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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cassus</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
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		<updated>2026-04-10T04:08:20Z</updated>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarDrive/Cassus&amp;diff=92229</id>
		<title>SolarDrive/Cassus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarDrive/Cassus&amp;diff=92229"/>
				<updated>2014-12-07T06:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Created page with 'Drive:  New Keyword-- Ride-OK: Charms with this keyword may be triggered as part of Chasing the Sun.   All-Encompassing Iron Steed Understanding  Cost: 1m  Mins: Drive 3, Essence…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive:&lt;br /&gt;
&lt;br /&gt;
New Keyword--&lt;br /&gt;
Ride-OK: Charms with this keyword may be triggered as part of Chasing the Sun.&lt;br /&gt;
&lt;br /&gt;
 All-Encompassing Iron Steed Understanding&lt;br /&gt;
 Cost: 1m  Mins: Drive 3, Essence 2  Type: Supplemental&lt;br /&gt;
 Keywords: Combo-OK, Ride-OK&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
The Chosen of the Unconquered Sun are the perfect masters of their mounts, ancient and modern.  When one can ride an iron horse through the stars, it is not fitting that one should fail to prime its boiler properly.&lt;br /&gt;
This charm can be used to supplement any roll whose primary purpose is to repair, operate, or examine (but not create) a vehicle usually operated with Drive (the Storyteller is the final arbiter of which actions fit this description).  The Drive ability replaces any one ability favored by the Twilight Caste for that roll.  This allows the Chosen to repair their cars without Craft(Fire), recognize famous vehicles without Lore, etc.&lt;br /&gt;
As an explicit exception to the normal rules, this charm may supplement actions with other abilities and be placed in combos with charms from other abilities.&lt;br /&gt;
At Essence 4+, Drive 5+, this charm expands to include any one ability.  This allows the Chosen to evaluate the price of cars with Drive instead Bureaucracy, free their APC from the grip of the Loch Ness Monster using Drive instead of Martial Arts, or write a message with their dust clouds using Drive instead of Linguistics.&lt;br /&gt;
&lt;br /&gt;
 Orichalcum Steed Prana&lt;br /&gt;
 Cost: 1m or 3m,1wp  Mins: Drive 5, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Ride-OK&lt;br /&gt;
 Duration: One Action&lt;br /&gt;
 Prerequisite Charms: All-Encompassing Iron Steed Understanding&lt;br /&gt;
The union of man and magnificent machine creates a whole far greater than the sum of its parts.  As the essence of the Chosen binds their machines to themselves, their bodies transcend normal limits, their essence flowing through the chassis of their vehicles.  This charm adds the Exalt's essence to the maneuverability rating of any vehicle they drive.  This bonus does not count as dice added by a charm.&lt;br /&gt;
At Essence 3+, the Exalt may pay a 2m, 1wp surcharge to make this charm's duration One Scene.&lt;br /&gt;
&lt;br /&gt;
 Chasing the Sun&lt;br /&gt;
 Cost: 6m, 1wp  Mins: Drive 5, Essence 3  Type: Simple (Speed 4, DV -0)&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Touch, Native, Mirror (Hell Ride)&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive excellency&lt;br /&gt;
A deep-seated hunger for light and glory burns in the heart of every Chosen.  When they surrender to that hunger, they resonate more closely with the Unconquered Sun than perhaps anyone can imagine.  Casting aside the concept of fatigue itself, they commit themselves utterly to battle... or games.&lt;br /&gt;
This charm can only be activated in sunlight in (or on) a vehicle traveling at maximum listed speed under the Exalt's primary and direct control.  If any of those conditions is no longer met for than five consecutive ticks, the charm ends immediately.&lt;br /&gt;
While this charm is active, any penalties affecting the Exalt from fatigue, exhaustion, hunger, or thirst are suppressed (and do not accumulate further) until the charm ends.  Additionally, the Exalt's actions (and vehicle) are enhanced (at no additional cost) by all Ride-OK charms that they know and meet the requirements to activate which have minimum Essence no greater than the Solar's Essence divided by two (rounded up).  If the charms' effects vary based on Essence, adjudicate them in all cases as if the Solar's permanent Essence was this lower value.  Players are welcome to activate such charms separately to take advantage of their full Essence, in which case such charms have their normal duration(s).&lt;br /&gt;
This charm explicitly ignores effects that reduce the minimum requirements of charms.&lt;br /&gt;
&lt;br /&gt;
 Eternal Golden Cavalcade&lt;br /&gt;
 Cost: --(+5m, 1wp) Mins: Drive 5, Essence 5  Type: Permanent&lt;br /&gt;
 Keywords: Upgrade, Combo-OK, Obvious, Native&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: Chasing the Sun&lt;br /&gt;
When the Sun passes through the sky, it pulls planets, people, and the earth itself in its wake.  So shall the Chosen move.  By paying a 5m, 1wp surcharge when activating Chasing the Sun, that charm gains the Leader keyword and loses the Touch keyword.   Even if vehicles in the Solar's unit have different maximum listed speeds, the charm will not end unless the Solar's vehicle is traveling below maximum speed.  If any of the vehicles need to be pushed to maintain that speed, the Solar takes the highest maneuverability penalty of any vehicle in the unit.&lt;br /&gt;
&lt;br /&gt;
 Royal Road Methodology&lt;br /&gt;
 Cost: 5m  Mins: Drive 3, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive excellency&lt;br /&gt;
Potholes can no more arrest the Sun's Chosen than clouds can arrest the progress of the Sun.  While this charm is active and the Solar travels on a recognized road or track, the Solar and the machine she operates ignore any environmental condition which would impose an external penalty up to (Solar's Essence/2, rounded up) on efforts to control the vehicle or inflict (Solar's Essence) lethal or bashing damage to the Solar or her vehicle provided that effect is not fueled by essence.  This protects against potholes, muddy roads, and spike strips, but not against fire-breathing Dragonblooded, missing bridges, or tsunamis (except perhaps for Elder Solars).  Some hazards are only partly mitigated-- a cloud of iron-eating fog, for instance, could not damage the car unless it was exceptionally powerful... but it might well interfere with the Solar's vision, which is not protected by this charm.  &lt;br /&gt;
Should the Solar's means of locomotion by its very nature damage its surroundings (driving a car through a forest at supersonic speeds, for instance), this damage can be mitigated by the Solar's concern for his dominion.  This does not in any way interfere with efforts to track the Solar, nor does it prevent the environment from damaging the Solar's vehicle (beyond the earlier effects of this charm).&lt;br /&gt;
When using the complex travel rules, this charm eliminates all penalties due to terrain (but not conditions like Hunted).&lt;br /&gt;
&lt;br /&gt;
 Mandate of Solar Highway&lt;br /&gt;
 Cost: --(+5m, 1wp)  Mins: Drive 5, Essence 3 Type: Permanent&lt;br /&gt;
 Keywords: Upgrade, Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: Royal Road Methodology&lt;br /&gt;
The Sun carves its own path through the heavens,  looking down with scorn on mortal roads.  This charm permanently upgrades its prerequisite.  By paying a 5m, 1wp surcharge when activating Royal Road Methodology, the Solar gains the ability to define any solid ground they are trying to drive on as a mundane route appropriate to their vehicle in perfect condition (be that a highway, a halfpipe, or a maglev track).  All of their other charms and their vehicles will interact with it as such, and penalties (such as for driving through sand dunes) will adjust accordingly.  They can even leave the ground for up to a single tick to cross gaps of air or water.  Note that no special maneuverability is granted by this charm (you cannot turn upwards at a 90 degree angle without a -very- unusual motorcycle).&lt;br /&gt;
At Essence 4+, the Solar can leave the ground for any length of time.  The clouds are simply one more racecourse to explore.  Travel even through the vacuum of space becomes possible, but this charm does nothing to protect the user (or their internal combustion engine) from the effects of the void.&lt;br /&gt;
&lt;br /&gt;
 Steel Steed Synchronicity&lt;br /&gt;
 Cost: 2m  Mins: Drive 3, Essence 2  Type: Simple&lt;br /&gt;
 Keywords: Combo-OK, Touch, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive Excellency&lt;br /&gt;
This charm allows the character to activate their reflexive charms on behalf of the Drive-based vehicle that they commit essence to when activating this charm.  The rules for doing so are exactly the same as the rules for activating charms on the character's own behalf; they must still follow the requirements of timing, combos, etc.  In many instance a driver will need to activate a charm twice (once to protect himself and once to protect his vehicle), but there is no other additional cost.&lt;br /&gt;
&lt;br /&gt;
 Master Rider's Parry&lt;br /&gt;
 Cost: 8m  Mins: Drive 3, Essence 3  Type: Reflexive (Step 2)&lt;br /&gt;
 Keywords: Combo-OK, Obvious&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Steel Steed Synchronicity&lt;br /&gt;
The character invokes this charm in response to an attack on their vehicle.  The attack must not be unexpected, and the character must be in direct control of the vehicle (this makes it impossible to use this charm on many larger vehicles where control is split between helm and engine room, or where the commander does not drive the vehicle herself, etc).  This charm is a perfect parry that can deflect even unblockable attacks.  If the vehicle is fully enclosed (not necessarily airtight, but lacking any gaps large enough to pass a human arm directly through to the passenger compartment), the defense also protects those inside the vehicle in the instant it is activated.&lt;br /&gt;
This charm has one of the Four Flaws of Solar Invulnerability, chosen when the character first learns the charm.&lt;br /&gt;
&lt;br /&gt;
 Laughing Sun Emulsion Methodology&lt;br /&gt;
 Cost: 1m+  Mins: Drive 1, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
The Sun passes through the sky, borne by inexorable currents of gravity and essence.  It can no more exhaust its flight than it can exhaust its light.  So shall the Chosen be.&lt;br /&gt;
This charm can only be applied to a vehicle which derives its primary propulsion from non-biological sources, uses consumable fuel, and is repaired using Craft(any but Genesis) rather than Medicine.  To activate the charm, the Solar pays motes equal to twice the Resources cost of fueling the vehicle at maximum speed for one half hour.  If that would be Resources N/A, the Exalt may instead pay ten motes, in which case this charm's duration becomes equal to the time that Resources 5 of fuel would propel the vehicle at maximum listed speed.  In the unlikely event that consumable elements other than fuel play a significant role in the cost to fuel (rapidly-consumed lubricants, for instance), they should be factored into the Resources cost to fuel the vehicle.&lt;br /&gt;
Regardless, for so long as this charm lasts the vehicle operates exactly as it usually would, except it does not require or consume fuel or other materials that the vehicle would normally require and carry for itself (on a normal car, this includes oil and antifreeze but excludes oxygen and windshield wipers).&lt;br /&gt;
In addition, while running on Laughing Sun Emulsion, increase the maximum “push speed” by Solar's Essence*0.2 (so for instance, an Essence 3 Solar could “push” a normal car to 2.1x maximum speed instead of 1.5x) and the maneuverability penalty for pushing the vehicle is reduced by up to the Solar's essence (minimum -1).&lt;br /&gt;
&lt;br /&gt;
 Iron Transport Pass Technique&lt;br /&gt;
 Cost: 5m  Mins: Drive 5, Essence 3  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Laughing Sun Emulsion Methodology&lt;br /&gt;
The authority of the Lawgiver to inspect her domain is unmatched.  With this charm active, the maximum “push speed” of any vehicle the Solar directly controls is multiplied by the Solar's permanent Essence after all other modifiers are applied.&lt;br /&gt;
In addition, non-hostile, fixed obstacles can be circumvented without reducing speed.  If the Solar needs to pay a toll, she does so in a blur of motion too fast for the eye to see, the tollbooth gate rising just in time for her motorcycle to make it through.   This charm at Essence 3 does not reduce the time required to negotiate or provide personalized explanations; it only eliminates the time required for making fixed transactions, stating passwords, or other functionally automatic admissions.  If the Solar uses this charm, purchasing an EZ-Pass is therefore highly recommended.&lt;br /&gt;
At Essence 4+, even if she needs to explain her presence to Celestial Lions, she can hold a conversation of the necessary depth in the space between ticks as her car approaches (or exits) the Gate.  This has no effect on any “obstacle” that rolls Join Battle or Join War with the Solar.  This second ability is particularly useful to a Solar using Chasing the Sun. &lt;br /&gt;
&lt;br /&gt;
 Lawgiver's Crest Certainty&lt;br /&gt;
 Cost: --  Mins: Drive 5, Essence 4  Type: Permanent&lt;br /&gt;
 Keywords: Obvious&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
No one could possibly mistake the Sun for anything but what it is, nor mistake anything else for the Sun's glory.  By painting her caste mark and/or totemic anima on a vehicle in at least three highly visible locations, the Solar exempts it from the concept of anonymity and confusion.  No mundane effect can prevent people from recognizing the vehicle as the Solar's while she operates it, and no mundane effect can convince intelligent beings that another vehicle is the Solar's (unless the Solar is inside, of course).&lt;br /&gt;
Only an essence-fueled effect that produces a perfect disguise or otherwise flawlessly deceives the senses can contest this charm's effects, and the Solar reflexively and subconsciously contests such effects with (Wits+Drive+Conviction) dice each time they are activated, adding her permanent essence in automatic successes to the rolloff.  Success dispels the effect and prevents it from being activated for that purpose for (Solar's Essence) hours afterwards.  This is not optional, even if the Solar is attempting to disguise her own vehicle.&lt;br /&gt;
At Essence 5+, the Solar senses the rough direction and distance (with a 20% margin of error) to any effect that loses the contest.&lt;br /&gt;
&lt;br /&gt;
 Sun-King's Immaculate Benefaction&lt;br /&gt;
 Cost: 1m+, 4wp  Mins: Drive 5, Essence 5  Type: Simple (Speed 6, DV -4)&lt;br /&gt;
 Keywords: Combo-Basic, Touch, Obvious&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Steel Steed Synchronicity, All-Encompassing Orichalcum Steed Prana, Chasing the Sun&lt;br /&gt;
With a supreme exertion of his right as a Lord of Creation, the Solar instantly promotes the least god of his vehicle of choice (which must be an otherwise inanimate vehicle the Solar can directly control) into his personal vizier, a greater terrestrial deity with the purview of “the Solar's favored vehicle.”  This promotion confers the following benefits:&lt;br /&gt;
Regardless of previous statistics, the deity's mental attributes increase to a minimum of the Solar's Essence.  The deity gains an automatic three-dot specialty in its domain with every ability, and it can gain experience and spend it on attributes and abilities as a mortal can.  Like any deity, it can hear and benefit from prayers (use the Cult background as a guidelines), and any reverence or awe at the Solar's vehicle is considered a prayer to the least god.&lt;br /&gt;
The vehicle the least god maintains becomes a thing of wondrous power, gaining player-designed and Storyteller-approved abilities equivalent to an Artifact rated at (Solar's Essence/2, rounded down).  If the vehicle was already an artifact, it gains a second set of benefits from this charm, tracked separately (so a Road Lion, Artifact **, enhanced by an Essence 6 Solar's Benefaction would have the traits of an Artifact ** and an Artifact ***, not Artifact *****).  As long as the Solar maintains the commitment to this charm, the vehicle is considered an artifact attuned to the Solar (if it wasn't already).  The deity gains a permanent essence rating equal to the higher Artifact rating of its domain.&lt;br /&gt;
The least god gains the ability to operate the vehicle within normal parameters if the Solar is not in control (it can turn on and drive a car, but it cannot make the car fly unless the car in question is a Delorian, etc).&lt;br /&gt;
The deity retains these traits only so long as the Solar maintains the committed essence, and it is aware of this fact, but it is not otherwise bound to obey the Solar.  The Solar is automatically aware of any lies or meaningful omissions by the least god, however.&lt;br /&gt;
At Drive 6+, Essence 6+, the Solar can pay a +2m surcharge when activating this charm to gain a telepathic bond with the car that allows reflexive two-way communication with the least god anywhere within the same realm of existence.&lt;br /&gt;
At Drive 7+, Essence 7+, the telepathic bond allows communication at any range, and the Solar can, with the least god's permission, activate his Drive charms on the vehicle as if he was physically present there.&lt;br /&gt;
At Drive 10+, Essence 10+, this charm gains the benefits of the Ride-OK keyword as an Essence 5 effect.&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarDrive&amp;diff=92227</id>
		<title>SolarDrive</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarDrive&amp;diff=92227"/>
				<updated>2014-12-07T06:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Replaced content with '= Solar Drive Charms =

Heaven and hell on wheels.

* back to SolarCharms.

----

* First Edition Thrown Charms by Contributor

* Second Edition Thrown Charms by Contribu…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solar Drive Charms =&lt;br /&gt;
&lt;br /&gt;
Heaven and hell on wheels.&lt;br /&gt;
&lt;br /&gt;
* back to [[SolarCharms]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* First Edition Thrown Charms by Contributor&lt;br /&gt;
&lt;br /&gt;
* Second Edition Thrown Charms by Contributor&lt;br /&gt;
**[[SolarDrive/Cassus]] - [[Cassus|User Page]]&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarDrive&amp;diff=92225</id>
		<title>SolarDrive</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarDrive&amp;diff=92225"/>
				<updated>2014-12-07T06:52:52Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Created page with 'Drive:  New Keyword-- Ride-OK: Charms with this keyword may be triggered as part of Chasing the Sun.   All-Encompassing Iron Steed Understanding  Cost: 1m  Mins: Drive 3, Essence…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive:&lt;br /&gt;
&lt;br /&gt;
New Keyword--&lt;br /&gt;
Ride-OK: Charms with this keyword may be triggered as part of Chasing the Sun.&lt;br /&gt;
&lt;br /&gt;
 All-Encompassing Iron Steed Understanding&lt;br /&gt;
 Cost: 1m  Mins: Drive 3, Essence 2  Type: Supplemental&lt;br /&gt;
 Keywords: Combo-OK, Ride-OK&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
The Chosen of the Unconquered Sun are the perfect masters of their mounts, ancient and modern.  When one can ride an iron horse through the stars, it is not fitting that one should fail to prime its boiler properly.&lt;br /&gt;
This charm can be used to supplement any roll whose primary purpose is to repair, operate, or examine (but not create) a vehicle usually operated with Drive (the Storyteller is the final arbiter of which actions fit this description).  The Drive ability replaces any one ability favored by the Twilight Caste for that roll.  This allows the Chosen to repair their cars without Craft(Fire), recognize famous vehicles without Lore, etc.&lt;br /&gt;
As an explicit exception to the normal rules, this charm may supplement actions with other abilities and be placed in combos with charms from other abilities.&lt;br /&gt;
At Essence 4+, Drive 5+, this charm expands to include any one ability.  This allows the Chosen to evaluate the price of cars with Drive instead Bureaucracy, free their APC from the grip of the Loch Ness Monster using Drive instead of Martial Arts, or write a message with their dust clouds using Drive instead of Linguistics.&lt;br /&gt;
&lt;br /&gt;
 Orichalcum Steed Prana&lt;br /&gt;
 Cost: 1m or 3m,1wp  Mins: Drive 5, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Ride-OK&lt;br /&gt;
 Duration: One Action&lt;br /&gt;
 Prerequisite Charms: All-Encompassing Iron Steed Understanding&lt;br /&gt;
The union of man and magnificent machine creates a whole far greater than the sum of its parts.  As the essence of the Chosen binds their machines to themselves, their bodies transcend normal limits, their essence flowing through the chassis of their vehicles.  This charm adds the Exalt's essence to the maneuverability rating of any vehicle they drive.  This bonus does not count as dice added by a charm.&lt;br /&gt;
At Essence 3+, the Exalt may pay a 2m, 1wp surcharge to make this charm's duration One Scene.&lt;br /&gt;
&lt;br /&gt;
 Chasing the Sun&lt;br /&gt;
 Cost: 6m, 1wp  Mins: Drive 5, Essence 3  Type: Simple (Speed 4, DV -0)&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Touch, Native, Mirror (Hell Ride)&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive excellency&lt;br /&gt;
A deep-seated hunger for light and glory burns in the heart of every Chosen.  When they surrender to that hunger, they resonate more closely with the Unconquered Sun than perhaps anyone can imagine.  Casting aside the concept of fatigue itself, they commit themselves utterly to battle... or games.&lt;br /&gt;
This charm can only be activated in sunlight in (or on) a vehicle traveling at maximum listed speed under the Exalt's primary and direct control.  If any of those conditions is no longer met for than five consecutive ticks, the charm ends immediately.&lt;br /&gt;
While this charm is active, any penalties affecting the Exalt from fatigue, exhaustion, hunger, or thirst are suppressed (and do not accumulate further) until the charm ends.  Additionally, the Exalt's actions (and vehicle) are enhanced (at no additional cost) by all Ride-OK charms that they know and meet the requirements to activate which have minimum Essence no greater than the Solar's Essence divided by two (rounded up).  If the charms' effects vary based on Essence, adjudicate them in all cases as if the Solar's permanent Essence was this lower value.  Players are welcome to activate such charms separately to take advantage of their full Essence, in which case such charms have their normal duration(s).&lt;br /&gt;
This charm explicitly ignores effects that reduce the minimum requirements of charms.&lt;br /&gt;
&lt;br /&gt;
 Eternal Golden Cavalcade&lt;br /&gt;
 Cost: --(+5m, 1wp) Mins: Drive 5, Essence 5  Type: Permanent&lt;br /&gt;
 Keywords: Upgrade, Combo-OK, Obvious, Native&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: Chasing the Sun&lt;br /&gt;
When the Sun passes through the sky, it pulls planets, people, and the earth itself in its wake.  So shall the Chosen move.  By paying a 5m, 1wp surcharge when activating Chasing the Sun, that charm gains the Leader keyword and loses the Touch keyword.   Even if vehicles in the Solar's unit have different maximum listed speeds, the charm will not end unless the Solar's vehicle is traveling below maximum speed.  If any of the vehicles need to be pushed to maintain that speed, the Solar takes the highest maneuverability penalty of any vehicle in the unit.&lt;br /&gt;
&lt;br /&gt;
 Royal Road Methodology&lt;br /&gt;
 Cost: 5m  Mins: Drive 3, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive excellency&lt;br /&gt;
Potholes can no more arrest the Sun's Chosen than clouds can arrest the progress of the Sun.  While this charm is active and the Solar travels on a recognized road or track, the Solar and the machine she operates ignore any environmental condition which would impose an external penalty up to (Solar's Essence/2, rounded up) on efforts to control the vehicle or inflict (Solar's Essence) lethal or bashing damage to the Solar or her vehicle provided that effect is not fueled by essence.  This protects against potholes, muddy roads, and spike strips, but not against fire-breathing Dragonblooded, missing bridges, or tsunamis (except perhaps for Elder Solars).  Some hazards are only partly mitigated-- a cloud of iron-eating fog, for instance, could not damage the car unless it was exceptionally powerful... but it might well interfere with the Solar's vision, which is not protected by this charm.  &lt;br /&gt;
Should the Solar's means of locomotion by its very nature damage its surroundings (driving a car through a forest at supersonic speeds, for instance), this damage can be mitigated by the Solar's concern for his dominion.  This does not in any way interfere with efforts to track the Solar, nor does it prevent the environment from damaging the Solar's vehicle (beyond the earlier effects of this charm).&lt;br /&gt;
When using the complex travel rules, this charm eliminates all penalties due to terrain (but not conditions like Hunted).&lt;br /&gt;
&lt;br /&gt;
 Mandate of Solar Highway&lt;br /&gt;
 Cost: --(+5m, 1wp)  Mins: Drive 5, Essence 3 Type: Permanent&lt;br /&gt;
 Keywords: Upgrade, Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: Royal Road Methodology&lt;br /&gt;
The Sun carves its own path through the heavens,  looking down with scorn on mortal roads.  This charm permanently upgrades its prerequisite.  By paying a 5m, 1wp surcharge when activating Royal Road Methodology, the Solar gains the ability to define any solid ground they are trying to drive on as a mundane route appropriate to their vehicle in perfect condition (be that a highway, a halfpipe, or a maglev track).  All of their other charms and their vehicles will interact with it as such, and penalties (such as for driving through sand dunes) will adjust accordingly.  They can even leave the ground for up to a single tick to cross gaps of air or water.  Note that no special maneuverability is granted by this charm (you cannot turn upwards at a 90 degree angle without a -very- unusual motorcycle).&lt;br /&gt;
At Essence 4+, the Solar can leave the ground for any length of time.  The clouds are simply one more racecourse to explore.  Travel even through the vacuum of space becomes possible, but this charm does nothing to protect the user (or their internal combustion engine) from the effects of the void.&lt;br /&gt;
&lt;br /&gt;
 Steel Steed Synchronicity&lt;br /&gt;
 Cost: 2m  Mins: Drive 3, Essence 2  Type: Simple&lt;br /&gt;
 Keywords: Combo-OK, Touch, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Any Drive Excellency&lt;br /&gt;
This charm allows the character to activate their reflexive charms on behalf of the Drive-based vehicle that they commit essence to when activating this charm.  The rules for doing so are exactly the same as the rules for activating charms on the character's own behalf; they must still follow the requirements of timing, combos, etc.  In many instance a driver will need to activate a charm twice (once to protect himself and once to protect his vehicle), but there is no other additional cost.&lt;br /&gt;
&lt;br /&gt;
 Master Rider's Parry&lt;br /&gt;
 Cost: 8m  Mins: Drive 3, Essence 3  Type: Reflexive (Step 2)&lt;br /&gt;
 Keywords: Combo-OK, Obvious&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Steel Steed Synchronicity&lt;br /&gt;
The character invokes this charm in response to an attack on their vehicle.  The attack must not be unexpected, and the character must be in direct control of the vehicle (this makes it impossible to use this charm on many larger vehicles where control is split between helm and engine room, or where the commander does not drive the vehicle herself, etc).  This charm is a perfect parry that can deflect even unblockable attacks.  If the vehicle is fully enclosed (not necessarily airtight, but lacking any gaps large enough to pass a human arm directly through to the passenger compartment), the defense also protects those inside the vehicle in the instant it is activated.&lt;br /&gt;
This charm has one of the Four Flaws of Solar Invulnerability, chosen when the character first learns the charm.&lt;br /&gt;
&lt;br /&gt;
 Laughing Sun Emulsion Methodology&lt;br /&gt;
 Cost: 1m+  Mins: Drive 1, Essence 2  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
The Sun passes through the sky, borne by inexorable currents of gravity and essence.  It can no more exhaust its flight than it can exhaust its light.  So shall the Chosen be.&lt;br /&gt;
This charm can only be applied to a vehicle which derives its primary propulsion from non-biological sources, uses consumable fuel, and is repaired using Craft(any but Genesis) rather than Medicine.  To activate the charm, the Solar pays motes equal to twice the Resources cost of fueling the vehicle at maximum speed for one half hour.  If that would be Resources N/A, the Exalt may instead pay ten motes, in which case this charm's duration becomes equal to the time that Resources 5 of fuel would propel the vehicle at maximum listed speed.  In the unlikely event that consumable elements other than fuel play a significant role in the cost to fuel (rapidly-consumed lubricants, for instance), they should be factored into the Resources cost to fuel the vehicle.&lt;br /&gt;
Regardless, for so long as this charm lasts the vehicle operates exactly as it usually would, except it does not require or consume fuel or other materials that the vehicle would normally require and carry for itself (on a normal car, this includes oil and antifreeze but excludes oxygen and windshield wipers).&lt;br /&gt;
In addition, while running on Laughing Sun Emulsion, increase the maximum “push speed” by Solar's Essence*0.2 (so for instance, an Essence 3 Solar could “push” a normal car to 2.1x maximum speed instead of 1.5x) and the maneuverability penalty for pushing the vehicle is reduced by up to the Solar's essence (minimum -1).&lt;br /&gt;
&lt;br /&gt;
 Iron Transport Pass Technique&lt;br /&gt;
 Cost: 5m  Mins: Drive 5, Essence 3  Type: Reflexive&lt;br /&gt;
 Keywords: Combo-OK, Obvious, Ride-OK&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Laughing Sun Emulsion Methodology&lt;br /&gt;
The authority of the Lawgiver to inspect her domain is unmatched.  With this charm active, the maximum “push speed” of any vehicle the Solar directly controls is multiplied by the Solar's permanent Essence after all other modifiers are applied.&lt;br /&gt;
In addition, non-hostile, fixed obstacles can be circumvented without reducing speed.  If the Solar needs to pay a toll, she does so in a blur of motion too fast for the eye to see, the tollbooth gate rising just in time for her motorcycle to make it through.   This charm at Essence 3 does not reduce the time required to negotiate or provide personalized explanations; it only eliminates the time required for making fixed transactions, stating passwords, or other functionally automatic admissions.  If the Solar uses this charm, purchasing an EZ-Pass is therefore highly recommended.&lt;br /&gt;
At Essence 4+, even if she needs to explain her presence to Celestial Lions, she can hold a conversation of the necessary depth in the space between ticks as her car approaches (or exits) the Gate.  This has no effect on any “obstacle” that rolls Join Battle or Join War with the Solar.  This second ability is particularly useful to a Solar using Chasing the Sun. &lt;br /&gt;
&lt;br /&gt;
 Lawgiver's Crest Certainty&lt;br /&gt;
 Cost: --  Mins: Drive 5, Essence 4  Type: Permanent&lt;br /&gt;
 Keywords: Obvious&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: None&lt;br /&gt;
No one could possibly mistake the Sun for anything but what it is, nor mistake anything else for the Sun's glory.  By painting her caste mark and/or totemic anima on a vehicle in at least three highly visible locations, the Solar exempts it from the concept of anonymity and confusion.  No mundane effect can prevent people from recognizing the vehicle as the Solar's while she operates it, and no mundane effect can convince intelligent beings that another vehicle is the Solar's (unless the Solar is inside, of course).&lt;br /&gt;
Only an essence-fueled effect that produces a perfect disguise or otherwise flawlessly deceives the senses can contest this charm's effects, and the Solar reflexively and subconsciously contests such effects with (Wits+Drive+Conviction) dice each time they are activated, adding her permanent essence in automatic successes to the rolloff.  Success dispels the effect and prevents it from being activated for that purpose for (Solar's Essence) hours afterwards.  This is not optional, even if the Solar is attempting to disguise her own vehicle.&lt;br /&gt;
At Essence 5+, the Solar senses the rough direction and distance (with a 20% margin of error) to any effect that loses the contest.&lt;br /&gt;
&lt;br /&gt;
 Sun-King's Immaculate Benefaction&lt;br /&gt;
 Cost: 1m+, 4wp  Mins: Drive 5, Essence 5  Type: Simple (Speed 6, DV -4)&lt;br /&gt;
 Keywords: Combo-Basic, Touch, Obvious&lt;br /&gt;
 Duration: Indefinite&lt;br /&gt;
 Prerequisite Charms: Steel Steed Synchronicity, All-Encompassing Orichalcum Steed Prana, Chasing the Sun&lt;br /&gt;
With a supreme exertion of his right as a Lord of Creation, the Solar instantly promotes the least god of his vehicle of choice (which must be an otherwise inanimate vehicle the Solar can directly control) into his personal vizier, a greater terrestrial deity with the purview of “the Solar's favored vehicle.”  This promotion confers the following benefits:&lt;br /&gt;
Regardless of previous statistics, the deity's mental attributes increase to a minimum of the Solar's Essence.  The deity gains an automatic three-dot specialty in its domain with every ability, and it can gain experience and spend it on attributes and abilities as a mortal can.  Like any deity, it can hear and benefit from prayers (use the Cult background as a guidelines), and any reverence or awe at the Solar's vehicle is considered a prayer to the least god.&lt;br /&gt;
The vehicle the least god maintains becomes a thing of wondrous power, gaining player-designed and Storyteller-approved abilities equivalent to an Artifact rated at (Solar's Essence/2, rounded down).  If the vehicle was already an artifact, it gains a second set of benefits from this charm, tracked separately (so a Road Lion, Artifact **, enhanced by an Essence 6 Solar's Benefaction would have the traits of an Artifact ** and an Artifact ***, not Artifact *****).  As long as the Solar maintains the commitment to this charm, the vehicle is considered an artifact attuned to the Solar (if it wasn't already).  The deity gains a permanent essence rating equal to the higher Artifact rating of its domain.&lt;br /&gt;
The least god gains the ability to operate the vehicle within normal parameters if the Solar is not in control (it can turn on and drive a car, but it cannot make the car fly unless the car in question is a Delorian, etc).&lt;br /&gt;
The deity retains these traits only so long as the Solar maintains the committed essence, and it is aware of this fact, but it is not otherwise bound to obey the Solar.  The Solar is automatically aware of any lies or meaningful omissions by the least god, however.&lt;br /&gt;
At Drive 6+, Essence 6+, the Solar can pay a +2m surcharge when activating this charm to gain a telepathic bond with the car that allows reflexive two-way communication with the least god anywhere within the same realm of existence.&lt;br /&gt;
At Drive 7+, Essence 7+, the telepathic bond allows communication at any range, and the Solar can, with the least god's permission, activate his Drive charms on the vehicle as if he was physically present there.&lt;br /&gt;
At Drive 10+, Essence 10+, this charm gains the benefits of the Ride-OK keyword as an Essence 5 effect.&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCharms&amp;diff=92223</id>
		<title>SolarCharms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCharms&amp;diff=92223"/>
				<updated>2014-12-07T06:47:06Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: /* By Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Solar Charms ==&lt;br /&gt;
The Chosen of the Sun are the most powerful of the Exalted. Here are their weapons.&lt;br /&gt;
&lt;br /&gt;
*Back to [[Charms]]&lt;br /&gt;
----&lt;br /&gt;
* [[FixTheSolarCharmTrees]]: A project to fix the Solar trees (please contribute and please vote ^_^)&lt;br /&gt;
* [[FlowsLikeBits/FixThe2ESolarCharms]]: one take on changing the Second Edition charm set.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;Remember, when you make any alterations here, ALSO leave a link in the [[Charms]] index-by-author under your name!&amp;lt;/i&amp;gt;&lt;br /&gt;
_[[Ikselam]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== By Ability ==&lt;br /&gt;
&lt;br /&gt;
*Dawn&lt;br /&gt;
**[[SolarArchery]]&lt;br /&gt;
**[[SolarBrawl]]&lt;br /&gt;
**[[SolarMelee]]&lt;br /&gt;
**[[MartialArts]]&lt;br /&gt;
**[[SolarMartialArts]]&lt;br /&gt;
**[[SolarThrown]]&lt;br /&gt;
**[[SolarWar]]&lt;br /&gt;
**[[SolarFirearms]]&lt;br /&gt;
*Zenith&lt;br /&gt;
**[[SolarEndurance]]&lt;br /&gt;
**[[SolarIntegrity]]&lt;br /&gt;
**[[SolarPerformance]]&lt;br /&gt;
**[[SolarPresence]]&lt;br /&gt;
**[[SolarResistance]]&lt;br /&gt;
**[[SolarSurvival]]&lt;br /&gt;
*Twilight&lt;br /&gt;
**[[SolarCraft]]&lt;br /&gt;
**[[SolarInvestigation]]&lt;br /&gt;
**[[SolarLore]]&lt;br /&gt;
**[[SolarMedicine]]&lt;br /&gt;
**[[SolarOccult]]&lt;br /&gt;
*Night&lt;br /&gt;
**[[SolarAthletics]]&lt;br /&gt;
**[[SolarAwareness]]&lt;br /&gt;
**[[SolarDodge]]&lt;br /&gt;
**[[SolarLarceny]]&lt;br /&gt;
**[[SolarStealth]]&lt;br /&gt;
*Eclipse&lt;br /&gt;
**[[SolarBureaucracy]]&lt;br /&gt;
**[[SolarLinguistics]]&lt;br /&gt;
**[[SolarRide]]&lt;br /&gt;
**[[SolarSail]]&lt;br /&gt;
**[[SolarSocialize]]&lt;br /&gt;
**[[SolarDrive]]&lt;br /&gt;
* [[SolarPermanent]]&lt;br /&gt;
* [[SolarMulti]] - Multi-ability and Template charms&lt;br /&gt;
* [[SolarExcellency]]&lt;br /&gt;
* [[Ialdabaoth/SolarAnimaCharms]]&lt;br /&gt;
&lt;br /&gt;
== By Author ==&lt;br /&gt;
&lt;br /&gt;
* [[Braydz/SolarCharms2]]&lt;br /&gt;
* [[Charms/Azurelight]]&lt;br /&gt;
* [[DariusSolluman/SolarCharms]]&lt;br /&gt;
* [[SolarCharms/Terk]]&lt;br /&gt;
* [[Segmarian/SolarCharms]]&lt;br /&gt;
* [[Heru/MySolarCharms]]&lt;br /&gt;
* [[Strangelooper/SolInvictus]]&lt;br /&gt;
* [[ThinkerCharms]]&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarFirearms/Cassus&amp;diff=92221</id>
		<title>SolarFirearms/Cassus</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarFirearms/Cassus&amp;diff=92221"/>
				<updated>2014-12-07T06:46:24Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Created page with 'Firearms:   Particulate Essence Infusion Method  Cost: 1m per attack  Mins: Firearms 3, Essence 2  Type: Supplemental  Keywords: Combo-OK, Obvious  Duration: Instant  Prerequisit…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Firearms:&lt;br /&gt;
&lt;br /&gt;
 Particulate Essence Infusion Method&lt;br /&gt;
 Cost: 1m per attack  Mins: Firearms 3, Essence 2  Type: Supplemental&lt;br /&gt;
 Keywords: Combo-OK, Obvious&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Any Firearms Excellency&lt;br /&gt;
In these enlightened times the chemist can do much, but a Solar remains superior.  Activating this charm as part of an attack with any projectile weapon provides sufficient Resources 0 ammunition for one attack roll (one bullet for a revolver, several for a machinegun).  This charm is specifically permitted to supplement rolls and be placed in combos with other abilities.&lt;br /&gt;
&lt;br /&gt;
 Radiant Solar Arsenal Assembly&lt;br /&gt;
 Cost: -- (+1-3m)  Mins: Firearms 5, Essence 3  Type: Permanent&lt;br /&gt;
 Keywords: Combo-OK, Obvious&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Prerequisite Charms: Particulate Essence Infusion Method&lt;br /&gt;
It is a violation of the natural order for a mortal to wield more impressive weapons than a Solar.  By paying a one mote surcharge when activating Particulate Essence Infusion Method, the Solar can create ammunition for any weapon that propels a projectile with externally-generate force and can be fired by a single operator using the Firearms skill (making cannons legitimate targets but keeping tube-fired rockets and battleships’ batteries out of reach).&lt;br /&gt;
At Essence 4+, paying a three mote surcharge allows the Solar to create sufficient ammunition for a single attack roll with any weapon operated by one person using the Firarms skill-- provided that the Resources cost of the ammunition is less than the Solar’s permanent Essence.&lt;br /&gt;
&lt;br /&gt;
 Concussive Essence Evocation&lt;br /&gt;
 Cost: 3m  Mins: Firearms 3, Essence 2 Type: Simple (Speed 4, DV-0)&lt;br /&gt;
 Keywords: Combo-Basic, Obvious&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Particulate Essence Infusion Method&lt;br /&gt;
The violent and destructive patterns of the modern age are brought perfectly to light in the radiance of a wrathful Solar.  By making a violent gesture at a visible opponent within (Essence x 30 yards), the Solar causes an explosion centered on them.  Roll Wits+Firearms as a ranged attack.  This attack ignores all forms of cover and cannot be parried without a stunt.  Damage from this attack is (Solar’s Essence+Valor+threshold successes) lethal piercing damage.&lt;br /&gt;
&lt;br /&gt;
 Incandescent Afterimage Assault&lt;br /&gt;
 Cost: 7m Mins: Firearms 5, Essence 3  Type: Simple (Speed 5, DV -0)&lt;br /&gt;
 Keywords: Combo-Basic, Obvious, Shaping&lt;br /&gt;
 Duration: One tick&lt;br /&gt;
 Prerequisite Charms: Concussive Essence Evocation&lt;br /&gt;
To perfectly destroy, you must become destruction perfectly.  Upon activating this charm, the Solar’s body is sheathed in concussive essence.  On the tick where this charm is activated, the Solar takes a single Move action using the normal rules.  Solars are explicitly permitted to enhance this Move action using a combo including charms from other abilities (but note that Incadescent Afterimage –is- Combo-Basic).  As the Solar moves, she leaves a trail of golden energy that shines like an anima banner at the 10 mote level.&lt;br /&gt;
At the end of the Solar’s move action, the trail explodes.  All creatures within (Essence) yards of the trail (except for the Solar herself) are struck by a one-time Environmental Hazard with Trauma (Solar’s Essence) and Damage (Essence+Firearms) lethal piercing damage.&lt;br /&gt;
&lt;br /&gt;
 Perfect Demolition Mastery&lt;br /&gt;
 Cost: --  Mins: Firearms 5, Essence 3  Type: Permanent&lt;br /&gt;
 Keywords: &lt;br /&gt;
 Duration: --&lt;br /&gt;
 Prerequisite Charms: Concussive Essence Evocation&lt;br /&gt;
This charm permanently upgrades the Solar’s Concussive Essence Evocation.  The range is now (Essence*50) yards and (with an appropriate stunt) the Solar may use any virtue to determine damage.  If the Solar also knows Incandescent Afterimage Assault, the Solar may select any number of visible targets to exempt from the damage inflicted by that charm.&lt;br /&gt;
At Essence 4+, this charm’s prerequisite replaces the “Combo-Basic” Keyword with the “Combo-OK” keyword, and the cost is reduced by 1 mote while the target is in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Legion-Slaying Bullet Prana&lt;br /&gt;
 Cost: 5m, 1wp to 15m, 2wp  Mins: Firearms 4, Essence 2  Type: Extra Action&lt;br /&gt;
 Keywords: Combo-OK, Obvious&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Any Firearms Excellency&lt;br /&gt;
The light of the Unconquered Sun falls in a single glance upon entire nations; his Chosen wield that same power over fire. With supernal aim and a roaring gun, the Solar fires a single bullet at the heart of his enemies, merging their vitality into a single point, transfixed by a single golden bullet.&lt;br /&gt;
This charm is a magical flurry of (Permanent Essence*3) Firearms-based attacks.  These attacks ignore Rate, ignore multiple-action penalties, and have a combined DV penalty equal to the highest DV penalty of any single attack.  The first attack is targeted on any target within range of the Exalt’s weapon; subsequent attacks strike other targets within a 15 yard radius of the original target.  None may be targeted by more than one attack.  If any target does not have cover, the attack ignores the cover of all targets.  The Solar need provide only one attack’s worth of ammunition for this attack, but if ammunition has a Resource cost greater than 0, pay (2*ammunition’s resource cost) additional motes to activate this charm.  If the ammunition itself has an Artifact rating of 1, pay an additional 1 willpower to activate this charm.&lt;br /&gt;
Because these attacks represent firing a single bullet at multiple targets, the Solar declares any enhancing charms and makes a single attack roll, then uses the results of that roll to resolve an attack against each target of this charm.  Charms that enhance the effects of the original attack (such as Excellencies and Particulate Essence Infusion Method) need only pay their cost once.  Charms that take advantage of the aftermath of these attacks (such as charms that restore motes to the Solar when the Solar damages a target) must be activated separately for each target as usual.  &lt;br /&gt;
&lt;br /&gt;
 Omnidirectional Radiance Received Technique&lt;br /&gt;
 Cost: 1m per attack  Mins: Firearms 4, Essence 3  Type: Extra Action&lt;br /&gt;
 Keywords: Obvious, Combo-OK&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Legion-Slaying Bullet Prana&lt;br /&gt;
When mortals fought with swords and spears, the Chosen fought with golden machineguns.  As the arts of mankind have advanced, so have the powers of those more than men.  This charm can only be activated only to make attacks with a weapon whose base Rate (rate before applying bonuses from craftsmanship, magical materials, etc) is 4+.&lt;br /&gt;
The Solar pays one mote per attack, up to a maximum of (Firearms+3) attacks.  These attacks ignore multiple-action penalties and rate, but each attack takes normal DV penalties and no attack in a flurry involving this charm may be a Strafing attack.&lt;br /&gt;
&lt;br /&gt;
 Art of the Transcendent Final Ray&lt;br /&gt;
 Cost: 5m, 1wp  Mins: Firearms 5, Essence 4  Type: Reflexive&lt;br /&gt;
 Keywords: Obvious, Combo-OK, Holy, Native&lt;br /&gt;
 Duration: Four ticks&lt;br /&gt;
 Prerequisite Charms: Any Firearms Excellency, Firearms Essence Flow, [one other Firearms charm]&lt;br /&gt;
In the Sun’s last moment, there will be light and fire such as never before.  By the same token, the last attack made by one of the Sun’s Chosen outshines all before it.&lt;br /&gt;
Upon activating this charm, the Solar makes a single Firearms attack at empty space.  This attack may be enhanced as normal; all essence spent to enhance this attack remains committed for the duration of this charm.  In a blaze of light, the Solar’s final bullet is released.  Record the dice pools and charm effects used for this attack.&lt;br /&gt;
The bullet continues to ricochet around the scene for the next three ticks, seemingly at random.  During this time, it deflects/intercepts (as a perfect defense) any attack launched at the Solar and immediately careens towards the origin of that attack, striking the target with whatever attack and dice pool the Solar had when originally “imbuing” the bullet.  This effect applies even when this charm is activated in response to another attack (in which case the Solar fires the bullet at his enemy’s descending weapon).  In addition to its other effects, this attack is Holy and undodgeable to creatures of darkness.&lt;br /&gt;
This charm can only be activated as the last Firearms attack a Solar makes in a given scene.  The Solar must have previously exhausted all ammunition readily available to them, and activating this charm disables for the rest of the scene charms that obviate the need for firearms ammunition (such as Particulate Essence Infusion Method).  Effects beyond the Solar’s control that would cause them to make a Firearms attack during the remainder of the scene (such as a social attack) fail automatically (this is a defense).  If the Solar voluntarily attempts to make a Firearms attack during this time (such as by wresting a gun from an enemy and firing it), the Solar takes unsoakable levels of aggravated damage equal to the number of attacks deflected by Art of the Transcendent Final Ray, and that charm ends immediately (wound penalties from this damage do apply to the attack roll the Solar attempts).  This unique restriction constitutes this charm’s Flaw of Invulnerability; it has no other.&lt;br /&gt;
&lt;br /&gt;
 Art of the Spear Incarnate&lt;br /&gt;
 Cost: 8m  Mins: Firearms 5, Essence 4  Type: Supplemental&lt;br /&gt;
 Keywords: Obvious, Combo-Basic, Holy&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Prerequisite Charms: Firearms Essence Flow, Concussive Essence Evocation&lt;br /&gt;
There is only one Spear of Valor, but that fact is just one more challenge for the Chosen of the Sun to obsessively work towards solving.&lt;br /&gt;
The attack supplemented by this charm becomes a thin ray of essence that makes both the target and the attacker Obvious.  When it strikes, in addition to resolving as a normal attack, it erupts in a roaring conflagration of white-gold flames that deal (Essence*3) Lethal Piercing Damage to everything within Essence*5 yards.  The target of this attack must deal with the attack and the explosion as separate hazards (that is, a perfect defense against the attack will not also perfectly defend against the explosion unless activated again.&lt;br /&gt;
The explosion is unblockable to all in the area of effect and undodgeable to creatures of darkness.&lt;br /&gt;
A second purchase of this charm at Essence 5+ allows the Solar to make the attack selective—it damages only the target and creatures of darkness in the area of effect, but it deals aggravated damage to creatures of darkness.&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarFirearms&amp;diff=92219</id>
		<title>SolarFirearms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarFirearms&amp;diff=92219"/>
				<updated>2014-12-07T06:40:40Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Replaced content with '= Solar Firearms Charms =

Solars and their guns...

* back to SolarCharms.

----

* First Edition Firearms Charms by Contributor

* Second Edition Firearms Charms by Con…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solar Firearms Charms =&lt;br /&gt;
&lt;br /&gt;
Solars and their guns...&lt;br /&gt;
&lt;br /&gt;
* back to [[SolarCharms]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* First Edition Firearms Charms by Contributor&lt;br /&gt;
&lt;br /&gt;
* Second Edition Firearms Charms by Contributor&lt;br /&gt;
**[[SolarFirearms/Cassus]] - [[Cassus|User Page]]&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarFirearms&amp;diff=92217</id>
		<title>SolarFirearms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarFirearms&amp;diff=92217"/>
				<updated>2014-12-07T06:38:56Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: Created page with 'Firearms:  Particulate Essence Infusion Method Cost: 1m per attack  Mins: Firearms 3, Essence 2  Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Cha…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Firearms:&lt;br /&gt;
&lt;br /&gt;
Particulate Essence Infusion Method&lt;br /&gt;
Cost: 1m per attack  Mins: Firearms 3, Essence 2  Type: Supplemental&lt;br /&gt;
Keywords: Combo-OK, Obvious&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Prerequisite Charms: Any Firearms Excellency&lt;br /&gt;
In these enlightened times the chemist can do much, but a Solar remains superior.  Activating this charm as part of an attack with any projectile weapon provides sufficient Resources 0 ammunition for one attack roll (one bullet for a revolver, several for a machinegun).  This charm is specifically permitted to supplement rolls and be placed in combos with other abilities.&lt;br /&gt;
&lt;br /&gt;
Radiant Solar Arsenal Assembly&lt;br /&gt;
Cost: -- (+1-3m)  Mins: Firearms 5, Essence 3  Type: Permanent&lt;br /&gt;
Keywords: Combo-OK, Obvious&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
Prerequisite Charms: Particulate Essence Infusion Method&lt;br /&gt;
It is a violation of the natural order for a mortal to wield more impressive weapons than a Solar.  By paying a one mote surcharge when activating Particulate Essence Infusion Method, the Solar can create ammunition for any weapon that propels a projectile with externally-generate force and can be fired by a single operator using the Firearms skill (making cannons legitimate targets but keeping tube-fired rockets and battleships’ batteries out of reach).&lt;br /&gt;
At Essence 4+, paying a three mote surcharge allows the Solar to create sufficient ammunition for a single attack roll with any weapon operated by one person using the Firarms skill-- provided that the Resources cost of the ammunition is less than the Solar’s permanent Essence.&lt;br /&gt;
&lt;br /&gt;
Concussive Essence Evocation&lt;br /&gt;
Cost: 3m  Mins: Firearms 3, Essence 2 Type: Simple (Speed 4, DV-0)&lt;br /&gt;
Keywords: Combo-Basic, Obvious&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Prerequisite Charms: Particulate Essence Infusion Method&lt;br /&gt;
The violent and destructive patterns of the modern age are brought perfectly to light in the radiance of a wrathful Solar.  By making a violent gesture at a visible opponent within (Essence x 30 yards), the Solar causes an explosion centered on them.  Roll Wits+Firearms as a ranged attack.  This attack ignores all forms of cover and cannot be parried without a stunt.  Damage from this attack is (Solar’s Essence+Valor+threshold successes) lethal piercing damage.&lt;br /&gt;
&lt;br /&gt;
Incandescent Afterimage Assault&lt;br /&gt;
Cost: 7m Mins: Firearms 5, Essence 3  Type: Simple (Speed 5, DV -0)&lt;br /&gt;
Keywords: Combo-Basic, Obvious, Shaping&lt;br /&gt;
Duration: One tick&lt;br /&gt;
Prerequisite Charms: Concussive Essence Evocation&lt;br /&gt;
To perfectly destroy, you must become destruction perfectly.  Upon activating this charm, the Solar’s body is sheathed in concussive essence.  On the tick where this charm is activated, the Solar takes a single Move action using the normal rules.  Solars are explicitly permitted to enhance this Move action using a combo including charms from other abilities (but note that Incadescent Afterimage –is- Combo-Basic).  As the Solar moves, she leaves a trail of golden energy that shines like an anima banner at the 10 mote level.&lt;br /&gt;
At the end of the Solar’s move action, the trail explodes.  All creatures within (Essence) yards of the trail (except for the Solar herself) are struck by a one-time Environmental Hazard with Trauma (Solar’s Essence) and Damage (Essence+Firearms) lethal piercing damage.&lt;br /&gt;
&lt;br /&gt;
Perfect Demolition Mastery&lt;br /&gt;
Cost: --  Mins: Firearms 5, Essence 3  Type: Permanent&lt;br /&gt;
Keywords: &lt;br /&gt;
Duration: --&lt;br /&gt;
Prerequisite Charms: Concussive Essence Evocation&lt;br /&gt;
This charm permanently upgrades the Solar’s Concussive Essence Evocation.  The range is now (Essence*50) yards and (with an appropriate stunt) the Solar may use any virtue to determine damage.  If the Solar also knows Incandescent Afterimage Assault, the Solar may select any number of visible targets to exempt from the damage inflicted by that charm.&lt;br /&gt;
At Essence 4+, this charm’s prerequisite replaces the “Combo-Basic” Keyword with the “Combo-OK” keyword, and the cost is reduced by 1 mote while the target is in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legion-Slaying Bullet Prana&lt;br /&gt;
Cost: 5m, 1wp to 15m, 2wp  Mins: Firearms 4, Essence 2  Type: Extra Action&lt;br /&gt;
Keywords: Combo-OK, Obvious&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Prerequisite Charms: Any Firearms Excellency&lt;br /&gt;
The light of the Unconquered Sun falls in a single glance upon entire nations; his Chosen wield that same power over fire. With supernal aim and a roaring gun, the Solar fires a single bullet at the heart of his enemies, merging their vitality into a single point, transfixed by a single golden bullet.&lt;br /&gt;
This charm is a magical flurry of (Permanent Essence*3) Firearms-based attacks.  These attacks ignore Rate, ignore multiple-action penalties, and have a combined DV penalty equal to the highest DV penalty of any single attack.  The first attack is targeted on any target within range of the Exalt’s weapon; subsequent attacks strike other targets within a 15 yard radius of the original target.  None may be targeted by more than one attack.  If any target does not have cover, the attack ignores the cover of all targets.  The Solar need provide only one attack’s worth of ammunition for this attack, but if ammunition has a Resource cost greater than 0, pay (2*ammunition’s resource cost) additional motes to activate this charm.  If the ammunition itself has an Artifact rating of 1, pay an additional 1 willpower to activate this charm.&lt;br /&gt;
Because these attacks represent firing a single bullet at multiple targets, the Solar declares any enhancing charms and makes a single attack roll, then uses the results of that roll to resolve an attack against each target of this charm.  Charms that enhance the effects of the original attack (such as Excellencies and Particulate Essence Infusion Method) need only pay their cost once.  Charms that take advantage of the aftermath of these attacks (such as charms that restore motes to the Solar when the Solar damages a target) must be activated separately for each target as usual.  &lt;br /&gt;
&lt;br /&gt;
Omnidirectional Radiance Received Technique&lt;br /&gt;
Cost: 1m per attack  Mins: Firearms 4, Essence 3  Type: Extra Action&lt;br /&gt;
Keywords: Obvious, Combo-OK&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Prerequisite Charms: Legion-Slaying Bullet Prana&lt;br /&gt;
When mortals fought with swords and spears, the Chosen fought with golden machineguns.  As the arts of mankind have advanced, so have the powers of those more than men.  This charm can only be activated only to make attacks with a weapon whose base Rate (rate before applying bonuses from craftsmanship, magical materials, etc) is 4+.&lt;br /&gt;
The Solar pays one mote per attack, up to a maximum of (Firearms+3) attacks.  These attacks ignore multiple-action penalties and rate, but each attack takes normal DV penalties and no attack in a flurry involving this charm may be a Strafing attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art of the Transcendent Final Ray&lt;br /&gt;
Cost: 5m, 1wp  Mins: Firearms 5, Essence 4  Type: Reflexive&lt;br /&gt;
Keywords: Obvious, Combo-OK, Holy, Native&lt;br /&gt;
Duration: Four ticks&lt;br /&gt;
Prerequisite Charms: Any Firearms Excellency, Firearms Essence Flow, [one other Firearms charm]&lt;br /&gt;
In the Sun’s last moment, there will be light and fire such as never before.  By the same token, the last attack made by one of the Sun’s Chosen outshines all before it.&lt;br /&gt;
Upon activating this charm, the Solar makes a single Firearms attack at empty space.  This attack may be enhanced as normal; all essence spent to enhance this attack remains committed for the duration of this charm.  In a blaze of light, the Solar’s final bullet is released.  Record the dice pools and charm effects used for this attack.&lt;br /&gt;
The bullet continues to ricochet around the scene for the next three ticks, seemingly at random.  During this time, it deflects/intercepts (as a perfect defense) any attack launched at the Solar and immediately careens towards the origin of that attack, striking the target with whatever attack and dice pool the Solar had when originally “imbuing” the bullet.  This effect applies even when this charm is activated in response to another attack (in which case the Solar fires the bullet at his enemy’s descending weapon).  In addition to its other effects, this attack is Holy and undodgeable to creatures of darkness.&lt;br /&gt;
This charm can only be activated as the last Firearms attack a Solar makes in a given scene.  The Solar must have previously exhausted all ammunition readily available to them, and activating this charm disables for the rest of the scene charms that obviate the need for firearms ammunition (such as Particulate Essence Infusion Method).  Effects beyond the Solar’s control that would cause them to make a Firearms attack during the remainder of the scene (such as a social attack) fail automatically (this is a defense).  If the Solar voluntarily attempts to make a Firearms attack during this time (such as by wresting a gun from an enemy and firing it), the Solar takes unsoakable levels of aggravated damage equal to the number of attacks deflected by Art of the Transcendent Final Ray, and that charm ends immediately (wound penalties from this damage do apply to the attack roll the Solar attempts).  This unique restriction constitutes this charm’s Flaw of Invulnerability; it has no other.&lt;br /&gt;
&lt;br /&gt;
Art of the Spear Incarnate&lt;br /&gt;
Cost: 8m  Mins: Firearms 5, Essence 4  Type: Supplemental&lt;br /&gt;
Keywords: Obvious, Combo-Basic, Holy&lt;br /&gt;
Duration: Instant&lt;br /&gt;
Prerequisite Charms: Firearms Essence Flow, Concussive Essence Evocation&lt;br /&gt;
There is only one Spear of Valor, but that fact is just one more challenge for the Chosen of the Sun to obsessively work towards solving.&lt;br /&gt;
The attack supplemented by this charm becomes a thin ray of essence that makes both the target and the attacker Obvious.  When it strikes, in addition to resolving as a normal attack, it erupts in a roaring conflagration of white-gold flames that deal (Essence*3) Lethal Piercing Damage to everything within Essence*5 yards.  The target of this attack must deal with the attack and the explosion as separate hazards (that is, a perfect defense against the attack will not also perfectly defend against the explosion unless activated again.&lt;br /&gt;
The explosion is unblockable to all in the area of effect and undodgeable to creatures of darkness.&lt;br /&gt;
A second purchase of this charm at Essence 5+ allows the Solar to make the attack selective—it damages only the target and creatures of darkness in the area of effect, but it deals aggravated damage to creatures of darkness.&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCharms&amp;diff=92215</id>
		<title>SolarCharms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCharms&amp;diff=92215"/>
				<updated>2014-12-07T06:38:09Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: /* By Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Solar Charms ==&lt;br /&gt;
The Chosen of the Sun are the most powerful of the Exalted. Here are their weapons.&lt;br /&gt;
&lt;br /&gt;
*Back to [[Charms]]&lt;br /&gt;
----&lt;br /&gt;
* [[FixTheSolarCharmTrees]]: A project to fix the Solar trees (please contribute and please vote ^_^)&lt;br /&gt;
* [[FlowsLikeBits/FixThe2ESolarCharms]]: one take on changing the Second Edition charm set.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;i&amp;gt;Remember, when you make any alterations here, ALSO leave a link in the [[Charms]] index-by-author under your name!&amp;lt;/i&amp;gt;&lt;br /&gt;
_[[Ikselam]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== By Ability ==&lt;br /&gt;
&lt;br /&gt;
*Dawn&lt;br /&gt;
**[[SolarArchery]]&lt;br /&gt;
**[[SolarBrawl]]&lt;br /&gt;
**[[SolarMelee]]&lt;br /&gt;
**[[MartialArts]]&lt;br /&gt;
**[[SolarMartialArts]]&lt;br /&gt;
**[[SolarThrown]]&lt;br /&gt;
**[[SolarWar]]&lt;br /&gt;
**[[SolarFirearms]]&lt;br /&gt;
*Zenith&lt;br /&gt;
**[[SolarEndurance]]&lt;br /&gt;
**[[SolarIntegrity]]&lt;br /&gt;
**[[SolarPerformance]]&lt;br /&gt;
**[[SolarPresence]]&lt;br /&gt;
**[[SolarResistance]]&lt;br /&gt;
**[[SolarSurvival]]&lt;br /&gt;
*Twilight&lt;br /&gt;
**[[SolarCraft]]&lt;br /&gt;
**[[SolarInvestigation]]&lt;br /&gt;
**[[SolarLore]]&lt;br /&gt;
**[[SolarMedicine]]&lt;br /&gt;
**[[SolarOccult]]&lt;br /&gt;
*Night&lt;br /&gt;
**[[SolarAthletics]]&lt;br /&gt;
**[[SolarAwareness]]&lt;br /&gt;
**[[SolarDodge]]&lt;br /&gt;
**[[SolarLarceny]]&lt;br /&gt;
**[[SolarStealth]]&lt;br /&gt;
*Eclipse&lt;br /&gt;
**[[SolarBureaucracy]]&lt;br /&gt;
**[[SolarLinguistics]]&lt;br /&gt;
**[[SolarRide]]&lt;br /&gt;
**[[SolarSail]]&lt;br /&gt;
**[[SolarSocialize]]&lt;br /&gt;
* [[SolarPermanent]]&lt;br /&gt;
* [[SolarMulti]] - Multi-ability and Template charms&lt;br /&gt;
* [[SolarExcellency]]&lt;br /&gt;
**[[SolarDrive]]&lt;br /&gt;
* [[Ialdabaoth/SolarAnimaCharms]]&lt;br /&gt;
&lt;br /&gt;
== By Author ==&lt;br /&gt;
&lt;br /&gt;
* [[Braydz/SolarCharms2]]&lt;br /&gt;
* [[Charms/Azurelight]]&lt;br /&gt;
* [[DariusSolluman/SolarCharms]]&lt;br /&gt;
* [[SolarCharms/Terk]]&lt;br /&gt;
* [[Segmarian/SolarCharms]]&lt;br /&gt;
* [[Heru/MySolarCharms]]&lt;br /&gt;
* [[Strangelooper/SolInvictus]]&lt;br /&gt;
* [[ThinkerCharms]]&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=The_Ghost/Autochthonian_Terrestrials&amp;diff=91271</id>
		<title>The Ghost/Autochthonian Terrestrials</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=The_Ghost/Autochthonian_Terrestrials&amp;diff=91271"/>
				<updated>2014-05-03T03:20:11Z</updated>
		
		<summary type="html">&lt;p&gt;Cassus: /* Warning! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warning! =&lt;br /&gt;
&lt;br /&gt;
The Content of this page is purely an exercise in theoretical mechanics and hypothetical social constructs: It should be included in actual games with utmost caution and complete awareness that it will be disruptive to established content. &lt;br /&gt;
&lt;br /&gt;
You have been warned.&lt;br /&gt;
&lt;br /&gt;
= The Dragon Blooded of Autochthonia =&lt;br /&gt;
&lt;br /&gt;
When [[Autochthon]] went into exile he had no way of knowing who among the millions of people he snatched from creation happend to have a trace of the heritage of the Elemental Dragons. These unfortunate few sometimes had children that exalted as Dragon Blooded, and those children often came together in adulthood to have Dragon Blooded children of their own. So it went for hundreds of years, and with the Advent of the [[Alchemicals]] the Dragon Blooded became the legates and assistants to Autochthon's Chosen as they had been to the [[Solars]] before them. Over time however a change began to take place among the Dragon Blooded: children exalted who were not from any of the five known aspects but rather had elemental affinities based on the elements of their new home, Crystal, Lighting, Steam, Metal, Oil, and Smoke. &lt;br /&gt;
&lt;br /&gt;
At first shunned by the 'normal' Dragon Blooded over time these 'freaks' came together and had their own children, who grew up straight and true to their parent's new bloodlines. Born to be heroes they refused to surrender to social isolation and ostracism and within a few centuries were considered part of the structure of Dragon Blooded society, though almost always kept to separate bloodlines by the 'old blood' families. &lt;br /&gt;
&lt;br /&gt;
Today Gents of all eleven bloodlines of terrestrials serve the Alchemicals as their assistants and shock troops. thanks to the work of the Dragon Blooded the crisis of the Great Maker's body is much less than it might be, though a crisis it still is. The Dragon Blooded of the 'Old Blood' are all but gone from Autochthonia, but the six new types have risen up to take their place, and are going strong today. &lt;br /&gt;
&lt;br /&gt;
== The Six Types of Autochthonian Terrestrial ==&lt;br /&gt;
&lt;br /&gt;
The Six Autochthonian Breeds of terrestrial are each similar to some of the old breeds of terrestrial, with one exception, that of Smoke, which takes on a small amount of the abilities of each other breed but is directly correlated to none. The Ability Packages and Anima Powers of Each breed are listed bellow.&lt;br /&gt;
&lt;br /&gt;
=== Crystal ===&lt;br /&gt;
&lt;br /&gt;
Crystal Aspects are mentally acute, being tied to the mind of the great maker. The most closely embody the secret and potent wisdom of the sleeping god and partake of his natural brilliance. As such their abilities are Integrity, Occult, Melee, Resistance, and Computers.&lt;br /&gt;
&lt;br /&gt;
==== Anima of the Crystal aspect ====&lt;br /&gt;
&lt;br /&gt;
Animas of the crystal aspect are jagged sharp edged affairs typically taking the form of massive spires of crystal or exomachina such as crystalline dragons or even projections of the divine ministers. They often are accompanied by the crackle of electricity or the hum and click of computers. &lt;br /&gt;
&lt;br /&gt;
The Anima power of Crystal aspects is to interface with the gods of autochthonia. When their anima flares the crystal aspects may add (essence rating/2) dice to all rolls to interact or negotiate with any autchthonian sub god of less standing than a divine minster or the least god of any machine or artifact. (This bonus also explicitly applies to the pattern spiders that tend the Loom of Fate, should this ever become relevant.) Furthermore when their anima effect is in play Crystal aspects take on some of the durability of adamant and may soak lethal and aggravated damage with their full stamina, as well as adding their essence to their stamina for all other purposes.&lt;br /&gt;
&lt;br /&gt;
=== Steam ===&lt;br /&gt;
&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
&lt;br /&gt;
Lighing's powers are heat, celerity, energy, and power: they form the energy that powers the great maker and conducts his thoughts to all parts of Autochthonia. Lighting finds the shortest path and locates the missing link, while empowering the tools on which the Octet depend. As such the abilities of the Lightning Aspect are Lore, Firearms, Awareness, Presence, and Investigation.&lt;br /&gt;
&lt;br /&gt;
==== The Anima of the Lighting Aspect ====&lt;br /&gt;
&lt;br /&gt;
Ligning aspects animas are sizzling yellows and blues, clashing with the sound of thunder and smelling of ozone. In form they typically resemble lions or eagles or else are elaborate electrified mandalas. &lt;br /&gt;
&lt;br /&gt;
Lightining Aspect's animas are raging coronas of energy: for a cost of five motes they can inflict (Essencex2) dice of bashing damage on anyone they touch or who touches them and force any person who takes at least one point of damage from the attack to save or be stunned at DC 3. This damage does nothing to the lightning aspect themselves or their possessions but can ignite flammable objects without sufficient resistance to electricity, such as cloth and paper, and will almost certainly fry any electronics it comes into contact with that are not protected by being in the possession of a lightning aspect.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
&lt;br /&gt;
=== Oil ===&lt;br /&gt;
&lt;br /&gt;
Oil's powers are lubrication and potential: they are tied to the circulatory systems of the great maker and partake of the hallowed blood that flows through his veins. As such their aspect abilities are Sail, Socialize, Martial Arts, Performance, and Linguistics.&lt;br /&gt;
&lt;br /&gt;
==== Anima of the Oil Aspect ====&lt;br /&gt;
&lt;br /&gt;
The anima power of Oil is similar to that of the Wood Aspect, becoming immune to poison and their touch conveying poison, except that they become immune to all artificial poisons instead of plant based poisons. Neither are immune to animal poisons.&lt;br /&gt;
&lt;br /&gt;
=== Smoke ===&lt;br /&gt;
&lt;br /&gt;
The Anima power of smoke is to purge the body of disease. All diseases natural and artificial are purged from the body when their anima flares. However this comes at a price, the diseases so purged infect everyone within 1d yards at the time who is not immune to disease or another Smoke aspect.&lt;br /&gt;
&lt;br /&gt;
= Modern Times =&lt;br /&gt;
&lt;br /&gt;
It was among the 'Old Blood' of the terrestrials that the idea of [[Project Razor]] first occurred to the people of Autochthonia, some 5 years ago. The originator of the plan was an Earth Aspect of Yugash named [[The Ghost:Characters/Chanel of Esoteric Wisdom|Chanel of Esoteric Wisdom]], an adjutant to Yugash's National Tripartite. She reasoned that the cache's of magical materials mined by the people of Yugash must be running out for a reason: and after consulting with many of the Alchemicals came to a shocking conclusion: Autochthon had planed to stay in the Void for thousands of years: but ''not'' almost Five Thousand. Parsing records and examining historical accounts she published a modest analytical paper on recurring resource shortages, which drew a simple but shocking conclusion: the great maker had prepared himself for an exile of only 4000 years. The paper made no judgements on the prudence of this choice, nor what was to be done about having remained in exile over 800 years too long, but the paper found willing ears among many of the more learned members of Autochthonian Society, including [[Fair Spoken Reshi]], who saw to it that it was distributed among most of Autochthonia's other nations as well. Soon many national tripartites came to the same conclusions as Chanel of Esoteric Wisdom from examining their own records. Slowly but surely a new idea spread among the leadership of the Eight nations and the three great city states: &amp;quot;Project Razor&amp;quot;, a charm to breach the seal of eight divinities and return to [[Creation]]. Subtly encouraging this from behind the scenes were 'old blood' terrestrials in every nation, who reasoned that if they had endured in Autochthonia then surely others of their bloodlines had endured in creation and could infuse new life into their flagging families, or provide them refuge in escaping from the World/God of Autochthon.&lt;/div&gt;</summary>
		<author><name>Cassus</name></author>	</entry>

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