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Eclipse Charms

Eclipse Caste Anima Effects

Arbiter of Heaven (Anima Flare)
The Harmonious Voices call upon their status as Chosen to the Most High, allowing them to sanctify in the eyes of Heaven an oath to which she is party or to which she chooses to bear witness. The character must shake hands to seal the agreement, or touch the hands of those who are party to it, an act which causes the anima of the Quicksilver Falcon to burn brightly and swirl with the words and runes by which Heaven gave him the right to arbitrate such matters. Any who break such an oath suffer a terrible curse. A number of times equal to the Exalt's Essence at the time the oath was sealed, the oathbreaker will horribly botch a critical action at a time and place decided upon by Heaven. Nothing can forestall Heaven's Price from being levied. The Solar must pay 10 motes of Essence and a point of Willpower to sanctify an oath, or may sanctify any number of oaths for a point of Willpower once he's spent 11-15 motes of Peripheral Essence.

Flexibility (Innate Ability)
The Eclipse Caste possesses the innate ability to learn most Charms native to other types of Exalted, the Fair Folk, Spirits, and other such beings. These charms cost double the normal experience of Favored Charms (usually 16 points). The Quicksilver Falcons must meet any minimums or prerequisites for the charm in question, but these Solars are masters at substituting similar charms for this purpose. In addition, these Charms cost an additional 2 motes to use.

Solar Charm Cascade Errata (Eclipse)

Bureaucracy

  • See the Bureaucracy System? page for some fun stuff to do with this Ability.
  • Speed the Wheels (page 231), at Essence 3, doesn't require the Solar to have access to anyone of actual authority. A few words with anyone nebulously connected to Organization performing the Begin Project dramatic action is enough to start the ball rolling.
  • Indolent Official Charm (page 232), similarly, is painless to apply once the Solar has reached Essence 3.

Linguistics

  • Whirling Brush Method (page 236) can stand in as "Any Linguistics Excellency" for the purposes of Linguistics charms.
  • Discerning Savant's Eye (page 233) changes its Prerequisite Charms to None. As a clarification, in addition to its base effects, this Charm removes the Unexpected quality from any Social Attacks that affect the character while the charm is active.
  • Sagacious Reading of Intent (page 233) can only function as a Perfect Defense against Social Attacks; not any kind of Influence.
  • Poetic Expression Style (page 233) changes its duration to One Day.
  • Excellent Emissary's Tongue (page 233) can also allow the Solar to mimic a dialect he doesn't know flawlessly. This function is difficulty 3, or 1 if the character has been hearing the dialect for more than a few hours.

Ride

  • Steed-Sustaining Technique, one of the Master Horseman's Techniques (page 234), does not truly make a horse tireless but is as effective as an elaborate horse relay system for the purposes of long distance travel.
  • Phantom Steed (page 236) changes its Minimum Requirements to Ride 3, Essence 3.
  • Flashing Thunderbolt Steed (page 236) changes its Minimum Requirements to Ride 4, Essence 3.

Sail

  • Salty Dog Method (page 236) changes its duration to One Day. The penalties removed from this charm do have to be related to the naval environment, the ship, or some aspect of the sailing lifestyle itself. It has no effect on unrelated penalties. Most specificly, this charm does not affect the DV's or MDV's of others whom the character attacks. It can reduced relevant external penalties that affect the character's DV or MDV however.
  • Invincible Admiral Method (page 236) changes its duration to One Day. Also, see the notes above for Salty Dog Method.
  • Ship-Claiming Stance (page 237) additionally results in crew members and officers treating the character as if he was an authority figure, if he isn't already the actual Captain of the ship that he's used this charm on. This is an unnatural Illusion effect, and the Charm gains that Keyword. It can be resisted for 2 willpower by an individual crewman or officer, or for 1 willpower by the ship's actual owner or captain.
  • Any Sail charm that says it requires the Solar "have authority over ship or crew" treats that condition as satisfied if the Solar has used Ship-Claiming Stance.

Socialize

  • Socialize Charms that require "several hours within the last year" mean that the Solar must have spent a certain amount of time over a given time frame working toward the goal he's attempted to achieve; this can be a single push in which the character spends "several hours", or a more gradual change with the character having a few small conversations only lasting a few minutes each over the course of a year. If the Solar rushes the charm, blunt forcing the effort required in the minimum possible time period, that invocation of the Charm gains the Keyword "Obvious".
  • Wild Revelry Approach (page 238) requires "several hours over the course of the last month," as defined above.
  • Taboo Inflicting Diatribe (page 238) requires "several hours over the course of the last year," as defined above.
  • Venomous Whispers Technique (page 239), as a clarification, lasts for an entire day and requires a constant willpower expenditure every scene. Even the most heroic target will run out of willpower unless he prioritizes his resistance; the Solar can help this along by ensuring that his scapegoat is pushed into the limelight again and again over the course of the day. After a few days of this treatment, most any social group or individual is on its last nerve.
  • Understanding the Court (page 239) can, specifically, lower DV's as well as other external penalties. Note that this applies to a Social Group, not an individual.
  • Mastery of Small Manners (page 240) also allows the subject to ignore the Socialize cap on Social Attacks in Social Mass Combat for one action.