Hundredfold Facets of Enlightenment (BW)

Embed Size (px)

Citation preview

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    1/112

    Hundredfold facets

    of enligHtenment

    A ChArm Compendium by ChArles s pAulding

    tHe

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    2/112

    CreditsAuthor: Charles Spaulding Plague of Hats

    http://community.livejournal.com/tpk_exalted/ http://plague-of-hats.livejournal.com/

    Exalted 2nd Edition: White Wolf Publishing, Inc. http://www.white-wolf.com/

    Boatmurdered: Lets Play: Boatmurdered http://lparchive.org/LetsPlay/Boatmurdered/

    Thanks to: Jorge Desormeaux, for the titleSpecial Thanks & Playtesters: Boj Cea, Brent Wynkoop,Eldorahn, Epimetheus, Errin, The Grey, Holly, JiveX, Jolie, Jordan, Mr. Blick, Swill Wheaton, Teresa, Viscount Facekick,William, ZacharySome Charms are based on ideas or whole Charms originallyconceived by others. Special mention goes to (screen names onWhite Wolfs forum): Friv Yeti, Holden, Mouse, Samiel, TheWyld.

    n oteThis document is an unofficial supplement for White WolfsExalted 2nd Edition. It is in no way affiliated with White Wolf publishing, its parent company or any subsidiaries, it is notintended to challenge any copyrights or trademarks of thosecompanies, and all original material in this supplement iscopyright its respective owners. Any incidence of copyrightinfringement or other infringed laws is unintentional.

    Introduction 2Solar Charms 4

    General Charms ............................................................. 4Dawn .............................................................................. 4Zenith ............................................................................. 9Twilight ........................................................................ 15

    Night ............................................................................ 23Eclipse ........................................................................... 27

    Lunar Charms & Knacks 33

    Knacks .......................................................................... 33Strength ........................................................................ 36Dexterity ....................................................................... 37Stamina ........................................................................ 38Charisma ...................................................................... 41Manipulation ................................................................ 41Appearance .................................................................. 42Perception .................................................................... 42Intelligence ................................................................... 43Wits .............................................................................. 46

    Terrestrial Charms 48General Charms ........................................................... 48Air ................................................................................ 48Earth ............................................................................. 51Fire ................................................................................ 54Water ............................................................................ 55Wood ............................................................................ 55

    Abyssal Charms 58General Charms ........................................................... 58Dusk .............................................................................. 58Midnight ....................................................................... 61Daybreak ....................................................................... 64Day................................................................................ 67Moonshadow ................................................................ 69

    Infernal Charms 74General Charms ........................................................... 74Malfeas.......................................................................... 74Cecelyne ....................................................................... 80She Who Lives In Her Name ...................................... 81Adorjan ........................................................................ 87Ebon Dragon ................................................................ 89

    Fair Folk Charms 93The Mask ...................................................................... 93

    The Heart ..................................................................... 94The Cup ....................................................................... 95The Staff ....................................................................... 95The Sword .................................................................... 95The Way ....................................................................... 95The Raksha Way .......................................................... 99

    Martial Arts 103General Charms ......................................................... 103

    Miscellany 104Artifacts ...................................................................... 104Manse Powers ............................................................. 106

    Necrotech ................................................................... 108Thaumaturgy .............................................................. 108

    Contents

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    3/112

    2 introduCtion

    IntroduCtIon

    Charm design is an art. Theres no one thing that can tell you how best to make a new Charm, or even if its appropriateto whomever youre giving it to. Solar Exalted shoot flamingenergy from their swords, Terrestrials boost their Strength withResistance and Lunars have Attribute Charms that are morespecialized than some Charms found in Ability-based sets.

    The best way to build new Charms is, first, to familiarize your-

    self with extant powers. Understand the themes and costs of aCharm set, and even if youre not innovative enough to comeup with new ones yourself, youre well on the way to discerningwhether someone elses Charms are up to snuff. Second only tothat is to experiment. Few, if any, Charms in this document didnot get revised more than once, even months after they wereoriginally finished. Think about them. Test them. If you thinkits perfectly fine after the first draft, youre probably wrong.

    This document began as half a test of my own skills and half a desire to see anything at all like it somewhere. Sometimearound November 2008, it was about 30 pages long and mostlycontained Solar Charms. The aim at the outset was to provide100 Charms for Solars and Abyssals, 50 for Lunars and 40 for

    Terrestrials. Six months later, almost none of the initial textremains, and there are 165 Solar, 90 Abyssal, 71 Infernal, 78Lunar, 40 Dragon-Blooded, 26 Fair Folk and 2 Martial ArtsCharms, along with a variety of additional materials includingartifacts and manse powers.

    goAlsFirst and foremost, this document is about providing a more

    robust selection of Charms for Exalted. It is not an attempt tofix any over arching issues. However, some previously pub-lished Charms require fixing or otherwise must be addressedin order to explain why or how new Charms function. The costof Flowing Body Ascension (Dreams of the First Age, BookIILords of Creation , p. 69) is considered unacceptable, and

    so must be adjusted if it is to live in the same game as this docu-ments Dancing Shadow Evasion or Indomitable Puissance.This work strives to make such changes few, and the major-ity of notes on published Charms are meant as explanationsof assumptions made when creating new, related Charms. TheLunars Scorpion and Toad Mastery ( The Manual of ExaltedPowerLunars , p. 161) does not explain how it interacts withthe spiritual diseases described in Scroll of the Monk , so a noteis made about how it is assumed to function in this document.The Solar Charms from Dreams of the First Age are com-pletely ignored, as is Words-as-Workshop Method, The Booksof Sorcery, Vol. IIIOadenols Codex , p. 28.

    Q uAlity ControlAll of the Charms in this document have been play-tested.

    However, the vast majority have not been play-tested exten-sively. Most Charms have seen two or three sessions of actualuse in games specifically with the purpose of play-testing them.This is, of course, not the best means of finding flaws. I can onlyask that you be forgiving.

    Conventions & s uggestionsThis section outlines logical trends that the rules have not

    formalized (such as the interaction of Simple Charms and theMandate keyword), as well as expanding the rules with newkeywords or basic information that this document treats asstandardized information.generAl ChArms

    If it doesnt say Xth Excellency its not an Excellency, andso is not subject to the effects of Infinite (Ability) Mastery orsimilar General Charms. Conversely, if it is an Excellency, it islikewise affected by meta-Excellency General Charms.Keywords

    ArtilleryCharms with this keyword either apply only to ar-tillery weapons or have a special function when used with suchweapons. Artillery weapons are marked with the A tag andmany mundane artillery pieces are described in Scroll of Kings ,p. 136-141. Existing Charms that should carry this keyword in-clude: Trance of Unhesitating Speed ( Exalted , p. 187; weaponswith Rate 1 that take more than one Miscellaneous action toreload should be considered to have Rate less than 1), Rain of Feathered Death ( Exalted , p. 189), Essence Thorn Cannonade(Dreams of the First Age, Book IILords of Creation , p.84). The following weapons should be considered to carry theA tag, all from The Books of Sorcery, Vol. IWonders of the Lost Age : implosion bows (p. 130); medium, large and verylarge concussive Essence cannons (p. 131); Essence twisters (p.132); lightning ballistae (p. 132) and storm hammers (p. 135).

    MandateWhen a Simple Charm produces a Mandate of Heaven effect ( Exalted Storytellers Companion , p. 130), itis assumed that the mote cost of that Charm is deducted fromthe characters pool at the beginning of their next played scene.This extends to the mote cost of any Charms in a Combo withthe Mandate Charm. The mote costs of reflexive MandateCharms can be recovered normally during dominion actionsand are not missing from the characters mote pool at the be-ginning of his next played scene unless he somehow recoveredno or too few motes during his dominions actions.

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    4/112introduCtion

    TouchWhen a Touch Charm targets a group, that does notnecessarily mean the character need come into physical contactwith every member of the group. Instead, the character mustbe available to every member of the group, capable of meet-ing with each individually without necessitating face-to-facetime with all of them. It is up to the Storyteller to determinewhether or not a character can meet this requirement withinthe constraints of a Charms activation, the number of peoplein the group and the types of communication available.dv s : e xternAl p enAlty or d iffiCulty ?

    Treating Defense Values as an external penalty, despite whatsome Charms seem to indicate, makes too many Charms over-powered or pointless by turns. Most exemplary of this is ThereIs No Wind, which would negate DVs, making the subsequentCharm Accuracy Without Distance an overpriced upgrade.With this in mind, this document assumes DVs are simplifiedcontesting rolls as they are described near the beginning of

    Exalted s Drama chapter, p. 122. As difficulties, DVs are notnegated in the same way as external penalties.

    This can raise the question of why meeting a DV does notallow an attacker to hit with 1 success, as meeting a difficultynormally does. In this case, one can presume upon the Exaltedconceit of the primacy of defense: DVs, being a defense, win.Therefore, while other contested rolls with similar results mayend with a tie, the attacker who ties a targets DV simply fails.f eAts of s trength

    In more than one place, the pool for feats of strength aredefined as a static value. On Exalted , p. 185, static values aregiven a very strict cap on modification, disallowing any use of Charms to increase them by more than 50%. This makes a fewCharms already in print less useful, and it makes it difficult todesign new ways to manipulate feats of strength. If raw dam-age, post-soak damage or soak were treated the same way, the

    same problems would arise on a wider scale. Because of this,it is suggested that one ignore this limitation for the purposesof feats of strength. With the Charms in this document, then,Solar and Lunar characters can quickly reach the limits of thetable outlined in Exalted , p. 127. For every point of Strength +Athletics beyond 20, the maximum lifting capacity of the featincreases by 500 pounds.h eAlth l evels of d AmAge

    This document assumes that, unless specified otherwise byan effect, things that directly inflict levels of damage are soakedjust like dice, and before normal dice of damage. Any remain-ing levels are inflicted along with any levels rolled by dice; if an effect doubles post-soak damage, it doubles levels just as it

    doubles dice. If an effect inflicting levels of damage is reducedbelow the attacks minimum damage by soak, the additionaldamage gained due to minimum damage is rolled as dice.l eArning t hese ChArms

    None of the Charms in this document are necessarily thekind of natural Charms each Exalt type has access to. Theymay be lost techniques or inventions of a given character,which would mean they take four times as long to learn (see

    Exalted , p. 274). Ask your Storyteller.

    m AthThis document presumes that math is performed following

    the normal order of operations: division and multiplication be-fore addition and subtraction. Multipliers are additive (3x2x2is 3x3=9; not 3x2x2 is 3x4=12).

    Generally, one rounds in favor of the Essence-user in a situa-tion. If more than one character is an Essence-user, or everyoneinvolved is a mortal, round in favor of the character whose traitor traits are being used to calculate the value. If no ones traitsare being used to calculate a value, round normally.mortAls

    This document adheres to the definition of mortal foundin the sidebar on Exalted , p. 218. Abyssal and other Charmsmay treat certain Essence-users, such as ghosts, as mortals forthe purposes of their Charms, but this does not actually changethe definition of mortal.t wilight & d AybreAK AnimA b Anner

    Some believe that the anima banner effect for Twilightand Daybreak characters is too powerful. Combined with theCharms in this document, a character can become a little tooinvincible. Some disagree. Here are some suggestions:

    If you believe that the Twilight anima power is fine, butthat gaining the benefit of more damage reduction is going toofar, do not allow such effects to stack.

    If you believe that the Twilight anima power is too good,reduce its effectiveness. One way of doing this is to change itfrom reducing health levels of damage to increasing Hardness.The author suggests (Essence x 2) Hardness which explicitlystacks with other sources of Hardness. If this still seems toogood, which may certainly be the case at high-Essence levels,try (Essence) Hardness or disallow stacking.

    Alternately, change the anima power back to its First Edi -tion version. First Edition Twilights rolled their Essence andthen reduced incoming health levels of damage by the numberof successes. This unfortunately adds another roll to combat.Other First Edition options include requiring the expenditureof five motes for every use, which for fairness sake would re-quire a new anima power, such as...

    Something other than damage mitigation. The Twilightmay become a phenomenal teacher, halving the normal train-ing times when someone has access to him as a tutor; or gaining(Essence) dice to any rolls involved in teaching or passing onfactual knowledge. As the foremost scholars and inventors of the Exalted, perhaps they gain bonus dice to any of their casteAbilities. Or maybe they reduce the external penalties, or evendifficulties, that their caste Abilitys actions face.

    w ordplAyYes, the alliteration lies heavy on the ground here. Puns, too.Film and literature references abound. Not good ones, either;check the Lunars chapter for a Battlefield Earthjoke. Its a sick-ness, and I apologize.

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    5/112

    4 ChApter o ne s olAr ChArms

    generAl ChArms(Ability ) e ssenCe p erfeCtionCost: 4m, 1wp; Mins: (Ability) 5, Essence 4; Type: Reflexive(Step 1 for attacker, Step 2 for defender)

    Keywords: Combo-OKDuration: Instant

    Prerequisite Charms: Any (Ability) ExcellencyPerfect is a word often used to describe the exploits of the

    Lawgivers, but few truly understand the heights to which theSolar Exalted can soar with relative ease. This Charm may en-hance any (Ability)-based roll or value of the Solars, addinga number of extra successes equal to the difficulty of the taskand any external penalties or contesting rolls the action faces,to a maximum of (Attribute + Ability) additional successes.Feats of strength and similar actions enhanced by this Charmincrease their rating by (Attribute + Ability) up to the mini-mum necessary to accomplish the feat, whether it is lifting orthrowing.

    d Awn A rCheryt wisting e ndless s treAmerCost: 5m; Mins: Archery 4, Essence 3; Type: Reflexive (Step 6)

    Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Third Archery Excellency

    The Solar Exalted do not miss their marks, but merely findone more suitable for their missile. When one of the Lawgiv-ers Archery attacks fails to hit its target, he may activate thisCharm to switch to another valid target. The Solar does nottreat this as a new attack for the purposes of activating Charmsor rolling dice in Steps 1 through 6 of resolution, but the targetdoes. If the new target is in a range bracket farther away thanthe original, the Exalts successes should be reduced accord-ingly, and this should guide application of any other potentialenvironmental penalties that would not have affected the orig-inal attack. The Exalt may not switch targets with this Charmmore than (Essence) times on a single attack.Keen -e yed t rAjeCtoryCost: ; Mins: Archery 5, Essence 2; Type: Permanent

    Keywords: Artillery, Mirror (Sharp Eye for Devastation)Duration: PermanentPrerequisite Charms: There Is No Wind

    With sharp aim and sure hand, the Solar artillerist lets looseprecise attacks against distant foes. After learning this Charmthe Solar may apply his Archery Charms to artillery weaponattacks normally, unless the Storyteller decides they could notfunction in the context of artillery weapons. Normal rules forCharm use in mass combat still apply, so a stunt is required touse Supplemental Archery Charms with mass combat artillery

    attacks.h orde -s CAttering p AyloAdCost: ; Mins: Archery 4, Essence 3; Type: Permanent

    Keywords: Artillery, Stackable, WarDuration: PermanentPrerequisite Charms: Forceful Arrow

    This Charm permanently enhances the Lawgivers ForcefulArrow, adding the Stackable keyword; the Exalt may activateForceful Arrow up to (Essence) times on the same attack. Thetarget only rolls to resist the knockback once, but the numberof yards they are forced back is multiplied by the number of times the Exalt activated the Charm.

    Horde-Scattering Payload also allows the Solar to enhance

    Archery attacks made with complementary units or artilleryweapons (or both) without a stunt. When used to enhance anartillery attack, the effect of the Exalts Forceful Arrow appliesto everyone and everything within ([weapons base damage] x[Exalts Essence]) yards of wherever the projectile or barragestrikes. Those who were not actually hit by the attack but arewithin the area of effect calculate their difficulty as if they hadbeen hit with zero extra successes.t rAnCe of u nhesitAting s peed

    Keywords: Artillery, Combo-OK, ObviousNote: This is a modification and clarification of the Charm

    found on Exalted , p. 187, adding the Artillery keyword. Anyweapons with a Rate of 1 that take more than one Miscella-

    neous action to reload, such as some artillery found in Scroll of Kings , can be considered to have Rate less than 1 for purposesof this Charm.d eAdly s olAr p inionsCost: (+[varies]m); Mins: Archery 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: InstantPrerequisite Charms: Essence Arrow Attack

    This Charm permanently enhances its prerequisite. Whenthe Exalt uses Essence Arrow Attack to supplement an attack,

    Chapter one

    solar Charms

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    6/112ChApter o ne s olAr ChArms

    he may increase its cost, paying up to (Essence) extra motes. Aslong as the attack has at least one die of post-soak damage leftto roll, it inflicts an additional number of health levels in Step10 of resolution equal to the extra motes spent.s ingulAr golden b ArrAgeCost: ; Mins: Archery 4, Essence 3; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Phantom Arrow Technique

    This Charm permanently enhances its prerequisite, allowingit to summon otherwise mundane ammunition with a Resourc-es value equal to half the Solars Essence. It also allows the Ex-alts Phantom Arrow Technique to apply to weapons that havea hearthstone or other power requirement that is currently un-available; this costs a number of motes equal to the rating of the missing hearthstone or any similar rating if another powersource is used.i llimitAble r ighteous missilesCost: ; Mins: Archery 5, Essence 5; Type: Permanent

    Keywords: ObviousDuration: One scenePrerequisite Charms: Inexhaustible Bolts of Solar Fire

    The Solar deadeyes hands glow with red-gold Essence, in-fusing any Essence-discharge weapon he wields with all themotes necessary to fire. It now fuels any Archery weapon,including those that require incidental mote expenditures orhearthstones to fire normally, such as a concussive Essencecannon. The Solar no longer need pay any individual costs foreach shot, nor do such weapons require a hearthstone to fuelthem. Effects that duplicate attacks are not ammunition, so thefiery Solar cannons capacity to do so would not be renderedcostless with this Charm.r Ain of f eAthered d eAth

    Keywords: Artillery, Combo-OK, ObviousNote: This is a modification and clarification of the Charm

    found on Exalted , p. 189, adding the Artillery keyword.t housAnd Arrows Cloud AttACKCost: 18m, 1wp; Mins: Archery 5, Essence 5; Type: Simple

    Keywords: Combo-Basic, Obvious, WarDuration: InstantPrerequisite Charms: Arrow Storm Technique, Rain of Feathered Death

    The Solar archer is to be feared above all others. Raisingher bow to aim at the sky, she looses a single arrow that for aninstant disappears in a burst of golden light, washing the battle-field with its brilliance. Then, thousands of arrows fall, litter-ing the ground before disappearing in puffs of Essence. ThisCharm is a single Archery attack that is applied to every enemythe Chosen could validly attack out to the maximum range of her weapon; range penalties apply per each targets distance.In mass combat, this attack is applied against every enemy unitwithin range a number of times equal to their own Magnitude.

    m ArtiAl Artsl ightning f inds t ree ApproAChCost: 4m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Supplemental

    Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Thunderclap Rush Attack

    The enemies of Creation must face the unstoppable, ines-capable wrath of the Solar Exalted. This Charm supplementsan unarmed Martial Arts attack, allowing the Exalt to moveup to (Martial Arts x 2) yards in a reflexive leap or dash tothe target before striking, and making the attack impossible toeither parry or dodge.b low -for -b low e xChAngeCost: 4m, 1wp;Mins: Martial Arts 4, Essence 3; Type: Reflexive(Step 9)

    Keywords: Combo-OK, Counterattack, ObviousDuration: InstantPrerequisite Charms: Hammer on Iron Technique

    The roused Lawgiver is terrible and devastating, and only thegreatest villains can survive their retribution. The Exalt mayactivate this Charm during the last attack action in a flurry of attacks that targeted her at least once, and that she used herMartial Arts Parry DV to defend against. For each attack thattargeted her the Solar makes her own unarmed Martial Artscounterattack in a flurry that is resolved during Step 9 of theopponents last attack against her. These attacks are all madeat the Solars full Dexterity + Martial Arts dice pool, and theyinflict an onslaught penalty as a normal flurry would. The Exaltonly suffers the highest single DV penalty of any one of the at-tacks in her answering flurry.d ousing the g lowing ironCost: 4m; Mins: Martial Arts 3, Essence 2; Type: Reflexive(Step 2)

    Keywords: Combo-OKDuration: One actionPrerequisite Charms: Any Martial Arts Excellency, Fists of

    Iron TechniqueThe Solar Exalted are heroes of unsurpassed puissance, and

    their epic feats can only bolster their confidence. When theExalt activates this Charm, every unarmed Martial Arts attackshe performs during her action adds one to her Parry DV in-stead of subtracting one, up to a maximum of (her Essence).For the duration of the Charm the Solar can parry ranged andlethal attacks unarmed without a stunt.h Ammer AssAults Anvil d eniAlCost: 4m or 6m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 2)

    Keywords: Combo-OK, Counterattack, Knockback, ObviousDuration: Instant

    Prerequisite Charms: Dousing the Glowing IronThough the Solar Exalted may allow their foes the chance tostrike them, they shall always deny their enemies that greatestof desires: to win. This Charm allows the Chosen to swat asidethe assaults of their enemies, performing an unarmed MartialArts-based parry against an attack that is not unexpected. If an attack is ranged the Exalt may activate this Charm for fourmotes, perfectly parrying it even if it is unblockable. If the at-tack is in close combat, the Solar spends six motes to forcefullyknock aside the blow, perfectly parrying it even if it is unblock-able; the attacker is then forced back a number of yards equal

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    7/112

    6 ChApter o ne s olAr ChArms

    to the Exalts Strength unless they succeed on a ([Dexterity orStrength] + [Athletics or Resistance]) roll against a difficultyof the Solars Essence. This Charm may be used to parry lethaland ranged attacks unarmed without a stunt or other Charm.

    When the Solar parries with this Charm using a mundaneweapon, if the incoming attack would have dealt 25L or moreraw damage the weapon is destroyed after the successful parry.As with all Solar perfect defenses, this Charm is subject to oneof the Four Flaws of Invulnerability (see Exalted , p. 194).b rAving the r oAring f orgeCost: (8m); Mins: Martial Arts 5, Essence 5; Type: Permanent

    Keywords: ObviousDuration: One actionPrerequisite Charms: Hammer Assaults Anvil Denial

    This Charm permanently enhances the Exalt, allowing himto activate Hammer Assaults Anvil Denial at a cost of eightmotes to increase its duration. For the rest of the action theSolar freely applies Hammer Assaults Anvil Denial against theattacks of any foes who he himself previously attacked duringhis action or as part of a counterattack. All such parries remainsubject to the same Flaw of Invulnerability as the Exalts Ham-mer Assaults Anvil Denial.

    meleeg lorious golden e dgeCost: ; Mins: Melee 4, Essence 3; Type: Permanent

    Keywords: Mirror (Biting Shadow Razor), ObviousDuration: PermanentPrerequisite Charms: Fire and Stones Strike

    This Charm permanently enhances its prerequisite, allowinga Solar to spend as many motes as he desires on its effect. How-ever, spending more than (Strength) motes makes the CharmObvious.

    f oe -CleAving f orCeCost: (+1wp); Mins: Melee 5, Essence 3; Type: Permanent Keywords: ObviousDuration: InstantPrerequisite Charms: Fire and Stones Strike

    With unparalleled skill, the Solar Exalt turns any strike intoa deadly blow. When one of the Solars attacks enhanced byFire and Stones Strike successfully hits, the Lawgiver may payone Willpower in Step 8 of resolution to convert (Essence) diceof damage into automatic successes. Remaining dice are rollednormally.

    At Essence 5+ a second purchase of this Charm enhancesthe effect further. When the Willpower is paid, in addition to

    the base (Essence) dice converted to successes, left over dicemay be converted into levels, every three dice (or fractionthereof) becoming one level of damage.mountAin -s lAying AttACKCost: 15m, 1wp; Mins: Melee 7, Essence 7; Type: Supplemental

    Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Glorious Golden Edge, Foe-CleavingForce (x2)

    No barrier, no engine of war, can withstand the fury of theSolar Exalted. This Charm enhances a Melee attack, adding(Essence x 5) health levels of damage in Step 7. If the attack

    targets a structure, it inflicts damage on all the contiguous com-ponent objects and smaller structures that make it up. If theentirety of a target is not within (Essence) miles of the point of impact, the attack is a limited threat ( Scroll of Kings , p. 41).o nrushing f inAlity m AneuverCost: 5m; Mins: Melee 5, Essence 4; Type: Supplemental

    Keywords: Combo-OK, Mirror (Effortless Slaughter Maneuver),ObviousDuration: InstantPrerequisite Charms: Hungry Tiger Technique, One Weapon,Two Blows

    The wrath of the Lawgiver is nigh unstoppable. An attacksupplemented with this Charm can not be dodged or parried.p ierCing r Ays of d Awn meditAtionCost: ; Mins: Melee 5, Essence 3; Type: Permanent

    Keywords: Mirror (Hatred to the Quick)Duration: PermanentPrerequisite Charms: Glorious Solar Saber

    This Charm permanently enhances any weapons the Solarcreates with its prerequisite, increasing the number of points hehas to spend to build the weapon by (his Essence) if it is Speed3, or (his Essence x 2) if the weapon is Speed 5.s hArp l ight of j udgmentCost: 5m per Magnitude, 1wp; Mins: Melee 5, Essence 5; Type: Simple

    Keywords: Combo-OK, Holy, Mirror (Blood-Streaked WorldArtistry), Obvious, WarDuration: InstantPrerequisite Charms: Invincible Fury of the Dawn, BlazingSolar Bolt

    The armies of the wicked are scattered like leaves beforethe Solar Exalted. Swirling her weapon in an arc, the Exaltsanima spills onto the battlefield to sear any foes she is aware of and chooses to target within (Essence x 10) yards. The Chosenmakes a single Dexterity + Melee attack that is applied againsteach foe within range. This attack is Holy, dealing aggravateddamage against creatures of darkness. This Charms mote costis five per point of Magnitude that the group of collected en-emies would make up. In mass combat, this attack is appliedagainst a target unit (targets Magnitude) times, but the attackneither benefits or suffers penalties based on the Magnitude of any unit the Solar leads or the target unit.

    Solars with Essence 6+ may increase the cost of this Charmby one Willpower to expand its range to (Essence x 100) yards,or one mile at Essence 8+. Another purchase of this Charm atEssence 6+ reduces its mote cost to three per Magnitude.

    w hirling d ervish methodCost: 7m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 1)

    Keywords: Combo-OK, Mirror (Blood-Soaked Expertise)Duration: One scenePrerequisite Charms: One Weapon, Two Blows

    A dedicated artist of the battlefield can be as unparalleled inthe grace of their work as any dancer. For the rest of the scenethe Lawgiver reduces the multiple action penalties his Meleeattacks suffer by three.

    Repurchasing this Charm at Essence 4+ allows it to lowermultiple action penalties by (Essence) instead of three.

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    8/112ChApter o ne s olAr ChArms

    golden b lAde ArtCost: ; Mins: Melee 5, Essence 4; Type: Permanent

    Keywords: Mirror (Hungry Blade Art)Duration: One scenePrerequisite Charms: Whirling Dervish Method (x2)

    This Charm permanently enhances the Exalts WhirlingDervish Method, allowing the Solar to more easily slay her foes.While not truly a reflexive action, the first Melee attack shemakes during each action is treated as reflexive for purposes of determining and inflicting multiple action penalties.p etAl -s trewn w Arrior p AthCost: (+2m per attack); Mins: Melee 4, Essence 3; Type: Permanent

    Keywords: Mirror (Dual Slaying Style)Duration: PermanentPrerequisite Charms: Whirling Dervish Method, PeonyBlossom Attack

    A well-armed Lawgiver leaves behind him many fallen foes.Whenever an Exalt with this Charm uses an Extra ActionCharm to make a flurry of Melee attacks with more than oneweapon, he may increase the number of attacks in the flurry.The Solar chooses one of his weapons whose Rate is added asfurther attacks, paying two motes for each of these additionalactions, each one being made with the weapon whose Rate ismodifying the flurry.s teel CurtAin d AnCeCost: ; Mins: Melee 3, Essence 2; Type: Permanent

    Keywords: Mirror (Eightfold Steel Walls)Duration: PermanentPrerequisite Charms: Dipping Swallow Defense

    Surrounded by a flashing corona of Essence and blades, theExalt is obscured by what appears to be a crowd of weapons.When using Dipping Swallow Defense, in addition to ignoringpenalties to DV, if she is wielding more than one weapon sheadds two of her weapons Defense to her pool to determine herParry DV. If the Exalt has also learned Bulwark Stance, shegains the same benefit when using that Charm.

    With this Charm and Essence 3+ a Solar may replace theDefense bonus of one of her weapons with her Essence ratingwhen using Dipping Swallow Defense (or Bulwark Stance), if itwould be higher. Even Exalts with one weapon may do so.g ilded ChAmpion r efugeCost: 2m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2)

    Keywords: Combo-OK, WarDuration: One tickPrerequisite Charms: Bulwark Stance

    With the Solar Exalted at their head, the righteous are nighinvincible. This Charm allows the Solar to lend his Parry DV toall allies within (Dexterity) yards. For the duration of the tickthose allies who accept this protection have the Solars ParryDV, which they can not enhance themselves, though the Exaltmay do so normally. The target need not be aware of the attack,but the Exalt must see it coming. In mass combat, an Exaltleading a complementary unit may use this Charm to protectone other unit within the base Move range of his unit, lendingthem his own unit-enhanced Parry DV.

    Another purchase of this Charm at Essence 4+ allows theExalt to protect others within the full range of his Charm-en-hanced Move action. When protecting another character morethan (Dexterity) yards away, the Charm becomes Obvious andthe Exalt actually moves to become adjacent to his ward. Thisis reflexive and does not conflict with normal Move actions.

    indomitAble

    puissAnCe

    Cost: (+4m); Mins: Melee 5, Essence 4; Type: Permanent Keywords: Mirror (Eternal Warrior Disdain), ObviousDuration: One actionPrerequisite Charms: Heavenly Guardian Defense

    This Charm permanently enhances the Exalts HeavenlyGuardian Defense, allowing him to increase its cost by fourmotes to improve its effects against a single attacker. For therest of the action the Solar perfectly parries any attacks fromthat attacker which are not unexpected, even those that areunblockable. Every one of these parries are subject to the Flawof Invulnerability of the Exalts Heavenly Guardian Defense.This Charm ends prematurely if the character is disarmed of his Melee weapons.

    At Essence 5+ another purchase of this Charm allows theSolar to increase the cost further by an additional Willpower.The Exalt then parries all attacks of which he is aware for therest of the action, not just those from a single attacker.d ivine b ulwArK m AsteryCost: ; Mins: Melee 6, Essence 6; Type: Permanent

    Keywords: Mirror (Abyssal Repulsion Transcendence), ObviousDuration: One scenePrerequisite Charms: Fivefold Bulwark Stance, Protection of Celestial Bliss

    With the deft touch of an artist, the Lawgiver places hisweapon in the path of attacks with consummate ease. Whenthe Lawgivers Fivefold Bulwark Stance is active, activating his

    Heavenly Guardian Defense does not count as a Charm use forthe purposes of activating other Charms or Combos.p ressing the golden e sCutCheonCost: ; Mins: Melee 2, Essence 2; Type: Permanent

    Keywords: Mirror (Biting Shadow Aegis)Duration: PermanentPrerequsite Charms: None

    Even a means of protecting oneself is pressed into the ser-vice of bashing the heads of the wicked. Normally, a shield isan improvised weapon, with Accuracy -3, Rate 1 and dealinga base bashing damage equal to the hand-to-hand DV bonusit provides. Spiked shields inflict lethal instead. This Charmpermanently enhances the Exalts use of shields as weapons,

    increasing their Accuracy to 0 and, if it would be lower, theirdamage to equal his permanent Essence.

    t hrowng lorious r ebounding t hornCost: 2m; Mins: Thrown 3, Essence 2; Type: Supplemental

    Keywords: Combo-OKDuration: InstantPrerequisite Charms: Any Thrown Excellency

    Attacking low, the Solar strikes high; feinting to the left, theExalt assaults backward. With this Charm the Solars weaponricochets wildly before striking true. When used to enhance

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    9/112

    8 ChApter o ne s olAr ChArms

    one of her Thrown attacks, the Lawgiver ignores any shield orcover bonus to DV the target might have. The attack is alsounblockable.h eAven -s Kimming b ombArdmentCost: ; Mins: Thrown 5, Essence 2; Type: Permanent

    Keywords: Artillery, Mirror (Horizon-Shattering Attack)Duration: InstantPrerequisite Charms: Any Thrown Excellency, Triple-DistanceAttack Technique

    With keen eye and sure hand, the Solar artillerist lets looseprecise attacks against distant foes. After learning this Charmthe Solar may apply his Thrown Charms to artillery weaponattacks normally, unless the Storyteller decides they could notfunction in the context of artillery weapons. Normal rules forCharm use in mass combat still apply, so a stunt is required toapply supplemental Thrown Charms to mass combat artilleryattacks.CelestiAl e dge m AelstromCost: 6m; Mins: Thrown 5, Essence 4; Type: Supplemental

    Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Wind Full of Knives (The Manual of

    Exalted PowerAbyssals , p. 132), Cascade of Cutting TerrorAll the Lawgivers enemies shall fall, for as she flings bladed

    death their way it multiplies a thousandfold. When a target issuccessfully hit by an attack enhanced by this Charm, resolveSteps 7, 8 and 10 (Exalts Essence 2) extra times.s unbeAm h Ands e xerCiseCost: (3m per action); Mins: Thrown 4, Essence 3; Type: Permanent

    Keywords: NoneDuration: InstantPrerequisite Charms: Call the Blade

    Though often used to attack, the precise and artistic handsof the Lawgiver can fling projectiles for more delicate purposes.This Charm permanently enhances the Solar, allowing him tospend three motes to throw an object up to 30 yards and per-form a single combat-scale action with it as if he were withthe projectile. This may be a single Melee attack with a sword,an Archery attack with an Essence cannon, or more mundanetasks such as writing a sentence on a piece of paper, unlocking adoor with a key or tying a rope around a rock. If the action callsfor a roll, use the lower of the appropriate Ability or Thrown.Penalties that would apply to a Thrown attack across the dis-tance apply to any other dice pools the action calls for, treatingthe action as if it had a Range of 10.

    w Ars wift s olAr s trAtegyCost: ; Mins: War 3, Essence 2; Type: Permanent

    Keywords: WarDuration: PermanentPrerequisite Charms: Any War Excellency

    The speed and cunning with which the Solar Exlated leadothers in the destruction of their enemies is incontestable. TheSpeed of the Solars coordinate attack ( Exalted , p. 144) andcoordinate units ( Scroll of Kings , p. 110) actions are reducedby one. At Essence 5+, their Speed is reduced by two. The

    Exalt need not take advantage of these reductions in Speed if he wishes otherwise. No combination of Charms including thisone can reduce the Speed of these actions below two.inContestAble s olAr s trAtegyCost: 3m, 1wp; Mins: War 5, Essence 3; Type: Supplemental

    Keywords: Combo-OK, WarDuration: InstantPrerequisite Charms: Commanding the Ideal Celestial Army

    A successful coordinate attack or coordinate units actionenhanced by this Charm inflicts a DV penalty on the target noless than the Lawgivers permanent Essence.p erfeCted t iger ClAw ArrAngementCost: (+3m); Mins: War 5, Essence 3; Type: Permanent

    Keywords: WarDuration: PermanentPrerequisite Charms: Commanding the Ideal Celestial Army

    In mass combat the soldiers of the Lawgivers join with theSolar in a personal way, complementing each others glory. Forthe Exalt, this grants him some benefit, but for the troops thisreflected prowess uplifts them far more. This Charm perma-nently enhances the Exalt when he leads a complementary unitin mass combat, so that he need not perform a stunt to activatereflexive and supplemental Charms that lack the War keyword.This also allows him to regain motes and Willpower from masscombat stunts involving such Charms normally. The Exalt canalso increase the mote cost of Simple and Extra Action Charmsby three to use them in the same way. The Storyteller is still freeto disallow the use of Charms that seem entirely inappropriate,but wide leeway should be provided.b ronze t iger l itter t eChniQueCost: ; Mins: War 5, Essence 5; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Legendary Warrior Curriculum

    The armies of the Solar Exalted are as terrible a weapon asthe daiklaves the Chosen wield. This Charm expands the ca-pacity of the Exalts Legendary Warrior Curriculum to teach histroops special techniques. In the case of Essence-users the So-lar may now teach them Charms that they could normally learnfrom the Exalt (Solar Charms if they are Solars, Terrestrial mar-tial arts Charms if they are nearly any Essence-user). This onlyspeeds the training of Charms that fall under those Abilities theExalt can train with Tiger Warrior Training Technique.

    For mortal students, the benefits are more drastic. Insteadof granting his troops bonus dice or a bonus successthe lasteffect described under Legendary Warrior Curriculumthe

    Lawgiver may impart certain techniques that allow the soldiersto perform feats similar to Exalted Charms. The Solar teacheshis pupils a single maneuver that duplicates one Solar Charmwith the following restrictions:

    The Charm must come from one of the Abilities the Solarcan train with Tiger Warrior Training Technique. It must havea fixed cost, not a variable one (Hungry Tiger Technique isvalid; Fire and Stones Strike is not), and a minimum Essenceno more than 1. The students must meet the Ability minimumfor the Charm. The Charm must be supplemental or reflexiveand of instant duration. Only Charms with no prerequisites or

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    10/112ChApter o ne s olAr ChArms

    released and those motes are no longer truly the Solars, unlessthey remain committed.

    Lawgivers with Essence 6+ may also purchase this Charmagain, up to a number of times equal to the amount by whichtheir permanent Essence exceeds five. For each such additionalpurchase of this Charm, the Exalt adds a bonus success to anyand all contesting rolls he makes during Charm conflict.ChAmpion of (v irtue ) meditAtionCost: ; Mins: Integrity 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Epic Zeal of (Virtue) ( The Manual of

    Exalted PowerInfernals , p. 132)The Lawgivers will is power; her passions inevitable. This

    Charm is actually a group of four Charms, one for each Vir-tue with each requiring the appropriate Epic Zeal of (Virtue).It permanently enhances the Exalts specified Virtue, allowingher to channel it without spending Willpower to do so. Uponreaching Essence 6+ when the Solar channels the Virtue forsuccesses, she receives (Essence) successes instead if that wouldbe higher than the Virtues rating.u nConQuerAble t rAnsCendenCeCost: ; Mins: Integrity 5, Essence 5; Type: Permanent

    Keywords: StackableDuration: PermanentPrerequisite Charms: Champion of (primary Virtue) Meditation

    Like the Unconquered Sun who was the template of theirpower, the Lawgivers embody the greatness of the four Virtuesof Creation and through them excel beyond all others. ThisCharms prerequisite must be the version based on the Exaltsprimary Virtue; having learned this Charm, the Solar may by-pass her current age limitation on raising permanent Essence.This means that a Solar who had lived only a mortal life time

    could raise her Essence to 6, while one only slightly over a cen-tury old could attain Essence 7. The character must still trainand buy her Essence up normally. This burning spiritual insightcomes almost solely from a deep commitment to Virtue. If theExalts primary Virtue somehow drops below 5, her Essencelowers to its normal maximum for her age, which in turn shutsoff use of Charms with minimum Essence that she does notmeet. Such dots of Essence are not lost, but they only returnwhen all the requirements of this Charm are met again.

    One truly dedicated to Virtue may learn all four Championof (Virtue) Meditation Charms to purchase UnconquerableTranscendence a second time, allowing her to raise her perma-nent Essence up to two dots beyond her current age limitation.

    If any of the Solars Virtues drop below 5, however, any dotsbeyond her normal age cap are suppressed until her Virtue arerepaired.

    Essence 10 Exalts who know this Charm do not surpass alllimitations to become Essence 11 (or 12), but they come close.An Essence 10 Exalt with this Charm is treated as effectivelyhaving Essence 11 for all purposes, including mote pools, bonusdice and successes in Charm conflict, etc. There is no suchthing as an Essence 11+ Charm, however, so this benefit islargely one of raw potential power rather than transcendenttechniques. This benefit is likewise suppressed if the Exalt hasinsufficient Virtues.

    whose prerequisite is a single Excellency may be taught. Mortalswishing to take advantage of such techniques must pay a singlepoint of Willpower instead of the mote cost of the Charm; theymust also spend any indicated Willpower cost for the Charmas well.

    z enithintegrityu nstoppAble d estiny o utburstCost: ; Mins: Integrity 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Destiny-Manifesting Method

    No force in existence can set the Lawgiver on a wicked paththat she can not correct. This Charm permanently enhancesthe Exalts Integrity-Protecting Prana, allowing it to shatter anyShaping effects previously imposed on the Solar in the currentscene. As with normal activations of Integrity Protecting Pranathis does not prevent damage if the Shaping did not directlytarget the Solar, but if the Exalt was directly affected harm fromShaping effects would disappear. Turning the Exalt into a frogwould be undone, but burying her in frogs would not.

    At Essence 6+ the Exalt reduces the mote cost of Integrity-Protecting Prana to one.l Amp of u nyielding f AithCost: ; Mins: Integrity 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Destiny-Manifesting Method, IntegrityEssence Flow

    What is the tale of a hero without triumph over adversity?This Charm permanently alters the Solar, allowing him to en-

    hance any of his contesting rolls during a Charm conflict withhis Integrity Excellencies, even for Charms from other Abili-ties. Doing so still requires that the Solar pay the normal costsfor the Excellency and other Charms and follow all other rulesfor Charm conflict and timing. Treat Essence and Willpower asAttributes for the purposes of determining dice limits when ap-plying Integrity Excellencies to pools based on them.inviolAble e diCts of the s unCost: ; Mins: Integrity 5, Essence 5; Type: Permanent

    Keywords: Mirror (Yawning Maw of Failure)Duration: PermanentPrerequisite Charms: Lamp of Unyielding Faith

    The magnificent power of the Solar Exalted is as a wall of

    adamant to his enemies. This Charm permanently enhancesthe Exalt, increasing his resilience against effects that wouldsuppress, negate or otherwise manipulate his own Charms orspells, or his motes, mote pools, Willpower or Virtue channels.The difficulty of any rolls to do so increase by the LawgiversEssence. If an effect molests the Solars Charms or temporaryresources without a roll, that effect automatically fails. In thecase of spells, this makes it impossible for countermagic of thesame Circle to negate the Solars spells only during the ShapeSorcery or Necromancy actions; once the Cast Sorcery or Nec-romancy action has been taken, the energy of the spell has been

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    11/112

    10 ChApter o ne s olAr ChArms

    suffer no multiple action penalties and inflict only the highestDV penalty of any single attack in the flurry. This Charm isonly Obvious if the Exalt makes four or more attacks.e lementAl f ury -AllAying s peeChCost: 8m, 1wp; Mins: Performance 5, Essence 4; Type: Simple(Speed 6 in long ticks)

    Keywords: Combo-OK, Obvious, ShapingDuration: One scenePrerequisite Charms: Face the Light ( The Manual of ExaltedPowerAbyssals , p. 141)

    The pathos and artistry in the voices and actions of the So-lar Exalted can not be ignored, not even by the rocks and theclouds. This Charm is an impassioned oration, musical mas-terpiece or some other performance that calls the attention of even inanimate objects. The display may be a normal Perfor-mance-based action, with whatever effects it would normallyhave on the usual targets; in addition, however, the trees stoprustling and the wind stops blowing to better pay attention tothe Solar. Fire no longer consumes and grows, cold no longerbites deep.

    For the rest of the scene after this Charm is activated, allenvironmental hazards stop inflicting damage within sight of the Solar Exalt. In the case of magically conjured hazards, nor-mal Charm conflict applies, though the Solar adds (Essence)extra successes to her rolls. Certain environmental hazards areexempt from this Charms effects altogether because of theirnature, as they are beings or parts of beings with their own vo-lition, such as Terrestrial anima flux and Adorjan, the SilentWind of Malfeas.t eArs from s tones AriACost: 10+m, 1wp; Mins: Performance 5, Essence 6; Type: Simple (Speed 6, DV -3)

    Keywords: Combo-OK, Obvious, Shaping

    Duration: One actionPrerequisite Charms: Elemental Fury-Allaying Speech

    Solar passion catches up even the rocks in the field, and causescastle walls to part for the Lawgivers passage. This Charm is asingle Performance of indefinite length, during which the Law-giver dances, sings, orates or otherwise convinces the unmov-ing matter of the world to follow his directions. The Exalt rollshis Charisma + Performance, and if successful the target of thisCharm, though it is normally inanimate, leaps about, gambols,

    h ow do i s hout d own An Army ?Of course, being a glorious, golden god means you should

    be really loud. But how does one yell loud enough in Nexusto wake everyone in Great Forks? You might think that thisrequires a new Charm, but it doesnt. Phantom-ConjuringPerformance upgraded by the Demon-Wracking Glory ( TheManual of Exalted PowerAbyssals , p. 141) provides theperfect opportunity to yell so loud an entire army can hear you without straining your chords. With a range of Essencex 100 yards, or Essence 5 miles later, a characters voicecan carry quite far. The effect will obviously be magical tothose who hear, barring a proper stunt, because that is howPhantom-Conjuring Performance works, but this providesample stunt fodder itself for rallying troops in war or execut-ing social attacks against whole cities.

    h ero s p urpose meditAtionCost: ; Mins: Integrity 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: InstantPrerequisite Charms: Righteous Lion Defense

    Those who would stand in the way of the Lawgivers faceinsurmountable spirit and determination. This Charm perma-nently enhances the Exalt, increasing the Willpower rewardsfor successful stunts that defend or support his Intimacies thatare protected by Righteous Lion Defense. When the Solar per-forms such a stunt and chooses to regain Willpower, she gainsa number of temporary Willpower equal to the dice value of the stunt instead of one (one-die stunts still provide no Will-power). This does not allow the Exalt to exceed her normalmaximum amount of temporary Willpower.

    The Exalt need learn this Charm only once, even if she haslearned Righteous Lion Defense twice. It applies equally toboth Intimacies.h eroiC r esurgenCeCost: ; Mins: Integrity 5, Essence 3; Type: Permanent

    Keywords: ObviousDuration: InstantPrerequisite Charms: Phoenix Renewal Tactic

    The Chosen of the Sun sometimes face impossible-seemingodds, and yet they wrest astonishing victory from the jaws of oncoming doom. When a Solar with this Charm performs asuccessful two- or three-die stunt, instead of the usual rewards,she may heal one level of bashing or lethal damage she has suf-fered during the current scene.o mnipotent golden r esolveCost: ; Mins: Integrity 6, Essence 6; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Righteous Lion Defense, TranscendentHeros Meditation

    Through their unassailable, glorious purpose the Solar Ex-alted become proof against even the most insidious trickery.This Charm permanently enhances the Exalts TranscendentHeros Meditation, reducing its mote cost by the Lawgiversown permanent Essence. In addition, if all of the long-term in-fluences that the Charm would shed conflict with one or moreof the characters Intimacies or Motivation, the Willpower costof the Charm is reduced to one. The Exalt may now substitutean unsoakable aggravated health level for the entire cost of theCharm.

    p erformAnCeindivisible t hemes of s plendorCost: 4m, 1wp; Mins: Performance 4, Essence 2; Type: ExtraAction

    Keywords: Combo-OK, Mirror (Forum-Conquering Rant),Obvious, SocialDuration: InstantPrerequisite Charms: Respect Commanding Attitude

    To convey the glories that occupy their minds, the Solar Ex-alted must express many complex ideas. This Charm is a magicalflurry of up to (Essence) Performance- or Presence-based socialattacks, ignoring the normal Rate of such attacks, all of which

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    12/112ChApter o ne s olAr ChArms

    dances, undulates or otherwise performs physical actions as theSolar orders. The difficulty of this Performance is equal to theStrength + Athletics total necessary to lift the target.

    The target is only granted mobility, and can not carry outother actions; despite the name of this Charm, the Exalt cannot cause inanimate things to cry, but they can be made to pan-tomime. However, these items can rearrange themselves andmove about as if they possessed muscle and volition. The Exaltmay direct items to perform combat actions, in which case theyhave at least Speed 6, no ratings in Abilities, Strength equal tothe Strength + Athletics necessary to lift them and Dexterityequal to the Solars Essence.

    This Charm targets only solid, contiguous, non-magicalitems, such as a wall, or a tower, but not a whole village. Every10 motes spent activating this Charm allows the Solar to targetone item, up to a maximum of (Essence) items. The Exalt rollsCharisma + Performance once to control all targets. Successis determined based on the item hardest to control. As long asthe Solar has successfully controlled an item on his previousaction, he may reactivate this Charm without Willpower cost

    to continue doing so without need for another roll.CreAtion -s pAnning w hisperCost: (+1wp); Mins: Performance 6, Essence 6; Type: Permanent

    Keywords: NoneDuration: InstantPrerequisite Charms: Demon-Wracking Glory ( The Manualof Exalted PowerAbyssals , p. 141)

    This Charm permanently enhances the Exalts Phantom-Conjuring Performance so that he no longer needs to make useof an Excellency to gain its benefit. When activating Demon-Wracking Glory or Phantom-Conjuring Performance, the Solarmay also spend a point of Willpower to enhance their range, to

    (Essence x 100) yards and (Essence x 10) miles, respectively. AtEssence 8+ this increase becomes (Essence x 500) yards and(Essence x 100) miles, respectively.m Astery -of -p Assion n uAnCeCost: ; Mins: Performance 5, Essence 3; Type: Permanent

    Keywords: Emotion, Mirror (Secret Heart Iniquity), SocialDuration: PermanentPrerequisite Charms: Heart-Compelling Method

    The savvy Solar Exalted are masters of others hearts. Whena Solar makes a social attack supplemented by Heart-Compel-ling Method, she may name a Virtue that is relevant to herattack. Any target whose rating in that Virtue is not less than2 treats that Virtue as if it were rated at 3 or higher for the

    purposes of reacting to the social attack. Further, the Virtuecan not be overridden with Willpower in this case; if the Exaltsattack is successful a target must fail a roll of that Virtue to actagainst it. This unnatural emotion can not be resisted exceptby the Exalted, who can do so by gaining a point of Limit (orResonance in the case of Abyssals).

    A llure of d ivine b eAutyCost: ; Mins: Performance 5, Essence 5; Type: Permanent

    Keywords: Mirror (Unstoppable Incubus Mastery)Duration: PermanentPrerequisite Charms: Husband-Seducing Demon Dance

    This Charm permanently enhances its prerequisite, chang-ing its type to supplemental. It no longer is a social attackitself, but instead enhances other social attacks, adding (Ap-pearance) extra dice and, apart from the normal effects of thesocial attack, building an Intimacy of love as described underHusband-Seducing Demon Dance. Solars with Essence 6+also reduce the mote cost of Husband-Seducing Demon Danceto five, and those with Essence 8+ reduce its cost to zero motesand zero Willpower.

    p resenCeCutting o bservAtion interruptionCost: 5m, 1wp; Mins: Presence 4, Essence 2; Type: Reflexive(Step 9)

    Keywords: Combo-OK, Counterattack, SocialDuration: InstantPrerequisite Charms: Any Presence Excellency

    The Solar Exalted may turn an opponents words againsthim, drawing victory from the arguments of their foe. Whenthe Solar is engaged in social combat she may use this Charm in

    response to any social attack she is aware of, even one that doesnot target her. She then immediately makes her own social at-tack, be it Performance- or Presence-based, that must includethe original attacker amongst the targets. If this counterattackis successful, those targeted by the original attack need only payone Willpower to resist the influence even if it was unnatural.This does not make irresistible influence resistible.g lorious imperAtiveCost: ; Mins: Presence 5, Essence 3; Type: Permanent

    Keywords: Mirror (Commanding Whisper)Duration: PermanentPrerequisite Charms: Hypnotic Tongue Technique

    Casual, easy power is natural to the Solar Exalted, just as

    it is natural for others to follow their commandseven whenthey dont know that they are doing so. With this Charm, theSolar may remove the Touch keyword from Hypnotic TongueTechnique by issuing the command as a verbal social attackagainst the target. The target remains unaware of the magi-cal influence behind the command, but is fully aware that theExalt issued a command.

    A second purchase of this Charm at Essence 5+ makes thetargets Dodge MDV inapplicable against the influence when itis issued as a verbal command.h ero -inspiring interrogAtoryCost: (+10m); Mins: Presence 5, Essence 5; Type: Permanent

    Keywords: NoneDuration:

    InstantPrerequisite Charms: You Can Be More ( The Manual of Exalted PowerAbyssals , p. 143)

    This Charm permanently enhances its prerequisite, allowingthe Exalt to target Essence-users with its Motivation-changingeffects by increasing its cost by ten motes. In this case a new,more heroic Motivation is one that involves aiding the Solarin some way. Keep in mind that aiding the Solar is extremelybroad and vague, and more than one unwary Lawgiver of theFirst Age regretted using this Charm on an intractable andoverprotective Lunar mate. The alien mores of demons couldproduce exceptionally strange, likely unpleasant, results.

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    13/112

    12 ChApter o ne s olAr ChArms

    r esplendent AurA of A weCost: ; Mins: Presence 5, Essence 3; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Majestic Radiant Presence

    The Lawgivers have more important things to do than toywith those enemies who are not firm in their convictions. ThisCharm permanently increases the difficulty of overcoming theSolars Majestic Radiant Presence. If it requires a Valor roll,the difficulty increases by one; if it requires a Willpower roll,the difficulty increases by two. If a foe has paid Willpower toignore their awe, the Solar may attempt to reestablish its efffectwithout cost. This is a Miscellaneous action and a Charisma +Presence roll against the targets MDV. If this short display of terrifying power is successful, the target is treated as not havingspent Willpower to resist previously.

    A second purchase of this Charm at Essence 5+ increasesthe difficulties to overcome by one each. Another purchase atEssence 6+ allows the Exalt to increase the cost of the Charmby one Willpower to set the difficulty of the Valor roll at 5 or

    the Willpower roll at 6.injunCtion of the l AwgiverCost: ; Mins: Presence 5, Essence 3; Type: Permanent

    Keywords: Mirror (Commandment of the Abyss), SocialDuration: PermanentPrerequisite Charms: Terrifying Apparition of Glory

    It is the duty of the Chosen of the Sun to deliver truth intoCreation, and their power makes this truth undeniable. TheExalts Terrifying Apparition of Glory may now enhance socialattacks that inflict unnatural influence. In addition and at theLawgivers choice, it may also turn natural influence into un-natural influence. A second purchase of this Charm increasesthe Willpower cost to resist any attacks supplemented by the

    Charm by one. Authority -r AdiAting s tAnCe Keywords: Combo-OK, Illusion, Social

    Note: This is a clarification and modification of the Charmfound on Exalted , p. 204. It gains the Illusion keyword.e minenCe of the l AwgiverCost: ; Mins: Presence 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Authority-Radiating Stance

    This Charm permanently enhances Authority-RadiatingStance, so that it affects anyone whose MDV is lower than theExalts Presence + Essence. Another purchase of this Charm at

    Essence 5+ changes it to Charisma + Presence + Essence.A third purchase of this Charm at Essence 6+ increases the

    Willpower cost to resist Authority-Radiating Stance to equalhalf the Exalts permanent Essence. This increase in cost doesnot apply against other Lawgivers.u nfAltering AdorAtion AChievementCost: ; Mins: Presence 5, Essence 5; Type: Permanent

    Keywords: EmotionDuration: PermanentPrerequisite Charms: Worshipful Lackey Acquisition

    Giving up ones love for the Lawgiver is like giving up thatwhich makes one whole. People can not help but love the SolarExalted for the paragons of passion that they are. This Charmpermanently enhances the Exalts relationship with anyonewho has an Intimacy of love, respect or loyalty to him, improv-ing all such attachments into unnaturally strong emotions.Such Intimacies can not be voluntarily eroded without spend-ing one Willpower per scene to resist this unnatural emotion.When anothers social attack is meant to erode the Intimacy, itautomatically fails if it is natural influence and the Willpowercost to resist unnatural influence that would erode the Inti-macy is reduced by one, to a minimum of one. If a character hasa Motivation that involves loving, being loyal to or respectingthe Solar, their Motivation can not be broken ( Exalted , p. 174)and they must spend four Willpower to ignore this Charms un-natural influence before spending two experience in order tochange their Motivation without completing it.g ilt r etrospeCtive f AithCost: ; Mins: Presence 8, Essence 8; Type: Permanent

    Keywords: IllusionDuration: PermanentPrerequisite Charms: Unfaltering Adoration Achievement

    No deed of the Solar Exalted could truly be unworthy. Couldit? This Charm permanently enhances the Lawgiver and hisrelationship with everyone who has formed a Motivation or In-timacy based around him. Whatever the Exalt has done, at anytime, those with emotional attachments believe that the Solarwas right and just in those actions. No matter how wicked andvile, there were extenuating circumstances or a greater goodwas served. Even those who hold negative Intimacies or Moti-vations towards the Solar believe that the Chosen is righteousand that they hold a grudge against a good and honest man,however justified that grudge really is.

    This unnatural illusion can be ignored for a week by spend-ing a point of Willpower, during which time the characterreexamines the deeds of the Solar and comes to a less biasedconclusion on their own. After that week is out, this influencereasserts itself as the target ceases their equivocating and ratio-nalizations, reasoning once again that the Exalt is truly holy inword and action. After spending Willpower for ten consecutiveweeks to shuck this illusion, an individual becomes immune tothis Charms effects for a year. Those lacking Motivations or In-timacies focused on the Exalt can examine his deeds in a moreobjective fashion, even if previously subject to this Charm.golden r etinue -g Athering s mileCost: 10m, 1wp; Mins: Presence 6, Essence 7; Type: Simple

    (Speed 1 in long ticks) Keywords: Combo-OK, Obvious, Servitude, SocialDuration: InstantPrerequisite Charms: Worshipful Lackey Acquisition, Hero-Inspiring Interrogatory

    The supernal charisma of the Solar Exalted draws lesser he-roes to them, attracting bodyguards, lovers and friends nearlyas legendary as the Lawgiver herself. This Charm is a socialattack made after the Solar completes some deed successfullywith a threshold of five or more successes, during which the Ex-alt poses impressively, smiles confidently or says a few humblewords about intended future heroics. While everyone might be

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    14/112ChApter o ne s olAr ChArms

    impressed with the display, the Lawgiver is trying to impress aparticular target and in so doing rolls her ([Charisma or Manip-ulation] + Presence), adding (Essence) extra successes, againstthe targets MDV. If this attack succeeds, the target gains bothan Intimacy of respect or love (as appropriate to the character)for the Solar and replaces their Motivation with one for sup-porting the Exalts future deeds. A target may pay three Will-power to resist this unnatural servitude, and it has no effect ontargets with Essence equal to or higher than the Solars.d evil -f lAying p roClAmAtionCost: 5m, 1wp; Mins: Presence 5, Essence 4; Type: Simple(Speed 3 in long ticks)

    Keywords: Combo-Basic, Compulsion, Holy, Obvious, SocialDuration: One scenePrerequisite Charms: Enemy-Castigating Solar Judgment

    So hallowed are the Chosen of the Sun their merest dis-missal is agonizing pain. This Charm is a Charisma + Pres-ence social attack against another character, adding the ExaltsEssence in extra successes, asserting the holiness of the SolarExalted and their primacy over all others. If the targets MDVfails to protect them from this verbal onslaught, they can donaught but grovel and beg forgiveness for their presumptionsand misdeedspast, present and imaginedfor the rest of thescene. This unnatural influence may be ignored by spendingthree Willpower. Even if the Exalt or others attempt to harmthe target indirectly, through the destruction of people or ob-jects to which the target holds an Intimacy, they will only layquiet or wail mournfully as they accept their just punishment.However, any real effort on anyones part to harm the targetdirectly breaks the effects of this Charm, allowing the penitentto act normally.

    If the target is a creature of darkness, in addition to beingforced to beg forgiveness they lose an amount of temporary

    Willpower equal to half their own Essence. Should the targetlack sufficient Willpower, they lose all available points of Will-power and suffer an aggravated level of damage as their basewickedness burns in the presence of the holiest champions of Heaven. The Willpower cost for a creature of darkness to resistthis influence is equal to (Exalts Essence targets Essence),minimum three.CelestiAl p Artnership r einforCementCost: 5m, 1wp; Mins: Presence 2, Essence 3; Type: Simple(Dramatic Action)

    Keywords: Combo-Basic, Emotion, TrainingDuration: InstantPrerequisite Charms: None

    As accessories to the glory of the Chosen of the Sun, theChosen of the Moon should listen closely to their lords words.This Charm is a scene in which the Exalt interacts with hisbonded Lunar mate ( The Manual of Exalted PowerLunars ,p. 20, 110), strengthening the Solar Bond of the Lunar. TheLawgiver rolls his ([Charisma or Manipulation] + Presence)against the Lunars Dodge MDV, success increasing the LunarsSolar Bond Background by one dot. The target may ignore thisunnatural emotion by spending two Willpower. In games thatcharge experience for Backgrounds, this is a Training effectwith the usual cost of three experience per dot.

    A Solar may target his Lunar mate who has Solar Bond 5to further enhance the effects of the Background. There is noLegendary Solar Bond, but successful application of the Charm,which can initially be resisted at the normal cost of two Will-power, permanently imposes an otherwise irresistible unnaturalemotion on the Lunar, which inflicts an internal penalty equalto the Solars permanent Essence on any dice pool the Lunaruses to knowingly oppose the Solar.

    r esistAnCegolden p urity b ulwArKCost: ; Mins: Resistance 5, Essence 3; Type: Permanent

    Keywords: Mirror (Word of Ghostly Protection)Duration: PermanentPrerequisite Charms: Glorious Solar Plate

    This Charm permanently enhances the Exalts Glorious So-lar Plate, increasing the soak it provides by her Limit Virtuesrating and its Hardness by half that amount.impervious t ortoise t eChniQueCost: (+2m, 1wp); Mins: Resistance 4, Essence 3; Type: Permanent

    Keywords: Mirror (Tomb-Body Invulnerability)Duration: One scenePrerequisite Charms: Durability of Oak Meditation

    This Charm permanently enhances the Solars Durabilityof Oak Meditation, allowing him to commit an additional twomotes and spend an additional Willpower to extend its dura-tion to the rest of the scene.e ndurAnCe of t en t housAnd CutsCost: 8m, 1wp; Mins: Resistance 4, Essence 3; Type: Simple(Speed 3, DV -0)

    Keywords: Combo-Basic, ObviousDuration: One scene

    Prerequisite Charms: Spirit Strengthens the SkinOnce the Lawgiver withstands misfortune, he can withstand

    it again ten thousand times over. For the rest of the scene afteractivating this Charm, the Exalt reduces the levels of damagehe suffers from any source (except health level costs of Charms)by an amount equal to half his Essence.

    At Essence 5+ this Charms effects improve automatically.As long as he is not currently suffering from any health levelsof damage worse than -0, no single infliction of damage canreduce the Solar past his -4 health level. That is, if the Exalt islightly or completely uninjured, no single source of damage canrender him Incapacitated or worse; he is simply reduced to his-4 health level and ignores all excess levels of damage.

    s ustenAnCe of inner g loryCost: ; Mins: Resistance 4, Essence 3; Type: Permanent Keywords: NoneDuration: PermanentPrerequisite Charms: Tireless Sentinel Technique ( TheManual of Exalted PowerAbyssals , p. 148)

    The Lawgivers have more important things to attend to thaneating or breathing. This Charm allows the Exalt to endurehardship ( Exalted , p. 129) and hold his breath ( Exalted , p.130) for truly astonishing periods of time.

    The Solar still starves, but slowly, the days he can go with -out food becoming (Stamina + Resistance + Essence), and

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    15/112

    14 ChApter o ne s olAr ChArms

    accumulating a -1 penalty only every two days thereafter. WithEssence 5+ the interval between penalty increases is extendedto (Resistance) days.

    The amount of time the character can hold his breath with -out effort is now equal to (Stamina x 10) minutes. Rolling hisStamina + Resistance to increase this time is always difficulty1, and each success increases the amount of time he can holdhis breath by 10 minutes each. With Essence 5+, this increasesto (Stamina x 30) minutes and 30 minutes per success.

    At Essence 6+ the amount of time the Exalt can hold hisbreath increases to one day per dot of Stamina and per successon his (Stamina + Resistance) roll. At Essence 7+ it increasesagain, to one week each, and at Essence 8+ a second purchaseof the Charm increases the intervals to one month each.

    b Attlefield w eAthering s tAnCeCost: (+4m); Mins: Resistance 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: One actionPrerequisite Charms: Unbreakable Warriors Mastery

    This Charm permanently enhances the Exalt, allowing himto spend an additional four motes when activating Unbreak-able Warriors Mastery to extend its duration to one action,allowing him to benefit from it against any Crippling effectsduring that time.indestruCtible w Arrior f rAmeCost: ; Mins: Resistance 5, Essence 5; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Unbreakable Warriors Mastery

    This Charm permanently enhances the Solars UnbreakableWarriors Mastery, allowing it to automatically succeed againstmundane Crippling effects and against magical Crippling ef-fects whose source has a permanent Essence that is less than(Exalts Essence 2). An Essence 6+ Exalt who knows thisCharm also no longer pays Willpower to activate UnbreakableWarriors Mastery.p erfeCted ConstitutionCost: ; Mins: Resistance 5, Essence 5; Type: Permanent

    Keywords: Mirror (Perfected Herald of Contagion)Duration: One dayPrerequisite Charms: Immunity to Everything Technique

    s olAr g illsOne might see Sustenance of Inner Glory as partially re-

    dundant with Hardship-Surviving Mendicant Spirit. It is.But committing ten, five or even zero motes to a SurvivalCharm may not be as useful as being able to forever and al-ways hold ones breath for long periods. Hardship-SurvivingMendicant Spirit allows one to breathe in any environmentsafely, but it doesnt actually allow you to stop breathing. Aspirit whose Possession Charm specifically involves chokingthe breath from a target would bypass Hardship-SurvivingMendicant Spirit, but not Sustenance of Inner Glory.

    This Charm permanently enhances its prerequisite, extend-ing its duration to one day. Another purchase of this Charm atEssence 6+ reduces the mote cost of Immunity to EverythingTechnique to (10 Exalts Essence). At Essence 7+ a thirdpurchase extends the Charms duration indefinitely.

    w Arrior s Adversity d ivestmentCost: ; Mins: Resistance 4, Essence 3; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Body-Mending Meditation

    With this Charm, the Exalt is treated as resting at all timesfor the purposes of natural healing. This means, with Body-Mending Meditation active, the Solar will heal one bashinglevel at the end of most scenes, as they are about 15-20 minuteslong, and lethal or aggravated levels at a rate of one every half hour (-0s), five hours (-1s), ten hours (-2s) or seventeen hours(-4 or worse).

    With another purchase of this Charm at Essence 6+, theExalts healing time while Body-Mending Meditation is activeis further divided by his Essence (so at Essence 6 he would healone bashing level every three long ticks, etc.).t he s un AlwAys r isesCost: ; Mins: Resistance 5, Essence 6; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Warriors Adversity Divestment (x2)

    The Sun may always set, but it always rises again, too. ThisCharm permanently enhances the Exalt, making it extremelydifficult for her to die. Whenever the Exalt would be bodilyslainlosing her last Dying health levelshe may not actuallybe dead. Roll the characters Essence; on a success, the Lawgiv-er is still alive and will heal back to her last Dying level (11 Essence) actions later, after which she begins healing normally.

    Until this Dying level is healed, the character appears to bedead in all ways. All of her ongoing Charms lapse and she losesthe motes committed to them. Only the soul collectors andTaru-Han know that they are not called for. Utter destructionof the body or soul thwarts this Charm, as do certain types of wounds such as decapitation or a missing torso, and the Exaltmay choose not to utilize this Charms effect if she so wishes.

    The Exalt may make a heroic effort to return to the fray evenfaster by spending a point of Willpower when her last Dyinghealth level returns. She rolls her Willpower and on a successheals all her Dying levels and her Incapacitated health level.At the Storytellers discretion and with proper incentive in thescene for the character, the Solar may instead channel an ap-

    propriate Virtue to achieve a heroic recovery without the needfor a roll.e xtended l ifetime p rAnACost: ; Mins: Resistance 5, Essence 5; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: None

    Even the Exalted die...eventually. To delay this horrible trag-edy and allow Creation the continued protection of its most ex-perienced heroes, the Lawgivers developed Extended LifetimePrana. Solar Exalted will die naturally about one hundred years

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    16/112

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    17/112

    16 ChApter o ne s olAr ChArms

    This Charm action may be supplemented by other CraftCharms that normally target single objects, such as Crack-Mending Technique. This does not speed the work crew anyfurther, but it allows the Exalt to perform more quickly in therepair of structures, or to apply other Charm effects to thewhole project such as Inimitable Assembly Exercise.

    diligent

    ArtisAn

    s

    methodology

    Cost: ; Mins: Craft 5, Essence 4; Type: Permanent Keywords: NoneDuration: PermanentPrerequisite Charms: Craftsman Needs No Tools

    With careful purpose and fine handiwork, the Lawgiver findsit easy to create even the most spectacular wonders. Whenperforming Create Item/Artifact actions ( Exalted , p. 133), theExalt may use the higher of her Dexterity, Perception or Intel-ligence instead of the lower of the three. The Solars CraftsmanNeeds No Tools becomes equivalent to a masters workshop(seeThe Books of Sorcery, Vol. IIIOadenols Codex , p. 27-28).A second purchase of this Charm at Essence 6+ upgrades thisto flawless, and a third purchase at Essence 7+ makes it an idealworkshop.

    In addition, if the Solar has Craft and Essence 6+ and haslearned Wonder-Forging Genius at least once, she reduces thedifficulty of any Craft-based action she performs by one, to aminimum of one, including the difficulty of artifact creationrolls. Upon reaching Craft and Essence 7+ and having learnedWonder-Forging Genius a second time, this reduction increasesto two. At Craft and Essence 8+ the reduction in difficulty foreach purchase of Wonder-Forging Genius increases to two each(for a possible total of four). This requires no additional Charmpurchases.t enfold m Aster l Aborer t eChniQueCost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Extra Action

    Keywords: Combo-OKDuration: InstantPrerequisite Charms: Crack-Mending Technique, CraftsmanNeeds No Tools

    If the Solar Exalted make the production of wondrous trea-sures look easy, its because, for them, it is. This Charm is aflurry of up to ten separate dramatic or extended Craft actions,none of which suffer multiple action penalties. The targets of each of these actions must all be in the same workshop or theSolar must be able to reach each project within a few minutesfrom any other project; greater distance prevents the use of thisCharm. If the Exalt is working exclusively on objects, he can in-stead build or repair as many as (Essence x 10) items at once.

    w onder -s Culpting AlACrityCost: ; Mins: Craft 5, Essence 6; Type: Permanent Keywords: NoneDuration: PermanentPrerequisite Charms: Crack-Mending Technique, CraftsmanNeeds No Tools

    This Charm permanently enhances both of its prerequisites,allowing a Solar using them to complete (Essence x 5) hoursworth of effort for every real hour of work.

    golden p rodigy e piphAnyCost: ; Mins: Craft 6, Essence 7; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Wonder-Forging Genius ( The Books of Sorcery, Vol. IIIOadenols Codex , p. 29)

    This Charm permanently enhances the Exalt, making it acasual thing for him to plan and construct never-before-seenwonders. Whenever the Exalt begins constructing an artifactfor which he lacks complete plans, even if he has incompleteplans, the Solars player should roll his (Intelligence + [rele-vant Craft]) at a difficulty equal to the nascent artifacts rating.The number of threshold successes are treated as incompletedesigns, adding themselves to each Craft roll to build the arti-fact until half the necessary cumulative successes are achieved.If this roll produces more successes than one tenth of thosenecessary to complete the artifact (e.g., more than 1 for a level1 artifact, or more than 25 for a level 5 artifact), then the Exalthas conjured up complete plans in his mind, which cuts thecumulative successes necessary to build the artifact cleanly in

    half. See The Books of Sorcery, Vol. IIIOadenols Codex for more on artifact design and plans.

    investigAtionmisdeed -u nveiling i lluminAtionCost: 15m, 1wp; Mins: Investigation 5, Essence 3; Type: Simple(Dramatic Action)

    Keywords: Combo-Basic, ObviousDuration: InstantPrerequisite Charms: Crafty Observation Method

    That which falls under the gaze of the Lawgiver gives up itssecrets readily. This Charm is a 15-minute Investigation actionas the Exalt wanders an area, observing everything under thelight of her caste mark which glows as if she had spent 5-7motes of peripheral Essence. At the end of this period of ob-servation, the Solar rolls her Perception + Investigation. TheExalt becomes aware of all the gross physical movements andany events that can be discerned from that information thattook place in the area for a number of hours in the past equal tothe threshold successes on her roll. The Solar will not becomeaware of every word in a conversation or who any given par-ticipant was, but may discern that one person was angry due tothe way their almost-invisible footprints and other cues are ar-ranged. This insight does not reveal only those movements thatwould leave foot- or hand-prints, but also those taken whilefloating through the air or swimming in water.

    Changes to the structure of the locale increase the difficultyof the roll. Rearranging the furniture in a room might add oneto the difficulty, while a building burning down would increasethe difficulty by five. Magical sources of destruction or conceal-ment would increase the difficulty by an amount equal to theirsources permanent Essence, in addition to any penalties im-posed by camouflaging Charms. If the scene being investigatedis located in the Wyld, the difficulty rises by four in the Middle-marches and eight in the Deep Wyld; this Charms function ismeaningless in Pure Chaos.

  • 8/8/2019 Hundredfold Facets of Enlightenment (BW)

    18/112ChApter o ne s olAr ChArms

    t Ale of the w orld intuitionCost: ; Mins: Investigation 5, Essence 5; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Misdeed-Unveiling Illumination

    This Charm permanently enhances its prerequisite, allowingthat Charm to delve into the past up to one day per success. ASolar with Essence 7 may purchase this Charm a second timeto increase the interval per success to two days, and at Essence9+ he may purchase it a third time to increase the interval tofive days per success.e videnCe -d isCerning method

    Note: This is a modification and clarification of the Charmfound on Exalted , p. 213. Pursuant to this document treatingDVs as difficulties instead of external penalties, it bears notingthat this Charm reduces both external penalties and DVs.golden m AgistrAte ClArityCost: ; Mins: Investigation 5, Essence 3; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisite Charms: Evidence-Discerning Method

    No secret desire is safe from the probing of the Lawgiver.Learning this Charm permanently enhances the Exalts Evi-dence-Discerning Method, allowing her for the rest of the storyto apprehend the direct motivations of the targets actions dur-ing any scene in which both the Exalt and target are present.Extra successes on the Solars Investigation roll reveal deeperand clearer information on why and how the target acted. Forinstance, one success would show that an assassin is a memberof a group that intends to kill the Solar, three successes revealthat this group is a Creation-spanning conspiracy of rebellion,five reveal that the conspiracy is itself being manipulated bysomeone else, and more than five would reveal that the Solarstrusted advisors from Heaven have orchestrated the action.

    Normally, Evidence-Discerning Method requires the Exalthave sufficient information to profile a target, but with thisCharm and Essence 6+ the Solar needs only the meanest evi-dence. It is up to the Storyteller to determine exactly wherethe border lies between no useful information and the tiniestscrap of useful information.h eArt -r eAding g lAnCeCost: (+2m); Mins: Investigation 5, Essence 4; Type: Permanent

    Keywords: NoneDuration: InstantPrerequisite Charms: Evidence-Discerning Method

    This Charm permanently enhances the Lawgiver, allowingher when she activates Evidence-Discerning Method to pay anadditional two motes (which are not committed) to change theCharms type from Simple to Reflexive.

    l ore w onder -w orKing s yllAbusCost: ; Mins: Lore 5, Essence 5; Type: Permanent

    Keywords: NoneDuration: PermanentPrerequisites Charms: Legendary Scholar Curriculum

    This Charm permanently enhances the Exalts HarmoniousAcademic Methodology, allowing him to enlighten mortalsin large groups. Instead of the usual week, the training takesone season, each week of which the Solar must spend at leastten hours working with his students. At the end of this periodthe Lawgivers students become Essence-users of an appropri-ate type (enlightened mortal, awakened god-blood, etc.). Thisgrants those so enlightened an Essence pool appropriate tothem; as a Training effect this enlightenment usually costs fourbonus points or eight experience points, being the equivalentof the blight Enlightened Essence(The Compass of CelestialDirections, Vol. IIThe Wyld , p. 148), though this is not amutation or Shaping effect of any kind.

    This Charm also allows the Exalt to train Essence-users toincrease their permanent Essence, to a maximum of three. Thisprocess only takes the usual week. The Solar cant train mortalsto become Essence-users at the same time he is training othersto increase their Essence.

    Finally, the Exalt may also teach others Charms. TeachingCharms takes as much time as raising standard traits, and the

    Exalt may only teach others Charms in this way that require aminimum Ability 5 or lower and minimum Essence 3 or lower.This does not allow the Exalt to teach others Charms that theycould not normally learn, such as teaching Solar Charms toenlightened mortals; nor can