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Dawn Charms

Also: Martial Arts

Dawn Caste Anima Effects

Glory of the Dawn (Anima Flare)
The Lightbringer becomes a huge and terrifying titan, inspiring all those that stand beside him and striking fear in those that dare to stand against him. The Ascending Sun gains a +2 bonus to his DV against any opponent without a Valor greater than his Essence, and gives a Mass Combat Unit that she leads a +1 Leadership bonus to Might (Maximum of 3). The Sword of Heaven also adds +1 difficulty to the Hesitation roll of any unit engaged with a Unit he commands, and any unit already engaged with the Solar's Unit suffers an immediate Rout Check when this power is first activated. The players of mortals must also make Valor rolls for their characters when they are facing one of the Bronze Tigers. Mortals (and normal animals) that fail flee in terror of the wrathful apparition that confronts them. The Solar gains this ability for one scene by spending 10 motes of Essence, or automatically once the solar has spent 11-15 motes of Peripheral Essence.

Vigilance (Innate Ability)
The Dawn caste are never caught completely off guard. Whenever they make a Join Battle, Join War or Join Debate roll they may activate any one Charm without it counting as a charm activation, allowing them to use an additional Charm as well or even a Combo. If the Charm is a Simple Charm, subtract it's Speed as an external penalty from the Initiative roll. The Dawn's free Charm need follow none of the Combo guidelines, for this is not truly a combo at all.

Solar Charm Cascade Errata (Dawn)

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.