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First Archery Excellency Second Archery Excellency Third Archery Excellency

Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)


Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
more than [Attribute + Ability] dice to a single added dice. up.
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Archery Mastery Archery Essence Flow There Is No Wind


Simple Permanent Supplemental
One Scene Instant Instant
None None Combo-OK
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 3 : Ignore all penalties (except for wound and
Archery Excellencies by 1 per 2 committed. Archery Excellencies as innate powers. flurry penalties) to a single Archery roll.
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count 5 : As above, and increase the Range of your

Exalted with Essence 4+ can commit more. as Charm use for that action. weapon to your range of vision. Requires
Charm is incompatible with effects that reduce Essence 3+.
Apply discount to the total expenditure on
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 187 Trait: 4 / Essence: 1

Accuracy Without Distance Forceful Arrow Trance of Unhesitating Speed


Supplemental Supplemental Extra Action
Instant Instant Instant
Combo-OK, Obvious Combo-OK, Knockback, Obvious Combo-OK, Obvious
1 , 1w : The supplemented attack will always hit 3 : If you roll even a single die of damage, the 2 / attack: Make a magical flurry of up to
its target. If it would normally have missed, target must roll [Stamina + Resistance] versus [Essence + 1] Archery attacks, ignoring Rate
calculate damage based on 0 net successes. Difficulty [post-soak damage] or be knocked and flurry penalties. This is only applicable for
back [Essence] yards. weapons with Rate 1 or greater.
Objects weighing less than [raw damage x 50] The Speed and DV penalty of this flurry are
pounds are knocked back automatically. equal to the highest Speed and DV penalty of
any individual attack.
4 / attack: As above but for weapons weapons
with Rate less than 1.

Second Edition Core, p. 187 Trait: 5 / Essence: 3 Second Edition Core, p. 187 Trait: 4 / Essence: 2 Second Edition Core, p. 187 Trait: 3 / Essence: 2
Arrow Storm Technique Flashing Vengeance Draw Essence Arrow Attack
Supplemental Supplemental Supplemental
Instant Instant Instant
Combo-Basic, Obvious Combo-Basic Combo-OK, Obvious
8 , 1w : Roll once, and apply the supplemented 3 : Add [Essence] bonus successes to the Join 2 : Add [Essence] to the damage and pick one
attack to [Essence x 3] valid targets. Battle action. An available Archery weapon is of the following:
You may not strike a human-sized target also reflexively drawn and readied. Fiery Arrow Attack: Arrow catches fire
repeatedly, but large creatures or mass combat You must have an available Archery weapon to mid-flight and ignites flammable material.
units may be targeted more than once. use this Charm, though it need not be in your Dazzling Flare: Arrow is charged with holy
hands.
light. Arrow shines brightly for Essence x 10
miles and is considered holy, causing aggravated
damage to Creatures of Darkness
Righteous Judgment Arrow: For another 1 the
attack inflicts another 4 extra dice of damage.

Second Edition Core, p. 187 Trait: 5 / Essence: 2 Second Edition Core, p. 188 Trait: 3 / Essence: 2 Second Edition Core, p. 188 Trait: 2 / Essence: 2

Phantom Arrow Technique Summoning the Loyal Bow Immaculate Golden Bow
Permanent Simple (Speed 3) Simple (Speed 5)
N/A Indefinite One scene
Obvious Combo-OK Obvious
1 / attack: The character is able to create a 1 : Banish a ranged weapon that you own and 5 , 1w : You manifest a gleaming bow with a
single use of ammunition that has no resources have used to inflict damage in battle to Range of 300 yards, Rate, Accuracy and
cost such as a broadhead or frog crotch arrow. Elsewhere by committing 1 mote. Damage are equal to the character's Essence.
This weapon still requires ammunition as
You can draw the weapon directly from
Elsewhere later as a miscellaneous action ending normal.
the charm.
If you cancel the committed Essence while the
weapon is Elsewhere it immediately falls to your
side.
You can draw this weapon from Elsewhere
using the Charm Flashing Vengeance Draw.

Second Edition Core, p. 189 Trait: 3 / Essence: 2 Second Edition Core, p. 189 Trait: 3 / Essence: 2 Second Edition Core, p. 189 Trait: 4 / Essence: 3

Inexhaustible Bolts of Solar Fire Solar Flare Methodology Rain of Feathered Death
Simple (Speed 6) Simple (Speed 5) Supplemental
One scene One scene Instant
Combo-OK, Obvious Obvious Combo-OK, Obvious
8 , 1w : The Solar is able to shape arrows at 5 , 1w : The Solar shapes his Essence into a 3 / duplicate: The solar spends motes for up to
will. This does not cost any motes for the firewand. This weapon has a Range of 15 yards, his Essence in duplicate attacks. Only one roll is
individual arrows and only ammunition with a Rate 2 and Accuracy equal to the character's made for all attacks but damage from each
Resources cost of 0 can be created. These arrows Essence. It's damage is 16L. duplicated attack is applied separately. All
inflict one additional die of damage and they are duplicates fade after the attack. This Charm may
incapable of hurting allies of the Solar. not be used with ammo that costs more than one
Dot of Resources or in a Combo with Charms
that increase the arrow's damage.
8 / duplicate: As above, but without the
restriction on arrow cost or increased damage.

Second Edition Core, p. 189 Trait: 5 / Essence: 4 Second Edition Core, p. 189 Trait: 5 / Essence: 4 Second Edition Core, p. 189 Trait: 4 / Essence: 3
First Athletics Excellency Second Athletics Excellency Third Athletics Excellency
Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
more than [Attribute + Ability] dice to a single added dice. up.
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Athletics Mastery Athletics Essence Flow Graceful Crane Stance


Simple Permanent Reflexive
One Scene Instant One Scene
None None Combo-OK
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 3 : You succeed on any valid Athletics roll to
Athletics Excellencies by 1 per 2 committed. Athletics Excellencies as innate powers. keep your balance.
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count You can keep your footing on any surface at
Exalted with Essence 4+ can commit more. as Charm use for that action. least as strong and wide as a human hair,
treating it as a three-foot wide ledge capable of
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
mote cost of Excellencies. supporting a thousand pounds or weight when
Excellencies relating to a given roll.
determining possible actions and associated
penalties

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 222 Trait: 1 / Essence: 2

Monkey Leap Technique Soaring Crane Leap Mountain-Crossing Leap Technique


Reflexive Reflexive Simple (Dramatic Action)
One Scene Until next action Instant
Combo-OK Combo-OK Combo-OK, Obvious
3 : You can jump as a movement action rather 2 : Until your next action, jump with a 10 , 1w : You can leap up to [Essence x5] miles
than a miscellaneous action. movement action rather than a miscellaneous as a dramatic jumping action, normally taking
action. about give minutes.
Also, double your jumping distance.
Multiply your jumping distance by five. This is If you are interrupted mid-leap and forced to
not cumulative with Monkey Leap Technique. take non-Reflexive actions, you continue along
your original trajectory, but your landing is
considered 'falling from a great height' rather
than 'safely completing a jump'

Second Edition Core, p. 223 Trait: 1 / Essence: 2 Second Edition Core, p. 223 Trait: 4 / Essence: 2 Second Edition Core, p. 223 Trait: 5 / Essence: 4
Foe-Vaulting Method Thunderbolt Attack Prana Lightning Speed
Reflexive Supplemental Reflexive
One Scene Instant One Scene
Combo-OK, Obvious Combo-OK, Obvious Combo-OK
1 : Add your [Athletics] in dice to any attempts 1 , 1w : Choose a single athletic 'Signature 3 : Increase the distance you can Move or Dash
to reestablish surprise Move'. This move can be used to enhance an by [Athletics] yards.
attack. This distance can be further increased by using
Gain one bonus success in Step 3 of attack Athletics Excellencies to increase your static
resolution. [Dexterity + Athletics] rating.
Double post-soak damage of the attack in Step 7
of attack resolution.
If the move provides mechanical benefits such
as extra movement, this must be incorporated
into your current flurry.
Further signature attacks can be purchased for
1x or 1 bonus point.

This Charm is explicitly permitted to


supplement actions of other Abilities.

Second Edition Core, p. 223 Trait: 5 / Essence: 2 Second Edition Core, p. 224 Trait: 3 / Essence: 2 Second Edition Core, p. 224 Trait: 2 / Essence: 1

Racing Hare Method Spider-Foot Style Feather Foot Style


Simple (Dramatic Action) Reflexive Reflexive
Instant One Scene One Scene
Combo-OK, Obvious Combo-OK, Obvious Combo-OK
5 , 1w : You can travel [[Stamina + Essence] 4 : You may run (using Move or Dash) on any 4 : You may run or walk (using Move or Dash)
x10] miles per hour, for up to one hour. surface. on unstable surfaces as if you weigh no more
than a feather.
This Charm imposes a -6 DV penalty. You cannot stop while standing on a vertical
surface or while upside down. If you do not Surfaces such as rice paper, water, lava or
If you invoke this Charm again as your next
Move or Dash on every tick while on such a writhing maggots become effectively solid,
action, you may ignore the Willpower cost.
surface, you fall. though not necessarily harmless.
If you have [Essence] 4 or higher, you can spend Stopping and standing on such a surface requires
a one mote per action to remain stood on a a reflexive [Dexterity + Athletics] roll at
vertical or inverted surface without falling. Difficulty 2 for each action in which you wish to
maintain your balance.

Second Edition Core, p. 224 Trait: 5 / Essence: 2 Second Edition Core, p. 225 Trait: 3 / Essence: 2 Second Edition Core, p. 225 Trait: 4 / Essence: 2

Eagle-Wing Style Increasing Strength Exercise First Awareness Excellency


Reflexive Simple Reflexive (Step 1 or 2)
One Scene One Scene Instant
Combo-OK Combo-OK, Obvious, Stackable Combo-OK
4 , 1w : You repel the ground, becoming able to 3 / point: Add one dot to [Strength] per 3 1 / die: Add one die per mote to a single roll. If
fly until the scene ends or you will yourself to motes spent. defending, roll and add +1 DV per success.
land.
No combination of Charms that includes No Charm or combination of Charms may add
You can fly at triple your normal Move and Increasing Strength Exercise can increase your more than [Attribute + Ability] dice to a single
Dash rates, but must move at least half your [Strength] by more than your [Essence]. roll.
normal Move on every tick or will have to land
This bonus is treated as a dice bonus from Can be comboed or used with Second
and terminate the Charm.
Charms. Excellency. Is incompatible with Third
You must remain within [[Strength + Athletics] Excellency
x3] yards of a surface and can 'climb' walls and
cliffs by zooming along their vertical surface.
You must keep one hand before you, preventing
the use of bows or two-handed weapons, but
may use thrown weapons, fight unarmed or
wield one-handed weapons normally.

Second Edition Core, p. 225 Trait: 5 / Essence: 4 Second Edition Core, p. 225 Trait: 3 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1
Second Awareness Excellency Third Awareness Excellency Infinite Awareness Mastery
Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Awareness Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3

Awareness Essence Flow Keen Sight Technique Keen Hearing & Touch Technique
Permanent Reflexive Reflexive
Instant One scene One scene
None Combo-OK Combo-OK
0 : User may invoke First, Second and Third 3 : Charm gives 2 bonus successes on 3 : Charm gives 2 bonus successes on
Awareness Excellencies as innate powers. Awareness actions that use sight. Awareness actions that use hearing or touch.
Charms invoked as innate powers do not count The user can perceive impressions that are The user can perceive impressions that are
as Charm use for that action. normally too faint for humans to validly normally too faint for humans to validly
observe. observe.
Charm is incompatible with effects that reduce
mote cost of Excellencies. Reduce user's external penalty to target unseen
characters to -1 and internal penalty for
blindness to -2.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 225 Trait: 3 / Essence: 2 Second Edition Core, p. 225 Trait: 3 / Essence: 2

Keen Smell & Taste Technique Unsurpassed Sight Discipline Unsurpassed Hearing & Touch Discipl.
Reflexive Reflexive Reflexive
One scene One scene One scene
Combo-OK Combo-OK Combo-OK
3 : Charm gives 2 bonus successes on 2 : User doubles successes on sight-based 2 : User doubles successes on hearing- and
Awareness actions that use taste and smell. Awareness rolls before subtracting external touch-based Awareness rolls before subtracting
penalties. external penalties.
User can perceive impressions that are normally
too faint for humans to validly observe.
User can track by scent, gaining one bonus
success when tracking someone with a scent.

Second Edition Core, p. 225 Trait: 3 / Essence: 2 Second Edition Core, p. 226 Trait: 5 / Essence: 2 Second Edition Core, p. 226 Trait: 5 / Essence: 2
Unsurpassed Smell & Taste Discipl. Surprise Anticipation Method Eye of the Unconquered Sun
Reflexive Reflexive (Step 2) Reflexive
One scene Instant One scene
Combo-OK Combo-OK Combo-OK, Obvious
2 : User doubles successes on smell- and 1 : Charm guarantees success on a valid 12 , 1w : The user sees everything that is
taste-based Awareness rolls before subtracting Awareness roll to detect immediate mortal deliberately concealed within normal visual
external penalties. danger. range, including invisibility, Lunar
If user must make such a roll and has a chance shapeshifting, Sidereal astrology and
Compulsion and Illusion effects to deny reality.
of failing, Charm invokes itself automatically.
The user may also choose to invoke a Combo Charm flares user's anima to 16+ mote level.
containing this Charm at that time. Add (Essence x 2) successes to roll when
opposing magic concealment.
Charm is a perfect defense against a surprise or
social attack.

Second Edition Core, p. 226 Trait: 5 / Essence: 2 Second Edition Core, p. 226 Trait: 5 / Essence: 2 Second Edition Core, p. 226 Trait: 5 / Essence: 5

First Bureaucracy Excellency Second Bureaucracy Excellency Third Bureaucracy Excellency


Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
No Charm or combination of Charms may add
added dice. up.
more than [Attribute + Ability] dice to a single
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
Can be comboed or used with Second more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Bureaucracy Mastery Bureaucracy Essence Flow Frugal Merchant Method


Simple Permanent Supplemental
One Scene Instant Instant
None None Combo-OK
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 1 : User has perfect awareness of target object's
Bureaucracy Excellencies by 1 per 2 Bureaucracy Excellencies as innate powers. quality and condition.
committed. Charms invoked as innate powers do not count User adds 1 success to haggling rolls if opponent
Exalted with Essence 3 can commit up to 6 . as Charm use for that action. is honest (Charisma).
Exalted with Essence 4+ can commit more. Charm is incompatible with effects that reduce User adds 3 successes to haggling rolls if
Apply discount to the total expenditure on mote cost of Excellencies. opponent is dishonest (Manipulation).
Excellencies relating to a given roll.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 230 Trait: 1 / Essence: 1
Insightful Buyer Technique Speed the Wheels Bureau-Rectifying Method
Supplemental Simple (Dramatic Action) Supplemental
Instant Indefinite Instant
Combo-OK, Social Combo-OK Combo-OK
3 : As long as user understands target item and 8 : User communicates with organization about 8 , 1w : Reduce external penalties on dramatic
its markets, user has perfect knowledge of item's a project. Roll ([Intelligence or Charisma] + action taken by organization by [Essence].
value in these markets. Bureaucracy) + [Essence successes] vs. 1 or Permanently reduce internal penalties caused by
Reduce external penalties applied to mercantile (project leads [Intelligence + Bureaucracy] / 2) if corruption or inefficiency by 1.
lead is deliberately slow.
action by [Essence]. User must have authority to lead action.
User is aware of attempts to slow project.
Purges least useful members of the bureaucracy.
Success means Begin Project action duration
divided by ([Essence + 1] / 2). Max duration is
season.

Second Edition Core, p. 231 Trait: 3 / Essence: 1 Second Edition Core, p. 231 Trait: 3 / Essence: 2 Second Edition Core, p. 231 Trait: 5 / Essence: 3

Indolent Official Charm Foul Air of Argument Technique First Craft Excellency
Simple (Dramatic Action) Supplemental Reflexive (Step 1 or 2)
Indefinite Instant Instant
Combo-OK Combo-OK Combo-OK
4 : User communicates with organization about 4 , 1w : User rolls ([Intelligence or Charisma] + 1 / die: Add one die per mote to a single roll. If
a project. Roll ([Intelligence or Charisma] + Bureaucracy) + [Essence successes] vs. defending, roll and add +1 DV per success.
Bureaucracy) + [Essence successes] vs. 1 or (organization leader's [Intelligence +
No Charm or combination of Charms may add
(project leads [Intelligence + Bureaucracy] / 2) if Bureaucracy] / 2).
more than [Attribute + Ability] dice to a single
lead wishes speedy resolution. Success means permanent -2 penalty from roll.
User is aware of opposition. corruption and inefficiency. Can be comboed or used with Second
Success means Begin Project duration multiplied Max stackable penalty from like effects is user's Excellency. Is incompatible with Third
by [Essence + 1]. Minimum duration is [Intelligence + Bureaucracy]. Excellency
[Essence] hours.
If project underway, success means progress
gets [Essence] external penalty.

Second Edition Core, p. 232 Trait: 3 / Essence: 2 Second Edition Core, p. 232 Trait: 5 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1

Second Craft Excellency Third Craft Excellency Infinite Craft Mastery


Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Craft Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3
Craft Essence Flow Object-Strengthening Touch Durability-Enhancing Technique
Permanent Simple (Speed 5) Simple (6 long ticks)
Instant One Scene Instant
None Combo-OK, Touch Combo-OK, Touch
0 : User may invoke First, Second and Third 5 : Increase the number of successes needed to 3 : Increases the number of successes needed to
Craft Excellencies as innate powers. damage an object by users Essence. damage an object by one.
Charms invoked as innate powers do not count Increase the [Strength + Athletics] rating needed Increase the [Strength + Athletics] rating needed
as Charm use for that action. to break an object by users Essence. to break the object by one.
Charm is incompatible with effects that reduce Both effects are Permanent, but no combination
mote cost of Excellencies. of Charms that includes Durability-Enhancing
Technique can increase the effects by more than
characters Essence

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 211 Trait: 2 / Essence: 1 Second Edition Core, p. 211 Trait: 3 / Essence: 2

Chaos-Resisting Preparation Crack-Mending Technique Shattering Grasp


Simple (6 long ticks) Supplemental Simple (Dramatic Action)
Indefinite Instant One Scene
Combo-OK, Touch Combo-OK, Touch Combo-OK
5 , 2w : Objects become immune to Shaping 10 , 1w : The Charm supplements any valid 5 : As a Dramatic Action choose to harmlessly
effects and Wyld chaos for as long as 5 dramatic action to repair an object, allowing or destructively take apart any object you can
remains committed. [Essence x3] hours worth of normal repair for break with a feat of strength, adding [Craft x2]
every hour invested. to the [Strength + Athletics] rating to determine
In the Wyld, the Charm permanently makes
Cracks and broken pieces can be mended valid feats.
random unfortunate incidents affecting the
object 10 times less likely. without glue or nails, leaving a strong and Disassemble a single object in [8 - Essence]
seamless fix as if the object were new. minutes, minimum of 3.
The Charm permanently increases the difficulty
of rolled Shaping effects targeting the object by This Charm applies only to objects relating to Can target larger structures (up to large castle
two. the Craft[Type(s)] the character has dots in. with a single use of the Charm), proceeding
from one major component to the next and
taking at least [8 - Essence] hours, minimum of
3.
Character cannot stop early unless finished or
prevented by other means.

Second Edition Core, p. 212 Trait: 4 / Essence: 2 Second Edition Core, p. 212 Trait: 5 / Essence: 3 Second Edition Core, p. 212 Trait: 5 / Essence: 2

Craftsman Needs No Tools First Dodge Excellency Second Dodge Excellency


Supplemental Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
7 , 1w : Remove the need for tools when 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
crafting, as well as penalties for crafting without defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
tools. Raw materials are still required. motes spent. Each added success counts as two
No Charm or combination of Charms may add
added dice.
Can enhance a Craft action to build something, more than [Attribute + Ability] dice to a single
accomplishing [Essence x3] hours of work for roll. No Charm or combination of Charms may add
each hour invested. more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
This Charm applies only to tasks relating to the Excellency. Is incompatible with Third
Craft[Type(s)] the character has dots in. Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 213 Trait: 4 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1
Third Dodge Excellency Infinite Dodge Mastery Dodge Essence Flow
Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Dodge Excellencies by 1 per 2 committed. Dodge Excellencies as innate powers.
increase the relevant DV by Ability, rounded Charms invoked as innate powers do not count
Exalted with Essence 3 can commit up to 6 .
up. as Charm use for that action.
Exalted with Essence 4+ can commit more.
This Charm may not affect any roll that has been Charm is incompatible with effects that reduce
Apply discount to the total expenditure on
enhanced with the First or Second Excellency.
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Shadow Over Water Seven Shadow Evasion Reflex Sidestep Technique


Reflexive (Step 2) Reflexive (Step 2) Reflexive (Step 2)
Instant Instant Instant
Combo-OK Combo-OK, Obvious Combo-OK
1 : The user ignores all penalties to Dodge DV. 3 : The user perfectly dodges a perceived 1 : An attack is no longer unexpected.
attack.
Against undodgeable attacks, the Dodge DV is The user may use Dodge DV and Charms such
still set 0 but no further penalties apply. Charm has one of the Four Flaws of as Seven Shadow Evasion against the attack.
Invulnerability.

Second Edition Core, p. 227 Trait: 3 / Essence: 1 Second Edition Core, p. 227 Trait: 4 / Essence: 2 Second Edition Core, p. 227 Trait: 3 / Essence: 1

Flow Like Blood Leaping Dodge Method First Integrity Excellency


Simple Reflexive (Step 9) Reflexive (Step 1 or 2)
One scene Instant Instant
Combo-OK, Obvious Combo-OK, Counterattack Combo-OK
5 , 1w : Charm negates onslaught and 3 : User leaps max of ([Strength + Dodge] x 3) 1 / die: Add one die per mote to a single roll. If
coordinated attack penalties that others' attacks vertical yards (or twice that distance defending, roll and add +1 DV per success.
impose on user's DV. horizontally) after using her Dodge DV against
No Charm or combination of Charms may add
an attack.
more than [Attribute + Ability] dice to a single
User chooses direction and distance of leap, as roll.
long as it is away from attacker.
Can be comboed or used with Second
Charm is treated as a Counterattack. Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 227 Trait: 5 / Essence: 3 Second Edition Core, p. 227 Trait: 3 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1
Second Integrity Excellency Third Integrity Excellency Infinite Integrity Mastery
Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Integrity Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3

Integrity Essence Flow Integrity-Protecting Prana Destiny-Manifesting Method


Permanent Reflexive (Step 2) Permanent
Instant One Day N/A
None Combo-OK
0 : User may invoke First, Second and Third 5 , 1w : This Charm protects you from any 0 : Increase the difficulty of any rolled Shaping
Integrity Excellencies as innate powers. Shaping effect that directly alters your mind, effect used against you by two.
body, spirit or traits. This includes instantaneous
Charms invoked as innate powers do not count Characters using Shaping effects that involve
Shaping effects and new alterations caused by
as Charm use for that action. you can remove the penalty with a stunt that
long-term Shaping effects. reconciles the Shaping effect with your sense of
Charm is incompatible with effects that reduce
mote cost of Excellencies. The protection extends to unblockable, your own destiny.
undodgeable Shaping attacks.
In the Wyld or the Labyrinth, the frequency of
The Charm does not protect against the random unfortunate incidents is reduced by a
miscellaneous dangers of the Wyld such as factor of 10.
creatures, or effects on carried equipment that do
not directly affect you as above.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 199 Trait: 1 / Essence: 1 Second Edition Core, p. 199 Trait: 3 / Essence: 2

Righteous Lion Defense Stubborn Boar Defense Phoenix Renewal Tactic


Permanent Permanent Permanent
N/A N/A Instant

0 : When this Charm is purchased, you must 0 : While in Limit Break all directives from 0 : When this Charm is purchased, you must
choose an Intimacy that reflects an ideal. unnatural mental influence are treated as choose one Virtue.
Unacceptable Orders
The character henceforth treats mental influence Whenever you would recover one or more
to betray or forsake that Intimacy as an willpower points from stunts or natural recovery,
Unacceptable Order. this Charm gives the option to recover one point
of the chosen Virtue instead.
If the Intimacy is abandoned or becomes
obsolete the Charm ceases to function until a The Storyteller may veto stunts antithetical to
new story begins and you choose a new that Virtue.
Intimacy to apply it to. You can spend 1x to
The Charm can be purchased multiple times to
shift the Charm to a new Intimacy at any time. cover additional Virtues.
This Charm can only be purchased twice, to
reinforce a total of two Intimacies.

Second Edition Core, p. 199 Trait: 3 / Essence: 1 Second Edition Core, p. 199 Trait: 3 / Essence: 2 Second Edition Core, p. 200 Trait: 4 / Essence: 3
Temptation-Resisting Stance Elusive Dream Defense Transcendent Hero's Meditation
Reflexive (Step 2) Reflexive (Step 2) Simple (5 long ticks)
One Scene Instance (Story) Instant
Combo-OK, Stackable, Social Combo-OK, Social Combo-OK, Obvious, Social
6 : This Charm increases your Dodge MDV by 5 : This Charm is used in response to an 10 , 4w : This Charm shatters all long-term
your [Temperance] for the remainder of the attempt at mental influence and perfectly Compulsion, Illusion and Servitude effects upon
scene. negates that attempt. you.
The Storyteller may allow the use of a different The response instantly creates an Intimacy to an You can ignore mental influence that would
Virtue if appropriate to your Motivation idea or ideal that protects the character from the prevent you from using this Charm.
influence, such as contempt to the influencer.
You can substitute 1a for the mote portion of
Observing characters can make a reflexive the charm cost if you are unable to pay.
[Perception + Investigation] vs your
[Temperance] to notice your renewed enmity,
loyalty or disdain, etc...
You decide how much weight to give the new
Intimacy compared to your other ideals, plans
and loyalties.
At the end of the story, the Intimacy is no longer
a perfect defense but may be retained.

Second Edition Core, p. 200 Trait: 2 / Essence: 1 Second Edition Core, p. 200 Trait: 4 / Essence: 2 Second Edition Core, p. 201 Trait: 5 / Essence: 4

Sun-King Radiance Spirit-Maintaining Maneuver Unhesitating Dedication


Permanent Reflexive Simple
Instant Instant Indefinite
Obvious Combo-OK, Social Combo-OK, Stackable
0 : Characters who are loyal to you may replace 5 per 1w : You are able to resist unnatural mind 4 , 1w : You dedicate yourself to a new goal or
their [Essence] with your [Integrity] when control effects and Virtue compulsions at a ideal, treating one of your Intimacies as an
calculating their Mental Defense. reduced Willpower cost of 1 Willpower per 5 additional Motivation with all the benefits and
motes spent. drawbacks thereof.
It also imposes a -2 Internal penalty on
characters loyal to you when they are actively If you pay the entire cost in Essence, you do not If you do not already have an Intimacy to the
attempting to betray that loyalty gain any Limit. chosen ideal, you establish one instantly with the
Charm
Solars and Abyssals are unaffected by the If you would normally break free of a mental
Charm. influence after spending a certain amount of You can have a number of additional
Willpower, you are treated as having spent the Motivations equal to [Conviction]
Willpower even if you pay in motes

Second Edition Core, p. 201 Trait: 5 / Essence: 4 Second Edition Core, p. 201 Trait: 4 / Essence: 2 Second Edition Core, p. 202 Trait: 3 / Essence: 2

First Investigation Excellency Second Investigation Excellency Third Investigation Excellency


Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
No Charm or combination of Charms may add
added dice. up.
more than [Attribute + Ability] dice to a single
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1
Infinite Investigation Mastery Investigation Essence Flow Craft Observation Method
Simple Permanent Simple (DV -1)
One Scene Instant Instant
None None Combo-OK
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 5 : This Charm functions exactly as a dramatic
Investigation Excellencies by 1 per 2 Investigation Excellencies as innate powers. Investigation action that takes up to 15 minutes,
committed. Charms invoked as innate powers do not count save that you perform it in a handful of seconds
as Charm use for that action. and do not need to ransack the scene.
Exalted with Essence 3 can commit up to 6 .
Exalted with Essence 4+ can commit more. Charm is incompatible with effects that reduce
Apply discount to the total expenditure on mote cost of Excellencies.
Excellencies relating to a given roll.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 213 Trait: 3 / Essence: 2

Evidence-Discerning Method Judge's Ear Technique Irresistible Questioning Technique


Simple (5 long ticks) Reflexive (Step 1) Simple (6 long ticks)
One Story One Scene one Scene
Combo-OK Combo-OK Combo-OK, Compulsion, Obvious, Social
5 , 1w : Make an Investigation roll to profile 3 : You recognize as lies all deliberate lies 4 : During an interrogation, roll [Appropriate
someone's personality. presented to you. Social Attribute + Investigation].
You need not interact with the target, but must You can also recognize deliberate use of This is an unnatural mental influence, resisted
have sufficient material evidence of the targets half-truths, though you will not be aware which by the targets MDV. If successful, the target is
personality to estimate their nature. If they send part of a given statement is true. compelled to answer all your questions honestly.
out deliberately misleading cues, you suffer an If another Charm contests these effects, add your Resisting the effect costs 1 Willpower per five
external penalty equal to their [[Manipulation +
[Essence] in automatic successes to the minutes, to a maximum of 3 Willpower, and the
Socialize] /2] to your initial roll. [Perception + Investigation] roll to contest the compulsion lasts a scene.
Each success reduces external penalties on all other Charm
Increase the targets MDV by 3 if an Exalt has
dramatic, social and mass combat actions you used this or a similar Charm on the target during
take against the target, maximum reduction of
this story.
your [Essence].
You may have only one profile of a target,
which lasts as long as the Essence is committed.
You may not reroll unless the story ends or an
important new piece of evidence is found.
Second Edition Core, p. 213 Trait: 4 / Essence: 1 Second Edition Core, p. 213 Trait: 2 / Essence: 1 Second Edition Core, p. 213 Trait: 3 / Essence: 2

Courtiers Eye Technique Consumer-Evaluating Glance Know the Soul's Price


Simple Reflexive Reflexive
Instant Instant Instant
Combo-OK Combo-OK, Compulsion Combo-OK, Servitude
3 : Target one individual you can sense and roll 2 : Use this Charm immediately after 5 , 1w : Use this Charm immediately after
[Perception + Investigation], adding your interacting with a target. interacting with a target.
[Essence] in automatic successes.
Roll [Perception + Investigation] with a Roll [Perception + Investigation] with a
If the target is concealing their identity or difficulty of 1 and an external penalty equal to difficulty of 1 and an external penalty equal to
Resources at all, you suffer an external penalty the targets [[Manipulation + Socialize] /2]. the targets [[Manipulation + Socialize] /2].
of their [[Manipulation + Socialize] /2].
On a success, the targets player is forced to On a success, the targets player must declare the
On a success, you learn the targets Influence and declare the targets intentions in this interaction. target's price. If you meet this price, the Charm
Resources ratings. In addition you can estimate invokes an unnatural Servitude effect. The target
how many allies the target considers himself to becomes loyal to you and must spend 1
have in the immediate circumstances and how Willpower per scene to act in a knowingly
much wealth and power the target wields disloyal fashion.
through organization-specific backgrounds.
The Servitude lasts until you betray the bargain
You cannot use this Charm on a single target or the target has spent a total of 10 Willpower to
more than once per Scene. act disloyally.

Second Edition Core, p. 214 Trait: 3 / Essence: 1 Second Edition Core, p. 214 Trait: 3 / Essence: 1 Second Edition Core, p. 214 Trait: 4 / Essence: 2
First Larceny Excellency Second Larceny Excellency Third Larceny Excellency
Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
more than [Attribute + Ability] dice to a single added dice. up.
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Larceny Mastery Larceny Essence Flow Flawlessly Impenetrable Disguise


Simple Permanent Simple (6 long ticks)
One Scene Instant Until the character sleeps
None None Combo-OK
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 7 : User is perfectly disguised. May change
Larceny Excellencies by 1 per 2 committed. Larceny Excellencies as innate powers. skin coloration, texture, hair and eye color. Can
seem 1/2 or 2x actual age, change ethnicity,
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
gender, height by 10%. Can change voice,
Exalted with Essence 4+ can commit more. as Charm use for that action.
accent, speaking style and scent.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
mote cost of Excellencies. When activated, User rolls ([Wits or
Excellencies relating to a given roll.
Manipulation] + Larceny). Inhuman senses must
beat that roll at +4 difficulty to penetrate.
Cannot perfectly imitate another's appearance.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 227 Trait: 4 / Essence: 2

Perfect Mirror Flawless Pickpocketing Technique Stealing from Plain Sight Spirit
Simple (6 long ticks) Supplemental Simple
One hour Instant (Essence) DV refreshes
Combo-OK Combo-OK Combo-OK
10 , 1w : User can perfectly emulate another 3 : User perfectly pickpockets a valid target. 5 : User perfectly steals something. Cannot
being. Can change appearance as Flawlessly Cannot steal items in active use unless target is steal items in active use unless possessed by an
Impenetrable Disguise as well as appear up to an extra. extra.
1/2 or 2x Essence and emulate mystical traits.
If a Charm opposes, roll (Dexterity + Larceny) + If a Charm opposes, roll ([Dexterity or Wits] +
When activated, User rolls ([Wits or (Essence successes) vs. the other Charm's Larceny) + (Essence successes) vs. the other
Manipulation] + Larceny). Inhuman senses must effects. Charm's effects.
beat that roll at +4 difficulty to penetrate.
Inhuman senses have +4 difficulty to catch user. Inhuman senses have +4 difficulty to catch user.
User does not know things only known to target +8 difficulty to notice item's absence.
but can flawlessly bluff ignorance. 5 , 1w : User may even steal something
unreachable.

Second Edition Core, p. 228 Trait: 5 / Essence: 3 Second Edition Core, p. 228 Trait: 2 / Essence: 1 Second Edition Core, p. 229 Trait: 5 / Essence: 2
Lock-Opening Touch Door-Evading Technique First Linguistics Excellency
Supplemental Reflexive Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
3 : User perfectly opens a lock. If user has no 10 , 1w : User can bypass a single closed portal 1 / die: Add one die per mote to a single roll. If
tools, still succeeds but Charm is Obvious. with a Move action. defending, roll and add +1 DV per success.
If opposed by magic, roll (Dexterity + Larceny) Only allows passage through objects designed No Charm or combination of Charms may add
+ (Essence successes) vs. effect. for people, animals or spirits to pass through. more than [Attribute + Ability] dice to a single
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 229 Trait: 3 / Essence: 1 Second Edition Core, p. 229 Trait: 5 / Essence: 4 Second Edition Core, p. 183 Trait: 1 / Essence: 1

Second Linguistics Excellency Third Linguistics Excellency Infinite Linguistics Mastery


Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Linguistics Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3

Linguistics Essence Flow Whirling Brush Method Flawless Brush Discipline


Permanent Supplemental Simple
Instant Instant Instant
None Combo-OK Combo-OK, Emotion
0 : User may invoke First, Second and Third 4 : User can write at [Essence x 10] times 8 : [Essence + Linguistics] to determine beauty
Linguistics Excellencies as innate powers. normal speed. of writing.
Charms invoked as innate powers do not count Roll [Charisma + Performance] when writing.
as Charm use for that action. Readers with lower MDV feel adoration or love
for User as unnatural influence.
Charm is incompatible with effects that reduce
mote cost of Excellencies. Target can spend 3w to break commitment. 1w
to resist for scene.
Target cannot be affected again by user's
Flawless Brush Discipline for one year.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 232 Trait: 1 / Essence: 1 Second Edition Core, p. 232 Trait: 5 / Essence: 3
Letter-Within-a-Letter Technique Discerning Savant's Eye Sagacious Reading of Intent
Simple Reflexive (Step 2) Reflexive (Step 2)
Instant One scene Instant
Combo-OK Combo-OK Combo-OK, Social
6 : Hide a message within another written 6 , 1w : Understand encoded, obscured and 3 : Perfectly negates social attack if attacker's
work. Only intended targets can perceive it. hidden communication as though it were clear. purpose is fundamentally hostile to user or user's
Concealed message can include natural or Opposes concealing effects such as Motivation.
unnatural mental influence, used as a surprise Letter-Within-a-Letter Technique.
attack. User never surprised by social attacks while
Add [user's Linguistics] successes to Socialize Charm is active.
surprise roll.

Second Edition Core, p. 232 Trait: 4 / Essence: 2 Second Edition Core, p. 232 Trait: 5 / Essence: 2 Second Edition Core, p. 233 Trait: 1 / Essence: 1

Poetic Expression Style Excellent Emissary's Tongue Twisted Words Technique


Reflexive Permanent Supplemental
One scene Varies Instant
Combo-OK None Combo-OK, Compulsion, Illusion
3 : Removes external penalties so user can 0 : Roll [Intelligence + Linguistics] every 5 6 , 1w : Roll [Manipulation + appropriate
convey tactical or strategic necessities across long ticks of conversing or 1 page of reading a Ability] in unnatural written social attack.
language barriers. foreign language. Must use Linguistics
Readers with less MDV is committed to
Excellency.
Does not apply to social or military actions. intention or belief chosen by user unless 3w
Difficulty 5 with a few days exposure. 7 with a spent.
scene. 10 with a few words.
Resist for scene for 1w . Target gets +3 MDV for
If used in social conflict, all participants get +3 every previous use of this or similar Charm this
MDV. story.

Second Edition Core, p. 233 Trait: 2 / Essence: 1 Second Edition Core, p. 233 Trait: 3 / Essence: 3 Second Edition Core, p. 234 Trait: 4 / Essence: 2

Unbreakable Fascination Method First Lore Excellency Second Lore Excellency


Simple (Dramatic Action) Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK, Obvious Combo-OK Combo-OK
10 , 1w : User speaks before crowd and anima 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
flares to the totemic level. defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
motes spent. Each added success counts as two
All within hearing must listen raptly unless No Charm or combination of Charms may add
added dice.
defended by Charm. User rolls [Charisma + more than [Attribute + Ability] dice to a single
Linguistics] vs. [audience MDV]. Success roll. No Charm or combination of Charms may add
means awed reaction. more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
Members can resist for one action by success on Excellency. Is incompatible with Third
Temperance roll or spending 1w . Spending Excellency Can be comboed or used with Second
[user's Essence] willpower frees from effects. Excellency. Is incompatible with Third
Excellency
Effects end when user takes some other action.

Second Edition Core, p. 234 Trait: 5 / Essence: 4 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1
Third Lore Excellency Infinite Lore Mastery Lore Essence Flow
Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Lore Excellencies by 1 per 2 committed. Lore Excellencies as innate powers.
increase the relevant DV by Ability, rounded Charms invoked as innate powers do not count
Exalted with Essence 3 can commit up to 6 .
up. as Charm use for that action.
Exalted with Essence 4+ can commit more.
This Charm may not affect any roll that has been Charm is incompatible with effects that reduce
Apply discount to the total expenditure on
enhanced with the First or Second Excellency.
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Harmonious Academic Methodology Legendary Scholar Curriculum Chaos-Repelling Pattern


Simple (Dramatic Action) Permanent Simple
One Week One Week One Hour
Obvious, Touch, Training Obvious Combo-OK, Obvious
10 , 2w : Train an organized social group for at 0 : Permanently enhances Harmonious 8 : A circle around the character with a radius
least 5 hours every week. Each week pick one Academic Methodology. The solar may now use equal to their Essence in yards functions
trait: Conviction, Temperance, Perception, that charm to train any of the following: according to the natural laws of Creation
Intelligence, Craft (Air, Earth, Fire, Water, or regardless of where it actually is.
Scholarly Abilities possessed at 4 or more, such
Wood), Investigation, Lore, Linguistics, as Awareness, Bureaucracy, exotic Crafts,
Performance, Presence, or Socialize. Trait is
Integrity, Larceny, Medicine, and Occult.
increased by 1 to a maximum of 4 for each
member of the unit. Virtues - which may be raised to 4.
The Solar may increase their own traits this way. Charisma, Manipulation, Wits, and Appearance.
The Solar may not raise other's traits past their Specialties for any Ability which would also be
own. a valid target.

Second Edition Core, p. 215 Trait: 5 / Essence: 3 Second Edition Core, p. 215 Trait: 5 / Essence: 4 Second Edition Core, p. 216 Trait: 3 / Essence: 3

Wyld-Shaping Technique Wyld Cauldron Technology Essence Lending Method


Simple (Dramatic Action) Permanent Simple (Speed 4)
Instant Instant Instant
Combo-OK, Obvious, Shaping Combo-OK, Obvious, Touch
20 , 1w : Extended roll (Intelligence + Lore), 0 : Enhances Wyld Shaping Technique. 3 : The Solar may transfer up to 3 times their
each roll requires 5 hours and the charm's cost. Land or Wealth may be made permanent if the Essence in motes to another character. These
Difficulty is 1 (Pure Chaos), 3 (Deep Wyld), 5 motes go into Personal Essence first, then
Solar sacrifices an amount of Jade or Oricalcum
(Middlemarches) or 10 (Bordermarches). Peripheral, up to their normal maxima.
of equal Resources value or a number of XP
Successes may be spent as follows: equal to twice the value. This does not constitute Essence expenditure for
Demense cost successes equal to the Level. Anima flare.
Manses and Artifacts may be made permanent
Land costs successes equal to its Resources. using materials brought in from Creation.
Manses or Artifacts can be created by using Existing people or groups may be shaped. This
successes for Craft on a one-for one basis. applies an external penalty equal to the target's
Extras may be purchased with a Cost of their MDV. Success allows the target's Motivation to
rating as the Followers Background. be changed, and Mutation points equal to the
Solar's Essence may be added. For 4w the target
Portable wealth may be created for a cost equal may resist, or for 2w it may impose a condition
to its Resources value. upon the changes the Solar may make. The
See the rulebook for more information. target must be in the Wyld and within (Essence
x 10) yards of the Solar.
Second Edition Core, p. 216 Trait: 5 / Essence: 3 Second Edition Core, p. 217 Trait: 5 / Essence: 4 Second Edition Core, p. 217 Trait: 3 / Essence: 1
Will-Bolstering Method Power-Awarding Prana Order-Affirming Blow
Simple Simple Simple
Instant Indefinite Instant
Combo-OK, Obvious, Touch Combo-OK, Touch Combo-OK, Shaping, Touch
5 , 1w : The Solar may transfer up to their 15 , 1w : Target an Essence 1 character who 15 , 1w / Target's Essence: This charm shatters
Essence in Willpower to another character. cannot channel Essence. Raise Target's Essence all Shaping effects on the target and renders the
These motes go into the target's Willpower pool by 1. Target gains an (empty) Essence pool of target immune to shaping for the scene. Outside
up to their normal maximum. 15. The target gains the ability to regain essence of the Wyld this charm instantly destroys
like a Solar, and the ability to learn Solar Fair-Folk.
This does not constitute Willpower expenditure
Charms for which they meet the requirements
for the purposes of limits and social combat.
for 10x .
These advantages go away when the Solar
deactivates the charm.

Second Edition Core, p. 217 Trait: 3 / Essence: 1 Second Edition Core, p. 218 Trait: 4 / Essence: 3 Second Edition Core, p. 218 Trait: 5 / Essence: 4

Immanent Solar Glory First Martial Arts Excellency Second Martial Arts Excellency
Permanent Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Indefinite Instant Instant
Obvious Combo-OK Combo-OK
0 : Each hour spent inspiring the people or 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
performing Administrative tasks for a social unit defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
the Solar commands allows the Solar to regain motes spent. Each added success counts as two
No Charm or combination of Charms may add
motes equal to the unit's magnitude. added dice.
more than [Attribute + Ability] dice to a single
In addition each purchase of this charm roll. No Charm or combination of Charms may add
increases the Solar's peripheral essence pool by Can be comboed or used with Second more than [Attribute + Ability] dice to a single
10. These extra motes cannot be committed to an roll.
Excellency. Is incompatible with Third
artifact and cannot be regained through normal Excellency Can be comboed or used with Second
essence regain, only through essence regain
Excellency. Is incompatible with Third
charms (such as the first part of this charm).
Excellency
The player may purchase this charm a total
number of times equal to the Solar's Essence.

Second Edition Core, p. 218 Trait: 5 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Third Martial Arts Excellency Infinite Martial Arts Mastery Martial Arts Essence Flow
Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Martial Arts Excellencies by 1 per 2 Martial Arts Excellencies as innate powers.
increase the relevant DV by Ability, rounded committed. Charms invoked as innate powers do not count
up.
Exalted with Essence 3 can commit up to 6 . as Charm use for that action.
This Charm may not affect any roll that has been Exalted with Essence 4+ can commit more. Charm is incompatible with effects that reduce
enhanced with the First or Second Excellency.
Apply discount to the total expenditure on mote cost of Excellencies.
Excellencies relating to a given roll.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4
Thunderclap Rush Attack Knockout Blow First Medicine Excellency
Simple (Speed 3, DV -0) Supplemental Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK Combo-OK, Crippling, Obvious Combo-OK
1 : When the Solar makes an unarmed Martial 4 , 1w : This Charm supplements an unarmed 1 / die: Add one die per mote to a single roll. If
Arts attack. This Charm has a lower Speed and Martial Arts attack. If the attack deals damage defending, roll and add +1 DV per success.
DV penalty than normal attacks. and the [damage successes x Exalts Essence] is No Charm or combination of Charms may add
This Charm is a Solar-only extension of the greater than the targets remaining health levels, more than [Attribute + Ability] dice to a single
this Charm knocks the target unconscious. The
celestial Martial Art Solar Hero Style. roll.
target remains so for a scene.
Can be comboed or used with Second
This Charm is a Solar-only extension of the
Excellency. Is incompatible with Third
celestial Martial Art Solar Hero Style.
Excellency

Second Edition Core, p. 190 Trait: 3 / Essence: 2 Second Edition Core, p. 190 Trait: 4 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1

Second Medicine Excellency Third Medicine Excellency Infinite Medicine Mastery


Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Medicine Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3

Medicine Essence Flow Touch of Blissful Release Contagion-Curing Touch


Permanent Simple (Speed 5) Supplemental
Instant [Essence] hours Instant
None Combo-OK, Touch Combo-OK, Touch
0 : User may invoke First, Second and Third 5 : Cancel up to 3 points of the targets penalties 2 : This Charm supplements a Medicine-based
Medicine Excellencies as innate powers. from Sickness, Poison and Crippling effects and action to treat a patient.
wound penalties.
Charms invoked as innate powers do not count You can treat patients in unfavorable conditions
as Charm use for that action. The Charms effects linger for 5 minutes after the without medicines, penalties or stunts.
duration expires and is not physically addictive
Charm is incompatible with effects that reduce The time taken for treatment is unaffected.
to the target.
mote cost of Excellencies.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 218 Trait: 2 / Essence: 2 Second Edition Core, p. 218 Trait: 3 / Essence: 2
Wound-Mending Care Technique Anointment of Miraculous Health Wound-Cleansing Meditation
Supplemental Simple (Speed 5) Supplemental
Until the day ends Indefinite Instant
Combo-OK, Touch Combo-OK, Obvious, Touch Combo-OK, Obvious, Touch
10 : This Charm supplements a dramatic action 10 : This Charm gives the target a number of 10 : This Charm enhances a dramatic action to
to treat, monitor and tend to a patient. temporary -1 health levels equal to your treat, monitor and tend to a patient.
You spend one hour on the dramatic action, [Essence] You spend one hour on the dramatic action,
without a stunt or Charm, and roll [Intelligence These health levels are the first lost when the without a stunt or Charm, and roll [Intelligence
+ Medicine]. target takes damage, and are never healed back. + Medicine].
The Charm replaces the normal benefits of When you stop committing Essence to the The Charm replaces the normal benefits of
medical care, instead allowing the target to Charm, the health levels fade without ill effect, medical care, instead converting the targets
recover a number of lethal or bashing health whether or not they have been lost. Aggravated wound levels to Lethal wound levels
levels equal to the successes rolled, at the end of on a successful roll.
They will also fade if you use the Charm on the
the day. same target again.
If the target spends the day resting, they gain
additional bashing and lethal health levels equal
to your [Essence].
This Charm can only be used on one target once
per day.

Second Edition Core, p. 219 Trait: 3 / Essence: 2 Second Edition Core, p. 219 Trait: 4 / Essence: 2 Second Edition Core, p. 219 Trait: 3 / Essence: 2

Flawless Diagnosis Technique Ailment-Rectifying Method Body-Purifying Admonitions


Reflexive Permanent Permanent
Instant Instant Instant
Combo-OK Touch Touch
1 : You automatically determine which of the 0 : You may cure any Sickness effect, making 0 : You may cure any Poison effect, making
targets observable traits and described symptoms your attempts to do so 'supernatural'. your attempts to do so 'supernatural'
are medically related.
If will halve the length of a patients If you roll 5+ successes on your Medicine roll to
If you use this Charm in the process of a formal convalescence. treat an ordinarily incurable poison, you may
diagnosis, normally a dramatic [Perception + spend 5 motes to banish it from the patients
If you roll 5+ successes on your Medicine roll to
Medicine] action with [Speed 5, long ticks], you treat an ordinarily incurable illness, you may system.
are protected from any error in diagnosis.
spend 5 motes to banish it from the patients Treating poison in this way is a dramatic
With enough information, you will accurately system. Medicine-based action that takes 20 minutes
identify each condition, its source, and its unless sped by a stunt or a Charm.
Treating sickness in this way is a dramatic
additional effect. If you do not have enough Medicine-based action that takes one hour
information you will recognize that some key
unless sped by a stunt or a Charm.
piece of the puzzle is missing.

Second Edition Core, p. 220 Trait: 1 / Essence: 1 Second Edition Core, p. 220 Trait: 3 / Essence: 2 Second Edition Core, p. 220 Trait: 3 / Essence: 2

Wholeness-Restoring Meditation Instant Treatment Methodology First Melee Excellency


Permanent Simple (Speed 7, DV -1) Reflexive (Step 1 or 2)
Permanent Instant Instant
Touch Combo-OK, Touch Combo-OK
0 : You may cure any Crippling effect, making 7 : This Charm is a Medicine-based action in 1 / die: Add one die per mote to a single roll. If
your attempts to do so 'supernatural' which you treat a patient. defending, roll and add +1 DV per success.
If you roll 5+ successes on your Medicine roll to You may perform any Medicine-based dramatic No Charm or combination of Charms may add
treat an ordinarily incurable Crippling effect, action that normally takes up to one hour in a more than [Attribute + Ability] dice to a single
you may spend 5 motes to restore the patient. handful of seconds. roll.
Treating poison in this way is a dramatic The Charm does not remove the need for Can be comboed or used with Second
Medicine-based action that takes one hour appropriate medicine, surgical tools and Excellency. Is incompatible with Third
unless sped by a stunt or a Charm. suchlike, but you may stunt or Combo to work Excellency
around these limitations.
It takes the patient several days of convalescence
to repair otherwise permanent damage such as The Charm only speeds the portion of treatment
lost limbs or blindness. that actively involves you. It does not accelerate
rest or recovery performed by the patient on
their own, but can act as the dramatic action
required by several other Medicine Charms.

Second Edition Core, p. 220 Trait: 3 / Essence: 3 Second Edition Core, p. 220 Trait: 2 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1
Second Melee Excellency Third Melee Excellency Infinite Melee Mastery
Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Melee Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3

Melee Essence Flow Hungry Tiger Technique Fire and Stones Strike
Permanent Supplemental Supplemental
Instant Instant Instant
None Combo-OK Combo-OK
0 : User may invoke First, Second and Third 1 : You spend 1 mote and make an melee 1 / die: You spend up to (Strength) motes and
Melee Excellencies as innate powers. attack. You count successes on the attack roll make a melee attack. If attack hits add one die to
twice when determining raw damage. the post-soak damage for each 1 spent.
Charms invoked as innate powers do not count
as Charm use for that action.
Charm is incompatible with effects that reduce
mote cost of Excellencies.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 190 Trait: 2 / Essence: 1 Second Edition Core, p. 190 Trait: 3 / Essence: 1

One Weapon, Two Blows Peony Blossom Attack Iron Whirlwind Attack
Reflexive (Step 1) Extra Action Extra Action
One Action Instant Instant
Combo-OK Combo-OK, Obvious Combo-OK, Obvious
1 : You add one to the Rate and Accuracy of 2 / attack: You buy up to (permanent Essence 5 , 1w : You make up to (Dexterity +1) attacks.
your weapon until your next action. +1) attacks. This is a magical flurry, and you make these
This is a magical flurry, and you make these attacks regardless of your weapon's Rate,
attacks regardless of your weapon's Rate, without multiple action penalties, and with a DV
without multiple action penalties, and with a DV penalty equal to only the highest penalty for one
penalty equal to only the highest penalty for one attack.
attack.

Second Edition Core, p. 191 Trait: 2 / Essence: 1 Second Edition Core, p. 191 Trait: 3 / Essence: 2 Second Edition Core, p. 191 Trait: 5 / Essence: 2
Invincible Fury of the Dawn Call the Blade Summoning the Loyal Steel
Permanent Reflexive (Step 2) Simple (Speed 3)
N/A Instant Indefinite
None Obvious Combo-OK
0 : Increase the number of attacks received 1 : If your desired weapon is within (Essence x 1 : Banish a melee weapon that you own and
from Peony Blossom Attack and Iron Whirlwind 10) yards, and a flight path exists between the have used to inflict damage in battle to
attack by +2. weapon and your hand, then draw the weapon Elsewhere by committing 1 mote.
This charm may increase custom melee into your grasp. You can draw the weapon directly from
extra-action charms at the Storyteller's You must own the weapon. Elsewhere later as a miscellaneous action ending
discretion. the charm.
You can draw and ready a sheathed weapon
reflexively. If you cancel the committed Essence while the
weapon is Elsewhere it immediately falls to your
side.
You can draw this weapon from Elsewhere
using the Charm Call the Blade.

Second Edition Core, p. 191 Trait: 5 / Essence: 4 Second Edition Core, p. 192 Trait: 2 / Essence: 2 Second Edition Core, p. 192 Trait: 3 / Essence: 2

Glorious Solar Saber Iron Raptor Technique Blazing Solar Bolt


Simple Simple (Speed 5) Simple (Speed 4)
One Scene Instant Instant
Combo-OK, Holy, Obvious Combo-OK, Obvious Combo-OK, Holy, Obvious
6+ , 1w : You manifest a gleaming blade as bright 2 : You can male melee attacks against targets 3 , 1w : You make a melee attack
as a torch of the Sun that inflicts aggravated up to (Essence x 8) yards away. (Dexterity+Melee+Essence), which ignores
damage to creatures of darkness. This weapon 4 : If you have Essence 3 or more you can
cover, casting solar fire at your target
can be summoned to your hand as a (Essenceex10) yards away. It cannot be blocked
throw a burning arc of energy instead of the
miscellaneous action. without a charm or other magic.
weapon. This attack cannot be blocked without a
This weapon has unlimited Rate, and you can stunt or a charm. It does a base Lethal damage of
define the traits of the weapon as either a light (Strength+Willpower). It deals Aggravated
agile or large blade. damage against Creatures of Darkness.
You can summon paired blades by increasing
the cost to 10, 1w . You can purchase this charm
up to Melee times for different blades.

Second Edition Core, p. 192 Trait: 4 / Essence: 3 Second Edition Core, p. 192 Trait: 3 / Essence: 2 Second Edition Core, p. 192 Trait: 5 / Essence: 3

Dipping Swallow Defense Bulwark Stance Heavenly Guardian Defense


Reflexive (Step 2) Reflexive (Step 2) Reflexive (Step 2)
Instant Until next action Instant
Combo-OK Combo-Basic Combo-OK, Obvious
2 : You ignore all penalties that apply to your 5 : You ignore any penalties that apply to your 4 : This is a perfect parry against any attack that
Parry DV. If your Parry DV is inapplicable then Parry DV, including penalties invoked by your is not unexpected; you must have a weapon in
it's still 0, but it takes no further penalties. own attack. Effects of inapplicability are not your hand. Mundane weapons break when used
considered penalties to DV. to block an attack of 25L or more raw damage.
This charm has one of the Four Flaws of
Invulnerability.

Second Edition Core, p. 192 Trait: 2 / Essence: 1 Second Edition Core, p. 193 Trait: 3 / Essence: 2 Second Edition Core, p. 193 Trait: 4 / Essence: 2
Fivefold Bulwark Stance Solar Counterattack Ready in Eight Directions Stance
Simple Reflexive (Step 9) Reflexive (Step 9)
One Scene Instant Until Next Action
Combo-OK Combo-OK, Counterattack Combo-basic, Obvious
5 , 1w : This charms removes the Onslaught 3 : After you use your Parry DV you do a 5 : Until your next action, whenever you use
penalty of character's attacks imposed on your counterattack which is resolved on Step 9 of your Parry DV, you may make a counterattack.
DV. It also reduces the defense penalty of each your attacker's resolution.
action by one, to a minimum of zero.

Second Edition Core, p. 194 Trait: 5 / Essence: 2 Second Edition Core, p. 194 Trait: 4 / Essence: 1 Second Edition Core, p. 194 Trait: 5 / Essence: 2

Protection of Celestial Bliss First Occult Excellency Second Occult Excellency


Permanent Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Instant Instant Instant
None Combo-OK Combo-OK
0 : You may prepare one invocation of 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
Heavenly Guardian Defense in advance, but the defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
motes remain committed until invoked to block motes spent. Each added success counts as two
No Charm or combination of Charms may add
an attack. Invoking this charm does not count as added dice.
more than [Attribute + Ability] dice to a single
a charm use. roll. No Charm or combination of Charms may add
If you have Essence 6 or higher you may prepare Can be comboed or used with Second more than [Attribute + Ability] dice to a single
invocations up to your Melee score. The cost to roll.
Excellency. Is incompatible with Third
activate Heavenly Guardian Defense is 3 motes. Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 194 Trait: 5 / Essence: 5 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Third Occult Excellency Infinite Occult Mastery Occult Essence Flow


Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Occult Excellencies by 1 per 2 committed. Occult Excellencies as innate powers.
increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
up.
Exalted with Essence 4+ can commit more. as Charm use for that action.
This Charm may not affect any roll that has been
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
enhanced with the First or Second Excellency.
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4
Terrestrial Circle Sorcery Celestial Circle Sorcery Solar Circle Sorcery
Permanent Permanent Permanent
Instant Instant Instant
None None None
0 : User can take Terrestrial Circle Sorcery 0 : User can take Celestial Circle Sorcery 0 : User can take Solar Circle Sorcery actions
actions (p. 252). actions (p. 252). (p. 252).

Second Edition Core, p. 220 Trait: 3 / Essence: 3 Second Edition Core, p. 221 Trait: 4 / Essence: 4 Second Edition Core, p. 221 Trait: 5 / Essence: 5

Spirit-Detecting Glance Spirit-Cutting Attack Ghost-Eating Technique


Reflexive (Step 1) Supplemental Reflexive (Step 10)
One scene Instant Instant
Combo-OK Combo-OK, Obvious Combo-OK, Obvious
3 : User can see, hear, smell and feel - but not 1 : Dematerialized creatures are valid targets 2 : User steals (Essence x 2) motes from spirit
touch - dematerialized creatures within normal for a user's attack. on successful attack.
sensory range.
Charm may supplement actions using other If spirit loses last health level and dissipates
Abilities. from attack, spirit is forever destroyed and will
never be remade.

Second Edition Core, p. 221 Trait: 2 / Essence: 2 Second Edition Core, p. 221 Trait: 2 / Essence: 2 Second Edition Core, p. 221 Trait: 4 / Essence: 3

Spirit-Repelling Diagram All-Encompassing Sorcerer's Sight Sorcerer's Burning Chakra Charm


Simple Reflexive (Step 1) Permanent
One scene One scene Varies
Combo-OK, Compulsion, Obvious None None
10 : Dematerialized spirits compelled to stay 6 : User can see patterns of Essence. All 0 : User receives benefits of All-Encompassing
(user's Essence) yards away from user. Charms are Obvious. Dematerialized and Sorcerer's Sight when anima banner at or
invisible creatures are visible. Artifacts, manses beyond 4-7 mote level.
Dematerialized spirits may pay (user's Essence)
and demenses are recognized as such. Character
willpower to resist for rest of scene. User may commit 1 mote to cause Caste mark to
automatically recognizes Essence 4+ creatures burn and receive benefits of All-Encompassing
as magical. Sorcerer's Sight.
Add (target's Essence) dice when rolling to
pierce Stealth.
Roll (Intelligence + Occult) to identify exact
effects of unknown Charm or spell at difficulty
5. Read rating of Essence, demense, manse or
artifact at difficulty 2.

Second Edition Core, p. 221 Trait: 5 / Essence: 2 Second Edition Core, p. 222 Trait: 5 / Essence: 2 Second Edition Core, p. 222 Trait: 5 / Essence: 4
First Performance Excellency Second Performance Excellency Third Performance Excellency
Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded up.
more than [Attribute + Ability] dice to a single added dice. This Charm may not affect any roll that has been
roll. No Charm or combination of Charms may add enhanced with the First or Second Excellency.
more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Performance Mastery Performance Essence Flow Respect Commanding Attitude


Simple Permanent Simple (4 long ticks)
One Scene Instant One Scene
None None Combo-OK, Compulsion, Social
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 5 : User rolls an appropriate Social Attribute +
Archery Excellencies by 1 per 2 committed. Archery Excellencies as innate powers. Performance, as he does a performance or
oration.
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
Exalted with Essence 4+ can commit more. as Charm use for that action. This Charm exerts unnatural mental influence on
everyone who can see or hear the user.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
Excellencies relating to a given roll. mote cost of Excellencies. If the extra successes on the roll exceed a given
target's MDV, that target suffers a compulsion to
stay in the Exalt's company and respectfully
observe the performance.
Targets can resist this compulsion for five
minutes with 1w , up to a maximum of 3w per
scene.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 202 Trait: 3 / Essence: 2

Phantom-Conjuring Performance Heart-Compelling Method Memory-Reweaving Discipline


Permanent Supplemental Simple (5 long ticks)
Variable One Scene Instant
Obvious Combo-OK, Emotion, Social Combo-OK, Illusion, Social
This Charm allows the Solar to create ghostly 6 : This Charm supplements 10 , 1w : This Charm is a social attack that
images, Essence flares, ethereal music and Performance-based rolls. encourages a specific belief.
strange sensory effects.
This Charm exerts unnatural mental influence on This Charm requires an appropriate Performance
This charm must be used with a Performance every valid target of the roll. roll.
Excellency or Presence Excellency
If the extra successes exceed the target's MDV, This Charm exerts unnatural mental influence on
These effects must remain within (Essence x 10) this Charm inspires the desired emotion for a every valid target of the roll.
yards of the user. scene. If the extra successes exceed a target's MDV,
These effects cannot be used to confuse or Resisting this Charm costs 2w . this Charm creates an instant intimacy.
deceive others without a stunt.
Targets can resist the illusion for 1w per scene.

Second Edition Core, p. 202 Trait: 3 / Essence: 3 Second Edition Core, p. 202 Trait: 4 / Essence: 2 Second Edition Core, p. 202 Trait: 5 / Essence: 2
Husband-Seducing Demon Dance First Presence Excellency Second Presence Excellency
Simple (6 long ticks) Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK, Emotion, Obvious, Social Combo-OK Combo-OK
10 , 1w : The user rolls (Charisma or 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
Manipulation) + Performance + Appearance. defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
This charm exerts unnatural mental influence on No Charm or combination of Charms may add motes spent. Each added success counts as two
all who witness it. more than [Attribute + Ability] dice to a single added dice.

If the extra successes on the roll exceeds a roll. No Charm or combination of Charms may add
more than [Attribute + Ability] dice to a single
target's MDV, the target instantly falls in love Can be comboed or used with Second
roll.
with the Solar. Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
This charm can be resisted with 2w when it is
Excellency. Is incompatible with Third
used.
Excellency
This charm creates an intimacy to the Solar in all
targets.
The intimacy can be broken, but the victim must
spend 1w each scene they try to break it.

Second Edition Core, p. 203 Trait: 5 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Third Presence Excellency Infinite Presence Mastery Presence Essence Flow


Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Archery Excellencies by 1 per 2 committed. Archery Excellencies as innate powers.
increase the relevant DV by Ability, rounded up.
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
This Charm may not affect any roll that has been Exalted with Essence 4+ can commit more. as Charm use for that action.
enhanced with the First or Second Excellency.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Hypnotic Tongue Technique Majestic Radiant Presence Terrifying Apparition of Glory


Simple Reflexive (Step 2) Supplemental
Solar's Charisma in days One Scene Instant
Combo-OK, Social, Stackable, Touch Obvious, Social Combo-OK, Social
10 , 1w : The user rolls Manipulation + Presence 7 : This Charm negates any physical or social 3 : This charm renders the target's Dodge MDV
to create a Compulsion. attack made against the user. inapplicable.
This Charm exerts unnatural mental influence. This Charm exerts unnatural mental influence. 2 : Requires Majestic Radiant Presence to be

If the extra successes exceeds the target's MDV, This effect can be resisted by a difficulty 1 Valor active.
the target must follow one order given by the roll or a difficulty 2 Willpower roll.
user. The type of roll is chosen by the user when the
The order can be resisted with 1w a day. charm is bought.
The target is not aware of the effect unless she The victim can resist this charm with 3w for a
spends 4w . scene.

Second Edition Core, p. 203 Trait: 3 / Essence: 2 Second Edition Core, p. 204 Trait: 4 / Essence: 3 Second Edition Core, p. 204 Trait: 5 / Essence: 3
Underling Promoting Touch Authority-Radiating Stance Irresistible Salesman Spirit
Simple Simple (4 long ticks) Supplemental
One Story One Scene Instant
Obvious, Touch Combo-OK, Social Combo-Basic, Social
7 , 1w : This Charm enchants a target character. 3 : This charm causes all characters with a 3 : The Charm doubles the successes on a
lower MDV than the user's Presence to believe Presence-based roll.
Whenever the target acts or speaks in the user's
name, she adds the User's Essence in dice to all the Exalt is someone with authority over him.
Presence rolls. The victim can resist this charm with 2w .

This charm exerts unnatural mental influence.


This charm does not cost Limit to resist.

Second Edition Core, p. 204 Trait: 5 / Essence: 3 Second Edition Core, p. 204 Trait: 4 / Essence: 3 Second Edition Core, p. 204 Trait: 4 / Essence: 2

Worshipful Lackey Acquisition Enemy-Castigating Solar Judgment First Resistance Excellency


Simple (6 long ticks) Supplemental Reflexive (Step 1 or 2)
Solar's Charisma in days Instant Instant
Combo-OK, Obvious, Servitude, Social Combo-OK, Holy, Obvious, Social Combo-OK
12 , 1w : The Solar makes a (Charisma or 2 : This charm makes a physical attack Holy 1 / die: Add one die per mote to a single roll. If
Manipulation) + Presence roll, and subtracts the defending, roll and add +1 DV per success.
This charm can also enhance social attacks that
target's MDV from the result.
create guilt, shame, or fear, and make them No Charm or combination of Charms may add
If successful, the Charm compels the target to Holy. more than [Attribute + Ability] dice to a single
serve the Solar loyally. roll.
Holy social attacks makes creatures of darkness
This charm exerts unnatural mental influence. treat it as an unnatural mental influence, and Can be comboed or used with Second
halves a creature of darkness' MDV against it. Excellency. Is incompatible with Third
The victim can resist with 1w each day.
Excellency
This Charm can enhance non-presence rolls.
This Charm creates an instant intimacy to the
Solar.
The intimacy cannot be broken until the Charm's
effects end.

Second Edition Core, p. 205 Trait: 5 / Essence: 4 Second Edition Core, p. 205 Trait: 1 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1

Second Resistance Excellency Third Resistance Excellency Infinite Resistance Mastery


Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, Resistance Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3
Resistance Essence Flow Whirlwind Armor-Donning Prana Hauberk-Lightening Gesture
Permanent Simple Simple (Speed 3)
Instant Instant Indefinite
None Combo-OK Combo-OK, Obvious
0 : User may invoke First, Second and Third 1 : This Charm allows the Exalt to make one 1 : This Charm banishes a suit of armor to
Resistance Excellencies as innate powers. minute's progress on donning armor in a single Elsewhere.
Charms invoked as innate powers do not count action. The Solar can gird herself in that armor directly
as Charm use for that action. The Solar normally uses this Charm for a from Elsewhere. Doing so takes as much time as
Charm is incompatible with effects that reduce number of actions equal to the armor's mobility donning the armor normally would, and she can
penalty in order to complete the armor-donning use Whirlwind Armor-Donning Prana to speed
mote cost of Excellencies.
process. the process.
This Charm applies to personal worn items, If she cancels the Essence committed to this
including body armor, shields, clothing and Charm while the armor is fully or partially
warstriders. Elsewhere, any donned pieces return Elsewhere,
and then, the entire suit appears within arm's
reach.
This Charm applies to body armor and shields,
but not other worn items.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 205 Trait: 1 / Essence: 1 Second Edition Core, p. 205 Trait: 3 / Essence: 3

Glorious Solar Plate Armored Scout's Invigoration Durability of Oak Meditation


Simple Simple Reflexive (Step 7)
One scene Indefinite Instant
Obvious Combo-OK Combo-OK
10 , 1w : This Charm creates a suit of medium or 3 / fatigue/mobility reduction: This Charm 3 : The Solar invokes this Charm after an attack
heavy armor for the Solar. It glows with a bright reduces both the fatigue value and the mobility hits but before damage is rolled. This Charm sets
light and can only be used if not already wearing penalty of the Solar's armor by one, to a her Hardness against that attack to 8.
Armor or a Warstrider. minimum of 0.
The armor has 10L/10B soak, 5 Hardness, a -1 This Charm lasts until the character removes the
mobility penalty and no fatigue penalty. For an armor in question and it applies to any
additional 3 he can create a glowing shield that combination of worn items that give a mobility
gives a +1 cover DV bonus against hand-to-hand or fatigue penalty. This includes clothing, armor,
attacks and a +3 cover DV bonus against ranged shields and warstriders.
attacks.

Second Edition Core, p. 205 Trait: 4 / Essence: 3 Second Edition Core, p. 205 Trait: 4 / Essence: 1 Second Edition Core, p. 206 Trait: 2 / Essence: 1

Spirit Strengthens the Skin Iron Skin Concentration Iron Kettle Body
Reflexive (Step 7) Reflexive (Step 7) Simple
Instant Instant One scene
Combo-OK, Obvious Combo-OK, Obvious
1 / pre-soak damage die: The Solar invokes 2 : The Solar invokes this Charm after an attack 4 , 1w : This Charm gives the character +4A/
this Charm after an attack hits her but before hits him but before damage is rolled. +8L/+8B soak for the scene. This Charm cannot
damage is rolled. be used by characters wearing armor.
Roll (his Stamina + Resistance) against a
This Charm reduces the raw (pre-soak) damage difficulty equal to the attacker's Essence (up to a The defense provided by this Charm is
of the attack by one die for each 1 spent. This maximum of 6). On a success, this Charm compatible with Iron Skin Concentration's
Charm can reduce the damage of the attack to prevents all damage from the attack; on a failure, effects.
zero. this Charm still grants him +4A/+8L/+8B soak.

Second Edition Core, p. 207 Trait: 2 / Essence: 2 Second Edition Core, p. 207 Trait: 3 / Essence: 2 Second Edition Core, p. 207 Trait: 3 / Essence: 2
Adamant Skin Concentration Essence-Gathering Temper Willpower-Enhancing Spirit
Reflexive (Step 7) Reflexive (Step 8) Reflexive (Step 10)
Instant Instant Instant
Combo-OK, Obvious Combo-OK Combo-OK
4 : The Solar invokes this Charm immediately 1 : When hit by an attack which rolls at least 4 : The Solar uses this Charm when hit by an
before the damage of a physical attack or similar one die of damage against the Solar, the Solar's attack that cost him at least one health level of
effect is rolled. This Charm is a perfect defense player rolls two dice for each damage die rolled. damage.
against the raw damage of the attack, reducing it For each success on this roll, to a maximum of The player rolls one die for each health level
to zero after all other effects.
the Solar's Stamina, the User receives a number lost. This Charm restores 1w plus 1w for each
This Charm has one of the Four Flaws of of motes of Essence equal to her permanent success rolled up to the Solar's normal
Invulnerability (see p. 194). Essence score up to his normal maximum. maximum.
The Solar can never gain more than 20 motes
from any combination of Charms including
Essence-Gathering Temper during a single
action.

Second Edition Core, p. 207 Trait: 5 / Essence: 3 Second Edition Core, p. 207 Trait: 1 / Essence: 1 Second Edition Core, p. 207 Trait: 3 / Essence: 1

Battle Fury Focus Bloodthirsty Sword-Dancer Spirit Ox-Body Technique


Simple (Speed 7) Simple (Speed 7) Permanent
One scene One scene Permanent
Obvious Stackable
5 : This Charm gives the character an extra die 10 , 1w : This Charm functions as Battle Fury 0 : This Charm gives the Solar additional health
to all combat- related pools and reduces all Focus but is in all ways greater: It grants three levels. A player may purchase this Charm up to
wound penalties by one. extra dice to all combat-related pools and once per dot of the Resistance Ability her
removes all wound penalties. character possesses.
The character must be engaged in combat or
attempting to become so. She can attack at range The character cannot speak coherently and Each purchase provides one of the following, at
and differentiate friend from foe, but she cannot cannot retreat and may only the following the player's option, determined at the time of
utter sentences of more than a few words, move actions: moving toward her target, attacking purchase: One -0 health level, two -1 health
away from the enemy or perform complex enemies within range, waiting for an attacker to levels, or one -1 health level and two -2 health
actions. engage her or selecting the nearest enemy as a levels.
new target when her previous target is gone.
To end this Charm prematurely, her player must
spend 1w . This Charm lasts until the character can no
longer locate an enemy to kill. To end this
Charm prematurely, the Solar must spend 3w
and gain one Limit. Reduce this to 1w and no
Limit if a loved one or friend attempts to restrain
the character. See the full text for details.
Second Edition Core, p. 208 Trait: 3 / Essence: 1 Second Edition Core, p. 208 Trait: 4 / Essence: 2 Second Edition Core, p. 208 Trait: 1 / Essence: 1

Unbreakable Warrior's Mastery Immunity to Everything Technique Body-Mending Meditation


Reflexive (Step 10) Simple (Speed 4) Supplemental
Instant One scene Until the day ends
Combo-OK Combo-OK Combo-OK
3 , 1w : This Charm applies when someone uses 6 , 1w : This Charm stops Poison and Sickness 10 : This Charm supplements a dramatic action
an attack with a Crippling effect against the effects from doing any further damage for one to marshal the character's inner resources for
Solar. scene. This Charm also prevents the character recovery. This action requires one hour without
from suffering new Poison or Sickness effects a stunt or another Charm.
The Solar's player rolls (Stamina + Resistance)
against a difficulty of the attacker's Essence. If during this scene. The Solar's player rolls (Stamina + Resistance).
she succeeds, this Charm negates the Crippling Success speeds his healing rate by a factor of 10
effect. or adds directly to the successes of a physician
using Wound-Mending Care Technique.
This charm may be activated, even when
inactive.

Second Edition Core, p. 208 Trait: 5 / Essence: 2 Second Edition Core, p. 208 Trait: 5 / Essence: 3 Second Edition Core, p. 208 Trait: 1 / Essence: 1
First Ride Excellency Second Ride Excellency Third Ride Excellency
Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
more than [Attribute + Ability] dice to a single added dice. up.
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Ride Mastery Ride Essence Flow Master Horseman's Techniques


Simple Permanent Permanent
One Scene Instant Instant
None None None
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third User chooses one of the following when
Ride Excellencies by 1 per 2 committed. Ride Excellencies as innate powers. purchasing this Charm:
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count Harmony of Spirits Style: Reflexively spend 1
Exalted with Essence 4+ can commit more. as Charm use for that action. to prevent falling off mount. Inactivity does not
cause rider to fall off during ordinary travel.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
Excellencies relating to a given roll. mote cost of Excellencies. Horse-Summoning Whistle: Reflexively spend
1 to call a loyal mount to user's side. Mount
travels as circumstances allow.
Master Horseman's Eye: Reflexively spend 1
to perfectly evaluate a mount.
Speed-Sustaining Technique: Reflexively spend
1 to sustain a touched mount for 2 hours.
Mount also has no random accidents.
Spirit-Steadying Assurances: Reflexively spend
3 to prevent mount panicking for scene.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 234 Trait: 1 / Essence: 1

Worthy Mount Technique Single Spirit Method Phantom Steed


Permanent Permanent Simple
Instant Instant One day
None None Combo-OK, Obvious
Use Reflexive Charms to assist mount for 1 Use Supplemental Charms to assist mount for Create loyal war horse with Control Rating 2.
extra. 2 extra. Horse needs no sleep, rest or food.
User must abide by normal Charm invocation Supplemental Charms cannot be used this way
limitations. when they are part of a Combo with a Simple
Charm.
Mount can also benefit from Surprise
Anticipation Method for 2 .

Second Edition Core, p. 234 Trait: 3 / Essence: 3 Second Edition Core, p. 235 Trait: 5 / Essence: 4 Second Edition Core, p. 236 Trait: 5 / Essence: 3
Flashing Thunderbolt Steed Flashing Thunderbolt Steed Sometimes Horses Fly Approach
Simple Permanent Simple
One day Instant One hour
Combo-OK, Touch Obvious Combo-OK, Touch
User's mount can run all-out with no ill effects. Flashing Thunderbolt Steed now allows mount Mount can fly, spending two yards of movement
to travel ([mount's Stamina + user's Essence] x to ascend one yard.
Mount gets 1 automatic success to keep footing
10) miles per hour.
and jump obstacles. Reduce cost to 5 when used on mount
Mount can cover [mount's Stamina x 10] miles summoned with Phantom Steed or similar.
per hour.

Second Edition Core, p. 236 Trait: 5 / Essence: 3 Second Edition Core, p. 236 Trait: 5 / Essence: 4 Second Edition Core, p. 236 Trait: 5 / Essence: 4

First Sail Excellency Second Sail Excellency Third Sail Excellency


Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
No Charm or combination of Charms may add
added dice. up.
more than [Attribute + Ability] dice to a single
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
Can be comboed or used with Second more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Sail Mastery Sail Essence Flow Salty Dog Method


Simple Permanent Reflexive (Step 1 or 2)
One Scene Instant One scene
None None Combo-OK, Social, War
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 3 : Reduce external penalties by [user's
Sail Excellencies by 1 per 2 committed. Sail Excellencies as innate powers. Essence] for appropriate actions while on a ship.
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
Exalted with Essence 4+ can commit more. as Charm use for that action.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 236 Trait: 2 / Essence: 1
Invincible Admiral Method Ship-Claiming Stance Hull-Preserving Technique
Reflexive (Step 1 or 2) Simple (6 long ticks) Reflexive (Step 2)
One scene Instant Instant
Combo-OK, Social, War Combo-OK, Obvious Combo-OK, Obvious, Touch
12 , 1w : Reduce external penalties by 1 for 5 , 1w : User owns a ship instantly, so long as it 8 , 1b : Perfectly negate an attack on user's ship
appropriate actions for units within [Essence x is not already owned by another Essence while on board.
10] miles that are actively following user's lead. channeler.
User must be on board a seagoing vessel. Unwelcome characters subtract one success as
external penalty while on the ship.

Second Edition Core, p. 236 Trait: 4 / Essence: 2 Second Edition Core, p. 237 Trait: 4 / Essence: 3 Second Edition Core, p. 237 Trait: 5 / Essence: 3

Shipwreck-Surviving Stamina Perfect Reckoning Technique Storm-Weathering Essence Infusion


Reflexive (Step 10) Simple (Dramatic Action) Reflexive (Step 1)
Indefinite Instant One scene
Combo-OK, Obvious, Stackable, Touch Combo-OK Combo-OK
4 : Against an attack that would sink the user's 4 : User automatically succeeds at any valid 6 , 1w : User and crew receive two bonus
vessel, this Charm holds the ship together as Sail roll made to find a way around known successes on every action that directly serves the
long as character remains on board with the hazards to a given destination until distracted survival of the ship.
motes committed. and forced to take another action.
If ship takes any additional damage, it will fall
apart.

Second Edition Core, p. 237 Trait: 5 / Essence: 3 Second Edition Core, p. 237 Trait: 3 / Essence: 1 Second Edition Core, p. 237 Trait: 4 / Essence: 2

Sea Ambush Technique First Socialize Excellency Second Socialize Excellency


Supplemental Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Instant Instant Instant
Combo-OK, War Combo-OK Combo-OK
10 , 1w : Double successes on a Stealth action 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
taken by a naval unit the user commands before defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
applying external penalties. motes spent. Each added success counts as two
No Charm or combination of Charms may add
added dice.
Naval units with no obstacles to hide behind can more than [Attribute + Ability] dice to a single
still conceal themselves at +4 difficulty. roll. No Charm or combination of Charms may add
more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 238 Trait: 4 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1
Third Socialize Excellency Infinite Socialize Mastery Socialize Essence Flow
Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Socialize Excellencies by 1 per 2 committed. Socialize Excellencies as innate powers.
increase the relevant DV by Ability, rounded Charms invoked as innate powers do not count
Exalted with Essence 3 can commit up to 6 .
up. as Charm use for that action.
Exalted with Essence 4+ can commit more.
This Charm may not affect any roll that has been Charm is incompatible with effects that reduce
Apply discount to the total expenditure on
enhanced with the First or Second Excellency.
Excellencies relating to a given roll. mote cost of Excellencies.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Wise-Eyed Courtier Method Wild Revelry Approach Taboo Inflicting Diatribe


Simple (6 long ticks) Simple (6 long ticks) Simple (6 long ticks)
Instant Instant Instant
Combo-OK, Illusion Combo-OK, Emotion Combo-OK, Compulsion
3 , 1w : Unnatural social attack on a social 3 , 1w : Unnatural social attack on a social 3 , 1w : Unnatural social attack on a social
group (Magnitude 1+). User must have spent a group (Magnitude 1+). User must have spent a group (Magnitude 1+). User must have spent a
few hours with the group encouraging a desired few hours with the group encouraging a desired few hours with the group encouraging a desired
belief and be in the presence of a member at the emotion and be in the presence of a member at taboo or fad and be in the presence of a member
time of invocation. the time of invocation. at the time of invocation.
Roll ([Charisma or Manipulation] + Socialize) Roll ([Charisma or Manipulation] + Socialize) Roll ([Charisma or Manipulation] + Socialize)
vs. (leader's MDV + [Magnitude / 2]). Success vs. (leader's MDV + [Magnitude / 2]). Success vs. (leader's MDV + [Magnitude / 2]). Success
means group accepts the belief. means user imposes desired Emotion on group. means taboo or fad added to group's Policy.
Group or Magnitude 1+ splinters may spend 6 Group or Magnitude 1+ splinters may spend 6 Group or Magnitude 1+ splinters may spend 10
Loyalty to end forever or 1 Loyalty to break for Loyalty to end forever or 1 Loyalty to break for Loyalty, at most one per week, to end forever.
a scene. a scene.

Second Edition Core, p. 238 Trait: 3 / Essence: 2 Second Edition Core, p. 238 Trait: 3 / Essence: 2 Second Edition Core, p. 238 Trait: 3 / Essence: 2

Venomous Whispers Technique Understanding the Court Mastery of Small Manners


Simple (6 long ticks) Simple (Dramatic Action) Reflexive (Step 1 or 2)
Instant Instant Until next action
Combo-OK, Compulsion, Touch Combo-OK Combo-OK, Social
10 , 1w : Unnatural social attack to convince 20 , 1w : Roll ([Perception or Intelligence] + 1 : User treats enemy groups as [Magnitude - 1]
others to reject an individual or group. Solar Socialize + Essence). Difficulty is 1 unless a (minimum of 0).
must touch an individual target or interact with group is deliberately sending misleading cues,
User is [Appearance + 1].
group. then vs. ([Manipulation + Socialize +
Magnitude] / 2). User effectively rolled three successes on
Roll ([Charisma or Manipulation] + Socialize)
Investigation roll to estimate motives of each
vs. ([target or leader]'s MDV + [Magnitude / 2]). Net successes (max [user's Essence]) reduce
person present.
external penalties on dramatic and social actions
Success means for the rest of the day, in every
scene, target must spend 1w or [Solar's Essence] to manipulate surveyed groups.
internal penalty to all social pools. User cannot build new profile for a specific
court unless the story ends or new evidence
emerges.

Second Edition Core, p. 239 Trait: 5 / Essence: 3 Second Edition Core, p. 239 Trait: 5 / Essence: 3 Second Edition Core, p. 239 Trait: 2 / Essence: 1
Gathering the Congregation First Stealth Excellency Second Stealth Excellency
Simple (5 long ticks) Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
One week Instant Instant
Combo-OK, Social, Obvious Combo-OK Combo-OK
10 , 1w : User rolls (Charisma + [Performance or 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
Socialize]) vs. all who can hear him. Persuaded defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
characters organize into social group under No Charm or combination of Charms may add motes spent. Each added success counts as two
user's direction. more than [Attribute + Ability] dice to a single added dice.
Group dissolves if Exalt abandons it for more roll. No Charm or combination of Charms may add
than a day. more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 239 Trait: 3 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Third Stealth Excellency Infinite Stealth Mastery Stealth Essence Flow


Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Stealth Excellencies by 1 per 2 committed. Stealth Excellencies as innate powers.
increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
up.
Exalted with Essence 4+ can commit more. as Charm use for that action.
This Charm may not affect any roll that has been
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
enhanced with the First or Second Excellency. mote cost of Excellencies.
Excellencies relating to a given roll.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Easily Overlooked Presence Method Mental Invisibility Technique Vanishing from Mind's Eye Method
Simple Simple Simple
One scene One scene Indefinite
Combo-OK Combo-OK, Compulsion Combo-OK
3 : Awareness and Investigation rolls to notice 5 , 1w : User rolls ([Dexterity or Manipulation] 10 , 1w : The first time in that day that a target
user fail unless he has Joined Battle or the + Stealth) + [Essence successes] vs. observers' tries to remember or recognize the user he can
observer has at least a two-die circumstance Dodge MDV. Success means that the user is retroactively use this Charm. The user rolls
bonus. ignored unless Join Battle. ([Wits or Manipulation] + Stealth) + [Essence
Targets can spend 4w to resist or 1w if the successes] while the target reflexively rolls
(Wits + Lore).
attention is called to the hiding user.
User's success means that the target cannot
remember the user.

Second Edition Core, p. 230 Trait: 3 / Essence: 1 Second Edition Core, p. 230 Trait: 4 / Essence: 2 Second Edition Core, p. 230 Trait: 5 / Essence: 3
Invisible Statue Spirit First Survival Excellency Second Survival Excellency
Simple Reflexive (Step 1 or 2) Reflexive (Step 1 or 2)
Indefinite Instant Instant
Combo-OK Combo-OK Combo-OK
5 : User cannot be detected unless touched, Join 1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to
Battle or moves. defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2
Effect fades 5 ticks after character is noticed by No Charm or combination of Charms may add motes spent. Each added success counts as two
touch. more than [Attribute + Ability] dice to a single added dice.
roll. No Charm or combination of Charms may add
more than [Attribute + Ability] dice to a single
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 230 Trait: 3 / Essence: 2 Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Third Survival Excellency Infinite Survival Mastery Survival Essence Flow


Reflexive (Step 4 or 6) Simple Permanent
Instant One Scene Instant
Combo-OK None None
4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third
if it is better than the old one. If defending, Survival Excellencies by 1 per 2 committed. Survival Excellencies as innate powers.
increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
up.
Exalted with Essence 4+ can commit more. as Charm use for that action.
This Charm may not affect any roll that has been
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
enhanced with the First or Second Excellency. mote cost of Excellencies.
Excellencies relating to a given roll.

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4

Friendship with Animals Approach Spirit-Tied Pet Bestial Traits Technique


Reflexive (Step 1 or 2) Simple (Dramatic Action) Simple (Dramatic Action)
One Scene Instant Instant
Combo-OK Combo-OK, Touch Obvious, Touch, Training
3 : This Charm allows the Exalt to 10 , 1w , 1x : This Charm is used on an animal 10 , 2w : This Charm requires 5+ hours of effort
communicate with natural animals using sounds loyal to the Exalt and only if the Solar has no in a week to train a loyal animal or familiar.
and gestures as if they shared a common Familiar. After several hours of interaction with Only one thing can be improved at a time
language. the target it increases the Exalt's Familiar
Strength, Dexterity, Stamina or Perception +1
Note that animals have limited capacity for Background by one dot to a maximum of five. If (max species average +2)
comprehension. a sufficient level of Familiar is reached for the
animal then it becomes his familiar. Valor +1 (max 4)
This Charm may be activated when inactive. Athletics, Awareness, Martial Arts, Resistance
or Survival +1 (max Solars rating)
Health +1x -1 Health Level and optionally
+10% size (max Animal Stamina)
Intelligence to the level of a six year old human
Familiars have all their maximums increased by
one and can be trained to adult human
intelligence

Second Edition Core, p. 209 Trait: 1 / Essence: 2 Second Edition Core, p. 209 Trait: 3 / Essence: 2 Second Edition Core, p. 210 Trait: 4 / Essence: 3
Hardship-Surviving Mendicant Spirit Element-Resisting Prana Eternal Elemental Harmony
Reflexive Permanent Permanent
Indefinite Permanent Permanent
Combo-OK
10 : This Charm negates any environmental 0 : This Charm enhances the characters 0 : This Charm enhances the characters
external penalties to Survival rolls made for the Hardship-Surviving Mendicant Spirit. When Hardship-Surviving Mendicant Spirit. It reduces
Solar. She can find food and water easily, she using that Charm, the character now becomes that Charms cost to 5 motes and allows the
ignores inclement weather even when lightly immune to environmental hazards. She can character to activate Hardship-Surviving
dressed, and she does not suffer undue blisters, survive in a bonfire, underwater or in a pool of Mendicant Spirit even when shes inactive.
bug bites or plant poison. boiling acid.
If the Solar has Essence 6+, this Charm negates
This Charm does not protect against She takes damage or suffers Poison, Crippling or the cost for Hardship-Surviving Mendicant
environmental damage, however. Sickness effects only when directly inicted Spirit entirely.
upon her by some characters action.

Second Edition Core, p. 210 Trait: 3 / Essence: 1 Second Edition Core, p. 210 Trait: 5 / Essence: 3 Second Edition Core, p. 210 Trait: 5 / Essence: 4

Food-Gathering Exercise Trackless Region Navigation Unshakable Bloodhound Technique


Simple (5 long ticks) Reflexive Supplemental
Instant Indefinite Instant
Combo-OK Combo-OK Combo-OK
3 : This Charm affects the character or a group 7 : This Charm affects the character or a group 8 , 1w : This Charm supplements a roll to track
she leads with a Magnitude no greater than her she leads with a Magnitude no greater than her an opponent. It guarantees that the Solar
Essence. The character or group may forage in Essence. While this Charm is in effect, the achieves at least (targets successes + 1)
the wild and nnd enough food for a small meal character or group travels 10 miles per day successes on the tracking contest, after taking all
each. It takes vve applications of this Charm across the harshest terrain and 20 miles per day penalties into account.
per day to keep a group well fed. across normal wilderness.
If another Charm contests this effect, add the
If the Solar has dependents not foraging with The Solars player automatically succeeds at any Solars Essence in automatic successes to her
her, food found with this Charm can be brought valid Survival roll for the Exalt to nnd her way opposed roll to maintain the effects of this
back to them. For three motes, a 10-person but the character must have enough information Charm.
group can nnd enough food to maintain two to make this a valid roll.
dependents for a day.

Second Edition Core, p. 210 Trait: 5 / Essence: 2 Second Edition Core, p. 211 Trait: 4 / Essence: 2 Second Edition Core, p. 211 Trait: 5 / Essence: 2

Traceless Passage Eye-Deceiving Camouflage City-Moving Secrets


Supplemental Simple (Dramatic Action) Permanent
Instant Indefinite Permanent
Combo-OK Combo-OK
5 , 1w : This Charm affects the Solar or a group 6 : This Charm is a dramatic action to 0 : This Charm enhances the characters
she leads with a Magnitude no greater than her camouflage some person or object, and it Survival Charms.
Essence. It enhances a roll made to travel normally takes one hour to perform.
Survival Charms that allow the character to
without leaving signs of her (or the groups)
The player rolls (Intelligence + Survival) to extend their benefits to a group of Magnitude 1
presence. determine the quality of the camouflage. This or more increase the allowed Magnitude for that
This Charm guarantees that any tracker Charm makes the camouflaged thing impossible unit by one.
achieves, at most, zero successes on the contest to detect with Awareness rolls using ordinary
Players can purchase this Charm a number of
to track the character or group. If another Charm senses. times equal to the Solars Essence
contests this effect add the Solars Essence in
Characters with inhuman sensory acuity can
automatic successes to her opposed roll to discover the hidden thing by opposing the
maintain the effects of this Charm.
camouflage roll with (their Perception +
Awareness). Characters conducting a thorough
search, such as a miscellaneous Investigation
action with a normal Speed of vve long ticks,
can oppose the camouflage roll with an
appropriate dice pool.

Second Edition Core, p. 211 Trait: 5 / Essence: 3 Second Edition Core, p. 211 Trait: 5 / Essence: 3 Second Edition Core, p. 211 Trait: 5 / Essence: 5
First Thrown Excellency Second Thrown Excellency Third Thrown Excellency
Reflexive (Step 1 or 2) Reflexive (Step 1 or 2) Reflexive (Step 4 or 6)
Instant Instant Instant
Combo-OK Combo-OK Combo-OK
1 / die: Add one die per mote to a single roll. If 2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result
defending, roll and add +1 DV per success. a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending,
No Charm or combination of Charms may add motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
more than [Attribute + Ability] dice to a single added dice. up.
roll. No Charm or combination of Charms may add This Charm may not affect any roll that has been
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Can be comboed or used with Second
roll.
Excellency. Is incompatible with Third
Excellency Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 183 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1

Infinite Thrown Mastery Thrown Essence Flow Joint-Wounding Attack


Simple Permanent Supplemental
One Scene Instant Instant
None None Combo-OK, Crippling
2+ , 1w : Reduce the mote cost of the first three 0 : User may invoke First, Second and Third 3 : For each Health Level of damage inflicted
Thrown Excellencies by 1 per 2 committed. Thrown Excellencies as innate powers. by an attack powered by this Charm, the target
suffers a -1 Internal penalty to all Physical
Exalted with Essence 3 can commit up to 6 . Charms invoked as innate powers do not count
Attribute pools and loses one point from the
Exalted with Essence 4+ can commit more. as Charm use for that action.
equivalent static ratings.
Apply discount to the total expenditure on Charm is incompatible with effects that reduce
mote cost of Excellencies. This Crippling effect lasts for the remainder of
Excellencies relating to a given roll.
the scene.
The players and Storyteller decide how the
damage is inflicted, and how more exotic
opponents are affected.

Second Edition Core, p. 185 Trait: 4 / Essence: 3 Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 195 Trait: 3 / Essence: 1

Charm Name Mist on Water Attack Falling Icicle Strike


Supplemental Supplemental Reflexive (Step 7)
Instant Varies Instant
Combo-OK Combo-OK, Crippling Combo-OK
3 : This Charm conceals a Thrown-based 3 / action: An opponent hit by an attack 1 : You enhance an Unexpected Attack.
attack. powered by this Charm cannot speak or cry out; Count damage successes for this attack twice.
their every action is silenced.
Characters watching you need your [Essence]
successes on a reflexive [Wits + Awareness] roll They become invalid targets for any
to notice you making the attack. hearing-based Awareness rolls.
This success requirement decreases by 1 with Should the attack kill the target, no one will
each use of the Charm in a scene. notice until the Charm expires.
For those not watching, you name the distance You can buy a number of actions of silence
and direction from which the attack appears to equal to your [Essence], including the initial
come. attack and the Charm expires at the end of the
appropriate action.

Second Edition Core, p. 195 Trait: 3 / Essence: 2 Second Edition Core, p. 195 Trait: 4 / Essence: 3 Second Edition Core, p. 196 Trait: 4 / Essence: 3
Triple-Distance Attack Technique Cascade of Cutting Terror Returning Weapon Concentration
Supplemental Supplemental Permanent
Instant Instant N/A
Combo-OK Combo-OK, Obvious
3 : You can triple the Range of your weapon. 5 : Your attack fills the air with dozens of 0 : This Charm gives you three bonus successes
duplicates of your own weapon. on any valid action that, if successful, will
If you have [Essence] 4 or more, the Charm
negates any external penalties from Your targets Dodge DV is inapplicable for any reclaim one or more of your throwing weapons.
environmental conditions. Thrown attack enhanced with this Charm. The Charm does not affect either non-physical
It also doubles your successes on the attack roll, attempts to reclaim weapons, or preparatory
actions before the attempt.
before comparing it to defense in Step 3 of
attack resolution. Thrown weapons also slide free of any target
without resistance.

Second Edition Core, p. 196 Trait: 2 / Essence: 2 Second Edition Core, p. 196 Trait: 3 / Essence: 3 Second Edition Core, p. 196 Trait: 3 / Essence: 2

Call the Blade Spirit Weapons First War Excellency


Reflexive (Step 2) Reflexive (Step 1) Reflexive (Step 1 or 2)
Instant Once Scene Instant
Obvious Combo-OK, Obvious Combo-OK
1 : You hold out your hand and call to the 2 : For every 2 motes you spend, you can create 1 / die: Add one die per mote to a single roll. If
Essence of one of your own Throwing weapons. a temporary Throwing weapon from Essence, defending, roll and add +1 DV per success.
shadows and light.
If the desired weapon is within [Essence x10] No Charm or combination of Charms may add
yards, and a flight path exists between it and Each weapon has the qualities of a Resource 2 more than [Attribute + Ability] dice to a single
your hand, the weapon will be drawn to your Thrown weapon roll.
grasp. The weapons last for one scene, but if anyone Can be comboed or used with Second
This charm can be used to draw and ready a but you uses them to make an attack, they fade Excellency. Is incompatible with Third
sheathed Throwing weapon reflexively. away during Step 2 of the attacks resolution Excellency

Second Edition Core, p. 197 Trait: 2 / Essence: 2 Second Edition Core, p. 197 Trait: 4 / Essence: 3 Second Edition Core, p. 183 Trait: 1 / Essence: 1

Second War Excellency Third War Excellency Infinite War Mastery


Reflexive (Step 1 or 2) Reflexive (Step 4 or 6) Simple
Instant Instant One Scene
Combo-OK Combo-OK None
2 / success: Add one success per two motes to 4 : Reroll a single roll, and take the new result 2+ , 1w : Reduce the mote cost of the first three
a single roll. If defending, add +1 DV per 2 if it is better than the old one. If defending, War Excellencies by 1 per 2 committed.
motes spent. Each added success counts as two increase the relevant DV by Ability, rounded
Exalted with Essence 3 can commit up to 6 .
added dice. up.
Exalted with Essence 4+ can commit more.
No Charm or combination of Charms may add This Charm may not affect any roll that has been
Apply discount to the total expenditure on
more than [Attribute + Ability] dice to a single enhanced with the First or Second Excellency.
Excellencies relating to a given roll.
roll.
Can be comboed or used with Second
Excellency. Is incompatible with Third
Excellency

Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 184 Trait: 1 / Essence: 1 Second Edition Core, p. 185 Trait: 4 / Essence: 3
War Essence Flow Rout-Stemming Gesture Commanding the Ideal Celestial Army
Permanent Reflexive Reflexive
Instant Until Next Action Instant
None Combo-OK, Obvious, War Combo-OK, War
0 : User may invoke First, Second and Third 4 , 1w : Those targeted by this Charm 3 : You may convey a message of up to 12
War Excellencies as innate powers. automatically succeed on all Valor rolls. words in length to one or more loyal units within
Charms invoked as innate powers do not count If used in the instant one or more targets fails a [Essence x100] yards, who are guaranteed to
as Charm use for that action. Valor roll, this Charm permits a reroll, but it understand it.

Charm is incompatible with effects that reduce does not automatically succeed. The message is still conveyed by your voice,
signal or relays, but is effectively instantaneous.
mote cost of Excellencies. You may target up to your [Essence] in military
Your troops react almost as an extension of your
units, or [Essence x100] scattered individuals.
desires.
You may specify your targets as you wish,
otherwise the Charm will affect the closest If used immediately before a roll to determine
non-enemy targets. whether a targeted unit hesitates or can change
Individuals must be able to see or hear you. order rapidly, and you give an appropriate order,
Units must be able to see or hear some sort of the roll automatically succeeds.
signal you send.

Second Edition Core, p. 187 Trait: 5 / Essence: 4 Second Edition Core, p. 197 Trait: 3 / Essence: 2 Second Edition Core, p. 197 Trait: 4 / Essence: 2

Mob-Dispersing Rebuke Fury Inciting Presence General of the All-Seeing Sun


Simple (3 long ticks) Simple (5 long ticks) Reflexive
Instant One Scene Instant
Combo-OK, Social, War Combo-OK, Obvious Combo-OK
7 , 1w : You force an enemy unit with most of 10 , 1w : Roll your [Charisma + [Performance or 1 : You are informed of the position and status
its members within your [Essence x100] yards to War]] in an attempt to persuade everyone who of all units within [Essence x10] miles that
make an immediate check for rout. can hear you to join you in righteous violence. contain a commander, hero, sorcerer or relay
loyal to you or your cause. This includes solo
The difficulty of this roll is 1 if the unit's Anyone you successfully persuade or otherwise
Magnitude is greater than your [Essence], and does not resist this persuasion is organized into units, but not solo extras.
difficulty 2 otherwise. an unordered military unit under your direction. You determine only the strategic positions of the
units - their location relative to each other and to
This Charm can be used socially, in which case The unit will dissolve if you abandon it for more
you treat any mob, gathering or social group you then 15 long ticks. any major landmarks within one mile of any
loyal unit. The Status information you receive is
can reasonably chastise as the target.
Fatigue, Order and current Magnitude.
You acquire the information as instinct but can
convert this into a battle map if appropriate to
your character.
The Storyteller is the final authority on whether
a Solar without established loyalties is fighting
for a given cause.
Second Edition Core, p. 197 Trait: 3 / Essence: 2 Second Edition Core, p. 197 Trait: 3 / Essence: 3 Second Edition Core, p. 197 Trait: 5 / Essence: 4

Heroism-Encouraging Presence Tiger Warrior Training Technique Legendary Warrior Curriculum


Simple (6 long ticks) Simple (Dramatic Action) Permanent
One Scene One Week One Week
Combo-OK, Obvious, War Obvious, Touch, Training Obvious
8 , 1w : Any unit or social group that you 10 , 2w : This Charm trains a military unit, 0 : With this Charm you may use Tiger Warrior
command, and every ally within your [Essence requiring 5+ hours effort in any given week to Training Technique to train others in:
x5] yards no longer needs to make Valor checks. work.
Traits you possess at 4+: Valor, Strength,
During war, this Charm prevents rout and The Charm increases the Drill of the unit by one Dexterity, Stamina, Archery, Dodge, Martial
reduces the chance of fatigue. for each week of training to a maximum of Drill Arts, Melee, Thrown, War, Integrity, Resistance,
5. Survival, relevant Craft, Athletics, Awareness,
Stealth, Ride, Sail.
Each week, you may pick a trait to train and
increase that trait for each unit member by one Willpower - to a maximum of 7
dot, to a maximum of 4.
You may devote one week to give 2 bonus dice
Applicable traits are: Valor, Strength, Dexterity, or one bonus success for a specific activity you
Stamina, Archery, Dodge, Martial Arts or define. Does not apply to Exalted and only one
Melee. application of this bonus can apply. It is
considered an artificial specialty, counting to the
You may train with the unit, or as a solo unit,
3-dice maximum.
increasing your own traits, and you may not
increase others' traits past your own. Non-extras must pay 4 bonus points or 8x .

Second Edition Core, p. 197 Trait: 4 / Essence: 3 Second Edition Core, p. 198 Trait: 4 / Essence: 3 Second Edition Core, p. 198 Trait: 5 / Essence: 4
Ideal Battle Knowledge Prana
Simple (6 long ticks)
One Scene
Combo-OK, Obvious, War
10 , 1w : You and any units directly or indirectly
under your command within your [Essence x10]
miles gain an instinct for the battlefield and your
desires.
The number of relays required to order each
targeted unit is halved.
The Drill of all targeted units is increased by 1.
The Might of all targeted units is increased by 1,
to a maximum of 3.

Second Edition Core, p. 199 Trait: 5 / Essence: 5

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