Custom Charms

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Revision as of 19:50, 1 November 2007 by 74.141.93.174 (Talk)

Contents

Solar Charms

Dawn Caste Abilities

Archery

Martial Arts

Plowshares to Swords Understanding
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
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
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

Zenith Caste Abilities

Integrity

Performance

Sunborn Hero Saga
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.

Speaking on the Breath of the Sun
Cost: 5m, 1wp
Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Scene
Minimum Performance: 4
Minimum Essence: 4
Prerequisites: Phantom-Conjuring Technique

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.

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.

Presence

Resistance

Survival

Twilight Caste Abilities

Craft

Investigation

Burning Eye Witness Method
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
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
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
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
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.

Night Caste Abilities

Athletics

Awareness

Dodge

Limitless Evasion Approach
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Dodge: 5
Minimum Essence: 3
Prerequisites: Reflex Sidestep Technique

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.

Mindful Defense Technique
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Dodge: 5
Minimum Occult: 3
Minimum Essence: 4
Prerequisites: Seven Shadows Evasion, Terrestrial Circle Sorcery

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.

Elusive Sun-Ray Defense
Cost: 3m
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Minimum Dodge: 4
Minimum Essence: 2
Prerequisites: Leaping Dodge Method

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.
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.

Walking Between the Blades
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Dodge: 5
Minimum Essence: 3
Prerequisites: Reflex Sidestep Technique

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.

Larceny

Sun to Coin Prana
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
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.

Mirror of Celestial Order Technique
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.

Mirror into Mind Technique
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Larceny: 5
Minimum Essence: 4
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.

Eternal Reflection Meditation
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Larceny: 5
Minimum Essence: 4
Prerequisites: Perfect Mirror

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.

Stealth

Shadowing the Iron Eye
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
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.

Eclipse Caste Abilities

Bureaucracy

Linguistics

Ride

Sail

Socialize

Web-Weaving Tongue
Cost: 5m, 1wp
Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: One Scene
Minimum Socialize: 4
Minimum Essence: 3
Prerequisites: Mastery of Small Manners

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.

Rapid Innundation of Words Methodology
Cost: 5m
Type: Reflexive
Keywords: Combo-Basic
Duration: One Scene
Minimum Socialize: 5
Minimum Essence: 2
Prerequisites: Any Socialize Excellency

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.

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
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.

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

Wits

Knacks

Perception

Knacks

Craft Charms

Essence Charms

Extended Sense Charms

Military Unit Charms

Perception Advantage Charms

Person Examination Charms

Wyld Perception Charms

Alchemical Charms

Strength

Dexterity

Stamina

Charisma

Manipulation

Appearance/Composure

Intelligence

Wits

Perception

Spirit charms

Compassion

Conviction

Temperance

Valor

Fair Folk/Raksha Charms

Compassion

Conviction

Temperance

Valor

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