Martial Arts
Cost:2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwav-ering perfection. The Exalt’s player can invoke this Charm
when making a roll based on the relevant Ability.The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder.Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one.The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.
This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent
Keywords: Mirror (Supreme Perfection of [Ability])
Duration: Permanent
Prerequisite Charms: Any (Ability) Excellency
This Charm permanently alters the cost of the Solar Excellencies associated with the Ability this Charm is purchased for.
The First Excellency’s cost becomes “one mote per two dice added,” while the Second Excellency’s cost becomes “one mote per success added” and the Third Excellency’s cost drops to a flat three motes. Fractional values are lost; for example, a Solar with Dexterity 4, Melee 5 who spent five motes on the First or Second Excellency would add nine dice or four successes, respectively. The cost discount of this Charm applies to all ac-tivations of the Solar’s Excellencies for the appropriate Ability.
Supreme Perfection of (Ability) is incompatible with any other Charm which provides cost discounts to the Excellencies, such as Infinite (Ability) Mastery.
Cost:3m; Mins: Martial Arts 2, Essence 1; Type: Supple-mental
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
For its first bite, the snake is most feared. This Charm supplements a Join Battle action, adding a number of automatic successes to the character’s Join Battle roll equal to his Martial Arts score.
Cost:1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords:Combo-OK, Enhanced
Duration:Instant
Prerequisite Charms:None
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.
Enhancement:This Charm adds the magical material benefits of orichalcum to the Solar’s natural attacks while Solar Hero Form is active.
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Martial-Ready
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
This Charm drops a supplemented attack’s Speed to 3.
Martial-ready:Archery, Melee, Thrown.
Cost:1m; Mins: Martial Arts 2, Essence 2; Type:Reflexive
Keywords: Combo-OK
Duration:Instant
Prerequisite Charms:None
This charm momentarily alters the martial artist's perception of pain and pleasure, invigorating her when injuries should be debilitating. It may be activated whenever the character takes damage. For every health level she suffers, she regains a number of motes equal to her Essence (or half that number, if the damage is bashing).
Cost:1m; Mins: Martial Arts 2, Essence 2; Type:Reflexive
Keywords: Combo-OK
Duration:Instant
Prerequisite Charms:None
The martial artist thrills to the torment that her pitiful enemies fear. This Charm may be activated whenever the character takes damage. For every health level she suffers so gladly, she regains a number of motes equal to her Essence (or half that number, if the damage is bashing).
Cost:2m; Mins: Martial Arts 3, Essence 2;
Type:Supplemental
Keywords: Combo-OK, Stackable
Duration:Instant
Prerequisite Charms:Pain Is Pleasure Method
Extending its prerequisite outward, the martial artist gives her target a measure of pleasurable sensation which builds with repeated touches.
On a successful attack, the character may give the target a -1 pleasure penalty for the rest of the scene. This counts as a wound penalty for all mechanics, but stacks with wound penalties accrued in other ways. Lingering Bliss can be used more than once per target, but the cumulative addition to wound penalty can never rise above an amount equal to the martial artist’s Martial Arts score.
Add wound and pleasure penalties together before comparing abilities which negate wound penalties. For example, a character with 2 points of wound penalties and 3 points of pleasure penalties would have a total of -5, and being able to ignore 4 points of wound penalty would still leave a -1.
Because she is accustomed to her own methods, the character cannot use this Charm on herself.
Cost:2m; Mins: Martial Arts 3, Essence 2;
Type:Supplemental
Keywords: Combo-OK, Stackable
Duration:Instant
Prerequisite Charms:Sensuous Torment
With a predatory smile, the martial artist lashes her foe with vicious exactitude, making him cry out in shocked agony.
On a successful attack, the character may add an extra -1 to her target’s wound penalty for the rest of the scene. Kiss of the Whip can be used more than once per target, but the cumulative addition to wound penalty can never rise above an amount equal to the martial artist’s Martial Arts score.
Therefore, an Abyssal with Martial Arts 5 whose target was at a -2 wound penalty already could not inflict a greater total wound penalty than -7.
Because she is accustomed to her own methods, the character cannot use this Charm on herself.
Cost:5m; Mins: Martial Arts 4, Essence 2; Type:Simple
Keywords: Form-type, Obvious
Duration:One scene
Prerequisite Charms: Lingering Bliss
Every touch and every object becomes the caress and stroke of a talented lover. When she is injured, her wound penalty is reversed. Instead of subtracting, it adds a number of dice equal to the penalty to every combat-related roll her player attempts, to a maximum bonus equal to her Essence score.
Even Virtue bonuses are affected, so the player adds those same bonus dice to the number of dice she receives when she channels Willpower through her Compassion, Conviction and Valor. (She must subtract them from any Temperance bonuses, though.) The Quivering Rapture Style martial artist also adds her Martial Arts to her raw bashing damage.
Cost:5m; Mins: Martial Arts 4, Essence 2; Type:Simple
Keywords: Form-type, Obvious
Duration:One scene
Prerequisite Charms:Kiss of the Whip
Even as blood runs down his skin, the Abyssal laughs savagely, whirling undaunted through the battle like a scar-let-streaked demon. When he is injured, his wound penalty is reversed. Instead of subtracting, it adds a number of dice equal to the penalty to every combat-related roll his player attempts, to a maximum bonus equal to his Essence score.
Even Virtue bonuses are affected, so the player adds those same bonus dice to the number of dice he receives when he channels Willpower through his Conviction, Temperance and Valor. (He must subtract them from any Compassion bonuses, though.) The Laughing Wounds Style martial artist also adds his Martial Arts to his raw bashing damage.
Cost:4m; Mins:Martial Arts 5, Essence 2;
Type:Supplemental
Keywords: Combo-OK, Emotion
Duration:Varies
Prerequisite Charms: Quivering Rapture Form
People restrained by the martial artist find themselves unwilling to break free. To those attracted to the martial artist, this is a loving caress, a beautiful moment to be shared. To others, the feeling is that of submission, demanding stillness and obedience.
The character may apply this Charm to any clinch attack. If the character succeeds, then—as long as she maintains the mote commitment—her target no longer truly wants to free himself from her grip. The target must spend one Willpower just for his player to attempt the roll to gain control of the clinch, and the roll takes the Solar’s Appearance as an internal penalty. If the target intends to use control of the clinch to do anything other than break free—such as crush the Solar or hold her helpless—then he need not spend Willpower or take the penalty.
Cost:4m; Mins:Martial Arts 5, Essence 2;
Type:Supplemental
Keywords: Combo-OK, Emotion
Duration:Varies
Prerequisite Charms:Laughing Wounds Form
People restrained by the martial artist find themselves unwilling to break free. The character may apply this Charm to any clinch attack. If the character succeeds, then—as long as she maintains the mote commitment—her target no longer truly wants to free himself from her grip. The target must spend one Willpower just for his player to attempt the roll to gain control of the clinch, and the roll takes the Abyssal’s Appearance as an internal penalty. If the target intends to use control of the clinch to do anything other than break free—such as crush the Abyssal or hold her helpless—then he need not spend Willpower or take the penalty.
Cost:4m; Mins: Martial Arts 5, Essence 3;
Type:Supplemental
Keywords: Combo-OK, Crippling
Duration:One scene
Prerequisite Charms:Rapture in Chains
At this level of power, the bliss builds into an incapacitating cascade. On a successful attack, the martial artist may spend four motes to force her enemy into an orgasm that can last for minutes. The target’s player rolls (Stamina + Integrity) with an external penalty of the Solar’s Martial Arts. If the roll fails, the target falls prone and cannot make his legs work properly unless the martial artist releases him. She can stalk around him, chiding, mocking and beating him as she wishes. Since her victim can’t stand or shift his legs due to the overwhelming pleasure, he cannot use his Dodge DV at all. Any physical action he manages to take suffers a -2 external penalty, and his Parry DV decreases by two. The target may spend a Willpower point for a (Stamina + Integrity) reroll, but if he fails again, he remains at the martial artist’s mercy.
Cost:4m; Mins: Martial Arts 5, Essence 3;
Type:Supplemental
Keywords: Combo-OK, Crippling
Duration:One scene
Prerequisite Charms:Rapture in Chains
Daring to oppose a master of the Laughing Wounds Style is like begging for humiliation. On a successful attack, the Abyssal may spend four motes to force her enemy’s immediate submission. The target’s player rolls (Stamina + Integrity) with an external penalty of the Abyssal’s Martial Arts. If the roll fails, the target falls to his knees and cannot move from that spot unless the martial artist releases him. She can stalk around him, chiding, mocking and beating him as she wishes. Since her victim can’t stand or shift his legs, he cannot use his Dodge DV at all. Any physical action he manages to take suffers a -2 external penalty, and his Parry DV decreases by two. The target may spend a Willpower point for a (Stamina + Integrity) reroll, but if he fails again, he remains at the martial artist’s mercy.
Integrity
Cost:2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwav-ering perfection. The Exalt’s player can invoke this Charm
when making a roll based on the relevant Ability.The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder.Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one.The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.
This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
Cost:—; Mins: Integrity 4, Essence 3; Type: Permanent
Keywords:None
Duration:Instant
Prerequisite Charms: Any Integrity Excellency
From every Solar’s heart flows an infinite stream of arete—excellence, Virtue and raw commitment to life. The player picks one Virtue when purchasing this Charm and can purchase this Charm multiple times to cover additional Virtues. Whenever the Solar would otherwise recover one or more Willpower points from stunts or natural recovery, this Charm gives the character the option to recover one point (one channel) of the chosen Virtue instead. The Storyteller may veto Virtue recovery from stunts opposed to that Virtue, such as the restoration of a Compassion point garnered from ripping an enemy’s heart out of his chest.
Investigation
Cost:2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwav-ering perfection. The Exalt’s player can invoke this Charm
when making a roll based on the relevant Ability.The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder.Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one.The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.
This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
Cost: 3m; Mins: Investigation 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character’s Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.
Performance
Cost:2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Solar Exalted with this Charm are known for their unwav-ering perfection. The Exalt’s player can invoke this Charm
when making a roll based on the relevant Ability.The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder.Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one.The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.
This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent
Keywords: Mirror (Supreme Perfection of [Ability])
Duration: Permanent
Prerequisite Charms: Any (Ability) Excellency
This Charm permanently alters the cost of the Solar Excellencies associated with the Ability this Charm is purchased for.
The First Excellency’s cost becomes “one mote per two dice added,” while the Second Excellency’s cost becomes “one mote per success added” and the Third Excellency’s cost drops to a flat three motes. Fractional values are lost; for example, a Solar with Dexterity 4, Melee 5 who spent five motes on the First or Second Excellency would add nine dice or four successes, respectively. The cost discount of this Charm applies to all ac-tivations of the Solar’s Excellencies for the appropriate Ability.
Supreme Perfection of (Ability) is incompatible with any other Charm which provides cost discounts to the Excellencies, such as Infinite (Ability) Mastery.
Cost:—; Mins: Performance 3, Essence 3; Type: Permanent
Keywords: Obvious
Duration:Variable
Prerequisite Charms: Any Performance Excellency
Essence enhances the Solar’s arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x 10) yards of the Solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use its effects.
At Performance and Essence 4+ a Solar with this Charm may personalize the expressions of his iconic anima displays, changing its appearance each time it flares up.
Cost:6m; Mins: Performance 4, Essence 2; Type: Supplemental
Keywords:Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: Any Performance Excellency
The Solar Exalted rise above the common through their understanding of others’ desires. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower.
Cost:10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple
(Speed 5 in long ticks)
Keywords:Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Phantom-Conjuring Performance, Heart-Compelling Method
The Lawgivers define others’ reality. This Charm is a Performance-based social attack that encourages a specific belief—for example, overwriting the audience’s memories and convincing them that the Solar has always lived in their town. This Charm exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires them to believe. It also creates an instant commitment (see p. 201) to that belief. Shaking off the illusion requires one Willpower per scene, and the effect lasts until the targets break their commitment to the false belief.
Cost:variable +1wp; Mins:Performance 5, Essence 3;
Type:Simple (Speed 6, DV -2)
Keywords:Combo-Basic, Holy, Illusion, Mirror (Demon-Wracking Glory), Obvious
Duration:Instant (see below)
Prerequisite Charms: Phantom-Conjuring Performance
This Charm expands Phantom-Conjuring Performance. The maximum radius for evoking unnatural effects extends to (Essence x 100) yards, or (Essence – 5) miles if the Solar has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to creatures of darkness within (Essence x 10) yards, but leaves all other creatures unharmed. The Charm causes harm through blatantly supernatural and suitably Solar effects. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.
Demon-Wracking Glory inflicts harm in three ways. The Solar chooses between them each time she uses the Charm. Two methods last as long as the Solar continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Solar’s player must roll (Charisma + Performance) to initiate the attack. A character gains one attack form when she learns the Charm. Additional applications cost an additional experience point each, or all three attack forms for one bonus point. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).
Area, Continuing:The Solar inflicts one level of lethal damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Solar’s lethal performance affects everyone whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Continuing:The Solar’s chosen victim suffers one level of unsoakable lethal damage per action that the Solar continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Instant: The Solar spends up to her (Stamina + Essence) in motes and inflicts that many dice of lethal damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack.
Cost:10m, 1wp; Mins: Performance 5, Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords:Combo-OK, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
In answer to the call of the Solar Exalted, in ancient times, people gave up their homes and families and marched to war. Some Lawgivers gave speeches and shone with the sun’s radiance, but others called their servants with beauty—piping, dancing or playing at the harp, wordlessly and terribly calling their soldiers to their deaths.
The Solar gives a performance, her player rolling ([Charisma or Manipulation] + Performance) and adding her Appearance in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with Mental DV less than the Solar’s successes must spend two Willpower or fall instantly in love either with the Solar or something the Solar represents. This effect does not depend on gender or sexual preference. Targets incapable of sexual attraction to the Solar suffer starry-eyed infatuation or dedication to the Solar’s cause rather than romantic desire. This love is a form of commitment (see p. 201). Targets can break the commitment naturally but they must spend one Willpower in each scene where they deliberately attempt to shake it off.
Cost:—; Mins: Performance 5, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: None
The Solar draws strength from the harmonious governance of Creation. The greater the social structure he commands, the more Essence he may wield. This Charm allows the Solar to recover motes by tending to the affairs of a kingdom, organization or social or military unit he leads. Each hour spent inspiring the people or performing administrative tasks allows the Solar to recover motes equal to the unit’s Magnitude.
In addition, each purchase of this Charm increases the character’s Peripheral Essence pool by 10 motes. This Essence cannot be committed to an artifact. The character cannot recover this Essence normally—he can refill this pool only through the technique above and with Essence-recovery Charms. The player may purchase this Charm a total number of times equal to the Exalt’s Essence.
Resistance
Cost:—; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels.
A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides one of the following, at the player’s option, determined at the time of purchase:
• One -1 health level and two -2 health levels
Cost: —; Mins: Resistance 3, Essence 2; Type: Permanent
Keywords: Stackable
Duration: Instant
Prerequisite Charms: None
Undertaking a grueling regimen of endurance training, the Solar folds Essence into his body until his skin becomes hard enough to turn aside blades. The Lawgiver’s natural lethal and bashing soak calculations become (Stamina + 3). This Charm may be purchased up to a total of (Resistance) times; each purchase after the first adds 3 to the character’s natural lethal and bashing soak.
With Essence 4+, the Solar also gains natural lethal and bashing hardness equal to the number of times he has purchased this Charm.
Athletics
THIRD (ABILITY) EXCELLENCY—
ESSENCE RESURGENT
Cost:4m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step
4 for attacker, Step 6 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Exalted with this Charm recover smoothly from failure. An Exalt’s player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character’s effective (Attribute + Ability) rating for one task by the Ability rating. This means that the Essence Resurgent Excellency increases an applicable DV by half the relevant Ability.
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Solar Exalted are as graceful as sunlight on water.
This Charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-foot-wide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The heroes of the dawn leap with the grace of a flying crane and the speed of a striking hawk. For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and she doubles the length of all jumps.
Awareness
THIRD (ABILITY) EXCELLENCY—
ESSENCE RESURGENT
Cost:4m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step
4 for attacker, Step 6 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
Exalted with this Charm recover smoothly from failure. An Exalt’s player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character’s effective (Attribute + Ability) rating for one task by the Ability rating. This means that the Essence Resurgent Excellency increases an applicable DV by half the relevant Ability.
Cost: 4m; Mins: Awareness 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
The Solar's supernal senses expand and his mind speeds up to process a thousand myriad details in a split second. Opponents attempting to strike a Lawgiver using this Charm appear to be moving in slow motion. All of the character's attacks are enhanced as though he had just spent three ticks accumulating dice with an Aim action (as a result, the character may not normally benefit from a true Aim action while this Charm is active), and his DVs are raised by 1 against all physical attacks of which he is aware. None of these bonuses count as dice added by a Charm.
With Essence 3+, each tick the lawgiver spends Aiming while Panoptic Fusion Discipline is active converts one die provided by this Charm into an automatic success; his opponents seem to slow even more, until their anticipated actions are outlined in golden contrails before the eyes of the Lawgiver.
Dodge
Cost: —; Mins: Dodge 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar Exalted understand the humble wisdom of the reed and the willow. The greater the force directed against them, the more nimble they become to avoid harm. Whenever the Lawgiver uses his Dodge DV to avoid a physical attack, he adds a bonus equal to half the attacker’s Essence, rounded up. This bonus counts as dice added by a Charm
Linguistics
Cost: 4m; Mins: Linguistics 1, Essence 1; Type: Supplemental
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms: None
The diplomats of the Unconquered Sun write with a swift and elegant hand. This Charm supplements a dramatic action to write something down—be it a copy of an existing book, the transcript of a live conversation or an original work. This Charm allows the character to write at (her Essence x 10) times her normal speed. Instead of dedicating 30 hours to copying a manuscript, an Essence 2 character might finish it in an hour and a half. Instead of six hours writing and polishing a treaty, an Essence 3 Eclipse might prepare it in 12 minutes.