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| - | = Solar Charms =
| + | [[Solar Charms]]<br> |
| - | | + | [[Abyssal Charms]]<br> |
| - | == Dawn Caste Abilities ==
| + | [[Dragon-Blooded Charms]]<br> |
| - | === Archery ===
| + | [[Sidereal Charms]]<br> |
| - | | + | [[Lunar Charms]]<br> |
| - | === Martial Arts ===
| + | [[Spirit Charms]]<br> |
| - | ''Plowshares to Swords Understanding''<br>
| + | [[Martial Arts Charms]]<br> |
| - | ''Cost:'' -<br>
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| - | ''Type:'' Permanent<br>
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| - | ''Minimum Martial Arts:'' 5<br>
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| - | ''Minimum Essence:'' 2<br>
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| - | ''Prerequisites:'' Solar Hero Form<br>
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| - | As the Lawgiver masters his Essence, he begins to master the world around him, and for one who's Essence is that of a warrior, the world is a weapon. This charm permanently enhances the Solar's capabilities. Any time that the Solar uses an improvised weapon, he adds his Essence to the weapon's Accuracy and Defense, and increases its Rate by 1. At Essence 4, this charm also reduces the Speed of the weapon by 1.<br>
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| - | ''Everything Under The Sun Meditation''<br>
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| - | ''Cost:'' -<br>
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| - | ''Type:'' Permanent<br>
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| - | ''Minimum Martial Arts:'' 5<br>
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| - | ''Minimum Essence:'' 3<br>
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| - | ''Prerequisites:'' Plowshares to Swords Understanding<br>
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| - | The Lawgiver is a master of his own destiny, unlimited by circumstance, and his choice of weapons should reflect his unfettered future. This charm permanently enhances the Solar's capabilities, allowing him to select one weapon with the M-Tag for every point of Essence he possesses. These selected weapons are considered Form-type weapons for use with Solar Hero Style charms. At Essence 4 and higher, the Solar may select weapons without the M-Tag.<br>
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| - | === Melee ===
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| - | ''The Perfect Cut''<br>
| + | |
| - | Cost: 1m<br>
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| - | Type: Reflexive (Step 10)<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: Instant<br>
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| - | Minimum Melee: 1<br>
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| - | Minimum Essence: 1<br>
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| - | Prerequisites: None<br>
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| - | Many of the greatest warriors of the Deliberative were so devoted to the art of combat that every sword-strike was a masterpiece. When this charm is activated, the Solar regains a number of motes of essence equal to the number of post-soak damage dice on his attack. These motes cannot take the Solar's essence pools above their maximum and no combination of charms including the Perfect Cut can grant the Solar more than 20 motes of essence during a single action.<br>
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| - | ''Arm-Breaking Blow''<br>
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| - | Cost: 2m<br>
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| - | Type: Reflexive<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: Instant (see below)<br>
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| - | Minimum Melee: 3<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Hungry Tiger Technique<br>
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| - | To guard against the Anathema, one must be mighty indeed. If the Solar attacks a target and rolls even one die of post-soak damage, that target suffers a penalty to his DVs equal to the Solar's Melee skill. This penalty lasts until the target takes a miscellaneous action to restore their DV.<br>
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| - | ''Shell-Bursting Stab''<br>
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| - | Cost: 3m<br>
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| - | Type: Reflexive<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: Instant (see below)<br>
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| - | Minimum Melee: 4<br>
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| - | Minimum Essence: 3<br>
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| - | Prerequisites: Arm-Breaking Blow<br>
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| - | It was a truism in the First Age that armour does not keep the heart strong. If the Solar attacks a target and rolls even one die of post-soak damage, that target's bashing and lethal soak is reduced by the Solar's Essence. For mortal armours, this reduction is permanent until the armor is repaired. For natural soak, it is restored at a rate of 1 point each per hour of bedrest, or with a successful Intelligence + Medicine roll, difficulty equal to the Solar's dots in the Melee ability. For artifact armor, it is restored similarly, either at a rate of 1 point each per hour, or with care from someone with the appropriate Craft skills and abilities. If used on magitech armor, this charm adds the Solar's Essence to the armour's effective use time for purposes of needing repairs.<br>
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| - | === Thrown ===
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| - | ''Razor-Edge Wall Attack''<br>
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| - | Cost: 1m/attack<br>
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| - | Type: Extra Action (Speed 5, DV -1)<br>
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| - | Keywords: Combo-OK, Obvious
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| - | Duration: Instant
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| - | Minimum Martial Arts: 5
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| - | Minimum Essence: 4
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| - | Prerequisites: Returning Weapon Concentration, Cascade of Cutting Terror<br>
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| - | Even armed with the simplest of weapons, the Solar Exalted could face multitudes and in the end, only they would still draw breath. When this charm is activated, the Exalt may make a thrown attack with his weapon of choice. If this attack is successful, even if it fails to do any damage, the martial artist may then spend 1 mote of essence and make another attack against a different target. This continues until the Exalt misses an attack, runs out of Essence, or runs out of valid targets for the charm's effects. This attacks ignore the Rate of the weapon.<br>
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| - | In Mass Combat, this charm doubles the amount of damage done to a mass combat unit once for each mote spent, to a maximum number of motes equal to the magnitude of the unit attacked.<br>
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| - | === War ===
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| - | ''Glorious Solar General Ideal''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: Obvious<br>
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| - | Duration: Permanent<br>
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| - | Minimum War: 5<br>
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| - | Minimum Essence: 4<br>
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| - | Prerequisites: Any War Excellency<br>
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| - | The Solar Exalted knew their place in battle - leading the forces of Creation against all of its foes. This charm permanently enhances a Solar's abilities. Any time that the Solar engages in tactical or strategic planning, or helps to train and prepare an army for battle, or leads an army in battle, she regains Essence equal to the Magnitude of the unit she's commanding.<br>
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| - | Additionally, this charm adds 10 motes to the Solar's peripheral Essence pool. Unlike normal Essence, these motes can only be regained by the method above, or by Essence-regaining charms. This charm can be taken a number of times equal to the Solar's Essence.<br>
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| - | == Zenith Caste Abilities ==
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| - | === Integrity ===
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| - | ''Mandate of the Viridian Prison''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Integrity: 5<br>
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| - | Minimum Essence: 4<br>
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| - | Prerequisites: Spirit-Maintaining Maneuver<br>
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| - | The Solar Exalted bore the mandate of the Unconquered Sun, and even the servants of the Yozi were more apt to bow to them. This charm permanently enhances the Solar's capabilities, and can also be bought as an Occult charm requiring Occult 5, Essence 4, any Occult Excellency and Terrestrial Circle Sorcery. This charm allows the Solar to spend 2 motes per -1 penalty to a demon's Essence + Willpower roll to resist enslavement, rather than 5 motes.<br>
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| - | === Performance ===
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| - | ''Sunborn Hero Saga''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: Obvious<br>
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| - | Duration: Permanent<br>
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| - | Minimum Performance: 5<br>
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| - | Minimum Essence: 4<br>
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| - | Prerequisites: Any Performance Excellency<br>
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| - | The might of the Solar Exalted grows as tales of their heroism spread. Any time that a tale of the Solar's great deeds is relayed to a crowd in the Solar's presence, the Solar regains Essence equal to the crowd's Magnitude.<br>
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| - | Additionally, this charm may be purchased a number of times equal to the Solar's Essence. Each time this charm is purchased, it adds 10 motes to the Solar's peripheral Essence pool. Unlike normal motes of Essence, these motes may only be regained through the above method or essence-restoring charms.<br>
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| - | ''Speaking on the Breath of the Sun''<br>
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| - | Cost: 5m, 1wp<br>
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| - | Type: Simple<br>
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| - | Keywords: Combo-OK, Obvious<br>
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| - | Duration: One Scene<br>
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| - | Minimum Performance: 4<br>
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| - | Minimum Essence: 4<br>
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| - | Prerequisites: Phantom-Conjuring Technique<br>
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| - | It is said that the Solar Exalted could express their will across vast distances, projecting their image and voice wherever they desired. While this Charm is active, the Solar may target any individual or group within his (dots of permanent Essence x 5) miles with social attacks, including charm-based social attacks, as though he were present. While this charm is active, the Exalt is considered unaware of his actual physical surroundings and can only use charms such as Surprise Anticipation Method or Reflex Sidestep Technique to do anything involving their physical surroundings, though combos that include those charms are perfectly valid actions.<br>
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| - | The Solar may target only one individual or group at a time, though he may switch targets as a reflexive action. At Essence 6, the Solar may target any and all valid targets within the area simultaneously, projecting the same image - and thus the same message or social attack - to everyone in the area or, by flurrying his social actions, projecting individualized messages simultaneously.<br>
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| - | === Presence ===
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| - | === Resistance ===
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| - | ''Invulnerable Sun Hero's Skin''<br>
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| - | Cost: 4m<br>
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| - | Type: Reflexive (Step 8)<br>
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| - | Keywords: Combo-OK, Obvious<br>
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| - | Duration: Instant<br>
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| - | Minimum Resistance: 4<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Iron Skin Concentration<br>
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| - | The blades of the unrighteous cannot penetrate the flesh of the Chosen. This charm allows the Solar to treat his entire soak value as Hardness for the purposes of one attack. If the attack still penetrates, apply soak as normal. The use of this charm is incompatible with armor.<br>
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| - | ''Unconquered Aegis Meditation''<br>
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| - | Cost: 6m, 1wp<br>
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| - | Type: Simple<br>
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| - | Keywords: Combo-Basic<br>
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| - | Duration: One Scene<br>
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| - | Minimum Resistance: 5<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Invulnerable Sun Hero's Skin<br>
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| - | For the Lawgivers, true righteousness was more powerful than the finest armor. This charm provides the Solar with Bashing and Lethal Hardness equal to twice his dots in permanent Essence for the remainder of the Scene. This charm is incompatible with the use of armor.<br>
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| - | ''Turtle's Shell Technique''<br>
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| - | Cost: 4m<br>
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| - | Type: Reflexive (Step 8)
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| - | Keywords: Combo-OK<br>
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| - | Duration: Instant<br>
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| - | Minimum Resistance: 3<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Whirlwind-Armor Donning Prana<br>
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| - | The warriors of the Solar Exalted strode across the battlefield, and wore the sun like a mantle. This charm doubles the effective soak and hardness provided by armour against a single attack.<br>
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| - | ''Invulnerable Second Skin Prana''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Resistance: 5<br>
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| - | Minimum Essence: 3<br>
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| - | Prerequisites: Armored Scout's Invigoration<br>
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| - | The Solar Exalted were often as at home in their armour as they were out of it. This charm permanently enhances the Solar's capabilities, reducing the mobility penalty and fatigue value of any armour they wear by their dots in permanent Essence. Additionally, the cost of Armoured Scout's Invigoration is reduced to 1 m/mobility and fatigue.<br>
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| - | === Survival ===
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| - | ''Blood of the Land Meditation'' - Initial concept by Lavos.<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Survival: 4<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Any Survival Excellency<br>
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| - | The Solars are the rulers of all they survey - and all that they survey knows it. This charm permanently enhances a Solar's abilities. When in a region or area that the Solar owns (see Ownership sidebar, Exalted 2nd edition core pg. 238), the Solar automatically succeeds at all Survival rolls, including rolls made to activate charms.<br>
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| - | == Twilight Caste Abilities ==
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| - | === Craft ===
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| - | ''Object-Reassembling Touch''<br>
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| - | Cost: 15m, 1wp<br>
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| - | Type: Simple<br>
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| - | Keywords: Combo-Basic, Touch<br>
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| - | Duration: Instant<br>
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| - | Minimum Craft: 5<br>
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| - | Minimum Essence: 3<br>
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| - | Prerequisites: Craft-Mending Technique<br>
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| - | Nothing broken was beyond repair for the Solar Exalted. This charm allows the Solar to instantly and perfectly repair a single item to its original state, even if pieces are missing or otherwise irreparably damaged.<br>
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| - | === Investigation ===
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| - | ''Burning Eye Witness Method''<br>
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| - | Cost: 3m<br>
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| - | Type: Reflexive<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: Indefinite<br>
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| - | Minimum Investigation: 4<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Evidence Discerning Method, Crafty Observation Method<br>
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| - | The savants of the Solar Exalted were renowned for their immediate and perfect recall. This charm allows a Solar to create a perfect mental image of a location, person or item, completely accurate and detailing the subject exactly as they are at the moment the essence is spent. This requires a dramatic action and stores details from all five senses. For as long as the essence remains committed, the Solar can instantly and perfectly recall the image as a reflexive action, creating a fully interactive mental picture in his mind which includes sight, sound, touch, taste and scent - including details from those senses which may have been enhanced by Awareness charms. When she does so, the Solar can immediately recognize any changes made to the subject since the image was created. Additionally, the Solar can describe the subject so well that others who listen to her may use their Abilities and charms to find more information about the scene, as though they were there in person. If necessary, the Solar may "store" multiple images at once, up to a maximum number of images equal to the Exalt's dots of permanent Essence, and recall them all at the same time with perfect clarity, allowing her to compare multiple scenes and subjects for additional clues.<br>
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| - | If the user also possesses the Performance Charm "Phantom-Conjuring Technique", they may use this image to create a fully interactive, 3d illusion of the captured scene, spending an additional mote of essence when recalling the scene to do so. This allows her, and others, to explore the image in much greater depth, adding the Exalt's Essence to all rolls made to glean information from the scene.<br>
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| - | === Lore ===
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| - | ''Drinking From the Root of the World''<br>
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| - | Cost: 1m<br>
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| - | Type: Reflexive<br>
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| - | Keywords: Combo-OK, Obvious<br>
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| - | Duration: Instant<br>
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| - | Minimum Lore: 3<br>
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| - | Minimum Essence: 1<br>
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| - | Prerequisites: Any Lore Excellency<br>
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| - | The Lawgivers take their respite anywhere they may within their dominion. When this charm is activated, the Solar's caste mark flares, drawing in golden motes of essence that appear in the air around the Exalt. The Exalt rolls Wits + Occult, adding his Essence in automatic successes if this charm is used during the day outside of a shadowland. Every success rolled restores one mote of Essence to the Exalt's pool, to a maximum of his normal essence pool maximums. Additionally, no combination of charms including Drinking from the Root of the World may add more than 20 motes to the character's mote pool during a single action.<br>
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| - | ''Sun-Dappled Leaves Understanding''<br>
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| - | Cost: 15m<br>
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| - | Type: Simple<br>
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| - | Keywords: Combo-Basic, Obvious<br>
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| - | Duration: One Scene<br>
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| - | Minimum Lore: 5<br>
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| - | Minimum Essence: 5<br>
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| - | Prerequisites: Drinking From The Root of the World, Immanent Solar Glory, Power Awarding Prana<br>
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| - | As a Lawgiver is the master of Creation, so should she become a master of her own Essence. When this charm is activated, the Solar's anima flares to life and remains active at the 10+ motes stage until the charm's effect ends. While the charm is active, the Solar is considered to have Essence 10 for the purposes of charm effects, static values such as minimum damage and DVs, essence pools, and other purposes. This does not allow them to learn or use abilities that would normally be outside of their reach due to Essence requirements, but for all other purposes, they have 10 Essence.
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| - | ''Assimilation of Knowledge Prana''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Lore: 5<br>
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| - | Minimum Essence: 3<br>
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| - | Prerequisites: Any Two Lore Excellencies
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| - | The Solar Exalted developed this charm to compress the time needed to train into easily digestible chunks of knowledge. This charm permanently enhances the Solar's capabilities, reducing the training time for all charms, sorcery and necromancy spells and abilities to "Instantaneous".<br>
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| - | === Medicine ===
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| - | === Occult ===
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| - | ''Godslaying Genius Meditation''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Occult: 5<br>
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| - | Minimum Essence: 4<br>
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| - | Prerequisites: Ghost-Eating Technique<br>
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| - | In the Primordial War, the Solars developed this charm to give them the strength to defeat hordes of the Primordials' minions at once. This charm permanently enhances the effects of Ghost-Eating Technique, allowing the Solar to activate Ghost-Eating Technique with an extra 1 mote surcharge when striking a killing blow against a spirit, demon, god, elemental or other valid target of Ghost-Eating Technique.<br>
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| - | As the spirit dies, the Solar gains a number of temporary willpower points equal to the spirit's permanent Essence dots. This can put the Solar's temporary willpower higher than their permanent willpower, but any dots of temporary willpower that remain at the end of the scene are lost if they exceed the character's permanent willpower. Use of this charm inside Yu Shan is a Severity 3 offense.<br>
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| - | ''Mandate of Divine Consumption''<br>
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| - | Cost: -<br>
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| - | Type: Permanent<br>
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| - | Keywords: None<br>
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| - | Duration: Permanent<br>
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| - | Minimum Occult: 5<br>
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| - | Minimum Essence: 5<br>
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| - | Prerequisites: Godslaying Genius Meditation<br>
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| - | It is the mandate of the Lawgivers to protect Creation, even from itself. This charm permanently enhances Ghost-Eating Technique, allowing the solar to activate that charm with a surcharge of 1 willpower when striking the killing blow against a valid target of Ghost-Eating Technique.<br>
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| - | As the spirit dies, its power passes to the Exalt, whose personal and peripheral mote pools are both refresh to full. Additionally, until the end of the scene, the Solar adds the spirit's dots of permanent Essence to his own permanent Essence for purposes of charm effects and determining static values, minimum damage and mote pools.<br>
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| - | == Night Caste Abilities ==
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| - | === Athletics ===
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| - | ''Stone-Sinew Prana''<br>
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| - | Cost: 5m/+1 bonus<br>
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| - | Type: Supplemental<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: Instant<br>
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| - | Minimum Athletics: 4<br>
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| - | Minimum Essence: 2<br>
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| - | Prerequisites: Increasing Strength Exercise<br>
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| - | The might of the lawgivers was unmatched, this much is true, but many found that even trying was folly. This charm supplements an attack, and can explicitly be combo-d with non-Athletics charms for purposes of that attack. The attacks minimum damage is increased by 1 for every five motes spent, to a total maximum bonus equal to the Solar's Essence x 2.<br>
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| - | === Awareness ===
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| - | ''Vigilant Guardian Touch''<br>
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| - | Cost: 5m, 1wp<br>
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| - | Type: Simple<br>
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| - | Keywords: Combo-Basic<br>
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| - | Duration: Indefinite<br>
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| - | Minimum Awareness: 5<br>
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| - | Minimum Essence: 3<br>
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| - | Prerequisites: Keen Sight Technique<br>
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| - | The Lawgivers often sat in the middle of vast networks of informants, the better to ferret out enemies of Creation unseen. When this charm is activated, the Solar selects a target - who must have a lower Essence than the Solar - and paints a special sigil on his forehead with golden essence. This sigil glows briefly before fading into invisibility. For the duration of the charm, the Solar may - as a reflexive, non-charm action - see what the target of the charm sees, as though he were present. He has no control over the target, or what the target looks at, and cannot use any of his charms to enhance the target's perception, but otherwise views the scene as though he were present.<br>
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| - | At its most basic, this charm grants only sight. If the Solar also possesses the other Keen (sense) Charms, he may spend an additional mote when activating this charm to confer those senses as well. At Essence 5, the Solar may also use any reflexive Awareness charms to enhance the target of this charm's perceptions.<br>
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| - | ''Sight Beyond Sight Technique''<br>
| + | |
| - | Cost: 2m<br>
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| - | Type: Reflexive<br>
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| - | Keywords: Combo-OK<br>
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| - | Duration: One Hour<br>
| + | |
| - | Minimum Awareness: 5<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Unsurpassed Sight Technique<br>
| + | |
| - | | + | |
| - | The Solar Exalted were never fooled by simple obfuscations. For the duration of this charm, the Solar may see through opaque objects up to his (Essence) feet in thickness, as though they were simply not present.<br>
| + | |
| - | | + | |
| - | === Dodge ===
| + | |
| - | ''Limitless Evasion Approach''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Dodge: 5<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Reflex Sidestep Technique<br>
| + | |
| - | | + | |
| - | The nature of the Lawgivers is to move and act without limits. This charm enhances the Solar's natural abilities, allowing the Exalt to ignore penalties to her DDV that result from external environmental or situational conditions, including clinches.<br>
| + | |
| - | | + | |
| - | ''Mindful Defense Technique''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Dodge: 5<br>
| + | |
| - | Minimum Occult: 3<br>
| + | |
| - | Minimum Essence: 4<br>
| + | |
| - | Prerequisites: Seven Shadows Evasion, Terrestrial Circle Sorcery<br>
| + | |
| - | | + | |
| - | This charm was the hallmark of the war-sorcerers of the Solar Exalted, whose skill and sorcerous might was unmatched. It permanently enhances the effectiveness of of reflexive Solar charms of the Dodge ability, allowing the Solar to activate those charms normally while undertaking a Shape Sorcery or Cast Sorcery action by paying a 2 mote surcharge. At Essence 5, this is reduced to 1 mote, and at Essence 6 the surcharge is eliminated.<br>
| + | |
| - | | + | |
| - | ''Elusive Sun-Ray Defense''<br>
| + | |
| - | Cost: 3m<br>
| + | |
| - | Type: Reflexive (Step 9)<br>
| + | |
| - | Keywords: Combo-OK, Counterattack<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Dodge: 4<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Leaping Dodge Method<br>
| + | |
| - | | + | |
| - | The Solar Exalted move in harmony with the world - largely because they set the pitch. This charm may be activated any time the Exalt applies his DDV to a melee attack and reduces the attacks total successes to 0. When activated, the attacker must immediately make a roll to avoid knockdown, with a difficulty equal to the Solar's dots in the Dodge ability.<br>
| + | |
| - | At Essence 3, the attacker must also roll to avoid knockback of the Solar's (Essence) in yards, with a difficulty equal to the Solar's (Dodge ability -1). At Essence 4, this charm can counter ranged attacks as well.<br>
| + | |
| - | | + | |
| - | ''Walking Between the Blades''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Dodge: 5<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Reflex Sidestep Technique<br>
| + | |
| - | | + | |
| - | The Exalt's reflexes are in tune with the Essence of the world, and all is well. The Solar may subtract her Essence from penalties to her DDV resulting from onslaught and coordinated attacks. Additionally, this charm permanently enhances the effects of Reflex Sidestep Technique, allowing it to be activated as a reflexive, non-charm action which can be used with other charms without being part of a combo.<br>
| + | |
| - | | + | |
| - | === Larceny ===
| + | |
| - | ''Sun to Coin Prana''<br>
| + | |
| - | Cost: 3m<br>
| + | |
| - | Type: Simple<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Larceny: 3<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Any Larceny Excellency<br>
| + | |
| - | | + | |
| - | When one plays against the Lawgivers, it becomes less a game of chance, and more a contest of wills. This charm allows the Solar to win any game of chance she is involved in without the need to cheat, or even really try. This is a perfect effect, but can be resisted by other perfect effects. If so, resolve the charm by rolling the Solar's Wits + Larceny contested by the opposing charm-user's Wits + Larceny, adding the participants' permanent Essences to their rolls as automatic successes.<br>
| + | |
| - | | + | |
| - | ''Essence Re-Allocation Instinct''<br>
| + | |
| - | Cost: 1m<br>
| + | |
| - | Type: Reflexive<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Larceny: 2<br>
| + | |
| - | Minimum Essence: 1<br>
| + | |
| - | Prerequisites: None<br>
| + | |
| - | | + | |
| - | When the Solar Exalted turned to crime, they did so with grace and style that few could match. This charm may be activated any time a Solar successfully makes a Larceny roll that results directly in monetary gain - pickpocketing someone's coin-purse or winning a large pot while gambling are valid rolls for this charm, but opening a lock is not, unless it's the lock to a huge treasure room or some other valuable item. The Solar spends one mote of Essence, but regains a number of motes of Essence equal to twice the Resources value of the gain she's made. This cannot take her essence pools above their normal maximum and no combination of charms including Essence Re-Allocation Instinct can provide the Exalt with more than 20 motes during a single action.<br>
| + | |
| - | | + | |
| - | ''Mirror of Celestial Order Technique''<br>
| + | |
| - | Cost: 15m, 1wp<br>
| + | |
| - | Type: Simple (Speed 6 in long ticks)<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: One Hour<br>
| + | |
| - | Minimum Larceny: 5<br>
| + | |
| - | Minimum Essence: 4<br>
| + | |
| - | Prerequisites: Perfect Mirror<br>
| + | |
| - | | + | |
| - | The Solar Exalted could impersonate someone so perfectly, that even the heavens themselves were fooled. This charm can be activated any time that a Solar is impersonating someone through the use of the Larceny ability and/or charms. For the duration of the charm's effect, the Solar IS the person being impersonated - at least as far as the Loom of Fate is concerned. All astrological effects that are affecting or may affect the target of this charm while the charm is in effect affect the Solar instead - this includes the Destiny merit, which the Solar may use as though he possessed it himself for the duration of the charm. While this charm is in effect, it may cause alerts in the Bureau of Destiny, as both the Solar and the target of the charm appear in the Loom as being the same person, existing in two different places.<br>
| + | |
| - | | + | |
| - | ''Mirror into Mind Technique''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Larceny: 5<br>
| + | |
| - | Minimum Essence: 4<br>
| + | |
| - | Prerequisites: Perfect Mirror
| + | |
| - | | + | |
| - | The Solar Exalted were masters of disguise, stealing even their target's memories. This charm is a permanent charm, permanently enhancing the capabilities of the Charm "Perfect Mirror". When activating Perfect Mirror, the Solar may committ an additional 3 motes of essence. If she does so, she acquires access to the target's incidental memories (names, passwords, etc.). Additionally, she may make a reflexive Wits + Larceny roll, acquiring a number of Ability points equal to the number of successes rolled. This ability points may be applied to the target's favoured skill. If the target does not possess a favoured skill, this ability cannot be used.<br>
| + | |
| - | | + | |
| - | ''Eternal Reflection Meditation''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Larceny: 5<br>
| + | |
| - | Minimum Essence: 4<br>
| + | |
| - | Prerequisites: Perfect Mirror<br>
| + | |
| - | | + | |
| - | Often, the Solar Exalted were called upon to go undercover for months, even years at a time, without break. This charm enhances Solar disguise-based Larceny charms, such as "Perfect Mirror". These charms change their duration to "Indefinite", and remain active for as long as the Solar has committed the Essence needed to activate them.<br>
| + | |
| - | | + | |
| - | ''Ownership-Transferring Edict''<br>
| + | |
| - | Cost: 2m<br>
| + | |
| - | Type: Reflexive<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Larceny: 4<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Stealing From Plain Sight Spirit<br>
| + | |
| - | | + | |
| - | The Lawgivers were the final arbiters of ownership, and the spirits of objects still bow to their will. When this charm is activated, the Solar is considered to "own" any object that he just stole - be it an artifact, a boat, or something else entirely - per the Ownership rules in the Exalted corebook on page 238. If the object is an artifact that requires a commitment of Essence, the Solar may instantly commit that essence to attune to the object.<br>
| + | |
| - | | + | |
| - | ''Manacle-Releasing Gesture''<br>
| + | |
| - | Cost: 3m<br>
| + | |
| - | Type: Reflexive<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Larceny: 4<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Lock-Opening Touch<br>
| + | |
| - | | + | |
| - | To restrain the Solar Exalted is folly. This charm instantly and perfectly removes any restrictions on the Solar's movement caused by external or environmental effects. The Solar could be bound and gagged, chained to a wall, or buried neck-deep in sand and would be able to instantly break free. Additionally, this charm can be used to add the Solar's Essence in automatic successes to any roll made to control a clinch.<br>
| + | |
| - | | + | |
| - | === Stealth ===
| + | |
| - | ''Shadowing the Iron Eye''<br>
| + | |
| - | Cost: 3m<br>
| + | |
| - | Type: Simple<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Indefinite<br>
| + | |
| - | Minimum Stealth: 4<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Invisible Statue Spirit<br>
| + | |
| - | | + | |
| - | Often, foolish criminals will hide behind simple traps and mindless automatons to avoid the wrath of the Lawgivers. The Exalt is completely invisible to machines while this charm is active, and will not trigger any mechanical or essence-fueled traps that he may come across - including artifacts designed to trigger automatically. This charm ends if the character moves more than half his normal movement as one action.<br>
| + | |
| - | | + | |
| - | ''Stalking Wolf Prana''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Stealth: 3<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Any Stealth Excellency, Easily Overlooked Presence<br>
| + | |
| - | | + | |
| - | The knives of the Lawgivers often find their quarry when they prey least expects it. This charm permanently enhances the Solar's abilities, adding his Essence to all attempts to establish or re-establish surprise in combat. This counts normally against the Solar's die adder cap for these actions.<br>
| + | |
| - | | + | |
| - | ''Standing Between The Starlight Meditation''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Stealth: 5<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Invisible Statue Spirit<br>
| + | |
| - | | + | |
| - | The Iron Wolves stalked their prey with such perfection, that Fate itself knew not where they would strike. This charm enhances Invisible Statue Spirit. As long as the latter charm is activated, the Solar is considered to be outside of Fate. This charm's effect ends when Invisible Statue Spirit ends.<br>
| + | |
| - | | + | |
| - | == Eclipse Caste Abilities ==
| + | |
| - | | + | |
| - | === Bureaucracy ===
| + | |
| - | | + | |
| - | === Linguistics ===
| + | |
| - | ''Estimable Words of Wisdom Prana''<br>
| + | |
| - | Cost: -<br>
| + | |
| - | Type: Permanent<br>
| + | |
| - | Keywords: None<br>
| + | |
| - | Duration: Permanent<br>
| + | |
| - | Minimum Linguistics: 3<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisite: Poetic Expression Style<br>
| + | |
| - | | + | |
| - | The Lawgiver's words were like water to a dying man. This charm permanently enhances the Solar's natural capabilities, allowing him to replace his dots in the Presence or Performance ability with his dots in the Linguistics ability when making a social attack in a written format.<br>
| + | |
| - | | + | |
| - | === Ride ===
| + | |
| - | | + | |
| - | === Sail ===
| + | |
| - | | + | |
| - | === Socialize ===
| + | |
| - | ''Web-Weaving Tongue''<br>
| + | |
| - | Cost: 5m, 1wp<br>
| + | |
| - | Type: Simple (Speed 3)<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: One Scene<br>
| + | |
| - | Minimum Socialize: 4<br>
| + | |
| - | Minimum Essence: 3<br>
| + | |
| - | Prerequisites: Mastery of Small Manners<br>
| + | |
| - | | + | |
| - | The Solar's tongue is often his most effective weapon. This charm adds the Solar's Socialize directly to their DVs for as long as they maintain a steady stream of "banter". This bonus counts normally against the die adder cap.<br>
| + | |
| - | | + | |
| - | ''Rapid Innundation of Words Methodology''<br>
| + | |
| - | Cost: 5m<br>
| + | |
| - | Type: Reflexive<br>
| + | |
| - | Keywords: Combo-Basic<br>
| + | |
| - | Duration: One Scene<br>
| + | |
| - | Minimum Socialize: 5<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Any Socialize Excellency<br>
| + | |
| - | | + | |
| - | The Solar Exalted, it is said, could turn even their most dire foes into their most loyal allies. This charm allows the Exalt to make social combat attacks on a normal combat scale - reducing their speed in long ticks to their speed in ticks for its duration.<br>
| + | |
| - | | + | |
| - | ''Ally-Arranging Gesture''<br>
| + | |
| - | Cost: 2m/target<br>
| + | |
| - | Type: Supplemental<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Socialize: 3<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Any Socialize Excellency<br>
| + | |
| - | | + | |
| - | With a gesture, the Solar can signal his intent to his allies, allowing them to plan their words carefully. This charm supplements an attempt to coordinate a Social attack against a single target. For every two motes spent, one attack involved in the coordinated social attack is considered unexpected by the target, up to a maximum number of such attacks equal to the Solar's Socialize skill.<br>
| + | |
| - | | + | |
| - | = Abyssal Charms =
| + | |
| - | | + | |
| - | == Dusk Caste Abilities ==
| + | |
| - | | + | |
| - | === Archery ===
| + | |
| - | | + | |
| - | === Martial Arts ===
| + | |
| - | | + | |
| - | === Melee ===
| + | |
| - | | + | |
| - | === Thrown ===
| + | |
| - | | + | |
| - | === War ===
| + | |
| - | | + | |
| - | == Midnight Caste Abilities ==
| + | |
| - | | + | |
| - | === Integrity ===
| + | |
| - | | + | |
| - | === Performance ===
| + | |
| - | | + | |
| - | === Presence ===
| + | |
| - | | + | |
| - | === Resistance ===
| + | |
| - | | + | |
| - | === Survival ===
| + | |
| - | | + | |
| - | == Daybreak Caste Abilities ==
| + | |
| - | | + | |
| - | === Craft ===
| + | |
| - | | + | |
| - | === Investigation ===
| + | |
| - | | + | |
| - | === Lore ===
| + | |
| - | | + | |
| - | === Medicine ===
| + | |
| - | | + | |
| - | === Occult ===
| + | |
| - | | + | |
| - | == Day Caste Abilities ==
| + | |
| - | | + | |
| - | === Athletics ===
| + | |
| - | | + | |
| - | === Awareness ===
| + | |
| - | | + | |
| - | === Dodge ===
| + | |
| - | | + | |
| - | === Larceny ===
| + | |
| - | ''Heart-Stealing Understanding''<br>
| + | |
| - | Cost: 3m<br>
| + | |
| - | Type: Simple (Speed 3)<br>
| + | |
| - | Keywords: Combo-OK<br>
| + | |
| - | Duration: Instant<br>
| + | |
| - | Minimum Larceny: 3<br>
| + | |
| - | Minimum Essence: 2<br>
| + | |
| - | Prerequisites: Any Larceny Excellency<br>
| + | |
| - | | + | |
| - | It is said that the Deathknights can steal the hearts of the unwary - often literally. When this charm is activated, the Solar rolls Wits + Larceny, adding his Essence in automatic successes and opposed by the target's Perception + Awareness, also adding the target's Essence as automatic successes. If the Solar is successful, he gains a number of points of temporary willpower equal to the number of successes rolled, to a maximum of his normal maximum willpower. The target of the charm likewise loses the same number of willpower points.<br>
| + | |
| - | | + | |
| - | === Stealth ===
| + | |
| - | | + | |
| - | == Moonshadow Caste Abilities ==
| + | |
| - | | + | |
| - | === Bureaucracy ===
| + | |
| - | | + | |
| - | === Linguistics ===
| + | |
| - | | + | |
| - | === Ride ===
| + | |
| - | | + | |
| - | === Sail ===
| + | |
| - | | + | |
| - | === Socialize ===
| + | |
| - | | + | |
| - | = Dragon-Blooded Charms =
| + | |
| - | | + | |
| - | == Air Aspect Abilities ==
| + | |
| - | | + | |
| - | === Linguistics ===
| + | |
| - | | + | |
| - | === Lore ===
| + | |
| - | | + | |
| - | === Occult ===
| + | |
| - | | + | |
| - | === Stealth ===
| + | |
| - | | + | |
| - | === Thrown ===
| + | |
| - | | + | |
| - | == Earth Aspect Abilities ==
| + | |
| - | | + | |
| - | === Awareness ===
| + | |
| - | | + | |
| - | === Craft ===
| + | |
| - | | + | |
| - | === Integrity ===
| + | |
| - | | + | |
| - | === Resistance ===
| + | |
| - | | + | |
| - | === War ===
| + | |
| - | | + | |
| - | == Fire Aspect Abilities ==
| + | |
| - | | + | |
| - | === Athletics ===
| + | |
| - | | + | |
| - | === Dodge ===
| + | |
| - | | + | |
| - | === Melee ===
| + | |
| - | | + | |
| - | === Presence ===
| + | |
| - | | + | |
| - | === Socialize ===
| + | |
| - | | + | |
| - | == Water Aspect Abilities ==
| + | |
| - | | + | |
| - | === Bureaucracy ===
| + | |
| - | | + | |
| - | === Investigation ===
| + | |
| - | | + | |
| - | === Larceny ===
| + | |
| - | | + | |
| - | === Martial Arts ===
| + | |
| - | | + | |
| - | === Sail ===
| + | |
| - | | + | |
| - | == Wood Aspect Abilities ==
| + | |
| - | | + | |
| - | === Archery ===
| + | |
| - | | + | |
| - | === Medicine ===
| + | |
| - | | + | |
| - | === Performance ===
| + | |
| - | | + | |
| - | === Ride ===
| + | |
| - | | + | |
| - | === Survival ===
| + | |
| - | | + | |
| - | = Sidereal Charms =
| + | |
| - | == Chosen of Journeys Abilities ==
| + | |
| - | === Resistance ===
| + | |
| - | | + | |
| - | === Ride ===
| + | |
| - | | + | |
| - | === Sail ===
| + | |
| - | | + | |
| - | === Survival ===
| + | |
| - | | + | |
| - | === Thrown ===
| + | |
| - | | + | |
| - | == Chosen of Serenity Abilities ==
| + | |
| - | | + | |
| - | === Craft ===
| + | |
| - | | + | |
| - | === Dodge ===
| + | |
| - | | + | |
| - | === Linguistics ===
| + | |
| - | | + | |
| - | === Performance ===
| + | |
| - | | + | |
| - | === Socialize ===
| + | |
| - | | + | |
| - | == Chosen of Battles Abilities ==
| + | |
| - | | + | |
| - | === Archery ===
| + | |
| - | | + | |
| - | === Athletics ===
| + | |
| - | | + | |
| - | === Melee ===
| + | |
| - | | + | |
| - | === Presence ===
| + | |
| - | | + | |
| - | === War ===
| + | |
| - | | + | |
| - | == Chosen of Secrets Abilities ==
| + | |
| - | | + | |
| - | === Investigation ===
| + | |
| - | | + | |
| - | === Larceny ===
| + | |
| - | | + | |
| - | === Lore ===
| + | |
| - | | + | |
| - | === Occult ===
| + | |
| - | | + | |
| - | === Stealth ===
| + | |
| - | | + | |
| - | == Chosen of Endings Abilities ==
| + | |
| - | | + | |
| - | === Awareness ===
| + | |
| - | | + | |
| - | === Bureaucracy ===
| + | |
| - | | + | |
| - | === Integrity ===
| + | |
| - | | + | |
| - | === Martial Arts ===
| + | |
| - | | + | |
| - | === Medicine ===
| + | |
| - | | + | |
| - | = Lunar Charms =
| + | |
| - | | + | |
| - | == Strength ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Attack Enhancement Charms ===
| + | |
| - | | + | |
| - | === Crippling Charms ===
| + | |
| - | | + | |
| - | === Damage Enhancement Charms ===
| + | |
| - | | + | |
| - | === Feats of Strength Charms ===
| + | |
| - | | + | |
| - | === Grappling Charms ===
| + | |
| - | | + | |
| - | === Subdual Charms ===
| + | |
| - | | + | |
| - | == Dexterity ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Lunar Hero Style ===
| + | |
| - | | + | |
| - | === Balance and Grace Charms ===
| + | |
| - | | + | |
| - | === Defensive Charms ===
| + | |
| - | | + | |
| - | === Movement Charms ===
| + | |
| - | | + | |
| - | === Speed and Extra Action Charms ===
| + | |
| - | | + | |
| - | == Stamina ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Consumption Charms ===
| + | |
| - | | + | |
| - | === Endurance Charms ===
| + | |
| - | | + | |
| - | === Environmental Charms ===
| + | |
| - | | + | |
| - | === Essence-Regaining Charms ===
| + | |
| - | | + | |
| - | === Fury Charms ===
| + | |
| - | | + | |
| - | === Healing Charms ===
| + | |
| - | | + | |
| - | === Soak Enhancement Charms ===
| + | |
| - | | + | |
| - | === Substance Charms ===
| + | |
| - | | + | |
| - | == Charisma ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Animal and Training Charms ===
| + | |
| - | | + | |
| - | === Holy Charms ===
| + | |
| - | | + | |
| - | === Fascination Charms ===
| + | |
| - | | + | |
| - | === Interaction Charms ===
| + | |
| - | | + | |
| - | === Military Unit Charms ===
| + | |
| - | | + | |
| - | === Social Unit Charms ===
| + | |
| - | | + | |
| - | === Territory Charms ===
| + | |
| - | | + | |
| - | == Manipulation ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Belief Charms ===
| + | |
| - | | + | |
| - | === Defense and Dissembling Charms ===
| + | |
| - | | + | |
| - | === Feint Charms ===
| + | |
| - | | + | |
| - | === Interaction Charms ===
| + | |
| - | | + | |
| - | === Military Unit Charms ===
| + | |
| - | | + | |
| - | === Social Unit Charms ===
| + | |
| - | | + | |
| - | == Appearance/Composure ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Disguise Charms ===
| + | |
| - | | + | |
| - | === Interaction Charms ===
| + | |
| - | | + | |
| - | == Intelligence ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Craft Charms ===
| + | |
| - | | + | |
| - | === Defensive Charms ===
| + | |
| - | | + | |
| - | === Insight Charms ===
| + | |
| - | | + | |
| - | === Sorcery Charms ===
| + | |
| - | | + | |
| - | === Wyld Charms ===
| + | |
| - | | + | |
| - | == Wits ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Concealment Charms ===
| + | |
| - | | + | |
| - | === Reaction Charms ===
| + | |
| - | | + | |
| - | === Speed and Extra Action Charms ===
| + | |
| - | | + | |
| - | === Survival Charms ===
| + | |
| - | | + | |
| - | == Perception ==
| + | |
| - | | + | |
| - | === Knacks ===
| + | |
| - | | + | |
| - | === Craft Charms ===
| + | |
| - | | + | |
| - | === Essence Charms ===
| + | |
| - | | + | |
| - | === Extended Sense Charms ===
| + | |
| - | | + | |
| - | === Military Unit Charms ===
| + | |
| - | | + | |
| - | === Perception Advantage Charms ===
| + | |
| - | | + | |
| - | === Person Examination Charms ===
| + | |
| - | | + | |
| - | === Wyld Perception Charms ===
| + | |
| - | | + | |
| - | = Spirit charms =
| + | |
| - | | + | |
| - | == Universal Charms ==
| + | |
| - | | + | |
| - | == Compassion ==
| + | |
| - | | + | |
| - | === Blessings ===
| + | |
| - | | + | |
| - | === Divinations ===
| + | |
| - | | + | |
| - | === Sendings ===
| + | |
| - | | + | |
| - | == Conviction ==
| + | |
| - | | + | |
| - | === Divine Works ===
| + | |
| - | | + | |
| - | === Eidola ===
| + | |
| - | | + | |
| - | === Relocations ===
| + | |
| - | | + | |
| - | == Temperance ==
| + | |
| - | | + | |
| - | === Enchantments ===
| + | |
| - | | + | |
| - | === Inhabitings ===
| + | |
| - | | + | |
| - | === Tantra ===
| + | |
| - | | + | |
| - | == Valor ==
| + | |
| - | | + | |
| - | === Aegis ===
| + | |
| - | | + | |
| - | === Curses ===
| + | |
| - | | + | |
| - | === Edges ===
| + | |