Anima Effects:
• At bonfire/iconic anima display, the Dawn adds half her Essence score (round up) to her base Initiative upon resetting to base after a successful decisive attack.
• For 10 motes, all of the Dawn’s combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.
• The Dawn Caste inspires terror in her foes. She adds half her Essence score (round up) in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.
Mote pools replenish themselves over time. Characters with mote pools regain five motes of Essence at the end of each round while in combat, as the dynamism of battle stirs the world around them. Outside of battle, characters regain five motes per hour (seven total from the Fountain Summoning Stone). In the most relaxed of times—such as when a character is asleep, meditating, or quietly reading—they respire Essence at a rate of 10 motes per hour (12 total with the Fountain Summoning Stone). Motes in the peripheral pool are replenished before motes in the personal pool.
Athletics Excellency
Graceful Crane Stance
Cost: 3m; Mins: Athletics 1, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Solar draws Essence through her pores and into her bones, suffusing and lightening her form and steadying her step. For the rest of the scene, she has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She can run on a guy wire, stand on a crumbling parapet, balance on the tip of a pine tree, and perform many similar feats without needing to roll (Dexterity + Athletics).
Increasing Strength Exercise
Cost: 3m or 3i per dot; Mins: Athletics 3, Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Solar draws remarkable strength from deep within her core. For every three motes of Essence or Initiative the Exalt spends, her Strength score increases by one. Each dot of increase also raises the base damage of her decisive attacks by one. The Solar’s Strength cannot be increased by more than her Essence rating through use of this Charm, and may not grant her more than double her Strength score. Through use of Increasing Strength Exercise, Solars can reach the Strength minimums required to attempt certain feats of strength (p. 229).
Monkey Leap Technique
Cost: 2m; Mins: Athletics 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Exalt leaps with the speed and grace of a striking hawk. Using this technique, a Solar may automatically leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops, without having to roll. This Charm counts as the Solar’s movement for the turn. If the Solar continues to leap to a different range band each turn, the cost is reduced to one mote after the first activation.
Thunderbolt Attack Prana
Cost: 4m, 1wp; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Increasing Strength Exercise, Monkey Leap Technique
The Exalt draws down on the Essence around her, pulling it through her upper body, her lungs, her core and down into her legs, and then explodes skyward, rising in a brilliant, Essence-laden arc. This Charm supplements a nonranged attack which can be made against aerial targets up to short range, or ground targets at short range. The Solar leaps at her target, striking with incredible force—damage is doubled after it is rolled. If the Exalt uses this attack to move to short range, it counts as her movement action for the round. After striking an aerial opponent, the Exalt may fall one range band without taking damage.
Thunderbolt Attack Prana is expressly permitted to be used in conjunction with Charms of other Abilities, and it is suggested that the player use it to create a signature attack that fits the character’s attitude and style.
Awareness Excellency
Brawl Excellency
Dodge Excellency
Melee Excellency
Call The Blade
Cost: 1m; Mins: Melee 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
Extending her hand, the Solar may summon her weapon with but a thought. This Charm can reach a weapon within short range. Roll (Wits + Melee) at difficulty 4. On a success, the weapon flashes to hand instantly, without traversing the space between. On a failure, the weapon leaps to the Solar’s hand, overcoming friction and gravity to do so. However, it is unable to defeat doors, chains, or other similar obstacles, and even if the path is unobstructed, the weapon does not return until the Solar’s next turn. The Exalt cannot use this power to steal weapons, only to call her own weapon to hand.
Summon The Loyal Steel
Cost: 1m; Mins: Melee 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Call the Blade
With a moment of concentration, the Solar may banish a weapon Elsewhere. She may reflexively lift commitment to this Charm, summoning her weapon to hand in a flash of Essence.
Excellent Strike
Cost: 3m; Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Exalt channels Essence through skill, honing her accuracy in order to strike true. Her attack gains one automatic success. Additionally, all 1s are rerolled until 1s no longer appear.
One Weapon, Two Blows
Cost: 3m; Mins: Melee 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Excellent Strike
Sensing an opening, the Solar strikes with surpassing speed. Immediately after making a withering attack which lowers an opponent’s current Initiative from a value greater to a value less than the Solar’s own, she may use this Charm to unleash a second attack against that opponent. This second attack may be withering or decisive.
Peony Blossom Technique
Cost: 1m, 1wp, 3a; Mins: Melee 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
Drawing her raging anima inward, the Solar’s offense is renewed in a sudden burst of flashing, streaking fire. When the Exalt’s anima is at bonfire, she may use this Charm to make an additional attack, even if she’s already attacked that turn. The Exalt moves like ice on hot metal, expelling her anima with her attack and returning her to the dim level.
Iron Whirlwind Attack
Cost: 5m, 1wp; Mins: Melee 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Peony Blossom Technique
The Solar becomes a killing blur, unstoppable as she whirls through a storm of blood and steel. This Charm splits the Exalt’s Initiative to make a series of (the lowest of her Strength, Dexterity, or Stamina) decisive attacks. These attacks may be directed at a single target, or multiple targets as the player desires. The player divides the Solar’s Initiative between the attacks when they activate the Charm, for the purpose of determining the damage of each attack. Each attack must have at least one Initiative allocated to it, and unlike normal decisive attack resolution, the Solar does not return to base Initiative until the final attack is resolved, and only loses Initiative for missed attacks if all of her attacks fail to connect. In the case of such a miss, the Exalt loses two Initiative per attack attempted.
Special activation rules: Attack-enhancing Charms such as Excellent Strike and Hungry Tiger Technique need only be paid a single time to enhance every attack in this sequence, but the Melee Excellency must be paid per attack. Iron Whirlwind Attack can be activated directly after using Peony Blossom Technique as if it were a Reflexive Charm.
Invincible Fury of the Dawn
Cost: —; Mins: Melee 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Iron Whirlwind Attack
Drawing in Solar Essence, the Lawgiver is possessed by the soul of combat and moves across the battlefield like a killing wind. This Charm enhances its prerequisite: the Solar may make up to (the highest of her Strength, Dexterity, or Stamina) attacks, and may move a single range band to make each attack. In addition, when she activates Iron Whirlwind Attack, she gains an amount of Initiative to spread between her attacks equal to the number of attacks she intends to make. This extra Initiative vanishes after the attack is completed.
Dipping Swallow Defense
Cost: 2m; Mins: Melee 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
With speed and grace, the Exalt flashes to her own defense. Even when she is beleaguered she strikes away blows with preternatural accuracy. The Solar can ignore all penalties to parry an attack with her full Defense. In addition, any attack she successfully parries with Dipping Swallow Defense grants her one point of Initiative. This Charm cannot by itself remove the penalties from a surprise attack.
Bulwark Stance
Cost: 5m; Mins: Melee 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Until next turn
Prerequisite Charms: Dipping Swallow Defense
The Solar’s mastery of defensive Essence flows guides her weapon to intercept all blows. Until her next turn, the Lawgiver ignores all penalties to her Parry Defense. The Chosen’s definitive guard dampens her foes’ strikes. Any damage roll made against the Solar takes a -1 penalty for each 1 rolled on the attack roll, up to a maximum of the Solar’s Essence rating.
Fivefold Bulwark Stance
Cost: 5m, 1wp; Mins: Melee 5, Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Bulwark Stance
Accepting no form of defeat, the Solar gazes along the edge of her blade and sees what it would see. The ebb and flow of battle becomes clear to her; she sees the arcs of incoming attacks as glowing trails of Essence, and moves with impossible, fluid speed to strike the path of all harm. For a full scene, the Exalt may ignore certain penalties to her Parry Defense and reduce the cost to use Bulwark Stance by two motes and Dipping Swallow Defense by one. In addition, when she uses Dipping Swallow Defense, it raises her Parry Defense by one.
Presence Excellency
Resistance Excellency
Ox-Body Technique
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The bodies of the Exalted are much more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels with this Charm. The purchasing choices are based on the character’s Stamina rating:
At Stamina 1 and 2: One -1 and one -2 health level.
3 and 4: One -1 and two -2 health levels.
5: One -0, one -1, and one -2 health level.
The Solar may purchase Ox-Body Technique (Resistance) times. If she increases her Stamina after purchasing Ox-Body Technique, her health levels automatically change to reflect the new rating.
Body Mending Meditation
Cost: 10m; Mins: Resistance 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Ox-Body Technique
Even when unconscious, the Solar’s body and Essence work in unison to knit wounds and mend broken bones. Roll the Solar’s (Stamina + Resistance) to speed her natural healing by a factor of (Essence x successes). Alternately, successes on this roll can be added directly to the successes of Wound-Mending Care Technique on page 342. The Solar must spend an hour at rest for this power to take effect, but the boosted healing lasts for one day, so long as the Solar remains at rest.
Cost: 5m; Mins: Survival 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One day
Prerequisite Charms: None
Through the use of this Charm, the Solar becomes able to survive in even the most hostile conditions without special preparation. This Charm negates all environmental penalties to Survival rolls and eliminates the deleterious effects of exposure to extreme climates. The coldest glacier and the hottest desert are no more deadly to the Solar than the gentlest rolling plain. She ignores inclement weather even when lightly dressed, and does not suffer undue blisters, bug bites or plant poison even when walking barefoot through the jungle. This Charm does not protect the Exalt against environmental damage. In addition, Hardship-Surviving Mendicant Spirit lowers the difficulty to forage and find shelter by 2, to a minimum of 1.
If the Solar who wields Samiel exults in battles, the blade offers +1 to Accuracy upon attunement. The weapon will form an instant Major Tie of affection to a Solar who takes her out of the darkness of the tomb to carry her into battle. If the wielder uses her as their favored weapon, polishes her blade bright and acknowledges her as a companion, her bond will continue to grow until she has a Defining Tie. At the Defining level, Samiel grants one automatic success to all withering damage rolls. At this level, Samiel automatically knows all of her wielder’s Intimacies. Her Defining Tie is predicated on being taken into battle and experiencing her wielder’s battle prowess, and being the medium through which it manifests. After three stories in which the Tie is Defining, Samiel will love her wielder forever and nothing can break or lower the Tie, not even death.
Samiel speaks in the mind of her wielder. She makes her will known through a language of strong emotions and instincts.
Evocations
An attuned Terrestrial or Solar wielder of the weapon who uses it to successfully parry a flame-based attack may absorb the energy of the attack, immediately setting the bonus of the daiklaive’s first Evocation to +3.
Salamander Tail Stroke
Cost: 1m Mins: Essence 1 Type: Supplemental Keywords: Withering-only Duration: One turn Prerequisites: None
This Evocation causes a plume of flame to trail after each sweep of the blade, adding +1 damage to Withering attacks for a turn. Each consecutive turn this Evocation is used increases the bonus by one, to a maximum of +3. As the bonus climbs, the plume grows longer, hotter, and more impressive. The bonus will reset to +1 after any turn in which the cost of this Evocation is not paid, or after either of the subsequent Evocations is used.
Dragon Tongue Caress
Cost: 4m Mins: Essence 1 Type: Supplemental Keywords: Decisive-only Duration: Instant Prerequisites: Salamander Tail Stroke
As Samiel falls it spills its flame into the wound, searing flesh and bone. This Evocation grants double 10s on a Decisive attack. If Salamander Tail Stroke was used in the previous turn, it adds the prerequisite's bonus in additional Decisive damage dice, then resets the bonus to +1.
Jilted Forge Reprisal
Cost: 3m Mins: Essence 1 Type: Supplemental Keywords: Decisive-only Duration: Instant Prerequisites: Salamader Tail Stroke
The dragon within the blade lashes out, breaking shields and shattering lesser implements. This Evocation enhances a Disarm Gambit. If the Disarm is successful, mundane weapons are destroyed entirely. If Salamander Tail Stroke was used in the previous turn, add that power's bonus as additional dice on the Gambit’s Initiative check. The bonus then resets to +1.
Wake the Flame
Cost: 8m, 3a Mins: Essence 3 Type: Simple Keywords: Counterattack, Decisive-only Duration: Indefinite Prerequisites: Dragon Tongue Caress, Jilted Forge Reprisal
The wielder pours his awakened anima into the daiklaive, animating the eponymous spirit of the blade and giving it form as a long, sinuous serpent carved of flame. The serpent coils about its wielder, automatically striking at any enemy who attacks him. This is resolved as a Decisive Melee counterattack with 8 dice and a base damage of 5 that can only be enhanced by other Evocations of Samiel. On a successful strike, the serpent deals normal damage and then is seen to surround the target, at which point it bursts into flame. This is treated as an environmental hazard equivalent to a bonfire that persists for three turns, affecting only the struck enemy. The serpent will attempt to counter every Close range attack until it successfully immolates a target. This Evocation can only be used once per scene, but can be reset by slaying the opponent struck - the drake emerges from his gaping, fire-scarred mouth and returns to the blade, ready to be awakened again.
Special Activation Rules: The final Evocation of Samiel can only be awakened after the wielder faces and slays a significant enemy in single combat, relying primarily (or only) on the daiklaive to secure victory. Doing so kindles the blade to wakefulness, and ever after it will urge the wielder to greater and more glorious feats of danger and heroism.
Appearance: The amount of red jade within the plates of Crucible is deceptively high; at rest it has a glossy black finish that seems more like fine lacquer, only its exotic design and tall serrated spikes obviously betraying its nature.
With use, though, the armor's nature shows through--practiced wielders find themselves able to deal crushing blows while maintaining an edge in combat, and as their momentum builds, the armor itself begins to glow cherry-red, then orange, then finally a blazing white-hot.
Wielders have learned, however, that they must maintain equilibrium--if they find themselves losing focus, their grip on the powerful Essence within the armor can easily slip though their fingers, with painful results for everyone.
Evocations:
The wearer of Crucible feels its fire in her body he moment she attunes to it, a flow of heat and pain that is far from unbearable; most who have worn it describe it as pleasant, like a dry sauna in the soul.
Those who wound the Exalt find out just how literal this heat is: if the wearer suffers lethal damage as part of a decisive attack, or otherwise bleeds, her blood pours out thick and white-hot. While this does not cause any further harm to the Exalt, the spatter retaliates against a foe in close range, requiring a Dexterity + Dodge roll to avoid a Lethal Health Level of damage (Any such wound automatically cauterizes itself, as a small mercy).
Soul-Stoking Excitement
Cost: 1+i Mins: Essence 1 Type: Reflexive Duration: Instant Keywords: Withering-Only Prerequisites: None
Upon successfully making a Withering Attack, the Exalt may convert up to (Her Stamina) in Initiative gained to Heat. Heat is neither used as part of the damage for Decisive Attacks, nor does it reset, nor can it be directly removed by a Withering Attack on her, but it does count as Initiative for the purpose of the Exalt’s turn order, and is used to power certain further Evocations.
The Exalt may still be Crashed if her Initiative is reduced to zero, regardless of how much Heat she possesses. If this happens, all Heat is released as a one-time Environmental Hazard, resisted by everyone present with their Stamina + Resistance (the wearer of Crucible may substitute her Integrity for Resistance if it is higher). The damage of this hazard is the Heat pool; the Exalt only takes half damage, but cannot apply Crucible’s hardness as the damage is from her own erupting Essence.
The exalt’s Initiative resets, if she has not pulled herself out of Crash, after her action in the next round.
Furious Forge Retaliation
Cost: 6m, 1wp (+2/3a) Mins: Essence 2 Type: Reflexive Duration: Instant Keywords: Dual Prerequisites: Soul-Stoking Excitement
The inferno contained with Crucible--and by extension, its wearer--is terrifying. Those who have seen the bleeding wounds of the wearer have some idea. Those who have seen a surfeit of Heat turn on its wearer have a bit more.
The rare survivors of this technique probably know better than the others.
When wounded by a decisive attack, the wearer of Crucible may make a counterattack at up to short range. If her attacker is further, she may spend anima levels to extend this to Medium or Long range as her armor glows brilliantly in the spot she was struck, then temporarily bursts like a blister to release a searing arc of Essence. This attack uses the statistics of a Heavy Thrown Artifact weapon, (although the wearer may target with their Stamina + Integrity, and calculate Withering Damage with their Charisma if these values are better) adding the number of levels of damage done to the wielder to its accuracy. If a Decisive attack is made, Heat may be immediately converted back to Initiative before damage is rolled.
Invigorating Moxibustion Overdrive
Cost: 3a, 1bhl Mins: Essence 4 Type: Simple Duration: One turn Keywords: Perilous Prerequisites: Soul-Stoking Excitement
Taking the roar of her anima and the power seething through her armor, Crucible’s wearer channels them through her body, feeling a moment of healing, cauterizing pain that leaves her red and sore, but healing quickly.
When this charm activates, the Exalt spends as much of her Heat as she desires.
3 Heat reduces a Lethal level to Bashing. 5 does the same for Aggravated.
1 Heat removes a Bashing level, but it cannot be one that the Exalt also downgraded with this Evocation.
The Exalt may also channel refining Heat through her body and soul to remove other impurities; She gains a roll against any diseases, poisons, or other negative influences she might roll upon; This pool starts at her Essence; she may spend Heat on a 1-for-1 basis to raise this pool to its normal maximum. If the roll has a terminus this power does not count against it.
Invigorating Moxibustion Overdrive can only be activated once a scene.
The Fountain-Summoning Stone (Standard)
Keywords: Steady
This hearthstone is a dark oval emerald, cold and moist to the touch. If the Fountain-Summoning Stone is buried in the soil and left undisturbed for a short period (ranging from a minute in fertile riverlands to half an hour in the desert), it will presently spring back to the surface atop a gushing fountain of water, which persists until the sun rises and sets. The Fountain-Summoning Stone won’t operate anywhere that a spring couldn’t possibly appear, such as a balcony garden or in a barrel of soil aboard a ship.
Collar of Dawn’s Cleansing Light
This artifact comes in a variety of forms including studded bands, chokers, torcs, collars or delicate necklaces. Although no artifacts are common, these collars are sufficiently simple that the Realm’s Dragon-Blooded artisans can create them without vast amounts of difficulty. Wealthy Dynasts own and wear them when possible, not just for their useful properties, but also as displays of fortune and opulence.
The purpose of this collar is to keep its wearer clean in every respect. She could spend weeks living beneath a rubbish heap and emerge at the end as though she had just spent hours preparing for a grand ball. The artifact negates all penalties to Social rolls that would be applied due to the character being dirty or unkempt. Attuning to the collar extends its powers beyond the Exalt’s clothing to her physical body. The artifact’s cleansing light adds two dice to (Stamina + Resistance) rolls made against disease or poison. The wearer must commit one mote to use this artifact.
Intimacies
Slavery (Hatred) - Defining
The Unconquered Sun (Devotion) - Major
The Circle of Exalts (Loyalty) - Minor
Her Blade, Samiel (Love) - Major
She never knew her family. How could she, since they had all been killed when she was just a baby? She also never quite understood why her life was spared; after all, what use was an infant to a bunch of desert nomads? No one ever told her why. No one ever bothers to give such details to a slave.
The tribe called themselves the Vashni. They lived hard lives in the desert, making a home in a place where most could not. If life was hard for the members of the tribe, it was nearly Malfeas for a young slave girl. She never even had a name. They just called her chula. She was a thing, a piece of property to be used as they saw fit.
Her days were filled with torture and humiliation, and her nights were consumed with loneliness and the wish to belong to a family of her own. She picked up a bone chip one day, and would lay awake at night carving at it with her small stone knife. She would create her salvation. Her freedom. She would call for a monster to come and rescue her. It would come and take her far away to a better place. Every night, she carved the bone chip into the rough shape of a scorpion; the first thing that came to her mind in the desert heat.
The carving took shape slowly, but finally, she was done. She carried it with her everywhere. She talked to it, whispering stories of how great it was, and giving it a terrible hunger. It would come for her and free her. Finally, one day, it did.
Members of the tribe were being hunted by some monster living out in the wastes. One by one, the villagers were taken. The warriors seemed helpless trying to find this predator that was feeding on their people. The tribe's shaman finally stood before his people and begged their gods for deliverance. He proclaimed that the one to free them from this scourge would receive the blessings of the gods themselves.
That night, she decided to hunt this beast herself. She was certain that she had called it out by some means, and it was up to her to stop it. It didn't take her long to gather her things. One advantage to not having much. Her only weapon was her simple stone knife. It would have to do.
The tracks lead her deep into the wasteland until she found its layer. A cave hidden behind the rocks and brush. She knew it was a foolish thing to go inside to fight the creature but she had no choice. Too many lives lay at her feet for calling it out.
A scorpion awaited her. She could feel its hunger and hatred flowing from it. With a wordless cry she charged. Pain blurred her mind as she became something less than human, something primal. Fueled by her rage, she fought on, ignoring the wounds and poison in her body. After what seemed to be hours, she found herself kneeling at the side of her fallen foe. Her final trophy was to take the stinger from its tail; proof of her victory. She was chula no more.
Going farther into the cave, she made a discovery. This used to be a tomb for one of the fallen Anathema, a Warrior of the Sun God, her new patron. Inside the cave, the darkness was banished by the glow of her anima banner, revealing the final resting place of one of the great Solar Exalted. With a sudden burst of strength, the young girl pries open the tomb and finds her reward waiting for her; a golden sword and armor, gleaming in the light coming from her. As her hands wrapped around the hilt of the blade, a sudden rush of knowledge hits her like a stampeding yeddim, memories from her past Exaltations. She was now ready to face her former tormentors.
She returned to the tribe and threw down the stinger before the shaman. Before the tribe, she demanded her due. Where were the blessings he had promised the one to rid them of this foe? He had no answer. He just stared in horror at the mark on her forehead. One of the warriors of the tribe cried out that she was a liar to claim victory when so many skilled warriors had fallen to the beast. He said he would prove this by dispatching this arrogant chula that would think it was a person.
Her rage returned. She could feel the strength flow through her once more. How dare he? He would pay! She had her own blessing. One from her God, the one that had granted her the strength to prevail in the face of certain death. She could feel her body change, the power of her Essence running through her, fueling her might. Calling forth her blade from Elsewhere, the golden metal flashes in the sunlight as she lashes out and cuts off the head of the arrogant fool, dropping his body to the desert sand to bleed out.
She then turned to face the others. "The next one to call me chula will join him in the Underworld! No one will ever call me that again! I am Scorpion, Blessed of the Sun! I should kill you all, but in my strength I am also merciful. More so than the lot of you deserve! Know this! Cross my path again and next time I will not stay my hand!"
That was the last she ever saw of them. Free from her slavery, Scorpion set out to start her new life, determined to make a name for herself.
To this day, along with her sword Samiel, her most prized possessions are a crude stone knife and the bone carving that roughly looks like a bug. She never goes anywhere without them.
Experience Points
Character growth is expressed with experience points, given out at the end of every session, which players spend to increase characters’ traits, as well as to buy new Charms and spells. Each character gains five experience points at the end of every session. These points may be spent immediately, or saved to be spent later. Solar Xp cannot be used to buy Charms, but can be used for anything else.
Trait Experience Cost
Attribute increase current rating x 4
Non-Caste/Favored Ability increase current rating x 2
Caste/Favored Ability increase (current rating x 2) -1
New Ability 3
Specialty 3
Purchased Merit new rating x 3
Trait Experience Cost
Willpower 8
Solar Charm 10 (8 if in a Caste or Favored Ability)
Martial Arts Charm 10 (8 if Brawl is a Caste or Favored Ability)
Spell 10 (8 if Occult is a Caste or Favored Ability)
New Evocation 10
Iago was one of the blessed: an heir to the sorcerer bloodlines of Ysyr, with the perfected bodies of his kin, and an early grasp of sorcery. His was a birthright of power and opportunity. Iago cemented his reputation as an up and comer with an unusual working.
Having previously summoned a neomah as a concubine, spy, guard and honeypot tool, he had observed her showing signs of an increasingly independent identity - the kind that in Malfeas would qualify her for citizenship - Iago created a working that would enhance her powers greatly, raising her to the level of even Dragon-Bloods, and ensure she remained in Creation indefinitely.
When finished, he dubbed her Ariannah. This triumph yet sowed seeds of misfortune, as jealous rivals mounted consequently. A year and a day after the accomplishment, after an exhibition of Ysyr's best mystical youth, Iago was granted the Second Breath.
The appearance of Solar Exaltation was a threat that might undermine Ysyr's balances of power, and even those who favored Iago were not immune to the concern. The best of what one of his patrons could offer was advance warning - Iago fled, accompanied by Ariannah.
The Descending Sun has little left, but he has a Solar Exaltation, his sorcery and his demon companion. That is more than enough.
Intimacies
Defining Principle: "Sorcery is the path to power and enlightenment."
Major Tie: Ysyr (Lingering Resentment)
Minor Tie: The Circle (Loyalty)
Minor Tie: Ariannah (Affection)
Artifact 2 (Collar of Dawn's Cleansing Light)
Artifact 4 (Silken Armor)
Eidetic Memory 2
Languages 2 (Native: Flametongue, Riverspeak, Old Realm)
Powers of the Depths 2 (*Water version of The Burning Name*)
Retainer 4 (Ariannah)
Anima Effects:
• For five motes, the Twilight projects an aura of pure force, reflexively gaining five Hardness for one turn. At the bonfire/iconic level, this power activates itself automatically at no cost. This effect doesn’t stack with other magic that raises Hardness, but it can be used during Initiative Crash.
• For 10 motes, one Willpower, the Twilight’s anima flares blue and white and consumes her body over the course of the round. On her next turn, she vanishes into her anima and ceases to exist. If the Exalt moves or suffers knockdown before the action is completed, it fails and the effect is wasted. After using this power, the Twilight will not reappear until the following sunset. When she does, it will be at a place of power within 10 miles of her vanishing point, chosen by the Storyteller. She might appear at a temple, a demesne, a major crossroads, the door of a god’s sanctum, the precise center of a city, etc.
• For 10 motes, the Twilight may touch an Essence 1-3 elemental or a demon of the first circle, conjoining its Essence to her anima. Roll Intelligence + Occult against the creature’s Resolve. If successful, this creates a pact that changes the spirit into her familiar, allowing her to target it with applicable Survival Charms. In addition, the Twilight can reflexively summon the spirit instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reflexively, for free, returning it to the tides of Essence that suffuse Creation until needed. The Twilight may have up to (Essence) spirit familiars bound in this fashion at once.
Limit Trigger: The Solar is faced with the opportunity to advance his own cause by harming an innocent or ignoring one’s suffering.
Mote pools replenish themselves over time. Characters with mote pools regain five motes of Essence at the end of each round while in combat, as the dynamism of battle stirs the world around them. Outside of battle, characters regain five motes per hour. In the most relaxed of times—such as when a character is asleep, meditating, or quietly reading—they respire Essence at a rate of 10 motes per hour. Motes in the peripheral pool are replenished before motes in the personal pool.
The Sorcerer has learned sufficiently to mold flesh of an individual that they have learned to tapped into its exercise. The sorcerer may, once per day, tap into the understanding of flesh when applying a Medicine roll to an individual or themselves. They will then roll an Intelligence+Occult roll to generate motes. These last at most for the day.
Terrestrial Circle Spells
Corrupted Words [Control Spell]
Summon Elemental
Demon of the First Circle
Infallible Messenger
Death of Obsidian Butterflies
Artifact - Hook Daiklave called Borial of the Frozen North: 3
Artifact - Infinite Resplendence Amulet: 4
Language: 2 - Flametongue, Riverspeak, Forresttongue
Martial Arts: 4
Flaws
Nearly Totally Blind: -3 to all Sight-based actions
Anima Effects:
• At bonfire/iconic anima display, the Dawn adds half her Essence score (round up) to her base Initiative upon resetting to base after a successful decisive attack.
• For 10 motes, all of the Dawn’s combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.
• The Dawn Caste inspires terror in her foes. She adds half her Essence score (round up) in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.
Mote pools replenish themselves over time. Characters with mote pools regain five motes of Essence at the end of each round while in combat, as the dynamism of battle stirs the world around them. Outside of battle, characters regain five motes per hour. In the most relaxed of times—such as when a character is asleep, meditating, or quietly reading—they respire Essence at a rate of 10 motes per hour. Motes in the peripheral pool are replenished before motes in the personal pool.
Athletics Excellency
Lightning Speed
Cost: 3m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Like a flashing bolt, the Exalt streaks toward her goal, trailing streamers of anima. This Charm can be used to enhance a rush action (see p. 197). The Exalt moves with terrific speed—add one automatic success and reroll all 5s and 6s until 5s and 6s fail to appear. Lightning Speed can also be used each interval of a foot race or other test of speed (see p. 197).
Awareness Excellency
Sensory Acuity Prana
Cost: 5m; Mins: Awareness 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
A breath of Essence seals the five senses into a more perfect form. The Solar’s senses are heightened and attuned to minute motions and sounds, dim and noisy conditions. She can differentiate between subtle tastes and textures with only the slightest variation. Thus sharpened, it is more difficult for characters to escape her notice, or to deceive her hunting senses. For the rest of the scene, the Exalt’s Awareness rolls benefit from double 9s. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 6s until they cease to appear. Use of Sensory Acuity Prana comes without the danger of sensory overload; the Charm helps the Solar manage her senses more effectively.
Keen Hearing and Touch Technique
Cost: 3m or 6m, 1wp; Mins: Awareness 3, Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Sensory Acuity Prana
The Lawgiver listens with the intensity of an owl, and feels movement in the world like a spider feels a touch against its web. The Exalt may identify fabrics and minerals she knows with a cursory touch, and can hear at frequencies several times lower than a human. She can listen clearly to conversations through thick stone walls, hear creatures burrowing in the ground, ants marching on the branches above her head, and other, similar feats. For many actions that would require success on a roll at difficulty 2, the Solar can succeed without a roll. For more difficult actions, the difficulty is lowered by 1, and the Solar gains one automatic success. If she has a specialty that can be logically applied to the roll, the difficulty drops to 1. For example, a Solar who is unfamiliar with art crime will find it more difficult to identify a faked painting by touch than a Solar with an Investigation specialty in detecting forgeries. These benefits do not apply to detecting opponents in stealth. Special activation rules: The player may choose to activate Keen Sight Technique by paying six motes, one willpower. Doing so sets the duration of this Charm to Indefinite. Despite being Simple type Charms, each Keen (Sense) Technique can be activated simultaneously by paying the full cost of each. In addition, these Charms are compatible with Sensory Acuity Prana as well as with each other.
Eyeless Harbinger Awareness
Cost: 3m; Mins: Awareness 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Keen Hearing and Touch Technique
The Solar’s sense of touch is attuned to movement in the world around her. When a hidden character attempts to move across a surface connected to one the Solar is touching, he accrues an additional -2 penalty to his Stealth roll, in addition to the regular -3 penalty detailed on page 204.
This Charm functions within short range of the Solar. She can touch a tree trunk and feel something moving in the lowest branches, sense footsteps approaching her in a pitch black hallway, and other, similar feats. If the target is within range of the Solar’s extended touch upon rolling Join Battle, the Exalt gains three non-Charm dice to her Join Battle roll so long as she cannot see her opponent. If the Exalt has learned Unsurpassed Hearing and Touch discipline, she can feel such movements out to medium range, and can determine the size, shape, and velocity of her target. She can feel a siaka circling beneath her ship, and she can differentiate between a gecko or an assassin lizard climbing down a wall she’s leaning against.
Surprise Anticipation Method
Cost: —; Mins: Awareness 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Sensory Acuity Prana
Upon learning this technique, the Solar’s senses guard her from threats she is not consciously aware of. Whenever the Solar is in danger—even if she is not consciously aware of the threat—her relevant senses will home in on the source of danger, enhancing her Awareness to make the threat known to her. Surprise Anticipation Method has two functions.
First: for every 9 she rolls on an Awareness check to reveal a hidden enemy, trap, or any source of harm not readily apparent, she gains a single mote of Essence, and for every 10 she gains two. This charge of Essence can only be used to offset the cost of activating Awareness Charms to reveal a threat. Motes returned in this fashion may retroactively lower the cost committed to Awareness Charms of a scene or longer duration, both lowering the committed cost and returning the discounted mote(s) to the Solar’s mote pool.
Second: her senses function even when she is asleep or Incapacitated, allowing her to use any of her
Awareness Charms subconsciously. A threat revealed to the Solar while she is asleep or unconscious automatically revives her, allowing her to defend herself.
Brawl Excellency
Dodge Excellency
Melee Excellency
Performance Excellency
Presence Excellency
Resistance Excellency
Ox-Body Technique
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The bodies of the Exalted are much more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels with this Charm. The purchasing choices are based on the character’s Stamina rating:
At Stamina 1 and 2: One -1 and one -2 health level.
3 and 4: One -1 and two -2 health levels.
5: One -0, one -1, and one -2 health level.
The Solar may purchase Ox-Body Technique (Resistance) times. If she increases her Stamina after purchasing Ox-Body Technique, her health levels automatically change to reflect the new rating.
Body-Mending Meditation
Cost: 10m; Mins: Resistance 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Ox-Body Technique
Even when unconscious, the Solar’s body and Essence work in unison to knit wounds and mend broken bones. Roll the Solar’s (Stamina + Resistance) to speed her natural healing by a factor of (Essence x successes). Alternately, successes on this roll can be added directly to the successes of Wound-Mending Care Technique on page 342. The Solar must spend an hour at rest for this power to take effect, but the boosted healing lasts for one day, so long as the Solar remains at rest.
Stealth Excellency
Thrown Excellency
Martial Arts Excellency
Crane Style
Crane style is a defensive style, emulating the grace of the crane in avoiding the blows of an enemy. Its student learns not just to fight with physical blows, but to empathize with her enemy, speaking or debating with him in an attempt to bring the fight to an end without violence. However, those who mistake the Crane master’s restraint for weakness find themselves quickly meeting the ground. When she must, a student of this style can unleash devastating counterattacks, flowing with the force of an enemy’s blow so she can strike back in turn. Crane Weapons: Crane style practitioners typically dual wield a war fan and hook sword, using the fan for defense while disarming enemies with the sword. Unarmed attacks usually consist of graceful kicks, but a Crane stylist lacking his usual weapons might use one hand to deliver rapid chops while holding back the other for powerful lunges and sweeping blows. Armor: Crane style is incompatible with armor. Complementary Abilities: Many Crane stylists use Presence, Performance, or Socialize in combat to sway
their opponents into peaceful resolution or compromise, and later Charms of this style empower such efforts.
Empowering Justice Redirection
Cost: 3m; Mins: Martial Arts 2, Essence 1;
Type: Supplemental
Keywords: Mastery, Withering-only
Duration: Instant
Prerequisite Charms: None
Crane stylists do not initiate hostilities—they end them. Empowering Justice Redirection can supplement any attack against an enemy who has attacked the martial artist or a character she is protecting with a defend other action during the current or previous round. It adds one successes to the attack roll, and one die to the post-soak damage of the attack. This increases to two successes and two post-soak dice of damage if the provoking attack successfully landed.
Mastery: The dice of damage added by this Charm are converted to automatic successes.
Fluttering Cry of Warning
Cost: 3m; Mins: Martial Arts 2, Essence 1;
Type: Reflexive
Keywords: Mastery, Uniform
Duration: Until next turn
Prerequisite Charms: None
The sheltering wings of the Crane stylist shield her allies from the aggression of their enemies. Fluttering Cry of Warning adds +2 Parry whenever the martial artist parries an attack directed at an ally protected by one of her defend other actions until her next turn. Additionally, an enemy who overcomes the Crane stylist’s Parry and chooses to attack her ward rather than the martial artist must pay a point of Initiative to do so.
Mastery: Fluttering Cry of Warning allows the martial artist to take a defend other action reflexively, even if it is not her turn.
Crane Form
Cost: 8m; Mins: Martial Arts 4, Essence 2;
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Empowering Justice Redirection, Fluttering Cry of Warning
The crane embodies not violence, but elegance. The martial artist takes on its peaceful demeanor as she enters the stance of the Crane Form, presenting a defense that carries no hint of hostile intent, nor any sign of weakness. While in Crane Form, the martial artist adds +1 Parry, and if she is wearing clothing with long, flowing sleeves, her garment will never be torn or stained in combat. In addition, the Initiative cost for the martial artist to take a full defense action is reduced by one point. While taking a full defense action, the martial artist may respond to any attack against her with a withering or decisive counterattack. Likewise, taking a defend other action allows her to respond to any attack against her ward with a counterattack.
Special activation rules: Whenever the martial artist successfully defends against an attack that causes her attacker’s current Initiative to fall below her own, she may reflexively activate Crane Form. If she took a full defense or defend other action on her last turn, this potentially allows her to make a counterattack, if the conditions above are met.
Crossed Wings Denial
Cost: 6m, 4i; Mins: Martial Arts 5, Essence 2;
Type: Reflexive
Keywords: Decisive-only, Terrestrial
Duration: Until next turn
Prerequisite Charms: Crane Form
The perfection of the martial artist’s defense is like the beauty of the crane, so absolute in its calm refinement that seemingly nothing could ever disturb it. The martial artist makes a (Wits + Martial Arts) roll that cannot be enhanced by magic, and banks all successes. Until her next turn, she may spend successes to add to her Parry on a one-for-one basis. Alternatively, she may expend a success after successfully blocking an attack to respond with a decisive counterattack.
Terrestrial: A Dragon-Blood must expend two successes to add +1 to her Parry. The cost to make counterattacks is unchanged.
Feather-Stirred Arrow Deflection
Cost: 2m (+1wp); Mins: Martial Arts 5, Essence 3;
Type: Reflexive
Keywords: Terrestrial, Uniform
Duration: Instant
Prerequisite Charms: Crossed Wings Denial
With a mighty beat of its wings, the crane shames feathers bound to arrow shafts. Whenever the martial artist could validly make a counterattack in response to a ranged attack, she may use Feather-Stirred Arrow Deflection to extend the counterattack’s range to equal the maximum range of the original attack, sending arrows or spears back at the foes who cast them. Making a counterattack against a foe at extreme range requires a stunt describing how the martial artist accomplishes this feat. Additionally, the martial artist may pay a point of Willpower when she uses this Charm to direct her ranged counterattack at an enemy other than the one who originally attacked her, as long as her chosen target is within the expanded range of the counter.
Terrestrial: A Dragon-Blood cannot make counterattacks at greater than long range.
Wings Spread to Sky
Cost: 4m; Mins: Martial Arts 5, Essence 3;
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisite Charms: Crossed Wings Denial
Majestic and beautiful as the soaring crane, the martial artist leaps into the air, flying on the invisible currents of Essence that flow through it. Wings Spread to Sky may supplement any movement action, allowing the martial artist to fly through the air to complete the movement. If the martial artist is protecting a character with a defend other action, she may choose to carry him along with her, if he is willing and she has at least one hand free to carry him (or stunts around this limitation). On the offense, if the Crane stylist uses this flight to close the distance before making a decisive attack, she doubles 10s on the damage roll. If the martial artist ends her movement in mid-air or on a structure that could not support her weight, she may retain a stable footing there until her next turn. If she then uses a movement action to descend or alight on a viable footing, she suffers no impairment. Otherwise—for example, if she uses Wings Spread to Sky a second time to soar upward and attack an aerial foe—she falls gracefully to the earth at the end of her turn. She (and anyone with her) still takes falling damage, but may ignore up to (Dexterity) range bands of descent for purpose of calculating it. This Charm can be used reflexively to mitigate the damage from a fall in this manner, even if the martial artist was not in flight beforehand.
Humbling Enlightenment Commentary
Cost: 1m, 1wp; Mins: Martial Arts 4, Essence 2;
Type: Supplemental
Keywords: Decisive-only, Mastery, Terrestrial
Duration: Instant
Prerequisite Charms: Crane Form
The grace of the crane inspires those who bear witness to it. Humbling Enlightenment Commentary adds any stunt dice awarded to a decisive attack to its damage roll as well, as long as the stunt is based on verbally analyzing the enemy’s fighting style or the conflict as a whole in the style of an illustrative lesson or parable. If the damage of the attack exceeds the enemy’s Resolve, the martial artist may count it as an automatically successful instill action to build a positive Minor Tie to a group or a Principle representing a philosophical or ethical belief, based on the stunted commentary. If the enemy spends Willpower to resist or already possesses the Intimacy the martial artist is trying to create, he loses (the Crane stylist’s Charisma) Initiative (which the martial artist does not gain) as his attention is split between physical and philosophical conflict.
Terrestrial: A Dragon-Blood can only use this Charm to enhance counterattacks granted by Crane Form or Crossed Wings Deflection.
Mastery: If the martial artist herself possesses the Intimacy she wishes to instill in her enemy with Humbling Enlightenment Commentary, she adds its rating in bonus dice to the attack roll.
Kindly Sifu’s Quill
Cost: 5m; Mins: Martial Arts 5, Essence 2;
Type: Supplemental
Keywords: Dual, Mastery
Duration: Instant
Prerequisite Charms: Humbling Enlightenment Commentary
Gentle masters write their lessons in bruises, not wounds. Kindly Sifu’s Quill applies the double 10s rule to a decisive damage roll, and causes decisive attacks to always deal bashing damage. An enemy who has an Intimacy as described in Humbling Enlightenment Commentary takes a penalty to his Defense against the attack as though it were his Resolve, as long as the attack is stunted in a way that includes dialogue or actions that exploit this vulnerability.
Mastery: At Essence 3+, exploiting an Intimacy improves the damage bonus of this Charm based on the Intimacy’s rating: Double 9s if it is Minor, 8s if it is Major, and 7s if it is Defining.
Mournful Crane’s Cry
Cost: 3m; Mins: Martial Arts 4, Essence 2;
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Humbling Enlightenment Commentary
Violence begets violence. If there is to be an end to the suffering and sorrow which afflicts the world, something must stop this cycle. Drawing the hostile Essence and killing intent of an attack into his defense, the Crane stylist weave an intricate kata to break the flow of her opponent’s aggression. Mournful Crane’s Cry enhances a counterattack, providing a varying effect based on the weapon used to deliver it:
• Feather-Strewn Path (Unarmed): The martial artist’s unarmed counterattacks turn the momentum of her foe’s attacks against him, tossing him up to two range bands horizontally in any direction at the conclusion of the attack and knocking him prone (assuming it succeeds). The Feather-Strewn Path is a gentle one, and enemies flung by it suffer no further damage when they touch down.
• Beak Spears Frog (Hook Sword): Using a hook sword to counter with a disarm gambit, the martial artist applies double 9s to the Initiative roll, and halves the Initiative cost of the gambit.
• Fluttering Wing Flourish (War Fan): Catching an enemy’s weapon on the edge of her war fan, the martial artist sends it back to its master. Instead of making a counterattack, the martial artist rebounds the original attack back on the character who made it. She may still enhance the redirected attack with the Charms of this style, but not any others. This doesn’t actually protect her from the attack, it merely allows her to return its fury to her attacker.
Wisdom of the Celestial Crane
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Decisive-only, Mastery, Terrestrial
Duration: Instant
Prerequisite Charms: Feather-Stirred Arrow Deflection,Kindly Sifu’s Quill, Mournful Crane’s Cry, Wings Spread to Sky
The crane is sacred in its beauty, a bird of celestial splendor and serene repose. Such are the virtues that the Crane master may teach to her disciples with the final move of this style. Wisdom of the Celestial Crane can be used when the martial artist makes a decisive counterattack in response to an enemy’s decisive attack. Gambits, as well as the attacks of battle groups and trivial opponents, do not provide the opportunity to use this Charm. The martial artist adds her enemy’s Initiative to the raw damage of the attack in addition to her own. Incapacitating an enemy with Wisdom of the Celestial Crane is always nonfatal, and allows the martial artist to choose any of her opponent’s Intimacies that fit the criteria set out in Humbling Enlightenment Commentary, and strengthen it to Defining intensity. Alternatively, she may leave her foe with a Defining Tie of love towards all Creation.
Special activation rules: Wisdom of the Celestial Crane can only be used once per combat, unless reset by going three rounds without being hit by an attack or making an attack (not including counterattacks).
Terrestrial: A Dragon-Blood cannot add more bonus dice to the raw damage of the attack than her current
Initiative with this Charm.
Mastery: If the martial artist successfully defends against the attack that triggers the counterattack, then his enemy loses all Initiative and is crashed.
Hook Daiklave: Boreal of the Frozen North
Accuracy +3, Damage +12, Defense +1, Overwhelming 4, Attunement 5/7
Evocations of Borial of the Frozen North
A Solar who pays two extra motes to attune to Boreal may partake of its perfect balance and discerning spirit so that an aim action (+3 dice) taken with the intent to strike with the blade also conveys the benefits (but not costs) of a full defense action (+2 Parry).
Winter Night Cut
Cost: 3m, 2i; Mins: Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: None
Boreal exhales a freezing breath when the Solar’s technique sends her opponent into fatal disarray.
This Evocation may be activated after the Solar crashes her opponent with Boreal to wreathe the foe
in a numbing cold. Until they recover from in Initiative Crash, they suffer a -2 penalty to all actions and a -1 penalty to Defense.
Special activation rules: In order to awaken this Evocation, the Solar must first share a perfect moment of killing resolve with the daiklave—she must slay a significant opponent whose health track is undamaged in a single decisive attack.
Frozen Soul Resolve
Cost: 1m, 1i; Mins: Essence 1
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisite Charms: None
In the moment when fear’s cold fingers attempt to grasp the Exalt’s heart, she may draw upon her bond with Boreal of the Frozen North to make her heart harder and colder than ice. Upon using this Evocaton, she raises her Resolve by one against an attempt to threaten, intimidate, overawe, or
terrify her, and this does not count as a Charm bonus. However, all passionate Ties are lowered in intensity by one for the remainder of the scene.
Special activation rules: This Evocation awakens at no experience cost when the Solar uses Boreal
to defeat an enemy that she holds an Intimacy of fear or awe for; or a significant enemy that has attempted to threaten or intimidate her, or attempted to subject her to supernatural fear or awe.
Cold Moon Slash
Cost: 6m, 2i, 1wp; Mins: Essence 2
Type: Simple
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisite Charms: Winter Night Cut
The Solar sets her feet, raises Boreal to her shoulder, and unleashes a powerful slash, sending a crescent wave of freezing Essence to strike a foe at up to short range. If this decisive attack damages its target, they also suffer a -2 penalty to mobility and to feats of strength for the next (Essence) turns. Successfully striking the opponent with this Evocation grants the Solar one point of Willpower. During her turn, the Exalt may move before using this Evocation, but not afterwards.
At Essence 4+, Cold Moon Slash can strike out to medium range if an aim action is used beforehand.
Special activation rules: In order to awaken this Evocation, the Solar must defeat a significant foe she has maneuvered into unfavorable fighting conditions by deliberately exploiting Intimacies she uncovered with read intentions actions.
Ice-Fixing Strike
Cost: 3m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Cold Moon Slash, Frozen Soul Resolve
The Solar swing Boreal of the Frozen North in an Essence-laden arc, intensifying the killing cold it has already spread onto the battlefield into a mantle of ice. The Solar makes a withering attack against an opponent suffering penalties from Winter Night Cut or Cold Moon Slash, and if it inflicts damage, they’re immediately covered in a mantle of encumbering frost which makes movement actions and
flurries impossible, and which inflicts a further -1 penalty to all actions and to Defense. This icy mantle breaks apart once the target no longer suffers any penalties from Winter Night Cut or Cold Moon Slash.
Infinite Resplendence Amulet
Attunement: 5
This artifact is a set of modular attire made from a blend of the various Magical Materials. The amulet can generate any form of outfit the wearer can imagine, however grand or humble. Changing the clothing is a diceless miscellaneous action. Repairing or cleaning a worn outfit takes the same action as creating a new one. Protection: The Amulet provides the wearer with a soak of 5L/5B that does not count as armor for the purposes of Charms, plus an extra success to all Resistance or Survival rolls to reduce or avoid the effects of deleterious environmental conditions, toxins or disease. In addition, it gives a +2 bonus dice to all Stealth rolls and to Larceny to assume a disguise. The amulet can also provide the Solar with a glowing nimbus of light, granting the character +4 Appearance. This inhibits all Stealth rolls like an 8-10 mote anima banner does. The Solar may hide this glory, but the bonus to Appearance is all or nothing. Finally, the Amulet conceals numerous pockets to Elsewhere, providing sufficient storage space to carry up to a ton of assorted items safely out of reach of the world, provided the objects could actually fit through a pocket opening no larger than a foot across. Only the attuned wearer can reach into Elsewhere via these pockets; to others, they are merely stitched folds.
Intimacies
Protection of Innocents: Defining
Her old Master, Keyogin (Love/Loyalty): Major
The Immaculate Order (Disgust): Major
The Circle (Loyalty): Minor
Limit Break: Having an opportunity to further her goals at the expense of another.
Kiera balances lightly on the balls of her feet, listening carefully for the distinctive sounds of her Sifu's incoming attack. A flurry of sword strikes come at her, and this time, she is able to block the entire slew of attacks. Again and again, the two dueling masters clash with no perceptible winner. Finally, Keyogin steps back and signals and end to the match. "Kiera, you continue to astound me. You are my greatest success as a teacher."
"Thank you, Master. That means a lot to me."
"No need to call me Master anymore. There is nothing more that you can learn from me, and, considering your lack of sight, you have surpassed your teacher."
"Thank you, Ma-, uh, Keyogin." She blushes under the praise of Keyogin, a powerful mountain spirit that has been her teacher for the past twenty years of intensive study. She was brought to the elder spirit nearly twenty five years ago as a child by her parents, seeking to beg for a cure for the encroaching blindness that had afflicted the young girl. Despite his great gifts and power, the mountain spirit was not able to cure the blindness, but instead, offered to take her off the hands of her devastated parents in exchange for a princely sum of jade.
For the next five years as she grew, Keyogin taught her how to see without using her eyes, relying upon her other senses in order to maneuver through the world. Over the years, the precocious girl grew on the gruff old spirit, and he decided to try an experiment. Could this impaired child learn how to defend herself using the martial techniques he knew?
It was during this time that the Unconquered Sun gifted her with his Exaltation, and it enhanced the active listening skills enough for the blind girl to be able to effectively master the graceful motions of the Crane Style Martial Art under the watchful eyes of Keyogin.
Later that night as Kiera is sitting in front of the fire in meditation, she is approached by her old master, and he presents her with a gift. "Kiera, it is time for you to move on. Take what you have learned here and share it with Creation, use your gifts for greatness. But, before you go, I have this for you. A blade that has been in my possession for many years." He places her hands on the hilt of the weapon, letting her feel the fine workmanship, the weight and feel of the blade. "This is Boreal, a Daiklave forged in the frozen heart of the north to help your Solar ancestors do battle with the Primordials. She has served me well, and now, I give her to you."
Kiera wipes tears from her nearly useless eyes and throws her arms around the rocky shoulders of her old master. "Thank you for all that you have done for me. If it were not for your teachings, I would have been nothing but a burden on my family until the day I died. You saw the potential in me to be more than I was, even when I couldn't see it myself. I will cherish this gift, along with this beautiful sword, for all of my life, however long that may be."
Experience Points
Character growth is expressed with experience points, given out at the end of every session, which players spend to increase characters’ traits, as well as to buy new Charms and spells. Each character gains five experience points at the end of every session. These points may be spent immediately, or saved to be spent later. Solar Xp cannot be used to buy Charms, but can be used for anything else.
Trait Experience Cost
Attribute increase current rating x 4
Non-Caste/Favored Ability increase current rating x 2
Caste/Favored Ability increase (current rating x 2) -1
New Ability 3
Specialty 3
Purchased Merit new rating x 3
Trait Experience Cost
Willpower 8
Solar Charm 10 (8 if in a Caste or Favored Ability)
Martial Arts Charm 10 (8 if Brawl is a Caste or Favored Ability)
Spell 10 (8 if Occult is a Caste or Favored Ability)
New Evocation 10
Name: Roshana Caste: Eclipse Anima: Concept: Courtesan and spy
Appearance
When she closes her eyes, sometimes she can still see the shining lady. Her first memories are of a woman of light, warmth and love, at once distant and present, and of another woman of flesh, blood and love. She knows her mother loved her in her own way, it is just that her life had no room for a daughter, and so her mother gave her to the House of Blue Flowers.
There are many in this world who would not understand how a loving mother could give her only child to what they would term a glorified whorehouse, but they are people who do not understand that when done right, even whoring can be sacred. Her mother loved her, but could not care for her. Even then, she was beautiful, and the House of Blue Flowers could and would provide for her in her youth, and offer her a life once she had come of age.
It is important to appreciate that the House is as far removed from the houses of misery where poor, unfortunate souls suffer for coin that goes only in their madam's pocket, as the Nighted City is from Yu-Shan itself. None here enter into a liaison without consent, it is not merely a crime, it is the greatest blasphemy: A violation of Serenity so foul that death is too merciful a recompense. Though few of the men and women there are priests of either Venus or Livilla, they serve them both with a devotion that is quite unlike anything else in the world's oldest profession.
---
She no longer remembers why she was punished. She transgressed against the House one day, shortly after she had turned twelve years of age, and transgressions are punished swiftly and with the certainty of the coming night. They took her to a small open space in the rear of the house, far away from any lingering patrons, there they bound her hands in iron, and though she cried out, she had been crying out for a while now and they thought nothing of it. But when the whip fell on her slender back, the blood that flowed was not the crimson of life, but a deep, unnatural blue. Her cries, too, were not those of a girl suffering the just rewards for ill deeds, but cries rather more like those uttered by the House's nightly guests. When they removed the snackles from her arms, they found that the iron had burned her skin, and as one, her guards stepped back.
Do the prayers of a faerie-spawn please the Smiling Lady? Do their offerings truly bring Serenity to the world? Though the madam of the Houes could not know the answers to these questions for certain, she did not want one of the faeblooded under her roof. Fortunately for her, there are many in the Nighted City who would pay good silver for a beautiful creature with a lovely screaming voice.
Though she was never a slave, her years of valuable education in the House of Blue Flowers had indebted her significantly to the madam, and it was that debt that would be passed on. Officially, at least, slavery is a fluid concept that worms its way into even those societies that profess themselves too good for such a vile practice.
---
Her debt was purchased by the Lady Amaline Shar, a rising star in one of the city's many merchant houses. Amaline ensured that Roshana's education was suitably completed, and expanded upon. A skilled courtesan, even one tainted by the blood of the Wyld, is a valuable investment, one trained to listen and pay close attention to what is said and done in their presence while their patron's guard is down, is even more so. And so Roshana was taught to please and to betray, to earn trust and to break it. She was never to probe her patrons for what they might know, merely keep her eyes and ears open, and perhaps peek in a closed drawer while no one was paying her any heed.
Merits
Eidetic Memory ●●
Contacts ●●● (High society contacts across the Dreaming Sea.)
Language ●●● (Native: Flametongue; Learned: Riverspeak, Old Realm, High Realm)
Resources ●●
Selective Conception ●
Intimacies:
Def - "Everyone one should be free to love as they will."
Maj - Lady Amalia Shar (Love. Hate. It's complicated)
Min - Rapists (hate)
Min - The luxuries of life
Limit 0/10
Limit Trigger: The Solar sees innocents suffering, and is either unable or unwilling to help them.
Name: Ilo, Dutiful Stylite
Concept: Liberating theologian
Caste: Zenith
Anima: A pillar of gleaming white, down which flows swirling gold Essence that radiates outwards
Supernal: Lore
Picture of Dutiful Stylite in his courtly attire (which hasn't gotten any use outside of Palanquin).
(WIP)
A baby found abandoned on a temple step, he was named Ilo after a respected abbot who had recently passed. Ilo grew up serving the priests of Palanquin's temples, sweeping, aiding petitioners, or whatever was asked of him. As he grew, his keen mind and rabid curiosity were noted and encouraged. He used every spare moment he had to read whatever he could get his hands on, and relentlessly questioned the more learned priests about the intricacies of whatever subject he was focused on at the time. Based on a budding reputation he had as a scholastic prodigy, he was accepted into the priestly Order of the Divine Understanding, which kept the most ancient and complete libraries in the temple that held the Gate of Heaven. During the next five years, he gave up his childhood name, becoming only Novice. After passing the arduous test at the culmination of his training, he was granted a new name in accordance with tradition: Dutiful Stylite. One of the elders of the Order, Diligent Ivy, took the young priest under her wing, teaching him much about the secrets of the city, the temples, and the world beyond.
Stylite spent years in the grand libraries of the Order, learning that more had been lost than the people below could even dream of. The architectural marvel that was Palanquin, and no less the manses that made up some its temples, became one of his favorite subjects. Surely, in the age where Palanquin was built, all of Creation was more than it was now. He became widely respected as the one who, if he did not already have the information himself, could surely track down any required information (superiors often jokingly referred to him as "knowing everything short of Heaven"). Over time, it became clear that, although Palanquin was a devout and deeply religious city, the powers of priesthood and nobility alike were as fickle and haughty as the cloudfolk they emulated. Although his own devotion continued, as he grew closer more essential to those with real control, the orphan saw how the people were abandoned, although none would admit it. Fate brought him into attendance of the high priest Righteous Siroccco, rich and noble even by Palanquin's standards, the day that a group of haggard and emaciated beggars somehow found their way into the audience chamber. As they threw themselves prostrate before the high priest, begging for his beneficence and the temple's aid to feed the sick and starving people below, Righteous Sirocco snarled at their intrusion upon his holy presence. He ordered the execution of the "irreverent curs," and it was as if the world took a breath. Dutiful Stylite knew that he should not question the high priest, that it might mean his own death as well. He knew that, despite all that he wished, the world beyond was far from what it should be, what it could be made into. He knew that, despite the obvious truth and clear righteousness of their cause, these poor souls would lose their lives simply for having the audacity to ask for scraps from their masters' table. Dutiful Stylite knew that he would rather die with them in a moment of righteous defiance than live a lifetime of complacent wickedness or fear. As he inhaled to shout at the guards for mercy, to shout for the starving to run, he took his Second Breath and saw...
A brilliant figure with four arms stood looking away, into the distance and the darkness. His words sung in Ilo's heart and soul: "I turned away from Creation when you fell into the depravity of your own hand, but not of your own making. The world has lessened, as you have lessened, but in your rebirth you have a chance for a new beginning, greater than before. The righteous fall before the wicked across the breadth of Creation. The enemies of gods and men wait with baited breath for the moment of weakness when they will consume it all, while they whittle away at the bonds of virtue and life. You must spread the Light once more, reigniting the souls of the great and the small. Show them what righteousness is and that virtue may again carry the day."
He turned and His majesty filled the soul of the one who had been Ilo, eyes a blaze beyond the sun seen by mortal senses. "You are my Chosen, Illumination of Virtue, as I chose you at the dawn of the First Age. Once again you shall be my unyielding pillar, lifting Creation towards perfection. Spread my gifts to those in need and unite them in divine service and holy judgement."
... and with that Dutiful Stylite, blazing with the light of the Unconquered Sun, looked around at the awe of all around him. He did not remember what truth he spoke in that moment of enlightenment, but word that one of the Chosen of the Sun walked in Palanquin was quickly spread. The Order, thanks either to his new gifts, fear of those gifts, or the careful words of Diligent Ivy, agreed to increase his pay and continue it as he turned his gaze outwards toward the larger world.
Merits:
Eidetic Memory 2
Languages (Native: Flametongue; Old Realm) 1
Direction Sense 1
Boundless Endurance 2
Resources 1
Mentor (Diligent Ivy) 3
Diligent Ivy is an experienced priestess and respected scholar in Palanquin, given the great duty of caretaker of the ancient Gate of Heaven at the center of the city. She has been a mentor and confidant to Ilo, both in his early studies and as he tried to find his place after his Exaltation. Diligent Ivy even suggested that he go out to see the world, so that he could find out what good needed to be done, which ultimately lead to meeting his fellow Solars (precise situation to be determined). Completely unknown to Dutiful Stylite, she is a Sidereal Exalted of the Gold Faction, pushing the Zenith to work with other Solars and grow in power (for whatever ends she may have).
Solar Anima Effects
Where anima effects enhance a dice pool, they do not count as dice added by a Charm (p. 251-252).
By feeding a mote of Essence into their anima, all Solars can evoke the following effects:
• The Solar may feel the brilliant presence of the sun relative to herself and know the exact time of day thereby. This works even if she’s underground or in the Wyld beyond Creation.
• The Solar may cause her Caste Mark to appear and display itself for as long as she desires.
Zenith Anima Effects
• For one mote, the Zenith’s anima leaps from her hand to a corpse she’s touching, igniting it in Solar flame. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. In addition, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and
assurance, shedding them in the process. She may also transfer them to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling ([A social Attribute] + Presence)
with three automatic non-Charm successes against their Resolve to transfer pain suffered by the deceased back on the one who caused it. The Storyteller is free to dictate the length and weight of such attrition.
• For 10 motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, surging around an attack. This power supplements a successful decisive attack against a creature of darkness, preventing the Solar’s Initiative from returning to its base value after the attack. When the Zenith’s anima is at bonfire, reduce the cost of this power by five motes and ignore the Willpower. This power may only be used once per day, resetting when the sun is at its zenith.
• For seven motes, the Zenith may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits inherently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining Intimacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Zenith’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize.
Social Influence:
Resolve: 5
Guile: 1
Read Intentions: 3
Intimacies:
Defining Principle: "A better world is something we must build for ourselves."
Defining Principle: "Knowledge is sacred, but it must be used to be truly good."
Major Principle: "Great or small, all are equal under the eyes of Heaven."
Major Principle: "Virtue defines us."
Major Principle: "Abuse of power proves the power is undeserved."
Major Tie: Diligent Ivy (trust)
Minor Principle: "I will show the world a better way."
Minor Tie: The Circle (kinship)
Bonus Points:
13 points into Caste/Favored Abilities (1 point each)
2 points into Willpower (2 points each)