Cost: 1m
Type: Supplemental
Mins: Archery 1
Instead of ammunition, the Solar may use their very anima. Once struck, this dissolves, leaving no evidence behind.
Cost: 2m
Type: Supplemental
Mins: Archery 1
With perfect control, the Solar lets loose a ranged attack that follows a perfect arc, threading the needle through even the smallest of openings. Those in Full Cover only gain Partial Defense, while those in any less find their cover becoming meaningless.
Cost: 2m
Type: Supplemental (Attack)
Mins: Archery 3
The Solar infuses their arrow with their golden anima and lets it loose in a perfect arch, streaming with concentrated Soulfire. Spirits such as ghosts, elementals, and gods can be pierced by these arrows—negating their (Immaterial) defense.
Creatures of Darkness suffer an additional (+Essence) damage from this attack.
Cost: 3m
Type: Supplemental
Mins: Archery 4
The Exalt strikes with unerring accuracy and lethality, finding the smallest chink of armor and exploiting it. The Archery action targets Evasion, instead of DV.
Cost: 5m, 2i
Type: Supplemental (Flurry)
Mins: Archery 4
Conjuring the deepest Intimacy, the Solar lashes out with a spike of Soulfire, launching a Flurry Attack that deals a +(2) damage each, up to (Essence) targets
The spike jumps from target to target like lightning, and may continue past the Solar’s typically range boundary so long as each target is within Short Range of the last.
Cost: 8m, 2i
Type: Simple; Scene
Mins: Archery 4
The Solar marks a specific target, burning it perfectly into their mind. The Solar Archer ignores all Partial Defenses against the target, and gains +1 automatic success on Accuracy Rolls.
Alternatively a specific location may be marked (no larger than 6 meters in diameter), allowing the Solar to freely and reflexively attack any who enter the location. This does not grant the Partial Defense removal nor automatic success.
Cost: 5m, 2i
Type: Supplemental
Mins: Archery 5
Wrapping all of the emotions, horrors, and pain the Solar has seen into their arrow, they pierce it into their target and force them to experience it all in a flashing moment.
On a successful Archery Attack Maneuver or Strike, the target suffers through visions and the emotions imparted on them, causing them to lose their next action. Targets without emotions are not effected, and the same target cannot be hit twice in a row.
This may be used outside of combat. As well, the Player can choose to do no physical damage with this attack—as they may form the projectile from their anima and emotion.
Cost: 10m, 3i
Type: Simple
Mins: Archery 5
The Solar focuses all their Wrath into a single shot, and selects a target location—such as where a person is standing. They then launch a streaming arrow of light into the air.
At the start of the next Round, the arrow crashes down at the targeted location, dealing [Archery + (Essence) x2] damage to all within Short Range of the target location.
For the remainder of the scene, the affected area becomes bathed in Soulfire Environmental Damage. (Essence) per Round.
Cost: 2m
Type: Reflexive
Mins: Athletics 2
The Solar may negate up to (Essence) Disadvantages imposed on their Evasion.
Cost: 2m
Type: Reflexive
Mins: Athletics 3
The Solar flares a glimpse of their anima at just the right moment, temporarily blinding their opponent as they attack them.
When defending with Evasion, the Solar will force the attacker to lose 2 Impulse on their Accuracy, If the attacker only had 2 Impulse, they automatically miss.
Cost: 4m
Type: Supplemental (Disengage)
Mins: Athletics 3
Swift as the wind, the Solar may vault across, above, or around an enemy with blurring speed.
The character proactively rolls (Dex + Athletics) against their pursuer’s Evasion, instead of the normal disengage roll. (If there are multiple enemies, choose the target with the highest Evasion.)
On Success, disengage to Short Range, and force the target to lose (Threshold Successes) Impulse. If they do not have enough Impulse, the target become Stunned.
Cost: 3m
Type: Reflexive
Mins: Athletics 4
The Solar is as swift as the shadows they cast, and may Increase their Evasion against an attack by (Essence).
Cost: –**
Type:** Permanent
Mins: Athletics 4
All of The Solar’s movement is doubled—rolls depending on speed add an additional (Athletics) dice. Leaps and bounds are also doubled.
In combat, Dashes may be taken at no penalty.
Cost: 3m
Type: Supplemental; Scene
Mins: Athletics 5
By using the barest of scenery, be it lampposts, delicate tree branches, or even coins the Solar carries with them to launch against, and may leap effortlessly through the air.
Cost: 8m
Type: Supplemental (Move)
Mins: Athletics 5
Once per Scene, the Exalt may reach a Position or Target they can observe, so long as a possible path exists. This may be repeated in the Scene by spending a Strife Point.
Cost: –
Type: Permanent
Mins: Awareness 1
The Solar is instinctively and subconsciously aware of any actions of thievery or Stealth performed by those in their presence who are below (Essence). The exact target, circumstances, nor direction is not disclosed, simply the fact that it is happening.
Cost: 2m
Type: Simple
Mins: Awareness 3
The emotions and intentions of an individual bleed through to their craftsmanship. Upon eating, imbibing, or otherwise interacting with food (or drink) prepared or handled by an individual, make a Read Intentions Action against them.
Cost: 4m
Type: Reflexive
Mins: Awareness 3
The Solar reduces Awareness disadvantages due to distance by up to (Essence) dice. This also opens up Awareness checks up to twice the normal distance–they can clearly hear or see across a field.
Cost: 3m
Type: Simple
Mins: Awareness 4
By focusing all their senses into a single point, the Solar can gather a trace of all living, breathing, and/or moving creatures.
This allows a roll against all hidden creatures that breathe, live, or are currently in motion in the current scene, and eliminates up to (Essence) penalties that would be applied against the roll.
Cost: 4m
Type: Simple
Mins: Awareness 4
The Solar’s unquestioning gaze will make even the most unwilling talk. Ask a specific question, and make an Awareness Roll against the target’s Guile. If successful, the target must answer and speak the truth to that particular question.
Cost: –
Type: Permanent
Mins: Awareness 4
All of the senses of the Solar become perfected; they become enhanced beyond that of mortal limits. Battlefields are seen in perfect clarity, the subtle changes of the winds, and the divine differences of different variety of herbs play across taste.
This enhanced sense behaves naturally to the Solar, and they are able to shut it out as normal—they do not become more susceptible to pain because their ability to feel has become more broad, for example.
Cost: 10m
Type: Simple; Scene
Mins: Awareness 5
For a Moment, the Caste Mark of the Solar flares up for all to see and becomes a focal lens for the Inner eye, revealing all to the Lawgiver.
For that brief moment, all characters in the scene can be sensed, giving a snapshot of their current position, and movement.
As well, roll a (Wits + Awareness). All characters in the scene with (Essence) less or equal to the roll are valid targets for any future perception during the scene, regardless of obstacles such as hiding behind walls.
Cost: 6m
Type: Simple
Mins: Awareness 5
By touching or analyzing an object for a moment, the Solar can surmise its recent history and its usage.
The Solar reconstructs the scene in their mind, effectively gaining a vision of what happened surrounding the object in moments of great emotion and action.
Cost: 3m
Type: Supplemental
Mins: Brawl 1
On a Brawl Maneuver or Attack that hits, the target(s) are thrown back or down one range band of the Brawler’s choice.
If they impact a wall or other solid surface, deal 2 damage to the target—potentially shattering the impacted surface.
Throwing creatures of a size class or above the character does not deal the extra damage, but still may shatter the surface.
Cost: 3m, 2i
Type: Reflexive
Mins: Brawl 2
After taking damage from an opponent in Close Range, the Solar may reflexively lash out and deal the same amount of damage to the opponent, capped at (Essence)x2.
Cost: 4m, 1i
Type: Supplemental (Flurry)
Mins: Brawl 3
During a Flurry attack, deal +1 damage for each individual target, granting up to (Essence) x2 bonus.
If the target is a Group, instead add +(Group Scale) for damage. For example, a Crowd (Scale 3) grants +3.
Those hit by the attack lose 3 Impulse.
Cost: 6m
Type: Simple
Mins: Brawl 4
On a successful Attack Maneuver vs. the Target’s Evasion, the Exalt strikes at the foe, stopping an ongoing Scene-effect the target has initiated, and preventing them restarting it the next Round.
This may also be used to halt a Sorcerer from completing a Spell.
Cost: 3m
Type: Supplemental
Mins: Brawl 5
On a successful Brawl Decisive attack, the Solar may add an additional (Essence) Base Damage.
Cost: 5m
Type: Simple
Mins: Craft 1
By infusing their methods with their own burning anima, the Solar can quickly purify any mundane, raw material into pure versions of its type.
The Solar may not convert more than their own body weight in a single day.
On gaining Resources in the form of raw, impure materials, the Solar may double its normal Resource value.
Cost: 6m
Type: Simple; (Essence) Days
Mins: Craft 2
By reaching deep into their psyche, the Solar can manifest a fully-formed armament of their choice into the world—a coalesced form of their Anima. This is treated as an Artifact of level 2. Only one such armament may be active at a time.
The Solar may also awaken a spiritual armament in Mortals who have a particular drive or Intimacy.
The Solar may use a Project to make an Armament (either theirs or of a Mortals) permanent.
Cost: 8m
Type: Simple; (Essence) Weeks
Mins: Craft 4
Reinforce an object no larger than (Essence) meters in its largest dimension.
For (Essence) Weeks, that object, and anything inside of it, become resistant to the chaotic effects of the Wyld, gaining (Essence) difficulty to warp it.
Cost: 8m
Type: Simple; Scene
Mins: Craft 4
The Solar imbues a statue, complex machinery, or even inert ancient working with their very Essence—so long as it is not currently bound to a hostile entity. For the Scene the Solar may control this imbued object as though it were an extension of their body.
Hostile entities may attempt to wrest control from the object by performing a contested Craft Roll.
Cost: 2m per target
Type: Simple; Scene
Mins: Integrity 2
Prerequisite: Integrity Protection Prana
The Solar protects not only themselves, but their certainty of will extends to others.
Grant the effects of Integrity Protection Prana for the scene to up to (Essence) x2 targets, at a cost of 2m per target.
Cost: 1m per target
Type: Simple; Scene
Mins: Integrity 3
The Solar radiates their strength to others. Choose up to (Essence) x2 targets, and one of the Solar’s Intimacies. So long as the target is acting in accordance with the Intimacy, they may use the Resolve of the Solar instead of their own.
Cost: 6m
Type: Simple; Scene
Mins: Integrity 4
When acting with direct purpose and in conjunction with one of their Intimacies, the Solar’s motions become unimpeded for the Scene. Any who has a Resolve less than that the Solar’s Essence will instinctively part in silence, and will always allow the Solar to speak first.
Cost: 8m
Type: Simple; Week
Mins: Integrity 5
Choose one of your Intimacies, and spend an hour leading a group of up to 10 people in meditation, prayer, or other such mind-cleansing activities. For the remainder of the week, the group will consider any Influence against the chosen Intimacy to be Unacceptable Influence.
Only one Intimacy may be reinforced at a time through this method.
Cost: 3m
Type: Supplemental
Mins: Leadership 1
On successfully convincing a target to perform an Inconvenient task, the Solar immediately Instills an emotion of “impending peril.” The target will complete the task in half of the normal time, if at all physically possible.
Cost: 3m
Type: Simple
Mins: Leadership 2
Grant +2 to a target character’s Ability score (or +1 for a static Value). This lasts for a Round.
Cost: 6m
Type: Simple
Mins: Leadership 3
The Solar may uplifts a servant to act in their stead, designating their role as a ruler, guide, or other form of leadership to a group of people. While the target is acting in given role, and in accordance with the Solar’s Intimacies, all who gaze on them will instinctively know they work on behalf of the Solar.
In addition, the target may use the Leadership, Guile, and/or Resolve of the Solar in place of their own while operating in their given capacity.
The Solar may only designate one target at a time for this effect. They may choose to rescind their blessing, or perform a 10 Res. Project to make this effect permanent, either of which would allow them to bless a new target.
Cost: 3m
Type: Supplemental
Mins: Leadership 3
Supplement a social action against a Creature of Darkness with an additional +3 dice.
Cost: 6m
Type: Reflexive
Mins: Leadership 4
None may speak before the Lawgiver’s voice has been heard.
Interrupt a target before or during a social action, such as speaking, performing, or using Social Influence. The Solar may immediately take their own social action, forcing the target to wait until the Solar is done.
Any who observes this interruption with a Guile less than the Solar’s Essence will develop a temporary negative Intimacy of “disdain” towards the target—including the target themselves.
Cost: 6m
Type: Reflexive; Scene
Mins: Leadership 4
Allies need only look to the Solar to steady their nerves and keep their wits together.
Immediately banish fear, panic, and other similar emotions from all allies within Medium Range of the Solar, and force any future attempts to fail for the remainder of the scene.
This Charm does not protect against the Dawn Caste’s Strife.
Cost: 6m
Type: Simple; Scene
Mins: Leadership 5
Drawing from their divine rule, a Solar makes a quick command, from which all snap to attention and must obey.
The Solar targets a Mortal, or a Yu-Shan spirit of Essence less than the Solar. Any inconvenient task the Solar commands will be performed to the best of their abilities, without question nor needed roll.
If the target is some other entity, the Solar must succeed on a (Composure + Leadership) vs. Resolve roll for this to take effect.
If a given task would run counter their intimacies, or the task is otherwise considered unacceptable influence, this charm automatically fails and the target is broken from the Solar’s influence.
Cost: 4m
Type: Simple
Mins: Lore 2
The Solar knows the effects of the Wyld, Underworld, and other such places that might try to forcibly change the targets.
So long as the effects have occurred within the last week, and not deeply ingrained into the soul of the subject, the Solar may banish the changes.
Cost: 5m
Type: Simple
Mins: Lore 2
The Solar Poses a terrible Paradox to the target, forcing them to be involved and distracted solving it.
Roll a contested (Int. + Lore). If the target fails, they suffer from Exhaustion to their Mental category, and lose 2 dice from any Awareness rolls for the remainder of the scene.
Only one such forced Exhaustion may be on a target per Scene.
Cost: 4m
Type: Simple
Mins: Lore 3
Roll (Insight + Lore) against a target’s Guile. On a success, learn insight on the nature of a creature, such as its typical attack patterns, to migration patterns. Following the same rules as “Read Intentions,” the Player asks a specific question that the Storyteller must answer truthfully.
Cost: 6m
Type: Simple; Month
Mins: Lore 4
Targeting a non-Player individual, organization, or such group, the Solar may grant insight into their own knowledge and methodologies in a way that resonates in their minds. Choose one of the character’s Specialties, and the target’s tasks in that specialty will run smoother and be completed faster than otherwise. If they must roll, they gain +4 dice, capped at 12 dice.
Up to (Essence) blessings may be active at one time.
Cost: –
Type: Permanent
Mins: Lore 4
Once per Session, the Player may Introduce a Fact about a target creature, institution, or series of events that may be exploited to the character’s advantage without spending a Strife Point.
Additional uses per Session may be done by spending a Strife Point per usage.
Cost: 6m
Type: Simple
Mins: Lore 5
The Solar imposes their will upon the Wyld, and it must obey.
Once a story, gain +15 Resources. As well, the Solar may create projects in the Wyld without suffering any Opposition Modifiers from the land.
Creating Manses and other places of Power from the Wyld becomes a valid Project.
Cost: 1m
Type: Free Action
Mins: Melee 2
Return a weapon to the Solar’s hand, so long as a path exists for the weapon to follow. This charm may also be used to banish or summon a weapon from Elsewhere as a Free Action.
Cost: 5m
Type: Reflexive
Mins: Melee 3
Once per Session, after being attacked by an opponent in Melee range, the Solar can immediately make a Decisive Attack against them. This does not consume an Action.
This charm may be activated more times in a Session by spending a Strife Point.
Cost: 4m, 1i
Type: Supplemental
Mins: Melee 3
The Solar’s weapon takes on a glorious apparition of the Solar’s anima, coalescing around the instrument of war. The Solar deals an additional (Essence) on a damage roll, while also gaining Soulfire which deals +3 damage to Creatures of Darkness.
Cost: 3m, 1i
Type: Supplemental
Mins: Melee 3
The Solar’s attack may reach to Short range, passing through and destroying any intervening mundane material.
Cost: –
Type: Permanent
Mins: Melee 4
When their anima is at Burning or higher level, the Solar may chain together attacks between opponents during a flurry. So long as each opponent is one Range Band away from each other, the Exalt can attack all of them.
Cost: (3m) per. Endurance
Type: Supplemental
Mins: Melee 5
The Solar gains momentum as the battle mounts. So long as they can see the battle is not fruitless, they can keep moving forward.
On damaging a foe that is not a Lesser Foe, regain Endurance at a rate of 3m per Endurance. This cannot heal more than the total amount of damage dealt during the attack.
Cost: 4m
Type: Reflexive: Scene
Mins: Navigation 1
The extremes of heat and cold do not bother the Solar. They remove up to 4 dice of disadvantage caused by extreme temperatures. As well, they are not bothered by the weather, regardless of outfit.
Cost: 4m
Type: Simple
Mins: Navigation 2
The Solar always remains vigilant, and may keep watch, pilot ships, or guide horses through the night without penalties. This may be done up to 3 consecutive nights in a row before the Solar requires sleep.
The Solar may only regain up to ½ of their Personal Motes during these long nights.
Cost: –
Type: Permanent
Mins: Navigation 2
Escape certain doom caused by a vehicular catastrophe such as an explosive crash, or violent capsize. The Solar, as well as up to (Essence) x2 chosen people (or people-sized cargo) will definitely emerge with no more than cosmetic damage. More can be guaranteed to escape with 2x the value of a Navigation roll.
Cost: 5m
Type: Simple; Week
Mins: Navigation 3
With a glance, the Solar can predict what the weather will be like for a week. The Player asks the Storyteller for the forecast, which will be true so long as there is no unnatural influence.
They may also recognize if the current weather has any unnatural influence, so long as they are not a new arrival to the area.
Cost: 6m
Type: Simple; Constant
Mins: Navigation 4
The Solar leads their party to safety. So long as their mode of transportation does not halt movement, their pursuers will be unable to catch them.
The Solar cannot rest while the effects of this charm are active, nor regain motes.
Cost: –
Type: Permanent
Mins: Navigation 5
Even if the way forward seems to be impossible, the Solar will find a path to their destination. Once per Story, the Player declares that they and their companions will arrive at the specified place, no matter the obstruction, and the Storyteller must open a path for them to follow.
This may be repeated in the Story by spending a Strife Point.
Cost: 2m
Type: Simple; Scene
Mins: Performance 1
So long as the Solar remains in character, they meld into the very role that they are portraying. So long as they do not perform any suspicious or unexpected movement, the populace will mostly believe their illusion. For those that don’t, gain +1 Guile.
It is difficult to re-enter a role once broken-intentionally or otherwise, and must perform a Performance Roll with -2 dice.
Cost: 3m
Type: Reflexive
Mins: Performance 2
The Solar provides appropriate music, inflaming all emotions. Attempts by themselves or others to Influence an emotion are granted an additional (3) dice. Alternatively, they may grant +1 Resolve to resist an Influence to emotions.
Cost: 3m
Type: Simple
Mins: Performance 3
On a successful (Charisma + Performance) vs. Resolve roll, the Solar may inspire a character to take an action, any action, on their greatest Influence or Emotion.
With at least 3 Threshold Successes, the Solar can select a particular Influence or Emotion.
Cost: 5m
Type: Simple
Mins: Performance 4
Once a mob has been formed with emotions of rage, fury, or likewise, the Solar can direct them as though they were an extension of their own morals.
The Player directs the mob to outlet their anger. For every 3 successes on a (Charisma + Performance) roll, the Solar can direct to the mob to take a distinct action related to their anger, be it to burn a Guild Hall, capture a Magistrate, or storm the docks.
Cost: 5m
Type: Supplemental; Scene
Mins: Performance 4
Once a Solar has begun a performance, those listening become enraptured. On a successful Performance vs. Resolve roll, those who watch cannot interrupt the Solar, nor take any action at all while the Performance is ongoing.
This charm may not be activated during a Combat Scene.
Cost: 7m
Type: Simple; Day
Mins: Performance 4
A story so compelling is spoken, that those who listen are convinced it is truth. Roll (Charisma + Performance). Those with a Resolve less than the roll become convinced of this new narrative, which lasts for at least a Day.
The bonus Resolve from being in a Group does not apply for this charm, but the Storyteller may grant extra Resolve based on the outlandishness or improbability of the narrative spoken.
Cost: –
Type: Permanent
Mins: Physique 1
Through sheer force of will, the Solar may keep their body healthy, hale, and moving past its natural limits. They may go without sleep for an entire week at no consequences (except perhaps to their mood.)
After a week of no sleep, the Solar gains an Intimacy of “Desire to sleep,” and must sleep normally for at least three consecutive nights to remove this temporary Intimacy.
Cost: 3m
Type: Reflexive
Mins: Physique 2
The Solar’s body becomes resistant to the world around them. Ignore any environmental damage that deals 2 End/Turn or less. This includes any moderate incidental scenery damage, such as crashing through glass windows or falling five stories.
Cost: –
Type: Permanent
Mins: Physique 3
Armor becomes like a second skin to the Solar. Reduce the Evasion penalty by 1, to a minimum of 0.
Cost: 2m
Type: Reflexive
Mins: Physique 3
The Solar stands as an indomitable barrier against all who would stand against them. Gain +(Essence) against any effects to knockback, pull, restrain, or otherwise physically alters the Exalt’s movement.
Cost: –
Type: Permanent
Mins: Physique 4
Once a Solar has been exposed to a toxin, poison, or illness—and survived—they never need worry about suffering ill effects from it again.
Cost: 5m
Type: Simple; Scene
Mins: Politics 1
After observing a group or organization in motion, the Solar may easily pick out who would be receptive to a certain activity, such as socializing, intimidation, or bribery.
Cost: –
Type: Permanent
Mins: Politics 2
The Solar may monitor up to (Essence) different political circles, organizations, or groups. They will be become immediately aware of any large-scale actions to disrupt, curse, or otherwise hinder the group in their main goal. They will understand the basic nature of the disruption and epicenter, but no more than that.
The choice of selected targets may be altered between Stories.
Cost: 5m
Type: Simple; Scene
Mins: Politics 3
The Solars are known as Lawmaker, and such knowledge is intrinsic to their very nature. During arguments involving law, procedure, or other methodology, they gain +2 dice.
Once per Story the Solar may Introduce a Fact by revealing an arcane or forgotten law for free. They may repeat this in a Story by spending Strife Points as normal.
Cost: 8m
Type: Simple
Mins: Politics 4
The Solar may dictate a specific, simple law or ideal into an organization that they are occupy a role of high leadership or respected association. “Do not steal from company coffers” or “express perfect candor with clients” are examples of such laws. (“Do not steal” would be too generic.)
This law becomes sacrosanct to the organization, and shortly a core ideal. While there will certainly be individuals in the organization who break this law, they become exceedingly rare.
This charm may uphold up to (Essence) different Laws. Stopping the charm does not necessarily remove the core tenet, if it has found root in the organization.
Cost: 10m
Type: Simple
Mins: Politics 5
Using byzantine words, endless caveats, and simple persuasive will, the Solar can manage to bind a target to a completely unfair contract, ranging from selling sand to desert dwellers, to letting a man walk free for a promise of a bond.
So long as the Solar upholds their (meager) end of the bargain, the target will remain under the contract for at least a Month.
Any target with (Essence) less than the Solar’s does not get to resist this effect. Against others, the Solar must successfully convince the target to sign the contract, which is a “Perform Serious Task” action.
Cost: 5m
Type: Reflexive; Scene
Mins: Socialize 1
The Solar may quickly understand and emulate local mannerisms and customs, eliminating any negative penalties suffered to social interactions solely from being an outsider.
Cost: 2m
Type: Reflexive
Mins: Socialize 1
Reflexively ignore all penalties to Guile caused by fatigue, surprise, or an influenced Emotion.
Cost: 4m
Type: Reflexive
Mins: Socialize 2
While distasteful, certain words must be spoken—or at least that is what the Solar’s presence dictates. They do not suffer blow-back from merely mentioning or discussing a topic no matter how taboo the topic may be.
Cost: 4m
Type: Simple; Day
Mins: Socialize 3
Advise up to (Essence) characters on a specific Socialize action, such as specific social etiquette, methodologies to charm, or ways to speak around a subject successfully. For the remainder of the day, the target characters may use the Solar’s Socialize score in place of their own whenever performing that action.
Cost: 8m
Type: Simple
Mins: Socialize 4
On entering the room, the Lawgiver may make a Read Intentions action against all in the room. Roll one (Insight + Awareness) roll. Any in the room with a Guile less than the roll is subject to their intentions being read.
The Storyteller should surmise many of the attitudes and postures of the characters in the room, but allow the Player to ask a question of one or two important characters.
Cost: 8m
Type: Reflexive
Mins: Socialize 5
Disparaging the Lawgiver, their name, or their Intimacies is foolish at best. Whenever the Solar witnesses such an event, they may speak subtle words to all those who listen and making the accuser seem the fool.
Roll (Cunning + Socialize) with (Essence) extra dice. If there are more successes than the aggressor’s roll, the result of the intended action turns upon the aggressor instead. If they were trying to incriminate the Solar, they instead become incriminated.
This Charm automatically succeeds against targets with an Essence lower than the Solar’s.
Cost: 2m
Type: Reflexive
Mins: Stealth 1
The Solar may remain as completely stationary as long as necessary. They show no outward signs of movement, not even breathing.
Cost: 5m
Type: Simple; Day
Mins: Stealth 3
Through clever trickery, the Solar manages to craft a disguise that appears to break physical limitations, such as appearing shorter, gaining extreme mutations such as functional extra pairs of arms, or gain a voice that could not come from their body.
While impressive and fooling to all inspection—even detailed—it is still just well-crafted trickery.
Cost: 5m
Type: Simple; Scene
Mins: Stealth 3
Touch up to (Essence) companions, sharing your attempts at Stealth with them.
Cost: 4m
Type: Reflexive; Scene
Mins: Stealth 3
The Solar focuses their attempts at stealth onto a specific, non-visual sense, completely eliminating it from the equation. Their footsteps may become silent, or their scent hidden from tracking dogs.
Cost: 4m
Type: Simple
Mins: Stealth 4
Take a Stealth Maneuver action vs. a Target’s (Wits + Awareness). On success, you disappear from their sight and become unseen and an invalid Target by them until your next Action.
Multiple targets may be chosen at the same time, but doing so causes a (-2) penalty on the Maneuver.
Cost: 10m
Type: Simple; Week
Mins: Stealth 5
Choose a target that the Solar has studied for at least a day, and then become a perfect replica. All mannerisms and characteristics of the target are replicated, and a surface level of knowledge and abilities the target knows—enough to fool all but the most intimate of acquaintances.
Even supernatural effects—such as a Anima flare, is emulated with Essence-based illusions.
Cost: 4m
Type: Simple; Scene
Mins: Subterfuge 1
With the force of certainty and their unconsciously regal presence, whatever the Solar speaks claims ownership of is instinctively believed.
With a successful Deception Roll above the target’s Guile, the target will believe that a claimed object, structure, or even specific idea belongs to the Solar for the remainder of the scene. This belief may remain unless directly challenged.
If they have knowledge or direct evidence to the contrary, they instead gain a temporary Intimacy of doubt towards their own known evidence, but remain convinced of its true ownership.
Cost: 3m
Type: Supplemental
Mins: Subterfuge 2
Through statements that deny questioning, the Solar denies the known reality of a target, and places the stated one in instead. An unexpected guard rotation was scheduled, an extra invitation was sent out, or the passing glimpse of a blank paperwork certainly contained the correct seals.
Mundane mortals will not question this uncertainty, requiring no roll to succeed. Against other creatures, the Solar gains (Essence) dice on their Deception roll.
Cost: 8m
Type: Simple; Scene
Mins: Subterfuge 4
With but a few well placed words, the Solar can turn the words of their enemies against themselves.
On a successful Deception roll against a target’s Guile, the Solar chooses a particular intimacy, topic of discussion, or idea the target espouses, and then poisons it with the Solar’s own words.
For the remainder of the scene anytime the target speaks, acts, or otherwise tries to communicate the poisoned concept, it will always be expressed or interpreted as the Solar dictated: such as true belief becoming mocking disdain.
Cost: –
Type: Reflexive
Mins: Subterfuge 5
Once per story, the Player may declare their character predicted and accordingly planned for a certain event, and have somehow twisted it to their own benefit. Evidence provided turns out to be a planted fake; eyewitnesses have already been successfully bribed.
This charm represents the Solar’s mastermind-level planning and cunning—essentially revealing hidden information to the Players themselves. As such, it can not actually change anything that has been firmly established, but it can complicate or muddy the veracity of those “facts.”
This charm may be used additionally in a story by spending a Strife Point.
Cost: 10m
Type: Simple; Day
Mins: Subterfuge 5
With a firm, knowing word, invent a lie about a topic, person, or group, rolling (Cunning + Subterfuge). The lie is then set free among the populous, and any with a Guile less than the number of Successes automatically believes this rumor and spreads it to those they know.
This vicious rumor will quickly spread to an entire city, where it will remain in the public’s consciousness for at least a day, often longer.
Cost: 2m
Type: Supplemental
Mins: Thrown 2
With a Thrown Maneuver greater than the target’s Resolve, distract the target causing them to lose 3 Impulse.
Cost: 2m
Type: Supplemental
Mins: Thrown 3
On a Thrown attack or Maneuver greater than the target’s DV, silence the target for a round.
Cost: 3m
Type: Supplemental
Mins: Thrown 3
Through misdirection and potential ricochets, conceal that the Solar was the origin of a Thrown Attack. Characters must exceed a (Wits + Awareness) roll against the number of successes of the attack.
Cost: 6m
Type: Supplemental
Mins: Thrown 4
During a successful Ambush round against the targets, the Solar strikes with a killing flow of Essence. During the ambush action, Impulse gained from a Maneuver and damage done with a Decisive Attack is doubled.
Cost: 5m
Type: Supplemental
Mins: Thrown 4
The Solar’s weapon careens through the air, striking target after target.
The Solar may target up to (Essence) enemies with their Maneuver, causing each of them to be a target of a Stunt Effect
Cost: 6m
Type: Supplemental
Mins: Thrown 5
Gathering anima into a burning and crackling aura, their weapon is infused with Soulfire and is hurled at their enemy.
On a Decisive Attack, Gain (+Essence) successes on both the Accuracy and damage rolls. If the target is a Creature of Darkness, deal an additional (+Essence) damage.
This charm inflames the anima to at least Burning.