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Solar Charm Rewrite v2.

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.)

Sight Without Eyes (1m)


Type: Reflexive; Duration: One tick; Keywords: --
Prereqs: Archery 3, Essence 1; Wise Arrow
Trigger: Make an Archery attack.
Effect: Your attack ignores all penalties or increased difficulties for visual conditions, such as smoke, fog, and darkness.
Environmental penalties such as wind and cover still apply to the attack as normal.
Upgrade (Archery 5+, Essence 3+): You can see other characters as glowing silhouettes even through Cover.

Blood Without Balance (3m)


Type: Reflexive; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 4, Essence 1; Sight Without Eyes
Trigger: You receive Initiative from an ally’s Distract Gambit, which raises your Initiative high enough to act immediately.
Effect: Make a reflexive Decisive Archery attack from up to long range. If you have six or fewer Initiative, the attack
gains +(Essence)d to damage.

Force Without Fire (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Archery 4, Essence 1; Sight Without Eyes
Enhances: A Withering Archery attack from up to Short range.
Effect: If your attack would deal at least (target’s Stamina) damage, do not gain any Initiative from the attack. Instead,
the target is knocked prone and moved one range band away from you. If the target was Rushing, he is no longer Rushing.

Accuracy Without Distance (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Force Without Fire
Make a reflexive Aim action. This action may only be used to enhance an Archery-based Decisive attack; instead of
granting +3nd to that attack, it grants +3ns to that attack.
Repurchase (Essence 5+): You may also use the Aim action granted by this Charm to enhance an Archery-based Reflexive
attack, as long as the target is Crashed. If the attack would miss, it instead strikes the target with 0 extra successes. You
may not use this effect on the same target again until he recovers from Crash.

Seven Omens Shot (3m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 3; Accuracy Without Distance
Trigger: You have taken three sequential Aim actions against the same target without using any of them to benefit an
attack.
Effect: Make a Decisive attack against that target. Instead of the normal +3nd for Aiming, add +3ns to the attack, and
add +(extra attack successes)d to damage. If you kill your target, gain 1wp.
Special: If you use Accuracy Without Distance to shorten any of the above Aim actions, add only an additional +1ns to
your attack per use of that Charm. (Normally, using Accuracy Without Distance adds +3ns to the subsequent attack.)

Dust and Ash Sleight (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 4; Seven Omens Shot
You may, optionally, take one fewer Aim action when using Seven Omens Shot. If you do so, the attack does not gain its
normal +3ns bonus.
Repurchase (Essence 5+): You may take one fewer Aim action when using Seven Omens Shot without forfeiting the
normal +3ns bonus.

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.)

Trance of Unhesitating Speed (4m, 1wp)


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 3, Essence 1; Wise Arrow
Make up to (Dexterity) Decisive attacks. You must divide your Initiative as evenly as possible between them, and each
attack must contain at least 3i.
Special: For each 10 rolled on an attack, that attack gains +1d to damage.

Arrow Storm Technique (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Trance of Unhesitating Speed
Target: A single character and up to (Essence * 3) secondary targets within medium range of that character; ignore range
limitations for secondary targets.
Effect: Make a single Decisive attack roll vs. the Defense of all targets. Divide your Initiative as evenly as possible
between all targets struck by the attack; each successful attack also gains +(Perception)d to damage.

Revolving Bow Discipline (6m, 1wp)


Type: Simple; Duration: Instant; Keywords: Perilous
Prereqs: Archery 5, Essence 3; Arrow Storm Technique
Target: An enemy within short range who is not Crashed.
Effect: Make a Withering attack. If that attack hits, make an additional Withering Archery attack; you may continue to
do so until either you miss or your target Crashes.
Special: If you use this Charm on a battlegroup, instead continue to attack until either you miss or the group reaches 0
Magnitude.
Upgrade (Essence 4+): If you Crash your target, gain 1wp.

Heavens Crash Down (6m, 2i, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Archery 5, Essence 4; Revolving Bow Discipline
Trigger: You are attacked while in your -4 health levels.
Effect: Make a reflexive Withering Clash attack with +(Essence)s . If successful, your damage roll has double-9s. If
this attack is successful, do not gain Initiative. Instead, roll (damage inflicted)d of Decisive damage against the target; this
damage ignores Hardness and gains double-10s.
Repurchase (Essence 5+): You may use this Charm even if doing so would reduce your Initiative total below 0.

Flashing Vengeance Draw (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Trance of Unhesitating Speed
Enhances: A Join Battle roll.
Effect: Add +(Essence)s to your Join Battle roll. If your first attack is against a character whose turn has not yet come
up, that attack is unblockable. This Charm may be used in conjunction with other Charms that boost Join Battle, as long as
none of these Charms have Ability requirements from Melee, Thrown, or Brawl.

Hunter’s Swift Answer (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Flashing Vengeance Draw
Trigger: You succeed at a Disengage action.
Effect: Make a reflexive Archery attack against a character from which you Disengaged, as long as that character is
within Short range.

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.

Streaming Arrow Stance (6m)


Type: Simple; Duration: One scene; Keywords: Quickshot
Prereqs: Archery 5, Essence 4; Finishing Snipe
Target: A Crashed character at Medium or Long range.
Effect: Make an attack. (Normally, an attack at medium or longer range made without an Aim action automatically
misses.)

Whispered Prayer of Judgment (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 5; Streaming Arrow Stance
Enhances: An Archery attack benefitting from an Aim action.
Effect: Add +(Essence)d to damage.

Phantom Arrow Technique (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 3, Essence 1; --
Trigger: Make an Archery attack.
Effect: You create an arrow which lasts for the duration of the attack.
Special: 1/scene, when activating this Charm, choose an Intimacy. Your attack with the created arrow gains +(Intimacy
rating)d to the attack. You may not use that Intimacy with this effect again until effort or circumstances reinforce your
commitment to that Intimacy.
Upgrade (Essence 3+): 1/scene, an arrow (whether created with this Charm or not) is indestructible. It cannot be
removed from any target it strikes without cutting out the surrounding material, except with your permission.

Fiery Arrow Attack (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Archery 4, Essence 1; Phantom Arrow Technique
Enhances: A Decisive Archery attack.
Effect: If the enhanced attack strikes flammable material, that material is engulfed in flame. The fire may spread to or
otherwise affect nearby materials as normal.
If the target would take damage from this attack, add +1s to damage. If the target takes at least 3 levels of damage, he
catches on fire, taking (your Essence)d lethal environmental damage each turn until he puts the fire out.

Dazzling Flare Attack (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 2; Fiery Arrow Attack
Trigger: You roll a Decisive attack supplemented by Fiery Arrow Attack. The attack roll includes at least on 10.
Effect: That attack gains +1s . For each 10 in the attack roll, add +1d to damage. This attack glows like a flare and is
visible for miles.
Special: Anyone using shadows to hide within two range bands of the arrow’s path must roll to enter stealth with a -2s
penalty. Those who fail are forced out of hiding.

Nova Arrow Attack (6m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 3; Dazzling Flare Attack
Target: Any point in a range band, as long as you could currently shoot an arrow to that point.
Effect: Your arrow explodes at the chosen point. All characters in the target range band move directly to adjacent range
bands, moving away from the point of the explosion. Make a single unblockable Decisive attack with a pool of (lower of your
Initiative and 10)d against all such characters. Any character hit by the attack takes damage as normal, is knocked prone,
and loses 1i.
Special: If this attack hits a battle group, that battle group loses -2s on its next attack roll.

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.

Hell-Heeling Arrow (13m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 4; Nova Arrow Attack, Searing Sunfire Interdiction
Target: A range band within range.
Effect: 1/scene. You shoot an arrow to the target range band. Characters may make Disengage actions at difficulty 5 to
move one range band away from the arrow. If any character within short range of the arrow changes range bands via any
method other than a Disengage action, the arrow explodes; resolve the explosion before resolving that movement.
If the arrow explodes, make a single unblockable Decisive attack with a pool of (lower of [Essence + your Initiative] and
12)d against all characters within short range of the arrow. Any character hit by this attack takes damage as normal, is
knocked prone, loses 1i, and is set on fire as per a Bonfire. Do not modify your Initiative for this attack.
Reset: You Join Battle.

Shadow-Seeking Arrow (3m, 2i)


Type: Reflexive; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 5, Essence 3; Dazzling Flare Attack
Trigger: You detect an opponent in hiding via an Awareness roll.
Effect: Make a reflexive Withering or Decisive attack against that opponent.

Solar Spike (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Archery 5, Essence 3; Dazzling Flare Attack
Target: A character with a lower Initiative within line of sight, regardless of range.
Effect: 1/scene. Make a Decisive attack; if your target is at extreme range, this attack must benefit from an Aim action. If
successful, your attack has a raw damage of (your temporary Willpower)d . If you are acting to uphold or protect an Intimacy,
the attack instead has a raw damage of ([your temporary Willpower] × [Intimacy rating]). This attack is incompatible with
Fiery Arrow Attack and Rain of Feathered Death. Do not reset to base Initiative after resolving a successful attack.
Reset: Make a successful Withering attack with at least six 10s between its attack and damage rolls.

Heart-Eating Incineration (3m, 3a)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 3; Solar Spike
Trigger: Make an attack enhanced by Solar Spike.
Effect: Add +(Initiative)d to the raw damage of the attack. If this attack kills the target, his body and soul burn away;
recover ([rating of Intimacy for target] + [his Essence])m. If this attack succeeds, reset to base Initiative.

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.

Hanging Judgment Arc (6m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Archery 4, Essence 2; Fiery Arrow Attack
Trigger: You Join Battle.
Target: A notable terrain feature (a ledge, a bridge, etc.) containing no enemies.
Effect: Shoot an arrow into the air; this action may not be taken in areas with low ceilings. The next time an enemy
enters that terrain feature, make a Decisive Archery attack against that enemy. This attack benefits from Fiery Arrow Attack
at no cost, but it may not be enhanced with other Charms. If the attack succeeds, that enemy takes (your Initiative at the
time of activation)d of damage. Regardless, do not modify your Initiative.
Special: If you are killed, Crashed, or if the scene ends while this Charm is active, immediately resolve the effect of this
Charm against the terrain feature.
Special: You may name a specific enemy when activating this Charm. If you do, the Charm will only resolve against that
enemy. Add +(Essence)s and +(Essence)d to the attack roll, and +(Essence)s to the damage roll.
Upgrade (Archery 5, Essence 3+): This Charm may be activated outside combat, with no trigger. When used in this way,
it has Duration ‘‘Indefinite,’’ and the attack does a base of 17d of damage. You may maintain only one Indefinite activation
at a time.
Upgrade (Archery 5, Essence 4+): You may maintain (Essence) Indefinite activations of this Charm at a time.

Immaculate Golden Bow (5m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Archery 4, Essence 2; Phantom Arrow Technique
Create a weapon with the stats of a powerbow, which glows like a torch. It gains the active Evocation Sky Eater’s Crest,
detailed below.
Repurchase (--): Learn a thematic Evocation for the Immaculate Golden Bow. (No repurchase limit.)

Sky Eater’s Crest (4m) [EVOCATION]


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Archery 4, Essence 2; Evocation of Immaculate Golden Bow
You are in Heavy Cover against ranged attacks.

Rain of Feathered Death (3m per duplicate, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Archery 5, Essence 3; Phantom Arrow Technique
Make a single Decisive attack, which consumes a single arrow. This arrow may produce up to (Dexterity - 1) duplicates.
If your attack hits the target, resolve damage normally. Each duplicate then inflicts (your original Initiative - the sum of all
damage successes so far)d of damage to the target. If any duplicate would deal less than (Essence)d of damage, it instead
inflicts (Essence)d of damage.

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.

Monkey Leap Technique (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 2, Essence 1; --
Enhances: A Move action.
Effect: The Move action may be made in any direction, including straight up. This is sufficient distance to reach the top
of a twenty-foot wall or to jump across a street from one rooftop to the next. If you use this Charm on subsequent turns,
each activation after the first costs only 1m.

Foe-Vaulting Method (3i)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 2, Essence 1; Graceful Crane Stance, Monkey Leap Technique
Target: An opponent at close range with lower Initiative.
Effect: 1/combat. Make a reflexive (Dexterity + Athletics) roll vs. your target’s Evasion. If you succeed, then your next
attack against that opponent this round is a surprise attack. (Surprise attacks inflict -2 Defense on their targets.)
Reset: Make a successful Decisive attack, and then build to 6i or more.

Soaring Crane Leap (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 3, Essence 1; Monkey Leap Technique
You may fall up to two range bands without taking damage, or you may fall greater distances safely by activating this
Charm once every three range bands. If you activate this Charm on a turn, you may use a Move action to shift one range
band horizontally. This distance may be increased with stunts or appropriate forward momentum.

Unbound Eagle Approach (--(+2m)) [OPTIONAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 4, Essence 2; Soaring Crane Leap
This Charm enhances Soaring Crane Leap. By paying an additional 2m when activating that Charm, you may prevent
yourself from moving down any range bands as long as you move at least one range band horizontally.

Mountain-Crossing Leap Technique (7m, 1wp)


Type: Simple; Duration: Until you stop leaping; Keywords: --
Prereqs: Athletics 5, Essence 3; Unbound Eagle Approach
As your movement action, you move from your current range band directly to any band that is four bands distant
horizontally or three bands distant vertically; you may not choose to move fewer bands. As long as you continue to move
in this fashion on subsequent turns, this Charm remains active. Any trivial opponents in your destination range band are
knocked prone; all other opponents must succeed on a reflexive difficulty 2 (Dexterity + Athletics) roll to avoid being knocked
prone.
Special: If you supplement your movement with Monkey Leap Technique, you may choose to move directly to a range
band only two bands away.
Special: You may not activate this Charm if there are enemies in your range band.

Eagle-Wing Style (5m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Athletics 5, Essence 3; Mountain-Crossing Leap Technique
As your movement action this turn, move two range bands vertically. This Charm deactivates unless you pay 2m or 2i on
each subsequent turn and make a Move, Rush, or Disengage action in any direction. You may waive the mote or Initiative
cost if you make an attack against an opponent within range; if you know Unbound Eagle Approach, you may also pay 2m to
sustain this Charm while making an Aim action. If this Charm deactivates, you may not reactivate it until you reach the
ground again.
Special: You may activate this Charm at a cost of 4m from the peak of a vertical Mountain-Crossing Leap.

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.

Feather Foot Style (3m)


Type: Reflexive; Duration: Until you stop running; Keywords: Mute
Prereqs: Athletics 3, Essence 1; Graceful Crane Stance, Lightning Speed
For the duration of this Charm, you may run over surfaces as thin as rice paper or as hazardous as lava without breaking
through or taking damage. This Charm deactivates if you cease running; in combat, it deactivates if a turn passes in which
you do not take a movement action.
Upgrade (Athletics 5, Essence 2+): After using this Charm, you may pause on an unstable surface for the duration of a
single stunt: a speech, a dramatic meander, and so on. The surface will support you for the duration of this stunt, but you
are no longer protected from damaging surfaces. If you wish to resume moving after the stunt concludes, you must pay to
reactivate Feather Foot Style.

Spider Foot Style (3m)


Type: Reflexive; Duration: (Essence +1) turns; Keywords: Mute
Prereqs: Athletics 4, Essence 1; Feather Foot Style
You may move or stand on walls or ceilings, even hanging upside down if you wish. You may extend the duration of this
Charm by one turn with a suitable stunt.

Leaping Tiger Attack (4m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 2; Graceful Crane Stance, Lightning Speed
Enhances: One attack made with any Ability.
Target: One opponent at up to medium range, with lower Initiative, even if that target would ordinarily be out of range.
Effect: Before attacking, you reflexively move to close range of the target, which consumes your movement action for the
turn. If the attack is Withering, add +(your post-soak Withering damage)d to your post-soak Withering damage. If the
attack is Decisive, add +(Essence)d to the raw damage. This Charm is incompatible with Thunderbolt Attack Prana and
Eagle Wing Style.
Special: You must have at least 6i to activate this Charm.

Winning Stride Discipline (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 4, Essence 1; Lightning Speed
Whenever you roll more successes than any opponent in a test of speed, gain 2m or 2i. If you choose the first option, the
motes dissipate unless spent on Athletics Charms by the end of your next turn.

Arete-Driven Marathon Stride (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 5, Essence 2; Winning Stride Discipline
Whenever you attempt a Test of Speed or Rush action, note the opposing character who generated the most successes.
For every 10 rolled by that opponent, your roll gains +1s .

Hurricane Spirit Speed (1i per success)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 3; Arete-Driven Marathon Stride
Enhances: A Rush action or a Test of Speed.
Effect: Add Xs to the roll, where X is the amount of Initiative spent on this Charm.

Onrush Burst Method (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 3, Essence 2; Lightning Speed
Trigger: You successfully Rush an opponent with an Athletics action.
Effect: Gain 3m. These motes dissipate unless spent on Athletics Charms by the end of your next turn.1
1 Original is Permanent/Permanent.

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.

Racing Hare Method (5m, 1wp)


Type: Reflexive; Duration: One hour; Keywords: --
Prereqs: Athletics 4, Essence 2; Lightning Speed
Outside combat, you may move up to three range bands per turn, which amounts to a speed of roughly 13 mph. In
combat, you move at the normal rate, but your Rush actions gain double-9s. For every 10 rolled on a Rush, gain 1i. You also
gain these benefits on each interval of a test of speed.
Special: If you know Triumph-Forged God-Body, your Rushes also gain +(Essence)d .
Special: If you reactivate this Charm as it expires, ignore the Willpower cost.

Demon-Wasting Rush (5m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 3; Racing Hare Method
Enhances: A Rush action, which may be made from medium range. (Normally, you may only Rush from short range.)
Effect: If you succeed at the Rush, you reflexively move one range band closer to the target at the start of his next two
turns, which does not consume your movement action. (Normally, on a successful Rush, you only move closer to the target
on his next turn, and only if he moves away from you.)

Godspeed Steps (4m, 1wp) [MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 3; Arete-Driven Marathon Stride, Racing Hare Method
Enhances: A Rush action, which may be made against a target up to three range bands away. (Normally, you can only
Rush opponents one range band away.)
Effect: If you succeed at the Rush, move directly to that target’s range band. If this Rush is flurried with an attack
penalty, you may ignore the flurry penalty on the attack.
Special: If Racing Hare Method is active, your Rush action may be made against a target up to four range bands away.2

One Extra Step (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 4; Godspeed Steps
Trigger: It is any point during your turn after you have taken a movement action.
Effect: 1/scene. Make an additional, reflexive movement action.3

Living Wind Approach (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 5; One Extra Step
Trigger: You make a Rush action or roll one interval of a test of speed.
Effect: 1/scene. If you do not roll more successes than your opponent(s), you gain sufficient successes to have one more
success than any opponent. If magic would contest this result, you instead gain sufficient successes to have one more success
than any amount actually rolled.4

Faster Than Self Technique (10m, 1wp (+1m/round)) [MotSE, REMOVED]


Type: Simple; Duration: One scene; Keywords: Perilous
Prereqs: Athletics 5, Essence 5; Living Wind Approach, Hurricane Spirit Speed
1/scene. You become a battle group with Size (Essence/2, round up) and Magnitude 10; ignore any modifiers for Drill and
and Might. Whenever you lose a point of Size, make a Stamina + Athletics roll at difficulty 3; if the roll fails, this Charm
ends. When this Charm ends, you suffer -1s to all Athletics rolls for three rounds.
Special: This Charm may not be used in heavy armor. You may not activate this Charm if you have non-Permanent,
non-Simple Resistance Charms active. If you activate any additional Resistance Charms while this Charm is active, it
immediately ends.
2 The original version of this Charm is Reflexive, but it does not appear to provide a reflexive action. If you believe it does provide a reflexive
action, change this Charm to Reflexive, and change its effect to ‘‘1/turn, make a reflexive Rush action against a target up to three range bands
away.’’
3 The original version of this Charm is Permanent/Permanent.
4 The original version of this Charm is Permanent/Permanent.

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

Strength-Hying Heave (4m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 4, Essence 1; Increasing Strength Exercise
Trigger: You are in the same range band as a human-sized ally. You have Increasing Strength Exercise active for at least
one point.
Effect: As your movement action for this turn, you may throw your ally, directly moving him one range band in any
direction.
Special: If you know Power Suffusing Form, you may instead pay 2m, 1wp to throw a human-sized ally two range bands,
or a larger ally one range band. At the Storyteller’s discretion, you may throw a human-sized ally greater distances (or may
throw a larger ally short distances) if you know additional relevant Athletics Charms.

Ten Ox Meditation (2m, 3 successes per dot) [REMOVED]


Type: Supplemental; Duration: One feat; Keywords: --
Prereqs: Athletics 5, Essence 1; Increasing Strength Exercise
Enhances: A Feat of Strength, which may be attempted even if you would normally not qualify for the minimum Strength
requirements.
Effect: For every 3s you roll beyond the difficulty of the Feat of Strength, you gain +1 effective Strength for the purpose
of qualifying for that table. If this is enough to meet the minimum Strength requirement, the Feat is successful.

Triumph-Forged God-Body (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 5, Essence 3; Arete-Driven Marathon Stride, Ten Ox Meditation, Unbound Eagle Approach
All of your Athletics rolls gain double-9s.

Thunderbolt Attack Prana (4m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 3, Essence 1; Increasing Strength Exercise, Monkey Leap Technique
Enhances: A nonranged Decisive attack against a ground or aerial target, which may be up to one range band away in
any direction.
Effect: If used against a target at short (rather than close) range, this counts as your movement action for the turn; if
used against an aerial target, you do not take damage for falling. After rolling damage, add +(your damage successes)s to
your damage. This Charm is explicitly permitted to supplement attacks made with other Abilities.

Armor-Eating Strike (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 3, Essence 2; Increasing Strength Exercise
Enhances: A Decisive attack at close range made with any Ability.
Effect: Reduce the target’s Hardness by (Strength) for this attack.

Thunder’s Might (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 2; Increasing Strength Exercise
Trigger: Roll a Feat of Strength.
Effect: Reroll all non-successful dice.

Power Suffusing Form Technique (4m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 3; Thunder’s Might
Enhances: A Feat of Strength.
Effect: Add +(Strength)nd to the Feat of Strength.
5 Originally, every 3m or 3i adds +1 to Strength and +1d to all Decisive damage rolls. It is not clear how this interacts with dice caps and
Excellencies; I picked an interpretation.

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.)

Aegis of Unstoppable Force (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Athletics 5, Essence 4; Legion Aurochs Method
All of your Feats of Strength are made at -2 difficulty.

Nine Aeons Thew (1m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Athletics 5, Essence 5; Aegis of Unstoppable Force
Enhances: A Feat of Strength, which may be attempted even if you would not normally qualify for the minimum Strength
requirements.
Effect: Your roll gains double-7s, and you automatically count as meeting the Strength prerequisite for the Feat.

11
3 Awareness
Note: The Awareness Excellency gains the Extended keyword.

Sensory Acuity Prana (5m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Awareness 2, Essence 1; --
You can detect minute variations in all five senses. Your Awareness rolls gain double-9s. If any Unsurpassed (Sense)
Discipline is active and would apply to a roll, that roll also gains recurring-6s.

Surprise Anticipation Method (--) [ORIGINAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 3, Essence 1; Sensory Acuity Prana
For every 9 on an Awareness roll to detect hidden enemies or threats, you gain 1m; for every 10 on such rolls, you gain
2m. These motes can only be used to pay for Awareness Charms.
You may activate Awareness Charms even while asleep or unconscious; if you detect a threat, you automatically awaken.
Special: Instead of receiving Xm from this Charm, where X is any positive number, you may reduce the mote commitment
cost of an active non-Instant Awareness Charm by Xm. If you do so, gain Xm, which are not restricted to Awareness Charms.

Surprise Anticipation Method (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 3, Essence 1; Sensory Acuity Prana
For every 9 on an Awarenss roll to detect hidden enemies or threats, you gain 1m; for every 10 on such rolls, you gain 2m.
These motes can only be used to pay for Awareness Charms and cannot be committed past the end of the scene.
You may activate Awareness Charms even while asleep or unconscious; if you detect a threat, you automatically awaken.6

Keen Sight Technique (3m (+3m, 1wp))


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Awareness 3, Essence 1; Sensory Acuity Prana
While this Charm is active, you gain the following benefits: You automatically succeed at any sight-based actions of
difficulty 3 or less. You gain +2d to detect hidden enemies or threats. Ignore all penalties for dim lighting, and reduce all
other penalties for lighting or other visual hindrances by 1. You can clearly see tiny details from 100 yards away, and you can
process many tiny visual details simultaneously.
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.

Unswerving Eye Method (3m) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Extended
Prereqs: Awareness 4, Essence 1; Keen Sight Technique
Trigger: An opponent makes a roll in an attempt to hide from, rob, or cheat you.
Effect: Add +Xns to your roll, where X is the number of dice your opponent rolled that each produce 2 successes.
(Normally, all of these dice will be 10s, but magic may alter this result.) X cannot exceed your Essence.7

Inner Eye Focus (4m)


Type: Reflexive; Duration: Instant; Keywords: Extended
Prereqs: Awareness 5, Essence 2; Unswerving Eye Method
Trigger: You contest a Stealth or Larceny action made against you, or you Join Battle against an unseen enemy.
Effect: After rolling, reroll (Essence)d that were not successes. For each such die that produces a success, reroll an
additional die. (Dice showing 6 that are rerolled by Sensory Acuity Prana may not also be rerolled by this Charm.)

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.

Keen Taste and Smell 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 smell-based benefits: You can tell a person’s identity by smell alone.
You can judge how old a scent is. You gain +2s to all smell-based Survival rolls. You gain a ‘‘library of scents’’ containing
the smells of anything for which you have a Major or Defining Intimacy, or which makes contextual sense due to being a
favored food, encountered recently, associated with strong memories, and so on. You may recognize any scents from the
library without a roll.
You also gain the following taste-based benefits: You gain a ‘‘library of tastes’’ containing any foods with which you
are familiar, and you may recognize any tastes from the library without a roll. You can identify rare ingredients or the
components of a meal, as long as you have encountered them before.
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.

Genius Palate Summation (2m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Awareness 3, Essence 1; Keen Taste and Smell Technique
After eating or drinking any portion of a meal, make a Read Intentions attempt against the person who prepared your
food. This attempt is automatically successful and reveals that person’s emotional state at the time they made the meal.

Foe-Scenting Method (-- (+2m)) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: Extended
Prereqs: Awareness 4, Essence 1; Keen Taste and Smell Technique
Trigger: You prepare to make an Awareness roll to detect hidden characters.
Effect: Before rolling, you may reflexively know the number of people within medium range of you, identifying anyone
whose smell is in your scent library. You may broadly characterize any remaining individuals (for instance, detecting the
difference between animals, humans, the undead, and spirits). If you then pay 2m, you gain +1s to your Awareness roll and
to any subsequent Join Battle roll.
Upgrade (Awareness 5, Essence 3+): You can detect dematerialized spirits via this Charm.

Scent-Honing Prana (3m) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: Extended
Prereqs: Awareness 5, Essence 2; Foe-Scenting Method
Trigger: You attempt to detect a hidden character.
Effect: Your roll gains +1s if you have a Minor Tie to the target, +2s if you have a Major Tie, and +3s if you have a
Defining Tie.

Unsurpassed Taste and Smell Discipline (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 5, Essence 3; Keen Taste and Smell Technique
This Charm upgrades its prerequisite. While Keen Taste and Smell Technique is active, you can track targets with the
acuity of a hunting dog. You add +(greater of Perception and 2) to all scent-based Survival rolls, which can detect food or
water out to half a mile. You can perform a Read Intentions action to determine a target’s mood by scent alone; such actions
automatically succeed. Your scent and taste libraries may include substances with no smell or taste, and you can add an
object you smell to both libraries. Similarly, you may add an object you taste to both libraries. You gain +1d to all attempts
to detect a hidden character with a -1 to -3 wound penalty, and +2d to all attempts to detect a hidden character with a -4 or
greater wound penalty.
Special: While Keen Taste and Smell Technique is active, reduce the cost of all taste- or smell-based Awareness Charms
by 1m.

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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.

Studied Ear Espial (1m) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: Extended
Prereqs: Awareness 3, Essence 1; Keen Hearing and Touch Technique
Trigger: An opponent attempts to move while hidden.
Effect: You gain +3d to your detection roll.

Knowing Beyond Silence (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Awareness 4, Essence 2; Studied Ear Espial
Trigger: A hidden character makes a roll opposing your attempt to detect him, or a hidden character Joins Battle against
you.
Effect: For every 1 the hidden character rolled, add +1nd to your pool; rather than rolling it, set that die to show a 10.
For every 2 that character rolled, add +1nd to your pool; rather than rolling it, set that die to show a 9.

Eyeless Harbinger Awareness (3m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Awareness 3, Essence 1; Keen Hearing and Touch Technique
While this Charm is active, any hidden character moving on a surface that you are touching (such as the floor he’s
standing on, or the branches of a tree you’re resting a hand on) gains a -2d penalty to his Stealth roll. (This stacks with the
normal -3 penalty for moving near alert opponents.) If such an opponent Joins Battle against you, you gain +3nd to your
Join Battle roll if you cannot see that opponent. This Charm functions out to short range; if you know Unsurpassed Hearing
and Touch Discipline, extend that to medium range, and you can detect targets’ size, shape, and velocity.

Living Pulse Perception (--) [OPTIONAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 4, Essence 2; Eyeless Harbinger Awareness
When you attempt to detect a hidden character in an enclosed space, such as a tomb or hedge maze, or when you Join
Battle against such a character, your roll gains +1s .

Roused Dragon Detection (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Awareness 5, Essence 2; Knowing Beyond Silence, Living Pulse Perception
Target: A hidden enemy within range of your weapon.
Effect: Make an attack against that enemy. If the attack hits, he must reflexively attempt to shift to a different position
within the same range band, taking the normal -3d penalty for moving while hidden.

Unsurpassed Hearing and Touch Discipline (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Awareness 5, Essence 3; Keen Hearing and Touch Technique
This Charm upgrades its prerequisite. While Keen Hearing and Touch Technique is active, you can eavesdrop from a mile
away in the quiet, or from long range in the midst of a symphony orchestra. You can hear loud noises, such as thunder or a
tyrant lizard’s roar, from (Essence × 5) miles away. You can read by touch. You can form mental images of things you
touch, simply by running your hands over them. You can feel the faintest breeze from the exit to an underground cavern.
Special: With an additional 5m committed, you can listen to a conversation through a wall, as long as you rest one hand
on it, or hear sentences spoken through their vibrations in a wire up to (Essence × 100) yards long.
Special: While this Charm is active, you may take a Simple action and spend 6m, 1wp to activate Sound from Stillness
Meditation. With a difficulty 5 Awareness roll, you may hear conversations or other sounds from the recent past, their

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.

Dedicated Unerring Ear (3m per exchange)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Awareness 5, Essence 4; Unsurpassed Hearing and Touch Discipline
Trigger: While you have Keen Hearing and Touch Technique activated, someone for whom you have a Major or Defining
positive Intimacy addresses you from anywhere in the same realm of existence. You are automatically aware any time this
condition is satisfied, though you do not know who is speaking.
Effect: For as long as the target continues speaking to you, you can hear everything he says. This Charm deactivates
after he has been silent for roughly ten seconds.
Special: Unsurpassed Hearing and Touch Discipline does not reduce the cost of this Charm.

Awakening Eye (5m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Awareness 4, Essence 1; Any two Keen (Sense) Techniques
Trigger: You Join Battle.
Effect: Gain a full (Perception + Awareness) Excellency. Your roll gains recurring-10s. You gain a floating pool of Xns,
where X is the number of rerolled 10s that produce new successes; you may spend successes from this pool to enhance any
attempt to locate hidden opponents this scene.8

Eye of the Unconquered Sun (10m, 1wp)


Type: Simple; Duration: One turn; Keywords: --
Prereqs: Awareness 5, Essence 4; Awakening Eye + Any 3 non-Excellency Awareness Charms
Target: All characters and effects out to long range.
Effect: Roll your (Perception + Awareness) vs. the Evasion of all resisting targets; your roll gains +(Essence)d and
recurring-1s. Any target whose Evasion you overcome is subject to the following effects. First, if he was hidden, he is
automatically revealed, regardless of Stealth, magic, or intervening objects. Second, if he is a dematerialized spirit, he is
compelled to materialize, paying the full normal cost; spirits who lack the necessary resources still materialize, paying as
much of the cost as possible. Third, all disguise magic affecting the target is ended, and all mundane disguises on the target
melt away. Fourth, if the target is a shapeshifter or is otherwise concealing his true identity (as by a resplendent destiny), he
is forced back into a natural form, with any relevant Charms deactivating.
This Charm also affects the environment to long range. Solid matter, such as walls and trees, is briefly rendered transparent.
Non-solid obscuring materials, such as smoke and fog, are permanently dispelled.
Special: if you have activated Unsurpassed Sight Discipline, this Charm functions out to extreme range. (Normally, it
functions only to long range.)
Special: While this Charm is active, your caste mark glows like the sun, negating any attempts at stealth; magic cannot
prevent this revelation. Likewise, your eyes glow a blinding white; anyone spotted by this Charm is automatically aware of
that fact. This Charm functions even if you are blind or would otherwise be prevented from using your eyes.

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.)

Trigger: You make an Unarmed attack.


Effect: Your Unarmed attack gains the Lethal tag. The target has -(Essence) soak; if your attack supports a Tie or
Principle, instead the target has -(Essence + Intimacy) soak.

Iron Battle Focus (3m)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Brawl 3, Essence 1; Fists of Iron Technique
Your Onslaught penalty does not increase from its current value.

Reckless Fury Discard (3m, 1i)


Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Brawl 4, Essence 2; Iron Battle Focus
Trigger: An opponent rolls an attack against you.
Effect: Add +(1s on your opponent’s roll)s to your Parry or Evasion, even if magic removed those 1s.

Solar Cross-Counter (3m, 1i, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Counterattack
Prereqs: Brawl 5, Essence 2; Reckless Fury Discard
Trigger: You take Withering damage from an enemy at close range.
Effect: Make a Decisive attack against that enemy. This attack has a base damage of (Withering damage you took)d .
Do not reduce your Initiative for this attack.
Upgrade (Essence 3+): While in Crash, you may still activate this Charm at an additional cost of 1wp.

Dancing With Strife Technique (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Reckless Fury Discard
Trigger: You successfully defend against an attack with at least (greater of your Essence and 5)s on its attack roll.
Effect: 1/scene. Gain 1wp.
Reset: Successfully defend against a Withering attack while you have exactly 1i.

Ox-Stunning Blow (4m, 1i, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 2; Fists of Iron Technique
Make a Withering Brawl attack. Add +1s to the attack and +(Essence)d to damage. Ignore all of your target’s non-natural
soak. You gain no Initiative for this attack; instead, roll Xd , where Xi is the damage inflicted by your attack. For every two
successes on this roll, your target takes a -1 penalty to his defenses and dice pools until the Onslaught penalty from this
attack ends.
Repurchase (Essence 3+): You gain Initiative from this attack as normal, in addition to the above effects.

Knockout Blow (5m, 1wp, +1m, 1i per die)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Ox-Stunning Blow
1/scene. Make a Withering attack. Your damage roll gains double-9s. After resolving damage, you may pay up to Xm,
Xi, where Xi is the original damage inflicted by this attack. For each 1m, 1i your pay, roll an additional 1d of damage. If you
Crash an opponent with this attack, he is knocked unconscious.
Reset: An opponent makes a Withering attack on you while you have 1-3i, but the attack does not Crash you.

Cancel the Apocalypse (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Knockout Blow

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.

Ferocious Jab (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 1; --
Enhances: A physical Brawl attack.
Effect: Add +(target’s Onslaught penalty)d to your damage.

Wind and Stones Defense (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 1; Ferocious Jab
Trigger: You are attacked by an enemy with lower Initiative.
Effect: Add +(attacker’s Onslaught penalty)s to your Evasion or Parry.

Blade-Rebuking Wrath (5m, 1i)


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Brawl 5, Essence 2; Wind and Stones Defense
Trigger: An enemy makes a Withering or Decisive attack on you.
Effect: Make a reflexive Brawl Clash attack of the same type against that enemy. If the attack succeeds, it does no
damage. Instead, your opponent is disarmed as per the Disarm gambit. For every 3 extra successes on your attack roll, you
may move your opponent’s weapon one range band.
Special: This Charm uses your attack action for the round.

Burning Fist Burial (4m + 1m per die)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 2; Ferocious Jab
Trigger: You hit an opponent with a Decisive attack from any Ability.
Effect: Spend up to Xm, where X is the extra successes on your attack roll. For each mote spent, add +1d to damage.

Adamantine Fists of Battle (4m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Burning Fist Burial
Enhances: An Unarmed Withering or Decisive attack.
Effect: If the attack is Withering, it gains Overwhelming (Strength + 1). If it is Decisive, it gains the Lethal tag,
double-10s, and recurring-10s. On any tick in which this Charm is active, you may parry Lethal damage Unarmed without
taking automatic damage.
Repurchase (Brawl 5, Essence 3+): This Charm gains two alternate modes. In the first, it is Simple, with a Cost of 5m,
1wp and a Duration of One scene. It grants the above benefits to all attacks during that scene. The second mode is identical,
except that the Charm is Reflexive, with a Cost of 2m, 1wp, and the added text ‘‘Trigger: Damage an opponent using the
Supplemental version of this Charm.’’

Incarnated Fury Attack (10m, 3a, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 4; Adamantine Fists of Battle
Make an unblockable, undodgeable Withering attack. That attack gains double-7s to damage.

Orichalcum Fists of Battle (8m, 3a, 1wp +1m per turn)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Brawl 5, Essence 4; Adamantine Fists of Battle (x2)
This Charm may only be activated while using a scenelong version of Adamantine Fists of Battle. Your attacks ignore
Hardness. You gain +1i to your base Initiative. While you are at base Initiative or lower, your Decisive damage rolls gain
+(Essence)d , recurring-1s, and recurring-10s.
Special: You must pay 1m at the start of each subsequent turn, or this Charm deactivates.
Special: Your fists glow white-gold, and your caste mark shines brilliantly. You cannot conceal or remove these effects.

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.

Intercepting Fury Smite (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Brawl 5, Essence 3; Force-Rending Strike
This Charm enhances Force-Rending Strike. If you activate that Charm to Clash while using an improvised weapon, the
Charm’s cost is reduced to 4m. Using Force-Rending Strike in this way either destroys or disarms the improvised weapon.

Fire-Eating Fist (1m) [MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Intercepting Fury Smite
Enhances: A Brawl or Martial Arts Clash attack.
Effect: For each 1 your opponent rolls on the Clash, your roll gains +1s . If you successfully Clash an energy- or
element-based attack, your next attack gains +(opponent’s Essence)d to attack and damage.
Special: If this Charm is used enhance an attack made via Force-Rending Strike against an opponent who is out of range,
reduce the cost of Force-Rending Strike to 4m.
Upgrade (Essence 4+): You may stack up to (Stamina) bonuses from this Charm on one attack. You may treat all ranged
attacks as energy-based for the purposes of this Charm.9

Apocalypse Flare Attack (3m, 2i)


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Brawl 5, Essence 5; Fire-Eating Fist
Make a Decisive Brawl attack against a visible enemy at any range. This attack has a base damage of 0, plus any damage
accrued via Fire-Eating Fist. This attack does not affect your Initiative.
Special: You may pay 3a when activating this Charm. If you do, add +3s to the attack and +(Essence)d to damage.

Heaven Thunder Hammer (7m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 1; Ferocious Jab
Trigger: You make a successful Decisive Brawl attack.
Effect: The effect of this Charm varies with the levels of damage inflicted by the attack on its target.
∙ 1 or more levels: In addition to effects below, target is knocked prone and loses 1i. Gain 1i when you next reset to base
Initiative.
∙ 3 levels: Target takes one range band of falling damage.

∙ 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.

Sledgehammer Fist Punch (5m) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 2; Heaven Thunder Hammer
Make a reflexive attempt to destroy an object via a Feat of Strength. If your attempt succeeds, the object is destroyed
immediately (for relatively small objects) or in an abbreviated time the Storyteller deems reasonable.
Special: The Storyteller may cap the number of activations of this Charm in a given round.
Special: If this Charm is used to cause indirect harm (such as by collapsing a support pillar), this Charm becomes
9 The original version of this Charm includes some unclear verbiage regarding Clashing ranged attacks. It is not clear how Clashing ranged

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

Vicious Lunge (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 1; --
Enhances: A Grapple gambit.
Effect: Add +1s to the attack roll and +(greater of Essence and 3)d to the Initiative roll.

Unbreakable Grasp (2m per round preserved)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 1; Vicious Lunge
Trigger: You would lose one or more rounds of control of a clinch due to being attacked or taking damage.
Effect: For each 2m paid, you avoid losing one round of control.

Burning Proof of Authority (4m) [MODIFIED]


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Brawl 4, Essence 2; Unbreakable Grasp
Trigger: You control a clinch, with at least two rounds of control remaining.
Target: The character you are clinching.
Effect: Your target is branded with your chosen mark, which inflicts no damage. The clinch ends. If you release
commitment to this Charm while the target is within close range, you may reflexively return him to the clinch with no roll
or chance for resistance. The new clinch has the same number of remaining rounds of control as the original did when you
activated this Charm.
Special: If your target makes a successful Grapple gambit against you, gaining at least as many rounds of control as you
had when you used this Charm, the Charm immediately ends without effect.11

Rapturous Cradle (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Burning Proof of Authority
Trigger: Any point while you have committed motes to Burning Proof of Authority.
Effect: Release commitment to Burning Proof of Authority. Resolve that Charm’s effects against its target at up to long
range. (Normally, that Charm functions only if the target is at close range.) The target moves directly to your range band
before resuming the clinch.

Crashing Wave Throw (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 1; Vicious Lunge
Trigger: You abort a clinch to make a Withering or Decisive throw.
Effect: Add an additional +2d to damage per round of control forfeited. (Normally, you receive +2d per round for a
Withering attack, or +1d per round for a Decisive attack.) You may move your opponent one range band; if you grappled a
larger opponent via Dragon Coil Technique, you may move that larger opponent. (Normally, you cannot move substantially
larger opponents.)
Upgrade (Essence 3+): You may sacrifice 2 or 4 rounds of control; you do not receive bonus damage on the throw for
these rounds. Instead, for each 2 rounds, you may move your opponent one additional range band, and he takes (extra range
bands) bands of falling damage.

Shockwave Technique (6m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Crashing Wave Throw
Trigger: You abort a clinch to make a Withering throw.
Target: The thrown character.
Effect: 1/scene. You may move your target up to one range band. Your attack gains an additional +4d to damage per
round of control sacrificed. Make a Withering attack with a pool of (Dexterity + Brawl) and a base damage of 7d against all
enemies within one range band of the target’s destination range band. If you are Crashed, you gain Initiative from only one
enemy (of your choice) affected by the attack.
Special: If this throw is also enhanced by Crashing Wave Throw, you may instead move your target up to two range
10 The original version of this Charm is Supplemental, but immediately declares itself to be Reflexive in its text.
11 The original version of this Charm is labeled Indefininte, but ends at the end of the scene.

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bands via this Charm at no added cost.
Reset: Deal 10+ levels of damage with a single Decisive Brawl attack.

Lightning Strikes Twice (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Crashing Wave Throw, Heaven Thunder Hammer
1/scene. When using either version of the Charm below, you may reflexively draw a weapon, and you do not reset your
Initiative until fully resolving this Charm. This Charm consumes your movement action.
Trigger: You throw an opponent, enhancing the attack with Crashing Wave Throw.
Effect: Move directly to your opponent. Make a reflexive Grapple attack. If you succeed and gain at least one round of
control, you must immediately and reflexively make a Decisive throw or slam on that opponent.

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.

Reset: Gain 10i+ in a single tick.

Devil-Strangling Attitude (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Brawl 5, Essence 1; Vicious Lunge
When making a Grapple gambit, you may roll (Strength + Brawl) as your attack pool. (Normally, you roll (Dexterity +
Brawl) as your attack pool.)
Upgrade (Essence 2+): When activating Oak-Curling Clinch, you may pay +3m to double extra successes on the control
roll.

Dragon Coil Technique (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Devil-Strangling Attitude
Trigger: You make a Grapple attack, or an enemy makes a Grapple attack against you..
Effect: On the control roll, gain +1s for every 10 your opponent rolls. If you win control of a clinch enhanced by this
Charm, any savaging or slam attacks made as part of that clinch gain +(Essence) damage.
Special: If you use this Charm to enhance a Grapple attack, add +(Essence)s to the attack.
Special: If you use this Charm to defend yourself from a Grapple attack and win the control roll, you may choose to
maintain control of the clinch. (Normally, if you win a control roll on the defense, you may only escape from the clinch.)
Special: You may use this Charm to make Grapple attacks and clinch characters on the scale of tyrant lizards, though
you may not throw such opponents.

Ten Calamities Technique (5m)


Type: Supplemental; Duration: Until the grapple ends; Keywords: --
Prereqs: Brawl 5, Essence 3; Dragon Coil Technique
Enhances: A savaging attack against a grappled target.
Effect: On a Withering savaging attack, add +2Xd to damage. On Decisive savaging attack, add +Xd to damage. In
either case, X is the number of consecutive rounds on which you have used this Charm to enhance a savaging attack against
that target, including the first. Attacks enhanced by this Charm ignore Hardness.

Titan-Straightening Method (7m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Ten Calamities Technique
You may only activate this Charm while in control of a clinch. Forfeit all remaining rounds of control, and make an equal
number of Withering savaging attacks against that target.
Special: This Charm permanently enhances Dragon Coil Technique. You may use that Charm to make Grapple attacks
against and clinch opponents of any size, though you still may not lift, slam, or throw opponents larger than a tyrant lizard.

Raging Wrath Repeated (4m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 4; Ten Calamities Technique
Trigger: You crash an enemy you are clinching.

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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

Oak-Curling Clinch (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 2; Vicious Lunge
Trigger: You succed on a Grapple gambit.
Effect: Add +(extra attack successes)d to your control roll.

River-Binding Wrath (2m or 4m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Oak-Curling Clinch
Enhances: For 2m, a Grapple attack Initiative roll or control roll; for 4m, both.
Effect: The affected roll(s) gain recurring-5s and recurring-6s.

Wicked Dissolve Dust (4m) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Brawl 5, Essence 3; River-Binding Wrath, Intercepting Fury Smite
Trigger: A Decisive attack is made on you while you are in control of a clinch.
Effect: Make a reflexive Decisive Clash attack against the attacker. If your attack succeeds, you do not inflict damage;
instead, resolve the attacker’s attack against the character you are clinching. If the attack would roll fewer successes than
needed to hit that character, it is instead considered to have rolled 0 extra successes.13

Thunderclap Rush Attack (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 3, Essence 1; --
Target: Any character one range band away.
Effect: 1/target in a given scene. Move into the target’s range band. Make an attack with any Ability against that target.
Special: You may not use this Charm if you have already acted this round. You may not act this round if you use this
Charm.
Special: Your target may not Clash with your attack, except by using Charms with the Clash keyword.
Reset: Crash the target against whom you wish to reset the Charm.
Upgrade (Brawl 5, Essence 3+): You may pay 1wp when activating this Charm. If you do, your target loses (lower of
your Essence and 5)i and you gain (lower of your Essence and 5)i. This effect resolves before your attack. If it Crashes your
opponent, it counts as Crashing him via a Brawl attack for the purpose of other magic.

Falling Hammer Strike (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 1; Thunderclap Rush Attack
Enhances: A Withering or Decisive Brawl attack, but not a Gambit.
Effect: Any Onslaught penalty inflicted by this attack does not end on your target’s next turn. (Normally, all Onslaught
penalties you suffer end at the start of your turn.)

Hammer on Iron Technique (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 2; Falling Hammer Strike
Make up to ([greater of Strength and Stamina]/2 + 1) Decisive attacks against a single target. Each attack has a base
damage of ([your Initiative]/[number of attacks], round up)d. If an attack succeeds, add +(10s on that attack’s damage roll)d
to the damage of the next attack.

Fivefold Fury Onslaught (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Brawl 5, Essence 3; Hammer on Iron Technique
This Charm upgrades Hammer on Iron Technique. That Charm now creates ([greater of Strength and Stamina] + 1)
attacks. (Normally, it creates ([greater of Strength and Stamina]/2 + 1) attacks.) The first such attack to successfully hit the
target gains +1d to damage; the second such attack to successfully hit gains +2d to damage, the third +3d, and so on.
12 The original version of this Charm reset your attack action, which has an unclear effect, instead of granting a reflexive attack.
13 The original wording of this Charm did not allow the victim of the clinch to, say, activate a perfect defense against the incoming attack, because
he is never properly attacked. If you prefer the original version, simply roll the attacker’s damage against the character you are clinching.

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.

Heaven Fury Smite (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 5; Rampage-Berserker Attack
Trigger: Crash an opponent.
Effect: Make a reflexive Decisive attack against that opponent, using any Ability. You may reflexively draw a weapon for
that attack.

One With Violence (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Brawl 5, Essence 2; Falling Hammer Strike
When you crash an opponent via a Brawl or Martial arts attack, gain an additional (lesser of Essence and 5)i.

Striving Aftershock Method (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; One With Violence
Trigger: Reset to base Initiative after a successful Decisive attack.
Effect: Increase your base Initiative by +2 for this reset.

Superior Violent Knowledge (4m) [OPTIONAL]


Type: Reflexive; Duration: End of combat; Keywords: --
Prereqs: Brawl 5, Essence 3; Striving Aftershock Method
You lose Xi, where X is a positive number of your choice no larger than (Stamina). You may reflexively release commitment
to this Charm when declaring any Decisive attack; if you do, gain Xd to damage. If you are Crashed, you may declare a
Decisive attack as long as you also release commitment to this Charm; if you do, that attack has a base damage of Xd.
(Normally, you cannot make Decisive attacks while Crashed.)
Special: On the round you activate this Charm, do not reduce your tick order due to Initiative lost to this Charm.

Inevitable Victory Meditation (3m, 2i)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 3; Superior Violent Knowledge
Make a (Wits + Brawl) roll and record the result. At any time before the end of the scene, you may replace the result
of any Brawl roll with that value. Alternatively, at any time you may reduce that value by 2 (though not below 0) for an
Instant bonus of +1ns to your Parry or Evasion.
Special: This Charm may be activated reflexively if your Join Battle result is higher than that for all opponents.
Special: This Charm may be activated reflexively if you knock an opponent prone.
Upgrade (Essence 4+): Add (Essence) successes to the original roll.

Supremacy of War Meditation (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 4; Inevitable Victory Meditation
Trigger: You take a Brawl action or apply a Brawl-based static value, after increasing your anima to bonfire this scene.
Effect: 1/scene. Gain a free full Brawl Excellency.
Reset: Your anima returns to dim, and then is raised again to bonfire.

Ascendant Battle Visage (15m, 3a, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Brawl 5, Essence 5; Supremacy of War Meditation
You gain double-7s to all Rush actions. You may substitute Strength for Dexterity in a Rush action. If you have no
enemies within medium range, you may move two range bands with a single Move action, as long as you do so directly
towards some enemy. If you are attacked and have not yet acted this round, you may take your action immediately, as
long as you use that action to Clash the attack. If you successfully Clash a ranged attack, you may move directly to your
attacker’s range band, resolving the remainder of your attack from close range. You may not be reduced below 1i by attacks

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.

Heart-Eating Fist (3a, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 5; Ascendant Battle Visage
Make a special Brawl gambit with a difficulty of (target’s undamaged health levels). If the gambit succeeds, you kill that
opponent by ripping out his heart. If your target is not trivial, heal (Essence/2, round up) health levels, and you may activate
Ascendant Battle Visage at no cost. If you know Burning Sky Apocalypse Strike, you may activate that Charm reflexively at
no cost.
If your target is trivial, instead of the above effects, you gain 1wp; treat your success as an automatically successful
Intimidate action against all other trivial enemies present.

Burning Sky Apocalypse Strike (15m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Brawl 5, Essence 5; Heart-Eating Fist
Make a single Decisive Brawl attack targeting every character (ally or enemy) within Short range. Instead of taking
normal damage, characters hit are lifted X range bands into the air and take 3Xd of bashing damage, ignoring Hardness,
where X is (your Initiative/10, round down). They then suffer falling damage as normal. Do not modify your Initiative for
this attack.
You may then leap into the air, moving directly X/2 range bands in any direction and creating a crater at your point of
impact. Make an additional Decisive Brawl attack targeting every enemy at Close range. Instead of taking normal damage,
any enemies hit take (your Initiative/2, round up)d of damage, ignoring Hardness.
Special: This Charm creates an eruption of light visible for miles.

Swift Strike Prana (3m, 1wp) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Brawl 4, Essence 1; Ferocious Jab, Thunderclap Rush Attack
Trigger: You disarm an enemy at Close range.
Effect: Make a Decisive Brawl attack against that enemy.
Special: If that enemy is a trivial opponent, this Charm costs only 3m.

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.

Insightful Buyer Technique (3m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 3, Essence 1; Frugal Merchant Method
Choose a market with which you are familiar and a means of selling a particular good. You are aware of the likely sale
price of that good in that market by that means. This estimate becomes less accurate as time passes, or if the means of selling
is left vague.

Consumer-Evaluating Glance (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 3, Essence 1; Frugal Merchant Method
Target: A potential buyer.
Effect: Make a ([Perception or Wits] + Bureaucracy) Read Intentions roll against the target. If successful, you know the
target’s Resource rating, whether he currently intends to buy your product, and whether he intends to betray or cheat you. If
he does intend to betray or cheat you, add +(Essence)s to your Resolve against all his Bargain actions.

All-Seeing Master Procurer (5m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Bureaucracy 4, Essence 1; Consumer-Evaluating Glance
Lacking evidence to the contrary, characters assume that you have information on making deals or the sales of any goods
of interest. You may reflexively activate Insightful Buyer Technique at a cost of 1m to speculate on the value of a particular
good.

Illimitable Master Fence (1m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 1; All-Seeing Master Procurer
After a scene of interaction with a marketplace, you may activate this Charm. You are intuitively aware of the Bureaucracy
specialties of everyone connected to the market. (Storytellers should generally assume NPC merchants have relevant specialties.
In story terms, this Charm may assist in locating fences or other black market dealers.)

Ungoverned Market Awareness (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Bureaucracy 5, Essence 2; Illimitable Master Fence
You sense whenever a character within sensory range uses the Bureaucracy or Larceny Abilities in pursuit of a commercial
transaction. You may filter this input to only check for transactions matching criteria of your choice.

Pattern-Exploiting Commerce Spirit (5m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Mute
Prereqs: Bureaucracy 5, Essence 3; Ungoverned Market Awareness
Specify a category of client that you wish your business to attract, specifying their wealth (i.e., ‘‘Resources 3-4’’) and needs
(i.e., ‘‘To launder a large sum of money’’). If you know Seasoned Criminal Method, you may also specify the difficulty of the
Larceny role to resolve their problem (i.e., ‘‘A difficulty 3 Larceny task’’). As long as the conditions are reasonably narrow,
any characters within a city block who meet the chosen criteria will find that their paths naturally cross yours, though they
will not inherently know that you can help with their problems.

Creation of Adamant Specie (5m) [MotSE, MODIFIED]


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Bureaucracy 5, Essence 4; Pattern-Exploiting Commerce Spirit
1/day. You touch a coin, which transforms into adamant. You may have up to (Essence) coins transformed in this way at
the same time, and you may pay 1m to return a coin to normal. If you give a coin to another character, they become an
agent on your behalf; any god, ghost, fair folk, or demon who barters with such a character is aware of your Resources rating,
and any deal the coin-bearer makes on your behalf is binding as per an Eclipse Oath. You have a year and a day to fulfill any

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

Irresistible Salesman Spirit (6m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 2; Consumer-Evaluating Glance, Insightful Buyer Technique
Enhances: A Bargain action.
Effect: The action gains double-7s. If it succeeds, gain 1wp.

Empowered Barter Stance (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Irresistible Salesman Spirit
Trigger: You succeed at a Bargain action.
Effect: 1/day. Gain 1wp.15

Soul-Snaring Pitch (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute, Psyche
Prereqs: Bureaucracy 5, Essence 3; Irresistible Salesman Spirit
Make a Persuade attempt to sell a particular good to your target. Roll (Manipulation + Bureaucracy) with +(Essence)s
vs. the target’s Resolve; if the target’s permanent Willpower is no higher than your Essence, the attempt automatically
succeeds. If this Persuade attempt succeeds, the target is convinced to buy the good, and he believes it to be (extra successes
+ 1) times more valuable than its true worth. This can produce truly ridiculous results, such as a character paying his entire
fortune (or going deep in debt) for a worthless bauble. Resisting this effect costs (your Essence)wp and makes the target
immune to the Charm for one week.

Deft Official’s Way (5m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Bureaucracy 1, Essence 1; --
Whenever you take a Read Intentions action in pursuit of a bureaucratic goal (i.e., gaining proper forms, securing an
audience, etc.), add +(Bureaucracy)d to that roll.

Measuring Glance (5m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 2, Essence 1; Deft Official’s Way
Make a Read Intentions action with a base pool of ([social or mental Attribute] + Bureaucracy), targeting a member of an
organization. If the attempt is not opposed by magic, or if the target has less temporary Willpower than you, the attempt is
automatically successful. Otherwise, add +(Essence)s to the roll. If it succeeds, you learn the target’s strongest or most
important Intimacy towards that organization.

Enigmatic Bureau Understanding (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Bureaucracy 4, Essence 1; Measuring Glance
This Charm functions only towards workers under your authority in an organization, and only while they are actively
working for the organization. You are automatically aware whenever an Instill action is made towards such a person, as long
as that action would modify an Intimacy of which you are aware towards the organization. This Charm does not convey
knowledge of the outcome of the Instill action.
Special: This Charm cannot detect influence with the Psyche keyword.
Special: Workers who are not currently ‘‘on duty’’ do not trigger this Charm’s effects, though they will trigger it when
they return to duty.16
14 Original Charm did not specify any effect for violating oath.
15 The original version of this Charm is Permanent/Permanent.
16 In the original Charm, it is unclear whether you need to be in charge of the organization.

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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.

Speed the Wheels (8m)


Type: Simple; Duration: One task; Keywords: --
Prereqs: Bureaucracy 5, Essence 1; Deft Official’s Way
Accelerate the speed of a Bureaucratic process by a number of steps equal to your Essence: from centuries to seasons to
months to weeks to days to minutes.

Bureau-Rectifying Method (10m, 1wp)


Type: Simple; Duration: One investigation; Keywords: --
Prereqs: Bureaucracy 5, Essence 1; Speed the Wheels
Begin an investigation of corruption in an organization - interviewing workers, sifting records, and so on. Add +(Bu-
reaucracy)s to any Investigation or Socialize rolls made as part of this inquiry. Treat most workers as if they had Major
Intimacies of trust and respect for you; in narrative terms, such people will volunteer confidential and helpful information.
Workers with strong personal agendas are only treated as having Minor Intimacies to this effect.

Bureau-Reforming Kata (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 2; Bureau-Rectifying Method, Enigmatic Bureau Understanding
Trigger: While using Bureau-Rectifying Method, you find evidence of unwanted magic targeting the organization, such as
hostile Sidereal Astrology.
Effect: Any such effects discovered immediately terminate. The organization may not be targeted with them again for the
next season.

Woe-Capturing Web (--(Varies))


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Bureau-Reforming Kata
You are aware whenever an organization you control is targeted by hostile magic or curses. You instinctively know where
to begin any investigation into this magic. You may guess once as to the source of the curse, as long as the guess is justifiable
in-character. If you are correct, the Storyteller will inform you, and you may immediately activate Bureau-Reforming Kata to
negate the magic.
Special: When using Bureau-Reforming Kata, you can commit (curse’s original mote cost)m; as long as you do so, you
prevent the curse’s sender from releasing any committed motes for it until the end of its natural duration.

Omen-Spawning Beast (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Woe-Capturing Web
If you have captured magic using Woe-Capturing Web, your records reveal the identity of the source.

Infinitely-Efficient Register (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Omen-Spawning Beast
1/story. When you visit an out-of-the-way part of your business, you will find useful items as though you had already
completed a business project; examples might include valuable paperwork, titles to important properties, and so on. Rewards
provided should match the scope of the business’s normal operations. Using this Charm does not count as completing a
business project for the purposes of other Charms.

Spectacle-Inciting Order (8m) [MotSE, REMOVED]


Type: Simple; Duration: Instant; Keywords: None
Prereqs: Bureaucracy 5, Essence 4; Infinitely-Efficient Register
1/season. This Charm only functions if you are known as a businessman in your area. You receive a package from a court
of spirits or raksha, which can only be opened by you. Make an unmodified (Intelligence + Bureaucracy) roll at difficulty 2.

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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.

Enlightened Discourse Method (4m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Bureaucracy 3, Essence 1; Deft Official’s Way, Frugal Merchant Method
Add +(Bureaucracy/2, round up) to all social influence rolls to pursue commercial or organizational ends.

Semantic Argument Technique (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 2; Enlightened Discourse Method
Enhances: An attempt at social influence that would be supported by the laws or rules of an organization to which the
target belongs, or by the target’s Defining Principles.
Effect: Add +(Bureaucracy/2, rounded up)d to that influence

Eclectic Verbiage of Law (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Semantic Argument Technique
Trigger: Take a Bureaucracy-based action.
Effect: 1/season. That roll gains a free full Bureaucracy Excellency.
Reset: Help a difficult project succeed.17

Subject-Hailing Ideology (5m) [OPTIONAL]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Bureaucracy 5, Essence 4; Eclectic Verbiage of Law
Enhances: Any social influence that would have been supported by an Intimacy the target used to have regarding behavior
in an official capacity - i.e., ‘‘I must protect the prince’’ for a former bodyguard.
Effect: The influence benefits from that Intimacy at its maximum former strength, even if the Intimacy no longer exists.

Indolent Official Charm (5m)


Type: Simple; Duration: Indefinite; Keywords: Stackable
Prereqs: Bureaucracy 5, Essence 2; Deft Official’s Way
Delay an investigation into an organization by (Essence) degrees, from days to weeks to months to seasons to years. You
may activate this Charm targeting a hypothetical investigation, though you will not be informed as to whether there is any
such inquiry. You may maintain (Essence) activations of this Charm simultaneously, each targeting a different investigation.

Foul Air of Argument Technique (13m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Bureaucracy 5, Essence 3; Indolent Official Charm
Choose a project of which you are aware. Make a ([Charisma or Manipulation] + Bureaucracy) roll; compare the result to
the (Bureaucracy, Investigation, Larceny, or War, as applicable for the project type) of each person leading the project. For
each extra success for a particular leader, that leader takes (your Essence) botches while carrying out the project.
Special: You may not target the same organization more than once per season.

Taboo-Inflicting Diatribe (10m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: Stackable
Prereqs: Bureaucracy 5, Essence 4; Foul Air of Argument Technique
Repeatedly speak against a particular specific action - ‘‘stealing company materials’’ is acceptable, but ‘‘theft’’ is not.
As long as members of your organization are acting in their official capacity, they cannot taken the banned action. Any
influence that would compel violation is treated as unacceptable. You may maintain (Essence) activations of this Charm
simultaneously.

Order-Conferring Action (10m, 1wp)


Type: Simple; Duration: One week; Keywords: --
Prereqs: Bureaucracy 5, Essence 5; Taboo-Inflicting Diatribe
Advise a bureaucracy, either in person or in written form, suggesting a number of useful reforms and changes. Roll
(Charisma + Bureaucracy) at difficulty 5. If you succeed, the organization’s leaders gain +(extra successes)nd on up to (your
17 The original version of this Charm is Permanent/Permanent.

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.

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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.

Efficient Craftsman Technique (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 3, Essence 1; Tireless Workhorse Method
You can create a Major project slot for 3sxp. (Normally, this requires 5sxp.)

Arete-Shifting Prana (4m, 1sxp, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 4, Essence 1; --
Roll (Intelligence + [relevant Craft]). For each success, you can move one Craft dot into a related Craft sub-Ability. All
Craft dots moved in this way return to normal at the end of the next project. Craft dots gained by this Charm may not be
used for Superior or Legendary projects.

Supreme Celestial Focus (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 2; Arete-Shifting Prana
You may buy up to (Essence) Craft sub-Abilities, paying gxp instead of XP. Each Ability after the first has double the
normal cost.

Sublime Transference (6m) [REMOVED]


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Craft 5, Essence 2; Arete-Shifting Prana
You may convert any number of sxp into half as many gxp, or any number of gxp into half as many wxp. You may also
perform this process in reverse.

Ages-Echoing Wisdom (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 2; Efficient Craftsman Technique, Sublime Transference
Immediately gain (permanent Major slots)gxp. Gain this bonus again at the end of every story.

Dragon Soul Emergence (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Craft 5, Essence 2; Ages-Echoing Wisdom
Gain one Superior project slot. You may buy this Charm up to (Essence) times.

Copper Spider Conception (5m, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Dragon Soul Emergence
Create a temporary Superior slot with a discount of 2gxp and 2 Major slots, to a minimum of 1gxp and 1 Major slot.

Clay and Breath Practice (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 3; Copper Spider Conception
When making one roll of a Superior project, if you roll more than (price of one roll on a Superior project)s , gain (Artifact
rating + Essence)sxp.

Spirit-Gathering Industry (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 3; Clay and Breath Practice
Subtract (Essence)gxp from the cost of all Superior project rolls, to a minimum of 3gxp.

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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.

Spirit-Stoking Elevation (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 5; Exegesis of the Distilled Form
When paying to use a Charm in Lore, Medicine, or Occult that requires an expenditure of XP, you may spend wxp for XP
at a 5:1 ratio.

God-Forge Within (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Craft 5, Essence 4; Spirit-Gathering Industry
Gain 2 permanent Legendary project slots. You may purchase this Charm (Essence) times.

Sun-Heart Tenacity (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 5; God-Forge Within
When you complete a Legendary project, gain +10ns to the next Superior or Legendary project you attempt.

Summit-Piercing Touch (10m, 1wp) [REMOVED]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Craft 5, Essence 3; Ages-Echoing Wisdom
You may build a two-dot Artifact in a Major project slot.
Upgrade (Essence 5+): You may build a 3-dot Artifact in a Major project slot.

Vice-Miracle Technique (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Summit-Piercing Touch
1/season. You may complete a two-dot Artifact at any time, with no resources or rolls required. By default, you earn no
points for such a project; if you produce the artifact in response to a need or significant problem, however, gain 5gxp.
Special: You must have completed one two-dot or higher Artifact, and be currently working on another, to activate this
Charm.
Upgrade (Essence 5+): You may complete a two- or three-dot Artifact as above.

Wonder-Forging Genius (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 5; God-Forge Within, Vice-Miracle Technique
Trigger: You are working on ten Artifacts of the same rating (which may be N/A).
Effect: 1/story. You may immediately complete one such project at no cost, receiving no points for doing so.
Special: You may not reactivate this Charm until successfully completing at least 5 projects of that rating without using
it.

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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.

Red Anvils Ringing (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 4, Essence 1; Brass Scales Falling
When you complete an objective for a Basic project, gain +1sxp.

Chains Fall Away (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 1; Red Anvils Ringing
When you complete all three objectives for a Basic project, gain 1gxp.

Craftsman Needs No Tools (6m)


Type: Simple; Duration: One task; Keywords: Mute
Prereqs: Craft 3, Essence 1; --
Make a roll to create or repair a Basic or Major project, even if you have no tools or workshop. You complete the work for
this roll in a few seconds to a few minutes. (Normally, creating a Major project can take days.) If you do have tools available,
reduce the cost of this Charm by 2m.

Peerless Paragon of Craft (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 1; Chains Fall Away, Craftsman Needs No Tools
On purchase, roll (Intelligence + Craft) with a free full Excellency. Gain (successes)sxp and (number of 10s)gxp. Gain
this bonus again at the end of every story.

Supreme Perfection of Craft (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 2; Peerless Paragon of Craft, Supreme Celestial Focus
On purchase, gain (Essence + 2sxp) and 1gxp for each Craft sub-Ability you have at 5. Gain this bonus again after each
full night’s sleep, to a maximum of 1/day or 1/period of downtime, whichever is less frequent

Divine Transcendence of Craft (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 3; Supreme Perfection of Craft
On purchase, gain 3wxp. Gain 5wxp at the end of each story.

Thousand-Forge Hands (10m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 2; Craftsman Needs No Tools
Trigger: You assemble all materials and complete all preparatory tasks for a Superior or Legendary project.
Effect: You may roll to complete a 5-dot or N/A artifact after (6 - Essence, minimum 1) months of work. You may roll to
complete all other projects after (6 - Essence, minimum 1) weeks of work. (Normally, such projects require six weeks to ten
years of work, depending on Artifact rating.)

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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.

Words-as-Workshop Method (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute, Stackable
Prereqs: Craft 5, Essence 3; Craftsman Needs No Tools, Vice-Miracle Technique
Describe up to (Essence) Artifact tools you need to complete a project in Craft, Lore, Medicine, Occult, or Investigation.
These tools come into existence; you need not attune to them to use them, though any other character must do so. These
artifacts may grant non-Charm die bonuses or narrative capabilities such as ‘‘listening for a daiklave’s heartbeat.’’ You may
choose to request fewer, but more puissant, tools. These tools dissipate at the end of the scene, or sooner if the chosen task is
completed.

6.3 Repairing and Reforging


Shattering Grasp (6m)
Type: Simple; Duration: One task; Keywords: Mute
Prereqs: Craft 5, Essence 1; Craftsman Needs No Tools
You may disassemble mundane objects that would be Basic or Major projects to construct, treating disassembly as a
project of comparable scope and following the rules for Craftsman Needs No Tools. This does not earn you any points.

Durability-Enhancing Technique (5m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 1; Craftsman Needs No Tools
Spend five minutes to an hour working with an object no more than (Essence × 2) yards across. The difficulty to damage
that object is permanently increased by (greater of Essence and 2). If this increased durability proves relevant for a Basic or
Major project, gain 1sxp or 1gxp, respectively, even if you didn’t build the original project.

Object-Strengthening Touch (6m)


Type: Simple; Duration: One scene; Keywords: Mute
Prereqs: Craft 5, Essence 2; Durability-Enhancing Technique
Touch an object no more than (Essence + 2) yards in radius. For the duration of this Charm, the difficulty to destroy it
increases by (Essence + 1); such objects also resist fire, acid, and other damaging phenomena. Any such object you actually
hold is nearly unbreakable.

Chaos-Resistance Preparation (5m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 2; Object-Strengthening Touch
Spend an hour working with an object no more than (Essence × 2) yards across. Anyone carrying that object is protected
from the Wyld, for (your Essence) days in the Bordermarches, (your Essence/2, round up) days in the Middlemarches, and
(your Essence) hours in the Deep Wyld. Reduce these durations to hours and minutes, respectively, if the object provides
only limited coverage (i.e., a sword rather than a robe).
Upgrade (Essence 3+): You may pay 15m, 1wp and work for (10 - Stamina) hours to apply this Charm to a collection of
objects on the scale of a caravan or trading vessel.

The Art of Permanence (6m, 1wxp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Chaos-Resistance Preparation
Enhances: A Basic or Major project roll.
Effect: The object constructed will never naturally wear out or be expended, though it can still be destroyed. If the Solar
claims to have created such an object, the truth of this statement is intuitively clear to all witnesses. Investigation may also
reveal this connection spontaneously.

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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.

Time Heals Nothing (4m, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 1; Crack-Mending Technique
Create a temporary Major project slot, which may only be used for repairs.
Repurchase (Essence 3+): You may instead pay 6m, 1wp to create a temporary Superior project slot, which may only be
used for repairs.

Blood Diamond Sweat (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 1; Time Heals Nothing
When you complete a Basic or Major repair project, gain 1sxp or 1gxp, respectively, per objective satisfied. When you
complete a Superior Artifact repair project, gain (Artifact rating)gxp and 1wxp per objective satisfied.

Breach-Healing Method (7m)


Type: Simple; Duration: One task; Keywords: --
Prereqs: Craft 5, Essence 2; Time Heals Nothing
You may only activate this Charm while attempting a repair or Medicine roll. Create a field with a radius of (Essence ×
2) yards, centered on you. Anyone in the field gains +(your Essence)nd to all Craft, Lore, Occult, and Medicine rolls and
reduces the difficulty of all repair and Medicine rolls by 1.

Realizing the Form Supernal (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Breach-Healing Method
Trigger: Use Breach-Healing Method to repair an Artifact.
Effect: 1/story. Reduce the difficulty of that repair by 1, and the goal number by (Intelligence × Essence).
Reset: Repair an Artifact without using this Charm.

Design Beyond Limit (10m, 1wp, 3xp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 4, Essence 2; Crack-Mending Technique, Craftsman Needs No Tools
Target: An Artifact weapon, all of whose Evocations have been unlocked.
Effect: Reforge the Artifact for (10 - Essence) hours. Add three new appropriate Evocations to that weapon, which must
be learned as normal.18

Celestial Reforging Technique (10m, 1wp, 3xp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Design Beyond Limit
1/weapon in a given story. Reforge an Artifact for (10 - Essence) hours. Any active Evocations may be modified or
replaced.

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.

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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

Supreme Masterwork Focus (6m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Craft 3, Essence 1; Flawless Handiwork Method
Enhances: Any Craft roll on a Basic or Major project.
Effect: That roll gains double-9s.
Repurchase (Craft 5, Essence 2+): You may instead spend 5m, 1wp, 1gxp to enhance a Craft roll on a Basic, Major, or
Superior project with double-8s.
Repurchase (Craft 5, Essence 3+): You may instead spend 2m, 1wxp to enhance any Craft roll with double-7s.

Bright-Forging Prana (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 3, Essence 2; Flawless Handiwork Method
1/story. Choose a project. For the remainder of this story, you may use (greater of Essence and 3) Craft Charms you
do not know, and whose Essence minimums you need not meet, when working on that project. You must meet the Ability
minimums and Prerequisite Charms for all such Charms, though Charms accessed in this way may act as prerequisites for
each other. This Charm does not allow use of any Charm that would grant automatic craft points.

Experiential Conjuring of True Void (4m, 4s/g/wxp)


Type: Reflexive; Duration: Instant; Keywords: Salient
Prereqs: Craft 3, Essence 2; Flawless Handiwork Method
Trigger: You make a Craft roll that is not part of a Basic project.
Effect: Add +1ns and +(Essence)nd to that roll.
Upgrade (Essence 3+): Add an additional +(Intelligence)nd.

Unbroken Image Focus (3m + 1s/g/wxp per success)


Type: Reflexive; Duration: Instant; Keywords: Salient
Prereqs: Craft 4, Essence 2; Experiential Conjuring of True Void
Trigger: Make a Craft roll on a non-Basic project.
Effect: Add Xns to that roll, where X is no more than (Essence + [dice showing 7-9] + [2 × dice showing 10]). The cost
of this Charm is 3m + Xsxp for Major projects, 3m + Xgxp for Superior projects, or 3m + Xwxp for Legendary projects.

Essence-Forging Kata (2m per mote, 1wp)


Type: Simple; Duration: One day; Keywords: --
Prereqs: Craft 5, Essence 3; Unbroken Image Focus
Make a dramatic action lasting five minutes as you contemplate your project. For each 2m committed, reduce the cost of
the Craft Excellency by 1m.

Mind-Expanding Meditation (1sxp per cap increase, 1wxp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Essence-Forging Kata
Trigger: You take a Craft action.
Effect: Spend Xsxp, where X is no more than (Craft). Your dice cap is increased by X.

Inspiration-Renewing Vision (12m, 1wp, 2wxp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Craft 5, Essence 3; Essence-Forging Kata, Supreme Masterwork Focus (x2)
Enhances: A Craft roll on a Superior or Legendary project.
Effect: 1/story. That roll does not count towards the project’s terminus.
Reset: Complete a Superior or Legendary project with a goal number of 50+ without using this Charm.
19 The original version of this Charm is Permanent/Permanent.

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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.)

First Movement of the Demiurge (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 4, Essence 2; Experiential Conjuring of True Void
This Charm enhances Experiential Conjuring of the True Void. For every three dice showing the same success number
(i.e., three 7s or three 9s), set one non-successful die to a 10, which may trigger recurring-10s from other Charms as normal.

Divine Inspiration Technique (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 3; First Movement of the Demiurge, Supreme Masterwork Focus (x2)
For every 3s on a Craft roll, add +1nd to that roll. Successes produced by these dice may trigger additional dice.

Holistic Miracle Understanding (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Craft 5, Essence 4; Divine Inspiration Technique
This Charm enhances Divine Inspiration Technique. If non-Charm dice provided by that Charm produce at least 3s , add
+3nd to the roll.

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.

Dust Motes Whirling (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Dodge 4, Essence 1; Reed in the Wind
Enhances: A Disengage action.
Effect: That action gains double-9s.

Fleet Dreaming Image (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 2; Dust Motes Whirling
Trigger: At least one enemy is within short range.
Effect: You may take Disengage actions, though this Charm does not grant you a reflexive Disengage action. (Normally,
you may only take Disengage actions when enemies are within close range.)

Sunlight Bleeding Away (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 3; Fleet Dreaming Image
Trigger: You succeed at a Disengage action.
Effect: You may reflexively retreat the next two times an opponent approaches you. (Normally, with a successful
Disengage, you reflexively retreat the next time an opponent approaches you.)

Shadow Dancer Method (--(1m))


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Dodge 5, Essence 1; Dust Motes Whirling
Whenever you successfully Disengage and then move back to close range of that opponent on your next turn, gain 2i.
When taking a Disengage action, you may pay 1m; if you do, do not pay any Initiative for that Disengage action.
(Normally, Disengage actions cost 2i.)

Reflex Sidestep Technique (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 3, Essence 1; Reed in the Wind
Trigger: You are ambushed, set off a trap, or otherwise face an unexpected damaging effect against which your Evasion
would be 0.
Effect: Your Evasion is 2, +1 Evasion for each 1 or 2 rolled in the attack (ignoring magic that would remove these
numbers). If this produces your normal full Evasion or more, you may activate additional Dodge Charms as normal. (Normally,
you cannot use Dodge Charms when ambushed.)
Special: This Charm may be activated even when ambushed.

Leaping Dodge Method (1m, 2i)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 3, Essence 1; Reflex Sidestep Technique
Trigger: Successfully apply Evasion to an attack.
Effect: Directly move one range band in any direction.

Drifting Shadow Focus (3m, 1wp)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Dodge 4, Essence 2; Reflex Sidestep Technique
Trigger: An enemy attacks you.
Effect: If you successfully apply Evasion to that attack, you may resolve that attack against any other character at close
range.

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.

Force-Stealing Feint (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Dodge 5, Essence 2; Searing Quicksilver Flight
This Charm enhances Searing Quicksilver Flight. When your enemy loses 1i to that Charm, you gain 1i.

Seven Shadow Evasion (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 2; Force-Stealing Feint
Trigger: An enemy attacks you, or you would suffer recurring uncountable damage.
Effect: 1/scene. That attack misses. The recurring uncountable damage does not harm you.
Reset: Successfully apply your Evasion, enhanced by Reed in the Wind, to three Decisive attacks.

Refinement of Flowing Shadows (--)


Type: Permanent; Duration: Permanent; Keywords: Perilous
Prereqs: Dodge 5, Essence 5; Seven Shadow Evasion
Whenever you use Seven Shadow Evasion, gain 1i. At the start of each of your subsequent turns, gain 1i. This recurring
bonus ends if you are hit by an attack, enter hiding, or have no enemies within long range.

Safety Between Heartbeats (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 2; Force-Stealing Feint
Trigger: You successfully apply Evasion to an attack.
Effect: Your attackers loses 1i for each 1 in his attack roll.

Thousand Steps’ Stillness (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 3; Safety Between Heartbeats
Trigger: You successfully apply Evasion to an attack.
Effect: Gain 1i for each 1 or 2 on the attack roll.

Unbowed Willow Meditation (--)


Type: Permanent ; Duration: Permanent; Keywords: --
Prereqs: Dodge 5, Essence 3; Thousand Steps’ Stillness
When you successfully apply Evasion to a Decisive attack without using Charms, your attacker loses Xi and you gain
Xi, where X is his current Initiative. This counts as Crashing your attacker for all purposes. This Charm does not function
against gambits, battle groups, or trivial enemies.

Drifting Leaf Elusion (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 2, Essence 1; --
Trigger: An attack on you produces successes equal to your Evasion.
Effect: Avoid that attack. (Normally, attacks producing successes equal to your Evasion hit you.)

Shadow Over Water (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 3, Essence 1; Drifting Leaf Elusion
Trigger: An enemy attacks you.
Effect: Ignore all penalties to your Evasion. (Setting your Defense to 0 is not a penalty.)

Flow Like Blood (5m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: Perilous
Prereqs: Dodge 4, Essence 2; Shadow Over Water
When an enemy with lower Initiative attacks you, ignore all penalties to your Evasion. The cost of Reed in the Wind

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.

Rumor of Form (3m per -1)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 2; Shadow Over Water
Trigger: An enemy rolls an attack against you.
Effect: Pay 3Xm, where X is no more than the number of 1s in that attack roll. The attack takes -Xs . Make a reflexive
(Dexterity + Stealth) action to hide, adding +Xs to the roll.

Vaporous Division (4m per damage success removed)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Dodge 5, Essence 2; Rumor of Form
Trigger: Decisive damage is rolled against you.
Effect: Reduce that damage by 1s for every 4m you spend on this Charm.

Hundred Shadow Ways (6m)


Type: Reflexive; Duration: One scene; Keywords: Stackable
Prereqs: Dodge 5, Essence 3; Vaporous Division
Trigger: You successfully apply Evasion to an attack.
Target: One non-Excellency, non-Evocation Charm enhancing that attack.
Effect: Any attacks against you enhanced by only the target Charm automatically miss. Any attacks against you enhanced
by the target Charm and other Charms do not benefit from the target Charm.
Special: This Charm deactivates if you are Crashed.

Living Bonds Unburdened (3m, 3i (+1m, 1i per hl))


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Dodge 5, Essence 3; Vaporous Division
If you move or apply your Evasion before the start of your next turn, this Charm immediately terminates; until your next
turn, you take -1 to Parry. At the start of your next turn, roll (Wits + Dodge); you may not use other Charms on this roll.
Pay Xm, Xi, where X is no more than the successes on this roll. Gain X -0 health levels.
Special: For the purpose of other Dodge Charms, any attack which only damages these health levels is considered a
successful application of Evasion. Living Bonds Unburdened does not count as a Charm use for the purpose of such Charms.
When this Charm is deactivated, all health levels granted by it - damaged or otherwise - disappear.

Unbridled Shade Attitude (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Dodge 5, Essence 3; Living Bonds Unburdened
Whenever an attack damages one of your -0 health levels, gain 1i.

Harm-Dismissing Meditation (1m, 1wp)


Type: Simple; Duration: One turn; Keywords: --
Prereqs: Dodge 5, Essence 3; Living Bonds Unburdened
1/scene. Until the end of the round, do not take move actions, attack, or apply Parry or Evasion; if you do any of these
things, the Charm immediately ends. Otherwise, at the end of the round, roll (Dexterity + Dodge); you may not use other
Charms on this roll. Heal up to (successes) -1 and -2 health levels.

Way of Whispers Technique (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Dodge 5, Essence 2; Rumor of Form
Using Drifting Leaf Elusion and/or Rumor of Form does not count as Charm use for the purpose of other Dodge Charms.

Fourfold Shiver Binding (4m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Dodge 4, Essence 2; Drifting Leaf Elusion
Trigger: You successfully apply Evasion to an attack. You are not wearing armor.
Effect: Gain +1ns to your Evasion.

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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.’’

Spirit-Maintaining Maneuver (5m per 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 3, Essence 2; Enduring Mental Toughness
Trigger: You would pay Willpower to resist social influence or any mind-affecting magic.
Effect: You may pay 5m in place of 1wp, for as many points of Willpower as you wish.

Spirit-Tempering Practice (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 3; Spirit-Maintaining Maneuver
1/scene. Spend 4m and gain 1wp. You may not use this Charm in combat.
Reset: Resist social influence or torment while significantly disadvantaged.

Empowered Soul Technique (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 5, Essence 3; Spirit-Tempering Practice, or any 5 Lore, Presence, or Socialize Charms
Trigger: You would apply your Resolve.
Effect: 1/day. You may enhance your Resolve with your Excellency at 1m/s . (Normally, this costs 2m/s .)20

Transcendent Hero’s Meditation (7m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 3; Spirit-Maintaining Maneuver
1/story. You may only activate this Charm after being forced to act against an Intimacy by an unnatural or sorcerous
control effect. When you activate it, spend five minutes in meditation; at the conclusion of this period, any such effects end.
You cannot be prevented from activating this Charm by an unnatural or sorcerous effect.
Reset: You experience Limit Break.

Stubborn Boar Defense (--)


Type: Permanent; Duration: Permanent; Keywords: Bridge
Prereqs: Integrity 2, Essence 1; None, or any 3 Bureaucracy, Presence, or War Charms
After applying your Resolve to resist a Persuade action, gain +2 Resolve against Persuade actions on that issue at all
future points. Ignore this bonus against your Lunar mate.

Undying Solar Resolve (--)


Type: Permanent; Duration: Permanent; Keywords: Bridge
Prereqs: Integrity 4, Essence 2; Stubborn Boar Defense, or any 8 social Charms
Whenever another character applies social influence, magical influence, curses, or transformative magic to you, gain 1m
for each 1 or 2 on the other character’s activation roll. You may only spend these motes on Charms from social Abilities; any
such motes remaining at the end of the scene dissipate.

Righteous Soul Judgment (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 3; Undying Solar Resolve, or any 5 Athletics, Resistance, or Survival Charms
Trigger: You experience a major challenge to your beliefs, such as being compelled to act against Defining Principles.
Effect: 1/day. Choose three Charms you possess that would aid in resisting torment, influence, damage, or disease. You
may immediately activate those Charms at no cost. You may automatically succeed at a Feat of Strength that would assist
in bringing judgment to your enemies.
Reset: Uphold one of your Defining Principles, despite significant cost to characters you care about.
20 The original version of this Charm is Supplemental/Instant.

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.

Mind-Cleansing Prana (5m)


Type: Simple; Duration: Instant; Keywords: Bridge, Mute
Prereqs: Integrity 4, Essence 2; Temptation-Resisting Stance, or any 6 Martial Arts Charms
Meditate on your circumstances for an hour. At the end of this time, an Awareness, Investigation, Survival, or similar roll
requiring deep thought and careful consideration gains +2s or ignores 2 points of penalties. This Charm can enhance a Read
Intentions action. If you succeed on the enhanced action, gain 1wp.

Clear Mind Discipline (--)


Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 5, Essence 2; Mind-Cleansing Prana, or any 3 Martial Arts Charms
Trigger: You use Mind-Cleansing Prana.
Effect: That Charm requires only a few seconds of meditation. (Normally, it requires an hour.)

Energy Restoration Prana (--)


Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 5, Essence 2; Mind-Cleansing Prana, or any 3 Martial Arts Charms
Trigger: You use Mind-Cleansing Prana.
Effect: 1/day. You benefit from a full night’s rest; as normal, this grants 1wp. It also resets any ‘‘1/day’’ Charms (except
itself) and grants 20m.

Barque of Transcendent Vision (--)


Type: Permanent; Duration: Permanent; Keywords: Bridge
Prereqs: Integrity 5, Essence 3; Mind-Cleansing Prana, or any 3 Martial Arts Charms
This Charm enhances Mind-Cleansing Prana. While using that Charm, you cannot be influenced unless you choose to
react to outside events. You may activate Harship-Surviving Mendicant Spirit without sacrificing this effect.

Body-Restoring Benison (--)


Type: Permanent; Duration: Permanent; Keywords: Bridge
Prereqs: Integrity 5, Essence 4; Barque of Transcendent Vision, or any 5 Martial Arts Charms
This Charm enhances Mind-Cleansing Meditation. At the end of an hour spent using that Charm, heal one health level;
this also satisfies your need to eat or drink temporarily. If you meditate continuously in this fashion, you can go without food
and drink indefinitely.

Inviolable Essence-Merging (7m)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Integrity 5, Essence 4; Body-Restoring Benison, Energy Restoration Prana
You begin meditating; while you continue, you may not be attacked or harmed, though you can be influenced. Double
your Lore and Occult scores for the purpose of making obscure metaphysical pronouncements; this does raise your Excellency
cap.
Special: You may not activate this Charm in a scene in which you have attacked or harmed another character, and the
Charm ends if you should do so.

Steel Heart Stance (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 4, Essence 2; Stubborn Boar Defense, or any 4 Archery, Brawl, Melee, Thrown, or War Charms
Trigger: You are persuaded to take an action that would require a Major or Defining Intimacy for support.
Effect: 1/story. You are no longer persuaded to take that action.
Reset: As a result of changing your mind, you witness events that both justify your decision and align with one of your
Defining Principles.

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.

Watchful Eyes of Heaven (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 2; Righteous Lion Defense
Target: A person within sensory range who has a Principle in line with your own beliefs or character.
Trigger: The target considers taking an action contradictory to that Principle.
Effect: You are aware that the target is considering violating such a Principle, though not which one or why. You gain
+3ns to any Read Intentions roll towards the target to determine that Principle.

Empathic Aegis Discipline (5m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Touch
Prereqs: Integrity 5, Essence 3; Watchful Eyes of Heaven
Target: A character for whom you have a Major or Defining Tie, who has a Defining Principle in common with you.
Effect: If the target is injured or in emotional turmoil, you gain a sense of their condition and circumstances. If he is in a
place you have been before, you know his location; otherwise, you add +(greater of Essence and 3)ns to attempts to track
and locate him.
Upgrade (Essence 4+): Reduce the cost of this Charm to 3m.

Unhesitating Dedication (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 3; Righteous Lion Defense
Trigger: Another character rolls an Instill action in an attempt to weaken one of your Defining Intimacies.
Effect: 1/Intimacy in a given Story. Choose one: the attempt takes -1s for each 1 rolled, to a maximum of -(Essence)s;
the other character must reroll (Essence) successful dice of his choice, keeping the lower result.
Special: This Charm is incompatible with Righteous Lion Defense.
Reset: Investigate the arguments used in the Instill action and prove them false.

Invincible Solar Aegis (10m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: Bridge
Prereqs: Integrity 5, Essence 3; Righteous Lion Defense, or any 6 Charms that reflect the focal Principle
When purchasing this Charm, choose a Defining Principle that you publicly display, which cannot be protected by
Righteous Lion Defense. You may later switch to a different Defining Principle by spending a scene displaying the new
Principle.
Trigger: You are subject to one of the following three kinds of effects: changes to your Destiny with no clear line of
defense; psychic attacks; or body-twisting attacks. You need not be aware of the effect.
Effect: You become aware of the trigger effect and are immune to it. For as long as the chosen Principle remains Defining,
you are immune to all effects of the chosen type. After deactivating this Charm, you must spend at least one scene without
its benefits before reactivating it.
Upgrade (Essence 5+): The cost of this Charm is reduced to 7m, 1wp.

Strength from Conviction Stance (4m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Touch
Prereqs: Integrity 5, Essence 3; Steel Heart Stance, or any five Ability Charms
Trigger: You enter a Decision Point.
Effect: 1/story. You point to something significant you lost in defense of a Principle that opposes the Influence: a terrible
wound, a lost friend, and so on. Resisting this Decision Point costs no Willpower and does not count as using an Intimacy.
Reset: Successfully resist influence targeting the Principle in question twice.

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

Accord of the Unbreakable Spirit (6m)


Type: Simple; Duration: One hour; Keywords: Bridge
Prereqs: Integrity 5, Essence 2; Integrity-Protecting Prana, or any 3 Bureaucracy, Performance, or Socialize Charms
Lead your followers in prayer or song for one hour. Anyone who willingly follows along gains +(your Essence)s to resist
the Wyld, disease, or exposure. You may choose a Principle you possess; all such characters gain that Principle.
Special: At the end of the hour, you may pay 6m, 1wp to leave your followers with your example. As long as they continue
following that example, they benefit from this Charm, though the bonus against disease or exposure is reduced to +(lower of
2 and your Essence)s.

Destiny-Manifesting Method (3m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Stackable
Prereqs: Integrity 1, Essence 1; Ten Charms from any one Ability
Trigger: You are struck by a twisting or fate-weaving attack that would permanently modify your mind or body.
Effect: While the attack is not negated, its effects are downgraded and slowed, and it cannot prevent you from acting in
accord with the chosen prerequisite Charms. Any such curse is given a condition by which you may relieve it, as long as you
do so within the next few seasons or years. Appropriate Charms may help to detect the particular conditions of this curse.
Repurchase (Special): You may repurchase this Charm for each separate set of ten Charms from any one Ability you
possess; activating the Charm once ensures that all such prerequisites will limit the curse, as described above.22

Legend-Soul Revival (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Integrity 3, Essence 1; Destiny-Manifesting Method
If you are exposed to a curse you have already broken via Destiny Manifesting Method, that curse either has no effect or
has only minor effects, lasting no more than one round.

Phoenix Renewal Tactic (--) [ORIGINAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 2; Destiny-Manifesting Method
Trigger: You are attacked with a warping, twisting, or shaping effect with no clear defense.
Effect: Roll (temporary Willpower + Essence) with double-9s vs. (attacker’s Willpower). For each die either of you rolls
that is not a success, you both lose 1wp if possible. If you roll more successes than your attacker in this way, the original
effect is negated, and you gain 1wp. If all dice on your roll are successes, gain 1wp.
Special: If you succeed on Phoenix Renewal Technique, reduce the cost of Spirit-Maintaining Maneuver by 2m for the rest
of the scene. Also, you are immune to any warping, twisting or shaping effects with no clear defense for (Essence) days.
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 .

Phoenix Renewal Tactic (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 2; Destiny-Manifesting Method
Trigger: You are attacked with a warping, twisting, or shaping effect with no clear defense.
Effect: Roll (temporary Willpower + Essence) with double-9s vs. (attacker’s Willpower). If your roll produces fewer
successes than you have temporary Willpower, lose temporary Willpower until the two are equal. Likewise, if your attacker’s
roll produces fewer successes than he has temporary Willpower, he loses temporary Willpower until the two are equal. If you
roll more successes than your attacker in this way, the original effect is negated, and you gain 1wp. If all dice on your roll are
successes, gain 1wp.
Special: If you succeed on Phoenix Renewal Technique, reduce the cost of Spirit-Maintaining Maneuver by 2m for the rest
of the scene. Also, you are immune to any warping, twisting or shaping effects with no clear defense for (Essence) days.
21 The original version of this Charm is Permanent/Permanent.
22 The original version of this Charm is Permanent/Permanent.

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

Sun King Radiance (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Integrity 5, Essence 2; Any five Performance, Presence, or Socialize Charms
Whenever you make a successful social influence attempt, or successfully apply your Resolve to resist social influence, any
invested witnesses who consider themselves your lessers may gain Major Intimacies of respect for you. In one future scene,
any such character may add +3d to all social actions and +1 Resolve, as long as they act in a fashion emulating you.

Soul-Nourishing Technique (4m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Integrity 5, Essence 2; Sun King Radiance
For one hour, make a speech or tell a story related to one of your Defining Principles. At the end of that time, all those in
the audience are considered to have eaten and drank all they need. Such characters are aware of the Principle as though they
had performed a Read Intentions action; this does not count as them performing a Read Intentions action against you.

Eminent Paragon Approach (1m) [MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 5, Essence 3; Soul-Nourishing Technique, or any 5 Charms
Enhances: An action in support of a Defining Principle.
Effect: 1/story. If the action succeeds, all witnesses gain a Minor Principle committing them to the belief that you have
the Defining Principle in question.24

Divine Mantle (7m, 1wp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: Bridge
Prereqs: Integrity 5, Essence 3; Eminent Paragon Approach and Invincible Solar Aegis, or any 15 Caste Charms
Target: One or more spirits, each of whose concept or personality resembles one of your Defining Principles.
Effect: For every six Solar Charms you know that match both the Principle and the spirit in question, you may immediately
gain one spirit Charm of the Storyteller’s choice appropriate to that spirit. You may re-activate this Charm to target additional
spirits, but you may not gain a total of more than 10 Charms in this fashion.
Special: If any such Principle stops being Defining, or if another character challenges and defeats you in a contest relating
to such a Principle, you lose access to any such Charms with an Essence requirement equal to the donor spirit’s Essence until
you have repaired this harm.
Special: You may swap one of a spirit’s Charms for another with an hour of meditation, or (greater of Essence and 3)
Charms by using Mind-Cleansing Meditation.

23 The original version of this Charm is Permanent/Permanent. Also, as written, the original Charm has an overwhelming chance of causing both

participants to lose all Willpower. I suggest this alternative.


24 The original Charm cause all witnesses to become aware of the Principle. It is unclear what effect this has in the social system; I suggest this

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).

Inquisitor’s Unfailing Notice (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Investigation 2, Essence 1; Watchman’s Infallible Eye
Whenever the Larceny Ability is used in sensory range of you, you are aware of who has used it (though not how or why).
Add +(Essence)nd to any Awareness or Investigation roll to notice it in action. This Charm only functions on disguises if the
disguised character takes an action only possible because of his disguise.

Crafty Observation Method (5m)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Investigation 3, Essence 1; Watchman’s Infallible Eye
Make a Case Scene action with +(Essence)s and double-9s. This action resolves in a few seconds.

Divine Induction Technique (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Investigation 4, Essence 1; Crafty Observation Method
Trigger: You make an Investigation roll.
Effect: 1/scene. That roll gains a free full Investigation Excellency.
Reset: Succeed at an Investigation roll with a difficulty of (Investigation - 1) or higher.25

Miraculous Stunning Insight (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Investigation 5, Essence 2; Divine Induction Technique
Trigger: You take an Investigation action.
Effect: 1/scene. That action gains double-8s.26

Dauntless Inquisitor Attitude (6m)


Type: Reflexive; Duration: One scene; Keywords: Mute
Prereqs: Investigation 5, Essence 3; Miraculous Stunning Insight
You gain +(Essence)s to all Investigation rolls.

Judge-General’s Stance (10m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 4; Dauntless Inquisitor Attitude
1/day. Reset all Investigation Charms (except this one). Gain 1wp.

Fetich Tracing Eye (1m) [MotSE, OPTIONAL]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Investigation 3, Essence 1; Crafty Observation Method
Enhances: A Case Scene action to find stolen objects that belong to you, or a Survival roll to track them.
Effect: Add +1s to that attempt.

Evidence-Discerning Method (2m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 1; Crafty Observation Method
Examine evidence left behind by a character. Make a Profile action against that character, even if he is not present.
Increase the difficulty of this action if the evidence is scant or misleading. For each extra success on the Profile roll, you may
eliminate one piece of misleading evidence. Later activations of this Charm targeting new evidence left by the same character
cost only 2m, and such activations may be used to eliminate previous pieces of misleading evidence. Once you possess an
25 The original version of this Charm is Permanent/Permanent.
26 The original version of this Charm is Permanent/Permanent.

44
accurate profile, Watchman’s Infallible Eye alerts you any time you meet a character or enter a scene consistent with that
profile.

Watchful Justiciar’s Eye (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 2; Evidence-Discerning Method
Trigger: A character in sensory rangewhom you have profiled via Evidence-Discerning Method or Ten Magistrate Eyes
acts in a way inconsistent with that profile. (After purchasing this Charm, you are aware whenever this is true, whether or
not you activate the Charm.)
Effect: You discover whether this is normal for that character or legitimately out-of-character. In the former case, you
improve your profile and gain 1wp; in either event, you know what the character ‘‘should’’ have done, based on your profile.

Evidence-Restoring Prana (6m)


Type: Reflexive; Duration: Varies; Keywords: --
Prereqs: Investigation 5, Essence 3; Evidence-Discerning Method
Trigger: A piece of evidence in a place you are investigating has been destroyed. (After purchasing this Charm, you are
aware whenever this is true, even without activating the Charm.)
Effect: You restore that evidence, so long as it is not larger than what you could normally lift, until your investigation of
it is complete.

Judge’s Ear Technique (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Investigation 4, Essence 1; Crafty Observation Method
Trigger: Another character makes a claim in your hearing.
Effect: You know whether that character believes the claim to be true, half-true, or false; if half-true, you know which
parts are untrue.
Special: If magic would contest this Charm, it rolls (Perception + Investigation) with +(Essence)s. For each 1 in the
opposing roll, add +2ns to your roll.

Truth-Rendering Attitude (3m) [MotSE]


Type: Simple; Duration: One action; Keywords: Mute
Prereqs: Investigation 4, Essence 2; Judge’s Ear Technique
As a witness describes a scene or character, you may take a Case Scene or Profile Character action as though you were
there yourself. Add +(witness’s successes on that action)s to your own roll. You may not enhance this roll with any Charms
that would require actually touching evidence.

Ten Magistrate Eyes (3m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Investigation 5, Essence 3; Evidence-Discerning Method, Judge’s Ear Technique
Enhances: A Case Scene or Profile action.
Effect: That action uncovers at least one clue, regardless of successes produced. The action also takes only a few seconds,
and it detects whether there was an attempt to conceal evidence. For each additional success on the Case Scene or Profile
action, you uncover an additional clue, making connections that would ordinarily be impossible. Clues provided through
this Charm should lead to characters or situations that will trigger Watchman’s Infallible Eye. The action enhanced by this
Charm benefits from any Charms that would ordinarily enhance Awareness rolls.

Unknown Wisdom Epiphany (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 3; Ten Magistrate Eyes
Spend whatever time is necessary to review a scene. You see flashbacks of the event from the perspective of your choice of
the characters present at the time. You are aware of the emotional context of that character’s actions and the basic intent
behind those actions.

Enlightened Touch Insight (5m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 3; Unknown Wisdom Epiphany
Make a (Wits + Investigation) Read Intentions action at a difficulty of (number of days since the evidence was created).
If you succeed, you are aware of the emotion of the person who left that evidence, at the time it was left.

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.

Mind Manse Meditation (12m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Investigation 5, Essence 5; Empathic Recall Discipline, Evidence-Restoring Prana
1/story. Narratively, you enter a mental construct containing every observation you have made related to your current
investigation. You may review this evidence in accelerated form, processing (Essence) hours’ worth of research in each ten
seconds that pass. The Storyteller should use this Charm to lead you to some realization that assists in your investigation;
this may include realizations that would otherwise be impossible to uncover.

Irresistible Questioning Technique (5m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Investigation 5, Essence 2; Judge’s Ear Technique
Enhances: A (Wits + Investigation) Persuade action phrased as a question.
Effect: 1/character in a given session. If the action succeeds, the target must either answer completely and truthfully,
spend 1wp, or leave the scene. For each extra success on the Persuade roll, you may ask one additional question under the
above rules (which may be a repeat of an earlier question).
Special: This Charm does not function in combat.

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.

Spurious Presence (6m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Larceny 2, Essence 1; Seasoned Criminal Method
Other characters cannot conclude that you are a suspicious or unauthorized person unless you exhibit explicitly out-of-place
characteristics (such as dressing or acting in a way inappropriate for your current location). Even if characters do suspect
something, you gain +2s to your Guile to resist all Read Intentions actions. You may substitute your Larceny for your Socialize
in this calculation, though you can still enhance the roll with any Charms that would normally enhance a Socialize-based
Read Intentions.

Preying on Uncertainty Approach (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 3, Essence 1; Spurious Presence
Trigger: You are stopped or questioned while somewhere you should not be.
Effect: You become aware of some gap in your questioner’s knowledge, which could be used to justify your presence. (For
instance, if he is expecting a messenger, you may claim to be that messenger.) You may treat any social influence relying on
this justification as if it was supported by a Minor Intimacy.

Phantom Hood Technique (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 3, Essence 2; Preying on Uncertainty Approach
Trigger: You spend 5 or more peripheral motes in one instant.
Effect: 1/scene. Mute 5 of the motes spent.
Reset: Make a 2-point stunt in which you use Larceny or subterfuge to engage in criminal behavior.

Criminal Seduction Method (--) [MotSE]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Larceny 3, Essence 2; Spurious Presence
Whenever you knowingly appeal via Presence or Socialize to an Intimacy that would encourage someone to commit a
crime, add +(Essence)d to that attempt.

Clever Bandit’s Rook (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Larceny 3, Essence 1; Seasoned Criminal Method
Enhances: An Instill action, creating a Principle to the effect that you own an object or building.
Effect: The target’s Resolve cannot be raised by his Intimacies; if his Resolve is overcome, he cannot spend Willpower to
resist. This effect does not function if the target factually knows the truth.

Doubt-Sealing Heist (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 2; Clever Bandit’s Rook
Trigger: You steal an object.
Target: The person from whom you stole.

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.

Swift Gambler’s Eye (1m) [OPTIONAL]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Larceny 3, Essence 1; --
Enhances: A Read Intentions Action against an opponent in a game.
Effect: Reduce the target’s Guile by 2. If you succeed, you know how your target feels about his performance in the game.

Lightning-Hand Sleight (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 1; Swift Gambler’s Eye
Trigger: Any time while playing a game with pieces, cards, dice, or similar physical components.
Effect: Set the results of one round of that game to your desired state. The first time you use this Charm in a scene, no
one can realize what you have done for (Essence + 1) hours. Each subsequent use in the scene reduces this time by 1 hour.

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.

Proof-Eating Palm (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 2; Lightning-Hand Sleight
Conceal a single object no larger than your palm. This object cannot be found by any search of your person, unless you
choose to recall it as a reflexive action. You may store no more than five objects simultaneously via this Charm.

Flawless Pickpocketing Technique (3m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Larceny 2, Essence 1; --
Enhances: A Pickpocket attempt.
Effect: The attempt is automatically successful unless contested by magic. If contested by magic, add +(Essence)s to the
roll, and apply a -4d penalty to the opponent. Actions enhanced with this Charm does not trigger magic that would detect
applications of the Larceny Ability, unless the other character also knows this Charm.
Special: You may not steal attuned Artifacts or objects currently in use with this Charm.

Stealing From Plain Sight Spirit (6m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Larceny 4, Essence 2; Flawless Pickpocketing Technique
Enhances: You attempt to steal an object from plain sight.
Effect: The attempt is automatically successful unless contested by magic. If contested by magic, add +(Essence)s to the
roll, and apply a -4d penalty to the opponent. This theft cannot be noticed for (Essence) minutes unless a character would
attempt to interact with the stolen object (such as a soldier reaching for a stolen sword). Actions enhanced with this Charm
does not trigger magic that would detect applications of the Larceny Ability, unless the other character knows Stealing From
Plain Sight.
Special: You may not steal attuned Artifacts or objects currently in use with this Charm.

Reversal of Fortune (4m) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 3; Flawless Pickpocketing Technique
Trigger: Someone attempts to pickpocket you. (You may activate this Charm without being aware of the attempt
in-character.)
Effect: Gain +2s to the Awareness roll to notice the attempted theft. If you succeed, you are informed of every object on
the thief’s person that can be stolen, and you may attempt to steal one of these of these objects as per Flawless Pickpocketing
Technique.

Iron Wolves’ Grasp (3m, 4i)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Larceny 5, Essence 3; Stealing from Plain Sight Spirit, Reversal of Fortune
Enhances: A Disarm gambit.
Effect: This Charm’s cost replaces the normal cost of a Disarm gambit. The enhanced gambit is reflexive, and the

48
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.

Magpie’s Invisible Talon (1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Larceny 5, Essence 2; Stealing from Plain Sight Spirit
Enhances: An attempt to steal or pickpocket an object.
Effect: The attempt gains double-9s and may be made from (Essence) yards away. Attempts enhanced with this Charm
may be made through glass (or similar barriers) without breaking the glass.

Skillful Reappropriation (Phantom Sting Search) (6m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Larceny 5, Essence 3; Magpie’s Invisible Talon
Enhances: An attempt to plant an object on a person.
Effect: The attempt is automatically successful unless contested by magic. If contested by magic, add +(Essence)s to the
roll, and apply a -4 penalty to the opponent. Objects placed via this Charm may not be noticed for (Essence × 10) minutes
unless attention is specifically called to them. Actions enhanced with this Charm does not trigger magic that would detect
applications of the Larceny Ability unless the other character knows Skillful Reappropriation.
Special: You may reflexively and automatically retrieve any object planted via this Charm as long as you do so from close
range. If you do, it is obvious to any onlookers that you have removed the object from the target.

Null Anima Gloves (12m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Larceny 5, Essence 4; Iron Wolves’ Grasp, Proof-Eating Palm, Skillful Reappropriation
For the next two rounds, no creature of darkness or member of a criminal organization may declare Join Battle against
you. During this period, you and your allies gain +3s on all attempts to leave the area. You gain the following powers for the
duration of this Charm:
∙ Raiton’s Unerring Claw: 1/scene. Reroll any Larceny action. Reset: Your anima reaches bonfire.
∙ Flashing Whip, Silent Whip: 1/scene. One attempt to pickpocket or steal from plain sight gains a free full Excellency.

∙ 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.

Night’s Eye Meditation (5m) [MODIFIED]


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Larceny 5, Essence 5; Null Anima Gloves
Trigger: An opponent attempts to counter one of your Larceny or Disguise actions with an Investigation or Larceny
action.
Effect: Your opponent loses 2s for each 10 he rolls.27

Unbroken Darkness Approach (--)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Larceny 5, Essence 5; Night’s Eye Meditation
Trigger: You take a Larceny action.
Effect: That action gains a free full Excellency. Any Charms enhancing that action may gain the Mute keyword.
27 The original version of this Charm added successes to your Disguise roll, but only for this one turn. Subtracting them from the opponent

seemed more elegant and is functionally identical.

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.

Door-Evading Technique (10m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 4, Essence 3; Lock-Opening Touch
You may pass through any kind of door, window, grating, or similar opening, regardless of physical obstructions or dangers
in the entryway. This Charm does not function on walls, nor does it allow you to pass only part of your body through an
obstruction.

Flawlessly Impenetrable Disguise (6m)


Type: Simple; Duration: Until you sleep; Keywords: --
Prereqs: Larceny 4, Essence 1; --
Make a Disguise attempt. You may change genders or race, double or halve your apparent age, alter the pitch of your
voice or your apparent height, and even affect your scent or other non-visual cues, with no penalty to your roll. (Normally,
each such change inflicts a -2d penalty on your roll.) Your Disguise attempt gains double-9s and +2s. This disguise is
automatically successful against human or animal-level examination. Superhuman detection attempts lose -2s . Even if your
disguise fails, the observer cannot discern your true appearance. This Charm may be used to impersonate specific individuals,
but it does not negate the normal -4d penalty for doing so.

Perfect Mirror (--(5m, 1wp))


Type: Permanent; Duration: Permanent; Keywords: Mute
Prereqs: Larceny 5, Essence 2; Flawlessly Impenetrable Disguise
This Charm enhances Flawlessly Impenetrable Disguise. By paying the alternate cost above, you gain the following
benefits when activating that Charm. First, you may ignore the penalty for impersonating a specific person. (Normally,
this inflicts a -4d penalty.) Second, you gain +(Essence)ns to the Disguise roll. Third, your disguise cannot be pierced by
mundane senses, and cannot be challenged by magic unless you act wildly out of character; even then, those attempting
to see through it lose -4d on their first attempt and -5d on any subsequent attempts. Finally, you may exhibit blatantly
supernatural effects, such as a flaming anima or appearing to hover an inch above the ground. All such appearances are
cosmetic, however, and grant no mechanical effect.

Split Deception Method (5m per disguise)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Larceny 5, Essence 3; Perfect Mirror
You may make a Disguise attempt while already disguised; you may sustain up to (Essence) disguises simultaneously in
this way. Each observer sees you in one disguise, of your choice.

Flashing Ruse Prana (10m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Larceny 5, Essence 3; Flawlessly Impenetrable Disguise
Enhances: A Disguise attempt.
Effect: That attempt concludes immediately. (Normally, a Disguise attempt requires five minutes.)
Special: If you activate any other Larceny-based disguise Charm to enhance this attempt, ignore the Willpower cost for
this Charm.

Living Shadow Preparedness (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Larceny 3, Essence 2; --
1/day. Roll (Wits + Larceny) and record a pool of (twice your successes) points. Before making a Larceny or Stealth roll,
you may spend X points, where X is no more than the number of remaining points, to add +Xns to that roll. This pool
empties when you next sleep.

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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]).

Master Plan Meditation (6m, 1wp) [REMOVED]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Larceny 5, Essence 2; Unshakable Rogue’s Spirit
Trigger: Perform any of the following (or similar) actions: forge or counterfeit documents; arrange an alibli; nonviolently
investigate a person; obtain plans for a building you intend to enter illicitly; case a location for future intrusion; arrange plans
to confuse police or criminal forces.
Effect: Roll (Intelligence + Larceny) and record the result as a pool of contingency points. Multiple activations of this
Charm can contribute to the same pool, but the same kind of action cannot contribute more than once until the pool has
emptied.
Contingency points may be spent to enhance an act which logically follows from or is enhanced by the triggering actions;
a single action may benefit only a single event in this way, and once you spend any points from a pool associated with a
particular event, you may not add any more points to that event’s pool. Contingency points may be spent to achieve the
following effects:
∙ Cause a single piece of evidence to point to a different character of any investigator’s choice (5 pts).

∙ 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).

∙ Add +1ns to a Disguise attempt (3 pts).


∙ If you know Flashing Ruse Prana, activate it at no cost (7 pts).
∙ Leave a signature calling card at the scene of a crime (1 pt).

∙ 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.

Sun-Stealing Shadow Spirit (7m) [MotSE]


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Larceny 5, Essence 3; Master Plan Meditation
Observe a location for a handful of minutes; you may extrapolate weaknesses as though you had spent days or weeks doing
so. Roll (Perception + Larceny) at variable difficulty: 1 for an unguarded stall, 3 for a guarded house, 6 for a supernaturally
impregnable fortress, and 10 for a place with literally no vulnerabilities. If you succeed, you may declare a flaw in their
security; for every 2s past the first, you may declare another flaw.
Special: You may reduce the difficulty of the roll with appropriate Awareness rolls and a stunt.

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.

Flawless Brush Discipline (1m)


Type: Supplemental; Duration: Instant; Keywords: Written-only
Prereqs: Linguistics 3, Essence 1; Whirling Brush Method
Enhances: An attempt to copy a written work.
Effect: Your copy is identical to the original, including art, map details, and handwriting. You may not reproduce
non-inked details, such as a signet seal, with this Charm. Nonmagical scrutiny automatically fails to distinguish documents
produced with this Charm from the original; examinations enhanced by magic are made at a difficulty of (your Linguistics +
Essence).

Stolen Voice Technique (3m)


Type: Simple; Duration: Instant; Keywords: Written-only
Prereqs: Linguistics 4, Essence 2; Flawless Brush Discipline
Write in the style of another character; you must have previously read roughly a short book’s worth of text by that
character. This impersonation is automatically successful unless the reader has cause to suspect a fake; in that case, the
difficulty to detect the impersonation is (Larceny + Essence). Add +1 to this difficulty if your writing is also enhanced by
Flawless Brush Discipline to impersonate the subject’s handwriting.

Moving the Unseen Hand (4m)


Type: Simple; Duration: Instant; Keywords: Mute, Written-only
Prereqs: Linguistics 5, Essence 2; Stolen Voice Technique
Compose an unsigned message and roll (Manipulation + Linguistics), adding +(Essence)s . Compare the result to the
Resolve of any reader; choose one of the three following options, which will apply to all readers whose Resolve is overcome.
First, you may cause all readers to assume the message is by a specific person of your choice. Second, you may cause all
readers to assume the message is from the person they most wish it was from. Third, if you possess Bureaucracy 3+, you may
cause all readers to assume that the message comes from an organizational superior.
Special: When activating Stolen Voice Technique, you may activate this Charm as if its type was Supplemental. This
Charm is automatically successful against any character who does not detect the impersonation in Stolen Voice Technique.

Power-Snaring Image (-- (1m, 1wp))


Type: Permanent; Duration: Instant; Keywords: Written-only
Prereqs: Linguistics 5, Essence 3; Stolen Voice Technique
This Charm enhances Flawless Brush Discipline. When using that Charm to copy a document enhanced with magic, you
may replicate the effects of any magic enhancing the original at no cost, as long as you could normally use the same magical
effects.
Upgrade (Essence 5+): You may replicate any magic for which you meet the trait minimums, regardless of whether you
could normally use such magic.

Flashing Quill Atemi (1m)


Type: Reflexive; Duration: One minute; Keywords: Written-only
Prereqs: Linguistics 5, Essence 3; Power-Snaring Image
You may modify a written work; your alterations cannot be detected. If the original document contained social influence,
you may change the effect of that influence. If the original document was enhanced with targeted magic, you may choose new
targets for that magic, as long as you could normally use the same magical effects.
Upgrade (Essence 5+): You may choose new targets for targeted magic that you could not normally use.

Perfect Celestial Author (--)


Type: Permanent; Duration: Permanent; Keywords: Written-only
Prereqs: Linguistics 5, Essence 4; Flashing Quill Atemi
When using Flashing Quill Atemi, you may simultaneously activate several Simple Charms to enhance your document.

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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.

Letter-Within-A-Letter Technique (4m)


Type: Simple; Duration: Instant; Keywords: Mute, Written-only
Prereqs: Linguistics 3, Essence 1; --
Compose a letter. Add an additional message of no more than half the original message’s length which can be read only by
a specific person you know, of your choice. This second message cannot be detected without magic. Examination enhanced by
magic costs 1wp more than normal and must overcome a difficulty of (greater of Essence or any other encryption difficulty in
this text) to discover the message.

Essence-Laden Missive (1m)


Type: Supplemental; Duration: Instant; Keywords: Mute, Psyche, Written-only
Prereqs: Linguistics 4, Essence 2; Letter-Within-A-Letter Technique
Enhances: Writing a short message.
Effect: Roll ([Charisma or Manipulation] + Linguistics) Inspire action, adding +(Essence)s . Compare the result to the
Resolve of any character who reads the message; if you overcome his Resolve, he will immediately repeat the message aloud
without being aware that he has done so. This Inspire action requires no Intimacies for support.

Mind-Swallowing Missive (8m, 1wp)


Type: Supplemental; Duration: Indefinite; Keywords: Psyche, Written-only
Prereqs: Linguistics 5, Essence 3; Essence-Laden Missive
Enhances: A letter written to a specific individual.
Target: That individual.
Effect: Roll (Manipulation + Linguistics). On reading the message, the target must roll (Perception + Linguistics) as
an opposed roll. If you succeed on this roll, your target forgets all languages he currently speaks; instead, he speaks a new
language known only to himself for the duration of this Charm. When this Charm ends, so does knowledge of that language.
This Charm may not be used on spirits.
Special: An Exalt may pay (your Essence)wp to end this Charm.

Voice-Caging Calligraphy (2m, 1wp) [MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: Mute, Psyche, Written-only
Prereqs: Linguistics 5, Essence 2; Essence-Laden Missive
Enhances: Writing a short message.
Effect: Make a Persuade action with the objective, ‘‘Do not repeat this message,’’ and apply it to the Resolve of any
reader. This action is automatically successful regardless of the reader’s Resolve and Intimacies. Any affected reader is unable
to repeat or convey the contents of the message; if he attempts to do so, he briefly forgets the message.
Special: If a character affected by this Charm witnesses a threat to a Defining Intimacy which might be affected by the
contents of the message, he may pay (your Essence)wp to end the effects of this Charm.28

Cup Boils Over (1m) [REMOVED]


Type: Simple; Duration: Instant; Keywords: Written-only
Prereqs: Linguistics 5, Essence 3; Mind-Swallowing Missive, Voice-Caging Calligraphy
Write a message to a specific target, who must have only inhuman and incomprehensible Intimacies. Roll ([Charisma or
Manipulation] + Linguistics) vs. your target’s Resolve; this roll gains recurring-6s. If you succeed, the target dies and enters
lethe.

Subtle Speech Method (3m)


Type: Simple; Duration: One idea conveyed; Keywords: Mute
Prereqs: Linguistics 3, Essence 1; --
Discuss any subject. Add an additional message which can only be heard and understood by the listeners of your choice.
This Charm does not allow communication across language barriers.
28 The original Charm does not have any vector for the effect; to replicate it, this Charm’s effect should instead begin ‘‘Any reader is unable...’’

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.

Twisted Words Technique (1m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Psyche
Prereqs: Linguistics 5, Essence 3; Flowing Elegant Hand, Letter-Within-A-Letter Technique, Subtle Speech Method
Make a written or spoken declaration to encourage your target to act in accord with one of his Intimacies. Roll
(Manipulation + [Linguistics or relevant social Ability]) as an Instill action to create or strengthen an Intimacy in line
with the chosen Intimacy; this attempt benefits from the chosen Intimacy modifying the target’s Resolve as normal. If this
influence succeeds, however, invert its results. If it would strengthen an existing Intimacy, instead weaken that Intimacy. If it
would create a new Intimacy, instead reverse the context or content of that Intimacy. (For instance, a monk persuaded that
prostitution is a moral blight might gain the Minor Principle, ‘‘Prostitution is great.’’) Narratively, characters affected by
this Charm tend to act in a way directly opposite to the thesis to which they have just agreed. Characters may not spend
Willpower to resist this Charm except after future successful social influence; even then, they must pay (your Essence)wp to
negate its effects.29

Unbreakable Fascination Method (6m, 1wp)


Type: Simple; Duration: Instant; Keywords: Psyche
Prereqs: Linguistics 5, Essence 4; Twisted Words Technique
As you speak, make a (Manipulation + Linguistics) roll, adding +(Essence)s ; apply the result to the Resolve of anyone
you wish within earshot. Do not modify your targets’ Resolve due to Intimacies. Any character whose Resolve you overcome
must stand and listen until you stop speaking. You may also activate this Charm to enhance a written work, in which case
any reader whose Resolve is overcome must continue reading until he finishes, to a maximum of (Essence) minutes.
Affected targets may not spend Willpower to resist this Charm. The Charm automatically ends for any character facing
attack or immediate physical danger.

Indelible Spoken Script (5m (+1wp)) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Written-only
Prereqs: Linguistics 5, Essence 3; Twisted Words Technique
Speak a message, which will appear in anima-colored letters on a nearby writable surface no more than (Essence × 3)
yards across or (Essence × 5) yards high. As long as you commit the motes, the message cannot normally be removed without
destroying the surface. Anyone who reads the message for the first time is affected by any social influence contained in it as
normal.
Special: You may activate other Simple Linguistics Charms in conjunction with this Charm as if they were Reflexive.
Special: The message can be destroyed with a (Terrestrial, Ambition 2, Finesse 1, Terminus 3, One week interval)
sorcerous working, which costs no XP but requires 1wp to be spent for each interval. If you pay 1wp when activating this
Charm, increase the working to (Terrestrial, Ambition 2, Finesse 3, Terminus 1, One week interval). In either case, if an
attempt to remove it fails, the message is immune to further attempts for two weeks. This immunity is visible to characters
who can see Essence; for the same period, the sorcerer’s failure is visible in his own Essence.

Strange Tongue Understanding (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Linguistics 3, Essence 1; --
Trigger: You hear a statement, on the order of 3-4 sentences, in a language you do not speak.
Effect: You understand that statement.

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 .

Mingled Tongue Technique (4m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Linguistics 5, Essence 1; --
Choose two languages you speak. For the duration of this Charm, you may speak in a new language which is understood
by anyone who speaks either of the original languages.
Special: When activating this Charm, you may add additional languages you speak at a cost of 3m/language.

Single Voice Kata (5m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Linguistics 5, Essence 2; Mingled Tongue Technique
You speak a language which can be understood by any hearer, but which cannot be learned, repeated, or written. Speaking
in this language angers spirits and causes actual pain to Fair Folk.

Excellent Emissary’s Tongue (6m)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Linguistics 5, Essence 3; Single Voice Kata, Strange Tongue Understanding
Trigger: Listen to ordinary use of a language for at least one hour.
Effect: You may speak that language fluently for the duration of this Charm. Take a -3d penalty to all social influence in
that language until you have spoken it for one week. You may acquire the language as per the Language merit at no cost if
you maintain this Charm for at least one season.

Sagacious Reading of Intent (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Linguistics 4, Essence 1; --
Trigger: You finish reading a source, but have not yet resisted any social influence embedded in it.
Effect: Make a Read Intentions attempt, which is automatically successful; if magic would contest this effect, roll ([Wits,
Charisma, or Manipulation] + Linguistics) to oppose it. If your attempt succeeds, you are aware of any of the author’s
Intimacies indicated by the text.

Word-Shield Invocation (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Linguistics 5, Essence 1; Sagacious Reading of Intent
Trigger: You activate Sagacious Reading of Intent.
Target: The text against which you activated Sagacious Reading of Intent.
Effect: Add +(Linguistics/2, round up) to your Resolve against any influence from the target.

Vanishing Immersion Style (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Linguistics 5, Essence 2; Word-Shield Invocation
Trigger: You would apply your Guile while reading, or upon having just finished a message.
Effect: Your Guile cannot be overcome.
Special: If you also activate Perfect Recollection Discipline, your Guile may be overcome, but nonmagical attempts which
overcome it notice only that you are very distracted.

Discerning Savant’s Eye (1m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Linguistics 5, Essence 2; Sagacious Reading of Intent
You can read a message which has faded or weathered to illegibility. If you cannot translate the original message, you can
still transcribe the characters.

56
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.

Swift Sage’s Eye (1m)


Type: Reflexive; Duration: One text; Keywords: Mute
Prereqs: Linguistics 5, Essence 3; Perfect Recollection Discipline
You can read a book or scroll as fast as you can physically parse through it.

Mind-Scribing Method (5m, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Linguistics 5, Essence 3; Perfect Recollection Discipline
You may mentally compose a book, allowing you to later write it down using Whirling Brush Method as though you were
copying an existing work.

Heaven-Drawing Discipline (8m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Linguistics 5, Essence 3; Mind-Scribing Method
Enhances: One interval of composing a large written work.
Effect: Reduce the time for physically writing during that interval by one level, from years to seasons to months to weeks.
If you have previously mentally composed the book via Mind-Scribing Method, ignore the 1wp cost for this Charm.
Repurchase (Essence 4+): You may instead pay 12m, 1wp when activating this Charm; if you do, reduce the time by two
levels, but not below weeks.
Repurchase (Essence 5+): You may instead pay 15m, 1wp when activating this Charm; if you do, reduce the time by
three levels. You may reduce below weeks, from weeks to days to hours.

57
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.

Chaos-Repelling Pattern (10m, 1wp)


Type: Simple; Duration: One hour; Keywords: --
Prereqs: Lore 3, Essence 1; Wyld-Dispelling Prana
An area centered on you and extending to medium range follows the normal rules of Creation. Characters within this area
are immune to the twisting effects of the Wyld, though not to the actions of its denizens.
Special: When this Charm’s duration expires, you may reflexively reactivate it at a cost of 10m.

Harmonious Academic Methodology (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 3, Essence 1; --
When you make a Lore roll involving a specialty, add +(Essence)ns to that roll. At the end of each story, you gain a Lore
specialty of your choice at no cost, subject to Storyteller approval. If you succeed at a difficulty 5 or higher Lore roll, you
may add the related topic to your list of Lore topics, subject to Storyteller approval.

First Knowledge’s Grace (4m) [OPTIONAL]


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Lore 3, Essence 1; Harmonious Academic Methodology
Trigger: You attempt to teach a student.
Effect: Ignore all penalties to the teaching roll, such as those for disability, injury, or having one’s soul eaten.

Flowing Mind Prana (1xp+) [ORIGINAL]


Type: Simple; Duration: One week; Keywords: --
Prereqs: Lore 5, Essence 1; First Knowledge’s Grace
To use this Charm, choose one of a willing character’s Attributes or Abilities which you wish to improve. For the next
week, you must rigorously train that character in the chosen field. You may not raise traits above 5, though you may raise
them above your own level. The cost of this Charm is the normal XP cost to raise that trait. At the end of each story, roll
dice equal to the XP spent on this Charm and recover (lesser of successes and amount originally paid) XP.
When you finish training a character via this Charm, choose one of your Intimacies for every 3 XP spent. If the trainee
does not possess this Intimacy, he gains it as a Minor Intimacy. If he does possess it, increase its strength by one, if possible.
Special: You may not benefit from this Charm or similar effects in the same story as you have used it on other characters.

Flowing Mind Prana (1m+) [MODIFIED]


Type: Simple; Duration: One week; Keywords: --
Prereqs: Lore 5, Essence 1; First Knowledge’s Grace
To use this Charm, choose one of a willing character’s Attributes or Abilities which you wish to improve. For the next
week, you must rigorously train that character in the chosen field. You may not raise traits above 5, though you may raise
them above your own level; you may also choose to train yourself. This Charm’s mote cost is equal to the normal experience
point cost to raise that trait.
If your chosen student does not normally track XP (as most NPCs do not), he simply gains the trait in question as this
Charm ends. If your student would normally track XP (as in the case of PCs), he must pay the normal experience cost to
raise that trait at the time you activate this Charm. At its conclusion, he gains the chosen trait.
Special: When you finish training a character via this Charm, choose one of your Intimacies. If the trainee does not
possess this Intimacy, he gains it as a Minor Intimacy. If he does possess it, increase its strength by one, if possible.30
30 I’ve provided the original version of this Charm above; I prefer this one.

58
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.

Tireless Learner Method (1xp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 2; Flowing Mind Prana
Trigger: You roll to recover experience points spent on Flowing Mind Prana.
Effect: Reroll all non-successful dice; you may gain more XP than you originally spent on Flowing Mind Prana.

Legendary Scholar’s Curriculum (--) [ORIGINAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Flowing Mind Prana
This Charm enhances Flowing Mind Prana. When you train a particular trait, you may train (Essence) people in that
trait simultaneously. You may instead pay twice the normal experience cost to train up to (Essence × 5) people in that trait
simultaneously.
Special: When using Flowing Mind Prana, you may create or strengthen Intimacies you do not have. (Normally, you can
only create or strengthen Intimacies you have.)

Legendary Scholar’s Curriculum (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Flowing Mind Prana
This Charm enhances Flowing Mind Prana. When you commit motes to train a particular trait, you may train (Essence)
people in that trait simultaneously. You may instead commit twice the normal motes to train up to (Essence × 5) people in
that trait simultaneously.
Special: When using Flowing Mind Prana, you may create or strengthen Intimacies you do not have. (Normally, you can
only create or strengthen Intimacies you have.)31

Selfsame Master Instructor (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Legendary Scholar’s Curriculum
This Charm enhances Flowing Mind Prana. That Charm may now train characters in spells or Charms, as long as you
know the chosen effect and the target could normally learn it. This Charm does not allow training in Sidereal Martial Arts.

Soul-Light Spreading Discipline (--) [MotSE]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 2; Flowing Mind Prana
You have (X/2, round down) dots of Cult, where X is your rating for Followers attracted by your teachings.

Bottomless Wellspring Approach (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 4, Essence 2; Harmonious Academic Methodology
You may roll to Introduce a Fact when someone sincerely challenges your knowledge of a field of study. Whenever you
Introduce a Fact in response to someone challenging one of your Lore focuses, gain +1s to the roll and double any extra
successes.

Lore-Inducing Concentration (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 2; Bottomless Wellspring Approach
Enhances: An attempt to Introduce or Challenge a Fact.
Effect: That attempt gains +1s and recurring-6s.
31 This version fits with my modification of Flowing Mind Prana.

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.

Sacred Relic Understanding (4m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 5, Essence 3; Truth-Rendering Gaze
Touch an Artifact and roll (Intelligence + Lore) at a difficulty of (Artifact’s rating, or 8-10 for N/A Artifacts). If your roll
succeeds, you learn how to use a non-N/A Artifact, or you learn some pertinent fact about using an N/A Artifact. You may
not use this Charm on N/A Artifacts more than once per story.32

Wake the Sleeper (15m, 1wp)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 5, Essence 3; Sacred Relic Understanding + Any two Lore Charms
1/story. Touch an Artifact to which you’re attuned and roll (Intelligence + Lore) at a difficulty of ([Artifact’s rating + 2],
or [10 for N/A Artifacts]). If the roll succeeds, learn (1 + ([extra successes]/2, round down) Evocations of that Artifact at no
cost.
Special: You may not reuse this Charm on the same Artifact until you have paid for a like number of Evocations in the
normal way.
Upgrade (Essence 5+): You may use this Charm on Artifacts attuned to other characters, in which case they benefit from
the free Evocation.

Legend-Spirit Convocation (--) [MotSE]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Wake the Sleeper
This Charm permanently enhances Wake the Sleeper, allowing it to be used on your mundane weapons, or on mundane
weapons belonging to people for whom you hold a Major or stronger Intimacy. Such weapons gain an Instant-duration
Evocation. Roll (Intelligence + Lore) at difficulty 2; if the roll succeeds, the weapon also gains a Permanent-duration
Evocation. In this case, you may choose to give it appropriate supernatural visual displays.

Heaven-Turning Calculations (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Truth-Rendering Gaze + Any two Lore Charms
Add +(Essence)nd to all Craft rolls, spell effect rolls, math-based Bureaucracy or Lore rolls, and Wyld-Shaping Technique
rolls.

Hundred Sages Focus (6m) [MotSE, OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Lore 5, Essence 3; Truth-Rendering Gaze
Trigger: You would attempt to Introduce a Fact.
Effect: You learn the difficulty and required Lore background to Introduce the Fact.

All-Knowing Enlightened Sovereign (7m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Hundred Sages Focus
1/story. You may make an Introduce a Fact roll, even if you lack the necessary background.
Reset: Spend a notable amount of time studying the topic for which you last used this Charm.

Prophet of Seventeen Cycles (12m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Truth-Rendering Gaze
Spend one day studying an ongoing project via various scholarly sources. At the end of this time, declare some course of
action that will be taken by those running the project. If they actually do so, they gain narratively-defined bonuses to that
32 Original version lacked the Touch keyword.

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.

God-King’s Shrike (Dogstar Ruminations) (30m, 1wp) [ORIGINAL]


Type: Simple; Duration: One week; Keywords: --
Prereqs: Lore 5, Essence 5; Prophet of Seventeen Cycles + any three Lore Charms
1/year. Research a region for one week. Roll (Intelligence + Lore) at difficulty 5 as you pronounce doom on the place. If
you succeed, you alter Creation on a grand scale to create a disaster. With a success, you create problems on the scale of
flash floods, droughts, earthquakes, or similar natural disasters. If your roll earns 2-4 extra successes, you may instead create
a tsunami, a multi-city chain of earthquakes, a volcanic eruption, or similar remarkable occurrences. With 5+ extra successes,
you create one of the Seven Great Dooms: a falling star that destroys a whole region, a waking behemoth, an army of the
dead, or similar effects. The Storyteller chooses the exact nature of the doom.
For the week following the pronouncement of doom, you must travel the targeted region, warning the populace and urging
them to repent; if you fail to do so, the Charm terminates with no effect. If you wish, you may pronounce forgiveness on
them, canceling this Charm’s effect. Otherwise, at the end of this time, the doom manifests and becomes irrevocable.33

God-King’s Shrike (Dogstar Ruminations) (30m, 1wp) [MODIFIED]


Type: Simple; Duration: One week; Keywords: --
Prereqs: Lore 5, Essence 5; Prophet of Seventeen Cycles + any three Lore Charms
1/year. Research a region for one week, and then travel to that location. Roll (Intelligence + Lore) at difficulty 5 as you
pronounce doom on the place. If you succeed, you alter Creation on a grand scale to create a disaster. With a success, you
create problems on the scale of flash floods, droughts, earthquakes, or similar natural disasters. If your roll earns 2-4 extra
successes, you may instead create a tsunami, a multi-city chain of earthquakes, a volcanic eruption, or similar remarkable
occurrences. With 5+ extra successes, you create one of the Seven Great Dooms: a falling star that destroys a whole region, a
waking behemoth, an army of the dead, or similar effects. The Storyteller chooses the exact nature of the doom.
For the week following the pronouncement of doom, you must travel the targeted region, warning the populace and urging
them to repent; if you fail to do so, the Charm terminates with no effect. If you wish, you may pronounce forgiveness on
them, canceling this Charm’s effect. Otherwise, at the end of this time, the doom manifests and becomes irrevocable.34

Cloud-Wreathed Scholar (1m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3; Bottomless Wellspring Approach
Trigger: You see an immediate need for Introducing a Fact, while working with your Circle or someone for whom you
have a Major or greater Tie.
Effect: You may Introduce a Fact, even if you have already done so this scene.

Essence-Lending Method (3m) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 1, Essence 1; --
Touch an ally and pay 3m. You may pay an additional Xm, where X is no more than (your Essence × 3); if you do, the
target gains Xm. Targets may gain motes in excessive of their normal capacity, but such motes dissipate at the end of their
next turn.
Special: 1/scene, when activating this Charm you may roll (Wits + Lore). Your target gains (successes)m, in addition to
the Charm’s normal benefits.35

Will-Bolstering Method (5m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 2, Essence 1; Essence-Lending Method
Touch a character and pay Xwp, where X is at least 1 and no more than (Essence). Roll one die. Your target gains (X +
successes)wp, even if this would exceed his normal limit or 10.36
33 The original version of this Charm has a duration of Instant (but requires extended commitment).
34 The original version of this Charm has a duration of Instant (but requires extended commitment) and does not require traveling to the targeted
location; it is produced above.
35 The original version of this Charm requires touch, but lacks the Touch keyword.
36 The original version of this Charm requires touch, but lacks the Touch keyword.

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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

Injury-Forcing Technique (5m per health level, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 5, Essence 3; Wound-Accepting Technique
Touch a target. If you do, you may heal up to (Essence) health levels of your choice. Your target takes damage equal to
the levels you healed, which may not be prevented.38

Essence-Draining Touch (1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 5, Essence 3; Injury-Forcing Technique
Touch a target who has a mote pool and roll (Wits + Lore) vs. his Resolve; do not modify his Resolve for Intimacies. You
gain (extra successes)m and he loses (extra successes)m, beginning from his peripheral pool.39

Essence-Twining Method (6m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Mute, Touch
Prereqs: Lore 5, Essence 3; Essence-Draining Touch
Touch a willing target who has a mote pool and roll (Intelligence + Lore), adding a free full Excellency and +(Essence)ns
to the roll. The target loses (successes)m from either his personal or his peripheral mote pool and gains (successes)m to the
other pool. You may not use this Charm on yourself.
Upgrade (Essence 5+): You may use this Charm on yourself.40

Force-Draining Whisper (10m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3; Essence-Draining Touch
Trigger: You are hit by a Decisive attack that is not a counterattack.
Effect: 1/scene. Roll (Wits + Lore). Reduce the damage of that attack by (successes)d and gain (successes)i.
Reset: You or any ally are reduced to one undamaged health level.
Upgrade (Essence 4+): This Charm’s trigger becomes ‘‘Trigger: You or any ally within long range are hit by a Decisive
attack.’’41

Will-Shattering Illusion (10m)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Lore 5, Essence 4; Chaos-Repelling Pattern, Force-Draining Whisper
1/scene. Roll (Wits + Lore), adding +(Essence)d to the roll. Pose a riddle to an enemy; he must immediately attempt to
solve this riddle via a reflexive ([Intelligence or Wits] + Lore) roll with a difficulty of (your successes). If he fails, he loses
2wp; in combat, he also loses 4i, and you gain 4i. If you use this on a target with greater Essence, gain 1wp.

Essence Font Technique (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 4, Essence 2; Will-Bolstering Method
This Charm enhances Will-Bolstering Method and Essence-Lending Method. Those Charms now have the type ‘‘Reflexive.’’
Special: If you activate Will-Bolstering Method and Essence-Lending Method simultaneously, reduce the cost of Will-
Bolstering Method by 1wp and the cost of of Essence Lending method by 3m, and both Charms benefit from recurring-10s.

Immanent Solar Glory (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Essence Font Technique
Whenever you make a Lore roll or a roll for a Lore Charm, gain 1m for each 10 on that roll.
37 The original version of this Charm requires touch, but lacks the Touch keyword.
38 The original version of this Charm requires touch, but lacks the Touch keyword.
39 The original version of this Charm requires touch, but lacks the Touch keyword.
40 The original version of this Charm requires touch, but lacks the Touch keyword.
41 The original version of this Charm has the Clash keyword, but does not appear to be a Clash.

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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.

Power-Restoring Invocation (2i, 3a)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3; Flowing Essence Conversion
This Charm may only be used in combat. Roll (Perception + Lore), adding +(Essence)s . Distribute (successes)m among
any allies within sensory range.
Upgrade (Essence 5+): You may pay the cost of this Charm even if doing so would reduce you below 0i.

Surging Inner Fire (--)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Power-Restoring Invocation
1/scene. For each 1wp you are short of your permanent Willpower, gain 2m. In combat, recover an additional +1m each
round until you take damage from a Withering attack.
Reset: Recover 3wp+ via stunts and Charms.

Surging Essence Flow (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Flowing Essence Conversion
This Charm enhances Essence-Lending Method and Will-Bolstering Method. Those Charms lose the Touch keyword; they
may instead be used out to short range.
This Charm enhances Flowing Essence Conversion. Reduce the cost of that Charm by 2m.

Seal of Infinite Wisdom (--)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Surging Essence Flow
1/scene. When you would next benefit from Immanent Solar Glory, gain 1m for each 8, 9, and 10 on the roll. (Normally,
you only gain 1m for each 10 on the roll.) Your anima increases by one level.
Reset: Perform a two-point stunt.
Upgrade (Essence 5+): Change the type of this Charm to Reflexive.

Incalculable Flowing Mind (7m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 5; Seal of Infinite Wisdom
1/story. Gain 3wp, even if this would take you beyond your maximum Willpower.

Unstoppable Magnus Approach (5m, 10i) [ORIGINAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 5; Incalculable Flowing Mind, Surging Inner Fire
Trigger: Any time during combat
Effect: Gain 1wp.

Unstoppable Magnus Approach (5m, 10i) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 5; Incalculable Flowing Mind, Surging Inner Fire
Trigger: You would spend 1wp+ on any effect, including extra successes or activating Charms.
Effect: Reduce the cost of that effect by 1wp.42

Power-Awarding Prana (5m + 1m per 1xp) [MODIFIED]


Type: Simple; Duration: Indefinite; Keywords: Mute, Stackable, Touch
Prereqs: Lore 5, Essence 4; Essence Font Technique, Selfsame Master Instructor
Touch another Solar. For the duration of this Charm, that Solar learns any one Charm he qualifies for, even if you do not
know the effect learned. If your Essence is higher than the target’s Essence, or if Lore is your Supernal Ability, you may
42 The original version of this Charm instead provides 1wp, but includes a sidebar warning against overuse. This seemed like a compromise; the

original is above.

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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

Order-Affirming Blow (15m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Lore 5, Essence 3; --
Touch a character affected by twisting magic. Any twisting effects on that character immediately end. if the target is a
Fair Folk, it is transformed for (your Essence) scenes into a shape appropriate to the environment and its Intimacies for you.44

Wyld-Shaping Technique (15m, 1wp, 2xp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3; Chaos-Repelling Pattern, Order-Affirming Blow, Truth-Rendering Gaze
This Charm may only be activated within the Wyld, while either standing in the Deep Wyld or standing at the edge
of the Middlemarches, targeting Deep Wyld; larger creations may require you to travel further into the Deep Wyld. On
activating it, you must maintain one minute of complete concentration; while you may move, defend yourself, and attack,
you may not take other high-concentration actions such as shaping sorcery. If you maintain this control, roll (Intelligence +
Lore) at a difficulty of 5 to create new reality from the Wyld. Wyld-Shaping Technique may be immediately reactivated
to extend the results of the previous roll; if it is, the difficulty of each subsequent roll increases by 1. Should any of these
rolls fail, all products of the current roll sequence are lost. Should any of these rolls botch, your creation survives, but turns
against you. While this Charm is active, Chaos-Repelling Pattern and similar Charms have no effect on any point within
three range bands of you, though your own range band will maintain the normal laws of Creation. (This does not provide you
with protection from Wyld-twisting, though other charms may provide this protection.)
Encounters: When you activate this Charm, roll 1d, adding (Essence) to the result and subtracting (number of previous
Wyld-Shaping rolls this scene). The final result determines the Fair Folk response to your shaping attempt:
∙ 8+: No response.
∙ 7: You are attacked by 3-5 hobgoblins or similar small creatures.
∙ 6: You are approached by a Fair Folk and accompanying minor creatures.
∙ 5: You are approached by 3-5 Fair Folk and accompanying minor creatures.
∙ 4: You are approached by 4-7 Fair Folk, including a noble raksha, and accompanying minor creatures; or a Wyld
monster attacks.
∙ 3: You are approached by 3-5 noble raksha or similar beings; or several Wyld monsters attack.
∙ 2: You are attacked by hundreds of weak Fair Folk and several noble raksha; or a dozen Wyld monsters attack.
∙ 1-: You are attacked by a behemoth.
Phases: When this Charm is activated multiple times in sequence as described above, each chained activation is called one
Phase of the shaping attempt, with each subsequent roll numbered after the preceding phase. Typically, the first roll is called
Phase 1, the second roll is called Phase 2, and so on, but some magic may permit starting at a higher Phase, and some effects
may cause you to begin again from Phase 1.
Non-specific Land: In Phase 1, you can create (Essence × 10) square miles of land, though you cannot choose the details
of the land created. In each subsequent Phase up to 7, multiply the land created by 3; from Phase 8 and onward, each
successive Phase instead adds an additional (Essence × 1000) square miles of land.
In Phases 1-7, you may spend extra successes to create more land at a rate of (10 sq.mi./2s); in Phase 8 and onward, this
increases to (100 sq.mi./1s). Extra land created in this way does not grow across successive Phases.
Any land created in Phase 4 will contain at least one minor demesne. Any land created in Phase 6 or later will contain
multiple major and minor demesnes. In any phase, you may spend 3 extra successes to roll 1d; on a 7-8 you produce a minor
demesne of geographically-appropriate aspect, on a 9 you produce a major demesne of appropriate aspect, and on a 10 you
produce a major demesne with the aspect of your choice. You must have taken the ‘‘create extra land’’ option above at
least as many times as you take this ‘‘create demesne’’ option. As the number of demesnes increases, the odds of the land
containing magical materials also increase.
Any land created in this way will have geography, inhabitants, and wildlife appropriate to its general location.
Legendary Demesne In Phase 7 or higher of developing specific land, if you have created at least five major demesnes
43 The original version of this Charm requires touch, but lacks the Touch keyword.
44 The original version of this Charm requires touch, but lacks the Touch keyword.

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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

Hero-Induction Method (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Wyld-Shaping Technique
This Charm enhances Wyld-Shaping Technique; if you create buildings requiring specialized labor, you will also produce
appropriate laborers to use those buildings.

Wyld Cauldron Mastery (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Wyld-Shaping Technique
This Charm enhances Wyld-Shaping Technique. Add +(Essence)s to all rolls made via that Charm.

Sevenfold Savant Mantle (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Wyld Cauldron Mastery
Trigger: You activate Wyld-Shaping Technique.
Effect: 1/scene. Reduce the cost of that Charm by 1wp. Its activation roll gains a free full Lore Excellency.46

Power Beyond Reason (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Sevenfold Savant Mantle
Trigger: You activate Wyld-Shaping Technique at Phase 3+.
Effect: 1/scene. Your roll gains double-8s.
Repurchase (Essence 5+): You may activate this Charm a second time in the same scene; when you do, that roll gains
double-7s.47

Wyld-Called Weapon (7m, 1wp) [ORIGINAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3, 8xp; Wyld-Shaping Technique
Trigger: You use Wyld-Shaping Technique in Phase 4+.
Effect: That roll instead produces an Artifact 2-4 weapon 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.
Special: You may instead use this Charm in Phase 5 to create an Artifact 5, again with one active Evocation, or in Phase
6 to create an Artifact N/A, again with one active Evocation.

Wyld-Called Weapon (7m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 3; Wyld-Shaping Technique
Trigger: You use Wyld-Shaping Technique in Phase 4+.
Effect: You may immediately roll to create an Artifact weapon. Follow all normal rules for rolling to craft such a weapon,
including terminus, required Craft rolls, and any required expenditure of points, though you may ignore all requirements for
45 There are a half-dozen possible readings of the original Charm. This is one. I suggest waiving the XP cost.
46 The original version of this Charm is Permanent/Permanent.
47 The original version of this Charm is Permanent/Permanent.

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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

Manse-Raising Method (10m, 1wp, 10xp) [ORIGINAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Wyld-Called Weapon
Trigger: You use Wyld-Shaping Technique in Phase 4+, having created land with at least three major demesnes (as well
as the demesne on which you wish to raise a manse).
Effect: Destroy three major demesnes. If you succeed, an exceptional manse materializes at the end of this Phase.

Manse-Raising Method (10m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Lore 5, Essence 4; Wyld-Called Weapon
Trigger: You use Wyld-Shaping Technique in Phase 4+, having created land with at least three major demesnes (as well
as the demesne on which you wish to raise a manse).
Effect: Destroy three major demesnes. You may immediately roll to create a manse on the remaining chosen demesne.
Follow all normal rules for rolling to craft a manse, including terminus, required Craft rolls, and any required expenditure of
points, though you may ignore all requirements for specific materials or time. If you succeed, the manse materializes at the
end of this Phase.49

Wyld-Forging Focus (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 3; Wyld-Shaping Technique
This Charm enhances Wyld-Shaping Technique. Whenever you would begin at Phase 1, you instead begin at Phase 2.

Demiurgic Suspiration (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 4; Wyld-Forging Focus
This Charm enhances Wyld-Shaping Technique. At the end of each Phase, roll (Essence + Phase number)d and gain (2
× successes)m.

Savant of Nine Glories (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Lore 5, Essence 5; Demiurgic Suspiration
This Charm permanently enhances Wyld-Shaping Technique. Reduce the cost of that Charm by 5m.

Tome-Rearing Gesture (5m, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Lore 5, Linguistics 5, Essence 3; Wyld-Shaping Technique, Mind-Scribing Method
While in the Wyld, you may instantly create a book you have mentally composed via Mind-Scribing Method. By default,
this book is plain and unadorned; with a (Wits + Lore) roll at Storyteller-determined difficulty, you may add any design
flourishes you wish.

48 I provide the original Charm above, but suggest this alternative.


49 I suggest this alternative to the original above.

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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.

Ailment-Rectifying Method (3m)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 1, Essence 1; --
Spend an hour treating a disease you have correctly diagnosed. Roll (Intelligence + Medicine) vs. the disease’s Morbidity;
on your patient’s next Resistance roll against that disease, add (extra successes/2)s. This Charm can permit resistance to
supernatural diseases, including the Great Contagion.

Plague-Banishing Incitation (2m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 3, Essence 1; Ailment-Rectifying Method
Trigger: You roll (2 × [greater of patient’s Stamina and Resistance]) successes while using Ailment-Rectifying Method.
Effect: The disease’s Interval ends immediately. The patient may roll to resist the disease, adding (extra successes on
Ailment-Rectifying Method)s (instead of half that, as normal). If this roll succeeds, the patient is cured and recovers over the
next day. If you save a patient on the brink of death via this Charm, gain 1wp.

Contagion-Curing Touch (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Medicine 4, Essence 2; Plague-Banishing Incitation
Gain +(Essence)s to all attempts to treat disease. Ignore penalties for missing tools or medicine. Any patient who recovers
via your treatment gains +4ns to resist disease Virulence for the rest of the season.

Wound-Mending Care Technique (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 3, Essence 1; --
Spend roughly half an hour treating an injured patient and roll (Intelligence + Medicine) with double-9s. The patient
heals (successes) bashing or lethal health levels at the end of the day, as long as he does not leave bed. If you heal 2+ health
levels in this way, gain 1wp.

Wound-Cleansing Meditation (10m)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 3, Essence 1; Wound-Mending Care Technique
Spend one hour treating a patient. Convert that patient’s aggravated damage levels to lethal damage levels. After using
this Charm, you may attempt to reattach limbs via Wound-Mending Care Technique.

Instant Treatment Methodology (5m, 1wp or 5i, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Touch
Prereqs: Medicine 4, Essence 2; Wound-Cleansing Meditation
Trigger: Begin treatment that would require up to an hour.
Effect: You complete that treatment instantly. This Charm normally requires appropriate medical tools, but you may
ignore that requirement with a medical stunt. Your patient still requires a normal amount of bedrest.

Wound-Banishing Strike (5m)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 5, Essence 2; Instant Treatment Methodology
Make a difficulty 3 gambit against an ally suffering from a temporary Crippling penalty, rolling (Intelligence + Medicine)
to attack at a difficulty of (that penalty). Add +(extra attack successes)d to the Initiative roll. If the gambit succeeds, gain
(number of 10s on the Initiative roll)i and negate that Crippling penalty. This charm normally requires appropriate medical
tools, but you may ignore that requirement with a medical stunt.

Anointment of Miraculous Health (10m)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 5, Essence 3; Instant Treatment Methodology
1/scene. Touch an injured character. Convert (Essence) aggravated health levels to bashing health levels, or cure (Essence)

67
lethal or bashing health levels.
Reset: Perform a two-point stunt while treating a patient without using this Charm.

Body-Sculpting Essence Method (--(+5m)) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Medicine 5, Essence 3; Anointment of Miraculous Health
This Charm enhances Instant Treatment Methodology, which gains the following text: ‘‘Special: 1/scene, you may pay an
additional 5m when using this Charm. If you do, the patient requires no bedrest. Reset: You may reset this special condition
by performing a two-point stunt while treating a patient without using this Charm.’’50

Wholeness-Restoring Meditation (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Medicine 5, Essence 3; Anointment of Miraculous Health
Treat a patient with a congenital defect, such as blindness or deafness for one hour. Roll (Intelligence + Medicine) at
difficulty 5; if you succeed, the condition is healed.
Alternatively, treat a patient with missing tissue, Wyld mutations, or Derangements for at least four hours over the course
of a month. The Storyteller will choose a severity for this condition, which may be Minor, Major, or Defining. At the end of
each month of treatment, make an extended (Intelligence + Medicine) roll with a difficulty of 5, an interval of one month,
and a goal of 20. If you succeed, reduce the condition’s severity by one level. If you reduce the severity from Minor, missing
limbs or Wyld mutations are fully cured. Derangements cannot be fully cured in this way, though a derangement reduced
from Minor will be suppressed for an extended period.

Healing Trance Meditation (--) [ORIGINAL]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 3; Contagion-Curing Touch, Wholeness-Restoring Meditation
1/story. Roll (Wits + Medicine). Gain (successes)m, even if that would take you beyond your maximum mote pool. Gain
(number of 10s rolled)wp, even if that would take you beyond your maximum Willpower. For the remainder of the scene,
gain 1m for each 10 rolled on a Medicine action until you fail to roll a 10. A majority of the motes and Willpower gained via
this Charm must be spent on Medicine actions.
Reset: Pay 3 XP.

Healing Trance Meditation (--) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 3; Contagion-Curing Touch, Wholeness-Restoring Meditation
1/story. Roll (Wits + Medicine). Gain (successes)m, even if that would take you beyond your maximum mote pool. Gain
(number of 10s rolled)wp, even if that would take you beyond your maximum Willpower. For the remainder of the scene,
gain 1m for each 10 rolled on a Medicine action until you fail to roll a 10. Motes and Willpower gained via this Charm must
be spent on Medicine actions.51

Flawless Diagnosis Technique (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Medicine 1, Essence 1; --
Enhances: A Diagnose Illness action.
Effect: Your diagnosis cannot be incorrect. If you are unfamiliar with the disease in question, you can still make general
statements about its nature and whether it is magical. If you have a Specialty in the diagnosed disease, or if you have treated
it five or more times in the last season, gain 1m.

Touch of Blissful Release (5m)


Type: Reflexive; Duration: Instant; Keywords: Touch
Prereqs: Medicine 3, Essence 2; Flawless Diagnosis Technique
Trigger: You touch a character suffering from wound or illness penalties.
Effect: Reduce those penalties by 3 for the next (Essence) hours. This Charm ends immediately if the patient engages in
strenuous activity.
50 This is identical to the original effect of this Charm, but the original is not worded as an upgrade.
51 I suggest this alternative to the above Charm for simpler bookkeeping (and no massive pool shenanigans).

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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.

Life-Exchanging Prana (1lhl per 3m) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 3; Feit of Imparted Nature
Take X levels of lethal damage and gain 3Xm, where X is any number greater than 0. You may not take damage to
temporary health levels in this way. Motes gained via this Charm can only be spent on Medicine Charms.

Body-Purifying Admonitions (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Touch
Prereqs: Medicine 5, Essence 2; Touch of Blissful Release
Trigger: You treat a poison.
Effect: Roll (Wits + Medicine) vs. poison’s Duration. If you succeed, the poison is physically expelled from the patient.
At the end of the poison’s next Interval (which applies damage as normal), the patient is cured of that poison. If you treat a
supernatural poison in this way, gain 1wp.

Anodyne of Celestial Dreaming (7m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: Stackable, Touch
Prereqs: Medicine 5, Essence 3; Touch of Blissful Release
Touch an ally. That character ignores all wound penalties. If that character takes strenuous action, you take a -1 penalty
to all actions for the duration of this Charm. You may activate this Charm multiple times for different characters; if you do,
the penalties stack.

Time-Halting Flow (15m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: Touch
Prereqs: Medicine 5, Essence 5; Indefinite
Touch a dying or currently-untreatable character. That character is placed in stasis; they may not act, do not age, have
no physical needs, and will not grow any worse. This Charm ends if the character is attacked or urged to wake by a loved one.

Master Chirurgeon Meditation (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Medicine 5, Essence 4; Any Medicine Charm
You may purchase dice via the Medicine Excellency at a cost of 1m/2d. (Normally, this costs 1m/1d.)

Benison of Celestial Healing (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 4; Master Chirurgeon Meditation
Trigger: You use a Simple Medicine Charm.
Effect: 1/scene. Ignore any mote or Willpower cost for that Charm.
Reset: Successfully treat a dying character (that is, one whose Incapacitated health level has taken lethal or aggravated
damage).52

Life-Sculpting Hands Technique (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 4; Benison of Celestial Healing
Trigger: You take a Medicine action.
Effect: 1/scene. That action gains a free full Medicine Excellency.53
52 The original version of this Charm is Permanent/Permanent.
53 The original version of this Charm is Permanent/Permanent.

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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.

Immaculate Solar Physician (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 5; Healer’s Unerring Hands
Trigger: Take a Medicine action.
Effect: 1/day. Double successes on that action.54

Perfect Celestial Chirurgeon (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Medicine 5, Essence 5; Healer’s Unerring Hands
Trigger: You take a Medicine action.
Effect: 1/story. That action gains double-7s.55

54 The original version of this Charm is Permanent/Permanent.


55 The original version of this Charm is Permanent/Permanent.

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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.

Fire and Stones Strike (1m per die or success)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Melee 3, Essence 1; Excellent Strike
Enhances: A Withering Melee attack.
Effect: Spend Xm, where X is no more than (Strength); the postsoak damage of that attack gains +Xd.

Enhances: A Decisive attack.


Effect: Spend Xm, where X is no more than (greater of Essence and 3). Add +(lesser of X and extra successes)d to
damage.

Rising Sun Slash (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 4, Essence 2; Fire and Stones Strike
Trigger: You make an attack roll with a full Melee Excellency. The roll contains at least one 7, 8, 9, and 10.
Effect: That attack roll gains+1ns and +(Essence)nd .

Divine Executioner Stance (6m (+1m)) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Melee 5, Essence 3; Rising Sun Slash
While holding your weapon, swear an oath to defend one of your Ties or Principles by any means possible. While this
Charm is active, whenever you make a Melee attack with that weapon in keeping with that oath, you may pay 1m; if you do,
add +(Intimacy’s strength)d to the attack roll. If your target has attempted to harm a Tie or act against a Principle, add
+(target’s strongest opposing Intimacy)d to your damage roll. If your target is a Creature of Darkness, add an additional +1s
to the attack roll and +1d to the damage roll; if your attack is Decisive, it does aggravated damage.

Foe-Cleaving Focus (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 3; Rising Sun Slash
This Charm enhances Rising Sun Slash. When using that Charm, gain 1m per 10 rolled in the attack.

Hungry Tiger Technique (3m, 2i)


Type: Supplemental; Duration: Instant; Keywords: Perilous
Prereqs: Melee 5, Essence 3; Rising Sun Slash
Enhances: Any Melee attack.
Target: A Crashed enemy.
Effect: Add +(extra attack successes)d to damage.

Gleaming Sever (1m, 1i) [MotSE, MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Melee 4, Essence 1; Fire and Stones Strike
Enhances: An attack, which may be made with any Ability.
Effect: Add +1s to your attack roll and +1d to damage. If the enhanced attack is Withering, this damage is added
post-soak; if it is Decisive, this damage ignores Hardness. If this Charm is used to enhance a Clash against any enormous
thrown object (i.e., a house, a hillside), instead add +3s to damage.56

Stark Truth of Steel Method (2m, 1i) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 4, Essence 2; Fire and Stones Strike
Trigger: An enemy applies their Parry or Evasion to your attack, using Charms to enhance their Defense that you have
56 The original Charm is Reflexive.

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.

One Weapon, Two Blows (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 2, Essence 1; Excellent Strike
Trigger: With a Withering attack, reduce an enemy from Initiative higher than yours to Initiative lower than yours.
Effect: Make a reflexive Withering or Decisive Melee attack.

Peony Blossom Technique (1m, 1wp, 3a)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 3, Essence 1; One Weapon, Two Blows
Make a reflexive Withering or Decisive Melee attack.

Iron Whirlwind Attack (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Melee 5, Essence 2; Peony Blossom Technique
Effect: Make (lowest of Strength, Dexterity, and Stamina) Decisive attacks. Divide your Initiative between them; each
attack must contain at least 1i.
Special: Any non-Excellency Charms need be paid only once to apply to all attacks. (Excellencies must be paid per attack
as normal.) This Charm may be activated reflexively after using Peony Blossom Technique.

Invincible Fury of the Dawn (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 3; Iron Whirlwind Attack
This Charm enhances Iron Whirlwind Attack. When using that Charm, you may instead make (highest of Strength,
Dexterity, and Stamina) attacks, reflexively moving up to one range band between attacks. Gain +(number of attacks)i to
divide between the attacks.

Heaven Sword Flash (7m, 1wp)


Type: Simple; Duration: Instant; Keywords: Perilous
Prereqs: Melee 5, Essence 4; Invincible Fury of the Dawn
Target: All enemies at close range.
Effect: Make a single Decisive attack; apply the result to all targets. Targets struck take (half your Initiative, round up)d
of damage, or (your full Initiative)d of damage ignoring Hardness in the case of trivial opponents.
Special: If you crash at least one opponent with Circle of Bright Reaving, you may activate this Charm reflexively.
Upgrade (Essence 5+): Reduce the cost of this Charm by 1m.

Circle of Bright Reaving (6m, 1a, 2i)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 5, Essence 5; --
Trigger: Kill at least one enemy with Heaven Sword Flash.
Target: All enemies at close range.
Effect: Make a single Withering attack; apply the result to all targets. You gain normal Initiative for the most damaging
result, plus (lesser of 3 and damage dealt)i for each additional target struck.

Agile Dragonfly Blade (- (3m)) [OPTIONAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 2; One Weapon, Two Blows
1/scene. You may resolve the trigger for One Weapon, Two Blows as though you had +3i.

Dipping Swallow Defense (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 1, Essence 1; --
Trigger: You would apply your Parry.
Effect: Ignore all penalties to your Parry except surprise. (Setting your Defense to 0 is not a penalty.) On a successful
parry, gain 1i.

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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.

Fivefold Bulwark Stance (5m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Melee 5, Essence 2; Bulwark Stance
Ignore penalties to your Parry from wounds, Onslaught, being grappled, and non-sensory Crippling effects. While this
Charm is active, Bulwark Stance costs -2m, and Dipping Swallow Defense costs -1m and provides +1s to Parry.

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.

Trigger: An unblockable attack is made against you.


Effect: Spend 4m. That attack becomes blockable.

Trigger: You would suffer uncountable recurring damage.


Effect: Spend 4m, 1wp. Negate that damage.

Protection of Celestial Bliss (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 5; Heavenly Guardian Defense
Trigger: Negate all damage from a Decisive attack using Heavenly Guardian Defense.
Effect: Gain (the number of 1s and 2s on the damage roll)i to a special Heavenly Guardian Defense pool. You may not
store more than (Essence)i in this way. This Initiative may only be spent to pay for future uses Heavenly Guardian Defense.
You may use this Initiative for that purpose even when Crashed.
Special: Pay 4m, 1wp: Double the Initiative you have stored via this Charm for one tick.

War Lion Stance (2m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Melee 4, Essence 1; Dipping Swallow Defense
Take a reflexive Defend Other action towards an ally at close range. This Charm ends if you leave close range.

Guard-Breaking Technique (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 5, Essence 1; War Lion Stance
Trigger: You make a Distract gambit on behalf of your Defend Other ward.
Effect: Gain double-7s on your Initiative roll. If your gambit succeeds, your ward’s attack gains (greater of your Essence
and 3)d .

Calm and Ready Focus (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 4, Essence 2; War Lion Stance
Whenever you successfully apply Parry to an attack on your Defend Other ward, gain 1i.

Unassailable Guardian Posture (1m, 1wp)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Melee 5, Essence 2; War Lion Stance
Trigger: An attack on the ward you are protecting with War Lion Stance overcomes your Defense.
Effect: The attack must resolve against you. (Normally, if your Defense is overcome, your ward may be targeted.)
Upgrade (Essence 3+): With a stunt, you may use this Charm to protect your ward from explosions and other non-attack
damage.

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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.

Ready in Eight Directions Stance (5m)


Type: Simple; Duration: Until next turn; Keywords: Counterattack
Prereqs: Melee 5, Essence 2; Solar Counterattack
When attacked, make a counterattack as per Solar Counterattack. Your Initiative does not reset until the start of your
next turn.

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.

Flashing Edge of Dawn (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Counterattack
Prereqs: Melee 5, Essence 3; One Weapon, Two Blows, Solar Counterattack
Trigger: You apply Parry to an attack.
Effect: Make a Withering Melee counterattack after the attack is rolled, but before damage is rolled.
Special: Do not gain Initiative drained by the attack; instead, roll (Initiative drained)d of Decisive damage against the
target, ignoring Hardness. Do not reset to base Initiative.

Fervent Blow (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Melee 5, Essence 3; Flashing Edge of Dawn
Trigger: A Decisive attack is made against you.
Effect: Make a reflexive Decisive Melee Clash attack.

Over-and-Under Method (--(7m, 1wp))


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 3; Fervent Blow
This Charm enhances Fervent Blow and Flashing Edge of Dawn. You may activate those Charms simultaneously, paying
the above cost instead of the normal cost for those Charms.
Trigger: The Clash from Fervent Blow succeeds.
Effect: Resolve Flashing Edge of Dawn before resolving damage from Fervent Blow; rather than resolve its Special effect
normally, add +(Initiative drained)d to the damage of Fervent Blow.

Shattering Clash (5m) [MotSE, OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 5, Essence 3; Fervent Blow
Trigger: You successfully hit an enemy with a Decisive attack, but have not yet rolled damage.
Effect: If your attack does at least 6 levels of damage, you may reduce that damage by 3 levels and destroy your opponent’s
weapon, as long as that weapon is not magical.

Omniscient Focus Attack (-- (+6m, 1wp)) [MotSE, MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: Clash
Prereqs: Melee 5, Essence 3; Fervent Blow
This Charm permanently enhances Fervent Blow. You may pay an additional 6m, 1wp to activate that Charm in response
to unexpected attacks or attacks made by immaterial beings.57
57 Original is Reflexive/Instant.

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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.

Hail-Shattering Practice (1m per success)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 3, Essence 2; Dipping Swallow Defense
Trigger: An attack is rolled against you.
Effect: Pay Xm, where X is no more than the lower of [number of 1s and 2s rolled in the attack] and [your Essence]. The
attack roll loses Xs .

All-Sundering Strike (3m, 1wp) [MotSE]


Type: Supplemental; Duration: Instant; Keywords: Clash
Prereqs: Melee 5, Essence 3; Fervent Blow, Hail-Shattering Practice
Enhances: A Melee Clash attack.
Effect: Roll that attack twice, taking the higher of the two results. Any Charms enhancing the rolls must be paid for
during the first roll, but apply to both rolls.

Perfect Strike Discipline (1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 5, Essence 3; Dipping Swallow Defense, Excellent Strike
Trigger: Make a Melee roll, or apply a Melee-based static value.
Effect: 1/scene. Your Melee roll or value gains a free full Melee Excellency.
Reset: Incapacitate an opponent with a Melee attack.

Arc Shedding Rain Technique (3m) [MotSE, MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 3, Essence 1; Dipping Swallow Defense
Trigger: You successfully apply Parry against a trivial enemy.
Effect: 1/round. You make an automatically successful Disarm gambit against that enemy at no cost. You may treat this
Disarm gambit as if it came from any Ability for the purposes of Charms that trigger off of Disarm gambits.
Reset: Successfully apply Parry to an attack while your Onslaught penalty is -2 or greater and is not negated, or
successfully apply Parry against a dangerous enemy, or kill an enemy with a counterattack.58

Call the Blade (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 1, Essence 1; --
Target: Your own weapon within short range.
Effect: Roll (Wits + Melee) at difficulty 4. On success, the weapon returns to you instantly. On failure, the weapon is
restricted by intervening obstacles. It may be physically prevented from returning; at best, it returns to you on your next
turn.

Summoning the Loyal Steel (1m)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Melee 3, Essence 1; Call the Blade
Send a weapon Elsewhere. You can recall it to hand by reflexively ending commitment.
58 Original Charm talks in author’s commentary about how it enables Savage Wolf Attack, but as written it does not actually do so.

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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.)

Molten Sun Blade (1m, 1wp) [EVOCATION]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: -; Evocation of Glorious Solar Saber
Outside combat, burn through stone or metal obstacles at a rate of two feet per turn.

Trigger: You make an attack with the Saber, which is parried by a mundane weapon.
Effect: Destroy that weapon.

Trigger: You succeed on a Clash with a battle group.


Effect: That battle group may not attack you again until it succeeds on a Rally.

Immortal Blade Triumphant (10m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Melee 5, Essence 3; Glorious Solar Saber
Your weapon cannot be disarmed or destroyed. If you stunt, add +(stunt bonus)d to damage rolls. If your anima is at
bonfire, convert (Essence)d of damage to successes. Your anima must be at bonfire to activate this Charm.
Trigger: Make a Decisive attack while this Charm is active. Pay 3a.
Effect: This Charm ends. Gain +(Essence)s to damage instead of the normal effect. Ignore Hardness.

Iron Raptor Technique (7m)


Type: Simple; Duration: Instant; Keywords: Mute, Quickshot
Prereqs: Melee 4, Essence 2; Call the Blade, Excellent Strike
Make a Withering or Decisive attack with your weapon at up to medium range. Your weapon returns to you unless you
botch, in which case it becomes stuck near the target. If this attack Crashes the target, gain 1wp.

Sandstorm-Wind Attack (5m, 2i)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Melee 4, Essence 2; Call the Blade, Excellent Strike
Make a Decisive attack at up to short range. Ignore Hardness. This attack gains +(Essence)s to damage vs. scenery. This
attack may be used to Clash a ranged attack.

Edge of Morning Sunlight (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 4, Essence 2; Sandstorm-Wind Attack
Trigger: Roll at least one damage success vs. a Creature of Darkness on a Withering or Decisive attack.
Effect: Deal (Essence)d of Decisive damage to the target. Ignore Hardness.

Corona of Radiance (5m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Melee 5, Essence 3; Edge of Morning Sunlight
Gain +1s to Parry vs. Creatures of Darkness.
Trigger: You are struck by an Unarmed attack from a Creature of Darkness while this Charm is active.
Effect: That creature suffers (Essence)d of Decisive damage.

Sharp Light of Judgment Stance (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Melee 5, Essence 3; Corona of Radiance
This Charm permanently enhances Corona of Radiance. When you use that Charm against a Creature of Darkness, add
+(Essence) to your Overwhelming value.
This Charm permanently enhances Sandstorm-Wind Attack and Blazing Solar Bolt. When you use either of those Charms
against a Creature of Darkness, add +(Essence)d to your damage.
This Charm permanently enhances Corona of Radiance, Sandstorm-Wind Attack, Blazing Solar Bolt, and Edge of Morning

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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.

Blazing Solar Bolt (5m, 2i, 1wp)


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Melee 5, Essence 3; Corona of Radiance
Target: An enemy at up to short range.
Effect: 1/ fight. Make a Decisive attack with a base damage of (Essence + extra attack successes)d that is unblockable
and undodgeable without a Charm. Ignore Hardness. If the target is a Creature of Darkness, this attack gains the Aggravated
keyword. Do not reset to base Initiative.
Special: Spend Xa. Add X to the maximum range of this attack.
Reset: Land a Decisive attack with 7i or more, then build to 12i or more.

Nimble Reaving Wind (1m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Melee 1, Essence 1; --
Trigger: You attempt to leave a range band containing an enemy without Disengaging. (Normally, this is impossible.)
Effect: You may move as though no enemies were present in your range band, as long as you move to a range band
containing an enemy and use your action to attack that enemy. That attack may be made using Melee, Brawl, or Martial
Arts.

77
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.)

Uncanny Perception Technique (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 2, Essence 1; Spirit-Detecting Glance
Whenever a spirit (whether materialized or dematerialized) or Fair Folk enters your sensory range, you may make a
reflexive (Perception + Awareness) roll to notice that creature, adding +(Occult/2, round up)s. If that roll succeds, the Solar
is made aware of the creature’s presene, though not its location.59

Keen Unnatural Eye (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 3, Essence 1; Uncanny Perception Technique
Whenever you make a Survival or Investigation roll to track a spirit or find evidence related of its actions, add +(greater
of Essence and 3)d to that roll.

Spirit-Cutting Attack (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Occult 2, Essence 1; Spirit-Detecting Glance
Enhances: An attack, which may be made with any Ability.
Effect: That attack can hit a dematerialized spirit. (Normally, dematerialized spirits cannot be touched.) If you cannot
see the spirit in question, this attack is made with a -3d penalty.

Spirit-Draining Stance (5m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Occult 3, Essence 1; Spirit-Cutting Attack
When you successfully make a Withering attack on a spirit, your damage roll gains +1s .
Upgrade (Occult 4+, Essence 2+): If your attack succeeds, instead of the above benefit, the spirit loses 1m and you gain
1m.

Breath-Drinker Method (4i)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Occult 4, Essence 2; Spirit-Draining Stance
Enhances: A Decisive attack against a spirit, which may be made with any Ability.
Effect: The spirit loses Xm and you gain Xm, where X is the number of health levels of damage it took from the attack,
to a maximum of (Essence × 2).

Ghost-Eating Technique (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Occult 3, Essence 1; Spirit-Cutting Attack
Enhances: A Decisive attck against a spirit, which may be made with any Ability.
Effect: That attack deals aggravated damage. The spirit loses Xm and you gain Xm, where X is the highest wound
penalty of any health level damaged by that attack. If you destroy a spirit via this Charm, it is permanently destroyed and
you gain (your Essence + its Essence)m.

Phantom-Seizing Strike (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 4, Essence 1; Ghost-Eating Technique
Trigger: You successfully attack a dematerialized enemy.
Effect: If your attack inflicts at least one level of damage, that enemy becomes material until the end of its second turn
from now.
59 Original version is Reflexive/Instant.

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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.

Carnal Spirit Rending (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 2; Ghost-Eating Technique
Trigger: You destroy a spirit via an attack enhanced with Ghost-Eating Technique.
Effect: For the rest of the scene, you may gain up to (Essence) Charms, powers, or traits of the destroyed spirit of the
Storyteller’s choice, including those without the Eclipse keyword. You may learn powers whose requirements you do not
meet, but you may not learn powers whose Essence requirement is more than (your Essence + 2).

Burning Exorcism Technique (3m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 2; Carnal Spirit Rending
Target: A spirit possessing another character, or a spiritual disease afflicting him.
Effect: Roll (Wits + Occult) vs. the spirit’s Resolve or the disease’s Mobidity. If you succeed, you trap the spirit or
disease in your anima. Spirits with greater Essence than yours are instead expelled and may not return to the host for one
season. You may store a maximum of (Essence) spirits or diseases in your anima.

Soul Projection Method (6m)


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Occult 5, Essence 3; Burning Exorcism Technique
Target: Another character.
Effect: Touch the target and roll (Wits + Occult) vs. his Resolve, ignoring Intimacies. If you succeed, both you and the
target become inactive. Narratively, you spiritually enter the target and may combat metaphysical manifestations of his will
or problems. If you have trapped spirits or spiritual diseases via Burning Exorcism Technique, you may release them into the
target’s spirit to possess or infect him.

Immortal Soul Vigil (--(7m))


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 4; Soul Projection Method
This Charm enhances Soul Projection Method. When using that Charm, you may examine the target’s dreams or memories,
experiencing them from his perspective. You may search such recollections for evidence of spiritual predators via Awareness,
Investigation, and Occult rolls. If you find such evidence, you may commit 7m to gain the following power:
‘‘Trigger: The predatory spirit you detected enters short range of the subject whose dream you entered. (You are
automatically aware if this happens.)
Effect: You enter a trance and appear at the subject’s location in a dematerialized form. While in this form, you can
interact with dematerialized creatures as if you were both materialized. If the predatory spirit materializes, you can interact
with it (but no other material beings) via Charms like Spirit-Cutting Attack. You may end this effect at any time by
decommitting its motes.’’

What Light Reveals (Living Specter’s Flame) (6m, 1wp) [MotSE]


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Occult 5, Essence 3; Burning Exorcism Technique
If you know spirit Charms via Carnal Spirit Rending, Gloaming Eye Understanding, or Divine Mantle, or if you have
captured spirits via Burning Exorcism Technique, you may give any of your spirit Charms (or the Charms of such captured
spirits) to your spirit familiar. This Charm provides the following benefits (which are not cumulative) based on your current
anima level:
∙ Dim: No benefit.
∙ Glowing: (Essence/2, round up) minor Charms.

∙ 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.

Spirit-Repelling Diagram (6m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Occult 3, Essence 2; Spirit-Cutting Attack
When you activate this Charm, a glowing mandala spreads over all range bands within short range of your position at the
time of activation. This Charm affects all spirits within that mandala. If your Essence is at least as high as a spirit’s, it must
either materialize or leave the mandala as quickly as possible. Otherwise, roll (Wits + Occult) vs. the spirit’s Resolve; add
+(Essence)s to your roll if the target is a demon or similar being and +(Essence)d otherwise. If you succeed, such spirits are
forced to materialize or leave as above; otherwise, the mandala does not affect them. Spirits compelled to leave or unable to
enter the mandala may not attack characters standing within it. This Charm immediately ends if you leave the mandala.

Nine Specters Ban (4m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Occult 4, Essence 2; Spirit-Repelling Diagram, Uncanny Shroud Defense
Any attack made against you by a dematerialized creature costs that creature an additional 1wp.

Spirit-Caging Mandala (10m, 1wp)


Type: Simple; Duration: Varies; Keywords: --
Prereqs: Occult 4, Essence 2; Spirit-Repelling Diagram
Target: A spirit within medium range of you.
Effect: Roll (Wits + Occult) vs. the spirit’s Essence. If you succeed, the target is trapped in a glowing mandala for (extra
successes + 1) turns. You may repeat this test when the duration expires, but increase the difficulty of each subsequent roll
by +1. If you move further than medium range from the target, this Charm ends. Spirits affected by this Charm cannot
move, can only attack at range against characters who have already attacked them, and can be attacked as though they were
materialized.

Wyld-Binding Prana (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 3; Spirit-Caging Mandala
This Charm enhances Spirit-Caging Mandala. That Charm gains an alternate target: ‘‘Target: An unshaped Wyld
creature within medium range.’’ It otherwise functions as normal.

Spirit-Draining Mudra (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 3; Spirit-Caging Mandala
While you have trapped a creature via Spirit-Caging Mandala, that creature must contribute (its Essence)m towards the
cost of any Occult Charm you activate, if possible. Whenever you take a Shape Sorcery action, it must likewise lose (its
Essence)m, if possible, and you gain sorcerous motes equal to the amount it loses.

Demon-Compelling Noose (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 3; Spirit-Draining Mudra
Trigger: You make a social influence roll not based in Occult.
Target: A spirit currently affected by your Spirit-Caging Mandala.
Effect: The target gains -1 Resolve. Your social influence gains +1s . If the target is a Creature of Darkness, increase
these effects to -2 Resolve and +2s .

Spirit-Shredding Exorcism (7m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 4; Spirit-Draining Mudra
Target: A spirit affected by your Spirit-Caging Mandala.
Effect: 1/target in a given scene. Make an (Intelligence + Occult) roll vs. the target’s Resolve. If you succeed, reduce the
target’s Essence by 1 for the duration of the mandala. If the difficulty of using Spirit-Caging Mandala on that target has

80
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.

All-Encompassing Sorcerer’s Sight (4m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 2; Spirit-Detecting Glance
Make a reflexive (Intelligence + Occult) roll to analyze Shape Sorcery actions, active Evocations, ongoing sorcerous effects,
or deviations in Creation such as shadowlands, Wyld zones, or spirit sanctums. The difficulty of this roll is (Essence required
for the effect) where applicable, or 1 otherwise.

Burning Eye of the Deliverer (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 3; All-Encompassing Sorcerer’s Sight
This Charm enhances All-Encompassing Sorcerer’s Sight. When using that Charm, you may use your Awareness roll to
notice characters in any kind of magical disguise, including shapeshifting. Add +(Essence)s to all such attempts. In the
absence of other rules, seeing through a magical disguise is a difficulty 5 roll.

Sorcerer’s Burning Chakra (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 4; Burning Eye of the Deliverer
Whenever your anima is at bonfire, you gain all effects of All-Encompassing Sorcerer’s Sight. When using All-Encompassing
Sorcerer’s Sight and Spirit-Detecting Glance simultaneously, you gain the following reflexive power:
‘‘Target: A spirit within sensory range.
Effect: Make a reflexive (Perception + Occult) roll vs. (spirit’s Essence). If you succeed, you know the spirit’s Essence
and nature.’’

Spirit-Drawing Oculus (1wp, 3a)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 5; Sorcerer’s Burning Chakra
Trigger: Any time while your anima is at bonfire.
Effect: 1/day. Roll (Perception + Occult) with a free full Excellency. Gain 1m/s; you may only spend these motes on
Craft, Investigation, Medicine, Lore, or Occult Charms. At any time, you may spend any number of these motes to gain a
like number of sorcerous motes.

Spirit-Manifesting Word (1m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Occult 2, Essence 1; --
A spirit ally within sensory range materializes at no cost to itself.

Material Exegesis Prana (3m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Occult 4, Essence 2; Spirit-Manifesting Word
Roll (Wits + Occult). For each success, choose a dematerialized spirit ally to materialize at no cost. If your roll produces
exactly three 6s, all of your dematerialized spirit allies may materialize at no cost, and you gain 2wp.

All Souls Benediction (16m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 3; Material Exegesis Prana
All spirits and immaterial creatures within six range bands must roll (Wits + Dodge) at a difficulty of ([your temporary
Willpower] + [your Essence]). Any spirit who fails materializes at no cost and may not dematerialize for the rest of the scene.
Special: A ghost who fails the above roll may choose to immediately enter lethe.

Anima-Suffused Spirit (1m (+2m, 1a/health level)) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 3; Material Exegesis Prana
You may heal one of your spirit familiars by one health level for every 2m, 1a spent on this Charm.

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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.

Supernal Control Method (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Occult 5, Essence 1; Ancient Tongue Understanding
Trigger: Take an Occult-based action.
Effect: 1/scene. Your Occult roll gains a free full Occult Excellency.
Reset: Raise your anima to bonfire and then reduce it to dim.

Dark-Minder’s Observances (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 4, Essence 2; Ancient Tongue Understanding
Permanently gain (Essence) thaumaturgic rituals a no cost. Learn an additional ritual whenever your Essence increases.60

Gloaming Eye Understanding (3m)


Type: Reflexive; Duration: Indefinite; Keywords: Stackable
Prereqs: Occult 5, Essence 3; Dark-Minder’s Observances
Trigger: A spirit instructs you in an Eclipse-keyworded spirit Charm.
Effect: For the duration of Gloaming Eye Understanding, you may use that Charm. You must meet the trait prerequisites
for the Charm, but you do not need any Prerequisite Charms.
Special: You may maintain up to (Essence) activations of this Charm simultaneously.

Ephemeral Induction Technique (20m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Occult 5, Essence 5; Carnal Spirit Rending, Gloaming Eye Understanding, Wyld-Binding Prana
Create a spirit familiar, whose nature is based on your environment and/or spirits you have absorbed via Burning Exorcism
Technique or Carnal Spirit Rending. The spirit has Essence equal to yours and half your current total experience, but begins
with only simple Charms. You may maintain only one familiar at a time via this Charm, though you can release an existing
spirit in order to create a new familiar once per season. In this case, the released spirit becomes an independent existence.
Special: You may use this Charm in the Wyld to create a Fair Folk, otherwise following the above rules.

Six Eternities’ Travail (-- (+1wp)) [MotSE, MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 5, Essence 2; Ancient Tongue Understanding
This Charm enhances Ancient Tongue Understanding. When activating that Charm, you may pay an additional 1wp; if
you do, any Occult rolls made while that Charm is active gain recurring-10s.61

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.

Celestial Circle Sorcery (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Occult 4, Essence 3; Terrestrial Circle Sorcery
You may learn and cast Celestial Circle spells. You gain one shaping ritual and one Celestial Circle spell at no cost; the
first Celestial spell you learn with a control effect (including this free spell) becomes a second control spell.
Special: This Charm may not be taken early by choosing Occult as your Supernal Ability.
60 The original version of this Charm is Permanent/Instant.
61 The original version of this Charm gives a more complex effect nearly identical to recurring-10s.

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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.

Soul-Firing Performance (1m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 1; Masterful Performance Exercise
1/story. Make a speech at least six minutes long, sing a song at least three minutes long, or perform a dance at least
two minutes long. Roll a (Charisma + Performance) Inspire action vs. the Resolve of all observers; add +(Essence)s to this
roll. For each affected target, the Storyteller chooses some emotionally-related Decision Point in that character’s past. The
affected character resolves that Decision Point again, as though affected again by the original influence.

Stillness-Drawing Meditation (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Performance 4, Essence 2; Masterful Performance Exercise
Whenever you make a successful Performance social influence roll targeting a large group, gain (Essence)m.

Trance of Fugue Vision (5m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Performance 5, Essence 3; Stillness-Drawing Meditation
Trigger: Any time while you have 10m+ committed to Charms with a duration of ‘‘One scene.’’
Effect: Whenever you take a social influence action, gain 1m. Whenever you spend two minutes performing, gain 1m. For
each 10 produced by a Performance roll with difficulty 4+, gain 1m (to a maximum of 3m/roll).

Penultimate Unity of Form (2m, 1wp)


Type: Reflexive; Duration: One Performance Action; Keywords: --
Prereqs: Performance 5, Essence 3; Trance of Fugue Vision
Trigger: You perform a Performance action that would normally need to be of a particular type (i.e., talking, singing,
dancing, etc.). This includes actions taken as part of Simple Charms.
Effect: You may change the type of that action to another valid Performance type. This action can only benefit from
Supplemental Charms if they apply to its new type. If you succeed on the resulting social influence roll (or if you succeed vs.
most of a group, in the case of group influence), gain 1wp.

Soul-Bracing Momentous Power (Varies)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 3; Penultimate Unity of Form
Trigger: You take a social influence action.
Effect: Roll your Willpower; reroll non-successes. This Charm costs (remaining non-successful dice)wp. Add +(successes)ns
to the social influence action. If that influence succeeds, the target cannot spend Willpower normally to resist it. If his actions
based on that influence would damage one of his Major or Defining Intimacies, he may spend 3wp; if he does so on each of
(your Essence) days, that influence ends.

Unmatched Showmanship Style (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 4; Trance of Fugue Vision
Trigger: You make a Performance roll or apply a Performance-based static value.
Effect: 1/scene. That roll or value benefits from a free full Performance Excellency.
Reset: Use Performance to further a Defining Intimacy.62
62 The original version of this Charm is Permanent/Permanent and Mute.

84
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.

Pivotal Encore Performance (1wp, 1 lethal health level)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 5; Soul Voice
1/day. Reset Unmatched Showmanship Style and Soul Voice.

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.

Phantom-Conjuring Performance (1m) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 2; Masterful Performance Exercise, Respect-Commanding Attitude
Trigger: Any time while Masterful Performance Exercise or Respect-Commanding Attitude are active.
Effect: Create illustrative images or small figures within short range.
Upgrade (Performance 5, Essence 3+): You may create large images and illusory major scenery features via this Charm.63

Memory-Reweaving Discipline (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: Psyche
Prereqs: Performance 5, Essence 3; Any five Essence 2+ Performance Charms
Make a claim for at least one minute. Roll ([Charisma or Manipulation] + Performance) vs. the Resolve of all witnesses.
If you would take a -Xd penalty for outrageous claims, instead take a -Xs penalty. Any character whose Resolve is overcome
believes that your claim is true and act accordingly. If anyone would try to convince him otherwise, he gains +(extra
successes/2, round up)s to his Resolve to resist such influence. If any such attempt to convince him otherwise fails, all such
attempts fail for the rest of the day, but reduce the above Resolve bonus by -2 (to a minimum of 0).
Special: This Charm may not be used on a character currently under its effects.
Special: If you use this Charm on yourself, gain 1 Limit.
Upgrade (Essence 4+): This Charm may be used on a character currently under its effects, to a maximum of (Essence)
times simultaneously.
Repurchase (Essence 4+): This Charm gains an alternate mode with ‘‘Cost: 5m, 1wp,’’ ‘‘Type: Reflexive,’’ and ‘‘Trigger:
Make a claim. Target: One character within sensory range.’’ That mode otherwise functions as above.

Demon Wracking Shout (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 3; ???
1/scene. Roll (Charisma + Performance) as an undodgeable Decisive attack on all spirits within six range bands, adding
+(Essence)s to the attack roll and +10d to damage. This attack can hit dematerialized spirits.
Special: Under Storyteller-approved circumstances, you may learn this Charm with no training time; if you do not have
sufficient XP, you may take the Charm now and pay all future XP towards its cost until that cost is satisfied.

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

Fury Inciting Speech (5m, 1wp) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 2; Impassioned Orator Technique
Make a speech about some injustice for at least ten minutes. Make a ([Charisma or Manipulation] + Performance) Inspire
action vs. the Resolve of all observers. Anyone whose Resolve is overcome joins an angry, but disorganized, mob. For each 3
extra successes on the Inspire roll, you may name one target for that mob to attack.65

Dogmatic Contagion Discipline (1m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 2; Fury Inciting Speech
Enhances: A Performance-based Inspire action in the form of a speech.
Effect: Any character successfully influenced gains +(extra successes)d for the next (your Essence) days to all attempts to
influence others in the same way. Any additional characters influenced in this way gain the same bonus.
Special: If you activate this Charm with any other Charm costing 1wp+, ignore this Charm’s Willpower cost.

Infectious Zealotry Approach (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 3; Dogmatic Contagion Discipline
Trigger: You see a character choose to wait before making a social influence roll.
Target: That character.
Effect: Make a reflexive ([Charisma or Manipulation] + Performance) roll vs. the target’s Resolve. If you succeed, the
target focuses on a goal related to his original influence, ignoring everything else for the rest of the scene. This effect cannot
normally be resisted by spending Willpower; if following his goal would force him to act against a Defining Intimacy, he may
pay 1wp to end this Charm’s effect.
Special: If a character is affected by both this Charm and Mind-Wiping Gaze in the same tick, he enters a catatonic
fugue state. If you target such a character with Hypnotic Tongue Technique or Memory-Reweaving Discipline, his Resolve is
inapplicable.

Seven Thunders Voice (5m, 1wp (6m, 1wp)) [MotSE, MODIFIED]


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Performance 5, Essence 3; Impassioned Orator Technique
You may be heard speaking from up to four range bands away, regardless of other ambient noise, when you make Inspire
or Threaten actions. Ignore any penalties for your surroundings or range; your Inspire and Threaten actions gain the ‘‘Group’’
keyword.
Special: This Charm has a second mode with a cost of 6m, 1wp and ‘‘Duration: Instant.’’ Make a Decisive attack, rolling
(Charisma + Performance), adding +(Essence)s and a free full Excellency, against a target within Close range. This attack is
unblockable and undodgeable unless the target enhances his Defense with any Charm. If the attack hits, the target is knocked
prone, is directly moved (1 + X) range bands away from you, and takes (1 + X) levels of bashing damage, ignoring Hardness,
where X is (extra attack successes/3). If the target hits a solid surface, he takes falling damage as though he had fallen X
range bands. Modify your Initiative as normal for a Decisive attack.66

16.4 Music and Singing


Perfect Harmony Technique (1m) [REMOVED]
Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Performance 3, Essence 1; Masterful Performance Exercise
Enhances: A song-based Performance roll.
Effect: That roll gains double-9s.
64 Isuggest merging this Charm, Perfect Harmony Technique, and Graceful Reed Dancing into one Charm.
65 The original version of this Charm works vs. average Resolve, which seems odd for resistant individuals.
66 The original version of this Charm does not specify a range for the second mode.

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.

Battle Anthem (of the Solar Exalted) (1m)


Type: Simple; Duration: One song; Keywords: --
Prereqs: Performance 5, Essence 2; Mood-Inducing Music
Play a song. You and all allies within earshot gain 1i at the start of each round. You and all allies gain 1i whenever you
make a successful Withering attack. Any allied battle groups within earshot gain +(Essence)d to all attack rolls. You may
not take any non-reflexive actions. Multiple activations of this Charm do not stack.
Special: If Soul Voice is active, allies gain 2i instead of 1i at the start of each round, and allied battlegroups gain
+(Essence)s instead of +(Essence)d to their attack rolls.

Heroism-Encouraging Ballad (6m, 1wp)


Type: Simple; Duration: One song; Keywords: --
Prereqs: Performance 5, Essence 3; Battle Anthem (of the Solar Exalted)
Sing or play an instrument. You are immune to fear-based effects. Allied battle groups gain +(Essence)s to Rally for
Numbers actions. You may not take non-reflexive actions. Choose one of the following: another ally is also immune to
fear-based effects; or all allies gain +(largest relevant Intimacy bonus) to Resolve when resisting fear-based effects.

Plectral Harbinger’s Approach (3m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 5, Essence 2; Mood-Inducing Music
Trigger: Any time during a song enhanced via Mood-Inducing Music.
Target: A single character affected by Mood-Inducing Music and targeted by some other social influence; alternatively, all
characters targeted by another character’s song or dance, in the second mode of Mood-Inducing Music.
Effect: Roll ([Charisma or Manipulation] + Performance) vs. the Resolve of all targets, adding +(Essence)s to the roll. If
you succeed, add +(extra successes)nd to the roll for the influence benefiting from Mood-Inducing Music. If that influence
succeeds, gain 1wp.

Divine Instrument (1m or 2m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 2; Mood-Inducing Music
Send an instrument you hold Elsewhere by paying 1m. You may recall it by paying 2m; any witnesses who see it reappear
in your hand will modify their Resolve against your music by any Intimacies they hold for gods, supernatural holiness, or
similar categories.

Heart-Compelling Method (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Performance 4, Essence 2; Perfect Harmony Technique
Sing for at least one minute. Roll a ([Charisma or Manipulation] + Performance) Inspire action vs. the Resolve of all
targets. If you overcome the Resolve of a target who has (or has ever had) an Intimacy with an emotional context appropriate
to your song, that target will act on that Intimacy in a Storyteller-determined way consistent with your general intent.

Soul-Stirring Cantata (1m)


Type: Simple; Duration: One song; Keywords: --
Prereqs: Performance 5, Essence 2; Heart-Compelling Method
1/day outside combat; unlimited in combat. Sing or play an instrument. You and all allies within earshot gain +1m/turn
in combat, or 1m/two minutes of song outside combat. You may not take any non-reflexive actions. This Charm draws the
attention of nearby spirits. Multiple activations of this Charm do not stack.
Special: If Soul Voice is active, you and all allies within earshot instead gain +2m/turn in combat, or 2m/two minutes of
song outside combat.

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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.

Battle-Dancer Method (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 1; Graceful Reed Dancing
Trigger: You apply your Parry, Evasion, or Resolve while dancing.
Effect: Add +(Performance/2)s to the applied static value.

Shining Expression Style (2m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 1; Graceful Reed Dancing
Dance for two minutes or more in a way that evokes an emotion. Roll (Charisma + Performance) as an Inspire action vs.
the Resolve of all observers; add +(Essence)s to this roll. Any character whose Resolve you overcome recalls an Intimacy
related to the chosen Intimacy and speaks of it to nearby characters; this effect lasts until influence or circumstances would
impose a different emotion. Set the Guile of such characters to 0 vs. all attempts to detect that particular intimacy.

Winding Sinuous Motion (4m)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Performance 5, Essence 2; Shining Expression Style
Dance. Roll ([Manipulation or Appearance] + Performance) vs. the Resolve of all desired targets, adding +1s to the roll.
Any character whose Resolve you overcome takes -2 Resolve or Guile vs. your next social influence targeting him.

Monk-Seducing Demon Dance (3m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Performance 5, Essence 3; Thousand Courtesan Ways, Winding Sinuous Motion
Dance for at least three minutes. Make an (Appearance + Performance) roll as an Inspire action vs. the Resolve of all
observers; add +(Essence)d to this roll. Any character whose Resolve is overcome is filled with lust for you. If sexually
compatible, he attempts to seduce you; otherwise, he admires you and attempt to speak with you.

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.

88
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.

Divinely-Inspired Performance (5m) [MotSE, OPTIONAL]


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Performance 4, Essence 3; Drama-Fueling Ardor
You may play a part correctly, including all lines and emotional cues, without knowing the play or reading the script.

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.

Cunning Mimicry Technique (1m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Performance 3, Essence 1; Masterful Performance Exercise
Enhances: A single statement or social influence action.
Effect: You speak in the voice of a character whose voice you have previously studied for at least one hour.

Most Excellent Mockingbird (3m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Performance 5, Essence 1; Cunning Mimicry Technique
Choose a character whose voice you have previously studied for at least one hour. You may speak either in your normal
voice or in the voice of that character.

Splendid Magpie Approach (1m) [REMOVED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Performance 4, Essence 1; Masterful Performance Exercise
Enhances: Any attempt to reproduce the call, cry, or song of an animal, provided you have previously heard that call.
Effect: Your attempt perfectly replicates the original sound.

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

Celestial Bliss Trick (3m, 1wp) [REMOVED]


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Performance 4, Essence 1; Thousand Courtesan Ways
Have sex with someone. That person gains a Defining Tie of lust towards you, which lasts for the next (Essence) weeks.
For the remainder of the scene, you gain +(Essence)s to all social influence targeting that character.

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.

Impassioned Discourse Technique (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Presence 4, Essence 2; Listener-Swaying Argument
Enhances: A Persuade action.
Effect: That roll gains +1s . If your argument is based on one of your Minor/Major/Defining Principles, that roll also
gains +2/3/4d.

Empowering Shout (3m) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 2; Impassioned Discourse Technique
Target: Any character able to hear you.
Effect: Encourage that character. Until his next turn, he gains +1nd to all rolls involving one Ability, and +1nd to all
rolls involving one Attribute. This bonus also applies to appropriate static values.
Upgrade (Essence 4+): Increase both bonuses granted by this Charm to +2nd.68

Fulminating Word (1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Impassioned Discourse Technique
Trigger: You overcome a target’s Resolve in a Bargain, Threaten, or Persuade action.
Effect: Increase the cost to resist that influence via Decision Point by +1wp. If the target does not resist, gain 1wp.

Harmonious Presence Meditation (5m (+2m))


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Presence 2, Essence 1; --
Add +3d to all social influence rolls not based on Stealth. Reduce the cost of all social influence Charms by 1m (to a
minimum of 1m).
Special: If you pay an additional 2m when activating this Charm, it has ‘‘Duration: Indefinite.’’

Poised Lion Attitude (3m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 4, Essence 1; Harmonious Presence Meditation
Trigger: Any time during your turn in combat.
Effect: 1/turn. Make a reflexive Presence- or Socialize-based social influence action.

Excellent Friend Approach (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Presence 5, Essence 1; Harmonious Presence Meditation, Listener-Swaying Argument
Whenever you make a Persuade attempt to convince a character with a positive Defining Tie to you to perform an
inconvenient task, the Persuade attempt is automatically successful.

Majestic Radiant Presence (6m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Presence 4, Essence 2; Harmonious Presence Meditation
The first time a character speaks against you or attacks you in a scene while you have this Charm active, that character
must pay 1wp; if he cannot, he is unable to act against you. Any Threaten actions targeting you lose -(Essence)d.
68 It is not clear how the original Charm applies to static values.

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

Prophet-Uplifting Evocation (4m+, 1wp, 2xp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Underling-Promoting Touch
Target: A character affected by Underling-Promoting Touch.
Effect: That target gains a personal mote pool containing Xm, where X is the mote cost you paid for this Charm (to a
maximum of 9m). He gains +2s to Resolve when resisting effects with the Terror keyword. If he has Integrity 3+, he gains the
following bonus: ‘‘Trigger: One of your Defining Principles would decay. Effect: Pay 3m. That Principle does not decay.’’
Special: You may have up to (Essence × 2) prophets simultaneously. If a prophet dies, recover the XP spent on this
Charm.

Shedding Infinite Radiance (5m)


Type: Simple; Duration: Indefinite; Keywords: Stackable
Prereqs: Presence 5, Essence 3; Prophet-Uplifting Evocation
Target: A follower in whom you have instilled a Principle.
Effect: Encourage the target to undertake some great task consistent with that Principle. The target gains a pool of 3ns,
which may be spent on any actions in pursuit of the task; when all successes are spent, the Charm ends. The target may not
spend more than (lower of [his relevant Ability rating] and 3)s enhancing any action. You may apply this Charm to the same
character up to (Essence) times simultaneously; each such application adds +3s to the pool.

Voice-Empowering Aspect (Aspect-Imbued Voice) (6m (1m, 1wp)) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Presence 5, Essence 4; Prophet-Uplifting Evocation
Target: A character affected by Prophet-Uplifting Evocation who has Charisma 3+ and Presence 3+.
Effect: That character’s mote pool increases by +3m, and he becomes aware of one of your Defining Principles of your
choice. He gains the Charm ‘‘Divine Aspect,’’ detailed below.

Divine Aspect [MotSE, SPECIAL] (1m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: --; Provided by Voice-Empowering Aspect
Trigger: You take a Presence action in line with the Principle provided by Voice-Empowering Aspect, or you apply your
Resolve.
Effect: Add +1s to that action or to your Resolve.
Special: If you use this Charm to enhance an action criticizing or threatening someone who has wronged the Solar who
empowered you, the Solar can pay 1m, 1wp. If he does so, you are surrounded by his anima banner, and he can activate and
pay for his Presence or Integrity Charms on your behalf for (his Essence) rounds.

Worshipful Lackey Acquisition (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Presence 5, Essence 3; Underling-Promoting Touch
Whenever you reach a goal by speeches, prophecy, or any kind of performance action, any enemies who observe your
success must roll (Wits + Integrity) at a difficulty of (your highest social Attribute). If they fail, for the next (Essence) days
they are treated as having a Defining Principle of being your acolyte; such characters must act in accord with this Principle,
following you, obeying you, and generally groveling in your presence.

Favor-Conferring Prana (5m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Presence 5, Essence 4; Empowering Shout, Underling-Promoting Touch
Target: Any character able to hear you.
Effect: Encourage that character. He gains +1nd to all rolls involving one Ability rated 4 or lower, and +1nd to all rolls
involving one Attribute rated 4 or lower. This bonus also applies to appropriate static value calculations.
69 Added Touch keyword for consistency.

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.

Divinity-Conferring Touch (Celestial Exaltation Method) (10m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Touch
Prereqs: Presence 5, Essence 5; Favor-Conferring Prana
Touch a target. As long as you maintain this Charm, the target can gain Willpower from your Cult rating as if it was his
own, and he gains two minor spirit Charms and one major spirit Charm that fit his Intimacies and your intent. He may
ignore any mote cost of these Charms.

Authority-Radiating Stance (5m, 1wp) [MODIFIED]


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Presence 5, Essence 3; Majestic Radiant Presence
Allies who can see you within medium range ignore fear-based penalties, unless those penalties come from effects with the
Terror keyword. Add +1s to all of your Rally actions.70

Crowned King of Eternity (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 4; Authority-Radiating Stance, Fulminating Word
Trigger: You take a Presence, Performance, or Socialize action or apply a static action based on those values.
Effect: 1/scene. That action or value gains a free full Presence, Performance, or Socialize Excellency, as appropriate.

Blazing Glorious Icon (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Majestic Radiant Presence
When your anima is glowing or burning, add +1ns to all Presence-based Threaten, Persuade, or Instill actions. When
your anima is at bonfire, instead add +1ns and +1nd to all such actions.
Effect: With a suitable stunt, this Charm also adds its bonus to Seduction actions.

Mind-Wiping Gaze (1m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Blazing Glorious Icon
Trigger: You see a character about to make a social influence roll.
Target: That character.
Effect: 1/target in a given scene. Roll ([Charisma or Appearance + Presence) vs. the target’s Resolve. If you overcome
his Resolve, he forgets the influence he would have made and the goal it would have supported. If he pays 1wp to resist this
influence as normal, gain 1wp. If the target does not resist, he may only remember his original goal if another character
reminds him and he pays 1wp.
Special: This Charm may be enhanced by Presence Charms that would enhance Threaten or Persuade actions.

Hypnotic Tongue Technique (10m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: Psyche, Mute
Prereqs: Presence 5, Essence 3; Mind-Wiping Gaze, Fulminating Word
Make a ([Charisma or Manipulation] + Presence) roll vs. the target’s Resolve. If you succeed, the target enters a trance,
and you may give him (extra successes + 1) short, clear commands. By default, the target carries out all such commands
immediately; otherwise, you may use one command to set a single trigger condition for the rest. Affected characters do not
remember these commands and cannot explain their behavior. An affected character may spend 3wp to end this Charm’s
effects, but this does not allow him to remember the Charm. If you fail to overcome a target’s Resolve, or if he spends
Willpower to resist, you may not use this Charm on him again for (his Integrity) days.

Enemy-Castigating Solar Judgment (3m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Impassioned Discourse Technique, Majestic Radiant Presence
Enhances: A social influence roll, or an attack roll made with any Ability.
Target: A Creature of Darkness.
Effect: If this Charm enhances an attack roll, the target takes -1 Defense; if that attack is Decisive, it does aggravated
damage. If this Charm enhances social influence, the target takes -1 Resolve; if that influence is successful, increase the cost
70 Original version does not systematize supernatural terror via a keyword.

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.

Holy Touch (--) [MotSE]


Type: Simple; Duration: Instant; Keywords: Touch
Prereqs: Presence 5, Essence 3; Enemy-Castigating Solar Judgment
Touch an enemy during combat. Ignore the usual rules for the ‘‘Touch’’ keyword in combat; instead, this action requires a
difficulty 3 gambit, rolling ([Charisma or Appearance] + Presence) as the attack pool. If the gambit succeeds, your target is
directly moved one range band away from you, is knocked prone, and takes one range band of falling damage. If your target
was grappling you, your target is no longer grappling you.

God-Heeling Gesture (4m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Presence 5, Essence 3; Majestic Radiant Presence
Trigger: You encounter a minor supernatural effect caused by a spirit: a shriveled vine, a ruined field, and so on.
Effect: You end that effect: the vine blooms, the field sprouts. The spirit responsible is aware that a Solar Exalt has
interfered.

Terrifying Apparition of Glory (7m, 1wp) [MODIFIED]


Type: Reflexive; Duration: One scene; Keywords: Group, Terror
Prereqs: Presence 5, Essence 3; Majestic Radiant Presence
Trigger: Any time while your anima is at bonfire.
Effect: At the start of each of your turns, make a reflexive Threaten action vs. the Resolve of all non-allies within long
range. Trivial opponents and characters whose Resolve you overcome flee. Affected characters may pay 1wp to ignore the
effects of this Charm for the scene; in combat, increase this cost to 1wp, 5i. A battle group affected by this Charm loses -3d
when making Rout checks.71

Countenance of Vast Wrath (6m, 3a)


Type: Reflexive; Duration: One scene; Keywords: Terror
Prereqs: Presence 5, Essence 4; Terrifying Apparition of Glory
Trigger: Any time while Terrifying Apparition of Glory is active.
Effect: End Terrifying Apparition of Glory. When making a Threaten action with a single target, add +(Essence)d to
that action; this action can succeed even against creatures unable to feel fear. In combat, at the end of each round, any
opponent who did not attack you that round loses 1i.
Special: This Charm cannot be muted.
Upgrade (Essence 5+): When your anima returns to bonfire, Terrifying Apparition of Glory reactivates at no cost.
Characters who had previously resisted that Charm must pay its cost again to ignore it once more.

Threefold Magnetic Ardor (4m) [REMOVED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Presence 4, Essence 2; Harmonious Presence Meditation, Listener-Swaying Argument
Enhances: Any Instill or Persuade action made via Presence, Performance, or Socialize.
Effect: If you would gain +Xnd for having a higher Appearance than your target, instead gain +Xs.
Special: If you have the Hideous merit, this Charm also enhances Threaten actions.72

Awakened Carnal Demiurge (5m, 1wp) [MODIFIED]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Presence 5, Essence 2; Threefold Magnetic Ardor
Spend five minutes declaring your own greatness. Gain +1nd to all Appearance 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.
When making a Seduction action, your target has -1 Resolve; this does modify your Appearance bonus vs. that target.73
71 Original version does not systematize supernatural terror via a keyword.
72 ThisCharm is almost strictly worse than just using an Excellency, especially since it costs you the non-Charm bonus. I recommend removing it.
73 The original version of this Charm grants +1 Appearance; it is unclear how that interacts with dice caps.

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.

Unnerving Solar Presence (6m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Presence 5, Essence 3; Threefold Magnetic Ardor
Trigger: A character who is intimidated by you or desires you carnally takes a social influence action against you.
Effect: That action loses (your Essence)d.

Tiger’s Dread Symmetry (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Presence 3, Essence 1; --
You gain +1d to all Presence rolls. Whenever you make an Intimidate roll, you may reroll three nonsuccessful dice.
Special: Whenever Majestic Radiant Presence is active and a character attempts to make an ambush attack against you,
you may make a reflexive Intimidate action against that character. You may not activate Charms to enhance this roll, though
it benefits from any Charms you have active. If the Intimidate action succeeds, the attacker may not make his attack. This
effect does not reveal the presence of attackers to you.

94
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.

Spirit Strengthens the Skin (1m per soak)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 2, Essence 1; Durability of Oak Meditation
Trigger: You are hit by a Withering attack.
Effect: Gain +X soak, where X is the mote cost of this Charm, to a maximum of +(natural soak) soak.
Upgrade (Resistance 5, Essence 3+): This Charm gains the following alternate mode: ‘‘Cost: 2m+, 1wp, 2i; Trigger:
Withering damage is rolled against you. Effect: Reduce that damage by Xs , where 2X is the mote cost of this Charm.’’

Iron Skin Concentration (2m (Withering) or 6m (Decisive))


Type: Reflexive; Duration: Instant (Withering) or Indefinite (Decisive); Keywords: --
Prereqs: Resistance 3, Essence 1; Spirit Strengthens the Skin
Trigger: A Withering attack is made against you.
Effect: You gain (Stamina) soak if that attack would do unsoakable damage.

Trigger: Decisive damage is rolled against you.


Effect: Gain (Stamina) -0 health levels that take damage first. At the end of combat, any of its damaged health levels
become -1 health levels, while all undamaged (or subsequently healed) health levels dissipate. These health levels heal first.
This Charm may not be deactivated until all its health levels heal and dissipate.
Upgrade (Essence 3+): Reduce this Charm’s cost to 5m. You may create up to +(Essence) additional health levels when
activating it, at a cost of +1m/level.

Blade-Turning Body Technique [MotSE, APOCRYPHAL] (5m) [MotSE]


Type: Simple; Duration: One scene; Keywords: Apocryphal
Prereqs: Resistance 4, Essence 2; Iron Skin Concentration
Gain +8 soak and 5 Hardness. You cannot be harmed by any burning or cutting environmental hazards that do 3L/round
or less. This Charm may not be used while wearing armor, and you may not benefit from both it and Diamond-Body Prana
simultaneously.

Diamond-Body Prana (5m) [OPTIONAL]


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Resistance 4, Essence 2; Iron Skin Concentration
You take no harm from scenery such as thorns, broken glass, or flames below the intensity of a bonfire. Roll (Stamina +
Resistance), adding +(greater of Essence and 3)s; gain (successes) soak. Gain (Stamina) Hardness; this stacks with Durability
of Oak Meditation, but if it does, reduce the Hardness from Durability of Oak Meditation to +2. (Normally, that Charm
provides +4 Hardness.)
Special: This Charm is incompatible with wearing armor.

Iron Kettle Body (6m)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Resistance 4, Essence 2; Iron Skin Concentration
Trigger: A Withering attack is made against you.
Effect: Reduce all post-soak Withering damage by half, rounding up the result.
Special: If you activate Adamant Skin Technique, ignore the effect of this Charm for one tick.
Upgrade (Essence 3+): For each 1 produced by an attack roll on you, the attacker loses 1i, to a maximum of (your
Stamina/2, round up)i.
Upgrade (Essence 4+): Gain any Initiative that the attacker loses due to the above upgrade.

Adamant Skin Technique (8m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 5, Essence 2; Diamond-Body Prana, Iron Kettle Body
Trigger: A Decisive attack is made against you.

95
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.

Ruin-Abasing Shrug (4m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 5, Essence 3; Adamant Skin Technique
Trigger: Decisive damage is rolled against you.
Effect: 1/scene. The attacker must reroll all successful damage dice.
Reset: Damage is rolled against you three times without you taking any damage.

Fortress-Body Discipline (3m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Resistance 5, Essence 4; Ruin-Abasing Shrug
Gain +(Essence) soak and +(Essence/2, round up) Hardness, which stacks with Hardness provided by Diamond Body and
Durability of Oak Meditation. In the latter case, reduce the Hardness from Durability of Oak Meditation to +2. (Normally,
that Charm provides +4 Hardness.)
Special: This Charm may not be used in armor.

Aegis of Invincible Might (--)


Type: Permanent; Duration: Permanent; Keywords: Perilous
Prereqs: Resistance 5, Essence 5; Adamant Skin Technique
Whenever you use Adamant Skin Technique, you gain 20 Hardness and (Stamina + Resistance) soak. Reduce all post-soak
Withering damage against you by (Stamina)d .
Special: This effect ends if you are Crashed, or at the end of any round in which you do not either make a Decisive attack
or spend 8m+ on making attacks.

Ox-Body Technique (--)


Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Resistance 1, Essence 1; --
Gain additional health levels based on your Stamina:

∙ Stamina 1-2: One -1 and one -2 health level.


∙ Stamina 3-4: One -1 and two -2 health levels.
∙ Stamina 5: One -0, one -1, and one -2 health level.

This Charm’s bonus increases appropriately if you later raise your Stamina.
Repurchase (Special): You may purchase this Charm up to (Resistance) times.

Body-Mending Meditation (10m)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Resistance 2, Essence 1; Ox-Body Technique
Rest for one hour and roll (Stamina + Resistance). Choose one of the following: either your natural healing increases by
(Essence × successes) times; or the next application of Wound-Mending Care on you gains +(successes)s . This Charm’s
effects terminate at the end of the day or if you stop resting.

Front-Line Warrior’s Stamina (4m) [REMOVED]


Type: Simple; Duration: Instant; Keywords: Perilous
Prereqs: Resistance 3, Essence 1; Ox-Body Technique
1/day. Roll ([your permanent health levels]/2, round up)d. Gain +(successes)i.
Upgrade (Essence 3+): You may pay 1wp when activating this Charm to ignore the Perilous keyword.

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

Wound-Knitting Exercise (1m per -0 health level)


Type: Simple; Duration: Until fully healed; Keywords: --
Prereqs: Resistance 5, Essence 3; Tiger Warrior’s Endurance
Choose X damaged -0 health levels, where X is the mote cost of this Charm. One of those levels heals every (7 - Stamina)
rounds.

Unbreakable Warrior’s Mastery (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 5, Essence 3; Wound-Knitting Exercise
Trigger: You are hit by an attack with the Crippling keyword.
Effect: Instead of the normal Crippling effect, you take some lesser harm - instead of a maimed eyeball, you just have
blood in your eye. Reduce any associated penalty to (half, round down), which ends altogether after (7 - Stamina) turns.

Whirlwind Armor-Donning Prana (2m) [OPTIONAL]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Resistance 1, Essence 1; --
You may use this Charm across successive turns while donning armor. If you use it a total of ([armor’s mobility penalty]
+ 1) times, you don that armor. (Normally, it requires ([armor’s mobility penalty] +1) minutes to do so.)

Armed and Ready Discipline (3m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 2, Essence 1; Whirlwind Armor-Donning Prana
Trigger: Any time during your turn, when you have used your action to activate Whirlwind Armor-Donning Prana.
Effect: 1/turn. With an appropriate armor-donning stunt, make a reflexive attack. If you know Call the Blade or
Summoning the Loyal Steel, you may activate those Charms at no cost.

Armored Scout’s Invigoration (4m or 6m)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Resistance 3, Essence 1; Whirlwind Armor-Donning Prana
Any armor you wear has a mobility penalty of 0; if its penalty was already 0, reroll one non-success on any Join Battle
rolls you make.
Special: This Charm costs 4m for light or medium armor and 6m for heavy armor.

Hauberk-Summoning Gesture (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 3, Essence 2; Whirlwind Armor-Donning Prana
Send a suit of armor (including shield, if desired) to Elsewhere. You may recall it by reactivating this Charm, though this
does not let you automatically don the armor.

Glorious Solar Plate (10m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Resistance 4, Essence 3; Hauberk-Summoning Gesture
Create and reflexively don armor with the statistics of heavy Artifact armor. If you know Armored Scout’s Activation,
you may activate it at no cost. You may activate this Charm while already wearing armor; if you do, instead increase any of
that armor’s traits that are less than those provided by the default activation of this Charm, and reduce this Charm’s cost by
(that armor’s attunement cost)m.
Special: Heavens-Blazing Aura: Reduce the damage of any energy-based Decisive ranged attacks aginst you by (greater of
Essence and 3).
Special: Unbreakable Sustaining Grip: Your limbs cannot be severed, and your joints cannot be damaged.
74 The original version of this Charm is Permanent/Permanent.

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.)

Poison-Resisting Meditation (3m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Resistance 3, Essence 1; --
When you roll vs. a poison’s duration, gain +1s and +3d . When you would take damage, Crippling effects, or similar
harm from a poison on its interval, instead suffer some lesser harm, such as a dice penalty.

Illness-Resisting Meditation (4m)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Resistance 4, Essence 2; Poison-Resisting Meditation
When you roll to resist a disease’s Virulence or Morbidity, add +(Essence + 1)s to that roll.

Immunity to Everything Technique (6m, 1wp)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Resistance 5, Essence 3; Illness-Resisting Meditation
You are immune to any poison or disease to which you have previously been exposed. If you are exposed to a new poison,
reduce its Duration by 1; if you are exposed to a new disease, reduce its Morbidity by 1.
Upgrade (Stamina 3+): If you encounter a new irresistible disease, it instead has Morbidity 5.

Essence-Gathering Temper (1i)


Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Resistance 3, Essence 1; --
Trigger: You are hit by a Withering attack.
Effect: 1/scene. Gain ([presoak damage dice]/2)m, to a maximum of (Stamina)m.
Reset: You are hit by a Withering attack with 10+ raw damage, but you take no Initiative damage.
Upgrade (Resistance 5, Essence 3+): Increase the maximum motes gathered by this Charm to (Stamina × 2)m.

Willpower-Enhancing Spirit (2i)


Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Resistance 4, Essence 2; Essence-Gathering Temper
Trigger: You are hit by a Decisive attack.
Effect: 1/scene. Gain 1wp.
Reset: You are hit by a Decisive attack with 10+ raw damage, but you take no damage.

Battle Fury Focus (5m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Resistance 5, Essence 2; Willpower-Enhancing Spirit
Add +1d to all combat actions. Reduce your wound penalties by 1. Increase the bonus or penalty for any Intimacy that
would urge you towards combat by 1. You may not use social influence for any purpose more complicated than demanding
surrender. You may not take Withdraw actions.
Effect: You can only activate this Charm while in combat, or when you are trying to begin combat.

Bloodthirsty Sword-Dancer Spirit (10m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Resistance 5, Essence 3; Battle Fury Focus
This Charm may only be activated while Battle Fury Focus is active. Increase the die bonus from that Charm by +2
(to a total of +3). Ignore all wound penalties. Gain 1m at the start of each of your turns; this mote can only be spent on
combat- or violence-related actions and dissipates at the end of your turn. Whenever you reduce a battle group’s Magnitude
via damage, roll (Wits + Awareness)d and gain (successes)i; this roll may be enhanced by any Charms that can enhance Join
Battle rolls. You must attempt to remove anything that would prevent you from killing your enemies. If you end this Charm
before killing all remaining enemies, reduce your Initiative to a total of -3i unless you are already Crashed.

Fury-Fed Ardor (3m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Resistance 5, Essence 3; Willpower-Enhancing Spirit
Trigger: You are hit by a Decisive attack.
Effect: After the damage roll, gain ([the non-successful damage dice]/2, round up)i.

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.

Flashing Thunderbolt Steed (4m) [MODIFIED]


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Ride 2, Essence 1; Master Horseman’s Techniques
Your mount does not become fatigued. Add +1s to any movement or balance actions you or your mount would make
while you are mounted. You can activate Graceful Crane Stance or Monkey Leap Technique on behalf of your mount.75

Elusive Mount Technique (4m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 3, Essence 1; Flashing Thunderbolt Steed
Make a reflexive Disengage action while mounted.

Untouchable Horseman’s Attitude (3m, 2i, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Perilous
Prereqs: Ride 4, Essence 2; Elusive Mount Technique
Trigger: You make a Disengage attempt with at most one enemy at close range.
Effect: That attempt automatically succeeds.

Phantom Rider’s Approach (7m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 3; Untouchable Horseman’s Attitude
Enhances: A mounted Disengage action.
Effect: If that action succeeds, your mount moves two range bands if an enemy from whom you disengaged moves toward
you next turn. (Normally, on a successful Disengage, you would only move one range band.)

Wind-Racing Essence Infusion (4m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Ride 3, Essence 1; Flashing Thunderbolt Steed
Add +(greater of Essence and 3)s to all Ride actions. If you succeed at a mounted Rush, gain 2i; if your mount has an
Initiative track, it also gains 2i. Outside combat, you can cover ground 5-10 times more rapidly than normal.
Special: If Flashing Thunderbolt Speed is active, reduce the cost of this Charm by 2m.76
75 The original version of this Charm has ‘‘Duration: One hour.’’
76 The original version of this Charm has ‘‘Duration: One hour,’’ but can be renewed every hour by repaying its mote cost.

99
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.

Supernal Lash Discipline (5m)


Type: Reflexive; Duration: One scene; Keywords: Perilous
Prereqs: Ride 5, Essence 2; Immortal Charger’s Gallop
Add +(your mount’s base Speed Bonus) to your mount’s Speed Bonus. Mortal mounts likely die at the end of the scene
unless enhanced by Flashing Thunderbolt Speed; even with that Charm, most mounts are exhausted at the end of the scene.
Special: This Charm ends if you are Crashed.

Speed-Fury Focus (--(3m))


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 5, Essence 2; Immortal Charger’s Gallop
This Charm enhances Immortal Charger’s Gallop. That Charm gains the following alternate mode:
‘‘Cost: 3m;
Enhances: A Join Battle roll made with any Ability.
Effect: Add +(your mount’s Speed Bonus)ns to that Join Battle roll.’’

Fierce Charger’s Pulse (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 5, Essence 3; Speed-Fury Focus
Whenever an enemy rolls an interval of a race or a Rush or Disengage action against you, gain 1m for every 10 that enemy
rolls. These motes dissipate if not spent on Ride Charms in the next turn.

Grizzled Cataphract’s Way (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 3; Speed-Fury Focus
Trigger: You take a Join Battle action.
Effect: You may substitute Ride for Awareness in that action; if you do, ignore any penalties due to exhaustion.

Inexhaustible Destrier’s Gait (2m)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Ride 5, Essence 2; Immortal Charger’s Gallop
Trigger: You or your mount take a movement action while you are mounted.
Effect: Ignore any penalties to that action from your mount’s wound penalties or rough footing.

Coursing Firebolt Flash (3m (+1m, 1a))


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 2; Wind-Racing Essence Infusion
Enhances: A Rush, Disengage, or Withdraw action, or one interval of a race.
Effect: That action gains +1s and recurring-1s. You may pay an additional 1m, 1a to leave a line of fire behind you; this
fire does not spread, but it burns for the next hour and inflicts damage as a bonfire. Flames generated by this Charm are
visible even to blind characters.
Special: If you know Onrush Burst Method and succeed on a Rush enhanced with this Charm, gain 3m. These motes
dissipate unless spent on Ride Charms by the end of your next turn.

Rapid Cavalry Approach (7m (+5m))


Type: Simple; Duration: One scene; Keywords: Perilous
Prereqs: Ride 5, Essence 3; Coursing Firebolt Flash
While you are at extreme range of all opponents, your mount may move three range bands with a Move action. Otherwise,
your mount may move two range bands with a Move action.
Special: If you are Crashed, or if you or your mount attack enemy, this Charm ends.
Special: This Charm costs +5m if your mount has a natural Speed Bonus of +2 or lower.

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.

Soaring Pegasus Style (2m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 3; Sometimes Horses Fly Approach
Trigger: The start of your turn, while mounted and using Sometimes Horses Fly Approach.
Effect: Your mount takes a reflexive Rush action against an aerial target at any range.
Special: If you use this Charm for two sequential turns, ignore the Willpower cost on any additional sequential activations.

Storm-Racing Destrier (-- (+2m)) [MotSE, MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 3, Survival 3, Essence 1; Flashing Thunderbolt Steed, Hardship-Surviving Mendicant Spirit
This Charm enhances Hardship-Surviving Mendicant Spirit. When you activate that Charm, you may commit an additional
2m; if you do, its benefits apply to your mount while you are mounted. If you know Element-Resisting Prana, its benefits also
apply to your mount, using your Resistance to calculate the reduction in environmental damage.77

Single Spirit Method (1m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 3, Essence 1; Master Horseman’s Techniques
Trigger: Your mount is knocked prone.
Effect: Your mount reflexively rises from prone. You are not unhorsed or harmed as a result of your mount being knocked
prone.

Saddle-Staying Courses (4m, 3i, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 4, Essence 2; Single Spirit Method
Trigger: You would be unhorsed by the gambit of that name, or by an attack that would knock you off your mount.
Effect: You are not unhorsed.
Special: This Charm does not function against effects that would drag you from your saddle, such as a lasso.

Horse-Stealing Leap (3m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 2; Saddle-Staying Courses
Enhances: An Unhorse gambit made at close range.
Effect: If that gambit succeeds, you unhorse your target and begin riding his mount. If you have higher Initiative than
your opponent, reduce the gambit’s difficulty by one.
Special: If you are mounted, you may use this Charm to enhance an Unhorse gambit at short range. If you have
movement-granting Athletics Charms, you may attempt it from a range appropriate to those Charms. In either case, you
move directly to the target’s horse.
Special: If you use this Charm against a target riding your horse, it automatically succeeds.

Harmonious Tacking Technique (2m to 6m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Ride 3, Essence 2; Master Horseman’s Techniques
Tack or bard a mount. Roll (Dexterity + Ride) at difficulty 3. If you succeed, you complete this process in one turn;
otherwise, it takes two turns. You must activate this Charm separately for tack and barding. (Normally, it takes several
minutes to tack and bard a mount.)
Alternatively, you may activate this Charm under the above rules to arm a mount. If you succeed on the above roll, you
may add up to three weapons; otherwise, you can add only one weapon.

Whirlwind Horse-Armoring Prana (1-3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 3; Harmonious Tacking Technique
Send your mount’s tack, barding, and up to three weapons for it to Elsewhere, at 1m per category. You may pay the
77 The original version of this Charm is Reflexive/One day.

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.

Bard-Lightening Prana (4m)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Ride 5, Essence 3; Whirlwind Horse-Armoring Prana
Reduce the Mobility penalty for your mount’s barding to 0.

Phantom Steed (10m, 1wp)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Ride 5, Essence 3; Master Horseman’s Techniques
Create a mount with the stats of an exceptional war horse (Attack: 6 dice, 14L; combat movement: 12 dice; 3 soak; 0
hardness; health levels: -0/-1x3/-2x3/-4/Inc; Evasion 3; Parry 1; +4 Speed Bonus; double-9s on Disengage, Withdraw, and
Rush actions). That horse does not need rest, food, or water. It is immune to fear-based effects, and it is perfectly loyal to
you.

Hero Rides Away (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 5, Essence 3; Master Horseman’s Techniques
Whenever you end combat or a similarly dangerous situation while mounted, gain (Essence)m and 1wp. If your mount
has helped you reach a major goal this scene, you may also lose 1 Limit.

Seasoned Beast-Rider’s Approach (1m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Ride 2, Essence 1; --
Enhances: A Join Battle roll made with any Ability.
Effect: Your mount gains its own Initiative track, which begins with (your current Initiative)i. Your mount may make its
own movement and attack actions without consuming your actions, though it still moves using your normal movement pool.
(Normally, if a mount takes a movement or attack action, this requires an action of the same type from you.)

Worthy Mount Technique (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 3, Essence 1; Seasoned Beast-Rider’s Approach
While your mount has its own Initiative track, it gains the following power:
‘‘Cost: 1i
Type: Reflexive
Effect: Make a reflexive Defend Other action, targeting your rider. For the duration of this action, you gain +1s Parry
and Evasion, to a maximum of 5, and add +(rider’s Essence)d to damage rolls.’’78

Mount Preservation Method (1hl per three successes)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 3, Essence 1; Worthy Mount Technique
Trigger: Your mount would take damage from a Decisive attack while you are riding it.
Effect: Reduce that damage by 3X health levels, where X is the number of your health levels you paid for this Charm.

Horse-Healing Technique (4m, 1hl or 4m, 1lhl)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 2; Mount Preservation Method
Spend a scene caring for your mount. Your mount heals (Essence) levels of lethal or bashing damage. If all such levels are
bashing damage, you must pay one bashing health level; otherwise, you must pay one lethal health level.
Special: This Charm can be activated simultaneously with Survival or Medicine Charms that would treat your mount.
78 The original version of this Charm is Reflexive/Instant.

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.

Seven Cyclones Rearing (5m, 1wp) [ORIGINAL]


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Ride 5, Essence 3; Rousing Backlash Assault
Trigger: An attack is made on you while your mount is defending you via Worthy Mount Technique, and you have
Seasoned Beast-Rider’s Approach active.
Effect: Your mount may make a Decisive Clash attack.
Special: If the triggering attack is Withering and you have no more than (your base Initiative)i, ignore the Willpower cost
of this Charm.

Seven Cyclones Rearing (5m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: Clash
Prereqs: Ride 5, Essence 3; Rousing Backlash Assault
Trigger: An attack is made on you while your mount is defending you via Worthy Mount Technique.
Effect: Your mount may make a Decisive Clash attack.
Special: If the triggering attack is Withering and you have no more than (your base Initiative)i, ignore the Willpower cost
of this Charm.79

Woe and Storm Evasion (4m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 4, Essence 2; Worthy Mount Technique
Trigger: A Withering attack would Crash your mount.
Effect: Reduce the damage from that attack until your mount is left with 1i.
Special: You may not use this Charm if your mount was at 1i prior to the attack.

Trigger: A Decisive attack would kill your mount.


Effect: Reduce the damage from that attack until your mount is left with one undamaged health level.
Special: You may not use this Charm if your mount had only one undamaged health level prior to the attack.

Resilience of the Chosen Mount (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 5, Essence 2; Woe and Storm Evasion
Trigger: Damage is rolled against your mount.
Effect: Reduce that damage by (number of 1s and 2s on the damage roll).

Iron Simhata Style (5m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Ride 5, Essence 3; Resilience of the Chosen Mount
Your mount gains (your Essence + 1) soak.

Immortal Rider’s Advantage (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Ride 3, Essence 2; Seasoned Beast-Rider’s Approach
Trigger: You or your mount would enter Initiative Crash or make a Decisive attack.
Effect: The character (you or your mount) not satisfying the trigger loses Xi, where X is no more than half that character’s
current Initiative. The character satisfying the trigger gains Xi. This Charm may not be used more than once per triggering
event.

Untouchable Solar Steed (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 5, Essence 3; Immortal Rider’s Advantage
You may activate Dodge Charms on behalf of your mount, as long as those Charms would help to evade attacks.
79 The default version of this Charm requires the use of Seasoned Beast-Rider’s Approach, which is redundant for familiars. The original is
presented above.

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.

Wrathful Mount Invigoration (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Ride 4, Essence 3; Immortal Rider’s Advantage
While your mount has an Initiative track, 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

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

Shipwreck-Surviving Stamina (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Sail 3, Essence 1; Salty Dog Method
Your resistance to deprivation is based on your (Stamina + 2). (Normally, it is (Stamina) minutes for air, (Stamina) days
for water, or (Stamina) weeks for food.)

Fathoms-Fed Spirit (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 1; Salty Dog Method
Trigger: After starting the day on a ship, you would pay Willpower to resist social influence.
Effect: 1/day. You may ignore the Willpower cost to resist that influence.

Safe Bearing Technique (Perfect Reckoning Technique) (4m)


Type: Simple; Duration: Until the hazard has passed; Keywords: --
Prereqs: Sail 3, Essence 1; Salty Dog Method
Steer a ship through a hazard. Gain +2nd to navigation if you are unfamiliar with the hazard, or +2ns if you have
previously navigated the hazard without taking damage (or using Charms to avoid such damage).

Weather-Anticipating Intuition (5m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Sail 4, Essence 2; Safe Bearing Technique
Touch a body of water. You can predict all natural weather along your projected course for the next (Essence × 10) hours.

Tide-Carried Omens (7m)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Sail 5, Essence 3; Weather-Anticipating Intuition
If your ship would face danger, you feel a sense of foreboding (Essence) minutes beforehand. While on a ship, add
+(Essence)d to all Awarenss rolls to detect danger.

Ship-Imperiled Vigor (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Sail 4, Essence 2; Salty Dog Method
Gain +Xd to all rolls made in defense of your ship, not including maneuver or pursuit rolls, where -X is your ship’s hull
penalty.

Ship-Claiming Stance (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Sail 3, Essence 1; --
You claim a ship as your own. Any character who does not have your permission to be onboard takes a -1d penalty. If
you have a Major or Defining Tie towards the ship, you may draw 5m from it per day. If you have previously drawn motes
from a ship or familiar that day, these new motes dissipate at the end of your turn.
Special: This Charm does not function on ships owned by the Exalted.
81 The original version of this Charm does not use the Terror keyword.

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.

Tide-Cutting Essence Infusion (5m, 1wp)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Sail 4, Essence 2; Ship-Sleeking Technique
Add +1 to your ship’s Speed. This Charm is incompatible with Wave-Riding Discipline.

Wave-Riding Discipline (5m, 1wp) [REMOVED]


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Sail 4, Essence 2; Ship-Sleeking Technique
Add +(your ship’s sail-based Speed bonus) to its Speed bonus. Add an additional +1 to Speed if your ship has supporting
currents. If your ship’s speed bonus from oarsmen is greater than +1, reduce it to +1. Your ship may not be towed while this
Charm is active. This Charm is incompatible with Tide-Cutting Essence Infusion.

Skiff-to-Scow Method (5m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Sail43, Essence 1; Ship-Claiming Stance
Spend an hour disguising your ship as a vessel of different design or slightly different size. Anyone more than three range
bands away cannot pierce your disguise, and characters within that range can do so only if you behave suspiciously. In that
case, they may roll (Perception + [Sail or Lore]) vs. your (Manipulation + Sail); if they succeed, they see through the illusion.

Orichalcum Letters of Marque (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Sail 5, Essence 1; Ship-Claiming Stance
This Charm enhances Ship-Claiming Stance. On any vessel you claim via that Charm, you may welcome Creatures of
Darkness as your crew. While serving in that role, they do not count as Creatures of Darkness for the purposes of social
influence, and they are not affected by any magic you use that would normally harm Creatures of Darkness.

Hull-Preserving Technique (5m, 1wp)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Sail 5, Essence 2; Ship-Claiming Stance
Trigger: Your ship would take damage to its hull or masts.
Effect: Ignore all such damage.
Special: If you activate this Charm on sequential turns, ignore its Willpower cost on all turns after the first.

Hull-Taming Transfusion (2m) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 2; Hull-Preserving Technique
Trigger: Your ship would take damage.
Effect: Reduce damage to the ship by X, where X is any positive number. You take 3X levels of bashing damage.

Blood and Salt Bondage (10m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Sail 5, Essence 3; Hull-Taming Transfusion
You and all of your crew gain (your ship’s undamaged hull rating) extra -0 health levels. If your ship takes damage,
reduce the number of levels this Charm grants accordingly, beginning with undamaged levels.
Special: This Charm does not take effect until one month after you activate it. Any character who goes ashore for a
month or more loses its benefits.

Ship-Leavening Meditation (5m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Sail 5, Essence 2; Hull-Preserving Technique
Ignore your ship’s hull penalty to all actions.
Special: This Charm deactivates if your ship’s hull penalty increases.

106
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.

Burning Anima Sails (6m, 1wp, 3a) [MODIFIED]


Type: Reflexive; Duration: One scene; Keywords: Terror
Prereqs: Sail 5, Essence 3; Blood and Salt Bondage, Ship-Sustaining Spirit
Repair all damage to your ship’s sails, which glow and are visible for (Essence × 5) miles. Any Creatures of Darkness take
a fear penalty of -(your Essence/2, round up)d to all naval maneuvers; Creatures of Darkness on your ship take a -1d penalty
to all actions.
Special: This Charm has an optional trigger, ‘‘Trigger: Your mast would take damage. Effect: Ignore that damage;
resolve all other effects of this Charm normally.’’82

Chaos-Cutting Galley (10m, 1wp)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Sail 5, Essence 3; Hull-Preserving Technique
Trigger: Your ship would enter the Wyld within the next round. (You are automatically aware when this trigger is
satisfied, even if asleep.)
Effect: You, your crew, and your ship are immune to the twisting effects of the Wyld.

Ash and Storm Aegis (8m, 1wp) [MotSE]


Type: Reflexive; Duration: One hour; Keywords: --
Prereqs: Sail 5, Survival 5, Essence 3; Hull-Preserving Technique, Element-Resisting Prana
Trigger: Any time while onboard ship with Hardship-Surviving Mendicant Spirit active.
Effect: Reduce the damage from any environmental hazard threatening your ship and crew by 3. Only one crew member
takes damage in any given interval, and no crew member takes damage twice in a row.

Immortal Mariner’s Advantage (1-2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 1; --
Trigger: You have made a Sail-based roll.
Effect: For 1m, that roll retroactively gains either double-9s or recurring-1s; for 2m, it gains both.

Legendary Captain’s Signature (3m)


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 1; Immortal Mariner’s Advantage
Enhances: A naval maneuver.
Effect: If the ship’s Maneuverability is 0 or less, it becomes 1; otherwise, add +(ship’s Maneuverability) to the ship’s
Maneuverability. Add +1 to the ship’s Speed.

Deck-Sweeping Fusillade (2-4m)


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 1; Legendary Captain’s Signature
Enhances: A Broadside maneuver.
Effect: Add +(Essence)d and +(Essence)ns to the maneuver. This Charm costs 2m if your Essence is 1-4, 3m if your
Essence is 5-7, and 4m if your Essence is 8+.

Sea Ambush Technique (2m) [OPTIONAL]


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 1; Legendary Captain’s Signature
Enhances: A Concealment maneuver to hide behind scenery.
Effect: Add +(Speed)d to that roll.
82 The original version of this Charm lacks the Terror keyword.

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.

Deadly Ichneumon Assault (2m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 2; Ship Breaker Method
Trigger: You succeed at a Ram maneuver.
Effect: Take a reflexive Shock and Board action.

Rail-Storming Fervor (2m)


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 2; Deadly Ichneumon Assault
Enhances: A Join Battle roll made with any Ability.
Effect: Add +3nd to your Join Battle roll and the Join Battle rolls of all your crew.

Superior Positioning Technique (2m)


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 1; Legendary Captain’s Signature
Enhances: A Positioning maneuver.
Effect: Make that maneuver secretly, and do not reveal it until your opponent has chosen a maneuver. If he chooses a
Ram maneuver, you automatically win the opposed roll. Regardless, add +2ns to your roll for every 1 on your opponent’s roll.

Sea Serpent Flash (5m)


Type: Supplemental; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 2; Superior Positioning Technique
Enhances: A Positioning maneuver.
Effect: That maneuver produces +(extra successes) extra Momentum.

Implacable Sea Wolf Spirit (4m)


Type: Reflexive; Duration: One scene; Keywords: Pilot
Prereqs: Sail 5, Essence 2; Legendary Captain’s Signature
Reduce the cost of all naval maneuvers by 2 Momentum.

Ship-Rolling Juggernaut Method (3m)


Type: Reflexive; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 3; Implacable Sea Wolf Spirit
Trigger: Incapacitate an enemy ship.
Effect: Retain all of your Momentum. (Normally, you would lose all of your Momentum.) Gain (enemy captain’s Essence)
Momentum.

Ship-Razing Renewal (--)


Type: Reflexive; Duration: Instant; Keywords: Pilot
Prereqs: Sail 5, Essence 3; Ship-Rolling Juggernaut Method
Whenever you incapacitate an enemy ship, roll (Charisma + Sail) with a free full Sail Excellency. Gain either (successes)m
or (successes - 4)m and 1wp.

Master and Commander Method [MotSE, APOCRYPHAL] (10m, 1wp) [MotSE]


Type: Reflexive; Duration: One scene; Keywords: Apocryphal, Pilot
Prereqs: Sail 5, Essence 3; Implacable Sea Wolf Spirit
Trigger: Any time while engaged in naval maneuvers.
Effect: 1/story. Record all 1s and 2s rolled by the opposing captain. For every 15 such results, you may negate all damage
from one successful attack on your ship; whenever you do, roll (Wits + Sail) and gain (successes) Momentum. If this gives
you sufficient Momentum for a Broadside attack, you may make a reflexive Broadside attack.
Reset: Defeat a significant foe while suffering from Sail penalties for which you cannot compensate.
Repurchase (Essence 4+): You may also count 3s rolled by the opposing captain.

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.

Sea Devil Training Technique (10m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Sail 5, Essence 3; Invincible Admiral Method
Train your crew for one month. They gain one of the following advantages:
∙ Sail 4.
∙ Stats equivalent to a professional soldier.

∙ Integrity Specialties in ‘‘Resisting Terroreffects’’ and ‘‘Resisting hypnotic magic.’’


∙ Increased Larceny, Resistance, or Survival ratings, to a maximum of (your rating - 1).
∙ Willpower 6.

Indomitable Voyager’s Perseverance (1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 2; Immortal Mariner’s Advantage or Salty Dog Method
Trigger: You make a Sail roll.
Effect: Reroll all non-successful dice. You may activate additional Sail Charms to enhance the new roll.

Ocean-Conquering Avatar (1m) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Sail 5, Essence 2; Indomitable Voyager’s Perseverance
Trigger: You take a Sail action.
Effect: 1/scene. That action gains +1s and a free full Sail Excellency.83

Wind-Defying Course Technique (3m) [OPTIONAL]


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Sail 5, Essence 2; Immortal Mariner’s Advantage or Salty Dog Method
Reduce all penalties to your Ship’s Speed and Maneuverability from wind by three.

Current-Cutting Technique (4m)


Type: Reflexive; Duration: One hour; Keywords: --
Prereqs: Sail 5, Essence 2; Wind-Defying Course Technique
Reduce all penalties to your ship’s Speed from current by two. Any roll to pull your ship (for instance, from a sea monster
or whirlpool) loses -2s.

Storm-Weathering Essence Infusion (6m, 1wp)


Type: Simple; Duration: One hour; Keywords: Pilot
Prereqs: Sail 5, Essence 3; Current-Cutting Technique
Add +(Essence)s to all Sail rolls to prevent damage from storms.

Black Fathoms Blessed (10m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Sail 5, Essence 3; Any ten Sail Charms
As long as you are on your ship, add +(your ship’s Speed)s to all of your movement actions and +(your ship’s
Maneuverability)s to your Parry and Evasion. If your Ship’s Speed or Maneuverability are increased by magic, those bonuses
to Speed and Maneuverability may not exceed +1 for this purpose. You may speak an ancient language known to ocean
spirits, water raksha, the Lintha, and the Niobraran League. You may drink salt water as though it were pure. You cannot
drown or suffer from water pressure.
83 The original version of this Charm had a Duration of One turn, but still only applied to one roll.

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.

Mast of Everything Situation [MotSE, APOCRYPHAL] (10m, 1wp) [MotSE]


Type: Simple; Duration: One scene; Keywords: Apocryphal
Prereqs: Sail 5, Essence 3; --
Instantly construct a temporary mast for your ship out of whatever materials are at hand.

Death-Daring Maneuver [MotSE, APOCRYPHAL] (6m) [MotSE]


Type: Simple; Duration: Instant; Keywords: Apocryphal, Sail
Prereqs: Sail 5, Essence 3; Any five Sail Charms
1/story. While threatened by another ship, declare some environmental hazard that threatens both vessels. Roll (Wits +
Sail) vs. the (Wits + Sail) of the other captain; if you succeed, your ship escapes while the other one is destroyed. If you lose,
your opponent escapes and you take two hull damage.
Reset: Overcome a major threat to your vessel or its crew. (The hazards created by this Charm qualify as such threats.)

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.

Motive-Discerning Technique (3m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Socialize 3, Essence 1; --
Enhances: A Read Intentions action.
Effect: That action gains double-9s; you may substitute Wits for Perception in that roll.
Repurchase (Socialize 4+): If you succeed at a Read Intentions roll, you may guess at the existence of an additional
Intimacy; if you are correct, you learn about that Intimacy as per a Read Intentions roll.
Repurchase (Socialize 5): If the guess provided by the first repurchase is correct, you may guess one additional time.

Quicksilver Falcon’s Eye (1m) [REMOVED]


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Socialize 3, Essence 1; Motive-Discerning Technique
You can sense whenever a character within sensory range applies Resolve or Guile, as well as which one they applied.

Umbral Eyes Focus (2m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 1; Quicksilver Falcon’s Eye
Enhances: A Read Intentions action.
Effect: That action gains +1s and +2d. If the action succeeds, you know the current intensities of any Intimacies you
have previously created or modified.

Soul-Testing Method (1m, 1wp) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Umbral Eyes Focus
Target: Another character with whom you share a Major or Defining Intimacy.
Effect: 1/story. Argue that the target should not take some action. This is an automatically successful Persuade action;
the target enters a Decision Point, regardless of Intimacies.
Special: With a stunt, you may appeal to significant common history with the target rather than to an Intimacy.

Humble Servant Approach (1m) [OPTIONAL]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 4, Essence 1; Motive-Discerning Technique
Trigger: You take a Read Intentions action.
Target: A character you successfully performed Read Intentions against while he was talking to someone other than you.
Effect: Your target takes -2 Guile against that action.

Wise-Eyed Courtier Method (6m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Humble Servant Approach
1/scene. Make a Read Intentions action vs. the Guile of all characters present; add +(Essence)s to this roll. If you
overcome any character’s Guile, you learn that character’s surface thoughts, emotions, and Ties, as well as what such
characters want from other characters in the scene. Failing to overcome a character’s Guile via this Charm does not count as
failing a Read Intentions action targeting that character.
Reset: The scene changes substantially.

Fete-Watcher Stance (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 3; Wise-Eyed Courtier Method

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.

Energetic Influence Technique (3m) [MotSE]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Socialize 4, Essence 1; Motive-Discerning Technique
Enhances: An Instill action that would strengthen an existing Intimacy.
Effect: Declare a new Minor Intimacy related to the strengthened Intimacy (i.e., while strengthening ‘‘loyalty to the
company,’’ you declare ‘‘affection for my manager’’). If the Instill action succeeds, the target also gains that Minor Intimacy,
unless it contradicts existing Major or Defining Intimacies.

Rancor-Raising Spirit (3m) [MotSE]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 1; Energetic Influence Technique
Enhances: An Instill action to weaken an existing Intimacy.
Effect: Declare a new negative Minor Intimacy related to the weakened Intimacy (i.e., while weakening ‘‘loyalty to the
company,’’ you declare ‘‘loathing for my manager’’). If the Instill action succeeds, the target also gains that Minor Intimacy,
unless it contradicts existing Major or Defining Intimacies.

Viper-Scenting Method (-- (+3m)) [MotSE]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 4, Essence 1; Motive-Discerning Technique
This Charm enhances Mastery of Small Manners. When activating that Charm, you may pay +3m. If you do, you are
automatically aware whenever a character present indicates dislike of you, and you gain +1ns to any Read Intentions actions
to detect Intimacies underlying such reactions.84

Dauntless Assayer Method (5m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 2; Motive-Discerning Technique
Trigger: Any time after you fail a Read Intentions action on a character in a scene.
Effect: You can target that character with Read Intentions actions as though you had not failed. (Normally, after you fail
on a Read Intentions roll, you cannot try again against that character in the same scene.)
Special: If you stunt how you gain new insight into the character, reduce the cost of this Charm by (stunt level)m.

Preeminent Gala Knife (--) [ORIGINAL]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 2; Dauntless Assayer Method
Whenever you succeed at a Read Intentions action, successfully apply your Guile, or succeed at a Socialize action, gain
2m. This Charm provides a maximum of Xm in a scene, where X is the total number of motes you have spent on Socialize
Charms in that scene.

Preeminent Gala Knife (--) [MODIFIED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 2; Dauntless Assayer Method
Whenever you succeed at a Read Intentions action, successfully apply your Guile, or succeed at a Socialize action, gain
2m; these motes may only be spent on Socialize Charms.85

Culture Hero Approach (3m) [REMOVED]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 4, Essence 2; Mastery of Small Manners
Watch the performance of an unfamiliar ritual. Make a Read Intentions action at a difficulty of 1-5, with higher difficulties
if the ritual is obscure and/or you have no related Lore focuses. If you succeed, you understand how to perform the ritual, its
purpose, and any hidden subtext in the ritual. You learn (extra successes/2, round down) additional facts about the ritual
and gain +(extra successes/2, round down)s on any future attempt to perform it.
84 The original version of this Charm is Reflexive/One scene.
85 The default version of this Charm instead requires you to track the total number of motes previously spent on Socialize Charms.

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.

Indecent Proposal Method (4m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 2; Unimpeachable Discourse Technique
Enhances: An Instill, Persuade, or Bargain action.
Effect: Anyone witnessing your offer does not think less of you for the offer, and positive Intimacies toward you cannot
decrease as a result. Characters can pay 1wp to disregard this Charm.

Cunning Insight Technique (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Unimpeachable Discourse Technique
Trigger: You see another character successfully apply Resolve against social influence.
Effect: Guess at an Intimacy that character has that explains their refusal of the influence. The Storyteller must tell you
whether or not the character has an Intimacy to that effect.

Doubt-Sowing Contention Method (6m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Cunning Insight Technique
Choose a social influence topic and make a (Manipulation + Socialize) Persuade action vs. a target’s Resolve, adding
+(Essence)s to the roll. If you succeed, that target is treated as if he had already attempted influence on the chosen topic and
had failed; as usual, he must reset his social influence by changing the context in some way before he can try again. This
Charm does not require any Intimacies for support. To resist it, the target must pay 3wp in a Decision Point backed by a
Defining Intimacy. This Charm may not be used on the same target on the same topic in the same story, and its effects end
at the end of the story.

Effective Counterargument (6m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Counterattack
Prereqs: Socialize 5, Essence 3; Unimpeachable Discourse Technique
Trigger: Another character rolls a Persuade action against some other character.
Target: The target of that Persuade action.
Effect: Roll (Wits + Socialize); for every 2s, the target gains +1s to Resolve.

Wise Counsel (Flashing Soul Reform) (1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Effective Counterargument
Advise another character on manners or policy. Roll ([Charisma or Manipulation] + Socialize). That character gains a
pool of (successes) points; he can spend a point for +1nd on a single Socialize roll, or two points for +2ns to Guile or Resolve
for one Instant. If the target spends any points from this pool, he increases the strength of a positive Intimacy for you by one
level (or gains a Minor positive Intimacy for you, if he had none).

Endless Obsession Feint (--) [MODIFIED]


Type: Reflexive; Duration: (Essence) days; Keywords: --
Prereqs: Socialize 5, Essence 3; Wise Counsel (Flashing Soul Reform)
Trigger: You succeed at a major objective by social means.
Target: All characters significantly hindered or harmed by your success.
Effect: All targets become obsessed with you. Targets lose -2d to Bureaucracy, Craft, Investigation, Linguistics, Lore,
Occult, Performance, and Socialize rolls; for each 1 produced by such rolls, they lose -1s. At the end of this Charm’s duration,
such characters develop positive or negative Intimacies for you.86

Aspersions Cast Aside (5m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 3; Unimpeachable Discourse Technique
86 The original version of this Charm is Permanent/Permanent.

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.)

Asp Bites Its Tail (4m)


Type: Reflexive; Duration: Instant; Keywords: Counterattack, Mute
Prereqs: Socialize 5, Essence 3; Aspersions Cast Aside, Effective Counterargument
Trigger: Another character within sensory range takes an action to smear your reputation or persuade others to act
against you.
Effect: Roll ([Charisma or Manipulation] + Socialize). If you roll more successes than that character, resolve his influence
as if he had made it against himself, instead of you.

Shadow Over Day (1m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 3, Essence 1; --
Trigger: You apply your Guile.
Effect: Add +1s to Guile.
Upgrade (Essence 2+): You may instead pay 2m for +2s to Guile.

Night Passes Over (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 4, Essence 1; Shadow Over Day
Trigger: You apply your Guile.
Effect: Ignore penalties to your Guile from exhaustion, surprise, and emotion, though not from injury or from being
observed unaware.

Intent-Tracing Stare (1m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 1; Motive-Discerning Technique, Shadow Over Day
Trigger: You or another character within close range are the target of a Read Intentions action. (You are automatically
aware when this is true, though you do not know which character is targeted.)
Effect: You know who the target is. If you are aware of the person taking the Read Intentions action, you know who that
person is; otherwise, you may make a reflexive (Perception + Awareness) roll to try to become aware of him.

Discretionary Gesture (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Intent-Tracing Stare
Trigger: An ally within short range applies his Guile.
Effect: That ally gains +1s to Guile.
Special: If you stunt the activation of this Charm, that ally instead gains +(1 + stunt level)s to Guile, to a maximum of
+3s.

Deep-Eyed Soul Gazing (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Intent-Tracing Stare
Trigger: You successfully apply your Guile against another character’s actions; you then take your first Read Intentions
action targeting that character in the same scene.
Effect: That action gains +(Essence)d and +1s.

Seen and Seeing Method (2m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Deep-Eyed Soul Gazing
Trigger: You successfully resist a Read Intentions action of which you are aware.
Effect: Take a Read Intentions action against the character who targeted you, even if you have already failed a Read
Intentions action against him this scene. If you succeed, gain 1wp in addition to the normal benefits.

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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.

Face-Charming Prana (6m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Seen and Seeing Method
Take a Socialize-based Persuade action, which does not require a supporting Intimacy; the target takes -4s to Resolve, as
though from a Defining Intimacy. If this action succeeds, the target must make a Read Intentions action on you. The target
can resist this influence by spending two Willpower in a Decision Point.

Knowing the Soul’s Price (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Seen and Seeing Method, Wise-Eyed Courtier Method
Make a Read Intentions action, which gains +(Essence)s, recurring-5s, and recurring-6s. If you succeed, you learn what
cost (in money, actions, or other intangibles) would compel your target to take a specific action.
Special: If you know Cunning Insight Technique, you may activate it up to (Essence) times to speculate on Intimacies
implied by this cost.

Understanding the Court (20m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Culture Hero Approach, Knowing the Soul’s Price
Observe a court or similar social unit for (10 - Essence) days. You know the strongest Tie each character has for each
other character, as well as the Principle which best explains that character’s presence. You know the duties and habits of
each member of the court. More broadly, you can predict the behavior and response of the court. The above insights even
apply to members of the court who are not present.

Unbound Social Mastery (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Understanding the Court
Trigger: You take a Socialize action or apply a Socialize-based static value.
Effect: That action or static value gains a free full Socialize Excellency.87

Even-Touched Prophet (--) [MODIFIED]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 4; Unbound Social Mastery
Enhances: A Socialize action.
Effect: 1/story. That action gains double-8s.
Reset: Undo influence on another character that would require a Defining Intimacy for support.88

Elusive Dream Defense (1m, 1wp)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Socialize 5, Essence 4; Even-Touched Prophet
Trigger: You apply your Resolve or your Guile.
Effect: 1/story. Add +(Resolve)s to your Guile, or +(Guile)s to your Resolve. Ignore any modifications to either static
value from Intimacies.

Venomous Rumors Technique (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: Group
Prereqs: Socialize 5, Essence 4; Understanding the Court
1/person in a given story. Publicly condemn a person for whom you hold a negative Intimacy. Roll ([Charisma or
Manipulation] + Socialize) as an Instill action vs. the Resolve of all observers. Any character whose Resolve you overcome
believes whatever charges you made. If the condemned person would take social actions towards such a character, he loses -(2
× your Essence)d. Any character whose Resolve you overcome may spend 1wp to ignore this Charm. This Charm ends if the
87 The original version of this Charm is Permanent/Permanent.
88 The original version of this Charm is Permanent/Permanent.

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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.

Easily-Discarded Presence Method (3m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 2; Shadow Over Day
Trigger: A Read Intentions action against you fails.
Target: The character attempting the Read Intentions action.
Effect: The target believes his action was successful and that you have only trivial, venal, or irrelevant motivations.

Selfsame Master Procurer (4m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 3; Easily-Discarded Presence Method
Trigger: A Read Intentions action against you fails.
Effect: The character who attempted the action believes that you have motivations which further his own goals in the
scene. Narratively, this causes him to treat you as a confidant and co-conspirator.

Guarded Thoughts Meditation (4m)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Socialize 5, Essence 2; Shadow Over Day
Gain +3s to Guile.

Penumbra Self Meditation (3m per Intimacy)


Type: Simple; Duration: Indefinite; Keywords: Stackable
Prereqs: Socialize 5, Essence 2; Guarded Thoughts Meditation
Meditate on one or more of your Intimacies for one hour. It is impossible for Read Intentions actions to detect those
Intimacies, though you can still reveal them through your actions.

Inverted Ego Mask (2m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 2; Penumbra Self Meditation
Trigger: A Read Intentions action targeting you would reveal an Intimacy.
Effect: Instead of revealing the true Intimacy, that action reveals a variant of the Intimacy with different wording or
meaning; for instance, the Read Intentions action might report an Intimacy of ‘‘The Immaculate Order (devotion)’’ when the
true Intimacy is ‘‘The Immaculate Order (hate).’’
Special: If you enter Limit Break before the end of any story in which you have used this Charm, you gain the reworded
Intimacy as a normal Intimacy at the same strength as the original.

Soul-Void Kata (4m, 1wp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 3; Face-Charming Prana, Inverted Ego Mask
Trigger: You successfully apply your Guile.
Effect: The character against whom you applied your Guile is hypnotized and left helpless for the rest of the scene; while
in this state, he is immune to social influence. This Charm ends if the character is attacked or shoved.

Heart-Eclipsing Shroud (--(10m, 1wp))


Type: Permanent; Duration: Permanent; Keywords: Mute
Prereqs: Socialize 5, Essence 3; Inverted Ego Mask
When you purchase this Charm, create an alternate personality, with a separate set of Intimacies, including an equal
number of Principles as your normal personality. By meditating for four hours and spending 10m, 1wp, you may switch from
your normal personality to this artificial persona (or back). If you have more than one persona, you may switch between them
in the same way. While in a persona, you may ignore your normal Intimacies for all purposes, instead using the persona’s
Intimacies. You may also use a persona’s Intimacies in a Decision Point while in a different personality, but doing so causes
you to adopt that Intimacy in your current personality.
Special: If you enter Limit Break while in a persona, you may not change personas until the end of the break.
Repurchase (--): You may purchase this Charm up to (Essence) times.

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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.

Legend Mask Methodology (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 3; Hundred-Faced Stranger
This Charm enhances all purchases of Heart-Eclipsing Shroud. You may spend experience from Hundred-Faced Stranger
on Charms that you do not know for the persona. If you would reduce your Limit by defending a persona’s Intimacy, your
main personality loses its strongest Intimacy contradicting that persona or the defended Intimacy, and your main personality
gains the defended Intimacy.
Special: You may use Flawlessly Impenetrable Disguise while switching into a persona; if you do, reduce that Charm’s
cost to 3m. You may use Perfect Mirror while switching into a persona; if you do, reduce that Charm’s cost by 1wp.

Draw the Curtain (--) [REMOVED]


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 4; Legend Mask Methodology
This Charm enhances one purchase of Heart-Eclipsing Shroud. That persona now has 3/4 of your experience points, round
down. (Normally, personas enhanced by Legend Mask Methodology have 1/2 of your experience points, round down.) That
persona also gains a unique Limit Trigger, which applies in addition to your normal Limit Trigger while in that persona.
Repurchase (--): You may purchase this Charm once for each persona.

At Your Service (10m, 1wp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Socialize 5, Essence 5; Draw the Curtain, Knowing the Soul’s Price
Trigger: A character desires help from a person with a particular set of skills.
Effect: Create a new persona satisfying those desires, whose Ability dots and Charms may be chosen from any existing
personas and your normal character sheet; you must have at least one persona with as many Ability dots and Charms as the
composite persona. If you use Larceny Charms to change your appearance as you activate this Charm, the other character
cannot realize that you are the same person.

Fugue-Empowered Other (1 Limit) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 5; Draw the Curtain
Trigger: You would make a roll based on any Ability.
Effect: Substitute one persona’s rating in that Ability for your own. You may enhance the action with any Charms from
that Ability that the persona possesses.
Special: If you enter Limit Break as a result of this Charm’s cost, you may use any Charms or Abilities possessed by that
persona in addition to your own. At the end of that Limit Break, randomly shuffle your normal Intimacies with those of the
persona; narratively, you are confused as to which personality is real.

Soul Reprisal (16m, 1wp, 20xp) [REMOVED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Socialize 5, Essence 5; Fugue-Empowered Other
Trigger: You die.
Effect: 1/story. Choose a persona. Replace your normal character sheet with the sheet for that persona. Roll (Stamina)d,
adding +1s; heal (successes) health levels. Narratively, treat your old personality as a separate person, similar to one of your

117
other personas.
Special: This Charm always causes a brief full anima display, which cannot be muted.

Friend of a Friend Approach (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Socialize 5, Essence 3; Any four Essence 3+ Socialize Charms
Trigger: You meet a character with a positive Major or Defining Tie for a third party; that character is aware that the
third party has a positive Defining Tie for you.
Effect: That character gains a positive Minor Tie for you, as long as you make a reasonably good impression.

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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.

Invisible Statue Spirit (5m)


Type: Reflexive; Duration: Indefinite; Keywords: Mute
Prereqs: Stealth 3, Essence 1; Perfect Shadow Stillness
You cannot be seen as long as you remain motionless and do not make attacks. You can still be detected by other senses.

Blurred Form Style (7m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: Mute
Prereqs: Stealth 4, Essence 2; Invisible Statue Spirit
Trigger: You take a Hide action.
Effect: Ignore any penalty or inability to hide due to lack of cover. Add +(Essence)s to all Stealth rolls.
Special: If you make an attack or change range bands, this Charm stops functioning until your next action.
Special: If you are hit by an attack, this Charm ends.

Sun Swallowing Practice (2m)


Type: Reflexive; Duration: Indefinite; Keywords: Mute, Stackable
Prereqs: Stealth 5, Essence 3; Blurred Form Style
Reduce your anima by one level. When you release commitment to this Charm, gain one anima level.
Upgrade (Essence 5+): If you release four or more activations of this Charm simultaneously, you may instead create a
flare visible for ten miles, gaining no anima levels. Any other characters within long range (except those using Eye of the
Unconquered Sun or similar effects) take a -(number of activations +3)d penalty to all Awareness rolls.

Stalking Shadow Spirit (5m) [MotSE]


Type: Simple; Duration: Indefinite; Keywords: Mute
Prereqs: Stealth 4, Essence 1; Perfect Shadow Stillness
Study an area the size of an acre or two for an hour. Roll (Wits + Stealth), adding +(Essence)s . As long as you commit
the cost of this Char, you have a pool of (successes) points; when taking Hide actions in the area, you can spend any number
of points to add +1ns per point.
Special: At Storyteller’s option, you may increase the area covered by taking a -1s or -2s penalty on the original roll.

Easily-Overlooked Presence Method (3m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Stealth 3, Essence 1; --
As long as you do not call attention to yourself or Join Battle, you cannot be noticed. This Charm does not function in
situations where everyone would be examined, such as a checkpoint. You can be detected by magic used by characters with
an Intimacy to you, or by characters with a Major or Defining Intimacy to something you threaten. In such cases, roll ([Wits
or Dexterity] + Stealth) vs. the other character’s (roll of a relevant Attribute + Ability, or Resolve) to determine whether
you are detected.

Mental Invisibility Technique (5m, 1wp)


Type: Simple; Duration: One scene; Keywords: Mute
Prereqs: Stealth 4, Essence 2; Easily-Overlooked Presence Method
Roll (Dexterity + Stealth) vs. the Resolve of all observers. Any character whose Resolve you overcome cannot perceive
you by any means. Characters may pay 1wp to ignore this Charm if you are pointed out to them, if you intentionally reveal
yourself to them, or if you threaten something for which they have a Major or Defining Intimacy.
Special: This Charm ends if you Join Battle.

Vanishing From Mind’s Eye Method (10m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: Mute
Prereqs: Stealth 5, Essence 3; Mental Invisibility Technique
Roll (Dexterity + Stealth), adding +(Essence)s to the roll. All other characters forget about you. If a character sees you

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.

Sound and Scent Banishing Attitude (6m)


Type: Reflexive; Duration: One hour; Keywords: Mute, Stackable
Prereqs: Stealth 5, Essence 3; Blurred Form Style, Vanishing From Mind’s Eye Method
Choose a sense other than sight; you cannot be detected by that sense. You may have up to two activations of this Charm
simultaneously.
Special: If you describe how you avoid the chosen sense via a stunt that plays off your skills, reduce the cost of this
Charm by 2m.

Ten Whispers Silence Meditation (3m)


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: Stealth 5, Essence 3; Sound and Scent Banishing Attitude
Whenever another character makes a roll to locate you by hearing, he loses 1s for each 1 or 2 produced by that roll.

Fivefold Shadow Burial (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Stealth 5, Essence 4; Sound and Scent Banishing Attitude
Whenever another character makes a Perception or Awareness roll to detect you, he loses 2s for every 1 produced by that
roll.
Special: This Charm does not stack with Ten Whispers Silence Meditation; you must choose after your opponent rolls
which effect applies.

Blinding Battle Feint (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Stealth 3, Essence 1; --
Enhances: A Join Battle roll made with any Ability.
Effect: You may roll (Dexterity + Stealth) for your Join Battle. Treat the result as a reflexive attempt to hide. If your
opponent’s Join Battle roll is Awareness-based, this roll counts as his attempt to detect you; otherwise, he makes a reflexive
(Perception + Awareness) roll, losing -(difference in your Intitiatives)d.

Stalking Wolf Attitude (5m)


Type: Simple; Duration: Indefinite; Keywords: Mute
Prereqs: Stealth 4, Essence 1; Blinding Battle Feint
While hidden, choose an enemy. Ignore the -3 penalty for moving while in Stealth. Whenever you make a successful
contested roll against your target to remain in Stealth, gain (extra successes)i.
Special: All of your Stealth rolls take a -X penalty, where X is the number of previous rounds in which you have benefited
from this Charm.
Special: If you voluntarily stop hiding without making a Decisive attack, forfeit all Initiative gained by this Charm.

Hidden Snake Recoil (1wp or 2i)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Stealth 5, Essence 2; Stalking Wolf Attitude
Trigger: You incapacitate an enemy.
Effect: Take a reflexive Hide action, adding +(Essence)s. If you would enhance this action with any other Stealth Charms,
reduce the total cost of such Charms by 4m.

False Image Feint (7m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Perilous, Mute
Prereqs: Stealth 5, Essence 4; Hidden Snake Recoil, Vanishing From Mind’s Eye Method
Trigger: Damage from a Decisive attack is rolled against you, and the attack and damage rolls produce a total of at least
six 1s and 2s.
Effect: Roll a reflexive Hide action vs. your attacker’s (Perception + Awareness). If you succeed, you enter hiding.
Resolve the Decisive attack as if you had dodged it; if your Hide roll produces at least one 10, your attacker resets to base
Initiative.
Special: Reduce this Charm’s cost by 1m if you describe an object left in your place, or 2m if the substitution is especially
clever.
Upgrade (Essence 5+): If you reset an opponent to base Initiative with this Charm, gain 1wp.

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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

Shadow-Striking Way (4m) [MotSE]


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Stealth 5, Essence 3; Hidden Snake Recoil, Killing Shroud Technique
Enhances: A Decisive attack made while hiding, which may be made with any Ability.
Effect: Ignore the penalty for attempting to re-enter hiding after the attack. Add +(extra attack successes)ns to such an
attempt; if the attempt succeeds, you may move one range band.
Special: This Charm cannot be used if there exist no new hiding places within one range band.
Special: If you simultaneously activate Shadow-Crossing Leap Technique, that Charm costs only 1m, 1wp; instead of the
benefits above, you gain +(2 × extra attack successes)ns to your attempt to re-enter hiding.
Special: This Charm does not function with any other Charms that would use extra attack successes in any calculation.

Guardian Fog Approach (3m) [MODIFIED]


Type: Simple; Duration: Instant; Keywords: Mute, Touch
Prereqs: Stealth 3, Essence 1; Blinding Battle Feint
Touch an ally and roll to hide yourself. If your target also attempts to hide, add +([your successes/2, round up] + [your
stunt level])d to your target’s roll.90

Dark Sentinel’s Way (1m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Stealth 4, Essence 2; Guardian Fog Approach
Trigger: While hiding and using Defend Other to guard another character, you apply your Parry on behalf of that
character.
Effect: You resume hiding. (Normally, defending another in this way would cause you to leave hiding.)

Smoke and Shadow Cover (3m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Stealth 5, Essence 2; Dark Sentinel’s Way
Trigger: You are attacked while hiding.
Effect: If you are in mild concealment (light shadows, foliage, fog), you are treated as being in light cover. If you are in
heavy concealment (deep shadows, thick undergrowth, thick smoke), you are treated as being in heavy cover. If you are in
complete darkness, you are treated as being in full cover. Subtract 1s from any non-ranged attack on you.
Special: You may activate this Charm while not hiding, but you must first take a Take Cover action.

Shadow-Crossing Leap Technique (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Stealth 5, Essence 3; Smoke and Shadow Cover
Trigger: You take a Move action while hiding.
Effect: You take no penalty for moving in stealth.
Special: You may not activate this Charm while Blurred Form Style is active.
Upgrade (Essence 4+): When activating this Charm, you may move to normally-inaccessible places on the far side of
barriers such as windows or grates.
Upgrade (Essence 5+): You may use this Charm while not hiding, as long as your environment might cause visual
penalties. If you do, reduce its cost by 1wp.
Upgrade (Essence 6+): Once per turn, a Move action enhanced with this Charm does not count as your movement for
the turn. This Charm always has a Willpower cost when used in this way.
89 The original version of this Charm is Reflexive.
90 The original version of this Charm lacks the Touch keyword.

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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.

Shadow Replacement Technique (8m, 1wp) [REMOVED]


Type: Reflexive; Duration: Indefinite; Keywords: Perilous, Mute
Prereqs: Stealth 5, Essence 3; Dark Sentinel’s Way
Trigger: Any time while you are control of a clinch.
Effect: Roll (Dexterity + Stealth) + vs. your enemy’s Resolve, adding +(Essence)s and +(remaining rounds of control/2,
round down)d. If you succeed, you disappear into your target’s shadow. You perceive via his senses and may control his
actions. If you attempt to make him act against a Major or Defining Intimacy, you must attempt social actions as normal; if
the target resists any such influence, this Charm ends. While possessing the target, you take any damage he takes.
Special: You may use this Charm to force a character to hurt or kill himself.
Special: While this Charm is active, you may use Vanishing from the Mind’s Eye Method on your target only for 5m.
Special: Hiding inside a shadow counts as full cover for Shadow-Crossing Leap Technique.

Shadow Victor’s Repose (3m, 1wp)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Stealth 4, Essence 2; Blinding Battle Feint
1/scene. Make a Join Battle roll; gain (successes)i. Any Charms enhancing this roll gain the Mute keyword. You may
only use this Charm if you are hiding and have made at least one Decisive attack this scene.

Flash-Eyed Killer’s Insight (2m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Stealth 5, Essence 2; Shadow Victor’s Repose
Trigger: You incapacitate an enemy.
Effect: Reset Shadow Victor’s Repose.

Mind Shroud Meditation (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Stealth 5, Essence 3; Flash-Eyed Killer’s Insight
This Charm enhances Shadow Victor’s Repose. When you activate that Charm, your next surprise attack within (Essence)
rounds is an ambush.

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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.

Hardship-Surviving Mendicant Spirit (5m)


Type: Reflexive; Duration: One day; Keywords: --
Prereqs: Survival 3, Essence 1; --
Ignore environmental penalties to survival rolls. Ignore environmental damage for ‘‘Extreme heat/cold.’’ Ignore bad
weather and minor environmental concerns such as insects and poison ivy. Reduce the difficulty to forage or find a shelter by
2 (to a minimum of 1).

Trackless Region Navigation (5m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Survival 4, Essence 2; Hardship-Surviving Mendicant Spirit
You and up to (Essence × 2) followers can travel 10 miles per day in rough terrain, or 20 miles per day in normal terrain.
(Normally, a group can cover only about four miles per day.) If you attempt to locate a useful terrain feature (such as a river
or oasis) that exists, you automatically succeed.

Unshakeable Bloodhound Technique (4m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Survival 5, Essence 2; Trackless Region Navigation
Enhances: A Tracking roll.
Effect: That roll gains recurring-5s and recurring-6s, and it gains +2s for every 1 produced by your target’s roll. This
Charm may contest perfect track-covering effects.

Traceless Passage (3m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Survival 5, Essence 3; Unshakeable Bloodhound Technique
Enhances: A (Wits + Survival) Conceal Tracks action for you and up to (Essence × 2) followers.
Effect: That action gains +(Essence)s and double-9s. Nonmagical attempts to track you automatically fail.

Eye-Deceiving Camouflage (6m)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Survival 5, Essence 3; Traceless Passage
Work for an hour to camouflage for yourself or some object no more than (Essence + 1) yards across. Roll (Intelligence
+ Survival); reroll all non-successes on this roll, which then gains recurring-1s. As long as you (or the concealed object)
remain unmoving, nonmagical senses automatically fail to detect you (or it). Magical attempts at detection roll against your
successes.

Element-Resisting Prana (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Survival 5, Essence 3; Hardship-Surviving Mendicant Spirit
This Charm enhances Hardship-Surviving Mendicant Spirit. While it is active, reduce environmental damage by (your
Resistance).

Friendship with Animals Approach (3m)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Survival 2, Essence 1; --
Small or non-carnivorous animals will allow you to approach or touch them without resistance. Carnivores generally ignore
you. This Charm does not function on familiars, intelligent animals, trained attack beasts, or maddened or starving animals.

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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.

Spirit-Tied Pet (10m, 1wp, 1xp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Survival 3, Essence 2; Friendship with Animals Approach
Your familiar permanently gains the following benefits:
∙ Unbreakable Loyalty: Your familiar gains a Defining Tie of Loyalty to you, if it lacked one. No social influence from any
character other than you can compel the familiar to act against this Intimacy.

∙ 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.

Beast-Mastering Behavior (10m, 1wp)


Type: Simple; Duration: One week; Keywords: --
Prereqs: Survival 4, Essence 2; Spirit-Tied Pet
Make an animal-training roll to unlock an animal’s latent ability, adding +(Essence)s to the roll. This roll’s interval is
one week. (Normally, each interval takes one month.) You do not need any Specialties to make this roll. (Normally, you need
Survival specialties in ‘‘Animal Husbandry’’ and the particular type of animal you are training.)
Special: If you know Friendship with Animals Approach, you may use it in conjunction with this Charm to train wild
animals without penalty.
Upgrade (Survival 5, Essence 3+): If you use this Charm on a familiar enhanced with Spirit-Tied Pet, you can train it to
use a magical ability. Doing so increases the Charm’s cost by 2XP. You may develop new, appropriate magical abilities in
this way.
Upgrade (Survival 5, Essence 3+): If you use this Charm on a familiar enhanced with Bestial Traits Technique, you can
train it to use a magical ability that would normally be inappropriate for it (such as a tyrant lizard that breathes fire). This
power only functions while using Deadly Predator Method on that familiar.

Deadly Onslaught Coordination (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Survival 5, Essence 2; Beast-Mastering Behavior
Trigger: You make an attack.
Effect: If your familiar has not taken an attack action this round, it makes an attack against the same target immediately
before or after your attack. This uses its action for the turn.

Red-Toothed Execution Order (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Survival 5, Essence 3; Deadly Onslaught Coordination
Trigger: Your familiar makes a Decisive attack.
Effect: 1/scene. Add +(extra successes)d to the damage of that attack. Your familiar resets to base Initiative if the
attack succeeds, even if it is enhanced by Deadly Predator Method. (Normally, attacks under Deadly Predator Method do
not reset your familiar’s Initiative.)
Reset: Your familiar has 10i+.

Riotous Cry of the Beast (8m, 1wp) [MotSE]


Type: Simple; Duration: One scene; Keywords: --
Prereqs: Survival 5, Essence 3; Red-Toothed Execution Order
Shout, or scream like an animal. Any nearby unclaimed natural animals of the same species as your familiar converge

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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.

Bestial Traits Technique (10m, 1wp, 2xp)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Survival 4, Essence 2; Spirit-Tied Pet
Enhances: A beast-training action.
Effect: That action gains recurring-1s. In addition to the normal effect of that action, the animal permanently gains one
of the following:
∙ +1 to Strength, Dexterity, Stamina, or Perception. You may not improve the same trait twice with this Charm, nor
can you raise a trait over 10.
∙ +1 to Athletics, Brawl, Larceny, Martial Arts, Performance, Resistance, Stealth, or Survival. You cannot raise a trait
over your own rating in that trait.

∙ 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.

Hide-Hardening Practice (--)


Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Survival 5, Essence 2; Bestial Traits Technique
One of your familiars gains +3 soak and +1 Hardness.
Repurchase (--): You may purchase this Charm (Essence) times for each familiar.

Life of the Aurochs (--)


Type: Permanent; Duration: Permanent; Keywords: Stackable
Prereqs: Survival 5, Essence 2; Bestial Traits Technique
One of your familiars gains one -1 health level and two -2 health levels. Your familiar’s size increases by 10%; you choose
whether this increase is permanent or only while Deadly Predator Method is active.
Repurchase (--): You may purchase this Charm (Essence) times for each familiar.

Saga Beast Virtue (5m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Survival 5, Essence 3; Hide-Hardening Practice, Life of the Aurochs
Your familiar grows 25% larger. It gains +1 to all Attributes; aside from any change this may cause, it gains +1 to Evade
and Parry. It gains (lower of 3 and Essence) mutations, which you must choose when you purchase this Charm, or some
subset of those mutations. (You may choose an additional mutation when your Essence increases above 3.) It is immune to
fear, including Terror effects.

Familiar-Honing Instruction (4m)


Type: Simple; Duration: Instant; Keywords: Mute
Prereqs: Survival 3, Essence 2; Spirit-Tied Pet
Command your familiar and roll (Charisma + Survival). Your familiar gains +(successes)d to its attempt to follow that
command.
Special: This Charm can be flurried. (Normally, Simple Charms cannot be flurried.)
Upgrade (Essence 3+): This Charm’s Type is Reflexive.

Spirit-Hunting Hound (1m)


Type: Reflexive; Duration: One turn; Keywords: --
Prereqs: Survival 5, Essence 2; Familiar-Honing Instruction
Your familiar rolls (Perception + Awareness). For any spirit within sensory range this turn, compare the result to (lower
of spirit’s Essence and 5); if your familiar produced at least that many successes, it can see the spirit for the rest of the turn.

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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.

Ambush Predator Style (3m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Survival 3, Essence 2; Familiar-Honing Instruction
Enhances: A familiar’s Join Battle roll, which may be made with any Ability.
Effect: Your familiar may use your (Wits + Survival) pool for its Join Battle roll; this roll gains +(your Essence)ns.
Special: If you have commanded your familiar to enter battle via Familiar-Honing Instruction, reroll one non-success
among the bonus dice granted by that Charm for each success among those bonus dice. (New successes can produce new
rerolls.)

Force-Building Predator Style (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Survival 4, Essence 3; Ambush Predator Style
This Charm enhances Ambush Predator Style. If you enhance a familiar’s Join Battle roll with that Charm, for the rest of
the scene the familiar gains 1i at the start of each turn.
Special: Ignore this effect while the familiar benefits from Deadly Predator Method.

Crimson Talon Vigor (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Survival 5, Essence 3; Force-Building Predator Style
Choose a familiar when your purchase this Charm. Whenever you make a successful Withering attack, that familiar gains
(lesser of [attack’s damage/2, round up] and [your Essence])i.
Repurchase (--): You may repurchase this Charm for each familiar.

Deadly Predator Method (15m, 1wp)


Type: Reflexive; Duration: Indefinite; Keywords: --
Prereqs: Survival 5, Essence 3; Crimson Talon Vigor, Red-Toothed Execution Order, Saga Beast Virtue
1/scene. One of your familiars gains the following advantages:
∙ Optionally, its size increases by 15%, plus 10% per purchase of Life of the Aurochs for that familiar.
∙ Your familiar gains a fearsome appearance. Add +(your Essence)s to all of its Intimidate actions; small or fearful
opponents take -1d to attacks against it.
∙ Your familiar is immune to fear, Intimidate actions, and Terror-keyworded effects.
∙ Your familiar gains +(your Essence)s to all Athletics-based movement actions. Strong familiars also add this bonus to
(Strength + Athletics) rolls. Enormous familiars may subtract (your Essence × 2) from the minimum Strength for a
Feat of Strength.
∙ Your familiar gains +(your Essence)s to all attack rolls and +(Essence)d to its raw Withering damage. It does not
reset to base Initiative when it makes a successful Decisive attack.
∙ Your familiar gains +5 soak. It cannot be harmed by Decisive attacks. It cannot die.
∙ Your familiar rolls Join Battle; if the resulting Initiative is higher than its current Initiative, it may use the new Initiative
value.
∙ If your familiar would normally be too small to attack, it may use the combat statistics for a similar small predator (i.e.,
a hummingbird could use the statistics of a hawk) and the special attacks of a similar predator (i.e., a hummingbird
could use the special attacks of an eagle).
Your familiar loses 1i at the start of each round. If it Crashes, this Charm ends.
Reset: Your familiar kills an opponent with an attack enhanced by Red-Toothed Execution Order.

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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.

Baara-Unleashing Technique (--)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Survival 5, Essence 5; Trigger: Any time while you are sense-riding a familiar via Spirit-Tied Pet. (The effects of
this Charm do not end if you stop sense-riding.)
Effect: Activate Saga Beast Virtue, Deadly Predator Method, Colossal Rampaging Beast, and Ambush Predator Method
for that familiar at no cost.

Ghost Panther Slinking (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: Survival 5, Essence 3; Beast-Mastering Behavior, Bestial Traits Technique
While using Sense-Riding Discipline (as part of Spirit-Tied Pet) to possess your familiar, you may activate Stealth Charms
on behalf of your familiar.

Elements-Sculpted Avatar (6m) [MotSE, MODIFIED]


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: Survival 5, Essence 3; Food-Gathering Exercise, Friendship with Animals Approach, Element-Resisting Prana
While Hardship-Surviving Mendicant Spirit is active, spend an hour in a place strongly associated with a natural element
(the heart of a storm, the tallest tree of a forest, etc.). Your appearance changes to resemble that element or native animals.
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. Add +1nd to any attempts to calm an elemental
spirit, animal, or Lunar Exalt.91

91 The original version of this Charm grants +1 Appearance; it is unclear how that interacts with dice caps.

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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.

Steel Storm Descending (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 2, Essence 1; Precision of the Striking Raptor
Enhances: A Decisive Attack made as your first action, after rolling more successes on your opening Join Battle than all
opponents.
Effect: Add +([your Initiative] - [target’s Initiative])d to the attack roll.
Upgrade (Thrown 5, Essence 3+): Do not reset to base Initiative for a successful attack.

Flashing Draw Mastery (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 3, Essence 1; Steel Storm Descending
Enhances: A Join Battle roll made with any Ability.
Effect: Add +1s to that roll. Your first action may be made (Essence + 1) ticks earlier than normal.
Special: This Charm may not be used in conjunction with Charms from Archery, Melee, or Brawl.

Swarm-Culling Instinct (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 4, Essence 2; Flashing Draw Mastery
Enhances: A Join Battle roll made with any Ability.
Effect: Reroll X non-successful dice, where X is the number of 10s on your roll; you may reroll additional dice for any new
10s that occur. If this roll produces more Join Battle successes than any enemy, make (Dexterity) reflexive Withering or
Decisive Thrown attacks against different opponents.
Special: This Charm may not be used in conjunction with Charms from Archery, Melee, or Brawl.

Shrike Saving Discretion (--)


Type: Permanent; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 3; Swarm-Culling Instinct
This Charm enhances Swarm-Culling Instinct. If an attack enhanced by that Charm succeeds and you would reset to base
Initiative, gain (number of 9s and 10s on damage roll)i.

Joint-Wounding Attack (3m)


Type: Supplemental; Duration: Instant; Keywords: Crippling, Stackable
Prereqs: Thrown 3, Essence 1; Precision of the Striking Raptor
Enhances: A Decisive Thrown attack.
Effect: If that attack does at least three levels of damage, your target loses -3d to all rolled actions for the rest of the
scene. Special medical care may be needed to heal this injury.

Mist on Water Attack (2m per turn)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Thrown 4, Essence 2; Joint-Wounding Attack
Enhances: A Decisive Thrown attack.
Effect: If the attack succeeds, your target cannot make any sound, deliberately or otherwise, for (Essence) turns. If your
attack kills the target, his death cannot be noticed for that same period.

Observer-Deceiving Attack (3m)


Type: Supplemental; Duration: Instant; Keywords: Mute
Prereqs: Thrown 4, Essence 2; Joint-Wounding Attack
Enhances: A Thrown attack.
Effect: Observers reflexively roll (Wits + Awareness) at difficulty (your Essence + [10s on the attack roll]), losing -1s for
each 1 on this roll. Anyone who fails this roll believes the attack came from a different direction.

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Upgrade (Thrown 5, Essence 3+): If you make this attack from hiding and all enemies fail their Awareness rolls, you
remain in hiding.

Flying Steel Ruse (2m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; Observer-Deceiving Attack
Enhances: A Distract or Disarm gambit.
Effect: Add +1s to the attack roll. Reroll one 6 on that roll for each 7 on that roll.

Empty Palm Technique (--) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; Observer-Deceiving Attack
Trigger: You make a successful Disarm gambit.
Effect: 1/scene. Do not lose any Initiative for that gambit.
Reset: Roll Join Battle.92

Fallen Weapon Deflection (3m, 2i)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; Empty Palm Technique
Trigger: A weapon within your attack range is disarmed; you have not used your attack action this turn.
Effect: You may move that weapon one range band in any direction. This is your attack action for the turn.
Upgrade (Essence 3+): If your Initiative is higher than your opponent, this Charm does not use your attack action for
the turn, and you can use it even if you have already used your attack action for the turn. You can always use this Charm
after disarming an opponent via a Thrown Disarm gambit.
Repurchase (--): You may ignore the trigger for this Charm, targeting a weapon that has already been disarmed.

Savage Wolf Attack (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 3; Fallen Weapon Deflection
Trigger: After disarming an opponent with a Thrown Disarm gambit, that opponent tries to retrieve the weapon via a
Draw/Ready Weapon action while within short range.
Effect: 1/scene. Make an undodgeable, unblockable Withering Thrown attack at that opponent.
Reset: Disarm a Crashed opponent via a Thrown Disarm gambit.

Crimson Razor Wind (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Thrown 5, Essence 3; Observer-Deceiving Attack
Trigger: You misdirect at least one opponent via Observer-Deceiving Attack.
Target: One such opponent; you may not activate this Charm for the other such opponents.
Effect: Make a reflexive Decisive Thrown attack against the target as an ambush. If you were still hidden, this Charm
does not reveal you.

Sharp Hand Feint (1m, 1wp)


Type: Supplemental; Duration: Instant; Keywords: Quickshot
Prereqs: Thrown 5, Essence 3; Observer-Deceiving Attack
Enhances: A Distract gambit within short range.
Effect: The attack automatically hits.
Special: You may spend X animal levels to increase the maximum range of this attack by X, where X is any nonnegative
number.

Shadow Wind Slash (Shadow Wind Kill) (2m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 3; Sharp Hand Feint
Make a Decisive Thrown attack; you may reroll the attack and choose the better result.
Special: This Charm has an alternate mode with ‘‘Cost: 1m, 1wp’’ that instead makes a Disarm gambit.
Special: This Charm has an alternate mode with ‘‘Cost: 1m, 1wp; Type: Reflexive; Keywords: Clash; Trigger: An attack
is made on you. Effect: 1/scene. Make a reflexive Clash attack; if it succeeds, you may either resolve the attack as normal or
92 The original version of this Charm is Permanent/Permanent.

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.

Shadow Thrust Spark (4m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 3; Sharp Hand Feint
Trigger: You hit an opponent with a Disarm gambit enhanced with Sharp Hand Feint.
Effect: The opponent is disarmed; his weapon moves one range band in any direction of your choice.

Mist-Gathering Practice (3m)


Type: Reflexive; Duration: Instant; Keywords: Mute
Prereqs: Thrown 5, Essence 2; Joint-Wounding Attack
Trigger: You take an Aim action from cover or hiding.
Effect: If you make a Decisive attack as your next turn’s action, add +(Essence × 2)d to that attack’s raw damage.

Falling Icicle Strike (6m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 3; Mist-Gathering Practice
Enhances: A Decisive Thrown ambush attack.
Effect: Double your damage successes.

Cutting Circle of Destruction (5m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 4; Falling Icicle Strike
Choose a primary target and up to (Dexterity) secondary targets within your weapon range. Make a Withering Thrown
attack against a secondary target. If that attack succeeds and deals more Withering damage than any previous secondary
target has taken, make a Withering Thrown attack against a secondary target you have not yet attacked in this way. If no
such targets remain, or if the attack misses or fails to generate more Withering damage than all previous targets, instead
make a Decisive attack against your primary target.
Special: You may enhance any of the attacks in this sequence with supplemental and reflexive Charms. You must pay for
each attack separately, but you need not use the same Charms on each attack.

Angle-Tracing Edge (3m)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 4, Essence 1; Precision of the Striking Raptor
Make a Thrown attack against an opponent in cover, unless there is literally no path to that opponent.
Effect: Ignore the benefits of cover. If the target is in full cover, calculate the attack’s accuracy as if it was made from
long range. (Ignore this effect if other magic would change the effective accuracy.)

Thunder-Quelling Gesture (3m, 2i) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: Quickshot
Prereqs: Thrown 5, Essence 1; Angle-Tracing Edge
Trigger: An enemy within sensory range takes an Aim action.
Effect: Make a reflexive Decisive Thrown attack at that opponent. You may enhance this attack with Angle-Tracing
Edge as if that Charm was Reflexive. If the attack deals at least one level of damage, your target gains no benefit from his
Aim action.
Special: This Charm uses your attack action for the round.
Upgrade (Thrown 5, Essence 3+): The first time you use this Charm in a round, it does not use your attack action.

Spitting Hand Technique (1m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 3, Essence 1; --
Ready a Thrown weapon, which may be improvised.

Diving Hawk Discipline (3m) [MotSE]


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 4, Essence 1; Spitting Hand Technique

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Enhances: A Thrown Disarm, Distract, or Unhorse gambit.
Effect: That gambit gains the ‘‘Quickshot’’ keyword.

Death-Dealing Diffusion (1m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; --
Diving Hawk Discipline Choose two gambits from the following list: Disarm, Distract, Unhorse. Make a difficulty 5
special Thrown gambit targeting any enemy; if that gambit succeeds, it has the effect of both chosen gambits. This counts as
performing both chosen gambits for the purposes of any other effects. If you chose Distract as one of your gambits, you may
choose the level at which that gambit functions.

Dancing Steel Symphony (9m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Thrown 5, Essence 3; Death-Dealing Diffusion, Shower of Deadly Blades
Choose up to (Dexterity + 2) enemies within short range. For each such target, you may make a Thrown Disarm, Distract,
or Unhorse gambit. You may use Spitting Hand Technique between attacks at no cost. If you know Whirlwind Hand of the
Striker, you may also choose to make special Grapple gambits as per that Charm. Any gambits made by this Charm are
difficulty 1.
Upgrade (Essence 4+): Before making any gambit, you may pay 1m to instead resolve the effects of Death-Dealing
Infusion for that gambit. Any such gambit is made at difficulty 2.

Whirlwind Hand of the Striker (4m, 1wp) [MotSE]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; --
Diving Hawk Discipline Make a difficulty 4 special Thrown gambit. If the gambit succeeds and you used a weapon that
might entangle him, treat this as a Grapple gambit; make an unmodified (Strength + Thrown) roll, adding +(extra attack
successes)s , for control of the clinch. If you succeed, your target is clinched by that weapon for (net successes + 1) rounds; if
this is greater than his Strength, he is knocked prone. You are not clinching the target and so cannot drag, throw, or savage
him. Your target or an ally can spend a Simple action, which cannot be flurried, to reduce your rounds of control by two.
If your weapon is made of nonmagical materials, your target can break free with a difficulty 5 Feat of Strength requiring
Strength 5+, or with a Storyteller-approved substitute. Otherwise, even if all rounds of control are expended, the clinch does
not end until someone spends at least one Simple action as above.
If your weapon could not reasonably entangle your target, ignore the above effects. Instead, if the Gambit succeeds, your
target is knocked prone.
Special: If you grapple an opponent with this Charm using a whip or similar weapon, and you know Crashing Wave
Throw, you may use that Charm to make a Decisive throw as long as Strength (your Strength + Essence + 1) would suffice
to attempt to lift the target. Doing so expends all rounds of control.
Special: The attack made by this Charm may be enhanced with Diving Hawk Discipline.

Triple Distance Attack Technique (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: Thrown 3, Essence 1; --
Enhances: A Thrown attack.
Effect: That attack can be made from long range. (Normally, a Thrown weapon’s maximum range is medium.)
Upgrade (Thrown 5, Essence 3+): That attack can be made from four range bands away.

Cascade of Cutting Terror (5m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: Thrown 4, Essence 1; Triple Distance Attack Technique
1/scene. Make a reflexive Decisive Thrown attack with a free full Excellency. This attack is undodgeable. After resolving
the attack, all scenery and trivial opponents within short range of the target take (2 × damage inflicted) levels of damage.
Special: This Charm has an optional trigger ‘‘Trigger: You roll more successes in your opening Join Battle than all
enemies.’’ If that trigger is satisfied, this attack gains the Quickshot tag and can be made from up to long range.
Reset: You run out of Thrown weapons and then recover at least one.

Shower of Deadly Blades (6m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: Thrown 5, Essence 2; Cascade of Cutting Terror
Make a single Withering Thrown attack against a target within range and all enemies within short range of that target,

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.

Fiery Solar Chakram (5m, 1wp, 1+a)


Type: Simple; Duration: Instant; Keywords: Quickshot
Prereqs: Thrown 5, Essence 3; Cascade of Cutting Terror
1/scene. Make a Decisive Thrown attack, adding +(anima levels spent)s . Add +(extra attack successes)d to your raw
damage; if your target is a Creature of Darkness, add +(Essence)s to your damage.
Reset: On three occasions when your anima gains a level, make a stunt describing how you prepare for this attack again.

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.

Immortal Commander’s Presence (3m) [OPTIONAL]


Type: Simple; Duration: Instant; Keywords: --
Prereqs: War 2, Essence 1; War God Descendent
Instruct a siege crew. If you do so for at least a minute, that crew gains +1s on their next roll to fire the weapon and can
reroll all non-successes. If you train them for at least an hour, they instead gain this benefit for the next combat scene.

League of Iron Preparation (5m)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: War 3, Essence 1; War God Descendent
Train a unit of soldiers. When you finish, your soldiers are permanently immune to nonmagical demoralizing effects
(like the Demoralize strategy). When commanding this unit, ignore all penalties to your Strategic Maneuver rolls for lack of
supplies, bad weather, or physical exhaustion.

Tiger Warrior Training Technique (10m, 1wp)


Type: Simple; Duration: Indefinite; Keywords: --
Prereqs: War 4, Essence 2; League of Iron Preparation
Train a unit of soldiers. After one week of training, you may raise a Poor unit to Average Drill, gaining the traits of
battle-ready soldiers. After one month of training, you may instead raise an Average unit to Elite Drill, gaining the traits of
elite soldiers.
Upgrade (Essence 3+): After training an Elite unit for one month, you may grant it one of the following advantages:
∙ Demon-Fighting Principle: Pay 2XP; your unit gains +2 Might when fighting Creatures of Darkness.
∙ Giant-Slaying Tactics: Pay 2XP; your unit gains +2 Might when fighting giant enemies. (This does not stack with the
above power.)
∙ Glory of the Inevitable: Pay 3XP; your unit gains perfect morale.

Rout-Stemming Gesture (3m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 3, Essence 1; War God Descendent
Make a reflexive Rally action, adding +(Essence)s.

Magnanimity of the Unstoppable Icon (3m, 1wp)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 4, Essence 2; Rout-Stemming Gesture
Trigger: An enemy takes a Rally for Numbers action.
Effect: A friendly battlegroup recovers (1s and 2s on opponent’s roll) Magnitude.

March of the Returner (10m, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: War 5, Essence 3; Magnanimity of the Unstoppable Icon
1/scene. Take a Rally action, which automatically succeeds.
Reset: With your army’s help, you defeat a powerful enemy.

Supremacy of the Divine Army (10m, 1wp) [MODIFIED]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 5, Essence 3; March of the Returner
1/scene. Make a reflexive Rally for Numbers action, adding +(Essence)s. This can increase the unit’s Magnitude beyond
its normal maximum, though it cannot increase its Size.
Special: With a level two stunt, your army is reinforced by animals; with a level three stunt, your army is reinforced by
elemental spirits.93
93 The original version of this Charm instead ‘‘banks’’ extra Magnitude for later replenishment, to largely the same effect.

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.

Unstoppable Solar Conqueror (5m) [MotSE]


Type: Reflexive; Duration: One scene; Keywords: --
Prereqs: War 3, Essence 1; Holistic Battle Understanding
While opposing an enemy battle group with a leader, if your Initiative is higher than that leader’s, add +(your battle
group’s Size - his battle group’s Size)d to any Order actions.

Redoubt-Raising Gesture (1m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: War 3, Essence 2; Holistic Battle Understanding
Enhances: A Strategic Maneuver roll.
Effect: You may carry out a strategem with one less success than normal.

General of the All-Seeing Sun (4m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: War 4, Essence 2; Redoubt-Raising Gesture
Enhances: A Strategic Maneuver roll.
Effect: Add +1s and +(Essence)d to that roll. If you roll more successes than necessary for your chosen strategy, you can
apply remaining successes to an additional strategy. You may continue to apply remaining successes to additional strategies,
to a maximum of (Essence) strategies.

Four Glories Meditation (--)


Type: Permanent; Duration: Permanent; Keywords: --
Prereqs: War 5, Essence 3; General of the All-Seeing Sun
Your War rolls gain recurring-6s.

One with Five Forces (5m) [MotSE]


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 5, Essence 4; Four Glories Meditation
Trigger: A battle group you command successfully attacks another battle group, which is currently benefiting from an
Order action.
Effect: That attack does no damage. The enemy battle group suffers from a stratagem requiring threshold X or less, or
your battle group stops suffering from a stratagem requiring threshold X or less, where X is (your extra attack successes).
You may inflict no more than (Essence) stratagems at a time in this way.

Ideal Battle Knowledge Prana (3m)


Type: Supplemental; Duration: Instant; Keywords: --
Prereqs: War 2, Essence 1; --
Enhances: An Order action.
Effect: That action gains double-9s.
Upgrade (War 5, Essence 3+): If you pay an additional 3m, 3i when activating this Charm, the action instead gains
double-8s.

Immortal Warlord’s Tactic (4m, 4i, 1wp)


Type: Simple; Duration: Instant; Keywords: --
Prereqs: War 4, Essence 2; Ideal Battle Knowledge Prana
Make a Strategic Maneuver roll, which gains double-7s. This strategy cannot be countered by prophecy or magic such as
Battle-Visionary’s Foresight.

Battle Path Ascendant (5m)


Type: Reflexive; Duration: Instant; Keywords: --
Prereqs: War 4, Essence 2; Ideal Battle Knowledge Prana
Trigger: Your battlegroup empties the Magnitude track of another battlegroup.
Effect: Roll Join Battle, adding the resulting Initiative to your current Initiative.

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.

Battle-Visionary’s Foresight (10m, 1wp)


Type: Simple; Duration: One scene; Keywords: --
Prereqs: War 5, Essence 3; General of the All-Seeing Sun, Transcendent Warlord’s Genius
Spend a minute or more contemplating the other army. Choose two strategies and record them secretly. If your opponent
wins the Strategic Maneuver roll and chooses either of these strategies, you instead win the Strategic Maneuver roll and may
choose a strategy requiring the same number of successes as the one your opponent chose.

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

Oak-Curling Clinch, 21 Racing Hare Method, 9


Object-Strengthening Touch, 32 Raging Wrath Repeated, 20
Observer-Deceiving Attack, 128 Rail-Storming Fervor, 108
Ocean-Conquering Avatar, 109 Rain of Feathered Death, 6
Omen-Spawning Beast, 26 Rampage-Berserker Attack, 22
Omniscient Focus Attack, 74 Rancor-Raising Spirit, 112
One Extra Step, 9 Rapid Cavalry Approach, 100
One Weapon, Two Blows, 72 Rapturous Cradle, 19
One with Five Forces, 134 Ready in Eight Directions Stance, 74
One With Violence, 22 Realizing the Form Supernal, 33
Onrush Burst Method, 8 Reckless Fury Discard, 16
Order-Affirming Blow, 64 Red Anvils Ringing, 31
Order-Conferring Action, 27 Red-Toothed Execution Order, 124
Orichalcum Fists of Battle, 17 Redoubt-Raising Gesture, 134
Orichalcum Letters of Marque, 106 Reed in the Wind, 36
Over-and-Under Method, 74 Refinement of Flowing Shadows, 37
Ox-Body Technique, 96 Reflex Sidestep Technique, 36
Ox-Stunning Blow, 16 Resilience of the Chosen Mount, 103
Respect-Commanding Attitude, 85
Pattern-Exploiting Commerce Spirit, 24 Reversal of Fortune, 48
Peerless Paragon of Craft, 31 Revolving Bow Discipline, 3
Penultimate Unity of Form, 84 Righteous Lion Defense, 41
Penumbra Self Meditation, 116 Righteous Soul Judgment, 39
Peony Blossom Technique, 72 Riotous Cry of the Beast, 124
Perfect Celestial Author, 53 Rising Sun Slash, 71
Perfect Celestial Chirurgeon, 70 River-Binding Wrath, 21
Perfect Harmony Technique, 86 Rose-Lipped Seduction Style, 94
Perfect Mirror, 50 Roused Dragon Detection, 14
Perfect Reckoning Technique, 110 Rousing Backlash Assault, 103
Perfect Recollection Discipline, 57 Rout-Stemming Gesture, 133
Perfect Shadow Stillness, 119 Ruin-Abasing Shrug, 96
Perfect Strike Discipline, 75 Rumor of Form, 38
Phantom Arrow Technique, 4
Phantom Hood Technique, 47 Sacred Relic Understanding, 60
Phantom Rider’s Approach, 99 Saddle-Staying Courses, 101
Phantom Steed, 102 Safe Bearing Technique (Perfect Reckoning Technique), 105
Phantom-Conjuring Performance, 85 Safety Between Heartbeats, 37
Phantom-Rending Fangs, 126 Saga Beast Virtue, 125
Phantom-Seizing Strike, 78 Sagacious Reading of Intent, 56
Phoenix Renewal Tactic, 42 Salty Dog Method, 105
Pivotal Encore Performance, 85 Sandstorm-Wind Attack, 76
Plague-Banishing Incitation, 67 Savage Wolf Attack, 129

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

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