5, Essence 3

Feater Foot Style Foe-Vaulting Method Godspeed Steps


Cost: 3m; Type: Reflexive Cost: 3i; Type: Reflexive Cost: 4m, 1wp; Type: Reflexive
Keywords: Mute Keywords: None Keywords: None
Duration: Until the Exalt stops running Duration: Instant Duration: Instant
Prerequisite Charms: Graceful Crane Prerequisite Charms: Graceful Crane Prerequisite Charms: Arete-Driven Mar-
Stance, Lightning Speed Stance, Monkey Leap Technique athon Stride, Racing Hare Method

The Exalt may run across fluid surfaces. She Fearless in combat, the Solar leaps over her The Exalt projects herself forward on a pulse
may dash over unstable surfaces as if they were stunned opponent. At close range, if the Exalt of Essence, faster than a heartbeat, moving like
solid and move over surfaces no thicker than has higher Initiative (before cost) than her foe, a blur. The Exalt may attempt a rush against
rice paper without breaking through. At full she may use this Charm on her turn, rolling an opponent up to three range bands away. If
speed, she may also move across dangerous Dexterity + Athletics against her opponent’s successful, she flashes out in a burst of speed,
surfaces without getting hurt. This effect lasts Evasion. If successful, she leaps over her target, and flashes in at close range to her target that
until the Exalt stops dashing. creating an opening, and may make a surprise same instant. This Charm removes the flurry
At Athletics 5, Essence 2+, the Exalt can pause attack (see p. 203) overhead or at their back. penalty for an attack made after a rush. If used
on unstable surfaces without breaking through, This Charm may only be used once per combat, in conjunction with Racing Hare Method, the
changing the duration of this Charm to “one but is reset by landing a decisive attack and Exalt can rush an opponent up to four range
stunt.” If the Exalt is still standing on an unsta- building Initiative to 6+. bands distant.
ble surface and is unwilling or unable to renew
Feather Foot Style, she becomes subject to the
normal laws of gravity and buoyancy. Also note:
while she may safely dash across a caustic or
burning surface, standing on top of
lava and other dangerous surfaces will
cause harm.
263 261 265
Athletics 3, Essence 1 Athletics 2, Essence 1 Athletics 5, Essence 3
Graceful Crane Stance Hurricane Spirit Speed Increasing Strength Exercise
Cost: 3m; Type: Reflexive Cost: 1i per success; Type: Supplemental Cost: 3m or 3i per dot; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant
Duration: One scene Prerequisite Charms: Arete-Driven Mar- Duration: One scene
Prerequisite Charms: None athon Stride Prerequisite Charms: None

The Solar draws Essence through her pores Like a living storm, the Exalt gathers momen- The Solar draws remarkable strength from
and into her bones, suffusing and lightening tum and speed as she races over land. In combat, deep within her core. For every three motes
her form and steadying her step. For the rest the Exalt may spend Initiative for successes to of Essence or Initiative the Exalt spends, her
of the scene, she has perfect balance, and can rush a target. In a test of speed she may use it Strength score increases by one. Each dot of in-
stand or run on things too narrow or weak to at each interval. crease also raises the base damage of her deci-
support her normally, with no chance of falling sive attacks by one. The Solar’s Strength cannot
or breaking through. She can run on a guy wire, be increased by more than her Essence rating
stand on a crumbling parapet, balance on the tip through use of this Charm, and this Charm may
of a pine tree, and perform many similar feats not grant her more than double her Strength
without needing to roll (Dexterity + Athletics). score. Through use of Increasing Strength Ex-
ercise, Solars can reach the Strength minimums
required to attempt certain feats of strength
(p. 229).

261 265 262


Athletics 1, Essence 1 Athletics 5, Essence 3 Athletics 3, Essence 1

Leaping Tiger Attack Legion Aurochs Method Lightning Speed


Cost: 4m, 1wp; Type: Supplemental Cost: —; Type: Permanent Cost: 3m; Type: Supplemental
Keywords: Dual Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Graceful Crane Prerequisite Charms: Power Suffusing Duration: Instant
Stance, Lightning Speed Form Technique Prerequisite Charms: None

Meditating on the frozen moment, the Lawgiver Striving toward physical and spiritual per- Like a flashing bolt, the Exalt streaks toward her
sees the universe aligning around the neck of her fection, the Solar is an exemplar of physical goal, trailing streamers of anima. This Charm
target. Through strength, balance and control, she might. When performing feats of strength, the can be used to enhance a rush action (see p.
pulls at the distance between herself and her foe,
and flashes in for the kill. The Exalt may use this cost of the Athletics Excellency is permanently 197). The Exalt moves with terrific speed—add
Charm as far away as medium range, to instant- reduced to one mote per two dice. one automatic success and reroll all 5s and 6s
ly flash past her opponent, striking him at close until 5s and 6s fail to appear. Lightning Speed
range. If her attack is withering, it deals double can also be used each interval of a foot race or
damage after soak, but before damage is rolled. If other test of speed (see p. 189).
it is decisive, it adds her Essence score to the base
damage of the attack. As the Solar slides past her
opponent, she ends the attack standing at close
range. This counts as the character’s movement
for the round. In order to use this Charm, the
Solar must be at higher Initiative than her oppo-
nent, and at 6+ Initiative. Leaping
Tiger Attack is explicitly allowed to be used in com-
bination with the Charms of other Abil-
ities, but is incompatible with Thunder-
bolt Attack Prana and Eagle-Wing Style. 264 266 262
Athletics 5, Essence 2 Athletics 5, Essence 3 Athletics 3, Essence 1

Living Wind Approach Monkey Leap Technique Mountain-Crossing Leap Technique


Cost: —; Type: Permanent Cost: 2m; Type: Supplemental Cost: 7m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Until she stops leaping
Duration: Permanent Duration: Instant Prerequisite Charms: Unbound Eagle
Prerequisite Charms: One Extra Step Prerequisite Charms: None Approach

Once per scene, the Solar may reflexively The Exalt leaps with the speed and grace of a The Solar gathers enormous spiritual pressure into
channel a burst of impossible speed to auto- striking hawk. Using this technique, a Solar may her legs and launches herself skyward. The Exalt
matically succeed at a rush. In a test of speed, automatically leap forward or straight up one makes a wild leap four range bands forward or
she may use this to generate one more success range band. A Solar using this Charm can easily three straight up. As the force of her leap is almost
than her opponent on any one interval. If mul- leap to the top of a twenty foot wall or cross a uncontrolled, she may not leap fewer than three
tiple Solars use this on the same interval, they Nexus street over rooftops, without having to range bands with this Charm. This Charm stays
all assume a result one greater than the highest roll. This Charm counts as the Solar’s move- active every turn until the Solar stops leaping across
number of successes. ment for the turn. If the Solar continues to leap range bands, making it possible for the Exalt to cross
a mountain range in minutes. If this Charm is com-
to a different range band each turn, the cost is
bined with Monkey Leap Technique, the Exalt can
reduced to one mote after the first activation. make a controlled leap to the second range band. If
opponents are within close range before the Exalt
activates this Charm, she must succeed at a disen-
gage action before it can be activated. All minor op-
ponents within close range when the Solar uses this
Charm suffer automatic knockdown, and
more impressive opponents may need to
266 261 roll to keep their balance. 265
Athletics 5, Essence 5 Athletics 2, Essence 1 Athletics 5, Essence 3
Nine Aeons Thew One Extra Step Onrush Burst Method
Cost: 1m, 1wp; Type: Supplemental Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: Aegis of Unstop- Duration: Permanent Duration: Permanent
pable Force Prerequisite Charms: Godspeed Steps Prerequisite Charms: Lightning Speed

Summoning the might of untold forces, the Once per scene, the Exalt may take a second The Solar learns to channel the exhilaration
Exalt crosses the threshold of legend. This movement action on her turn. she feels at chasing an opponent into a burst of
Charm is the gateway to outrageous shows of adrenal power that restores her spirit. On suc-
physical prowess—the Solar gains double 7s to cessfully rushing an opponent, the Exalt gains
attempt a feat of strength, and she counts as three motes to be used on Athletics Charms.
meeting its Strength prerequisite (p. 229) no These motes last until she has taken her next
matter how high that requirement might be. turn.

266 266 264


Athletics 5, Essence 5 Athletics 5, Essence 4 Athletics 3, Essence 2

Power Suffusing Form Technique Racing Hare Method Soaring Crane Leap
Cost: 4m; Type: Supplemental Cost: 5m, 1wp; Type: Reflexive Cost: 3m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant
Duration: Instant Duration: One hour Prerequisite Charms: Monkey Leap
Prerequisite Charms: Thunder’s Might Prerequisite Charms: Lightning Speed Technique

The Exalt’s body is momentarily framed with The Exalt travels in flashing sprints and spark- Striking an efficacious pose, the Exalt catches
surging power. This Charm supplements a ing leaps. This Charm lasts one hour. During the wind to slow a fall. This allows her to drop
feat of strength, adding (Strength) non-Charm this hour, the Solar moves up to three range down two range bands without taking damage.
bands per turn, depending on the terrain and In order to survive a very long fall with this
bonus dice to the attempt. This is explicitly Charm, the Solar must use it at least once every
compatible with the bonus granted by Increas- her ability to move at an uninterrupted clip. If
she joins battle, her speed is greatly slowed, three bands. The Exalt can also use this Charm
ing Strength Exercise. as she must focus more completely on her en- to drift long distances through the air, expend-
ing her movement action to float forward a
vironment. The Solar resumes moving one single range band even as she continues to
range band per turn, but the Charm still has fall. With an adequate amount of thrust, the
an effect: double 9s on rush attempts, and for Exalt can glide across long horizontal distanc-
every 10 rolled on a rush, the Solar gains a point es without falling, equaling her initial move-
of Initiative. If the Exalt knows the Charm Tri- ment forward. For example, if she were to leap
umph-Forged God-Body, the rushes instead out over a chasm two range bands across with
gain (Essence) bonus dice. These benefits also Monkey Leap Technique, she could then ac-
apply to each interval of a test of speed. If the tivate Soaring Crane Leap to glide across the
Lawgiver chooses to renew this technique at second range band on her next turn. Appropri-
the end of an hour, ignore the Will- ate stunts can increase straight across
power cost. See the full text of this Charm movement before the Exalt begins
266 on page 264. 264 to drop. 261
Athletics 5, Essence 3 Athletics 4, Essence 2 Athletics 3, Essence 1

Spider Foot Style Ten Ox Meditation Thunder’s Might


Cost: 3m; Type: Reflexive Cost: 2m, 3 successes per dot Cost: 5m; Type: Reflexive
Keywords: Mute Type: Supplemental; Keywords: None Keywords: None
Duration: One feat Duration: Instant
Duration: (Essence +1) turns Prerequisite Charms: Increasing Strength Prerequisite Charms: Increasing Strength
Prerequisite Charms: Feather Foot Style Exercise Exercise

With speed and balance heightened to the Nth The Solar magnifies her physical Essence, in- Through intense muscle control, the Solar’s
degree, the Solar’s Essence may bond with a creasing her ability to move massive loads. insides erupt with surging Essence power.
surface, allowing her to run up walls or stand This Charm supplements an attempt to lift Reroll all non-successes on a feat of strength.
upside down on horizontal surfaces such as tree or break something, allowing the Solar to
branches, bridge bottoms or overhangs, or to lay attempt an action with a prerequisite beyond
flat against a ceiling looking down at her prey. her current Strength rating. Pay two motes
Like Feather Foot Style, if the Solar is unable and roll the Exalt’s (Strength + Athletics) as
or unwilling to renew this effect, her preter- normal, converting each three successes into a
natural grip dwindles and she may plummet dot of Strength as needed, until the Solar meets
and be subject to falling damage. Spider Foot the prerequisite. This bonus Strength does not
Style’s effect can be extended for one round by enhance her current dice pool, as this momen-
a welldescribed stunt during a turn in which tary surge of might only establishes whether she
the Charm is active. can succeed with her current dice. Note that she
must still have enough successes remaining,
after increasing her Strength, to meet
the difficulty requirement of the feat.
263 262 265
Athletics 4, Essence 1 Athletics 5, Essence 1 Athletics 5, Essence 2
Thunderbolt Attack Prana Triumph-Forged God-Body Unbound Eagle Approach
Cost: 4m, 1wp; Type: Supplemental Cost: —; Type: Permanent Cost: —(2m); Type: Permanent
Keywords: Decisive-only Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Increasing Strength Prerequisite Charms: Arete-Driven Marathon Duration: Permanent
Exercise, Monkey Leap Technique Stride, Ten Ox Meditation, Unbound Eagle Approach Prerequisite Charms: Soaring Crane Leap

The Exalt draws down on the Essence around The Solar possesses a body and spirit intensi- It is the Solar’s nature to rise above. Meditat-
her, pulling it through her upper body, her lungs, fied by thousands of hours of vigorous exercise ing on the tyrannical bonds of gravity, the Exalt
her core and down into her legs, and then ex- and meditation. This Charm applies the double learns to separate her Essence from that which
plodes skyward, rising in a brilliant, Essence-lad- 9s rule to every Athletics roll. pulls her down. By paying two extra motes
en arc. This Charm supplements a nonranged to the activation of Soaring Crane Leap, the
attack which can be made against aerial targets Exalt may drift across a horizontal range band
up to short range, or ground targets at another without initial thrust, allowing her to plane
range band. The Solar leaps at her target, strik-
ing with incredible force— damage is doubled along low ceilings or avoid traps that might
after it is rolled. If the Exalt uses this attack to detect a more wild leaping motion. In addition,
move to another range band, it counts as her she can use this Charm on each round after ac-
move ment action for the round. After striking tivating Soaring Crane Leap to continue to glide
an aerial opponent, the Exalt may fall one range across range bands without dropping down.
band without taking damage.
Thunderbolt Attack Prana is expressly permitted to
be used in conjunction with Charms of other Abil-
ities, and it is suggested that the player
use it to create a signature attack that
fits the character’s attitude and style. 262 266 264
Athletics 3, Essence 1 Athletics 5, Essence 3 Athletics 4, Essence 2

Winning Stride Discipline


Cost: —; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Lightning Speed

Racing against herself, the Solar exults in


leaving her competitors behind. In a test of
speed, each interval in which the Solar accrues
more successes than her fastest opponent
garners a spirit-restoring surge: two motes to
be used on Athletics Charms on her next turn,
or two Initiative.

262
Archery 4, Essence 1
Awakening Eye Blink Dedicated Unerring Ear
Cost: 5m, 1wp; Type: Supplemental Cost: 1wp; Type: Reflexive Cost: 3m per exchange; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Indefinite
Prerequisite Charms: Any two Keen Duration: Instant Prerequisite Charms: Unsurpassed
(Sense) Techniques Prerequisite Charms: Inner Eye Focus Hearing and Touch Discipline
In the moment battle begins, her Awakening Eye Cast down into the darkness, the Lawgiver The Lawgivers can listen across vast spaces for the
reads the flow of Initiative and makes her aware has known an absence of sensation greater sound of a favored voice. The Exalt must have acti-
of attacks that will happen in the near future. than the deepest abyss. The wicked cannot vated Keen Hearing and Touch Technique in order
This Charm supplements a Join Battle roll with hide; their shadows avail them nothing. With to use this Charm. Upon doing so, the Exalt becomes
a free full (Perception + Awareness) Excellency, aware any time she is addressed by someone for
and by creating a cascading reroll of 10s. For every but a thought, the Solar can impel her senses whom she holds a Major or Defining positive Inti-
10 rolled, reroll one non-success. Non-successes toward greater form. The player may reroll macy, no matter how far away he is. So long as she’s
which reroll 10s provoke more rerolls until a 10 any Awareness roll, maintaining the effects on the same plane of existence as they are, the Solar
fails to appear in the result. In addition, mark of any Charms she paid for on the initial roll can hear the words of her favored people clearly, as
down how many non-successes became successes and activating any Charms she wishes to pay if they were in the same room, so long as they are ad-
during the reroll process; every rerolled success for to enhance her second attempt. dressing their speech to her. This Charm’s duration is
adds one to a pool of automatic successes the Indefinite: each time a character addresses the Solar,
Solar may use to detect hidden opponents until she has an instant in which she feels a tingle in the
combat ends. These bonus successes are deplet- base of her skull, telling her to tune her hearing and
ed when the Exalt uses them, though she may listen. Upon activating the Charm, she can hear ev-
choose when and how many successes to use, erything her compatriot wishes to say to her, until the
spreading a number of successes over character has been silent for ten seconds
a number of attempts. See the full text or longer. The cost of this Charm cannot
of this Charm on page 270. 270 271 be reduced by its prerequisite. 273
Awareness 4, Essence 1 Awareness 5, Essence 3 Awareness 5, Essence 4

Eye of the Unconquered Sun Eyeless Harbinger Awareness Foe-Scenting Method


Cost: 10m, 1wp; Type: Simple Cost: 3m; Type: Reflexive Cost: 0m or 2m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One turn Duration: One scene Duration: Instant
Prerequisite Charms: Awakening Eye + Prerequisite Charms: Keen Hearing and Prerequisite Charms: Keen Taste and
Any 3 non-Excellency Awareness Charms Touch Technique Smell Technique
When this Charm is used, the Solar’s Caste Mark When a hidden character attempts to move across Before an Awareness roll to detect unseen charac-
blazes, cancelling any Essence-muting magic, and re- a surface connected to one the Solar is touching, ters, the Solar’s nose automatically counts heads,
moving her from stealth. Eyes blazing white, her gaze he accrues an additional -2 penalty to his Stealth telling her how many people are in the room, or
shines a wide beam of light across everything out to roll, in addition to the regular -3 penalty detailed are within medium range of her. If any scents
long range. Everything caught in her stare is subject on page 204. This Charm functions within short belong to a person in her scent library, she auto-
to the following: Solid walls and other opaque objects
grow transparent, rendering all forms of Stealth au-
range of the Solar. She can touch a tree trunk and matically identifies him. For any unknown, she
tomatically unsuccessful. Fog lifts, smoke parts, and feel something moving in the lowest branches, can further make generally accurate discernments
clouds dissolve under the Solar’s gaze. Dematerial- sense footsteps approaching her in a pitch black about what kind of being each scent belongs to.
ized spirits are forced to materialize, at full cost. All hallway, and other, similar feats. If the target is If a scent is not in her library, she can still form a
disguises, magic or mundane, are stripped. Shape- within range of the Solar’s extended touch upon general idea about the creature it belongs to. For
shifters, resplendent destinies, personas, or other rolling Join Battle, the Exalt gains three non- 2 motes, enhance the Lawgiver’s sense of smell,
transformative magics are deactivated. The only way Charm dice to her Join Battle roll so long as she aiding her in scenting the direction and distance
to avoid this Charm is to dodge the Solar’s gaze by cannot see her opponent. If the Exalt has learned of each target. This adds 1 automatic success to
applying Evasion against the Solar’s Awareness roll, Unsurpassed Hearing and Touch Discipline, she an Awareness roll to uncover hidden targets, and
which is enhanced by (Essence) dice. Any 1s rolled can feel such movements out to medium range, to Join Battle. At Awareness 5+, Essence 3+, the
are rerolled until 1s fail to appear. Every char- and can determine the size, shape, and Solar can detect dematerialized spirits
acter within long range of the Solar who
velocity of her target. See the full text with this Charm. See the full text of this
fails to dodge is subject to the effects. See
the full text of this Charm on page 273. 273 of this Charm on page 269. 269 Charm on page 269. 269
Awareness 5, Essence 4 Awareness 3, Essence 1 Awareness 4, Essence 1

Genius Palate Summation Inner Eye Focus Keen Hearing and Touch Technique
Cost: 2m; Type: Simple Cost: 4m; Type: Reflexive Cost: 3m or 6m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: One scene
Prerequisite Charms: Keen Taste and Prerequisite Charms: Unswerving Eye Prerequisite Charms: Sensory Acuity
Smell Technique Method Prana

The Solar’s sense of taste is so intense that With flawless gaze and unswerving eye, the The Exalt may identify fabrics and minerals she
she can analyze the emotions that went into Exalt’s vision corrects itself, eating away impu- knows with a cursory touch, and can hear at
preparing a meal or beverage. In a bit of over- rities and anomalies to give her the most perfect frequencies several times lower than a human.
cooked meat, she might sense the cook’s view. When contesting a Stealth or Larceny She can listen clearly to conversations through
turmoil; that his mind is not on his work. In action against the character, this Charm can thick stone walls, hear creatures burrowing
a sip of soup salted with arsenic, she might be used to create a cascading reroll, eliminating in the ground, ants marching on the branches
sense the cool, murderous intent of one who non-successes from the Awareness roll as the above her head, and other, similar feats. For
is not her normal chef. This Charm acts as Solar’s vision corrects itself. After an Aware- many actions that would require success on a
roll at difficulty 2, the Solar can succeed without
an automatically successful read intentions ness roll, record successes and reroll (Essence)
a roll. For more difficult actions, the difficulty
action to determine the emotional state of the non-successes. For each of these dice that turns is lowered by 1, and the Solar gains 1 automatic
one who prepared a meal or poured a drink. up a success, reroll another die until the cascade success. If she has a specialty that can be log-
The Solar need only sample a single bite of fails to produce any successes. Dice rerolled by ically applied to the roll, the difficulty drops
a meal or take a single sip of a drink to gain Sensory Acuity Prana are not included in the to 1. These benefits do not apply to detecting
this understanding. cascade. This Charm may also be used in Join opponents in stealth. This Charm follows the
Battle against an opponent the Law- special activation rules of Keen Sight
giver can see. Technique (p. 267). See the full text
269 270 of this Charm on page 269. 269
Awareness 3, Essence 1 Awareness 5, Essence 2 Awareness 3, Essence 1
Keen Sight Technique Keen Taste and Smell Technique Knowing Beyond Silence
Cost: 3m or 6m, 1wp; Type: Simple Cost: 3m or 6m, 1wp; Type: Simple Cost: 2m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: One scene
Prerequisite Charms: Sensory Acuity Prerequisite Charms: Sensory Acuity Duration: Instant
Prana Prana Prerequisite Charms: Studied Ear Espial
This Charm represents an array of mechanical The Exalt’s senses of taste and smell are capable of Even the least sounds fail to escape the Law-
benefits: the Solar may perform difficulty 2 or flawless identification of flavors, textures, and scent giver’s notice. When attempting to seek out
3 sight-based actions without a roll. She gains profiles. The Solar can recognize an individual by a hidden character with her Awareness, all
an additional 2 dice to notice hidden persons or scent alone, and she can tell older scents from new 1s rolled by her target act as 10s rolled by the
devices, to catch sleight of hand and see through ones, enabling her to tell how recently an individ-
ual was present. Add +2 successes to Survival rolls Exalt, and all her target’s 2s act as 9s. These 9s
disguises. In dim conditions, reduce the diffi- to hunt for food, track a character, or find water, are explicitly doubled by Sensory Acuity Prana.
culty of seeing by 1, and remove the -1 penalty using her sense of smell. This Charm automatical- Knowing Beyond Silence can be activated after
to detect hidden threats in such environments. ly extends the range of these actions to (Essence the hiding character’s dice roll. This Charm can
The Solar’s visual range is also increased. Special * 200) yards. This Charm also creates a library of be used to enhance a Join Battle roll against a
activation rules: The player may choose to ac- scents and tastes which your character can refer- character whom the Exalt is listening for but
tivate this Charm by paying 6m, 1wp. This sets ence. Upon learning this Charm, the library is pop- cannot see.
the duration of this Charm to Indefinite. Despite ulated with the scents and tastes. Entries in a Solar’s
sense libraries can be used to aid in Investigation
being Simple type Charms, each Keen (Sense)
and Survival rolls, as well as in the Awareness
Technique and Sensory Acuity Prana can be ac- Charms further up the tree. This Charm follows
tivated simultaneously by paying the the special activation rules of Keen Sight
full cost of each. See the full text of this Technique (p. 267). See the full text of
Charm on page 267. 267 this Charm on page 268. 268 270
Awareness 3, Essence 1 Awareness 3, Essence 1 Awareness 4, Essence 2

Living Pulse Perception Roused Dragon Detection Scent-Honing Prana


Cost: —; Type: Permanent Cost: 1m, 1wp; Type: Reflexive Cost: 3m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Eyeless Harbin- Prerequisite Charms: Knowing Beyond Prerequisite Charms: Foe-Scenting
ger Awareness Silence, Living Pulse Perception Method

The Exalt feels the air current around her, and When fighting blind, the Solar’s second sight The Lawgiver knows the scent of her kith
senses even the slightest disruption. In an en- rises to see through the Essence of the world, with the warmth of a lioness, the smell of her
closed space, such as a burial chamber, or a momentarily revealing her target’s location and enemies with the familiarity of a shark. This
place where high walls or dense foliage stifle allowing her to strike. During combat, the Exalt Charm adds automatic successes to an Aware-
gusts of wind, the Exalt can feel the presence of may use this Charm on her turn to strike at a ness roll to detect hidden characters based on
a hidden person displacing the air around her. hidden foe within range. If this attack is success- their level of intimacy with the Solar. Minor
Add one automatic success to an Awareness roll ful, it does not knock her opponent out of stealth Intimacies add 1 success, while Major and De-
to detect or Join Battle against such a character. unless he’s incapacitated by the blow. Instead, fining Intimacies add 2 and 3 respectively. The
it forces him to change hiding places, making Solar need not suspect that one of her Ties is
him subject to the penalty for moving in Stealth hiding nearby; Scent-Honing Prana automati-
(p. 204). If the target can find a different hiding cally lends itself to applicable rolls without the
place without changing range bands, this does Solar knowing, though the player may always
not use up his movement action for the turn. choose to disregard its use.

271 271 270


Awareness 4, Essence 2 Awareness 5, Essence 2 Awareness 5, Essence 2

Sensory Acuity Prana Studied Ear Espial Surprise Anticipation Method


Cost: 5m; Type: Reflexive Cost: 1m; Type: Reflexive Cost: —; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant
Duration: One scene Prerequisite Charms: Keen Hearing and Prerequisite Charms: Sensory Acuity
Prerequisite Charms: None Touch Technique Prana

A breath of Essence seals the five senses into The Lawgiver’s ears are attuned to the passage Whenever the Solar is in danger—even if she is
a more perfect form. The Solar’s senses are of motion. Anything which disturbs the still- not consciously aware of the threat—her senses
heightened and attuned to minute motions ness is hers to notice. When a character at- will home in on the source. This Charm has two
and sounds, dim and noisy conditions. She can tempts to move in stealth, the Solar gains +3 functions. First: for every 9 she rolls on an Aware-
differentiate between subtle tastes and textures dice to spot him. ness check to reveal a hidden enemy, trap, or any
with only the slightest variation. Thus sharp- source of harm not readily apparent, she gains
1m of Essence, and for every 10 she gains 2m.
ened, it is more difficult for characters to escape
These motes can only be used to offset the cost
her notice, or to deceive her hunting senses. For of Awareness Charms to reveal a threat. Motes
the rest of the scene, the Exalt’s Awareness rolls returned in this fashion may retroactively lower
benefit from double 9s. If the effect of any Un- the cost committed to Awareness Charms of
surpassed (Sense) Discipline applies, reroll 6s a scene or longer duration, both lowering the
until they cease to appear. Use of Sensory Acuity committed cost and returning the discounted
Prana comes without the danger of sensory mote(s) to the Solar’s mote pool. Second: her
overload; the Charm helps the Solar manage senses function even when she is asleep or Inca-
her senses more effectively. pacitated, allowing her to use any of her
Awareness Charms subconsciously. See
267 269 the full text of this Charm on page 267. 267
Awareness 2, Essence 1 Awareness 3, Essence 1 Awareness 3, Essence 1
Unsurpassed Hearing and Touch Discipline Unsurpassed Sight Discipline Unsurpassed Taste and Smell Discipline
Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent Duration: Permanent
Prerequisite Charms: Keen Hearing and Prerequisite Charms: Keen Sight Tech- Prerequisite Charms: Keen Taste and
Touch Technique nique Smell Technique
This Charm permanently upgrades its prerequisite. This Charm permanently upgrades its prerequisite. This Charm permanently upgrades its prerequisite.
The Solar can listen in on a whispered conversation The Exalt has the eyes of the steeliest raptor. She The Exalt adds her Perception or a minimum of 2
a mile away in still air, or in noisy conditions, out can spot a field mouse a mile away, read a letter at automatic successes to any Survival-based rolls to
to long range. She can hear loud noises at (Essence a hundred yards, and critique the mating habits track a character or hunt for food or water using
* 5) miles. Conjure Image: For 1m, the Exalt can her sense of smell, and extends her range for doing
visualize an object she is touching, in sections no of insects. In zero visibility environments—such so to (half her Essence rounded up) miles. She can
larger than a horse’s head. Sense Current: For 1m, as a silt cloud in the belly of a sunken ship—she scent moods, making an automatically successful
the Exalt can feel the lightest motion of air, orient- sees as if she were in a dense fog, using the rules of scent-based read intentions action to determine a
ing herself to the exit. Read the Web: For 5 motes Keen Sight Technique. She may pick a face out of target’s disposition. She can add scentless, taste-
committed, the Exalt can listen in on a conversa- a crowd with a casual glance, predict a flash flood less subjects to her sense libraries. She can also add
tion behind a thick door, by touching a connecting by counting distant raindrops, and tell if someone items to her taste index by merely smelling them,
wall or surface. This is a scene length effect, and is alive by seeing the blood flow through his skin. as well as reference those tastes by smell alone. In
its range can be extended up to (Essence x100) addition, bleeding characters and characters who
yards by running a wire from the Exalt’s finger- Special activation rules: When Keen Sight Tech- are severely injured are easier to find. Add 1 or 2
tips. Sound from Stillness Meditation: For 6m, nique is active, any sight-based Awareness Charm dice to an Awareness roll against the target’s Stealth.
1wp, the Solar can take a Simple action lasting to is reduced in cost by one mote, to a minimum of one. This Charm follows the special activation rules of
draw audio surroundings and may listen for noises If the character has learned all three Unsurpassed Unsurpassed Sight Discipline (p. 271), discounting
or conversations that happened up to (Sense) Discipline and activates all three the cost of taste and smell effects instead
(Essence x5) hours prior with a diffi- Keen (Sense) Techniques, this discount of those which enhance sight. See the full
culty 5 Awareness roll. See the full text
of this Charm on page 271.
272 applies to any Awareness Charm. 271 text of this Charm on page 271. 271
Awareness 5, Essence 3 Awareness 5, Essence 3 Awareness 5, Essence 3

Unswerving Eye Method


Cost: 3m; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Keen Sight Tech-
nique

The Iron Wolf’s gaze cannot be misdirect-


ed, and her focus cannot be dissuaded. Even
the greatest feats of stealth pale before her
genius eyes. When a character attempts to
hide from the Solar, steal from her, or cheat
her with a quick motion, revert (Essence) of
his double successes— typically 10s, but 9s
under the effect of double 9s and so on—to
single successes. This effect can even contest
magic that is considered impossible to notice.
The benefit of this Charm only applies to the
Solar—it is her eye which is unswerving. The
player can choose to activate this Charm after
the opposing roll has been made.

267
Awareness 4, Essence 1
Adamantine Fists of Battle Apocalypse Flare Attack Ascendant Battle Visage
Cost: 4m; Type: Supplemental Cost: 3m, 2i; Type: Simple Cost: 15m, 3a, 1wp; Type: Reflexive
Keywords: Dual Keywords: Decisive-only Keywords: None
Duration: One scene
Duration: Instant Duration: Instant Prerequisite Charms: Supremacy of War
Prerequisite Charms: Burning Fist Burial Prerequisite Charms: Fire-Eating Fist Meditation
Hardening her fists until they are unbreakable, The Lawgiver reaches deep into her Essence, The Solar becomes a visage of divine wrath. Her
the Exalt strikes a shattering blow. When this drawing forth a mountain-crushing surge anima will stay at burning so long as this Charm’s
Charm supplements a withering attack made of spirit pressure that burns like a small sun mote cost is committed. Rushes have double 7s,
with the Solar’s bare hands, her strike gains an and may rush with her Strength. If her opponent
between her hands. The Solar then hurls is 3+ bands away, she may move 2 range bands to
Overwhelming bonus equal to her Strength. For this flare of burning Essence like a comet to approach him until she is within medium or short
example, the Overwhelming value of a punch strike a foe she can perceive at any range. The range. During this time, she may clash any attack as
attack is 1. If the Solar’s Strength is 5, then her base damage for this attack is any damage the her combat action, without having to delay, and if
Overwhelming for this attack is 6. On a decisive she successfully clashes a ranged attack she imme-
Solar has gathered with Fire-Eating Fist. In
attack, her damage is lethal, has double 10s, and diately flashes into close range with her opponent,
rerolls 10s. On the tick she uses this Charm, the
addition, the Exalt may choose to pour three striking her target. No amount of withering damage
Lawgiver can parry lethal attacks with her bare levels of anima banner into the attack, shed- can crash her unless it is delivered from close range.
hands without a stunt. A repurchase allows the ding them to give the attack three automatic The Solar may activate Orichalcum Fists of Battle
Solar to use a Simple version of this Charm with a successes and (Essence) additional damage. and its prerequisite reflexively, paying only 6m.
duration of one scene and a cost of five motes, one This attack does not include the Exalt’s Ini- Also, if she knows the Charm Fire-Eating Fist she
tiative and does not return her to base value. may store damage from any attack she clashes. If
Willpower. This version may be activated reflex- she knows the Apocalypse Flare Attack, she may
ively for two motes, one Willpower if unleash that attack at the iconic level
the Solar uses the supplemental version without effecting her anima. See the full
to successfully damage an opponent. 279 283 text of this Charm on page 283. 283
Brawl 5, Essence 3 Brawl 5, Essence 5 Brawl 5, Essence 5

Blade-Rebuking Wrath Burning Fist Burial Burning Proof of Authority


Cost: 5m, 1i; Type: Reflexive Cost: 4m + 1m per die; Type: Reflexive Cost: 4m; Type: Reflexive
Keywords: Clash, Uniform Keywords: Decisive-only Keywords: None
Duration: Instant
Prerequisite Charms: Wind and Stones Duration: Instant Duration: Indefinite
Defense Prerequisite Charms: Ferocious Jab Prerequisite Charms: Unbreakable Grasp

The Lawgiver may clash a withering or deci- The Solar’s blow sends a surge of Solar Essence During a clinch the Solar controls with 2+ rounds
sive attack with such fury that she knocks her crashing and burning through her foe’s bones of control remaining, the Lawgiver forces her
foe’s weapon from his hands. This clash attack and internal organs. This Charm adds extra anima into her hand, gloving it in Solar fire, before
does no damage, but for every three extra suc- successes from a decisive attack to the damage driving it into her opponent’s flesh, branding him.
This mark is painless and inflicts no damage, but
cesses on the attack roll, the opponent’s weapon roll at a rate of one mote per die, and is activat- releases the captive, knocking him prone. When
is hurled an extra range band. There is no limit ed after the attack succeeds. she is in close range of the mark, she may reflex-
to how far it can be hurled. Using this Charm ively release the motes committed to the Charm,
counts as the Solar’s attack action. pulling the opponent back into the clinch. There is
no roll; the Exalt resumes control over the captive
with the number of rounds of control she had
when she branded him. If the Solar does not invoke
this power, the brand fades away at the end of the
scene and the motes return to her Essence pool.
Removing the brand requires that the marked
character succeed at a grapple with the Solar and
wins at least as many rounds of control
as those associated with the brand. See
277 277 the full text of this Charm on page 278. 278
Brawl 5, Essence 2 Brawl 4, Essence 2 Brawl 4, Essence 2

Cancel the Apocalypse Crashing Wave Throw Dancing With Strife Technique
Cost: 5m; Type: Reflexive Cost: 5m; Type: Reflexive Cost: —; Type: Reflexive
Keywords: None Keywords: Uniform Keywords: None
Duration: Instant
Duration: Instant Duration: Instant Prerequisite Charms: Reckless Fury
Prerequisite Charms: Knockout Blow Prerequisite Charms: Vicious Lunge Discard

Tearing at an opponent’s anima, the Solar The Solar concentrates her anima around the arc Empowered by violence, the Solar exults at the
rips away an enemy’s chance for victory. The of a throw, hurling her opponent like a meteor song of death in her ears. Once per scene, if the
Exalt can use this Charm upon driving a target to the ground. When the Exalt aborts control Exalt successfully defends against an attack
into crash, reaching into his soul to rip away of a grapple to make a withering or decisive that rolls (Solar’s Essence or five, whichever
at the Essence suffusing him. This Charm throw (see p. 201), the damage pool is boosted is greater) or more successes, she may use this
deactivates an ongoing Brawl, Martial Arts, by +2 damage per round of control forfeited by Charm to gain one point of temporary Will-
Melee, or combat Attribute Charm of the the throw. The Exalt can throw her opponent power. This Charm can be reset by defending
up to short range. If she used Dragon Coil Tech-
player’s choosing, but cannot target perma- against a withering attack when the Exalt has
nique to establish control of a clinch, she can hurl
nent effects. truly massive opponents across the battlefield. At
only one Initiative.
Essence 3+, the Exalt may expend two or four
rounds of control, decreasing the throw’s damage
in order to increase its length, allowing her to
throw a foe to medium or long range, forcing him
to contend with short or medium distance falling
damage— assuming she didn’t hurl him
into an abyss, an empty well, an open
279 cave mouth, or some other deep fissure. 275 278
Brawl 5, Essence 3 Brawl 4, Essence 1 Brawl 5, Essence 3
Devil-Strangling Attitude Dragon Coil Technique Falling Hammer Strike
Cost: —(3m); Type: Permanent Cost: 3m; Type: Reflexive Cost: 1m; Type: Supplmental
Keywords: None Keywords: Uniform Keywords: Uniform
Duration: Instant Duration: Instant
Duration: Instant Prerequisite Charms: Devil-Strangling Prerequisite Charms: Thunderclap Rush
Prerequisite Charms: Vicious Lunge Attitude Attack

The fury-driven might of the Lawgiver can The Solar gains (Essence) automatic successes on the The Solar is as relentless as the coming storm.
crush the life from even the gods. This Charm attack and the control rolls, and she treats the oppo- This Charm supplements a withering or
allows the Solar to roll (Strength + Brawl) nent’s 10s as her own single successes. In addition, decisive attack, preventing the onslaught
to attack with a grapple gambit. At Essence when the Solar controls a clinch with this Charm, penalty to her target’s Defense from fading
2+ she may pay three motes to double extra her withering and decisive savaging attacks and on his next turn. The Solar’s onslaught can
successes on the control roll when using slams enjoy (Essence) bonus dice of damage. The only be abated by escaping her long enough
Oak-Curling Clinch. Exalt can choose whether this damage is bashing or to suffer no attack for at least one round. If
lethal. In addition, if the Exalt uses this Charm to
the Solar is unable or unwilling to attack her
defend herself from a grapple and wins control, she
can keep control of the grapple rather than merely
target, the effect ends and the target’s Defense
escaping. Finally, if the Solar uses her (Strength + refreshes as normal. Falling Hammer Strike
Brawl) to land a grapple attack, this Charm allows does not maintain onslaught penalties from
the Solar to grapple characters of prodigious size. other characters’ attacks, nor does it supple-
However, creatures of truly titanic proportions can ment grapple attacks.
only be gripped in bits and pieces, with the most
likely result being that the Solar tears
away a massive chunk of her opponent.
275 See the full text of this Charm on page 280. 280 275
Brawl 5, Essence 1 Brawl 5, Essence 3 Brawl 4, Essence 1

Ferocious Jab Fire-Eating Fist Fists of Iron Technique


Cost: 1m; Type: Supplemental Cost: 1m; Type: Supplemental Cost: 1m; Type: Reflexive
Keywords: Uniform Keywords: None Keywords: None
Duration: Instant
Duration: Instant Prerequisite Charms: Intercepting Fury Duration: Instant
Prerequisite Charms: None Smite Prerequisite Charms: None

The Solar strikes her opponent with a fu- This Charm supplements a clash attack. Any 1s This Charm allows the Exalt to parry lethal
ry-enhanced blow. This Charm supplements rolled by the attacker are converted to automatic damage with her bare hands. In addition,
a physical strike, and adds a number of dice successes on the Solar’s clash. If the Solar dissolves her bare-handed decisive strike does lethal
to the damage of a withering or decisive an energy attack, she enjoys (opponent’s Essence) damage and her withering damage ignores
attack equal to the target’s current onslaught bonus attack and damage dice on her next attack. At- (Essence + Intimacy) soak. The Intimacy in
penalty. tempting to clash ranged attacks out of range of the this context can be a Tie (as the Solar strikes
Solar’s fist lowers the cost of Force-Rending Strike to a hated enemy or defends a beloved friend)
4m, and drops the Willpower cost. This Charm does
or a Principle (as the Solar exults in the thrill
not create a clash attack on its own, and is permit-
ted to enhance Martial Arts Charms with the Clash
of violence).
keyword. At Essence 4+, this effect becomes stack-
able up to (Stamina) stacks. In addition, the Exalt may
clash away ranged attacks in the exact same manner,
treating them as if they were elemental bolts. Note
that in all instances of this Charm, clashing a projectile
attack by an opponent who is out of range
does not result in damage to that opponent.
274 See the full text of this Charm on page 274. 279 273
Brawl 3, Essence 1 Brawl 5, Essence 3 Brawl 1, Essence 1

Fivefold Fury Onslaught Force-Rending Strike Hammer on Iron Technique


Cost: —; Type: Permanent Cost: 5m, 1wp; Type: Reflexive Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: Clash, Decisive-only Keywords: Decisive-only
Duration: Permanent Duration: Instant
Prerequisite Charms: Hammer on Iron Duration: Instant Prerequisite Charms: Falling Hammer
Technique Prerequisite Charms: Ferocious Jab Strike

This Charm permanently upgrades the The Exalt glances into the aura of violence The Lawgiver suffuses her body with Essence,
prerequisite, allowing the Solar to make before her and knows the course of her op- becoming a virtual killing machine, her arms
([Strength or Stamina] +1) attacks, and adding ponent’s strike, meeting it with a greater vi- swinging like trip hammers. This Charm creates
bonus damage to each succesful strike—+1 on olence of her own. This Charm allows the a series of up to ([half Strength or Stamina,
the first, +2 on the second, +3 on the third, Solar to make a reflexive Brawl-based clash rounded up] + 1) attacks against a single target,
and so on. attack (p. 202) against an incoming decisive dividing the Solar’s Initiative up evenly for each
attack. This does not count as the Solar’s strike, then adding bonus Initiative sufficient to
combat action. raise the damage of all of them to equal the high-
est’s. In addition, for every blow that lands, the
damage of the next is increased by the number
of 10s in the previous damage roll.

281 277 278


Brawl 5, Essence 3 Brawl 4, Essence 2 Brawl 5, Essence 2
Heaven Fury Smite Heaven Thunder Hammer Incarnated Fury Attack
Cost: —; Type: Reflexive Cost: 7m; Type: Reflexive Cost: 10m, 3a, 1wp; Type: Simple
Keywords: Decisive-only Keywords: Decisive-only Keywords: Withering-only
Duration: Instant Duration: Instant
Prerequisite Charms: Rampage-Berserk- Duration: Instant Prerequisite Charms: Adamantine Fists
er Attack Prerequisite Charms: Ferocious Jab of Battle

Sensing her opponent is near collapse, the This Charm is activated after a successful deci- Drawing down on a crashed opponent, the
Exalt lashes out with a lightning fast decisive sive Brawl attack. If the damage roll generates at Lawgiver channels all the fury of her anima
attack. Heaven Fury Smite can be used when least 1 success, the target is knocked prone and into her fists and strikes a world-rending
the Lawgiver lands an attack that drives her loses 1i, which is added to the Solar’s base value blow. This is an unblockable, undodgeable
target into crash. It automatically resets her when her Initiative resets. For 3 damage success- withering attack with double 7s on the
attack action, allowing her to attack again es, the opponent is hurled into a surface, hitting damage roll. The Solar’s anima must be at
instantly, so long as she launches a decisive it with an impact equivalent to falling a short bonfire in order to use this Charm, as she
distance (see falling damage, p. 232), destroying
attack against the crashed opponent. This sheds her entire anima into the attack and
weak objects he collides with. At 4+ successes, the
attack may be made with any viable Ability— foe is knocked into an object at close range (with
returns to the dim level.
the Solar experiences a burst of speed that damage as if he fell from a medium distance) or
allows her to reflexively draw a weapon, be is sent out to short range with a short-distance
it a sword or a nearby tree branch. falling impact. At 5+ successes, the foe is thrown
to short range and suffers an impact like falling
from a medium height. At Essence 3+, double the
successes for determining the distance
the victim is hurled. See the full text of
283 this Charm on page 274. 274 282
Brawl 5, Essence 5 Brawl 3, Essence 1 Brawl 5, Essence 4

Inevitable Victory Meditation Intercepting Fury Smite Iron Battle Focus


Cost: 3m, 2i; Type: Simple Cost: —; Type: Permanent Cost: 3m; Type: Reflexive
Keywords: None Keywords: None Keywords: Dual
Duration: Instant Duration: Permanent Duration: One turn
Prerequisite Charms: Superior Violent Prerequisite Charms: Force-Rending Prerequisite Charms: Fists of Iron Tech-
Knowledge Strike nique
The Solar takes a moment to assess her sur- As violence and destruction goes, the Solar is Though she may take a beating, the Exalt’s
roundings in order to determine the most an artist and a savant. This Charm permanently resolve is tougher than iron. The Solar may ac-
effective channel for violence. Roll (Wits + enhances ForceRending Strike; so long as she is tivate this Charm to become immune to further
Brawl) and store the result. The Exalt can wielding an improvised weapon for the clash, onslaught penalties until her next action.
reflexively use this result in place of a Brawl Force-Rending Strike’s cost is reduced to four
roll at any time. Stocked successes can be motes, and the Willpower cost is dropped. Using
used to bolster defense at a rate of two suc- Intercepting Fury Smite to succeed at a clash
cesses per Parry or Evasion. These successes forces the Solar to discard her current weapon;
fade at the end of the scene. At Essence 4+, it is either destroyed or dropped, forcing her to
the roll gains (Essence) automatic successes. retrieve it or choose another.
Special Activation Rules: This Charm
becomes Reflexive if the Solar beats all of
her opponents in a Join Battle roll, or if she
knocks an opponent prone.

282 279 273


Brawl 5, Essence 3 Brawl 5, Essence 3 Brawl 3, Essence 1

Knockout Blow Lightning Strikes Twice Oak-Curling Clinch


Cost: 5m, 1wp, +1m, 1i per die Cost: 1m, 1wp; Type: Reflexive Cost: 2m; Type: Reflexive
Type: Simple Keywords: None Keywords: None
Keywords: Withering-only Duration: Instant
Duration: Instant Prerequisite Charms: Crashing Wave Duration: Instant
Prerequisite Charms: Ox-Stunning Blow Throw, Heaven Thunder Hammer Prerequisite Charms: Vicious Lunge

The Solar sees a perfect opening and strikes a After launching an opponent with one of the pre- Locked in a deadly struggle with her opponent,
blow, the apex of her attack suffused by battering requisite Charms, the Solar makes an additional the Exalt draws on the inner fire of her Essence,
Essence. This attack is like a normal withering attack using any Ability and may reflexively draw channeling savage might into her limbs. This
attack, but the damage is bolstered by doubled 9s. a weapon to do so. If the attack was a decisive Charm may be used after the Solar has succeeded
In addition, if the Solar drives her opponent into attack, her Initiative does not reset until after the
extra attack. Prerequisite Charm used determines at a grapple gambit, converting extra successes on
crash with this attack, he is immediately knocked the attack roll into bonus dice on the control roll.
unconscious. The Solar may further enhance the effect - Crashing Wave Throw: The Exalt meets
her opponent in the air and make a grapple attack
ferocity of this blow, reflexively paying one mote,
with his Defense at 0. Succeeding at the clinch
one Initiative per die to add to the damage of this control means the Solar must make an immediate
attack, to a limit of the Initiative gained by the throw or slam. Heaven Thunder Hammer: If foe
attack. For example, if the Solar rolls four success- knocked up to medium range, the Exalt flashes in
es on the damage roll, she may spend up to four to range before he impacts, striking him again. The
motes, four Initiative to add four additional dice Solar cannot grapple her opponent, but the strike
to the damage roll. Knockout Blow can only be is a surprise attack. Using this Charm counts as the
used once per fight, but can be reset by dodging, Exalt’s movement action. This Charm can only be
parrying, or soaking a withering attack used once per combat, but can be reset by
with three or fewer Initiative without gaining 10+ Initiative on a single tick. See
suffering crash. 278 the full text of this Charm on page 281. 281 278
Brawl 5, Essence 3 Brawl 5, Essence 3 Brawl 4, Essence 2
One With Violence Orichalcum Fists of Battle Ox-Stunning Blow
Cost: —; Type: Permanent Cost: 8m, 3a, 1wp+1m per turn; Type: Simple Cost: 4m, 1i, 1wp; Type: Simple
Keywords: None Keywords: Decisive-only Keywords: Withering-only
Duration: Permanent Duration: One scene Duration: Instant
Prerequisite Charms: Falling Hammer Prerequisite Charms: Adamantine Fists Prerequisite Charms: Fists of Iron Tech-
Strike of Battle (x2) nique

The Exalted brawler does not meditate as the While using the scene-long version of the pre- The Solar pulls explosive Essence from her
monks do, but her violent ruminations are no requisite, the Solar may channel the raw fury of extremities, causing them to lance through the
less weighty. Hers is not the way of blind in- her iconic anima down into her fists, suffusing point of her strike. Her blow enjoys one auto-
stinct, but the force-honed circumstance of them with blazing Solar Essence. For the rest of matic success on the attack roll and (Essence)
a natural disaster. This Charm enhances the the scene, her decisive attacks ignore hardness, bonus dice to damage. Ox-Stunning Blow can
crash bonus the Exalt earns for driving any and her base Initiative is increased by one. In only be soaked with the target’s Stamina, but
target into crash with a Brawl or Martial Arts addition, when she is at base Initiative or lower, unlike a normal withering attack, the Solar
attack, awarding her extra Initiative equal to her decisive damage gains (Essence) bonus does not reap Initiative from damage successes.
(her Essence or five, whichever is smaller). dice and rerolls 1s and 10s until 1s and 10s fail Rather, any Initiative she strips is rolled again
to appear, retaining any successes from rerolled as dice, and for every two success, the target
10s. This effect costs one mote per turn to main- suffers a -1 penalty to his defenses and dice pools
tain. This Charm requires three levels of anima
to use, and use of this Charm returns the Law- until his onslaught penalty wears off.
giver’s anima to the dim level. While this Charm An Essence 3+ repurchase allows the Solar to
is active, the Solar’s fists glow gold-to-white and gain Initiative in addition to penalizing her op-
her Caste Mark shines brightly. These ponent with rolled successes.
278 effects cannot be muted.
282 277
Brawl 5, Essence 2 Brawl 5, Essence 4 Brawl 3, Essence 2

Raging Wrath Repeated Rampage-Berserker Attack Rapturous Cradle


Cost: 4m, 1wp; Type: Reflexive Cost: 7m, 3i, 1wp; Type: Simple Cost: 1m, 1wp; Type: Reflexive
Keywords: None Keywords: Perilous, Withering-only Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Ten Calamities Prerequisite Charms: Fivefold Fury On- Prerequisite Charms: Burning Proof of
Technique slaught Authority

The Solar’s surging, destructive Essence is re- The Solar shatters her opponent’s limbs Lifting her hand, the Solar reaches across the
doubled when she breaks an opponent with and torso with a barrage of Essence-fueled shroud of the heavens to find the one she has
her own hands. If the Solar crashes an oppo- blows. Roll a normal Brawl-based withering marked. Pulling on a brand created by Burning
nent she is clinching, she may reflexively acti- attack, but instead of using extra successes Proof of Authority, she may draw a captive into
vate this Charm, resetting her combat action, for damage, each extra success determines her grasp from as far away as long range. The
and restoring all the rounds of control that how many times the Solar strikes her op- target does not travel the distance between
she had at the start of the clinch. ponent and how many times the damage of himself and the Lawgiver, but blurs into her
her attack is repeated. This attack may only steel embrace as if he had never left it. Using
be used once per scene, but if can be reset if Rapturous Cradle automatically releases the
the Solar incapacitates a powerful or impres- Solar’s commitment to Burning Proof of Au-
sive opponent. thority, removing the brand and resuming its
effects in total.

282 282 280


Brawl 5, Essence 4 Brawl 5, Essence 4 Brawl 5, Essence 3

Reckless Fury Discard River-Binding Wrath Shockwave Technique


Cost: 3m, 1i; Type: Reflexive Cost: 2m or 4m; Type: Supplemental Cost: 6m, 1wp; Type: Reflexive
Keywords: Perilous Keywords: None Keywords: Withering-only
Duration: Instant Duration: Instant
Duration: Instant Prerequisite Charms: Oak-Curling Prerequisite Charms: Crashing Wave
Prerequisite Charms: Iron Battle Focus Clinch Throw

Channeling her rage, the Exalt strikes away a The Exalt leaps through her anima like a The Solar launches a captive at a group of foes. The
blow at the last second, or steps between strikes burning apparition of glorious anger, cap- damage roll adds 4 dice per round of control forfeit-
to get at her target’s throat. This Charm can be turing a foe in her iron grasp. For two motes, ed by the throw, as per page 201. The target must
activated after an opponent’s attack roll, raising this Charm enhances a grapple attempt or the be within short range; the shockwave hits every
opponent within short range of the target, apply-
the Solar’s Parry or Evasion by a number equal control roll, allowing the Solar to reroll 5s and ing a single Dexterity + Brawl withering attack
to the 1s in the attack roll. This Charm takes 6s until 5s and 6s fail to appear. For four motes, with a base damage of 7. Foes struck are knocked
precedence over those that reroll 1s. it enhances both rolls. prone, and the damage of the throw is applied sep-
arately. If the Solar is crashed when throwing, she
still damages each foe, but she only gains Initiative
from a single target. When used with Crashing Wave
Throw, the damage of this throw enhanced, as is its
range, striking enemies out to medium range without
spending rounds of control per the rules of Crashing
Wave Throw. Special activation rules: Shockwave
Technique can be used once per combat. To reset
it, the Solar must deal 10+ health levels of
damage on a single decisive Brawl attack.
276 279 See the full text of this Charm on page 281. 281
Brawl 4, Essence 2 Brawl 5, Essence 3 Brawl 5, Essence 3
Sledgehammer Fist Punch Striving Aftershock Method Superior Violent Knowledge
Cost: 5m; Type: Supplemental Cost: 2m; Type: Reflexive Cost: 4m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Indefinite
Prerequisite Charms: Heaven Thunder Duration: Instant Prerequisite Charms: Striving After-
Hammer Prerequisite Charms: One With Violence shock Method
This attack is neither withering nor decisive Driven on by the flow of violence, the Solar The Lawgiver looks beyond her next attack and
and adds (Strength) automatic successes to the hones her Essence into her limbs, assuming a sees the battle’s course unfold. She may use this
damage roll. This Charm greatly enhances a more perfect position for her next strike. After Charm at any time to reflexively store up to
(Strength + Athletics) based attempt to punch landing a decisive attack which resets her to (Stamina) Initiative. Thenceforth, upon making
through an object; if the Solar’s totals approach base Initiative (usually 3), the Solar may use this a decisive attack, she may choose to reflexive-
viability for such a feat, this Charm allows her Charm, adding +2 to her base Initiative value. ly release her commitment to Superior Violent
to greatly speed up the demolition, based on the Knowledge, pouring stored Initiative into her
durability of the object she strikes and the stunt
attack’s raw damage to boost it. This Charm
she performs. Using Sledgehammer Fist Punch
expressly allows the Exalt to launch a decisive
in such a way may be done reflexively (though
the character can still only take a reasonable attack while crashed. Special activation rules:
number of such reflexive actions per round, at Using Superior Violent Knowledge at the start of
the Storyteller’s discretion), but using it to cause her turn does not affect her place in the attack
harm indirectly (by e.g. collapsing a pillar or order of the current round but will be reflected
kicking a stack of barrels down onto someone) in subsequent rounds. Stored Initiative cannot
requires that it supplement a combat be targeted or stripped by withering
action. See the full text of this Charm attacks. Unless used, this Charm’s
on page 277. 277 281 effect wears off at the end of combat. 282
Brawl 5, Essence 2 Brawl 5, Essence 3 Brawl 5, Essence 3

Supremacy of War Meditation Ten Calamities Technique Thunderclap Rush Attack


Cost: —; Type: Reflexive Cost: 5m; Type: Supplemental Cost: 3m; Type: Reflexive
Keywords: None Keywords: Dual Keywords: None
Duration: Instant Duration: Until the grapple ends
Prerequisite Charms: Inevitable Victory Prerequisite Charms: Dragon Coil Tech- Duration: Instant
Meditation nique Prerequisite Charms: None

Once per ascent to iconic anima, the Law- While controlling a clinch, the Solar locks a This Charm allows the Solar to move a single
giver may use a free full Brawl Excellency to ruinous hold on her captive in an attempt to force range band without consuming her movement
enhance her attacks or defenses. This Charm his submission. The player can describe this as action, to make an attack regardless of her posi-
tion in the Initiative order. The attack in this in-
is reset each time the Solar returns her iconic any kind of signature joint lock, chokehold, or stance must be made the moment the Solar blurs
anima to the dim level. scenery-assisted torment they can imagine, ap- forward, and so this Charm can only be activated
plying the damage roll normally. Remember, sav- at short range. This attack counts as her turn for
aging attacks always hit, and serve only to boost the round, and doesn’t have to be a Brawl attack. If
the damage result, per the rules described on page contested by another character using this Charm,
the better stunt wins. The target of this Charm
201. Each consecutive round the character inflicts may not use a Clash (p. 202) to defend against
damage with a grapple, her raw damage grows— the Solar’s attack unless he’s using a Charm
+2 per round for withering or +1 for decisive. with the Clash keyword. At Brawl 5, Essence
Thus, a character who made three withering 3+, add 1wp to the cost of this Charm to automat-
attacks and then a decisive attack would enjoy ically strip (lower of Essence or 5) Initiative from
bonuses of +2, +4, +6 and +4 respectively. Decisive her target and awards it to her, before the attack
is made. This Charm can be used once per target,
attacks made with this Charm ignore per scene, but can be refreshed against a
hardness. Ten Calamities Technique single target by crashing that target. See
283 does not enhance throws or slams. 280 the full text of this Charm on page 275. 275
Brawl 5, Essence 4 Brawl 5, Essence 3 Brawl 3, Essence 1

Titan-Straightening Method Vicious Lunge Wicked Dissolve Dust


Cost: 7m, 1wp; Type: Simple Cost: 1m; Type: Supplemental Cost: 4m; Type: Reflexive
Keywords: Withering-only Keywords: None Keywords: Decisive-only
Duration: Instant Duration: Instant
Prerequisite Charms: Ten Calamities Duration: Instant Prerequisite Charms: River-Binding
Technique Prerequisite Charms: None Wrath, Intercepting Fury Smite

Channeling primal strength through a surge of In a burst of violence, the Solar launches herself Feeling the tide of momentum turn against
Essence, the Lawgiver winnows and thrash- at an opponent, seizing him with tremendous her, the Solar draws a shield against her doom.
es a clinched opponent in an attempt to shake force. This Charm supplements a grapple When in control of a clinch, the Exalt can use
him apart. The Solar immediately expends all gambit, adding one automatic success to the Wicked Dissolve Dust to interpose her captive
remaining turns of control and makes an equal attack roll, and (Essence or three, whichever between herself and an incoming decisive
number of withering savaging attacks. Learn- is greater) dice to the Initiative roll. attack, enacting a reflexive Dexterity + Brawl
ing Titan-Straightening Method permanent- clash attack. If her clash succeeds, rather than
ly enhances Dragon Coil Technique, allowing doing damage to the attacker, all of the damage
the Solar to use it to grapple impossibly huge of the opponent’s decisive attack is transferred
opponents for the express purpose of using Ti- to her captive.
tan-Straightening Method. This Charm does
not confer the power to lift, slam or hurl such
opponents.

280 275 280


Brawl 5, Essence 3 Brawl 3, Essence 1 Brawl 5, Essence 3
Wind and Stones Defense
Cost: 3m; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Ferocious Jab

The Solar dances around her foe’s attacks, or


buffets them away with vicious disdain. When
the Exalt’s Initiative is higher than her oppo-
nent’s, she may use this Charm to raise her
Evasion or Parry by an amount equal to her
foe’s current onslaught penalty.

274
Brawl 4, Essence 1
All-Seeing Master Procurer Bureau-Rectifying Method Bureau-Reforming Kata
Cost: 5m; Type: Reflexive Cost: 10m, 1wp; Type: Simple Cost: 5m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: One scene Duration: Instant
Prerequisite Charms: Consumer-Eval- Duration: One investigation Prerequisite Charms: Bureau-Rectifying
uating Glance Prerequisite Charms: Speed the Wheels Method, Enigmatic Bureau Understanding

Through use of this Charm the Solar broadcasts The Solar may use her bureaucratic prowess to The Lawgiver may use this Charm to sort an
her ability to evaluate and fence any good, and reform an ailing or corrupt bureaucracy. The organization she controls, moving personnel
to estimate the viability of any good or service Lawgiver must participate in an investigation of and dropping its weakest members. This Charm
in any market. This Charm makes characters the organization, attending or leading inquiries, may be used after Bureau-Rectifying Method to
naturally assume the Solar is a master merchant, reviewing records and interviewing involved instantly cleanse an organization of any hostile
someone who should be approached in order parties. For the duration of the inquest, add the magic such as Indolent Official Charm or as-
to receive the best deal or gain information Solar’s Bureaucracy in automatic successes to her trological curses. Whether the Solar is able to
about any certain product. This Charm does Investigation and Socialize rolls to conduct this determine the presence of such magic depends
investigation. In addition, while this Charm is in on the thoroughness of her investigation. If the
not confer knowledge of any good the Solar is
effect, members of the organization will automat- Storyteller is satisfied that she has uncovered ev-
unfamiliar with, but it does allow her to reflex- ically perceive the Solar as a subject of confiden- idence of malignant forces at work, this Charm
ively employ Insightful Buyer Technique for tial trust with regards to the bureau— someone automatically succeeds at clearing all such effects
one mote, in order to speculate on the value of they should both confide in and should speak and making the organization immune to them
goods in local or foreign markets, even those truthfully to. This registers as a Major Intimacy for one season.
that may not be physically present. with most, but those with strong will and reasons
to want to hide the truth will clock in
with no more than a Minor Intimacy
284 of respect for the Lawgiver’s authority. 285 286
Bureaucracy 4, Essence 1 Bureaucracy 5, Essence 1 Bureaucracy 5, Essence 2

Consumer-Evaluating Glance Deft Official’s Way Eclectic Verbiage of Law


Cost: 3m; Type: Reflexive Cost: 5m; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Frugal Merchant Duration: One scene Prerequisite Charms: Semantic Argu-
Method Prerequisite Charms: None ment Technique

The Lawgiver can evaluate a buyer’s inten- The Lawgiver becomes preternaturally adept at The Solar’s understanding of bureaucratic pro-
tion and budget with a glance. This enacts a navigating through bureaucracies. She can nat- cedure is immense and complex. She may draw
([Perception or Wits] + Bureaucracy) read in- urally sense who to talk to in order to produce on this well of knowledge to enact a free full
tentions action against the target’s Guile. If results, who expects or is amenable to bribes, Bureaucracy Excellency once per season. This
successful, the Exalt can tell if the target plans which functionaries are actually useful or Charm can be reset by the Solar aiding in the
to betray or cheat her. If he does, the Solar’s friendly and which are officious tyrants abusing success of a particularly difficult project (see p.
Resolve is raised by her Essence against all their meager sliver of power. The Solar may 225) as determined by the Storyteller.
bargain action attempts by that character. She add her Bureaucracy score to the read inten-
may also use this Charm to determine a char- tions actions of any Ability so long as it helps
acter’s Resources rating and whether he intend her in producing a desired bureaucratic result,
to buy or whether he needs to be swayed into such as obtaining a license, gaining a passport
attempting a bargain action. or securing an audience.

284 284 288


Bureaucracy 3, Essence 1 Bureaucracy 1, Essence 1 Bureaucracy 5, Essence 3

Empowered Barter Stance Enigmatic Bureau Understanding Enlightened Discourse Method


Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 4m; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: One scene
Prerequisite Charms: Irresistible Sales- Duration: Permanent Prerequisite Charms: Deft Official’s Way,
man Spirit Prerequisite Charms: Measuring Glance Frugal Merchant Method

Once a day, the Solar gains a point of temporary With this Charm, the Lawgiver is made aware when The Exalt’s understanding of business language
Willpower for succeeding at a bargain action. the member of an organization has his Intimacy for and commerce makes her seem worldly and wise.
the organization challenged by anything that does Add half her Bureaucracy score (rounded up)
not involve the Psyche keyword. This awareness is in dice to all social influence to affect bargains,
contingent on the Solar having used read intentions trade, create business partnerships, create good
actions to uncover the Intimacies of the character will between organizations, communicate effec-
in question. The Solar’s awareness extends to when tive orders, mediate, and so on.
the character’s Intimacy is challenged if and only
if the character is currently functioning in some
capacity for the organization. If the subject is not
presently working for the Solar, she only notices
that someone has attempted to influence him when
he functions as a member of the organization. Also,
the Exalt only immediately notices influence against
a character who is currently on duty. This Charm
does not convey any knowledge of the substance of
such social influence, or whether it was
successful—only that it happened. See
286 the full text of this Charm on page 284. 285 285
Bureaucracy 5, Essence 3 Bureaucracy 4, Essence 1 Bureaucracy 3, Essence 1
Foul Air of Argument Technique Frugal Merchant Method Illimitable Master Fence
Cost: 13m, 1wp; Type: Simple Cost: 1m; Type: Simple Cost: 1m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Indefinite Duration: Instant
Prerequisite Charms: Indolent Official Duration: Instant Prerequisite Charms: All-Seeing Master
Charm Prerequisite Charms: None Procurer
The Lawgiver can arrest an entire arm of gov- With a cursory examination, the Lawgiver can By spending a day in a market, the Lawgiv-
ernment with one deft stroke. The Solar targets a determine the exact quality of any good offered er can sense the ebb and flow of commerce,
project she’s aware of and dooms it with a flash of for sale. She can tell if it is in poor, average, or guiding her to knowledge of hidden or illegal
her Caste Mark. Roll ([Charisma or Manipulation] excellent condition. However, this grants her markets. By observing normal transactions,
+ Bureaucracy) against the Bureaucracy, Investi- no knowledge of the market value of any par- speaking with merchants and customers, and
gation, Larceny or War (whichever is applicable ticular good, nor does it tell her the purpose watching the general course of economic dal-
to the project) of each character responsible for of an object. By inspecting a scavenged mech- liance, she becomes aware of the bureaucratic
leading the project. For each success, that char-
anism of the First Age, she could tell if it was specialties of everyone connected to a specif-
acter will experience (Solar’s Essence) botches
trying to carry out that project. As failure mani-
functional, but not how it functions. ic market. The Lawgiver even becomes aware
fests, the first result is that communication breaks of the special market knowledge of characters
down, becoming hostile, ineffective, or completely whose names she doesn’t know and whose
impossible (as with the collapse of the informa- faces she has never seen.
tion arm of a military establishment). A project
that is a monumental failure may threaten the
stability of an entire organization. This
Charm may not be used on a single or-
ganization more than once per season. 288 283 284
Bureaucracy 5, Essence 3 Bureaucracy 1, Essence 1 Bureaucracy 5, Essence 1

Indolent Official Charm Infinitely-Efficient Register Insightful Buyer Technique


Cost: 5m; Type: Simple Cost: —; Type: Permanent Cost: 3m; Type: Simple
Keywords: Stackable Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Duration: Indefinite Prerequisite Charms: Omen-Spawning Prerequisite Charms: Frugal Merchant
Prerequisite Charms: Deft Official’s Way Beast Method
Through use of this Charm, the Solar may bring As long as the Lawgiver’s organization has suc- Through use of this Charm, the Solar gains an
the wheels of a government to a grinding halt ceeded at one challenging project in the pre- intuitive feel for a marketplace at a given instant,
with regards to a single task. Circumstantial and vious season, her bureaucracy automatically allowing her to intuit roughly how much a given
bureaucratic roadblocks slow the task. For every completes one project within its scope without object will fetch in any one market. Though
point of Essence the Exalt possesses, the investiga- ever undertaking it. Once per story, the Exalt the Exalt need not be physically present in the
tion is delayed by one degree, from days to weeks, may travel to an isolated section of her business market, this Charm must be used with a partic-
weeks to months, months to seasons, and seasons headquarters where she will find the proof of ular sales venue in mind. The Solar cannot dis-
to years. The Solar need not be party to a matter cover previously unknown markets through use
a completed task. She might find useful tools,
to delay it. She can speculate on an investigation of this Charm. She can, however, review distant
she is unaware of, committing motes against the
resources, deeds, valuable paperwork, and so markets to determine which would be the best
possibility of such an investigation in the future. forth. The Storyteller should select items which to sell a good. The more specific the venue con-
However, even though this Charm will defend her will prove of some use to the Solar each time she templated, the more accurate the forecast. A
against such intrigues, this Charm will not inform decides to invoke this Charm. The more pow- Solar using this technique can make a perfectly
her as to whether such an investigation exists. The erful her organization, the better the discov- accurate assessment at the moment of sale, but
Solar may stack this Charm (Essence) times, pro- ered spoils will be. Note that use of this Charm the longer she waits between using this Charm
tecting herself against an equal number does not itself count as completion of and the actual sale of the goods, the
of different investigations. See the full a challenging project. larger her margin for error, as econo-
text of this Charm on page 286. 286 288 mies shift with time. 284
Bureaucracy 5, Essence 2 Bureaucracy 5, Essence 3 Bureaucracy 3, Essence 1

Irresistible Salesman Spirit Measuring Glance Omen-Spawning Beast


Cost: 6m, 1wp; Type: Supplemental Cost: 5m; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Consumer-Evalu- Duration: Instant Prerequisite Charms: Woe-Capturing
ating Glance, Insightful Buyer Technique Prerequisite Charms: Deft Official’s Way Web

This Charm depicts a Solar who is an irresist- The Solar can sum up the member of an or- The Solar becomes fused with her organization at
ible high pressure salesman. This Charm sup- ganization with perfect incision. This Charm the unconscious level. Her Essence flows through
plements a bargain action with double 7s. If the creates a ([Social or Mental Attribute] + Bu- all aspects of her bureaucracy, subtly altering her
Exalt’s bargain is successful, she gains a point of reaucracy) read intentions action adding the existence as she alters it in turn. If the Exalt has cap-
temporary Willpower. Solar’s Essence in automatic successes. This tured magic using WoeCapturing Web, this Charm
Charm is automatically successful unless re- allows her to discover profiling information among
sisted with magic, and cannot be resisted by her immaculately-kept paperwork, revealing the
characters whose temporary Willpower is cur- identity of the one whose magic has been snared.
rently lower than the Solar’s. Upon reading
her subject, the Exalt can determine the exact
strongest or most relevant Intimacy he holds
for the organization in question.

285 284 287


Bureaucracy 5, Essence 2 Bureaucracy 2, Essence 1 Bureaucracy 5, Essence 3
Order-Conferring Action Semantic Argument Technique Soul-Snaring Pitch
Cost: 10m, 1wp; Type: Simple Cost: 1m; Type: Supplemental Cost: 5m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: Mute, Psyche
Duration: One week Duration: Instant Duration: Instant
Prerequisite Charms: Taboo-Inflicting Prerequisite Charms: Enlightened Dis- Prerequisite Charms: Irresistible Sales-
Diatribe course Method man Spirit
The Solar’s effective delegation of power bolsters The Lawgiver’s understanding of rules and the The Solar can sell sand to a Delzahn. This Charm is
the might of Creation. To use this Charm, the Solar semantics of language makes her an effective a persuade action to convince a character that a par-
must confer advice to a bureaucracy either directly and persuasive speaker. Add half the Solar’s ticular thing is his heart’s desire. The Solar can sell
or through mediators (letters, messengers, etc.). The Bureaucracy in dice (rounded up) to any social literally anything at outrageous prices. If the char-
Lawgiver proposes bureaucratic reforms and oper- acter’s permanent Willpower is equal to or lower
ating sequences that are efficacious and skillful: roll influence that engages a character’s adherence than the Exalt’s Essence, no roll is required. The
(Charisma + Bureaucracy) against a difficulty of 5. If to laws or rules he’s known to observe. This can Exalt can cause the target to sell himself into slavery
successful, the organization’s leaders gain a number refer to organizations he identifies with, but it for a handful of potsherds or a kiss. If the target’s
of non-Charm dice equal to the roll’s extra successes. can also be used to exploit Defining Principles Willpower is greater than the Lawgiver’s Essence,
These dice can be used on (Solar’s Essence) Bureau- he holds, if the Solar is aware of them. the Solar rolls a (Manipulation + Bureaucracy) per-
cracy, Investigation, Larceny, Lore, Medicine or War suade action with (Essence) automatic successes
rolls dealing with running a relevant organization or against the target’s Resolve. If successful, the target
project. The Solar may enhance her own actions with is not only convinced that he must attain whatever
this Charm, and if she or any other Solar is a beneficia- the Solar is selling, but its value in his eyes is multi-
ry of this effect, the organization becomes a “Creation- plied by the number of extra successes on the roll.
al bulwark” on the spot. The Wyld cannot penetrate In order to resist this effect, a character must spend
its territories, diseases struggle to cross its (the Solar’s Essence) in Willpower. Re-
borders, and Shadowlands encroach upon sisting Soul-Snaring Pitch makes a char-
it more slowly. This effect lasts one week. 289 286 acter immune to the Charm for one week. 286
Bureaucracy 5, Essence 5 Bureaucracy 5, Essence 2 Bureaucracy 5, Essence 3

Speed the Wheels Subject-Hailing Ideology Taboo-Inflicting Diatribe


Cost: 8m; Type: Simple Cost: 5m; Type: Supplemental Cost: 10m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: Stackable
Duration: Instant Duration: Indefinite
Duration: One task Prerequisite Charms: Eclectic Verbiage Prerequisite Charms: Foul Air of Argu-
Prerequisite Charms: Deft Official’s Way of Law ment Technique
Through the use of this Charm, the Solar can cause The Lawgiver gains power through knowledge of The Lawgiver may pass down laws to her agents which
a bureaucracy to finish a task in record time. Using the roles and identities of others. This Charm sup- are sacrosanct. The Solar repeatedly inveighs against
this Charm causes the organization to work faster plements any social influence that appeals to an In- a certain action, making it anathema. It then becomes
by a number of degrees equal to a Solar’s Essence. timacy the Solar is aware of, at a former intensity, so impossible for members of her organization to carry
A task that would be accomplished in a century long as the social influence is intended to make the out that action—but only in the context of functions
takes only a season; a task that would be accom- subject act in some official capacity. For example, of the bureaucracy. Furthermore, the Solar must be
plished in a season takes only a month; what would the Lawgiver could attempt to persuade her body- specific in citing those behaviors which are banned.
take a month takes only a week; what takes a week guard-turned-assassin to put down his weapon, in- Thus, she could not ban all theft, but she could ban
only takes day, and what could be accomplished in voking an Intimacy of loyalty he once held but holds “Theft from the company coffers” or “Embezzlement
days just takes minutes. Any request that would no longer. She could convince an ex-spouse to act in of client capital.” Likewise, while these bans would
take less than a day is processed immediately; the some capacity as if they were still married. She could prevent members of her organization from stealing
Solar is literally moved to the front of the queue and even make a once-loyal member of her organization from her organization, they do not prevent those
remember his role and even make him wish to return
is transferred into the services of an organization members from committing such crimes outside the
to his former position. However, she could not use this
the moment she makes her request. Therefore, at jurisdiction of her organization. Characters affected
Charm to convince two enemies who have become
Essence 3, a Solar could obtain records from a Fair lovers to remember their hate for one another. The by this Charm can treat any social influence to break
Folk freehold that would normally take Charm only functions if there is some rel- a defined taboo as an unacceptable one.
a century in just a week. At Essence 5, evant official capacity being invoked. Thus The Solar may stack this Charm (Essence)
she could obtain it in minutes. 285 the subject is hailed into a former role. 288 times to protect her organization thusly. 288
Bureaucracy 5, Essence 1 Bureaucracy 5, Essence 4 Bureaucracy 5, Essence 4

Ungoverened Market Awareness Woe-Capturing Web


Cost: —; Type: Permanent Cost: —(Varies); Type: Permanent
Keywords: None Keywords: None
Duration: Permanent Duration: Permanent
Prerequisite Charms: Illimitable Master Prerequisite Charms: Bureau-Reform-
Fence ing Kata

The Solar is so attuned to the flow of trade that The Solar becomes automatically aware any time
she can sense any time a character within range a curse or other magic is laid against her organiza-
of her senses uses the Bureaucracy or Larceny tion. She may not be aware of the exact details of
Ability to make a transaction. This does not over- such a power, or where it comes from, but she does
whelm her in market settings. She may simply know where to look for evidence using Investiga-
ignore the proceedings, but she may also choose tion Charms or Bureau-Rectifying Method. At the
to sweep for particular transactions. This may moment the Solar first becomes aware of fell magic,
aid her in locating characters with market spe- the player may also guess as to its source if it is rea-
cialties indicated by the prerequisite. sonable that the Solar would know what the player
suspects. If correct, the Solar instantly knows the
source of the magic and may use Bureau-Reform-
ing Kata instantly. The Solar may, at the same time
she uses Bureau-Reforming Kata, spend a number
of motes equal to those used to launch the curse.
By committing these motes, the Exalt traps the
motes committed to the effect, preventing
the source from relinquishing the curse
286 before its normal duration has expired. 287
Bureaucracy 5, Essence 2 Bureaucracy 5, Essence 3
Ages-Echoing Wisdom Arete-Shifting Prana Clay and Breath Practice
Cost: —; Type: Permanent Cost: 4m, 1sxp, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent
Prerequisite Charms: Efficient Crafts- Duration: Instant Prerequisite Charms: Copper Spider
man Technique, Sublime Transference Prerequisite Charms: None Conception

The Solar’s return to Creation is a time of ex- The Lawgiver may glean knowledge from her As the Solar works with greater wonders, she
panding her mind and senses. Through her im- existing mastery and use it as the foundation for achieves a sublime, renewing focus. On each
maculate Essence, she becomes a conduit to the new works. Upon evoking Arete-Shifting Prana, interval of a superior roll, when the Solar rolls
lost magic of a vanished age. Upon the purchase roll (Intelligence + [relevant Craft]). For each more successes than the price to finish (typi-
of this Charm, the Exalt gains a number of gold success, the Solar may temporarily convert dots cally ten—see “finishing rolls” on p. 240), she
points equal to her permanent major slots. This from one of her known Crafts into a conceptu- earns silver points equal to the rating of the
bonus recurs at the end of each story. ally related Craft ability—for example, chang- Artifact under construction plus her current
ing armoring into weaponsmithing, or shifting Essence score.
leatherworking into tailoring, or tailoring into
tapestry-weaving. Conversions where no logical
relationship can be established are impossible,
such as converting Craft (Cooking) dots into
Craft (Tailoring). These converted dots remain
useable for the duration of one basic or major
project; they cannot be used to support
any higher form of crafting project.
290 289 290
Craft 5, Essence 2 Craft 4, Essence 1 Craft 5, Essence 3

Copper Spider Conception Dragon Soul Emergence Dual Magnus Prana


Cost: 5m, 1wp; Type: Simple Cost: —; Type: Permanent Cost: 30wxp; Type: Reflexive
Keywords: None Keywords: Stackable Keywords: None
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Dragon Soul Emer- Prerequisite Charms: Ages-Echoing Prerequisite Charms: Terrestrial Circle
gence Wisdom Sorcery, Wonder-Forging Genius

The Exalt’s understanding of greater wonders With this Charm, the Solar reaches a conflu- With this Charm, the Solar’s player may retroac-
is increased. She may use this Charm before be- ence of ancient wisdom and future enlight- tively de-scribe the process by which the Law-
ginning a superior project, taking a ten minute enment that increases her ability to encom- giver created a perfect simulacrum of herself
dramatic action to conceptualize the task at pass greater efforts. Purchasing this Charm through an elaborate sorcerous project. This
hand, plan for future stages of the project, and grants the Chosen one permanent superior description occurs the moment the Solar’s in-
organize necessary materials. This Charm project slot. This Charm may be purchased up capacitated health level is checked off; instead
lowers the cost of creating a superior slot by two to (Essence) times. of dying, the slain character is revealed to be a
gold points and two major slots, to a minimum perfect double of the Solar. The real Solar may
of one major slot and one gold point. then be located anywhere the player chooses,
so long as the Storyteller deems it plausible.

290 290 292


Craft 5, Essence 3 Craft 5, Essence 2 Craft 5, Occult 3, Essence 5

Efficient Craftsman Technique Exegesis of the Distilled Form God-Forge Within


Cost: —; Type: Permanent Cost: 25sxp, 15gxp, 10wxp + all remaining wxp Cost: —; Type: Permanent
Keywords: None Type: Simple; Keywords: None Keywords: Stackable
Duration: Permanent Duration: Instant Duration: Permanent
Prerequisite Charms: Tireless Work- Prerequisite Charms: Unwinding Gyre Prerequisite Charms: Spirit-Gathering
horse Method Meditation Industry
This Charm permanently reduces the cost of After completing five legendary projects, the Similar to Dragon-Soul Emergence, this Charm
temporary major slots to three silver points. Exalt may expend a tremendous amount of cre- represents the expansion of the Solar’s physical
ative energy to renew the power of her Essence. and spiritual Essence, which allows her to en-
After spending the cost of the Charm, roll a compass greater and more difficult creations.
number of dice equal to the Solar’s remaining This Charm may be purchased (Essence) times.
white points. Successes are converted to ex- Each purchase grants the Exalt two permanent
perience points and added to the Solar’s total legendary project slots.
experience (though they don’t count toward
raising Essence). This roll counts as an expen-
diture of white points; all of the Solar’s white
points are cleared by using this Charm. The
Exalt may not accrue more than twenty ex-
perience points through a single use of this
Charm, and this Charm may not be used more
than once per story.

289 291 291


Craft 3, Essence 1 Craft 5, Essence 5 Craft 5, Essence 4
Spirit-Gathering Industry Spirit-Stoking Elevation Sublime Transference
Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 6m; Type: Simple
Keywords: None Keywords: None Keywords: Mute
Duration: Permanent Duration: Permanent Duration: Instant
Prerequisite Charms: Clay and Breath Prerequisite Charms: Exegesis of the Prerequisite Charms: Arete-Shifting
Practice Distilled Form Prana

Crafting Artifacts requires an extreme commit- This Charm allows the Solar to replace the Meditating calmly for five minutes, the Solar
ment of one’s own spiritual energy. Husband- experience points costs of certain Charms erases all thought and function; her conscious
ing her resources, the Exalt’s Essence becomes with an expenditure of white points at a rate mind recedes to nothingness. During this time,
more readily powerful when she rises to the of 5wxp:1xp. This Charm supports the costs the player may rearrange the Solar’s crafting
task. This Charm permanently reduces the of Lore Charms such as Flowing Mind Prana points in the following way: two silver points
cost to finish a superior project by (Essence) and Wyld-Shaping Technique, and hypothet- can become one gold point; two gold points can
gold points, to a minimum of three. ical Charms with experience costs in Occult or become one white point; one white point can
Medicine. However, it does not cover experi- become two gold points, and one gold point can
ence costs from sorcerous projects or from the become two silver points. However, each use
Charms of other Abilities. of this Charm only allows the Solar to shift one
type of experience to another; in five minutes,
spending six motes, she could convert silver
points to gold, but she would have to activate
the Charm again to transfer gold points to white.
The Exalt may activate this Charm
while she is asleep or incapacitated.
290 291 289
Craft 5, Essence 3 Craft 5, Essence 5 Craft 5, Essence 2

Summit-Piercing Touch Sun-Heart Tenacity Supreme Celestial Focus


Cost: 10m, 1wp; Type: Simple Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Indefinite Duration: Permanent
Prerequisite Charms: Ages-Echoing Duration: Permanent Prerequisite Charms: Arete-Shifting
Wisdom Prerequisite Charms: God-Forge Within Prana

Through diligence, effort, and connectedness to Completing a legendary project provides the The Solar expands her mind and awakens her
the Essence of her art, the Solar learns to adapt Exalt with new insights to the mysteries of the flesh, unlocking the brilliance that sings in her
the unfathomable least wonders of the cosmos universe. Each time the Solar completes such Essence. This Charm allows the Exalt to raise
to the trades which she has mastered. By using a project, this Charm provides ten automatic an additional Craft rating from one to five by
this Charm before she begins a superior project non-Charm successes to the next superior or paying gold points instead of experience. The
to build a two-dot Artifact, she can place that legendary project she attempts to finish. Exalt may raise up to (Essence) additional Craft
project in an unused major slot. Motes commit- ratings in this fashion, but each one after the
ted to this Charm remain committed until the first costs double the amount of gold points.
project is finished. If she relinquishes commit-
ment, she must create a superior slot to carry
the unfinished artifact, or otherwise risk a cata-
strophic failure of the project. At Essence 5+, she
may use this Charm to craft three dot Artifacts.

290 291 289


Craft 5, Essence 3 Craft 5, Essence 5 Craft 5, Essence 2

Tireless Workhorse Method Unwinding Gyre Meditation Vice-Miracle Technique


Cost: —; Type: Permanent Cost: 10m; Type: Reflexive Cost: —; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Reflexive Duration: Instant
Duration: Permanent Prerequisite Charms: Spirit-Gathering Prerequisite Charms: Summit-Pierc-
Prerequisite Charms: None Industry ing Touch

The Solar expands her mind, body, and spirit After completing a superior projec, this Charm voids Once per season the Exalt may produce a completely
to encompass the drain of more difficult tasks. the Solar’s gold point bonus, but reduces the goal finished two dot Artifact of the player’s choosing (or
This Charm permanently grants two major number of the next superior project by (Essence + design). The Solar need not pay gold points; the Ar-
project slots for each dot of Essence the Solar 5), while adding an additional interval to the roll’s tifact is already complete; the Storyteller should treat
terminus (for extended rolls, see p. 188). Using this this as a piece of work she designed and completed
possesses. in the margins of all her other projects as an unspo-
Charm also increases the gold point bonus calcula-
tion for finishing the project from (Artifact Rating ken side project. The Solar earns no craft points for
producing Artifacts in such a manner. However, if the
* 2 * remaining terminus) to (Artifact Rating * 3 *
player produces this Artifact in response to a problem,
remaining terminus). This Charm only applies to a question, or otherwise introduces their new inven-
projects of an identical Artifact rating. The Exalt may tion as part of a socially-driven stunt that makes their
void subsequent bonuses gained with this Charm to character seem like a miraculous wonder-worker, she
increase the Artifact Rating multiplier by one each earns five gold points. At Essence 5+, this Charm can
time (* 3, *4, *5, etc.), reducing the goal number by be used to produce up to a three dot Artifact. Special
the current Essence rating (Essence + Essence + Activation Rules: This Charm can only be used by
5), and adding an additional terminus (two added a character who has already constructed at least one
instead of one the first time the bonus is Artifact rated two or higher, and is in the
voided, three the second time, and so on). process of building at least one other. See
289 See the full text of this Charm on page 291. 291 the full text of this Charm on page 290. 290
Craft 2, Essence 1 Craft 5, Essence 4 Craft 5, Essence 3
Wonder-Forging Genius Brass Scales Falling Chains Fall Away
Cost: —; Type: Reflexive Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: God-Forge Within, Duration: Permanent Duration: Permanent
Vice-Miracle Technique Prerequisite Charms: None Prerequisite Charms: Red Anvils Ringing

As proof of her illimitable soul, the Solar may The Solar’s efforts fleet and flash before her Each time the Solar achieves all three basic
induct a new infinite god-weapon into the world eyes, bring-ing her closer to an ineffable truth. objectives on any Craft project, she gains one
of mortal matter. When she has ten or more For each 10 on a Craft roll made without using gold point.
legendary projects under way, she may use the Craft Excellency, the Exalt earns a silver
this Charm to complete one of them without point, to a limit of (Essence *2) points. This
further rolls or expenditures of craft points. Charm may be repurchased, increasing the
This Charm has a similar function for Arti- cap to (Essence *3).
facts of a lower rating, so long as each of the
ten Artifacts is the same rating. This Charm
may only be used once per story, and may not
be used again until at least half of the current
projects have been completed. Prematurely
abandoned or failed proj-ects do not count
as having been completed. Using this Charm
awards no craft points; the finished ar-
tifact is its own reward.
292 292 292
Craft 5, Essence 5 Craft 3, Essence 1 Craft 5, Essence 1

Craftsman Needs No Tools Divine Transcendence of Craft Peerless Paragon of Craft


Cost: 6m; Type: Simple Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: Mute Keywords: None Keywords: None
Duration: Permanent Duration: Permanent
Duration: One task Prerequisite Charms: Supreme Perfec- Prerequisite Charms: Chains Fall Away,
Prerequisite Charms: None tion of Craft Craftsman Needs No Tools

A Solar who has mastered this Charm can work This Charm instantly grants the Solar three As the Solar works deeper into the soul of her
directly with her chosen material, shaping it white points when purchased, and five addi- craft, she unlocks wisps and flashes of greater
with hands, breath, and voice. Without the tional white points at the end of each story. wonders, ancient genius, and dim visions of a
need for tools or a workshop, the Exalt can lost age. Upon purchasing this Charm, roll a
start basic and major projects as soon as she free full (Intelligence + Craft) Excellency and
has the proper ingredients, and can complete convert successes to silver points. In addition,
such works with blazing speed, often in just each 10 on this roll also rewards the Solar with
minutes or seconds. Using Craftsman Needs a gold point. This roll is repeated at the end of
No Tools does allow for the Solar to gain craft each story.
point bonuses from her handiwork, and can be
used equally well in both building and repair
projects. Additionally, if the Solar uses tools to
assist her work, the cost of the Charm is reduced
by two motes. This Charm does not meaning-
fully speed the completion of superior
or legendary projects.
292 294 292
Craft 3, Essence 1 Craft 5, Essence 3 Craft 5, Essence 1

Red Anvils Ringing Supreme Perfection of Craft Thousand-Forge Hands


Cost: —; Type: Permanent Cost: —; Type: Permanent Cost: 10m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant
Duration: Permanent Prerequisite Charms: Peerless Paragon Prerequisite Charms: Craftsman Needs
Prerequisite Charms: Brass Scales Falling of Craft, Supreme Celestial Focus No Tools

The Solar is permanently attuned to the Essence Upon purchasing this Charm, the Solar earns The Exalt’s hands flow with the Essence of a
of her workmanship, making her instinctively one gold point and (Essence + 2) silver points thousand craftsmen; her urge is legion and her
aware of how her creativity moves the Essence for every Craft Ability she has rated at 5. This well is bottomless. When she creates a superi-
of the world. This greater insight into produc- bonus recurs each time the Exalt gains a full or or legendary slot, she may use this Charm
tivity increases the amount of silver points she night’s sleep, but can be earned no more than to greatly speed her efforts to begin the project
may gain from each basic objective by one. For once per day, nor can it be earned more than (p. 239). This may be represented as the Exalt
rules on basic objectives, see page 240. once during a period of narrated downtime (for thinking, planning, and working with impossi-
example, if the Storyteller says “It takes a month ble speed. Though it cannot dictate the speed at
for your ship to reach its destination,” and the which she gathers materials or performs tasks
character crafted throughout that month of not directly associated with Craft, this Charm
sailing, she would be eligible for one bonus, guarantees that given all such materials are pro-
not 28 of them). vided, and all such tasks have been completed,
the design and forging work that comes before
she can roll to finish takes no longer than (6
- Essence) months for N/A and five
dot Artifacts, and no more than (6 -
292 293 Essence) weeks for all else. 293
Craft 4, Essence 1 Craft 5, Essence 2 Craft 5, Essence 2
Words-as-Workshop Method Bright-Forging Prana Divine Inspiration Technique
Cost: 5m, 1wp; Type: Simple Cost: —; Type: Reflexive Cost: —; Type: Permanent
Keywords: Mute, Stackable Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Permanent
Prerequisite Charms: Craftsman Needs Prerequisite Charms: Flawless Handi- Prerequisite Charms: First Movement of
No Tools, Vice-Miracle Technique work Method the Demiurge, Supreme Masterwork Focus (x2)
The Exalt describes Artifact tools she needs to com- The Lawgiver reaches beyond herself to touch the Each time she uses her talents to build or repair,
plete the present task, be it one of Craft, Lore, Medi- creative energy that lies just beyond her reach. This the Exalt comes closer to the core truth of her
cine, Occult, or Investigation. Artifacts matching her Charm may be used once per story, allowing the existence. For every three successes earned on
description appears, with powers and active Evoca- Solar the use of (Essence or three, whichever is a Craft roll, the Solar earns an additional non-
tions commensurate to the Exalt’s description and the greater) Craft Charms she has yet to learn. The Solar
does not need to meet the Essence minimums for Charm die. This effect is recursive; if gen-erated
Storyteller’s whims. The Exalt may use said Artifacts non-Charm dice create at least three successes,
without paying an attunement cost, but a borrowers these Charms, though she must still meet the Ability
minimum. Also, she must know the prerequisite of another die is generated.
must. Artifacts can be as simple or complex as needed.
The Solar may describe up to (Essence) tools per use,
each Charm she wishes to use. Charms enabled by
Bright-Forging Prana do count as the prerequisites
but beware of diminishing returns; overall effective- of other Charms the Solar might enable through use
ness should be based on stunts. These Artifact allow of this Charm. Once Bright-Forging Prana has been
for unspecified bonuses. Using Craftsman Needs No used, the Solar must pay the activation cost of each
Tools with created Artifacts may allow the Exalt to Charm. Charms enabled by Bright-Forging Prana
work on superior or legendary Artifact projects at in- may be used for the rest of the story, but only on the
opportune moments, with a stunt. Artifacts created by project they were initially employed for. Bright-Forg-
this Charm vanish as soon as the Exalt is fin- ing Prana does not function to give the
ished using them, or at the end of the scene. Solar automatic craft point bonuses from
See the full text of this Charm on page 294. 294 Charms such as Peerless Paragon of Craft. 297 298
Craft 5, Essence 3 Craft 3, Essence 2 Craft 5, Essence 3

Essence-Forging Kata Experiential Conjuring of True Void First Movement of the Demiurge
Cost: 2m per mote, 1wp; Type: Simple Cost: 4m, 4s/g/wxp; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: Salient Keywords: Salient
Duration: One day Duration: Instant Duration: Permanent
Prerequisite Charms: Unbroken Image Prerequisite Charms: Flawless Handi- Prerequisite Charms: Experiential Con-
Focus work Method juring of True Void

The Solar channels Essence through her hands Through tapping the elemental, refined forces AThis Charm permanently enhances its prereq-
and tools to make the final product of her work a of her own experience, the Solar may access the uisite. The Solar’s genius inspires her to greater
matter of legend. Powering this Charm requires most pristine and formless center of her own heights, making her aware of patterns and possi-
a dramatic action lasting at least five minutes, Essence, from which all things may be derived. bilities unforeseen by mortals. For every three of
in which the Exalt meditates on future tasks, This Charm may be used after an (Attribute a kind successes (ex: three sevens, three eights,
steadies her mind, feels the weight of her tools, + Craft) roll, and grants one automatic non- etc.), the player may choose one non-success
readies her forge for the day, and other similar Charm success and (Essence) non-Charm dice. die and convert it to a 10, adding two successes
preparatory actions. While this Charm is active, This Charm may not be used on basic projects. to the result. If Flawless Handiwork Method is
every two motes committed discounts the cost At Essence 3+, the dice bonus for this Charm is used, 10s created in this fashion are also rerolled
of the Craft Excellency by one. increased to (Intelligence + Essence). until 10s fail to appear.

298 297 298


Craft 5, Essence 3 Craft 3, Essence 2 Craft 4, Essence 2

Flawless Handiwork Method Holistic Miracle Understanding Horizon-Unveiling Insight


Cost: 6m; Type: Supplemental Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Permanent
Duration: Instant Prerequisite Charms: Divine Inspiration Prerequisite Charms: Inspiration-Renew-
Prerequisite Charms: None Technique ing Vision

The Solar capitalizes on her own genius. Her The Solar shapes wonders from the very fabric This Charm expands the Lawgiver’s already
hands and Essence flow in tune with the spirit of the world. This Charm enhances the prereq- illimitable mind, allowing her to experience
of her craft, turning even the shoddiest materi- uisite; if the non-Charm dice generated by the Essence flows in patterns that stabilize and
als into sublime masterworks. Craft rolls sup- initial roll turn up three or more successes, the adapt the form of any legendary project she
plemented by this Charm reroll 10s until 10s new non-Charm dice are augmented by an ad- undertakes. This Charm permanently raises
fail to appear. At Craft 3+, this Charm may be ditional three non-Charm dice. the terminus of superior and legendary proj-
repurchased, allowing the Exalt to also reroll ects to seven.
6s until 6s fail to appear

297 299 298


Craft 1, Essence 1 Craft 5, Essence 4 Craft 5, Essence 4
Inspiration-Renewing Vision Mind-Expanding Meditation Supreme Masterwork Focus
Cost: 12m, 1wp, 2wxp; Cost: 1sxp per cap increase, 1wxp; Cost: 6m; Type: Supplmental
Type: Supplemental; Keywords: None Type: Reflexive; Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Essence-Forging Prerequisite Charms: Essence-Forging Prerequisite Charms: Flawless Handi-
Kata, Supreme Masterwork Focus (x2) Kata work Method

A moment of creative satori allows the Solar to The Lawgiver is a master of her trade, and uses By shearing away all distractions, the Exalt may
cleanse her creative vision of all flaws, perfect- the work she pours into her craft to inspire her recognize the strongest elements of her design
ly attuning her Essence to that of the unborn towards new and greater achievements. This as she brings them forth, enhancing them to the
wonder she wishes to birth. This Charm can Charm may be invoked before an (Attribute + betterment of the entire project. This Charm
be used to supplement a superior or legend- Craft) roll, allowing the Solar to raise her dice allows the Solar to supplement (Attribute +
ary Craft roll, so that it does not count toward cap at a rate of one silver point per die, to a limit Craft) rolls for basic and major projects with
the project’s terminus. This Charm can be used of her current Craft rating. double 9s. At Craft 5, Essence 2+, it may be re-
once per story, but can be reset by complet- purchased, allowing the Exalt to alternatively
ing a superior or legendary project with a goal spend five motes, one Willpower, and one gold
number of 50+ without use of this Charm. point to supplement a basic, major, or superior
project roll with double 8s. At Craft 5, Essence
3+, it may be repurchased a third time, allow-
ing the Exalt to pay two motes and one white
point to grant any one (Attribute + Craft) roll
double 7s.

298 298 297


Craft 5, Essence 3 Craft 5, Essence 3 Craft 3, Essence 1

Triumph-Forging Eye Unbroken Image Focus Blood Diamond Sweat


Cost: —; Type: Permanent Cost: 3m + 1s/g/wxp per success Cost: —; Type: Permanent
Keywords: None Type: Reflexive; Keywords: Salient Keywords: None
Duration: Permanent Duration: Instant Duration: Permanent
Prerequisite Charms: Flawless Handi- Prerequisite Charms: Experiential Con- Prerequisite Charms: Time Heals
work Method juring of True Void Nothing

The Exalt sees forward to her success and ap- After making an (Attribute + Craft) roll, this As the Exalt raises her world from ash and ruin,
proaches a problem with an unerring clarity of Charm may be invoked to add a supernatural she is renewed by her own labor and sacrifice.
vision. Once per week, the Exalt may apply a burst of precision, skill, and inspiration to the This Charm depicts a Solar who draws greater
free full Craft Excellency to any one roll. Solar’s hands. This Charm allows the Exalt to understanding from the restoration of objects
purchase a number of additional non-Charm than mortal crafters. After completing a repair,
successes equal to ([her Essence] + successes) the Exalt gains one additional craft point for
on the initial roll. This Charm does not factor in every basic objective completed. If she is re-
“double numbers” effects from other Charms. pairing an Artifact, she earns (Artifact’s rating)
If the Lawgiver is using a double 9s effect, and gold points and one white point. Legendary Ar-
rolls three 9s and no other successes, she would tifacts offer no repair rewards.
be able to purchase (Essence + 3) successes,
not (Essence + 6).

297 297 295


Craft 2, Essence 1 Craft 4, Essence 2 Craft 5, Essence 1

Breach-Healing Method Celestial Reforging Technique Chaos-Resistance Preparation


Cost: 7m; Type: Simple Cost: 10m, 1wp, 3xp; Type: Simple Cost: 5m; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: One task Duration: Instant Duration: Instant
Prerequisite Charms: Time Heals Prerequisite Charms: Design Beyond Prerequisite Charms: Object-Strength-
Nothing Limit ening Touch

With the return of the Solar Exalted comes the Carrying a daiklave or other Artifact weapon The Solar can reinforce an object so that the Wyld
return of old magic. The power of the Sun’s into her forge, the Solar may enact a working of cannot touch it. The Lawgiver spends up to an hour
Essence flows in Creation once more. With this hammer and flame, blood and Essence, to coax treating an object no more than (Essence) yards in
Charm, the Solar establishes a field of (Essence and reshape the nature of an Exalted weapon, radius. If the object is worn or wielded, it protects
* 2) yards in radius, in which the Essence of the reshaping its current active Evocations. This the wielder/wearer from the Wyld. In the border-
world is quickened with Solar power, where old process takes (10 - Essence) hours, and allows marches a character can go (Solar’s Essence) days
things come alive again, and truly wondrous the weapon’s owner’s player to change the without ill effect. This resistance is halved in the mid-
things may happen. Anyone standing in this weapon’s current active Evocations. If the Solar dlemarches, and reduced to hours in the deep Wyld.
field gains a non-Charm dice bonus to their If the character only has partial protection, then this
does not own the weapon she is reforging, the
Craft, Lore, Occult, and Medicine rolls equal protection is reduced to hours and minutes respec-
to the Solar’s Essence. In addition, repair and owner can pay the experience point cost of tively. This Charm can also be used to treat objects,
Medicine rolls are made at one less difficul- the Charm’s activation. This Charm may only and like objects stack their protections, allowing
ty. The Solar must be attempting to repair an be used on a particular weapon once per story. groups of treated objects to survive Wyld journeys.
object or treat an injury to use this Charm, and At Essence 3+, the Exalt may pay 15m, 1wp to use
its effect lasts until her work is finished. Char- this Charm on the project scale (p. 239), working for
acters who stand within the circle of (10 - Stamina) hours to cover a number of
the Solar’s influence see her work with goods and vehicles or arms and armor. See
greater clarity and understanding. 296 296 the full text of this Charm on page 295. 295
Craft 5, Essence 2 Craft 5, Essence 3 Craft 5, Essence 2
Crack-Mending Technique Durability-Enhancing Technique Object-Strengthening Touch
Cost: 10m, 1wp; Type: Simple Cost: 5m; Type: Simple Cost: 6m; Type: Simple
Keywords: None Keywords: None Keywords: Mute
Duration: Instant Duration: One scene
Duration: Instant Prerequisite Charms: Craftsman Needs Prerequisite Charms: Durability-En-
Prerequisite Charms: None No Tools hancing Technique

The Lawgiver can repair even destroyed things. The Solar’s keen understanding of an object allows With a bare touch, the Solar can infuse an object
This Charm can’t restore things that were complete- her treat it with skill and Essence, greatly increas- of (Essence + 2) yards in radius with hardening
ly unmade but it can remake extremely damaged ing its durability. The Exalt may temper a blade, Essence, greatly increasing its durability. Using
things like shattered crystal, burnt paper, splintered reinforce a door, or make a sail fireproof or nearly this Charm increases the difficulty to destroy
wood and twisted metal. As the Solar works with the impenetrable to mundane attacks. She may make an the object by the (Solar’s Essence + 1). If the
remains of a destroyed object, she may slowly piece inscription in marble that will not fade even after a Solar is holding the object, it becomes nighun-
it together with word, touch, and Essence over the hundred years of wind and rain. The Solar spends breakable without magic. Objects strength-
course of (10 - Essence) hours. If used while under five minutes to an hour treating an object no larger
ened with this Charm also become resistant to
the effect of Craftsman Needs No Tools, this time is than (Essence) yards in radius, increasing the diffi-
fire, acid, freezing, and other forms of damage.
reduced to minutes or seconds, and eliminates both culty to damage it by two or (Essence), whichever
the need for tools and in many cases for materials. is larger. Objects which are fortuitously protected The benefits of this Charm last only one scene,
This Charm can restore magical objects but not met- during the course of a scene, or which prove in some but they stack with the effects of the prerequi-
aphorical concepts. This Charm may lower the dif- way to raise the Exalt’s social standing, accrue her site for that scene. Use of this Charm does not
ficulty of repairing Artifacts that are fragmented or a silver or gold point for basic or major objects, re- accrue craft points.
shattered, while also making such a repair possible, spectively, regardless of whether she built them or
but otherwise does not remove the materi- not. Durability conferred by this Charm is
al requirements or affect the goal number. conferred permanently. See the full text
See the full text of this Charm on page 295. 295 of this Charm on page 294. 294 295
Craft 3, Essence 1 Craft 5, Essence 1 Craft 5, Essence 2

Realizing the Form Supernal Shattering Grasp The Art of Permanence


Cost: 5m, 1wxp; Type: Reflexive Cost: 6m; Type: Simple Cost: 6m, 1wxp; Type: Supplemental
Keywords: None Keywords: Mute Keywords: None
Duration: Instant Duration: One task Duration: Instant
Prerequisite Charms: Breach-Healing Prerequisite Charms: Craftsman Needs Prerequisite Charms: Chaos-Resistance
Method No Tools Preparation

The First Age was raised by the hands of the An Exalt with this Charm knows the strengths A Solar who uses this Charm can invest her works
Solar Exalted, and they alone can restore its lost and weaknesses of her chosen materials and with magic, causing them to endure forever. Candles
glories. When using Breach-Healing Method may rend them down with a mixture of light, spun by her hands burn forever, and a horse wearing
to repair an Artifact, the Solar may use this precise touches and wringing blows. She may shoes from her forge need never be shod again. This
Charm to lower the repair difficulty by one. rend apart stone with her hands, destroy a door Charm only affects basic and major projects, and
The moment she touches the damaged Artifact, by crossing it with her palms and may disas- does not prevent created items from being destroyed
the goal number to repair it is reduced by her semble a steel portcullis with her fingertips. by direct attack or overwhelming traumatic damage
(Intelligence * Essence)—the Artifact is seen The two former examples represent basic tasks, such as being caught in an explosion or buried under
a mountain. In addition, such objects are indelibly
to partially reform, its shattered parts flying while the latter represents a major project. In
marked by the Solar’s touch. If she claims to be
together in her hands. This can fully restore any case, she needs no tools to perform such the builder of a torch that never ceases burning,
certain objects. This Charm may be used once tasks, only an appropriate Craft Ability and or a roof that never leaks, characters instinctively
per story, but may be reset by completing an a few moments time. Disassembly does not know it to be true without needing further proof.
Artifact repair without it. accrue the Exalt any craft points, though if she Such objects may also render the Exalt’s identity
uses the rent material to build new objects or known to beings with particular Investigation or
to repair the ones she has damaged, Occult magic. If she encounters her own
she may earn craft points accordingly. works from a past life, the Lawgiver will
296 294 automatically recognize them as her own. 296
Craft 5, Essence 3 Craft 5, Essence 1 Craft 5, Essence 3

Time Heals Nothing


Cost: 4m, 1wp; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Crack-Mending
Technique

The Lawgiver can press aside the veil of time to


deliver the world from its ravages. This Charm
allows the Exalt to instantly create a major
project slot for the purposes of repairs. This
slot vanishes when the repair is completed. An
Essence 3+ repurchase allows the Solar to alter-
nately pay six motes, one Willpower to create
a temporary superior repair slot.

295
Craft 5, Essence 1
Drifting Leaf Elusion Drifting Shadow Focus Dust Motes Whirling
Cost: 1m; Type: Reflexive Cost: 3m, 1wp; Type: Reflexive Cost: 2m; Type: Supplemental
Keywords: None Keywords: None Keywords: None
Duration: One turn
Duration: Instant Prerequisite Charms: Reflexive Side- Duration: Instant
Prerequisite Charms: None step Technique Prerequisite Charms: Reed in the Wind

The Exalt slips away from an attack that would Like a shadow moving in the darkness, the Law- The Solar is as elusive as a dust mote whirling
have struck her. When using this Charm, the giver drifts through the ranks of her enemies, through a ray of light. This Charm supplements
Solar successfully evades an attack roll bearing sowing terror and confusion. This Charm is de- a disengage attempt, granting double 9s.
successes equal to her Evasion. This Charm clared before an attack and lasts until the Exalt’s
may be invoked after the attack roll is made. next turn. Upon a successful dodge, it allows the
Solar to redirect an attack made against her to
any other target within close range.

300 300 299


Dodge 2, Essence 1 Dodge 4, Essence 2 Dodge 4, Essence 1

Fleet Dreaming Image Flow Like Blood Force-Stealing Feint


Cost: 5m; Type: Reflexive Cost: 5m, 1wp; Type: Reflexive Cost: —; Type: Permanent
Keywords: None Keywords: Perilous Keywords: None
Duration: Instant Duration: One scene Duration: Permanent
Prerequisite Charms: Dust Motes Whirl- Prerequisite Charms: Shadow Over Prerequisite Charms: Searing Quick-
ing Water silver Flight

The Solar moves ahead of her enemies and The Exalt permeates her being with Essence, This Charm permanently upgrades its prereq-
tempts them with the illusion of her presence. becoming partly atomized. For the rest of the uisite; the one point of Initiative lost by the op-
This Charm allows the Lawgiver to attempt a scene, when dodging attacks by opponents with ponent is gained by the Solar.
disengage action from short range on her turn. lower Initiative than her own, the Lawgiver
ignores all penalties to her Evasion. Attacks
which miss her often seem to pass harmlessly
through her dreamlike form. While this Charm
is active, Reed in the Wind costs only one Ini-
tiative per Evasion, and each round that the
Solar remains within close range of an enemy
without being struck by an attack—either due
to her Evasion, or due to not being attacked—
she gains a point of Initiative.

300 301 301


Dodge 5, Essence 2 Dodge 4, Essence 2 Dodge 5, Essence 2

Fourfold Shiver Binding Harm-Dismissing Meditation Hundred Shadow Ways


Cost: 4m; Type: Reflexive Cost: 1m, 1wp; Type: Simple Cost: 6m; Type: Reflexive
Keywords: None Keywords: None Keywords: Stackable
Duration: One scene Duration: One turn
Prerequisite Charms: Drifting Leaf Prerequisite Charms: Living Bonds Un- Duration: One scene
Elusion burdened Prerequisite Charms: Vaporous Division

The Solar enacts a skill which doubles and Once per scene, the Lawgiver may deny the After successfully dodging an attack, the Exalt
trebles her body in a shimmering blur, placing it very wounds that assail her, striking them from may activate this Charm to remember a single
together outside of an attack. Upon successful- her body’s record. This Charm allows the Solar Charm used in the attack. She feels its spiritual
ly applying her Evasion the Solar may activate to retroactively dodge damage she has already form and pressure as a physical thing and un-
Fourfold Shiver Binding to raise her Evasion received. Standing still and silent, the Exalt derstands how to dodge it. For the remainder
score by one for the rest of the scene. This bonus focuses on her wounds for a single round in of the scene, she perfectly evades the effects
is not stackable, and does not count as dice which she does not attack and does not apply of that Charm. Hundred Shadow Ways cannot
added by a Charm. Fourfold Shiver Binding is her Parry or Evasion. Applying such defenses be used against the Excellency Charm of any
incompatible with armor. cancels the Charm. At the end of the round, Ability, nor can it be used against sorcery or
roll her (Dexterity + Dodge), unmodified by Evocations. Furthermore, if the Exalt falls into
Charms, and convert the successes into healed Initiative Crash, this Charm ends.
-1 and -2 health levels. The Solar steps outside of
the moment when she was hurt, casting aside
her wounded form and denying its existence.

301 303 302


Dodge 4, Essence 2 Dodge 5, Essence 3 Dodge 5, Essence 3
Leaping Dodge Method Living Bonds Unburdened Reed in the Wind
Cost: 1m, 2i; Type: Reflexive Cost: 3m, 3i +1m, 1i per hl; Type: Simple Cost: 2i per 1 Evasion; Type: Reflexive
Keywords: None Keywords: None Keywords: Perilous
Duration: Instant
Prerequisite Charms: Reflexive Side- Duration: One scene Duration: Instant
step Technique Prerequisite Charms: Vaporous Division Prerequisite Charms: None

The Exalt feels the coursing Essence of Creation Upon using this Charm, the Lawgiver must remain The Exalt draws upon her own momentum to
moving through her. With a thought, she grasps immobile until her next turn. During this time, her bend and flow with opposing forces. For every
the flow and is carried away. Upon a success- Evasion becomes inapplicable and her Parry suffers a two Initiative spent in response to an attack,
ful Dodge, the Solar may invoke this Charm, -1 penalty. On her next turn, roll (Wits + Dodge) dice the player may raise the Exalt’s Evasion by
burning her momentum to create a sudden to create a number of temporary -0 Health Levels one. Reed in the Wind raises the cap on how
burst of movement. She may leap backward, equal to the roll’s successes, paying one mote and much the Solar can enhance her Evasion by
forward, up or down (if applicable) a single one Initiative per Health Level. This roll cannot be her Essence.
enhanced by Dodge Charms, and any Health Levels
range band. At Dodge 5+, Essence 3+, a successful dodge
the Solar is unwilling or unable to buy are discarded.
While using this Charm, a Solar who suffers damage with Reed in the Wind restores one mote. This
solely to any of her -0 Health Levels is considered to bonus may only occur once per round.
have successfully dodged the attack even though the
Health Levels are still checked off. A dodge created
solely by Living Bonds Unburdened does not count as
the use of a Charm. This Charm’s effect does not stack
and may not be replenished until all of the
created Health Levels have been damaged.
299 See the full text of this Charm on page 302. 302 299
Dodge 3, Essence 1 Dodge 5, Essence 3 Dodge 3, Essence 1

Refinement of Flowing Shadows Reflexive Sidestep Technique Rumor of Form


Cost: —; Type: Permanent Cost: 5m; Type: Reflexive Cost: 3m per -1; Type: Reflexive
Keywords: Perilous Keywords: Uniform Keywords: None
Duration: Instant Duration: Instant
Prerequisite Charms: Seven Shadow Duration: Instant Prerequisite Charms: Shadow Over
Evasion Prerequisite Charms: Reed in the Wind Water

The Exalt becomes one with the nothing- The Solar’s preternatural awareness of her The Exalt moves her physical Essence around
ness and is reborn. Upon using Seven Shadow surroundings makes her nearly impossible to the flow of an attack, partially discorporating.
Evasion to dodge an attack, the Solar gains a harm. Even when struck unaware, she may For each 1 that appears in the result of an attack
point of bonus Initiative, as well as one extra part herself from her foe’s attack, undoing the roll, the Exalt may pay three motes, convert-
point of Initiative on her turn, each round until damage that was done to her. This Charm may ing that 1 into -1 success to the attack. Rumor
she is struck by a withering or decisive attack. be activated in response to an ambush attack, of Form also acts as a Stealth attempt—as the
This bonus is cancelled if the Solar enters con- a trap, or other damaging effect the Solar is Solar passes around the strike, she also van-
cealment or is at long or extreme long range completely unaware of, setting her Evasion to ishes in its wake. For every success the Exalt
from her closest foe. two against the attack and adding an addition- steals from her opponent’s attack, she gains an
al point of Evasion for every 1 or 2 in the attack automatic success on a reflexive (Dexterity +
(before Charms such as Excellent Strike). If the Stealth) action.
Solar’s Evasion recovers to its full value, she may
apply additional Dodge Charms if necessary.

303 299 301


Dodge 5, Essence 5 Dodge 3, Essence 1 Dodge 5, Essence 2

Safety Between Heartbeats Searing Quicksilver Flight Seven Shadow Evasion


Cost: 5m; Type: Reflexive Cost: —; Type: Permanent Cost: 4m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: Uniform
Duration: Instant Duration: Instant
Prerequisite Charms: Force-Stealing Duration: Permanent Prerequisite Charms: Force-Stealing
Feint Prerequisite Charms: Reed in the Wind Feint

In making herself untouchable, the Lawgiv- The Solar’s skill at evasion is such that her The Solar’s perfect form is quicker than an
er exploits the slightest hesitation, even the dodges wither away at her opponent’s mo- eyeblink and more tractile than water. Once
pause to draw breath, maximizing her oppo- mentum. When she successfully dodges an per scene, the Solar may invoke this Charm
nent’s failure. The Exalt may use this Charm attack, her opponent loses one point of Initia- to dodge any attack from any source without
upon successfully dodging an attack, causing tive in addition to any other Initiative he may a contest. The Solar’s anticipation of harm is
her opponent to lose one Initiative for each 1 have lost for failing the attack. so perfect that she can even evade recurring
in the attack result. uncountable damage with a single use. As a
cyclone tears apart a mountain, the Exalt steps
through the vortex unharmed. As the Pole of
Earth spills down atop her, she escapes into the
seeps and fissures of the world, moving like a
fleeing shadow. This Charm may be reset by
using Reed in the Wind to dodge three decisive
attacks from dangerous opponents.

301 299 301


Dodge 5, Essence 2 Dodge 4, Essence 1 Dodge 5, Essence 2
Shadow Dancer Method Shadow Over Water Sunlite Bleeding Away
Cost: —(1m); Type: Permanent Cost: 2m; Type: Reflexive Cost: 4m, 1wp; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Dust Motes Whirl- Prerequisite Charms: Drifting Leaf Prerequisite Charms: Fleet Dreaming
ing Elusion Image

The Lawgiver dances in and out of the whirl- Like a shadow on water, the Solar’s presence The Solar melts across the landscape in a flu-
ing blades of her enemies like one consigned to haunts her enemies with dreams of the un- idity of motion. This Charm can be activated
death. For one mote, she retains the two Initia- touchable. For an instant, this Charm removes upon succeeding at a disengage action, allow-
tive that are lost with each disengage attempt. any penalties to the Exalt’s Evasion. ing the Solar to reflexively retreat in the face
In addition, upon using a disengage action to of enemy movement twice, rather than once.
move away on her opponent’s turn, if she then Thus, if the Solar disengaged successfully, she
chooses to move to close range of her opponent would move back the first and second time an
as her next movement, she gains two Initiative opponent approached on his turn.
automatically, regardless of whether she spent
a mote on this Charm’s cost.

299 300 302


Dodge 5, Essence 1 Dodge 3, Essence 1 Dodge 5, Essence 3

Thousand Steps’ Stillness Unbowed Willow Meditation Unbridled Shade Attitude


Cost: 5m; Type: Reflexive Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Permanent Duration: Permanent
Prerequisite Charms: Safety Between Prerequisite Charms: Thousand Steps’ Prerequisite Charms: Living Bonds Un-
Heartbeats Stillness burdened

Drawing in all possible avenues of motion, the Harm passes through and over the Lawgiver. Like cloud-shadows driven by the sun, the
Solar’s perfect stillness is broken by a ribbon of Untouched, she only grows stronger. When Solar passes over all obstacles, unchanged in
anima that courses through her body, causing the Exalt successfully dodges a decisive attack her course. The Solar gains one point of Ini-
her to flicker and treble like heat haze. When without using a Charm, she steals all of the at- tiative for every -0 health level damaged by a
the Exalt successfully dodges, she may use this tacker’s Initiative and crashes him. This Charm decisive attack.
Charm to gain Initiative equal to the 1s and 2s does not work against gambits, battle groups or
in the attack roll. trivial opponents.

302 302 303


Dodge 5, Essence 3 Dodge 5, Essence 3 Dodge 5, Essence 3

Vaporous Division Way of Whispers Technique


Cost: 4m per damage removed Cost: —; Type: Permanent
Type: Reflexive; Keywords: Decisive-only Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Rumor of Form Prerequisite Charms: Rumor of Form

Some even claim to have struck a Solar. This The Exalt’s burgeoning mastery of Dodge re-
Charm allows the Exalt to remove damage from leases two of her Charms from the burden of
a decisive attack after damage has been rolled, consideration. Upon learning this Charm, using
at the cost of four motes per can-celled success. Drifting Leaf Elusion and Rumor of Form no
A blow cancelled by this Charm appears at longer count as the use of a Charm in conjunc-
first to strike the Solar before missing entirely. tion with certain other Dodge Charms such as
Unless using an attack with special Initiative Unbowed Willow Meditation.
reset rules, an attack negated by this defense
will return the attacker to base Initiative.

302 301
Dodge 5, Essence 2 Dodge 5, Essence 2
Accord of the Unbreakable Spirit Barque of Transcendent Vision Body-Restoring Benison
Cost: 6m; Type: Simple Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: Bridge Keywords: Bridge Keywords: Bridge
Duration: One hour Duration: Instant Duration: Permanent
Prerequisite Charms: Integrity-Protecting Prana Prerequisite Charms: Mind-Cleansing Prerequisite Charms: Barque of Tran-
or any 3 Bureaucracy, Performance, or Socialize Charms Prana or any 3 Martial Arts Charms scendent Vision or any 5 Martial Arts Charms

This Charm allows the Solar to protect her followers The Exalt’s soul is in line with the depths of Every hour spent meditating using
from the deleterious effects of the Wyld, diseases, the ocean and the infinite vault of the cosmos. Mind-Cleansing Meditation restores one of
and exposure for one hour. The Solar must lead her As she looks inward, her surface self cannot be the Solar’s damaged health levels, defers her
followers in meditation for the hour. The Storytell- touched, felt, or found. While using the prereq- need to eat, and causes the slightest drop of
er should consider the masses to be mostly immune uisite, the Solar cannot be influenced socially, water to nourish her body like a draught from
to such effects. For individual characters, the Story-
mentally, or emotionally. Meditation and thus the purest brook. After eight hours spent in
teller should add (Solar’s Essence or 3, whichever is
greater) successes to rolls to resist such effects. The
this protection ends the moment she reacts to such meditations, the Exalt’s hunger is satiated
Solar can also impart one of her Principles to those another character or any other major stimulus. and her thirst slaked exactly as if she had been
following her method. Special activation rules: When the prerequisite is active, the Solar may treated to a filling meal and refreshing water.
The Solar may pay 6m, 1wp at the end of an hour to also use Hardship-Surviving Mendicant Spirit Under continuous meditations, the Solar can
allow her followers to continue on with the method for free in response to changes in the weather go permanently without food or water.
she has established even after she has gone. Doing so without breaking meditation.
grants no more than two automatic successes against
resisting disease or the elements, but provides the
Charm’s full resistance against the Wyld
or similar disfiguring hazards. See the full
text of this Charm on page 307. 307 309 310
Integrity 5, Essence 2 Integrity 5, Essence 3 Integrity 5, Essence 4

Clear Mind Discipline Destiny-Manifesting Method Divine Mantle


Cost: —; Type: Reflexive Cost: —(3m, 1wp); Type: Permanent Cost: 7m, 1wp; Type: Reflexive
Keywords: Bridge Keywords: Stackable Keywords: Bridge
Duration: Instant Duration: Permanent Duration: Instant
Prerequisite Charms: Mind-Cleansing Prerequisite Charms: Ten Charms from Prerequisite Charms: Eminent Paragon Ap-
Prana or any 3 Martial Arts Charms any one Ability proach, Invincible Solar Aegis or any 15 Caste Charms

Once per day, the Exalt may use this Charm When struck with an attack that would permanently The Lawgiver can temporarily learn spirit Charms
in combination with the prerequisite to com- alter her mind or body, the Solar’s destiny manifests to related to the Solar’s Principles. The Exalt may only
plete the needed meditation in only a handful override the changes. This Charm does not complete- take from spirits whose nature match one of her De-
of seconds. ly nullify deleterious effects. Paying this Charm’s cost fining Principles. Only take 1 spirit Charm for every
downgrades or slows the effect. The Solar cannot be 6 Solar Ability Charms may be taken. These can can
immediately changed beyond her ability to represent be published Charms or made up. The Exalt may
the character concept implied by the ten prerequi- have no more than ten spirit Charms from multiple
sites from which she derived this Charm. No matter spirits. If the Principle is lowered then she loses her
how fatal or permanent the effect may be, fate itself ability to perform the Charms until restored. If the
will generate a condition by which the Solar may Solar wishes to change which spirit Charms she is
shatter any curse. This condition is decided by the using, she must spend 1 hour per Charm meditating
Storyteller. The Storyteller should also provide the on the target Principle. This allows her to move up
Solar ample time to pursue a cure. The Solar is not or down the spirit’s Charm trees as needed. She can
guaranteed to know the shattering condition of her also swap (Essence or three, whichever is greater)
curse, but characters with appropriate Charms may Charms through one use of Mind-Cleansing Prana.
be able to aid her in this regard. Every re- Adding the Charms of a new spirit re-
purchase amplifyies the effects. See the full quires a new activation. See the full text
306 text of this Charm on page 304. 304 of this Charm on page 310. 310
Integrity 5, Essence 2 Integrity 1, Essence 1 Integrity 5, Essence 3

Eminent Paragon Approach Empowered Soul Technique Enduring Mental Toughness


Cost: 1m; Type: Supplemental Cost: —; Type: Supplemental Cost: 1m; Type: Reflexive
Keywords: Bridge Keywords: Bridge Keywords: Bridge
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Soul-Nourishing Prerequisite Charms: Spirit-Tempering Prac- Prerequisite Charms: None or any 5 Pres-
Technique or any 5 Charms tice or any 5 Lore, Presence, or Socialize Charms ence, Resistance, or Socialize Charms

Once per story, the Solar may supplement any A Solar can steady her convictions against the Even in extreme pain, the Exalt does not
action to uphold, defend, or act upon a Defin- strongest arguments and assaults with solid succumb to despair. The Solar may ignore
ing Principle with this Charm. If the action is and affirming power. This Charm can be used wound, illness, and crippling penalties to her
successful, all who witness it become auto- once per day to allow the Lawgiver to raise her Resolve or Guile for one tick.
matically aware of the Exalt’s Principle and Resolve at a rate of one mote per point with the At Integrity 3+, this Charm can be repurchased,
its inten-sity, as if they had succeeded at a read Integrity Excellency. giving it an alternate cost and duration. For five
intentions action. motes, one Willpower the duration extends
to one scene.
At Integrity 5+, Essence 3+, this Charm may
be repurchased a second time, allowing the
Exalt to pay eight motes, one Willpower to
extend the effect to one day.

310 308 303


Integrity 5, Essence 3 Integrity 5, Essence 3 Integrity 1, Essence 1
Energy Restoration Prana Integrity-Protecting Prana Invincible Solar Aegis
Cost: —; Type: Reflexive Cost: —(5m, 1wp); Type: Permanent Cost: 10m, 1wp; Type: Reflexive
Keywords: Bridge Keywords: Bridge
Duration: Instant Keywords: None Duration: Indefinite
Prerequisite Charms: Mind-Cleansing Duration: Permanent Prerequisite Charms: Righteous Lion Defense
Prana or any 3 Martial Arts Charms Prerequisite Charms: None or any 6 Charms that reflect the focal Principle

When using the prerequisite, the Exalt may When the Exalt is exposed to such energies, she This Charm allows the Solar to channel power
channel this Charm to speed her body’s natural immediately senses the warping danger that sur- through a Defining Principle not protected by
resting processes, allowing her to get a full rounds her. She may then choose to pay 5m, 1wp to Righteous Lion Defense. She may use it to reflex-
night’s rest in the time it takes her to medi- immunize her mind, body, and equipment against ively ignore one of the following forms of magic:
tate, restoring one Willpower and resetting the Wyld’s twisting power for as long as she keeps Fiat-level alterations to her destiny; Sorcerous
motes committed. She may even activate this Charm curses such as the spell Corrupted Words; Psychic
any Charms that can only be used once per day,
while she is asleep or incapacitated. This Charm can assaults of any kind; Magical attacks that would
while also restoring twenty motes of Essence. also be used to shield the Solar against other envi- transform her body in some unwanted way. The
Energy Restoration Prana can only be used ronmental effects which would warp her mind or Solar becomes aware the moment such magic is
once per day. body. Once the Lawgiver is addicted to the Wyld or used on her. If the Solar wishes to change the
mutated by twisting energies, this Charm will not Principle or immunity, she must drop the com-
discontinue such effects. While this Charm protects mitted motes and spend one scene without this
the Solar and her possessions from being subject to Charm’s protection. As always, the Storyteller
environmental twisting powers, it does not allow is the final arbiter of whether a character’s Inti-
her to ignore Wyld phenomena. This Charm also macies are accurate, and has the power to adjust
does not defend against attacks that might them accordingly. At Essence 5+, the
warp her mind or body directly. See the cost of this Charm drops to 7m, 1wp. See
306 full text of this Charm on page 303. 303 the full text of this Charm on page 309. 309
Integrity 5, Essence 2 Integrity 3, Essence 1 Integrity 5, Essence 3

Inviolable Essence-Merging Legend-Soul Revival Mind-Cleansing Prana


Cost: 7m; Type: Reflexive Cost: —; Type: Permanent Cost: 5m; Type: Simple
Keywords: None Keywords: None Keywords: Bridge, Mute
Duration: Indefinite Duration: Permanent Duration: Instant
Prerequisite Charms: Body-Restoring Prerequisite Charms: Destiny-Manifest- Prerequisite Charms: Temptation-Re-
Benison, Energy Restoration Prana ing Method sisting Stance or any 6 Martial Arts Charms

Through meditation, the Exalt sinks into the Upon purchasing this Charm, the Solar Through concentration, controlled breathing,
Essence of her environment. In this state she is becomes nigh immune to any curse she has and rumination on the solid core of her Prin-
untouchable. She cannot be attacked or harmed broken with Destiny-Manifesting Method. Such ciples, the Solar becomes one with the flow
in any way, though she can still be subject to effects either affect her not at all, or apply paltry of Essence. This Charm entails an hour spent
social influence. Her Lore score is doubled if damage or a small dice penalty lasting no longer in meditation to clear a penalty having to do
for the purposes of discussing the nature of than a round. with the Exalt’s perceptions of a circumstance
Essence and the movement of the stars. Her she finds herself in. It grants two automatic
Occult score is doubled if for the purposes of successes or erases up to -2 in penalties from
making enlightened pronouncement on the Awareness, Investigation, Survival, and any
mysteries of the universe. The powers and pro- other rolls requiring concentration, difficult
tections of this Charm end the moment the abstract thought, complex puzzling of unre-
Solar ceases meditation. Special activation lated facts or an opening of the senses. This
rules: This Charm cannot be used in a scene may explicitly aid the Lawgiver in reading in-
in which the Exalt has attacked or otherwise tentions. Successfully resolving an action with
harmed another character. See the full this Charm grants the Exalt one point
text of this Charm on page 311. of temporary Willpower.
311 305 306
Integrity 5, Essence 4 Integrity 3, Essence 1 Integrity 4, Essence 2

Phoenix Renewal Tactic Righteous Lion Defense Righteous Soul Judgment


Cost: —(Varies); Type: Permanent Cost: —; Type: Permanent Cost: —; Type: Reflexive
Keywords: None Keywords: Bridge Keywords: Bridge
Duration: Permanent Duration: Permanent Duration: Instant
Prerequisite Charms: Destiny-Manifest- Prerequisite Charms: Steel Heart Stance or Prerequisite Charms: Undying Solar Resolve
ing Method any 5 Charms that reflect the Principle being defended or any 5 Athletics, Resistance, or Survival Charms

If the Solar is threatened by a warping, shaping, The player selects a Defining Principle that exem- When the Solar experiences a profound chal-
or twisting attack with no clear defense, then this plifies the Solar. This Charm treats any persua- lenge to her beliefs, such as being forced to
Charm allows the Exalt a chance at such a defense, sion which would cause the Solar to act against act against a Defining Principle, or having
turning the attack into a contest of wills. Roll the the selected Principle as unacceptable influence. her beliefs stripped down and mocked by her
Exalt’s temporary Willpower with double 9s against Any attempt to decay the Intimacy with an instill enemies, the spirit of the Unconquered Sun de-
that of the attacker, treating non-successes on both action must be rerolled, forcing the opponent to
scends upon her, and she may ignore the cost
Willpower rolls as temporary Willpower spent by take the lower result. The opponent may enhance
both parties. The Solar also rolls an additional the second roll, but even if successful, the Intimacy
of any three Charms to resist torment, social
(Essence) dice, for no Willpower cost, with double still does not decay. However, success in this regard influence, damage, or illness. She may also use
9s, adding successes to her total result. If she wins allows the Solar to be targeted with persuasion to this Charm to complete a feat of strength which
the contest, she casts off the effect and gains 1wp. convince her to act against the protected Intima- would aid her in an act of defiance or righteous
She also gains 1wp if all dice on the Willpower roll cy, and this weakness persists until she has taken judgment against her enemies. This Charm
turn up successes. Succeeding at this Charm immu- major or defining action in the Principle’s defense. can be used once per day, but may be reset by
nizes the Solar from being struck by any unrolled If her Principle is changed as a result of roleplaying upholding a Defining Principle even when the
effect for (Essence) days. The Charm makes her au- or Limit Break, this Charm ceases to function until consequences will be severe to those the Law-
tomatically aware, even if she is asleep or the Intimacy is restored, or until the Solar giver loves.
otherwise incapacitated. See the full text dedicates herself to a new Principle. See
of this Charm on page 307. 307 the full text of this Charm on page 307. 307 309
Integrity 5, Essence 2 Integrity 5, Essence 2 Integrity 5, Essence 3
Soul-Nourishing Technique Spirit-Maintaining Maneuver Spirit-Tempering Practice
Cost: 4m, 1wp; Type: Simple Cost: 5m per 1wp; Type: Reflexive Cost: —; Type: Reflexive
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant
Duration: Instant Prerequisite Charms: Enduring Mental Prerequisite Charms: Spirit-Maintain-
Prerequisite Charms: Sun King Radiance Toughness ing Maneuver

The Solar’s words are bread and water to those The core of the Solar’s will is so great that she Through trial and tribulation, the Solar learns
who listen. The Solar gives a sermon, recites a can survive sustained mental assault. When to endure the greatest tests of her resolve. With
parable, or tells a story that explains one of her resisting social influence or any magic which this Charm, the Solar may convert four motes
Defining Principles and why it means so much seeks to force itself upon the Solar’s will or to one point of Willpower, even if this puts her
to her, how it influences her views and what it mind, she may use this Charm to aid in resis- above her permanent Willpower rating. She
reveals about Creation. This sermon must last tance, paying five motes for every one Willpow- may do this at any time she perceives it nec-
at least an hour. The Solar’s words feed the au- er she would have to spend in order to resist. essary, but may only use this Charm outside
dience like a nutritious meal and hydrate them combat, and only once per scene. This power
like water from a fresh spring. Listening to this can be reset by successfully resisting any form
sermon grants listeners automatic knowledge of of social influence or psychic torment while at
the Principle being discussed without needing a penalty or other disadvantage. Being tortured
to make a read intentions action. by captors, interrogated by authorities, or tor-
mented by powerful or strange beings all count
as disadvantages.

308 305 308


Integrity 5, Essence 2 Integrity 3, Essence 2 Integrity 5, Essence 3

Steel Heart Stance Stubborn Boar Defense Sun King Radiance


Cost: 4m, 1wp; Type: Reflexive Cost: —; Type: Permanent Cost: —; Type: Permanent
Keywords: Bridge Keywords: Bridge Keywords: None
Duration: Instant Duration: Permanent Duration: Permanent
Prerequisite Charms: Stubborn Boar Defense Prerequisite Charms: None or any 3 Bu- Prerequisite Charms: Any five Perfor-
or any 4 Archery, Brawl, Melee, Thrown, or War Charms reaucracy, Presence, or War Charms mance, Presence, or Socialize Charms

The Solar hardens her heart, forcefully rein- The Lawgiver’s resolve cannot be easily broken. In every word and action, the Solar manifests a
stating her values in the face of successful in- Once the Solar has resisted a persuade action, core of magnificent integrity. Even the hearts of
fluence. After being persuaded to take a Major she gains +2 to her Resolve if the issue is raised the wicked are filled with awe. Each time the Solar
or Defining course of action, this Charm allows again. The Solar’s Lunar mate is always capable succeeds at social influence or successfully applies
the Solar to deny the influence, even if this of insinuating herself into the Solar’s graces and her Resolve, any witness who considers himself
means asserting the Intimacy that might have may ignore this Charm’s effect. a follower of, subservient to, or less powerful
been used to raise her Resolve. Her opponent’s than the Solar might be profoundly and forever
changed in that moment. If the Solar’s action res-
argument was compelling, but she cannot deny
onates with the character, he may accept an auto-
her own principles. This Charm may only be matic Major Intimacy of respect for the Solar. On
used once per story, but is reset if the Solar wit- the back of this, he also gains a temporary boost
nesses the defense or upholding of a Defining of excellence on a scene of his choosing. During
Principle as a result of changing her mind. For that scene, while acting toward a goal he wishes to
example, a Lawgiver who is persuaded to with- fulfill, while using the Solar’s actions as a model,
draw her army from the border might reject the character gains three bonus dice to all social
that persuasion, going back on her influence rolls for the rest of the scene,
decision to withdraw. See the full text and has his Resolve boosted by one.
of this Charm on page 306. 306 303 308
Integrity 4, Essence 2 Integrity 2, Essence 1 Integrity 5, Essence 2

Temptation-Resisting Stance Transcendent Hero’s Meditation Undying Solar Resolve


Cost: 5m, 1wp; Type: Simple Cost: 7m, 1wp; Type: Simple Cost: —; Type: Permanent
Keywords: None Keywords: None Keywords: Bridge
Duration: One scene Duration: Instant Duration: Permanent
Prerequisite Charms: Stubborn Boar Prerequisite Charms: Spirit-Maintain- Prerequisite Charms: Stubborn Boar
Defense ing Maneuver Defense or any 8 social Charms

The Solar Exalted rise above the poisons of This Charm allows the Solar to break any control Through adversity the Lawgiver finds power.
a wicked world. Corruption, lust, and greed; effects which grip her mind, body or soul. This Whenever a character tries to socially influence
vice and the addictive soul-stroking caresses Charm does not allow her to reverse social influ- the Solar, use magic on her that would men-
of the raksha—the Lawgivers stand resolute ence, but rather it combats persuasion that is con- tally control her, curse or change her nature,
against all such threats. This Charm raises the sidered unnatural, hypnotic, or sorcerous. In order the Exalt gains one mote for every 1 and 2 in
to use this Charm, the Solar must first be forced to
Exalt’s Resolve by one against all social influ- the initiate’s roll (if applicable). Motes gained
take an action against one of her Intimacies as a
ence which would tempt her to turn against result of the ef-fect’s control. She must then spend
through this Charm can only be used on Charms
her Ties or sway her from her Principles. In at least five minutes meditating on the core of her from social Abilities and vanish at the end of
addition, when multiple Solars working toward existence, during which time she sees the blight on the scene.
the same overall goal in a social scene each ac- her Essence for what it is. She may then activate this
tivate this Charm, their bonuses stack together, Charm to assert the purity and truth of her inner
to a limit of five bonus Resolve—the traditional self, shattering the fell magic and freeing her soul
number of Solars in a Circle. from its grip. This Charm may be used once per
story, but it is reset after the Solar experiences Limit
Break. The Exalt cannot use this Charm
to notice or expunge the Great Curse. See
306 the full text of this Charm on page 308. 308 305
Integrity 3, Essence 2 Integrity 5, Essence 3 Integrity 4, Essence 2
Unhesitating Dedication Watchful Eyes of Heaven
Cost: 3m; Type: Reflexive Cost: 3m; Type: Reflexive
Keywords: None Keywords: None
Duration: Instant Duration: Instant
Prerequisite Charms: Righteous Lion Prerequisite Charms: Righteous Lion
Defense Defense

After a character uses an instill action in an attempt If the Solar comes across a person who holds
to diminish one of the Solar’s Defining Intimacies, a Principle that is in line with her character,
the Exalt may use this Charm to select one of the personality or beliefs, and that person is con-
initiate’s non-success numbers. If she selects 1s, sidering or is about to take action which would
(Essence) 1s in the roll act as -1 success to the violate that Principle, this Charm gives the
attempt. If she selects any non-success number Solar an anxious ping directing the Exalt’s gaze
other than 1s, instead of negative successes she can toward the character, and grants her three au-
force the initiate’s player to reroll up to (Essence)
tomatic non-Charm successes to a read inten-
successful dice, starting with the target number
(usually 7) and moving up. In this case, the initi-
tions action to determine the Principle. Before
ate always keeps the lower of the two results. This the Solar uses this Charm, she is automatically
Charm cannot be used in combination with Righ- aware of which person is in distress, although
teous Lion Defense. The Exalt may only use this it confers no knowledge of this person or their
Charm to successfully defend an Intimacy once situation. The Solar can only learn of the per-
per Intimacy, per story. This effect can be reset by son’s troubles by talking to them to establish a
exploring the claims that were made on read intentions action. This Charm is
the back of an instill action. See the full explicitly allowed to combine with the
text of this Charm on page 309. 309 Charms of other Abilities. 307
Integrity 5, Essence 3 Integrity 5, Essence 2
Crafty Observation Method Dauntless Inquisitor Attitude Divine Induction Technique
Cost: 5m; Type: Simple Cost: 6m; Type: Reflexive Cost: —; Type: Permanent
Keywords: Mute Keywords: Mute Keywords: None
Duration: Instant Duration: One scene Duration: Permanent
Prerequisite Charms: Watchman’s In- Prerequisite Charms: Miraculous Stun- Prerequisite Charms: Crafty Observa-
fallible Eye ning Insight tion Method

By examining the undisturbed physical ev- The Exalt is relentless in her pursuit of the The Lawgiver draws wisdom from the very
idence of an event, the Solar can flawlessly truth. This Charm adds her Essence in auto- whispers of Heaven. Once per scene, the Exalt
reconstruct the physical process behind that matic successes to her Investigation rolls for may use a free full Investigation Excellency.
event. Finding a corpse with a knife wound, the rest of the scene. This Charm may be reset by succeeding at any
she can tell what sort of knife was used, and Investigation action with a difficulty of (the
from what angle the blow was struck. She can Solar’s Investigation -1) or greater. Note that
differentiate between blood spatters, assigning this Charm has the mute keyword; the Solar’s
each to a different stroke of a weapon made at insights are never subject to censure, and are
a different time, and so on. This Charm is not never obvious. It is as if she draws her wisdom
limited to crime scenes. The Solar can likewise from the very cosmos.
reconstruct the evidence left behind by a liaison,
examine the leavings of a camp site, etc. This
acts as a normal case scene action, save that the
Lawgiver does it in a handful of seconds, and
gains (Essence) automatic successes
and double 9s to her attempt.
312 313 312
Investigation 3, Essence 1 Investigation 5, Essence 3 Investigation 4, Essence 1

Empathic Recall Discipline Enlightened Touch Insight Evidence-Discerning Method


Cost: 1m, 1wp; Type: Reflexive Cost: 5m; Type: Simple Cost: 2m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Enlightened Touch Prerequisite Charms: Uknown Wisdom Prerequisite Charms: Crafty Observa-
Insight Epiphany tion Method

By piecing together the evidence of a crime By touching a piece of evidence and stirring This Charm allows the Lawgiver to profile a char-
scene, the Exalt can channel the perpetrator’s its Essence with her own, the Lawgiver gains acter who is not even present, at a difficulty based
perspective. This Charm may be used after a psychometric vision related to the object. This on the dissonance of the scene. If the character has
a case scene action. The Lawgiver congeals is a (Wits + Investigation) read intention action left little or misleading evidence of himself behind,
what she has seen into a moment of clear un- against a difficulty equal to the number of days the difficulty is raised. However, extra successes on
derstanding of the perpetrator. This is treated since the evidence was placed. If successful, the Exalt’s (Perception + Investigation) roll allow
as a (Wits + Investigation) based read inten- the Exalt feels the exact emotion of the one her to disregard inconsistent evidence at a rate of
one success per one erroneous item eliminated. The
tions action with a difficulty of the perpetrator’s who left the evidence behind at the moment
Exalt may continue to use this Charm until she has the
Larceny. On a success, the Solar understands it was produced. clearest picture possible, ignoring the Willpower cost
the meaning behind the event—that is, what the on additional uses, however, this requires that there
perpetrator intended by the crime. Even if the be material for her to continue. Once completed, the
roll fails, the Exalt is able to adapt the perpe- Storyteller informs the player of the overall success.
trator’s perspective automatically upon using If successful, then she will automatically notice any
Unknown Wisdom Epiphany. characters who meet that profile, or scenes of events
which fit that character’s profile, through
the use of Watchman’s Infallible Eye. See
315 314 the full text of this Charm on page 312. 312
Investigation 5, Essence 4 Investigation 5, Essence 3 Investigation 5, Essence 1

Evidence-Restoring Prana Inquisitor’s Unfailing Notice Irrisistible Question Technique


Cost: —(6m); Type: Reflexive Cost: —; Type: Permanent Cost: 5m, 1wp; Type: Supplemental
Keywords: None Keywords: None Keywords: Mute
Duration: Various Duration: Permanent Duration: Instant
Prerequisite Charms: Evidence-Discern- Prerequisite Charms: Watchman’s In- Prerequisite Charms: Judge’s Ear Tech-
ing Method fallible Eye nique

The Lawgiver is preternaturally aware of the con- The Lawgiver has an instinct for the perfect This Charm supplements a persuade action (p. 216) in
nections between objects. She is so keenly aware moments to commit a crime. Any time the the form of a question. Roll the Solar’s (Wits + Inves-
of these connections that she can sense when the Larceny Ability is used in her presence, she tigation) against the target’s Resolve. Success means
flow has been disturbed. This sensation comes notices the character using it. This does not that the character must answer truthfully and to the
across as a momentary visualization of Essence tell her how Larceny is being employed, but fullest extent of his knowledge. In addition, each extra
flows, fixating on the remains of evidence that’s provides her (Essence) non-Charm dice to an
success on this roll constitutes an additional question
been destroyed, which the Lawgiver perceives the Solar may ask. The target of this Charm may pay
Awareness or Investigation attempt to notice
as a well of negative energies, a disruption in the 1wp to resist answering a single question, but this
flow of Essence. She may then pay six motes to the deception for one instant, on each instant grants no immunity to further questioning, or even
touch this well, momentarily restoring the flow the Ability is employed. This only functions the same question posed repeatedly. No Willpower
of Essence to glimpse the evidence in its com- against disguises if the disguised character at- is required to resist this question if the character is
plete state. This Charm can momentarily restore tempts an action he would be unable to attempt able to escape the scene or leave freely; in combat,
evidence no larger than that which the Exalt can without using a disguise. the power is compelling but costs no Willpower to
normally lift and carry, but it allows her a full resist. Likewise, a character who feels compelled to
examination of the destroyed object. Once her stay, even if they may leave freely, must pay 1wp to
examination of the restored object has resist a question. This Charm may only
concluded, her commitment is dropped be used on a character once per session.
and the Essence of the object disperses. 313 311 See the full text of this Charm on page 312. 313
Investigation 5, Essence 3 Investigation 2, Essence 1 Investigation 5, Essence 2
Judge-General’s Stance Judge’s Ear Technique Mind Manse Meditation
Cost: 10m; Type: Reflexive Cost: 3m; Type: Reflexive Cost: 12m, 1wp; Type: Simple
Keywords: None Keywords: None Keywords: None
Duration: Instant Duration: Instant Duration: Instant
Prerequisite Charms: Dauntless Inquis- Prerequisite Charms: Crafty Observa- Prerequisite Charms: Empathic Recall
itor Attitude tion Method Discipline, Evidence-Restoring Prana

Once per day, the Exalt may use this Charm to The Lawgiver can evaluate the truth of any The Solar builds a palace of her memories. Upon
reset any Investigation Charms which are cur- statement she hears. This Charm is infallible using this Charm, she mentally perceives this palace
rently “down.” Doing this also grants her one within limits: if she hears a lie the speaker be- as an archive of gathered evidence, research, charac-
point of Willpower. lieves to be true, she won’t detect the untruth. ter profiles and investigations which she can men-
Her sense of lies is keen enough that if a char- tally traverse in order to conduct a thorough inves-
tigation. While inside her Mind Manse, the Solar is
acter speaks in half-truths, she’ll know which
entranced and unaware of her physical surroundings.
part of the statement is false. Any magic which She may think at a rate of roughly (Essence) hours
contests this effect goes to a roll-off against the per ten seconds. During this time, the Lawgiver can
Lawgiver’s (Perception + Investigation), with access any information the Storyteller deems that
(Essence) automatic successes on the Solar’s she knows in order to make psychic connections
roll, and 1s in the opposed roll acting as 10s to between evidence, ideas, and facts that would oth-
the Solar’s result. erwise be impossible. The effects of this Charm are
largely dramatic. Entering the Mind Manse allows the
Exalt to find the solution to a riddle or mystery that
allows her to forward her investigation.
This Charm may be used once per story.
314 312 See the full text of this Charm on page 315. 315
Investigation 5, Essence 4 Investigation 4, Essence 1 Investigation 5, Essence 5

Miraculous Stunning Insight Ten Magistrate Eyes Unknown Wisdom Epiphany


Cost: —; Type: Permanent Cost: 3m; Type: Supplemental Cost: 10m, 1wp; Type: Simple
Keywords: Mute Keywords: Mute Keywords: None
Duration: Permanent Duration: Instant Duration: Instant
Prerequisite Charms: Divine Induction Prerequisite Charms: Evidence-Discern- Prerequisite Charms: Ten Magistrate
Technique ing Method, Judge’s Ear Technique Eyes

The Solar’s deductions are as sharp as a razor This Charm supplements a case scene action, By visiting the scene of an event and attuning
and as sure as daylight. Once per scene the making that action infallible, and reducing the herself to local Essence flows and residues, the
Exalt may enhance a single Investigation roll time it takes to seconds. Even if the Exalt’s roll Exalt can psychically reenact history, reconstruct-
with double 8s. turns up no successes, she gains at least one clue ing an event to the point of gaining insight she
to her investigation. For each additional success, could not receive from evidence alone. The Solar
the Storyteller describes the Solar’s mind racing must have time to go over the scene, to touch and
from clue to clue, and describing how those clues examine evidence and retrace steps in order to
empathize with and adapt the perspective of one
advance the investigation. The Solar can also
of the involved parties. The Lawgiver experienc-
automatically tell if there has been an attempt es flashbacks of the event from the perspective of
to conceal evidence. This Charm may also be the party she is emulating, and gains insights into
used to supplement a profile character action in the character’s persona, including his emotions
an identical fashion, extra successes creating an over the course of the re-enacted event, and the
incredibly precise, detailed and accurate anal- basic meaning behind the behavior he enacted. An
ysis of the target. This Charm is enhanced by Exalt reenacting an event is rarely dangerous, but
Awareness Charms, allowing the Solar if disturbed she may very briefly cling
to notice truly improbable details. See to the adopted persona before snapping
312 the full text of this Charm on page 313. 313 back to the current moment. 313
Investigation 5, Essence 2 Investigation 5, Essence 3 Investigation 5, Essence 3

Watchful Justiciar’s Eye Watchman’s Infallible Eye


Cost: —(4m, 1wp); Type: Reflexive Cost: —; Type: Reflexive
Keywords: None Keywords: None
Duration: Instant
Prerequisite Charms: Evidence-Discern- Duration: Instant
ing Method Prerequisite Charms: None

The Solar is able to sense inconsistencies in a The Lawgiver is attuned to her subconscious, and
character’s behavior. After profiling a character is preternaturally aware of her surroundings. If the
with the prerequisite or Ten Magistrate Eyes, the Exalt possesses this Charm, she feels an instinct each
Solar senses each time a character acts outside time she encounters a scene in which a case scene or
of that profile in a scene. She may then pay four profile character action (p. 224) should be used. At
motes, one Willpower to activate this Charm. this point, the Storyteller informs the player which
The Storyteller then informs the player as to action is appropriate, and vaguely why—if danger is
whether the character’s behavior is normal, present, the player is informed that the Solar senses
allowing the Solar to revise her target’s profile a trap and should use a case scene action; if there is a
and restoring one point of temporary Willpow- suspicious character, the player is made aware of that
er, or whether the inconsistency is genuinely character so that a profile action can be used. This
odd and worth looking into. This does not tell Charm does not entail automatic success at each pro-
the Lawgiver why he’s acting out of character, spective action. It merely informs the player which
only that he is. The Storyteller should explain action should be performed, and why. As the Solar
the dissonance in the character’s behavior—how notices many things the player does not, this Charm
the character “should” be acting com- can be used to generate reasons for inves-
pared to how he’s actually behaving. tigations it would otherwise be impossible
312 for a normal character to perceive. 311
Investigation 5, Essence 2 Investigation 1, Essence 1

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