[Exalted] Non-Canon Solar Charms

March 15, 2017 | Author: ItzhakEven | Category: N/A
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Exalted 2.5 Edition

Non-Canon Solar Charms For all manner of Exalts, and creatures

Itzhak

]‫[בחר את התאריך‬

Table of Contents Archery......................................................4 Armor-Cleaving Bolt Enhancement .......... 4 Invincible Marksman's Stance .................. 4 Sun Ray Retribution .................................. 4 Keen-Eyed Marksman Defense................. 4 Beyond the World .................................... 4 Essence Arrow Attack [new Effects] ......... 4 Martial Arts ...............................................4 Oak-Uprooting Strength ........................... 4 Melee ........................................................4 Mirrored Blade Technique ........................ 4 Battle-Ending Stance ................................ 4 Heavenly Wind Unsheathed ..................... 4 Thrown ......................................................4 Shimmering Vortex Stride ........................ 5 Foes Fall Away .......................................... 5 Gilded Binding Nail ................................... 5 War ...........................................................5 You Shall Not Pass .................................... 5 Labors Treasured and Defended .............. 5 Defending the Banner Approach .............. 5 Uplifting Champion Approval ................... 5 Ablative Loyalty Barrier ............................ 6 Bronze Tiger Litter Technique .................. 6 Integrity.....................................................6 Virtuous Warrior’s Fortitude .................... 6 Faith Shelters the Mind ............................ 6 God-King's Dominion ................................ 6 Inviolate Panoply Defence ........................ 6 Sun and Moon Deny Madness .................. 6 Unconquered Paragon of (Virtue) ............ 6 Unapproachable Saint Method ................ 7 Performance ..............................................7 Tapestry of Memories .............................. 7 Jests Lighten Mood ................................... 7 Opinion-Swaying Solar Countermand....... 7 Dictum of the Sun ..................................... 7 Heavenly Gladiator Showmanship ............ 7 Peaceable Convocation Manner ............... 8 Master Orator Stance ............................... 8 Golden Remembrance Grasp ................... 8 Golden Rebuke Defense ........................... 8 Virtuous Courtier's Dance......................... 8 Fool-Mocks-Emperor Satire ...................... 8 Irresistible Chorus Line Harmony ............. 9 King of Masks Technique .......................... 9 Solemn Investiture ................................... 9 Stand Beyond the Crowd .......................... 9 Presence ....................................................9 Shining Virtuous Exemplar........................ 9 Lives Not Forgotten .................................. 10 Declaration of Truth ................................. 10 Bearing of Allegiance ................................ 10 Undeniable Might of the Sun ................... 10 Unbearable Golden Aura .......................... 10 Hero-Inspiring Interrogatory .................... 10 I Am Your World Stance............................ 10 Prey-Freezing Gaze ................................... 10 Stare Into the Sun ..................................... 11 Resistance .................................................11 Grain of Rice Sustenance .......................... 11 Tireless Laborer Mantle ............................ 11

World-Sustaining Enlightenment ..............12 Controlled Breathing Exercise ...................12 Iron Skin Shields the Flesh .........................12 Waterfowl's Steel Rain-Shedding Prana ....12 Aegis-Assuming Gesture ...........................12 Enduring Legend Toughness .....................12 Warrior’s Adversity Divestment ................12 Extended Life Prana ..................................12 Unassailable Rebuff of the Besieged .........12 Death-Defying Technique..........................13 Restful Catalepsis Dozing ..........................13 Survival......................................................13 Kingdom-Moving Impossibilities ...............13 Lion's Mighty Summons ............................13 Cloud-Banishing Gesture ...........................13 Cunning Hunter Sense ...............................13 Harmonious Wilderness Dominion ...........14 Nomad Wandering Spirit ...........................14 Speedy Concealment Method ...................14 Craft ..........................................................14 Labors Treasured and Defended ...............14 Masterful Aesthetic Expression .................14 Engaging Exquisite Meaning......................15 Emphatic Artistic Vision ............................15 Hand of Solidity .........................................15 Invention Implies Mastery ........................15 Golden Adventure Infusion .......................15 Heart-as-Anvil Technique ..........................16 Golden Years Reaffirmation ......................16 Solar Quality Assurance ............................16 Perpetual Preservation Proficiency ...........16 Brilliant Dreamer’s Blueprint .....................16 Chaos-Recoil Technique ............................16 Thousandfold Workshop Methodology ....16 Investigation..............................................18 Is This Tomorrow.......................................18 Illusion-Shattering Technique ...................18 An End to Deception .................................18 Hidden Cabal Uncovering Method ............18 Infallible Watchman's Eye .........................18 Puzzle-Solving Glance ................................18 Sense of Disharmony.................................19 Subtle Interrogation Technique ................19 Lore ...........................................................19 Sagacious Academic Methodology ............19 Gilded Scrolls of Wisdom ..........................19 History Accounting Regimen .....................19 Flood of Essence Granted..........................19 My Will Imposed .......................................20 Armies March against Chaos Method .......20 Indomitable Cascade of Knowledge ..........20 Medicine ...................................................20 Flawless Midwife Practice .........................20 Fertile Soil Method ....................................20 Bountiful Loins Blessing.............................20 Hero's Benediction ....................................20 Glorious Solar Creche ................................20 Village-Healing Ministrations ....................21 Nation-Curing Blessing ..............................21 Sun-Given Vitality ......................................21 Battlefield Medicine Mastery ....................21 Mind-Restoring Method ............................21

Occult ........................................................21 Immortal Sorcerer’s Advantages............... 21 Sudden Arsenal Acquisition ...................... 21 Sorcerer Bedevilling Tricks ........................ 21 Mortal Magic Mastered ............................ 22 Thaumaturgy Refinement Techniques ...... 22 Breaking the Wicked's Will ....................... 22 Athletics ....................................................22 Sky-Dancing Technique ............................. 22 Effortless Solar Strength ........................... 22 Immovable Righteousness ........................ 22 Delicate Mosquito Movement .................. 22 Cavorting Dolphin Style ............................ 22 Stone-Shattering Step ............................... 23 Awareness .................................................23 Honest Turnabout Assault ........................ 23 Action without Thought ............................ 23 Treasure-Warding Caution........................ 23 Awareness of Lessers Technique .............. 23 Golden Lantern Understanding................. 23 Sense-Unifying Concentration .................. 23 Telescopic Sun Omniscience ..................... 23 Dodge ........................................................24 Decoy Displacement Deceivement ........... 24 Bending with the Unbreaking Reed .......... 24 Shaded Ally Intercession ........................... 24 Running-Before-The-Storm Defense ......... 24 Larceny ......................................................24 Thief-King's Ghostly Presence ................... 24 Identity Shielding Aegis ............................. 24 Perfected Mask Gallery ............................. 24 Golden Mask of the God-King ................... 25 Gilded Words Methodology ...................... 25 Shadow Agent Cultivation ......................... 25 Unseen Shadow Curriculum...................... 25 Under the Shadow of the Sun ................... 25 Loyalty Indoctrination Practice ................. 25 Castle-Entering Stance .............................. 25 Body Double Disguise ............................... 25 Five-Thousand Finger Discount ................. 25 Remote Appropriation Prana .................... 26 Stealth .......................................................26 Thief-King's Ghostly Presence ................... 26 Identity Shielding Aegis ............................. 26 Humble Mortal Mien ................................ 26 The Sun Is Always There ........................... 26 Oracle-Rebuking Sunbeam........................ 26 Cunning Scoutmaster’s Practice ............... 26 Night Hidden Footsteps Method .............. 27 Bureaucracy...............................................27 Being Everywhere Approach ..................... 27 Unbreakable Handshake Agreement ........ 27 Jade Beckons Yojimbo............................... 27 Turning the Wheel of Commerce .............. 27 Efficacious Hiring Strategy ........................ 27 All-Desirable Treasure of Heaven ............. 27 Chastising the Corruptible Manager ......... 28 Instructions of Efficient Management ...... 28 Spherical Flow of Wealth Method ............ 28 Righteous Leadership Style ....................... 28 Sun-King Requisitioning Stance ................. 28 Linguistics ..................................................28

Expression beyond Words ........................ 28 Golden Interpreter Convocation .............. 28 Sealing the Envelope ................................ 29 Perpetually Persistent Message ............... 29 Glyph Reproduction Method .................... 29 Sunrise Inkwell Spirit ................................ 29 Confounding Legalism Loophole .............. 29 Disseminating the Royal Proclamation ..... 30 Ride ...........................................................30 Golden Charioteer Practice ...................... 30 Opulent God-King Transportation ............ 30 Pilot’s Steady Hand ................................... 30 Durable Convenience Strategy ................. 30 Attendant Chariot Gesture ....................... 30 Jousting At Giants ..................................... 30 Breaker-of-Horses Technique ................... 30 Steed of Heaven and Earth ....................... 31 Mount-Guiding Intuition .......................... 31 Love of Rider and Ridden .......................... 31 World-Crossing Stamina ........................... 31

Aquatic Spirit Steed ...................................31 Assault Ram Style ......................................31 Spook the Skittish Colt ..............................31 Sail ............................................................31 Sails of Essence Technique ........................31 Phantom Crew Charm ...............................32 Flashing Sailing Method ............................32 Light on Water Prana ................................32 Fearless Admiral’s Dominion .....................32 Eternal Storm-Breaking Harbor .................32 Righteous Protocols of the Solar Navy ......32 Spiritual Anchoring Prana ..........................32 Gracious Hospitality of Flotsam ................33 Golden Cove Trick .....................................33 Hull-Strengthening Focus ..........................33 Captain's Faithful Vow...............................33 Socialize.....................................................33 Labors Treasured and Defended ...............33 Inviolable Social Definitions ......................34 Slick Words Technique ..............................34

Mantle of the Mandate............................. 34 Fisher King ................................................ 34 Ideals of Heroic Virtue .............................. 34 Festival of the Sun Reborn ........................ 34 Illegible Solar Poker Face .......................... 35 Hero-King Reign ........................................ 35 Pleasing Speech Discipline ........................ 35 Immaculate Etiquette Proficiency ............. 35 Lord-and-Vassals Agreement .................... 35 Eye-for-Passions Scrutiny .......................... 35 Glorious Affirmation Stance...................... 35 Master of Society Technique .................... 35 Uplifting Trials of the Perfect .................... 35 Restless Mind Technique .......................... 35 Friend of a Friend Technique .................... 35 Glorious Court Strategies .......................... 36 Legendary Celebrity Attitude .................... 36 Word and Deed Understanding ................ 36

Archery

Incapacitated level that must be healed before any other wounds can be rejuvenated.

Armor-Cleaving Bolt Enhancement Cost: - (+1m); Mins: Archery 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms Phantom Arrow Technique Arrows formed out of pure, Solar essence pierce even the hardest armors. This Charm enhances its prerequisite, allowing any ammo formed by that Charm to ignore the Hardness of its target by paying an extra mote.

Invincible Marksman's Stance Cost: 6m; Mins: Archery 5, Essence 3; Type: Reflexive Keywords: Combo-OK Duration: One Scene Prerequisite Charms: Flashing Vengeance Draw The Solar moves with such grace and precision that deflecting incoming attacks becomes child's play. When armed with an archery weapon, she may utilize her parry DV as if she were armed with a melee weapon, but may choose the highest of Archery, Melee or Martial Arts in the defense calculation. The defense bonus of the archery weapon is +0 or +1 if it is an attuned artifact made of Orichalcum.

Sun Ray Retribution Cost: 3m, 1wp; Mins: Archery 5, Essence 3; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Keen-Eyed Marksman Defense Pulling his bowstring taut, the Solar offers death to those who attack him and his allies. The Solar may activate this Charm in response to any attack made against himself or another ally within the range of his weapon, allowing him to make an Archery-based counterattack at the attacker.

Keen-Eyed Marksman Defense Cost: 4m; Mins: Archery 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: There Is No Wind When the solar stands ready, the arrows of his enemies fall short of their mark, as his own arrows strike them down. This Charm allows the lawgiver to roll (Dexterity + Archery) as a Counterattack, in step 2, against any Archery or Thrown attack aimed at him. Every success on this activation roll reduces one success from the attacker’s roll, before comparing it to the lawgiver’s DV. At Essence 3+, the Solar can also use this Charm against attacks aimed at allies within (Essence x 3) yards.

Beyond the World Cost: 5m, 1wp; Mins: Archery 4, Essence 2; Type: Simple Keywords: Combo-Basic, Leader Duration: One Scene Prerequisite Charms: There Is No Wind The Solar harmonizes himself with his bow and his soul and his arrows. All act as one, disdaining the crude limitations of the world for Solar excellence. Until the end of the scene, reduce Internal and External Penalties by the character's permanent Essence. This specifically does not include an opponent's DV.

Essence Arrow Attack [new Effects] These are special effects for the Charm in the corebook. ● Mercy of the Pure Bulb Shot: Sometimes, it is better to subdue an opponent than kill him. Mimicking a bulb-head arrow with Essence, the Solar insures that at worst, the target will remain unconscious for a long time. The Solar’s attack automatically does bashing, regardless of usual damage, and additional damage below Incapacitated does not become Lethal. Instead, each level becomes a phantom additional

Martial Arts Oak-Uprooting Strength Cost: –; Mins: Martial Arts 2, Essence 1; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Fists of Iron Technique The Solar Hero's strength bends all things to his will. If he has need of a weapon, then the mountains and forests of Creation will arm him. If the Solar wields an improvised weapon, the penalties he suffers to his Accuracy are reduced to -0. In addition, if he has Solar Hero Form active, he adds +2 to the Accuracy of all improvised weapons he wields.

Melee Mirrored Blade Technique Cost: 2m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Dipping Swallow Defence While a battle may be a chaotic environment, the greatest of Bronze Tigers can always keep their bearings by seeing the entirety of the battle in the flashing reflections on the edge of a blade. Activated in response to an unexpected attack by a fifth attacker, this charm removes the unexpected quality from that attack as long as the Solar is armed. Until the Solar's next action, he no longer suffers automatic unexpected attacks from being surrounded by five opponents.

Battle-Ending Stance Cost: 6m, 1wp; Mins: Melee 5, Essence 3; Type: Simple Keywords: Combo-OK, Compulsion Duration: Instant Prerequisite Charms: Heavenly Guardian Defense The Solar Exalted decide when a battle is finished. Sheathing his blade or letting his weapon fall to the ground, the Solar exerts unnatural mental influence on every character he has dealt damage to with a Melee-based attack in the scene, rolling (Charisma + Melee) as a social attack against their Dodge MDVs. Each character whose MDV is beaten is compelled to stand down and cease hostilities for the rest of the scene, acknowledging that the battle has ended. This influence does not force them to surrender, although it does open the way to negotiate it. This unnatural mental influence may be resisted for a cost of three points of Willpower, although a character need only pay one point of Willpower to resist if they have more undamaged health levels remaining than the Solar does. If the Solar draws a weapon, or if any character attacks a target of this Charm or any of their allies, then this influence is automatically broken on all targets. Once a character has resisted this influence or had it broken, they are immune to all further uses of this Charm for the rest of the scene. This Charm can only be used once per scene.

Heavenly Wind Unsheathed Cost: 6m, 1wp; Mins: Melee 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Obvious Duration: One action Prerequisite Charms: One Weapon, Two Blows Breathing deep the essence of the air around him, the Solar becomes like the wind, striking with ultimate finesse and insuperable speed. This Charm supplements a flurry of Melee attacks. Each attack in the flurry inflicts an onslaught penalty on its target equal to the total number of Melee attacks the Solar makes against them with that flurry, rather than the normal cumulative value, to a maximum of -10. If the normal cumulative penalty for an attack would exceed this maximum, then it is used instead.

Thrown

Shimmering Vortex Stride Cost: 2m; Mins: Thrown 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Triple Distance Attack The force exerted when a Solar declares through his actions that an object needs to move through space in the crudest manner is titanic. When the Solar throws something and enhances that action with this charm, a vortex of wind explodes in the object's wake, either dragging along the Solar in the direction the object was thrown or blowing him backwards directly away. In either case, the Solar moves ([Essence + Thrown] x 2) yards.

Foes Fall Away Cost: 2m; Mins: Thrown 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Triple-Distance Attack Technique The solar exalt drives back his enemies with the fury of his blows, his weapons sending them sailing away. A target struck by an attack enhanced by this charm suffers knockback during step 10 of resolution. They are knocked back by (Essence x 5) yards, or the range increment of the thrown weapon - whichever is lesser.

Gilded Binding Nail Cost: 5m; Mins: Thrown 4, Essence 3; Type: Supplemental Keywords: Combo-OK Duration: One scene Prerequisite Charms: Triple-Distance Attack Technique None who defy the justice of the Solar Exalted may escape their wrath. If an attack supplemented by this Charm successfully deals damage to its target, the Solar may pin him to a wall or the ground with his weapon. The Lawgiver makes a clinch attack, reflexively rolling (Strength + Thrown) instead of the normal ([Strength or Dexterity] + Martial Arts). If the Solar succeeds, his victim is trapped, unable to move until he breaks away from the clinching weapon. This function as a normal clinch, except that the Solar can act freely, and he may only hold his enemy immobile. He rolls (Strength + Thrown) on each of his target’s actions to maintain the clinch.

War You Shall Not Pass Cost: 1m (+1wp); Mins: War 5, Essence 2; Type: Reflexive Keywords: Combo-OK, Merged (Athletics), Native, Overdrive Duration: Indefinite Prerequisite Charms: None In the face of mortals and monsters, dragons and fairies, traitor gods and innocent demons, the Solar holds the line. This Charm grants the Solar an empty Overdrive pool with a capacity of ten motes. The Solar can activate this Charm while rolled into combat. While it is active, he gains one offensive mote every time his DVs refresh. He also gains one offensive mote whenever he parries an attack made with genuine intent to harm him, without using a Charm that bears a Flaw of Invulnerability. He may gain a maximum of one offensive mote per action per opponent in this fashion. Finally, he gains three offensive motes the first time in an action that he successfully blockades a given enemy’s movement (Scroll of Errata, pp. 8). This Charm immediately deactivates if the Solar moves (or is moved) more than (higher of Athletics or War) yards from the spot where he activated it, and subsequently increases its cost by one point of Willpower for the rest of the scene. While it is active, the Solar can spend offensive motes to fuel Athletics Excellencies used to enhance a Blockade Movement roll.

Labors Treasured and Defended Cost: —; Mins: War 4, Essence 2; Type: Permanent Keywords: Merged (Craft, Socialize), Native, Overdrive

Duration: Permanent Prerequisite Charms: None Pity those who seek to unmake what the Solar has struggled so hard to achieve, for such villains will find little mercy elsewhere. This Charm provides the Solar with an Overdrive pool capable of holding ten motes. The Solar gains offensive motes whenever he knowingly rolls Join Battle against a foe who has damaged an item or structure he has crafted or reduced the Assets (Masters of Jade, pp. 67) of an organization over which he holds authority. If an enemy commits such an act after combat has already been initiated, the Solar gains these motes immediately. He may only gain motes in this fashion from a given enemy once per scene. The Exalt gains a number of offensive motes equal to the damaged item’s Resource value (or Artifact or Manse rating +2); truly legendary constructs (qualifying for Artifact or Manse rating N/A) provide ten motes. In the case of an enemy who has damaged multiple objects, the Solar gains motes equal to the total combined value of all damaged items (Artifacts, Manses and Resources are calculated separately; use the highest total, to a maximum of ten). If it was his organization that was harmed, the Solar instead gains offensive motes equal to its Size before the enemy’s actions. The Solar continues to gain one offensive mote each time his DVs refresh so long as an appropriate culprit remains within his engagement range. In the case of organization-to- organization damage, the Solar may gain these motes while engaging the actual agents that inflicted the harm upon his organization, as well as their superiors (if he can track them down). Items, structures or organizations that are meant to be destroyed (or to destroy themselves) do not normally qualify to granting the Solar motes in this way; things like bombs, foodstuffs, dummy buildings or businesses intended to fail for tax purposes. They only qualify if the manner of their destruction (defusing a bomb, consuming cakes before they can be sent to a Guild-sponsored party, bringing down a business in a manner that exposes the scam) directly opposed the purpose the Solar intended for them.

Defending the Banner Approach Cost: 2m; Mins: War 4, Essence 3; Type: Reflexive Keywords: Combo-Ok Duration: Scene Prerequisites: Heroism Encouraging Presence The Solar's glorious example drives even the most humble soldier in her armies to rise to the challenge when her cause is threatened. While engaged in mass combat, the Solar may reflexively spend 2m to allow any single mortal soldier under her command to use her traits for a single scene. During this scene, the soldier counts as a heroic essence user, and has the physiology of an Exalted (including soaking lethal with stamina, stopping bleeding etc.). The Exalt need not be consciously aware of the soldier in need of her aid, she simply understands that a champion has risen within her army and may either give or deny her aid.

Uplifting Champion Approval Cost: (0m+ 1wp); Mins: War 5, Essence 4; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisites: Defending the Banner Approach When the Solar reaches new heights of glory, even other Chosen follow her. This charm permanently upgrades its prerequisite, allowing it to affect other Supernatural beings for a 1wp surcharge. In addition, the Solar may choose a single Solar charm whose minimum Essence does not exceed half of her own, rounded down. By spending motes and willpower equal to twice its activation cost, she may grant her empowered subordinate access to that Solar charm as though it were their own. This granted charm lasts a single scene, and the champion's anima banner becomes a mixture of his own and the Solar's for the duration. The granted Charm cannot have a Flaw of Invulnerability.

Ablative Loyalty Barrier Cost: 8m; Mins: War 5, Essence 4; Type: Reflexive (Step 7) Keywords: Combo-OK Duration: Instant Prerequisites: Commanding the Ideal Celestial Army, Heroism Encouraging Presence The Solar's allies realize his great value on the battlefield and are willing to sacrifice themselves to preserve such an important leader. This charm constitutes a perfect defense that reduces the raw and final damage of an attack to 0. In the process of activating this charm, one of his mortal followers dies for every three full points of raw damage prior to reduction. If not enough followers remain, this charm cannot be activated. This flaw constitutes a unique flaw of invulnerability. "Followers" are defined as either mortals in a mass combat unit he leads, mortal members of his cult or mortals with an intimacy of loyalty to the solar. Only those who would be willing to sacrifice themselves for the Solar are valid targets of this charm.

Bronze Tiger Litter Technique Cost: —; Mins: War 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Legendary Warrior Curriculum The armies of the Solar Exalted are as terrible a weapon as the daiklaves the Chosen wield. This Charm expands the capacity of the Exalt’s Legendary Warrior Curriculum to teach his troops special techniques. In the case of Essence-users the Solar may now teach them Charms that they could normally learn from the Exalt (Solar Charms if they are Solars, Terrestrial martial arts Charms if they are nearly any Essence-user). This only speeds the training of Charms that fall under those Abilities the Exalt can train with Tiger Warrior Training Technique.

Integrity Virtuous Warrior’s Fortitude Cost: —; Mins: Integrity 4, Essence 3; Type: Permanent Keywords: Native, Overdrive Duration: Permanent Prerequisite Charms: Phoenix Renewal Tactic Fuelled by uncompromising righteousness, unflagging courage, self-sacrificing love, or clear-minded justice, the Solar fights all the harder against the inequities of the world. This Charm provides the Solar with an Overdrive pool capable of holding ten motes and further enhances the Virtues defined by Phoenix Renewal Tactic. Whenever the Solar witnesses any character other than one of his allies perform an action which would require him to suppress an enhanced Virtue if the Solar were to perform it himself, he gains (Virtue) offensive motes. This is based on the Solar’s own perceptions; a Compassionate lawgiver will not gain motes upon seeing a man give poisoned sweets to a child if he is unaware of the toxin. While engaged in combat, he also gains (Virtue) offensive motes whenever he channels that Virtue. This Charm can grant the Solar offensive motes only once per action, and stops granting him offensive motes in conjunction with a given Virtue if he has suppressed that Virtue earlier in the scene.

Faith Shelters the Mind Cost: 8m, 1wp; Mins: Integrity 4, Essence 4; Type: Simple Keywords: Combo-Ok, Social Duration: Scene Prerequisites: Any Integrity Excellency The Solar's powerful will enhances those who have faith in her, or even those who simply need her guidance. When the Solar activates this charm, she may choose any number of people within Essence*10 yards. For the duration of the scene, those people have their MDV increased by the Solar's Essence. This benefit cannot affect the Solar herself, and she may not benefit from another person's activation of this charm while she is also using it. Additionally, any protected individuals who have an intimacy of faith or trust towards the Solar

reduce the willpower cost to resist any unnatural mental influence by 1, to a minimum of 0. A repurchase of this charm at Essence 5 reduces the cost to resist unnatural mental influence by half her Essence, rather than 1. The protected individual must still have an intimacy of faith or trust towards the Solar.

God-King's Dominion Cost: - Mins: Integrity 5, Essence 5; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisites: Sun King Radiance The Solar is God-King of his domain, ruling all beneath him with an unstoppable mandate. All rolls that adversely affect any organization the Solar is a member of suffer an internal penalty equal to the Solar's Essence and are Obvious to him. The penalty for betraying the Solar from Sun King Radiance is increased to the Solar's Integrity score, and affected beings may use the Solar's Essence when determining DMDV instead of their own. Finally, all who serve the Solar and pray to him at least once a week gain a +1 external bonus to all rolls to regain willpower or resist poison/disease and live 25% longer.

Inviolate Panoply Defence Cost: -; Minimums: Integrity 3, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Integrity-Protecting Prana The Lawgivers defend that which is theirs from the dread power of their enemies and the twisting chaos beyond the world with equal ease. This Charm permanently enhances its prerequisite, extending the effects of Integrity-Protecting Prana to all items the Lawgiver owns as long as that object is within (Essence) yards of her.

Sun and Moon Deny Madness Cost: 1-5m; Mins: Integrity 4, Essence 3; Type: Reflexive Keywords: None Duration: Indefinite Prerequisite Charms: Truth Shines Through When the Sun and Moon are in harmony, naught can hold them or stand against them, not even the Great Curse. Activating this Charm, the Solar creates a reciprocal bond to his Lunar mate, granting himself one dot in the Lunar Bond background (mechanically identical to Solar Bond) for each mote committed to this Charm. While this Charm is active, the Lunar and the Solar may spend dice from the pool granted by their respective Bond backgrounds to resist unnatural mental influence without gaining Limit, with one die being equivalent to 1wp. Furthermore, when the Lunar undergoes a Limit Break, she receives the benefits of an uncontrolled Limit Break even if she exercises the Partial Control option, and the Solar may choose to participate in her Limit Break, reducing his current Limit by the number of motes committed to this Charm. If this would reduce his Limit to zero, his Willpower is restored as if he himself had undergone an uncontrolled Limit Break. In games where the Great Curse has been cured (or has not yet been imposed), this Charm still creates a reciprocal bond as described in the first paragraph, and grants the Solar and his Lunar mate the ability to reduce their Limit by spending dice from their bond pools.

Unconquered Paragon of (Virtue) Cost: ---; Mins: Integrity 5, Essence 3; Type: Permanent Keywords: Native Duration: Permanent Prerequisite Charms: Righteous Lion Defense The Unconquered Sun is without doubts the true paragon of virtue, an incarnation of everything that is saint and sacred. In humble emulation of his steps, the Lawgivers have developed this Charm, which can be purchased for any Virtue the character has at 5+. If the character does so, he succeeds on all that Virtue rolls with a threshold equal to his Essence. This means that the character must

always act in accordance to that Virtue, no matter the circumstances. The Solar also turns his Virtue dice into successes when he channels it to enhance an action. Also, he can choose to recover a channel of the appropriate Virtue in lieu of any other benefit for a successful 2 or 3 dice stunt. This Charm expands the character’s understanding for the appropriate Virtue: Compassion: the Solar is meant to inspire people into greatness and to be reminded as a noble hero, not to spread terror among the populace. The character can no longer kill his enemies if not acting in the defense of others. Also, he must accept the surrender of his enemies and any sincere request of forgiveness, for he must be an example to follow, showing mercy to the ones that lack it. The character can reflexively spend a willpower point and a Compassion channel to perfectly dodge any natural or unnatural mental influence that tries to force him to act in a harmful way against another being. Conviction: the Lawgiver understands that each of his actions is inspired by his inner desire to make a better world, a pure gesture of his good intentions. The character can no longer accept surrender nor admit the possibility of personal fallibility, since doing that would be to admit that his ideals are not sacred nor worthy enough to be accomplished. In a similar way, he has to make an intervention every time he sees any of his principles being transgressed by others. The Exalt can reflexively spend a willpower point and a Conviction channel to perfectly dodge any natural or unnatural mental influence that tries to force him to act against his Motivation or any of his Intimacies. Temperance: the Solar is a true paragon of honor and sincerity, an example to follow without hesitation. For this reason, he must always show the proper behavior, no matter the circumstances. The character finds unacceptable to break a promise, cheat or otherwise show a dishonorable conduct or indulge into a personal pleasure in lieu of carrying out his responsibilities. He can reflexively spend a willpower point and a Temperance channel to perfectly dodge any natural or unnatural mental influence that tries to force him to indulge into inappropriate behavior. Valor: the Lawgiver sees his importance in the hierarchy of Creation, how he was chosen among millions to bring glory and hope. Because of this, any affront to his authority cannot be forgotten, for it’s also an affront to Creation and anything he stands for. The character finds impossible to tolerate or overlook any challenge or disrespect to his authority. The Solar can reflexively spend a willpower point and a Valor channel to perfectly dodge any natural or unnatural mental influence that tries to induce fear or force him to allow disrespect to his authority. The character can spend a willpower point to suppress all the effects of this Charm for a scene. That’s the only way he can act against the chosen Virtue. A second purchase at Essence 6+ allows the character to get a number of successes equal to his Essence each time he channels the chosen Virtue for as long as he hasn’t suppress the effects of this Charm. This does not increase the number of Virtue channels he has. This Charm is not compatible with Epic Zeal of (Virtue), so they cannot be taken for the same Virtue.

Unapproachable Saint Method Cost: 5m, 1wp; Mins: Integrity 5, Essence 3; Type: Simple Keywords: Combo-OK, Social Duration: One scene Prerequisite Charms: Temptation-Resisting Stance The Lawgiver is a paragon of excellence, and a living avatar of the Unconquered Sun. No matter the number of offenders trying to assault her status and no matter how persistent a given offender may be, the Solar remains blasé and unaffected. Unapproachable Saint Method nullifies penalties to the Solar’s Dodge MDV stemming from onslaught or coordinated social attacks.

Performance

Tapestry of Memories Cost: - (1wp); Mins: Performance 5, Essence 3; Type: Permanent Keywords: Emotion, Social, Mirror (Horror in the Mirror) Duration: Permanent Prerequisite Charms: Memory-Reweaving Discipline The lawgiver may choose to reweave memories into a new pattern, but the old threads still remain. When activating MemoryReweaving Discipline, the Solar may choose to spend 1wp to tie any number of altered memories to a trigger, whether a phrase, object, action etc. When that trigger occurs, the target regains all of their original memories that were tied to the trigger. Additionally, the subject gains an Emotion effect of hope and courage regarding that memory that lasts a scene Mirror: This functions as the Solar version, save that the Emotion is one of stricken horror and despair

Jests Lighten Mood Cost: 8m; Mins: Performance 5, Essence 2; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack, Social Duration: Instant Prerequisite Charms: Heart-Compelling Method Creation is a scary place at times, and there are plenty of things that can get you down, but when the Solar makes a jest, it can help alleviate the pervasive oppression of emotions and lighten the mood of those around him. This Charm allows the Solar to make a counterattack to a Social attack that carries the Emotion keyword, and seeks to instill a negative emotion in the target or targets. The Solar can make a reflexive Charisma + Performance roll, and every success he gets on this roll deducts one success from the incoming attack, before comparing to the target's MDV, if it isn't undodgeable or unblockable. This Charm can specifically be used against social attacks aimed at others, as well as himself, as long as they are within (Essence x 5 yards).

Opinion-Swaying Solar Countermand Cost: -; Mins: Performance 5, Essence 3; Type: Permanent Keywords: Combo-Ok, Counterattack, Social Duration: Permanent Prerequisite Charms: Jests Lighten Mood This Charm enhances its prerequisite, allowing it to be used to defend against all social attacks.

Dictum of the Sun Cost: 6m, 1wp; Mins: Performance 4, Essence 3; Type: Supplemental Keywords: Social, Combo-OK, Compulsion Prerequisite: Heart-Compelling Method It is the nature of the Golden Bulls to lead men and god to one unified purpose. This Charm grants the Solar's prayer the ability to make social attacks upon spirits prayed to. The social attack uses the same roll and difficulty as the prayer roll, so sacrifice to reduce the difficulty is as important as ever. If the Solar is leading the prayer of a group, then (the social unit's Magnitude) automatic successes are added to the social attack roll (but not the prayer roll). The god may add their cult rating to their MDV, and there must be a minimum sacrifice to the prayer equal to the target's Cult rating. If the social attack attempts to compel behavior, it is empowered by an unnatural Compulsion that requires two Willpower to resist. If it is a command that falls within the normal bounds of a god's duties, then the attack is undodgable. If the god resists, the Essence (or ambrosia) from the prayer is denied to them, but cannot be further affected by any use of this Charm for the next 25 hours.

Heavenly Gladiator Showmanship Cost: — (1wp); Mins: Performance 4, Essence 3; Type: Permanent Keywords: Emotion, Obvious Duration: Permanent Prerequisite Charms: Heart-Compelling Method Under the pounding crucible of battle, the glory of the SunChosen shines all the brighter, and those who view this revelation have

their breath stolen away. Once during a scene, whenever the Solar's player rolls 5 or more threshold successes in the execution of a combat action, the Solar may spend a Willpower point to make a reflexive Charisma + Performance roll, as long as the action:  Is directly related to defeating the Solar's enemy  Serves as a sufficient display of the Solar's prowess and/or supernatural might Anyone who witnesses this action and whose MDV is less than the successes rolled on the Performance roll suffers an intense emotion of awe or terror (decided by the Solar upon the WP expenditure) for the rest of the scene. Those affected who still attempt to strike the Solar suffer an internal penalty on the attack roll equal to his permanent Essence. This unnatural mental influence costs 2wp to resist.

Duration: Permanent Prerequisite Charms: Memory-Reweaving Discipline Once a Lawgiver has dictated belief, that belief is stronger than steel or jade. The Solar's words can fix memories in the minds of a target, or dedication to a belief may inspire new converts to drive themselves beyond the limitations of their bodies and minds. This Charm greatly increases the tenacity of its prerequisite. If the Solar pays an additional two motes and one Willpower, add one of the Solar’s Virtues to any MDV pools (prior to halving) for attempts to convince targets to break their new beliefs. The Virtue chosen must fit the memories/belief granted. Furthermore, the target must succeed on a willpower roll against a difficulty equal to said highest Virtue before any attempt to break commitment.

Peaceable Convocation Manner

Cost: -; Mins: Performance 4, Essence 2; Type: Permanent Keywords: Merged (Presence, Investigation) Duration: Permanent Prerequisite Charms: Any Performance Excellency The Solars would not always stand to keep silent and ignore the words of their lesser. Sometimes a rebuke is needed to dissuade others from holding that same erroneous position. This Charm enhances the Solar’s Parry MDV, allowing him to add Essence to the pool to calculate it.

Cost: 8m; Mins: Performance 4, Essence 3; Type: Supplemental Keywords: Combo-Basic, Compulsion, Social Duration: One social combat Prerequisite Charms: Respect-Commanding Attitude The Solar Exalted command the attention of their foes. This Charm can supplement any roll to Join Debate. He makes a (Charisma + Performance) roll as a reflexive social attack against the Dodge MDV of all characters in the scene. This Charm exerts unnatural mental influence on all characters whose MDV is beaten, preventing them from making a Join Battle or Join War roll for as long as the Solar commits the motes. This influence also applies to the Solar. This Compulsion prevents other characters from initiating hostilities, forcing them to keep to negotiation through unnatural mental influence. This does not prevent them from leaving, heckling the Solar, or taking any other action that is not sufficiently hostile to require combat or mass combat. This unnatural mental influence may be resisted for a cost of three Willpower. Once any character in the scene rolls Join Battle or Join War, this influence is broken. This Charm may only be used once in a scene.

Master Orator Stance Cost: 3m+; Mins: Performance 3, Essence 2; Type: Supplemental Keywords: Combo-Ok, Leader, Social Duration: Instant Prerequisite Charms: Any Performance Excellency One of the problems for a Solar who is a master of oratory or a performing art is that it is impossible to control who is affected by the power in their voice and artistry. While it can be quite nice to have an entire audience hanging on his every word, a Solar who is attempting to distract a crowd away from a more stealthy colleague may not wish to distract that colleague as well! Similarly, when inciting a crowd to riotous vengeance, it may be vexing for a Zenith demagogue who wishes his well-trained bodyguards to retain their calm to see them caught in the fury of the mob. Although the name of the charm mentions oration, where it sees the most use, it may be used for any application of the Performance skill. By utilizing essence harmonics and control, the Solar who knows how to enter a Master Orator Trance can pick certain individuals or social units that will not be affected by a Performance social attack. The Solar may choose a number of individuals or units equal to his (Charisma). Each individual or unit so excluded costs 3 motes, and a unit cannot be bigger in Magnitude than (Essence/2). The Solar must be able to identify targets to be excluded. When excluding social units the Solar must choose to exclude an entire social unit or not; he cannot choose to only affect half of a certain social unit (though if the unit is small enough, the Solar may be able to exclude half by using individuals rather than units.) Each "exclusion" is independent of another, so a Solar with Charisma 3 may exclude 4 individuals, 4 units, 3 units and 1 individual, 2 units and 2 individuals, or any other configuration.

Golden Remembrance Grasp Cost: - (+2m, 1wp); Mins: Performance 5, Essence 4; Type: Permanent Keywords: None

Golden Rebuke Defense

Virtuous Courtier's Dance Cost: 6m; Mins: Performance 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Emotion, Social, Stackable Duration: Instant Prerequisite Charms: Heart-Compelling Method The virtues of the Lawgivers inspire like behavior in their admirers. This Charm supplements a Performance-based roll to compel or discourage virtuous behavior. It exerts an unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes, this Charm increases or decreases the Virtue corresponding to the compelled behavior by one, but only for the purposes defined in the disadvantages of Virtues (defined on p. 102). It also creates an instant intimacy (see p. 201) to that virtue. Shaking off the false virtue requires one Willpower per scene, and the effect lasts until the targets break their intimacy to the false belief.

Fool-Mocks-Emperor Satire Cost: 10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple Keywords: Combo-OK, Emotion, Social Duration: Instant Prerequisite Charms: Heart-Compelling Method When the arms of warriors fail to topple a king, the pen of a playwright might yet prevail. Through this Charm, a Lawgiver can destroy the reputation of a person or group with a performance of theater, poetry, music, or similar. He rolls ([Charisma or Manipulation] + Performance), and chooses to satire either a person, a social group, or a particular Virtue. He might perform a play in which the Regent Fokuf is bamboozled by the shenanigans of a group of young Dynasts, dramatically recite accounts of the Guild’s intrigues and iniquities, or read aloud from a volume of poetry denigrating the intemperate courage and brash valor of warlords that has despoiled Creation. This Charm exerts unnatural mental influence on all who witness the presentation. Characters with MDV less than the Solar’s successes must spend two Willpower or be compelled by this satire, gaining a magical intimacy of derision for the person, group, or Virtue. If the targeted individual attempts to make a social attack against a character with such an intimacy, he suffers an external penalty equal to the Solar’s Essence. Likewise, if a member of a targeted group makes a social attack against a character with the intimacy, they too take the penalty – but only if they speak on behalf of or in support of the group. If the performance targeted a Virtue, then the penalty applies to any social attack that aligns with that Virtue, but it is reduced to half the

Solar’s Essence. Social attacks enhanced by Charms are not penalized. The magical intimacy from this Charm can be eroded normally.

Irresistible Chorus Line Harmony Cost: —; Mins: Performance 4, Essence 2; Type: Permanent Keywords: Compulsion Duration: Permanent Prerequisite Charms: Respect-Commanding Attitude When music wells up in the hearts of the Sun’s Chosen, all the world must dance to their song. This Charm enhances the Solar’s Respect-Commanding Attitude. Any character that succumbs to the compulsion joins in the Solar’s performance, acting as back-up dancers, a chorus line, or fervently cheering supporters. In addition to the aesthetic benefits of this Charm, the Lawgiver may use it to choreograph the actions of his followers. If the Solar uses RespectCommanding Attitude on a mass unit he leads before entering into mass combat or mass social combat, he may use his Performance in place of War or Socialize for the duration of the scene.

King of Masks Technique Cost: 7m; Mins: Performance 3, Essence 2; Type: Simple Keywords: Combo-Basic Duration: 1 day Prerequisite Charms: Any Performance Excellency Through the use of this Charm, the Exalted weaves a complicated false identity around herself. The identity is complete a detailed history and personality traits. Mere conversation cannot detect any flaws in the identity. In fact, the infallibility of the identity is perfect unless the Exalted chooses to drop the façade or she is faced with investigative charms such as Evidence Discerning Method or others that can discern a targets personality or traits. When invoking this charm, the Exalted crafts a backstory for herself and makes an Intelligence + Performance roll to represent the intricacy of the persona. Charm powered investigation attempts can see through the false identity by beating the successes on this roll. Should anyone pierce the false identity however, the charm instantly ends.

Solemn Investiture Cost: 8m, 1wp; Mins: Performance 5, Essence 4; Type: Supplemental Keywords: Combo-OK Duration: One Scene Prerequisite Charms: Infinite Performance Mastery, Performance Essence Flow The character surrounds himself with the glory of the Unconquered Sun, wearing it like priestly vestments. The aura of respect will awe the less powerful spirits, and the implied approval and backing of Sol Invictus will smooth the way with the more powerful deities. For the remainder of the scene, add a number of dice equal to the Exalt's permanent Essence to any Socialize, Performance, or Bureaucracy rolls involving interactions with spirits. The character may also add a like number of dice to Presence rolls involving deities with less Essence than he has. While under the effects of this Charm, the character is acting as a direct representative of the Unconquered Sun, and any complaints or suspicious activities will be reported directly to the Bureau of Abstract Affairs, and are sure to reach the Censors promptly, and possibly Sol Invictus himself. It is therefore unwise to use this Charm to bully, bribe, or otherwise abuse Solar status and power. Use of this Charm causes the Exalt's anima banner to flare as though he had expended 8-10 motes of Peripheral Essence.

Stand Beyond the Crowd Cost: 3m; Mins: Performance 3, Essence 1; Type: Reflexive (Step 2) Keywords: Combo-OK, Social, Order Duration: Instant Prerequisite Charms: Any Performance Excellency

Although Solars may choose to cloak and conceal themselves, they are never truly a part of the crowd. When others may be swayed by pressure and the mass mind of a mob, a Solar disdains such things as beneath her loft y state. The attempts of others to sway her may simply be ignored as useless. Upon activating this Charm, all penalties to the character's Performance MDV except inapplicability are eliminated. When subject to a social attack that depends on social pressure-most Performance attacks, many Presence attacks, and all Socialize attacks, but also social attacks that rely on tradition, shame, peer pressure, and so on-- the Lawgiver is especially resistant, gaining a bonus equal to her Essence to her Performance MDV for the attack.

Presence Shining Virtuous Exemplar Cost: 5m; Mins: Presence 5, Essence 4, Associated virtue 3+; Type: Reflexive Keywords: Combo-OK, Emotion, Native, Training Duration: One scene Prerequisite Charms: You Can Be More The Lawgivers are more than heroes: they are examples for the rest of Humanity. In the light of their actions, the people of Creation see how they themselves ought to act. Through a Lawgiver's inspiration a sadist may for a time become a saint, a dithering idiot may stand firm on his beliefs, a drugged sot may turn to honesty and restraint, and a coward can stand tall against fear. This charm is actually four separate charms, one for each Virtue: Shining Compassionate Exemplar, Shining Convicted Exemplar, Shining Temperate Exemplar, and Shining Valorous Exemplar. At any point in which the Solar channels the associated Virtue, he may activate this Charm. Doing so makes the application of the character’s Virtue, as well as the character's rating in said Virtue, Obvious to all onlookers. All such onlookers may attempt a Willpower roll with a difficulty of the Solar's rating in the associated Virtue in order to resist the effect. For the rest of the scene and as an Emotion effect, any characters who witnessed the act of Virtue and failed the Willpower roll have their own ratings in the associated Virtue raised to the Solar's own, if they are lower. The character may spend one point of Willpower to ignore this effect for one roll. In addition, the first three times a character thus affected spends willpower to suppress the associated Virtue, she must spend one extra point of Willpower in order to do so. Once a character has spent willpower to counter this charm three times, the effect upon them ends. A character under the effects of this Charm may, at any point, spend a point of Willpower to make the effect permanent, raising their virtue to the Solar's level as a Training effect. This might place the character into experience debt, as normal for Training effects. Once the character has purchased this charm once, he may purchase any other version of the charm for which he applies at a cost of 2 XP. So, if Glorious Icon of Faith has Shining Valorous Exemplar, he may purchase Shining Compassionate Exemplar for only two additional XP. Example: Glorious Icon of Faith, the Zenith caste martial artist, has been ambushed by the Wyld Hunt along with his Lunar mate Serpentine Raska and a small number of followers. Striking quickly, he channels his mighty Valor on his first attack against the Dragon-blooded monks and activates this Charm. A sigh goes up from among his followers as they are struck by his bravery, to attack while thus outnumbered. Even the foe are briefly impressed, though they don't let it interfere with their attack. Normally, the Solar's followers, with their middling Valor, might swiftly be routed by the thought of being caught in battle between the Chosen, but with the example of their leader shining before them, they charge - rolling Glorious Icon's Valor of four rather than their own rating of two. Later in the battle, one of the Dragon-blooded host taunts Serpentine Raska, calling her a coward. Her player rolls her Valor of five, and gains successes. Normally, Raska would spend a point of Willpower to suppress her Valor in order to support her Mate, but due to the effects of this charm the cost is increased to two Willpower.

Wishing to conserve her resources for the fight ahead, she accepts the roll and steps forward to face the Dragon-Blooded one on one - leaving the Solar undefended on that side. Such are the foibles of the Valorous.

Lives Not Forgotten Cost: —; Mins: Presence 5, Essence 4; Type: Permanent Keywords: Permanent, Holy Duration: Permanent Prerequisite Charms: Shining On Dark Realms The loyal followers of the Lawgivers bask in their holy light, and through it can even be redeemed beyond death... for as long as their master still lives. Any ghost with an intimacy of loyalty towards a Solar who knows this charm is not considered a Creature of Darkness. Such ghosts respire Essence at half their normal rate in Creation, and can materialize freely by the light of their master's anima. Ghosts manifesting in this way appear as though they are still alive, but limned in the tones of the Solar's particular Essence.

Declaration of Truth Cost: 6m, 0wp or 1wp; Mins: Presence 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Any Presence Excellency Whatever the Solar Exalted say must be so, for their word is law. This Charm supplements any attempt at natural mental influence to build an Intimacy to a specific belief. If the attack is successful, the Lawgiver inspires the belief, instantly establishing the Intimacy. This Charm is explicitly permitted to supplement rolls of other Abilities. By spending one willpower when activating this Charm, the Exalt may increase the amount of willpower needed to resist forming the Intimacy by (the Solar's Essence)/2, to a maximum of 5. This resistance, no matter how much willpower is used, counts at one willpower drained for the purposes of counting toward the maximum willpower used to resist natural mental influence in one scene. The Lawgiver can repurchase this Charm at Essence 3+. As an unnatural Emotion effect, the Solar's words are buried deep within the target's psyche. The target must spend one willpower whenever she or anyone else attempts to erode the Intimacy built by the Exalt, as his words echo brightly in her mind. Once spent, she need not spend willpower again in this way until the scene ends. Once the Intimacy is gone, the Emotion effect ends.

Bearing of Allegiance Cost: – (+1wp); Mins: Presence 5, Essence 5; Type: Permanent Keywords: Servitude Duration: Permanent Prerequisite Charms: Authority-Radiating Stance, Worshipful Lackey Acquisition All who behold the Solar Exalted know that they of the greatest authority in the entire world, and bow in faithful subservience. By paying one willpower when activating Authority-Radiating Stance, the Exalt inflicts all those who fall under the Illusion effect with an automatic Intimacy of loyal servitude toward him. This is an unnatural Servitude effect that costs two willpower to resist, and, as a specific exception to the normal rules, does not cause Limit gain when resisted.

Undeniable Might of the Sun Cost: 5m, 1wp; Mins: Presence 4, Essence 3; Type: Simple Duration: Instant Keywords: Combo-OK, Illusion, Emotion Prerequisite charms: Majestic Radiant Presence The Solar's strength is entirely undeniable--it can resonate before any strike has been made. This charm is an attempt at Intimidation at a single target of the Solar's choosing, the Solar rolling (Manipulation or Charisma + Presence + Essence). If the successes on the roll is higher than the target's MDV, the target suffers an Illusion in where he or she thinks that the Solar's power is greater than twice their own. This

Illusion costs 2wp to ignore for the rest of the scene; if they do not, they suffer an internal penalty equal to the Solar's Presence to all their non-reflexive actions for the rest of the scene. This is an Unnatural Mental Influence; there is no visual effect to the use of this charm, only a feeling. As a note, the Solar may stunt this revelation of his power in any way he chooses, and if necessary the Storyteller may substitute an appropriate attribute for Manipulation or Charisma depending on the quality of the stunt used with this charm. Finally, with an appropriate stunt, but may only affect units up to his (Essence -1) magnitude. In Mass Combat, this charm increases the Rout difficulty by 1, and in Mass Social Combat, it decreases the unit's MDV by 2.

Unbearable Golden Aura Cost: 5m, 1wp; Mins: Presence 3, Essence 2; Type: Reflexive Keywords: Combo-OK Obvious Duration: One scene Prerequisite Charms: Any Presence Excellency When the Lawgiver allows her terrible majesty to shine forth, even the bravest of her foes will find himself struggling to look at her directly—never mind strike her. For the rest of the scene, the character may use the higher of her Dodge or Presence to calculate her Dodge DV. If she chooses the latter, she may use her Presence Excellency to raise her DV. The character also ignores up to (Presence) points of penalties to her Dodge DV.

Hero-Inspiring Interrogatory Cost: — (+10m); Mins: Presence 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: You Can Be More This Charm permanently enhances its prerequisite, allowing the Exalt to target Essence-users with its Motivation-changing effects by increasing its cost by ten motes. In this case a “new, more heroic Motivation” is one that involves aiding the Solar in some way. Keep in mind that “aiding the Solar” is extremely broad and vague, and more than one unwary Lawgiver of the First Age regretted using this Charm on an intractable and overprotective Lunar mate. The alien mores of demons could produce exceptionally strange, likely unpleasant, results.

I Am Your World Stance Cost: 7m; Mins: Presence 4, Essence 3; Type: Simple (Speed 6, DV -2) in Combat, (Speed 4, DV -1) in Social Combat Keywords: Combo-ok, Social, Emotion, Compulsion Duration: One Scene Prerequisite Charms: Majestic Radiant Presence The Lawgiver radiates an intangible beacon that pulls at the minds of others, bringing their innermost emotions to the fore. The player rolls Charisma and Presence and adds his Essence in automatic successes. Everyone who can see the Lawgiver and who has a Dodge MDV smaller than the accumulated successes finds himself drawn towards the solar. The targets' mind narrows and his view of the world changes. He perceives only the Lawgiver with clarit y, the rest of the world seems blurred and out of focus, causing the Lawgiver to become the object of the targets' emotions, for good or ill. Hostile targets feel their rage towards the Lawgiver intensified. They will focus their efforts on bringing him down, neglecting other targets as long as they are not directly attacked. Friendly targets will become very amicable indeed, and amorous affections can become lustful outbursts. The Compulsion caused by this Charm is an Unnatural Mental Influence effect that can be shaken off by spending 2 Willpower. When being attacked (or shaken, screamed at etc.) by another being then this cost is waived. If the Solar leaves the vicinity of the target without it being able to follow this effect ends.

Prey-Freezing Gaze Cost: 4m; Mins: Presence 3, Essence 2; Type: Simple

Keywords: Combo-OK, Social, Obvious, Compulsion Duration: One scene Prerequisite Charms: Any Presence Excellency Created and shaped to slay those who made creation, Solars carry within them a knowledge that they can and will overwhelm any lesser being. If a Solar so chooses, she may tap into that knowledge and overwhelm a target with the sheer force of her will. The Solar chooses a single target and radiates the raw power of her anima at him. If the target’s MDV is lower than the Solar’s successes on his (Charisma or Manipulation + Presence) roll, he is considered Inactive until the scene ends or the Solar breaks her gaze from the target. While holding the target’s gaze, the Solar must remain within 5 yards of the target, move no faster than a walk, and cannot take difficult or complicated actions, though her DV may still be used with an appropriate stunt. If the target is harmed or an obvious attempt is made to harm the target, the target breaks free. If the Solar breaks the target’s gaze, the target remains Inactive for 3 actions. If the target is harmed or someone attempts to harm the target during those 3 Inactive actions, he instantly breaks free. This Charm is both simple and powerful. It may be used in regular ticks with the normal speed, or in long ticks, though it may only be used on units in long ticks. This Charm cannot be used against targets with permanent Essence higher than that of the Solar.

Stare Into the Sun Cost: 10m, 1wp; Mins: Presence 5, Essence 3; Type: Simple (Speed 6 Long Ticks, DV-1) Keywords: Compulsion, Social Duration: Special Prerequisite Charms: Any Presence Excellency This Charm enables the Exalt to cause a lasting favorable impression on the target through sheer force of personality. By magnifying the effects of her charisma and bearing through Essence, the Exalt’s majesty and grace will be burnt into the target’s mind, like a mental afterimage. It requires a Charisma + Presence social attack on the target. For every success over the base difficulty, the Exalt can negate one die or success worth of penalty to social actions with that person, or gain one automatic success for future social interactions. Automatic successes may only be applied after all penalties have been removed. This Charm can be used on the same target more than once, but the character is limited to a maximum of her Essence in automatic successes. Its effects — reduction/negation of social penalties or gaining automatic successes — replace the usual effects of a successful Social Attack. This effect may be resisted by the target as per an unnatural compulsion by expending 3 temporary willpower. While the effects of Stare Into The Sun are technically permanent, poor interaction and lack of interaction can erode their effects at the GM’s option. Generally, bad behavior, botched social rolls, failed attempts to use mind control, and no contact with the Exalt at all for a year will erode the bonus by one level each, back to a minimum of 0 Automatic Successes. Penalties are permanently overwhelmed, but this Charm does not prevent new penalties from being added.

Shining Virtuous Exemplar Cost: 5m; Mins: Presence 5, Essence 4, Associated virtue 3+; Type: Reflexive Keywords: Combo-OK, Emotion, Native, Training Duration: One scene Prerequisite Charms: You Can Be More The Lawgivers are more than heroes: they are examples for the rest of Humanity. In the light of their actions, the people of Creation see how they themselves ought to act. Through a Lawgiver's inspiration a sadist may for a time become a saint, a dithering idiot may stand firm on his beliefs, a drugged sot may turn to honesty and restraint, and a coward can stand tall against fear.

This charm is actually four separate charms, one for each Virtue: Shining Compassionate Exemplar, Shining Convicted Exemplar, Shining Temperate Exemplar, and Shining Valorous Exemplar. At any point in which the Solar channels the associated Virtue, he may activate this Charm. Doing so makes the application of the character’s Virtue, as well as the character's rating in said Virtue, Obvious to all onlookers. All such onlookers may attempt a Willpower roll with a difficulty of the Solar's rating in the associated Virtue in order to resist the effect. For the rest of the scene and as an Emotion effect, any characters who witnessed the act of Virtue and failed the Willpower roll have their own ratings in the associated Virtue raised to the Solar's own, if they are lower. The character may spend one point of Willpower to ignore this effect for one roll. In addition, the first three times a character thus affected spends willpower to suppress the associated Virtue, she must spend one extra point of Willpower in order to do so. Once a character has spent willpower to counter this charm three times, the effect upon them ends. A character under the effects of this Charm may, at any point, spend a point of Willpower to make the effect permanent, raising their virtue to the Solar's level as a Training effect. This might place the character into experience debt, as normal for Training effects. Once the character has purchased this charm once, he may purchase any other version of the charm for which he applies at a cost of 2 XP. So, if Glorious Icon of Faith has Shining Valorous Exemplar, he may purchase Shining Compassionate Exemplar for only two additional XP. Example: Glorious Icon of Faith, the Zenith caste martial artist, has been ambushed by the Wyld Hunt along with his Lunar mate Serpentine Raska and a small number of followers. Striking quickly, he channels his mighty Valor on his first attack against the Dragon-blooded monks and activates this Charm. A sigh goes up from among his followers as they are struck by his bravery, to attack while thus outnumbered. Even the foe are briefly impressed, though they don't let it interfere with their attack. Normally, the Solar's followers, with their middling Valor, might swiftly be routed by the thought of being caught in battle between the Chosen, but with the example of their leader shining before them, they charge - rolling Glorious Icon's Valor of four rather than their own rating of two. Later in the battle, one of the Dragon-blooded host taunts Serpentine Raska, calling her a coward. Her player rolls her Valor of five, and gains successes. Normally, Raska would spend a point of Willpower to suppress her Valor in order to support her Mate, but due to the effects of this charm the cost is increased to two Willpower. Wishing to conserve her resources for the fight ahead, she accepts the roll and steps forward to face the Dragon-Blooded one on one - leaving the Solar undefended on that side. Such are the foibles of the Valorous.

Resistance Grain of Rice Sustenance Cost: -; Mins: Resistance 3, Essence 2; Type: Permanent Keywords: Mirror Duration: Permanent Prerequisite Charms: None The greatest heroes may survive on the flow of Essence through Creation, rather than by base food. This charm allows the Solar to go without food or drink (Stamina + Essence) times longer than usual, and slows the rate at which he gains penalties from lack of food or drink by the same amount.

Tireless Laborer Mantle Cost: -; Mins: Resistance 3, Essence 2; Type: Permanent Keywords: Mirror Duration: Permanent Prerequisite Charms: None Even the most strenuous of activities may bend the backs of ordinary men, but not the Lawgivers. This charm slows the rate at which the Solar gains fatigue penalties. Rather than gaining one per

hour, the Solar only gains a single -1 penalty due to fatigue every (Stamina + Resistance) hours.

World-Sustaining Enlightenment Cost: - ; Mins: Resistance 4, Essence 3; Type: Permanent Keywords: Mirror (Oblivion-Fueled March) Duration: Permanent Prerequisite Charms: Tireless Sentinel Technique, Grain of Rice Sustenance, Tireless Laborer Mantle The Solar's enlightened nature allows him to draw upon Creation itself to sustain him. The effects of all of this charm’s Prerequisites are increased by (Essence) times. For instance, the solar need sleep and eat only once every Essence*(Stamina + Resistance) days, and gains fatigue penalties at a rate of one every Essence*(Stamina + Resistance) hours

Controlled Breathing Exercise Cost: 2m; Mins: Resistance 1, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None As he draws a breath, the solar uses his essence to reduce his need for breathing. The Solar can hold his breath for (Stamina x 5) minutes plus five minutes per success on a reflexive Stamina + Resistance roll. At Resistance 3, Essence 3, this Charm automatically upgrades to hours.

Iron Skin Shields the Flesh Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple Keywords: None. Duration: Attunement or one day Prerequisite Charms: Whirlwind Armor-Donning Prana As much as Solars value that which serves them, sometimes, sacrifices must be made to obtain maximum benefit. A Solar may commit 5m to his armor in order to make it an even stronger bulwark against the slings and arrows of his unworthy foes. While he wears armor enhanced by this Charm, he takes no damage so long as it remains intact. Instead, for each level of bashing damage he takes, his armor instead loses a point of bashing hardness. Once it is out of bashing hardness, further bashing damage removes lethal hardness. Once all of its hardness is depleted, bashing damage removes levels of bashing Soak, and then levels of lethal Soak. Lethal damage follows the same progression, except that it removes both bashing and lethal hardness or Soak, and, once the lethal levels are gone from either trait of the armor, its bashing levels for that trait are also eliminated, no matter how many were left. Aggravated damage ignores this Charm's effects entirely, though is still reduced by the armor's remaining lethal Soak, as normal (and, for what it's worth, does not deplete the armor's hardness or Soak, itself). Mundane armor enhanced by this Charm must be repaired mundanely to restore it to full functionality. If it runs out of lethal Soak, it is destroyed. This Charm's effects end at sunrise each day when applied to mundane armor. Artifact armor, being more accomodating to essence flows, needn't have this Charm renewed so long as the armor remains attuned and the motes remain committed. It also recovers more easilly from the damage this Charm makes it suffer in the Solar's place: to regain all lost levels of hardness and Soak, the Lawgiver merely just engage in the same sort of activity he would were he attuning the armor all over again. Artifact armor with a repair rating is less forgiving: it only regains its lost levels of hardness and Soak when it undergoes maintenance or repair.

Waterfowl's Steel Rain-Shedding Prana Cost: 5m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 8) Keywords: Combo-ok Duration: One tick Prerequisite Charms: Durability of Oak Meditation A thousand blows raining down upon the Chosen of the Unconquered Sun are no more to them than rain on a waterfowl's back.

By activating this Charm in Step 8 of Combat Resolution, the Lawgiver applies the multiple-action penalty the attack roll suffered to the damage roll, as well. This can reduce minimum damage to one.

Aegis-Assuming Gesture Cost: –; Mins: Resistance 5, Essence 2; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Whirlwind Armor-Donning Prana The Solar needs only the slightest of gestures to gird himself in armor. This Charm upgrades Whirlwind Armor-Donning Prana. The Solar may activate it to instantly don any set of armor, so long as he does not wear any other armor. He no longer needs to spend multiple actions activating Whirlwind Armor-Donning Prana. In addition, its mote cost is waived.

Enduring Legend Toughness Cost: —; Mins: Resistance 3, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Ox-Body Technique The Unconquerable Essence of the sun suffuses the bodies of all lawgivers, elevating them beyond their mortal limitations. For some, this essence is enough to proof them even against death. So rich is his body with the essence of the sun that his bones are like orichalcum and his flesh adamant. Even wounds that ought to lay him low do not destroy him. The Solar’s condition does not worsen while he is in his dying health levels, neither poison nor sickness will kill him, or affect him beyond that point (though they otherwise proceed as normal), damage may still kill him. For each Ox-Body he knows, the Exalt gains an additional two Dying health levels.

Warrior’s Adversity Divestment Cost: —; Mins: Resistance 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Body-Mending Meditation With this Charm, the Exalt is treated as resting at all times for the purposes of natural healing. This means, with Body-Mending Meditation active, the Solar will heal one bashing level at the end of most scenes, as they are about 15-20 minutes long, and lethal or aggravated levels at a rate of one every half hour (-0s), five hours (-1s), ten hours (-2s) or seventeen hours (-4 or worse).

Extended Life Prana Cost: —; Mins: Resistance 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Even the Exalted die...eventually. To delay this horrible tragedy and allow Creation the continued protection of its most experienced heroes, the Lawgivers developed Extended Life Prana. Solar Exalted will die naturally about one hundred years before or after the age of (Essence x 300). With this Charm, the Exalt will live up to (Essence x 600 + 500) years.

Unassailable Rebuff of the Besieged Cost: - (+2m); Mins: Resistance 5, Essence 3; Type: Permanent Keywords: Counterattack, Mirror (Horror's Recoil Defense) Duration: Permanent Prerequisite Charms: Adamant Skin Technique What the hero endures, he revisits tenfold upon his enemies. A Lawgiver’s fortress does not simply withstand the siege, but forces its attackers to retreat. This Charm is a permanent upgrade to the Solar’s capabilities. Whenever he uses a reflexive Resistance Charm in response to a hand-to-hand range attack, he may pay a 2m surcharge to force any target whose attack triggered the use of the Charm to move backwards and away from the Solar a number of yards equal to

the Solar’s Essence. This forced movement counts as an unblockable, undodgeable counterattack that takes place immediately after the effects of the Resistance Charm occur. If the Solar chooses to force this movement, the Resistance Charm he used temporarily gains the Counterattack keyword. At Essence 4+, the number of yards of forced movement increases to (Essence x 2). At Essence 5+, the Solar may choose to apply the forced movement to everyone within a radius of (Essence x 2) yards, even if he activated a reflexive Resistance Charm in response to only one attacker. Used this way, the Resistance Charm becomes Obvious.

Death-Defying Technique Cost: —; Mins: Resistance 3, Essence 3; Type: Permanent Keywords: Mirror (Void-Postponement Prana) Duration: Permanent Prerequisite Charms: Body-Mending Meditation Lawgivers do not surrender to death quickly. A Solar with this Charm remains in stasis on the brink of death for Essence hours after he has lost his last Dying health level, his spirit clinging to life. While in stasis, the Solar cannot heal himself (including using Charms like Body-Mending Mediation), activate Charms, or benefit from personal non-Permanent Charms. If he is to survive, an outside force must intercede. If the Solar receives enough medical aid to restore his health levels to at least Incapacitated, he lives. Otherwise, he enters Lethe. Solars with this Charm cannot become ghosts. At Essence 6, a second purchase of this Charm allows a Solar to cling to life for Essence days.

Restful Catalepsis Dozing Cost: 1m; Mins: Resistance 1, Essence 2; Type: Simple Keywords: Discounted Duration: Dramatic Action Prerequisite Charms: None While it is necessary even for the Lawgivers to seek respite from their duties in dream, they perform even this task with characteristic excellence. This Charm is a dramatic action to sleep which lasts until they wake. The Solar can ignore all penalties to this action stemming from equipment; a drunken sprawl across cobblestones is as comfortable as a feathered bed. They additionally rest with doubled efficiency; where a normal mortal requires six to eight hours of sleep a night, they can make do indefinitely with three to four. If the Lawgiver has an Integrity of 3 or higher, they can also choose whether or not they dream. If they choose not to dream, they experience a -1 Internal Penalty to regain Willpower from rest, but no force can force them to dream for weal or woe. If the Lawgiver uses this charm while sleeping in the company of their Lunar mate, their roll to regain Willpower from rest enjoys a bonus die that does not count against the cap on dice from Charms.

Survival Kingdom-Moving Impossibilities Cost: -; Mins: Survival 6, Essence 6; Type: Permanent Keywords: None Duration: Permanent Prerequisites: City-Moving Secrets This charm permanently enhances its prerequisite. Each purchase of City-Moving Secrets increases the Magnitude of units the Solar can affect by (Essence/2) rather than 1.

Lion's Mighty Summons Cost: -- (+3m); Mins: Survival 3, Essence 3; Type: Permanent Keywords: Mirror (Predator Turned Prey), Servitude Duration: Permanent Prerequisites: Any Survival Excellency, Friendship with Animals Approach Where a Lawgiver walks, all of nature yearns to serve. This Charm permanently upgrades Friendship with Animals Approach, allowing the

Solar to not only communicate with natural animals, but to summon them to his service. If the Solar pays a three mote surcharge when activating Friendship with Animals Approach, any natural animal that perceives the character is automatically affected by an unnatural Servitude effect. They are compelled to flock to him and to follow his commands, no matter what pain or fear might have driven them before this Charm was invoked. The Solar must give commands that the animal can feasibly comprehend; this Charm does not bestow supernatural intelligence to the targets. An animal affected by this Charm will continue to follow commands for (the Solar's Survival) days even if those commands take it out of the Solar's presence, after which it will forget about the Solar and return to its usual routine unless this Charm is used upon it again. Opposed attempts to convince an animal affected by this Charm to cease its servitude automatically fail unless enhanced by a Charm or other magical effect; an enhanced attempt triggers a rolloff of (Charisma + Survival), and the Solar adds his Essence in dice to the roll. At Essence 4+ this Charm can affect supernatural animals as well if the Solar succeeds on a (Charisma + Survival) roll with a difficulty of the animal's Essence; however, this Charm can never target a familiar or a Lunar Exalt.

Cloud-Banishing Gesture Cost: 5m; Mins: Survival 3, Essence 3; Type: Simple (Speed 5 in long ticks) Keywords: Combo-OK, Obvious Duration: (Essence) hours Prerequisites: None The Unconquered Sun may allow the clouds to hide the majesty of the Daystar when their duties demand, but no cloud can contest the will of the Lawgiver. By spending five minutes aligning his Essence with local weather patterns, the Solar wordlessly reaches out to command all natural inclement weather to cease. Precipitation stops, and fog and clouds disperse so that the sun may shine upon the land unimpeded, over an area of (the Solar's Survival x 2) miles. If this Charm is used at night, the clouds reveal the stars and moon instead, as a gesture of respect to the Sun's fellow Incarnae. Should this Charm be opposed by supernatural weather conditions imposed by other beings, including Storm Mothers and other gods and elementals of significant power, the Solar rolls (Wits + Survival) with a difficulty of the Essence rating of the being who imposed the conditions, in order to supersede them. If the Solar moves out of the Charm's area of influence, he may invoke it again in his new location even if the previous invocation is still in effect. Used outside Creation, this Charm functions as normal save that the difficulty to affect supernatural weather conditions increases by 3, or 5 in the Wyld beyond the Bordermarches. Even realms untouched by the rays of Ignis Divine respond to the Lawgiver's call for light and fair weather. At Survival 4, Essence 4, the area of this Charm's influence increases to (the Solar's Survival x 5) miles. At Survival 5, Essence 5, it increases again to (the Solar's Survival x 10) miles. At Survival 6+, Essence 6+, it increases again to (the Solar's Survival x 100) miles. Repeated and irresponsible use of this Charm can incur the wrath of the Bureau of Seasons, as it can cause droughts and the disruption of ecosystems.

Cunning Hunter Sense Cost: —; Mins: Survival 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Unshakeable Bloodhound Technique The Lawgiver learns to read the signs of his prey’s tracks to give him greater insight into the prey’s plans. Whenever the Solar is using Unshakeable Bloodhound Technique to track a target, the Solar gains an understanding into the basic motivations of the target’s movements and actions that are traceable by tracking, similar to the motivations read in social interaction by Mastery of Small Manners. If the prey is attempting to lead the Solar into an ambush, for example, the hunter

using Unshakeable Bloodhound Technique with Cunning Hunter Sense will feel danger and threat directed at himself, and gain an idea of the possibility of ambush.

Harmonious Wilderness Dominion Cost: 10m, 1wp; Mins: Survival 5, Essence 4; Type: Simple (Dramatic Action) Keywords: None Duration: Indefinite Prerequisite Charms: Food-Gathering Exercise, Trackless Region Navigation Even in the depths of Hell or death itself, the Solar Exalted survive – survive, and prosper. This Charm is a dramatic action to travel the perimeter of an area of land up to (Essence x 5) square miles. Once the Lawgiver has paced the bounds of his chosen domain, the Solar suffuses it with solar essence, creating abundant fertility and taming the wild. The land provides enough food to sustain a group with a Magnitude of the Solar's (Essence) or less indefinitely, in addition to what it could normally support. This does not render wastelands and deserts fertile, but instead allows inhabitants of the domain to nourish themselves on the most unlikely of sources, drinking the dewdrops off leaves and eating even the strangest of creatures. Characters may travel through the wilderness at twenty miles each day normally, never dropping beneath ten miles per day even in the harshest terrain. Any Survival rolls made to tame wild animals native to the blessed region receive (Essence) automatic successes. If used outside of Creation, the area encompassed by this Charm slowly dwindles away, its area being reduced by half for each season that passes. Once its total area is reduced beneath one square mile, the Solar's commitment is released and this Charm's effects end. A Solar with Survival 6 may purchase this Charm a second time to increase the area of land the Solar may bless with this Charm to (Essence x 50) square miles, and slow the rate by which the dominion dwindles outside of Creation. The blessed land shrinks by half each year, rather than every season. A Solar with Survival 8 may make a third purchase, increasing the area this Charm may encompass to (Essence x 500) square miles, and allowing it to persist without end outside of Creation, so long as the Solar maintains his commitment. Within Creation, the Solar may spend an addition two Willpower when activating this Charm to render its effects permanent so long as he lives, without need for any committed motes.

Nomad Wandering Spirit Cost: —; Mins: Survival 2, Essence 1; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None The Solar gains an instinctive understanding of the road she has traveled in life. From the time the Solar takes this Charm onward, her memory includes an instinctive map of every place she has ever traveled. If the Solar is in the rough area of any of these locations later, she may navigate as though she had a map and compass with no difficulty. By making a reflexive Perception + Survival roll, the character can gain a sense of how far and in what direction a place she knows is… but not necessarily which place.

Speedy Concealment Method Cost: —; Mins: Survival 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Eye-Deceiving Camouflage The Solar develops a talent and f lair for camouflage, developing the capacity to swiftly conceal even the most awkward and out-of-place objects, often even in plain sight. This Charm enhances its prerequisite by lowering the time necessary for Eye-Deceiving Camouflage from one hour to an ordinary Simple Charm with the usual Speed 6, DV -1.

Craft Labors Treasured and Defended Cost: —; Mins: Craft 4, Essence 2; Type: Permanent Keywords: Merged (Socialize, War), Native, Overdrive Duration: Permanent Prerequisite Charms: None Pity those who seek to unmake what the Solar has struggled so hard to achieve, for such villains will find little mercy elsewhere. This Charm provides the Solar with an Overdrive pool capable of holding ten motes. The Solar gains offensive motes whenever he knowingly rolls Join Battle against a foe who has damaged an item or structure he has crafted or reduced the Assets (Masters of Jade, pp. 67) of an organization over which he holds authority. If an enemy commits such an act after combat has already been initiated, the Solar gains these motes immediately. He may only gain motes in this fashion from a given enemy once per scene. The Exalt gains a number of offensive motes equal to the damaged item’s Resource value (or Artifact or Manse rating +2); truly legendary constructs (qualifying for Artifact or Manse rating N/A) provide ten motes. In the case of an enemy who has damaged multiple objects, the Solar gains motes equal to the total combined value of all damaged items (Artifacts, Manses and Resources are calculated separately; use the highest total, to a maximum of ten). If it was his organization that was harmed, the Solar instead gains offensive motes equal to its Size before the enemy’s actions. The Solar continues to gain one offensive mote each time his DVs refresh so long as an appropriate culprit remains within his engagement range. In the case of organization-to- organization damage, the Solar may gain these motes while engaging the actual agents that inflicted the harm upon his organization, as well as their superiors (if he can track them down). Items, structures or organizations that are meant to be destroyed (or to destroy themselves) do not normally qualify to granting the Solar motes in this way; things like bombs, foodstuffs, dummy buildings or businesses intended to fail for tax purposes. They only qualify if the manner of their destruction (defusing a bomb, consuming cakes before they can be sent to a Guild-sponsored party, bringing down a business in a manner that exposes the scam) directly opposed the purpose the Solar intended for them. Merged: Labors Treasured and Defended (Socialize, War)

Masterful Aesthetic Expression Cost: 6m; Mins: Craft 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Emotional, Social Duration: Instant Prerequisite Charms: None The Lawgivers were once known as artificers without peer and were capable of such awesome works that even the jaded were moved. The Solar craftsman may activate this Charm at the beginning of the crafting process of anything she creates, regardless of whether it is a mundane object or a wondrous artefact. Doing so works a social attack into the object similar to a written attack (Exalted pg. 175) except as follows: this social attack uses the craftsman’s rating in the relevant Craft ability as their effective Appearance instead of Linguistics (e.g. Craft (Fire) for a sword, Craft (Water) for a meal, or Craft (Air) for a perfume). In addition, the social attack must also be related to the crafted object, so while a sword might be used to push a king to war with his neighbor, a perfume or a meal might not. And also, social attacks trigger when an object is used or admired. So if a king were gifted with a sword, which he then never sees nor uses, he will never be subject to the social attack. Performance-based attacks will still affect others as normal. In addition to allowing a social attack through an appropriate object the Solar craftsman has made, this Charm instills an empowering sense of awe and wonder into the target or targets. At Craft 5+, Essence 4+, the Solar may use her Craft Excellencies in place of Presence or Performance Excellencies with this Charm.

Engaging Exquisite Meaning Cost: — (4m); Mins: Craft 5, Essence 3; Type: Permanent Keywords: Compulsion, Social Duration: Permanent Prerequisite Charms: Any Craft Excellency, Masterful Aesthetic Expression In the presence of the Lawgivers’ works, lives and livelihoods were once cast aside for just one more glance at perfection. This Charm improves Masterful Aesthetic Expression. Whenever the Solar craftsman lays a social attack into an object with Masterful Aesthetic Expression, she may pay a 4 mote surcharge to add a Compulsion effect to use or admire the object - this Compulsion targets subjects as appropriate for whether the social attack was based on Performance or Presence. Resisting the compulsion costs 1 Willpower per scene spent in the presence of the object, up to 2 Willpower per day until the target has spent 6 Willpower in a week, after which the subject is immune to further compulsion by that object. Furthermore, anybody affected by the compulsion, successfully or not, receives a +3 to their MDV against further uses of this, or similar, Charms against them through other objects this story.

Emphatic Artistic Vision Cost: —; Mins: Craft 5, Essence 4; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Engaging Exquisite Meaning When the Lawgivers had a purpose it shone through all their works. This Charm improves Masterful Aesthetic Expression. Whenever the Solar craftsman lays a social attack into an object with Masterful Aesthetic Expression, her social attack is no longer limited by the object through which it is made. A sword might be given to a warrior king to convince him to call a ceasefire with his enemy, or a bottle of perfume might be gifted to a pampered courtier to convince him to become an ascetic monk.

Hand of Solidity Cost:—; Mins: Craft 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Durability-Enhancing Technique This Charm permanently upgrades its prerequisite, giving it the Stackable keyword. The maximum the totals can achieve also increases to (the Solar's Craft + Essence). When an object's totals has been enhanced more than (the Exalt's Essence), it becomes Obvious to all who perceive it; the item glows with an inner light, shining more than would seem possible with the available illumination. At Craft 8+, the maximum is removed altogether, and the Solar can use DurabilityEnhancing Technique upon a single object as many times as he wishes. Furthermore, at Essence 4+, an object enchanted by DurabilityEnchanting Technique requires damage be rolled against it instead of applying the successes automatically as levels of damage. At Essence 6+, objects magically-reinforced by Durability-Enhancing Technique are also immune to damage that is not made with a magical weapon, effect, or Charm.

Invention Implies Mastery Cost: 4m; Mins: Craft 5, Essence 3; Type: Reflexive (Step 1) Keywords: Combo-OK, Stackable, Mirror (Reaper Forges Scythe) Duration: One scene Prerequisite Charms: Chaos-Resistance Preparation Who understands a tool better than the one who built it? Noone. So thought the Empyreal Chaos, at least, and who can argue? Certainly, the Unconquered Sun never raised a hand against him. Upon activating this Charm, the Solar chooses any ability other than Craft. For the rest of the scene, she may calculate the dice caps on rolls involving that ability as though her natural rating in that ability was equal to her Craft rating. The only rolls that may benefit from this effect, however,

are those based around items that the Solar has herself used Craft to create. Examples might include Melee rolls made to attack with a sword she has forged, Sail rolls to captain a boat she has built, or Larceny rolls to break into a security system she made herself. This Charm’s effects do not apply to those rolls that are simply aided by such an item, rather than revolving around it; a social roll will not benefit purely because the Solar wove the beautiful dress she is wearing as a social tool. Note that she still uses the appropriate ability; she cannot use her Craft Excellencies to enhance such rolls. At Essence 4+, this Charm automatically upgrades, allowing the Solar to outright change her rating in the chosen ability to the same as her Craft rating when making applicable rolls. The Abyssal Mirror of this Charm is called Reaper Forges Scythe, and is identical in every respect to the Solar version, except that its prerequisite is Eternal Embalming Preparation.

Golden Adventure Infusion Cost: 5m, 1wp; Mins: Craft 5, Essence 3; Type: Simple (in long ticks) Keywords: None Duration: Instant Prerequisite Charms: Craftsman Needs No Tools The Lawgivers do not venture into the world for anything as base as physical rewards, and that which they create is empowered as much by their hearts as by any laws of science. Solars adventure not for material, but to change the face of Creation. This Charm may only be activated upon the completion of a successful quest, and only once per month. For purposes of this Charm, a quest is defined as the accomplishment of a major, challenging goal which either takes an entire Story to complete, or is gradually accomplished over the course of several Stories. When this Charm is activated, the Solar chooses a mundane keepsake or memento of the adventure and instills it with the essence and flavor of the completed quest, making it into a memorial of the Solar's heroism. This object may be used as a replacement for a known, existing exotic ingredient for the construction of an Artifact--the ingredient's effective Artifact-level is equivalent to (Solar's Essence when memento was created - 1). The type of memento is based upon the type of quest undertaken, and the manner in which it was completed. There are four kinds, based upon the four Virtues: Compassion: These mementos may be made after quests meant to protect the weak and innocent or to make peace where there was war. Quest resolutions based on pacifism, love of life or mercy, such as the forgiveness of a years-long nemesis, also allow for this type of memento to be made. Such mementos may be used in place of any known ingredient that could or would likely be given away by its original owner, that has a strong emotional element, or otherwise resonates strongly with Compassion. Conviction: These mementos may be made after quests meant to seek vengeance or to defend/promote a particular philosophy. Quest resolutions based on withstanding intense hardship or committing horrible acts, such as culling a village of its plague victims, also allow for this type of memento to be made. Such mementos may be used in place of any known ingredient that would gain its power from pain and suffering, that exemplifies a philosophy, or otherwise resonates strongly with Conviction. Temperance: These mementos may be made after quests meant to encourage stability or uphold laws. Quest resolutions based on commitment to propriety or honesty, such as accepting the punishment for a crime committed by necessity, also allow for this type of memento to be made. Such mementos may be used in place of any known ingredient that would gain its power based on decree or law, that encourages stability or abstinence, or otherwise resonates strongly with Temperance. Valor: These mementos may be made after quests meant to encourage or participate in great violence or courage. Quest resolutions based on courage or anger, such as standing against an obviously superior foe, also allow for this type of memento to be made. Such

mementos may be used in place of any known ingredient that could originally only be taken from an unwilling owner, that gained its power from violence, or otherwise resonates strongly with Valor. Essence-users instinctively know that they may spend a mote and a miscellaneous action while in contact with such mementos to intuit the broad strokes or gain visions of the quest and the relative power of the memento. Such mementos do not age normally, and generally escape incidental harm, being threatened only by beings who intentionally wish to destroy them. Artifacts forged from such mementos may allow access to the tales of their quests, if the creator so desires. Mementos created by this Charm may not replace magical materials or truly unique ingredients. "A Third Circle Demon's Tears" is valid for replacement--"Ligier's Tears" would not be.

Heart-as-Anvil Technique Cost: 10m, 2wp; Mins: Craft 5, Essence 4; Type: Dramatic Action Keywords: Obvious Duration: From Sunrise to Sunset Prerequisite Charms: Golden Adventure Infusion When the Chosen of the Sun have spent enough time forging Creation, they use the lessons learned throughout their adventures to forge peerless wonders. Their own brilliance has readied the components--all that remains is to put them together. This Charm creates a Dramatic Action to build an Artifact using one or more mementos created with Golden Adventure Infusion. The Solar begins at dawn and works feverishly, hammer blows ringing like thunder, her every movement exuding creative genius. She may only use mementos created by herself or a previous incarnation, or that were given to her willingly by another Solar, and she may not be interrupted for the full day. If, at sunset, these conditions have been fulfilled, then she makes (number of mementos used +1) Craft rolls. Each roll is the equivalent of a normal Craft interval for creating Artifacts. Superfluous mementos may not be added to pad the number of rolls, but multiple weaker mementos may be reflexively fused without a roll to create stronger mementos according to the usual rules for combining Artifacts to make more powerful Artifacts. Only mementos strong enough to function as ingredients for the actual Artifact grant Craft rolls. Mementos that grant rolls with this Charm are used up forever, regardless of whether or not the Artifact is complete when the Charm ends.

Golden Years Reaffirmation Cost: --; Mins: Craft 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Golden Adventure Infusion On occasion, even the Lawgivers grow weary. But reminiscing upon past heroism always bolsters their spirits, spurring them onto still greater heights. Once per month per memento, when the Solar spends a mote and a miscellaneous action to experience the quest held within a memento he created, he may regain a point of Willpower. He may instead regain a Virtue Channel appropriate to the memento, but this renders the memento inert and useless for reminiscence or crafting for a Season.

Solar Quality Assurance Cost: -; Mins: Craft 5, Essence 2; Type: Permanent Keywords: Mirror (High-Calibre Creation) Duration: Permanent Prerequisite Charms: Any Craft Excellency Sometimes, a Solar will look on the works of his lessers, and cannot help but imagine that they are deliberately pathetic; it all seems so simple to him. Whenever the Solar successfully crafts a mundane item, the item’s quality is increased by one level, from Basic to Fine to Exceptional to Perfect, as though the Solar had acquired sufficient

threshold successes on his Craft roll to make it so, ignoring the increased Resources cost (but not the necessary tools). The maximum quality this Charm can produce is Perfect, and it has no effect on Improvised items. This increase in quality is optional, but to suppress it (allowing the Solar to create an item of any quality below the highest possible) requires that the Exalt pay one point of temporary Willpower for that scene, as he grits his teeth and focuses on deliberately limiting his own effortless perfection. At Essence 3+, the mundane items the Solar creates have their quality increased by two levels, rather than one. The Abyssal version of this Charm is called High-Calibre Creation, and is identical to its Solar counterpart, except that the Essence minimums for its upgrades are reduced by one when creating destructive items, and increased by one when creating non-destructive items. In addition, the Abyssal pays no Willpower to suppress his artisan’s impulses, but instead gains a single point of Resonance the first time in a scene that he creates a destructive item of a deliberately lower quality.

Perpetual Preservation Proficiency Cost: 5m; Mins: Craft 4, Essence 3; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Durability-Enhancing Technique Rivaled only by the Mountain Folk, the Solar Exalted are masters of precision and care; their tools are longer-lasting merely because they are cared for by a Solar. When the Exalt performs maintenance on an object or repairs an object that requires maintenance, he may enhance the action with this Charm to multiply by 10 the time until the item next requires maintenance.

Brilliant Dreamer’s Blueprint Cost: 5m, 1wp; Mins: Craft 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Merged (Lore, Occult) Duration: Instant Prerequisite Charms: Any Craft Excellency The chosen can think up and design Artifacts and Manses with unbelievable ease. This Charm supplements a Craft action to design something. It removes any potential penalties from lack of reference books or other information, and removes the need for hands-on research in the design process, allowing the Lawgiver to dream up new plans while he is away from his workshop. It also allows the character to accomplish (Essence x 3) hours of design work in his head for every hour spent contemplating in this way.

Chaos-Recoil Technique Cost: —; Mins: Craft 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Chaos-Resistance Preparation A minor quirk of Chaos-Resistance Preparation allows a slightly more powerful Lawgiver to make the protective effects create an active irritant to the patterns. This Charm modifies its prerequisite. Any item affected by Chaos-Resistance Preparation that includes any iron at all, including in alloys such as steel, or that includes iron parts, should be treated as though the entire object was made of Cold Iron for all purposes involving the Wyld. At Essence 5, any object enhanced by Chaos-Resistance Preparation gains this benefit if the Solar so decides.

Thousandfold Workshop Methodology Cost: 1m per copy, 1wp; Mins: Craft 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisites: Craftsman Needs No Tools The Chosen have perfected the art of efficiency, their efforts bringing forth a thousandfold reward. This Charm supplements a Craft action to create any mundane item. For every mote spent, you may create an additional copy of that item as part of that Craft action. You must still provide raw materials to create each copy, but they do not increase the time it takes to perform the action.

Cooking rules Cooking does not require extensive rules. When the result of a chef’s work is not dramatically relevant, the Storyteller should not require a roll - this holds true for several of the Charms presented here. When a roll is relevant, cooking is an (Intelligence or Dexterity) + Craft [Water] roll, with an interval of half an hour, which can be reduced to 15 minutes by taking a -2 internal penalty or to 5 minutes by taking -5 internal penalty. Charm which reduce crafting intervals work as normal. A single meal prepared in this manner can usually feed an ordinary family or Circle of Exalts. A meal may be a fine or exceptional item, following the usual rules; fine meals grant a one-die bonus with the breadth of a Specialty to the person who has enjoyed it until they next sleep (or for the next 24 hours, whichever comes first). Exceptional meals grant a two-die bonus instead. The specialty should be appropriate to the circumstances of the meal, such as a Socialize (Peaceful Negociation) bonus being granted by a feast prepared for a satrap and an envoy of the Confederation of Rivers before they discuss business, or an Endurance (Fatigue) bonus for a hearty meal before a hard day’s work. Ingredients also have quality. Preparing a meal with fine ingredients means the meal will qualify as fine even with a threshold of zero, while preparing a meal with exceptional ingredients means the meal will be exceptional with any threshold, not 5. Improvised ingredients levy a -1 external penalty to the roll.

Rock Soup Eulogy Cost: -; Mins: Craft 2, Essence 1; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None In the kitchens of the Lawgivers, no ingredient is too lowly, no meal is too difficult to prepare. The Solar permanently enjoys the following benefits: - The quality of ingredients used in his cooking improves by one step. Ingredients that should be inedible become improvised, improvised become normal, and exceptional ingredients add one automatic success to the cooking roll. - He may negate the poisonous or detrimental property of any ingredient in a meal he prepares himself. Nightshade and fugu fish go nicely together, and coral snake venom adds a delightful edge to Western dishes. - Anyone who eats his meals may freely accept a positive Intimacy towards his cooking. As long as they hold that Intimacy, they gain one automatic success on Conviction rolls to regain Willpower if they have partaken of his food within the last day.

Worldly Chef’s Keen Glance Cost: 3m; Mins: Craft 3, Essence 1; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: Rock Soup Eulogy To the eyes of the Solar Exalted, the world is but a vast toolbox from which to draw inspiration, and its inhabitants are but waiting for his wondrous products. With a single glance, the Solar discovers the following things, all of which are inferred through factual observation and deduction (however seemingly improbable) rather than supernatural insight: - He can instantly assess the quality of any potential ingredient or meal in sight, which also reveals any poisonous properties. - He can instantly assess the quality of the last meal eaten by a single person in sight, as well as the composition of that meal. - With a successful Perception + [Investigation or Socialize] roll at the normal difficulty for a “read motivation” action (but still as a reflexive action), he may discover the favorite style of cuisine enjoyed by a single person in sight, as well as the cuisine that person is used to

eat, should it be different from the former. If the roll garners twice the successes required, he may make accurate deductions as to meals the subject has never tasted.

Bread for the People Approach Cost: 10m, 1wp; Mins: Craft 4, Essence 2; Type: Simple (Dramatic Action) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Rock Soup Eulogy One Solar can easily do the work of a dozen men; it is no trouble at all to feed the hungry masses of this fallen age to a chef of the Sun it is only cause to anger that so many would go hungry in the first place. This Charm is a dramatic action to prepare a meal for a Magnitude of people up to the Solar’s (Essence+1); the Solar may prepare enough food for everyone as long as he has enough ingredients for one person, at the normal cooking interval.

Ambrosia-and-Nectar Feast Cost: 10m, 1wp; Mins: Craft 4, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: One preparation Prerequisite Charms: Rock Soup Eulogy As below, so above; the Solar may step into the palaces of gods and Princes of the Earth alike, and regal them with delights unknown even to the jaded palates of the spirit courts. This Charm enhances the making of one meal made with magical ingredients such as ambrosia or items that would qualify as exotic ingredients for the purposes of crafting Artifacts. The cooking roll’s difficulty is increased by the Essence rating of the being who is supposed to eat the meal; when presented with this meal, its aspect, smell, and general presentation make its quality obvious. The receiver may choose to spend one Willpower to resist the temptation of partaking of it; if they do partake of it, they accept a positive Intimacy towards the Solar, as per Rock Soup Eulogy, which is treated as an Intimacy towards the Solar whenever benefitial to the user. They instantly regain one Willpower, and the feeling of content satisfaction grants them a bonus success on all actions taken that day. Should the recipient accept a second meal produced with the help of that Charm, the Intimacy upgrades to a Motivation for the purposes of enhancing the recipient’s stunts and Willpower recovery, as well as whenever it would be beneficial for the Solar (such as in social interactions), while refusal of the meal shatters the previous Intimacy.

Chef to the Mighty Untouchability Cost: 5m; Mins: Craft 5, Essence 3; Type: Simple (Dramatic Action) Keywords: None Duration: Until one feast Prerequisite Charms: Ambrosia-and-Nectar Feast The Lawgivers’ reputations precede them; as he reaches the peak of his skill, the Solar may trust that there is none in the world who would refuse them hospitality, when they bring such culinary wonders into their home. The Solar must loudly announce his intention to prepare a meal for a person of importance; until the Solar has met the recipient of this offer and offered the meal, they enjoy an effect similar to the diplomatic immunity of the Eclipse Caste, but not limited to the courts of spirits and fae. As long as they do not daly and make all efforts in delivering upon their promise as soon as possible, no one under the authority of the target may harm them or anyone they have named as assistants in their task. Should they stray or harm someone under the target’s authority, this immunity is voided. By word of mouth, insight, omens or prophetic dream, the target is made aware of the Solar’s announcement within the day.

Delights of the Five Realms Technique

Cost: 10m, 1wp; Mins: Craft 5, Essence 3; Type: Simple (Dramatic Action) Keywords: None Duration: Until one feast Prerequisite Charms: Ambrosia-and-Nectar Feast It is not the province of the Lawgivers to cook witches’ brew or to trap mortals in far-off realms with pomegranates full and fine; it is not mere magic that pervades their cooking, but simple knowledge of the underlying principles behind all things, and the art to make them come together in ways both grand and subtle. When using magical ingredients, such as ambrosia or items which would qualify as exotic ingredients for the purposes of crafting Artifacts, the Solar may make his meals magical in nature. For each valid exotic ingredient used in the cooking, with ambrosia counting as two and to a maximum of (Essence), the Solar may infuse his preparation with the benefits of a single thaumaturgical procedure. In most cases, this procedure will be from the Art of Alchemy, but player and Storyteller adjudication may allow stranger feats, such as a dish of bone marrow and seasalt granting the benefits of a ward against ghosts for the day. The user need not know these procedures in order to apply them.

Investigation Is This Tomorrow Cost: —; Mins: Investigation 5, Essence 3; Type: Permanent Keywords: Holy, Native, Overdrive Duration: Permanent Prerequisite Charms: Irresistible Questioning Technique The lawgiver weeps to see wickedness take root in his beloved Creation. Though it grieves him, inevitably there comes a time when painful questions must be asked. Who can I trust? How far as this evil spread? If I do not act, who will stop this dark future? The only answer is the total eradication of such vile subversives. This Charm provides the Solar with an Overdrive pool capable of holding ten motes. The Solar gains one offensive mote per action whenever he attacks someone knowingly associated with an ideological negative Intimacy he possesses (ideological Intimacies are defined in Righteous Lion Defense), such as a slave trader if the Solar opposes slavery. For this purpose, the Solar is treated as having an ideological negative Intimacy toward any Creature of Darkness he has damaged with a Holy Charm in this scene, and gains (target’s Essence) offensive motes the first time he does so. As a final benefit, the Solar may use his offensive motes to fuel mental influence designed to convince others to adopt one of his ideological negative Intimacies, or to force a being he suspects of being associated with such an Intimacy to confess that association. Should the target of such mental influence adopt the Intimacy or confess his associations, the Solar gains one offensive mote.

Illusion-Shattering Technique Cost: 4m; Mins: Investigation 5, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Judge's Ear Technique The Solar's insight becomes transcendent for a single moment giving him a total accounting of the motivations and intents of another's attempts to manipulate him. Against any expected social attack, the Solar defends perfectly, even if that attack would ordinarily be unblockable. This also perfectly defends against/ends ongoing Compulsion, Servitude, Total Control, or similar mind control effect. Nor may the character be challenged by the unreal. If faced with an illusion or illusory foe, the Lawgiver may instead prevent any one illusion from affecting him. Once he is aware of its nature as an illusion, he will always be aware of it- illusory animals cannot harm him, glamour-forged weapons will pass through her, and

so on. This may also be used as a perfect defense against Glamour Powers, the attacks of Fae and similar Wyld creatures, and so on.

An End to Deception Cost: 8m, 1wp; Mins: Investigation 5, Essence 4; Type: Simple (Speed 5, DV-0) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Illusion-Shattering Technique With a powerful burst of Essence and will, the character utterly destroys one illusion. Glamour-forged weapons shatter, illusory walls disappear, etc. This will not kill Fair Folk, Wyld Creatures, or sapient illusions instantly; instead, roll the character’s Intelligence + Investigation, with a number of automatic successes equal to her Essence. The resulting successes are applied as lethal damage to the target. Only a perfect defense will shield against this attack. This will not harm someone who has an illusion on them, unless it is glamour somehow sustaining life. This will function as an attack on characters or entities lost in the Sea of the Mind, but they may expend Virtue for perfect defenses.

Hidden Cabal Uncovering Method Cost: — (+1wp); Mins: Investigation 5, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Courtier's Eye Technique The Sun's Chosen shine light upon even the darkest of plots and schemes, that they might bring justice to their perpetrators. This Charm upgrades Courtier's Eye Technique, allowing the Solar to spend a point of temporary Willpower when activating it to discern their subject's allies and associates. If the Lawgiver succeeds on his activation roll, he learns names and identities of the subject's most powerful allies, contacts, or employers, up to a maximum of (Essence) for every threshold success, although this cannot reveal any information the subject does not know. If any character whose identity would be revealed has deliberately attempted to conceal such information with Charms or has an Essence greater than the Solar's, this Charm reveals nothing about them.

Infallible Watchman's Eye Cost: 7m; Mins: Investigation 4, Essence 3; Type: Supplemental Keywords: Combo-Ok Duration: Instant Prerequisite Charms: Crafty Observation Method, Evidence-Discerning Method Many were the spies of the Primordial's sent to infiltrate the armies of the Exalted. Yet the wise Twilight's could discern who was true and who was false and brought their circle's blades against those who would have betrayed through deception. This charm supplements an investigation roll against someone to determine if they are in disguise and portraying themselves falsely. It is not a lie detector as everyone lies. Against mundane disguises the Solar need not roll and automatically sees through their disguise. Against magical disguises this charm permits them a roll and grants +4 successes on an opposed roll. This charm does not succeed against efforts which somehow have perfect effects.

Puzzle-Solving Glance Cost: 1m; Mins: Investigation 4, Essence 3; Type: Simple Keywords: None Duration: Instant Prerequisite Charms: Crafty Observation Method The Solar Exalted can find the answers hidden in the most subtle of clues, following paths of thought and deduction to arrive at conclusions with seemingly supernatural skill. The Solar may activate this Charm to deduce information about any crime scene or similar site that they have successfully examined with an Investigation roll. They may pose any question about the scene, and immediately deduce the

answer, so long as the question is purely factual and objective in nature. There must be at least some evidence or clues present at the time they investigated for them to arrive at this conclusion from, although Charms that expand their range of senses, such as Keen (Sense) Discipline or All-Encompassing Sorcerer's Sight, may allow them to pursue microscopic or esoteric clues. If the Solar attempts to use this Charm while not physically at the site, he must attempt an (Intelligence + Investigation) roll to recall the details. The difficulty ranges from 1 to 5, depending on how long ago the scene was investigated. If another Charm contests these effects, add the character's Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.

Sagacious Academic Methodology

Sense of Disharmony

Gilded Scrolls of Wisdom

Cost: —; Mins: Investigation 3, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Any Investigation Excellency The Solar's skill at investigation has given him a sixth sense for when something is wrong. Whenever there is something within the Exalted's presence, he will be aware of it, as though it were a slightly brighter color than its surroundings, or otherwise highlighted. This will not distract the character from combat or an ambush, although if the Solar chooses to focus on it exclusively, he may be in trouble. This Charm gives absolutely no information about what wrongness has occurred, merely the location of a wrong thing. For example, if the Solar is in a bar and a man in the corner has been subtly stabbed and left in a manner so that it appears that he is sleeping over his tankard, this Charm will merely draw the Solar's eyes in the body's direction. The Solar will have to investigate himself, and if the stabbing was done properly, it will take an Investigation roll as usual to differentiate whether the victim had been poisoned or hit with a Spell, and so on. Similarly, this Charm will give no bonus to the actual investigation rolls made. A Solar standing in front of a wall to which someone was nailed and tortured will know that there is something wrong with it, but only an investigation roll will show the little flecks on the wall where the nailholes were mortared in. Until that point, it might be a secret door, a trap, an illusion, the place where a valuable painting was held and then stolen, and so on.

Cost: 3m; Mins: Lore 5, Essence 3; Type: Simple (One long tick) Keywords: None Duration: Instant Prerequisite Charms: Sagacious Academic Methodology Flicking through the pages of a book or rapidly unrolling a scroll, a Solar savant can easily read hundreds upon hundreds of pages in mere seconds. This Charm involves a minute of reading through a book, scroll, or similar text. The text must be in a language and medium that the Solar is capable of understanding. This Charm's magics allow the Solar to fully comprehend the text, with recall precise enough to quote specific details. He fully understands all information conveyed by the text, and receives a number of successes equal to his Essence on all rolls to remember details from the text. This Charm cannot be used to learn Charms or spells from a text or manual.

Subtle Interrogation Technique Cost: 4m; Mins: Investigation 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Any Investigation Excellency Although Solar power is often overwhelming, it can be useful for a Chosen to be more subtle from time to time. As talented interlocutors, Solars can manipulate their words so as to disguise their intent to draw out information or truth from their subject. This Charm is used to hide an Investigation social attack designed to gather information or force the subject to tell the truth, making it appear as though the Solar did not ask a question, or as though the question came from another source in a group conversation. Anyone paying attention to the Solar-- including the target—must make a Wits + Awareness roll and garner a number of successes equal to the Solar's permanent Essence to notice that the social attack was made by the Solar. This requirement decreases by one each additional time this Charm is used by the Solar during a scene. Those who fail to achieve sufficient successes or who are not paying attention in the first place will be completely fooled; the Solar's interrogation will seem like pleasant, ordinary conversation, virtually unrelated to the topic. If there is a group of individuals engaged in social discourse (not necessarily combat) the Solar can lay 'blame' for the attack in a general direction, but, unless there is only one other person, not on a specific individual.

Lore

Cost: 5m; Mins: Lore 2, Essence 2; Type: Simple Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Lore Excellency The Lawgiver’s eyes glint with deep wisdom as he ponders the secret lore of Creation. This Charm allows the Solar to make any roll to recall academic knowledge as a reflexive action. He still adds his Intelligence to the roll, rather than his Wits, and the difficulty of the roll is not increased. He adds a number of automatic successes equal to his Lore to the roll, allowing him to understand almost any topic with ease, even if he has given it little study.

History Accounting Regimen Cost: 3m + 1wp; Mins: Lore 3, Essence 2; Type: Simple Keywords: Obvious, Training Duration: Indefinite Prerequisite Charms: Any Lore Excellency The Lawgiver witnesses the reach of history, and contemplates the progression of knowledge from its rudimental elements to eventual mastery. By committing three motes and a Willpower, his caste mark burns into life and the Exalt may browse the wisdom of history and connect it with his living knowledge. For any Ability that he possesses at least one dot in, the Solar may gain a Specialty in that Ability, even if doing so brings the total in the Ability over +3. The Solar may not use this Charm to gain any Specialty that he already has. If the Solar keeps the motes and Willpower from this Charm committed for one week, he may learn the Specialty as a Training Effect. Once the essence and Willpower is released, the Solar's Specialties will return to their natural state. If a Solar gained a permanent Specialty using this Charm in an Ability that was already had its maximum, the oldest Specialty the character possessed in that Ability is lost. As long as the Lawgiver has motes or Willpower committed to this charm, his caste mark is lit as if he had burned seven motes.

Flood of Essence Granted Cost: –; Mins: Lore 4, Essence 3; Type: Permanent Keywords: Action-Only Duration: Permanent Prerequisite Charms: Essence-Lending Method As the Sun shines down his warm and life-giving light upon Creation, his Chosen can give the light of their own anima to others. This Charm permanently enhances its prerequisite, making it Reflexive instead of Simple. Even so, the total number of motes transferred per action, across all activations of that Charm, is (his Essence x 3). Also, for every point of Compassion the Solar has above three, he may reduce the cost of Essence-Lending Method by one mote. At Essence 5+, activating Essence-Lending Method does not count as Charm use. If the Lawgiver also has Will-Bolstering Method, that Charm's type is changed from Simple to Reflexive as well. The total amount of willpower that can be given per action, across all activations that

Charm, is (the Exalt's Essence). The mote cost of that Charm is similarly reduced by one for each point of Compassion the Exalt has above three. Again, at Essence 5+, activating Will-Bolstering Method does not count as Charm use. A second purchase of this Charm at Essence 4+ removes the Touch keyword from Essence-Lending Method (and again, WillBolstering Method if the Solar has it). Instead, the Solar may transfer his Essence (or Willpower) to any one target he can perceive per Charm activation that is touched by the light of his anima banner. Brilliant arcs of golden lightning flash between the Solar and his target when the transfer occurs. Obviously, his anima needs to be flaring to take advantage of this effect.

My Will Imposed Cost: --; Mins: Lore 6, Essence 6; Type: Permanent Keywords: None Duration: Instant Prerequisites: Wyld Shaping Technique When a Solar steps into the Wyld and decides to bring order to it, he is imposing his own imagination focused through his very will to bring that effort to fruition. When first learning to Wyld Shape, the Solar can have a hard time of it in areas close to Creation. As he refines his technique and becomes better practiced, this comes much easier to him. As a permanent upgrade to Wyld Shaping Technique the difficulties of shaping closer to Creation become easier. Pure Chaos remains difficulty 1, Deep Wyld becomes 2, Middlemarches becomes 3, and Bordermarches becomes 5. In addition to this the distance a Solar can now Shape becomes Essence x 3 miles.

Armies March against Chaos Method Cost: —; Mins: Lore 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Chaos-Repelling Pattern Sometimes more than just the Lawgiver himself must brave the churning chaos that is the Wyld. This Charm enhances Chaos-Repelling Pattern by enlarging its sphere of influence to surround and protect a Magnitude number of people equal to the Solar’s Essence.

Indomitable Cascade of Knowledge Cost: 20m, 2wp; Mins: Lore 6, Essence 6; Type: Simple (Dramatic Action) Keywords: Combo-Basic, Mandate, Obvious, Touch, Training Duration: One season Prerequisite Charms: Harmonious Academic Methodology A Lawgiver is not only a brilliant mentor, but he can also create an educational infrastructure capable of transforming the most ignorant tribe into an unsurpassed scholarly society that will last long after the solar has leave them. The character must spend one season inside a Dominion with a Magnitude not greater than his Essence. During this time he writes books, trains professors and sets all necessary infrastructures to keep the instruction working without his supervision. At the end of this period and for a long time thereafter the community will benefit from up to (Essence) uses of Harmonious Academic Methodology as if the Solar where there to teach them, although each trait is trained after one season rather than one week. These teachings are rigid and hermetic, though, so the Solar has to designate what it’s learned at each interval which must remain fixed for the program to be effective. After (Essence x10) years the group loses the last programmed use of Harmonious Academic Methodology. Each time this time frame occurs the process repeats itself again until the community educational infrastructure becomes completely mundane. If the group stops existing as such they lose the benefits of this Charm as well. A second and final purchase at Essence 8+ doubles the maximum uses of Harmonious Academic Methodology than can be stored in the community.

Medicine Flawless Midwife Practice Cost: 2m; Mins: Medicine 3, Essence 2; Type: Simple Keywords: Combo-Ok Duration: One Pregnancy Prerequisites: None The Solar touches any woman who is pregnant, blessing her with his power. The mother will never lose her baby due to illness, injury or other natural causes, and she counts as an Exalt for any supernatural effect that would harm the baby. Furthermore, she gains a bonus equal to the Solar's Essence on any rolls that directly help or protect the child. At Essence 3+, the Solar may bless multiple mothers at once by touching them in sequence and committing one additional mote per mother. Whenever one of the blessed mothers gives birth or otherwise is no longer pregnant, one mote is uncommitted. The final mote remains committed as long as any of the pregnancies remain.

Fertile Soil Method Cost: 5m; Mins: Medicine 3, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: None Where the sun shines upon the black soil of Creation, new life bursts forth, sending forth green leaves and f lowers to greet the dawn. So too does the touch of the Solar Exalted bless all things with abundant fertility. This Charm supplements a dramatic action to tend to a patient, requiring at least an hour. The Solar uses acupuncture to correct his patient's essence f lows, prescribes alimentary herbs to nourish their body, and cleanses their blood with alchemic reagents. At the end of this treatment, he rolls (Intelligence + Medicine). If he succeeds, his patient is guaranteed fertility for a number of days equal to the successes rolled. Any successful intercourse they have with a partner capable of siring or conceiving children will result in pregnancy.

Bountiful Loins Blessing Cost: 5m, 1wp; Mins: Medicine 4, Essence 4; Type: Simple Keywords: Combo-Ok Duration: One Year Prerequisites: Blessing of the Sun The Solar touches any fertile adult, giving them the blessing of a vast family. Should the blessed person have sex with another fertile adult while under the effects of this charm, the union is guaranteed to result in a pregnancy. Furthermore, the number of children born will equal the Solar's Essence/2.

Hero's Benediction Cost: 10m, 1wp; Mins: Medicine 5, Essence 4; Type: Simple Keywords: Combo-Ok, Obvious Duration: Instant Prerequisites: Flawless Midwife Practice The Solar looks down upon any infant born within the past hour, and some of the Solar's power passes down into the child. The blessed child gains a bonus equal to the Solar's Essence on any rolls that directly relate to surviving childhood.

Glorious Solar Creche Cost: 12m; Mins: Medicine 4, Essence 3; Type: Simple Keywords: Combo-Ok, Training Duration: One Year Prerequisite: Flawless Midwife Practice The Solar blesses a building, courtyard, village green or some other place where children are raised or gather. If a child spends at least ten hours a week over the course of ten months within the creche, they gain one dot of any ability the Solar has at least four dots in, to a maximum of two dots, chosen at the time of activation. Only children older than four but younger than fourteen may benefit from this, and each child may only benefit from a single Creche per year.

Additionally, children who have spent at least one hour in the Creche in the past month gain a bonus to all Resistance rolls to resist injury, disease or poison equal to the Solar's Essence. Adults who have benefited from at least one year in the Creche as children retain a +1 bonus to these rolls for their entire lives.

Village-Healing Ministrations Cost: - (+2m, 1wp); Mins: Medicine 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite: Medicine Essence Flow Although lesser doctors may need to concentrate on their charges for anything other than brief moments, the Chosen of the Sun are not so hampered. Though magically-boosted speed and focus is usually the province of combative Charms, medically-inclined Solars can develop the ability to add just enough speed, just enough capacity for multitasking, to enable them to operate simultaneously on many patients at once. So long as all patients remain within one tick's worth of Move from the Solar, the lawgiver can increase the cost of the Charms he’s using to affect up to (Essence) patients at a single time. When used in a combo, the Solar need only pay 1 Willpower, but pay a surcharge of 2 motes per charm in the combo.

Nation-Curing Blessing Cost: - (+2m, +1wp); Mins: Medicine 5, Essence 4; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite: Village-Healing Ministrations The capability of the lawgiver to heal many people at once becomes much greater. Standing among the patients, the solar’s anima flares to the 8-10 motes level, as tendrils of golden essence wash over the masses, healing them all at once. By paying an extra two motes and one extra Willpower to the cost of its prerequisite, the Solar can improve a Medicine Charm he possesses, allowing him to treat up to (Essence) in Magnitude. When this charm is placed in a combo, the Solar need pay 4 motes extra per Medicine Charm in the combo, and two Willpower, in addition to the normal cost of the Charms in the combo to affect such a large group.

Sun-Given Vitality Cost: 3m; Mins: Medicine 3, Essence 3; Type: Simple (Speed 3) Keywords: Touch, Combo-OK Duration: Instant Prerequisite Charms: Anointment of Miraculous Health As the sun's golden light brings new strength to the weary, so do the Sun's chosen give strength to their followers. A person affected by this Charm has their body refreshed, removing all ill effects of fatigue, hunger, thirst or lack of sleep as if they had just had a good night's sleep and a very large, nourishing meal. Even the Solar Exalted cannot keep material beings alive on Essence alone forever, though. The target feels no ill effect for a number of successive uses of the Charm equal to the Solar's Medicine score. After that, this Charm also inflicts a Derangement for each time it is used in place of rest or sleep, and a lethal health level of damage for every time it is used instead of actual nourishment. Derangements and damage caused by this Charm cease after the subject starts eating and sleeping normally, but they cannot be healed by any other means.

Mind-Restoring Method Cost: —; Mins: Medicine 5, Essence 4; Type: Permanent Keywords: Touch Duration: Permanent Prerequisite Charms: Wholeness-Restoring Meditation, AilmentRectifying Method, Body-Purifying Admonitions Despite the best efforts of the Lawgivers, the Fair Folk were still able to ravish minds in the First Age. This Charm allowed the Lawgivers to restore the sense of someone who had been ravished. On a successful diagnostic check taking one hour at a difficulty equal to the initial value of the virtue before the ravishment the Solar can expend 5 motes of energy to repair a patient's virtue. This virtue restores itself at a rate of one point per day. This cannot raise virtues beyond their initial limits.

Occult Immortal Sorcerer’s Advantages Cost: - ; Mins: Occult 4, Essence 3; Type: Permanent Keywords: Native Duration: Permanent Prerequisite Charms: Terrestrial Circle Sorcery Solar sorcerers are a thing to fear. A character who purchases this Charm gains the following benefits: The DV penalty for taking a Shape Terrestrial Circle Sorcery is reduced by one (to a minimum of 0). In addition to this advantage the Lawgiver gains an auxiliary mote pool equal to (Occult + Essence + 5) and an auxiliary willpower pool of one. The Solar may only use these pools to pay for spells. When these pools are depleted, the character may use his personal and peripheral mote pools as well as his usual willpower pool to pay for Spell activations. These pools refill by normal means, including stunts. A repurchase of Immortal Sorcerer’s Advantages at Essence 4+ doubles both pools and applies the DV reduction to Shape Celestial Circle Spell actions; a repurchase at Essence 5+ doubles them again and applies the DV reduction to Shape Solar Circle Spell actions. The Charm only applies to Sorcery spells, not Necromancy. New Abyssal Charm: Fell Necromancer`s Advantages (Prereqs: Shadowlands Circle Necromancy); This Charm reduces the DV of taking Shape Shadowlands Circle Necromancy action as well as Shape Labyrinth Circle and Void Circle Necromancy actions at Essence 4+ and 5+ repurchases, respectively. The Abyssal version disallows the use of the auxiliary pools for casting anything other than Necromancy spells. Other than those differences, the Charm functions identically to its mirror.

Sudden Arsenal Acquisition Cost: 5m; Mins: Occult 5, Essence 3; Type: Reflexive Keywords: Touch, Mirror (Tomb Always Provides) Duration: Instant Prerequisites: Spirit-Detecting Glance The tools of the lawgiver are never far from his side, but sometimes it is cumbersome to have them attuned at all times. And sometimes dangers loom suddenly, not giving him the luxury of time to take to attune to an Artifact or Manse, to gain it’s benefits. As soon as this charm is activated it allows the Solar to attune to any artifact or manse he his touching as a reflexive action. Motes must be committed to the artifact as normal.

Battlefield Medicine Mastery

Sorcerer Bedevilling Tricks

Cost: 2m; Mins: Medicine 3, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Medicine Excellency The medicine of the Solars rescues the wounded from death's door. This Charm supplements a Miscellaneous action to stanch a wound. It stops bleeding from all the target's wounds, prevents any of those wounds from becoming infected, and instantly stabilizes the dying.

Cost: 2m; Mins: Occult 3, Essence 3; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisites: Terrestrial Circle Sorcery One who can unlock the secrets of sorcery can tear them down as well. With careful tricks and attacks, the Exalt ruins a sorcerer's best efforts and concentration. When an Exalt with this charm distracts or damages a Sorcerer in the process of casting a spell, the External

Penalty they inflict on the Sorcerer's roll to keep control of the spell increases by their Essence.

Mortal Magic Mastered Cost: 1m; Mins: Occult 3, Essence 3; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisites: Any Occult Excellency Those Lawgivers who turn their hands to the magic of mortals perform it with supreme perfection. This Charm supplements a dramatic action to perform a thaumaturgical ritual. The character rolls as normal, but if he would fail, he instead succeeds with a threshold of one success.

Thaumaturgy Refinement Techniques Cost: —; Mins: Occult 3, Essence 1; Type: Permanent Keywords: Mirror (Grave Affinities) Duration: Permanent Prerequisite Charms: Any Occult Excellency While it is the gods who facilitate it and the Dragon Kings who pioneered its use, as is usually the case the Lawgivers were the ones to truly master and excel in thaumaturgy. The solar reduces the time it takes to do the rituals by one increment, from years, to seasons, to months, to weeks, to days, to hours, to minutes, to 5-ticks. A second purchase at Essence 3+ reduces it by one additional interval.

Breaking the Wicked's Will Cost: — (1m per die); Mins: Occult 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Occult Essence Flow, Celestial Circle Sorcery Some of the most powerful demons learn to resist the binding power of sorcery. A Zenith sorcerer of the First Age saw this, so he make this charm to enforce his will with the might y glory of the Unconquered Sun himself. The sorcerer can pay 1 mote to add a dice to his pool of Essence + Willpower rolls to bind a summoned demon with sorcery, up to his Conviction in dice. This can also be add to the contest of wills with Circle Banishments but not to the Wits + Occult roll to banish the demon if the binding fails (the sorcerer already use his might in the binding roll and fail, so the demon is not impressed any more). The character must pay the cost for every roll he makes.

Athletics Sky-Dancing Technique Cost: 4m; 1 wp; Mins: Athletics 5, Essence 4; Type: Reflexive Keywords: Combo-OK, Obvious. Duration: One Scene. Prerequisite Charms: Spider-Foot Style, Feather-Foot Style. Essence pervades all things and composes all things including the air and sky. A Solar aware of this simple truth may focus the small amount of essence in the air beneath their feet, making it solid enough for them to travel. A Solar using this charm may walk or run on air as normally as they would normal ground (i.e: Normal Movement rules, turbulent charms may impede speed etc.) They do not gain the ability to move faster than they normally would although other charms which increase their walk/dash speed may be used to increase their speed. This charm does allow Solars to stand still and 'hover' in the air. To increase/decrease their altitude the Solar literally has to walk to their desired altitude. The maximum altitude a Solar may reach using this charm is [(Athletics + Essence) x 3] yards. Till they reach Essence 6+ where this limit is removed and they may gain altitude till the essence in the air becomes too thin to bear them (ST's Discretion.) The character may use thrown weapons, fight unarmed or wield weapons normally, regardless of how fast she is moving. The character

can engage in aerial duels with characters capable of taking to the air, or she can hurl thrown weapons at foes on the ground or swoop down and strike them as she flies past. If the Solar wishes to use a ranged attack, such as a bow and arrow or throwing weapons, he suffers an external penalty depending on how close the target would be if the Solar were to remain on the ground. If the Solar's target were to be directly in front of him were he on the ground, the Solar's attack is at a 4 Internal penalty, as he would have to fire almost straight down. For every five yards away the target is from where the Solar would be standing, reduce this penalty by one. Once the target is sufficiently far away to reduce the penalty to 0, he may fire freely without a penalty.

Effortless Solar Strength Cost: 3m; Mins: Athletics 3, Essence 3; Type: Reflexive Keywords: Action-Only, Combo-OK Duration: Instant Prerequisite Charms: Any Athletics Excellency Solar strongmen can shatter an iron ball in the palm of their hand, or lift up yeddim with a casual shrug. Activating this Charm, the Solar may reflexively make a feat of strength to lift or break an object.

Immovable Righteousness Cost: —; Mins: Athletics 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Graceful Crane Stance While the Solar’s Graceful Crane Stance is active, any Knockback effect reduces the distance it throws him by (Dexterity + Athletics) yards, to a minimum of zero. While active, the Solar may also reflexively pay one Willpower to negate all Knockback from an attack, no matter how severe.

Delicate Mosquito Movement Cost: 4m; Mins: Athletics 3, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Graceful Crane When the character is on her feet and so wishes, she is as light as a fly. She can stand on still liquids, opponents’ swinging weapons, falling leaves, waving flags, etc. Also, the character climbs with such dexterity that no surface avoids her f lawless grasp. Any surface less shear than polished glass (DC 5 or less) can be climbed by the character, who need only touch the surface she is climbing with her hands (and a climb action) every once and a while. Specifically, the character can skip the climbing action for a number of Actions equal to her Athletics before she needs to devote at least part of a flurry to keeping herself off the ground. The rest of the time, the character may move across the surface at her normal land movement speed, and suffers no penalties to actions from climbing. However, she may not Dash. The surface is as difficult to cross as if it were level and the character was crossing it on the ground. The only restriction is that the character must remain above the surface she is climbing on, and so cannot climb any wall which is greater than 90 degrees. Characters with this charm may stop and start or jump from one surface to another without pause and continue on, as well. This charm does not confer any of the benefits of Racing Hare, so the character may need to take an action to jump. This charm will fade if Graceful Crane is not also active.

Cavorting Dolphin Style Cost: - (+1m); Mins: Essence 2, Athletics 3; Type: Permanent Keywords: Combo-OK Duration: Permanent Prerequisite Charms: Any Athletics Excellency The vast expanse of the oceans are wide and open to the penetrating light of the Unconquered Sun, and thus the Lawgivers should find no impediment in the embrace of the water. This Charm enhances a Solar's ability to swim, increasing his normal Move action

speed in the water to that of his Dash action on land (Dexterity + 6). In addition, any Charms that affect his Move or Dash speed, he can pay a one mote surcharge on them, to allow them to affect his swimming speed.

Stone-Shattering Step Cost: 3m, 1wp; Mins: Athletics 4, Essence 4; Type: Supplemental Keywords: Combo-OK, Obvious Duration: One action Prerequisite Charms: Lightning Speed, Effortless Solar Strength With superhuman strength and speed, the Sun's Chosen can walk through walls, shattering wood and stone to make way for their passage. This Charm enhances any Dash action the Solar takes. If they move directly into a barrier or obstacle that impedes their movement, they may make a feat of strength to break it as a reflexive action, allowing them to shatter walls and continue moving through them if they have the strength. If the Solar has used Charms or other magic to supernaturally enhance their Dash speed, they add one die to their feat of strength pool for every 2 additional yards added to his speed, which counts as dice added by Charms.

Skipping Sunbeam Course Cost: —(5m per jump, 1wp); Mins: Athletics 5, Essence 5; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Mountain-Crossing Leap Technique Like the rays of the sun as it crosses the skies, the Solar falls from the clouds to alight on the ground for a moment, and then carries his glory off to the end of his journey. A Solar with this Charm may invoke an alternate version of Mountain-Crossing Leap Technique, and he may do so only during "downtime" (Exalted, p. 119). This costs one Willpower, plus five motes for every (Essence x 5) miles or fraction thereof he travels, as he more easily bounds across the face of Creation at amazing speed. Every (Essence x 5) miles he must land and take off again, travel time between landings being five minutes each, potentially ending his journey early if the Storyteller decides something interesting ends the downtime. While Mountain-Crossing Leap Technique is Obvious, Skipping Sunbeam Course is more so, the Solar streaking across the sky like a golden comet trailing rainbow sparks. A scent lingers where the sparks fall to the ground, leaving for a few hours a maddeningly unidentifiable, subtle but pleasant aroma. The visual display is the equivalent of an 1115 mote anima display for the purposes of sighting it and negating the Solar's attempts at stealth. The pleasant scent may grant one or two bonus dice to attempts to track the Solar with Survival, or more if the pursuer has a superhuman sense of smell. At Essence 6+ the Solar's Mountain-Crossing Leap Technique changes its Cost to 5m, 1wp and using Skipping Sunbeam Course's iteration now costs 3m per jump, 1wp.

Awareness Honest Turnabout Assault Cost: —; Mins: Awareness 5, Essence 2; Type: Permanent Keywords: Native, Overdrive Duration: Permanent Prerequisite Charms: None The Sun makes no false promises; it does not dance the fickle dance of the Moon. It rises every day, steady and true, and expects similar fair play from others. This Charm grants the Solar an empty Overdrive pool with a capacity of ten motes. The Solar gains one offensive mote whenever he witnesses an attack being made from surprise, or three motes if such an attack is made against him. However, if he makes an attack from surprise himself, he loses the ability to gain offensive motes through this Charm until he next witnesses a sunrise. This Charm is not triggered (either way) by attacks

that are simply made unexpected through blinding speed or some other magic.

Action without Thought Cost: —; Mins: Awareness 2, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Any Awareness Excellency The Lawgiver need not think to act. This Charm adds (Essence) automatic successes to all rolls the Solar makes to Join Battle, Join Debate, or Join War.

Treasure-Warding Caution Cost: —; Mins: Awareness 4, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Keen (Sense) Technique The savvy Solar Exalted knows to keep his hand on his purse, even in a metaphysical and metaphorical sense. This Charm permanently enhances the Lawgiver, adding (his Essence) extra successes to any rolls he makes to oppose attempts to steal objects he owns and carries on his person. If an effect attempts to steal the Exalt’s possessions without a roll, this Charm forces a contested roll.

Awareness of Lessers Technique Cost: 3m; Mins: Awareness 5, Essence 4; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: Suprise Anticipation Method, Any Keen (Sense) Technique It is unseemly for the subjects of the Lawgivers to pay too close attention to them lest they perhaps become disillusioned with those chosen to rule Creation. When this charm is in use anytime the Solar could get a roll to notice someone watching them they automatically succeed and know about the watcher and how they are being watched. If this charm is up Surprise Anticipation Method does not count as a charm use to use. If another charm would contest this charms effects the Solar adds their Essence in successes to the contested roll. This charm can be activated in response to being watched even if the Solar has not even rolled yet. This should be done automatically and not be used by a Storyteller to drain the Solar of motes when a random robin stares at him through a window but rather when its important.

Golden Lantern Understanding Cost: 4m; Mins: Awareness 4, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: Any Awareness Excellency Even in the blackest night, the Solar need not fear the darkness. He may simply close his eyes, and see with inward vision, perception born of will alone. The Solar may ignore all penalties that he would take on any action due to conditions that impair his senses. These include both environmental conditions that reduce visibility or otherwise hamper the Solar’s perception, such as darkness or fog, and also effects that directly impair a Solar’s senses, such as blindness or deafness.

Sense-Unifying Concentration Cost: 3m; Mins: Awareness 5, Essence 3; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: Any Keen (Sense) Technique The senses of the Lawgivers all reveal one central truth. This charm allows anything that the Solar detects with any sense to be perceived by all their senses. They instantly know the appearance of anyone who makes a sound that they hear; they know how it would feel to touch any surface that they see; and they can tell the taste of a banquet at a glance from across the room.

Telescopic Sun Omniscience

Cost: 8m, 1wp; Mins: Awareness 5, Essence 4; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: Unsurpassed Hearing and Touch Discipline, Unsurpassed Sight Discipline Near and far mean little to a Solar, whose gaze can fall upon anything illuminated by the Sun’s infinite light. A character with this Charm may select a location up to (Essence) miles distant. As long as the Solar has unobstructed line of sight to her selected location she can see and hear events occurring within that location as if she were physically present. This Charm cannot be used to target locations the Solar lacks line of sight to, while obstructions such as leaves or gusts of dust or snow that impose external penalties degrade the Solar’s perceptions in equal measure. While this Charm is active the character suffers a -3 internal penalty on all Perception and/or Awareness-based rolls to notice events around her physical location. A Solar may choose to refocus her vision on any other valid point in range as a miscellaneous action. A second purchase at Essence 6+ extends the range of this Charm to (Essence x10) miles, while a third repurchase at Essence 8+ increases the range to (Essence x50) miles. A final purchase at Essence 10 extends the range to (Essence x100) miles.

Dodge Decoy Displacement Deceivement Cost: 4m; Mins: Dodge 3, Essence 2; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack, Mirror (Unfortunate Bystander Maneuver) Duration: Instant Prerequisites: Leaping Dodge Technique The solar not only avoids an attack, but redirects his opponent’s fury onto another target. The Exalt chooses a single object she could lift with one hand or one willing person within (Essence x 4) yards that the Solar is aware of. The Solar switches places with that object. If this charm was activated in response to a flurry, all further attacks in that flurry are directed against the swapped target

Bending with the Unbreaking Reed Cost: 1m/hl; Mins: Dodge 2, Essence 1; Type: Reflexive (Step 8) Keywords: Combo-ok, Obvious Duration: Instant Prerequisite Charms: Any Dodge Excellency Even when they cannot completely avoid the blows of the unrighteous, the Lawgivers may move with the strike, limiting its ability to harm them. For each mote spent as part of activating this Charm in Step 8 of combat resolution, the Solar reduces the final damage he takes by 1 level. He may not reduce the damage taken below 1, however, with this technique; had he been that capable, he wouldn't have been hit at all.

Shaded Ally Intercession Cost: 4m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: One action Prerequisite Charms: Leaping Dodge Method The mercy of the Solar Exalted puts them in danger that their faithful followers cannot hope to face. For the remainder of the action after activating this Charm, the Exalt may take the place of the target of an attack or flurry of attacks that is within jumping distance. The character must be aware of any attack he is protecting a target from, and the Exalt performs this feat reflexively in Step 2 of combat resolution.

Running-Before-The-Storm Defense Cost: 5m 1wp; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One Scene Prerequisite Charms: Shadow Over Water

The Solar evades attacks like a dancing sunbeam amidst storm clouds, outrunning and outdodging his adversaries with increasing grace and ease. For as long as his attackers persist in striking at him, he will persist in avoiding them. The Solar demonstrates formidable defensive skills in the face of a persistent attack. When he is attacked and successfully uses his Dodge DV to avoid it, he may “bank” any extra successes he acquired from Charms or stunts (not his normal DV). He may reflexively apply these successes to his Dodge DV during Step 6 of attack resolution later in the same scene, and he may not have a pool of more than (Dexterity + Dodge) banked successes. Only successes which stemmed from Charms or stunts may be banked in this fashion. Using banked successes does not count as a Charm activation.

Larceny Thief-King's Ghostly Presence Cost: --; Mins: Larceny 1, Essence 1; Type: Permanent Keywords: Merged Duration: Permanent Prerequisite Charms: None The rogues of the Night Caste leave no trace of their regrettably necessary activities, leaving the marks to conclude that they've been had by a ghost. This Charm permanently expands the Exalt's capabilities. Whenever the Exalt performs any successful stunt as part of a roll to perform a criminal activity such as picking a lock or disabling defenses, he automatically leaves no evidence of the activity. He does not leave fingerprints, magical traces, or any form of material or magical evidence behind. Consequently, any Investigation roll to investigate the scene of the crime fails automatically if the investigator is not using supernatural aid. Those who have access to Charms or other magic instead suffer a (Solar's Essence / 2, rounded down) external penalty. If the Solar has Larceny 4+, Essence 3+, this effect becomes perfect and can only be opposed by perfect effects, which prompts a roll-off as normal. Merged: Stealth

Identity Shielding Aegis Cost: 4m, 1wp; Mins: Larceny 4, Essence 2; Type: Simple Keywords: Combo-OK, Illusion, Merged Duration: One Scene Prerequisite Charms: Thief-King's Ghostly Presence Even if he has fashioned a disguise for himself, the Solar's identity must still sometimes be kept secret for the good of Creation. This Charm is an Illusion effect that shields the Solar's appearance from being recognized by those who have a Parry MDV less than or equal to his Essence unless they pay 2wp all at once upon seeing the Solar the first time after activating this Charm. If they pierce the Illusion effect, then they become immune to this Charm's effects for the rest of the scene. If the Solar has Larceny 5+, Essence 4+, then those who pierce the disguise become immune to its effects only until their DV refreshes twice. Merged: Stealth

Perfected Mask Gallery Cost: --; Mins: Larceny 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Flawlessly Impenetrable Disguise The rogues of the Night Caste hide behind countless masks and personas, never showing their true faces to their marks. This Charm permanently expands Flawlessly Impenetrable Disguise. First, the Solar no longer requires props when using Flawlessly Impenetrable Disguise. He acts as though he has props of Resources value equal to (Essence), maximum five for determining the quality of disguise that he can create. Second, the Solar may commit the cost of an activation of Flawlessly Impenetrable Disguise. If he does, then he may assume the disguise that was made with that activation at any time as a reflexive

action which does not count as Charm use. There is no limit on the amount of disguises he may store in this fashion; his only constraint is his Essence pool.

Golden Mask of the God-King Cost: 3m; Mins: Larceny 3, Essence 1; Type: Simple Keywords: Combo-OK, Merged (Socialize) Duration: One Scene Prerequisite: None This Charm makes it impossible to catch the Solar in a lie, unless there are outside circumstances that would reveal the lie. It causes all Investigation and Socialize rolls made to recognize the lie automatically fail, unless observer has a minimum two-success bonus from circumstances. If another charm opposes this then the Lawgiver rolls (Charisma/Manipulation + Larceny/Socialize) with (Essence) bonus successes against their (Perception + Socialize or Wits + Investigation).

Gilded Words Methodology Cost: 3m; Mins: Larceny 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Illusion, Merged (Socialize) Duration: instant This charm creates an unnatural mental influence that causes the target to believe wholeheartedly in the Lawgivers words, their truth self-evident. The Solar rolls (Manipulation + Larceny) against the targets MDV. If successful the target now believes the Solar, an illusion concealing all evidence to the contrary. This unnatural mental influence costs 2 willpower to resist.

Shadow Agent Cultivation Cost: 10m, 2wp; Mins: Larceny 4, Essence 3; Type: Simple (Dramatic Action) Keywords: Obvious, Touch, Training Duration: One Week Prerequisite: Flawlessly Impenetrable Disguise, Lock-Opening Touch Under the guidance of the Solar Exalted mortal thieves and bandits become deadly assassins and masterful spies. This Charm involves training a organized group or military unit. This Charm requires five or more hours of effort in any given week to bear fruit. In each week of training the trainer picks one trait to train: Conviction, Dexterity, Wits, Manipulation, Melee, Thrown, Stealth, Larceny, Dodge. This Charm increases the trait to train by one dot to a maximum of 4. The solar can train with a group or as a solo character, increasing her own traits.

Unseen Shadow Curriculum Cost: -; Mins: Larceny 5, Essence 5; Type: Permanent Keyword: Obvious Duration: One Week Prerequisite: Shadow Agent Cultivation The Solar Exalted imbue their warriors with something of their own natures. This Charm enhances the Exalt's Ability to train Warriors. This Charm allows her to use Shadow Warrior Training Technique to train others in any of the following:  Intelligence, Perception, Appearance, Temperance  Awareness, Athletics, Investigation, Linguistics, Ride, Sail, Socialize, Performance  Willpower. The Exalt may train Willpower to a maximum of 7.  Jobs - name an activity that can be planned with larceny, for example, cons, gambling, disguises, theft, smuggling or espionage. The target gains +2 specialty dice on all relevant rolls. Only one Job may benefit from this bonus per target at a time, training new Job removes the old one. Target may not receive more than three dice from specialties for any action.

Under the Shadow of the Sun Cost: -; Mins: Larceny 5, Essence 4; Type: Permanent Keyword:

Duration: Permanent Prerequisite: Shadow Agent Cultivation The Lawgiver's agents are many, but all are naught but weapons to be wielded by the same hand. This charm permanently enhances those he trains with Shadow Agent Cultivation. When they undertake actions on behalf of the lawgiver, any and all successful investigations to the perpetrator lead directly to the lawgiver instead of the agent. It is less important who performed the acts, in comparison to the fact that the act was the lawgiver's will manifest. As far as any investigation can determine, the act was done personally by the lawgiver. This charm does nothing to shield an agent as they act, only concealing their acts afterwards. This charm is a perfect effect, counting as a defense in charm contests. If someone attempts to discern the event through the Loom of Fate they automatically succeed but it only returns the message "As the Lawgiver Commands".

Loyalty Indoctrination Practice Cost: -; Mins: Larceny 5, Essence 4; Type: Permanent Keyword: Duration: Permanent Prerequisite: Shadow Agent Cultivation This charm permanently enhances its prerequisite, imposing a supernatural intimacy of loyalty to the lawgiver in his students. Any scene in which the trained abilities are used counts as a scene building up this intimacy if eroded. In the likely event that the lawgiver was in disguise when the training was done, the intimacy seamlessly transitions to his real persona if revealed. There is a similar charm in War and Lore, known as Inspiring Commander Practice and Honored Teacher Practice. Their prerequisites are Tiger Warrior Training Technique and Harmonious Academic Methodology.

Castle-Entering Stance Cost: – (5m or 10m, 1wp); Mins: Larceny 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Door-Evading Technique It takes more than locked doors and mortared walls to bar the way of the Lawgiver. This Charm upgrades Door-Evading Technique. The Solar may activate it for a reduced cost of five motes to move through any portal. In addition, he may also activate it to pass through any material obstruction that is no more than (Essence) yards thick, although he must pay the full cost of the Charm to do so. If a character physically prevents the Solar from moving with a Blockade Movement action, he may activate Door-Evading Technique to automatically overcome their efforts. At Essence 6, the Solar need only pay five motes to bypass any obstacle.

Body Double Disguise Cost: —; Mins: Larceny 5, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Flawlessly Impenetrable Disguise The Solar’s mastery of disguise now applies to her ability to disguise her compatriots-- or victims-- as easily as her own. The character may choose to add 1 to the Speed and 3 motes to the committed cost of a Flawlessly Impenetrable Disguise in order to use it on another target. If the target does not wish to be disguised, the target must be restrained for the entire 7 long ticks and the Solar must succeed at a Manipulation + Larceny roll equal to the target’s Essence. The disguise may not be voluntarily shed once emplaced by the Solar; the Solar must choose to release the committed motes if she chooses to dispel the effect before the end of the Duration.

Five-Thousand Finger Discount Cost: — (+1m+, +1wp); Mins: Larceny 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent

Prerequisite Charms: Stealing from Plain Sight Spirit The magpie-hands of the Solar Exalted can steal the swords out of the scabbards from an entire army. This Charm permanently enhances its prerequisite, enabling the Solar to steal not just one thing, but everything within (Essence) yards that is in plain sight. This costs one extra willpower, plus a surcharge of one mote for every extra object stolen, added onto the cost Stealing from Plain Sight Spirit. The Exalt still must be able to carry everything he steals, which may be difficult if procuring a dozen different items.

Duration: Instant Prerequisite Charms: Easily Overlooked Presence Method The solars often had to hide their nature, and now must practically always do so. This is one of the many tools in that arsenal. The solar activates this charm in response to any attempt to detect his exalted nature by supernatural means, whether charms like Measure the Wind or artifacts like Essence Flare Pillars. Any attempt to divine the solar's nature will register them as a heroic mortal. This is a perfect defense.

Remote Appropriation Prana

The Sun Is Always There

Cost: —; Mins: Larceny 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Stealing from Plain Sight Spirit Such is the prowess of the Lawgivers that no item is beyond their reach in the pursuit of their duties as rulers of Creation. This Charm permanently enhances Stealing from Plain Sight Spirit, increasing the maximum range the character can steal from to (Essence x 100) yards. The character must still be able to see the object she's attempting to steal directly, remote scrying is ineffective for overcoming this limit, though Charms which allowed the character to see through solid objects could. A second purchase of this Charm at Larceny 6+, Essence 6+ increased the maximum range to (Essence – 5) miles. A third purchase at Larceny 8+, Essence 8+ further increases this limit to (Essence x 10) miles

Cost: —; Mins: Stealth 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Mental Invisibility Technique

Stealth Thief-King's Ghostly Presence Cost: --; Mins: Stealth 1, Essence 1; Type: Permanent Keywords: Merged Duration: Permanent Prerequisite Charms: None The rogues of the Night Caste leave no trace of their regrettably necessary activities, leaving the marks to conclude that they've been had by a ghost. This Charm permanently expands the Exalt's capabilities. Whenever the Exalt performs any successful stunt as part of a roll to remain unseen, or unheard, he automatically leaves no evidence of the activity. He does not leave fingerprints, magical traces, or any form of material or magical evidence behind. Consequently, any Investigation roll to investigate the scene of the crime fails automatically if the investigator is not using supernatural aid. Those who have access to Charms or other magic instead suffer a (Solar's Essence / 2, rounded down) external penalty. If the Solar has Stealth 4+, Essence 3+, this effect becomes perfect and can only be opposed by perfect effects, which prompts a roll-off as normal. Merged: Larceny

Identity Shielding Aegis Cost: 4m, 1wp; Mins: Stealth 4, Essence 2; Type: Simple Keywords: Combo-OK, Illusion, Merged Duration: One Scene Prerequisite Charms: Thief-King's Ghostly Presence Even if he has fashioned a disguise for himself, the Solar's identity must still sometimes be kept secret for the good of Creation. This Charm is an Illusion effect that shields the Solar's appearance from being recognized by those who have a Parry MDV less than or equal to his Essence unless they pay 2wp all at once upon seeing the Solar the first time after activating this Charm. If they pierce the Illusion effect, then they become immune to this Charm's effects for the rest of the scene. If the Solar has Stealth 5+, Essence 4+, then those who pierce the disguise become immune to its effects only until their DV refreshes twice. Merged: Stealth

Humble Mortal Mien Cost: 4m; Mins: Stealth 4, Essence 2; Type: Reflexive Keywords: Combo-OK

No matter how oblivious the populace may be, no matter how dark the night, the Sun is never truly gone. The Exalt’s Mental Invisibility Technique no longer recedes entirely when she joins battle. Only those who Join Battle in the conflict with the Solar pierce the effect, while bystanders must deal with the Charm normally. Another purchase of this Charm at Essence 4+ indefinitely extends the duration of the Solar’s Mental Invisibility Technique.

Oracle-Rebuking Sunbeam Cost: –; Mins: Stealth 5, Essence 4; Type: Permanent Keywords: Combo-OK Duration: Permanent Prerequisite Charms: Vanishing from Mind's Eye Method The Solar Exalted can vanish from the sorcerer's glass or the scrying pool as easily as from the mind's eye. This Charm upgrades Vanishing from Mind's Eye Method. While it is active, the Solar is warded against all scrying and other effects that would allow him to be supernaturally observed. Scrying that targets the Solar specifically is negated, while scrying that affects an area is unable to detect the Solar's presence. If another Charm contests this effect, Oracle-Rebuking Sunbeam adds the Solar’s (Essence) in automatic successes to the opposed roll to maintain the effects of this Charm. With Stealth 6 and Essence 6, the Solar may choose to pay a single point of Willpower any time a scrying effect that specifically targets him is negated by this Charm. The offending character's eyes burn with brilliant sunlight, an instantaneous environmental hazard with Trauma 5 and Damage (Essence)L. Because this attack originates within the victim, no external defenses can apply, although protective Charms still have their full effect. If they suffer any damage from this hazard, then they are blinded as a Crippling effect, that their eyes may no more offend the Lawgiver. Characters who heal as Exalted regain their sight after a full day of rest, while other characters are blinded forevermore.

Cunning Scoutmaster’s Practice Cost: - (+3m); Mins: Stealth 5, Essence 4; Type: Permanent Keywords: Leader, War Prerequisite Charms: Spreading Night’s Shroud Solars were made to be the grand generals of Exalts and their supporting legions, whether Dragon-blooded or mortal. Those specialties which belong to the more subtle arts are no different; given the slightest bit of effort, a Lawgiver can cloak his complimentary unit in the power of his Essence and the skill of his leadership, leading them as Ghost Tiger Warriors. Nights using this Charm against the Primordials were able to bring massive amounts of Dragon-blooded troops-- and their Dawn allies-- into the fastnesses of Primordial strength, and slaughter them unawares. It was also responsible for many a brutal shadow war in the First Age, where mortals might not even notice their betters until they or those around them began to drop like flies. When activating Stealth Charms, the Solar may pay the surcharge on each Stealth Charm, to have them affect up to (Essence) in Magnitude.

Night Hidden Footsteps Method Cost: —; Mins: Stealth 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Stealth Essence Flow When the sun slips below the horizon none can see it. The Lawgivers are righteous and burn like the sun to all to see when they wish it but they too can become as hidden as the sun when day turns to night. When a charm would automatically nullify a Solar's Stealth or Larceny charms this effect turns into a contested effect with the Solar adding their permanent Essence in successes to the roll. However, when a charm is used to defend against surprise attacks, this charm has no effect.

Bureaucracy Being Everywhere Approach Cost: 5m 1wp; Mins: Bureaucracy 4, Essence 3; Type: Extra-Action Keywords: Combo-Ok Duration: Dramatic Action Prerequisites: Speed the Wheels The Solar is a blur of bureaucratic achievement, seemingly able to be in multiple meetings at the same time while spying on her competitors or filing paperwork. This charm allows the Solar to perform (Essence/2) dramatic bureaucratic actions simultaneously with no penalty.

Unbreakable Handshake Agreement Cost: 2m, 1wp; Mins: Bureaucracy 3, Essence 2; Type: Reflexive Keywords: Combo-Ok, Emotion Duration: Special Prerequisites: None The powers of the Lawgivers as a whole to enforce their treaties may not equal those used by the Eclipse Caste, but are still formidable. This charm is activated whenever an agreement is reached. The Solar may choose to bind the deal, tying it to the target's mind. Any time the target attempts to break the agreement, he must succeed at a Willpower check with a difficulty equal to the Solar's Essence (maximum of 5). Failure means that the target may not attempt to break the deal for the rest of the day. Success (or spending 3wp) immediately breaks the charm, but imposes a -3 internal penalty on the target for one week as an emotion effect that takes 1wp to ignore for a scene. At essence 3+, the Solar may bind any number of willing participants by spending an additional 1m for each target past the first.

Jade Beckons Yojimbo Cost: 4m; Mins: Bureaucracy 4, Essence 2; Type: Reflexive (Step 1) Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Insightful Buyer Technique. Unto the Sun's Chosen are given all the spoils of treasures of Creation, to hoard or distribute as they see fit. If the Solar offers a bribe, gift, or payment as part of a social attack, he may enhance it with this Charm. Doing so adds automatic successes equal to the Resources value of the payment offered to the Solar's social attack roll. Although the Solar need not immediately make the payment, the character he influences must have valid reason to believe the Solar is capable of paying him. If the Solar successfully influences a character and pays him, then this Charm exerts unnatural mental influence on them. This influence prevents the character from abandoning the duties he was paid for or from performing them negligently. This influence may be resisted for a cost of three Willpower.

Turning the Wheel of Commerce Cost: 1+m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple (Dramatic Action) Keywords: Combo-OK, Compulsion, Illusion Duration: Instant

Prerequisite Charms: Bureau-Rectifying Method, Foul Air of Argument Technique The lawgiver gains control on the incomes of two domains, and with a subtle approach he can redirect the flow of cash. The character can use this power to help his allies while weakening his enemies. The lawgiver can only use this Charm in two cities or groups with which he have had several commercial relationships within the previous year, and that are at a maximum distance between each other equal to (Essence x100) miles. This Charm costs (victims’ Magnitude) motes and one willpower point. The player rolls Intelligence + Bureaucracy against the group leader’s Intelligence + Bureaucracy plus half the group’s Magnitude. The roll is against the leader of the city or group that is going to be weakened, not the beneficiary city or group. If he succeeds he can lower one point of Resources/Wealth from one city or group and raise one point of the Resources/Wealth of the other. The victim of this Charm must be of equal or greater Magnitude than the beneficiary. These changes take place over a season, in which time the commercial relationships and market prices start shifting. Merchants and investors found they can gain more profit if they move to the other city or group. This Charm effect lasts for (Essence) seasons, plus one month for extra success on the roll. After that time, the commercial relationships can go back to normal, depending on the market opportunities. External influence can also end this effect before time, but any actions to do this suffer an external penalty equal to the character’s Essence. For porpoises of this Charm, Magnitude refers to the quantity of people, not the Domain’s Magnitude. A second purchase at Essence 6+ allows the solar to extend the maximum distance between the two groups to (Essence x 1.000) miles.

Efficacious Hiring Strategy Cost: 6m; Mins: Bureaucracy 4, Essence 3; Type: Simple Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Speed the Wheels The Solar Exalted are god-kings and emperors, but that does not mean they must be dictators. It is far more efficient to delegate their supreme authority, and to choose worthy underlings to carry out their plans. The Solar may activate this Charm to enhance any group he leads. All members of the targeted group gain (Essence) bonus dice on any action that advances the group’s agenda. This bonus does not apply to any action taken in combat. If the targeted group forms a social unit, it adds (Essence) bonus dice to the pools used to calculate its MDVs against any social attack or mental influence that targets the group through one of its members, instead of its leader. If it forms a mass combat unit, its Close Combat Attack, Close Combat Damage, Ranged Attack, and Ranged Damage ratings are increased by one each.

All-Desirable Treasure of Heaven Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 2; Type: Simple Keywords: Combo-OK, Emotion, Illusion Duration: Indefinite Prerequisite Charms: Frugal Merchant Method, Insightful Buyer Technique It is left to the Sun's Chosen to dictate what is treasure, and what is dross. With a successful (Manipulation + Bureaucracy) roll, the Solar can make any object he touches appear to be a treasure of price beyond imagining. Any character who witnesses the object and has a Dodge MDV less than the Solar's rolled successes immediately gains a magical Intimacy of desire for that object, and would be willing to purchase it as if it had a Resources value of half the number of rolled successes, to a maximum of 5, if convinced to buy it. If the Solar actually uses this Charm to make high-priced sales at a given Resources value, he only receives enough Resources to make a single purchase of that value, not sufficient to permanently raise his Resources background to that value. This Charm has a incidental effect of concealing artifacts, allowing the Solar to disguise any artifact as a mundane but opulent treasure, if his rolled successes are sufficient to generate a Resources value of the artifact's rating plus two. However,

this illusion only persuades those with the supernatural Intimacy from this Charm. This unnatural mental inf luence can be resisted by spending two points of Willpower. The Intimacy from this Charm can be eroded normally, but a character must spend a point of Willpower in each scene he attempts to do so.

Chastising the Corruptible Manager Cost: —; Mins: Bureaucracy 4, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Indolent Official Charm The veniality of those who oppose the Solar not only makes them vulnerable to sabotage, but it weakens their hold on power. Should this weakness be exposed, those who serve those foolish stumbling blocks may choose to desert rather than serve such petty incompetents. If the Solar succeeds in using Indolent Official Charm with more threshold successes than the Essence of the person who opposes her, or is unopposed in the use of this Charm, she may opt to cause the targeted organization to shed 1 Magnitude as various workers, officials, and even slaves quit or f lee in disgust.

Instructions of Efficient Management Cost: 3m; Mins: Bureaucracy 3, Essence 1; Type: Simple Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Any Bureaucracy Excellency With a series of words and gestures, a group is shown how to perform a task together with the greatest efficiency possible, with each participant adding together to the work, each contributing their best to the best effect. When this Charm is activated, a group of participants who are prepared to use the Aid Other action on the same target for the same activity are energized and harmonized towards the accomplishment of that task for as long as the Solar is present and keeps the motes committed. Each die from the Aid Other action is turned into an Automatic Success for every interval of the Dramatic action while the Charm is active.

Spherical Flow of Wealth Method Cost: 7m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple (Dramatic Action) Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Bureau-Rectifying Method The Enlightened Font of Plenty understands that money and resources are to himself as water is to the ocean- though they may change forms and temporarily dissipate, they will inevitably return. Activating this Charm requires success on an extended Intelligence + Bureaucracy roll, difficult y 20. Each roll represents a day’s worth of time spent reorganizing and diversifying the Solar’s financial interests. As long as the Solar retains the Essence commitment to this Charm, his network of commerce remains inviolate. Instutions are wellinsured, include failsafes of various kinds, and are diversified to the point of being nigh omnipresent. No matter what the winds of Fortune may bring, the Solar’s wealth is secure. While this Charm is in use, no event short of a global catastrophe on the scale of the Great Contagion can reduce the user’s Resources. If a blight devastates the user’s orchards, he finds himself well positioned to convert the land to pastures for cattle - if war brings ruin to his industries, he finds a ready market for the weaponsmiths he had forgotten he was paying. If another Essence-wielder attempts to reduce the user’s wealth in any way, he receives an external penalty to all rolls to do so equal to the user’s permanent Essence.

Righteous Leadership Style Cost: —; Mins: Bureaucracy 4, Essence 3; Type: Permanent Keywords: Emotion, Mirror(Ministry of Fear Technique) Duration: Permanent Prerequisite Charms: Speed the Wheels

Those who are so blessed as to find themselves working under the wisdom of a Solar quickly grow dedicated to their leader. Each scene the Lawgiver spends commanding those under her command in an organization counts as a scene building an Intimacy of adoration in them towards her. Those who develop such intimacies cannot take any actions that would knowingly harm their leader or remove her from her position, unless they spend one Willpower point per day to overcome the unnatural mental influence of this Charm.

Sun-King Requisitioning Stance Cost: 3m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Simple (One Dramatic Action) Keywords: Combo-OK Duration: Instant (Indefinite) Prerequisite Charms: Insightful Buyer Technique. In even the direst of times, the Quicksilver Falcons can procure what is needed. This charm allows the Solar to requisition anything with a resource value equal to either their Resources background or the number of successes they roll on (Bureaucracy + Manipulation), whichever is lower -- regardless of local conditions, though whatever they want must be at least theoretically available in their area; they must also have some ability to contact civilization and be contacted in turn in order to use this charm. Provided it is not already present, the requested object arrives by the end of the scene, or within twenty minutes in any case. The Lawgiver may also specify any other person or organization they choose as the beneficiary, and may even leave the target is unaware of the source of such largess; they may alternatively include a short message if they wish. If used to requisition portable objects, this charm is instant. If it is used to requisition larger, more infrastructure-intensive things - such as fully-crewed ships, mansions, legions, and so forth – the charm is indefinite, and the requisitioning lasts for as long as the motes remain committed. In any case, the requisitioning itself is subtle and leaves no official trace of the Solar's involvement or wealth... though it does nothing to ensure that they are subtle with however they apply what they have acquired. This charm cannot be used to requisition specific things unless they are for sale or the Solar can already assert some theoretical authority over them. A Lawgiver can work the system to find supplies for sale -- or a legion for hire -- and acquire ownership of them in even the direst market, but obtaining specific things owned by others who are unwilling to sell normally falls under Larceny instead.

Linguistics Expression beyond Words Cost: 4m; Mins: Linguistics 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Excellent Emissary's Tongue The Solars of the Eclipse Caste are always understood, no matter where they go or with whom they speak. This Charm supplements any action to communicate, whether that be through spoken or written words. The Solar's words have a clearly supernatural air about them, the exact details of which are left to the player. His voice might sound as a trumpet, or his written words might have a golden sheen to them. However the Charm manifests, the words communicated in the supplemented action are perfectly understandable no matter what language the receiving characters know. If characters hearing or reading his words speak it, they understand it as Old Realm. Otherwise, they understand it as their first native tongue. This Charm is explicitly compatible with Charms from other Abilities, such as Presence and Performance. To allow his words to continue to be understandable if written, the Solar must commit 1m per page of text or equivalent.

Golden Interpreter Convocation Cost: 15m, 1wp; Mins: Linguistics 5, Essence 4; Type: Simple Keywords: Illusion, Obvious

Duration: One scene Prerequisite Charms: Expression beyond Words With an Eclipse Caste diplomat overseeing a gathering, there can be no miscommunication or vagueness. Everything is conveyed clearly and efficiently. Activating this Charm, the Solar names a purpose for a meeting between parties, and his Caste Mark flares to life as if he had spent 3-5 motes of peripheral Essence. The named purpose can be a trade negotiation, a peace treaty, or even a simple introduction between two strangers. As long as all involved individuals agree to be under the Solar's auspices, then they become targeted by an Illusion effect. This effect makes it so that the Solar and all other participating individuals are understood in whatever language the character best understands, usually his first native language. Everything is translated perfectly for him, retaining full meaning and context. This effect applies equally to the Solar and any individual who joins the convocation at any point during the scene.

Sealing the Envelope Cost: 1m+ (1wp); Mins: Linguistics 3, Essence 2; Type: Simple (Speed 3) Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Any Linguistics Excellency It's said that the pen is mightier than the sword. And a Lawgiver's pen is sharper than any other. Sometimes words can not only change the courses of a nation but the very fabric of nature itself. This charm was originally created by First Age Solar sorcerors who wanted to always carry their sorcery journals around but couldn't afford to have pesky rivals peek inside. The Lawgiver may store a document as small as a letter or as big as a thick tome in Elsewhere for every mote spent, with only his Essence limiting how many documents can actually be stored. By committing one willpower to his collection of documents stored in Elsewhere, he may force the documents to remain hidden and not reappear should he lose his commitment of Essence or die.

Perpetually Persistent Message Cost: 4m 1wp; Mins: Linguistics 4, Essence 4; Type: Supplemental Keywords: Combo-OK, Compulsion, Illusion Duration: Indefinite Prerequisites: Letter-Within-A-Letter Technique Mortal agents who await word or orders of their Solar Lords need not fear a message being intercepted and destroyed if the Solar deems it important enough. With a touch of their magic and an effort of their will made manifest in their writing, the Solar turns any agent who is denying the target knowledge of his word into an unwitting agent. Any individual who handles the missive enchanted with this Charm who intends to perform an action that would prevent the missive from reaching the intended target will be placed under a Compulsion to themselves write the target a missive that they must deliver in turn. They will also be under an Illusion effect while doing so, believing that the missive they write is innocuous or routine or appropriate on some level, while in fact delivering the message that the Solar themselves want delivered. This new missive itself will be empowered with the same effects, including effects that are combined with it at the time of the Solar writing the original letter, continuously, until the message is received by the intended target. The effects can both be resisted for 2 willpower if the target's Essence is equal to or higher than the Solar's. If not, the target must spend 4 willpower. If the target fails to do so, they will not recall the effect having occurred, the Compulsion they were under or the contents of the missive themselves outside of what they believe they wrote while under the compulsion.

Glyph Reproduction Method Cost: 5m; Mins: Linguistics 3, Essence 2; Type: Simple (Dramatic Action) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Linguistics Excellency

The Exalted have no difficulty in copying the handwriting of another. This Charm is a dramatic action to forge another character’s handwriting or copy a document, lasting one minute for each page of forged writing the Solar wishes to produce. If the Solar has a copy of the handwriting or document he wishes to reproduce, no matter how small or fragmentary, he automatically creates a perfect forgery or duplicate. If not, he must attempt an (Intelligence + Linguistics) roll to successfully recall the details of the handwriting. The difficulty ranges from 1 to 5, depending on how long ago he saw it——difficulty 1 if it was days ago, difficulty 5 if it was years ago, or more. He cannot forge handwriting or copy text he has never seen. The forgeries produced by this Charm are completely indistinguishable from the original’s handwriting, a perfect duplicate in every way. If the Solar makes a written attack in the forged document, he uses the Linguistics rating of the character whose handwriting he copied in place of his own, although this cannot exceed the maximum rating he may have in an Ability. Charms may see through the forgery as if it were a cipher or code—but if another Charm contests Glyph Reproduction Method’s effects, it adds (Essence) automatic successes to the (Manipulation + Linguistics) roll to contest the opposing magic.

Sunrise Inkwell Spirit Cost: —; Mins: Linguistics 1, Essence 1; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: None The Lawgiver needs neither quill nor ink nor paper to record his words, for the very light of the sun itself will bend to capture them. The Solar gains the ability to write in letters and characters of light on any surface. Writing in light takes just as long as writing normally, but the Solar needs no materials whatsoever–merely by tracing his fingers over a surface, he can write anything he could with paper and pen. The glyphs of light glow in the subtle golds and other colors of the Solar’s anima, making it impossible to counterfeit his own individual glyphs. It is impossible to destroy the light-writing, except by destroying the surface it is scribed on. The glyphs normally glow dimly, although anyone touching the surface can dim them to plain colors or brighten them enough to light an entire page with a reflexive action. In addition, Sunrise Inkwell Spirit is enhanced by many other Solar Linguistics Charms. If the Lawgiver has the Whirling Brush Method, he can increase the speed of his writing to (Essence x 20) his normal pace rather than (Essence x 10) when writing in light. If he has the Poetic Expression Style, the glyphs become self translating: they will re-draw themselves in the native language of whoever reads them, so long as the Lawgiver speaks that language. With the Excellent Emissary’s Tongue Charm, the glyphs can even be read by those who have no language in common with the Solar, taking on a supernally legible form, though fine details and abstract concepts cannot be conveyed.

Confounding Legalism Loophole Cost: 3m; Mins: Linguistics 4, Essence 2; Type: Reflexive Keywords: Combo-OK, Illusion Duration: Instant Prerequisite Charms: Sagacious Reading of Intent The words of the Lawgivers cut through the petty legalisms of those who would oppose them. This charm can be used whenever the Solar proposes formal deal or contract; it allows them to conceal a loophole within their words that, should they choose to excise it, will completely free them from any responsibility to fulfill their side of the agreement. All other provisions of the contract remain in effect. This charm does not provide any provisos to enforce the contract in question; Lawgivers are advised to ensure such enforcement by other means (such as the Eclipse oath), since the other parties to it are likely to see the use of such a loophole as a betrayal, despite it being allowed by the contract's strict terms.

A second purchase at Essence 5 allows this charm to be used to be used to conceal up to (Essence) additional clauses that the Lawgiver desires in the contract; however, clauses that would violate a participant's Motivation or which would constitute an Unacceptable Order are detected automatically.

Disseminating the Royal Proclamation Cost: 10m, 1wp; Mins: Linguistics 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Twisted Words Technique This charm enhances any written social attack, ensuring that word of it will spread. A number of copies of a single document may be imbued equal to the Solar's Charisma + Linguistics, and if placed in an appropriate Combo or otherwise allowed this static value may be increased with Linguistics Excellencies. Only a single expenditure is required to both enhance this value and add to the dice pool of the social attack. The imbued documents not only each deliver the social attack at full potency, but the documents together form a Social Unit with Magnitude equal to the number of documents. This unit may be disseminated among the literate population of a social group to deliver the attack, or the documents may be split into multiple units to attack multiple social groups. This can be achieved by posting the documents in public places, or by sending them to leading individuals within social units, but in either case the literate group members will be at least affected enough to discuss what they have read in the hearing of illiterate members, and so the attack can spread as long as at least one leader of the social unit is literate.

Ride Golden Charioteer Practice Cost: — (+1m per); Mins: Ride 2, Essence 2; Type: Permanent Keywords: Mirror (Cowled Coachman Mastery, follows) Duration: Permanent Prerequisite Charms: Master Horseman’s Techniques Some Lawgivers have come to favor chariots and carriages over a simple steed. This Charm permanently upgrades all of the Solar’s Ride Charms. He may apply the effects of any such Charm to all creatures pulling his conveyance by paying a surcharge of one mote for each animal after the first. At Essence 3+, he need only pay one additional mote for all such animals, regardless of number. The Abyssal Mirror to this Charm is called Cowled Coachman Mastery. It has Soul Reins as its prerequisite Charm but is otherwise identical.

Opulent God-King Transportation Cost: —; Mins: Ride 3, Essence 3; Type: Permanent Keywords: Mirror (Pallbearer’s Procession, follows) Duration: Permanent Prerequisite Charms: Master Horseman’s Techniques As the role of the Solar Exalted evolved from champions of the gods into rulers of a world-spanning empire, many turned away from hard riding on beasts of burden and adopted more luxurious means of travel. This Charm was particularly popular among the more decadent Lawgivers of the First Age. Opulent God-King Transportation enhances all of the Solar’s Ride Charms so that they may now be employed upon Extras who carry his palanquin, pull his rickshaw, or otherwise directly power his transportation. This Charm may be used as an alternative Prerequisite Charm to Dragon-Riding Meditation. The Abyssal Mirror is called Pallbearer’s Procession and is identical to the Solar version except that it requires Soul Reins as its prerequisite.

Pilot’s Steady Hand Cost: -; Mins: Ride 3, Essence 2; Type: Permanent Keywords: None Duration: Permanent

Prerequisite Charms: Golden Charioteer Practice Whether a Solar rides a mount, or pilots a Ride-based vehicle, it makes no difference to him, as his glory can encompass both. This Charm allows the Solar to use any Ride Charm that affects mounts to any Ride-based vehicle he pilots. If the vehicle has an AI, he needs to have Dragon-Riding Meditation to affect it.

Durable Convenience Strategy Cost: 6m; Mins: Ride 4, Essence 3; Type: Reflexive (Step 7) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Pilot’s Steady Hand Making things look too easy wouldn’t be impressive enough, would it? The Solar pilot of a Ride-based vehicle or mount uses this Charm when an attack successfully hits (or when making a ramming attack with a vehicle), adding his (Ride + Essence) to the conveyance’s soak and Hardness. Vehicles may still appear to suffer the effects of damage they ignore; this is cosmetic, serving to look cool and agitate technicians and grooms.

Attendant Chariot Gesture Cost: 5m, 1wp; Mins: Ride 5, Essence 4; Type: Simple Keywords: Combo-OK, Obvious, Touch Duration: Indefinite Prerequisite Charms: Pilot’s Steady Hand With this Charm, the Exalt can have a machine of war ready no matter where he goes. This Charm banishes to Elsewhere a Ride-based vehicle the Exalt owns. By releasing the committed motes the Solar can summon the vehicle back instantly, and he may even reflexively be inside or atop the vehicle, ready to pilot it. Any animals or other supplements required for the vehicle to operate are not banished by this Charm.

Jousting At Giants Cost: —; Mins: Ride 5, Essence 2; Type: Permanent Keywords: Native, Overdrive Duration: Permanent Prerequisite Charms: None Forth rides the Solar, his steed devouring the distance separating him from his foe, sunlight gleaming at the tip of his spear. This Charm grants the Solar an empty Overdrive pool with a capacity of ten motes. The Solar gains two offensive motes whenever he makes an attack against an enemy after his mount has moved its full Move distance. Increases to this Move distance applied by magic are not considered for the purposes of this Charm, and the Solar can only gain these motes when he is actually mounted. The Solar can also gain these motes if his mount has not moved its full Move distance, provided he moved into his target’s engagement range on the tick he made the attack. Either way, he may gain these motes once per action per enemy. If his mount is an Essence user with an Overdrive pool of their own (such as a transformed Lunar), they also gain these motes. A second purchase of this Charm allows the Solar to treat attacks made by others riding his mount as his own attacks for the purposes of this Charm; an archer on his chariot or an ally riding side-saddle can grant him offensive motes in this way. The Solar must still be the mount's principal rider in order to benefit.

Breaker-of-Horses Technique Cost: 15m, 1wp; Mins: Ride 5, Essence 3; Type: Simple Keywords: Combo-OK, Servitude Duration: Instant Prerequisite Charms: Master Horseman's Techniques The Solar Exalted command the unswayable loyalty of their mounts. Staring into the eyes of a mount or while saddled on them, the Solar may activate this Charm to force the steed to recognize his greatness, rolling (Charisma + Ride) at a difficulty of the mount's Dodge MDV. If the Solar succeeds, this Charm exerts a Servitude effect as unnatural mental influence on the steed, giving it an Intimacy to the

Solar. So long as the mount retains its Intimacy, it is compelled to serve the Lawgiver loyally as a mount, and has a control rating of 0 when ridden by them. It will even obey unacceptable orders if they are necessary to save the Exalt's life. The mount must spend three points of Willpower in every scene in which it attempts to erode the Intimacy, and is freed of the Servitude effect only when the Intimacy is broken. However, characters which the Exalt could not normally ride (which includes humans, barring exceptional circumstances) may completely negate the Intimacy and resist the Servitude effect by spending only a single point of temporary Willpower, and can never be forced to perform unacceptable orders by this Charm. In addition, this Charm gains additional effects based on which tricks the Solar has learned with the Master Horseman's Techniques Charm, as below. • Harmony of Spirits Style: While riding on a mount that has been bound with this Charm, the Lawgiver may spend a single mote to negate any effect that would move him, his mount, or both against their will. This is effective even against Charmenhanced efforts at a cost of two additional motes, but not against effects that supernaturally transport their subjects. • Horse-Summoning Whistle: When the Lawgiver summons a mount that has been bound with this Charm, its speed is multiplied by 10 while it travels to him, and time spent riding to the Solar does not count for gaining fatigue penalties. • Master Horsemen's Eye: Whenever the Lawgiver examines a mount that has been bound with this Charm, he may reflexively make a roll to diagnosis it, rolling (Perception + Ride) in place of (Perception + Medicine). Once he has diagnosed it, he may reflexively spend 5 motes to heal any Crippling, Poison, or Sickness effect his mount suffers from, or to heal a single level of lethal or bashing damage. • Speed-Sustaining Technique: Whenever the Lawgiver sustains a mount that has been bound with this Charm, the duration of the trick is extended to however long the Solar remains mounted. In addition, the steed suffers no fatigue penalties while under this effect. • Spirit-Steadying Assurance: A mount bound by this Charm will never panic so long as the Solar remains saddled on it, without the Solar needing to spend any motes. In addition, by spending three motes, the Solar may reflexively negate any unnatural mental influence that would affect his mount.

Steed of Heaven and Earth Cost:—; Mins: Ride 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Worthy Mount Technique The souls of the Solar and his loyal mount intertwine, becoming a single harmonious whole. This Charm permanently enhances the Worthy Mount Technique. When the Solar uses a Charm on his mount, he may also apply the Charm's effects to himself at no extra cost. For example, if the Solar uses Keen Sight Technique on his mount, at a price of four motes, the Exalt automatically gains the same benefits. If at any time during the Charm's duration the Lawgiver is no longer riding his mount, he loses the Charm's effects.

Mount-Guiding Intuition Cost: 3m; Mins: Ride 1, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: Any Ride Excellency The Lawgiver needs neither reigns nor bridle to guide his chosen steed. This Charm allows the Solar to automatically succeed on any valid Ride action to maintain control of a mount or vehicle, and makes all Ride checks be reflexive.

Love of Rider and Ridden Cost:—; Mins: Ride 3, Essence 2; Type: Permanent

Keywords: None Duration: Permanent Prerequisite Charms: Master Horseman's Techniques A solar equestrian cherishes his mount, and defends it with flashing steel and lighting-swift maneuver. While riding a mount or light vehicle, he may elect to reflexively Defend Other in response to any attack against it. He may elect to use a Dodge DV calculates as (Dexterity + Ride + Essence)/2.

World-Crossing Stamina Cost: —; Mins: Ride 5, Essence 4; Type: Permanent Keywords: Mirror (Unceasing Terror Stamina) Duration: Permanent Prerequisite Charms: Phantom Steed, Flashing Thunderbolt Steed This Charm permanently extends the durations of Phantom Steed and Flashing Thunderbolt Steed to a number of days equal to the Solar’s permanent Essence. Their durations are extended into weeks instead of days at Essence 6 or more.

Aquatic Spirit Steed Cost: —; Mins: Ride 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Phantom Steed Sunlight does not penetrate in to the waters of the deep sea unless the Solars carry it there. The Solar’s mount becomes at home in the sea, gaining the ability to move freely and swim through water or other liquid environments at its standard movement rate. Additionally, the mount no longer needs to breathe, though the Lawgiver is not so blessed.

Assault Ram Style Cost: 6m, 1wp; Mins: Ride 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Quickened Response Technique Flaring her anima out in a protective halo of energy and putting on a quick burst of speed, the Solar rams her vehicle into another target or object. The Lawgiver's anima perfectly defends her own vehicle from any damage that would be directly caused by this ramming attack, keeping the vehicle safe and protected. For the purposes of this ramming attack, the vehicle gains the Lawgiver's (Essence x 3) yards of Speed and smashes into a target, doubling the ramming attack damage for vehicles that are able to make such attacks or granting vehicles and transportation artifacts that normally are incapable of making ramming attacks the Exalt's (Ride x 2)L damage for the attack. This Charm does not function on vehicles or items that are piloted with the Sail Ability.

Spook the Skittish Colt Cost: 4m, 1wp; Mins: Ride 2, Essence 1; Type: Simple Keywords: Combo-OK, Compulsion, Social Duration: Instant Prerequisite Charms: Mount-Guiding Intuition The Exalt can now exert a limited degree of control over mounts at a distance. By forcing her will upon a foe’s mount, she may cause it to panic and flee, greatly disrupting the rider’s control. The targeted mount must be within the character’s permanent Essence times her Ride in yards. this is treated as a Social Attack using Charisma or Manipulation + Ride that is unblockable vs. either the mount’s dodge MDV or the rider’s, whichever is higher. If the mount has the free will to do so, it may expend 2 willpower to break the compulsion. Under most circumstances, a mount that can be affected by this Charm cannot so expend the willpower.

Sail Sails of Essence Technique Cost: 5m; Mins: Sail 3, Essence 2; Type: Simple Keywords: Combo-OK, Obvious, Touch, Mirror (Dark Water Odyssey)

Duration: Until Disembarking Prerequisite Charms: Salty Dog Method There are many troubles on the seas, and a Solar captain would not let any of them stop him from reaching his destination. When activated on board a ship the Solar owns, the Essence flows around the propulsion method of the vessel, lending it all the help it needs to move. Any vessel so enhanced ceases to require wind/or fuel, or whatever energy is needed to power its movement, unless it requires a Hearthstone to operate. Furthermore, no effect that will try to stop it from moving can take a hold on it, so things like a becalmed sea, or a great mass of sea-weed blocking your advance. If another charm contests this, the Solar gains a number of automatic successes equal to his Essence for the opposed roll. The last benefit of this charm is that the vessel will travel twice as fast as normal, as long as the vessel remains in Creation. Unlike its mirror, this charm's effect work equally well on aerial vessels.

Phantom Crew Charm Cost: 8m, 1wp; Mins: Sail 5, Essence 3; Type: Simple Keywords: Combo-Basic, Obvious Duration: One Journey Prerequisite Charms: Sails of Essence Technique, Invincible Admiral Method A Lawgiver alone can crew the most magnificent vessel, awakening its little god or simply energizing control of the ship simply through the raw power and absolute control of Solar Essence. By use of this Charm, the Solar may act as a number of crewmembers for a vessel equal to his permanent Essence in magnitude (plus one for the Solar himself, if necessary). The sails will furl themselves, the tiller spin under the Solar's will, etc. The Solar need only be on the vessel in order to continue controlling it. The Solar may use this Charm in addition to actual crewmembers or other methods to crew vessels he does not have sufficient Essence to provide replacements for.

Flashing Sailing Method Cost: 5m, 1w; Mins: Sail 5, Essence 3; Type: Simple Keywords: Combo-OK, Touch Duration: One Day Prerequisite Charms: Sails of Essence Technique Essence pours through the ships of the Lawgivers, lending them fantastic speed. The ship travels at (Solar's Sail + Essence) x 10 miles per hour above its normal speed.

Light on Water Prana Cost: 1m; Mins: Sail 2, Essence 1; Type: Simple (Speed 5, DV 0) Keywords: Combo-Basic Duration: Indefinite Prerequisite Charms: Any Sail Excellency While most ships are not too hard to miss, being big and cumbersome, the ships of the Solars are harder to hit and scratch. By activating this charm, the Solar extend their awesome power to a ship that they own. The ship will remain invested with that power for as long as the Solar remains on board it, denying his enemies from making it an easy target. The Solar's Sail-based vehicle replaces its Maneuverability with a Dodge DV against attacks. The Dodge DV is calculated as (Solar's Wits + Sail + Essence + Ship's Maneuverability)/2. As with most DVs, this can be further enhanced with other charms.

Fearless Admiral’s Dominion Cost: —; Mins: Sail 4, Essence 3; Type: Permanent Keywords: Mirror (Vengeful Mariner’s Shanty, follows), Native, Overdrive, War Duration: Permanent Prerequisite Charms: Immortal Captain’s Advantages Sailing against the Lintha armada and Ta'akozoka’s amassed Treasure Fleet, the Solars claimed the seas of Creation for humanity,

shattering the Primordials' fleets and supply lines alike. This Charm provides the Solar with an Overdrive pool capable of holding ten motes. When he rolls Join Battle or Join War aboard a vessel, he may transfer up to (Sail + Essence) motes from his Immortal Captain’s Advantages pool into his Overdrive pool. Thereafter, he gains one offensive mote whenever his DVs refresh so long as his ship is within the engagement range of an enemy vessel. Alternatively, he may gain one offensive mote when his DVs refresh if he is aware of an enemy aboard his vessel while it is in motion. At the Storyteller's discretion, suitably large independent enemies (such as the aquatic behemoth-children of Kimbery) might be considered "enemy vessels" for the purposes of this Charm. Mirror: Vengeful Mariner’s Shanty (Prerequisite Charms: Fell Captain’s Advantages). This Charm draws offensive motes from its prerequisite, but is otherwise identical.

Eternal Storm-Breaking Harbor Cost: —; Mins: Sail 5, Essence 3; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Hull-Preserving Technique So long as the Solar captain mans the ship’s wheel, there is no storm in all the seas he need fear. This Charm upgrades Hull-Preserving Technique. If the Solar uses it to defend a ship against an environmental hazard, he may commit the motes spent to do so. Doing so offers that ship indefinite protection against that specific hazard for as long as the Solar keeps the motes committed, preventing it or any of its occupants from suffering damage due to the hazard. Incidental effects of the environmental hazard such as penalties and Poison, Crippling, or Sickness effects are also negated. Should the vessel become an inapplicable target for the Solar to defend with HullPreserving Technique, his commitment is automatically broken. Thus, the Solar must stay aboard the ship if he wishes to defend it, unless other Charms allow this limitation to be bypassed. This Charm offers no protection against environmental hazards created or directed by the actions of another character, but a second purchase waives this limitation.

Righteous Protocols of the Solar Navy Cost: –; Mins: Sail 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Invincible Admiral Method, Ship-Claiming Stance The admirals of the Solar navy lead entire fleets of ships, commanding the personal loyalty of each warship’s small god. This Charm causes a Solar be treated as the owner of any ship that is owned by a character who is either loyal to him or whom he has legitimate legal or military authority over–for example, a mortal ally gained through the Followers background, or a lieutanant who serves under him in a naval chain of command. However, those characters retain ownership of their ships, and may at any time revoke the Solar’s “ownership” of their ship for as long as they choose as a reflexive diceless action. In addition, this Charm enhances the Ship-Claiming Stance Charm, allowing it to be used to usurp ownership owned by Essence channelers. Doing so requires them to make an (Essence + Sail) roll, at a difficulty equal to the owner’s Essence.

Spiritual Anchoring Prana Cost: 10m; Mins: Sail 4, Essence 3; Type: Simple (Dramatic Action) Keywords: Obvious Duration: Indefinite Prerequisite Charms: Ship-Claiming Stance Any vessel that has ever known the hand of a Lawgiver on its helm is the eternally faithful servant of its master. His very presence is like a glorious anchor, tethering the ship to where he stands. By using this Charm, a Solar can cause any ship that he owns to begin moving towards him by its own will, steered by its own small god and propelled

by essence alone. For as long as the Essence remains committed, the ship will move toward the Solar using this Charm at a rate of about 10 miles per hour (or 250 miles per day, 2,000 miles per week, or 7,000 miles per month). The ship will not move through hazards or dangerous waters, nor will it ever collide with stationery objects or other ships. It will come as close as it can to the Solar while still remaining within waters that can support if. This Charm has no effect if the Solar is aboard the ship. If the ship is fully crewed, its captain may make a (Wits + Sail) roll to either aid or hinder the ship’s travel. If he chooses to aid the ship, each success rolled increases its speed by one mile per hour (25 per day, 200 per week, or 700 per month). If he chooses to hinder its movement, each success reduces the ship’s speed by one mile per hour, to a minimum of 0. The Lawgiver gains no knowledge of whether the ship is crewed, or whether they are helping or hindering his ship. If he chooses to reuse this Charm (for example, if he suspects a rival captain is preventing his ship from reaching him), the captain must make a new roll to aid or slow the ship.

Gracious Hospitality of Flotsam Cost: 4m, 1wp; Mins: Sail 4, Essence 3; Type: Simple (Speed 3) Keywords: Combo-OK, Obvious Duration: Indefinite Prerequisite Charms: Ship-Claiming Stance All Creation looks toward the Lawgivers with hope and fear, and reaches out to them in their moments of need. In turn, the Solar reaches out to them in their moments of weakness and empowers them. This charm allows a solar to treat any object that can float in water and support at least one pound of weight, no matter how fragile or leaky, as a boat as stable and luxurious as a prince's yacht; solars using this charm can ride out churning Western monsoons in wicker baskets or origami canoes. While this charm is active, all external penalties to Sail checks due to poor equipment are ignored. As long as the Lawgiver rides the magic vessel, he is considered to be resting in a luxurious cabin for purposes of determining environmental damage. At Essence 4, you may choose one additional bonus feature from the list below. At Essence 5 or higher, you may choose three.  The resulting vessel is of superior quality; the magical vessel grants two additional dice to Sail checks as an equipment bonus.  Spend four additional motes; you may then use this charm on any object that floats, regardless of how much weight it can support. One could float down the Yanaze on a single lily pad.  (Costs two bonus features) Your vessel, no matter how small, will comfortably fit your Essence in passengers. They may have to balance on each other's shoulders and help hold up the sail, but the magic of the charm will make such contortions perfectly comfortable, though possibly awkward socially.  (Costs three bonus features) The Solar is not limited to the seas. The vessel may now catch wind currents and fly as a seagull at about 15 miles per hour; this requires the additional expenditure of 4 motes per hour, 3 successes on a Sail check and the continuous attention of the pilot (one miscellaneous action every action). If his attention wavers, the vessel plummets from the sky as gracefully as a stone.

Golden Cove Trick Cost: 8m, 1wp; Mins: Sail 6, Essence 6; Type: Simple Keywords: Combo-OK, Obvious, Touch Duration: Indefinite Prerequisite Charms: Sea Ambush Technique With some effort, the Lawgiver learns to hide his ship from all the world. At least, until it is needed and called for again. The Solar uses this Charm to banish a vehicle he owns to Elsewhere, which must have no crew or passengers on it and must fit within a mile-radius sphere. When the motes are released, the ship will appear in the nearest open space big enough to house it; if no such space exists within a mile, the ship fails to appear and the connection to Elsewhere is lost, dooming

the vessel to float endlessly outside Creation. This Charm does not affect manses with the Mobile power.

Hull-Strengthening Focus Cost: 8m, 1w; Mins: Sail 4, Essence 2; Type: Simple Keywords: Combo-OK, Touch Duration: One Scene Prerequisite Charms: Any Sail Excellency The Solar's ship endures all assaults upon it. This Charm adds the Solar's (Essence x 5) to his ship's bashing and lethal soak for the rest of the scene.

Captain's Faithful Vow Cost: 3m, 1wp; Mins: Sail 4, Essence 2; Type: Simple Keywords: Combo-OK, Touch, Compulsion Duration: Indefinite Prerequisite Charms: Any Sail Excellency A Captain and his ship share a complex bond. It cannot be called love, but it goes much deeper than respect. This bond is deep enough that a Lawgiver can rely on his vessel to wait only for him, until the end of time if necessary, as long as he keeps faith with it. Once the last passenger and member of the crew has stepped off the ship, the Captain places a hand on the hull and makes a vow that he will not command another vessel until he returns. Make a (Charisma + Sail) roll, adding the Exalt's Essence in automatic successes. Save for the Captain himself, everyone who observes the ship is subject to unnatural mental influence: if their Dodge MDV is lower than the Exalt's successes, they are compelled to ignore the ship's presence and avoid it. If the Exalt has an Essence of 3 or higher, targets will additionally forget its location and existence. Resisting this unnatural mental influence costs 4 Willpower, or 1 Willpower if someone calls attention to the ship. A Captain may keep this Charm active on only one vessel at a time. This Charm automatically ends if the Captain breaks faith with his vessel by commanding another vehicle that must be steered using the Sail skill, or when the Captain returns. Any other beings which come on board are immediately assailed by the ship's unmistakable ill will, suffering a -3 external penalty to all actions as long as they remain inside: doors will not open for them, food will taste ashen and water will make them sick, and every rigging and beam will seem to catch at their feet or produce painful splinters at their touch.

Socialize Labors Treasured and Defended Cost: —; Mins: Socialize 4, Essence 2; Type: Permanent Keywords: Merged (Craft, War), Native, Overdrive Duration: Permanent Prerequisite Charms: None Pity those who seek to unmake what the Solar has struggled so hard to achieve, for such villains will find little mercy elsewhere. This Charm provides the Solar with an Overdrive pool capable of holding ten motes. The Solar gains offensive motes whenever he knowingly rolls Join Battle against a foe who has damaged an item or structure he has crafted or reduced the Assets (Masters of Jade, pp. 67) of an organization over which he holds authority. If an enemy commits such an act after combat has already been initiated, the Solar gains these motes immediately. He may only gain motes in this fashion from a given enemy once per scene. The Exalt gains a number of offensive motes equal to the damaged item’s Resource value (or Artifact or Manse rating +2); truly legendary constructs (qualifying for Artifact or Manse rating N/A) provide ten motes. In the case of an enemy who has damaged multiple objects, the Solar gains motes equal to the total combined value of all damaged items (Artifacts, Manses and Resources are calculated separately; use the highest total, to a maximum of ten). If it was his organization that was harmed, the Solar instead gains offensive motes equal to its Size before the enemy’s actions. The Solar continues to gain

one offensive mote each time his DVs refresh so long as an appropriate culprit remains within his engagement range. In the case of organization-to- organization damage, the Solar may gain these motes while engaging the actual agents that inflicted the harm upon his organization, as well as their superiors (if he can track them down). Items, structures or organizations that are meant to be destroyed (or to destroy themselves) do not normally qualify to granting the Solar motes in this way; things like bombs, foodstuffs, dummy buildings or businesses intended to fail for tax purposes. They only qualify if the manner of their destruction (defusing a bomb, consuming cakes before they can be sent to a Guild-sponsored party, bringing down a business in a manner that exposes the scam) directly opposed the purpose the Solar intended for them.

Inviolable Social Definitions Cost: 10m, 2wp; Mins: Socialize 5, Essence 4; Type: Simple Keywords: Combo-Ok, Obvious Duration: Indefinite Prerequisites: Mastery of Small Manners, Taboo-Inflicting Diatribe While others may enter the Solar's domain, none dare disobey her laws or customs. The Solar defines a single city, manse, building or other discrete space she has legal authority over and defines a single restriction. Anybody entering that region immediately learns of the restriction and must spend 3wp to defy it. Doing so removes the person from the restriction entirely, unless the charm is reapplied. Those affected by the restriction may act in any manner towards those who have resisted the restriction, as though the charm were not active. Example: Gabrielle places a restriction against violence over a city she controls, preventing those within from harming one another. If two old rivals meet within the city walls, neither may harm each other unless EITHER spends 3wp. At that point, the one who resisted may harm anybody within the city and anybody may harm him.

Slick Words Technique Cost: 4m; Mins: Socialize 3, Essence 2; Type: Reflexive Keywords: Combo-Ok, Social Duration: Scene Prerequisites: Mastery of Small Manners The Solar's words are impossibly twisty, meaning one thing while saying other, to the extent that few listeners can hope to spot the contradictions. This charm increases the difficulty of all attempts to tell if the Solar is lying by her Essence. Additionally, the charm explicitly forces a roll off with charms that detect lies, and add (Solar's Essence) automatic successes to the opposed roll.

Mantle of the Mandate Cost: 8m (+4m 1wp); Mins: Socialize 5, Essence 4; Type: Simple Keywords: Combo-Basic Duration: Indefinite Prerequisites: Shining in Every Eye Attitude Upon defeating the Primordials, the Solars assumed the role of God-Kings of Creation. While this charm is active, the Solar doubles any bonus granted from having a Cult. When activating this charm, the Solar may choose to spend an additional four motes and one willpower to also gain the bonuses of Shining In Every Eye Attitude as an Obvious effect while the charm is active. Using this effect causes the Solar's anima to never fall below the 8-10 mote level while the charm is active, even if he has not used any motes this scene.

Fisher King Cost: -; Mins: Socialize 6, Essence 6; Type: Indefinite Keywords: Prerequisites: Mantle of the Mandate As the Solar justly rules his people, so does he justly rule the land. Any location where the Solar is recognized as the lawful ruler gains the following benefits: It cannot become a Shadowland; Any crops produce 50% more yield and become immune to blights or other natural ailments; Animals grow to be 10% larger and breed 50% faster, but will

never willingly attack humans; Travel across the land by those not hostile to the Solar is hastened by 10%. Should the Solar cease to reign in any of the blessed areas, the benefits fade over the course of the next year, and all benefits other than the travel speed become penalties for the next (Essence*10) years.

Ideals of Heroic Virtue Cost: 4m, 1wp; Mins: Socialize 4, Essence 3; Type: Reflexive (Step 1 for attacker, Step 2 for defender) Keywords: Combo-OK, Emotion Duration: Instant Prerequisite Charms: Shining in Every Eye Attitude The Solar Exalted are exemplars of righteous virtue, the glorious heroes of a golden age long gone. Even as the Immaculate Order preaches blasphemous slander against them, those who see the returned Lawgivers with their own eyes known that Creation's heroes have returned. This Charm is capable of enhancing any action that the Solar takes. Characters who witness the action and have a Dodge MDV less than the Solar's (Manipulation + Socialize) are captivated by his perfection and grace. If such a character has any positive Intimacies towards the Solar, they are immediately reasserted at their full strength. Characters who lack such Intimacies instead treat this as a scene spent building an Intimacy of admiration towards the Solar. If the action is opposed by other characters, they suffer a -2 external penalty to their own rolls, unable to bring themselves to defy the Solar, unless they resist this unnatural mental influence. In addition, this Charm also exerts an Illusion effect on its targets, causing them to forget or rationalize any negative elements of the Solar's action. Instead, they focus on the Solar's righteousness and skill, believing that his action was either justified, or not seeing why it would be morally questionable at all. Resisting the unnatural mental influence exerted by this Charm costs a single point of Willpower, and allows a character to ignore all effects of this Charm. If they do not resist, they may pay a point of Willpower later to restore their altered memories of the Solar's action, allowing them to resist the Illusion effect exerted by this Charm. Doing so does not negate any Intimacies renewed or built, however, and may only be done if the character is externally prompted to question his own memories.

Festival of the Sun Reborn Cost: 15m, 1wp; Mins: Socialize 5, Essence 4;Type: Simple (Dramatic Action) Keywords: Combo-OK, Compulsion, Holy, Obvious, Social Duration: Instant Prerequisite Charms: Wild Revelry Approach, Taboo Inflicting Diatribe The rebirth of the Sun at the start of each new year is an occasion for celebration among many of the cultures of Creation, a renewed promise of protection from the malice that hides in darkness. The Chosen of the Sun have within themselves the power to reaffirm that promise and cast out the darkness that has crept unseen from the shadows. Using this Charm, the Solar leads a social group with Magnitude 1+ in a celebration of the power of the Sun. Starting at dawn, the entire group spends the whole day in a joyful festival that lasts until dusk. The precise nature of the festival depends on the social group- an Icewalker tribe's celebration is likely very different to that of a royal court from the Hundred Kingdoms. The one constant between all uses of this Charm is the presence of the Solar, whose anima burns at the 8-10 mote level for the duration of the fesival, passing among the people as the representative of the Unconquered Sun himself. The celebration reaches its peak shortly before dusk, when the Solar promises the people protection from Creatures of Darkness, even in the dark of the night when the Sun is nowhere to be seen. Roll (Charisma + Socialize), adding the Solar's Essence in bonus successes. Any Creatures of Darkness who are members of the group or were present at any point during the festival, and whose MDV is exceeded by the successes on the roll, suffer an unnatural Compulsion effect to

leave the group's lands and have no dealings with them until the next Calibration. This costs four Willpower to resist. The social group is not forced to follow the Solar in his celebration; they must agree to it prior to the activation of the Charm for it to be effective.

Illegible Solar Poker Face Cost: 5m, 1wp; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Social Duration: One scene Prerequisite Charms: Any Socialize Excellency Stifling her passions and dreams with refined restraint, the Solar assumes a mien of calculated dispassion. This Charm protects the Solar from any effect that would discern his Motivations, Virtues, or Intimacies, reveal his goals or motives, or read his mind, preventing such attempts from revealing any information about the Solar. If another Charm’s effects contest this Charm’s, Illegible Solar Poker Face adds the Solar’s Essence in automatic successes to the opposed roll to maintain the effects of this Charm.

Hero-King Reign Cost: —; Mins: Socialize 4, Essence 3; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Any Socialize Excellency The Solar Exalted sway the hearts and minds of mortals, bending them all to one superior will. Whenever the Solar would otherwise recover points of Willpower from stunting, he may instead choose to restore that many points of Loyalty to any social unit he leads.

Pleasing Speech Discipline Cost: 4m; Mins: Socialize 4, Essence 2; Type: Reflexive Keywords: Combo-OK, Social Duration: One scene Prerequisite Charms: Mastery of Small Manners Every word the Solar speaks seems to resonate with a higher truth, shining through with irrefutable meaning. All of the Solar’s social attacks are enhanced as if he had spent three ticks accumulating dice with a Monologue action (this bonus does not stack with that from actual Monologue actions). He adds +1 to his MDV’s against any social attack which he is aware of. Neither of these bonuses count as dice added by Charms. At Essence 3++, each tick the Solar spends taking a Monologue action while this Charm is active convert one die provided by this Charm into an automatic success.

Immaculate Etiquette Proficiency Cost: - (+4m or +1wp); Mins: Socialize 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Mastery of Small Manners The Lawgiver knows how to read the heart of his audience and respond accordingly regardless of the number of listeners. This Charm permanently enhances its prerequisite. If the character pays a surcharge of four motes he completely ignores any penalties due to a social unit having a greater Magnitude. The Solar can also pay an additional willpower point to extend Mastery of Small Manners for the rest of the scene.

Lord-and-Vassals Agreement Cost: 5m; Mins: Socialize 4, Essence 3; Type: Reflexive Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Gathering the Congregation Those that attach themselves to the Solar Exalted bask in reflected glory. This Charm is a coordinate social attacks action, except that it is reflexive, so it suffers and imposes no multiple action penalties and imposes no DV penalty. The participants must still wait for the Exalt’s next action to make their attack.

Eye-for-Passions Scrutiny Cost: —; Mins: Socialize 5, Essence 3; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Mastery of Small Manners Any action of desire reveals the truth of a person. When someone has made a social attack in the Exalt’s presence while Mastery of Small Manners is active, even if the Lawgiver is otherwise uninvolved, she learns much about the participants. If the attack is meant to encourage others to support or adopt the attacker’s Virtues, Intimacies or Motivation, or if the defender is gaining a bonus to MDV from the same, or both, all such supporting traits are revealed to the observant Exalt. She may read or be read the relevant traits from the characters’ sheets.

Glorious Affirmation Stance Cost: 4m; Mins: Socialize 5, Essence 4; Type: Simple Keywords: Social Duration: Indefinite Prerequisite Charms: Master of Society Technique Who could but love their Solar rulers? As long as this Charm is in effect, any time a group under the Exalt’s leadership would need to spend Loyalty to resist a social attack or social Charm’s effects, they need spend only the minimum Loyalty as outlines by the attack in question. That is, extra successes on the activation roll do not increase the cost of Loyalty to negate the effect.

Master of Society Technique Cost: —; Mins: Socialize 5, Essence 4; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Wise-Eyed Courtier Method, Wild Revelry Approach, Taboo Inflicting Diatribe This Charm permanently enhances the Solar’s Wise-Eyed Courtier Method, Wild Revelry Approach and Taboo Inflicting Diatribe, reducing the effective Magnitude of groups the Exalt targets with those Charms by (Essence/2). When those Charms are used under the Creation-Ruling Mandate rules, a target organization’s effective Magnitude is only reduced by one.

Uplifting Trials of the Perfect Cost: 8m; Mins: Socialize 4, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK, Emotion Duration: Instant Prerequisite Charms: Wild Revelry Approach With kings such as the Solars, what people could truly be swayed by the enemy? The Solar activates this Charm in response to any attack that targets a group he leads. If that attack fails to overcome the target’s DV or some other value the group opposes the attack with, the group regains two points of Loyalty, even if this would exceed the leader’s Willpower rating. Loyalty in excess of the leader’s Willpower dissipates one per day.

Restless Mind Technique Cost: 3m; Mins: Socialize 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Mastery of Small Manners Lawgivers can easily see through the web of distracting banter and subtle influences and, even when they cannot forsee all such nuances, they are inured to their unexpected bravado by essence. This Charm must be used in response to an un-expected social attack; it removes the un-expected quality from it, allowing him to apply his MDV against it as normal.

Friend of a Friend Technique Cost: 10m; Mins: Socialize 4, Essence 2; Type: Simple Keywords: Mirror (Ties That Bind Understanding), Obvious

Duration: One scene Prerequisite Charms: Mastery of Small Manners As the Chosen meant to rule Creation they are able to find aid amongst any corner of it. While this charm is active the Solar is treated as having Contacts 1 and one major contact in the area they are in. Their caste mark must be open and visible, gleaming throughout charm use, for this benefit.

Glorious Court Strategies Cost: —; Mins: Socialize 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Understanding the Court Nothing equals the power of the Lawgivers when they put the might of their minds and their Charms to it. This Charm permanently enhances Understanding the Court in two district ways. The first is that the cost of the Charm is reduced by 10 motes, making it equal to 10 motes, 1 willpower. The second is that it increases the number of profiles that the Solar may have from one to his Socialize score.

Legendary Celebrity Attitude Cost: 20m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple (Dramatic Action) Keywords: Combo-OK, Compulsion, Social Duration: Instant Prerequisite Charms: Gathering the Congregation, Understanding the Court The Solar Exalted move effortlessly within society, gathering friends and cliques to them like trinkets or baubles. This Charm is an extended dramatic action to entertain, carouse, or mingle. Its range is limited to a single society or culture–at most, a city, or a single group or faction spread out across a nation. The Solar must be able to communicate with members of the society, both speaking a common language and having a chance to meet with them, either in person or via letters or messengers. For each day the Solar spends attending parties, insinuating himself into cliques, or making new friends, he rolls ([Charisma or Manipulation] + Socialize) at a difficult y of 5, and the Solar must pay this Charm’s cost with each roll. For every threshold success the Solar gains on the roll, he may gain a single dot of Allies, Backing, Contacts, Followers, or Influence. This Charm exerts natural influence on all characters the Solar attempts to make connections with, and can be resisted for a single point of Willpower, though any character the Solar attempts to court as an ally, contact, or follower should not do so without overwhelming reasons. The web of connections the Solar weaves with this Charm is delicate and fragile. At the end of each story in which the Solar does not interact extensively with any Allies, Contacts, or Followers granted by this Charm, or make wide use of any Backing or Influence he gains, he rolls the rating of each background at a difficulty. If he did not interact with them or use them at all, the roll is made at difficulty 2. If the Solar fails the roll for any given background three times, he loses it. However, interacting with any background gained through this Charm extensively in a story erases any accumulated failures.

Word and Deed Understanding Cost: —; Mins: Socialize 3, Essence 3; Type: Permanent Keywords: Social Duration: Permanent Prerequisite Charms: Mastery of Small Manners The Lawgivers understand the intentions of others. This Charm upgrades Mastery of Small Manners. Whenever the Solar activates it, he is treated as having rolled (Essence + Socialize) successes for reading the motivations of other characters. In addition, its duration is extended to (Essence) actions.

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