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Charm List: Gilgamesh, Jackal, Karianna, Menedraile, Merayen, Seraph, Skyla, Spark

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Martial Arts Charms    
First Martial Arts Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Integrity Charms    
Integrity-Protecting Pranapg. 199Reflexive(2)5m,1wp (one day)Combo-OK
Righteous Lion Defensepg. 199Permanent Tiered (x1)
Resistance Charms    
Durability of Oak Meditationpg. 206Reflexive(7)3m (instant)Combo-OK
Iron Skin Concentrationpg. 207Reflexive(7)2m (instant)Combo-OK
Iron Kettle Bodypg. 207Simple4m, 1wp (one day)Combo-OK, Obvious
Armored in Righteousness StancegUS. 27Permanent(+1m) 
Ox Body Techniquepg. 208Permanent Tiered (x2)
Body-Mending Meditationpg. 208Supplemental10m (end of day)Combo-OK
Craft Charms    
Second Craft Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Crack Mending Techniquepg. 212Supplemental5m, 1wp (instant)Combo-OK, Touch
Craftsman Needs No Toolspg. 213Supplemental7m, 1wp (instant)Combo-OK
Design Beyond LimitsEr. 66Permanent-- (n/a)None
Lore Charms    
Second Lore Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Third Lore Excellencypg. 185Reflexive4m (instant)Combo-OK
Harmonious Academic Methodologypg. 215Simple (DA)10m, 2wp (one week)Obvious, Touch, Training
Chaos-Repelling Patternpg. 216Simple8m (one hour)Combo-OK, Obvious
Wyld-Shaping Techniquepg. 216Simple (DA)20m, 1wp (instant)Combo-OK, Obvious, Shaping
Unfolding Wellness MeditationbSUN.##Simple2m (Four Hours)Combo-OK
Medicine Charms    
Second Medicine Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Touch of Blissful Releasepg. 218Simple(5,-1)2m (indefinite)Combo-OK, Touch
Wound-Mending Care Techniquepg. 219Supplemental10m (end of day)Combo-OK, Touch
Mind-Soothing AnodynesEr. 64Simple (DA)10m (instant)Combo-OK, Emotion, Obvious
Flawless Diagnosis Techniquepg. 220Reflexive1m (instant)Combo-OK
Occult Charms    
Terrestrial Circle Sorcerypg. 220PermanentNoneNone
Spirit-Detecting Glancepg. 221Reflexive3m (one scene)Combo-OK
Spells - Terrestrial Circle    
Infallible Messenger (IM)pg. 254Spell10m 
Flight of SeparationwT. 45Spell10m 
Athletics Charms    
Graceful Crane Stancepg. 222Reflexive3m (one day)Combo-OK
Socialize Charms    
Wise-Eyed Courtier Methodpg. 238Simple3m, 1wp (instant)Combo-OK, Illusion
Solar Hero Style    
Fists of Iron Technique (x2)bSUN.##Permanent-- (n/a)Hero
Sledgehammer Fist PunchbSUN.##Supplemental3m (instant)Combo-OK, Hero
Dragon Coil TechniquebSUN.##Reflexive3m (next action)Combo-OK, Clinch, Hero
Solar Hero FormbSUN.##Simple(3,-1)6m (one scene)Combo-Basic, Form-type, Hero
Ox-Stunning BlowbSUN.##Simple(5,-1)5m (instant)Combo-OK, Crippling, Hero


Gil's Martial Arts Charms

First Martial Arts Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Martial Arts dice pool up to a limit of your Attribute + Martial Arts rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive (1/2); Duration: Instant -- Keywords: Combo-OK

Gil knows the following Martial Arts Styles: Solar Hero Style

Gil's Integrity Charms

Righteous Lion Defense (page 199) ^
You permanently treat one of your Intimacies, marked in bold, as an unacceptable command -- social attacks that rely on you going against that intimacy are treated the same as social attacks trying to force you to commit suicide. If the character voluntarily abandons the intimacy, he loses this charm for the Story and then can reassign it. You can also spend 1xp to reassign this charm at will.

Gil's Resistance Charms

Durability of Oak Meditation (page 206) ^
The Solar may invoke this charm after an attack hits, but before damage is rolled. Their Hardness is set to 8.
Cost: 3m; Type: Reflexive (step 7); Duration: Instant -- Keywords: Combo-OK

Iron Skin Concentration (Revised) ^
The Solar invokes this Charm after an attack hits him but before damage is rolled, and immediately adds +4A/+8L/+8B soak that is fully compatible with armor, and gains 4 Hardness which stacks with any gained by Solar Resistance charms. If the still character takes damage in Step 10 of Attack Resolution, he may additionally make a (Stamina + Resistance) with bonus successes equal to his Essence to avoid this damage. This roll has a difficulty equal to the total levels of damage rolled, and success means that no damage is added to the Solar's Health Track.
Cost: 2m; Type: Reflexive (step 7); Duration: Instant -- Keywords: Combo-OK, Obvious

Iron Kettle Body (page 207) ^
This Charm gives the character +7A/+11L/+11B soak for the remainder of the scene. This is calculated as (Essence) in soak ontop of +4A/+8L/+8B soak base. This soak is fully compatible with that given by the Iron Skin Concentration charm, and can be used in armor if you add +1m to the activation cost. Without this surcharge this armor is not compatible with armor.
Cost: 4m, 1wp (+1m); Type: Simple (Speed 6, DV -1); Duration: One Scene -- Keywords: Combo-OK, Obvious

Armored In Righteousness Stance (Glories: the Unconquered Sun, page 27) ^

Ox-Body Technique (page 208) ^
You have purchased this charm twice. It adds a two -1 health levels, and four -2 health levels.

Body Mending Meditation (page 208) ^
You use this charm to supplement a dramatic action taking one hour without further charms, allowing you to make a Stamina + Resistance roll with success increasing your healing factor by 10 for the rest of the day. Alternatively, success can add to other healing charms that might effect the character, such as Wound-Mending Care Technique.
Cost: 10m; Type: Supplemental; Duration: Until the day ends -- Keywords: Combo-OK

Gil'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 your Attribute + Craft 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/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK

Crack-Mending Technique (page 212) ^
This Charm supplements a Craft action to repair an item. The character can accomplish impossible feats of reconstruction, mending cracks and sealing broken pieces together without glue or nails, leaving the join strong and seamless as if the object were new. The character also works impossibly fast, performing (Essence x 3) hours of work for each hour invested.
Cost: 5m, 1wp; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Craftsman Needs No Tools (page 213) ^
This Charm supplements a Craft action. It removes the need for tools as well as penalties for crafting without tools. The character still needs raw materials. The Charm can enhance a Craft action to build something, in which case the character accomplishes (Essence x 3) hours of work for each hour invested. Note that, by the preceding formula, you can make (Essence) rolls per month when making an artifact using this Charm.
Cost: 7m, 1wp; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Gil's Lore Charms

Second Lore Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Lore roll up to a limit of half your Attribute + Awareness 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/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK

Third Lore Excellency (page 185) ^
A character's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows her to make the roll again, using the new result if the Exalt prefers it. You may also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability rating. I.e., a DV would be raised by half of the Ability rating.
Cost: 4m; Type: Reflexive (4/6); Duration: Instant -- Keywords: Combo-OK

Harmonious Academic Methodology (page 215) ^
Cost: 10m, 2wp; Type: Simple (Dramatic Action); Duration: One week -- Keywords: Obvious, Touch, Training

Chaos-Repelling Pattern (page 216) ^
This Charm surrounds the character with a mystic pattern of Essence - an "island of Creation" -- out to your (Essence) in yards. Within this area, reality functions according to the laws of creation, even if the character is in the Wyld, Malfaes, or some stranger location such as the Underworld.
Cost: 8m; Type: Simple; Duration:One hour -- Keywords: Combo-OK, Obvious

Wyld-Shaping Technique (page 216) ^
The use of this charm is an extended dramatic action with a pool equal to (Intelligence + Lore), with each roll requiring five hours of effort. The character must pay the charm's cost with each roll, and the roll has a base difficulty equal to 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5 in the Middlemarches, and 10 in the Bordermarches of the Wyld. You can spend accumulated successes at any point to complete part of your construction, which can include Demesnes, Land, Magical Things, People or Wealth as described on page 216.
Cost: 20m, 1wp; Type: Simple (Dramatic Action); Duration: Instant -- Keywords: Combo-OK, Obvious, Shaping

Unfolding Wellness Meditation (CUSTOM) ^
You can meditate anywhere, in any condition. You gain 8 motes per hour while so engaged in meditation, and perfectly ignore any distractions while retaining full awareness of everything around you. You can come back to full awareness as a diceless reflexive action at any time. Every hour so spent in meditation counts as two hours of sleep, and if you spend the entire four hour duration in meditation you can roll the Virtue of your choice and regain one willpower per success. You cannot regain willpower via the same virtue more than once in a 24 hour period.
Cost: 2m; Type: Simple; Duration: Four hours -- Keywords: Combo-OK

Gil's Medicine Charms

Second Medicine Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Awareness roll up to a limit of half your Attribute + Awareness 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/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK

Wound-Mending Care Technique (page 219) ^
You use this charm to supplement a dramatic medicine roll to treat a patient. This normally (without a stunt or a Combo) requires one hour, and normal access to medicines and medical tools. The Solar rolls (Intelligence + Medicine), with each success on the roll allowing the subject to recover one lethal or bashing health level at the end of the day. If the target spends the day resting, he recovers a number of additional health levels equal to the Solar's Essence. No patient can benefit from this charm more than once per day.
Cost: 10m; Type: Supplemental; Duration: Until the day ends -- Keywords: Combo-OK, Touch

Flawless Diagnosis Technique (page 220) ^
This Charm lets the Solar automatically determine which of the target's observable traits and described symptoms are medically related. When used in the process of a formal diagnosis, a (Perception + Medicine) roll normally taking five minutes, this charm protects him from errors in diagnosis. If she has enough information, she'll correctly diagnose each adition, its source and any additional information. Lacking sufficient information, the character recognizes this.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Gil's Occult Charms

Terrestrial Circle Sorcery (page 220) ^
This charm permanently alters your character, allowing you to make Shaping actions to cast Terrestrial Circle spells.

Spirit-Detecting Glance (page 221) ^
The character can sense dematerialized spirits such as demons, ghosts and gods. These creatures become valid targets for the character's Awareness actions, including reflexve Awareness actions, for the remainder of the scene. This includes all senses, though the character cannot actually Touch such spirits.
Cost: 3m; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK

Terrestrial Circle Spells

Infallible Messenger (page 254, Exalted Core) ^
Cost: 10m
The sorcerer summons a cherubim and whispers a message in its ear, which cannot include more than 5 minutes of conversation or a single Social Attack. Skyla then names and describes a target, and the cherubim speeds off at hundreds of miles an hour (able to cross Creation in a day) to deliver it's message. Unless the target's location is mystically obscured, the cherub will find its target and deliver it's message perfectly to his ear (using the Sorcerer's voice) and then dissipate. The Exalt can enhance this message with appropriate instant-duration Charms, Social Combos, or even make a Social Flurry.

Gil's Athletics Charms

Graceful Crane Stance (page 222) ^
The character automatically succeeds at any Athletics action to keep his balance, and is able to keep his footing on any surface at least as strong and wide as a human hair. He treats any such surface as a three-foot wide ledge capable of supporting a thousand pounds of weight when determining his movement and eligable Athletics actions that he can take.
Cost: 3m; Type: Reflexive; Duration: One Day -- Keywords: Combo-OK

Gil's Socialize Charms

Wise-Eyed Courtier Method (page 238) ^
The character reshapes the beliefs of a society, making a Socialized-based social attack to a social group of Magnitude 1+. You must first spend several hours, sometime within the past year, encouraging the desired belief within this group prior to using this Charm. Once that condition is met, you can make a ([Charisma or Manipulation] + Socialize) roll, subtracting an external penalty equal to the group leader's MDV plus half the group's Magnitude from the roll. On a success, the social group will accept the belief.
Cost: 3m, 1wp; Type: Simple (6 long ticks); Duration: Instant -- Keywords: Combo-OK, Illusion

Solar Hero Style

Fists Of Iron Technique (page 242) ^
This Charm improves her Punch, Kick and Clinch attacks, making them Perfect weapons which may parry Lethal damage or inflict Lethal damage instead of Bashing as the character chooses. Perfect weapon bonuses are assigned individually to each barehanded attack (these bonuses do not apply to Brawling or Clinching Aids, but do apply to Improvised Weapons). This allocation takes place when the Charm is first purchased, and may not be altered after. The character's Punch, Kick and Clinch are considered to be orichalcum magical weapons if that status would be beneficial. They receive the orichalcum magical materials bonus.
Cost: 1m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Sledgehammer Fist Punch (page 242) ^
This Charm supplements an unarmed Martial Arts attack. If this attack strikes, it deals double base damage (i.e., not including bonuses from successes), or double raw damage against inanimate objects.
Cost: 3m; Type: Reflexive (Step 7); Duration: Instant -- Keywords: Combo-OK, Obvious

'Dragon Coil Technique'' (page 242) ^
This Charm adds half the stylist's Essence in bonus successes to the dice pools to inflict, maintain and control a clinch, as well as adding her Essence to the raw damage of clinch crush attacks. While Dragon Coil Technique is active, the Solar may parry, dodge and use Reflexive defense charms freely while in a clinch. She may use her Martial Arts to determine the Charm's numerical effect.
Cost: 3m; Type: Reflexive (Step 1); Duration: Until next action -- Keywords: Combo-OK, Clinch, Hero

Solar Hero Form (page 242) ^
This Charm increases the raw damage of the character's unarmed Martial Arts attacks and clinch crush attacks by her Essence. In addition, she may reflexively spend 1 mote in Step 7 to count bonus successes on her attack roll twice for the purposes of damage.
Cost: 6m; Type: Simple (Speed 3, -1 DV); Duration: One scene -- Keywords: Combo-OK, Form-type


Combos

Unfilching Solar Beatdown
(First Martial Arts Excellency, Durability of Oak Meditation, Iron Skin Concentration, *Sledgehammer Fist Punch*) (10 xp)

A description of what the combo might look like!

Base Cost: 1m per attack, 1 willpower
Optional: 1 mote per die to Martial Arts pools or PDV.
Optional: 3 motes to gain Hardness 8/8.
Optional: 2 motes to attempt to perfectly soak the attack.
Effect: You make an attack at +1 accuracy, +2L damage, and may parry lethal attacks unarmed for the rest of your action. You may boost this attack further, or increase your PDV, using your Martial Arts excellency. You may spend 3 motes to set your Hardness to 8 against an attack, or 2 motes to roll Stamina + Resistacne against a difficulty of your opponents Essence to perfectly soak an attack. Even if you fail the Stamina + Resistance roll, you gain +4A/+8L/+8B soak.

Workman's Trance of Excellence
(Second Craft Excellency, Craftsman Needs No Tools) (5 xp)

Base Cost: 7m, 2wp
Optional: 2 motes per success.
Effect: You have no need for tools, nor do you suffer penalties for their lack. Every hour you spend on the project accomplishes 9 hours of work. You may spend 2 motes per success to gain extra successes, up to a maximum of (Attribute + Craft).


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