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

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Archery Charms    
First Archery Excellencypg. 183Reflexive(1/2)1m/die (instant)Combo-OK
There Is No Windpg. 187Supplemental3m OR 5m (instant)Combo-OK
Essence Arrow Attackpg. 188Supplemental2m (instant)Combo-OK, Obvious
Trance of Unhesitating Speedpg. 187Extra Action2m/attack (instant)Combo-OK, Obvious
Integrity Charms    
Second Integrity Excellencypg. 184Reflexive(1/2)2m/succ (instant)Combo-OK
Righteous Lion Defensepg. 199Permanent Tiered (x1)
Temptation-Resisting Stancepg. 200Reflexive(2)6m (one day)Combo-OK, Stackable, Social
Phoenix Renewal Tacticpg. 200Permanent-- (instant)None
Elusive Dream Defensepg. 200Reflexive (2)5m (instant (story))Combo-OK, Social
Transcendent Hero Meditationpg. 201Simple (5lt)10m, 4wp (instant)Combo-OK, Obvious, Social
Sun King Radiancepg. 201Permanent-- (instant)None
Performance Charms    
First Performance Excellencypg. 183Reflexive(1/2)1m/die (instant)Combo-OK
Presence Charms    
First Presence Excellencypg. 183Reflexive(1/2)1m/die (instant)Combo-OK
Presence Essence Flowpg. 187Permanent-- (instant)None
Hypnotic Tongue Techniquepg. 203Simple10m, 1wp (Charm days)Combo-OK, Social, Stackable, Touch
Irristible Salesman Spiritpg. 204Supplemental3m (instant)Combo-Basic, Social
Soul-Bearing MienCustomSimple (3lt)2m (one scene)Combo-OK, Social
Majestic Radiant Presencepg. 204Reflexive(2)7m (one scene)Obvious, Social
Authority-Radiating Stancepg. 204Simple (4lt)3m (one scene)Combo-OK, Social
Worshipful Lackey Acquisitionpg. 205Simple (6lt)12m, 1wp (Cha days)Combo-OK, Obvious, Servitude, Social
Resistance Charms    
Ox Body Techniquepg. 208Permanent Tiered (x1)
Body Mending Meditationpg. 208Supplemental10m (one day)Combo-OK
Durability of Oakpg. 207Reflexive(7)3m (instant)Combo-OK
Iron Skin Concentrationpg. 206Reflexive(7)2m (instant)Combo-OK, Obvious
Survival Charms    
Hardship-Surviving Mendicant Spiritpg. 210Reflexive10m (indefinite)Combo-OK
Trackless Region Navigationpg. 184Reflexive7m (indefinite)Combo-OK
Investigation Charms    
Third Investigation Excellencypg. 185Reflexive(4/6)4m (instant)Combo-OK
Judge's Ear Techniquepg. 213Reflexive(1)3m (one scene)Combo-OK
Awareness Charms    
Second Awareness Excellencypg. 184Reflexive(1/2)2m/succ (instant)Combo-OK
Keen Sight Techniquepg. 225Reflexive3m (one day)Combo-OK
Dodge Charms    
Shadow Over Waterpg. 227Reflexive(2)1m (instant)Combo-OK
Ride Charms    
Master Horseman's Techniquespg. 234Permanent None


Merayen's Archery Charms

First Archery Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Archery dice pool up to a limit of your Attribute + Archery rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the 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; Duration: Instant -- Keywords: Combo-OK

There Is No Wind (page 187) ^
You can spend 3m to fire a single flawless shot, ignoring all penalties except wound and multiple action penalties. This includes penalties based on distance, visibility, weather or any other prevailing condition. It does not include DV, however, which is not a "penalty". You may also spend 5m to expand the Range of your weapon to your maximum visibility range.
Cost: 3m OR 5m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Essence Arrow Attack (page 188) ^
You use this charm at the declaration stage, spending essence to add your Essence to the damage of an Archery-based attack in addition to picking one of the following effects.

  • Dazzling Flare causes your arrow to burn with holy fire/brilliant sunlight, making your Archery based attacks inflict aggravated damage against creatures of darkness. The arrow can be seen for (Essence x10) miles if fired upward or otherwise unobstructed.
  • Righteous Judgment Arrow lets you spend an additional mote to add +4 dice (+7L dice total) to the attack. This causes the arrow to have a distinctive visual effect related to your anima.

Cost: 2m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Obvious

Trance of Unhesitating Speed (page 187) ^
This charm allows the user to make a flurry of two or more attacks (up to their Essence+1) for two motes each. These attacks do not suffer from multiple action penalties, and the user suffers only the highest DV penalty from any one attack. This charm is not obvious if used for only up to the rate of the bow. Cost: 2m/attack; Type: Extra Action; Duration: Instant -- Keywords: Combo-OK, Obvious

Merayen's Integrity Charms

Second Integrity Excellency- Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Integrity roll up to a limit of half your Attribute + Integrity 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

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.

Temptation-Resisting Stance (page 200) ^
You use this charm at the declaration stage, spending essence to steel your mind against temptation, adding your Temperance value (or another relevant virtue) to your Dodge MDV.
Cost: 6m; Type: Reflexive; Duration: One Day -- Keywords: Combo-OK, Social, Stackable

Elusive Dream Defense (page 200) ^
This charm lets you forge a story long intimacy that protects you from social attacks that oppose that intimacy.
Cost: 5m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Social

Phoenix Renewal Tactic (page 200) ^
You can choose to regain a Compassion channel rather than a Willpower when regaining that willpower naturally or through stunts.
Cost: --; Type: Permanent; Duration: Permanent -- Keywords: None

Transcendent Hero Meditation (page 201) ^
This Charm shatters all long-term Compulsion, Illusion and Servitude effects upon the Solar. The character can ignore mental influence that would prevent her from using this Charm. Characters can substitute an unsoakable aggravated health level of damage for the mote portion of this Charm’s cost if they are otherwise unable to pay, in which case the Charm’s use is Obvious.
Cost: 10m, 4wp; Type: Simple (5 in long ticks); Duration: Instant -- Keywords: Combo-OK, Obvious, Social

Sun King Radiance (page 201) ^
This charm lets people with a positive intimacy towards you use your Integrity rating as their Essence rating when calculating MDV. They also subtract 2 dice from pools when they are trying to betray their loyalty. This has no effect on Abyssal or Solar Exalted
Cost: --; Type: Permanent; Duration: Permanent -- Keywords: None

Merayen's Performance Charms

First Performance Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Performance dice pool up to a limit of your Attribute + Performance rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the 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; Duration: Instant -- Keywords: Combo-OK

Merayen's Presence Charms

First Presence Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Presence dice pool up to a limit of your Attribute + Presence 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; Duration: Instant -- Keywords: Combo-OK

Presence Essence Flow (page 187) ^
This charm lets you use your excellencies as non-charm actions with Presence. Can not be used with Infinite Presence Mastery.
Cost: --; Type: Permanent; Duration: Instant -- Keywords: None

Hypnotic Tongue Technique (page 203) ^
You can place a command in someone's head. Costs 1 willpower per day to resist.
Cost: 10, 1wp; Type: Simple; Duration: Charisma days -- Keywords: Combo-OK, Social, Stackable, Touch

Irresistable Salesman Spirit (page 204) ^
The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesman and recruiters. Irresistable Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar's successes on the roll before comparing them to the target's MDV
Cost: 3m; Type: Supplemental; Duration: Instant -- Keywords: Combo-Basic, Social

Soul-Bearing Mien (CUSTOM) ^
The inner strength of the Lawgivers burns like the sun. When the Solar invokes this Charm during a Social Combat, the Solar replaces his Appearance rating with any of his Virtues or his Essence trait. The Solar immediately gains points of Composure equal to the chosen trait, and everyone engaged in Social Combat with the Lawgiver is assured of the character's Great Virtue (or Terrible Power). Anyone so assured can be treated by the character as having previously granted the Solar a concession to that effect. This is an Illusion effect, which can be denied or ignored for 2 Willpower, though anyone who does so can't help but feel a deep abiding regret and a sense that the world is a worse place. You can activate this charm multiple times in a scene, to change the trait you evoke, but the effects do not stack and you only gain the extra Composure once.
Cost: 2m; Type: Simple (Speed 3 in long ticks); Duration: One scene -- Keywords: Combo-OK, Social

Majestic Radiant Presence (page 204) ^
The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The roll is a valor difficulty 1 roll. The attacker need succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend three Willpower to resist the effects of it for a scene.
Cost: 7m; Type: Reflexive (Step 2); Duration: One scene -- Keywords: Obvious, Social

Authority-Radiating Stance (page 204) ^
The Solar assumes the mantle of authority. This Charm is a form of unnatural mental influence. For the rest of the scene, each character who interacts personally with the Exalt and has a lower MDV than the Exalt's Presence suffers an unnatural Illusion effect. He believes that the Exalt is someone with authority over him. recognizing this belief as an illusion costs two Willpower. This Charm, as a specific exception to the usual rules for unnatural effects, does not cause Limit to resist.
Cost: 3m; Type: Simple (Speed 4 in long ticks); Duration: One scene - Keywords: Combo-OK, Social

Worshipful Lackey Acquisition (page 205) ^
The Solar makes a person see their greatness. They roll (Charisma or Manipulation + Presence) with an external penalty of the target's MDV. On a success, it forms an intimacy of loyalty to the Solar that can't be affected while this charm lasts. The person stays loyal as long as the intimacy lasts.
Cost: 12m, 1wp; Type: Simple (Speed 6 in long ticks); Duration: Charisma days - Keywords: Combo-OK, Obvious, Servitude, Social

Merayen's Resistance Charms

Ox-Body Technique (page 208) ^
You have purchased this charm once. It adds a -1 health level, and two -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

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 (page 207) ^
The Solar may invoke this charm after an attack hits, but before damage is rolled. They roll Stamina+Resistance at a difficulty of the oppoent's Essence. Should they succeed, the damage is soaked completely. Even if they fail, they gain 8B/8L/4A soak for the attack.
Cost: 2m; Type: Reflexive (step 7); Duration: Instant -- Keywords: Combo-OK, Obvious

Merayen's Survival Charms

Hardship-Surviving Mendicant Spirit (page 210) ^
You use this charm when necessary, spending essence to negate any enviromental external penalties to Survival rolls made for the Solars, allowing him to survive in the coldest glaciers or hottest deserts as easy as he can survive in the gently rolling hills of the East. This charm does not protect against Enviromental Damage. This charm counts as "Any Survival Excellency" for the purposes of Prerequisite requirements for other Charms.
Cost: 10m; Type: Reflexive; Duration: Indefinite -- Keywords: Combo-OK

Trackless Region Navigation (page 211; Errata) ^
You may manuever yourself, and a group no larger in Magnitude than your Essence, through the wilderness. You automatically succeed on any valid Survival roll to find your way and won't get lost or lose your bearings. If using the Travel rules on page 263-267, this charm reduces the Terrain Type by one type (Extreme to Difficult, and Difficult to Open, with Open Terrain gives a +1/4 movement bonus). In addition, the Solar gains a base +1/4 movement bonus which supplants and replaces any bonus the Solar might instead gain from following a Trail or Highway. This charm only works for Land-based movement, but can take the Solar anywhere. A Solar with Ride 4+ can also enhance base mounted movement rates if he and any group he leads are mounted.
Cost: 7m; Type: Reflexive; Duration: Indefinite -- Keywords: Combo-OK

Merayen's Investigation Charms

Third Investigation Excellency (page 185) ^
Merayen can use this charm to smoothly recover from failure; she spends 4m, and can make another roll, using the better of the two rolls. If used to enhance a Static Value based on Investigation, the Solar may apply her Investigation to the pool the value is derived from twice.
Cost: 4m; Type: Reflexive (Step 1 or 2); Duration: Instant -- Keywords: Combo-OK

Judge's Ear Technique (page 213) ^
This Charm allows the character to recognize as lies all deliberate lies presented to her; she may also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another charm contests these effects, Merayen receives her Essence in bonus successes.
Cost: 3m; Type: Reflexive (Step 1); Duration: One scene -- Keywords: Combo-OK

Merayen's Awareness Charms

Second Awareness Excellency- Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Survival roll up to a limit of half your Attribute + Survival 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

Keen Sight Technique (page 225) ^
This charm adds two successes to any sight based perception check, and allows the user to perceive things that would be too faint for the normal human senses to detect normally.
Cost: 3m; Type: Reflexive; Duration: One Scene -- Keywords: Combo-OK

Merayen's Dodge Charms

Shadow Over Water (page 227) ^
You can use this charm at the declaration stage, spending essence to ignore all penalties that apply to your Dodge DV. This will not cancel out inapplicability, such as surprise or undodgeable attacks.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Merayen's Ride Charms

Master Horseman's Techniques (page 234) ^
This charm permanently enhances the Exalt's capabilities with a number of 'tricks' that can be learned. None of these special techniques count as charm-based actions of any kind, and additional techniques can be learned for 2xp each.

  • Harmony of Spirits Style spend a mote to reflexively prevent from falling off a mount. This ability can be used while inactive. As a permanent bonus, the character will not fall off a mount just from being inactive.
  • Speed-Sustaining Technique spend a mote to reflexively and touch a mount to sustain it for two hours. Effort during that time does not exhaust the creature, and it does no suffer harmful random incidents such as thrown shoes or injured hooves. This allows for sustained travel at the speed of an elaborate horse relay.
  • Spirit-Steadying Assurances spend three motes to reflexively prevent a mount from panicking. The mount will not panic for the remainder of the scene.
  • Horse-Summoning Whistle with the expenditure of a mote the character can summon a mount loyal to her which will come to her as best as it can.

Combos

Fortright Conversion's Word
[First Presence Excellency, Irresistible Salesman Spirit] (0xp, outdated)

With the holy word of the sun, Merayen reaches out, igniting the fires of both righteousness and reason within those she speaks to. They come around to seeing her point and way of thinking somewhat.

Base Cost: 3 motes, 1 willpower
Optional: 1 mote per die to Presence rolls and Static Values.
Effect: All your Presence-based social attacks double their successes before being compared to MDV. You may spend 1 mote per die to add dice to Presence rolls or to appropriate static values based on Presence.

Donning the God-Queen's Mantle
[Soul-Bearing Mien, Temptation-Resisting Stance] (4xp)

Remembering the glory of the first age, Merayen radiates it throughout her being, bostering both social attack and defense. With these, the memories of Marthia The White, she can resist all but the most determined attack and her power and virtue are obvious for all to see.

Base Cost: 2 motes, 1 willpower
Optional: 6 motes to add Temperance to your Dodge MDV.
Effect: A Simple action allows you to replace your Appearance with your Essence or a Virtue. You may also spend 6 motes to add your Temperance to your Dodge MDV. Both of these effects last the rest of the scene.

Deathblossom's Piercing Pollination
[Essence arrow, 1st archery excellency, Iron Skin Concentration, Trance of Unhesitating Speed] (9xp)

Channeling the glory of the Unconquered Sun, for a short time, Merayen appears not unlike him in his greatest glory. She grows two arms of golden light that pluck arrows and set them to the bow, allowing her to fire quickly. These same arms catch and hold blows that might hurt her.

Base Cost: 4 motes per attack, 1 willpower
Optional: 1 mote per die added, 1 mote to add 4 damage to an attack, and 2 motes per enhanced soak.
Effect: A Extra Action charm provides up to (Ess + 1) archery attacks. A Supplemental charm adds Essence (plus an optional 4) damage to the attacks, and causes aggravated damage to Creatures of Darkness. A Reflexive adds a die per mote to one attack. Another Reflexive allows for a Stamina+Resistance roll (difficulty of the attacker's Essence) to perfectly soak an attack, but even on a failure adds 8 bashing and lethal soak as well as 4 aggravated soak.


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