Gayo/AnotherExaltedCharmsSolarFundamental
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Fundamental Solar Charms
These are the quintessential Solar charms, which cover the basic functionality that Solar Exalted are expected to need. There are a few more than I'd like, particularly in some of the "busier" skills, but I think I'll still end up with fewer than the 2e core book. Some basic effects (like 2e's Feather-Foot Style) aren't listed here simply because they can easily be represented as the codification of a particular stunt. I'll get into that in more detail later.
These charms represent the natural, instinctual manifestation of things most Solars will want to do, and as such, they're fairly widespread among the Lawgivers. Most Solar charms not listed here will be idiosyncratic custom effects particular to a single Exalt.
Discussion
Solar Flaws of Perfection
At some point I'll put a proper discussion of Flaws of Perfection in the main charm document, but for now, here's the overview: You can have at most 3 Flaws of Perfection, one of which must be in your dominant Virtue. They apply to some noncombative things as well in this system variant. The flaw and Power have to make some kind of sense together -- you shouldn't take a flaw designed for use in combat with a charm that's mostly noncombative, you shouldn't take a flaw that assumes you're defending with an aggressive charm, and so on.
There are two levels of severity for Virtue Flaws. The default level is a flaw that will come up occasionally. However, you can also have a Severe Flaw, which is one that will usually apply in the situations where you'd be inclined to use it. If a charm has a Severe Flaw of Perfection, you regain a point of Agency every time you use it against a significant threat. However, a single Severe Flaw can't provide more points of Agency per chapter than the Virtue's rating.
Solar Flaws of Perfection involve reliance on and surrender to the associated Virtue. The Flaw demands obsessive adherence to the Virtue, or it triggers in a situation where the character cannot be confident in the Virtue, or it only works when the Virtue is highly relevant to the situation. You can be fairly broad and metaphorical in your use of this principle, though. Solar Virtue Flaws tend to encourage the Lawgiver to behave according to his natural inclination, so try to pick flaws that complement their attitude and instincts.
The following examples are intended to demonstrate the idea behind Solar Flaws of Perfection, as well as to provide inspiration and demonstrate the appropriate level of restriction. Don't feel bound by these suggestions! Players -- especially players of Solars -- are encouraged to come up with unique purpose-built Flaws.
EMPATHY:
Basic flaws:
- Against sentient targets, you can't use the power unless you understand what's driving your opponent's behaviour.
- The power can't be used against an unknown hazard (such as an unexpected attack) or when you are caught off-guard in either a physical or mental sense.
- You must be acting in defense of something other than yourself or your Circlemates.
- You must be in the presence of some other person or item for which you possess an Aspect, and you can't have resisted the compulsion of that Aspect during the same chapter. Any such Aspect will do, and it need not be positive -- something like "Vows to Kill Mnemon" is fine.
- You have not attempted to harm any sentient being, physically or emotionally, during the current scene.
- You can't use the ability against anyone with more Agency than you.
Severe flaws:
- You're trying to save someone whose well-being you value more than your own from an immediate threat.
- Pick an Aspect related to another person or an item; it can't be something you live or travel with. You can only use the power when in the presence of that thing, and you can't have resisted the compulsion of that Aspect during the current chapter.
CONVICTION:
Basic flaws:
- You have no hope of achieving a comparable effect without using this power or one very similar. That is to say, you're either opposing another perfect effect, or a target number so high you can't possibly reach it with lesser magic.
- You're acting to directly further your Motivation.
- You must have at least 4 Agency (before accounting for this power's cost).
- You haven't used the power against a different target or hazard during the current chapter.
- You failed at the same task, or one very similar, earlier during the current scene.
- This encounter is a distraction from some other task, but you haven't let it delay you.
Severe flaws:
- You're using the power against someone who has recently belittled or declared opposition to your Motivation.
- During this chapter, you lost or sacrificed something important to you for the sake of of your conviction
PRUDENCE:
Basic flaws:
- You haven't used the same power previously during the current scene. If the power is non-Instant, you can't have exploited its benefits previously during the current scene.
- Your anima is at the 0 or 1-3 motes level (before accounting for this power's cost).
- You're in immediate danger, but you haven't moved more than a yard over the previous two turns.
- You're Guarding.
- You can't have accepted an Aspect compulsion within the current scene. Resisted compulsions don't trigger the Flaw.
- You anticipated and planned for this encounter during the recent past, and it hasn't deviated too much from your expectations.
Severe flaws:
- Your peripheral essence pool is completely full (no motes spent or committed), and you aren't using peripheral essence to activate the power.
- You are in a Manse or demesne to which you are attuned, or a place that you own and inhabit.
VALOR:
Basic flaws:
- Either you deliberately initiated the current conflict, or you never had a chance to do so.
- Your anima is at the 16+ motes level (before accounting for this power's cost), or it was so within the past two turns.
- You're vastly outnumbered or you have reason to believe that your opponent is significantly stronger than you.
- You're in immediate danger, but you've spent the past two turns aggressively pursuing what you saw as the most serious threat, without hesitating or dividing your attention.
- You took a physical consequence during this scene, and you still have it.
- You're uncommonly angry, and haven't resisted any Aspect compulsions related to your rage during the current scene.
Severe flaws:
- You think it's likely that you'll die (or suffer an equally terrible fate) within the next few scenes.
- You took a Critical physical consequence during this scene, and you still have it.
GENERAL: These flaws are suitable for any Virtue.
Basic flaws:
- Unless you're Limit Breaking, the power can't be used against anyone with an Essence trait equal to or greater than your current Limit.
Severe flaws:
- Either you're Limit Breaking without partial control, or you've gained at least two limit during the current scene.
Specialized Charms
Generic Charms
- Quintessential (Skill) Excellency
- Flawless (Skill) Execution
- Overarching (Skill) Worldview
- Infinite (Skill) Mastery
- (Skill) Prince's Mandate
Essence-Only Charms
ESSENCE-LENDING METHOD
Cost: 1m Mins: Essence 1 Type: Simple Keywords: Obvious, Touch Prerequisites: none
Identical to the 2e version, but the motes-per-use limit is (Essence + Resolve).
- Terrestrial Circle Sorcery
- Celestial Circle Sorcery
- Solar Circle Sorcery
- Shadowlands Circle Necromancy
- Labyrinth Circle Necromancy
Dawn Skills
Brawl
FISTS OF IRON TECHNIQUE
Cost: 2m Mins: Essence 1, Brawl 1 Type: Reflexive, One Scene Keywords: none Prerequisites: none
- For the charm's duration you can block lethal attacks unarmed without using a stunt, and you can choose to inflict lethal damage rather than bashing with your Brawl attacks (including grappling and attacks using brawling aids).
Intimidation
Melee
Missile
ESSENCE-GATHERING TEMPER
Cost: -- Mins: Essence 2, Discipline 1 Type: Permanent Keywords: none Prerequisites: Any Missile Excellency
War
Zenith Skills
Discipline
ESSENCE-GATHERING TEMPER
Cost: -- Mins: Essence 1, Discipline 1 Type: Permanent Keywords: none Prerequisites: none
- When your consequences are compelled, you may choose to regain 3m instead of a point of Agency. This applies to both physical and mental consequences. but not to Aspects of other kinds.
PHOENIX RENEWAL TACTIC
Cost: -- Mins: Essence 2, Discipline 3 Type: Permanent Keywords: none Prerequisites: Any Discipline Excellency
- Normally a given Virtue may only be channelled once per chapter. An Exalt with this charm may forfeit a single point of Agency gain (such as from a stunt or Aspect compulsion) in order to restore a channelled Virtue, allowing her to channel it again immediately.
ZEAL
Cost: -- Mins: Essence 5, Discipline 5 Type: Permanent Keywords: none Prerequisites: ???
- A Lawgiver who learns this charm binds her heart to a belief until the two are one and the same. By declaring her undying and unhesitating dedication to a single ideal, she gives herself invincible resolve at the cost of her ability to doubt.
- When learning this charm, the character chooses a general belief of paramount importance to them, which must be associated with their dominant Virtue. The belief must be timeless, and it must either be universal in scope or be centred on the Solar herself. Some examples include:
- Empathy: "Everyone deserves a second chance," "The greatest good is whatever produces the greatest happiness," "'An eye for an eye' is the essence of justice," "One mustn't pass judgment without a complete understanding."
- Conviction: "Only I can do what needs to be done," "Nothing is worse than hypocrisy," "Anything worth doing is worth doing wholeheartedly," "[My cause] is the most important thing there is."
- Prudence: "I have too much responsibility to risk making a bad decision," "It's best to have balance in all things," "Never risk anything you're not willing to lose," "A confrontation avoided is a confrontation won."
- Valor: "Fear is worse than death," "I can overcome anything if I believe in myself," "Showing weakness is inviting abuse," "Battle is the truest measure of a person."
- Any attempts to persuade the Exalt that it is wrong or force her to betray it automatically fail, whether she wants them to or not. The belief becomes an Aspect which can be invoked for free to provide a bonus equal to the Virtue's rating. However, because the belief is the Solar's heart, denying it shatters her. She receives no benefit for allowing the Aspect to be compelled, and rather than costing her Agency, resisting compulsion of the Aspect gives her permanent Limit. The amount of Limit gained depends on how likely the belief is to lead to trouble. A belief that drips with hubris adds only one limit when resisted, one that is fairly "safe" adds three points, and those that fall between the extremes add two points.
- A Solar Exalted can voluntarily reject the belief she has enshrined if she convinces herself it is wrong. This breaks her heart, with catastrophic consequences. She immediately gains a point of permanent Limit and loses a dot each of Essence, Stamina, Resolve, Composure, Discipline, and the associated Virtue. The charm is lost and can never be relearned, and the character can never again channel her Virtues. No one can persuade or coerce the Lawgiver to abandon her zeal; it is something she must do for herself.
- Unhesitating Dedication
Exertion
BODY-MENDING MEDITATION
Cost: 10m Mins: Essence 1, Exertion 1 Type: Simple (Dramatic Action), Until Healed Keywords: none Prerequisites: none
- The Solar rolls Stamina + Exertion + Essence to redouble his vitality. For the duration of the charm, he heals physical injuries and afflictions that many times faster than usual. For instance, if he had a (Stamina + Exertion + Essence) of 7 and rolled +2, he would heal at 9 times the normal rate. Regardless of the roll's result, the Solar immediately regains all Health.
- Invoking this charm is a dramatic action requiring 15 minutes of serene inactivity. It can be used while unconscious or incapacitated, however. The Charm lasts until the user is completely physically healed.
TEN MEN BURDEN
Cost: 6m Mins: Essence 1, Exertion 2 Type: Reflexive, Indefinite Keywords: none Prerequisites: Any Exertion Excellency
- The weight of the world rests on the shoulders of the Celestial Exalted, but they are equal to the responsibility. This charm enhances the Solar's ability to carry or wear things. He receives a bonus of twice his Essence to resist fatigue, and each penalty imposed by the weight or awkwardness of something he is wearing or carrying is reduced by his Essence. This includes the mobility penalty associated with armor and the Accuracy penalty of an unwieldy improvised weapon.
- This charm allos a Solar to carry a heavy weight comfortably, but it does not actually lighten the Solar's load or allow him to lift things that he otherwise could not.
THUNDER'S MIGHT
Cost: 6m Mins: Essence 2, Exertion 5 Type: Supplemental, Instant Keywords: Obvious Prerequisites: Any Exertion Excelleny
- The mightiest of the Solar Exalted can push aside mountains like pebbles. This charm supplements a Feat of Strength. All penalties to the feat are negated, and the Solar's base total, before situational bonuses and charm enhancements, is multiplied by his Essence.
STRENGTH BEYOND REASON
Cost: 12m, 1a or 12m, 2a Mins: Essence 5, Exertion 5 Type: Supplemental, Instant Keywords: none Prerequisites: Thunder's Might, Ten Men Burden
- A Solar's true strength is not in his hands but in his heart, and the heart knows nothing of physical limitations. This charm supplements a Feat of Strength, ensuring that it succeeds. The immovable is moved; the unbreakable is broken.
- This charm is subject to a Flaw of Perfection. Normally, it costs one Agency, but if used to do something that is otherwise impossible, the cost rises to two Agency.
UNDYING FLAME DISCPLINE
Cost: 8m, 1a Mins: Essence 3, Exertion 3 Type: Simple, Indefinite Keywords: none Prerequisites: none
- With this charm, a Lawgiver can banish worldly needs, drawing strength from the breath of life. She need not eat, drink, sleep, or breathe. However, this power prevents the user from regaining Essence through respiration (though not hearthstones or demesnes). If used in a place where she has difficulty respiring Essence (such as a shadowland), she must spend 2 motes per hour to maintain the charm. If she is in a place where cannot respire essence at all (such as the underworld), the cost rises to 4 motes per hour.
DURABILITY OF OAK MEDITATION
Cost: 1m Mins: Essence 1, Exertion 2 Type: Reflexive, Instant Keywords: none Prerequisites: none
- This charm downgrades lethal damage to bashing damage.
SPIRIT STRENGTHENS THE SKIN
Cost: 2m per point of soak, 1a Mins: Essence 2, Exertion 3 Type: Simple, One Scene Keywords: Capped (Resolve + Exertion) Prerequisites: ???
- Every two motes spent on this charm raise the user's natural soak by 2 while unarmored or 1 while armored. At Essence 4, the charm's duration becomes Indefinite.
- For the purposes of the charm's spending cap, treat it as using the Resolve Attribute.
ADAMANT SKIN TECHNIQUE
Cost: 3m Mins: Essence 3, Exertion 4 Type: Reflexive, Instant Keywords: Obvious Prerequisites: ???
- Using this charm guarantees that you will not take a physical consequence from a source of damage. If the damage is bashing, you don't lose Health from it, either.
- This charm is subject to a Flaw of Perfection.
Expression
Persuasion
Survival
Twilight Skills
Craft
ESSENCE-SCULPTING METHOD
Cost: 2m per Resources dot Mins: Essence 3, Craft 3 Type: Simple, Indefinite Keywords: Obvious, Capped (Intelligence + Craft), Focus Prerequisites: Craftsman Needs No Tools
- The Solar draws out a portion of his anima and shapes it into any form he desires. He can create any non-magical object that he can hold in one hand at a cost of two motes per dot of the object's Resources cost. If trying to make something very specific or complex, like the key to open a particular door, he must succeed on a Wits + Craft roll at the same difficulty as if he were creating the item manually in a well-stocked workshop.
- Things created with this charm are made of golden essence and are only superficially material. They can't mimic chemical or magical properties, and will evaporate if they leave the Solar's hands for more than a single turn.
- For the purposes of the charm's spending cap, treat it as using the Intelligence Attribute.
Lore
Investigation
Medicine
2e Solar Medicine is actually very much in keeping with the philosophy of Another Exalted, so I haven't changed these charms very much.
INCOMPARABLE PHYSICIAN REPERTOIRE
Cost: -- Mins: Essence 1, Medicine 1 Type: Permanent Keywords: none Prerequisites: none
- Solar physicians are unmatched even by the gods in their wisdom and skill. This charm allows a Lawgiver to spend motes reflexively to automatically achieve a miscellaneous effect. She may choose one of the following abilities:
- Flawless Diagnosis Technique: The Solar can spend a mote of essence to ensure that she succeeds to the greatest possible extent when attempting to diagnose medical problems and conditions. She may still be constrained by a lack of time and information, but she cannot err -- at worst, she is uncertain.
- Physician's Knowing Glance: By spending three motes of essence, the Solar can perform a rigorous diagnosis of a patient with only a cursory glance, reducing the time required to a single turn. She learns anything that she might have discovered with a longer analysis and time to physically inspect the patient. However, the subject can still attempt to conceal or misrepresent symptoms.
- Smooth Recovery Prana: The Solar can spend one mote when performing a treatment to guarantee that the patient suffers no infection or complications as a result of the treatment. Any incidental wounds inflicted during the procedure, such as surgical incisions, heal at five times the normal rate.
- Venom Anodyne Method: By reflexively spending a mote of essence, the Solar can substitute her Medicine for any other skill when resisting Poison or Sickness effects.
- The character learns one of these techniques upon learning the charm, and can purchase others for 2 XP each. Using these abilities does not count as a charm invocation -- this charm permanently enhances the Exalt's capabilities.
AILMENT-RECTIFYING METHOD
Cost: -- Mins: Essence 2, Medicine 3 Type: Permanent Keywords: none Prerequisites: none
- This charm works almost identically to the 2e charm of the same name: it makes any Medicine-based action to treat Sickness effects supernatural, and halves the recovery time of the patient. Even an otherwise incurable disease can be purged if the Solar rolls 10 or better and spents 5 motes. Treatment is still required, however, and this is an hour-long dramatic action.
BODY-PURIFYING ADMONITIONS METHOD
Cost: -- Mins: Essence 2, Medicine 3 Type: Permanent Keywords: none Prerequisites: none
- This charm works almost identically to the 2e charm of the same name: it works exactly like Ailment-Rectifying Method, save that it is used to treat Poison effects, and the dramatic action to purge an incurable poison takes only 20 minutes.
WHOLENESS-RESTORING MEDITATION
Cost: -- Mins: Essence 3, Medicine 3 Type: Permanent Keywords: none Prerequisites: none
- This charm works almost identically to the 2e charm of the same name: it works exactly like Ailment-Rectifying Method, save that it is used to treat Crippling effects.
CONTAGION-CURING TOUCH
Cost: 2m Mins: Essence 2, Medicine 3 Type: Supplemental Keywords: Touch Prerequisites: Any Medicine Excellency
- The Solar has devised an essence-fueled technique that transcends the limitations of ordinary medicine. This charm supplements an attempt to treat a patient, negating all penalties to the action and eliminating the need for materials like tools or medicine. The treatment takes the same amount of time as it would using conventional methods, however.
INSTANT TREATMENT METHODOLOGY
Cost: 6m Mins: Essence 2, Medicine 3 Type: Simple Keywords: Focus Prerequisites: Any Medicine Excellency, Incomparable Physician Repertoire
- Identical to the 2e charm of the same name, save that it is slightly less expensive and requires Focus (preventing the Exalt from using her defense in the same turn).
Science
Night Skills
Athletics
SHADOW OVER WATER
Cost: 1m Mins: Essence 1, Athletics 2 Type: Reflexive, Instant Keywords: none Prerequisites: Any Athletics Excellency
- Against a single attack, the Solar ignores all penalties to her dodge defense value. Circumstances or attacks that prevent the character from dodging at all still apply, however.
REFLEX SIDESTEP TECHNIQUE
Cost: 1m or 2m Mins: Essence 1, Athletics 3 Type: Reflexive, Instant Keywords: none Prerequisites: none
- This charm is used in response to an attack. If the attack was previously unexpected, the Solar treats it as expected.
- A Solar who has reached Essence 3 can spend an additional mote when using this charm to also treat an undodgeable attack as dodgeable.
SEVEN SHADOW EVASION
Cost: 2m, 1a Mins: Essence 2, Athletics 4 Type: Reflexive, Instant Keywords: Obvious Prerequisites: Shadow Over Water
- The Chosen of the Sun cannot be touched unless they allow it. The Solar can invoke this charm in response to any attack he is aware of. He perfectly dodges the attack, even if it is undodgeable or he is unable to move.
- This charm is subject to a Flaw of Perfection.
FLOW LIKE BLOOD
Cost: 2m or more, 1a Mins: Essence 3, Athletics 5 Type: Simple, One Scene Keywords: Obvious, Capped (Wits + Athletics) Prerequisites: Shadow Over Water, Reflex Sidestep Technique
- The Solar's body flows with the easy grace of unfettered Essence. He suffers no off-balance penalty, and takes no environmental penalties to either parry or dodge. His defense is not penalized when he is knocked down, and he can dodge even while grappling or immobile by flowing around attacks. If he is denied his defense for whatever reason, the absolute floor on his defense (normally equal to his Essence) is increased by one for every 2m spent on the charm, and this floor applies even when the he is incapacitated.
- The Solar must spend at least 2m to use this charm, and can spend no more than his Wits + Athletics.
- Graceful Crane Stance
Awareness
Larceny
I think this set is complete. Disguise got moved to Subterfuge.
RUSE OF THE SUBTLE HAND
Cost: 3m Mins: Essence 2, Larceny 2 Type: Supplemental Keywords: none Prerequisites: none
- This charm supplements a Larceny action, rendering it undetectable through normal means. However improbable it might be, no one sees the character performing the action, and once the task is complete, no one realizes what happened for a number of turns equal to the Solar's Essence. They might not notice it at that point either, but they're able to. Characters forced to directly confront the consequences or alerted to them by others may realize earlier -- a guard who tries to draw a stolen sword will notice that it isn't there.
- Although people may notice the Solar's presence, they cannot notice his actions, even if the task takes a very long time. Normal senses are utterly fooled. Against supernaturally enhanced successes, add the Solar's (Essence x 2) to his roll result to determine the Wits + Awareness required to notice.
PERFECT CRIME STYLE
Cost: 2m or 3m, 1a Mins: Essence 1, Larceny 3 Type: Supplemental Keywords: none Prerequisites: Any Larceny Excellency
- It is folly to deny the Lawgivers what they desire, because they can take whatever they please.
- If the supplemented Larceny action represents something the Solar could do in an hour given the proper tools, he can do it in one turn with his bare hands, and it is guaranteed to succeed. Others may notice, however -- he can steal anything from anyone, but must still roll to avoid detection. He must still perform the action, but he does so with impossible speed and skill.
- Normally this charm costs 2m. A Solar of Essence 4 or higher may spend 3m and a point of Agency in order to defy physical limitations. In this case he need no longer perform the action at all, so long as he can see his target.
DOOR-EVADING TECHNIQUE
Cost: 7m, 1a Mins: Essence 3, Larceny 5 Type: Reflexive, Instant Keywords: Obvious Prerequisites: Perfect Crime Style
- Identical to the 2e charm of the same name. Note that it's Obvious, however.
BORDER-BREACHING TRANSGRESSION
Cost: 10m, 1a or 16m, 1a Mins: Essence 5, Larceny 5 Type: Reflexive, Instant Keywords: Obvious, Combo-Basic Prerequisites: Door-Evading Technique
- Rules are made to be broken, and who better than the lords of Creation to decide when? With this charm, a Solar Exalt can cross borders as if they did not exist.
- For the purposes of a single task (which may include movement), the Solar can ignore all boundaries. A "boundary" is considered anything designed to divide, contain, or exclude: a wall, the ground, racial prejudice, the gate between Heaven and Creation, the desert Cecylene which holds back the hordes of Hell, and so on.
- This charm allows a character to escape from any grapple or bindings. If used to supplement an attack, the attack is unblockable, ignores armor, shields, and cover, and can hit material and immaterial things equally.
- The Border-Breaching Transgression can supplement actions of any skill, but is subject to a Flaw of Perfection. It costs 10m, 1a if applied only to mundane physical boundaries (like a wall or shield) and 16m, 1a if applied to magical or metaphorical boundaries (like a Manse's gate or a society's taboo against cannibalism). If the charm is used to cross avery wide boundary, like the Inner Sea, the character must actually traverse the entire distance at his normal movement rate, but he does without mishaps and with no regard for physical possibility or environmental hindrances.
ELSEWHERE FINGERS
Cost: 4m Mins: Essence 5, Larceny 5 Type: Supplemental, Instant Keywords: Touch Prerequisites: Perfect Crime Style, Ruse of the Subtle Hand
- The Solar's hands follow the thin lines of Essence that connect Elsewhere and reality to steal what lies outside the world. This charm supplements an action to hide or steal an item, making Elsewhere a valid target. She must be touching a person or object with an active connection to the Elsewhere pocket she is interested in. This is generally a person with motes committed to an Elsewhere-based charm or an artifact that leads Elsewhere.
- This charm cannot create a new pocket of Elsewhere, and can only access the one whose worldly anchor the Solar is touching. Thus, the Exalt cannot use it to hide things in her own Elsewhere pocket unless she first creates such a pocket using another charm.
Stealth
MENTAL INVISIBILITY TECHNIQUE
Cost: 4m Mins: Essence 1, Stealth 2 Type: Simple, Indefinite Keywords: none Prerequisites: Any Stealth Excellency
- When one of the Lords of Creation wishes to walk among her subjects unnoticed, she may rely on this technique. The Exalt rolls (Dexterity or Manipulation) + Stealth + Essence. For the duration of the charm, only those with an unrolled perception score (including bonuses and penalties) greater than the result have any chance to notice her. This effect applies whether or not the Solar moves stealthily, but does not stack with the benefits of mundane stealth.
- The charm has no effect on characters who are alerted to the Solar's presence by others, or on those she is overtly interacting with (such as in combat). It lasts until most of the people in a scene become aware of the Solar, or until she next sleeps.
HOODING THE SOLAR LANTERN
Cost: 1m or more Mins: Essence 2, Stealth 3 Type: Reflexive, One Scene Keywords: Cappable (Manipulation + Stealth) Prerequisites: Mental Invisibility Technique
- This charm allows a Solar to conceal the magnitude of her power. Any charm with a mote cost equal to or less than the motes committed to this charm is considered non-Obvious and is invisible to essence sight and other charm-detection effects. If the Exalt invokes a Combo while this charm is active, she may pay an additional point of Agency to suppress any Combo signature.
- For the purposes of the charm's spending cap, treat it as using the Manipulation Attribute.
UNSEEN GHOST WALK
Cost: 7m, 1a Mins: Essence 4, Stealth 5 Type: Reflexive, Indefinite Keywords: none Prerequisites: none
- By invoking this charm, a Solar renders herself immune to certain methods of detection. She may choose to become undetectable by sight, or by hearing and touch, or by smell and taste. To the affected senses, the Exalt may as well not be there. A character immune to sight becomes invisible; a character immune to hearing and touch can attack others, and they will feel nothing unless they witness the strike or otherwise become aware of the injury.
- This charm lasts indefinitely so long as the Exalt abstains from strenuous activity like fighting or running. If she exerts herself, the effect lingers for a number of turns equal to her Essence, and then the charm ends.
- When a character reaches Essence 6, this charm becomes Stackable, and multiple versions can be used simultaneously.