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Charm List: Dusk Rose, Iron Blossom, Nerine, Rook, Silent Song, Stepper in Pale Shadows

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Craft Charms    
Second Craft Excellencypg. 184Reflexive (1)2m/sux (instant)Combo-OK
Melee Charms    
Second Melee Excellencypg. 184Reflexive (1)2m/sux (instant)Combo-OK
Dipping Swallow Defensepg. 192Reflexive (2)2m (instant)Combo-OK
Heavenly Guardian Defensepg. 193Reflexive (2)4m (instant)Combo-OK
One Weapon, Two Blowspg. 191Reflexive (1)3m (instant)Combo-OK, Martial
Peonty Blossom Attackpg. 191Simple3m (instant)Combo-OK, Obvious
Iron Whirlwind Attackpg. 191Extra Action5m, 1wp (instant)Combo-OK, Obvious
Invinceable Fury of the Dawnpg. 191PermanentPermanentNone
Bulwark Stancepg. 193Reflexive (2)5m (Until next action)Combo-Basic
Fivefold Bulwark Stancepg. 194Simple5m, 1wp (One scene)Combo-Basic
Solar Counterattackpg. 194Reflexive (9)3m (instant)Combo-OK, Counterattack
Infinite Melee Masterypg. 185Simple2m+, 1wp (One scene)None
Melee Essence Flowpg. 187PermanentPermanentNone
Occult Charms    
Second Occult Excellencypg. 184Reflexive (1)2m/sux (instant)Combo-OK
Spirit-Detecting Glancepg. 221Reflexive (1)3m (one scene)Combo-OK
Presence Charms    
First Presence Excellencypg. 184Reflexive (1)1m/die (instant)Combo-OK
Hypnotic Tongue Techniquepg. 203Simple10m, 1wp (Solar's Charisma in days)Combo-OK, Social, Stackable, Touch
Resistance Charms    
Ox-Body Techniquepg. 208Permanent-- (permanent)Stackable, Tiered x1
Stealth Charms    
Easily Overlooked Presence Methodpg. 230Simple3m (one scene)Combo-OK
Invisible Statue Spiritpg. 230Simple5m (Indefinite)Combo-OK
Thrown Charms    
First Thrown Excellencypg. 184Reflexive (1)1m/die (instant)Combo-OK
Triple Distance Attackpg. 196Supplemental23m (instant)Combo-OK


Rook's Craft Charms

Second Craft Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Craft roll up to a limit of half Attribute + Craft rating. Every success added counts as two dice for the purposes of dice adders limits.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Rook's Melee Charms

Second Thrown Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Melee roll up to a limit of half Attribute + Melee rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Dipping Swallow Defense (page 192) ^
Ignore all penalties to Parry DV when resolving this attack. Parry DV still 0 if inapplicable.
Cost: 2m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Bulwark Stance (page 193) ^
Ignore all penalties to Parry DV until her next action. Inapplicability is not a penalty to DV.
Cost: 5m; Type: Reflexive; Duration: Until next action -- Keywords: Combo-Basic

Heavenly Gaurdian Defense (page 193) ^
She perfectly defends against an attack that isn't unexpected but can be unblockable. This charm has the Conviction Flaw of Invulnerability
Cost: 4m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Fivefold Bulwark Stance (Dawn Errata) ^
She no longer suffers onslaught penalty to her PDV and reduces the DV penalty from her own actions by one to a minimum of 0.
Cost: 5m, 1wp; Type: Simple; Duration: One scene -- Keywords: Combo-OK

Solar Counterattack (page 194) ^
This charm gives her a counterattack which is resolved in step 9 of the initial attack resolution. Rules for founterattacks are on pages 150 and 183.
Cost: 3m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Counterattack

One Weapon, Two Blows (Dawn Errata) ^
Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice.
Cost: 3m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Martial(Martial Arts)

Peony Blossom Attack (page 184) ^
The Solar makes a standard Melee attack at his full dice pool, and applies it to all enemies within three yards; each target resolves defense and damage separately.
Cost: 3m; Type: Simple; Duration: Instant -- Keywords: Combo-OK, Obvious

Iron Whirlwind Attack (Dawn Errata) ^
She makes a magical flurry of attacks of up to Dexterity +1 attacks. Each attack is at the full dicepool, ignores the Rate of the weapon and she suffers a DV penalty equal to the highest DV penalty of any one attack.
Cost: 5m, 1wp; Type: Extra Action; Duration: Instant -- Keywords: Combo-OK, Obvious

Invinceable Fury of the Dawn (Dawn Errata) ^
This charm increases the maximum number of attacks of Iron Whirlwind Attack by 2.
Cost: -; Type: Permanent; Duration: Permanent -- Keywords: None

Melee Essence Flow (page 187) ^
Use of the first three Melee Excellencies can be used as innate powers rather than Charms. This charm is incompatible with with Infinite Melee Mastery.
Cost: -; Type: Permanent; Duration: Permanent -- Keywords: None

Infinite Melee Mastery (page 185) ^
For every 2m spent reduces the cost of the first Melee Excellencies by 1m each to a minimum of 0. Apply this to the total motes spent on Excellencies for any one use of the Ability. This charm is incompatible with Melee Essence Flow.
Cost: 2m+, 1wp; Type: Simple; Duration: One scene -- Keywords: None

Rook's Occult Charms

Second Occult Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Occult roll up to a limit of half Attribute + Occult rating. Every success added counts as two dice for the purposes of dice adders limits.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Spirit Detecting Glance (page 221) ^
The character can now see, smell, hear and feel, but not touch, dematerialized creatures.
Cost: 3m; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK

Rook's Presence Charms

First Presence Excellency (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Presence roll up to a limit of Attribute + Presence. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Hypnotic Tongue Technique (page 203) ^
This charm exerts unnatural mental influence to create a Compulsion effect. Roll Manipulation + Presence. If the successes exceed a target's Mental DV, the target receives a compulsion to follow one order given by the Solar. The order can be as complicated as the Solar desires. The target must spend one Willpower to resist the order but need pay this cost only once per day. The influence fades when the Charm expires. When a Solar uses this charm the target is not aware of the Compulsion nor does the Solar need to spell out the order explicitely in words. For the target to recognize the influence or remember it later doing so costs 4wp which must be spent all at once. Recognizing or remembering the influence does not count as resisting it and the target does not gain limit for doing so.
Cost: 10m, 1wp; Type: Simple; Duration: Solar's charisma in days -- Keywords: Combo-OK, Social, Stackable, Touch

Rook's Thrown Charms

Ox-Body Technique (page 208) ^
This charm gives her an additional -1 and 2 -2 Health Levels.
Cost: -; Type: Permanent; Duration: Permanent -- Keywords: Stackable

Rook's Stealth Charms

Easily Overlooked Presence Method (page 230) ^
this charm causes Awareness and Investigation rolls to notice the Solar to fail automatically unless the Solar is currently joined in battle or the observer has a minimum two die bonus from circumstances.
Cost: 3m; Type: Simple; Duration: One scene -- Keywords: Combo-OK

Invisible Statue Spirit (page 230) ^
This charm makes the character impossible to detect with any sense save touch. This charm fades instantly if the character joins battle or moves. It fades automatically five ticks after someone notices her by touch.
Cost: 5m; Type: Simple; Duration: Indefinite -- Keywords: Combo-OK

Rook's Thrown Charms

Second Thrown Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Thrown roll up to a limit of half Attribute + Thrown rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Triple-Distance Attack Technique (Dawn Errata) ^
For 2m she tripples the range of a Thrown based attack. Also at Essence 4 she negates external penalties from environmental conditions.
Cost: 2m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK


Combos

I Took a Level in Badass!
[2nd Melee Excellency, Iron Whirlwind Attack, Heavenly Guardian Defense] (4xp)

Things happen to show off Rook's power!

Base Cost: 5 motes, 1 willpower
Optional: 1 mote per die added.
Effect: A simple allows a near instant investigation dramatic action without ripping apart the scene (-1 diff to harmful scenes, +1 to all others), and a reflexive adds dice.


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