ARCHERY |
Charm | Cost | Book | Description |
1st Excellency | 1m/die | Core | Reflexive, Spend 1 mote per die to gain bonus die for archery rolls. Max: Attribute + Ability in dice. |
3rd Excellency | 4m | Core | Reflexive, Spend 4 motes to re-roll, taking the new result if preferred. |
Infinite Archery Mastery | 2m+, 1wp | Core | Simple, For the scene, every 2 motes committed reduces cost of first three excellencies by one, to a min of 0 |
There Is No Wind | 3m or 5m | Core | Supplemental, nullifies all penalties except wound and multiple action penalties to a single Archery based attack. For 2 extra motes, extends range of weapon to maximum visibility range |
Trance of Unhesitating Speed | 2m or 3m per att | Core | Extra Action, can buy up to Essence + 1 attacks at full die pool, regardless of rate. 2m for arrows, 3m for firewands/siege crossbows |
Flashing Vengeance Draw | 3m | Core | Permanent, can spend 3 motes to add Essence # of bonus successes to join battle roll, reflexively drawing and readying an archery weapon. If highest join battle roll, first attack is unexpected. |
Essence Arrow Attack | 2m/3m | Core | Supplemental, add Essence rating in damage dice to attack, Fiery Arrow Attack: Flammable material struck automatically ignites, Dazzling Flare: Makes attack Holy, doing Aggravated damage to creatures of darkness, Righteous Judgement Arrow: Spend third mote for an additional 4 dice of damage |
Phantom Arrow Technique | 1m per arrow | Core | Permanent, Can make any kind of arrow type from essence at a cost of 1m per arrow, not considered a charm activation |
Inexhaustible Bolts of Solar Fire | 8m, 1wp | Core | Simple, can shape firedust charges or any kind of arrow type from ambient essence at will for duration of scene. Ammo created in this way does 1 extra die damage and never strikes an unintended target |
Solar Flare Methodology | 3m, 1wp | Core | Simple, Creates a Holy Plasma Tongue Repeater for the scene, can summon weapon to hand from anywhere it has fallen as a misc, diceless action |
Rain of Feathered Death | 3m per duplicate | Core | Supplemental, can create essence duplicate attacks at a cost of 3m per duplicate- treat original and duplicate attacks as single attack when making attack and defense rolls, but if it hits, roll the damage for each seperately |
AWARENESS |
Charm | Cost | Book | Description |
1st Excellency | 1m/die | Core | Reflexive, Spend 1 mote per die to gain bonus die for awareness rolls. Max: Attribute + Ability in dice. |
Keen Sight Technique | 3m | Core | Reflexive, for scene get two bonus successes for visual awareness rolls, can perceive details normally too faint for human senses |
Keen Hearing/Touch Technique | 3m | Core | Reflexive, for scene get two bonus successes for auditory/touch based awareness rolls, can perceive details normally too faint for human senses. External penalty for targeting unseen characters is -1, internal penalty from blindness reduce to -2 |
Unsurpassed Sight Discipline | 3m | Core | Reflexive, for scene double number of successes on awareness rolls before subtracting external penalties |
Eyes of the Unconquered Sun | 12m, 1wp | Core | Reflexive, anima flares to 16+ mote level while in use. For scene all stealth effects, deception effects, and concealment effects, natural and unnatural are inapplicable. This includes invisibility, mundane disguises, disguises augmented by lunar shapeshifting or sidereal astrology, and compulsion and illusion effects that force the solar to deny reality. If another charm contests this affect, add double the solar's essence in automatic successes to the opposed roll. This charm is considered a defense to prevent a surprise or social attack |
DODGE |
Charm | Cost | Book | Description |
Shadow Over Water | 1m | Core | Reflexive, can ignore all penalties to dodge DV for a particular attack |
Seven Shadow Evasion | 8m | Core | Perfect Dodge, Conviction Flaw |
Reflex Sidestep Technique | 1m | Core | Reflexive, Can use Dodge DV and charms against unexpected attacks |
Refinement of Flowing Shadows | (+3m or +3m, 1wp) | DotFA | Permanent, enhances Seven Shadow Evasion. For a surcharge of +3m, can extend duration to one tick rather than activating it against each separate attack. For a surcharge of +3m and 1 wp, extend duration to one action, ending only when the solar's DV refreshes |
INTEGRITY |
Charm | Cost | Book | Description |
Righteous Lion Defense | N/A | Core | Treat any mental influence to betray or forsake an intimacy (avenging the Unconquered Sun) as an unacceptable order |
Rising Sun Soul | N/A | GotMH | Permanent, Solar's anima counts as real, natural sunlight for all purposes. Affects being of (essence) radius at 8-10 mote level display, 30 yards at 11+ mote level of display |
RESISTANCE |
Charm | Cost | Book | Description |
1st Excellency | 1m/die | Core | Reflexive, Spend 1 mote per die to gain bonus die for resistance rolls. Max: Attribute + Ability in dice. |
Ox Body Technique x4 | N/A | Core | Permanent. Increases health levels by one -1 health level and two -2 health levels |
Essence Gathering Temper | N/A | Core | Permanent. Creates 10 mote overdrive pool. Filled by attacks on exalt and allies: 1 mote for no damage, 2 per bashing, 3 per lethal/agg |
Willpower Enhancing Spirit | 4m | Core | When hit by an attack that causes at least one health of damage, the solar may invoke this to roll a number of dice equal to the number of health levels lost. This charm restores 1 point of temporarily willpower + one point for each success rolled. Cannot raise willpower above its normal value. |
STEALTH |
Charm | Cost | Book | Description |
Easily Overlooked Presence Method | 3m | Core | Simple, for scene all Awareness and Investigation rolls to notice the exalt auto fail unless they are joined in battle or the observer has a minimum 2 die bonus from circumstances |
SURVIVAL |
Charm | Cost | Book | Description |
Hardship Surviving Mendicant Spirit | 10m | Core | Reflexive, negate all environmental external penalties for survival rolls made by the Solar indefinitely as long as essence is committed |
Element-Resisting Prana | N/A | Core | Permanent, Upgrades Hardship Surviving Mendicant Spirit, becomes immune to all environmental hazards- only take damage or suffer poison, crippling, or sickness effects when directly afflicted by another character's action |
Eternal Elemental Harmony | N/A | Core | Permanent, reduces cost of Hardship Surviving Mendicant Spirit to 5m, can activate even if inactive |