Difference between revisions of "Once more with feeling/Custom Charms"

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*Charms marked with † are copied from [[User:Dakkareth/Custom_Charms|Dakkareth's Custom Charms page]].
 
*Charms marked with † are copied from [[User:Dakkareth/Custom_Charms|Dakkareth's Custom Charms page]].
 
*Charms marked with ʊ are copied from [[User:Andrensath/Exalted/Custom_Charms|Andrensath's Custom Charms page]].
 
*Charms marked with ʊ are copied from [[User:Andrensath/Exalted/Custom_Charms|Andrensath's Custom Charms page]].
=Solar Charms=
+
=Solar=
==General Charms==
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==General==
 
===Infinite Meditation on (Ability) ʊ===
 
===Infinite Meditation on (Ability) ʊ===
'''Cost:''' --; '''Mins:''' (Ability) 4, Essence 4; '''Type:''' Simple<br>
+
*'''Cost:''' --; '''Mins:''' (Ability) 4, Essence 4; '''Type:''' Simple
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Story<br>
+
*'''Duration:''' Story
'''Prerequisites:''' Infinite (Ability) Mastery<br>
+
*'''Prerequisites:''' Infinite (Ability) Mastery
 
 
 
This charm acts as it's prerequisite in all respects save that of Duration.
 
This charm acts as it's prerequisite in all respects save that of Duration.
 
===Infinite Well of (Ability) ʊ===
 
===Infinite Well of (Ability) ʊ===
'''Cost:''' --; '''Mins:''' (Ability) 5, Essence 5; '''Type:''' Simple<br>
+
*'''Cost:''' --; '''Mins:''' (Ability) 5, Essence 5; '''Type:''' Simple
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Indefinite<br>
+
*'''Duration:''' Indefinite
'''Prerequisites:''' Infinite Meditation on (Ability)<br>
+
*'''Prerequisites:''' Infinite Meditation on (Ability)
 
 
 
This charm acts as it's prerequisite in all respects save that of Duration.
 
This charm acts as it's prerequisite in all respects save that of Duration.
==Dodge Charms==
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==Dodge==
 
===Shadow Evades Notice===
 
===Shadow Evades Notice===
'''Cost:''' 4m; '''Mins:''' Dodge 3, Stealth 3, Essence 2; '''Type:''' Reflexive (Step 9)<br>
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*'''Cost:''' 4m; '''Mins:''' Dodge 3, Stealth 3, Essence 2; '''Type:''' Reflexive (Step 9)
'''Keywords:''' Combo-OK, Counterattack<br>
+
*'''Keywords:''' Combo-OK, Counterattack
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Leaping Dodge Method, Easily Overlooked Presence Method  
+
*'''Prerequisite Charms:''' Leaping Dodge Method, Easily Overlooked Presence Method  
 
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*When struck by the light, the shadows melt away, only to reappear when the light is elsewhere. So too does the Lawgiver take advantage of an opponent's momentary distraction to melt into the shadows and vanish.
When struck by the light, the shadows melt away, only to reappear when the light is elsewhere. So too does the Lawgiver take advantage of an opponent's momentary distraction to melt into the shadows and vanish.
+
*After successfully dodging an attack, the Solar may roll to reestablish surprise as a counter-attack with the normal requirements for such. If the Solar successfully reestablishes surprise, then the attacker may not make further attacks against the charm user until the Solar is revealed. This explicitly breaks attack flurries.
 
+
==Integrity==
After successfully dodging an attack, the Solar may roll to reestablish surprise as a counter-attack with the normal requirements for such. If the Solar successfully reestablishes surprise, then the attacker may not make further attacks against the charm user until the Solar is revealed. This explicitly breaks attack flurries.
 
 
 
==Integrity Charms==
 
 
===Liberating Hero's Devotion===
 
===Liberating Hero's Devotion===
'''Cost:''' -- (+1wp per mate); '''Mins:''' Integrity 5, Essence 5; '''Type:''' Permanent<br>
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*'''Cost:''' -- (+1wp per mate); '''Mins:''' Integrity 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
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*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' Transcendent Hero's Meditation
+
*'''Prerequisite Charms:''' Transcendent Hero's Meditation
 
+
*The strength of the Lawgivers is a shield not only for themselves but for their beloved bondmates. When activating Transcendent Hero's Meditation, a Solar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to his bondmate(s).
The strength of the Lawgivers is a shield not only for themselves but for their beloved bondmates. When activating Transcendent Hero's Meditation, a Solar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to his bondmate(s).
 
 
===Sunlight Banishes the Void's Wrath===
 
===Sunlight Banishes the Void's Wrath===
'''Cost:''' 2m, variable wp+; '''Mins:''' Integrity 5, Essence 5; '''Type:''' Simple (Dramatic Action) or Reflexive<br>
+
*'''Cost:''' 2m, variable wp+; '''Mins:''' Integrity 5, Essence 5; '''Type:''' Simple (Dramatic Action) or Reflexive
'''Keywords:''' Avatar (3), Holy<br>
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*'''Keywords:''' Avatar (3), Holy
'''Duration:''' Instant<br>
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*'''Duration:''' Instant
'''Prerequisite Charms:''' Transcendent Hero's Meditation
+
*'''Prerequisite Charms:''' Transcendent Hero's Meditation
 
+
*By spending an hour meditating in the sun's light and filling himself with its purifying Essence, a Lawgiver who has been tainted by the touch of the Neverborn can cleanse himself of their corruption - for a time, at least. He spends 2m and may then spend points of temporary Willpower to reduce his Resonance total by 1 for each wp spent without causing a Resonance eruption.
By spending an hour meditating in the sun's light and filling himself with its purifying Essence, a Lawgiver who has been tainted by the touch of the Neverborn can cleanse himself of their corruption - for a time, at least. He spends 2m and may then spend points of temporary Willpower to reduce his Resonance total by 1 for each wp spent without causing a Resonance eruption.
+
*He can also activate this Charm reflexively for 2m in order to vent his accumulated Resonance as a Resonance eruption under his control - he chooses how many points of Resonance to vent, and how they manifest themselves.
 
+
==Linguistics==
He can also activate this Charm reflexively for 2m in order to vent his accumulated Resonance as a Resonance eruption under his control - he chooses how many points of Resonance to vent, and how they manifest themselves.
 
==Linguistics Charms==
 
 
===Graffiti Generating Method===
 
===Graffiti Generating Method===
'''Cost:''' --; '''Mins:''' Linguistics 3, Essence 3; '''Type:''' Permanent <br>
+
*'''Cost:''' --; '''Mins:''' Linguistics 3, Essence 3; '''Type:''' Permanent  
'''Keywords:''' None<br>
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*'''Keywords:''' None
'''Duration:''' Permanent<br>
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*'''Duration:''' Permanent
'''Prerequisites:''' Whirling Brush Method <br>
+
*'''Prerequisites:''' Whirling Brush Method  
 
+
*This charm expands the ability of Whirling Brush Method to write things down. Along with the standard benefits of Whirling Brush Method, this charm imparts the ability to write on all surfaces, paper or other suitable things to be written on within Essence x 10 yards.
This charm expands the ability of Whirling Brush Method to write things down. Along with the standard benefits of Whirling Brush Method, this charm imparts the ability to write on all surfaces, paper or other suitable things to be written on within Essence x 10 yards.
+
*A second purchase of this charm at Essence 4 expands this area to Essence x 100 yards and a further purchase at Essence 6 expands the area to Essence in miles.
A second purchase of this charm at Essence 4 expands this area to Essence x 100 yards and a further purchase at Essence 6 expands the area to Essence in miles.
 
 
===Attention Capturing Calligraphy===
 
===Attention Capturing Calligraphy===
'''Cost:''' -- (+1wp); '''Mins:''' Linguistics 5, Essence 3; '''Type:''' Permentant <br>
+
*'''Cost:''' -- (+1wp); '''Mins:''' Linguistics 5, Essence 3; '''Type:''' Permentant  
'''Keywords:''' Combo-Ok, Compulsions, Social <br>
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*'''Keywords:''' Combo-Ok, Compulsions, Social  
'''Duration:''' Instant <br>
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*'''Duration:''' Instant  
'''Prerequisites:''' Flawless Brush Discipline <br>
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*'''Prerequisites:''' Flawless Brush Discipline  
 
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*This charm expands upon the capabilities of Flawless Brush Discipline. When activating Flawless Brush Discipline the Lawgiver may spend 1 Willpower to change the charm to supplemental and the nature of the supernatural attraction caused by the Lawgivers words. The Exalt's player still rolls (Charisma + Performance) when recording her message. If the successes exceed the MDV of someone seeing their work instead of causing devotion or attraction to the Lawgiver they compel the target to read and remember them. This is a compulsion effect caused by unnatural mental influence. Resisting the compulsion for five minutes costs one Willpower, up to a maximum of three per scene, and such resistance allows a target to turn away from, ignore or even damage the script.
This charm expands upon the capabilities of Flawless Brush Discipline. When activating Flawless Brush Discipline the Lawgiver may spend 1 Willpower to change the charm to supplemental and the nature of the supernatural attraction caused by the Lawgivers words. The Exalt's player still rolls (Charisma + Performance) when recording her message. If the successes exceed the MDV of someone seeing their work instead of causing devotion or attraction to the Lawgiver they compel the target to read and remember them. This is a compulsion effect caused by unnatural mental influence. Resisting the compulsion for five minutes costs one Willpower, up to a maximum of three per scene, and such resistance allows a target to turn away from, ignore or even damage the script.
+
==Lore==
==Lore Charms==
 
 
===Order of the Lawgiver's Choosing ʊ===
 
===Order of the Lawgiver's Choosing ʊ===
'''Cost:''' --; '''Mins:''' Lore 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Lore 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
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*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Order-Affirming Blow<br>
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*'''Prerequisites:''' Order-Affirming Blow
 
+
*This charm enhances it's prerequisite, allowing for the Lawgiver to shatter only those Shaping effects he chooses to.  
This charm enhances it's prerequisite, allowing for the Lawgiver to shatter only those Shaping effects he chooses to.  
 
 
 
 
===Unconquered Light Prana===
 
===Unconquered Light Prana===
'''Cost:''' --; '''Mins:''' Lore 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Lore 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' Obvious<br>
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*'''Keywords:''' Obvious
'''Duration:''' Permanent<br>
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*'''Duration:''' Permanent
'''Prerequisite Charms:''' Immanent Solar Glory<br>
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*'''Prerequisite Charms:''' Immanent Solar Glory
 
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*The light of the Lawgivers cannot be denied; like that of their patron, their warming radiance cleanses Creation of its enemies. The character's anima counts as true sunlight for all purposes, with an effective radius of whether the anima banner is bright enough to read a book by.
The light of the Lawgivers cannot be denied; like that of their patron, their warming radiance cleanses Creation of its enemies. The character's anima counts as true sunlight for all purposes, with an effective radius of whether the anima banner is bright enough to read a book by.
 
 
===Wyld-Pattern Knowledge ʊ===
 
===Wyld-Pattern Knowledge ʊ===
'''Cost:''' --; '''Mins:''' Lore 5, Essence 3; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Lore 5, Essence 3; '''Type:''' Permanent
'''Keywords:''' None<br>
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*'''Keywords:''' None
'''Duration:''' Permanent<br>
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*'''Duration:''' Permanent
'''Prerequisites:''' Wyld-Shaping Technique<br>
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*'''Prerequisites:''' Wyld-Shaping Technique
Lawgivers are expert shapers of Wyld Patterns. This Charm gives them automatic knowledge of what effect each Wyld-pattern has.
+
*Lawgivers are expert shapers of Wyld Patterns. This Charm gives them automatic knowledge of what effect each Wyld-pattern has.
 
+
==Martial Arts==
==Martial Arts Charms==
 
 
===Immaculate Lotus Syllabus===
 
===Immaculate Lotus Syllabus===
'''Cost:''' --; '''Mins:''' Martial Arts 5, War 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Martial Arts 5, War 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' Legendary Warrior Curriculum, one complete Celestial martial arts style
+
*'''Prerequisite Charms:''' Legendary Warrior Curriculum, one complete Celestial martial arts style
 
+
*This enhancement to Legendary Warrior Curriculum allows the Lawgiver to accelerate the training of his disciples in the supernatural martial arts. When training a group of Essence-channelers, the Lawgiver may devote a week's effort to teaching them one Martial Arts Charm that he knows. As usual, he must have purchased the style up to the Form charm in order to teach it, and he cannot teach Charms that his students could not learn - mortals cannot learn Celestial martial arts Charms (Dragon-Blooded can, provided they have reached or are brought to the proper level of enlightenment first), nor can Terrestrials learn Sidereal martial arts.
This enhancement to Legendary Warrior Curriculum allows the Lawgiver to accelerate the training of his disciples in the supernatural martial arts. When training a group of Essence-channelers, the Lawgiver may devote a week's effort to teaching them one Martial Arts Charm that he knows. As usual, he must have purchased the style up to the Form charm in order to teach it, and he cannot teach Charms that his students could not learn - mortals cannot learn Celestial martial arts Charms (Dragon-Blooded can, provided they have reached or are brought to the proper level of enlightenment first), nor can Terrestrials learn Sidereal martial arts.
+
*In order to benefit from this Charm, mortals must possess Martial Arts 5, Essence 3, the Awakened Essence merit (''Scroll of Heroes'', p. 59) or the Enlightened Essence blight (''CoCD2: The Wyld'', p. 148), and the Root of the Perfected Lotus merit (''Scroll of Heroes'', p. 62).
 
+
==Melee==
In order to benefit from this Charm, mortals must possess Martial Arts 5, Essence 3, the Awakened Essence merit (''Scroll of Heroes'', p. 59) or the Enlightened Essence blight (''CoCD2: The Wyld'', p. 148), and the Root of the Perfected Lotus merit (''Scroll of Heroes'', p. 62).
 
==Melee Charms==
 
 
===Army-Slaying Stance †===
 
===Army-Slaying Stance †===
'''Cost:''' -- (+5m); '''Mins:''' Melee 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (+5m); '''Mins:''' Melee 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' War<br>
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*'''Keywords:''' War
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Fivefold Bulwark Stance
+
*'''Prerequisites:''' Fivefold Bulwark Stance
 
+
*Against the Chosen of the Dawn armies are as nothing, against their towering presence on the battlefield they break like waves crashing against a rock. This Charm permanently enhances Fivefold Bulwark Stance in the following way: By committing an additional 5m either when activating it or by taking a Miscellaneous action while it is already active, the Exalt gains the benefits of the Army-Slaying Stance. As a solo unit she counts as having a Magnitude as well as a Close Combat Attack and Damage rating equal to her Permanent Essence. She cannot assume formations and has neither Might nor Morale nor Endurance ratings however, using her own capabilities and attributes instead.
Against the Chosen of the Dawn armies are as nothing, against their towering presence on the battlefield they break like waves crashing against a rock. This Charm permanently enhances Fivefold Bulwark Stance in the following way: By committing an additional 5m either when activating it or by taking a Miscellaneous action while it is already active, the Exalt gains the benefits of the Army-Slaying Stance. As a solo unit she counts as having a Magnitude as well as a Close Combat Attack and Damage rating equal to her Permanent Essence. She cannot assume formations and has neither Might nor Morale nor Endurance ratings however, using her own capabilities and attributes instead.
+
*When leading an actual Mass Combat unit the Lawgiver uses the higher of that unit's Magnitude and her Permanent Essence to determine attack boni/penalties, but the unit's actual Magnitude in all other calculations. She adds half her (Essence) to Close Combat Attack and Damage ratings after all other modifiers.
 
 
When leading an actual Mass Combat unit the Lawgiver uses the higher of that unit's Magnitude and her Permanent Essence to determine attack boni/penalties, but the unit's actual Magnitude in all other calculations. She adds half her (Essence) to Close Combat Attack and Damage ratings after all other modifiers.
 
 
===Defense of Silence Ascendant †===
 
===Defense of Silence Ascendant †===
(renamed from 'Indomitable Puissance', courtesy of [http://forum.rpg.net/showthread.php?t=455823 Hundredfold Facets of Enlightenment])<br>
+
(renamed from 'Indomitable Puissance', courtesy of [http://forum.rpg.net/showthread.php?t=455823 Hundredfold Facets of Enlightenment])
'''Cost:''' -- (+1wp); '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (+1wp); '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' One action<br>
+
*'''Duration:''' One action
'''Prerequisites:''' Heavenly Guardian Defense
+
*'''Prerequisites:''' Heavenly Guardian Defense
 
+
*There is no thought, only action: intuitive, correct, and arising from a flowing, formless mind. When this state is achieved perfection becomes almost effortless. This Charm permanently enhances the Exalt’s Heavenly Guardian Defense, allowing him to increase its cost by one Willpower to improve its effects against a single attacker. For the rest of the action the Solar perfectly parries any attacks from that attacker which are not unexpected, even those that are unblockable. Every one of these parries are subject to the Flaw of Invulnerability of the Exalt’s Heavenly Guardian Defense. This Charm ends prematurely if the character is disarmed of his Melee weapons.
There is no thought, only action: intuitive, correct, and arising from a flowing, formless mind. When this state is achieved perfection becomes almost effortless. This Charm permanently enhances the Exalt’s Heavenly Guardian Defense, allowing him to increase its cost by one Willpower to improve its effects against a single attacker. For the rest of the action the Solar perfectly parries any attacks from that attacker which are not unexpected, even those that are unblockable. Every one of these parries are subject to the Flaw of Invulnerability of the Exalt’s Heavenly Guardian Defense. This Charm ends prematurely if the character is disarmed of his Melee weapons.
+
*At Essence 5+ another purchase of this Charm allows the Solar to reflexively spend an additional 4m. The Exalt then parries all attacks of which he is aware for the rest of the action, not just those from a single attacker.
 
 
At Essence 5+ another purchase of this Charm allows the Solar to reflexively spend an additional 4m. The Exalt then parries all attacks of which he is aware for the rest of the action, not just those from a single attacker.
 
 
===Eye of the Storm Meditation †===
 
===Eye of the Storm Meditation †===
'''Cost:''' --; '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Fivefold Bulwark Stance, Surprise Anticipation Method or Reflex-Sidestep Technique
+
*'''Prerequisites:''' Fivefold Bulwark Stance, Surprise Anticipation Method or Reflex-Sidestep Technique
 
+
*Even in the chaos and fury of a great battle the Solar weaponsmaster stays calm and retains absolute awareness of her surroundings. No feints or insidious tricks can distract her or find holes in her defense. This charm permanently enhances Fivefold Bulwark Stance in the following ways: As long as the Charm is active the Lawgiver is never subject to unexpected attacks from being surrounded by enemies and all penalties due to coordinated attacks are negated. Against surprise attacks from other sources she can employ Surprise-Anticipation Method or Reflex-Sidestep Technique without cost. Finally, while rooting her skill in infinite calm and mindfulness the Exalt may always use her Temperance for Melee actions.
Even in the chaos and fury of a great battle the Solar weaponsmaster stays calm and retains absolute awareness of her surroundings. No feints or insidious tricks can distract her or find holes in her defense. This charm permanently enhances Fivefold Bulwark Stance in the following ways: As long as the Charm is active the Lawgiver is never subject to unexpected attacks from being surrounded by enemies and all penalties due to coordinated attacks are negated. Against surprise attacks from other sources she can employ Surprise-Anticipation Method or Reflex-Sidestep Technique without cost. Finally, while rooting her skill in infinite calm and mindfulness the Exalt may always use her Temperance for Melee actions.
 
 
===Glorious Solar Weaponry †===
 
===Glorious Solar Weaponry †===
'''Cost:''' 6m, 1wp; '''Mins:''' Melee 4, Essence 2; '''Type:''' Simple<br>
+
*'''Cost:''' 6m, 1wp; '''Mins:''' Melee 4, Essence 2; '''Type:''' Simple
'''Keywords:''' Combo-OK, Touch, Obvious<br>
+
*'''Keywords:''' Combo-OK, Touch, Obvious
'''Duration:''' One Scene<br>
+
*'''Duration:''' One Scene
'''Prerequisites:''' Call the Blade
+
*'''Prerequisites:''' Call the Blade
 
+
*In the hands of a Solar weaponsmaster even the most humble of weapons can become a formidable force. This charm infuses the Solar's Anima into her weapons, strengthening the attunement or creating one where there was none before in the case of mortal weaponry. The Lawgiver gains her Essence in points to spread between Accuracy, Damage, Defense and Rate - this counts as a weapon bonus and is not subject to the dice cap. Once set the boni are always distributed in the same way. In addition her weapons gain one of the following properties (additional ones can be added at the cost of 2xp each or 1 BP for two of them):
In the hands of a Solar weaponsmaster even the most humble of weapons can become a formidable force. This charm infuses the Solar's Anima into her weapons, strengthening the attunement or creating one where there was none before in the case of mortal weaponry. The Lawgiver gains her Essence in points to spread between Accuracy, Damage, Defense and Rate - this counts as a weapon bonus and is not subject to the dice cap. Once set the boni are always distributed in the same way. In addition her weapons gain one of the following properties (additional ones can be added at the cost of 2xp each or 1 BP for two of them):
+
**Touch of Divinity: Mortal weapons so favored gain the Magical Material bonus of Orichalkum and become as indestructible as artifact weapons.
*Touch of Divinity: Mortal weapons so favored gain the Magical Material bonus of Orichalkum and become as indestructible as artifact weapons.
+
**Solar Blessing: The Lawgiver's weapons gain the implicit blessing of her patron Sol Invictus and burn His enemies with terrible fire. All attacks made with them against Creatures of Darkness gain the Holy keyword.
*Solar Blessing: The Lawgiver's weapons gain the implicit blessing of her patron Sol Invictus and burn His enemies with terrible fire. All attacks made with them against Creatures of Darkness gain the Holy keyword.
+
**Loyalty to the Master: No weapon will leave the hand of a Solar weaponsmaster unless she wills it. All attempts to disarm her fail automatically.
*Loyalty to the Master: No weapon will leave the hand of a Solar weaponsmaster unless she wills it. All attempts to disarm her fail automatically.
+
**Sainted Blade: While Glorious Solar Weaponry is active the cost of Merciful Bodhisattva Attitude is reduced by the Lawgiver's Compassion. If this would reduce the cost to a negative number, she gains that number of motes every time she uses that Charm instead of killing an opponent.
*Sainted Blade: While Glorious Solar Weaponry is active the cost of Merciful Bodhisattva Attitude is reduced by the Lawgiver's Compassion. If this would reduce the cost to a negative number, she gains that number of motes every time she uses that Charm instead of killing an opponent.
+
*This Charm becomes Obvious only when the weaponry's unusual properties are revealed - when a weapon withstands impossible stresses, burns a demon with holy light or a perfectly executed disarm maneuver inexplicably fails.
This Charm becomes Obvious only when the weaponry's unusual properties are revealed - when a weapon withstands impossible stresses, burns a demon with holy light or a perfectly executed disarm maneuver inexplicably fails.
 
 
===Heart-Breaking Blade †===
 
===Heart-Breaking Blade †===
'''Cost:''' 2m/wp damage; '''Mins:''' Melee 5, Essence 4; '''Type:''' Reflexive (Step 7 or Step 10)<br>
+
*'''Cost:''' 2m/wp damage; '''Mins:''' Melee 5, Essence 4; '''Type:''' Reflexive (Step 7 or Step 10)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisites:''' Hungry Tiger Technique, Merciful Bodhisattva Attitude
+
*'''Prerequisites:''' Hungry Tiger Technique, Merciful Bodhisattva Attitude
 
+
*Facing a Solar weaponsmaster requires more than just courage for her will is honed to a razor's edge that can cut a man's soul just as easily as it can his body. This Charm can be invoked whenever one of the Lawgiver's attacks hits. For every 2m she spends she can covert three dice of raw damage to one point of temporary willpower lost by the target up to a maximum of her (Essence). This explicitly takes effect ''before'' Charms or other conditions that reduce raw damage (such as Adamant Skin Technique) are considered.
Facing a Solar weaponsmaster requires more than just courage for her will is honed to a razor's edge that can cut a man's soul just as easily as it can his body. This Charm can be invoked whenever one of the Lawgiver's attacks hits. For every 2m she spends she can covert three dice of raw damage to one point of temporary willpower lost by the target up to a maximum of her (Essence). This explicitly takes effect ''before'' Charms or other conditions that reduce raw damage (such as Adamant Skin Technique) are considered.
+
*When used in conjunction with Merciful Bodhisattva Attitude in the context of a killing stroke this Charm removes all points of temporary willpower from the target for a flat 2m cost but leaves him conscious and able to contemplate his situation as well as the Lawgiver's words.
 
 
When used in conjunction with Merciful Bodhisattva Attitude in the context of a killing stroke this Charm removes all points of temporary willpower from the target for a flat 2m cost but leaves him conscious and able to contemplate his situation as well as the Lawgiver's words.
 
 
===Heart Moves the Blade †===
 
===Heart Moves the Blade †===
'''Cost:''' --; '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Master's Subtle Edge, Merciful Bodhisattva Attitude
+
*'''Prerequisites:''' Master's Subtle Edge, Merciful Bodhisattva Attitude
 
+
*A Solar weaponsmaster knows that to employ her arts she needs physical weapons no more than a poet needs a pen to be a poet. She wields the very principle of Separation as her weapon and not with her hands but with her heart. This Charm permanently enhances Glorious Solar Weaponry in the following way: The weapons enhanced by the Charm can dissolve into pure motic energy and assume any shape the Exalt can imagine, from a single point of light to a gigantic warstrider daiklave or a storm of crystalline snowflakes and she can switch reflexively between appearances. Where appropriate to the form it assumes the Glorious Solar Weapons gain the Reach Tag and can strike enemies up to her (Melee) meters away. The Lawgiver needs not physically move to direct her weapons.
A Solar weaponsmaster knows that to employ her arts she needs physical weapons no more than a poet needs a pen to be a poet. She wields the very principle of Separation as her weapon and not with her hands but with her heart. This Charm permanently enhances Glorious Solar Weaponry in the following way: The weapons enhanced by the Charm can dissolve into pure motic energy and assume any shape the Exalt can imagine, from a single point of light to a gigantic warstrider daiklave or a storm of crystalline snowflakes and she can switch reflexively between appearances. Where appropriate to the form it assumes the Glorious Solar Weapons gain the Reach Tag and can strike enemies up to her (Melee) meters away. The Lawgiver needs not physically move to direct her weapons.
+
*While employing the Heart Moves the Blade technique the weaponsmaster's Compassion is ascendant and no opponent remains faceless or dies needlessly. Even if she strikes at hundreds of enemies at once, or if her opponents hide themselves behind masks of darkness, the Lawgiver sees their faces before her inner eye and knows their names as she strikes them down. Upon invoking Merciful Bodhisattva Attitude in that context she regains her Compassion in motes instead of the normal cost or gain from that Charm.
 
 
While employing the Heart Moves the Blade technique the weaponsmaster's Compassion is ascendant and no opponent remains faceless or dies needlessly. Even if she strikes at hundreds of enemies at once, or if her opponents hide themselves behind masks of darkness, the Lawgiver sees their faces before her inner eye and knows their names as she strikes them down. Upon invoking Merciful Bodhisattva Attitude in that context she regains her Compassion in motes instead of the normal cost or gain from that Charm.
 
 
===Master's Subtle Edge †===
 
===Master's Subtle Edge †===
'''Cost:''' -- (4m); '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (4m); '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Glorious Solar Weaponry
+
*'''Prerequisites:''' Glorious Solar Weaponry
 
+
*Defenses are as nothing to the weapons of the Lawgivers. This charm permanently enhances Glorious Solar Weaponry. In addition to its normal effects the affected weapons gain the Piercing Tag and their damage rating is increased by the Lawgiver's Essence. This requires the commitment of four additional motes when activating Glorious Solar Weaponry.
Defenses are as nothing to the weapons of the Lawgivers. This charm permanently enhances Glorious Solar Weaponry. In addition to its normal effects the affected weapons gain the Piercing Tag and their damage rating is increased by the Lawgiver's Essence. This requires the commitment of four additional motes when activating Glorious Solar Weaponry.
 
 
===Merciful Bodhisattva Attitude †===
 
===Merciful Bodhisattva Attitude †===
'''Cost:''' 3m; '''Mins:''' Melee 5, Essence 2; '''Type:''' Reflexive (Step 10)<br>
+
*'''Cost:''' 3m; '''Mins:''' Melee 5, Essence 2; '''Type:''' Reflexive (Step 10)
'''Keywords:''' Combo-OK, Obvious<br>
+
*'''Keywords:''' Combo-OK, Obvious
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisites:''' Any Melee Excellency
+
*'''Prerequisites:''' Any Melee Excellency
 
+
*The Lawgivers can be merciful in their judgement. This charm is invoked when a melee attack would otherwise kill its target and reduces the damage so the Exalt's opponent is brought to Incapacitated but no further. Even the most devastating attacks leave behind only a thin, white scar, forever marking the opponent as one whose life was spared by the Lawgiver. Neither bleeding nor infections are allowed to prove the Exalt's mercy a lie - both are completely negated by the Charm.
The Lawgivers can be merciful in their judgement. This charm is invoked when a melee attack would otherwise kill its target and reduces the damage so the Exalt's opponent is brought to Incapacitated but no further. Even the most devastating attacks leave behind only a thin, white scar, forever marking the opponent as one whose life was spared by the Lawgiver. Neither bleeding nor infections are allowed to prove the Exalt's mercy a lie - both are completely negated by the Charm.
+
*In addition Merciful Bodhisattva Attitude has the following permanent effect: Striking a nonlethal blow with a weapon that deals lethal damage or striking to mark or maim instead of kill carries no external penalty to the attack. This effect requires no invocation of the Charm itself.
 
 
In addition Merciful Bodhisattva Attitude has the following permanent effect: Striking a nonlethal blow with a weapon that deals lethal damage or striking to mark or maim instead of kill carries no external penalty to the attack. This effect requires no invocation of the Charm itself.
 
 
===Piercing Rays of Dawn Meditation †===
 
===Piercing Rays of Dawn Meditation †===
'''Cost:''' --; '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Melee 5, Essence 3; '''Type:''' Permanent
'''Keywords:''' Mirror (To-the-Quick Hatred)<br>
+
*'''Keywords:''' Mirror (To-the-Quick Hatred)
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Glorious Solar Weaponry OR Glorious Solar Saber
+
*'''Prerequisites:''' Glorious Solar Weaponry OR Glorious Solar Saber
 
+
*As per Hundredfold Facets of Enlightenment except as noted above and with the following addition: This Charm also permanently enhances the the character's Glorious Solar Weaponry, increasing the number of points to be distributed by her (Essence). These additional points may only be applied to non-artifact weapons.
As per Hundredfold Facets of Enlightenment except as noted above and with the following addition: This Charm also permanently enhances the the character's Glorious Solar Weaponry, increasing the number of points to be distributed by her (Essence). These additional points may only be applied to non-artifact weapons.
 
 
===Redirecting Lightning Method †===
 
===Redirecting Lightning Method †===
'''Cost:''' -- (+1wp); '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (+1wp); '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent
'''Keywords:''' Counterattack<br>
+
*'''Keywords:''' Counterattack
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Heavenly Guardian Defense, Solar Counterattack
+
*'''Prerequisites:''' Heavenly Guardian Defense, Solar Counterattack
 
+
*The Lawgivers' perfections turns the strength of the unrighteous against themselves. This Charm permanently enhances its prerequisite in the following way: When activating Heavenly Guardian Defense the Exalt may spend additional motes to not just perfectly defend but also redirect the attack against any valid target (including the attacker) within the range of the original attack. It is applied to that character or object with the same number of successes and the same Charm effects without additional cost to the attacker.
The Lawgivers' perfections turns the strength of the unrighteous against themselves. This Charm permanently enhances its prerequisite in the following way: When activating Heavenly Guardian Defense the Exalt may spend additional motes to not just perfectly defend but also redirect the attack against any valid target (including the attacker) within the range of the original attack. It is applied to that character or object with the same number of successes and the same Charm effects without additional cost to the attacker.
 
 
===Speed of Light Understanding †===
 
===Speed of Light Understanding †===
'''Cost:''' --; '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Melee 5, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisites:''' Glorious Solar Weaponry OR Glorious Solar Saber
+
*'''Prerequisites:''' Glorious Solar Weaponry OR Glorious Solar Saber
 
+
*When the Lawgivers call upon their chosen weapons it is as effortless as breathing. This Charm permanently enhances its prerequisite Charm(s), changing the type to Reflexive. In addition, when activated as part of a Join Battle this provides a number of automatic successes equal to half the Exalt's Melee rating. In that context the Charm's type becomes Supplemental.
When the Lawgivers call upon their chosen weapons it is as effortless as breathing. This Charm permanently enhances its prerequisite Charm(s), changing the type to Reflexive. In addition, when activated as part of a Join Battle this provides a number of automatic successes equal to half the Exalt's Melee rating. In that context the Charm's type becomes Supplemental.
 
 
===Spell-Cutting Strike †===
 
===Spell-Cutting Strike †===
'''Cost:''' 2m+X; '''Mins:''' Melee 5, Essence 4; '''Type:''' Supplemental<br>
+
*'''Cost:''' 2m+X; '''Mins:''' Melee 5, Essence 4; '''Type:''' Supplemental
'''Keywords:''' Combo-OK, Obvious, Shaping<br>
+
*'''Keywords:''' Combo-OK, Obvious, Shaping
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisites:''' Heart-Breaking Blade
+
*'''Prerequisites:''' Heart-Breaking Blade
 
+
*A Solar weaponsmaster can cut Charms, Spells and other constructs of Essence just as easily as physical objects. After activating this Charm the Exalt may upon contact with a target with an active Charm, Spell or Essence construct (or contact with the effect itself) in the context of a successful attack (or for Charms/Spells used as an attack, in the context of a successful parry)  reflexively (Step 7) trigger the following effect: By spending (3 x Charm's minimum Permanent Essence) or in the case of a Spell (5 x the Spell's Circle) in motes she cuts through and immediately ends that effect. Only one Charm or Spell can be affected per attack or parry. Spells are terminated as if affected by a Countermagic of the appropriate level, with the same side effects and exceptions.
A Solar weaponsmaster can cut Charms, Spells and other constructs of Essence just as easily as physical objects. After activating this Charm the Exalt may upon contact with a target with an active Charm, Spell or Essence construct (or contact with the effect itself) in the context of a successful attack (or for Charms/Spells used as an attack, in the context of a successful parry)  reflexively (Step 7) trigger the following effect: By spending (3 x Charm's minimum Permanent Essence) or in the case of a Spell (5 x the Spell's Circle) in motes she cuts through and immediately ends that effect. Only one Charm or Spell can be affected per attack or parry. Spells are terminated as if affected by a Countermagic of the appropriate level, with the same side effects and exceptions.
+
*The Exalt must be able to discern the existence of the effect she wishes to banish before activating this Charm, so she must have prior knowledge of the effect — having seen the spell cast, the Charm is Obvious, etc. Motes spent on or committed to banished effects are lost. Reflexive Charms may be reactivated immediately at normal cost, subject to normal timing rules, and apply their effects normally.
 
+
==Occult==
The Exalt must be able to discern the existence of the effect she wishes to banish before activating this Charm, so she must have prior knowledge of the effect — having seen the spell cast, the Charm is Obvious, etc. Motes spent on or committed to banished effects are lost. Reflexive Charms may be reactivated immediately at normal cost, subject to normal timing rules, and apply their effects normally.
 
==Occult Charms==
 
 
===Sorcerer's Infernal Army===
 
===Sorcerer's Infernal Army===
'''Cost:''' -(+20m, 1wp); '''Mins:''' Occult 4, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' -(+20m, 1wp); '''Mins:''' Occult 4, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Celestial Circle Sorcery, Demon of the First Circle<br>
+
*'''Prerequisite Charms:''' Celestial Circle Sorcery, Demon of the First Circle
 
+
*The Lawgivers do not have time to spend several days to bind individual First Circle Demons. This spell allows a summoner to at one time summon an up to (Essence -1) Magnitude unit of one type of first circle demon. The summoned unit gain extra successes equal to their magnitude and the cost to reduce their dicepool is increased with (Magnitude)motes per die.
The Lawgivers does not have time to spend several days to bind individual First Circle Demons. This spell allows a summoner to at one time summon an up to (Essence -1) Magnitude unit of one type of first circle demon. The summoned unit gain extra successes equal to their magnitude and the cost to reduce their dicepool is increased with (Magnitude)motes per die.
 
 
===Immediate Call of the Infernal Servant===
 
===Immediate Call of the Infernal Servant===
'''Cost:''' -(+20m, +1wp); '''Mins:''' Occult 4, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' -(+20m, +1wp); '''Mins:''' Occult 4, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Celestial Circle Sorcery, Demon of the First Circle<br>
+
*'''Prerequisite Charms:''' Celestial Circle Sorcery, Demon of the First Circle
 
+
*Sometimes the Lawgivers need to call on the contract that binds the Yozi faster than normally. This charms allows the summoner to spend an extra 20 motes and willpower to cast Demon of the First Circle with Shape Celestial Circle Sorcery. Also, the Exalt may cast the spell at any time between dusk until dawn, but only once each night.
Sometimes the Lawgivers need to call on the contract that binds the Yozi faster than normally. This charms allows the summoner to spend an extra 20 motes and willpower to cast Demon of the First Circle with Shape Celestial Circle Sorcery. Also, the Exalt may cast the spell at any time between dusk until dawn, but only once each night.
 
 
 
 
===Immediate Call of the Infernal Lords===
 
===Immediate Call of the Infernal Lords===
'''Cost:''' -(+20m, 1wp); '''Mins:''' Occult 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' -(+20m, 1wp); '''Mins:''' Occult 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Solar Circle Sorcery, Immediate Call of the Infernal Servant, Demon of the Second Circle<br>
+
*'''Prerequisite Charms:''' Solar Circle Sorcery, Immediate Call of the Infernal Servant, Demon of the Second Circle
 
+
*As when calling on their lesser kin, the Lawgivers must free up their time when calling on demons of the Second Circle. This charm works as Immediate Call of the Infernal Servant, but affects Demon of the Second Circle instead. The Exalt must still cast the spell on the night of new moon or Calibration, the Exalt can only cast the spell once each night.
As when calling on their lesser kin, the Lawgivers must free up their time when calling on demons of the Second Circle. This charm works as Immediate Call of the Infernal Servant, but affects Demon of the Second Circle instead. The Exalt must still cast the spell on the night of new moon or Calibration, the Exalt can only cast the spell once each night.
 
 
 
 
===Immediate Call of the Sorceror's Bodyguards===
 
===Immediate Call of the Sorceror's Bodyguards===
'''Cost:''' -(+20m, +2wp); '''Mins:''' Occult 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' -(+20m, +2wp); '''Mins:''' Occult 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' One Scene<br>
+
*'''Duration:''' One Scene
'''Prerequisite Charms:''' Sorcerer's Infernal Army, Immediate Call of the Infernal Servant<br>
+
*'''Prerequisite Charms:''' Sorcerer's Infernal Army, Immediate Call of the Infernal Servant
 
+
*Despite the best laid plans a Lawgiver might find himself overwhelmed by superior numbers. To counter this the sorceror need to be able to call on several defenders at one time. This charm allows the summoner to summon up to a magnitude of (Essence -3) unit of First Circle Demons as per Sorcerer's Infernal Army with Shape Solar Circle Sorcery action. However, the hurried mass bindings prevents the spell from being permanent and the demons will only stay in service for the remainder of the scene.
Despite the best laid plans a Lawgiver might find himself overwhelmed by superior numbers. To counter this the sorceror need to be able to call on several defenders at one time. This charm allows the summoner to summon up to a magnitude of (Essence -3) unit of First Circle Demons as per Sorcerer's Infernal Army with Shape Solar Circle Sorcery action. However, the hurried mass bindings prevents the spell from being permanent and the demons will only stay in service for the remainder of the scene.
+
==Performance==
==Performance Charms==
 
 
===Crowd Commanding Spirit===
 
===Crowd Commanding Spirit===
'''Cost:''' 4m; '''Mins:''' Performance 4, Essence 2; '''Type:''' Supplemental<br>
+
*'''Cost:''' 4m; '''Mins:''' Performance 4, Essence 2; '''Type:''' Supplemental
'''Keywords:''' Combo-Basic, Social<br>
+
*'''Keywords:''' Combo-Basic, Social
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Any Performance Excellency
+
*'''Prerequisite Charms:''' Any Performance Excellency
 
+
*Lawgivers have always been able to sway others to accept and follow their commands. This makes Solars the ultimate leaders. Crowd Commanding Spirit enhances a Performance-based roll to exert mental influence and encourage a specific action. This Charm doubles the users base successes on the roll before comparing them to the target's MDV.
Lawgivers have always been able to sway others to accept and follow their commands. This makes Solars the ultimate leaders. Crowd Commanding Spirit enhances a Performance-based roll to exert mental influence and encourage a specific action. This Charm doubles the users base successes on the roll before comparing them to the target's MDV.
+
==Presence==
==Presence Charms==
 
 
===Transcendant Inspiration-Sparking Method===
 
===Transcendant Inspiration-Sparking Method===
'''Cost:''' --; '''Mins:''' Presence 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Presence 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' You Can Be More (''Abyssals'', p. 143, mirror of Broken Heart Triumph)
+
*'''Prerequisite Charms:''' You Can Be More (''Abyssals'', p. 143, mirror of Broken Heart Triumph)
 
+
*The Lawgivers cannot be everywhere, especially in this fallen Age, so they deputize mortal heroes to act in their stead. This Charm permanently enhances its prerequisite, granting the Solar the ability to awaken the Essence of a heroic mortal.
The Lawgivers cannot be everywhere, especially in this fallen Age, so they deputize mortal heroes to act in their stead. This Charm permanently enhances its prerequisite, granting the Solar the ability to awaken the Essence of a heroic mortal.
+
*If the Exalt's social attack is successful, he immediately makes a (Presence + Essence) roll against Difficulty 4. If that roll succeeds, the heroic mortal's Essence is awakened as if he had gained the 4-pt. version of the Awakened Essence merit (''Scroll of Heroes'', p. 59) or the Enlightened Essence blight (''CoCD2: The Wyld'', p. 148) (the two are mechanically identical). If that roll fails, however, the mortal cannot be targeted again by this Charm until a year and a day have passed.
 
+
*When You Can Be More is used to awaken a mortal's Essence in this way, it gains the Enlightening, Obvious, Touch, and Training keywords.
If the Exalt's social attack is successful, he immediately makes a (Presence + Essence) roll against Difficulty 4. If that roll succeeds, the heroic mortal's Essence is awakened as if he had gained the 4-pt. version of the Awakened Essence merit (''Scroll of Heroes'', p. 59) or the Enlightened Essence blight (''CoCD2: The Wyld'', p. 148) (the two are mechanically identical). If that roll fails, however, the mortal cannot be targeted again by this Charm until a year and a day have passed.
 
 
 
When You Can Be More is used to awaken a mortal's Essence in this way, it gains the Enlightening, Obvious, Touch, and Training keywords.
 
 
===Truth Shines Like The Sun†===
 
===Truth Shines Like The Sun†===
'''Cost:''' 4m; '''Mins:''' Presence 4, Ess 3; '''Type:''' Reflexive<br>
+
*'''Cost:''' 4m; '''Mins:''' Presence 4, Ess 3; '''Type:''' Reflexive
'''Keywords:''' Combo-OK, Social<br>
+
*'''Keywords:''' Combo-OK, Social
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisites:''' Any Presence Excellency
+
*'''Prerequisites:''' Any Presence Excellency
 
+
*When the Lawgivers speak the truth none may doubt them. Whenever the character speaks the truth (as well as she knows it) and someone attempts to judge or otherwise doubt her truthfulness she may activate this Charm. If she is currently making a social attack, add her Temperance in dice to the roll. Regardless of the success or failure of social attacks conveyed by her words disbelieving their honesty requires resisting Unnatural Mental Influence by spending three points of Willpower. If the Lawgiver is misleading by omission only one point of Willpower needs to be spent. This Charm cannot assert the honesty of words the character considers a lie.
When the Lawgivers speak the truth none may doubt them. Whenever the character speaks the truth (as well as she knows it) and someone attempts to judge or otherwise doubt her truthfulness she may activate this Charm. If she is currently making a social attack, add her Temperance in dice to the roll. Regardless of the success or failure of social attacks conveyed by her words disbelieving their honesty requires resisting Unnatural Mental Influence by spending three points of Willpower. If the Lawgiver is misleading by omission only one point of Willpower needs to be spent. This Charm cannot assert the honesty of words the character considers a lie.
+
==Resistance==
==Resistance Charms==
 
 
===Chink-Closing Practice===
 
===Chink-Closing Practice===
'''Cost:''' 3m; '''Mins:''' Resistance 1, Essence 1; '''Type:''' Reflexive (Step 7)<br>
+
*'''Cost:''' 3m; '''Mins:''' Resistance 1, Essence 1; '''Type:''' Reflexive (Step 7)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' None<br>
+
*'''Prerequisite Charms:''' None
Accurate blows can slay even the best-armored warrior. Solars do not permit their foes the luxury of avoiding their armor. By activating this Charm, he moves in just the right way to close his armor's chinks which are being exploited by his adversary's all-too-accurate strike, reducing the number of extra successes his foe has rolled by the Hardness of his armor in Step 7, before raw damage is calculated.  
+
*Accurate blows can slay even the best-armored warrior. Solars do not permit their foes the luxury of avoiding their armor. By activating this Charm, he moves in just the right way to close his armor's chinks which are being exploited by his adversary's all-too-accurate strike, reducing the number of extra successes his foe has rolled by the Hardness of his armor in Step 7, before raw damage is calculated.  
 
===Perfecting the Iron With Gold===
 
===Perfecting the Iron With Gold===
'''Cost:''' 1m; '''Mins:''' Resistance 2, Essence 2; '''Type:''' Reflexive (Step 8)<br>
+
*'''Cost:''' 1m; '''Mins:''' Resistance 2, Essence 2; '''Type:''' Reflexive (Step 8)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Chink-Closing Practice<br>
+
*'''Prerequisite Charms:''' Chink-Closing Practice
The Lawgivers wear their armor with pride and strength, and their armor reflects the excellence in the core of the being who wears it. The Solar activates this Charm in Step 8 of Combat Resolution to double the Soak provided by the armor he wears against one attack. If he has armor Soak provided by more than one source, this Charm doubles only one of them, but he may activate it on as many sources of armor soak as he likes in order to double each of them.  
+
*The Lawgivers wear their armor with pride and strength, and their armor reflects the excellence in the core of the being who wears it. The Solar activates this Charm in Step 8 of Combat Resolution to double the Soak provided by the armor he wears against one attack. If he has armor Soak provided by more than one source, this Charm doubles only one of them, but he may activate it on as many sources of armor soak as he likes in order to double each of them.  
 
===Iron Skin Shields the Flesh===
 
===Iron Skin Shields the Flesh===
'''Cost:''' 5m; '''Mins:''' Resistance 2, Essence 1; '''Type:''' Simple<br>
+
*'''Cost:''' 5m; '''Mins:''' Resistance 2, Essence 1; '''Type:''' Simple
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Attunement or one day<br>
+
*'''Duration:''' Attunement or one day
'''Prerequisite Charms:''' Whirlwind Armor-Donning Prana<br>
+
*'''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).
+
*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 accommodating 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 easily 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.  
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 accommodating 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 easily 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.  
 
 
===Adamant Armor Finish===
 
===Adamant Armor Finish===
'''Cost:''' 6m; '''Mins:''' Resistance 4, Essence 2; '''Type:''' Simple<br>
+
*'''Cost:''' 6m; '''Mins:''' Resistance 4, Essence 2; '''Type:''' Simple
'''Keywords:''' Combo-basic, Obvious<br>
+
*'''Keywords:''' Combo-basic, Obvious
'''Duration:''' One scene<br>
+
*'''Duration:''' One scene
'''Prerequisite Charms:''' Perfecting the Iron With Gold, Iron Skin Shields the Flesh<br>
+
*'''Prerequisite Charms:''' Perfecting the Iron With Gold, Iron Skin Shields the Flesh
Concentrating for a few moments, the Solar coats his armor in a translucent sheen of solidified Essence, increasing its lethal and bashing hardness by an amount equal to his Resistance.  
+
*Concentrating for a few moments, the Solar coats his armor in a translucent sheen of solidified Essence, increasing its lethal and bashing hardness by an amount equal to his Resistance.  
 
===Insolence-Rebuffing Armor===
 
===Insolence-Rebuffing Armor===
'''Cost:''' 6m (1+ wp); '''Mins:''' Resistance 4, Essence 2; '''Type:''' Reflexive (Step 6)<br>
+
*'''Cost:''' 6m (1+ wp); '''Mins:''' Resistance 4, Essence 2; '''Type:''' Reflexive (Step 6)
'''Keywords:''' Combo-OK, Obvious<br>
+
*'''Keywords:''' Combo-OK, Obvious
'''Duration:''' One action<br>
+
*'''Duration:''' One action
'''Prerequisite Charms:''' Any Resistance Excellency, Iron Skin Shields the Flesh<br>
+
*'''Prerequisite Charms:''' Any Resistance Excellency, Iron Skin Shields the Flesh
Sometimes, an insolent assailent believes he has caught a Solar unprepared. Such are in for a rude surprise when the Solar knows this Charm. If his DV of choice is overcome in Step 5 of combat resolution, the Solar may activate this Charm in Step 6 to roll his (Stamina + Resistance + his Armor's applicable Soak) as a defense re-roll, applying the number of successes rolled as if it were his Parry DV, which he may use even against attacks which cannot normally be parried (though if he is not wearing armor, he counts as "unarmed" and may not parry lethal attacks without gaining the ability to do so unarmed). Once activated, this defensive re-roll remains available to the Solar until his next action without need to re-activate this Charm. A Solar may gain the benefits of this Charm as a non-Charm action so long as he spends 1 wp each time he makes the defensive re-roll.  
+
*Sometimes, an insolent assailent believes he has caught a Solar unprepared. Such are in for a rude surprise when the Solar knows this Charm. If his DV of choice is overcome in Step 5 of combat resolution, the Solar may activate this Charm in Step 6 to roll his (Stamina + Resistance + his Armor's applicable Soak) as a defense re-roll, applying the number of successes rolled as if it were his Parry DV, which he may use even against attacks which cannot normally be parried (though if he is not wearing armor, he counts as "unarmed" and may not parry lethal attacks without gaining the ability to do so unarmed). Once activated, this defensive re-roll remains available to the Solar until his next action without need to re-activate this Charm. A Solar may gain the benefits of this Charm as a non-Charm action so long as he spends 1 wp each time he makes the defensive re-roll.  
 
===Yeddim-Body Technique===
 
===Yeddim-Body Technique===
'''Cost:''' --; '''Mins:''' Resistance 3, Essence 4; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Resistance 3, Essence 4; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' Ox-Body Technique<br>
+
*'''Prerequisite Charms:''' Ox-Body Technique
Essence makes a being more real than other things, toughening its physical form (if it has one) as much as its spirit. This Charm permanently doubles the health levels granted by Ox-Body Technique. (Versions of this Charm can exist for just about anybody who has Ox-Body Technique. For Lunars, it would require Stamina 3.)  
+
*Essence makes a being more real than other things, toughening its physical form (if it has one) as much as its spirit. This Charm permanently doubles the health levels granted by Ox-Body Technique. (Versions of this Charm can exist for just about anybody who has Ox-Body Technique. For Lunars, it would require Stamina 3.)  
 
===Waterfowl's Steel Rain-Shedding Prana===
 
===Waterfowl's Steel Rain-Shedding Prana===
'''Cost:''' 5m; '''Mins:''' Resistance 3, Essence 2; '''Type:''' Reflexive (Step 8)<br>
+
*'''Cost:''' 5m; '''Mins:''' Resistance 3, Essence 2; '''Type:''' Reflexive (Step 8)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' One tick<br>
+
*'''Duration:''' One tick
'''Prerequisite Charms:''' Durability of Oak Meditation<br>
+
*'''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 zero.  
+
*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 zero.  
 
===Blow-Deadening Might===
 
===Blow-Deadening Might===
'''Cost:''' 4m; '''Mins:''' Resistance 3, Essence 2; '''Type:''' Reflexive (Step 8)<br>
+
*'''Cost:''' 4m; '''Mins:''' Resistance 3, Essence 2; '''Type:''' Reflexive (Step 8)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' Instant<br>
+
*'''Duration:''' Instant
'''Prerequisite Charms:''' Iron Kettle Body<br>
+
*'''Prerequisite Charms:''' Iron Kettle Body
The Lawgivers can withstand even the mightiest of blows. Activating this Charm in Step 8 cuts the Raw Damage of the attack in half after Hardness is applied.  
+
*The Lawgivers can withstand even the mightiest of blows. Activating this Charm in Step 8 cuts the Raw Damage of the attack in half after Hardness is applied.  
 
===Durability of Stone Meditation===
 
===Durability of Stone Meditation===
'''Cost:''' --; '''Mins:''' Resistance 1, Essence 2; '''Type:''' Permanent<br>
+
*'''Cost:''' --; '''Mins:''' Resistance 1, Essence 2; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' Any Resistance Excellency<br>
+
*'''Prerequisite Charms:''' Any Resistance Excellency
Stalwart meditation and aescetic practice are only two possible methods a Lawgiver may use to strengthen his constitution with this Charm. Regardless of how he does it, the Solar's natural Soak is now calculated from the sum of his Stamina and Resistance, rather than just his Stamina.
+
*Stalwart meditation and aescetic practice are only two possible methods a Lawgiver may use to strengthen his constitution with this Charm. Regardless of how he does it, the Solar's natural Soak is now calculated from the sum of his Stamina and Resistance, rather than just his Stamina.
==Stealth Charms==
+
==Stealth==
 
===Shadow at Noon===
 
===Shadow at Noon===
'''Cost:''' 5m; '''Mins:''' Stealth 5, Essence 2; '''Type:''' Simple<br>
+
*'''Cost:''' 5m; '''Mins:''' Stealth 5, Essence 2; '''Type:''' Simple
'''Keywords:''' Combo-Basic<br>
+
*'''Keywords:''' Combo-Basic
'''Duration:''' One scene<br>
+
*'''Duration:''' One scene
'''Prerequisite Charms:''' Easily Overlooked Presence Method
+
*'''Prerequisite Charms:''' Easily Overlooked Presence Method
 
+
*Just as the Noonday Sun still leaves shadowed areas, the Lawgiver can always find a place to hide. They can shelter in the shadow of a needle, sneak past in the blink of a guard's eye, and leave no more trace than a sunbeam after the day is gone.
Just as the Noonday Sun still leaves shadowed areas, the Lawgiver can always find a place to hide. They can shelter in the shadow of a needle, sneak past in the blink of a guard's eye, and leave no more trace than a sunbeam after the day is gone.
+
*This charm allows the Solar to ignore any external penalties to stealth rolls for the rest of the scene, as well as being able to hide even when it is physically impossible due to external circumstances. Thus, the Solar can hide even in a flat plane, at noon, on a squeaky floor, with someone looking directly at them. They can hide even when hiding should be impossible.
 
 
This charm allows the Solar to ignore any external penalties to stealth rolls for the rest of the scene, as well as being able to hide even when it is physically impossible due to external circumstances. Thus, the Solar can hide even in a flat plane, at noon, on a squeaky floor, with someone looking directly at them. They can hide even when hiding should be impossible.
 
 
===[[Once_more_with_feeling/Custom_Charms#Shadow_Evades_Notice|Shadow Evades Notice]]===
 
===[[Once_more_with_feeling/Custom_Charms#Shadow_Evades_Notice|Shadow Evades Notice]]===
==War Charms==
+
==War==
 
===Cloud-Piercing Sun's Gaze===
 
===Cloud-Piercing Sun's Gaze===
'''Cost:''' -- (+1m); '''Mins:''' War 5, Essence 5; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (+1m); '''Mins:''' War 5, Essence 5; '''Type:''' Permanent
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' General of the All-Seeing Sun<br>
+
*'''Prerequisite Charms:''' General of the All-Seeing Sun
 
+
*This Charm permanently enhances its prerequisite. When the Lawgiver activates General of the All-Seeing Sun and spends an additional mote, the Charm provides him with the location and status of all units within range containing a commander, hero, sorcerer, or relay hostile to the Solar or to a cause for which the Solar is fighting, including solo units but not solo extras, in addition to the normal effects.
This Charm permanently enhances its prerequisite. When the Lawgiver activates General of the All-Seeing Sun and spends an additional mote, the Charm provides him with the location and status of all units within range containing a commander, hero, sorcerer, or relay hostile to the Solar or to a cause for which the Solar is fighting, including solo units but not solo extras, in addition to the normal effects.
+
=Lunar=
=Lunar Charms=
+
==Intelligence==
==Intelligence Charms==
 
 
===Wyld Prodigy Embrace===
 
===Wyld Prodigy Embrace===
'''Cost:''' -- (1 wyld die); '''Mins:''' Intelligence 3, Essence 3; '''Type:''' Simple<br>
+
*'''Cost:''' -- (1 wyld die); '''Mins:''' Intelligence 3, Essence 3; '''Type:''' Simple
'''Keywords:''' None<br>
+
*'''Keywords:''' None
'''Duration:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Prerequisite Charms:''' 1st Intelligence Excellency
+
*'''Prerequisite Charms:''' 1st Intelligence Excellency
 
+
*The Wyld spark within the Chosen of Luna can inspire mad brilliance, lucky breaks, and sudden prowess. Tapping into the core of Wyld energy that builds as they shapeshift, the Casteless Lunar can choose to enhance his First (Attribute) Excellency's cap such that, instead of being able to add only up to a maximum of (Attribute) extra dice to the roll, it can add up to a maximum of (Attribute + the number of dice rolled in the check to see if the Lunar gains a mutation) dice, paid for at the normal cost of 1m per die.
The Wyld spark within the Chosen of Luna can inspire mad brilliance, lucky breaks, and sudden prowess. Tapping into the core of Wyld energy that builds as they shapeshift, the Casteless Lunar can choose to enhance his First (Attribute) Excellency's cap such that, instead of being able to add only up to a maximum of (Attribute) extra dice to the roll, it can add up to a maximum of (Attribute + the number of dice rolled in the check to see if the Lunar gains a mutation) dice, paid for at the normal cost of 1m per die.
+
*Harnessing the reality-warping power of the Wyld in this fashion is dangerous, however. The first time he chooses to do this with a given First (Attribute) Excellency in a scene, he adds a die to this pool and rolls it as if he had just shapeshifted into one of his True Forms, risking mutation (and emptying the pool) as normal. Additionally, for every 10 that shows up in a roll enhanced with this power, the Lunar must either spend 1m to quell the spiking Wyld energies, or accept 1 point of mutations, chosen by the Storyteller following the same guidelines as mutations gained when shapeshifting.
 
+
*The Wyld energy is too unstable to be used with either the Second or Third Excellencies, which are too predictable and orderly for its power to enhance.
Harnessing the reality-warping power of the Wyld in this fashion is dangerous, however. The first time he chooses to do this with a given First (Attribute) Excellency in a scene, he adds a die to this pool and rolls it as if he had just shapeshifted into one of his True Forms, risking mutation (and emptying the pool) as normal. Additionally, for every 10 that shows up in a roll enhanced with this power, the Lunar must either spend 1m to quell the spiking Wyld energies, or accept 1 point of mutations, chosen by the Storyteller following the same guidelines as mutations gained when shapeshifting.
+
==Manipulation==
 
 
The Wyld energy is too unstable to be used with either the Second or Third Excellencies, which are too predictable and orderly for its power to enhance.
 
==Manipulation Charms==
 
 
===Courageously Overcoming Fear ʊ===
 
===Courageously Overcoming Fear ʊ===
'''Cost:''' 12m, 4wp; '''Mins:''' Manipulation 6, Essence 5; '''Type:''' Simple<br>
+
*'''Cost:''' 12m, 4wp; '''Mins:''' Manipulation 6, Essence 5; '''Type:''' Simple
'''Keywords:''' Combo-OK, Obvious, Social<br>
+
*'''Keywords:''' Combo-OK, Obvious, Social
'''Duration:''' One day<br>
+
*'''Duration:''' One day
'''Prerequisite Charms:''' None
+
*'''Prerequisite Charms:''' None
 
+
*Breaks compulsions, illusions and servitude effects as per the Solar charm, Transcendent Hero's Meditation.
Breaks compulsions, illusions and servitude effects as per the Solar charm, Transcendent Hero's Meditation.
 
 
===Ferocity of the Cornered Beast ʊ===
 
===Ferocity of the Cornered Beast ʊ===
'''Cost:''' -- (+1wp per mate); '''Mins:''' Manipulation 6, Essence 6; '''Type:''' Permanent<br>
+
*'''Cost:''' -- (+1wp per mate); '''Mins:''' Manipulation 6, Essence 6; '''Type:''' Permanent
'''Prerequisite Charms:''' Courageously Overcoming Fear
+
*'''Prerequisite Charms:''' Courageously Overcoming Fear
 
+
*The devotion of the Stewards can inspire acts of great courage in their bondmates. When activating Courageously Overcoming Fear, a Lunar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to her bondmate(s).
The devotion of the Stewards can inspire acts of great courage in their bondmates. When activating Courageously Overcoming Fear, a Lunar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to her bondmate(s).
+
==Stamina==
==Stamina Charms==
 
 
===Willful Neglect of the Maimed===
 
===Willful Neglect of the Maimed===
'''Cost:''' 4m, 1wp; '''Mins:''' Stamina 5, Essence 3; '''Type:''' Simple<br>
+
*'''Cost:''' 4m, 1wp; '''Mins:''' Stamina 5, Essence 3; '''Type:''' Simple
'''Keywords:''' Combo-Basic<br>
+
*'''Keywords:''' Combo-Basic
'''Duration:''' One Action<br>
+
*'''Duration:''' One Action
'''Prerequisite Charms:''' Halting the Scarlet Flow
+
*'''Prerequisite Charms:''' Halting the Scarlet Flow
 
+
*The Lunar focuses upon repairing some severe injury to their vitals. Upon their next action they may remove one Crippling effect from themselves.
The Lunar focuses upon repairing some severe injury to their vitals.
+
=Dragon-Blooded=
Upon their next action they may remove one Crippling effect from themselves.
+
==War==
=Dragon-Blooded Charms=
 
==War Charms==
 
 
===Hastened Dragon Stride===
 
===Hastened Dragon Stride===
'''Cost:''' 7m, 1wp; '''Mins:''' War 5, Essence 4; '''Type:''' Simple (Dramatic Action)<br>
+
*'''Cost:''' 7m, 1wp; '''Mins:''' War 5, Essence 4; '''Type:''' Simple (Dramatic Action)
'''Keywords:''' Combo-Basic, Cooperative<br>
+
*'''Keywords:''' Combo-Basic, Cooperative
'''Duration:''' One day<br>
+
*'''Duration:''' One day
'''Prereq Charms:''' Tireless Footfalls Cadence<br>
+
*'''Prereq Charms:''' Tireless Footfalls Cadence
 
+
*A Terrestrial who is leading a mass combat unit with Magnitude (Essence or lower) in a day's march may activate this charm to increase the unit's marching speed to 20 miles/day through normal wilderness or open terrain, or 10 miles/day over  very harsh terrain.
A Terrestrial who is leading a mass combat unit with Magnitude (Essence or lower) in a day's march may activate this charm to increase the unit's marching speed to 20 miles/day through normal wilderness or open terrain, or 10 miles/day over  very harsh terrain.
+
*If multiple Terrestrials activate this charm together,  the maximum Magnitude they are able to effect becomes (highest Essence of group, +1 for every extra participant).
 
 
If multiple Terrestrials activate this charm together,  the maximum Magnitude they are able to effect becomes (highest Essence of group, +1 for every extra participant).
 
 
=Martial Arts Styles=
 
=Martial Arts Styles=
==Pathwalker Style==
+
==Terrestrial==
The Pathwalker style is a Terrestrial martial art so far practiced exclusively in a cluster of small communities in the Hundred Kingdoms. Outsiders inquiring about the style are told that it was invented recently by an itinerant Immaculate who, after bringing some stability to the region through his great deeds, taught it to them so they could defend themselves after he had moved on. The fact that many of the style's techniques bear more than a passing resemblance to the Water Dragon Style lends credence to their story.<br>
+
===Pathwalker===
'''Weapons and Armor:''' The Pathwalker style's form weapons are the cestus, fighting gauntlet, staff, and tiger claws. It can be practiced in armors up to medium weight.
+
*The Pathwalker style is a Terrestrial martial art so far practiced exclusively in a cluster of small communities in the Hundred Kingdoms. Outsiders inquiring about the style are told that it was invented recently by an itinerant Immaculate who, after bringing some stability to the region through his great deeds, taught it to them so they could defend themselves after he had moved on. The fact that many of the style's techniques bear more than a passing resemblance to the Water Dragon Style lends credence to their story.
===Experienced Traveler's Footwork===
+
*'''Weapons and Armor:''' The Pathwalker style's form weapons are the cestus, fighting gauntlet, staff, and tiger claws. It can be practiced in armors up to medium weight.
'''Cost:''' 1m; '''Mins:''' Martial Arts 1, Essence 1; '''Type:''' Reflexive (Step 1)<br>
+
====Experienced Traveler's Footwork====
'''Keywords:''' Combo-OK<br>
+
*'''Cost:''' 1m; '''Mins:''' Martial Arts 1, Essence 1; '''Type:''' Reflexive (Step 1)
'''Duration:''' One scene<br>
+
*'''Keywords:''' Combo-OK
'''Prerequisite Charms:''' None
+
*'''Duration:''' One scene
 
+
*'''Prerequisite Charms:''' None
The first lesson learned by Disciples of the Walker's Path is how to evade and block the strikes of the enemy. Unfortunately, this comes at the cost of some of their own accuracy and striking power. A Pathwalker may activate this Charm as he makes an attack roll by committing 1 mote of Essence; he then chooses either his Dodge or Parry DV. For as long as he maintains the commitment, his selected DV increases by 1, but his dice pools for attacking are reduced by 1. Pathwalkers are explicitly permitted to invoke this Charm twice, choosing a different DV each time.
+
*The first lesson learned by Disciples of the Walker's Path is how to evade and block the strikes of the enemy. Unfortunately, this comes at the cost of some of their own accuracy and striking power. A Pathwalker may activate this Charm as he makes an attack roll by committing 1 mote of Essence; he then chooses either his Dodge or Parry DV. For as long as he maintains the commitment, his selected DV increases by 1, but his dice pools for attacking are reduced by 1. Pathwalkers are explicitly permitted to invoke this Charm twice, choosing a different DV each time.
===Unthreatening Pilgrim Guise===
+
====Unthreatening Pilgrim Guise====
'''Cost:''' 3m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Reflexive (see text)<br>
+
*'''Cost:''' 3m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Reflexive (see text)
'''Keywords:''' Combo-Basic, Compulsion, Illusion, Social, War<br>
+
*'''Keywords:''' Combo-Basic, Compulsion, Illusion, Social, War
'''Duration:''' Until your first action<br>
+
*'''Duration:''' Until your first action
'''Prerequisite Charms:''' Experienced Traveler's Footwork
+
*'''Prerequisite Charms:''' Experienced Traveler's Footwork
 
+
*Pathwalkers know how to make themselves seem unthreatening. Any time the Disciple would roll Join Battle, Join Debate, or Join War, she may reflexively activate this Charm. If her opponents do not succeed on a (Perception + Investigation) roll against a Difficulty of the lower of  Pathwalker's Martial Arts or Essence, they do not view her as hostile and will not take any action against her. On her first action, the Pathwalker may make an unexpected attack on any opponent who failed the (Perception + Investigation) roll; this is an explicit exception to the rule that mass combat units can only make unexpected attacks from physical concealment. However, the opportunity created by this Charm lasts only until the first time the Disciple's tick comes up; if she does not take advantage of it then, the opportunity disappears.
Pathwalkers know how to make themselves seem unthreatening. Any time the Disciple would roll Join Battle, Join Debate, or Join War, she may reflexively activate this Charm. If her opponents do not succeed on a (Perception + Investigation) roll against a Difficulty of the lower of  Pathwalker's Martial Arts or Essence, they do not view her as hostile and will not take any action against her. On her first action, the Pathwalker may make an unexpected attack on any opponent who failed the (Perception + Investigation) roll; this is an explicit exception to the rule that mass combat units can only make unexpected attacks from physical concealment. However, the opportunity created by this Charm lasts only until the first time the Disciple's tick comes up; if she does not take advantage of it then, the opportunity disappears.
+
====Pathwalker Form====
===Pathwalker Form===
+
*'''Cost:''' 5m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple
'''Cost:''' 5m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple<br>
+
*'''Keywords:''' Form-type, Obvious
'''Keywords:''' Form-type, Obvious<br>
+
*'''Duration:''' Once scene
'''Duration:''' Once scene<br>
+
*'''Prerequisite Charms:''' Unthreatening Pilgrim Guise
'''Prerequisite Charms:''' Unthreatening Pilgrim Guise
+
*The Disciples of the Walker's Path seek to emulate their teacher in as many ways as they can, and thankfully, he taught them this Charm, which grants them some measure of his own resilience. A Pathwalker with this Charm active is surrounded by a field of blue, wavering essence crossed by wavy golden lines, like might be caused by small waves in a shallow, sunlit pool of water. This field allows the Pathwalker to soak bashing and lethal damage with his Stamina as if one of the Exalted, and to parry lethal attacks while unarmed.
 
+
====Dancing Through the Rain Technique====
The Disciples of the Walker's Path seek to emulate their teacher in as many ways as they can, and thankfully, he taught them this Charm, which grants them some measure of his own resilience. A Pathwalker with this Charm active is surrounded by a field of blue, wavering essence crossed by wavy golden lines, like might be caused by small waves in a shallow, sunlit pool of water. This field allows the Pathwalker to soak bashing and lethal damage with his Stamina as if one of the Exalted, and to parry lethal attacks while unarmed.
+
*'''Cost:''' --; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Permanent
===Dancing Through the Rain Technique===
+
*'''Prerequisite Charms:''' Discipline of the Walker's Path Form
'''Cost:''' --; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Permanent<br>
+
*This Charm permanently enhances Experienced Traveler's Footwork. Whenever a Disciple activates Experienced Traveler's Footwork, she may commit a number of motes up to her permanent Essence; her Dodge or Parry DV increases by 1 for each mote committed, even as her dice pools to attack decrease by 1 for every mote committed.
'''Prerequisite Charms:''' Discipline of the Walker's Path Form<br>
+
====Summer Thunderstorm Strike====
 
+
*'''Cost:''' 1m per die; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Supplemental
This Charm permanently enhances Experienced Traveler's Footwork. Whenever a Disciple activates Experienced Traveler's Footwork, she may commit a number of motes up to her permanent Essence; her Dodge or Parry DV increases by 1 for each mote committed, even as her dice pools to attack decrease by 1 for every mote committed.
+
*'''Keywords:''' Combo-OK
===Summer Thunderstorm Strike===
+
*'''Duration:''' Instant
'''Cost:''' 1m per die; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Supplemental<br>
+
*'''Prerequisite Charms:''' Discipline of the Walker's Path Form
'''Keywords:''' Combo-OK<br>
+
*Summer thunderstorms often seemingly appear out of nowhere to detriment of unwary travelers, and Disciples of the Walker's Path learn to imitate that speed in their own strikes. When making a Martial Arts-based attack, add an extra die to his attack roll for every mote the Pathwalker spends, up to the Pathwalker's permanent Essence.
'''Duration:''' Instant<br>
+
====Slaver-Smiting Prana====
'''Prerequisite Charms:''' Discipline of the Walker's Path Form
+
*'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental
 
+
*'''Keywords:''' Combo-OK, Obvious
Summer thunderstorms often seemingly appear out of nowhere to detriment of unwary travelers, and Disciples of the Walker's Path learn to imitate that speed in their own strikes. When making a Martial Arts-based attack, add an extra die to his attack roll for every mote the Pathwalker spends, up to the Pathwalker's permanent Essence.
+
*'''Duration:''' Instant
===Slaver-Smiting Prana===
+
*'''Prerequisite Charms:''' Dancing Through the Rain Technique, Summer Thunderstorm Strike
'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental<br>
+
*This Charm functions exactly like Rippling Water Strike (''Dragon-Blooded'', p. 208), except that it can only be activated if the attack it supplements would strike an animate being, and that instead of a ripple in the air it takes the form of an expanding, spherical field of Essence like the Essence field created by Pathwalker Form.
'''Keywords:''' Combo-OK, Obvious<br>
+
==Celestial==
'''Duration:''' Instant<br>
+
===Water Dragon Style===
'''Prerequisite Charms:''' Dancing Through the Rain Technique, Summer Thunderstorm Strike
 
 
 
This Charm functions exactly like Rippling Water Strike (''Dragon-Blooded'', p. 208), except that it can only be activated if the attack it supplements would strike an animate being, and that instead of a ripple in the air it takes the form of an expanding, spherical field of Essence like the Essence field created by Pathwalker Form.
 
==Water Dragon Style==
 
 
Here are rewrites of select Charms from the style to pump up their power a little bit and bring them closer in line with the 2e ruleset.
 
Here are rewrites of select Charms from the style to pump up their power a little bit and bring them closer in line with the 2e ruleset.
===Flowing Water Defense===
+
====Flowing Water Defense====
'''Cost:''' 1m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Reflexive (Step 1)<br>
+
*'''Cost:''' 1m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Reflexive (Step 1)
'''Keywords:''' Combo-OK<br>
+
*'''Keywords:''' Combo-OK
'''Duration:''' (Essence) actions<br>
+
*'''Duration:''' (Essence) actions
'''Prerequisite Charms:''' None<br>
+
*'''Prerequisite Charms:''' None
 
+
*While this Charm is in effect, the Immaculate suffers a -1 internal penalty to his attack pools, and anyone who tries to attack him suffers a -3 internal penalty to their attack pools.
While this Charm is in effect, the Immaculate suffers a -1 internal penalty to his attack pools, and anyone who tries to attack him suffers a -3 internal penalty to their attack pools.
+
====Drowning-in-Blood Technique====
===Drowning-in-Blood Technique===
+
*'''Cost:''' 4m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple (Speed 4)
'''Cost:''' 4m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple (Speed 4)<br>
+
*'''Keywords:''' Combo-OK, Stackable
'''Keywords:''' Combo-OK, Stackable<br>
+
*'''Duration:''' Instant
'''Duration:''' Instant<br>
+
*'''Prerequisite Charms:''' Rippling Water Strike
'''Prerequisite Charms:''' Rippling Water Strike<br>
+
*After a successful Martial Arts attack, instead of doing damage, roll (Strength + Martial Arts) and compare it to the target's (Stamina + Resistance + Essence)/2, rounded up. Treat the latter as a DV for the purposes of Excellencies and similar Charms. If the roll succeeds, the target suffers internal bleeding and loses one dot of Stamina for a number of actions equal to the Immaculate's Martial Arts.
 
+
*Subsequent uses of this Charm on the same target cause the loss of another dot of Stamina and extend the effects by (Immaculate's Martial Arts) actions. Targets with Stamina 0 take damage straight to their Dying health levels, and take damage normally when targeted again by this Charm.
After a successful Martial Arts attack, instead of doing damage, roll (Strength + Martial Arts) and compare it to the target's (Stamina + Resistance + Essence)/2, rounded up. Treat the latter as a DV for the purposes of Excellencies and similar Charms. If the roll succeeds, the target suffers internal bleeding and loses one dot of Stamina for a number of actions equal to the Immaculate's Martial Arts.
+
====Flow Reversal Strike====
 
+
*'''Cost:''' --; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Permanent
Subsequent uses of this Charm on the same target cause the loss of another dot of Stamina and extend the effects by (Immaculate's Martial Arts) actions. Targets with Stamina 0 take damage straight to their Dying health levels, and take damage normally when targeted again by this Charm.
+
*'''Keywords:''' None
===Flow Reversal Strike===
+
*'''Duration:''' Permanent
'''Cost:''' --; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Permanent<br>
+
*'''Prerequisite Charms:''' Water Dragon Form
'''Keywords:''' None<br>
+
*This Charm permanently enhances Drowning-in-Blood Technique. When using Drowning-in-Blood Technique, the Martial Artist rolls (Strength + Martial Arts + Essence) instead of (Strength + Martial Arts), and the Charm gains the Crippling keyword, which removes the time limit on the Stamina loss. Once lost, the dots of Stamina remain lost until healed naturally or with magic.
'''Duration:''' Permanent<br>
+
====Crashing Wave Style====
'''Prerequisite Charms:''' Water Dragon Form<br>
+
*'''Cost:''' 4m; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Extra Action
 
+
*'''Keywords:''' Combo-OK
This Charm permanently enhances Drowning-in-Blood Technique. When using Drowning-in-Blood Technique, the Martial Artist rolls (Strength + Martial Arts + Essence) instead of (Strength + Martial Arts), and the Charm gains the Crippling keyword, which removes the time limit on the Stamina loss. Once lost, the dots of Stamina remain lost until healed naturally or with magic.
+
*'''Duration:''' Instant
===Crashing Wave Style===
+
*'''Prerequisite Charms:''' Flow Reversal Strike
'''Cost:''' 4m; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Extra Action<br>
+
*This Charm is a magical flurry of Martial Arts-based attacks. The Immaculate makes a total number of attacks equal to his (Martial Arts).
'''Keywords:''' Combo-OK<br>
+
====Theft-of-Essence Method====
'''Duration:''' Instant<br>
+
*'''Cost:''' 4m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Supplemental
'''Prerequisite Charms:''' Flow Reversal Strike<br>
+
*'''Keywords:''' Combo-OK
 
+
*'''Duration:''' Instant
This Charm is a magical flurry of Martial Arts-based attacks. The Immaculate makes a total number of attacks equal to his (Martial Arts).
+
*'''Prerequisite Charms:''' Water Dragon Form
===Theft-of-Essence Method===
+
*This Charm supplements a Martial Arts-based attack. If the attack succeeds, the Immaculate's player rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up, stealing 2m for each threshold success from his target and adding them to his own pools – Personal first, then Peripheral, as normal. If used against a target that lacks an Essence pool, or whose Essence pools are empty, this Charm has no effect.
'''Cost:''' 4m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Supplemental<br>
+
====Essence-Dousing Wave Attack====
'''Keywords:''' Combo-OK<br>
+
*'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 4; '''Type:''' Supplemental
'''Duration:''' Instant<br>
+
*'''Keywords:''' Combo-OK
'''Prerequisite Charms:''' Water Dragon Form<br>
+
*'''Duration:''' Varies
 
+
*'''Prerequisite Charms:''' Bottomless Depths Defense
This Charm supplements a Martial Arts-based attack. If the attack succeeds, the Immaculate's player rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up, stealing 2m for each threshold success from his target and adding them to his own pools – Personal first, then Peripheral, as normal. If used against a target that lacks an Essence pool, or whose Essence pools are empty, this Charm has no effect.
+
*This Charm supplements a Martial Arts-based attack. If the attack succeeds, he immediately rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up. For (Essence) ticks per threshold success, any Charms or spells affecting the target are suppressed. If the number of threshold successes exceeds the permanent Essence of the individual who invoked the Charm or cast the spell, the magic is completely dispelled. The durations of all suppressed Charms and spells continue to count down.
===Essence-Dousing Wave Attack===
+
*Targets affected by this Charm can reactivate the suppressed Charms and spells, but unless the Charms have the Stackable keyword, they gain no special benefit from having the same Charm active twice once the suppression effect ends.
'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 4; '''Type:''' Supplemental<br>
+
====Tsunami Force Shout====
'''Keywords:''' Combo-OK<br>
+
*'''Cost:''' 8m, 1wp; '''Mins:''' Martial Arts 5, Essence 4; '''Type:''' Simple
'''Duration:''' Varies<br>
+
*'''Keywords:''' Combo-Basic, Obvious
'''Prerequisite Charms:''' Bottomless Depths Defense<br>
+
*'''Duration:''' Instant
 
+
*'''Prerequisite Charms:''' Essence-Dousing Wave Attack
This Charm supplements a Martial Arts-based attack. If the attack succeeds, he immediately rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up. For (Essence) ticks per threshold success, any Charms or spells affecting the target are suppressed. If the number of threshold successes exceeds the permanent Essence of the individual who invoked the Charm or cast the spell, the magic is completely dispelled. The durations of all suppressed Charms and spells continue to count down.
+
*The Immaculate rolls (Essence + Martial Arts) as an attack which radiates from him in a 45-degree arc, extending out to (Essence) yards and dealing (Essence + Martial Arts) dice of aggravated damage. Parry DVs are inapplicable against this attack.
 
+
===Wedded Moon Style===
Targets affected by this Charm can reactivate the suppressed Charms and spells, but unless the Charms have the Stackable keyword, they gain no special benefit from having the same Charm active twice once the suppression effect ends.
+
*(with thanks to Tornado Wolf of TFS)
===Tsunami Force Shout===
 
'''Cost:''' 8m, 1wp; '''Mins:''' Martial Arts 5, Essence 4; '''Type:''' Simple<br>
 
'''Keywords:''' Combo-Basic, Obvious<br>
 
'''Duration:''' Instant<br>
 
'''Prerequisite Charms:''' Essence-Dousing Wave Attack<br>
 
 
 
The Immaculate rolls (Essence + Martial Arts) as an attack which radiates from him in a 45-degree arc, extending out to (Essence) yards and dealing (Essence + Martial Arts) dice of aggravated damage. Parry DVs are inapplicable against this attack.
 
==Wedded Moon Style==
 
(with thanks to Tornado Wolf of TFS)
 
 
[[Image:Wedded_Moon_Style.png|thumb|right]]
 
[[Image:Wedded_Moon_Style.png|thumb|right]]
This Celestial martial arts style finds its origins among the Lunars of the First Age who worked with the circles of their Solar mates, focusing on teamwork and cooperation and drawing on the strength of their bond. After the Usurpation, some wondered if the style would fade from use, but practitioners discovered that while their Solar mates were gone, they could still benefit from the techniques they had learned. Wedded Moon is native to Lunars, who can learn it without a teacher and may substitute their Dexterity rating for their Martial Arts rating when learning and using Charms from this style.<br>
+
*This Celestial martial arts style finds its origins among the Lunars of the First Age who worked with the circles of their Solar mates, focusing on teamwork and cooperation and drawing on the strength of their bond. After the Usurpation, some wondered if the style would fade from use, but practitioners discovered that while their Solar mates were gone, they could still benefit from the techniques they had learned. Wedded Moon is native to Lunars, who can learn it without a teacher and may substitute their Dexterity rating for their Martial Arts rating when learning and using Charms from this style.
'''Weapons and Armor:''' Wedded Moon Style is incompatible with armor, and tiger claws are the only compatible weapons.
+
*'''Weapons and Armor:''' Wedded Moon Style is incompatible with armor, and tiger claws are the only compatible weapons.
 
+
*'''New Keyword'''
'''New Keyword'''<br>
+
*''Bond:'' Charms with this keyword have enhanced effects when the user possesses the Solar Bond background.
''Bond:'' Charms with this keyword have enhanced effects when the user possesses the Solar Bond background.
+
====Leaping Interposition Method====
===Leaping Interposition Method===
+
*'''Cost:''' 2m+ or 4m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Reflexive (Step 2 or 6)
'''Cost:''' 2m+ or 4m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Reflexive (Step 2 or 6)<br>
+
*'''Keywords:''' Combo-OK
'''Keywords:''' Combo-OK<br>
+
*'''Duration:''' Instant
'''Duration:''' Instant<br>
+
*'''Prerequisite Charms:''' None
'''Prerequisite Charms:''' None<br>
+
*The Wedded Moon stylists are devoted guardians and leap to defend that which they have chosen to protect. This Charm can be activated in response to an attack on any ally that the Wedded Moon can physically reach. When invoked in Step 6 of attack resolution, the Wedded Moon spends up to his Martial Arts in motes, and adds 1 point to the target’s DV for every 2m spent. This does not count against the defended character's DV hard cap. When invoked in Step 2 of attack resolution, this Charm costs 4m, and the martial artist interposes himself completely, making the attack target himself. If the attack defeats either of his DVs, it strikes him. Leaping Interposition Method cannot be used to defend someone against a counter-attack.
 
+
====Pack Mentality Practice====
The Wedded Moon stylists are devoted guardians and leap to defend that which they have chosen to protect. This Charm can be activated in response to an attack on any ally that the Wedded Moon can physically reach. When invoked in Step 6 of attack resolution, the Wedded Moon spends up to his Martial Arts in motes, and adds 1 point to the target’s DV for every 2m spent. This does not count against the defended character's DV hard cap. When invoked in Step 2 of attack resolution, this Charm costs 4m, and the martial artist interposes himself completely, making the attack target himself. If the attack defeats either of his DVs, it strikes him. Leaping Interposition Method cannot be used to defend someone against a counter-attack.
+
*'''Cost:''' -– (2m); '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Permanent
===Pack Mentality Practice===
+
*'''Keywords:''' Bond
'''Cost:''' -– (2m); '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Permanent<br>
+
*'''Duration:''' Permanent
'''Keywords:''' Bond<br>
+
*'''Prerequisite Charms:''' None
'''Duration:''' Permanent<br>
+
*This Charm permanently enhances the Wedded Moon stylist. From now on, she may take part in a coordinated attack even when the character choosing whom to coordinate did not include her. This Charm may also be used even when the Wedded Moon herself is the one who coordinated the attack. If the stylist is included in coordinated attack roll, she can spend 2m to grant that roll an extra success.
'''Prerequisite Charms:''' None<br>
+
*When the Wedded Moon stylist is included in a coordinate attack roll with the character for whom she possesses the Solar Bond background, and spends 2m, the roll gains bonus successes equal to the Wedded Moon's Solar Bond rating.
 
+
====Wedded Moon Form====
This Charm permanently enhances the Wedded Moon stylist. From now on, she may take part in a coordinated attack even when the character choosing whom to coordinate did not include her. This Charm may also be used even when the Wedded Moon herself is the one who coordinated the attack. If the stylist is included in coordinated attack roll, she can spend 2m to grant that roll an extra success.
+
*'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Simple (Speed 5)
 
+
*'''Keywords:''' Bond, Form-type
When the Wedded Moon stylist is included in a coordinate attack roll with the character for whom she possesses the Solar Bond background, and spends 2m, the roll gains bonus successes equal to the Wedded Moon's Solar Bond rating.
+
*'''Duration:''' One scene
===Wedded Moon Form===
+
*'''Prerequisite Charms:''' Leaping Interposition Method, Pack Mentality Practice
'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Simple (Speed 5)<br>
+
*The Wedded Moon stylist moves quickly to his allies' aid and works flawlessly in pursuit of their common goals. While this Charm is activated, the Wedded Moon's jumping distance and movement rates double as long as he is moving toward an ally, and allies reduce the DV penalties for coordinate attack actions and attacks made as part of coordinated attacks including the Wedded Moon by 1. This second effect explicitly may benefit the Wedded Moon himself.
'''Keywords:''' Bond, Form-type<br>
+
*When the Wedded Moon stylist or the character for whom he possesses the Solar Bond background takes a coordinate attack action that includes the other, no participant in that coordinated attack suffers DV penalties for attacks made as part of that coordinated attack.
'''Duration:''' One scene<br>
+
====Herding the Sheep Method====
'''Prerequisite Charms:''' Leaping Interposition Method, Pack Mentality Practice<br>
+
*'''Cost:''' 3m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Reflexive
 
+
*'''Keywords:''' Bond, Combo-OK, Obvious, Stackable
The Wedded Moon stylist moves quickly to his allies' aid and works flawlessly in pursuit of their common goals. While this Charm is activated, the Wedded Moon's jumping distance and movement rates double as long as he is moving toward an ally, and allies reduce the DV penalties for coordinate attack actions and attacks made as part of coordinated attacks including the Wedded Moon by 1. This second effect explicitly may benefit the Wedded Moon himself.
+
*'''Duration:'''One action
 
+
*'''Prerequisite Charms:''' Wedded Moon Form
When the Wedded Moon stylist or the character for whom he possesses the Solar Bond background takes a coordinate attack action that includes the other, no participant in that coordinated attack suffers DV penalties for attacks made as part of that coordinated attack.
+
*By moving in such a way as to manipulate the movements and arrangement of her target and her allies, the Wedded Moon stylist counts as two characters for the purpose of determining whether a foe is surrounded by the maximum number of characters.
===Herding the Sheep Method===
+
*If the target is in such a position that only two attackers can harry him from the same general direction (as opposed to two different sides), this Charm can be used without an ally, but the Wedded Moon will obviously not receive a natural unexpected attack for it.
'''Cost:''' 3m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Reflexive<br>
+
*If the target is already surrounded by the total number of possible attackers, then the target must grant two unexpected attacks, one to the Wedded Moon and the other to another character.
'''Keywords:''' Bond, Combo-OK, Obvious, Stackable<br>
+
*Two characters are explicitly permitted to use this Charm against the same enemy, stacking the effects; thus they would need only one other ally to effectively surround an enemy on an open field with three people.
'''Duration:'''One action<br>
+
*In mass combat, a character is explicitly permitted to use this Charm as a solo unit against a complementary unit.
'''Prerequisite Charms:''' Wedded Moon Form<br>
+
*When the Wedded Moon stylist is working to surround a target with the character for whom she possesses the Solar Bond background, then that character also counts as two characters when determining whether the target is surrounded by the maximum number of characters.
 
+
====Opportunistic Flanking Practice====
By moving in such a way as to manipulate the movements and arrangement of her target and her allies, the Wedded Moon stylist counts as two characters for the purpose of determining whether a foe is surrounded by the maximum number of characters.
+
*'''Cost:''' 5m (+1wp); '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental
 
+
*'''Keywords:''' Combo-OK
If the target is in such a position that only two attackers can harry him from the same general direction (as opposed to two different sides), this Charm can be used without an ally, but the Wedded Moon will obviously not receive a natural unexpected attack for it.
+
*'''Duration:''' Instant
 
+
*'''Prerequisite Charms:''' Wedded Moon Form
If the target is already surrounded by the total number of possible attackers, then the target must grant two unexpected attacks, one to the Wedded Moon and the other to another character.
+
*This Charm may only be invoked against a valid target who has been attacked or counterattacked by someone else but whose Defense Values have not yet refreshed.
 
+
*The Wedded Moon's attack imposes a coordinated attack penalty equal to (the Wedded Moon's Martial Arts - the number of ticks that have passed since the last attack against that target). This penalty is explicitly allowed to stack with regular coordinated attack penalties, even if the total exceeds the normal maximum. If the supplemented attack happens to be unexpected, the Wedded Moon can spend an additional 1wp and instead add a number of automatic successes to his attack equal to the penalty this Charm would have otherwise inflicted.
Two characters are explicitly permitted to use this Charm against the same enemy, stacking the effects; thus they would need only one other ally to effectively surround an enemy on an open field with three people.
+
====Bond-Forging Meditation====
 
+
*'''Cost:''' 8m, 1wp; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Simple (Dramatic Action)
In mass combat, a character is explicitly permitted to use this Charm as a solo unit against a complementary unit.
+
*'''Keywords:''' None
 
+
*'''Duration:''' One day
When the Wedded Moon stylist is working to surround a target with the character for whom she possesses the Solar Bond background, then that character also counts as two characters when determining whether the target is surrounded by the maximum number of characters.
+
*'''Prerequisite Charms:''' Wedded Moon Form<
===Opportunistic Flanking Practice===
+
*The Wedded Moon's strength is her comrades. By spending an hour meditating, the Wedded Moon creates a mystical bond between the Wedded Moon and up to (Essence) allies, giving her a positive Intimacy toward each, if she does not already have such an Intimacy. Though temporary, this bond is enough like the bond of a Lunar to her Solar that it allows her to use the enhanced effects of Charms with the Bond keyword, as if she had dots in the Solar Bond background equal to her Conviction rating. The bonds and the Intimacies fade at the end of the day.
'''Cost:''' 5m (+1wp); '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental<br>
+
====Glorious Sublimation of the Wedded Moon====
'''Keywords:''' Combo-OK<br>
+
*'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Reflexive
'''Duration:''' Instant<br>
+
*'''Keywords:''' Bond, Combo-OK, Obvious, Social
'''Prerequisite Charms:''' Wedded Moon Form<br>
+
*'''Duration:''' (Essence) actions
 
+
*'''Prerequisite Charms:''' Herding the Sheep Method, Opportunistic Flanking Practice, Bond-Forging Meditation
This Charm may only be invoked against a valid target who has been attacked or counterattacked by someone else but whose Defense Values have not yet refreshed.
+
*For every present ally to whom the Wedded Moon has a positive Intimacy, the Lunar adds bonus die to any action. The number of these dice cannot exceed the Wedded Moon's Conviction. Whenever the Wedded Moon takes an action to locate, move towards, examine, care for or otherwise act protectively towards an ally to whom she has a positive Intimacy, she gains a number of bonus dice equal to her Conviction; this bonus does not stack with the first. Add any dice gained from this Charm as automatic successes to movement rate.
 
+
*Finally, for the duration of this Charm, the Wedded Moon can channel Compassion for the purpose of attacking an enemy that an ally is also attacking, and for the purpose of making an Attack Coordination roll.
The Wedded Moon's attack imposes a coordinated attack penalty equal to (the Wedded Moon's Martial Arts - the number of ticks that have passed since the last attack against that target). This penalty is explicitly allowed to stack with regular coordinated attack penalties, even if the total exceeds the normal maximum. If the supplemented attack happens to be unexpected, the Wedded Moon can spend an additional 1wp and instead add a number of automatic successes to his attack equal to the penalty this Charm would have otherwise inflicted.
+
*If reactivated immediately after the duration ends, this Charm costs no Willpower.
===Bond-Forging Meditation===
+
*A Wedded Moon stylist uses the higher of her Conviction or her Solar Bond to determine how many bonus dice she receives from acting protectively toward the character for whom she possesses the Solar Bond background.
'''Cost:''' 8m, 1wp; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Simple (Dramatic Action)<br>
+
==Sidereal==
'''Keywords:''' None<br>
 
'''Duration:''' One day<br>
 
'''Prerequisite Charms:''' Wedded Moon Form<br>
 
 
 
The Wedded Moon's strength is her comrades. By spending an hour meditating, the Wedded Moon creates a mystical bond between the Wedded Moon and up to (Essence) allies, giving her a positive Intimacy toward each, if she does not already have such an Intimacy. Though temporary, this bond is enough like the bond of a Lunar to her Solar that it allows her to use the enhanced effects of Charms with the Bond keyword, as if she had dots in the Solar Bond background equal to her Conviction rating. The bonds and the Intimacies fade at the end of the day.
 
===Glorious Sublimation of the Wedded Moon===
 
'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Reflexive<br>
 
'''Keywords:''' Bond, Combo-OK, Obvious, Social<br>
 
'''Duration:''' (Essence) actions<br>
 
'''Prerequisite Charms:''' Herding the Sheep Method, Opportunistic Flanking Practice, Bond-Forging Meditation<br>
 
 
 
For every present ally to whom the Wedded Moon has a positive Intimacy, the Lunar adds bonus die to any action. The number of these dice cannot exceed the Wedded Moon's Conviction. Whenever the Wedded Moon takes an action to locate, move towards, examine, care for or otherwise act protectively towards an ally to whom she has a positive Intimacy, she gains a number of bonus dice equal to her Conviction; this bonus does not stack with the first. Add any dice gained from this Charm as automatic successes to movement rate.
 
 
 
Finally, for the duration of this Charm, the Wedded Moon can channel Compassion for the purpose of attacking an enemy that an ally is also attacking, and for the purpose of making an Attack Coordination roll.
 
 
 
If reactivated immediately after the duration ends, this Charm costs no Willpower.
 
 
 
A Wedded Moon stylist uses the higher of her Conviction or her Solar Bond to determine how many bonus dice she receives from acting protectively toward the character for whom she possesses the Solar Bond background.
 

Revision as of 00:46, 7 October 2009

Here is where we put the custom charms for the game Once More, With Feeling!

Contents

Source

Solar

General

Infinite Meditation on (Ability) ʊ

  • Cost: --; Mins: (Ability) 4, Essence 4; Type: Simple
  • Keywords: None
  • Duration: Story
  • Prerequisites: Infinite (Ability) Mastery

This charm acts as it's prerequisite in all respects save that of Duration.

Infinite Well of (Ability) ʊ

  • Cost: --; Mins: (Ability) 5, Essence 5; Type: Simple
  • Keywords: None
  • Duration: Indefinite
  • Prerequisites: Infinite Meditation on (Ability)

This charm acts as it's prerequisite in all respects save that of Duration.

Dodge

Shadow Evades Notice

  • Cost: 4m; Mins: Dodge 3, Stealth 3, Essence 2; Type: Reflexive (Step 9)
  • Keywords: Combo-OK, Counterattack
  • Duration: Instant
  • Prerequisite Charms: Leaping Dodge Method, Easily Overlooked Presence Method
  • When struck by the light, the shadows melt away, only to reappear when the light is elsewhere. So too does the Lawgiver take advantage of an opponent's momentary distraction to melt into the shadows and vanish.
  • After successfully dodging an attack, the Solar may roll to reestablish surprise as a counter-attack with the normal requirements for such. If the Solar successfully reestablishes surprise, then the attacker may not make further attacks against the charm user until the Solar is revealed. This explicitly breaks attack flurries.

Integrity

Liberating Hero's Devotion

  • Cost: -- (+1wp per mate); Mins: Integrity 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Transcendent Hero's Meditation
  • The strength of the Lawgivers is a shield not only for themselves but for their beloved bondmates. When activating Transcendent Hero's Meditation, a Solar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to his bondmate(s).

Sunlight Banishes the Void's Wrath

  • Cost: 2m, variable wp+; Mins: Integrity 5, Essence 5; Type: Simple (Dramatic Action) or Reflexive
  • Keywords: Avatar (3), Holy
  • Duration: Instant
  • Prerequisite Charms: Transcendent Hero's Meditation
  • By spending an hour meditating in the sun's light and filling himself with its purifying Essence, a Lawgiver who has been tainted by the touch of the Neverborn can cleanse himself of their corruption - for a time, at least. He spends 2m and may then spend points of temporary Willpower to reduce his Resonance total by 1 for each wp spent without causing a Resonance eruption.
  • He can also activate this Charm reflexively for 2m in order to vent his accumulated Resonance as a Resonance eruption under his control - he chooses how many points of Resonance to vent, and how they manifest themselves.

Linguistics

Graffiti Generating Method

  • Cost: --; Mins: Linguistics 3, Essence 3; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Whirling Brush Method
  • This charm expands the ability of Whirling Brush Method to write things down. Along with the standard benefits of Whirling Brush Method, this charm imparts the ability to write on all surfaces, paper or other suitable things to be written on within Essence x 10 yards.
  • A second purchase of this charm at Essence 4 expands this area to Essence x 100 yards and a further purchase at Essence 6 expands the area to Essence in miles.

Attention Capturing Calligraphy

  • Cost: -- (+1wp); Mins: Linguistics 5, Essence 3; Type: Permentant
  • Keywords: Combo-Ok, Compulsions, Social
  • Duration: Instant
  • Prerequisites: Flawless Brush Discipline
  • This charm expands upon the capabilities of Flawless Brush Discipline. When activating Flawless Brush Discipline the Lawgiver may spend 1 Willpower to change the charm to supplemental and the nature of the supernatural attraction caused by the Lawgivers words. The Exalt's player still rolls (Charisma + Performance) when recording her message. If the successes exceed the MDV of someone seeing their work instead of causing devotion or attraction to the Lawgiver they compel the target to read and remember them. This is a compulsion effect caused by unnatural mental influence. Resisting the compulsion for five minutes costs one Willpower, up to a maximum of three per scene, and such resistance allows a target to turn away from, ignore or even damage the script.

Lore

Order of the Lawgiver's Choosing ʊ

  • Cost: --; Mins: Lore 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Order-Affirming Blow
  • This charm enhances it's prerequisite, allowing for the Lawgiver to shatter only those Shaping effects he chooses to.

Unconquered Light Prana

  • Cost: --; Mins: Lore 5, Essence 5; Type: Permanent
  • Keywords: Obvious
  • Duration: Permanent
  • Prerequisite Charms: Immanent Solar Glory
  • The light of the Lawgivers cannot be denied; like that of their patron, their warming radiance cleanses Creation of its enemies. The character's anima counts as true sunlight for all purposes, with an effective radius of whether the anima banner is bright enough to read a book by.

Wyld-Pattern Knowledge ʊ

  • Cost: --; Mins: Lore 5, Essence 3; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Wyld-Shaping Technique
  • Lawgivers are expert shapers of Wyld Patterns. This Charm gives them automatic knowledge of what effect each Wyld-pattern has.

Martial Arts

Immaculate Lotus Syllabus

  • Cost: --; Mins: Martial Arts 5, War 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Legendary Warrior Curriculum, one complete Celestial martial arts style
  • This enhancement to Legendary Warrior Curriculum allows the Lawgiver to accelerate the training of his disciples in the supernatural martial arts. When training a group of Essence-channelers, the Lawgiver may devote a week's effort to teaching them one Martial Arts Charm that he knows. As usual, he must have purchased the style up to the Form charm in order to teach it, and he cannot teach Charms that his students could not learn - mortals cannot learn Celestial martial arts Charms (Dragon-Blooded can, provided they have reached or are brought to the proper level of enlightenment first), nor can Terrestrials learn Sidereal martial arts.
  • In order to benefit from this Charm, mortals must possess Martial Arts 5, Essence 3, the Awakened Essence merit (Scroll of Heroes, p. 59) or the Enlightened Essence blight (CoCD2: The Wyld, p. 148), and the Root of the Perfected Lotus merit (Scroll of Heroes, p. 62).

Melee

Army-Slaying Stance †

  • Cost: -- (+5m); Mins: Melee 5, Essence 5; Type: Permanent
  • Keywords: War
  • Duration: Permanent
  • Prerequisites: Fivefold Bulwark Stance
  • Against the Chosen of the Dawn armies are as nothing, against their towering presence on the battlefield they break like waves crashing against a rock. This Charm permanently enhances Fivefold Bulwark Stance in the following way: By committing an additional 5m either when activating it or by taking a Miscellaneous action while it is already active, the Exalt gains the benefits of the Army-Slaying Stance. As a solo unit she counts as having a Magnitude as well as a Close Combat Attack and Damage rating equal to her Permanent Essence. She cannot assume formations and has neither Might nor Morale nor Endurance ratings however, using her own capabilities and attributes instead.
  • When leading an actual Mass Combat unit the Lawgiver uses the higher of that unit's Magnitude and her Permanent Essence to determine attack boni/penalties, but the unit's actual Magnitude in all other calculations. She adds half her (Essence) to Close Combat Attack and Damage ratings after all other modifiers.

Defense of Silence Ascendant †

(renamed from 'Indomitable Puissance', courtesy of Hundredfold Facets of Enlightenment)

  • Cost: -- (+1wp); Mins: Melee 5, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: One action
  • Prerequisites: Heavenly Guardian Defense
  • There is no thought, only action: intuitive, correct, and arising from a flowing, formless mind. When this state is achieved perfection becomes almost effortless. This Charm permanently enhances the Exalt’s Heavenly Guardian Defense, allowing him to increase its cost by one Willpower to improve its effects against a single attacker. For the rest of the action the Solar perfectly parries any attacks from that attacker which are not unexpected, even those that are unblockable. Every one of these parries are subject to the Flaw of Invulnerability of the Exalt’s Heavenly Guardian Defense. This Charm ends prematurely if the character is disarmed of his Melee weapons.
  • At Essence 5+ another purchase of this Charm allows the Solar to reflexively spend an additional 4m. The Exalt then parries all attacks of which he is aware for the rest of the action, not just those from a single attacker.

Eye of the Storm Meditation †

  • Cost: --; Mins: Melee 5, Essence 3; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Fivefold Bulwark Stance, Surprise Anticipation Method or Reflex-Sidestep Technique
  • Even in the chaos and fury of a great battle the Solar weaponsmaster stays calm and retains absolute awareness of her surroundings. No feints or insidious tricks can distract her or find holes in her defense. This charm permanently enhances Fivefold Bulwark Stance in the following ways: As long as the Charm is active the Lawgiver is never subject to unexpected attacks from being surrounded by enemies and all penalties due to coordinated attacks are negated. Against surprise attacks from other sources she can employ Surprise-Anticipation Method or Reflex-Sidestep Technique without cost. Finally, while rooting her skill in infinite calm and mindfulness the Exalt may always use her Temperance for Melee actions.

Glorious Solar Weaponry †

  • Cost: 6m, 1wp; Mins: Melee 4, Essence 2; Type: Simple
  • Keywords: Combo-OK, Touch, Obvious
  • Duration: One Scene
  • Prerequisites: Call the Blade
  • In the hands of a Solar weaponsmaster even the most humble of weapons can become a formidable force. This charm infuses the Solar's Anima into her weapons, strengthening the attunement or creating one where there was none before in the case of mortal weaponry. The Lawgiver gains her Essence in points to spread between Accuracy, Damage, Defense and Rate - this counts as a weapon bonus and is not subject to the dice cap. Once set the boni are always distributed in the same way. In addition her weapons gain one of the following properties (additional ones can be added at the cost of 2xp each or 1 BP for two of them):
    • Touch of Divinity: Mortal weapons so favored gain the Magical Material bonus of Orichalkum and become as indestructible as artifact weapons.
    • Solar Blessing: The Lawgiver's weapons gain the implicit blessing of her patron Sol Invictus and burn His enemies with terrible fire. All attacks made with them against Creatures of Darkness gain the Holy keyword.
    • Loyalty to the Master: No weapon will leave the hand of a Solar weaponsmaster unless she wills it. All attempts to disarm her fail automatically.
    • Sainted Blade: While Glorious Solar Weaponry is active the cost of Merciful Bodhisattva Attitude is reduced by the Lawgiver's Compassion. If this would reduce the cost to a negative number, she gains that number of motes every time she uses that Charm instead of killing an opponent.
  • This Charm becomes Obvious only when the weaponry's unusual properties are revealed - when a weapon withstands impossible stresses, burns a demon with holy light or a perfectly executed disarm maneuver inexplicably fails.

Heart-Breaking Blade †

  • Cost: 2m/wp damage; Mins: Melee 5, Essence 4; Type: Reflexive (Step 7 or Step 10)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisites: Hungry Tiger Technique, Merciful Bodhisattva Attitude
  • Facing a Solar weaponsmaster requires more than just courage for her will is honed to a razor's edge that can cut a man's soul just as easily as it can his body. This Charm can be invoked whenever one of the Lawgiver's attacks hits. For every 2m she spends she can covert three dice of raw damage to one point of temporary willpower lost by the target up to a maximum of her (Essence). This explicitly takes effect before Charms or other conditions that reduce raw damage (such as Adamant Skin Technique) are considered.
  • When used in conjunction with Merciful Bodhisattva Attitude in the context of a killing stroke this Charm removes all points of temporary willpower from the target for a flat 2m cost but leaves him conscious and able to contemplate his situation as well as the Lawgiver's words.

Heart Moves the Blade †

  • Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Master's Subtle Edge, Merciful Bodhisattva Attitude
  • A Solar weaponsmaster knows that to employ her arts she needs physical weapons no more than a poet needs a pen to be a poet. She wields the very principle of Separation as her weapon and not with her hands but with her heart. This Charm permanently enhances Glorious Solar Weaponry in the following way: The weapons enhanced by the Charm can dissolve into pure motic energy and assume any shape the Exalt can imagine, from a single point of light to a gigantic warstrider daiklave or a storm of crystalline snowflakes and she can switch reflexively between appearances. Where appropriate to the form it assumes the Glorious Solar Weapons gain the Reach Tag and can strike enemies up to her (Melee) meters away. The Lawgiver needs not physically move to direct her weapons.
  • While employing the Heart Moves the Blade technique the weaponsmaster's Compassion is ascendant and no opponent remains faceless or dies needlessly. Even if she strikes at hundreds of enemies at once, or if her opponents hide themselves behind masks of darkness, the Lawgiver sees their faces before her inner eye and knows their names as she strikes them down. Upon invoking Merciful Bodhisattva Attitude in that context she regains her Compassion in motes instead of the normal cost or gain from that Charm.

Master's Subtle Edge †

  • Cost: -- (4m); Mins: Melee 5, Essence 3; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Glorious Solar Weaponry
  • Defenses are as nothing to the weapons of the Lawgivers. This charm permanently enhances Glorious Solar Weaponry. In addition to its normal effects the affected weapons gain the Piercing Tag and their damage rating is increased by the Lawgiver's Essence. This requires the commitment of four additional motes when activating Glorious Solar Weaponry.

Merciful Bodhisattva Attitude †

  • Cost: 3m; Mins: Melee 5, Essence 2; Type: Reflexive (Step 10)
  • Keywords: Combo-OK, Obvious
  • Duration: Instant
  • Prerequisites: Any Melee Excellency
  • The Lawgivers can be merciful in their judgement. This charm is invoked when a melee attack would otherwise kill its target and reduces the damage so the Exalt's opponent is brought to Incapacitated but no further. Even the most devastating attacks leave behind only a thin, white scar, forever marking the opponent as one whose life was spared by the Lawgiver. Neither bleeding nor infections are allowed to prove the Exalt's mercy a lie - both are completely negated by the Charm.
  • In addition Merciful Bodhisattva Attitude has the following permanent effect: Striking a nonlethal blow with a weapon that deals lethal damage or striking to mark or maim instead of kill carries no external penalty to the attack. This effect requires no invocation of the Charm itself.

Piercing Rays of Dawn Meditation †

  • Cost: --; Mins: Melee 5, Essence 3; Type: Permanent
  • Keywords: Mirror (To-the-Quick Hatred)
  • Duration: Permanent
  • Prerequisites: Glorious Solar Weaponry OR Glorious Solar Saber
  • As per Hundredfold Facets of Enlightenment except as noted above and with the following addition: This Charm also permanently enhances the the character's Glorious Solar Weaponry, increasing the number of points to be distributed by her (Essence). These additional points may only be applied to non-artifact weapons.

Redirecting Lightning Method †

  • Cost: -- (+1wp); Mins: Melee 5, Essence 4; Type: Permanent
  • Keywords: Counterattack
  • Duration: Permanent
  • Prerequisites: Heavenly Guardian Defense, Solar Counterattack
  • The Lawgivers' perfections turns the strength of the unrighteous against themselves. This Charm permanently enhances its prerequisite in the following way: When activating Heavenly Guardian Defense the Exalt may spend additional motes to not just perfectly defend but also redirect the attack against any valid target (including the attacker) within the range of the original attack. It is applied to that character or object with the same number of successes and the same Charm effects without additional cost to the attacker.

Speed of Light Understanding †

  • Cost: --; Mins: Melee 5, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisites: Glorious Solar Weaponry OR Glorious Solar Saber
  • When the Lawgivers call upon their chosen weapons it is as effortless as breathing. This Charm permanently enhances its prerequisite Charm(s), changing the type to Reflexive. In addition, when activated as part of a Join Battle this provides a number of automatic successes equal to half the Exalt's Melee rating. In that context the Charm's type becomes Supplemental.

Spell-Cutting Strike †

  • Cost: 2m+X; Mins: Melee 5, Essence 4; Type: Supplemental
  • Keywords: Combo-OK, Obvious, Shaping
  • Duration: Instant
  • Prerequisites: Heart-Breaking Blade
  • A Solar weaponsmaster can cut Charms, Spells and other constructs of Essence just as easily as physical objects. After activating this Charm the Exalt may upon contact with a target with an active Charm, Spell or Essence construct (or contact with the effect itself) in the context of a successful attack (or for Charms/Spells used as an attack, in the context of a successful parry) reflexively (Step 7) trigger the following effect: By spending (3 x Charm's minimum Permanent Essence) or in the case of a Spell (5 x the Spell's Circle) in motes she cuts through and immediately ends that effect. Only one Charm or Spell can be affected per attack or parry. Spells are terminated as if affected by a Countermagic of the appropriate level, with the same side effects and exceptions.
  • The Exalt must be able to discern the existence of the effect she wishes to banish before activating this Charm, so she must have prior knowledge of the effect — having seen the spell cast, the Charm is Obvious, etc. Motes spent on or committed to banished effects are lost. Reflexive Charms may be reactivated immediately at normal cost, subject to normal timing rules, and apply their effects normally.

Occult

Sorcerer's Infernal Army

  • Cost: -(+20m, 1wp); Mins: Occult 4, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Instant
  • Prerequisite Charms: Celestial Circle Sorcery, Demon of the First Circle
  • The Lawgivers do not have time to spend several days to bind individual First Circle Demons. This spell allows a summoner to at one time summon an up to (Essence -1) Magnitude unit of one type of first circle demon. The summoned unit gain extra successes equal to their magnitude and the cost to reduce their dicepool is increased with (Magnitude)motes per die.

Immediate Call of the Infernal Servant

  • Cost: -(+20m, +1wp); Mins: Occult 4, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Instant
  • Prerequisite Charms: Celestial Circle Sorcery, Demon of the First Circle
  • Sometimes the Lawgivers need to call on the contract that binds the Yozi faster than normally. This charms allows the summoner to spend an extra 20 motes and willpower to cast Demon of the First Circle with Shape Celestial Circle Sorcery. Also, the Exalt may cast the spell at any time between dusk until dawn, but only once each night.

Immediate Call of the Infernal Lords

  • Cost: -(+20m, 1wp); Mins: Occult 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Instant
  • Prerequisite Charms: Solar Circle Sorcery, Immediate Call of the Infernal Servant, Demon of the Second Circle
  • As when calling on their lesser kin, the Lawgivers must free up their time when calling on demons of the Second Circle. This charm works as Immediate Call of the Infernal Servant, but affects Demon of the Second Circle instead. The Exalt must still cast the spell on the night of new moon or Calibration, the Exalt can only cast the spell once each night.

Immediate Call of the Sorceror's Bodyguards

  • Cost: -(+20m, +2wp); Mins: Occult 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: One Scene
  • Prerequisite Charms: Sorcerer's Infernal Army, Immediate Call of the Infernal Servant
  • Despite the best laid plans a Lawgiver might find himself overwhelmed by superior numbers. To counter this the sorceror need to be able to call on several defenders at one time. This charm allows the summoner to summon up to a magnitude of (Essence -3) unit of First Circle Demons as per Sorcerer's Infernal Army with Shape Solar Circle Sorcery action. However, the hurried mass bindings prevents the spell from being permanent and the demons will only stay in service for the remainder of the scene.

Performance

Crowd Commanding Spirit

  • Cost: 4m; Mins: Performance 4, Essence 2; Type: Supplemental
  • Keywords: Combo-Basic, Social
  • Duration: Instant
  • Prerequisite Charms: Any Performance Excellency
  • Lawgivers have always been able to sway others to accept and follow their commands. This makes Solars the ultimate leaders. Crowd Commanding Spirit enhances a Performance-based roll to exert mental influence and encourage a specific action. This Charm doubles the users base successes on the roll before comparing them to the target's MDV.

Presence

Transcendant Inspiration-Sparking Method

  • Cost: --; Mins: Presence 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: You Can Be More (Abyssals, p. 143, mirror of Broken Heart Triumph)
  • The Lawgivers cannot be everywhere, especially in this fallen Age, so they deputize mortal heroes to act in their stead. This Charm permanently enhances its prerequisite, granting the Solar the ability to awaken the Essence of a heroic mortal.
  • If the Exalt's social attack is successful, he immediately makes a (Presence + Essence) roll against Difficulty 4. If that roll succeeds, the heroic mortal's Essence is awakened as if he had gained the 4-pt. version of the Awakened Essence merit (Scroll of Heroes, p. 59) or the Enlightened Essence blight (CoCD2: The Wyld, p. 148) (the two are mechanically identical). If that roll fails, however, the mortal cannot be targeted again by this Charm until a year and a day have passed.
  • When You Can Be More is used to awaken a mortal's Essence in this way, it gains the Enlightening, Obvious, Touch, and Training keywords.

Truth Shines Like The Sun†

  • Cost: 4m; Mins: Presence 4, Ess 3; Type: Reflexive
  • Keywords: Combo-OK, Social
  • Duration: Instant
  • Prerequisites: Any Presence Excellency
  • When the Lawgivers speak the truth none may doubt them. Whenever the character speaks the truth (as well as she knows it) and someone attempts to judge or otherwise doubt her truthfulness she may activate this Charm. If she is currently making a social attack, add her Temperance in dice to the roll. Regardless of the success or failure of social attacks conveyed by her words disbelieving their honesty requires resisting Unnatural Mental Influence by spending three points of Willpower. If the Lawgiver is misleading by omission only one point of Willpower needs to be spent. This Charm cannot assert the honesty of words the character considers a lie.

Resistance

Chink-Closing Practice

  • Cost: 3m; Mins: Resistance 1, Essence 1; Type: Reflexive (Step 7)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: None
  • Accurate blows can slay even the best-armored warrior. Solars do not permit their foes the luxury of avoiding their armor. By activating this Charm, he moves in just the right way to close his armor's chinks which are being exploited by his adversary's all-too-accurate strike, reducing the number of extra successes his foe has rolled by the Hardness of his armor in Step 7, before raw damage is calculated.

Perfecting the Iron With Gold

  • Cost: 1m; Mins: Resistance 2, Essence 2; Type: Reflexive (Step 8)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Chink-Closing Practice
  • The Lawgivers wear their armor with pride and strength, and their armor reflects the excellence in the core of the being who wears it. The Solar activates this Charm in Step 8 of Combat Resolution to double the Soak provided by the armor he wears against one attack. If he has armor Soak provided by more than one source, this Charm doubles only one of them, but he may activate it on as many sources of armor soak as he likes in order to double each of them.

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 accommodating 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 easily 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.

Adamant Armor Finish

  • Cost: 6m; Mins: Resistance 4, Essence 2; Type: Simple
  • Keywords: Combo-basic, Obvious
  • Duration: One scene
  • Prerequisite Charms: Perfecting the Iron With Gold, Iron Skin Shields the Flesh
  • Concentrating for a few moments, the Solar coats his armor in a translucent sheen of solidified Essence, increasing its lethal and bashing hardness by an amount equal to his Resistance.

Insolence-Rebuffing Armor

  • Cost: 6m (1+ wp); Mins: Resistance 4, Essence 2; Type: Reflexive (Step 6)
  • Keywords: Combo-OK, Obvious
  • Duration: One action
  • Prerequisite Charms: Any Resistance Excellency, Iron Skin Shields the Flesh
  • Sometimes, an insolent assailent believes he has caught a Solar unprepared. Such are in for a rude surprise when the Solar knows this Charm. If his DV of choice is overcome in Step 5 of combat resolution, the Solar may activate this Charm in Step 6 to roll his (Stamina + Resistance + his Armor's applicable Soak) as a defense re-roll, applying the number of successes rolled as if it were his Parry DV, which he may use even against attacks which cannot normally be parried (though if he is not wearing armor, he counts as "unarmed" and may not parry lethal attacks without gaining the ability to do so unarmed). Once activated, this defensive re-roll remains available to the Solar until his next action without need to re-activate this Charm. A Solar may gain the benefits of this Charm as a non-Charm action so long as he spends 1 wp each time he makes the defensive re-roll.

Yeddim-Body Technique

  • Cost: --; Mins: Resistance 3, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Ox-Body Technique
  • Essence makes a being more real than other things, toughening its physical form (if it has one) as much as its spirit. This Charm permanently doubles the health levels granted by Ox-Body Technique. (Versions of this Charm can exist for just about anybody who has Ox-Body Technique. For Lunars, it would require Stamina 3.)

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 zero.

Blow-Deadening Might

  • Cost: 4m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 8)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Iron Kettle Body
  • The Lawgivers can withstand even the mightiest of blows. Activating this Charm in Step 8 cuts the Raw Damage of the attack in half after Hardness is applied.

Durability of Stone Meditation

  • Cost: --; Mins: Resistance 1, Essence 2; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Any Resistance Excellency
  • Stalwart meditation and aescetic practice are only two possible methods a Lawgiver may use to strengthen his constitution with this Charm. Regardless of how he does it, the Solar's natural Soak is now calculated from the sum of his Stamina and Resistance, rather than just his Stamina.

Stealth

Shadow at Noon

  • Cost: 5m; Mins: Stealth 5, Essence 2; Type: Simple
  • Keywords: Combo-Basic
  • Duration: One scene
  • Prerequisite Charms: Easily Overlooked Presence Method
  • Just as the Noonday Sun still leaves shadowed areas, the Lawgiver can always find a place to hide. They can shelter in the shadow of a needle, sneak past in the blink of a guard's eye, and leave no more trace than a sunbeam after the day is gone.
  • This charm allows the Solar to ignore any external penalties to stealth rolls for the rest of the scene, as well as being able to hide even when it is physically impossible due to external circumstances. Thus, the Solar can hide even in a flat plane, at noon, on a squeaky floor, with someone looking directly at them. They can hide even when hiding should be impossible.

Shadow Evades Notice

War

Cloud-Piercing Sun's Gaze

  • Cost: -- (+1m); Mins: War 5, Essence 5; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: General of the All-Seeing Sun
  • This Charm permanently enhances its prerequisite. When the Lawgiver activates General of the All-Seeing Sun and spends an additional mote, the Charm provides him with the location and status of all units within range containing a commander, hero, sorcerer, or relay hostile to the Solar or to a cause for which the Solar is fighting, including solo units but not solo extras, in addition to the normal effects.

Lunar

Intelligence

Wyld Prodigy Embrace

  • Cost: -- (1 wyld die); Mins: Intelligence 3, Essence 3; Type: Simple
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: 1st Intelligence Excellency
  • The Wyld spark within the Chosen of Luna can inspire mad brilliance, lucky breaks, and sudden prowess. Tapping into the core of Wyld energy that builds as they shapeshift, the Casteless Lunar can choose to enhance his First (Attribute) Excellency's cap such that, instead of being able to add only up to a maximum of (Attribute) extra dice to the roll, it can add up to a maximum of (Attribute + the number of dice rolled in the check to see if the Lunar gains a mutation) dice, paid for at the normal cost of 1m per die.
  • Harnessing the reality-warping power of the Wyld in this fashion is dangerous, however. The first time he chooses to do this with a given First (Attribute) Excellency in a scene, he adds a die to this pool and rolls it as if he had just shapeshifted into one of his True Forms, risking mutation (and emptying the pool) as normal. Additionally, for every 10 that shows up in a roll enhanced with this power, the Lunar must either spend 1m to quell the spiking Wyld energies, or accept 1 point of mutations, chosen by the Storyteller following the same guidelines as mutations gained when shapeshifting.
  • The Wyld energy is too unstable to be used with either the Second or Third Excellencies, which are too predictable and orderly for its power to enhance.

Manipulation

Courageously Overcoming Fear ʊ

  • Cost: 12m, 4wp; Mins: Manipulation 6, Essence 5; Type: Simple
  • Keywords: Combo-OK, Obvious, Social
  • Duration: One day
  • Prerequisite Charms: None
  • Breaks compulsions, illusions and servitude effects as per the Solar charm, Transcendent Hero's Meditation.

Ferocity of the Cornered Beast ʊ

  • Cost: -- (+1wp per mate); Mins: Manipulation 6, Essence 6; Type: Permanent
  • Prerequisite Charms: Courageously Overcoming Fear
  • The devotion of the Stewards can inspire acts of great courage in their bondmates. When activating Courageously Overcoming Fear, a Lunar may pay one additional point of temporary Willpower per mate in order to extend the same benefit to her bondmate(s).

Stamina

Willful Neglect of the Maimed

  • Cost: 4m, 1wp; Mins: Stamina 5, Essence 3; Type: Simple
  • Keywords: Combo-Basic
  • Duration: One Action
  • Prerequisite Charms: Halting the Scarlet Flow
  • The Lunar focuses upon repairing some severe injury to their vitals. Upon their next action they may remove one Crippling effect from themselves.

Dragon-Blooded

War

Hastened Dragon Stride

  • Cost: 7m, 1wp; Mins: War 5, Essence 4; Type: Simple (Dramatic Action)
  • Keywords: Combo-Basic, Cooperative
  • Duration: One day
  • Prereq Charms: Tireless Footfalls Cadence
  • A Terrestrial who is leading a mass combat unit with Magnitude (Essence or lower) in a day's march may activate this charm to increase the unit's marching speed to 20 miles/day through normal wilderness or open terrain, or 10 miles/day over very harsh terrain.
  • If multiple Terrestrials activate this charm together, the maximum Magnitude they are able to effect becomes (highest Essence of group, +1 for every extra participant).

Martial Arts Styles

Terrestrial

Pathwalker

  • The Pathwalker style is a Terrestrial martial art so far practiced exclusively in a cluster of small communities in the Hundred Kingdoms. Outsiders inquiring about the style are told that it was invented recently by an itinerant Immaculate who, after bringing some stability to the region through his great deeds, taught it to them so they could defend themselves after he had moved on. The fact that many of the style's techniques bear more than a passing resemblance to the Water Dragon Style lends credence to their story.
  • Weapons and Armor: The Pathwalker style's form weapons are the cestus, fighting gauntlet, staff, and tiger claws. It can be practiced in armors up to medium weight.

Experienced Traveler's Footwork

  • Cost: 1m; Mins: Martial Arts 1, Essence 1; Type: Reflexive (Step 1)
  • Keywords: Combo-OK
  • Duration: One scene
  • Prerequisite Charms: None
  • The first lesson learned by Disciples of the Walker's Path is how to evade and block the strikes of the enemy. Unfortunately, this comes at the cost of some of their own accuracy and striking power. A Pathwalker may activate this Charm as he makes an attack roll by committing 1 mote of Essence; he then chooses either his Dodge or Parry DV. For as long as he maintains the commitment, his selected DV increases by 1, but his dice pools for attacking are reduced by 1. Pathwalkers are explicitly permitted to invoke this Charm twice, choosing a different DV each time.

Unthreatening Pilgrim Guise

  • Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (see text)
  • Keywords: Combo-Basic, Compulsion, Illusion, Social, War
  • Duration: Until your first action
  • Prerequisite Charms: Experienced Traveler's Footwork
  • Pathwalkers know how to make themselves seem unthreatening. Any time the Disciple would roll Join Battle, Join Debate, or Join War, she may reflexively activate this Charm. If her opponents do not succeed on a (Perception + Investigation) roll against a Difficulty of the lower of Pathwalker's Martial Arts or Essence, they do not view her as hostile and will not take any action against her. On her first action, the Pathwalker may make an unexpected attack on any opponent who failed the (Perception + Investigation) roll; this is an explicit exception to the rule that mass combat units can only make unexpected attacks from physical concealment. However, the opportunity created by this Charm lasts only until the first time the Disciple's tick comes up; if she does not take advantage of it then, the opportunity disappears.

Pathwalker Form

  • Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Simple
  • Keywords: Form-type, Obvious
  • Duration: Once scene
  • Prerequisite Charms: Unthreatening Pilgrim Guise
  • The Disciples of the Walker's Path seek to emulate their teacher in as many ways as they can, and thankfully, he taught them this Charm, which grants them some measure of his own resilience. A Pathwalker with this Charm active is surrounded by a field of blue, wavering essence crossed by wavy golden lines, like might be caused by small waves in a shallow, sunlit pool of water. This field allows the Pathwalker to soak bashing and lethal damage with his Stamina as if one of the Exalted, and to parry lethal attacks while unarmed.

Dancing Through the Rain Technique

  • Cost: --; Mins: Martial Arts 4, Essence 2; Type: Permanent
  • Prerequisite Charms: Discipline of the Walker's Path Form
  • This Charm permanently enhances Experienced Traveler's Footwork. Whenever a Disciple activates Experienced Traveler's Footwork, she may commit a number of motes up to her permanent Essence; her Dodge or Parry DV increases by 1 for each mote committed, even as her dice pools to attack decrease by 1 for every mote committed.

Summer Thunderstorm Strike

  • Cost: 1m per die; Mins: Martial Arts 4, Essence 2; Type: Supplemental
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Discipline of the Walker's Path Form
  • Summer thunderstorms often seemingly appear out of nowhere to detriment of unwary travelers, and Disciples of the Walker's Path learn to imitate that speed in their own strikes. When making a Martial Arts-based attack, add an extra die to his attack roll for every mote the Pathwalker spends, up to the Pathwalker's permanent Essence.

Slaver-Smiting Prana

  • Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
  • Keywords: Combo-OK, Obvious
  • Duration: Instant
  • Prerequisite Charms: Dancing Through the Rain Technique, Summer Thunderstorm Strike
  • This Charm functions exactly like Rippling Water Strike (Dragon-Blooded, p. 208), except that it can only be activated if the attack it supplements would strike an animate being, and that instead of a ripple in the air it takes the form of an expanding, spherical field of Essence like the Essence field created by Pathwalker Form.

Celestial

Water Dragon Style

Here are rewrites of select Charms from the style to pump up their power a little bit and bring them closer in line with the 2e ruleset.

Flowing Water Defense

  • Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 1)
  • Keywords: Combo-OK
  • Duration: (Essence) actions
  • Prerequisite Charms: None
  • While this Charm is in effect, the Immaculate suffers a -1 internal penalty to his attack pools, and anyone who tries to attack him suffers a -3 internal penalty to their attack pools.

Drowning-in-Blood Technique

  • Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 4)
  • Keywords: Combo-OK, Stackable
  • Duration: Instant
  • Prerequisite Charms: Rippling Water Strike
  • After a successful Martial Arts attack, instead of doing damage, roll (Strength + Martial Arts) and compare it to the target's (Stamina + Resistance + Essence)/2, rounded up. Treat the latter as a DV for the purposes of Excellencies and similar Charms. If the roll succeeds, the target suffers internal bleeding and loses one dot of Stamina for a number of actions equal to the Immaculate's Martial Arts.
  • Subsequent uses of this Charm on the same target cause the loss of another dot of Stamina and extend the effects by (Immaculate's Martial Arts) actions. Targets with Stamina 0 take damage straight to their Dying health levels, and take damage normally when targeted again by this Charm.

Flow Reversal Strike

  • Cost: --; Mins: Martial Arts 5, Essence 3; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Water Dragon Form
  • This Charm permanently enhances Drowning-in-Blood Technique. When using Drowning-in-Blood Technique, the Martial Artist rolls (Strength + Martial Arts + Essence) instead of (Strength + Martial Arts), and the Charm gains the Crippling keyword, which removes the time limit on the Stamina loss. Once lost, the dots of Stamina remain lost until healed naturally or with magic.

Crashing Wave Style

  • Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Extra Action
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Flow Reversal Strike
  • This Charm is a magical flurry of Martial Arts-based attacks. The Immaculate makes a total number of attacks equal to his (Martial Arts).

Theft-of-Essence Method

  • Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Water Dragon Form
  • This Charm supplements a Martial Arts-based attack. If the attack succeeds, the Immaculate's player rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up, stealing 2m for each threshold success from his target and adding them to his own pools – Personal first, then Peripheral, as normal. If used against a target that lacks an Essence pool, or whose Essence pools are empty, this Charm has no effect.

Essence-Dousing Wave Attack

  • Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Supplemental
  • Keywords: Combo-OK
  • Duration: Varies
  • Prerequisite Charms: Bottomless Depths Defense
  • This Charm supplements a Martial Arts-based attack. If the attack succeeds, he immediately rolls (Essence + Martial Arts) against a difficulty of the target's (Essence)/2, rounded up. For (Essence) ticks per threshold success, any Charms or spells affecting the target are suppressed. If the number of threshold successes exceeds the permanent Essence of the individual who invoked the Charm or cast the spell, the magic is completely dispelled. The durations of all suppressed Charms and spells continue to count down.
  • Targets affected by this Charm can reactivate the suppressed Charms and spells, but unless the Charms have the Stackable keyword, they gain no special benefit from having the same Charm active twice once the suppression effect ends.

Tsunami Force Shout

  • Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
  • Keywords: Combo-Basic, Obvious
  • Duration: Instant
  • Prerequisite Charms: Essence-Dousing Wave Attack
  • The Immaculate rolls (Essence + Martial Arts) as an attack which radiates from him in a 45-degree arc, extending out to (Essence) yards and dealing (Essence + Martial Arts) dice of aggravated damage. Parry DVs are inapplicable against this attack.

Wedded Moon Style

  • (with thanks to Tornado Wolf of TFS)
Wedded Moon Style.png
  • This Celestial martial arts style finds its origins among the Lunars of the First Age who worked with the circles of their Solar mates, focusing on teamwork and cooperation and drawing on the strength of their bond. After the Usurpation, some wondered if the style would fade from use, but practitioners discovered that while their Solar mates were gone, they could still benefit from the techniques they had learned. Wedded Moon is native to Lunars, who can learn it without a teacher and may substitute their Dexterity rating for their Martial Arts rating when learning and using Charms from this style.
  • Weapons and Armor: Wedded Moon Style is incompatible with armor, and tiger claws are the only compatible weapons.
  • New Keyword
  • Bond: Charms with this keyword have enhanced effects when the user possesses the Solar Bond background.

Leaping Interposition Method

  • Cost: 2m+ or 4m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2 or 6)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: None
  • The Wedded Moon stylists are devoted guardians and leap to defend that which they have chosen to protect. This Charm can be activated in response to an attack on any ally that the Wedded Moon can physically reach. When invoked in Step 6 of attack resolution, the Wedded Moon spends up to his Martial Arts in motes, and adds 1 point to the target’s DV for every 2m spent. This does not count against the defended character's DV hard cap. When invoked in Step 2 of attack resolution, this Charm costs 4m, and the martial artist interposes himself completely, making the attack target himself. If the attack defeats either of his DVs, it strikes him. Leaping Interposition Method cannot be used to defend someone against a counter-attack.

Pack Mentality Practice

  • Cost: -– (2m); Mins: Martial Arts 3, Essence 2; Type: Permanent
  • Keywords: Bond
  • Duration: Permanent
  • Prerequisite Charms: None
  • This Charm permanently enhances the Wedded Moon stylist. From now on, she may take part in a coordinated attack even when the character choosing whom to coordinate did not include her. This Charm may also be used even when the Wedded Moon herself is the one who coordinated the attack. If the stylist is included in coordinated attack roll, she can spend 2m to grant that roll an extra success.
  • When the Wedded Moon stylist is included in a coordinate attack roll with the character for whom she possesses the Solar Bond background, and spends 2m, the roll gains bonus successes equal to the Wedded Moon's Solar Bond rating.

Wedded Moon Form

  • Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
  • Keywords: Bond, Form-type
  • Duration: One scene
  • Prerequisite Charms: Leaping Interposition Method, Pack Mentality Practice
  • The Wedded Moon stylist moves quickly to his allies' aid and works flawlessly in pursuit of their common goals. While this Charm is activated, the Wedded Moon's jumping distance and movement rates double as long as he is moving toward an ally, and allies reduce the DV penalties for coordinate attack actions and attacks made as part of coordinated attacks including the Wedded Moon by 1. This second effect explicitly may benefit the Wedded Moon himself.
  • When the Wedded Moon stylist or the character for whom he possesses the Solar Bond background takes a coordinate attack action that includes the other, no participant in that coordinated attack suffers DV penalties for attacks made as part of that coordinated attack.

Herding the Sheep Method

  • Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive
  • Keywords: Bond, Combo-OK, Obvious, Stackable
  • Duration:One action
  • Prerequisite Charms: Wedded Moon Form
  • By moving in such a way as to manipulate the movements and arrangement of her target and her allies, the Wedded Moon stylist counts as two characters for the purpose of determining whether a foe is surrounded by the maximum number of characters.
  • If the target is in such a position that only two attackers can harry him from the same general direction (as opposed to two different sides), this Charm can be used without an ally, but the Wedded Moon will obviously not receive a natural unexpected attack for it.
  • If the target is already surrounded by the total number of possible attackers, then the target must grant two unexpected attacks, one to the Wedded Moon and the other to another character.
  • Two characters are explicitly permitted to use this Charm against the same enemy, stacking the effects; thus they would need only one other ally to effectively surround an enemy on an open field with three people.
  • In mass combat, a character is explicitly permitted to use this Charm as a solo unit against a complementary unit.
  • When the Wedded Moon stylist is working to surround a target with the character for whom she possesses the Solar Bond background, then that character also counts as two characters when determining whether the target is surrounded by the maximum number of characters.

Opportunistic Flanking Practice

  • Cost: 5m (+1wp); Mins: Martial Arts 4, Essence 3; Type: Supplemental
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Wedded Moon Form
  • This Charm may only be invoked against a valid target who has been attacked or counterattacked by someone else but whose Defense Values have not yet refreshed.
  • The Wedded Moon's attack imposes a coordinated attack penalty equal to (the Wedded Moon's Martial Arts - the number of ticks that have passed since the last attack against that target). This penalty is explicitly allowed to stack with regular coordinated attack penalties, even if the total exceeds the normal maximum. If the supplemented attack happens to be unexpected, the Wedded Moon can spend an additional 1wp and instead add a number of automatic successes to his attack equal to the penalty this Charm would have otherwise inflicted.

Bond-Forging Meditation

  • Cost: 8m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Simple (Dramatic Action)
  • Keywords: None
  • Duration: One day
  • Prerequisite Charms: Wedded Moon Form<
  • The Wedded Moon's strength is her comrades. By spending an hour meditating, the Wedded Moon creates a mystical bond between the Wedded Moon and up to (Essence) allies, giving her a positive Intimacy toward each, if she does not already have such an Intimacy. Though temporary, this bond is enough like the bond of a Lunar to her Solar that it allows her to use the enhanced effects of Charms with the Bond keyword, as if she had dots in the Solar Bond background equal to her Conviction rating. The bonds and the Intimacies fade at the end of the day.

Glorious Sublimation of the Wedded Moon

  • Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive
  • Keywords: Bond, Combo-OK, Obvious, Social
  • Duration: (Essence) actions
  • Prerequisite Charms: Herding the Sheep Method, Opportunistic Flanking Practice, Bond-Forging Meditation
  • For every present ally to whom the Wedded Moon has a positive Intimacy, the Lunar adds bonus die to any action. The number of these dice cannot exceed the Wedded Moon's Conviction. Whenever the Wedded Moon takes an action to locate, move towards, examine, care for or otherwise act protectively towards an ally to whom she has a positive Intimacy, she gains a number of bonus dice equal to her Conviction; this bonus does not stack with the first. Add any dice gained from this Charm as automatic successes to movement rate.
  • Finally, for the duration of this Charm, the Wedded Moon can channel Compassion for the purpose of attacking an enemy that an ally is also attacking, and for the purpose of making an Attack Coordination roll.
  • If reactivated immediately after the duration ends, this Charm costs no Willpower.
  • A Wedded Moon stylist uses the higher of her Conviction or her Solar Bond to determine how many bonus dice she receives from acting protectively toward the character for whom she possesses the Solar Bond background.

Sidereal