Solar Charms

Solar Craft Charms

Master Craftsman's Techniques

  Cost: --; Mins: Craft 2, Essence 1; Type: Permanent
  Keywords: None
  Duration: Instant
  Prerequisite Charms: None

The craftsmen of the Unconquered Sun know many of the secrets of the Great Maker. This Charm permanently enhances the Exalt's capabilities with one of the following tricks:

  • Flawless Handiwork Method: The Lawgiver's work is always flawless, working with his areas of greatest strength. This charm gives the Solar a single bonus die to any Craft roll, or allows him to use the highest of multiple relevant attributes for a roll, whichever gives a greater dice pool for the roll.
  • Craftsman's Eye: The Lawgiver can spend 1 mote reflexively to evaluate a given crafted item, measuring the Craft skill of its maker and recognizing the mark of a craftsmen he's seen the work of before. He also knows how much effort and approximately how many successes went into the examined items creation.
  • Impurity Hammering Blow: The Solar can spend 5 motes as a simple action to purify his materials, burning away slag and rendering them more perfect. This requires a 10 minutes to perform, and increases the effective Resources of the materials by 1 for the purpose of meeting Crafting requirements. This can be repeated once, for a total maximum bonus of +2.
  • Durability-Enhancing Technique: The Chosen of the Sun can imbue an item he is crafting with exceptional durability and resilience by reflexively spending 3 motes. This increases both the number of successes necessary to damage the object and the (Strength + Athletics) rating to destroy the object by 1. No effect including this technique can raise these values by more than the Solars Essence.
  • Masters Inspired Improvisation: The Solar can spend 3 motes reflexively to eliminate all penalties from using improvised, makeshift or second-rate tools or facilities. Thus, the Exalt can make crafting attempts as normal as long as he can stunt a basic setup and has access to proper materials.

Characters with this charm can purchase additional tricks from this list for two experience points or one bonus point. Using these abilities does not count as a Charm invocation -- this Charm permanently enhances the Exalt's capabilities.

Unlocking the Inner Form

  Cost: 4m; Mins: Craft 4, Essence 2; Type: Supplemental
  Keywords: Combo-OK
  Duration: Instant
  Prerequisite Charms: Any Craft Excellency

The Solar Exalted are born innovators, able to push the boundaries of their crafts. This charm supplements a dramatic action to create an item the character has never made before, allowing the Solar to simply dive right in and create a functional and working item. No planning is necessary, and the item is as easily crafted as an old standby the character has made hundreds of times. This charm eliminates any external penalties caused by making an item you've never made before, or for inadequate planning.

Unusual Construction Method

  Cost: 10m; Mins: Craft 5, Essence 3; Type: Simple (Dramatic Action)
  Keywords: Combo-OK, Obvious
  Duration: Instant
  Prerequisite Charms: Master Craftman's Techniques

The Heroes of the Dawn can craft wonders unseen in the world since the First Age. This charm allows the Solar to bring into existance singularly wonderous materials with which to craft even more amazing items. Unless enhanced with a charm or stunted, this charm requires the Solar to spend one day carefully working with his raw materials, alloying them together or otherwise working them into his new unique material. This charm creates enough materials to create the Solars Craft rating (plus applicable specialties) in small personal items, or a single larger item. The Solar still has to shape these materials into an actual item.
The Solar knows two unique materials when he first purchases this charm. He can purchase more for 1 experience point each, or 1 bonus point for two. The materials shown are only examples; the Solar is invited to create his own amazing substances! In general, a given material should have effects slightly more impressive than a Exceptional item or otherwise useful in some fashion. All require at least two different "raw materials" (which cannot include the Five Magical Materials), an external penalty to all Crafting rolls (-1 to -3, subtracted from all Crafting rolls to work the material) reflecting the difficulty of working it, and a few guidelines on its intended purpose. Once the Solar reaches Essence 4, his unique materials can include the Five Magical Materials and become more potent.
The character may also use this charm to make completely normal items out of abnormal materials, such as making a dress out of the stuff of clouds. This use of the charm supplements an actual Crafting action, but does not provide any actual mechanical benefit to the item.

Example Unique Materials

  • Emeralis (Emeralds, Mercury; -1): A beautiful scintillating fabric, Emeralis is exceptionally durable and often used in the creation of normal clothing and padding for light armor. Normal clothing of Emeralis resists damage and has 2L/1B soak, and is often quite fetching, while Light Armor made from Emeralis gains 3L/4B extra soak.
  • Ironwood (Lumber, Bronze; -2): An amazingly durable wood, nearly as strong as steel, Ironwood has been used for everything from buildings to the hafts of artifact weapons. Such items are incredibly durable, adding four to the damage/destroy ratings of the item in question. Blunt Weapons of Ironwood add +2B damage, while Buildings made of Ironwood are as strong as if they were made from metal without being as hot or obvious.
  • Adamant (Sand, Nevermelting Ice; -3): An exceptionally sharp but incredibly brittle material, Adamant is typically used in the construction of traps or arrowheads. When used such, it adds +3L damage to the damage inflicted by the blades, which invariably break after being so used. A blade made with Adamant is similarly sharp, just as fragile, but double the lethal soak provided by armor.
  • Feathersteel (Iron, Cloudstuff; -2): A very light variant of steel, almost half as hefty as the baseline material itself, Feathersteel can be used to make all manner of useful items. Weapons of Feathersteel add two to Accuracy, and one to Defense, Armor of Feathersteel reduces the Mobility Penality by 1 and the Fatigue by up to 3. Feathersteel is also used to construct Haslanti Airships, and similar wonders.
  • Custom Material (Raw Materials; -penalty): The details on your own material!

Dream-Forged Goods

  Cost: --; Mins: Craft 5, Essence 4; Type: Permanent
  Keywords: None
  Duration: N/A
  Prerequisite Charms: Unusual Construction Method

The Solar can create vast quantities of wonderous materials, flooding the people of the Second Age with minor wonders and items of glory. This Charm increases the amount of unusual materials the Solar can create in a single day by a order of magnitude. This allows enough materials to construct (Craft x 100) personal items, (Craft x10) large items, or enough materials to complete a single enormous project involving the material. I.e., a single days work could create enough Adamant to outfit 500 archers with arrows, enough Feathersteel to build 50 airships, or enough Ironwood to construct a vast tree city. The character must have access to suitable quantities of raw materials, but is not otherwise limited in his ability to mass produce such wonderous materials.


Solar Charms