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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
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
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
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
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.
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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
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
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 .
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
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 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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.