Faultless Marksman Reflex

 Cost: 2 motes per die 
Duration: Instant
Type: Supplemental
Minimum Firearms: 1
Minimum Essence: 1
Prerequisites: None

One of the basic facets of Exaltation is the ease in which a Solar exceeds the scope of mortal competency. A Solar with this Charm may use it almost effortlessly, and with a little discipline, can align the barrel of his gun with deadly precision, in an instant and without any crosshairs for assistance. For every two motes spent activating this Charm, the Exalt may add one die to the accuracy of any Firearms roll, but he no more than double his natural Dexterity + Firearms pool.

Sun Blankets the Field

 Cost: 4 motes 
Duration: Instant
Type: Supplemental
Minimum Firearms: 2
Minimum Essence: 2
Prerequisites: Faultless Marksman Reflex

Time and space grow hazy when this Charm is activated, and the Solar moves only slightly sluggishly throughout a world more than twice as slow. His gunfire rings out rapidly by the perception of mortal beings, and sweeps an area inescapably with a curtain of showering bullets. A Solar with this Charm may activate it to execute a sweep attack with any single-shot or semi-automatic sidearm he possesses. This attack uses the normal rules for sweep attacks.

Iron Storm Defense

 Cost: 1 mote per die 
Duration: Instant
Type: Reflexive
Minimum Firearms: 3
Minimum Essence: 2
Prerequisites: Faultless Marksman Reflex

An Exalt lives a life fraught with peril unknown to mortal men, and a second's hesitation can cost not one life, but thousands. A Solar with this Charm has learned the importance of allowing one's reflexes to take reign. His responses almost too prompt to see, the Solar may parry or interrupt ranged or melee attacks in his close proximity with this Charm. His defense pool begins at zero, and may be purchased up to an amount equal to the Exalt's Dexterity + Firearms. If the parry attempt succeeds, the attack is stopped. This Charm may also be used to parry hand-to-hand attacks, using the Exalt's sidearm as melee weapons.

Bottomless Clip

 Cost: 2 motes 
Duration: Instant
Type: Reflexive
Minimum Firearms: 2
Minimum Essence: 1
Prerequisites: None

An Exalt used to pouring his mind and soul into his bodily efforts can hardly expect to pause the few seconds required to replace a spent clip. With the activation of this Charm, the pouring of the Exalt's soul becomes literal, and raw Essence stands between the Solar and an empty weapon for the remainder of the turn. While this Charm is active, a Solar spends no ammunition to make an attack with any non-splashing sidearm.

Molten Bullet

 Cost: 4 motes 
Duration: Instant
Type: Supplemental
Minimum Firearms: 2
Minimum Essence: 2
Prerequisites: Bottomless Clip

The second step of spiritual focus into one's death-dealing, Molten Bullet cooks the casing of the Exalt's clip into a slow boil. On activating this Charm, the Solar fires a bullet heated to near-softness by the magic of the Sun. The glowing bullet deals damage as normal, but adds the Exalt's permanent Essence to the raw damage of the attack. This attack spends a bullet, even if other active Charms prevent the emptying of the Solar's clip.

Sundering Golden Lance

 Cost: 5 motes 
Duration: Instant
Type: Simple
Minimum Firearms: 4
Minimum Essence: 2
Prerequisites: Molten Bullet

In a pulse of flaring white-hot light, the Solar's Essence collects in the barrel of his firearm, and a cutting beam of sunlight coalesces adjoined to the point of it. A Solar may activate this Charm to execute a sweep attack with any non-splash sidearm. He adds his Essence + 4L to the raw damage of the attack. Against Deathlords or other creatures of darkness, the attack deals aggravated damage.

Golden Ordnance Technique

 Cost: 5 motes, 1 willpower 
Duration: One Scene
Type:Simple
Minimum Firearms: 4
Minimum Essence: 3
Prerequisites: Sundering Golden Lance

Although firearms are beyond abundant in the modern era, they are not unfailingly present in all situations in which they are required to be. Fortunately, a Solar with this Charm has no need of lowly physical substance to provide him with a sidearm. Instead, he may opt to forge his Essence into a working, perfectly constructed, gun of his choice. The firearm made is unique to the Exalt, and once made, it may not be changed. He receives an amount of points to distribute amongst the sidearm's Accuracy, Range, Rate, Damage and Area equal to double his Firearms Ability. Area costs are as follows: single shot firearms cost no points; semi-automatic burst firearms cost one point; fully-automatic sweep weapons cost two points; launching splash weapons cost three points (base splash yards are equal to the Exalt's permanent Essence). Again, once these points have been spent, they may not be changed - however, if at a later time the Exalt improves his Firearms Ability, he does receive extra points for distribution.

Vessel of Holy Wrath

 Cost: 10 mote, 1 willpower, 1 aggravated health level 
Duration: Instant
Type: Supplemental
Minimum Firearms: 5
Minimum Essence: 3
Prerequisites: Sun Blankets the Field, Sundering Golden Lance

The Exalt, as life passes from youth to maturity, slowly gains a harmony with the Earth around him. This harmony arrives by way of the Solar's link with the Unconquered Sun. Filled with the Sun's elder light, the Solar may become the embodiment of the Unconquered Sun in the brief instant required to deliver his edicts to the mortal coil. His anima flares bright enough to see for miles. The Exalt fires his gun, speaking his target's name. What escapes is not a bullet, per se, but instead a minor pinpoint of blinding light, closely tailed by a nimbus of smoking spirals. It cuts through eternity, and nothing wrought by man or God may cease its path. The only recourse is to evade, and even this is difficult, for when the pinpoint nears its intended target, it detonates. Treat this attack as a splash attack with an effect range in yards equal to twice the Exalt's permanent Essence. This is an unblockable attack, and unless the target and anything near him may somehow escape the splash range, they take full damage. Additionally, any unliving substance in the splash range (including undead), that is not reinforced by one of the five magical materials, instantly combusts into ash. This damage ignores nonmagical armor. The Exalt must be able to see his target.