Campaign:Anarchy Group Omega/Avin/Charms

From 1d4chan

Martial Arts[edit]

2nd Martial Arts Excellency: 2m per success; MA 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant. The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.

Martial Arts Essence Flow: -; MA 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Supreme Perfection of Martial Arts: 8m, 2wp; MA 6 ESS 6; Reflexive; Combo-OK, Obvious; Instant. The user succeeds at any action related to the Ability, with a threshold of at least 0, no matter what penalties or resisted rolls apply. If the action is extended, this only applies to a single roll. If used as a perfect defense, it carries one of the Four Flaws of Invulnerability.

Solar Hero Style[edit]

Form Weapons: Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.
Armor: Yes.

Fists of Iron Technique: 1m; MA 2 ESS 1; Supplemental; Combo-OK; Instant. This Charm enhances an unarmed Martial Arts attack, improving it's Accuracy by one and it's Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.

Sledgehammer Fist Punch: 3m; MA 3 Ess 2; Supplemental; Combo-OK, Obvious; Instant. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (Pre-soak) damage of the attack.

Dragon Coil Technique: 3m; MA 3 ESS 2; Reflexive (Step 1); Combo-OK; Until next action. This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch and crush attacks. This Charm cannot be placed in a combo with extra action charms.

Solar Hero Form: 6m; MA 4 ESS 2; Simple; Form-Type, Obvious; One Scene. This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. He must spend one mote reflexively in Step 7 of attack resolution each time he takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.

Heaven Thunder Hammer: 3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant. This Charm supplements an unarmed Martial Arts attack. It ensures that the Solar's attack throws his enemy backward for one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.

Horizon Hurling Tactic: 15m, 1wp; MA 5 ESS 5; Reflexive; Combo-Basic, Knockback, Obvious; Instant. This charm may be activated whenever its user releases an opponent from a clinch by throwing them, provided the Exalt could lift their opponent's weight above their head with a feat of strength. The opponent flies (Martial Arts x 4) miles away over the course of roughly 5 minutes. They impact the ground at terminal velocity, causing damage to the victim and whatever they land on. Everyone within (User's Strength x 10) yards of the impact point must check for knockdown at a difficulty of the user's strength. Anyone who is blasted back by this charm who stops before reaching the maximum distance suffers terminal velocity falling damage. Lifted inanimate objects may be thrown in this manner as well.

Crashing Wave Throw: 3m; MA 5 ESS 3; Reflexive; Combo-OK; Instant. The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.

Ox Stunning Blow: 1m per die; MA 4 ESS 2; Simple; Combo-OK, Crippling; Instant. The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. Stunning damage ignores natural and armor soak, but can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.

Hammer on Iron Technique: 3m, 1wp; MA 4 ESS 2; Extra Action; Combo-OK; Instant. This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (Essence +1). This charm lets the solar make these attacks regardless of a weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. All attacks must be made against the same target.

Shockwave Technique: 3m; MA 5 ESS 3; Supplemental; Counterattack, Knockback, Obvious; Instant. This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows him to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -2 on the Solar's DV.

Solar Hero Supremacy: 5m, 1wp; MA 5 Ess 4; Simple; Combo-Basic, Obvious; One Scene. For the rest of the scene, the cost of Solar Hero Style charms decrease by three motes (To a minimum of 0). Any given Solar Hero Charm won't count as a Charm use with regard to Combos as long as the Solar didn't use the same Charm on his last action. Furthermore, the character can choose to do stunning damage in the place of normal damage of any attacks treated as unarmed for Solar Hero Style, as per Ox-Stunning Blow.

Orichalcum Fists of Battle: 10m, 1wp; MA 6 Ess 6; Simple; Combo-Basic, Obvious; One Scene. All the Solar's unarmed Martial Arts attacks deal (Essence x 4) additional damage dice, and those attacks Speed decreases by one. His effective Essence and Martial Arts ratings increase by four for the purposes of calculations related to his Martial Arts Charms.

Air Dragon Style[edit]

Form Weapons: Fighting Chain
Signature Weapon: Chakram
The Immaculate may hurl two chakrams as a single attack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.
Armor: Yes

Air Dragon's Sight: 3m; MA 2 ESS 1; Simple; Combo-Basic; One scene. When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).

Wind Dragon Speed: 2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant. Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.

Breath Seizing Technique: 4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions. If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, the target is rendered unconscious. Creatures who do not need to breathe are unaffected by this charm.

Shrouding the Body and Mind: 4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions. Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.

Air Dragon Form: 5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene. After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.

Tornado Offense Technique: 3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant. This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.

Avenging Wind Strike: 3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant. For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an amount equal to the martial artist's Essence in addition to the Charm's normal effects.

Wrathful Winds Maneuver: 4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant. The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial Arts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.

Cloud-Treading Method: 3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.

Thunderclap Kata: 5m; MA 5 ESS 3; Simple; Combo-Basic; Instant. The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.

Lightning Strike Style: 4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions. For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit this charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.

Hurricane Combat Method: 10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.

Obsidian Shards of Infinity Style[edit]

Form Weapons: Paired Sais, Paired Baneclaws, Multiple Knives or Punch Daggers
Armor: No
Black Shards Fall like Ice: 10m; MA 5 ESS 4; Simple; Combo-Basic, Obvious; Instant. The user selects a location within (Essence x 25) yards. An area (Essence x 5) yards in radius is then struck by a rain of shards of obsidian glass. The user rolls (Dexterity + Martial Arts) to target the attack, which deals a base of 15L piercing damage, with extra successes adding to damage as normal. This attack cannot be parried except by Charms that grant a perfect parry defense. Any Dodge charm that can remove the evading character from the charm's area add 3 to the character's DDV. This Charm gives no immunity to it's own effects.

Ripple in the Silvered Glass: 6m, 1wp; MA 5 ESS 4; Reflexive (Step 5); Combo-OK; Instant. In response to an attack, the user suggests an alternative outcome which becomes true, limiting themselves to outcomes which are possible. Mechanically, the target botches their attack. The target may reflexively spend a Willpower point and roll (Wits + Awareness) with an internal penalty equal to the user's (Essence + Martial Arts). With one success, the attack didn't botch, but still didn't hit. With three successes, they tear through the shifting fates and succeed. If a mentally unstable or insane person is targeted by this charm and spends a willpower point, the internal penalty is equal to only the user's Martial Arts rating. This can apply against non-sentient things, and in such cases works automatically. In addition, any action launched through a reflective surface, such as someone scrying from a forest pool, can be deflected with this charm as well. The martial artist automatically senses the attempt and can chose to use this charm against it.

Reaching through the Mirror: 8m per target; MA 5 ESS 4; Simple; Combo-Basic, Obvious; One scene. The user gestures to an opponent, and their reflection faces the martial artist. Any reflective surfaces around the target, no matter how they are angled, show that person. For the rest of the scene, the user can attack the reflection of the foe. Attacks against reflections are undodgeable, and have a -2 external penalty to parry. Finally, as the mirror breaks or the water ripples, their enemy feels cracks lancing across their skin. The damage is lethal, and the target's soak is halved.

Shattering the Balance: 8m, 1wp; MA 5 ESS 4; Supplemental; Combo-OK, Compulsion, Sickness; Instant. The user strikes the target's Reflection, targeting their Dodge or Parry MDV (Whichever is higher) with a Martial Arts attack. On a successful hit, the target is inflicted with a mental illness of the user's devising. Induced psychoses are Compulsion and Sickness effects. With an appropriate delusion, the martial artist may use this charm to remove unnatural mental influences on the target, though only by replacing one with another. Treat the charm's influence as total control for purposes of opposing other total control effects.

Obsidian Shards of Infinity Form: 10m; MA 5 ESS 5; Simple; Form-type, Obvious; One scene. While this charm is active, any time someone successfully strikes the martial artist, the user may spend one mote and break into five shards, which disappear as the user instantly and reflexively re-forms within a number of yards equal to their Essence. They have taken no damage, and may roll to surprise their enemy. If someone is ready to attack the reappearing user before the next tick, that attack cannot be evaded through this charm. In addition, if the user loses one of their daggers or sais, they can retrieve it as long as they hold its mate. They spend one mote and the distant weapon is revealed as a duplicate made of black glass, which shatters, and the original remains in the user's hand. One down side of this charm: For every action taken in this form, the Storyteller secretly rolls one die. On a selected number, they lie about an opponents actions or the results of the user's action. The lie must be something that actually could happen. The true events reveal themselves on the user's next action.

The Mirror Does Not Lie: 10m, 1wp; MA 5 ESS 5; Reflexive (Step 3); Combo-Basic; One scene. While this charm is active, the user may deflect any attacks against them, including social attacks and mass combat attacks, as if they were bouncing a beam of light from a mirror. The user may chose the attacker's new target as long as that target is not the attacker themselves. To all observers, it appears as if that person was the target all along. Only the user and the attacker know the attackers original intent. Attacks can slip through this defense if no observer sees it coming, not just the user.

Vanished Within the Glass: 15m, 1wp; MA 5 ESS 6; Supplemental; Combo-OK, Touch; Indefinite. With a touch or a successful Martial Arts attack by the user, the victim of this charm vanishes. They seem to be in the same world, but nothing they do affects their surroundings. The only way others may see the victim is through their reflection. Those who can see the victim in a reflection can hear them, but not directly effect them in any way. The user of this charm can sense the victim normally, but can't affect them either. The essence of this charm remains committed as long as the victim remains trapped. If the user touches the victim and releases the essence, or if the user dies, the victim is freed.

Draw Forth One Shard: 15m, 1wp + later expenditure; MA 5 ESS 6; Simple; Combo-Basic, Obvious, Touch; Instant. The user draws the target's reflection from a mirror and pulls it out, creating a duplicate of their target. The user must touch either the target or any surface reflecting their image. The duplicate has the traits, personal possessions and knowledge of the original, and is identical in every way save that it does not have its own reflection, as well as one other small change which the user has no control over, rarely more significant than a change in a single trait's rating. The duplicate has it's own consciousness and will, but is completely under the user's control. At will, the user may see through its eyes or control its movements. If the user takes any action against it, they automatically succeeds. The duplicate lasts indefinitely. At the end of each week, the user can maintain control by spending one Willpower point per week the shard has already existed. As soon as they fail to pay this cost, they loses control of the duplicate and never regains it. Because of their mystical connection, the duplicate may use any of its parent's charms, fueled by it's parent's Essence pool. (Duplicates of artifacts cannot draw on the power of the originals). The user selects one additional aspect of this connection:

  • The duplicate and original share all physical pain. They do not share death, however.
  • The duplicate and original share emotions.
  • The duplicate and original share learning, knowing everything the other knows. Should experience points become an issue, both draw from the same pool, and the duplicate is not awarded it's own. Training times remain the same, even if both train at the same time.
  • The duplicate mimics the actions of its original. If one runs, the other runs; if one is picked up and carried, the other is dragged along, even if they are a thousand miles apart.
  • The duplicate dies with it's original. Killing the duplicate, however, does nothing more than knock the original unconscious.
  • The shard dies with its original. Killing the shard, however, does nothing more than knock the original unconscious.

This Charm cannot duplicate artifacts rated higher than five dots, beings with an Essence score higher than the user's or possessions that were not on the target’s person at the moment of duplication (so no duplicate manses). If the creating user dies, the duplicate still exists, freed of their influence. If the parent object of a reflection is destroyed or killed, then the double gains sole access to all the power of the original—but the differences between itself and the original remain, and the user loses all control over her newly empowered creation. The martial artist may use Draw Forth One Shard on herself—but will rarely like what she calls. Sidereals have faced versions of themselves as they might have been, as they wanted to be or as they feared they might become—and few enjoyed the experience.

Draw Forth Every Shard: 2m per duplicate, 1wp; MA 6 ESS 6; Simple; Combo-Basic, Obvious, Stackable; One scene. The user creates a number of duplicates, as if reflected between two mirrors. They do not move in unison, but similarly. Each duplicate dedicates itself to whatever the original is doing. Each duplicate gains the benefits of Obsidian Shards of Infinity form, and the user may use other Charms of this style through any duplicate, but must pay a one mote surcharge if they wish to extend the effects to another duplicate. Duplicates cannot use Draw Forth Every Shard. If more than one duplicate attacks the same person, they perform a coordinated attack without having to roll for coordination, and the target suffers the maximum possible penalty for the number of attackers. The doubles always act on the same tick as the user. Only the first use of this charm in a scene costs Willpower. The user may create a maximum number of duplicates at any time equal to (Martial Arts x Essence), and they can venture only as far away as they can be perceived, either by their creator or by each other. Only the user has a reflection.

Echoes of Infinity: 10m, 1wp; MA 6 ESS 7; Reflexive; Combo-OK; One scene. The user may activate this charm in any place with at least a square yard's worth of total reflective surfaces or with distinct, easily heard echoes. As long as they have these reflections, none of their Martial Arts charms have any Essence costs associated with them.

Breathing on the Black Mirror: 20m, 1wp; MA 7 ESS 7; Simple; Combo-Basic, Obvious, Shaping; Instant. With a breath that lays a dark mist before him, the user steps back, then brings his palm forward in a strike that seems to craze the very air. This Charm may be used only during a climactic scene, when fate hangs heavy and the balance is easily tipped. Time stops. The martial artist sees five reflections of the scene before him, each representing a possible conclusion to the scene. He must choose one by stepping into it:

  • In one shard, he has won an immediate conflict, with difficulty.
  • In one shard, he is offered great joy, but no other gain.
  • In one shard, he has suffered a minor loss but gained a greater, long-term victory.
  • In one shard, he learns something that completely changes his opinion on an important matter.
  • In one shard, he loses something dear to him, but one of his greatest enemies is killed or neutralized.

Though he will remember using Breathing on the Black Mirror, the user will not be able to recall the contents of any of the other shards once he has stepped into one. No one else will know that he influenced fate at all.

Prismatic Arrangement of Creation[edit]

Form Weapons: None
Armor: No

Deadly Starmetal Offensive: 5m; MA 5 ESS 4; Simple (Speed 3); Obvious, Shaping; Five actions. The character's punches become Speed 3, Accuracy +3, Damage +7L, Defense +4, Rate 3. They may be used to parry lethal and ranged attacks without a stunt. Attacks and parries enhanced with this charm are unarmed.

Orichalcum Sheathing Stance: 5m, 1wp; MA 5 ESS 4; Reflexive (Step 1 or 2); Obvious; Five actions. The user adds (12L/12B) to their Soak. This bonus acts as armor, except that it does not interfere with Martial Arts charms. Aggravated damage that would otherwise ignore armor does not ignore this soak.

Flickering Moonsilver Approach: 10m; MA 5 ESS 4; Reflexive (Step 1); Combo-OK, Obvious; Five actions. The user may make unarmed Martial Arts attacks against anyone within (Essence x 5) yards. Subtract the user's Martial Arts rating from the target's DV.

Five Jade Fury: 10m; MA 5 ESS 4; Reflexive (Step 1); Knockback, Obvious; Five actions. The user may apply one of five effects to their unarmed martial arts attacks: Green Jade, the character may opt to inflict bashing or lethal damage. Black Jade, the user adds one automatic success to the attack roll for every three dice they roll (Round up). White jade, the user adds one automatic success to the damage roll for every three dice they roll (Round up). Blue jade, Knock the opponent back one yard for each level of damage inflicted. Red jade, add three dice to the user's Join Battle roll or reduce the speed of an attack by one (To a minimum of 1).

Four Magical Materials Form: 15m; MA 5 ESS 5; Simple (Speed 3); Form-type, Obvious; One scene. With this charm active, the user receives the benefit of it's four prerequisite charms. All lethal damage the character takes is automatically converted to bashing (before soak), unless the attack could damage one of the five magical materials.

Charm Redirection Technique: 7m; MA 5 ESS 4; Supplemental; Obvious; Instant. When someone uses a Charm against the Sidereal, or when someone within three yards uses a Charm at all, the martial artist’s player rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. The Sidereal must activate this Charm before her opponent’s player rolls his Charm’s effect, if applicable. Should Charm Redirection Technique succeed, the Sidereal learns a brief summary of the targeted Charm’s effects. She can then choose a new target for the Charm or annul it entirely.

The rules for annulling Charms are as follows:

  • The targeted character must need to activate the Charm consciously. (Therefore, Charms that invoke themselves such as Surprise Anticipation Method—are immune.)
  • The target pays Essence for the Charm, but nothing happens. For simple or extra action Charms, the target cannot act until his next action. For supplemental Charms, he can still take the physical action, just without any Charm assistance.
  • A target can immediately reuse an annulled reflexive Charm on the same action as long as he can still pay the activation cost.
  • The annulled use of a Charm still counts as the target character’s Charm use for that action. An Exalt cannot suffer an annulled reflexive Charm and then decide to attempt a different reflexive Charm on the same action.

The key rules for redirecting Charms are as follows:

  • A Charm can be redirected only if the user could apply the Charm to a new target. For example, the Sidereal can redirect a Solar’s use of Iron Raptor Technique against any target within (the Solar’s Essence x 8) yards of the Solar. The redirection must also make sense. A Solar’s impassioned words can accidentally seduce the wrong target, but Eye-Deceiving Camouflage cannot accidentally hide the wrong person.
  • Redirecting the Charm does not change the variable effects. Base these effects on the original user’s traits and mote expenditure.
  • The victim whose Charm the Sidereal redirected pays for the Charm normally. For simple Charms, the use of the redirected Charm also represents his action.
  • Redirecting a supplemental Charm also redirects the associated action, which uses the original user’s dice pools.
  • Reflexive Charms cannot be redirected.
  • Redirecting extra action Charms redirects all possible associated actions to the new target (and to only one new target). If the extra action Charm does not allow the application of every roll to a single target, the character chooses as many actions as possible to redirect, and any remaining actions proceed normally. For example, if a Righteous Devil uses Dance of the Howling Magma Sprites to attack a Sidereal, the Sidereal could redirect the magma sprite to keep attacking the Righteous Devil’s sidekick for a number of times equal to the Righteous Devil’s Essence, so long as the Righteous Devil’s player keeps rolling successful attacks. Yet, if the Sidereal tries to defend a group of people against an enemy Solar’s Arrow Storm Technique, the Sidereal can redirect only the first arrow the Solar fires. The rest of the arrows under the Charm’s influence still strike their subsequent intended targets.

Charm Redirection Technique cannot target Charms that were established in previous actions, nor can it target Combos. It does not work against sorcery or Martial Arts Form-type Charms—they cannot be redirected or annulled. While this Charm is supplemental, the only type of action it can supplement is a guard action. It can annul or redirect only one Charm per action.

Sequential Charm Disruption: 5m + cost of Charms affected, 1wp; MA 5 ESS 4; Supplemental; Obvious; Instant. This Charm extends the Charm Redirection Technique, such that the Sidereal can now:

  • Annul the effects of pre-established Charms.
  • Annul or redirect a Combo. If the Exalt can legally redirect all of the simple, supplemental and extra action Charms that make up the Combo, he can legally redirect the entire Combo as a single invocation of this Charm. Likewise, if he can legally annul all of the component Charms, she can annul the Combo. He chooses whether to annul or ignore the reflexive Charms in a Combo individually, as they are used.

To use this Charm, the character must be a target of the Charm or Charm-supplemented action, or he must come within three yards of the Charm’s original user. The Sidereal’s player then rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. When disrupting Combos, the Sidereal must invoke this Charm before the opponent’s player rolls the Charms’ effects. Like the preceding Charm, this one can’t affect Form-type Charms or sorcery. Similarly, while this Charm is supplemental, the only type of action it can supplement is a Guard action. It can annul or redirect only one Combo or annul only one pre-established Charm per action.

Spell-Shattering Palm: 12m; MA 5 ESS 4; Reflexive (Step 5); Combo-OK, Obvious; Instant. This charm is activated to destroy a work or working of Sorcery. Roll a reflexive unarmed (Dexterity + Martial Arts) attack. The difficulty is the sorceror's Essence + the circle of the spell. If successful, the spell shatters as if dispelled by an equal circle of countermagic. If the sorcerer is casting a spell within the user's reach and the martial artist succeeds on an unarmed attack roll, they can choose to shatter the spell as normal or cause the entire structure to unravel as if the sorcerer had botched a distraction roll. (Exalted, P. 251 for more information.) This charm functions against Necromancy as well, but only if the user has had the opportunity to study it.

Astrology Interruption Method: 10m, 1wp; MA 5 ESS 4; Reflexive (Step 1); Obvious, Touch; Instant. This attack disrupts the effects of Sidereal Astrology. This requires a reflexive, unarmed Martial Arts attack with a difficulty equal the (Essence + College) of the Sidreal who created the effect. A success ends the astrological effect. Both the user and the Sidreal who created the effect suffer one dot of Paradox, and the event may trigger an inquiry by the Bureau of Destiny. This can also affect Resplendent Destinies, even currently inactive ones. If multiple effects are active at once, the user must attack each separately. Roll fist for any active Resplendent Destiny, followed by any other effects, highest (Ess + College) first. This charm has no effect on the Destiny background.

Soul Fire Shaper Form: 15m; MA 5 ESS 5; Simple (DV -3); Form-type, Obvious; One scene. While under this Charm's effects, increase the user's effective permanent Essence score to 10. This does not provide additional motes of temporary Essence, although it does increase maximum temporary Essence. It does not allow the user to purchase Charms, familiars or acquaintances they could not posses at their normal Essence, but for other purposes, treat their Essence as 10 for all effects. In addition, the character can make one free use of Charm Redirection Technique, Sequential Charm Disruption, Astrology Interruption Method or Spell-Shattering Palm on every action. This allowance is part of the Charm’s effect and does not count as the character’s action or as the Charm for his action. Nor must he take a Guard action to engage in the free Charm use.

God Ways: 6m; MA 5 ESS 4; Simple; Obvious; Indefinite. The user possesses an object or person, displacing it's natural spirit. Roll the user's (Charisma + Martial Arts) against a difficulty equal to the target's Essence. On a success, the user's body dematerializes as it flows into the target's Essence. The user may make and take Martial Arts actions through the stolen identity, using the body's Strength, Dexterity or Stamina if they exceed the user's own. This Charm gives the stolen body supernatural flexibility and mobility, so a possessed table could run around or a tree throw cones at a passerby. The user cannot possess objects made of a magical material unless they know this style's charm for emulating it. In the event of an unwilling host, the target may make a simple Willpower roll at difficulty 2 each time their body's usurper acts. Success ejects the martial artist.

Full Moon Exalt Ways: 10m, 1hl; MA 5 ESS 4; Simple; Obvious, Touch; Five actions. While active, the user's Anima becomes that of a Full Moon Lunar. The user adds their Essence in automatic successes to all Strength, Dexterity or Stamina actions for the duration, and may chose a different Ability each time they invoke this charm. The user may spend 5 motes to double their moving and jumping distances for a scene, and doubles their Strength for purposes of feats of strength.

Games of Divinity Form: 7m, 1wp; MA 5 ESS 5; Simple; Emotion, Form-type, Obvious; One scene. While this charm is active, anyone who wants to harm the user must fail a Compassion roll. Subduing or manipulating the user is still allowed, however. All who witness Games of Divinity Form become addicted, and as long as they remember the user, they must succeed at a Temperance roll for the character to refuse any reasonable opportunity to behold this charm in use again. Only a Dreamstone addiction wipes away and prevents addiction, though witnessing this charm does not curb or cure a dream stone addiction.

Demesne Emulation Practice: 20m, 1wp, 1hl; MA 5 ESS 4; Simple; Combo-OK, Obvious; One scene. Roll (Dexterity + Martial Arts), unmodified by any other charms. For the rest of the scene, each of the user's successful unarmed attacks inflicts an additional number of aggravated damage levels equal to the number of successes on the (Dexterity + Martial Arts) roll. This damage is soaked separately from the attacks normal damage.

Demesne and Manse Form: 12m; MA 5 ESS 5; Simple (DV -2); Form-type, Obvious; One scene. A four or five-dot hearthstone appears on the user's Caste Mark, as if it was set in a circlet of the user's favored magical material. The benefits of this hearthstone should be worked out with the storyteller beforehand, and should reflect the user's personality. Major changes to the character's personality or Motivation are treated like architectural alterations to a manse, adjusting the hearthstone appropriately.

Prismatic Arrangement of Creation Form: 10m, 1wp; MA 5 ESS 5; Simple (Speed 3); Obvious; One scene. When performing this charm, the character disappears into the ambient Essence of Creation, being everywhere and nowhere. The user manifests on their next action and is absolutely aware of everything in their presence. This charm doubles the user's Join Battle dice pool. When the user and other characters act on the same tick, the user always acts first. This is a perfect effect, superseding other Charms that enable a character to act first, unless that charm is also from a Sidereal Martial Art. The user is aware of every attack against them and is immune to sensory penalties (which is a perfect effect). The user can sense every supernatural effect, object and creature within (Essence x 10) yards. Noticing a thing that is hidden requires a reflexive (Perception + Awareness) roll, adding the user's Essence in automatic successes. While this form is active, the user may activate any or all of it's subsidiary forms, paying their normal costs. As long as this charm is active, it's subsidiary charms can coexist with it and one another. The user may also activate other Form-type Charms, but doing so limits the user to two other forms. The user may use the favored weapons of any other Forms which have their Form-type charm activated as unarmed attacks for the purposes of all Martial Arts charms. This effect does not extend to armor.

Thrown[edit]

2nd Thrown Excellency: 2m per success; Thrown 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant. The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.

Thrown Essence Flow: -; Thrown 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Infinite Thrown Mastery: 2m+, 1wp; Thrown 4 ESS 3; Simple; None; One Scene. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this charm, while Exalted with essence 4+ may spend as many motes as they like. The discount applies to the total expenditure on Excellencies related to a given roll.

Supreme Perfection of Thrown: 8m, 2wp; Thrown 6 ESS 6; Reflexive; Combo-OK, Obvious; Instant. The user succeeds at any action related to the Ability, with a threshold of at least 0, no matter what penalties or resisted rolls apply. If the action is extended, this only applies to a single roll. If used as a perfect defense, it carries one of the Four Flaws of Invulnerability.

Joint-Wounding Attack: 3m; Thrown 3 ESS 1; Supplemental; Combo-OK, Crippling; Instant. For each health level of damage this attack inflicts, this Charm subtracts one die (As a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts the remainder of the scene.

Observer-Deceiving Attack: 3m; Thrown 3 ESS 2; Supplemental; Combo-OK; Instant. This Charm conceals a thrown-based attack. Those watching must roll (Wits + Awareness) against a difficulty of the user's Essence to notice them making the attack. This success requirement decreases by one each additional time the Solar uses this charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack.

Mist on Water Attack: 3m per action; Thrown 4 ESS 3; Supplemental; Combo-OK, Crippling; Varies. This charm supplements a Thrown attack and cripples the target. The victim cannot speak or cry out. This charm silences their every action. Should the attack kill the target, no0one will notice the target's death until the charm expires. This Charm can impose silence for a number of actions equal to their Essence score.

Falling Icicle Strike: 1m; Thrown 4 ESS 3; Reflexive (Step 7); Combo-OK; Instant. This charm enhances an unexpected attack. Count damage successes for this attack twice.

Triple-Distance Attack Technique: 3m; Thrown 2 ESS 2; Supplemental; Combo-OK; Instant. This Charm enhances a Thrown based attack. Triple the Range of this weapon. If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.

Cascade of Cutting Terror: 5m; Thrown 3 ESS 3; Supplemental; Combo-OK, Obvious; Instant. This charm renders the target's Dodge DV inapplicable against this attack. It also doubles the Solar's successes on the attack roll before comparing it to defense in Step 3 of attack resolution.

Returning Weapon Concentration: -; Thrown 3 ESS 2; Permanent; None; Instant. This Charm gives the character three bonus successes on any valid action that, if it succeeds, will physically reclaim one or more of the throwing weapons he owns.

Call the Blade: 1m; Thrown 2 ESS 2; Reflexive (Step 2); Obvious; Instant. The user calls out one of their weapons and holds out their hand. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and the user's hand, this Charm draws the weapon into the user's grasp. This may be used to draw and ready a sheathed weapon reflexively.

Spirit Weapons: 2m; Thrown 4 ESS 3; Reflexive (Step 1); Combo-OK, Obvious; One Scene. This Charm allows the user to create throwing weapons from Essence. Each 2m spent creates a thrown weapon with the qualities of a mundane Thrown weapon costing at most Resources 2. These weapons last for one scene, but if anyone other than the Exalt who created them tries to use them, the fade away during Step 2 of attack resolution.

Fiery Solar Chakram: —; Thrown 5 ESS 3; Permanent; Holy, Obvious; Permanent. Add the user's primary virtue to the Accuracy and Damage of weapons created with Spirit Weapons. The user may throw these weapons with Charisma instead of Dexterity if they wish. Also, the Resources cost of the weapons who's qualities Spirit Weapons is copying is increased to the user's primary virtue.

Casting Shadows of the Sun: -; Thrown 5 ESS 4; Permanent; None; Instant. The Spirit Weapons the user throws never leave their hands, effectively allowing the Solar to return the weapon to their hand reflexively at no cost after every attack.

Torrent of Inner Light: 1m per 2L; Thrown 5 ESS 4; Simple; Combo-Basic, Obvious; Variable. The user invests up to (Essence x 2) motes in one bright blast of focused light, flung with (Dexterity + Thrown). This blast gains a +2 accuracy bonus, a range of (Essence x 100) yards, and (Motes spent x 2L) damage. The Solar may opt not to release the bolt until their following action, storing it's Accuracy bonus and damage. They may do so a number of consecutive times equal to their Essence. When the blast is released, it gains a cumulative Accuracy bonus stored on each action, and invests all the stored motes in damage.

Maelstrom of Celestial Dominance: 20m, 2wp; Thrown 7 ESS 7; Simple; Combo-Basic; One Scene. For the rest of the scene, every Thrown attack the user makes multiplies into a number of undodgeable attacks equal to the user's Essence, each of which has five times the normal Range and affects every enemy within a 90 degree arc. Every character approaching within a number of yards equal to the solar's Essence suffers another such attack on each Thrown action, that is also unblockable. The Solar also automatically parries all non-perfect ranged attacks.

Integrity[edit]

3rd Integrity Excellency: 4m; Integrity 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.

Integrity Essence Flow: -; Integrity 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Epic Zeal of Conviction: -; Integrity 4 ESS 4; Permanent; Combo-OK; Permanent. The user regains a Virtue Channel every day at sunset. Whenever dice from this Virtue would be rolled, instead count them as automatic successes. Whenever mental influence seeks to alter the emotional context of any of her Intimacies, lessen them outright or alter her beliefs or memory with an Illusion effect, the Exalt may spend one Willpower and one Conviction channel to perfectly dodge that influence. Doing so breaks any ongoing effects from the dodged influence, and this may be done later to throw off influence as an alternative to dodging the initial social attack or other source. In addition to the normal behavioral prohibitions on high Conviction, an Infernal with this Charm can’t knowingly act against any of her Intimacies unless she has spent Willpower to act against her beliefs for a scene.

Epic Zeal of Temperance: -; Integrity 4 ESS 4; Permanent; Combo-OK; Permanent. The user regains a Virtue Channel every day at sunset. Whenever dice from this Virtue would be rolled, instead count them as automatic successes. Whenever mental influence would build an Intimacy or exert an Emotion effect over her, the Infernal may dodge by spending one Willpower and one Temperance channel. This defense follows the same overall rules as the dodge afforded by Cosmic Transcendence of Conviction apart from the types of influence it defends against. The range of actions that extreme Temperance can enhance does not improve. Unfortunately, her ascetic devotion also requires her to spend Willpower to act dishonestly or show bias in any situation, not just matters of importance. She must also spend Willpower to break promises, even those lacking that formality and solemnity of a sworn oath.

Integrity Protecting Prana: 5m, 1wp; Integrity 1 ESS 1; Reflexive (Step 2); Combo-OK; One day. This charm protects the user from any Shaping effect that directly alters their mind, body, spirit or traits.

Destiny-Manifesting Method: -; Integrity 3 ESS 2; Permanent; None; Permanent. This Charm increases the difficulty of any rolled Shaping effect against the user by two. Characters can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver's sense of their own destiny. In the Wyld or the Labyrinth, this charm reduces the frequency of random unfortunate events by a factor of 10.

Phoenix Renewal Tactic (Compassion): -; Integrity 4 ESS 3; Permanent; None; Instant. Whenever the Solar would otherwise recover one or more Willpower points from stunts or natural recovery, this Charm gives the character the option to recover one channel of the chosen Virtue instead.

Lion's Roar Recovery: 5m; Integrity 5 ESS 4; Reflexive; Combo-OK; Instant. When the Solar uses a stunt to gain Willpower, they may activate this Charm to instead recover a number of Willpower points equal to their Integrity (Cannot go above it's normal maximum). If he is channeling Willpower through a Virtue on that stunt, he recovers all temporary Willpower and receives a number of bonus Willpower points in excess of his maximum equal to the Virtue used. Unused bonus willpower fade at the end of the scene.

Spirit Maintaining Maneuver: 5m per 1wp; Integrity 4 ESS 2; Reflexive; Combo-OK, Social; Instant. This Charm allows the user to resist unnatural mental influence and Virtue compulsions at a reduced Willpower cost. This charm reduces the cost by one Willpower for every 5 motes spent. If the Exalt pays the entire cost in Essence, he does not accumulate Limit.

Sacrosanct Soul Retribution: 5m; Integrity 5 ESS 5; Reflexive; Combo-OK, Obvious; Instant. This Charm can be invoked as a perfect defense against any unwanted unnatural mental influence issued by another character, even if the Solar is unaware of it. If he so chooses, the user's caste mark retaliates with a beam of light that flashes through all barriers to reach the offender, striking them unerringly and dealing (Essence + Integrity) armor-bypassing aggravated damage dice.

Temptation Resisting Stance: 6m; Integrity 2 ESS 1; Reflexive (Step 2); Combo-OK, Stackable, Social; One Scene. This Charm increases the character's Dodge MDV by his Temperance for the remainder of the scene. Other Virtues may be used if the character has an appropriate motivation.

Righteous Lion Defense (His relationship with his mate): -; Integrity 3 ESS 1; Permanent; None; Permanent. This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order.

Resistance[edit]

3rd Excellency: 4m; Integrity 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.

Body Mending Meditation: 10m; Resistance 1 ESS 1; Supplemental; Combo-OK; Until the day ends. This Charm supplements a dramatic action to marshal the character's inner resources for recovery. This action requires one hour without a stunt or another Charm. Roll (Stamina + Resistance). Success speeds healing by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character.

Wound Mending Purity Stance: 12m, 1wp; Resistance 5 ESS 4; Reflexive; Combo-OK, Obvious; One Scene. The user heals one lethal health level and a number of bashing health levels equal to his Resistance every action. This Charm won't heal a dying character or function during any action for which the user overrides a Virtue.

Ox Body Technique: -; Resistance 1 ESS 1; Permanent; Stackable; Permanent. (-1x1, -2x2) X7

Survival[edit]

2nd Survival Excellency: 2m per success; Survival 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant. The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.

Trackless Region Navigation: 7m; Survival 4 ESS 2; Reflexive; Combo-OK; Indefinite. This Charm affects the character or a group the character leads with a Magnitude no greater than the user's Essence. While this Charm is in effect, the character or group travels 10 miles per day across the harshest terrain and 20 miles per day across normal wilderness. The user automatically succeeds at any valid Survival roll to find their way, though the character must have enough information to make this a valid roll.

Unshakable Bloodhound Technique: 8m, 1wp; Survival 5 ESS 2; Supplemental; Combo-OK; Instant. This Charm supplements a roll to track an opponent. It grantees the Solar achieves at least (target's successes + 1) successes on the tracking contest, after taking all penalties into account. If another Charm contests this effect, add the Solar's essence in automatic successes to the opposed roll.

Traceless Passage: 5m, 1wp; Survival 5 ESS 3; Supplemental; Combo-OK; Instant. This Charm affects the Solar or a group they lead with a Magnitude no greater than their Essence. It enhances a roll made to travel without leaving signs of the user or the group's presence. This guarantees that any tracker achieves, at most, zero successes on the contest to track the character or group. If another Charm contests this effect, add the Solar's Essence in automatic successes to his opposed roll to maintain the effects of this Charm.

Eye-Deceiving Camouflage: 6m; Survival 5 ESS 3; Simple (Dramatic Action); Combo-OK; Indefinite. This Charm is a dramatic action to camouflage the Solar or some person or object, and it normally takes one hour to perform. The player rolls (Intelligence + Survival) to determine the quality of the camouflage. This Charm makes the camouflaged thing impossible to detect with awareness rolls using ordinary senses. Characters with inhuman sensory acuity can discover the hidden thing by opposing the camouflage roll with (Their perception + awareness). Character's conducting a thorough search, such as a miscellaneous Investigation action with a normal Speed of five long ticks, can oppose the camouflage roll with an appropriate dice pool.

Hardship-Surviving Mendicant Spirit: 10m; Survival 3 ESS 1; Reflexive; Combo-OK; Indefinite. This Charm negates any environmental external penalties to Survival rolls made for the Solar. This Charm does not protect against environmental damage.

Element-Resisting Prana: -; Survival 5 ESS 3; Permanent; None; Permanent. This charm enhances Hardship-Surviving Mendicant Spirit. While that charm is active, the character becomes immune to environmental hazards. The user only takes damage or suffers Poison, Crippling or Sickness effects only when directly inflicted upon them by some character's action.

Eternal Elemental Harmony: -; Survival 5 ESS 4; Permanent; None' Permanent. This Charm enhances Hardship-surviving Mendicant Spirit. It reduces that Charm's cost to 5 motes and allows the character to activate it even while inactive. At Essence 6+, this charm negates the cost for Hardship-Surviving Mendicant Spirit entirely.

Investigation[edit]

2nd Investigation Excellency: 2m per success; MA 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant. The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.

Investigation Essence Flow: -; Investigation 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Crafty Observation Method: 5m; Investigation 3 ESS 2, Simple (DV -1); Combo-OK; Instant. This Charm is an investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

Evidence-Discerning Method: 5m, 1wp; Investigation 4 ESS 1; Simple (Speed 5 in long ticks); Combo-OK; One Story. This Charm allows the character to make an Investigation-based roll to profile someone's personality. The character need not interact with the target, but must have sufficient material evidence of the target's personality to estimate the target's nature. If the target deliberately sends out misleading cues, subtract an external penalty of ([The target's Manipulation + Socialize] / 2) from the successes on the Investigation roll. Corrupted or incomplete evidence can also impose an external penalty.

Oracular Magistrate Understanding: -; Investigation 5 ESS 5; Permanent; None; Permanent. The Solar's evidence-discerning method is permanently enhanced, strengthening the connection to the target. He can sense the presence of the target and vague distance within (Perception + Investigation) miles, and all the target's larcenous planning is reflexively opposed by the user's (Intelligence + Investigation), as aided by the profile. Success on this roll reveals the target's plans, threshold successes reveal details.

Athletics[edit]

1st Athletics Excellency: 1m per die; Athletics 1 ESS 1; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK; Instant. The Exalt's player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one die to the roll for each mote spent. Characters can also use this Charm to enhance unrolled uses of the relevant Ability. When enhancing static values, the player rolls one die for each mote spent on the First Excellency. Each success increases their effective (Attribute + Ability) rating for the task by two, thereby increasing the static value by 1. Characters may not use this charm to create actions. This charm may never be used in the same roll as a Third Excellency.

Athletics Essence Flow: -; Athletics 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Supreme Athletics Excellency: 8m, 2wp; Athletics 6 ESS 6; Reflexive; Combo-OK, Obvious; Instant. The user succeeds at any action related to the Ability, with a threshold of at least 0, no matter what penalties or resisted rolls apply. If the action is extended, this only applies to a single roll. If used as a perfect defense, it carries one of the Four Flaws of Invulnerability.

Lightning Speed: 3m; Athletics 2 ESS 1; Reflexive; Combo-OK; One Scene. This Charm increases the distance the user can cover with a move or dash action by their Athletics score in yards. They can increase this further with Athletics Excellencies, spending motes to increase the static rating of their (Dexterity + Athletics).

Racing Hare Method: 5m, 1wp; Athletics 5 ESS 2; Simple (Dramatic action, DV -6); Combo-OK, Obvious; Instant. This Charm allows the user to travel ([Stamina + Essence] x 10) miles per hour for up to one hour. This is a single dramatic action. If the character invokes this Charm again as their next action, they may ignore the willpower cost.

Monkey Leap Technique: 3m; Athletics 1 ESS 2; Reflexive; Combo-OK; One scene. For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and doubles the length of all jumps.

Foe-Vaulting Method: 1m; Athletics 5 ESS 2; Reflexive; Combo-OK, Obvious; One Scene. For the rest of the scene, this Charm adds the character's Athletics in dice to any attempts to reestablish surprise.

Graceful Crane Stance: 3m; Athletics 1 ESS 2; Reflexive; Combo-OK; One scene. This Charm lets the user automatically succeed on any valid Athletics action to keep their balance. Moreover, this Charm allows the user to keep their footing at least as strong and wise as a human hair. Treat it as a three-foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions they can take.

Spider-Foot Style: 4m; Athletics 3 ESS 2; Reflexive; Combo-OK, Obvious; One scene. This Charm allows the character to make move and dash actions along any surface. They cannot stop while standing on a vertical surface or while upside down-however. If the solar has Essence 4 or higher, they can spend one mote per action to remain standing on a vertical or inverted surface.

Feather-Foot Style: 4m; Athletics 4 ESS 2; Reflexive; Combo-OK; One scene. This Charm allows the Solar to run or walk on unstable surfaces as if they weighed no more than a feather. To stop and stand on such surfaces requires a successful reflexive difficulty 2 (Dexterity + Athletics) roll for each action in which the character wishes to maintain balance.

Increasing Strength Exercise: 3m per point; Athletics 3 ESS 2; Simple; Combo-OK, Obvious, Stackable; One Scene. This charm adds one dot to the character's Strength for each three motes spent. No combination of charms that includes Increasing Strength Exercise can increase the character's strength by more than his Essence, and this bonus is treated as dice from charms.

Hill-Hurling Might: 3m; Athletics 5 ESS 4; Supplemental; Combo-OK; Instant. Add 5 to the user's Strength + Athletics pool for purposes of what they can throw as a weapon. Multiply the attack's range by 10. Increase the attack's Accuracy to +3 instead of -3. If a target is hit by a projectile larger than they are, they are automatically knocked prone beneath the object. They must lift the object off of themselves with a feat of strength as a miscellaneous action or some other method of escaping before they can rise from prone or moves from the spot they are pinned. They have full cover while underneath the object. This charm may supplement any Thrown attack involving appropriate improvised projectiles.

Unparalleled Acumen Meditation: 6m; Athletics 5 ESS 4; Simple; Combo-Basic; Indefinite. While this charm is active, the user automatically enjoys the effects of every Athletics charm they know that has a minimum essence of 2 or less and a duration of one scene. Also, the user cannot suffer internal penalties to Athletics rolls.

Unconquered Might: 10m, 1wp; Athletics 5 ESS 5; Supplemental; Combo-Basic, Obvious; Instant. This is a perfect effect that supplements a feat of strength to break an object or shatter an obstruction.

Speed of Light Approach: 5m; Athletics 7 ESS 7; Supplemental; Combo-OK, Obvious; Instant. This Charm supplements a Move action for a single tick. The user may move up to ([Dexterity + Athletics] x 10) yards during this tick. A successful (Perception + Awareness) roll at difficulty 3 is required to see the exalt who is using this charm.

Awareness[edit]

1st Excellency: 1m per die; Awareness 1 ESS 1; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK; Instant. The Exalt's player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one die to the roll for each mote spent. Characters can also use this Charm to enhance unrolled uses of the relevant Ability. When enhancing static values, the player rolls one die for each mote spent on the First Excellency. Each success increases their effective (Attribute + Ability) rating for the task by two, thereby increasing the static value by 1. Characters may not use this charm to create actions. This charm may never be used in the same roll as a Third Excellency.

Awareness Essence Flow: -; Awareness 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Keen Sight Technique: 3m; Awareness 3 ESS 2; Reflexive; Combo-OK; One scene. The user gains two bonus successes on Awareness actions that use the relevant sense. Also allows the user to make out sensory impressions that would normally be too faint for human senses to observe at all.

Unsurpassed Sight Discipline: 2m; Awareness 5 ESS 2; Reflexive; Combo-OK; One Scene. The user doubles the successes on any related Awareness rolls before subtracting external penalties.

Eye of the Unconquered Sun: 12m, 1wp; Awareness 5 ESS 5; Reflexive; Combo-OK, Obvious; One Scene. The user sees everything that is deliberately concealed within their field of vision. They may notice the effects, but they have no effect on the user. If another charm contests this Charm's effects, add twice the user's Essence in automatic successes to the opposed roll.

Dodge[edit]

3rd Dodge Excellency: 4m; Dodge 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.

Dodge Essence Flow: -; Dodge 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Shadow over Water: 1m; Dodge 3 ESS 1; Reflexive (Step 2); Combo-OK; Instant. This charm is used in response to an attack, and it allows the user to ignore all penalties that apply to their Dodge DV when resolving that attack.

Seven Shadow Evasion: 3m; Dodge 4 ESS 2; Reflexive (Step 2); Combo-OK, Obvious; Instant. This Charm is a dodge that perfectly defends against the attack, even if the attack is undodgeable. The attack cannot be unexpected.

Leaping Dodge Method: 3m; Dodge 3 ESS 2; Reflexive (Step 9); Combo-OK, Counterattack; Instant. This Charm can be invoked after using Dodge DV to defend against an attack. The user may leap away from their opponent, jumping up to ([Strength + Dodge] x 3) Yards vertically or twice this distance horizontally. The Exalt chooses the exact direction and distance of this leap, so long as it is away from the attacker.

Reflex Sidestep Technique: 1m; Dodge 3 ESS 1; Reflexive (Step 2); Combo-OK; Instant. The user invokes this charm in response to an unexpected attack. The attack is no longer unexpected.

Flow Like Blood: 5m, 1wp; Dodge 5 ESS 3; Simple; Combo-OK, Obvious; One scene. For the rest of the scene, all onslaught and coordinated attack penalties on the user's DV are ignored.

Refinement of Flowing Shadows: 12m; Dodge 5 ESS 4; Reflexive; Combo-OK, Obvious; One action. For one action, the user automatically dodges all incoming attacks that have a physical component, even undodgeable ones.

Aegis of Altruistic Interposition: 4m; Dodge 5 ESS 5; Reflexive; Combo-OK, Obvious; Instant. The user may substitute their Dodge DV for that of any willing target within (Essence x 3) yards. If the attack still hits, the user may chose to have it affect them instead of the original target.

Larceny[edit]

3rd Larceny Excellency: 4m; Larceny 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.

Larceny Essence Flow: -; Larceny 5 ESS 4; Permanent; None; Instant. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.

Flawless Impenetrable Disguise: 7m; Larceny 4 ESS 2; Simple (Speed 6 in long ticks); Combo-OK; Until the user sleeps. This charm involves creating a disguise. The user rolls ([Wits or Manipulation] + Larceny) to determine the disguises' quality. This charm allows the user to change their coloration, skin texture, hair color and eye color. It also lets the user seem anywhere between half and twice their actual age, change their apparent ethnicity, change their apparent gender, and adjust their height by as much as 10% in either direction. The character can adjust their voice, accent, speaking style and scent to match. These aspects of the disguise are impenetrable. Those with inhuman sensory acuity can see through the character's disguise, but the opposed roll incurs a +4 penalty to it's difficulty. The disguise effect becomes mundane when the magic ends. Changes worked with makeup, posture, attitude and costume rather than essence remain.

Perfect Mirror: 10m, 1wp; Larceny 5 ESS 3; Simple (Speed 6 in long ticks); Combo-OK; One hour. This Charm functions as Flawlessly Impenetrable Disguise, save that it has a shorter duration, a higher cost and two additional abilities. First: The user can halve or double their apparent Essence - as seen by creatures capable of perceiving such things - and can appear to possess a mystical trait to the extent that they can emulate its mechanical effects. Second, if the character has sufficient familiarity to disguise himself as someone else and that person's appearance is within the limits of this Charm, the character can perfectly imitate that person. Characters with ordinary senses cannot use Awareness or Investigation to see through this disguise, and even characters with inhuman sensory acuity have a +4 difficulty penalty on the opposed roll to penetrate the disguise.

Flawless Pickpocketing Technique: 3m; Larceny 2 ESS 1; Supplemental; Combo-OK; Instant. This Charm enhances a valid pickpocketing roll. The user cannot steal things in active use unless the target is an Extra. This Charm guarantees success on the roll. If another Charm contests this effect, add the user's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the other charm. Characters using ordinary senses cannot detect the theft with Awareness. Characters with inhuman sensory acuity have a +4 difficulty penalty to the opposed roll to catch the character in the act.

Stealing From Plain Sight Spirit: 5m, 0wp or 1wp; Larceny 5 ESS 2; Simple; Combo-OK; Until DV refreshes (Essence) times. This Charm is an attempt to steal something in plain sight within (user's essence) yards. The character must be able to carry the item, and the character cannot steal things in active use (including attuned artifacts) unless stealing from an extra. The attempt automatically succeeds, and if another charm contests this effect, add the user's Essence in automatic successes to the ([Dexterity or Wits] + Larceny) roll to oppose the other Charm. Characters using ordinary senses cannot spot the theft with Awareness, or even notice the theft until the user has refreshed their DV a number of times equal to their Essence score, barring unusual circumstances such as an attempt to use the item. Even characters with inhuman sensory acuity have a +4 difficulty on the opposed roll to notice the effect and a +8 difficulty on the unopposed roll to notice the item's absence.

Lock-Opening Touch: 3m; Larceny 3 ESS 1; Supplemental; Combo-OK; Instant. This charm enhances a miscellaneous action to pick a lock. It makes success automatic even if the character has no tools (Though this makes the charm Obvious). If the effect is opposed by another charm or magical effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.

Door-Evading Technique: 10m, 1wp; Larceny 5 ESS 4; Reflexive; Combo-OK; Instant. This charm is a move action which bypasses a single closed portal. The user moves through the barred entryway as if there was nothing in the way.

Shroud of Night's Law: 7m; Larceny 5 ESS 4; Supplemental; Combo-OK; Instant. Only those directly affected by the actions of the user can notice what the user is doing. This is a perfect effect that can supplement any action, even obvious charms or those lasting as long as a scene.

Elsewhere Fingers: 4m; Larceny 5 ESS 5; Supplemental; Combo-OK; Instant. This charm supplements a Larceny action to hide or steal an object, making Elsewhere a valid target destination. The user may hide or retrieve valuables from Elsewhere. If they can touch someone who has possession Elsewhere, they can attempt to steal them. If a connection exists between a location and an object that is Elsewhere, the user can attempt to steal the object from that location.

Stealth[edit]

3rd Stealth Excellency: 4m; Stealth 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.

Easily Overlooked Presence Method: 3m; Stealth 3 ESS 1; Simple; Combo-OK; One scene. While this charm is active the user difficult to notice. Awareness and Investigation rolls made to notice the solar fail automatically unless the user is joined in battle or the observer has a minimum two-die bonus from circumstances.

Mental Invisibility Technique: 5m, 1wp; Stealth 4 ESS 2; Simple; Combo-OK, Compulsion; One scene. The user rolls ([Dexterity or Manipulation] + Stealth), adding the user's Essence in automatic successes. This Charm exerts unnatural mental influence on all those who observe the user. If the user's successes exceed a target's Dodge MDV, the target is compelled to ignore the user's presence whenever the user is not joined in battle. The target must spend four willpower to resist this compulsion, although this cost drops to one if someone calls the target's attention to the Solar.

Vanishing from Mind's Eye Method: 10m, 1wp; Stealth 5 ESS 3; Simple; Combo-OK; Indefinite. This Charm allows the user to apply Stealth retroactively. Roll ([Wits or Manipulation] + Stealth), adding a number of automatic successes equal to the Exalt's Essence. This stealth veils the character in others memories. The first time each day that someone attempts to remember an event involving the character or attempts to recognize the character, they must reflexively roll (Wits + Lore) and achieve more successes than the user did when invoking this charm. If they fail, the character does not remember or recognize the user. In their memories, the character is either a nameless, unremembered figure or simply not present at all.

Going Elsewhere Stance: 10m, 1wp; Stealth 5 ESS 5; Simple; Combo-Basic; Indefinite. The user disappears to a personal Elsewhere. The user can't interact at all with anyone who can't affect Elsewhere, though they can perceive Creation as though they were still standing where they were when they left. They can move a number of yards equal to their Essence from where they escaped, and the movement will change their location once they rejoin Creation. They cannot pass through barriers, however, and either attempting to move further or joining battle returns them to the real world.

Custom Charms[edit]

Confiscating the Tools of Darkness
Cost: - (1wp); Reqs: Larceny 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Stealing From Plain Sight Spirit

Lawgivers have been known to snatch scepters from tyrants, whips from slave masters and swords from warriors of darkness. This charm expands Flawless Pickpocketing Technique and Stealing from Plain Sight Spirit, allowing them to target items that are currently in use, including articles of clothing, wielded weapons and attuned artifacts. For the cost of 1 willpower, the Solar may make an additional (Wits + Occult) roll against the Essence of any party attuned to the Artifact. On a success, the attunement is broken.