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Seismic Snowstalker / Dawn
1+
Frost-Heart Falcon, Admiral of the Frozen Skies / Eclipse
2
EXP: 0/0 Spent
3
Solar EXP: 0/0 Spent
4
Attributes:
5-
Strength: *****
5+
Strength: **
6
Dexterity: ***
7-
Stamina: ***
7+
Stamina: **
8-
Charisma: ***
8+
Charisma: *****
9-
Manipulation: *
9+
Manipulation: ****
10-
Appearance: ***
10+
Appearance: ****
11-
Perception: ***
11+
Perception: **
12
Intelligence: ***
13-
Wits: ***
13+
Wits: ****
14
Essence: 1
15
Personal Essence Pool: 13 Motes
16
Peripheral Essence Pool: 33 Motes
17
Willpower: 5
18-
Health: -0, -0, -1, -1, -1, -2, -2, -2, -2, -4, Incap
18+
Health: -0, -1, -1, -2, -2, -4, Incap
19
 
20
21-
Parry: 4
21+
Parry: 
22-
Evasion: 2
22+
Evasion: 
23-
Soak: 3
23+
Soak: 
24
25-
Caste Abilities: Awareness, Dodge, Melee, Resistance, Thrown
25+
Caste Abilities: Larceny, Linguistics, Presence, Sail, Socialize
26-
Favored: Survival, Ride, Athletics, Medicine, Presence
26+
Favored: War, Dodge, Integrity, Performance, Stealth
27-
Specialties: (Survival-Tundra, Melee-Goremaul, Medicine-Herbal Remedies, Presence-Intimidation)
27+
Specialties: Larceny-Impossible Heists, Presence-Unshakeable, Sail-Navigating Blizzards, Performance-Proclamations of Greatness
28-
Supernal: Melee
28+
Supernal: Presence
29
Abilities:
30
Archery-
31-
Athletics-***
31+
Athletics-
32-
Awareness-***
32+
Awareness-
33
Brawl-
34
Bureaucracy-
35
Craft-
36-
Dodge-
36+
Dodge-***
37-
Integrity-*
37+
Integrity-***
38
Investigation-
39-
Larceny-
39+
Larceny-*****
40-
Linguistics-
40+
Linguistics-***
41-
Lore-**
41+
Lore-
42
Martial Arts-
43-
Medicine-***
43+
Medicine-
44-
Melee-*****
44+
Melee-
45
Occult-
46-
Performance-**
46+
Performance-****
47-
Presence-**
47+
Presence-*****
48-
Resistance-****
48+
Resistance-
49-
Ride-**
49+
Ride-
50-
Sail-
50+
Sail-****
51-
Socialize-
51+
Socialize-****
52-
Stealth-
52+
Stealth-**
53-
Survival-***
53+
Survival-
54-
Thrown-****
54+
Thrown-
55-
War-
55+
War-**
56
 
57
Join Battle: (Roll Wits+Awareness)+3
58
Withering attack pool: Dexterity + Melee + weapon’s accuracy
59
Decisive attack pool: Dexterity + Melee
60
Rush pool: Dexterity + Athletics
61
Disengage pool: Dexterity + Dodge
62
63-
Bonus Points: ()
63+
Bonus Points: (15/15)
64
 
65-
Merits: ()
65+
Merits: (10/10)
66-
Artifact-***-Goremaul
66+
Command(****) - The character is the recognized commander of an organized military force of some sort—generally one composed of ordinary mortal soldiers, at four dots, this provides a Size 3, Might 0 battle group with Elite Drill and the traits of elite rather than average troops.
67-
Boundless Endurance-**-Steady as an ox, the character keeps on going long after all others have dropped from exhaustion. The character reduces the difficulty of all rolls to resist fatigue or remain awake by 2.
67+
68-
Contacts-*-Tribe
68+
Direction Sense (*) - The character is never completely lost, and is able to naturally determine her orientation relative to the five Poles. In addition to always knowing her facing and acting as a living compass, she lowers the difficulty on attempts to navigate toward a fixed, known location or to retrace her steps by 2.
69-
Cult-**-Tribe
69+
70-
Giant-****-The character is enormous, standing somewhere between seven and a half to ten feet in height. Her great size grants an extra -0 health level. This Merit may also be gained as a result of Wyld mutation. 
70+
Influence (*) - Captain of the Stolen Skyship
71-
Drawback: The character’s great size is very distinct, imposing a -3 penalty on all disguise rolls to pass as anyone of lesser stature, and making the character memorable wherever she goes.
71+
72-
Influence-*-Head of tribe
72+
Languages (**) - Sky-Tongue, High Realm, Low Realm
73-
Tempered By The Elements-Tundra-**-Due to her upbringing, the character is at home navigating a certain harsh environment, selected when this Merit is taken. The character is able to cross one type of difficult terrain (such as deep snow, thick jungle, or broken ruins) at normal speed. While this Merit can be taken more than once, very few characters ever do so, as it takes years of intimate familiarity to cultivate—a mere few months spent in a swamp or on the tundra is inadequate to foster such skill.
73+
74
Resources (**) Income and funding.
75
76-
Defining - Positive Tie- Her Tribe, essentially her family, and she is one of their current leaders. Their safety and well-being comes above all else.
76+
77-
Major - Belief - Hospitality
77+
Defining - Positive Tie - The crew are family, from the oldest pirate to the newest urchin.
78-
Enemy - Negative - Giant Monsters, she hates their rampages and the risk they post, so she hunts them.
78+
Major - Belief - Power is not made for oppression. Use it to grasp what you seek and uplift those weaker than yourself.
79-
Minor - Belief - People with Strength and Power should use it to help those around them who lack it.
79+
Enemy - Negative - Haslanti League
80
Minor - Belief - In everything you do, make a grand show of it!
81-
Limit Trigger:
81+
82
Limit Trigger: She hates cruelty towards children above all else.
83
 
84-
1 -
84+
85-
2 -
85+
1- For 10 motes, one Willpower, the Eclipse sanctifies an oath she has witnessed. The Exalt touches the oathgivers (or their words, as they pass through the air), her caste mark flashing imperceptibly. If she wishes, her anima briefly flares, swirling with the words and runes by which Heaven has given her the right to arbitrate such matters.
86-
3 -
86+
Oath-givers who break pacts sanctified by the Eclipse (including the Exalt herself ) are subject to a terrible curse. The details of the curse are devised by the Storyteller, ideally reflecting the oath broken. A woman who breaks a hospitality oath might find herself incapable of rest beneath any roof for a year and a day, while a man who murdered the one he swore to protect may find his defenses utterly failing him when he must next fight for his life.
87
88
2- The Eclipse has diplomatic immunity when treating with the enemies of Creation. So long as the Eclipse approaches them on legitimate business of some kind, shades, spirits, the demon princes of Hell, and the Fair Folk may not attack the Eclipse or her companions
89
without just cause, and such creatures must observe the local rules of hospitality. Such beings may still attempt to provoke members of the Solar’s embassy into breaking the peace, thus voiding this effect’s protection.
90
91
3- The Eclipse represents all the subtle movements of Essence under Heaven, the strange and self-referencing powers that stir when night merges with day. Eclipses can learn the Charms of spirits, Fair Folk and similar supernatural beings which have the Eclipse keyword for eight experience points each.
92
93
Sorcery:
94-
ATHLETICS CHARMS:
94+
95-
Graceful Crane Stance
95+
96-
Cost: 3m; Mins: Athletics 1, Essence 1
96+
97
Charms:
98
Dodge Charms
99
Drifting Leaf Elusion
100
Cost: 1m; Mins: Dodge 2, Essence 1
101-
The Solar draws Essence through her pores and into her bones, suffusing and lightening her form and steadying her step. For the rest of the scene, she has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She can run on a guy wire, stand on a crumbling parapet, balance on the tip of a pine tree, and perform many similar feats without needing to roll (Dexterity + Athletics).
101+
102
Keywords: None
103-
AWARENESS CHARMS:
103+
104-
Sensory Acuity Prana
104+
105-
Cost: 5m; Mins: Awareness 2, Essence 1
105+
The Exalt slips away from an attack that would have struck her. When using this Charm, the Solar successfully evades an attack roll bearing successes equal to her Evasion. This Charm may be invoked after the attack roll is made.
106
107
Shadow Over Water
108
Cost: 2m; Mins: Dodge 3, Essence 1
109
Type: Reflexive
110-
A breath of Essence seals the five senses into a more perfect form. The Solar’s senses are heightened and attuned to minute motions and sounds, dim and noisy conditions. She can differentiate between subtle tastes and textures with only the slightest variation. Thus sharpened, it is more difficult for characters to escape her notice, or to deceive her hunting senses. For the rest of the scene, the Exalt’s Awareness rolls benefit from double 9s. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 6s until they cease to appear. Use of Sensory Acuity Prana comes without the danger of sensory overload; the Charm helps the Solar manage her senses more effectively.
110+
111
Duration: Instant
112-
Surprise Anticipation Method
112+
Prerequisite Charms: Drifting Leaf Elusion
113-
Cost: —; Mins: Awareness 3, Essence 1
113+
Like a shadow on water, the Solar’s presence haunts her enemies with dreams of the untouchable. For an instant, this Charm removes any penalties to the Exalt’s Evasion.
114
115
Larceny Charms
116
Larceny
117-
Prerequisite Charms: Sensory Acuity Prana
117+
Seasoned Criminal Method
118-
Upon learning this technique, the Solar’s senses guard her from threats she is not consciously aware of. Whenever the Solar is in danger—even if she is not consciously aware of the threat—her relevant senses will home in on the source of danger, enhancing her Awareness to make the threat known to her. Surprise Anticipation Method has two functions. First: for every 9 she rolls on an Awareness check to reveal a hidden enemy, trap, or any source of harm not readily apparent, she gains a single mote of Essence, and for every 10 she gains two. This charge of Essence can only be used to offset the cost of activating Awareness Charms to reveal a threat. Motes returned in this fashion may retroactively lower the cost committed to Awareness Charms of a scene or longer duration, both lowering the committed cost and returning the discounted mote(s) to the Solar’s mote pool. Second: her senses function even when she is asleep or Incapacitated, allowing her to use any of her Awareness Charms subconsciously. A threat revealed to the Solar while she is asleep or unconscious automatically revives her, allowing her to defend herself.
118+
Cost: —; Mins: Larceny 1, Essence 1
119
Type: Permanent
120-
MEDICINE CHARMS:
120+
121-
Ailment-Rectifying Method
121+
122-
Cost: 3m; Mins: Medicine 1, Essence 1
122+
123
The Exalt adapts the nature of the iconic criminal, who must one day become a master of her craft. She is a creature of the criminal element; duplicity is in her every word and step. This Charm allows the Solar to invoke and discard a number of special distinctions at her leisure, which allow her to gather information, infiltrate criminal society, and protect her position there.
124
Familiarity: To a member of a criminal organization, she seems familiar—that is, she can play on a Minor Intimacy to make her target believe she is a criminal with whom to be treated: a member of the organization, a prospect for initiation, etc.
125
Dissonance: Magistrates or other officials seeking to establish her identity suffer a -2 penalty to their Bureaucracy and Investigation actions. Persons who do not know her personally but may have spotted her or seen her hanging around the scene of a crime find her unrecognizable and cannot remember doing so.
126
Vulnerability: The Exalt makes herself seem the best possible target for a type of crime dictated by the player. Confidence men will see her as an easy mark, gamblers will seek to engage her with betting gossip or games of chance, thugs will try to mug her, and so forth. This effect has a visual component: thieves are less likely to steal from an Exalt wearing armor and a battle axe, while a serial killer might find a person who wears her hair a certain way irresistible.
127-
Disease and pestilence cannot stand against the Solar Exalted. This Charm represents an hour spent treating a patient for an illness the Exalt has properly diagnosed. Roll the Exalt’s (Intelligence + Medicine) against the disease’s morbidity (p. 233) and add half the extra successes to the patient’s Resistance roll at the next interval. Through this Charm, the Solar can weaken or even cure supernatural maladies such as the Great Contagion. However, the target must remain in bed, and must be bathed, fed, and otherwise given care for the duration of the next interval. These ministrations can be performed by the Solar’s assistants. The
127+
Receptivity: Similar to vulnerability, interested parties perceive the Exalt as a local player. Rather than prey on her directly, she may be identified as a drug buyer or seller, or a person looking to make a bet, hire a prostitute, or take part in other illicit or seedy activities. Such parties will be interested in providing her with information about where to go and who to talk to.
128-
Exalt may use this Charm to treat her own diseases, though some may require a stunt or special instruments to treat.
128+
129
Lock-Opening Touch
130-
Plague-Banishing Incitation
130+
Cost: 1m or 5m; Mins: Larceny 2, Essence 1
131-
Cost: 2m, 1wp; Mins: Medicine 3, Essence 1
131+
132
Keywords: None
133
Duration: Instant
134
Prerequisite Charms: None
135-
Prerequisite Charms: Ailment-Rectifying Method
135+
The Exalt may open a mundane lock simply by touching it and paying five motes. Alternately, she may challenge a sorcerous lock with her picking tools, paying one mote to gain double 9s and (Essence) automatic successes. This version of the Charm guarantees that she successfully picks the lock even if her roll fails, however, a failure constitutes some unwanted occurrence—perhaps she springs a trap, breaks the lock loudly, snaps her lock-pick, etc.
136-
If the Lawgiver generates at least double her patient’s Stamina or Resistance (whichever is greater) in successes through the use of the prerequisite, she may use this Charm to demand that a malaise leave her patient’s body. This causes the disease’s interval to conclude immediately, and allows the patient the benefit of all rather than half the Solar’s extra successes from Ailment-Rectifying Method. If successful, the pestilence immediately vacates the host, and the patient begins to recover over the course
136+
137-
of a day. If the Solar saves a character from death’s doorstep through the use of this Charm, she gains one point of temporary Willpower.
137+
Flawlessly Impenetrable Disguise
138
Cost: 6m; Mins: Larceny 4, Essence 1
139-
MELEE CHARMS:
139+
140-
Excellent Strike
140+
141-
Cost: 3m; Mins: Melee 2, Essence 1
141+
Duration: Until the Exalt sleeps
142
Prerequisite Charms: None
143-
Keywords: Uniform
143+
Master chameleons, the Solars donned disguises and attended the fetes of the raksha, to hear them confess their nefarious plans for Creation. This Charm recreates a disguise attempt (see p. 224), but allows the Exalt to make a myriad of extraordinary changes to her appearance. She may change her gender, double her age or halve it, alter her height by ten inches in either direction, change her
144
ethnicity, adjust her voice and alter her accent. She can even change her scent. The Solar gains two automatic successes to her disguise attempt, ignores penalties for adapting a different race or gender, and gains double 9s. This disguise cannot be pierced by mundane senses. Nor can it be thwarted by inhuman sensory acuity, such as the nose of a hound or the eye of a hawk. Senses heightened
145
to supernatural levels by Charms such as Keen Sight Discipline have a chance to pierce this deception, but subtract 2 successes from their attempts. Magic which pierces this effect does not reveal the Solar’s identity, only that the Exalt is not what she appears to be. Typically Solars used this Charm to hide their identities or to appeal to specific criteria such as “Only women are
146-
The Exalt channels Essence through skill, honing her accuracy in order to strike true. Her attack gains one automatic success. Additionally, all 1s are rerolled until 1s no longer appear.
146+
allowed into the sept.” However, should it be used to impersonate a specific character, magic which pierces this effect will only reveal the apparent body double of the Charm’s subject. For example, if the Solar disguises herself as the Scarlet Empress, magic which pierces her disguise will see her as a tall, porcelain-skinned red-haired woman with cunningly accurate makeup, as opposed to what the
147
Solar actually looks like.
148-
Fire and Stones Strike
148+
149-
Cost: 1m per die or success; Mins: Melee 3, Essence 1
149+
Performance Charms
150
Masterful Performance Exercise
151-
Keywords: Dual
151+
Cost: 2m; Mins: Performance 3, Essence 1
152
Type: Supplemental
153-
Prerequisite Charms: Excellent Strike
153+
Keywords: Mute
154-
The Solar strikes with telling force, burning Essence surging into the body of her target and shattering it from within. On a withering attack, the Exalt spends up to her (Strength) score in motes before making the attack. If the attack hits, each mote spent adds a single die to the postsoak damage of the attack. This strike has the potential to increase minimum damage.
154+
155-
On a decisive attack, the Exalt may spend up to (Essence or three, whichever is greater) motes before making the attack to transfer an equal number of extra successes from her attack roll into the raw damage of the blow.
155+
156
The Solar’s talent is not free or instinctual, but rather the hard-won excellence that comes from a lifetime of practice. This Charm supplements a Performance-based action, granting one automatic success and rerolling 1s until 1s fail to appear. This Charm also makes the Exalt’s 1s unavailable to magic that might interfere with her performance.
157-
One Weapon, Two Blows
157+
158-
Cost: 3m; Mins: Melee 2, Essence 1
158+
Respect-Commanding Attitude
159
Cost: 5m; Mins: Performance 2, Essence 1
160
Type: Supplemental
161
Keywords: None
162-
Prerequisite Charms: Excellent Strike
162+
163-
Sensing an opening, the Solar strikes with surpassing speed. Immediately after making a withering attack which lowers an opponent’s current Initiative from a value greater to a value less than the Solar’s own, she may use this Charm to unleash a second attack against that opponent. This second attack may be withering or decisive.
163+
The return of the Solars is a miracle never before seen. The universe inclines to hear their voices once again. When this Charm supplements a Performance action of any length, characters are inclined to stop and listen. This does not guarantee that the Lawgiver is persuasive in her arguments, but it does guarantee that her audience listens respectfully to her entire performance. Characters may
164
pay one Willpower to leave the performance, but if they wish to interrupt or attack the Lawgiver, they must pay two Willpower, and may only approach her by blending into her demonstration, capping the actions of each affected character by their individual (Charisma + Performance) ratings until one of them is able to successfully stop her act. This Charm does not function after combat has started, but if activated beforehand, it remains active after Join Battle has been rolled, up until the Solar is forced to stop her performance.
165-
Call the Blade
165+
166-
Cost: 1m; Mins: Melee 1, Essence 1
166+
Impassioned Orator Technique
167
Cost: 1m; Mins: Performance 3, Essence 1
168
Type: Supplemental
169
Keywords: None
170
Duration: Instant
171-
Extending her hand, the Solar may summon her weapon with but a thought. This Charm can reach a weapon within short range. Roll (Wits + Melee) at difficulty 4. On a success, the weapon flashes to hand instantly, without traversing the space between. On a failure, the weapon leaps to the Solar’s hand, overcoming friction and gravity to do so. However, it is unable to defeat doors, chains, or other similar obstacles, and even if the path is unobstructed, the weapon does not return until the Solar’s next turn. The Exalt cannot use this power to steal weapons, only to call her own weapon to hand.
171+
Prerequisite Charms: Masterful Performance Exercise
172
The Solar speaks with the voice of Heaven, magnifying her authority. This Charm supplements a Performance-based speech, granting it double 9s.
173-
Summoning the Loyal Steel
173+
174-
Cost: 1m; Mins: Melee 3, Essence 1
174+
Presence Charms
175
Listener-Swaying Argument
176
Cost: 3m; Mins: Presence 3, Essence 1
177
Type: Supplemental
178-
Prerequisite Charms: Call the Blade
178+
179-
With a moment of concentration, the Solar may banish a weapon Elsewhere. She may reflexively lift commitment to this Charm, summoning her weapon to hand in a flash of Essence.
179+
180
Prerequisite Charms: None
181-
RESISTANCE CHARMS:
181+
The Solar’s passionate appeals can soften even the stoniest of hearts. This Charm supplements an instill or persuade action, granting the Solar one automatic success and additionally granting one non-Charm bonus die for every two points the target’s Resolve is boosted by any means. The Solar cannot gain more than three bonus dice in this fashion.
182-
Durability of Oak Meditation
182+
183-
Cost: 3m; Mins: Resistance 2, Essence 1
183+
Harmonious Presence Meditation
184
Cost: 5m or 7m; Mins: Presence 2, Essence 1
185-
Keywords: Dual
185+
186-
Duration: One tick
186+
187
Duration: One scene
188-
A child cannot cleave a tree with a dull knife, nor can a foe hope to strike down the Solar with his petty blade. Against a withering or decisive attack, this Charm reduces raw damage by two. Against a decisive attack it also grants the Exalt four hardness. Note that the hardness bonus cannot be applied during crash.
188+
189
The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion. For five motes, this Charm grants three bonus dice to all forms of social influence from all Abilities except Stealth. In addition, the cost of all social influence Charms are reduced by one mote, to a minimum of one. The seven mote version of this Charm extends the duration to indefinite.
190-
Spirit Strengthens the Skin
190+
191-
Cost: 1m per damage die removed; Mins: Resistance 2,
191+
Tiger’s Dread Symmetry
192-
Essence 1
192+
Cost: —; Mins: Presence 3, Essence 1
193
Type: Permanent
194-
Keywords: Withering-only
194+
195
Duration: Permanent
196-
Prerequisite Charms: Durability of Oak Meditation
196+
197-
The Solar channels Essence through her enduring toughness, hardening her skin and muscles beyond their mortal limits. After an attack hits her, but before damage is rolled, she may increase her soak at a rate of one mote per point. She may no more than double her natural soak in this fashion. This effect is incompatible with any magic that allows the Exalt to soak a decisive attack with withering only magic.
197+
The Lawgiver is a singular and terrifying being, awesome to behold. Learning this Charm grants one bonus die to all Presence rolls and allows the Exalt to reroll (Essence or three, whichever is greater) non-successes on rolls to intimidate. In addition, if the Solar has activated Majestic Radiant Presence, a character must resist an automatic intimidate attempt before he’s able to attempt an ambush attack. This effect does not make the Solar aware of her attacker—it simply means that, as her assassin draws a bead on her from the shadows, her fierce look and deadly grace emanates forth to cow him. The intimidate action may only be supported by Charms that are ongoing or otherwise can be used unconsciously.
198-
At Resistance 5+, Essence 3+, the Solar may use this Charm to remove successful dice of withering damage after damage has been rolled, at a rate of two motes per success. This use costs one point of Willpower, two points of Initiative, and has the Perilous keyword.
198+
199
Majestic Radiant Presence
200-
Ox-Body Technique
200+
Cost: 6m; Mins: Presence 4, Essence 2
201-
Cost: —; Mins: Resistance 1, Essence 1
201+
202
Keywords: None
203-
Keywords: Stackable
203+
204
Prerequisite Charms: Harmonious Presence
205
Meditation
206-
The bodies of the Exalted are much more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels with this Charm. The purchasing choices are based on the character’s Stamina rating:
206+
Her incandescent spirit magnifies the Lawgiver with aspects of glory and terror. While this Charm is active, characters must pay a point of temporary Willpower to speak against her or attack her. Her enemies need only pay this price once per scene. In addition, all threaten actions against her suffer a penalty equal to her Essence.
207-
At Stamina 1 and 2: One -1 and one -2 health level.
207+
208-
3 and 4: One -1 and two -2 health levels.
208+
Sail Charms
209-
5: One -0, one -1, and one -2 health level.
209+
Salty Dog Method
210-
The Solar may purchase Ox-Body Technique (Resistance) times. If she increases her Stamina after purchasing Ox-Body Technique, her health levels automatically change to reflect the new rating.
210+
Cost: —; Mins: Sail 3, Essence 1
211
Type: Permanent
212-
Poison-Resisting Meditation
212+
213-
Cost: 3m; Mins: Resistance 3, Essence 1
213+
214
Prerequisite Charms: None
215
The Solar is the consummate mariner, seasoned by hardships, tried by adversity and proven true. This Charm gives the Exalt the following advantages:
216
• The Solar’s expertise often saves the ship. Reroll any 6s in the result of a Sail roll until 6s no longer appear.
217
• She is inured to supernatural horror. Fear effects caused by monsters, behemoths, demons, Yozis, and other existentially terrifying beings have less of an effect. Add half the Exalt’s Sail (rounded up) to her Resolve against such influence.
218-
The Exalt’s metabolism is strengthened by Essence, allowing her to easily endure the effects of toxins. The Solar gains one automatic success and three bonus dice when rolling (Stamina + Resistance) against a toxin’s duration (p. 232).
218+
• If she fails a balance check on land or sea, she still falls down, but then she immediately falls up, landing on her feet. In addition, she can never fall from a ship. Even the most stumble-footed bastard will find a way to keep from going overboard.
219-
The Solar can also use this Charm at the toxin’s interval, to reduce or change the anticipated symptoms of a poison or venom. For example, damaged health levels might be converted instead to a dice penalty until the venom runs its course, or poison-induced blindness might be bled out in viscous tears or a gout of sickly black Essence.
219+
• By land or by sea, the Exalt knows the exact distance and route to anywhere she’s been before.
220
221-
SURVIVAL CHARMS:
221+
Ship-Claiming Stance
222-
Hardship-Surviving Mendicant Spirit
222+
Cost: 5m, 1wp; Mins: Sail 3, Essence 1
223-
Cost: 5m; Mins: Survival 3, Essence 1
223+
224
Keywords: None
225
Duration: Instant
226-
Duration: One day
226+
227
The Essence of a ship knows its master. This Charm claims a ship. If it was not owned by one of the Exalted, the ship disregards its former master. Those who do not bear the Exalt’s remit suffer a -1 penalty to all actions taken on the Solar’s ship until she has formally welcomed them aboard. The Exalt may renounce her welcome at any time, restoring this penalty at her pleasure. In addition, if the Lawgiver’s positive intimacy toward the ship achieves Major or Defining status, the Exalt may draw up to five motes from her bond with the ship, once per day, but she must be shipboard to do so. Drawing motes from more than one ship or familiar in a day causes all motes past five to dissipate at the end of the round.
228-
Through the use of this Charm, the Solar becomes able to survive in even the most hostile conditions without special preparation. This Charm negates all environmental penalties to Survival rolls and eliminates the deleterious effects of exposure to extreme climates. The coldest glacier and the hottest desert are no more deadly to the Solar than the gentlest rolling plain. She ignores inclement weather even when lightly dressed, and does not suffer undue blisters, bug bites or plant poison even when walking barefoot through the jungle. This Charm does not protect the Exalt against environmental damage. In addition, Hardship-Surviving Mendicant Spirit lowers the difficulty to forage and find shelter by 2, to a minimum of 1.
228+
229
Ship-Sleeking Technique
230-
Excellencies: Awareness, Dodge, Melee, Resistance, Thrown, Survival, Ride, Athletics, Medicine, Presence
230+
Cost: 4m; Mins: Sail 3, Essence 1
231
Type: Simple
232
Keywords: None
233
Duration: Indefinite
234
Prerequisite Charms: Ship-Claiming Stance
235
The Solar channels her Essence through the ship’s hull, smoothing the timbers with a thin layer of frictionless anima and causing it to glide more easily through or over the water. This Charm increases the ship’s speed by one for its duration.
236
237
Excellencies: Larceny, Linguistics, Presence, Sail, Socialize, War, Dodge, Integrity, Performance, Stealth