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Twilight Caste

Twilight Caste Anima Effects

Aegis of the Setting Sun (Anima Flare)
The Solar Lightning channels some small measure of their patron's Invulnerability, channeling Essence through her anima as a last-ditch protective act. The Descending Sun can only manage this act of colossal will for a mere instant and it requires all of their concentration. The character activates this ability at Step 10 of Combat Resolution after damage has been rolled but before it has been applied. The full effects depend on how much concentration the Twilight can bring to bear: when engaged in a Guard action, performing a Miscellaneous action or working Sorcery the Children of Twilight receive this abilities full effect and lowers any damage inflicted by their (Essence) rating. If they have taken another action and weakened their concentration, they are only able to reduce the damage taken by a single health level. The Solar gains this ability by spending 5 motes of Essence, or automatically once the solar has spent 11-15 motes of Peripheral Essence.

Precision (Innate Ability)
The Copper Spiders are skilled at making the difficult appear simple. They may lower a given tasks Difficulty by their stunt bonus, to a minimum of Difficulty 1, or use the same pool to eliminate External Penalties on a 1-for-1 basis. Both functions may also be combined, if appropriate. Stunts used in this fashion do not provide any bonus motes or Willpower, and bonus dice used in this fashion are not rolled.

Solar Charm Cascade Errata (Twilight)

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.