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==Solar Charms== Solar Charms may be based off of any appropraite quality so long as it represents something innate and personal to the solar (so they may not attach charms to qualities based on possessions, reputation, followers, or the like). The most basic Charm is the Solar Excellency, which exists for almost any type of quality and is used to improve the odds of sucess. It's important to note that while the Excellency charm can allow incredible feats of skill or ability, it does not allow blatantly superhuman feats even with incredibly high rolls. A solar using the Excellency may still not leap 40 feet straight into the air, or lift up a 4 ton statue, no matter how high their roll. These are feats that are simply beyond a human's ability, and are impossible without more specialized charms. Solar Excellencies grant upshifts, each one costing 3 motes. No effect may give the solar a higher bonus than twice the original MOD of the quality. So a solar with a Master [+6] Swordsman Quality may have spend no more than 18 motes to receive an additional +12 to the roll.
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