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Basic Solar Dodge charms

Seven Veils Evasion

  Cost: 3 motes
  Duration: Instant
  Type: Reflexive
  Minimum Dodge: 4
  Minimum Essence: 2
  Prerequisite Charms: Shadow Over Water

The Solar becomes like seven veils, flowing and careening through the air with no more substance than vapor. No matter how he might try, the attacker finds himself unable to pierce the subtle dance: a swordthrust narrowly falls into the area between where the character should be and where he actually is, while a slash aimed at the characters head instead flails harmlessly through open air. The character may reduce a single attack roll against him to 0 dice. This charm must be invoked prior to the attack roll, and is not a perfect defense. The attacker can still attempt to raise his attack pool using the effects of supplemental charms. This charm is a variant of Seven Shadows Evasion, and can be substituted for it as a prerequisite.

Duck and Weave

  Cost: 8 motes
  Duration: One scene
  Type: Reflexive
  Minimum Dodge: 4
  Minimum Essence: 3
  Prerequisite Charms: Shadow Over Water, and Reflex Sidestep Technique

The every movement of the Exalt using this charm is perfect and sublime, the character seeming to casually glide out of the way of his opponents attacks with only the least effort. While this charm is active, the Solar gains his Essence rating in automatic success to all Dexterity + Dodge rolls. This includes reflexive dodges granted by charms like Shadow Over Water or Flow Like Blood. These bonus successes take the place of the extra dice granted to Essence Channelers in Power Combat, and a character cannot benefit from both extra dice and successes in the same dodge.

You and Me Stance

  Cost: 2 motes, 1 willpower
  Duration: Varies
  Type: Reflexive
  Minimum Dodge: 5
  Minimum Essence: 4
  Prerequisite Charms: Duck and Weave, and Flow Like Blood

For the Solar using this charm, there is only one opponent on the field of battle. When he activates this charm, the Solar must pick one of the enemies arrayed against him as the target of this charm. That opponent becomes the focus of his existance, with all else on the battlefield being a distant blur in the back of his mind. The Solar gains the effects of a perfect dodge against any and all attacks staged against him by everyone except his chosen target, automatically avoiding any dodgeable attack. In addition, any time the Solar dodges an attack staged against him by his chosen opponent he may choose to leap (Strength x Athletics) yards away, as a leaping dodge. This breaks multiple attack chains if the target cannot follow.

This charm lasts until the Solar quits the battle, or chooses to end the charm. It also ends if the Solar attacks someone other than his chosen opponent, or if he should achieve victory in the battle. Victory is defined by the Storyteller, and includes any condition that results in the character no longer needed to engage in combat against his chosen opponent. Lastly, if the Solar's opponent arranges circumstances such that the Solar cannot attack him for more than one round, this charms effects automatically end.


Clouds-Before-Sun Technique

  Cost: 4 motes
  Duration: One scene
  Type: Reflexive
  Minimum Dodge: 4
  Minimum Essence: 2
  Prerequisite Charms: Reflex Sidestep Technique

They say that the crux of mastery is making a hard task appear easy: this charm allows the character to make an easy task appear difficult. Everything about the Solar's style is a carefully constructed lie: he might appear somewhat off balance, or seem to strongly favor his right side. Maybe he presents himself as barely able to evade his opponents blows, or simply utilizing blind luck rather than skill. He might even fall into a confusing and misleading dance, leaving those observing him unable to tell what is happening at all. Regardless of the details, those facing him simply can't accurately react to his manuevers.

The Solar gains his attackers Essence in bonus dice for every blow he successfully dodges, up to a maximum pool of his Essence + 10. He may apply these dice to any attack or dodge that he makes during the scene, though once used these bonus dice are gone. If adding to a Dodge, the bonus dice cannot more than double the characters base dodge pool. If added to an attack, however, the bonus can equal the character's Dodge score and ignores normal dice-adder limits. If you are successfully hit by an attack, the bonus from this charm resets to zero as you loose your momentum.


Over to Sidestep Style?, or Platonic Dodge