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the Platonic Dodge branch of Solar Dodge charms

Forsake the Strike

  Cost: 1 mote, 1 willpower
  Duration: One turn
  Type: Reflexive
  Minimum Dodge: 5
  Minimum Essence: 4
  Prerequisite Charms: None

The Solar masters the platonic ideal of the Dodge, not allowing a strike to hit him. The Solar using this charm to enhance his dodge need not actually move, but instead merely wills himself out of the way of the attack. While using this charm, the Solar suffers no enviromental penalities to his dodge roll, as he no longer actually has to interact with the world in order to dodge an attack. The Solar can freely dodge the undodgeable while affected by this charm, his dodge rolls applying as normal. In addition, the difficulty of any dodge roll is reduced to one. The Solar still needs to roll as many successes as the attacker recieved unless he uses a perfect defense, and this charm does not itself provide the Solar with a dodge of any kind. This charm does not need to be placed in a combo in order to be used with other Dodge charms.

The Curtain Falls

  Cost: 7 motes
  Duration: Instant
  Type: Reflexive
  Minimum Dodge: 5
  Minimum Essence: 4
  Prerequisite Charms: Forsaking the Strike, Seven Shadows Evasion

The soul of a Solar burns bright, and just as the Sun rises victoriously every morning it is burned into the essence of a Solar to rise again and emerge victorious. Invoking this narrative potential, a Solar gloriously casts off (or stealthily wriggles out of) any Essence-effect or bit of Hostile Magic that is affecting him. When he invokes this charm, a Solar can declare any one charm or essence-based effect currently affecting his person to be at an end. These effects immediately cease acting upon the Solar as if their durations had expired or the resistance rolls required had been successfully made. Any side-effects or other effects that normally come with the end of the effect in question can be ignored if the Solar wishes. Any effect without a duration after which the effect ends or some form of resistance roll to end the effect is not affected by this charm. This Charm has no effect on the Great Curse or individual limit breaks that a Solar might suffer, but is otherwise a perfect effect.

Dreaming Soul Evasion

  Cost: 4 motes, 1 willpower
  Duration: Instant
  Type: Reflexive
  Minimum Dodge: 5
  Minimum Essence: 4
  Prerequisite Charms: Flow Like Blood

The Solar evoking this charm moves outside the bounds of the physical world, but instead like a figure in a dream, impossible and untouchable unless the Exalt so wishes otherwise. The character can use this charm to evade without rolling any one attack, even an undodgeable attack or one of which she is not aware. The Solar can also avoid untargetted attacks with an area of effect, no matter how large the area. In addition, the character can appear anywhere within (Essence x 100) yards of his current location, breaking multiple attack chains unless the opponent can follow. The Solar must be physically able to move to the selected location, but need not actually do so.

Broken Dreams Reforged

  Cost: 7 motes, 2 willpower
  Duration: Instant
  Type: Reflexive
  Minimum Dodge: 5
  Minimum Essence: 5
  Prerequisite Charms: Forsake the Strike, Dreaming Soul Evasion

The Solar need not accept the fates of the world, but instead impose his will upon the fabric of Creation and "dodge" any unfortunate event that happened in the last several seconds. Such is the Solars power that he ignores the events of the last turn, time momentarily sliding back several seconds to give the character a chance to change the outcome of his actions or ward off some unfortunate event. The Storyteller begins the previous turn over again, as if it never happened previously except as a bad dream. Initiative for the turn is rerolled, with the Solar gaining a bonus to his roll equal to his Essence. Events will progress identically, until the Solar takes an action that disrupts the flow of fate. This charm can only be used once per session by any individual solar, and must be used before initiative is rolled on the turn it is used.


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