Advertisement
Guest User

Ex3 Miracles Of The Solar Exalted

a guest
Jun 3rd, 2016
2,500
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 152.19 KB | None | 0 0
  1.  
  2. John Mørke
  3. M I R A C L E S O F T H E S O L A R E X A LT E D
  4. EX3
  5. 2
  6. Six months ago, when we were asked
  7. to come up with a charm for the writers
  8. of Exalted to develop, we were too busy,
  9. and too sad, to make a reply. Some
  10. years are simply too difficult to leave
  11. much of a place for the imagination.
  12. And so, in lieu of a unique charm, I’ve
  13. asked Rich to allow me this space to
  14. thank my family for their perseverance,
  15. their love, and their ceaseless devotion
  16. to moving forward.
  17. Most of all, I want to thank my wife,
  18. Ester, for being so amazingly strong
  19. through all of these many trials. She’s
  20. all the magic I ever needed.
  21. - Jeremiah Pina
  22. © 2016 White Wolf Publishing AB. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of White Wolf Publishing AB. Reproduction prohibitions do not apply to
  23. the character sheets contained in this book when reproduced for personal use. White Wolf, Exalted, and Exalted 3rd
  24. Edition are trademarks of White Wolf Publishing AB. All rights reserved. All characters, names, places and text herein
  25. are copyrighted by White Wolf Publishing AB.
  26. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
  27. concerned
  28. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
  29. and intended for entertainment purposes only. Reader discretion is advised.
  30. Check out White Wolf online at http://www.white-wolf.com
  31. Check out the Onyx Path at http://www.theonyxpath.com
  32. Writer: John Mørke
  33. Editor: Holden Shearer
  34. Developer: John Mørke
  35. Artists: Hive Studio
  36. Art Director: Maria Cabardo
  37. Creative Director: Richard Thomas
  38. Layout & Cover Design: Mike Chaney
  39. EX3
  40. 3
  41. Past Lives of the Exalted 4
  42. Keywords 5
  43. New Solar Charms 5
  44. Archery 5
  45. Hanging Judgment Arc 5
  46. Nova Arrow Attack 6
  47. Hell-Heeling Arrow 6
  48. Solar Judgment Flare 6
  49. Athletics 7
  50. Strength-Hying Heave 7
  51. Faster than Self Technique 8
  52. Brawl 8
  53. Swift Strike Prana 8
  54. Heart-Eating Fist 8
  55. Burning Sky Apocalypse Strike 9
  56. Bureaucracy 9
  57. Honor-Instilling Mantra 9
  58. Pattern-Exploiting Commerce Spirit 9
  59. Creation of Adamant Specie 10
  60. Spectacle-Inciting Order 11
  61. Craft 11
  62. Ever-Ready Innovation Discipline 11
  63. Integrity 12
  64. Empathic Aegis Discipline 12
  65. Strength from Conviction Stance 13
  66. Investigation 14
  67. Fetich-Tracing Eye 14
  68. Truth-Rendering Attitude 14
  69. Larceny 14
  70. Criminal Seduction Method 14
  71. Sun-Stealing Shadow Spirit 15
  72. Linguistics 15
  73. Soul-Drawing Pattern 15
  74. Indelible Spoken Script 15
  75. Lore 16
  76. Soul-Light Spreading Discipline 16
  77. Cloud-Wreathed Scholar 16
  78. Hundred Sages Focus 16
  79. Legend-Spirit Convocation 17
  80. All-Knowing Enlightened Sovereign 17
  81. Medicine 18
  82. Time-Halting Flow 18
  83. Melee 18
  84. Nimble Reaving Wind 18
  85. Arc Shedding Rain Technique 18
  86. Gleaming Sever 19
  87. Stark Truth of Steel Method 19
  88. Victorious Wreath
  89. (Against the World Stance) 19
  90. Whirlwind-Tempest Deflection 19
  91. Shattering Clash 20
  92. Omniscient Focus Attack 21
  93. All-Sundering Strike 21
  94. Divine Executioner Stance 21
  95. Occult 22
  96. Six Eternities’ Travail 22
  97. Anima-Suffused Spirit 22
  98. What Light Reveals
  99. (Living Specter’s Flame) 22
  100. Performance 23
  101. Music and Singing 23
  102. Divine Instrument 23
  103. Seventeen Cycles Symphony 23
  104. Acting 24
  105. Drama-Fueling Ardor 24
  106. Divinely-Inspired Performance 24
  107. Oratory 24
  108. Seven Thunders Voice 24
  109. Presence 25
  110. Poised Lion Attitude 25
  111. Holy Touch 25
  112. God-Heeling Gesture 25
  113. Unnerving Solar Presence 26
  114. Voice-Empowering Aspect
  115. (Aspect-Imbued Voice) 26
  116. Divinity-Conferring Touch
  117. (Celestial Exaltation Method) 27
  118. Resistance 27
  119. Armed and Ready Discipline 27
  120. Fortress-Body Discipline 28
  121. Ride 28
  122. Storm-Racing Destrier 28
  123. Sail 28
  124. Skiff-to-Scow Method 28
  125. Ash and Storm Aegis 28
  126. Perfect Reckoning Technique 29
  127. Mast of Everything Situation 29
  128. Death-Daring Maneuver 29
  129. Master and Commander Method 30
  130. Socialize 30
  131. Viper-Scenting Method 30
  132. Energic Influence Technique 31
  133. Rancor-Raising Spirit 31
  134. Soul-Testing Method 32
  135. Stealth 32
  136. Stalking Shadow Spirit 32
  137. Killing Shroud Technique 32
  138. Shadow-Striking Way 33
  139. Survival 34
  140. Harmony with Nature Approach 34
  141. Elements-Sculpted Avatar 34
  142. Riotous Cry of the Beast 34
  143. Colossal Rampaging Beast 35
  144. Baara-Unleashing Technique 35
  145. Thrown 36
  146. Spitting Hand Technique 36
  147. Diving Hawk Discipline 36
  148. Thunder-Quelling Gesture 36
  149. Death-Dealing Diffusion 36
  150. Whirlwind Hand of the Striker 37
  151. Dancing Steel Symphony 37
  152. War 38
  153. Unstoppable Solar Conqueror 38
  154. One With Five Forces 38
  155. ??? 38
  156. Hallowed Bond of Night and Flame
  157. (Hallowed Soul and Flesh Merging) 38
  158. As the Tale of Exalted Continues... 39
  159. M I R A C L E S O F T H E S O L A R E X A LT E D
  160. EX3
  161. 4
  162. hen looking at the backer Charm requests, I saw
  163. a need that has been mirrored elsewhere in the
  164. Exalted community — an underlying desire to
  165. see more overt supernatural power in the fabric of Solar
  166. Charms. This need was not verbalized by a single backer,
  167. but it came across through the things they had asked for.
  168. In this tome you will find the power to tame a raging
  169. inferno with a song, to blow an airship out of the sky
  170. with a single shot from your bow, and to sense whenever
  171. your allies are in danger. You will find the skill to strike
  172. from the shadows unnoticed, or the power to blaze your
  173. aspect from the words and face of another, and Charms
  174. so sharp they can “cut god.”
  175. Oh, and Survival Charms, Survival Charms, Survival
  176. Charms. Everyone asked for Survival Charms.
  177. I also threw in a few bonus Charms and the section below as my way of saying thanks.
  178. — Ø January 14, 2016
  179. Past Lives of the Exalted
  180. The Celestial Exalted often experience past lives.
  181. When a Solar dies, the Exaltation unbinds itself from the
  182. soul and flows back into the cycles of heaven. From there
  183. it is directed by the Essence of the Unconquered Sun —
  184. which carries his energic will — to seek out a new hero.
  185. A newly-Exalted Solar is the inheritor of a legacy. Her
  186. Exaltation has passed through the lives of many heroes to
  187. reach her, and it is often touched by those who once bore it.
  188. Past lives manifest to the Solar in various ways. One
  189. might have strange, unexplainable dreams. Another
  190. might experience a flood of emotions while standing in
  191. a place that was sacred to one of her past incarnations.
  192. Some Solars experience such strong dejà vu that it triggers a waking dream.
  193. Nor are all such traces internal — the world responds
  194. to the Solar’s past. The magic of old will seek her anew.
  195. Upon taking up a daiklave, she might swell with the
  196. memory of having wielded it in a past life. Upon entering
  197. an ancient ruin, she might recognize her own hand in
  198. its hieroglyphs. On stepping into a burial chamber, she
  199. might find its sorcerous defenses have been lowered in
  200. recognition of who she once was.
  201. More a whisper than an echo, the old legends still resonate. The new Solar is also the return of the old. She
  202. is an incarnate shard of the Unconquered Sun. The
  203. Unconquered Sun is the avatar of all heroism, and so it
  204. is in the nature of Solar Essence to carry the Essence of
  205. heroes — both the heroes she once was, and the hero she
  206. aspires to be. The new-found Solar is a singular being,
  207. a new beginning for this epic prime motion. But she is
  208. also the link in a chain that stretches back into the dawn.
  209. The Solar’s ancient nature shines forth, even if she herself is not aware of it. Spirits — immortal purveyors of
  210. the soul — will often recognize the Solar for who she
  211. once was. A spirit who was the ancient enemy of one
  212. of the Solar’s former incarnations may well be the new
  213. Solar’s bane. Similarly, a spirit might feel compelled to
  214. make good on a debt owed to the former Solar by aiding
  215. the current one.
  216. VERY SPECIAL THANKS
  217. In 2013 we ran a Kickstarter for Exalted: Third Edition. Our project raised $684,755 — the highest amount for any
  218. tabletop RPG Kickstarter in the world. It held that exalted position through the time this book was written (January 2016), but after three years was finally surpassed by the Kickstarter for 7th Sea.
  219. The book you are now reading is the fulfillment of a stretch goal from that Kickstarter. It is a book of Solar Charms
  220. requested by backers of that Kickstarter who were lucky and swift enough to capture the instantly-vanishing
  221. reward tiers. Their ideas have herein been struck into the fabric of Exalted canon for all time.
  222. This book serves not only as a record of what was accomplished in the past, but also, much as the Kickstarter, it is
  223. proof of the larger-than-life nature of the Exalted community, always looking to the future and passing on the lore of
  224. Exalted with the fervor of evangelism. This book is the product of your continued support. Without you, there is no
  225. Exalted.
  226. The Charms of Solar Exalted are mighty and fierce — much as the support of our Kickstarter backers. Those of
  227. us behind the development and writing of Exalted: Third Edition would like to take this opportunity to say a huge
  228. thank you to everyone who backed the Kickstarter, and to all the fans of Exalted whose continued support has
  229. made this edition — as well this book — possible.
  230. N E W S O L A R C H A R M S
  231. EX3
  232. 5
  233. The Lunar Exalted are often compelled by the return
  234. of the Solar to whom they were once bonded. A Lunar
  235. is keenly sensitive to the Exaltation of his former mate,
  236. and has the power to seek her out if he so chooses. Some
  237. ancient and numinous Lunar Exalted look upon the
  238. new-found Solars with dreadful ambivalence. For them,
  239. the Solar’s legacy is not a matter of past lives, but of their
  240. own personal history.
  241. By dint of who she was, the Solar may find that she has
  242. great enemies and allies awaiting her the moment she
  243. takes her Second Breath.
  244. Keywords
  245. New Keyword: Apocryphal: A Charm with this keyword is non-canonical and not considered to be an actual Charm of the Solar Exalted.
  246. On the Apocryphal Keyword
  247. The apocryphal keyword is handed out to Charms that
  248. are narratively unbalanced or outside the functional capacity of Solar powers. This does not discount them for
  249. your individual games; you may use or discard an apocryphal Charm just as easily as you may discard or use
  250. any standard Exalted Charm as it fits your game.
  251. The main limitation of Solar Charms is that they require
  252. a very standard method and approach, springing from
  253. knowably human actions. But Solar Charms are by no
  254. means hidebound; the Charms of the social Solar and the
  255. occult Solar show some of the strange and interesting
  256. conversions possible for those with Solar Essence.
  257. However, you will also notice that such Charms take
  258. a tremendous amount of buy-in and cultivation, and
  259. a strange Ability such as Occult slips into the uncanny
  260. much more easily than Socialize. The strangest Solar
  261. Charms build out of a valid demonstration of the Solar’s
  262. capacity with any certain Ability before becoming deviant in any way — and even then, the most eclectic Solar
  263. Charms are still anchored heavily within the limitations
  264. of human technique and myth-hero logic. Which is to
  265. say, a Solar Charm will never involve taking your eye out
  266. and hurling it over the rooftops so you can spy on the
  267. streets below.
  268. So apocryphal Charms are thus because they violate
  269. the tenets of skill or technique that make Solar Charms
  270. allowable. Just be aware that if you allow apocryphal
  271. Charms without discernment, you will find it harder to
  272. discern Solars from some of the stranger Exalted that
  273. appear later in the edition.
  274. New Solar Charms
  275. Archery
  276. Hanging Judgment Arc
  277. Cost: 6m
  278. Mins: Archery 4, Essence 2
  279. Type: Reflexive
  280. Keywords: Decisive-only
  281. Duration: Instant
  282. Prerequisite Charms: Fiery Arrow Attack
  283. The Lawgiver’s divine judgment pours down on the heads
  284. of the wicked. Immediately upon joining battle, the Solar
  285. may target a specific bit of scenery that is not occupied
  286. by an enemy combatant. Naming it off limits, she fires a
  287. scintillating shot high into the air. Her arrow flies up and
  288. up and does not come down unless the opponent crosses
  289. through, over, or into the designated position, at which
  290. point they become subject to a decisive attack with the
  291. Solar’s unmodified attack pool, and with damage equal to
  292. the Initiative she had the moment she fired the shot. In addition, this shot is enhanced by the prerequisite at no extra
  293. charge. If Hanging Judgment Arc succeeds at damaging
  294. the target, the Solar’s Initiative does not return to base.
  295. If the Exalt is crashed, slain, or the scene ends without the attack being triggered, the arrow comes down
  296. and will set fire to any flammable thing it touches.
  297. Any use of this Charm must occur in places with enough vertical space to fire an arrow upward without it getting lodged
  298. in the ceiling. The player can’t threat-mark an area inside an
  299. enclosed building or chamber while standing outside.
  300. Special activation rules: If the Lawgiver threatens a
  301. specific character with this attack, (ie “Winglord Kvetu
  302. may not retreat across that bridge”) the attack gains
  303. (Essence) automatic successes, (Essence) bonus dice,
  304. and (Essence) automatic damage successes.
  305. At Archery 5+, Essence 3+, the Lawgiver may use this
  306. Charm out of combat for eight motes, setting the Charm’s
  307. duration to Indefinite, and giving it a base damage of 17.
  308. With Archery 5+ Essence 4+, the out-of-combat use becomes Stackable up to (Essence) times. These bans do
  309. not end if the Solar is crashed or slain, only if the threat
  310. is triggered or the Lawgiver ends her commitment.
  311. On Hanging Judgment Arc
  312. The backer had a really awesome name and idea for
  313. an Archery Charm, but execution was trickier than it
  314. looked. In case you are wondering, if you mark an area
  315. where your ally is standing when an enemy triggers the
  316. M I R A C L E S O F T H E S O L A R E X A LT E D
  317. EX3
  318. 6
  319. attack, the attack is precise enough to only hit the enemy. But whether or not they both catch on fire is a totally
  320. different issue.
  321. Backer: Andrew Bartkus
  322. Nova Arrow Attack
  323. Cost: 6m, 1wp
  324. Mins: Archery 5, Essence 3
  325. Type: Simple
  326. Keywords: Decisive-only
  327. Duration: Instant
  328. Prerequisite Charms: Dazzling Flare Attack
  329. The Solar channels her fiery Essence into an arrow that
  330. explodes on impact. This is a non-standard decisive attack that targets no particular character directly, but the
  331. range band they’re standing in. The shot lands without
  332. a roll, and everything at close range to the arrow is subject to an explosion that can’t be parried, only dodged.
  333. The explosion has an attack pool of the Solar’s Initiative
  334. (maximum 10 dice), and rolls decisive damage equal to
  335. the Solar’s Initiative. If this attack is successful against
  336. at least one enemy, then it resets the Solar’s Initiative
  337. to base. It can expressly be used to blow up inanimate
  338. objects, scenery, and siege weaponry without affecting
  339. the Solar’s Initiative.
  340. All characters struck by this attack are knocked out of the
  341. exploded range band and land prone, losing one Initiative
  342. each, not transferred to the Solar. Characters blown down
  343. by this Charm have no control over where they land; characters who dodge this explosion are automatically knocked
  344. to the next range band, but they do not lose Initiative nor
  345. do they fall to prone, simply rolling to their feet or skidding
  346. along on their heels without losing balance.
  347. If used to damage a battle group, Nova Arrow Attack
  348. causes disarray and panic, applying a -2 success penalty
  349. to its next attack.
  350. On Nova Arrow Attack
  351. The natural evolution of Fiery Arrow Attack, I wanted
  352. to do this Charm originally, but was too pressed for
  353. time to come up with a balanced explosion mechanic.
  354. Fortunately as I was rounding out the Archery section
  355. of this book one came to me, partly inspired by one of
  356. the new Brawl Charm mechanics below. (Guess which.)
  357. Hell-Heeling Arrow
  358. Cost: 13m, 1wp
  359. Mins: Archery 5, Essence 4
  360. Type: Simple
  361. Keywords: Decisive-only
  362. Duration: Instant
  363. Prerequisite Charms: Nova Arrow Attack, Searing
  364. Sunfire Interdiction
  365. The Exalt gives her enemies a taste of her wrathful Essence.
  366. As with Nova Arrow Attack, she fires an explosive arrow
  367. into a range band at close range with an enemy. But instead
  368. of exploding on contact, the arrow sits and smokes and
  369. rumbles. Characters within short range of this arrow can
  370. feel their slightest movement causing it to agitate and surge
  371. with Solar anima; their barest shifts in posture threaten to
  372. cause an explosion. If it explodes, Hell-Heeling Arrow will
  373. hit everything in short range, and the only way to escape it
  374. is to successfully disengage — once if at short range, twice
  375. if at close. The difficulty of this roll is 5.
  376. If any character simply moves a range band (or gets
  377. moved), the arrow explodes, doing a non-standard decisive attack to all targets with an attack pool of (Essence
  378. + Initiative) dice (maximum 12), with a damage pool of
  379. (Initiative) dice. The blast from this explosion can only
  380. be dodged, and has the same knockdown rules as Nova
  381. Arrow Attack. In addition, characters knocked down by
  382. this attack are automatically lit on fire, suffering bonfire
  383. (4L/round) damage until they can put it out.
  384. Hell-Heeling Arrow does not reset the Solar’s Initiative
  385. to base. It can only be used once per battle, but may be
  386. reset by joining battle.
  387. On Hell-Heeling Arrow
  388. Continuing to play up Archery’s theme of range band
  389. domination, a (sort of) converse of Searing Sunfire
  390. Interdiction.
  391. Solar Judgment Flare
  392. Cost: 3m, 1wp and 1m per damage die
  393. Mins: Archery 5, Essence 5
  394. Type: Simple
  395. Keywords: Decisive-only
  396. Duration: Instant
  397. Prerequisite Charms: Heart-Eating Incineration, Nova
  398. Arrow Attack
  399. The Exalt pours incandescent Solar Essence through her
  400. bow, firing a streaking shot of immolating flame. If the
  401. Solar has 15+ Initiative then she may use this Charm to
  402. unleash a horrific attack against opponents a minimum
  403. of three range bands away. If successful, this attack does
  404. (greater of Essence or three) automatic damage, and dice
  405. on the damage roll may be augmented at a rate of one mote
  406. per die, to a limit of (half current Initiative rounded up).
  407. Where this arrow strikes, it will send out a line of burning
  408. destruction, one range band for every five Initiative (rounded
  409. N E W S O L A R C H A R M S
  410. EX3
  411. 7
  412. up). Everything caught in this burning nova swath takes
  413. damage; characters are subject to a high intensity (6L/round)
  414. bonfire, while scenery takes fiat levels of damage. A character
  415. struck with this attack is likewise flung backwards one range
  416. band for every three health levels lost from the attack.
  417. If a Solar uses this Charm against a ship made of natural
  418. materials, every three damage successes equals a point of
  419. hull damage. If she uses it against a battle group, they are
  420. automatically at -2 successes from their next rout check.
  421. Solar Judgment Flare can be used without an aim action.
  422. On Solar Judgment Flare
  423. The backer is brand new to Exalted, so I had to help
  424. him find the exact right Charm. The first couple of
  425. Resistance Charms we worked on didn’t feel right to his
  426. personality, so we scrapped them. Finally I asked him
  427. what characters he likes most, and he started to talk
  428. about an overpowered archer from Fate Stay/Night. I
  429. had known since the beginning that Archery yet needed
  430. an overpowered Charm, so I worked out this incredibly
  431. powerful mechanic. There may be yet be another upgrade to this Charm, one of unfathomable power.
  432. Backer: Maha
  433. Athletics
  434. Strength-Hying Heave
  435. Cost: 4m
  436. Mins: Athletics 4, Essence 1
  437. Type: Reflexive
  438. Keywords: None
  439. Duration: Instant
  440. Prerequisite Charms: Increasing Strength Exercise
  441. A Solar who has used the prerequisite to increase her
  442. Strength to the limit is sufficiently strong enough to hurl a
  443. human-sized ally forward or up one range band. This Charm
  444. uses the Solar’s own movement action for the round.
  445. If the Solar has learned Power Suffusing Form Technique
  446. (see Exalted, p. 266), she can combine that Charm with
  447. this to hurl an ally the size of a horse and rider safely up
  448. or forward one range band, or she may toss a human-sized
  449. ally forward two range bands. This use adds one Willpower
  450. to the cost of this Charm, but drops the mote cost to two.
  451. On Strength-Hying Heave
  452. The backer wanted something like the “Fastball Special”
  453. from Claremont’s run on the Uncanny X-Men, where
  454. Colossus hurls Wolverine at a target. I figured, why not
  455. M I R A C L E S O F T H E S O L A R E X A LT E D
  456. EX3
  457. 8
  458. let someone with superhuman strength throw a very
  459. heavy ally as well? I can already see a player writing in
  460. to tell me how their Zenith stood at the end of a dock
  461. as the Night rode up on an armored destrier, and they
  462. hurled horse and rider onto the deck of a retreating ship.
  463. That said, a Solar using Nine Aeons Thew and other
  464. Charms might be able to throw an ally three or more
  465. range bands, but they will take falling damage unless
  466. they have Charms such as Soaring Crane Leap that will
  467. help them land safely. This is a good example of how
  468. Solar Charms can and do work together in ways that
  469. aren’t expressly outlined in the rules.
  470. Backer: Mike Gill
  471. Faster than Self Technique
  472. Cost: 10m, 1wp (+1m per round)
  473. Mins: Athletics 5, Essence 5
  474. Type: Simple
  475. Keywords: Perilous
  476. Duration: One scene
  477. Prerequisite Charms: Living Wind Approach, Hurricane Spirit Speed
  478. Like the Unconquered Sun, the Solar is everywhere and
  479. nowhere at once. Moving at impossible, Essence-fueled
  480. speeds, the Solar becomes multiple copies of herself.
  481. As long as she keeps moving, she is each of her copies
  482. and none of them at the same time. The Lawgiver becomes a battle group having Size (Essence / 2 rounded
  483. up), Magnitude 10 (regardless of her maximum Health
  484. Levels), and no bonuses from Drill or Might — simply
  485. use the Solar’s normal combat pool.
  486. This Charm is incompatible with heavy armor, and incompatible with all Resistance Charms except those
  487. which are Permanent-type or Simple-type Charms which
  488. were activated before using Faster than Self Technique.
  489. Nor can the Solar benefit from giving her “battle group
  490. self” enhanced abilities through the use of War Charms.
  491. Each round this Charm is active costs the Solar an additional mote of Essence to keep active. In addition, when the
  492. Solar’s Magnitude track fills up with damage and she loses
  493. a point of Size, instead of a rout check she is subject to a
  494. difficulty 3 Stamina + Athletics roll to maintain the Charm.
  495. Ending this Charm gives the Exalt a -1 success fatigue penalty to all of her Athletics rolls for the next three rounds. Faster
  496. than Self Technique can only be activated once per scene.
  497. On Faster than Self Technique
  498. The backer’s friend, Koray Bilgin, is the genius behind
  499. this Charm. He came up with the name, the concept,
  500. and the framework of the mechanics. I just took care of
  501. balancing issues and placement in the tree. It’s a really
  502. fantastic idea!
  503. Backer: U. Kaya YAVUZ
  504. Brawl
  505. Swift Strike Prana
  506. Cost: 3m, 1wp
  507. Mins: Brawl 4, Essence 1
  508. Type: Reflexive
  509. Keywords: Decisive-only
  510. Duration: Instant
  511. Prerequisite Charms: Ferocious Jab, Thunderbolt Rush
  512. Attack
  513. Sensing an opening, the Solar launches a vicious blow with
  514. any part of her body. When the Exalt successfully disarms
  515. a close range opponent by any means, then she may use
  516. this Charm to launch an immediate decisive attack against
  517. them. If the opponent is trivial, ignore the Willpower cost.
  518. On Swift Strike Prana
  519. This Charm will help those of you who like your disarm
  520. gambits, and especially those of you who like to antagonize the entire city guard.
  521. Heart-Eating Fist
  522. Cost: 3a, 1wp
  523. Mins: Brawl 5, Essence 5
  524. Type: Simple
  525. Keywords: Decisive-only
  526. Duration: Instant
  527. Prerequisite Charms: Ascendant Battle Visage
  528. Fist swirling with molten fury, the Lawgiver punches her
  529. enemy in the heart, rips it out of his chest, and offers it
  530. up as a prayer to the divine force that flows through her.
  531. This Charm is a decisive gambit with a difficulty of the
  532. target’s remaining health levels. If successful, it does exactly enough damage to kill that opponent. The Solar rips
  533. her victim’s heart out, then she lifts it to the sky. The last
  534. thing they see is their heart going up in a gout of flames
  535. as the Solar’s fist closes around it. When the Solar kills
  536. a trivial opponent with this Charm, she gains a point of
  537. Willpower and automatically terrifies all other trivial
  538. opponents. When she kills a non-trivial opponent with
  539. Heart-Eating Fist, she gains no Willpower, but is suffused
  540. with a sudden surge of storming transformative anima.
  541. As the power of the Unconquered Sun flows through her,
  542. she automatically heals (half Essence rounded up) health
  543. levels and may reflexively trigger Ascendant Battle Visage
  544. or Burning Sky Apocalypse Strike at no cost.
  545. N E W S O L A R C H A R M S
  546. EX3
  547. 9
  548. On Heart-Eating Fist
  549. The Dragon Kings of old, prehuman worshipers of the
  550. Unconquered Sun, used to offer up sacrificial hearts to
  551. the Most High. Held aloft against the sunlight, these
  552. hearts would burn, signaling the Unconquered Sun’s acceptance of the offering. With this Charm, the Lawgiver
  553. offers up the heart to herself. As her fires consume it, she
  554. gains a surge of incredible power.
  555. Burning Sky Apocalypse Strike
  556. Cost: 15m, 1wp
  557. Mins: Brawl 5, Essence 5
  558. Type: Simple
  559. Keywords: Decisive-only
  560. Duration: Instant
  561. Prerequisite Charms: Heart-Eating Fist
  562. Drawing in tremendous spirit energy, the Solar launches an explosive attack that carries her skyward with the
  563. force of the rising sun. This Charm can only be triggered
  564. at 20+ Initiative. It unleashes a massive decisive attack
  565. to everything within short range of the Lawgiver. The
  566. Exalt’s form is suffused with burning Solar Essence that
  567. fires straight up in a column that can be seen for miles.
  568. This is a non-standard decisive attack; roll the Solar’s
  569. Dexterity + Brawl once and apply the result to the entire
  570. group. This attack can hit allies. Targets struck by this
  571. attack are carried upward on a column of destructive
  572. force, one range band for every ten Initiative the Solar
  573. possesses. For every range band the targets are lifted,
  574. they are subject to three dice of hardness-ignoring decisive bashing damage and must then contend with falling
  575. damage. This portion of the attack does not reset the
  576. Solar’s Initiative.
  577. The Solar is also carried up to the same height as her
  578. enemies, but at the apex she pauses, Essence and anima
  579. swirling around her like a second sun. Then she plummets at an angle in any chosen direction, falling half the
  580. range bands she rose (rounded up). There she comes
  581. down like a falling star, hammering a crater into the
  582. earth and striking all opponents at close range with her
  583. explosive fury. This is a normal decisive attack that, if
  584. successful, does half her Initiative (rounded up) in hardness-ignoring decisive damage dice to all opponents at
  585. close range. This calamitous falling strike does no harm
  586. to the Solar.
  587. On Burning Sky Apocalypse Strike
  588. *John lowers an LP of smooth slow “doo-wop” onto the
  589. spindle and swishes his brandy around in a shot glass
  590. while staring out the window at the setting sun.*
  591. Bureaucracy
  592. Honor-Instilling Mantra
  593. Cost: 6m
  594. Mins: Bureaucracy 5, Essence 2
  595. Type: Simple
  596. Keywords: Mute
  597. Duration: Instant
  598. Prerequisite Charms: Enigmatic Bureau Understanding
  599. By spending an hour meditating on a charter of an organization she owns or leads, the Lawgiver may instill
  600. that charter with Intimacies that she feels are essential
  601. to running her business. This code of honor must be
  602. reflected in the writing of the charter, and the charter
  603. itself must be made available to every member the Solar
  604. wishes to effect with this Charm. Members who read
  605. the charter, or have had it read to them by a superior,
  606. become aware of the imbued Intimacies and can choose
  607. to act as the Solar would, taking advantage of those
  608. Intimacies as if they possessed them. Such a member
  609. can, for example, cite the Solar’s Intimacy in a decision
  610. point when someone is trying to promote corruption in
  611. the ranks of the Exalt’s subordinates. The effects of this
  612. Charm last until the Solar alters the charter, and may
  613. even continue beyond her death.
  614. On Honor-Instilling Mantra
  615. The backer wanted a Bureaucracy Charm that would
  616. allow him to instill the organization’s members such
  617. that they would always act as the Solar would. I felt that
  618. was way too powerful. Mind-controlling hundreds of
  619. people with a single Charm defeats the purpose of social
  620. influence. Instead we came up with a Charm that allows
  621. members of an organization to consult the Solar’s vision of honor and leadership, creating a communal well
  622. of ethical and moral action to draw strength from. No
  623. one under the effect of this Charm is forced to abide by
  624. it, but there are undeniable benefits for those who do.
  625. Couple that with the power of the prerequisite and the
  626. Solar gains a very sharp understanding of what goes on
  627. in her offices while she is not there. Special thanks goes
  628. to Holden for the core mechanic of this Charm.
  629. Backer: J Walker
  630. Pattern-Exploiting Commerce Spirit
  631. Cost: 5m
  632. Mins: Bureaucracy 5, Essence 3
  633. Type: Simple
  634. Keywords: Mute
  635. Duration: Indefinite
  636. Prerequisite Charms: Ungoverned Market Awareness
  637. M I R A C L E S O F T H E S O L A R E X A LT E D
  638. EX3
  639. 10
  640. It often isn’t safe for a Lawgiver to hang out her shingle.
  641. Meditating on the business she seeks, the Solar expands her
  642. Essence outward so that it may guide troubled customers
  643. to her door. This Charm covers a city block from the Solar’s
  644. position, and will guide customers with financial or mercantile problems to the Exalt’s location, even going so far as
  645. to lead them through hidden alleys and secret doors to do
  646. so. When activating the Charm, the Solar must be very specific about which kind of customers she will attract based
  647. on their Resources rating. The player can specify customers with “financial problems and Resources 5”, “multiple
  648. Resources 5 who need to deposit vast sums of money”, “a
  649. valuation inquiry and any Resources rating”, and so on. As
  650. long as the Solar’s net isn’t cast extremely wide, as soon as
  651. a person with the designated problem steps into the area
  652. affected by her Essence they will be drawn to her. Note
  653. that an arriving customer won’t exactly understand why
  654. they’ve been drawn to the Solar or how it was done. It’s
  655. up to the Solar to recognize the customer, figure out what
  656. their problem is, and impress them with her expertise and
  657. preeminence in all things commercial.
  658. Special activation rules: If the Solar knows the
  659. Larceny Charm Seasoned Criminal Method, the player
  660. may use this Charm to specify targets with “Larceny
  661. problems difficulty 1-5” or of one specific difficulty. The
  662. player may also combine specifications: “a subject with
  663. Resources 5 that has a difficulty 5 Larceny problem.”
  664. On Pattern-Exploiting Commerce Spirit
  665. The backer’s favorite Caste is Eclipse, and their favorite Ability is Bureaucracy, so I decided to make them a
  666. very mystical, extremely useful Charm for Solars trying
  667. to operate in the shadow economy or who are simply
  668. trying to be very exclusive. Readers might be interested
  669. to know that the J.P. Morgan banking dynasty began
  670. with banking services catering only to the ultra rich,
  671. usually exclusively to trade organizations. They never
  672. advertised, and never opened up more than a single office in one country, and that exclusivity elevated them to
  673. a nigh-mythic stature. A Solar dealing in gigantic sums
  674. of capital, troubleshooting economic problems and providing legal services can become an even greater subject
  675. of myth, and even more sought after. This Charm also
  676. helps the Solar to protect herself, since direct advertisement or street-side storefronts aren’t always safe.
  677. Players should note that this Charm is bound to be more
  678. effective in busy trade districts of bustling cities. If you
  679. use this Charm in the dusty village of some half-dry desert watering hole, you might not have much luck attracting customers.
  680. Backer: Jordan Neal
  681. Creation of Adamant Specie
  682. Cost: 5m
  683. Mins: Bureaucracy 5, Essence 4
  684. Type: Simple
  685. Keywords: Mute
  686. Duration: Instant
  687. Prerequisite Charms:Pattern-Exploiting Commerce Spirit
  688. Taking a coin of natural metal in her hand, the Solar
  689. infuses it with her Essence, transforming it. In the moment the Exalt uses this Charm, an obscuring shadow
  690. slowly passes over her face. When it has passed, the coin
  691. between her fingers has become a coin of pure adamant,
  692. with the Unconquered Sun’s emblem on one side and
  693. the Solar’s sigil on the other. This coin has a number of
  694. properties and abilities.
  695. The Solar may give this coin to another, authorizing
  696. them to use it in the Solar’s name. Any ghost, god, or
  697. raksha who sees the coin will automatically recognize the bearer as a business agent of one of the Solar
  698. Exalted. Such beings gain automatic knowledge of the
  699. Solar’s full Resources rating, allowing the bearer to settle accounts and make purchases without an exchange
  700. of wealth. When the bearer makes such purchases on
  701. the Lawgiver’s behalf, the Adamant Specie represents a
  702. heavenly oath on the Solar’s behalf to pay the debt out
  703. of her standing Resources within a year and a day. If the
  704. target in this transaction is destroyed or makes it deliberately impossible for the Exalt to settle her account, the
  705. heavenly oath — but perhaps not the debt — is nullified.
  706. Mortal merchants have no power to recognize the accounts of the Solar Exalted at a glance, and Guildsmen
  707. are particularly well-trained in not accepting magicked
  708. coins. Demons, as participants in deliberately insurgent
  709. economies, recognize the Solar’s accounts but may always refuse to confer them credit. Ergo, neither demons
  710. nor Guildsmen honor such trade.
  711. Such a coin also has a number of other strange effects.
  712. For one, the bearer can travel through the bordermarches of the Wyld and as long as they are holding the coin,
  713. neither they nor the things they are wearing or carrying
  714. can be warped by the Wyld.
  715. The coin also evinces personal agency. If it is stolen, it
  716. can cause sudden cases of bad luck — 9s and 10s turned
  717. to 1s. To some it appears to give off a cursed silvery glow
  718. and they refuse to touch it. Others try to lift it and find
  719. that it is far beyond mortal strength to lift.
  720. In the open market, it has a way of getting mixed into
  721. local tender, riding commerce to the edges of the Solar’s
  722. N E W S O L A R C H A R M S
  723. EX3
  724. 11
  725. reach. If taken up by someone who fits one of the specified criteria of Pattern-Exploiting Commerce Spirit, the
  726. coin will lead that person to the Solar, even if they are at
  727. the far end of the city.
  728. Note that characters who are not authorized cannot use
  729. the coin to make purchases on the Solar’s account.
  730. Special activation rules: The Solar may only create one
  731. such coin per day, but may have up to (Essence) coins in
  732. circulation. She may at any time pay one mote reflexively
  733. to cause the magic to flee a coin, causing it to transform instantly into a dull lead coin with faded inscription. She may
  734. also will a coin back to herself, causing it to travel from person to person, riding transactions and turns of luck to make
  735. itself known to her so that she can reclaim it. This process
  736. usually takes five or six hours to complete. Less, if the Solar
  737. goes looking for it. If the Solar is slain, all of her adamant
  738. coins immediately lose their magic and turn to lead.
  739. On Creation of Adamant Specie
  740. A very strange and interesting Charm, particularly apt
  741. as it sits inside the Eclipse wheelhouse. This Charm
  742. also demonstrates how Solar Charms sometimes get a
  743. little inventive and outside-the-box at higher Essence,
  744. something I was hard-pressed to show while writing the
  745. framework of the design. The reason ghosts are an applicable target for this Charm is because ghosts are often
  746. fettered to the living world, and concerned with trade
  747. and transaction. Gods, as natural bureaucrats, also quite
  748. often find it very natural to wheel and deal. Both types of
  749. spirits adore worship, and so the loftier ideal of “credit”
  750. is something they can easily and very naturally grasp
  751. and work with. Demons are excluded from this triad for
  752. a number of reasons, from insurgent economy to slave
  753. caveat. What it boils down to is that a Yozi wants a Solar
  754. to conduct her business in person. The Lords of Chaos
  755. are however included because their existence is so often
  756. defined by relational trade with Creation. Raksha are
  757. simply “in the know” when it comes to doing business
  758. with their Solar enemies, and Solar magic accounts for
  759. them. And for those who are wondering, magical materials do not count as natural metals.
  760. Spectacle-Inciting Order
  761. Cost: 8m
  762. Mins: Bureaucracy 5, Essence 4
  763. Type: Simple
  764. Keywords: None
  765. Duration: Instant
  766. Prerequisite Charms: Infinitely-Efficient Register
  767. If the Solar has established herself as a person of business
  768. renown in an area and has a practice or organization that
  769. is currently functioning, then she may use this Charm once
  770. per season to call a prestigious and strange package to be
  771. delivered to a local market or other place of public commerce. This delivery comes to Creation through a spirit
  772. court, a raksha court, or from the court of the ancestors,
  773. and what is inside will be strange, ethereal, or morbid as
  774. matches its source. In any case, the package is wrapped
  775. in glorious, scintillating, luminously textured paper, but is
  776. magically bound by a ribbon and can be opened by none
  777. other than the Solar. The package draws fascinated crowds
  778. and it is automatically perceived as something wondrous,
  779. a gift from the gods, or something strange and exciting.
  780. Roll the Solar’s unmodified Intelligence + Bureaucracy
  781. against a difficulty of 2 to determine the package’s Resources
  782. value. The Solar does not know what is in the box before
  783. she opens it, but she does know its exact value the moment
  784. it is delivered, and may trade on the expectation of what
  785. might be inside. Through repeated use of this Charm, and
  786. the eventual delivery of goods which are nigh priceless, the
  787. Solar can drive up speculation on the mysterious delivery
  788. and, on the fiction of never knowing the value of what’s
  789. inside, she can sell away something utterly worthless for
  790. a fortune, and can keep something priceless for herself, or
  791. use high Resources packages to entice future prospects into
  792. bigger gambling, business partnerships, and so on.
  793. On Spectacle-Inciting Order
  794. The backer wanted a Charm that would allow him to
  795. make money in a crazy, unexpected way.
  796. Backer: Greg Link
  797. Craft
  798. Ever-Ready Innovation Discipline
  799. Cost: 15m, 1wp
  800. Mins: Craft 5, Essence 3
  801. Type: Reflexive
  802. Keywords: None
  803. Duration: Instant
  804. Prerequisite Charms: Thousand-Forge Hands
  805. Through prolific work in her chosen discipline, the Solar
  806. shows incomparable foresight. A Solar with this Charm
  807. may retroactively complete a major project she never officially began in order to even the odds against a threat,
  808. dangerous obstacle, or critical conflict that has arisen.
  809. Upon using the Charm, the Solar’s player describes a
  810. retroactive continuity in which their Solar planned and
  811. built — or in some cases destroyed — the thing for just
  812. such an occasion. The sole limitation is that this plot device cannot simply resolve the conflict on its own. It can
  813. only be something that helps to make an unfair situation
  814. less inequitable.
  815. M I R A C L E S O F T H E S O L A R E X A LT E D
  816. EX3
  817. 12
  818. Special activation rules: The Solar must have at least
  819. 15+ silver points on hand to use this Charm. However,
  820. using this Charm requires no expenditure of craft experience. The finished project must reflect the Exalt’s
  821. chosen Craft Ability as well; a Solar with no skill as a
  822. seamstress cannot produce a ballgown to help an urchin
  823. look like a princess, nor can a Solar with no engineering
  824. skill reveal the location of a secret earthwork and palisade she built as a fallback position against the advancing Wyld Hunt. This Charm may only be used (Essence /
  825. 2 round up) times per story.
  826. Lastly, if the player shows ingenuity or cleverness in
  827. their Solar’s invention, award them one silver and two
  828. gold points. If they devise something very witty, funny,
  829. or interesting — especially if it helps drive conflict —
  830. grant the Solar three gold and one white point.
  831. On Ever-Ready Innovation Discipline
  832. The backer requested a Charm for his Twilight mastermind, that would allow him to build a contingency plan
  833. through a flashback retcon. I decided to put it in Craft
  834. to help players insert a fresh opportunity to describe
  835. their character’s crafting efforts over time in a moment
  836. relevant to the scene at hand, essentially allowing them
  837. to bring their craftsmanship center stage. I stipulated
  838. that their labor couldn’t completely resolve the conflict
  839. because it made it easier to appreciate an act of Deus
  840. ex Anathema if the other players were allowed to get
  841. in on the action, as with a Solar who presents the Night
  842. Caste with a rickety hang-glider built from coastal
  843. ship-wreckage when she needs over the walls of Ostagul
  844. without actually touching them. Or the Solar who has
  845. revealed she’s dismantled three of the nine ballistae being wheeled up to the city gates — snapping her fingers
  846. and causing them to fall apart completely — so that the
  847. Dawn Caste can hold off the rest.
  848. Storytellers, if you feel like the plot device the player describes would resolve the conflict, feel free to reduce, alter,
  849. or damage it in some way to bring the conflict back into
  850. question. In addition, if you feel like there was absolutely
  851. no behind-the-scenes opportunity for the Exalt to finish
  852. the project they are describing, you can veto a use of this
  853. Charm. However, try to avoid doing this; if you can fathom
  854. the Exalt working into the wee hours working on her craft
  855. between all the other events in your story, allow it! Players
  856. need every opportunity to bring the long term (and therefore
  857. background) fruits of their labors into live, ongoing scenes.
  858. Examples in play:
  859. • As the Eclipse returns to port in her trireme, she
  860. is set upon by a number of enemy ships which
  861. lay ambush to her in the bay. As her Circle contemplates its options, the Twilight reveals a small
  862. ship — swift, sleek, and able — that will carry
  863. them to their comrade’s side.
  864. • An earthquake causes damage to thousands of
  865. expensive wheels of cheese, which will go bad if
  866. they are not used immediately, causing the economic collapse of an entire industry. The Solar
  867. chef produces a recipe for cheese soup that allows restaurateurs to buy the damaged wheels in
  868. increased volume, to attempt to save the industry
  869. from total collapse. See Projects on page 226 of
  870. Exalted.
  871. • A Lunar warlord-queen is sweet on the Dawn
  872. Caste, but if he makes an ass of himself at her feast
  873. the entire Circle is going to be kicked out of her
  874. dominion, and they badly need to remain there
  875. until their work is finished. Rather than trusting
  876. him to dress himself, the Zenith tailor presents a
  877. highly-stylized garment fit for royalty, so that the
  878. Circle’s fashion victim doesn’t get them exiled.
  879. • “What can be done about the Ten Thousand
  880. Wooden Soldiers of Andus Gouch? These thousand fire arrows I batched up are a start. Now let’s
  881. hope the winds are in our favor.”
  882. Backer: Meridian
  883. Integrity
  884. Empathic Aegis Discipline
  885. Cost: 5m
  886. Mins: Integrity 5, Essence 3
  887. Type: Simple
  888. Keywords: None
  889. Duration: Indefinite
  890. Prerequisite Charms: Watchful Eyes of Heaven
  891. The Solar might grow to consider her allies to be an extension of her self. With a touch, the Lawgiver may use
  892. Empathic Aegis Discipline to deepen this connection. If
  893. the Solar has a Major or Defining Tie for a character who
  894. shares one of her Defining Principles, when the subject
  895. feels physical or emotional agony the Solar senses it and
  896. understands the context of their suffering. This is not a
  897. debilitating experience — a subject losing a hand does
  898. not have the same impact on the Solar. But she does
  899. understand that he’s been caught thieving and is being
  900. punished. If the subject is somewhere the Lawgiver
  901. has been, this Charm makes her aware of the subject’s
  902. whereabouts. If not, she gets a general sense of direction
  903. N E W S O L A R C H A R M S
  904. EX3
  905. 13
  906. and (greater of Essence or three) non-Charm successes
  907. to Awareness, Investigation, or Survival to find them.
  908. At Essence 4+, the cost of this Charm drops to three motes.
  909. Special activation rules: As long as the Solar has committed this Charm to at least one character, it automatically applies to every character that is bound to her
  910. through a magically powerful oath such as one produced
  911. through sorcery or the Eclipse anima power.
  912. On Empathic Aegis Discipline
  913. The backer asked for a Charm that would let him sense
  914. when his closest allies were in peril. For those of you
  915. who are wondering which Ability to use in order to
  916. find someone with this Charm, think of Awareness,
  917. Investigation, and Survival in terms of distances. If your
  918. friend has been tied, weighted, and thrown into a canal
  919. running through a busy city, you might be close enough
  920. — say, inside a nearby building — that upon emerging,
  921. you use Awareness Charms to hear their heartbeat at
  922. the bottom of the river, applying this Charm’s bonus
  923. to your attempt. But say they’re across the city, in a
  924. warehouse you’ve never seen, and someone is torturing
  925. them to reveal a secret. In that case, you would want to
  926. use Investigation Charms to try to find evidence of the
  927. abduction. But over a much larger distance, like a vast
  928. woodland, you would use Survival to track someone.
  929. Note that Awareness based Solar Charms are always
  930. helpful in noticing clues with Investigation or using
  931. Survival to see the minutest traces of a presence that has
  932. disturbed a natural environment.
  933. Backer: Alexandre Tiv
  934. Strength from Conviction Stance
  935. Cost: 4m
  936. Mins: Integrity 5, Essence 3
  937. Type: Reflexive
  938. Keywords: Bridge
  939. Duration: Instant
  940. Prerequisite Charms: Steel Heart Stance or any five
  941. Ability Charms
  942. The Lawgiver wears her scars like armor. In a decision
  943. point she may cite something precious that she lost in
  944. defense of a Principle she still holds. Perhaps she lost an
  945. eye or a limb, or had to let go of someone she loved in
  946. order to pursue the path she’s now on. In doing so, she
  947. can resolve the decision point without paying a point of
  948. Willpower, and without tapping a relevant Intimacy (if
  949. any even exist). This Charm can only be used once per
  950. story, but can be reset by successfully resisting influence
  951. regarding the defended Principle twice more.
  952. M I R A C L E S O F T H E S O L A R E X A LT E D
  953. EX3
  954. 14
  955. On Strength from Conviction Stance
  956. The backer wanted something weighty and emotionally
  957. charged — a Charm to help demonstrate the strength
  958. and courage of a tremendously dedicated individual who
  959. has endured suffering in the pursuit of their cause. This
  960. Charm is uncanny, because at a glance it appears simple,
  961. but it is a little more complicated than it seems, yet at the
  962. same time it’s very easy to grasp when looking backward
  963. from the social influence system. If you’re a little fuzzy
  964. on decision points, this Charm functions by modifying
  965. the rule on Exalted page 221, third paragraph under the
  966. “Overturning Influence” header, about overturning influence by citing what has come before. Only it expands
  967. the definition of what you are allowed to cite, and doesn’t
  968. require an Intimacy. (You might have lost a Tie when a
  969. loved one died, but did you have an Intimacy for your
  970. lost eye? Probably not.) It also doesn’t require that you be
  971. under the effect of an ongoing persuade action; it simply
  972. treats your Principle as if it has the weight of a legendary
  973. quest. It’s also recursive; by waiving your need to tap an
  974. Intimacy, you can cite the very same reasons the next
  975. time you fall into a decision point. You’ll have to pay the
  976. Willpower and come up with a new Intimacy if you fall
  977. into a third decision point, but I feel the second repetition
  978. helps it feel like the Solar’s Conviction is profound.
  979. Backer: Sean Mattox
  980. Investigation
  981. Fetich-Tracing Eye
  982. Cost: 1m
  983. Mins: Investigation 3, Essence 1, Type: Supplemental
  984. Keywords: None
  985. Duration: Instant
  986. Prerequisite Charms: Crafty Observation Method
  987. When the Solar is tracking something that was taken
  988. from her, she can see lines and traces of that object’s
  989. Essence. This Charm supplements a case scene action
  990. to locate stolen items belonging to the Lawgiver, giving
  991. her one automatic success to find evidence leading her
  992. back to what she has lost. This Charm can also be used
  993. in Survival-based tracking rolls.
  994. On Fetich-Tracing Eye
  995. The backer wanted a Charm that would help him locate
  996. items that were stolen from his Solar.
  997. Backer: Bryan Buschmann
  998. Truth-Rendering Attitude
  999. Cost: 3m
  1000. Mins: Investigation 4, Essence 2
  1001. Type: Simple
  1002. Keywords: Mute
  1003. Duration: One action
  1004. Prerequisite Charms: Judge’s Ear Technique
  1005. The Lawgiver can reconstruct the statements of a witness so perfectly that the Solar gains a psychic vision
  1006. of any case scene (Exalted p. 224) or profile character
  1007. (Exalted p. 225) action the character describes. So
  1008. long as that character has undertaken such an action,
  1009. the Exalt can analyze the evidence or the profiled
  1010. character as if she were there, adding her own Wits
  1011. or Perception + Investigation roll to the witness’s own
  1012. result and making an even more profound or clear
  1013. reading of the situation. The Lawgiver may use Judge’s
  1014. Ear Technique to evaluate any statements heard by the
  1015. witness during this psychic vision, and she may use the
  1016. Investigation Excellency to amplify her roll, but she
  1017. may not use any Simple-type Charms or Charms which
  1018. would require her to handle evidence in order to fill out
  1019. the witness’s testimony.
  1020. On Truth-Rendering Attitude
  1021. The backer wanted me to create a Charm for his Solar
  1022. “Gavin of Nighthammer,” that would allow him to make
  1023. a remote investigation through the eyes of a familiar or
  1024. a subordinate. I decided to go with an approach that allows you to finish an action started by another, to model
  1025. a great detective who can hear someone’s analysis of a
  1026. crime scene and solve it instantly, or who can take their
  1027. incomplete read on a particularly inscrutable or mysterious person, and give a full composite of that person and
  1028. their most probable identity. Note that if someone tries
  1029. to describe an event they did not witness, this Charm
  1030. simply reveals nothing to the Solar. She should probably
  1031. use the prerequisite to evaluate what she’s hearing. Also
  1032. I decided to make it Mute to offset the weighty price.
  1033. Backer: Ryan “Galby” Galbraith
  1034. Larceny
  1035. Criminal Seduction Method
  1036. Cost: —
  1037. Mins: Larceny 3, Essence 2;
  1038. Type: Permanent
  1039. Keywords: None
  1040. Duration: Permanent
  1041. Prerequisite Charms: Spurious Presence
  1042. Speaking of treasure halls and harems’ jewels, easy money and ecstatic murder, the Solar can persuade almost
  1043. anyone to break the law. If the Lawgiver is aware of an
  1044. Intimacy which would allow her to persuade someone
  1045. N E W S O L A R C H A R M S
  1046. EX3
  1047. 15
  1048. to commit a crime, this Charm gives her (Essence) bonus
  1049. dice to a Presence- or Socialize-based attempt to do so.
  1050. On Criminal Seduction Method
  1051. The backer was interested in a Larceny Charm to help
  1052. him convince other characters to join him on heists and
  1053. other criminal activities.
  1054. Backer: Silent Winters Sun
  1055. Sun-Stealing Shadow Spirit
  1056. Cost: 7m
  1057. Mins: Larceny 5, Essence 3
  1058. Type: Simple
  1059. Keywords: Mute
  1060. Duration: Instant
  1061. Prerequisite Charms: Master Plan Meditation
  1062. No fortress is impregnable to one of the Solar Exalted.
  1063. Through continuous observation of movement and interactions around a specific location, the Solar becomes
  1064. supernaturally aware of flaws in a pattern of security.
  1065. She might notice an unlocked window or door, a guard
  1066. who leaves his post at a certain time every night, a secret
  1067. entrance, a pattern in security patrols, and so on. She can
  1068. complete (Essence) weeks of observation in (difficulty x
  1069. 10) minutes; flows of Essence show her snarls in the order
  1070. of day to day operations, such that she can know a daily
  1071. pattern after only having been present for just minutes.
  1072. Roll the Solar’s Perception + Larceny with a difficulty based on the size and tightness of security, with an
  1073. undefended shop rating difficulty 1, a merchant prince’s
  1074. mansion rating difficulty 3, and the Imperial Treasury
  1075. rating difficulty 6. The difficulty of this roll can be lowered with appropriately stunted Awareness Charms.
  1076. If successful, the Lawgiver can introduce one fact about
  1077. a weakness in the location’s security, and for every additional two successes she may name another factual security weakness, place of concealment, or other means of
  1078. gaining surreptitious access to a place. Unlike introducing
  1079. a fact with Lore, if the Solar beats the set difficulty, the
  1080. Storyteller should always allow whatever fact the player
  1081. introduces. If the Storyteller deems there are absolutely
  1082. no flaws, the difficulty should be set to 10 and if the Solar
  1083. jumps this hurdle then they still find at least one flaw.
  1084. Special activation rules: By spending six points accrued by Master Plan Meditation, this Charm may be
  1085. used retroactively, without a roll and for free, allowing
  1086. the Solar to declare away a guard that’s just caught her, a
  1087. trap that’s just sprung on her, a hiding place that wasn’t
  1088. there before, and so on. She may only introduce a single
  1089. fact in this fashion.
  1090. On Sun-Stealing Shadow Spirit
  1091. I badly wanted to do a Charm that would allow the Solar to
  1092. effectively case a location using Larceny, but my initial try at
  1093. it way back in 2013 was unworkable. Conversely, I came up
  1094. with this mechanic as an afterthought while putting in bonus
  1095. Charms. Oh the changes wrought by time and experience.
  1096. Linguistics
  1097. Soul-Drawing Pattern
  1098. Cost: 8m, 1wp
  1099. Mins: Linguistics 5, Essence 3
  1100. Type: Simple
  1101. Keywords: None
  1102. Duration: Instant
  1103. Prerequisite Charms: Stolen Voice Technique
  1104. The Lawgiver settles down for a minimum of one minute,
  1105. writing a description of a person with certain character
  1106. traits the Exalt requires. In a single minute she can describe
  1107. a character’s specific appearance (“a man with an islander’s cast”), skill set (“good at being discrete, fully literate
  1108. in Seatongue and skilled in Azurite legal writ”), social Ties
  1109. (or lack thereof), and a Major or Defining Principle. Then
  1110. the Solar waits. If a mortal who matches the description of
  1111. the character is within a day’s travel, they will arrive at the
  1112. place where the Solar wrote the description within the day.
  1113. If the Solar is in an unreachable or foreboding place the
  1114. character will only go as far as they are comfortable before
  1115. returning to their regular course.
  1116. Characters drawn by this Charm are not aware of any
  1117. overt magic that has drawn them to the place of writing.
  1118. It is up to the Exalt to identify the character, and then
  1119. to do with them as she wishes. This Charm provides no
  1120. guarantee that the subject will cooperate, or that they
  1121. will appreciate being set on by the Solar. It gives her no
  1122. control over them whatsoever, only a chance to compel
  1123. them to her purposes. It may also come to pass that no
  1124. character in range perfectly matches the Solar’s bequest.
  1125. In that case, the nearest match to the description will be
  1126. drawn instead.
  1127. On Soul-Drawing Pattern
  1128. A neat little power, giving you anything from a helpful
  1129. lawyer to a hot date.
  1130. Indelible Spoken Script
  1131. Cost: 5m (+1wp)
  1132. Mins: Linguistics: 5, Essence 3
  1133. Type: Simple
  1134. Keywords: Written-only
  1135. Duration: Indefinite
  1136. Prerequisite Charms: Twisted Words Technique
  1137. M I R A C L E S O F T H E S O L A R E X A LT E D
  1138. EX3
  1139. 16
  1140. The Lawgiver’s words emblazon a solid surface in the
  1141. vibrant, multi-hued colors of Solar anima. This creates
  1142. a message no longer than two breaths in spoken length,
  1143. and lays it over a space up to (Essence x 3) yards wide
  1144. or (x 5) high. This message appears in the runes, pictograms, or letters of the language the Exalt is speaking.
  1145. If she wishes to infuse this message with Written-only
  1146. Linguistics magic, she may pay to do so at this time,
  1147. treating Simple-type Linguistic Charms as if they were
  1148. Reflexive. The Solar must be within fifty yards of the
  1149. surface she is speaking words onto.
  1150. Anyone who reads this message is subject to any social
  1151. influence entailed in the script — usually modeled as a
  1152. typical contest of Linguistics vs. Resolve — but only the
  1153. first time they read it.
  1154. As long as the Solar keeps motes committed to this effect,
  1155. the script cannot be scrubbed from the surface of the wall,
  1156. and any attempt to write over it fails. If the script it painted over, it bleeds through. Any attempt to otherwise cover
  1157. it ends in horrific botches. The only way to remove the
  1158. Lawgiver’s words are to kill her, destroy the surface her
  1159. words are written on, or use a special sorcerous working
  1160. (Terrestrial Circle, Ambition 2, Finesse 1, Terminus 3).
  1161. This sorcerous working costs no experience points, but
  1162. requires one point of temporary Willpower on each one
  1163. week interval. Failing to reach the goal by the terminus
  1164. makes this effect immune to any sorcerous tampering by
  1165. any sorcerer for two weeks. This failure can be noticed
  1166. by a character using All-Encompassing Sorcerer’s Sight
  1167. (Exalted p. 356) or similar magic.
  1168. By paying one Willpower when activating this Charm,
  1169. the Lawgiver raises the difficulty of removing her
  1170. words with a sorcerous working to (Terrestrial Circle,
  1171. Ambition 2, Finesse 3, Terminus 1) and can choose to
  1172. gouge her words into a surface as hard as granite.
  1173. On Indelible Spoken Script
  1174. When I note that the failure can be noticed with AllEncompassing Sorcerer’s Sight, I am not only referring
  1175. to the temporary invincibility of the effect, but also the
  1176. sorcerer who failed the working. A sorcerer who looks
  1177. into the world of Essence will see the failed sorcerer
  1178. emblazoned with the Solar’s message.
  1179. Lore
  1180. Soul-Light Spreading Discipline
  1181. Cost: —
  1182. Mins: Lore 5, Essence 2
  1183. Type: Permanent
  1184. Keywords: None
  1185. Duration: Permanent
  1186. Prerequisite Charms: Flowing Mind Prana
  1187. Over time, the Solar’s wisdom becomes the foundation
  1188. of empires. Whenever students of the Solar — characters
  1189. significantly educated or trained by the Solar — pass on
  1190. her knowledge in turn, the act of following her teachings
  1191. becomes a kind of worship. Conceptualizing the Solar’s
  1192. teachings themselves as a character, for every dot of
  1193. Followers her teachings might accrue, the Solar may count
  1194. half those (rounded down, minimum one) as a dot of Cult.
  1195. On Soul-Light Spreading Discipline
  1196. The backer requested a Lore Charm that would create
  1197. a circular flow of benefit from the Solar teacher to their
  1198. students, allowing the system to interpret the Solar’s
  1199. students as her cult. A very cool concept indeed! In case
  1200. you are wondering, for the hypothetical purposes of
  1201. this Charm, Followers 4 reflects 1000+ followers, while
  1202. Followers 5 reflects 5000+.
  1203. Backer: Matt Rock
  1204. Cloud-Wreathed Scholar
  1205. Cost: 1m
  1206. Mins: Lore 5, Essence 3
  1207. Type: Reflexive
  1208. Keywords: None
  1209. Duration: Instant
  1210. Prerequisite Charms: Bottomless Wellspring Approach
  1211. The Solar is a bottomless font of knowledge, renewed by
  1212. any source of true intrigue. While pursuing the goals of
  1213. her Circle or the goals of someone for whom she holds
  1214. a Major or Defining Tie, the Solar may use this Charm
  1215. to roll to introduce a fact, even if she has already introduced a fact that scene. The Solar may only use this
  1216. Charm when she perceives a need for her expertise, and
  1217. only if it pertains to the events at hand.
  1218. On Cloud-Wreathed Scholar
  1219. When I wrote the Lore rules, I limited players to one
  1220. introduced fact per scene. I was wary of clogging one
  1221. scene with too many lore-based revelations. But I think
  1222. this Charm is significantly limited enough to prevent
  1223. such abuse, while allowing the Solar savant to tackle a
  1224. continuous flow of puzzles, riddles, and historical mysteries to aid her allies in advancement.
  1225. Hundred Sages Focus
  1226. Cost: 6m
  1227. Mins: Lore 5, Essence 3
  1228. Type: Reflexive
  1229. Keywords: Mute
  1230. N E W S O L A R C H A R M S
  1231. EX3
  1232. 17
  1233. Duration: Instant
  1234. Prerequisite Charms: Truth-Rendering Gaze
  1235. With the wisdom of the ages flowing through her mind,
  1236. the Solar’s concentration can induce an epiphany. With
  1237. a moment of intense observation of practically anything
  1238. — a natural phenomena, geographical feature, architectural feature, riddle, puzzle, and so on — the Lawgiver
  1239. can name the Lore difficulty to introduce a fact about
  1240. what she is observing, and the Lore background needed
  1241. in order to make that roll. This Charm does not give the
  1242. Solar knowledge she doesn’t have — it can’t turn a geologist into a student of ancient histories — but it does tell
  1243. her where to begin her studies anew.
  1244. On Hundred Sages Focus
  1245. I came up with this Charm while preparing to run my
  1246. own personal game of Exalted. As I was seeding the
  1247. environment with deeply-seated lore and “unsolvable”
  1248. mysteries, I started looking at the hidden histories of my
  1249. game and deciding what it would take for our group’s
  1250. Lore Solar to crack those mysteries wide open. In my
  1251. game notes I started tagging environmental features
  1252. thusly: “geological formation: geology difficulty 3”, “colossal arm of blue stone sticking out of the mountain:
  1253. ‘biography of the Celestial Incarnae’ difficulty 10” and
  1254. so on. In the former case, geology is the needed background or “Lore topic.” The latter refers to a book in a
  1255. library in Yu-Shan, of which there is no other copy, and
  1256. which has never been to Creation.
  1257. Whenever I contemplate running an Exalted game, I
  1258. always consider which Charms my players are using and
  1259. which Abilities they are going to be rolling, and then I
  1260. fill out the structure of every night’s gaming with a list of
  1261. interesting Ability checks and opportunities to use said
  1262. Charms. I seed the environment with difficult challenges. For my friend the investigator, I create mysteries and
  1263. leave evidence. For the Solar savant, I fill the game with
  1264. wondrous lore. For the occult specialist, strange and uncanny mysteries that are outside Lore’s purview.
  1265. In essence, I build my personal games of Exalted around
  1266. my players. This Charm is an outgrowth of that, allowing a player to mine the hidden secrets from the setting,
  1267. to find the presents I have buried for the whole Circle to
  1268. stare at — in wonder, in horror.
  1269. One last thing: Harmonious Academic Methodology
  1270. increases the gamut of your Solar’s knowledge. So if
  1271. you find your Storyteller has placed a mystery in front
  1272. of you that is outside your Solar’s background, hit the
  1273. library, conduct interviews at the local academy, quiz a
  1274. Sidereal, put a spirit in a headlock and make them teach
  1275. you — whatever it takes to expand your Solar’s mind —
  1276. and use that Charm whenever you can, so your Solar’s
  1277. knowledge grows voluminously.
  1278. Legend-Spirit Convocation
  1279. Cost: –
  1280. Mins: Lore 5, Essence 3
  1281. Type: Permanent
  1282. Keywords: None
  1283. Duration: Permanent
  1284. Prerequisite Charms: Wake the Sleeper
  1285. This Charm upgrades the prerequisite, allowing it to
  1286. be used on weapons and armor forged of natural metals such as brass, iron, and steel. As the Solar clasps a
  1287. weapon, she speaks her legend into it, and the whispers
  1288. of mysterious spirits flow into it, filling it with tales of
  1289. her past incarnations. The empowering effect of Wake
  1290. the Sleeper is less profound on such mortal panoplies:
  1291. the roll is always difficulty 2, and the weapon gains a single Instant-duration Evocation whether it is successful
  1292. or not. If the roll succeeds, the weapon may (optionally)
  1293. become visually transformed by the Solar’s anima, taking on elements of her iconic form, and gains a passive
  1294. or Permanent-duration Evocation that enhances the
  1295. weapon or armor in question.
  1296. Special activation rules: In order to enhance mortal
  1297. gear, it must be a favored and select weapon or armor
  1298. of the character in question. The Solar may explicitly
  1299. use this Charm to enhance the weaponry of someone for
  1300. whom she holds a Major or greater Intimacy, positive
  1301. or negative, so long as they join the Lawgiver in holding
  1302. the object aloft as she channels the Essence of legend
  1303. through its form.
  1304. On Legend-Spirit Convocation
  1305. The backer asked for a Charm that would expand what
  1306. Wake the Sleeper could do, so I wrote this.
  1307. Backer: Nick Khorlin
  1308. All-Knowing Enlightened Sovereign
  1309. Cost: 7m, 1wp
  1310. Mins: Lore 5, Essence 4
  1311. Type: Simple
  1312. Keywords: None
  1313. Duration: Instant
  1314. Prerequisite Charms: Hundred Sages Focus
  1315. By expanding her mind, the Lawgiver can consult an
  1316. Essence that touches the ends of the universe to find the answer. This Charm allows the Solar to attempt to challenge
  1317. a Lore difficulty that is outside the background reflected by
  1318. M I R A C L E S O F T H E S O L A R E X A LT E D
  1319. EX3
  1320. 18
  1321. her Lore rating. With especially difficult challenges, such
  1322. a roll is not even possible, but the Lawgiver may challenge
  1323. any difficulty and any topic with her Lore by using this
  1324. Charm. This Charm confers no knowledge of the required
  1325. difficulty, though the Solar becomes aware of the topic the
  1326. moment she uses this Charm, if she doesn’t know already.
  1327. This Charm can be used once per story, but can be reset by
  1328. a scene in which the Solar spends time studying the Lore
  1329. topic she last challenged with this Charm.
  1330. On All-Knowing Enlightened Sovereign
  1331. Seems like a no-brainer. Or should we say all-brainer?
  1332. Medicine
  1333. Time-Halting Flow
  1334. Cost: 15m, 1wp
  1335. Mins: Medicine 5, Essence 5
  1336. Type: Reflexive
  1337. Keywords: None
  1338. Duration: Indefinite
  1339. Prerequisite Charms: Anondyne of Celestial Dreaming
  1340. The Lawgiver can hold back the hands of time. The Exalt
  1341. channels her Essence and strikes the soul of a terminally
  1342. ill, comatose, or mortally wounded patient, flooding their
  1343. chakras with sustaining Solar Essence. For as long as this
  1344. Charm is committed, any disease or poison interval is permanently halted, and unless done direct harm by external
  1345. forces, the patient’s physical injuries cannot drive them
  1346. into a worse condition. While under the effect of this
  1347. Charm, the patient’s vital signs drop to virtually nothing,
  1348. and they stop aging entirely. This Charm allows the Solar
  1349. the time she needs to devise an effective treatment or to
  1350. handle threats to life and limb without losing her patient.
  1351. Healing the patient does not automatically restore them
  1352. to consciousness. This Charm can be disrupted by an
  1353. attack on the patient, or by an impassioned plea for them
  1354. to wake up, if it is coming from someone for whom they
  1355. hold a Major or Defining Tie. It automatically ends if the
  1356. Exalt dies or ends her commitment.
  1357. On Time-Halting Flow
  1358. In case your Solar should need to postpone treatment, or the
  1359. character has an ailment she hasn’t figured out how to deal
  1360. with yet. The Abyssal version of this is bound to be nasty.
  1361. Melee
  1362. Nimble Reaving Wind
  1363. Cost: 1m
  1364. Mins: Melee 1, Essence 1
  1365. Type: Reflexive
  1366. Keywords: Dual
  1367. Duration: Instant
  1368. Prerequisite Charms: None
  1369. The Solar moves across the battlefield like an implacable
  1370. force. She may use this Charm on her turn to move away
  1371. from a target without using a disengage action, so long as she
  1372. uses her movement to enter into close range with another
  1373. target and uses her attack action against that target. Though
  1374. it is learned through Melee, this Charm is expressly allowed
  1375. to aid in close range Brawl and Martial Arts attacks.
  1376. On Nimble Reaving Wind
  1377. A simple yet delicious effect. Enjoy!
  1378. Arc Shedding Rain Technique
  1379. Cost: 3m
  1380. Mins: Melee 3, Essence 1
  1381. Type: Reflexive
  1382. Keywords: Uniform
  1383. Duration: Instant
  1384. Prerequisite Charms: Dipping Swallow Defense
  1385. The Solar strikes away lesser attacks with speed that can
  1386. stop the falling rain. Upon successfully parrying a trivial
  1387. opponent, the Solar may use this Charm to strike their
  1388. weapon away from herself, automatically disarming
  1389. them. If she has any Charms which allow her to attack
  1390. an opponent she has disarmed she may then do so, even
  1391. if she has already attacked for the round. This Charm explicitly allows the Exalt to switch to a Brawl or Martial
  1392. Arts based attack, provided that she makes the attack
  1393. unarmed or with a legal weapon. This Charm confers no
  1394. ability to draw such a weapon instantly, however.
  1395. Arc Shedding Rain Technique can only be used once per
  1396. round, but may be reset during the round by successfully parrying any attack while suffering an onslaught penalty of -2 or
  1397. greater, or by parrying the attack of a dangerous opponent, or
  1398. by killing any opponent with a Counterattack Charm.
  1399. On Arc Shedding Rain Technique
  1400. The backer’s favorite anime is Moribito, so she wanted a Melee
  1401. Charm that would help her fight like Balsa. This was a tricky
  1402. Charm to write, as Melee Charms have to work not only with
  1403. spears, but with axes, swords, claymores, etc. After watching
  1404. Balsa fight, I decided to make the Charm a very solid defense
  1405. against greater numbers that would allow the Solar to create
  1406. openings for Charms such as Savage Wolf Attack (Exalted
  1407. p. 419), or yet-unwritten Martial Arts or Brawl Charms. The
  1408. Solar parries away an enemy attack and then spin kicks them
  1409. face down in a rice paddy. Go Balsa or go home.
  1410. Backer: Lindsay Steussy
  1411. N E W S O L A R C H A R M S
  1412. EX3
  1413. 19
  1414. Gleaming Sever
  1415. Cost: 1m, 1i
  1416. Mins: Melee 4, Essence 1
  1417. Type: Reflexive
  1418. Keywords: Uniform
  1419. Duration: Instant
  1420. Prerequisite Charms: Fire and Stones Strike
  1421. In the moment before she strikes, the Solar focuses her
  1422. Essence along the edge of her blade, making it infinitely
  1423. sharp. Fueling an attack with this Charm guarantees it
  1424. one automatic success, and grants it one bonus die of
  1425. damage, guaranteeing that die gets rolled regardless of
  1426. the target’s soak or hardness. If she is using this Charm
  1427. in combination with the Clash keyword to destroy rubble or other heavy scenery that has been hurled at her
  1428. with a decisive gambit, this Charm grants three automatic successes to the Initiative roll.
  1429. On Gleaming Sever
  1430. A nice little boost of power to help round out Essence
  1431. 1 Melee. This Charm’s effect has been balanced against
  1432. narrative, owing to the dramatic effect a powerful blow
  1433. has on an object in motion. Storytellers should be wary
  1434. about allowing it to easily cut down stationary objects
  1435. like massive fortress gates or thick castle walls.
  1436. Stark Truth of Steel Method
  1437. Cost: 2m, 1i
  1438. Mins: Melee 4, Essence 2
  1439. Type: Reflexive
  1440. Keywords: Uniform
  1441. Duration: Instant
  1442. Prerequisite Charms: Fire and Stones Strike
  1443. Through combat the Solar sees all things truly. When
  1444. she witnesses an opponent successfully apply their
  1445. Parry or Evasion with the aid of Charms or magic, the
  1446. Exalt is able to understand the principle behind their
  1447. defense and may strike through it. This Charm adds
  1448. an automatic non-Charm success to an attack after the
  1449. opponent has applied their Defense, if and only if they
  1450. are using a defensive magic the Solar has seen them use
  1451. previously in the battle. The insight the Solar gains is
  1452. fleeting and momentary; this advantage fades after the
  1453. Solar has used this Charm, and she must witness or experience her opponent’s defense again in one round in
  1454. order to use this Charm in the round that follows.
  1455. On Stark Truth of Steel Method
  1456. The backer wanted a Melee Charm that would allow
  1457. him to exploit a flaw in his opponent’s defense to land
  1458. an attack. I felt that a Charm that magnified wound
  1459. or onslaught penalties was a bit too divorced from an
  1460. expression of Melee skill, so I went with this Charm,
  1461. which would reveal a weakness or flaw in an opponent
  1462. through a mystical insight. This Charm neither requires
  1463. nor conveys inherit knowledge of magic; the Solar can
  1464. simply analyze tactical magic as if it were any other
  1465. technique and find a way around it.
  1466. Backer: John Esslinger
  1467. Victorious Wreath
  1468. (Against the World Stance)
  1469. Cost: 6m, 1wp (+1i per round)
  1470. Mins: Melee 5, Essence 3
  1471. Type: Reflexive
  1472. Keywords: Perilous
  1473. Duration: One scene
  1474. Prerequisite Charms: Fivefold Bulwark Stance, Ready
  1475. in Eight Directions Stance
  1476. The Lawgiver sees every angle for attack and counterattack, her every parry and strike building on one another to
  1477. make her unassailable. While using this Charm, every time
  1478. the Exalt successfully parries, she gains a number of motes
  1479. equal to the difference between her Parry and the attack’s
  1480. successes plus one. These motes can only be used to fuel
  1481. Melee Charms, and vanish at the end of her next action.
  1482. Victorious Wreath has a one Initiative per round upkeep,
  1483. and if the Solar is crashed, the Charm is broken and the full
  1484. cost must be paid again if she wishes to reinstate it.
  1485. A repurchase of this Charm allows an Exalt using Ready
  1486. in Eight Directions Stance to keep their Initiative from
  1487. returning to base at the end of the round, so long as they
  1488. successfully parry every attack launched at them during
  1489. the round while using Victorious Wreath.
  1490. On Victorious Wreath (Against the World Stance)
  1491. The backer wanted a Melee Charm for use by his Solar,
  1492. the Invincible Sword Princess. He wanted Princess to
  1493. have a Charm that would help her deal with focus fire
  1494. from a group of opponents, so I came up with an effect
  1495. that would defray the cost of continual use of Dipping
  1496. Swallow Defense or Ready in Eight Directions Stance.
  1497. I imagine fighting the Invincible Sword Princess to be
  1498. like trying to fight someone who is wreathed in Essence
  1499. and steel and able to move faster than light. Thus you
  1500. have Victorious Wreath, or the more narrative Against
  1501. the World Stance.
  1502. Backer: Jye Nicolson
  1503. Whirlwind-Tempest Deflection
  1504. Cost: 6m, 1wp
  1505. Mins: Melee 5, Essence 3
  1506. Type: Reflexive
  1507. M I R A C L E S O F T H E S O L A R E X A LT E D
  1508. EX3
  1509. 20
  1510. Keywords: Counterattack, Decisive-only, Perilous
  1511. Duration: Instant
  1512. Prerequisite Charms: Flashing Edge of Dawn, Heavenly
  1513. Guardian Defense
  1514. Even a world-consuming maelstrom is driven aside by a
  1515. Solar’s defense. Brandishing her Essence-laden weapon,
  1516. when the Solar successfully parries a decisive attack of
  1517. 17+ base damage, she may use this Charm to redirect the
  1518. damage in a shockwave that cuts a circle of destruction
  1519. around herself.
  1520. This attack automatically damages or destroys any
  1521. non-magical scenery in range, doing automatic damage
  1522. equal to half the decisive attack (rounded down). Done in
  1523. a temple, pillars will begin to slide off of their bases. Done
  1524. in a forest, trees will begin to topple all around the Solar.
  1525. This attack also automatically hits every trivial opponent in close range, and (greater of Essence or three)
  1526. dangerous opponents in close range. Roll decisive damage equal to half the attack’s Initiative (round down)
  1527. against the dangerous opponents. Trivial opponents
  1528. take automatic decisive damage equal to the dangerous
  1529. opponent who takes the most damage plus three. This
  1530. attack does not use the Solar’s Initiative and does not reset her to base Initiative. The Solar may use this Charm
  1531. once per battle, but may reset it by raising her Initiative
  1532. to 20+ and then landing a decisive attack, or by rolling
  1533. Join Battle.
  1534. If the Solar knows Sandstorm-Wind Attack, WhirlwindTempest Deflection can be increased to short range by
  1535. paying three extra motes.
  1536. On Whirlwind-Tempest Deflection
  1537. The backer wanted a Charm that would allow him to
  1538. block an attack and redirect a destructive shockwave
  1539. around himself from parrying the force of the blow. A
  1540. decidedly simple request that ended up being a fairly
  1541. complicated Charm! I tried to make it as roll-free as possible while retaining its balance. Thus the limitation to
  1542. how often you can use it and the similarly high cost.
  1543. Backer: Scott Ryder
  1544. Shattering Clash
  1545. Cost: 5m
  1546. Mins: Melee 5, Essence 3
  1547. Type: Reflexive
  1548. Keywords: Decisive-only
  1549. Duration: Instant
  1550. Prerequisite Charms: Fervent Blow
  1551. N E W S O L A R C H A R M S
  1552. EX3
  1553. 21
  1554. The Solar’s interdicting strike lays waste to her opponent. Upon a successful decisive attack, but before
  1555. damage is rolled, the Lawgiver channels the fury of her
  1556. Essence through the strike. If the attack does at least
  1557. six health levels of damage to the target, three of that
  1558. damage can be traded to destroy the target’s weapon,
  1559. provided that weapon is made of natural (non-magical)
  1560. materials such as steel.
  1561. On Shattering Clash
  1562. This Charm is risky because of the cost and the fact
  1563. that you have to throw it before you see the damage
  1564. roll. Because 10s are not doubled on the damage roll of
  1565. a decisive attack you want to use this Charm with 14+
  1566. Initiative for the best chance to do the required damage.
  1567. Omniscient Focus Attack
  1568. Cost: 6m, 1wp
  1569. Mins: Melee 5, Essence 3
  1570. Type: Reflexive
  1571. Keywords: Clash, Decisive-only
  1572. Duration: Instant
  1573. Prerequisite Charms: Fervent Blow
  1574. Even gods may be cut by the sharp light of Solar fury. As
  1575. long as she is gripping her weapon, the Solar feels the
  1576. slightest movement in the air around her and may react
  1577. with impossible speed. The Solar may use Fervent Blow
  1578. to clash an attack she is not aware of; she becomes aware
  1579. of the attack at the last moment. This Charm also allows
  1580. her to strike immaterial opponents with a clash. This
  1581. Charm does not force spirits to materialize, even if the
  1582. Solar’s attack manages to wound them.
  1583. On Omniscient Focus Attack
  1584. I wrote this bonus Charm to give Solar Melee a little
  1585. more overt supernatural capacity. The Solar can clash
  1586. an opponent with the hypothetical ability to strike while
  1587. immaterial. The ability to attack while immaterial is
  1588. typically a power belonging only to spirits. Omniscient
  1589. Focus Attack will work on concealed foes as well. For
  1590. the most part, attacking from concealment reveals the
  1591. attacker’s location, but if they are using magic to keep
  1592. this from happening and yet the Solar does a lot of damage or kills them with her clash, the Storyteller should
  1593. consider them revealed anyway, as the Solar slashes
  1594. through a grate and blood pours from the place of concealment, or a dead body tumbles down out of a well of
  1595. perfect shadows.
  1596. All-Sundering Strike
  1597. Cost: 3m, 1wp
  1598. Mins: Melee 5, Essence 3
  1599. Type: Supplemental
  1600. Keywords: Clash
  1601. Duration: Instant
  1602. Prerequisite Charms: Fervent Blow, Hail-Shattering
  1603. Practice
  1604. The Solar meets an attack with a strike that can cut
  1605. through the heavens. This Charm supplements a clash
  1606. attack, allowing the Solar to roll her clash twice and take
  1607. the higher of two results. In addition, any Charms she
  1608. uses on the first roll enhance the second roll for free.
  1609. New Charms may not be added to the rerolled clash.
  1610. On All-Sundering Strike
  1611. The backer requested a Charm for his Solar who he described as a “master of clashes.” One of the most incomparably strong mechanics in the game is the free “mimic” reroll that copies your Charms. This Supplemental
  1612. clash enhancer is limited by its high price point.
  1613. Backer: Matthew McGuire
  1614. Divine Executioner Stance
  1615. Cost: 6m (+1m)
  1616. Mins: Melee 5, Essence 3
  1617. Type: Simple
  1618. Keywords: Uniform
  1619. Duration: Indefinite
  1620. Prerequisite Charms: Rising Sun Slash
  1621. When her sense of justice or righteousness is offended,
  1622. the Solar’s wrath suffuses her blades, making her attacks swing faster and bite harder. When she first uses
  1623. this Charm, she grips her weapon tightly and makes a
  1624. vow based on a Principle or Tie that she holds, to use
  1625. her every means to defend or protect that Intimacy. This
  1626. act has great mystical significance, recorded in the celestial registers of Heaven, as the Lawgiver swears on her
  1627. weapon and her skill to protect what is most dear.
  1628. Thenceforth, whenever the Exalt makes a Melee attack
  1629. in defense of the attached Intimacy and pays one mote,
  1630. she gains bonus dice equal to (Intensity). In addition, if
  1631. her target has acted to harm one of her Ties or threaten
  1632. one of her Principles, a successful attack adds damage
  1633. equal to the target’s strongest opposed Intimacy to the
  1634. Solar or her protected Tie or Principle. In simple terms,
  1635. the Lawgiver may not know her opponent’s Intimacies,
  1636. but the Storyteller does, and can select the most appropriate Intimacy on the damage roll. If the Solar has
  1637. vowed to protect the street urchins of Nighthammer,
  1638. she may not realize that her target despises children, but
  1639. the damage of her attack rips through his corrosive spirit and wounds him that much more deeply. This Charm
  1640. confers no knowledge of Intimacies to the Solar.
  1641. M I R A C L E S O F T H E S O L A R E X A LT E D
  1642. EX3
  1643. 22
  1644. In addition, if the target is a cursed, blighted creature,
  1645. such as a ghost or a demon, or one of the Abyssal Exalted,
  1646. the damage on this attack is increased by one, gains one
  1647. automatic success, and the damage is aggravated.
  1648. On Divine Executioner Stance
  1649. The backer wanted a Melee Charm that would give him
  1650. some added whomp from drawing on his Intimacies
  1651. for an attack. A critical read on this Charm reveals that
  1652. Solar Essence rips through and obliterates beings that
  1653. are antithetical to the Solar’s spirit, ideals, and personal
  1654. character. Intimacies are important to the formulation
  1655. of a character’s identity, and a character’s identity is the
  1656. foundation of their Essence, their total being. Thus the
  1657. Divine Executioner is poised to strike down those who
  1658. stand against her and the things she represents.
  1659. Backer: Patrick “Ash” Colford
  1660. Occult
  1661. Six Eternities’ Travail
  1662. Cost: —(1wp)
  1663. Mins: Occult 5, Essence 2
  1664. Type: Permanent
  1665. Keywords: None
  1666. Duration: Permanent
  1667. Prerequisite Charms: Ancient Tongue Understanding
  1668. In becoming one with strange forces, the Solar experiences the hardships of the infinite. Through their suffering she is enlightened. This Charm upgrades Ancient
  1669. Tongue Understanding, bringing the Solar’s Essence
  1670. closer to true embodiment of the spirit of the Old Realm
  1671. language. If she adds a point of Willpower to the cost
  1672. of the prerequisite, then any Occult roll she makes is
  1673. enhanced while it is active, rolling additional dice for
  1674. (Essence) 10s that appear in the result. If any 10s appear
  1675. in these bonus dice, they are also rolled again.
  1676. On Six Eternities’ Travail
  1677. The backer wanted a Charm that would help him as
  1678. a sorcerer. I decided to bring it in line with the Solar
  1679. Charm set by making it applicable to any Occult roll.
  1680. Backer: Alec Humphrey
  1681. Anima-Suffused Spirit
  1682. Cost: 1m + 2m, 1a per health level
  1683. Mins: Occult 5, Essence 3
  1684. Type: Reflexive
  1685. Keywords: None
  1686. Duration: Instant
  1687. Prerequisite Charms: Material Exegesis Prana
  1688. Focusing her Essence into the corporeal form of a spirit familiar, a summoned elemental, or sorcerously-bound demon,
  1689. the Solar may pour her anima into such a creature to heal its
  1690. wounds. The Exalt pays one mote to activate the Charm, and
  1691. for every two motes and one level of anima she spends, one of
  1692. the spirit’s damaged health levels is instantly healed.
  1693. On Anima-Suffused Spirit
  1694. The backer asked for a Charm that would allow him to
  1695. heal his spirit familiar in combat.
  1696. Backer: Brian Rivers
  1697. What Light Reveals (Living Specter’s Flame)
  1698. Cost: 6m, 1wp
  1699. Mins: Occult 5, Essence 3
  1700. Type: Reflexive
  1701. Keywords: None
  1702. Duration: One scene
  1703. Prerequisite Charms: Burning Exorcism Technique
  1704. The Solar occultist’s burning anima is alive with the
  1705. Essence of the strange. When the Lawgiver’s anima is
  1706. visible, it brings her spirit familiar into sharper relief,
  1707. amplifying their power. The Solar may temporarily impart spirit Charms to her familiar that belong to spirits
  1708. whose Essence patterns she has captured with Burning
  1709. Exorcism Technique.
  1710. • At the dim level, the spirit gains no benefit.
  1711. • At the glowing level, she can impart (Essence / 2,
  1712. rounded up) minor Charms.
  1713. • At the burning level, she can impart an additional
  1714. major Charm.
  1715. • At the iconic level, she can add yet another minor
  1716. and major Charm.
  1717. As long as the Solar’s anima is visible, the familiar gains
  1718. the imparted Charms automatically. If it drops a level
  1719. the Charms it can use are likewise reduced.
  1720. If the Solar has learned any spirit Charms through the use
  1721. of Carnal Spirit Rending, Gloaming Eye Understanding,
  1722. or Divine Mantle, she may choose to impart such Charms
  1723. to her familiar as well.
  1724. On What Light Reveals (Living Specter’s Flame)
  1725. The backer wanted a Charm that would power up their
  1726. spirit familiar based on the intensity of their anima. I
  1727. decided it would be an Occult Charm, because the uncanny nature of Occult Charms allows for strangeness
  1728. in the method. This Charm demonstrates the nature of
  1729. N E W S O L A R C H A R M S
  1730. EX3
  1731. 23
  1732. Essence to be the whole or sum of the being. Therefore,
  1733. if a Solar is absorbing the Essence of spirits, her own
  1734. Essence is affected. For more on conceptualizing spirit
  1735. Charms, read Divine Mantle on page 310 of Exalted.
  1736. Backer: M.C.G.
  1737. Performance
  1738. Music and Singing
  1739. Divine Instrument
  1740. Cost: 1m or 2m
  1741. Mins: Performance 4, Essence 2
  1742. Type: Reflexive
  1743. Keywords: None
  1744. Duration: Instant
  1745. Prerequisite Charms: Mood-Inducing Music
  1746. With but a gesture, the Solar dismisses her instrument.
  1747. Be it a sanxian or a lyre, she sends it Elsewhere for one
  1748. mote. The Solar may only draw it back with a flourish,
  1749. often a swipe of her hand that causes it to materialize
  1750. from a glimmer, or from a gout of Solar flame. This
  1751. flourish costs two motes, and all who witness it become
  1752. immediately aware of the Solar’s divinity. Any relevant
  1753. Intimacies they have for “divine beings” or “spirits” or
  1754. “holiness” automatically qualify as Resolve modifiers for
  1755. the Solar’s music, regardless of what she intends by it.
  1756. On Divine Instrument
  1757. I deliberated for a long time about whether to include
  1758. this in the effect in the core book. I even wrote it as a
  1759. different Charm, but decided to cut it for space. This
  1760. Charm is actually a much better version with a more
  1761. interesting name and mechanic.
  1762. For those who are interested, the Abyssal version is very
  1763. similar, and has you drawing a musician’s bow across
  1764. the Shroud, eliciting a screech as it passes over invisible
  1765. strings into your hand. Then as you flourish and bow in
  1766. introduction, your instrument appears in a gout of black
  1767. flame. But don’t worry; if you don’t use a bow, plectrum,
  1768. baton, et al, you’ll still be covered.
  1769. Another kind of Exalt has their own version called Oud
  1770. Flying Elsewhere; they hold their instrument high, let
  1771. go, and it falls into the sky. When they need it back they
  1772. reach up and it falls back down into their hand. Even in a
  1773. completely enclosed space, it comes right down.
  1774. Seventeen Cycles Symphony
  1775. Cost: 5m, 1wp
  1776. Mins: Performance 5, Essence 3
  1777. Type: Reflexive
  1778. Keywords: Mute
  1779. Duration: Instant
  1780. Prerequisite Charms: Heart-Compelling Method, Plectral Harbinger’s Approach
  1781. The Solar becomes a conduit of divine music; beautiful
  1782. unnatural melodies flow through her. When confronted
  1783. with a natural environmental hazard such as a forest
  1784. fire, a driving blizzard, a hurricane, and so on, the Solar
  1785. may dispel nature’s fury with overriding music. Roll the
  1786. Lawgiver’s Charisma + Performance with Essence automatic successes against the difficulty of the hazard. If
  1787. successful, she creates a safe path for a group of followers
  1788. (Essence + [one per two extra successes]) in Size. A raging inferno that covers a hundred miles will snuff out in
  1789. a path large enough for her party to pass safely through,
  1790. a river of magma becomes cool enough to cross barefoot,
  1791. and a hurricane may be diverted narrowly from its course.
  1792. The Solar’s music need only contend with elemental
  1793. forces for a handful of seconds in order to dispel them,
  1794. but this effect lasts (Essence x 30) minutes, despite the
  1795. listed duration. Lastly, the effect is centered around
  1796. the Solar, and if she is still in a state of danger from the
  1797. environmental hazard when this Charm’s time is up,
  1798. she becomes aware of her need to re-use the Charm at
  1799. least five minutes in advance. In that case, waive the
  1800. Willpower cost to reactivate the Charm.
  1801. A repurchase of this Charm allows the Exalt to deal with
  1802. supernatural environmental hazards and unusual hazards
  1803. such as acid baths. She can turn a cauldron of boiling oil
  1804. into a warm bath or ward off the demon winds of Malfeas.
  1805. After a repurchase, at Essence 4+, the Solar can use this
  1806. Charm to destroy a sorcerous working that is barring her
  1807. in the pursuit of a Defining Intimacy, rolling Charisma or
  1808. Manipulation + Performance against the Resolve of the
  1809. sorcerer who placed it, even if they are dead. A success
  1810. allows her to shatter a minor working, or undo a major
  1811. working until she has safely passed through it. Such a
  1812. working is typically never an environmental hazard. It
  1813. might be a massive seam where two mountains were
  1814. fused to seal a path, an immovable capstone over a cave
  1815. of lost dreams, a mind-worm whose screams force your
  1816. best friend to fight you to the death, and so on.
  1817. On Seventeen Cycles Symphony
  1818. The backer wanted a Charm that would allow him to
  1819. play a Solar Orpheus, able to quell nature’s wrath. I liked
  1820. the idea so much I decided to expand it to make it a real
  1821. homage to the mythical hero, who would stop at nothing
  1822. in his quest.
  1823. M I R A C L E S O F T H E S O L A R E X A LT E D
  1824. EX3
  1825. 24
  1826. Storytellers should allow some creative latitude in basic
  1827. interpretation of this Charm. A bank of thick fog over a
  1828. rocky bay might not count as an environmental hazard in
  1829. the strictest terms, but you should let a Solar dispel the
  1830. fog so her captain can steer a safer course. Her song can’t
  1831. get rid of the rocks, but perhaps it can calm the tides. You
  1832. also might note that using this to cut a swath through a
  1833. blizzard won’t make it magically warm and sunny. It will
  1834. just get rid of the worst, most dangerous and threatening
  1835. conditions of the blizzard, allowing your group to pass.
  1836. Backer: Nathan Henderson
  1837. Acting
  1838. Drama-Fueling Ardor
  1839. Cost: 1m
  1840. Mins: Performance 4, Essence 2
  1841. Type: Supplemental
  1842. Keywords: Mute
  1843. Duration: Instant
  1844. Prerequisite Charms: Master Thespian Style
  1845. When acting in a play, the Solar’s energetic charisma and
  1846. sexual energy is almost palpable. This Charm supplements
  1847. a Performance roll when play-acting, adding one automatic success. In addition, this Charm mutes the (highest
  1848. of [Essence] or three) peripheral motes used on that tick,
  1849. while taking any successes over the average audience member’s Resolve (or Guile if applicable) and awarding them
  1850. to the person acting opposite the Solar, to be used as nonCharm dice for their next Performance roll. Characters
  1851. thus enhanced feed off the Solar’s energy, enhancing their
  1852. own acting. The Solar’s fellow actors experience this not
  1853. as an infusion of “good acting magic” but rather feel the
  1854. Solar inhabits the soul of the character she is playing, reads
  1855. the audience perfectly, and puts on a performance of such
  1856. magnitude that they themselves are elevated.
  1857. If such a character’s acting is particularly well received
  1858. after critics review their performance, they will generate an appropriate Intimacy for the Solar, such as awed
  1859. respect for her talent, or adoration for the Solar herself.
  1860. Lastly, any 9s or 10s on the enhanced roll by the actor
  1861. opposite the Solar restore an equal number of motes to
  1862. the Solar.
  1863. On Drama-Fueling Ardor
  1864. Another case of not having enough room in the core
  1865. book. I really wanted to explore the thespian arm of the
  1866. Performance tree, but there was simply no room. Here
  1867. we have a Charm that starts gets something interesting
  1868. started, and helps ingratiate you to your acting troupe.
  1869. The muting effect helps the Solar pour everything into
  1870. her performance. A Solar who uses this Charm leaves
  1871. her heart on the stage.
  1872. Divinely-Inspired Performance
  1873. Cost: 5m
  1874. Mins: Performance 5, Essence 3
  1875. Type: Reflexive
  1876. Keywords: None
  1877. Duration: Indefinite
  1878. Prerequisite Charms: Drama-Fueling Ardor
  1879. By attuning herself to the Essence flowing between
  1880. stage, actors, and audience, the Solar can inhabit a
  1881. role completely. Upon activating this Charm, the Solar
  1882. knows every line of a play she is acting in, without having read the script. She can divine the correct line and
  1883. which character must speak it, just from listening to the
  1884. dialogue. She also understands the exact emotion that
  1885. needs to be evoked from any one response.
  1886. On Divinely-Inspired Performance
  1887. This Charm models a Solar whose genius is so profound
  1888. that she seems almost to be possessed by the author. She
  1889. can fashion the perfect line — the exact correct line —
  1890. just from listening to dialogue and interpreting cues.
  1891. It’s not as if she has a magic teleprompter reading her
  1892. the script, but rather that she becomes so completely
  1893. immersed in the world of the play that she becomes the
  1894. perfect avatar of her character.
  1895. Oratory
  1896. Seven Thunders Voice
  1897. Cost: 5m, 1wp (6m, 1wp)
  1898. Mins: Performance 5, Essence 3
  1899. Type: Simple
  1900. Keywords: None
  1901. Duration: One scene
  1902. Prerequisite Charms: Impassioned Orator Technique
  1903. The Solar’s voice is mighty and can be heard for long
  1904. distances. This Charm allows the Lawgiver’s speech to
  1905. be heard up to extreme long range. Even in a city riot,
  1906. the Solar’s voice can be heard above the din. While her
  1907. mighty voice reverberates, she is only capable of inspire
  1908. and threaten actions, but ignores all penalties from environment, distance, or group influence to do so. She may
  1909. always choose to lower her voice and speak normally
  1910. while using this Charm, and must do so in order to use
  1911. other forms of social influence.
  1912. N E W S O L A R C H A R M S
  1913. EX3
  1914. 25
  1915. This Charm may also be used shape the Lawgiver’s voice
  1916. into a weapon, blasting into the target of her ire with a
  1917. single explosive utterance. This use of the Charm costs
  1918. six motes, one Willpower, and has a duration of Instant.
  1919. Roll a full free Charisma + Performance excellency decisive attack with (Essence) automatic successes. This
  1920. attack can only be parried or dodged with magic. If it
  1921. hits, the target is flung wildly backwards one range band
  1922. and lands prone, taking one automatic bashing damage.
  1923. For every three extra successes on the attack, the target
  1924. is flung an extra range band up or backwards, taking one
  1925. automatic bashing damage for every level they are flung.
  1926. If they impact with a solid surface they do so explosively, taking falling damage equal to number of range bands
  1927. they were thrown minus one. This attack does not use
  1928. the Solar’s Initiative for damage, but resets the Solar’s
  1929. Initiative to base.
  1930. On Seven Thunders Voice
  1931. Ever wanted to blow the doors off a courtroom with a
  1932. spoken word, or shout from the rooftops of Nexus and
  1933. be heard across the city? Now you can.
  1934. Presence
  1935. Poised Lion Attitude
  1936. Cost: 3m
  1937. Mins: Presence 4, Essence 1
  1938. Type: Reflexive
  1939. Keywords: None
  1940. Duration: Instant
  1941. Prerequisite Charms: Harmonious Presence Meditation
  1942. The Solar’s presence is such that she affects unnatural
  1943. ease, even on the battlefield. This Charm allows the Exalt
  1944. to engage in Presence or Socialize-based social influence
  1945. on her turn during combat without the use of a flurry.
  1946. On Poised Lion Attitude
  1947. The backer asked for a Charm that would aid him in banter on a battlefield. I felt like this would be a good start.
  1948. Backer: Nathan Henderson
  1949. Holy Touch
  1950. Cost: 6m, 1wp
  1951. Mins: Presence 5, Essence 3
  1952. Type: Simple
  1953. Keywords: Decisive-only
  1954. Duration: Instant
  1955. Prerequisite Charms: Enemy-Castigating Solar Judgment
  1956. The Solar drives the fullness of her presence into her hand
  1957. and touches someone, connecting them to the current of
  1958. power that runs through her. Such a character is blasted
  1959. away from her and lands prone. This Charm is a decisive
  1960. gambit using (Charisma or Appearance) + Presence, with
  1961. a difficulty of 3. On a success, the Exalt lays a hand on the
  1962. target, her palm surges with Solar Essence, and the target
  1963. is blasted back one range band and is knocked down, taking a single range band of falling damage. This Charm can
  1964. be used to instantly break free of a grapple.
  1965. On Holy Touch
  1966. This Charm can also be used socially if combat wouldn’t
  1967. make sense — generally against characters the Storyteller
  1968. wouldn’t have you Join Battle to defeat with a regular
  1969. attack. In this case, the Solar can trigger the Charm
  1970. without a gambit; roleplaying and social influence determines whether she makes the appropriate contact. I’d
  1971. also like to note that a Solar who has the power of Holy
  1972. Touch can gather her Essence, condensing her anima
  1973. into a visible sphere in her palms. This has no cost or
  1974. overt social influence, but characters who see it will certainly have some reaction to it.
  1975. God-Heeling Gesture
  1976. Cost: 4m
  1977. Mins: Presence 5, Essence 3
  1978. Type: Reflexive
  1979. Keywords: None
  1980. Duration: Instant
  1981. Prerequisite Charms: Majestic Radiant Presence
  1982. Presence suffused with the Essence of divinity, the Solar
  1983. wields her charisma to restore order. The Exalt may use
  1984. this Charm once per round on her turn to make a sudden gesture or action that completely reverses a lesser
  1985. miracle. Generally this works without a roll, but if the
  1986. Storyteller deems it necessary, roll a clash between the
  1987. Charisma + Presence of the two characters.
  1988. Thus with a clap of her hands, the Solar can cause a withered flower to stand back up and bloom brightly. With a
  1989. stomp of her foot she can cause a spring that dried out
  1990. centuries ago to well up with fresh water. Altering a
  1991. spirit’s dominion in this fashion automatically informs
  1992. the spirit of the presence of one of the Solar Exalted. No
  1993. other being could so casually gainsay a god.
  1994. On God-Heeling Gesture
  1995. This Charm cannot be used to counter the effects of
  1996. magic that supplements or creates an attack. Use your
  1997. noggin when adjudicating where and when to allow this
  1998. Charm in play. If “winter thaw” cruelly kills a random
  1999. sparrow, the Solar can make a mudra to restore the bird
  2000. to life. If the Solar’s sparrow familiar is killed by a lightning bolt hurled by a god, nothing can restore it to life.
  2001. M I R A C L E S O F T H E S O L A R E X A LT E D
  2002. EX3
  2003. 26
  2004. Unnerving Solar Presence
  2005. Cost: 6m
  2006. Mins: Socialize 5, Essence 3
  2007. Type: Reflexive
  2008. Keywords: Mute
  2009. Duration: Instant
  2010. Prerequisite Charms: Threefold Magnetic Ardor
  2011. The Solar magnifies her presence to overwhelm a supplicant’s senses. The Solar may use this Charm in response to
  2012. social influence being initiated by someone who desires her
  2013. sexually or who is intimidated by her, amplifying their desire
  2014. or unease to such a degree that they lose their social ease and
  2015. become flustered. This Charm removes (Solar’s Essence)
  2016. dice from an initiate’s attempt at social influence. The Solar’s
  2017. fearsome aspect becomes momentarily more terrifying or
  2018. her best features become ethereally pronounced. This effect
  2019. is experienced subjectively and only by the initiate. To observers, the Solar merely inclines to listen.
  2020. On Unnerving Solar Presence
  2021. The backer asked for a perfect defense in social influence,
  2022. and I wasn’t able to write one that was balanced. So instead we settled for a less top-heavy effect that felt nevertheless appropriate to Solars and to the Presence Ability.
  2023. Backer: Tom Huber
  2024. Voice-Empowering Aspect
  2025. (Aspect-Imbued Voice)
  2026. Cost: 6m (1m, 1wp)
  2027. Mins: Presence 5, Essence 4
  2028. Type: Simple
  2029. Keywords: None
  2030. Duration: Indefinite
  2031. Prerequisite Charms: Prophet-Uplifting Evocation
  2032. Channeling the fullness of her presence briefly, the
  2033. Lawgiver passes her divine aspect into another. The Exalt
  2034. may only use this Charm on a character enhanced by the
  2035. prerequisite. The enhanced character must also possess
  2036. Charisma 3+ and Presence 3+ to receive this power. This
  2037. Charm adds three motes to the prophet’s mote pool and
  2038. grants them a Charm called Divine Aspect, a one mote
  2039. reflexive Charm that grants them one automatic success
  2040. to a Presence roll to social influence that is an accordance
  2041. with one of the Solar’s Defining Principles. This Charm
  2042. confers knowledge of a single such Intimacy; if the
  2043. Intimacy is already known, this Charm confirms it as the
  2044. Solar commands her prophet to go forth and be righteous
  2045. and just according to her wishes. Divine Aspect may also
  2046. be used to reflexively raise the prophet’s Resolve by one.
  2047. Lastly, whenever the prophet uses Divine Aspect to rebuke or command one who has transgressed against the
  2048. N E W S O L A R C H A R M S
  2049. EX3
  2050. 27
  2051. Solar, the Lawgiver senses it and may pay one mote, one
  2052. Willpower to cause the prophet to blaze with her glory,
  2053. lit up with Solar anima. Wreathed in flame, the prophet’s
  2054. mien appears as the Solar’s, and the prophet speaks with
  2055. the Solar’s voice, and the Solar may inhabit her prophet’s
  2056. form, using them as a vessel for her own Presence and
  2057. Integrity Charms for (Essence) rounds. The Solar can use
  2058. her prophet’s senses and can control their gestures, but
  2059. this does not confer the Solar sensory control necessary for
  2060. Awareness or Investigation, or the ability to fight using her
  2061. prophet’s body. The Solar pays the cost of any Presence or
  2062. Integrity Charms used on her prophet’s behalf.
  2063. On Voice-Empowering Aspect
  2064. (Aspect-Imbued Voice)
  2065. The backer requested a Charm that would allow a Solar
  2066. to suffuse a follower with her sacred and divine presence so that they might go forth in the Solar’s name like
  2067. a prophet of old and do battle with evil. He specifically
  2068. mentioned the conferring of power from Elijah to Elisha
  2069. and gave the sense that he wanted to confront evil ideas
  2070. through social influence rather than through violence.
  2071. Backer: Nathan Colon
  2072. Divinity-Conferring Touch
  2073. (Celestial Exaltation Method)
  2074. Cost: 10m
  2075. Mins: Presence 5, Essence 5
  2076. Type: Simple
  2077. Keywords: None
  2078. Duration: Indefinite
  2079. Prerequisite Charms: Favor-Conferring Prana
  2080. The Lawgiver may confer the power of divinity upon a
  2081. mortal subordinate, allowing them to taste the power
  2082. of the Exalted. The Solar touches the subject and uses
  2083. this Charm. They feel the charge of Solar Essence, and
  2084. their mind is spiritually opened for just a moment, long
  2085. enough for them to hear the prayers of the Solar’s cult,
  2086. like the flutterings of moths. As long as the Exalt keeps
  2087. this Charm committed, the target may draw Willpower
  2088. from the Solar’s cult. The subject also gains three specific spirit Charms — two minor miracles, and one major
  2089. miracle — that fit their most significant Principles. Any
  2090. time they use the cult-derived point of Willpower to enhance one of their dice rolls to uphold or defend one of
  2091. their Intimacies, the prayers of the cult are channeled
  2092. into them for a moment, giving them the Essence they
  2093. need to perform the Charm for the Charm’s duration.
  2094. This does not grant the mortal an Essence pool, but
  2095. allows them to sustain divine, transformative power in
  2096. accordance with the divinity conferred to them by the
  2097. Solar and the mystic power generated by her worshipers. The subject loses access to these miracles if the
  2098. Solar ends her commitment to this Charm.
  2099. As long as the Solar is continually expanding her cult through
  2100. overt and subtle miracles, the Willpower her subject draws
  2101. from the Solar’s cult does not diminish the reservoir of worship (Willpower) the Solar herself draws upon.
  2102. On Divinity-Conferring Touch
  2103. (Celestial Exaltation Method)
  2104. The backer wanted a Charm to uplift his mortal followers with divine status and power. It should be noted that
  2105. players and Storytellers should work out the details of
  2106. what kind of spirit Charms should be conferred to the
  2107. subject in advance. For one who wishes to spy on the
  2108. Solar’s enemies, thereby upholding a Principle of belief
  2109. in the Solar’s right to rule, the subject’s major miracle
  2110. could be something like “Creeping Willow Meditation”
  2111. in which her flesh becomes as bark and gnarled wood
  2112. and she winds herself around a tree, melding with it so
  2113. that she goes completely unnoticed in the forest where
  2114. conspirators are known to meet. A minor miracle called
  2115. “Sweet Ivy’s Bliss” would allow her to inflict sudden
  2116. plant-based toxic necrosis in the skin of someone she
  2117. touched — for example, if one of the conspirators confronted her as she was leaving the woods.
  2118. Backer: Ross Ramsay
  2119. Resistance
  2120. Armed and Ready Discipline
  2121. Cost: 3m
  2122. Mins: Resistance 2, Essence 1
  2123. Type: Reflexive
  2124. Keywords: None
  2125. Duration: Instant
  2126. Prerequisite Charms: Whirlwind Armor-Donning Prana
  2127. On each round of donning armor with the prerequisite,
  2128. the Lawgiver can attack without a flurry by doing a stunt
  2129. in which she attacks while putting on a piece of armor. If
  2130. she knows Call the Blade or Summoning the Loyal Steel,
  2131. she may use either Charm reflexively for free while
  2132. Armed and Ready Discipline is active.
  2133. On Armed and Ready Discipline
  2134. The backer wanted a Charm that would let him use
  2135. Whirlwind Armor-Donning Prana and Summoning the
  2136. Loyal Steel at the same time, and I thought “why stop there?”
  2137. It was actually a tricky Charm to work out, since those other
  2138. Charms are about as efficient as you can possibly get. In the
  2139. end I decided to value-add this Charm by allowing you to
  2140. M I R A C L E S O F T H E S O L A R E X A LT E D
  2141. EX3
  2142. 28
  2143. arm yourself while attacking, punching through vambraces
  2144. to snap them on, clapping on a breastplate while delivering
  2145. a spinning slash, drop-kicking into your greaves, and so on.
  2146. Backer: Johan Westberg
  2147. Fortress-Body Discipline
  2148. Cost: 3m, 1wp
  2149. Mins: Resistance 5, Essence 4
  2150. Type: Reflexive
  2151. Keywords: Dual
  2152. Duration: One scene
  2153. Prerequisite Charms: Ruin-Abasing Shrug
  2154. The Exalt exudes toughness; every fiber of her being
  2155. is solid steel. Upon using this Charm, the Exalt gains
  2156. (Essence) soak and (half Essence, rounded up) hardness
  2157. for the rest of the scene. Unlike most forms of hardness, this bonus explicitly stacks with that offered by
  2158. Diamond-Body Prana and Durability of Oak Meditation,
  2159. but reduces the benefit of the latter to +2 rather than +4.
  2160. Fortress-Body Discipline is incompatible with armor.
  2161. On Fortress-Body Discipline
  2162. The backer wanted extra umph for his Resistance based
  2163. shirtless (his word) Solar, so I decided to give him a
  2164. much-coveted Reflexive that can be stacked with the
  2165. awesome power of Diamond-Body Prana.
  2166. Backer: Matt Palsson
  2167. Ride
  2168. Storm-Racing Destrier
  2169. Cost: 2m
  2170. Mins: Ride 3, Survival 3, Essence 1
  2171. Type: Reflexive
  2172. Keywords: None
  2173. Duration: One day
  2174. Prerequisite Charms: Flashing Thunderbolt Steed,
  2175. Hardship-Surviving Mendicant Spirit
  2176. The Lawgiver can ride her mount into the teeth of the
  2177. storm. If the Solar uses Hardship-Surviving Mendicant
  2178. Spirit, she may commit two additional motes to extend
  2179. the power of that Charm to her mount. The Solar can
  2180. dismount without losing commitment to the Charm,
  2181. but the protection only functions to protect her mount
  2182. while the Solar is riding it. If the Solar knows ElementResisting Prana, extend the effect of that Charm to her
  2183. mount as well, using the Solar’s Resistance.
  2184. On Storm-Racing Destrier
  2185. This is one of four ultra-rare Charms with a dual prerequisite. Two are in the core book, and another is below,
  2186. under Sail. For those who are wondering, the Ability listed first in the “Mins” is the Ability the Charm belongs to.
  2187. Sail
  2188. Skiff-to-Scow Method
  2189. Cost: 5m
  2190. Mins: Sail 4, Essence 1
  2191. Type: Simple
  2192. Keywords: None
  2193. Duration: Indefinite
  2194. Prerequisite Charms: Ship-Claiming Stance
  2195. By disguising her ship’s sail, rigging style, ornamentation, and crew uniform, the Solar may use this Charm
  2196. to complete the illusion. After a process of disguising
  2197. the ship that takes one hour, this Charm completes the
  2198. disguise, making it look like a vessel of slightly smaller or
  2199. slightly larger build, going so far as to change the hull’s
  2200. construction so that it appears as a completely different
  2201. type of boat, and giving it the telltale ornamentation,
  2202. flag, and name appropriate to the style of vessel the Solar
  2203. intends. As long as the ship is not behaving suspiciously,
  2204. the disguise is perfect, allowing a pirate vessel to slip
  2205. into a harbor disguised as a coastal merchant. This effect
  2206. becomes uncertain when suspicious characters come
  2207. within three range bands of the ship. Such characters
  2208. can attempt to pierce this Charm by rolling Perception
  2209. + Sail or Perception + Lore against the Lawgiver’s
  2210. Manipulation + Sail. If successful, the suspicious character sees some flaw that collapses the whole illusion.
  2211. What constitutes “suspicious behavior” is up to the dramatic whim of the Storyteller.
  2212. On Skiff-to-Scow Method
  2213. The backer wanted a Charm that would help disguise
  2214. his ship on pirate raids.
  2215. Backer: Legion over Midnight water
  2216. Ash and Storm Aegis
  2217. Cost: 8m, 1wp
  2218. Mins: Sail 5, Survival 5, Essence 3
  2219. Type: Reflexive
  2220. Keywords: None
  2221. Duration: One hour
  2222. Prerequisite Charms: Hull-Preserving Technique, Element-Resisting Prana
  2223. While using Hardship-Surviving Mendicant Spirit,
  2224. the Lawgiver pours her Essence into the ship’s hull,
  2225. merging with the ship’s anima and extending her protection over vessel and crew. This extends lesser but
  2226. significant defenses against environmental hazards as
  2227. N E W S O L A R C H A R M S
  2228. EX3
  2229. 29
  2230. Element-Resisting Prana; the ship and crew take three
  2231. less damage per interval, but only a single member of the
  2232. crew or the ship can be harmed per round, and none can
  2233. be affected twice in a row.
  2234. On Ash and Storm Aegis
  2235. The backer wanted a Charm that would let him fly into
  2236. a storm, sail into a volcanic eruption, or ride a sand-sea
  2237. barge through a sandstorm without losing his entire
  2238. crew. This Charm largely immunizes the crew to toxic
  2239. fumes, severe heat, and violent winds, though it can’t
  2240. make them as tough as the Solar. The limited resistance
  2241. guarantees someone will eventually take some damage,
  2242. but the number of characters taking damage has been
  2243. reduced exponentially, so it becomes easily manageable.
  2244. Backer: Andrew Stephens
  2245. Perfect Reckoning Technique
  2246. Cost: 4m
  2247. Mins: Sail 5, Essence 3
  2248. Type: Reflexive
  2249. Keywords: None
  2250. Duration: Instant
  2251. Prerequisite Charms: None
  2252. Feeling the pulse of energy that moves through the
  2253. world, the Solar can sense her exact position on any
  2254. body of water. As long as she is on the deck of a ship,
  2255. and that ship is touching a body of water, the Exalt can
  2256. sense both the direction of the Pole of Earth and the
  2257. North Star, even in broad daylight. The moment she uses
  2258. this Charm, she knows her exact latitude, longitude, and
  2259. bearing, and can plot an accurate course without a roll.
  2260. On Perfect Reckoning Technique
  2261. Originally this Charm was in the core rules, but I
  2262. changed that Charm’s name to Safe Bearing Technique
  2263. in order to have a more powerful version of this classic
  2264. Solar Charm. Because Creation is flat, getting latitude
  2265. and longitude works differently. It requires charts that
  2266. map the course of the sun at certain dates and times of
  2267. the day, and the use of a backstaff to measure the sun’s
  2268. angle and distance from the horizon. This is a difficulty 3 roll for those who have been trained (Celestial
  2269. Navigation specialty in Sail), difficulty 4 for those who
  2270. have not. Without charts and a backstaff, the difficulty
  2271. is raised by 2. A Solar with this Charm always knows
  2272. her position relevant to the sun’s arc even at night, and
  2273. she can see through sunlight to the North Star even by
  2274. day. The reason this Charm requires her to be on a ship
  2275. atop a body of water is because she is “feeling” along the
  2276. greater surface area of her submerged hull to sense the
  2277. flow of Water Essence. All bodies of water in Creation,
  2278. even the Dreaming Sea, are resonant with the Pole of
  2279. Earth — if one can feel along the Essence that flows
  2280. through oceans and rivers, one’s sense will inevitably be
  2281. pulled toward the Pole of Earth. Thus a Solar standing
  2282. on a ship, floating on water, needs no jade magnet needle
  2283. to know the direction of the Imperial Mountain in relation to the North.
  2284. Mast of Everything Situation
  2285. Cost: 10m, 1wp
  2286. Mins: Sail 5, Essence 3
  2287. Type: Simple
  2288. Keywords: Apocryphal
  2289. Duration: One scene
  2290. Prerequisite Charms: None
  2291. Sometimes your ship’s mast suddenly explodes. Not a
  2292. problem if you are one of the Solar Exalted! With this
  2293. Charm you can quickly build a ship’s mast out of whatever is lying around. Cook-pots, old shoes, the ship’s cat,
  2294. jewelry, loose weapons, and other contraband will interlock tighter than the chains that hold up the walls of
  2295. Pale Dominion. Building this mast is an action that takes
  2296. the Solar just a handful of seconds, though that doesn’t
  2297. account for gathering the materials. At the end of the
  2298. scene, when the Charm ends, the magic holding up the
  2299. mast fails and it all comes tumbling down.
  2300. Disclaimer: Ship’s cat was not harmed in the writing of
  2301. this Charm.
  2302. On Mast of Everything Situation
  2303. The backer describes opening a fortune cookie with
  2304. a hilarious typo that has become a running joke in his
  2305. Exalted games ever since, and so we were quite pleased
  2306. to write a Sail Charm per his request.
  2307. Backer: Alex Richetta
  2308. Death-Daring Maneuver
  2309. Cost: 6m
  2310. Mins: Sail 5, Essence 3
  2311. Type: Simple
  2312. Keywords: Apocryphal, Pilot
  2313. Duration: Instant
  2314. Prerequisite Charms: Any five Sail Charms
  2315. They say a sailor’s mistress is the sea. Well, the Solar captain’s only true mistress is death. But not even death would
  2316. try the crazy shit a Lawgiver captain is liable to pull. When
  2317. the Solar uses this Charm, her player may introduce a hazard that imperils her ship and one other, that may only be
  2318. avoided through incredible sailing. Roll the Solar’s Wits
  2319. + Sail against that of her adversary. If the Solar has the
  2320. M I R A C L E S O F T H E S O L A R E X A LT E D
  2321. EX3
  2322. 30
  2323. greater result, her maneuvering not only allows her ship to
  2324. skate through unscathed, but also causes the other ship to
  2325. wreck spectacularly. This might involve the Solar sailing to
  2326. the edge of a waterfall and pulling an impossible u-turn as
  2327. her adversary sails right over the edge, or it might describe
  2328. a Solar pushing her skyship into a steep descent, so the sun
  2329. blinds her pursuer and causes them to wreck on a high cliff.
  2330. However, if the Solar loses the clash of sail, her opponent
  2331. not only escapes the trap, but it also backfires, doing two
  2332. damage to the hull of the Solar’s ship.
  2333. This Charm can be used once per story, but may be reset
  2334. by using Sail to overcome a distinct disadvantage that
  2335. threatens your crew or your ship. This Charm can in fact
  2336. reset itself. Repeatedly, if needs be.
  2337. On Death-Daring Manuever
  2338. This Charm is chiefly apocryphal because it is really
  2339. powerful. The backer wanted a Charm to help him create dangerous hazards he could sail around while other
  2340. players wreck their shit. If you like it, use it anyway.
  2341. Without a Willpower cost, you can technically use it
  2342. repeatedly, provided your ship is damaged or you are
  2343. suffering wound penalties, or have some other distinct
  2344. disadvantage. Use it to force a bunch of ships to follow
  2345. you down a whirlpool and laugh maniacally as you are
  2346. the only one that sails back out again.
  2347. Backer: Clear Frozen Skies
  2348. Master and Commander Method
  2349. Cost: 10m, 1wp
  2350. Mins: Sail 5, Essence 3
  2351. Type: Reflexive
  2352. Keywords: Apocryphal, Pilot
  2353. Duration: One scene
  2354. Prerequisite Charms: Implacable Sea Wolf Spirit
  2355. During a pitched naval battle, the Solar’s skills are tested to their utmost. Her sense of her ship and the flow
  2356. of battle become the avenue for a critical apotheosis of
  2357. Solar, ship, and skill. In a single moment of transfiguring brilliance, the Lawgiver merges with her vessel and
  2358. crew, moving them through open air, phasing them from
  2359. one position to another in order to escape destruction
  2360. and to unleash an attack of their own.
  2361. To use this Charm, the Exalt activates it and becomes keenly aware of every flaw in her opponents’ movements. The
  2362. Solar’s player begins to track all 1s and 2s rolled by enemy
  2363. captains in the scene. When 15 of these have been accrued,
  2364. they can be “spent” as special momentum to trigger this
  2365. Charm’s unique stratagem, in which the ship teleports out of
  2366. the way of a broadside maneuver (Exalted, p. 245) or other
  2367. successful attack, phasing her ship out and in at a new position at the same relative distance from the enemy vessel. This
  2368. counts as an uncontested positioning stratagem (Exalted, p.
  2369. 245) — roll the Solar’s Wits + Sail and convert the result to
  2370. momentum. In addition, this momentum can be paid to roll
  2371. an immediate Broadside attack against the attacking enemy.
  2372. Master and Commander Method can be used in one
  2373. scene per story, and within that scene as many times as
  2374. the Solar can charge it. An Essence 4+ repurchase also
  2375. allows the Solar to count her enemy’s 3s in order to use
  2376. it. It can be reset by overcoming a major enemy while
  2377. sailing under some penalty that cannot be easily rectified through the use of the Solar’s current Sail Charms.
  2378. On Master and Commander Method
  2379. The backer wanted a Charm that was as close as possible
  2380. to the Picard Maneuver from Star Trek, which involves
  2381. flying your starship at an attacking starship using warp
  2382. speed to confuse ship sensors and create an illusion of
  2383. being in two places at once, allowing the phasing ship
  2384. to launch an unexpected salvo against the confused vessel. The main reason this is apocryphal is because Solar
  2385. Charms tend to depict one single action and this depicts
  2386. several. The Solar teleporting her ship and crew over a
  2387. short distance is a legal effect if it is reasonably hard to
  2388. do, but this Charm requires the completion of multiple
  2389. actions that stretches the limits of how Solar magic functions, and it might make the Charm feel like more of an
  2390. actor than the Solar.
  2391. As stated in the core rules on page 250, Charms don’t
  2392. “do” anything. Charms reflect the actions of the Solar. A
  2393. Solar’s action can entail wholly supernatural expansions
  2394. of the Ability, but their skill must always be present.
  2395. Like all other characters in Exalted, Solars are limited
  2396. to specific actions per round. When a Charm depicts
  2397. multiple complicated actions being completed that are
  2398. usually left as round to round interactions of the rules
  2399. and Storytelling, it starts to mark out the Charm as more
  2400. of an actor than the Solar. Just remember this is a very
  2401. apocryphal Charm and you should be wary of treating
  2402. Solar mechanics this way.
  2403. Backer: Scott “The Hanged Man” McNabb Corpany
  2404. Socialize
  2405. Viper-Scenting Method
  2406. Cost: 3m
  2407. Mins: Socialize 4, Essence 1
  2408. Type: Reflexive
  2409. Keywords: None
  2410. N E W S O L A R C H A R M S
  2411. EX3
  2412. 31
  2413. Duration: One scene
  2414. Prerequisite Charms: Motive-Discerning Technique
  2415. While using Mastery of Small Manners, the Lawgiver
  2416. has a perfect intuition for social mores. While under its
  2417. effects, the Lawgiver can use Viper-Scenting Method
  2418. to augment her sense of social harmonics, such that
  2419. she automatically notices when a character expresses
  2420. disfavor toward her, even if they express it indirectly
  2421. through a gesture, facial expression, disinterest in the
  2422. Solar’s words, or whispered comments to someone else.
  2423. The Lawgiver need not be watching or listening for such
  2424. cues; this Charm points them out to her. Since Mastery
  2425. of Small Manners makes it impossible to impugn her etiquette, the Solar understands by process of elimination
  2426. that xenophobic or other personal attitudes make the
  2427. initiate distrust or dislike her. Still, the Lawgiver does
  2428. not know the exact context of any Intimacies the character might hold. However, this Charm grants one automatic non-Charm success to reveal such an Intimacy
  2429. with a read intentions action.
  2430. On Viper-Scenting Method
  2431. The backer wanted a Charm to amp up the power of
  2432. Mastery of Small Manners, helping him to establish
  2433. himself in a lasting role within a culture. The biggest
  2434. obstacle to foreign inclusion are the prohibitive biases of
  2435. members of that culture. This Charm helps the Solar figure out the exact context of those attitudes by aiding her
  2436. in revealing related Intimacies. By gathering social intelligence, the Solar can work to defeat those who might
  2437. seek to undermine her position in a foreign society.
  2438. Backer: Matthew Pascal
  2439. Energic Influence Technique
  2440. Cost: 3m
  2441. Mins: Socialize 4, Essence 1
  2442. Type: Supplemental
  2443. Keywords: None
  2444. Duration: Instant
  2445. Prerequisite Charms: Motive-Discerning Technique
  2446. The Lawgiver can seed the minds of others with resounding goodwill or disfavor. This Charm supplements
  2447. an instill action in which the Solar attempts to raise a
  2448. target’s Minor Intimacy to Major, or a Major Intimacy to
  2449. Defining. If the instill action is successful, the target also
  2450. gains a new Minor Intimacy that reflects the one being
  2451. increased. Thus a Solar could link “duty to one’s nation”
  2452. to “appreciation for the captain of the guard.” This Charm
  2453. fails if the target has Major or Defining Intimacies that directly contradict the proposed Minor Intimacy.
  2454. Special activation rules: The player must declare what
  2455. Minor Intimacy they plan to tack on before using this
  2456. Charm. During the instill action, the declared Intimacy
  2457. must be a part of the Solar’s pitch.
  2458. On Energic Influence Technique
  2459. The backer asked for a Charm that would allow him to
  2460. take the Defining Principle of a character and turn it
  2461. into a Defining Tie for a related character. For example,
  2462. if you love your nation, that Charm could automatically make you love your nation’s leader. We deemed this
  2463. far too powerful effect, and decided to instead go with
  2464. something a little more hands-on, that allows a Solar to
  2465. increase favor with someone by using their goodwill,
  2466. seeding them with an Intimacy for future use. Note
  2467. that this Charm can also be used to increase and introduce negative Intimacies. This Charm only moves in
  2468. one direction, though. You can’t use it to decrease one
  2469. Intimacy and raise another.
  2470. Backer: Dan Sanford
  2471. Rancor-Raising Spirit
  2472. Cost: 3m
  2473. Mins: Socialize 5, Essence 1
  2474. Type: Supplemental
  2475. Keywords: None
  2476. Duration: Instant
  2477. Prerequisite Charms: Energic Influence Technique
  2478. Sometimes the Lawgiver must tear down in order to build
  2479. up. This Charm supplements an instill action to erode an
  2480. Intimacy. If successful, the target also gains a new negative
  2481. Minor Intimacy that reflects the one that has been eroded.
  2482. Thus a Solar’s arguments could work to sow disfavor for the
  2483. Guild, while also instilling a negative view of slavery. This
  2484. Charm fails if the target has Major or Defining Intimacies
  2485. that directly contradict the proposed Minor Intimacy.
  2486. Special activation rules: The player must declare what
  2487. Minor Intimacy they plan to tack on before using this
  2488. Charm. During the instill action, the declared Intimacy
  2489. must be a part of the Solar’s pitch.
  2490. On Rancor-Raising Spirit
  2491. I wrote this Charm to demonstrate a more powerful converse of the prerequisite. The Solar can use this to defeat
  2492. the iniquities that plague her lands, by coupling negative viewpoints onto vehement or convincing obloquy.
  2493. Some of you might think this Charm doesn’t work by its
  2494. example, because someone with a positive view of the
  2495. Guild would have to have a positive view of slavery. But
  2496. that’s not actually true — the Guild deals in a number of
  2497. vast enterprises, and this can work to conceal the effects
  2498. M I R A C L E S O F T H E S O L A R E X A LT E D
  2499. EX3
  2500. 32
  2501. of slave labor. Moreover, it is human nature to overlook
  2502. or to refuse to see the moral or ethical contradictions in
  2503. every day life. Evil flourishes thusly. Indeed, there is no
  2504. other way that it flourishes.
  2505. Soul-Testing Method
  2506. Cost: 1m, 1wp
  2507. Mins: Socialize 5, Essence 2
  2508. Type: Reflexive
  2509. Keywords: None
  2510. Duration: Instant
  2511. Prerequisite Charms: Umbral Eyes Focus
  2512. The Solar can draw on a mutual history or shared experience in order to make a powerful appeal. If the Solar shares
  2513. a deep emotional connection to a specific society or culture
  2514. with another character — as represented by an identical
  2515. Major or Defining Intimacy they both hold — then the
  2516. Lawgiver may use that bond to convince a target not to take
  2517. an action the Solar disapproves of. This puts the character
  2518. in a decision point immediately, without a roll, allowing
  2519. them to evaluate whether the connection they share with
  2520. the Solar outweighs the decision they have made. This
  2521. Charm ignores restrictions on Intimacy use in decision
  2522. points — the Exalt may use this Charm even if the target
  2523. has already cited the shared Intimacy in a decision point.
  2524. Nor does it count as exploiting a Tie to the Solar directly.
  2525. With a stunt, the Solar can also use a shared experience
  2526. (such as serving in the same mercenary company during
  2527. a legendary battle) as a reason for persuasion, even if
  2528. there is no actual clear Intimacy being shared.
  2529. This powerful social influence Charm can be used once
  2530. per story.
  2531. On Soul-Testing Method
  2532. The backer wanted a Socialize Charm that would exploit cultural ties to allow him to reason with his enemies. I expanded it so that it would be effective for a
  2533. much broader set of characters. This Charm augments
  2534. social bonds and ties that exist between people, basically
  2535. using the Solar’s legendary reputation and the target’s
  2536. emotional connection to an event to make them stop and
  2537. think about what they’re doing.
  2538. Backer: Jeroboam “Fist of God” Sneerly
  2539. Stealth
  2540. Stalking Shadow Spirit
  2541. Cost: 5m
  2542. Mins: Stealth 4, Essence 1
  2543. Type: Simple
  2544. Keywords: Mute
  2545. Duration: Indefinite
  2546. Prerequisite Charms: Perfect Shadow Stillness
  2547. Upon using this Charm, the Exalt patrols an area for
  2548. an hour, studying its shadows and learning its secrets.
  2549. During this time, the Solar examines boltholes, discovers
  2550. blind-spots and sight-lines, and prepares hiding places.
  2551. At the end of the hour, roll the Solar’s Wits + Stealth,
  2552. adding (Essence) automatic successes. Successes on this
  2553. roll are available to the Lawgiver as long as the Charm is
  2554. committed or until spent entirely. These successes can
  2555. only be used on Stealth attempts within the specific location the Solar patrolled, but the player can parcel them
  2556. out across multiple attempts, deciding when to use them,
  2557. and how many to use. The Solar is expressly allowed to
  2558. use these successes after making the Stealth roll.
  2559. Special activation rules: Typically this Charm allows
  2560. the Lawgiver to cover an area the size of a large warehouse or small park. This area can be slightly increased,
  2561. but the Storyteller should apply a difficulty of 1 or 2 to
  2562. the roll if the player wants to extend the range of the
  2563. effect. By spending five points accrued by the Larceny
  2564. Charm Master Plan Meditation (see Exalted, p. 318),
  2565. this Charm may be used retroactively, as long as the
  2566. Solar has the motes.
  2567. On Stalking Shadow Spirit
  2568. The backer wanted a Charm that would help him feel like
  2569. he has Matrix-level knowledge of his surroundings, able to
  2570. anticipate where others will be looking or standing to simply
  2571. not be there. Players are encouraged, while spending the
  2572. successes to augment concealment, to describe their Solar’s
  2573. manipulation of sight-lines and blindspots, to stand to the
  2574. left when a guard is facing right, and so on. As a side-note, all
  2575. Charms that accrue successes for you to use later treat those
  2576. as “non-Charm” successes unless otherwise stated.
  2577. Backer: Clete D. Collum
  2578. Killing Shroud Technique
  2579. Cost: 5m, 1wp
  2580. Mins: Stealth 5, Essence 2
  2581. Type: Reflexive
  2582. Keywords: Mute
  2583. Duration: Instant
  2584. Prerequisite Charms: Stalking Wolf Attitude
  2585. While concealed, the Lawgiver may grapple an opponent
  2586. who has failed their Awareness check without taking a
  2587. penalty to her concealment, gaining one non-Charm
  2588. N E W S O L A R C H A R M S
  2589. EX3
  2590. 33
  2591. automatic success in the attempt, and one automatic
  2592. success in the Initiative roll. If successful, the Exalt pulls
  2593. her victim into the shadows.
  2594. This is completely impossible to notice. The grabbed
  2595. opponent seems simply to vanish. While the Lawgiver is
  2596. still concealed, her victim is hidden for (control) rounds,
  2597. unless the Solar’s Stealth check fails. The grapple is
  2598. automatically released; though she is still thought to be
  2599. holding the opponent in concealment, combat between
  2600. the Lawgiver and her victim proceeds as if there was
  2601. no grapple occurring. During this time, the Solar may
  2602. attack her hidden foe without breaking concealment,
  2603. but takes a -1 die penalty to her Stealth check for doing
  2604. so. Victims killed during this attack die in an unnoticeable fashion and their bodies cannot be discovered
  2605. for (Solar’s Essence) rounds, and then not without a
  2606. difficulty 3 Awareness check that explicitly ignores the
  2607. Solar’s whereabouts, regardless of its result.
  2608. On Killing Shroud Technique
  2609. The backer said their favorite Caste is Night, and their
  2610. favorite Ability is Stealth, so I wrote them a Charm
  2611. that makes a Solar a terrifying opponent to take on in a
  2612. poorly-lit space with plenty of hiding places, like a shadowy warehouse or the docks of Nighthammer in Nexus.
  2613. Backer: Silent Shadow
  2614. Shadow-Striking Way
  2615. Cost: 4m
  2616. Mins: Stealth 5, Essence 3
  2617. Type: Supplemental
  2618. Keywords: Decisive-only, Mute
  2619. Duration: Instant
  2620. Prerequisite Charms: Hidden Snake Recoil, Killing
  2621. Shroud Technique
  2622. The Lawgiver strikes from the shadows and is gone
  2623. again. This Charm supplements a decisive attack made
  2624. from concealment, and uses extra successes from the
  2625. attack as automatic non-Charm successes on a Stealth
  2626. roll for the Solar to re-enter concealment, ignoring the
  2627. penalty for attempting concealment during combat. If
  2628. the roll for concealment is successful, the Lawgiver
  2629. moves to a new hiding place within one range band. As
  2630. her old location is discovered, the Lawgiver must move
  2631. in order to use this Charm. If the Storyteller deems
  2632. M I R A C L E S O F T H E S O L A R E X A LT E D
  2633. EX3
  2634. 34
  2635. there are no other places of cover or concealment
  2636. within one range band, this Charm can’t be used. Extra
  2637. decisive attack successes used by Shadow-Striking
  2638. Way cannot be used by hypothetical other Charms that
  2639. might use them.
  2640. If the Solar combines this Charm with Shadow-Crossing
  2641. Leap Technique (Exalted p. 408) lower the cost of that
  2642. Charm to one mote, one Willpower, and double the automatic successes granted to the Lawgiver’s Stealth attempt.
  2643. On Shadow-Striking Way
  2644. The backer wanted a way to attack from concealment and
  2645. immediately disappear like a deadly shadow. I could tell
  2646. from his description that he wanted something a little
  2647. more versatile than Hidden Snake Recoil. The problem
  2648. with this effect has always been balancing it. Fighting
  2649. from a state of concealment is prohibitive on purpose.
  2650. Thus, I balanced this Charm against the significant advantage it confers. Charms that follow Shadow-Striking Way
  2651. will only enhance it in very gradual ways. Like many Solar
  2652. Charms, Shadow-Striking Way is a central effect from
  2653. which small upgrade Charms might radiate outward.
  2654. Backer: Kalzera of Nugasya
  2655. Survival
  2656. Harmony with Nature Approach
  2657. Cost: –
  2658. Mins: Survival 3, Essence 1
  2659. Type: Simple
  2660. Keywords: None
  2661. Duration: Instant
  2662. Prerequisite Charms: Food-Gathering Exercise, Friendship with Animals Approach, Hardship-Surviving Mendicant Spirit
  2663. Sitting in quiet meditation, the Solar centers herself within
  2664. the cycle of the elements and the forces of nature. Once per
  2665. day, the Solar may use this Charm to generate motes that
  2666. may only be used for activating Survival Charms, and which
  2667. vanish at the end of the day if they aren’t used. Roll the
  2668. Exalt’s Charisma or Wits + Survival and add one to the result
  2669. to determine how many motes the Solar is able to accrue.
  2670. On Harmony with Nature Approach
  2671. Free motes to fuel your familiar’s Donkey Kong Rampage?
  2672. Love me. Gotta learn Food-Gathering Exercise first?
  2673. Curse me. Such is the life of the Exalted Developer.
  2674. Elements-Sculpted Avatar
  2675. Cost: 6m
  2676. Mins: Survival 5, Essence 3
  2677. Type: Simple
  2678. Keywords: None
  2679. Duration: Indefinite
  2680. Prerequisite Charms: Food-Gathering Exercise, Friendship with Animals Approach, Element-Resisting Prana
  2681. The Solar communes with the elements and with
  2682. the beasts of nature, gaining harmonious elements of
  2683. both. This Charm requires use of Hardship-Surviving
  2684. Mendicant Spirit and is completed by a Simple action
  2685. in which the Lawgiver spends an hour meditating in a
  2686. place where the elements are strong and fierce, such as
  2687. the center of a sandstorm or beneath a massive waterfall.
  2688. Over the course of the hour, the Solar’s physical appearance becomes shaped by the surrounding elements. She
  2689. gains distinct elemental and / or bestial features, though
  2690. not the benefits associated with true mutations. This
  2691. ethereal transformation raises her Appearance by one,
  2692. even if this raises her Appearance above five. In addition, she gains one non-Charm bonus die to soothe or
  2693. comfort any elemental, beast, or Lunar Exalted through
  2694. the use of social influence.
  2695. On Elements-Sculpted Avatar
  2696. For those of you who love your Appearance cap-breakers — but only if you are willing to take the side trip into
  2697. Survival. Also, just a friendly reminder that someone who
  2698. wants to play a terrifying character with the Hideous
  2699. Merit can benefit from Appearance magnifying Charms.
  2700. Just give them a bunch of threatening or strange markings. This voids the Charm’s ability to soothe aforementioned characters, and does not conversely give them a
  2701. bonus to social influence to horrify such creatures.
  2702. Riotous Cry of the Beast
  2703. Cost: 8m, 1wp
  2704. Mins: Survival 5, Essence 3
  2705. Type: Simple
  2706. Keywords: None
  2707. Duration: One scene
  2708. Prerequisite Charms: Red-Toothed Execution Order
  2709. In a moment of desperation, the Solar may call upon the
  2710. fury of nature. Focusing her primal Essence through a
  2711. mighty shout or the cry of her familiar, the Solar calls
  2712. upon all natural animals within (Essence) miles that
  2713. match the species of her familiar. These animals assemble into a Size 2 battle group (see Exalted p. 205) with
  2714. average Drill — elite if they are pack hunters such as
  2715. wolves or Lions — and Might 0 unless they are diminutive creatures such as rabbits or squirrels, in which case
  2716. the amplitude of Solar Essence increases their Might
  2717. to 2. Outside of combat, this battle group takes around
  2718. ten minutes to assemble unless the assembled beasts are
  2719. N E W S O L A R C H A R M S
  2720. EX3
  2721. 35
  2722. particularly slow. Battle groups of incredibly fast creatures such as hawks can assemble in less than a minute,
  2723. as can battle groups composed as creatures who are
  2724. in the immediate vicinity. In combat, assembly takes a
  2725. number of rounds equal to eight minus the Dexterity of
  2726. the average member of the battle group, or a single round
  2727. if the subjects are all nearby or are incredibly swift.
  2728. The battle group is led by the Solar’s familiar. If the familiar is not present, the battle group will still instinctively
  2729. attack targets on the Solar’s behalf, and will attempt to
  2730. follow her if she moves or attempts to flee or indicates a
  2731. new target for them to savage. War Charms that directly
  2732. control battle groups are ineffective at leading such a
  2733. mob, but Survival Charms that enhance the familiar’s own
  2734. actions allow it to pass on orders and bonuses from the
  2735. Solar’s War Charms, such as it is able to understand them.
  2736. Lastly, at Essence 4+, all successful withering attacks made
  2737. by this battle group award half the Initiative (rounded up)
  2738. to the Solar’s familiar, if it is present on the battlefield.
  2739. This Charm has no effect on the familiars of other characters, spirit animals, or an animal that has a Major or
  2740. Defining Intimacy of hatred for the Solar.
  2741. On Riotous Cry of the Beast
  2742. The backer wanted to use his Survival to call up an army
  2743. of forest creatures to aid him in battle. I expanded the
  2744. concept to any creature matching the Exalt’s familiar,
  2745. and conceptualized it as a battle group and tertiary buff
  2746. for your familiar. This Charm also allows rather “weak”
  2747. animals to remain valid choices for a familiar. Players
  2748. are encouraged to conceptualize a Might 2 animal as
  2749. moving at tremendous speeds, leaping through the air,
  2750. and fighting with unusual bravery, just like a Solar.
  2751. Backer: Kristopher Todd
  2752. Colossal Rampaging Beast
  2753. Cost: 7m, 3a, 1wp
  2754. Mins: Survival 5, Essence 4
  2755. Type: Reflexive
  2756. Keywords: None
  2757. Duration: One scene
  2758. Prerequisite Charms: Deadly Predator Method
  2759. While her familiar is under the effects of the prerequisite,
  2760. the Solar may infuse it with a surge of anima-laden Essence,
  2761. magnifying its strength and size to a frightening degree.
  2762. Using this Charm automatically triggers Saga Beast Virtue,
  2763. replacing the cost of that Charm entirely. It also makes
  2764. the size bonuses from all familiar-enhancing Charms
  2765. non-optional; all take effect while this Charm is active.
  2766. In addition, the familiar grows massively large. Large
  2767. creatures grow exponentially; a bull grows larger than
  2768. a war elephant, while already gigantic creatures grow
  2769. slightly less, a war elephant growing large enough to peer
  2770. into a second story window. Smaller familiars become
  2771. large enough to ride, reaching excesses of 1000 pounds.
  2772. In addition to the benefits of the prerequisite and Saga
  2773. Beast Virtue, familiars gain an additional three mutations.
  2774. The largest familiars (tyrant lizards, mammoths, giant
  2775. snakes) gain three automatic non-Charm successes to
  2776. their feats of strength, and may reach into the short range
  2777. band to attack targets. In addition, targets at short range
  2778. must roll disengage to move away from such a massive
  2779. opponent. As targets at close range must also disengage to
  2780. escape, a target who starts at close range must disengage
  2781. twice to get away. Such familiars double the hardness from
  2782. any purchases of Hide-Hardening Practice and gain two
  2783. additional -4 health levels and three additional -0health
  2784. levels while this Charm is active.
  2785. The smaller familiars compensate by gaining three automatic non-Charm successes to rush and disengage, and
  2786. one automatic success to each of their attacks. They gain
  2787. two -0 health levels.
  2788. On Colossal Rampaging Beast
  2789. The backer wanted another size booster for his familiar,
  2790. one that would let his smaller creature get large enough
  2791. to ride. I decided “why stop there?” and made it so your
  2792. pet tyrant lizard becomes a fortress-busting tank.
  2793. Backer: Michael Brewer
  2794. Baara-Unleashing Technique
  2795. Cost: —
  2796. Mins: Survival 5, Essence 5
  2797. Type: Reflexive
  2798. Keywords: None
  2799. Duration: Instant
  2800. Prerequisite Charms: Colossal Rampaging Beast
  2801. The Solar calls the inmost soul of her familiar outward,
  2802. transforming it into a divine and terrible creature of wrath.
  2803. This Charm can only be used on a familiar enhanced by
  2804. Spirit-Tied Pet, and the Solar must take a moment to sense
  2805. ride the animal before using this Charm. When in this state,
  2806. she can trigger Saga Beast Virtue, Deadly Predator Method,
  2807. Colossal Rampaging Beast, and Ambush Predator Style
  2808. simultaneously and for free, across any plane of existence.
  2809. The Solar need not continue to sense ride her familiar after
  2810. using this Charm, unless she wishes to augment its actions
  2811. with Survival Charms across extreme long distances.
  2812. M I R A C L E S O F T H E S O L A R E X A LT E D
  2813. EX3
  2814. 36
  2815. On Baara-Unleashing Technique
  2816. The backer wanted a Charm that would allow his familiar to get powered up while he is not there to protect it.
  2817. Thus Baara-Unleashing Technique. A “baara” in Exalted
  2818. context is a divine creature, usually a gigantic beast.
  2819. Backer: Trey Mason
  2820. Thrown
  2821. Spitting Hand Technique
  2822. Cost: 1m
  2823. Mins: Thrown 3, Essence 1
  2824. Type: Reflexive
  2825. Keywords: None
  2826. Duration: Instant
  2827. Prerequisite Charms: None
  2828. The Solar draws her weapon and hurls it with blazing
  2829. speed. This Charm allows the Exalt to switch weapons
  2830. reflexively, without a draw/ready weapon action. This
  2831. includes hurling improvised weapons. If she can reach it
  2832. and she can lift it, then it’s fair game.
  2833. On Spitting Hand Technique
  2834. Novia drunkenly tangled her bandoliers on a chair and
  2835. instead hurled every bottle and glass off the bar at her
  2836. assailant, whirling, spinning, making blind around-theback throws, every glass arcing and connecting until her
  2837. attacker fled.
  2838. Diving Hawk Discipline
  2839. Cost: 3m
  2840. Mins: Thrown 4, Essence 1
  2841. Type: Supplemental
  2842. Keywords: Decisive-only
  2843. Duration: Instant
  2844. Prerequisite Charms: Spitting Hand Technique
  2845. When she sees the perfect moment to act, the Lawgiver
  2846. strikes with unthinkable speed. This Charm supplements a Thrown Disarm, Distract, or Unhorse Gambit,
  2847. allowing it to be made without needing an aim action.
  2848. On Diving Hawk Discipline
  2849. Thrown is about versatility, utility, and quick bursts of
  2850. damage. The more versatile it becomes, the better it gets
  2851. at the other two.
  2852. Thunder-Quelling Gesture
  2853. Cost: 3m, 2i
  2854. Mins: Thrown 5, Essence 1
  2855. Type: Reflexive
  2856. Keywords: Decisive-only
  2857. Duration: Instant
  2858. Prerequisite Charms: Angle-Tracing Edge
  2859. With a quick eye and lightning movement, the Solar may
  2860. reflexively hurl a Thrown-based decisive attack at an opponent who takes an aim action, without needing to aim
  2861. herself. If her attack does at least one health level of damage, the aim action is interrupted. This Charm allows the
  2862. Exalt to attack ahead of her actual turn, so long as she can
  2863. perceive the aim action being readied. Using this Charm
  2864. uses the Exalt’s combat action, and therefore cannot
  2865. be used if the Exalt has already attacked on that round.
  2866. Lastly, this Charm allows the Solar to use the prerequisite
  2867. reflexively in combination with itself.
  2868. At Thrown 5+ Essence 3+, the Solar may use this Charm
  2869. without using her combat action once per round.
  2870. On Thunder-Quelling Gesture
  2871. The Exalt needs to be aware of her target taking aim
  2872. in order to use this Charm. This Charm does not confer knowledge of whether or not this is happening, so
  2873. if it is not clearly apparent, the player should consider
  2874. using Awareness Charms and the prerequisite, AngleTracing Edge. With Awareness Charms dedicated to
  2875. hearing, the Solar could commit herself to listening for
  2876. the nigh-inaudible pull of a bowstring, and with the
  2877. appropriate Awareness roll (difficulty or Stealth contest determined by the Storyteller) she could pinpoint
  2878. the exact position of an archer hiding out of sight, and
  2879. bounce her missile off a wall or a parapet (via prerequisite) to strike her target and stop them from taking aim.
  2880. Note that this Charm does not specify who the target is
  2881. aiming at. Use this Charm to judiciously intercept the
  2882. slings and arrows that will no doubt be hurled at your
  2883. Solar’s friends and allies.
  2884. This Charm was written in response to a backer’s desire to
  2885. have some defense within the Thrown ability from formidable ranged attacks. It was structured as it is in order to meet
  2886. that demand without violating the tactical limits of Thrown.
  2887. Backer: Robert-Sean Harley
  2888. Death-Dealing Diffusion
  2889. Cost: 1m, 1wp
  2890. Mins: Thrown 5, Essence 2
  2891. Type: Simple
  2892. Keywords: Decisive-only
  2893. Duration: Instant
  2894. Prerequisite Charms: Diving Hawk Discipline
  2895. N E W S O L A R C H A R M S
  2896. EX3
  2897. 37
  2898. With this Charm, the Lawgiver whips out two missiles
  2899. in succession. Whirling in at blinding speed, her attacks
  2900. may confuse and disarm her opponents. This Charm allows the Solar to complete two eligible gambits at once,
  2901. with a single difficulty 5 gambit. The eligible gambits are
  2902. disarm, distract, and unhorse.
  2903. On Death-Dealing Diffusion
  2904. Don’t mistake this for a pure utility mechanic. This
  2905. Charm is a signature trick that sets a Thrown Solar apart
  2906. from her contemporaries.
  2907. Whirlwind Hand of the Striker
  2908. Cost: 4m, 1wp
  2909. Mins: Thrown 5, Essence 2
  2910. Type: Simple
  2911. Keywords: Decisive-only
  2912. Duration: Instant
  2913. Prerequisite Charms: Diving Hawk Discipline
  2914. The Solar makes an Essence-infused throw that strikes her
  2915. opponent to the ground. This Charm is a difficulty 4 Thrown
  2916. gambit that, if successful, will knock down an opponent.
  2917. Alternately, if the Solar hurls a bola, net, or other snare,
  2918. then she makes a difficulty 4 Thrown-based grapple
  2919. gambit against her target. If successful, roll (Strength +
  2920. Thrown) to establish clinch control, with a number of
  2921. automatic successes equal to extra successes on the initial
  2922. attack roll plus one. The control roll cannot be modified
  2923. by Thrown or other Ability Charms.
  2924. If successful the target is snared for the number of control
  2925. rounds plus one. If the number of control rounds exceeds
  2926. their Strength, they also fall to the ground. A snared character can attempt to struggle free by spending a complete
  2927. action without a flurry to remove two rounds of control
  2928. each turn. They can also instantly break free from snares
  2929. made of non-magical materials (cords, cables, etc) with a
  2930. Strength 5+ difficulty 5 feat of strength.
  2931. Lastly, if the Lawgiver has the other end of a line, rope,
  2932. or other tether hooked to the snare, then if she knows
  2933. the Brawl Charm Crashing Wave Throw (Exalted
  2934. p. 275) then she can use it to sling her opponent violently into scenery with a decisive throw. The Solar is
  2935. considered to have (Essence + 1) more Strength than
  2936. her actual rating for the purpose of this stunt. Damage
  2937. on this attack resets the Solar to base Initiative.
  2938. Lastly, unassisted characters must struggle at least one
  2939. round to remove this snare, even if the control rounds
  2940. have been completely expended. A net won’t just fall
  2941. off on its own, and a character bound by the legs and
  2942. hurled with Crashing Wave Throw isn’t set free by
  2943. smashing into scenery, even though this forfeits all
  2944. rounds of control.
  2945. This gambit can be supplemented by Diving Hawk
  2946. Discipline.
  2947. On Whirlwind Hand of the Striker
  2948. I know it is a complex Charm. Just make sure to record extra successes on the attack roll to apply to the control roll.
  2949. The Crashing Wave Throw tie-in can be ignored if you don’t
  2950. have Brawl, but if you want to play a character who hooks
  2951. people by the legs with a weighted line and then hurls them
  2952. to a dangle over the rooftops, this is the Charm for you.
  2953. As an aside, if you want to free a snared character, there
  2954. are a couple of ways you might do it. A Storyteller should
  2955. require a character to use their action without a flurry
  2956. and an appropriate stunt to try to help a friend get free,
  2957. removing an additional -2 rounds of control. Alternately
  2958. you might have them try a difficulty 3 gambit to cut the
  2959. snare loose with an edged, lethal weapon. A botch on the
  2960. Initiative roll should be rather spectacular.
  2961. Dancing Steel Symphony
  2962. Cost: 9m, 1wp
  2963. Mins: Thrown 5, Essence 3
  2964. Type: Simple
  2965. Keywords: Decisive-only
  2966. Duration: Instant
  2967. Prerequisite Charms: Death-Dealing Diffusion, Shower
  2968. of Deadly Blades
  2969. The Solar whirls like a mad conductor, hurling precision strikes in every direction. The Solar targets up to
  2970. (Dexterity + 2) enemies out to short range with a barrage
  2971. of Thrown disarm, distract, or unhorse gambits. Each
  2972. attack is rolled separately, and each gambit is difficulty
  2973. 1. The Solar need not aim to use this Charm. While this
  2974. Charm is in effect, Spitting Hand Technique costs zero
  2975. motes, and if she knows Whirlwind Hand of the Striker
  2976. she may also throw snaring grapple gambits.
  2977. At Essence 4+, the Lawgiver may activate Death-Dealing
  2978. Diffusion as if it were a Supplemental-type Charm
  2979. while under the effect of Dancing Steel Symphony. This
  2980. raises the difficulty of each gambit to 2, but drops the
  2981. Willpower cost from that Charm, requiring the Solar
  2982. to instead pay one mote for each gambit she wishes to
  2983. double.
  2984. On Dancing Steel Symphony
  2985. Sometimes a Night Caste needs to knock down, unhorse,
  2986. and snare an entire warehouse full of thugs as she passes
  2987. casually through their attempted ambush.
  2988. M I R A C L E S O F T H E S O L A R E X A LT E D
  2989. EX3
  2990. 38
  2991. War
  2992. Unstoppable Solar Conqueror
  2993. Cost: 5m
  2994. Mins: War 3, Essence 1
  2995. Type: Reflexive
  2996. Keywords: None
  2997. Duration: One scene
  2998. Prerequisite Charms: Holistic Battle Understanding
  2999. When the Exalt’s Initiative is higher than the enemy
  3000. general’s, her order actions gain a dice bonus equal to
  3001. the Size difference between her battle group and the enemy forces. If the enemy general is not rolled into battle,
  3002. this Charm doesn’t work, nor does it work if there is no
  3003. opposed battle group.
  3004. On Unstoppable Solar Conqueror
  3005. Just a bonus Charm for all you players of strategists and
  3006. generals. Something to help you round out your basic
  3007. power structure.
  3008. One With Five Forces
  3009. Cost: 5m
  3010. Mins: War 5, Essence 4
  3011. Type: Reflexive
  3012. Keywords: None
  3013. Duration: Instant
  3014. Prerequisite Charms: Four Glories Meditation
  3015. The Solar general, having made many calculations and
  3016. knowing her enemy as well as herself, is at one with
  3017. the five forces. At harmony with the universe, the Solar
  3018. cannot be defeated. This is the Charm of the Dawn Caste
  3019. generals who tore apart and routed the invincible armies
  3020. of the Great Masters in the Time Before. When the Exalt’s
  3021. battle group makes a successful attack against another
  3022. battle group augmented by an order action, the Solar may
  3023. use this Charm to take further control of the battle, forfeiting damage and using extra successes on the attack roll
  3024. to place the enemy under the effects of a new stratagem.
  3025. In literal terms, the Solar uses her superior knowledge
  3026. and tactics to control the enemy army, forcing it into
  3027. a disadvantageous state for the rest of the battle. The
  3028. Exalt may instead use this Charm to erase a stratagem of
  3029. equal or lesser value that has been used against her own
  3030. forces, allowing them to escape from the most harrowing of disadvantages through her military genius.
  3031. The Solar may deploy up to (Essence) additional stratagems with repeated use of this Charm. If any stratagems
  3032. the Solar deploys seem incompatible, void the incompatible one and increase the severity of disadvantage in a
  3033. pre-existing penalty. For example, an army trapped in a
  3034. desert canyon is suffering from lack of water normally,
  3035. but the compounded stratagem reveals that they are also
  3036. sinking in quicksand. Increase penalties accordingly.
  3037. On One With Five Forces
  3038. The backer wanted to expand the order action to make it
  3039. more interesting and tactical from round to round. The
  3040. backer also wanted the Charm to be Essence 4. His request
  3041. led to the creation of this balanced but tremendously powerful Charm that will greatly reward supernal War characters.
  3042. Backer: Brent A. Nellis
  3043. ???
  3044. Hallowed Bond of Night and Flame
  3045. (Hallowed Soul and Flesh Merging)
  3046. Cost: 10m, 3a, 1wp
  3047. Mins: Essence 3
  3048. Type: Simple
  3049. Keywords: Apocryphal
  3050. Duration: One scene
  3051. Prerequisite Charms: ???
  3052. When a Solar has a deeply physical and spiritual bond
  3053. with one of the Lunar Exalted, that Lunar is said to be her
  3054. bond mate — a tradition going back thousands of years.
  3055. This Charm is occluded, hidden from the normal roll of
  3056. Solar Abilities, and only becomes available to the Solar
  3057. to learn if she has a Defining Tie for her Lunar and vice
  3058. versa, and if their bond has been deeply established according to the Storyteller. Then, in circumstances where
  3059. they are touching each other — sparring, one holding the
  3060. other’s wrist to keep them from going over a cliff, sharing
  3061. a kiss, etc — the Storyteller may deem that the Solar feels
  3062. a sudden oneness with her Lunar. The Lunar will feel this
  3063. same oneness in turn. Roll their combined Essence scores,
  3064. and if the result is one or greater, the Storyteller describes
  3065. a numinous moment in which the Solar and Lunar touch
  3066. mind and soul and become as one. This can be a completely disassociated stream of consciousness event, or it can
  3067. be a series of images from their past lives. The end of this
  3068. sequence leaves the Solar capable of learning this Charm.
  3069. This Charm allows the Solar to physically merge with
  3070. her Lunar mate, becoming a single entity of divine wrath
  3071. and living flame for one scene. The combined being resembles a fusion of the Solar’s physical form with her
  3072. iconic anima, and the spirit-animal of her Lunar mate.
  3073. This form usually has four arms, has bestial and ethereal
  3074. traits, such as horns, hair that floats and crackles with
  3075. lightning, gale force-winds that whip around in her vicinity, and so on. The mote pool for the merged being
  3076. N E W S O L A R C H A R M S
  3077. EX3
  3078. 39
  3079. is the Solar’s current pool + 25, and the health levels of
  3080. the combined being are equal to the Lunar’s undamaged
  3081. health levels. As a quick character, the fusion has all of
  3082. the traits of the Solar, but the players may do the work to
  3083. assign the merged character its own sheet, giving it the
  3084. Lunar’s Attributes and the Solar’s Abilities.
  3085. In any case, the merged Exalt uses all of the Solar’s Charms
  3086. for actions, but its Attributes on any roll can be enhanced
  3087. by any Attribute-boosting Charms the Lunar has learned.
  3088. In addition, the form gains horns, fangs, claws, wings, and
  3089. other mutations applicable to the Lunar’s spirit form and
  3090. the Solar’s iconic manifestation, a number equal to the
  3091. Lunar’s Appearance or Stamina +1. These natural weapons can be used to use animal attacks such as Bite, Gore,
  3092. and so on, listed in the antagonists chapter of Exalted.
  3093. To use this Charm, the Exalts must share a Defining
  3094. Principle that they are merging in order to defend. If
  3095. they are killed while in this form, they both die. Once
  3096. they have used this Charm, they may not end their
  3097. merged form until the end of the scene, though they may
  3098. choose to end it if they fall into Initiative Crash.
  3099. On Hallowed Bond of Night and Flame
  3100. This Charm was written in response to a backer’s desire
  3101. to see a Charm that uses the Solar / Lunar bond to make
  3102. a merged being with some combination of Solar and
  3103. Lunar Charms and appearance. This Charm is hugely
  3104. apocryphal. If we were to allow something like this to
  3105. happen normally, we’d require a deeper buildup with a
  3106. number of requisite Charms and story events. However,
  3107. it is a delightful Charm and if you really want to use
  3108. it we hope the Apocryphal keyword won’t get in your
  3109. way. According to the backer, this Charm was used by
  3110. her Lunar, Scarlet-Wings-Over-The-Mountain and her
  3111. Solar lover, Brass Storm Spirit. Storytellers beware, this
  3112. Charm is mechanically overpowered. Use with caution.
  3113. Backer: Jennifer Alyxendra Barron
  3114. As the Tale of Exalted Continues...
  3115. This concludes our presentation of the “Backer Charms
  3116. of the Solar Exalted.” We hope you thoroughly enjoyed
  3117. reading this supplement and that it gave you many new
  3118. Charms to consider, discuss, and add to your Solar’s
  3119. awesome repertoire. If you like this book and would
  3120. like to see more products like this one, be sure to back
  3121. the next Exalted Kickstarter, and watch those reward
  3122. tiers! We are certain to be doing more books like this in
  3123. the future. Thank you for your continued support, and
  3124. we’ll see you again in Dragon-Blooded: What Fire Has
  3125. Wrought.
  3126. The blessing of the Unconquered Sun
  3127. unlocks the potential within each of his
  3128. Chosen, allowing their heroic skills to
  3129. become expressions of divinity. More
  3130. than any other Exalted, the Charms of a
  3131. Solar express who she is and what shape
  3132. her legend will burn into the world.
  3133. This book contains over 80 new
  3134. Solar Charms embodying a range of
  3135. concepts and stories dreamed up by
  3136. players of Exalted and meticulously
  3137. crafted and balanced for inclusion at
  3138. any and all tables. Fire an arrow and let
  3139. it become a waiting judgment upon the
  3140. wicked. Unleash a sword stroke that can
  3141. overwhelm the blade of Heaven itself.
  3142. Train your loyal beast companion into
  3143. an unstoppable colossus. Effortlessly
  3144. seed the battlefield with inspiring words
  3145. alongside arrows and blades. Empower
  3146. your spirit familiar with the light of your
  3147. anima. Tame a hurricane with your
  3148. music. These miracles and more may be
  3149. found within.
  3150. This product requires the use of the
  3151. Exalted Third Edition Rulebook
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement