Forgiveness as Virtue and Vice
A former mortal exorcist, Joyous hopes to see great change in her lifetime. Glowing red hair and a charming young face, Joyous has a visage capable of ending nations. She lost her right arm and shoulder in combat with the Deathknight known as Inevitable Conquest.
Joyous is incapable of holding a grudge, a fortunate mercy for any enemies of Creation that might offend her sense of justice. An Eclipse exalt, Joyous has recently discovered an unpleasantly canny knack for playing along with the schemes of others.
According to Joyous Disposition, she was born on the Blessed Isle, before moving to Sijan at some point in her youth, where she became a mortal exorcist. It was this trade she plied until the time of her exaltation.
Losing her arm seems to have either taken some of the kindness from Joyous Disposition’s heart, or perhaps unhinged her in some way. She wildly experiments with sorcery and laughs at death.
Joyous Disposition now seeks to acquire power. Her encounter with the deathknights has shown her that Creation has enemies who want more than personal power- they want to destroy all things. Whil Joyous Disposition would still forgive such an agent, she cannot allow that sort of power and outlook to coincide, so now she seeks to take some sort of power- social, martial or magical- that can consign such villains to the annals of history.
Experience: 172/99 as of the start of the 6/29 session.
Embarrass Public Figures (1)
Dislikes the Realm (1)
Martial Arts (1)
Likes Sijan (1)
Corn Lord +1
Old Realm, Low Realm, High Realm, Rivertongue, Skytongue
Serketariat, Agata (Demon Wasp)
Dulk, Blood Ape
Sagroney, Greenmaw (elemental)
Ancient Nevsta, Sijanese broker
Charms and Merits:
Martial Arts (4)
Str 1 Cha 2 Per 2
Dex 3 Man 5 Int 5
Sta 3 App 5 Wits 5
*Martial Arts 5
Martial Arts: Black Claw
Socialize: Playing the Victim
Black Claw Style
Open Palm Caress
Cost: 4m; Mins: Martial Arts 2, Essence 1Type: Supplemental Keywords: Mastery Duration: Instant Prerequisite Charms: None
From the very beginning, things start to go wrong. Righteous heroes find themselves cast as vicious bullies when they fight a student of the Black Claw—even when she starts the fight. Open Palm Caress can be used whenever the martial artist rolls Join Battle. As long as at least one enemy received more successes on the roll than the martial artist did, he and his allies are seen as having initiated hostilities, regardless of how the fight actually began. This applies both to any bystanders to the fight and to the enemies themselves, who might suddenly find themselves confused as to why they are attacking the Black Claw stylist. Characters may see through this deception with a reflexive read intentions roll against the martial artist’s Guile. The Black Claw stylist gains a single point of Initiative for each opponent or bystander who was fooled by this ruse, up to a maximum of her Manipulation. Mastery: The martial artist’s performance is so convincing that if she uses her first turn to make a clinch or decisive attack against an enemy who beat her Join Battle and failed to overcome her Guile, she may pay a point of Willpower to treat that attack as an ambush.
Torn Lotus Defense
Cost: 5m; Mins: Martial Arts 3, Essence 1Type: Reflexive Keywords: Counterattack, Mastery, Terrestrial, Uniform Duration: Instant Prerequisite Charms: None
Every Black Claw student must submit to her sifu. As one whose heart is already conquered, she knows that any greater defeat is impossible. Drawing on this memory of love, the martial artist projects an unmistakable but fragile resolution. Whenever the martial artist successfully defends against an attack, she may use Torn Lotus Defense to make a counterattack with (Manipulation + Presence) to instill her attacker with a positive Tie towards herself, adding a number of dice equal to the attacker’s Essence (maximum five). The context of the Tie, be it respect, admiration, or even unexpected love, depends on the circumstances of the situation and may be chosen by the attacking character’s player. If the attacker already has a positive Tie towards the martial artist, this influence roll is also treated as a special withering counterattack that deals (Manipulation) points of unsoakable Initiative damage, as the martial artist plays on her enemy’s sympathies to throw him off balance and gain the upper hand.
Using Torn Lotus Defense while Black Claw Form is active allows the Black Claw stylist to also apply the influence roll against all enemies and bystanders who witnessed the attack, without suffering the usual penalties for targeting multiple characters. Bystanders only face the social influence aspect of the counterattack, and never take withering damage from it.Terrestrial: A Dragon-Blood enjoys no extra benefits from using this Charm while Black Claw Form is active.Mastery: The martial artist may declare this Charm prior to the attack roll, adding +1 to her Defense and then making the influence roll if she succeeds.
Flexing the Emerald Claw
Cost: 5m; Mins: Martial Arts 3, Essence 1 Type: Supplemental Keywords: Decisive-only Duration: Instant Prerequisite Charms: Open Palm Caress, Torn Lotus Defense
Even for the unjustly wronged, there comes a time to strike back. Scratching over the invisible lines of her enemy’s Essence meridians with an attack, the Black Claw stylist taints them with a bilious green poison, distilled from her own malice. The poison created by Flexing the Emerald Claw has Damage 2i/round, Duration (Essence + Manipulation) rounds, and a -2 penalty. While Black Claw Form is active, any Initiative damage dealt to an enemy by this poison awards that many points of Initiative to the martial artist (even if the damage is converted to lethal against a crashed enemy).
Black Claw Form
Cost: 6m; Mins: Martial Arts 4, Essence 1 Type: Simple Keywords: Form Duration: One scene Prerequisite Charms: Flexing the Emerald Claw
The martial artist slips into a defensive posture, making clear both her unwillingness to fight and her readiness to defend herself regardless. The martial artist adds +1 Evasion, and one success on rolls to disengage or withdraw, reducing the Initiative cost of both actions by one point. If she attacks an enemy who is in close range to another enemy that has a positive Tie towards the martial artist, then the victim of her attack takes a -1 penalty to his Defense, as he fears his allies have begun to turn on him. Enemies who themselves have a positive Tie towards the martial artist also take this penalty, unable to put up a whole-hearted defense.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 Black Claw Form.
Doe Eyes Defense
Cost: 4m, 1i; Mins: Martial Arts 5, Essence 2Type: Reflexive Keywords: Mastery, Terrestrial, Uniform Duration: Instant Prerequisite Charms: Black Claw Form
Understanding that vulnerability is her greatest defense, the Black Claw stylist exploits it ruthlessly, falling back in exaggerated response to an attack. Every movement accentuates her inferiority in the face of the oncoming assault, unnerving or unduly exciting her aggressor depending on his temperament. Doe Eyes Defense imposes a penalty equal to the martial artist’s Guile on an attack against her. Enemies who have a positive Tie towards her add its intensity to the penalty they suffer.Terrestrial: A Dragon-Blood uses the lower of her Essence or Guile when calculating the penalty inflicted by this Charm.Mastery: Successfully defending against an attack with this Charm grants the martial artist (1 + the enemy’s Intimacy) Initiative.
Cost: 2m, 1wp; Mins: Martial Arts 4, Essence 2Type: Reflexive Keywords: Decisive-only, Mastery Duration: Until released Prerequisite Charms: Black Claw Form
Despite being cruelly assaulted, the martial artist clasps her foes to herself. Swallowing her rancor, she seeks no revenge for her wounds—such virtue! Storm-Calming Embrace applies double 8s on the (Strength + Martial Arts) control roll of a grapple and adds one success to the roll. However, it also limits the martial artist’s options in the grapple, preventing her from savaging her enemy or throwing him. An enemy who’s poisoned does not count rounds clinched by the Storm-Calming Embrace against the duration of the poison—although he still suffer damage, the poison’s duration doesn’t decrease.Mastery: Storm-Calming Embrace doubles up to (Manipulation) 8s and 9s on the attack and Initiative roll for the grapple, in addition to enhancing the control roll. An enemy caught in the clinch takes lethal damage from poisons, as though he were in Initiative Crash.
Cost: 6m; Mins: Martial Arts 4, Essence 2Type: Reflexive Keywords: Counterattack, Decisive-only Duration: Instant Prerequisite Charms: Black Claw Form
Only a coward would use a weapon to strike down an unarmed man. All Creation rejoices to see a bully given a dose of his own medicine, and the Black Claw stylist is the one to do it. Table-Turning Reversal can be used to respond to an attack with a disarm gambit, adding one automatic success to both the attack roll and Initiative roll. If the martial artist successfully disarms her enemy, she may reflexively ready his weapon instead of throwing it aside. Stealing an artifact weapon breaks its wielder’s attunement and allows the martial artist to reflexively commit the motes needed to attune to it. As long as she wields it, it is considered a Black Claw style weapon. The first time she uses a stolen weapon to land a successful decisive attack against the enemy she stole it from, she also treats her attack roll as an instill roll against the Resolve of all witnesses, either creating a positive Tie towards the martial artist or eroding positive Ties towards her victim (her choice).
- Outrage-Kindling Cry
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3Type: Reflexive Keywords: Counterattack, Terrestrial Duration: Instant Prerequisite Charms: Doe Eyes Defense, Storm-Calming Embrace, Table-Turning Reversal
Who can stand idly by while a fragile beauty endures torment and aggression from her brutish foes? Outrage-Kindling Cry can be used in response to a decisive attack against the martial artist, allowing her to counterattack with a (Manipulation + Presence) persuade roll against all characters who can hear her, adding (her enemy’s Essence) dice to the roll. She doesn’t suffer the usual penalties for targeting multiple characters. If the martial artist suffers any wound penalties after the resolution of the attack, then the same penalties apply to the Resolve of all targets. Any character whose Resolve is overcome turns on the enemy that attacked the Black Claw stylist, depending on the strength of his Intimacy for her. Characters with a Minor Tie or no Tie will attempt to restrain the enemy or talk him down, but will not turn to violence. A Major Tie might lead them to attempt to attack him, but only to subdue him or drag him away so that he cannot continue fighting. With a Defining Tie for the martial artist, they will go so far as to kill the enemy if no other recourse presents itself. A character must enter a Decision Point to resist, and treats the intensity of any positive Tie he has to the martial artist as one level higher for determining what Intimacies he can use to justify spending Willpower. If his Intimacy is already at the Defining level, then resisting costs an additional point of Willpower instead. Special activation rules: Outrage-Kindling Cry can only be used once per fight, but can be reset with a two or three-point stunt that emphasizes the Black Claw stylist’s appearance of vulnerability, fragility, or her nature as a righteous underdog taking on cruel or cowardly foes. Terrestrial: A Dragon-Blood may only target a single character, or an audience of trivial opponents who might fight effectively as a battle group, rather than all witnesses.
- Heart-Ripping Claw
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3Type: Simple
Keywords: Aggravated, Decisive-only, Mastery,Terrestrial
Prerequisite Charms: Outrage-Kindling Cry
Eight wisdoms lie at the heart of the Black Claw style: Love is a lie, innocence is a lie, blame is a lie—lies are inescapable; children betray their parents, gods betray their makers, students betray their teachers—betrayal, too, is inescapable. Those who are truly wise are always first to strike, and strike to kill. The Heart-Ripping Claw wreathes the martial artist’s hand in screaming black shadows, lashing and razor-edged. She adds half her current temporary Willpower to the raw damage of the attack (round up). If the victim has a positive Tie for the martial artist, double the damage, or triple it if the Tie is Defining. Incapacitating a character with this Charm is a gruesome spectacle, as the Black Claw master tears the victim’s heart from his chest, clutching it in her fist as it crumbles to ash. Special activation rules: Once the martial artist has revealed her Heart-Ripping Claw, she cannot use it again against any character who witnessed the attack for the rest of the fight, unless she successfully uses social influence to strengthen a victim-to-be’s positive Tie towards her, or to cause him to form or strengthen a pre-existing negative Tie towards the enemy she attacked with the earlier use of this Charm.Terrestrial: A Dragon-Blood uses the lower of her Essence or temporary Willpower when calculating the damage added by this Charm.Mastery: Holding the still-beating heart of a slain en-emy in her hand, the martial artist draws vitality and beauty from it. Incapacitating an enemy with this Charm allows the martial artist to heal one level of damage, and adds +1 to her Appearance for the rest of the fight.
Cost: 2m; Mins: Martial Arts 2, Essence 1 Type: Reflexive Keywords: Mastery, Uniform Duration: Instant Prerequisite Charms: None
Ducking and weaving, the snake confounds predators’ attempts at violence. Serpentine Evasion adds +1 to the martial artist’s Evasion against a single attack. If the attack is made after the martial artist has already taken her turn that round, she may declare this Charm after the attack has already been rolled—enemies who cannot even keep pace with her in battle have no hope of striking her. Mastery: Successfully evading an attack after using this Charm cumulatively lowers the cost of subsequent activations of it by one mote until the martial artist’s next turn.
Demure Carp Feint
Cost: 3m; Mins: Martial Arts 3, Essence 1 Type: Reflexive
Keywords: Mastery, Uniform Duration: Instant Prerequisite Charms: None
The Dreaming Pearl Courtesan dances away from the blows of her enemies without effort, as if her body was nothing more than so many cherry blossoms caught on the wind. Demure Carp Feint adds +1 to the martial artist’s Evasion, or adds one success on a roll to disengage. If the martial artist’s Appearance is higher than the Resolve of her attacker, or of all enemies she is disengaging from, this increases to +2. Successfully defending against or disengaging from an enemy whose Resolve is beaten by the martial artist’s Appearance grants her a point of Initiative, as her provocative elegance and sinuous grace gain her an improved footing. Mastery: When the martial artist gains Initiative with this Charm, her attacker loses a point of Initiative as well. When disengaging, all enemies whose Resolve is beaten lose the point of Initiative (although this does not increase the amount the martial artist receives).
Voice of the Night Bird
Cost: —; Mins: Martial Arts 2, Essence 1
Prerequisite Charms: None
The nightingale is no bird of prey, to swoop down with
curved beak and cruel talons. Its greatest virtue is its song—
and with that song, the students of Nightingale style give
voice to their victory. This Charm allows the martial artist
to make kiais, unleashing forceful waves of sound that
strike her enemies like physical blows. A kiai has the traits
of a mundane light weapon with the bashing and thrown
(short) tags, save she rolls its attacks with Martial Arts
(Silver-Voiced Nightingale style) rather than Thrown. The
martial artist may flurry a kiai attack with Performance-
based influence without the usual flurry penalties, as long
as the content of the social influence is woven into the
lyrics or emotional tenor of her song.
Mastery: The martial artist’s kiai has the traits of a light
Inspiring Battle Hymn
Cost: 5m; Mins: Martial Arts 3, Essence 1
Prerequisite Charms: Voice of the Night Bird
As battle breaks out, the Nightingale raise her voice in a
song that promises triumph, steeling the hearts of her allies
so that they may fight more fiercely. Inspiring Battle Hymn
rerolls all 1s on the Join Battle roll of the martial artist and
all allies capable of hearing her. Characters who received
this benefit add +1 Resolve against threats, supernatural fear,
or similar forms of influence for the duration of the fight.
Mastery: If the martial artist wins Join Battle, she may
gain a single point of temporary Willpower, or grant it to
an ally who also won Join Battle. This can raise characters
above their permanent Willpower.
Reed in the Wind
Cost: 2i per 1 Evasion; Mins: Dodge 3, Essence 1 Type: Reflexive Keywords: Perilous Duration: Instant Prerequisite Charms: None
The Exalt draws upon her own momentum to bend and flow with opposing forces. For every two Initiative spent in response to an attack, the player may raise the Exalt’s Evasion by one. Reed in the Wind raises the cap on how much the Solar can enhance her Evasion by her Essence. At Dodge 5+, Essence 3+, a successful dodge with Reed in the Wind restores one mote. This bonus may only occur once per round.
Searing Quicksilver Flight
Cost: —; Mins: Dodge 4, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Reed in the Wind
The Solar’s skill at evasion is such that her dodges wither away at her opponent’s momentum. When she successfully dodges an attack, her opponent loses one point of Initiative in addition to any other Initiative he may have lost for failing the attack.
Drifting Leaf Elusion
Cost: 1m; Mins: Dodge 2, Essence 1Type: Reflexive Keywords: None Duration: Instant Prerequisite Charms: None
The Exalt slips away from an attack that would have struck her. When using this Charm, the Solar successfully evades an attack roll bearing successes equal to her Evasion. This Charm may be invoked after the attack roll is made.
Cost: —; Mins: Dodge 5, Essence 2 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Searing Quicksilver Flight
This Charm permanently upgrades its prerequisite; the one point of Initiative lost by the opponent is gained by the Solar.
Seven Shadow Evasion
Cost: 4m, 1wp; Mins: Dodge 5, Essence 2 Type: Reflexive Keywords: Uniform
Prerequisite Charms: Force-Stealing Feint
The Solar’s perfect form is quicker than an eyeblink and more tractile than water. Once per scene, the Solar may invoke this Charm to dodge any attack from any source without a contest. The Solar’s anticipation of harm is so perfect that she can even evade recurring uncountable damage with a single use. As a cyclone tears apart a moun-tain, the Exalt steps through the vortex unharmed. As the Pole of Earth spills down atop her, she escapes into the seeps and fissures of the world, moving like a fleeing shadow. This Charm may be reset by using Reed in the Wind to dodge three decisive attacks from dangerous opponents.
Fourfold Shiver Binding Cost: 4m; Mins: Dodge 4, Essence 2 Type: Reflexive Keywords: None Duration: One scene Prerequisite Charms: Drifting Leaf Elusion The Solar enacts a skill which doubles and trebles her body in a shimmering blur, placing it together outside of an attack. Upon successfully applying her Evasion the Solar may activate Fourfold Shiver Binding to raise her Evasion score by one for the rest of the scene. This bonus is not stackable, and does not count as dice added by a Charm. Fourfold Shiver Binding is incompatible with armor.
Shadow Over Water
Cost: 2m; Mins: Dodge 3, Essence 1
Prerequisite Charms: Drifting Leaf Elusion
Like a shadow on water, the Solar’s presence haunts her
enemies with dreams of the untouchable. For an instant,
this Charm removes any penalties to the Exalt’s Evasion.
Rumor of Form
Cost: 3m per -1; Mins: Dodge 5, Essence 2
Prerequisite Charms: Shadow Over Water
The Exalt moves her physical Essence around the flow of
an attack, partially discorporating. For each 1 that appears
in the result of an attack roll, the Exalt may pay three
motes, converting that 1 into -1 success to the attack. Rumor
of Form also acts as a Stealth attempt—as the Solar passes
around the strike, she also vanishes in its wake. For every
success the Exalt steals from her opponent’s attack, she
gains an automatic success on a reflexive (Dexterity +
Cost: 3m; Mins: Presence 3, Essence 1 Type: Supplemental Keywords: None Duration: Instant Prerequisite Charms: None
The Solar’s passionate appeals can soften even the stoniest of hearts. This Charm supplements an instill or persuade action, granting the Solar one automatic success and ad-ditionally granting one non-Charm bonus die for every two points the target’s Resolve is boosted by any means. The Solar cannot gain more than three bonus dice in this fashion.
Harmonious Presence Meditation
Cost: 5m or 7m; Mins: Presence 2, Essence 1 Type: Reflexive Keywords: None Duration: One scene Prerequisite Charms: None
The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion. For five motes, this Charm grants three bonus dice to all forms of social influ-ence from all Abilities except Stealth. In addition, the cost of all social influence Charms are reduced by one mote, to a minimum of one. The seven mote version of this Charm extends the duration to indefinite.
Tiger’s Dread Symmetry
Cost: —; Mins: Presence 3, Essence 1Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None
The Lawgiver is a singular and terrifying being, awesome to behold. Learning this Charm grants one bonus die to all Presence rolls and allows the Exalt to reroll (Essence or three, whichever is greater) non-successes on rolls to intimidate. In addition, if the Solar has activated Majestic Radiant Presence, a character must resist an automatic intimidate attempt before he’s able to attempt an ambush attack. This effect does not make the Solar aware of her attacker—it simply means that, as her assassin draws a bead on her from the shadows, her fierce look and deadly grace emanates forth to cow him. The intimidate action may only be supported by Charms that are ongoing or otherwise can be used unconsciously.
Majestic Radiant Presence
Cost: 6m; Mins: Presence 4, Essence 2 Type: Simple Keywords: None Duration: One scene Prerequisite Charms: Harmonious Presence Meditation
Her incandescent spirit magnifies the Lawgiver with aspects of glory and terror. While this Charm is active, characters must pay a point of temporary Willpower to speak against her or attack her. Her enemies need only pay this price once per scene. In addition, all threaten actions against her suffer a penalty equal to her Essence.
Threefold Magnetic Ardor
Cost: 4m; Mins: Presence 4, Essence 2 Type: Supplemental Keywords: None Duration: Instant Prerequisite Charms: Harmonious Presence Meditation, Listener-Swaying Argument
The Solar’s intense sexuality magnifies her powers of persuasion, making any instill or persuade actions made with Presence, Performance or Socialize more compel-ling. Normally when a character has higher Appearance than her target’s Resolve, she enjoys a non-Charm dice bonus equal to the difference of the two values. This Charm converts the difference into automatic successes. This bonus counts as dice added by a Charm. Note that this Charm still works if the character has the Hideous merit, as the amplification of her horrifying Appearance has an equally profound effect on persuasion. In this case, Threefold Magnetic Ardor also supplements threaten actions.
Awakened Carnal Demiurge
Cost: 5m, 1wp; Mins: Presence 5, Essence 2 Type: Simple Keywords: None Duration: Indefinite Prerequisite Charms: Threefold Magnetic Ardor
Through intense preparation, the Lawgiver magnifies her own appearance, increasing the magnitude of her presence. The Solar enacts a simple dramatic action lasting five minutes, in which she verbally induces her inner greatness to external form. For as long as she commits Essence, the Solar’s Appearance is increased by one, even if this raises her Appearance above five. In addition, any seduction attempt she makes treats her target as if he had one less Resolve, both lowering his resistance and increasing the effectiveness of her Appearance rating.
Harmonious Academic Methodology
Cost: —; Mins: Lore 3, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None
The Solar’s mind covers a spectrum of mastered topics. With this Charm, add the Solar’s Essence in non-Charm automatic successes to any Lore roll that involves a Lore specialty. In addition, the player may add an additional Lore specialty to her list of Lore topics at the end of each story. The Storyteller may veto any particular topic, in which case the player is allowed to choose another spe-cialty that’s more acceptable. Finally, at any point in which the Solar succeeds at a moderately or extremely difficult roll to introduce or challenge a fact (p. 237), the player may request to add a related topic to the Solar’s library of known topics. As with all other topics, this is allowable only at the Storyteller’s discretion.
First Knowledge’s Grace
Cost: 4m; Mins: Lore 3, Essence 1Type: Reflexive Keywords: None Duration: One scene Prerequisite Charms: Harmonious Academic Methodology
Affecting a calm and patient demeanor, the Solar is able to project the light of her knowledge into the darkest of places. While affecting this Charm, the Solar ignores all penalties to teach someone. She can educate a person who is deemed medically incapable of learning, such as someone
who is developmentally disabled, or someone who has suffered traumatic injury or privation by the Fair Folk. This Charm does not affect social influence rolls to per-suade a character of something.
Flowing Mind Prana
Cost: 1xp+; Mins: Lore 5, Essence 1 Type: Simple Keywords: None Duration: Instant Prerequisite Charms: First Knowledge’s Grace
The Lawgiver is a master instructor, capable of passing on truths and talents as surely as the sun passes daylight. To activate this Charm, the Solar commits a number of experience points from her own unspent experience total. She may confer these experience points to another char-acter by delivering a lesson she has constructed, allowing her to train a character’s Attributes or Abilities up to a rating of 5, even if this puts the character beyond her own rating. However, for each three experience points the Solar spends on the character in question, that character must adopt, at the Minor level, an Intimacy the Solar holds. The Solar may choose which Intimacy is conferred. For each three experience points conferred, the Solar may confer individual Intimacies, or she may increase a single Intimacy’s intensity from Minor to Major, or from Major to Defining, so long as she holds that Intimacy at the Major or Defining level herself. Intimacies conferred in this manner cannot be decayed for any reason until the char-acter has performed at least one task equal to that Inti-macy’s intensity (p. 215).The Solar has sole discretion over who is able to benefit from the experience points on offer. Refer to training times on page 178 to determine how long each training session should take. At the end of each story, the Solar may roll a number of dice equal to experience points spent on this Charm, regaining a number of experience equal to her successes, but not beyond the total amount of experience she expended in training. A Solar with Socialize Charms related to the creation of personas may use this Charm while in the guise of a persona, but she must pay from both her main unspent experience total and the persona’s unspent experience total to do so. Lastly, the Solar cannot benefit from this or any other experience-granting training Charm in the same story in which she uses it to benefit someone else.
Cost: 5m, 1wp; Mins: Lore 2, Essence 1 Type: Reflexive Keywords: None Duration: Varies Prerequisite Charms: None
The Lawgiver is the embodiment of order. With her knowledge and will, chaos is cast asunder. Through use of this Charm, the Exalt may fix her notice on any object, struc-ture, or character (including herself ) at the moment it is first affected by the twisting power of the Wyld. The Solar’s solid knowledge flows out in a rush of Essence, sluicing away the Wyld’s influence. In addition, roll ([the Solar’s Mental Attribute] + Lore) with (Essence) non-Charm bonus dice, with a difficulty based on the source of the warping, with the bordermarches being difficulty 3 and the deep Wyld being difficulty 5. Any extra successes on this roll equates to a number of turns (in combat) or minutes (out of combat) for which the target of Wyld-Dispelling Prana becomes immune to further twisting. This Charm may affect a character at up to medium range, and requires multiple uses to protect objects or structures larger than a horse. Special activation rules: After using this Charm once in a scene, the Solar does not need to pay to use it again unless she fails the subsequent Lore roll; she may continue to direct sluicing bolts of Essence at targets for free, until the subsequent Lore roll fails to produce any successes.
Subtle Speech Method
Cost: 3m; Mins: Linguistics 3, Essence 1 Type: Simple Keywords: Mute Duration: One idea conveyed Prerequisite Charms: None
The Solar speaks in a roundabout fashion, stressing par-ticular words, inflections and allusions to convey ideas and concepts that may have nothing to do with what she is saying. Only the intended recipients can understand the true meaning of the Solar’s words; everyone else just hears what the Solar says on the surface. Thus an Exalt using this Charm could appear to discuss the weather while laying out the details of an assassination plot. This Charm does not confer the ability to communicate across language barriers.
Cost: 3m; Mins: Occult 1, Essence 1
Duration: One scene
Prerequisite Charms: None
The Solar can look through the pall of reality to glimpse
the realm of spirits beneath. With this Charm, the Solar
can see (but not touch) immaterial spirits.
Cost: 1m; Mins: Occult 2, Essence 1
Prerequisite Charms: Spirit-Detecting Glance
The Solar infuses her attack with the emotive force of her
anima, to strike an immaterial spirit. This Charm supple-
ments a single attack to strike a spirit which has not ma-
terialized. If the Solar is not using the prerequisite or
another similar magic, this attack is made at
3 dice. Spir
it-Cutting Attack may be used in combination with the
Charms of other Abilities.
Cost: 3m; Mins: Occult 3, Essence 1
Prerequisite Charms: Spirit-Cutting Attack
This Charm is the technique by which the Solars slew the
enemies of the gods, and spirits hate and fear it. This
Charm may supplement attacks made by other Abilities.
An attack supplemented by this Charm does aggravated
damage against spirits, and draws a number of motes from
the spirit equal to the highest wound penalty inflicted by
the attack. For example, striking off a number of
levels would give the Solar one mote. Striking off a number
of -2 health levels and a -4 would give the Solar four motes.
If a spirit is slain by this attack, it is destroyed permanent
ly, and the pattern of its Essence is subsumed by the Solar’s
anima. Destroying a spirit with this Charm grants the
Exalt (Solar’s Essence + spirit’s Essence) motes.
Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 1 Type: Permanent Keywords: None
Duration: Permanent Prerequisite Charms: None
The Solar steps through the First Circle and is forever transformed. Upon learning this Charm, the Exalt gains the ability to learn and cast spells from the Terrestrial Circle of sorcery. In addition, the Solar learns one shaping ritual (p. 466) and one Terrestrial spell for free. The spell selected becomes the sorcerer’s “control spell,” and may feature in the anima iconography and be referenced in the mechanics of certain Charms.
Cost: 15sm, 1wp Keywords: None Duration: One hour
Bending the winds to her will, the sorcerer creates a servile dust devil to ride. The Stormwind Rider is treated as a flying mount (p. 202), although it cannot take the sorcerer to more than short range above the ground. (Wits + Occult) replaces the usual rolls for all combat movement actions. The whirlwind can carry up to (Essence x 2) additional characters, or one hundred pounds of cargo in place of a single passenger. While it cannot soar as high as the Cirrus Skiff, the Stormwind Rider can travel at nearly 100 miles an hour and maneuver through forests or cities. In a race with other characters, the sorcerer rolls (Intelligence + Occult + current temporary Willpower) for each interval. In combat, characters within the Stormwind Rider are treated as having light cover against attacks made from outside of it, and vice versa. A passenger who is crashed or hit with a decisive attack is knocked out of the whirlwind, and suffers falling damage if applicable.A sorcerer who knows Stormwind Rider as her control spell is buffeted by winds whenever she is beset by strong emotions. Sudden movements cause a small vortex powerful enough to scatter papers, upset furniture and topple someone caught off-guard. Her vertical leaps are buoyed by wind, allowing her to leap upward a single range band as her movement action; she can do so up to (Stamina) times before needing to rest.In addition, characters with an Essence pool gain access to the following powers while this spell is active: • Enduring Tempest (5m; Reflexive; Instant): Once this spell’s duration has elapsed, the sorcerer may use Enduring Tempest to extend its duration for another hour. She may do so for as long as she has Essence to continue using this power.• Zephyr Rush(1m, 1wp; Supplemental; Instant): The sorcerer whips the Stormwind Rider into a sudden frenzy of speed, allowing her to move up to two range bands with a single movement action in combat or doubling 8s on one interval of a race.Distortion (Goal Number: 15): Distorting a stormwind rider causes it to buck and swerve violently in its flight, threatening to throw off its riders. All characters carried by the whirlwind must succeed at a difficulty 4 (Dexterity + Athletics) roll to maintain balance, although the sorcerer who cast it may substitute (Wits + Occult). Characters who fail their roll fall out of the whirlwind.
Demon of the First Circle
Cost: Ritual, 2wp Keywords: None Duration: Instant
The sorcerer conjures one of the least monsters of the Demon Realm into Creation, breaking and binding it to her will. This spell requires a ritual that begins at sundown, and ends at the stroke of midnight. A faint green glow traces out a rift between Creation and Hell, and a First Circle Demon of the sorcerer’s choice is drawn forth, howling with rage, fear, or sorrow. Demons summoned by this spell must be bound with an (Intelligence + Occult) roll against their Resolve. The sorcerer may choose to make the demon her personal slave for a year and a day, giving it a Defining Tie of loyalty to her that cannot be weakened or altered by any means and setting its Resolve to 0 against any influence rolls she makes. Alternatively, she may assign it to complete a specific task—“Construct a tower using these plans,” “Murder Magistrate Yang,” “Dig a tunnel through this wall”—for as long as it takes to complete. Task-bound demons form a Defining Principle of “I must complete my task,” which is similarly impervious to tampering. On a failed binding roll, the sorcerer is unable to bind the demon, and must make a (Wits + Occult) roll against a difficulty of the demon’s Willpower to banish it back to Hell. If she fails, then the demon is unleashed, unbound, into Creation—and is most likely very angry at her.