Documente Academic
Documente Profesional
Documente Cultură
2
Irked
28 August 2016
Contents
1 Archery 2
2 Athletics 7
3 Awareness 12
4 Brawl 16
5 Bureaucracy 24
6 Craft 29
7 Dodge 36
8 Integrity 39
9 Investigation 44
10 Larceny 47
11 Linguistics 53
12 Lore 58
13 Medicine 67
14 Melee 71
15 Occult 78
16 Performance 84
17 Presence 90
18 Resistance 95
19 Ride 99
20 Sail 105
21 Socialize 111
22 Stealth 119
23 Survival 123
24 Thrown 128
25 War 133
26 ??? 136
1
1 Archery
Wise Arrow (1m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Archery 2, Essence 1; --
Enhances: An Archery attack.
Effect: Reduce the target’s Cover bonus by 1. Targets with no Cover bonus take -1 Defense instead.
If your attack benefits from an Aim action, you may use this Charm to attack a target in Full Cover, as long as any path
to the target exists. That target gains +3 Defense. (Normally, attacks against targets in Full Cover automatically miss.)
2
There Is No Wind (3m)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Sight Without Eyes
Trigger: Make an Archery-based attack.
Effect: Ignore penalties or increased difficulty from weather, bad arrows, or similar effects; do not ignore penalties based
on visibility. Calculate your accuracy as though firing from Short range. If you have appropriately enhanced senses, this
attack may hit from extreme range. (Normally, attacks from extreme range automatically miss.)
3
Finishing Snipe (7m)
Type: Reflexive; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 5, Essence 3; Hunter’s Swift Answer
Trigger: An enemy within your weapon’s range Crashes.
Effect: Make a reflexive Decisive attack.
Special: You may not activate this Charm if you used a Simple Charm that would preclude attacking on your last turn.
4
Searing Sunfire Interdiction (4m, 1i, 1wp)
Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 5, Essence 3; Dazzling Flare Attack
Make a difficulty 3 Gambit attack against a target within range, with double-9s on the Initiative roll. If the Gambit
succeeds, your target’s next action occurs (2 + extra successes on the Gambit) ticks later than it normally would; if this would
delay him to tick 0 or later, he loses his next turn. No character may suffer the effects of this Charm on two consecutive
rounds.
Special: If your attack benefits from an Aim action, you may act before all other characters on your next turn, or
simultaneously with all other characters affected by similar magic.
Repurchase (Essence 3+): Reduce the difficulty of the Gambit to 2. If the Gambit succeeds, waive its 2i Initiative cost.
Repurchase (Essence 4+): If your target would have acted at an earlier tick than your new Initiative would indicate
and, because of this Charm’s effect, instead acts at a later tick than your new Initiative would indicate, you may make an
additional attack action. (This action cannot be a Simple Charm activation.)
Repurchase (Essence 5+): You may use this Charm on two consecutive rounds against the same target to normal effect,
though such targets still cannot suffer its effects on three consecutive rounds. If you attack the same target twice consecutively
in this fashion, ignore the Willpower cost on the second activation of this Charm. If both Gambits succeed, the target is also
moved one range band directly away from you.
Repurchase (Essence 6+): If the Gambit succeeds against a target, you may immediately make another identical attack
against the target, ignoring the Willpower cost. This process repeats until either a Gambit fails or you force the target to tick
0 or later. If you delay the target to tick 0 or later, you gain 1wp. For every two Gambits that succeed, the target is also
moved one range band directly away from you.
Repurchase (Essence 6+): If you delay a target to tick 0 or later, you may immediately target another character with
Searing Sunfire Interdiction, as long as the new target would act earlier than tick 0.
5
Solar Judgment Flare (3m, 1wp (+1m/d ) [MotSE]
Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 5, Essence 5; Heart-Eating Incineration, Nova Arrow Attack
Make a Decisive Archery attack against an enemy at least three range bands away. If the attack hits, add +(Essence)s to
damage; you may add up to (Initiative/2, round up)d to damage for 1m/d . For every three levels of damage inflicted by
this attack, your target moves directly one range band away from you. All range bands within (your Initiative/5, round
down) range bands of the target’s original position are now a fire-based environmental hazard with Damage: 6L/round and
Difficulty: 5.
Special: You must have at least 15i to activate this Charm.
6
2 Athletics
Graceful Crane Stance (3m)
Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Athletics 1, Essence 1; --
You automatically pass any Athletics-based balance rolls. Objects as thin as a human hair or the tip of a pine tree support
your weight.
7
Lightning Speed (3m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 3, Essence 1; --
Enhances: A Rush action or a test of speed roll.
Effect: Add +1s to that action, which gains recurring-5s and recurring-6s.
8
Bonfire Anima Wings (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 5, Essence 4; Eagle-Wing Style, Onrush Burst Method
While engaging in mid-air combat via Eagle-Wing Style with your anima at bonfire, each of your successful attacks
generates motes as per Onrush Burst Method.
9
Increasing Strength Exercise (3m or 3i per point) [MODIFIED]
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Athletics 3, Essence 1; --
For every 3m or 3i you spend, you gain the following benefits: +1nd to all Strength-based rolls; +1 effective Strength
for the purposes of qualifying for the Feats of Strength table; +1d to all Decisive damage rolls. The bonus granted by this
Charm may not exceed (lower of your Essence and Strength).5
10
Legion Aurochs Method (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 5, Essence 3; Power Suffusing Form Technique
When performing a Feat of Strength, the Athletics Excellency costs only 1m/2d . (Normally, the Athletics Excellency
costs 1m/1d.)
11
3 Awareness
Note: The Awareness Excellency gains the Extended keyword.
Blink (1wp)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Awareness 5, Essence 3; Inner Eye Focus
Trigger: Make an Awareness roll.
Effect: Disregard the previous attempt and reroll all dice. Your new roll benefits from any Charms paid for on the first
roll, and you may activate any additional Charms you wish to enhance the new roll.
6 The original version of this Charm can be used to retroactively discount long-duration Awareness Charms, which leads to the what someone
termed the ‘‘Throw melons at me until I turn into Daredevil’’ strategy. That Charm is printed above; I suggest this alternative.
7 The original version of this Charm instead subtracted a like number of successes from your opponent, to basically identical effect.
12
Unsurpassed Sight Discipline (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 5, Essence 3; Keen Sight Technique
This Charm upgrades its prerequisite. While Keen Sight Technique is active, the Solar can perform feats such as spotting
small animals from a mile away, reading fine print from across a large field, or observing the individual motions of an insect.
She may see in areas of zero visibility, treating such areas as dense fog for the purposes of Keen Sight Technique. She may
also perform implausible feats of vision, such as predicting floods by counting raindrops, or instantly spotting a single face in
an enormous crowd.
Special: While Keen Sight Technique is active, reduce the cost of all sight-based Awareness Charms by 1m.
13
Keen Hearing and Touch Technique (3m or 6m, 1wp)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Awareness 3, Essence 1; Sensory Acuity Prana
While this Charm is active, you gain the following hearing- and touch-based benefits: You can identify materials you know
with a touch. You can hear sounds outside the human range. You can hear through thick, solid walls, or animals digging
underground, or the footsteps of individual ants. You automatically succeed on any touch- or hearing-based task of difficulty
2 or less; for more difficult actions, the roll gains -1 difficulty, and you gain +1s . If you have a specialty that would apply to
the task at hand, difficulties are always 1. This does not apply to directly opposed tasks, such as detecting an opponent in
stealth.
You may activate any number of Keen (Sense) Techniques simultaneously by paying all of their costs.
Special: You may instead pay 6m, 1wp when activating this Charm; if you do, increase its duration to Indefinite.
14
vibrations lingering on for up to (Essence × 5) hours. This Charm produces only 2-3 minutes of useful sound.
Special: While Keen Hearing and Touch Technique is active, reduce the cost of all hearing- or touch-based Awareness
Charms by 1m.
8 The original version of this Charm rerolls non-successful dice instead of gaining recurring 10s; the two are identical in almost all cases.
15
4 Brawl
Fists of Iron Technique (1m)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 1, Essence 1; --
Trigger: You parry Lethal damage Unarmed.
Effect: You take no automatic damage for parrying Unarmed. (Normally, parrying Lethal damage Unarmed inflicts
automatic damage on you.)
16
Trigger: You Crash an enemy.
Effect: One of your opponent’s Brawl, Martial Arts, Melee, or combat Attribute Charms of your choice deactivates. That
Charm may not have a Type or Duration of Permanent.
17
Force-Rending Strike (5m, 1wp)
Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Brawl 4, Essence 2; Ferocious Jab
Trigger: An enemy makes a Decisive attack on you.
Effect: Make a reflexive Decisive Brawl Clash attack against that opponent.
∙ 4 levels: Target takes two range bands of falling damage, or is moved one range band and takes one range band of
falling damage.
∙ 5-6 levels: Target is moved up to one range band and takes two range bands of falling damage.
∙ 7+ levels: Target is moved up to two range bands and takes two range bands of falling damage.
This effect can push characters off buildings, through them onto pointed objects to inflict lethal damage, or similar stunts.
Upgrade (Essence 3+): For determining the effect of this Charm (and only for that purpose), double the levels of damage
inflicted on the target.
attacks works in general, much less in this instance; I have picked an interpretation.
18
Supplemental and instead has the following text. ‘‘Enhances: A Feat of Strength to destroy an inanimate object. Effect:
That Feat resolves immediately or in an abbreviated time the Storyteller deems reasonable.’’10
19
bands via this Charm at no added cost.
Reset: Deal 10+ levels of damage with a single Decisive Brawl attack.
Trigger: You move an opponent one or two range bands via Heaven Thunder Hammer.
Effect: Move directly to your opponent. He takes no falling damage from Heaven Thunder Hammer; instead, you may
make a Decisive surprise attack against him with any Ability. This attack may not be a Grapple.
20
Effect: You may make a reflexive combat action. You have as many rounds of control over the clinch as you had at the
beginning of the clinch.12
21
Rampage-Berserker Attack (7m, 3i, 1wp)
Type: Simple; Duration: Instant; Keywords: Perilous
Prereqs: Brawl 5, Essence 4; Fivefold Fury Onslaught
1/scene. Make a Withering attack. Extra attack successes do not add to damage; instead, roll damage against that
opponent one additional time for each extra attack success.
Reset: Incapacitate a powerful enemy.
22
outside close range.
Special: Your anima is set to the burning level; you may not increase it above that point, nor can you pay any costs that
would require you to expend levels of anima.
Special: If you know Orichalcum Fists of Battle, you may reflexively activate that Charm and Adamantine Fists of Battle
for a total cost of 6m, 1wp when you activate Ascendant Battle Visage.
Special: If you know Fire-Eating Fist, you may use that Charm to store damage from any attack you Clash, even if the
attack is not primarily energy-based.
Special: If you know Apocalypse Flare Attack, you may gain the Special effect of that Charm without paying its anima
cost.
23
5 Bureaucracy
Frugal Merchant Method (1m)
Type: Simple; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 1, Essence 1; --
You can instantly judge the quality and functionality of an item as being poor, average, or excellent. This does not reveal
its value or purpose.
24
debts incurred in this way before suffering the effects of the curse. In addition, any character holding a coin is immune to the
twisting effects of the Bordermarches of the Wyld.
Stolen coins do not grant the above advantages, instead tending to cause botches and exhibiting strange supernatural
side-effects. Lost and stolen coins tend to return to you over a period of hours; characters holding such coins are also valid
targets for Pattern-Exploiting Commerce Spirit at a range of up to several miles from your position.14
25
Honor-Instilling Mantra (6m) [MotSE]
Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Bureaucracy 5, Essence 2; Enigmatic Bureau Understanding
Meditate for an hour on the design of a charter for your business or organization. As you write the document, choose any
number of your Intimacies, which you must clearly reveal via the behaviors the document encourages. Any such Intimacies
are permanently imprinted in the document, with a strength equal to the strength you held them at the time of the writing.
At any time, any member of your organization who is aware of the charter may choose to benefit from those Intimacies as if
they were his own.
26
The contents of the package have a value of Resources (remaining successes); thus, four successes produces Resources 3. You
know the value of the contents, though not their exact nature.
27
Essence) rolls to run the organization. If you use this Charm to enhance yourself or any other Solars, the organization also
becomes a ‘‘Creational bulwark;’’ for the duration of this Charm, it resists the passage of the Wyld, the spread of disease, and
the growth of shadowlands.
28
6 Craft
6.1 Efficiency
Tireless Workhorse Method (--) [REMOVED]
Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Craft 2, Essence 1; --
You gain (2 × Essence) Major project slots.
29
Unwinding Gyre Meditation (10m, 1wp)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 4; Spirit-Gathering Industry
Trigger: You would receive a gxp bonus for finishing a Superior project.
Effect: You do not gain that gxp bonus. Instead, add 1 to the next Superior project’s terminus, and reduce its goal
number by (Essence + 5). When you finish that project, gain (Artifact rating × 3 × remaining rolls)gxp. (Normally, you
gain (Artifact rating × 2 × remaining rolls)gxp.)
Special: This Charm only provides its benefits if the new Superior project is an Artifact of the same rating as previous
Superior project.
Special: This Charm may be activated on multiple sequential Superior projects. If it is, each such project adds 1 more to
its terminus, increases the gxp multiplier by one, and reduces its goal number by (Essence) more than the previous project.
Thus, the next project would have a total of +2 to its terminus, a goal number reduced by ([2 × Essence] + 5), and a reward
of (Artifact rating × 4 × remaining rolls)gxp.
Exegesis of the Distilled Form (25sxp, 15gxp, 10wxp + all remaining wxp) [REMOVED]
Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 5; Unwinding Gyre Meditation
1/story. Roll (remaining wxp)d. Lose all wxp, but gain 1 XP per success, to a maximum of 20. This bonus does not count
towards raising your Essence.
30
Dual Magnus Prana (30wxp) [REMOVED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Occult 3, Essence 5; Terrestrial Circle Sorcery, Wonder-Forging Genius
Trigger: Your Incapacitated health level is filled with damage.
Effect: The dead character is revealed as a duplicate. Your true location may be any plausible alternative. (Normally,
you would die.)
6.2 Momentum
Brass Scales Falling (--) [REMOVED]
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 3, Essence 1; --
When you make a Craft roll without using the Excellency, gain 1sxp for each 10 rolled, to a maximum of (Essence × 2)sxp.
Repurchase (Craft 3+, Essence 1+): The cap for this Charm is raised to (Essence × 3)sxp.
31
Ever-Ready Innovation Discipline (15m, 1wp) [MotSE]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Thousand-Forge Hands
Trigger: You are in a situation where it would be useful to have completed a Major craft project.
Effect: (Essence/2, round up)/story. You may retroactively describe how you completed a relevant Major project. This
project can help counter a difficult situation, but it cannot be one that would completely and trivially resolve the situation.
The retroactive project normally awards no Craft points, but a clever stunt provides 1sxp and 2xp. Particularly clever and
story-generating stunts instead provide 3gxp and 1wxp.
Special: You must have at least 15sxp to use this Charm.
32
Crack-Mending Technique (10m, 1wp)
Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 3, Essence 1; --
Work with a destroyed object for (10 - Essence) hours, or a like number of seconds or minutes if you also activate
Craftsman Needs No Tools. You rebuild the object. This may reduce the difficulty of repairing Artifacts, at Storyteller
discretion.
6.4 Power
Flawless Handiwork Method (6m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Craft 1, Essence 1; --
Enhances: Any craft roll.
Effect: That roll gains recurring-10s.
Repurchase (Craft 3+): That roll also gains recurring-6s.
18 The original version of this Charm references Evocation mechanics that don’t exist.
33
Triumph-Forging Eye (--) [MODIFIED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 2, Essence 1; Flawless Handiwork Method
Trigger: Take a Craft action.
Effect: 1/week. That action gains a free full Craft Excellency.19
34
Horizon-Unveiling Insight (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 4; Inspiration-Renewing Vision
All Superior and Legendary projects have a base terminus of 7 for you. (Normally, the base terminus is 6.)
35
7 Dodge
Reed in the Wind (2i+)
Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Dodge 3, Essence 1; --
Trigger: You are attacked.
Effect: For each 2i spent on this Charm, add +1s to your Evasion. Regardless of how much you spend, add +(Essence)
to your Evasion cap.
Upgrade (Dodge 5, Essence 3+): If you successfully dodge the attack, gain 1m, though no more than once per round.
36
Searing Quicksilver Flight (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Dodge 4, Essence 1; Reed in the Wind
When you successfully apply Evasion to an attack, your opponent loses 1i.
37
is reduced to 1i per point of Evasion. At the end of any round that you spend at close range of an enemy without being
successfully attacked, gain 1i.
38
8 Integrity
Enduring Mental Toughness (1m)
Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 1, Essence 1; None, or any 5 Presence, Resistance, or Socialize Charms
Trigger: You apply your Resolve or Guile.
Effect: Ignore all wound, illness, and crippling penalties to your Resolve or Guile.
Repurchase (Integrity 3+): You may pay 5m, 1wp to activate this Charm; if you do, its Duration is ‘‘One scene.’’
Repurchase (Integrity 5, Essence 3+): You may pay 8m, 1wp to activate this Charm; if you do, its Duration is ‘‘One
day.’’
39
Temptation-Resisting Stance (5m, 1wp)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Integrity 3, Essence 2; Stubborn Boar Defense
Gain +1s to Resolve against any influence that opposes one of your Ties or Principles. Gain an additional +1s to Resolve
for each allied, cooperating Solar who activates this Charm in this scene, to a maximum combined bonus of +5.
40
Righteous Lion Defense (--)
Type: Permanent; Duration: Permanent; Keywords: Bridge
Prereqs: Integrity 5, Essence 2; Steel Heart Stance, or any 5 Charms that reflect the Principle being defended
When you purchase this Charm, choose a Defining Principle, which must be specific and not overly broad. You treat any
Persuade attempt that is opposed by that Principle as unacceptable influence. Any Instill action that would decay the chosen
Intimacy must be rerolled, taking the lower of the two results. Even if the second attempt succeeds, the Intimacy remains
Defining, but it does not treat opposing Persuade attempts as unacceptable influence. This condition persists until you take a
Major or Defining action in defense of that Intimacy.
If the chosen Intimacy weakens as a result of your actions, this Charm is nonfunctional unless transferred to a new Defining
Principle.
Repurchase (Essence 3+): You may enhance a second Defining Principle in the above fashion.
41
Integrity-Protecting Prana (5m, 1wp) [MODIFIED]
Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Integrity 3, Essence 1; --
Trigger: You are exposed to the Wyld or other environmental twisting phenomena. (You are aware when this happens,
even if unconscious.)
Effect: You are immune to further alteration from all environmental twisting phenomena. This does not protect against
existing alterations, nor against directed attacks or the actions of Wyld-spawned creatures.21
42
Special: You may use this Charm while asleep, unconscious, or unaware of the attack.
Repurchase (Integrity 5+): Gain +1ns on the above roll. You may roll -2d ; if you do, add +3s .23
23 The original version of this Charm is Permanent/Permanent. Also, as written, the original Charm has an overwhelming chance of causing both
alternative.
43
9 Investigation
Watchman’s Infallible Eye (--)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Investigation 1, Essence 1; --
Trigger: You begin a scene in which a Case Scene or Profile action would be appropriate.
Effect: You become aware of which action is appropriate, and broadly why (‘‘You sense danger’’ or ‘‘There is something
odd about that man,’’ for instance).
44
accurate profile, Watchman’s Infallible Eye alerts you any time you meet a character or enter a scene consistent with that
profile.
45
Empathic Recall Discipline (1m, 1wp) [REMOVED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 4; Enlightened Touch Insight
Trigger: You complete a Case Scene action.
Effect: Make a (Wits + Investigation) Read Intentions action against the perpetrator, at a difficulty of his Larceny instead
of his Guile. If you succeed, you understand what the crime meant.
46
10 Larceny
Seasoned Criminal Method (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Larceny 1, Essence 1; --
You may choose to benefit from any or all of the following conditions at any time:
∙ Familiarity: Criminals feel they have met you before. You may treat any member of such an organization as if he had a
Minor Principle committing him to the belief that you are a current or prospective member.
∙ Dissonance: Bystanders cannot remember your face, and any Bureaucracy or Investigation actions to identify you take
a -2 penalty.
∙ Vulnerability: Criminals believe you are a likely mark for pickpocketing, a con game, a quick mugging, or whatever
other form of crime they practice.
∙ Receptivity: Criminals believe you would be interested in buying drugs or other contraband, trading for stolen goods,
hiring a prostitute, or similar activity. Such characters spontaneously direct you in the direction of such activities.
47
Effect: Roll (Manipulation + Larceny) vs. the target’s Resolve. If you succeed, the target believes you have always owned
the stolen object. The target may not spend Willpower to resist that belief for (your Essence) minutes.
Trigger: Any time while food or drink is left within reach of you.
Effect: You may poison that food or drink. You cannot be noticed in this action, though the results may be obvious.
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Initiative roll gains double-9s. If you succeed at the gambit, you may steal the target’s weapon for your own use. If that
weapon requires attunement, it is deattuned, and you may immediately attune to it.
∙ Seize the Day: 1/scene. Make a difficulty 4 gambit at close range, rolling (Dexterity + Larceny) for your attack; double
successes on the Initiative roll. If you succeed, you gain (4 + Dexterity)i and your opponent loses (your Dexterity)i.
Reset: Make a successful Decisive attack, then return to 15i+.
∙ Dream-Ending Gesture: 1/scene. Make a difficulty 5 gambit, rolling (Dexterity + Larceny for your attack); double
successes on the Initiative roll. If you succeed, you gain (extra attack successes)m and your opponent loses (extra attack
successes)m.
∙ Steal Inertia: 1/scene. Make a reflexive (Dexterity + Larceny) Decisive Clash attack. If you succeed, make an Initiative
roll for a Disarm gambit, adding (extra attack successes)s to that roll. This gambit has no Initiative cost.
∙ Hand-Spear Convocation: 1/scene. Trigger: Steal an artifact. Effect: For the remainder of the scene, you may treat
that Artifact as if it had an attunement cost of 0. You may attune to it reflexively.
49
Lock-Opening Touch (1m or 5m)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 2, Essence 1; --
Trigger: You attempt to open a lock.
Effect: If the lock is mundane, you may pay 5m to automatically open it as a reflexive action. If the lock is not mundane,
you may take a normal Lockpicking action with appropriate tools. In the latter case, you pay 1m, and this action gains
+(Essence)s and double-9s. In the latter case, you open the lock regardless of the roll’s result, but you trigger some unwanted
side-effect if you roll too few successes.
50
Unshakable Rogue’s Spirit (-1 Initiative per success) [REMOVED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 2; Living Shadow Preparedness
Trigger: Someone attempts to penetrate your disguise in a contested roll, or you attempt take an action to pick a lock,
pick a pocket, or hide.
Effect: Reduce the result of your next Join Battle roll by Xs, where X is no more than ([Wits + Awareness]/2). Add +Xs
to the triggering action. Ignore the Join Battle penalty after your next full night’s sleep. You may not activate this Charm in
combat.
Special: This Charm may be activated multiple times to enhance different rolls before sleeping. If it is, the maximum
value of X on all activations after the first becomes ([Wits + Awareness]/2 - [penalties from previous activations]).
∙ Destroy a single piece of evidence, though trace remnants may survive (3 pts).
∙ Completely remove a single piece of evidence, leaving no trace (7 pts).
∙ Gain +2ns to Resolve for one scene (5 pts).
∙ If you know Door-Evading Technique, activate it at a 5m discount (5 pts).
∙ If you know Sun-Stealing Shadow Spirit, you may retroactively activate it at no cost to create a single security flaw (6
pts).
∙ If you know Stalking Shadow Spirit, you may retroactively activate it (5 pts).
Contingency points must be spent as you first become aware of a piece of evidence, changing (or outright removing) that
evidence. Narratively, the world has always been as it is described after you make such changes; in-universe, this Charm does
not create retroactive changes.
51
Fate-Shifting Solar Arete (1wp) [REMOVED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 5, Essence 3; Lightning-Hand Sleight, Unshakable Rogue’s Spirit
Trigger: You take any non-extended action.
Effect: 1/day. Choose a number between 2 and 5, inclusive. In the subsequent roll, set each die producing that number to
a 10.
Repurchase (Essence 4+): Choose an additional number to gain the above effects.
52
11 Linguistics
Whirling Brush Method (3m)
Type: Reflexive; Duration: Instant; Keywords: Mute, Written-only
Prereqs: Linguistics 1, Essence 1; --
A subsequent action to write a short document or copy a longer one is greatly accelerated; you may write a letter in
seconds, copy a book in a day, transcribe a conversation in real time, or duplicate the functionality of a map. This Charm
does not reproduce handwriting or artistic flourishes, only text.
Special: If you reactivate this Charm in the same scene, reduce its cost to 1m.
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Soul-Drawing Pattern (8m, 1wp) [MotSE]
Type: Simple; Duration: Instant; Keywords: --
Prereqs: Linguistics 5, Essence 3; Stolen Voice Technique
Briefly write a description of a mortal person, which may include notes as to character, appearance, talents, connections,
and one Major or Defining Principle. If any such person is within one day’s travel of you, circumstances will conspire to draw
them as close as a reasonable person would be willing to go.
54
Flowing Elegant Hand (2m)
Type: Supplemental; Duration: Instant; Keywords: Mute, Written-only
Prereqs: Linguistics 3, Essence 1; --
Enhances: A written Linguistics action.
Effect: That action gains double-9s.
Repurchase (Linguistics 5, Essence 3+, Flawless Brush Discipline.): You may pay a total of 3m when activating this
Charm; if you do, the enhanced action gains double-8s.
Repurchase (Linguistics 5, Essence 5+): You may pay a total of 4m when activating this Charm; if you do, the enhanced
action gains double-7s.
Trigger: You attempt to overcome the Guile of a character concealing his intent through complex or misleading language.
Effect: That character takes -1 Guile.
29 The original version of this Charm is unclear in its effect.
55
Poetic Expression Style (1m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Linguistics 4, Essence 1; Strange Tongue Understanding
Enhances: An attempt to communicate in a language you do not speak.
Effect: You face no penalty to communicate your intent. Social influence made possible via this charm loses -3s .
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Perfect Recollection Discipline (1m per work)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Linguistics 5, Essence 3; Discerning Savant’s Eye
Trigger: Read a written work.
Effect: You perfectly memorize that work for the next week. While you remember it, you may pay 1m to refer to any
part of it. You may extend the duration of this Charm for another week by reviewing the work; if you maintain it for one
season, you gain the above benefit permanently.
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12 Lore
Wyld-Dispelling Prana (5m, 1wp)
Type: Reflexive; Duration: Varies; Keywords: --
Prereqs: Lore 2, Essence 1; --
Trigger: An object or character is altered by Wyld twisting effects.
Target: The affected object or character, which must be no larger than a horse and within medium range.
Effect: Roll ([mental Attribute] + Lore), adding +(Essence)nd to the roll. This roll is made at difficulty 3 in the
bordermarches and difficulty 5 in the deep Wyld. If your roll succeeds, negate the twisting effect; the target is immune to
such effects for (extra successes) turns in combat, or (extra successes) minutes outside combat.
Special: After succeeding at the above activation roll, ignore this Charm’s cost for the remainder of the scene. If you fail a
subsequent activation roll, this effect ends.
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Hidden Wisdom Bestowal (10m, 1wp)
Type: Supplemental; Duration: One scene; Keywords: Mute
Prereqs: Lore 5, Essence 2; Flowing Mind Prana
Enhances: Any training made as part of Flowing Mind Prana.
Effect: You may conceal the topic of your training from everyone except the character(s) benefiting from it. You may
choose the lesson’s apparent topic; for instance, an apparent math lecture might secretly train its recipients in guerrilla
warfare.
59
Truth-Rendering Gaze (6m)
Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Lore 5, Essence 2; Lore-Inducing Concentration
Investigate an object or geographic feature and roll ([Mental Attribute] + Lore). The difficulty of this roll is higher the
further the subject is from your Lore focuses. If the roll succeeds, you understand the purpose of an object or structure
(though not how to use it); if you used the Charm to study geography, you provide advice granting +(Essence)nd to any
Survival or War rolls for the rest of the scene.
60
project. If they do not, they similarly gain narratively-defined penalties to the project. Likewise, anyone who attempts to
keep them from following the prediction suffers narratively-defined penalties. Subsequent activations of this Charm cannot
cancel an existing prophecy, though Sidereal Astrology and similar effects may do so. This Charm’s cost is committed until
you sleep.
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Wound-Accepting Technique (3m per health level, 1wp) [MODIFIED]
Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 4, Essence 2; Will-Bolstering Method
Touch your target. That target heals up to (your Essence) health levels of your choice; you take damage identical to
that healed by the other character. If this damage would be prevented by any means, this Charm does not heal the original
target.37
62
Flowing Essence Conversion (10m, 3a)
Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Lore 5, Essence 3; Immanent Solar Glory
Reset Essence-Lending Method. Motes spent on this Charm cannot contribute to your anima.
original is above.
63
treat the target as if his Essence was one higher than normal (to a maximum of 5) for this purpose. You must commit an
additional 1m for each experience point this Charm would normally cost the target. You may end this Charm whenever you
wish, but it cannot otherwise be forcefully deactivated.
Upgrade (Essence 5+): You may use this Charm on yourself.43
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by spending extra successes, you may choose to create a Legendary Demesne. This costs you all minor demesnes, all major
demesnes produced by extra successes, and half of your land’s current area. To continue expanding your land, you must
again begin from Phase 1, with (Essence × 5) miles of new specific land.
Mundane Wealth: In Phase 1, you can create Resources 2 of mundane wealth, which may be personalized by spending
extra successes. You may increase this to Resources 3 at Phase 2, Resources 4 at Phase 4, and Resources 5 at Phase 6.
Magical Materials: To create magical materials, you must create a minor demesne of appropriate aspect using the rules
for creating non-specific land above. In the next Phase, you may destroy all created land to create one mina of the matching
material; this again counts as Phase 1. In Phase 2, you may expand this into a bar of material, in Phase t3 you can expand
to a talent, and in each subsequent Phase the quantity doubles. It requires five talents to build a grand daiklave.
Artifacts and Manses: Artifacts and manses cannot be created without other Charms.
Everything Else: To create any other kind of thing (such as a house or ship), you must create a supporting environment
for that thing. To create a house, you must first make appropriate land; to create a naval vessel, you must first create a
cradle or harbor. On subsequent Phases, the scale of the thing created increases; the house becomes a palace, and the ship
becomes a fleet, as the land around them expands appropriately.45
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specific materials or time. If you succeed, the weapon materializes at the end of this Phase. In Phase 4, you may choose to
create an Artifact weapon rated 2-4; if it is rated 3 or higher, it may have one active Evocation. In Phase 5, you may choose
to create an Artifact 5, again with one active Evocation; in Phase 6, you may choose to create an Artifact N/A, again with
one active Evocation. All Phases before the one used to produce the weapon must be spent creating an environment suitable
for the weapon’s origin; any such products are destroyed when the weapon is complete.48
66
13 Medicine
Note: Most medicine Charms have had the Touch keyword added for consistency, even where it does not significantly alter
their effect; such Charms are not marked ‘‘Modified’’ if that was the only change.
67
lethal or bashing health levels.
Reset: Perform a two-point stunt while treating a patient without using this Charm.
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Feit of Imparted Nature (10m)
Type: Simple; Duration: Indefinite; Keywords: Touch
Prereqs: Medicine 4, Essence 2; Touch of Blissful Release
Touch an ally. That character gains (your Essence) -0 health levels. These health levels take damage before all other
health levels. When you end this Charm, the health levels vanish, as does any damage they have absorbed. If this Charm is
used on a bleeding character, he stops bleeding.
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Healer’s Unerring Hands (5m, 1wp)
Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Medicine 5, Essence 4; Life-Sculpting Hands Technique
Trigger: You roll a Medicine action.
Effect: Reroll all non-successes. If at least half of the rerolled dice are successes after this roll, gain 1wp.
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14 Melee
Excellent Strike (3m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Melee 2, Essence 1; --
Enhances: Any Melee attack.
Effect: That attack gains +1s and recurring-1s.
71
seen them use earlier this scene.
Effect: 1/target in a given scene. Add +1ns to your attack.
Reset: The target again uses Defense-enhancing magic. You may not reactivate this Charm until at least the following
round.
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Bulwark Stance (5m)
Type: Reflexive; Duration: Until next turn; Keywords: --
Prereqs: Melee 3, Essence 1; Dipping Swallow Defense
Ignore all penalties to your Parry except surprise. (Setting your Defense to 0 is not a penalty.) Attacks against you take
-1d to damage for each 1 on the attack roll, to a maximum of -(your Essence)d.
Heavenly Guardian Defense ([1i per success +4m] or [4m] or [4m, 1wp])
Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Melee 5, Essence 2; Bulwark Stance
Trigger: Decisive damage is rolled against you.
Effect: Spend Xi + 4m. Reduce that damage by Xs.
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Solar Counterattack (3m)
Type: Reflexive; Duration: Instant; Keywords: Counterattack
Prereqs: Melee 4, Essence 1; Dipping Swallow Defense
Trigger: You apply your Parry to an attack.
Effect: Make a reflexive Decisive Melee counterattack after the attack is rolled, but before damage.
Victorious Wreath (Against the World Stance) (6m, 1wp (+1i/turn)) [MotSE]
Type: Reflexive; Duration: One scene; Keywords: Perilous
Prereqs: Melee 5, Essence 3; Fivefold Bulwark Stance, Ready in Eight Directions Stance
Whenever you successfully apply parry to an attack, gain ([your Parry against that attack] + 1 - [attack successes])m.
These motes dissipate unless spent on Melee Charms by the end of your next turn. This Charm ends immediately if you
Crash.
Repurchase (--): If you use Ready in Eight Directions Stance while this Charm is active and successfully parry all attacks
made on you during that round, do not reset to base Initiative at the start of your next turn.
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Whirlwind-Tempest Deflection (6m, 1wp) [MotSE]
Type: Reflexive; Duration: Perilous; Keywords: Counterattack, Perilous
Prereqs: Melee 5, Essence 3; Flashing Edge of Dawn, Heavenly Guardian Defense
Trigger: You successfully apply your Parry vs. a Decisive attack with 17+d of base damage.
Effect: 1/scene. All scenery in Close range is destroyed. All trivial opponents at Close range, and up to three non-trivial
opponents at Close range of your choice, are automatically hit by a Decisive Melee attack. This attack deals (attacker’s
Initiative/2, round down)d of damage, rolled separately for each non-trivial opponent; trivial opponents take (greatest damage
dealt + 3) levels of damage. Do not modify your Initiative for this attack.
Special: If you know Sandstorm Wind Attack, you may pay +3m when activating this Charm; if you do, it instead
destroys all scenery at up to Short range, strikes all trivial opponents at up to Short range, and hits up to three non-trivial
opponents at up to Short range of your choice.
Reset: Either roll Join Battle, or raise your Initiative to 20+ and make a successful Decisive attack.
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Glorious Solar Saber (5m, 1wp)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Melee 3, Essence 2; Summoning the Loyal Steel
Create a weapon with the stats of a daiklave, which glows like a torch. It gains the active Evocation Molten Sun Blade,
detailed below.
Repurchase (--): Learn a thematic Evocation for the Glorious Solar Saber. (No repurchase limit.)
Trigger: You make an attack with the Saber, which is parried by a mundane weapon.
Effect: Destroy that weapon.
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Sunlight. When you use any of those Charms against characters for whom you have negative Major or Defining Intimacies,
you may pay 1wp (for Major Intimacies) or 1m (for Defining Intimacies) to treat your target as a Creature of Darkness for
the purpose of those Charms (and this one). You must pay +2m to use Corona of Radiance in this way.
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15 Occult
Spirit-Detecting Glance (3m)
Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Occult 1, Essence 1; --
You can see (but cannot touch) dematerialized spirits. (Normally, dematerialized spirits are invisible.)
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Spirit-Slaying Stance (3m)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Occult 5, Essence 1; Phantom-Seizing Strike
Add +(Essence)d to any attack targeting a spirit.
∙ Burning: (Essence/2, round up) minor Charms and one major Charm.
∙ Bonfire: ([Essence/2, round up] + 1) minor Charms and two major Charms.
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Uncanny Shroud Defense (6m)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 3, Essence 1; Spirit-Cutting Attack
Trigger: An attack would remove your last health level.
Effect: That attack does not damage your last health level.
Special: You may not activate this Charm if you had only one health level prior to the attack.
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increased due to multiple activations, reset that difficulty to the base value.
Special: If you reduce a target’s Essence to 0 in this way, it is unable to act while affected by your Spirit-Caging Mandala.
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Ancient Tongue Understanding (6m)
Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Occult 3, Essence 1; --
You understand and speak Old Realm and similar spirit languages. You cannot understand or speak any other language.
Add +(Essence/2, round down, minimum 1)s to all Occult actions and Shape Sorcery actions.
15.1 Sorcery
Terrestrial Circle Sorcery (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 3, Essence 1; --
You may learn and cast Terrestrial Circle spells. You gain one shaping ritual and one Terrestrial Circle spell at no cost;
the first Terrestiral spell you learn with a control effect (including this free spell) becomes your control spell.
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Solar Circle Sorcery (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 5; Celestial Circle Sorcery
You may learn and cast Solar Circle spells. You gain one shaping ritual and one Solar Circle spell at no cost; the first
Solar spell you learn with a control effect (including this free spell) becomes a third control spell.
Special: This Charm may not be taken early by choosing Occult as your Supernal Ability.
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16 Performance
16.1 Omni-Applicable
Masterful Performance Exercise (2m)
Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Performance 3, Essence 1; --
Enhances: Any Performance roll.
Effect: That roll gains +1s and recurring-1s.
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Soul Voice (1wp)
Type: Reflexive; Duration: One Performance action; Keywords: --
Prereqs: Performance 5, Essence 5; Unmatched Showmanship Style
Trigger: You begin performing.
Effect: 1/day. Your Performance Charms have ‘‘Cost: --.’’
Reset: The scene in which you activates this Charm suddenly changes for the worse in a significant, Storyteller-introduced
way.
16.2 Utility
Respect-Commanding Attitude (5m)
Type: Supplemental; Duration: One Performance action; Keywords: --
Prereqs: Performance 2, Essence 1; --
Enhances: Any Performance action.
Effect: Any character observing that performance must pay 1wp to leave or 2wp to interrupt or attack you. As long as
your performance continues, such characters treat all of their base die pools as (lower of their normal pool or their Charisma
+ Performance).
Special: This Charm may not be activated during combat, but if activated before combat, it continues as long as the
performance does.
16.3 Oratory
63 The original version of this Charm is Permanent/Permanent.
85
Impassioned Orator Technique (1m) [REMOVED]
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Performance 3, Essence 1; Masterful Performance Exercise
Enhances: A speech-based Performance roll.
Effect: That roll gains double-9s. 64
86
Mood-Inducing Music (1m)
Type: Simple; Duration: One song; Keywords: --
Prereqs: Performance 4, Essence 1; Perfect Harmony Technique
Play a song, and name a mood consistent with that song. While that song plays, any social influence consistent with
the chosen mood gains +(Essence)d, as long as it targets a character who can hear the song. Similarly, any social influence
inconsistent with the chosen mood loses -(Essence)d.
Alternatively, while this Charm is active, you may grant +(Essence)d to any song- or dance-based Performance rolls
made by the character of your choice.
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Seventeen Cycles Symphony (5m, 1wp) [MotSE]
Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Performance 5, Essence 3; Heart-Compelling Method, Plectral Harbinger’s Approach
Trigger: You encounter a mundane, naturally-occurring environmental hazard.
Effect: Roll (Charisma + Performance), adding +(Essence)s, vs. the difficulty of the hazard. If you succeed, you make a
path through which a Size (Essence + [extra successes/2]) unit can pass safely. The path lasts (Essence × 30) minutes before
becoming hazardous again, though you may reactivate this Charm before it terminates; if you do, ignore the Willpower cost.
Repurchase (--): This Charm now functions against supernatural or artificial environmental hazards.
Repurchase (Essence 4+): This Charm now functions against sorcerous workings, as long as such workings would hinder
you from pursuing a Defining Intimacy. In such cases, instead roll ([Charisma or Manipulation] + Performance), adding
+(Essence)s, vs. the sorcerer’s Resolve. Relatively minor workings are permanently destroyed by this Charm, while major
workings are temporarily nullified as above.
16.5 Dance
Graceful Reed Dancing (1m) [REMOVED]
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Performance 3, Essence 1; Masterful Performance Exercise
Enhances: A dance-based Performance roll.
Effect: That roll gains double-9s.
16.6 Acting
Master Thespian Style (1m)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Performance 4, Essence 2; Masterful Performance Exercise
Spend five minutes getting into character as another person, and then begin portraying your chosen character. Gain +1s
to Guile. Any failed Read Intentions action against you instead detects Intimacies consistent with your chosen character. If
you break character, this Charm ends.
Special: You may activate this Charm and Flawlessly Impenetrable Disguise as a single Simple action.
Special: If you make a stunt related to your chosen character as you enter a scene, you may activate this Charm reflexively
with no warm-up time.
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Drama-Fueling Ardor (1m) [MotSE]
Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Performance 4, Essence 2; Master Thespian Style
Enhances: A Performance roll while acting.
Effect: Add +1s to that roll. Do not count (greater of Essence and 3)m spent this instant against your anima banner. If
your roll scores any successes over the average Resolve of your audience, one of your fellow actors gains +(extra successes)nd
to his next Performance roll; you gain (the number of 9s and 10s he rolls)m. Reviewers of your performance tend to develop
positive Intimacies for you.
16.7 Voice
Voice-Hurling Method (2m)
Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Performance 4, Essence 1; Masterful Performance Exercise
Enhances: Any voice-based social influence or normal conversation.
Effect: Choose any source within short range; your words appear to come from that source. If you use this Charm while
hiding, any Awareness-based attempts to locate you lose -2s.
16.8 Seduction
Thousand Courtesan Ways (5m) [MODIFIED]
Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Performance 3, Essence 1; Masterful Performance Exercise
Gain +1nd to all Appearance-based rolls. Treat your Appearance as one higher when determining bonuses due to your
opponent’s low Resolve, even if this would take your Appearance above 5. You may attempt seduction via a Persuade action
without a supporting Intimacy.67
67 The original version of this Charm grants +1 Appearance; it is unclear how that interacts with dice caps.
89
17 Presence
Listener-Swaying Argument (3m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Presence 3, Essence 1; --
Enhances: An Instill or Persuade action.
Effect: That action gains +1s. For every 2 points by which your opponent’s Resolve is boosted, that action gains +1nd,
to a maximum of +3nd.
90
Underling-Promoting Touch (7m, 1wp) [MODIFIED]
Type: Simple; Duration: Indefinite; Keywords: Touch
Prereqs: Presence 5, Essence 2; Majestic Radiant Presence
Target: A character who serves or follows you.
Effect: Touch the target. Any character with a Tie of loyalty, respect, or admiration for you is treated as having identical
Ties for the target. The target may act with your authority in any position you normally fill; other characters automatically
sense his authority to do so.69
91
Upgrade (Essence 4+): You may increase either or both bonuses granted by this Charm to +2nd; any bonuses increased
in this way may only enhance Abilities or Attributes rated 3 or lower.
92
to resist it by 1wp.
Special: If your action is enhanced by this Charm and at least one other Charm that would gain increased effect against
Creatures of Darkness, all such Charms may also target characters for whom you have a Defining Tie of hatred, or characters
defending ideas for which you have a Defining Tie of hatred. Treat such characters as Creatures of Darkness for the purpose
of all such Charms. This may not enhance effects with a duration longer than Instant.
93
Rose-Lipped Seduction Style (2m, 1wp)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Awakened Carnal Demiurge
Enhances: A Seduction action.
Effect: That action gains double-9s and ignores Unacceptable Influence.
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18 Resistance
Durability of Oak Meditation (3m)
Type: Reflexive; Duration: One tick; Keywords: --
Prereqs: Resistance 2, Essence 1; --
Trigger: You are attacked.
Effect: Any Withering or Decisive attack against you reduces its raw damage by 2. Gain 4 Hardness.
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Effect: Reduce that attack’s damage by (Stamina + armor soak). Your Hardness is 0.
Special: Count soak from Diamond-Body Prana as armor soak for the purposes of this Charm, but ignore any other
Charms that would provide soak.
Special: You may not activate this Charm in response to an ambush.
Special: You may activate this Charm in response to uncountable recurring damage; if you do, ignore that damage, but
you take a -3d penalty for (7 - Stamina) turns, to a minimum of one turn.
This Charm’s bonus increases appropriately if you later raise your Stamina.
Repurchase (Special): You may purchase this Charm up to (Resistance) times.
96
Tiger Warrior’s Endurance (--) [MODIFIED]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 5, Essence 2; Body-Mending Meditation, Front-Line Warrior’s Stamina
Trigger: You recover from Crash.
Effect: 1/scene. You heal two health levels with penalties no greater than -2, typically starting from the levels with the
highest penalties.
Reset: Have a total of 20i+.74
97
Special: You may activate this Charm reflexively on a turn in which you activate Whirlwind Armor-Donning Prana.
Repurchase (-): Learn a thematic Evocation for the Glorious Solar Plate. (No repurchase limit.)
98
19 Ride
Master Horseman’s Techniques (--)
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 1, Essence 1; --
You gain three of the following powers. You may purchase additional powers for 2XP or 1BP.
∙ Harmony of Spirits Style: If you would fall out of the saddle, spend 1m; you do not fall out of the saddle. You may
activate this Charm while asleep or otherwise incapable. This effect does not function against Unhorse gambits.
∙ Horse-Summoning Whistle: Spend 1m; your mount makes its way to you as fast as possible.
∙ Master Horseman’s Eye: When evaluating a horse, spend 1m; you infallibly detect its strengths and weaknesses.
∙ Speed-Sustaining Technique: Touch your mount and spend 1m; your mount does not become tired due to any exertions
it makes in the next two hours.
∙ Spirit-Steadying Assurances: If your mount would panic, spend 1m. Any fear or Terror effects affecting your mount
end; no new fear or Terror effects can affect it for (Essence) rounds, and circumstances cannot cause it fear for the rest
of the scene.
∙ Blood Rider’s Toughness: You do not take injuries from riding for too long. While riding, you and your mount double
the time you can travel before requiring food, water, or rest.
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Immortal Charger’s Gallop (1m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Ride 4, Essence 2; Wind-Racing Essence Infusion
Enhances: One mounted movement action or interval of a race.
Effect: If your mount’s base Speed Bonus is less than 0, it increases to 0. The enhanced action gains +(Speed Bonus)ns
instead of the normal +(Speed Bonus)nd.
100
Sometimes Horses Fly Approach (1m)
Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Ride 5, Essence 3; Coursing Firebolt Flash
Your mount may stand on any surface, including thin air.
101
same price to cause the equipment to return; three turns after this cost is paid, your mount is properly equipped.
Special: If you know the Charm Glorious Solar Plate, you may pay an additional +5m when activating this Charm. If
you do, your mount’s barding benefits from Glorious Solar Plate.
Upgrade (Essence 4+): You may instead pay 5m, 1wp when activating this Charm; if you do, your mount is instantly
equipped.
102
Rousing Backlash Assault (5m)
Type: Reflexive; Duration: Instant; Keywords: Counterattack
Prereqs: Ride 4, Essence 2; Worthy Mount Technique
Trigger: A Decisive attack is made against you while your mount is defending you via Worthy Mount Technique.
Effect: Your mount makes a Decisive counterattack.
103
Wrathful Mount Invigoration (--) [ORIGINAL]
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 4, Essence 3; Immortal Rider’s Advantage
While you have Seasoned Beast-Rider’s Approach active, it gains 1i at the start of each of its turns. If it succeeds at
a Ride-based movement action or rolls more successes than at least one opponent in an interval of a race, it gains (your
Essence)i.
Upgrade (Essence 4+): Your mount’s base Initiative is (higher of 4 or its Stamina), to a maximum of 6.
80 The default version of this Charm requires the use of Seasoned Beast-Rider’s Approach, which is redundant for familiars.
104
20 Sail
Salty Dog Method (--) [MODIFIED]
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Sail 3, Essence 1; --
You gain the following advantages:
∙ Your Sail rolls gain recurring-6s.
∙ Add +(Sail/2, round up) to your Resolve vs. Terror effects from monsters, demons, and similar creatures.
∙ If you fail a balance roll, you stand immediately after falling. You cannot fall off of a ship.
∙ You know the distance and path to any place you have been before.
81
105
Ship-Sleeking Technique (4m)
Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Sail 3, Essence 1; Ship-Claiming Stance
A ship within sensory range gains +1 Speed.
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Ship-Sustaining Spirit (4m)
Type: Reflexive; Duration: Indefinite; Keywords: Stackable
Prereqs: Sail 5, Essence 3; Ship-Leavening Meditation
Trigger: Your ship would be destroyed.
Effect: Your ship is reduced to 0 hull levels, but is not destroyed.
Special: You may commit motes to this Charm multiple times to prevent multiple effects that would destroy the ship. If
you release motes to any commitment before the ship is repaired, the ship disintegrates.
107
Ship-Breaker Method (3m)
Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 1; Legendary Captain’s Signature
Enhances: A Ram maneuver.
Effect: Make that maneuver secretly, and do not reveal it until your opponent has chosen a maneuver. If he chooses a
Broadside maneuver, you automatically win the opposed roll. If your Ram succeeds, it inflicts one additional level of damage.
108
Invincible Admiral Method (10m, 1wp)
Type: Simple; Duration: One scene; Keywords: --
Prereqs: Sail 5, Essence 3; Legendary Captain’s Signature
Signal your fleet. Roll ([Charisma or Intelligence] + Sail) and add (successes/2, round up)d to the naval maneuvers of all
allies who receive the signal, including your own ship. Repeat this roll each round, using the new result.
109
Perfect Reckoning Technique (4m) [MotSE]
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 3; --
If you are on a ship on the water, you know your exact location, and any action you take to chart a course is automatically
successful.
110
21 Socialize
Mastery of Small Manners (5m)
Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Socialize 3, Essence 1; --
You instinctively recognize and adapt to the culture and social expectations of the surrounding society. Ignore any social
penalties for unfamiliarity with the culture; if you would commit a faux pas, the Storyteller should alert you and give you a
chance to revise your plans accordingly. Anyone with positive Intimacies for this culture is treated as having a Minor Tie of
respect or admiration for you. Anyone with a negative Intimacy for foreigners is treated as if it was one level weaker for
interactions with you.
111
Trigger: Via a Read Intentions action, you notice hostile intentions which could lead to a fight.
Effect: Gain +3nd to any Awareness roll to notice traps or ambushes, or to your next Join Battle roll this scene. Any
allies you warn also gain this bonus.
112
Unimpeachable Discourse Technique (3m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Mastery of Small Manners
Enhances: A Persuade or Instill action to affect the policy of a cultural group.
Effect: That action gains recurring-1s.
113
Trigger: Make a Socialize roll.
Effect: Choose another character within close range. Remove all dice showing 1s and 2s in your pool; X is the number of
dice removed in this way. The target must roll (Wits + Socialize) vs. your Essence; he loses Xs on this roll, and you gain Xs
to your original roll. If he fails the roll, he embarrasses himself publicly.
Special: You may activate this Charm in response to another character using Aspersions Cast Aside on you; if you do,
you neither lose nor gain successes, and you may choose some other character as above to lose -Xs instead. (You may not
choose the character who originally targeted you.)
114
Repurchase (--): Replace this Charm’s trigger and effect with ‘‘Trigger: A Read Intentions roll is made against you, even
if you are unaware of it. Effect: You become aware of that action, as well as the general direction of its source; ignore the
normal penalty for being unaware of a Read Intentions roll. If you successfully resist the action, you may target that source
with a Read Intentions roll regardless of distance or location. If you succeed on this roll, gain 1wp in addition to the normal
benefits.’’
Repurchase (Essence 4+): You may use this Charm even if you did not resist the original Read Intentions action.
115
condemned person makes a successful Persuade action, backed by evidence, to claim his own innocence, or if that person
leaves the group for (your Essence) days.
116
Hundred-Faced Stranger (--) [REMOVED]
Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 3; Heart-Eclipsing Shroud
This Charm enhances all purchases of Heart-Eclipsing Shroud; your personas now have their own Ability dots. All personas
gain ten favored Abilities. Gain (higher of Integrity and Presence) + (higher of Bureaucracy and Linguistics) + (higher of
Ride and Sail) + (Socialize) + (highest Dawn Ability) Ability dots, which must be distributed among the persona’s Abilities.
At least half of these dots must be spent on Zenith and Eclipse Abilities, and the persona cannot have Craft, Lore, Occult, or
Dawn Abilities higher than your normal Abilities. Your persona also gains three Specialties. Finally, your persona gains
(your total experience/2, round down) XP, which can only be spent on Abilities and Specialties. As above, this cannot raise
Craft, Lore, or Occult higher than your actual ratings. If the persona would meet the Ability requirement for any Charm you
possess, it knows that Charm.
Special: Any Abilities you do not possess must be trained while in the persona, at normal training times, before you have
access to them.
Special: Whenever you gain experience points or Ability dots, you may recalculate the persona’s Abilities, though it
cannot lose any Abilities it possessed previously.
117
other personas.
Special: This Charm always causes a brief full anima display, which cannot be muted.
118
22 Stealth
Perfect Shadow Stillness (1m, 1wp)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Stealth 2, Essence 1; --
Trigger: You make a Stealth roll.
Effect: Reroll all dice not showing 10s.
Upgrade (Stealth 5): If you succeed at the Stealth action, gain 1wp.
119
or would otherwise remember you, he rolls (Wits + Lore) at difficulty (your successes). If he succeeds, he remembers you as
normal and ignores this Charm. Otherwise, he does not remember you and cannot roll again for the rest of the day.
120
Killing Shroud Technique (5m, 1wp) [MotSE, MODIFIED]
Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Stealth 5, Essence 2; Stalking Wolf Attitude
Enhances: A Grapple gambit, which may be made with any Ability, made while in concealment.
Effect: You do not leave hiding or take any penalties to your Stealth for the attempt. Add +1ns to the gambit attack
roll, and add +1s to the Initiative roll. If you succeed, your target disappears into the shadows without being noticed by
anyone; while you remain in hiding and your target remains clinched, your struggle will not be seen and heard. Lose -1d to
any Stealth rolls made during this time. If you kill your target, his body cannot be found for (Essence) rounds afterward, and
then only with a difficulty 3 (Perception + Awareness) roll.89
121
Flashing Nocturne Prana (10m, 1wp)
Type: Reflexive; Duration: Indefinite; Keywords: Perilous, Mute
Prereqs: Stealth 5, Essence 4; Shadow-Crossing Leap Technique
Trigger: Any time while in hiding.
Effect: Mark that location. If you end this Charm while within three range bands of it, move directly to that spot. You
automatically re-enter hiding, as per your previous roll; all attempts to detect you within the next two rounds automatically
fail.
122
23 Survival
Food-Gathering Exercise (3m)
Type: Simple; Duration: One hour; Keywords: --
Prereqs: Survival 1, Essence 1; --
Roll ([Charisma or Wits] + Survival) at a Storyteller-determined difficulty. Gather enough food to feed (extra successes)
people for a day, regardless of tools. If there is literally no food to be found, you still find enough food for one person for a
day. If you use this Charm multiple times, you will have a wilderness encounter that could provide additional food: finding a
fruiting tree or a full-grown elk, for instance.
123
Harmony with Nature Approach (--) [MotSE]
Type: Simple; Duration: Instant; Keywords: --
Prereqs: Survival 3, Essence 1; Food-Gathering Exercise, Friendship with Animals Approach, Hardship-Surviving Mendicant
Spirit
1/day. Roll ([Charisma or Wits] + Survival); gain a pool of (successes + 1)m that can only be spent on Survival Charms.
These motes dissipate at the next dawn.
∙ Essence-Drawing Method: 1/day, you can reflexively gain 5m while within short range of your familiar. If you have
already gained motes from a familiar (or ship) today, these motes dissipate at the end of your turn.
∙ Power-Renewing Bond: 1/day, as a simple action, you can interact with your familiar and gain 1wp. Reduce any
crippling penalties to your social influence rolls by 1.
∙ Sense-Riding Discipline: Take a Simple action; you can perceive through your familiar’s senses at any range. At
Survival 5+, you can also control your familiar’s actions. You may activate this Charm while asleep or incapacitated.
Special: The first time you use this Charm, ignore the XP cost.
124
on your location, forming a Size 2 battle group. By default, this battle group has average Drill and Might 0; pack-hunting
animals instead have elite Drill, and small animals such as chipmunks instead have Might 2. In general, this Charm takes ten
minutes outside combat, or (8 - animal’s Dexterity) rounds in combat, though Storytellers may shorten these times where
dramatically appropriate. By default, this battle group cannot benefit from your War Charms.
Special: If your familiar is present, it leads the battle group; if it is capable of human intelligence, the battle group benefits
from your War Charms.
Upgrade (Essence 4+): Any time the battle group makes a successful Withering attack, your familiar gains (normal
Initiative reward/2, round up)i.
∙ The Steeliness Merit, which grants +1ns to Resolve against intimidation and fear-based effects.
Special: The first time you use this Charm, ignore its XP cost.
125
Phantom-Rending Fangs (3m)
Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Survival 5, Essence 3; Spirit-Hunting Hound
Trigger: Your familiar attacks a dematerialized enemy.
Effect: That attack can hit dematerialized beings. If the attack is a Grapple gambit and the familiar successfully establishes
control of the clinch, the enemy can be struck by physical attacks for the duration of the clinch.
Special: If you have commanded your familiar to attack via Familiar-Honing Instruction, you may choose to give up -Xd
on the attack to reduce this Charm’s cost by Xm, where X is at most the number of bonus dice granted by Familiar-Honing
Instruction.
126
Colossal Rampaging Beast (7m, 3a, 1wp) [MotSE]
Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Survival 5, Essence 4; Deadly Predator Method
Trigger: Any time while Deadly Predator Method is active on a familiar.
Effect: Activate Saga Beast Virtue for that familiar at no cost. Any size-increasing Charms for that familiar must apply.
(Normally, you can choose whether or not to apply any size-increasing effects.) Drastically increase your familiar’s size: a
chipmunk grows to the size of a pony; a lion grows to the size of an elephant; larger animals double in size. Your familiar
gains three further mutations and further benefits depending on its size:
∙ Elephant-sized and larger: Double the Hardness granted from Hide-Hardening Practice. Gain two -4 health levels and
three -0 health levels. Add +3ns to feats of strength. Your familiar may make hand-to-hand attacks at short range,
and enemies at short range must Disengage in order to move to medium range.
∙ Smaller than an elephant: Gain two -0 health levels. Add +3ns to any Rush or Disengage actions. Add +1s to any
attack rolls.
91 The original version of this Charm grants +1 Appearance; it is unclear how that interacts with dice caps.
127
24 Thrown
Precision of the Striking Raptor (1m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 1, Essence 1; --
Enhances: A Withering Thrown attack.
Effect: Determine that attack’s accuracy as if it was made from close range. If it was already made at close range, the
target takes -1 Defense.
128
Upgrade (Thrown 5, Essence 3+): If you make this attack from hiding and all enemies fail their Awareness rolls, you
remain in hiding.
129
automatically succeed at a Disarm gambit on that opponent. Reset: Damage an enemy with Steel Storm Descending.’’
Upgrade (Essence 5+): When using the Clash mode of this Charm, if the Clash succeeds you may pay 3m to gain both
benefits instead of one.
130
Enhances: A Thrown Disarm, Distract, or Unhorse gambit.
Effect: That gambit gains the ‘‘Quickshot’’ keyword.
131
regardless of their range to you. Resolve the attack against the primary target as normal. Any secondary target hit by the
attack loses (lesser of [damage to primary target] and [your Essence])i; you do not gain Initiative from these targets. Make an
ammunition check; if this fails, the Charm must be reset.
Reset: Spend three turns scavenging for Thrown weapons.
132
25 War
War God Descendent (3m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: War 1, Essence 1; --
Enhances: A Strategic Maneuver roll.
Effect: Ignore the penalty for poor drill. When you Join Battle, your battlegroup gains +1 Size.
133
Holistic Battle Understanding (2m)
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: War 2, Essence 1; War God Descendent
Enhances: A Strategic Maneuver roll.
Effect: Ignore penalties for unfamiliarity with the other army or general.
134
Transcendent Warlord’s Genius (1m)
Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 5, Essence 3; Battle Path Ascendant
Trigger: You use Battle Path Ascendant.
Effect: You benefit from a strategy requiring no more than (your Join Battle successes/2, round up) successes.
135
26 ???
Hallowed Bond of Night and Flame (Hallowed Soul and Flesh Merging) [MotSE, APOCRYPHAL] (10m, 3a,
1wp) [MotSE]
Type: Simple; Duration: One scene; Keywords: Apocryphal, Touch
Prereqs: Essence 3; ???
Touch a Lunar for whom you have a Defining Tie, and who has a Defining Tie for you; this character must be working
with you to protect a common Defining Principle. Roll (your Essence + his Essence); if you roll at least 1s , you fuse into one
being, which looks like a mixture of your anima banner and the Lunar’s default animal form. Your new form has a mote
pool of (your mote pool + 25)m, your Initiative, (Lunar’s undamaged health levels) health levels, your Ability scores, and
the Lunar’s Attribute scores. It has all of your Charms, as well as the Lunar’s Attribute Excellencies. It gains ([Lunar’s
Appearance or Stamina] + 1) appropriate mutations, which may be used to perform special animal attacks such as Bite. If
you die while in this form, both characters die.
Special: This Charm may not be voluntarily ended early unless you Crash.
136
Index
Accord of the Unbreakable Spirit, 42 Blood Without Balance, 2
Accuracy Without Distance, 2 Bloodthirsty Sword-Dancer Spirit, 98
Adamant Skin Technique, 95 Blurred Form Style, 119
Adamantine Fists of Battle, 17 Body-Mending Meditation, 96
Aegis of Invincible Might, 96 Body-Purifying Admonitions, 69
Aegis of Unstoppable Force, 11 Body-Restoring Benison, 40
Ages-Echoing Wisdom, 29 Body-Sculpting Essence Method, 68
Agile Dragonfly Blade, 72 Bonfire Anima Wings, 9
Ailment-Rectifying Method, 67 Bottomless Wellspring Approach, 59
All Souls Benediction, 81 Brass Scales Falling, 31
All-Encompassing Sorcerer’s Sight, 81 Breach-Healing Method, 33
All-Knowing Enlightened Sovereign, 60 Breath-Drinker Method, 78
All-Seeing Master Procurer, 24 Bright-Forging Prana, 34
All-Sundering Strike, 75 Bulwark Stance, 73
Ambush Predator Style, 126 Bureau-Rectifying Method, 26
Ancient Tongue Understanding, 82 Bureau-Reforming Kata, 26
Angle-Tracing Edge, 130 Burning Anima Sails, 107
Anima-Suffused Spirit, 81 Burning Exorcism Technique, 79
Anodyne of Celestial Dreaming, 69 Burning Eye of the Deliverer, 81
Anointment of Miraculous Health, 67 Burning Fist Burial, 17
Apocalypse Flare Attack, 18 Burning Proof of Authority, 19
Arc Shedding Rain Technique, 75 Burning Sky Apocalypse Strike, 23
Arete-Driven Marathon Stride, 8
Arete-Shifting Prana, 29 Call the Blade, 75
Armed and Ready Discipline, 97 Calm and Ready Focus, 73
Armor-Eating Strike, 10 Cancel the Apocalypse, 16
Armored Scout’s Invigoration, 97 Carnal Spirit Rending, 79
Arrow Storm Technique, 3 Cascade of Cutting Terror, 131
Ascendant Battle Visage, 22 Celestial Bliss Trick, 89
Ash and Storm Aegis, 107 Celestial Circle Sorcery, 82
Asp Bites Its Tail, 114 Celestial Reforging Technique, 33
Aspersions Cast Aside, 113 Chains Fall Away, 31
At Your Service, 117 Chaos-Cutting Galley, 107
Authority-Radiating Stance, 92 Chaos-Repelling Pattern, 58
Awakened Carnal Demiurge, 93 Chaos-Resistance Preparation, 32
Awakening Eye, 15 Circle of Bright Reaving, 72
Clay and Breath Practice, 29
Baara-Unleashing Technique, 127 Clear Mind Discipline, 40
Bard-Lightening Prana, 102 Clever Bandit’s Rook, 47
Barque of Transcendent Vision, 40 Cloud-Wreathed Scholar, 61
Battle Anthem (of the Solar Exalted), 87 Colossal Rampaging Beast, 127
Battle Fury Focus, 98 Consumer-Evaluating Glance, 24
Battle Path Ascendant, 134 Contagion-Curing Touch, 67
Battle-Dancer Method, 88 Copper Spider Conception, 29
Battle-Visionary’s Foresight, 135 Corona of Radiance, 76
Beast-Mastering Behavior, 124 Countenance of Vast Wrath, 93
Benison of Celestial Healing, 69 Coursing Firebolt Flash, 100
Bestial Traits Technique, 125 Crack-Mending Technique, 33
Black Fathoms Blessed, 109 Craftsman Needs No Tools, 31
Blade-Rebuking Wrath, 17 Crafty Observation Method, 44
Blade-Turning Body Technique, 95 Crashing Wave Throw, 19
Blazing Glorious Icon, 92 Creation of Adamant Specie, 24
Blazing Solar Bolt, 77 Criminal Seduction Method, 47
Blinding Battle Feint, 120 Crimson Razor Wind, 129
Blink, 12 Crimson Talon Vigor, 126
Blood and Salt Bondage, 106 Crowned King of Eternity, 92
Blood Diamond Sweat, 33 Culture Hero Approach, 112
137
Cunning Insight Technique, 113 Easily-Discarded Presence Method, 116
Cunning Mimicry Technique, 89 Easily-Overlooked Presence Method, 119
Cup Boils Over, 54 Eclectic Verbiage of Law, 27
Current-Cutting Technique, 109 Edge of Morning Sunlight, 76
Cutting Circle of Destruction, 130 Effective Counterargument, 113
Efficient Craftsman Technique, 29
Dancing Steel Symphony, 131 Element-Resisting Prana, 123
Dancing With Strife Technique, 16 Elements-Sculpted Avatar, 127
Dark Sentinel’s Way, 121 Elusive Dream Defense, 115
Dark-Minder’s Observances, 82 Elusive Mount Technique, 99
Dauntless Assayer Method, 112 Eminent Paragon Approach, 43
Dauntless Inquisitor Attitude, 44 Empathic Aegis Discipline, 41
Dazzling Flare Attack, 4 Empathic Recall Discipline, 46
Deadly Ichneumon Assault, 108 Empowered Barter Stance, 25
Deadly Onslaught Coordination, 124 Empowered Soul Technique, 39
Deadly Predator Method, 126 Empowering Shout, 90
Death-Daring Maneuver, 110 Empty Palm Technique, 129
Death-Dealing Diffusion, 131 Endless Obsession Feint, 113
Deck-Sweeping Fusillade, 107 Enduring Mental Toughness, 39
Dedicated Unerring Ear, 15 Enemy-Castigating Solar Judgment, 92
Deep-Eyed Soul Gazing, 114 Energetic Influence Technique, 112
Deft Official’s Way, 25 Energy Restoration Prana, 40
Demiurgic Suspiration, 66 Enigmatic Bureau Understanding, 25
Demon Wracking Shout, 85 Enlightened Discourse Method, 27
Demon-Compelling Noose, 80 Enlightened Touch Insight, 45
Demon-Wasting Rush, 9 Ephemeral Induction Technique, 82
Design Beyond Limit, 33 Essence Font Technique, 62
Destiny-Manifesting Method, 42 Essence-Draining Touch, 62
Devil-Strangling Attitude, 20 Essence-Forging Kata, 34
Diamond-Body Prana, 95 Essence-Gathering Temper, 98
Dipping Swallow Defense, 72 Essence-Laden Missive, 54
Discerning Savant’s Eye, 56 Essence-Lending Method, 61
Discretionary Gesture, 114 Essence-Twining Method, 62
Divine Aspect, 91 Even-Touched Prophet, 115
Divine Executioner Stance, 71 Ever-Ready Innovation Discipline, 32
Divine Induction Technique, 44 Evidence-Discerning Method, 44
Divine Inspiration Technique, 35 Evidence-Restoring Prana, 45
Divine Instrument, 87 Excellent Emissary’s Tongue, 56
Divine Mantle, 43 Excellent Friend Approach, 90
Divine Transcendence of Craft, 31 Excellent Strike, 71
Divinely-Inspired Performance, 89 Exegesis of the Distilled Form, 30
Diving Hawk Discipline, 130 Experiential Conjuring of True Void, 34
Divinity-Conferring Touch (Celestial Exaltation Method), 92 Eye of the Unconquered Sun, 15
Dogmatic Contagion Discipline, 86 Eye-Deceiving Camouflage, 123
Door-Evading Technique, 50 Eyeless Harbinger Awareness, 14
Doubt-Sealing Heist, 47
Doubt-Sowing Contention Method, 113 Face-Charming Prana, 115
Dragon Coil Technique, 20 Fallen Weapon Deflection, 129
Dragon Soul Emergence, 29 Falling Hammer Strike, 21
Drama-Fueling Ardor, 89 Falling Icicle Strike, 130
Draw the Curtain, 117 False Image Feint, 120
Drifting Leaf Elusion, 37 Familiar-Honing Instruction, 125
Drifting Shadow Focus, 36 Faster Than Self Technique, 9
Dual Magnus Prana, 31 Fate-Shifting Solar Arete, 52
Durability of Oak Meditation, 95 Fathoms-Fed Spirit, 105
Durability-Enhancing Technique, 32 Favor-Conferring Prana, 91
Dust and Ash Sleight, 2 Feather Foot Style, 8
Dust Motes Whirling, 36 Feit of Imparted Nature, 69
Ferocious Jab, 17
Eagle-Wing Style, 7 Fervent Blow, 74
138
Fete-Watcher Stance, 111 Gloaming Eye Understanding, 82
Fetich Tracing Eye, 44 Glorious Solar Plate, 97
Fierce Charger’s Pulse, 100 Glorious Solar Saber, 76
Fiery Arrow Attack, 4 God-Forge Within, 30
Fiery Solar Chakram, 132 God-Heeling Gesture, 93
Finishing Snipe, 4 God-King’s Shrike (Dogstar Ruminations), 61
Fire and Stones Strike, 71 Godspeed Steps, 9
Fire-Eating Fist, 18 Graceful Crane Stance, 7
First Knowledge’s Grace, 58 Graceful Reed Dancing, 88
First Movement of the Demiurge, 35 Grizzled Cataphract’s Way, 100
Fists of Iron Technique, 16 Guard-Breaking Technique, 73
Fivefold Bulwark Stance, 73 Guarded Thoughts Meditation, 116
Fivefold Fury Onslaught, 21 Guardian Fog Approach, 121
Fivefold Shadow Burial, 120
Flash-Eyed Killer’s Insight, 122 Hail-Shattering Practice, 75
Flashing Draw Mastery, 128 Hallowed Bond of Night and Flame (Hallowed Soul and Flesh
Flashing Edge of Dawn, 74 Merging), 136
Flashing Nocturne Prana, 122 Hammer on Iron Technique, 21
Flashing Quill Atemi, 53 Hanging Judgment Arc, 6
Flashing Ruse Prana, 50 Hardship-Surviving Mendicant Spirit, 123
Flashing Thunderbolt Steed, 99 Harm-Dismissing Meditation, 38
Flashing Vengeance Draw, 3 Harmonious Academic Methodology, 58
Flawless Brush Discipline, 53 Harmonious Presence Meditation, 90
Flawless Diagnosis Technique, 68 Harmonious Tacking Technique, 101
Flawless Handiwork Method, 33 Harmony with Nature Approach, 124
Flawless Pickpocketing Technique, 48 Hauberk-Summoning Gesture, 97
Flawlessly Impenetrable Disguise, 50 Healer’s Unerring Hands, 70
Fleet Dreaming Image, 36 Healing Trance Meditation, 68
Flow Like Blood, 37 Heart-Compelling Method, 87
Flowing Elegant Hand, 55 Heart-Eating Fist, 23
Flowing Essence Conversion, 63 Heart-Eating Incineration, 5
Flowing Mind Prana, 58 Heart-Eclipsing Shroud, 116
Flying Steel Ruse, 129 Heaven Fury Smite, 22
Foe-Cleaving Focus, 71 Heaven Sword Flash, 72
Foe-Scenting Method, 13 Heaven Thunder Hammer, 18
Foe-Vaulting Method, 7 Heaven-Drawing Discipline, 57
Food-Gathering Exercise, 123 Heaven-Turning Calculations, 60
Force Without Fire, 2 Heavenly Guardian Defense, 73
Force-Building Predator Style, 126 Heavens Crash Down, 3
Force-Draining Whisper, 62 Hell-Heeling Arrow, 5
Force-Rending Strike, 18 Hero Rides Away, 102
Force-Stealing Feint, 37 Hero-Induction Method, 65
Fortress-Body Discipline, 96 Heroism-Encouraging Ballad, 87
Foul Air of Argument Technique, 27 Hidden Snake Recoil, 120
Four Glories Meditation, 134 Hidden Wisdom Bestowal, 59
Fourfold Shiver Binding, 38 Hide-Hardening Practice, 125
Friend of a Friend Approach, 118 Holistic Battle Understanding, 134
Friendship with Animals Approach, 123 Holistic Miracle Understanding, 35
Front-Line Warrior’s Stamina, 96 Holy Touch, 93
Frugal Merchant Method, 24 Honor-Instilling Mantra, 26
Fugue-Empowered Other, 117 Horizon-Unveiling Insight, 35
Fulminating Word, 90 Horse-Healing Technique, 102
Fury Inciting Speech, 86 Horse-Stealing Leap, 101
Fury-Fed Ardor, 98 Hull-Preserving Technique, 106
Hull-Taming Transfusion, 106
General of the All-Seeing Sun, 134 Humble Servant Approach, 111
Genius Palate Summation, 13 Hundred Sages Focus, 60
Ghost Panther Slinking, 127 Hundred Shadow Ways, 38
Ghost-Eating Technique, 78 Hundred-Faced Stranger, 117
Gleaming Sever, 71 Hungry Tiger Technique, 71
139
Hunter’s Swift Answer, 3 Keen Hearing and Touch Technique, 14
Hurricane Spirit Speed, 8 Keen Sight Technique, 12
Hypnotic Tongue Technique, 92 Keen Taste and Smell Technique, 13
Keen Unnatural Eye, 78
Ideal Battle Knowledge Prana, 134 Killing Shroud Technique, 121
Illimitable Master Fence, 24 Knockout Blow, 16
Illness-Resisting Meditation, 98 Knowing Beyond Silence, 14
Immaculate Golden Bow, 6 Knowing the Soul’s Price, 115
Immaculate Solar Physician, 70
Immanent Solar Glory, 62 League of Iron Preparation, 133
Immortal Blade Triumphant, 76 Leaping Dodge Method, 36
Immortal Charger’s Gallop, 100 Leaping Tiger Attack, 8
Immortal Commander’s Presence, 133 Legend Mask Methodology, 117
Immortal Mariner’s Advantage, 107 Legend-Soul Revival, 42
Immortal Rider’s Advantage, 103 Legend-Spirit Convocation, 60
Immortal Soul Vigil, 79 Legendary Captain’s Signature, 107
Immortal Warlord’s Tactic, 134 Legendary Scholar’s Curriculum, 59
Immunity to Everything Technique, 98 Legion Aurochs Method, 11
Impassioned Discourse Technique, 90 Letter-Within-A-Letter Technique, 54
Impassioned Orator Technique, 85 Life of the Aurochs, 125
Implacable Sea Wolf Spirit, 108 Life-Exchanging Prana, 69
Incalculable Flowing Mind, 63 Life-Sculpting Hands Technique, 69
Incarnated Fury Attack, 17 Lightning Speed, 8
Increasing Strength Exercise, 10 Lightning Strikes Twice, 20
Indecent Proposal Method, 113 Lightning-Hand Sleight, 48
Indelible Spoken Script, 55 Listener-Swaying Argument, 90
Indolent Official Charm, 27 Living Bonds Unburdened, 38
Indomitable Voyager’s Perseverance, 109 Living Pulse Perception, 14
Inevitable Victory Meditation, 22 Living Shadow Preparedness, 50
Inexhaustible Destrier’s Gait, 100 Living Wind Approach, 9
Infectious Zealotry Approach, 86 Lock-Opening Touch, 50
Infinitely-Efficient Register, 26 Lore-Inducing Concentration, 59
Injury-Forcing Technique, 62
Inner Eye Focus, 12 Magnanimity of the Unstoppable Icon, 133
Inquisitor’s Unfailing Notice, 44 Magpie’s Invisible Talon, 49
Insightful Buyer Technique, 24 Majestic Radiant Presence, 90
Inspiration-Renewing Vision, 34 Manse-Raising Method, 66
Instant Treatment Methodology, 67 March of the Returner, 133
Integrity-Protecting Prana, 42 Mast of Everything Situation, 110
Intent-Tracing Stare, 114 Master and Commander Method, 108
Intercepting Fury Smite, 18 Master Chirurgeon Meditation, 69
Inverted Ego Mask, 116 Master Horseman’s Techniques, 99
Invincible Admiral Method, 109 Master Plan Meditation, 51
Invincible Fury of the Dawn, 72 Master Thespian Style, 88
Invincible Solar Aegis, 41 Masterful Performance Exercise, 84
Inviolable Essence-Merging, 40 Mastery of Small Manners, 111
Invisible Statue Spirit, 119 Material Exegesis Prana, 81
Iron Battle Focus, 16 Measuring Glance, 25
Iron Kettle Body, 95 Memory-Reweaving Discipline, 85
Iron Raptor Technique, 76 Mental Invisibility Technique, 119
Iron Simhata Style, 103 Mind Manse Meditation, 46
Iron Skin Concentration, 95 Mind Shroud Meditation, 122
Iron Whirlwind Attack, 72 Mind-Cleansing Prana, 40
Iron Wolves’ Grasp, 48 Mind-Expanding Meditation, 34
Irresistible Questioning Technique, 46 Mind-Scribing Method, 57
Irresistible Salesman Spirit, 25 Mind-Swallowing Missive, 54
Mind-Wiping Gaze, 92
Joint-Wounding Attack, 128 Mingled Tongue Technique, 56
Judge’s Ear Technique, 45 Miraculous Stunning Insight, 44
Judge-General’s Stance, 44 Mist on Water Attack, 128
140
Mist-Gathering Practice, 130 Plectral Harbinger’s Approach, 87
Molten Sun Blade, 76 Poetic Expression Style, 56
Monk-Seducing Demon Dance, 88 Poised Lion Attitude, 90
Monkey Leap Technique, 7 Poison-Resisting Meditation, 98
Mood-Inducing Music, 87 Power Beyond Reason, 65
Most Excellent Mockingbird, 89 Power Suffusing Form Technique, 10
Motive-Discerning Technique, 111 Power-Awarding Prana, 63
Mount Preservation Method, 102 Power-Restoring Invocation, 63
Mountain-Crossing Leap Technique, 7 Power-Snaring Image, 53
Moving the Unseen Hand, 53 Precision of the Striking Raptor, 128
Preeminent Gala Knife, 112
Night Passes Over, 114 Preying on Uncertainty Approach, 47
Night’s Eye Meditation, 49 Proof-Eating Palm, 48
Nimble Reaving Wind, 77 Prophet of Seventeen Cycles, 60
Nine Aeons Thew, 11 Prophet-Uplifting Evocation, 91
Nine Specters Ban, 80 Protection of Celestial Bliss, 73
Nova Arrow Attack, 4
Null Anima Gloves, 49 Quicksilver Falcon’s Eye, 111
141
Savant of Nine Glories, 66 Solar Circle Sorcery, 83
Scent-Honing Prana, 13 Solar Counterattack, 74
Sea Ambush Technique, 107 Solar Cross-Counter, 16
Sea Devil Training Technique, 109 Solar Judgment Flare, 6
Sea Serpent Flash, 108 Solar Spike, 5
Seal of Infinite Wisdom, 63 Sometimes Horses Fly Approach, 101
Searing Quicksilver Flight, 37 Sorcerer’s Burning Chakra, 81
Searing Sunfire Interdiction, 5 Soul Projection Method, 79
Seasoned Beast-Rider’s Approach, 102 Soul Reprisal, 117
Seasoned Criminal Method, 47 Soul Voice, 85
Seen and Seeing Method, 114 Soul-Bracing Momentous Power, 84
Selfsame Master Instructor, 59 Soul-Drawing Pattern, 54
Selfsame Master Procurer, 116 Soul-Firing Performance, 84
Semantic Argument Technique, 27 Soul-Light Spreading Discipline, 59
Sensory Acuity Prana, 12 Soul-Nourishing Technique, 43
Seven Cyclones Rearing, 103 Soul-Snaring Pitch, 25
Seven Omens Shot, 2 Soul-Stirring Cantata, 87
Seven Shadow Evasion, 37 Soul-Testing Method, 111
Seven Thunders Voice, 86 Soul-Void Kata, 116
Sevenfold Savant Mantle, 65 Sound and Scent Banishing Attitude, 120
Seventeen Cycles Symphony, 88 Spectacle-Inciting Order, 26
Shadow Dancer Method, 36 Speed the Wheels, 26
Shadow Over Day, 114 Speed-Fury Focus, 100
Shadow Over Water, 37 Spider Foot Style, 8
Shadow Replacement Technique, 122 Spirit Strengthens the Skin, 95
Shadow Thrust Spark, 130 Spirit-Caging Mandala, 80
Shadow Victor’s Repose, 122 Spirit-Cutting Attack, 78
Shadow Wind Slash (Shadow Wind Kill), 129 Spirit-Detecting Glance, 78
Shadow-Crossing Leap Technique, 121 Spirit-Draining Mudra, 80
Shadow-Seeking Arrow, 5 Spirit-Draining Stance, 78
Shadow-Striking Way, 121 Spirit-Drawing Oculus, 81
Sharp Hand Feint, 129 Spirit-Gathering Industry, 29
Sharp Light of Judgment Stance, 76 Spirit-Hunting Hound, 125
Shattering Clash, 74 Spirit-Maintaining Maneuver, 39
Shattering Grasp, 32 Spirit-Manifesting Word, 81
Shedding Infinite Radiance, 91 Spirit-Repelling Diagram, 80
Shining Expression Style, 88 Spirit-Shredding Exorcism, 80
Ship-Breaker Method, 108 Spirit-Slaying Stance, 79
Ship-Claiming Stance, 105 Spirit-Stoking Elevation, 30
Ship-Imperiled Vigor, 105 Spirit-Tempering Practice, 39
Ship-Leavening Meditation, 106 Spirit-Tied Pet, 124
Ship-Razing Renewal, 108 Spitting Hand Technique, 130
Ship-Rolling Juggernaut Method, 108 Splendid Magpie Approach, 89
Ship-Sleeking Technique, 106 Split Deception Method, 50
Ship-Sustaining Spirit, 107 Spurious Presence, 47
Shipwreck-Surviving Stamina, 105 Stalking Shadow Spirit, 119
Shockwave Technique, 19 Stalking Wolf Attitude, 120
Shower of Deadly Blades, 131 Stark Truth of Steel Method, 71
Shrike Saving Discretion, 128 Stealing From Plain Sight Spirit, 48
Sight Without Eyes, 2 Steel Heart Stance, 40
Single Spirit Method, 101 Steel Storm Descending, 128
Single Voice Kata, 56 Stillness-Drawing Meditation, 84
Six Eternities’ Travail, 82 Stolen Voice Technique, 53
Skiff-to-Scow Method, 106 Storm-Racing Destrier, 101
Skillful Reappropriation (Phantom Sting Search), 49 Storm-Weathering Essence Infusion, 109
Sky Eater’s Crest, 6 Strange Tongue Understanding, 55
Sledgehammer Fist Punch, 18 Streaming Arrow Stance, 4
Smoke and Shadow Cover, 121 Strength from Conviction Stance, 41
Soaring Crane Leap, 7 Strength-Hying Heave, 10
Soaring Pegasus Style, 101 Striving Aftershock Method, 22
142
Stubborn Boar Defense, 39 Trackless Region Navigation, 123
Studied Ear Espial, 14 Trance of Fugue Vision, 84
Subject-Hailing Ideology, 27 Trance of Unhesitating Speed, 3
Sublime Transference, 29 Transcendent Hero’s Meditation, 39
Subtle Speech Method, 54 Transcendent Warlord’s Genius, 135
Summit-Piercing Touch, 30 Triple Distance Attack Technique, 131
Summoning the Loyal Steel, 75 Triumph-Forged God-Body, 10
Sun King Radiance, 43 Triumph-Forging Eye, 34
Sun Swallowing Practice, 119 Truth-Rendering Attitude, 45
Sun-Heart Tenacity, 30 Truth-Rendering Gaze, 60
Sun-Stealing Shadow Spirit, 51 Twisted Words Technique, 55
Sunlight Bleeding Away, 36
Superior Positioning Technique, 108 Umbral Eyes Focus, 111
Superior Violent Knowledge, 22 Unassailable Guardian Posture, 73
Supernal Control Method, 82 Unbound Eagle Approach, 7
Supernal Lash Discipline, 100 Unbound Social Mastery, 115
Supremacy of the Divine Army, 133 Unbowed Willow Meditation, 37
Supremacy of War Meditation, 22 Unbreakable Fascination Method, 55
Supreme Celestial Focus, 29 Unbreakable Grasp, 19
Supreme Masterwork Focus, 34 Unbreakable Warrior’s Mastery, 97
Supreme Perfection of Craft, 31 Unbridled Shade Attitude, 38
Surging Essence Flow, 63 Unbroken Darkness Approach, 49
Surging Inner Fire, 63 Unbroken Image Focus, 34
Surprise Anticipation Method, 12 Uncanny Perception Technique, 78
Swarm-Culling Instinct, 128 Uncanny Shroud Defense, 80
Swift Gambler’s Eye, 48 Underling-Promoting Touch, 91
Swift Sage’s Eye, 57 Understanding the Court, 115
Swift Strike Prana, 23 Undying Solar Resolve, 39
Ungoverned Market Awareness, 24
Taboo-Inflicting Diatribe, 27 Unhesitating Dedication, 41
Temptation-Resisting Stance, 40 Unimpeachable Discourse Technique, 113
Ten Calamities Technique, 20 Unknown Wisdom Epiphany, 45
Ten Magistrate Eyes, 45 Unmatched Showmanship Style, 84
Ten Ox Meditation, 10 Unnerving Solar Presence, 94
Ten Whispers Silence Meditation, 120 Unshakable Rogue’s Spirit, 51
Terrestrial Circle Sorcery, 82 Unshakeable Bloodhound Technique, 123
Terrifying Apparition of Glory, 93 Unstoppable Magnus Approach, 63
The Art of Permanence, 32 Unstoppable Solar Conqueror, 134
There Is No Wind, 3 Unsurpassed Hearing and Touch Discipline, 14
Thousand Courtesan Ways, 89 Unsurpassed Sight Discipline, 13
Thousand Steps’ Stillness, 37 Unsurpassed Taste and Smell Discipline, 13
Thousand-Forge Hands, 31 Unswerving Eye Method, 12
Threefold Magnetic Ardor, 93 Untouchable Horseman’s Attitude, 99
Thunder’s Might, 10 Untouchable Solar Steed, 103
Thunder-Quelling Gesture, 130 Unwinding Gyre Meditation, 30
Thunderbolt Attack Prana, 10
Thunderclap Rush Attack, 21 Vanishing From Mind’s Eye Method, 119
Tide-Carried Omens, 105 Vanishing Immersion Style, 56
Tide-Cutting Essence Infusion, 106 Vaporous Division, 38
Tiger Warrior Training Technique, 133 Venomous Rumors Technique, 115
Tiger Warrior’s Endurance, 97 Vice-Miracle Technique, 30
Tiger’s Dread Symmetry, 94 Vicious Lunge, 19
Time Heals Nothing, 33 Victorious Wreath (Against the World Stance), 74
Time-Halting Flow, 69 Viper-Scenting Method, 112
Tireless Learner Method, 59 Voice-Caging Calligraphy, 54
Tireless Workhorse Method, 29 Voice-Empowering Aspect (Aspect-Imbued Voice), 91
Titan-Straightening Method, 20 Voice-Hurling Method, 89
Tome-Rearing Gesture, 66
Wake the Sleeper, 60
Touch of Blissful Release, 68
War God Descendent, 133
Traceless Passage, 123
War Lion Stance, 73
143
Watchful Eyes of Heaven, 41
Watchful Justiciar’s Eye, 45
Watchman’s Infallible Eye, 44
Wave-Riding Discipline, 106
Way of Whispers Technique, 38
Weather-Anticipating Intuition, 105
What Light Reveals (Living Specter’s Flame), 79
Whirling Brush Method, 53
Whirlwind Armor-Donning Prana, 97
Whirlwind Hand of the Striker, 131
Whirlwind Horse-Armoring Prana, 101
Whirlwind-Tempest Deflection, 75
Whispered Prayer of Judgment, 4
Wholeness-Restoring Meditation, 68
Wicked Dissolve Dust, 21
Will-Bolstering Method, 61
Will-Shattering Illusion, 62
Willpower-Enhancing Spirit, 98
Wind and Stones Defense, 17
Wind-Defying Course Technique, 109
Wind-Racing Essence Infusion, 99
Winding Sinuous Motion, 88
Winning Stride Discipline, 8
Wise Arrow, 2
Wise Counsel (Flashing Soul Reform), 113
Wise-Eyed Courtier Method, 111
Woe and Storm Evasion, 103
Woe-Capturing Web, 26
Wonder-Forging Genius, 30
Word-Shield Invocation, 56
Words-as-Workshop Method, 32
Worshipful Lackey Acquisition, 91
Worthy Mount Technique, 102
Wound-Accepting Technique, 62
Wound-Banishing Strike, 67
Wound-Cleansing Meditation, 67
Wound-Knitting Exercise, 97
Wound-Mending Care Technique, 67
Wrathful Mount Invigoration, 104
Wyld Cauldron Mastery, 65
Wyld-Binding Prana, 80
Wyld-Called Weapon, 65
Wyld-Dispelling Prana, 58
Wyld-Forging Focus, 66
Wyld-Shaping Technique, 64
144