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- PRESNECE
- Listener-Swaying Argument
- Cost: 3m; Mins: Presence 3, Essence 1
- Type: Supplemental
- Keywords: None
- Duration: Instant
- Prerequisite Charms: None
- 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.
- Harmonious Presence Meditation
- Cost: 5m or 7m; Mins: Presence 2, Essence 1
- Type: Reflexive
- Keywords: None
- Duration: One scene
- Prerequisite Charms: None
- 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 influ-ence 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.
- Tiger’s Dread Symmetry
- Cost: —; Mins: Presence 3, Essence 1
- Type: Permanent
- Keywords: None
- Duration: Permanent
- Prerequisite Charms: None
- 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.
- Majestic Radiant Presence
- Cost: 6m; Mins: Presence 4, Essence 2
- Type: Simple
- Keywords: None
- Duration: One scene
- Prerequisite Charms: Harmonious Presence Meditation
- 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.
- Threefold Magnetic Ardor
- Cost: 4m; Mins: Presence 4, Essence 2
- Type: Supplemental
- Keywords: None
- Duration: Instant
- Prerequisite Charms: Harmonious Presence Meditation, Listener-Swaying Argument
- The Solar’s intense sexuality magnifies her powers of persuasion, making any instill or persuade actions made with Presence, Performance or Socialize more compel-ling. Normally when a character has higher Appearance than her target’s Resolve, she enjoys a non-Charm dice bonus equal to the difference of the two values. This Charm converts the difference into automatic successes. This bonus counts as dice added by a Charm. Note that this Charm still works if the character has the Hideous merit, as the amplification of her horrifying Appearance has an equally profound effect on persuasion. In this case, Threefold Magnetic Ardor also supplements threaten actions.
- Impassioned Discourse Technique
- Cost: 3m; Mins: Presence 4, Essence 2
- Type: Supplemental
- Keywords: None
- Duration: Instant
- Prerequisite Charms: Listener-Swaying Argument
- The Solar argues from her beliefs, persuading listeners with the depth of her emotion. This Charm supplements a persuade action, granting the Solar one automatic success. In addition, when the Solar argues from a Prin-ciple she holds, she gains two, three, or four bonus dice, based on the intensity of the Principle. In essence, this Charm persuades a character to act as the Solar would act. She might argue from her own compassionate prin-ciples to convince her target to be merciful or generous, or principles reflecting temperance, to convince the target to abstain from debauchery, vice, dereliction or iniquity. Likewise she might invoke valorous Intimacies to urge courageous action, or she might sell a course of action with the force of her conviction.
- BRAWL
- Ferocious Jab
- Cost: 1m; Mins: Brawl 3, Essence 1
- Type: Supplemental
- Keywords: Uniform
- Duration: Instant
- Prerequisite Charms: None
- The Solar strikes her opponent with a fury-enhanced blow. This Charm supplements a physical strike, and adds a number of dice to the damage of a withering or decisive attack equal to the target’s current onslaught penalty.
- Heaven Thunder Hammer
- Cost: 7m; Mins: Brawl 3, Essence 1
- Type: Reflexive
- Keywords: Decisive-only
- Duration: Instant
- Prerequisite Charms: Ferocious Jab
- At the moment of impact, the Solar sends a surge of Essence up her arm or down her leg, multiplying the force of her blow many times over. This Charm is activated after a successful decisive Brawl attack. If the damage roll generates at least one success, the target is knocked prone by the force of the blow, and loses a point of Initiative, which is added to the Solar’s base value (typically 3) when her Initiative resets. This blow strikes with the force of a hurricane condensed into the Solar’s fist. The more damaging the blow, the more forcefully her opponent will be knocked away from her:
- For at least three successes, the opponent is lifted and bodily hurled into an object or surface within close range, hitting it with an impact equivalent to falling a shortdistance (see falling damage, p. 232), destroying anyless-obdurate objects he collides with, such as wooden furniture.
- At four or more successes, the foe is knocked into an object at close range with tremendous force, or is sent sailing a remarkable distance by the force of the blow. If the former, the opponent hits a surface with force sufficient to leave cracks in a stone wall, impacting with a surface as if he had fallen from a medium distance. If the latter, the force of the blow throws him to short range with a short-dis-tance falling impact.
- At five or more successes, the foe is thrown to short range and suffers an impact like falling from a medium height. The Solar can use Heaven Thunder Hammer to knock her opponent into a high ceiling, forcing him to contend with falling damage on the way down. She might also choose to smash him through a weak point in a nearby wall, causing him to suffer a collapse. She might aim to hurl her opponent into a spike protruding from a surface, turning the damage lethal, or knock her enemy from a rooftop, causing him to suffer a fall from a much greater distance. The player should include the environment in their stunts to enhance this Charm’s effectiveness.At Essence 3+, double the successes for determining the distance the victim is hurled. At 7+, the victim can be hurled to medium range with a medium height impact.
- Thunderclap Rush Attack
- Cost: 3m; Mins: Brawl 3, Essence 1
- Type: Reflexive
- Keywords: None
- Duration: Instant
- Prerequisite Charms: None
- The Solar’s aggression fuels her Essence, quickening her movements, allowing her to blur into combat range of an opponent to make a first strike. This Charm allows the Solar to move a single range band without consuming her movement action, to make an attack regardless of her position in the Initiative order. The attack in this instance must be made the moment the Solar blurs forward, and so this Charm can only be activated at short range. This attack counts as her turn for the round, and doesn’t have to be a Brawl attack. If contested by another character using Thunderclap Rush Attack, the better stunt wins. The target of Thunderclap Rush Attack may not use a Clash (p. 202) to defend against the Solar’s attack unless he’s using a Charm with the Clash keyword.
- At Brawl 5, Essence 3+, the character may add one Will-power to the cost of this Charm—when she uses it against her opponent, it automatically strips (Essence or 5, whichever is lower) Initiative from her target and awards it to her, before the attack is made.This Charm can be used once per target, per scene, but can be refreshed against a single target by crashing that target.
- PERFORMANCE
- Masterful Performance Exercise
- Cost: 2m; Mins: Performance 3, Essence 1
- Type: Supplemental
- Keywords: Mute
- Duration: Instant
- Prerequisite Charms: None
- 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 rerolling1s until 1s fail to appear. This Charm also makes the Exalt’s 1s unavailable to magic that might interfere with herperformance.
- Perfect Harmony Technique
- Cost: 1m; Mins: Performance 3, Essence 1
- Type: Supplemental
- Keywords: None
- Duration: Instant
- Prerequisite Charms: Masterful Performance Exercise
- The Solar can shape her voice, or the voice of her instrument, into a perfect harmony of sound. This Charm supplements musical performances, granting them double 9s.
- Impassioned Orator Technique
- Cost: 1m; Mins: Performance 3, Essence 1
- Type: Supplemental
- Keywords: None
- Duration: Instant
- Prerequisite Charms: Masterful Performance Exercise
- The Solar speaks with the voice of Heaven, magnifying her authority. This Charm supplements a Performance-based speech, granting it double 9s.
- ATHLETICS
- Increasing Strength Exercise
- Cost: 3m or 3i per dot; Mins: Athletics 3, Essence 1
- Type: Simple
- Keywords: None
- Duration: One scene
- Prerequisite Charms: None
- The Solar draws remarkable strength from deep within her core. For every three motes of Essence or Initiative the Exalt spends, her Strength score increases by one. Each dot of increase also raises the base damage of her decisive attacks by one. The Solar’s Strength cannot be increased by more than her Essence rating through use of this Charm, and this Charm may not grant her more than double her Strength score. Through use of Increasing Strength Exercise, Solars can reach the Strength minimums required to attempt certain feats of strength (p. 229).
- RESISTANCE
- Ox-Body Technique
- Cost: —; Mins: Resistance 1, Essence 1
- Type: Permanent
- Keywords: Stackable
- Duration: Permanent
- Prerequisite Charms: None
- 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:
- At Stamina 1 and 2: One -1 and one -2 health level.
- 3 and 4: One -1 and two -2 health levels.
- 5: One -0, one -1, and one -2 health level.
- 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.
- SINGLE POINT SHINING INTO THE VOID STYLE
- Gathering Light Concentration
- Cost: 3m; Mins: Martial Arts 2, Essence 1
- Type: Reflexive
- Keywords: Mastery, Uniform
- Duration: Instant
- Prerequisite Charms: None
- The clashing steel and ferocious blows of the swordsman’s enemies do not disrupt her focus—rather, she welcomes them, gleaning the weaknesses of each foe’s fighting style from their offense. After successfully parrying an attack, the stylist can use Gathering Light Concentration to reverse the onslaught penalties inflicted by it. Instead of applying them to her Defense, she applies them to her attacker’s Defense until his next turn.
- Mastery: At Essence 3+, the Solar may spend an extra 3i when activating Gathering Light Concentration to cancel all onslaught penalties she’s suffering from, and inflict them on her attacker.
- Shining Starfall Execution
- Cost: 6m; Mins: Martial Arts 3, Essence 1
- Type: Supplemental
- Keywords: Decisive-only, Mastery
- Duration: Instant
- Prerequisite Charms: None
- Committing fully to a lethal blow, the swordsman cleaves through her enemies with killing speed. Shining Starfall Execution adds (her Dexterity/2, round up) to the raw damage of a decisive attack. If she is at Initiative 15+, she adds her full Dexterity instead. However, if the attack misses, then the stylist adds (Dexterity /2) to the amount of Initiative she loses.
- Mastery: Shining Starfall Execution also doubles 10s on the damage roll at Initiative 15+.
- ANIMA POWERS
- • For one mote, the Zenith’s anima leaps from her hand to a corpse she’s touching, igniting it in Solar flame. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. In addi-tion, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and assurance, shedding them in the process. She may also transfer them to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling ([A social Attribute] + Presence) with three automatic non-Charm successes against their Resolve to transfer pain suffered by the deceased back on the one who caused it. The Storyteller is free to dictate the length and weight of such attrition.
- • For 10 motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, surging around an attack. This power supplements a successful decisiveattack against a creature of darkness, preventing the Solar’s Initiative from returning to its base value after the attack. When the Zenith’s anima is at bonfire, reduce the cost of this power by five motes and ignore the Will-power. This power may only be used once per day, re-setting when the sun is at its zenith.
- • For seven motes, the Zenith may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits in-herently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining In-timacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Zenith’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize.
- MUSICAL VOICE
- The mutant’s voice has the inhuman timbre of a songbird, trumpeting elephant, or rattling snake. Any penalties from noisy environments on her influence rolls are reduced by two. Her voice counts as an exceptional instrument (Exalted, p. 580), and she ignores multiple target penalt ies for Performance-based inspire rolls made through song.
- Drawback: The character suffers a −3 penalty on efforts to disguise her voice or mimic others’ voices.
- UNISON
- Attunement: 5m
- Type: Medium (+8 Soak, Hardness 7, Mobility Penalty −1)
- Tags: SilentHearthstone slot(s): 1
- Era: Fallen Tower Dynasty
- Evocations of UnisonUnison enables three stages of transformation, called miens, that draw it increasingly closer to its master. When the wearer shifts from one mien to another, all motes com-mitted to the old mien count towards the new mien’s cost. All miens terminate at end of scene.
- Argent Handshake Mien (3m): Like two strangers dancing the tango for the first time, Unison and its wearer take the first step in becoming partners as ordinary clothing transforms into battle armor. Upon rolling Join Battle, the wearer may enter this mien to give Unison +2 soak and +1 Hardness. In Argent Handshake Mien, Unison becomes familiar with its wearer, and sends its protective Essence coursing through her chakras to mingle with her own.
- Quicksilver Host Mien (5m, 2i): Asserting its identity, Unison supplements the Exalt’s power with its own wild, adaptable character. While in Argent Handshake Mien, the wearer may shift into this mien as a miscellaneous action. The armor becomes a skintight weave of compact rings like tiny scales — conforming flawlessly to the Exalt’s body — and loses its mobility penalty. Its quicksilver surface allows its wearer to glide between breezes, increasing her Evasion by 1. She may revert to Argent Handshake Mien as a miscellaneous action.
- Final Unity Mien (7m, 3i):The Exalt merges completely with the armor. Her armored body, made head-to-toe of Unison’s distinctive moonsilver alloy, may show cosmet-ic characteristics of her anima banner or spirit shape, such as glowing Old Realm runes for an iconic mandala or silvery feathers for a Lunar with an eagle icon. While in Quicksilver Host Mien, the wearer may shift into this mien as a miscellaneous action. The armor’s Hardness increases by (Essence), and she adds (Essence) to her unarmed attacks’ raw decisive damage. She cannot be knocked prone or knocked back by smash attacks. She weighs twice as much as usual and automatically sinks in water. She may revert to Quicksilver Host Mien as a miscellaneous action. Characters dissonant with moon-silver cannot enter this mien.
- CINDERSHARD
- Attunement: 5m
- Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 5)
- Tags: Lethal, Melee, Balanced, Slashing
- Hearthstone slot(s): 1
- Era: War of Rebellion
- Evocations of Cindershard
- Cindershard cannot stand a wielder quick to anger. It respects control and the exercise of restraint as Hesiesh does. Wielders of Cindershard enjoy a +1 bonus to Join Battle rolls and a +1 bonus to Accuracy. In addition, the Cindershard can control the flow of heat in a small area around itself, conveying immunity to the effects of environmental heat hazards less than (2L/round).
- While Cindershard is not fully sentient, its emotions are plain to an essence wielder who has attuned to it. Cindershard makes its disapproval of impulsive behavior clear, as well as its approval of temperance. The fiery essence of Hesiesh burns eternally in the Cindershard, causing the blade to glow a deep red. It is always hot to the touch and casts dull red illumination out to short range when unsheathed.
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