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SCROLLS OF

INDIVIDUAL GREATNESS, VOL. 01

CHOSEN OF THE SUN 01

A Compilation of Solar Charms from various sources and creators,


collected by Michael_Kell

Last Updated: 08/31/2010

i 1
Foreword Content
Scrolls of Individual Greatness! Chapter 1 :
Blessings of Perfection (General Charms) 3
That may not be the most original name, after all.
Chapter 2:
Bronze Tiger Training (Dawn Abilities) 6
My idea behind it was to emphasize both the patchwork-
approach I used in this collection, as a great many Chapter 3:
different sources were plundered for the Charms herein, as Golden Bull Preachings (Zenith Abilities) 36
well as to show my admiration for every one who
contributed to Exalted. Chapter 4:
Copper Spider Teachings (Twilight Abilities) 55
I do not agree with all designs herein, and several might
be redundant but I thought that a collection should not be Chapter 5:
overly colored by my preferences and personal play style. I Iron Wolf Lessons(Night Abilities) 75
hope that none of the creators whose work are found
herein object to this treatment.; please let me know if you Chapter 6:
dislike anything. Quicksilver Falcon Studies (Eclipse Abilities) 89

This is the first of (possibly / hopefully) many compilations Chapter 7:


collecting fan contributions to Exalted. None of the content Index (By Abilit y and by Name) 103
in this companion has been created by me; I have only
collected it and placed it in this file for your perusal. Chapter 8:
Creators (and their Charms) 114
Whenever anyone of you sees work of his go uncredited
(or knows the creator of an item that is not or even wrongly
credited) please let me know and I will add / change the
data as soon as possible.

Many of the Charms in this volume can be found on the


official Exalted wiki, so all of you that frequent it (and why
shouldn't you, it's great) will find far less new stuff. Then
again, here it is collected as a PDF, maybe that counts for
something.

If anybody wants to see his (or her) work in one of the


future companions (or explicitly does not want that, as the
case may be), please feel free to send me a mail at
mash_hagen[at]yahoo.de.

Michael

EDIT:
Charms marked with this icon are no longer up to their
creator's standards (broken, boring, underpowered,...).

This document is meant as an unofficial supplement to Exalted 2 nd


Edition. It is in no way affiliated with White Wolf publishing or its
Original Template: Charles Spaulding - subsidiaries, and it is not inteded as a challenge to any copyrights or
http://community.livejournal.com/tpk_exalted/ trademarks of those companies. All original material herein is
http://plague-of-hats.livejournal.com/ copyright its respective owners.
Exalted 2nd Edition: White Wolf Publishing, Inc. - Any incidents of copyright infringement or other infringed laws is
http://www.white-wolf.com/ unintentional.

i2 2
Chosen of the Sun

Chapter 1:
Blessings of Perfection
The Exalted are paragons in their chosen fields, and brook no
General Charms incompetence from their lessers, let alone from themselves. By
tapping into his mounting frustration at the manifest imperfections
(Ability) Essence Perfection of the world around him, he may explode in a fountain of
Cost: 4m, 1wp; Mins: (Abilit y) 5, Essence 4; Type: Ref lexive (Step perfection. The use of this Charm is not necessarily obviously
1 for attacker, Step 2 for defender) magical, but the explosive tirade makes it unquestionable that the
Keywords: Combo-OK Exalt is doing -something-. (Some uses of this Charm, such as
Duration: Instant Stealth or Larceny, may instead by preceded by a brief and quiet
Prerequisite Charms: Any (Abilit y) Excellency rant muttered under his breath, but his irritation at needing to do
Perfect is a word often used to describe the exploits of the this is still quite clear to any who witness him in action.)
Lawgivers, but few truly understand the heights to which the Solar By spending a mote to activate this Charm, the Exalt gains one
Exalted can soar with relative ease. This Charm may enhance any point of limit. He may then add a number of dice to the roll equal
(Abilit y)-based roll or value of the Solars, adding a number of extra to the number of points of limit he currently possesses. These dice
successes equal to the difficult y of the task and any external are capped by the usual amounts for adding dice with an excellency.
penalties or contesting rolls the action faces, to a maximum of Willpower may not be spent for an automatic success on any roll
(Attribute + Abilit y) additional successes. Feats of strength and augmented by this excellency, though it may be spent to channel a
similar actions enhanced by this Charm increase their rating by virtue. When a virtue is channeled in this fashion, roll the dice for
(Attribute + Abilit y) up to the minimum necessary to accomplish that virtue as normal, but count each die as a success. For each die
the feat, whether it is lifting or throwing. that did not actually succeed, the Exalt gains one point of limit. He
will not tolerate failure, and channels his frustration into a greater
(Ability) Excellency Harmonization display of prowess.
Cost: ; Mins: (Abilit y) 5, Essence 3; Type: Permanentl When an Exalt is the grips of an uncontrolled limit break, this
Keywords: Mirror ((Abilit y) Excellency Harmonization (Abyssal)) Charm automatically activates each time the appropriate Abilit y is
Duration: Permanent called upon, for no cost, as an innate abilit y that does not count as
Prerequisite Charms: Any Two (Abilit y) Excellencies a Charm use. Because Limit does not reset to zero until a Limit
Lawgiver's expand their command of Essence through the Break is over, an Exalt adds 10 dice under these circumstances.
attainment of this Charm. When learned, this Charm changes the Though this counts against the number of dice he may add due to
nature of the corresponding Abilit y's Essence Overwhelming, Excellencies, it is not capped by this limit, itself, when the Exalt is
Essence Triumphant and Essence Resurgent Charms combining in the grips of an uncontrolled limit break.
them into a single Charm with the usual limitations on usage and On the other hand, if the Exalt is in a controlled limit break,
mote expenditure. At Essence 3 the Lawgiver may only purchase he cannot activate this Charm at all, as his boiling frustration at
this Charm for Caste and Favored Abilities but, at Essence 5+, he is having to control himself does not permit him this cathartic
no longer limited to this. release. He may choose, at any point during a controlled limit
break, to change it to an uncontrolled one in order to activate this
Cursed (Ability) Excellency Charm, but he cannot regain control after that until the limit break
has run its course.
Cost: 1m, 1 limit; Mins: General 3, Essence 1; Type: Ref lexive
This Excellency may explicitly be comboed with the Third,
Keywords: Combo-OK, Obvious
though it must be paid for separately on the roll or the reroll (and
Duration: Instant
needn't apply to both, though it may be activated for both). A Solar
Prerequisite Charms: Any (Abilit y) Excellency
with the appropriate (Abilit y) Essence Flow may also activate this

3 i 3
Charm as an innate abilit y, following the same rules as for Forcing (Ability) Infinite-Flow
activating the first and second excellencies as such.
Compatibility
Ego-Bolstering (Ability) Artistry Cost: (1wp or 2wp); Mins: (Abilit y) 5, Essence 5; Type:
Cost: ; Mins: (Abilit y) 3, Essence 3; Type: Permanent Permanent
Keywords: Mirror (Entropic (Abilit y) Aff liction) Keywords: Mirror (Forcing (Abilit y) Infinite-Flow Compataibilit y)
Duration: Permanent Duration: Permanent
Prerequisite Charms: Any (Abilit y) Excellency Prerequisite Charms: Infinite (Abilit y) Mastery (Solar), (Abilit y)
When Lawgivers demonstrate their supernatural prowess it Essence Flow (Solar)
only fuels their ego. When a Solar stunts an Abilit y based action This Charm temporarily modifies its prerequisite Charms. By
and he succeeds spectacularly he is self-rewarded. On a rolled spending a point of willpower a Lawgiver can force the
action, every success past the difficult y (including a DV) he regains compatibilit y of Infinite (Abilit y) Mastery and (Abilit y) Essence
one mote or,alternatively, he may regain one point of willpower for Flow until his next action. This is Abilit y specific; a single point of
every three successes counted. He cannot count more extra willpower does not cause all instances of these Charms to work
successes in this way than t wice the number of stunt dice he together.
gained. If the Solar's stunt was defensive in nature or did not apply At Abilit y 7, Essence 7, this Charm may be repurchased; by
to a rolled dice action he regains one point of willpower on top of spending t wo points of willpower the Lawgiver may extend the
whatever motes or willpower he regains from that stunt but, for forced compatibilit y of these Charms to (Abilit y) actions.
either case, his stunted action must succeed.
Infinite Harmony Of (Ability)
Eternal Persistence Of (Ability) Cost: (+1w); Mins: (Abilit y) 5, Essence 5; Type: Permanent
Cost: (1 wp); Mins: (Abilit y) 6, Essence 6; Type: Permanent Keywords: None
Keywords: None Duration: Permanent
Duration: Permanent Prerequisite Charms: Infinite (Abilit y) Mastery (Solar), (Abilit y)
Prerequisite Charms: Infinite (Abilit y) Mastery Essence Flow (Solar)
Though the moon is fickle and the stars be faint, the sun The Solar is a font of endless power. This Charm is a
endures. Its glory fills the whole day; so too does the might of the permanent upgrade to Infinite (Abilit y) Mastery. When activating
Sun's Chosen. that Charm, the Solar may pay an additional 1 willpower. If he
This Charm permanently enhances all Charms for the does, then the duration increases to one day, and that Charm's
appropriate Abilit y with a duration of one scene, provided that benefits stack with (Abilit y) Essence Flow. That is, excellencies of
they are either native Solar Charms or a part of Solar Hero St yle. the appropriate abilit y can both cost less and not count as Charm
When activating any such Charm, the character may optionally activations.
spend an additional 1 Willpower. If he does so, the Charm's
duration increases to one day. Supernal Excellence Of (Ability)
Cost: ; Mins: (Abilit y) 5, Essence 4; Type: Permanent
Flawless (Ability) Transcendence Keywords: None
Cost: ; Mins: (Abilit y) 5, Essence 4; Type: Permanent Duration: Permanent
Keywords: Mirror (Flawless (Abilit y) Transcendence) Prerequisite Charms: Infinite (Abilit y) Mastery or (Abilit y) Essence
Duration: Permanent Flow
Prerequisite Charms: Any (Abilit y) Excellency The Solars rise above mortal skill. This Charm permanently
Lawgivers, through their essential nature, cannot help but increases the maximum level to which the abilit y can be raised
display f lawless prowess in those skills that they favor. This Charm with experience by one.
modifies any natural action that is made involving its governing
abilit y. When rolling a number of dice, so long as he rolls at least Surging (Ability) Empowerment
one die, the Solar cannot roll less dice than his rating in that Cost: (+1wp); Mins: (Abilit y) 3, Essence 3; Type: Permanentl
Abilit y before adding in any further beneficial Charm effects. This Keywords: Mirror (Surging (Abilit y) Empowerment)
is calculated after all other modifiers including Internal Duration: Permanent
Penalties, dice penalties from f lurrying, a weapon's accuracy bonus, Prerequisite Charms: Any (Abilit y) Excellency
etc. If the Solar's dice pool is reduced to 0 then this Charm does This Charm enhances the Solar's (Abilit y) Excellencies. When
not provide a dice pool where there would normally be none. using any of those Charms the Lawgiver may also spend an
In the case of static values, such as DVs or MDVs, if that static additional point of willpower in either step 3 if attacking or step 5 if
value isn't reduced to 0 he can apply a minimum rating equal to half defending. This either counts rolled 9s as t wo successes, in the
his Abilit y rating, rounded up. Rolls based on this abilit y that are instance of a rolled dice pool, or increases a static value by one for
not actively opposed, like a combat DV, but have an associated every two dots in that abilit y, rounded down. If the Solar used the
difficult y, such as a research roll or a roll to tame a mount, then the Third Excellency (Essence Resurgent) he may spend the willpower
Solar cannot count less successes on that roll than half his Abilit y when he uses that Charm but only adds to static values based on
rating, rounded down; this not only assures moderate success but the original, unmodified rating.
also prevents a botch on such a roll. The benefits of this Charm are
explicitly not bonuses from Charms and may be stacked with other True (Ability) Enlightment
effects. Cost: ; Mins: (Abilit y) 6, Essence 6; Type: Permanent
A Solar may purchase this Charm once at Essence 4 and once Keywords: None
again at Essence 5, both purchases are limited to Caste or Favored Duration: Permanent
Abilities. At Essence 6 they are no longer limited to two purchases Prerequisite Charms: Infinite (Abilit y) Mastery or (Abilit y) Essence
but can still only purchase Flawless (Abilit y) Transcendence for Flow
Caste and Favored Abilities. At Essence 7 the Lawgiver is unbound The character permanently adds (Essence -5) successes to every
by any limitations. roll of that abilit y. Applicable DVs are increased by one point for
every two successes obtained this way.

i4 4
Unbound (Ability) Understanding
Cost: ; Mins: (Abilit y) 4, Essence 2; Type: Permanent
Keywords: Mirror (Forbidden (Abilit y) Endowment)
Duration: Permanent
Prerequisite Charms: Any (Abilit y) Excellency
Lawgiver's are masters of mortal skill and, with this Charm,
their understanding can be unbound from mortal limitations. The
Solar can now purchase a total number of specialties for the Abilit y
this Charm is derived from equal to the higher of four or the
Solar's Essence. Under no circumstances, however, can the Lawgiver
apply anymore than three specialt y dice to any one roll. The player
of the Solar gains one free specialt y from the purchase of this
Charm.

5 i 5
Chosen of the Sun

Chapter 2:
Bronze Tiger Training
Versatile and dangerous. A Solar may use Violent Destruction Bolt
Archery Charms as a Supplemental Charm instead of a Simple one. On top of this
benefit the cost of Violent Destruction Bolt is reduced by one mote
Already Dead Aiming Trance for every use past the first until the Solar's next action.
Cost: 2m or 4m; Mins: Archery 4, Essence 3; Type: Simple
Keywords: Combo-Ok, Obvious Cataclysm-Releasing Bolt
Duration: Instant or (Archery) Actions Cost: 10m 1wp; Mins: Archery 6, Essence 6; Type: Simple
Prerequisite Charms: Trance of Unhesitating Speed Keywords: Combo-Basic, Holy, Knockback, Mirror ( Oblivion-
The Solar focuses his attention on a target and pours his intent Channeled Arrow), Obvious, Shaping
to kill into his weapon. Seconds later, the perfectly aimed shots are Duration: Instant
fired at the victim. This Charm allows a Solar to spend 2 motes to Prerequisite Charms: Piercing Radiant Ray, Accuracy Without
condense an aim action to a ref lexive action with no defense Distance, Violent Destruction Bolt
penalt y. If the Solar spends 4 motes, she can instead ref lexively add Essence hums to life as the Lawgiver draws an arrow charged
her Essence in dice to each attack with a specific ranged weapon with pure solar light or infuses his firewand with radiant
until her DV refreshes a number of time equal to her Archery. excellence. The Solar is no longer constrained by range limit with
his weapon, only his senses can hinder him allowing him to strike
Blind Arbiter's Gaze any target so long as he can see him. This attack becomes
Cost: 4m; Mins: Archery 5, Essence 4; Type: Supplemental Unblockable and Undodgeable for his target and the attack itself
Keywords: Combo-OK, Obvious transcends its form until it reaches its target, becoming an
Duration: Instant immaterial ray of light that passes through objects, people, even
Prerequisite Charms: Accuracy Without Distance dematerialized beings in pursuit of the Solar's foe. In the wake of
When his eyes might fail him, or his hand might falter on the the arrow's f light, however, follows a manifestation of the
bowstring, a Chosen of Sol Invictus can still claim victory. This Lawgiver's power in the form of a titanic force that shoves all those
Charm tethers an arrow in f light to the Essence of its intended in its path aside; every being within the Solar's (Archery + Essence)
victim, causing the quarrel to be inevitably drawn to its mark. This yards of the arrow's f light must roll to resist Knockdown against a
Charm may supplement any Archery attack. The arrow or projectile difficult y of 5 by rolling either (Stamina + Resistance) or (Dexterit y
will seek out its victim even if there is no straight line it can follow + Athletics). If they fail this roll then they are knocked back a
it will turn around corners, pursue its victim down hallways, or number of yards equal to the Solar's (Essence x 3) and also fall
even pass through keyholes or under doors to seek him out. The down, prone. Those beings caught in the following display of might
Solar must still be capable of seeing his target, or at least know his are also buffeted by powerful winds and mild heat and must soak a
location. In addition, the arrow cannot be escaped by its victim. number of bashing dice of piercing damage equal to the Solar's
The attack ignores cover, and cannot be dodged. (Essence x 2); Creatures of Darkness caught in the wake of this
attack are seared by invisible essence strands that scar their f lesh
Bolts Of Solar Devastation with whip-like wounds, turning this damage from bashing to
Cost: ; Mins: Archery 5, Essence 4; Type: Permanent aggravated.
Keywords: Mirror (Rain Of Sick Flame) The cataclysmic finally is saved for the Lawgiver's target. Upon
Duration: Permanent impact the arrow-turned-light manifests to strike the target,
Prerequisite Charms: Violent Destruction Bolt ignoring any soak or hardness gained from armor (as if Piercing
This Charm enhances its prerequisite making it even more Radiant Ray were used) and also doubling the raw damage before

i6 6
soak in step 7. In step 10 of combat resolution the attack Duration: Scene
culminates in a gold and crimson conf lagration that engulfs Prerequisite Charms: Solar Flare Methodology
everything within the Solar's (Essence x 3) yards of the target, This charm allows a Solar Exalted augment ammunition with
inf licting a number of lethal dice of damage to everything, the Essence Arrow Attack charm as an unrolled ref lexive action
including the original target, equal to the raw damage of the attack, and not a Charm activation. This charm can be utilized with any
after doubling it. Any Creatures of Darkness that was the original ammunition bearing weapon including bows, crossbows,
target of the attack or that is caught in the final conf lagration firewands, implosion bows or lighting ballistas. The Solar must still
suffers aggravated damage instead of lethal damage and, if they expend essence to use this charm and in cases where each shot has
suffer any health levels of damage from this attack, also lose one an essence cost, such as an implosion bow, the cost is added to the
temporary point of willpower as a shaping effect- if the original base cost of the shot.
target is harmed by both effects his loss is doubled.
At Archery 8, Essence 8, Creatures of Darkness that suffer any Flare And Eclipse Method
damage must roll their Essence against a difficult y of one, if they fail Cost: +5m; Mins: Archery 5, Essence 4; Type: Permenant
they are instantly consumed in the holy f lames of the attack; this is Keywords: Combo-OK, Obvious
a shaping effect. Success leaves them living but bereft of two Duration: Scene
temporary willpower instead of one. Prerequisite Charms: Solar Flare Methodology
At Archery 9, Essence 9, the difficult y for the Essence roll This charm allows a Solar Exalted to forge a second Firewand
increases to two and succeeding at the roll strips them of four from his essence. This firewand functions exactally as in Solar
temporary willpower instead of t wo. Flare Methodology and simply allows the Solar to make a total
number of shots equal to the rate of both weapons if so desired.
Deadly Solar Pinions The second weapon is not subject to off-hand penalties.
Cost: (+[varies]m); Mins: Archery 5, Essence 4; Type: Permanent
Keywords: None Glorious Golden Artillery
Duration: Instant Cost: 10m 1wp; Mins: Archery 5, Essence 5; Type: Simple
Prerequisite Charms: Essence Arrow Attack Keywords: Holy, Mirror (Malicious Murder Machine), Obvious
This Charm permanently enhances its prerequisite. When the Duration: One Scene
Exalt uses Essence Arrow Attack to supplement an attack, he may Prerequisite Charms: Immaculate Golden Bow, Solar Flare
increase its cost, paying up to (Essence) extra motes. As long as the Methodology, Rare Artillery Inclusion
attack has at least one die of post-soak damage left to roll, it inf licts Essence rises out of a Lawgiver's anima to form an artillery
an additional number of health levels in Step 10 of resolution equal weapon, the design of which is unique but usually breathtaking to
to the extra motes spent. behold. When summoning this Essence artillery machine the Solar
chooses its function; it is either a siege machine or an anti-troop
Effortless Marksman Finesse weapon. A siege weapon has a Speed of 6 with a bonus to Accuracy
Cost: ; Mins: Archery 4, Essence 1; Type: Permanent equal to half the Lawgiver's Essence, rounded down. It inf licts
Keywords: Mirror (Soulless Hunter's Method) (Essence + 10) lethal Damage that is piercing against objects and
Duration: Permanent structures and has a Range of (Essence x 120) yards and a Rate of
Prerequisite Charms: Any Archery Excellency one. For an attack with this weapon to be legal, the target must be
Lawgivers are the most graceful marksmen and their delicate at least 100 yards away.
techniques reap dangerous results. This Charm enhances a Solar's Artillery weapons summoned to deal with troops has a Speed
natural abilities with non-artillery archery weapons adding his of 6 and an Accuracy bonus equal to half the Lawgiver's Essence,
Dexterit y to the base damage of every Archery based attack he rounded up. The anti-troop weapon may inf lict either (Essence + 5)
takes. His painstaking attempts to make the most accurate attack lethal Damage or ([Essence x 2] + 5) bashing Damage that is
also causes his attack to inf lict deadly wounds; add a number of piercing. The Range of this weapon is (Essence x 60) yards and it
post soak damage dice to his Archery attack equal to the number of has a Rate of t wo.
accuracy dice gained through aiming. A Lawgiver may use provided ammo to arm his victory-
At Archery 5 and Essence 4 the Lawgiver's technique and skill imposing machine or he can create it through Phantom Arrow
make themselves more prominent allowing this Charm to be Technique. This costs him 3m to do so but this increases his rate
repurchased. Every archery weapon he wields increases its accuracy for both t ypes by one and causes both attack t ype to explode upon
and damage by t wo as well as increasing its rate by one. A Lawgiver impact inf licting their damage to everything in that area: the siege
may also inf lict as much of his rolled damage as he wants in step 10 weapon covers an area equal to the Solar's Essence while the anti-
of combat and he may inf lict bashing damage instead of lethal or troop version covers twice that. This explosion cannot be parried
aggravated if he chooses. without a charm and dodging must remove a being from the area,
the difficult y of either is equal to the Solar's Archery rating.
Essence Arrow Harmonization
Cost: ; Mins: Archery 5, Essence 5; Type: Permanent Golden Filament Restring Exercise
Keywords: Mirror (Baleful Void-Splinter Union) Cost: 3m; Mins: Archery 3, Essence 3; Type: Ref lexive
Duration: Permanent Keywords: Combo-OK, Obvious
Prerequisite Charms: Essence Arrow Attack, Archery Essence Flow Duration: One Scene
Lawgiver's who know this Charm can call on their glory much Prerequisite Charms: Trance of Unhesitating Speed
easier than before. This Charm enhances Essence Arrow Attack Whether the character find themselves under surprise attack
making it a natural power instead of a Charm use. without their bow stringed or in mist of battle their bow string is
severed, they shall not want for the Unconquered Sun power is
Essence Bolts Mastery within them. The ends of the bow burn with a golden fires, each
Cost: ; Mins: Archery 5, Essence 4; Type: Permenant dancing with fury to meet the other. Once they touch a solid beam
Keywords: Combo-OK, Obvious of gold stretches from both ends and perfectly pulls the bow taunt.

7 i 7
Horde-Scattering Payload Indomitable Arrow's Flight
Cost: ; Mins: Archery 4, Essence 3; Type: Permanent Cost: 6m; Mins: Archery 5, Essence 3; Type: Supplemental
Keywords: Artillery, Stackable, War Keywords: Combo-Ok, Mirror (Flight Of Nightmares), Obvious
Duration: Permanent Duration: Instant
Prerequisite Charms: Forceful Arrow Prerequisite Charms: There Is No Wind
This Charm permanently enhances the Lawgivers Forceful Imbued with the Lawgiver's Essence his arrow becomes an
Arrow, adding the Stackable keyword; the Exalt may activate unstoppable force. An Attack enhanced by this Charm becomes
Forceful Arrow up to (Essence) times on the same attack. The target both Unbloackable and Undodgeable.
only rolls to resist the knockback once, but the number of yards
they are forced back is multiplied by the number of times the Exalt Just Retribution Arrow
activated the Charm. Cost: 4m; Mins: Archery 4, Essence 2; Type: Ref lexive (Step 9)
Horde-Scattering Payload also allows the Solar to enhance Keywords: Combo-OK, Counterattack
Archery attacks made with complementary units or artillery Duration: Instant
weapons (as per the Artillery keyword), or both, without a stunt. Prerequisite Charms: Any Archery Excellency
When used to enhance an artillery attack, the effect of the Exalts Those who dare attack the Lawgivers will be struck down. This
Forceful Arrow applies to everyone and everything within Charm is invoked when the Solar is subject to a ranged attack and
([weapons base damage] x [Exalts Essence]) yards of wherever the has a ranged weapon ready for use. It provides an Archery-based
projectile or barrage strikes. Those who were not actually hit by the counterattack on his attacker.
attack but are within the area of effect calculate their difficult y as if
they had been hit with zero extra successes. Keen-Eyed Trajectory
Cost: ; Mins: Archery 5, Essence 2; Type: Permanent
Illimitable Righteous Missiles Keywords: Artillery, Mirror (Sharp Eye For Devastation)
Cost: ; Mins: Archery 5, Essence 5; Type: Permanent Duration: Permanent
Keywords: Obvious Prerequisite Charms: There Is No Wind
Duration: Permanent With sharp aim and sure hand, the Solar artillerist lets loose
Prerequisite Charms: Inexhaustible Bolts of Solar Fire precise attacks against distant foes. After learning this Charm the
The Solar deadeyes hands glow with red-gold Essence, infusing Solar may apply his Archery Charms to artillery weapon attacks
any Essence-discharge weapon he wields with all the motes normally, as per the Artillery keyword, unless the Storyteller
necessary to fire. It now fuels any Archery weapon, including those decides they could not function in the context of artillery weapons.
that require incidental mote expenditures or hearthstones to fire Normal rules for Charm use in mass combat still apply, so a stunt
normally, such as a Concussive Essence Cannon. The Solar no is required to use Supplemental Archery Charms with mass combat
longer need pay any individual costs for each shot, nor do such artillery attacks.
weapons require a hearthstone to fuel them. Effects that duplicate
attacks are not ammunition, so the Fiery Solar Cannons capacit y to Peerless Aim Of The Unconquered Sun
do so would not be rendered costless with this Charm. Cost: ; Mins: Archery 5, Essence 6; Type: Permanent
Keywords: None
Immobilizing Arrow Duration: Permanent
Cost: 3m; Mins: Archery 4, Essence 2; Type: Supplemental Prerequisite Charms: Accuracy Without Distance
Keywords: Combo-OK This Charm permanently enhances Accuracy Without
Duration: Instant Distance. When the Solar makes an attack supplemented by
Prerequisite Charms: There Is No Wind Accuracy Without Distance, he may spend an additional two motes
The Solar's arrows can catch without drawing blood. When the to negate all internal and external penalties, regardless of source. If
Solar invokes this Charm, her arrow deals no damage, but passes the opponent does not invoke a perfect defense, the attack will
through the target's clothing, pinning the target to a nearby hard strike with full successes.
surface, such as a wall, f loor, or tree. This prevents the target from
taking Move, Dash, or Jump actions until he takes a Speed 5 Peerless Archery Offensive
Miscellaneous action and makes a successful (Strength + Athletics) Cost: 12m 1wp; Mins: Archery 5, Essence 5; Type: Simple
roll to pull free, at a difficult y equal to the number of arrows Keywords: Mirror (Flock Of Murder), Obvious
pinning him. If the target is pinned by two or more arrows, he is Duration: One Scene
unable to fight effectively and is considered Inactive until he makes Prerequisite Charms: Flashing Vengeance Draw, Arrow Storm
the roll to pull free (which he may do ref lexively once per Inactive Technique
action.) The Lawgiver harmonizes his Essence with a ranged weapon
that he owns or is attuned to. This harmony of weapon and Exalt
Impossible Accuracy Fortune gives the Solar an extra Archery based Independent action in every
Cost: ; Mins: Archery 5, Essence 4; Type: Permanent action he takes; he does not have to use this action if he chooses.
Keywords: None This does not apply to Artillery weapons without further Charms.
Duration: Permanent At Archery 7, Essence 7 a Lawgiver may repurchase this Charm
Prerequisite Charms: There Is No Wind to make it a permanent effect so long as the Solar has a readied
The Solar Exalted of the Dawn Caste embody martial range weapon available. He must own the weapon or be attuned to
excellence, surpassing all other lesser warriors. Were he to fight in it and he cannot activate this Charm on top of the permanent
the midst of a hurricane, or while suffering lethal wounds, or even effect; the Charm is fundamentally changed in this way.
with his eyes plucked out, the arrows of Sol Invictuss Chosen do
not fail. This Charm permanently enhances There Is No Wind
Charm. Any attack the Solar supplements with that Charm now
suffers no penalties at all, including wound and multiple action
penalties.

i8 8
Piercing Radiant Ray Stinging Swarm Attack
Cost: 6m 1wp; Mins: Archery 5, Essence 3; Type: Supplemental Cost: 1m; Mins: Archery 3, Essence 1; Type: Supplemental
Keywords: Combo-Ok, Mirror (Piercing Ghost Barb), Obvious Keywords: Combo-OK
Duration: Instant Duration: Instant
Prerequisite Charms: Forceful Arrow Prerequisite Charms: None
Essence coruscates around the Solars shot and before it strikes The arrows of the Lawgivers rain down upon their enemies like
his target it is consumed and turned to a single piercing ray of light. a swarm of deadly insects. This Charm supplements an Archery
This has the same mechanical effect as Piercing Ghost Barb from attack. It removes all multiple action penalties to the attack roll.
MoEP: Abyssals, pg 122. The only difference is that the attack will This Charm cannot be used with weapons with infinite rate.
never accidently strike an unintended target, living or otherwise.
Storm Of Sharp Steel
Rare Artillery Inclusion Cost: 4m; Mins: Archery 3, Essence 2; Type: Ref lexive (Step 1)
Cost: ; Mins: Archery 5, Essence 3; Type: Permanent Keywords: Combo-Basic
Keywords: Mirror (War-Machine Mastery) Duration: One Action
Duration: Permanent Prerequisite Charms: Stinging Swarm Attack
Prerequisite Charms: There Is No Wind The arrows of the Lawgivers rain down like a hailstorm. This
With this Charm a Lawgiver can bring his awesome power to Charm removes all multiple action penalties to Archery attacks
bear through even the mightiest of artillery weaponry. This Charm until the Solar's next action. If used with a weapon with infinite
allows the Solar to use his Archery Charms to effect attacks made rate, this Charm reduces penalties only to the first five attacks.
with weapons that have the artillery tag (A). He may use any
Simple, Supplemental or Ref lexive Charms of duration Instant Ten Storms Strike
with such weapons. The first use of a Charm in this manner carries Cost: 1m per die; Mins: Archery 4, Essence 2; Type: Supplemental
a one willpower surcharge as well as a mote surcharge equal to the Keywords: Combo-Ok, Mirror (Death's Hoary Breath), Obvious
minimum Essence of that Charm on every use. Extra Action Duration: Instant
Charms cost one point of willpower along with the mote surcharge Prerequisite Charms: There Is No Wind
on every use; this is on a per-Charm activation, not for every attack The Lawgiver imbues his arrow with exceptional force, all of
made. which is focused into the point of impact. For every mote spent on
Charms that have a duration longer than Instant do not extend this Charm the Solar adds one post-soak die of damage but he
their effects to artillery weapons used by the Solar except for cannot spend more motes in this way than his (Strength).
Phantom Arrow Technique and only at Essence 4. The cost to At Archery 5, Essence 5 the Lawgiver may also ignore his
summon artillery ammunition costs a number of motes equal to opponent's Hardness so long as he spends at least one mote
the resource cost of that ammunition + 1. activating this Charm.
At Archery 6, Essence 6 the Lawgiver may repurchase this
Charm. This removes the mote surcharge associated with using Thousand Arrows Cloud Attack
Archery Charms but all Willpower surcharges remain. Cost: 18m, 1wp; Mins: Archery 5, Essence 5; Type: Simple
Keywords: Combo-Basic, Obvious, War
Singular Golden Barrage Duration: Instant
Cost: ; Mins: Archery 4, Essence 3; Type: Permanent Prerequisite Charms: Arrow Storm Technique, Rain of Feathered
Keywords: None Death
Duration: Permanent The Solar archer is to be feared above all others. Raising her
Prerequisite Charms: Phantom Arrow Technique bow to aim at the sky, she looses a single arrow that for an instant
This Charm permanently enhances its prerequisite, allowing it disappears in a burst of golden light, washing the battlefield with
to summon otherwise mundane ammunition with a Resources its brilliance. Then, thousands of arrows fall, littering the ground
value equal to half the Solars Essence. It also allows the Exalts before disappearing in puffs of Essence. This Charm is a single
Phantom Arrow Technique to apply to weapons that have a Archery attack that is applied to every enemy the Chosen could
hearthstone or other power requirement that is currently validly attack out to the maximum range of her weapon; range
unavailable; this costs a number of motes equal to the rating of the penalties apply per each targets distance. In mass combat, this
missing hearthstone or any similar rating if another power source is attack is applied against every enemy unit within range a number of
used. times equal to their own Magnitude.

Solar Comet Augmentation Titanic Weaponry Enhancement


Cost: (+1wp); Mins: Archery 5, Essence 4; Type: Permanentl Cost: ; Mins: Archery 5, Essence 4; Type: Permanent
Keywords: Mirror (Oblivion Spike) Keywords: Mirror (Colossal Relic Weaponry)
Duration: Permanent Duration: Permanent
Prerequisite Charms: Essence Arrow Attack, Infinite Archery Prerequisite Charms: Immaculate Golden Bow, or, Solar Flare
Master Methodology
This Charm enhances the Charm Essence Arrow Attack. When No armory could surmount the versatilit y of a Lawgiver's own
the Solar activates that Charm he may spend an additional point of essence-forged weaponry. This Charm allows the Solar to spend a
willpower, this increases the base damage bonus from (Essence) to Simple, non-Charm action to increase the size of his weapon to
(Essence x Essence). An attack enhanced in this way cannot appear titanic proportions, suitable for a being of Warstrider size. This
to be anything other than an awe-inspiring display of Solar power. weapon has its minimum strength requirement increased to ten but
also increases the damage bonus of that weapon by the Lawgiver's
Essence. The Range of his summoned Bow is increased by (Essence
x 20) yards and the range of the firewand summoned by Solar Flare
Methodology is increased by (Essence x 2) yards.

9 i 9
Twisting Endless Streamer
Cost: 5m; Mins: Archery 4, Essence 3; Type: Ref lexive (Step 6)
Martial Arts Charms
Keywords: Combo-OK, Obvious
Duration: Intant Anvil-Shattering Cadence
Prerequisite Charms: Third Archery Excellency Cost: ; Mins: Martial Arts 5, Essence 3; Type: Permanent
The Solar Exalted do not miss their marks, but merely find one Keywords: None
more suitable for their missile. When one of the Lawgivers Archery Duration: Permanent
attacks fails to hit its target, he may activate this Charm to switch to Prerequisite Charms: Hammer on Iron Technique
another valid target. The Solar does not treat this as a new attack The hands of the Dawn fall like rain on their enemies. This
for the purposes of activating Charms or rolling dice in Steps 1 Charm improves Hammer on Iron Technique if the solar spends
through 6 of resolution, but the target does. If the new target is in a 1m extra on activation. It increases the maximum number of
range bracket farther away than the original, the Exalts successes attacks received from Hammer on Iron Technique to (Dexterit y+1)
should be reduced accordingly, and this should guide application of or (Essence+1), whichever is higher, and removes the restriction
any other potential environmental penalties that would not have that all attacks target a single opponent.
affected the original attack. The Exalt may not switch targets with
this Charm more than (Essence) times on a single attack. Armor-Ripping Fingers
Cost: ; Mins: Martial Arts 5, Essence 3; Type: Permanent
Typhoon Of Unstoppable Arrows Keywords: None
Cost: 12m 1wp; Mins: Archery 5, Essence 5; Type: Supplemental Duration: Permanent
Keywords: Combo-Ok, Mirror (Midnight Storm Of Unstippable Prerequisite Charms: Steel-Shattering Palm
Bolts), Obvious This Charm permanently enhances Steel-Shattering Palm. The
Duration: Until Next Action character may now use this Charm against any worn object on the
Prerequisite Charms: Ten-Storms Strike, Indomitable Arrow's target, not merely weapons.
Flight
The Lawgiver's glory displays itself with every sequential Blow-For-Blow Exchange
archery attack he makes; every arrow a shooting star and every gout Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Ref lexive
of f lame a falling comet. This Charm only needs to be activated (Step 9)
once, from then until the Solar's next action every archery-based Keywords: Combo-OK, Counterattack, Obvious
attack he makes gains the benefit of being both Unblockable and Duration: Instant
Undodgeable as if he had used Indomitable Arrow's Flight for Prerequisite Charms: Hammer on Iron Technique
every attack The roused Lawgiver is terrible and devastating, and only the
greatest villains can survive their retribution. The Exalt may
Violent Destruction Bolt activate this Charm during the last attack action in a f lurry of
Cost: 6m; Mins: Archery 4, Essence 3; Type: Simple (speed 4) attacks that targeted her at least once, and that she used her Martial
Keywords: Combo-Ok, Mirror (Horrific Pyre Arrow), Obvious Arts Parry DV to defend against. For each attack that targeted her
Duration: Instant the Solar makes her own unarmed Martial Arts counterattack in a
Prerequisite Charms: Any Archery Excellency, Essence Arrow f lurry that is resolved during Step 9 of the opponents last attack
Attack against her. These attacks are all made at the Solars full Dexterit y
Essence sheathes the Lawgiver's arrow in transparent golden + Martial Arts dice pool, and they inf lict an onslaught penalt y as a
f lames that cause significant damage to everything that it strikes. normal f lurry would. The Exalt only suffers the highest single DV
This Charm is an Archery attack that inf licts aggravated damage. penalt y of any one of the attacks in her answering f lurry.

Braving The Roaring Forge


Cost: (8m); Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Hammer Assaults Anvil Denial
This Charm permanently enhances the Exalt, allowing him to
activate Hammer Assaults Anvil Denial at a cost of eight motes to
increase its duration. For the rest of the action the Solar freely
applies Hammer Assaults Anvil Denial against the attacks of any
foes who he himself previously attacked during his action or as part
of a counterattack. All such parries remain subject to the same Flaw
of Invulnerabilit y as the Exalts Hammer Assaults Anvil Denial.

Burning Corona Of The Sun


Cost: ; Mins: Martial Arts 4, Essence 4; Type: Permanent
Keywords: Holy, Obvious
Duration: Permanent
Prerequisite Charms: Solar Hero Form (Revised)
The power of the Unconquered Sun resides in the Exaltation of
every Lawgiver. When it is made manifest through their anima, the
fires of Heaven will scourge the foes of Creation. When a Solar's
anima is at the bonfire or iconic level (11+ motes of peripheral
essence spent) and Solar Hero Form is active, his unarmed attacks

i 10 10
inf lict aggravated damage against creatures of darkness. Dragon's Sinuous Evasion
Additionally, creatures of darkness exposed to the Solar's
Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Ref lexive
totemic anima will be unable to recover any health levels or nullify
Keywords: Combo-OK, Stackable
any wound penalties as long as it is on display (see page 114 of
Duration: Indefinite
Exalted; if the character does not spend Essence for an action, the
Prerequisite Charms: Dragon Coil Technique
effect fades until he does so), as the fire of his anima scourges their
The Lawgiver binds his enemies to his will, but is not weakened
wounds and prevents them from closing, or their pain from
by the exertion. The Solar may activate this charm in step 10, after
dulling.
the initiation of a clinch, whether or not the Lawgiver was the one
starting it. The Solar may use his DVs freely within that clinch as
Colossus-Hurling Onager Arm long as the essence for this charm remains committed. This charm
Cost: ; Mins: Martial Arts 6, Essence 6; Type: Permanent may be activated seperately for more than one clinch, if the Solar
Keywords: None maintains more than one. This does not eliminate the initial DV
Duration: Permanent penalt y for starting a clinch.
Prerequisite Charms: Horizon-Hurling Tactic
When the Lawgivers wax wroth, even the Titans themselves Enemy Shield Defense
may be cast from their thrones, sent tumbling downward with force
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Ref lexive (Step 2)
to shatter the earth. This Charm permanently enhances its
Keywords: Combo-OK, Counterattack
prerequisite, increasing the range the enemy can be thrown to up to
Duration: Instant
(Martial Arts x 25) miles. When thrown to the maximum range,
Prerequisite Charms: Dragon's Sinuous Evasion
the opponent's f light takes approximately half an hour.
The Solar holds out his enemies against all attackers, and their
A second purchase at Essence 8 increases the maximum range
attacks are blunted - at least as far as he is concerned.
the enemy can be thrown to (Martial Arts x 100) miles, which takes
This charm is activated in step two of a defense; it allows the
course over approximately two hours. If the enemy is thrown at
Lawgiver to use any victim he is clinching as a melee or martial arts
least 500 miles away, then all falling damage he takes is converted
weapon for purposes of parrying, allowing the Lawgiver to defend
to lethal damage, although the amount he takes remains capped at
in a clinch without penalt y. The 'weapon' has a defense bonus
25L. Landing on a soft or forgiving surface, such as falling into
equal to the extra successes the lawgiver has on the clinch, to a
deep water, does not reduce the damage taken but changes it to
maximum of essence, or if his opponent controls the clinch, a
bashing damage.
defense penalt y equal to the number of extra successes they rolled,
A third purchase at Essence 10 increases the maximum range
to a maximum of their essence. If the attack is blocked successfully,
the enemy can be thrown to (Martial Arts x 1,000) miles. A Solar
it is applied directly to the character used as a weapon in step 9 as a
Hero with Martial Arts 10 is capable of throwing a foe 10,000
counterattack. This attack is considered successful with a number
miles, which is sufficient to hurl an enemy all the way from the
of extra successes equal to the amount that the parry DV exceeded
Hundred Kingdoms to the Western Ocean. If the enemy is thrown
the original attack. This is a redirection effect.
the maximum distance possible, the f light takes a full t went y-four
hours. Being thrown at least 5,000 miles converts all falling
damage taken to aggravated damage, although the amount taken Eternal Warrior Sutra
Cost: ; Mins: Martial Arts 4, Essence 3; Type: Permenent
remains capped at 25A. Landing on a soft or forgiving surface, such
as falling into deep water, does not reduce the damage taken but Keywords: None
changes it to lethal damage. Duration: Permenent
Prerequisite Charms: Any Form Type Charm
Creation's Armory Technique A Lawgiver must always be prepared even in times of peace.
This charm allows a Solar to commit the essence and willpower
Cost: ; Mins: Martial Arts 5, Essence 3; Type: Permanent
cost of a Form t ype charm. When desired the Solar can ref lexivly
Keywords: None
enter into the Form as a ref lexive diceless action. The Solar can
Duration: Permanent
leave the form as his action. The commited essence allows a Form
Prerequisite Charms: Sledgehammer Fist Punch
to be maintained indefinatly. These benefits remain as long as the
To the true Lawgiver, Creation offers up her bounties to be
Solar has commited essence to this charm.
turned against her foes. This Charm permanently enhances any
Walking around town in any martial arts form with the
improvised weapon that a character uses, increasing its Accuracy
obvious tag will garner notice and is usually not recommended.
and Defense ratings to +0.

Dousing The Glowing Iron Fist Shattering Punch


Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type:
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Ref lexive (Step 2)
Counterattack
Keywords: Combo-OK
Keywords: Combo-OK, Crippling, Obvious
Duration: One action
Duration: Instant
Prerequisite Charms: Any Martial Arts Excellency, Fists of Iron
Prerequisite Charms: Sledgehammer Fist Punch
Technique
With this charm, attacking the Solar Exalted becomes a risky
The Solar Exalted are heroes of unsurpassed puissance, and
proposition. Whenever a Solar Exalted is attacked in combat he
their epic feats can only bolster their confidence. When the Exalt
may immediatly make an attack against the weapon he is being
activates this Charm, every unarmed Martial Arts attack she
attacked by. The Lawgiver's difficult y is determined by the number
performs during her action adds one to her Parry DV instead of
of successes on the attack roll. If the Solar Exalted exceedes these
subtracting one, up to a maximum of (her Essence). For the
successes on his own Martial Arts attack, this charm breaks any
duration of the Charm the Solar can parry ranged and lethal
mundane weapons used at attack the Solar.
attacks unarmed without a stunt.
More painfully, if used against an attacking limb the strike, the
attacker suffers a number of unsoakable levels of lethal damage
equal to the Solar's Essence. Every level of damage causes a -1
penalt y to all attacks involving the limb in question until the

11 i 11
wound heals normally. Duration: Instant
At Essence 5, the Solar may expend an additional 3 motes of Prerequisite Charms: Dousing the Glowing Iron
essence to use this charm to break artifacts. Though the Solar Exalted may allow their foes the chance to
This charm is considered a counterattack and may be defended strike them, they shall always deny their enemies that greatest of
against accordingly. desires: to win. This Charm allows the Chosen to swat aside the
Targets resistant to crippling attacks still suffer the damage of assaults of their enemies, performing an unarmed Martial Arts-
this strike, but not the associated penalt y to actions. based parry against an attack that is not unexpected. If an attack is
ranged the Exalt may activate this Charm for four motes, perfectly
Flickering Light Strike parrying it even if it is unblockable. If the attack is in close combat,
Cost: 4 motes; Mins: Martial Arts 3, Essence 2; Type: Ref lexive the Solar spends six motes to forcefully knock aside the blow,
(Step 2) perfectly parrying it even if it is unblockable; the attacker is then
Keywords: Combo-OK forced back a number of yards equal to the Exalts Strength unless
Duration: Instant they succeed on a ([Dexterit y or Strength] + [Athletics or
Prerequisite Charms: Any Martial Arts Excellency, Fists of Iron Resistance]) roll against a difficult y of the Solars Essence. This
Technique Charm may be used to parry lethal and ranged attacks unarmed
As an enemy moves to attack, the character moves faster. In the without a stunt or other Charm.
instant that her opponent's guard is down, she strikes. This Charm When the Solar parries with this Charm using a mundane
allows the character to create a counter-attack in Step 2 of attack weapon, if the incoming attack would have dealt 25L or more raw
resolution. If the counter-attack succeeds, in addition to dealing damage the weapon is destroyed after the successful parry. As with
normal damage, it applies an internal penalt y to the attacker's all Solar perfect defenses, this Charm is subject to one of the Four
attack roll equal to the number of successes by which the counter- Flaws of Invulnerabilit y (see Exalted, p. 194).
attack beat the initial attack. All other effects of the counter-attack
(including wounds or other Charms supplementing the attack) do Hook Hand Approach
not apply until after resolution ends, as normal for counterattacks. Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
This Charm may not be activated in conjunction with other Keywords: Combo-OK
counterattacks. Duration: Instant
Prerequisite Charms: Thunderclap Rush Attack
Golden Omphalos Grappling The character's hand moves in a blur, grasping an opponent's
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 3; Type: weapon. The character adds her Essence in dice to a single disarm
Supplemental attempt, and the attempt is made at a base difficult y of 1.
Keywords: Combo-OK, Obvious
Duration: Instant Knuckles Of The Adamant Bravo
Prerequisite Charms: Solar Hero Form Cost: ; Mins: Martial Arts 5, Essence 3; Type: Permanent
Though the very Kukla should wind his might y coils about the Keywords: None
shoulders of the Lawgiver, and all heaven bear him down, still he Duration: Permanent
shall stride upright. This Charm supplements the player's Martial Prerequisite Charms: Solar Hero Form
Arts roll to win an opposed grapple test and guarantees that the The bellicose valor of the Dawn caste stands upon their
player wins. This Charm can be used to escape restraints on the knuckles like Orichalcum studs in their aristeia. This Charm
character's movement that are analogous to being grappled, but it is improves Fists of Iron Technique if the solar spends 2m extra on
most often used in clinching. Resolve such clinch tests normally. If activation. It increases the duration to one scene and changes the
the player would have lost the test without this charm, then he t ype to Ref lexive (Step 1).
succeeds, calculating the effects based on an assumption of 0 attack
successes. Level Field Attitude
This charm is especially powerful and adds the Lawgiver's Cost: 6m, 1w; Mins: Martial Arts 5, Essence 3; Type: Ref lexive
Essence in bonus successes to opposed rolls to determine which Keywords: Combo-OK, Obvious
charm is triumphant when it conf licts with another charm. Duration: One Scene
Prerequisite Charms: Grasping Hand Technique, Hook Hand
Grasping Hand Technique Approach
Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Ref lexive (Step 2) No weapon may strike the character; any attempt is met with
Keywords: Combo-OK fierce retribution. As long as the character is unarmed, she may
Duration: Instant make a free disarm attempt against any weapon which attacks her
Prerequisite Charms: Thunderclap Rush Attack for the remainder of the scene. Taking such an attempt reduces the
The character reaches out as an opponent attempts to strike character's DV by 1 until her next action; this effect stacks. This
her, and removes her weapon. It may be used normally in response Charm may be used against Melee attacks, Martial Arts attacks that
to a Melee or Martial Arts attack using a weapon, and stunted use a weapon, and Thrown or Archery attacks (in which case the
against Archery or Thrown attacks. The character may make an Wits + (Abilit y) roll to resist disarming is only for the sake of
immediate unarmed disarm attempt against the attacker, which mechanics, not literal).
resolves normally; if the character succeeds in disarming his
attacker, the attack fails. This Charm may not be comboed with Lightning Finds Tree Approach
Charms or effects which prevent DV penalties; any such Charms Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 4; Type:
are surpressed for the duration of the current attack. Supplemental
Keywords: Combo-OK, Obvious
Hammer Assaults Anvil Denial Duration: Instant
Cost: 4m or 6m; Mins: Martial Arts 4, Essence 3; Type: Ref lexive Prerequisite Charms: Thunderclap Rush Attack
(Step 2) The enemies of Creation must face the unstoppable,
Keywords: Combo-OK, Counterattack, Knockback, Obvious inescapable wrath of the Solar Exalted. This Charm supplements

i 12 12
an unarmed Martial Arts attack, allowing the Exalt to move up to met with a large structure (such as a house, ship or castle) which
(Martial Arts x 2) yards in a ref lexive leap or dash to the target has been built through ill-gotten or unjust means, or which serves
before striking, and making the attack impossible to either parry or an evil or unjust purpose, the martial artist gathers golden Essence
dodge. into his arms and pronounces judgment. This may be as short as a
single word, or as long a speech as he cares to make it. He then
Masterless Flexibility Style proceeds to carry it out with his own hands.
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple The martial artist makes a (Strength + Martial Arts) check
Keywords: Combo-OK, Obvious against a difficult y equal to the Resources cost of the structure. If
Duration: One scene the check is successful, the structure has been dealt a fatal blow:
Prerequisite Charms: Solar Hero Form f loors crack, pillars topple and walls crumble. Creatures caught
The great warriors of the Solar Exalted cannot be constrained. inside are subject to environmental damage with a Damage of
For the remainder of the scene, the Solar can apply his Dodge DV (Resources cost)L/action and a Trauma of 3. As long as it is a single
or unarmed Parry DV even if engaged in a clinch. Though DVs do structure, there is no upper limit on the size of what may be
not apply to the clinch itself, he can automatically escape a clinch by destroyed by this Charm. Structures constructed out of the magical
invoking a perfect dodge or perfect unarmed parry when the materials are not affected. Whatever the destruction wrought by
grapple check would normally take place. Finally, if the Solar is in this Charm, the structure will cause no harm to the martial artist
control of a grapple he may use his victim as an improvised weapon himself. He may leisurely walk through the halls of the collapsing
with a Damage bonus of +4B. He may maintain the clinch palace, secure in the justice of his act.
ref lexively at the beginning of every turn while doing this, though If the structure is a Manse, replace (Resources cost) for (Manse
not if he wishes to crush or throw his victim. rating + 1) for all effects. The difficult y of the initial check is
reduced by 1 for every dot of the Fragilit y drawback, and increased
Meteor-Driving Kick by 2 if the Manse possesses the Fortress power. In addition to the
Cost: ; Mins: Martial Arts 5, Essence 3; Type: Permanent environmental damage caused by the structural collapse, the
Keywords: None geomantic disruption causes a cataclysmic essence explosion. All
Duration: Permanent creatures caught inside suffer [(Manse rating + 1) x 5]L damage.
Prerequisite Charms: Solar Hero Form (Revised) The martial artist is not safe from this effect.
A Lawgiver is never unarmed: Creation itself is her weapon.
This Charm permanently enhances Sledgehammer Fist Punch. Peon-Flinging Flick
When the martial artist strikes an inanimate target with an attack Cost: ; Mins: Martial Arts 3, Essence 2; Type: Permanent
supplemented by Sledgehammer Fist Punch, she may send it f lying Keywords: None
one yard for every point of raw damage. The character may use this Duration: Permanent
abilit y if her (Strength + Martial Arts) would be enough to throw Prerequisite Charms: Dragon Coil Technique
the object as a Feat of Strength (see Exalted, p.127). She may use The Solar Exalted are champions of Creation, heroes to stand
the inanimate object to attack a distant target: make a (Strength + against the greatest and most terrible of monsterswhen confronted
Martial Arts) attack, using an Accuracy rating of +Essence and a with unworthy foes, they bring to bear nothing but scorn and
Damage rating appropriate to the weight of the object (e.g., a derision. If the Lawgiver knocks back or throws an enemy, the
yeddim would deal +18B ). The damage caused is piercing and distance they f ly is increased by the Solar's (Martial Arts +
t ypically bashing, but it can be lethal if the object is sufficiently Essence). Against Extras, the distance is multiplied by the Solars
dangerous. (Martial Arts x 2).

More-Than-Mortal Fist Arete Sifu Exceeding Genius


Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Ref lexive Cost: ; Mins: Martial Arts 5, Essence 5; Type: Permenent
Keywords: Combo-OK Keywords: None
Duration: One scene Duration: Permenent
Prerequisite Charms: Fists of Iron Technique Prerequisite Charms: Infinite Martial Arts Mastery, Any 2 Form
Against the greatest swords ever forged upon the anvil of highType Charms
artifice, the Suns Chosen need raise only his bare first, and it will A Lawgiver excells in all things and those that train them
find an even match. Invoking this Charm, the Lawgiver imbues his quickly find their abilities outreached.
natural unarmed attacks with the benefit of his Fists of Iron Purchase of this Charm reduces by one dot each the minimum
Technique for the duration of a scene, rather than a single attack.Martial Arts and Essence required for any Supernatural Martial
When the Lawgiver activates Solar Hero Form, he may also invoke Arts charm. Therefor a martial arts Charm requiring Essence 6 and
More-than-Mortal Fist Arete without it counting as Charm Martial Arts 5 would require only Essence 5 and Martial Arts 4.
This abilit y specifically does not reduce the requirments of a
activation. The Solar cannot invoke Fists of Iron Technique to stack
its benefits doubly with those already granted to the weapon. Martial Arts charm that is not a Supernatural Martial Art.
At Essence 5, this Charm also grants the Lawgiver's natural Additional Martial Arts charms developed specifically for a
attacks the magical material bonuses of orichalcum, as if they wereSupernatural Martial Arts st yle are an exception to this with Story
forged of it. They are treated as being made of an indestructible Teller approval.
magical material for all purposes. Purchasing this charm allows a Solar who knows a st yles form
t ype charm to learn the remaining charms in the tree without an
Palace-Shattering Judgment instructor, even if one would normally be required. The charms
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple must be learned normally and must follow the proper pattern.
Keywords: Combo-Basic, Obvious This charm can be purchased twice if the Solar has leared at
Duration: Instant least 4 form t ype charms. Doing so allows a Solar to train herself in
Prerequisite Charms: Heaven Thunder Hammer (Revised) any martial arts st yle that she has seen and easily create new st yles,
No t yrant is safe from the judgment of the Solar Exalted, for under Story Teller supervision.
even the mightiest of fortresses will not stand in their way. When

13 i 13
Solar Dragon Form higher total bonus than her Essence to her DV in this manner, but
bonuses added in this way do not count towards maximum Charm
Cost: 7m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5,
bonuses.
DV-1)
Keywords: Form-t ype
Duration: One Scene Throat-Drumming Atemi
Prerequisite Charms: Solar Hero Form Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Ref lexive
The Solar exalt tenses his muscles to steel and twists with the (Step 1) Keywords: Combo-OK, Crippling, Stackable
sinuous power of a coiling dragon. Duration: Instant
For the duration of this charm, the solar adds his essence to his Prerequisite Charms: Fists of Iron Technique
strength for all purposes related to clinching or athletics. Striking bet ween eyeblinks, the Solar dazes his opponent with
a strike that seems to create pain from nowhere. This charm
Steel-Shattering Palm supplements a martial arts attack action, changing it as follows:
The attack cannot successfully harm the target. It does no
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple (Speed 5,
damage, and any effect (outside those of this charm) which depends
DV -1)
on the attack hitting or damaging the target to function fails.
Keywords: Combo-OK The attack does not suffer a multiple action penalt y, nor does
Duration: Instant
it contribute to further multiple action penalties. If you supplement
Prerequisite Charms: Any Martial Arts Excellency, Sledgehammer
the first three attacks in a f lurry of five attacks with this charm, the
Fist Punch
multiple action penalties will be -0, -0, -0, -2, and -3. You must
Through speed and force, the character reaches out and
declare which attacks in a f lurry will be supplemented by this
shatters her opponent's weapons. This Charm allows the character
charm before the f lurry is begun. The number of attacks is still
to make an unarmed attack against an opponent's weapon; this
limited by rate, and no more than (Essence) attacks per f lurry can
attack may not be parried by the weapon in question. If the attack
be supplemented by Throat-Drumming Atemi.
succeeds, the character deals no damage. Instead, she rolls Strength The attack still inf licts an onslaught penalt y to DV.
+ Martial Arts. The difficult y is 1 for standard weapons, 2 for Fine
At Essence 3, the Lawgiver may spend 5 xp (4 xp if Martial
weapons, 3 for Exceptional weapons, 4 for Perfect weapons, and (4
Arts is a favor abilit y) to learn the advanced form of this technique,
+ Artifact level) for artifact weapons. If the roll succeeds, the
the Heart-Quavering Drumbeat, making the following possible:
weapon is broken and useless. Essence-users may spend Essence to The Exalt spends one Willpower when activating this Charm
reduce the effects of this Charm; every 4 motes spent reduces the
for the first time in a f lurry, and each attack supplemented by
Strength + Martial Arts roll by 1 success. This is done after the
Throat-Drumming Atemi in that f lurry that successfully hits
results of the roll are known.
inf licts a stackable -1 internal penalt y to the target's rolls until the
Broken objects may be repaired normally.
target's DV refreshes twice. This penalt y is a Crippling affect and
is considered a Wound Penalt y (see p.121 and p.150 of Exalted
Storm Of Fists Prana Second Edition.)
Cost: 6m; Mins: Martial Arts 3, Essence 2; Type: Ref lexive (Step 1)
Keywords: Combo-Basic Throwing The Light Technique
Duration: One Action
Cost: 3m or 5m; Mins: Martial Arts 3, Essence 2; Type: Simple
Prerequisite Charms: Thunderbolt Fist Attack
(Speed 5)
The Lawgivers attacks are as swift and relentless as a monsoon.
Keywords: Combo-OK, Obvious
This Charm removes all multiple action penalties to his Martial
Duration: Instant
Arts attacks until his next action.
Prerequisite Charms: Fists of Iron Technique
Like the rays of the sun, the Solar's attacks f ly far and strike
Strikes Of Promised Victory true. This Charm is an attack with a thrown improvised weapon. It
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: extends the range of the weapon to (Essence x 10). Penalties accrue
Supplemental for throwing beyond range as normal.
Keywords: Combo-OK, Obvious If the Solar has Essence three or more, he may spend an
Duration: Instant additional two motes to make a ranged attack even if he has no
Prerequisite Charms: Heaven Thunder Hammer (Revised) improvised weapon to throw. Instead, a blast of golden light f lies
No foe, however skilled, is beyond the reach of the Solar Exalted. from his hand or foot. These attacks have the statistics of a punch
This Charm supplements an unarmed attack and guarantees that it or kick, but have a Range of (Essence x 10.) Penalties accrue for
hits. Resolve the attack normally: if it would have missed without attacking beyond range as normal.
this Charm, then it hits, calculating its raw damage based on an
assumption of 0 attack successes. Thunderbolt Fist Attack
Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Supplemental
Sunlight Out Of Shadow Keywords: Combo-OK
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple Duration: Instant
(Speed 5, DV -1) Prerequisite Charms: Fists of Iron Technique
Keywords: Combo-OK The Lawgivers strike with the fury of the storm. This Charm
Duration: Instant supplements a Martial Arts attack. It removes all multiple action
Prerequisite Charms: Thunderclap Rush Technique, Infinite penalties to the attack roll. This Charm cannot be used with
Martial Arts Mastery weapons with infinite rate.
The power of the Solar Hero is such that she can act without worry
for defense; her actions are filled with grace as she commits herself
wholly to the attack. For the duration of this Charm, the character
treats all of her attack actions as having a DV modifier of +1,
instead of their normal penalties. The character cannot add a

i 14 14
Thunderclap Rush Attack (2)
Cost: 3m; Mins: Martial Arts 2, Essence 2; Type: Ref lexive (Step 1)
Melee Charms
Keywords: Combo-OK
Duration: Until next action A Hundred Rays Of Light
Prerequisite Charms: Fists of Iron Technique Cost: 6m; Mins: Melee 4, Essence 3; Type: Ref lexive
When the Solar Exalted move, they are swifter than lightning. Keywords: Combo-ok, Obvious
This Charm suffuses the martial artist's muscles with Essence, Duration: Scene
reducing the Speed of all her actions by 1, the multiple-action Prerequisite Charms: One Weapon, Two Blows
penalties of her f lurry by 2, and the total DV penalt y of her f lurry The light of the sun moves with infinite speed, touching all of
by 2. creation instantly, stretching from one side of the world to the
other at the instant of dawn. The solar may move with f lickering,
Unhesitating Fist Approach unbelievable speed.
This charm reduces extra actions penalties by half of the
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
character's melee, rounded up, and adds one to the rate of each
Keywords: Combo-Basic
weapon and unarmed attack. It cannot be used in conjunction with
Duration: Instant
extra actions charms that do not allow split actions; if it is, the
Prerequisite Charms: Fists of Iron Technique
effects of the charm do not apply but the charm does not end.
The Solar is always ready for battle. This Charm supplements a
Join Battle action. It adds the Solar's Essence in automatic successes
to the roll. Armor-Cracking Stance
Cost: 1m per 1L/1B Hardness; Mins: Melee 2, Essence 3; Type:
Wielding The World Supplemental
Keywords: Combo-OK
Cost: 2m; Mins: Martial Arts 5, Essence 3; Type: Ref lexive (Step 1
Duration: Instant
or 2)
Prerequisite Charms: Any Melee Excellency
Keywords: None
Some of the greatest warriors of the Primordial War were
Duration: Instant
somehow able to break through the armor of their foes and find
Prerequisite Charms: Solar Hero Form
the vulnerable points to exploit. This Charm allows the Lawgiver
A master of the Lawgiver's warrior art counts earth and sky as
to ignore a number of his opponent's Hardness for a cost of 1 mote
the walls of his armory, wielding all that falls in to his hands. This
per 1L/1B Hardness. The Lawgiver cannot spend more motes to
charm allows the Lawgiver to seize anything he can lift with a Feat
fuel this Charm than his (Valor + Essence).
of Strength and wield it as a weapon long enough to make, or parry,
a single attack, as part of that attack. In addition to that basic effect,
the following rules also apply: Autumn Resplendent
The Lawgiver may ignore any accuracy, damage, or defense Cost: 3m; Mins: Melee 5, Essence 3; Type: Ref lexive
penalties caused by the weapon, and the rate is increased to 1 if it is Keywords: Combo-Ok, Obvious
lower. Duration: instant
If the Lawgiver has Essence 4, he may not only wield, but also Prerequisite Charms: A Hundred Rays of Light
throw, anything he can lift with a Feat of Strength. As the leaves fall in the autumn, drifting effortlessly to the
If the Lawgiver attempts to wield something that can oppose ground in such numbers that they cannot be counted, so does the
his attempts to wield it, the charm fails unless the tentative weapon solar using this charm dispatch his enemies; he moves as a cool
is an extra. Extras used to parry or deliver attacks suffer the full breeze unimpeded, and his enemies cover the ground thickly.
damage of that attack. The solar using this charm ignores the first essence actions in
Without even activating this charm, the Lawgiver may any f lurries he makes for purposes of multiple action penalties;
ref lexively evaluate anything he could use as an improvised weapon they neither suffer from those penalties, nor inf lict them on other
with this charm to learn it's accuracy, defense, rate, damage, and actions. Thus, an essence 3 solar making 5 actions in a f lurry with
tags; in other words, no one who has this charm will ever be this charm will suffer penalties of -0, -0, -0, -2, -3. This does not
ignorant of the bonuses they'll gain from using it. allow the solar to exceed the rate of his weapons. This Charm is
compatible with its prerequisites.

Avalanche Warding Blow


Cost: 5m,1w; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Five Fold Bulwark Stance
The Lawgivers were once called to wage war upon the makers of
nature, and so girded themselves against the threats of nature. By
striking out at the persistent threats of an area, leaving shockwaves
of essence in her wake, a Solar can use his melee skill to help
prevent environmental damage.
The Solar adds her Melee skill to all rolls to resist trauma from
environmental damage. The result is either a semi-continuous
series of tremendous blows that drive away the source of the
damage, or the Solar strikes the ground with her sword in order to
f loat and hop above the source of the danger. Without the use of
other charms, the solar cannot move effectively while enjoying the
benefits of this charm.

15 i 15
Blade Works Alone Chosen Hammer Strikes
Cost: 4m, 1wp; Mins: Melee 3, Essence 2; Type: Simple (Step 1) Cost: ; Mins: Melee 5, Essence 4; Type: Permenant
Keywords: Combo-Ok Keywords: -
Duration: Instant Duration: Permenant
Prerequisite Charms: One Weapon, Two Blows Prerequisite Charms: One Weapon, Two Blows, Iron Whirlwind
While often the foes of the Lawgiver would perish under an Attack
infinite hail of blades, some of the Chosen would learn that a single The strikes of the Chosen fall one after another. With is anima
strike would often suffice. As long as it was backed with enough banner f lowing overhead (at 11+ mote level) the Solar's attacks
essence, of course. come one after another. Whenever making a f lurry consisting
When using this charm, the Solar must expend 4 motes of entirly of melee attacks, the multiple action penaly of a strike is
Essence and 1 Willpower to increase the damage of the strike by equal only to the number in the progression; i.e., the first attack
their Essence score. Furthermore, this strike allows the Solar to suffers a -1 dice penalt y, the second attack suffers a -2 penalt y and
ignore all internal penalties save wound or multi action penalties so on.
for the attack. Finally, this attack may not have its target changed
through charms or other abilities. Cleave The Flesh
Cost: 3m; Mins: Melee 3, Essence 1; Type: Ref lexive (Step 10)
Blazing Force, Blinding Speed Keywords: Combo-OK
Cost: 3m or 6m; Mins: Melee 5, Essence 3; Type: Supplemental Duration: Instant
Keywords: Combo-OK, Obvious Prerequisite Charms: Hungry Tiger Technique
Duration: Instant The Solar's sword slays t wo men with one blow. Whenever the
Prerequisite Charms: Unerring Blade Solar's attack drops an opponent to Incapacitated or below, he may
The Solars can strike with the unstoppable force of the rising use this charm to follow through with the strike and attack another
sun or the inescapable speed of a ray of light. This Charm opponent within reach.
supplements a Melee based attack. For each attack, choose whether
this Charm renders it undodgable or unblockable. If the Solar has Command The Blade
Essence 4, he may spend an additional 3 motes to render the attack Cost: (1 wp); Mins: Melee 5, Essence 4; Type: Permanent
both unblockable and undodgable. Keywords: None
Duration: Permanent
Blood Glutton Blossom Prerequisite Charms: Summoning the Loyal Steel
Cost: ; Mins: Melee 3, Essence 3; Type: Permanent This Charm permanently enhances Call the Blade, removing
Keywords: Combo-OK the range limitation from that Charm. The Solar may now call his
Duration: Permanent weapon from anywhere within line of sight.
Prerequisite Charms: Hungry Tiger Technique More significantly, the Solar may optionally spend 1 willpower
The Lawgivers can hew down living mountains when they when activating that Charm to draw his weapon from anywhere,
strike with conviction. This charm permanently improves Hungry regardless of whether it is chained down, held by another character,
Tiger Technique so that it allows the Solar's player to count extra halfway across Creation, or trapped in a pocket universe. When
successes on the attack roll three times for the purposes of summoned in this fashion, the weapon vanishes and reappears in
determining raw damage. This charm can be taken multiple times. the Solar's hands, with a burst of golden light on both ends. The
Each time, the Essence and Melee requirements, and the success summoning may be contested by any character holding the weapon,
multiplier, are increased by one. using an (Essence + Melee) roll, or by any sort of magical
containment or restraint as an Essence roll-off. In either case, this
Bronze Nimbus Charm's user rolls (Essence + Melee) and adds (Essence) successes
Cost: 2m; Mins: Melee 3, Essence 2; Type: Supplemental to his result.
Keywords: Combo-OK, Obvious
Duration: Instant Corona Of Radiance
Prerequisite Charms: Fire And Stone Strike Cost: 5m, 1wp; Mins: Melee 5, Presence 3, Essence 3; Type:
Summoning up a golden aura around their weapon, the Solar Ref lexive
infuses their attack with Essence, causing the strike to deal greater Keywords: Combo-OK, Obvious, Holy
damage on a successful hit. This Charm adds a number of post-soak Duration: Scene
damage dice equal to the Lawgiver's permanent Essence. Prerequisite Charms: Bulwark Stance, Enemy Castigating Solar
Rebuke
Celestial Defending Method The character channels essence through their body, using her
Cost: 6m; Mins: Melee 5, Essence 3; Type: Ref lexive (Step 2) weapon as an agressive focus. Her f lesh coruscates with f lickering
Keywords: Combo-OK, Obvious solar energy, and attacks made on her by creatures of darkness
Duration: One Tick suffer an external difficult y penalt y equal to her essence. Attacks
Prerequisite Charms: Bulwark Stance against such creatures deal aggravated damage and add essence dice
This Charm is a parry that allows the Chosen to perfectly in damage, and an unarmed attack by a creature of darkness on the
parry against any attack in step 5. The Charm raises the Parry DV character will inf lict essence dice of aggravated damage.
of the Chosen to an infinite level for the remainder of the tick the
charm was activated in. This charm does nothing against attacks Demon Hunting Slash
that cannot be parried, such as unblockable or unexpected attacks. Cost: 3m; Mins: Melee 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Iron Raptor Technique, Solar Counterattack

i 16 16
The foes of the Unconquered Sun would often f lee at the sight Using this charm, an Essence 6 Solar can lay low any being
of the Lawbringers, however in their Wisdom they were ready for with an Essence of 3 or lower, but the charm it utterly ineffective
such trechery. against a being with an Essence 4 or more. This is a crippling effect
When this charm is activated efforts to escape the rightous an can be resisted with Unbreakable Warrior's Mastery or the like.
justice of the Solar Exalted fail. If the Solar Exalted activates this
charm during attack declaration, the defender may not retreat from Dual Slaying Stance
or attempt to escape from the Solar Exalted until the defender's Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
next action. Keywords: Combo-OK
Duration: Instant
Demon Maiming Blow Prerequisite Charms: Any Melee Excellency
Cost: 2m/Health Level; Mins: Melee 4, Essence 3; Type: The Solar Exalt can wield two melee weapons simultaneously
Ref lexive(Step 10) and to great effect, using Essence to guide his hands. For a single
Keywords: Combo-OK, Obvious attack made using one or both weapons, he may ignore any off-hand
Duration: Instant penalt y and reduce any multiple action penalt y by 2. The Lawgiver
Prerequisite Charms: Fire and Stones Strike may activate this Charm a maximum number of times equal to his
The blows of an Elder Exalt are often enough to wound even (Melee + 1), per tick. He must be holding a melee weapon in each
the most powerful of beasts. During the Primordial wars this charm hand in order to activate this Charm.
was called Demon Maiming Blow, but during the Usurpation the
Dragon Blooded only knew that the strikes of their Mad Lords Dual Wielding Mastery
were terrible things to behold. Cost: ; Mins: Melee 3, Essence 2; Type: Permanent
Mechanically, during Step 10 of damage resolution the Solar Keywords: None
must activate the charm. This charm allows a Solar to convert any Duration: Permanent
damage to a target into health levels of damage at a cost of 2 motes Prerequisite Charms: Any Melee Excellency
per damage converted. Converted damage levels retain their initial The sun shines with equal brilliance as it rises and as it sets,
damage t ype (Bashing, Lethal or Aggravated) and though the and so too do the weapons of the Dawn shine in balance.
remaining damage may be adjusted normally. The character cannot A Lawgiver with this charm can dual wield weaponry with no
convert more dice into damage than his Strength. off hand penalt y. They also gain another the Dual Attack attack
option. How this works: Say we have a Solar Swordsman, he fights
Divine Bulwark Mastery with a Daiklave and a Reaper Daiklave. With material bonus they
Cost: ; Mins: Melee 6, Essence 6; Type: Permanent are Acc +4/+5 respectively and rate 4.
Keywords: Mirror (Abyssal Repulsion Transcendence ), Obvious This allows the Solar to make 8 attacks if he goes all out.
Duration: Permanent Assuming he has pool of 14 dice and 15 dice for the two swords, he
Prerequisite Charms: Fivefold Bulwark Stance, Protection of can actually make 8 attacks, and end up with a dice pool of zero,
Celestial Bliss and have a DV penalt y of 8. With dual strike he could do the same
With the deft touch of an artist, the Lawgiver places his weapon thing, saving that he could only pick 4 targets instead of 8, and be
in the path of attacks with consummate ease. When the Lawgivers at a penalt y of 4 through 7. The Solar would roll 10 dice for the
Fivefold Bulwark Stance is active, activating his Heavenly Guardian first Dual Attack and then one additional Die for the Reaper
Defense does not count as a Charm use for the purposes of because its accuracy is one point higher. If he rolled 5 successes and
activating other Charms or Combos. one success then the Daiklave would have 5 Successes and the
Reaper would have 6. This is done to minimize dice rolls and the
Divinely Ordained Strike Methodology player could roll both results seperatly if desired, for example if
Cost: ; Mins: Melee 5, Essence 6; Type: Permanent they had an electronic dice roller.
Keywords: None With weapons of differing rates, for example a Reaver Daiklave
Duration: Permanent and a Reaper Daiklave, the solar could make 3 Dual Attacks, the
Prerequisite Charms: Heaven-Graced Blow rate of the Orichalcum Reaver Daiklave, and 1 Attack Action with
This Charm permanently enhances Heaven-Graced Blow. the Reaper Daiklave.
When the Solar makes an attack supplemented by Heaven-Graced
Blow, he may spend an additional t wo motes to negate all internal
and external penalties, regardless of source. If the opponent does
not invoke a perfect defense, the attack will strike with full
successes. Attack Option: Dual Attack (Varies/-2)
The Chosen can strike with t wo blades as easily as a mortal may
Dragon Slaying Blow strike with one. A Dual Attack my be readily substituted for an
Cost: 4m, 1wp; Mins: Melee 6, Essence 6; Type: Ref lexive (Step 8) attack action during a Flurry, noting that it has a -2 DV penalt y
Keywords: Combo-OK, Obvious, Holy, Crippling instead of -1. A number of Dual Attacks can be made equal to the
Duration: Instant Rate of the slower weapon. If one weapon has a higher rate than the
Prerequisite Charms: Demon Maiming Blow other it may be used for Attack actions with any remaining Rate.
The blows of an Elder Exalt are often enough to fell even the Both attacks are made with the same dice roll, if the t wo weapons
most powerful of beasts. During the Primordeal wars this charm have different dice pools roll the additional dice and add the
was called Demon Slaying Blow, but during the Ursupation the successes to the main result. If essence is expened on one weapon
Dragon Blooded began to refer to it as Dragon Slaying Blow and in a dual attack, the same effect must be performed on both
the name has stuck. weapons in the dual attack. Dual Attacks are treated as single
Mechanically, during Step 8 of damage resolution the Solar attack for the purposes of defensive charms. The speed of a Dual
must activate the charm. This charm instantly kills the target if the attack is equal to the slower of the two weapons.
target's Essence score is more than 2points lower than their own..

17 i 17
If used in a combo, this allows the Solar to attack up to his exta Duration: Attunment
action allowance with both blades. However even with Five Fold Prerequisite Charms: One Weapon, Two Blows
Bulwark stance active, the Solar would still be at -1 to the DV By forging the will of the Unconquered Sun into their
because the DV penalt y of the Dual Strike is -2 weapons, a Lawgiver can empower even an artifact to greater
If the Solar uses First Melee Excellency on one blade, he must glories. When wielding an attuned weapon, the Solar may spend
use it on both and for the same amount, likewise if he uses Hungry additional essence and the weapon's accuracy and rate are raised by
Tiger Technique on one blade, he must use it on both. You cannot one. A Solar may also attune a non-artifact weapon with this
expend 3 motes for an excellency on one blade and 5 on the other. charm. Non-Artifacts that are attuned function with the increased
The same charms and the same amount of essence must be spent rate and accuracy and are treated as being made of the magical
on both blades. materials exclusivly for the purposes of being destroyed.
If the defender increases their DV against one attack, that DV
is used against both strikes. If the defender uses a perfect defense, Form Disrupting Strike
it protects against both strikes as they are considered the same Cost: 4m; Mins: Melee 5, Essence 3; Type: Simple (Speed 6, DV -1)
attack. Keywords: Combo-OK, Obvious
Duration: Instant
Falling Star Strike Prerequisite Charms: The Sun Also Sets, Fire and Stones Strike
Cost: 8m; Mins: Melee 5, Essence 4; Type: Simple Often a rivalries existed between the great Exalted Warriors of
Keywords: Combo-OK the First Age. At times a Martial Artist would speak of the
Duration: Instant greatness of his school of combat, comparing them to the best traits
Prerequisite Charms: Avalanche Warding Blow, Heavenly Guardian of all number of beasts. The only true way to demonstrate this skill
Defense, Soaring Crane Leap was through combat, and often the quiet warrior with a Daiklave
Using the whole of Creation as a platform from which to would be victorious. Form Shattering Strike allows an Exalted to
launch an attack, the Lawgiver strikes without warning and with strike a target with a hammer-blow that knocks them out of a form
terrifying accuracy. Instead of fearing falls from a great height, a t ype charm for a short period of time. When struck and damaged
Solar with this charm can use any source of speed, including by this charm, the target must make an Resistance + Stamina check
gravit y, as a deadly weapon. at a difficult y equal to the higher of the attackers Essence or the
By use of this Charm, the Solar becomes a living missile. He minimum damage of the attack. A success indicates that they are
makes a single attack at any target within (ticks before impact) * able to retake their form at the start of their next action. Failure
(Dex+Athletics + 3) yards. Any damage that would be incurred as a indicates that the target has been knocked out of his form charm
result of falling is instead added to the pre-soak strength of the and will have to execute the charm again to regain it.
Solar's blow, and the maximum damage added is 25B *
(Essence/2). The final damage is Piercing and Bashing, regardless of Gilded Champion Refuge
the weapon actually used. The Solar takes no damage from the fall. Cost: 2m; Mins: Melee 4, Essence 2; Type: Ref lexive (Step 2)
This charm may be activated at any point during a jump or fall, but Keywords: Combo-OK, War
once activated remains in place until the Solar contacts an enemy or Duration: One tick
solid surface. Landing is an Attack Action with Speed 7, DV-3 Prerequisite Charms: Bulwark Stance
With the Solar Exalted at their head, the righteous are nigh
Flawless Strike invincible. This Charm allows the Solar to lend his Parry DV to all
Cost: 2m; Mins: Melee 3, Essence 2; Type: Ref lexive (Step 3) allies within (Dexterit y) yards. For the duration of the tick those
Keywords: Combo-OK allies who accept this protection have the Solars Parry DV, which
Duration: Instant they can not enhance themselves, though the Exalt may do so
Prerequisite Charms: Dipping Swallow Defense normally. The target need not be aware of the attack, but the Exalt
The blades of the Solar Exalted do not err from their intended must see it coming. In mass combat, an Exalt leading a
course. This Charm negates all internal penalties, other than complementary unit may use this Charm to protect one other unit
multiple-action penalties, that apply to a single hand-to-hand attack. within the base Move range of his unit, lending them his own unit-
enhanced Parry DV. Another purchase of this Charm at Essence 4+
Foe-Cleaving Force allows the Exalt to protect others within the full range of his
Cost: (+1wp); Mins: Melee 5, Essence 3; Type: Permanent Charm-enhanced Move action. When protecting another character
Keywords: Obvious more than (Dexterit y) yards away, the Charm becomes Obvious
Duration: Permanent and the Exalt actually moves to become adjacent to his ward. This
Prerequisite Charms: Fire and Stones Strike is ref lexive and does not conf lict with normal Move actions.
With unparalleled skill, the Solar Exalt turns any strike into a
deadly blow. When one of the Solars attacks enhanced by Fire and Glorious Blade Of The Unconquered Sun
Stones Strike successfully hits, the Lawgiver may pay one Cost: 12m, 1wp; Mins: Melee 5, Essence 6; Type: Extra Action
Willpower in Step 8 of resolution to convert (Essence) dice of Keywords: Combo-Ok, Obvious, War, Holy
damage into automatic successes. Remaining dice are rolled Duration: Instant
normally. Prerequisite Charms: Blazing Solar Bolt, Glorious Solar Saber
At Essence 5+ a second purchase of this Charm enhances the
effect further. When the Willpower is paid, in addition to the base
(Essence) dice converted to successes, left over dice may be
converted into levels, every three dice (or fraction thereof) New Keyword: Attunement
becoming one level of damage. The attunement keyword indicates that this charm only works on
an attuned weapon and the essence expended remains commited
Forging The Spirit Weapon until the attunement is broken. This charm can only be activated
Cost: 5m, 1wp; Mins: Melee 4, Essence 3; Type: Permenant while a weapon is being attuned, following all t ypical attunement
Keywords: Attunment rules unless otherwise noted.

i 18 18
The Exalt makes raises her weapon to the heavens collecting hand as a diceless ref lexive action. If they ever break attunement to
the light of the Unconquered Sun and forming into a blade that is the original weapon, then they lose the abilit y to make a copy of it.
([Essence]X100) yards in length. The Solar can make a single attack Upon taking this charm the Solar Exalt gains the innate abilit y
which applies against all targets in a straight line in whatever to grant any weapon the holy f lag for 3 mote of essence for the
direction the Solar chooses further the Unconquered Sun does not remainder of a scene as a diceless ref lexive action.
mistake friend for foe and even if an ally is caught in the blade he This charm replaces Glorious Solar Saber.
takes no damage.
When used against a mass combat unit the damage of the strike Glorious Solar Charge
is multiplied by the unit's magnitude and its effect is considered to Cost: ; Mins: Melee 5, Essence 4; Type: Permanent
apply to even member of the unit. This charm is incompatable with Keywords: Combo-OK, Obvious
counterattack charms and they cannot be used in the same action. Duration: Permanent
The trick with this charm is that you one make one attack Prerequisite Charms: Glorious Solar Saber
versus all of your targets thus minimizing Essence usage and This charm permanently enhances the Solar's connection to
allowing for a truly monumental high damage combo. While this their Glorious Solar Saber. They are now able to draw it as they
damage would t ypically apply against every enemy in a line, a clever would a normal weapon, committing the motes to form the sword
enemy could stunt to block the attack by herself. as part of a miscellaneous Draw Weapon action that follows all the
normal rules for drawing weapons.
Glorious Golden Edge
Cost: ; Mins: Melee 4, Essence 3; Type: Permanent Glorious Solar Strike
Keywords: Mirror ( Biting Shadow Razor) Cost: 8m, 1wp; Mins: Melee 5, Essence 5; Type: Simple (Step 1)
Duration: Permanent Keywords: Combo-OK, Obvious, Holy
Prerequisite Charms: Fire and Stones Strike Duration: Instant
This Charm permanently enhances its prerequisite, allowing a Prerequisite Charms: Blazing Solar Bolt, Fire and Stones Strike
Solar to spend as many motes as he desires on its effect. However, Descending like a comet from the heavens, the Lawgiver must
spending more than (Strength) motes makes the Charm Obvious. slay the enemies of creation. The Solar's Caste Mark blazes and his
anima f lares to its maximum level as the Chosen of creation
Glorious Radiant Technique descends upon his unworthy foe.
Cost: varies; Mins: Melee 4, Essence 5; Type: Simple This Charm is a Melee-based attack. This charm must be
Keywords: Combo-OK, Holy, Obvious powered by peripheral essence and regardless of how many motes
Duration: One scene are spent it causes the Solar's anima to f lare to the maximum level.
Prerequisite Charms: Glorious Solar Saber The Chosen adds his Essence in as automatic successes. It has a
The Skill of a Lawgiver is without peer. This charm enhances range of (Essence X 10) yards and cannot exceed it. This effect is a
their Glorious Solar Saber causing all attacks made with with the high jump that is executed by the Solar and requires at least 20
weapon to gain one automatic success on all attacks. yards of clear space over the target to work. It cannot be blocked or
Light weapons generated through this charm now begin at a dodged. This is a perfect attack and can only be blocked by a
base of 1 for accuracy, damage and defense as opposed to 0. perfect defense. It ignores cover, including shields, but cannot
Large weapons generated through this charm now gain 2 otherwise strike around obstacles. It can strike through obstacles
points of damage per point put into damage. depending on your Story Teller. It deals damage normally with the
This charm also allows a Solar to craft one additional weapon opponents DV's considered to be zero for the purposes of
as if he had taken Glorious Solar Saber one additional time. The calculating successes. The weapon is enchanted with holy energy
Solar can also rebuild all previous weapons purchased as Glorious and the full damage of the strike is aggravated against creatures of
Solar Saber. darkness.
If the target cannot block or dodge, he is left prone and in a
Glorious Solar Armament crater underneath the Solar. This Charm brings new meaning to
Cost: 5m+, 1wp; Mins: Melee 4, Essence 3; Type: Simple the Obvious tag and is visible to everyone around for miles. Effects
Keywords: Combo-OK, Holy, Obvious can include a shaft of light through the clouds, even at night, and
Duration: One scene the Solar leaping in a golden arc of glorious energy.
Prerequisite Charms: Call the Blade
The Solar Exalt fashions a glowing weapon from his Essence. Golden Blade Art
The weapon must be chosen when the charm is selected and Cost: ; Mins: Melee 5, Essence 4; Type: Permanent
functions as a 2 or 3 dot weapon artifact of Orichalcum. The Keywords: Mirror (Hungry Blade Art)
weapon is not required to be a sword but may only be used with a Duration: One scene
Melee attack pool. The Solar must be able to wield the artifact Prerequisite Charms: Whirling Dervish Method (x2)
version of the weapon he is generating. This Charm permanently enhances the Exalts Whirling
The cost for generating a weapon from this charm is 5 motes. Dervish Method, allowing the Solar to more easily slay her foes.
Generating a second weapon for your off hand costs an additional 5 While not truly a ref lexive action, the first Melee attack she makes
motes. during each action is treated as ref lexive for purposes of
When taking this Charm the Solar may choose to create any determining and inf licting multiple action penalties.
one weapon he can wield with the Melee abilit y. A Solar can learn
to generate a different weapon at a cost of 2 experience points or 1 Golden Essence Block
bonus point per weapon. Cost: ; Mins: Melee 2, Essence 2; Type: Permanent
As a special case, a Solar Exalted can generate a copy of any Keywords: None
attuned weapon with an artifact rating equal or less than their Duration: Permanent
Essence that they are currently attuned to for 1 mote. This weapon Prerequisite Charms: Any Melee Excellency
behaves identically to the original weapon save that it is an The mystic power of the Lawgivers resides ever in their swords.
unbreakable copy made of essence and can be recalled to the Solar's The Exalts parries are always considered Charm-enhanced, though

19 i 19
this has no effect outside of the abilit y of many offensive charms to The victim then suffers a searing headache, taking a wound
bypass or reduce defenses that are not Charm-enhanced. penalt y to all actions equal to the Solar's primary Virtue for the
Additionally, the external penalt y to attacks caused by the rest of the Scene. This wound penalt y ignores non-supernatural
Disarming or Showing Off called shots (p. 158) against the Exalt is means of overcoming pain (including Merits), but magical remedies
increased by his Essence. work normally.

Golden Essence Expulsion Hammer Of The Heavens


Cost: +2m, 1wp; Mins: Melee 5, Essence 3; Type: Ref lexive(Step 2) Cost: 6m, 1wp; Mins: Melee 5, Essence 3; Type: Simple (Speed 6,
Keywords: Combo-OK, Obvious, Counterattack DV -1)
Duration: Instant Keywords: Combo-Basic, Obvious
Prerequisite Charms: Heavenly Guardian Defense Duration: Instant
The Heavens themselves protect the chosen. This charm Prerequisite Charms: Iron Raptor Technique, Fire and Stones
enhances Heavenly Guardian Defense by causing a tremendous Strike
discharge of essence when an attacker strikes the Chosen. Using The defense of Creation was the foremost task of the Lawgivers
this additional abilit y increases the cost of using Heavenly who would often face off against scores of foes. By using Hammer of
Guardian Defense by two motes and one willpower. the Heavens they would split their ranks and preservere.
When this Charm is used to enhance Heavenly Guardian By enveloping their weapon in Essence and f linging it towards
Defense it prevents any additional attacks from a single attacker on their target with the fury of the rightous, the results would be
their current action. This Charm prevents the Solar from making a devestating.
counterattack. This effect is in conjuction with the regular effects This charm allows a Solar to make a ranged attack with their
of Heavenly Guardian Defense (pg 193). weapon. Depending on the t ype of weapon a small variet y of
The Abyssal Exalted smiled. Her blade dripped with the ichor effects can occur.
of dozens of slain foes and before her stood one last fool. She leapt On a successful hit with a bludgeoning weapon, the target is
at him, her essence forming behind her into 8 brilliant blades each f lung backwards one yard per point of raw damage that the strike
ready to follow her soulsteel daiklave into the Solar's gut. causes. This movement causes no damage, but striking a sufficently
Balthazar smiled, holding up his own Daiklave which f lared hard target certainly will. Each yard of movement prevented causes
with the might of the Unconquered Sun as her blade moved to one additional level of bashing or lethal damage.
strike. The Soulsteel blade impacted the Golden Aura only to be On a successful attack with a bladed weapon, the damage is
turned away and nearly knocked from her hand, ruining the treated as piercing. If the weapon is already piercing then the
remainder of her strikes. Her face twisted in displeasure as her target's armor soak is ignored.
greatest combo failed and she was undone. In most cases a weapon should only be allowed one t ype effect,
but certain weapons can freely choose between either effect though
Golden Flame Invocation only one effect can be used per attack. The weapon travels in a
Cost: 2m per die, 1w; Mins: Melee 4, Essence 3; Type: Simple straight line, with the business end aimed directly towards the
Keywords: Combo-OK, Obvious target. After the attack is complete, regardless of success, the
Duration: One Scene weapon immediatly reappears in the Solar's hand.
Prerequisite Charms: Fire and Stones Strike
The Solar's blade bursts into golden f lame which burns Heaven-Graced Blow
through the defenses of his enemies. This Charm increases the Cost: 3m, 1wp; Mins: Melee 5, Essence 4; Type: Supplemental
post-soak damage of the Solar's Melee attacks by one per two motes Keywords: Combo-OK, Obvious
spent, for a maximum increase of his Strength score. Duration: Instant
Prerequisite Charms: Flawless Strike
Golden Swordsman's Technique The righteous strikes of the Solar Exalted do not fail. This
Cost: ; Mins: Melee 4, Essence 4; Type: Permanent Charm functions as the Archery Charm Accuracy Without
Keywords: Combo-OK, Holy, Obvious Distance, save that the attack it supplements must be Melee-based.
Duration: Permanent
Prerequisite Charms: Glorious Solar Saber Holy Brand
This expands the charm Glorious Solar Saber, granting the Cost: 4m; Mins: Melee 4, Essence 3; Type: Simple
weapons crafted through this charm a number of additional points Keywords: Combo-OK, Holy, Obvious
for weapon construction equal to the Solar's Essence. These points Duration: (Essence) actions
must be used for damage. Furthermore this allows a Solar to use his Prerequisite Charms: Bronze Nimbus
specialization dice with any weapon crafted as a Glorious Solar Solars were the warriors of the God of the Sun, fighting against
Saber, even if the specialization would normally not be applicable. creatures of darkness and guile in the First Age. They were the
This charm also allows a Solar to craft one additional weapon as if bringers of truth and of law, exposing the evils of the world for
he had taken Glorious Solar Saber one additional time. what they were. The Lawgiver makes a Melee-based attack, and the
Charm grants the Lawgiver a bonus to damage. The Charm adds a
Good Morning Headache number of post-soak damage dice equal to the Lawgiver's (Essence +
Cost: 2m; Mins: Melee 5, Essence 2; Type: Simple Melee). This damage is Aggravated against Creatures of Darkness.
Keywords: Combo-OK
Duration: Instant Holy Piercing Ray Of The Unconquered Sun
Prerequisite Charms: Fire and Stones Strike Cost: ; Mins: Melee 5, Essence 5; Type: Permanent
The Lawgivers sometimes deign to deal out punishment in a Keywords: Combo-OK, Obvious, Holy
less final fashion than their blades were otherwise designed for. By Duration: Permanent
infusing her blade with Essence, the Solar makes a standard attack, Prerequisite Charms: Piercing Strike of the Unconquered Sun
which appears to pass straight through her opponent, leaving him This charm expands Piercing Strike of the Unconquered Sun
seemingly unharmed. and Shadow Piercing Strike allowing them to gain the Holy and

i 20 20
Obvious tags. This attack inf licts aggravated damage against creatures of
darkness. The attack counts as a counterattack (note the rules for
Hurricane Force Attack counterattacks on pages 150 and 183). Even if an opponent
Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental perfectly defends against the Solars attack, it prevents the intruder
Keywords: Combo-OK, Knockback from entering the area during that tick. The Solar may make as
Duration: Instant many attacks as necessary regardless of his weapons Rate, without
Prerequisite Charms: Hungry Tiger Technique multiple action penalties, and with a DV penalt y equal to the
The Chosen of the Sun toss their foes about like trees in a highest penalt y for any one attack.
hurricane. This Charm supplements a Melee-based attack. It If multiple creatures attempt to enter the area simultaneously,
ensures that the attack sends the Solar's enemy one yard backward they are all attacked simultaneously: none shall pass. If
for each point of presoak damage. Targets that strike hard objects dematerialized creatures attempt to enter, they are forced to
take one die of damage for each yard they would otherwise have materialize even if they do not have sufficient motes to do so- in this
traveled. This damage is t ypically bashing, but can be lethal if the case, they are drained of 1wp per 10m to pay for the effect. Not
target strikes a sharp or otherwise dangerous object. even Charms which allow an opponent to disappear and reappear
somewhere else may breach this defense: they appear instead at the
Immaculate Freeing Wonder border of the consecrated area and suffer an attack as though they
Cost: 5m; Mins: Melee 5, Presence 4, Essence 4; Type: had attempted to cross normally.
Supplemental
Keywords: None Indomitable Puisance
Duration: Instant Cost: (+4m); Mins: Melee 5, Essence 4; Type: Permanent
Prerequisite Charms: Corona of Radiance Keywords: Mirror (Eternal Warrior Disdain), Obvious
The exalt activating this charm bares the furnace of the glory of Duration: Permanent
their being; they are true living exemplars of their purpose and Prerequisite Charms: Heavenly Guardian Defense
their glory. As they strike at an enemy, it is immediately clear to any This Charm permanently enhances the Exalts Heavenly
being that the exalt is the essence and the defence of creation; they Guardian Defense, allowing him to increase its cost by four motes
are that which holds the walls. To any being outside of fate, it is to improve its effects against a single attacker. For the rest of the
clear that the exalt's sole purpose is their banishment or action the Solar perfectly parries any attacks from that attacker
destruction. which are not unexpected, even those that are unblockable. Every
This charm triggers when an attack the character makes is one of these parries are subject to the Flaw of Invulnerabilit y of the
successful, when damage is rolled. They may immediately make a Exalts Heavenly Guardian Defense. This Charm ends prematurely
charisma+presence roll to awe and impress beings of creation, or if the character is disarmed of his Melee weapons.
the same roll to terrify beings outside of fate. The effects apply to At Essence 5+ another purchase of this Charm allows the Solar
all of whichever category is chosen present. They receive the to increase the cost further by an additional Willpower. The Exalt
number of health levels of damage dealt as bonus dice. If the then parries all attacks of which he is aware for the rest of the
damage is done to a being outside of fate, the exalt receives action, not just those from a single attacker.
automatic successes instead. Additionally, if the attack is against a
creature of darkness, no being of creation will feel opposed to the Ineffable Swordplay
exalt solely for their celestial nature for a number of turns equal to Cost: 5m; Mins: Melee 4, Essence 3; Type: Ref lexive (Step 1)
the number of damage levels dealt, although they may still take Keywords: Combo-Basic
offense for other reasons - an immaculate will wait a few turns to Duration: One Action
kill you being a solar, but may immediately attack you for hitting Prerequisite Charms: Unerring Blade
them in the face. The Solar's blade moves with impossible swiftness and
This charm supplements a melee attack, but provides a accuracy. The Solar ignores all internal penalties to Melee attack
ref lexive presence action which may be then supplemented by rolls until his next action. When used with weapons with infinite
presence or other compatible charms. rate, this Charm removes penalties only to the first five attacks.

Impenetrable Sentinel Stance Living Blade Leaps Technique


Cost: 5m; Mins: Melee 5, Essence 3; Type: Simple Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental
Keywords: Combo-Basic, Obvious, Holy Keywords: Combo-Basic
Duration: Until next action Duration: Instant
Prerequisite Charms: Ready in Eight Directions Stance Prerequisite Charms: Call the Blade
The Lawgivers stance radiates authorit y. His blade shines with Like a living beast, the Solar's blade leaps into battle with
righteousness. He stands firm and proclaims his mandate to rule, relish. This charm supplements either a Join Battle action or a
and Creation answers. When the Solar invokes this Charm, he Miscellaneous action to ready a Melee weapon. If it supplements a
designates a circular area of radius (Essence x 3) yards around him Join Battle action, the Solar receives a number of automatic
as under his rule. The area is demarcated by golden script in Old successes to that action equal to his essence, readying a melee
Realm etched into the ground and the air: the original text of the weapon available for use as part of the Join Battle action. If it
Mandate of Heaven. supplements a ready weapon action, that action has no DV penalt y,
Until the Solars next action, none may enter this area without and does not count as an action for the purpose of multiple action
his permission. Any Creatures of Darkness who were inside the penalties.
area before the Charm was invoked immediately exit it in a
direction of their choosing, regardless of their movement rate. If Master Of Arms Technique
the Solar moves away from the area, the Charm immediately ends. Cost: 3m; Mins: Melee 4, Essence 3; Type: Ref lexive (Step 1 for
Whenever a creature who lacks his permission attempts to cross attacker, Step 2 for defender)
inside the circle, the Solar must ref lexively spend 1m. This causes Keywords: Combo-OK
him to appear in a f lash and make an attack against the invader.

21 i 21
Duration: One action Duration: Instant
Prerequisite Charms: Bronze Nimbus Prerequisite Charms: Hungry Tiger Technique, One Weapon, Two
Solars were the masters of the battlefield, warriors unparalleled Blows
by any other. When in the heat of battle, the Lawgivers are able to The wrath of the Lawgiver is nigh unstoppable. An attack
perform amazing feats of swordsmanship and mastery of arms. supplemented with this Charm can not be dodged or parried.
This Charm negates any external penalties against the Lawgiver for
a single Melee-based action, be it an attack or a defensive action. Perfected Stroke
This Charm does not affect an opponent's DV. Cost: 2m, 1w; Mins: Melee 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Monastic Tiger Blade Duration: Instant
Cost: ; Mins: Melee 4, Essence 4; Type: Permanent Prerequisite Charms: Unerring Blade
Keywords: Combo-OK The Chosen of the Sun strike with perfect accuracy. This
Duration: Permanent charm supplements a Melee attack, guaranteeing that the attack
Prerequisite Charms: Unexpected Tiger Method hits. The player rolls normally, but if the attack would miss, it
The power of a Lawgiver restrains itself effortlessly when not instead hits with a threshold of zero successes.
needed. This charm replaces the effects of Unexpected Tiger
Method. It permanently improves Hungry Tiger Technique so that Perfection In Battle Stance
it is of t ype Ref lexive (Step 7) as opposed to Supplemental. Cost: 8m, 1wp; Mins: Melee 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Holy
Mountain-Slaying Attack Duration: Scene
Cost: 15m, 1wp; Mins: Melee 7, Essence 7; Type: Supplemental Prerequisite Charms: Fivefold Bulwark Stance, Invincible Fury of
Keywords: Combo-OK, Obvious the Dawn
Duration: Instant The Righteous Fury of the Solar Exalted was as unstoppable as
Prerequisite Charms: Glorious Golden Edge, Foe-Cleaving Force the Dawn itself. Their Allies would become enthralled, becoming
(x2) peerless champions while their Foes would weep for Creation itself
No barrier, no engine of war, can withstand the fury of the rallied against them.
Solar Exalted. This Charm enhances a Melee attack, adding By invoking this charm the Solar gains the full benefits of
(Essence x 5) health levels of damage in Step 7. If the attack targets Bulwark Stance and may ref lexively execute a counterattack at his
a structure, it inf licts damage on all the contiguous component attackers at a cost of 2 motes. The Solar shines with holy light and
objects and smaller structures that make it up. If the entiret y of a gains one automatic success on all attacks involving a Melee
target is not within (Essence) miles of the point of impact, the weapon and their PDV increases by one. The Solar becomes Holy
attack is a limited threat (Scroll of Kings, p. 41). and all of his weapons gain this f lag. His allies become filled with
the Glory of the Unconquered Sun and also gain 1 automatic
Mysterious Quicksilver Weapon success on all Melee attacks.
Cost: varies; Mins: Melee 4, Essence 4; Type: Simple Enemies capable of feeling fear must make a moral check at the
Keywords: Combo-OK, Holy, Obvious difficult y of the Solar's Essence or weep causing a -1 internal
Duration: One scene penalt y on all actions if they can see the Solar. These effects
Prerequisite Charms: Glorious Solar Saber function in mass combat.
Left in rapture by his Mate's abilit y to shift forms, a Might y
Solar Exalted designed to fashion a weapon of essence just as Perfect Swordsman's Technique
maletable. Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental(Step 1)
This charm functions with three seperate effects that can be Keywords: None
purchased for a Glorious Solar Saber, multiple effects can be Duration: Instant
purchased as long as they are not mutually exclusive. One could do Prerequisite Charms: Dipping Swallow Defense, One Weapon,
a Short Piercing weapon or a Long Overwhelming Piercing Two Blows
Weapon. A Lawgiver was often required to do battle in the worst of
Piercing, this costs 2 of the weapon's points and causes the circumstances. In their glorious perfection, even the most terrible
weapon to do piercing damage. of circumstances are not a hindrance.
Overwhelming, this costs 0 points but increase the number of Mechanically the Lawgiver is able ignore all penalties on a
motes required to form the weapon by 2 and is not effective with single attack roll. It does not allow an attack to hit a target when
short weapons. It causes the weapon to do the Solar's Essence in the attack would be inapplicable. For example, it would not allow
Overwhelming damage plus 1 point of Overwhelming damage per an attack to strike an immaterial target.
3 points of the weapon's base damage.
Reach, this costs 0 points but increase the number of motes Petals Of The Golden Rose
required to form the weapon by 2 and requires 2 hands to wield Cost: 10m, 1wp per; Mins: Melee 5, Essence 4; Type: Simple
prohibiting paired weapons. Keywords: Combo-OK, Holy, Obvious
This charm also allows a Solar to craft one additional weapon Duration: Until released
as if he had taken Glorious Solar Saber one additional time. The Prerequisite Charms: Glorious Solar Saber, Heavenly Guardian
Solar can also rebuild all previous weapons purchased as Glorious Defense
Solar Saber. It was said that during the final days of the Primordeal War, a
Solar Circle traveled alone into the deep wyld to find Zao, the 5
Onrushing Finality Maneuver Winged One, of the few remaining Fetish Souls that still existed.
Cost: 5m; Mins: Melee 5, Essence 4; Type: Supplemental After many months of searching they finally located their prey and
Keywords: Combo-OK, Mirror (Effortless Slaughter Maneuver), began a might battle. Though half of the circle perished during the
Obvious attack from the terrible strikes made by the demon, at last the
Dawn drove his blade home in a might y attack that shattered the

i 22 22
demon. The resulting explosion kill her, or so they say. Duration: Permanent
After her next incarnation's second breath, he began to Prerequisite Charms: None
manifest a great power. It was a new charm that embodied the Even a means of protecting oneself is pressed into the service of
strenght of the fallen Primordeal and allowed him to become one of bashing the heads of the wicked. Normally, a shield is an
the greatest warriors of the First Age. So great was his legacy that improvised weapon, with Accuracy -3, Rate 1 and dealing a
his picture, surrounded by three glorious wings and casting down base bashing damage equal to the hand-to-hand DV bonus it
the legions that beset upon him like wolves. It is said by the provides. Spiked shields inf lict lethal instead. This Charm
Immaculates that any and all who manifest this Charm are demons permanently enhances the Exalts use of shields as weapons,
of the highest calibur and will immediatly beget a response from increasing their Accuracy to 0 and, if it would be lower, their
the Wyld Hunt. damage to equal his permanent Essence.
This charm causes a golden, f lowing, energy petal to appear on
the right or left shoulder of the Solar Exalted. It has the appearance Principle Of Violence Technique
of fine silk blown about in a gentle breeze. When attacked the petal Cost: ; Mins: Melee 5, Essence 5; Type: Permanent
converts instantly into a defensive barrier with an effect similar to Keywords: Combo-OK
that of a shield increasing the difficult y to strike the Solar by his Duration: Permanent
Essence. It is treated as a weapon for the purposes of charms such Prerequisite Charms: Hungry Tiger Technique
as Heavenly Guardian Defense. The Solar can convert the petal to Without hesitation, they will destroy the world that lies before
copy of the Golden Rose of Zao. This weapon is a speed 5, them. This charm replaces all the effects of Blood Glutton
Accuracy 10 weapon with a base damage equal to the Solar's Blossom and Thriving On Victory Attack. It permanently improves
Essence + Willpower and a defense of 0. The weapon can instantly Hungry Tiger Technique so that it allows the Solar's player to count
shift back to the golden petal form that can be used for defense but extra successes on the attack roll five times for the purposes of
cannot change back into a weapon until the Solar's next action. determining raw damage.
At Essence 6 and 9 the Solar can manifest an additional petal,
for a total of 3. This charm can remain active indefinatly as long as Raindrops Fell The Mountain Onslaught
the essence is commited. The willpower is expended to activate the Cost: 5m; Mins: Melee 5, Essence 4; Type: Supplementary
charm but is not commited to its maintenance. Keywords: Combo-OK
Duration: One action
Petal-Strewn Warrior Path Prerequisite Charms: Iron Whirlwind Attack
As might y and immovable as the mountain seems, the merest
Cost: (+2m per attack); Mins: Melee 4, Essence 3; Type:
raindrop can wear it away, eroding its strength with countless
Permanent
strikes over hundreds of years. In the same spirit, one of the
Keywords: Mirror (Dual Slaying St yle)
Chosen can decimate his foes with a f lurry of strikes, each one
Duration: Permanent
wearing down his foes strength and shedding his lifes blood. This
Prerequisite Charms: Whirling Dervish Method, Peony Blossom
Charm supplements a single melee attack by increasing its
Attack
minimum damage to your Melee abilit y, assuming this is higher
A well-armed Lawgiver leaves behind him many fallen foes.
than your Essence or the weapons minimum damage.
Whenever an Exalt with this Charm uses an Extra Action Charm
to make a f lurry of Melee attacks with more than one weapon, he
may increase the number of attacks in the f lurry. The Solar chooses Ravenous Tiger Meditation
one of his weapons whose Rate is added as further attacks, paying Cost: 3m, 1w; Mins: Melee 3, Essence 2; Type: Simple
two motes for each of these additional actions, each one being Keywords: Combo-OK
made with the weapon whose Rate is modifying the f lurry. Duration: One Scene
Prerequisite Charms: Hungry Tiger Technique
Piercing Rays Of Dawn Meditation The Solar attacks with the rending power of a savage beast.
This Charm allows the Solar to count successes on attack rolls over
Cost: ; Mins: Melee 5, Essence 3; Type: Permanent
the target's DV twice for the purpose of determining damage for
Keywords: Mirror (Hatred To The Quick)
the rest of the scene.
Duration: Permanent
Prerequisite Charms: Glorious Solar Saber
This Charm permanently enhances any weapons the Solar Reactive Vengeance Technique
creates with its prerequisite, increasing the number of points he has Cost: 7 Motes; Mins: Melee 5, Essence 4; Type: Ref lexive (Step 2)
to spend to build the weapon by (his Essence) if it is Speed 3, or Keywords: Obvious, Combo-Basic
(his Essence x 2) if the weapon is Speed 5. Duration: One Turn
Prerequisite Charms: Heavenly Guardian Defense, Ready in Eight
Piercing Strike Of The Unconquered Sun Directions Stance
Lawgivers are capable of miraculous speeds and hair trigger
Cost: 4m, 1wp; Mins: Melee 5, Essence 4; Type: Simple
reactions. This Charm amplifies the Lawgiver's reception and
Keywords: Combo-OK
reaction capabilities to speeds even faster than other Exalts.
Duration: Instant
Activated in response to an attack, this Charm allows a
Prerequisite Charms: Shadow Piercing Strike, Blazing Solar Bolt
Lawgiver to counter attack an opponent after he declares his
Against the might of the Lawgiver, the mightest of armor and
defense. A counter attack is resolved immediately after Step 2 using
the strongest of f lesh offers no protection. Drawing the might of
the same rules and limitations normally applied to a Step 9 counter
the Unconquered Sun into his weapon, the Lawgiver can strike
attack. If the Lawgiver's opponent is still alive after counter attack,
down the forces of darkness. This strike ignores soak.
continue with the opponent's attack at Step 3 but apply an external
penalt y equal to the number of extra success on the counter attack
Pressing The Golden Escutcheon plus the number of health levels dealt. If the opponent is
Cost: ; Mins: Melee 2, Essence 2; Type: Permanent incapacitated during the counter attack, the attack never takes
Keywords: Mirror (Biting Shadow Aegis) place. If the victim suffers knock back or knock down, the attack is

23 i 23
canceled as well. The Lawgiver may not invoke a second counter Shadow Piercing Strike
attack, as this Charm only changes the order in which the counter
Cost: 2m; Mins: Melee 4, Essence 3; Type: Supplemental
attack takes place.
Keywords: Combo-OK, Obvious
Duration: Instant
Resplendent Swords Anima Prerequisite Charms: One Weapon, Two Blows
Cost: varies; Mins: Melee 5, Essence 5; Type: Simple Weapons of the Lawgiver can pierce the hearts of their foes.
Keywords: Combo-OK, Holy, Obvious This charm grants the Solar's weapon the Piercing f lag for this
Duration: One scene attack. It has no effect on weapons that already have the Piercing
Prerequisite Charms: Glorious Solar Saber f lag.
This charm enchanes a Solar's Anima, causing a number of
blades equal to the total number of blades that a Solar can generate Sharp Light Of Judgment
with Glorious Solar Saber. These blades are incoporial unless
Cost: 5m per Magnitude, 1wp; Mins: Melee 5, Essence 5; Type:
activated by the Solar.
Simple
When a Solar's Anima banner reaches the 11+ level the blades
Keywords: Combo-OK, Holy, Mirror (Blood-Streaked World
orbit the Solar. If the Solar expends one willpower as a diceless
Artistry), Obvious, War
action, then for the rest of the scene a weapon will automatically
Duration: Instant
appear in his hand when needed. These weapons function
Prerequisite Charms: Invincible Fury of the Dawn, Blazing Solar
otherwise identically to the Glorious Solar Saber counterparts.
Bolt
This charm also allows a Solar to craft one additional weapon
The armies of the wicked are scattered like leaves before the
as if he had taken Glorious Solar Saber one additional time. The
Solar Exalted. Swirling her weapon in an arc, the Exalts anima
Solar can also rebuild all previous weapons purchased as Glorious
spills onto the battlefield to sear any foes she is aware of and
Solar Saber.
chooses to target within (Essence x 10) yards. The Chosen makes a
single Dexterit y + Melee attack that is applied against each foe
Righteous Armsmaster's Stroke within range. This attack is Holy, dealing aggravated damage
Cost: 6m, 1wp; Mins: Melee 5, Essence 5; Type: Simple against creatures of darkness. This Charms mote cost is five per
Keywords: Combo-OK, Obvious point of Magnitude that the group of collected enemies would
Duration: Instant make up. In mass combat, this attack is applied against a target unit
Prerequisite Charms: Master Of Arms Technique (targets Magnitude) times, but the attack neither benefits or suffers
There is no such thing as a perfect strike, but the Lawgivers penalties based on the Magnitude of any unit the Solar leads or the
come as close as any to the perfection of arms. On a successful hit, target unit.
this Charm allows the Lawgiver to completely bypass the effects any Solars with Essence 6+ may increase the cost of this Charm by
one Charm-enhanced defense against the Lawgiver's attack, save for one Willpower to expand its range to (Essence x 100) yards, or one
perfect defenses. Defenses in effect before this Charm is applied mile at Essence 8+. Another purchase of this Charm at Essence 6+
are completely bypassed. Defenses applied after Righteous reduces its mote cost to three per Magnitude.
Armsmaster's Stroke (such as ref lexive Charms) might still work
properly. Roll the Lawgiver's (Essence + Melee) versus her Shield Of The Suns Chosen
opponent's Essence. If successful, the defense is negated. If
Cost: (1+ wp); Mins: Melee 5, Essence 5; Type: Permanent
unsuccessful, the defense is applied as appropriate. Against
Keywords: Obvious, War
defenses that are stackable, Righteous Armsmaster's Stroke affects
Duration: Permanent
all of the applications of the defensive Charm, but against a Combo
Prerequisite Charms: Heavenly Guardian Defense
of defensive Charms, the Lawgiver's player must select only one
This Charm permanently enhances its prerequisite, allowing
Charm to bypass.
the Solar to protect his allies against a rain of arrows, a blast of
sorcerous fire, or even the self-destructive rage of a Primordial.
Sandstorm Wind Mastery Upon activating Heavenly Guardian Defense, the Solar may
Cost: ; Mins: Melee 5, Essence 4; Type: Permanent optionally choose to protect a roughly circular area containing
Keywords: Combo-OK, Obvious himself (though it need not be centered on him). Everything within
Duration: Permanent the area is protected as if by Heavenly Guardian Defense for the
Prerequisite Charms: Iron Raptor Technique duration of the effect; only the Solar need wield a weapon or be
True mastery of Sandstorm-Wind attack takes much practice aware of an attack to extend this protection to all. The Solar must
and dedication, but the results are worthy of a Solar Exalted. immediately spend (group's Magnitude/2, round up) Willpower to
This charm reduces the cost of a Sandstorm-Wind attack by one extend this protection to the group.
mote and allows Sandstorm-Wind attacks to be used as a ref lexive The Solar might also choose to invoke this Charm in defense of
charm instead of a simple charm. a landmark or other largely unoccupied area, rather than a group of
At Essence five the cost of a Sandstorm-Wind attack is reduced people. Treat such a structure as having a Magnitude equal to that
by an additional mote, for a total of 2 motes of reduction. of a social group that might comfortably occupy the same space. For
instance, a ziggurat manse would be Magnitude 3-4; Nexus, even
Second Sentence emptied of all its people, is Magnitude 17.
Cost: 4m; Mins: Melee 5, Essence 4; Type: Ref lexive (Step 10) At Essence 7, the Solar may repurchase this Charm, at which
Keywords: Combo-OK point the cost decreases to (Magnitude/4) Willpower. Such Solars
Duration: Instant could theoretically guard whole Directions against Creation's
Prerequisite Charms: Bronze Nimbus enemies... for a little while.
Solars were the Unconquered Sun's warriors, able to pass
judgment upon the foes of the gods during the Primordial War. Shield Wall Mastery
This Charm doubles the damage successes on a successful Melee- Cost: ; Mins: Melee 3, Essence 2; Type: Permanent
based attack. Keywords: None

i 24 24
Duration: Permanent Duration: Permanent
Prerequisite Charms: Any Melee Excellency Prerequisite Charms: Dipping Swallow Defense
The Unconquered Sun understands the value of a good Surrounded by a f lashing corona of Essence and blades, the
defense, one must simply look at his Golden Shield to know the Exalt is obscured by what appears to be a crowd of weapons. When
truth in this. After the Primordeal Wars, the Unconquered Sun using Dipping Swallow Defense, in addition to ignoring penalties
and the Maiden of Battle began an argument about who was the to DV, if she is wielding more than one weapon she adds two of her
greatest warrior. After it became appearntly that words alone would weapons Defense to her pool to determine her Parry DV. If the
not solve their dilema, the two engaged in a sparring match. So Exalt has also learned Bulwark Stance, she gains the same benefit
great was the Maiden of Battle's Skill, that even the Unconquered when using that Charm.
Sun could not manage to stike her, and likewise her own attacks With this Charm and Essence 3+ a Solar may replace the
failed against the Lord of the Gods. Finally, relying on strategy Defense bonus of one of her weapons with her Essence rating when
rather than tactics, he allowed the Maiden to attack for a full day using Dipping Swallow Defense (or Bulwark Stance), if it would be
and a night untill finally she lodged her sword into his shield and higher. Even Exalts with one weapon may do so.
he spunt it away. Shamed and exposed, she admitted defeat. His
Chosen can learn this trick as well. Strength Of Glorious Catastrophe
A Lawgiver with this charm sees an improvement in their Cost: ; Mins: Melee 4, Essence 2; Type: Permanent
Guard Actions; while they are equipped with a shield, they become Keywords: None
Shield Wall actions. Duration: Permanent
Prerequisite Charms: Any Melee Excellency
Spouse Releasing Strike The Solar exalt stands proudly against his enemies, his power
Cost: 5m; Mins: Melee 4, Essence 3; Type: Ref lexive(Step 10) unable to be constrained by simple physics. Obtaining this charm
Keywords: Combo-OK, Obvious grants him a super-human mastery of weaponry, allowing him to
Duration: Instant use the most massive weapons with ease. He may now wield a two-
Prerequisite Charms: Fire and Stones Strike handed weapon in one hand without penalt y if he meets its
A Lawgiver and his wife were among the greatest champions of strength requirement + 2, rather than three times the strength
the first age. After the Primordial war, they searched the edge of requirement.
creation and were responsible for greatly expanding both its range
and inf luence. Spending little time among their peers, their love Strike Of Soul's Release
was a thing of legend with romantic ballads being sung and great Cost: 4+m, (+1wp); Mins: Melee 3, Essence 4; Type: Supplemental
plays about their adventures. One day, as they searched far deeper Keywords: Combo-OK, Obvious, Holy
into the Wyld they became trapped by a massive army of the Fae Duration: Instant
and were forced deeper and deeper into the shapeless Wyld beyond Prerequisite Charms: 2 Melee Excellencies; One Weapon, Two
Creation. The foes were persistent and despite all of the gifts of Blows
both the Unconquered Sun and Luna, only the Solar emerged as a The Solar instills his weapon with the power of purified souls
shattered wreck of his former self. His beloved wife was lost to him and strikes down the unholy. The user must be near corpses who
and after perfecting this charm he wandered deep into the Wyld have not yet lost their souls. The Solar's anima f lares to the totemic
and after many long centuries found her again. Then he killed her, level and he burns up to his [Essence] bodies. For each corpse
and then himself. While his name was lost to the ages, hers was burned, the attack gains +1 accuracy, +1 damage, and becomes
Chimerae. Holy.
Mechanically, during Step 10 the Solar may activate the charm. If the user is not of the Zenith caste, they must also pay a point
This charm causes the Solar's attack to cause secondary damage of Willpower to activate this Charm. The Willpower need only be
equal to his Essence score in health levels of Aggravated damage spent on the burning of the first body and each subsequent corpse
against protean creatures. While ineffective against a Lunar that only requires the normal four motes.
has been tattooed, the shapeless Chimerae are vulnerable to this
attack. In the Wyld it is also effective against Casteless Lunar Strike Of The Shieldbreaker
Exalted. The Lawgivers also discovered that the ever shifting Fae Cost: 7m, 1wp; Mins: Melee 5, Essence 5; Type: Supplemental
are also highly vulnerable to this strike and fear its effects, further Keywords: Obvious
in the deep Wyld this attack causes double damage to the Fae and Duration: Instant
Lawgivers who demonstrate its power are t ypically given a wide Prerequisite Charms: Armor-Cracking Stance
berth. At the time, this Charm was seen as a potent if not entirely The deadliest strikes of the warriors of the Unconquered Sun
necessary attack against the Fae. Its true purpose was virtually seem to be impossible, tearing through armor as if it was paper and
unknown during the First Age, and only a handful of Solar Exalted seeking the heart of the Solar's foes. This Charm supplements a
are aware of it now. strike made by a Solar, allowing the strike to completely ignore her
opponent's Soak (both natural, and from armor and Charms) and
Steel Curtain Dance Hardness for a single attack.
Cost: ; Mins: Melee 3, Essence 2; Type: Permanent
Keywords: Mirror (Eightfold Steel Walls) Sum Of Bull And Glassware Technique
Cost: 4m, 1wp; Mins: Melee 5, Essence 3; Type: Supplemental
New Action: Shield Wall (5/0) Keywords: Combo-OK, Obvious
When a Solar Exalted moves to defend himself, his Shield becomes Duration: Instant
an impossible to ignore barrier between his body and his foes. Each Prerequisite Charms: Fire and Stones Strike
failed strike made against the Exalted causes a -1 DV penalt y to the This charm also requires the user have one dot in Craft (Fire).
attacker which remain until the attacker's DV refreshes. Should the The armor of the Solar's enemies fails utterly. As an enraged bull
target's DV drop to 0, an attack against them becomes undodgable smashes easily through glass, so too does the Solar through the
and unblockable without charms. feeble protection his foes cower behind. This supplement to a
Melee attack allows the Solar to ignore armored soak.

25 i 25
Sun-And-Moon Method (2) Those attributes can be used as an alternate prerequisite instead of
Melee 5 and Call the Blade for this charm.
Cost: 4+m (2m per attack); Mins: Melee 3, Essence 2; Type: Extra
Blinding Spear of Light - As per Glorious Solar Saber, but at a
Action
cost of 3 motes, or 5 for paired blades.
Keywords: Combo-OK, Obvious
Incandescent Godspear - As per Immaculate Golden Bow, at a
Duration: Instant
cost of 4 motes. This requires Archery 5 and Phantom Arrow
Prerequisite Charms: Dual Slaying Stance
Technique.
Through harmony with the Essence f lows, the Lawgiver can
Impenetrable Skin of Flame - As per Glorious Solar Plate, at a cost
attack with astounding speed and accuracy, using two melee
of 5 motes, or 7 with a shield. This requires resistance 5 and
weapons simultaneously. This Charm grants a magical f lurry of
Hauberk Lightening Gesture.
attacks, in which each of the t wo weapons must be used to attack at
Any number of these effects may be activated simultaneously,
least once. The activation cost of this Charm is 2 motes per attack
adding their costs together. Summoning armour with a shield and a
included in the f lurry it provides. The maximum number of attacks
sword, for example, would cost ten motes and one willpower. New
included is equal to either the Solar's (Melee + 1) or the sum of
modules for this charm may be devised.
both weapons' Rate values (whichever of these totals is lowest).
Thus, this Charm does not allow Rate to be ignored, with neither
weapon attacking more times, within any single tick, than its own Technique Of The Tiger Warrior
individual Rate. Off-hand and multiple action penalties do not Cost: ; Mins: Melee 3, Essence 2; Type: Permenant
apply to attacks made using this Charm. The f lurry imposes a DV Keywords: None
penalt y equal to only the highest such penalt y normally imposed Duration: Permenant
by any single attack included. The Solar must be wielding a melee Prerequisite Charms: Any Melee Excellency
weapon in each hand in order to activate and make use of this The Bronze Tigers of the First Age were warriors without peer.
Charm. Their training was often passed down to their loyal Tiger Warriors.
Upon taking this charm, the Solar learns one abilit y and can
Sundog Stance purchase additional abilities for 1 bonus point or t wo experience
points each.
Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Simple
These abilities are found under Called Shots on page 158 and
Keywords: Combo-OK
are expressed as a dice penalt y during step 5. Unless otherwise
Duration: One scene
noted, these effects are added to the existing effects. In many cases
Prerequisite Charms: Peony Blossom Attack
the dice penalt y is adjusted.
When ice and snow choke the air, the light of the sun is
Pulling Blows (0) The Chosen of the Sun are merciful and can
mirrored and refracted, giving birth to sundogsillusory suns
strike non-lethally in almost any circumstance without penalt y. A
hanging in the sky. So too do the Chosen of the Sun wield what
Solar may always strike non-lethaly without penalt y. Extreme
seems like an entire arsenal of blades, their whirling steel choking
situations, fighting a water elemental with a shard of the pole of fire
the air. This Charm reduces all multiple action penalties the Solar
or similar situation, may still cause lethal or aggravated damage per
takes when making a f lurry of attacks with t wo weapons by his
storyteller discression.
Essence, and allows him to ignore off hand penalties. In addition,
Showing Off (-1 to -4When showing off, a Solar regains a
while wielding t wo weapons, the Lawgiver add the defense score of
number of motes equal to the dice penalt y during any attack that a
both to his dice pool for determining his Parry DV.
stunt would apply. Attacking a blind begger in the middle of the
day would never grant a bonus, but attacking a demon and while
Suns Devour Darkness Prana serving tea at the same time certainly would. The abilit y to regain
Cost: 2m+; Mins: Melee 3, Essence 2; Type: Supplemental essence can only be used once per action.
Keywords: Combo-Ok, Mirror(Void Consumes Light Disarming (-2 or -4)This reduces the external penalt y for
Demonstration) disarming a target by 2.
Duration: Instant Fierce Blows (-1 to -4)Each fierce blow that causes a
Prerequisite Charms: Twin Suns Method knockdown/knockback effect increases the base difficult y to resist
A Solar with this Charm is capable of bringing two weapons to the knockdown/knockback effect by one per dice sacrificed. If Bill
bear as a catastrophic attack. The solar must be wielding a weapon the Solar took a -4 penalt y for a truly fearsom blow and caused a
in each hand in order for this Charm to applicable. When used, use knockdown effect, the target would have to roll a difficult y 6 check
the most favorable stats from either weapon for the Speed, to avoid being knocked down.
Accuracy, and Defense. Use the lower Rate of the two. To find the
damage, add both of the weapon's damage together, then add the The Sun Also Sets
Solar's Strength and Essence. Treat this as a new weapon with all
Cost: 3m; Mins: Melee 3, Essence 2; Type: Supplemental(Step 7)
the tags of the two used to comprise it.
Keywords: Combo-OK, Knockback
Duration: Instant
Sun's Invincible Vestments Prerequisite Charms: Any Melee Excellency
Cost: variable motes, 1 willpower; Mins: Melee 5, Essence 4; Type: By infusing the power of the Unconquered Sun into their
Ref lexive weapon, a Lawgiver can cast down his foes.
Keywords: Combo-ok, obvious This charm causes a Knockdown effect regarddless of the
Duration: Scene damage of the strike. All attacks from this charm increase the
Prerequisite Charms: Call the Blade difficult y of a Knockdown or Knockback result to the attacker's
The user of this charm calls out to the Unconquered Sun, and Essence.
is surrounded with the Essence of his might. He may call up
weapons and armor to surround and empower him. On purchasing Thriving On Victory Attack
the charm, the character receives one of the following benefits, and
Cost: ; Mins: Melee 5, Essence 4; Type: Permanent
may buy additional effects for a cost of two experience points or
Keywords: Combo-OK
one bonus point each; however, each does have a minimum
attribute and a charm attached.

i 26 26
Duration: Permanent
Prerequisite Charms: Hungry Tiger Technique Duration: One scene
Without hesitation, they will destroy the world that lies before Prerequisite Charms: Sun-and-Moon Method (2)
them. This charm replaces all the effects of Blood Glutton The Solar allows Essence to completely take command of his
Blossom. It permanently improves Hungry Tiger Technique so that hands, weaving his melee weapons around each other with f luid
it allows the Solar's player to count extra successes on the attack grace. For the remainder of the scene, or until the Lawgiver loses
roll four times for the purposes of determining raw damage. grip of one or both weapons, he may ignore any off-hand penalties,
as well as reduce any multiple action penalties and onslaught
Treacherous Quicksilver Distraction penalties, imposed upon actions using either weapon, by 2. The
Cost: 5m; Mins: Melee 5, Essence 3; Type: Simple (Step 1) Solar must be holding a melee weapon in each hand in order to
Keywords: Obvious, Combo-Basic activate and make use of this Charm.
Duration: One Tick
Prerequisite Charms: One Weapon, Two Blows Two Weapons, One Blow
Against the righteous, even the most dangerous of foes is Cost: 8m; Mins: Melee 5, Essence 4; Type: Simple (Speed 6, DV -3)
undone. During attack duration, if this charm is declared then the Keywords: Combo-OK, Obvious, Holy
Solar may also make a second attack that may be a combo that Duration: Instant
occurs (6 - Essence, min 1) ticks later. Prerequisite Charms: One Weapon, Two Blows, Blazing Solar Bolt
The effects of the second attack must be fully resolved before Great is the strength of one who worries not about their own
the Solar may use this charm again. safet y. This charm allows a Solar to devote their great strength to
striking a foe down.
Twilight In The Dawn Mechanically this Charm requires t wo melee weapons to
Cost: ; Mins: Melee 5, Essence 5; Type: Peremanent activate. Striking with both weapons in unison, one strike becomes
Keywords: Obvious unblockable and the other becomes undodgable.
Duration: Permanent Both are considered portions of the same attack and so a
Prerequisite Charms: Sun's Invincible Vestments Perfect Parry, for example, would stop the undodgable portion but
This charm enhances the character's Sun's Invincible not the unblockable portion and vice versa. A charm that prevents
Vestments. When using this charm, his modules in that charm are both undodgable and unblockable attacks would prevent both. The
improved. accuracy pool of the attack is based on the less accurate weapon.
Blinding Spear of Light - This may now summon a melee Both attacks are resolved with the same attack roll.
artifact weapon of rating three or less. When using charms to empower the attack, both weapons need
Incandescent Godspear - This may now summon a ranged to be suject to the same charms. i.e. using the First Excellency on
artifact weapon of rating three or less, either for use with Thrown the first blade must use the same number of motes to empower the
or Archery. second weapon.
Impenetrable Skin of Flame - This may now summon an Using this charm on weapons not made of the 5 magical
artifact armour level three or less, and an artifact shield level 2 or materials can cause them to be destroyed if the total damage of the
less. attack is at least 25 Lethal damage.
These do not summon an actual weapon, but an essence
concept of a weapon, designed as the character wishes or modelled Unerring Blade
after a weapon they have seen. This does not grant the module if Cost: 2m; Mins: Melee 4, Essence 2; Type: Supplemental
the character has not purchased it for Sun's Invincible Vestments. Keywords: Combo-OK
Other modules owned for Sun's Invincible Vestments may also Duration: Instant
be improved by this charm, at storyteller's permission. Prerequisite Charms: Any Melee Excellency
The Lawgivers' swordplay is without f law. This Charm
Two Suns Method supplements a Melee-based attack. Ignore all internal penalties to
Cost: 3m; Mins: Melee 3, Essence 1; Type: Ref lexive that attack. This Charm cannot be used with weapons with infinite
Keywords: Combo-Ok, Mirror(East and West Slaying Stance) rate.
Duration: One Action
Prerequisite Charms: Any Melee Excellency Unexpected Tiger Method
A Solar with this Charm can increase her prowess with two Cost: ; Mins: Melee 3, Essence 2; Type: Permanent
melee weapons, one in each hand, to a near supernatural level. A Keywords: None
Lawgiver can activate this Charm when using a Flurry comprised Duration: Permanent
only of attacks with a minimum of 2 attacks. The character Prerequisite Charms: Hungry Tiger Technique
subtracts her Permanent Essence divided by 2, round up, from all The Lawgiver's can keep their power on a tight leash. This
multiple action penalties in the Flurry as well as subtracting a like charm permanently improves Hungry Tiger Technique by changing
amount from the total defense penalt y. This Charm also removes it to a Ref lexive (Step 2 or Step 7) charm. Activating the charm at
the off hand penalt y and adds 1 to the damage of each weapon Step 7 increases the cost by 1 mote.
used in the Flurry. This Charm requires the character to be
wielding t wo melee weapons, one in each hand, and each weapon Wall Of Steel Threads
must be used at least once in the Flurry. Cost: ; Mins: Melee 5, Essence 4; Type: Permanent
The Abyssal version functions exactly the same as the Solar Keywords: None
version. Duration: Permanent
Prerequisite Charms: Heavenly Guardian Defense
Two Swords Technique (2) The character can defend herself with the true righteousness of
Cost: 4m; Mins: Melee 4, Essence 2; Type: Ref lexive (step 1 for the Sun. This Charm permanently enhances Heavenly Guardian
attacker, step 2 for defender) Defense. It allows the character to spend an additional four motes
Keywords: Combo-OK, Obvious and a Willpower when activating Heavenly Guardian Defense.

27 i 27
This increases the duration of Heavenly Guardian Defense to
One Action. Thrown
Whirling Dervish Method Blessing Of Antioch
Cost: 7m; Mins: Melee 4, Essence 2; Type: Ref lexive (Step 1) Cost: +2m; Mins: Thrown 5, Essence 3; Type: Permanent
Keywords: Combo-OK, Mirror (Blood-Soaked Expertise) Keywords: Holy, Obvious
Duration: One scene Duration: Permanent
Prerequisite Charms: One Weapon, Two Blows Prerequisite Charms: Spirit Weapons
A dedicated artist of the battlefield can be as unparalleled in The Lawgivers are always prepared for the unexpected, having
the grace of their work as any dancer. For the rest of the scene the the right tool at hand. This charm enhances its prerequisite,
Lawgiver reduces the multiple action penalties his Melee attacks allowing the Solar to fashion grenade-like weapons by spending 2
suffer by three. extra motes. The resource cost allowance is increased by one dot to
Repurchasing this Charm at Essence 4+ allows it to lower a total of 3 for the purpose of this charm. Weapons which deal
multiple action penalties by (Essence) instead of three. damage are now Holy and deal aggravated damage to creatures of
darkness. Weapons which force a resistance roll increase the
difficult y of the roll(s) by 2 against creatures of darkness.
Weapons function exactly as their mundane counterparts: a
thrown petard explodes into a circle of holy f lame, and thus cannot
be thrown again. The Lawgiver may uncommit the motes to this
charm in order to instantly snuff out f lames, smoke and other
effects, but doing so does not alleviate effects caused - a ghost put to
sleep by a Sleep Grenade is still asleep once the motes are freed.

Celestial Edge Maelstrom


Cost: 6m; Mins: Thrown 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wind Full of Knives, Cascade of Cutting
Terror
All the Lawgivers enemies shall fall, for as she f lings bladed
death their way it multiplies a thousandfold. When a target is
successfully hit by an attack enhanced by this Charm, resolve Steps
7, 8 and 10 (Exalts Essence 2) extra times.

Cutting At The Heart


Cost: 2m; Mins: Thrown 3, Essence 2; Type: Ref lexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
A thrown weapon in the hands of a skilled exalt allows for near
infinite precision, near perfect grace. This allows it to strike targets
so precisely as to cut through their weakest point. The minimum
post-soak damage for a thrown attack becomes their thrown rating
or their essence+1, whichever is higher.

Foes Fall Away


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

Fulminating Solar Incandescence


Cost: 5m; Mins: Thrown 5, Essence 4; Type: Ref lexive (Step 1)
Keywords: Combo-OK, Holy, Obvious
Duration: Until discharged
Prerequisite Charms: Spirit Weapons
The weapons of the Lawgivers bear the full fury of the glorious
sun. This Charm charges a single thrown weapon held by the Solar
with radiant light, a golden aura that wreathes it in holy majest y.
Upon striking an enemy, this golden aura discharges in a shining

i 28 28
conf lagration that deals 10L damage to all characters within The Lawgiver rolls (Strength + Thrown) instead of the normal
(Essence x 5) yards of the victim, which is aggravated against ([Strength or Dexterit y] + Martial Arts). Rather than rolling to
creatures of darkness. The victim of the original attack cannot renew the clinch each action, the result rolled on this original
avoid this blast except by invoking a Charm to perfectly dodge or attempt is applied each time; the enemy makes a new roll each
parry it; against other characters, it is treated as having a number of action as normal. This ranged clinch functions just as a normal
successes on the attack roll equal to those rolled on the original one, except that the Solar is free to continue acting normally, and
attack. The golden aura remains if the weapon is thrown but that he cannot crush or throw his enemyonly continue holding
misses, allowing the Lawgiver to gain its benefit if he can retrieve him.
the weapon. However, the charge never lasts past the scene in which
it was invoked. The Lawgiver may charge only one weapon at a time Lodestone Spear Approach
with this Charm. Cost: 6m; Mins: Thrown 5, Essence 3; Type: Ref lexive
Keywords: Combo-OK, Obvious
Glorious Rebounding Thorn Duration: Varies
Cost: 2m; Mins: Thrown 3, Essence 2; Type: Supplemental Prerequisite Charms: Cascade of Cutting Terror
Keywords: Combo-OK The hunter marks his prey, and there is no escape from the
Duration: Instant darts he lets f ly. The solar may activate this charm when a
Prerequisite Charms: Any Thrown Excellency successful thrown attack is made. The target becomes a lodestone
Attacking low, the Solar strikes high; feinting to the left, the to thrown weapons and arrows, drawing them in. Add the
Exalt assaults backward. With this Charm the Solars weapon lawgiver's essence in dice to all ranged attacks made against the
ricochets wildly before striking true. When used to enhance one of same target. However, the charm does have a disruptive side; all
her Thrown attacks, the Lawgiver ignores any shield or cover bonus ranged attacks aimed elsewhere made from within essence x 3 yards
to DV the target might have. The attack is also unblockable. of the original target or heading to a target in that range suffer an
external penalt y equal to the lawgiver's essence. The charm ends
Heaven-Skimming Bombardment when the original target has taken the Lawgiver's essence in actions.
Cost: ; Mins: Thrown 5, Essence 2; Type: Permanent
Keywords: Artillery, Mirror (Horizon-Shattering Attack) Piercing The Gates Of Essence
Duration: Permanent Cost: 3m, 1wp; Mins: Thrown 5, Essence 3; Type: Supplemental
Prerequisite Charms: Any Thrown Excellency, Triple-Distance Keywords: Combo-OK, Obvious
Attack Technique Duration: Varies
With keen eye and sure hand, the Solar artillerist lets loose Prerequisite Charms: Joint-Wounding Attack, Mist on Water Attack
precise attacks against distant foes. After learning this Charm the The solar's blow has such metaphysical precision that it strikes
Solar may apply his Thrown Charms to artillery weapon attacks at the pressure points where essence interacts with body, soul, and
normally, as per the Artillery keyword, unless the Storyteller mind. If the attack strikes, it increases the cost of all charms that
decides they could not function in the context of artillery weapons. the victim uses by an amount equal to extra successes on the
Normal rules for Charm use in mass combat still apply, so a stunt attack, to a maximum of the Lawgiver's essence. This effect lasts for
is required to apply supplemental Thrown Charms to mass combat a number of the victim's actions equal to the lawgiver's essence.
artillery attacks.
Radiant Golden Boomerang
Immobilizing Blade Cost: 5m, 1w; Mins: Thrown 4, Essence 3; Type: Simple
Cost: 3m; Mins: Thrown 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious
Keywords: Combo-OK Duration: One Scene
Duration: Instant Prerequisite Charms: Call the Blade
Prerequisite Charms: Joint-Wounding Attack The Solar fashions a throwing weapon out of Essence. This is
The Solar's knives can catch without drawing blood. When the generally a boomerang, but may be any other t ype of throwing
Solar invokes this charm, her knife deals no damage, but passes weapon at the Solar's discretion. Visually, it is unique to the Solar
through her target's clothing, pinning the target to a nearby hard who created it, but it always has the following stats.
surface, such as a wall, f loor, or tree. This prevents her target from Speed 5, Accuracy (Essence), Damage +(Essence)L, Rate
taking Move, Dash, or Jump actions until he takes a Speed 5 (Essence), Range (Essence x 10) Additionally, after every attack
Miscellaneous action and makes a successful (Strength+Athletics) made with the Radiant Golden Boomerang, it speeds back to its
roll to pull free, with a difficult y of the number of knives pinning creator's hand. It can thus be used multiple times in a f lurry.
him. If the target is pinned by two or more knives, the target is
unable to fight effectively and is considered Inactive until he makes Rain Of Blades Attack
the roll to pull free (which he may do ref lexively once per Inactive Cost: 4m; Mins: Thrown 3, Essence 2; Type: Ref lexive (Step 1)
action.) Keywords: Combo-Basic
Duration: One Action
Inevitable Thunderbolt-Flinging Hand Prerequisite Charms: Swift Flight of Hornets Technique
Cost: 3m (+3m); Mins: Thrown 4, Essence 3; Type: Supplemental The blades of the Solars rain down on their enemies like hail.
Keywords: Combo-OK, Knockback Remove all multiple action penalties to the Solar's Thrown attack
Duration: Instant rolls until his next action.
Prerequisite Charms: Falling Icicle Strike
To defy the Lawgiver in his righteousness is to stand against an Rebounding Happenstance Strike
unstoppable force. This Charm supplements a Thrown attack, Cost: 3m; Mins: Thrown 4, Essence 2; Type: Ref lexive (Step 9)
causing it to drive back its victim (Essence)yards if it deals any Keywords: Combo-OK, Counterattack
damage. In addition, the Solar may spend 3 additional motes to Duration: Instant
ref lexively attempts to clinchhis enemy if the attack deals any Prerequisite Charms: Call the Blade
damage, pinning his foe to a surface or to the ground.

29 i 29
Fortune favors the bold, and few are bolder than the Suns rope around a rock.
Chosen. Whenever a Thrown attack the Solar makes misses, he If the action calls for a roll, use the lower of the appropriate
may invoke this Charm to make a counterattack in Step 9, causing Abilit y or Thrown. Penalties that would apply to a Thrown attack
his weapon to rebound off some surface and once again strike the across the distance apply to any other dice pools the action calls for,
same foe. Note that this Charm is exceptional in that the Solar can treating the action as if it had a Range of 10.
only invoke it to make a counterattack during his own attack, rather
than a foes. Swift Flight Of Hornets Technique
Cost: 1m; Mins: Thrown 2, Essence 1; Type: Supplemental
Shower Of Deadly Meteors Attack Keywords: Combo-OK
Cost: 2m or 4m per attack; Mins: Thrown 3, Essence 2; Type: Duration: Instant
Extra Action Prerequisite Charms: None
Keywords: Combo-OK, Obvious The blades of the Solars fall among their enemies like angry,
Duration: Instant stinging insects. This Charm supplements a Thrown attack. It
Prerequisite Charms: Swift Flight of Hornets Technique removes all multiple action penalties on that attack.
The blades of the Solars strike like the rage of heaven. This
Charm is a magical f lurry of many Thrown attacks. These attacks Unhesitating Falcon Strike
cost two motes per attack if the thrown weapons are ready and in Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
the Solar's hand. The Solar may draw a weapon on his person Keywords: Combo-Basic
ref lexively and attack with it, but each attack with a weapon drawn Duration: Instant
this way costs four motes. The Solar makes these attacks regardless Prerequisite Charms: Any Thrown Excellency
of the weapon's rate, without multiple action penalties, and with a The Solar's weapons leap for his enemies like striking falcons.
DV penalt y equal only to the highest DV penalt y for any attack. This Charm can supplement a Join Battle Action or a Ready
The Solar can buy a number of attacks with this Charm equal to Weapon action. If it supplements a Join Battle action, it adds the
his Essence plus one. Solar's Essence in autosuccesses to the roll and allows him to
ref lexively ready a throwing weapon as part of that action.. If it
Spiritual Arsenal Prana supplements a Ready Weapon action, that action has no DV
Cost: (1m+); Mins: Thrown 4, Essence 4; Type: Permanent penalt y and does not count as an action for the purposes of
Keywords: None multiple action penalties.
Duration: Permanent
Prerequisite Charms: Spirit Weapons Yeddim-Piercing Harpoon Strike
The arms of the sun are forged of gold, and the Lawgivers can Cost: 4m; Mins: Thrown 3, Essence 2; Type: Supplemental
pull them forth from nary but a sunbeam if need be. This Charm Keywords: Combo-Ok, Obvious
permanently enhances the Solars Spirit Weapons Charm. When Duration: Instant
invoking it, he may produce any Thrown artifact weapon with a dot Prerequisite Charms: Any Thrown Excellency
rating of half his Essence or less. The cost to create these weapons is The exalt's thrown weapon strikes with such force that it may
equal to their attunement cost, and those motes are automatically pierce its target, continuing on to another. The Solar makes one
committed to the weapon without requiring any action on the attack, which may be applied to t wo targets roughly in a line,
Solars part. All the weapons summoned by this Charm gain the although this may be modified with good stunting or a charm such
material benefits of orichalcum, assuming they can be made of the as Ricochet Weapon Technique. The charm does affect the second
magical materials. target, even if defended against by the first, unless the weapon is
completely destroyed. This charm is fully compatible with extra
Summoning The Loyal Blade actions charms.
Cost: 1m; Mins: Thrown 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency
The Solar's weapon is never far from his side. This Charm
banishes a Thrown weapon the Solar holds to Elsewhere. The Solar
can then draw that weapon from Elsewhere later, using a
Miscellaneous action. The Charm ends when he does so. If he
cancels the Essence committed to this Charm while the weapon is
Elsewhere, it falls to the ground at his side.

Sunbeam Hands Exercise


Cost: (3m per action); Mins: Thrown 4, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Call the Blade
Though often used to attack, the precise and artistic hands of
the Lawgiver can f ling projectiles for more delicate purposes. This
Charm permanently enhances the Solar, allowing him to spend
three motes to throw an object up to 30 yards and perform a single
combat-scale action with it as if he were with the projectile. This
may be a single Melee attack with a sword, an Archery attack with
an Essence cannon, or more mundane tasks such as writing a
sentence on a piece of paper, unlocking a door with a key or t ying a

i 30 30
wants to defend against.
War Charms This Charm can be in a combo with charms of other abilities.

Army Of One Approach Bronze Tiger Litter Technique


Cost: 15m, 1w; Mins: War 5, Essence 4; Type: Simple (Speed 5 in Cost: ; Mins: War 5, Essence 5; Type: Permanent
long ticks) Keywords: None
Keywords: Combo-OK, War Duration: Permanent
Duration: One Scene Prerequisite Charms: Legendary Warrior Curriculum
Prerequisite Charms: Fury-Inciting Presence The armies of the Solar Exalted are as terrible a weapon as the
The Solar focuses, seeing the ideal position and use of the daiklaves the Chosen wield. This Charm expands the capacit y of
troops he does not have, and moves with sufficient speed and the Exalts Legendary Warrior Curriculum to teach his troops
power to fulfill all of their roles and fight as well as an army on his special techniques. In the case of Essence-users the Solar may now
own. This Charm enhances the Solar's abilit y to fight as a solo unit teach them Charms that they could normally learn from the Exalt
in mass combat. It grants him bonuses as though he were leading a (Solar Charms if they are Solars, Terrestrial martial arts Charms if
complementary unit with the following statistics. When his health they are nearly any Essence-user). This only speeds the training of
track runs out, he still falls unconscious or dies, rather than losing Charms that fall under those Abilities the Exalt can train with
a point of Magnitude and resetting to full health as he would if he Tiger Warrior Training Technique.
were leading a complementary unit. For mortal students, the benefits are more drastic. Instead of
Magnitude:Solar's War score granting his troops bonus dice or a bonus successthe last effect
Drill:Solar's Essence score (usually irrelevant) described under Legendary Warrior Curriculumthe Lawgiver may
Endurance:Perfect; Endurance rolls need not be made. impart certain techniques that allow the soldiers to perform feats
Might:as determined by table on page 161 of Exalted. Always at similar to Exalted Charms. The Solar teaches his pupils a single
least 3. maneuver that duplicates one Solar Charm with the following
Close Combat/Ranged Attack Rating:Solar's War score restrictions:
Close Combat/Ranged Attack Damage:Solar's Essence score The Charm must come from one of the Abilities the Solar can
Armor:Solar's Essence score train with Tiger Warrior Training Technique. It must have a fixed
Morale:Perfect; morale checks need not be made. cost, not a variable one (Hungry Tiger Technique is valid; Fire and
Special Characters:The Solar needs no relays, but can protect Stones Strike is not), and a minimum Essence no more than 1. The
and support up to twice his War score in special characters, usually students must meet the Abilit y minimum for the Charm. The
his Circlemates or other Exalted allies. Charm must be supplemental or ref lexive and of instant duration.
Formation:None; the Solar receives neither bonuses nor Only Charms with no prerequisites or whose prerequisite is a single
vulnerabilities from formation. Excellency may be taught. Mortals wishing to take advantage of
such techniques must pay a single point of Willpower instead of the
Army Of Quicksilver Fluidity mote cost of the Charm; they must also spend any indicated
Cost: 3m; Mins: War 4, Essence 3; Type: Ref lexive Willpower cost for the Charm as well.
Keywords: Combo-OK, War, Obvious
Duration: Instant Champion-Encouraging Presence
Prerequisite Charms: Rout-Stemming Gesture Cost: 12m, 2w; Mins: War 5, Essence 4; Type: Simple (Speed 6 in
Learned by observing the Lunar mates, the Lawgiver's learned long ticks)
how to make their armies f luid. This in turn allowed them to Keywords: Combo-OK, Obvious, War
instantly turn to face any threat as well as spilt apart and merge Duration: One scene
back together seamlessly. This allows a Solar to bypass a turn, split Prerequisite Charms: Heroism=Encouraging Presence
or merge action and the effect occurs instantly without any Sometimes encouraging your soldiers is not enough. Using this
corresponding long ticks passing or DV penalt y. charm the Chosen infuses them with essence granting each soldier
in his Unit one additional -0 health level. This effectivly increases
Attention Rending Strike the magnitude of the unit by 1/3. In more powerful units the effect
Cost: 5m, 1wp + 2m per ally; Mins: War 5, Essence 3; Type: will be less effective as they are in less need of it. The charm has all
Supplemental of the benefits of Heroism-Encouraging Presense, and is simply an
Keywords: Combo-OK, Compulsion, Obvious expansion of its effects. If the unit splits, all memebers retain this
Duration: Instant benefit for the remainder of the battle.
Prerequisite Charms: Rapid Battle Awareness
Those who fight with the Solars, quickly learn to follow their Charge Of The Unconquered Warrior
lead. With this Charm, a Solar can open great opportunities for his Cost: 4m, 1w; Mins: War 4, Essence 3; Type: Supplemental
allies. When attacking the same enemy on the same tick as his Keywords: Combo-OK
allies, and all are in close combat, the Solar can activate this Charm Duration: Instant
to supplement his own attack. He spends 2 motes on top of the Prerequisite Charms: Fury Inciting Presence
base cost of this Charm per ally he wants to include. His blow While not all Lawgivers were generals, many would be effective
distracts the enemy so much that he cannot anticipate these other in combat if given the chance. This charm improves a Solar's
attacks; they all count as unexpected. When the Solar and his allies Initiate Duel action so that his will cannot be denied; the opponent
have the enemy completely surrounded, the target can only pick his can still refuse, but doing so breaks the morale of his army and
naturally created unexpected attack from those not affected by this forces him to make a Hesitation/Rout check with a difficult y of the
charm. If the Solar activates this charm for all his allies, he can Solar's Essence.
leave his enemy so baff led at the assault that he doesn't find the
time to defend at all.
The target can ignore this Charm and defend against the other
attacks regardless at the cost of 1 Willpower for each attacker he

31 i 31
Circle Strikes As One Duration: Two weeks
Prerequisite Charms: Legendary Warrior Curriculum
Cost: 2m; Mins: War 3, Essence 2; Type: Ref lexive
Often the Dragon Blooded would follow the Might Solar
Keywords: Combo-OK
Exalted into the maw of madness itself, and despite their gifts they
Duration: Instant
would not possess the skills necessary to assist their great
Prerequisite Charms: Any War Excellency
champions. Using this technique, a Solar Exalted can train up to 5
The Lawgivers coordinate in battle with inhuman speed. This
other Essence users of the same t ype with up to 4 Charms of the
charm replaces an action to coordinate an attack. The coordinated
Solar's choice. The Solar need not know or even be able to use the
attack still takes place five ticks after the coordinating action, but
charms in question, though he must possess the minimum abilit y,
coordinating no longer counts as an action for the purpose of
essence and attribue to take the charm. The Solar must have also
multiple action and DV penalties. The Solar must still roll
seen the charm he is training in use before and be familiar with it.
(Charisma + War) at a difficult y equal to half the number of
In the First Age, the Sifu with this charm almost always had an
combatants coordinating as normal for the Coordinate Attack
aide who knew the actual charm. This training is especially
action.
perilous and his pupils may not benefit from this charm again until
they are out of experience point debt.
Coursing River Deployment
Cost: 1m; Mins: War 4, Essence 2; Type: Ref lexive Emulation Of The Blazing Dawn
Keywords: Combo-OK, War
Cost: 14m, 1w; Mins: War 3, Essence 3; Type: Simple
Duration: Instant
Keywords: Combo-OK, War, Obvious
Prerequisite Charms: Rout-Stemming Gesture
Duration: One Scene
The Solar commands his armies well, and they cleave to his
Prerequisite Charms: Mob-Dispersing Rebuke
every word. Swift as a coursing river, they wheel across the
Not every supreme general among the Solars is chosen for the
battlefield, outf lanking and outmaneuvering their every foe.
Dawn Caste. This Charm allows the Solar to emulate the Dawn
Invoking this Charm, the Solar may ref lexively take a Turn,
Caste anima power, making her appear enormous and terrifying,
Disengage, Split Unit, or Merge Units action. At Essence 4, the
giving her +2 to her DV against all who have Valor less than her
Solar may also use this Charm to take Change Formation and Rally
Essence. Additionally, all mortals and mundane animals who
actions.
percieve her must roll Valor, f leeing in terror if they fail. In mass
combat, this Charm forces all opposed units that come within 100
Dark Side Of The Moon Deception yards to check for hesitation. This charm can affect a given unit
Cost: 5m; Mins: War 3, Essence 2; Type: Supplemental only once per scene.
Keywords: Combo-OK, War
Duration: Instant Escaping The Jaws Of The Wolf
Prerequisite Charms: Rout-Stemming Gesture
Cost: 3m; Mins: War 4, Essence 3; Type: Ref lexive
The Solar warlords strategies are mysterious as the dark side of
Keywords: Combo-OK
the moon. This Charm supplements an attack made by a mass
Duration: Instant
combat unit, concealing it with deft subterfuge and misdirection.
Prerequisite Charms: General of the All-Seeing Sun
The commander of the unit being attacked must make a successful
With a calm perfection, the Lawgiver can escape even the most
(Wits + War) roll at a difficult y of the Solars (Essence) to realize he
dangerous of engagements. When using this charm, a Solar
is being attackedotherwise, the attack is unexpected. In addition,
automatically succedes on any Disengage check.
the enemy commander does not even realize his unit has been
attacked, so long as the attack does not reduce the magnitude of his
unit by more than one. Ferocious Rapid Training Regimen
Cost: 5m, 1w; Mins: War 4, Essence 2; Type: Simple (Dramatic
Did-They-Send-Me-Daughters Action)
Keywords: Combo-OK
Complaint Duration: Varies
Cost: ; Mins: War 5, Essence 4; Type: Permanent Prerequisite Charms: Any War Excellency
Keywords: Training Drawing on his experience commanding others, this Charm
Duration: Permanent allows the Solar to command himself. The Solar forces himself
Prerequisite Charms: Tiger Warrior Training Technique through a grueling training regimen. This Charm is a dramatic
The Lawgivers do not always have the good fortune of leading action to train a trait. It reduces the time necessary to train that
trained military men into battle. When they must, they will take trait, dividing it by (Solar's Essence times three.) Traits that can be
up arms to fight alongside milkmaids and merchants, sniveling trained include the following.
students and their own young daughters. This Charm enhances the Attributes:Strength, Dexterit y, Stamina
Solars Tiger Warrior Training Technique. When using it, he may Abilities:Dawn Abilities, plus Athletics, Awareness, Medicine,
choose not to train his military unit in an Abilit y, but to allow Ride, Resistance, Survival, Stealth, and Sail.
them to use any one Abilit y in place of Archery, Martial Arts, or Other Traits:Essence and Valor.
Melee while fighting in a mass unit led by him. He might train Associated Techniques:Specialties or Charms associated with
scholars to use their knowledge of Lore in battle, dancers to use the above traits.
Performance to choreograph brutal violence, or schoolgirls to use Before taking Ferocious Rapid Training Regimen, consult with
their skills at Socialize to fight together in cliques. The Solar may your ST. He may have decided to waive training times, making this
train the mass unit in any Abilit y, so long as his player can put Charm unnecessary.
forth a way in which it applies to combat. This training imposes an This Charm is an alternate prerequisite for Tiger Warrior
XP debt of 6 XP on all characters trained. Training Technique.

Dragon Warrior Method


Cost: ; Mins: War 5, Essence 4; Type: Permanent
Keywords: Obvious

i 32 32
Flawless Flanking Formation Hero Leads The Charge
Cost: 5m; Mins: War 5, Essence 3; Type: Supplemental Cost: varies; Mins: War 1, Essence 3; Type: Ref lexive
Keywords: Combo-OK, Obvious Keywords: Combo-OK, War
Duration: Instant Duration: Scene
Prerequisite Charms: Relentless Barrage Methodology Prerequisite Charms: None
Those who fight with a Solar tactician are often not hindered The Solar Exalted are might y champions. When functioning as
by their allies attacking as well. When a Solar tactician uses this a Hero for a complimentary unit the Solar's offensive and defensive
charm with a coordinate attack attempt, the number of allies who melee Charms and Combos may be expanded to also include the
can attack the target in close combat is doubled because the Unit by expending a number of motes equal to the unit's
assailants step perfectly past each other. If the number of attackers magnitude.
is t wice as large as the number normally required to perform an For example, with this charm is activated a Solar Hero could
unexpected attack, the target is subject to t wo unexpected attacks, use Heavenly Guardian Defense to protect his unit or use Hammer
which he can still select both himself. on Iron Technique for extra actions. He could not use Lightining
At Essence 4 the Solar can spend 1 willpower when activating Speed to boost his units speed or Adamant Countermagic to
this Charm, and the f lanking manoeuvre becomes so f lawless that prevent a spell being cast against his unit.
he can select those allies who will perform the unexpected attack(s) Additionally, any benefits of the Hero's anima is granted to the
himself. This effect fails only when the ally tries to perform a f lurry Unit's commander. Multiple Anima benefits of the same t ype do
and the target has an Essence rating equal to or greater than that of not stack.
the Solar coordinating.
Incontestable Solar Strategy
Girl-Worth-Fighting-For Inspiration Cost: 3m, 1wp; Mins: War 5, Essence 3; Type: Supplemental
Cost: ; Mins: War 4, Essence 4; Type: Permanent Keywords: Combo-OK, War
Keywords: Emotion, Training Duration: Instant
Duration: Permanent Prerequisite Charms: Commanding the Ideal Celestial Army
Prerequisite Charms: Tiger Warrior Training Technique A successful coordinate attack or coordinate units action
The Solar warlord knows that his men are not of his own enhanced by this Charm inf licts a DV penalt y on the target no less
stature, not glorious champions of righteousness. They have simpler than the Lawgivers permanent Essence.
needs, simpler desires, simpler motivations, and they are no less
worthy for it. He only needs find something they will fight for. This Perfected Tiger Claw Arrangement
Charm enhances Tiger Warrior Training Technique. When using Cost: (+3m); Mins: War 5, Essence 3; Type: Permanent
it, he may choose not to train his military unit in an Abilit y, but to
Keywords: War
instill every member of the unit with a positive Intimacy towards a Duration: Permanent
person, place, or ideal. So long as the mass unit is led by the Solar Prerequisite Charms: Commanding the Ideal Celestial Army
and fights for the sake of or in defense of that Intimacy, their In mass combat the soldiers of the Lawgivers join with the
Magnitude is treated as being one greater than it normally is, to a Solar in a personal way, complementing each others glory. For the
maximum of 9. In addition, the Lawgiver may invoke the Rout- Exalt, this grants him some benefit, but for the troops this
Stemming Gesture, Heroism-Encouraging Presence, and Ideal ref lected prowess uplifts them far more. This Charm permanently
Battle Knowledge Prana Charms to benefit that unit without enhances the Exalt when he leads a complementary unit in mass
expending Willpower, so long as they fight for their Intimacy. combat, so that he need not perform a stunt to activate ref lexive
and supplemental Charms that lack the War keyword. This also
Great Typhoon Siege allows him to regain motes and Willpower from mass combat
Cost: 6m; Mins: War 5, Essence 4; Type: Ref lexive stunts involving such Charms normally. The Exalt can also increase
Keywords: Combo-OK, War the mote cost of Simple and Extra Action Charms by three to use
Duration: Instant them in the same way. The Storyteller is still free to disallow the
Prerequisite Charms: Fury-Inciting Presence use of Charms that seem entirely inappropriate, but wide leeway
When the armies of righteousness march, the five directions should be provided.
hold no safet y for their foes. Sweeping across Creation with all the
force of a great t yphoon, the Solar warlord denies his hated enemies Raging Fire Onslaught
any chance of escape. The Solar may ref lexively invoke this Charm Cost: (+3m); Mins: War 5, Essence 5; Type: Permanent
whenever an enemy mass unit attempts to disengage from combat Keywords: Obvious, War
with a unit they lead. They automatically fail their roll to Duration: Permanent
disengage, forced to remain in combat with the Solars army. If the Prerequisite Charms: Heroism-Encouraging Presence
enemy commander uses a Charm that contests this Charm's effects, The Solars armies fight with all the strength of a raging fire,
Great Typhoon Siege adds the Solar's Essence in automatic undimmed by the forces arrayed against them. This Charm
successes to the opposed roll to resolve the conf lict. enhances the Solars Heroism-Encouraging Presence, allowing him
to spend 3 additional motes when he invokes it. As he does, his
Heed My Every Order anima bursts into golden fire, a light mirrored in the eyes of his
Cost: ; Mins: War 2, Essence 2; Type: Permanent allies. The effective Magnitude of any mass unit the Solar leads in
Keywords: War combat is either doubled or increased by the Solar's (War),
Duration: Permanent whichever provides the lower bonus. However, this does not
Prerequisite Charms: Any War Excellency prevent them from taking damage and losing points of actual
The Solar warlord does not win battles by his own strength of Magnitude, and a unit reduced to an actual Magnitude of 0 still
arms, but by his mastery of the battlefield. Whenever the Solar dissipates normally. The Solar cannot benefit from this Charm
makes an attack roll while leading a mass combat unit, he may while fighting as a solo unit.
substitute his War for his Archery, Martial Arts, Melee, or Thrown. A second purchase of Essence 7 allows this Charm to enhance
He may enhance such attack rolls with War excellencies. the Ideal Battle Knowledge Prana, as well as Heroism-Encouraging

33 i 33
Presence. When the Solar uses this Charm with Ideal Battle Shifting Sands Method
Knowledge Prana, spending 3 additional motes as usual, the
Cost: 3m; Mins: War 3, Essence 3; Type: Ref lexive
benefits of this Charm apply not only to the mass unit he
Keywords: Combo-OK, Obvious
commands, but to all allied mass units under his command within
Duration: Instant
(Essence x 10) miles.
Prerequisite Charms: Commanding the Ideal Celestial Army
Like Sands Shifting the the desert, the soldiers in a Lawgiver's
Rain Of One Hundred Arrows army can shift instantly. This charm allows a Solar to instantly
Cost: 10m, 1w; Mins: War 5, Essence 4; Type: Supplemental change the formation of his army bet ween any formation that their
Keywords: Combo-OK Drill allows. A Solar could take a unit from Skirmish to Close
Duration: Instant formation to deal with a melee charge and then instantly change
Prerequisite Charms: Voice of Celestial Command back to Skirmish to react to an arrow volley.
The Lawgivers coordinate huge numbers of soldiers at once.
This Charm supplements an action to coordinate an attack in Shining Blade Formation
battle. The base difficult y of the (Charisma + War) roll made to
Cost: 3m per point; Mins: War 1, Essence 2; Type: Ref lexive
coordinate is divided by the Solar's Essence, for a difficult y equal to
Keywords: Combo-OK, Obvious, War
the number of people coordinated, divided by (Solar's Essence
Duration: One Scene
times two), rounded down. If placed in a Combo with Voice of
Prerequisite Charms: None
Celestial Command, the number of people that can be coordinated
Golden light leaps from the Solar to the edges of his troop's
with that charm is multiplied by the Solar's Essence. Without
weapons, where it shimmers for the rest of the scene, increasing the
charms or other magic, a combatant cannot be engaged by more
deadliness of their attacks and guiding them to obey the Solar's
than five other combatants unless they have ranged weapons.
orders. This Charm increases the Close Combat Damage and
Ranged Comat Damage of the unit he leads by half his War score,
Rapid Battle Awareness rounded up. It also raises the War cap on combat abilities by one
Cost: 4m + 1m per ally; Mins: War 3, Essence 3; Type: per three motes spent. For instance, if a Solar using this Charm had
Supplemental Melee 5 and War 3, he could spend 6 motes and use his full Melee
Keywords: Combo-OK, Obvious pool. This Charm always costs at least 3 motes.
Duration: Instant
Prerequisite Charms: Any War Excellency Silent Words Of Battle
Solar warlords instinctively know how to quickly enter the fray
Cost: 1m + 1m per charm; Mins: War 3, Essence 2; Type:
and alert and guide their allies likewise. His allies immediately
Supplemental
know what's going on and as long as they pay attention to the Solar
Keywords: Combo-OK
nobody is left behind. The Solar rolls Wits+War instead of a
Duration: One Action
normal join combat roll, adding half his Essence rounded up as
Prerequisite Charms: Any War Excellency
automatic successes. If any of the Solar's allies included in the
When shouting commands on the battlefield the fact that the
activation of this charm gets a result lower than the Solar, they may
enemy can hear these commands as well can be the biggest
choose to act 1 tick behind the Solar instead. Additionally, if the
disadvantage. Solar commanders learned to convey commands
Solar uses this Charm after a surprise attack he saw through, any of
without using a single word. Rather than using words or signals,
his allies included in this Charm are aware as well.
the meaning of the command or message is conveyed mentally. His
allies don't hear words or instructions... they simply understand.
Relentless Barrage Methodology This Charm perfectly supplements any message conveyed to any
Cost: 2m per tick; Mins: War 4, Essence 3; Type: Supplemental number of allies within 100 yards of the Solar. This can be a
Keywords: Combo-OK, Obvious mundane command or other kind of message which nobody but
Duration: Instant the intended targets can pick up, not even with magically enhanced
Prerequisite Charms: Swift Command perception. The effect specifically includes coordinated attacks. A
The Solar warlord gives his opponent no time to recover from coordinated attack supplemented with this charm is not revealed to
the onslaught of attacks he is receiving. Even attacks that take place the target until the moment of strike. Anybody on the battlefield
moments after the first strikes come from the perfect angle, and must succeed at a ref lexive Wits+War roll with a difficult y to the
make the most use of the attacks already made. By spending 2 coordinator's essence to realize their enemies are being coordinated.
motes the Solar can extend the window of a coordinated attack by 1 What's more, an attack coordinated with the help of this charm
tick. He can do this any number of times, but the window cannot can coordinate allies who have established surprise without giving
extend beyond the tick where the opponent refreshes his DV. If them away. Finally, by paying a 1 mote surcharge this Charm can
this moment is not known yet (when the opponent still has an remove the Obvious keyword from any one War Charm that
attack before the coordinated attack) the Solar can guess, but any supplements a coordinated attack.
ticks beyond his action after that are lost. The difficult y of the roll
is still the same as a normal coordinate attack, where allies on all Sorcerer Fires At Range
ticks are counted as participants in the effort. An ally can be
Cost: varies; Mins: War 1, Essence 3; Type: Ref lexive
coordinated more than once to take advantage of superior speed
Keywords: Combo-OK, War
(counting him as an extra participant for determining the difficult y
Duration: Scene
of the roll each time), but an ally cannot use the benefit of the
Prerequisite Charms: None
coordination on 2 separate ticks if this is not accounted for.
The Solar Exalted were might y champions. When functioning
The coordination penalt y on any given tick does not extend the
as a Sorcerer fof a complimentary unit the Solar's offensive and
number of participants who have attacked the opponent up until
defensive ranged Charms and Combos may be expanded to also
that very moment. So if 2 allies attack in the first tick, and 1 in the
include the Unit by expending a number of motes equal to the
second, then the first two combatants impose a -2 coordinated
unit's magnitude.
attack penalt y at most, but the third assailant benefits from the full
-3 bonus.

i 34 34
For example, with this charm active a Solar Hero could use attack, only the highest PDV is applied. If the attack is not parried
Seven Shadows Evasion to protect his unit from a ranged attack or successfully, the original target is hit, or the ally who stepped in
use Arrow Storm Techniqe for an area of effect shot. He could not front of the attack if he chooses to take the entire blow.
use Lightining Speed to boost his units speed or Adamant
Countermagic to prevent a spell being cast against his unit. Unity Of The Titans
Additionally, any benefits of the Hero's anima is granted to the Cost: ; Mins: War 5, Essence 5; Type: Permanent
Unit's commander. Multiple Anima benefits do not stack. Keywords: None
Duration: Permanent
Swift Command Prerequisite Charms: Unit y of the Might y
Cost: 2m per 1-tick reduction; Mins: War 3, Essence 2; Type: This charm permanently enhances Unit y of the Might y. By
Supplemental spending an additional point of willpower, all those under the
Keywords: Combo-OK, Obvious effects of the charm gain another benefit. Any Exalted may have
Duration: Instant one of his Charms benefit an action of one of his allies. The
Prerequisite Charms: Any War Excellency benefactor activates the Charm and pays the essence cost. Any
The Solar Exalted are masters of combat and leadership. With willpower costs and health levels have to be paid by the target
only a few words they can make their intentions known and guide instead, as well as a single mote of essence to help channel the
their allies into a joint strike. For each 2 motes spent the Solar can magic, which is committed for the duration of the charm. For the
reduce the speed of a coordinate attack action with 1, to a benefactor, this is a ref lexive effect, but the target needs to take the
minimum of 1. t ype of action the charm describes. This effect counts as a charm
use for both parties, and can never benefit from any charm effect
Swift Solar Strategy that reduces the cost of a charm or allows a charm to be used as an
Cost: ; Mins: War 3, Essence 2; Type: Permanent innate power. Silent Words of Battle is an exception to this rule.
Keywords: War Any charm with a duration longer than instant can only
Duration: Permanent function as long as Unit y of the Might y remains active.
Prerequisite Charms: Any War Excellency Furthermore, combos cannot be activated in this manner, but it is
The speed and cunning with which the Solar Exlated lead rumored really powerful Solars of the First Age could even
others in the destruction of their enemies is incontestable. The overcome this limitation, turning their entire circle into might y
Speed of the Solars coordinate attack (Exalted, p. 144) and powerhouses.
coordinate units (Scroll of Kings, p. 110) actions are reduced by
one. At Essence 5+, their Speed is reduced by two. The Exalt need Voice Of Celestial Command
not take advantage of these reductions in Speed if he wishes Cost: 3m; Mins: War 4, Essence 3; Type: Supplemental
otherwise. No combination of Charms including this one can Keywords: Combo-OK
reduce the Speed of these actions below two. Duration: Instant
Prerequisite Charms: Circle Strikes as One
Unhesitating Charge The Lawgivers coodinate in battle with supreme perfection.
Cost: 3m; Mins: War 4, Essence 2; Type: Supplemental This Charm supplements an action to coordinate attacks in battle.
Keywords: Combo-OK, War The Solar rolls (Charisma + War) as normal. If he would fail, he
Duration: Instant instead succeeds with a threshold of zero successes, inf licting a
Prerequisite Charms: Any War Excellency coordinated attack penalt y on the target's DV equal to half the
The armies of the Solars move without hesitation. This Charm number of combatants coordinating. This charm can be used to
supplements a Join War action. The Solar wins initiative without coordinate a number of people up to the Solar's (Charisma + War.)
needing to roll, acting on tick 0.
Wyld Banishing Strategy
Unity Of The Mighty Cost: 10m, 1wp; Mins: War 5, Essence 4; Type: Simple
Cost: 2m per ally, 1wp; Mins: War 4, Essence 3; Type: Simple Keywords: Combo-OK, War, Obvious
Keywords: Combo-Basic Duration: One Day
Duration: One Scene Prerequisite Charms: General of the All-Seeing Sun
Prerequisite Charms: Silent Words of Battle The Fair Folk were amoung the greatest foes of the Solar
When fighting alongside a Solar tactician, one can find himself Exalted in the First Age and often the Lawgivers would bring their
in a heightened awareness of the battle around him, and how his armies into the Wyld to claim vast stretches of the Madness for
allies are faring. A Solar activating this Charm includes links the Creation. This charm allowed them to affix realitiy around their
minds of his allies so that they become aware of everything any one army allowing them to weaken the Fair Folk. When active, this
of the others is aware off. This costs the Solar 2 motes per ally, Charm increases the difficult y of all shaping attacks against the
himself included, and 1 willpower. The first benefit is obvious; as Army by 1/2 of the Unit's magnitude. All Fair Folk with a number
long as one ally notices an attack, none of the others can be of miles equal to the unit's magnitude are also subject to a penalt y
surprised by it. Note that this only benefits unexpected attacks that to all actions equal to 1/2 the unit's magnitude.
can be prevented with a successful awareness roll.
There are other benefits from this Charm though. Everybody
under the effect of this Charm can use Silent Words of Battle more
freely. As long as they possess the Charm, they can use it without
base activation cost, and as a innate power, as long as both the
speaker and all recipients are under the effect of Unit y of the
Might y.
Furthermore, any ally close enough may attempt to parry an
attack on one of his allies, or may even choose to step in front of
the attack. Even if more than one person attempts to parry an

35 i 35
Chosen of the Sun

Chapter 3:
Golden Bull Preachings
Limit Breakhe has given himself too far into the grips of his own
Integrity Charms glorious madness.

Adamant Destiny Declaration Blissful-Shining Defense


Cost: (5m); Mins: Integrit y 5, Essence 4; Type: Permanent Cost: 5m, 1wp; Mins: Integrit y 5, Essence 3; Type: Simple
Keywords: None Keywords: Combo-Ok, Obvious, Social
Duration: Permanent Duration: One Scene
Prerequisite Charms: Destiny-Manifesting Method Prerequisite Charms: Elusive Dream Defense, Stubborn Boar
Those who decide the destiny of the Lawgivers must pay for Defense
their hubris. This Charm permanently enhances the Solars With a blissful knowledge that he is nigh-persuadeable the
Integrit y-Protecting Prana. Whenever a shaping effect used by a Lawgiver can wade through hours of indepth debate. For the
character is prevented by the Charm, the Solar may ref lexively remainder of the Scene this Charm negates the Onslaught and
spend 5 motes to turn the shaping back on its wielder, redirecting Coordinated attack penalties that others' social attacks impose on
the effect to the character who originally used it. That character the Exalt's MDV.
must be a valid target for the shaping effect.
Burning The Phoenix Pinions
Ascending Phoenix Arete Cost: 5m, 1wp; Mins: Integrit y 5, Essence 4; Type: Simple (Speed
Cost: ; Mins: Integrit y 5, Essence 4; Type: Permanent 4)
Keywords: None Keywords: Combo-Basic
Duration: Permanent Duration: Instant
Prerequisite Charms: Phoenix Renewal Tactic Prerequisite Charms: Phoenix Renewal Tactic
The heart of the righteous Lawgiver overf lows with virtue, The Lawgivers have always taken comfort and confidence from
strengthening his heroic resolve and driving him to epic feats. The their position as the most virtuous of men. When you purchase
Solar may spend a channel of his primary Virtue in place of a point this charm, choose one Virtue. When you activate this charm, roll
of temporary Willpower in order to activate a Combo. that Virtue and regain temporary Willpower equal to the successes
rolled; this reduces your that Virtue by one until the end of the
Blind God-King Hubris story, though this does not reduce Essence pools or other
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent secondary traits. This is not damage, but a reduction. It cannot be
Keywords: None cured, because it is not an injury.
Duration: Permanent You may purchase this charm once at Essence 4 and again at
Prerequisite Charms: Stubborn Boar Defense Essence 5, 6, and 7, no more than four times total; each time you
The full glory of the Lawgivers is not unlike madness, but it is a must select a different Virtue.
madness of righteous wrath and more-than-mortal grandeur. Who
dares question their god-king when he is adorned with such glory? Champion Of (Virtue) Meditation
While in Limit Break, the Lawgiver may ref lexively recover a point Cost: ; Mins: Integrit y 5, Essence 4; Type: Permanent
of temporary Willpower each action. This can increase the Solars Keywords: None
temporary Willpower above his permanent Willpower, to a Duration: Permanent
maximum of (Permanent Willpower + Primary Virtue). However, a Prerequisite Charms: Epic Zeal of (Virtue)
Lawgiver with this Charm cannot attempt to partially control a

i 36 36
The Lawgivers will is power; her passions inevitable. This Glorious Solar Radiance
Charm is actually a group of four Charms, one for each Virtue with
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent
each requiring the appropriate Epic Zeal of (Virtue). It permanently
Keywords: Obvious
enhances the Exalts specified Virtue, allowing her to channel it
Duration: Permanent
without spending Willpower to do so. Upon reaching Essence 6+
Prerequisite Charms: Sun King Radiance
when the Solar channels the Virtue for successes, she receives
The Solar Exalted are the masters of their own essence and this
(Essence) successes instead if that would be higher than the Virtues
is never more obvious when activating their anima banner. After
rating.
purchasing this charm, whenever a Solar is at the 11+ mote level no
external effect can increase the essence cost of any of their charms.
Essence Awareness Training
Cost: ; Mins: Integrit y 3, Essence 2; Type: Permenant Golden Lion Devotion
Keywords: Stackable
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent
Duration: Permenant
Keywords: None
Prerequisite Charms: (Abilit y) Excellency
Duration: Permanent
Much like Ox Body trains the Solar's physical body to resist
Prerequisite Charms: Righteous Lion Defense
greater damage than a mortal could withstand, so to may a
The Lawgiver would sooner die than betray his beliefs. This
Lawgiver train his essence to become more potent. This charm may
Charm magically reinforces the Solars primary Virtue. The
be taken up to a total number of times equal to the Solar's Essence
Lawgiver may treat any mental inf luence that opposes that Virtue
or Integrit y, whichever is less. Each time this charm is chosen it
as an unacceptable order. However, this magical reshaping of the
causes three effects.
The Solar's Essence is considered to be increased by one
Solars personalit y is not without consequence. Any mental
inf luence that opposes the Virtue opposite the Solars primary
whenever an effect requires a roll against his Essence Trait.
The Solar will regain an additional 2 motes of essence per
Virtue is treated as unnatural mental inf luence.
hour while resting. Additionally every hearthstone in the Solar's
possession will grant him an additional mote per hour, topped out Heroic Resurgence
at the Hearhstone rating if this charm is taken multiple times. Cost: ; Mins: Integrit y 5, Essence 3; Type: Permanent
Effects that increase the costs of charms, abilities or sorceries Keywords: Obvious
are reduced by 2, to a minimum of 0 motes. Duration: Permanent
Prerequisite Charms: Phoenix Renewal Tactic
Essence Protecting Prana The Chosen of the Sun sometimes face impossible-seeming
odds, and yet they wrest astonishing victory from the jaws of
Cost: 5m, 1wp; Mins: Integrit y 3, Essence 1; Type: Ref lexive (step
oncoming doom. When a Solar with this Charm performs a
2)
successful two- or three-die stunt, instead of the usual rewards, she
Keywords: Combo-OK
may heal one level of bashing or lethal damage she has suffered
Duration: One Day
during the current scene.
Prerequisite Charms: None
This charm grants complete control over the f lows of a Solar's
Essence. Effects that might increase the cost of a Solar's Charms or Hero's Purpose Meditation
abilites are ignored. This is a persistant effect and cannot be Cost: ; Mins: Integrit y 5, Essence 4; Type: Permanent
overcome by any force. Keywords: None
Duration: Instant
Eternal Inviolability Prerequisite Charms: Righteous Lion Defense
Those who would stand in the way of the Lawgivers face
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent
insurmountable spirit and determination. This Charm
Keywords: Combo-OK, Immovable
permanently enhances the Exalt, increasing the Willpower rewards
Duration: Permanent
for successful stunts that defend or support his Intimacies that are
Prerequisite Charms: Inviolable Body and Mind, Inviolable Spirit
protected by Righteous Lion Defense. When the Solar performs
The Solar exalted learned to enhance their charms, such that
such a stunt and chooses to regain Willpower, he gains a number of
they were stunningly difficult to surprise with the most bizarre
temporary Willpower equal to the dice value of the stunt instead of
effects of the world. This charm is a permanent enhancement to its
one (one-die stunts still provide no Willpower). This does not allow
two prerequisites. It grants them both the f low keyword, and they
the Exalt to exceed his normal maximum amount of temporary
may be activated after an effect has already been successful against
Willpower.
them for an additional cost of 1 willpower.
The Exalt need learn this Charm only once, even if he has
learned Righteous Lion Defense twice. It applies equally to both
Faith-Inspiring Stance Intimacies.
Cost: 6m, 1wp; Mins: Integrit y 4, Essence 3; Type: Ref lexive
Keywords: Combo-OK, Social Inviolable Body And Mind
Duration: Indefinite
Cost: 5m; Mins: Integrit y 4, Essence 3; Type: Ref lexive
Prerequisite Charms: Elusive Dream Defense
Keywords: Combo-OK, Immovable
The presence of the Lawgivers bolsters the conviction of their
Duration: Instant
compatriots, though not always for the better. When the Exalt
Prerequisite Charms: Elusive Dream Defense
activates this charm, he can affect one character or social unit per
The Solar exalted shrug off the imprecations of gods and
point of Essence with the effects of Temptation-Resisting Stance,
beasts, standing firm throughout. This charm is a perfect defense
though it is not stackable.
against effects that would alter the Lawgiver's attributes or abilities
or associated static values; thus, it may defend against a god's
Imprecation, or an Abyssal's necrotic powers.

37 i 37
Inviolable Edicts Of The Sun This Charm has four versions, one for each Virtue. It gives a
sixth dot into the appropriate Virtue. This is a Training effect, and
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent
the character enters into a 15 experience point debt. He cant
Keywords: Mirror (Yawning Maw Of Failure)
purchase this Charm again for other Virtue until he fully pays this.
Duration: Permanent
Also, the character no longer needs to spend Willpower in
Prerequisite Charms: Lamp of Unyielding Faith
order to channel this Virtue.
The magnificent power of the Solar Exalted is as a wall of
adamant to his enemies. This Charm permanently enhances the
Exalt, increasing his resilience against effects that would suppress, Moment Of Certainty
negate or otherwise manipulate his own Charms or spells, or his Cost: 3m; Mins: Integrit y 3, Essence 2; Type: Ref lexive
motes, mote pools, Willpower or Virtue channels. The difficult y of Keywords: Combo-OK, Obvious, Social
any rolls to do so increase by the Lawgivers Essence. If an effect Duration: Instant
molests the Solars Charms or temporary resources without a roll, Prerequisite Charms: Any Integrit y Excellency
that effect automatically fails. In the case of spells, this makes it The Solars' minds throw back all assaults upon them. The
impossible for countermagic of the same Circle to negate the Solars Solar invokes this charm in response to a social attack or other
spells only during the Shape Sorcery or Necromancy actions; once source of mental inf luence. This charm ensures that he perfectly
the Cast Sorcery or Necromancy action has been taken, the energy defends against that attack, whether his Dodge MDV is applicable
of the spell has been released and those motes are no longer truly or not.
the Solars, unless they remain committed.
Lawgivers with Essence 6+ may also purchase this Charm Omnipotent Golden Resolve
again, up to a number of times equal to the amount by which their Cost: ; Mins: Integrit y 6, Essence 6; Type: Permanent
permanent Essence exceeds five. For each such additional purchase Keywords: None
of this Charm, the Exalt adds a bonus success to any and all Duration: Permanent
contesting rolls he makes during Charm conf lict. Prerequisite Charms: Righteous Lion Defense, Transcendent
Hero's Meditation
Inviolable Spirit Through their unassailable, glorious purpose the Solar Exalted
Cost: 5m; Mins: Integrit y 4, Essence 3; Type: Ref lexive become proof against even the most insidious trickery. This Charm
Keywords: Combo-OK, Immovable permanently enhances the Exalts Transcendent Heros Meditation,
Duration: Instant reducing its mote cost by the Lawgivers own permanent Essence.
Prerequisite Charms: Inviolable Body and Mind In addition, if all of the long-term inf luences that the Charm would
The Solar exalted have faced many hardships over their the shed conf lict with one or more of the characters Intimacies or
years, and perhaps the most insidious are those attacks which Motivation, the Willpower cost of the Charm is reduced to one.
would impugn the very source of their power. The solars activate The Exalt may now substitute an unsoakable aggravated health
this charm in response to an attempt to affect their essence pools or level for the entire cost of the Charm.
means of spending essence. This is a perfect defense against such
effects. This would therefore protect a solar against Essence Pure-Heart Innocence Approach
Disruption Attack, Breath Draining Prana, Wood Dragon Armor's Cost: ; Mins: Integrit y 2, Essence 2; Type: Permanent
powers, or any other affect that would drain a solar's essence pools Keywords: None
or affect rates of expenditure. For effects with a longer duration, Duration: Permanent
this charm must be activated when the effect first takes hold; the Prerequisite Charms: Temptation-Resisting Stance
effect is then defended against. At essence four, this charm may The Solar Exalted defy all attempts at blinding or subjugating
also be invoked to protect against attacks against or damage to their mind, secure in the pure virtue of their heart. When resisting
willpower, temporary willpower, virtues, or virtue channels. unnatural mental inf luence, the Solar may spend channels of
Temperance in place of points of temporary Willpower.
Lamp Of Unyielding Faith
Cost: ; Mins: Integrit y 5, Essence 4; Type: Permanent Sincerity Inside And Out
Keywords: None Cost: 5m, 1wp; Mins: Integrit y 5, Essence 4; Type: Ref lexive
Duration: Permanent Keywords: Combo-OK, Social
Prerequisite Charms: Integrit y Essence Flow, Destiny-Manifesting Duration: One scene
Method Prerequisite Charms: Any Integrit y Excellency
What is the tale of a hero without triumph over adversit y? This The Lawgivers know when to speak as a master and when to
Charm permanently alters the Solar, allowing him to enhance any speak as an equal. The Solar automatically defends against
of his contesting rolls during a Charm conf lict with his Integrit y unnatural mental inf luence, but cannot use unnatural mental
Excellencies, even for Charms from other Abilities. Doing so still inf luence himself. Ending this charm prematurely costs one
requires that the Solar pay the normal costs for the Excellency and Willpower.
other Charms and follow all other rules for Charm conf lict and
timing. Treat Essence and Willpower as Attributes for the purposes The Heart Breathes Deep
of determining dice limits when applying Integrit y Excellencies to Cost: ; Mins: Integrit y 4, Essence 2; Type: Permanent
pools based on them. Keywords: None
Duration: Permanent
Living Avatar Of (Virtue) Prerequisite Charms: Any Integrit y Excellency
Cost: ; Mins: Integrit y 5, Virtue 5, Essence 5; Type: Permanent The Solar Exalted are sustained by their Virtue alone.
Keywords: Training Whenever the Lawgiver channels his primary Virtue, he is
Duration: Permanent refreshed and renewed, and need not sleep for a day. At Essence 3,
Prerequisite Charms: Integrit y Essence Flow channeling his primary Virtue also nourishes him, doing away with
The Lawgivers are full of passion, and they can reach levels of the need to eat or drink for that day. At Essence 4, he may breath
understanding that few else can. deep of his

i 38 38
Virtue alone, being able to go without breathing for (Integrit y) Essence 11+ Charm, however, so this benefit is largely one of raw
actions after channeling his primary Virtue. And finally, at Essence potential power rather than transcendent techniques. This benefit
5, he may respire essence itself of his Virtue, recovering a number is likewise suppressed if the Exalt has insufficient Virtues.
of motes equal to half his primary Virtues rating whenever he
channels it. Unstoppable Destiny Outburst
Cost: ; Mins: Integrit y 5, Essence 4; Type: Permanent
True Paragon of Virtue Keywords: None
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent Duration: Permanent
Keywords: None Prerequisite Charms: Destiny-Manifesting Method
Duration: Permanent No force in existence can set the Lawgiver on a wicked path
Prerequisite Charms: Living Avatar of (Virtue) (x4), Spirit- that she can not correct. This Charm permanently enhances the
Maintaining Maneuver, Elusive Dream Defense Exalts Integrit y-Protecting Prana, allowing it to shatter any Shaping
The Lawgiver passion can only lead him to glory. Nothing can effects previously imposed on the Solar in the current scene. As
apart him from this fate. with normal activations of Integrit y Protecting Prana this does not
If the character suffers any natural or magical effect that will prevent damage if the Shaping did not directly target the Solar, but
lower any of his Virtues, he can channel one point of that Virtue to if the Exalt was directly affected harm from Shaping effects would
perfectly avoid such effect (if this attack has other effects, they are disappear. Turning the Exalt into a frog would be undone, but
not affected by this Charm). burying her in frogs would not.
Every time the character channels a Virtue, he regains 3 motes At Essence 6+ the Exalt reduces the mote cost of Integrit y-
or 1 Willpower points if the action succeeds. Protecting Prana to one.

Unceasing Hero Prana What Do You Think Of That Deflection


Cost: 1m; Mins: Integrit y 5, Essence 3; Type: Supplemental Cost: 3m; Mins: Integrit y 3, Essence 2; Type: Ref lexive (Step 9)
Keywords: Combo-OK Keywords: Combo-OK, Counterattack
Duration: Instant Duration: Instant
Prerequisite Charms: Phoenix Renewal Tactic Prerequisite Charms: Any Integrit y Excellency
The Solar Exalted shine with the power of their conquests. The Solar's opponent finishes his tirade, and the Solar turns
This Charm may supplement rolls against a difficult y or DV of (5 serenely to ask the opponent's companion for his response. This
or the Solars Essence, whichever is higher). If successful, the Exalt Charm is invoked when the Solar successfully defends against a
regains one mote of Essence for each extra success she rolled, to a social attack with his Dodge MDV or Integrit y Charms. The
maximum of (her Essence x 2). She may not regain more than 20 attacker makes an attack against another target of the Solar's choice
motes during her action in this way, and this may not raise the within three yards of the Solar with the same dicepool as the attack
Chosens Essence pool over her normal maximum. This Charm made on the Solar. This attack has no DV penalt y and does not
may be used to supplement other Abilities. count as an action for the purposes of multiple action penalties.
This attack is not a Counterattack, but it uses the Counterattack
Unconquerable Transcendence rules; it takes place in step nine of the attack resolution and can not
Cost: ; Mins: Integrit y 5, Essence 5; Type: Permanent be responded to with Counterattacks.
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Champion of (primary Virtue) Meditation
Like the Unconquered Sun who was the template of their
power, the Lawgivers embody the greatness of the four Virtues of
Creation and through them excel beyond all others. This Charms
prerequisite must be the version based on the Exalts primary
Virtue; having learned this Charm, the Solar may bypass her
current age limitation on raising permanent Essence. This means
that a Solar who had lived only a mortal life time could raise her
Essence to 6, while one only slightly over a century old could attain
Essence 7. The character must still train and buy her Essence up
normally. This burning spiritual insight comes almost solely from a
deep commitment to Virtue. If the Exalts primary Virtue somehow
drops below 5, her Essence lowers to its normal maximum for her
age, which in turn shuts off use of Charms with minimum Essence
that she does not meet. Such dots of Essence are not lost, but they
only return when all the requirements of this Charm are met again.
One truly dedicated to Virtue may learn all four Champion of
(Virtue) Meditation Charms to purchase Unconquerable
Transcendence a second time, allowing her to raise her permanent
Essence up to two dots beyond her current age limitation. If any of
the Solars Virtues drop below 5, however, any dots beyond her
normal age cap are suppressed until her Virtue are repaired.
Essence 10 Exalts who know this Charm do not surpass all
limitations to become Essence 11 (or 12), but they come close. An
Essence 10 Exalt with this Charm is treated as effectively having
Essence 11 for all purposes, including mote pools, bonus dice and
successes in Charm conf lict, etc. There is no such thing as an

39 i 39
The display may be a normal Performance-based action, with
Performance Charms whatever effects it would normally have on the usual targets; in
addition, however, the trees stop rustling and the wind stops
Allure Of Divine Beauty blowing to better pay attention to the Solar. Fire no longer
Cost: ; Mins: Performance 5, Essence 5; Type: Permanent consumes and grows, cold no longer bites deep.
Keywords: Mirror (Unstoppable Incubus Mastery) For the rest of the scene after this Charm is activated, all
Duration: Permanent environmental hazards stop inf licting damage within sight of the
Prerequisite Charms: Husband-Seducing Demon Dance Solar Exalt.
This Charm permanently enhances its prerequisite, changing In the case of magically conjured hazards, normal Charm
its t ype to supplemental. It no longer is a social attack itself, but conf lict applies, though the Solar adds (Essence) extra successes to
instead enhances other social attacks, adding (Appearance) extra her rolls.
dice and, apart from the normal effects of the social attack, Certain environmental hazards are exempt from this Charms
building an Intimacy of love as described under Husband-Seducing effects altogether because of their nature, as they are beings or
Demon Dance. parts of beings with their own volition, such as Terrestrial anima
Solars with Essence 6+ also reduce the mote cost of Husband- f lux and Adorjan, the Silent Wind of Malfeas.
Seducing Demon Dance to five, and those with Essence 8+ reduce
its cost to zero motes and zero Willpower. Familiar Face Presentation
Cost: (+1wp); Mins: Performance 4, Essence 3; Type: Permanent
Ceaseless Assertion Presentation Keywords: None
Cost: 2m per action; Mins: Performance 5, Essence 3; Type: Extra Duration: Permanent
Action Prerequisite Charms: Respect Commanding Attitude
Keywords: Combo-Ok, Obvious, Social This Charm enhances the Charm Respect Commanding
Duration: Instant Attitude. Instead of drawing attention directly to himself a
Prerequisite Charms: Phantom-Conjuring Performance Lawgiver can subtly and casually inf luence people.
Using his abilit y to conjure images to further his speech, a The Solar may choose to affect up to his Essence individuals
Lawgiver can lay out several points in a matter of minutes, through this Charm instead of entire crowds.
berrating all those within distance of his Performance rolls. This These people approach the Lawgiver as if they recognize him
Charm is a f lurry of two or more Social attacks. Each attack costs from somewhere or as a long forgotten friend and, when multiple
t wo motes, including the first, and the Solar may buy up to his people approach him at once, they tend to agree with one another
[Essence + 1] attacks. This Charm lets the Solar make these attacks as to where they recognize him from (Oh yeah! You're that friendly
regardless of Rate, without multiple action penalties, and with a merchant who stopped in three seasons ago. How are you?).
MDV penalt y equal to only the highest penalt y for any one attack. Those who fall victim to this Charm always use their PMDV
This Charm may be comboed with Charms from other instead of their DMDV as they are more willing to listen to his
Abilities (usually Presence or Socialize Charms). words.
This Charm is only Obvious if the Solar makes more social
attacks using this Charm than the normal rate for that attack. Fool-Mocks-Emperor Satire
Cost: 10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple
Creation-Spanning Whisper Keywords: Combo-OK, Emotion, Social
Cost: (+1wp); Mins: Performance 6, Essence 6; Type: Permanent Duration: Instant
Keywords: None Prerequisite Charms: Heart-Compelling Method
Duration: Permanent When the arms of warriors fail to topple a king, the pen of a
Prerequisite Charms: Demon-Wracking Glory playwright might yet prevail.
This Charm permanently enhances the Exalts Phantom- Through this Charm, a Lawgiver can destroy the reputation of
Conjuring Performance so that he no longer needs to make use of a person or group with a performance of theater, poetry, music, or
an Excellency to gain its benefit. When activating Demon- similar. He rolls ([Charisma or Manipulation] + Performance), and
Wracking Glory or Phantom-Conjuring Performance, the Solar may chooses to satire either a person, a social group, or a particular
also spend a point of Willpower to enhance their range, to (Essence Virtue.
x 100) yards and (Essence x 10) miles, respectively. He might perform a play in which the Regent Fokuf is
At Essence 8+ this increase becomes (Essence x 500) yards and bamboozled by the shenanigans of a group of young Dynasts,
(Essence x 100) miles, respectively. dramatically recite accounts of the Guilds intrigues and iniquities,
or read aloud from a volume of poetry denigrating the intemperate
Elemental Fury-Allaying Speech courage and brash valor of warlords that has despoiled Creation.
Cost: 8m, 1wp; Mins: Performance 5, Essence 4; Type: Simple This Charm exerts unnatural mental inf luence on all who
(Speed 6 in long ticks) witness the presentation. Characters with MDV less than the
Keywords: Combo-OK, Obvious, Shaping Solars successes must spend two Willpower or be compelled by
Duration: One scene this satire, gaining a magical intimacy of derision for the person,
Prerequisite Charms: Face the Light group, or Virtue.
The pathos and artistry in the voices and actions of the Solar If the targeted individual attempts to make a social attack
Exalted can not be ignored, not even by the rocks and the clouds. against a character with such an intimacy, he suffers an external
This Charm is an impassioned oration, musical masterpiece or penalt y equal to the Solars Essence.
some other performance that calls the attention of even inanimate
objects.

i 40 40
Likewise, if a member of a targeted group makes a social attack the virtue rating, the bearer adds bonus successes equal to the
against a character with the intimacy, they too take the penalt ybut virtue rating. These temporary willpower cannot be lost except
only if they speak on behalf of or in support of the group. If the through this expenditure or refilled through any means. Units of
performance targeted a Virtue, then the penalt y applies to any soldiers who benefit from this charm may spend a point of the
social attack that aligns with that Virtue, but it is reduced to half special temporary willpower to raise their Might to 2 for one action.
the Solars Essence. Social attacks enhanced by Charms are not This charm can be used similarly in mass social combat.
penalized. The magical intimacy from this Charm can be eroded
normally. Irresistible Chorus Line Harmony
Cost: ; Mins: Performance 4, Essence 2; Type: Permanent
Indivisible Themes Of Splendor Keywords: Compulsion
Cost: 4m, 1wp; Mins: Performance 4, Essence 2; Type: Extra Duration: Permanent
Action Prerequisite Charms: Respect-Commanding Attitude
Keywords: Combo-OK, Mirror (Forum-Conquering Rant), When music wells up in the hearts of the Suns Chosen, all the
Obvious, Social world must dance to their song. This Charm enhances the Solars
Duration: Instant Respect-Commanding Attitude. Any character that succumbs to the
Prerequisite Charms: Respect Commanding Attitude compulsion joins in the Solars performance, acting as back-up
To convey the glories that occupy their minds, the Solar Exalted dancers, a chorus line, or fervently cheering supporters. In addition
must express many complex ideas. This Charm is a magical f lurry to the aesthetic benefits of this Charm, the Lawgiver may use it to
of up to (Essence) Performance- or Presence-based social attacks, choreograph the actions of his followers. If the Solar uses Respect-
ignoring the normal Rate of such attacks, all of which suffer no Commanding Attitude on a mass unit he leads before entering into
multiple action penalties and inf lict only the highest DV penalt y of mass combat or mass social combat, he may use his Performance in
any single attack in the f lurry. This Charm is only Obvious if the place of War or Socialize for the duration of the scene.
Exalt makes four or more attacks.
Mastery-Of-Passion Nuance
Infallible Persuasion Methodology Cost: ; Mins: Performance 5, Essence 3; Type: Permanent
Cost: ; Mins: Performance 5, Essence 5; Type: Permanent Keywords: Emotion,Mirror (Secret Heart Iniquit y), Social
Keywords: None Duration: Permanent
Duration: Permanent Prerequisite Charms: Heart-Compelling Method
Prerequisite Charms: Performance Essence Flow, Heart Compelling The savvy Solar Exalted are masters of others hearts. When a
Method Solar makes a social attack supplemented by Heart-Compelling
This Charm permanently enhances all of the Lawgiver's Method, she may name a Virtue that is relevant to her attack. Any
Performance Charms. His words become poignant and near target whose rating in that Virtue is not less than 2 treats that
impossible to resist. This increases the Willpower cost to ignore any Virtue as if it were rated at 3 or higher for the purposes of reacting
given Performance Charm's effects by one if there is such an to the social attack. Further, the Virtue can not be overridden with
option. Willpower in this case; if the Exalts attack is successful a target
must fail a roll of that Virtue to act against it. This unnatural
Insight-Conveying Performance emotion can not be resisted except by the Exalted, who can do so by
Cost: 6m; Mins: Performance 5, Essence 4; Type: Supplemental gaining a point of Limit (or Resonance in the case of Abyssals).
Keywords: Combo-OK, Social
Duration: Instant Radiant Appearance Technique
Prerequisite Charms: Memory-Reweaving Discipline Cost: 3m per dot; Mins: Performance 3, Essence 2; Type: Simple
The truth of the Lawgivers is worthy of belief irrespective of the Keywords: Combo-OK, Obvious, Stackable
truth of the world. This charm permanently enhances it's Duration: One Scene
prerequisite. When activating Memory-Reweaving Discipline, the Prerequisite Charms: None
Lawgiver can spend 5m further to enhance the created Intimacy, so This Charm suffuses the character with Solar Essence,
that when those affected by the charm spend Willpower to channel temporarily increasing his Appearance. It adds one dot to the
a virtue to act in the interest of the created intimacy, they may roll character's Appearance for each three motes spent. No
one die; if they succeed, they regain the Willpower they spent to combination of charms that includes Radiant Appearance
channel the virtue. Technique can increase his Appearance by more than his Essence,
and this bonus is treated as a dice bonus from Charms.
Inspiring Dance Of Mastery
Cost: 10m, 1wp; Mins: Performance 5, Essence 5; Type: Stanewald And Wulfthryth Take Creation
Supplemental Cost: 12m, 1wp; Mins: Performance 5, Essence 4; Type: Simple
Keywords: Combo-OK, Social, Illusion (Speed 4, DV -0)
Duration: Instant Keywords: Combo-Basic, Compulsion, Obvious
Prerequisite Charms: Insight-Conveying Exhortation Duration: One scene
True passion inspires spectacular excellence, especially when Prerequisite Charms: Husband-Seducing Demon Dance
that passion is in service to a holy cause. This charm supplements a Grace, allure, beaut y. These are aspects of life that belong
social attack to inspire an intimacy towards either a specific Abilit y everywhere, but are only seen symbolically in so many facets of
(such as Melee) or a specific task (such as deposing the cruel t yrant existence. The patterns of blood that spray across the battlefield
of one's home cit y.) If the charm successfully inspires the intimacy, call to mind trailing ribbons, but so much more beaut y can be had
the new intimacy is supernaturally charged. with carefully timed foot-work and the f lowing movements of a
The bearer of the magical intimacy gains the Lawgiver's true dancer. When the Exalt activates this Charm, she forces others
Essence in special temporary willpower, which can only be used to to join her in making all of life a true performance. The Solar rolls
channel virtues while acting in defense or support of the intimacy; (Charisma + Performance + Essence) against the MDVs of anyone
when they are so used, rather than rolling additional dice equal to present; those who succumb must fulfill all the physical activities of

41 i 41
their lives through dance. One does not walk down the street, one mental inf luence on every valid target of this roll. If their MDV is
f lips and pirouettes; one does not pick up groceries at the market, less than the extra successes, this Charm increases or decreases the
one f lips over the counter, leaving behind change, then backf lips to Virtue corresponding to the compelled behavior by one, but only
the other side with bag in hand. For the duration, anyone subject to for the purposes defined in the disadvantages of Virtues (defined
this Charm's effects must dance, and so any physical activit y they on p. 102). It also creates an instant intimacy (see p. 201) to that
perform treats Abilities rated higher than their Performance as virtue. Shaking off the false virtue requires one Willpower per
being the same as their Performance. While dancing away their scene, and the effect lasts until the targets break their intimacy to
lives, characters convert any appropriately dance-themed stunt dice the false belief.
into automatic successes. This unnatural compulsion to dance can
be resisted for one action by spending a Willpower, and after
spending four Willpower in this way a character is immune to the
effect for the rest of the scene. Some Solars of the First Age who
made extensive use of this Charm had angyalkae servants to
provide accompanying music.

Tears From Stones Aria


Cost: 10+m, 1wp; Mins: Performance 5, Essence 6; Type: Simple
(Speed 6, DV -2)
Keywords: Combo-OK, Obvious, Shaping
Duration: One action
Prerequisite Charms: Elemental Fury-Allaying Speech
Solar passion catches up even the rocks in the field, and causes
castle walls to part for the Lawgivers passage. This Charm is a
single Performance of indefinite length, during which the Lawgiver
dances, sings, orates or otherwise convinces the unmoving matter
of the world to follow his directions. The Exalt rolls his Charisma +
Performance, and if successful the target of this Charm, though it is
normally inanimate, leaps about, gambols, dances, undulates or
otherwise performs physical actions as the Solar orders. The
difficult y of this Performance is equal to the Strength + Athletics
total necessary to lift the target.
The target is only granted mobilit y, and can not carry out other
actions; despite the name of this Charm, the Exalt can not cause
inanimate things to cry, but they can be made to pantomime.
However, these items can rearrange themselves and move about as
if they possessed muscle and volition. The Exalt may direct items to
perform combat actions, in which case they have at least Speed 6,
no ratings in Abilities, Strength equal to the Strength + Athletics
necessary to lift them and Dexterit y equal to the Solars Essence.
This Charm targets only solid, contiguous, non-magical items,
such as a wall, or a tower, but not a whole village. Every 10 motes
spent activating this Charm allows the Solar to target one item, up
to a maximum of (Essence) items. The Exalt rolls Charisma +
Performance once to control all targets. Success is determined
based on the item hardest to control. As long as the Solar has
successfully controlled an item on his previous action, he may
reactivate this Charm without Willpower cost to continue doing so
without need for another roll.

Unhesitating Oratory Approach


Cost: 3m; Mins: Performance 3, Essence 2; Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Any Performance Excellency
The Solar is ready to give an impassioned speech at any time.
This Charm supplements a Join Debate roll. It adds the Solar's
Essence score in autosuccesses to the roll.

Virtuous Courtier's Dance


Cost: 6m; Mins: Performance 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Social, Stackable
Duration: Instant
Prerequisite Charms: Memory-Reweaving Discipline
The virtues of the Lawgivers inspire like behavior in their
admirers. This Charm supplements a Performance-based roll to
compel or discourage virtuous behavior. It exerts an unnatural

i 42 42
Lunar mate (The Manual of Exalted PowerLunars, p. 20, 110),
Presence Charms strengthening the Solar Bond of the Lunar. The Lawgiver rolls his
([Charisma or Manipulation] + Presence) against the Lunars Dodge
Audience-Swaying Oration MDV, success increasing the Lunars Solar Bond Background by
Cost: 1m per die, 1wp; Mins: Presence 4, Essence 3; Type: Simple one dot. The target may ignore this unnatural emotion by spending
Keywords: Combo-OK, Social, Stackable t wo Willpower. In games that charge experience for Backgrounds,
Duration: Scene this is a Training effect with the usual cost of three experience per
Prerequisite Charms: Any t wo Presence Excellencies dot.
The Exalt speaks, and his words reach out toward his target as a A Solar may target his Lunar mate who has Solar Bond 5 to
cool drink beckons a man dying of thirst. For each mote spent, the further enhance the effects of the Background. There is no
character adds one die to Presence rolls he makes to command, Legendary Solar Bond, but successful application of the Charm,
persuade, or inspire others for the scene. This Charm is particularly which can initially be resisted at the normal cost of t wo Willpower,
effective in social mass combat; the Solar may ignore the permanently imposes an otherwise irresistible unnatural emotion
magnitude bonus of enemy social units. on the Lunar, which inf licts an internal penalt y equal to the Solars
permanent Essence on any dice pool the Lunar uses to knowingly
Authority Of Sol Invictus oppose the Solar.
Cost: 2m / Essence of spirit; Mins: Presence 5, Essence 3; Type:
Supplemental Charisma Amplifying Method
Keywords: Combo-OK, Obvious Cost: 3m; Mins: Presence 3, Essence 2; Type: Simple
Duration: One task Keywords: Combo-OK, Obvious, Stackable
Prerequisite Charms: Presence of the Master Duration: One Scene
The Unconquered Sun has authorit y over all spirits in the Prerequisite Charms: None
Celestial Bureaucracy, and this Charm allows a Solar to share in This Charm suffuses the character with Solar Essence,
some of that authorit y. Invoking this charm allows the Exalt to temporarily increasing his Charisma. It adds one dot to the
speak to any god or elemental whose domain is within range of his character's Charisma for each three motes spent. No combination
voice. The Charm may be invoked only on spirits with a permanent of charms that includes Charisma Amplifying Method can increase
Essence less than or equal to that of the Solars, and on spirits that his Charisma by more than his Essence, and this bonus is treated
recognize and respond to the authorit y of the Unconquered Sun. as a dice bonus from Charms.
This charm allows the Solar to command one simple effect that
is within the domain of the spirit to grant; for example he may Concise Eloquence Technique
command a lock to open, a river to part and allow him to pass, or a Cost: 5m; Mins: Presence 5, Essence 4; Type: Supplemental
sword to break. The exalt pays 2 motes of essence per point of Keywords: Combo-OK, Social
permanent Essence of the spirit he is commanding. The essence is Duration: Instant
committed until the Exalt is done speaking and the task is finished; Prerequisite Charms: Majestic Radiant Presence
this may be immediately for something such as the breaking of a What mortals can say in a ten minute speech, the Lawgivers say
sword. If the spirit wishes to contest the Solars authorit y, it may do in seven perfect words. This Charm supplements an attempt at
so by succeeding on a contested Willpower vs. the Solars Charisma mental inf luence. It makes that attempt an action in combat ticks,
+ Presence check. rather than long ticks.
This charm does not permit actual conversation to take place
unless the spirit chooses to manifest itself and speak normally. Crushing Pressure Of Spirit
Cost: ; Mins: Presence 5, Essence 4; Type: Permanent
Blinding Words Of The Chosen Technique Keywords: Obvious, Social
Cost: ; Mins: Presence 4, Essence 2; Type: Permanent Duration: Permanent
Keywords: None Prerequisite Charms: Majestic Radiant Presence
Duration: Permanent This Charm permanently enhances its prerequisite, increasing
Prerequisite Charms: Any Presence Excellency the difficult y of the Valor roll to attack the Solar to (Essence/2),
With a quick but clear method of speaking one of the Lawgivers rounded down, or the difficult y of the Willpower roll to (Essence).
can get in many more points for his argument than any normal
being could. This increases the Rate of all his Social Attacks by Cutting Observation Interruption
one. Cost: 5m, 1wp; Mins: Presence 4, Essence 2; Type: Ref lexive (Step
At Essence 5 and again at 6 this Charm enhances all of his Social 9)
Attacks by further increasing his Rate by one. If the Solar makes Keywords: Combo-OK, Counterattack, Social
more than three social attacks in one action his supernatural Duration: Instant
nature becomes Obvious. To suppress this effect with the Night Prerequisite Charms: Any Presence Excellency
caste (or similar) power requires 2m. The Solar Exalted may turn an opponents words against him,
drawing victory from the arguments of their foe. When the Solar is
Celestial Partnership Reinforcement engaged in social combat she may use this Charm in response to
Cost: 5m, 1wp; Mins: Presence 2, Essence 3; Type: Simple any social attack she is aware of, even one that does not target her.
(Dramatic Action) She then immediately makes her own social attack, be it
Keywords: Combo-Basic, Emotion, Training Performance- or Presence-based, that must include the original
Duration: Instant attacker amongst the targets. If this counterattack is successful,
Prerequisite Charms: None those targeted by the original attack need only pay one Willpower
As accessories to the glory of the Chosen of the Sun, the to resist the inf luence even if it was unnatural. This does not make
Chosen of the Moon should listen closely to their lords words. irresistible inf luence resistible.
This Charm is a scene in which the Exalt interacts with his bonded

43 i 43
Declaration Of Principles Defense immediate area with blazing noonday brightness with a radius of
(Essence x 10) yards. This charm also protects her from and
Cost: 2m; Mins: Presence 3, Essence 1; Type: Ref lexive
strengthens her against creatures of darkness. Against such
Keywords: Combo-OK, Obvious, Social
creatures, the Solar has her bashing and lethal soak and increased
Duration: Instant
by her Essence. Her attacks on such creatures also have their
Prerequisite Charms: Any Presence Excellency
minimum damage increased by her Essence. Furthermore, while
"I will never turn my back on people who need me!"
this charm is active, the Solar may incinerate corpses with Solar fire
The Lawgiver states the principles on which he stands, and
for one mote per body, ensuring that the higher and lower souls are
nothing will move him from them. This Charm is used when the
sent to Lethe for reincarnation and do not rise as ghosts.
Solar is subject to a social attack or other mental inf luence. If that
social attack is contrary to his motivation, dominant virtues (rated
at 3+), or intimacies, or if it is fundamentally hostile to the Solar, Foe-Blinding Brilliance
this Charm perfectly defends against that inf luence, even if it is Cost: (1wp); Mins: Presence 5, Essence 3; Type: Permanent
unblockable. Keywords: Obvious, Social, Mirror (Heart-Stopping Mien)
Duration: Permanent
Devil-Flaying Proclamation Prerequisite Charms: Majestic Radiant Presence
Unlike its mirror, this Charm inf licts no damage. However, the
Cost: 5m, 1wp; Mins: Presence 5, Essence 4; Type: Simple (Speed 3
internal penalt y for anyone daring to assault the Solar increases to -
in long ticks)
(Essence + 1).
Keywords: Combo-Basic, Compulsion, Holy, Obvious, Social
Duration: One scene
Prerequisite Charms: Enemy-Castigating Solar Judgment Gilt Retrospective Faith
So hallowed are the Chosen of the Sun their merest dismissal is Cost: ; Mins: Presence 8, Essence 8; Type: Permanent
agonizing pain. This Charm is a Charisma + Presence social attack Keywords: Illusion
against another character, adding the Exalts Essence in extra Duration: Permanent
successes, asserting the holiness of the Solar Exalted and their Prerequisite Charms: Unfaltering Adoration Achievement
primacy over all others. If the targets MDV fails to protect them No deed of the Solar Exalted could truly be unworthy. Could
from this verbal onslaught, they can do naught but grovel and beg it? This Charm permanently enhances the Lawgiver and his
forgiveness for their presumptions and misdeedspast, present and relationship with everyone who has formed a Motivation or
imaginedfor the rest of the scene. This unnatural inf luence may Intimacy based around him. Whatever the Exalt has done, at any
be ignored by spending three Willpower. Even if the Exalt or others time, those with emotional attachments believe that the Solar was
attempt to harm the target indirectly, through the destruction of right and just in those actions. No matter how wicked and vile,
people or objects to which the target holds an Intimacy, they will there were extenuating circumstances or a greater good was served.
only lay quiet or wail mournfully as they accept their just Even those who hold negative Intimacies or Motivations towards
punishment. However, any real effort on anyones part to harm the the Solar believe that the Chosen is righteous and that they hold a
target directly breaks the effects of this Charm, allowing the grudge against a good and honest man, however justified that
penitent to act normally. grudge really is.
If the target is a creature of darkness, in addition to being This unnatural illusion can be ignored for a week by spending
forced to beg forgiveness they lose an amount of temporary a point of Willpower, during which time the character reexamines
Willpower equal to half their own Essence. Should the target lack the deeds of the Solar and comes to a less biased conclusion on
sufficient Willpower, they lose all available points of Willpower and their own. After that week is out, this inf luence reasserts itself as
suffer an aggravated level of damage as their base wickedness burns the target ceases their equivocating and rationalizations, reasoning
in the presence of the holiest champions of Heaven. The Willpower once again that the Exalt is truly holy in word and action. After
cost for a creature of darkness to resist this inf luence is equal to spending Willpower for ten consecutive weeks to shuck this
(Exalts Essence targets Essence), minimum three. illusion, an individual becomes immune to this Charms effects for
a year. Those lacking Motivations or Intimacies focused on the
Eminence Of The Lawgiver Exalt can examine his deeds in a more objective fashion, even if
previously subject to this Charm.
Cost: ; Mins: Presence 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent Glorious Imperative
Prerequisite Charms: Authorit y-Radiating Stance Cost: ; Mins: Presence 5, Essence 3; Type: Permanent
This Charm permanently enhances Authorit y-Radiating Keywords: Mirror (Commanding Whisper)
Stance, so that it affects anyone whose MDV is lower than the Duration: Permanent
Exalts Presence + Essence. Another purchase of this Charm at Prerequisite Charms: Hypnotic Tongue Technique
Essence 5+ changes it to Charisma + Presence + Essence. Casual, easy power is natural to the Solar Exalted, just as it is
A third purchase of this Charm at Essence 6+ increases the natural for others to follow their commandseven when they dont
Willpower cost to resist Authorit y-Radiating Stance to equal half know that they are doing so. With this Charm, the Solar may
the Exalts permanent Essence. This increase in cost does not apply remove the Touch keyword from Hypnotic Tongue Technique by
against other Lawgivers. issuing the command as a verbal social attack against the target.
The target remains unaware of the magical inf luence behind the
Emulation Of The Glorious Zenith command, but is fully aware that the Exalt issued a command.
A second purchase of this Charm at Essence 5+ makes the
Cost: 10m, 1w; Mins: Presence 3, Essence 3; Type: Simple
targets Dodge MDV inapplicable against the inf luence when it is
Keywords: Combo-OK, Obvious
issued as a verbal command.
Duration: One Scene
Prerequisite Charms: Enemy-Castigating Solar Judgment
Not every Solar who must stand firm before the creatures of
darkness is chosen for the Zenith Caste. This Charm allows the
Solar to emulate the Zenith Caste anima power, filling the

i 44 44
Golden Retinue-Gathering Smile The player rolls Charisma and Presence and adds his Essence
in automatic successes. Everyone who can see the Lawgiver and
Cost: 10m, 1wp; Mins: Presence 6, Essence 7; Type: Simple (Speed
who has a Dodge MDV smaller than the accumulated successes
1 in long ticks)
finds himself drawn towards the solar. The targets' mind narrows
Keywords: Combo-OK, Obvious, Servitude, Social
and his view of the world changes.
Duration: Instant
He perceives only the Lawgiver with clarit y, the rest of the
Prerequisite Charms: Hero-Inspiring Interrogatory, Worshipful
world seems blurred and out of focus, causing the Lawgiver to
Lackey Acquisition
become the object of the targets' emotions, for good or ill.
The supernal charisma of the Solar Exalted draws lesser heroes
Hostile targets feel their rage towards the Lawgiver intensified.
to them, attracting bodyguards, lovers and friends nearly as
They will focus their efforts on bringing him down, neglecting
legendary as the Lawgiver herself. This Charm is a social attack
other targets as long as they are not directly attacked. Friendly
made after the Solar completes some deed successfully with a
targets will become very amicable indeed, and amorous affections
threshold of five or more successes, during which the Exalt poses
can become lustful outbursts.
impressively, smiles confidently or says a few humble words about
The Compulsion caused by this Charm is a Unnatural Mental
intended future heroics. While everyone might be impressed with
Inf luence effect that can be shaken off by spending 2 Willpower.
the display, the Lawgiver is trying to impress a particular target and
When being attacked (or shaken, screamed at etc.) by another being
in so doing rolls her ([Charisma or Manipulation] + Presence),
then this cost is waived. If the Solar leaves the vincinit y of the
adding (Essence) extra successes, against the targets MDV. If this
target without it being able to follow this effect ends.
attack succeeds, the target gains both an Intimacy of respect or love
(as appropriate to the character) for the Solar and replaces their
Motivation with one for supporting the Exalts future deeds. A I Beg To Differ Retort
target may pay three Willpower to resist this unnatural servitude, Cost: 3m; Mins: Presence 4, Essence 1; Type: Ref lexive (Step 9)
and it has no effect on targets with Essence equal to or higher than Keywords: Combo-OK, Counterattack, Social
the Solars. Duration: Instant
Prerequisite Charms: Declaration of Principles Defense
Heavenly Emperor Command The Solars do not allow their opponent's f lawed arguments to
stand. The Solar invokes this charm after using her Mental PDV
Cost: 15m, 1w; Mins: Presence 5, Essence 5; Type: Simple (Speed 6
against a social attack. This charm gives the Solar a social
in long ticks)
counterattack, which is resolved in step 9 of the attack resolution.
Keywords: Combo-OK, Compulsion, Obvious, Social
Duration: One Scene
Prerequisite Charms: Worshipful Lackey Acquisition Injunction Of The Lawgiver
The Solars have been given the Mandate of Heaven to rule Cost: ; Mins: Presence 5, Essence 3; Type: Permanent
Creation; it is only natural that in times of need, they should be Keywords: Mirror (Commandment Of The Abyss), Social
able to take complete command of their subjects. The Solar rolls Duration: Permanent
(Charisma + Presence). If the result exceeds the target's MDV, the Prerequisite Charms: Terrifying Apparition of Glory
Solar takes complete control of the target, forcing them to take no It is the dut y of the Chosen of the Sun to deliver truth into
actions but those the Solar commands for the scene. This is an Creation, and their power makes this truth undeniable. The Exalts
unnatural mental inf luence, a Compulsion effect, and a Total Terrifying Apparition of Glory may now enhance social attacks that
Control effect; as such, it can force the target to obey even inf lict unnatural inf luence. In addition and at the Lawgivers
unacceptable orders. The target may spend 1 willpower to act freely choice, it may also turn natural inf luence into unnatural inf luence.
for one action. When the target has spent five willpower, he shakes A second purchase of this Charm increases the Willpower cost to
off the effect. resist any attacks supplemented by the Charm by one.

Hero-Inspiring Interrogatory Irresistible Order


Cost: (+10m); Mins: Presence 5, Essence 5; Type: Permanent Cost: 5m per 1wp, 1wp; Mins: Presence 5, Essence 4; Type:
Keywords: None Supplemental
Duration: Permanent Keywords: Combo-OK, Compulsion, Obvious, Social
Prerequisite Charms: You Can Be More Duration: Instant
This Charm permanently enhances its prerequisite, allowing Prerequisite Charms: Majestic Radiant Presence
the Exalt to target Essence-users with its Motivation-changing The words of the Solars break the wills of the unrighteous.
effects by increasing its cost by ten motes. In this case a new, more This charm supplements an attempt at to mentally inf luence a
heroic Motivation is one that involves aiding the Solar in some target to obey an order given by the Solar. It makes that mental
way. Keep in mind that aiding the Solar is extremely broad and inf luence unnatural and increases the willpower cost to resist it by
vague, and more than one unwary Lawgiver of the First Age one per five motes spent, to a maximum of five. This charm is
regretted using this Charm on an intractable and overprotective sometimes comboed with other unnatural mental inf luence
Lunar mate. The alien mores of demons could produce charms to make them more difficult to resist.
exceptionally strange, likely unpleasant, results.
Life Altering Blow
I Am Your World Stance Cost: 3m; Mins: Presence 5, Essence 3; Type: Simple
Cost: 7m; Mins: Presence 4, Essence 3; Type: Simple (Speed 6, DV Keywords: Combo-OK, Obvious, Compulsion
-2) in Combat, (Speed 4, DV -1) in Social Combat Duration: Scene
Keywords: Combo-ok, Social, Emotion, Compulsion Prerequisite Charms: Presence of the Master
Duration: One Scene Not all Solars prefer to slay their enemies. Rather, some prefer
Prerequisite Charms: Majestic Radiant Presence to gather friends and allies to their cause. Solar Exalts are great
The Lawgiver radiates an intangible beacon that pulls at the leaders as well as incredible warriors. This Charm is favored by
minds of others, bringing their innermost emotions to the fore. those Exalts who are both skilled and merciful duelists.

45 i 45
When this Charm is invoked, it's power lies dormant until the Mien Of Supreme Nobility
Solar strikes a deathblow to a target, and ref lexively spends 1 mote
Cost: 5m, 1wp; Mins: Presence 5, Essence 3; Type: Ref lexive (Step
per point of permanent Essence of that target. When this occurs,
2)
the target has a simple choice: live, or die. The Solar may force a
Keywords: Mirror (Shadows Of The Eternal Blasphemy), Obvious
choice of life by succeeding on a Charisma + Presence roll,
Duration: One scene
subtracting the targets Dodge MDV from the successes as an
Prerequisite Charms: Majestic Radiant Presence
external penalt y. If the target successfully chooses death, he dies. A
Jealous of the shared powers of the Dragon Blooded, the most
choice of life, however, can be an event that forever alters the
pious Resplendent Suns petitioned the Unconquered Sun for a
target's destiny.
means to let their power uplift those around them. The greatest of
All damage inf licted by the Solar on the target since the
Gods rewarded them by changing the properties of their anima,
invocation of "Life Altering Blow" is removed. The target awakes
causing their strength to f low into their direct companions. Mein
with the knowledge that he was utterly defeated at the Solar's
of Supreme Nobilit y forces the anima of the Lawgiver to f lare
hands, and only by the Lawgiver's mercy was his life spared. The
brightly, and all of his allies within (Essence) yards to glow with a
target will be greatly disinclined to further combat, being chastened
soft golden nimbus. The Lawgiver may only apply the benefits of
by his defeat and subsequent deliverance from death. His
this charm to a number of allies equal to his essence.
recognition of the Solar's might and mercy will give him an
The initial benefit of the Mien of Supreme Nobilit y grants the
Intimacy towards the Lawgiver, and he will likely be much more
allies of the Solar a limited form of Majestic Radiant Presence. All
inclined to listen should the Solar wish to engage in social combat.
enemies attacking people under the effects of the aura must make a
The use of this Charm on a target and the social combat that
difficult y 1 Valor check, or suffer an external penalt y equal to the
usually follows may justify a change of Motivation in the target. If
Solars Essence rating. The attacker must only overcome this
so, the usual experience point cost for changing Motivation is
challenge once per action, regardless of how many attacks they are
waived.
making. The true power of this charm lies in charms that carry the
Aura keyword, which the Solar can activate as an Aura effect. The
Listener-Swaying Argument Solar does not gain the normal benefits of the charm if activated in
Cost: 5m, 2wp; Mins: Presence 5, Essence 3; Type: Simple (5/-2) this fashion, only powers specific to the aura activation as stated in
Keywords: Combo-Basic, Obvious, Social the charms description. These powers last for an entire scene, and
Duration: Instant a Solar may only have one Aura power active at any time. Finally, a
Prerequisite Charms: Authorit y Radiating Stance Lawgiver may not activate any charm they are currently are using as
With honeyed words spoken in perfect rythm and having an an Aura power, including Majestic Radiant Presence. Those
undeniable truth to them a Lawgiver can sway any listener to his affected by the Aura do not suffer from this limitation.
whims. This Charm levels a social attack that creates a compulsion New Abyssal Charm: Shadows of the Eternal Blasphemy
to do what the Solar asks or demands of his target. There is no roll (Prerequisites: Dread Lords Demeanor; Manual of Exalted Power:
and no MDVs are applied, the Solar simply succeeds in this perfect Abyssals p. 132, mirror of Mien of Supreme Nobilit y). Dark
application of Solar power. This is still an Unnatural effect and any shadows surround the Deathknight, causing her anima to burst
being who would resist its effects treats it as though they tried (i.e. and surround her companion in a baleful purple glow.
a Solar still gains a point of Limit) but they still must act in
accordance. Elusive Dream Defense and Stubborn Boar Defense Perfect Counter-Argument Defense
provide a perfect negation to this Charm.
Cost: 5m, 1wp; Mins: Presence 5, Essence 3; Type: Simple
The cost of this Charm is reduced to 2m 2wp if the Solar has
Keywords: Combo-Ok, Obvious, Social
Majestic Radiant Presence activated.
Duration: One Scene
Prerequisite Charms: Hypnotic Tongue Technique, Irresistable
Majestic Demigod Continence Salesman Spirit
Cost: 8m, 1wp; Mins: Presence 5, Essence 4; Type: Simple Chosen not only to lead men with words but also to defend and
Keywords: Obvious, Social, Emotion elaborate on their own ideals, Lawgivers were blessed by the
Duration: One scene Unconquered Sun with a method of perfected counter-arguments.
Prerequisite Charms: Terrifying Apparition of Glory, Authorit y- For the remainder of the scene this Charm removes the Onslaught
Radiating Stance penalt y other characters' Social Attacks impose on the Solar's
The Chosen exist to lead might y armies and to rule Creation in PMDV. It also reduces the defense penalt y imposed by each social
the name of the Unconquered Sun. This Charm causes the Solar to action the Solar takes by one, to a minimum of zero.
become the stuff of dreams and nightmares.
Anyone that is not hostile to the Solar will drop to their knees Perfect Word
in reverance to the Lawgiver. To resist this effect requires 3
Cost: 2m, 1w; Mins: Presence 5, Essence 3; Type: Supplemental
willpower. Should the Solar attack the target this effect is cancled
Keywords: Combo-Basic, Obvious, Social
and the target is considered Hostile.
Duration: Instant
Against hostiles, the demigod causes them to make a difficult y
Prerequisite Charms: Irresistible Salesman Spirit
2 valor check or f lee, the Chosen are immune to magical fear and
The Lawgiver's words can move even the hardest of hearts. This
are simply shaken instead. Additionally, the Solar does not appear
Charm supplements an attempt at mental inf luence. The Solar
to be hurt and all attacks appear utterly ineffective against the
succeeds at that attempt without need for a roll, automatically
Solar, appearing to miss or simply be negated versus his divine will.
scoring enough successes to surpass the target's MDV.
Only effects that can perfectly pierce magical deception can bypass
this effect. The attacks otherwise function normally, causing full
damage and other effects. Presence Of The Master
Cost: 3m; Mins: Presence 4, Essence 2; Type: Ref lexive (Step 7)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency

i 46 46
The Solar channels essence through his voice, his words falling make these social attacks regardless of his normal rate and without
like drops of molten orichalcum into the minds of his listeners. multiple action penalties suffering an MDV penalt y equal to the
This Charm transforms excess successes on a Presense-based roll to highest penalt y for any one attack. This Charm only becomes
exert inf luence into social "damage". For every 3 successes the roll Obvious if the Solar must make more social attacks than the
has obtained beyond those required to overcome the targets MDV, normal Rate to convince his opponent.
the target must spend an additional 1 temporary Willpower to At Essence 5+ the Solar may repurchase this Charm. Doing so
refuse the attack. Each point of Willpower that targets are allows the Lawgiver to spend an additional 4m (for a total of 7m
unwilling or unable to spend to defend against the social attack 1wp) to apply his overwhelming argument towards multiple targets
counts as an additional scene spent building or damaging the within earshot of his social attack. He may direct his attack against
targeted Intimacies. When targeting a social unit, if the leader a number of targets equal to the lesser of his [Manipulation or
refuses a social attack, each point of Loyalt y that the leader is Charisma], inf luencing all of them to act with the same
unable to pay "rolls over", and must be paid (or the social attack Compulsion. When using this Charm in that manner he does not
must be accepted) by the new group of smaller Magnitude. gain the cumulative +1 accuracy bonus to his social attacks, but his
opponents do still suffer from t wice the overwhelming dice
Primacy Of Solar Authority penalt y.
Cost: 10 motes, 2 Willpower; Mins: Presence 4, Essence 3; Type:
Simple Resplendent Aura Of Awe
Keywords: Combo-OK, Social Cost: ; Mins: Presence 5, Essence 3; Type: Permanent
Duration: One Speech Keywords: None
Prerequisite Charms: Audience-Swaying Oration Duration: Permanent
There is no finer leader in war or any endeavor, than a Solar. Prerequisite Charms: Majestic Radiant Presence
With a single inspiring speech, the Exalt may empower a military or The Lawgivers have more important things to do than toy with
social unit to excel in any task performed in service to the Solar. those enemies who are not firm in their convictions. This Charm
The character makes a speech describing his objectives; these may permanently increases the difficult y of overcoming the Solars
include such things as winning a war, founding an organization, or Majestic Radiant Presence. If it requires a Valor roll, the difficult y
protecting something of value to the Exalt, for example. The increases by one; if it requires a Willpower roll, the difficult y
character makes a single Charisma + Presence roll. Each member of increases by t wo. If a foe has paid Willpower to ignore their awe,
the target unit recieves an "Inspiration pool" of size equal to the the Solar may attempt to reestablish its efffect without cost. This is
successes scored on this roll. When in the service of the stated a Miscellaneous action and a Charisma + Presence roll against the
goals of the Solar, the targets may spend successes from this pool targets MDV. If this short display of terrifying power is successful,
as follows: the target is treated as not having spent Willpower to resist
1 success may be spent to add a success to any Morale, Valor, previously.
or Attribute + Abilit y roll, up to a maximum of the Solars Essence A second purchase of this Charm at Essence 5+ increases the
successes. In mass combat, inspired units add 1 to their Might and difficulties to overcome by one each. Another purchase at Essence
Close Combat/Ranged Attack ratings. 6+ allows the Exalt to increase the cost of the Charm by one
1 success may be spent to initiate communication with the Willpower to set the difficult y of the Valor roll at 5 or the
Solar for 1 scene. This abilit y may only be used when within the Willpower roll at 6.
Solars Essence in miles. Communication is not verbal; rather, an
understanding of the situation is communicated. The Solar may The Great Shout
similarly communicate a knowledge of what he wishes the target to Cost: 5m; Mins: Presence 4, Essence 3; Type: Simple
do. Miscommunication or deceit is impossible using this method. Keywords: Combo-OK, Obvious
In mass combat, if the Solar is their commander, inspired units add Duration: Scene
1 to their Drill and never suffer communication failure while Prerequisite Charms: Presence of the Master
within range. This Charm gives the Solar near-total control over the the
Multiple uses of this Charm on the same target do not stack: volume of his voice. This allows the Exalt to clearly project his voice
the targets must choose which speech they will continue to benefit in a line up to Essence miles long. In mass combat, units under the
from. command and within range of a Solar using this Charm never
suffer communication failure. Several other effects are possible
Rain Of Luminous Arguments with this Charm. These may be purchased for 2 XP or 1 BP each:
Cost: 3m, 1wp; Mins: Presence 5, Essence 2; Type: Extra Action For a ref lexive expenditure of 2 motes, until his next action

Keywords: Combo-Ok, Obvious, Social the Exalt may choose to speak clearly in a cone 60 degrees wide and
Duration: Instant Essence miles long.
Prerequisite Charms: Blinding Words of the Chosen Technique The Exalt may focus his voice into a beam of destructive

With un-paralleled clarit y and supernatural grace the Lawgiver power, attacking targets as a Speed 4, Rate 2 action using Charisma
lays argument upon argument before his opponent can even create + Presence and doing bashing damage equal to his Strength.
a thought against what the Solar is saying. This Charm creates a Against living targets, this damage may be soaked only by the
magical social f lurry with a number of actions in the f lurry equal targets Stamina. Against objects, this attack does double damage
to his [Essence + 1]. The Solar must use this social f lurry to work and ignores non-magical soak. Extra successes on the attack add to
towards a single goal and use it against a single target. That target damage, as usual. This attack may be blocked or dodged as normal.
suffers double the normal Onslaught penalties as normal and the The ease of vocal control given by this Charm makes the essence

Solar adds a cumulative +1 to the Accuracy of each social attack, cost of voice-reliant Charms and Charms enhancing any voice-using
starting with the first. If the Solar succeeds in defeating his social effect cheaper, by Essence motes.
opponent's MDV then he suffers the usual Compulsion to act as
normal, requiring Three Willpower to resist however- this is Unfaltering Adoration Achievement
natural mental inf luence. If his opponent does resist he reduces the Cost: ; Mins: Presence 5, Essence 5; Type: Permanent
cost to resist any further use of this Charm in the same scene by Keywords: Emotion
one, to a minimum of Zero Willpower. This Charm lets the Solar

47 i 47
Duration: Permanent
Prerequisite Charms: Worshipful Lackey Acquisition Resistance Charms
Giving up ones love for the Lawgiver is like giving up that
which makes one whole. People can not help but love the Solar Adamant Armor Finish
Exalted for the paragons of passion that they are. This Charm Cost: 6m; Mins: Resistance 4, Essence 2; Type: Simple
permanently enhances the Exalts relationship with anyone who has Keywords: Combo-basic, Obvious
an Intimacy of love, respect or loyalt y to him, improving all such Duration: One scene
attachments into unnaturally strong emotions. Such Intimacies can Prerequisite Charms: Perfecting the Iron With Gold, Iron Skin
not be voluntarily eroded without spending one Willpower per Shields the Flesh
scene to resist this unnatural emotion. When anothers social Concentrating for a few moments, the Solar coats his armor in
attack is meant to erode the Intimacy, it automatically fails if it is a translucent sheen of solidified Essence, increasing its lethal and
natural inf luence and the Willpower cost to resist unnatural bashing hardness by an amount equal to his Resistance.
inf luence that would erode the Intimacy is reduced by one, to a
minimum of one. If a character has a Motivation that involves Adamant Body Method
loving, being loyal to or respecting the Solar, their Motivation can Cost: ; Mins: Resistance 5, Essence 4; Type: Permanent
not be broken (Exalted, p. 174) and they must spend four Keywords: None
Willpower to ignore this Charms unnatural inf luence before Duration: Permanent
spending two experience in order to change their Motivation Prerequisite Charms: Adamant Skin Technique, Unbreakable
without completing it. Warrior's Mastery
The Heavens seek to protect their chosen. With this charm,
Unhesitating Speech Adamant Skin Technique is expanded to prevent a secondary
Cost: 3m; Mins: Presence 3, Essence 2; Type: Supplemental effects of an attack as well as the damage. Techniques that seek to
Keywords: Combo-Basic shatter the soul, absorbe the essence or otherwise affect the Solar's
Duration: Instant perfect person are foiled in all cases.
Prerequisite Charms: Any Presence Excellency When using Adamant Skin Technique it is now resolved
The Solars do not delay in making their points heard. This during steps 7 and 10. During step 7 it can be invoked for 4 motes
Charm supplements a Join Debate action. It adds a number of of essence to perfectly prevent all damage from any source. During
automatic successes equal to the Solar's Essence to the roll. step 10 for 2 motes or one lethal health level it can be invoked to
prevent all secondary effects of an attack. The Solar is not required
Unshakable Purpose Declaration to invoke the charm in either case.
Cost: (+2m); Mins: Presence 4, Essence 2; Type: Permanent This charm reduces the cost of Unbreakable Warrior's Mastery
Keywords: None to 3 motes.
Duration: Permanent
Prerequisite Charms: Declaration of Principles Defense All-Encompassing Recuperation
The Solar states his purpose, and nothing will stop him from Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent
fulfilling it. This Charm is a permanent upgrade to Declaration of Keywords: None
Principles Defense. By spending an additional 2 motes, the Solar Duration: Permanent
may activate that Charm to defend against any social attack or Prerequisite Charms: Body Mending Meditation
mental inf luence, even if it is not contrary to his motivation, No matter how severe his injuries, the Solar always recovers
dominant virtues, or intimacies. from them. This Charm is a permanent enhancement to Body
Mending Meditation. The use of that charm now ensures that
Voice Of The Celestial Mandate when the Solar next heals his last health level of damage, all
Cost: ; Mins: Presence 6, Essence 6; Type: Permanent Crippling effects currently aff licting him are removed, even if they
Keywords: Social are unhealable, such as amputation.
Duration: Permanent
Prerequisite Charms: Infinite Presence Mastery Aureate Flesh Perfection
The words of the Lawgiver are the rules of Creation. Every Cost: ; Mins: Resistance 6, Essence 6; Type: Permanent
Presence attack is considered Unnatural Persuasion during Social Keywords: None
situations. Duration: Permanent
Prerequisite Charms: Ox-Body Technique (x3)
World-Changing Words The Lawgivers do not fall, no matter what pain they must
Cost: 10m, 1w; Mins: Presence 3, Essence 2; Type: Simple endure. This Charm permanently enhances the Solar's Ox-Body
Keywords: Combo-OK, Illusion, Social, Stackable, Touch Technique Charm. Each purchase of it grants the Solar an
Duration: Solar's Manipulation in Days additional two -2 levels. At Essence 7, each purchase also grants an
Prerequisite Charms: Any Presence Excellency additional -1 level. At Essence 8, each purchase instead grants t wo
The Solars can speak so skillfully that they change the way the additional -1 levels, instead of only one. At Essence 9, each
listener sees the world. The Solar rolls (Manipulation + Presence) purchase grants an additional -0 level, and at Essence 10, this
and if the result exceeds the targeted listener's MDV, the listener increases to two -0 levels.
believes one thing the Solar tells him about matters of principle is
true. This is an unnatural mental inf luence and an Illusion effect. Battlefield Weathering Stance
It can be resisted for one willpower per day. When the target has Cost: (+4m); Mins: Resistance 5, Essence 4; Type: Permanent
spent willpower equal to the Solar's Manipulation, he shakes off Keywords: None
the effects of this Charm entirely. Duration: Permanent
Prerequisite Charms: Unbreakable Warrior's Mastery
This Charm permanently enhances the Exalt, allowing him to
spend an additional four motes when activating Unbreakable

i 48 48
Warrior's Mastery to extend its duration to one action, allowing Eternal Glory Meditation
him to benefit from it against any Crippling effects during that
Cost: ; Mins: Resistance 8, Essence 8; Type: Permanent
time.
Keywords: None
Duration: Permanent
Blow-Deadening Might Prerequisite Charms: Extended Lifetime Prana
Cost: 4m; Mins: Resistance 3, Essence 2; Type: Ref lexive (Step 8) Like its prerequisite, this Charm extends the Exalts life span.
Keywords: Combo-OK With this Charm, the Solars life will end naturally about 1,000
Duration: Instant years after living (Essence x 5,000) years. Due to the abbreviated
Prerequisite Charms: Iron Kettle Body nature of the Age of Splendors, the Charm-enhanced life spans of
The Lawgivers can withstand even the mightiest of blows. the Exalted were largely theoretical, so the functionalit y of this
Activating this Charm in Step 8 cuts the Raw Damage of the attack Charm was never put to the test.
in half after Hardness is applied.
Ever Healing Godbody
Chink-Closing Practice Cost: ; Mins: Resistance 6, Essence 6; Type: Permenant
Cost: 3m; Mins: Resistance 1, Essence 1; Type: Ref lexive (Step 7) Keywords: None
Keywords: Combo-OK Duration: Permanent
Duration: Instant Prerequisite Charms: Body-Mending Meditation
Prerequisite Charms: None The Chosen repersent the best of creation, yet they are often
Accurate blows can slay even the best-armored warrior. Solars brought against its worst foes. In this they are doubly blessed.
do not permit their foes the luxury of avoiding their armor. By Often they must heal great injuries before they are able to again
activating this Charm, he moves in just the right way to close his venture forth, and with this charm they are able to do so much
armor's chinks which are being exploited by his adversary's all-too- more quickly.
accurate strike, reducing the number of extra successes his foe has Ever Healing God Body causes a Solar to heal more quickly
rolled by the Hardness of his armor in Step 7, before raw damage is than normal. It allows them to heal Aggravated damage as if it were
calculated. Lethal Damage and Lethal Damage as if it were bashing. Bashing
damage heals at a rate of one level per minute. These effects stack
Durability Of Stone Meditation with Body-Mending Meditation allowing an Exalt so empowered to
Cost: ; Mins: Resistance 1, Essence 2; Type: Permanent heal one bashing damage every 6 ticks.
Keywords: None Additionally, the Solar will recover from any crippling effect as
Duration: Permanent soon as its wound levels are healed, even regenerating body parts
Prerequisite Charms: Any Resistance Excellency such as limb, eyes or organs. The wounds are healed whole cloth
Stalwart meditation and ascetic practice are only t wo possible from essence if no other materials, IE foodstuffs, are available.
methods a Lawgiver may use to strengthen his constitution with Note, this does not actually change the damage t ype just the
this Charm. Regardless of how he does it, the Solar's natural Soak Solar's response to it. If a Solar's last health box takes a level of
is now calculated from the sum of his Stamina and Resistance, Lethal or Aggravated damage the Solar still dies, even if the wound
rather than just his Stamina. would heal in minutes or hours.

Emulation Of The Sublime Twilight Ever Shielding Technique


Cost: 15m, 1w; Mins: Resistance 5, Essence 4; Type: Simple Cost: 2m; Mins: Resistance 3, Essence 1; Type: Ref lexive(step 5)
Keywords: Combo-OK, Obvious Keywords: Combo-OK
Duration: One Scene Duration: Instant
Prerequisite Charms: Iron Kettle Body Prerequisite Charms: Any Resistance Excellency
Every Solar can learn the techniques that come naturally to the This Charm grants the Solar the temporary abilit y to block
Twilight Caste. This Charm allows the Solar to emulate the nearly anything with his shield. The charm increases the cover
Twilight Caste anima power. For the rest of the scene, whenever the penalt y to stike the Solar by his resistance against a single attack, as
Solar takes health levels of damage, the number of health levels lost long as the Solar is using some sort of shield. If the attack's base
is reduced by his Essence. damage is more than 25L, the shield will be destroyed immediatly
following the attack but still penalties the attacker.
Endurance Of Ten Thousand Cuts
Cost: 8m, 1wp; Mins: Resistance 4, Essence 3; Type: Simple (Speed Extended Lifetime Prana
3, DV -0) Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent
Keywords: Combo-Basic, Obvious Keywords: None
Duration: One scene Duration: Permanent
Prerequisite Charms: Spirit Strengthens the Skin Prerequisite Charms: None
Once the Lawgiver withstands misfortune, he can withstand it Even the Exalted die...eventually. To delay this horrible tragedy
again ten thousand times over. For the rest of the scene after and allow Creation the continued protection of its most
activating this Charm, the Exalt reduces the levels of damage he experienced heroes, the Lawgivers developed Extended Lifetime
suffers from any source (except health level costs of Charms) by an Prana. Solar Exalted will die naturally about one hundred years
amount equal to half his Essence. before or after the age of (Essence x 300). With this Charm, the
At Essence 5+ this Charms effects improve automatically. As Exalt will live up to (Essence x 600 + 500) years.
long as he is not currently suffering from any health levels of
damage worse than -0, no single inf liction of damage can reduce
the Solar past his -4 health level. That is, if the Exalt is lightly or
completely uninjured, no single source of damage can render him
Incapacitated or worse; he is simply reduced to his -4 health level
and ignores all excess levels of damage.

49 i 49
Fight Through The Pain Valor checks, in mass combat this abilit y only applies to the Solar's
own unit.
Cost: 5m, 1w; Mins: Resistance 5, Essence 3; Type: Simple
At Essence 5 the shield converts to a field of magical cover that
Keywords: Combo-OK
surrounds the Solar Exalted providing the same level of protection
Duration: One Scene
as the normal shield without the need to occupy either hand. It still
Prerequisite Charms: Unbreakable Warrior's Mastery
acts as a Battle Standard for the Solar and the bonus persist to all
The Solar pushes his ruined body to fight just a little longer.
units with a smaller magnitude than the Solar's.
The Solar ignores all Crippling effects currently aff licting him for
This charm is designed to replace Glorious Solar Plate.
the rest of the scene.

Four Virtues Deflection Golden Purity Bulwark


Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent
Cost: 5m, +2motes a tick, 1wp; Mins: Resistance 4, Essence 2;
Keywords: Mirror (Word Of Ghostly Protection)
Type: Ref lexive(step 2)
Duration: Permanent
Keywords: Combo-OK, Obvious
Prerequisite Charms: Glorious Solar Plate
Duration: Instant
This Charm permanently enhances the Exalts Glorious Solar
Prerequisite Charms: Ever Shielding Technique
Plate, increasing the soak it provides by her Limit Virtues rating
By harnessing his virtues, the Lawgiver brings protection to all
and its Hardness by half that amount.
who stand by him. This charm creates a perfect golden barrier
around the Solar against all attacks for one tick plus one additional
tick per two motes expended. This cost must be paid for in advance Golden Skin Concentration
but can be broken early if the Solar so choses. This defense is a Cost: ; Mins: Resistance 6, Essence 6; Type: Permanent
perfect defense against any attack. Keywords: None
This barrier extends around the Solar to (Essence X 3) yards. Duration: Permanent
Nearby beings that are friendly, and anyone else the Solar chooses Prerequisite Charms: Any Resistance Excellency, Iron Kettle Body,
to allow, are also protected by this barrier. Hostile beings within Golden Avatar Apotheosis
this barrier are thrown back to just outside the barrier, this The Essence of the Unconquered Sun provides divine
movement cannot directly hurt them but using this charm to push protection to his Chosen. At the moment of the Avatar
a target off of a cliff could certainly cause damage. In mass combat transformation the Lawgiver can channel excellence into his
this charm protects the Solar's entire army with a giant barrier. physical protection as his golden skin takes on the hardiness of
orichalcum.
Glorious Solar Armor This charm acts as a permanent enhancement to the Golden
Avatar Apotheosis. By expending an additional 5 motes the skin of
Cost: 5m, 1wp or 10m, 1wp and +3m; Mins: Resistance 4, Essence
the Avatar takes on the strength and durabililt y of orichalcum. For
3; Type: Simple
the remainder of the scene, the character soaks Lethal damage with
Keywords: Obvious
his full Stamina and may soak Aggravated damage with his
Duration: One scene
permanent Essence while his skin provides a natural hardness
Prerequisite Charms: Hauberk-Lightening Gesture
equal to his permanent Essence.
This Charm creates a suit of glowing, golden armor about the
The soak and hardness effects are considered natural and can
Solar. Activating the charm requires a commitment of 1 willpower
be supplemented with armor (although the Avatar transformation
and has secondary effects that can be invoked as free ref lexive
itself renders most forms of mundane and even magical armoring
actions at any time during that period. The Solar Exalted can
made for untransformed Solars unsuitable due to drastic changes in
fashion two different kinds of armor depending on which version
body shape and size).
of the charm he selects, either Heavy Armor or Medium Armor.
The heavy armor has a base Soak of 8B/8L and a Hardness of 5
and a mobilit y penalt y of -2. Each dot of permanent Essence the Great Strength Of The Forest
soak is increased by 2 and hardness by 1 to a maximum soak of Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent,
18B/18L and hardness of 10 at Essence 5. The heavy armor costs Keywords: Stackable
10 motes to generate. Duration: Permanent
The medium armor has a base Soak of 5B/5L and a Hardness Prerequisite Charms: Durabilit y of Oak Meditation
of 5 and a mobilit y penalt y of -1. Each dot of permanent Essence This Charm enhances the Solar's Durabilit y of Oak
increases the soak by 1 to a maximum soak of 10B/10L and Meditation. When activing Durabilit y of Oak Meditation, the
hardness of 5 at Essence 5. . The medium armor costs 5 motes to Solar's Hardness is further increased by the Solar's Essence.
generate. This charm may be selected a second time at Essence 5 raising
At Essence 4 the armor becomes resistant to Piercing Attacks. the maximum Hardness of Durabilit y of Oak Meditation to 18.
At Essence 5 the armor grants the wearer an innate soak of Each time this charm is chosen it reduces the cost of Durabilit y of
8L/8B and the mobilit y penalt y is reduced by 1. Oak Meditation by one mote, to a minimum of one mote.
Note only the best armor soak applies so this effect is ignored
unless an attack is made that bypasses armor entirely. Impenetrable Flaxen Flesh
The Lawgiver can also generate a shield that has a cover bonus Cost: ; Mins: Resistance 5, Essence 4; Type: Permanent
equal to his Resistance split up bet ween Melee and Ranged. These Keywords: None
numbers must be within 1 of each other, IE +2 Melee and +1 Duration: Permanent
Ranged or +3 Melee and + 2 Ranged. If the Solar has a resistance Prerequisite Charms: Perfection Imbued Skin, Spirit Strengthens
specialt y of 3 on additional point can be placed into the shield's the Skin
cover bonus following the standard rules. The shield costs 3 motes The Lawgiver's skin takes on a well-tanned, almost bronze,
to generate. The Solar can will the shield from his back to his arm, appearance. His skin becomes even more resistant to damage
allowing him to free both arms for using specific weapons. without losing any of its suppleness. This Charm grants the Solar a
At Essence 4 the shield's emblem mirrors the Solar Exalted's Lethal and Bashing Hardness equal to his un-modified Stamina or
Totem and grants his nearby allies a +1 moral dice bonus on all Essence, whichever is less. When the Solar's Anima reaches the 4-7

i 50 50
mote range his skin has a golden sheen, almost a literal glow, to it. considered part of his natural soak. He is still wearing armor
Impervious Tortoise Technique though and cannot utilize charms that require him not to be
wearing armor.
Cost: (+2m, 1wp); Mins: Resistance 4, Essence 3; Type:
Permanent
Keywords: Mirror (Tomb-Body Invulnerabilit y) Iron Skin Shields The Flesh
Duration: Permanent Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple
Prerequisite Charms: Durabilit y of Oak Meditation Keywords: None
This Charm permanently enhances the Solars Durabilit y of Duration: Attunement or one day
Oak Meditation, allowing him to commit an additional two motes Prerequisite Charms: Whirlwind Armor-Donning Prana
and spend an additional Willpower to extend its duration to the As much as Solars value that which serves them, sometimes,
rest of the scene. sacrifices must be made to obtain maximum benefit. A Solar may
commit 5m to his armor in order to make it an even stronger
Indestructible Warrior Frame bulwark against the slings and arrows of his unworthy foes. While
he wears armor enhanced by this Charm, he takes no damage so
Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent
long as it remains intact. Instead, for each level of bashing damage
Keywords: None
he takes, his armor instead loses a point of bashing hardness. Once
Duration: Permanent
it is out of bashing hardness, further bashing damage removes
Prerequisite Charms: Unbreakable Warrior's Mastery
lethal hardness. Once all of its hardness is depleted, bashing
This Charm permanently enhances the Solars Unbreakable
damage removes levels of bashing Soak, and then levels of lethal
Warriors Mastery, allowing it to automatically succeed against
Soak. Lethal damage follows the same progression, except that it
mundane Crippling effects and against magical Crippling effects
removes both bashing and lethal hardness or Soak, and, once the
whose source has a permanent Essence that is less than (Exalts
lethal levels are gone from either trait of the armor, its bashing
Essence 2). An Essence 6+ Exalt who knows this Charm also no
levels for that trait are also eliminated, no matter how many were
longer pays Willpower to activate Unbreakable Warriors Mastery.
left. Aggravated damage ignores this Charm's effects entirely,
though is still reduced by the armor's remaining lethal Soak, as
Inferno Enduring Stance normal (and, for what it's worth, does not deplete the armor's
Cost: 7m; Mins: Resistance 5, Essence 3; Type: Ref lexive hardness or Soak, itself).
Keywords: Combo-OK Mundane armor enhanced by this Charm must be repaired
Duration: One Scene mundanely to restore it to full functionalit y. If it runs out of lethal
Prerequisite Charms: Any Resistance Excellency Soak, it is destroyed. This Charm's effects end at sunrise each day
The Lawgivers walk through wildfire unscathed. The Solar when applied to mundane armor. Artifact armor, being more
becomes completely immune to environmental damage and accommodating to essence f lows, needn't have this Charm renewed
associated effects for the rest of the scene. This includes any effect so long as the armor remains attuned and the motes remain
with a Trauma rating, such as bonfires, sandstorms, and Adorjan, committed. It also recovers more easily from the damage this
the silent wind. 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
Insolence-Rebuffing Armor sort of activit y he would were he attuning the armor all over again.
Cost: 6m (1+ wp); Mins: Resistance 4, Essence 2; Type: Ref lexive Artifact armor with a repair rating is less forgiving: it only regains
(Step 6) its lost levels of hardness and Soak when it undergoes maintenance
Keywords: Combo-OK, Obvious or repair.
Duration: One action
Prerequisite Charms: Any Resistance Excellency, Iron Skin Shields Ironwood Understanding
the Flesh Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent
Sometimes, an insolent assailant believes he has caught a Solar Keywords: None
unprepared. Such are in for a rude surprise when the Solar knows Duration: Permanent
this Charm. If his DV of choice is overcome in Step 5 of combat Prerequisite Charms: Durabilit y of Oak Meditation
resolution, the Solar may activate this Charm in Step 6 to roll his As the Solars grow in age and power, they leave the threats of
(Stamina + Resistance + his Armor's applicable Soak) as a defense mortalit y behind. This Charm enhances its prerequisite, increasing
re-roll, applying the number of successes rolled as if it were his the Hardness it grants to (8 + Essence).
Parry DV, which he may use even against attacks which cannot As a further benefit, once the Solar reaches Essence 4, the
normally be parried (though if he is not wearing armor, he counts Charm's duration increases to one action. A second purchase at
as "unarmed" and may not parry lethal attacks without gaining the Essence 5 increases the duration to Indefinite.
abilit y to do so unarmed). Once activated, this defensive re-roll
remains available to the Solar until his next action without need to Irreducible Bodily Wholeness
re-activate this Charm. A Solar may gain the benefits of this Charm
Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent
as a non-Charm action so long as he spends 1 wp each time he
Keywords: None
makes the defensive re-roll.
Duration: Permanent
Prerequisite Charms: Unbreakable Warrior's Mastery
Invincible Armor Hide Nothing can shatter the bodies of the Chosen of the Sun. This
Cost: 3m, 1wp; Mins: Resistance 3, Essence 5; Type: Simple Charm is a permanent upgrade to Unbreakable Warrior's Mastery.
Keywords: Combo-Basic, Obvious It removes the need to roll (Stamina + Resistance) when activating
Duration: Scene that Charm; the Solar throws off the Crippling effect automatically.
Prerequisite Charms: Hauberk-Lightening Gesture Additionally, it reduces the cost of that Charm by 1 willpower.
A warrior's armor becomes like a second skin to them. If the
Lawgiver activates this charm his equipment is considered a natural
extention to his person. For armor, the armor's full soak is

51 i 51
Meditation Of Miraculous Health The Lawgivers wear their armor with pride and strength, and
their armor ref lects the excellence in the core of the being who
Cost: 10m; Mins: Resistance 4, Essence 2; Type: Simple (Speed 5)
wears it. The Solar activates this Charm in Step 8 of Combat
Keywords: Combo-OK, Obvious
Resolution to double the Soak provided by the armor he wears
Duration: Indefinite
against one attack. If he has armor Soak provided by more than one
Prerequisite Charms: Body-Mending Meditation
source, this Charm doubles only one of them, but he may activate it
Given a moment to catch his breath, the Solar leaps back into
on as many sources of armor soak as he likes in order to double
battle with renewed vigor. This Charm gives the Solar a number of
each of them.
temporary -1 health levels equal to his Essence score. These health
levels are the first lost when the character takes damage and they
are never healed back. When the Solar stops committing the motes Perfection Imbued Skin
for this Charm, they fade without ill effect. They also fade if the Cost: ; Mins: Resistance 4, Essence 2; Type: Permanent
Solar uses Meditation of Miraculous Health again. Keywords: None
Duration: Permanent
Orichalcum Godbody Ascension Prerequisite Charms: Ox-Body Technique
Delving further into his Godly-given perfected nature a
Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent
Lawgiver strengthens his skin beyond mortal compare. This
Keywords: None
enhances the Solar's natural soak allowing him to use his full
Duration: Permanent
Stamina for both bashing and lethal soak as well as adding his
Prerequisite Charms: Adamant Skin Technique
Essence to his bashing soak.
The Solar Exalted can scarcely conceive of their own defeats.
Their very skin turns swords aside and shatters arrow pointshow
can any triumph against the invincible Lawgivers? Essence f lows Practiced Protection Perfection
through their every vein and nerve, invigorating muscle and Cost: ; Mins: Resistance 5, Essence 4; Type: Permanent
strengthening skin. A Solar with this Charm permanently Keywords: None
increases their natural bludgeoning, lethal, and aggravated soak by Duration: Permanent
(Essence). Prerequisite Charms: Ox-Body Technique, Iron Kettle Body
Through continous practiced use of Iron Skin Concentration
Orichalcum Ox-Body Conversion and Iron Kettle Body and through the permanent enhancement
granted by Ox-Body Technique the Lawgiver refines his Charms.
Cost: ; Mins: Resistance 1, Essence 3; Type: Permanent
This increases the soak gained from a failed use of Iron Skin
Keywords: None
Concentration and a regular use of Iron Kettle Body by 2A/4L/4B
Duration: Permanent
(for a total of +6A/+12L/+12B).
Prerequisite Charms: Ox-Body Technique
Though most attacks are negligible compared to the might of
the Chosen, even the tallest of mountains may succumb to the Purity Begets Purity
gradual digging and prodding of persistent ants. Fortunately, some Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent
mountains are made of material even the sharpest mortal tools Keywords: None
cannot break. Like its prerequisite, Orihalcum Ox-Body Conversion Duration: Permanent
is more a technique than a Charm, and represents the Exalt's Prerequisite Charms: None
abilit y to suffuse his own skin with his Essence. The Solar exalted are proof against the lesser ills of the world.
When a Solar with this Charm is hit by an attack that he soaks This charm is a permanent enhancement to Immunit y to
completely (his applicable soak is equal or more than the total raw Everything Technique; it gains the Flow keyword, allowing to be
damage of the attack) the attacker must subtract 1 dice from his activated without counting as charm use, outside of a combo. In
minimum damage roll (to a minimum of 0). A character may addition, it now prevents against physical crippling effects.
purchase this charm equal to the number of times he has purchased
Ox-Body Technique. When a Solar takes more than 5 instances of Soul Strengthens The Spirit
this charm, his skin begins to take on a golden hue that ref lects Cost: ; Mins: Resistance 5, Essence 4; Type: Permanent
sunlight in a way similar to Orihalcum. Keywords: None
Like Ox-Body Technique, other t ypes of Exalts possess similarly Duration: Permanent
named Charms that have slightly variant effects. Prerequisite Charms: Spirit Strengthens the Skin, Infinite
Resistance Mastery, Resistance Essence Flow
Perfected Constitution This Charm enhances the Solar's Spirit Strengthens the Skin.
Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent Treat that Charm as an Excellency for the effects of its prerequisite
Keywords: Mirror (Perfected Herald Of Contagion) Charms.
Duration: One day
Prerequisite Charms: Immunit y to Everything Technique Stamina Increasing Prana
This Charm permanently enhances its prerequisite, extending Cost: 3m per dot; Mins: Resistance 3, Essence 2; Type: Simple
its duration to one day. Another purchase of this Charm at Essence Keywords: Combo-OK, Stackable, Obvious
6+ reduces the mote cost of Immunit y to Everything Technique to Duration: One Scene
(10 Exalts Essence). At Essence 7+ a third purchase extends the Prerequisite Charms: None
Charms duration indefinitely. This Charm suffuses the character with Solar Essence,
temporarily increasing his Stamina. It adds one dot to the
Perfecting The Iron With Gold character's Stamina for each three motes spent. No combination of
Cost: 1m; Mins: Resistance 2, Essence 2; Type: Ref lexive (Step 8) charms that includes Stamina Increasing Prana can increase his
Keywords: Combo-OK Stamina by more than his Essence, and this bonus is treated as a
Duration: Instant dice bonus from Charms.
Prerequisite Charms: Chink-Closing Practice

i 52 52
Sustenance Of Inner Glory Warrior's Adversity Divestment
Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent
Keywords: None Keywords: None
Duration: Permanent Duration: Permanent
Prerequisite Charms: Tireless Sentinel Technique Prerequisite Charms: Body-Mending Meditation
The Lawgivers have more important things to attend to than With this Charm, the Exalt is treated as resting at all times for
eating or breathing. This Charm allows the Exalt to endure the purposes of natural healing. This means, with Body-Mending
hardship (Exalted, p. 129) and hold his breath (Exalted, p. 130) for Meditation active, the Solar will heal one bashing level at the end
truly astonishing periods of time. of most scenes, as they are about 15-20 minutes long, and lethal or
The Solar still starves, but slowly, the days he can go without aggravated levels at a rate of one every half hour (-0s), five hours (-
food becoming (Stamina + Resistance + Essence), and accumulating 1s), ten hours (-2s) or seventeen hours (-4 or worse).
a -1 penalt y only every two days thereafter. With Essence 5+ the With another purchase of this Charm at Essence 6+, the Exalts
interval between penalt y increases is extended to (Resistance) days. healing time while Body-Mending Meditation is active is further
The amount of time the character can hold his breath divided by his Essence (so at Essence 6 he would heal one bashing
without effort is now equal to (Stamina x 10) minutes. Rolling his level every three long ticks, etc.).
Stamina + Resistance to increase this time is always difficult y 1,
and each success increases the amount of time he can hold his Waterfowl's Steel-Rain Shedding Prana
breath by 10 minutes each. With Essence 5+, this increases to Cost: 5m; Mins: Resistance 3, Essence 2; Type: Ref lexive (Step 8)
(Stamina x 30) minutes and 30 minutes per success. Keywords: Combo-OK
At Essence 6+ the amount of time the Exalt can hold his breath Duration: One tick
increases to one day per dot of Stamina and per success on his Prerequisite Charms: Durabilit y of Oak Meditation
(Stamina + Resistance) roll. At Essence 7+ it increases again, to one A thousand blows raining down upon the Chosen of the
week each, and at Essence 8+ a second purchase of the Charm Unconquered Sun are no more to them than rain on a waterfowl's
increases the intervals to one month each. back. By activating this Charm in Step 8 of Combat Resolution, the
Lawgiver applies the multiple-action penalt y the attack roll suffered
The Sun Always Rises to the damage roll, as well. This can reduce minimum damage to
Cost: ; Mins: Resistance 5, Essence 6; Type: Permanent zero.
Keywords: None
Duration: Permanent Yeddim-Body Technique
Prerequisite Charms: Warrior's Adversit y Divestment (x2) Cost: ; Mins: Resistance 3, Essence 4; Type: Permanent
The Sun may always set, but it always rises again, too. This Keywords: None
Charm permanently enhances the Exalt, making it extremely Duration: Permanent
difficult for her to die. Whenever the Exalt would be bodily slain Prerequisite Charms: Ox-Body Technique
losing her last Dying health levelshe may not actually be dead. Essence makes a being more real than other things, toughening
Roll the characters Essence; on a success, the Lawgiver is still alive its physical form (if it has one) as much as its spirit. This Charm
and will heal back to her last Dying level (11 Essence) actions permanently doubles the health levels granted by Ox-Body
later, after which she begins healing normally. Until this Dying Technique. (Versions of this Charm can exist for just about anybody
level is healed, the character appears to be dead in all ways. All of who has Ox-Body Technique.).
her ongoing Charms lapse and she loses the motes committed to
them. Only the soul collectors and Taru-Han know that they are
not called for. Utter destruction of the body or soul thwarts this
Charm, as do certain t ypes of wounds such as decapitation or a
missing torso, and the Exalt may choose not to utilize this Charms
effect if she so wishes.
The Exalt may make a heroic effort to return to the fray even
faster by spending a point of Willpower when her last Dying health
level returns. She rolls her Willpower and on a success heals all her
Dying levels and her Incapacitated health level. At the Storytellers
discretion and with proper incentive in the scene for the character,
the Solar may instead channel an appropriate Virtue to achieve a
heroic recovery without the need for a roll.

Wall Breaks Fist Stance


Cost: 3m; Mins: Resistance 4, Essence 1; Type: Ref lexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Durabilit y of Oak Meditation
Enemies strike at the Lawgivers, but only destroy themselves.
This Charm is invoked in response to a close combat attack on the
Solar that was not parried or dodged. The attacker's force rebounds
off the Solar's skin or armor, damaging his fist or reverberating up
his weapon. This is a source of environmental damage with the
following statistics: (Stamina + Resistance)B environmental
damage, Trauma (Resistance)
This Charm does not stop the attack from inf licting damage
on the Solar.

53 i 53
Survival Charms Refuge-Finding Intuition
Cost: 10m; Mins: Survival 5, Essence 3; Type: Simple (Speed 5 in
long ticks)
Bounteous Field Technique Keywords: Combo-OK
Cost: 3m; Mins: Survival 4, Essence 2; Type: Supplemental Duration: Instant
Keywords: Combo-OK Prerequisite Charms: Food-Gathering Exercise
Duration: Instant Those who follow the Solar Exalted are sheltered from the
Prerequisite Charms: Any Survival Excellency elements. This Charm is a search for natural shelter from the
Under the hand of the Lawgivers, the land brings forth great wilderness for the Solar and a group with a Magnitude no greater
bount y. This charm enhances a dramatic action to grow and than her Essence. She finds sufficient shelter for herself and all
harvest a crop. It doubles successes on the (Intelligence + Survival) members of the group as long as it exists; this may require that her
roll. people dig holes in sand, set up branches around a pole or go
This Charm is intended for use with Stratego's Farming Rules. spelunking, but if the shelter is available it is found.

Essence Focussed Enhancement Trial-Soothing Grace Of The Sun


Cost: ; Mins: Survival 5, Essence 4; Type: Simple (Dramatic Cost: (+5m); Mins: Survival 5, Essence 5; Type: Permanent
Action) Keywords: Obvious, Touch
Keywords: Obvious, Touch, Training Duration: Permanent
Duration: One week Prerequisite Charms: Hardship-Surviving Mendicant Spirit, Cit y-
Prerequisite Charms: Bestial Traits Technique Moving Secrets
This Charm enhances Bestial Traits Technique allowing the This Charm permanently enhances the Solars Hardship-
Solar to train his pet's essence and teach it charms. Surviving Mendicant Spirit, allowing her to spend an additional
It takes 2 weeks to raise the creatures Essence. The creature has five motes when activating it to extend its benefits to a group she
a maximum rating of 3 and gains 10 motes per dot of Essence. leads with a Magnitude no greater than (her Essence 5). Members
It takes 2 weeks to train a charm to the creature. The Creature of the group gain all the benefits of Hardship-Surviving Mendicant
is limited to excellencies and his dice cap is equal to Abilit y + Spirit, including any other Charms that upgrade it such as Element-
Specialt y. Resisting Prana. If the membership of the group changes, the
With ST approval the Solar may train the creature in one Charm must be reactivated.
specialt y charm that functions as a simple charm. A bear might
learn an improved pinning bear hug while a Wolf might learn a bite Wyld Enhanced Training
and trip attack. These charms need not be combat related, a charm
Cost: ; Mins: Survival 4, Essence 4; Type: Simple (Dramatic
to further enhance a horses running speed would be applicable, but
Action)
they must be a natural extension of the creatures form, no teaching
Keywords: Obvious, Touch, Training
the horse to f ly for example.
Duration: One week
Prerequisite Charms: Bestial Traits Technique
Eternal Harvest Prana This Charm enhances Bestial Traits Technique allowing the
Cost: 5m, 1w; Mins: Survival 5, Essence 3; Type: Supplemental Solar to place up to his Essence in dots of mutations onto a trained
Keywords: Combo-OK animal. This training must be done near a middle march.
Duration: Instant
Prerequisite Charms: Bounteous Field Technique
The crops of the Lawgivers grow so rapidly that they must
harvest them many times a year. This charm enhances a dramatic
action to grow and harvest a crop. It reduces the time necessary to
complete the action, dividing it by the Solar's Essence. For example,
if the Solar's Essence is 3, then the action will take a third of the
normal time, allowing him through repeated use of this charm to
take the action three times in a single growing season.
This Charm is intended for use with Stratego's Farming Rules.

Living Essence Procedure


Cost: 3m, 1wp; Mins: Survival 5, Essence 4; Type: Ref lexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Bestial Traits Technique
The Solar feels the burgeoning connection between an animal
companion and himself, the essence f lowing and strengthening
them. The charm increases the physical attributes of a single
animal who is a legitimate target for Bestial Traits Technique by an
amount that varies according to the anima banner of the exalt.
Attributes are increased by 1 when the caste mark is visible (1-3
peripheral), 2 when the exalt has a burning caste mark or
coruscating aura (4-10 peripheral), and 3 when the exalt is in a
bonfire of power or totemic (10+ motes of peripheral). In addition,
this charm eliminates the mote surcharges on charms invoked
through Worthy Mount Technique or Single Spirit Method.

i 54 54
Chosen of the Sun

Chapter 4:
Copper Spider Teachings
p. 23), the various procedures that produce potions from the Art of
Craft Charms Alchemy (Books of Sorcery III, p. 129) and Survival rolls to set up
traps (Scroll of Kings, p. 153).
All-Things Strengthening Energy
Cost: ; Mins: Craft 3, Essence 3; Type: Permanent Ceaseless Contrivance Competency
Keywords: Touch Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
Duration: Permanent Keywords: None
Prerequisite Charms: Durabilit y-Enhancing Technique Duration: Permanent
The presence of a Lawgiver inspires the world to resist those Prerequisite Charms: Perpetual Preservation Proficiency
who would destroy it. This charm applies the effects of Durabilit y- This Charm permanently enhances its prerequisite, allowing it
Enhancing Technique to all objects touching the Solar, but only to enhance maintenance performed on structures, such as very
while they're touching the solar. large vehicles. To apply this benefit, the Solar must be the only one
performing the maintenance, or she must personally lead the
Apotheosis Of The Inventor maintenance crew in its efforts.
Cost: ; Mins: Craft 10, Essence 10; Type: Permanent
Keywords: None Celestial Forging Ability
Duration: Permanent Cost: 5m plus 2m per die, 2wp; Mins: Craft 6, Essence 6; Type:
Prerequisite Charms: Diligent Artisan's Methodology (x2) Supplimental
Even the young Solar Exalted are amongst the best artificers in Keywords: None
existence, but those who learn this Charm become unparalleled Duration: Instant
masters of the art. This Charm permanently enhances the Exalt, Prerequisite Charms: Infinite Craft Mastery, Craft Essence Flow
providing him all the following benefits for any Crafts in which he Harnessing the Perfection innate to all Solar Exalted, a focused
has a rating of at least 10. He may use the higher of his Perception Lawgiver can imbue this perfection into every stroke of their
or Intelligence to perform Create Item/Artifact actions (Exalted, p. hammer. When activating this charm the Solar pays 2 motes per
133)instead of the lower of Dexterit y, Perception or Intelligence dice in his dice pool, which can be expanded normally, and every
which are now always difficult y 1, and adds (Essence) extra die is converted into one success.
successes to every Craft-based roll he makes. The Exalt no longer
needs exotic components to create artifacts, nor is the aid of any Dilligent Artisan's Methodology
other being necessary to for him to create any artifact. Even artifacts Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
that would otherwise require Primordial help can be created by the Keywords: None
Solar alone. The actual raw materials (magical materials, magically- Duration: Permanent
treated leather, etc.) are still necessary. For the purposes of aiding Prerequisite Charms: Craftsman Needs No Tools
others in artifact creation (Books of Sorcery III, p. 29), the With careful purpose and fine handiwork, the Lawgiver finds it
character counts as a Primordial, adding (Exalts Essence) extra easy to create even the most spectacular wonders. When
successes to the rolls of whomever he is assisting. performing Create Item/Artifact actions (Exalted, p. 133), the Exalt
This Charm may also benefit actions that are incidentally may use the higher of her Dexterit y, Perception or Intelligence
based on some other Abilit y, but could also be considered Craft instead of the lower of the three. The Solars Craftsman Needs No
actions, at the Storytellers discretion. Such actions include the Tools becomes equivalent to a masters workshop (see The Books of
magical material smelting procedures (Books of Sorcery III Sorcery, Vol. IIIOadenols Codex, p. 27-28). A second purchase of

55 i 55
this Charm at Essence 6+ upgrades this to f lawless, and a third Essence Devotion Method
purchase at Essence 7+ makes it an ideal workshop.
Cost: 6m, 2wp; Mins: Craft 5, Essence 3; Type: Supplemental
In addition, if the Solar has Craft and Essence 6+ and has
Keywords: Obvious
learned Wonder-Forging Genius at least once, she reduces the
Duration: Instant
difficult y of any Craft-based action she performs by one, to a
Prerequisite Charms: Any Craft Excellency
minimum of one, including the difficult y of artifact creation rolls.
The Exalted pour themselves so much into their work that their
Upon reaching Craft and Essence 7+ and having learned Wonder-
essence ref lects in it. This Charm supplements a dramatic action to
Forging Genius a second time, this reduction increases to t wo. At
craft or repair an artifact. When the artifact is complete, the item
Craft and Essence 8+ the reduction in difficult y for each purchase
'recognizes' its maker, and has a reduced attunement cost of
of Wonder-Forging Genius increases to t wo each (for a possible
(Essence x2) motes, to a minimum cost of 1. This reduced price is
total of four). This requires no additional Charm purchases.
only valid when the maker and the user are the same.
Efficient Methodology Of The Artificer Expert Foreman Discipline
Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
Cost: 5m, 1wp; Mins: Craft 5, Essence 4; Type: Simple (Dramatic
Keywords: None
Action)
Duration: Permanent
Keywords: Combo-OK, Obvious
Prerequisite Charms: Any Craft Excellency
Duration: Instant
The Solars are peerless craftsmen capable of making the
Prerequisite Charms: Crack-Mending Technique, Craftsman Needs
greatest wonders that Creation has ever seen. So great is their
No Tools
abilit y to create wonders but they are also unmatched in their
The Exalted lead through example and instruction. This
knowledge of the essence that powers them. The Solar lowers their
Charm is the dramatic action of leading a work crew in the
Attunement Cost for Artifacts by [Half their Permanent Essence].
construction or repair of a structure or a group of objects, or any
This affects all their attuned artifacts and reduces their cost to a
other construction project that measures time to completion in
minimum of 1 mote.
man-hours invested. For every real hour the Solars subordinates
work, they effectively complete t wo hours of work.
Eloquent Proclamation Of Sculpted Stone This Charm action may be supplemented by other Craft
Cost: 10m, 1wp; Mins: Craft 3, Essence 2; Type: Supplemental Charms that normally target single objects, such as Crack-Mending
Keywords: Combo-OK Technique. This does not speed the work crew any further, but it
Duration: Instant allows the Exalt to perform more quickly in the repair of structures,
Prerequisite Charms: Any Craft Excellency or to apply other Charm effects to the whole project such as
The treasures and art of the Chosen speak to those who Inimitable Assembly Exercise.
witness them, the subtle elegance of their creation capable of
seducing would-be lovers or swaying the opinions of mobs. This Feats Of All Things Recipe
Charm supplements a Craft action, allowing you to imbue the
Cost: 1m; Mins: Craft 2, Essence 2; Type: Simple
object created with a social attack. In order for the social attack to
Keywords: Combo-OK, Obvious
effect a character, they must spend some amount of time, at least a
Duration: Instant
minute, interacting with it in a meaningful way. A painting must be
Prerequisite Charms: Any Craft Excellency
viewed, a sword wielded, or a meal eaten in order to convey the
The Chosen excel at all crafts, even those as seemingly
social attack. The social attack is treated as your choice of a
mundane as cooking. Not only can they prepare superb meals, but
Performance attack (if the social attack effects anyone who interacts
they can prepare meals from even the most impossible of
with the object, up to once per scene per character) or a Presence
ingredients. If a Lawgiver commands a stone to become his dinner,
attack (if it is tailored to effect a particular individual only once, and
it will obey; if he commands the desert sands to be as spices, they
will not effect anyone else), but rather than rolling one of those
heed his words. This Charm allows a Solar to craft a meal using any
abilities, the attack uses the result of the Craft roll used to create
ingredients whatsoever. It renders them edible and nutritious,
the item. The social attack can still be dodged and parried
allowing the meal to sustain a character just as any meal made of
normally (parries against such attacks t ypically take the form of a
more conventional ingredients. By using cheap and readily
disparaging remark on the objects qualit y). Relative appearance
available substances as ingredients, this Charm can remove the
does not apply to this social attack. This Charm can explicitly be
need to purchase raw materials for creating the meal. It also negates
included in combos with Charms of other abilities.
any potentially harmful effects the ingredients might have on their
eaterthus, a loaf of bread cooked from stone, while very hard,
Essence Crafting Gesture would not risk breaking its eaters teeth, and a soup brewed from
Cost: 5m; Mins: Craft 4, Essence 3; Type: Simple potent toxins would not be in the least bit poisonous. If this Charm
Keywords: Combo-OK, Obvious is used to make a meal using an ingestible alchemical formula, the
Duration: One Scene meal retains the properties of the formula, albeit harmful
Prerequisite Charms: Any Craft Excellency properties are still negated. Any created item (as opposed to
"Glorious Solar [Desk]!" naturally occurring ones) cannot be used as an ingredient with this
The Solar stretches out his hands, and sculpts an item out of Charm, with the explicit exception of alchemical formulae, nor can
his own golden essence. This Charm instantaneously creates any still-living beings.
mundane object with a Resources value no greater than the Solar's
Craft score in the relevant abilit y. For instance, to create a mansion Golden Prodigy Epiphany
worth Resources 5, the Solar would need Craft (Earth) 5. This
Cost: ; Mins: Craft 6, Essence 7; Type: Permanent
object is as useful as a normal object of its t ype, and can be used by
Keywords: None
anyone. It dissolves into wisps of essence at the end of the scene, so
Duration: Permanent
food, water, or bandages created with this Charm are generally
Prerequisite Charms: Wonder-Forging Genius
useless.

i 56 56
This Charm permanently enhances the Exalt, making it a Instant-Creation Methodology
casual thing for him to plan and construct never-before-seen
Cost: 1wp; Mins: Craft 5, Essence 5; Type: Permanent
wonders. Whenever the Exalt begins constructing an artifact for
Keywords: None
which he lacks complete plans, even if he has incomplete plans, the
Duration: Instant
Solars player should roll his (Intelligence + [relevant Craft]) at a
Prerequisite Charms: Craft Essence Flow
difficult y equal to the nascent artifacts rating. The number of
The, right tool at the right time can make all the difference in
threshold successes are treated as incomplete designs, adding
the world. A master artisan knows that construction takes time and
themselves to each Craft roll to build the artifact until half the
plans ahead, crafting what they will need and keeping it with them.
necessary cumulative successes are achieved. If this roll produces
The greatest of the Twilight Artificers know that no amount of
more successes than one tenth of those necessary to complete the
planning is ever enough, and in that moment of realization,
artifact (e.g., more than 1 for a level 1 artifact, or more than 25 for a
between life and death, the Twilight can make real what he now
level 5 artifact), then the Exalt has conjured up complete plans in
knows he needs. Instant Creation Methodology allows the Twilight
his mind, which cuts the cumulative successes necessary to build
to instantly complete up to a season of Craft work in the blink of an
the artifact cleanly in half. See The Books of Sorcery, Vol. III
eye. This time comes from a bank that refreshes at the rate of one
Oadenols Codex for more on artifact design and plans.
day (8 work hours) each dawn, and can contain no more than one
Season (90 days) at any time.
Great Craftsman's Intuition Accessing this pool costs a point of temporary willpower but is
Cost: ; Mins: Craft 5, Essence 4; Type: Permanent NOT a charm activation, nor an action, and permits the use of a
Keywords: None single craft charm or craft based combo, as a whoely independent
Duration: Permanent action, within the banked time. If Craftsman Needs No Tools,
Prerequisite Charms: Any Craft Excellency Crack Mending Technique or a similar charm is used inside the
The great artisans of the Solar Exalted are not constrained by banked time, it applies as normal, modifying the amount of work
the limits of their bodies and minds. Their keen eyes allow them to completed in the expended banked time. Materials are still
catch and correct f laws their imperfect handiwork may have left in required, need to be within your Essence in yards, and can't be
their products. Likewise, their clever minds allow them to attended by nor attuned to anyone unwilling to have their
anticipate and prevent mistakes too subtle for their senses to catch. possessions used in your project.
Whenever a Craft-related roll requires the Solar to roll the lowest of
several Attributes or Abilities, this Charm allows him to instead Master Artisan Method
roll the highest Attribute or Abilit y. Examples include the
Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
([Dexterit y, Perception, or Intelligence]+Craft) roll to build or repair
Keywords: None
something, the (Intelligence+[Lore, Occult, or Medicine]) roll to
Duration: Permanent
implant biomagitech artifacts, and the (Intelligence+[Lore or
Prerequisite Charms: Craftsman Needs No Tools, Crack-Mending
Occult]) roll to design manse powers. If for some reason the Solar
Technique, Craft Essence Flow
prefers to use one of the lower Attributes or Abilitiesif he wishes
Often a Solar would be required to do the most subtle of work
to use a particular Excellency, for example, or benefit from an
that required unique equipment that would seldom be needed
artifact's Attribute bonushe may do so. As a side effect, this
again. Master Artisans Methods allow a further refinement of
Charm permanently eliminates the 2 internal penalt y for working
essence use allowing a Solar to perform even the most complicated
with magical materials other than orichalcum.
tasks without fail.
This charm further enhances Craftsman Needs No Tools and
Infinite Understanding Of The God Machine Crack-Mending technique on a particular t ype of craft, such as Fire,
Cost: ; Mins: Craft 6, Essence 6; Type: Permanent Earth, or Magitech, reducing the difficult y of a check using these
Keywords: None charms by one. Difficulties cannot be reduced below 1. This charm
Duration: Permanent may be purchased multiple times. Each time the charm must be
Prerequisite Charms: Efficient Methodology of the Artificer purchased for an additional craft t ype. If the Exalt has Essence 5 or
So great is the Glory of the Solar Host that they have unlocked more, she can purchase this charm a second time for the same craft
some of the greatest secrets of the Magical craft. They see the reducing its total difficult y by 2. This charm is useful for both
genius of Autochthon design and the Solar Exalted lowers their artifact repair and creation and was commonly used by the Twilight
Attunement cost of Artifacts by their [Permanent Essence]. This Caste in the first age as it allowed them to simulate many of the
affects all their attuned artifacts and reduces the cost to a advantages of advanced tools such as Essence Spanners and
minimum of 1 mote. This charm replaces the effects of Efficient Geometric Analyzers.
Methodology of the Artificer.
Perpetual Preservation Proficiency
Inimitable Assembly Exercise Cost: 5m; Mins: Craft 4, Essence 3; Type: Supplemental
Cost: ; Mins: Craft 5, Essence 3; Type: Permanent Keywords: Combo-OK
Keywords: None Duration: Instant
Duration: Permanent Prerequisite Charms: Durabilit y-Enhancing Technique
Prerequisite Charms: Crack-Mending Technique Rivaled only by the Mountain Folk, the Solar Exalted are
This Charm permanently enhances the Lawgivers Crack- masters of precision and care; their tools are longer-lasting merely
Mending Technique, allowing it to repair up to (Solars Essence x 2) because they are cared for by a Solar. When the Exalt performs
health levels an item has suffered in addition to any other results of maintenance on an object or repairs an object that requires
successful repair. maintenance, he may enhance the action with this Charm to
multiply by 10 the time until the item next requires maintenance.
See The Books of Sorcery, Vol. IWonders of the Lost Age for more
on maintenance, as well as a selection of artifacts that require
regular maintenance.

57 i 57
Reeds Into Gold Meditation Transcendence
Cost: 10m, 1wp; Mins: Craft 5, Essence 3; Type: Supplemental Cost: 10 Permanent willpower, 10 permanent essence; Mins: Craft
Keywords: Combo-OK 10, Lore 10, Occult 8, Presence 8, Essence 10; Type: Special
Duration: Instant Keywords: None
Prerequisite Charms: Steel Feather Prana, Craftsman Needs No Duration: Special
Tools Prerequisite Charms: Wyld Shaping Technique, All Encompassing
From ash, wealth; from water, walls. This charm supplements a Sorceror's Sight
Craft action to build an object. It allows the Exalt to ignore all Upon activating this, the user spends the experience and time
penalties stemming from not having the appropriate raw materials, meditating that it would take to hypothetically raise their essence to
as long as an appropriate quantit y of similar materials (for example, 11. At the moment of that enlightenment, when they reach a level
sandstone in to marble) exists. At Essence 4, this charm allows the of unit y and beyond what is possible within a mind confined by
Exalt to substitute distantly related materials, such as sandstone for matter and thought, they complete this charm and dismantle their
steel, for 5 more motes. At Essence 5, the Exalt can substitute own essence and consciousness to build it into something entirely
completely unrelated materials of the same phase (i.e., solid, liquid, new.
or gas), such as sandstone for cotton, for 10 more motes. At Essence This could be a new race or species, a new concept, an
6, the Exalt can substitute completely unrelated materials of unspeakably powerful artifact, a virtue, emotion, or abilit y, a world
different phase, such as water for steel, for 15 more motes. The or universe inside or outside of creation, the wyld or elsewhere, or
character still needs tools, but either those used to work the something too foreign for a mortal mind to comprehend. Nothing
substitute material or those required to work the material it is being is beyond the limits of this charm; it could make unbreakable the
substituted for will due; an origami sword can be folded or forged. walls of creation forever, create a way to permanently destroy a
The item created by the Craft action functions as an item of malfean, free the yozi or raise the temperence of every being in
the appropriate material; a knife folded from paper will cut as true existence.
as steel, as will a knife poured of water. This charm can be used to The costs for the charm are paid at the end of the time the user
simply transform material from one t ype to another, in which case spends to raise their essence. If they are in any way distracted or
it takes at least one hour. This charm cannot be used to create or disrupted during their preparation, they lose a permanent essence
alter magical materials of any sort, only mundane materials, and and willpower and the charm ends; they also lose the experience
cannot be used to provide esoteric magical ingredients required for spent.
the construction of artifacts. This is a perfect effect; the changes it makes will always be
entirely what the user wishes. No being of essence less than 10 has
Steel Feather Prana the metaphysical authorit y to resist this charm, and even they will
Cost: 3m; Mins: Craft 5, Essence 3; Type: Simple (Dramatic need an equivalently powerful defense.
Action) The user of the charm has their consciousness taken apart on
Keywords: Combo-OK, Touch the most basic level, dismantling themselves completely, body,
Duration: Instant mind, essence and soul. They cannot in any way persevere or create
Prerequisite Charms: Crack-Mending Technique a new body for themselves through the use of this charm; while
The Copper Spiders can forge strength where there was none they could build a new body of primordial scale, they would not be
before. This charm transforms insubstantial materials such as inhabiting it. Consider the annihilation of the user's awareness,
feathers, cloth, or smoke so that they gain the strength of rock or self, and souls to be a cost of using this charm. The user must fully
steel, at the rate of approximately one cubic meter every ten commit themselves to this, and cannot be coerced into doing it
minutes. Objects made to emulate rock can be used with Craft against their will by any means, magical or otherwise.
(Earth) checks to build structures, while objects made to emulate This charm may be learned and used by either solars or
steel can be used with Craft (Fire) checks to build armor or deathlords, provided the deathlord remembers the prerequisite
weapons and the like. This charm can also be used to give gasses charms from his solar incarnation.
the weight and f low of water. The new material retains its original
appearance, and is much lighter than stone or metal, but still much Wonder-Sculpting Alacrity
heavier than before. Cost: ; Mins: Craft 5, Essence 6; Type: Permanent
Keywords: None
Tenfold Master Laborer Technique Duration: Permanent
Cost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Extra Action Prerequisite Charms: Crack-Mending Technique, Craftsman Needs
Keywords: Combo-OK No Tools
Duration: Instant This Charm permanently enhances both of its prerequisites,
Prerequisite Charms: Crack-Mending Technique, Craftsman Needs allowing a Solar using them to complete (Essence x 5) hours worth
No Tools of effort for every real hour of work.
If the Solar Exalted make the production of wondrous treasures
look easy, its because, for them, it is. This Charm is a f lurry of up Worthy Panoply Investiture
to ten separate dramatic or extended Craft actions, none of which Cost: ; Mins: Craft 5, Essence 4; Type: Permanent
suffer multiple action penalties. The targets of each of these actions Keywords: None
must all be in the same workshop or the Solar must be able to reach Duration: Permanent
each project within a few minutes from any other project; greater Prerequisite Charms: Durabilit y-Enhancing Technique
distance prevents the use of this Charm. If the Exalt is working The tools and weapons of the Lawgivers are proof against all
exclusively on objects, he can instead build or repair as many as but the greatest threats. This Charm permanently enhances its
(Essence x 10) items at once. prerequisite, allowing it toincrease the health levels of objects it
targets. Each application of Durabilit y-Enhancing Technique now
increases the Damaged health levels of an object by one. If the
target is a vehicle, this increases the Undamagedhealth levels of the
vehicle by one.

i 58 58
No combination of Charms including Durabilit y-Enhancing
Technique may increase an items health levels by more than Investigation Charms
(Solars Essence).
At Essence 5+ a Solar may purchase this Charm again, which Concealment-Shattering Revelation
allows Durabilit y-Enhancing Technique to target structures. Cost: 3m; Mins: Investigation 5, Essence 3; Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Craft y Observation Method
Often, that which is revealed will tell an observer far less than
that which is hidden. This charm supplements an Investigation
action to find hidden objects or secrets; anything that has been
purposely disguised or hidden will become instantly visible to the
Lawgiver, as will the fact that it was concealed. If another Charm
contests this effect (see p. 179), add the character's Essence in
automatic successes to the (Perception + Investigation) roll to
oppose the other charm.

Deception Penetrating Technique


Cost: 20m, 2wp; Mins: Investigation 6, Essence 6; Type: Simple
(step 1)
Keywords: Combo-OK
Duration: Story
Prerequisite Charms: Infinite Investigation Mastery, Evidence-
Diserning Method
The young Solar is often forced to use incomplete techniques
and methods to determine the methods and means of his foe.
Backed with long years of experience, the Elder Exalt can gather
such information at a glance and with far greater results.
As a diceless ref lexive action, the Solar may make a Wits +
Investigation check on his opponent with a difficult y equal to the
target's essence. If the Solar is successeful, all external penalties
against the target are reduced by the Solar's Essence plus the
number of successes the Solar exceeded the target Essence.
The Solar can profile any number of targets during a story but
must reroll the check if he encounters the target in a different story.
The Solar cannot profile the same target more than once per
session with the charm, so a poor roll can be problematic. If the
Solar so chooses they can use the Evidence-Diserning Method
Charm, after paying the full cost and alloting 5 long ticks unless
the Solar possesses a relevant combo, to make an additional check.
In such cases roll the check as if it were Deception Penetrating
Technique, removing the cap of the Solar's Essence and instead
adding the Solar's essence into the total number of successes.

Flashback Epiphany Revelation


Cost: 6m; Mins: Investigation 3, Essence 2; Type: Ref lexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Craft y Observation Method
The Exalted intuit what mortal detectives could spend hours
futilely seeking to analyze. So great is the scope of their perspicacit y
that they can draw details from testimony that the witnesses never
even noticed. Whenever the Exalt hears a character describe a
scene, he may use this Charm to witness what they saw,
experiencing a f lashback-like vision. This allows him to perform an
Investigation-based dramatic action to examine the scene as if he
had been there at the time, allowing him to uncover evidence the
witness never even noticed.

Foot-Guiding Intuition
Cost: 10m, 1wp; Mins: Investigation 5, Essence 3; Type: Simple
(Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Craft y Observation Method

59 i 59
Before one can investigate, one must know where to look. This Keywords: Combo-Basic, Obvious
charm is used to intuit what location is likely to prove the most Duration: Instant
immediately fruitful in the Lawgiver's current investigation. The Prerequisite Charms: Craft y Observation Method
Solar begins walking or otherwise traveling aimlessly, and finds That which falls under the gaze of the Lawgiver gives up its
herself in an ideal location to continue her investigation. If another secrets readily. This Charm is a 15-minute Investigation action as
Charm contests this effect (see p. 179), add the character's Essence the Exalt wanders an area, observing everything under the light of
in automatic successes to the (Perception + Investigation) roll to her caste mark which glows as if she had spent 5-7 motes of
oppose the other charm. peripheral Essence. At the end of this period of observation, the
This charm will not necessarily lead the character to the Solar rolls her Perception + Investigation. The Exalt becomes aware
location with the most information about her quarry, but rather the of all the gross physical movements and any events that can be
location best suited to aiding in the current stage of the discerned from that information that took place in the area for a
investigation. An Exalt seeking information about a Deathlord's number of hours in the past equal to the threshold successes on her
plans might find that the greatest amount of information is deep roll. The Solar will not become aware of every word in a
within the Deathlord's citadel, but the site of a recent attack upon conversation or who any given participant was, but may discern that
the living might prove to be a more reasonable place to begin one person was angry due to the way their almost-invisible
looking. footprints and other cues are arranged. This insight does not reveal
only those movements that would leave foot- or hand-prints, but
Golden Magistrate Clarity also those taken while f loating through the air or swimming in
Cost: ; Mins: Investigation 5, Essence 3; Type: Permanent water.
Keywords: None Changes to the structure of the locale increase the difficult y of
Duration: Permanent the roll. Rearranging the furniture in a room might add one to the
Prerequisite Charms: Evidence-Discerning Method difficult y, while a building burning down would increase the
No secret desire is safe from the probing of the Lawgiver. difficult y by five. Magical sources of destruction or concealment
Learning this Charm permanently enhances the Exalts Evidence- would increase the difficult y by an amount equal to their sources
Discerning Method, allowing her for the rest of the story to permanent Essence, in addition to any penalties imposed by
apprehend the direct motivations of the targets actions during any camouf laging Charms. If the scene being investigated is located in
scene in which both the Exalt and target are present. Extra the Wyld, the difficult y rises by four in the Middlemarches and
successes on the Solars Investigation roll reveal deeper and clearer eight in the Deep Wyld; this Charms function is meaningless in
information on why and how the target acted. For instance, one Pure Chaos.
success would show that an assassin is a member of a group that
intends to kill the Solar, three successes reveal that this group is a Plain As Day Approach
Creation-spanning conspiracy of rebellion, five reveal that the Cost: 3m; Mins: Investigation 4, Essence 2; Type: Supplemental
conspiracy is itself being manipulated by someone else, and more Keywords: Combo-OK
than five would reveal that the Solars trusted advisors from Duration: Instant (Dramatic Action)
Heaven have orchestrated the action. Prerequisite Charms: Any Investigation Excellency
Normally, Evidence-Discerning Method requires the Exalt have That which is hidden cannot evade the eyes of the Lawgivers.
sufficient information to profile a target, but with this Charm and This charm supplements a dramatic action to search for a book in a
Essence 6+ the Solar needs only the meanest evidence. It is up to library or for hidden constructions or objects. The action succeeds
the Storyteller to determine exactly where the border lies between automatically without need for a roll. This Charm can also be used
no useful information and the tiniest scrap of useful to supplement a dramatic action to examine a scene for evidence.
information. That action never turns up red herrings.

Heart-Reading Glance Revealing The Truth Defense


Cost: (+2m); Mins: Investigation 5, Essence 4; Type: Permanent Cost: 2m; Mins: Investigation 3, Essence 2; Type: Ref lexive
Keywords: None Keywords: Combo-OK, Obvious, Social
Duration: Permanent Duration: Instant
Prerequisite Charms: Evidence-Discerning Method Prerequisite Charms: Any Investigation Excellency
This Charm permanently enhances the Lawgiver, allowing her "Your reasoning is false. Let me explain."
when she activates Evidence-Discerning Method to pay an The Lawgiver reveals the pett y tricks and foolishness his
additional t wo motes (which are not committed) to change the opponents seek to persuade him with. This Charm is invoked in
Charms t ype from Simple to Ref lexive. response to a social attack or other mental inf luence on the Solar.
Roll (Charisma + Investigation), at a difficult y of the attacker's
Ineffable Truth Revelation Essence. If this roll is successful, this Charm perfectly defends
Cost: (+2m); Mins: Investigation 4, Essence 2; Type: Permanent against that attack, even if it was unblockable.
Keywords: none
Duration: Permanent Secret Sensing Method
Prerequisite Charms: Revealing the Truth Defense Cost: 1m; Mins: Investigation 5, Essence 3; Type: Ref lexive
No trickery escapes the Solar's eye. This Charm is a permanent Keywords: Combo-OK
upgrade to Revealing the Truth Defense. When activating that Duration: Instant
Charm, by spending an additional 2 motes, the Solar may remove Prerequisite Charms: Plain as Day Approach
the need for a roll, perfectly defending against the attack Secrecy only attracts the attention of the Chosen of the Sun.
automatically. This Charm informs the Solar that a hidden construction or object
is nearby. If the Solar comes within ten feet of a hidden object or
Misdeed-Unveiling Illumination construction whose location he does not already know, this Charm
Cost: 15m, 1wp; Mins: Investigation 5, Essence 3; Type: Simple invokes itself.
(Dramatic Action)

i 60 60
Tale Of The World Intuition
Cost: ; Mins: Investigation 5, Essence 5; Type: Permanent
Lore Charms
Keywords: None
Duration: Permanent Appointment Of Divine Portion
Prerequisite Charms: Misdeed-Unveiling Illumination Cost: ; Mins: Lore 5, Essence 5; Type: Permanent
This Charm permanently enhances its prerequisite, allowing Keywords: None
that Charm to delve into the past up to one day per success. A Solar Duration: Permanent
with Essence 7 may purchase this Charm a second time to increase Prerequisite Charms: Soul-Uplifting Incarna Presence
the interval per success to t wo days, and at Essence 9+ he may A Lawgiver can endow his chosen with the power of the
purchase it a third time to increase the interval to five days per Exalted themselves, letting them experience the least fraction of
success. what Sol Invictus has bestowed upon him. This Charm
permanently upgrades Power-Awarding Prana. The Lawgiver may
spend 3 XP in lieu of committing 5 motes when blessing a mortal,
allowing him to truly and permanently awaken mortals.

Apprentice-Tutoring Archmage Brilliance


Cost: ; Mins: Lore 5, Occult 5, Essence 5; Type: Permanent
Keywords: Enlightening
Duration: Permanent
Prerequisite Charms: Solar Circle Sorcery, Soul-Uplifting Incarna
Presence
Sorcery is the divine right of the Solar Exalted, won by them
from the conquered Primordials. Thus, it is their prerogative to
decree who is worthy of its secrets, and who is to be left ignorant.
This Charm enhances Power-Awarding Prana. Any character the
Solar blesses with it gains the abilit y to learn Celestial Circle
Sorcery and cast spells of the Sapphire Circle if they meet the
Essence requirements to learn the Charm. However, their mastery
of the higher circles of sorcery is not absolutewhenever they cast a
Celestial spell, they must roll (Essence + Occult), with an external
penalt y of -3. Success on the roll allows the character to cast the
spell normally; failure means the spell harmlessly fizzles and
dissipates. On a botch, the Storyteller should either have the spell
backfire spectacularly, or be cast normallysave that the sorcerer has
no control over it.

Ascendant Intellect Meditation


Cost: 3m per dot; Mins: Lore 3, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Stackable
Duration: One Scene
Prerequisite Charms: None
This Charm suffuses the character with Solar Essence,
temporarily increasing his Intelligence. It adds one dot to the
character's Intelligence for each three motes spent. No combination
of charms that includes Ascendant Intellect Meditation can
increase his Intelligence by more than his Essence, and this bonus
is treated as a dice bonus from Charms.

Binding Golden Edict


Cost: ; Mins: Lore 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Order-Affirming Blow
The Exalts Order-Affirming Blow now costs (15 Exalts
Essence) motes, and its Willpower cost is (targets Essence Exalts
Essence), minimum one.

Birthing The Golden Lineage


Cost: ; Mins: Lore 10, Medicine 10, Essence 10; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Appointment of Divine Portion
Mastering this power, the Solar Exalted may reshape life in
their own likeness, birthing a race of golden champions.
This Charm enhances Power-Appointing Prana.

61 i 61
Whenever the Solar blesses a character with it and uses Dragon Line: A Solar can also increase or decrease the potency
Appointment of Divine Portion to make the blessing permanent, of a dragon line and thus increase or decrease the f low of essence to
the empowerment becomes a part of the demi-Exalteds blood. Any a region. This process is considerably more complicated and can be
children they sire after receiving the blessing permanently and used to affect up to the Solar's Essence in demesne per use. This
innately gain the same benefits, and the empowerment will always technique is mainly used to repair the pattern of creation.
breed true for any number of generations. Unlike the Increasing the f low of essence to the region surrounding a
Dragonblooded, there is no chance the golden power will not assert shadowland will cause it to shrink. Decreasing the f low of essence
itself, and it does so at birth. to a region will cause a freehold to collapse upon itself. Each
success expended for this use will reduce the size of one of these
Chaos-Warding Benison regions by one mile. The regions must be surrounded to be affected
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent and larger areas may require several Lawgivers to work in tandem to
Keywords: None achieve their effect.
Duration: Permanent This technique was used to repair and maintain creation and
Prerequisite Charms: Chaos-Repelling Pattern Lawgivers who demonstrate knowledge of it would be among the
At Essence 4 a Solar may learn this Charm up to two times, first targets of the Deathlords and Fae Princes. It is for this reason
one instance extending Chaos-Repelling Patterns duration that Mask of Winters has expended considerable effort to cap every
indefinitely, the other increasing its radius to (Essence x 5) yards. A demesne near to Thorns to prevent the resurgent Lawgivers from
third purchase at Essence 6+ increases its radius to (Essence x 10) easily collapsing his newfound empire.
yards.
Elder-Uplifting Generosity
Dragon-Line Architect Cost: 20m, 1wp; Mins: Lore 5, Essence 4; Type: Simple (Dramatic
Cost: 20m,1wp; Mins: Lore 5, Essence 3; Type: Simple (Dramatic Action)
Action) Keywords: Enlightening, Obvious, Touch, Training
Keywords: Combo-OK, Obvious, Shaping Duration: Instant
Duration: Permanent Prerequisite Charms: Soul-Enlightening Beneficence
Prerequisite Charms: Wyld-Shaping Technique This patronizingly-named Charm was initially developed in the
The Lawgivers were tasked with the maintenance of Creation as Primordial War to quickly return the Solars Dragon King allies to
well as the expansion of its borders. their minds after they inevitably fell in battle. Over time its use was
Using Dragon-Line Architect is an extended dramatic action. refined, and many Lawgivers regularly uplifted their shorter-lived,
The dice pool used equals (Intelligence + Lore). Each roll requires favorite inhuman companions upon their reincarnation. Executing
five hours of effort, and the character pays the Charm's cost with this technique takes a day of mutual meditation (or forced
each roll. This roll has a base difficult y of (1 + demense rating). quiescence for Dragon King stalkers), at the end of which the Exalt
This technique has no effect on a demesne capped with a Manse. touches his companion and elevates their soul. The target trades
The Lawgiver can spend accumulated successes at any point to one dot of permanent Willpower for one dot of permanent Essence,
complete part of her construction. This functions as follows. raising the Essence of the non-mortal target to t wo. Even the rare
Improving Demesne: A Solar can cleanse and strengthen the Essence 1 Exalt, or gods and elementals whose station and purview
f low of Essence to a region and increase the rating of a demesne by normally dictates their Essence, may be targeted with this Charm.
one. This requires a number of successes equal to the new rating There is no experience cost for this aspect of the Charm.
times five. Additionally, a sacrifice of resources equal to the new This Charm may target Dragon Kings, Mountain Folk and
rating (new rating +2 for Celestially aspected demenses) is also other natural Essence channelers. It may even be used on those
required. Artifacts can also be substituted with the rating and t ype Essence-users with Essence 2+ as long as they have other avenues of
of artifact governing what the new demesne will be raised to. enlightenment to explore. When used on Essence 2+ Dragon
Increasing a demesne cannot change its aspect. If the new rating Kings, this Charm initiaties them into the Bulb of the Perfected
puts resources into a N/A state (6+) then the storyteller is obligated Lotus, allowing them to learn Celestial martial arts. If used on
to tell the Solar what item(s) must be gathered to increase the Unenlightened Mountain Folk, this Charm transforms them into
rating. These will always be exotic and sould involve a significant Enlightened. For other Essence-users this may or may not have as
quest or deed to achieve. drastic an effect as that wrought on the Jadeborn (Storyteller
Changing Demesne: A demesne may be changed in a similar discretion advised). For instance, the Storyteller might allow the
method requiring sacrifices equal to current rating of the demesne Exalt to perform the same feat on Dragon-Blooded. This is similar
(rating +2 for Celestial aspect) and five successes are required. It is to enlightening a mortal with the Enlightened Essence blight,
also possible to change demesne aspects over a course of months by which costs four bonus points or eight experience.
simply expending at least 10 motes of essence times the demesne's
rating for a number of months equal to 2x the demesne's rating. Eternal Golden Panoply
Sorcery can also be used to change aspects. If the resource cost of a Cost: ; Mins: Lore 5, Essence 4; Type: Permanent
conversion is in excess of 5 thena special sacrifice is required. Each Keywords: None
sacrifice lowers the resource requirement by 1. These sacrifies are Duration: Permanent
up to the ST but should t ypically be a quest worthy item, taming a Prerequisite Charms: Immanent Solar Glory
raging fire elemental, converting a f luid Fair Folk into a diamond The diversit y of the panoply that Creation offers up for its
for Earth and the like. defense can stagger even a Lawgiver. The Exalts attunement to
Create Demesne: The Lawgiver can even create a demesne in orichalcum artifacts can be maintained up to one week without
the most desolate of locations. Realistically, however, it is best to physical contact. In addition, the Solar never need roll his Wits +
create demesne near their elemental poles. The difficult y for Lore to gain the material bonuses of artifacts that are not made of
establishing a new demesne is 1 if near their respective pole, 5, if orichalcum, and the increase in attunement cost for doing so is
approximately half way across creation, or 10 if at the opposite side lowered by (Solars Lore), to a minimum of zero.
of creation. Five successes are required. Celestial demesne require
10 successes and are at a difficult y of 5 to establish anywhere in
creation.

i 62 62
Gifted Apprentice Concentration from the natural destiny that surrounds them, bolstering that
which they do even further.
Cost: 5m, 1wp; Mins: Lore 3, Essence 2; Type: Simple (Dramatic
This Charm permanently enhances the Solar, allowing him
Action)
perform a DV -0 Miscellaneous action to steel himself, spending a
Keywords: Combo-OK
Virtue channel during an emotionally appropriate scene to regain
Duration: Varies
(Exalts Lore + Virtue) peripheral motes. This surge in Essence is
Prerequisite Charms: Any Lore Excellency
treated as a peripheral expenditure, causing his anima banner to
The Solar focuses his intellectual capabilities to learn with
f lare. This can not increase the Solars mote pool beyond its
uncanny speed. This Charm is a dramatic action to train a social or
normal maximum, and any excess motes gained from this Charm
scholarly trait. It reduces the time necessary to train that trait. It
are wasted.
divides the training time by (Solar's Essence times three).
Traits that can be trained include Attributes:Intelligence, Wits,
Perception, Charisma, Manipulation, Appearance History Accounting Regimen
Abilities:Twilight abilities plus Awareness, Cost: 3m, 1wp; Mins: Lore 3, Essence 2; Type: Simple
Bureaucracy,Integrit y, Larceny,, Linguistics, Performance, Presence, Keywords: Training, Obvious
and Socialize. Duration: Indefinite
Other traits:Essence and all virtues Prerequisite Charms: Any Lore Excellency
Associated Techniques:Specialties or Charms associated with The Lawgiver witnesses the reach of history, and contemplates
the above traits. the progression of knowledge from its rudimental elements to
This Charm is an alternate prerequisite for Harmonious eventual mastery. By committing three motes and a Willpower, his
Academic Methodology. Before taking Gifted Apprentice caste mark burns into life and the Exalt may browse the wisdom of
Concentration, consult with your ST. He may have decided to history and connect it with his living knowledge. For any Abilit y
waive training times, making this Charm unnecessary. that he possess at least one dot in, the Solar may gain a Specialt y in
that Abilit y, even if doing so brings the total in the Abilit y over +3.
Golden Lotus Sifu The Solar may not use this Charm to gain any Specialt y that he
already has. If the Solar keeps the motes and Willpower from this
Cost: ; Mins: Lore 5, Martial Arts 5, Essence 5; Type: Permanent
Charm committed for one week, he may learn the Specialt y as a
Keywords: Enlightening
Training Effect. Once the essence and Willpower is released, the
Duration: Permanent
Solar's Specialties will return to their natural state. If a Solar
Prerequisite Charms: Soul-Uplifting Incarna Presence, One
gained a permanent Specialt y using this Charm in an Abilit y that
complete Celestial Martial Arts st yle
was already had it's maximum, the oldest Specialt y the character
The Chosen of the Sun are masters of martial arts, capable of
possessed in that Abilit y is lost. As long as the Lawgiver has motes
calling on the mightiest of the arts to overthrow their foes. But
or Willpower committed to this charm, his caste mark is lit as if he
those who refine themselves through study and understanding of
had burned seven motes.
the essence f lows and katas of the martial arts can teach as well as
they can fight, transforming their students into paragons of martial
prowess. This Charm enhances Power-Appointing Prana. Any Infinity-Compassing Conquest
character the Solar blesses with it gains the abilit y to initiate into Cost: ; Mins: Lore 6, Essence 7; Type: Permanent
Celestial Martial Arts, as if he were a Dragonblooded. They may Keywords: None
learn any of the initiation Charms normally used by the Dynasts, Duration: Permanent
though some Solars will design custom Charms for their students. Prerequisite Charms: Wyld Cauldron Technology
Normally a Solar with Wyld-Shaping Technique can affect
Harmony Of The Infinite Direction changes on his surroundings only up to (Essence) miles away. With
this Charm, the maximum scope of his changes increases to
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent
(Essence x 5) miles. In addition, he need no longer sacrifice real
Keywords: None
wealth or experience to shape real land or wealth and he may
Duration: Permanent
modify people through Wyld Cauldron Technology within the
Prerequisite Charms: Power-Awarding Prana
maximum range of his Wyld-Shaping Technique.
The Solar Host was gifted by the Unconquered Sun with his
most holy metal Orichalcum, and they were thankful. But, much
like their deit y the Solars could not satisfy their wonder lust. They Perfect Recall
needed to know how the other Magical Materials works and bend Cost: 3m; Mins: Lore 4, Essence 2; Type: Supplemental
them to their will. Once learned a Solar may attune a Magical Keywords: Combo-OK
Material not Orichalcum as if it were Orichalcum + 1 mote. The Duration: Instant
additional mote is a payment of respect to the gods of the other Prerequisite Charms: Any Lore Excellency
exalted. The Lawgivers never forget what they do not wish to. This
A Solar must learn this for every other Magical Material they Charm supplements an attempt to remember something. It
wish to be able to use. Therefore if a Solar wanted to used Jade, guarantees that the attempt succeeds perfectly. The Solar
Orichalcum, and Starmetal at the reduced cost they must take the remembers the event in perfect detail, and can remember up to five
charm twice. This can be used for other magical materials like minutes of conversation word for word per use of this Charm. This
Maf lean Brass, Adamant, or even more exotic materials. Charm does not affect Lore or other abilit y rolls to see if the Solar
knows a specific fact; if the Solar has never learned, then he cannot
Hero Draws A Second Breath remember it.
Cost: ; Mins: Lore 3, Essence 2; Type: Permanent
Keywords: None Savant Of The Second Age
Duration: Permanent Cost: 5m, 1wp; Mins: Lore 4, Essence 3; Type: Simple
Prerequisite Charms: Essence-Lending Method Keywords: Obvious, Stackable
The Solar Exalted understanding of Essence is rooted in their
unf lappably heroic natures; they can exploit this to draw power

63 i 63
Duration: One scene Thaumaturge Training Technique
Prerequisite Charms: History Accounting Regimen
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent
As a true student of history, the Lawgiver wields knowledge
Keywords: Obvious
that overcomes hardship. When active, this charm allows the
Duration: One Month
character
Prerequisite Charms: Legendary Scholar Curriculum
to ignore one point of external penalties inf licted by locations or
The great Sorcerer/Scholars of the first aid were in no small
people that were born from one of the five specific directions. This
need of assistants. While Fair Folk and Demons were often of great
charm can be stacked an amount of times equal to Exalts Lore,
use in powerful experiments, it was often easier to employ mortal
though stacking it more than twice causes it to gain the Obvious
Thaumaturges to perform the easier tasks around the lab.
keyword as lines of elementally charged essence encircle and protect
This charm allows a Solar to train a target's Essence stat up to 3
the Solar. At no time can the character use this charm to gain
as long as the Solar can communicate with the target. This charm
protection from more than one direction at the same time. This
takes a full month before its teaching bear fruit. The Solar must
charm does not protect against penalties imposed by Fair Folk or
spend at least 10 hours a week training the targets. It raises the
Gods, though it does function normally against Elementals.
Essence stat of a target in one point incriments and can never raise
Essence beyond 3 under any circumstances. It can be used to train
Soul-Uplifting Incarna Presence 5X the Solar's Essence Rating in Mortals up to Essence 3 in one
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent point incriments. For Terrestrial Exalted, Dragon Kings or the like
Keywords: None the Solar can train up to 5 individuals at the same time.
Duration: Permanent Unenlightened Dragon Kings are considered mortals until they
Prerequisite Charms: Golden Savant's Largess achieve Essence 2.
Just as Sol Invictus exalted the mortals of Creation as his When used on a Celestial Exalted the training becomes a one
champions, so to can the Solar Exalted bless their favored mortals on one regiment where the Solar must devote the majorit y of his
with an echo of their own exaltation, a gift nearly as potent as that waking hours in close proximit y, within Essence Miles, of his pupil.
of the Sun. This Charm enhances Power-Appointing Prana. Those While only 2 hours a day must be spent actually training the young
blessed by it gain a mote pool of (Willpower + 15). In addition, pupil, often times this charm is used in a series of trainings
they gain the abilit y to raise their Essence to 3, at a cost of (Essence including Tiger Warrior Training as well as opter portions of
x 8) XP. They are no longer limited to learning Charms of only Legendary Scholar Curriculum. This charm was used extensivly
Essence 2, but can learn any Solar Charm they meet the during the First Age in the training of newly Exalted Solars.
prerequisites of (note that this does not allow them to learn
Celestial or Sidereal Martial Arts, or circles of sorcery above Unified Essence Theory
Terrestrial). At Essence 6, the mote pool of those blessed by the
Cost: ; Mins: Lore 8, Essence 8; Type: Permanent
Solar expands to ([Essence x 10] + Willpower), and they may raise
Keywords: Wyld
their Permanent Essence without any limitsave only that it cannot
Duration: Permanent
equal or surpass that of the Solar who blessed them.
Prerequisite Charms: Infinit y-Compassing Conquest
Unparalleled understanding of motonic relationships allows
Sovereign Essence Resurgence the puissant Solar Exalted to reshape realit y wherever he is and
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent with lightning speed...much like the ancient Primordials. This
Keywords: Obvious Charm permanently enhances the Lawgivers Wyld-Shaping
Duration: Indefinite Technique, allowing him to use it in places other than the Wyld,
Prerequisite Charms: Immanent Solar Glory treating non-Wyld environments as a Bordermarch. If the Exalt is
This Charm expands the Lawgiver's mastery of Essence. When actually within the Wyld, he treats it as being one level more severe
his anima banner is at the 8+ mote level the Solar is exceptionally (Bordermarches are shaped as Middlemarches, Middlemarches as
light on their feet and can increase their jump distance by their Deep Wyld and Deep Wyld as Pure Chaos; Pure Chaos is no easier
Essence in yards and halves all falling damage after soak. to shape). Combined with a Hand of the Great Maker and
When his anima banner is at the 16+ level the Solar begins to Protoshinmaic Vortex, the Solar treats Creation as a Middlemarch
hover up to the Essence in feet off of the ground. This can be for the purposes of Wyld-Shaping Technique.
considered true f light using the distances and conditions of t ypical The Exalt also gains the abilit y to redefine the fundamental
movement save that the Solar need not actually move his feet. The laws of realit y with Wyld-Shaping Technique. The following are
Solar cannot take falling damage while this effect is active. guidelines, and will certainly require Storyteller involvement.
Aspects: The Exalt may manipulate realit y to produce stable
Sun Metal Mastery expressions of that which is normally found in the Wyld. For every
Cost: ; Mins: Lore 5, Essence 4; Type: Permanent five successes, the Exalt inf licts one overarching aspect of realit y on
Keywords: None an area. The Exalt may impose up to ten such aspects at a time, and
Duration: Permanent aspects may be interdependent. For instance, the Solar may dictate
Prerequisite Charms: Any Lore Excellency that air is a liquid in the area; this makes it no less breathable, but
Orichalcum is the Sun's favorite material, and his Chosen it will slosh out of the region unless contained or another aspect
resonate with it above all others. This Charm permanently dictates that air f lows much the same whether it is a gas or liquid.
enhances a Solar's understanding of the magical materials. When A variet y of guildeines for creating aspects of Wyld zones can be
attuned to any weapon or armor composed of one of the magical found in The Compass of Celestial Directions, Vol. IIThe Wyld.
materials, the Solar may apply the standard orichalcum bonuses to Geomancy: For every success a Lawgiver spends he may
that item in addition to whatever bonuses that artifact would completely transform the geomancy of one square mile. This might
normally receive. Benefits specific to an artifact, such as an transform Creation-based geomancy into Underworld geomancy,
orichalcum hearthstone bracer's +2 dice to damage, are not applied. or Malfean geomancy, or some heretofore unseen t ype of Essence
If the weapon or armor was already orichalcum, the Solar f low. This does not actually produce demesnes (which requires a
multiplies the normal magical material bonuses by his Essence. For separate use of Wyld-Shaping Technique), but it changes the aspects
instance, at Essence 4, an orichalcum powerbow adds +4 Accuracy, of any existing demesnes in the area.
+4 Damage, and +200 yards to range.

i 64 64
See The Books of Sorcery, Vol. IIIOadenols Codex for more
on demesnes and manses. Existing manses are resistant to the Medicine Charms
change, losing one dot of power every month until they reach 0, at
which point they transform into a manse of the appropriate t ype Aura Of Salubrity
and regain one dot per month. Hearthstones provide motes but no Cost: (1m, 1wp); Mins: Medicine 5, Essence 4; Type: Permanent
special powers after the first dot lost, and once the manses rating Keywords: (Obvious)
reaches 0 any extant hearthstones crumble to dust. Duration: Permanent (Instant)
Changes wrought by this Charm are usually temporary without Prerequisite Charms: Contagion-Curing Touch, Ailment-Rectifying
proper care, and nothing stops an unprepared Solar from Method, Body-Purifying Admonitions
destroying himself through imprudent alterations. While this Merely being present allows the Lawgiver to cleanse the world
Charm does allow the Exalt to inf lict strange and new realities on around her. Forever after, any mundane poison or disease within
other realms of existence, the Wyld will eventually devour them, (Essence) yards that is not currently aff licting someone is
the Underworld will return to its staid procession and Malfeas and automatically neutralized by the Exalts presence. As a
other titanic beings are likely to perfectly defend themselves againstMiscellaneous action, the Lawgiver may spend one mote and one
such presumption. Willpower to f lare her anima to the 11-15 level. Pure, golden light
bathes the Solars surroundings, extending the neutralizing aura to
Wonder-Working Syllabus (Essence x 5) yards. This enhanced aura may also neutralize magical
Cost: ; Mins: Lore 5, Essence 5; Type: Permanent diseases or poisons present under the same circumstances, the Exalt
Keywords: None rolling Essence + Medicine. Magical poisons with a Toxicit y less
Duration: Permanent than her successes or magical diseases with lower Morbidit y are
Prerequisite Charms: Legendary Scholar Curriculum banished as well. This Charm does not actually inform the
This Charm permanently enhances the Exalts Harmonious Lawgiver of the presence of any diseases or poisons, it only
Academic Methodology, allowing him to enlighten mortals in large neutralizes them.
groups. Instead of the usual week, the training takes one season,
each week of which the Solar must spend at least ten hours working Battlefield Medicine Mastery
with his students. At the end of this period the Lawgivers students Cost: 2m; Mins: Medicine 3, Essence 2; Type: Supplemental
become Essence-users of an appropriate t ype (enlightened mortal, Keywords: Combo-OK
awakened god-blood, etc.). This grants those so enlightened an Duration: Instant
Essence pool appropriate to them; as a Training effect this Prerequisite Charms: Any Medicine Excellency
enlightenment usually costs four bonus points or eight experience The medicine of the Solars rescues the wounded from death's
points, being the equivalent of the blight Enlightened Essence (The door. This Charm supplements a Miscellaneous action to stanch a
Compass of Celestial Directions, Vol. IIThe Wyld, p. 148), wound. It stops bleeding from all the target's wounds, prevents any
though this is not a mutation or Shaping effect of any kind. of those wounds from becoming infected, and instantly stabilizes
This Charm also allows the Exalt to train Essence-users to the dying.
increase their permanent Essence, to a maximum of three. This
process only takes the usual week. The Solar cant train mortals to Blessing Of Wholeness
become Essence-users at the same time he is training others to Cost: 5m, 1wp; Mins: Medicine 3, Essence 3; Type: Supplemental
increase their Essence. Keywords: Combo-Ok, Obvious, Touch
Finally, the Exalt may also teach others Charms. Teaching Duration: Instant
Charms takes as much time as raising standard traits, and the Exalt Prerequisite Charms: Ailment-Rectifying Method
may only teach others Charms in this way that require a minimum As the light of the Unconquered Sun covers all of Creation in
Abilit y 5 or lower and minimum Essence 3 or lower. This does not life giving warmth, so too does the true Solar healer bring the light
allow the Exalt to teach others Charms that they could not and warmth of life back to those who are slipping into the darkness
normally learn, such as teaching Solar Charms to enlightened and decay of disease. This charm allows the Solar to instantly heal
mortals; nor can the Exalt teach others Charms he could not learn the diseases infecting one patient. With a touch and a successful
normally, such as those gained through Endowment or the caste Intelligence+Medicine roll the patient is cured, difficult y
power of the Eclipse; nor does it allow Solar Exalted to teach others determined by disease, with diseases that the Solar has learned
Sidereal martial arts. through Medicine charms recieving half Essence in auto successes.
If the patient has more than one disease then the total number of
successes rolled can be used to cure more than one at once, with
the diseases requiring more successes cured first. If an unknown
disease is succesfully cured with twice the required successes it is
automatically learned for the purposes of infectious disease
medicine charms (such as those steming from this charm).

Brilliance Of Transcendent Panacea


Cost: (+1wp); Mins: Medicine 5, Essence 5; Type: Permanent
Keywords: None
Duration: Duration
Prerequisite Charms: Glow of Sovereign Medicant
The languid god Kel-Aina, ruler of the Deadened Circle of
Spiritual Diseases, the Crone of Fire, Sylvi, ruler of the Frenzied
Circle, and the nameless god of the utter West, ruler of the
Changing Circle, now acknowledge the Solar as an equal. She now
understands the 25 underlying principles of infection and can
banish diseases as easily as they are found. Pure blinding sunlight

65 i 65
directions from the Solar, rolling out for miles and seeping into The Solar need not treat the patients, or even interact with
those she wishes and wiping them clean of any illness. This charm them directly, while they are in the hospital. During the First Age
upgrades Glow of Sovereign Medicant by allowing the Solar to this charm was frequently used at the end of a battle where teams
spend a willpower while activating it to increase its range to of Dragon Blooded surgeons would treat most of the patients
(Essence) miles to cure a magnitude of targets equal to her (Essence) leaving only the worst for the Lawgiver
of a natural or First Circle disease. At Essence 6, Solars can cleanse This effect does not stack with regeneration or similar effects.
targets of supernatural diseases of the Second Circle. At Essence 7, Solar's with the charm Body-Mending Meditation, for example,
Solars can cure targets of Third Circle supernatural diseases. would not heal 10x faster during the day and then gain the effects
of 10 days worth of bed rest when the sun sets.
Combat Medic Methodology
Cost: 10m; Mins: Medicine 4, Essence 3; Type: Simple (Speed 6, Deft Doctor's Expedience
DV -1) Cost: (+1wp); Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Combo-OK, Touch Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Instant Treatment Methodology, Wound- Prerequisite Charms: Instant Treatment Methodology
Mending Care Technique Solar doctors perform their duties with such speed and
The Solar Exalted frequently would face battles where terrible diligence that any one is worth 100 other doctors, even when
injuries threatened the lives of those under their command but performing easy, rote but time-consuming tasks. By paying one
they had little time to correct this. Willpower when activating Instant Treatment Methodology an
This charm allows the Solar to make a (Wits + Medicine) check Exalt may change its t ype and effect. The Charm becomes Simple
that restores a number of lethal health levels equal to the number (Dramatic Action), constituting an hour-long dramatic action that
of successes rolled. This effect is wholy compatable with permenant is otherwise identical to and takes the place of a longer medical
effects such as Wholeness Restoring Meditation and if the limb is dramatic action that is up to a full days work.
handy, for example, it may be reattached for an instant fix.
Additionally this charm grants the target a number of temporarily Fertile Blessing Of The Sun
-1 health levels equal to the Solar's Essence. These health levels last Cost: 5m; Mins: Medicine 4, Essence 2; Type: Simple
one hour per success rolled and are automatically lost first when Keywords: Combo-Basic, Obvious
recieving damage and never heal. Finally, this charm reduces any Duration: Instant
remaining wound penalties the character is suffering by 1 for a Prerequisite Charms: Any Medicine Excellency
number of hours equal the number of successes rolled. As the Sun provides life-giving light to Creation, so too may
In mass combat this charm recovers 2x the number of successes the Lawgivers watch over the lives of its creatures by ensuring their
rolled and will allow a unit to automatically succeded in one rout continued legacy.
check even against supernatural effects. Through use of this Charm the Lawgiver may anoint each
recipient by expending an additional mote of Solar Essence in a
Consecrated Hospital Method dramatic action lasting one hour per recipient that the blessing is
Cost: 20m 2w; Mins: Medicine 5, Essence 4; Type: Simple extended to. A number of recipients equal to the Lawgiver's
Keywords: Combo-OK, Obvious Medicine may be anointed through a single use of this Charm.
Duration: (Essence) Days Unwilling recipients may resist the effect with a Willpower roll at
Prerequisite Charms: Wholness-Restoring Meditation, Ailment- the difficult y of the Lawgiver's permanent Essence.
Rectifying Method, Body-Purifying Admonitions This charm invalidates any natural infertilit y and ensures
Even with the skills of the Solar Exalted, their patients still successful and safe pregnancy regardless of natural forces to the
needed time and a place to recover. By invoking the blessing of the contrary. Each recipient thusly anointed shall automatically
Unconquered Sun a positive f low of essence will surround a succeed at any conception attempts for a period of weeks equal to
building or adjacent structures blessed by one of his Chosen the Lawgiver's permanent Essence.
allowing this charm to bless a single structure of any size. This Limitations of Effect: this Charm cannot inf luence the
blessing increases the healing rate of all patients located inside so propagation of the Dragon-Blooded gift nor can it be used to
that one day is the equivilent of 10. indicate the sex of children from unions enchanted with this
At the end of the day all patients that were treated in the Charm. Additionally, this Charm has no effect on existing
hospital will recover as if they had rested for 10 days. If a character pregnancies.
spends from sunrise to sunset within the hospital they also gain
this benefit. There is no negative concquences to this so a character Glorious Solar Surgeon
with a disease that would kill him in 9 days would only have 1 day Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent
removed from this time, but simply being in the hospital will not Keywords: Combo-OK, Obvious
cure him. Duration: Permanent
Indirectly, within the hospital diseases are non-commutable no Prerequisite Charms: Instant Treatment Methodology
mater how virulant they may be. Infections will not get As the embodyment of perfection, the Lawgivers were often
significantly worse, though they will not by themselves get any tasked with performing the most difficult of challenges. Despite all
better. Patients may make a new resistance check daily to see if they challenges, the Solar would succede and thus bring peace to
can recover while they are on hospital grounds. creation. This charm enhances a Solar's medical charms reducing
The t ypical use of this charm is on a large structure capable of their costs by 1/2 whenever a Solar is displaying an 8+ mote anima
holding as many patients as the Solar can treat. The Solar barrier. All essence costs are rounded up.
instinctivly knows if the structure is large enough, or to small or
too large, when invoking this charm. To gain the direct benefits of Glow Of Sovereign Mendicant
this charm some form of bedding must be available, as well as Cost: 10 motes; Mins: Medicine 4, Essence 4; Type: Simple
logical medical facilities depending on what is being treated. Keywords: Combo-OK, Obvious
Anyone who stands within the structure gains the indirect benefits
of this charm.

i 66 66
Duration: Instant There is some risk to this, however. If a patients initial virtues
Prerequisite Charms: Incandescent Vision of Infections, Blessing of were greater than 3, the treatment causes feedback to the Lawgiver
Wholeness raising her limit by one.
A true understanding of the contagion concept now allows the
Solar to bring his blessing to those not just at his touch but Perfected Lustration Methodologies
anywhere within his sight. The Solar's sense and understanding of Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent
disease is so great that with a thought he can cause streams of light Keywords: None
to leap out and strike those he wishes to cure. The use of this Duration: Permanent
charm instantly cures a natural disease in a target within Ess x 10 Prerequisite Charms: Wound-Mending Care Technique, Ailment-
yards on an Intelligence+Medicine roll. Difficult y -2 if the disease is Rectifying Method, Body-Purifying Admonitions, Wholeness-
known to the Solar. At Essence 5, Solars can cleanse the target of Restoring Meditation
supernatural diseases of the First and Second Circles. At Essence 6, Bringing surcease to pain is a simple thing for a Lawgiver. This
Solars can cure the target of Third Circle supernatural diseases. Charm permanently enhances the Exalt, reducing to one the
Cured diseases are -2 difficult y to learn. number of successes necessary to apply the effects of Ailment-
Rectifying Method, Body-Purifying Admonitions or Wholeness-
Incandescent Vision Of Infections Restoring Meditation. The Solar may now apply Wound-Mending
Cost: 3 motes; Mins: Medicine 3, Essence 3; Type: Ref lexive Care Technique to a patient (Essence) times each day. She may also
Keywords: Combo-OK add the Obvious keyword to Wound-Mending Care Technique to
Duration: One scene reduce its mote cost by an amount equal to her Essence, to a
Prerequisite Charms: Flawless Diagnosis Technique minimum of zero.
The light of the Unconquered Sun shines into every corner,
illuminating the sickness of the world so that His great healing can Woe-Conquering Hands
befall it. This charm allows the Solar to see all illnesses as Cost: (2 + Magnitude)m, 1wp; Mins: Medicine 4, Essence 3; Type:
shimmering configurations of light in and on all those he sees. Simple (Dramatic Action)
Diseases he knows are easily recognized as certain configurations of Keywords: Combo-OK, Touch
light, while those that are unknown are mysteries just waiting to be Duration: Instant
solved. Every turn the character can use one miscellaneous action Prerequisite Charms: Any Medicine Excellency
with a Perception+Medicine roll to learn an unknown disease he Though conceived as weapons of war, the Lawgivers natural
can see in someone, difficult y equals the difficult y to treat the facilit y for healing is unparalleled. This Charm is like a normal
illness magically, although only one attempt can be made each day dramatic action to diagnose or treat a patient, but the action applies
against any one specific disease. This is at -1 difficult y if someone to a large group, up to (Essence 1) Magnitude worth of people.
who already knows the disease is also explaining it to the character The Exalt works quickly and efficiently, but multiplies the usual
as he studies it. time necessary to carry out the dramatic action by an amount equal
to the groups Magnitude.
Mind-Cleansing Treatment
Cost: ; Mins: Medicine 3, Essence 2; Type: Permanent Wyld-Cleansing Technique
Keywords: Touch Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent
Duration: Permanent Keywords: Touch
Prerequisite Charms: Flawless Diagnostic Technique Duration: Instant
This Charm allows a Lawgiver to cure madness, addictions, Prerequisite Charms: Wholeness-Restoring Meditation, Ailment-
derangements and any Compulsion, Emotion, Illusion and Rectifying Method, Body-Purifying Admonitions
Servitude effects into his patients. This Charm guarantees that any Even the mutations caused by the Wyld are not beyond the
attempt they made to treat a mental condition is considered skill of a skilled Solar surgeon. If a Solar can manage at least 5
supernatural. If the Exalts player rolls five or more successes on a successes plus the targets Essence in successes in a Medicine-based
Medicine roll for the Solar to treat an ordinary incurable mental dramatic action that takes up to 1 day, the character will recover
illness she can spend 5 motes to restore the patient mind back to from the various forms of Wyld Mutations at the following rates.
sanit y. Treating madness and addictions in this fashion is a Pox and Deficiencies take 1 additional day and require the
dramatic Medicine-based action that takes one hour unless speed Solar to commit 10 motes of essence during that time and cost both
by a stunt or Charm. characters 1 experience point as the Solar seeks the remove the
The character cannot use this effect to benefit himself tainted portion of the target and replace it with a healthy portion of
his own. Aff lictions and Debilities take 3 additional days and
Mind-Restoring Method require the Solar to commit 20 motes of essence during that time
Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent and cost both characters 3 experience points. Blights and
Keywords: Touch Deformities take 5 additional days and require the Solar to commit
Duration: Permanent 30 motes of essence during that time and cost both characters 5
Prerequisite Charms: Wholeness-Restoring Meditation, Ailment- experience points. The Solar must perform a treatment that
Rectifying Method, Body-Purifying Admonitions requires at least one hour on the patient once per day as well as
Despite the best efforts of the Lawgivers, the Fair Folk were still make a prayer to the Unconquered Sun with a Priest, the Prayer
able to ravish minds in the First Age. This Charm allowed the itself is difficutly 5 and requires resources 3 worth of incense each
Lawgivers to restore the sense of someone who had been ravished. day. Zenith caste Solars would often perform this Prayer during the
On a successful diagnostic check taking one hour at a difficult y treatment, other caste must do it seperatly and it also takes an hour.
equal to the initial value of the virtue before the ravishment the Combos can be used to decrease the duration of the treatment, but
Solar can expend 5 motes of energy to repair a patient's virtue. This not the prayer. At the ST's option, if a Solar is using this charm on
virtue restores itself at a rate of one point per day. This cannot raise extras they do not need to pay the experience point cost, this can
virtues beyond their initial limits. be viewed as their patterns being unimportant and therefor much
easier to change.

67 i 67
Occult Charms Breaking The Wicked's Will
Cost: (1m per die); Mins: Occult 5, Essence 4; Type: Permanent
Keywords: None
Adamant Essence Mastery Duration: Permanent
Cost: ; Mins: Occult 7, Essence 8; Type: Permanent Prerequisite Charms: Occult Essence Flow, Celestial Circle Sorcery
Keywords: None Some of the most powerful demons learn to resist the binding
Duration: Permanent power of sorcery. A Zenith sorcerer of the First Age saw this, so he
Prerequisite Charms: Solar Circle Sorcery make this charm to enforce his will with the might y glory of the
Coming to an unprecedented understanding of the way that Unconquered Sun himself.
Essence f lows through Creation and herself, the Chosen renders The sorcerer can pay 1 mote to add a dice to his pool of Essence
the shaping of sorcery almost trivial. This Charm permanently + Willpower rolls to bind a summoned demon with sorcery, up to
enhances the Solar, reducing by one the number of Shape Sorcery his Conviction in dices. This can also be add to the contest of wills
actions she must take before she may cast any sorcery spell, to a with Circle Banishments but not to the Wits + Occult roll to banish
minimum of zero. In the case of Terrestrial Circle Sorcery, this the demon if the binding fails (the sorcerer already use his might in
means a spell can be cast simply with a Cast Sorcery action. This the binding roll and fail, so the demon is not impressed any more).
does not shorten the casting time of spells that require dramatic The character must pay the cost for every roll he makes.
rituals.
Celestial Refinement Techniques
Ash And Bone Glory Cost: ; Mins: Occult 3, Essence 1; Type: Permanent
Cost: (+5m); Mins: Occult 6, Essence 7; Type: Permanent Keywords: Mirror (Grave Affinities)
Keywords: None Duration: Permanent
Duration: Permanent Prerequisite Charms: Any Occult Excellency
Prerequisite Charms: Shadowlands Circle Necromancy While it is the gods who facilitate it and the Dragon Kings who
As incompatible as life- and death-Essence is, the Lawgivers can pioneered its use, as is usually the case the Lawgivers were the ones
accomplish just about anything if they simply apply enough power. to truly master and excel in thaumaturgy. This Charm permanently
This Charm permanently enhances the Exalt, allowing him to enhances the Exalt, reducing the necessary mote expenditure to
increase the mote cost of a necromancy spell by five to increase one lower the Resources cost of thaumaturgical procedures by his
dice pool or other trait-based calculation by his own Essence. This permanent Essence, to a minimum of zero (see Exalted, p. 138 for
allows him to boost the dice pool for spells like Black Candle more). In addition, when the Solar learns this Charm he chooses
Visage, effectively double the area of effect of Flesh-Sloughing one Art of Thaumaturgy which then gains the special benefits
Wave, or add his Essence again to the number of zombies he can outlined below; the Exalt may purchase Refinements of other Arts
summon with Raise the Skeletal Horde. Each separate trait-based at a cost 3 experience points, or 1 bonus point during character
calculation may be enhanced only once, but the Solar can apply this creation, and a week of training. For more on thaumaturgy see
benefit to the same spell multiple times. Exalted, p. 137 and The Books of Sorcery, Vol. IIIOadenols
Codex, p. 109.
As The Titans The Art of Alchemy: With exceptional preservatives and the
Cost: ; Mins: Occult 7, Essence 7; Type: Permanent infusion of Solar Essence to bolster their effects, the Lawgivers
Keywords: None concoctions can do more with less. Each alchemical formula that
Duration: Permanent produces tinctures, potions or other amounts of some substance
Prerequisite Charms: Sorcerer's Limitless Mastery applied in doses doubles the amount it creates. The shelf-life of all
By the power of sorcery alone did the Primordials impose order these products is multiplied by five. If the duration of any of such
on the shifting Wyld, casting it in the shapes they chose. A sorcerer potions is measured in real timeas opposed to story-based time
willing to forsake his claim to humanit y and sacrifice his sanit y may such as scenes, as many arethe amount of time its effects last is
call up the same power the titans of old wielded, mastering the doubled. Formulas that create damaging or painful substances
Wyld. Upon learning this Charm, the sorcerer gains a point of such as Ardent Embrace Resin (The Books of Sorcery, Vol. III
permanent Limit as his mind encompasses the god-like power of Oadenols Codex, p. 131) or 8-Scream Devil Powder (The Books of
Primordial Sorcery. While in the Wyld, the sorcerer gains the power Sorcery, Vol. IWonders of the Lost Age, p. 74)increase their
to cast sorcerous spells with no mote or Willpower cost. He can cast respective damage done or penalt y imposed by one. The
spells of the Emerald Circle without cost while in the Storytellers discretion may be necessary to determine what if any
Middlemarches or deeper; spells of the Sapphire Circle within the effects this Charm has on other formulas.
Deep Wyld or deeper, and spells of the Adamant Circle in Pure The Art of Astrology: While the Solar can not design better
Chaos alone. However, when he does so, he gains points of mundane orreries with this Art, she can gather more useful
(temporary) Limit equal to the circle of the spell (one for Terrestrial, information with them, increasing by one the dice bonus she
t wo for Celestial, and three for Solar). Some things man was not receives from them on Art of Astrology rolls. Beyond this, the
meant to know. Exalt gains greater detail and accuracy from her predictions, a
A second purchase of this Charm at Essence 8 allows the benefit that lies outside the scope of this Charm to describe. A
sorcerer even greater scope of power, though it comes at the cost of rough guideline for the Storyteller is that any given prediction from
a second point of permanent Limit. He may cast Emerald Circle the Lawgivers rituals will produce information that just barely falls
spells without cost in the Bordermarches, Sapphire Circles in the short of the next level of accuracy (as described for the Divination
Middlemarches, and Adamant Circle spells in the Deep Wyld. rituals on Exalted, p. 138). Predictions with other rituals should
However, whenever he takes advantage of this expanded scope, the generally be more of a certaint y than they might otherwise be.
amount of Limit he gains is doubled. A third purchase at Essence 9, The Art of Biothaumaturgy: While still not comparable to the
and a third point of permanent Limit, increases his freedom even greater art of Craft (Genesis), Solars can achieve astonishing results
furtherhe may cast Emerald spells in Creation, Sapphire spells in with the more mundane procedures of Biothaumaturgy. The
the Bordermarches, and Adamant Circle spells in the Implant rituals the Solar can perform are all upgraded, so that he
Middlemarches. can use them to grant a subject one higher level of mutation than

i 68 68
normal. [Pox] Implant can then bestow both poxes and aff lictions, Exorcism rituals that take less than an hour to complete instead
[Aff liction] Implant can grant aff lictions and blights, and [Blight] require a Miscellaneous action from the Solar. The Exalt also adds
Implant can inf lict both blights and abominations. Using a (Essence) extra successes to any rolls involving building or
procedure to bestow a higher-level mutation than normal increases maintaining wards with this Art.
the difficult y of the ritual by t wo. The Art of Weather Working: Knowing the proper forms and
The Art of the Dead: The Solar Exalted only excel in fields having the utmost authorit y in Creation, the Solar no longer
dealing with the Underworld slightly more than their peers. Art of requires extra time nor suffers an increased difficult y for
the Dead rituals that require less than an hour to complete instead attempting more than one ritual of this Art in the same two-day
reduce the time of their execution to a single Miscellaneous action. period. The natural authorit y of the Lawgiver lends weight to his
The Art of Demon Summoning: The spawn of the Yozis requests, extending the durations of rituals like Minor Changes,
recognize their conquerors, and acquiesce readily. Rituals of the Art Transform Weather and Major Changes (The Books of Sorcery,
of Demon Summoning do not cost any Willpower for the Solar to Vol. IIIOadenols Codex, p. 144) to five hours, one day and one
perform; they are almost as natural as any mundane activit y. week, respectively. In addition, the effects of such rituals all extend
Summoning, warding and otherwise manipulating demons with to a radius of up to (Solars Essence) miles.
this Art requires no consumable components, not even sacrifices Non-Solars, which for the purposes of this Charm does not
normally necessary to summon particular demons. The Exalt can include Abyssals or Green Sun Princes, can not learn or use all of
also perform the rites of Expulsion (Demons) and Banish (Species the Celestial Refinement Techniques, no matter how they manage
of demon) (see The Books of Sorcery, Vol. IIIOadenols Codex, p. to learn the Charm. Such lesser thaumaturges can not enhance the
142) naturally, without learning those rituals or achieving the Arts of Demon Summoning, Elemental Summoning or Weather
requisite Degree in the Art, both as Miscellaneous actions. Working with this Charm.
The Art of Elemental Summoning: Since they are the natural While this Charm has a Mirror and so the Solar may teach it to
rulers of Creation, the Solar Exalted can expect obeisance from or learn of it from Abyssals, they may only do so in regards to the
elementals. Rituals of this Art that take less than an hour to Art of the Dead. The monofocus of the deathknights makes them
perform take only a single Miscellaneous action for the Exalt. The ill-suited for other pursuits. Therefore, unless the Exalt knows the
Summon (Species) and Beckon (Species) rituals (The Books of aspect of this Charm that enhances the Art of the Dead she can not
Sorcery, Vol. IIIOadenols Codex, p. 136) are enhanced, adding teach it to an Abyssal, nor would an Abyssal teacher be of any help
the Exalts Essence in extra successes to the relevant rolls. if the Solar wanted to learn Celestial Refinement Techniques
Alternately, the Lawgiver may use those rituals to summon higher- involving another Art.
Essence elementals; forgoing the extra successes to summon
elementals of Essence 4 or 5 with Summon (Species) and those Demiurge Creation Methodology
with Essence 6 or 7 with Beckon (Species). Cost: 10m+; Mins: Occult 5, Essence 5; Type: Ref lexive
The Art of Enchantment: Any rituals of this Art that take a day Keywords: Shaping
or more to complete instead require only (10 Essence) hours from Duration: Instant
the Lawgiver, to a minimum of one hour. Those rituals that Prerequisite Charms: Solar Circle Sorcery
enchant an object for a limited time, such as [Lesser Wonder] When the Solars were given Creation, it changed the very
(Exalted, p. 139) have their duration multiplied by the Exalts pattern of Creation. This Charm allows a Solar to use a burst of
Essence. brilliance and raw power to shape the spell much faster than
The Art of Geomancy: The Exalt adds his Essence in extra normally possible. When activating either Terrestrial or Celestial
successes to rolls for the Art of Geomancy. Any rituals of this Art Circle Sorcery Charms, you may activate this Charm, without a
that take multiple hours to perform instead take one hour, or if they combo, and spend up to 10 motes per Shape Sorcery action
take days or weeks they instead take hours and days, respectively. required. Doing so reduces the Speed of each Shape Sorcery action
Procedures that normally take an hour or less can instead be paid for to 1. This is an exception to the normal rules. This Charm
performed as Miscellaneous actions. can only affect Spells that use the standard Sorcery Actions for that
The Art of Husbandry: The Celestial Refinement of the Art of circle. If the spell has special timing rules, this Charm does not
Husbandry is not about making the Solar himself better at the Art, apply. Spells that use the standard Sorcery Actions and have a Mass
but rather making him better at using it for the good of many. The Combat or Dramatic Time applications can be cast twice in an
Exalt may instruct a group of people with a Magnitude up to (his action as long as the cost of the spell is paid; 10 motes for
Essence) in a number of rituals of this Art equal to (his Occult). Terrestrial Circle Sorcery and 20 motes for Celestial Circle Sorcery.
These precise directions allow those students to go forth and carry At Essence 6 and Occult 6, this Charm can be purchased again to
out those rituals even if they do not know them, using the Solars allow a Solar to use this Charm with Solar Circle Sorcery.
dice pools if theirs would be lower. These instructions are complex
and precise, and if someone doesnot perform a given ritual at least Demon Binding Magnificence
once a week they forget how to do it properly and must be re-taught. Cost: ; Mins: Occult 5, Essence 3; Type: Permanent
Any given character can have learned rituals in this way from only Keywords: None
one Solar at a time; instruction from another Lawgiver forces them Duration: Varies
to forget the previous instructions. Prerequisite Charms: Spirit-Cutting Attack
The Art of Spirit Beckoning: The Creation-Ruling Mandate After the defeat of the Primordials, the Unconquered Sun in
makes the Solar Exalted the ultimate authorit y thereof. The his wisdom allowed his chosen to summon their defeated forms in
difficult y of any rituals in this Art dealing specifically with a god or the management of creation. Many of the Chosen used these
gods that are officially a part of the Terrestrial Bureaucracy is Demons to great effect. Occasionally the summoning would go
reduced to one. If the Solars Essence is higher than a given amiss and this would lead to unnecessary complications for the
Celestial gods (or higher than the highest Essence of a group of newly formed Solar Nation.
Celestial gods), the difficult y of this Arts rituals that deal directly This charm can be taken three times, once after each time he
with those gods is reduced by the difference between their Essence has learned a new circle of sorcery. This charm increases the Solars
traits. The Solar may perform rituals of this Art that require less abilit y to summon Demons in the following ways. This charm
than an hour as Miscellaneous actions. increases the dice pool of the Solar for the summoning contest by 2
The Art of Warding and Exorcism: Any Art of Warding and per time the charm has been purchased.

69 i 69
In the event of failure, this charm reduces the difficult y of a sky by Sol Invictuss might y hand, proclaiming the Solar Exalted as
banishment check by 1. If the check is reduced to zero the demon is masters of all Creation. As long as the Suns Chosen stand within
banished automatically. their mandated sanctum, all beings must bow before them and
This charm only works on summoned demons and has no their cosmic power. Whenever the Solar casts a spell to summon an
bearing on Elementals. elemental or demon, he need spend no Willpower to do so. In
addition, if a roll is required to subdue the summoned beings will,
Demon-Maiming Judgment the sorcerer receives bonus successes equal to his Occult. The
Cost: (+5m, 1wp); Mins: Occult 5, Essence 4; Type: Permanent character does not gain these bonus successes when attempting to
Keywords: Crippling bind spirits with an Essence higher than 5, although he still does
Duration: Permanent not have to pay the Willpower cost. This Charm is of no avail to the
Prerequisite Charms: Ghost-Eating Technique Solar if he is not within Creation or Yu-Shan; alien realms pay no
The blades of the Lawgivers were first raised against the heed to what mandates the Incarnae have handed down.
unrighteous Titans, and it was not without furious anger that they
struck. This Charm permanently enhances the Lawgivers Ghost- Essence-Dispersing Blow
Eating Technique.Whenever the Solar invokes it, he may spend five Cost: 10m, 1wp; Mins: Occult 5, Essence 5; Type: Supplemental
motes and a point of temporary Willpower to maim the spirits very Keywords: Combo-OK, Obvious, Touch
Essence. The spirit loses a dot of Permanent Essence, recalculating Duration: Instant
the size of derived traits and bleeding off any motes in excess of the Prerequisite Charms: Occult Essence Flow, All-Encompassing
new Essence pool size. The spirit loses access to Charms that Sorceror's Sight
require a higher Essence rating than it has. A spirit reduced to The Solar Exalted possess authorit y over all things, even the
Essence 0 immediately fades away into nothingness and is utterly Essence of their foes. The Solar must first touch an opponent
consumed. (which can be part of a normal Martial Arts attack). If the attack
At Essence 8, this Charm gains an added abilit y that makes it a connects, the character rolls (Intelligence+Occult). Should the
potent bane against Primordials and their titanic ilk. Whenever the Solar's successes exceed the target's Essence rating, any Charm or
Solar invokes Ghost-Eating Technique to enhance an attack against spell currently affecting him is instantly dispelled. (If a Charm or
a Primordial or Yozi, they may spend an additional 10 motes and a spell affecting the target was imposed by someone else, use the
point of temporary Willpower to cripple the titans soul hierarchy. invoker's Essence instead.) This Charm can dispel any sorcery or
One of the the titans third circle souls loses a point of Permanent necromancy effect, even those of Void Circle spells, and it also
Essence as above, and each of that demons second circle souls loses works on Charm-like powers which do not technically count as
t wo points of Permanent Essence. The souls themselves are helpless Charms (such as the Knacks of Lunars and the astrological
to defend against the attack or heal themselvesonly if the titan destinies of Sidereals). If he rolls more than the necessary
defends against the attack, or the subsidiary crippling effect, can successes, the Solar may choose to dispel only specific Essence
they be spared, and Charms or spells that cure crippling effects are effects, to the extent that he can identify such effects (generally
only effective if used on the titan itself. Though the Lawgiver may requiring successful use of All-Encompassing Sorceror's Sight). Each
target a particular third circle soul or leave his victim up to chance, effect excluded costs one additional success.
this attack can never target a fetich soul unless the titan has no Rather than targetting an opponent, the Solar may instead
other third circle souls. choose to dispel an empowered object, such as a knife animated by
Persistent Hornet Attack, or a sorcerous or Charm-based
Emerald Essence Assimilation construction of Essence, such as Dragon Vortex Attack. If
Cost: ; Mins: Occult 5, Essence 5; Type: Permanent successful, the object becomes magically inert or the effect
Keywords: None disappears with no further violence. Any contact effects from the
Duration: Permanent dispelled Charm or spell still affect the Solar, though only for that
Prerequisite Charms: Occult Essence Flow, Terrestrial Circle instant.
Sorcery This Charm may even be used to supplement a barehanded
The Lawgiver must be free to carry out many duties parry, applying its effects ref lexively if Parry DV overcomes the
simultaneously. This Charm permanently enhances the Exalt, opponent's successesthough to dispel an opponent's personal
reducing to 0 the DV penalties of any Shape Sorcery or Cast Charms this way, that opponent must also attack barehanded. (It
Sorcery actions she takes. The sorcerer-Exalt may also take could be used to dispel Charms such as Glorious Solar Saber,
voluntary ref lexive actions while taking sorcery actions, such as however.) This Charm has no effect on artifacts, permanent
moving; this does not allow the Solar to activate Charms or Charms, or the anima powers of the Exalted. It may be placed in a
otherwise spend motes on other powers while casting sorcery, but Combo with appropriate Martial Arts Charms, though not Charms
previously established Charm effects that allow the Exalt to of other combat Abilities.
perform ref lexive actions such as counterattacks are valid options.
Purchase of this Charm again at Essence 8+ allows the Exalt to Essential Nature Discovery
spend motes on Charms and similar powers during Cast or Shape Cost: ; Mins: Occult 5, Essence 4; Type: Permanent
Sorcery actions. Even when activating only one Charm this costs a Keywords: Mirror (Soul-Measuring Glance)
point of Willpower, as if activating a Combo, and for these Duration: Permanent
purposes Shape and Cast Sorcery actions are treated as Combo- Prerequisite Charms: All-Encompassing Sorcerer's Sight
Basic Simple Charms. The world is full of clues to the wondrous nature that lies
beneath. When the Exalt has All-Encompassing Sorcerers Sight
Esoteric Mandates Of Command active, gauging a manse or artifacts rating or a persons Essence
Cost: ; Mins: Occult 3, Essence 3; Type: Permanent successfully also informs the Lawgiver as to their basic nature and
Keywords: None t ype: demon (and of which Circle), Dragon King, elemental (and of
Duration: Permanent which element), Exalt (and of which t ype), Fair Folk, ghost, god
Prerequisite Charms: Terrestrial Circle Sorcery (Terrestrial or Celestial), and so on. Even without All-
The Mandate of Heaven was first written upon the arch of the Encompassing Sorcerers Sight active, the Exalt may attempt to

i 70 70
scrutinize an item or person with the usual Intelligence + Occult escaped Malfeas in some other way, Solars with this Charm may
roll, but its difficult y increases by two. When any of this bind or banish a dem on with impunit y.
information is relevant to piercing a disguise, the Solar gains two
extra successes on rolls to do so. Holistic Essence Understanding
Cost: 4m, 1wp; Mins: Occult 3, Essence 3; Type: Simple
Essential Pattern Formation Method Keywords: Combo-OK, Mirror (God-Home Invasion)
Cost: 4m, 1w; Mins: Occult 4, Essence 3; Type: Supplemental Duration: One scene
Keywords: Combo-OK, Obvious Prerequisite Charms: Spirit-Cutting Attack
Duration: Instant (Dramatic Action) With this Charm, the Exalt becomes capable of interacting
Prerequisite Charms: Any Occult Excellency with the immaterial and material on equal footing. This allows the
When a mortal performs thaumaturgy, he must coax motes Exalt to perform normal physical actionsnot just attacksthat
into patterns through ritual and diagram. The Lawgivers can create affect the immaterial world. While this effect lasts, the Lawgiver
these patterns through careful control of their Essence and sheer ref lexively chooses at the beginning of each of his actions whether
force of will. This charm supplements a dramatic action to perform to interact with the immaterial as if it were material, or to treat
a thaumaturgical ritual. It reduces the amount of time necessary to immaterial items and beings normally. The Exalt must still activate
perform that ritual, dividing it by (Solar's Essence times t wo.) It Spirit-Cutting Attack to inf lict aggravated damage to spirits or to
also reduces the unreusable Resources cost of perfoming the ritual strike dematerialized targets when he has chosen to treat them as
to zero. intangible.

Ghost-Devouring Method Inviolate Essence Prana


Cost: 5m, 1wp; Mins: Occult 5, Essence 3; Type: Simple Cost: 5m; Mins: Occult 5, Essence 5; Type: Ref lexive
Keywords: Combo-Basic, Obvious Keywords: Combo-OK, Obvious
Duration: Scene Duration: Instant
Prerequisite Charms: Ghost-Eating Technique Prerequisite Charms: All-Encompassing Sorceror's Sight
This charm enhances Ghost-Eating Technique converting it With greater awareness of the Essence around you comes
into a scene length benefit. All attacks made during the scene gain greater mastery over the Essence within you. Having internalized
the benefit of Ghost-Eating Technique. this principle, the Solar's iron will and disciplined Essence protect
his magic from those forces that would corrupt it or tear it asunder.
Golden Gaoler Geasa This Charm supplies a perfect defense against any supernatural
Cost: 5m, 1wp; Mins: Occult 6, Essence 6; Type: Simple (Speed 3 power that would dispel or redirect his Charms, spells, or Combos,
in long ticks) break attunement to an artifact, increase the Essence cost of his
Keywords: Combo-Basic, Compulsion, Obvious, Social Charms or spells, or lower his permanent Essence rating.
Duration: Instant or one year
Prerequisite Charms: Demon-Binding Redemption Leyline Tracing Step
In their capacit y as rulers of Creation, the Solar Exalted can Cost: ; Mins: Occult 5, Essence 3; Type: Permanent
exert authorit y over the prisoners of Hell. This Charm allows a Keywords: None
Lawgiver to invoke this primacy, making it known who and what Duration: Permanent
she is, proclaiming her status as one of the Chosen of the Sun Prerequisite Charms: All Encompassing Sorcerer's Sight
along with her caste and name. Solars of the First Age also made a This charm is an enhancement to All Encompassing Sorcerers
habit of outlining their pedigree and outstanding deeds of heroism, Sight that allows the character to view and follow the dragon-lines
but this is not necessary. In so doing, she binds an errant demon that run throughout Creation. Using this charm the character can
with the oaths of surrender. use a Perception + Occult roll (difficult y ranges based on various
The Exalt lists one or more of a First Circle or Second Circle complications as applicable at the Storyteller's discretion) to sort
demons transgressions, and demands one of two things from the through the many ambient f lows of Essence all around him and
escapee: that they immediately return to Malfeas, vanishing in a locate a specific line. Some examples of possible applications
gout of green f lame, or that they be bound to fix that which they include the abilit y to locate the nearest manse of demense of any
have wrought for a year and a day. Transgressions include: leaving given aspect or power-level, locate a specific manse or demense
Malfeas without being properly summoned and bound, affecting within (Essence x 100) miles (provided the Lawgiver is familiar
Fate in any way or performing Charms or Charm-like effects enough with it to recognize the Essence signature), or follow the
without the express direction of whomever summoned and bound traces of Essence that connect a manse to a hearthstone. Following
it, or any other action the Storyteller and player can agree a specific line requires the Solar to keep the motes committed and
technically falls outside the bounds of the Yozis oaths despite how maintain at least a minimum level of concentration. If the Solar's
often such things go unpunished or are even encouraged. concentration is lost, the Solar may attempt to find the line he was
If bound to repair its evil acts, the demon must do its best to following again at a reduced difficult y.
undo the consequences of its inf luence in Creation since it last
escaped or was summoned. This unnatural compulsion persists for Magic-Defying Mudra
a year and a day, and the demon may resist by spending two Cost: Varies; Mins: Occult 4, Essence 3; Type: Supplemental
Willpower to gain a day of freedom. Upon completing the task or Keywords: Combo-OK, Mirror (Divinit y-Denying Strike), Obvious,
at the end of this period, the demon vanishes back to Malfeas. Shaping
Banishment back to the Hell-prison can not be resisted. Duration: Instant
Sorcerous binding supersedes this Charms effects in all ways, Prerequisite Charms: Spirit-Cutting Attack
except in the case where the summoning sorcerer is no longer alive. No evil power can stand against the might of the Chosen of the
This Charm can not be used to banish or compel demons who have Sun, for they can break unrighteous magic with as little as their
been properly bound, having their will broken by an Exalts or bare hands. This Charm enhances one of the Solars physical
gods use of the respective sorcery spells that summon them. If the attacks with any Abilit y, which if successful banishes one Charm,
spell did not successfully bind the demon, or it was summoned or spell or other Essence-fueled power that is currently affecting the

71 i 71
target. Magic-Defying Mudra can not target permanent Charms or aspected Essence is unhealthy. With enough time and effort,
similar effects. Negating a Charm costs a number of motes equal to assuming they cared about their abandoned humanit y, concerted
([3 x Charm users permanent Essence]). If the effect is a spell, the Solar research might produce a version of this Charm that is easier
mote cost is (5 x spells circle). The attack deals damage normally. to learn and does not emotionally cripple the necromancer. Such
The Exalt must be able to discern the existence of the effect she research might even unwittingly remove the aspects of the Charm
wishes to banish before activating this Charm, so she must have that aggravate the Great Curse.
prior knowledge of the effecthaving seen the spell cast, the Charm
is Obvious, etc. Motes spent on or committed to banished effects Mortal Magic Mastered
are lost. Ref lexive Charms may be reactivated immediately at Cost: 1m; Mins: Occult 3, Essence 2; Type: Supplemental
normal cost, subject to normal timing rules, and apply their effects Keywords: Combo-OK
normally. Duration: Instant (Dramatic Action)
Prerequisite Charms: Any Occult Excellency
Mantle Of The Sorcerer Those Lawgivers who turn their hands to the magic of mortals
Cost: varies; Mins: Occult 3, Essence 3; Type: Ref lexive perform it with supreme perfection. This Charm supplements a
Keywords: Combo-OK, War dramatic action to perform a thaumaturgical ritual. The character
Duration: Scene rolls as normal, but if he would fail, he instead succeeds with a
Prerequisite Charms: None threshold of one success.
The Solar Exalted were might y spell casters. When functioning
as a Sorcerer fof a complimentary unit the Solar's spells that target Power-Sealing Chakra Strike
the caster may also consider the Commander of the army a valid Cost: (+1wp); Mins: Occult 6, Essence 6; Type: Permanent
target for the spell. Keywords: Crippling
For example, with this charm active a Solar Hero could use Duration: Permanent
Adamant Countermagic to protect his unit from a spell or Prerequisite Charms: Magic-Defying Mudra
Dolorious Ref lection to defend against attacks. He could use The golden holiness of the Lawgivers seals away the wicked
Incomparable Body Aresenal to directly boost his Commander, magics of the enemies of Creation. When the Exalt successfully
which would t ypically increase his unit's effectiveness, or suppresses a Charm, spell or other Essence-fueled power with
Invunerable Skin of Bronze to increase his Commander, and Magic-Defying Mudra, he may immediately spend one Willpower
therefor his unit's, soak. to seal that power away, denying them future use of that Charm or
Additionally, any benefits of the Hero's anima is granted to the power. The sealed power does not return naturally; the Crippling
Unit's commander. Multiple Anima benefits of the same t ype do effect must be healed magically. Any attempts to heal the effect
not stack. increase the difficult y of any involved rolls by an amount equal to
the Solars permanent Essence. A merciful Solar may free the
Master's Essential Cerement victim of her own Power-Sealing Chakra Strikes by touching them
Cost: ; Mins: Occult 10, Essence 10; Type: Permanent and ref lexively spending one mote, but this releases all his Chakra
Keywords: None Strike bindings on the target.
Duration: Permanent
Prerequisite Charms: Labyrinth Circle Necromancy, Ash and Bone Sapphire Essence Understanding
Glory Cost: ; Mins: Occult 6, Essence 6; Type: Permanent
In the First Age, necromancy was a young art. A theoretical Keywords: None
understanding of this Charm existed, but it was never actually Duration: Permanent
developed and used before the Usurpation. Upon learning this Prerequisite Charms: Celestial Circle Sorcery
Charm, a Lawgiver would need to sacrifice both the realit y and Building on her understanding of sorcery, this Charm
potentialit y of any positive Intimacies strongly tied to one permanently enhances the Chosen, reducing the Willpower cost of
particular Virtue of her choice. Without scouring knowledge of this casting sorcery spells by one, to a minimum of one.
Charm from her mind, the Exalt would forever after be incapable of
forming positive Intimacies based on the chosen Virtue. In return, Solar Circle Thaumaturgy
the Solar gains the capacit y to learn and cast Void Circle Cost: ; Mins: Occult 5, Essence 4; Type: Permanent
Necromancy spells. Other than as noted here, this Charm Keywords: None
functions identically to other Void Circle Necromancy Charms. For Duration: Indefinite
more on necromancy, see The Books of Sorcery, Vol. IIThe Black Prerequisite Charms: Celestial Circle Thaumaturgy
Treatise. The Exalt with this charm has become a true force of
While even the most rudimentary thought experiments that domination over the world around them. This charm permanently
would lead to the creation of this Charm obviously account for how grants the Exalt one level in every Thaumaturgical Art on top of
unhealthy death-Essence is, none truly knew how devastating t ying the two levels granted by its prerequisite charms. Having seperate
oneself to the Neverborns cursed realm could be. A Solar who levels in Thaumaturgical Arts is no longer of any benefit at this
learns this Charm exacerbates the Great Curse that coils within level of mastery. As noted on p. 138, an Exalt may remove the cost
her. Every scene during which she casts a necromancy spell of any of ingredients and tools from Thaumaturgical Arts and Procedures
circle, she gains a point of Limit. In addition, the first time during a by spending essence to replace the Resource cost. This charm is
scene that the Exalt spends Willpower to resist inf luence when her identical to the Void Circle Thaumaturgy charm for Abyssal
MDV wouldve been raised or lowered due to her crippled Virtue, Exalted and there is no benefit to Eclipse Solar Exalted or
she gains a point of Limit. If that would also be the first time in the Moonshadow Abyssal Exalted learning both.
scene the Lawgiver resists unnatural mental inf luence with
Willpower, the Limit gain stacks. Sorcerer's Gilded Invocation
It should be stressed that the effects of this Charm are not
Cost: (+1m); Mins: Occult 3, Essence 4; Type: Permanent
some insidious plot of the Neverborn. They did not secretly desire
Keywords: Holy
to be waked, the knowledge of necromancy torn from their dreams
only for some far-off future Solars to be slightly crazier for it. Death-

i 72 72
Duration: Instant he has not learned. When doing so, their cost is increased by 15
Prerequisite Charms: Terrestrial Circle Sorcery motes and two points of Willpower, and the penalt y on the
Even when taking advantage of Primordial Essence patterns, (Essence + Occult) roll is -4. A third and final purchase at Essence 9
the actions of the Lawgivers are holy. This Charm permanently allows the sorcerer truly limitless power, bringing the Adamant
enhances the Exalt, allowing him to spend an additional mote Circle within the purview of this Charm. Solar Sorcery spells cast
when casting any sorcery spell to make the spell Holy. If the spell with this Charm have their cost increased by 20 motes and 3
inf licts damage, that damage becomes aggravated against creatures points of Willpower, and the penalt y on the (Essence + Occult) roll
of darkness; if it imposes inf luence on a creature of darkness, the to cast them is -6. Any failure on the roll should be treated as a
targets MDV is halved. This may have uses on spells other than botchthere is no way to safely fail at casting a spell of the Adamant
for attack, such as shielding a spell against wicked magics that fail Circle.
in the face of overwhelming holiness.
Spirit-Chaining Hero Aura
Sorcerer's Hidden Training Method Cost: (+5m); Mins: Occult 5, Essence 4; Type: Permanent
Cost: ; Mins: Occult 5, Essence 4; Type: Permanent Keywords: Holy, Mirror (Fetters Of Resplendent Apostasy),
Keywords: Obvious Obvious, Shaping
Duration: Varies Duration: Permanent
Prerequisite Charms: All-Encompassing Sorcerer's Sight Prerequisite Charms: Asserting the Mandate
This Charm augments the Solar's magical perceptions. When This Charm permanently enhances the Solars Spirit-Repelling
she views the essence paterns of charms, spells or abilities due to Diagram, allowing her to commit an additional five motes when
All-Encompassing Sorcer's Sight, she is able to analyze the effect to activating it to extend the radius to (Essence x 5) yards. In addition,
great detail. Against a abilit y that requires essence that she has seen all spirits within the area are made visible and susceptible to
at least once, the Solar can learn of the charm, charms in case of material attacks at no cost to themselves, even if they do not possess
combo, or abilities being used and the amount of essence used in the Materialize Charm. The golden halo that surrounds the Solar
each charm. Against new charms, spells or abilities the Solar learns burns the eyes of the wicked and saps their power, increasing by
a great deal about its probable effects and gains perfect recall about (Exalts Essence) the mote cost of Charms used by creatures of
the charm if it is used again. darkness in the area.
This charm is particularly useful to an Elipse caste who can use
the innate recall of charms to self train any charm or abilit y they Unbreakable Might
have seen before. Normal experience must be spent to learn the Cost: (2m per success); Mins: Occult 5, Essence 5; Type:
abilit y and training time is doubled unless they have seen the effect Permanent
multiple times. At the end of the training time the Solar rolls Keywords: None
Intelligence + Occult against a difficult y of the Charm's minimum Duration: Permanent
Essence plus its minimum Abilit y, so learning Shadow over Water Prerequisite Charms: Breaking the Wickeds Will
would be difficult y 4, to learn the charm. If the roll is successful The Lawgiver permanently improves Breaking the Wickeds
they learn the charm, spell or abilit y, if possible, otherwise the Will. Instead of dices, the Solar can add automatic successes to the
experience is lost and they must try again after a different viewing. binding rolls, at the cost of 2 motes per success, up to his
This does not grant the Elipse the abilit y to learn Knacks or other Conviction.
charms that they are not permitted to learn. The character cannot add more dices and/or successes than his
Against spells the difficult y is 6 for Terrestrial Circle Spells, 8 Conviction.
for Celestial Circle and 10 for Solar Circle. The entire spell must be
viewed or this charm will not work further the Solar must be Victory Over Primordials Mudra
initiated into the Circle of Magic they are attempting to learn. Cost: 50m, 3wp + 10m, 1wp per banishment; Mins: Occult 10,
Character's aware of this abilit y can attempt to improperly Essence 10; Type: Simple (Speed 4)
impart the charm they are using, and can increase the difficult y to Keywords: Compulsion, Holy, Obvious
learn the charm by 1 for each die they remove from their pool. Duration: Indefinite
Prerequisite Charms: Golden Gaoler Geasa
Sorcerer's Limitless Mastery As the Unconquered Sun and his fellow gods did at the close of
Cost: (+10m, 1wp); Mins: Occult 5, Essence 5; Type: Permanent the Primordial War, the Solar Exalted can arrange their Essence
Keywords: None and hands in the occult patterns that bind the incomprehensible
Duration: Permanent powers of the Yozis in Hell. But this law of the universe was written
Prerequisite Charms: Solar Circle Sorcery before the Yozis were debased, and it is against all such titanic
Having mastered the pinnacle of sorcery, the Adamant Circle beings that the Solar Exalted may use itbe they Primordial or Yozi
that is the sole right of the Solar Exalted, all lesser arts become as or, oddly enough, unshaped Fair Folk. Upon making the Victory
childs play for the sorcerer. His every hand motion is a potent Over Primordials Mudra, any such expansive beings within 100
mudra, and every word he speaks is an invocation of weal or woe. A miles, and any such beings Third and Second Circle souls (or
sorcerer with this Charm can cast spells of the Emerald Circle even Emanations in the case of unshaped) must cease all hostile activities
if he does not know them. Doing so increases the cost of the spell including the environmental damage that occurs naturally within
by 10 motes and a point of Willpower, and requires the sorcerer to them. This Charm does not force environmental entities to do
take an additional action to shape the spell. In addition, when he anything other than lie quiescent, ready for negotiation or
casts the spell, he must make an (Essence + Occult) roll, with a -2 reimprisonment. Commoner raksha, minions, First Circle demons
external penalt y. Success on the roll allows the sorcerer to cast the and the like are so minuscule that they are not bound by this
spell normally; failure means the spell harmlessly fizzles and Charms effect.
dissipates. On a botch, the Storyteller should either have the spell The Lawgiver maintains the Mudra as long as he wishes, and
backfire spectacularly, or be cast normallysave that the sorcerer has its effects are just as lasting. In the event that someone assaults a
no control over it. subsidiary being, that sub-soul or noble alone may respond in kind.
A second purchase at Essence 7 allows the sorcerer access to If a titan or its fetichor an unshaped or its ruling Emanation are
spells of the Sapphire Circle, allowing him to cast celestial spells

73 i 73
directly assaulted, the entire being and all its sub-entities are T
released from the binding and can not be bound again until
another scene has begun. By performing a Miscellaneous action
and spending ten motes (which are not committed) and one
Willpower, the Exalt may compel a single Yozi or unshaped, or any
single such beings subsidiary entities, to f lee back to Hell or the
Deep Wyld, respectively. Beings so banished must make all haste to
fulfill the order, and must take along its subsidiary entities of status
(i.e., Second and Third Circle demons, noble raksha). First Circle
souls, commoners and minions are normally carried along for the
ride at the beings own initiative.
The effects of this Charm, whether binding or banishing, are
an unnatural compulsion. Unfortunately for the Yozis, the oaths
that they swore on their defeat make it impossible for them or their
souls to defy this compulsion, even with Charms that allow
resistance against irresistible inf luence. Unshaped raksha and
Primordials may resist either or both compulsions this Charm
produces by spending five points of Willpower. Resisting the
compulsion to lie quiescent breaks this Charms hold over a target,
causing subsequent attempts to banish a target to fail until this
Charm can be reestablished in another scene.

Wyld-Searing Blow
Cost: ; Mins: Occult 4, Essence 4; Type: Permenant
Keywords:None
Duration: Permanent
Prerequisite Charms: Ghost-Eating Technique
This charm enhances Ghost-Eating Technique and similar
charms, allowing them to also target creatures of the Wyld such as
Fair Folk.

i 74 74
Chosen of the Sun

Chapter 5:
Iron Wolf Lessons
the Sun follow him.
Athletics Charms A Solar may invoke this Charm only while engaged in close
combat. Should his enemy move away by any means, the Solar can
Adamant-Crushing Grip ref lexively spring after him. This action counts as a jump in terms
Cost: ; Mins: Athletics 5, Essence 5; Type: Permanent of maximum distance and DV penalt y, but any Charms or other
Keywords: None effects which would alter the Solar's leaps normally also apply here.
Duration: Permanent
Prerequisite Charms: Unconquerable Might Castle-Toppling Shove
Even the greatest gates of the most wicked fortress are but Cost: ; Mins: Athletics 5, Essence 3; Type: Permanent
paper in the hands of the Solar Exalted. While the Exalts Keywords: Mirror (Home-Wrecking Fury)
Increasing Strength Exercise is active, he multiplies his Strength + Duration: Permanent
Athletics for feats of strength by (Essence). Also while Increasing Prerequisite Charms: Increasing Strength Exercise
Strength Exercise is active, he may attempt to break indestructible Displays of awesome power are a casual thing for the Solar
objects with a feat of strength when he spends a Willpower to Exalted. While Increasing Strength Exercise is active, the Exalt may
enhance the action, ignoring or contesting effects that make the perform feats of strength to break objects (Exalted, p. 127) as
target invulnerable as appropriate. Miscellaneous actions.

Blinding Radiance Distraction Celestial Battle Form


Cost: 3m, 1wp; Mins: Athletics 5, Essence 4; Type: Supplemental Cost: 5m; Mins: Athletics 5, Essence 3; Type: Ref lexive
Keywords: Combo-OK Keywords: Combo-OK, Obvious, Form
Duration: Instant Duration: One scene
Prerequisite Charms: Foe-Vaulting Method, Thunderbolt Attack Prerequisite Charms: Foe-Vaulting Method
Prana This Charm grants the Chosen inhuman mobilit y rendering
The Night Caste are masters of misdirection, and their skill them almost impossible to hit while granting them the abilit y to
reaches perfection in this Charm. An attack supplemented by this attack from any angle. This Charm reduces the attackers dice pool
Charm is automatically unexpected. Unless the target benefits by the Solar's Athletics. Additionally it can increase the
from a perfect defense against surprise attacks, he will not be able effectiveness of stunts by up to two dice if the enviroment is
to defend against it; others do not even notice the attack until the interesting enough to allow it.
victim has been wounded (and with an appropriate stunt or Using this charm on perfectly f lat and even ground with no
Charm, maybe not even then). This Charm is explicitly permitted distractions would have have any effect on stunts. If used in an
to supplement attacks using other Abilities. ancient ruin with large amounts of debris in various locations or in
a respectably sized inn during the dinner rush would increase the
Can't Flee The Day effectiveness of stunts by one dice. If used in a bustling marketplace
Cost: 2m; Mins: Athletics 4, Essence 3; Type: Ref lexive in Nexus at the height of the largest sale for the season or on a
Keywords: Combo-OK Realm Warship while on a boarding action durring a hurricane
Duration: Instant would increase the stunt bonus by t wo. These increased dice do not
Prerequisite Charms: Soaring Crane Leap increase the amount of essence or willpower a Solar regains through
Where can a man run from the light of dawn? In the eastern stunting.
forests- in the western seas- at the height of Mount Meru, still will This charm is considered a Form t ype charm so you are unable

75 i 75
to enter into another martial arts form without first dropping the Duration: One Scene
benefits of this one. Prerequisite Charms: None
This Charm suffuses the character with Solar Essence,
Crashing Retribution Blow temporarily increasing his Dexterit y. It adds one dot to the
Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent character's Dexterit y for each three motes spent. No combination
Keywords: Knockback, Mirror (Foe-Prostrating Technique) of charms that includes Increasing Dexterit y Exercise can increase
Duration: Permanent his Dexterit y by more than his Essence, and this bonus is treated
Prerequisite Charms: Thunderbolt Attack Prana as a dice bonus from Charms.
Against the unmitigated strength of the Solar Exalted, even the
best-defended foe is subject to terrible force. Whenever the Exalt Face The Day
uses Thunderbolt Attack Prana to enhance an attack against an Cost: ; Mins: Athletics 5, Essence 4; Type: Permanent
object or being, he may choose to increase the difficult y to resist Keywords: None
knockback (Exalted, p. 153) from the attack by his own Essence. If Duration: Permanent
the target successfully defends against the attack, the Exalt may Prerequisite Charms: Can't Flee the Day
ref lexively pay two motes to release the force of his attack in a burst The Solars are terrible to face in open combat- but pit y the man
of golden Essence. This secondary effect drives the target back who turns his back to run!
(Exalts Essence) yards despite their successful defense. This Charm This Charm permanently enhances its prerequisite. If the jump
is ineffective against those who benefit from perfect balance, such granted by Can't Flee the Day allows the Solar to land within melee
as Solars using Graceful Crane Stance. range of her prey, she may treat his retreat as an attack for the
purpose of provoking counterattacks. If it is relevant, the "attack" is
Dashing Cheetah considered to have rolled no successes, with no dice in its attack or
Cost: 3+m; Mins: Athletics 3, Essence 2; Type: Supplemental raw damage pools. This Charm explicitly does not allow
Keywords: Combo-OK counterattacks to be declared in response to a counterattack.
Duration: 1 Dash Action
Prerequisite Charms: 2nd Solar MoExcellency, Galloping Steed Flashing Hawk
The character dashes forward with a great burst of speed. This Cost: 2m, 1wp; Mins: Athletics 4, Essence 3; Type: Simple
charm supplements a Dash action, first adding the characters Keywords: Combo-OK, Obvious, Stackable
Athletics to her Dexterit y for the dash (if it is not already added Duration: Varies
from Galloping Steed), and then multiplying that number by [the Prerequisite Charms: Dashing Cheetah
number of motes spent / 2]. The character may not multiply her No creature on earth is faster. The world around the character
movement by more than 1/2 her Athletics (keeping fractions). For narrows into a blur as she runs with all the speed of a tempest
example, if the character spent 3 motes on this charm, and had 5 across the countryside fueled by the forward rushing essence of her
Athletics, she would multiply her movement by 2.5. This charm being. This charm supplements a dash action. The character
causes an External Penalt y equal to the number of motes spent to doubles her base movement speed. As long as the character
any ranged attacks. continues to take consecutive dash actions, her speed remains at the
increased level. If the character uses this charm again before a
Delicate Mosquito previous application of this charm has expired, then her speed
Cost: 4m; Mins: Athletics 3, Essence 2; Type: Ref lexive multiplier increases by 1. Her speed multiplier cannot exceed her
Keywords: Combo-OK Dexterit y + Athletics through the use of this charm. If the
Duration: Indefinite character decommits the essence of this charm, then she begins to
Prerequisite Charms: Graceful Crane immediately slow down to a normal running speed. Her jumping
When the character is on her feet and so wishes, she is as light abilit y is not increased. The Willpower Point need only be spent
as a f ly. She can stand on still liquids, opponents swinging during the first time this charm is activated during a scene.
weapons, falling leaves, waving f lags, etc. Also, the character climbs
with such dexterit y that no surface avoids her f lawless grasp. Any Flash Strike
surface less shear than polished glass (DC 5 or less) can be climbed Cost: 3m per action; Mins: Athletics 5, Essence 3; Type: Extra
by the character, who need only touch the surface she is climbing Action
with her hands (and a climb action) every once and a while. Keywords: Combo-OK, Obvious
Specifically, the character can skip the climbing action for a Duration: Instant
number of Actions equal to her Athletics before she needs to devote Prerequisite Charms: None
at least part of a f lurry to keeping herself off the ground. The rest of The Solar moves and attacks with blinding speed. This Charm
the time, the character may move across the surface at her normal is a magical f lurry of many actions of any t ype, including attack
land movement speed, and suffers no penalties to actions from actions, but not Shape Sorcery actions. This f lurry has a speed
climbing. However, she may not Dash. The surface is as difficult to equal to the highest speed for any action, a DV penalt y equal only
cross as if it were level and the character was crossing it on the to the highest penalt y for any action, and no multiple action
ground. The only restriction is that the charcter must remain above penalties to any action. The maximum number of actions taken is
the surface she is climbing on, and so cannot climb any wall which the Solar's (Dexterit y + 1).
is greater than 90 degrees. Characters with this charm may stop
and start or jump from one surface to another without pause and Floating Butterfly
continue on, as well. This charm does not confer any of the benefits Cost: 6m; Mins: Athletics 4, Essence 3; Type: Ref lexive
of Racing Hare, so the character may need to take an action to Keywords: Combo-OK, Obvious
jump. This charm will fade if Graceful Crane is not also active. Duration: Indefinite
Prerequisite Charms: 3rd Solar MoExcellency, Racing Hare,
Dexterity Enhancing Practice Galloping Steed, Delicate Mosquito
Cost: 3m per dot; Mins: Athletics 3, Essence 2; Type: Simple The character crosses space utterly effortlessly. She moves as
Keywords: Combo-OK, Obvious, Stackable fast as if she were dashing, and can do so in any direction, including

i 76 76
up or down. She must touch a solid surface once every Athletics move action. This charm does not confer the accuracy of any
actions, or she will immediately descend. The character ignores all combat abilit y, or dodge, nor does it confer the subtlet y of Larceny.
Action Penalties to her Athletics Static Values and may take It does not enhance a users speed. It may allow a character to stunt
unlimited DC 1 Athletic actions, so long as they do not force her to to perform feats which ordinarily would require an action (like
move further than she is able. picking a sword up off the ground) as part of a movement action.

Foe Of Creation Pursuit Heaven-Spanning Leap


Cost: 1m; Mins: Athletics 5, Essence 3; Type: Ref lexive (Step 1) Cost: ; Mins: Athletics 6, Essence 6; Type: Permanent
Keywords: Combo-OK, Obvious Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: Foe-Vaulting Method Prerequisite Charms: Mountain-Crossing Leap Technique
This Charm amplifies the effectiveness of Foe Vaulting Method The sky itself is no limit for the Solar Exaltedmerely another
and converts it into a powerful tool for the destruction of the foes threshold to be surpassed. This Charm permanently enhances
of Creation. When attacking the Solar moves in ways that seeming Mountain-Crossing Leap Technique. The maximum distance the
defy the laws of Creation making his attacks very difficult to avoid. Lawgiver may leap is increased to (Essence x 25) miles. At its
The first time it is used against a foe, that the Solar gains a number maximum range, such a leap normally takes approximately half an
of bonus successes equal to his Athletics score as long as he is hour to complete. A second purchase at Essence 8 increases the
within 2 X (Essence) Yards of his opponent. Effects that negate range of the leap to (Essence x 100) miles, which takes
surprise defeat this effect. After the first attack the Solar may do approximately two hours to complete. A third purchase at Essence
battle normally. As a special effect, this special bonus applies even 10 increases the range to (Essence x 1,000) over the course of a full
if the Solar's anima banner is active thus t ypically negating day.
surprise.
If an opponent attempts to use a Leaping Dodge, this charm Hopping Flea
may be invoked to pursue the target. The Solar powers his Cost: 6m, 1wp; Mins: Athletics 4, Essence 3; Type: Simple
movement through Essence alone and can move up to 5 X Essence Keywords: Combo-OK, Obvious
Yards after his opponent. Duration: Instant
Prerequisite Charms: Jumping Frog
Galloping Steed The character leaps far more than tall buildings in a single
Cost: 2m; Mins: Athletics 2, Essence 1; Type: Ref lexive bound. This charm multiplies a characters jumping height and
Keywords: Combo-OK distances by 100 for a single jump. The character will not
Duration: Indefinite necessarily land in a safe place, and probably cant see wherre hell
Prerequisite Charms: None land, however he will take no damage from landing unless he lands
The character may do things normally allowable with the Dash in an environmental hazard, such as lava, acid, etc. The character
Action Ref lexively as a part of movement. She adds her Athletics to will not be damaged by sharp rocks, a forest, etc, though
her Dexterit y to determine movement speeds, and to her Stamina obstructions may stop him from making his full distance. Wind
to determine how long she can sprint or jog. speed and similarly minor environmental circumstances are no
factor for this jump, however, if the character is grappled, hit with a
Golden Avatar Apotheosis projectile, etc, he may be knocked off course. The character moves
Cost: 20m, 1wp; Mins: Athletics 6, Essence 6; Type: Simple (Speed at his unmodified jumping distance every tick, so an enormous
6) jump could take 100 ticks. Determine Speed based on base jumping
Keywords: Combo-Basic, Obvious distance.
Duration: One Scene
Prerequisite Charms: Any t wo Athletics Excellencies, Increasing Immovable Righteousness
Strength Exercise Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent
The Lawgiver suffuses her body with Solar Essence affecting a Keywords: None
dramatic transformation into a tall, gold-skinned, and four-armed Duration: Permanent
avatar of the Unconquered Sun. Prerequisite Charms: Graceful Crane Stance
Channeling the athletic perfection of the Unconquered Sun, While the Solars Graceful Crane Stance is active, any
the Lawgiver adds her permanent Essence in dots to each of her Knockback effect reduces the distance it throws him by (Dexterit y +
Physical Attributes (similar to the effects of Increasing Strength Athletics) yards, to a minimum of zero. While active, the Solar may
Exercise). The shaping effect causes the Lawgiver to grow taller by also ref lexively pay one Willpower to negate all Knockback from an
(Essence x 2) feet and her four arms allow her to ignore up to 4 attack, no matter how severe.
points of multiple action penalties.
Implacable Warrior Thews
Graceful Crane Cost: (2m); Mins: Athletics 4, Essence 3; Type: Permanent
Cost: 2m; Mins: Athletics 2, Essence 1; Type: Ref lexive Keywords: None
Keywords: Combo-OK Duration: Permanent
Duration: Indefinite Prerequisite Charms: Monkey Leap Technique
Prerequisite Charms: None No quarry escapes the determined Lawgiver. As long as the
Adds Athletics successes to rolls to avoid losing balance or to Solars Monkey Leap Technique is active, whenever a target
land on feet. No need to dedicate an action to balancing, unless the performs an action to move away from the Solar, he may pay t wo
External Penalt y is > Athletics. Adds Athletics successes to motes to leap after them, ref lexively covering up to his maximum
acrobatic Athletics rolls like climbing, improving the situation leaping distance in pursuit. Valid targets include foes in combat or
while falling, fighting while hanging from a rope, swinging on simply someone the Solar is chasing. In long-term pursuits that call
trapese, etc. If the difficult y of an acrobatic feat is 1 and there are for contesting Athletics rolls, the Exalt can activate this Charm on
no External Penalties involved, a character can do it as part of a any given roll to gain (his Essence) extra successes.

77 i 77
In A Flash Technique Creation Form. Against a comparable charm, one that expends
essence for an individual action to act first in a tick, the character
Cost: 1m per action; Mins: Athletics 3, Essence 2; Type: Extra
with the highest essence would go first, if both sides possesss
Action
identical essence scores then they would both act first
Keywords: Combo-OK, Obvious
simultaneously followed by the remaining actors in a tick.
Duration: Instant
Lighting Stepping Method also allows the Solar to move up to
Prerequisite Charms: None
2x his (Dexterit y + Athletics - Mobilit y) in yards as a ref lexive
The Lawgivers are always where they need to be. The Exalt
action either in conjunction with the first effect or separately.
blurs, immediately taking a number of Move, Dash, or
When using this effect the Solar seemingly blinks out of existence
Miscellaneous actions up to his (Essence + 1). These actions are
and reappears the distance away. The Solar must be able to travel
treated as a single Speed 0, DV-0 Move action, allowing the Exalt
through the distance, though this may be enhanced by charms, so
to take another action (an attack action for example) on the same
without activating other Athletics charms he could run down a
tick.
hallway but not up a wall to a rooftop. Mortals, and even younger
Exalted, have a difficult time compensating for this unexpected
Indomitable Sinews movement. Whenever the Solar attacks using this effect the
Cost: 10m; Mins: Athletics 5, Essence 5; Type: Simple (Speed 5, opponent must make an awareness check at a difficult y equal to the
DV -3) Solar's essence or the attack is considered unexpected. Beings who's
Keywords: Combo-OK Essence exceeds the Solar's do not have to make this check.
Duration: Instant The cost of this activit y is heavy though and the Solar may only
Prerequisite Charms: Unconquerable Might, Hill-Hurling Might perform a Lightning Step up to his Essence times per action,
Nothing is too large that the Solar Exalted can not lift it. This further Steps are simply impossible. This charm may be freely
Charm is a feat of strength to lift or throw something, but instead comboed with charms of other abilities. Zweii was known to have
of an object the Lawgiver may attempt to lift or throw a structure. developed several enhancements to this charm including several
The structure will be whole and undamaged by the Solars might, that increased the number of times it could be invoked as well as
structural integrit y is not an issue despite the prodigious force several scene length benefits, but those have been lost to time for
being applied to a small area. The same can not be said if the Exalt now.
chooses to throw the structure; see Scroll of Kings, p. 43 for
guidelines on crashing, which can be used to model the effects of a Massive Ape
rough landing for a townhouse or obelisk. The same rules for
Cost: 2m per +1; Mins: Athletics 1, Essence 1; Type: Supplemental
pinning a foe with Hill-Hurling Might apply, but structures often
Keywords: Combo-OK
end up damaging and pinning multiple targets depending on their
Duration: Variable
size and shape.
Prerequisite Charms: None
In order to use this charm, the character must attempt multiple
Jumping Frog consecutive miscellaneous actions to lift something, break
Cost: 4m; Mins: Athletics 3, Essence 2; Type: Supplemental something, or perform some other simple feat of strength. If the
Keywords: Combo-OK character fails the first time, or is not performing the feat quickly
Duration: Instant enough, she may spend motes up to her Athletics to add an equal
Prerequisite Charms: 2nd Solar MoExcellency, Racing Hare amount to her strength for the purposes of that particular feat of
The character makes a gigantic leap, first adding the characters strength on the next attempt. If the character still has not
Athletics to her Strength for the jump (if it is not already factored succeeded to her satisfaction, she may spend more motes which
from Racing Hare) and then multiplying that number by the counts as a supplemental charm use, and the bonuses accumulate.
characters Athletics to determine the final distances achievable. The character may continue on like this, using the charm to
supplement consecutive actions to perform a single feat of strength,
Lightning Stepping Method but may no more than double her Strength in this manner. Once
Cost: 3m; Mins: Athletics 5, Essence 3; Type: Ref lexive the character stops attempting the feat, for even a tick, this charm
Keywords: Combo-OK ends. Note: This charm does not make the character stronger. It
Duration: Instant makes her better at lifting/breaking/etc.
Prerequisite Charms: Lighting Speed, Thunderbolt Attack Prana
During the Primordial War, the powerful night caste martial Nimble Footwork
artist Zweii was often forced to challenge the might of the various Cost: ; Mins: Athletics 2, Essence 2; Type: Permanent
Primordial races. During one such battle he chanced an encounter Keywords: None
with a great champion of the Primordial Kimberry and was bested Duration: Permanent
due to the creatures incalculable speed. Very nearly slain, his body Prerequisite Charms: Graceful Crane Stance
was left on the field when a great host of Dragon Blooded managed This Charm permanently enhances the Exalts Move and Dash
to throw back the Primordial army. Angry, Zweii shouted to the actions, ensuring that no penalties can ever reduce them below
Unconquered Sun, "How can we challenge those who are too fast (Dexterit y) yards per tick and (Dexterit y + 6) yards per tick
to be seen?" respectively. This does not prevent the Solar from voluntarily
After a long moment the Unconquered Sun replied, "Get reducing her speed to cover less ground. The Exalt also
faster." automatically receives one success on any and all attempts to
Lightning Stepping Method is a potent speed based charm that maintain footing on unstable terrain (Exalted, p. 155).
allows a Solar many benefits. First, when activating this charm the
Solar goes first in any tick where he is aware of his opponent and Racing Hare
further his attacks are resolved before his opponents. This effect
Cost: 2m; Mins: Athletics 2, Essence 1; Type: Ref lexive
must be invoked prior to the opponent making his first attack and
Keywords: Combo-OK
does nothing to prevent surprise from an attack. This charm is a
Duration: Indefinite
perfect effect and specifically exceeds the speed benefit granted
Prerequisite Charms: None
from scene length charms such as Prismatic Arrangement of

i 78 78
The character use the Jump Action Ref lexively. Her Athletics is cap on Solar Exalted by allowing them to add in their Essence
added to her Strength to determine jumpting distances. Score in automatic successes to the cap. Only this charm may
specifically break the dice cap in a combo. Multiple Uncapped
Raging Bear charms cannot be used in the same combo.
Cost: 5m, 1wp; Mins: Athletics 1, Essence 2; Type: Supplemental
Keywords: Combo-OK Ten Ox Meditation
Duration: Instant Cost: ; Mins: Athletics 5, Essence 4; Type: Permanent
Prerequisite Charms: 2nd Solar MoExcellency, Massive Ape Keywords: Obvious
With one great exertion, the character pours her heart and Duration: Permanent
essence into a feat of strength. This charm doubles the characters Prerequisite Charms: None
Strength for the purposes of that feat, as long as it takes no more The lawgiver feels the power of the sun coursing through his
than 1 action to accomplish. Unlike Massive Ape, this charm can limbs, and his power becomes nearly unlimited. This charm is a
be used the first time the character attempts a feat of strength. permanent upgrade to Thunder's Might; the solar's strength +
Also, bonuses gained from previous uses of Massive Ape are athletics is now multiplied by essence rather than doubled.
multiplied along with the characters Strength with this charm, as
long as Massive Ape was still in effect on the tick this charm was Thunder's Might
activated. Bonuses from Willpower, Virtues, or any other source are Cost: 5m; Mins: Athletics 4, Essence 2; Type: Ref lexive
not multiplied with this charm, though they may also add to the Keywords: Combo-Ok. Obvious
characters Strength for the same purpose. Duration: One Scene
Prerequisite Charms: Strength Increasing Exercise
Stampeding Yeddim The lawgiver's power is amplified, and his strength + athletics
Cost: 5m, 1wp; Mins: Athletics 4, Essence 3; Type: Simple for purposes of lifting, throwing or feats of strength is doubled,
Keywords: Combo-Basic, Obvious, Stackable, Touch before the effects of charms such as excellencies.
Duration: Until Discharged
Prerequisite Charms: Raging Bear Tiger's Blood Quickening
By focusing her entire body's essence while in a position to Cost: 2m per decrease; Mins: Athletics 4, Essence 3; Type:
affect an object with a feat of strengh, the character attunes herself Ref lexive
to an object's weight and strength. The connection glows and hums Keywords: Combo-Basic, Obvious
with power. If the character then performs a Feat of Strength to Duration: One scene
affect the object, that feat is considered to automatically have a Prerequisite Charms: Lightning Speed
Strength of [2x the motes spent on this charm]. If the character This Charm empower the Chosen, reducing hte speed of his
performs any actions before performing a Feat of Strength on the actions by up to his Essence at a cost of 2 motes per point of
object, then the charm ends immediately. If the character uses this reduction. While active the Solar's anima is always present with
charm again while a previous use is still in effect, then it does not tiny f lecks of golden light pouring off of the Solar. The Solar may
have a Willpower cost, and the mote cost recalculated for the not reduce his speed to less than 3.
purproses of determining what a character can do. In essence, this
charm is Stackable. A character cannot stack more applications of Twin Action Unity
this charm than her Strength. Cost: 4m, 1wp; Mins: Athletics 4, Essence 3; Type: Simple
Keywords: Combo-Basic
Sunbeam-Pursuing Alacrity Duration: Scene
Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent Prerequisite Charms: Infinite Athletics Mastery
Keywords: Obvious This charm allows a Solar Exalted to make an additional action
Duration: Permanent whenever they qualify to take an action. This second action
Prerequisite Charms: Lightning Speed functions normally. The second action specifically precludes the
With such speed and grace, it is difficult to tell whether the use of Extra Action or Simple charms, either used seperatly or
Chosen truly move as humans do, or simply will themselves to within a combo, the initial action may use charms normally.
where they need to be. Moving at impossible speed, the Solar seems
to merely glance at his destination before arriving there. In addition Unconquerable Might
to its base effect, the Solars Lightning Speed now also doubles his Cost: ; Mins: Athletics 5, Essence 4; Type: Permanent
movement speed. Keywords: None
A second purchase of this Charm allows the Exalt to spend a Duration: Permanent
Willpower when activating Lightning Speed to increase the Prerequisite Charms: Increasing Strength Exercise
multiplier to (Essence). No barrier is too strong, no obstacle too heavy, that the Solar
Exalted can not break it or lift it. As long as the Lawgivers
Supreme Athletic Perfection Increasing Strength Exercise is active, when spending Willpower to
Cost: 3m; Mins: Athletics 6, Essence 6; Type: Ref lexive enhance a feat of strength instead of rolling Willpower the Exalt
Keywords: Combo-OK, Obvious, Flow, Uncapped simply adds her Willpower to her Strength + Athletics. This
Duration: Instant increase does not count as a bonus from Charms, and it is not
Prerequisite Charms: Infinite Athletics Mastery compatible with normal expenditures of Willpower to boost a feat
Transending the limits of their Mortal Frames, Elder Solar of strength.
Exalted may perform feats of grace and mobilit y that are beyond Exalts with Essence 6+ may instead pay three motes to gain this
words. Mechanically, this charm allows the Solar to add his Essence benefit, instead of spending Willpower.
score in automatic successes to any athletics roll or charm that
requires the athletics abilit y. This charm possess the Flow keyword,
allowing it to be freely comboed. This charm possess the
Uncapped keyword and specifically exceedes the maximum dice

79 i 79
Unsurpassed Strength Of The Sun
Cost: 5m, 1wp; Mins: Athletics 6, Essence 6; Type: Supplemental
Awareness Charms
Keywords: Combo-OK, Obvious
Duration: Instant Application Of Enhanced Senses
Prerequisite Charms: Hill-Hurling Might Cost: 4m; Mins: Awareness 4, Essence 3; Type: Supplemental
The Solar Exalted surpass all limits. If there is a burden too Keywords: Crippling
massive for them to lift, a wall too might y for them to shatter, they Duration: One Scene
do it anyway. This Charm supplements a single feat of strength, Prerequisite Charms: 3X Unsurpassed (Sense) Discipline
ensuring its success regardless of the (Strength + Athletics) pool it This charm allows a Solar to apply their heightened senses to a
requires. If the Solar uses this Charm to lift an object, he succeeds willing, or unwilling, target. If used on an unwilling target this
regardless of its weight. The Lawgiver is able to hold it up for the charm can be used to suppliment any physical contact, most
scene, and may choose to throw it as an improvised weapon. If he t ypically this is with an attack but could be used with a medical
does, it has both a a base damage and a range in yards of (Essence + charm or other effect.
20). If the Solar enhances a feat of strength to break or destroy an In any case this allows a Solar to temporarily grant a
object, he may destroy or damage that item as completely as he magnification to the sense of the target, increasing their senses up
wishes. Artifacts made of the magical materials can be destroyed if to the (Solar's Essence) times. While this may seem helpful,
they are unattuned. The Solar may use this Charm to lift and break mortal's t ypicaly cannot handle enhancement beyond 2x their
structures, but only if the entire structure and all its subsidiary Essence score (t ypically x2 max) and moving past this causes them
parts and components are within (Essence x 100) yards of him. If a -4 internal penalt y to all actions. Terrestrial exalted fare better,
the Solar uses this Charm to enhance an effort an attempt to lift an both having a higher essence score and are better able to process
object that has been made absolutely unliftable by virtue of being the information, and at worst suffer a -2 penalt y. Celestial Exalted
an artifact, by Charms, by sorcery, or other magical means, or to suffer no ill effects from this charm.
break an object which has been similarly made indestructible, add This charm can also be used for espionage, increasing the
his Essence in successes to the (Strength + Athletics) roll to oppose sensual pleasure of an act for example. It is rumored that with the
the other effect. correct stimulus, and the correct stunt, that a skilled Solar
Paramour could use this charm to kill a man in a most entertaining
way. Mechanically this requires the Solar make a performance plus
stamina check with a difficult y equal to 3x the target's stamina
minus the Solar's Essence, with a minimum difficult y of the Solar's
Essence.

Attentive Courtier Attitude


Cost: (+1m); Mins: Awareness 5, Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Surprise Anticipation Method
This Charm permanently enhances its prerequisite, allowing
Surprise Anticipation Method to be used to detect unexpected
assaults that do not actually pose a mortal threat by spending an
additional mote when activating it. This extends the Charms
utilit y to the social arena, where unexpected social attack are
generally not an immediately fatal threat. Detecting such threats as
these, unlike normal activations of the Charm, rely on there being
some immediate intent behind the attack. For instance, a glass of
wine carrying a delayed-acting poison does not present immediate
mortal danger and is an entirely passive threat, preventing the use
of this Charm.
In addition, the Lawgiver may activate Surprise Anticipation
Method to notice unexpected events inf licted on others. This
follows all the same rules as a normal activation of Surprise
Anticipation Method when the Solar is the target of the attackit
requires that the Solar be capable of making a valid Awareness roll
to notice the attackbut it allows the Exalt to potentially activate
protective Charms on behalf of the target (such as the Dodge
Charm Shaded Ally Intercession).

Creation-Spanning (Sense)
Cost: (1wp); Mins: Awareness 7, Essence 8; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Insuperable Clarit y of (Sense) (x3)
Ruling the world requires that one know it intimately, and none
have so probing a sense of ownership as the Chosen of the Sun.
This Charm is a cluster of three different Charms, one for sight,
smell and hearing, each of which requires the appropriate
Insuperable Clarit y of (Sense) as a prerequisite.

i 80 80
By straining to concentrate, which is a Miscellaneous action Insuperable Clarity Of (Sense)
that calls for the expenditure of one Willpower, the Exalt can
Cost: ; Mins: Awareness 5, Essence 3; Type: Permanent
attempt to perceive one specific stimulus of the given sense that is
Keywords: None
currently within the same realm of existence (i.e., Yu-Shan,
Duration: Permanent
Creation, Hell). The Exalt perceives the stimulus and ongoing
Prerequisite Charms: Unsurpassed (Sense) Discipline
similar stimuli for the duration of the Miscellaneous action. If a
Nothing evades the notice of the Solar Exalted, no matter how
chosen stimulus is sufficiently widespread, the Storyteller may
fast or quietly it may sneak. This Charm is a cluster of three
impose a -4 internal penalt y on all of the Exalts actions for the
separate Charms, one each for sight, hearing and smell, each of
duration of the action due to sensory overload.
which requires the appropriate Unsurpassed (Sense) Discipline. It
For the purposes of realms of existence, the Bordermarches,
permanently sets a lower bound for the range of the Exalts sense
Middlemarches and Deep Wyld are part of Creation. Pure Chaos is
equal to his permanent Essence in yards. Any stimulus in that
so mutable that this power is useless there. If the stimulus is within
range is always difficult y 1 to detect before the application of
her local realit y this Charm allows the Exalt to perceive it as if she
magical penalties or difficult y increases. This does not make the
were right next to it, as well as informing her where it is. Like its
Exalt capable of perceiving things through otherwise impermeable
prerequisite, this Charm fails against effects that make the given
barriers; he can not see through opaque surfaces or hear in a truly
sense completely useless, such as solid walls or odorless beings.
soundless area. However, the loudest sound will not make it any
When the Exalt is taking advantage of Keen (Sense) Technique
more difficult to hear other sounds within range, nor will the
to perceive many miles around herself, as per Insuperable Clarit y of
heaviest blizzard or darkest night reduce the short-range clarit y of
(Sense), use of this Charms effect does not cost a point of
his vision.
Willpower. However, by spending a point of Willpower, the Solars
When the Exalt has activated Keen (Sense) Technique, the
perception can cross the boundaries of realit y, allowing her to sense
range of his sense is increased by (Essence x 5) yards, which is
things in differing realms of existence. The realm of existence must
added to the normal clear range of his sense instead of setting a
be a place that can be reached with some regularit y from the Exalts
lower bound. For instance, as per the visibilit y conditions on
current realm, such as any of Creation, Malfeas, Yu-Shan or the
Exalted, p. 135, a blizzard at night would set clear vision at 0 yards
Underworld. Autochthonia can not be perceived from other realms
and a full moon over the desert would set it at 50 yards. With
until the Seal is broken, and locations in Elsewhere are each their
Essence 3, Insuperable Clarit y of Sight and Keen Sight Technique,
own realm which may or may not be a valid target for scrutiny. For
the Exalt could see clearly in the blizzard up to 15 yards and up to
instance, divine sanctums can be regularly reached from Creation,
65 yards in the desert.
but places Pressed Beyond the Veil of Time can not.
A second purchase of this Charm at Essence 5+ extends the
minimum range of the Exalts clear sense to (Essence x 5) yards,
Expect The Unexpected Stance while with Keen (Sense) Technique it becomes one mile. It is
Cost: 5m, 1w; Mins: Awareness 5, Essence 3; Type: Ref lexive (Step difficult to assimilate so much information at once, however, so
2) when the Lawgiver chooses to take advantage of this power (which
Keywords: Combo-OK is an optional, ref lexive choice from action to action), he suffers a
Duration: One Scene -2 internal penalt y to all Awareness rolls.
Prerequisite Charms: None At Essence 6+ a third purchase of this Charm extends the
Assassins cannot catch the Solar unawares, no matter how minimum clear range of the Exalts sense to (Essence x 10) yards,
many times they strikes. This Charm renders any unexpected while increasing the clear range with Keen (Sense) Technique to
attacks on the Solar expected. If the Solar is subject to an (Essence 2) miles.
unexpected attack, this Charm can be invoked automatically, just
as Surprise Anticipation Method. The Solar can choose to have Perception Sharpening Focus
Surprise Anticipation Method invoke itself instead.
Cost: 3m per dot; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Stackable
Infinite Caress Of Sunlight Duration: One Scene
Cost: 6m, 1w; Mins: Awareness 5, Essence 4; Type: Simple Prerequisite Charms: None
Keywords: Combo-OK, Obvious This Charm suffuses the character with Solar Essence,
Duration: One scene temporarily sharpening his senses. It adds one dot to the character's
Prerequisite Charms: Unsurpassed Touch/Hearing Discipline Perception for each three motes spent. No combination of charms
After a moment of quiet meditation the Solar can feel the touch that includes Perception Sharpening Focus can increase his
of light on himself and all things within (50 * Essence) yards. The Perception by more than his Essence, and this bonus is treated as a
removes any penalties for Blindness in the Chosen as long as there dice bonus from Charms.
is any form of light near his person.
The Solar can detect things based on the amount and qualit y of Perfection Of Sensual Memory
the light on them. These checks are made as diceless actions and
Cost: ; Mins: Awareness 5, Essence 4; Type: Permenant
this charm is quite useful for detecting hidden assassins and other
Keywords: None
such problems. A successful detection gives the Solar a full body,
Duration: Permenant
or at least the parts that are in the light, image of the target from all
Prerequisite Charms: 3X Unsurpassed (Sense) Discipline
directions. The base difficult y in the light of the Unconquered Sun
Detecting something is usless if one cannot remember the
is 0. In a bright room lit with essence lamps would be 1. In a dark
lesson leared in the future. This charm grants a Solar a perfect
room light with only a candle would be 3. In a deep dark dungeon
sense memory, allowing him to recall anything that he detected
with only a spark of light would be 5. Cover increases the difficult y
even if senses the object again centuries in the future.
by the listed amount, however a moving shield may very well give
Mechanically, any time the Solar encounters something that
off the target's position, if not their identit y. Extremely bright
they have encountered before they may roll an awareness check as a
lights, such as f lash bang powder, actually make a target easier to
diceless action to recall that memory. Remembering the non-
see rather than more difficult. The total absense of light makes this
descript meal they ate at a local dive in Whitehall would be a
charm useless.
difficult 5 action.

81 i 81
Remember the scent of a particular f lower that they smelt once Wits for each three motes spent. No combination of charms that
in a greenhouse would be difficult y 3. Remember the smell of sweat includes Wits Sharpening Method can increase his Wits by more
and fear on a Terrestrial Assassin who's tried to kill him in the past than his Essence, and this bonus is treated as a dice bonus from
but is currently dressed as a courtier from one of the Hundred Charms.
Kingdoms would be difficult y 1. If the same Terrestrial were heavily
perfumed and slightly drunk so he was less fearful the difficult y
would be 3 or higher.
This charm does not aid in the detection of a target, simply the
memory of what that target is if any exists.

Supernatural Awareness Trance


Cost: 8m, 1w; Mins: Awareness 5, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: 3 x Keen (Sense) Technique, Surprise
Anticipation Method
The Solar takes a moment to recuse herself, focusing on the vast
greatness of Creation. When in this state the Solar may make free
use of all Keen (Sense) Technique for the duration of the scene.
If the Solar possesses Unsurpassed Sense Dicipline she may
freely use those charms instead.
When active this charm makes it extremely difficult to surprise
a Solar, and also grants the the benefits of Surprise Anticipation
Method.
These charms are all used as innate powers and require no
additioanl essence expendature to function.
Use of this charm forces the Solar to comprehend a
tremendous amount of stimulation, but the Solar's essence prevents
any negative concquences such as excessivly loud noise or extremly
bright light. This charm functions perfectly while standing near a
roaring dragon in the depths of the frigid cold with the brilliant
light of the unconquered sun overhead, but it does not reduce
penalties to the Solar in these siutations. Trying to see a f laming
arrow comming out of the sun would still be at 5 dificult y, but
looking at the sun would not penalize the Solar.

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

Without Pause Approach


Cost: 3m; Mins: Awareness 4, Essence 2; Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: None
There is no hesitation bet ween the Solar seeing what he must
do and doing it. This Charm supplements a Join Battle or Join
Debate action. The Solar automatically wins initiative without
needing to roll, acting on tick 0.

Wits Sharpening Method


Cost: 3m per dot; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Stackable
Duration: One Scene
Prerequisite Charms: None
This Charm suffuses the character with Solar Essence,
temporarily accelerating his Wits. It adds one dot to the character's

i 82 82
dicepool as the attack made on the Solar. This attack has no DV
Dodge Charms penalt y and does not count as an action for the purposes of
multiple action penalties. This attack is not a Counterattack, but it
Bending With The Unbreaking Reed uses the Counterattack rules; it takes place in step nine of the
Cost: 1m per hl; Mins: Dodge 2, Essence 1; Type: Ref lexive (Step attack resolution and can not be responded to with
8) Counterattacks.
Keywords: Combo-OK
Duration: Instant Godstep Understanding
Prerequisite Charms: Any Dodge Excellency Cost: ; Mins: Dodge 4, Essence 4; Type: Permanent
Even when they cannot completely avoid the blows of the Keywords: Obvious
unrighteous, the Lawgivers may move with the strike, limiting its Duration: Permanent
abilit y to harm them. For each mote spent as part of activating this Prerequisite Charms: Leaping Dodge Method
Charm in Step 8 of combat resolution, the Solar reduces the final No matter how hard you try, a ray of light is an untouchable
damage he takes by 1 level. He may not reduce the damage taken aspect of the Unconquered Sun. You may try to impede rays of
below 1, however, with this technique; had he been that capable, he light, but it ref lects and moves so that you may never catch or stop
wouldn't have been hit at all. it. A Lawgiver who fully understands this and internalizes it is a
master tactical maneuvering and obtains amazing bursts of
Celestial Shadows Of The Sun defensive speed. As the Lawgiver moves his body, he becomes that
Cost: ; Mins: Dodge 5, Essence 4; Type: Permanent of the very rays of light he wishes to emmulate. Within a f lash, his
Keywords: None opponent has struck the ground, and the Lawgiver has reappeared
Duration: Permanent behind him ready to strike.
Prerequisite Charms: Ref lex Sidestep Technique, Shadow Over This Charm allows the Lawgiver to ref lexively spend 2 motes if
Water she successfully dodges an attack. If the Lawgiver spends the motes,
The Solar internalizes her evasive techniques, and they become she moves her (Dodge+Essence)yards vertically or twice this
natural to her. Whenever she is attacked, whether she expects it or distance horizontally. The Lawgiver chooses the exact distance of
not, the Solar may ref lexively spend a single mote to gain the this leap, but must move at least 1 yard. If used in conjunction with
benefits of Shadow Over Water and Ref lex Sidestep Technique, Leaping Dodge Method add your Dodge twice and add one to the
allowing her to use her full Dodge DV against any attack that can multiplier ((Strength + (Dodgex2))x4). If used within (Essence) ticks
be dodged, whether she is aware of it or not. from your next action, you may add your Dodge in dice to re-
establish surprise. The Lawgiver actually becomes rays of light and
Dancing Shadow Evasion can f low past obstacles, but large objects that create a large shadow
Cost: (+3m); Mins: Dodge 5, Essence 4; Type: Permanent or block all light past them impede your movement. You may never
Keywords: Mirror (Howling Wind Dance), Obvious move into or out of a shadow with this Charm.
Duration: One tick
Prerequisite Charms: Flow Like Blood Multi Shadow Dodging Method
While Flow Like Blood is active, the Solar may extend the Cost: 8m, 1wp; Mins: Dodge 6, Essence 6; Type: Ref lexive (Step 2)
duration of her Seven Shadow Evasion by adding three motes to its Keywords: Combo-OK, Obvious
activation cost. She then perfectly dodges every attack of which she Duration: Instant
is aware for the rest of the tick, even those that are undodgeable. Prerequisite Charms: Seven Shadow Evasion, Leaping Dodge
All of these dodges are still subject to the Flaw of Invulnerabilit y of Method
the Exalts normal Seven Shadow Evasion. This Charm can be used in response to an attack. This Charm
At Essence 5+ the Solar may spend an additional point of enhances allows the Solar to make use of Essence dodges that
Willpower to extend the duration of this protection to the rest of allows a Solar to perfectly defend against the attack, even if it would
the action. normally be undodgeable, per action. This Charm suffers from one
of the Four Flaws of Invulnerabilit y. Each dodge can move the Solar
Flickering Shadow Defense up to Strength+Essence X 2 yards away.
Cost: 5m; Mins: Dodge 5, Essence 3; Type: Ref lexive (Step 2)
Keywords: Combo-OK, Obvious Near-Miss Kata
Duration: One Tick Cost: 1m per +3 Dodge DV; Mins: Dodge 3, Essence 2; Type:
Prerequisite Charms: Shadow Over Water Simple
This Charm allows the Chosen to perfectly Dodge all attacks Keywords: Obvious
for one tick by effectivly raising the dodge DV of the Chosen to Duration: One Scene
infinite levels. This Charm does not make unexpected attacks Prerequisite Charms: Bending With the Unbreaking Reed
expected or allow the Chosen to dodge attacks that are otherwise The Exalted make perfection seem like luck, and vice-versa.
undodgable. This Charm charges the Solar's body with essence that propels him
just that last inch necessary to get out of the way of all-too-accurate
Fools Destroy Their Own Stance blows. For every mote he commits when activating this Charm, his
Cost: 5m; Mins: Dodge 5, Essence 3; Type: Ref lexive (Step 9) Dodge DV increases by 3 for the remainder of the scene. However,
Keywords: Combo-Basic, Counterattack, Obvious after each attack against which he uses his Dodge DV or any Dodge
Duration: One Action Charm, he must uncommit one mote (and thus lose 3 from his
Prerequisite Charms: Wicked Strike the Wicked Technique DV). He may spend a maximum of his (Dodge + Essence) motes on
In their foolishness and wickedness, the enemies of the Solars this Charm.
strike each other down. For the rest of the action, whenever the
Solar dodges an attack made against him, this Charm allows him to Reflex Backflip Stance
force the attacker to make an attack against another target of the Cost: 5m, 1w; Mins: Dodge 4, Essence 3; Type: Ref lexive (Step 2)
Solar's choice within three yards of the Solar with the same Keywords: Combo-OK

83 i 83
Duration: One Scene action.
Prerequisite Charms: Ref lex Sidestep Technique
The Solar is never surprised by the assaults of his enemies. Wicked Strike The Wicked Technique
This Charm renders all unexpected attacks on the Solar expected Cost: 3m; Mins: Dodge 3, Essence 2; Type: Ref lexive (Step 9)
until the end of the scene. This Charm can be invoked in response Keywords: Combo-OK, Counterattack
to an unexpected attack. Duration: Instant
Prerequisite Charms: Shadow Over Water
Shaded Ally Intercession The Solar moves swiftly among his enemies, and their attacks
Cost: 4m; Mins: Dodge 5, Essence 3; Type: Ref lexive (Step 2) are more dangerous to each other than to him. The Solar uses this
Keywords: Combo-OK, Mirror (Unfortunate Bystander Maneuver), charm after he has dodged an attack made against him. The
Obvious attacker makes an attack against another target of the Solar's choice
Duration: One action within three yards of the Solar with the same dicepool as the attack
Prerequisite Charms: Leaping Dodge Method made on the Solar. This attack has no DV penalt y and does not
The mercy of the Solar Exalted puts them in danger that their count as an action for the purposes of multiple action penalties.
faithful followers can not hope to face. For the remainder of the This attack is not a Counterattack, but it uses the Counterattack
action after activating this Charm, the Exalt may take the place of rules; it takes place in step nine of the attack resolution and can not
the target of an attack or f lurry of attacks that is within jumping be responded to with Counterattacks.
distance. The character must be aware of any attack he is protecting
a target from, and the Exalt performs this feat ref lexively in Step 2 Wind-Dancing Willow
of combat resolution. Cost: 3m, 1wp; Mins: Dodge 4, Essence 2; Type: Ref lexive
Keywords: Combo-OK
Sinuous Shadow Escape Duration: One Scene
Cost: (+2m); Mins: Dodge 6, Essence 6; Type: Permanent Prerequisite Charms: None
Keywords: Mirror (Fulgurating Smoke Evasion) The solar exalt bows and weaves like a forest in a hurricane,
Duration: Permanent def lecting the blows of his attackers and making it far more difficult
Prerequisite Charms: Dodge Essence Flow, Flow Like Blood to hit them; any who dare attempt to strike at the solar find that
Increasing its cost by two motes allows the Lawgiver to activate they must stray further from defensive postures and put themselves
Seven Shadow Evasion as if it were not a Charm for the purposes of at greater risk to do so.
other Charms and Combos. For the duration of the charm, increase the DV penalt y and
speed of all attacks made against the charm user by 1.
Strike-Where-I-Was Foresight
Cost: ; Mins: Dodge 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Sometimes, near-perfection just isn't enough, and even the
Chosen must devote tremendous power to ensure their safet y.
Those who know this Charm can gain such preturnatural
defensive capabilit y in combat that their foes are left looking silly,
striking at the air where the Solar was moments ago, rather than
where he is now. This Charm increases the number of dice the
Solar may add through the use of Excellencies when calculating
DVs by an amount equal to his permanent Essence. The player of a
Solar may purchase this Charm up to once per dot in Dodge the
character possesses.

Swaying Reed Evasion


Cost: ; Mins: Dodge 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Dodge Excellency
The Lawgivers never let down their guards; they need never be
merely mortal. The Exalts dodges are always considered Charm-
enhanced, though this has no effect outside of the abilit y of many
offensive charms to bypass or reduce defenses that are not Charm-
enhanced. Additionally, the external penalt y caused by the Pulling
Blows, Fierce Blows, or Showing Off called shots (p. 158) to attacks
on the Lawgiver is increased by his Essence.

Threefold Shadow Stance


Cost: 3m; Mins: Dodge 3, Essence 2; Type: Ref lexive (Step 2)
Keywords: Combo-Basic
Duration: One Action
Prerequisite Charms: Shadow Over Water
The Solar moves so quickly, he seems to cast three shadows
rather than one, ignoring all penalties to his DDV until his next

i 84 84
attempt to perform small feats of prestidigitation (Exalted, p. 128),
Larceny Charms making such tricks impossible to spot or confound without
Charms. Even when an observer does use a Charm, the difficult y
Becoming-The-Master Subterfuge to detect or foil the sleight-of-hand increases by four.
Cost: (2m per specialt y); Mins: Larceny 4, Essence 2; Type:
Permanent Elsewhere Confiscation Methodology
Keywords: None Cost: (1m); Mins: Larceny 5, Essence 4; Type: Permanent
Duration: Permanent Keywords: None
Prerequisite Charms: Flawlessly Impenetrable Disguise Duration: Permanent
So consummate is the deception of Solar spymasters that they Prerequisite Charms: Flawless Pickpocketing Technique
can resculpt their own selves, forging new talents to match their This Charm permanently enhances the Solars Flawless
disguises. This Charm permanently enhances both Flawlessly Pickpocketing Technique, allowing him to confiscate items that are
Impenetrable Disguise and Perfect Mirror. Whenever the Solar hidden Elsewhere. Doing so requires a normal attempt to
uses either Charm, he may buy up to three specialties in any pickpocket and the attempt is considered to be a contest bet ween
Abilit y or Abilities of his choice, spending 2 motes for each the Exalts Flawless Pickpocketing Technique and the Charm or
specialt y. The specialties must be appropriate to the disguise he effect that sent the item Elsewhere. The Solar still can not steal
assumesa Solar disguising himself as a soldier might buy two attuned artifacts, unless the possessor is an extra.
Melee specialities in (Swords), and a War specialt y in (Small The Solar may now also store items Elsewhere freely, with a
Units), while a Solar using Perfect Mirror to mimic the deit y Lytek ref lexive commitment of one mote per object, but only those
might buy three Occult specialties in (The Exalted). The bonus dice objects that he could normally hold in one hand and conceal on his
from these specialties are still limited by the normal maximum of person. Retrieving hidden objects requires the release of the mote
+3, and they count as bonus dice from Charms. These extra and a Miscellaneous action to grab it; without such an action the
specialties last for as long as the Charm does. At the Storytellers object instead falls to the ground near the Solar.
discretion, Becoming-The-Master Subterfuge might be allowed to
enhance other Solar Larceny Charms that create a disguise. False Scales Raiment
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3; Type: Simple (Speed 3,
Celestial Dissembling Style DV -0)
Cost: ; Mins: Larceny 5, Essence 5; Type: Permanent Keywords: Combo-OK, Illusion
Keywords: None Duration: One scene
Duration: Permanent Prerequisite Charms: Perfect Mirror
Prerequisite Charms: Perfect Mirror At times, the Solar Exalted must dim the brilliant light of their
In the First Age, the Night Caste could fool even the most power, hiding their true position as Lawgivers and Princes of the
powerful gods and Exalts with their unsurpassed talent for Earth. With this Charm they may freely masquerade as the lesser
disguise. This Charm permanently enhances Perfect Mirror. By Terrestrial Exalted without risk of being a caught. The Solars
adding 5 motes to the cost of that charm, the character may expand anima banner takes on the illusionary appearance of any Terrestrial
its versatilit y and effectiveness. He may appear anywhere between anima banner of his choice, though its effects do not change.
half and t wice his actual height, may appear to be of any age However, it cannot maintain the illusion if it reaches the totemic
appropriate to the chosen height, and may reduce his apparent levelupon peaking, it reverts to its full Solar glory. Whenever the
Essence rating as low as 1. Neither mundane senses nor sense- Lawgiver uses a Solar Charm with the Obvious keyword, he may
enhancing charms may pierce his perfect disguise; only a wildly out- choose to have it appear as any similarly Obvious Dragonblooded
of-character act or ignorance of something the character should Charm of the same Abilit y. He might disguise his Heavenly
know allows for a roll, at the usual -4 penalt y. When opposed by Guardian Defense as the Portentous Comet-Def lecting Mode, or
another perfect effect, add the Solar's Essence in successes to the pass of a Husband-Seducing Demon Dance as a particularly potent
opposed (Wits+Larceny) roll. Soul-Stirring Performance Method. This does not change the
effects of the Solars Charms, merely the Obvious aspects of their
Conspirator-Sensing Glance appearance. If no Dragonblooded Charm exists that could
Cost: 2m; Mins: Larceny 2, Essence 2; Type: Supplemental reasonably pass as the Charm the Solar is using, or if the Solar does
Keywords: Combo-OK not know of such a Charm, he cannot disguise the Obvious Solar
Duration: Instant nature of his Charm. Any character who witnesses the Solars
Prerequisite Charms: None totemic anima or sees an uncloaked Obvious Solar Charm may
The Solar scans the room, seeking those whose body language spend a point of Willpower to see through this illusion for the rest
indicates that they might do business of a larcenous nature. This of the scene.
Charm supplements an attempt to find a minor contact, as
described under the background Contacts on p.111 of Exalted. It Hall Of Mirrors Practice
allows him to roll (Perception + Larceny + Contacts) to find one, Cost: (1wp); Mins: Larceny 5, Essence 3; Type: Permanent
rather than just Contacts. This action can be taken even if the Keywords: None
character has no dots in Contacts. With a combo, this roll can be Duration: Permanent
enhanced with Larceny Excellencies. Prerequisite Charms: Flawlessly Impenetrable Disguise
At need, the clever members of the Night caste could play a
Distracting Glory Legerdemain veritable cavalcade of villains when they insinuated themselves into
Cost: 1m; Mins: Larceny 3, Essence 2; Type: Supplemental criminal organizations. This Charm permanently enhances the
Keywords: Combo-OK Exalt, making it much easier to magically disguise herself. The Solar
Duration: Instant may spend an additional Willpower point when activating
Prerequisite Charms: Any Larceny Excellency Flawlessly Impenetrable Disguiseor Perfect Mirror if she knows
Ironically to some, the glorious skill of the Lawgiver can be that Charmto shorten their activation time from long ticks to
used to make his actions unnoticed. This Charm enhances an short ticks.

85 i 85
If the Solar has Essence 4+ she may also change from one
disguise to another more easily. By spending a point of Willpower Stealth Charms
while disguised with Flawlessly Impenetrable Disguiseor, again,
Perfect Mirrorthe Exalt may switch their alter ego without Blinding Solar Corona
activating the Charm normally. Instead, the motes remain Cost: 15m, 1w; Mins: Stealth 4, Essence 4; Type: Simple
committed to the previous activation, and the disguise simply Keywords: Combo-OK, Obvious
changes; the Solar again rolls ([Wits or Manipulation] + Larceny) to Duration: One Scene
determine the qualit y of the new faade, and this takes the usual six Prerequisite Charms: Vanishing from Mind's Eye Method
long ticks. By spending two Willpower to switch personae, the "It is said that his enemies would go blind from overexposure to
Exalt may do so in short ticks instead. pure awesomeness!"
Like the sun, the location of the Solar may be obvious, but few
Impenetrable Lifestyle Masquerade can stand to look directly at him. As the Solar activates this Charm,
Cost: (1wp); Mins: Larceny 5, Essence 4; Type: Permanent his anima banner f lares to the 16+ mote level, and then grows even
Keywords: None brighter, so bright it would blind all those who look at him. While
Duration: Permanent the Solar's general location becomes very obvious, all those who
Prerequisite Charms: Perfect Mirror would look at him must roll (Perception + Awareness) at a difficult y
As infiltrators of the inscrutable Primordial slave-masters of equal to the Solar's Essence or be unable to see him through the
prehistory or the amusingly bothersome Fair Folk courts of the First blinding light. All attacks the Solar makes on them are considered
Age, few could surpass the Solar Exalted. This Charm permanently unexpected, and their attacks on the Solar are at a -4 external
enhances the Solar, extending the durations of his Flawlessly penalt y. Even those who succeed on the roll cannot make out
Impenetrable Disguise and Perfect Mirror to one week and one day, details such as his face or identit y. The Solar can end this Charm
respectively. He may reestablish such disguises at the end of their ref lexively at any time.
durations by ref lexively paying a Willpower point and keeping the
motes committed, abrogating the need to reactivate the Charm or Emulation Of The Secret Night
roll to determine the qualit y of the disguise again. Cost: 10m, 1w; Mins: Stealth 4, Essence 3; Type: Simple
Keywords: Combo-OK
Intimate Form Understanding Duration: One Scene
Cost: ; Mins: Larceny 5, Essence 4; Type: Permanent Prerequisite Charms: Mental Invisibilit y Technique
Keywords: None Not every Solar who masters the art of stealth is chosen for the
Duration: Permanent Night Caste. This Charm allows the Solar to emulate the Night
Prerequisite Charms: Perfect Mirror Caste anima power. The Solar's essence mutes the senses of anyone
The greatest spies and assassins of the Night Caste use this attempting to locate or track her, increasing the difficult y to track
Charm to live unnoticed among their enemies, living for years or or percieve the Solar by half her Essence, round up. While this
even longer under an assumed face and identit y. When she charm is active, whenever the Solar channels Essence (including on
activates Flawlessly Impenetrable Disguise or Perfect Mirror, a this charm,) she may spend an additional mote to prevent the
character with this Charm may choose to commit the mote cost. expenditure from adding to her anima display, or t wo motes if
The duration of the Charm becomes Indefinite, persisting for as activating an Obvious charm. If the Solar's anima reaches the 11-15
long as the Essence remains committed. As usual, the character can motes stage of display while this charm is active, the light washes
only alter her appearance once per application of the Charm. out her features, preventing any who observe her from discovering
her identit y.
Wonder-Appropriating Concentration
Cost: (+1wp); Mins: Larceny 5, Essence 5; Type: Permanent Essence Hides Itself Method
Keywords: None Cost: ; Mins: Stealth 4, Essence 4; Type: Permanent
Duration: Permanent Keywords: None
Prerequisite Charms: Stealing from Plain Sight Spirit, Elsewhere Duration: Permanent
Confiscation Methodology Prerequisite Charms: Shadow of the Sun
This Charm permanently enhances the Exalts Stealing from The Solars grasp of secrecy is so masterful, he can use his own
Plain Sight Spirit, allowing her to reach items that are farther away Essence to conceal itself.
than (Essence) yards, up to the distance she could cover with t wo The Solar who learnt this Charm is able to surpress displays of
Move actions. In addition, by spending an extra point of Anima Banner when using Stealth Charms. Whenever using
Willpower upon activating Flawless Pickpocketing Technique, Peripheral Essence to power a Charm tied to the Stealth abilit y, he
Stealing from Plain Sight Spirit or Elsewhere Confiscation can pay 2 motes to prevent the spent Essence from counting
Methodology, she may steal attuned artifacts from heroic towards his Anima Banner. This only works with Charms that do
characters, as long as the item is not literally in active use (being not have the Obvious keyword.
handled or used, as opposed to simply being attuned). Solars of the Night Caste already have an intimate grasp of the
principles behind this charm and so it works differently for them: It
allows them to use non-Obvious Stealth Charms and not have
them count towards their Anima Banner without paying a single
mote.

Eyeblink's Time Vanishing


Cost: 3m; Mins: Stealth 4, Essence 2; Type: Ref lexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Mental Invisibilit y Technique
The Solar dances across the fields of battle into and out of the

i 86 86
sight of his enemies. With a moment's opporitunit y, they can be No authorit y can hold sway over the Solar Exalted, nothing can
gone from the scene, to strike when their foes least expect it. The forever know their movements. Not even Fate.
solar may, in response to an attack, activate this charm. It allows While the Solars Vanishing from Minds Eye Method is active,
them, in step 9, to as a counterattack attempt to reestablish surpriseshe is considered to be outside fate; none of her actions are
ref lexively. This charm negates the two die bonus his opponents dictated, manipulated or predicted by the Loom. This makes her
normally receive. immune to any effect that targets only those that are a part of Fate,
including Sidereal astrology and many Sidereal Charms. The Exalt
Humble Mortal Mien can not be found by searching the Loom, and any of her activities
Cost: 4m; Mins: Stealth 4, Essence 2; Type: Ref lexive during this Charms duration are not accounted for even after the
Keywords: Combo-OK Charm lapses. See The Manual of Exalted PowerSidereals for
Duration: Instant more on fate and the Loom.
Prerequisite Charms: Easily Overlooked Presence Method Another purchase of this Charm at Essence 5+ extends the
The solars often had to hide their nature, and now must duration of Vanishing from Minds Eye Method indefinitely.
practically always do so. This is one of the many tools in that
arsenal. The solar activates this charm in response to any attempt to The Sun Is Always There
detect his exalted nature by supernatural means, whether charms Cost: ; Mins: Stealth 5, Essence 3; Type: Permanent
like Measure the Wind or artifacts like Essence Flare Pillars. Any Keywords: None
attempt to divine the solar's nature will register them as a heroic Duration: Permanent
mortal. This is a perfect defense. Prerequisite Charms: Mental Invisibilit y Technique
No matter how oblivious the populace may be, no matter how
Shadow Of The Sun dark the night, the Sun is never truly gone. The Exalts Mental
Cost: ; Mins: Stealth 3, Essence 2; Type: Permanent Invisibilit y Technique no longer recedes entirely when she joins
Keywords: None battle. Only those who Join Battle in the conf lict with the Solar
Duration: Permanent pierce the effect, while bystanders must deal with the Charm
Prerequisite Charms: Any Stealth Excellency normally. In addition, unless they overcome the Charms
Even the Unconquered Sun himself casts a shadow however compulsion even those in conf lict with the Lawgiver increase the
tiny. The Lawgiver has gained understanding of this principle and difficult y of any Awareness rolls to notice the Solar by four.
is able to hide his actions in the shadow of his Essence. Another purchase of this Charm at Essence 4+ indefinitely
The Solar who learnt this Charm is able to surpress obvious extends the duration of the Solars Mental Invisibilit y Technique.
displays of Essence in his actions. When using a Charm with the
Obvious keyword, the play can opt to remove the tag by paying one Unblemished Perfection Practice
mote for each activation of the charm. This can only be done on Cost: 3m or 4m; Mins: Stealth 4, Essence 2; Type: Ref lexive
one Charm each action, so in a Combo with two Obvious Charms, Keywords: Combo-OK, Stackable
the Solar can only supress one of them. At Essence 3, this Charm Duration: One Scene
can be used on multiple Obvious Charms in one Action. Prerequisite Charms: Easily Overlooked Presence Method
With Essence 4 this Charms protection also extends to The solar hides their features and becomes like their namesake,
Combos. The Essence display of Combos, that do not contain a the f lawless Unconquered Sun, an idyllic paragon of unblemished
Charn with the Obvious tag, can be supressed for the cost of 1 perfection.
mote. At Essence 5, this charm can also be used to supress Combos The solar hides one single distinguishing feature for the
with Obvious Charms. This however costs 1 mote for the duration of the charm, whether it be a recognizable face, a tattoo, or
activation of the Combo and 1 mote for each use of an Obvious a set of wings. This charm cannot hide equipment, but only
charm therein. personal features. If the feature is reasonably damaging to one's
This charm does not affect the Essence displayed by an Anima appearance, grotesque scarring for example, the character may pay
Banner, Sorcery or Necromancy in any way. 4 motes instead of 3 and also increase their appearance by 1 for the
duration of the charm. This can counter our bonuses that would
Slipping Elsewhere Trick normally count against Easily Overlooked Presence.
Cost: 10m, 1wp; Mins: Stealth 5, Essence 5; Type: Simple
Keywords: Combo-Basic Undetectable Passage Technique
Duration: (Essence) actions Cost: 10m, 1wp; Mins: Stealth 5, Essence 5; Type: Simple
Prerequisite Charms: Vanishing from Mind's Eye Method Keywords: Combo-OK
The most undetectable place to be is somewhere else. This Duration: One scene
Charm allows the Exalt to slip Elsewhere for a short period, where Prerequisite Charms: Infinite Stealth Mastery or Stealth Essence
he is completely undetectable. After all, he isnt actually anywhere. Flow, Easily Overlooked Presence Method
When the Charm ends, the Exalt reemerges in the same location as The Night Caste are as the lightest of breezes, their passage
he left, or the nearest open space. He can vaguely perceive the place barely disturbing those whom they pass. This Charm allows the
he left from his hidey-hole, but any rolls he makes to discern the character to automatically succeed at all Stealth checks for the rest
outside world while concealed in another dimension suffer a -1 of the scene, excluding those required for unexpected attacks,
external penalt y. The place the Exalt goes is a nondescript, gray regardless of difficult y or his opponent's successes. The character
expanse; attempting to move around in it gets the character may reestablish surprise in combat without a roll (if appropriate
nowhere. cover is available), though launching an attack from surprise
requires the usual opposed roll. The Charm also conceals the
Surreptitious Golden Needle Essence expenditure of non-Obvious Charms from those who can
Cost: ; Mins: Stealth 5, Essence 4; Type: Permanent perceive Essence; only Obvious Charms, sorcery, an anima f laring
Keywords: None at the 8+ mote level, or a similarly ostentatious effect invalidates his
Duration: Permanent attempts at stealth. Should another Charm contest its effect,
Prerequisite Charms: Vanishing from Mind's Eye Method Undetectable Passage Technique adds the character's Essence in

87 i 87
automatic successes to the opposed (Dexterit y+Stealth) roll. T

Unseen Blade Strike


Cost: 4m; Mins: Stealth 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instsant
Prerequisite Charms: Mental Invisibilit y Technique
After the Lawgiver learned how to hide himself from the world,
he can now limit this benefit to only his blade, striking his enemies
seemingly from out of nowhere.
A Solar using this Charm hides his weapon from the world.
Attacks augmented with this effect become Unexpected Attacks,
effectively reducing the DV of the opponent to 0. Only perfect
Awareness Effects like Eye of the Unconquered Sun or perfect
Mental Defenses can protect from this effect. Effects that make
Unexpected Attacks uneffective such as Surprise Anticipation
Method also counter the effects of this Charm.
If the target employs a less than perfect awareness effect, a
contested roll may be neccessary. In these cases, roll the Solars
Manipulation+Stealth, adding t wice the Solar's Essence in
automatic successes. If the Solar succeeds, the effect remains true, if
he fails, the attack becomes expected.
This Charm can be comboed with Charms from other
abilities.

i 88 88
Chosen of the Sun

Chapter 6:
Quicksilver Falcon Studies

Bureaucracy Charms Keywords: Combo-Basic, Compulsion, Mandate, Obvious, Social


Duration: Indefinite
Ascending Enterprise Meditation Prerequisite Charms: Bureau-Rectifying Method, Lawgiver's
Cost: ; Mins: Bureaucracy 5, Essence 4; Type: Permanent Ministerial Dominion
Keywords: None When irresponsible gods or lesser Exalts run roughshod over a
Duration: Permanent country, it is up to the Lawgiver to seize control and guide societ y
Prerequisite Charms: Boom Without Bust Method back to its rightful path. This Charm is a dramatic speech to a
The Solar's business not only never fails, but never ceases to group or dominion that resides in Creation (which includes the
grow. This Charm is a permanent enhancement to Boom Without Bordermarches of the Wyld), as the Chosen of the Sun reminds
Bust Method. When the Solar uses that charm, the dramatic action their lessers that he holds the Creation-Ruling Mandate. The Exalt
to run a business automatically succeeds with a threshold of a rolls his ([Charisma or Manipulation] + [Bureaucracy or Presence]),
number of successes equal to his Essence score. Additionally, if the applying an external penalt y equal to the group or dominion
Solar has Essence five or more, the maximum size the Solar's leaders MDV plus the target organizations Magnitude. Success
business can grow to is increased to his (Intelligence or Charisma + impels the natural subordinates of the Lawgiver to obey him.
Bureaucracy) in Resources dots. If the business is ever run by This exerts an unnatural compulsion on the leader of the
someone who does not have access to this charm or a similar effect, group and the group itself, forcing the leader to step down (to an
the maximum value returns to six resources dots. advisory capacit y, or leaving the group entirely, as that character
This Charm is intended for use with Stratego's Bureaucracy desires), granting full leadership rights to the Solar. The Solar is in
Dramatic Rules. all ways treated as the leader of the group, gaining any appropriate
Backgrounds (like Backing) and under the Mandate of Heaven
Boom Without Bust Method rules making him the legitimate sorcerer for the duration of the
Cost: 7m, 1w; Mins: Bureaucracy 4, Essence 3; Type: Supplemental Charm. Groups and dominions with leaders whose Essence is
Keywords: Combo-OK equal to or higher than the Solars are immune to this Charm, as
Duration: Instant (Dramatic Action) are organizations led by other Solars of any Essence level.
Prerequisite Charms: Rapid Growth Protocol The group can not resist this unnatural compulsion, but their
Mortal investors must face the possibilit y that they will fail; not leader can by spending four points of Willpower. In so doing, a
so with the Lawgivers. This charm supplements a dramatic action power struggle ensues, requiring more intricate maneuvering to
to run a business. The Solar rolls normally, but if he would fail, he determine who is in charge and potentially leaving someone else as
instead succeeds with a threshold of zero successes: exactly as many leader in the interim or even after, or simply grinding the groups
successes as he needs to prevent the business from becoming processes to a halt. If the Exalt releases the motes committed to
unprofitable and shrinking. This effect occurs regardless or internal this Charm the group will return to their old ways and old leader,
or external penalties. unless they have been properly reorganized to recognize the Solar
This Charm is intended for use with Stratego's Bureaucracy as their leader without magical compulsion.
Dramatic Rules.
Lawgiver's Ministerial Dominion
Creation-Ruling Pronouncement Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple
Cost: 15m, 1wp; Mins: Bureaucracy 5, Essence 5; Type: Simple (Dramatic Action)
(Dramatic Action) Keywords: Combo-Basic, Mandate, Social, Training

89 i 89
Duration: Instant or most insignificant record is enough for them to work their
Prerequisite Charms: Speed the Wheels economic soothsaying. The Solar is able to predict, with almost
Any institution has a place for the Solar Exalted, especially absolute certaint y, the financial futures of the group. They know
when the Exalt puts her mind to it. This Charm is a day-long whether they will make profits or suffer losses, how they will fare
dramatic action of bureaucratic wrangling with a group, after which compared to any competition, and how their business model or
the Solar rolls her Intelligence + Bureaucracy; anyone who opposes policy will evolve in terms of economics, intuiting all this from
the Solar may roll their own Intelligence + Bureaucracy as a nothing more than the present economic situation. His prediction
contested roll. On a success, the Solar gains a position of as little or extends a number of months into the future equal to the number of
great import as she wishes, short of making herself leader of the successes he rolled. The information gained through this Charm is
group. This grants her an appropriate Backing rating in the group, absolute, barring the use of Charms to affect the economic status of
and may come with other Backgrounds. In the Mandate of Heaven the group of world-shaking disasters of tremendous magnitude.
this allows the Solar to become the legitimate sorcerer for a turn in While this Charm provides no insight as to how the Solar can
a targeted dominion, regardless of her Backgrounds and any change the organizations future economic development, they
competing sorcerers. Unless negated by another Charm, this one should always be able to improve it with Charms such as Speed the
counts as one of the dominions first actions for the turn. If the Wheels or Bureau-Rectifying Method, or to impede it with Charms
Storyteller charges experience for Background dots, this Charm like Indolent Official Charm or Foul Air of Argument Technique.
may act as a Training effect.
Rapid Growth Protocol
Market-Commanding Proclamation Cost: 5m; Mins: Bureaucracy 3, Essence 2; Type: Supplemental
Cost: 12m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple Keywords: Combo-OK
(Dramatic Action) Duration: Instant (Dramatic Action)
Keywords: Combo-Basic, Mandate, Mirror (Market-Slaying Prerequisite Charms: Any Bureaucracy Excellency
Confidences) The enterprise of the Solars expands at uncanny speeds. This
Duration: Instant charm supplements a dramatic action to run a business. It divides
Prerequisite Charms: Frugal Merchant Method, Insightful Buyer the interval per roll by the Solar's Essence, allowing the Solar's
Technique, Speed the Wheels business to expand rapidly (or shrink rapidly, if the roll fails or
Solar economists do not predict trends, they create them. This botches; volatile investments do not always pay off.)
Charm is a day-long dramatic action as the Exalt manipulates an This Charm is intended for use with Stratego's Bureaucracy
economy, buying, selling or gossping to do so. She then sets a Dramatic Rules.
commodit ys value at a certain level of Resources expenditure, no
matter what it used to be. If someone opposes her the two make Reality-Reinforcing Hierarchy Technique
contesting Intelligence + Bureaucracy rolls, and on a failure the Cost: 10m, 1w; Mins: Bureaucracy 5, Essence 3; Type:
Solars machinations do not change the price. Successful use of this Supplemental
Charm can bolster or cripple those who are heavily invested in the Keywords: Combo-OK
commodit y the Solar manipulates, raising or lowering their Duration: Instant (Dramatic Action)
Resources background by an amount appropriate to both the new Prerequisite Charms: Speed the Wheels
value of the commodit y and how deep their investment was. It The organizations of the Lawgivers reinforce the principles of
takes a number of months equal to the Exalts Essence for the order and realit y. This Charm supplements a dramatic action to
market to stabilize and prices to return to normal. lead a business or other bureaucratic organization. If that action
In the Mandate of Heaven, this Charm is a dominion action succeeds, Wyld in the organization's area of operations is reduced
(and so the Solar must be a sorcerer in the dominion). This by one class for the duration of the dramatic action. This makes
dominion action calls for a roll of the dominions Culture + Pure Chaos into Deep Wyld, Deep Wyld into the Middlemarches,
Bureaucracy against a difficult y of a target dominions Culture + Middlemarches into Bordermarches, Bordermarches into Wyld-free
Temperance. A dominion may target itself with this action. For lands, and makes Wyld-free lands immune to all but the strongest
every extra success on this roll the target dominion gains or loses Wyld storms. Things created with Wyld-Shaping Technique that
an external bonus point at the Solars discretion. If the dominion are sold or distributed through this bureaucracy do not lose their
does not have sufficient bonus points to meet the loss, it must realit y over time.
immediately reduce an appropriate amount of Attributes or This Charm is intended for use with Stratego's Bureaucracy
Abilities to make up for the loss. If this trait reduction still does not Dramatic Rules.
match the loss, the target dominion gains an amount of Limit equal
to the remaining bonus points to be lost. This Is Mine Method
Cost: 8m, 1wp plus experience points; Mins: Bureaucracy 5,
Prophetic Accountancy Practice Essence 4; Type: Simple
Cost: 5m, 1wp; Mins: Bureaucracy 3, Essence 2; Type: Simple Keywords: Combo-OK, Illusion, Shaping, Touch
(Dramatic Action) Duration: Essence Days or Permanent
Keywords: Combo-OK Prerequisite Charms: Bureau-Rectifying Method
Duration: Instant During the Primordeal War the question of supply was often an
Prerequisite Charms: Frugal Merchant Method, Insightful Buyer issue. This Charm allows the Solar Exalted to assume ownership of
Technique an item or thing by declaring it as his. Everyone believes him, for a
Exalted accountants are no less heroic than Exalted warriors or time, and will allow the Solar Exalted to leave carrying the item in
sorcerers. Confronted with cryptic ledgers, bamboozling frauds, plain sight of everyone.
and unpredictable economic environments, they cut through all When a Solar first touches an item, building or animals and
deception and uncertaint y to reveal the truth. then invokes this Charm. At first everyone with any connection to
When a Solar uses this Charm, he makes a (Intelligence + the item merely believes that the item belongs to the Lawgiver
Bureaucracy) roll to examine the finances of a group or however after 10 - Essence days, the item is established firmly
organization. He must either be a member of the group, or have enough in everyone's mind that there is no question that the item
access to at least some of their financial recordseven the smallest

i 90 90
truly belongs to the Lawgiver. The Solar may state conditions when Voice Of The People
he is taking an item, such as he is merely renting the location or
Cost: (1wp); Mins: Bureaucracy 5, Cult, Essence 6; Type:
that he is borrowing it for a duration at which point that becomes
Permanent
true. If the Solar does not adhere to the declarations he made when
Keywords: Messianic, Touch
he activated the Charm, the item is then considered stolen.
Duration: Permanent
This charm exerts an unnatural mental inf luence on everyone
Prerequisite Charms: Creation-Ruling Pronouncement
who interacts with you. Roll the Solar's Manipulation + Bureacracy
By taking advantage of the underlying nature of Creation, the
adding in Essence as automatic successes. If the number of
Lawgivers can, much like gods, listen to the entreaties of the people
successes exceedes the targets Dodge MDV then they fully believe
under their charge. Upon learning this Charm, the Exalt can hear
the item belongs to the Solar. Any target with a valid reason to
any prayer directed at him with a successful prayer roll (Exalted, p.
believe that you are being dishonest can expend the Solar's Essence
132). Exceptionally popular Solars might get too many prayers to
in Willpower to realize the truth. Once someone realizes that you
clearly understand, but they may suppress the noise to a soothing
do not rightfully own the item, the Charm expires.
hum when they wish to avoid distraction. This Charm also allows a
Virtually anything can be taken with this Charm. If the Solar
Lawgiver to invest someone as a priest in his name, allowing them a
wishes to keep the item permenantly then they may have to pay an
difficult y decrease on their prayer rolls when praying to him. This
experience point cost. Most lesser items can be taken without
requires that the Exalt touch the priest-to-be and spend a point of
having to pay a cost in experience points. Items of significance
Willpower.
(determined at the Storyteller's discretion) will force the Solar to
Knowledge of and taking advantage of this Charm, just as
expend experience points to take ownership. In general, determine
having a Cult, was illegal in the First Age, but that hardly stopped
number of background dots required for the item and spend 3XP
most Solars. It was difficultor at least not worth their timeto
per dot again at your storyteller's discression (t ypically Artifact,
suppress cults in their name, and if the worshipers were going to be
Familiar or Resources). Additionally, since certain items would
there anyway why not put it to use?
cause too much of a problem, such as taking an Artifact that was
only usable by a nation's king, attempting to claim such items will
cause this Charm to fail automatically. There are a few exceptions
to what can be claimed with this Charm. It only functions on
items, buildings or normal animals of lower intelligence than the
Solar's Intelligence rating. While this does include creatures such
as horses or war dogs, it never includes human beings (including
slaves) or someone's intelligent familiar. It does not function on
attuned Artifacts. If the Solar attempts to use this Charm on an
attuned Artifact, the owner of that Artifact is immediately aware of
your attempt to claim it.

Unmindful Bureaucracy Technique


Cost: 3m or 5m, 1wp; Mins: Bureaucracy 4, Essence 2; Type:
Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Compulsion
Duration: Indefinite or instant
Prerequisite Charms: Indolent Official Charm
The Lawgiver may take advantage of the labyrinthine and
insular habits of a bureaucracy to conceal anything. As long as the
item or information in question is managed or otherwise overseen
by the same bureaucracy, it is squirreled away and shuff led around,
with too much or too little paperwork. Officials have poor
recollections, or none at all, and the forms were improperly filed.
Whatever the actual difficulties, anyone searching for the concealed
item is unlikely to find it. This is an unnatural compulsion that the
group may resist if the leader spends four Loyalt y.
After the Solar places the target of this Charm into the
bureaucracy, as long as three motes remain committed to the effect,
the subject is shuff led around and a confusing array of paperwork
surrounds it. Any non-magical attempts to track it down through
bureaucratic means fail automatically, and magical attempts face a
difficult y increased by the Exalts Essence.
Should the Solar choose instead to spend five motes and a
Willpower, the bureaucracy suffers a major dysfunction that hides
the object or information. Paperwork is lost, destroyed or entirely
erroneous, contradicting the various recollections of any involved
bureaucrats. This permanently destroys existing information that
would lead to the recovery of the subject in question, whether it is
an item or information itself. New information that enters the
bureaucracy later is not affected.

91 i 91
only affects a speaker once every month, but all three may be in
Linguistics Charms effect at the same time.
Abilities: The Exalt chooses up to two Abilities, each of which
Ecstatic Golden Muse Style may be decreased to a minimum of one or increased to a maximum
Cost: 6m; Mins: Linguistics 5, Essence 4; Type: Supplemental of four, as a Training effect. The speaker chooses each month
Keywords: Combo-OK, Emotion which Abilit y they will train, but they can not choose to train an
Duration: Instant Abilit y they already have at the minimum or maximum to avoid
Prerequisite Charms: Flawless Brush Method increasing or decreasing one that is not. Storytellers may provide
The poetry and stories of the Solar Exalted are beaut y beyond compensatory experience for lowered Abilities.
mortal wit to know, captivating to the mind and appealing to the Specialties: Just as with Abilities, though the Exalt simply
senses. Who can resist the seductions of such golden writing? This chooses up to three different Specialties, each of which may be
Charm supplements any dramatic action to write a story, novel, trained up to three times each (for a total of nine dots).
poem, or any other form of expressive writing, regardless of Intimacies: Up to (Solars Linguistics) Intimacies may be built
whether or not it is used to make a written social attack. Anyone or eroded, one at a time. Each month counts as a scene building or
who reads the work must succeed on a Temperance roll, with a eroding a given Intimacy, and the speaker gets to choose which
difficult y of half the Solars Linguistics, or become enthralled by they are adopting or shedding each month. As with Abilities and
the work. They gain a magical Intimacy to reading it and any other Specialties, a character can not choose to build an established
works of the same series, saga, or st yle, and must succeed on Intimacy or erode one she lacks to avoid reinforcing or suppressing
another Temperance roll at the same difficult y to resist reading any another. These scenes of growth stack with normal scenes of
such works. A Solar using this Charm can easily make a princely building or eroding Intimacies.
sum of wealth so long as he can sell his works; so long as the Solar The languages inf luence is natural. Heroic mortals may avoid
spends at least twent y hours of each week writing using this Charm this manipulation by spending one Willpower at the end of any
and has a market to sell to, he may treat his Resources as being month they regularly speak the language. Essence-users may ignore
equal to his Linguistics. or benefit from the Abilit y and Specialt y manipulation as they
wish, but they too must spend Willpower to avoid building or
Golden Author's Seal eroding Intimacies. If a heroic character is the leader of a group
Cost: (1m [+1wp]); Mins: Linguistics 3, Essence 3; Type: speaking a Golden Dialect, they may spend a point of Loyalt y each
Permanent month to shield members who are extras, but heroic members must
Keywords: Obvious deal with the language on their own.
Duration: Permanent
Prerequisite Charms: Whirling Brush Method Harmony Of Word And Deed
This Charm permanently enhances the Solar, allowing her to Cost: ; Mins: Linguistics 6, Essence 6; Type: Permanent
write without writing utensils, on any surface. The Exalt pays a Keywords: None
single mote to enhance the dramatic action of writing, her anima Duration: Permanent
seeping through her fingers to leave behind golden script. This Prerequisite Charms: Golden Paradise Dialect
writing is a pattern of Essence lightly imbedded into the receiving With a transcendent understanding of communication and
surface, it can not be washed away by the elements or or by hand, how it affects the speaker, the Solar creates a language that can
though erosion of the surface itself may remove it and paint may thoroughly reshape a people. This Charm enhances its
cover it. Essence-users may pay a single mote to erase such script, prerequisite, expanding its capacit y to train a populace. The
which takes about as long as it would to thoroughly smear freshly- number of Abilities and Specialties the Solars languages can alter
penned ink. both increase to an amount equal to half the Exalts Linguistics.
The Solar can spend an additional Willpower when writing The Solar may now use his languages to suppress or bolster a
something in this anima-ink to imbed a mystical signature in the particular Motivation as well. Any month during which a subject
text. Anyone who has analyzed such a signature before with speaks the language regularly, that person and their Motivation is
Charms such as All-Encompassing Sorcerers Sight may protected or weakened. If the Motivation is being suppressed, the
immediately recognize works penned by the Solar in this way. characters will is broken (Exalted, p. 174) at any time their
Attempts to counterfeit such magics have their difficult y increased temporary Willpower is reduced to zero, not just (Essence +
by four. Willpower) days after a social attack opposing the Motivation
reduces them that low. If the Motivation is being encouraged,
Golden Paradise Dialect natural inf luence can never break the characters will, nor can
Cost: 20m, 2wp; Mins: Linguistics 5, Essence 4; Type: unnatural inf luence that costs only one Willpower to resist.
Supplemental
Keywords: Emotion, Training Infinite Potential Treatise
Duration: Instant Cost: ; Mins: Linguistics 5, Essence 5; Type: Permanent
Prerequisite Charms: Excellent Emissary's Tongue, Twisted Words Keywords: None
Technique Duration: Permanent
Language ref lects how people think, and in turn affects their Prerequisite Charms: Sage Solar Composition
thinking. This Charm enhances one of the Exalts attempts to This Charm permanently enhances its prerequisite, so that the
invent a language; it may be an entirely new language family or a Solars texts can train others in any Abilit y in which he has a rating
peculiar dialect of a known language. In additon to providing of 4 or more. Instead of Abilities or Specialties, the Exalt may write
another way to communicate, this language may also change the a manual that teaches others a single Solar Charm, or a Terrestrial
way people think. To inf luence others, the Solar still must or Celestial martial arts Charm, with a minimum Abilit y no higher
encourage its use in the first place. Speaking the language with than 5 and minimum Essence no higher than 3. The Solar must
regularit y for a month imposes one or more changes on the know the Charm and anyone who wishes to learn it must be
speaker; the Exalt chooses what these changes are when inventing capable of doing so in the first place.
the language. Each t ype of change (Abilit y, Specialt y, Intimacy) Alternately, the Exalt may pen a book that teaches others the
Savant Background. It takes one week of study to increase Savant

i 92 92
by one dot, and if the Storyteller charges experience for Solar embeds some of his knowledge, allowing others the
Backgrounds it also costs three experience per dot. Such books can opportunit y to learn from it; the Exalt chooses one of the following
not confer mastery of Savant to readers, only ratings up to four dots Abilities: War, Performance, Survival, Craft, Lore, Medicine,
(or the Exalts own rating if it is lower). Occult, Larceny, Bureaucracy, Linguistics, Sail or Socialize.
Charm instructions take a number of weeks to write equal to Alternately, the Solars text may instruct others in up to three
the minimum Essence of the Charm. Passing on the knowledge of different Specialties that all fall under one of the aforementioned
the Savant Background requires weeks of work equal to the Abilities.
maximum rating that can be trained through the text. Reading the manual thoroughly is the equivalent of training
with a tutor and acts as a Training effect, allowing the reader to
Masterful Language Retention incur experience debt. Anyone training with the manual may
Cost: ; Mins: Linguistics 2, Essence 1; Type: Permanent increase the Abilit y up to a maximum of the Solars own rating at
Keywords: Stackable the time of writing, a lesser rating of the Solars choice, or four,
Duration: Permanent whichever is lower. Repeated study provides deeper understanding,
Prerequisite Charms: None allowing for repeated use.
This Charm grants the Exalt the abilit y to learn more Writing one of these books takes an amount of time equal to
languages than others. A Solar may purchase this Charm up to a that required to learn the maximum allowed rating in the chosen
number of times equal to her Linguistics. For each purchase of this Abilit y (treating caste and favored Abilities as if they were not caste
charm the Solar may learn an additional language group. For or favored) or one dot of each Specialt y. These instructions need
learning Tribal Tongues, the Solar may learn an additional tribal not be in book form, either. It might be a collection of sutras or a
language equal to her intelligence score. giant mural. Without special effortsuch as the use of Craft
The Exalt masters that language so thoroughly that she speaks Charmsthe manual is no sturdier than its mundane counterparts,
f lawlessly no matter where she goes, speaking better than natives to nor any prettier.
the language at times. Anyone attempting to detect if the speaker is
not a native must make a perception and linguistics roll with a Sunrise Inkwell Spirit
difficult y equal to the speaker's linguistics. Having the inner Cost: ; Mins: Linguistics 1, Essence 1; Type: Permanent
knowledge of speaking the language, the character is better Keywords: Obvious
equipped to understanding the nuances of speech and also gains a Duration: Permanent
+1 to her MDV when conversing in this language. Prerequisite Charms: None
This charm may also be purchased for languages already The Lawgiver needs neither quill nor ink nor paper to record
known, for previously known languages this charm grants the his words, for the very light of the sun itself will bend to capture
speaker all the above bonuses plus an additional +1 to their MDV them. The Solar gains the abilit y to write in letters and characters
when conversing in the language of choice. of light on any surface. Writing in light takes just as long as writing
normally, but the Solar needs no materials whatsoevermerely by
Nation-Transcending Tongue Of Heaven tracing his fingers over a surface, he can write anything he could
Cost: ; Mins: Linguistics 5, Essence 4; Type: Permanent with paper and pen. The glyphs of light glow in the subtle golds
Keywords: None and other colors of the Solars anima, making it impossible to
Duration: Permanent counterfeit his own individual glyphs. It is impossible to destroy
Prerequisite Charms: Excellent Emissary's Tongue the light-writing, except by destroying the surface it is scribed on.
The Solar speaks and even those who do not speak his The glyphs normally glow dimly, although anyone touching the
language are moved. This Charm is a permanent upgrade to surface can dim them to plain unluminous colors or brighten them
Excellent Emissary's Tongue. The roll to use that Charm now need enough to light an entire page with a ref lexive action.
only be made once per scene. Also, neither the Solar nor the targets In addition, Sunrise Inwell Spirit is enhanced by many other
of his persuasion receive +3 to their MDV when the Solar engages Solar Linguistics Charms. If the Lawgiver has the Whirling Brush
in social combat in a language he does not understand. Method, he can increase the speed of his writing to (Essence x 20)
his normal pace rather than (Essence x 10) when writing in light. If
Peerless Penmanship Prana he has the Poetic Expression St yle, the glyphs become self-
Cost: ; Mins: Linguistics 4, Essence 2; Type: Permanent translating: they will re-draw themselves in the native language of
Keywords: None whoever reads them, so long as the Lawgiver speaks that language.
Duration: Permanent With the Excellent Emissarys Tongue Charm, the glyphs can even
Prerequisite Charms: Whirling Brush Method be read by those who have no language in common with the Solar,
The golden pens of the Chosen write with impossible grace, taking on a supernally legible form, though fine details and
the beaut y of each letter and character rivaling that of the most abstract concepts cannot be conveyed.
alluring of maidens. The maximum Mental Defense Value penalt y
the Solar can inf lict on those reading his written attacks based on Word Of Imposed Stillness
his Linguistics rating is doubled. At Essence 6, the limit is removed Cost: 7m, 1wp; Mins: Linguistics 5, Essence 5; Type: Ref lexive
altogether. (Step 2)
Keywords: Combo-OK, Obvious
Sage Solar Composition Duration: One Tick
Cost: 10m, 1wp; Mins: Linguistics 4, Essence 3; Type: Simple Prerequisite Charms: Unbreakable Fascination Method
(Dramatic Action) The power of the Lawgivers goes beyond simple words, but
Keywords: Combo-OK, Training within words lie its roots, and the character takes advantage of this.
Duration: Instant He speaks a single word, a word of such power and command that
Prerequisite Charms: Flawless Brush Discipline all combat is forced to a halt for a brief moment around her. This
The insight of the Lawgivers is unparalleled and opens up the Charm must be activated against the first attack that is resolved in a
minds of those willing to pay attention. This Charm is the given tick. This Charm acts as a perfect defense against all attacks
dramatic action of writing an instructional text. In that text the that resolve in that tick, regardless of who is attacking or defending,
provided that either the attacker or the defender is within (Essence

93 i 93
x5) yards of the character. Swords shudder as they strike the force of
the word, arrows shatter against the air or fall to the ground, and Ride Charms
even punches and grapples are stilled. This effect is not mental
inf luence; the power of the character's words physically stops all Aquatic Spirit Steed
attacks in their tracks. Note also that this Charm does not Cost: ; Mins: Ride 5, Essence 4; Type: Permanent
distinguish between friends and enemies; all attacks are stopped Keywords: None
regardless of their source. Duration: Permanent
Prerequisite Charms: Phantom Steed
Sunlight does not penetrate in to the waters of the deep sea
unless the Solars carry it there. The mount summoned by Phantom
Steed becomes at home in the sea, gaining the abilit y to move
freely and swim through water or other liquid environments at it's
standard movement rate. Additionally, the mount no longer needs
to breathe, though the Lawgiver is not so blessed.

Assault Ram Style


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

Attendant Chariot Gesture


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

Experienced Pilot's Understanding


Cost: 1m; Mins: Ride 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Placing their hand upon any vehicle that is piloted using the
Ride Abilit y and infusing the craft with the momentary soft glow
of Essence that fades in a split second, the Solar is able to
intimately understand the basic workings of any transportation
vehicle. This Charm allows the Solar to ignore the Ride
requirement for any vehicle for the remainder of the scene for the
purposes of piloting the vehicle.

Heroic Course Familiarity


Cost: ; Mins: Ride 1, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The important thing is not that a Solar has learned to pilot a
vehicle or tame a mount, but whether she does what her nature

i 94 94
calls her to do. This Charm permanently enhances the Exalt, minimum of 1m). When the charm is used in this way, each trait of
allowing her to ignore any penalties due to lack of appropriate the steed that the Lawgiver chooses is changed to that of the
Abilities (required Ride, Lore, etc.) when attempting to pilot a Ride- phantom steed.
based vehicle. When she stunts to control an animal or pilot a
Ride-based vehicle, she converts any stunt dice gained into Narrow Escape Strategy
automatic successes. Cost: 6m; Mins: Ride 4, Essence 3; Type: Ref lexive (Step 8)
Keywords: Combo-OK, Obvious
Impossible Maneuver Execution Duration: Instant
Cost: 3m; Mins: Ride 2, Essence 2; Type: Ref lexive Prerequisite Charms: Impossible Maneuver Execution
Keywords: Combo-OK, Mirror (Dark Rider Aptitude) Making things look too easy wouldnt be impressive enough,
Duration: Instant would it? The Solar pilot of a Ride-based vehicle or mount uses this
Prerequisite Charms: Heroic Course Familiarit y Charm when an attack successfully hits (or when making a
This Charm may be used to enhance a Ride action to pilot a ramming attack with a vehicle), adding his (Ride + Essence) to the
vehicle or mount, adding (the Solars Essence) extra successes to the conveyances soak and Hardness. Vehicles may still appear to suffer
roll. the effects of damage they ignore; this is cosmetic, serving to look
cool and agitate technicians and grooms.
Lightning Mount Technique
Cost: 3m; Mins: Ride 2, Essence 1; Type: Ref lexive Perfected Steed Of Light
Keywords: Combo-OK, Touch Cost: ; Mins: Ride 5, Essence 4; Type: Permanent
Duration: One Scene Keywords: None
Prerequisite Charms: Any Ride Excellency Duration: Permanent
The steeds of the Lawgivers run like the wind. This Charm Prerequisite Charms: Phantom Steed
increases the distance the Solar's mount covers per tick using a The character's spiritual mount becomes incredible almost
Move or Dash action by his Ride score in yards. He can increase beyond imagining; no mortal steed can even begin to compare.
this further with Ride excellencies, spending up to his (Dexterit y + This charm improves the abilities of the mount conjured by
Ride) in motes to add that many yards to the distance covered in Phantom Steed if he spends an additional willpower when he
one tick with a Move or Dash action by his mount. activates the charm. The improved mount enjoys the benefits of all
Permanent t ype charms the Lawgiver possesses, such as Ox-Body
Love Of Rider And Ridden Technique or Phoenix Renewal Tactic (though it does not provide
Cost: ; Mins: Ride 3, Essence 2; Type: Permanent the mount with an Essence pool to power the charms if they
Keywords: None require motes) and increases all of it's base attributes by one dot as
Duration: Permanent well.
Prerequisite Charms: Master Horseman's Techniques
A solar equestrian cherishes his mount, and his kindness is Pilot's Operational Finesse Technique
repaid. The character and his mount may each defend each other Cost: 5m; Mins: Ride 5, Essence 3; Type: Simple
against attacks if they so choose. Any incoming attack against one Keywords: Combo-OK
may be treated as if directed against the other for purposes of steps
Duration: Indefinite
2 through 6 of attack resolution. Prerequisite Charms: Quickened Response Technique
Gaining an intimate understanding of the workings of her
Majestic Bearing Intuition chosen vehicle, the Lawgiver is able to take greater care when
Cost: 6m, 1wp or 0m, 1wp; Mins: Ride 5, Essence 4; Type: Simple operating her vehicle. This Charm puts off the necessit y for
(Speed 3, DV -0) required maintenance of any vehicle piloted by use of the Ride
Keywords: Combo-OK Abilit y as long as the motes remain committed without any
Duration: One scene negative effects upon the vehicle the Solar is enhancing, so long as
Prerequisite Charms: Pilot's Steady Hand the Solar is the only pilot of the vehicle. This Charm automatically
Second nature does not begin to describe how deftly the ends prematurely whenever someone else pilots this vehicle, or the
Solar Exalted handle their conveyances. For the rest of the scene vehicle undergoes any maintenance.
after activating this Charm, the Exalt makes Ride rolls to control
vehicles or mounts as a ref lexive instead of Miscellaneous action. Pilot's Steady Hand
This benefit is universal at the normal cost of six motes and one Cost: 4m; Mins: Ride 3, Essence 2; Type: Ref lexive
Willpower, but the Solar may activate the Charm at no mote cost, Keywords: Combo-OK
restricting its benefit to loyal animals and vehicles he owns (see Duration: One scene
Exalted, p. 238). Prerequisite Charms: Impossible Maneuver Execution
Spinning a wagon around in mid-gallop, riding skis around the
Mount-Imbuing Technique inside of an ice cavernsuch displays of daring come easy to the
Cost: ; Mins: Ride 5, Essence 3; Type: Permanent Solar Exalted. For the rest of the scene after activating this Charm,
Keywords: None subtract half the Solars Essence from the difficulties of any piloting
Duration: Permanent maneuvers the Exalt makes with loyal animal mounts or Ride-based
Prerequisite Charms: Phantom Steed vehicles that he owns. This reduces a mounts Control rating for
There is magic enough in a loyal relationship bet ween mount the purposes of handling it.
and rider to empower great deeds. This charm permanently
improves the capabilities of Phantom Steed; henceforth, rather Quickened Response Technique
than conjure a steed, the Exalt may choose to touch his current Cost: 4m; Mins: Ride 3, Essence 3; Type: Simple
mount (which must have a control rating no greater than the Keywords: Combo-OK
Lawgiver's Ride rating) and imbue it with the capabilities of his
phantom steed; this reduces the cost of Phantom Steed by 5m (to a

95 i 95
the Solars permanent Essence. Their durations are extended into
Duration: One scene weeks instead of days at Essence 6 or more.
Prerequisite Charms: Experienced Pilot's Understanding
Lawgivers are masters of grace, balance and form. Finding the
perfect path through streams of air, a Solar can improve the
effectiveness of motion when piloting or riding personal
transportation vehicles that are controlled by use of the Ride
Abilit y. The Solar adds their Essence to the Maneuverabilit y Rating
of their vehicle for the remainder of the scene.

Sun And Moon Rise In Unity


Cost: ; Mins: Ride 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Ride Excellency
In the First Age, Solar and Lunar Exalted were often mates and
life partners sharing in the joys and tribulations of each other's
lives. Often when moving into battle, a Lunar would shift into a
fearsome beast that their mate would furter empower with essence
until not even the Primordeals could stop them.Mechanically, this
charm is a rather intimate bonding between a Solar Exalted and a
Lunar Exalted that empowers them both.
In most circumstances, this couple was married or had a similar
arrangement. This charm is always active and allows charms that
affect the Solar to also affect the Lunar and vice versa as long as
they are touching. If the Solar and Lunar are seperated this effect
lasts a number of actions equal to the respective Exalt's Essence.
Finally, it allows a Solar or Lunar to share their essence with their
mate at a rate equal to their combined Essence every tick. This
moving of essence does not generate an anima banner, though its
use certainly could.

Two Fight As One Technique


Cost: 3m per point; Mins: Ride 1, Essence 2; Type: Ref lexive
Keywords: Combo-OK, Touch
Duration: One Scene
Prerequisite Charms: None
The Solar and his mount fight with supreme coordination.
This Charm gives the Solar's mount a Dodge DV equal to (Solar's
Dexterit y + Ride + Essence) divided by t wo, rounded up. This DV
can be boosted as normal with Ride Excellencies. It also increases
the Ride cap on combat abilities used while mounted by one point
per three motes spent. For example, a Solar with Melee 5 and Ride
3 could spend 6 motes and use his full Melee pool while mounted.
This Charm always costs at least 3 motes to activate.

Unity Of Radiant Glory


Cost: (+3m); Mins: Ride 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Single Spirit Method
The Lawgiver's mount partakes of his Solar power. This Charm
enhances the character's Worthy Mount Technique. It allows him
to activate Simple and Extra Action Charms for his mount, adding
three motes to their cost. It also removes Single Spirit Method's
prohibition of using Supplemental Charms in combos with Simple
Charms.

World-Crossing Stamina
Cost: ; Mins: Ride 5, Essence 4; Type: Permanent
Keywords: Mirror (Unceasing Terror Stamina)
Duration: Permanent
Prerequisite Charms: Phantom Steed, Wind-Racing Essence
Infusion
This Charm permanently extends the durations of Phantom
Steed and Flashing Thunderbolt Steed to a number of days equal to

i 96 96
Infusion, increasing the bonus it provides to (Solars Essence).
Sail Charms When the Exalt is personally piloting a vesselnot simply
commanding a crewthis Charm adds its bonus successes to all
Confident Captain's Awareness Sail-based piloting rolls the Solar makes, even if they do not serve
Cost: ; Mins: Sail 5, Essence 3; Type: Permanent to aid the ships survival.
Keywords: None
Duration: Permanent Flashing Thunderbolt Sailing Method
Prerequisite Charms: Ship-Claiming Stance Cost: 5m, 1w; Mins: Sail 5, Essence 3; Type: Simple
Aboard his own vessel, every captain is king. Among kings, the Keywords: Combo-OK, Touch
Lawgiver is a god. His awareness of his domain is unrivaled and Duration: One Day
nothing occurs aboard his vessel without his knowledge. While Prerequisite Charms: Lightning on the Water Technique
aboard a vessel that the Solar owns through use of Ship-Claiming Essence pours through the ships of the Lawgivers, lending
Stance, he gains the following benefits. them fantastic speed. The ship travels at (Solar's Sail + Essence) x
He is automatically aware of anything that might cause his 10 miles per hour above its normal speed.
vessel harm, preventing unexpected attacks and carelessly
wandering into hidden dangers while he pilots. This allows him to Golden Cove Trick
apply the vessel's DV against such attacks and dangers if he would Cost: 8m, 1wp; Mins: Sail 6, Essence 6; Type: Simple
not be able to otherwise but does not guarantee success. Oceanic Keywords: Combo-OK, Obvious, Touch
Omniscience Intuition provides more long-term awareness of Duration: Indefinite
maritime hazards. Prerequisite Charms: Sea Ambush Technique
He is aware of the precise location and number of people on
With some effort, the Lawgiver learns to hide his ship from all
his vessel and can distinguish his crew from his passengers and the world. At least, until it is needed and called for again. The Solar
both from stow-aways. uses this Charm to banish a vehicle he owns to Elsewhere, which
He is aware of the precise amount and condition of cargo
must have no crew or passengers on it and must fit within a mile-
aboard his vessel. radius sphere. When the motes are released, the ship will appear in
If any harm is done to anyone aboard those aboard his vessel
the nearest open space big enough to house it; if no such space
or to the cargo he carries, he is aware of it immediate after the fact. exists within a mile, the ship fails to appear and the connection to
If any magical effects contest this awareness, the Solar adds his
Elsewhere is lost, dooming the vessel to f loat endlessly outside
(Essence) in automatic successes to defeat its effects if they originate Creation. This Charm does not affect manses with the Mobile
from outside his vessel, or (Essence + Sail) if they originate on power.
board.
If the Solar also knows Invincible Admiral Method, he no Gracious Hospitality Of Flotsam
longer needs to be aboard the vessel to gain this awareness and is Cost: 4m, 1wp; Mins: Sail 4, Essence 3; Type: Simple (Speed 3)
equally aware of any vessel he has claimed. He still must be piloting Keywords: Combo-OK, Obvious
the vessel in order to allow it to manuever around otherwise Duration: Indefinite
unexpected attacks or other unseen dangers. Prerequisite Charms: Ship-Claiming Stance
All Creation looks toward the Lawgivers with hope and fear,
Enemy-Escaping Swerve and reaches out to them in their moments of need. In turn, the
Cost: 10m, 1w; Mins: Sail 5, Essence 3; Type: Ref lexive Solar reaches out to them in their moments of weakness and
Keywords: Combo-OK, Touch empowers them. This charm allows a solar to treat any object that
Duration: Instant can f loat in water and support at least one pound of weight, no
Prerequisite Charms: Enemy-Evading Navigation matter how fragile or leaky, as a boat as stable and luxurious as a
The Solar's ship easily avoids his enemy's pitiful attempts to prince's yacht; solars using this charm can ride out churning
destroy it. This Charm is used in response to an attack on the Western monsoons in wicker baskets or origami canoes. While this
Solar's ship. The Solar's ship swerves at the last instant, perfectly charm is active, all external penalties to Sail checks due to poor
dodging the attack even if it was undodgable. This Charm has one equipment are ignored. As long as the Lawgiver rides the magic
of the Four Flaws of Invulnerabilit y. vessel, he is considered to be resting in a luxurious cabin for
purposes of determining environmental damage.
Enemy-Evading Navigation At Essence 4, you may choose one additional bonus feature
Cost: 5m; Mins: Sail 3, Essence 2; Type: Simple from the list below. At Essence 5 or higher, you may choose three.
Keywords: Combo-OK, Touch The resulting vessel is of superior qualit y; the magical vessel

Duration: One Scene grants t wo additional dice to Sail checks as an equipment bonus.
Prerequisite Charms: Any Sail Excellency Spend four additional motes; you may then use this charm on

The Solar's ship eludes his enemy's weapons. This Charm gives any object that f loats, regardless of how much weight it can support.
the Solar's ship a Dodge DV equal to (Solar's Wits + Sail + Essence One could f loat down the Yanaze on a single lily pad.
+/- Maneuverabilit y)/2 for the rest of the scene. This DV can be (Costs 2) Your vessel, no matter how small, will comfortably

boosted as normal with Sail Excellencies. fit your Essence in passengers. They may have to balance on each
other's shoulders and help hold up the sail, but the magic of the
Expert Pilot Concentration charm will make such contortions perfectly comfortable, though
Cost: ; Mins: Sail 5, Essence 3; Type: Permanent possibly awkward socially.
(Costs 3) The Solar is not limited to the seas. The vessel may
Keywords: Mirror (Bloody Reaver Expertise)
Duration: permanent now catch wind currents and f ly as a seagull at about 15 miles per
Prerequisite Charms: Storm-Weathering Essence Infusion hour; this requires the additional expenditure of 4 motes per hour,
There are no vehicles the Solar Exalted can not control, and 3 successes on a Sail check and the continuous attention of the
they control them all with unsurpassed finesse. This Charm pilot (one miscellaneous action every action). If his attention
permanently enhances the Exalts Storm-Weathering Essence wavers, the vessel plumets from the sky as gracefully as a stone.

97 i 97
Hull-Strengthening Focus revoke the Solars ownership of their ship for as long as they
choose as a ref lexive diceless action.
Cost: 8m, 1w; Mins: Sail 4, Essence 2; Type: Simple
In addition, this Charm enhances the Ship-Claiming Stance
Keywords: Combo-OK, Touch
Charm, allowing it to be used to usurp ownership owned by
Duration: One Scene
Essence channelers. Doing so requires them to make an
Prerequisite Charms: Hull-Toughening Tactic
(Essence+Sail) roll, at a difficult y equal to the owners Essence.
The Solar's ship endures all assaults upon it. This Charm adds
the Solar's Essence score times five to his ship's bashing and lethal
soak for the rest of the scene. Sailing The Sky Technique
Cost: 10m, 1w; Mins: Sail 5, Essence 5; Type: Simple
Hull-Toughening Tactic Keywords: Combo-OK, Touch
Duration: One Day
Cost: 4m; Mins: Sail 3, Essence 2; Type: Ref lexive
Prerequisite Charms: Flashing Thunderbolt Sailing Method
Keywords: Combo-OK, Touch
The Solar's ship takes to the sky. This Charm gives a ship the
Duration: Instant
Solar owns the abilit y to f ly. It can travel at a Speed equal to its
Prerequisite Charms: Any Sail Excellency
normal speed times the Solar's Essence score.
The Solar's ship withstands might y blows. This Charm adds
the Solar's Essence score times five to his ship's bashing and lethal
soak against one attack or other damage source. Sailing The Sweetwater Sea
Cost: 8m, 1wp; Mins: Sail 5, Essence 3; Type: Simple
Invulnerable Solar Vessel Keywords: Combo-Ok
Duration: One Journey
Cost: 4m per Resources dot, 2wp; Mins: Sail 5, Essence 4; Type:
Prerequisite Charms: Ship-Claiming Stance, Salt y Dog Method
Simple (Speed 10 in long ticks)
The Lawgiver sails in luxury, and the mundane nuisances of the
Keywords: Mirror (Dark Souls Fly SailsObvious
high seas cannot trouble his vessel. While this Charm is active,
Duration: One year
anyone the Solar has welcomed aboard a vessel he owns is immune
Prerequisite Charms: Shipwreck-Surviving Stamina
to scurvy, sea sickness, and any other illnesses associated with
It is impossible for the Solar Exalted to be stranded. This
travel by sea (and, hypothetically, by air if the Solar pilots an
Charm conjures out of the Exalts anima a Sail-based vehicle. It may
airship) and may drink saltwater without ill effect or unpleasant
be any mundane vessel, with a Resources cost no more than the
taste. Those accepted by the Solar also add extra dice to their
Exalts permanent Essence. Conjured ships have no weapons unless
Survival rolls equal to the Solars Sail rating. Additionally, the
they are a standard part of every model of the ship, such as an
Solars vessel sheds all vermin that might inhabit it, such as rats in
Imperial Triremes ram. See Scroll of Kings for more on mundane
the cargo hold or barnacles on the hull. For the remainder of the
vehicles.
journey, his vessel is warded against such creatures. They will not
When the Solar first learns this Charm, he understands how to
board or attach to the hull unless compelled by supernatural
summon a single mundane vehicle that he is familiar with.
means, and any being that attempts to force these creatures past the
Learning to summon other vehicles costs three experience points
wards of this Charm must first beat the Lawgiver in an contested
each.
Essence roll. The Solar need not accompany the vessel on its voyage
if he claims mystical ownership of it via Ship-Claiming Stance, but
Lightning On The Water Technique he must see the vessel off as it departs from harbor.
Cost: 3m; Mins: Sail 2, Essence 1; Type: Ref lexive
Keywords: Combo-OK, Touch Sun-Racing Clip
Duration: One Scene
Cost: 5m, 1wp; Mins: Sail 4, Essence 2; Type: Simple
Prerequisite Charms: Any Sail Excellency
Keywords: Combo-OK, Mirror (Screaming Wind Voyage)
The ships of the Lawgivers move like lightning across the
Duration: Varies
waves. Whether the ship is moved by sails, oars, or a more exotic
Prerequisite Charms: Perfect Reckoning Technique
mode of propulsion, this Charm supports the movement of the
The glorious vitalit y of a life at sea fills not just the crew, but
Solar's ship with Essence. The Speed of the ship per tick is
the vessel itself. Using this Charm, the Solar directs the course of a
increased by a number of yards equal to (Solar's Sail score times 5).
ship, with the Charms effect ending as soon as the Solar is no
The Solar can use Excellencies to boost this further, spending up to
longer in charge or no longer personally directing the ships course.
his (Wits + Sail) in motes and adding five yards to the ship's Speed
While the Exalt captains the vessel, its maximum speed increases
per point of increase in his (Wits + Sail) static rating. This boost
by (Solars Essence x 2)/(Solars Essence x 4)mph.
lasts one tick per use of an Excellency.

Righteous Protocols Of The Solar Navy Sunset-Racing Caravel


Cost: (+2m, 1wp); Mins: Sail 5, Essence 3; Type: Permanent
Cost: ; Mins: Sail 5, Essence 4; Type: Permanent
Keywords: None
Keywords: None
Duration: Permanent
Duration: Permanent
Prerequisite Charms: Salt y Dog Method, Perfect Reckoning
Prerequisite Charms: Invincible Admiral Method, Ship-Claiming
Technique
Stance
Such is the Lawgivers skill that even the most ungainly barge
The admirals of the Solar navy lead entire f leets of ships,
may be piloted with the grace and speed of a fine racing yacht.
commanding the personal loyalt y of each warships small god. This
With elegant ease he sails circles around his foes. This Charm
Charm causes a Solar be treated as the owner of any ship that is
permanently upgrades its prerequisites.
owned by a character who is either loyal to him or whom he has
When the Solar uses Perfect Reckoning Technique, he may
legitimate legal or military authorit y overfor example, a mortal
choose to spend two additional motes and one temporary
ally gained through the Followers background, or a lieutanant who
willpower to add +50% yards per tick / +50% mph to the
serves under him in a naval chain of command. However, those
maximum speed of his vessel per dot of Permanent Essence he
characters retain ownership of their ships, and may at any time

i 98 98
possesses. Additionally he adds his (Sail) to the vessels
Maneuverabilit y. Socialize Charms
When he uses Salt y Dog Method with the optional increased
cost, the vessels Dodge DV does not suffer from Onslaught or Chorus Of One Hundred Voices
Coordinated Attack penalties. Cost: 10m, 1w; Mins: Socialize 5, Essence 4; Type: Supplemental
Keywords: Combo-OK
Yacht Of The Glittering Waves Duration: Instant
Cost: 6m, 1wp; Mins: Sail 4, Essence 3; Type: Simple (Speed 6 Prerequisite Charms: Voice of Sublime Leadership
Long Ticks) The Lawgivers coordinate huge numbers of people in debates.
Keywords: Combo-OK, Obvious This Charm supplements an action to coordinate a social attack.
Duration: Indefinite The base difficult y of the (Charisma + Socialize) roll made to
Prerequisite Charms: Ship-Claiming Stance coordinate is divided by the Solar's Essence, for a difficult y equal to
This charm conjures a small boat of pure Essence, large enough the number of people coordinated, divided by (Solar's Essence
to comfortably house the Solar and a number of compatriots equal times two), rounded down. If placed in a Combo with Voice of
to his Essence. The boat may have whatever appearance the Sublime Leadership, the number of people that can be coordinated
Lawgiver desires, save that it is made of golden light, but it is still with that charm is multiplied by the Solar's Essence. Without
unmistakably a boat. The boat can manifest oars, sails, or other charms or other magic, a combatant cannot be engaged by more
non-powered means of propulsion at no cost; it is a good ship, and than five other combatants unless they use Performance based
adds the Solar's Essence as an equipment bonus to Sail checks. The social attacks,, which affect all within hearing distance.
conjured boat is a valid target for Sail charms that do not directly
depend on the existence of a boat's little god; it has none. Circle Speaks As One
Cost: 2m; Mins: Socialize 3, Essence 2; Type: Ref lexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Socialize Excellency
A Circle of Solars coordinates in debates, attacking their
opponent's position from every angle. A use of this charm replaces
an action to coordinate a social attack; the coordinated attack still
takes place five ticks after the use of this charm, but coordinating
attacks no longer counts as an action for DV and multiple action
penalties. The Solar rolls (Charisma + Socialize) at a difficult y
equal to half the number of people coordinating, as normal.
Success still inf licts a penalt y on the target's MDV equal to half
the number of people coordinating, plus one per threshold success,
to a maximum of the number of people coordinating.

Courtier's Ear Technique


Cost: 3m; Mins: Socialize 2, Essence 1; Type: Ref lexive (Step 1)
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Socialize Excellency
The Solars have mastered the f low of social discourse, and all
deception is revealed to them. this Charm allows the character to
recognize as lies all deliberate lies presented to him, and to
recognize half-truths as half-truths. This means that all unexpected
social attacks become expected. If another Charm contests this
effect, add the Solar's Essence score in automatic successes to the
opposed roll.

Dragon-Shaping Enthusiasm
Cost: 5m, 2wp; Mins: Socialize 4, Essence 3; Type: Simple
(Dominion Action)
Keywords: Combo-OK, Mandate
Duration: Instant
Prerequisite Charms: Taboo Inf licting Diatribe
With subtle whispers or glorious commandment, the Solar
Exalted guide the structures of nations. This Charm is identical to
the Dragon Rearranges Scales Maneuver (Exalted Storytellers
Companion, p. 148) except that its duration is instant. A savant
Solar may use this Charm on behalf of his dominion.

Eloquent Dignitary's Smile


Cost: 3m per point; Mins: Socialize 1, Essence 2; Type: Ref lexive
Keywords: Combo-OK, Social

99 i 99
Duration: One Scene Court is a dangerous place to display ones passion without
Prerequisite Charms: None calculation. The Lawgivers Mastery of Small Manners adds
The Solar's f lawless manners and perfect poise def lect the (Socialize) to the difficult y of attempts to discern or read her
arguments of his opponents. As the Solar activates this Charm, his intentions, Intimacies, Motivation, Virtues or other social qualities.
posture, expression, and voice become dignified and beautiful, See Exalted, p. 131 for more on reading a person. While active, it
increasing his Dodge and Parry MDVs by half his Socialize rating, also becomes impossible to tell if the Solar is lying. If such perfect
rounding up. This Charm also increases the Socialize cap on lies meet a perfect truth-discerning effect, the Solars player adds
effective abilit y scores in mass social combat by one per three motes (Exalts Essence) to their contesting roll.
spent. For instance, if the Solar had Presence 5 and Socialize 3, he
could spend 6 motes and use his entire Presence pool. This Charm Irrefutable Demonstration Of Sincerity
always costs at least 3 motes. Cost: 5m, 1w; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social, Illusion
Emulation Of The Harmonious Eclipse Duration: One Scene
Cost: 13m, 1w; Mins: Socialize 4, Essence 3; Type: Simple Prerequisite Charms: Principled Adherence to Truth
Keywords: Combo-OK, Obvious, Touch The Solar's speech is so profound that it's hearers cannot help
Duration: Instant but believe its sincerit y. The Solar makes a short speech and rolls
Prerequisite Charms: Any Socialize Excellency (Manipulation +Socialize.) Any listener whose MDV is less than
Even those Solars not chosen for the Eclipse Caste can become the successes on the roll is subject to an unnatural mental
exquisite diplomats, and learn the art of the sanctified oath. This inf luence to believe that the Solar is sincere. This is an Illusion
charm allows the Solar to emulate the Eclipse anima power. The effect that costs two willpower to resist for a scene. This obvious
Solar invokes this charm as a promise is sealed with a handshake, forthrightness persists for the rest of the scene.
touching the hands of the parties to the oath if she is not one of
them. If a participant breaks the oath, they will be cursed,, Lord-And-Vassals Agreement
suffering (Solar's Essence) horrible botches, each at a critical Cost: 5m; Mins: Socialize 4, Essence 3; Type: Ref lexive
moment (chosen by the Storyteller.) This charm does not grant the Keywords: Combo-OK, Social
diplomatic immunit y from ancient pacts, since the Solar is not Duration: Instant
actually an Eclipse. It does not allow the Solar to learn non-Solar Prerequisite Charms: Gathering the Congregation
charms, either. Those that attach themselves to the Solar Exalted bask in
ref lected glory. This Charm is a coordinate social attacks action,
Eye-For-Passions Scrutiny except that it is ref lexive, so it suffers and imposes no multiple
Cost: ; Mins: Socialize 5, Essence 4; Type: Permanent action penalties and imposes no DV penalt y. The participants
Keywords: None must still wait for the Exalts next action to make their attack.
Duration: Permanent
Prerequisite Charms: Understanding the Court, Mastery of Small Loyalty-Affirming Speech
Manners Cost: 7m; Mins: Socialize 4, Essence 2; Type: Simple (Speed 5 in
Any action of desire reveals the truth of a person. When long ticks)
someone has made a social attack in the Exalts presence while Keywords: Combo-OK, Social
Mastery of Small Manners is active, even if the Lawgiver is Duration: One Scene
otherwise uninvolved, she learns much about the participants. If Prerequisite Charms: Eloquent Dignitary's Smile
the attack is meant to encourage others to support or adopt the The Solar's speech reassures his underlings and strengthens
attackers Virtues, Intimacies or Motivation, or if the defender is their confidence in his leadership. The Solar rolls (Charisma +
gaining a bonus to MDV from the same, or both, all such Socialize) and adds the successes to his social unit's temporary
supporting traits are revealed to the observant Exalt. She may read Loyalt y. This charm can raise Loyalt y above its permanent value.
or be read the relevant traits from the characters sheets. These temporary loyalt y points are lost first in social combat, and
disappear when the charm ends. A social unit can benefit from
Glorious Affirmation Stance only one Loyalt y-Affirming Speech at a time. If the Solar uses this
Cost: 4m; Mins: Socialize 5, Essence 5; Type: Simple charm again, the previous use ends and the Loyalt y the previous
Keywords: Mandate use generated disappear.
Duration: Indefinite
Prerequisite Charms: Master of Societ y Technique Manipulation Enhancing Practice
Who could but love their Solar rulers? As long as this Charm is Cost: 4m per point; Mins: Socialize 4, Essence 2; Type: Simple
in effect, any time a group under the Exalts leadership would need Keywords: Combo-OK, Stackable
to spend more than one Loyalt y to resist a social attack or social Duration: One Scene
Charms effects, they need spend only one Loyalt y to do so. When Prerequisite Charms: Any Socialize Excellency
another dominions actions would force the Solars to gain Limit, This Charm suffuses the character with Solar Essence,
either through its reaction or as a direct result of the action, the temporarily increasing his Manipulation. It adds one dot to the
amount of Limit gained is reduced by one, to a minimum of zero. character's Manipulation for each three motes spent. No
The Exalt must be a legitimate sorcerer in the dominion to apply combination of charms that includes Manipulation Enhancing
this Charms effects. If the Lawgiver is ever not the leader or Practice can increase his Manipulation by more than his Essence,
legitimate sorcerer of the dominion, this Charm lapses. and this bonus is treated as a dice bonus from Charms.

Golden Courtier Infallibility Master Of Society Technique


Cost: ; Mins: Socialize 3, Essence 2; Type: Permanent Cost: ; Mins: Socialize 5, Essence 4; Type: Permanent
Keywords: Mirror (Tomb-Soul Quietude) Keywords: Mandate
Duration: Permanent
Prerequisite Charms: Mastery of Small Manners

i100 100
Duration: Permanent Duration: Instant
Prerequisite Charms: Wise-Eyed Courtier Method, Wild Revelry Prerequisite Charms: Gathering the Congregation
Approach, Taboo Inf licting Diatribe The nations of the Lawgivers take swift, decisive action. This
This Charm permanently enhances the Solars Wise-Eyed Charm enhances a dominion action taken by a dominion that the
Courtier Method, Wild Revelry Approach and Taboo Inf licting Solar leads as a sorcerer, reducing the activation time of that action
Diatribe, reducing the effective Magnitude of groups the Exalt to instant if it would be longer. At Essence 6+ this Charms mote
targets with those Charms by (her Essence). When those Charms cost is reduced to five.
are used under the Mandate of Heaven rules, a target dominions
effective Magnitude is only reduced by one. Stirring Oratory Practice
Cost: 2m per Loyalt y cost increase; Mins: Socialize 4, Essence 3;
Patently Obvious Truth Technique Type: Supplemental
Cost: 10m, 1w; Mins: Socialize 3, Essence 2; Type: Simple Keywords: Combo-OK, Social
Keywords: Combo-OK, Illusion, Social Duration: Instant
Duration: Solar's Manipulation in days Prerequisite Charms: Eloquent Dignitary's Smile
Prerequisite Charms: Irrefutable Demonstration of Sincerit y The Solars excel at making stirring speeches on the political
The Solar makes a statement about a matter of fact, and her stage. This charm enhances a social attack on a social unit. For
words are obviously true. Roll (Manipulation + Socialize.) One every 2 motes the Solar invests in this charm, the Loyalt y cost to
target, if the successes on this roll exceed their Dodge MDV, resist the attack increases by one, with a maximum increase of the
believes this fact to be true for the Solar's Manipulation score in Solar's Essence score.
days. This is an unnatural mental inf luence and an Illusion effect
that can be resisted for 1 willpower per day. Stubborn Solidarity Technique
Cost: 10m, 1w; Mins: Socialize 4, Essence 4; Type: Simple (Speed 5
Persuading The Mirror Technique in long ticks)
Cost: ; Mins: Socialize 4, Essence 3; Type: Permanent Keywords: Combo-OK, Social
Keywords: Social Duration: One Scene
Duration: Permanent Prerequisite Charms: Loyalt y-Affirming Speech
Prerequisite Charms: Any Socialize Excellency The Solar's faction is unmoved by the eloquence of her
"You know, sometimes I even impress myself." opponents. For the rest of the scene, whenever the faction the Solar
The Lawgiver is so persuasive that he can change his own leads must pay Loyalt y to resist a social attack, the amount of
mind. This Charm makes the Solar a valid target for his own social Loyalt y they must pay is reduced by one.
attacks and Charms with the Social keyword. The Solar can choose
not to target himself with Performance-based social attacks. Tiger-In-The-Rushes Rally
Cost: 10m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple
Principled Adherence To Truth (Dominion Action)
Cost: 3m; Mins: Socialize 3, Essence 1; Type: Ref lexive Keywords: Combo-OK, Mandate
Keywords: Combo-OK, Social Duration: Instant
Duration: One Scene Prerequisite Charms: Slumbering-Bear-Wakes Attentiveness
Prerequisite Charms: None From out of the smallest villages, Solar heroes forge warrior-
The Chosen of the Sun do not reveal all they know. As long as nations. This Charm is a single, normal dominion action taken by
the Solar says nothing that he does not believe, all attempts to a dominion that the Solar is currently residing in. This action
discern his motivation reveal a motivation of his choice, and all occurs regardless of the dominions Magnitude and any other
attempts to see through a lie by omission or implication fail actions it has taken. For the purposes of this action, the Exalt is
automatically, unless the opponent is hostile or suspicious; for treated as the legitimate sorcerer of the dominion, despite any other
instance, if the Solar claims to be a guard out of uniform while sorcerers and their legitimacy. If another character is the real
wearing orichalcum plate and a fake beard. The Solar may lie by legitimate sorcerer for the dominion, they may choose to prevent
implication or omission, but not by spelling out the lie himself. this dominion action by increasing the dominions Limit by one.
Circuitous statements ("He doesn't not disbelieve you") may make A second purchase of this Charm at Essence 5+ increases the Limit
characters suspicious at ST discretion, giving them a two die bonus cost of suppressing the Solars action by two, and makes it
on the attempt to detect deception. impossible for the true legitimate sorcerer to suppress the action if
their Essence + Socialize is less than the Solars Essence + Socialize.
Restless Mind Technique
Cost: 3m; Mins: Socialize 4, Essence 1; Type: Ref lexive (Step 2) Uplifting Trials Of The Perfect
Keywords: Combo-Ok,Social Cost: 8m; Mins: Socialize 4, Essence 3; Type: Ref lexive (Step 2)
Duration: Instant Keywords: Combo-OK, Emotion, Mandate
Prerequisite Charms: None Duration: Instant
Lawgivers can easily see through the web of distracting banter Prerequisite Charms: Wild Revelry Approach
and subtle inf luences and, even when they cannot for see all such With kings such as the Solars, what people could truly be
nuances, they are inured to their unexpected bravado by essence. swayed by the enemy? The Solar activates this Charm in response
This Charm must be used in response to an un-expected social to any attack that targets a group he leads. If that attack fails to
attack; it removes the un-expected qualit y from it, allowing him to overcome the targets DV or some other value the group opposes
apply his MDV against it as normal. the attack with, the group gains t wo points of Loyalt y, even if this
would exceed the leaders Willpower rating. Loyalt y in excees of the
Slumbering-Bear-Wakes Attentiveness leaders Willpower dissipates one per day.
In the Mandate of Heaven, an Exalted savant or sorcerer may
Cost: 10m, 1wp; Mins: Socialize 4, Essence 3; Type: Supplemental
activate this Charm when another dominions action fails to
Keywords: Combo-OK, Mandat
impose Limit or trait loss on the Solars dominion

101 i101
This allows the Lawgivers dominion to reduce its current Limit T
by one or to regain a single Virtue channel.

Voice Of Sublime Leadership


Cost: 3m; Mins: Socialize 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Circle Speaks as One
The Lawgiver's coordinate their allies' speeches with supreme
perfection. This charm supplements an action to Coordinate
Attacks in social combat. The Solar rolls normally, but if he would
fail, he instead succeeds with a threshold of zero successes,
inf licting a penalt y on the target's MDV equal to half the number
of people coordinating. This charm can coordinate up to the Solar's
(Charisma + Socialize) in combatants.

i102 102
Chosen of the Sun

Chapter 7:
Index
Rare Artillery Inclusion 9
Index (By Ability) Singular Golden Barrage 9
Solar Comet Augmentation 9
General Ability Charms Stinging Swarm Attack 9
(Abilit y) Essence Perfection 3 Storm Of Sharp Steel 9
(Abilit y) Excellency Harmonization 3 Ten Storms Strike 9
Cursed (Abilit y) Excellency 3 Thousand Arrows Cloud Attack 9
Ego-Bolstering (Abilit y) Artistry 4 Titanic Weaponry Enhancement 9
Eternal Persistence Of (Abilit y) 4 Twisting Endless Streamer 10
Flawless (Abilit y) Transcendence 4 Typhoon Of Unstoppable Arrows 10
Forcing (Abilit y) Infinite-Flow Compatibilit y 4 Violent Destruction Bolt 10
Infinite Harmony Of (Abilit y) 4
Supernal Excellence Of (Abilit y) 4 Athletics Charms
Surging (Abilit y) Empowerment 4 Adamant-Crushing Grip 75
True (Abilit y) Enlightment 4 Blinding Radiance Distraction 75
Unbound (Abilit y) Understanding 5 Can't Flee The Day 75
Castle-Toppling Shove 75
Archery Charms Celestial Battle Form 75
Already Dead Aiming Trance 6 Crashing Retribution Blow 76
Blind Arbiter's Gaze 6 Dashing Cheetah 76
Bolts Of Solar Devastation 6 Delicate Mosquito 76
Cataclysm-Releasing Bolt 6 Dexterit y Enhancing Practice 76
Deadly Solar Pinions 7 Face The Day 76
Effortless Marksman Finesse 7 Flashing Hawk 76
Essence Arrow Harmonization 7 Flash Strike 76
Essence Bolts Mastery 7 Floating Butterf ly 76
Flare And Eclipse Method 7 Foe Of Creation Pursuit 77
Glorious Golden Artillery 7 Galloping Steed 77
Golden Filament Restring Exercise 7 Golden Avatar Apotheosis 77
Horde-Scattering Payload 8 Graceful Crane 77
Illimitable Righteous Missiles 8 Heaven-Spanning Leap 77
Immobilizing Arrow 8 Hopping Flea 77
Impossible Accuracy Fortune 8 Immovable Righteousness 77
Indomitable Arrow's Flight 8 Implacable Warrior Thews 77
Just Retribution Arrow 8 In A Flash Technique 78
Keen-Eyed Trajectory 8 Indomitable Sinews 78
Peerless Aim Of The Unconquered Sun 8 Jumping Frog 78
Peerless Archery Offensive 8 Lightning Stepping Method 78
Piercing Radiant Ray 9 Massive Ape 78

103 i103
Nimble Footwork 78 Dodge Charms
Racing Hare 78 Bending With The Unbreaking Reed 83
Raging Bear 79 Celestial Shadows Of The Sun 83
Stampeding Yeddim 79 Dancing Shadow Evasion 83
Sunbeam-Pursuing Alacrit y 79 Flickering Shadow Defense 83
Supreme Athletic Perfection 79 Fools Destroy Their Own Stance 83
Ten Ox Meditation 79 Godstep Understanding 83
Thunder's Might 79 Multi Shadow Dodging Method 83
Tiger's Blood Quickening 79 Near-Miss Kata 83
Twin Action Unit y 79 Ref lex Backf lip Stance 83
Unconquerable Might 79 Shaded Ally Intercession 84
Unsurpassed Strength Of The Sun 80 Sinuous Shadow Escape 84
Strike-Where-I-Was Foresight 84
Awareness Charms Swaying Reed Evasion 84
Application Of Enhanced Senses 80 Threefold Shadow Stance 84
Attentive Courtier Attitude 80 Wicked Strike The Wicked Technique 84
Creation-Spanning (Sense) 80 Wind-Dancing Willow 84
Expect The Unexpected Stance 81
Infinite Caress Of Sunlight 81 Integrity Charms
Insuperable Clarit y Of (Sense) 81 Adamant Destiny Declaration 36
Perception Sharpening Focus 81 Ascending Phoenix Arete 36
Perfection Of Sensual Memory 81 Blind God-King Hubris 36
Supernatural Awareness Trance 82 Blissful-Shining Defense 36
Treasure-Warding Caution 82 Burning The Phoenix Pinions 36
Without Pause Approach 82 Champion Of (Virtue) Meditation 36
Wits Sharpening Method 82 Essence Awareness Training 37
Essence Protecting Prana 37
Bureaucracy Charms Eternal Inviolabilit y 37
Ascending Enterprise Meditation 89 Faith-Inspiring Stance 37
Boom Without Bust Method 89 Glorious Solar Radiance 37
Creation-Ruling Pronouncement 89 Golden Lion Devotion 37
Lawgiver's Ministerial Dominion 89 Heroic Resurgence 37
Market-Commanding Proclamation 90 Hero's Purpose Meditation 37
Prophetic Accountancy Practice 90 Inviolable Body And Mind 37
Rapid Growth Protocol 90 Inviolable Edicts Of The Sun 38
Realit y-Reinforcing Hierarchy Technique 90 Inviolable Spirit 38
This Is Mine Method 90 Lamp Of Unyielding Faith 38
Unmindful Bureaucracy Technique 91 Living Avatar Of (Virtue) 38
Voice Of The People 91 Moment Of Certaint y 38
Omnipotent Golden Resolve 38
Craft Charms Pure-Heart Innocence Approach 38
All-Things Strengthening Energy 55 Sincerit y Inside And Out 38
Apotheosis Of The Inventor 55 The Heart Breathes Deep 38
Ceaseless Contrivance Competency 55 True Paragon of Virtue 39
Celestial Forging Abilit y 55 Unceasing Hero Prana 39
Dilligent Artisan's Methodology 55 Unconquerable Transcendence 39
Efficient Methodology Of The Artificer 56 Unstoppable Destiny Outburst 39
Eloquent Proclamation Of Sculpted Stone 56 What Do You Think Of That Def lection 39
Essence Crafting Gesture 56
Essence Devotion Method 56 Investigation Charms
Expert Foreman Discipline 56 Concealment-Shattering Revelation 59
Feats Of All Things Recipe 56 Deception Penetrating Technique 59
Golden Prodigy Epiphany 56 Flashback Epiphany Revelation 59
Great Craftsman's Intuition 57 Foot-Guiding Intuition 59
Infinite Understanding Of The God Machine 57 Golden Magistrate Clarit y 60
Inimitable Assembly Exercise 57 Heart-Reading Glance 60
Instant-Creation Methodology 57 Ineffable Truth Revelation 60
Master Artisan Method 57 Misdeed-Unveiling Illumination 60
Perpetual Preservation Proficiency 57 Plain As Day Approach 60
Reeds Into Gold Meditation 58 Revealing The Truth Defense 60
Steel Feather Prana 58 Secret Sensing Method 60
Tenfold Master Laborer Technique 58 Tale Of The World Intuition 61
Transcendence 58
Wonder-Sculpting Alacrit y 58 Larceny Charms
Worthy Panoply Investiture 58 Becoming-The-Master Subterfuge 85

i104 104
Celestial Dissembling St yle 85 Level Field Attitude 12
Conspirator-Sensing Glance 85 Lightning Finds Tree Approach 12
Distracting Glory Legerdemain 85 Masterless Flexibilit y St yle 13
Elsewhere Confiscation Methodology 85 Meteor-Driving Kick 13
False Scales Raiment 85 More-Than-Mortal Fist Arete 13
Hall Of Mirrors Practice 85 Palace-Shattering Judgment 13
Impenetrable Lifest yle Masquerade 86 Peon-Flinging Flick 13
Intimate Form Understanding 86 Sifu Exceeding Genius 13
Wonder-Appropriating Concentration 86 Solar Dragon Form 14
Steel-Shattering Palm 14
Linguistics Charms Storm Of Fists Prana 14
Ecstatic Golden Muse St yle 92 Strikes Of Promised Victory 14
Golden Author's Seal 92 Sunlight Out Of Shadow 14
Golden Paradise Dialect 92 Throat-Drumming Atemi 14
Harmony Of Word And Deed 92 Throwing The Light Technique 14
Infinite Potential Treatise 92 Thunderbolt Fist Attack 14
Masterful Language Retention 93 Thunderclap Rush Attack (2) 15
Nation-Transcending Tongue Of Heaven 93 Unhesitating Fist Approach 15
Peerless Penmanship Prana 93 Wielding The World 15
Sage Solar Composition 93
Sunrise Inkwell Spirit 93 Medicine Charms
Word Of Imposed Stillness 93 Aura Of Salubrit y 65
Battlefield Medicine Mastery 65
Lore Charms Blessing Of Wholeness 65
Appointment Of Divine Portion 61 Brilliance Of Transcendent Panacea 65
Apprentice-Tutoring Archmage Brilliance 61 Combat Medic Methodology 66
Ascendant Intellect Meditation 61 Consecrated Hospital Method 66
Binding Golden Edict 61 Deft Doctor's Expedience 66
Birthing The Golden Lineage 61 Fertile Blessing Of The Sun 66
Chaos-Warding Benison 62 Glorious Solar Surgeon 66
Dragon-Line Architect 62 Glow Of Sovereign Mendicant 66
Elder-Uplifting Generosit y 62 Incandescent Vision Of Infections 67
Eternal Golden Panoply 62 Mind-Cleansing Treatment 67
Gifted Apprentice Concentration 63 Mind-Restoring Method 67
Golden Lotus Sifu 63 Perfected Lustration Methodologies 67
Harmony Of The Infinite Direction 63 Woe-Conquering Hands 67
Hero Draws A Second Breath 63 Wyld-Cleansing Technique 67
History Accounting Regimen 63
Infinit y-Compassing Conquest 63 Melee Charms
Perfect Recall 63 A Hundred Rays Of Light 15
Savant Of The Second Age 63 Armor-Cracking Stance 15
Soul-Uplifting Incarna Presence 64 Autumn Resplendent 15
Sovereign Essence Resurgence 64 Avalanche Warding Blow 15
Sun Metal Mastery 64 Blade Works Alone 16
Thaumaturge Training Technique 64 Blazing Force, Blinding Speed 16
Unified Essence Theory 64 Blood Glutton Blossom 16
Wonder-Working Syllabus 65 Bronze Nimbus 16
Celestial Defending Method 16
Martial Arts Charms Chosen Hammer Strikes 16
Anvil-Shattering Cadence 10 Cleave The Flesh 16
Armor-Ripping Fingers 10 Command The Blade 16
Blow-For-Blow Exchange 10 Corona Of Radiance 16
Braving The Roaring Forge 10 Demon Hunting Slash 16
Burning Corona Of The Sun 10 Demon Maiming Blow 17
Colossus-Hurling Onager Arm 11 Divine Bulwark Mastery 17
Creation's Armory Technique 11 Divinely Ordained Strike Methodology 17
Dousing The Glowing Iron 11 Dragon Slaying Blow 17
Dragon's Sinuous Evasion 11 Dual Slaying Stance 17
Enemy Shield Defense 11 Dual Wielding Mastery 17
Eternal Warrior Sutra 11 Falling Star Strike 17
Fist Shattering Punch 11 Flawless Strike 18
Flickering Light Strike 12 Foe-Cleaving Force 18
Golden Omphalos Grappling 12 Forging The Spirit Weapon 18
Grasping Hand Technique 12 Form Disrupting Strike 18
Hammer Assaults Anvil Denial 12 Gilded Champion Refuge 18
Hook Hand Approach 12 Glorious Blade Of The Unconquered Sun 18
Knuckles Of The Adamant Bravo 12 Glorious Golden Edge 19

105 i 105
Glorious Radiant Technique 189 Occult Charms
Glorious Solar Armament 189 Adamant Essence Mastery 68
Glorious Solar Charge 19 Ash And Bone Glory 68
Glorious Solar Strike 19 As The Titans 68
Golden Blade Art 19 Breaking The Wicked's Will 68
Golden Essence Block 19 Celestial Refinement Techniques 68
Golden Essence Expulsion 20 Demiurge Creation Methodology 69
Golden Flame Invocation 20 Demon Binding Magnificence 69
Golden Swordsman's Technique 20 Demon-Maiming Judgment 70
Good Morning Headache 20 Emerald Essence Assimilation 70
Hammer Of The Heavens 20 Esoteric Mandates Of Command 70
Heaven-Graced Blow 20 Essence-Dispersing Blow 70
Holy Brand 20 Essential Nature Discovery 70
Holy Piercing Ray Of The Unconquered Sun 20 Essential Pattern Formation Method 71
Hurricane Force Attack 21 Ghost-Devouring Method 71
Immaculate Freeing Wonder 21 Golden Gaoler Geasa 71
Impenetrable Sentinel Stance 21 Holistic Essence Understanding 71
Indomitable Puisance 21 Inviolate Essence Prana 71
Ineffable Swordplay 21 Leyline Tracing Step 71
Living Blade Leaps Technique 21 Magic-Defying Mudra 71
Master Of Arms Technique 21 Mantle Of The Sorcerer 72
Monastic Tiger Blade 22 Master's Essential Cerement 72
Mountain-Slaying Attack 22 Mortal Magic Mastered 72
Mysterious Quicksilver Weapon 22 Power-Sealing Chakra Strike 72
Onrushing Finalit y Maneuver 22 Sapphire Essence Understanding 72
Perfected Stroke 22 Solar Circle Thaumaturgy 72
Perfection In Battle Stance 22 Sorcerer's Gilded Invocation 72
Perfect Swordsman's Technique 22 Sorcerer's Hidden Training Method 73
Petals Of The Golden Rose 22 Sorcerer's Limitless Mastery 73
Petal-Strewn Warrior Path 23 Spirit-Chaining Hero Aura 73
Piercing Rays Of Dawn Meditation 23 Unbreakable Might 73
Piercing Strike Of The Unconquered Sun 23 Victory Over Primordials Mudra 73
Pressing The Golden Escutcheon 23 Wyld-Searing Blow 74
Principle Of Violence Technique 23
Raindrops Fell The Mountain Onslaught 23 Performance Charms
Ravenous Tiger Meditation 23 Allure Of Divine Beaut y 40
Reactive Vengeance Technique 23 Ceaseless Assertion Presentation 40
Resplendent Swords Anima 24 Creation-Spanning Whisper 40
Righteous Armsmaster's Stroke 24 Elemental Fury-Allaying Speech 40
Sandstorm Wind Mastery 24 Familiar Face Presentation 40
Second Sentence 24 Fool-Mocks-Emperor Satire 40
Shadow Piercing Strike 24 Indivisible Themes Of Splendor 41
Sharp Light Of Judgment 24 Infallible Persuasion Methodology 41
Shield Of The Suns Chosen 24 Insight-Conveying Performance 41
Shield Wall Mastery 24 Inspiring Dance Of Mastery 41
Spouse Releasing Strike 25 Irresistible Chorus Line Harmony 41
Steel Curtain Dance 25 Mastery-Of-Passion Nuance 41
Strength Of Glorious Catastrophe 25 Radiant Appearance Technique 41
Strike Of Soul's Release 25 Stanewald And Wulfthryth Take Creation 41
Strike Of The Shieldbreaker 25 Tears From Stones Aria 42
Sum Of Bull And Glassware Technique 25 Unhesitating Oratory Approach 42
Sun-And-Moon Method (2) 26 Virtuous Courtier's Dance 42
Sundog Stance 26
Suns Devour Darkness Prana 26 Presence Charms
Sun's Invincible Vestments 26 Audience-Swaying Oration 43
Technique Of The Tiger Warrior 26 Authorit y Of Sol Invictus 43
The Sun Also Sets 26 Blinding Words Of The Chosen Tecchnique 43
Thriving On Victory Attack 26 Celestial Partnership Reinforcement 43
Treacherous Quicksilver Distraction 27 Charisma Amplifying Method 43
Twilight In The Dawn 27 Concise Eloquence Technique 43
Two Suns Method 27 Crushing Pressure Of Spirit 43
Two Swords Technique (2) 27 Cutting Observation Interruption 43
Two Weapons, One Blow 27 Declaration Of Principles Defense 44
Unerring Blade 27 Devil-Flaying Proclamation 44
Unexpected Tiger Method 27 Eminence Of The Lawgiver 44
Wall Of Steel Threads 27 Emulation Of The Glorious Zenith 44
Whirling Dervish Method 28

i106 106
Foe-Blinding Brilliance 44 Sustenance Of Inner Glory 53
Gilt Retrospective Faith 44 The Sun Always Rises 53
Glorious Imperative 44 Wall Breaks Fist Stance 53
Golden Retinue-Gathering Smile 45 Warrior's Adversit y Divestment 53
Heavenly Emperor Command 45 Waterfowl's Steel-Rain Shedding Prana 53
Hero-Inspiring Interrogatory 45 Yeddim-Body Technique 53
I Am Your World Stance 45
I Beg To Differ Retort 45 Ride Charms
Injunction Of The Lawgiver 45 Aquatic Spirit Steed 94
Irresistible Order 45 Assault Ram St yle 94
Life Altering Blow 45 Attendant Chariot Gesture 94
Listener-Swaying Argument 46 Experienced Pilot's Understanding 94
Majestic Demigod Continence 46 Heroic Course Familiarit y 94
Mien Of Supreme Nobilit y 46 Impossible Maneuver Execution 95
Perfect Counter-Argument Defense 46 Lightning Mount Technique 95
Perfect Word 46 Love Of Rider And Ridden 95
Presence Of The Master 46 Majestic Bearing Intuition 95
Primacy Of Solar Authorit y 47 Mount-Imbuing Technique 95
Rain Of Luminous Arguments 47 Narrow Escape Strategy 95
Resplendent Aura Of Awe 47 Perfected Steed Of Light 95
The Great Shout 47 Pilot's Operational Finesse Technique 95
Unfaltering Adoration Achievement 47 Pilot's Steady Hand 95
Unhesitating Speech 47 Quickened Response Technique 95
Unshakable Purpose Declaration 48 Sun And Moon Rise In Unit y 96
Voice Of The Celestial Mandate 48 Two Fight As One Technique 96
World-Changing Words 48 Unit y Of Radiant Glory 96
World-Crossing Stamina 96
Resistance Charms
Adamant Armor Finish 49 Sail Charms
Adamant Body Method 49 Confident Captain's Awareness 97
All-Encompassing Recuperation 49 Enemy-Escaping Swerve 97
Aureate Flesh Perfection 49 Enemy-Evading Navigation 97
Battlefield Weathering Stance 49 Expert Pilot Concentration 97
Blow-Deadening Might 49 Flashing Thunderbolt Sailing Method 97
Chink-Closing Practice 49 Golden Cove Trick 97
Durabilit y Of Stone Meditation 49 Gracious Hospitalit y Of Flotsam 97
Emulation Of The Sublime Twilight 49 Hull-Strengthening Focus 98
Endurance Of Ten Thousand Cuts 49 Hull-Toughening Tactic 98
Eternal Glory Meditation 49 Invulnerable Solar Vessel 98
Ever Healing Godbody 49 Lightning On The Water Technique 98
Ever Shielding Technique 49 Righteous Protocols Of The Solar 98
Extended Lifetime Prana 49 Sailing The Sky Technique 98
Fight Through The Pain 50 Sailing The Sweet water Sea 98
Four Virtues Def lection 50 Sun-Racing Clip 98
Glorious Solar Armor 50 Sunset-Racing Caravel 98
Golden Purit y Bulwark 50 Yacht Of The Glittering Waves 99
Golden Skin Concentration 50
Great Strength Of The Forest 50 Socialize Charms
Impenetrable Flaxen Flesh 50 Chorus Of One Hundred Voices 99
Impervious Tortoise Technique 51 Circle Speaks As One 99
Indestructible Warrior Frame 51 Courtier's Ear Technique 99
Inferno Enduring Stance 51 Dragon-Shaping Enthusiasm 99
Insolence-Rebuffing Armor 51 Eloquent Dignitary's Smile 99
Invincible Armor Hide 51 Emulation Of The Harmonious Eclipse 100
Iron Skin Shields The Flesh 51 Eye-For-Passions Scrutiny 100
Ironwood Understanding 51 Glorious Affirmation Stance 100
Irreducible Bodily Wholeness 51 Golden Courtier Infallibilit y 100
Meditation Of Miraculous Health 52 Irrefutable Demonstration Of Sincerit y 100
Orichalcum Godbody Ascension 52 Lord-And-Vassals Agreement 100
Orichalcum Ox-Body Conversion 52 Loyalt y-Affirming Speech 100
Perfected Constitution 52 Manipulation Enhancing Practice 100
Perfecting The Iron With Gold 52 Master Of Societ y Technique 100
Perfection Imbued Skin 52 Patently Obvious Truth Technique 101
Practiced Protection Perfection 52 Persuading The Mirror Technique 101
Purit y Begets Purit y 52 Principled Adherence To Truth 101
Soul Strengthens The Spirit 52 Restless Mind Technique 101
Stamina Increasing Prana 52 Slumbering-Bear-Wakes Attentiveness 101

107 i107
Stirring Oratory Practice 101 Flawless Flanking Formation 33
Stubborn Solidarit y Technique 101 Girl-Worth-Fighting-For Inspiration 33
Tiger-In-The-Rushes Rally 101 Great Typhoon Siege 33
Uplifting Trials Of The Perfect 101 Heed My Every Order 33
Voice Of Sublime Leadership 102 Hero Leads The Charge 33
Incontestable Solar Strategy 33
Stealth Charms Perfected Tiger Claw Arrangement 33
Blinding Solar Corona 86 Raging Fire Onslaught 33
Emulation Of The Secret Night 86 Rain Of One Hundred Arrows 34
Essence Hides Itself Method 86 Rapid Battle Awareness 34
Eyeblink's Time Vanishing 86 Relentless Barrage Methodology 34
Humble Mortal Mien 87 Shifting Sands Method 34
Shadow Of The Sun 87 Shining Blade Formation 34
Slipping Elsewhere Trick 87 Silent Words Of Battle 34
Surreptitious Golden Needle 87 Sorcerer Fires At Range 34
The Sun Is Always There 87 Swift Command 35
Unblemished Perfection Practice 87 Swift Solar Strategy 35
Undetectable Passage Technique 87 Unhesitating Charge 35
Unseen Blade Strike 88 Unit y Of The Might y 35
Unit y Of The Titans 35
Survival Charms Voice Of Celestial Command 35
Bounteous Field Technique 54 Wyld Banishing Strategy 35
Essence Focussed Enhancement 54
Eternal Harvest Prana
Living Essence Procedure
54
54 Index (By Name)
Refuge-Finding Intuition 54
Trial-Soothing Grace Of The Sun 54 Aa
Wyld Enhanced Training 54 (Abilit y) Essence Perfection 3
(Abilit y) Excellency Harmonization 3
Thrown Charms Adamant Armor Finish 49
Blessing Of Antioch 28 Adamant Body Method 49
Celestial Edge Maelstrom 28 Adamant-Crushing Grip 75
Cutting At The Heart 28 Adamant Destiny Declaration 36
Foes Fall Away 28 Adamant Essence Mastery 68
Fulminating Solar Incandescence 28 A Hundred Rays Of Light 15
Glorious Rebounding Thorn 29 All-Encompassing Recuperation 49
Heaven-Skimming Bombardment 29 All-Things Strengthening Energy 55
Immobilizing Blade 29 Allure Of Divine Beaut y 40
Inevitable Thunderbolt-Flinging Hand 29 Already Dead Aiming Trance 6
Lodestone Spear Approach 29 Anvil-Shattering Cadence 10
Piercing The Gates Of Essence 29 Apotheosis Of The Inventor 55
Radiant Golden Boomerang 29 Application Of Enhanced Senses 80
Rain Of Blades Attack 29 Appointment Of Divine Portion 61
Rebounding Happenstance Strike 29 Apprentice-Tutoring Archmage Brilliance 61
Shower Of Deadly Meteors Attack 30 Aquatic Spirit Steed 94
Spiritual Arsenal Prana 30 Armor-Cracking Stance 15
Summoning The Loyal Blade 30 Armor-Ripping Fingers 10
Sunbeam Hands Exercise 30 Army Of One Approach 31
Swift Flight Of Hornets Technique 30 Army Of Quicksilver Fluidit y 31
Unhesitating Falcon Strike 30 Ascendant Intellect Meditation 61
Yeddim-Piercing Harpoon Strike 30 Ascending Enterprise Meditation 89
Ascending Phoenix Arete 36
War Charms Ash And Bone Glory 68
Army Of One Approach 31 Assault Ram St yle 94
Army Of Quicksilver Fluidit y 31 As The Titans 68
Attention Rending Strike 31 Attendant Chariot Gesture 94
Bronze Tiger Litter Technique 31 Attention Rending Strike 31
Champion-Encouraging Presence 31 Attentive Courtier Attitude 80
Charge Of The Unconquered Warrior 31 Audience-Swaying Oration 43
Circle Strikes As One 32 Aura Of Salubrit y 65
Coursing River Deployment 32 Aureate Flesh Perfection 49
Dark Side Of The Moon Deception 32 Authorit y Of Sol Invictus 43
Did-They-Send-Me-Daughters 32 Autumn Resplendent 15
Dragon Warrior Method 32 Avalanche Warding Blow 15
Emulation Of The Blazing Dawn 32
Escaping The Jaws Of The Wolf 32 Bb
Ferocious Rapid Training Regimen 32 Battlefield Medicine Mastery 65

i108 108
Battlefield Weathering Stance 49 Creation-Ruling Pronouncement 89
Becoming-The-Master Subterfuge 85 Creation's Armory Technique 11
Bending With The Unbreaking Reed 83 Creation-Spanning (Sense) 80
Binding Golden Edict 61 Creation-Spanning Whisper 40
Birthing The Golden Lineage 61 Crushing Pressure Of Spirit 43
Blade Works Alone 16 Cursed (Abilit y) Excellency 3
Blazing Force, Blinding Speed 16 Cutting At The Heart 28
Blessing Of Antioch 28 Cutting Observation Interruption 43
Blessing Of Wholeness 65
Blind Arbiter's Gaze 6 Dd
Blind God-King Hubris 36 Dancing Shadow Evasion 83
Blinding Radiance Distraction 75 Dark Side Of The Moon Deception 32
Blinding Solar Corona 86 Dashing Cheetah 76
Blinding Words Of The Chosen Tecchnique 43 Deadly Solar Pinions 7
Blissful-Shining Defense 36 Deception Penetrating Technique 59
Blood Glutton Blossom 16 Declaration Of Principles Defense 44
Blow-Deadening Might 49 Deft Doctor's Expedience 66
Blow-For-Blow Exchange 10 Delicate Mosquito 76
Bolts Of Solar Devastation 6 Demiurge Creation Methodology 69
Boom Without Bust Method 89 Demon Binding Magnificence 69
Bounteous Field Technique 54 Demon Hunting Slash 16
Braving The Roaring Forge 10 Demon Maiming Blow 17
Breaking The Wicked's Will 68 Demon-Maiming Judgment 70
Brilliance Of Transcendent Panacea 65 Devil-Flaying Proclamation 44
Bronze Nimbus 16 Dexterit y Enhancing Practice 76
Bronze Tiger Litter Technique 31 Did-They-Send-Me-Daughters 3
Burning Corona Of The Sun 10 Dilligent Artisan's Methodology 55
Burning The Phoenix Pinions 36 Distracting Glory Legerdemain 85
Divine Bulwark Mastery 17
Cc Divinely Ordained Strike Methodology 17
Can't Flee The Day 75 Dousing The Glowing Iron 11
Castle-Toppling Shove 75 Dragon-Line Architect 62
Cataclysm-Releasing Bolt 6 Dragon-Shaping Enthusiasm 99
Ceaseless Assertion Presentation 40 Dragon Slaying Blow 17
Ceaseless Contrivance Competency 55 Dragon's Sinuous Evasion 11
Celestial Battle Form 75 Dragon Warrior Method 32
Celestial Defending Method 16 Dual Slaying Stance 17
Celestial Dissembling St yle 85 Dual Wielding Mastery 17
Celestial Edge Maelstrom 28 Durabilit y Of Stone Meditation 49
Celestial Forging Abilit y 55
Celestial Partnership Reinforcement 43 Ee
Celestial Refinement Techniques 68 Ecstatic Golden Muse St yle 92
Celestial Shadows Of The Sun 83 Efficient Methodology Of The Artificer 56
Champion-Encouraging Presence 31 Effortless Marksman Finesse 7
Champion Of (Virtue) Meditation 36 Ego-Bolstering (Abilit y) Artistry 4
Chaos-Warding Benison 62 Elder-Uplifting Generosit y 62
Charge Of The Unconquered Warrior 31 Elemental Fury-Allaying Speech 40
Charisma Amplifying Method 43 Eloquent Dignitary's Smile 99
Chink-Closing Practice 49 Eloquent Proclamation Of Sculpted Stone 56
Chorus Of One Hundred Voices 99 Elsewhere Confiscation Methodology 85
Chosen Hammer Strikes 16 Emerald Essence Assimilation 70
Circle Speaks As One 99 Eminence Of The Lawgiver 44
Circle Strikes As One 32 Emulation Of The Blazing Dawn 32
Cleave The Flesh 16 Emulation Of The Glorious Zenith 44
Colossus-Hurling Onager Arm 11 Emulation Of The Harmonious Eclipse 100
Combat Medic Methodology 66 Emulation Of The Secret Night 86
Command The Blade 16 Emulation Of The Sublime Twilight 49
Concealment-Shattering Revelation 59 Endurance Of Ten Thousand Cuts 49
Concise Eloquence Technique 43 Enemy-Escaping Swerve 97
Confident Captain's Awareness 97 Enemy-Evading Navigation 97
Consecrated Hospital Method 66 Enemy Shield Defense 11
Conspirator-Sensing Glance 85 Escaping The Jaws Of The Wolf 32
Corona Of Radiance 16 Esoteric Mandates Of Command 70
Coursing River Deployment 32 Essence Arrow Harmonization 7
Courtier's Ear Technique 99 Essence Awareness Training 37
Crashing Retribution Blow 76 Essence Bolts Mastery 7
Essence Crafting Gesture 56

109 i109
Essence Devotion Method 56 Glorious Golden Artillery 7
Essence-Dispersing Blow 70 Glorious Golden Edge 19
Essence Focussed Enhancement 54 Glorious Imperative 44
Essence Hides Itself Method 86 Glorious Radiant Technique 19
Essence Protecting Prana 37 Glorious Rebounding Thorn 29
Essential Nature Discovery 70 Glorious Solar Armament 19
Essential Pattern Formation Method 71 Glorious Solar Armor 50
Eternal Glory Meditation 49 Glorious Solar Charge 19
Eternal Golden Panoply 62 Glorious Solar Radiance 37
Eternal Harvest Prana 54 Glorious Solar Strike 19
Eternal Inviolabilit y 37 Glorious Solar Surgeon 66
Eternal Persistence Of (Abilit y) 4 Glow Of Sovereign Mendicant 66
Eternal Warrior Sutra 11 Godstep Understanding 83
Ever Healing Godbody 49 Golden Author's Seal 92
Ever Shielding Technique 49 Golden Avatar Apotheosis 77
Expect The Unexpected Stance 81 Golden Blade Art 19
Experienced Pilot's Understanding 94 Golden Courtier Infallibilit y 100
Expert Foreman Discipline 56 Golden Cove Trick 97
Expert Pilot Concentration 97 Golden Essence Block 19
Extended Lifetime Prana 49 Golden Essence Expulsion 20
Eyeblink's Time Vanishing 86 Golden Filament Restring Exercise 7
Eye-For-Passions Scrutiny 100 Golden Flame Invocation 20
Golden Gaoler Geasa 71
Ff Golden Lion Devotion 37
Face The Day 76 Golden Lotus Sifu 63
Faith-Inspiring Stance 37 Golden Magistrate Clarit y 60
Falling Star Strike 17 Golden Omphalos Grappling 12
False Scales Raiment 85 Golden Paradise Dialect 92
Familiar Face Presentation 40 Golden Prodigy Epiphany 56
Feats Of All Things Recipe 56 Golden Purit y Bulwark 50
Ferocious Rapid Training Regimen 32 Golden Retinue-Gathering Smile 45
Fertile Blessing Of The Sun 66 Golden Skin Concentration 50
Fight Through The Pain 50 Golden Swordsman's Technique 20
Fist Shattering Punch 11 Good Morning Headache 20
Flare And Eclipse Method 7 Graceful Crane 77
Flashback Epiphany Revelation 59 Gracious Hospitalit y Of Flotsam 97
Flashing Hawk 76 Grasping Hand Technique 12
Flashing Thunderbolt Sailing Method 97 Great Craftsman's Intuition 57
Flash Strike 76 Great Strength Of The Forest 50
Flawless (Abilit y) Transcendence 4 Great Typhoon Siege 33
Flawless Flanking Formation 33
Flawless Strike 18 Hh
Flickering Light Strike 12 Hall Of Mirrors Practice 85
Flickering Shadow Defense 83 Hammer Assaults Anvil Denial 12
Floating Butterf ly 76 Hammer Of The Heavens 20
Foe-Blinding Brilliance 44 Harmony Of The Infinite Direction 63
Foe-Cleaving Force 18 Harmony Of Word And Deed 92
Foe Of Creation Pursuit 77 Heart-Reading Glance 60
Foes Fall Away 28 Heaven-Graced Blow 20
Fool-Mocks-Emperor Satire 40 Heavenly Emperor Command 45
Fools Destroy Their Own Stance 83 Heaven-Skimming Bombardment 29
Foot-Guiding Intuition 59 Heaven-Spanning Leap 77
Forcing (Abilit y) Infinite-Flow Compatibilit y 4 Heed My Every Order 33
Forging The Spirit Weapon 18 Hero Draws A Second Breath 63
Form Disrupting Strike 18 Heroic Course Familiarit y 94
Four Virtues Def lection 50 Heroic Resurgence 37
Fulminating Solar Incandescence 28 Hero-Inspiring Interrogatory 45
Hero Leads The Charge 33
Gg Hero's Purpose Meditation 37
Galloping Steed 77 History Accounting Regimen 63
Ghost-Devouring Method 71 Holistic Essence Understanding 71
Gifted Apprentice Concentration 63 Holy Brand 20
Gilded Champion Refuge 18 Holy Piercing Ray Of The Unconquered Sun 20
Gilt Retrospective Faith 44 Hook Hand Approach 12
Girl-Worth-Fighting-For Inspiration 33 Hopping Flea 77
Glorious Affirmation Stance 100 Horde-Scattering Payload 8
Glorious Blade Of The Unconquered Sun 18 Hull-Strengthening Focus 98

i110 110
Hull-Toughening Tactic 98 Ll
Humble Mortal Mien 87 Lamp Of Unyielding Faith 38
Hurricane Force Attack 21 Lawgiver's Ministerial Dominion 89
Level Field Attitude 12
Ii Leyline Tracing Step 71
I Am Your World Stance 45 Life Altering Blow 45
I Beg To Differ Retort 45 Lightning Finds Tree Approach 12
Illimitable Righteous Missiles 8 Lightning Mount Technique 95
Immaculate Freeing Wonder 21 Lightning On The Water Technique 98
Immobilizing Arrow 8 Lightning Stepping Method 78
Immobilizing Blade 29 Listener-Swaying Argument 46
Immovable Righteousness 77 Living Avatar Of (Virtue) 38
Impenetrable Flaxen Flesh 50 Living Blade Leaps Technique 21
Impenetrable Lifest yle Masquerade 86 Living Essence Procedure 54
Impenetrable Sentinel Stance 21 Lodestone Spear Approach 29
Impervious Tortoise Technique 51 Lord-And-Vassals Agreement 100
Implacable Warrior Thews 77 Love Of Rider And Ridden 95
Impossible Accuracy Fortune 8 Loyalt y-Affirming Speech 100
Impossible Maneuver Execution 95
In A Flash Technique 78 Mm
Incandescent Vision Of Infections 67 Magic-Defying Mudra 71
Incontestable Solar Strategy 33 Majestic Bearing Intuition 95
Indestructible Warrior Frame 51 Majestic Demigod Continence 46
Indivisible Themes Of Splendor 41 Manipulation Enhancing Practice 100
Indomitable Arrow's Flight 8 Mantle Of The Sorcerer 72
Indomitable Puisance 21 Market-Commanding Proclamation 90
Indomitable Sinews 78 Massive Ape 78
Ineffable Swordplay 21 Master Artisan Method 57
Ineffable Truth Revelation 60 Masterful Language Retention 93
Inevitable Thunderbolt-Flinging Hand 29 Masterless Flexibilit y St yle 13
Infallible Persuasion Methodology 41 Master Of Arms Technique 21
Inferno Enduring Stance 51 Master Of Societ y Technique 100
Infinite Caress Of Sunlight 81 Master's Essential Cerement 72
Infinite Harmony Of (Abilit y) 4 Mastery-Of-Passion Nuance 41
Infinite Potential Treatise 92 Meditation Of Miraculous Health 52
Infinite Understanding Of The God Machine 57 Meteor-Driving Kick 13
Infinit y-Compassing Conquest 63 Mien Of Supreme Nobilit y 46
Inimitable Assembly Exercise 57 Mind-Cleansing Treatment 67
Injunction Of The Lawgiver 45 Mind-Restoring Method 67
Insight-Conveying Performance 41 Misdeed-Unveiling Illumination 60
Insolence-Rebuffing Armor 51 Moment Of Certaint y 38
Inspiring Dance Of Mastery 41 Monastic Tiger Blade 22
Instant-Creation Methodology 57 More-Than-Mortal Fist Arete 13
Insuperable Clarit y Of (Sense) 81 Mortal Magic Mastered 72
Intimate Form Understanding 86 Mountain-Slaying Attack 22
Invincible Armor Hide 51 Mount-Imbuing Technique 95
Inviolable Body And Mind 37 Multi Shadow Dodging Method 83
Inviolable Edicts Of The Sun 38 Mysterious Quicksilver Weapon 22
Inviolable Spirit 38
Inviolate Essence Prana 71 Nn
Invulnerable Solar Vessel 98 Narrow Escape Strategy 95
Iron Skin Shields The Flesh 51 Nation-Transcending Tongue Of Heaven 93
Ironwood Understanding 51 Near-Miss Kata 83
Irreducible Bodily Wholeness 51 Nimble Footwork 78
Irrefutable Demonstration Of Sincerit y 100
Irresistible Chorus Line Harmony 41 Oo
Irresistible Order 45 Omnipotent Golden Resolve 38
Onrushing Finalit y Maneuver 22
Jj Orichalcum Godbody Ascension 52
Jumping Frog 78 Orichalcum Ox-Body Conversion 52
Just Retribution Arrow 8
Pp
Kk Palace-Shattering Judgment 13
Keen-Eyed Trajectory 8 Patently Obvious Truth Technique 101
Knuckles Of The Adamant Bravo 12 Peerless Aim Of The Unconquered Sun 8
Peerless Archery Offensive 8

111 i111
Peerless Penmanship Prana 93 Righteous Protocols Of The Solar 98
Peon-Flinging Flick 13
Perception Sharpening Focus 81 Ss
Perfect Counter-Argument Defense 46 Sage Solar Composition 93
Perfected Constitution 52 Sailing The Sky Technique 98
Perfected Lustration Methodologies 67 Sailing The Sweetwater Sea 98
Perfected Steed Of Light 95 Sandstorm Wind Mastery 24
Perfected Stroke 22 Sapphire Essence Understanding 72
Perfected Tiger Claw Arrangement 33 Savant Of The Second Age 63
Perfecting The Iron With Gold 52 Second Sentence 24
Perfection Imbued Skin 52 Secret Sensing Method 60
Perfection In Battle Stance 22 Shaded Ally Intercession 84
Perfection Of Sensual Memory 81 Shadow Of The Sun 87
Perfect Recall 63 Shadow Piercing Strike 24
Perfect Swordsman's Technique 22 Sharp Light Of Judgment 24
Perfect Word 46 Shield Of The Suns Chosen 24
Perpetual Preservation Proficiency 57 Shield Wall Mastery 24
Persuading The Mirror Technique 101 Shifting Sands Method 34
Petals Of The Golden Rose 22 Shining Blade Formation 34
Petal-Strewn Warrior Path 23 Shower Of Deadly Meteors Attack 30
Piercing Radiant Ray 9 Sifu Exceeding Genius 13
Piercing Rays Of Dawn Meditation 23 Silent Words Of Battle 34
Piercing Strike Of The Unconquered Sun 23 Sincerit y Inside And Out 38
Piercing The Gates Of Essence 29 Singular Golden Barrage 9
Pilot's Operational Finesse Technique 95 Sinuous Shadow Escape 84
Pilot's Steady Hand 95 Slipping Elsewhere Trick 87
Plain As Day Approach 60 Slumbering-Bear-Wakes Attentiveness 101
Power-Sealing Chakra Strike 72 Solar Circle Thaumaturgy 72
Practiced Protection Perfection 52 Solar Comet Augmentation 9
Presence Of The Master 46 Solar Dragon Form 14
Pressing The Golden Escutcheon 23 Sorcerer Fires At Range 34
Primacy Of Solar Authorit y 47 Sorcerer's Gilded Invocation 72
Principled Adherence To Truth 101 Sorcerer's Hidden Training Method 73
Principle Of Violence Technique 23 Sorcerer's Limitless Mastery 73
Prophetic Accountancy Practice 90 Soul Strengthens The Spirit 52
Pure-Heart Innocence Approach 38 Soul-Uplifting Incarna Presence 64
Purit y Begets Purit y 52 Sovereign Essence Resurgence 64
Spirit-Chaining Hero Aura 73
Qq Spouse Releasing Strike 25
Quickened Response Technique 95 Stamina Increasing Prana 52
Stampeding Yeddim 79
Rr Stanewald And Wulfthryth Take Creation 41
Racing Hare 78 Steel Curtain Dance 25
Radiant Appearance Technique 41 Steel Feather Prana 58
Radiant Golden Boomerang 29 Steel-Shattering Palm 14
Raging Bear 79 Stinging Swarm Attack 9
Raging Fire Onslaught 33 Stirring Oratory Practice 101
Raindrops Fell The Mountain Onslaught 23 Storm Of Fists Prana 14
Rain Of Blades Attack 29 Storm Of Sharp Steel 9
Rain Of Luminous Arguments 47 Strength Of Glorious Catastrophe 25
Rain Of One Hundred Arrows 34 Strike Of Soul's Release 25
Rapid Battle Awareness 34 Strike Of The Shieldbreaker 25
Rapid Growth Protocol 90 Strikes Of Promised Victory 14
Rare Artillery Inclusion 9 Strike-Where-I-Was Foresight 84
Ravenous Tiger Meditation 23 Stubborn Solidarit y Technique 101
Reactive Vengeance Technique 23 Summoning The Loyal Blade 30
Realit y-Reinforcing Hierarchy Technique 90 Sum Of Bull And Glassware Technique 25
Rebounding Happenstance Strike 29 Sun-And-Moon Method (2) 26
Reeds Into Gold Meditation 58 Sun And Moon Rise In Unit y 96
Ref lex Backf lip Stance 83 Sunbeam Hands Exercise 30
Refuge-Finding Intuition 54 Sunbeam-Pursuing Alacrit y 79
Relentless Barrage Methodology 34 Sundog Stance 26
Resplendent Aura Of Awe 47 Sunlight Out Of Shadow 14
Resplendent Swords Anima 24 Sun Metal Mastery 64
Restless Mind Technique 101 Sun-Racing Clip 98
Revealing The Truth Defense 60 Sunrise Inkwell Spirit 93
Righteous Armsmaster's Stroke 24 Suns Devour Darkness Prana 26

i112 112
Sunset-Racing Caravel 98 Unhesitating Oratory Approach 42
Sun's Invincible Vestments 26 Unhesitating Speech 47
Supernal Excellence Of (Abilit y) 4 Unified Essence Theory 64
Supernatural Awareness Trance 82 Unit y Of Radiant Glory 96
Supreme Athletic Perfection 79 Unit y Of The Might y 35
Surging (Abilit y) Empowerment 4 Unit y Of The Titans 35
Surreptitious Golden Needle 87 Unmindful Bureaucracy Technique 91
Sustenance Of Inner Glory 53 Unseen Blade Strike 88
Swaying Reed Evasion 84 Unshakable Purpose Declaration 48
Swift Command 35 Unstoppable Destiny Outburst 39
Swift Flight Of Hornets Technique 30 Unsurpassed Strength Of The Sun 80
Swift Solar Strategy 35 Uplifting Trials Of The Perfect 101

Tt Vv
Tale Of The World Intuition 61 Victory Over Primordials Mudra 73
Tears From Stones Aria 42 Violent Destruction Bolt 10
Technique Of The Tiger Warrior 26 Virtuous Courtier's Dance 42
Tenfold Master Laborer Technique 58 Voice Of Celestial Command 35
Ten Ox Meditation 79 Voice Of Sublime Leadership 102
Ten Storms Strike 9 Voice Of The Celestial Mandate 48
Thaumaturge Training Technique 64 Voice Of The People 91
The Great Shout 47
The Heart Breathes Deep 38 Ww
The Sun Also Sets 26 Wall Breaks Fist Stance 53
The Sun Always Rises 53 Wall Of Steel Threads 27
The Sun Is Always There 87 Warrior's Adversit y Divestment 53
This Is Mine Method 90 Waterfowl's Steel-Rain Shedding Prana 53
Thousand Arrows Cloud Attack 9 What Do You Think Of That Def lection 39
Threefold Shadow Stance 84 Whirling Dervish Method 28
Thriving On Victory Attack 26 Wicked Strike The Wicked Technique 84
Throat-Drumming Atemi 14 Wielding The World 15
Throwing The Light Technique 14 Wind-Dancing Willow 84
Thunderbolt Fist Attack 14 Without Pause Approach 82
Thunderclap Rush Attack (2) 15 Wits Sharpening Method 82
Thunder's Might 79 Woe-Conquering Hands 67
Tiger-In-The-Rushes Rally 101 Wonder-Appropriating Concentration 86
Tiger's Blood Quickening 79 Wonder-Sculpting Alacrit y 58
Titanic Weaponry Enhancement 9 Wonder-Working Syllabus 65
Transcendence 58 Word Of Imposed Stillness 93
Treacherous Quicksilver Distraction 27 World-Changing Words 48
Treasure-Warding Caution 82 World-Crossing Stamina 96
Trial-Soothing Grace Of The Sun 54 Worthy Panoply Investiture 58
True (Abilit y) Enlightment 4 Wyld Banishing Strategy 34
True Paragon of Virtue 39 Wyld-Cleansing Technique 66
Twilight In The Dawn 27 Wyld Enhanced Training 53
Twin Action Unit y 79 Wyld-Searing Blow 73
Twisting Endless Streamer 10
Two Fight As One Technique 96 Yy
Two Suns Method 27 Yacht Of The Glittering Waves 98
Two Swords Technique (2) 27 Yeddim-Body Technique 52
Two Weapons, One Blow 27 Yeddim-Piercing Harpoon Strike 29
Typhoon Of Unstoppable Arrows 10

Uu
Sidebars
Unblemished Perfection Practice 87 Attunement (New Keyword) 18
Unbound (Abilit y) Understanding 5 Dual Attack (Attack Option) 17
Unbreakable Might 73 Shield Wall (New Action) 25
Unceasing Hero Prana 39
Unconquerable Might 79
Unconquerable Transcendence 39
Undetectable Passage Technique 87
Unerring Blade 27
Unexpected Tiger Method 27
Unfaltering Adoration Achievement 47
Unhesitating Charge 35
Unhesitating Falcon Strike 30
Unhesitating Fist Approach 15

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Chosen of the Sun

Chapter 8:
Creators
General Charms Blinding Radiance Distraction Thundaka
(Abilit y) Essence Perfection Plague of Hats Can't Flee The Day Irked
(Abilit y) Excellency Harmonization Jester7789 Castle-Toppling Shove Plague of Hats
Cursed (Ability) Excellency Segev Celestial Battle Form Rrimmel
Ego-Bolstering (Ability) Artistry Jester7789 Crashing Retribution Blow Plague of Hats
Eternal Persistence Of (Ability) Irked Dashing Cheetah Morpheus
Flawless (Ability) Transcendence Jester7789 Delicate Mosquito Morpheus
Forcing (Ability) Infinite-Flow Compatibilit y Jester7789 Dexterity Enhancing Practice Stratego
Infinite Harmony Of (Ability) Stratego Face The Day Irked
Supernal Excellence Of (Ability) Stratego Flashing Hawk Morpheus
Surging (Abilit y) Empowerment Jester7789 Flash Strike Stratego
True (Abilit y) Enlightment Maese Mateo Floating Butterf ly Morpheus
Unbound (Ability) Understanding Jester7789 Foe Of Creation Pursuit Rrimmel
Galloping Steed Morpheus
Golden Avatar Apotheosis deaks
Archery Charms Graceful Crane Morpheus
Already Dead Aiming Trance Crescens Heaven-Spanning Leap The Dementad One
Blind Arbiter's Gaze Hopping Flea Morpheus
Bolts Of Solar Devastation Jester7789 Immovable Righteousness Plague of Hats
Cataclysm-Releasing Bolt Jester7789 Implacable Warrior Thews Plague of Hats
Deadly Solar Pinions Plague of Hat In A Flash Technique Stratego
Effortless Marksman Finesse Jester7789 Indomitable Sinews Plague of Hats
Essence Arrow Harmonization Jester7789 Jumping Frog Morpheus
Essence Bolts Mastery Rrimmel Lightning Stepping Method Rrimmel
Flare And Eclipse Method Rrimmel Massive Ape Morpheus
Glorious Golden Artillery Jester7789 Nimble Footwork Plague of Hats
Golden Filament Restring Exercise Justus Racing Hare Morpheus
Horde-Scattering Payload Plague of Hats Raging Bear Morpheus
Illimitable Righteous Missiles Plague of Hats Stampeding Yeddim Morpheus
Immobilizing Arrow Stratego Sunbeam-Pursuing Alacrity Plague of Hats
Impossible Accuracy Fortune Supreme Athletic Perfection Rrimmel
Indomitable Arrow's Flight Jester7789 Ten Ox Meditation
Just Retribution Arrow Stratego Thunder's Might
Keen-Eyed Trajectory Plague of Hats Tiger's Blood Quickening Rrimmel
Peerless Aim Of The Unconquered Sun Thundaka Twin Action Unity Rrimmel
Peerless Archery Offensive Jester7789 Unconquerable Might Plague of Hats
Piercing Radiant Ray Jester7789 Unsurpassed Strength Of The Sun The Demented One
Rare Artillery Inclusion Jester7789
Singular Golden Barrage Plague of Hats
Solar Comet Augmentation Jester7789
Awareness Charms
Stinging Swarm Attack Stratego Application Of Enhanced Senses Rrimmel
Storm Of Sharp Steel Stratego Attentive Courtier Attitude Plague of Hats
Ten Storms Strike Jester7789 Creation-Spanning (Sense) Plague of Hats
Thousand Arrows Cloud Attack Plague of Hats Expect The Unexpected Stance Stratego
Titanic Weaponry Enhancement Jester7789 Infinite Caress Of Sunlight Rrimmel
Twisting Endless Streamer Plague of Hats Insuperable Clarity Of (Sense) Plague of Hats
Typhoon Of Unstoppable Arrows Jester7789 Perception Sharpening Focus Stratego
Violent Destruction Bolt Jester7789 Perfection Of Sensual Memory Rrimmel
Supernatural Awareness Trance Rrimmel
Treasure-Warding Caution Plague of Hats
Athletics Charms Without Pause Approach Stratego
Adamant-Crushing Grip Plague of Hats Wits Sharpening Method Stratego

i114 114
Bureaucracy Charms Unstoppable Destiny Outburst Plague of Hats
Ascending Enterprise Meditation Stratego What Do You Think Of That Def lection Stratego
Boom Without Bust Method Stratego
Creation-Ruling Pronouncement Plague of Hats Investigation Charms
Lawgiver's Ministerial Dominion Plague of Hats Concealment-Shattering Revelation Kukla
Market-Commanding Proclamation Plague of Hats Deception Penetrating Technique Rrimmel
Prophetic Accountancy Practice Flashback Epiphany Revelation The Demented One
Rapid Growth Protocol Stratego Foot-Guiding Intuition Kukla
Reality-Reinforcing Hierarchy Technique Stratego Golden Magistrate Clarity Plague of Hats
This Is Mine Method Rrimmel Heart-Reading Glance Plague of Hats
Unmindful Bureaucracy Technique Plague of Hats Ineffable Truth Revelation Plague of Hats
Voice Of The People Plague of Hats Misdeed-Unveiling Illumination Plague of Hats
Plain As Day Approach Stratego
Craft Charms Revealing The Truth Defense Stratego
All-Things Strengthening Energy Kukla Secret Sensing Method Stratego
Apotheosis Of The Inventor Plague of Hats Tale Of The World Intuition Plague of Hats
Ceaseless Contrivance Competency Plague of Hats
Celestial Forging Abilit y Rrimmel Larceny Charms
Dilligent Artisan's Methodology Plague of Hats Becoming-The-Master Subterfuge The Demented One
Efficient Methodology Of The Artificer Zaaz Celestial Dissembling Style Thundaka
Eloquent Proclamation Of Sculpted The Demented One Conspirator-Sensing Glance Stratego
Essence Crafting Gesture Stratego Distracting Glory Legerdemain Plague of Hats
Essence Devotion Method connorwf Elsewhere Confiscation Methodology Plague of Hats
Expert Foreman Discipline Plague of Hats False Scales Raiment The Demented One
Feats Of All Things Recipe The Demented One Hall Of Mirrors Practice Plague of Hats
Golden Prodigy Epiphany Plague of Hats Impenetrable Lifest yle Masquerade Plague of Hats
Great Craftsman's Intuition Thundaka Intimate Form Understanding Thundaka
Infinite Understanding Of The God Machine Zaaz Wonder-Appropriating Concentration Plague of Hats
Inimitable Assembly Exercise Plague of Hats
Instant-Creation Methodology GryMor Linguistics Charms
Master Artisan Method Rrimmel Ecstatic Golden Muse Style The Demented One
Perpetual Preservation Proficiency Plague of Hats Golden Author's Seal Plague of Hats
Reeds Into Gold Meditation Kukla Golden Paradise Dialect Plague of Hats
Steel Feather Prana Kukla Harmony Of Word And Deed Plague of Hats
Tenfold Master Laborer Technique Plague of Hats Infinite Potential Treatise Plague of Hats
Transcendence TheHoverpope Masterful Language Retention StarHawk
Wonder-Sculpting Alacrity Plague of Hats Nation-Transcending Tongue Of Heaven Stratego
Worthy Panoply Investiture Plague of Hats Peerless Penmanship Prana The Demented One
Sage Solar Composition Plague of Hats
Dodge Charms Sunrise Inkwell Spirit The Demented One
Bending With The Unbreaking Reed Segev Word Of Imposed Stillness FrivYeti
Celestial Shadows Of The Sun Xeriar
Dancing Shadow Evasion Plague of Hats Lore Charms
Flickering Shadow Defense Rrimmel Appointment Of Divine Portion The Demented One
Fools Destroy Their Own Stance Stratego Apprentice-Tutoring Archmage Brilliance The Demented One
Godstep Understanding Crescens Ascendant Intellect Meditation Stratego
Multi Shadow Dodging Method Rrimmel Binding Golden Edict Plague of Hats
Near-Miss Kata Segev Birthing The Golden Lineage The Demented One
Ref lex Backf lip Stance Stratego Chaos-Warding Benison Plague of Hats
Shaded Ally Intercession Plague of Hats Dragon-Line Architect Rrimmel
Sinuous Shadow Escape Plague of Hats Elder-Uplifting Generosity Plague of Hats
Strike-Where-I-Was Foresight Segev Eternal Golden Panoply Plague of Hats
Swaying Reed Evasion Kukla Gifted Apprentice Concentration Stratego
Threefold Shadow Stance Stratego Golden Lotus Sifu The Demented One
Wicked Strike The Wicked Technique Stratego Harmony Of The Infinite Direction Zaaz
Wind-Dancing Willow TheHoverpope Hero Draws A Second Breath Plague of Hats
History Accounting Regimen Scionic
Integrity Charms Infinity-Compassing Conquest Plague of Hats
Adamant Destiny Declaration The Demented One Perfect Recall Stratego
Ascending Phoenix Arete The Demented One Savant Of The Second Age Scionic
Blind God-King Hubris The Demented One Soul-Uplifting Incarna Presence The Demented One
Blissful-Shining Defense Jester7789 Sovereign Essence Resurgence Rrimmel
Burning The Phoenix Pinions Kukla Sun Metal Mastery Irked
Champion Of (Virtue) Meditation Plague of Hats Thaumaturge Training Technique Rrimmel
Essence Awareness Training RRimmel Unified Essence Theory Plague of Hats
Essence Protecting Prana RRimmel Wonder-Working Syllabus Plague of Hats
Eternal Inviolability TheHoverpope
Faith-Inspiring Stance Kukla Martial Arts Charms
Glorious Solar Radiance RRimmel Anvil-Shattering Cadence Kukla
Golden Lion Devotion The Demented One Armor-Ripping Fingers FrivYeti
Heroic Resurgence Plague of Hats Blow-For-Blow Exchange Plague of Hats
Hero's Purpose Meditation Plague of Hats Braving The Roaring Forge Plague of Hats
Inviolable Body And Mind TheHoverpope Burning Corona Of The Sun Black Paper Moon
Inviolable Edicts Of The Sun Plague of Hats Colossus-Hurling Onager Arm The Demented One
Inviolable Spirit TheHoverpope Creation's Armory Technique FrivYeti
Lamp Of Unyielding Faith Plague of Hats Dousing The Glowing Iron Plague of Hats
Living Avatar Of (Virtue) Maese Mateo Dragon's Sinuous Evasion TheHoverpope
Moment Of Certaint y Stratego Enemy Shield Defense TheHoverpope
Omnipotent Golden Resolve Plague of Hats Eternal Warrior Sutra RRimmel
Pure-Heart Innocence Approach The Demented One Fist Shattering Punch RRimmel
Sincerity Inside And Out Kukla Flickering Light Strike FrivYeti
The Heart Breathes Deep The Demented One Golden Omphalos Grappling Kukla
True Paragon of Virtue Maese Mateo Grasping Hand Technique FrivYeti
Unceasing Hero Prana Plague of Hats Hammer Assaults Anvil Denial Plague of Hats
Unconquerable Transcendence Plague of Hats Hook Hand Approach FrivYeti

115 i 115
Knuckles Of The Adamant Bravo Kukla Indomitable Puisance Plague of Hats
Level Field Attitude FrivYeti Ineffable Swordplay Stratego
Lightning Finds Tree Approach Plague of Hats Living Blade Leaps Technique Stratego
Masterless Flexibility Style Thundaka Master Of Arms Technique Bodhisattva
Meteor-Driving Kick Black Paper Moon Monastic Tiger Blade Kukla
More-Than-Mortal Fist Arete The Demented One Mountain-Slaying Attack Plague of Hats
Palace-Shattering Judgment Black Paper Moon Mysterious Quicksilver Weapon Rrimmel
Peon-Flinging Flick The Demented One Onrushing Finalit y Maneuver Plague of Hats
Sifu Exceeding Genius RRimmel Perfected Stroke Stratego
Solar Dragon Form TheHoverpope Perfection In Battle Stance Rrimmel
Steel-Shattering Palm FrivYeti Perfect Swordsman's Technique Rrimmel
Storm Of Fists Prana Stratego Petals Of The Golden Rose Rrimmel
Strikes Of Promised Victory Black Paper Moon Petal-Strewn Warrior Path Plague of Hats
Sunlight Out Of Shadow FrivYeti Piercing Rays Of Dawn Meditation Plague of Hats
Throat-Drumming Atemi Kukla Piercing Strike Of The Unconquered Sun Rrimmel
Throwing The Light Technique Stratego Pressing The Golden Escutcheon Plague of Hats
Thunderbolt Fist Attack Stratego Principle Of Violence Technique Kukla
Thunderclap Rush Attack (2) Black Paper Moon Raindrops Fell The Mountain Onslaught The Demented One
Unhesitating Fist Approach Stratego Ravenous Tiger Meditation Stratego
Wielding The World Kukla Reactive Vengeance Technique Crescens
Resplendent Swords Anima Rrimmel
Medicine Charms Righteous Armsmaster's Stroke Bodhisattva
Aura Of Salubrity Plague of Hats Sandstorm Wind Mastery Rrimmel
Battlefield Medicine Mastery Stratego Second Sentence Bodhisattva
Blessing Of Wholeness Upaatk Shadow Piercing Strike Rrimmel
Brilliance Of Transcendent Panacea Upaatk Sharp Light Of Judgment Plague of Hats
Combat Medic Methodology Rrimmel Shield Of The Suns Chosen Irked
Consecrated Hospital Method Rrimmel Shield Wall Mastery Rrimmel
Deft Doctor's Expedience Plague of Hats Spouse Releasing Strike Rrimmel
Fertile Blessing Of The Sun deaks Steel Curtain Dance Plague of Hats
Glorious Solar Surgeon Rrimmel Strength Of Glorious Catastrophe TheHoverpope
Glow Of Sovereign Mendicant Upaatk Strike Of Soul's Release John Frodo
Incandescent Vision Of Infections Upaatk Strike Of The Shieldbreaker Bodhisattva
Mind-Cleansing Treatment Maese Mateo Sum Of Bull And Glassware Technique John Frodo
Mind-Restoring Method Rrimmel Sun-And-Moon Method (2) Courteous Mongoose
Perfected Lustration Methodologies Plague of Hats Sundog Stance The Demented One
Woe-Conquering Hands Plague of Hats Suns Devour Darkness Prana Crescens
Wyld-Cleansing Technique Rrimmel Sun's Invincible Vestments TheHoverpope
Technique Of The Tiger Warrior Rrimmel
The Sun Also Sets Rrimmel
Melee Charms Thriving On Victory Attack Kukla
A Hundred Rays Of Light TheHoverpope Treacherous Quicksilver Distraction Rrimmel
Armor-Cracking Stance Bodhisattva Twilight In The Dawn TheHoverpope
Autumn Resplendent TheHoverpope Two Suns Method Crescens
Avalanche Warding Blow DODurden Two Swords Technique (2) Courteous Mongoose
Blade Works Alone RRimmel Two Weapons, One Blow Rrimmel
Blazing Force, Blinding Speed Stratego Unerring Blade Stratego
Blood Glutton Blossom Kukla Unexpected Tiger Method Kukla
Bronze Nimbus Bodhisattva Wall Of Steel Threads FrivYeti
Celestial Defending Method RRimmel Whirling Dervish Method Plague of Hats
Chosen Hammer Strikes RRimmel
Cleave The Flesh Stratego
Command The Blade Irked Occult Charms
Corona Of Radiance TheHoverpope Adamant Essence Mastery Plague of Hats
Demon Hunting Slash RRimmel Ash And Bone Glory Plague of Hats
Demon Maiming Blow RRimmel As The Titans The Demented One
Divine Bulwark Mastery Plague of Hats Breaking The Wicked's Will Maese Mateo
Divinely Ordained Strike Methodology Thundaka Celestial Refinement Techniques Plague of Hats
Dragon Slaying Blow RRimmel Demiurge Creation Methodology Crescens
Dual Slaying Stance Courteous Mongoose Demon Binding Magnificence Rrimmel
Dual Wielding Mastery RRimmel Demon-Maiming Judgment The Demented One
Falling Star Strike DODurden Emerald Essence Assimilation Plague of Hats
Flawless Strike Thundaka Esoteric Mandates Of Command The Demented One
Foe-Cleaving Force Plague of Hats Essence-Dispersing Blow Thundaka
Forging The Spirit Weapon RRimmel Essential Nature Discovery Plague of Hats
Form Disrupting Strike RRimmel Essential Pattern Formation Method Stratego
Gilded Champion Refuge Plague of Hats Ghost-Devouring Method Rrimmel
Glorious Blade Of The Unconquered Sun RRimmel Golden Gaoler Geasa Plague of Hats
Glorious Golden Edge Plague of Hats Holistic Essence Understanding Plague of Hats
Glorious Radiant Technique RRimmel Inviolate Essence Prana Thundaka
Glorious Solar Armament RRimmel Leyline Tracing Step Brathor
Glorious Solar Charge Sardon Magic-Defying Mudra Plague of Hats
Glorious Solar Strike RRimmel Mantle Of The Sorcerer Rrimmel
Golden Blade Art Plague of Hats Master's Essential Cerement Plague of Hats
Golden Essence Block Kukla Mortal Magic Mastered Stratego
Golden Essence Expulsion RRimmel Power-Sealing Chakra Strike Plague of Hats
Golden Flame Invocation Stratego Sapphire Essence Understanding Plague of Hats
Golden Swordsman's Technique RRimmel Solar Circle Thaumaturgy Upaatk
Good Morning Headache Xeriar Sorcerer's Gilded Invocation Plague of Hats
Hammer Of The Heavens RRimmel Sorcerer's Hidden Training Method Rrimmel
Heaven-Graced Blow Thundaka Sorcerer's Limitless Mastery The Demented One
Holy Brand Bodhisattva Spirit-Chaining Hero Aura Plague of Hats
Holy Piercing Ray Of The Unconquered Sun RRimmel Unbreakable Might Maese Mateo
Hurricane Force Attack Stratego Victory Over Primordials Mudra Plague of Hats
Immaculate Freeing Wonder TheHoverpope Wyld-Searing Blow Rrimmel
Impenetrable Sentinel Stance Black Paper Moon

i116 116
Performance Charms Insolence-Rebuffing Armor Segev
Allure Of Divine Beauty Plague of Hats Invincible Armor Hide Rrimmel
Ceaseless Assertion Presentation Jester7789 Iron Skin Shields The Flesh Segev
Creation-Spanning Whisper Plague of Hats Ironwood Understanding Irked
Elemental Fury-Allaying Speech Plague of Hats Irreducible Bodily Wholeness Stratego
Familiar Face Presentation Jester7789 Meditation Of Miraculous Health Stratego
Fool-Mocks-Emperor Satire The Demented One Orichalcum Godbody Ascension The Demented One
Indivisible Themes Of Splendor Plague of Hats Orichalcum Ox-Body Conversion Brathor
Infallible Persuasion Methodology Jester7789 Perfected Constitution Plague of Hats
Insight-Conveying Performance Kukla Perfecting The Iron With Gold Segev
Inspiring Dance Of Mastery Kukla Perfection Imbued Skin Jester7789
Irresistible Chorus Line Harmony The Demented One Practiced Protection Perfection Jester7789
Mastery-Of-Passion Nuance Plague of Hats Purity Begets Purity TheHoverpope
Radiant Appearance Technique Stratego Soul Strengthens The Spirit Jester7789
Stanewald And Wulfthryth Take Creation Plague of Hats Stamina Increasing Prana Stratego
Tears From Stones Aria Plague of Hats Sustenance Of Inner Glory Plague of Hats
Unhesitating Oratory Approach Stratego The Sun Always Rises Plague of Hats
Virtuous Courtier's Dance Kukla Wall Breaks Fist Stance Stratego
Warrior's Adversity Divestment Plague of Hats
Waterfowl's Steel-Rain Shedding Prana Segev
Presence Charms Yeddim-Body Technique Segev
Audience-Swaying Oration Madwand
Authority Of Sol Invictus Madwand
Blinding Words Of The Chosen Tecchnique Jester7789
Ride Charms
Celestial Partnership Reinforcement Plague of Hats Aquatic Spirit Steed Kukla
Charisma Amplifying Method Stratego Assault Ram Style Bodhisattva
Concise Eloquence Technique Stratego Attendant Chariot Gesture Plague of Hats
Crushing Pressure Of Spirit Irked Experienced Pilot's Understanding Bodhisattva
Cutting Observation Interruption Plague of Hats Heroic Course Familiarit y Plague of Hats
Declaration Of Principles Defense Stratego Impossible Maneuver Execution Plague of Hats
Devil-Flaying Proclamation Plague of Hats Lightning Mount Technique Stratego
Eminence Of The Lawgiver Plague of Hats Love Of Rider And Ridden Kukla
Emulation Of The Glorious Zenith Stratego Majestic Bearing Intuition Plague of Hats
Foe-Blinding Brilliance Irked Mount-Imbuing Technique Kukla
Gilt Retrospective Faith Plague of Hats Narrow Escape Strategy Plague of Hats
Glorious Imperative Plague of Hats Perfected Steed Of Light Kukla
Golden Retinue-Gathering Smile Plague of Hats Pilot's Operational Finesse Technique Bodhisattva
Heavenly Emperor Command Stratego Pilot's Steady Hand Plague of Hats
Hero-Inspiring Interrogatory Plague of Hats Quickened Response Technique Bodhisattva
I Am Your World Stance Democritus Sun And Moon Rise In Unity Rrimmel
I Beg To Differ Retort Stratego Two Fight As One Technique Stratego
Injunction Of The Lawgiver Plague of Hats Unity Of Radiant Glory Stratego
Irresistible Order Stratego World-Crossing Stamina Plague of Hats
Life Altering Blow Madwand
Listener-Swaying Argument Jester7789 Sail Charms
Majestic Demigod Continence Rrimmel Confident Captain's Awareness Reminiscent Oasis
Mien Of Supreme Nobility Scionic Enemy-Escaping Swerve Stratego
Perfect Counter-Argument Defense Jester7789 Enemy-Evading Navigation Stratego
Perfect Word Stratego Expert Pilot Concentration Plague of Hats
Presence Of The Master Madwand Flashing Thunderbolt Sailing Method Stratego
Primacy Of Solar Authorit y Madwand Golden Cove Trick Plague of Hats
Rain Of Luminous Arguments Jester7789 Gracious Hospitality Of Flotsam Kukla
Resplendent Aura Of Awe Plague of Hats Hull-Strengthening Focus Stratego
The Great Shout Madwand Hull-Toughening Tactic Stratego
Unfaltering Adoration Achievement Plague of Hats Invulnerable Solar Vessel Plague of Hats
Unhesitating Speech Stratego Lightning On The Water Technique Stratego
Unshakable Purpose Declaration Stratego Righteous Protocols Of The Solar The Demented One
Voice Of The Celestial Mandate Rrimmel Sailing The Sky Technique Stratego
World-Changing Words Stratego Sailing The Sweetwater Sea Reminiscent Oasis
Sun-Racing Clip Plague of Hats
Resistance Charms Sunset-Racing Caravel Reminiscent Oasis
Adamant Armor Finish Segev Yacht Of The Glittering Waves Kukla
Adamant Body Method Rrimmel
All-Encompassing Recuperation Stratego Socialize Charms
Aureate Flesh Perfection The Demented One Chorus Of One Hundred Voices Stratego
Battlefield Weathering Stance Plague of Hats Circle Speaks As One Stratego
Blow-Deadening Might Segev Courtier's Ear Technique Stratego
Chink-Closing Practice Segev Dragon-Shaping Enthusiasm Plague of Hats
Durabilit y Of Stone Meditation Segev Eloquent Dignitary's Smile Stratego
Emulation Of The Sublime Twilight Stratego Emulation Of The Harmonious Eclipse Stratego
Endurance Of Ten Thousand Cuts Plague of Hats Eye-For-Passions Scrutiny Plague of Hats
Eternal Glory Meditation Plague of Hats Glorious Affirmation Stance Plague of Hats
Ever Healing Godbody Rrimmel Golden Courtier Infallibility Plague of Hats
Ever Shielding Technique Rrimmel Irrefutable Demonstration Of Sincerity Stratego
Extended Lifetime Prana Plague of Hats Lord-And-Vassals Agreement Plague of Hats
Fight Through The Pain Stratego Loyalty-Affirming Speech Stratego
Four Virtues Def lection Rrimmel Manipulation Enhancing Practice Stratego
Glorious Solar Armor Rrimmel Master Of Society Technique Plague of Hats
Golden Purity Bulwark Plague of Hats Patently Obvious Truth Technique Stratego
Golden Skin Concentration deaks Persuading The Mirror Technique Stratego
Great Strength Of The Forest Rrimmel Principled Adherence To Truth Stratego
Impenetrable Flaxen Flesh Jester7789 Restless Mind Technique Jester7789
Impervious Tortoise Technique Plague of Hats Slumbering-Bear-Wakes Attentiveness Plague of Hats
Indestructible Warrior Frame Plague of Hats Stirring Oratory Practice Stratego
Inferno Enduring Stance Stratego Stubborn Solidarity Technique Stratego
Tiger-In-The-Rushes Rally Plague of Hats

117 i 117
Uplifting Trials Of The Perfect Plague of Hats Wyld Banishing Strategy Rrimmel
Voice Of Sublime Leadership Stratego

Stealth Charms Creators


Blinding Solar Corona Stratego
Emulation Of The Secret Night Stratego
Essence Hides Itself Method Democritus Black Paper Moon
Eyeblink's Time Vanishing TheHoverpope Burning Corona Of The Sun
Humble Mortal Mien TheHoverpope Impenetrable Sentinel Stance
Shadow Of The Sun Democritus Meteor-Driving Kick
Slipping Elsewhere Trick Plague of Hats Palace-Shattering Judgment
Surreptitious Golden Needle Plague of Hats Strikes Of Promised Victory
The Sun Is Always There Plague of Hats Thunderclap Rush Attack (2)
Unblemished Perfection Practice TheHoverpope
Undetectable Passage Technique Thundaka Bodhisattva
Unseen Blade Strike Democritus Armor-Cracking Stance
Assault Ram Style
Survival Charms Bronze Nimbus
Bounteous Field Technique Stratego Experienced Pilot's Understanding
Essence Focussed Enhancement Rrimmel Holy Brand
Eternal Harvest Prana Stratego Master Of Arms Technique
Living Essence Procedure TheHoverpope Pilot's Operational Finesse Technique
Refuge-Finding Intuition Plague of Hats Quickened Response Technique
Trial-Soothing Grace Of The Sun Plague of Hats Righteous Armsmaster's Stroke
Wyld Enhanced Training Rrimmel Second Sentence
Strike Of The Shieldbreaker
Thrown Charms
Blessing Of Antioch Haschel Brathor
Celestial Edge Maelstrom Plague of Hats Leyline Tracing Step
Cutting At The Heart TheHoverpope Orichalcum Ox-Body Conversion
Foes Fall Away TheHoverpope
Fulminating Solar Incandescence The Demented One connorwf
Glorious Rebounding Thorn Plague of Hats Essence Devotion Method
Heaven-Skimming Bombardment Plague of Hats
Immobilizing Blade Stratego Courteous Mongoose
Inevitable Thunderbolt-Flinging Hand The Demented One Dual Slaying Stance
Lodestone Spear Approach TheHoverpope Sun-And-Moon Method (2)
Piercing The Gates Of Essence TheHoverpope Two Swords Technique (2)
Radiant Golden Boomerang Stratego
Rain Of Blades Attack Stratego
Rebounding Happenstance Strike The Demented One
Crescens
Shower Of Deadly Meteors Attack Stratego Already Dead Aiming Trance
Spiritual Arsenal Prana The Demented One Demiurge Creation Methodology
Summoning The Loyal Blade Stratego Godstep Understanding
Sunbeam Hands Exercise Plague of Hats Reactive Vengeance Technique
Swift Flight Of Hornets Technique Stratego Suns Devour Darkness Prana
Unhesitating Falcon Strike Stratego Two Suns Method
Yeddim-Piercing Harpoon Strike TheHoverpope
deaks
War Charms Fertile Blessing Of The Sun
Army Of One Approach Stratego Golden Avatar Apotheosis
Army Of Quicksilver Fluidity Rrimmel Golden Skin Concentration
Attention Rending Strike Lord Stone
Bronze Tiger Litter Technique Plague of Hats democritus
Champion-Encouraging Presence Rrimmel Essence Hides Itself Method
Charge Of The Unconquered Warrior Rrimmel I Am Your World Stance
Circle Strikes As One Stratego Shadow Of The Sun
Coursing River Deployment The Demented One Unseen Blade Strike
Dark Side Of The Moon Deception The Demented One
Did-They-Send-Me-Daughters The Demented One DODurden
Dragon Warrior Method Rrimmel Avalanche Warding Blow
Emulation Of The Blazing Dawn Stratego Falling Star Strike
Escaping The Jaws Of The Wolf Rrimmel
Ferocious Rapid Training Regimen Stratego
Flawless Flanking Formation Lord Stone
FrivYeti
Girl-Worth-Fighting-For Inspiration The Demented One Armor-Ripping Fingers
Great Typhoon Siege The Demented One Creation's Armory Technique
Heed My Ever y Order The Demented One Flickering Light Strike
Hero Leads The Charge Rrimmel Grasping Hand Technique
Incontestable Solar Strategy Plague of Hats Hook Hand Approach
Perfected Tiger Claw Arrangement Plague of Hats Level Field Attitude
Raging Fire Onslaught The Demented One Steel-Shattering Palm
Rain Of One Hundred Arrows Stratego Sunlight Out Of Shadow
Rapid Battle Awareness Lord Stone Wall Of Steel Threads
Relentless Barrage Methodology Lord Stone Word Of Imposed Stillness
Shifting Sands Method Rrimmel
Shining Blade Formation Stratego GryMor
Silent Words Of Battle Lord Stone Instant-Creation Methodology
Sorcerer Fires At Range Rrimmel
Swift Command Lord Stone Haschel
Swift Solar Strategy Plague of Hats Blessing Of Antioch
Unhesitating Charge Stratego
Unity Of The Mighty Lord Stone Irked
Unity Of The Titans Lord Stone
Can't Flee The Day
Voice Of Celestial Command Stratego

i118 118
Command The Blade Flawless Flanking Formation
Crushing Pressure Of Spirit Rapid Battle Awareness
Eternal Persistence Of (Abilit y) Relentless Barrage Methodology
Face The Day Silent Words Of Battle
Foe-Blinding Brilliance Swift Command
Ironwood Understanding Unity Of The Mighty
Shield Of The Suns Chosen Unity Of The Titans
Sun Metal Mastery
Madwand
Jester7789 Audience-Swaying Oration
(Ability) Excellency Harmonization Authority Of Sol Invictus
Blinding Words Of The Chosen Tecchnique Life Altering Blow
Blissful-Shining Defense Presence Of The Master
Bolts Of Solar Devastation Primacy Of Solar Authority
Cataclysm-Releasing Bolt The Great Shout
Ceaseless Assertion Presentation
Effortless Marksman Finesse Maese Mateo
Ego-Bolstering (Ability) Artistry Breaking The Wicked's Will
Essence Arrow Harmonization Living Avatar Of (Virtue)
Familiar Face Presentation Mind-Cleansing Treatment
Flawless (Ability) Transcendence True (Abilit y) Enlightment
Forcing (Ability) Infinite-Flow Compatibility True Paragon of Virtue
Glorious Golden Artillery Unbreakable Might
Impenetrable Flaxen Flesh
Indomitable Arrow's Flight
Infallible Persuasion Methodology Morpheus
Listener-Swaying Argument Dashing Cheetah
Peerless Archery Offensive Delicate Mosquito
Perfect Counter-Argument Defense Flashing Hawk
Perfection Imbued Skin Floating Butterf ly
Piercing Radiant Ray Galloping Steed
Practiced Protection Perfection Graceful Crane
Rain Of Luminous Arguments Hopping Flea
Rare Artillery Inclusion Jumping Frog
Restless Mind Technique Massive Ape
Solar Comet Augmentation Racing Hare
Soul Strengthens The Spirit Raging Bear
Surging (Ability) Empowerment Stampeding Yeddim
Ten Storms Strike
Unbound (Abilit y) Understanding Plague of Hats
Titanic Weaponry Enhancement (Abilit y) Essence Perfection
Typhoon Of Unstoppable Arrows Adamant-Crushing Grip
Violent Destruction Bolt Adamant Essence Mastery
Allure Of Divine Beauty
John Frodo Apotheosis Of The Inventor
Strike Of Soul's Release Ash And Bone Glory
Sum Of Bull And Glassware Technique Attendant Chariot Gesture
Attentive Courtier Attitude
Aura Of Salubrity
Justus Battlefield Weathering Stance
Golden Filament Restring Exercise Binding Golden Edict
Blow-For-Blow Exchange
Kukla Braving The Roaring Forge
All-Things Strengthening Energy Bronze Tiger Litter Technique
Anvil-Shattering Cadence Castle-Toppling Shove
Aquatic Spirit Steed Ceaseless Contrivance Competency
Blood Glutton Blossom Celestial Edge Maelstrom
Burning The Phoenix Pinions Celestial Partnership Reinforcement
Concealment-Shattering Revelation Celestial Refinement Techniques
Faith-Inspiring Stance Champion Of (Virtue) Meditation
Foot-Guiding Intuition Chaos-Warding Benison
Golden Essence Block Crashing Retribution Blow
Golden Omphalos Grappling Creation-Ruling Pronouncement
Gracious Hospitalit y Of Flotsam Creation-Spanning (Sense)
Insight-Conveying Performance Creation-Spanning Whisper
Inspiring Dance Of Mastery Cutting Observation Interruption
Knuckles Of The Adamant Bravo Dancing Shadow Evasion
Love Of Rider And Ridden Deadly Solar Pinions
Monastic Tiger Blade Deft Doctor's Expedience
Mount-Imbuing Technique Devil-Flaying Proclamation
Perfected Steed Of Light Dilligent Artisan's Methodology
Principle Of Violence Technique Distracting Glory Legerdemain
Reeds Into Gold Meditation Divine Bulwark Mastery
Sincerity Inside And Out Dousing The Glowing Iron
Steel Feather Prana Dragon-Shaping Enthusiasm
Swaying Reed Evasion Elder-Uplifting Generosity
Thriving On Victory Attack Elemental Fury-Allaying Speech
Throat-Drumming Atemi Elsewhere Confiscation Methodology
Unexpected Tiger Method Emerald Essence Assimilation
Virtuous Courtier's Dance Eminence Of The Lawgiver
Wielding The World Endurance Of Ten Thousand Cuts
Yacht Of The Glittering Waves Essential Nature Discovery
Eternal Glory Meditation
Lord Stone Eternal Golden Panoply
Attention Rending Strike Expert Foreman Discipline
Expert Pilot Concentration

119 i119
Extended Lifetime Prana Sorcerer's Gilded Invocation
Eye-For-Passions Scrutiny Spirit-Chaining Hero Aura
Foe-Cleaving Force Stanewald And Wulfthryth Take Creation
Gilded Champion Refuge Steel Curtain Dance
Gilt Retrospective Faith Sunbeam Hands Exercise
Glorious Affirmation Stance Sunbeam-Pursuing Alacrity
Glorious Golden Edge Sun-Racing Clip
Glorious Imperative Surreptitious Golden Needle
Glorious Rebounding Thorn Sustenance Of Inner Glory
Golden Author's Seal Swift Solar Strategy
Golden Blade Art Tale Of The World Intuition
Golden Courtier Infallibility Tears From Stones Aria
Golden Cove Trick Tenfold Master Laborer Technique
Golden Gaoler Geasa The Sun Always Rises
Golden Magistrate Clarity The Sun Is Always There
Golden Paradise Dialect Thousand Arrows Cloud Attack
Golden Prodigy Epiphany Tiger-In-The-Rushes Rally
Golden Purity Bulwark Treasure-Warding Caution
Golden Retinue-Gathering Smile Trial-Soothing Grace Of The Sun
Hall Of Mirrors Practice Twisting Endless Streamer
Hammer Assaults Anvil Denial Unceasing Hero Prana
Harmony Of Word And Deed Unconquerable Might
Heart-Reading Glance Unconquerable Transcendence
Heaven-Skimming Bombardment Unfaltering Adoration Achievement
Hero Draws A Second Breath Unified Essence Theory
Heroic Course Familiarit y Unmindful Bureaucracy Technique
Heroic Resurgence Unstoppable Destiny Outburst
Hero-Inspiring Interrogator y Uplifting Trials Of The Perfect
Hero's Purpose Meditation Victory Over Primordials Mudra
Holistic Essence Understanding Voice Of The People
Horde-Scattering Payload Warrior's Adversit y Divestment
Illimitable Righteous Missiles Whirling Dervish Method
Immovable Righteousness Woe-Conquering Hands
Impenetrable Lifest yle Masquerade Wonder-Appropriating Concentration
Impervious Tortoise Technique Wonder-Sculpting Alacrity
Implacable Warrior Thews Wonder-Working Syllabus
Impossible Maneuver Execution World-Crossing Stamina
Incontestable Solar Strategy Worthy Panoply Investiture
Indestructible Warrior Frame
Indivisible Themes Of Splendor Reminiscent Oasis
Indomitable Puisance Confident Captain's Awareness
Indomitable Sinews Sailing The Sweetwater Sea
Ineffable Truth Revelation Sunset-Racing Caravel
Infinite Potential Treatise
Infinity-Compassing Conquest
Inimitable Assembly Exercise
RRimmel
Injunction Of The Lawgiver Adamant Body Method
Insuperable Clarity Of (Sense) Application Of Enhanced Senses
Inviolable Edicts Of The Sun Army Of Quicksilver Fluidity
Invulnerable Solar Vessel Blade Works Alone
Keen-Eyed Trajectory Celestial Battle Form
Lamp Of Unyielding Faith Celestial Defending Method
Lawgiver's Ministerial Dominion Celestial Forging Ability
Lightning Finds Tree Approach Champion-Encouraging Presence
Lord-And-Vassals Agreement Charge Of The Unconquered Warrior
Magic-Defying Mudra Chosen Hammer Strikes
Majestic Bearing Intuition Combat Medic Methodology
Market-Commanding Proclamation Consecrated Hospital Method
Master Of Society Technique Deception Penetrating Technique
Master's Essential Cerement Demon Binding Magnificence
Master y-Of-Passion Nuance Demon Hunting Slash
Misdeed-Unveiling Illumination Demon Maiming Blow
Mountain-Slaying Attack Dragon-Line Architect
Narrow Escape Strategy Dragon Slaying Blow
Nimble Footwork Dragon Warrior Method
Omnipotent Golden Resolve Dual Wielding Mastery
Onrushing Finality Maneuver Escaping The Jaws Of The Wolf
Perfected Constitution Essence Awareness Training
Perfected Lustration Methodologies Essence Bolts Mastery
Perfected Tiger Claw Arrangement Essence Focussed Enhancement
Perpetual Preservation Proficiency Essence Protecting Prana
Petal-Strewn Warrior Path Eternal Warrior Sutra
Piercing Rays Of Dawn Meditation Ever Healing Godbody
Pilot's Steady Hand Ever Shielding Technique
Power-Sealing Chakra Strike Fist Shattering Punch
Pressing The Golden Escutcheon Flare And Eclipse Method
Refuge-Finding Intuition Flickering Shadow Defense
Resplendent Aura Of Awe Foe Of Creation Pursuit
Sage Solar Composition Forging The Spirit Weapon
Sapphire Essence Understanding Form Disrupting Strike
Shaded Ally Intercession Four Virtues Def lection
Sharp Light Of Judgment Ghost-Devouring Method
Singular Golden Barrage Glorious Blade Of The Unconquered Sun
Sinuous Shadow Escape Glorious Radiant Technique
Slipping Elsewhere Trick Glorious Solar Armament
Slumbering-Bear-Wakes Attentiveness Glorious Solar Armor
Glorious Solar Radiance

i120 120
Glorious Solar Surgeon Charisma Amplifying Method
Glorious Solar Strike Chorus Of One Hundred Voices
Golden Essence Expulsion Circle Speaks As One
Golden Swordsman's Technique Circle Strikes As One
Great Strength Of The Forest Cleave The Flesh
Hammer Of The Heavens Concise Eloquence Technique
Hero Leads The Charge Conspirator-Sensing Glance
Holy Piercing Ray Of The Unconquered Sun Courtier's Ear Technique
Infinite Caress Of Sunlight Declaration Of Principles Defense
Invincible Armor Hide Dexterit y Enhancing Practice
Lightning Stepping Method Eloquent Dignitary's Smile
Majestic Demigod Continence Emulation Of The Blazing Dawn
Mantle Of The Sorcerer Emulation Of The Glorious Zenith
Master Artisan Method Emulation Of The Harmonious Eclipse
Mind-Restoring Method Emulation Of The Secret Night
Multi Shadow Dodging Method Emulation Of The Sublime Twilight
Mysterious Quicksilver Weapon Enemy-Escaping Swerve
Perfection In Battle Stance Enemy-Evading Navigation
Perfection Of Sensual Memory Essence Crafting Gesture
Perfect Swordsman's Technique Essential Pattern Formation Method
Petals Of The Golden Rose Eternal Harvest Prana
Piercing Strike Of The Unconquered Sun Expect The Unexpected Stance
Resplendent Swords Anima Ferocious Rapid Training Regimen
Sandstorm Wind Mastery Fight Through The Pain
Shadow Piercing Strike Flashing Thunderbolt Sailing Method
Shield Wall Mastery Flash Strike
Shifting Sands Method Fools Destroy Their Own Stance
Sifu Exceeding Genius Gifted Apprentice Concentration
Sorcerer Fires At Range Golden Flame Invocation
Sorcerer's Hidden Training Method Heavenly Emperor Command
Sovereign Essence Resurgence Hull-Strengthening Focus
Spouse Releasing Strike Hull-Toughening Tactic
Sun And Moon Rise In Unity Hurricane Force Attack
Supernatural Awareness Trance I Beg To Differ Retort
Supreme Athletic Perfection Immobilizing Arrow
Technique Of The Tiger Warrior Immobilizing Blade
Thaumaturge Training Technique In A Flash Technique
The Sun Also Sets Ineffable Swordplay
This Is Mine Method Inferno Enduring Stance
Tiger's Blood Quickening Infinite Harmony Of (Ability)
Treacherous Quicksilver Distraction Irreducible Bodily Wholeness
Twin Action Unity Irrefutable Demonstration Of Sincerity
Two Weapons, One Blow Irresistible Order
Voice Of The Celestial Mandate Just Retribution Arrow
Wyld Banishing Strategy Lightning Mount Technique
Wyld-Cleansing Technique Lightning On The Water Technique
Wyld Enhanced Training Living Blade Leaps Technique
Wyld-Searing Blow Loyalty-Affirming Speech
Manipulation Enhancing Practice
Sardon Meditation Of Miraculous Health
Glorious Solar Charge Moment Of Certainty
Mortal Magic Mastered
Nation-Transcending Tongue Of Heaven
Scionic Patently Obvious Truth Technique
History Accounting Regimen Perception Sharpening Focus
Mien Of Supreme Nobility Perfected Stroke
Savant Of The Second Age Perfect Recall
Perfect Word
Segev Persuading The Mirror Technique
Adamant Armor Finish Plain As Day Approach
Bending With The Unbreaking Reed Principled Adherence To Truth
Blow-Deadening Might Radiant Appearance Technique
Chink-Closing Practice Radiant Golden Boomerang
Cursed (Abilit y) Excellency Rain Of Blades Attack
Durabilit y Of Stone Meditation Rain Of One Hundred Arrows
Insolence-Rebuffing Armor Rapid Growth Protocol
Iron Skin Shields The Flesh Ravenous Tiger Meditation
Near-Miss Kata Reality-Reinforcing Hierarchy Technique
Perfecting The Iron With Gold Ref lex Backf lip Stance
Strike-Where-I-Was Foresight Revealing The Truth Defense
Waterfowl's Steel-Rain Shedding Prana Sailing The Sky Technique
Yeddim-Body Technique Secret Sensing Method
Shining Blade Formation
StarHawk Shower Of Deadly Meteors Attack
Masterful Language Retention Stamina Increasing Prana
Stinging Swarm Attack
Stirring Oratory Practice
Stratego Storm Of Fists Prana
All-Encompassing Recuperation Storm Of Sharp Steel
Army Of One Approach Stubborn Solidarity Technique
Ascendant Intellect Meditation Summoning The Loyal Blade
Ascending Enterprise Meditation Supernal Excellence Of (Ability)
Battlefield Medicine Mastery Swift Flight Of Hornets Technique
Blazing Force, Blinding Speed Threefold Shadow Stance
Blinding Solar Corona Throwing The Light Technique
Boom Without Bust Method Thunderbolt Fist Attack
Bounteous Field Technique

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Two Fight As One Technique Strength Of Glorious Catastrophe
Unerring Blade Sun's Invincible Vestments
Unhesitating Charge Transcendence
Unhesitating Falcon Strike Twilight In The Dawn
Unhesitating Fist Approach Unblemished Perfection Practice
Unhesitating Oratory Approach Wind-Dancing Willow
Unhesitating Speech Yeddim-Piercing Harpoon Strike
Unity Of Radiant Glory
Unshakable Purpose Declaration Thundaka
Voice Of Celestial Command Blinding Radiance Distraction
Voice Of Sublime Leadership Celestial Dissembling Style
Wall Breaks Fist Stance Divinely Ordained Strike Methodology
What Do You Think Of That Def lection Essence-Dispersing Blow
Wicked Strike The Wicked Technique Flawless Strike
Without Pause Approach Great Craftsman's Intuition
Wits Sharpening Method Heaven-Graced Blow
World-Changing Words Inviolate Essence Prana
Intimate Form Understanding
The Demented One Masterless Flexibility Style
Adamant Destiny Declaration Peerless Aim Of The Unconquered Sun
Appointment Of Divine Portion Undetectable Passage Technique
Apprentice-Tutoring Archmage Brilliance
Ascending Phoenix Arete Upaatk
As The Titans Blessing Of Wholeness
Aureate Flesh Perfection Brilliance Of Transcendent Panacea
Becoming-The-Master Subterfuge Glow Of Sovereign Mendicant
Birthing The Golden Lineage Incandescent Vision Of Infections
Blind God-King Hubris Solar Circle Thaumaturgy
Colossus-Hurling Onager Arm
Coursing River Deployment
Dark Side Of The Moon Deception Xeriar
Demon-Maiming Judgment Celestial Shadows Of The Sun
Did-They-Send-Me-Daughters Good Morning Headache
Ecstatic Golden Muse Style
Eloquent Proclamation Of Sculpted Zaaz
Esoteric Mandates Of Command Efficient Methodology Of The Artificer
False Scales Raiment Harmony Of The Infinite Direction
Feats Of All Things Recipe Infinite Understanding Of The God Machine
Flashback Epiphany Revelation
Fool-Mocks-Emperor Satire
Fulminating Solar Incandescence
Girl-Worth-Fighting-For Inspiration
Golden Lion Devotion
Golden Lotus Sifu
Great Typhoon Siege
Heaven-Spanning Leap
Heed My Ever y Order
Inevitable Thunderbolt-Flinging Hand
Irresistible Chorus Line Harmony
More-Than-Mortal Fist Arete
Orichalcum Godbody Ascension
Peerless Penmanship Prana
Peon-Flinging Flick
Pure-Heart Innocence Approach
Raging Fire Onslaught
Raindrops Fell The Mountain Onslaught
Rebounding Happenstance Strike
Righteous Protocols Of The Solar
Sorcerer's Limitless Mastery
Soul-Uplifting Incarna Presence
Spiritual Arsenal Prana
Sundog Stance
Sunrise Inkwell Spirit
The Heart Breathes Deep
Unsurpassed Strength Of The Sun

The Hoverpope
A Hundred Rays Of Light
Autumn Resplendent
Corona Of Radiance
Cutting At The Heart
Dragon's Sinuous Evasion
Enemy Shield Defense
Eternal Inviolabilit y
Eyeblink's Time Vanishing
Foes Fall Away
Humble Mortal Mien
Immaculate Freeing Wonder
Inviolable Body And Mind
Inviolable Spirit
Living Essence Procedure
Lodestone Spear Approach
Piercing The Gates Of Essence
Purity Begets Purity
Solar Dragon Form

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