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Charms.tex
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\documentclass[oneside]{book}
\usepackage[dvipsnames]{xcolor}
\usepackage{multicol}
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\usepackage{sectsty}
\usepackage[bookmarks=true,bookmarksdepth=subsection]{hyperref}
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\title{Charms Rewrite}
\date{2016-07-26}
\author{BlueWinds}
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\chapter{Charms}
\begin{multicols}{2}
The Exalted are mighty. Some break swords upon their skin or shatter stone with their fists while others sing songs that move the rocks themselves to tears. As they grow into the fullness of their power, they may form new reality out of primordial chaos, single handedly rout armies or step through shadows and minds in search of secrets
\par These powers and more are represented as Charms, tidy little packages of name, flavor and mechanical effect the game wraps around your character's supernatural prowess. This abstraction is just that - an abstraction. Simply put, we talk about Charms as power and magic and techniques, but when a player has her character use Monkey Leap Technique, the Solar leaps high enough to clear a rooftop - but the character is simply applying their skill at athletics. Charms aren't magic spells. Those who behold a Solar throwing aside a boulder would remark on her incredible strength, but not her use of Increasing Strength Exercise or Thunder's Might.
\end{multicols}
\section{Reading charms}
\begin{multicols}{2}
\subsection*{Minimums}
\par Solar charms all require a minimum level of skill in their associated ability, and many of them expand on earlier charms in that ability. A character must meet all of a charm's Prereqs before she can learn it. Some charms offer also repurchases - by buying a charm additional times, a character can unlock further power.
\par A Solar treats her Essence as 5 for charms in her Supernal Ability for the purposes of prerequistes, upgrades and accessing repurchases, but not for calculating numeric effects (such as range or number of successes added).
\subsection*{Costs}
\par Most charms have a cost - they require an exertion of motes, willpower, initiative or even health levels. A character must pay the full cost before activating a charm - they cannot spend their initiative below 0, for example, or spend levels of anima generated by paying the mote cost of a charm.
\begin{tabular}{ll}
Example & Cost\\
\hline
3m, 1wp & 3 motes, 1 willpower\\
2i & 2 initiative\\
3a & 3 anima levels\\
1hl & 1 bashing health level\\
2lhl & 2 lethal health levels\\
1ahl & 1 aggravated health level\\
\end{tabular}
\subsection*{Types and Timing}
\par Charms come in one of four types, which explain when and how they can be activated.
\begin{itemize}
\item Permanent: A permanent Charm is just that - a permanent enhancement to the character's prowess, costing nothing to enjoy and providing its benefits passively at all times.
\item Simple: A simple Charm counts as a combat action in and of itself, and cannot be placed in a flurry. Some take longer, as specified in their text.
\item Reflexive: Reflexive Charms can be activated either before or after other actions, including between the actions of a flurry or multi-attack charm, but not in the middle of an action. Many of them list specific triggers - a charm may be used only once per triggering event.
\item Supplemental: Supplemental Charms enhance an action or defense, such as an attack roll, whole craft project, or an attempt to dodge an attack. They are activated during an action - usually while it's being declared, but sometimes latter in the process of resolving it (as specified by the individual charm).
\end{itemize}
\par Any number of supplemental charms may apply to a single roll or defense, but a solar cannot activate the same Charm on the same action multiple times. Supplemental charms may be used to aid actions or defenses even if the character isn't aware of making them - she can use her charms to enhance an Awareness roll to notice danger, or defend herself with Integrity charms even while asleep, unconscious or drugged, for example.
\begin{sidebar}{Conflict}\
\par When they directly affect another character, players (including the Storyteller) must openly declare and charms they're using and their effects. The majority of charms must be used before a dice roll is made (Post-Roll charms are obviously an exception!), and the active character declares first in the case of an opposed action. Below is a detailed breakdown of who can use what when, but don't be intimidated - very seldom do you need to step through all of these out loud.
\begin{enumerate}
\item A player declares their action and activates any reflexive or supplemental charms related to it.
\item If the action is against another character, that character's player activates any reflexive or supplemental charms to boost their defense.
\item The active player rolls, and activates any Post-Roll charms they wish to use.
\item The defending player activates any Post-Roll charms.
\item Resolve the action. An attack might hit (triggering a damage roll, and possibly more post-roll charms related to damage) or miss, or a character might be subject to social influence and have the option to spend wp to resist.
\item Both players may activate any reflexive charms triggered by the action - to counterattack, regain motes, etc.
\end{enumerate}
\end{sidebar}
\subsection*{Duration}
\par After their type, non-permanent charms list a duration in parentheses. The charm's effects continue to apply and its mote cost remains committed until it ends (those motes cannot be regained until the charm ends). Long-running charms can be ended reflexively at any time, even while the character is unconscious or asleep.
\begin{itemize}
\item Instant: Instant charms have their effect - often on a single action or roll - and then they're done.
\item One Round: The charm lasts until the start of the character's next combat action.
\item One Scene: The charm lasts until the scene changes (see pg. 184).
\item Indefinite: The charm remains on as long as the character desires (even while sleeping or unconscious).
\end{itemize}
\subsection*{Keywords}
\par Some charms list one or more keywords after their duration.
\begin{itemize}
\item Advantage: A charm with this keyword can only be used against an opponent with less initiative than the Solar.
\item Attack-action: Using this charm counts as the Solar's attack action for the round. She may not use it if she's already taken one this round (or activated another Attack-action charm).
\item Counterattack: This charm may not be used in response to attacks created by other charms with the Counterattack keyword, and only one Counterattack charm may be activated for a given trigger. Attacks it creates cannot be Clashed, even with the use of charms.
\item Form: A character may only have one Form charm active at a time. Ending one form charm to activate another immediately refunds all motes committed to the first form.
\item Group: Any rolls this charm supplements or creates ignore the penalty for group group social influence.
\item Mute: This charm's cost does not add to the Exalt's anima level unless she wants it to.
\item Perilous: Charms with this keyword cannot be used in Initiative Crash. If the charm lasts longer than Instant, it ends if the Exalt crashes.
\item Once/X: A character can only use this once per scene/day/story/season.
\item Pilot: To activate charms with this keyword, the character must be the helmsman or captain of a vessel. For Sailing related charms without it, "the character's ship" refers to any vessel she's a passenger, crew, or otherwise associated with.
\item Post-roll: This charm is activated after dice have been rolled, but before success has been determined. For example, a player could wait until she knows how many successes have been rolled on an attack before activating a Post-roll defense.
\item Psyche: A power with this keyword is an unnatural, hypnotic, or sorcerous power that magically influences, controls, or cripples an opponent's thoughts or feelings.
\item Quickshot - Attacks granted or enhanced by this Charm do not require an Aim action to succeed, regardless of range.
This Charm's effects can stack.
\end{itemize}
\end{multicols}
\section*{Limitations and Terminology}
\begin{multicols}{2}
\par A Solar may not add more than (Attribute + Ability) dice to a single roll, and each automatic success counts as two dice. If a combination of charms would add more dice/successes than that, discard the extras.
\par Some charms grant the character a "full excellency." This is shorthand for "add (Attribute + Ability) dice to the roll".
\par When charms refer to increasing of decreasing a duration in increments, use the following chart: \\
Decades --- Years --- Months --- Weeks --- Days --- Hours --- Minutes --- Seconds
\par Charms can modify dice rolls in a variety of ways. Some of these are also mentioned in the glossary, but repeated here for ease of reference. If multiple effects modify a single roll, apply them in this order.
\begin{enumerate}
\item Add X dice: Roll X more dice than you normally would.
\item Exploding Xs: For each die that comes up, X, roll an additional die (these dice don't count against the normal dice adding cap explained above).
\item Disappearing Xs: When any die come up X, reroll it (this isn't limited by the normal dice adding cap explained above).
\begin{itemize}
\item Repeat Exploding/Disappearing steps until no more of any disappearing numbers remain and all Exploding numbers have added additional dice.\
\end{itemize}
\item Double X+s: A result of X or greater on any rolled die is counted as two successes rather than one. Most rolls benefit from Double 10s, except for Decisive damage rolls. Multiple Doubles are redundant - a roll with Double 8+s already gets two successes for roll a 9, so Double 9+s adds nothing more.
\item Penalized Xs: A result of X counts a -1 success. If this reduces the roll to 0 or fewer successes, it's a botch. Multiple Penalized Xs don't stack - a number that counts as -1 for multiple reasons still only counts as -1.
\item X automatic successes: After rolling, add X successes.
\end{enumerate}
\begin{sidebar}{Multiple Attacks}
If a charm asks the solar to divide her initiative up evenly into some number of attacks, divide as evenly as possible. For example, if she were dividing 8i among three attacks, she'd make attacks with 3i, 3i and 2i.
\par\vspace{6pt} If any effect would cause her to crash in the middle of a multiattack (a counterattack or dodge charms sapping her initiative, for example), she crashes immediately and cannot make any more attacks. After all attacks complete, if she isn't crashed:
\begin{itemize}
\item If she hit with at least one decisive attack, she resets to base initiative.
\item If all her decisive attacks missed, she loses initiative as though she'd only missed with one.
\end{itemize}
\par\vspace{6pt} If a charm applies a single attack against multiple opponents, apply the attack to all opponents before anyone activates Reflexive effects based on it.
\begin{itemize}
\item If she hits at least one opponent with a decisive attack, she resets to base initiative.
\item If she missed all opponents with a decisive attack, she loses initiative for missing with a single attack.
\end{itemize}
\end{sidebar}
\end{multicols}
\section*{Excellencies}
\begin{multicols}{2}
\par The Chosen enjoy a fundamental power called the Excellencies. When a Solar uses an Excellency, she channels pure Essence into her endeavors - the fundamental power of the sun quickens and strengthens her blows, sharpens her sight, or steadies her hands.
\par Solars automatically gain an Excellency for each Caste and Favored Ability in which they possess at least one dot, as well as any Ability for which they have learned at least one Charm.
\charm{Excellent Solar (Ability)}
{1m per die, or 2m per +1 to static value}
{Supplemental}
{Instant}
{-}
{(Ability) 1}
The Solar adds +(motes spent) dice to an (Ability) roll, or +(motes spent / 2) to a static value derived from (Ability). Remember “Using Charms and Charm Limitations” above.
\end{multicols}
\begin{Ability}{Archery}
\charm{Wise Arrow}
{1m}
{Supplemental}{Instant}{-}
{Archery 2}
This Charm supplements any Archery attack, giving the target a -1 penalty on their defense.
In addition, after taking an aim action, the Solar may activate this Charm to strike an opponent in full cover. So long as there is some opening or path where an arrow can get through, arcing or ricocheting, Wise Arrow treats a character in full cover as if he merely has +3 Defense.
\charm{Sight Without Eyes}
{1m}
{Supplemental}{Instant}{-}
{Archery 3, Wise Arrow}
This charm supplements an Archery attack, allowing the Exalt ignores all penalties for visual conditions. Smoke, fog, and pitch darkness don't hinder her, though other factors such as high winds and cover still apply against the attack.
At Archery 5+, Essence 3+, she can momentarily see through cover, perceiving her targets as silhouettes the colors of bright anima.
\charm{Blood Without Balance}
{3m}
{Reflexive}{Instant}{Quickshot}
{Archery 4, Sight Without Eyes}
Upon becoming the beneficiary of a distract gambit, if the Solar's new Initiative would allow her to act immediately she may use this Charm to make a decisive Archery attack. Increase the raw damage of the attack to 6 if she has less than 6i.
\charm{Force Without Fire}
{3m}
{Supplemental}{Instant}{-}
{Archery 4, Sight Without Eyes}
This charm supplements a withering Archery attack from short or close range. If the attack does at least as much damage as her target's Stamina, that Initiative is lost rather than transferred to the Solar, and the target is knocked down and back an entire range band.
\charm{Trance of Unhesitating Speed}
{4m, 1wp}
{Simple}{Instant}{Quickshot, Perilous}
{Archery 3, Wise Arrow}
The Exalt makes up to (Lower of Dexterity or Initiative / 3) decisive Archery attacks, dividing her initiative evenly between them. Each 10 she rolls on an attack increases the base damage of that attack by one.
\charm{Phantom Arrow Technique}
{1m}
{Supplemental}{Instant}{-}
{Archery 3}
This charm supplements an Archery attack, allowing the Exalt to shoot without ammunition.
Once/Scene - She may suffuse at attack with one of her Intimacies. Doing so gives her attack double 9s if she uses a Minor or Major intimacy, or double 8s for a defining one, but also temporarily numbs her to that Intimacy. Treat it as though it does not exist for the purposes of social influence. This ability can be reset by spending significant effort in restoring or remembering the Intimacy.
At Essence 3+, an arrow so infused cannot be destroyed or pulled from the target as long as she lives. A tree can still be cut down, a wall still reduced to rubble - but the arrow will remain inviolate. Only the Solar who fired this arrow, or one blessed with her permission, may remove it from its resting place.
\charm{Fiery Arrow Attack}
{2m}
{Supplemental}{Instant}{-}
{Archery 4, Phantom Arrow Technique}
This charm supplements a Decisive Archery attack, adding one automatic success to the damage roll. If the arrow strikes flammable materials, a violent blaze instantly springs up. If the attack does at least three health levels of damage, the target catches on fire, and must contend with (Solar's Essence) lethal dice of damage every turn until he's able to extinguish himself.
With an Essence 2+ repurchase, the Exalt can spend an additional 3m. If she does for each 10 in the attack roll she adds one die to the attack's raw damage. The arrow goes off like a spectacular flare that can be seen for miles. Every target using shadows for cover within two range bands must roll Stealth with a -2 success penalty or be revealed.
\charm{There Is No Wind}
{3m}
{Supplemental}{Instant}{-}
{Archery 5, Essence 2, Sight Without Eyes}
This charm supplements an Archery attack, allowing it to be made from up to extreme range. The Solar also ignores penalties from non-visual conditions such as high winds, bad weather, flawed ammunition, and so on (but not cover).
If the attack is withering, her accuracy is calculated as if it were made from short range regardless of the distance she's firing from.
\charm{Accuracy Without Distance}
{1m, 1wp}
{Reflexive}{Instant}{-}
{Archery 5, Essence 2, Force Without Fire}
When making a decisive Archery attack, the Solar may activate this charm to make an aim action instantly, and convert the subsequent three bonus dice into automatic successes.
With an Essence 5 repurchase she can Once/Scene use this with a withering Archery attack against a crashed opponent. If the attack fails to meet the DV of the opponent, treat it as still having hit with 0 threshold successes.
\charm{Arrow Storm Technique}
{5m, 1wp}
{Supplemental}{Instant}{-}
{Archery 5, Essence 2, Trance of Unhesitating Speed}
This charm supplements a Decisive Archery attack. In addition to its initial target, it strikes up to (Essence * 3) targets up to medium range from the initial one using the same attack roll, but dividing her initiative evenly among all attacks. Each one then gains (Perception) raw damage.
\charm{Flashing Vengeance Draw}
{3m}
{Supplemental}{Instant}{-}
{Archery 5, Essence 2, Trance of Unhesitating Speed}
This charm supplements a Join Battle roll, granting (Essence) automatic successes. If she acts before her target in the first round, she may draw her bow reflexively and her first Archery attack that round is unblockable.
\charm{Hunter's Swift Answer}
{5m, 1wp}
{Reflexive}{Instant}{-}
{Archery 5, Essence 2, Flashing Vengeance Draw}
When the Solar succeeds at a disengage action, she may immediately activate this charm to make a withering or decisive Archery attack at the person she disengaged from, calculated as though she were still at close range.
\charm{Immaculate Golden Bow}
{5m, 1wp}
{Simple}{One Scene}{-}
{Archery 4, Essence 2, Phantom Arrow Technique}
The Exalt creates a weapon from her anima with stats identical to a powerbow or other artifact Archery weapon. It glows like a torch. Players may add custom Evocations to Immaculate Golden Bow as they would another artifact weapon, working with their Storyteller to create Evocations that fit the character's personality or iconic anima manifestation.
\charm{Revolving Bow Discipline}
{6m, 1wp}
{Simple}{Instant}{Perilous}
{Archery 5, Essence 3, Arrow Storm Technique}
The Solar makes a withering Archery attack against a single uncrashed target within short or close range. If it hits she may make another, repeating until she either misses or crashes her opponent (or it loses a point of magnitude if it's a Battle Group).
At Essence 4+, the Solar gains one point of temporary Willpower when she crashes a foe with this attack.
\charm{Finishing Snipe}
{7m}
{Reflexive}{Instant}{-}
{Archery 5, Essence 3, Hunter's Swift Answer}
The Lawgiver may activate this charm when an opponent within long range crashes, if she has not already used a Simple charm this round. She makes an immediate decisive Archery attack against that target.
\charm{Shadow-Seeking Arrow}
{3m, 2i}
{Reflexive}{Instant}{Quickshot}
{Archery 5, Essence 3, Fiery Arrow Attack}
During combat, if the Lawgiver's Awareness check uncovers an opponent, she may immediately make a withering or decisive Archery attack against that opponent. She may pay to use this Charm against each opponent, if she uncovers more than one with a single Awareness check.
\charm{Searing Sunfire Interdiction}
{4m, 1i, 1wp}
{Simple}{Instant}{Quickshot}
{Archery 5, Essence 3, Fiery Arrow Attack}
If the Exalt aims before using the Charm, she may act first on the next round, regardless of her place in the Initiative order. She makes a difficulty 3 Archery gambit against a target, with double 9s on the Initiative roll if it hits. If successful, it blasts the target out of position, forcing him to act (2 + threshold successes on the gambit's Initiative roll) ticks later than he would have. If Searing Sunfire Interdiction drops the target to a tick of 0 or less, he loses his turn for the round. Searing Sunfire Interdiction cannot be used on the same target two rounds in a row.
An Essence 3+ repurchase of this Charm lowers the difficulty of the gambit to 2, and she gains 3i if the gambit succeeds.
An Essence 5+ repurchase allows the Solar to use Searing Sunfire Interdiction two rounds in a row on the same target, dropping the Willpower cost from the second shot. If the gambit succeeds both times, he's also forced backwards a range band.
\charm{Rain of Feathered Death}
{3m per duplicate, 1wp}
{Simple}{Instant}{-}
{Archery 5, Essence 3, Phantom Arrow Technique}
The solar makes a single decisive Archery attack, which splits into up to (Dexterity) arrows all directed against the same target. If the attack hits, each created arrow hits with a raw damage equal to the Solar's current Initiative minus her successes on the previous damage rolls, to a minimum of (Essence) damage. For example, if she rolls 10 damage dice and gains two successes on the first roll, the second roll will feature eight damage dice. If that gains four successes, her third damage roll will be four dice.
\charm{Solar Spike}
{5m, 1wp}
{Simple}{Instant}{Quickshot, Advantage, Once/Scene}
{Archery 5, Essence 3, Fiery Arrow Attack x2}
The Lawgiver draws a blazing bolt of Essence across her bow and makes a decisive Archery attack, which ignores the maximum range of her weapon if this charm was preceded by an Aim action. This attack may not be supplemented with Fiery Arrow Attack. If it hits, the Spike has a raw damage equal to her current temporary Willpower plus the rating of any Intimacy she is trying to uphold or protect. Her Initiative does not reset to base.
Solar Spike can be reset by landing a withering attack with four 10s rolled on the attack roll.
A repurchase allows the Solar to spend an additional 3m, 3a to add her Initiative to the base damage of the attack. If she does, her Initiative will reset to base as normal if the attack hits. Should this attack slay the target, their body is engulfed in a torrent of flames and burned away completely, restoring a number of motes to the Solar equal to her Intimacy rating used in the attack plus the target's permanent Essence score.
\charm{Heavens Crash Down}
{6m, 2i, 1wp}
{Reflexive}{Instant}{-}
{Archery 5, Essence 4, Revolving Bow Discipline}
This charm may be used when the Solar is in her -4 health levels and targeted by a withering attack from short or close range. She Clashes the attack using Archery, with (Essence) automatic successes. If she wins the clash, she gains doubles 9s on the damage roll, and Initiative she would gain is instead rolled as dice of decisive damage against her target, ignoring hardness and doubling 10s.
An Essence 5+ repurchase of this Charm allows the Solar to spend Initiative she doesn't have, going into (or deeper into) the negative.
\charm{Streaming Arrow Stance}
{6m}
{Simple}{One Scene}{Quickshot}
{Archery 5, Essence 4, Finishing Snipe}
The Lawgiver does not need to take Aim actions for Archery attacks on crashed targets, regardless of distance.
\charm{Whispered Prayer of Judgment}
{1m}
{Supplemental}{Instant}{-}
{Archery 5, Essence 5, Streaming Arrow Stance}
This charm supplements an Archery attack after an aim action, adding (Essence) damage.
\end{Ability}
\begin{Ability}{Athletics}
\charm{Graceful Crane Stance}
{3m}
{Reflexive}{One Scene}{-}
{Athletics 1}
The Exalt has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She automatically succeeds at the (Dexterity + Athletics) roll for such feats as running on a guy wire, standing on a crumbling parapet, balancing on the tip of a pine tree, and similar.
\charm{Monkey Leap Technique}
{2m}
{Supplemental}{Instant}{-}
{Athletics 2}
This charm supplements a reflexive Move action, allowing the Solar to leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops without a roll. If the Solar continues to leap each turn the cost is reduced to 1m after the first activation.
\charm{Foe-Vaulting Method}
{3i}
{Supplemental}{Instant}{Advantage}
{Athletics 2, Graceful Crane Stance, Monkey Leap Technique}
This charm supplements an attack at close range with any Ability. She rolls Dexterity + Athletics against her opponent's Evasion, and ff successful, the supplemented attack is a surprise attack. Foe-Vaulting Method can reset by landing a decisive attack and building Initiative back up to 6+.
\charm{Soaring Crane Leap}
{2m}
{Reflexive}{One round}{-}
{Athletics 3, Monkey Leap Technique}
When falling, the Exalt may activate this charm to drop only a single range band until her next turn. In order to survive a very long falls without damage, she must use for at least two rounds before touching the ground. The Exalt can also use this Charm to drift long distances through the air as she continues to fall. If she was moving forward when the fall began, she may continue to move in that direction on future rounds, falling downward one range band for each band of forward motion.
\charm{Lightning Speed}
{3m}
{Supplemental}{Instant}{-}
{Athletics 3}
This Charm enhances a rush action or test of speed, giving the roll disappearing 5s and 6s, and one bonus success.
\charm{Increasing Strength Exercise}
{3m or 3i per bonus}
{Simple}{One Scene}{-}
{Athletics 3}
For every three motes of Essence or Initiative the Exalt spends, she raises the base damage of her withering and decisive attacks by one and lowers the minimum Strength of all Feats of Strength by one. She also adds that many dice to all Strength-based rolls. She cannot spend more than (Essence * 3) motes or initiative in this way.
\permanentCharm{Winning Stride Discipline}
{Athletics 4, Lightning Speed}
In a Rush action or each interval in a test of speed, if the Solar rolls more successes than her fastest opponent she gains her choice of 2m or 2i.
\charm{Thunderbolt Attack Prana}
{4m, 1wp}
{Supplemental}{Instant}{-}
{Athletics 3, Increasing Strength Exercise, Monkey Leap Technique}
This charm supplements a decisive non-ranged attack from Short range, allowing her to move to Close before making the attack. Using it replaces her normal reflexive Move action for the round. If the attack hits, damage is doubled after rolling. After striking an aerial opponent, the Exalt may fall one range band without taking damage. Thunderbolt Attack Prana may be used in conjunction with Charms of other Abilities.
\charm{Feather Foot Style}
{3m}
{Supplemental}{Until the Exalt stops running}{Mute}
{Athletics 3, Graceful Crane Stance}
This charm supplements a move action, allowing the Exalt to dash over liquid or unstable surfaces as if they were solid and move over surfaces as thin as rice paper without breaking through. She may also move across lava or other dangerous surfaces without getting hurt. As long as she is moving at a quick pace, she need not pay the activation cost again.
At Athletics 5, Essence 2+, she can pause on unstable surfaces without breaking through, changing the duration of this Charm to “one stunt.” She can walk slowly across the surface of a still pond, pause on the crumbling parapet of a castle to give a speech, and so on. This mode does not protect against hazardous surfaces.
\charm{Spider Foot Style}
{3m}
{Reflexive}{Essence + 1 Turns}{Mute}
{Athletics 4, Feather Foot Style}
The Solar can run up walls, stand upside down on horizontal surfaces such as tree branches, bridge bottoms or overhangs, lay flat against a ceiling looking down at her prey, or other similar feats.
\charm{Racing Hare Method}
{5m, 1wp}
{Reflexive}{One Hour}{-}
{Athletics 4, Essence 2, Lightning Speed}
The Solar gains double 9s on Rush attempts and tests of speed, and for every 10 rolled the Solar gains 1i. Outside of combat, it allows her to move as fast as a running horse.
If the Lawgiver renews this technique at the end of an hour, ignore the Willpower cost.
\charm{Leaping Tiger Attack}
{4m, 1wp}
{Supplemental}{Instant}{Advantage}
{Athletics 5, Essence 2, Thunderbolt Attack Prana}
This charm supplements a non-ranged attack, allowing her to immediately move Close from up to medium range. Using it replaces her normal reflexive Move action for the round. If her attack is withering, it doubles damage dice after soak. If decisive, it adds her Essence score to the base damage of the attack.
Leaping Tiger Attack is incompatible with Thunderbolt Attack Prana and Eagle-Wing Style.
\charm{Armor-Eating Strike}
{1m}
{Supplemental}{Instant}{-}
{Athletics 3, Essence 2, Increasing Strength Exercise}
This Charm supplements a non-ranged decisive attack, reducing the target's hardness by (Strength). Armor-Eating Strike may be used with Charms of other Abilities.
\charm{Thunder's Might}
{4m}
{Supplemental}{Instant}{-}
{Athletics 5, Essence 2, Increasing Strength Exercise}
This Charm supplements a feat of strength, granting disappearing 1s. She may lower the strength minimum by 1 for every +3 she accepts on the difficulty (without limit).
At Essence 3+, the Solar also gains disappearing 2s.
\charm{Godspeed Steps}
{5m, 1wp}
{Supplemental}{Instant}{-}
{Athletics 5, Essence 3, Racing Hare Method}
This Charm supplements a rush attempt, allowing the Solar to make it from medium range. If successful, she moves to close range and ignores the flurry penalty for any attack she makes this turn. As normal for rushing, she moves closer the first time her opponent moves away.
With an Essence 4+ repurchase, she may rush from long or extreme range. If she does so, she does not follow her opponent if they move away.
\charm{Mountain-Crossing Leap Technique}
{7m, 1wp}
{Simple}{Until she stops leaping}{-}
{Athletics 5, Essence 3, Soaring Crane Leap}
The Exalt makes a leap three or four range bands forward or three straight up. This Charm stays active every turn until the Solar stops leaping across range bands, making it possible for the Exalt to cross a mountain range in minutes.
This charm may not be activated with opponents at Close range, but as an exception to the normal Simple charm rules, may be flurried with Disengage.
\charm{Eagle-Wing Style}
{5m, 1wp}
{Supplemental}{Indefinite}{-}
{Athletics 5, Essence 3, Mountain-Crossing Leap Technique, Winning Stride Discipline}
This charm supplements a move action towards an airborn target, allowing the Exalt to soar up to two range bands towards it. On subsequent rounds she must spend 2m or 2i to remain airborn, and all Move actions must be directly towards or away from the target. If she fails to pay the ongoing cost, gets knocked off-course or otherwise begins to fall, Eagle-Wing Style cannot be reactivated until she touches down and is able to leap again.
If supplementing Mountain-Crossing Leap Technique, ignore the willpower cost.
A repurchase at Essence 4+ removes the cost to maintain the charm as long as the Solar remains in combat with her aerial target. Her anima typically resolves into wings that resemble an eagle's or something else appropriate.
\charm{Hurricane Spirit Speed}
{1i per success}
{Supplemental}{Instant}{-}
{Athletics 5, Essence 3, Winning Stride Discipline}
This charm supplements a Rush action or test of speed, granting one success for every initiative spent.
\charm{Legion Aurochs Method}
{1m per 2 dice}
{Supplemental}{Instant}{-}
{Athletics 5, Essence 3, Thunder's Might}
This charm supplements feats of strength, granting two dice for each mote spent and double 9s.
\permanentCharm{Triumph-Forged God-Body}
{Athletics 5, Essence 3, Winning Stride Discipline, Thunder's Might, Soaring Crane Leap}
All of the Solar's Athletics rolls gain double 9s. If a roll already had double 9s, it gains double 8s instead.
\permanentCharm{One Extra Step}
{Athletics 5, Essence 4, Godspeed Steps}
The Exalt may take a second move action on her turn.
\charm{Nine Aeons Thew}
{1m, 1wp}
{Supplemental}{Instant}{-}
{Athletics 5, Essence 5, Legion Aurochs Method}
This charm supplements a feat of strength, granting the Solar exploding 9s and 10s, and she counts as meeting its Strength prerequisite no matter how high that requirement might be.
\end{Ability}
\begin{Ability}{Awareness}
\charm{Sensory Acuity Prana}
{5m}
{Reflexive}{One Scene}{-}
{Awareness 2}
This charm can be activated at any time. The Solar's Awareness rolls have double 8s.
\permanentCharm{Uncanny Perception Technique}
{Awareness 2}
When in the presence of dematerialized spirits, sorcerously-crafted living shadows and other generally invisible or intangible subjects, the Solar experiences strange sensory phenomena appropriate to the nature of the being, such as the sound of bells, the scent of chill winter wind or a coppery taste. She automatically notices the presence of such beings (but not their location) unless they hide from her using Stealth. These sensations are as distinctive as a voice - she'll almost always recognize a spirit or being she's met before.
\permanentCharm{Surprise Anticipation Method}
{Awareness 3, Sensory Acuity Prana}
The Solar takes no penalties to Awareness rolls to notice personal danger from being tired, asleep or unconscious. She wakes with a premonition of danger (though not its source) even if she fails such a roll.
In addition, for every 10 the Solar rolls on an Awareness check to notice or locate a hidden enemy, trap, or any source of harm not readily apparent, she gains 1m.
\charm{Keen Sense Technique}
{5m, 1wp}
{Reflexive}{Indefinite}{-}
{Awareness 3, Sensory Acuity Prana}
When the Solar purchases this charm, choose Sight, Hearing, or Smell, Taste and Touch.
This charm can be activated at any time. The Solar gains an additional (Perception) dice an any Awareness roll involving the chosen sense (or all three of them).
With an Essence 2+ repurchase, the Solar gains an additional (Essence) bonus dice.
With an Essence 3+ repurchase, the bonus applies to all the listed senses. In addition, the Solar takes no penalty to rolls because of being blind or deaf. If both, she only takes -2 on tasks that would normally require those senses.
\begin{sidebar}{What can I do with Awareness?}
In addition to the obvious use of noticing assassins, a Solar with 5 successes on an Awareness roll might:
\begin{itemize}
\item Read a letter at a glance from across the room, quickly count masses of troops, see through smoke and fog.
\item Identify an individual by scent, count the number of individuals in a crowded room, detect poison before taking a bite of food, identify every ingredient in a stew, tell how long ago a specific person left a room.
\item Listen to conversations through thick stone walls, identify materials by touch, recognize counterfeits, feel an earthquake minutes or hours before it happens.
\end{itemize}
With 10 successes, she might:
\begin{itemize}
\item Spot a field mouse a quarter mile, read a letter at a hundred yards, critique the mating habits of insects.
\item Smell blood from a mile away, identify which farm food came from by tasting each field in turn
\item Listen in on a whispered conversation out to long range on a battlefield, read by tracing her fingers over the ink on a page, orient herself to the exit in complete darkness.
\end{itemize}
\end{sidebar}
\charm{Awakening Eye}
{5m, 1wp}
{Supplemental}{Instant}{-}
{Awareness 4, Keen Sense Technique (Sight) or Keen Sense Technique x3}
This Charm supplements a Join Battle roll with a free Awareness Excellency and grants it exploding 10s.
\permanentCharm{Curse-Catching Instinct}
{Awareness 3, Essence 2, Surprise Anticipation Method}
Whenever another character lays a curse upon the Solar or meddles with her fate, she rolls (Perception + Awareness), difficulty (meddler's Essence). Success lets the Solar know vaguely what happened (someone is meddling with your fate). With 3 threshold successes she learns a summary of what happened (Sidereal Astrology associated with The Sword is being used to make you more likely to fall ill). With 5 threshold successes she learns what happened in detail (Tekkip Nannaja, Chosen of Endings, is using Astrology associated with The Sword to increase the TN of your disease-resistance rolls to 9 until Calibration).
\charm{Knowing Beyond Silence}
{4m}
{Supplemental}{Instant}{Mute}
{Awareness 4, Essence 2, Surprise Awareness Method}
This charm supplements any Awareness roll that the Solar's allies are making at the same time other than Join Battle. Each ally may use her result if it's better than his own.
\charm{Genius Palate Summation}
{2m}
{Simple}{Instant}{-}
{Awareness 4, Essence 2, Keen Sense Technique (Smell, Taste and Touch) or Keen Sense Technique x3}
This Charm acts as an automatically successful read intentions action to determine the emotional state of the one who prepared a meal or poured a drink. The Solar need only sample a single bite of a meal or take a single sip of a drink to gain this understanding.
\charm{Vigilant Friend Technique}
{1m}
{Simple}{Indefinite}{Stackable}
{Awareness 4, Essence 2, Curse-Catching Instinct}
The Solar touches a willing character. As long as she keeps the mote committed, she may roll (Perception + Awareness) to notice danger to the character, as though she were standing next to him. Add +1 difficulty if he's more than 1 mile away from her, +2 if more than 10, +3 if more than 100, +4 if he's anywhere on the same plane of existence or +5 if he's not. She doesn't learn the form of the danger, only that it exists, a general sense of the severity, and his location.
If the character dies, the Solar automatically notices and knows where it happened.
\charm{Roused Dragon Detection}
{1m, 1wp}
{Supplemental}{Instant}{-}
{Awareness 5, Essence 2, Sensory Acuity Prana}
This charm supplements an attack, allowing the Solar to strike a foe within her weapon's range that she doesn't know the location of. This only reveals the location of her foe if he fails to find a different hiding place on his next turn (if he can do so without changing range bands, this doesn't use up his move action).
\charm{Foe-Scenting Method}
{3m}
{Simple}{Instant}{-}
{Awareness 5, Essence 2, Keen Sense Technique (Smell, Taste and Touch) or Keen Sense Technique x3}
The Solar makes a scent-based Read Intentions actions using (Perception + Awareness) to determine a target's disposition, out to medium range without the need to directly interact.
\charm{Rumour Of The Earth}
{5m, 1wp}
{Simple}{Instant}{Mute}
{Awareness 5, Essence 2, Keen Sense Technique (Hearing) or Keen Sense Technique x3}
The Lawgiver places her head against the ground and listens for five minutes. She can hear any creature larger than a mouse moving within (Essence * 5) miles, and learns their general location, number, and speed and direction of movement. Used in a city or other busy area, the results may not be that useful, but will still indicate any general motion of large numbers of people.
\charm{Fragility-Creating Examination}
{5m}
{Supplemental}{Instant}{-}
{Awareness 5, Essence 2, Keen Sense Technique}
This Charm supplements a feat of strength intended to break something. Before rolling (Strength + Athletics), the Solar rolls (Perception + Awareness) against a difficulty equal to the Strength minimum of the feat. For every two threshold successes, reduce the Strength minimum for the feat by 1 or reduce the difficulty by one (or some mix thereof).
\charm{Vulnerability-Seeking Stare}
{4m, 1wp}
{Supplemental}{Instant}{-}
{Awareness 5, Essence 2, Awakening Eye}
This Charm supplements an Aim action. The attack enhanced by the Aim action is further improved; if withering, the attack may only be soaked by the target's Stamina. If decisive, it ignores Hardness and adds (Essence) to the damage roll.
\charm{Guard-Piercing Gaze}
{4m, 1wp}
{Supplemental}{Instant}{-}
{Awareness 5, Essence 3, Vulnerability-Seeking Stare}
This Charm supplements an Aim action. The Solar rolls (Perception + Awareness) against a difficulty of the targeted character's Evasion or Parry. The target may use Charms to increase their Defense as though this were an attack. If she succeeds, the attack enhanced by the Aim action is either undodgeable or unblockable (depending on which Defense they rolled to overcome).
If used alongside its prerequisite, ignore the wp cost on this charm.
\charm{Unsurpassed Hearing Discipline}
{5m, 1wp}
{Simple}{One conversation}{-}
{Awareness 5, Essence 3, Keen Sense Technique (Hearing) or Keen Sense Technique x 3}
The Solar listens in on conversations that happened in her location up to (Essence x 5) hours prior to her arrival as though it were happening right next to her. She must sit still and listen intently for as much of the conversation as she wishes to hear.
\charm{Vigilant Warrior's Counterstroke}
{5m}
{Reflexive}{Instant}{Once/Scene}
{Awareness 5, Essence 3, Surprise Anticipation Method}
The Solar may use this charm when targeted by a Surprise or Ambush attack. She may draw a weapon, then Clashes the attack. If clashing an Ambush she suffers -2 on her roll.
\charm{Dedicated Unerring Ear}
{3m}
{Reflexive}{One exchange}{-}
{Awareness 5, Essence 4, Unsurpassed Hearing Discipline}
This charm may be activated any time the Exalt is addressed by someone for whom she holds a Major or Defining Intimacy, no matter how far away he is. So long as she's on the same plane of existence, the Solar can hear the words clearly, as if they were in the same room, so long as they are addressing their speech to her. She can hear everything her compatriot wishes to say to her, until the character has been silent for ten seconds or longer.
With an Essence 5 repurchase, the charm may also be activated whenever any character uses the Solar's name to refer to her, even if they are not addressing her, without the need for a relevant intimacy. If her name is in common use, the Storyteller should still mostly call attention to interesting and relevant references she might overhear, rather than mundane conversations.
\charm{Eye of the Unconquered Sun}
{10m, 1wp}
{Simple}{One round}{-}
{Awareness 5, Essence 4, Awakening Eye, Roused Dragon Detection}
The Solar's caste mark blazes like a tiny sun, cancelling any Essence-muting magic the Solar may be using and removing her from stealth. She applies a single Perception + Awareness roll with (Essence) bonus dice and disappearing 1s against every character's Evasion out to long range. Even solid walls are no protection. Any character who didn't dodge is subject to the following effects.
\begin{itemize}
\item They automatically know they've been spotted, and by who.
\item All magical and mundane Stealth effects are canceled, and she becomes aware of their presence.
\item Fog lifts, smoke parts, and clouds dissolve.
\item Dematerialized spirits are forced to materialize, paying full cost of the Materialize Charm or as much of it as they can pay.
\item All disguise magic is stripped. Mundane disguises tatter and melt away, shapeshifters natural form becomes obvious to all viewers, resplendent destinies are temporarily forced into dormancy, personas are suppressed, and other transformative magic is similarly deactivated or the true form of their user revealed.
\item This charm cannot contest Perfect effects, such as the Night caste anima power. The Solar learns that she's run up against such an effect, but can't break it.
\end{itemize}
If Keen Sense Technique is active, this Charm extends to extreme range.
\end{Ability}
\begin{Ability}{Brawl}
\charm{Fists of Iron Technique}
{1m}
{Supplemental}{Instant}{-}
{Brawl 1}
This Charm supplements a bare-handed Brawl parry or attack. The Exalt may parry lethal damage, or deal lethal damage on a decisive attack.
On a withering attack, she ignores (Essence + strength of a relevant Intimacy) soak. A relevant Intimacy might be a Tie (as the Solar strikes a hated enemy or defends a beloved friend) or a Principle (as the Solar exults in the thrill of violence, for example).
\charm{Iron Battle Focus}
{3m}
{Supplemental}{One Turn}{-}
{Brawl 3, Fists of Iron Technique}
This charm supplements any defense. Until the Solar's next turn, attacks (including this one) do not increase her onslaught penalty.
\charm{Ferocious Jab}
{1m}
{Supplemental}{Instant}{-}
{Brawl 3}
This Charm supplements a Brawl attack, adding (Target's onslaught penalty + 1) damage.
\charm{Wind and Stones Defense}
{3m}
{Supplemental}{Instant}{Advantage}
{Brawl 4, Ferocious Jab}
This charm supplements any defense, adding the Solar's foe's current onslaught penalty to her Dodge or Parry.
\charm{Heaven Thunder Hammer}
{7m}
{Supplemental}{Instant}{-}
{Brawl 3, Ferocious Jab}
This charm supplements a decisive Brawl damage roll. Her target is knocked prone by the force of the blow, and loses a point of Initiative. She gains 1i after her Initiative resets. If the damage roll scored at least two successes, the opponent is hurled into an object or surface within close range, hitting it with an impact equivalent to falling a short distance, destroying wooden furniture or the like he collides with.
At four or more successes, the foe either hits something at close range, suffering damage as though falling from a medium height, or knocked back to short range, suffering falling damage as though from a short distance.
At Essence 3+, double the successes for determining effects of this charm.
Moving a Tyrant lizard or other such massive target requires an appropriate feat of strength.
\charm{Vicious Lunge}
{1m}
{Supplemental}{Instant}{-}
{Brawl 3}
This charm supplements a grapple gambit, adding one automatic success to the attack roll and (Essence or three, whichever is greater) dice to the Initiative roll.
\charm{Unbreakable Grasp}
{2m per round preserved}
{Reflexive}{Instant}{-}
{Brawl 3, Vicious Lunge}
The Solar may activate this charm when her clinch control is reduced by an incoming attack. For every 2m spent, she loses one fewer rounds of control.
\permanentCharm{Devil-Strangling Attitude}
{Brawl 5, Vicious Lunge}
This charm allows the Solar to roll (Strength + Brawl) to attack with grapple gambits.
If the Solar has Dexterity 5, her player may remove this charm from the character sheet for an XP refund.
\charm{Crashing Wave Throw}
{5m}
{Supplemental}{Instant}{-}
{Brawl 4, Vicious Lunge}
This charm supplements a Throw. The damage pool is boosted by +2 damage per round of control forfeited by the throw, and the Exalt can throw her opponent up to short range. If she used Dragon Coil Technique to establish control, she may be able to hurl truly massive opponents at the Storyteller's discretion.
At Essence 3+, the Exalt may expend two or four rounds of control, decreasing the throw's damage, to throw a foe to medium or long range, forcing him to contend with short or medium distance falling damage (in addition to whatever he might land on).
\charm{Thunderclap Rush Attack}
{3m}
{Reflexive}{Instant}{Attack-action, Once/Scene}
{Brawl 3}
This charm may be activated any time a foe is at short range from the Solar. She immediately moves a single range band and makes a Brawl attack. The target cannot defend against the Solar's attack with a Clash unless he uses a Charm which grants him one.
At Brawl 5, Essence 3+, the character may add 1wp to the cost of this Charm to automatically strip (Essence) Initiative from her target and gain it herself before the attack is made.
Thunderclap Rush Attack can be reset by crashing or killing the opponent it was used against.
\charm{Falling Hammer Strike}
{1m}
{Supplemental}{Instant}{-}
{Brawl 4, Thunderclap Rush Attack}
This Charm supplements any Brawl attack other than a grapple. Regardless of whether or not the attack hits, the target's onslaught penalty from the Solar does not clear on their next turn. Onslaught inflicted by other characters clears normally.
\charm{Reckless Fury Discard}
{3m, 1i}
{Supplemental}{Instant}{Post-roll}
{Brawl 4, Essence 2, Iron Battle Focus}
This charm supplements any defense, raising the Solar's Parry or Evasion by the number of 1s in the attack roll.
\charm{Solar Cross-Counter}
{3m, 1i, 1wp}
{Reflexive}{Instant}{Counterattack}
{Brawl 5, Essence 2, Reckless Fury Discard}
This charm may be activated after the Solar has taken withering damage from an opponent at close range. She launches an immediate decisive Brawl attack with a base damage of the amount of withering damage she just took. This attack does not reset the Solar to base Initiative.
At Essence 3+, the Solar may replace the 1i cost with 1wp, allowing her to use it while at 0 or lower initiative.
\charm{Ox-Stunning Blow}
{4m, 1i, 1wp}
{Supplemental}{Instant}{Withering}
{Brawl 3, Essence 2, Fists of Iron Technique}
This charm supplements a withering Brawl attack. The Solar's blow gains one automatic success on the attack roll, (Essence) bonus dice to damage, and can only be soaked with the target's Stamina. However, she gains no initiative. Instead, roll that many dice, and the target takes a -(1/2 successes rolled) wound penalty until her Onslaught penalty from the Solar clears.
An Essence 3+ repurchase allows the Solar to gain the Initiative in addition to penalizing her opponent with rolled successes.
\charm{Burning Fist Burial}
{4m + 1m per die}
{Supplemental}{Instant}{Post-roll}
{Brawl 4, Essence 2, Ferocious Jab}
This charm supplements a decisive Brawl attack, adding extra successes from the attack roll to the damage roll at a rate of one mote per die.
\charm{Force-Rending Strike}
{5m, 1wp}
{Reflexive}{Instant}{-}
{Brawl 4, Essence 2, Wind and Stones Defense}
The Lawgiver may use this charm when she's the target of a non-ranged decisive attack. She clashes it using Brawl.
If the she is wielding an improvised weapon she may reduce the cost of this charm by 4m if she discards her weapon afterwards. It's destroyed, dropped or flung as the Storyteller deems appropriate.
\charm{Blade-Rebuking Wrath}
{5m, 1i}
{Reflexive}{Instant}{Attack-action}
{Brawl 5, Essence 2, Force-Rending Strike}
The Lawgiver may use this charm when she's the target of any non-ranged attack. She clashes it using Brawl. If she wins it does no damage, but knocks her opponent's weapon from his hand. For every three threshold successes, his weapon is hurled one range band.
\charm{Hammer on Iron Technique}
{5m, 1wp}
{Simple}{Instant}{-}
{Brawl 5, Essence 2, Falling Hammer Strike}
The Solar makes a series of up to ([half Strength or Stamina, rounded up] - 1) decisive attacks against a single target, dividing her initiative evenly between them. For every blow that lands, the damage of the next is increased by the number of 10s in the previous damage roll.
With an Essence 3+ repurchase the Solar may make up to ([Strength or Stamina] +1) attacks, and each successful hit adds +1 bonus damage to all subsequent attacks.
\permanentCharm{One With Violence}
{Brawl 5, Essence 2, Falling Hammer Strike}
Whenever the Exalt crashes an opponent with a Brawl or Martial Arts attack, she gains (Essence) extra initiative.
\charm{River-Binding Wrath}
{4m}
{Supplemental}{Instant}{-}
{Brawl 5, Essence 2, Unbreakable Grasp}
This Charm supplements a grapple attempt, granting both the attack roll and control roll disappearing 5s and 6s.
\charm{Dancing With Strife Technique}
{0m}
{Reflexive}{Instant}{Once/Scene}
{Brawl 5, Essence 3, Reckless Fury Discard}
When the Exalt takes no damage from an attack that rolls five or more successes, she may gain 1wp. Dancing With Strife Technique can be reset when she has only one initiative and is targeted by a withering attack without crashing.
\charm{Knockout Blow}
{5m, 1wp}
{Simple}{Instant}{Once/Scene}
{Brawl 5, Essence 3, Ox-Stunning Blow}
The Solar makes a withering Brawl attack with double 9s, and adding (Essence) damage. If it does more damage than her opponent has remaining health levels, he is immediately knocked unconscious.
Knockout Blow can be reset when she has 3 or fewer Initiative and is targeted by a withering attack without crashing.
\charm{Adamantine Fists of Battle}
{4m}
{Supplemental}{Instant}{-}
{Brawl 5, Essence 3, Burning Fist Burial}
When this Charm supplements a bare-handed Brawl attack. If withering, it gains +(Strength) Overwhelming. If decisive, her damage is lethal has double 10s and exploding 10s.
With a repurchase the Solar may pay 2m, 1wp when she damages an opponent using this charm. Doing so extends the duration to "One Scene."
\charm{Fire-Eating Fist}
{1m}
{Supplemental}{Instant}{-}
{Brawl 5, Essence 3, Force-Rending Strike}
This Charm supplements a Brawl Clash. Each 1 rolled by the attacker grants the Solar's Clash a bonus success.
If activated at the same time as Force-Rending Strike, she may use that charm to Clash energy attacks from beyond close range, reducing the cost by 1wp. If she wins such a clash, she does no damage but her fist becomes wreathed in her attacker's Essence, enjoying (opponent's Essence) bonus attack and damage dice on her next attack.
At Essence 4+, this effect becomes stackable to a limit of (Stamina) stacks. In addition, the Exalt may treat any ranged attack as if they were elemental bolts for this charm.
\charm{Wicked Dissolve Dust}
{4m}
{Reflexive}{Instant}{-}
{Brawl 5, Essence 3, River-Binding Wrath}
The Solar may use this charm when she's in control of a clinch and is the target of a decisive attack. She clashes the attack using Brawl. If the clash succeeds, rather than doing damage to the attacker, the damage of the opponent's attack is transferred to her captive.
\charm{Dragon Coil Technique}
{3m}
{Supplemental}{Until end of clinch}{-}
{Brawl 5, Essence 3, Devil-Strangling Attitude}
The Solar supplements a grapple gambit, granting (Essence) automatic successes to hit. On the control roll, she gains +1 success for each 10 her opponent rolls. In addition, her withering and decisive savaging attacks and slams enjoy (Essence) bonus dice of damage.
This charm may instead supplement a defense against a grapple. It grants no bonus successes in this use, but if she wins the roll she can take control of the grapple rather than merely escaping.
Finally, Dragon Coil Technique allows the Solar to grapple characters of prodigious size — tyrant lizards, river dragons, siaka and similarly sized beasts are valid targets for the her grasp.
\charm{Shockwave Technique}
{6m, 1wp}
{Supplemental}{Instant}{Once/Scene}
{Brawl 5, Essence 3, Crashing Wave Throw}
This charm supplements a Throw, allowing the Solar to toss her target out to short range (or further, if combined with Crashing Wave Throw), and grants 2 extra damage dice per round of control forfeited. In addition, she makes a single withering Brawl attack, base damage 7, which applies to every opponent within short range of where her target lands. If the Solar is crashed when she uses this attack, she still damages each foe, but she only gains Initiative from a single target.
\charm{Lightning Strikes Twice}
{1m, 1wp}
{Reflexive}{Instant}{Once/Scene}
{Brawl 5, Essence 3, Crashing Wave Throw, Heaven Thunder Hammer}
After launching an opponent with one of the prerequisite Charms, the Solar immediately moves adjacent to her opponent to make an additional attack using any viable Ability, and may draw a weapon to do so. She may choose to cancel the falling damage or damage from impact with scenery to make it a surprise attack.
Using Lightning Strikes Twice replaces the Exalt's normal movement action. It can be reset by gaining 10+ Initiative in a single tick.
\charm{Striving Aftershock Method}
{2m}
{Reflexive}{Instant}{-}
{Brawl 5, Essence 3, One With Violence}
After hitting with e Decisive Brawl attack and resetting to base initiative, the Solar may activate this charm to gait 2i.
\charm{Inevitable Victory Meditation}
{3m, 2i}
{Simple}{One Scene}{-}
{Brawl 5, Essence 3, Striving Aftershock Method}
The Solar rolls (Wits + Brawl) and stores the result. She can end the charm at any time to use this result in place of a Brawl roll, or to boost Parry or Evasion by 1/2 stored successes. At Essence 4+, the roll gains (Essence) automatic successes.
This may be activated as though it were Reflexive when the Solar beats all of her opponents in a Join Battle roll, or when she knocks an opponent prone.
\charm{Orichalcum Fists of Battle}
{3a}
{Reflexive}{One Scene}{-}
{Brawl 5, Essence 4, Adamantine Fists of Battle x2}
This charm may only be used while Adamantine Fists of Battle is active in its scene-long variation. The Solar's fists glow gold-to-white and her Caste Mark shines brightly. Her decisive attacks ignore hardness, and her base Initiative is increased by one. When she is at base Initiative or lower, her decisive damage rolls gain disappearing 1s.
\charm{Incarnated Fury Attack}
{10m, 3a, 1wp}
{Simple}{Instant}{-}
{Brawl 5, Essence 4, Adamantine Fists of Battle}
The Solar makes an unblockable, undodgeable withering Brawl attack against a crashed target with double 7s on the damage roll.
\charm{Raging Wrath Repeated}
{4m, 1wp}
{Reflexive}{Instant}{-}
{Brawl 5, Essence 4, Dragon Coil Technique}
If the Solar crashes an opponent she is clinching, she may activate this charm to immediately make a withering or decisive Brawl attack and reset all the rounds of control she had at the beginning of the clinch.
\charm{Rampage-Berserker Attack}
{7m, 3i, 1wp}
{Simple}{Instant}{Once/Scene}
{Brawl 5, Essence 4, Hammer on Iron Technique}
The Solar makes a Brawl based withering attack, but instead of adding threshold successes for damage, she multiplies her post soak damage by them.
Rampage-Berserker Attack can be reset if the Solar incapacitates a powerful or impressive opponent.
\charm{Supremacy of War Meditation}
{1m, 3a}
{Supplemental}{Instant}{Once/Scene}
{Brawl 5, Essence 4, Inevitable Victory Meditation}
The Lawgiver supplements a Brawl roll or static value with a full Excellency.
\charm{Heaven Fury Smite}
{0m}
{Reflexive}{Instant}{-}
{Brawl 5, Essence 5, Rampage-Berserker Attack}
This charm can be used when the Lawgiver lands a Brawl attack that crashes her target. She immediately launches a decisive attack against the crashed opponent with any viable Ability, and she may draw a weapon to make it.
\end{Ability}
\begin{Ability}{Bureaucracy}
\charm{Insightful Buyer Technique}
{3m}
{Simple}{Instant}{-}
{Bureaucracy 3}
The Solar gains a feel for a particular marketplace, however distant, intuiting roughly how much a given object will fetch. The more specific the venue contemplated, the more accurate the forecast - "to the south" will give only vague ideas of how people further south will value a thing, while "the central bazaar of Gem" will give her a sharp understanding. As always, things change - the longer she waits before acting on this information, the less accurate it may be.
\charm{Consumer-Evaluating Glance}
{3m}
{Reflexive}{One scene}{-}
{Bureaucracy 3}
This charm may be activated whenever the Solar sees a character considering a bargain with her. The Solar makes a Read Intentions action (without the need for further interaction) with (Essence) automatic successes. If successful, the Lawgiver learns her target's Resources rating, if he intends to accept the current offer or needs further incentive, and can tell if he plans to betray or cheat her. If he does, she gains a +(Essence) bonus to her Resolve against all bargain attempts by that character.
\charm{Deft Official's Way}
{5m}
{Simple}{One scene}{-}
{Bureaucracy 1}
The Lawgiver can sense who to talk to in order to produce results, who expects or is amenable to bribes, which functionaries are actually useful or friendly and which are officious tyrants. Whenever she encounters a rule, law or regulation, she immediately understands both the full text and the spirit in which it is actually enforced (or not). She adds (Bureaucracy) bonus dice to all Read Intentions actions related to understanding bureaucratic obstacles or untangling them.
\charm{Measuring Glance}
{5m}
{Simple}{Instant}{-}
{Bureaucracy 2, Deft Official's Way}