Solar Charm Cascades

  • All references to commitments, particularly among some of the Performance charms, refer to intimacies.

the Dawn Caste

Archery

  • Accuracy Without Distance (page 187) has the Perfect keyword. When performing archery "tricks" or used during an Archery contest, treat the Solar as succeeding with a minimum Threshold of 0 regardless of any penalties or difficulties.
  • Arrow Storm Technique (page 187) has the Leader keyword, as it can be freely used in Mass Combat.
  • Flashing Vengeance Draw (page 187) has the Reaction keyword.
  • Essence Arrow Attack (page 188), like its Abyssal Mirror, the Solar may apply as many effects to an attack as she wishes. Each effect costs 2m to use.
  • Immaculate Golden Bow (page 189) changes its Duration to One Day.
  • Solar Flare Methodology (page 189) changes its Duration to One Day.

Brawl

  • Knockout Blow (page 190) has Ox-Stunning Blow for it's Prerequisite, not Solar Hero Form.
  • Fists of Iron Technique (page 242) has a Duration of Instant (One Action). The Solar may choose to inflict either bashing or lethal damage on an attack enhanced with this charm. After the first activation of this charm during your action, additional activations lower the cost by 1m (to a minimum of 0m).
  • You may purchase an upgrade for Sledgehammer Fist Punch, costing 1xp. This permanently upgrades its capabilities so that it and Fist of Iron Technique are considered to be the same Charm for the purpose of Charm Activations and Combos.
  • Heaven Thunder Hammer (page 242) has been extensively revised; see above.
  • Crashing Wave Throw (page 243) is a Permanent Upgrade to Heaven Thunder Hammer. It gives that charm the Clinch keyword, and allows it to enhance a Throw option, extending the distance thrown out (Martial Arts * Strength) yards or half that distance straight up. All other effects are as per the Prerequisite.
  • Ox-Stunning Blow (page 243) inflicts the listed amount of Stunning Damage as its "base damage". This can be further increased with other charms and effects, and by the accumulation of extra successes. Charm-based defenses that provide soak are ignored by this charm, but those that perfectly soak an attack or that reduce its damage function normally.
  • Shockwave Technique (page 244) has been extensively revised; see above.

Melee

  • Call the Blade (page 191) has the "Combo-Basic" Keyword. If Call the Blade is put into a combo with Heavenly Guardian Defense, you cannot use both charms in the same "instant" in response to the same attack. It's always dangerous to not have your weapon in hand.
  • Glorious Solar Saber (page 192) has been extensively revised; see above.
  • Fivefold Bulwark Stance (page 194) does not reduce DV penalties caused by movement related actions, such as Dash or Jump. However, see Flow Like Blood.

Thrown

  • Spirit Weapons (page 197) changes its Duration to One Day, though the individual weapons created still only last for a single scene.

War

  • Tiger Warrior Training Technique (page 198) doesn't have firm limits on how many people you can train at once, but the more students the Solar has at any one time the more time he'll have to devote to training everyone. The listed time of "five or more hours in a week" assumes a relatively small group. Performance and Bureaucracy charms are likely required for a single Solar to train more than a 500 troops or so at a time.
  • In addition to the above note, add War to the list of abilities that you can train with Tiger Warrior Training Technique (page 198), replacing it in the list of Abilities from Legendary Warrior Curriculumn (page 198) with Bureaucracy.
  • Heroism-Encouraging Presence has been rebuilt; see above.

the Zenith Caste

Integrity

  • Stubborn Boar Defense (page 199). A second purchase of this Charm also allows the Solar to, optionally, treat all directives gained from natural mental influence as an unacceptable orders while in Limit Break. The Solar decides rather or not to so defend himself when he falls into Limit Break.
  • Integrity-Protecting Prana (page 199) doesn't protect against Environmental effects created by Shaping effects, unless no roll is allowed to resist the effects, such as a sheet of immaterial shards that damages ones soul rather than ones body. For other Environmental effects, use a Perfect Defense or Element-Resisting Prana or simply make the provided resistance roll.
  • Temptation-Resisting Stance (page 200) changes its duration to One Day. The Charm adds (Temperance x 2) dice to your Dodge MDV pool, subject to normal dice pool limitations imposed by Charms. If a single application doesn't already put you at your dice cap, the effects of multiple invocations stack.
  • Elusive Dream Defense (page 200), for clarification, does not require any committed Essence.
  • Sun King Radiance (page 201) also has no effect on Infernal Exalted.

Performance

  • Respect Commanding Attitude (page 202). At Essence 3, anyone affected by this charm must spend 1 willpower to avoid hushing or otherwise opposing someone that attempts to interrupt the Solar's Performance. This compulsion will not rise to the level of a Join Battle roll (that would disturb the Solar's Performance), and all those involved will try to avoid causing much commotion.
  • Memory-Reweaving Discipline (page 202) creates a Temperance-based "Illusion" Intimacy, with a Strength of 2. Resisting this effect with Willpower allows the affected character to remember that the memory is false for a scene, and behave accordingly.
  • Husband-Seducing Demon Dance (page 203) creates either a Compassion-based "Emotion" Intimacy (if the character falls in love with the Solar), or a Conviction-based "Servitude" Intimacy (if she develops dedication to a Solar's cause), both Strength 2. The type of performance used must in some way match the type of intimacy given; dances and singing for Love, while rousing speeches and passionate poems for Dedication.

Presence

  • Hypnotic Tongue Technique (page 203) has the Compulsion Keyword.
  • Majestic Radiant Presence (page 204) changes its Minimum Requirements to Presence 4, Essence 2.
  • Terrifying Apparition of Glory (page 204) can also raise the difficulty of Majestic Radiant Presence's reflexive resistance roll by 2. This requires a charm activation, the normal 2m cost and is an instant effect that affects one Attack or Flurry.
  • Authority-Radiating Stance (page 204) can be purchased a second time at Essence 5. The Solar doubles his effective Presence Rating before comparing it to another character's MDV, and raises the cost to resist the charm to four Willpower. A third purchase, at Essence 7, renders Dodge MDV an inapplicable defense and raises the cost to resist this charm to five Willpower. In addition, the influence lingers with the subject until he spends the willpower to overcome the effect. While he will not necessarily continue to carry out the Solar's commands outside the Exalts presence, he will consider them legitimate.

Resistance

  • Whirlwind Armor-Donning Prana (page 205) changes its Type to Simple (Speed 3). All effort must be uninterrupted, unless the character also has Hauberk-Lightening Gesture in which case the character's armor fades in and out of Elsewhere until it's been fully donned. The character is considered unarmored until the end of the last action in any case. At Essence 3, a second purchase changes the charms Type to Simple (Speed 1, DV -0).
  • Glorious Solar Plate (page 205) has Whirlwind Armor-Donning Prana as its prerequisite. It's duration is One Day.
  • Armored Scout's Invigoration (page 205) changes its prerequisite set to None.
Soak & Damage Avoidance
  • Durability of Oak Meditation (page 206) changes its cost to 1m.
  • Spirit Strengthens the Skin (page 207) changes its cost to 1m per four raw damage dice removed. This takes place on Step 7 of Attack Resolution, before Hardness or Soak is applied to the roll, and can reduce the damage of an attack to Zero or lower it below Hardness, both of which defend against all damage from that attack. This is slightly more efficient than removing one level of post-roll damage, but less useful.
  • Iron Skin Concentration (page 207 has been completely redesigned, pending Player Approval; see above.
  • Iron Kettle Body (page 207) changes its Duration to One Day, and adds the following Keywords: Combo-OK, Obvious.
  • Adamant Skin Technique (page 207). As a point of clarification, this Charm (and its Abyssal mirror Wounds Mean Nothing) reduces the raw and final damage of an incoming attack or similar phenomenon to zero after all other modifiers and effects. Damage added to an attack after soak is applied, such as by Fire and Stones Strike, cannot harm a character who activates Adamant Skin Technique.
Regeneration, Healing and 'Tough Badass' charms.
  • Essence-Gathering Temper (page 207) has the War keyword. In addition, this charm has no cap on the number of successes that can be rolled but is still restricted to gaining no more than 20 motes per action from any combination of Charms that includes Essence-Gathering Temper.
  • Unbreakable Warrior's Mastery (page 208) has been completely redesigned; see above.

Survival

  • Friendship with Animals Approach (page 209) changes its duration to One Day, and its prerequisites to None. Lower it's cost to 2m.
  • Spirit-Tied Pet (page 210) lowers its cost to 10m, 1wp. This charm raises the number of Familiars a Solar can have to 2, allows the Solar to gain a Familiar if he has a slot available or replace one of his currently extent Familiars. Any former Familiar's "abandoned" with this Charm remain well disposed to the character, and retain any bonuses they might have gained from the Familiar Bond (including the ability to talk to the Solar without the use of Friendship with Animals Approach) but are not generally willing to freely accompany the character.
  • Bestial Traits Technique (page 210) changes its Minimum Requirements to Survival 4, Essence 2. At Essence 3, this charm allows you to train (Essence) animals at once, though they must all be the same type of animal (Horses + Simhata, for instance). At Essence 6, the Solar can spend 10 additional motes when activating the charm and make the changes hereditary.
Wilderness & Travel
  • Hardship-Surviving Mendicant Spirit (page 210). This charm can serve as an Alternative Prequisite for any charm that requires a Survival Excellency.
  • Element-Resisting Prana (page 210). This charm makes the character immune to charms with the Environmental Keyword. It will only protect against suitable effects provided they offer some way of defense, normally a Withstanding Hardships roll involving the Character's Survival or Resistance. Such effects might instead require Integrity Protecting Prana (for a region where to Life and Death are reversed) or Adamant Skin Technique (for Falling damage).
  • Food-Gathering Exercise (page 210), as a clarification, takes 5 minutes of foraging per "small meal for everyone in the group". It thus takes 25 minutes, and 15 motes of Essence, to keep a group with a Magnitude equal to your Essence well-fed. If the a significant portion (half or more) of the Group is waiting on the Solar to bring back food rather than help, double the times listed above. A survival roll to gather food must be a valid action to use this charm.
  • Trackless Region Navigation (page 211). When using the Travel rules on page 263-267, this charm reduces the Terrain Type by one type (Extreme to Difficult, and Difficult to Open, and Open Terrain gives a +1/4 movement bonus). In addition, the Solar gains a base +1/4 movement bonus which supplants and replaces any bonus the Solar might instead gain from following a Trail or Highway. This charm only works for Land-based movement, but can take the Solar anywhere. A Solar with Ride 4+ can also enhance base mounted movement rates if he and any group he leads are mounted.

the Twilight Caste

Craft

  • Object-Strengthening Touch (page 211). This charm has the Hand keyword, and incorporates the current effects of Durability-Enhancing Technique.
  • Durability-Enhancing Technique (page 211). This charm has been extensively redesigned; see above.
  • Chaos-Resistance Preparation (page 212). This charm gains the Hand keyword, but its effects are mostly unchanged.
  • Shattering Grasp (page 212) changes its Minimum Requirements to Craft 4, Essence 2. Note, you can use this charm to take items apart non-destructively, in a careful methodical method. This ensures that any individual components are undamaged and can be used in other projects.
  • Craftsman Needs No Tools (page 213) has no Willpower cost if the Charm is used in an area where the Solar has adequate tools for his project. Regardless of tool situation, this charm has the Obvious keyword, and is an impressive spectacle.

Investigation

  • Crafty Observation Method (page 213) changes its Type to Simple(Speed 5, -0 DV).
  • Evidence-Discerning Method (page 213) can specifically lower DV's as well as other kinds of external penalties. This includes MDV in Social Combat, and physical DV's in Mass Combat. If the Storyteller so rules, the charm can provide a External Penalty to similar resistance based rolls that oppose the Solar.
  • Judge's Ear Technique (page 213), as a clarification, can be activated "retroactively". Due to the nature of online play, it's impossible to interrupt me while I'm speaking and say "I'm turning on Judge's Ear", but that doesn't mean the Solar couldn't start using the charm in the middle of the subjects sentence.
  • Courtier's Eye Technique (page 214) also provides a rough estimate of the nature of the character's Resources and Influence, and allows the Solar to make an educated guess as to "who" the person is and similar details.

Lore

  • Harmonious Academic Methodology (page 215) changes its Minimum Requirements to Lore 4, Essence 3.
  • Chaos-Repelling Pattern (page 216), as a clarification, doesn't actually prevent Shaping effects in and of itself. If a given effect would be possible in Creation, then this Charm does nothing to stop it. It does, however, have other miscellaneous effects such as allowing respiration in the Underworld and providing a perfect defense against the negative attention of a Yozi while in Malfaes. This charm is most impressive in the Wyld, where it prevents any form of Wyld Mutation within the area and is nearly an offensive weapon against the Unshaped (who must become Shaped to interact with the character).
  • Essence-Lending Method and Will-Bolstering Method (both page 217) also allow the Solar to accept Essence and or Will from other characters, even if those characters lack these charms. These exchanges must be voluntary, and the other character must knowingly and of his own will relent to the transfer.
  • Immanent Solar Glory (page 218). Erase the lines "This Essence cannot be committed to an artifact. The character cannot recover this Essence normally - he can only refill this pool through the technique above and with Essence-recovery Charms." This extra Essence is normal in every fashion.

Medicine

  • Anointment of Miraculous Health (page 219) instantly stabilizes a patient who was dying, stops any bleeding, and otherwise "fixes" a character. This charm has no effect on an individual who is already dead.

Occult

  • Terrestrial, Celestial and Solar Circle Sorcery (page 220) give the character one free Spell when first learned, subject to Storyteller approval.
  • Spirit-Repelling Diagram (page 221) operates via Celestial Law, and is thus treated as an Order from a Spirit's Superior. The Spirit may spend willpower equal to the Solar's Essence to force themselves to ignore the effect, but this is almost unthinkable to most Spirits.

the Night Caste

Athletics

  • Graceful Crane Stance (page 222) changes its duration to One Day, and lowers its cost by -1m if the Solar already has Monkey Leap Technique and/or Lightning Speed activated. This cost reduction does not stack with the reduction given in those charms; the total cost for all three is 7m.
  • Monkey Leap Technique (page 223) changes its duration to One Day, and lowers its cost to 2m if the Solar already has Graceful Crane Stance active. The reflexive Jump action provided by this charm replaces the character's Move for that tick, and the character may still only take one such leap each action. The character still suffers the loss of DV incured by jumping unless the character has Flow Like Blood activated.
  • Soaring Leap (page 223) changes its duration to Instant. It provides a free reflexive jump, and multiplies the length of said jump by 5. This is not cumulative with the bonus from Monkey Leap Technique, and the Solar may still only make one reflexive leap per action.
  • Lightning Speed (page 224) changes its duration to One Day, and lowers its duration to 2m if the Solar already has Graceful Crane Stance active. It does not have any Prerequisite charms, but of course, allows additional functionality if combined with the Athletics Excellency.
  • Increasing Strength Exercise (page 225) changes its duration to Indefinite.

Awareness

  • Keen (Sense) Technique (page 225) changes its duration to One Day.
  • Unsurpassed (Sense) Discipline (page 226) changes its duration to One Day. The Solar may activate Keen (Sense) Technique on the same action he activates this charm, without the use of a combo. The reverse is not true.
  • Surprise Anticipation Method (page 226) may be purchased a second time at Essence 4. This extends the effect, allowing the Solar to notice anything that might be of interest regardless of rather or not it could be an immediate danger. The Solar may damp down his senses, purposely ignoring anything that isn't a danger, and remains in this state until he chooses to extend his awareness yet again.

Dodge

  • Reflex Sidestep Technique (page 227), as a clarification, also allows you to use your Parry DV and Charms against the no longer unexpected attack.
  • Flow Like Blood (page 227). This charm allows you to use your Dodge DV while in a Clinch, and exempts you from being hit while being used as Cover. If this Charm wasn't active when the grapple started, you can activate it as a Control Option if you're in control of the Clinch. Lastly, this charm gets rid of the DV penalty caused by movement related actions such as Dash, and Jump.

Larceny

  • Flawlessly Impenetrable Disguise (page 227) changes its duration to Indefinite.
  • Perfect Mirror (page 228) allows the Solar to spend an additional 1wp when activating the charm, to extend the duration to One Day.

Stealth

  • Easily Overlooked Presence Method (page 230) changes its duration to One Day.
  • Mental Invisibility Technique (page 230). The Solar is alerted if anyone spends the 4 Willpower to resist the effects of this charm.
  • Stealth Charms fail once an Exalt has spent 8+ motes of Peripheral Essence; not 4+ motes.

the Eclipse Caste

Bureaucracy

  • See the Bureaucracy System? page for some fun stuff to do with this Ability.
  • Speed the Wheels (page 231), at Essence 3, doesn't require the Solar to have access to anyone of actual authority. A few words with anyone nebulously connected to Organization performing the Begin Project dramatic action is enough to start the ball rolling.
  • Indolent Official Charm (page 232), similarly, is painless to apply once the Solar has reached Essence 3.

Linguistics

  • Whirling Brush Method (page 236) can stand in as "Any Linguistics Excellency" for the purposes of Linguistics charms.
  • Discerning Savant's Eye (page 233) changes its Prerequisite Charms to None. As a clarification, in addition to its base effects, this Charm removes the Unexpected quality from any Social Attacks that affect the character while the charm is active.
  • Sagacious Reading of Intent (page 233) can only function as a Perfect Defense against Social Attacks; not any kind of Influence.
  • Poetic Expression Style (page 233) changes its duration to One Day.
  • Excellent Emissary's Tongue (page 233) can also allow the Solar to mimic a dialect he doesn't know flawlessly. This function is difficulty 3, or 1 if the character has been hearing the dialect for more than a few hours.

Ride

  • Steed-Sustaining Technique, one of the Master Horseman's Techniques (page 234), does not truly make a horse tireless but is as effective as an elaborate horse relay system for the purposes of long distance travel.
  • Phantom Steed (page 236) changes its Minimum Requirements to Ride 3, Essence 3.
  • Flashing Thunderbolt Steed (page 236) changes its Minimum Requirements to Ride 4, Essence 3.

Sail

  • Salty Dog Method (page 236) changes its duration to One Day. The penalties removed from this charm do have to be related to the naval environment, the ship, or some aspect of the sailing lifestyle itself. It has no effect on unrelated penalties. Most specificly, this charm does not affect the DV's or MDV's of others whom the character attacks. It can reduced relevant external penalties that affect the character's DV or MDV however.
  • Invincible Admiral Method (page 236) changes its duration to One Day. Also, see the notes above for Salty Dog Method.
  • Ship-Claiming Stance (page 237) additionally results in crew members and officers treating the character as if he was an authority figure, if he isn't already the actual Captain of the ship that he's used this charm on. This is an unnatural Illusion effect, and the Charm gains that Keyword. It can be resisted for 2 willpower by an individual crewman or officer, or for 1 willpower by the ship's actual owner or captain.
  • Any Sail charm that says it requires the Solar "have authority over ship or crew" treats that condition as satisfied if the Solar has used Ship-Claiming Stance.

Socialize

  • Socialize Charms that require "several hours within the last year" mean that the Solar must have spent a certain amount of time over a given time frame working toward the goal he's attempted to achieve; this can be a single push in which the character spends "several hours", or a more gradual change with the character having a few small conversations only lasting a few minutes each over the course of a year. If the Solar rushes the charm, blunt forcing the effort required in the minimum possible time period, that invocation of the Charm gains the Keyword "Obvious".
  • Wild Revelry Approach (page 238) requires "several hours over the course of the last month," as defined above.
  • Taboo Inflicting Diatribe (page 238) requires "several hours over the course of the last year," as defined above.
  • Venomous Whispers Technique (page 239), as a clarification, lasts for an entire day and requires a constant willpower expenditure every scene. Even the most heroic target will run out of willpower unless he prioritizes his resistance; the Solar can help this along by ensuring that his scapegoat is pushed into the limelight again and again over the course of the day. After a few days of this treatment, most any social group or individual is on its last nerve.
  • Understanding the Court (page 239) can, specifically, lower DV's as well as other external penalties. Note that this applies to a Social Group, not an individual.
  • Mastery of Small Manners (page 240) also allows the subject to ignore the Socialize cap on Social Attacks in Social Mass Combat for one action.