Dawn Caste

Lesser

Burning Essence Strike

Type: Supplemental
Cost: 1m

The Solar infuses their weapon and/or projectile in the burning Soulfire of their golden anima, passing through the very soul of their target.

Spirits, such as ghosts, elementals, and gods have their Immaterial defense negated. As well, Creatures of Darkness suffer an additional (+Essence) damage from the attack.

Burning Mein

Type: Reflexive
Cost: 2a

The Solar gains momentum as the battle mounts. So long as they can see the battle is not fruitless, they can keep moving forward.

When damaging a foe that is not a Lesser Foe, regain (Physique) Health.

Solar Cross-Counter

Type: Reflexive
Cost: 2a

After taking damage from an opponent in their Zone, the Solar may reflexively lash out and deal the same amount of damage to the opponent, capped at 5 + (Essence) per attack.

Diamond-Body Mastery

Type: Reflexive
Cost: 1m

The Solar’s body becomes resistant to the world around them. You may negate up to (Essence)x2 damage from Environmental effects. This includes any moderate incidental scenery damage, such as crashing through glass windows or falling five stories.

Solar Spike

Type: Supplemental
Cost: 2m

Conjuring the deepest Intimacy, the Solar lashes out with a spike of Soulfire which cascades from enemy to enemy.

Make an (Wits + Integrity) roll +(Essence) extra dice. All enemies in the Zone with an Essence lower than the result suffers 5+(Essence) damage, as the bolt of light shines through and pierces through all of them. Creatures of Darkness hit by the Solar Spike suffer an extra 2+(Essence) damage.

Eagle-Wing Style

Type: Supplemental; Scene
Cost: 1m

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. So long as there is the most minimum of solid mass to propel themselves against, they may use it to keep leaping upwards.

Stubborn Boar Stance

Type: Reflexive
Cost: 1m

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.

Supernal Force

Type: Supplemental
Cost: 2m

Conjuring the deepest Intimacy, the Solar lashes out with a spike of Soulfire which cascades from enemy to enemy.

Make an (Essence + Integrity) roll. All enemies in the Zone with an Essence lower than the result suffers 5+(Essence) damage. Creatures of Darkness hit by the Solar Spike suffer an extra 2+(Essence) damage.

Unassailable Guardian Posture

Type: Reflexive; Scene
Cost: (1m per Charge)

None commands the battlefield’s presence as completely as the Solar’s, and assailants must first break themselves upon that bulwark before others.

Select up to (Essence) charges, spending 1 mote per charge. For the remainder of the scene, so long as you are a valid target at the moment of a Strike, you may choose to force assailants to attack you instead of your charges.

Greater

Accuracy Without Distance

Type: Supplemental
Cost: 2m

Distance means nothing to the Solar, fully able to target their quarry no matter how far they are.

When performing a ranged Attack, ignore any penalties caused by distance. This allows the Exalt to attack across any number of Zone boundaries. Without the use of other Powers, the quarry must still be perceived, and a clear shot still available.

Cancel the Apocalypse

Type: Simple
Cost: 2a

On a successful Hit vs. 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.

Cutting Circle of Destruction

Type: Supplemental
Cost: 2a

The Solar’s weapon careens through the air, striking target after target.

The Solar may target up to (2+Essence) enemies with their Maneuver or Strike, dealing full damage to each of them so long as each target is a valid target.

Heavenly Guardian Defense

Type: Reflexive
Cost: 1a

To strike against the unassailable Solar is foolishness, as they can turn aside even the blasting of the hurricane winds.

Immediately increase all of your defenses against a single attack by 2.

Fire and Stones Strike

Type: Reflexive
Cost: 2a

Burning Essence wraps around the weapon of the Solar, and sears directly into the target’s Soul.

After successfully hitting on a Strike, increase the damage dealt by the (Ability) rating used on the attack. If a Full hit, add an additional (+Essence) damage.

Fiery Solar Chakram

Type: Supplemental
Cost: 2a

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 (+3) successes on both the Accuracy and damage rolls. If the target is a Creature of Darkness, deal an additional (+Essence) damage.

Radiance of Blades

Type: Simple
Cost: 3a

A thousand ephemeral weapons burst out of the Solar’s Anima, hurling themselves outward in a burst of light.

Roll (Essence + Martial Ability). All enemies in the Zone with the Solar with an Evasion less than the roll are struck by the explosion of ephemeral steel, taking (5) damage, and becoming pinned by the spikes, unable to move until they spend a Maneuver to free themselves.

Whispered Prayers of Retribution

Type: Supplemental; Scene
Cost: 3a

Wrapping all of the emotions, horrors, and pain the Solar has seen into their weapon, they pierce it into their target and force them to experience it all in a flashing moment.

On a successful Action (or strike) against the target’s Defense, the target suffers through visions and the emotions imparted on them.

For the remainder of the Scene, the target must roll their (Wits + Integrity) vs. the higher of 3 or the Solar’s (Essence) in order to take any action, or else become overwhelmed by the raw emotions.

Dawn Caste Solars can impose fear and intimidation even to emotionless beings, and Zenith can cause awe and grief.

Capstone

Searing Sunfire Interdiction

Type: Simple
Cost: 3a

The Solar focuses all their Wrath into a single Strike, and selects a target Zone.

A Strike of solid Soulfire crashes down at the targeted location, dealing 5 + (Essence) x4 damage to all foes within the Zone. They cannot defend or reduce the damage from this attack. For the remainder of the scene, the affected area becomes bathed in Soulfire Environmental Damage. (Essence) per Round.

Mountain-Crossing leap Technique

Type: Supplemental
Cost: 5m

The anima of the Solar coils underneath them, reinforcing and empowering their leap.

In one single bound, the Solar may cross an entire city, rolling (Strength + Athletics) to grant accuracy to the landing target—6 being required for a pinpoint landing across a city.

If in combat, they may leap across all Zones with one movement.

Ready in Eight Directions Stance

Type: Reflexive; Turn
Cost: 1a

Feeling the pulse of battle, the Solar becomes attuned to every motion on the field, ready to strike out of sheer instinct.

Against this and any attacks until the Solar’s next turn, they may reflexively counterattack with a Strike without consuming an action—so long as they are attacking a valid target.

Note: To speed the counterattacks up, simply use the average of the Solar’s Accuracy pool.

###

Zenith Caste

Lesser

Certainty of Form

Type: Simple; Day
Cost: 1m per target
Prerequisite: Integrity Protection Prana (Integrity Charm)

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.

Heart-Compelling Method

Type: Simple; Scene
Cost: 2m

Perform a Social roll vs. Resolve against a target. If successful, the Solar forces the target character to take an action—any action—that is in alignment with one of their Intimacies or Emotions.

Peril-Demanding Haste

Type: Supplemental
Cost: 1m

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.

Prophet of Seventeen Cycles

Type: Simple
Cost: 2m

Once a Session, the Player may introduce a complication into an antagonist’s plans, plots, or ongoing Project. This operates under the same general principles of “Recall a Fact:” the declaration must be self-consistent with what has been shown to operate in this world.

The Player should describe how their character activates this complication.

Sun King Radiance

Type: Simple; Day
Cost: 2m

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.

Tireless Burden

Type: Permanent

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.

Worshipful Lackey Acquisition

Type: Reflexive; Scene
Cost: 1m

The Solar’s presence alone is enough to summon a group of sycophants from any place that has at least a village-sized population. These lackeys become enthralled by the Solar, and are willing to do nearly anything for them.

The Solar can use these impromptu worshipers to gain a Group Defense bonus (+2 Resolve), or may command to perform an Inconvenient task without a need for a roll.

The individuals of the group, while denizens of the area, rarely have any special access, knowledge, or social stature that would be useful to the Solar, aside from what is common knowledge among the populace.

Underling-Promoting Touch

Type: Simple
Cost: 5m

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 Bureaucracy, Command, 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.

Greater

Accord of the Unbreakable Spirit

Type: Simple; Week
Cost: 3m

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.

Asp Bites its Tail

Type: Reflexive
Cost: 2m

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.

Contest the social action with (+2) 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.

Commanding Words

Type: Simple; Scene
Cost: 1a

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, or is against a hostile character combatant, the Solar must succeed on a Social roll 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.

Fear-Banishing Aura

Type: Reflexive; Scene
Cost: 2m

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 that can perceive 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 Anima Power.

Inquisitor’s Unfailing Notice

Type: Permanent

The Solar is instinctively and subconsciously aware of any actions of thievery or Stealth performed by those in their presence who are below the Solar’s (Essence). The exact target, circumstances, nor direction is not disclosed, simply the fact that it is happening.

The Storyteller should only inform the Player of significant moments of such events, otherwise only answering when asked.

Irresistible Questioning Technique

Type: Simple
Cost: 2m

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 Resolve. If successful, the target must answer and speak the truth to that particular question.

Majestic Radiant Presence

Type: Reflexive
Cost: 2m

None may speak before the Lawgiver’s voice has been heard.

Interrupt a target before or during a social action, such as speaking, performing, using Social Influence, or walking up to a podium. 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 an (Essence) less than the Solar’s own will develop a temporary negative Intimacy of “disdain” towards the target. This may also affect the target themselves.

Respect-Commanding Attitude

Type: Supplemental; Scene
Cost: 2a

Once a Solar has begun a speech, performance, or other social action, those listening become unable to interrupt—no matter how long the Solar draws out their speech. Even their enemies must pause at the force of conviction the Solar, unable to take direct action against the Solar while in their monologue, unless they are directly acted against.

This charm only affects those with (Essence) less than 3, or the Solar’s own (whichever is greater).

Prophet-Uplifting Evocation

Type: Permanent

You may now perform Projects to grant the Rank 4 Endowment Merit to those with significant ties to the character, granting them access to Universal Charms.

Capstone

Sacrosanct Soul retribution

Type: Reflexive
Cost: 4m

To deny, alter, or twist the mind or body of the Solar is to invite divine retribution.

Against any actions to charm, beguile, or otherwise twist the mind, soul, or body, the Solar instead turns the action back to its originator, who must resist the attempt as though they were the original target or be subject to its affects instead.

The Solar may do this reflexively, and without conscious knowledge an attack has happened.

Worshiper’s Zeal

Type: Simple: Scene
Cost: 4a

Their Anima Banner unfurls itself from the soul of the Solar, and bursts into the sky in a brilliant display, showing all that their Sun King has returned.

Those in the presence of the Solar that they designate—allies, worshipers, innocents—gain +4 dice on all actions they perform for the Scene, so long as it does not run counter to what the Solar desires.

Twilight Caste

Lesser

Ancient Tongue Understanding

Type: Permanent

The Solar’s words are law, and all who inhabit the Spirit world instinctively understand it as such. No barrier of language, spiritual upheaval, or mental capacity will restrict a Spirit, Ghost, Elemental, Demon, or other such creature will restrict the understanding of the Solar’s words. In addition, the Solar will always be able to recognize basic reactions to such commands for what they are before the Spirit has a chance to react.

Crafty Observation Method

Type: Reflexive
Cost: 1m

The Solar may absorb knowledge from an object or scene with upmost speed and efficiency.

When performing an observation or information gathering action, do so instantly. This may be used to read an entire tome in the blink of an eye, or mentally break down a crime scene immediately upon entering.

Durability-Enhancing Technique

Type: Simple; Scene
Cost: 2m

The Solar may reinforce an object—no more than (Essence)x5 meters in its largest dimension—and make it nigh unbreakable and resistant to changing effects, such as from the Wyld.

While reinforced, the object is no longer considered “mundane,” and increases the difficulty to break, change, or otherwise destroy it by (Essence).

A Scale 1 Project may be performed to make this enhancement permanent.

Enlightened Touch Insight

Type: Simple
Cost: 1m

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.

Essence-Lending Method

Type: Simple
Cost: (1m per 1m)

Knowing the flows of essence within all beings, the Solar may choose to give of themselves so that others may prosper.

Transfer Essence from the Solar to another character, 1mote given per 1 mote received. The target may not refuse this gift. Any extra motes above their maximum limit is kept, but only until the end of the Scene

Inspection of Flaw

Type: Reflexive
Cost: 2m

Once per Session, the Player may Recall a Fact about a target object or institution that may be exploited to the character’s advantage immediately and without a roll. (This may be used to “correct” a failed roll.)

Harmonious Academic Methodology

Type: Simple; Month
Cost: 2m

Bless a mortal individual, organization, or such group, the Solar may grant insight into their own knowledge and methodologies in a way that resonates in their minds. Up to (Essence) groups may be blessed at a time.

Choose one of the character’s Abilities, 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.

Order-Affirming Blow

Type: Simple
Cost: 2m

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 immediately banish the changes.

In addition, they may undertake Medicine Projects to undo long-term changes and mutations.

Tireless Healer

Type: Supplemental
Cost: (1m+)

The Solar increase any Medicine Action or Charm one population scale for each mote spent, up to City.

Truth-Rendering Gaze

Type: Simple
Cost: 1m

Roll (Insight + Lore) against a target’s Resolve. 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.

Greater

Ghost-Eating Technique

Type: Simple
Cost: 1m

Spirits of all types, from ghosts to elementals to demons to Gods, are simply patterns of Essence at the end of the day—patterns that can be disrupted if you know what strands to pull.

You may make an (Intelligence + Occult + Essence) Roll against spirits, dealing (Int +Essence) [Int/2] damage against them on a hit. This may be done even against dematerialized spirits, forcing them to materialize, if the Solar knows the location of the spirit.

If a Spirit is slain with this attack, the Solar may choose to completely disperse their Essence, permanently killing them. They may also undertake a Project to reform or change the Spirit to their will.

Disrupt the Flow

Type: Reflexive
Cost: 3a

Essence flows through all things, and those skilled in its flows knows exactly where to inject a poisonous disruption of their own anima.

Once per Story, immediately disrupt a supernatural effect as it is about to take effect—be it a Charm, Sorcery, Technique, artifact evocation, or other source of power.

Impurity-Hammering Blow

Type: Simple
Cost: 2m

By infusing their methods with their own burning anima, the Solar can quickly purify any mundane, raw material into pure versions of its type.

On gaining Resources in the form of raw, impure materials, the Solar may double its normal Resource value. The Solar may not convert more than their own body weight in a single day.

Legendary Scholar’s Curriculum

Type: Reflexive; Scene
Cost: 2m

The Solar may impart wisdom and knowledge to those around them, ensuring they have all the tools at their disposal.

For the remainder of the scene, you impart wisdom to your fellows and may reflexively add +2 Dice to any rolls an ally makes using a Utility Ability chosen on activation of this charm. This may explicitly stack with any other bonuses.

Additionally, once per Story, you may instruct a Group of non-player characters in any Ability that you have at least 3 dots in. Over the course of a night of instruction, their skill in that ability will be set to 3. (6 base dice for Quick Characters.) This cannot grant access to Supernatural Abilities such as Occult, but may train those who already have the initial spark.

Marvelous Machinery

Type: Simple; Scene
Cost: 3a

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.

Master Plan Revelation

Type: Reflexive
Cost: 2a

Once per story, the Player may declare their character predicted a certain event, and accordingly planned for it. 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.”

Timely Prototype

Type: Simple
Cost: 2a

On activation of this charm, the Exalt may immediately create a Craft Project prototype, such as an Artifact, for the task at hand. The Obstruction roll(s) are immediately resolved to represent flaws, quirks, or other oddities that develop from forcing a prototype into use so quickly and without testing. The prototype will always be able to perform the desired task, regardless of the rolls. The Player may choose to go into Resource debt (up to 4 Res, 1 Keystone) to activate this charm.

Permanent Effect: On purchasing this charm, and again at the start of each Story, the Exalt gains an additional +2 Res, which may only be used only for Craft Projects.

Will-Shattering Riddle

Type: Simple; Scene
Cost: 2a

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 being distracted, consumed by trying to solve the puzzle. They lose (3) dice from any awareness rolls, and must make a (Int + Lore) roll each round until the beat the Solar’s roll to take an action. In combat, they may only make one action per round.

Only one character may be subjected to this per Scene. Neither mindless characters, nor characters of Intelligence 1 can be affected by this spell.

Capstone

Ephemeral Induction

Type: Permanent

From the very Essence of the World, the Solar can pull a new Spirit into the world—unbound by any Celestial Bureaucracy nor Element.

Once per Story, the Solar may undertake a 5-Scale Project for free to shape a new Spirit. They may make more by undertaking additional Projects at full cost.

The Solar has full control when shaping their new Ally, detailing out its Intimacies and mentality. As well, they choose 3 Supernatural Abilities for the Spirit to be attuned to.

This new spirit will naturally be an Ally of the Solar for at least a Season, starting at Essence 3 and rapidly climbing as it is certain to be under the tutelage of its creator. However, once created, this new life has inviolable free will, and cannot be reshaped unwillingly by the Solar.

A Fae, Demon, God, or Elemental may choose to be reformed by this charm, though to do so would be to give absolute trust to the Solar.

Wyld-Shaping Technique

Type: Simple
Cost: 6a

The Solar imposes their will upon the Wyld, and the endless chaos must conform.

Once a Story, the Solar may shape a portion of the Wyld into a form of their choosing, forcibly stabilizing it it for foreseeable future. This acts as a free Project, whose scope is controlled by the amount and intensity of Wyld being channeled.

The Solar may raise a grand temple of a Manse in but a moment, or pull a fully-formed artifact out of pure chaos. They are only restricted in the fact that what they form must obey the physical laws of Creation, and that they cannot create nor restore life, except to simple plants and animals.

Night Caste

Lesser

Burning Corona

Type: Reflexive; (Scene)
Cost: 1a

The Solar flares a glimpse of their anima at just the right moment, temporarily blinding their opponent as they attack them, raising their Evasion by (Essence)

If the target is of (Essence) less than the Solar, the target becomes blinded for the remainder of the Scene.

Flawlessly Impenetrable Disguise

Type: Simple; Day
Cost: 2m

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.

Genius Palate Summation

Type: Reflexive
Cost: 1m

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.

Mist on Water

Type: Supplemental
Cost: 1m

With a swift motion, the Solar disrupts the chakras necessary for thought and sound, rendering the target partially paralyzed and importantly—unable to make sound.

With either a successful touch or hit, force the target to lose their next action, and become silenced for the next (Essence)x15 minutes.

If used in a Combat or Encounter, this silence lasts (Essence) Rounds instead.

Proof Eating Palm

Type: Supplemental
Cost: 1m

The Solar disappears an object from plain sight, its resting place known only to the Solar themselves. So long as the Solar is able to get their hands on the object, and it is no larger than their torso, the object is simply gone for at least 15 minutes.

They must successfully beat a contested Stealth vs Awareness roll against creatures with (Essence) more than the Solar.

Sensory Acuity Prana

Type: Reflexive; Scene
Cost: 1m

The senses of the Solar become sharpened to levels beyond what a mere mortal can reach—able to differentiate between individual voices three buildings down, or tasting the slightest variation in flavors in food (as would be present with the most subtle of poisons.)

On all active Awareness rolls, gain 2 dice, and rolls are now allowed for what would be considered impossible before.

Prolonged use of this charm is often considered painful and overwhelming, even to the mighty Chosen.

Shadow-Crossing Leap

Type: Reflexive
Cost: 2a

The Solar may cross a threshold without disturbing anything between the two locations. They need not set a foot down, nor do they trip any wires, disturb dust, or even alter the air with their passing. Doors and windows remain shut, as though they had not passed through them.

Only solid walls without any opening may halt their passage from one location to the next.

Sound and Scent Banishing Attitude

Type: Reflexive; Scene
Cost: 3m

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. Only one sense may be banished at a time.

Statue Spirit Stillness

Type: Reflexive; Scene
Cost: 1m

The Solar may remain as completely stationary as long as necessary. They show no outward signs of movement, not even breathing.

When stationary, they can not be detected by casual Awareness, and they gain +4 dice against contested Stealth.

Sunlight Bleeding Away

Type: Simple
Cost: 1a

Take a Stealth Maneuver action vs. a Target’s (Wits + Awareness). On success, you disappear from their sight and become unseen until your next Action.

Multiple targets may be chosen at the same time, but doing so causes a Moderate Disadvantage.

Greater

A Will is a Way

Type: Permanent

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.

Eye of the Unconquered Sun

Type: Simple; Scene
Cost: 3a

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.

Guardian Fog Approach

Type: Simple; Scene
Cost: 2m

Touch up to (Essence) companions, bringing them into the shadows with you. You may make a Steal roll for the entire group.

Immunity to Everything Technique

Type: Permanent

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. So long as they have imbued a dose that would

The Solar may deliberately choose to lower their defenses for such recreational substances like alcohol.

One Extra Step

Type: Supplemental
Cost: 2a

There are hidden ways to any place, and the Solar may identify and pursue them immediately with none of their fellows the wiser.

Once per Scene, the Exalt may reach a Position or Target they can observe, and which is not completely impossible to reach.

###

Perfect Mirror

Type: Simple; Day
Cost: 3m

Choose a target that the Solar has studied for at least a few hours, 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.

Phantom Rider’s Retreat

Type: Simple; Scene
Cost: 2m

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.

The Mark of Judgment

Type: Simple; Scene
Cost: 2a

The Solar marks a specific target they can perceive, burning their target’s soul into their mind.

For the remainder of the scene, the target’s location will be known to the Solar, no matter their distance nor intervening environmental factors.

Unexpected Assailant

Type: Reflexive
Cost: 1m

The fleeting shadows hide the Sun until the time the Sun is ready to grace the land with his presence.

Gain an additional +2 dice, on top of the natural advantage gained, whenever performing something radically unexpected to the target. This ranges from attacking from the shadows, to surprising someone as they turn across to the alleyway, to even more abstract concepts of surprise such as flustering someone with a strange turn of conversation.

Capstone

False Image Feint

Type: Reflexive
Cost: 5m

The Solar is always prepared, and knows how deception can change the entire path of a battle.

After damage has been calculated and finalized, the Player may reveal that the Solar had used their anima to create a false image that had been struck—along with any object the Solar had placed to heighten the deception.

The Player then declares where the Solar actually is—up to one Zone away. This often will not be obvious to combatants on the field.

Inevitable Machinations

Type: Simple
Cost: 5a

It is not simply the great power of the Solar Exalted that others fear so much, but their great cunning. To challenge one of the Solar Exalted is to have inevitably lost, as they come prepared with the winning hand.

Once per Story, reveal how the Solar already has what they want out of a Scene—so long as the goal is to take an object, procure information, or kill/trap/or otherwise contain a person or group.

When activating this charm, describe how the Solar planned ahead, and how only now its effects are activating—for example, they may have poisoned the target earlier and only now are its effects being felt. Or perhaps they already have the great artifact that they were searching for, and have simply been distracting the guardian of it while it was secreted away to a safe spot. Or perhaps a Sorcerous circle is about to activate, banishing the great demon back into Malfeas.

Whatever it is, the Solar has already won—quite a while ago—and what is happening is theater to distract or inconvenience the antagonist.

Opponents with (Essence) less than the Solar’s must immediately Cheat Death to avoid the worst effects of what the Solar has planned for them. Those of equal to or greater cannot be directly harmed by this Charm, but can certainly be inconvenienced.

This Charm is limited in that it can only be used to solve a problem in the immediate future—for example, you cannot simply start a Story and use this charm to finish it. Only when the goal is in sight—such as before the final battle—may this charm be used to solve the Story, and it cannot be used to solve two Stories in a row.

Eclipse Caste

Lesser

Deft Official’s Way

Type: Simple
Cost: 1m

After observing a group or organization in motion, the Solar may easily pick out who would be receptive to a specified social activity, such as socializing, intimidation, or bribery.

Effective Counterargument

Type: Reflexive; Scene
Cost: 1a

Once per scene, the Exalt may interrupt an other’s action to cajole, sway, or otherwise persuade a target, rolling their own roll with +(Essence) extra dice.

So long as the Exalt’s roll is greater than the opponent’s, the target and those with similar mindset will gain a negative Intimacy towards the original argument, inverting the intent.

Enemy-Castigating Solar Judgment

Type: Supplemental
Cost: 1a

Supplement a social action against a Creature of Darkness with an additional +3 dice.

Fury-Inciting Speech

Type: Simple
Cost: 2a

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 Social 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.

Semantic Argument Technique

Type: Simple; Scene
Cost: 2m

The Solars are known as Lawgivers, and such knowledge is intrinsic to their very nature. During arguments involving law, procedure, or other methodology, they gain +3 dice.

Once per Story the Solar may Recall Fact by revealing an arcane or forgotten law without needing a roll.

Spurious Ownership

Type: Simple; Scene
Cost: 2a

With the force of certainty and their unconsciously regal presence, whatever the Solar speaks claims ownership of is instinctively believed.

With a successful Social Roll vs. target’s Resolve, 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.

Wise Counsel

Type: Simple; Day
Cost: 2m

Advise up to (Essence) characters on a specific social action, such as specific 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 social score in place of their own whenever performing that action.

Woe Capturing Web

Type: Permanent

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.

Greater

Heart-Eclipsing Shroud

Type: Simple; Scene
Cost: 2m

The Solar takes on a perfected persona, with its own intimacies, deeply-held beliefs, intentions, and past. Any methods to divine purpose, Read Intentions, or otherwise probe the Solar will reveal the Persona instead-making a nearly foolproof disguise.

However, the Solar must reinforce this persona through their actions during the scene—including being influenced by their false Intimacies. Slips in the persona, as well as contradictory facts of the past that cannot be changed being revealed (such a records indicating there is no person with this name), may crack the person and cause it to fall apart on a successful roll against the Solar’s Resolve. Once done, the person cannot be re-entered for the remainder of the day.

Memory-Reweaving Discipline

Type: Simple; Day
Cost: 2a

With absolute certainty, the Solar rejects a known reality of the target and replaces it with their own.

Any with (Essence) less than the Solar’s will not question the new stated reality—they will believe that there is a new guard rotation scheduled, or that the Solar is bringing prisoners into a cell, or that an extra invitation was indeed sent to the Solar.

Against others, the Solar may make a social roll against Resolve with an extra (Essence) dice on their efforts to convince them.

The Storyteller may grant targets extra resistance based on the outlandishness or improbability of the narrative spoken: +2 if the story is certainly false, +4 if running counter to all known facts of the world.

Soul-Snaring Contract

Type: Simple
Cost: 3a

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 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.

Taboo-Inflicting Diatribe

Type: Simple
Cost: 2a

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.

Twisted Meaning

Type: Simple; Scene
Cost: 2a

With but a few well placed words, the Solar can turn the words of their enemies against themselves.

On a successful Social roll against a target’s Resolve, 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.

Venomous Rumors Technique

Type: Simple; Day
Cost: 3a

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 Resolve 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.

Wise-Eyed Courtier Method

Type: Simple
Cost: 2m

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.

Capstone

Knowing the Soul’s Price

Type: Simple
Cost: 4a

With but a glance, the Solar pierces the soul of a person, analyzing, dissecting, and appraising it. They will be able to reveal even the most hidden and innermost secrets and desires.

On perceiving a target, you may discover their most useful secret or desire. Additionally, roll Subterfuge vs. Resolve. On success, you gain knowledge to what lengths the character will go to either keep their secret, or fulfill the desire, and gain a hunch on where to get started on such a task.

Cup Boils Over

Type: Simple; Week
Cost: 4m

In a firey, rambunctious oration, missive, or even performance, the Solar shatters the morality of an organization, group of people, or specific individual with such force that all around them cannot help but feel disgust and outrage at the target—often leading to riots at the very least.

All who observe the Solar in their fiery passion must make an Integrity Roll vs. the Solar’s Essence. If they fail, they become incited against the specific ideas the Player dictates. For the remainder of the week, they will take active action to suppress the heretical idea, and any who agree with it. Only the Solar themselves may calm down the fury of the riot they will inevitably produce.

Written or otherwise recorded reproductions of this diatribe will begin to lose effectiveness, decreasing the difficulty of the roll by 1 for each time Scale. As well, creatures without emotion or feelings are immune to this charm.