Custom Charms
From Logoscreation
S = Solar Charm
L = Lunar Charm
D = Dragon-Blooded Charm
Si = Sidereal Charm
A = Abyssal Charm
Al = Alchemical Charm
Sp = Spirit Charm
FF = Fair Folk Charm
Solars, Sidereals, DBs and other Ability based charms
Archery
Martial Arts
Plowshares to Swords Understanding (S)
Cost: -
Type: Permanent
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisites: Solar Hero Form
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.
Everything Under The Sun Meditation (S)
Cost: -
Type: Permanent
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisites: Plowshares to Swords Understanding
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.
Melee
Thrown
Razor-Edge Wall Attack (S)
Cost: 1m/attack
Type: Extra Action (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Returning Weapon Concentration, Cascade of Cutting Terror
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.
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.
War
Integrity
Performance
Sunborn Hero Saga (S)
Cost: -
Type: Permanent
Keywords: Obvious
Duration: Permanent
Minimum Performance: 5
Minimum Essence: 4
Prerequisites: Any Performance Excellency
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.
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.
Presence
Resistance
Survival
Craft
Investigation
Burning Eye Witness Method (S)
Cost: 3m
Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Minimum Investigation: 4
Minimum Essence: 2
Prerequisites: Evidence Discerning Method, Crafty Observation Method
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.
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.
Lore
Drinking From the Root of the World (S)
Cost: 1m
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Minimum Lore: 3
Minimum Essence: 1
Prerequisites: Any Lore Excellency
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.
Sun-Dappled Leaves Understanding (S)
Cost: 15m
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Minimum Lore: 5
Minimum Essence: 5
Prerequisites: Drinking From The Root of the World, Immanent Solar Glory, Power Awarding Prana
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.
Medicine
Occult
Godslaying Genius Meditation (S)
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Occult: 5
Minimum Essence: 4
Prerequisites: Ghost-Eating Technique
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.
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.
Mandate of Divine Consumption (S)
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Occult: 5
Minimum Essence: 5
Prerequisites: Godslaying Genius Meditation
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.
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.
Athletics
Awareness
Dodge
Larceny
Sun to Coin Prana (S)
Cost: 3m
Type: Simple
Keywords: Combo-OK
Duration: Instant
Minimum Larceny: 3
Minimum Essence: 2
Prerequisites: Any Larceny Excellency
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.
Essence Re-Allocation Instinct (S)
Cost: 1m
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Minimum Larceny: 2
Minimum Essence: 1
Prerequisites: None
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.
Heart-Stealing Understanding (A)
Cost: 3m
Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Instant
Minimum Larceny: 3
Minimum Essence: 2
Prerequisites: Any Larceny Excellency
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.
Mirror of Celestial Order Technique (S)
Cost: 15m, 1wp
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK
Duration: One Hour
Minimum Larceny: 5
Minimum Essence: 4
Prerequisites: Perfect Mirror
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.
Stealth
Shadowing the Iron Eye (S)
Cost: 3m
Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Minimum Stealth: 4
Minimum Essence: 2
Prerequisites: Invisible Statue Spirit
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.
Stalking Wolf Prana (S)
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Stealth: 3
Minimum Essence: 2
Prerequisites: Any Stealth Excellency, Easily Overlooked Presence
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.
