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		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/TimeLine&amp;diff=89453</id>
		<title>IsawaBrian/TimeLine</title>
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				<updated>2012-07-12T16:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1950		&lt;br /&gt;
::Opening of the Dragon Lines.&lt;br /&gt;
::Demenses reactivate.  Several poorly maintained ancient geomantic structures, and many inauspiciously built modern structures explode from Essence build up.  Some buildings, ancient and modern, prove to be adequate partial or full manses!  Little is understood about these sites other than their danger.&lt;br /&gt;
::First children who will take the Second Breath as Dragon-Blooded Born.  Their nature is to be unknown for a decade and a half.&lt;br /&gt;
::Angels appear throughout the middle east, enforce peace, protection against (some) forms of crime and blasphemy.  Angelic enforcement is apparently quite liberal and appears to be mostly gender, race, and in some cases religion-blind; certainly, mosques, temples, and churches are attended as places of holiness.  Angelic protection of humanity slowly turns governments above the local/public works level irrelevant in the region, although vestiges for the ordering of social programs remain, especially since it is now impossible to steal from bureaucracies or charities.  Angels appear to have an uncanny sense for violations of any kind, including complicated financial or legal misdeeds.  Perpetrators are gently removed from their offices and evidence highlighted with glowing, holy lights.  Manse and demesne sites, almost all on holy territory are especially protected.&lt;br /&gt;
::Certain religious and &amp;quot;magical&amp;quot; rituals begin to have more reliable, more &amp;lt;i&amp;gt;visible&amp;lt;/i&amp;gt; effects.  It is unknown if the dragon lines activated or merely energized these rituals.  Thankfully, somehow, exorcism and warding rituals seem to have been transferred the most intact.  (Thaumaturgy)&lt;br /&gt;
::Shadowlands open up in many places of terrible slaughter.  Many have few ghosts, especially those with more than a century to the last horror, but major zombie and angry ghost incursions are found throughout Europe and Asia, especially Japan and Germany.  The atomic bomb sites in Japan are especially dangerous; Hiroshima and Nagasaki are effectively abandoned, surrounded at all times by troops and priests of various religions-- Christian, Shinto, Buddhist, etc.-- who can produce wards and exorcisms.&lt;br /&gt;
::The Korean War erupts, as Kim Jong Il has the equipment gained from years of cooperation with Stalin.  However, the country’s elementals reject the dictator, as do many of the local thaumaturgists.  The war does last 3 years, but with no intervention from the US or the USSR, as they are both concerned with internal undead problems.  Support from the US is “replaced” on the Southern side by the thaumaturgists, elementals, and even the mysterious martial artists.&lt;br /&gt;
1951&lt;br /&gt;
::Beginning of the Long Dark&lt;br /&gt;
::The first rumors of martial artists producing unusual effects other than basic thaumaturgy are heard, though nothing comes of it.  (Half-forgotten Terrestrial Martial Arts and Essence awakening techniques)&lt;br /&gt;
::Scientific study of essence begins in fits and starts in the west, primarily for shadowlands protection.  Mao subsumes Confucianism and odd varieties of Buddhism into his work, and manages to control some of his worse impulses due to their obvious negative effects on campaigns.  Stalin continues his bloody purges, claiming that the &amp;quot;zombies&amp;quot; are the result of Western sabotage and &amp;quot;dirty people&amp;quot;.  Zombie waves strike USSR territories as a result.&lt;br /&gt;
::Senator Joseph [[McCarthy]] nearly sabotages attempts to prop up Mao and prevent the loss of China during his feud with Truman.  Members of the Republican party as well as Democratic politicians come together to bring [[McCarthy]]’s witch-hunts to an end during the height of his power after a long and prolonged fight that would have dire repercussions on American thaumatech research.&lt;br /&gt;
&lt;br /&gt;
1952&lt;br /&gt;
::The First Heroes&lt;br /&gt;
::Elementals appear.  Most are weak-- Essence 1-3-- but prove vital in pushing back the restless dead as some of the few fully powered beings to fight against the War Ghosts who are the current masters of the Dead.  &lt;br /&gt;
::Their presence also changes the basis of industry; unhappy elementals form both perfect poster children against and active agents against ecological destruction.  Nevertheless, the requirements of the ongoing Dark War require industrial expansion (though nuclear technology is retarded due to associations with Hiroshima and Nagasaki until much later) mean that many “green” technologies to reduce air, water, and solid waste pollution happen ahead of schedule-- in many cases, assisted happily by the elementals themselves.&lt;br /&gt;
::Earth association with technology, for example, Water with Bureaucracy, and Air with science means that a company can often make more efficient factories, offices, and research facilities by working with, rather than against local elementals, and in many places, Wood elementals are necessary to stave off the agricrisis. &lt;br /&gt;
::Nevertheless, some corporations deal with the problem by hiring ministers and later thaumatechs to ward away elementals, especially from rich sites for strip mining and the like.  This provokes ongoing ecological debate and in some cases, violent confrontation.&lt;br /&gt;
::Some thaumaturgists take the fight actively against the restless dead, often by summoning elementals with old rituals.  The reborn elementals have no memories of the First Age, although they do appear to have natural hierarchies.  All god-summoning, demon-summoning, or fae-summoning rituals fail.&lt;br /&gt;
::Some martial artists do master limited essence control, though no terrestrial martial artists appear yet.&lt;br /&gt;
::Both forms of essence-users discover that some ancient weapons, armor, and items are powerful and extremely useful.  Others are quite strange or pointless.&lt;br /&gt;
::Eisenhower’s election over Truman begins the first pushes towards true thaumatechnology in the US, whereas European countries and China have been trying for them since 1950.  Eisenhower’s popularity and the needs of the Dark War give him the political capital to truly begin concentrating research on the thaumatechnology problems, though many of the efforts during his administration focus on protection rather than synthesis.&lt;br /&gt;
1953&lt;br /&gt;
::Stalin's purges come to an end when masses of the restless dead storm Moscow and the Kremlin.  Stalin's brain is eaten.&lt;br /&gt;
::Unfortunately, most work in USSR territories is mainly damage control, as the restless dead do not stop their rampages.  &lt;br /&gt;
::Europe and NATO manage to hold them back in Eastern Europe, as does Mao in China.&lt;br /&gt;
::Kim Jong Il is overthrown by frightened officers of his own party.  Similar revolutions against petty dictators who cannot adapt to the new world conflict occur all over the periphery of Asia.  In Korea, they successfully reunite with the South; in other places, regimes fall and occasionally the Dead gain access to the sea.&lt;br /&gt;
::The Indian Subcontinent and the Himalayas have sufficient intact rituals to also form a barrier mainly containing the zombie plague to central Asia.&lt;br /&gt;
::No undead pass the angels without being sent peacefully on.&lt;br /&gt;
::Many refugees travel West into Europe, which has its own Shadowlands problem, and from thence to the United States, similar to refugees escaping the Soviet Union in the real history, except on a much larger scale.&lt;br /&gt;
::Others will escape south into the Holy Land and the protection of the angels.&lt;br /&gt;
1954	&lt;br /&gt;
::Most shadowlands in Europe and North America confined.  &lt;br /&gt;
::South American and African shadowlands have fitful confinement-- more Old Practices, but less controlled power.&lt;br /&gt;
::Asian shadowlands never brought under real, total control until 1965.&lt;br /&gt;
1955&lt;br /&gt;
::First regular uses of Terrestrial Martial Arts Charms, as opposed to essence-invigoration of statistics.  &lt;br /&gt;
::Also first completely controlled mortal essences. &lt;br /&gt;
::No full trees present yet.&lt;br /&gt;
::Worldwide food crisis begins; with a decided loss of arable land in Asia, other countries are forced to increase production sharply to hold off starvation.  Essence science proves useful but only slightly so, and many are on the edge of overfarming.&lt;br /&gt;
::First Great Compacts with Wood Elementals are made in many places in order to hold off Starvation.  Christians outside the Holy Land are noticeably uncomfortable with these compacts, and a few requests for blood nearly scuttle the whole deal.  The rise of the fast food industry is thus retarded; most countries in the world can’t afford waste food product.&lt;br /&gt;
::The first Elemental-Blooded are born.&lt;br /&gt;
1956	&lt;br /&gt;
::Spread of Martial Arts -- with the appearance of the more potent Terrestrial Martial Arts, modern Essence science, which had mainly been concerned with the more repeatable thaumaturgy, finally focuses on regular essence control and development.  The process to achieve Essence Awareness is regularized in China.  Mao attempts to hold onto the process, but Celtic ritualists in England spread the process amongst their Nato allies.  US thaumatological research is still mainly focused on Warding and Exorcism.&lt;br /&gt;
1957	&lt;br /&gt;
::Scientific exploration of personal essence control, rather than ritual/&amp;quot;process&amp;quot; based Essence control, continues.  The Flow of Essence and other minor Essence merits are developed on the front in Europe.&lt;br /&gt;
1958	&lt;br /&gt;
::Essence science reaches adolescent development.  (Existing rituals fixed and repeatable; some transferable; some developable.  In general, effects from level 1-2 regularly available, all others secret or unreliable with the exception of Exorcism and Wards, which function quite well at 1-5 levels of development, but are only understood at 1-3 outside of the US.)&lt;br /&gt;
1959	&lt;br /&gt;
::Burial rituals are perfected, severely reducing the number of new walking dead.  Many right-to-die-peacefully laws are also passed, decades ahead of schedule.&lt;br /&gt;
1960	&lt;br /&gt;
::First complete Martial Art Tree, Five Dragon Style, developed by inheritors of the Shaolin tradition&lt;br /&gt;
::First people fated to become Celestials born, although many will not Exalt until after the Rebirth; age does not seem to correlate to Exaltation in Celestials.&lt;br /&gt;
:: John F. Kennedy is elected on the Ritual Gap platform, promising to increase attempts at synthesis to better preserve the world from the horrors of the War Ghosts.&lt;br /&gt;
1961&lt;br /&gt;
::The dead conquer Antarctica; the last research stations are evacuated.  Satellite photography do not show the creation of funerary complexes or indeed any other signs of Shadowlands development.  Unbeknownst to the rest of the world, the Dead have not conquered Antarctica for themselves, but instead to prepare the way for the wakening of a long-dormant Unshaped wyld god-monster.&lt;br /&gt;
::Kennedy creates the Chicago project in the image of the Manhattan project.  Scientists, ministers, and ritualists from all over the United States are gathered together and given nearly unlimited funding as well as access to top-secret information from the European front.  Not all members of the US government approve of this delving into magic…&lt;br /&gt;
1963	&lt;br /&gt;
::Essence science reaches first plateau of maturity.  Reliable 1-3 effects (understanding of Exoricism and wards at full 1-5 were achieved earlier in the US, but are now understood by most of the world) achieved; Essence Mastery now understood by scientific community.  Some few Terrestrial Martial Arts Charms understood in an abstract sense, but complete trees tend to be the possession of individuals of obscure lineage and innate talent.&lt;br /&gt;
::Kennedy is assassinated; some conspiracy theorists believe that socially conservative government agents are attempting to prevent him from “demonizing” the US.  Others believe that new-age ritualists sacrificed him to bring extra fertility to the US.  Still others believe that it was done by the Dead, especially given…&lt;br /&gt;
::Ominously, the first mad Nephwracks appear no later than a month after Kennedy’s death.&lt;br /&gt;
1964&lt;br /&gt;
::President Johnson sends troops into Vietnam on rumors of Nephwrack concentration with the communist regime there, starting a disastrous weakening of US troops that will require reliance in the future on unconventional assistances…&lt;br /&gt;
1965	&lt;br /&gt;
::Enter the Dragons&lt;br /&gt;
::The Terrestrial General, a Wood-Blood of astounding power, is the first Terrestrial, indeed, the first Exalt, to take the Second Breath at age 15.  Unlike all others who follow her, the Terrestrial General will have immensely potent essence from the moment of the Second Breath (Essence 5), a full understanding of all Wood Charms and Fire Charms (Including Fire Dragon Style and the necessary prerequisites), and a smattering of Charms from other trees.  She is the reincarnation of Tepet Ejava, though with powers even greater than her last life at this time.  Her very existence as the most powerful warrior in the world (and later the leading general in the fight against the dead) changes the course of womens’ rights movements forever.&lt;br /&gt;
::Other Terrestrial Exalted swiftly follow.  None are older than 15, although a few are younger.  All show the signs of Legendary Breeding upon their Second Breath.  All first generation Terrestrial Exalted (born between 1950 and 1970) will exhibit this trait.&lt;br /&gt;
::Overnight, the Imperial Mountain manifests in Australia, with half of the Imperial Manse.  The other half appears in Jerusalem.  Both halves are unassailable.  The entire aboriginal population of Australia between the ages of 8 and 15 exalts Dragon-Blooded; any others born since 1957 will continue Exalting as they reach that age period.&lt;br /&gt;
1966+	&lt;br /&gt;
::Terrestrial Exalts will rapidly appear in the world, spreading from nation to nation.  Many choose lives of heroism or service; the army or the police call strongly to them.  Those that do not choose service are often individual or small-group champions.  Unfortunately, some choose selfish pursuits as well.  Most Terrestrials are known as &amp;quot;Elementals&amp;quot; or &amp;quot;Mutants&amp;quot;; the terms &amp;quot;Exalted&amp;quot; and &amp;quot;Essence&amp;quot; are mainly unapplied until the rebirth of the Celestials.  The Fire Exalts have many useful abilities and quite a few learn the Immaculate Fire Dragon Style from the Terrestrial General; the Water Exalts swiftly master the Terrestrial Styles that already exist, and quite a few master Fire Dragon Style, creating the second cross-Elemental sets after the General.  They are also masters of both the skies and seas aspects of warfare-- Sail larger flying vehicles (generally, Ride will cover one to two person aerial vehicles, and Sail crews larger than that).  Earth Exalts are especially prized for their technological capacity and their wartime leadership abilities.  The Wood Dragons are best adapted to the new world, as Archery applies to firearms and Ride to most personal ground vehicles and single/two-person aerial vehicles.  Their mastery of growing crops and medicine make them invaluable, and their performance skills give them a ready world audience.  Air-blooded are not often seen on the front lines; their natural adaptations to Essence-abstractions via Occult and Lore mean that many are shifted into government jobs.&lt;br /&gt;
::End of the Long Dark&lt;br /&gt;
::The Terrestrials will also push back the lines of many shadowlands, although none can be completely recovered.  Outside of Central Asia, much of the world is peaceful with only minimal danger from the disturbed dead.  Even the Nephwracks are stymied by their might, though they prove oddly resilient in the three-way fight in Vietnam and surrounding Southeast Asia countries.&lt;br /&gt;
::Women and Minority Civil Rights movements will take a dramatic upswing.  Terrestrial Exaltation affects all races and genders equally, making warriors out of all who take the Second Breath.  The presence of outspoken, front-line members of both groups causes an even greater movement towards civil rights than happens in our history.  As the Terrestrial General herself is female, arguments that women are emotionally unsuited, at least, for combat or responsibility are more or less shattered, as she proves time and time again that despite her youth, she is an awesome champion for humanity, though at this time she does not yet take direct control of the efforts against the Dead.  Nevertheless, the women’s movement (especially in her home ground in the US) is springboarded by her popularity during her early fighting years.&lt;br /&gt;
::The Terrestrials appearance, specifically the Wood-Blood will end the decade-long food crisis created by the loss of much arable land in Asia and throughout the world due to shadowlands.&lt;br /&gt;
::Antarctica is never recovered.&lt;br /&gt;
1968	&lt;br /&gt;
::First artifacts created, as opposed to ancient ones being used, by Earth Dragons working on the Hiroshima and Nagasaki lines.  These first artifacts are mainly hardened versions of wards, enchantments, and some minor armor and weapons (1 dot reliable.  Until the return of the Celestials, only 3 dots will be -possible-).  Among the first weapons developed are short daiklaives for the Fire Dragon style, though the Terrestrial General’s preferred fighting style is usually with a reaper daiklaive in one hand and an artifact pistol in the other hand, combining her Wood power with the swordsmanship that rests in her past life’s specialty, with the Fire Dragon style reserved for the deadliest of enemies.&lt;br /&gt;
::The Terrestrial General shatters all expectations of the possible, and develops the Earth Dragon style intuitively as she works to master her inclinations to lead and organize her fellow Terrestrials.  Over the next few years, other than teaching and fighting against the Nephwrack-led hordes or Terrestrials gone wrong, she will slowly begin to develop the other Immaculate Dragon Styles, WITHOUT a teacher.  Unfortunately, despite its early development, Earth Dragon style does not reach its full use at this time.  No one can reliably make the proper magical weapons.  Acting as both a teacher and leader, the Terrestrial General begins to assemble her both her fellow Dragon-Blooded and mortals of power-- of both genders-- into organizations called Strike Squads outside of the often suspicious national armies.  These squads never contain the majority of Dragon Blooded, even after later developments, but do include some of the greatest heroes of the age.&lt;br /&gt;
1969&lt;br /&gt;
::Despite long-standing prejudices against her age and gender, NATO recognizes the importance of the Terrestrial General as the de facto leader of her kind as well as the most individually powerful human being on the planet.  She is named supreme commander of allied forces in the European theatre and spends much of the next two years finishing the securing of Europe.&lt;br /&gt;
::As one of the most important and visible people in the world in both a political and a combat role, as well as her huge personal popularity from her actions leads to the passing of many acts of civil rights legislation, including the Equal Rights Amendment in the United States.  Furthermore, since a part of her assumption of command includes folding her own Strike Squads into the NATO structure, and these Squads include both Terrestrial and mortal female soldiers, the integration of women into combat operations happens all over the world very rapidly.&lt;br /&gt;
1970	&lt;br /&gt;
::With the assistance of Dragon-blooded geomancers, Manse 1s, which had been unreliably created for a long time, become much more common.  Partial capping is performed at many sites.&lt;br /&gt;
::The first Elemental-Blooded reach maturity.  All are overshadowed in the elements by the Dragonblooded.  They are only recognized as the legacy of the First Heroes.&lt;br /&gt;
1971&lt;br /&gt;
::With mastery of War from her development of Earth Dragon Style reaching its height and her massive successes in the European Theatre, the Terrestrial General is recognized as the world’s best and brightest hope against the Dead.  The United Nations creates a sub-organization, the Secure World Occult Resistance Directive  under her leadership to coordinate the efforts of both combat against the undead and renegade Exalts world-wide.  Despite the attempts of some bureaucrats, she more or less continues leading from the front.&lt;br /&gt;
1973&lt;br /&gt;
::Essence Thaumaturgy Science reaches the second plateau, where only incremental developments will be made until the rise of the celestials.  Reliable effects from level 1-4 have been developed.  Level 5 skill is certainly possible, but most development at this time is in specific rituals.&lt;br /&gt;
1975&lt;br /&gt;
::Air Dragon style is developed.  &lt;br /&gt;
::Reliable 2-dot artifact manufacture is developed, characterized by the emergence of the Infinite Jade Chakram, which causes even more distress among practioners of traditional science, as it apparently violates both regular and Essence laws of conservation. &lt;br /&gt;
1977	&lt;br /&gt;
::First expeditions into the shadowlands leads to discovery of the Underworld, now a hellish mirror-Earth caught in an eternal war between the nephwracks and the few dead who would remain free.  Only the areas that corresponds to the safe zones of the physical world-- the Middle East, the Indian Subcontinent, and Australia-- are safe from the depredation of the nephwracks.  Future expeditions will be only of limited use as the nephwracks and their plasmics prove unassailable on their home ground.&lt;br /&gt;
1978&lt;br /&gt;
::Reliable 2-dot manses possible.  Geomancy continues to struggle at the more sophisticated levels due to astrological effects on Celestial-type demesnes corresponding to unknown effects.&lt;br /&gt;
1979&lt;br /&gt;
::Water Dragon style developed.  Proves to be extremely popular with Exalts of all types, not just Water-Blooded.&lt;br /&gt;
1980&lt;br /&gt;
::First Dragon-Kings reawaken in South America.  Fearful of the modern world, they hide from both the living and the dead.&lt;br /&gt;
::Last &amp;quot;purebred&amp;quot; Terrestrials exalt.&lt;br /&gt;
::First generation of born Terrestrials exalt, producing the first variance in breeding-- two &amp;quot;purebred&amp;quot; Terrestrials produce legendary children with 90% certainty, but other family groups produce Breeding 3 types with less certainty.  No Half-Castes are born as of yet.&lt;br /&gt;
::World population of Terrestrials reaches a roughly stable level at 1 in 1000 average worldwide.  Most people know at least one Terrestrial, maybe more.  North America, which absorbed many Central Asian refugees, has a 50% higher Dragon-Blooded rate and Australia has a significantly larger one when both foreign and native populations are combined.&lt;br /&gt;
1981&lt;br /&gt;
::Dragon-King contact in South America with humans and guard forces is sporadic.  Few contacts are made, but none are hostile.&lt;br /&gt;
1982&lt;br /&gt;
::First &amp;quot;mortal artifacts&amp;quot; developed.  Using advanced technology and scientific study of thaumaturgy and enchantment, mortals learn how to create artifact 1s without the aid of Exalted-- and in fact, how to mass produce them.&lt;br /&gt;
1983&lt;br /&gt;
::First reliably recorded contact with Dragon Kings does not go well; fighting breaks out between Dragon Kings and Dragon Blooded.  Dragon Kings retreat deeper into jungles, mountain, and seas, with the desert-loving Anklok following their sea-loving bretheren and escaping South America entirely for Africa, where they attempt to hide.&lt;br /&gt;
1985&lt;br /&gt;
::Wood Dragon Style is developed.  When completing the cap charm, the Terrestrial General is treated to a vision of a terrible figure in theUunderworld-- a resting, malevolent force that the Terrestrial General cannot quite yet see.  Unfortunately, the Terrestrial General's vision seems to have disturbed the sleeping being.&lt;br /&gt;
1986&lt;br /&gt;
::The restless dead, aided by new horrors from the Void, redouble their attacks worldwide.  Containment is lost in Eastern Asia, and an evacuation of China slowly begins.  The Party has long been supported by the rest of the world as being one of the last lines of defense.  While many civilians leave, most of China's huge Dragon-blooded population remains, hoping to fight off the dark hordes.&lt;br /&gt;
::The Terrestrial General temporarily cedes day-to-day control of the Secure World Occult Resistance Directive to her civilian aides, finally surrendering some power to the bureaucracy, lead by a potent Water-blood ex-naval officer.  Most of her time for the next 14 years is spent fighting in Asia and securing lines of retreat for the refugees.&lt;br /&gt;
1987&lt;br /&gt;
::With the increasing refugee levels and the loss of yet more arable land to the hordes of the risen dead, a second food crisis is threatened.&lt;br /&gt;
::Reliable artifact and Manse 3s created.  Many of the devices at this time are diverted from the war effort to help maintain fertility and food production worldwide; the crisis is averted.&lt;br /&gt;
1990&lt;br /&gt;
::Peaceful relations with the Dragon Kings finally achieved.  Partially out of desperation, partially out of a desire for allies, the Kings risk the modern world to try and make treaty with the humans.  Although awkward, the Kings do manage to achieve some sort of reliable connection.&lt;br /&gt;
::Dragon King memories of Creation are unclear, but the first mention of 'Exalted' is made.  Some scientists and Exalts begin to theorize that the universe was remade in whatever catastrophe the Kings were barely able to remember.  The implications for cosmology will take decades to understand.&lt;br /&gt;
::The first rumors of the Celestial Exalts generate at this point from the strange, half-dream memories of the Kings.&lt;br /&gt;
1991&lt;br /&gt;
::Dragon King science, although mostly forgotten in the terrible sleep since Creation was transformed by the Big Bang, helps expand the knowledge of artifact production to include the other four of the Five Magical Materials, although soulsteel is banned, and adamant, the sixth magical material, is as of yet unknown.  This permits a wider range of artifacts to be developed, especially as the otherwise rare Starmetal can be alloyed from meteoric iron!  Moonsilver is almost impossible to find or develop until irradiated silver is used.  Dragon King technology can produce up to rank 4 artifacts, with Shogunate-era precision, but frustratingly, this production does not translate well.  Dragon King technology is half produced by the spirit-natures of the Kings themselves, and remains beyond the reach of mortal and Exalt science for the moment.&lt;br /&gt;
1992&lt;br /&gt;
::With the aid of the Dragon Kings, the Oblivion Campaign of the Nephwracks is pushed back in South America and Africa.  Containment of Asia proves less and less possible, but many of the world's greatest Terrestrials both inside and out of the Secure World Occult Resistance Directive volunteer for the Asia Forces and European Line, and while the entire Mongolian region is lost, no further ground is permitted in Eastern Europe and heartland China remains intact.&lt;br /&gt;
::The Terrestral General somehow achieves Essence 6 58 years ahead of schedule.&lt;br /&gt;
1995&lt;br /&gt;
::Beginning of Transcendence&lt;br /&gt;
::The Solar Lord Exalts.  A Twilight of unsurpassed and unequaled power, the Solar Lord does not immediately enter the world stage, instead spending a good deal of time manufacturing artifacts, both for the Celestials to come and for the most ethical and moral of the Terrestrials.  The Solar Lord is a master artificier, capable of producing First Age wonders and capable of making lesser creations extremely quickly, aided by the legendary hammer Heartforge.&lt;br /&gt;
::The Last Deathlord, sleep disturbed by the Terrestrial General, awakens and begins to plan&lt;br /&gt;
1996&lt;br /&gt;
::The Solar Lord begins to slowly distribute single artifact 5s each suited to the personalities of the greatest heroes of the Terrestrials, encouraging the righteous among them  Three are made for the Terrestrial General-- an enhanced version of Immaculate Wood Dragon Armor and a pair of Infinite Weapons of superlative power to go with her wide variety of martial arts skills.&lt;br /&gt;
::The Solar Lord begins recruitment of powerful, skilled, and ethical Earth-Bloods to increase manufacturing capabilities.&lt;br /&gt;
::The Solar Lord begins to create and develop the Virtue Paths, in premonition of the coming of the Celestials.&lt;br /&gt;
::The Last Deathlord summons terrible arms and armor from the Edge of the Abyss and begins awakening hekahonteir in the Underworld, behemoths in the physical world.&lt;br /&gt;
1997&lt;br /&gt;
::First &amp;quot;kaiju&amp;quot; attacks-- behemoths and hekahonteir in Japan.  Some of the Behemoths are converted by the power of the oldest Sun Shrines and turn on their comrades, but far too few.  The islands are functionally abandoned except for military and spiritual support personnel. &lt;br /&gt;
1998&lt;br /&gt;
::&amp;quot;Kaiju&amp;quot; attacks continue, assaulting the Asia Forces.  Both the Asia Force and the European Line are reinforced, but the monstrous beings seem to be concentrating on mainland China.  A few attacks are sent into the Indian Subcontinent, dividing the defenses.&lt;br /&gt;
::The Terrestrial General requests that the United Nations appoint an overall organizational commander for the Secure World Occult Resistance Directive in her stead.  As she is the only publically known being able to personally defeat behemoths or hekahonteir, she simply cannot waste time outside of Asia, even with worldwide instantaneous communications.  Regretfully, she chooses to concentrate the main thrust of her effort and her best Strike Squads to preserving the defenses of the Indian subcontinent, which is the most secure.&lt;br /&gt;
1999&lt;br /&gt;
::The Indian subcontinent holds.&lt;br /&gt;
::China falls to the &amp;quot;kaiju&amp;quot; attacks.&lt;br /&gt;
2000&lt;br /&gt;
::Rebirth of the Celestials&lt;br /&gt;
::The Sidereal Chancellor Exalts in North America and promptly disappears.  Only the Solar Lord will have any contact with him over the ensuing period.  His power is roughly equal to that of the Terrestrial General upon her Exaltation, although his powers are Sidereal, and he has mastered much of the Prismatic Arrangement of Creation Style -- though obviously not all.&lt;br /&gt;
::The Lunar Lady Exalts in Africa and promptly begins to amass power.  Her power is similar to the Sidereal's, although she knows no Martial Arts.  Instead, she is filled with the memories of the Silver Pact-- its failings as well as its triumphs, and the need to use radiation to substitute for Wyld exposure.  The Lunar Lady, like all Lunars of the modern era, is immune to radiation sickness and does not even need Lunar anti-wyld Charms to thrive off it.  She stabilizes her own Caste as Full Moon.&lt;br /&gt;
::The Abyssal Lady, a Daybreak Caste necromancer queen, Exalts in Japan.  Her power is far greater than that of Lunar Lady and Sidereal Chancellor, reaching Essence 6 upon Exaltation!  Her power is even greater than the now experienced and dedicated Terrestrial General.&lt;br /&gt;
::The Solars begin to Exalt.  Over the next few years, 599 will take the Second Breath.  The world trembles at their arrival, with powers and Essence far greater than has been seen before.  Unlike the other Exalts, they are apparently leaderless, save for rumors of the Solar Lord and his distribution of artifacts.  Most of the Solars are tremendous heroes.  Some are the darkest villains.&lt;br /&gt;
::The Sidereals begin to Exalt.  Over the next few years, 199 will take the Second Breath.  Most promptly disappear to Yu-Shan, where they are greeted by their Chancellor, the 200th.&lt;br /&gt;
::The Lunars begin to Exalt.  Over the next few years, 599 will take the Second Breath.  The Lunar Lady visits each of them in turn to distribute the tattoos necessary to fix Caste.  Driven by the compulsions of Luna, she fixes the Caste of all of the Lunars, but only calls some of them to join her at her side in Africa.  Most come, but some 25% are left.  These Rogue Lunars will prove to be both able heroes and terrible foes.&lt;br /&gt;
::The Abyssals all Exalt simultaneously; 299 of them.  Filled with the power of their shard's corrupt past, almost all break to the will of the Last Deathlord and the Abyssal Lady instantly.  Although they come from around the world and many will be sent to harry the living, all come to Asia for indoctrination, save a few who escape, perhaps to become something better-- or merely to become mad.&lt;br /&gt;
::The Solar Lord reveals himself to the Terrestrial General, and teaches her virtue paths, and he warns the General that Sorcery’s gifts ultimately spawn from the Yozis.  The Terrestrial General will make only limited use of Sorcery from then on.&lt;br /&gt;
::Many Celestials have Past Lives with memories of the First, Second, and Third Ages, including more details on the restructuring of the world and the creation of more consistent physical laws to better separate the gods' workings from physical reality, so that the spiritual basis for reality may continue without the temptation to rule.&lt;br /&gt;
::The return of the gods: The gods make their presence known to the world, and that of Yu Shan.  However, they promptly return to strictly avoiding all interaction with the world not done through the medium of Celestial Exalts, restricting themselves to First Age or more restrictive levels of activity in the World.  They claim to be constrained by the actions of the Pure Source, the true creator of all things even older than the shinma of the Wyld, whose light was hidden from Creation by the Primordials.  The Pure Source is explained to be the power behind the Angels, Judaism, Christianity, Islam, Hinduism, and many other miracles worldwide, although the gods (referred to as kami by most people uncomfortable with a polytheistic universe) claim that the Pure Source lets even religions do as they will in pursuit of some unknown Great Plan involving free will.&lt;br /&gt;
::Yu Shan refuses all mortal diplomacy or appeal.&lt;br /&gt;
2001&lt;br /&gt;
::The presence of the Celestials deforms the Manifold Walls of Creation.  Hundreds of Noble Fae and Second Circle demons escape into the world, most of the Fae through the encysted Unshaped in Antarctica, most of the demons in Africa.  Despite any past problems, the demons, the undead, and the fae appear to have some sort of firm alliance.&lt;br /&gt;
::Safe zones hold.  Australia and the Middle East prove utterly unaffected by either fae or demons.&lt;br /&gt;
::The Solar Lord makes a few, scattered appearances, leading Celestials who will listen to him towards the Virtue Paths.&lt;br /&gt;
2002&lt;br /&gt;
::The Lunar Lady begins a campaign of unity and conquest in Africa, with the stated purpose of driving out the demons (Some are slain, but many escape into Asia and some few remain), but with the ultimate purpose of cementing Africa under her rule.  In the early portions of her campaign, her desire for power is not evident, and many Solars and Terrestrials join her.&lt;br /&gt;
::Other Celestials go to Europe and South America.  Europe is secured, but South America remains under heavy attack from Antarctic Fae.&lt;br /&gt;
::North America is once again home to more than its fair share of Exalts, and remains the safest place in the world that is not a Safe Zone.&lt;br /&gt;
::The Abyssal Lady begins her devastating campaigns to eliminate or conquer all that lives.  With demons and fae added to her kaiju and undead armies, despite her smaller number of Exalts (Not just Abyssals-- renegade Terrestrials and even a few Celestials!), she manages to nearly bring the world into a second Dark.  However, for now, the Celestials added to the experienced world-wide experienced Terrestrials hold her back.&lt;br /&gt;
::Sorcery and Necromancy spread among all Exalts, though Sorcery dominates the physical world and Necromancy the servants of the Abyssal Lady.&lt;br /&gt;
::Despite the arrogance of the Lunar Lady, the Terrestrial General returns to prominence in the worldwide community.  With the addition of Dawn and Full Moon troops for the front line, the Terrestrial General can relax some of her direct efforts and is welcomed back by the UN into full control of the Secure World Occult Resistance Directive, which now must wrestle with the impact of the Celestials.  Those who do not join with the Lunar Lady are not always inclined to join the Secure World Occult Resistance Directive, but many respect it and its rules of engagement for Charms and operating in mortal society.&lt;br /&gt;
2003&lt;br /&gt;
::The Solar Lord fully reveals himself to the world with the creation of the world's first purely artifact production company.  He reveals-- for free- many of the secrets of Essence science and technology, bringing Thaumaturgy up to reliable level 5, mortal artifacts to level 3, and permitting the spread of worldwide artifact 4 and manse 4 production.  The Solar Lord is the only individual capable of reliably making artifact 5s and Manse 5s, and no one can match his company's speed in production.  As the Solar Lord has no real need of finances, most of the profit is driven into charities and relief organizations.  The Solar Lord continues to show obvious bias towards ethical and moral behavior in whom he will produce artifacts for and the extent of their power and customization.  He also warns against trusting the Lunar Lady, but is mainly unheard.  The two have taken an instant dislike to each other.  &lt;br /&gt;
::The Solar Lord refuses to take control of the Solars, acting instead to reward moral and ethical behavior and serve as a model of behavior himself.  He warns against the fallacies of attempting to dominate mortal society.&lt;br /&gt;
::Full formalization of the Virtue Paths leads to laws dealing with Limit and Limit Break in the civilized countries of North and South America and Europe.&lt;br /&gt;
2005&lt;br /&gt;
::The Lunar Lady pushes most of the demons out of Africa.  Most escape via sea or through invasions of Europe, avoiding the Middle East at all costs.  Many are slain but even more make it to Asia with their First Circle brood.  Some First Circle infestations remain in Africa, but only a few Second Circle.&lt;br /&gt;
::The Lunar Lady seizes full control of the African continent.  Not only does she have 75% of the Lunars backing her, but 90% of the Terrestrials of Africa and 99.9% of the African mortal armies support her.  The Lunar Lady begins erecting a continental society in Africa by climactic bands, based on the civilization/barbarism models of Halta and the Haslanti League from her memories of Creation.  Despite her emphasis on physical strength and moral purity, her reign is far more humane than previous ones in the devastated birthplace of humanity.  Because the Solar Lord refuses to take control of the Solars as she has the Lunars, and any Terrestrial War (any Exalt War, for that matter) would prove counterproductive and give the Dark Alliance an unprecedented opportunity, her take-over (and the subsequent massive economic clout it gives her) is treated as a fait accompli.  Africa is now safer than South America, roughly as safe as Europe, not quite as safe as North America.  It is less free than either, with the Lunars acting as nobles and judges.  Although the use of Virtue Paths is encouraged among Lunars, it is by no means required.&lt;br /&gt;
::The Lunar Lady and the Terrestrial General come to an uneasy truce.  The General is more inclined to trust the Solar Lord, who has proven his loyalty and altruism, but is reassured by the Lady’s organization and military discipline.  She is more willing to discuss terms in exchange for having an entire previously unsafe region of the world made secure and autonomous; the Lunar Lady, as an African native, remains committed to native rights.&lt;br /&gt;
2006&lt;br /&gt;
::Stabilization of the present era  The world is in turmoil.  The Abyssal Lady's campaign continues as scheduled.  Celestials and Terrestrials must not only confront her, but also rogues who have not gone over to the Dark Alliance, and the temptation of the Lunar Lady's proclamations of superiority.  The Manifold Walls of Creation have been weakened, and, save for Australia and the Middle East, there is nowhere truly safe in the world.  It is a time of heroes and villains; a time of Modern Epic.&lt;br /&gt;
Future?&lt;br /&gt;
::Rise of the Alchemicals during the European Domination War&lt;br /&gt;
::Autochthon Anti-Earth&lt;br /&gt;
::Summoning of Third Circle demons upsetting the balance and nearly leading to Exalt War.&lt;br /&gt;
::Colonization of the Solar System and the dangers of the Unleashed Maidens.&lt;br /&gt;
::Effects of Uranus, Neptune, Pluto, and the Tenth Planet&lt;br /&gt;
::The New Fae Crusade&lt;br /&gt;
::Revelation of the Deathlord&lt;br /&gt;
::Discovery of the beastmen and other sapient species in other solar systems.&lt;br /&gt;
Notes: No ghost-blooded are born until the Terrestrials return; first reach maturation (and fight on either side of) during the Nephwrack campaigns following the Terrestrial Lord's disturbance of the Last Deathlord.  Like the Elemental Bloods, they are largely overshadowed and mostly viewed as servants of the dead.  Demon-blooded and Fae-Blooded have only recently been able to be born at all.  None have reached maturity.  God-blooded do not currently exist of any types, nor are they likely to until/if the gods are forced to step in on the human sides.  Half-Caste dragon-blooded exist, but are rare, because all first generation Dragon-Blooded had Legendary breeding and thus their children had high chances of Exaltation.  Only four entities have greater than Essence 6 at this time, not counting elementals, gods, behemoths, and hekahonteir: the Last Deathlord, the Solar Lord, the Terrestrial General, and the Abyssal Lady.  The identity of the last Deathlord is unknown.  My current favorites are the Dowager, the Bishop, Walker, or one of the unknowns-- even I haven't made up my mind here yet.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
Pretty nice, and involved, but the development of Essence-science seems ''far'' too fast, in my opinion. Science, as a concept, won't turn to 'non science' at first. Since Essence wasn't around for the past many-thousand years, we don't have means of detecting, manipulating, or controlling Essence flows. What (in my head) would happen would be the first scientists noticing 'problems' with experiments ''sometimes'' being repeatable, and trying to track down what &amp;quot;universal constant&amp;quot; is changing. You'd eventually have people proposing cock-a-mamy theories such as &amp;quot;Being close to the wilderness, on a full moon, and having a church next door praying causes this to work more reliably&amp;quot;, which, of course, is rejected for publication, because that's just hooey. Thing is, this would go on for 2-3 years, until ''every'' research scientist who's seeing (and rejecting) these papers starts seeing trends in these submissions, and starts trying things like it in his own lab. Eventually, major scientists will start meeting, and start accepting these papers in new journals - the journal of unexplained science, for example. By this point, the government has research labs forming (think Oak Ridge National Lab) in the middle of nowhere, with controlled environments, and lots of young new scientists trying to harness these &amp;quot;unexplained sciences&amp;quot; for weapons and 'defense' purposes. In my head, it'd be easily 5 years from the 'creation' of Essence before science really had anything going. In your situation, you've got it only one year afterwards, which is too fast, in my opinion. This continues, with major essence-science developments occurring without major committee and scientific community changes. Once Dragonbloods Exalt, well, all bets are off, as these guys can see, feel, and manipulate Essence - hence, easily repeatable experiments, easily observed results, and ''finally'', someone to say &amp;quot;Well of ''course'' it's not working. The hospital nearby is just ''leaking'' death-essence. Can't you guys tell?&amp;quot;   -- [[GreenLantern]]&lt;br /&gt;
:Well, there are a couple of assumptions that are made here.  First of all, anyone who flat out rejects the use of thaumaturgy-- Essence science isn't really a proper term until the Celestials or maybe the Dragon Kings, I might need to change it-- is going to get ignored.  The restless dead situation is too great, and besides, there are &amp;lt;i&amp;gt;Angels&amp;lt;/i&amp;gt; in the Middle East.  Yeah, you get a lot of 'it's aliens!' theory and so forth, but most people have to deal with the realities of the moment.  Also, I think we're viewing the effects of thaumaturgy a bit different.  In the timeline and my conception of it, Wards and Exorcisms flat out WORK.  Repeatable, consistent-- somehow, they've been preserved.  So initial thaumaturgy is closer to anthropological studies mixed in with hasty test work.  I should also note-- I don't know if I'm clear enough on this-- that thaumaturgy doesn't start getting -any- reliable results for 5-6 years afterwards other than, &amp;quot;This ritual works, consistently.  Use it again.&amp;quot; and &amp;quot;These rituals are behaving in a similar fashion, despite cultural differences.  How can we investigate their function?&amp;quot;  The first real theoretical breakthrough is Essence Awareness, you see; it's not until 1958 that repeated experiments, minor variations and hypotheses lead to thaumaturgy-style rituals being understood in terms of their causes and effects, and even then, it's really limited except for the wards and exorcisms, which are special cases.  Basically -- 1951 is when people start STUDYING them.  When they realize that (a) these rituals work, and they work repeatably and (b) there might be something behind it.  In actuality, yeah, they spend about 5 years flailing around until clues from the martial artists, who have their own work with chi and similar stuff to contribute when they finally start getting a clue.&lt;br /&gt;
:I _do_ need to work out the committees and Manhattan Project equivalents, though.  You'll notice that historical events rather than Exalted-related ones become less and less frequent as we move from 1950 on.  That's because there've been huge background changes.  The Timeline needs major expansion into 'world events' (I'm probably going to mine wikipedia) before I can make concrete judgments on that-- this is more of the skeleton for when events pop up. -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
While this is a great setting and timeline, I wonder about something. What are the angels? For the life of me I can't figure out what they are meant to be related to. Still, great setting with a great timeline. -[[Heru]]&lt;br /&gt;
:Thanks.  As for the angels, they're Plot Devices.  I didn't want to get into the effects of the Israeli-Arab conflict, or the Oil Wars, and so on, and so forth, nor did I want the setting to suddenly cause major crises of faith over the whole world.  So, basically, the Middle East is sacrosanct territory.  No religious strife, no wars, none of it.  More or less, the local governments and organizations slowly devolve to social programs, or local problems-- there's no need for militaries or police forces.  Instead of Hell on Earth, it's near paradise-- though not without some complications I'd explore when I got back around to it. :) -- [[IsawaBrian]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of a set of wards in the Himalayas, I'd go with making the angel-protected zone explicitly have as its eastern border the limits of the Ganges river valley.  This 1) defuses the Kashmir conflict, which is as big a deal as the conflicts over Israel, if less-reported in the U.S., and 2) puts the cradles of most of the world's major religions (Judaism, Christianity, Islam, Hinduism, Jainism, Buddhism, Sikhism, Baha'iism, and Zoroastrianism) into a single protected zone.  For the western border, I'd use the Mediterranean, then the Nile down to the Atbarah, the Atbarah to the Tekeze, and then along some line from the Tekeze to the Red Sea.  (This puts Axum, which has a cathedral that supposedly houses the Ark of the Covenant, and the Axum Stele Field, in the zone.)  For the south, the Indian Ocean works fine.  The northern boundary would consist of the Bosporus, Sea of Marmara, Dardanelles, Caucasus, Caspian Sea, and the some line approximately along the northern borders of Iran-Afghanistan-Pakistan-India.  &amp;quot;Sacred exceptions&amp;quot; to the border would bulge out very slightly to the west to put the Giza Pyramid complex and the Hagia Sophia in the zone. -[[See]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarArchery/IsawaBrian&amp;diff=87357</id>
		<title>SolarArchery/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarArchery/IsawaBrian&amp;diff=87357"/>
				<updated>2011-11-24T21:43:03Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
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&lt;div&gt;*[[SolarArchery]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Tree split up by general type&lt;br /&gt;
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*[[IsawaBrian/SolarArcheryAreaEffect]]&lt;br /&gt;
*[[IsawaBrian/SolarArcheryAttack]]&lt;br /&gt;
*[[IsawaBrian/SolarArcheryDamage]]&lt;br /&gt;
*[[IsawaBrian/SolarArcheryDefense]]&lt;br /&gt;
*[[IsawaBrian/SolarArcheryExtraActions]]&lt;br /&gt;
*[[IsawaBrian/SolarArcheryGeneral]]&lt;br /&gt;
*[[IsawaBrian/SolarArcherySwiftness]]&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
Many of these Charms are modifications or direct adaptions of my Melee Charms, and some of their canonical requirements.  I didn't just write these all out as an exercise in flavor text, however.  One of the purposes of my Charm-writing is to provide mechanical symmetry between the trees.  Not to squash out all differences; you'll note that some functions remain unique to every form of combat I put up here.  However, I do not feel that in direct, mechanical comparison, an archer should be less than a melee specialist, nor should a brawler be the redheaded stepchild of fighting.  Finally, many of the Charms had to be tweaked for the differences between Archery and Melee.  -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Why is Unrepentant Rebuke so much better than Seven Shadows Evasion? - [[willows]]&lt;br /&gt;
&lt;br /&gt;
:Okay, trying this again, since save went wonky last time - I don't see that Unrepentant Rebuke is any better than seven shadow at all, personally. Seven shadow has two condition on it's perfection - it only dodges dodgeable attacks you are aware off perfectly - while Unrepentant rebuke has at least four, if not five, since it seems like it should only apply to attacks the archer is aware off as well as only those that are ranged attacks with a solid component that are blockable within range. Am I missing something? [[Gamlain]]&lt;br /&gt;
&lt;br /&gt;
::Um, this is cheaper than SSE, doesn't seem to require awareness, and doesn't seem to be restricted to only attacks against the Solar. Plus it's cheaper and easier to obtain. - [[willows]]&lt;br /&gt;
&lt;br /&gt;
::: The prereques do seem a bit low. The charm text implies to me that it should require awareness but that isn't explicit in it so I'll grant that too. I was missing that first. So, yeah. Stuff. I still wouldn't call it better than SSE unless it really does not require awareness, because it's apllicability is fairly narrow and SSE is very broad.  Thanks Willows! [[Gamlain]]&lt;br /&gt;
&lt;br /&gt;
::: Modified them a bit to make awareness more explicit.  The prereqs are low because making a Dipping Swallow style one would tread on DB territory pretty heavily; I decided to just skip that and hit the next level up.  The trade offs should be roughly-- must have bow and ammunition (where SSE requires nothing but awareness), only applicable vs. ranged attacks-- but cheaper overall and it can defend for others.  It's what I call a &amp;quot;normal&amp;quot; or &amp;quot;stage 1&amp;quot; perfect- only works against applicable attacks, no immaterial blocking, etc.  So it's slightly cheaper and easier to get than SSE, which has a broader range of applicability with the same basic capabilities -- [[IsawaBrian]] &amp;lt;i&amp;gt;who was worried about the defend for others as a DB schtick, but realized it'd be pretty dumb to have a perfect countershot that&amp;lt;/i&amp;gt; couldn't&amp;lt;i&amp;gt; smack down other arrows than those at the intended.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A lot of the conversions are preliminary, since many of these are based on concepts that have not yet been fully introduced into the game.--[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Some of those concepts have still not been introduced; others have been introduced in a manner that caused me to rethink them.  A few actual conversions of 1E charms; I hope that official ones will come with Scroll of Heroes, but I'm not sure.  I've also gone through old Charm names, like Wise Arrow, that got superceded or collapsed into single Charms and made them into new effects.  One of these days I need to make a Charm tree for this mess.  Though it'll be more of a Charm mangrove for most of the big ones.--[[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=OtherOptionsforCelestialBattleArmor&amp;diff=87307</id>
		<title>OtherOptionsforCelestialBattleArmor</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=OtherOptionsforCelestialBattleArmor&amp;diff=87307"/>
				<updated>2011-11-23T04:31:59Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
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&lt;div&gt;*[[Artifacts]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
--Basic&lt;br /&gt;
I believe that as it stands, the Celestial Battle Armor is a little underpowered.  For my games, I add +1 to the strength bonus (total of 3) and 1 additional pick of special benefits (for a total of 4).&lt;br /&gt;
&lt;br /&gt;
--All types:&lt;br /&gt;
&lt;br /&gt;
*Aquatic Adaptation: Allows the wearer to breathe freely underwater (does not use up air supply), and may move and act freely underwater as per the Water Terrestrial Anima power.  Benefits from Enchanted Stride apply fully to swimming.&lt;br /&gt;
&lt;br /&gt;
*Cloaking Device: As per the Immaculate Dragon Armor ability, p 85 of Wonders of the Lost Age&lt;br /&gt;
&lt;br /&gt;
*Low Power Mode:  The character may direct the armor to shut off all nonessential functions.  This shuts off all functions except for basic mobility and armor soak; allows for all hearthstones to be used in this case.&lt;br /&gt;
&lt;br /&gt;
*Statistic Bonus: +1 to any attribute, including strength (over the basic bonus).  This option may be selected multiple times, but must apply to a separate statistic each time.&lt;br /&gt;
&lt;br /&gt;
Specific Magical Material Abilities:&lt;br /&gt;
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I made these specifically for parity with Oblivion's Panoply.  Why should Abyssals have all the fun?&lt;br /&gt;
&lt;br /&gt;
*Fluidic Shinma Strands:  When manufacturing Celestial Battle Armor in the first age, some sagacious No Moons and other elders were able to trap more Wyld than usual in droplets of moonsilver.  Although these droplets are not stable by themselves, pulling these droplets out into long strands and laying them down upon moonsilver Celestial Battle Armor in patterns that call to the great Shinma from which Creation was made allows the droplets to contain the energy, drawing upon the stability of the armor itself.  In return, fantastic powers of shifting and even Shaping are granted to the wielder.&lt;br /&gt;
&lt;br /&gt;
**Betrayal: Anyone who strikes the Fluidic Shinma Strands risks having his weapon refuse to follow his desires in battle.  Anyone who attacks the wearer, including with N tags and ranged weapons, must roll his highest Virtue + Integrity vs. a difficulty of 2.  Failure adds a +1 cumulative external penalty to all attack rolls for the rest of the day.&lt;br /&gt;
&lt;br /&gt;
**Unwanted Interference Retaliation: The Wyld nature of the Shinma-strands allows the character to react directly to attempts to Shape her or her environment.  The character may not initiate Shaping combat, but once Shaping Combat has been activated by a character who can, she may defend and even retaliate as though she had Graces equal to her Virtues and a Heart's Grace of 5.&lt;br /&gt;
&lt;br /&gt;
**Variable Reality Defense:  The tremendous grace and amazing ability to alter one's body that comes with moonsilver armor (and Lunar nature) is exponentially increased by the whirling, unstable power within the armor. Gross changes in shape and even minor ripples in reality will aid the character, granting her a +5 to all DVs.&lt;br /&gt;
&lt;br /&gt;
:Tremendously rare, all existing examples of Celestial Battle Armor with Fluidic Shinma Strands are in the hands of Lunar Elders.  It may be impossible for any to currently create them, though a very specialized Factory Cathedral, or Luthe or Sperimen may have the necessary construction tools to successfully capture and imprint the Wyld energies and Shinma properties necessary for the use of this armor.  As a result, a character that wishes to start with this enhancement on their armor must have Lunar Reputation at three dots.  &lt;br /&gt;
&lt;br /&gt;
::Storytellers may permit characters with Mentor 5, Arsenal 5, Backing 5, or other extremely influential or powerful sources of magical arsenals to gain this sort of Celestial Battle Armor, but characters who gain it in the service of the Silver Pact's enemies or even from an unapproved source should be aware that the full might of the factions of the Silver Pact will be brought to bear to recover such a sacred artifact, and indeed, most Lunars would rather see the armor torn to shreds rather than worn by a Dragon-Blooded, Abyssal, Infernal, Fae, or other dire foe.&lt;br /&gt;
&lt;br /&gt;
*Perfected Lotus Blossom Destiny Alignment Matrix:  Unlike most starmetal artifacts, a Celestial Battle Armor with this upgrade is made almost entirely out of starmetal, save for systems that must out of necessity be made from some other material.  A powerful god or a host of little gods was sacrificed to make this armor, but the cost may be worth it to a Sidereal:&lt;br /&gt;
&lt;br /&gt;
**Borrowed Destiny Blessing: Sometimes known as the Theft of Destiny Blasphemy by deities who dislike Sidereals (or just the use of this armor), the sheer mass of starmetal in the armor provides the character with some access to the raw power of destiny associated with the god who it once was.  Although this does not provide access to any of that god's Charms or inherent powers, it does allow the character to continue funneling power into Resplendent Destinies, allowing them to be maintained without bothering the Pattern Spiders.  Each scene, the armor produces 3 endurance points that can be used to fuel Resplendencies.&lt;br /&gt;
&lt;br /&gt;
**Defensive Blossom Harmony: As the entire armor is made out of elegant, relatively thin and cunningly worked plates, it has a greater harmony with Creation and the user, allowing her to move as fluidly as though she was wearing only a simple dojo gi.  As a result, the armor does not interfere with Charms that are normally incompatible with armor, including all forms of Martial Arts.&lt;br /&gt;
&lt;br /&gt;
**Survival-Influencing Destiny Circuits:  Enhancing the normal ability of starmetal to avoid unpleasant fates, the armor is designed with special prayer circuits to shunt off damaging energy and inflict last-second curses upon a foe.  In addition to the normal 1 health-level reduction, the armor's hardness raises as high as its normal soak-- normally 12L/12B, but may rise as high as 15L/15B with Enhanced Durability.&lt;br /&gt;
&lt;br /&gt;
:This selection costs two picks, and may only be used by characters with at least Salary or Sifu 4; it takes great trust from the Bureau of Heaven or great personal favor from one with such trust to obtain this item.&lt;br /&gt;
&lt;br /&gt;
*Solar Glory Aurora:  The entire surface of the armor is made of consecrated orichalcum.  It must be blessed repeatedly by a Zenith in good standing during both the refinement of the metal and the manufacture of the armor, and work may only be done on between the tenth and fourteenth (10 am - 2 pm) hours of the day in full exposure to sunlight.  A cloudy day will make all work impossible; attempts will cause the manufacture to fail.  &lt;br /&gt;
&lt;br /&gt;
:Few Celestial Battle Armors with Solar Glory Aurora exist any more; many were lost prior to the Usurpation in massive combat or to the jealousy of fellow Exalts, and as time ticked on to the Usurpation itself, fewer and fewer Zeniths could channel the necessary blessings (and fewer still were willing to risk the devastating social consequences of failure).  The end product is, however, always beyond peer.  The armor constantly glows with a soft, warm radiance unless the adaptive camouflage is engaged, striking into brilliant sparks whenever an assault is brought against the aurora or bursting into flames whenever a hostile force comes in contact with it.  &lt;br /&gt;
&lt;br /&gt;
**Heat:  The armor generates a constant aura of burning energy when in combat, and attacks are retaliated against in a burst of fire.  This is treated as an environmental hazard with a Trauma equal to the wielder's Essence and 5L/action (including multiple actions in a flurry) damage.  Any time the wielder attacks with close combat effects and inflicts any damage the target must roll to resist as though the armor had been struck.&lt;br /&gt;
&lt;br /&gt;
**Total Perspective Field:  Adapting the tactical mastery of an Atlas of the Unconquered General to a battlefield suit of armor is difficult, but the Unconquered Sun's eyes see all and the superior manufacture of a Solar Glory Aurora allows the suit to tap into his transcendent perspective.  The suit provides the user with a full field of vision-- 360 degrees around himself-- with the tactical readout equal to that of the Atlas (page 92 of the Wonders of the Lost Age) that provides its same benefits apparent superimposed over the battlefield; the character may dedicate a portion of her vision to viewing it overhead.  The full benefits (not just information) of General of the All-Seeing Sun are available, as are the +3 War dice.  Because of the total perspective allowed, the character is never surprised and does not suffer unexpected attacks, even if the attacker is concealed by charms.  This does not include the powers of the 5-dot Atlas.&lt;br /&gt;
&lt;br /&gt;
**Resistance Field:  The solar radiance produced by the armor can divine the difference between hostile and welcoming interaction perfectly, becoming nigh on as invulnerable as the walls of Yu-Shan when struck.  Add 15L/20B soak and hardness as the incoming assault is scattered in a brilliant field of golden sparks.&lt;br /&gt;
&lt;br /&gt;
:In order to use this armor, the character must be a true hero beyond all heroes.  The armor will not function at all for most non-Solars, and Solars who do not have at least one Virtue at least at 5 will only be able to move the armor and receive defensive benefits from it that do not require the Solar Glory Aurora; in other words, it enters into a Low Power Mode (see above) that does not cost extra picks but still requires the powers of a hearthstone.  Non-Solars who attune the armor with its orichalcum bonus may receive a Low Power Mode that still requires a hearthstone if they have at least one Virtue at 5, and may receive full access if they have two Virtues at 5.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMedicine2E&amp;diff=87302</id>
		<title>IsawaBrian/SolarMedicine2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMedicine2E&amp;diff=87302"/>
				<updated>2011-11-21T05:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMedicine/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Celestial Surgeon Deftness&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 4, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Medicine Prowess&lt;br /&gt;
Solars are the greatest healers on the face of Creation, masters of medicine who know the secrets of the body unlike any other.  Internal surgery poses no difficulty for those who choose to pursue such an intimate knowledge of the body.  When this Charm is developed, the Solar gains an fundamental understanding of both the wholeness of the body and the parts, as well as an instinct for actually performing medicine inside the body of a patient.  As a result, internal surgery becomes relatively routine, the base difficulty reduced to the normal 1, and requiring a period of only one hour per point of difficulty to perform.  Damage to the patient and the requirements for diagnosis are unchanged.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Heavenly Healer Touch&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 3, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite Medicine Mastery, Instant Treatment Methodology&lt;br /&gt;
The Solar's transcendent, healing spirit reaches out through her hands as she works on a patient, granting them vast recuperative powers.  The holy essence of the Solar Exaltation can work miracles when charged with power and will, invigorating patients to recover far swifter than usually possible.  This Charm supplements a dramatic medical action to treat, monitor, and tend to the patient.  Such tending will take one hour if not modified by a Charm or Stunt.  At the end of the dramatic medical action, the patient will regain as many health levels in as he would for a full day's rest.  This Charm can only be used on an individual patient a number of times per day equal to the &amp;lt;b&amp;gt;patient's&amp;lt;/b&amp;gt; permanent Essence.  At Essence 5, this Charm's effects now grant a week's worth of healing in a single hour.  This Charm does not affect the recovery of Aggravated health levels.  &lt;br /&gt;
&lt;br /&gt;
If this Charm is used in a Combo with Wound-Mending Care Technique, the target will gain the full effects of that Charm, including the extra health levels for having spent the full &amp;quot;day&amp;quot; at rest.  This Charm does not change the restriction on Wound-Mending Care Technique to be used only once per day, though repeated, non-Combo uses of Heavenly Healer Touch may still be used on the patient.  The Essence 5 effect level will only treat the first day's healing as modified by Wound-Mending Care Technique, with the remaining six days healing as per normal; this also does not change the restrictions on Wound-Mending Care Technique&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Glorious Solar Recovery&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 5, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant (One Set of Wounds)&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heavenly Healer Touch&lt;br /&gt;
The Solar infuses his patient with a small portion the majestic and unquenchable spirit of the Unconquered Sun.  Rays of light extend from the Solar into his patient, granting speedy recovery and transcendent health.  This Charm supplements a normal medicine action concerned with damage-- stopping bleeding, prevention of infection, repair of crippling damage, etc.  In addition to the basic effects of the action, the target will recover lethal health levels as though they were all -0 health levels.  Mortals will recover as per Exalted times.  At Essence 6, the patient will recover lethal health levels as though they were bashing, again, with Mortals recovering as per Exalted times.  Any new wounds must be healed as normal.  Ordinarily, this Charm is relatively useless when Comboed with Wound-Mending Care Technique, though it may be a part of a larger Combo with effects that go beyond the scope of that Charm.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Tears of the Phoenix&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 6, Essence 6, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant (one healing period)&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Solar Recovery&lt;br /&gt;
The legendary power of a Solar healer is such that, at great levels of power, the Lawgiver may arrange for Essence itself to do the work of a doctor, healing the patient without regards to time or any other limitations whatsoever.  The Solar must first &amp;quot;instruct&amp;quot; the body-chakras and essence of the patient to perform the healing on its own, and supercharge both with an infusion of the Solar's own essence.  This Charm supplements a single medical action of any type.  Once the first stage of healing to be done by the target is completed, all stages are done.  Such healing might include: regular health level healing (usually a result of halting bleeding or repairing Crippling damage; this requires at least one health level to be healed), psychological care (the healing will take place as soon as the target makes a significant step in their recovery, not merely when calmed down from hysteria or after the first session), or complex, multiple operation surgery.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Vital Rays of the Sun Meditation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 4, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One dramatic medical action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Medicine Prowess&lt;br /&gt;
Although lesser doctors may need to concentrate on their charges for anything other than brief moments, the Chosen of the Sun are not so hampered.  Though magically-boosted speed and focus is usually the province of combative Charms, medically-inclined Twilights can develop the ability to add just enough speed, just enough capacity for multitasking to enable them to operate simultaneously on many patients at once.  So long as all patients remain within one tick's worth of Move from the Solar, he may use a single dramatic action and a single Medicine roll on up to his Intelligence + 1 in patients at a single time.  This Charm will not reduce healing times on its own.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Holy Totality Radiation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 5, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Vital Rays of the Sun Prana&lt;br /&gt;
By symbolically treating a few members of large groups, a Solar may exert her patron's beneficient, uplifting holiness to bless the entire mass.  When using Vital Rays of the Sun Prana, the character may spend an additional 6 motes, 1 willpower so that each &amp;quot;person&amp;quot; who would be treated counts as a Magnitude of patients healed.  A Solar may not heal more than her permanent Essence in Magnitude.  When this Charm is used in a Combo, instead of replicating Combo costs for each individual target, multiply the cost of every Charm to be repeated across the Combo by the Magnitude of the people to be healed.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt; Total Care Discipline&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One dramatic medical action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wholeness-Restoring Meditation, Ailment-Rectifying Method, Body-Purifying Admonitions&lt;br /&gt;
The Solar develops the ability to work on every problem his patient has at once, being no longer limited to dealing with one problem at a time.  The Lawgiver may approach his patients holistically, treating body, mind, and possibly even spirit, all at the same time.  The Solar may combine a number of different medical rolls equal to his permanent Essence, all of which deal with a different problem (rather than successive rolls) into a single medical roll.  The resulting dramatic action takes as long for -all- procedures as the longest procedure involved; as a result, diagnosis must typically be performed first.  Any Charms are only applied to the single roll, and need not be paid for again for each problem.  This Charm does not allow the combining of different Simple Charms in a Combo.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Beneficient Gift of Health&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 3, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One day per dot of Medicine&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Touch of Blissful Release, Flawless Diagnosis Technique&lt;br /&gt;
Instead of intensive care requiring the Solar's attention, a Solar with this Charm can lend some of her Essence to aid a mortal with just a touch.  By infusing the mortal with an overflow of essence, the mortal will gain some of the vitality and health of an Exalt.  Mortal characters with this Charm active resist infection, heal, resist bleeding, resist poison and disease just like an Exalt for one day per dot of Medicine the Exalt has.  They still cannot soak lethal damage with their stamina.  This Charm has no effect on the Exalted and other beings that already heal at those levels.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Bodily Regeneration Prana&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wound-Mending Care Technique&lt;br /&gt;
The Solar’s boundless knowledge of medicine and the healing ways of the body grant him the ability to perform medical treatments on himself with ease.  The Solar may perform without penalty any medical action on himself that does not require unconsciousness, though if he chooses to do waking surgery or other painful activities, he suffers from wound or pain penalties as normal, along with any the Solar is suffering from prior to the operation.  The Solar must pay a 1 mote surcharge per Charm he intends to use upon himself.  Especially unusual or out-of-the-way injuries or operating on manipulatory limbs/digits may require the Solar to have unusual tools (such as mirrors) and/or stunts.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Healing Trance Meditation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 4, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bodily Regeneration Prana, Anointment of Miraculous Health&lt;br /&gt;
The Solar is now capable of enacting vast changes in her body simply through preparation and chakra realignment.  The character may trigger any Medicine Charm on herself while Inactive by paying a surcharge of 3 motes per Charm.  The Solar’s bountiful Solar energy is considered to perform any necessary actions, though surgery of any kind is not possible-- the Solar cannot directly alter her body as a Lunar might.  Proper stunts, the use of herbal concoctions as preparation before sleeping, etc. may substitute for surgery with the Storyteller’s permission.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Therapeutic Healing Hand&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 3, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Instant Treatment Methodology, Wound-Mending Care Technique&lt;br /&gt;
The Solar activates key chakras in his patient as he works, speeding her recovery.  The Solar’s patient will find even the most invasive treatment restful and relaxing in direct proportion to the skill and power of the Lawgiver.  Any rest and recovery time required for a treatment to take effect, regardless of how long this would normally be, takes effect in the time it takes the Solar to provide care; this is generally a Dramatic Action.  If multiple treatments are required, this Charm only provides rest equal to a single iteration of recovery.  If comboed with Instant Treatment Methodology and appropriate Charms such as Wholeness-Restoring Meditation, the Solar may accelerate the target’s care so much that the Lawgiver seems to be healing with a touch.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Triumphant Plague-Slaying Hero&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 3 wp, 1 ahl; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 7, Essence 7, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Dramatic Action)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Indefinite&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Holy Totality Radiation, Tears of the Phoenix&lt;br /&gt;
A Solar is a champion, no matter Caste or calling.  A Copper Spider’s chosen battlefield may be the hospital or field surgery, but she is no less a mighty hero for that choice; nor less so a colleague of another Caste who follows the healing ways.  The Solar contests her medical knowledge like a battlefield, attacking all vulnerabilities of a disease or every cure known to a poison.  The Solar rolls her Essence + Medicine against a difficulty equal to the Essence of the defining god, demon, etc. responsible for or embodying a disease, poison, or other similar mass effect.  If the Solar wins, as long as she commits motes to this Charm, the cost to use any Charms related to abating, curing, countering or preventing that condition are halved.  This is especially efficacious for mass effect Charms like Holy Totality Radiation.  Instead of multiplying the cost for the Charms, simply pay the 12 motes, 2 willpower for Holy Totality Radiation and Vital Rays of the Sun Meditation, and the Solar’s Charms and actions simply affect up to her Essence in magnitude.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Grievous Injury Recovery Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 2, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Medicine Excellency&lt;br /&gt;
The harsh wounds of deadly combat can hamper even Exalted recovery.  A skilled Solar surgeon, however, may repair his patients swiftly, reducing their recovery time and significantly easing his own difficulties in treatment.  This Charm supplements a single dramatic action to tend to a patient, including monitoring and management of care.  This action typically requires a scene to perform without the use of a stunt or a Charm.  The Solar makes a normal (Intelligence + Medicine) roll; instead of the usual effects, the all of the target’s Lethal damage levels become Bashing.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Addiction Cleansing Touch&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 3, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flawless Diagnosis Technique&lt;br /&gt;
The Solar’s care and insight allow her to aid a patient in triumphing over the pangs and needs of addiction.  This Charm guarantees any attempt made to treat an addiction is treated as Supernatural, and halves the time necessary to purge addictions from their system.  If the Solar’s player rolls five or more successes on a roll to treat ordinarily unbreakable addictions, such as that created by the Games of Divinity Form of the Prismatic Arrangement of Creation Style, the Lawgiver may spend 5 motes to banish the hold of the addiction on the suffering patient.  The treatment necessary to perform such a miracle intervention is a Dramatic Medicine Action taking an hour in the absence of stunts or Charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Wound-Accepting Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m per hl, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 4, Essence 3, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 7, DV –3)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wound-Mending Care Technique&lt;br /&gt;
Note: This conversion is more or less in direct contravention of the Treatment and Convalescence sidebar on p 218 of the 2E core rules.  I include it because I think that the sympathetic healer archetype-- and the twisting in the follow-up Charm-- is a good fit for Solars.&lt;br /&gt;
Should a Solar opt to, she may take the ultimate risk to heal her patients swiftly-- an enhancement of ancient thaumaturgical techniques known as sympathetic healing.  The Solar resolutely takes on her patients’ burden, and the superior Solar healing essence lessens that harsh load upon the Lawgiver.  The Solar may transfer the higher of her Stamina or her patients in Bashing or Lethal health levels (not aggravated) to herself in a single action.  All of these wounds manifest as Bashing on the Solar herself, regardless of whether or not they were originally of that type.  The Solar may kill herself using this Charm&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Injury-Forcing Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 4, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Mirror (not written, but almost certain)&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wound-Accepting Technique&lt;br /&gt;
This horrifying Charm is a twist of the natural energies of a Solar.  As they can give health, so they can take it away.  The Solar may spend 2 extra motes per willpower to reverse the usual flow of Wound-Accepting Technique, healing himself by pumping her chakras full of energy and expunging the negative flow from his life force—upon another living being.  In order to use this Charm, the Solar must remain in contact with the target for the entire time; to do so, the Solar must have successfully clinched or otherwise restrained his target.  &lt;br /&gt;
&lt;br /&gt;
Using this Charm does not interfere with the Solar’s ability to maintain a clinch.  When using this Charm in reverse, the Solar can transfer Lethal or Bashing as normal, and either manifest as Bashing on the target.  The Solar is restricted to the lower of his Stamina or his target’s, but this Charm may in theory still kill the target.  Using this Charm, even against a target not normally deserving of Compassion, automatically causes 1 point of Limit, and Storytellers may require Compassion failures in order to use it.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Unhealing Wound Infliction&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1 wp, 1L; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, Mirror (not written, but almost certain)&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wound-Mending Care Technique&lt;br /&gt;
Another horrible twisting of Solar medical techniques, the Unhealing Wound Infliction allows the Solar to use her knowledge of chakras and ordinary medical insight to injure her targets in terrible ways, greatly decreasing their ability to heal and recover from the Solar’s blows.  The Solar spends 10 motes and 1 willpower; she automatically gains a point of Limit.  For the rest of the scene, the Solar may opt to strike to impede healing flow in the body, attack areas prone to infection, or otherwise exploit her knowledge of medicine to inflict horrendous wounds.  &lt;br /&gt;
&lt;br /&gt;
All aggravated and lethal damage the Solar causes take five times as long to heal and all bashing damage the Solar causes takes ten times as long to heal.  Any healing charms used on the target will have half their usual effect until all health levels caused in this method have been healed.  Storytellers may require Compassion failures in order to use this Charm, but they should not generally require multiple rolls within one scene, unless the Solar’s use takes a particularly stomach-turning direction.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Madness-Soothing Insight&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 3, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flawless Diagnosis Method&lt;br /&gt;
The Solar’s soothing words and gentle insights allow her to cleanse the most shattered mind.  This Charm guarantees any attempt made to treat insanity is treated as Supernatural.  If the Solar’s player rolls five or more successes on a roll to treat ordinarily incurable madnesses, such as might occur when direct mental contact is opened to a Yozi, the Lawgiver may spend 5 motes to banish the insanity entirely.  The treatment necessary to perform such a fantastic therapy is a Dramatic Medicine Action taking an hour in the absence of stunts or Charms.  Sadly, this Charm is warped by the Great Curse, and provides neither insight nor assistance in any way.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Merciful Balm of Sleep&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 6, Essence 6, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Day&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Medicine Essence Flow, Wound-Mending Care Technique, one of Wholeness-Restoring Meditation, Ailment-Rectifying Method, Body-Purifying Admonitions, Madness-Soothing Insight, or Addiction-Cleansing Touch&lt;br /&gt;
Although many Solar Medicine Charms focus on doing more, faster, a dedicated Solar healer may take a slower, more practical approach to gain dramatic results.  The Solar touches the target and makes an Intelligence + Medicine roll.  The target, who must be willing, falls into a deep healing trance for the rest of the day.  The Solar need not watch over her target, but any attempt to harm the target will automatically wake them from Inactivity (and break this Charm).  &lt;br /&gt;
&lt;br /&gt;
The successes so rolled will count-- duplicated -- for all of the Charm’s prerequisites that the character knows, including Wound-Mending Care Technique, but not including Medicine Essence Flow, which is irrelevant.  If other permanent, supernatural charms in roughly the same category are developed by the Solar, the Storyteller may opt to include them in the effects of Merciful Balm of Sleep.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Youth-Restoring Benison&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2 wp, 1 xp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 7, Essence 7, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Merciful Balm of Sleep&lt;br /&gt;
This is a mechanical conversion of the Charm on p CB: T 73.  Note the increased mote and willpower cost; I changed these to be more in keeping with other 2E medicine costs.&lt;br /&gt;
&lt;br /&gt;
 ----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Blessings of Solar Health&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 8, Essence 8, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Youth-Restoring Benison&lt;br /&gt;
The immortality that is the blessing of a Solar may be granted to another, locking their life to the Solar’s.  This Charm was often used as an additional way of binding the loyalty of important dragon-blooded.  If the character spends an additional 2 experience when using Youth-Restoring Benison, the target retains her youth until the Solar dies; however, the target must roll Essence + Resistance at a difficulty equal to the Solar’s Essence when the Solar dies, regardless of current age or condition.  Failure means death.  Success simply means that all of the character’s aging catches up with her at once; this may result in death despite the success.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Venom Anodyne Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 4, Essence 2, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 8)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Touch&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Body-Purifying Admonition&lt;br /&gt;
This is a mechanical conversion of the Charm on p CB: N p 72.  Note that it must be used on the tick-- the action, in fact-- in which poison is applied to prevent damage and penalty.  The target to be cured (which includes the Solar herself) must be within range.  If the poison is of a supernatural or especially efficacious type, as per Body-Purifying Admonition, the character may use that charm’s effects in the same instant, negating the usual need for a dramatic action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Body Purifying Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Medicine 5, Essence 3, &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Venom Anodyne Method &lt;br /&gt;
The Solar’s specialized understanding of venom and the methods with which they assault the body allows him to strike acupuncture points on a body, reversing the corrupt flows of Essence through the target’s chakras and making them temporarily beneficent.  So long as the Solar acts within (his permanent Essence x 10) ticks, the Solar may activate Venom Anodyne Method retroactively.  This will not only totally cure any further damage by the poison, but it will actually reverse any existing damage short of death!  Such a cure makes Venom Anodyne Method Obvious.  Because it depends on an understanding of fluid essence, the Solar may utilize this charm to invert acid burns, or to neutralize poison in food, in drink, or on a weapon. &lt;br /&gt;
&lt;br /&gt;
At Essence 4, the Solar may even use Venom Anodyne Method as a Simple action of Speed 7 and DV –2 to neutralize a venomous creature for a day.  This only works on natural creatures most of the time; however, the character may make a standard 20-minute Body-Purifying Admonition to do so on a supernatural creature.  The difficulty is equal to 5 + the Essence of the creature.  In both cases, the target must either be willing or restrained in some fashion, such as a clinch.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryExtraActions&amp;diff=87293</id>
		<title>IsawaBrian/SolarArcheryExtraActions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryExtraActions&amp;diff=87293"/>
				<updated>2011-11-18T22:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarArchery/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Two Shots as One&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise Arrow&lt;br /&gt;
The character nocks two arrows to her bow at once and fires them at a single opponent, trusting to Essence to harmonize the attacks.  The attacks occur simultaneously, but each is rolled separately, although any defenses are applied to both attacks equally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is dramatically different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;3m; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Archery 2, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 1)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Archery Excellency&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The character's hand moves so swiftly across her bowstring as to virtually fire two shots as one, effectively damaging the opponent twice.  The Solar rolls her attack as normal, but steps 7-10 are repeated for a total of two times.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Steel Barrage&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Two Shots as One, Trance of Unhesitating Speed&lt;br /&gt;
Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows.  The Solar may attack this turn a number of times equal to his Dexterity, but may not split his dice pool.  Defensive Charms are therefore recommended for Combos with this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is slightly different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;5m or 10m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Archery 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Two Shots as One, Trance of Unhesitating Speed&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows.  This Charm creates a magical flurry, allowing the Exalt to make a number of attacks equal to (his Dexterity +1), regardless of Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack.  This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 10m, 1 wp.  At Essence 3+, the character may opt to make less than the maximum number of attacks, or to abort the flurry prematurely if necessary.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Hawk-Against-the-Storm Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Steel Barrage, Arrow Storm Technique&lt;br /&gt;
The Solar charges herself with Essence.  Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay.  Until the end of the scene, the Solar gains a number of extra archery attacks each round equal to her permanent Essence.  These actions may not be further divided by splitting her dice pool. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is slightly different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;10m or 20m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Steel Barrage, Arrow Storm Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The Solar charges herself with Essence.  Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay.  Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1).  Any attacks or similar actions in the flurry must use Archery actions.  Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal.  This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 20m, 1 wp.  No further Extra Action Charms or effects can be used to gain further actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Two Moments as One&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hawk-Against-the-Storm Meditation&lt;br /&gt;
At higher levels of Essence, Exalted Archers learn to transcend the basic limitations of speed and essence.  In some ways, Two Moments as One may be considered a step back for an Exalt used to the furious speed of Hawk-Against-the-Storm Meditation; it slows the Solar down to a pair of bisected moments, living both as one.  However, the mastery of Charm-use that comes with this transformation can far exceed the potential and capability of even a master archer of lesser Essence.&lt;br /&gt;
&lt;br /&gt;
The character becomes capable of taking a Fully Independent Archery Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Two Moments as One and similar Fully Independent Archery Actions do not suffer any problems with Mental or Social Actions), with one exception: Fully Independent Archery Actions must be used for Archery Actions or left unused. They can be used for Archery Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Archery actions, including Reflexive Charms from other Abilities, if he so much as nocks his bow during the Fully Independent Archery Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Archery Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Trance of Unstoppable Speed&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower, plus 4 motes per Fully Independent Archery Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Two Moments as One&lt;br /&gt;
Developing out of Two Moments as One, the Elder Solar uses the raw power of her Essence, combined with her mastery of the way of the bow, to slip loose from the limitations of the world and become a harbinger of death on the field of battle.  When using this Charm, the character may purchase a number of Fully Independent Actions equal to her Archery dots.  Half of these Fully Independent Actions must be Fully Independent Archery Actions, rounding up-- so a Solar with Essence 7 who uses this Charm may purchase at most 3 Fully Independent Actions, so long as the last three to four purchased actions are dedicated to Archery use.  The usual restrictions for Fully Independent Archery and normal Fully Independent Actions apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Action flurries permit the character to make more than one complete action per tick.  Except for the fact that only one tick actually passes and no further Extra Action Charms may be used, these actions are completely like normal actions-- a Charm or Combo can be activated on each one.  Furthermore, each action in the action flurry has its own DV, which means that the character can use one action as a Guard action, for example, and retain full DV against all incoming attacks.  Penalties coming from a source other than the character's actions -- ie, charm-inflicted, wound penalties, and so on, will generally affect all of the action flurry, however.  The character's Speed for the entire action flurry is considered to be the highest Speed of any action. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Orichalcum Barrage&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Trance of Unstoppable Speed&lt;br /&gt;
This Charm is one of the most powerful in a Solar Archer's repertoire.  His body is infused with a terrible golden radiance, and his speed is such that he will seem to be everywhere and nowhere at once upon the battlefield.  Lesser beings, even in legions, have no chance against the Solar.  Until the end of the scene, the Exalt gains a number of Fully Independent Actions equal to his Archery.  Only one must be a Fully Independent Archery Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wise Arrow&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Trance of Unhesitating Speed, Phantom Arrow Technique&lt;br /&gt;
Although a profligacy of resources is the natural due of a Lawgiver, neither mundane accoutrements nor essence are infinite resources.  Should a cunning Solar need to harbor his reserves, he may develop the ability to pierce through opponents or, in the event that he cannot so pierce them, ricochet shots off more hardy targets.  Any extra action charms that the Solar uses consumes no more than a single use of ammunition.  &lt;br /&gt;
&lt;br /&gt;
This does not reduce a requirement to apply charms that have effects other than generation of ammunition, so a Solar using Trance of Unhesitating Speed to make 4 shots with Phantom Arrow Technique would only use 1 mote, but Rain of Feathered Death would have cost 16 motes (in addition to requiring that it be part of a combo).  Purchasing this charm permanently reduces the total cost of ammunition-supplying Charms such as Inexhaustible Bolts of Solar Fire by 2 motes (minimum 1 mote).  The Storyteller is the final arbiter of whether or not a Charm is affected by this discount; for example, Rain of Feathered Death should probably not qualify.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun's Rising Wrath&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Steel Barrage&lt;br /&gt;
Energized with righteous fury, the Solar's weapon takes on an aspect of the Sun itself, casting forth against her opponents with the speed of light itself.  Increase the maximum number of attacks received from any Extra-Action type Charm with a Duration of Instant by two.  For large scale multiattacks like Arrow Storm Technique, add two to the multiplier.  For example, in Arrow Storm Technique, the character may make Essence x 5 shots.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAttack&amp;diff=87287</id>
		<title>IsawaBrian/SolarArcheryAttack</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAttack&amp;diff=87287"/>
				<updated>2011-11-18T16:31:00Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarArchery/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sol Invictus Aim&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Accuracy Without Distance, Shot Without Distance Exercise&lt;br /&gt;
&lt;br /&gt;
The Solar takes on the aspect of the mighty Sol Invictus.  Like the Righteous Warrior of the Heavens, his shots cannot miss their targets.  His arrows become surrounded by a brilliant corona of  Essence, blinding most opponents and penetrating past the best defenses.  This is a perfect attack, and cannot be dodged or blocked. No penalties are applied to this roll; only a perfect defense can stop it in any way. The character should still roll to attack with a number of automatic successes equal to the character’s permanent Essence. All successes rolled here, plus the character’s Archery score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers. The opponent soaks as normal, and damage is rolled as normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;In Second Edition, the Prerequisite Charms become Accuracy Without Distance and Archery Essence Flow.  This Charm is Combo-OK, Leader, and Obvious.  The 'Perfect Attack' title no longer applies in Ex2.0; instead, no DV is ever applicable nor can be made applicable, except for Perfect Defenses.  The bonus successes to the attack and bonus dice to damage still apply, as does the bashing/lethal choice.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sage Targeting&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes per success&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise Arrow&lt;br /&gt;
Patience and understanding are the watch-words of the careful archer.  Knowing the precise moment of harmony for a strike can be more effective than the most powerful attack.  To use this Charm, the player firsts makes a regular Dexterity + Archery attack.  Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Archery roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to gain an attack, merely to supplement existing ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 7 motes per “Effect Level”, 1 willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt;Reflexive&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Archery Excellency, [[IsawaBrian/SolarArcheryDefense|Unrepentant Rebuke]]&lt;br /&gt;
&amp;lt;I&amp;gt;Note: For the purposes of this Charm, 'effect level' either refers to the Circle &amp;quot;number&amp;quot; for a Sorcery spell or the minimum Essence necessary to perform an action; this does not include the Charms necessary for Sorcery, which is a delicate process and thus easier to disrupt.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Solars are the undisputed masters of Sorcery, and other beings can only hope to equal that scope in opposing methodologies such as Necromancy or Protocols.  A well-attuned Solar can spot the formation of complex Essence forms and snap off an attack—manifesting a bolt of pure essence from their weapon—that swiftly disrupts the essence matrix of the target effect.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Effectively, Sage Targeting is a reflexive Charm that permits the Solar to use the piercing nature of Archery to disrupt long-term essence accumulation.  This works on any Essence-based effect that takes more than a single action to perform, such as Sorcery.  This does not apply to effects that have extended durations that are already activated, only effects that are being activated.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;The Exalt must be within his weapon’s Range of the target.  The character makes a Dexterity + Archery + weapon Accuracy against a difficulty equal to the Essence of the target plus the effect level of whatever extended Essence based action the target is making.  This costs 1 Willpower plus 7 motes per effect level.  If the roll is successful, the casting is disrupted.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sky-Burning Strikes&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phantom Arrow Technique&lt;br /&gt;
Similar to Rain of Feathered Death, this Charm creates Essence-born duplicates of the Solar's arrow.  Unlike Rain of Feathered Death, these phantom arrows have less permanence-- but there are many, many more of them.  Dozens to hundreds of burning golden copies fly from the Exalt's bow, covering an area.  Double the character's Archery pool for the attack; this attack may only be blocked, not dodged.  While this attack typically only affects a single individual, it can be used for other purposes- lighting massive fires, creating sunlight at night for a turn, and so on.  The arrow-copies disappear on impact.  This Charm will provide arrows if the character has none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader and Obvious.  Instead of the above effects, it doubles the Solar's successes on the attack roll before comparing it to defense, in step 3 of attack resolution, and makes the target's Dodge DV inapplicable. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Beyond the World&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Wind&lt;br /&gt;
The Solar harmonizes himself with his bow and his soul and his arrows.  All act as one, disdaining the crude limitations of the world for Solar excellence.  Until the end of the scene, reduce his difficulties and penalties for Archery actions by his permanent Essence, to a minimum difficulty of 1 and a minimum penalty of 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm instead reduces both Internal and External Penalties by the character's permanent Essence.  It has the Keywords Combo-Basic and Leader.  This specifically does not include an opponent's Defense Value.  It has a Speed of 5.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;There Is No Miss&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Wind&lt;br /&gt;
Sometimes, even the best Solar Archer may have a foe whose has the luck or skill necessary to evade her arrows-- once.  By wresting control of her arrow in flight, however, the Exalt may force such an opponent to face death repeatedly.  This Charm may be activated after any Archery attack that gained at least 1 success but did not hit the target.  Every round for a number of rounds equal to the Exalt's permanent Essence, apply that same attack and attack successes again as the arrow turns in flight to strike again at the foe.  These attacks cease if the target is hit, or the arrow is destroyed in flight.  The Solar must reflexively pay the cost again each turn, though this does not count as a Charm use.  The Solar need not reactivate any relevant Charms, although only those Charms that were activated prior to the miss will take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Illuminated, Obvious, and a Step 10 Reflexive.  Its effects reoccur every (initial Speed) actions.  Unlike Boundless Arrow of the Unconquered Sun, There is No Miss (A more crude weapon for a barbarous Age) does not serve as an upgrade for Accuracy Without Distance, and the target must be and stay within the initial range of the attack for this Charm to continue.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
 &lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sight Without Eyes&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Beyond the World&lt;br /&gt;
Although a Solar who becomes lofty Beyond the World may reduce the interference of the crude mechanisms of Creation in her pursuit of the unrighteous, there are always some few cowards who will attempt to evade the Lawgiver’s heavenly punishments.  By learning to take her Sight Without Eyes, even these renegades may be brought low.  When activating Beyond the World, the Solar may spend an additional three motes to gain two secondary effects.  First, any bonuses to the target’s DV based on sensory distortion may be reduced as with any penalty by Beyond the World (though this may not become a reduction to DV from other sources).  &lt;br /&gt;
&lt;br /&gt;
Secondly, even if the Lawgiver cannot see her opponent, she may still attempt to shoot if she can perceive the opponent in some way.  Typically, this is a reflexive Perception + Awareness action based on hearing, but the Storyteller may require more esoteric methods.  Some forms of invisibility, such as those that make the target ignored or otherwise mentally invisible, may not be affected by this charm.  If the target is perceived, the Solar may make the shot as though the target was clearly seen.  This use of Beyond the World is considered a mental “attack” if it is necessary to contest charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shot Without Distance Exercise&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 or 10 motes, 1 willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Wind&lt;br /&gt;
Lawgivers’ mandate over Creation is such that they have an unusual relationship to time and space about them, giving them access to the odd not-place known as Elsewhere.  Ordinarily, a Lawgiver only uses Elsewhere to store materials for personal use later.  However, this can be used offensively given an extraordinary amount of effort and power.  The Solar concentrates the momentum of her ammunition into a burst of energy, which streaks through Elsewhere in two brilliant flashes of light—one upon exiting the Solar’s weapon, another just short of the flesh of the target.  Those who have observed it liken it to the Solar shooting a ray of explosive sunlight.  &lt;br /&gt;
&lt;br /&gt;
The Solar’s missile must depart the weapon used to fire it and arrives at the spot targeted by the Solar, not the target necessarily, so an alert opponent still has an opportunity to dodge, but this Charm is unblockable (and lends itself to ambush attempts).  As the missile appears out of Elsewhere, it completely bypasses any and all armor, cover (including shields), and concealment.  A clever Solar may use this Charm to shoot through windows -- or walls!-- without breaking them, or perform other unusual feats.  If the ammunition used by the weapon costs more than Resources 1 per purchase, the cost of this Charm is 10 motes per attack.  Shot Without Distance Exercise will consume any non-Artifact missile.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;There Is No Self &amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Wind&lt;br /&gt;
Refining the pure focus of There Is No Wind, the Solar erases the limitations of self, focusing only on the union between arrow and target.  When activating There Is No Wind, the character may spend 1 willpower to ignore wound and multiple action penalties as well.  This may be used in addition to the normal Essence 3 effect of There Is No Wind.  At Essence 5, if the character activates the There Is No Self modification of There Is No Wind, he may opt to activate the Essence 3 effects of There Is No Wind for no charge.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Accuracy With Precision&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Accuracy Without Distance&lt;br /&gt;
The determination of a Lawgiver allows her to reach ever-greater heights of perfection.  When using Accuracy Without Distance, the Solar may double the cost of the charm to add greater precision to her attack.  If the charm's effects come into play-- the attack would miss without it-- the attack is considered to have threshold successes equal to the Lawgiver's Archery rating when entering Step 7.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Torrent of Flying Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Rain of Feathered Death&lt;br /&gt;
The unyielding attack unleashed by the Chosen's Rain of Feathered Death gains an element of surprise and preternatural brilliance; the phantom darts that surround the main missile overawe the target with confusion and fear.  By spending a willpower point when activating Rain of Feathered Death, the attack inflicts an Onslaught penalty on the target equal to the number of phantom arrows; this penalty applies to all attacks and stacks with additional Onslaught penalties from flurries or other sources.  Although this does not give the Charm a new keyword, targets who can perfectly defend against effects with the Emotion keyword half this effect (round in the favor of the Solar activating Rain of Feathered Death).&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryDefense&amp;diff=87285</id>
		<title>IsawaBrian/SolarArcheryDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryDefense&amp;diff=87285"/>
				<updated>2011-11-18T15:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarArchery/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unrepentant Rebuke&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise Arrow&lt;br /&gt;
The Solar Archer is a master of the battlefield.  Anyone who dares to contest control of ranged warfare with him will get the stinging rebuke that they deserve.  The Exalt fires a single arrow into the air in response to a blockable ranged attack with a physical, solid component.  The selected attack is perfectly blocked.  The attack must target someone within range of the Solar's weapon   The Solar must be aware of the attack in order to block it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm costs 4 motes, has minimums Archery 4, Essence 2, is a Step 2 Reflexive, is Combo-OK, Leader, and Obvious, and has a prerequisite of Any Archery Excellency.  It is a perfect defense against any ranged attack, and is applicable against unblockable ranged attacks.  Like all perfect defenses, it must have one of the Four Flaws of Invulnerability common to all Solar perfect defenses.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Scorning the Unrighteous&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unrepentant Rebuke&lt;br /&gt;
The Exalt extends her perceptions via Essence to command a full view of the battlefield within range of her bow.  Any attempt to make a ranged attack (which must have a physical, solid component) within range of the Solar gives her an opportunity to reflexively &amp;quot;attack&amp;quot; the incoming attack with her full Dexterity + Archery pool (no accuracy bonus).  This counts as a regular parry, and the Solar must be aware of the attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm is a Step 2 Reflexive, Combo-OK, Leader, has a Minimum Archery of 5, and permits (for the cost of one arrow per attack) the character to use her (Dexterity + Archery + Accuracy)/2 as her Parry DV against ranged attacks for a scene.  Such attacks must be blockable.  In Mass Combat, the character's entire unit is considered to be in range for defensive fire.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Haughty Master's Retort&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unrepentant Rebuke&lt;br /&gt;
The Solar makes a countershot defense, but his arrow is transformed by Essence into a bolt of energy capable of deflecting even the mightiest or most skilled attacks.  The countershot can block any ranged attack that he is aware of, even those otherwise unblockable, such as immaterial attacks, inapplicable attacks, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until Next Action&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Scorning the Unrighteous&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;The scorn of a Lawgiver for those who would dare seek to strike him down at a distance is never-ending, and such pitiful attempts shall not distract him from the vengeance he casts upon his foes.  This Charm may only be used if the Solar has some form of ranged defense based on Archery.  Until the character’s next action, he may ignore all penalties to that ranged defense.  This does not change inapplicability.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Heavenly Rebuke&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Haughty Master's Retort, Scorning the Unrighteous&lt;br /&gt;
Upon invoking Heavenly Rebuke, the Solar's anima (sometimes invisibly, sometimes quite visibly) stretches out over the battlefield, giving her perfect responses.  Until the end of the scene, the Exalt may make a perfect countershot defense against any ranged attack within her bow's range.  Her only limitations are her ammunition supply and the physical, blockable nature of the attacks; she may not countershot liquid attacks like acid or immaterial effects.  The Solar must also be aware of the incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unrepentant Rebuke&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm expands the character's capabilities for defense considerably.  She may now prepare up to a single invocation of Unrepentant Rebuke ahead of time, for the normal 4 motes.  Activating this Charm does not count as a Charm use, though preparing it does, and the motes remain committed.  If the Solar has Essence 6 or Higher, she may prepare up to her Archery score in invocations of the Unrepentant Rebuke in advance, and the cost to activate that Charm is reduced to three motes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Blazing Countershot&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The Exalted attunes herself to the flow and pulse of battle.  When an attack is made upon her, the Solar may respond instantly with an assault of her own, making a counterattack at her full Dexterity + Archery pool against any ranged attack.  The attack is made after the opponent's attack but before damage is determined.  This is a counterattack, and thus does not count as an action, but similarly may not be used in response to any counterattack Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Counterattack, Leader, and a Step 9 Reflexive.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Eye of the Storm Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Turn&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Blazing Countershot&lt;br /&gt;
The Solar becomes as the eye of the raging storm.  No matter what disturbances may press from without, those who dare to trespass in his domain will be punished.  Until the character's next action, the Solar may respond to any incoming ranged attack with a counterattack at his full Dexterity + Archery pool.  All such actions count as counterattacks; they do not count as actions but may not be used in response to Counterattack Charms.  These attacks take place after the opponent has rolled to hit but before damage is dealt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-Basic, Counterattack, Leader, Obvious, and Reflexive (Step 9).  It does not have any requirements on DV used, but may only be used against ranged attacks.  It lasts until the character's next action.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tornado Vengeance Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Eye of the Storm Meditation&lt;br /&gt;
After activating this Charm, the Exalted becomes absolutely deadly to any foes who would dare to assault her.  Any attack-- ranged or hand to hand-- will instantly invoke retribution.  Until the end of the scene, after any attack is rolled but before damage is determined, the character may make an instant counterattack, as per Eye of the Storm Meditation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;In Second Edition, this Combo is Combo-OK, Leader, Obvious, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thunder God Warden Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Defensively-minded, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Scorning the Unrighteous&lt;br /&gt;
The archers serving the God of Thunder—as well as that deity himself—were among the finest trainers of Solars before the Primordial War.  These virtuous warriors were a part of the Bureau of Seasons’ crack defense team that worked with the Unconquered Sun directly and were eager to aid him in casting down the hated Primordials.  In addition to teaching them basic techniques, some favored students were taught advanced methodologies, including the Thunder God’s own Warden Stance, which the Exalted took to as their own.  As a defender who could not afford to give ground, the God of Thunder learned to fight with both style and conservation of motion, granting no vulnerabilities to attack, and the Solars who learned under that God and his wardens excelled at this defensively-minded tactic.&lt;br /&gt;
&lt;br /&gt;
For the rest of the scene, the DV penalty of all actions the Solar takes is reduced by one, to a minimum of zero.  The Solar also opens himself to the blessings of the Thunder God.  He may opt to wreath his missiles in golden ball lightning; when they strike their target, unleash a terrible burst of thunder, knocking them back.  The target must make the normal roll to avoid knockback, even if knockback is not normally a part of the game.  If it fails, the attack causes one yard of knockback for every point of raw damage.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryDamage&amp;diff=87279</id>
		<title>IsawaBrian/SolarArcheryDamage</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryDamage&amp;diff=87279"/>
				<updated>2011-11-18T03:41:33Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarArchery/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Dazzling Flare Attack&lt;br /&gt;
The Exalted's arrows become an extension of his very being.  They seek through the air for his foes, attacking with the strength of the Solar's Spirit.  If the attack is successful, the player counts attack successes twice for extra damage dice.  This Charm must be activated prior to attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm requires Essence Arrow Attack, Essence 2, and is Combo-OK and Leader.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thunderbolt Shot&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote per automatic success&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Lightning Strikes&lt;br /&gt;
The Solar charges her ammunition with burning solar energy, causing it to explode upon impact.  This explosion is not large enough to affect more than the target, but it does cause immense secondary damage.  For every one mote spent on this charm (prior to the attack roll), one damage die is converted into an automatic success.  The Exalted may not spend more Essence on this charm than she has dots of Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK and Leader, and adds post-soak damage dice rather than convert to automatic successes.  Cost is 1 mote per die.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Piercing the Barricade&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Accuracy Without Distance, Thunderbolt Shot&lt;br /&gt;
A Solar utilizing Piercing the Barricade transforms his ammunition into incredible bolts of destruction.  His shots are unaffected by mere trifles such as armor or hardy skin.&lt;br /&gt;
&lt;br /&gt;
The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength.  It is Combo-OK, Leader, Obvious,  and requires a minimum Essence of 4. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sunlit Arrows Prana&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 7 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderbolt Shot&lt;br /&gt;
The Exalted infuses her arrows with the raw power of the Sun himself.  They blaze across the battlefield, consuming themselves in flight.  Only artifact ammunition may survive this treatment.  Until the end of the scene, add the character's Essence to the damage done by all archery attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;In Second Edition, this charm is Leader and Obvious. &amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sol Invictus Wrath&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarArcheryAttack|Sol Invictus Aim]], Bolt of Fiery Devastation, Piercing the Barricade&lt;br /&gt;
&lt;br /&gt;
The anger of the Unconquered Sun is a terrible thing.  Nothing can withstand it; perhaps some few can avoid it for a time, but the unrighteous will always fall before the unrestrained power of Sol Invictus with time.  The Solar using Sol Invictus Wrath channels some of this transcendent energy of destruction through her weapon, sending out a deadly wave of furious power.  The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help her opponent as raw Solar essence bursts forth from the character’s shot. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the attack and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. &lt;br /&gt;
&lt;br /&gt;
Only the character and bows and similar weapons made of the Five Magical Materials can withstand using such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not they are successful, although the ammunition will still inflict the full power of the Charm if the attack is successful.  Ammunition, even ammunition made from the Five Magical Materials, will typically be destroyed by this attack, unless their Script Immunity rating is a 4 or higher.  If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, and Obvious.  If Bolt of Fiery Devastation is not converted, simply remove it from it from the prerequisite list.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Relentless Burning Beams&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16 Motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bolt of Fiery Devastation, Inexhaustible Bolts of Solar Fire&lt;br /&gt;
Like Dawn devotees of Spirit-Burning Solar Aura, masters of the Relentless Burning Beams were masters of the spirit-carving strikes to kill their opponent with ruthless style.  Every time the Solar passes his hands over his bow, he may draw forth a shaft of pure devastating Essence, made sharp and terrible by his skill.  These bolts are fired as normal broadhead arrows, save that they have a damage bonus equal to the Solar's permanent Essence and all damage is aggravated.  They are not subject to range or wind penalties, though poor visibility still has an effect.  Their range is either the normal range for the weapon being fired or the Solar's Essence x 100 yards, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  Its cost is reduced to 12 motes, 2 willpower.  Its requirements are unchanged unless Bolt of Fiery Devastation is not converted.  In that case, it requires Rain of Feathered Death instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Spike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phantom Arrow Technique&lt;br /&gt;
Solar energies lend themselves naturally to forceful techniques and energetic assaults.  Once this Charm is learned, the Solar learns to follow this natural energy instinctively, leaving his spiritual nature unclouded.  Any time the Solar creates his own ammunition, such as with Inexhaustible Bolts of Solar Fire or Phantom Arrow Technique, the Solar may spend an additional mote of essence and activate Essence Arrow Attack as a non-Charm Action.  If the Solar opts to do so, all Charms involved with that action are Obvious.  At Archery 5, Essence 5, this effect does not require extra motes, though the Solar must still expend the motes necessary to use Essence Arrow Attack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Bolt of Fiery Devastation Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6, 10, or 24 motes, 1 willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Spike&lt;br /&gt;
This Charm is effectively the translated version of the Charm on page 71 of CB: D.  Its cost has been adjusted to reflect the frequency of aggravated damage charms; the higher costs are for ammunition that costs more than resources 1 and for artillery.  If the character wishes to use this on artillery, he must know Golden Artillerist Method (Lords of Creation, p 56), and this charm functions as a combination of both effects.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Beacon Bolt Maneuver&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; (Archery) x5 ticks&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Wind&lt;br /&gt;
As a natural leader of armies, it is the Solar’s duty to show the way to strike the most hated of foes.  The Lawgiver can transform one of her missiles into a radiant beacon of energy that will bend the slight essence of even ordinary archery towards a target.  This works the best for the Solar herself, but can help others as well.  &lt;br /&gt;
&lt;br /&gt;
The Solar makes an ordinary attack against the target, including damage rolls if relevant.  So long as the attack hits, even if it fails to do damage, the target is affected by a Beacon Bolt for (the Solar’s Archery) x5 ticks, the cost of the charm remains committed, but all of the Solar’s ranged attacks function as though an ordinary invocation of There Is No Wind is used for that attack, and the Solar may reflexively spend another 2 motes to use the Essence 3 effect.  &lt;br /&gt;
&lt;br /&gt;
This takes the form of a golden glowing beacon that flares for a similar range as the 8-10 anima effect of a solar in the shape of the missile used to attack the target.  This solidifies energy bolts or transforms flamewand eruptions and similar amorphous effects into miniature spears for the duration.  The Beacon Bolt may not be removed except with a Miscellaneous Action that requires a successful Strength + Athletics roll against the Solar’s Essence; if the Bolt is removed, the charm ends and the motes are uncommitted.&lt;br /&gt;
&lt;br /&gt;
Other archers may also take advantage of the Bolt, though they will not be as accurate as the Solar.  Shooting at the target of the Beacon Bolt removes the Solar’s Essence worth of External and Internal penalties—generally range, wind conditions, etc.—and makes the target perfectly visible anywhere in the corona of the Bolt’s flare effect, so long as they do not become invisible by other means.  In Mass Combat, this removes the limit of 3 dice from Magnitude bonuses against the target so long as the attacks are ranged.  This is represented by a variety of beacons marking the unit as a whole-- lighting up special characters and leaders, the borders of the unit's formation, etc.&lt;br /&gt;
&lt;br /&gt;
Beacon Bolt Maneuver carries with it Solar essence, and as such, it has a number of special effects, similar to Essence Arrow Attack.  A Solar who buys this charm gets one special effect for free and may purchase additional special effects for 1 bonus point or 1 experience point each.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Brilliant Hunter’s Mark:&amp;lt;/I&amp;gt; The Beacon Bolt’s persistent call to those who would aid the Solar in striking down his target.  Until the effect ends, anyone who means harm &lt;br /&gt;
  to the target can gain a general, abstract sense of direction and distance to the target via a moment’s reflexive concentration.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Blaze of Righteousness:&amp;lt;/I&amp;gt; The Beacon Bolt carries with it the wrath of the Solars at hellish invaders.  The attack gains the Keyword Holy; the initial attack is Aggravated &lt;br /&gt;
  against creatures of Darkness and such creatures gain a –1 external penalty to all actions while the bolt remains as the pure flame of Solar fury scorches them.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Heavenly Mandate Manifest:&amp;lt;/I&amp;gt;  The Solar charges her weapon with the full manifestation of Heavenly Law.  The Beacon Bolt gains the Order keyword and affects the Wyld-tainted &lt;br /&gt;
  (as per the Order keyword) in the same manner as Blaze of Righteousness affects creatures of Darkness&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Shadow-Burning Arrow:&amp;lt;/I&amp;gt; The Solar invests extra Essence--3 motes--in the Beacon Bolt Maneuver, and the character’s anima assaults the target.  For example, a Dawn with a&lt;br /&gt;
  fiery golden phoenix anima might have a miniature golden phoenix swoop and whirl around the target, helping to guide more attacks upon the target.  The Solar may use &lt;br /&gt;
  the Essence 3 effect of There Is No Wind upon the target for free, and all other ranged attackers gain the full effect of There Is No Wind upon the target, rather than &lt;br /&gt;
  just the Essence revocation and visibility benefit.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Solar Radiance Tip:&amp;lt;/I&amp;gt; This special effect requires Essence 4 and cannot be the first special effect purchased for Beacon Bolt Maneuver.  By spending an additional 1 wp when &lt;br /&gt;
  activating the charm, the Solar may cause it to pulse with Solar energy.  This pulse occurs on activation and every 5 ticks subsequently until the final tick.  Each time it pulses,&lt;br /&gt;
  anything within (the Solar's permanent Essence) x 10 yards is subjected to an environmental hazard with a trauma equal to the Solar's permanent Essence and Damage equal to&lt;br /&gt;
  the Solar's Archery.  This pulse may be lethal or bashing as the Solar chooses, and may have the effects of any other special effect already purchased for Beacon Bolt Maneuver&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Essence Arrow Strike&amp;lt;/b&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
These are special effects for the Charm in the corebook.&lt;br /&gt;
  &amp;lt;I&amp;gt;Mercy of the Pure Bulb Shot:&amp;lt;/I&amp;gt; Sometimes, it is better to subdue an opponent than kill him.  Mimicking a bulb-head arrow with Essence, the Solar insures that at worst, the&lt;br /&gt;
  target will remain unconscious for a long time.  The Solar’s attack automatically does bashing, regardless of usual damage, and additional damage below Incapacitated &lt;br /&gt;
  does not become Lethal.  Instead, each level becomes a phantom additional Incapacitated level that must be healed before any other wounds can be rejuvenated.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Armor-Cutting Arrow:&amp;lt;/I&amp;gt; The Solar taps into the natural Essence of arrows to seek beyond armor for a target.  The Solar’s attack becomes piercing; if, like many arrows, it is&lt;br /&gt;
  already piercing, half non-Armor Soak as well.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Penetrating Force&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Forceful Arrow&lt;br /&gt;
The force imbued by a Solar cannot be easily turned aside.  This Charm modifies its prerequisite such that the attack that is supplemented by Forceful Arrow is considered to be Piercing; if the attack would already have this trait, it ignores all armor soak. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Arrow Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Essence Arrow Attack&lt;br /&gt;
As the Solar develops his Essence to increasing heights, the terrible radiance of the Unconquered Sun's wrath channels through the very being of the Chosen.  When activating Essence Arrow Attack, the character may spend an additional mote to convert the extra damage dice granted by this Charm, including any benefits from the various optional effects, into successes.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun's Wrath Alit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sunlit Arrows Prana&lt;br /&gt;
The wrath of a Lawgiver can scorch the life from even a dragon of flame.  While the power of the Solar's Essence charges her shots, she may surround them with a fiery aura that immolates her target.  When the character activates Sunlit Arrows Prana, she may spend and commit an additional 3 motes to enhance the damaging effect of that charm.  If an attack strikes and does at least 1 health level worth of damage, the target must make a Stamina + Resistance roll at a difficulty equal to the Solar's Essence.  If the roll fails, the target must soak damage dice equal to the health levels done every 5 ticks for (the Solar's Archery x 5) ticks.  This damage represents the pure energy of the Unconquered Sun, and creatures that are immune to fire are not immune to this secondary damage.  All bows used while the enhanced Sunlit Arrows Prana is active may utilize up to the strength of the wielder.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Strength of the Burning Heart&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Flare Methodology&lt;br /&gt;
The strength of a Solar is more than physical.  Channeled along the length of a flamewand, this strength can bring an even greater fiery wrath.  The Solar may add his strength to the damage done by firewands and similar weapons by spending 1 mote of essence when firing one.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87265</id>
		<title>IsawaBrian/SolarArcheryAreaEffect</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87265"/>
				<updated>2011-11-15T22:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Burst&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Arrow Storm Technique, Solar Spike&lt;br /&gt;
The Solar invests her arrow with a tightly compacted core of unstable Essence.  When fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 3 yards.  The player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm is Combo-OK, Leader, and Obvious.  Instead of Solar Spike, it requires Phantom Arrow Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wrathful Master Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Burst, [[IsawaBrian/SolarArcheryExtraActions|Hawk-Against-the-Storm Meditation]]&lt;br /&gt;
Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars!  Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.&lt;br /&gt;
&lt;br /&gt;
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. Damage done is multiplied by (permanent Essence /2), round up.  These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. &lt;br /&gt;
&lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. &lt;br /&gt;
&lt;br /&gt;
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun Steps Upon the Earth&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wrathful Master Devastation&lt;br /&gt;
For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enough.  Once an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst.  The Solar's range is changed to her Essence x 10 miles.  Wherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released.  This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on! &lt;br /&gt;
&lt;br /&gt;
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Damage done is multiplied by (permanent Essence /2), round up.  Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.  In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87263</id>
		<title>IsawaBrian/SolarArcheryAreaEffect</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87263"/>
				<updated>2011-11-15T22:34:11Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Burst&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Arrow Storm Technique, Solar Spike&lt;br /&gt;
The Solar invests her arrow with a tightly compacted core of unstable Essence.  When fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 3 yards.  The player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm is Combo-OK, Leader, and Obvious.  Instead of Solar Spike, it requires Phantom Arrow Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wrathful Master Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Burst, [[IsawaBrian/SolarArcheryExtraActions|Hawk-Against-the-Storm Meditation]]&lt;br /&gt;
Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars!  Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.&lt;br /&gt;
&lt;br /&gt;
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. &lt;br /&gt;
&lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. &lt;br /&gt;
&lt;br /&gt;
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun Steps Upon the Earth&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wrathful Master Devastation&lt;br /&gt;
For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enough.  Once an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst.  The Solar's range is changed to her Essence x 10 miles.  Wherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released.  This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on! &lt;br /&gt;
&lt;br /&gt;
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.  In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87261</id>
		<title>IsawaBrian/SolarArcheryAreaEffect</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87261"/>
				<updated>2011-11-15T22:27:34Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Burst&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Arrow Storm Technique, Solar Spike&lt;br /&gt;
The Solar invests her arrow with a tightly compacted core of unstable Essence.  When fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 3 yards.  The player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm is Combo-OK, Leader, and Obvious.  Instead of Solar Spike, it requires Phantom Arrow Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wrathful Master Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Burst, [[IsawaBrian/SolarArcheryExtraActions|Hawk-Against-the-Storm Meditation]]&lt;br /&gt;
Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars!  Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.&lt;br /&gt;
&lt;br /&gt;
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. &lt;br /&gt;
&lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. &lt;br /&gt;
&lt;br /&gt;
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun Steps Upon the Earth&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wrathful Master Devastation&lt;br /&gt;
For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enough.  Once an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst.  The Solar's range is changed to her Essence x 10 miles.  Wherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released.  This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on! &lt;br /&gt;
&lt;br /&gt;
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.  In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87259</id>
		<title>IsawaBrian/SolarArcheryAreaEffect</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryAreaEffect&amp;diff=87259"/>
				<updated>2011-11-15T22:13:58Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Burst&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Arrow Storm Technique, Solar Spike&lt;br /&gt;
The Solar invests her arrow with a tightly compacted core of unstable Essence.  When fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 2 yards.  The player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm is Combo-OK, Leader, and Obvious.  Instead of Solar Spike, it requires Phantom Arrow Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wrathful Master Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Burst, [[IsawaBrian/SolarArcheryExtraActions|Hawk-Against-the-Storm Meditation]]&lt;br /&gt;
Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars!  Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.&lt;br /&gt;
&lt;br /&gt;
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. &lt;br /&gt;
&lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. &lt;br /&gt;
&lt;br /&gt;
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sun Steps Upon the Earth&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wrathful Master Devastation&lt;br /&gt;
For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enough.  Once an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst.  The Solar's range is changed to her Essence x 10 miles.  Wherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released.  This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on! &lt;br /&gt;
&lt;br /&gt;
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Obvious, and War.  In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarAwareness/IsawaBrian&amp;diff=87257</id>
		<title>SolarAwareness/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarAwareness/IsawaBrian&amp;diff=87257"/>
				<updated>2011-11-15T19:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarAwareness]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Transcendent Awareness Prowess&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; 2 Unsurpassed (Sense) Discipline Charms&lt;br /&gt;
The Exalt has become a master of his own senses.  Fog, background noise, the stench of a city-- all can be filtered out by such a Solar.  Subtract 2 from the difficulty of any Awareness rolls (minimum difficulty 1).  This charm inspired by Neph's list of potential Solar Permanents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm reduces any External Penalties to Awareness rolls by 2.  Its Prerequisite Charms are all three Awareness Excellencies, Infinite Awareness Mastery, and Essence Awareness Flow.  It has the Leader Keyword&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Total (Sense) Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unsurpassed (Sense) Discipline&lt;br /&gt;
The character's mastery of the Essence of one or two of her senses has reached incredible levels.  When purchased, this charm must be selected for one of the three (see below) groups to be enhanced.  The Charm can be purchased for each version, but cannot be invoked at the same time as any other Total Sense Method, an Unsurpassed Sense Discipline, a Keen Sense Technique, or Sensory Acuity Prana.  The Unsurpassed (Sense) Discipline that is used as a prerequisite for this Charm must be the one that corresponds to the sensory-group being enhanced.&lt;br /&gt;
&lt;br /&gt;
Each of the sensory groups has the following traits in common: Any roll required for the sense(s) so modified is automatically a perfect success.  Furthermore, the sensory effect is partially filtered; an individual with Total Hearing and Touch can select which of the literally billions of sounds in his hearing range to focus on, and yet is still aware of the others.  The character will not be stunned by the new excess of sensory ability (although it provides no protection from anything that would ordinarily overwhelm a sense).&lt;br /&gt;
&lt;br /&gt;
*Sight -- The Solar's eyes become like that of his Patron.  His sight cannot be blocked by any non-solid, non-magical concealment.  Darkness, fog, smoke, distance-- none of these will affect the Solar.  Magical invisibility, mountains, and so on will either hide from his sight, or block it, although with any non-perfect means of magical concealment, he should make a Perception + Awareness roll, either contested by the target or against the target's essence in order to see past the deception.  As a side effect, the character suffers no range penalties of any kind (for example, to archery or thrown weapons).&lt;br /&gt;
&lt;br /&gt;
*Hearing and Touch: The character can hear any sound within her Essence x 10 miles; solid objects will simply serve to echoes noises to her mind.  These are, of course, filtered by the Charm.  The Exalt's sense of touch will permit her to feel traces in the earth centuries old, faded ink, and sometimes even subsurface differences just by tapping material and listening/feeling to the results.&lt;br /&gt;
&lt;br /&gt;
*Smell and Taste: The Exalt's perfect success applies to tracking, food hunting, and similar rolls, although Charms like Traceless Passage may require that the Exalt make a contested Perception + Awareness roll.  Furthermore, the character can filter out particular scents, no matter the cacophony of smells around him.  The character can distinguish even supposedly odorless poisons at a distance by scent alone so perfectly that he will be able to tell how much poison is present, and how long ago a target was poisoned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is slightly different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Awareness 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unsurpassed (Sense) Discipline, Infinite Awareness Mastery&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The character's mastery of the Essence of one or two of her senses has reached incredible levels.  When purchased, this charm must be selected for one of the three (see below) groups to be enhanced.  The Charm can be purchased for each version, but cannot be invoked at the same time as any other Total (Sense) Method, an Unsurpassed (Sense) Discipline of the same Sense, or Keen (Sense) Technique of the same Sense.  The Unsurpassed (Sense) Discipline that is used as a prerequisite for this Charm must be the one that corresponds to the sensory-group being enhanced.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Each of the sensory groups has the following traits in common: Any roll required for the sense(s) so modified is automatically a perfect success.  Any situation that would ordinarily require a roll using the Sense in question is instead considered to be automatically successful to the absolute limits of detail provided by that sense.  Any effect that would be possible with a lesser sensory effect should be possible with a Total Sense Method.  Magical concealments are treated as per Total Sight Method, above.  None of these Charms as written directly effect Join Battle rolls.  Furthermore, the sensory effect is partially filtered; an individual with Total Hearing and Touch can select which of the literally billions of sounds in his hearing range to focus on, and yet is still aware of the others.  The character will not be stunned by the new excess of sensory ability (although it provides no protection from anything that would ordinarily overwhelm a sense).  Each Sense has other effects, as per the First Edition version.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;All-Directions Sensory Stance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Keen Sight Discipline&lt;br /&gt;
The character gains a sense of perception that completely surrounds her, regardless of condition.  She sees in all directions at once around her, and a sound from behind her will be just as loud as from in front.  As a side effect of this, it is impossible to ambush the character from anything less than total concealment.  Add the character's essence in automatic successes to resist any ambush attempt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm's cost is reduced to 2m in Second Edition, and it is Reflexive.  It is also Combo-OK and Leader.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Flash of Insight&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 motes per die&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The character suddenly gains an insight into some aspect of his sensory data, or perhaps perceives something that he could not previously perceive.  For every mote spent activating this Charm, add one die to any Attribute + Awareness roll, to a maximum bonus equal to the original Attribute + Awareness total.  This may be used to buy a reflexive sensory action, either as a way of surreptitiously monitoring something or as a fairly expensive replacement for Surprise Anticipation Method.  Unless the character garners a requisite number of successes (GM's decision, based on the difficulty of perceiving the danger), further Charms placed in combo with Flash of Insight may not be used immediately as they might with Surprise Anticipation Method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Awareness 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Surprise Anticipation Method&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The Solar’s Awareness becomes more insightful, attuned to the concealing whorls of essence.  If the Solar is utilizing any Awareness Charm that enhances her senses but would not ordinarily be able to magically contest (via UF:IO) invisibility, camouflage, aural baffling, or other forms of concealment, he may spend an extra mote to gain the option to do so.  The Storyteller need not inform the Solar of whether or not he should spend this mote; it is up to the Solar’s curiosity and paranoia.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Unbroken Watchman Prana&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flash of Insight, Surprise Anticipation Method&lt;br /&gt;
The Solar surrounds her perceptions with protective essence, shielding and filtering them against overload.  Add the character's Essence in successes or soak against any incoming attacks or effects that function through or against her senses.  This will also permit the character to filter her senses to an unprecedented degree.  She may activate Sensory Acuity Prana at the same time as any of the Keen, Unsurpassed, or Total sense modifiers, activate a Keen sense with an Unsurpassed, or may activated two Unsurpassed sense Charms at the same time.  The Solar still may not activate two Total Sense Charms at the same time, nor may she invoke a Keen or Unsurpassed Sense Charm with a Total Sense Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has no effect on any of the General Charms or Keen or Unsurpassed Sense Charms, as it is no longer needed for such things.  Its defensive effect remains, effectively adding the character's Essence to DV against sensory-based or channeled attacks (this may include some MDVs versus Charms that rely on, for example, hearing harmonics in a voice or seeing a transcendently beautiful dance).  This does not include regular social combat, even though that generally requires some form of sensory input.  A character using this Charm may use two Total Sense Methods at one time.  This Charm has a Speed of 5.  It is Combo-OK and Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Heavenly Sentinel Protection&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Surprise Anticipation Method, Flash of Insight&lt;br /&gt;
The Solar momentarily creates a block of unsurpassed power around his senses.  This counts as a perfect defense, even against ordinarily undefendable attacks, against any attack or effect that works on or through the character's senses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm costs 4 motes (no Willpower), and is a Step 2 Reflexive.  Its prerequisite charms are Surprise Anticipation Method and any Awareness Excellency.  It is Combo-OK and Leader.  This Charm may be used as a social combat perfect defense, but only if the character is being attacked by Charms that rely on sensory effects.  Like any Perfect Defense, it has one of the Four Flaws of Invulnerability common to all Solar perfect Defenses.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eyes of the Celestial Bodyguard&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Surprise Anticipation Method&lt;br /&gt;
Despite the name, this Charm affects all of the character's senses.  It gives her a perfect insight into threats and possible dangers within reach of her senses for the next hour.  Any immanent danger is instantly detected, as per Surprise Anticipation Method, and the character may react with Charms or Combos accordingly.  Any potential danger will be spotted instantly as well.  If the danger is something that could be determined through an ordinary awareness check-- &amp;quot;That woman is carrying a concealed weapon,&amp;quot;  &amp;quot;That guard is fingering his swordblade while looking at my companion,&amp;quot;-- the Solar will be aware of what the precise nature of the danger is.  Otherwise, she will simply know that some being or object is dangerous.  &lt;br /&gt;
&lt;br /&gt;
The Storyteller should give the Exalt's player some basic information about how dangerous the target is, but should not give any specifics.  This will not allow the Exalt to preemptively sense someone who may, in the future, simply go mad and attack; nor will it give any clues to any being or object beyond her perceptions.  It will, however, give her the instantaneous warning as usual right before a dangerous event happens.  This Charm is a perfect defense effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has Speed 3 and the Leader Keyword.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Hidden Watcher Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Awareness:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Stealth:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Lord of Shadows Aura ([[SolarStealth/IsawaBrian]])&lt;br /&gt;
See Unseen Thief Method, in [[SolarLarceny/IsawaBrian]] for an explanation of the history of the Subtle Methodologies&lt;br /&gt;
&lt;br /&gt;
Like all Subtle Methodologies, Hidden Watcher Method increases the efficiency of the Night's anima ability to suppress motes-- to the point where there is no increased mote cost to suppress anima banner development for Awareness Charms.  The Hidden Watcher Method is the Awareness Subtle Methodology, granting the Night the ability to observe all those around him without revealing himself by an unwise display of Essence.  None of the Subtle Methodologies affect essence gained from other sources, such as that from a Radiant Spirit pool (see Blazing Soul Discipline in [[SolarEndurance/IsawaBrian]]).  Only Night Caste Solars can learn Subtle Methodologies.  Even other beings who can mimic Night Caste abilities and anima effects cannot learn this Charm; it relies on the fundamental Essence of a Night Caste Shard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm relieves the extra mote cost for both Obvious and non-Obvious Charms.  It now affects non-Peripheral Essence.  It has the Leader keyword&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Owl-Eye Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Awareness 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Day&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Awareness Excellency&lt;br /&gt;
This is a mechanical conversion of the Charm on p CB: N 75.  Note the shift in cost and type; this is to keep it more in line with 2E Awareness charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Barrier-Bypassing Senses&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Awareness 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unsurpassed (Sense) Discipline&lt;br /&gt;
This is a mechanical conversion of the Charm on p CB: N 75.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensory Acuity Prana&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Awareness 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Surprise Anticipation Method, Any Keen (Sense) Technique&lt;br /&gt;
When a Solar’s senses sharpen, she becomes more attuned to the small details, the hidden changes that not even the greatest scout or thief can ambush her.  Whenever the Solar is under the ongoing effects of an Awareness or Perception-boosting power, she may spend an additional 1 mote to activate Surprise Anticipation Method as a non-Charm action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=87255</id>
		<title>IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=87255"/>
				<updated>2011-11-15T17:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been playing Exalted since it came out and fussing around with it the whole time.  At the moment, I'm converting my old 1E charms to 2E; mainly, by adding conversion notes below the 1E charms, so both versions are available.  All new charms will be exclusively 2E, though.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
Charm Count for personal obsession: 803 Solar + 1 Lunar + 166 Dragon-Blooded + 14 Alchemical = 984 net charms.  Charm count is being reorganized; only fully converted 2E stuff counts.  Will be some redundancy for a bit.  Note to self-- you removed the count for Transcendent Prowesses already&lt;br /&gt;
&lt;br /&gt;
Solar Charms:&lt;br /&gt;
&lt;br /&gt;
*General (5)&lt;br /&gt;
** [[SolarExcellency/IsawaBrian]] - Some general progression Charms (5 charms)&lt;br /&gt;
&lt;br /&gt;
*Dawn (347)&lt;br /&gt;
** [[SolarArchery/IsawaBrian]] - &amp;quot;Completing&amp;quot; the Archery Tree.  (64 Charms)&lt;br /&gt;
** [[SolarBrawl/IsawaBrian]] - Hercules, Tavern-Brawler style stuff.  My favorite new charm list.  (Obsolete, moved to Martial Arts)&lt;br /&gt;
** [[MartialArts/CrusadingUnicornStyle]] - Silk and steel, fury and grace; untamed power from without Creation turned to defense against its worst enemies. (9 Charms)&lt;br /&gt;
** [[MartialArts/HarmoniousSolarWarriorStyle]] - The transcendent power of the Dawn Lotus.  Not 100% sure on this; C&amp;amp;C greatly appreciated. (14 Charms)&lt;br /&gt;
** [[MartialArts/HungryRaptorStyle]] - A dangerous style based on rapid strikes and constant movement.  (11 Charms)&lt;br /&gt;
** [[MartialArts/NaturalSolarCharms]] - Natural developments of the Unconquered Hero and Solar Hero Styles (65 Charms)&lt;br /&gt;
** [[MartialArts/UnconquerableHeroStyle]] - The rough and ready style of a Solar brawler, in the second edition (9 charms)&lt;br /&gt;
** [[SolarMelee/IsawaBrian]] - Lots, and lots, and lots of Melee ideas.  (103 Charms)&lt;br /&gt;
** [[SolarThrown/IsawaBrian]] - Javelins of the Sun himself! (51 Charms)&lt;br /&gt;
** [[SolarWar/IsawaBrian]] - The glory of the Sun's own armies. (21 Charms)&lt;br /&gt;
&lt;br /&gt;
*Zenith (161)&lt;br /&gt;
** [[SolarEndurance/IsawaBrian]] - Energizing the Solars -- Obsolete, dispersed into Integrity &amp;amp; Resistance, others&lt;br /&gt;
** [[SolarIntegrity/IsawaBrian]] - The holy will of the Solars cannot be denied on the face of Creation (26 charms)&lt;br /&gt;
** [[SolarPerformance/IsawaBrian]] - Priestly Solar Charms.  These are my weakest, I think- C&amp;amp;C?  (26 Charms)&lt;br /&gt;
** [[SolarPresence/IsawaBrian]] - Holiness and Army Leading; some Mail &amp;amp; Steel interactions  (40 Charms)&lt;br /&gt;
** [[SolarResistance/IsawaBrian]] - A plethora of ways to make you tougher- Permanent Charms, Hardness, post-Damage Soak  (44 Charms)&lt;br /&gt;
** [[SolarSurvival/IsawaBrian]] - More hunting!  (25 Charms)&lt;br /&gt;
&lt;br /&gt;
*Twilight (131)&lt;br /&gt;
** [[SolarCraft/IsawaBrian]] - Dealing with (IMO) the stupid craft rules.  (27 Charms)&lt;br /&gt;
** [[SolarInvestigation/IsawaBrian]] - Holmes, Mindreading, and Illusion-breaking  (25 Charms)&lt;br /&gt;
** [[SolarLore/IsawaBrian]] - Research, Memory Palace Charms and some mental discipline Charms  (27 Charms)&lt;br /&gt;
** [[SolarMedicine/IsawaBrian]] - Powerful regeneration charms.  (21 Charms)&lt;br /&gt;
** [[SolarOccult/IsawaBrian]] - ... I can't really explain these.  (31 Charms)&lt;br /&gt;
&lt;br /&gt;
*Night (65)&lt;br /&gt;
** [[SolarAthletics/IsawaBrian]] - Quicker than a ray of light, lighter than a feather  (14 Charms)&lt;br /&gt;
** [[SolarAwareness/IsawaBrian]] - Nothing escapes the vision of the Unconquered Sun  (10 Charms)&lt;br /&gt;
** [[SolarDodge/IsawaBrian]] - A few spiffy new dodge effects  (14 Charms)&lt;br /&gt;
** [[SolarLarceny/IsawaBrian]] - Dirty Deeds and Dishonest Dicing  (17 Charms)&lt;br /&gt;
** [[SolarStealth/IsawaBrian]] - Mastery of the art of invisibility.  (10 Charms)&lt;br /&gt;
&lt;br /&gt;
*Eclipse (100)&lt;br /&gt;
** [[SolarBureaucracy/IsawaBrian]] - To control the desks-- and to become immune to paperwork.  (16 Charms)&lt;br /&gt;
** [[SolarLinguistics/IsawaBrian]] - Mastery of all the tongues of Creation, and beyond (19 Charms)&lt;br /&gt;
** [[SolarRide/IsawaBrian]] - Trying to make the Ride Tree *worth* buying into.  (35 Charms)&lt;br /&gt;
** [[SolarSail/IsawaBrian]] - Fleshing out the (IMO) weak Sail tree. (19 Charms)&lt;br /&gt;
** [[SolarSocialize/IsawaBrian]] - The dangerous warmth of a Solar heart... (11 Charms)&lt;br /&gt;
&lt;br /&gt;
Lunar Charms:&lt;br /&gt;
&lt;br /&gt;
* [[LunarBodyEnhancement/IsawaBrian]] - Pretty much for humor only. (1 Charm)&lt;br /&gt;
&lt;br /&gt;
Dragon-Blooded Charms:&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
* [[DragonBloodedEndurance/IsawaBrian]] - The eternal nature of the Earth (14 Charms)&lt;br /&gt;
* [[DragonBloodedResistance/IsawaBrian]] - The strong bastion of the Dynasty (14 Charms)&lt;br /&gt;
&lt;br /&gt;
Water:&lt;br /&gt;
* [[DragonBloodedBrawl/IsawaBrian]] - The subtlety and strength of Water in combat.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedBureaucracy/IsawaBrian]] - Just a few little tricks for the Dynastic Bureaucrat (5 Charms)&lt;br /&gt;
* [[DragonBloodedInvestigation/IsawaBrian]] - Oh, ah, and just one more question, ma'am...  (15 Charms)&lt;br /&gt;
* [[DragonBloodedLarceny/IsawaBrian]] - Cutting through the world like a shark among the fishes.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedSail/IsawaBrian]] - The Masters of Water, in their home environment.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Wood:&lt;br /&gt;
* [[DragonBloodedArchery/IsawaBrian]] - Trick shots and swift bows. (27 Charms)&lt;br /&gt;
* [[DragonBloodedMedicine/IsawaBrian]] - Healing magic-- and the addictive corruption of House Cynis (27 Charms)&lt;br /&gt;
* [[DragonBloodedPerformance/IsawaBrian]] - Graceful, entertaining-- and deadly.  (8 Charms)&lt;br /&gt;
* [[DragonBloodedRide/IsawaBrian]] - Close to nature and close to their mounts, the ultimate cavalry soldiers.  (10 Charms)&lt;br /&gt;
* [[DragonBloodedSurvival/IsawaBrian]] - Lords of their Woodland homes-- and stranger environments besides.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Alchemical Charms:&lt;br /&gt;
* [[AlchemicalCloseCombat/IsawaBrian]] - The crushing might and deadly speed of the Machine God's Exalted (6 Charms)&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/IsawaBrian]] - The dedicated surveillance of the Great Maker's Chosen (8 Charms)&lt;br /&gt;
&lt;br /&gt;
----After reading one too many C&amp;amp;P jobs, and one too many repeats of Walking Outside Fate's little Keyword... comprehension issues, I came up with the following joke Keyword (that could probably apply to several of my own Charms):&lt;br /&gt;
&lt;br /&gt;
Keyword: Inconceivable.  This Keyword represents the fact that this Charm includes (or excludes) mechanics that its author does not understand, and its editors failed to correct.  The fact that this Keyword is generally missing from those charms is further evidence of its applicability.&lt;br /&gt;
&lt;br /&gt;
----I like to challenge myself, and I'm one of those obsessive freaks who actually likes doing Achievements in WOW, or even making up my own handicaps.  So I've laid out a series of projects for myself.  I'm working on this in roughly this order, though points 1-4 are sort of happening simultaneously.  This doesn't include the (currently stalled for 2 months :( ) Secret Project.&lt;br /&gt;
Projects:&lt;br /&gt;
:(1) Reconversions: Take Charms (canon and my own) that were not converted to 2E and write either:&lt;br /&gt;
:: Mechanical conversions-- bring them in line with 2E rules, so my players can use them-- or...&lt;br /&gt;
:: Thematic conversions (ranging from the same effect within a different framework to taking the name and going from there).  &lt;br /&gt;
:: Mechanical conversions do not count for the obsessicount.&lt;br /&gt;
:(2) Charm Expansions: Taking each Charm (where possible) in the 2E core rules and writing a permanent Charm to expand it.&lt;br /&gt;
:: The permanent Charms that expand earlier Charms have been popping up since the Core, but Infernals really showed the potential for it.&lt;br /&gt;
:: Sadly, Solars, since they're always written first, don't usually benefit from the cool ideas that develop as the line do; I'm going to try to give them some of that Neat.&lt;br /&gt;
:(3) Clean up the Charm Banyans by making subpages for any Ability that has more than 20 Charms.&lt;br /&gt;
:(4) Clear my backlog of Solar Charm ideas.&lt;br /&gt;
:(5) Convert DB-Charms&lt;br /&gt;
:(6) Clear my backlog of DB Charm ideas&lt;br /&gt;
:(7) Clear my backlog of TMA ideas&lt;br /&gt;
:(8) Clear my backlog of Lunar Charm ideas&lt;br /&gt;
:(9) Clear my backlog of CMA ideas&lt;br /&gt;
:(10) Clear my backlog of SMA ideas&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/DragonBloodedCharacters]]&lt;br /&gt;
*[[IsawaBrian/SolarCharacters]]&lt;br /&gt;
*[[IsawaBrian/SiderealCharacters]]&lt;br /&gt;
*[[IsawaBrian/Elementals]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[OtherOptionsforCelestialBattleArmor]]&lt;br /&gt;
&lt;br /&gt;
== Meanderings ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/NoFirstAge]] - What if there had been no First Age?&lt;br /&gt;
*[[IsawaBrian/VirtuePaths]] - A short future history for the development of a methodology for defeating the Great Curse.&lt;br /&gt;
*[[IsawaBrian/Celestines]] - To me, they're beyond Essence 10-- and weird.&lt;br /&gt;
*[[IsawaBrian/ExaltedModern]] - Been kicking this around in my head for a while&lt;br /&gt;
*[[IsawaBrian/RepairIsStupid]] - Or, why I'm bringing Notoriety back against my will into 2E.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
It's nice to see someone else working on good Terrestrial Charms. You've done good work! Maybe you can work on Performance? It makes me draw blanks. Stupid wood-based Performance...should be in Fire... - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
: I grin. :)  Thanks.  Actually, yes, Wood is next on the DB list; my partner in a DB game is Wood-- and Performance-main for that matter.  I don't have much unique planned for Performance, yet; I'm sure things will occur to me as I go.  I only had 5 ideas for Sail when I started writing those today, after all.  But you should see the lists I have for Archery and Medicine. ^_^ -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Archery and Medicine are a snap. I've got bunches for both. They're fun. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
Not sure where else to ask this. My Charm mangroves-- *cough* trees-- have become rather large at this point, and I'm thinking about separating them into subtypes-- melee might get separated into Attack, Damage, Defense, Extra Action and Weird subpages, for example. Is this a Best Practice for charms or should I look into something else? If it is the best practice, how do I make it so that each page is a subpage of the original link to my Charms of that Ability type-- or should I create them in a different way? Thanks for your time--[[IsawaBrian]] &lt;br /&gt;
&lt;br /&gt;
Read the &amp;quot;What should I name a new page?&amp;quot; on the [[HowDoIDoThat]] page. If still not sure what to do, ask again here. - Wordman &lt;br /&gt;
Whoops. I did read that part, but was sort of despairing by number six and missed it. I'm still not sure what to do, but I'm moving this to my User Page. Thanks! --[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
So, back over to here.  I read the &amp;quot;What should I name a new page&amp;quot; part even before my first question; I suppose I should have looked deeper into it.  What I want to know is: &lt;br /&gt;
:(a) Is sub-paging a good idea in the first place and then&lt;br /&gt;
:(b) if so, what's the best way to go about doing it.  &lt;br /&gt;
::Looking at the [[SilverMasks]] example has me a bit skeptical of my way to go forward; I think the idea I'm getting is that there should either be a new top page: (de-wikified to not create page clutter) Solar Melee Isawa Brian slash attack or defense or whatever, or to pull them off my page-- [[IsawaBrian]] slash Solar Melee Attack etc. etc.  If I do that, I think my course of action would be to include a link to a linking page off [[SolarMelee]] and here.&lt;br /&gt;
(my thoughts separated to create separate answer possibilities)--[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
: Hey, I wanted to thank you for writing all of those charms. I've never really sat down and looked through the trees - perhaps because of their [http://www.artificialowl.net/2008/05/anping-tree-house-was-originally.html Banyan-like] scale, but those are great. I've only got through brawl so far, but I'm going to read them all. Anyways, I would think Isawabrian slash solarmeleeattack would be a delightful solution; and then the solarmelee/isawabrian can be a convenient link list. Thanks for the charms, [[TheHoverpope]].&lt;br /&gt;
&lt;br /&gt;
:: Oh, thank you.  Yes, I've noticed their *cough* interdependent root system.  I'm mostly doing reconversions right now, but when I get bored with that, I'm working on doing Melee first, since it's the biggest one.  It's just getting tedious adding links to prereq charms. I'd love to hear what you think about any/all of them!-- [[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarExcellency/IsawaBrian&amp;diff=87253</id>
		<title>SolarExcellency/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarExcellency/IsawaBrian&amp;diff=87253"/>
				<updated>2011-11-15T17:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarExcellency]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
= Second Edition Charms =&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent (Ability) Prowess&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; (Ability): 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; All three (Ability) Excellencies, Infinite (Ability) Mastery, (Ability) Essence Flow&lt;br /&gt;
The Solar&amp;amp;#8217;s mastery of his chosen field is so transcendent that the ordinary cares of the world become as easy as the simplest expressions of his discipline.  For any given roll involving the chosen ability, the Solar may cancel two points of penalties (external or internal, minimum 0), or difficulty (minimum 1).  The Solar may choose which penalties or difficulty levels to drop.  This never includes DV, but may include wound penalties or multiple action penalties&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unlimited (Ability) Development Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; (Ability): 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent (Ability) Prowess&lt;br /&gt;
The Lawgiver learns to exceed in her chosen discipline, transcending mortal and even immortal limitations.  Add one to the Solar's maximum rank in the ability for which this Charm is chosen.  This Charm may be only selected once per Essence dot above 4.  This does not add to the Ability rating directly and the character must still spend experience to purchase the relevant dots.  This Charm can only be learned by Solars, and may not be learned by other entities capable of learning Solar Charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Flaring Luminescent (Ability) Soul&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; (Ability): 5/6/8/10, Essence 4/6/8/10; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader, Native&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent (Ability) Prowess, two other Charms of each Essence requirement from 1 to 4 from the &lt;br /&gt;
  Ability Tree in question for the first version, one more charm each from 1 to 6 for the second, one more charm &lt;br /&gt;
  each from 1 to 8 each for the third, and one more charm each from 1 to 10 for the fourth.&lt;br /&gt;
Solars are the undisputed masters of raw essence.  Truly powerful Solars, elders and masters of their chosen Abilities, can generate Essence to use simply from the patterns and harmonies generated by their own attunements.  These paragons may ignite burning pools from the ambient essence around their bodies, flaring it into life for their own use.  For each iteration of this charm purchased for a particular Ability, the Solar has a number of additional motes of peripheral Essence equal to his permanent Essence available for use &amp;lt;i&amp;gt;between each DV refresh,&amp;lt;/i&amp;gt; solely for use with the relevant ability.  The iterations at Essence 6 and 10 also supply one willpower point.&lt;br /&gt;
&lt;br /&gt;
By using the Essence available with this charm, the Solar turns &amp;lt;b&amp;gt;all&amp;lt;/b&amp;gt; motes of essence expended between refreshes, used for whatever purpose, to peripheral for the purposes of anima banner effects.  The only exceptions to this rule are the Stealth and Larceny versions of this Charm, and they only produce half the usual amount of Essence, rounded down.  One version of this Charm (which can be purchased 4 times, at the above intervals) exists per Ability, and must be purchased separately.  The motes from this Charm may not be used to fuel an Overdrive pool&lt;br /&gt;
&lt;br /&gt;
There probably are versions of this ability available to Abyssals- indeed, extant negative energy essence-draining effects may be those.  However, this version may _not_ be learned by Moonshadow Caste Abyssals, and if a specifically identical version is created for Abyssals, that version may not be learned by Eclipses.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Glory of (Ability) Felicitations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; (Ability): 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 1 or 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite (Ability) Mastery&lt;br /&gt;
Essence does not have awareness, but it does have life.  That life can be tapped into, and the ebb and flow of Essence in the world around the Exalt can be used, not only to refuel the Exalt, but to provide wild, variable bursts of power to aid her in epic trials.  These flickering flows -- sometimes called Little Blessings of the Unconquered Sun or Dragon Whiskers-- can only be tapped by those willing to take risks while acting with style and grace.  &lt;br /&gt;
&lt;br /&gt;
The living flows of Essence seem to respond to daring and exuberance, granting their power in the largest amounts to the attempts to do the truly fantastic.  Once a Solar attunes to the Little Blessings, her capability to act seems to rise in proportion to the scale to which she strives.  For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- on actions involving the relevant Ability are doubled.  Like all Stunt benefits, these dice do not count against the maximum that the player can increase her character’s Attribute + Ability dice pools by.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Marvelous (Ability) Potency&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; (Ability): 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; (Ability) Essence Flow, any two Solar Excellencies.&lt;br /&gt;
The unrestrained power of Solars grants them massive dominion over their chosen field, but it takes effort to truly be great.  Powerful Solars can learn how to create their own Dragon Whiskers around themselves, directly influencing existence through the sheer force of their own prodigiousness.  This is not always the largest of advantages, but even in the depths of the Wyld, the Solars command the obedience of perfection by the sheer force of their souls.  Whenever the character gains stunt bonus dice, he may pay 1 mote per die to make them into automatic successes.  If the character is receiving a stunt multiplier, he must pay individually to convert each die.  The Solar need not convert all stunt dice.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87239</id>
		<title>SolarSocialize/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87239"/>
				<updated>2011-11-11T02:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: A Graceful Courtier Attitude hack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarSocialize]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Cunning Word&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote per die&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
By lacing his conversation with essence, or even the fragile, half-real patterns of social groups, the Solar achieves mastery over a brief moment of interaction.  The Exalts player expends one mote per die added to a Socialize roll, up to a maximum bonus equal to the character's Attribute + Socialize pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by the First Socialize Excellency.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Lords of the Golden Rule&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  The Cunning Word&lt;br /&gt;
By the use of supernatural insight into the sociological make up of those around her, and the charm that comes with Essence enhanced interaction, the Solar transforms herself into the center of the storm that is a social gathering, making the Exalt into a master courtier, unable to be faulted and hardly able to be stopped.  For the rest of the scene, the Exalt gains a number of extra dice for any Socialize roll equal to her Permanent Essence&lt;br /&gt;
&lt;br /&gt;
Ordinarily, Solars are pinnacles of solitary might.  Though they may ally with other Exalts, especially in Circles, their powers tend to be focused more on their own perfection, and perhaps the enhancement of their underlings, rather than group effects like the Terrestrials.  The Lords of the Golden Rule Charm, however, transcends this effect partially, due to the social nature of its effect.  As long as the Solar's companions work with her social designs and plots, or at least, not against them, they too will share in her bonus dice.  A number of companions equal to the Solar's permanent Essence &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; a full Perfect Circle, if the Solar has one and they are all present, may be given the die bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by Infinite Socialize Mastery.  In the future, I may rewrite it as an adjustment thereof, but it is currently unlikely, as I now think the tromping-on-DB-toes effect there was a poor one.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sanctified Negotiations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Graceful Deflection Technique&lt;br /&gt;
Sometimes, the negotiations for a deal can be just as important as the deal itself.  By activating the Essence of a social situation, a Solar Exalted may grant an air of peace and protection to a negotiation.  When in a negotiatory setting-- ie, all parties have agreed, at least on the surface, to have a peaceful discussion-- the Solar can call upon Heaven to enforce the peace of diplomacy.  For one hour per dot of Socialize, all participants have a sense of peace and calm.  Sanctified Negotiations cannot force the participants to remain peaceful, but anyone who does break the peace of the negotiations takes a penalty in dice to all actions equal to the Solar's Permanent Essence, for a number of &amp;lt;i&amp;gt;days&amp;lt;/i&amp;gt; equal to the same.  Any violation of the peace of the Sanctified Negotiations, whether from within or without, will end the Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm is Combo-Basic, Social, and Obvious.  To clarify its effects, the first person or, rarely, persons, to break off from Social Combat into actual combat will suffer the above internal penalty.  The Charm’s ban lingers for 6 ticks after the Join Battle roll is declared (whoever first declares it suffers the penalty for certain); during this time, anyone who takes a hostile action not in self-defense will suffer the penalty.  For example, attacking someone who has attacked you during this time (by counterattack, or a good join battle roll) will not count as a violation; using this as an opportunity to attack his more dangerous ally would.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Propriety Mandate&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour Per Dot of Permanent Essence of Exalt&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Lords of the Golden Rule, Sanctified Negotiations&lt;br /&gt;
Laws of propriety and hospitality are bound into the very fabric of Creation. Even the orgy-murder sprees of Raksi, Queen of Fangs, contain in them some element of the Celestial Order, if only from the darker side of Yu Shan. The Solar can use the power of her Essence to enforce such decorum around her by energizing the Essence patterns formed by social behavior. This Charm takes effect over an area equal to the Solar's Socialize x 10 yards in radius. When activating Celestial Propriety Mandate, the Solar must choose whether to enforce local decorum, her own culture's decorum, or the standard courtesies of the Celestial Bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Once Celestial Propriety Mandate is activated, all beings with Willpower less than the Solar's Permanent Essence will be forced to comply with the decorum format selected by the Solar. All beings with a Willpower equal to or greater than the Solar's Permanent Essence but no greater than twice its amount can attempt to violate Decorum with a Conviction or Temperance roll, but will be at a penalty in dice equal to the Solar's Socialize to any actions that do so. Finally, beings with a Willpower greater than twice the Solar's Permanent Essence may simply disregard the effects of the Celestial Propriety Mandate.&lt;br /&gt;
&lt;br /&gt;
If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Characters with Willpower less than the Solar's Permanent Essence who are attacked or endangered, physically or spiritually (such as being forced to participate in a cannibalistic ritual), during the effect of the Charm may be considered to have equal Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Social, Combo-Basic, Compulsion, and Obvious.  Instead of a Willpower-to-Essence comparison, the Solar should roll Manipulation or Charisma + Socialize at the beginning of the Charm’s effect, with a number of bonus successes equal to the Solar’s Essence.  This score should be compared to the dodge MDV of any who wish to violate the rules of decorum; it is an unblockable effect.  If a violator’s dodge MDV is not higher than the score rolled by the Solar, he may still throw off the unnatural compulsion by spending 3 willpower, but will be at an internal penalty equal to the Solar’s essence to do such violation.  If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Combat does not necessarily violate all precepts!  A character may become immune to one incident of the Charm if it would force him into an unacceptable order by spending 3 willpower.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ultimately Agreeable Friend&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 2 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique&lt;br /&gt;
One of the more potent Charms in the arsenal of a Solar, Ultimately Agreeable Friend allows the Exalt's mastery of Social Essence to make it virtually impossible for a single target to disagree with him.  Powerful Solar radiance binds the will of the target to that of the Exalted, making the target perceive the Solar as an incredibly reasonable, friendly being.  So long as the target does not have an Essence greater than that of the Solar's, anything that the Exalt suggests will be agreed to.  &lt;br /&gt;
&lt;br /&gt;
Even incredibly dangerous actions can be forced upon a target, though a direct attack from the Solar or attempting to force the target not to respond to being attacked will break the Charm.  Especially dangerous situations that are not directly threatening, such as attempting to convince a mortal to dance for a Fae Court, or ordering a Dragon-Blooded to sit still as monstrous beasts enter the campsite or join a Lunar for dinner will give the target a chance to break free of the compulsion, although the character will then be at a penalty to all actions equal to the Solar's Essence until events cause the breaking of the Charm as above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (6 long ticks)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Compulsion, Touch&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Venomous Whispers Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;As easy as it is to destroy an individual or group’s chances to make a good impression or act effectively, it requires much more skill and power to give the blessings of social grace.  A potent Solar can cause such redirection by main force, surrounding his target with such an air of likeability that it is impossible to think of them as anything less than a boon companion; a group of people may seem like the most persuasive and magnetic of organizations.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The Solar must touch the target, which may be himself, or interact with the targeted group.  This Charm creates an unnatural field of effect radiating out from that person, smoothing her way and making her almost impossible to disagree with.  Add the Solar’s Essence in dice to all social die pools for the next day.  However, this effect does rely on an unnatural radiation, and someone undergoing a social attack by the target may spend a Willpower during Step 1 of the social attack to be immune to the supernatural affability, an exception to the usual order of action, effectively canceling the bonus dice.  Should the target be capable of adding dice to themselves, these dice do count against the usual maximums, but not if they have been cancelled.  If the effects ARE cancelled and the target would usually be able to add dice during Step 1, she may act to do so at the point in which they are cancelled, following normal rules.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent Social Prowess&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique, Sanctified Negotiation&lt;br /&gt;
The Solar has surpassed the ordinary limits of a courtier.  No matter how foreign the court, no matter how strange the customs, she fits in with little to no effort, charming the oddest of personalities.  Subtract two from the difficulty of any Socialize roll (minimum difficulty one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This charm was inspired by Neph.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm requires any two Socialize Excellencies, Infinite Socialize Mastery, and Socialize Essence Flow.  It negates up to 2 points of internal or external penalties (to a minimum of 0) to Socialize rolls, and if less than 2 points of penalties are applied, may reduce any non-DV/MDV difficulty by the amount remaining, up to 2, to a minimum difficulty of 1.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Courtier King&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Transcendent Socialize Prowess&lt;br /&gt;
This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural social talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Socialize Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse's social nature becomes transcendent, allowing him to harmonize with the odd nature of other Social Charms. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this removes the 2 mote surcharge for non-Solar Socialize Charms.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Creation-Dominating Attitude&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;&lt;br /&gt;
The title of ‘Lawgiver’ is not a mere accolade for Solars.  Their word is law; they speak with the full weight of authority whether a Zenith inciting a crowd to rampage, or a Night whispering in the ear of a crime lord.  Should a Solar choose to exert herself, she may manifest this inherent authority, and woe to those who would deny the masters of Creation.  For the rest of the scene, add the character’s Essence to the magnitude of any unit she wields in social combat, even if she is by herself.  This magnitude is wholly the creation of her personal charisma and does not provide any form of advantage save in magnitude-to-magnitude comparison.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Will of the Nation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Gathering the Congregation, Creation-Dominating Attitude&lt;br /&gt;
There are many benefits for a Solar who assumes mastery over a gathering of people.  The will to command is imprinted into the very Essence that surrounds them—a mandate written upon the crown of the Solar shard itself.  This mantle of authority is not shed from a Solar’s shoulders, even should he be far away from those who support it.  For the rest of the scene, the Solar may use in social combat the statistics for any unit for which he is the leader—regardless of whether they are present, the largest unit in the scene, or any other restrictions, save that the Solar cannot simultaneously benefit from two units at once.  The Lawgiver may, however, switch commands as a miscellaneous action—treat as the equivalent of readying a weapon.&lt;br /&gt;
&lt;br /&gt;
There are two dangers to the use of Will of the Nation.  First, when the Solar is wielding a social unit, it is considered available and present at the same range as the Solar himself.  Its Loyalty is at risk and it can be the target of unnatural mental compulsions (and natural ones, of course).  For all intents and purposes, treat the unit as though it is present at the scene, even though the unit itself is not aware of what is happening.  For example, if a Queen chooses to exert her authority deep in the depths of Mountain Folk’s dwellings, the Artisans may choose to sap their Loyalty through concerted Social Attacks.  Should she lose sufficiently, her nation may shed members who may never even know why—simply that they felt their patriotism ebb and drain, despair overwhelming their dedication.&lt;br /&gt;
&lt;br /&gt;
Secondly, when Will of the Nation is used, it marks the user definitively in their authority.  This may not be specific—the Queen of Sydonia is very obviously The Queen, not The Queen of Sydonia.  A Night exerting the social authority of his gang might be The Crime Boss or The Thief Lord, but this will not—in and of itself—identify the city or nation for which that Night is the master of matters underhanded.  How a character is identified is a matter for the GM’s decision, but it should be relatively simple and abstract.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Deflection Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, &lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise-Eyed Courtier Method, Mastery of Small Manners.&lt;br /&gt;
This Charm is converted from First Edition, adapted slightly for my purposes, so I will not include White Wolf copyrighted text here.  The character must engage their attacker in witty banter or other distracting verbiage and read their target’s body language, which means that deaf or mindless attackers are immune, and the Solar must speak a language the attacker understands.  The Solar gains her Essence as a bonus to her Dodge pool prior to being halved for DV.  This is in addition to the usual Essence bonus, and instead counts as a dice bonus.&lt;br /&gt;
The following modifications cost one bonus point or one experience point:&lt;br /&gt;
  &amp;lt;i&amp;gt;Favored Banter Adaptation:&amp;lt;/i&amp;gt;  Although the witty words of a Solar are best suited to evasion rather than direct confrontation, it would hardly be proper for the best strengths of a Solar.  The Solar may adapt Graceful Deflection Technique to also cover a Parry defense of her choice, whether Melee or Martial Arts (or, depending on other available charms, this may include other methods more unusual).  Favored Banter Adaptation may be purchased as many times as the Solar desires to expand the applicability of Graceful Deflection Technique.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Interpretive Disdain Posture&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Graceful Deflection Technique&lt;br /&gt;
A true Solar polymath knows that words are not the only distraction available to twist the more rude arguments of battle against an opponent.  By purchasing Interpretive Disdain Posture Charm, the Exalt modifies his Graceful Deflection Technique so that it may affect any sapient being capable of perceiving the Solar in some way by succeeding at a reflexive Perception + Socialize roll against a difficulty depending on how alien the beings’ perceptive technique is, how hard it is to realize what that technique is, and how difficult it is for the Solar to actually cause a distraction for that perception.  &lt;br /&gt;
&lt;br /&gt;
Attempting to transform body posture and facial expression to distract a foe is difficulty one, but the Solar might be able to distract an entity only capable of perception by scent on a difficulty of 4.  Vibrational perception, on the other hand, may be easy to affect, but the Solar will have a harder time noticing that it is being used, so its difficulty might be a 2 or 3.  The Solar may also opt to deliberately use this alteration with Graceful Deflection Technique to surmount a language barrier; generally, this is done visually through certain universal signs and gestures.&lt;br /&gt;
&lt;br /&gt;
At Essence 5, the Solar may spend an extra mote of Essence when using Graceful Deflection Technique in an Interpretative Disdain Posture to become distracting on a transcendent level.  Even mindless beings can be distracted as the Solar taunts and banters with their purpose, their essence.  The reflexive Perception + Socialize roll is made against the target’s Essence in difficulty instead of being based upon perceptive technique.  Indeed, by spending a mote, the Lawgiver may opt to do this to a sapient target—if, for example, their essence is much lower than the difficulty needed to affect their alternative perception.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Courtier Attitude&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
   &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Mastery of Small Manners&lt;br /&gt;
It is the Lawgivers who define the social environs around them, whether of Creation or of stranger places, and the attempts of rude and crass interference with this definition must fall before their glorious light.  When this Charm is activated, the Solar reduces all Internal and External Penalties to social rolls except for MDVs by her Permanent Essence, to a minimum of 0 for the rest of the scene.  This does include penalties that would reduce the Solar's MDVs and other static values.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
[[WooT]]! Brian is back! I will look through this in the morning, but at any rate, it is nice to see an update:)--[[Azurelight]]&lt;br /&gt;
:Thank you!  Good to be back.  I'm running a game again and it has the creative juices flowing.  My current project is to go back and convert Charms that didn't make it into 2nd, like Graceful Deflection Technique up there.  For those like Wise Arrow that were absorbed into other effects (First Archery Excellency in that case), I'm coming up with some weird Charm replacement ideas rather than conversions.--[[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87237</id>
		<title>SolarSocialize/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87237"/>
				<updated>2011-11-11T02:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: A Graceful Courtier Attitude hack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarSocialize]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Cunning Word&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote per die&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
By lacing his conversation with essence, or even the fragile, half-real patterns of social groups, the Solar achieves mastery over a brief moment of interaction.  The Exalts player expends one mote per die added to a Socialize roll, up to a maximum bonus equal to the character's Attribute + Socialize pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by the First Socialize Excellency.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Lords of the Golden Rule&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  The Cunning Word&lt;br /&gt;
By the use of supernatural insight into the sociological make up of those around her, and the charm that comes with Essence enhanced interaction, the Solar transforms herself into the center of the storm that is a social gathering, making the Exalt into a master courtier, unable to be faulted and hardly able to be stopped.  For the rest of the scene, the Exalt gains a number of extra dice for any Socialize roll equal to her Permanent Essence&lt;br /&gt;
&lt;br /&gt;
Ordinarily, Solars are pinnacles of solitary might.  Though they may ally with other Exalts, especially in Circles, their powers tend to be focused more on their own perfection, and perhaps the enhancement of their underlings, rather than group effects like the Terrestrials.  The Lords of the Golden Rule Charm, however, transcends this effect partially, due to the social nature of its effect.  As long as the Solar's companions work with her social designs and plots, or at least, not against them, they too will share in her bonus dice.  A number of companions equal to the Solar's permanent Essence &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; a full Perfect Circle, if the Solar has one and they are all present, may be given the die bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by Infinite Socialize Mastery.  In the future, I may rewrite it as an adjustment thereof, but it is currently unlikely, as I now think the tromping-on-DB-toes effect there was a poor one.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sanctified Negotiations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Graceful Deflection Technique&lt;br /&gt;
Sometimes, the negotiations for a deal can be just as important as the deal itself.  By activating the Essence of a social situation, a Solar Exalted may grant an air of peace and protection to a negotiation.  When in a negotiatory setting-- ie, all parties have agreed, at least on the surface, to have a peaceful discussion-- the Solar can call upon Heaven to enforce the peace of diplomacy.  For one hour per dot of Socialize, all participants have a sense of peace and calm.  Sanctified Negotiations cannot force the participants to remain peaceful, but anyone who does break the peace of the negotiations takes a penalty in dice to all actions equal to the Solar's Permanent Essence, for a number of &amp;lt;i&amp;gt;days&amp;lt;/i&amp;gt; equal to the same.  Any violation of the peace of the Sanctified Negotiations, whether from within or without, will end the Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm is Combo-Basic, Social, and Obvious.  To clarify its effects, the first person or, rarely, persons, to break off from Social Combat into actual combat will suffer the above internal penalty.  The Charm’s ban lingers for 6 ticks after the Join Battle roll is declared (whoever first declares it suffers the penalty for certain); during this time, anyone who takes a hostile action not in self-defense will suffer the penalty.  For example, attacking someone who has attacked you during this time (by counterattack, or a good join battle roll) will not count as a violation; using this as an opportunity to attack his more dangerous ally would.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Propriety Mandate&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour Per Dot of Permanent Essence of Exalt&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Lords of the Golden Rule, Sanctified Negotiations&lt;br /&gt;
Laws of propriety and hospitality are bound into the very fabric of Creation. Even the orgy-murder sprees of Raksi, Queen of Fangs, contain in them some element of the Celestial Order, if only from the darker side of Yu Shan. The Solar can use the power of her Essence to enforce such decorum around her by energizing the Essence patterns formed by social behavior. This Charm takes effect over an area equal to the Solar's Socialize x 10 yards in radius. When activating Celestial Propriety Mandate, the Solar must choose whether to enforce local decorum, her own culture's decorum, or the standard courtesies of the Celestial Bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Once Celestial Propriety Mandate is activated, all beings with Willpower less than the Solar's Permanent Essence will be forced to comply with the decorum format selected by the Solar. All beings with a Willpower equal to or greater than the Solar's Permanent Essence but no greater than twice its amount can attempt to violate Decorum with a Conviction or Temperance roll, but will be at a penalty in dice equal to the Solar's Socialize to any actions that do so. Finally, beings with a Willpower greater than twice the Solar's Permanent Essence may simply disregard the effects of the Celestial Propriety Mandate.&lt;br /&gt;
&lt;br /&gt;
If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Characters with Willpower less than the Solar's Permanent Essence who are attacked or endangered, physically or spiritually (such as being forced to participate in a cannibalistic ritual), during the effect of the Charm may be considered to have equal Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Social, Combo-Basic, Compulsion, and Obvious.  Instead of a Willpower-to-Essence comparison, the Solar should roll Manipulation or Charisma + Socialize at the beginning of the Charm’s effect, with a number of bonus successes equal to the Solar’s Essence.  This score should be compared to the dodge MDV of any who wish to violate the rules of decorum; it is an unblockable effect.  If a violator’s dodge MDV is not higher than the score rolled by the Solar, he may still throw off the unnatural compulsion by spending 3 willpower, but will be at an internal penalty equal to the Solar’s essence to do such violation.  If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Combat does not necessarily violate all precepts!  A character may become immune to one incident of the Charm if it would force him into an unacceptable order by spending 3 willpower.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ultimately Agreeable Friend&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 2 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique&lt;br /&gt;
One of the more potent Charms in the arsenal of a Solar, Ultimately Agreeable Friend allows the Exalt's mastery of Social Essence to make it virtually impossible for a single target to disagree with him.  Powerful Solar radiance binds the will of the target to that of the Exalted, making the target perceive the Solar as an incredibly reasonable, friendly being.  So long as the target does not have an Essence greater than that of the Solar's, anything that the Exalt suggests will be agreed to.  &lt;br /&gt;
&lt;br /&gt;
Even incredibly dangerous actions can be forced upon a target, though a direct attack from the Solar or attempting to force the target not to respond to being attacked will break the Charm.  Especially dangerous situations that are not directly threatening, such as attempting to convince a mortal to dance for a Fae Court, or ordering a Dragon-Blooded to sit still as monstrous beasts enter the campsite or join a Lunar for dinner will give the target a chance to break free of the compulsion, although the character will then be at a penalty to all actions equal to the Solar's Essence until events cause the breaking of the Charm as above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (6 long ticks)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Compulsion, Touch&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Venomous Whispers Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;As easy as it is to destroy an individual or group’s chances to make a good impression or act effectively, it requires much more skill and power to give the blessings of social grace.  A potent Solar can cause such redirection by main force, surrounding his target with such an air of likeability that it is impossible to think of them as anything less than a boon companion; a group of people may seem like the most persuasive and magnetic of organizations.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The Solar must touch the target, which may be himself, or interact with the targeted group.  This Charm creates an unnatural field of effect radiating out from that person, smoothing her way and making her almost impossible to disagree with.  Add the Solar’s Essence in dice to all social die pools for the next day.  However, this effect does rely on an unnatural radiation, and someone undergoing a social attack by the target may spend a Willpower during Step 1 of the social attack to be immune to the supernatural affability, an exception to the usual order of action, effectively canceling the bonus dice.  Should the target be capable of adding dice to themselves, these dice do count against the usual maximums, but not if they have been cancelled.  If the effects ARE cancelled and the target would usually be able to add dice during Step 1, she may act to do so at the point in which they are cancelled, following normal rules.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent Social Prowess&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique, Sanctified Negotiation&lt;br /&gt;
The Solar has surpassed the ordinary limits of a courtier.  No matter how foreign the court, no matter how strange the customs, she fits in with little to no effort, charming the oddest of personalities.  Subtract two from the difficulty of any Socialize roll (minimum difficulty one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This charm was inspired by Neph.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm requires any two Socialize Excellencies, Infinite Socialize Mastery, and Socialize Essence Flow.  It negates up to 2 points of internal or external penalties (to a minimum of 0) to Socialize rolls, and if less than 2 points of penalties are applied, may reduce any non-DV/MDV difficulty by the amount remaining, up to 2, to a minimum difficulty of 1.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Courtier King&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Transcendent Socialize Prowess&lt;br /&gt;
This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural social talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Socialize Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse's social nature becomes transcendent, allowing him to harmonize with the odd nature of other Social Charms. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this removes the 2 mote surcharge for non-Solar Socialize Charms.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Creation-Dominating Attitude&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;&lt;br /&gt;
The title of ‘Lawgiver’ is not a mere accolade for Solars.  Their word is law; they speak with the full weight of authority whether a Zenith inciting a crowd to rampage, or a Night whispering in the ear of a crime lord.  Should a Solar choose to exert herself, she may manifest this inherent authority, and woe to those who would deny the masters of Creation.  For the rest of the scene, add the character’s Essence to the magnitude of any unit she wields in social combat, even if she is by herself.  This magnitude is wholly the creation of her personal charisma and does not provide any form of advantage save in magnitude-to-magnitude comparison.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Will of the Nation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Gathering the Congregation, Creation-Dominating Attitude&lt;br /&gt;
There are many benefits for a Solar who assumes mastery over a gathering of people.  The will to command is imprinted into the very Essence that surrounds them—a mandate written upon the crown of the Solar shard itself.  This mantle of authority is not shed from a Solar’s shoulders, even should he be far away from those who support it.  For the rest of the scene, the Solar may use in social combat the statistics for any unit for which he is the leader—regardless of whether they are present, the largest unit in the scene, or any other restrictions, save that the Solar cannot simultaneously benefit from two units at once.  The Lawgiver may, however, switch commands as a miscellaneous action—treat as the equivalent of readying a weapon.&lt;br /&gt;
&lt;br /&gt;
There are two dangers to the use of Will of the Nation.  First, when the Solar is wielding a social unit, it is considered available and present at the same range as the Solar himself.  Its Loyalty is at risk and it can be the target of unnatural mental compulsions (and natural ones, of course).  For all intents and purposes, treat the unit as though it is present at the scene, even though the unit itself is not aware of what is happening.  For example, if a Queen chooses to exert her authority deep in the depths of Mountain Folk’s dwellings, the Artisans may choose to sap their Loyalty through concerted Social Attacks.  Should she lose sufficiently, her nation may shed members who may never even know why—simply that they felt their patriotism ebb and drain, despair overwhelming their dedication.&lt;br /&gt;
&lt;br /&gt;
Secondly, when Will of the Nation is used, it marks the user definitively in their authority.  This may not be specific—the Queen of Sydonia is very obviously The Queen, not The Queen of Sydonia.  A Night exerting the social authority of his gang might be The Crime Boss or The Thief Lord, but this will not—in and of itself—identify the city or nation for which that Night is the master of matters underhanded.  How a character is identified is a matter for the GM’s decision, but it should be relatively simple and abstract.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Deflection Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, &lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise-Eyed Courtier Method, Mastery of Small Manners.&lt;br /&gt;
This Charm is converted from First Edition, adapted slightly for my purposes, so I will not include White Wolf copyrighted text here.  The character must engage their attacker in witty banter or other distracting verbiage and read their target’s body language, which means that deaf or mindless attackers are immune, and the Solar must speak a language the attacker understands.  The Solar gains her Essence as a bonus to her Dodge pool prior to being halved for DV.  This is in addition to the usual Essence bonus, and instead counts as a dice bonus.&lt;br /&gt;
The following modifications cost one bonus point or one experience point:&lt;br /&gt;
  &amp;lt;i&amp;gt;Favored Banter Adaptation:&amp;lt;/i&amp;gt;  Although the witty words of a Solar are best suited to evasion rather than direct confrontation, it would hardly be proper for the best strengths of a Solar.  The Solar may adapt Graceful Deflection Technique to also cover a Parry defense of her choice, whether Melee or Martial Arts (or, depending on other available charms, this may include other methods more unusual).  Favored Banter Adaptation may be purchased as many times as the Solar desires to expand the applicability of Graceful Deflection Technique.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Interpretive Disdain Posture&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Graceful Deflection Technique&lt;br /&gt;
A true Solar polymath knows that words are not the only distraction available to twist the more rude arguments of battle against an opponent.  By purchasing Interpretive Disdain Posture Charm, the Exalt modifies his Graceful Deflection Technique so that it may affect any sapient being capable of perceiving the Solar in some way by succeeding at a reflexive Perception + Socialize roll against a difficulty depending on how alien the beings’ perceptive technique is, how hard it is to realize what that technique is, and how difficult it is for the Solar to actually cause a distraction for that perception.  &lt;br /&gt;
&lt;br /&gt;
Attempting to transform body posture and facial expression to distract a foe is difficulty one, but the Solar might be able to distract an entity only capable of perception by scent on a difficulty of 4.  Vibrational perception, on the other hand, may be easy to affect, but the Solar will have a harder time noticing that it is being used, so its difficulty might be a 2 or 3.  The Solar may also opt to deliberately use this alteration with Graceful Deflection Technique to surmount a language barrier; generally, this is done visually through certain universal signs and gestures.&lt;br /&gt;
&lt;br /&gt;
At Essence 5, the Solar may spend an extra mote of Essence when using Graceful Deflection Technique in an Interpretative Disdain Posture to become distracting on a transcendent level.  Even mindless beings can be distracted as the Solar taunts and banters with their purpose, their essence.  The reflexive Perception + Socialize roll is made against the target’s Essence in difficulty instead of being based upon perceptive technique.  Indeed, by spending a mote, the Lawgiver may opt to do this to a sapient target—if, for example, their essence is much lower than the difficulty needed to affect their alternative perception.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Courtier Attitude&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
   &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Mastery of Small Manners&lt;br /&gt;
It is the Lawgivers who define the social environs around them, whether of Creation or of stranger places, and the attempts of rude and crass interference with this definition must fall before their glorious light.  When this Charm is activated, the Solar reduces all External Penalties to social rolls except for MDVs by her Permanent Essence, to a minimum of 0 for the rest of the scene.  This does include penalties that would reduce the Solar's MDVs and other static values.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
[[WooT]]! Brian is back! I will look through this in the morning, but at any rate, it is nice to see an update:)--[[Azurelight]]&lt;br /&gt;
:Thank you!  Good to be back.  I'm running a game again and it has the creative juices flowing.  My current project is to go back and convert Charms that didn't make it into 2nd, like Graceful Deflection Technique up there.  For those like Wise Arrow that were absorbed into other effects (First Archery Excellency in that case), I'm coming up with some weird Charm replacement ideas rather than conversions.--[[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87235</id>
		<title>SolarSocialize/IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarSocialize/IsawaBrian&amp;diff=87235"/>
				<updated>2011-11-11T02:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: A Graceful Courtier Attitude hack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarSocialize]]&lt;br /&gt;
*[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;The Cunning Word&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote per die&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
By lacing his conversation with essence, or even the fragile, half-real patterns of social groups, the Solar achieves mastery over a brief moment of interaction.  The Exalts player expends one mote per die added to a Socialize roll, up to a maximum bonus equal to the character's Attribute + Socialize pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by the First Socialize Excellency.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Lords of the Golden Rule&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  The Cunning Word&lt;br /&gt;
By the use of supernatural insight into the sociological make up of those around her, and the charm that comes with Essence enhanced interaction, the Solar transforms herself into the center of the storm that is a social gathering, making the Exalt into a master courtier, unable to be faulted and hardly able to be stopped.  For the rest of the scene, the Exalt gains a number of extra dice for any Socialize roll equal to her Permanent Essence&lt;br /&gt;
&lt;br /&gt;
Ordinarily, Solars are pinnacles of solitary might.  Though they may ally with other Exalts, especially in Circles, their powers tend to be focused more on their own perfection, and perhaps the enhancement of their underlings, rather than group effects like the Terrestrials.  The Lords of the Golden Rule Charm, however, transcends this effect partially, due to the social nature of its effect.  As long as the Solar's companions work with her social designs and plots, or at least, not against them, they too will share in her bonus dice.  A number of companions equal to the Solar's permanent Essence &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; a full Perfect Circle, if the Solar has one and they are all present, may be given the die bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is superseded by Infinite Socialize Mastery.  In the future, I may rewrite it as an adjustment thereof, but it is currently unlikely, as I now think the tromping-on-DB-toes effect there was a poor one.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sanctified Negotiations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Graceful Deflection Technique&lt;br /&gt;
Sometimes, the negotiations for a deal can be just as important as the deal itself.  By activating the Essence of a social situation, a Solar Exalted may grant an air of peace and protection to a negotiation.  When in a negotiatory setting-- ie, all parties have agreed, at least on the surface, to have a peaceful discussion-- the Solar can call upon Heaven to enforce the peace of diplomacy.  For one hour per dot of Socialize, all participants have a sense of peace and calm.  Sanctified Negotiations cannot force the participants to remain peaceful, but anyone who does break the peace of the negotiations takes a penalty in dice to all actions equal to the Solar's Permanent Essence, for a number of &amp;lt;i&amp;gt;days&amp;lt;/i&amp;gt; equal to the same.  Any violation of the peace of the Sanctified Negotiations, whether from within or without, will end the Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm is Combo-Basic, Social, and Obvious.  To clarify its effects, the first person or, rarely, persons, to break off from Social Combat into actual combat will suffer the above internal penalty.  The Charm’s ban lingers for 6 ticks after the Join Battle roll is declared (whoever first declares it suffers the penalty for certain); during this time, anyone who takes a hostile action not in self-defense will suffer the penalty.  For example, attacking someone who has attacked you during this time (by counterattack, or a good join battle roll) will not count as a violation; using this as an opportunity to attack his more dangerous ally would.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Propriety Mandate&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour Per Dot of Permanent Essence of Exalt&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Lords of the Golden Rule, Sanctified Negotiations&lt;br /&gt;
Laws of propriety and hospitality are bound into the very fabric of Creation. Even the orgy-murder sprees of Raksi, Queen of Fangs, contain in them some element of the Celestial Order, if only from the darker side of Yu Shan. The Solar can use the power of her Essence to enforce such decorum around her by energizing the Essence patterns formed by social behavior. This Charm takes effect over an area equal to the Solar's Socialize x 10 yards in radius. When activating Celestial Propriety Mandate, the Solar must choose whether to enforce local decorum, her own culture's decorum, or the standard courtesies of the Celestial Bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Once Celestial Propriety Mandate is activated, all beings with Willpower less than the Solar's Permanent Essence will be forced to comply with the decorum format selected by the Solar. All beings with a Willpower equal to or greater than the Solar's Permanent Essence but no greater than twice its amount can attempt to violate Decorum with a Conviction or Temperance roll, but will be at a penalty in dice equal to the Solar's Socialize to any actions that do so. Finally, beings with a Willpower greater than twice the Solar's Permanent Essence may simply disregard the effects of the Celestial Propriety Mandate.&lt;br /&gt;
&lt;br /&gt;
If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Characters with Willpower less than the Solar's Permanent Essence who are attacked or endangered, physically or spiritually (such as being forced to participate in a cannibalistic ritual), during the effect of the Charm may be considered to have equal Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Social, Combo-Basic, Compulsion, and Obvious.  Instead of a Willpower-to-Essence comparison, the Solar should roll Manipulation or Charisma + Socialize at the beginning of the Charm’s effect, with a number of bonus successes equal to the Solar’s Essence.  This score should be compared to the dodge MDV of any who wish to violate the rules of decorum; it is an unblockable effect.  If a violator’s dodge MDV is not higher than the score rolled by the Solar, he may still throw off the unnatural compulsion by spending 3 willpower, but will be at an internal penalty equal to the Solar’s essence to do such violation.  If the Solar violates the chosen precepts of decorum, the effects of the Charm end.  Combat does not necessarily violate all precepts!  A character may become immune to one incident of the Charm if it would force him into an unacceptable order by spending 3 willpower.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ultimately Agreeable Friend&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10 motes, 2 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Hour&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique&lt;br /&gt;
One of the more potent Charms in the arsenal of a Solar, Ultimately Agreeable Friend allows the Exalt's mastery of Social Essence to make it virtually impossible for a single target to disagree with him.  Powerful Solar radiance binds the will of the target to that of the Exalted, making the target perceive the Solar as an incredibly reasonable, friendly being.  So long as the target does not have an Essence greater than that of the Solar's, anything that the Exalt suggests will be agreed to.  &lt;br /&gt;
&lt;br /&gt;
Even incredibly dangerous actions can be forced upon a target, though a direct attack from the Solar or attempting to force the target not to respond to being attacked will break the Charm.  Especially dangerous situations that are not directly threatening, such as attempting to convince a mortal to dance for a Fae Court, or ordering a Dragon-Blooded to sit still as monstrous beasts enter the campsite or join a Lunar for dinner will give the target a chance to break free of the compulsion, although the character will then be at a penalty to all actions equal to the Solar's Essence until events cause the breaking of the Charm as above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (6 long ticks)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Compulsion, Touch&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Venomous Whispers Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;As easy as it is to destroy an individual or group’s chances to make a good impression or act effectively, it requires much more skill and power to give the blessings of social grace.  A potent Solar can cause such redirection by main force, surrounding his target with such an air of likeability that it is impossible to think of them as anything less than a boon companion; a group of people may seem like the most persuasive and magnetic of organizations.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The Solar must touch the target, which may be himself, or interact with the targeted group.  This Charm creates an unnatural field of effect radiating out from that person, smoothing her way and making her almost impossible to disagree with.  Add the Solar’s Essence in dice to all social die pools for the next day.  However, this effect does rely on an unnatural radiation, and someone undergoing a social attack by the target may spend a Willpower during Step 1 of the social attack to be immune to the supernatural affability, an exception to the usual order of action, effectively canceling the bonus dice.  Should the target be capable of adding dice to themselves, these dice do count against the usual maximums, but not if they have been cancelled.  If the effects ARE cancelled and the target would usually be able to add dice during Step 1, she may act to do so at the point in which they are cancelled, following normal rules.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent Social Prowess&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Venomous Rumors Technique, Sanctified Negotiation&lt;br /&gt;
The Solar has surpassed the ordinary limits of a courtier.  No matter how foreign the court, no matter how strange the customs, she fits in with little to no effort, charming the oddest of personalities.  Subtract two from the difficulty of any Socialize roll (minimum difficulty one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This charm was inspired by Neph.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In second edition, this Charm requires any two Socialize Excellencies, Infinite Socialize Mastery, and Socialize Essence Flow.  It negates up to 2 points of internal or external penalties (to a minimum of 0) to Socialize rolls, and if less than 2 points of penalties are applied, may reduce any non-DV/MDV difficulty by the amount remaining, up to 2, to a minimum difficulty of 1.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Courtier King&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Socialize:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Transcendent Socialize Prowess&lt;br /&gt;
This Charm may only be taken by Eclipse-caste Solars. It is a natural development of their anima powers and relies on the basic universality of their souls and caste. Even characters capable somehow of mimicking the Eclipse caste ability to learn Charms from other entities than Solars may not learn this Charm. This Charm represents the natural social talents of the Eclipse Caste developing beyond the norm. As a result, the cost to activate non-Solar Socialize Charms is reduced to normal. The doubled experienced cost to learn such Charms remains. The Eclipse's social nature becomes transcendent, allowing him to harmonize with the odd nature of other Social Charms. This Charm is only possible because of the Caste-harmony of an Eclipse; similar Charms can be developed for other Eclipse Abilities, but not for Abilities or Attributes that do not correspond to their Caste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this removes the 2 mote surcharge for non-Solar Socialize Charms.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Creation-Dominating Attitude&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;&lt;br /&gt;
The title of ‘Lawgiver’ is not a mere accolade for Solars.  Their word is law; they speak with the full weight of authority whether a Zenith inciting a crowd to rampage, or a Night whispering in the ear of a crime lord.  Should a Solar choose to exert herself, she may manifest this inherent authority, and woe to those who would deny the masters of Creation.  For the rest of the scene, add the character’s Essence to the magnitude of any unit she wields in social combat, even if she is by herself.  This magnitude is wholly the creation of her personal charisma and does not provide any form of advantage save in magnitude-to-magnitude comparison.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Will of the Nation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious, Social&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Gathering the Congregation, Creation-Dominating Attitude&lt;br /&gt;
There are many benefits for a Solar who assumes mastery over a gathering of people.  The will to command is imprinted into the very Essence that surrounds them—a mandate written upon the crown of the Solar shard itself.  This mantle of authority is not shed from a Solar’s shoulders, even should he be far away from those who support it.  For the rest of the scene, the Solar may use in social combat the statistics for any unit for which he is the leader—regardless of whether they are present, the largest unit in the scene, or any other restrictions, save that the Solar cannot simultaneously benefit from two units at once.  The Lawgiver may, however, switch commands as a miscellaneous action—treat as the equivalent of readying a weapon.&lt;br /&gt;
&lt;br /&gt;
There are two dangers to the use of Will of the Nation.  First, when the Solar is wielding a social unit, it is considered available and present at the same range as the Solar himself.  Its Loyalty is at risk and it can be the target of unnatural mental compulsions (and natural ones, of course).  For all intents and purposes, treat the unit as though it is present at the scene, even though the unit itself is not aware of what is happening.  For example, if a Queen chooses to exert her authority deep in the depths of Mountain Folk’s dwellings, the Artisans may choose to sap their Loyalty through concerted Social Attacks.  Should she lose sufficiently, her nation may shed members who may never even know why—simply that they felt their patriotism ebb and drain, despair overwhelming their dedication.&lt;br /&gt;
&lt;br /&gt;
Secondly, when Will of the Nation is used, it marks the user definitively in their authority.  This may not be specific—the Queen of Sydonia is very obviously The Queen, not The Queen of Sydonia.  A Night exerting the social authority of his gang might be The Crime Boss or The Thief Lord, but this will not—in and of itself—identify the city or nation for which that Night is the master of matters underhanded.  How a character is identified is a matter for the GM’s decision, but it should be relatively simple and abstract.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Deflection Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, &lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise-Eyed Courtier Method, Mastery of Small Manners.&lt;br /&gt;
This Charm is converted from First Edition, adapted slightly for my purposes, so I will not include White Wolf copyrighted text here.  The character must engage their attacker in witty banter or other distracting verbiage and read their target’s body language, which means that deaf or mindless attackers are immune, and the Solar must speak a language the attacker understands.  The Solar gains her Essence as a bonus to her Dodge pool prior to being halved for DV.  This is in addition to the usual Essence bonus, and instead counts as a dice bonus.&lt;br /&gt;
The following modifications cost one bonus point or one experience point:&lt;br /&gt;
  &amp;lt;i&amp;gt;Favored Banter Adaptation:&amp;lt;/i&amp;gt;  Although the witty words of a Solar are best suited to evasion rather than direct confrontation, it would hardly be proper for the best strengths of a Solar.  The Solar may adapt Graceful Deflection Technique to also cover a Parry defense of her choice, whether Melee or Martial Arts (or, depending on other available charms, this may include other methods more unusual).  Favored Banter Adaptation may be purchased as many times as the Solar desires to expand the applicability of Graceful Deflection Technique.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Interpretive Disdain Posture&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Graceful Deflection Technique&lt;br /&gt;
A true Solar polymath knows that words are not the only distraction available to twist the more rude arguments of battle against an opponent.  By purchasing Interpretive Disdain Posture Charm, the Exalt modifies his Graceful Deflection Technique so that it may affect any sapient being capable of perceiving the Solar in some way by succeeding at a reflexive Perception + Socialize roll against a difficulty depending on how alien the beings’ perceptive technique is, how hard it is to realize what that technique is, and how difficult it is for the Solar to actually cause a distraction for that perception.  &lt;br /&gt;
&lt;br /&gt;
Attempting to transform body posture and facial expression to distract a foe is difficulty one, but the Solar might be able to distract an entity only capable of perception by scent on a difficulty of 4.  Vibrational perception, on the other hand, may be easy to affect, but the Solar will have a harder time noticing that it is being used, so its difficulty might be a 2 or 3.  The Solar may also opt to deliberately use this alteration with Graceful Deflection Technique to surmount a language barrier; generally, this is done visually through certain universal signs and gestures.&lt;br /&gt;
&lt;br /&gt;
At Essence 5, the Solar may spend an extra mote of Essence when using Graceful Deflection Technique in an Interpretative Disdain Posture to become distracting on a transcendent level.  Even mindless beings can be distracted as the Solar taunts and banters with their purpose, their essence.  The reflexive Perception + Socialize roll is made against the target’s Essence in difficulty instead of being based upon perceptive technique.  Indeed, by spending a mote, the Lawgiver may opt to do this to a sapient target—if, for example, their essence is much lower than the difficulty needed to affect their alternative perception.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Courtier Attitude&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
   &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Socialize 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5 in long ticks)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Mastery of Small Manners&lt;br /&gt;
It is the Lawgivers who define the social environs around them, whether of Creation or of stranger places, and the attempts of rude and crass interference with this definition must fall before their glorious light.  When this Charm is activated, the Solar reduces all External Penalties to social rolls except for MDVs by her Permanent Essence, to a minimum of 0 for the rest of the scene.  This does include penalties that would reduce the Solar's MDVs and other static values.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
[[WooT]]! Brian is back! I will look through this in the morning, but at any rate, it is nice to see an update:)--[[Azurelight]]&lt;br /&gt;
:Thank you!  Good to be back.  I'm running a game again and it has the creative juices flowing.  My current project is to go back and convert Charms that didn't make it into 2nd, like Graceful Deflection Technique up there.  For those like Wise Arrow that were absorbed into other effects (First Archery Excellency in that case), I'm coming up with some weird Charm replacement ideas rather than conversions.--[[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
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		<title>IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=87233"/>
				<updated>2011-11-11T02:52:07Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been playing Exalted since it came out and fussing around with it the whole time.  At the moment, I'm converting my old 1E charms to 2E; mainly, by adding conversion notes below the 1E charms, so both versions are available.  All new charms will be exclusively 2E, though.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
Charm Count for personal obsession: 801 Solar + 1 Lunar + 166 Dragon-Blooded + 14 Alchemical = 982 net charms.  Charm count is being reorganized; only fully converted 2E stuff counts.  Will be some redundancy for a bit.  Note to self-- you removed the count for Transcendent Prowesses already&lt;br /&gt;
&lt;br /&gt;
Solar Charms:&lt;br /&gt;
&lt;br /&gt;
*General (5)&lt;br /&gt;
** [[SolarExcellency/IsawaBrian]] - Some general progression Charms (5 charms)&lt;br /&gt;
&lt;br /&gt;
*Dawn (347)&lt;br /&gt;
** [[SolarArchery/IsawaBrian]] - &amp;quot;Completing&amp;quot; the Archery Tree.  (64 Charms)&lt;br /&gt;
** [[SolarBrawl/IsawaBrian]] - Hercules, Tavern-Brawler style stuff.  My favorite new charm list.  (Obsolete, moved to Martial Arts)&lt;br /&gt;
** [[MartialArts/CrusadingUnicornStyle]] - Silk and steel, fury and grace; untamed power from without Creation turned to defense against its worst enemies. (9 Charms)&lt;br /&gt;
** [[MartialArts/HarmoniousSolarWarriorStyle]] - The transcendent power of the Dawn Lotus.  Not 100% sure on this; C&amp;amp;C greatly appreciated. (14 Charms)&lt;br /&gt;
** [[MartialArts/HungryRaptorStyle]] - A dangerous style based on rapid strikes and constant movement.  (11 Charms)&lt;br /&gt;
** [[MartialArts/NaturalSolarCharms]] - Natural developments of the Unconquered Hero and Solar Hero Styles (65 Charms)&lt;br /&gt;
** [[MartialArts/UnconquerableHeroStyle]] - The rough and ready style of a Solar brawler, in the second edition (9 charms)&lt;br /&gt;
** [[SolarMelee/IsawaBrian]] - Lots, and lots, and lots of Melee ideas.  (103 Charms)&lt;br /&gt;
** [[SolarThrown/IsawaBrian]] - Javelins of the Sun himself! (51 Charms)&lt;br /&gt;
** [[SolarWar/IsawaBrian]] - The glory of the Sun's own armies. (21 Charms)&lt;br /&gt;
&lt;br /&gt;
*Zenith (161)&lt;br /&gt;
** [[SolarEndurance/IsawaBrian]] - Energizing the Solars -- Obsolete, dispersed into Integrity &amp;amp; Resistance, others&lt;br /&gt;
** [[SolarIntegrity/IsawaBrian]] - The holy will of the Solars cannot be denied on the face of Creation (26 charms)&lt;br /&gt;
** [[SolarPerformance/IsawaBrian]] - Priestly Solar Charms.  These are my weakest, I think- C&amp;amp;C?  (26 Charms)&lt;br /&gt;
** [[SolarPresence/IsawaBrian]] - Holiness and Army Leading; some Mail &amp;amp; Steel interactions  (40 Charms)&lt;br /&gt;
** [[SolarResistance/IsawaBrian]] - A plethora of ways to make you tougher- Permanent Charms, Hardness, post-Damage Soak  (44 Charms)&lt;br /&gt;
** [[SolarSurvival/IsawaBrian]] - More hunting!  (25 Charms)&lt;br /&gt;
&lt;br /&gt;
*Twilight (131)&lt;br /&gt;
** [[SolarCraft/IsawaBrian]] - Dealing with (IMO) the stupid craft rules.  (27 Charms)&lt;br /&gt;
** [[SolarInvestigation/IsawaBrian]] - Holmes, Mindreading, and Illusion-breaking  (25 Charms)&lt;br /&gt;
** [[SolarLore/IsawaBrian]] - Research, Memory Palace Charms and some mental discipline Charms  (27 Charms)&lt;br /&gt;
** [[SolarMedicine/IsawaBrian]] - Powerful regeneration charms.  (21 Charms)&lt;br /&gt;
** [[SolarOccult/IsawaBrian]] - ... I can't really explain these.  (31 Charms)&lt;br /&gt;
&lt;br /&gt;
*Night (63)&lt;br /&gt;
** [[SolarAthletics/IsawaBrian]] - Quicker than a ray of light, lighter than a feather  (14 Charms)&lt;br /&gt;
** [[SolarAwareness/IsawaBrian]] - Nothing escapes the vision of the Unconquered Sun  (8 Charms)&lt;br /&gt;
** [[SolarDodge/IsawaBrian]] - A few spiffy new dodge effects  (14 Charms)&lt;br /&gt;
** [[SolarLarceny/IsawaBrian]] - Dirty Deeds and Dishonest Dicing  (17 Charms)&lt;br /&gt;
** [[SolarStealth/IsawaBrian]] - Mastery of the art of invisibility.  (10 Charms)&lt;br /&gt;
&lt;br /&gt;
*Eclipse (100)&lt;br /&gt;
** [[SolarBureaucracy/IsawaBrian]] - To control the desks-- and to become immune to paperwork.  (16 Charms)&lt;br /&gt;
** [[SolarLinguistics/IsawaBrian]] - Mastery of all the tongues of Creation, and beyond (19 Charms)&lt;br /&gt;
** [[SolarRide/IsawaBrian]] - Trying to make the Ride Tree *worth* buying into.  (35 Charms)&lt;br /&gt;
** [[SolarSail/IsawaBrian]] - Fleshing out the (IMO) weak Sail tree. (19 Charms)&lt;br /&gt;
** [[SolarSocialize/IsawaBrian]] - The dangerous warmth of a Solar heart... (11 Charms)&lt;br /&gt;
&lt;br /&gt;
Lunar Charms:&lt;br /&gt;
&lt;br /&gt;
* [[LunarBodyEnhancement/IsawaBrian]] - Pretty much for humor only. (1 Charm)&lt;br /&gt;
&lt;br /&gt;
Dragon-Blooded Charms:&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
* [[DragonBloodedEndurance/IsawaBrian]] - The eternal nature of the Earth (14 Charms)&lt;br /&gt;
* [[DragonBloodedResistance/IsawaBrian]] - The strong bastion of the Dynasty (14 Charms)&lt;br /&gt;
&lt;br /&gt;
Water:&lt;br /&gt;
* [[DragonBloodedBrawl/IsawaBrian]] - The subtlety and strength of Water in combat.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedBureaucracy/IsawaBrian]] - Just a few little tricks for the Dynastic Bureaucrat (5 Charms)&lt;br /&gt;
* [[DragonBloodedInvestigation/IsawaBrian]] - Oh, ah, and just one more question, ma'am...  (15 Charms)&lt;br /&gt;
* [[DragonBloodedLarceny/IsawaBrian]] - Cutting through the world like a shark among the fishes.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedSail/IsawaBrian]] - The Masters of Water, in their home environment.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Wood:&lt;br /&gt;
* [[DragonBloodedArchery/IsawaBrian]] - Trick shots and swift bows. (27 Charms)&lt;br /&gt;
* [[DragonBloodedMedicine/IsawaBrian]] - Healing magic-- and the addictive corruption of House Cynis (27 Charms)&lt;br /&gt;
* [[DragonBloodedPerformance/IsawaBrian]] - Graceful, entertaining-- and deadly.  (8 Charms)&lt;br /&gt;
* [[DragonBloodedRide/IsawaBrian]] - Close to nature and close to their mounts, the ultimate cavalry soldiers.  (10 Charms)&lt;br /&gt;
* [[DragonBloodedSurvival/IsawaBrian]] - Lords of their Woodland homes-- and stranger environments besides.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Alchemical Charms:&lt;br /&gt;
* [[AlchemicalCloseCombat/IsawaBrian]] - The crushing might and deadly speed of the Machine God's Exalted (6 Charms)&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/IsawaBrian]] - The dedicated surveillance of the Great Maker's Chosen (8 Charms)&lt;br /&gt;
&lt;br /&gt;
----After reading one too many C&amp;amp;P jobs, and one too many repeats of Walking Outside Fate's little Keyword... comprehension issues, I came up with the following joke Keyword (that could probably apply to several of my own Charms):&lt;br /&gt;
&lt;br /&gt;
Keyword: Inconceivable.  This Keyword represents the fact that this Charm includes (or excludes) mechanics that its author does not understand, and its editors failed to correct.  The fact that this Keyword is generally missing from those charms is further evidence of its applicability.&lt;br /&gt;
&lt;br /&gt;
----I like to challenge myself, and I'm one of those obsessive freaks who actually likes doing Achievements in WOW, or even making up my own handicaps.  So I've laid out a series of projects for myself.  I'm working on this in roughly this order, though points 1-4 are sort of happening simultaneously.  This doesn't include the (currently stalled for 2 months :( ) Secret Project.&lt;br /&gt;
Projects:&lt;br /&gt;
:(1) Reconversions: Take Charms (canon and my own) that were not converted to 2E and write either:&lt;br /&gt;
:: Mechanical conversions-- bring them in line with 2E rules, so my players can use them-- or...&lt;br /&gt;
:: Thematic conversions (ranging from the same effect within a different framework to taking the name and going from there).  &lt;br /&gt;
:: Mechanical conversions do not count for the obsessicount.&lt;br /&gt;
:(2) Charm Expansions: Taking each Charm (where possible) in the 2E core rules and writing a permanent Charm to expand it.&lt;br /&gt;
:: The permanent Charms that expand earlier Charms have been popping up since the Core, but Infernals really showed the potential for it.&lt;br /&gt;
:: Sadly, Solars, since they're always written first, don't usually benefit from the cool ideas that develop as the line do; I'm going to try to give them some of that Neat.&lt;br /&gt;
:(3) Clean up the Charm Banyans by making subpages for any Ability that has more than 20 Charms.&lt;br /&gt;
:(4) Clear my backlog of Solar Charm ideas.&lt;br /&gt;
:(5) Convert DB-Charms&lt;br /&gt;
:(6) Clear my backlog of DB Charm ideas&lt;br /&gt;
:(7) Clear my backlog of TMA ideas&lt;br /&gt;
:(8) Clear my backlog of Lunar Charm ideas&lt;br /&gt;
:(9) Clear my backlog of CMA ideas&lt;br /&gt;
:(10) Clear my backlog of SMA ideas&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/DragonBloodedCharacters]]&lt;br /&gt;
*[[IsawaBrian/SolarCharacters]]&lt;br /&gt;
*[[IsawaBrian/SiderealCharacters]]&lt;br /&gt;
*[[IsawaBrian/Elementals]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[OtherOptionsforCelestialBattleArmor]]&lt;br /&gt;
&lt;br /&gt;
== Meanderings ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/NoFirstAge]] - What if there had been no First Age?&lt;br /&gt;
*[[IsawaBrian/VirtuePaths]] - A short future history for the development of a methodology for defeating the Great Curse.&lt;br /&gt;
*[[IsawaBrian/Celestines]] - To me, they're beyond Essence 10-- and weird.&lt;br /&gt;
*[[IsawaBrian/ExaltedModern]] - Been kicking this around in my head for a while&lt;br /&gt;
*[[IsawaBrian/RepairIsStupid]] - Or, why I'm bringing Notoriety back against my will into 2E.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
It's nice to see someone else working on good Terrestrial Charms. You've done good work! Maybe you can work on Performance? It makes me draw blanks. Stupid wood-based Performance...should be in Fire... - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
: I grin. :)  Thanks.  Actually, yes, Wood is next on the DB list; my partner in a DB game is Wood-- and Performance-main for that matter.  I don't have much unique planned for Performance, yet; I'm sure things will occur to me as I go.  I only had 5 ideas for Sail when I started writing those today, after all.  But you should see the lists I have for Archery and Medicine. ^_^ -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Archery and Medicine are a snap. I've got bunches for both. They're fun. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
Not sure where else to ask this. My Charm mangroves-- *cough* trees-- have become rather large at this point, and I'm thinking about separating them into subtypes-- melee might get separated into Attack, Damage, Defense, Extra Action and Weird subpages, for example. Is this a Best Practice for charms or should I look into something else? If it is the best practice, how do I make it so that each page is a subpage of the original link to my Charms of that Ability type-- or should I create them in a different way? Thanks for your time--[[IsawaBrian]] &lt;br /&gt;
&lt;br /&gt;
Read the &amp;quot;What should I name a new page?&amp;quot; on the [[HowDoIDoThat]] page. If still not sure what to do, ask again here. - Wordman &lt;br /&gt;
Whoops. I did read that part, but was sort of despairing by number six and missed it. I'm still not sure what to do, but I'm moving this to my User Page. Thanks! --[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
So, back over to here.  I read the &amp;quot;What should I name a new page&amp;quot; part even before my first question; I suppose I should have looked deeper into it.  What I want to know is: &lt;br /&gt;
:(a) Is sub-paging a good idea in the first place and then&lt;br /&gt;
:(b) if so, what's the best way to go about doing it.  &lt;br /&gt;
::Looking at the [[SilverMasks]] example has me a bit skeptical of my way to go forward; I think the idea I'm getting is that there should either be a new top page: (de-wikified to not create page clutter) Solar Melee Isawa Brian slash attack or defense or whatever, or to pull them off my page-- [[IsawaBrian]] slash Solar Melee Attack etc. etc.  If I do that, I think my course of action would be to include a link to a linking page off [[SolarMelee]] and here.&lt;br /&gt;
(my thoughts separated to create separate answer possibilities)--[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
: Hey, I wanted to thank you for writing all of those charms. I've never really sat down and looked through the trees - perhaps because of their [http://www.artificialowl.net/2008/05/anping-tree-house-was-originally.html Banyan-like] scale, but those are great. I've only got through brawl so far, but I'm going to read them all. Anyways, I would think Isawabrian slash solarmeleeattack would be a delightful solution; and then the solarmelee/isawabrian can be a convenient link list. Thanks for the charms, [[TheHoverpope]].&lt;br /&gt;
&lt;br /&gt;
:: Oh, thank you.  Yes, I've noticed their *cough* interdependent root system.  I'm mostly doing reconversions right now, but when I get bored with that, I'm working on doing Melee first, since it's the biggest one.  It's just getting tedious adding links to prereq charms. I'd love to hear what you think about any/all of them!-- [[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=85693</id>
		<title>IsawaBrian/SolarMartialArtsDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=85693"/>
				<updated>2011-05-10T04:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: /* Second Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tavern-Fighter Weave&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Sunlight Through Branches Technique]]&lt;br /&gt;
Bobbing and weaving like a skilled tavern brawler, the character manages to either intercept or avoid incoming attacks without thinking about it.  This Charm is used in response to an attack; for that attack, the Solar can ignore all penalties that apply to her Martial Arts Parry DV when resolving that attack, except for inapplicability.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Glorious Reversal&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2 and Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Counterattack, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
Not only can the Exalt who knows this Charm seize the moment to act when he is attacked, he may seize his opponent as well.  This Charm is used in Step 2, although some of its effects take place in Step 9.  The character may ignore all Parry DV penalties on a single Martial Arts parry (except for inapplicability); add the Accuracy of any Clinch Enhancers rather than his ordinary Defense rating.  If the attacker is unable to beat the Lawgiver's Parry DV, subtract her total successes from the Lawgiver's Parry DV.  During Step 9, the character is considered to have made a counterattack with a number of successes equal to the difference between his DV and his opponent's attack roll.  This counterattack may only be used for a clinch.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Jagged Sun Corona&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Until next Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Reversal&lt;br /&gt;
To get within reach of a Solar Martial Artist is to risk being seared by the Sun’s rays; to dare to strike a Solar is to risk terrible wrath.  Until the character’s next action, she may respond to any attack in which she used her Parry DV with a Counterattack in step 9, following normal counterattack rules.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Violent Harmony Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Jagged Sun Corona, [[IsawaBrian/SolarMartialArtsExtraActions|Center of the Whirlwind]]&lt;br /&gt;
With this charm, the character becomes aware of the ebb and flow of combat.  She achieves a deep connection with the violence around her, and to attack her is to be attacked in turn.  For the rest of the scene, when the Solar uses her Martial Arts Parry DV against an attack, this Charm allows her to make a Counterattack.  The Solar may do so a number of times each action equal to her Permanent Essence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thousand Sunrays Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until next action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
The Lawgiver's body becomes supple and swift, bobbing and weaving like a practiced fighter.  In extreme situations, she may seem to flit about like a sunray, moving with preternatural speed.  All penalties to the character's Parry DV, including the results of her own actions, are ignored until the character's next action.  This does not affect inapplicability in any way.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Against the Crowd Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
This, and all of my other multifighter Charms are dedicated to Andre the Giant, specifically for the role of Fezzik in The Princess Bride.&lt;br /&gt;
It is not uncommon for an entire crowd to turn against a Solar.  In those situations, a master unarmed fighter develops a series of moves to deal with those who face him.  In many ways, their numbers become his ally, as they trip over each other and impede their mutual attacks.  Until the end of the scene, the character gains +1 to his DV for every 2 opponents beyond the first (round up, so even 1 extra opponent will grant a +1 DV bonus) within his (Essence) x3 yards.  This applies to attacks fired from beyond this range, so long as there are opponents within it-- the Solar can use his enemies as cover!  This does count against the character's maximum static value increase for DV.  At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat.  However, it only adds to the leader and complimentary unit's sum DV for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Whirlpool Guardian Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character creates a whirlpool of Essence around her body.  All attacks against the Exalt are drawn into this spiral and directed away from her, allowing her to attack without fear of retribution.  For the rest of the Scene, the character suffers no DV penalty from onslaughts, and the defense penalty of all actions she takes is reduced by one, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Storm Shelter Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character forms a solid wall of essence across one of her limbs, temporarily creating an impenetrable wall of force that diverts and disperses incoming attacks like a breaker faced with rising waves. The Solar spends 3 motes and 1 willpower during Step 2 of an attack to perfectly parry the attack, negating it utterly, even if it was unblockable.  This initial defense eases the way for subsequent blocks; until the character's next action tick, activating this Charm only costs 3 motes.  If the character is using a mundane martial arts aid to parry the attacks of immense power-- 25L pre-soak or greater-- the aid will be destroyed, though the parry will still be successful. The character may always parry unarmed using this charm. &lt;br /&gt;
&lt;br /&gt;
This Charm has one of the Four Flaws of Invulnerability common to all Solar perfect defenses.&lt;br /&gt;
&lt;br /&gt;
At Essence 5, the Solar may purchase this Charm a second time to provide an alternate use.  If faced with a flurry, the character may spend 3 motes, 1 willpower to simply block all attacks in that single flurry, providing more efficient defense against a single attacker.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unscathed Rejection Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block&lt;br /&gt;
The Solar develops the ability to &amp;quot;store&amp;quot; pre-prepared invocations of Storm-Shelter Block in advance.  The character may prepare one invocation of Storm Shelter Block for the regular 4 mote cost, which she may then invoke again at any time when it would ordinarily be used.  Preparing a Storm Shelter Block counts as a Charm Action; using it later does not.  The motes used remained committed until the invocation is released.  At Essence 6 or higher, the Lawgiver may prepare up to her Martial Arts score in invocations of Storm Shelter Block, reducing their cost to 3 motes each.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Defiance Totality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV -0)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unscathed Rejection Defense&lt;br /&gt;
Scorning the assaults of lesser beings, the Solar creates a flow of whirling, defensive Essence around his body.  He may access this Essence for his most potent defenses.  Until the end of the scene, the Solar gains a complete discount on a number of Storm Shelter Blocks equal to his permanent Essence every Action.  This may not be combined with effects that allow Storm Shelter Block to be used as a non-Charm activation, &amp;lt;i&amp;gt;except&amp;lt;/i&amp;gt; for &amp;quot;hanging&amp;quot; defenses such as those produced by Unscathed Rejection Defense.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Defiance Totality discount on activation, just as it did during invocation-- the character may not &amp;quot;double up&amp;quot; to produce 14 or more free Storm Shelter Blocks in a single round!  The discount does of course apply to Storm Shelter Blocks used as a part of a combo.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Brilliant Sunlit Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block, Third Martial Arts Excellency&lt;br /&gt;
The superior martial artist can act without thinking, providing himself a final defense that no opponent could have foreseen.  In the hands of a Solar, such a technique will prove even greater, utterly annihilating any incoming force and turning it into the softest of touches.  By spending an extra 1 mote, 1 willpower, the character may make a Storm Shelter Block a Step 6 Reflexive Charm.  This increased cost is compatible with Unscathed Rejection Defense, but is not discounted by Celestial Defiance Totality until the Solar's Essence is 8.  If used with Unscathed Rejection Defense, the cost must be paid when the invocation is stored.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Iron Palm Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Become the Anvil]], Infinite Martial Arts Mastery, Second Martial Arts Excellency&lt;br /&gt;
The Solar charges her fists and feet with potent Solar energy.  Brilliant arcs briefly burst into the air, essence guiding the Lawgiver to strike down all incoming attacks—even those which are purely of energy themselves.  Do not half the Lawgiver’s Martial Arts Parry Pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll.  &lt;br /&gt;
&lt;br /&gt;
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Martial Arts score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unending Vortex Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Whirlpool Guardian Style&lt;br /&gt;
The Solar's mastery of both his essence whirlpool and defensive katas increases, allowing the defensive preparations to handle increasingly greater loads.  All incoming attacks are directed into the force of the Lawgiver's defensive momentum.  The vortex works in inverse as well, driving the Solar to be able to defend from any direction-- even above or below.  This Charm enhances its prerequisite.  While Whirlpool Guardian Style is active, the character does not suffer penalties to DV from Coordinated Attacks and multiple opponents.  Even if faced with the maximum number of attackers, the character can use his entire body, every limb and movement aimed to parry attacks.  No opponent in such a situation gains the benefit of an unexpected attack.  This does not alter unexpected attacks from other sources.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=85691</id>
		<title>IsawaBrian/SolarMartialArtsDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=85691"/>
				<updated>2011-05-10T03:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: /* Second Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tavern-Fighter Weave&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Sunlight Through Branches Technique]]&lt;br /&gt;
Bobbing and weaving like a skilled tavern brawler, the character manages to either intercept or avoid incoming attacks without thinking about it.  This Charm is used in response to an attack; for that attack, the Solar can ignore all penalties that apply to her Martial Arts Parry DV when resolving that attack, except for inapplicability.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Glorious Reversal&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2 and Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Counterattack, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
Not only can the Exalt who knows this Charm seize the moment to act when he is attacked, he may seize his opponent as well.  This Charm is used in Step 2, although some of its effects take place in Step 9.  The character may ignore all Parry DV penalties on a single Martial Arts parry (except for inapplicability); add the Accuracy of any Clinch Enhancers rather than his ordinary Defense rating.  If the attacker is unable to beat the Lawgiver's Parry DV, subtract her total successes from the Lawgiver's Parry DV.  During Step 9, the character is considered to have made a counterattack with a number of successes equal to the difference between his DV and his opponent's attack roll.  This counterattack may only be used for a clinch.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Jagged Sun Corona&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Until next Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Reversal&lt;br /&gt;
To get within reach of a Solar Martial Artist is to risk being seared by the Sun’s rays; to dare to strike a Solar is to risk terrible wrath.  Until the character’s next action, she may respond to any attack in which she used her Parry DV with a Counterattack in step 9, following normal counterattack rules.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Violent Harmony Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Jagged Sun Corona, [[IsawaBrian/SolarMartialArtsExtraActions|Center of the Whirlwind]]&lt;br /&gt;
With this charm, the character becomes aware of the ebb and flow of combat.  She achieves a deep connection with the violence around her, and to attack her is to be attacked in turn.  For the rest of the scene, when the Solar uses her Martial Arts Parry DV against an attack, this Charm allows her to make a Counterattack.  The Solar may do so a number of times each action equal to her Permanent Essence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thousand Sunrays Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until next action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
The Lawgiver's body becomes supple and swift, bobbing and weaving like a practiced fighter.  In extreme situations, she may seem to flit about like a sunray, moving with preternatural speed.  All penalties to the character's Parry DV, including the results of her own actions, are ignored until the character's next action.  This does not affect inapplicability in any way.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Against the Crowd Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
This, and all of my other multifighter Charms are dedicated to Andre the Giant, specifically for the role of Fezzik in The Princess Bride.&lt;br /&gt;
It is not uncommon for an entire crowd to turn against a Solar.  In those situations, a master unarmed fighter develops a series of moves to deal with those who face him.  In many ways, their numbers become his ally, as they trip over each other and impede their mutual attacks.  Until the end of the scene, the character gains +1 to his DV for every 2 opponents beyond the first (round up, so even 1 extra opponent will grant a +1 DV bonus) within his (Essence) x3 yards.  This applies to attacks fired from beyond this range, so long as there are opponents within it-- the Solar can use his enemies as cover!  This does count against the character's maximum static value increase for DV.  At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat.  However, it only adds to the leader and complimentary unit's sum DV for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Whirlpool Guardian Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character creates a whirlpool of Essence around her body.  All attacks against the Exalt are drawn into this spiral and directed away from her, allowing her to attack without fear of retribution.  For the rest of the Scene, the character suffers no DV penalty from onslaughts, and the defense penalty of all actions she takes is reduced by one, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Storm Shelter Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character forms a solid wall of essence across one of her limbs, temporarily creating an impenetrable wall of force that diverts and disperses an incoming attack like a breaker faced with rising waves.  This Charm is a perfect defense parry against any attack, even those that would ordinarily be unblockable.&lt;br /&gt;
If the character is using a mundane martial arts aid to parry the attacks of immense power-- 25L pre-soak or greater-- the aid will be destroyed, though the parry will still be successful.  The character may always parry unarmed using this charm.&lt;br /&gt;
This Charm has one of the Four Flaws of Invulnerability common to all Solar perfect defenses.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unscathed Rejection Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block&lt;br /&gt;
The Solar develops the ability to &amp;quot;store&amp;quot; pre-prepared invocations of Storm-Shelter Block in advance.  The character may prepare one invocation of Storm Shelter Block for the regular 4 mote cost, which she may then invoke again at any time when it would ordinarily be used.  Preparing a Storm Shelter Block counts as a Charm Action; using it later does not.  The motes used remained committed until the invocation is released.  At Essence 6 or higher, the Lawgiver may prepare up to her Martial Arts score in invocations of Storm Shelter Block, reducing their cost to 3 motes each.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Defiance Totality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV -0)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unscathed Rejection Defense&lt;br /&gt;
Scorning the assaults of lesser beings, the Solar creates a flow of whirling, defensive Essence around his body.  He may access this Essence for his most potent defenses.  Until the end of the scene, the Solar gains a complete discount on a number of Storm Shelter Blocks equal to his permanent Essence every Action.  This may not be combined with effects that allow Storm Shelter Block to be used as a non-Charm activation, &amp;lt;i&amp;gt;except&amp;lt;/i&amp;gt; for &amp;quot;hanging&amp;quot; defenses such as those produced by Unscathed Rejection Defense.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Defiance Totality discount on activation, just as it did during invocation-- the character may not &amp;quot;double up&amp;quot; to produce 14 or more free Storm Shelter Blocks in a single round!  The discount does of course apply to Storm Shelter Blocks used as a part of a combo.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Brilliant Sunlit Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block, Third Martial Arts Excellency&lt;br /&gt;
The superior martial artist can act without thinking, providing himself a final defense that no opponent could have foreseen.  In the hands of a Solar, such a technique will prove even greater, utterly annihilating any incoming force and turning it into the softest of touches.  By spending an extra 1 mote, 1 willpower, the character may make a Storm Shelter Block a Step 6 Reflexive Charm.  This increased cost is compatible with Unscathed Rejection Defense, but is not discounted by Celestial Defiance Totality until the Solar's Essence is 8.  If used with Unscathed Rejection Defense, the cost must be paid when the invocation is stored.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Iron Palm Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Become the Anvil]], Infinite Martial Arts Mastery, Second Martial Arts Excellency&lt;br /&gt;
The Solar charges her fists and feet with potent Solar energy.  Brilliant arcs briefly burst into the air, essence guiding the Lawgiver to strike down all incoming attacks—even those which are purely of energy themselves.  Do not half the Lawgiver’s Martial Arts Parry Pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll.  &lt;br /&gt;
&lt;br /&gt;
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Martial Arts score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unending Vortex Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Whirlpool Guardian Style&lt;br /&gt;
The Solar's mastery of both his essence whirlpool and defensive katas increases, allowing the defensive preparations to handle increasingly greater loads.  All incoming attacks are directed into the force of the Lawgiver's defensive momentum.  The vortex works in inverse as well, driving the Solar to be able to defend from any direction-- even above or below.  This Charm enhances its prerequisite.  While Whirlpool Guardian Style is active, the character does not suffer penalties to DV from Coordinated Attacks and multiple opponents.  Even if faced with the maximum number of attackers, the character can use his entire body, every limb and movement aimed to parry attacks.  No opponent in such a situation gains the benefit of an unexpected attack.  This does not alter unexpected attacks from other sources.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=76022</id>
		<title>IsawaBrian/SolarMartialArtsDamage</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=76022"/>
				<updated>2010-05-04T02:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Punch&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Solar surrounds his fist, foot, or martial arts weapon (depending on style) with an aura of compacted Essence.  This Charm always adds the character's Essence in damage to a Martial Arts-based attack, and the player may pick one of the following effects the first time they purchase this charm.  Additional effects may be purchased at a cost of one bonus point or one experience point each.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fiery Fist:&amp;lt;/i&amp;gt; The Exalt's attack gains a fiery corona, which ignites any flammable material he strikes.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Purity Strike:&amp;lt;/i&amp;gt; The Solar's attack is surrounded by a corona of holy sunlight or fire.  This gives the attack the keyword Holy, and it now deals &lt;br /&gt;
  aggravated damage to creatures of darkness.  This makes the character's attacking object (style dependent, as above) &amp;lt;b&amp;gt;very&amp;lt;/b&amp;gt; visible, especially &lt;br /&gt;
  at night.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Heavenly Retribution Blow:&amp;lt;/i&amp;gt;  The Lawgiver gains the option to spend a third mote on this charm, causing four additional dice of damage&lt;br /&gt;
  and creating a variable special effect, usually based on the character's anima and Caste.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fist of the Law:&amp;lt;/i&amp;gt; The Solar's Essence locks into a razor-sharp claw of order that fits over his attacking limb, or focuses a jagged edge of &lt;br /&gt;
  order around a martial arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per&lt;br /&gt;
  that keyword.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Harsh Generosity Strike:&amp;lt;/I&amp;gt; Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity&lt;br /&gt;
  Strike does always does Bashing damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.&lt;br /&gt;
  Excess Bashing Damage is instead added on as additional phantom Incapacitated Health Levels that must be healed before the target's&lt;br /&gt;
  normal Incapacitated Health Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cracking the Walls&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique, [[IsawaBrian/SolarMartialArtsAttack|Wildman Needs No Aim]]&lt;br /&gt;
Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack.  No matter how tough the Exalt's target is, he will always manage to do some damage.  All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.  &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Burning Perforation Force&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cracking the Walls&lt;br /&gt;
&amp;lt;i&amp;gt;Note: This Charm may be grossly overcosted and poorly placed.  We'll see once other all-out agg charms come into play.&amp;lt;/i&amp;gt;&lt;br /&gt;
Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy.  This corona burns flesh like paper, melts metal, and damages the target's very spirit.  The character makes an attack roll as normal but the damage is aggravated.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Fivefold Hammer&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7; Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force, [[IsawaBrian/SolarMartialArtsAttack|Unavoidable Devastation Strike]]&lt;br /&gt;
The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on his chosen target.  The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s hand, foot, knee, elbow, head, or other chosen attack. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. &lt;br /&gt;
Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ferocious Jab&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m per die; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique&lt;br /&gt;
The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them.  The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack.  If the attack is successful, add 1 die per mote spent to the post-soak damage.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Punishment&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Crippling, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ferocious Jab, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]&lt;br /&gt;
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force.  This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword.  A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak.  If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect.  The target gains an internal penalty to all rolls equal to the Solar’s Essence.  This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool.  This Crippling damage will generally heal at a rate of one point per hour.  Motes are not committed for this effect.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Forge-Fire Fist Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force&lt;br /&gt;
The raw potency of Solar wrath cannot be contained. When Forge-Fire Fist Style is activated, the Solar's body is surrounded by a highly visible corona of sunlit fire. This aura transforms the Solar's Martial Arts attacks into assaults of such deadly power as to actually damage-- and potentially destroy-- the target's spirit. For the rest of the scene, add the Solar's permanent Essence to her damage for all Martial Arts attacks. All damage dealt via Martial Arts attacks is aggravated. Anything killed by the character’s Martial Arts attacks during the scene has its spirit annihilated to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsClinch&amp;diff=75951</id>
		<title>IsawaBrian/SolarMartialArtsClinch</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsClinch&amp;diff=75951"/>
				<updated>2010-04-30T06:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Heavenly Gravity Champion&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsRangedArea|Thousand Meteors Strike]], [[MartialArts/UnconquerableHeroStyle|Body-Shielding Hold]]&lt;br /&gt;
Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents.  This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso.  At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so.  Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any).  She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thrashing the Unclean&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious, Holy&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until the Clinch Ends&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsDamage|Solar Punch (Purity Strike)]]&lt;br /&gt;
It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation.  This Charm supplements an ordinary clinch roll against a Creature of Darkness.  For every point of raw damage done in the clinch, roll one die.  Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal).  If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar.  This Charm can only be used on a complimentary unit if the leader or the majority of the complimentary unit are Creatures of Darkness.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unyielding Solar Grasp&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsDamage|Solar Punch]]&lt;br /&gt;
Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust.  When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm.  If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch.  When the Solar ends the clinch, the motes are uncommitted.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsExtraActions&amp;diff=75950</id>
		<title>IsawaBrian/SolarMartialArtsExtraActions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsExtraActions&amp;diff=75950"/>
				<updated>2010-04-30T06:10:03Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Center of the Whirlwind&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique, [[MartialArts/UnconquerableHeroStyle|Become the Anvil]]&lt;br /&gt;
Even the most skilled fighter can be overwhelmed by a plethora of opponents.  An Exalt who becomes the Center of the Whirlwind, however, is in no such danger.  Essence surges through the Solar’s limbs, and she explodes into a frenzy of violent action.  She lashes out with fists, elbows, knees, feet, and headbutts, attacking anything and everything within reach.  The Solar's player should designate a number of targets equal to (her permanent Essence x 3).  The Solar will be moving between each target, and there must be no more than her Martial Arts score in yards between each target.  Once these targets are chosen, the character should make a single Martial Arts roll which is equally applied to all targets so chosen.  The Solar is considered to be right by the target at the end of the &amp;quot;chain&amp;quot; at the end of this attack.  Any character attacked or within range of attacked characters who acts simultaneously with the Solar (e.g., acts on the same tick) is considered to be in range for such an attack during this sequence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Abrupt Jab&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 2, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
The Solar strikes out in swift, abrupt motions towards her foes.  Add one to the Rate and one to the Accuracy of her weapon until her next action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thunder From the Center&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m per attack; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Abrupt Jab&lt;br /&gt;
The Exalt focuses his corona of essence inwards, forming a sphere of power around his center. In an instant, the Solar unleashes this essence, his limbs blurring in an array of attacks, which may be applied to a single attacker or many.  This Charm is a magical&lt;br /&gt;
flurry of two or more Martial Arts-based attacks. The Solar may buy up to (his permanent Essence +1) attacks at a cost of two motes per attack.  This magical flurry is not affected by Rate, has a DV penalty equal to the highest of any single attack, and a Speed equal to the slowest of any single attack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Brutal Poetry Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Thunder From the Center, Hammer on Iron Technique&lt;br /&gt;
Even the most uncivilized and brutal of battlers can find a poetry of motion, speed, and devastating attacks. By concentrating on the essence flow of battle, the Exalt can find a peak point to that poetry, that beat in the song, and unleash a series of deadly combinations, acting with speed and control to bring destruction to her foes.  The character may make a magical Martial Arts flurry as per Thunder From the Center, save that it has a flat cost and a total of (the Solar’s Dexterity +1) attacks in the flurry.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Storm Waves Crashing Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  [[IsawaBrian/SolarMartialArtsRangedArea|Thousand Meteors Strike]], Brutal Poetry Style&lt;br /&gt;
The character becomes capable of incredibly rapid attacks, lashing out at his opponents with the speed and inexorable motion of waves crashing on a beach during a storm.  Every time the character has an action, he may make a magical flurry containing up to his (Essence +1) in actions; any attacks must be Martial Arts. This flurry has no multiple action penalty and a DV penalty only equal to the greatest of the actions used.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Abrupt Motion&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Storm Waves Crashing Meditation, Solar Hero Supremacy or [[IsawaBrian/SolarMartialArtsGeneral|Unconquered Hero Supremacy]]&lt;br /&gt;
Turning back to the basics, the Elder Solar who activates Abrupt Motion seems at first to be no swifter than one who has utilized Abrupt Jab. But the Elder's consistent speed and greater flexibility of Charm use-- as well as the potential for many more actions via interwoven dice pool splitting-- shows a far more subtle and dangerous command of Essence. &lt;br /&gt;
&lt;br /&gt;
The character becomes capable of taking a Fully Independent Martial Arts Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, Scroll of the Monk p.121-122; Abrupt Motion and similar Fully Independent Martial Arts Actions do not suffer any problems with Mental and Social Actions), with one exception: Fully Independent Martial Arts Actions must be used for Martial Arts Actions or left unused. They can be used for Martial Arts Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Martial Arts actions, including Reflexive Charms from other Abilities, if he so much as postures with his firsts during the Fully Independent Martial Arts Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Martial Arts Action can be used with other Extra Action Charms, although it is always permissible to split the die pool and interweave the resulting actions.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Center of the Thunderstorm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower, plus 4 motes per Fully Independent Action; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Abrupt Motion&lt;br /&gt;
The Elder Solar utilizing this Charm transcends the Thunder From The Center, instead becoming the center for a storm of swift fighting techniques, unfettered by the requirements of thought or focus. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Martial Arts Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Martial Arts Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Martial Arts Actions; the final one that she takes must be a Fully Independent Martial Arts Action. The character then gains that many extra Fully Independent Actions and Fully Independent Martial Arts Actions per turn. The usual restrictions apply to all of them.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Barbarous Paean Transcendence&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16 motes, 2 Willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Center of the Thunderstorm&lt;br /&gt;
he devastating poetics of brawling developed by younger Solars reaches its peak in Barbarous Paean Transcendence. Instead of becoming attuned to the rhythm and rhyme of a battlefield, the Elder Solar takes command of it, using the raw force of his Essence to assert speed and power so great that his motions can barely be followed by the naked eye. The tempo of fighting must readjust itself in the wake of the Solar's awe-inspiring, devastating movement. The Solar gains a number of Fully Independent Actions equal to his Martial Arts score each turn. Only one of these must be a Fully Independent Martial Arts Action.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDefense&amp;diff=75762</id>
		<title>IsawaBrian/SolarMeleeDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDefense&amp;diff=75762"/>
				<updated>2010-04-22T06:49:05Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Careful Warrior Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  3 motes per success&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
Controlling the Essence that surrounds weaponry is one of the easiest tasks for a Solar, especially a Dawn.  Despite this, the Charm that deals directly with such control, the Careful Warrior Method, is often only learned later in life for Solars.  Although it can produce startling effects, the Careful Warrior Method requires a certain amount of confidence in the Exalt’s skill and luck if used instead of Excellent Strike or Golden Essence Block.  The Careful Warrior Method is also more expensive than either of those, as it uses Essence to shift and alter the flows of battle-Essence.  However, it is very flexible; the defensive and offensive applications of such control are remarkably similar, and a Solar who has mastered the Careful Warrior Method may ultimately have greater effect than one who uses Excellent Strike or Golden Essence Block.&lt;br /&gt;
&lt;br /&gt;
To use this Charm, the player firsts makes a regular Dexterity + Melee attack or parry.  Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Melee roll.  Each success bought in this fashion costs 3 motes of Essence.  While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself.  This Charm may not be used to “buy” a defense or gain an attack, merely to supplement existing ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is quite different:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent &amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Fivefold Bulwark Stance&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;Rashness is a matter of temperament, not age.  Imprudent but talented warriors rush to use their latest and newest methodologies, forgetting the strengths that made them great.  A careful warrior-- a wise Solar-- will not so disregard her roots.  Whenever the character has Fivefold Bulwark Stance active, she may use reflexive, defensive Melee charms with a Minimum Essence no higher than 2 as non charm actions for an additional one mote surcharge.  This may not include Perfect Defenses.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Elegant Defense Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Bulwark Stance&lt;br /&gt;
The Essence that surrounds a Solar leads her naturally to excellence.  By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack.  The character may block, without her player rolling, any one attack against her that he is aware of, as long as that attack can be blocked.  The character must use Elegant Defense Method before any attack is rolled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heavenly Guardian Defense, Third Melee Excellency&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; The Essence that surrounds a Solar leads her naturally to excellence.  By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack.  By spending an extra 1 mote, 1 willpower, the character may make a Heavenly Guardian Defense a Step 6 Reflexive Charm.  This increased cost is compatible with Protection of Celestial Bliss, but is not discounted by Transcendent Heavenly Warden until the Solar's Essence is 8.  If used with Protection of Celestial Bliss, the cost must be paid when the invocation is stored.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Weapon Reinforcement Meditation&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
One of the most frustrating problems for Solars is the regrettably low lifespan of weapons in their powerful hands.  Many weapons are simply not up to the tasks of channeling the raw power of a Solar Exalted, or to withstand the awesome power of their mightiest foes.  Thankfully, with this Charm, a Solar may get around such inconveniences by supplementing her weapon’s natural strength with that of Essence.  Weapon Reinforcement Method makes the character’s weapon functionally equivalent to orichalcum for the rest of the scene.  This does not change its basic statistics in any way; it merely has the resistance of orichalcum, and counts as such for any effects that involve orichalcum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is quite different:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m or 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;Heavenly Guardian Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;One of the most frustrating problems for Solars is the regrettably low lifespan of weapons in their powerful hands.  Worse still is the ability that many of their mightiest opponents have to destroy, disarm, or de-attune their weapons.  By attuning her own indestructible shards to the physical form of her weapon, a Lawgiver may protect her weapon totally.  This Charm functions as a perfect defense that only defends the Lawgiver’s weapon; it may be used regardless of applicability or ordinary rolls to defend it.  Destruction, loss of ability, deattunement, disarmament—all may be defended against.  It may also be used in retaliation against Charms or other effects that would require the Solar to discard her weapon or even simply fail to use it.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;At Melee 5, Essence 4, the character may spend an additional 3 motes to instantly reflect the incoming effect on the attacker.  Resolve this effect during Step 9 of combat.  Use the mechanics of the incoming effect with the traits of the Solar, substituting Melee and/or Essence where the Storyteller sees fit if the Solar has no relevant traits.  This gives the Charm the Counterattack keyword, and may not be used in conjunction with or retaliation against other Counterattack effects.  The character may still use the ordinary effect against Counterattacks.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent Heavenly Warden&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&lt;br /&gt;
The defenses of the Solar Exalted increase as do their power and skill.  Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense.  Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a number of perfect defenses &amp;lt;i&amp;gt;each round&amp;lt;/i&amp;gt; equal to his Melee Ability, even if the attacks are not normally blockable. Blocking even a single strong attack by a powerful spirit or a Yozi will cause any non-magical weapons to be destroyed, but those wielding magical weapons can parry any number of terrifyingly mighty attacks without risk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14m , 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV -0)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The defenses of the Solar Exalted increase as do their power and skill.  Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense.  Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a complete discount on a number of Heavenly Guardian Defenses equal to his permanent Essence each Action.  This may not be combined with effects that allow Heavenly Guardian Defense to be used as a non-Charm action&amp;lt;/I&amp;gt; except&amp;lt;i&amp;gt; for a pre-prepared invocation used from Protection of Celestial Bliss.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Transcendent Heavenly Warden discount on activation, just as it did during invocation.  The discount does of course apply to Heavenly Guardian Defenses used as a part of a combo.  At Essence 8, this Charm may be purchased a second time, making it compatible with any and all effects that allow Heavenly Guardian Defense to be used as an innate ability, such as Immortal Blade Triumphant.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Grace of Sol Invictus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Excellent Strike&lt;br /&gt;
Battle-essence is one of the most favored among Solars.  No matter what Caste, ultimately, Solars were created to fight off the Primordials and their patron is a martial one.  As a result, it is easy for them to attune to the flows of battle-essence, both for manipulation and as a means of regeneration.  By harmonizing himself to a moment of battle-essence, a Solar can harness the very power of an opponent's attack to increase his supply of motes.  The Exalt using this Charm makes a Parry defense as normal, but for every success beyond the minimum needed to deflect an attack, he regenerates one mote of essence from the surrounding battle-motes; none are drawn from the opponent.  This charm must be used before a defense is made, and does not grant a reflexive defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Reactor&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dipping Swallow Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; Battle-essence is one of the most favored among Solars.  No matter what Caste, ultimately, Solars were created to fight off the Primordials and their patron is a martial one.  As a result, it is easy for them to attune to the flows of battle-essence, both for manipulation and as a means of regeneration.  By harmonizing himself to a moment of battle-essence, a Solar can harness the very power of an opponent's attack to increase his supply of motes.&lt;br /&gt;
&lt;br /&gt;
If the Solar successfully defends against an attack with her Parry DV, she gains her attacker's (Essence /2 round up) in motes in step 10.  Generation cannot come from attacks against the character's invulnerability, including if the Solar uses a Charm with a Flaw of Invulnerability.  This Charm is also incompatible with other Charms that grant motes of Essence.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Triumphant Battle Master&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Grace of Sol Invictus&lt;br /&gt;
An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a momentary harmonization to a powerful attunement, permitting every Parry defense the Solar makes for a scene to grant extra Essence to the character as per Grace of Sol Invictus.  This Charm cannot be stacked either with itself or Grace of Sol Invictus, although other, non-Parry based essence regeneration Charms and effects may still be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Grace of Sol Invictus&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a slight harmonization to a powerful absorption. The dominance of the Solar's skill over his attacker actually converts both excess force and excess skill into usable essence.  This Charm enhances its prerequisite.  When the character gains motes from Grace of Sol Invictus, the amount regenerated becomes equal to (the attacker's Essence /2, round up) plus the difference between the attacker's successes and the Solar's DV.  This has a maximum of (attacker's Essence /2 round up) plus the Solar's Melee rating.  The basic rules for maximum regeneration, exclusivity of regeneration, and invulnerability still apply&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Superior Dogma Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  8&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 8&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Heavenly Warden&lt;br /&gt;
Woe betide the fool who seeks to attack an Elder Solar.  The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker.  The Exalt's player makes an ordinary reflexive Parry defense (at full relevant dice pool) against an incoming attack.  If the Parry is successful (spare Perfect defenses can be used, if available), all future blockable attacks from that target are perfectly defended against for the length of the scene.  This does not apply to attacks that cannot be blocked; instead, the Exalt gets a reflexive Parry defense against such attacks, using the Essence of the attacker if no other successes are available as a difficulty.&lt;br /&gt;
&lt;br /&gt;
This Charm may only be applied to a number of different attackers equal to the Exalt's Permanent Essence, and only one active Superior Dogma Defense may be removed and changed to a different target per round.  If even one iteration of Superior Dogma defense is in operation, all attacks by Extras utterly fail, making offensive combat bonuses from units in Mail &amp;amp; Steel irrelevant.  This Charm does not defend against beings with a greater Essence than the Exalt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 8, Essence 8; &amp;lt;b&amp;gt;Type&amp;lt;/b&amp;gt; Reflexive (Step 2)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Heavenly Warden&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; Woe betide the fool who seeks to attack an Elder Solar.  The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker.  This Charm is activated during Step 2 of an attack against the Solar, who must use her Parry DV.  If the attacker fails to hit the Solar, the Solar perfectly defends against any other attack made by that enemy for the rest of the scene.  This Charm will not function on a being with a higher Essence than that of the Solar.  The Solar may only have a number of Superior Dogma Defenses active at once equal to her Essence, and unlike most charms, Superior Dogma Defense may only be deliberately ended on the character's action.  If even one invocation of Superior Dogma Defense is active, any attack by an extra will automatically be perfectly defended against.  This often renders mass combat attack bonuses from units useless against the Solar.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Aegis Totality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 50 motes, 5 Willpower, 2 Health Levels&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  9&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 9&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Superior Dogma Defense&lt;br /&gt;
The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all.  Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye.  For the rest of the scene, the Solar may designate (as attacks occur) a number of opponents each round equal to the Exalt's Permanent Essence.  Any blockable attack, whether perfect or not, coming from those opponents is perfectly defended against.  Any unblockable attack or blockable attack from a source not so selected is defended against with a reflexive Parry defense.  Attacks of Extras, and beings with less than 2 Essence, automatically fail, regardless of applicability.  This Charm may not be designated against beings with a greater Essence than that of the Solar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 50m, 5wp; 2 ahl&amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 9, Essence 9; &amp;lt;b&amp;gt;Type&amp;lt;/b&amp;gt; Simple (DV -0)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Superior Dogma Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all.  Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye.  For every period between DV refreshes, as attacks occur, the Solar may designate a number of opponents up to his Essence whose attacks he parries perfectly.  Attacks of Extras, and beings with less than 2 Essence, automatically fail, rendering their attack bonuses in mass combat useless. Such enemies need not be designated.  This Charm may not be designated against beings with a greater Essence than that of the Solar.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sixty-Four Ways Into the Sunset Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Ready In Eight Directions Stance, Sandstorm-Wind Attack&lt;br /&gt;
Those who have the temerity to attack a Solar who has mastered the way of Melee have no one to blame but themselves for the devastating consequences.  A character who knows the Sixty-Four Ways Into the Sunset Method can activate eight rotating bands of Essence around her body, each with eight hard points.  Incoming attacks that fall into one of those hardpoints will be instantly repulsed, a burst of solar energy slashing back.  For the rest of the scene, the character gets a number of counterattacks each round equal to her permanent Essence.  These counterattacks can affect characters up to the Solar’s permanent Essence times ten yards away.  The counterattacks take place after the attack roll is made, but before damage is dealt.  These counterattacks will not trigger in response to Solar Counterattack or any other counterattack effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, Obvious, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Golden Essence Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bulwark Stance, Infinite Melee Mastery, Second Melee Excellency&lt;br /&gt;
The Solar sends energetic bursts through his weapon, realizing many angles of defense at once.  The air itself blossoms with shining golden clones of the Lawgiver’s weapon, striking down all attempts to hammer past his defenses.  Do not halve the Solar’s Melee Parry DV pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll.  &lt;br /&gt;
&lt;br /&gt;
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Melee score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Retaliatory Swallow Cyclic Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Counterattack&lt;br /&gt;
The rhythm of combat, chaotic as it may appear, includes deep cycles that the learned Lawgiver can attune to in order to seize control of the situation.  One such cycle, known as the Retaliatory Swallow, comes from a mastery of defense and counterattack.  The Lawgiver learns to instinctively follow defense with counterattack and counterattack with defense, creating a razor-edged guard against all who would be foolish enough to attack him.  Whenever the character successfully parries an attack after using Dipping Swallow Defense, he may immediately use Solar Counterattack during Step 9 of that attack as a non-Charm Action.  Whenever the character successfully attacks-- the Solar need do no damage-- a target with Solar Counterattack, his next Dipping Swallow Defense against that target will be a non-Charm action.  Either benefit disappears if it is not used at the next opportunity, and neither benefit lasts past the end of a scene.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Balance Shatters on the Bulwark&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bulwark Stance&lt;br /&gt;
Those who are foolish enough to strike at Heaven's Champions will find themselves overmatched by the cunning defenses of a Solar.  The Solar's parries will leave the target off-balance and off stride, overexposed to retaliation.  This Charm modifies its prerequisite. Whenever the Solar successfully parries an attack while Bulwark Stance is active, he may spend 1m as a reflexive, non-Charm action. If he does, the DV penalty of the attack increases by 1.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Swift Retribution&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Counterattack&lt;br /&gt;
The retribution of a Solar is swift and deadly.  Heaven has anointed the Solars above all, and for a single blow, Heaven shall retaliate with a plethora of devastating strikes.  When the Lawgiver activates Solar Counterattack, the character may spend a willpower point to flurry the counterattack.  This may be done with a regular or magical flurry, but magical flurries are subject to the usual limitations if in Combos.  Each counterattack in the flurry has the usual -1 Counterattack DV penalty unless modified by a magical flurry, and each counterattack, whether in a normal or magical flurry, must be paid for via another invocation of Solar Counterattack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Guard-Reinforcing Riposte&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ready in Eight Directions Stance&lt;br /&gt;
The Ready in Eight Directions Stance drastically increases a Solar's preparedness for assault, allowing her to retaliate against even the harshest onslaught of attacks.  The Guard-Reinforcing Riposte is a modification of its prerequisite.  It teaches the Solar to make the most of her sharpened preparedness, renewing and reinforcing her guard on every counterattack.  Whenever the character successfully hits an opponent after a counterattack made by Ready in Eight Directions Stance, she may spend and commit 1 mote.  Doing so increases her DV by 1 for the duration of Ready in Eight Directions Stance.  This does not alter the basic Counterattack -1 DV penalty, which may still be cancelled by other charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Untouchable Hero Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 8, Essence 8; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&lt;br /&gt;
The Solar's defenses are succored and renewed by the full might of Heaven.  The character may spend 2 motes and 1 willpower when activating a stored invocation of Heavenly Guardian Defense.  This does not count as a part of the cost of Heavenly Guardian Defense and is therefore not discounted by Charms that affect Heavenly Guardian Defense's cost.  If the cost is paid, the invocation's motes remain committed and the invocation returns on the character's next action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Manifold Readiness Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fivefold Bulwark Stance&lt;br /&gt;
Observing the complete flow of battle, the Chosen of the Unconquered Sun reads every motion, every intent as though through a distilling lens.  All of the Solar's sense, instincts, and training align; no direction and no method can pierce her defense save by overwhelming capability.  Numbers and direction are little more than extra data points to be considered between the beats of her heart.  This Charm enhances its prerequisite. While the character assumes the Fivefold Bulwark Stance, she does not suffer penalties to DV from Coordinated Attacks and multiple opponents. Even if faced with the maximum number of attackers, the character moves her opponents to impede the other.  Even with a minimum of space, impossibly deft and swift movements give the Solar the edge. No opponent in such a situation gains the benefit of an unexpected attack. This does not alter unexpected attacks from other sources.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Willow's Victory&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
Though the fate of the Lawgivers is utter victory, each one shard was born of the desperate need of the gods to defeat their makers.  Every Solar carries within the lesson of the willow, learning to bend with an attack until the attack becomes a part of the defense.  The mightier the force, the stronger the defense becomes that folds within its path.  The force passes on, and yet the Solar remains.  This Charm grants a bonus to the character's Parry DV equal to (the attacker's Essence /2, round up).  This is a charm dice bonus.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDefense&amp;diff=75761</id>
		<title>IsawaBrian/SolarMeleeDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDefense&amp;diff=75761"/>
				<updated>2010-04-22T06:48:14Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Careful Warrior Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  3 motes per success&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
Controlling the Essence that surrounds weaponry is one of the easiest tasks for a Solar, especially a Dawn.  Despite this, the Charm that deals directly with such control, the Careful Warrior Method, is often only learned later in life for Solars.  Although it can produce startling effects, the Careful Warrior Method requires a certain amount of confidence in the Exalt’s skill and luck if used instead of Excellent Strike or Golden Essence Block.  The Careful Warrior Method is also more expensive than either of those, as it uses Essence to shift and alter the flows of battle-Essence.  However, it is very flexible; the defensive and offensive applications of such control are remarkably similar, and a Solar who has mastered the Careful Warrior Method may ultimately have greater effect than one who uses Excellent Strike or Golden Essence Block.&lt;br /&gt;
&lt;br /&gt;
To use this Charm, the player firsts makes a regular Dexterity + Melee attack or parry.  Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Melee roll.  Each success bought in this fashion costs 3 motes of Essence.  While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself.  This Charm may not be used to “buy” a defense or gain an attack, merely to supplement existing ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is quite different:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent &amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Fivefold Bulwark Stance&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;Rashness is a matter of temperament, not age.  Imprudent but talented warriors rush to use their latest and newest methodologies, forgetting the strengths that made them great.  A careful warrior-- a wise Solar-- will not so disregard her roots.  Whenever the character has Fivefold Bulwark Stance active, she may use reflexive, defensive Melee charms with a Minimum Essence no higher than 2 as non charm actions for an additional one mote surcharge.  This may not include Perfect Defenses.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Elegant Defense Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Bulwark Stance&lt;br /&gt;
The Essence that surrounds a Solar leads her naturally to excellence.  By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack.  The character may block, without her player rolling, any one attack against her that he is aware of, as long as that attack can be blocked.  The character must use Elegant Defense Method before any attack is rolled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heavenly Guardian Defense, Third Melee Excellency&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; The Essence that surrounds a Solar leads her naturally to excellence.  By using this Charm, she crystallizes that Essence and focuses her defense into the precisely best possible parry for an incoming attack.  By spending an extra 1 mote, 1 willpower, the character may make a Heavenly Guardian Defense a Step 6 Reflexive Charm.  This increased cost is compatible with Protection of Celestial Bliss, but is not discounted by Transcendent Heavenly Warden until the Solar's Essence is 8.  If used with Protection of Celestial Bliss, the cost must be paid when the invocation is stored.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Weapon Reinforcement Meditation&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
One of the most frustrating problems for Solars is the regrettably low lifespan of weapons in their powerful hands.  Many weapons are simply not up to the tasks of channeling the raw power of a Solar Exalted, or to withstand the awesome power of their mightiest foes.  Thankfully, with this Charm, a Solar may get around such inconveniences by supplementing her weapon’s natural strength with that of Essence.  Weapon Reinforcement Method makes the character’s weapon functionally equivalent to orichalcum for the rest of the scene.  This does not change its basic statistics in any way; it merely has the resistance of orichalcum, and counts as such for any effects that involve orichalcum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is quite different:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m or 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;Heavenly Guardian Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;One of the most frustrating problems for Solars is the regrettably low lifespan of weapons in their powerful hands.  Worse still is the ability that many of their mightiest opponents have to destroy, disarm, or de-attune their weapons.  By attuning her own indestructible shards to the physical form of her weapon, a Lawgiver may protect her weapon totally.  This Charm functions as a perfect defense that only defends the Lawgiver’s weapon; it may be used regardless of applicability or ordinary rolls to defend it.  Destruction, loss of ability, deattunement, disarmament—all may be defended against.  It may also be used in retaliation against Charms or other effects that would require the Solar to discard her weapon or even simply fail to use it.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;At Melee 5, Essence 4, the character may spend an additional 3 motes to instantly reflect the incoming effect on the attacker.  Resolve this effect during Step 9 of combat.  Use the mechanics of the incoming effect with the traits of the Solar, substituting Melee and/or Essence where the Storyteller sees fit if the Solar has no relevant traits.  This gives the Charm the Counterattack keyword, and may not be used in conjunction with or retaliation against other Counterattack effects.  The character may still use the ordinary effect against Counterattacks.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Transcendent Heavenly Warden&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&lt;br /&gt;
The defenses of the Solar Exalted increase as do their power and skill.  Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense.  Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a number of perfect defenses &amp;lt;i&amp;gt;each round&amp;lt;/i&amp;gt; equal to his Melee Ability, even if the attacks are not normally blockable. Blocking even a single strong attack by a powerful spirit or a Yozi will cause any non-magical weapons to be destroyed, but those wielding magical weapons can parry any number of terrifyingly mighty attacks without risk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14m , 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV -0)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The defenses of the Solar Exalted increase as do their power and skill.  Those of the most puissant stages of essence develop can wrap themselves with terrible and efficient Essence-lines, which, with the slightest disturbance, can trigger the Exalt's weapon to leap into a perfect defense.  Although no known Charm can provide unlimited perfect defenses, this Charm, which lasts for one scene, grants the character a complete discount on a number of Heavenly Guardian Defenses equal to his permanent Essence each Action.  This may not be combined with effects that allow Heavenly Guardian Defense to be used as a non-Charm action&amp;lt;/I&amp;gt; except&amp;lt;i&amp;gt; for a pre-prepared invocation used from Protection of Celestial Bliss.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Transcendent Heavenly Warden discount on activation, just as it did during invocation.  The discount does of course apply to Heavenly Guardian Defenses used as a part of a combo.  At Essence 8, this Charm may be purchased a second time, making it compatible with any and all effects that allow Heavenly Guardian Defense to be used as an innate ability, such as Immortal Blade Triumphant.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Grace of Sol Invictus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Excellent Strike&lt;br /&gt;
Battle-essence is one of the most favored among Solars.  No matter what Caste, ultimately, Solars were created to fight off the Primordials and their patron is a martial one.  As a result, it is easy for them to attune to the flows of battle-essence, both for manipulation and as a means of regeneration.  By harmonizing himself to a moment of battle-essence, a Solar can harness the very power of an opponent's attack to increase his supply of motes.  The Exalt using this Charm makes a Parry defense as normal, but for every success beyond the minimum needed to deflect an attack, he regenerates one mote of essence from the surrounding battle-motes; none are drawn from the opponent.  This charm must be used before a defense is made, and does not grant a reflexive defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Reactor&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dipping Swallow Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; Battle-essence is one of the most favored among Solars.  No matter what Caste, ultimately, Solars were created to fight off the Primordials and their patron is a martial one.  As a result, it is easy for them to attune to the flows of battle-essence, both for manipulation and as a means of regeneration.  By harmonizing himself to a moment of battle-essence, a Solar can harness the very power of an opponent's attack to increase his supply of motes.&lt;br /&gt;
&lt;br /&gt;
If the Solar successfully defends against an attack with her Parry DV, she gains her attacker's (Essence /2 round up) in motes in step 10.  Generation cannot come from attacks against the character's invulnerability, including if the Solar uses a Charm with a Flaw of Invulnerability.  This Charm is also incompatible with other Charms that grant motes of Essence.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Triumphant Battle Master&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Grace of Sol Invictus&lt;br /&gt;
An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a momentary harmonization to a powerful attunement, permitting every Parry defense the Solar makes for a scene to grant extra Essence to the character as per Grace of Sol Invictus.  This Charm cannot be stacked either with itself or Grace of Sol Invictus, although other, non-Parry based essence regeneration Charms and effects may still be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Grace of Sol Invictus&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;An enhanced version of Grace of Sol Invictus, Triumphant Battle Master transforms the Exalt's mastery of battle-essence from a slight harmonization to a powerful absorption. The dominance of the Solar's skill over his attacker actually converts both excess force and excess skill into usable essence.  This Charm enhances its prerequisite.  When the character gains motes from Grace of Sol Invictus, the amount regenerated becomes equal to (the attacker's Essence /2, round up) plus the difference between the attacker's successes and the Solar's DV.  This has a maximum of (attacker's Essence /2 round up) plus the Solar's Melee rating.  The basic rules for maximum regeneration, exclusivity of regeneration, and invulnerability still apply&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Superior Dogma Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  8&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 8&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Heavenly Warden&lt;br /&gt;
Woe betide the fool who seeks to attack an Elder Solar.  The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker.  The Exalt's player makes an ordinary reflexive Parry defense (at full relevant dice pool) against an incoming attack.  If the Parry is successful (spare Perfect defenses can be used, if available), all future blockable attacks from that target are perfectly defended against for the length of the scene.  This does not apply to attacks that cannot be blocked; instead, the Exalt gets a reflexive Parry defense against such attacks, using the Essence of the attacker if no other successes are available as a difficulty.&lt;br /&gt;
&lt;br /&gt;
This Charm may only be applied to a number of different attackers equal to the Exalt's Permanent Essence, and only one active Superior Dogma Defense may be removed and changed to a different target per round.  If even one iteration of Superior Dogma defense is in operation, all attacks by Extras utterly fail, making offensive combat bonuses from units in Mail &amp;amp; Steel irrelevant.  This Charm does not defend against beings with a greater Essence than the Exalt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 8, Essence 8; &amp;lt;b&amp;gt;Type&amp;lt;/b&amp;gt; Reflexive (Step 2)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Transcendent Heavenly Warden&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; Woe betide the fool who seeks to attack an Elder Solar.  The complex flows of essence at such a powerful Exalt's commands can laugh off the futile efforts of a single attacker.  This Charm is activated during Step 2 of an attack against the Solar, who must use her Parry DV.  If the attacker fails to hit the Solar, the Solar perfectly defends against any other attack made by that enemy for the rest of the scene.  This Charm will not function on a being with a higher Essence than that of the Solar.  The Solar may only have a number of Superior Dogma Defenses active at once equal to her Essence, and unlike most charms, Superior Dogma Defense may only be deliberately ended on the character's action.  If even one invocation of Superior Dogma Defense is active, any attack by an extra will automatically be perfectly defended against.  This often renders mass combat attack bonuses from units useless against the Solar.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Aegis Totality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 50 motes, 5 Willpower, 2 Health Levels&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  9&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 9&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Superior Dogma Defense&lt;br /&gt;
The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all.  Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye.  For the rest of the scene, the Solar may designate (as attacks occur) a number of opponents each round equal to the Exalt's Permanent Essence.  Any blockable attack, whether perfect or not, coming from those opponents is perfectly defended against.  Any unblockable attack or blockable attack from a source not so selected is defended against with a reflexive Parry defense.  Attacks of Extras, and beings with less than 2 Essence, automatically fail, regardless of applicability.  This Charm may not be designated against beings with a greater Essence than that of the Solar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 50m, 5wp; 2 ahl&amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 9, Essence 9; &amp;lt;b&amp;gt;Type&amp;lt;/b&amp;gt; Simple (DV -0)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Superior Dogma Defense&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The Elder Solar can walk in the midst of a hail of arrows flung from a trio of Demon Princes and sublimely deflect them all.  Only the most potent of offenses can break through his defensive mien, and only a horde of the most powerful enemies can overcome his watchful guardian eye.  For every period between DV refreshes, as attacks occur, the Solar may designate a number of opponents up to his Essence whose attacks he parries perfectly.  Attacks of Extras, and beings with less than 2 Essence, automatically fail, rendering their attack bonuses in mass combat useless. Such enemies need not be designated.  This Charm may not be designated against beings with a greater Essence than that of the Solar.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sixty-Four Ways Into the Sunset Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Ready In Eight Directions Stance, Sandstorm-Wind Attack&lt;br /&gt;
Those who have the temerity to attack a Solar who has mastered the way of Melee have no one to blame but themselves for the devastating consequences.  A character who knows the Sixty-Four Ways Into the Sunset Method can activate eight rotating bands of Essence around her body, each with eight hard points.  Incoming attacks that fall into one of those hardpoints will be instantly repulsed, a burst of solar energy slashing back.  For the rest of the scene, the character gets a number of counterattacks each round equal to her permanent Essence.  These counterattacks can affect characters up to the Solar’s permanent Essence times ten yards away.  The counterattacks take place after the attack roll is made, but before damage is dealt.  These counterattacks will not trigger in response to Solar Counterattack or any other counterattack effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, Obvious, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Golden Essence Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bulwark Stance, Infinite Melee Mastery, Second Melee Excellency&lt;br /&gt;
The Solar sends energetic bursts through his weapon, realizing many angles of defense at once.  The air itself blossoms with shining golden clones of the Lawgiver’s weapon, striking down all attempts to hammer past his defenses.  Do not halve the Solar’s Melee Parry DV pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll.  &lt;br /&gt;
&lt;br /&gt;
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Melee score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Retaliatory Swallow Cyclic Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Counterattack&lt;br /&gt;
The rhythm of combat, chaotic as it may appear, includes deep cycles that the learned Lawgiver can attune to in order to seize control of the situation.  One such cycle, known as the Retaliatory Swallow, comes from a mastery of defense and counterattack.  The Lawgiver learns to instinctively follow defense with counterattack and counterattack with defense, creating a razor-edged guard against all who would be foolish enough to attack him.  Whenever the character successfully parries an attack after using Dipping Swallow Defense, he may immediately use Solar Counterattack during Step 9 of that attack as a non-Charm Action.  Whenever the character successfully attacks-- the Solar need do no damage-- a target with Solar Counterattack, his next Dipping Swallow Defense against that target will be a non-Charm action.  Either benefit disappears if it is not used at the next opportunity, and neither benefit lasts past the end of a scene.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Balance Shatters on the Bulwark&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bulwark Stance&lt;br /&gt;
Those who are foolish enough to strike at Heaven's Champions will find themselves overmatched by the cunning defenses of a Solar.  The Solar's parries will leave the target off-balance and off stride, overexposed to retaliation.  This Charm modifies its prerequisite. Whenever the Solar successfully parries an attack while Bulwark Stance is active, he may spend 1m as a reflexive, non-Charm action. If he does, the DV penalty of the attack increases by 1.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Swift Retribution&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Counterattack&lt;br /&gt;
The retribution of a Solar is swift and deadly.  Heaven has anointed the Solars above all, and for a single blow, Heaven shall retaliate with a plethora of devastating strikes.  When the Lawgiver activates Solar Counterattack, the character may spend a willpower point to flurry the counterattack.  This may be done with a regular or magical flurry, but magical flurries are subject to the usual limitations if in Combos.  Each counterattack in the flurry has the usual -1 Counterattack DV penalty unless modified by a magical flurry, and each counterattack, whether in a normal or magical flurry, must be paid for via another invocation of Solar Counterattack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Guard-Reinforcing Riposte&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ready in Eight Directions Stance&lt;br /&gt;
The Ready in Eight Directions Stance drastically increases a Solar's preparedness for assault, allowing her to retaliate against even the harshest onslaught of attacks.  The Guard-Reinforcing Riposte is a modification of its prerequisite.  It teaches the Solar to make the most of her sharpened preparedness, renewing and reinforcing her guard on every counterattack.  Whenever the character successfully hits an opponent after a counterattack made by Ready in Eight Directions Stance, she may spend and commit 1 mote.  Doing so increases her DV by 1 for the duration of Ready in Eight Directions Stance.  This does not alter the basic Counterattack -1 DV penalty, which may still be cancelled by other charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Untouchable Hero Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 8, Essence 8; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Protection of Celestial Bliss&lt;br /&gt;
The Solar's defenses are succored and renewed by the full might of Heaven.  The character may spend 2 motes and 1 willpower when activating a stored invocation of Heavenly Guardian Defense.  This does not count as a part of the cost of Heavenly Guardian Defense and is therefore not discounted by Charms that affect Heavenly Guardian Defense's cost.  If the cost is paid, the invocation's motes remain committed and the invocation returns on the character's next action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Manifold Readiness Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fivefold Bulwark Stance&lt;br /&gt;
Observing the complete flow of battle, the Chosen of the Unconquered Sun reads every motion, every intent as though through a distilling lens.  All of the Solar's sense, instincts, and training align; no direction and no method can pierce her defense save by overwhelming capability.  Numbers and direction are little more than extra data points to be considered between the beats of her heart.  This Charm enhances its prerequisite. While the character assumes the Fivefold Bulwark Stance, she does not suffer penalties to DV from Coordinated Attacks and multiple opponents. Even if faced with the maximum number of attackers, the character moves her opponents to impede the other.  Even with a minimum of space, impossibly deft and swift movements give the Solar the edge. No opponent in such a situation gains the benefit of an unexpected attack. This does not alter unexpected attacks from other sources.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Willow's Victory&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
Though the fate of the Lawgivers is utter victory, each one shard was born of the desperate need of the gods to defeat their makers.  Every Solar carries within the lesson of the willow, learning to bend with an attack until the attack becomes a part of the defense.  The mightier the force, the stronger the defense becomes that folds within its path.  The force passes on, and yet the Solar remains.  This Charm grants a bonus to the character's Parry DV equal to (the attacker's Essence /2, round up).  This is a charm dice bonus.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeExtraActions&amp;diff=75760</id>
		<title>IsawaBrian/SolarMeleeExtraActions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeExtraActions&amp;diff=75760"/>
				<updated>2010-04-22T06:46:05Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Flooding River Strike&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Iron Whirlwind Attack&lt;br /&gt;
Sometimes, it is necessary for a single champion to stand against a horde of opponents.  The power of Essence can allow a Solar to do so, giving speed to her limbs and rushing her weapon to meet her foes.  So long as the character hits her intended target, she may immediately make another attack at her full dice pool.  Each attack must be leveled at a different victim, and the Exalt cannot move more yards than her Melee score between each target.  This Charm ends when the character misses or strikes every possible opponent within her reach.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious; it costs 10 motes, 1 willpower.  The Solar's player may designate up to the character's (permanent Essence x 3) in targets, of which each must be no further than the Solar's Melee from the previous and subsequent targets in the list.  The player then makes 1 attack roll which is leveled against each of the targets.  During the tick of this attack, the Solar is continued to be in range of any opponent who would be in range of one of the opponents attacked, and ends the tick next to the final target.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tornado Assault Technique&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Iron Whirlwind Attack&lt;br /&gt;
Surrounding a Solar who has mastered the Tornado Assault Technique is a foolish mistake.  No amount of enemies can swarm him under, for the Essence within him will let him strike at them all.  The character may make one melee attack against every enemy within a number of yards equal to his Melee + Essence.  He may turn in place, but may only move between his opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK and Obvious.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thousand Cuts Prana&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  10 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Flooding River Strike, Tornado Assault Technique&lt;br /&gt;
The Exalt and her weapon become a blur across the battlefield.  She strikes out at her foes with terrifying speed and incredibly efficient movement, going from target to target with incredible ease.  Until the end of the scene, the character gets an additional number of melee actions per turn equal to her Essence.  These actions may not be further divided by splitting her dice pool.  The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-Basic, Leader, and Obvious.  Every turn, the character may make a magical flurry of up to (her permanent Essence +1) in melee attacks, regardless of rate, with a DV penalty equal to the highest penalty for any one attack.  The character may still make an ordinary flurry if it is necessary, but may not combine the two.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;One Weapon, Two Lives&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Thousand Cuts Prana&lt;br /&gt;
In some ways, reaching the pinnacle of Essence within a mortal lifespan returns an Exalt to the beginning of his career, in terms of Charms.  It is similar, if not precisely the same, as taking the Second Breath; everything is new again, and power beyond the dreams of younger Exalts are within his hands.  So it is with One Weapon, Two Lives, a Charm based on the humble beginnings of One Weapon, Two Blows, but adapted for the significantly greater power of an Elder Exalt.  &lt;br /&gt;
&lt;br /&gt;
The character becomes capable of taking a Fully Independent Melee Action in addition to his base action.  This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; One Weapon, Two Lives and similar Fully Independent Melee Actions do not suffer any problems with Mental/Social Actions), with one exception: Fully Independent Melee Actions must be used for Melee Actions or left unused.  They can be used for Melee Charms, attacks, parries, dice pool splits, etc.  The character may also talk and take other reflexive non-Melee actions, including Reflexive Charms from other Abilities, if he so much as postures with his sword during the Fully Independent Melee Action.  None of these restrictions affect his base action.  Remember that neither his base action nor any Fully Independent Melee Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Peony Garden Meditation&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes, 1 Willpower, plus 4 motes per Fully Independent Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  6&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  6&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  One Weapon, Two Lives&lt;br /&gt;
Just as One Weapon, Two Lives is an outgrowth of One Weapon, Two Blows, Peony Garden Meditation is an Elder development of Peony Blossom Attack.  The Elder infuses her body with powerful Essence, and becomes capable of incredibly rapid action.  The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Melee Actions whose sum equals her permanent Essence.  The first action so designated, and one out of every two (round up) total must be a Fully Independent Melee Action.  For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Melee Actions; the final one that she takes must be a Fully Independent Melee Action.  The character then gains that many extra Fully Independent Actions and Fully Independent Melee Actions per turn.  The usual restrictions apply to all of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Iron Hurricane Assault&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  16 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Extra Action&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  7&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  7&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Peony Garden Meditation&lt;br /&gt;
This Charm is the Elder brother to Iron Whirlwind Attack.  Now, the character is utterly unstoppable on the battlefield.  He will seem to be in many places at once, striking down his foes in an endless storm of attacks.  His sword will be like the reaping hand of Endings, his spear blossoming into a multitude like the rays of the Unconquered Sun.  An army could not hope to stand against a warrior with the power of the Iron Hurricane Assault.  The Solar gains a number of extra Fully Independent Actions equal to his Melee Score each turn.  Only one of these must be a Fully Independent Melee Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious and Simple&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;One Weapon, One Tumult&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; One Weapon, Two Blows&lt;br /&gt;
The morning sun's rays fall upon the land in an uncounted multitude.  The Solar develops her speed and focus to the extent that she can rain down unceasing blows upon her target.  This Charm modifies its prerequisite, allowing the character to make One Weapon, Two Blows Obvious in exchange for having a variable effect.  The Charm may be used as normal, but if the Solar activates it with the Obvious Keyword, she may spend up to her Melee rating in motes.  Each mote spent adds 1 to the accuracy and rate of her weapon for one action.  The accuracy bonus is still subject to the normal limitations on dice added via Charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unfolding the Blossom Prana&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Peony Blossom Attack&lt;br /&gt;
Proper meditation and breathing exercises allow the Exalt to train himself to feel the rhythm of battle on a deeply personal level.  From that connection, the Solar develops a tactical mastery, enabling a split second control over how and what he will destroy.  This Charm modifies its prerequisite.  The Solar activates Peony Blossom Attack as normal, with the usual maximum of (Essence +1) attacks.  However, if the character makes less than the maximum number of attacks, he may spend 4 motes during Step 9 of the last attack in the flurry to make another attack.  &lt;br /&gt;
&lt;br /&gt;
The character is still limited to (Essence +1) total attacks in the flurry, but each new attack follows the same timing as a Counterattack, and thus may not be reacted to with Counterattacks or other Charms that use Counterattack timing.  If Peony Blossom Attack is used in a Combo, the character must still follow regular combo rules.  For example, Simple and Supplemental Charms must be used on each attack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Dawn's Crowning Wrath&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Invincible Fury of the Dawn&lt;br /&gt;
Though some Elder Solars concentrate on transcending the barriers of focus, others understand that swiftness beyond thought has its own rewards.  The untrammeled power of the Solar unleashes itself in her weapon, causing a blur of strikes so fast that only golden after-images can be seen.  This Charm modifies Invincible Fury of the Dawn, increasing the extra attacks granted by it from 2 to the Solar's permanent Essence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Terrible Steel Cyclone&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Iron Whirlwind Attack&lt;br /&gt;
The whirling power of the Solar becomes utterly overwhelming.  The speed and radiance of the Exalt's attacks cannot be born by those who stand against him.  Whenever the Solar benefits from a Melee Extra Action Charm-- including those that bestow Fully Independent Actions-- all relevant flurries apply the onslaught penalty of the flurry to DVs set against each attack.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeFightingStyles&amp;diff=75759</id>
		<title>IsawaBrian/SolarMeleeFightingStyles</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeFightingStyles&amp;diff=75759"/>
				<updated>2010-04-22T06:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== Sword 'n' Board ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Flaring Shield Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 1&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
Burgeoned by a wave of Essence, the Solar charges his opponent, using his shield to ram the foolish target with incredible force.  The Solar may move up to twice his normal full-round move to attack any opponent within range.  This attack has a Speed of +3, Accuracy equal to (the shield's Melee defense bonus plus the Solar's permanent Essence) divided by two, and damage equal to the shield's Ranged defense bonus plus the Solar's Melee score.  This damage is Bashing.&lt;br /&gt;
&lt;br /&gt;
The Exalt may choose to either do enhanced knockback or knockdown (this effect should be used even if knockback or knockdown is not used).  If the character chooses to do enhanced knockback, every point of raw damage will cause 1 yard of knockback.  If the character chooses to do enhanced knockdown, no matter how much damage is done, the attack automatically qualifies for knockdown, and the difficulty of the Stamina + Resistance roll is equal to 1 + health levels of damage done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and has a Speed of 6&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Making a Virtue of Obstruction&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flaring Shield Strike&lt;br /&gt;
Many skilled warriors forgo the use of a shield, except for certain magical ones, as being too unwieldy and bulky, interfering with their movement and vision.  A Solar need not be so limited, thanks to essence-enhanced senses and reflexes.  The Exalt turns her shield into an extension of her own body, permitting her to &amp;quot;sense&amp;quot; around it and fight as though it were hardly there.  Subtract the mobility penalty value of the Solar's shield from her Permanent Essence.  Any positive remainder is added to the shield's defense bonuses for both melee and ranged and the penalty is nullified.  In the event that there is a negative remainder, this is the new mobility penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has a Speed of 4 and a DV Penalty of -0.  It is Combo-OK and Leader.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Deft Buckler Defender&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Making a Virtue of Obstruction&lt;br /&gt;
The Solar Exalted uses the instinctive defensive power of his martial Essence in order to turn his shield into an active weapon, utilizing both its passive defenses and its heft to add to the Exalt's capabilities in combat.  For the rest of the scene, the Exalted may use his shield as a full weapon, as per Flaring Shield Strike, although the shield now has a Defense bonus equal to its (Melee and Ranged defense bonuses added to each other and the Exalt's permanent Essence) divided by 2, round up, and the character does not get the option to use enhanced knockback or knockdown.  The character also gains an additional action that must be used with the shield, including defaulting to a regular full parry.  The Solar still gains the ordinary benefits of the shield.  This Charm is fully compatible with Making a Virtue of Obstruction.&lt;br /&gt;
&lt;br /&gt;
This Charm somewhat breaks the Extra Action Charm rules; the character may use Extra Action charms while it is active, including scene-length ones.  However, if any such charm is used, the character forfeits the extra action gained by this Charm, and must follow all applicable rules for the other Extra Action Charm, including not splitting the dice pool, as in Iron Whirlwind Attack.  This Charm does not grant a Fully Independent Action of any type, and so does not give the character the ability to use more than one Charm per turn.  The Solar still gains the cover-based defense bonus of the shield as relevant to an attack (melee or ranged).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Simple (Speed 5, DV -0).  The resultant weapon has a Speed of 6, but it may be freely used in a flurry on the character's turn as though its Speed was the highest of any other action besides itself (ie, does not affect the Speed of the Flurry.  The character may make one action in each Flurry using the shield that does not add a DV penalty and is not affected by and does not affect the multiple action rules; this&amp;lt;/i&amp;gt; does&amp;lt;i&amp;gt; add to a magical flurry.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Superior Shield Wall Resonance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Deft Buckler Defender&lt;br /&gt;
The Solar learns to accept and internalize the nature of a protector and champion, drawing strength from her shield.   Whenever the character uses a Melee parry DV to defend herself and has a shield ready and applicable, add the higher of the shield's melee or ranged defensive bonuses to the Solar's bashing, lethal, and aggravated soak.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Defiant Footman Slap&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 per 'effect level', 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Deft Buckler Defender&lt;br /&gt;
Note: For the purposes of this Charm, 'effect level' either refers to the Circle &amp;quot;number&amp;quot; for a Sorcery spell or the minimum Essence necessary to perform an action; this does not include the Charms necessary for Sorcery, which is a delicate process and thus easier to disrupt.&lt;br /&gt;
&lt;br /&gt;
By utilizing the Defiant Footman Slap, the Solar establishes her prerogative over other Essence-users.  Whether simply a warrior-demigod, or a well-rounded fighter, the Exalt who triggers the Slap can disrupt the delicate patterns of Essence necessary to form grandiose effects.  This is especially effective against sorcery, which does not a very rigorous essence matrix.&lt;br /&gt;
&lt;br /&gt;
Effectively, Defiant Footman Slap is a reflexive Charm that permits the Solar to use the buffering nature of her shield to disrupt long-term essence accumulation.  This works on any Essence-based effect that takes more than a single action to perform, such as Sorcery.  This does not apply to effects that have extended durations that are already activated, only effects that are being activated.  &lt;br /&gt;
&lt;br /&gt;
The Exalt must be within her Melee in feet of the target.  The character makes a Dexterity + Melee + Melee defensive bonus from her shield against a difficulty equal to the Essence of the target plus the effect level of whatever extended Essence based action the target is making.  This costs 1 Willpower plus 5 motes per effect level.  If the roll is successful, the attack does damage equal to extra successes plus the character's strength, and the casting is disrupted.&lt;br /&gt;
&lt;br /&gt;
This does count as an attack, but any defense on the target's part will disperse the effect being used anyway.  Defense from other entities or autonomous defensive systems, such as the Virtuous Guardian of Flame, may be applied, as do any penalties to attacks or other completely passive defensive effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  Disregard the final paragraph, using the rules for Sorcery actions in 1E, although Defiant Footman Slap still counts as an attack.  The reflexive action generated by this Charm has no DV penalty and does not add to Speed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Dual Slaying Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive   &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The Lawgiver supplements her natural excellence with the guidance of Essence, allowing her to strike as easily with two weapons as with one.  For the rest of the scene, the Solar has no off-hand penalty and so long as she wields at least two weapons, her penalty for performing multiple actions is reduced by her Melee score.  For example, if a Solar with Melee 5 was wielding two rate 3 weapons and chose to flurry for 6 attacks, the first would be at –1, then –2, -3, -4, -5, and finally –6.  This reduction cannot bring a penalty below 0.  This does not reduce the DV penalty caused by each attack.  If a character is ambidextrous, the cost of Dual Slaying Stance is reduced by 1 mote.  If one of the Solar's weapons is lost, the character may opt to reflexively drop the Charm's commitment, or the character may continue to commit motes.  In the latter case, the Charm has no effect on rate until the character has a second weapon, but it will negate any off-hand penalty if relevant.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Balanced Dominance Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dual-Slaying Stance&lt;br /&gt;
The Lawgiver learns to balance the strengths of her weapons, granting the grace of one to the sturdy defense of another and combining the two.  When wielding two weapons, add together their accuracy and defense for one scene.  If one weapon is lost, its bonus is lost but the motes remain committed unless the Solar chooses otherwise and the Charm recalculates as soon as a second weapon is taken up again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Formerly known as Sun and Moon Method until that Charm was repurposed as a Presence Charm.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Two Swords Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Balanced Dominance Stance&lt;br /&gt;
The Solar’s Balanced Dominance Stance unfolds to a mastery of the Two Swords Technique.  Despite the name, this adaptation of Balanced Dominance Stance may be used at any time while the character has two weapons.  When Balanced Dominance Stance is active, the character may activate Fivefold Bulwark Stance for 3 less motes.  If Balanced Dominance Stance becomes inactive (the character is only wielding one weapon, for example), the Solar must make one of three choices: let Fivefold Bulwark Stance lapse entirely, pay the three mote discount off and have it remain active, or keep the original motes committed and wait to gain a second weapon again.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Steel Devil Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dual Slaying Stance, [[IsawaBrian/SolarMeleeDefense|Sixty-Four Ways Into The Sunset Method]]&lt;br /&gt;
A Chosen of the Unconquered Sun who has mastered both the Dual Slaying Stance and Sixty-Four Ways Into the Sunset Method soon realizes that the essence harmonies between a pair of weapons lend themselves easily to the righteous retaliation of the former Charm.  As long as the Chosen has Dual Slaying Stance active, Sixty-Four Ways Into the Sunset Method has a three mote discount.  If Dual Slaying Stance becomes inactive, (the character is only wielding one weapon, for example), the Solar must make one of three choices: let Sixty-Four Ways Into The Sunset Method lapse entirely, pay the three mote discount off and have it remain active, or keep the original motes committed and wait to gain a second weapon again.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Behemoth-Conquering Grip&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Steel Devil Style&lt;br /&gt;
To a Solar, mere limitations of balance and weight are but annoyances to be shed.  The power of a Solar demands obedience from their weapons, not the other way around.  The Solar may choose to commit 2 motes to attune a two-handed weapon; this adds to the cost of artifact attunement.  Any weapon so attuned subtracts two from its Strength requirement and the Solar may wield it one-handed.  The Solar may choose to attune any number of weapons this way, but the 2 mote surcharge must be committed for each weapon.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Graceful Battle God Mudra&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 12 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Steel Devil Style, [[IsawaBrian/SolarMeleeExtraActions|Thousand Cuts Prana]]&lt;br /&gt;
Every weapon has its own strengths and weakness.  Being prepared for a fight often means understanding the difference between situations when a mighty hammer is effective, or when a sterling blade is the solution.  By solidifying and animating motes from her Essence pool, a powerful Solar may transcend the limitations of choice in this matter.  Once activated, Graceful Battle God Mudra animates a number of weapons around the Solar equal to her Permanent Essence.  They may not travel further from the Exalt than her Melee score in feet, but they move nearly instantaneously, so a Solar can switch any two weapons each round, or one if the weapon that ends up in the Solar's hands is two-handed.  The Solar is also not penalized for wielding two weapons at once in her hands, nor for the additional weapons.  &lt;br /&gt;
&lt;br /&gt;
The Exalt also gains one additional action for each weapon that is not in her hands, although she must use the lesser of her Essence or her relevant attribute in any die pool (Example: Essence + Damage for damage, Essence + Melee + Accuracy for an attack, etc, if Essence is the lower of the pair of Strength or Dexterity, respectively).  These additional actions may not be split or defaulted to a full parry, although the Solar may still split her initial action.  The initial action can be defaulted to a full parry which can be used by any of the rotating weapons, but if this is done, any action with the weapons in her hands cannot be split.&lt;br /&gt;
&lt;br /&gt;
This Charm is not compatible with any other Extra Action Charm or effect, with the exception of those Charms and effects which grant Fully Independent Actions, including Fully Independent Melee Actions.  If a Charm or effect which grants Fully Independent Actions of any relevant type is operative, the weapons will animate and can be switched as usual, but no additional actions are granted.  Iterations or splits of the Fully Independent Actions must be used instead, and the character's usual dice pool is used, rather than being based off the lower of Permanent Essence or relevant attribute.  There is no essence discount in this or any other similar situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-Basic, Leader, and Obvious.  It costs 15 motes and 2 Willpower.  Effectively, the character gains a number of full extra actions whose speed is calculated separately from the speed of any actions produced by the weapons in the character's own hands.  These extra actions may only be used to attack, wait (like Guard but with no defensive effect), or switch, but they do not affect the character's DV at all.  They may be affected by Charms, but the maximum number of Charms used per DV refresh is still 1 per DV refresh off the weapons the character is carrying.  The floating weapons may not flurry.  The character may switch any number of weapons, though only two (or one, if one is two handed) may be physically carried at one time or used in a single action/flurry, and the switched weapons must be acting on the same tick-- ie, if the character's main action is on Tick 15, and the action of his hovering grand daiklaive is on Tick 13, he must have the grand daiklaive wait two ticks in order to affect the switch.  The character may switch at the &amp;lt;/i&amp;gt;end&amp;lt;i&amp;gt; of an action, to switch between offensive and defensive weapons, for example.  Otherwise, this Charm is the same as in 1E.&amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Focused Fencing ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solitary Swordmaster Prana&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Striking Pterok Speed&lt;br /&gt;
By calming her breath and harmonizing her soul with that of her weapon, the Solar gains mastery that escapes those who divide their attentions.  Her focus grants her great swiftness and amazing reflexes.  This Charm may only be active if the Solar is wielding a single weapon in one hand with no shield.  If these conditions are no longer meant, the Solar may choose to leave the motes for Solitary Swordmaster Prana committed and its benefits will resume as soon as her attentions are undivided once more.&lt;br /&gt;
&lt;br /&gt;
While the charm is active, subtract 1 from the Speed of the Solar's weapon and actions performed using that weapon, minimum of 2, and add 1 to its Rate.  This Charm is explicitly cumulative with other Charms that are normally noncumulative with Speed reducers or have lowered Speed, but it does have a flat minimum of 2, even if the other Charms could limit it to 1.  For example, the Solar might also choose to activate Sunray Spear, which is normally noncumulative with other Speed-reducing Charms and has a minimum Speed of 1.  An Essence 5 Solar using both Charms with a Speed 6 weapon would have a Speed of 2-- 6 divided by 2 for Sunray Spear, minus 1 for Solitary Swordmaster Prana-- and despite the fact that Sunray Spear permits a Speed of 1, no further effects could reduce the weapon’s Speed.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Battlefield-Striding Lunge Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Striking Pterok Speed&lt;br /&gt;
Mastery of motion is one of the principle doctrines of victory.  A Solar who emphasizes speed and balance can gain tremendous speed, though even the most centered may make themselves slightly more vulnerable in doing so.  In order to use Battlefield-Striding Lunge Technique, the Solar must be only wielding a single weapon in one hand with no shield.  If the Solar is later disarmed, wields a weapon in two hands, or puts a weapon or shield in his off-hand, this Charm's effects lapse.  The Solar may opt to leave the motes committed, to adapt to later conditions, or to let the motes and charm reflexively cease.  While this Charm is active, the Solar may move up to his full Dash distance on any tick during which he is attacking.  This adds 1 to the DV penalty of the attack thus made, generally for a net of 2.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Single Strike Swiftness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solitary Swordmaster Prana&lt;br /&gt;
Even the amazing speed of the lone Swordmaster can be enhanced as a Solar develops, allowing the character to dramatically increase the tempo of her attacks.  The character may use Striking Pterok Speed as a non-Charm action while Solitary Swordmaster Prana is active&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Glorious Solar Fencer&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Battlefield-Striding Lunge Technique, Glory of Melee Felicitations&lt;br /&gt;
The speed and grace of the Solar's balanced, focused stance lends great panache and elegance to his movements.  While Battlefield-Striding Lunge Technique is active, the Solar may activate Glory of Melee Felicitations for 3 motes less.  If Battlefield-Striding Lunge Technique goes inactive, the character may opt to spend and commit the 3 remaining motes, let Glory of Melee Felicitations go inactive for the time being, or let Felicity of Style Method lapse entirely.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Champion of Center and Focus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Solar Fencer, Single Strike Swiftness&lt;br /&gt;
The progression of the Solar's grace reaches a new height as her Essence reaches the pinnacle of the mortal span of an Exalt.  When the Chosen is focused and concentrates, the flow of battle is hers to command, distilled into the single blade she wields.  As long as the Solar is wielding a single, one-handed weapon with no shield, she may increase the number of ticks and bonus dice from an Aim maneuver to a maximum of the Exalt's (Melee + Essence).  When the character makes a Guard maneuver while so single wielding, she gains a +2 bonus to her DV.&lt;br /&gt;
&lt;br /&gt;
== Two-Handed Power! ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Palace-Crushing Hero Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple &lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fire and Stones Strike&lt;br /&gt;
Subtlety, even amongst the most stealthy Nights, is only a Solar trait by way of surpassing excellence.  Nevertheless, some Lawgivers, especially those bravos known as Palace-Crushing Heroes, disregard even the most vestigial overtures towards the softer touch.  With the power of their Essence, such Champions of the Sun can utterly demolish all who stand against them, regardless of their foes' sturdiness or armor.  Palace-Crushing Hero Technique's effects only work on weapons with the 2 tag.  &lt;br /&gt;
&lt;br /&gt;
As long as Palace-Crushing Hero Technique is active the Solar gains two benefits.  First, the Solar adds the Overwhelming number of the Solar's weapon to the Solar’s Essence for the purposes of determining Damage.  If the weapon has no Overwhelming number, the Solar may instead opt to use the higher of ( Melee or Essence) +1 as his minimum damage roll.  Secondly, whenever the Palace-Crushing Hero strikes his opponent, she must roll (Dexterity or Stamina) + (Athletics or Resistance) versus a difficulty of 2 to avoid knockback or knockdown, even in games that do not ordinarily use this option.  This effect happens regardless of the damage done, but every two raw damage dice in excess of the target's Stamina + Resistance adds 1 to the difficulty of the resistance roll.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Roaring Champion Offensive&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Palace-Crushing Hero Technique&lt;br /&gt;
The unstoppable power of an unleashed Solar can crack mountains, shatter manses, and destroy even the mightiest foes.  While Palace-Crushing Hero Technique is active, the character gains a 1 mote discount on Hungry Tiger Technique, usually making it free. This discount is compatible with the increased cost from Ravenous Lion Method, for a net cost of 1 if the Solar knows and uses both effects.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Grip-Shattering Force&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes, 1 willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Roaring Champion Offensive&lt;br /&gt;
The Solar champion smashes aside all resistance to the overwhelming fury of his attacks, crushing all who stand against the judgment of Heaven.  The effects of this Charm only benefit weapons with the 2 tag.  If the Solar attacks and his opponent uses a parry defense that can be disarmed (usually, this does not include weapons with the N tag), the Solar may spend 1 mote to channel some of the energy of his strike into disarming his opponent.  If this happens, the target must immediately make a reflexive Wits + (Ability) roll against a difficulty equal to the Solar's Essence to avoid having her weapon disarmed.  &lt;br /&gt;
&lt;br /&gt;
This occurs during Step 1 of the attack, and the target may use Charms to modify the roll.  A perfect defense at this juncture will prevent both the attack and the disarming attempt.  Otherwise, the target must be able to use Charms twice in order to benefit both the attempt to retain control of the weapon.  In most cases, this includes non-Charm actions, a Combo, or using an Excellency to affect both the roll and the defense.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Aiming the Thunderstorm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Grip-Shattering Force, [[IsawaBrian/SolarMeleeDamage|Whirlwind of Searing Blows]]&lt;br /&gt;
With a mighty weapon in hand, the Solar who has eschewed nuance for might energizes her blade with even more deadly force.  While Grip-Shattering Force is active, the character gains a 3 mote discount to the cost of Whirlwind of Searing Blows, so long as its effects are limited to only weapons with the 2 tag.  If Grip-Shattering Force ceases to be active, or the character wishes to affect weapons without the 2 tag, he must pay and commit the discount back.  Otherwise, Whirlwind of Searing Blows shall lapse or become inactive.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Size Matters Not&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Palace-Crushing Hero Technique&lt;br /&gt;
The physical stature of a Solar in no way restrains from taking the path of the Palace-Crushing Hero.  Size Matters Not grants two benefits to the character.  First, any weapons with the 2 tag have an effective weight of half (round down) their normal amount, which means that they also have an effective Strength minimum of half (round down).  Secondly, while Palace-Crushing Hero Technique is active, the character need meet no minimums at all to wield a weapon to its fullest effect.  This does not reduce any attunement costs.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeSwiftness&amp;diff=75758</id>
		<title>IsawaBrian/SolarMeleeSwiftness</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeSwiftness&amp;diff=75758"/>
				<updated>2010-04-22T06:36:49Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Swift Slice&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  1 mote, +1 per additional initiative bonus&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents.  The charm gives a base bonus to initiative equal to the character’s Melee score.  The character’s first action must involve the Melee ability.  Additional bonuses to initiative can be bought at a rate of 1 per 1 mote, but the total bonus cannot more than double the character’s base Dexterity + Wits score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Peony Blossom Attack&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; The Solar gives his reflexes a brief boost, allowing him to overtake unwary opponents.  The Exalt must have a Melee weapon available to use this Charm, but it need not be drawn/readied.  This Charm supplements a Join Battle Action, adding a number of bonus dice to the roll equal to the Solar's permanent Essence; as well, the character instantly and reflexively draws and readies an available Melee weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Flanking Mospid Charge&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  3 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Swift Slice&lt;br /&gt;
With a rush of Essence through her body, the Exalt swiftly charges an opponent.  She automatically wins initiative over a single opponent.  Characters cannot split their dice pools on the turn they use Flanking Mospid Charge.  Two characters using Flanking Mospid Charge or similar effects in competition roll for initiative normally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 3, DV -0)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Swift Slice&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; With a rush of Essence through her body, the Exalt swiftly charges an opponent, striking out at him.  She makes a single Melee attack, at a lower Speed and DV penalty than most normal attacks.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Striking Pterok Speed&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  3 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Flanking Mospid Charge&lt;br /&gt;
Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield.  For the rest of the scene, add his Melee to his dexterity for the purposes of determining how far he moves when making a Melee Action, and add his Melee to his Initiative for any round where his first action is a Melee Action.  Effects such as Striking Mospid Charge, Opportune Shot, or Thunderclap Rush Attack do not automatically win initiative over the Solar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m per action; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flanking Mospid Charge.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; Emulating the incredible speeds of their Pterok allies in flight, the Solar using this Charm becomes a blur on the battlefield.  Reduce the Speed of a number of Melee Actions equal to the motes spent (maximum of [Melee] Actions) by 1.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sunray Spear&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Striking Pterok Speed&lt;br /&gt;
While under the effects of this Charm, the character’s speed with a weapon is beyond compare.  She flits from opponent to opponent, striking with blinding speed that cannot be followed.  Until the end of the scene, the character automatically wins initiative each round as long as her first action is a Melee Action.  Two characters using Sunray Spear or similar effects in competition roll for initiative normally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm functions differently:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;8m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Striking Pterok Speed, Flooding River Strike&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;While under the effects of this Charm, the character’s speed with a weapon is beyond compare.  She flits from opponent to opponent, striking with blinding speed that cannot be followed.  Until the end of the scene, subtract 1 from the Speed of any Melee action or Charm.  This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of a Flanking Mospid Charge.  At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater.  In either case, there is a minimum Speed of 1 for any action.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Moment of the Strike&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Permanent&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Special&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Swift Slice&lt;br /&gt;
The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents.  In any given combat, in the first turn he acts, he doubles his base initiative (Dexterity + Wits).  Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over him.  These advantages cease to apply once he takes his first non-reflexive action, and his initiative tic is returned to normal if the first action he intends to take is not a Melee Action.  There is no cost to use this Charm -- learning this Charm permanently enhances the Exalt’s capabilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is dramatically different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;--; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flanking Mospid Charge&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; The Solar with this Charm has an extra edge in combat- a sense for the Essence of combat that allows him to get a jump on his opponents.  Always double his Join Battle dice if the first action to be taken is an Melee action. The character may also double the mote cost for Swift Slice in order to add a number of successes to the roll equal to his permanent Essence, rather than dice.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Blinding Rush Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Permanent&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Special&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Moment of the Strike&lt;br /&gt;
It is possible to enhance a Solar’s reflexes permanently through long term harmony with the her weapons.  As long as the Exalt makes a melee action first, she gains a permanent bonus to her initiative every Turn equal to her Melee score.  Charms such as Thunderclap Rush Attack and Striking Mospid Charge do not automatically win initiative over her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is dramatically different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;--; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Awareness 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Moment of the Strike, Surprise Anticipation Method&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;It is possible to enhance a Solar’s reflexes permanently through long term harmony with the her weapons.  This permits the Solar to use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is a Melee action.  This typically is drawing her sword, but haste or paranoia can lead to tragedy.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Eightfold Preparation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Summoning the Loyal Steel&lt;br /&gt;
A skilled and powerful Solar can precisely control the very shape of the Essence wrapped around her weapons as she deposits them in Elsewhere.  When summoning a weapon that was placed in Elsewhere by Summoning the Loyal Steel or any other Charm that creates or summons a relevant Melee weapon, the Solar may invoke Swift Slice as a non-Charm action.&lt;br /&gt;
&lt;br /&gt;
== Comment ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeRangedArea&amp;diff=75757</id>
		<title>IsawaBrian/SolarMeleeRangedArea</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeRangedArea&amp;diff=75757"/>
				<updated>2010-04-22T06:34:12Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Explosive Solar Wrath&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  10 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  [[IsawaBrian/SolarMeleeExtraActions|Tornado Assault Technique]], Blazing Solar Bolt&lt;br /&gt;
The character swings his weapon in a high arc through the air around him, and a corona of power erupts from it, showering the area with damaging bursts of energy.  The player makes one attack roll, which is applied to all opponents within the characters permanent Essence x 3 yards.  This attack may be dodged, but not blocked.  This attack does differentiate between friends and foes of the character!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK and Obvious.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Courageous Swordsman Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sandstorm-Wind Attack&lt;br /&gt;
The Courageous Swordsman Strike utilizes similar patterns of Essence to Sandstorm-Wind Attack.  Unlike that Charm, however, Courageous Swordsman Strike merges the Essence of the Exalt with that of her weapon-- the result being that the Exalt flies across the battlefield with her weapon!  The character attacks with her Dexterity + Melee dice pool and does a base lethal damage of her Strength + Essence + Melee.  This attack is blocked as a ranged attack not a Melee Attack, and has a range of up to (10 x the character's Essence) yards away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Iron Raptor Technique&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The Courageous Swordsman Strike is an alteration of the Iron Raptor Technique that expends extra power to literally propel the Exalt across the battlefield with her weapon!  Resolve the Iron Raptor technique as normal, expending an extra 2m, 1 wp (4m, 1 wp total).  In place of the Solar's ordinary reflexive Move, she flies with her blade to land in front of her enemy as the strike falls.  This modification is not compatible with the Sandstorm-Wind Attack; the character and blade must physically travel to the target.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Warhost Mortality Discipline&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Explosive Solar Wrath, [[IsawaBrian/SolarMeleeExtraAction|Tornado Assault Technique]]&lt;br /&gt;
Many cities were destroyed during the First Age by careless Solars fighting each other.  Their wasteful and devastating displays of power would often leave entire regions smoking ruins.  The Warhost Mortality Discipline was one of the Charms used in the fatuitously extravagant battles between Solar Lords.  Summoning the burning essence that lives within the soul of a Warrior Solar, an Exalt using this Charm could project thousands and thousands of glowing essence copies of himself onto the battlefield, assaulting all of his enemies at once.  &lt;br /&gt;
&lt;br /&gt;
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude.  They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually.  The Solar makes one single attack roll that is then applied to all of his targets at once.  These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops.&lt;br /&gt;
&lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror.  GMs may wish to section off the armies into smaller amounts for the purposes of scale, though.  Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat.  If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills.  An Essence 10 character can destroy two entire First Age Legions in a single hit.&lt;br /&gt;
&lt;br /&gt;
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use.  An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000.  Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once.  This Charm can also be used to destroy earthworks, fortifications, towns, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious, Combo-OK, and War.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Terrible Anger of the Unconquered Sun&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Warhost Mortality Discipline&lt;br /&gt;
Ultimately, in the First Age, the search for (and use of) larger and more deadly Charms consumed the Dawn Caste.  Not content for controlled and measured sources of destruction on even the scale of the Warhost Mortality Discipline, the masters of warfare developed still-more terrifying methods to destroy.  Some would focus on more sophisticated ways of killing individuals-- the artists of the Dawn Caste-- but others sought ways of annihilating still more of their foes.  The obscene destructiveness of the Terrible Anger of the Unconquered Sun was one such method.&lt;br /&gt;
&lt;br /&gt;
Upon activating this charm, the Solar slams her weapon downwards.  It does not matter if there is no surface beneath her at that moment; when the tip of her weapon becomes aligned with her feet, a catastrophic Essence reaction takes place, unleashing a dome (or sphere midair) of destructive force and burning energy with a radius equal to ten miles per dot of permanent Essence.  This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike.  Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on!&lt;br /&gt;
&lt;br /&gt;
The effects of this burst are immediate and devastating.  All extras within the range of effect die, instantly.  The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect.  Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve.  In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses.  Any non-Extra with an Essence less than the Solars will take double damage from all success rolls.  This damage is always lethal unless the Solar uses a combo or other effect to change it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Obvious, Combo-OK, War, and Mandate.   In a game where Mandate of Heaven is used, the Storyteller is referred to the &amp;quot;But Can I Blow Up Cities?&amp;quot; sidebar on p. 144 of the Storyteller's Companion. Even if this strike is not used in a population concentration, it may have severe effects on any Abilities or other Traits associated with the area destroyed.  It is suggested that the Domain in question be given at least one point of Limit, possibly more.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Centered Warrior Sticking&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Iron Raptor Technique&lt;br /&gt;
The cowardice of warriors who seek to avoid the righteous vengeance of a champion of the Unconquered Sun is easily conquered by the master of this Charm.  The Solar uses bursts of essence to propel herself along with any fleeing foe that she has had melee contact with, using both the violent essence of her Solar combatant heritage and the connection between combatants.  Whenever an opponent that the Solar has attacked or defended against within the last round moves away from her, she may reflexively activate Centered Warrior Sticking in order to make a full movement action without requiring the use of her normal movement allotment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm is Combo-OK and Leader.  It only costs 3 motes, and allows the character to make a reflexive, DV -0 Dash in addition to her ordinary reflexive Move action when an enemy moves away from her as above, so long as the Dash is oriented towards the enemy (and not past).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Vengeance-Chasing Swordsmaster&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Centered Warrior Sticking&lt;br /&gt;
There is no escape for those who are pursued by the Vengeance-Chasing Swordsmaster.  Carried by the essence connecting combatants and energized by the superlative power of his Solar Essence, the Exalt who utilizes this Charm can pursue his opponents to the ends of the earth.  Any time an opponent who has been attacked or defended against by the Solar moves away from him, the Solar may reflexively make a full movement action without requiring the use of his normal movement allotment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Centered Warrior Sticking&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;There is no escape for those who are pursued by the Vengeance-Chasing Swordsmaster.  Carried by the essence connecting combatants and energized by the superlative power of his Solar Essence, the Exalt can pursue his opponents to the ends of the earth.  By expending an additional 1 mote, the Solar may activate Centered warrior Sticking as though it was not a Charm use.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Weapon-Locking Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3 motes, 1 willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Centered Warrior Sticking&lt;br /&gt;
The Solar utilizes the speed and deftness of Essence-fueled techniques to lock her weapon with her opponent's.  No matter the size discrepancy or unlikeliness of the situation, the Solar will be able to retain a total grip on the opponent's weapon.  Treat this as a simple, instant attack/charm for the purposes of timing and combos.  The Solar makes a Dexterity + Melee roll, with bonuses for the weapon's accuracy, as usual, and the opponent may defend as usual.  However, rather than trying to damage the opponent, this action is treated as a clinch that cannot do damage, only hold.  None of the character's limbs that are not involved with using the clinching weapon are restrained.&lt;br /&gt;
&lt;br /&gt;
Because the character using Weapon-Locking technique is manipulating Essence, she may freely move around with the locked weapons, dragging the target with her.  She may not force an opponent into immediate danger (off a cliff or into lava, for example), nor will his move to keep up count against his action for the turn, even if the Solar takes a full movement action.  On the other hand, the target must succeed in a contested strength roll to make more than a few steps around the Solar.&lt;br /&gt;
&lt;br /&gt;
Every round, the Solar and the target reflexively make Dexterity + (relevant Ability) rolls in order to maintain or take control of the weapon clinch.  Strength may not be used for this roll, as the weapon lock is a matter of skill and deftness, not outright power.  Strength-related charms or abilities that could ordinarily be applied to a clinch may be applied to this roll, however, regardless of their normal rules.  If the target succeeds in taking control of the weapon clinch and does not break it or throw the opponent, &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; move actions require a strength roll, and reflexive rolls to maintain control will still be made each round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK and Leader.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Will of the Warrior&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Presence:&amp;lt;/b&amp;gt;  3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sandstorm-Wind Attack&lt;br /&gt;
Sometimes, a battle can be won or lost in a single instant.  When the steely gazes of two warriors meet, one may be turned away, cowed by the warrior spirit of the other.  Will of the Warrior allows the character to invoke a 'phantom duel' with his opponent by locking gazes and concentrating.  Instantly, phantom projections of the Essence of both warriors clash between them.  Each participant rolls Charisma + Essence + Melee as their spirits participate in an iaijutsu duel.  The loser must succeed in a valor roll or be at a -2 dice penalty to face the winner; on a botch, she flees.  This Charm is somewhat biased towards the user; if the Solar using the Charm wins, regardless of the results of the loser's valor roll, the target will be sapped of 1 willpower per dot of the Solar's Permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Emotion, and Leader.  It requires Iron Raptor Technique.  It generates an instant Social Attack on the target.  This attack uses Charisma + Melee + Essence, and the target's defense can only come from (Charisma + Melee + Essence)/2 as a Parry MDV or an ordinary Dodge MDV, whichever is higher.  If the Solar succeeds, the target is struck by incredible fear, and must succeed at a Valor roll or flee.  Even if the target succeeds, she is at a -2 internal penalty to all combat rolls (-1 to DV) for a scene.  The target may pay Willpower equal to the Solar's permanent Essence to shrug off either effect. The Solar does not suffer a penalty if he loses.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Battlefield-Leveling Solar Spirit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Vengeance-Chasing Swordsmaster, Courageous Swordsman Strike&lt;br /&gt;
The Solar surrounds herself with a brilliant corona of martial Essence.  Out of this blazing inferno, Essence-copies of the Solar periodically erupt, moving at the very speed of light to strike her opponents.  Once active, the Solar utilizing Battlefield-Leveling Solar Spirit can target any being she can perceive and attack them, so long as they are within the Exalt's Permanent Essence x 100 yards.  This does not grant extra attacks.  Using this Charm causes the character's Caste Mark to burn as though she had spent 4-6 motes of Peripheral Essence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  It has a Speed of 5.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Inescapable Annihilation Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 3 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Battlefield-Leveling Solar Spirit&lt;br /&gt;
A Solar of sufficient Essence can totally control the battlefield, to the point where mere distance and obstruction are unimportant details, to hamper lesser beings.  The Essence Corona of the Exalt becomes a blazing inferno, just as though he had spent 11-15 motes of Peripheral Essence.  Essence-copies blaze into existence and tear through the world without limit or control.  Any opponent that can be perceived can now be attacked without the Solar moving, including dematerialized or otherwise intangible beings.  Furthermore, any being that the Solar has fought in the last round is automatically perceptible no matter what the distance or concealment!  A Solar utilizing Inescapable Annihilation Technique can attack a foe who has fled to Yu Shan or the Underworld, so long as at least one attack per round is made on that opponent.  If one round goes by without the Solar attacking the opponent, the connection is lost until the Solar has another means of establishing an attack.  This Charm specifically permits the character to continue attacking an opponent who has &amp;quot;dodged&amp;quot; the entire combat with Avoidance Kata (although the initial &amp;quot;dodge&amp;quot; is still successful)!  The only escape from this Charm is to head into the Deep Wyld and become hidden in the infinite chaos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  Instead of attacking or being attacked in the last round, the character must attack or have been attacked by a target once every DV Refresh.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Incandescent Fulmination&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Blazing Solar Bolt&lt;br /&gt;
The Chosen concentrates the majesty of her Essence into the beam of her Blazing Solar Bolt, vastly increasing its range and unleashing a catastrophic explosion.  When activating Blazing Solar Bolt, the Solar may opt to spend an additional 4 motes to increase the range to the limits of her sight.  The Solar may opt to have this as the only effect of the modified Bolt.&lt;br /&gt;
&lt;br /&gt;
However, if the attack successfully hits the target, the Solar may choose to have it cause a secondary explosion, causing an unblockable, undodgeable lethal damage equal to (the Exalt's Strength + Willpower) to all creatures within (Essence + Melee) yards of the target.  This has the Keyword Holy and is aggravated damage against Creatures of Darkness.  The secondary explosion is unrolled.  The secondary explosion penetrates all cover (including shields) but cannot go through solid objects significant enough to have their own soak and health levels unless it completely envelops them in its area of effect.  The decision to cause an explosion or not must be made at the time of the Charm's invocation.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDamage&amp;diff=75756</id>
		<title>IsawaBrian/SolarMeleeDamage</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeDamage&amp;diff=75756"/>
				<updated>2010-04-22T06:31:56Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Armor-Negating Technique&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt; [[IsawaBrian/SolarMeleeDefense|Careful Warrior Method]]&lt;br /&gt;
No physical armor is invincible, save those with the most powerful of magics upon them.  An Exalt can use this Charm to discover the holes in an enemy’s defense and exploit them, sending Essence-boosted attacks against his enemy’s weakest points.  The Exalt’s attack becomes piercing, and gets a number of bonus damage dice equal to his permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this is a secondary effect of Solar Strike (see below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;All-Weapons Deadly Discipline&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  1 mote per 2 damage&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt; Fire and Stones Strike, Armor-Negating Technique&lt;br /&gt;
No weapon is useless in the hands of a trained Solar.  By charging her weapon with Essence, she can cause it to unleash a deadly burst of damaging Essence when it strikes her opponent.  For every mote of Essence the character spends on the Charm, it adds two to the base damage of her weapon.  The Exalted cannot spend more motes of Essence activating this Charm than her permanent Essence rating.  This effect also makes the character somewhat faster; add +2 to the weapon's speed rating.  At least one mote of Essence must be spent to activate this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this is a secondary effect of Solar Strike (see below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Edge as Sharp as Sunlight&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  2 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  All-Weapons Deadly Discipline, [[IsawaBrian/SolarMeleeAttack|One With the Blade]]&lt;br /&gt;
Sunlight can penetrate any crack, any hole- if there is a way to for sunlight to strike through, it shall.  A character using this Charm energizes his weapon with a razor-sharp Essence edge, emulating sunlight’s piercing capabilities.  No matter how strong the defense, he will be able to do damage to his opponent.&lt;br /&gt;
&lt;br /&gt;
The player rolls to attack as normal, and defense is similarly rolled  As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak.  Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled.  This has no effect on healing.  Perfect defenses, such as Adamant Skin Technique, will completely block this effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  It requires One With the Blade and Solar Strike (All-Weapons Deadly Discipline) (see below).  This Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength.  Its Speed is 4 and its DV penalty is -1.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Heart of the Sun Attack&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  10 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Edge as Sharp as Sunlight&lt;br /&gt;
This Charm creates a radiant, jagged aura of Solar Essence around the character’s weapon.  This aura cuts through its target like a hot knife through butter, leaving terrible wounds behind.  The character makes a normal attack roll, but all damage dealt is aggravated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, reduce the cost of this Charm to 5 motes, 1 Willpower, probably.  Its Speed is 4 and its DV penalty is -1.  It is Combo-OK, Leader and Obvious.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Total Annihilation Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  16 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  7&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  7&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Heart of the Sun Attack, [[IsawaBrian/SolarMeleeAttack|Spear of the Unconquered Sun]]&lt;br /&gt;
This is a brute force Essence attack.  The character charges his weapon with an obscene amount of Essence, causing it to burn with a terrible heat and light that destroys everything its path.  The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed.  No soak or damage reduction can help his opponent as  raw Solar essence bursts forth from the character’s weapon.  Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate.  The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal.  Most enemies simply explode; some actually disintegrate.&lt;br /&gt;
&lt;br /&gt;
Only the character and weapons made of the Five Magical Materials can withstand such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful.  If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed.  As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Order-Forged Blade&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt;  3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Edge of Morning Sunlight, Chaos-Repelling Pattern&lt;br /&gt;
By surrounding her weapon with a rigid pattern of Essence, the Solar makes it deadly to Fae and creatures of the Wyld.  This is somewhat more difficult than the natural destruction of the creatures of Death inherent to all Solars, but draws instead upon the Solar's role as an enforcer of the Celestial Bureaucracy, and by extension, Creation.  The weapon adds the character's Essence to its regular damage when used against Fae, Wyld Creatures and the severely Wyld-tainted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this is a modification of Solar Strike (see below)&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Merciful Master Swordsman Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 9 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Whirlwind of Searing Blows&lt;br /&gt;
Sometimes, it is better to leave your enemies alive than to kill them.  A loved one might be turned against a Solar in madness, or he may need his foes alive for questioning.  This Charm surrounds the Solar's weapon with a strange, &amp;quot;soft&amp;quot; cushion of Essence that nevertheless deals massive blunt trauma to his foes.  For the rest of the scene, his weapon gains a damage bonus equal to his Essence to all attacks.  However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating.  Additional strikes that would send a target below Incapacitated instead create additional &amp;quot;phantom&amp;quot; incapacitated levels that must be healed before any others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Spirit-Burning Solar Aura&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heart of the Sun Attack&lt;br /&gt;
For the artisans of the First Age Dawn Caste, the clumsy devastation of the Terrible Anger of the Unconquered Sun was simply too gauche.  Anyone can destroy a mountain, but to the &amp;quot;sophisticated&amp;quot; Bronze Tiger, it was far more important to kill an &amp;lt;i&amp;gt;individual&amp;lt;/i&amp;gt; with style, grace... and utter &amp;lt;b&amp;gt;totality&amp;lt;/b&amp;gt;.  Their contribution to the killing arts is the Spirit-Burning Solar Aura.  This Charm wraps the Exalted's weapon with a carefully woven aura of Essence.  This Essence blazes visibly around the Solar's weapon in a rotating corona of jagged sunlight.  For the rest of the scene, add the Solar's permanent Essence to his weapon's damage.  All damage dealt by that weapon is aggravated.  Anything killed by the weapon during the scene has its spirit sliced down to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits.  It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality.  Nothing less will serve.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Whirlwind of Searing Blows&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 7m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fire and Stones Strike&lt;br /&gt;
This Charm is a mechanical conversion of the Charm on page 74 of CB:D.  It is fundamentally unchanged.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The Solar invests her weapon with a momentary burst of Essence that manifests itself in a method based on the character's fighting style and anima.  Add the Solar's Essence in damage to a Melee-based attack.  In addition, the player can pick one of the following effects when purchasing this Charm, additional picks of which may be later purchased for 1 bonus point or experience point:&lt;br /&gt;
  &amp;lt;i&amp;gt;Edge of Morning Sunlight:&amp;lt;/i&amp;gt; The Solar's weapon manifests his sacred nature.  The attack becomes Holy, and inflicts&lt;br /&gt;
  aggravated damage on creatures of darkness.  When this effect is used, the character's weapon &lt;br /&gt;
  temporarily becomes bright enough to be seen for (Essence) miles.&lt;br /&gt;
  &amp;lt;i&amp;gt;Order-Forged Blade:&amp;lt;/i&amp;gt; By surrounding her weapon with a rigid pattern of Essence, the Lawgiver makes it deadly&lt;br /&gt;
  to Fae and creatures of the Wyld.  The attack becomes Order, and inflicts aggravated damage on Wyld creatures as&lt;br /&gt;
  per the Keyword.&lt;br /&gt;
  &amp;lt;i&amp;gt;Armor-Negating Technique:&amp;lt;/i&amp;gt; An Exalt can use this technique to discover the holes in an enemy’s defense and&lt;br /&gt;
  exploit them, sending Essence-boosted attacks against his enemy’s weakest points.  The attack becomes piercing.  If&lt;br /&gt;
  it is already piercing, half the target's non-armor soak as well.&lt;br /&gt;
  &amp;lt;i&amp;gt;All-Weapons Deadly Discipline:&amp;lt;/i&amp;gt; By charging her weapon with additional Essence, the Solar can cause it to&lt;br /&gt;
  unleash a deadly burst of damaging Essence when it strikes her opponent.  Add 1 additional mote to the cost of the &lt;br /&gt;
  charm (total 3) to add four extra dice of damage to the attack.  This will also cause a very distinctive visual&lt;br /&gt;
  effect based on the character's anima.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ravenous Lion Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hungry Tiger Technique&lt;br /&gt;
A Solar warrior is ever hungry for victory, ready to destroy any who would stand against him in a terrible burst of power.  This Charm modifies its prerequisite.  By spending an additional 1 mote, the character may activate Hungry Tiger Technique as a non-Charm action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Pyroclasmic Attack&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fire and Stones Strike&lt;br /&gt;
The terrifying strength of a Solar can shatter the strongest foe.  By spending a willpower point when activating Fire and Stones Strike, the character adds post-soak damage successes, rather than dice.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Felicity of Style Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Strike&lt;br /&gt;
The Solar understands the proper style with which to drive home a spear or slash across an enemy's vitals with which to inflict more devastating wounds.  This excellence of style grants a small but constant edge to the Solar's attacks.  All damage rolls count 10s and two successes.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=75755</id>
		<title>IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=75755"/>
				<updated>2010-04-22T06:30:07Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been playing Exalted since it came out and fussing around with it the whole time.  At the moment, I'm converting my old 1E charms to 2E; mainly, by adding conversion notes below the 1E charms, so both versions are available.  All new charms will be exclusively 2E, though.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
Charm Count for personal obsession: 800 Solar + 1 Lunar + 166 Dragon-Blooded + 14 Alchemical = 981 net charms.  Charm count is being reorganized; only fully converted 2E stuff counts.  Will be some redundancy for a bit.  Note to self-- you removed the count for Transcendent Prowesses already&lt;br /&gt;
&lt;br /&gt;
Solar Charms:&lt;br /&gt;
&lt;br /&gt;
*General (5)&lt;br /&gt;
** [[SolarExcellency/IsawaBrian]] - Some general progression Charms (5 charms)&lt;br /&gt;
&lt;br /&gt;
*Dawn (347)&lt;br /&gt;
** [[SolarArchery/IsawaBrian]] - &amp;quot;Completing&amp;quot; the Archery Tree.  (64 Charms)&lt;br /&gt;
** [[SolarBrawl/IsawaBrian]] - Hercules, Tavern-Brawler style stuff.  My favorite new charm list.  (Obsolete, moved to Martial Arts)&lt;br /&gt;
** [[MartialArts/CrusadingUnicornStyle]] - Silk and steel, fury and grace; untamed power from without Creation turned to defense against its worst enemies. (9 Charms)&lt;br /&gt;
** [[MartialArts/HarmoniousSolarWarriorStyle]] - The transcendent power of the Dawn Lotus.  Not 100% sure on this; C&amp;amp;C greatly appreciated. (14 Charms)&lt;br /&gt;
** [[MartialArts/HungryRaptorStyle]] - A dangerous style based on rapid strikes and constant movement.  (11 Charms)&lt;br /&gt;
** [[MartialArts/NaturalSolarCharms]] - Natural developments of the Unconquered Hero and Solar Hero Styles (65 Charms)&lt;br /&gt;
** [[MartialArts/UnconquerableHeroStyle]] - The rough and ready style of a Solar brawler, in the second edition (9 charms)&lt;br /&gt;
** [[SolarMelee/IsawaBrian]] - Lots, and lots, and lots of Melee ideas.  (103 Charms)&lt;br /&gt;
** [[SolarThrown/IsawaBrian]] - Javelins of the Sun himself! (51 Charms)&lt;br /&gt;
** [[SolarWar/IsawaBrian]] - The glory of the Sun's own armies. (21 Charms)&lt;br /&gt;
&lt;br /&gt;
*Zenith (161)&lt;br /&gt;
** [[SolarEndurance/IsawaBrian]] - Energizing the Solars -- Obsolete, dispersed into Integrity &amp;amp; Resistance, others&lt;br /&gt;
** [[SolarIntegrity/IsawaBrian]] - The holy will of the Solars cannot be denied on the face of Creation (26 charms)&lt;br /&gt;
** [[SolarPerformance/IsawaBrian]] - Priestly Solar Charms.  These are my weakest, I think- C&amp;amp;C?  (26 Charms)&lt;br /&gt;
** [[SolarPresence/IsawaBrian]] - Holiness and Army Leading; some Mail &amp;amp; Steel interactions  (40 Charms)&lt;br /&gt;
** [[SolarResistance/IsawaBrian]] - A plethora of ways to make you tougher- Permanent Charms, Hardness, post-Damage Soak  (44 Charms)&lt;br /&gt;
** [[SolarSurvival/IsawaBrian]] - More hunting!  (25 Charms)&lt;br /&gt;
&lt;br /&gt;
*Twilight (131)&lt;br /&gt;
** [[SolarCraft/IsawaBrian]] - Dealing with (IMO) the stupid craft rules.  (27 Charms)&lt;br /&gt;
** [[SolarInvestigation/IsawaBrian]] - Holmes, Mindreading, and Illusion-breaking  (25 Charms)&lt;br /&gt;
** [[SolarLore/IsawaBrian]] - Research, Memory Palace Charms and some mental discipline Charms  (27 Charms)&lt;br /&gt;
** [[SolarMedicine/IsawaBrian]] - Powerful regeneration charms.  (21 Charms)&lt;br /&gt;
** [[SolarOccult/IsawaBrian]] - ... I can't really explain these.  (31 Charms)&lt;br /&gt;
&lt;br /&gt;
*Night (63)&lt;br /&gt;
** [[SolarAthletics/IsawaBrian]] - Quicker than a ray of light, lighter than a feather  (14 Charms)&lt;br /&gt;
** [[SolarAwareness/IsawaBrian]] - Nothing escapes the vision of the Unconquered Sun  (8 Charms)&lt;br /&gt;
** [[SolarDodge/IsawaBrian]] - A few spiffy new dodge effects  (14 Charms)&lt;br /&gt;
** [[SolarLarceny/IsawaBrian]] - Dirty Deeds and Dishonest Dicing  (17 Charms)&lt;br /&gt;
** [[SolarStealth/IsawaBrian]] - Mastery of the art of invisibility.  (10 Charms)&lt;br /&gt;
&lt;br /&gt;
*Eclipse (99)&lt;br /&gt;
** [[SolarBureaucracy/IsawaBrian]] - To control the desks-- and to become immune to paperwork.  (16 Charms)&lt;br /&gt;
** [[SolarLinguistics/IsawaBrian]] - Mastery of all the tongues of Creation, and beyond (19 Charms)&lt;br /&gt;
** [[SolarRide/IsawaBrian]] - Trying to make the Ride Tree *worth* buying into.  (35 Charms)&lt;br /&gt;
** [[SolarSail/IsawaBrian]] - Fleshing out the (IMO) weak Sail tree. (19 Charms)&lt;br /&gt;
** [[SolarSocialize/IsawaBrian]] - The dangerous warmth of a Solar heart... (10 Charms)&lt;br /&gt;
&lt;br /&gt;
Lunar Charms:&lt;br /&gt;
&lt;br /&gt;
* [[LunarBodyEnhancement/IsawaBrian]] - Pretty much for humor only. (1 Charm)&lt;br /&gt;
&lt;br /&gt;
Dragon-Blooded Charms:&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
* [[DragonBloodedEndurance/IsawaBrian]] - The eternal nature of the Earth (14 Charms)&lt;br /&gt;
* [[DragonBloodedResistance/IsawaBrian]] - The strong bastion of the Dynasty (14 Charms)&lt;br /&gt;
&lt;br /&gt;
Water:&lt;br /&gt;
* [[DragonBloodedBrawl/IsawaBrian]] - The subtlety and strength of Water in combat.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedBureaucracy/IsawaBrian]] - Just a few little tricks for the Dynastic Bureaucrat (5 Charms)&lt;br /&gt;
* [[DragonBloodedInvestigation/IsawaBrian]] - Oh, ah, and just one more question, ma'am...  (15 Charms)&lt;br /&gt;
* [[DragonBloodedLarceny/IsawaBrian]] - Cutting through the world like a shark among the fishes.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedSail/IsawaBrian]] - The Masters of Water, in their home environment.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Wood:&lt;br /&gt;
* [[DragonBloodedArchery/IsawaBrian]] - Trick shots and swift bows. (27 Charms)&lt;br /&gt;
* [[DragonBloodedMedicine/IsawaBrian]] - Healing magic-- and the addictive corruption of House Cynis (27 Charms)&lt;br /&gt;
* [[DragonBloodedPerformance/IsawaBrian]] - Graceful, entertaining-- and deadly.  (8 Charms)&lt;br /&gt;
* [[DragonBloodedRide/IsawaBrian]] - Close to nature and close to their mounts, the ultimate cavalry soldiers.  (10 Charms)&lt;br /&gt;
* [[DragonBloodedSurvival/IsawaBrian]] - Lords of their Woodland homes-- and stranger environments besides.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Alchemical Charms:&lt;br /&gt;
* [[AlchemicalCloseCombat/IsawaBrian]] - The crushing might and deadly speed of the Machine God's Exalted (6 Charms)&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/IsawaBrian]] - The dedicated surveillance of the Great Maker's Chosen (8 Charms)&lt;br /&gt;
&lt;br /&gt;
----After reading one too many C&amp;amp;P jobs, and one too many repeats of Walking Outside Fate's little Keyword... comprehension issues, I came up with the following joke Keyword (that could probably apply to several of my own Charms):&lt;br /&gt;
&lt;br /&gt;
Keyword: Inconceivable.  This Keyword represents the fact that this Charm includes (or excludes) mechanics that its author does not understand, and its editors failed to correct.  The fact that this Keyword is generally missing from those charms is further evidence of its applicability.&lt;br /&gt;
&lt;br /&gt;
----I like to challenge myself, and I'm one of those obsessive freaks who actually likes doing Achievements in WOW, or even making up my own handicaps.  So I've laid out a series of projects for myself.  I'm working on this in roughly this order, though points 1-4 are sort of happening simultaneously.  This doesn't include the (currently stalled for 2 months :( ) Secret Project.&lt;br /&gt;
Projects:&lt;br /&gt;
:(1) Reconversions: Take Charms (canon and my own) that were not converted to 2E and write either:&lt;br /&gt;
:: Mechanical conversions-- bring them in line with 2E rules, so my players can use them-- or...&lt;br /&gt;
:: Thematic conversions (ranging from the same effect within a different framework to taking the name and going from there).  &lt;br /&gt;
:: Mechanical conversions do not count for the obsessicount.&lt;br /&gt;
:(2) Charm Expansions: Taking each Charm (where possible) in the 2E core rules and writing a permanent Charm to expand it.&lt;br /&gt;
:: The permanent Charms that expand earlier Charms have been popping up since the Core, but Infernals really showed the potential for it.&lt;br /&gt;
:: Sadly, Solars, since they're always written first, don't usually benefit from the cool ideas that develop as the line do; I'm going to try to give them some of that Neat.&lt;br /&gt;
:(3) Clean up the Charm Banyans by making subpages for any Ability that has more than 20 Charms.&lt;br /&gt;
:(4) Clear my backlog of Solar Charm ideas.&lt;br /&gt;
:(5) Convert DB-Charms&lt;br /&gt;
:(6) Clear my backlog of DB Charm ideas&lt;br /&gt;
:(7) Clear my backlog of TMA ideas&lt;br /&gt;
:(8) Clear my backlog of Lunar Charm ideas&lt;br /&gt;
:(9) Clear my backlog of CMA ideas&lt;br /&gt;
:(10) Clear my backlog of SMA ideas&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/DragonBloodedCharacters]]&lt;br /&gt;
*[[IsawaBrian/SolarCharacters]]&lt;br /&gt;
*[[IsawaBrian/SiderealCharacters]]&lt;br /&gt;
*[[IsawaBrian/Elementals]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[OtherOptionsforCelestialBattleArmor]]&lt;br /&gt;
&lt;br /&gt;
== Meanderings ==&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/NoFirstAge]] - What if there had been no First Age?&lt;br /&gt;
*[[IsawaBrian/VirtuePaths]] - A short future history for the development of a methodology for defeating the Great Curse.&lt;br /&gt;
*[[IsawaBrian/Celestines]] - To me, they're beyond Essence 10-- and weird.&lt;br /&gt;
*[[IsawaBrian/ExaltedModern]] - Been kicking this around in my head for a while&lt;br /&gt;
*[[IsawaBrian/RepairIsStupid]] - Or, why I'm bringing Notoriety back against my will into 2E.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
It's nice to see someone else working on good Terrestrial Charms. You've done good work! Maybe you can work on Performance? It makes me draw blanks. Stupid wood-based Performance...should be in Fire... - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
: I grin. :)  Thanks.  Actually, yes, Wood is next on the DB list; my partner in a DB game is Wood-- and Performance-main for that matter.  I don't have much unique planned for Performance, yet; I'm sure things will occur to me as I go.  I only had 5 ideas for Sail when I started writing those today, after all.  But you should see the lists I have for Archery and Medicine. ^_^ -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Archery and Medicine are a snap. I've got bunches for both. They're fun. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
Not sure where else to ask this. My Charm mangroves-- *cough* trees-- have become rather large at this point, and I'm thinking about separating them into subtypes-- melee might get separated into Attack, Damage, Defense, Extra Action and Weird subpages, for example. Is this a Best Practice for charms or should I look into something else? If it is the best practice, how do I make it so that each page is a subpage of the original link to my Charms of that Ability type-- or should I create them in a different way? Thanks for your time--[[IsawaBrian]] &lt;br /&gt;
&lt;br /&gt;
Read the &amp;quot;What should I name a new page?&amp;quot; on the [[HowDoIDoThat]] page. If still not sure what to do, ask again here. - Wordman &lt;br /&gt;
Whoops. I did read that part, but was sort of despairing by number six and missed it. I'm still not sure what to do, but I'm moving this to my User Page. Thanks! --[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
So, back over to here.  I read the &amp;quot;What should I name a new page&amp;quot; part even before my first question; I suppose I should have looked deeper into it.  What I want to know is: &lt;br /&gt;
:(a) Is sub-paging a good idea in the first place and then&lt;br /&gt;
:(b) if so, what's the best way to go about doing it.  &lt;br /&gt;
::Looking at the [[SilverMasks]] example has me a bit skeptical of my way to go forward; I think the idea I'm getting is that there should either be a new top page: (de-wikified to not create page clutter) Solar Melee Isawa Brian slash attack or defense or whatever, or to pull them off my page-- [[IsawaBrian]] slash Solar Melee Attack etc. etc.  If I do that, I think my course of action would be to include a link to a linking page off [[SolarMelee]] and here.&lt;br /&gt;
(my thoughts separated to create separate answer possibilities)--[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
: Hey, I wanted to thank you for writing all of those charms. I've never really sat down and looked through the trees - perhaps because of their [http://www.artificialowl.net/2008/05/anping-tree-house-was-originally.html Banyan-like] scale, but those are great. I've only got through brawl so far, but I'm going to read them all. Anyways, I would think Isawabrian slash solarmeleeattack would be a delightful solution; and then the solarmelee/isawabrian can be a convenient link list. Thanks for the charms, [[TheHoverpope]].&lt;br /&gt;
&lt;br /&gt;
:: Oh, thank you.  Yes, I've noticed their *cough* interdependent root system.  I'm mostly doing reconversions right now, but when I get bored with that, I'm working on doing Melee first, since it's the biggest one.  It's just getting tedious adding links to prereq charms. I'd love to hear what you think about any/all of them!-- [[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeGeneral&amp;diff=75754</id>
		<title>IsawaBrian/SolarMeleeGeneral</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeGeneral&amp;diff=75754"/>
				<updated>2010-04-22T06:28:48Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Felicity of Style Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  [[SolarExcellency/IsawaBrian|Transcendent Melee Prowess]], [[IsawaBrian/SolarMeleeDamage|Edge of Morning Sunlight]]&lt;br /&gt;
Essence does not have awareness, but it does have life.  That life can be tapped into, and the ebb and flow of Essence in the world around the Exalt can be used, not only to refuel the Exalt, but to provide wild, variable bursts of power to aid her in combat.  These flickering flows- sometimes called Little Blessings of the Unconquered Sun or Dragon Whiskers- can only be tapped by those both willing to take risks and to act with style and grace.  The living flows of Essence seem to respond to daring and exuberance, granting their power in the largest amounts to the attempts to do the truly fantastic.  For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- involving Melee actions are doubled.  Like all Stunt benefits, these dice do not count against the maximum that the player can increase her character’s Melee + Dexterity dice pools by.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different, as its functions have been assumed by [[SolarExcellency/IsawaBrian|Glory of Melee Felicitations]].  See [[IsawaBrian/SolarMeleeDamage]] for its current incarnation.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;In the Shadow of the Sun&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes, 2 Willpower, 2 motes per die.&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Excellent Strike, Bulwark Stance&lt;br /&gt;
The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly a better strategist- but only possibly, and no being can match Sol Invictus in single combat.  By using this Charm, a Solar may temporarily take on an aspect of his patron’s skill, vastly increasing his skill for a scene.  Until the end of the scene, add one die per two extra Essence spent on this Charm to any melee attack or defense the character makes.  The character may not more than double his regular Dexterity + Melee pool.  The Solar will also gain an enhanced sense of timing and the moment of the strike; add his Essence to the Speed of any Melee weapon he uses while this Charm lasts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite Melee Mastery, Melee Essence Flow&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly his equal as a strategist- but only possibly, and no being can match Sol Invictus in single combat.  Even the Unconquered Sun, however, has his favored weapons; his mighty spear, for example, is well known, and with that weapon, he is greater than with any other. &amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;The Sun’s Chosen with great cost and dedication, a Solar may emulate the bond his patron has with a weapon that matches that Lawgiver’s soul.  When purchasing this Charm, the Solar chooses a single Melee weapon that he owns (Not “Daiklaives;” this is instead “Ever-Magnified Heartblade of the Sun and Stars, lost weapon of Solar champions”) and from that point on, the character may use both Infinite Melee Mastery and Melee Essence Flow on Melee rolls with that weapon.  Doing so makes any Excellencies so used Obvious.  If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Veteran Soldier Style&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt; [[IsawaBrian/SolarMeleeDefense|Careful Warrior Method]]&lt;br /&gt;
The Exalted takes on the skill and expertise of a veteran of a thousand conflicts.  Every attack he makes carries with it the weight of experience, and his defenses sneer at the untutored offensive skills of his opponents.  For the rest of the scene, add the Solar’s permanent Essence rating in automatic successes to all Melee rolls.  This counts against the number of successes that may be “bought” with Careful Warrior Method and similar effects, and will not give the character reflexive parries.  It will only add to existing attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt; In Second Edition, this Charm has as Prerequisites Any Melee Excellency, Melee Essence Flow, and Infinite Melee Mastery. It has the keyword Leader; in mass combat, the Solar's vast mastery and experience in hand to hand combat translates into effective leadership of melee troops.  It also has Minimums Melee 5, Essence 4&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow of My Sword&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes, 1 Wilpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Varies&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Call the Blade&lt;br /&gt;
The masters of the arts of weaponsmithing are extremely close to the little gods of the weapons that they make.  To forge a truly excellent weapon is almost be a priest- the rituals and dedication required are extremely complex.  So it is that those weaponsmiths understand just how &amp;lt;I&amp;gt;alive&amp;lt;/I&amp;gt; the spirits of weapons are- how close their sleeping little gods are to the surface.&lt;br /&gt;
&lt;br /&gt;
With this Charm, a Solar may grant power and wakefulness to the sleeping spirit of her weapon, creating a shadow of it, born of Essence in her other hand.  This shadow has precisely the same statistics as the original weapon, with one restriction.  It cannot leave the Solar’s hand for any reason, except to be passed from hand to hand.  This means that it cannot be used for charms such as Iron Raptor, although it can be used for Sandstorm-Wind Attack or Blazing Solar Bolt.  &lt;br /&gt;
&lt;br /&gt;
This Charm is ordinarily Simple, when used on its own.  Despite its One Scene length, it may be used in a combo- but only with Summoning the Loyal Steel.  Under those circumstances, it is reflexive.  Shadow of My Sword does not grant any bonuses to aid with the penalty for using two weapons or the off hand.&lt;br /&gt;
&lt;br /&gt;
It is easiest to use this Charm on regular weapons, with unawakened little gods, or on enchanted weapons, where the power in them is limited.  The spirits of artifacts, however, require a great deal more energy; add one mote to the cost of using this Charm for each dot in artifact the original weapon has.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  It is Reflexive under all circumstances, and the cost is reduced to 3 motes.  When used in mass combat, this Charm may be activated as a non-Charm action to increase the Solar's capabilities.  At Essence 4, the Charm may be purchased a second time to drop the cost to 1 mote (before artifact costs) and make it indefinite.  At this point, the shadowblade gains a shadow sheath in the position of the character's choosing; this need no belt attached normally.  A shadowblade summoned in mass combat works equally as well as any other weapon for the commander.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadowblade Defense&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  7 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Shadow of My Sword, Fivefold Bulwark Stance&lt;br /&gt;
The Solar may now free his shadow weapon from his hands, allowing it to rotate around him in an area with a radius equal to his Essence.  This shall either create a shadow weapon, or it will move an existing one; it is impossible to have two shadow weapons active at the same time.  The animated blade is under the complete control of the character, and gets one action per round.  &lt;br /&gt;
&lt;br /&gt;
Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used.  Combos cannot be channeled through the floating shadow weapon.  Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally.  This Charm also has an additional surcharge equal to the artifact dots of the original weapon, if it is an artifact, just like Shadow of My Sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shadow of My Sword, Fivefold Bulwark Stance&lt;br /&gt;
This Charm modifies its prerequisite, granting the little godshadow of his weapon a degree of freedom of moment.  When activating Shadow of My Sword, the Solar may spend 4 motes and two willpower points to enhance the godshadow in this manner.  The Lawgiver may now free his shadow weapon from his hands, allowing it to rotate around him in an area with a radius equal to his Essence.  &lt;br /&gt;
&lt;br /&gt;
This shall either create a shadow weapon, or it will move an existing one; it is impossible to have two shadow weapons active at the same time.  The animated blade is under the complete control of the character, and gets its own action, starting at the tick in which it was created.  It uses the character's statistics, as though the character was wielding it.  The Solar may apply the shadowblade's parry in place of a parry with a normal weapon, but not in addition to it.  In mass combat, the shadowblade counts as a solo unit with the same statistics as the Solar, including War.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used.  Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally.  The Solar is still limited to the normal one charm per DV refresh, specifically, the Exalt's personal DV refresh.  If the blade and the character become unsynched, charm use, including combos, is tied to the Solar's DV refreshes, not those of the weapon.&lt;br /&gt;
&lt;br /&gt;
For example, if Phoenix Maiden summons the Shadow of My Sword copy of her dreaded master dire lance, once Shadowblade Defense is activated, she may make separate actions using the shadowspear and her regular spear.  If she opted to activate [[IsawaBrian/SolarMeleeDefense|Sixty-Four Ways Into the Sunset Method]] on her own action, however, her shadowspear, while it could attack or defend, could not use Charms unless they could be used as a non-charm Action.  If Phoenix Maiden then opts to attack on her own tick, she may use a charm, and if that is a Reflexive or supplemental Charm, duplicate its effects while wielding her shadowspear.&lt;br /&gt;
&lt;br /&gt;
At Essence 4+, this charm may be purchased a second time to grant the shadowblade terrifying power in war.  The shadowblade so enhanced channels the fighting spirits of the troops of the Solar and their weapons.  The shadowblade thus gains full access to all bonuses from the mass combat unit lead by the Solar.  The shadowblade does not truly have the troops, so rout checks movement limitations, and so on do not affect its &amp;quot;unit&amp;quot;.  Phantom magnitude levels protect the shadowblade from destruction (if relevant) but do not affect the Solar's unit in any way.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow of My Soul&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  10 motes, 2 Wilpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Shadowblade Defense, [[IsawaBrian/SolarMeleeExtraActions|One Weapon, Two Lives]]&lt;br /&gt;
  (with greatest respect to Jane Yolen)&lt;br /&gt;
This charm is one of whispered legend only.  It is considered to be one of the ultimate developments of the shadow weapon techniques, and it was only rarely used, even in the First Age.  Indeed, those few who know of it say that it stopped working entirely when the Unconquered Sun turned his face from his Chosen.  A Solar who rediscovers it now has an awesome responsibility before her as well as awesome power available at her fingertips- or more importantly, her shadow.  This Charm cannot be used by any being other than a Solar Exalt, even by use of imitative sorcery or other effects.&lt;br /&gt;
&lt;br /&gt;
The little god of an Exalted’s mortal self is often ignored until the Exalt’s death; it is the Shard within that takes precedence.  However, as the spirit of such a powerful being, there is the potential for greatness inherent within it.  Using similar techniques as those that are used in Shadow of My Sword, an Exalt can bring her little god to life, creating a shadow sister and infusing her with the power of a Solar!&lt;br /&gt;
&lt;br /&gt;
This Charm can only be used when there are shadows around; if there is no light at all to cast shadow, the shadow sister or brother cannot be invoked.  Once it is, however, a full copy of the character, right down to weapons and armor, will step out of her shadow.  This copy is usually easily identified as a shadow sister; her coloration will be extremely darkened.  The shadow sister also has a somewhat ‘darker’ view of reality, a darker sense of humor, and so on.  She is, however, just as much of a hero (or villain) as the original is.  Both the shadow sister and the original Exalt must maintain the cost of having her present- ten motes- subtracted from their Essence pools.  &lt;br /&gt;
&lt;br /&gt;
The shadow sister is an NPC ally under the control of the GM.  While it is possible to hurt the feelings of a shadow sibling, and perhaps refuse to leave the shadow as a result, it is not possible, even if the character becomes truly self-loathing, for the shadow sibling to turn on the character.  Even betrayal will simply be met with pain, anguish, and abandonment, rather than a direct attack.  A shadow sister may accidentally cause harm to the character through her lack of understanding of the mortal world.  When not invoked, a shadow sibling is Elsewhere, dreaming.  If a shadow sibling is killed, the original does not die, but the shadow sibling reflexivly decommits and is inaccessible for a number days equal to 10-Essence.  A permanent shadow sibling (see below), however, will die forever if killed, removing the character's shadow permanently and forever forbidding future use of this Charm.  It is possible that a Solar whose shadow sister dies will be missing either her higher or lower soul for either reincarnation or time as a ghost.&lt;br /&gt;
&lt;br /&gt;
This Charm can be made permanent, for the cost of 10 xp and a permanent Essence point.   To make this charm permanent requires a special ritual involving sacred candles and a mirror, and can only be performed during the calibration.  This ritual was never written down, although someone with Past Lives might recover it.  Once the ritual is performed, the shadow sister may walk into reality of her own accord, so long as there is shadow around.  This potent effect cannot be done more than once, so as soon as the shadow sister is made permanent, this Charm cannot ever be used again.  The shadow sister, while independent of personality and memory, does not truly develop on her own; she does not gain experience and instead progresses with the original character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Leader and Obvious (either version of it).  It requires Shadowblade Defense and Sunray Spear.  If used in mass combat, the shadowsister will bring with her an entire shadow horde precisely equal to the unit that follows the Solar.  Such a shadow horde may not be made permanent, but a permanent Shadow Sister may use her own iteration of this Charm to summon forth a shadow horde to mimic her Solar twin's during mass combat.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Golden Spear's Spirit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMeleeDefense|Weapon Reinforcement Meditation]]&lt;br /&gt;
By the use of this Charm, the Solar transfers some of her own radiant resonance with orichalcum to her weapon.  For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses.  This bonus does not count against the limit that a character may receive from Charms.  This bonus stacks with all magical material bonuses, including those from Orichalcum.  If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum.  The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious   Its cost is reduced to 4 motes, and it has no required Charms.  Its Speed is 3 and its DV penalty is -1.  Used in mass combat, this only enhances the Solar's weapon, but those changes have their full effects on the Lawgiver's mass combat stats.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Order's Spearman&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Order-Forged Blade&lt;br /&gt;
The character creates a rigid weave of Order-essence around his body and soul, using his weapon as a deadly channel.  His body becomes oddly angular in appearance, with static lines of glowing Solar energy following his every move.  Attacks against him by Fae, Wyld Creatures, and the severely Wyld-tainted are at +1 difficulty.  If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Golden Spear’s Spirit&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;As the Lawgiver learns to resonate with orichalcum, he develops the ability to impose manifest law around such weapons.  Whenever the character invokes Golden Spear’s Spirit, it gains the Order keyword and his weapon deals aggravated damage to Wyld-influenced entities as per that keyword.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Chastising the Vanquished Foe&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Edge of Morning Sunlight, Spirit-Cutting Attack&lt;br /&gt;
This Charm was developed after the defeat of the Primordials.  It exploits certain weaknesses in demons created by the breakage caused by their imprisonment.  The Solar generates an energy field around her weapon that causes destructive resonance in the breakages of demonic souls, thus adding the character's Essence to its regular damage against demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Peony Blossom Attack&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;The unquenchable power of a Solar’s fury can overwhelm or impress those whom she dominates upon the field of combat.  This Charm supplements any offensive Melee action.  If the Solar successfully attacks her foe, she may immediately make a reflexive Social attack.  This social attack has a Speed of 0, and its DV penalty remains only applied to MDV, not parry or dodge physical DV.  The Solar gains bonus dice on the Social attack equal to threshold successes on the physical attack, plus 1 die per damage level done.  This Social attack usually must target the target of the attack in question, but Performance may be used to affect all who can perceive the Solar.  This does count as the Solar’s Charm use as normal for both attacks, though.  This may be freely used to modify a mass combat unit's attacks, treating the target army as though it was a normal social mass combat unit.&amp;lt;/I&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;This Charm may be placed in a Combo with Social Charms that create or modify Social attacks; if it is present in both a physical Combo and a Social Combo, the Solar may spend an three motes (on top of both extra Combo willpower costs) to link the combos; Chastising the Vanquished Foe is used only once.  This expenditure and the cost of the Social Combo only comes into play if the initial attack is successful.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Victor's Privilege&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Chastising the Vanquished Foe&lt;br /&gt;
A talented Solar, well-versed in both occult lore and the ways of battle, can attune himself and his weapon to the destructive resonances created by the breaking of the Primordials.  The energy field that surrounds the Exalt's weapon will grow and encompass his full form, creating interplaying flames of light and shadow flickering across his body.   Attacks against him by demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma are at +1 difficulty.  If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost: --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Order&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Chastising the Vanquished Foe&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;It is the privilege of the victor to be rewarded, regardless of how his foe chooses to submit or struggle on impotently.  Whenever the Solar makes a Social attack using Chastising the Vanquished Foe that is successful, he may choose between regaining one willpower or one virtue channel in addition to any stunt bonuses or other effects.  This happens regardless of whether or not the target chooses to ignore the social attack (typically, by spending willpower)&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Champion of Creation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt; Minimum Lore:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Victor's Privilege, Corona of Radiance, Order's Spearman&lt;br /&gt;
Ultimately, the true role of a Solar is the master and protector of Creation.  Against all beings alien and opposed to Creation is where any true Solar will stand in the end, and this Charm gives them the power to do so.  The Solar and her weapon become energized with the life and power of Creation itself, rising up to defend against whoever dares to strike against it.  Attacks against her by any being foreign to Creation are at +1 difficulty.  If such creatures strike her without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.  'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings.  Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm is an Integrity Charm in Second Edition.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Exalted Blade&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; Special, 1 Willpower, 1 Health Level&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Champion of Creation&lt;br /&gt;
Any true warrior, even the most uneducated, will understand that their weapons are alive.  Not just in the sense that, like all physical objects, they have a sleeping Little God, but in the sense that a well-used weapon lives and breathes with its master, moving with his attacks and defenses to aid them, just as a poorly-used one will turn against its master like a beaten dog.  For any warrior, there is a bond between the fighter and the weapon.  For a Solar, a transcendent being of Essence and majesty, this bond can grow even greater.&lt;br /&gt;
&lt;br /&gt;
Just like a master horseman can invigorate his steed (see SolarRide/IsawaBrian), a master Exalted warrior can give a limited version of the Second Breath to a weapon or, in some cases, weapons, that he uses.  Such a power is not used lightly, but such is the majesty of a Solar that he need not be intimately connected with a weapon in order to so.  Abuse of the privilege of making an Exalted Blade may result in retaliation from the Unconquered Sun or other makers of Exaltation, but it would require some truly awful violations.&lt;br /&gt;
&lt;br /&gt;
When triggering Exalted Blade, the Solar may expend a number of two-mote pairs up to his Permanent Essence.  Half of these motes are used as normal for the activation of the Charm, and may be recovered as normal.  The other half are committed in the weapon the Solar chooses.  A Solar using an artifact weapon with committed motes need only expend half of the required motes-- i.e., up to the Solar's Permanent Essence in single motes-- but all must be committed.  These motes will remain committed in the weapon until the Solar chooses to end this Charm.  While the motes are committed in the weapon, no one other than the Solar may use it properly, but Charms and other effects may be &amp;quot;cast through&amp;quot; the weapon as though the Solar was personally present.&lt;br /&gt;
&lt;br /&gt;
In exchange, the weapon in question undergoes a limited simulation of Exaltation, granting it several unusual powers.  First, each success to damage creatures foreign to Creation (as per Champion of Creation) counts double.  Second, the Exalted Blade gains a limited awareness of Essence, especially foreign Essence.  The presence of creatures foreign to Creation or who are dematerialized is automatically detected within 10 feet per invested mote.  Material entities of any origin that have an Essence of 2 or greater are automatically detected within 1 yard per invested mote.  Any creature so detected can be targeted, defended against, and interacted with in a general manner regardless of any other sensory conditions.  This specifically permits attacks on dematerialized beings.&lt;br /&gt;
&lt;br /&gt;
Third, and perhaps most importantly, the Essence in the Exalted weapon is sharp and deadly against the essence of beings foreign to Creation.  Any successful hit against such a being that causes damage will automatically dissipate a number of that being's motes of essence equal to that invested in the weapon.  This will not cancel committed essence in Charms unless the targeted being has no other motes, and cannot cancel essence committed into Artifacts or other foreign sources unless said artifact is specifically attacked &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; the entity committing the motes has no other essence.  Otherwise, as soon as the committed motes in any Charm or Artifact reaches 0, the Charm is cancelled or the Artifact de-attuned.  Only Solar Exalted may learn this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition this Charm is Speed 7, DV -2.  It has the Leader and Native Keywords.  In mass combat, an Exalted Blade has its full effects upon the magnitude health levels of a mass combat unit lead by a creature foreign to Creation.  It will drain and divest the motes of a leader of a mass combat unit who is foreign to Creation, but this does not normally affect special characters within a unit or individual members in the case that the troops have essence pools unless they are specifically targeted with called shots.   Its Prerequisite Charm is Edge As Sharp As Sunlight.  It does not require Occult or Lore.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Radiant Spear Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Holy&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Golden Spear’s Spirit&lt;br /&gt;
The continued development of a Solar’s orichalcum soul grants him great power over the unholy.  Whenever the character invokes Golden Spear’s Spirit, it gains the Holy keyword and his weapon deals aggravated damage to Creatures of Darkness.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Retrieve the Fallen Weapon&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Summoning the Loyal Steel&lt;br /&gt;
The Solar’s attunement to her weapons attains a new height.  No longer can the Lawgiver’s daiklaive be kept out of her reach; her grimcleaver may not be stolen.  The Solar may designate one weapon or pair of weapons if they are a matched set (discuss with Storyteller first; Storytellers should be generous in this regard.).  A shield may count as a part of a pair if the other weapon is a legitimate Melee weapon.  The Solar may use Call the Blade on that weapon or weapons at any range; the weapon will fly to the Solar through Elsewhere.  At Essence 5, the Solar may designate up to her Melee in weapons; paired sets count as one.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Energizing the Orichalcum Haft&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Solar Saber&lt;br /&gt;
Utilizing the deep resonance between the Solar soul and orichalcum, the Lawgiver infuses the essence-matrix of a Glorious Solar Saber, granting it greater power and endurance.  This Charm modifies its prerequisite.  This allows the Solar to expend an additional 2 motes when activating Glorious Solar Saber to grant it the magical material bonus of orichalcum and increase its Duration to indefinite.  The orichalcum Rate bonus is lost.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Master of the Incandescent Solar Legions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Melee Excellency&lt;br /&gt;
There are no greater generals than the Chosen of the Unconquered Sun.  Though their profession may range from savant to sorcerer, from captain on the high seas to an innocent-seeming bureaucrat in the right place, every one of the Lawgivers was chosen and forged as a weapon of war, their shards born to wield the might of the Exalted armies in battle.  It is thus almost terrifyingly easy for the Solars to extend their power to loyal followers, granting them tremendous power to effect the will of their commanders upon the battlefield.  This Charm modifies any Melee Charms known and used by the Solar, granting them the Leader keyword.  Charms that rely on Master of the Incandescent Solar Legions to affect a complimentary unit may only affect a unit where every member of the unit has a positive Intimacy to the Solar.  The Storyteller may rule that the effects of an individual Charm involve some quality that a complimentary unit lacks, but otherwise, every blade of the legion shall strike as a Hungry Tiger, with the eye-blinding speed of the Iron Whirlwind.&lt;br /&gt;
&lt;br /&gt;
A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Master of the Incandescent Solar Legions. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Melee total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal.&lt;br /&gt;
&lt;br /&gt;
At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes.  The Solar may thus opt to grant the full effects of any Melee Charm she uses to her complimentary unit, but need not do so.  The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar.  Doing so acts as an innate ability, not a Charm action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Weapon-Taming Mudra&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Melee Excellency&lt;br /&gt;
All of Creation is a weapon for the Solar who has but the will to use it.  No matter his surroundings, a Lawgiver who learns Weapon-Taming Mudra need never be unarmed.  In the right hands, the simplest ink brush can become a stinging short baton; a length of cloth a cutting whip.  A brutal Solar warrior can turn the most innocent setting into the downfall of the unrighteous, using a teacup to carve the heart from his foes.&lt;br /&gt;
&lt;br /&gt;
The Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects, rather than the usual improvised weapon statistics.  The weapons thus used by the Solar will generally not break unless the Solar stunts otherwise, but Charms and other effects that could destroy a weapon of equivalent power will break the Solar's improvised weapons.  &lt;br /&gt;
&lt;br /&gt;
If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own.  If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above.  Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances.  Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally&lt;br /&gt;
&lt;br /&gt;
For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1.  Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined.  A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul.  On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version.  Storytellers should reward creative applications and stunting whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeGeneral&amp;diff=75753</id>
		<title>IsawaBrian/SolarMeleeGeneral</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeGeneral&amp;diff=75753"/>
				<updated>2010-04-22T06:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Felicity of Style Method&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  [[SolarExcellency/IsawaBrian|Transcendent Melee Prowess]], [[IsawaBrian/SolarMeleeDamage|Edge of Morning Sunlight]]&lt;br /&gt;
Essence does not have awareness, but it does have life.  That life can be tapped into, and the ebb and flow of Essence in the world around the Exalt can be used, not only to refuel the Exalt, but to provide wild, variable bursts of power to aid her in combat.  These flickering flows- sometimes called Little Blessings of the Unconquered Sun or Dragon Whiskers- can only be tapped by those both willing to take risks and to act with style and grace.  The living flows of Essence seem to respond to daring and exuberance, granting their power in the largest amounts to the attempts to do the truly fantastic.  For the rest of the scene, all benefits from Stunts- dice added, essence or willpower regained- involving Melee actions are doubled.  Like all Stunt benefits, these dice do not count against the maximum that the player can increase her character’s Melee + Dexterity dice pools by.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different, as its functions have been assumed by [[SolarExcellency/IsawaBrian|Glory of Melee Felicitations]].  See [[IsawaBrian/SolarMeleeDamage]] for its current incarnation.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;In the Shadow of the Sun&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  4 motes, 2 Willpower, 2 motes per die.&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Excellent Strike, Bulwark Stance&lt;br /&gt;
The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly a better strategist- but only possibly, and no being can match Sol Invictus in single combat.  By using this Charm, a Solar may temporarily take on an aspect of his patron’s skill, vastly increasing his skill for a scene.  Until the end of the scene, add one die per two extra Essence spent on this Charm to any melee attack or defense the character makes.  The character may not more than double his regular Dexterity + Melee pool.  The Solar will also gain an enhanced sense of timing and the moment of the strike; add his Essence to the Speed of any Melee weapon he uses while this Charm lasts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;./b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite Melee Mastery, Melee Essence Flow&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;The Unconquered Sun is the mightiest warrior in all Creation.  The Maiden of Battles is possibly his equal as a strategist- but only possibly, and no being can match Sol Invictus in single combat.  Even the Unconquered Sun, however, has his favored weapons; his mighty spear, for example, is well known, and with that weapon, he is greater than with any other. &amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;The Sun’s Chosen with great cost and dedication, a Solar may emulate the bond his patron has with a weapon that matches that Lawgiver’s soul.  When purchasing this Charm, the Solar chooses a single Melee weapon that he owns (Not “Daiklaives;” this is instead “Ever-Magnified Heartblade of the Sun and Stars, lost weapon of Solar champions”) and from that point on, the character may use both Infinite Melee Mastery and Melee Essence Flow on Melee rolls with that weapon.  Doing so makes any Excellencies so used Obvious.  If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Veteran Soldier Style&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt; [[IsawaBrian/SolarMeleeDefense|Careful Warrior Method]]&lt;br /&gt;
The Exalted takes on the skill and expertise of a veteran of a thousand conflicts.  Every attack he makes carries with it the weight of experience, and his defenses sneer at the untutored offensive skills of his opponents.  For the rest of the scene, add the Solar’s permanent Essence rating in automatic successes to all Melee rolls.  This counts against the number of successes that may be “bought” with Careful Warrior Method and similar effects, and will not give the character reflexive parries.  It will only add to existing attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt; In Second Edition, this Charm has as Prerequisites Any Melee Excellency, Melee Essence Flow, and Infinite Melee Mastery. It has the keyword Leader; in mass combat, the Solar's vast mastery and experience in hand to hand combat translates into effective leadership of melee troops.  It also has Minimums Melee 5, Essence 4&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow of My Sword&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes, 1 Wilpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Varies&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Call the Blade&lt;br /&gt;
The masters of the arts of weaponsmithing are extremely close to the little gods of the weapons that they make.  To forge a truly excellent weapon is almost be a priest- the rituals and dedication required are extremely complex.  So it is that those weaponsmiths understand just how &amp;lt;I&amp;gt;alive&amp;lt;/I&amp;gt; the spirits of weapons are- how close their sleeping little gods are to the surface.&lt;br /&gt;
&lt;br /&gt;
With this Charm, a Solar may grant power and wakefulness to the sleeping spirit of her weapon, creating a shadow of it, born of Essence in her other hand.  This shadow has precisely the same statistics as the original weapon, with one restriction.  It cannot leave the Solar’s hand for any reason, except to be passed from hand to hand.  This means that it cannot be used for charms such as Iron Raptor, although it can be used for Sandstorm-Wind Attack or Blazing Solar Bolt.  &lt;br /&gt;
&lt;br /&gt;
This Charm is ordinarily Simple, when used on its own.  Despite its One Scene length, it may be used in a combo- but only with Summoning the Loyal Steel.  Under those circumstances, it is reflexive.  Shadow of My Sword does not grant any bonuses to aid with the penalty for using two weapons or the off hand.&lt;br /&gt;
&lt;br /&gt;
It is easiest to use this Charm on regular weapons, with unawakened little gods, or on enchanted weapons, where the power in them is limited.  The spirits of artifacts, however, require a great deal more energy; add one mote to the cost of using this Charm for each dot in artifact the original weapon has.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  It is Reflexive under all circumstances, and the cost is reduced to 3 motes.  When used in mass combat, this Charm may be activated as a non-Charm action to increase the Solar's capabilities.  At Essence 4, the Charm may be purchased a second time to drop the cost to 1 mote (before artifact costs) and make it indefinite.  At this point, the shadowblade gains a shadow sheath in the position of the character's choosing; this need no belt attached normally.  A shadowblade summoned in mass combat works equally as well as any other weapon for the commander.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadowblade Defense&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  7 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Shadow of My Sword, Fivefold Bulwark Stance&lt;br /&gt;
The Solar may now free his shadow weapon from his hands, allowing it to rotate around him in an area with a radius equal to his Essence.  This shall either create a shadow weapon, or it will move an existing one; it is impossible to have two shadow weapons active at the same time.  The animated blade is under the complete control of the character, and gets one action per round.  &lt;br /&gt;
&lt;br /&gt;
Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used.  Combos cannot be channeled through the floating shadow weapon.  Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally.  This Charm also has an additional surcharge equal to the artifact dots of the original weapon, if it is an artifact, just like Shadow of My Sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shadow of My Sword, Fivefold Bulwark Stance&lt;br /&gt;
This Charm modifies its prerequisite, granting the little godshadow of his weapon a degree of freedom of moment.  When activating Shadow of My Sword, the Solar may spend 4 motes and two willpower points to enhance the godshadow in this manner.  The Lawgiver may now free his shadow weapon from his hands, allowing it to rotate around him in an area with a radius equal to his Essence.  &lt;br /&gt;
&lt;br /&gt;
This shall either create a shadow weapon, or it will move an existing one; it is impossible to have two shadow weapons active at the same time.  The animated blade is under the complete control of the character, and gets its own action, starting at the tick in which it was created.  It uses the character's statistics, as though the character was wielding it.  The Solar may apply the shadowblade's parry in place of a parry with a normal weapon, but not in addition to it.  In mass combat, the shadowblade counts as a solo unit with the same statistics as the Solar, including War.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, a character must choose which weapon to use a Charm on, although of course, supplemental and reflexive Charms may be repeatedly used.  Persistent effects, such as Whirlwind of Searing Blows and Fivefold Bulwark Stance affect both weapons equally.  The Solar is still limited to the normal one charm per DV refresh, specifically, the Exalt's personal DV refresh.  If the blade and the character become unsynched, charm use, including combos, is tied to the Solar's DV refreshes, not those of the weapon.&lt;br /&gt;
&lt;br /&gt;
For example, if Phoenix Maiden summons the Shadow of My Sword copy of her dreaded master dire lance, once Shadowblade Defense is activated, she may make separate actions using the shadowspear and her regular spear.  If she opted to activate [[IsawaBrian/SolarMeleeDefense|Sixty-Four Ways Into the Sunset Method]] on her own action, however, her shadowspear, while it could attack or defend, could not use Charms unless they could be used as a non-charm Action.  If Phoenix Maiden then opts to attack on her own tick, she may use a charm, and if that is a Reflexive or supplemental Charm, duplicate its effects while wielding her shadowspear.&lt;br /&gt;
&lt;br /&gt;
At Essence 4+, this charm may be purchased a second time to grant the shadowblade terrifying power in war.  The shadowblade so enhanced channels the fighting spirits of the troops of the Solar and their weapons.  The shadowblade thus gains full access to all bonuses from the mass combat unit lead by the Solar.  The shadowblade does not truly have the troops, so rout checks movement limitations, and so on do not affect its &amp;quot;unit&amp;quot;.  Phantom magnitude levels protect the shadowblade from destruction (if relevant) but do not affect the Solar's unit in any way.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow of My Soul&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  10 motes, 2 Wilpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Shadowblade Defense, [[IsawaBrian/SolarMeleeExtraActions|One Weapon, Two Lives]]&lt;br /&gt;
  (with greatest respect to Jane Yolen)&lt;br /&gt;
This charm is one of whispered legend only.  It is considered to be one of the ultimate developments of the shadow weapon techniques, and it was only rarely used, even in the First Age.  Indeed, those few who know of it say that it stopped working entirely when the Unconquered Sun turned his face from his Chosen.  A Solar who rediscovers it now has an awesome responsibility before her as well as awesome power available at her fingertips- or more importantly, her shadow.  This Charm cannot be used by any being other than a Solar Exalt, even by use of imitative sorcery or other effects.&lt;br /&gt;
&lt;br /&gt;
The little god of an Exalted’s mortal self is often ignored until the Exalt’s death; it is the Shard within that takes precedence.  However, as the spirit of such a powerful being, there is the potential for greatness inherent within it.  Using similar techniques as those that are used in Shadow of My Sword, an Exalt can bring her little god to life, creating a shadow sister and infusing her with the power of a Solar!&lt;br /&gt;
&lt;br /&gt;
This Charm can only be used when there are shadows around; if there is no light at all to cast shadow, the shadow sister or brother cannot be invoked.  Once it is, however, a full copy of the character, right down to weapons and armor, will step out of her shadow.  This copy is usually easily identified as a shadow sister; her coloration will be extremely darkened.  The shadow sister also has a somewhat ‘darker’ view of reality, a darker sense of humor, and so on.  She is, however, just as much of a hero (or villain) as the original is.  Both the shadow sister and the original Exalt must maintain the cost of having her present- ten motes- subtracted from their Essence pools.  &lt;br /&gt;
&lt;br /&gt;
The shadow sister is an NPC ally under the control of the GM.  While it is possible to hurt the feelings of a shadow sibling, and perhaps refuse to leave the shadow as a result, it is not possible, even if the character becomes truly self-loathing, for the shadow sibling to turn on the character.  Even betrayal will simply be met with pain, anguish, and abandonment, rather than a direct attack.  A shadow sister may accidentally cause harm to the character through her lack of understanding of the mortal world.  When not invoked, a shadow sibling is Elsewhere, dreaming.  If a shadow sibling is killed, the original does not die, but the shadow sibling reflexivly decommits and is inaccessible for a number days equal to 10-Essence.  A permanent shadow sibling (see below), however, will die forever if killed, removing the character's shadow permanently and forever forbidding future use of this Charm.  It is possible that a Solar whose shadow sister dies will be missing either her higher or lower soul for either reincarnation or time as a ghost.&lt;br /&gt;
&lt;br /&gt;
This Charm can be made permanent, for the cost of 10 xp and a permanent Essence point.   To make this charm permanent requires a special ritual involving sacred candles and a mirror, and can only be performed during the calibration.  This ritual was never written down, although someone with Past Lives might recover it.  Once the ritual is performed, the shadow sister may walk into reality of her own accord, so long as there is shadow around.  This potent effect cannot be done more than once, so as soon as the shadow sister is made permanent, this Charm cannot ever be used again.  The shadow sister, while independent of personality and memory, does not truly develop on her own; she does not gain experience and instead progresses with the original character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Leader and Obvious (either version of it).  It requires Shadowblade Defense and Sunray Spear.  If used in mass combat, the shadowsister will bring with her an entire shadow horde precisely equal to the unit that follows the Solar.  Such a shadow horde may not be made permanent, but a permanent Shadow Sister may use her own iteration of this Charm to summon forth a shadow horde to mimic her Solar twin's during mass combat.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Golden Spear's Spirit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMeleeDefense|Weapon Reinforcement Meditation]]&lt;br /&gt;
By the use of this Charm, the Solar transfers some of her own radiant resonance with orichalcum to her weapon.  For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses.  This bonus does not count against the limit that a character may receive from Charms.  This bonus stacks with all magical material bonuses, including those from Orichalcum.  If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum.  The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious   Its cost is reduced to 4 motes, and it has no required Charms.  Its Speed is 3 and its DV penalty is -1.  Used in mass combat, this only enhances the Solar's weapon, but those changes have their full effects on the Lawgiver's mass combat stats.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Order's Spearman&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Order-Forged Blade&lt;br /&gt;
The character creates a rigid weave of Order-essence around his body and soul, using his weapon as a deadly channel.  His body becomes oddly angular in appearance, with static lines of glowing Solar energy following his every move.  Attacks against him by Fae, Wyld Creatures, and the severely Wyld-tainted are at +1 difficulty.  If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Golden Spear’s Spirit&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;As the Lawgiver learns to resonate with orichalcum, he develops the ability to impose manifest law around such weapons.  Whenever the character invokes Golden Spear’s Spirit, it gains the Order keyword and his weapon deals aggravated damage to Wyld-influenced entities as per that keyword.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Chastising the Vanquished Foe&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Edge of Morning Sunlight, Spirit-Cutting Attack&lt;br /&gt;
This Charm was developed after the defeat of the Primordials.  It exploits certain weaknesses in demons created by the breakage caused by their imprisonment.  The Solar generates an energy field around her weapon that causes destructive resonance in the breakages of demonic souls, thus adding the character's Essence to its regular damage against demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Peony Blossom Attack&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;The unquenchable power of a Solar’s fury can overwhelm or impress those whom she dominates upon the field of combat.  This Charm supplements any offensive Melee action.  If the Solar successfully attacks her foe, she may immediately make a reflexive Social attack.  This social attack has a Speed of 0, and its DV penalty remains only applied to MDV, not parry or dodge physical DV.  The Solar gains bonus dice on the Social attack equal to threshold successes on the physical attack, plus 1 die per damage level done.  This Social attack usually must target the target of the attack in question, but Performance may be used to affect all who can perceive the Solar.  This does count as the Solar’s Charm use as normal for both attacks, though.  This may be freely used to modify a mass combat unit's attacks, treating the target army as though it was a normal social mass combat unit.&amp;lt;/I&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;This Charm may be placed in a Combo with Social Charms that create or modify Social attacks; if it is present in both a physical Combo and a Social Combo, the Solar may spend an three motes (on top of both extra Combo willpower costs) to link the combos; Chastising the Vanquished Foe is used only once.  This expenditure and the cost of the Social Combo only comes into play if the initial attack is successful.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Victor's Privilege&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Chastising the Vanquished Foe&lt;br /&gt;
A talented Solar, well-versed in both occult lore and the ways of battle, can attune himself and his weapon to the destructive resonances created by the breaking of the Primordials.  The energy field that surrounds the Exalt's weapon will grow and encompass his full form, creating interplaying flames of light and shadow flickering across his body.   Attacks against him by demons of all circles (including, theoretically, Yozis), demon-blooded, and Akuma are at +1 difficulty.  If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost: --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Order&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Chastising the Vanquished Foe&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;It is the privilege of the victor to be rewarded, regardless of how his foe chooses to submit or struggle on impotently.  Whenever the Solar makes a Social attack using Chastising the Vanquished Foe that is successful, he may choose between regaining one willpower or one virtue channel in addition to any stunt bonuses or other effects.  This happens regardless of whether or not the target chooses to ignore the social attack (typically, by spending willpower)&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Champion of Creation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt; Minimum Lore:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Victor's Privilege, Corona of Radiance, Order's Spearman&lt;br /&gt;
Ultimately, the true role of a Solar is the master and protector of Creation.  Against all beings alien and opposed to Creation is where any true Solar will stand in the end, and this Charm gives them the power to do so.  The Solar and her weapon become energized with the life and power of Creation itself, rising up to defend against whoever dares to strike against it.  Attacks against her by any being foreign to Creation are at +1 difficulty.  If such creatures strike her without using a weapon, they must soak aggravated damage equal to the Solar's Essence.  While this Charm is active, the Exalt's weapon does aggravated damage against such creatures and has a damage bonus equal to his permanent Essence.  'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings.  Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm is an Integrity Charm in Second Edition.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Exalted Blade&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; Special, 1 Willpower, 1 Health Level&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Champion of Creation&lt;br /&gt;
Any true warrior, even the most uneducated, will understand that their weapons are alive.  Not just in the sense that, like all physical objects, they have a sleeping Little God, but in the sense that a well-used weapon lives and breathes with its master, moving with his attacks and defenses to aid them, just as a poorly-used one will turn against its master like a beaten dog.  For any warrior, there is a bond between the fighter and the weapon.  For a Solar, a transcendent being of Essence and majesty, this bond can grow even greater.&lt;br /&gt;
&lt;br /&gt;
Just like a master horseman can invigorate his steed (see SolarRide/IsawaBrian), a master Exalted warrior can give a limited version of the Second Breath to a weapon or, in some cases, weapons, that he uses.  Such a power is not used lightly, but such is the majesty of a Solar that he need not be intimately connected with a weapon in order to so.  Abuse of the privilege of making an Exalted Blade may result in retaliation from the Unconquered Sun or other makers of Exaltation, but it would require some truly awful violations.&lt;br /&gt;
&lt;br /&gt;
When triggering Exalted Blade, the Solar may expend a number of two-mote pairs up to his Permanent Essence.  Half of these motes are used as normal for the activation of the Charm, and may be recovered as normal.  The other half are committed in the weapon the Solar chooses.  A Solar using an artifact weapon with committed motes need only expend half of the required motes-- i.e., up to the Solar's Permanent Essence in single motes-- but all must be committed.  These motes will remain committed in the weapon until the Solar chooses to end this Charm.  While the motes are committed in the weapon, no one other than the Solar may use it properly, but Charms and other effects may be &amp;quot;cast through&amp;quot; the weapon as though the Solar was personally present.&lt;br /&gt;
&lt;br /&gt;
In exchange, the weapon in question undergoes a limited simulation of Exaltation, granting it several unusual powers.  First, each success to damage creatures foreign to Creation (as per Champion of Creation) counts double.  Second, the Exalted Blade gains a limited awareness of Essence, especially foreign Essence.  The presence of creatures foreign to Creation or who are dematerialized is automatically detected within 10 feet per invested mote.  Material entities of any origin that have an Essence of 2 or greater are automatically detected within 1 yard per invested mote.  Any creature so detected can be targeted, defended against, and interacted with in a general manner regardless of any other sensory conditions.  This specifically permits attacks on dematerialized beings.&lt;br /&gt;
&lt;br /&gt;
Third, and perhaps most importantly, the Essence in the Exalted weapon is sharp and deadly against the essence of beings foreign to Creation.  Any successful hit against such a being that causes damage will automatically dissipate a number of that being's motes of essence equal to that invested in the weapon.  This will not cancel committed essence in Charms unless the targeted being has no other motes, and cannot cancel essence committed into Artifacts or other foreign sources unless said artifact is specifically attacked &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; the entity committing the motes has no other essence.  Otherwise, as soon as the committed motes in any Charm or Artifact reaches 0, the Charm is cancelled or the Artifact de-attuned.  Only Solar Exalted may learn this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition this Charm is Speed 7, DV -2.  It has the Leader and Native Keywords.  In mass combat, an Exalted Blade has its full effects upon the magnitude health levels of a mass combat unit lead by a creature foreign to Creation.  It will drain and divest the motes of a leader of a mass combat unit who is foreign to Creation, but this does not normally affect special characters within a unit or individual members in the case that the troops have essence pools unless they are specifically targeted with called shots.   Its Prerequisite Charm is Edge As Sharp As Sunlight.  It does not require Occult or Lore.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Radiant Spear Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Holy&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Golden Spear’s Spirit&lt;br /&gt;
The continued development of a Solar’s orichalcum soul grants him great power over the unholy.  Whenever the character invokes Golden Spear’s Spirit, it gains the Holy keyword and his weapon deals aggravated damage to Creatures of Darkness.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Retrieve the Fallen Weapon&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Summoning the Loyal Steel&lt;br /&gt;
The Solar’s attunement to her weapons attains a new height.  No longer can the Lawgiver’s daiklaive be kept out of her reach; her grimcleaver may not be stolen.  The Solar may designate one weapon or pair of weapons if they are a matched set (discuss with Storyteller first; Storytellers should be generous in this regard.).  A shield may count as a part of a pair if the other weapon is a legitimate Melee weapon.  The Solar may use Call the Blade on that weapon or weapons at any range; the weapon will fly to the Solar through Elsewhere.  At Essence 5, the Solar may designate up to her Melee in weapons; paired sets count as one.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Energizing the Orichalcum Haft&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Solar Saber&lt;br /&gt;
Utilizing the deep resonance between the Solar soul and orichalcum, the Lawgiver infuses the essence-matrix of a Glorious Solar Saber, granting it greater power and endurance.  This Charm modifies its prerequisite.  This allows the Solar to expend an additional 2 motes when activating Glorious Solar Saber to grant it the magical material bonus of orichalcum and increase its Duration to indefinite.  The orichalcum Rate bonus is lost.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Master of the Incandescent Solar Legions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Melee Excellency&lt;br /&gt;
There are no greater generals than the Chosen of the Unconquered Sun.  Though their profession may range from savant to sorcerer, from captain on the high seas to an innocent-seeming bureaucrat in the right place, every one of the Lawgivers was chosen and forged as a weapon of war, their shards born to wield the might of the Exalted armies in battle.  It is thus almost terrifyingly easy for the Solars to extend their power to loyal followers, granting them tremendous power to effect the will of their commanders upon the battlefield.  This Charm modifies any Melee Charms known and used by the Solar, granting them the Leader keyword.  Charms that rely on Master of the Incandescent Solar Legions to affect a complimentary unit may only affect a unit where every member of the unit has a positive Intimacy to the Solar.  The Storyteller may rule that the effects of an individual Charm involve some quality that a complimentary unit lacks, but otherwise, every blade of the legion shall strike as a Hungry Tiger, with the eye-blinding speed of the Iron Whirlwind.&lt;br /&gt;
&lt;br /&gt;
A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Master of the Incandescent Solar Legions. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Melee total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal.&lt;br /&gt;
&lt;br /&gt;
At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes.  The Solar may thus opt to grant the full effects of any Melee Charm she uses to her complimentary unit, but need not do so.  The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar.  Doing so acts as an innate ability, not a Charm action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Weapon-Taming Mudra&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Melee 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Melee Excellency&lt;br /&gt;
All of Creation is a weapon for the Solar who has but the will to use it.  No matter his surroundings, a Lawgiver who learns Weapon-Taming Mudra need never be unarmed.  In the right hands, the simplest ink brush can become a stinging short baton; a length of cloth a cutting whip.  A brutal Solar warrior can turn the most innocent setting into the downfall of the unrighteous, using a teacup to carve the heart from his foes.&lt;br /&gt;
&lt;br /&gt;
The Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects, rather than the usual improvised weapon statistics.  The weapons thus used by the Solar will generally not break unless the Solar stunts otherwise, but Charms and other effects that could destroy a weapon of equivalent power will break the Solar's improvised weapons.  &lt;br /&gt;
&lt;br /&gt;
If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own.  If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above.  Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances.  Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally&lt;br /&gt;
&lt;br /&gt;
For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1.  Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined.  A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul.  On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version.  Storytellers should reward creative applications and stunting whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeAttack&amp;diff=75752</id>
		<title>IsawaBrian/SolarMeleeAttack</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMeleeAttack&amp;diff=75752"/>
				<updated>2010-04-22T06:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarMelee/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Focused Attack&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  2 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Reflexive&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  None&lt;br /&gt;
By concentrating on the flows of Essence, the Exalt tunes out all distractions and bypasses obstacles.  Even darkness is not a barrier to him, as long as he knows where to strike or parry.  The character suffers no penalties for a single melee attack or parry.  This specifically does not negate any penalties due to active defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm reduces both internal and external penalties to a single melee action to 0.  This does not include DV.  The cost is increased to 3 motes.  It is Combo-OK and Leader.  It requires any Melee Excellency.&amp;lt;/i&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Mind and Blade Discipline&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  One scene&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Simple&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  4&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  2&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Focused Attack, Excellent Strike&lt;br /&gt;
The Exalt fills her weapon with Essence, harmonizing it with her mind.  Thought becomes action, and mere distractions and impediments cannot stop her from striking her opponent.  For the rest of the scene, her difficulties and penalties for Melee actions are reduced by her Permanent Essence, to a minimum difficulty of 1, and a minimum ‘penalty’ of 0.  This will not subtract from active defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and requires Focused Attack and any Melee Excellency.  It reduces both internal and external penalties to melee actions by the Solar's permanent Essence.  This specifically does not effect DVs.  Its Speed is 5.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;One With the Blade&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  1 mote, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  1&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Focused Attack, Excellent Strike&lt;br /&gt;
The character attunes her senses and reflexes to the Essence around her.  She connects her weapon to those flows, and forces them by will and Essence to prevail over the world  She may make a Melee attack with absolute certainty that the attack will succeed.&lt;br /&gt;
The player rolls to attack as normal, but if she rolls insufficient successes for her character to hit the target, he still hits it, doing his weapon’s base Strength + Damage Rating damage.  This has no effect on soak; while the character may use this Charm for melee tricks such as puncturing cards in the air with her spear, or slicing objects spinning in the air, it will not allow her to evade armor soak by stabbing for an eye, throat, or what have you.  A perfect defense will prevent this attack from functioning; nothing less will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm requires Essence 3.  It is Combo-OK and Obvious.  The attack is resolved as normal, with raw damage calculated on an assumption of 0 attack successes if the attack would have missed without this Charm.  It only requires Focused Attack.  It is Combo-OK, Leader, and Obvious.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Spear Of The Unconquered Sun&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  5&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  [[IsawaBrian/SolarMeleeGeneral|Felicity of Style Method]], One With the Blade&lt;br /&gt;
Tapping on the power and skill of his patron, the Exalt opens the floodgates of Essence from his soul and channels it through his limbs and weapon.  Just as the Unconquered Sun himself is said to never miss, the Exalt will not; his focus is absolute and his aim unerring.  The Exalt’s weapon glows with the Essence running through it, creating a brilliant arc or slash in the air as it is brought home to its target at the speed of light.  This is a perfect attack, and cannot be dodged or blocked.  No penalties are applied to this roll; only a perfect defense can stop it in any way.  The character should still roll to attack with a number of automatic successes equal to the character’s permanent Essence.  All successes rolled here, plus the character’s Melee score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers.  The opponent soaks as normal, and damage is rolled as normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm's requirements become One With the Blade and Melee Essence Flow.  It is Combo-OK, Leader, and Obvious.  The 'Perfect Attack' title no longer applies in Ex2.0; instead, no DV is ever applicable nor can be made applicable, except for Perfect Defenses. The bonus successes to the attack and bonus dice to damage still apply, as does the bashing/lethal choice.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Blurring Blades&amp;lt;/B&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;B&amp;gt;Cost:&amp;lt;/B&amp;gt;  5 motes&lt;br /&gt;
  &amp;lt;B&amp;gt;Duration:&amp;lt;/B&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;B&amp;gt;Type:&amp;lt;/B&amp;gt;  Supplemental&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Melee:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Minimum Essence:&amp;lt;/B&amp;gt;  3&lt;br /&gt;
  &amp;lt;B&amp;gt;Prerequisite Charms:&amp;lt;/B&amp;gt;  Excellent Strike&lt;br /&gt;
The character launches a blizzard of attacks against one foe, striking rapidly and having his blows shadowed by hundreds or even thousands of Essence-copies of his weapon.  The character doubles his Melee pool for the purposes of a single attack which cannot be dodged, only blocked.  This attack can affect only one target, but may be used to shred vegetation from an area, completely slice fabric to tatters, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Obvious.  It doubles the number of successes on an attack roll before it is compared to defense, and makes the target's Dodge DV inapplicable.  It requires Any Melee Excellency&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Eye-Dazzling Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; One With The Blade, Careful Warrior Method&lt;br /&gt;
The Solar shifts into a swift-moving, essence-glittering stance that allows her to make a continuous series of unbalancing feints and deceptively skillful attacks.  As a result, the Exalt's opponent is left dazzled and off-balance, giving increasing levels of control to the Solar.  Once activated, the Solar is given the option to turn an attack into a feint reflexively, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; a first defense type has been chosen but &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; the defense is rolled.  This is an unusual change to the way that attack activations work, so the Storyteller and other players should take note.&lt;br /&gt;
&lt;br /&gt;
If a feint is called, the attack will do no damage.  However, the player should keep track of the successes accumulated over the net defense.  Those successes may be added to any future attack against the target of the feint.  This does not have to be the subsequent attack; even ordinary attacks used while Eye-Dazzling Stance is active are deceptive and aimed to continuously off-balance the opponent.  However, only two feints may be made in a row-- though they can be accumulated beyond that point to a maximum number of 'held' feints equal to the Solar's Melee score-- before an attack of some sort must be made.  Successes from a single feint must all be applied at once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has a Speed of 5 and a DV penalty of -0.  It requires One With the Blade and Any Melee Excellency.  It is Combo-OK and Leader.  The decision to make an Attack into a Feint is done during Step 4, allowing for defense rerolls to negate a feint.  A feint of this type cannot be used against a character who is Guarding.  A target who has more than one Feint accumulated on them may negate all of the feints by succeeding at a Wits + (Melee, War, or Dodge) roll with a difficulty equal to 1 + the number of accumulated successes.  Doing so is a Speed 4, DV -2 action called &amp;lt;/i&amp;gt;Rebalancing.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Abrupt Twist&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Melee:&amp;lt;/b&amp;gt;  5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Mind and Blade Discipline&lt;br /&gt;
Through a rush of Essence, the Solar creates an abrupt and unpredictable twist in a disarm attempt, making it much easier to remove a weapon from his opponent's possession.  Add the character's Melee score to a disarm attempt.  If the attempt is successful, the opponent's weapon will end up wherever the Exalt desires, including in his own hand, with no additional difficulty or penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Supplemental and costs 3 motes.  It is Combo-OK.  It supplements any Disarm action as above, though the number of dice it adds is equal to the character's Essence.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: this Charm's structure is based on the rules from the Mantis Style disarming Charm.  As a result, in my opinion, it's a bit wonky. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Excellent Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Melee 5, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV –2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until used&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Peony Blossom Meditation&lt;br /&gt;
A Solar’s mastery of weapons is a deep and personal connection to the art of combat.  By meditating upon a weapon for five minutes, the Solar can find one supremely excellent strike to imprint upon his Sun-blessed instincts.  The Solar expends the motes and willpower necessary for the charm, committing the motes, and the Solar’s player rolls the character’s (Wits + Melee), with a number of bonus successes equal to the Solar’s permanent Essence.  The number of total successes should be recorded for future use.  &lt;br /&gt;
&lt;br /&gt;
This Excellent Strike may be later released as a reflexive non-Charm use, though the original invocation is considered to be a Charm usage.  This may be done at any point during combat resolution until Attack Reroll, step 5.  When the Excellent Strike is released, replace the number of successes rolled on any Melee roll with those rolled for the Excellent Strike, or the Solar may simply release the motes and attempt again.  Only one invocation of Excellent Strike may be stored at any one time, and using the successes fully erases them; the Charm must be used anew, with a different roll.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=75751</id>
		<title>IsawaBrian</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian&amp;diff=75751"/>
				<updated>2010-04-22T06:25:45Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been playing Exalted since it came out and fussing around with it the whole time.  At the moment, I'm converting my old 1E charms to 2E; mainly, by adding conversion notes below the 1E charms, so both versions are available.  All new charms will be exclusively 2E, though.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
Charm Count for personal obsession: 800 Solar + 1 Lunar + 166 Dragon-Blooded + 14 Alchemical = 981 net charms.  Charm count is being reorganized; only fully converted 2E stuff counts.  Will be some redundancy for a bit.  Note to self-- you removed the count for Transcendent Prowesses already&lt;br /&gt;
&lt;br /&gt;
Solar Charms:&lt;br /&gt;
&lt;br /&gt;
*General (5)&lt;br /&gt;
** [[SolarExcellency/IsawaBrian]] - Some general progression Charms (5 charms)&lt;br /&gt;
&lt;br /&gt;
*Dawn (347)&lt;br /&gt;
** [[SolarArchery/IsawaBrian]] - &amp;quot;Completing&amp;quot; the Archery Tree.  (64 Charms)&lt;br /&gt;
** [[SolarBrawl/IsawaBrian]] - Hercules, Tavern-Brawler style stuff.  My favorite new charm list.  (Obsolete, moved to Martial Arts)&lt;br /&gt;
** [[MartialArts/CrusadingUnicornStyle]] - Silk and steel, fury and grace; untamed power from without Creation turned to defense against its worst enemies. (9 Charms)&lt;br /&gt;
** [[MartialArts/HarmoniousSolarWarriorStyle]] - The transcendent power of the Dawn Lotus.  Not 100% sure on this; C&amp;amp;C greatly appreciated. (14 Charms)&lt;br /&gt;
** [[MartialArts/HungryRaptorStyle]] - A dangerous style based on rapid strikes and constant movement.  (11 Charms)&lt;br /&gt;
** [[MartialArts/NaturalSolarCharms]] - Natural developments of the Unconquered Hero and Solar Hero Styles (65 Charms)&lt;br /&gt;
** [[MartialArts/UnconquerableHeroStyle]] - The rough and ready style of a Solar brawler, in the second edition (9 charms)&lt;br /&gt;
** [[SolarMelee/IsawaBrian]] - Lots, and lots, and lots of Melee ideas.  (103 Charms)&lt;br /&gt;
** [[SolarThrown/IsawaBrian]] - Javelins of the Sun himself! (51 Charms)&lt;br /&gt;
** [[SolarWar/IsawaBrian]] - The glory of the Sun's own armies. (21 Charms)&lt;br /&gt;
&lt;br /&gt;
*Zenith (161)&lt;br /&gt;
** [[SolarEndurance/IsawaBrian]] - Energizing the Solars -- Obsolete, dispersed into Integrity &amp;amp; Resistance, others&lt;br /&gt;
** [[SolarIntegrity/IsawaBrian]] - The holy will of the Solars cannot be denied on the face of Creation (26 charms)&lt;br /&gt;
** [[SolarPerformance/IsawaBrian]] - Priestly Solar Charms.  These are my weakest, I think- C&amp;amp;C?  (26 Charms)&lt;br /&gt;
** [[SolarPresence/IsawaBrian]] - Holiness and Army Leading; some Mail &amp;amp; Steel interactions  (40 Charms)&lt;br /&gt;
** [[SolarResistance/IsawaBrian]] - A plethora of ways to make you tougher- Permanent Charms, Hardness, post-Damage Soak  (44 Charms)&lt;br /&gt;
** [[SolarSurvival/IsawaBrian]] - More hunting!  (25 Charms)&lt;br /&gt;
&lt;br /&gt;
*Twilight (131)&lt;br /&gt;
** [[SolarCraft/IsawaBrian]] - Dealing with (IMO) the stupid craft rules.  (27 Charms)&lt;br /&gt;
** [[SolarInvestigation/IsawaBrian]] - Holmes, Mindreading, and Illusion-breaking  (25 Charms)&lt;br /&gt;
** [[SolarLore/IsawaBrian]] - Research, Memory Palace Charms and some mental discipline Charms  (27 Charms)&lt;br /&gt;
** [[SolarMedicine/IsawaBrian]] - Powerful regeneration charms.  (21 Charms)&lt;br /&gt;
** [[SolarOccult/IsawaBrian]] - ... I can't really explain these.  (31 Charms)&lt;br /&gt;
&lt;br /&gt;
*Night (63)&lt;br /&gt;
** [[SolarAthletics/IsawaBrian]] - Quicker than a ray of light, lighter than a feather  (14 Charms)&lt;br /&gt;
** [[SolarAwareness/IsawaBrian]] - Nothing escapes the vision of the Unconquered Sun  (8 Charms)&lt;br /&gt;
** [[SolarDodge/IsawaBrian]] - A few spiffy new dodge effects  (14 Charms)&lt;br /&gt;
** [[SolarLarceny/IsawaBrian]] - Dirty Deeds and Dishonest Dicing  (17 Charms)&lt;br /&gt;
** [[SolarStealth/IsawaBrian]] - Mastery of the art of invisibility.  (10 Charms)&lt;br /&gt;
&lt;br /&gt;
*Eclipse (99)&lt;br /&gt;
** [[SolarBureaucracy/IsawaBrian]] - To control the desks-- and to become immune to paperwork.  (16 Charms)&lt;br /&gt;
** [[SolarLinguistics/IsawaBrian]] - Mastery of all the tongues of Creation, and beyond (19 Charms)&lt;br /&gt;
** [[SolarRide/IsawaBrian]] - Trying to make the Ride Tree *worth* buying into.  (35 Charms)&lt;br /&gt;
** [[SolarSail/IsawaBrian]] - Fleshing out the (IMO) weak Sail tree. (19 Charms)&lt;br /&gt;
** [[SolarSocialize/IsawaBrian]] - The dangerous warmth of a Solar heart... (10 Charms)&lt;br /&gt;
&lt;br /&gt;
Lunar Charms:&lt;br /&gt;
&lt;br /&gt;
* [[LunarBodyEnhancement/IsawaBrian]] - Pretty much for humor only. (1 Charm)&lt;br /&gt;
&lt;br /&gt;
Dragon-Blooded Charms:&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
* [[DragonBloodedEndurance/IsawaBrian]] - The eternal nature of the Earth (14 Charms)&lt;br /&gt;
* [[DragonBloodedResistance/IsawaBrian]] - The strong bastion of the Dynasty (14 Charms)&lt;br /&gt;
&lt;br /&gt;
Water:&lt;br /&gt;
* [[DragonBloodedBrawl/IsawaBrian]] - The subtlety and strength of Water in combat.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedBureaucracy/IsawaBrian]] - Just a few little tricks for the Dynastic Bureaucrat (5 Charms)&lt;br /&gt;
* [[DragonBloodedInvestigation/IsawaBrian]] - Oh, ah, and just one more question, ma'am...  (15 Charms)&lt;br /&gt;
* [[DragonBloodedLarceny/IsawaBrian]] - Cutting through the world like a shark among the fishes.  (14 Charms)&lt;br /&gt;
* [[DragonBloodedSail/IsawaBrian]] - The Masters of Water, in their home environment.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Wood:&lt;br /&gt;
* [[DragonBloodedArchery/IsawaBrian]] - Trick shots and swift bows. (27 Charms)&lt;br /&gt;
* [[DragonBloodedMedicine/IsawaBrian]] - Healing magic-- and the addictive corruption of House Cynis (27 Charms)&lt;br /&gt;
* [[DragonBloodedPerformance/IsawaBrian]] - Graceful, entertaining-- and deadly.  (8 Charms)&lt;br /&gt;
* [[DragonBloodedRide/IsawaBrian]] - Close to nature and close to their mounts, the ultimate cavalry soldiers.  (10 Charms)&lt;br /&gt;
* [[DragonBloodedSurvival/IsawaBrian]] - Lords of their Woodland homes-- and stranger environments besides.  (9 Charms)&lt;br /&gt;
&lt;br /&gt;
Alchemical Charms:&lt;br /&gt;
* [[AlchemicalCloseCombat/IsawaBrian]] - The crushing might and deadly speed of the Machine God's Exalted (6 Charms)&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/IsawaBrian]] - The dedicated surveillance of the Great Maker's Chosen (8 Charms)&lt;br /&gt;
&lt;br /&gt;
----After reading one too many C&amp;amp;P jobs, and one too many repeats of Walking Outside Fate's little Keyword... comprehension issues, I came up with the following joke Keyword (that could probably apply to several of my own Charms):&lt;br /&gt;
&lt;br /&gt;
Keyword: Inconceivable.  This Keyword represents the fact that this Charm includes (or excludes) mechanics that its author does not understand, and its editors failed to correct.  The fact that this Keyword is generally missing from those charms is further evidence of its applicability.&lt;br /&gt;
&lt;br /&gt;
----I like to challenge myself, and I'm one of those obsessive freaks who actually likes doing Achievements in WOW, or even making up my own handicaps.  So I've laid out a series of projects for myself.  I'm working on this in roughly this order, though points 1-4 are sort of happening simultaneously.  This doesn't include the (currently stalled for 2 months :( ) Secret Project.&lt;br /&gt;
Projects:&lt;br /&gt;
:(1) Reconversions: Take Charms (canon and my own) that were not converted to 2E and write either:&lt;br /&gt;
:: Mechanical conversions-- bring them in line with 2E rules, so my players can use them-- or...&lt;br /&gt;
:: Thematic conversions (ranging from the same effect within a different framework to taking the name and going from there).  &lt;br /&gt;
:: Mechanical conversions do not count for the obsessicount.&lt;br /&gt;
:(2) Charm Expansions: Taking each Charm (where possible) in the 2E core rules and writing a permanent Charm to expand it.&lt;br /&gt;
:: The permanent Charms that expand earlier Charms have been popping up since the Core, but Infernals really showed the potential for it.&lt;br /&gt;
:: Sadly, Solars, since they're always written first, don't usually benefit from the cool ideas that develop as the line do; I'm going to try to give them some of that Neat.&lt;br /&gt;
:(3) Clean up the Charm Banyans by making subpages for any Ability that has more than 20 Charms.&lt;br /&gt;
:(4) Clear my backlog of Solar Charm ideas.&lt;br /&gt;
:(5) Convert DB-Charms&lt;br /&gt;
:(6) Clear my backlog of DB Charm ideas&lt;br /&gt;
:(7) Clear my backlog of TMA ideas&lt;br /&gt;
:(8) Clear my backlog of Lunar Charm ideas&lt;br /&gt;
:(9) Clear my backlog of CMA ideas&lt;br /&gt;
:(10) Clear my backlog of SMA ideas&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/DragonBloodedCharacters]]&lt;br /&gt;
*[[IsawaBrian/SolarCharacters]]&lt;br /&gt;
*[[IsawaBrian/SiderealCharacters]]&lt;br /&gt;
*[[IsawaBrian/Elementals]]&lt;br /&gt;
&lt;br /&gt;
= Artifacts =&lt;br /&gt;
&lt;br /&gt;
[[OtherOptionsforCelestialBattleArmor]]&lt;br /&gt;
&lt;br /&gt;
= Meanderings =&lt;br /&gt;
&lt;br /&gt;
*[[IsawaBrian/NoFirstAge]] - What if there had been no First Age?&lt;br /&gt;
*[[IsawaBrian/VirtuePaths]] - A short future history for the development of a methodology for defeating the Great Curse.&lt;br /&gt;
*[[IsawaBrian/Celestines]] - To me, they're beyond Essence 10-- and weird.&lt;br /&gt;
*[[IsawaBrian/ExaltedModern]] - Been kicking this around in my head for a while&lt;br /&gt;
*[[IsawaBrian/RepairIsStupid]] - Or, why I'm bringing Notoriety back against my will into 2E.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
It's nice to see someone else working on good Terrestrial Charms. You've done good work! Maybe you can work on Performance? It makes me draw blanks. Stupid wood-based Performance...should be in Fire... - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
: I grin. :)  Thanks.  Actually, yes, Wood is next on the DB list; my partner in a DB game is Wood-- and Performance-main for that matter.  I don't have much unique planned for Performance, yet; I'm sure things will occur to me as I go.  I only had 5 ideas for Sail when I started writing those today, after all.  But you should see the lists I have for Archery and Medicine. ^_^ -- [[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
Archery and Medicine are a snap. I've got bunches for both. They're fun. - [[Telgar]]&lt;br /&gt;
&lt;br /&gt;
Not sure where else to ask this. My Charm mangroves-- *cough* trees-- have become rather large at this point, and I'm thinking about separating them into subtypes-- melee might get separated into Attack, Damage, Defense, Extra Action and Weird subpages, for example. Is this a Best Practice for charms or should I look into something else? If it is the best practice, how do I make it so that each page is a subpage of the original link to my Charms of that Ability type-- or should I create them in a different way? Thanks for your time--[[IsawaBrian]] &lt;br /&gt;
&lt;br /&gt;
Read the &amp;quot;What should I name a new page?&amp;quot; on the [[HowDoIDoThat]] page. If still not sure what to do, ask again here. - Wordman &lt;br /&gt;
Whoops. I did read that part, but was sort of despairing by number six and missed it. I'm still not sure what to do, but I'm moving this to my User Page. Thanks! --[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
So, back over to here.  I read the &amp;quot;What should I name a new page&amp;quot; part even before my first question; I suppose I should have looked deeper into it.  What I want to know is: &lt;br /&gt;
:(a) Is sub-paging a good idea in the first place and then&lt;br /&gt;
:(b) if so, what's the best way to go about doing it.  &lt;br /&gt;
::Looking at the [[SilverMasks]] example has me a bit skeptical of my way to go forward; I think the idea I'm getting is that there should either be a new top page: (de-wikified to not create page clutter) Solar Melee Isawa Brian slash attack or defense or whatever, or to pull them off my page-- [[IsawaBrian]] slash Solar Melee Attack etc. etc.  If I do that, I think my course of action would be to include a link to a linking page off [[SolarMelee]] and here.&lt;br /&gt;
(my thoughts separated to create separate answer possibilities)--[[IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
: Hey, I wanted to thank you for writing all of those charms. I've never really sat down and looked through the trees - perhaps because of their [http://www.artificialowl.net/2008/05/anping-tree-house-was-originally.html Banyan-like] scale, but those are great. I've only got through brawl so far, but I'm going to read them all. Anyways, I would think Isawabrian slash solarmeleeattack would be a delightful solution; and then the solarmelee/isawabrian can be a convenient link list. Thanks for the charms, [[TheHoverpope]].&lt;br /&gt;
&lt;br /&gt;
:: Oh, thank you.  Yes, I've noticed their *cough* interdependent root system.  I'm mostly doing reconversions right now, but when I get bored with that, I'm working on doing Melee first, since it's the biggest one.  It's just getting tedious adding links to prereq charms. I'd love to hear what you think about any/all of them!-- [[IsawaBrian]]&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsGeneral&amp;diff=75750</id>
		<title>IsawaBrian/SolarMartialArtsGeneral</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsGeneral&amp;diff=75750"/>
				<updated>2010-04-22T06:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: Expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tavern-Breaking Spirit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
With this Charm, the Exalt learns the proper usage of improvised weapons.  Chairs hit like maces, beer mugs punch like cestuses, and tables can be used like shields; vines become garrotes, fence-posts become staves, and so on.  As long as there is something nearby the Exalt can grasp, he is never unarmed, and these improvised weapons will fit into any style for which they are appropriate-- always Solar Hero and Unconquered Hero, for example, but a boathook might act as a hooked sword for Snake Style.  &lt;br /&gt;
&lt;br /&gt;
As well, any Charm that has been made as a natural development of those styles (eg, non-style Martial Arts Charms) may use any improvised weapon as though they were making an unarmed attack.  The Storyteller also may wish to choose to allow some inappropriate improvised weapons to Style Charms on an especially good stunt, but this is optional.  Functionally, the Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects.  These items will not break unless a weapon of similar statistics would be broken.&lt;br /&gt;
&lt;br /&gt;
If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own.  If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above.  Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances.  Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally&lt;br /&gt;
&lt;br /&gt;
For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1.  Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined.  A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul.  On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version.  Storytellers should reward creative applications and stunting whenever possible.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Harmonious God-Brawler Brutality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Resistance 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ascendant Battle Visage&lt;br /&gt;
The inner rage of a Solar can be harnessed and tamed through the proper discipline.  When the unrelenting fires in the soul of the Lawgiver are brought in accord with the principles of the Perfected Lotus, the character can concentrate on other matters in addition to developing pure power.  This Charm modifies its prerequisite so that the Solar's player may opt to spend 1 willpower and 1 Limit when reflexively renewing the Charm's effects to do so as a non-Charm action.  The Solar may use Ascendant Battle Visage at the head of a complimentary unit, gaining its full effects in a terrible display of martial fury. &lt;br /&gt;
&lt;br /&gt;
Note: Harmonious God-Brawler Brutality originally was a Martial Arts stunt-doubler.  Those functions have been assumed by [[SolarExcellency/IsawaBrian|Glory of Martial Arts Felicitations]].&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Fourfold Pupil of Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency, Infinite Martial Arts Mastery, Martial Arts Essence Flow&lt;br /&gt;
Through focused effort and resonance with the wild, untamed power of her patron, the Exalt becomes a transcendently effective fighter.  For the rest of the scene, subtract 1 from the Speed of the character's Martial Arts actions and Charms (minimum 1), add the character's Essence in automatic successes to all Martial Arts rolls and half that number, rounded up, is added to her Martial Arts Parry DV.  This Charm has its full effects when the Solar is at the head of a complimentary unit.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Veteran of Riots Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Martial Arts Essence Flow, [[IsawaBrian/SolarMartialArtsDefense|Against the Crowd Stance]], [[MartialArts/UnconquerableHeroStyle|Become the Anvil]]&lt;br /&gt;
Surrounded by enemies, beset on all sides, the howl of the mob at his back—for an Unconquerable Hero, this is the most auspicious of all circumstances.  This Charm modifies Martial Arts Essence Flow and all discounts for Martial Arts Excellencies.  For every opponent within the Solar’s (permanent Essence x3) yards, the Solar may make one non-Charm use of Martial Arts Excellencies with a discount from other sources, such as Become the Anvil or Infinite Martial Arts Mastery.  This number is initially set at the time of the discount Charm’s activation and resets each time the character’s DV refreshes.&lt;br /&gt;
&lt;br /&gt;
At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat.  However, it only adds the iterations of combined usage for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Hero Supremacy&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]&lt;br /&gt;
The Solar becomes the rugged epitome of the Unconquerable Hero.  For the rest of the scene, the costs of Unconquerable Hero Style Charms are reduced by three to a minimum of zero.  The Solar may also utilize Unconquerable Hero Charms as non-Charm actions so long as she did not use the same Charm on her last action.  Finally, the character may reflexively spend 1 mote to remove coordinated attack penalties to her DV.  This Charm has its full effects when the Solar is at the head of a complimentary unit.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Zealot Legion Katas&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
The able monasteries of the Lawgivers once produced tens of thousands of fanatic monks, able, ready and utterly devoted in their service to their masters.  Enwrapped in unfathomable power of the Solars, they brought the word of righteousness to all who dared rebel against the holy Solar Deliberative.  In the chaotic Second Age, such ready factories of fanatics are not as available, but an able martial artist can forge even the most undisciplined trainees into terrifying warriors.  This Charm grants the Solar the ability to use any Martial Arts Charm as though it had the Leader keyword for a single scene.   Every member of a unit to be thus granted benefits via Martial Arts Charms must have a positive Intimacy towards the Solar, and the Storyteller may rule that some Charms' effects relate to qualities that the members of the unit lack.  Such units will not be able to benefit from those Charms.&lt;br /&gt;
&lt;br /&gt;
Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone.  A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Zealot Legion Katas.  Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar.  At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Martial Arts total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership.  Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points.  Otherwise, it must be broken as normal.&lt;br /&gt;
&lt;br /&gt;
At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes.  The Solar may thus opt to grant the full effects of any Martial Arts Charm he uses to his complimentary unit, but need not do so.  The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar.  Doing so acts as an innate ability, not a Charm action.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryGeneral&amp;diff=75749</id>
		<title>IsawaBrian/SolarArcheryGeneral</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarArcheryGeneral&amp;diff=75749"/>
				<updated>2010-04-22T06:04:34Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: Expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SolarArchery/IsawaBrian]]&lt;br /&gt;
&lt;br /&gt;
== First Edition and Conversions ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Battlemaster Bow&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes per die, 2 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wise Arrow, Dazzling Flare Attack&lt;br /&gt;
The incredible Essence of the Solar blazes into an aura around the Exalt and his weapon.  His shots seem to throw forth glowing pre-shot tracers, and the shots travel along these lines, sparkling through the sky.  Every 2 motes spent on this charm adds one die to all Archery attacks and 10 yards to their range for the remainder of this scene.  The Solar may not add more dice than he has Dexterity + Archery.  If the initial range is less than 100 yards, every 2 motes adds 1 yard of range instead.  If the initial range is greater than 1000 yards, every 2 motes adds 100 yards of range instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In 2nd edition, this Charm is quite different.&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;I&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;/I&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite Archery Mastery, Archery Essence Flow&amp;lt;/I&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;Efficiency and power do not easily combine for Solars; usually, it is the latter at the expense of all else.  Nevertheless, with great cost and dedication, a Solar may so attune himself to a weapon that that great gulf may be crossed for that weapon and that weapon alone.  When purchasing this Charm, the Solar chooses a single Archery weapon that he owns (Not “Long Powerbow;” this is instead “Deadly Spite-Ray Bow, the Orichalcum Long Powerbow made for me by Grandmother Bright”) and from that point on, the character may use both Infinite Archery Mastery and Archery Essence Flow on archery rolls with that weapon.  Doing so makes any Excellencies so used Obvious.  If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Master Archer Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sage Targeting&lt;br /&gt;
The Solar invokes the skill and experience of a master archer, giving herself the benefit of wisdom and the reflexes of a long, hard career.  Until the end of the scene, add her Essence in automatic successes to any Archery roll.  These successes count against the number available for Sage Targeting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has as Prerequisites Any Archery Excellency, Archery Essence Flow, and Infinite Archery Mastery.  It also has Minimums Archery 5, Essence 4.  It has the Leader keyword&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;One Last Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phantom Arrow Technique&lt;br /&gt;
The usual fate of an archer upon the battlefield who is caught by a foe in hand to hand combat is death, overwhelmed by the close-in capabilities of infantry.  A Solar who activates One Last Defense need not fear such a fate.  He plucks a single arrow from his quiver and charges it with a field of Essence.  This arrow gains the melee characteristics of a Straight Sword for a scene, and the character may use Archery in place of Melee for all actions with it, including both attack and defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has a Speed of 4.  It has the Combo-OK and Leader Keywords&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Radiance Tip&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 mote&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phantom Arrow Technique&lt;br /&gt;
The Unconquered Sun is the holy warrior, the champion of righteousness and punisher of the wicked.  Unholy creatures such as demons and infernals must fear the wrath of his Champions.  The Solar invests her holy essence into her ammunition, giving it potency against demons, infernals, and other entities infused with the power of the Yozis.  The damage rating of the attack is increased by the character's Essence against such creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm has been reimagined as a special effect of [[IsawaBrian/SolarArcheryDamage|Beacon Bolt Maneuver]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Blaze of Righteousness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Radiance Tip&lt;br /&gt;
The Solar invests his bow and ammunition with the pure radiant energy of the Unconquered Sun.  His anima similarly becomes visible, flickering and sparking into existence.  Attacks against him by demons, infernals, and other creatures infused with the energy of the Yozis are at +1 difficulty.  All of his attacks against such creatures are aggravated and have a bonus to their damage equal to the Exalt's Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has been reimagined as a special effect of [[IsawaBrian/SolarArcheryDamage|Beacon Bolt Maneuver]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Gentle Warrior's Anger&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 9 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The character invests her bow with a swirling flow of cushioning essence that &amp;quot;attaches&amp;quot; to any arrow she nocks for the rest of the scene.  These arrows become incapable of inflicting lethal damage (convert all damage to bashing but do not change the special abilities of the arrows), but nonetheless carry great concussive force-- add the Exalt's Essence to all archery attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Orderborn Shot&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Radiance Tip, Chaos-Repelling Pattern&lt;br /&gt;
The Solar forms a static cage of Order around the tip of his arrow.  When fired upon a raksha, unshaped, Fae-blooded, Wyld-tainted, or similarly Wyld target, add the character's Essence in damage to the attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; In Second Edition, this Charm a modification of Essence Arrow Attack that functions as per Dazzling Flare that works against creatures of the Wyld.  It gives the trait Order.  This trait functions as per Holy, except that it functions against raksha, Fae-Blooded, unshaped, Wyld-tainted, and similarly Wyld entities.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Heart of the Lawgiver&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Orderborn Shot&lt;br /&gt;
The Exalt activating this Charm becomes a manifest enforcer of Heavenly Law and more-- the enforcer of the very Law of existence in Creation.  Her very nature becomes repellent to raksha, unshaped, Fae-blooded, Wyld-tainted, and similarly Wyld entities.  Add +1 to the difficulty of attacks made by such creatures against her, and all archery attacks against such creatures by the Exalt are aggravated.  Such attacks also have their damage increased by the Solar's Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is now an Integrity Charm&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow-Burning Arrow&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Radiance Tip, Chaos-Repelling Pattern&lt;br /&gt;
The holiness of a Solar is devastating to the undead, Abyssals, and other creatures of darkness even as it is to demonic foes.  By energizing his arrow with a slightly different mixture of the Unconquered Sun's holy Essence, he may bring ruin to such foes, adding his Essence in damage against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is reimagined as a (very different) special effect of Beacon Bolt maneuver (see below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Shadow-Disintegrating Aura&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shadow-Burning Arrow&lt;br /&gt;
Now the Solar may transform herself into a holy beacon against the night, radiating the wrath of the Unconquered Sun against the creatures of the Underworld.  Until the end of the scene, attacks against her by undead, Abyssals, and creatures of the night are at +1 difficulty.  Against such creatures, the Solar's archery attacks are aggravated and cause extra damage equal to her Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is now an Integrity Charm.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Sentinel on the Far Watches&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Occult:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Lore:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shadow-Disintegrating Aura, Heart of the Lawgiver, Blaze of Righteousness&lt;br /&gt;
Although only a few Solars now remember it, ultimately, their duty is to protect Creation against all who would dare besmirch it.  Sentinel on the Far Watches charges the character with the holy mantle of this duty, granting him protection from and might against all who dare to invade the world.  The Solar's anima flickers to life, sending out rays that repulse and chastise creatures foreign to Creation.  All such beings are at +1 difficulty to attack the Exalt.  Furthermore, his attacks on creatures foreign to Creation are aggravated and do extra damage equal to his permanent Essence.  'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings. Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is now an Integrity Charm.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Siege Master Concentration&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Craft:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[SolarExcellency/IsawaBrian|Transcendent Archery Prowess]], [[SolarCraft/IsawaBrian|Open Road Journeyman Style]]&lt;br /&gt;
Although archery is the preferred method of controlling mighty engines of war, most siege weapons do not carry the right harmonics for a Solar (or any other Exalt) to master them with Archery Charms.  However, because the basic principles share common roots, it is possible for sufficiently skilled Solars to make siege weapons and similar devices attuned to their souls.  A Solar who activates this Charm may use Archery Charms with &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; Archery roll for the remainder of the scene, regardless of usual restrictions against using Archery Charms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This Charm is very different in Second Edition:&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Infinite Archery Mastery&lt;br /&gt;
Although archery is the preferred method of controlling mighty engines of war, most siege weapons do not carry the right harmonics for a Solar (or any other Exalt) to master them with Archery Charms.  However, because the basic principles share common roots, it is possible for sufficiently skilled Solars to make siege weapons and similar devices attuned to their souls.  Once this Charm has been learned, the character may apply any Archery Charm that they can use to any Archery weapon she uses with no restrictions due to scale.  &lt;br /&gt;
&lt;br /&gt;
Extra Action Charms cost double the normal motes and require an extra Willpower point to activate when used with A-tag weaponry, unless they are a part of a vessel, power armor, manse, or other superstructure or massive object to which the Exalt is attuned.  Regardless of whether or not an extra cost is paid, any Extra Action Charm used thusly by A-tag Archery weapons become Obvious.  At Essence 5, the character may also double the mote cost of any Charm that adds a flat damage amount (whether in levels or in health) to multiply the amount of damage added by the character's permanent Essence while using A-tag weapons only, as the massive size allows for channeling much larger bursts of energy.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Mind-and-Body Harmony Discipline&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 Willpower&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[SolarExcellency/IsawaBrian|Transcendent Archery Prowess]], Essence Arrow Attack&lt;br /&gt;
The Exalt who activates this Charm attunes herself to Little Blessings of the Unconquered Sun that harmonize with Archery (see SolarMelee/IsawaBrian under Felicty of Style Method).  By acting with superior grace, style, and verve, the Solar may exceed even the legendary abilities of her kind.  For the rest of the scene, all benefits from Archery Stunts-- dice, willpower, and Essence Bonuses-- are doubled.  Like all stunt benefits, these dice do not count against the Solar's maximum dice pool bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm is very different, as its functions have been assumed by [[SolarExcellency/IsawaBrian|Glory of Archery Felicitations]]:&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt;  3m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  One Scene&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Archery Excellency&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;When mind and body are in harmony, great things may be accomplished.  This Charm allows a Solar to speed that harmony to the purpose of concentrated archery puissance.  While this Charm is active, the character may make an Aim action dedicated to Archery, in which case, its Speed is reduced to 1.  If the character does not follow the Aim action with an Archery attack, its bonus is lost.  The bonus from this enhanced Aim action cannot be applied to any other Ability.  At Essence 4, the character may apply the bonus from a dedicated Aim action to all Archery attacks in a flurry.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Eyes of Heaven&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8 motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; The Solar's Archery in rounds&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Investigation:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; There Is No Miss, [[SolarInvestigation/IsawaBrian|Hawk Aloft Gaze]]&lt;br /&gt;
The Solar fires an arrow into the air and wraps it with the Essence of his senses.  Until the Charm ends, the character may reflexively alter his visual senses to view anything within &amp;quot;sight&amp;quot; of the arrow as he might using Hawk Aloft Gaze.  This does not distract the Solar from combat or anything else; indeed, it may actually assist in spotting ambushes or stealthy opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, if Hawk Aloft Gaze is not converted, it does not require Investigation or Hawk Aloft Gaze; instead, it requires Awareness 4 and Keen Sight Technique.  It has a Speed of 3 and the Combo-Basic and Leader Keywords.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Superior Bow Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6 Motes&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Archery:&amp;lt;/b&amp;gt; 3&lt;br /&gt;
  &amp;lt;b&amp;gt;Minimum Essence:&amp;lt;/b&amp;gt; 2&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
The Solar reflects her own harmonious Essence onto her bow, giving it the properties of Orichalcum.  For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses. This bonus does not count against the limit that a character may receive from Charms. This bonus stacks with all magical material bonuses, including those from Orichalcum. If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum. The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Second Edition, this Charm has a Speed of 5 and is Combo-OK and Leader.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Refinement of the Orichalcum Limbs&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Immaculate Golden Bow&lt;br /&gt;
Crystallizing and reinforcing his outward expressions of his shard's Essence, an archer blessed by the Unconquered Sun may form a bow made out of the idealized Essence-matrices corresponding to the raw power of orichalcum.  Once a Solar learns this Charm, it modifies its prerequisite, giving Immaculate Golden Bow a Duration of Indefinite.  The Solar may also expend and commit a further 2 motes of essence to give his Immaculate Golden Bow the Orichalcum Magical Material bonus. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Drawing From the Solar Quiver&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Inexhaustible Bolts of Solar Fire&lt;br /&gt;
The furious energies that create Inexhaustible Bolts of Solar Fire grow in potency with the Solar who calls them into being.  Whenever the Solar activates Inexhaustible Bolts of Solar Fire, she gains a discount in motes equal to her permanent Essence to any Archery Charm that modifies Damage or generates damaging effects.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Stock&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Flare Methodology&lt;br /&gt;
The luminescent soul of the Solar energizes his constructed flamewand, granting it semi-permanence and improving its capability.  This Charm modifies its prerequisite, giving Solar Flare Methodology a Duration of Indefinite.  The Solar may also expend and commit a further 2 motes of essence to give his energy-flamewand the Orichalcum Magical Material bonus. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ten Thousand Faithful Fire Support&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Archery Excellency&lt;br /&gt;
Backed by the most zealous of Eagle Archers, a Lawgiver can summon down the very fury of Heaven itself, erupting in a storm of Solar power.  Within a heartbeat, a legion can suddenly be granted the ability to hurtle bolts of radiant energy, with inerrant aim and unstoppable force.  This Charm grants the Solar the ability to use any Archery Charm as though it had the Leader keyword for a single scene.   Every member of a unit to be thus granted benefits via Archery Charms must have a positive Intimacy towards the Solar, and the Storyteller may rule that some Charms' effects relate to qualities that the members of the unit lack.  Such units will not be able to benefit from those Charms.&lt;br /&gt;
&lt;br /&gt;
Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone.  A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Ten Thousand Faithful Fire Support.  Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar.  At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Archery total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership.  Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points.  Otherwise, it must be broken as normal.&lt;br /&gt;
&lt;br /&gt;
At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes.  The Solar may thus opt to grant the full effects of any Archery Charm she uses to her complimentary unit, but need not do so.  The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar.  Doing so acts as an innate ability, not a Charm action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Magnificent Solar Implosion Bow&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 2 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 7)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Immaculate Golden Bow, Siege Master Concentration&lt;br /&gt;
The Solar shapes the immense power of his Essence into a gigantic energy weapon, an awful construct of the Solar's own personality and soul.  The appearance of these terrifying weapons is dependent upon the Solar willing it into existence, the majority-- as the name suggests-- look like medium-sized Implosion Bows.  Others can look like stylized Essence Cannons, ballistae, sailcutters, and so forth.  However, all Magnificent Solar Implosion Bows are roughly the size of a small wagon.  &lt;br /&gt;
&lt;br /&gt;
While roughly mobile, a Magnificent Solar Implosion Bow cannot move more than (its maker's Essence) divided by 2 yards in a single 'Dash' action, and cannot move and fire at the same time.  A Magnificent Solar Implosion Bow can be lifted by an entity, vehicle, or other method that has a relevant Strength + Athletics pool of 12.  Only the Solar can wield the Magnificent Solar Implosion Bow, though others can carry it, so long as the bow does not move more than (the Solar's Essence x10) yards away.  &lt;br /&gt;
&lt;br /&gt;
Magnificent Solar Implosion Bows are tied to the Essence and capability of their wielders, granting two benefits.  First, they never require extra cost to be used with Archery Charms.  For example, a Magnificent Solar Implosion Bow &amp;lt;I&amp;gt;must&amp;lt;/I&amp;gt; use Phantom Arrow Technique or similar Charms to fire, but it never costs more than the base amount to do so.  Similarly, despite having the Artillery tag, a Magnificent Solar Implosion Bow does not cost extra motes or willpower to be used with Archery Extra Action Charms.  For any positive purpose, treat the Magnificent Solar Implosion Bow as being a simple bow when considering its interaction with Charms and Abilities.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Magnificent Solar Implosion Bow is reconfigurable to suit oversized users.  Users who are currently wearing Warstriders or who achieve roughly Warstrider size via other effects may wield their Magnificent Solar Implosion Bows in combat, without restrictions on moving and firing.  This does not affect the Mobility penalty of the Warstrider, but the Magnificent Solar Implosion Bow also does not gain the benefit of the strength of a wielder or Warstrider.  If used by any Warstrider except a Colossus, this requires two hands.  A Colossus Warstrider can wield a Magnificent Solar Implosion Blow with a single hand.&lt;br /&gt;
&lt;br /&gt;
The Magnificent Solar Implosion Bow has the following statistics:  Speed 6, Accuracy equal to the Solar's permanent Essence, Damage equal to (the Solar's permanent Essence) x4 in Damage, a Rate equal to (the Solar's permanent Essence) divided by 4, round up, and a 1,000 yard Range.  At each shot, the Solar may decide whether to use a heavy impact or concussive shot.  Heavy impact shots do Lethal damage and are Piercing.  Concussive shots do Bashing damage, but extend to a radius of (the Solar's Archery) in yards around the impact point.  Neither mode gains any benefit from the Strength of the operating character.  Both modes are Artillery-tag weapons for all purposes save as noted above.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt; Terrifying Solar Burst Engine &amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Archery 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Flare Methodology, Magnificent Solar Implosion Blow&lt;br /&gt;
With the development of firewands in the Age of Sorrows comes the possibility of burning devastation to the will of an Elder Solar.  A Solar who understands these unique weapons of the Time of Tumult can reshape her Magnificent Solar Implosion Bow into a Terrifying Solar Burst Engine, creating a siege-scale firedust cannon.&lt;br /&gt;
&lt;br /&gt;
The incendiary weapon thus created has as variable an appearance as that of a normal Magnificent Solar Implosion Bow, ranging from a Warstrider-scale flamethrower or fire lance to a baroque fire cannon in a similar style to a Fuel Bolt Launcher.    Subtract 3 from the Accuracy of the weapon, but the damage multiplier becomes 6, rather 4.  This damage is always lethal.  Each shot requires 3 motes rather than 1 mote to use with Phantom Arrow Technique, which as usual is the only method to fuel the weapon.  This is the only change from the weapon's usual compatibility with Archery Charms.&lt;br /&gt;
&lt;br /&gt;
In addition to the A-tag, these are Flame weapons (F-tag) and they do not have Range increments.  Like the normal version of Magnificent Solar Implosion Bow, the Terrifying Solar Burst Engine has two modes.  The first mode has a range of 300, but only attacks a single impact point, which explodes to cover a sphere (usually a dome, as the shot does not dig well into earth) of solar flame with a radius equal to (the Solar's permanent Essence) x 2 yards.  The second mode only has a 100-yard range, but affects every target in a 45-degree arc out to this 100-yard maximum.  &lt;br /&gt;
&lt;br /&gt;
Although both of these versions use the Flame weapon rules and tag, their attacks are bursts of solar energy, just like its prerequisite.  Fire immune or resistant entities are not protected against this attack, though it can ignite normal fires as a fire weapon might.  As with Magnificent Solar Implosion Blow, Terrifying Solar Burst Engines must be wielded two-handed by anything between Common and Royal Warstrider sizes.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSwiftness&amp;diff=75535</id>
		<title>IsawaBrian/SolarMartialArtsSwiftness</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSwiftness&amp;diff=75535"/>
				<updated>2010-04-20T06:33:34Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique&lt;br /&gt;
The Exalt moves almost without thinking, striking swiftly at his foes.  This Charm adds a number of bonus successes to the Join Battle roll equal to his Essence, but his first action must be a Martial Arts Action (including Aim or Guard).&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Become the Thunderbolt&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m per action; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Lightning Strike&lt;br /&gt;
Aggressively pursuing his opponents across the battlefield, the Solar moves with incredible speed and purpose. Reduce the Speed of a number of Martial Arts Actions equal to the motes spent (maximum of [Martial Arts] Actions) by 1.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Zen of Fury&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderclap Rush Attack, Become the Thunderbolt,&lt;br /&gt;
The Solar concentrates his anger and righteous wrath into a controlled, central sense of purpose and timelessness.  The flow and ebb of battle melts away from the Exalt, giving him the ability to act when she chooses.  For the rest of the scene, the Solar subtracts 1 from the Speed of any Martial Arts Action or Charm.  This is not compatible with any other Charms that reduce Speed, and is not compatible with the greatly reduced Speed of Thunderclap Rush Attack.  At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater.  In either case, the minimum Speed is 1.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Flashpoint Focus&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderclap Rush Attack&lt;br /&gt;
This Charm, like Ox-Body technique, is really more of a development of the Solar's natural capabilities, in this case, the character's instincts and reflexes for hand-to-hand fighting.  Always double the Exalt’s Join Battle dice if the first action to be taken is an Martial Arts action. The character may also double the mote cost for Lightning Strike in order to add a number of successes to the roll equal to her permanent Essence, rather than dice.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Inner Rage Concentration&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Awareness 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Flashpoint Focus, Surprise Anticipation Method&lt;br /&gt;
This Charm, like Flashpoint Focus before it, is a development of the Solar's natural instincts and reflexes, using the Solar's holy fury to spur him to greater speeds.  The Solar may use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is a Martial Arts action.  The Solar is not required to do use Surprise Anticipation Method in this way, and many tragedies of the First Age were the result of paranoid Exalts unleashing their concentrated wrath instinctively.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75534</id>
		<title>IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75534"/>
				<updated>2010-04-20T06:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles.  The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms.  In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style.  The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms.  They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Author's Note: I like to think of these Charms as &amp;quot;Demetheus Strikes Back.&amp;quot;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Steel Knuckles Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Essence infused into the hands of the Chosen utilizing the Fists of Iron Technique can be enhanced, channeling the raw power of the Unconquered Sun in ever-increasing harshness upon the unworthy.  This Charm modifies its prerequisite, giving Fists of Iron Technique a variable cost.  The character must spend at least one mote, and may spend up to his Martial Arts in motes.  Each mote spent adds 1 to accuracy and 2 to damage for the attack.  These bonus dice count against the normal maximums.  The Charm still grants the ability to parry lethal hand-to-hand attacks without a stunt so long as the minimum 1 mote is expended.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wall-Smashing Hammer&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sledgehammer Fist Punch&lt;br /&gt;
As the sledgehammer crumples and crushes mighty edifices, so, too, are the Lawgiver's attacks unhindered by the sturdiness of even the greatest constructions.  This Charm modifies its prerequisite, making the attack enhanced by Sledgehammer Fist Punch piercing.  If the attack would already be piercing-- such as using a crushing clinch to shatter the pillar of a blasphemous temple to Cecelyne-- then it will now ignore all hardness for the inanimate structure in question.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Infinite Crushing Coils&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dragon Coil Technique&lt;br /&gt;
The reach of a Lawgiver is sure, and those who would evade the justice of the Unconquered Sun will find that the crushing weight of the Law will fall upon them with amazing swiftness.  This Charm modifies its prerequisite to make Dragon Coil Technique compatible with Extra Action Charms.  This gives the character multiple opportunities to crush the target.  In theory, the character could Hold for each of the actions, though this would ordinarily have little effect.&lt;br /&gt;
&lt;br /&gt;
When used in a combo with Extra Action Charms, Dragon Coil Technique must be used on each action in the magical flurry, with one exception-- the character may opt to throw his opponent on the final action of the flurry and need not activate Dragon Coil Technique.  The number of actions in the flurry is halved (round up).  If the target seizes control of the clinch, all subsequent actions are aborted.  At Essence 5, the number of actions is no longer halved, and if the opponent takes control of the clinch, the character may use any remaining actions to attempt to retake control; however, the opponent has the option to crush or throw each time she takes or retains control of the clinch.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Hero Exultant&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Hero Form&lt;br /&gt;
As a Solar develops her Essence, so too does the might of the martial arts Form that is born from her Shard grow without limit.  Solar Hero Exultant modifies both Solar Hero Form and Unconquerable Solar Hero Form.  When activating those Charms, the character may spend and commit an additional 2 motes to add the Solar's Martial Arts in dice to the raw damage of any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cast From the Heavens&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heaven Thunder Hammer&lt;br /&gt;
Those who are cast from the grace of the Heavens may well fall forever.  When heaven's champions step forth to cast down their foes, the devastation is nigh endless.  When using a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may spend an extra 3 motes of essence to multiply the distance by half (his permanent Essence), round up.  This will increase damage caused by impacting into objects for Charms such as Heaven Thunder Hammer or Crashing Wave Throw.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If Shockwave Technique is so modified by Cast From the Heavens, this will only add the Solar's Essence to the damage done if a specific person is targeted, but the full effect of the increased range takes effect if the Solar misses or targets empty space.  This Charm increases the mileage range of Horizon-Hurling Tactic but does not increase the damage done on impact or the area of effect for the knockdown shockwave.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ricochet Precision Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Crashing Wave Throw&lt;br /&gt;
Being cast out is only the beginning of the punishment inflicted by an angry Solar.  Whenever the character uses a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may double the base cost of the Charm to cause the target to ricochet whenever he strikes a hard object.  Doing so adds the Obvious keyword to any Charm that does not have it already.  Each time the target ricochets, he suffers damage as per Heaven Thunder Hammer for striking a hard object.  &lt;br /&gt;
&lt;br /&gt;
Each ricochet and the initial throw take up a full tick, during which time the target may not use his Dodge DV or any action which requires or involves voluntary movement, and any action which requires concentration suffers an external penalty equal to the Solar's Martial Arts.  The target is in motion for the duration of the ricocheting.  The number of ricochets, and thus ticks in flight, is equal to the Solar's Essence, but if the target flies the entire length of any remaining knockback, the ricochets cease.  At each impact, the target may make a Dexterity + Athletics roll at a difficulty equal to the Solar's Essence to recover control of his motion and cease ricocheting.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, the Solar picks the direction for the first ricochet but thereafter the Storyteller selects a likely bounce direction, reflecting that the Charm acts to the benefit of the Solar.  However, the Solar may opt to spend an additional 2 motes upon each impact after the first as a non-Charm action to re-direct the target in a burst of Solar energy.&lt;br /&gt;
.&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Humbling the Stubborn Ox&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ox-Stunning Blow&lt;br /&gt;
Foolish recreants may attempt to resist the onslaught of an angered Lawgiver, but the ringing between their stubborn ears may serve as a reminder of their humble place.  This Charm modifies its prerequisite such that the character may spend a willpower when activating the Charm to multiply the duration of its stunning effect by the character's Martial Arts.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Anvil-Ringing Resonance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique&lt;br /&gt;
The Solar's Hammer on Iron Technique becomes an eye-blinding barrage of brilliant solar energy, dazzling the eye and confusing the senses as the Solar strikes her target so fast that it is virtually simultaneous.  By doubling the base cost of Hammer on Iron Technique, the character may speed up her flurry to a single dazzling moment.  While this does not alter its Speed or the number of actions, it means that the target suffers an Onslaught penalty equal to the number of attacks in the magical flurry for each attack; this is noncumulative.  Furthermore, this flurry is so fleet that any defender with Essence less than the Solar's cannot use a counterattack against any part of it.  Even more potent beings may only use a counterattack against the last attack of the flurry.  This is an automatic defense against counterattack Charms and thus subject to UF:IO as normal.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If this option is used as a part of a combo, the character must pay an additional 2 motes each time a Charm other than Hammer on Iron Technique is invoked.  There is an additional benefit, though; any special effects of the Charms happen roughly simultaneously.  A Solar might thus invoke Heaven Thunder Hammer repeatedly to both damage the target and drastically increase the knockback distance.  Effects that do not require charm use do not require this extra cost, but have their effects similarly simultaneous.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Devastation Projection&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shockwave Technique&lt;br /&gt;
Only a fool would assume that the honesty of the Solar Hero Style means they are doomed to wild, uncontrolled attack.  The brutal split-second instincts of a gladiator can be tuned to pinpoint precision.  This Charm modifies its prerequisite to give greater control.  By spending an additional 2 motes when activating Shockwave Technique, the Solar may change the Accuracy of the attack made by hurling the target to (the Solar's permanent Essence), rather than -3; the attack is still considered to be &amp;quot;improvised&amp;quot; for the purposes of style/charm suitability.  This does not count as adding dice to the attack.  The Solar also takes no DV penalty for either part of the attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Internalizing the Thunderclap&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderclap Rush Attack&lt;br /&gt;
While lesser combatants fumble and totter around the battlefield, a Lawgiver instinctively delivers swift, sure retribution.  This Charm modifies its prerequisite.  By spending an additional 1 mote, the character may activate Thunderclap Rush Attack as an innate power instead of a Charm.  When activated thusly, it becomes a Supplemental effect that can enhance any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Down For the Count&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Knockout Blow&lt;br /&gt;
The sheer force of a Solar's haymaker can send even the mightiest foe into a deep and lasting sleep.  This Charm modifies its prerequisite so that the Crippling effect has a duration of an hour.  At Essence 5, the target will be knocked unconscious for a day.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75532</id>
		<title>IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75532"/>
				<updated>2010-04-20T06:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles.  The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms.  In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style.  The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms.  They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Author's Note: I like to think of these Charms as &amp;quot;Demetheus Strikes Back&amp;quot;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Steel Knuckles Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Essence infused into the hands of the Chosen utilizing the Fists of Iron Technique can be enhanced, channeling the raw power of the Unconquered Sun in ever-increasing harshness upon the unworthy.  This Charm modifies its prerequisite, giving Fists of Iron Technique a variable cost.  The character must spend at least one mote, and may spend up to his Martial Arts in motes.  Each mote spent adds 1 to accuracy and 2 to damage for the attack.  These bonus dice count against the normal maximums.  The Charm still grants the ability to parry lethal hand-to-hand attacks without a stunt so long as the minimum 1 mote is expended.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wall-Smashing Hammer&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sledgehammer Fist Punch&lt;br /&gt;
As the sledgehammer crumples and crushes mighty edifices, so, too, are the Lawgiver's attacks unhindered by the sturdiness of even the greatest constructions.  This Charm modifies its prerequisite, making the attack enhanced by Sledgehammer Fist Punch piercing.  If the attack would already be piercing-- such as using a crushing clinch to shatter the pillar of a blasphemous temple to Cecelyne-- then it will now ignore all hardness for the inanimate structure in question.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Infinite Crushing Coils&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dragon Coil Technique&lt;br /&gt;
The reach of a Lawgiver is sure, and those who would evade the justice of the Unconquered Sun will find that the crushing weight of the Law will fall upon them with amazing swiftness.  This Charm modifies its prerequisite to make Dragon Coil Technique compatible with Extra Action Charms.  This gives the character multiple opportunities to crush the target.  In theory, the character could Hold for each of the actions, though this would ordinarily have little effect.&lt;br /&gt;
&lt;br /&gt;
When used in a combo with Extra Action Charms, Dragon Coil Technique must be used on each action in the magical flurry, with one exception-- the character may opt to throw his opponent on the final action of the flurry and need not activate Dragon Coil Technique.  The number of actions in the flurry is halved (round up).  If the target seizes control of the clinch, all subsequent actions are aborted.  At Essence 5, the number of actions is no longer halved, and if the opponent takes control of the clinch, the character may use any remaining actions to attempt to retake control; however, the opponent has the option to crush or throw each time she takes or retains control of the clinch.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Hero Exultant&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Hero Form&lt;br /&gt;
As a Solar develops her Essence, so too does the might of the martial arts Form that is born from her Shard grow without limit.  Solar Hero Exultant modifies both Solar Hero Form and Unconquerable Solar Hero Form.  When activating those Charms, the character may spend and commit an additional 2 motes to add the Solar's Martial Arts in dice to the raw damage of any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cast From the Heavens&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heaven Thunder Hammer&lt;br /&gt;
Those who are cast from the grace of the Heavens may well fall forever.  When heaven's champions step forth to cast down their foes, the devastation is nigh endless.  When using a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may spend an extra 3 motes of essence to multiply the distance by half (his permanent Essence), round up.  This will increase damage caused by impacting into objects for Charms such as Heaven Thunder Hammer or Crashing Wave Throw.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If Shockwave Technique is so modified by Cast From the Heavens, this will only add the Solar's Essence to the damage done if a specific person is targeted, but the full effect of the increased range takes effect if the Solar misses or targets empty space.  This Charm increases the mileage range of Horizon-Hurling Tactic but does not increase the damage done on impact or the area of effect for the knockdown shockwave.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ricochet Precision Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Crashing Wave Throw&lt;br /&gt;
Being cast out is only the beginning of the punishment inflicted by an angry Solar.  Whenever the character uses a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may double the base cost of the Charm to cause the target to ricochet whenever he strikes a hard object.  Doing so adds the Obvious keyword to any Charm that does not have it already.  Each time the target ricochets, he suffers damage as per Heaven Thunder Hammer for striking a hard object.  &lt;br /&gt;
&lt;br /&gt;
Each ricochet and the initial throw take up a full tick, during which time the target may not use his Dodge DV or any action which requires or involves voluntary movement, and any action which requires concentration suffers an external penalty equal to the Solar's Martial Arts.  The target is in motion for the duration of the ricocheting.  The number of ricochets, and thus ticks in flight, is equal to the Solar's Essence, but if the target flies the entire length of any remaining knockback, the ricochets cease.  At each impact, the target may make a Dexterity + Athletics roll at a difficulty equal to the Solar's Essence to recover control of his motion and cease ricocheting.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, the Solar picks the direction for the first ricochet but thereafter the Storyteller selects a likely bounce direction, reflecting that the Charm acts to the benefit of the Solar.  However, the Solar may opt to spend an additional 2 motes upon each impact after the first as a non-Charm action to re-direct the target in a burst of Solar energy.&lt;br /&gt;
.&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Humbling the Stubborn Ox&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ox-Stunning Blow&lt;br /&gt;
Foolish recreants may attempt to resist the onslaught of an angered Lawgiver, but the ringing between their stubborn ears may serve as a reminder of their humble place.  This Charm modifies its prerequisite such that the character may spend a willpower when activating the Charm to multiply the duration of its stunning effect by the character's Martial Arts.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Anvil-Ringing Resonance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique&lt;br /&gt;
The Solar's Hammer on Iron Technique becomes an eye-blinding barrage of brilliant solar energy, dazzling the eye and confusing the senses as the Solar strikes her target so fast that it is virtually simultaneous.  By doubling the base cost of Hammer on Iron Technique, the character may speed up her flurry to a single dazzling moment.  While this does not alter its Speed or the number of actions, it means that the target suffers an Onslaught penalty equal to the number of attacks in the magical flurry for each attack; this is noncumulative.  Furthermore, this flurry is so fleet that any defender with Essence less than the Solar's cannot use a counterattack against any part of it.  Even more potent beings may only use a counterattack against the last attack of the flurry.  This is an automatic defense against counterattack Charms and thus subject to UF:IO as normal.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If this option is used as a part of a combo, the character must pay an additional 2 motes each time a Charm other than Hammer on Iron Technique is invoked.  There is an additional benefit, though; any special effects of the Charms happen roughly simultaneously.  A Solar might thus invoke Heaven Thunder Hammer repeatedly to both damage the target and drastically increase the knockback distance.  Effects that do not require charm use do not require this extra cost, but have their effects similarly simultaneous.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Devastation Projection&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shockwave Technique&lt;br /&gt;
Only a fool would assume that the honesty of the Solar Hero Style means they are doomed to wild, uncontrolled attack.  The brutal split-second instincts of a gladiator can be tuned to pinpoint precision.  This Charm modifies its prerequisite to give greater control.  By spending an additional 2 motes when activating Shockwave Technique, the Solar may change the Accuracy of the attack made by hurling the target to (the Solar's permanent Essence), rather than -3; the attack is still considered to be &amp;quot;improvised&amp;quot; for the purposes of style/charm suitability.  This does not count as adding dice to the attack.  The Solar also takes no DV penalty for either part of the attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Internalizing the Thunderclap&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderclap Rush Attack&lt;br /&gt;
While lesser combatants fumble and totter around the battlefield, a Lawgiver instinctively delivers swift, sure retribution.  This Charm modifies its prerequisite.  By spending an additional 1 mote, the character may activate Thunderclap Rush Attack as an innate power instead of a Charm.  When activated thusly, it becomes a Supplemental effect that can enhance any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Down For the Count&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Knockout Blow&lt;br /&gt;
The sheer force of a Solar's haymaker can send even the mightiest foe into a deep and lasting sleep.  This Charm modifies its prerequisite so that the Crippling effect has a duration of an hour.  At Essence 5, the target will be knocked unconscious for a day.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75531</id>
		<title>IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions&amp;diff=75531"/>
				<updated>2010-04-20T06:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*]]MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles.  The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms.  In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style.  The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms.  They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Author's Note: I like to think of these Charms as &amp;quot;Demetheus Strikes Back&amp;quot;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Steel Knuckles Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Essence infused into the hands of the Chosen utilizing the Fists of Iron Technique can be enhanced, channeling the raw power of the Unconquered Sun in ever-increasing harshness upon the unworthy.  This Charm modifies its prerequisite, giving Fists of Iron Technique a variable cost.  The character must spend at least one mote, and may spend up to his Martial Arts in motes.  Each mote spent adds 1 to accuracy and 2 to damage for the attack.  These bonus dice count against the normal maximums.  The Charm still grants the ability to parry lethal hand-to-hand attacks without a stunt so long as the minimum 1 mote is expended.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wall-Smashing Hammer&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Sledgehammer Fist Punch&lt;br /&gt;
As the sledgehammer crumples and crushes mighty edifices, so, too, are the Lawgiver's attacks unhindered by the sturdiness of even the greatest constructions.  This Charm modifies its prerequisite, making the attack enhanced by Sledgehammer Fist Punch piercing.  If the attack would already be piercing-- such as using a crushing clinch to shatter the pillar of a blasphemous temple to Cecelyne-- then it will now ignore all hardness for the inanimate structure in question.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Infinite Crushing Coils&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Dragon Coil Technique&lt;br /&gt;
The reach of a Lawgiver is sure, and those who would evade the justice of the Unconquered Sun will find that the crushing weight of the Law will fall upon them with amazing swiftness.  This Charm modifies its prerequisite to make Dragon Coil Technique compatible with Extra Action Charms.  This gives the character multiple opportunities to crush the target.  In theory, the character could Hold for each of the actions, though this would ordinarily have little effect.&lt;br /&gt;
&lt;br /&gt;
When used in a combo with Extra Action Charms, Dragon Coil Technique must be used on each action in the magical flurry, with one exception-- the character may opt to throw his opponent on the final action of the flurry and need not activate Dragon Coil Technique.  The number of actions in the flurry is halved (round up).  If the target seizes control of the clinch, all subsequent actions are aborted.  At Essence 5, the number of actions is no longer halved, and if the opponent takes control of the clinch, the character may use any remaining actions to attempt to retake control; however, the opponent has the option to crush or throw each time she takes or retains control of the clinch.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Hero Exultant&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Solar Hero Form&lt;br /&gt;
As a Solar develops her Essence, so too does the might of the martial arts Form that is born from her Shard grow without limit.  Solar Hero Exultant modifies both Solar Hero Form and Unconquerable Solar Hero Form.  When activating those Charms, the character may spend and commit an additional 2 motes to add the Solar's Martial Arts in dice to the raw damage of any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cast From the Heavens&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Heaven Thunder Hammer&lt;br /&gt;
Those who are cast from the grace of the Heavens may well fall forever.  When heaven's champions step forth to cast down their foes, the devastation is nigh endless.  When using a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may spend an extra 3 motes of essence to multiply the distance by half (his permanent Essence), round up.  This will increase damage caused by impacting into objects for Charms such as Heaven Thunder Hammer or Crashing Wave Throw.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If Shockwave Technique is so modified by Cast From the Heavens, this will only add the Solar's Essence to the damage done if a specific person is targeted, but the full effect of the increased range takes effect if the Solar misses or targets empty space.  This Charm increases the mileage range of Horizon-Hurling Tactic but does not increase the damage done on impact or the area of effect for the knockdown shockwave.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ricochet Precision Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Crashing Wave Throw&lt;br /&gt;
Being cast out is only the beginning of the punishment inflicted by an angry Solar.  Whenever the character uses a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may double the base cost of the Charm to cause the target to ricochet whenever he strikes a hard object.  Doing so adds the Obvious keyword to any Charm that does not have it already.  Each time the target ricochets, he suffers damage as per Heaven Thunder Hammer for striking a hard object.  &lt;br /&gt;
&lt;br /&gt;
Each ricochet and the initial throw take up a full tick, during which time the target may not use his Dodge DV or any action which requires or involves voluntary movement, and any action which requires concentration suffers an external penalty equal to the Solar's Martial Arts.  The target is in motion for the duration of the ricocheting.  The number of ricochets, and thus ticks in flight, is equal to the Solar's Essence, but if the target flies the entire length of any remaining knockback, the ricochets cease.  At each impact, the target may make a Dexterity + Athletics roll at a difficulty equal to the Solar's Essence to recover control of his motion and cease ricocheting.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, the Solar picks the direction for the first ricochet but thereafter the Storyteller selects a likely bounce direction, reflecting that the Charm acts to the benefit of the Solar.  However, the Solar may opt to spend an additional 2 motes upon each impact after the first as a non-Charm action to re-direct the target in a burst of Solar energy.&lt;br /&gt;
.&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Humbling the Stubborn Ox&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ox-Stunning Blow&lt;br /&gt;
Foolish recreants may attempt to resist the onslaught of an angered Lawgiver, but the ringing between their stubborn ears may serve as a reminder of their humble place.  This Charm modifies its prerequisite such that the character may spend a willpower when activating the Charm to multiply the duration of its stunning effect by the character's Martial Arts.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Anvil-Ringing Resonance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique&lt;br /&gt;
The Solar's Hammer on Iron Technique becomes an eye-blinding barrage of brilliant solar energy, dazzling the eye and confusing the senses as the Solar strikes her target so fast that it is virtually simultaneous.  By doubling the base cost of Hammer on Iron Technique, the character may speed up her flurry to a single dazzling moment.  While this does not alter its Speed or the number of actions, it means that the target suffers an Onslaught penalty equal to the number of attacks in the magical flurry for each attack; this is noncumulative.  Furthermore, this flurry is so fleet that any defender with Essence less than the Solar's cannot use a counterattack against any part of it.  Even more potent beings may only use a counterattack against the last attack of the flurry.  This is an automatic defense against counterattack Charms and thus subject to UF:IO as normal.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
If this option is used as a part of a combo, the character must pay an additional 2 motes each time a Charm other than Hammer on Iron Technique is invoked.  There is an additional benefit, though; any special effects of the Charms happen roughly simultaneously.  A Solar might thus invoke Heaven Thunder Hammer repeatedly to both damage the target and drastically increase the knockback distance.  Effects that do not require charm use do not require this extra cost, but have their effects similarly simultaneous.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Devastation Projection&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Shockwave Technique&lt;br /&gt;
Only a fool would assume that the honesty of the Solar Hero Style means they are doomed to wild, uncontrolled attack.  The brutal split-second instincts of a gladiator can be tuned to pinpoint precision.  This Charm modifies its prerequisite to give greater control.  By spending an additional 2 motes when activating Shockwave Technique, the Solar may change the Accuracy of the attack made by hurling the target to (the Solar's permanent Essence), rather than -3; the attack is still considered to be &amp;quot;improvised&amp;quot; for the purposes of style/charm suitability.  This does not count as adding dice to the attack.  The Solar also takes no DV penalty for either part of the attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Internalizing the Thunderclap&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thunderclap Rush Attack&lt;br /&gt;
While lesser combatants fumble and totter around the battlefield, a Lawgiver instinctively delivers swift, sure retribution.  This Charm modifies its prerequisite.  By spending an additional 1 mote, the character may activate Thunderclap Rush Attack as an innate power instead of a Charm.  When activated thusly, it becomes a Supplemental effect that can enhance any in-style or unarmed martial arts attack.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Down For the Count&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/B&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Knockout Blow&lt;br /&gt;
The sheer force of a Solar's haymaker can send even the mightiest foe into a deep and lasting sleep.  This Charm modifies its prerequisite so that the Crippling effect has a duration of an hour.  At Essence 5, the target will be knocked unconscious for a day.  This grants the Leader keyword to the Charm if it is not already applied.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsRangedArea&amp;diff=75530</id>
		<title>IsawaBrian/SolarMartialArtsRangedArea</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsRangedArea&amp;diff=75530"/>
				<updated>2010-04-20T06:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Earth-Shattering Stomp&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Celestial Thunderclap]], Hammer on Iron Technique&lt;br /&gt;
With a powerful burst of Essence, the character brings his foot down upon the earth and sends shockwaves of power bursting out around him.  The player makes one attack roll, which is applied to all opponents within the characters permanent Essence x 3 yards.  This attack may be dodged, but not blocked.  Unlike Ocean Upswell Attack, this will affect airborne opponents or those otherwise distant from the Exalt- via chunks of earth, essence-charged waves, and so on.  This will usually cause a large amount of damage to whatever is stomped on.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Waves Slap the Beach&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Celestial Thunderclap]]&lt;br /&gt;
The thunder summoned by the wrath of a powerful Solar can be as expansive in its devastation as a tsunami reaching landfall.  By spending an extra 2 motes and 1 willpower point when using Celestial Thunderclap, the Lawgiver can invoke her attack upon a massive area.  Multiply the area of effect for Celestial Thunderclap by 50.  A wise Lawgiver makes sure that his allies are not around when invoking this Charm… but many in the past have failed to be wise.  Thankfully, in mass combat, the unit of a Solar is protected as per the Lawgiver herself; the power radiates from the most coherent outward edge of the complimentary unit.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thousand Meteors Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique&lt;br /&gt;
With this Charm, the Solar launches herself into a spinning offensive, laying down punches and wielding kicks in a wild and deadly fashion against everyone within a number of yards equal to her Martial Arts + Essence. The character makes a Martial Arts attack (not a clinch) against every opponent within that range. The character may turn in place, but may only move between her opponents.  The character may not benefit from other Extra Action charms or perform any of these brawl attacks as Flurries.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Warlord Meteors Destruction&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15m, 3wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Ok, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Waves Slap the Beach&lt;br /&gt;
&lt;br /&gt;
Elder Solars are some of the most terrifying warriors that have ever strode the surface of Creation.  By distilling her wrath and unfettered power into a burst of immense power, the Elder may unleash a barrage of attacks that travel on golden streaks of Essence over an entire battlefield, laying waste to all who have gained the Exalt's anger.&lt;br /&gt;
In Mass Combat, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. &lt;br /&gt;
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mass Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. &lt;br /&gt;
Outside of Mass Combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Island-Shattering Typhoon Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 20m, 3wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Ok, War, Mandate of Heaven (?)&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Warlord Meteors Destruction&lt;br /&gt;
The Elder Solar concentrates an almost obscene amount of essence into his fist.  Raising his hand high to gain the blessing of the Unconquered Sun, the Exalt then punches downwards with as much force as he can summon up.  Regardless of whether or not there is a surface beneath the Solar, as soon as his fist becomes parallel with his feet, the essence charge contained in his hand releases in a devastating explosion of Essence, like the rage of a typhoon unleashed all at once.  This explosion has a radius equal to ten miles per dot of the Exalt's permanent Essence. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault.&lt;br /&gt;
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The Solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mass Combat, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it. &lt;br /&gt;
&lt;br /&gt;
In a game where Mandate of Heaven is used, the Storyteller is referred to the &amp;quot;But Can I Blow Up Cities?&amp;quot; sidebar on p. 144 of the Storyteller's Companion.  Even if this strike is not used in a population concentration, it may have severe effects on any Abilities or other Traits associated with the area destroyed.  It is suggested that the Domain in question be given at least one point of Limit, possibly more.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsGeneral&amp;diff=75529</id>
		<title>IsawaBrian/SolarMartialArtsGeneral</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsGeneral&amp;diff=75529"/>
				<updated>2010-04-20T06:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: Cleanup, adding a Leaderize charm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tavern-Breaking Spirit&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
With this Charm, the Exalt learns the proper usage of improvised weapons.  Chairs hit like maces, beer mugs punch like cestuses, and tables can be used like shields; vines become garrotes, fence-posts become staves, and so on.  As long as there is something nearby the Exalt can grasp, he is never unarmed, and these improvised weapons will fit into any style for which they are appropriate-- always Solar Hero and Unconquered Hero, for example, but a boathook might act as a hooked sword for Snake Style.  &lt;br /&gt;
&lt;br /&gt;
As well, any Charm that has been made as a natural development of those styles (eg, non-style Martial Arts Charms) may use any improvised weapon as though they were making an unarmed attack.  The Storyteller also may wish to choose to allow some inappropriate improvised weapons to Style Charms on an especially good stunt, but this is optional.  Functionally, the Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects.  These items will not break unless a weapon of similar statistics would be broken.&lt;br /&gt;
&lt;br /&gt;
If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own.  If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above.  Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances.  Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally&lt;br /&gt;
&lt;br /&gt;
For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1.  Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined.  A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul.  On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version.  Storytellers should reward creative applications and stunting whenever possible.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Harmonious God-Brawler Brutality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Resistance 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ascendant Battle Visage&lt;br /&gt;
The inner rage of a Solar can be harnessed and tamed through the proper discipline.  When the unrelenting fires in the soul of the Lawgiver are brought in accord with the principles of the Perfected Lotus, the character can concentrate on other matters in addition to developing pure power.  This Charm modifies its prerequisite so that the Solar's player may opt to spend 1 willpower and 1 Limit when reflexively renewing the Charm's effects to do so as a non-Charm action.  The Solar may use Ascendant Battle Visage at the head of a complimentary unit, gaining its full effects in a terrible display of martial fury. &lt;br /&gt;
&lt;br /&gt;
Note: Harmonious God-Brawler Brutality originally was a Martial Arts stunt-doubler.  Those functions have been assumed by [[SolarExcellency/IsawaBrian|Glory of Martial Arts Felicitations]].&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Fourfold Pupil of Devastation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency, Infinite Martial Arts Mastery, Martial Arts Essence Flow&lt;br /&gt;
Through focused effort and resonance with the wild, untamed power of her patron, the Exalt becomes a transcendently effective fighter.  For the rest of the scene, subtract 1 from the Speed of the character's Martial Arts actions and Charms (minimum 1), add the character's Essence in automatic successes to all Martial Arts rolls and half that number, rounded up, is added to her Martial Arts Parry DV.  This Charm has its full effects when the Solar is at the head of a complimentary unit.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Veteran of Riots Technique&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt;  None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Martial Arts Essence Flow, [[IsawaBrian/SolarMartialArtsDefense|Against the Crowd Stance]], [[MartialArts/UnconquerableHeroStyle|Become the Anvil]]&lt;br /&gt;
Surrounded by enemies, beset on all sides, the howl of the mob at his back—for an Unconquerable Hero, this is the most auspicious of all circumstances.  This Charm modifies Martial Arts Essence Flow and all discounts for Martial Arts Excellencies.  For every opponent within the Solar’s (permanent Essence x3) yards, the Solar may make one non-Charm use of Martial Arts Excellencies with a discount from other sources, such as Become the Anvil or Infinite Martial Arts Mastery.  This number is initially set at the time of the discount Charm’s activation and resets each time the character’s DV refreshes.&lt;br /&gt;
&lt;br /&gt;
At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat.  However, it only adds the iterations of combined usage for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Hero Supremacy&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]&lt;br /&gt;
The Solar becomes the rugged epitome of the Unconquerable Hero.  For the rest of the scene, the costs of Unconquerable Hero Style Charms are reduced by three to a minimum of zero.  The Solar may also utilize Unconquerable Hero Charms as non-Charm actions so long as she did not use the same Charm on her last action.  Finally, the character may reflexively spend 1 mote to remove coordinated attack penalties to her DV.  This Charm has its full effects when the Solar is at the head of a complimentary unit.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Zealot Legion Katas&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious, War&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
The able monasteries of the Lawgivers once produced tens of thousands of fanatic monks, able, ready and utterly devoted in their service to their masters.  Enwrapped in unfathomable power of the Solars, they brought the word of righteousness to all who dared rebel against the holy Solar Deliberative.  In the chaotic Second Age, such ready factories of fanatics are not as available, but an able martial artist can forge even the most undisciplined trainees into terrifying warriors.  This Charm grants the Solar the ability to use any Martial Arts Charm as though it had the Leader keyword for a single scene.   Every member of a unit to be thus granted benefits via Martial Arts Charms must have a positive Intimacy towards the Solar, and the Storyteller may rule that some Charms' effects relate to qualities that the members of the unit lack.  Such units will not be able to benefit from those Charms.&lt;br /&gt;
&lt;br /&gt;
Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone.  A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Zealot Legion Katas.  Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar.  At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Martial Arts total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership.  Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points.  Otherwise, it must be broken as normal.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsExtraActions&amp;diff=75528</id>
		<title>IsawaBrian/SolarMartialArtsExtraActions</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsExtraActions&amp;diff=75528"/>
				<updated>2010-04-20T06:18:18Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Center of the Whirlwind&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Hammer on Iron Technique, [[MartialArts/UnconquerableHeroStyle|Become the Anvil]]&lt;br /&gt;
Even the most skilled fighter can be overwhelmed by a plethora of opponents.  An Exalt who becomes the Center of the Whirlwind, however, is in no such danger.  Essence surges through the Solar’s limbs, and she explodes into a frenzy of violent action.  She lashes out with fists, elbows, knees, feet, and headbutts, attacking anything and everything within reach.  The Solar's player should designate a number of targets equal to (her permanent Essence x 3).  The Solar will be moving between each target, and there must be no more than her Martial Arts score in yards between each target.  Once these targets are chosen, the character should make a single Martial Arts roll which is equally applied to all targets so chosen.  The Solar is considered to be right by the target at the end of the &amp;quot;chain&amp;quot; at the end of this attack.  Any character attacked or within range of attacked characters who acts simultaneously with the Solar (e.g., acts on the same tick) is considered to be in range for such an attack during this sequence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Abrupt Jab&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 2, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Martial Arts Excellency&lt;br /&gt;
The Solar strikes out in swift, abrupt motions towards her foes.  Add one to the Rate and one to the Accuracy of her weapon until her next action.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thunder From the Center&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m per attack; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Abrupt Jab&lt;br /&gt;
The Exalt focuses his corona of essence inwards, forming a sphere of power around his center. In an instant, the Solar unleashes this essence, his limbs blurring in an array of attacks, which may be applied to a single attacker or many.  This Charm is a magical&lt;br /&gt;
flurry of two or more Martial Arts-based attacks. The Solar may buy up to (his permanent Essence +1) attacks at a cost of two motes per attack.  This magical flurry is not affected by Rate, has a DV penalty equal to the highest of any single attack, and a Speed equal to the slowest of any single attack.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Brutal Poetry Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Thunder From the Center, Hammer on Iron Technique&lt;br /&gt;
Even the most uncivilized and brutal of battlers can find a poetry of motion, speed, and devastating attacks. By concentrating on the essence flow of battle, the Exalt can find a peak point to that poetry, that beat in the song, and unleash a series of deadly combinations, acting with speed and control to bring destruction to her foes.  The character may make a magical Martial Arts flurry as per Thunder From the Center, save that it has a flat cost and a total of (the Solar’s Dexterity +1) attacks in the flurry.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Storm Waves Crashing Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Extra Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Thousand Meteors Strike, Brutal Poetry Style&lt;br /&gt;
The character becomes capable of incredibly rapid attacks, lashing out at his opponents with the speed and inexorable motion of waves crashing on a beach during a storm.  Every time the character has an action, he may make a magical flurry containing up to his (Essence +1) in actions; any attacks must be Martial Arts. This flurry has no multiple action penalty and a DV penalty only equal to the greatest of the actions used.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Abrupt Motion&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Storm Waves Crashing Meditation, Solar Hero Supremacy or [[IsawaBrian/SolarMartialArtsGeneral|Unconquered Hero Supremacy]]&lt;br /&gt;
Turning back to the basics, the Elder Solar who activates Abrupt Motion seems at first to be no swifter than one who has utilized Abrupt Jab. But the Elder's consistent speed and greater flexibility of Charm use-- as well as the potential for many more actions via interwoven dice pool splitting-- shows a far more subtle and dangerous command of Essence. &lt;br /&gt;
&lt;br /&gt;
The character becomes capable of taking a Fully Independent Martial Arts Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, Scroll of the Monk p.121-122; Abrupt Motion and similar Fully Independent Martial Arts Actions do not suffer any problems with Mental and Social Actions), with one exception: Fully Independent Martial Arts Actions must be used for Martial Arts Actions or left unused. They can be used for Martial Arts Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Martial Arts actions, including Reflexive Charms from other Abilities, if he so much as postures with his firsts during the Fully Independent Martial Arts Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Martial Arts Action can be used with other Extra Action Charms, although it is always permissible to split the die pool and interweave the resulting actions.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Center of the Thunderstorm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4 motes, 1 Willpower, plus 4 motes per Fully Independent Action; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Abrupt Motion&lt;br /&gt;
The Elder Solar utilizing this Charm transcends the Thunder From The Center, instead becoming the center for a storm of swift fighting techniques, unfettered by the requirements of thought or focus. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Martial Arts Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Martial Arts Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Martial Arts Actions; the final one that she takes must be a Fully Independent Martial Arts Action. The character then gains that many extra Fully Independent Actions and Fully Independent Martial Arts Actions per turn. The usual restrictions apply to all of them.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Barbarous Paean Transcendence&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16 motes, 2 Willpower; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;  Center of the Thunderstorm&lt;br /&gt;
he devastating poetics of brawling developed by younger Solars reaches its peak in Barbarous Paean Transcendence. Instead of becoming attuned to the rhythm and rhyme of a battlefield, the Elder Solar takes command of it, using the raw force of his Essence to assert speed and power so great that his motions can barely be followed by the naked eye. The tempo of fighting must readjust itself in the wake of the Solar's awe-inspiring, devastating movement. The Solar gains a number of Fully Independent Actions equal to his Martial Arts score each turn. Only one of these must be a Fully Independent Martial Arts Action.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=75523</id>
		<title>IsawaBrian/SolarMartialArtsDefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDefense&amp;diff=75523"/>
				<updated>2010-04-20T03:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: Adding a defensive expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Tavern-Fighter Weave&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Sunlight Through Branches Technique]]&lt;br /&gt;
Bobbing and weaving like a skilled tavern brawler, the character manages to either intercept or avoid incoming attacks without thinking about it.  This Charm is used in response to an attack; for that attack, the Solar can ignore all penalties that apply to her Martial Arts Parry DV when resolving that attack, except for inapplicability.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Glorious Reversal&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2 and Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Counterattack, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
Not only can the Exalt who knows this Charm seize the moment to act when he is attacked, he may seize his opponent as well.  This Charm is used in Step 2, although some of its effects take place in Step 9.  The character may ignore all Parry DV penalties on a single Martial Arts parry (except for inapplicability); add the Accuracy of any Clinch Enhancers rather than his ordinary Defense rating.  If the attacker is unable to beat the Lawgiver's Parry DV, subtract her total successes from the Lawgiver's Parry DV.  During Step 9, the character is considered to have made a counterattack with a number of successes equal to the difference between his DV and his opponent's attack roll.  This counterattack may only be used for a clinch.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Jagged Sun Corona&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 9)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Until next Action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Glorious Reversal&lt;br /&gt;
To get within reach of a Solar Martial Artist is to risk being seared by the Sun’s rays; to dare to strike a Solar is to risk terrible wrath.  Until the character’s next action, she may respond to any attack in which she used her Parry DV with a Counterattack in step 9, following normal counterattack rules.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Violent Harmony Meditation&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious, Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Jagged Sun Corona, [[IsawaBrian/SolarMartialArtsExtraActions|Center of the Whirlwind]]&lt;br /&gt;
With this charm, the character becomes aware of the ebb and flow of combat.  She achieves a deep connection with the violence around her, and to attack her is to be attacked in turn.  For the rest of the scene, when the Solar uses her Martial Arts Parry DV against an attack, this Charm allows her to make a Counterattack.  The Solar may do so a number of times each action equal to her Permanent Essence.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thousand Sunrays Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until next action&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tavern-Fighter Weave&lt;br /&gt;
The Lawgiver's body becomes supple and swift, bobbing and weaving like a practiced fighter.  In extreme situations, she may seem to flit about like a sunray, moving with preternatural speed.  All penalties to the character's Parry DV, including the results of her own actions, are ignored until the character's next action.  This does not affect inapplicability in any way.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Against the Crowd Stance&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
This, and all of my other multifighter Charms are dedicated to Andre the Giant, specifically for the role of Fezzik in The Princess Bride.&lt;br /&gt;
It is not uncommon for an entire crowd to turn against a Solar.  In those situations, a master unarmed fighter develops a series of moves to deal with those who face him.  In many ways, their numbers become his ally, as they trip over each other and impede their mutual attacks.  Until the end of the scene, the character gains +1 to his DV for every 2 opponents beyond the first (round up, so even 1 extra opponent will grant a +1 DV bonus) within his (Essence) x3 yards.  This applies to attacks fired from beyond this range, so long as there are opponents within it-- the Solar can use his enemies as cover!  This does count against the character's maximum static value increase for DV.  At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat.  However, it only adds to the leader and complimentary unit's sum DV for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Whirlpool Guardian Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character creates a whirlpool of Essence around her body.  All attacks against the Exalt are drawn into this spiral and directed away from her, allowing her to attack without fear of retribution.  For the rest of the Scene, the character suffers no DV penalty from onslaughts, and the defense penalty of all actions she takes is reduced by one, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Storm Shelter Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Thousand Sunrays Defense&lt;br /&gt;
The character forms a solid wall of essence across one of her limbs, temporarily creating an impenetrable wall of force that diverts and disperses an incoming attack like a breaker faced with rising waves.  This Charm is a perfect defense parry against any attack, even those that would ordinarily be unblockable.&lt;br /&gt;
If the character is using a mundane martial arts aid to parry the attacks of immense power-- 25L pre-soak or greater-- the aid will be destroyed, though the parry will still be successful.  The character may always parry unarmed using this charm.&lt;br /&gt;
This Charm has one of the Four Flaws of Invulnerability common to all Solar perfect defenses.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unscathed Rejection Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block&lt;br /&gt;
The Solar develops the ability to &amp;quot;store&amp;quot; pre-prepared invocations of Storm-Shelter Block in advance.  The character may prepare one invocation of Storm Shelter Block for the regular 4 mote cost, which she may then invoke again at any time when it would ordinarily be used.  Preparing a Storm Shelter Block counts as a Charm Action; using it later does not.  The motes used remained committed until the invocation is released.  At Essence 6 or higher, the Lawgiver may prepare up to her Martial Arts score in invocations of Storm Shelter Block, reducing their cost to 3 motes each.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Celestial Defiance Totality&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 14m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7, Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (DV -0)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Unscathed Rejection Defense&lt;br /&gt;
Scorning the assaults of lesser beings, the Solar creates a flow of whirling, defensive Essence around his body.  He may access this Essence for his most potent defenses.  Until the end of the scene, the Solar gains a complete discount on a number of Storm Shelter Blocks equal to his permanent Essence every Action.  This may not be combined with effects that allow Storm Shelter Block to be used as a non-Charm activation, &amp;lt;i&amp;gt;except&amp;lt;/i&amp;gt; for &amp;quot;hanging&amp;quot; defenses such as those produced by Unscathed Rejection Defense.  In that case, the Solar may still pre-prepare invocations for free; however, each use of those free invocations later counts against a Celestial Defiance Totality discount on activation, just as it did during invocation-- the character may not &amp;quot;double up&amp;quot; to produce 14 or more free Storm Shelter Blocks in a single round!  The discount does of course apply to Storm Shelter Blocks used as a part of a combo.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Brilliant Sunlit Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Storm Shelter Block, Third Martial Arts Excellency&lt;br /&gt;
The superior martial artist can act without thinking, providing himself a final defense that no opponent could have foreseen.  In the hands of a Solar, such a technique will prove even greater, utterly annihilating any incoming force and turning it into the softest of touches.  By spending an extra 1 mote, 1 willpower, the character may make a Storm Shelter Block a Step 6 Reflexive Charm.  This increased cost is compatible with Unscathed Rejection Defense, but is not discounted by Celestial Defiance Totality until the Solar's Essence is 8.  If used with Unscathed Rejection Defense, the cost must be paid when the invocation is stored.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Iron Palm Block&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 2)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[MartialArts/UnconquerableHeroStyle|Become the Anvil]], Infinite Martial Arts Mastery, Second Martial Arts Excellency&lt;br /&gt;
The Solar charges her fists and feet with potent Solar energy.  Brilliant arcs briefly burst into the air, essence guiding the Lawgiver to strike down all incoming attacks—even those which are purely of energy themselves.  Do not half the Lawgiver’s Martial Arts Parry Pool.  This parry may be applied regardless of usual applicability, including for surprise.  The character may use this to parry attacks that have no physical component, attacks that target the character’s essence or are otherwise supernatural, but may not be imposed in the place of a standard MDV or resistance roll.  &lt;br /&gt;
&lt;br /&gt;
If the incoming effect is a roll vs. difficulty (such as versus the Solar's Essence) that is not resisted by the Solar, the Solar may add her Martial Arts score to the difficulty number.  If an attack contains a component that would cause the Solar to fail to be able to use this charm, such as a compulsion or shaping effect, the Solar may elect to spend a willpower point in addition to the Charm’s regular cost to counteract all of the incoming effect (cancel a charm, negate sorcery, etc.)  Inspired by Leti.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unending Vortex Defense&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Whirlpool Guardian Style&lt;br /&gt;
The Solar's mastery of both his essence whirlpool and defensive katas increases, allowing the defensive preparations to handle increasingly greater loads.  All incoming attacks are directed into the force of the Lawgiver's defensive momentum.  The vortex works in inverse as well, driving the Solar to be able to defend from any direction-- even above or below.  This Charm enhances its prerequisite.  While Whirlpool Guardian Style is active, the character does not suffer penalties to DV from Coordinated Attacks and multiple opponents.  Even if faced with the maximum number of attackers, the character can use his entire body, every limb and movement aimed to parry attacks.  No opponent in such a situation gains the benefit of an unexpected attack.  This does not alter unexpected attacks from other sources.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=75522</id>
		<title>IsawaBrian/SolarMartialArtsDamage</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=75522"/>
				<updated>2010-04-20T03:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Punch&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Solar surrounds his fist, foot, or martial arts weapon (depending on style) with an aura of compacted Essence.  This Charm always adds the character's Essence in damage to a Martial Arts-based attack, and the player may pick one of the following effects the first time they purchase this charm.  Additional effects may be purchased at a cost of one bonus point or one experience point each.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fiery Fist:&amp;lt;/i&amp;gt; The Exalt's attack gains a fiery corona, which ignites any flammable material he strikes.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Purity Strike:&amp;lt;/i&amp;gt; The Solar's attack is surrounded by a corona of holy sunlight or fire.  This gives the attack the keyword Holy, and it now deals &lt;br /&gt;
  aggravated damage to creatures of darkness.  This makes the character's attacking object (style dependent, as above) &amp;lt;b&amp;gt;very&amp;lt;/b&amp;gt; visible, especially &lt;br /&gt;
  at night.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Heavenly Retribution Blow:&amp;lt;/i&amp;gt;  The Lawgiver gains the option to spend a third mote on this charm, causing four additional dice of damage&lt;br /&gt;
  and creating a variable special effect, usually based on the character's anima and Caste.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fist of the Law:&amp;lt;/i&amp;gt; The Solar's Essence locks into a razor-sharp claw of order that fits over his attacking limb, or focuses a jagged edge of &lt;br /&gt;
  order around a martial arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per&lt;br /&gt;
  that keyword.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Harsh Generosity Strike:&amp;lt;/I&amp;gt; Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity&lt;br /&gt;
  Strike does always does Bashing damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.&lt;br /&gt;
  Excess Bashing Damage is instead added on as additional phantom Incapacitated Health Levels that must be healed before the target's&lt;br /&gt;
  normal Incapacitated Health Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cracking the Walls&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique, [[IsawaBrian/SolarMartialArtsAttack|Wildman Needs No Aim]]&lt;br /&gt;
Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack.  No matter how tough the Exalt's target is, he will always manage to do some damage.  All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.  &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Burning Perforation Force&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cracking the Walls&lt;br /&gt;
&amp;lt;i&amp;gt;Note: This Charm may be grossly overcosted and poorly placed.  We'll see once other all-out agg charms come into play.&amp;lt;/i&amp;gt;&lt;br /&gt;
Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy.  This corona burns flesh like paper, melts metal, and damages the target's very spirit.  The character makes an attack roll as normal but the damage is aggravated.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Fivefold Hammer&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7; Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force, [[IsawaBrian/SolarMartialArtsAttack|Unavoidable Devastation Strike]]&lt;br /&gt;
The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on his chosen target.  The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s hand, foot, knee, elbow, head, or other chosen attack. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. &lt;br /&gt;
Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ferocious Jab&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m per die; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique&lt;br /&gt;
The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them.  The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack.  If the attack is successful, add 1 die per mote spent to the post-soak damage.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Punishment&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Crippling, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ferocious Jab, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]&lt;br /&gt;
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force.  This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword.  A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak.  If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect.  The target gains an internal penalty to all rolls equal to the Solar’s Essence.  This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool.  This Crippling damage will generally heal at a rate of one point per hour.  Motes are not committed for this effect.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Forge-Fire Fist Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force&lt;br /&gt;
The raw potency of Solar wrath cannot be contained. When Forge-Fire Fist Style is activated, the Solar's body is surrounded by a highly visible corona of sunlit fire. This aura transforms the Solar's Martial Arts attacks into assaults of such deadly power as to actually damage-- and potentially destroy-- the target's spirit. For the rest of the scene, add the Solar's permanent Essence to her damage for all Martial Arts attacks. All damage dealt via Martial Arts attacks is aggravated. Anything killed by the character’s Martial Arts attacks during the scene has its spirit annihilated to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=75521</id>
		<title>IsawaBrian/SolarMartialArtsDamage</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsDamage&amp;diff=75521"/>
				<updated>2010-04-20T03:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Solar Punch&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 2, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The Solar surrounds his fist, foot, or martial arts weapon (depending on style) with an aura of compacted Essence.  This Charm always adds the character's Essence in damage to a Martial Arts-based attack, and the player may pick one of the following effects the first time they purchase this charm.  Additional effects may be purchased at a cost of one bonus point or one experience point each.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fiery Fist:&amp;lt;/i&amp;gt; The Exalt's attack gains a fiery corona, which ignites any flammable material he strikes.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Purity Strike:&amp;lt;/i&amp;gt; The Solar's attack is surrounded by a corona of holy sunlight or fire.  This gives the attack the keyword Holy, and it now deals aggravated damage to &lt;br /&gt;
  creatures of darkness.  This makes the character's attacking object (style dependent, as above) &amp;lt;b&amp;gt;very&amp;lt;/b&amp;gt; visible, especially at night.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Heavenly Retribution Blow:&amp;lt;/i&amp;gt;  The Lawgiver gains the option to spend a third mote on this charm, causing four additional dice of damage and creating a variable special&lt;br /&gt;
  effect, usually based on the character's anima and Caste.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;i&amp;gt;Fist of the Law:&amp;lt;/i&amp;gt; The Solar's Essence locks into a razor-sharp claw of order that fits over his attacking limb, or focuses a jagged edge of order around a martial &lt;br /&gt;
  arts weapon.  This attack gains the keyword Order and deals aggravated damage to creatures of the Wyld per that keyword.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;I&amp;gt;Harsh Generosity Strike:&amp;lt;/I&amp;gt; Benevolent Lawgivers may opt to avoid killing their targets.  A Solar Punch enhanced by the Harsh Generosity Strike does always does Bashing &lt;br /&gt;
  damage (overriding any usual Lethal or Aggravated effects) and can never accidentally do Lethal damage.  Excess Bashing Damage is instead added on as additional phantom &lt;br /&gt;
  Incapacitated Health Levels that must be healed before the target&amp;amp;#8217;s normal Incapacitated Health Level.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Cracking the Walls&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique, [[IsawaBrian/SolarMartialArtsAttack|Wildman Needs No Aim]]&lt;br /&gt;
Focusing his Essence into a shell of raw power around one of his limbs, a martial arts weapon, or even his forehead, the Solar unleashes a devastating attack.  No matter how tough the Exalt's target is, he will always manage to do some damage.  All Hardness on the target is ignored, and the minimum damage on the weapon is equal to the character's Strength + attack's base damage rating.  &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Burning Perforation Force&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -1)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cracking the Walls&lt;br /&gt;
&amp;lt;i&amp;gt;Note: This Charm may be grossly overcosted and poorly placed.  We'll see once other all-out agg charms come into play.&amp;lt;/i&amp;gt;&lt;br /&gt;
Whatever the character uses to perform her next Martial Arts attack gains a white-hot corona of Solar energy.  This corona burns flesh like paper, melts metal, and damages the target's very spirit.  The character makes an attack roll as normal but the damage is aggravated.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unconquerable Fivefold Hammer&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 16m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 7; Essence 7; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force, [[IsawaBrian/SolarMartialArtsAttack|Unavoidable Devastation Strike]]&lt;br /&gt;
The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on his chosen target.  The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s hand, foot, knee, elbow, head, or other chosen attack. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. &lt;br /&gt;
Only the character and Martial Arts aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser Martial Arts aids are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack. &lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Ferocious Jab&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m per die; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fist of Iron Technique&lt;br /&gt;
The Solar unleashes a swift, furious jab at her opponent, unleashing the amazing strength of the Unconquered Sun upon them.  The Solar may spend up to (her Strength) in motes and makes a Martial Arts attack.  If the attack is successful, add 1 die per mote spent to the post-soak damage.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Precision Punishment&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Crippling, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ferocious Jab, [[MartialArts/UnconquerableHeroStyle|Deadly Leverage Grip]]&lt;br /&gt;
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s blows to strike her opponent with crippling force.  This does not necessarily have to do damage, and such is the power of the Lawgivers to attack even the Essence of their targets that they can assault alien beings or automatons in this manner unless they are explicitly immune to attacks with the Crippling keyword.  A successful attack supplemented by Precision Punishment causes Crippling damage to the target, regardless of whether or not it passes soak.  If all damage is neutralized by Hardness, however, the Precision Punishment does not take effect.  The target gains an internal penalty to all rolls equal to the Solar’s Essence.  This pain is especially distracting in the case of static values, which are reduced by 1 point per penalty, rather than affecting their basic dice pool.  This Crippling damage will generally heal at a rate of one point per hour.  Motes are not committed for this effect.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Forge-Fire Fist Style&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 10m, 2wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 6, Essence 6; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burning Perforation Force&lt;br /&gt;
The raw potency of Solar wrath cannot be contained. When Forge-Fire Fist Style is activated, the Solar's body is surrounded by a highly visible corona of sunlit fire. This aura transforms the Solar's Martial Arts attacks into assaults of such deadly power as to actually damage-- and potentially destroy-- the target's spirit. For the rest of the scene, add the Solar's permanent Essence to her damage for all Martial Arts attacks. All damage dealt via Martial Arts attacks is aggravated. Anything killed by the character’s Martial Arts attacks during the scene has its spirit annihilated to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsClinch&amp;diff=75520</id>
		<title>IsawaBrian/SolarMartialArtsClinch</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsClinch&amp;diff=75520"/>
				<updated>2010-04-20T03:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Heavenly Gravity Champion&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 4; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsExtraActions|Thousand Meteors Strike]], [[MartialArts/UnconquerableHeroStyle|Body-Shielding Hold]]&lt;br /&gt;
Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents.  This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso.  At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so.  Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any).  She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Thrashing the Unclean&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious, Holy&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Until the Clinch Ends&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsDamage|Solar Punch (Purity Strike)]]&lt;br /&gt;
It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation.  This Charm supplements an ordinary clinch roll against a Creature of Darkness.  For every point of raw damage done in the clinch, roll one die.  Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal).  If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar.  This Charm can only be used on a complimentary unit if the leader or the majority of the complimentary unit are Creatures of Darkness.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unyielding Solar Grasp&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; --; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsDamage|Solar Punch]]&lt;br /&gt;
Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust.  When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm.  If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch.  When the Solar ends the clinch, the motes are uncommitted.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsAttack&amp;diff=75519</id>
		<title>IsawaBrian/SolarMartialArtsAttack</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IsawaBrian/SolarMartialArtsAttack&amp;diff=75519"/>
				<updated>2010-04-20T03:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;IsawaBrian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[MartialArts/NaturalSolarCharms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Devastation Concentration&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
By focusing on a single, pure moment, the Exalt unleashes a direct, forceful attack free of all distractions or interruptions.  The attack so augmented ignores all penalties, except wound and multiple action penalties.  This never affects a target's DV.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Wildman Needs No Aim Method&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Devastation Concentration&lt;br /&gt;
There is a beauty and power to the combative “techniques” of a madman.  Somehow, despite any lack of control, his blows will find their way home to his opponent.  The Solar using this Charm emulates that style.  No matter how crazy her strikes, she will strike her opponent.  Indeed, her chaotic movements will bring her past all non-perfect defenses to attack her target!  The player rolls to attack as normal, but if the attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes.  This has no effect on soak, nor does it allow the character to hit an impossible target.  The character may also use this Charm to ensure a grapple; in that case, she is considered to have at least one more success than her opponent.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Unavoidable Devastation Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m, 1 wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 5, Essence 5; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt;  Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Wildman Needs No Aim Method, [[IsawaBrian/SolarMartialArtsDefense|Violent Harmony Meditation]]&lt;br /&gt;
&lt;br /&gt;
The Exalt no longer needs to wait for crucial moments of vulnerability in his opponent.  With a tremendous burst of Essence, he smashes through all defenses and obstacles to destroy his opponent, bringing ruinous force to bear at speeds faster than the eye can follow.  Alternately, the character’s grasp becomes utterly inescapable, and his opponent is swiftly caught in an unyielding grip.  &lt;br /&gt;
&lt;br /&gt;
This is an extremely powerful attack and both dodge and parry DVs are ordinarily considered inapplicable.  The Solar makes a Martial Arts attack roll as usual, with a number of automatic successes added equal to the character's permanent Essence.  No external or internal penalties are applied to this roll; generally only a perfect defense can stop it in any way.  All successes rolled here, plus the character’s Martial Arts score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers.  The opponent soaks as normal, and damage is rolled as normal.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Furious Fists Flurry&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Ok, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fists of Iron Technique&lt;br /&gt;
The character lashes out with his limbs, or an appropriate martial art weapon.  Dozens or even hundreds of Essence-shadows lash out towards the Solar's opponent, rendering the target's Dodge DV inapplicable against this attack, and doubling the Solar's successes on the attack roll before comparing it to defense.  This is done in Step 3 of the attack resolution.&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Above the Fray Attitude&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 5)&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Leader&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Devastation Concentration&lt;br /&gt;
Through the commanding force of Solar Essence, the character lifts himself above the petty distraction of battle.  Snares, twilight, even smoke or the blurring of Charms cannot stop the Solar from striking home or defending himself.  Only the active defenses of others can stand in his way.  Until the end of the scene, subtract the Solar's permanent Essence from all internal or external penalties (minimum dice penalty of 0, minimum difficulty 1) on Martial Arts rolls.  This specifically does not include an opponent's Defense Value.&lt;br /&gt;
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----&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Spear-Breaking Strike&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
  &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; Weapon Damage +1 motes; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Martial Arts 3, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
  &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Leader, Obvious&lt;br /&gt;
  &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
  &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; [[IsawaBrian/SolarMartialArtsDefense|Tavern-Fighter Weave]], Fists of Iron Technique&lt;br /&gt;
The Exalt creates a sphere of explosive energies in her hand, and lashes out at her opponent’s weapon. This Charm supplements an ordinary Martial Arts attack roll. If successful, the attack does no damage, but the attacker’s weapon is shattered in an explosion of power without injuring the defender. The sphere of energy requires motes equal to the weapon’s base damage modifier plus one. Artifact weapons are resistant to the exuberant burst of Solar energies, and instead shed them as motion, rocketing out of their owner’s hands a distance away equal to the Solar’s Essence in yards.&lt;br /&gt;
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== Comments ==&lt;/div&gt;</summary>
		<author><name>IsawaBrian</name></author>	</entry>

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