To be a Solar is to be a creature who knows no half-measures. They are natural-born leaders, scholars, generals, and the architects of society. Yet they are also its cruel tyrants, forcing others to follow in their grand plan—regardless of their desires.

They are paragons of mankind, representing Humanity at its most extremes. Whatever a Solar sets their mind to, it will be done.

Heroes of Mankind

The Solars have always been at the forefront of Creation’s history. They are the ones that gathered the other Exalts together, forming the wonders of the First Age, the shining beacon of hope of all mankind.

However, they were also those that tore it down, whose greed and self-righteousness spurred them to assault the gates of heaven and strike at their patron, the Unconquered Son—the greatest of all Gods.

After the fall of mankind, the numbers of their host greatly dwindled—they were both hunted by the other hosts out of fear and retribution, regardless of their involvement in the Great War, and their wounded patron chose very few to replace their numbers.

Their absence only heightened their ignoble legend—soon only those that stormed the gates of heavenly Yu-Shan were remembered, not those that fought against their brethren to prevent such an act. What few were chosen in this time were regarded with fear and anger—warily regarded, if not outright attacked on sight.

And yet, the Unconquered Sun, the one assaulted and most harmed by this rebellion, still Exalts new Solars; giving of his own self to his Chosen. Were the others not so afraid, might have the Great Contagion not have been prevented? The constant erosion of the land in the Wyld halted and turned back?

These are questions that might just be answered, as the Sun has started Exalting his chosen in unprecedented number—a strain mighty on his wounded soul; a strain that must have reason.

Exaltation

The Unconquered Sun grants his blessing to those who have an incredible drive, a force of personality that would change their world no matter what power they have.

Every exaltation is different, but the blessing of the Sun will often come during a seminal moment of the mortal’s life, after they have accomplished some great achievement that is theirs and theirs alone. The moment is more often than not extremely obvious, as a great bonfire of anima erupts, bathing the mortal in golden light.

The Unconquered Sun occasionally chooses to speak to his Chosen in their moment of exaltation, giving them ancient wisdom and guidance. More often than not, though, he simply communicates through a feeling of pure emotion, ensuring that the Solar knows they were chosen for a reason.

Solars as Protagonists

A Solar will naturally find themselves as the nexus point of events—where they go, others will follow. They are natural leaders, even if their style of leading is unorthodox, such as a Night Caste gathering the masses silently.

Choosing to be a Solar means that you will often be the “main character” of the story, on which everything else depends on.

Solars as Antagonists

There is little more dangerous in the world than those who think they are right, and who can sway others to believe in their vision.

The same qualities that make a Solar a natural Hero will also produce some of the greatest villains. Simply to stand in the way of Solar’s progress—even unintentionally—is enough to earn their ire.

They will never will think of themselves as being in the wrong. To them, they are always the hero—no matter what drastic actions they take or people they hurt along the way.

Solar Bonuses

Skilled Start

The Solar starts with 5 extra points of abilities during character creation. These points may raise abilities past 3.

Expanded Mote Pool

The Solar expands their mote pool permanently by 2 motes.

Supernal Force

A Solar is able to push themselves beyond normal capabilities. They may purchase Greater Charms of their Caste at Essence 1, and Capstone Charms of their Caste at Essence 3. Twilight Caste Solars may do the same with Greater and Capstone Spells.

At Character Creation, you must still purchase 3 Lesser Powers, but may purchase the Greater Charms with the bonus experience.

Solar Excellency

At the cost of 1 Limit, the Solar may either add the used (Ability) or (Essence) as immediate successes, whichever is higher. This may be used for defensive values, for example increasing Evasion by the (Athletics) score.

Solar Anima Banners

The anima of Solars will naturally be naturally composed of golds, whites, as well as various oranges and reds that are associated with the setting sun. The figures show inside of the banner will show highly intricate details, often containing symbols, words, and fractal designs that all have deep representations of the Exalt’s soul.

Soulfire

The boundless essence of a Solar is, in itself, a dangerous weapon. With certain charms and actions, the Solar can lance out their anima itself as an extension of themselves.

This Soulfire is particularly threatening to Creatures of Darkness.

Creatures of Darkness

These are any Spirits, demons, or other supernatural creatures whose bodies and nature recoil at the sight of the Sun and his Chosen. The following are a broad stroke classification of Creatures of Darkness:

  • Denizens of the Underworld, such as ghosts, specters, and zombies, and even its champions, the Abyssal Exalted.

  • Any Spirits of the Night, those gods and monsters of Creation that live in the shadows of reality. Luna and her chosen are not part of this classification.

  • Demons descended from the Ebon Dragon.

Being classified as a Creature of Darkness does not belay some corruption of the heart—for example, many of the Night Spirits are dutiful citizens and stewards of the Unconquered Sun—it only represents that their very Essence cannot stand the incredible light in front of them.

Great Curse

Solars are often plagued and defined by their Ego and Control. Caretakers of great power, they will see the problems and ills of the world only in relationship to themselves. Great injustices that have been generational problems will become their personal responsibility, and a judgment on their mind until it has been solved.

All-Consuming Grief

The horrors of the world become too much to bear, and the Solar shuts down, weeping tears at the great injustices that they perceive. They may turn to purifying rituals in an attempt to heal the soul of the world, or even themselves.

Contempt of the Virtuous

The world may be beyond saving, but those around the Solar must be unfaltering in their purity. No slight against purity, no matter how small, should be upheld in the presence of the Solar. If lectures and kindness will not work, then other methods of reprimands must.

Crushing Doubt

The burden of the world is too much for the Solar to take, and they become filled with self-doubt and depression. The simplest of tasks becomes unbearable, the smallest of responsibilities just a chance to fail yet again.

Deliberate Cruelty

The world is a broken place, why fight it any longer? The Solar snaps at those closest to them, speaking words of biting retort that pierce hearts with unerring accuracy and painful depths.

Heart of Flint

Caring for others is too much of a hassle, and too much pain. The Solar becomes a machine of pure logic, following a path devoid of empathy and feeling.

Solar Anima Powers

Dawn

The Dawn Caste come from those of raw military strength—warriors, generals, strategists, rebel fighters. Their physical might is unparalleled, nor their ability to coordinate and command others.

Fearsome Visage

Reflexively spend 1 Anima. Instill an emotion of Fear, Awe, Intimidation, or similar into a target. This may affect targets that normally do not feel said emotions, such as golems and zombies.

Daybreak

Reflexively Spend 2 Anima. Nothing can outrun the advancing light of a sunrise. Immediately Strike your target again. This does not take an action.

Zenith

Priests, zealots, and orators embody the spirit of the Zenith, who gaze upon their inevitable followers with the fire of the Sun in their hearts, spurring them forward into the shadows.

Divine Mandate

Spend 2 Anima. The mark of the Sun appears on their brow of the Zenith, and all ghosts, spirits, gods, or any other dematerialized beings are forced to revealing themselves for the Scene. Additionally, the Zenith may send any willing or subdued ghosts directly to into the cycle of Reincarnation, releasing them from their torment.

Passion of the Heart

The Zenith’s words will be heard. Once per Session, spend 5 Anima, and force all who witness them in their moment to gain one of their Intimacies, at least for a day.

Twilight

Knowledge—in all its forms—is the domain of the Twilight Caste. They are undoubted geniuses in whatever fields they choose to study: engineers, doctors, and scholars.

Brilliant Mind

Once per Session, spend 3 Anima. The Twilight’s mind brims with possibilities they see unfolding before them. Predict a sequence of events that will happen in the scene, which is now considered a fact so long as there is no interference.

Summoner’s Call

Spend 4 Anima. Immediately summon a lesser Elemental or demon to assist you for the Day. They act as a 3-dot Ally.

Night

Even when the Sun sets, his presence can be felt everywhere. The Night caste embody divine determination: they will do whatever needs to be done, in any way necessary.

Silent Presence

Reflexively spending 2 Anima, the Night Caste folds their essence inwards, using it to muffle all of their movements in the Scene. No sound is uttered, nor footsteps imprinted into the dirt. No circumstantial evidence of the Solar will exist after the scene.

Shadow Watch

Once per Session, the Night Caste may immediately Recall a Fact of something they have done in the past that immediately benefits them now—such as tailing someone to discover a Secret, or planting false evidence.

Eclipse

The Eclipse entreaty with all, ensuring that all are heard and understood. They are the diplomats, peacemakers, and merchants of the world, bridging it together into a beautiful harmony—one that they officiate.

Oath-Binder

Spend 4 Anima, and sanctify an Oath made between willing characters. Any who have sworn this oath will suffer Divine, Storyteller-driven retribution—including the Player Characters.

Oathbreaker

Characters who break their oaths will find laws of reality working against them. They often won’t be able perform tasks in ways they wish to, or will find massive Disadvantages to their actions.

However, this should be used as a Story Device, not a punishment. Don’t blindly apply the disadvantages—make sure it only pops up in momentous situations.

Armistice

The Eclipse is the ultimate diplomat, and can bring even hardened enemies to the table. Once per Story, spend 5 Anima and force an armistice between two (or more) parties. For the next scene, all involved are forced to meet peacefully, and cannot attack each other during discussions.

Dawn Charms

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.

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 (Essence)x3.

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.

###

Shadow over Water

Type: Reflexive
Cost: (1/2/4m)

Spend Motes to clear Disadvantages to Defense, Soak, or Evasion. 1m for all Minor, 2m for all Moderate and lower, or 4m for all Disadvantages.

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: (1m) per

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.

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.

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 (Essence)x2 Health.

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.

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.

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 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 shot, and selects a target Zone.

A Strike of solid Soulfire crashes down at the targeted location, dealing (Essence) x5 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.

Zenith Charms

Lesser

Certainty of Form

Type: Simple; Day
Cost: 1m per target
Prerequisite: Integrity Protection Prana (Universal 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; Week
Cost: 2m

After successfully completing an Encounter Scene with all Key Issues under their Party’s Control, those who observed the scene become enthralled by the Exalt, willing to nearly anything.

Any who has a Resolve less than the Exalt’s Essence gains a positive Intimacy towards the Exalt for the next week, and will perform any Inconvenient tasks when asked without the need of a roll.

Underling-Promoting Touch

Type: Simple
Cost: 3a

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 (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.

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: 2a

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 (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 (Essence) 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: 2m

Once a Solar has begun a speech, performance, or other social action, those listening become unable to interrupt. Even their enemies must pause at the force of conviction the Solar, unable to take direct action against the Solar.

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

Twilight Charms

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.

Durability-Enhancing Technique

Type: Simple; Scene
Cost: 2m

The Solar may reinforce an object—no more than (Essence) 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.

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

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.

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 3 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.

Characters with Intelligence of 1 are not affected, nor mindless characters.

Wyld-Shaping Technique

Type: Simple
Cost: 3a

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

Whenever crafting in the Wyld

Once a story, gain +2 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.

Capstone

Night Charms

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.

Observer-Deceiving Attack

Type: Supplemental
Cost: 1m

Through misdirection, conceal an action or attack that the Exalt makes. Characters must exceed a (Wits + Awareness) roll against the number of successes of this action.

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Shadow-Crossing Leap

Type: Reflexive
Cost: 2a

The Exalt 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.

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.

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.

Living Pulse Perception

Type: Simple
Cost: 2a

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.

One Extra Step

Type: Supplemental
Cost: 2a

Once per Scene, the Exalt may reach a Position or Target they can observe, so long as a possible path exists.

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Perfect Mirror

Type: Simple; Week
Cost: 3a

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.

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.

Capstone

Eclipse Charms

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.

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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.

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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