Hrffnygr the Vowelless of the Shimmering Oak

Hrffnygr the Vowelless of the Shimmering Oak


[ pronounced: her-fen-yah-ger ]

A Twilight Caste from the eastern forests, hrffnygr is a scholar of both script and sword, as comfortable wielding a blade as he is leafing through a First Age tomb on demon-summoning practices. Between his scientific curiosity and his assorted 1st Circle cohorts, there is little he can’t create or destroy, depending on the day.

a hrff 1391404913878the father

hrffnygr the elder – his father – was a solar of the Night Caste. His father had a dream of a country ruled by a new Solar Deliberative. His ultimate goal was to retake creation. but he knew that the Solars must first regroup. hrffnygr the elder developed a mortal cult, that eventually grew large enough that he founded a city, with two fellow Solars started a sister city nearby.

The Son
hrffnygr was raised to be the best mortal master of lore possible. While his father was a Solar, hrffnygr the son was to assist with lesser matters, things of importance but still deemed too trivial for a solar. As with all boys in the city, he was also trained in basic combat, and it was apparent at a young age that he excelled with slashing swords that favored speed and accuracy.

The Hunt
The father kept his plans quiet as possible, but eventually the Blessed Isle heard of his designs and sent the Wyld Hunt to seek and destroy the cult. The father arranged a campaign of disinformation to conceal the small beginnings of their Solar country, and an ambush was planned. hrffnygr accompanied the group, but was not intended to be part of the battle. The ambush plan was compromised, though the might of the Solars leaders – backed by the warriors of their cities – largely prevailed. Unfortunately, there were casualties. The head of the Wyld Hunt slipped through the defenses to face the elder hrffnygr. The fight was mighty, but the father made a single slip and the Dragon-Blood lopped off the father’s head with a deft throw of his jade chakram. hrffnygr the younger saw this from a distance and in a mad rage hurled himself through the battle, vowing to avenge his father.

In his rage, hrffnygr slew dozens of mortal soldiers with his knives, and despite the certainty of death, hrffnygr pressed on towards the man who slew his father. The Unconquered Sun, during a break in the Games of Divinity, took pity on hrffnygr and rewarded his bravery. While hrffnyrgr crossed the battlefield, others noticed an awful glow beginning to surround him. As he approached the Leader of the Wyld Hunt, hrffnygr found himself muttering strange words, familiar to him though he’d never heard them before. Suddenly, thousands of obsidian butterflies filled the sky and swooped towards the man who had killed his father, cutting a swath through dozens of his men before cutting him down. With their leader dead, the rest of the terrestial army lost heart. hrffnygr witnessed as the rest of the enemy forces were either killed by the overwhelming remains of the Solar township or taken prisoner, just before he himself blacked out.

Given the obvious favor of their solar god, the cult transferred their worship to hrffnygr the younger. While hrffnygr does not control the city yet, he is expected to train as a solar and one day prove his worthiness, and hrffnygr intends to carry on his father’s vision of a unified Solar Deliberative.


Twilight Caste

Just as the evening sun holds back the coming night, the members of the Twilight Caste seek to enlighten the ignorant through all forms of learning, scholarship and craft. During the First Age, the Copper Spiders were the greatest scholars, sorcerers and artisans in the Realm. They created the unparalleled wonders and artifacts that were the foundation of the First Age’s glory, and they used their magic and cunning to defend Creation from its enemies. During the Usurpation, the few members of the Twilight Caste who survived the initial betrayal spent their last days hiding their lore and artifacts from the traitorous Dragon-Blooded, so that the Solars might someday come into their power again. Now that the Solars have returned, the Children of Twilight have again become beacons of knowledge and learning. They now work—and fight—to rebuild the glory of the First Age in this era of chaos and corruption. In addition to crafting artifacts to destroy their enemies, they defend towns and cities with sword and mind, and they teach their skills to anyone willing to learn. The Unconquered Sun rarely chooses withered scholars who have poured the years of their life into the pages of dusty tomes. Instead, the Arrows of Heaven are scavengers, engineers, healers, detectives, thaumaturges and artisans who use their knowledge to accomplish impressive results. They possess not just a thirst for knowledge, but also a burning desire to use it.

Twilight Caste Specifics
Core Book p.95, Scroll of Errata p.20
Anima Banner: The caste mark of the Twilight Caste Solars is a golden circle, filled in with gold on the top, but having only an empty ring as its bottom half. Their animas tend to the most spectacular colors, containing bright golds as well as bright and dark reds, purples and even blues.
Anima Effects: Solar Exalted of the Twilight Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Twilight may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Solar’s Dodge MDV against unnatural Illusions. These effects come into play automatically once the Solar spends 11+ motes of Peripheral Essence. The above also applies to the Daybreak and Defiler anima powers.
Caste Abilities: Members of the Twilight Caste excel in the search for knowledge and in the application of that knowledge. They have a natural affi nity for the Abilities of Craft, Investigation, Lore, Medicine and Occult.
Associations: The season of autumn, the colors of orange and black, the western direction, the element of wood, the crescent moon and the Maiden of Secrets
Sobriquets: Descending Suns, Children of Twilight, Solar Lightning, Copper Spiders, Arrows of Heaven, The Unclean (derogatory)
Concepts: ambitious courtesan, blacksmith, child prodigy, cunning courtier, destitute student, educated merchant, elderly scholar, insightful tailor, optimistic young scavenger, powerful shaman, traveling healer, village wise woman, warrior-sage.

Motivation: Science!
Attributes: Strength 2, Dexterity 5, Stamina 3; Charisma 2, Manipulation 3, Appearance 2; Perception 3, Intelligence 5, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 3, Valor 2
Abilities: Athletics 3, Dodge 5, Integrity 2, Investigation 4, Linguistics 1 (Arcane Old Realm +1, Native: Low Realm), Lore 5 (Demonology +1), Melee 5 (Reaper Daiklave +2, Non-Lethal +1), Occult 4, Resistance 3, Ride 1, Sail 1, Socialize 1


Willpower: 10
Essence: 4
Essence Pool: 22/42
Health Levels: -0/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Join Battle: 3

Other Notes or Constant Effects:

  • Every attack hrffnygr makes with his Daiklave has the damage applied twice after it is rolled, at no extra Essence cost.
  • When wearing his goggles, he is constantly under the effects of Essence Sight.
Movement - Move 5; Dash 11; Climb 5; Swim 5; Jump 5/10
Move 5Dash 11Climb 5Swim 5(V) Jump 5(H) Jump 10
  • Dexterity +5

Your basic movement is just your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Dexterity +5
  • Dashing +6

Your Dash speed is your Dexterity +6 yards per tick, minus any mobility penalty from your armor. Dashing also decreases your DV’s by -2.

  • Dexterity +5

Your basic climb rate is your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Dexterity +5

Your basic swim rate is your Dexterity yards per tick, minus any mobility penalty from your armor.

  • Strength +2
  • Athletics +3

Vertical jump is Strength + Athletics in yards, plus any bonus modifiers, minus mobility penalty from your armor.

  • Strength +2
  • Athletics +3

Horizontal jump is (Strength + Athletics) x 2 in yards, plus any bonus modifiers, minus mobility penalty from your armor.

Reaper Daiklave - Attack 18; Damage 6/2 (x2*); Speed 4; Rate 4
Accuracy 18Damage 6/2 (x2*)Speed 4Rate 4Extra
  • Dexterity +5
  • Martial Arts +5
  • Specialty +2
  • Weapon Accuracy +6
  • Weapon +4/2
  • Strength +2

Flashing Edge of Dawn : “The benefits of One Weapon, Two Blows are automatically applied to all Melee attacks the Solar makes”.

That’s crazy fast for a daiklave.
This sword is crazy quick. 
Tab 3 content.
Other Attacks
  • Punch: Speed 5, Accuracy 6, Damage 2B(0), Defense 4, Rate 3
  • Kick: Speed 5, Accuracy 5, Damage 5B(3), Defense 2, Rate 2
  • Clinch: Speed 6, Accuracy 5, Damage 2B(0), Defense 3, Rate 1
Defense - Soak 22L/22B; Hardness 5L/5B; DodgeDV 7; ParryDV 9; DMDV 8; PMDV 3; Knockdown 6/8; Stunning 3/6
Soak 22L/22BHardness 5L/5BDodge DV 7Parry DV 9DMDV 8PMDV 3Knockdown 6/8Stunning 3/6
  • Natural Soak :  6L/6B (+8L/+8B)
    • Stamina Soak :  3L/3B
    • Invincible Essence Reinforcement :  3L/3B
  • Tattoo Soak :  16L/16B
  • Piercing Soak :  22L/22B
  • Armored Hardness:  4L/4B
  • Invincible Essence Reinforcement :  1L/1B
  • Dexterity +5
  • Dodge +5
  • Essence +4
  • Dexterity +5
  • Martial Arts +5
  • Specialty +2
  • Weapon Defense +2

Perfect Blade Aegis permanently adds +2 to the total PDV

  • Willpower +10
  • Integrity +2
  • Essence +4

Dodge Mental Defense Value = (Willpower + Integrity + Essence) divided by  2

  • Manipulation +3
  • Investigation +4

Parry Mental Defense Value = (Charisma/Manipulation + Investigation/Performance/Presence) divided by 2

  • Threshhold 6
    • Stamina +3
    • Resistance +3
  • Pool 8
    • Dexterity +5
    • Athletics +3

If hit, hrff is hurled backwards one yard per 3d raw (pre-soak) damage. If the attack’s raw damage is greater than hrff’s (Stamina + Resistance), the force of impact hurls him to the ground unless he makes a successful reflexive ([Dexterity or Stamina] + [Athletics or Resistance]) roll, difficulty 2. Rising from prone requires an action (see p. 144).

  • Threshhold 3
    • Stamina +3
  • Pool 6
    • Stamina +3
    • Resistance +3
  • Target Number: [Damage Suffered – hrffnygr’s Stamina]

If hrffnygr suffers a greater number of actual health levels of damage than his Stamina rating, he may be shaken and disoriented from the trauma. Reflexively roll (Stamina + Resistance) at a difficulty of (damage – Stamina). Failure leaves hrffnygr at -2 dice to all non-reflexive rolls until the tick when his attacker next acts.


First Investigation Excellency - +1 attack die per mote spent (Ref 1m+)
Cost: 1m per die; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.183
Lawgivers with this Charm are known for their moments of brilliance. The Exalt’s player can invoke this Charm when making a roll based on the relevant Ability. This Charm then adds one die to that roll for each mote spent. This Charm is the paradigmatic dice adder. The rule that Solars are prohibited from increasing a dice pool by more than their (Attribute + Ability) almost always refers to the purchase of dice through the use of this Charm.

Characters can also use this Charm to enhance unrolled uses of the relevant Ability, usually to increase a Defense Value, for example, by increasing (Dexterity + Dodge) to protect against a physical attack. When enhancing static values, her player rolls one die for each mote spent on the First Excellency. Each success increases her effective (Attribute + Ability) rating for the task by two. Therefore, each success on the First Excellency roll increases an applicable static value by one. 

Characters cannot use this or other Excellencies or diceadding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. A character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.

This Charm can be part of a Combo or used together with the Second Excellency, but it is incompatible with the Third Excellency. It can never be used on the same roll as the Third Excellency.

Evidence-Discerning Method - profile someone's personality and gain a social bonus (Sim 5m, 1wp)
Cost: 5m, 1wp; Mins: Investigation 4, Essence 1; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK;  Duration: One story;  Prerequisite Charms: Any Investigation Excellency
Source: Core Book p.213
The Lawgivers see into others’ hearts. This Charm allows the character to make an Investigation-based roll to profile someone’s personality. The character need not interact with the target, but must have sufficient material evidence of the target’s personality to estimate the target’s nature. If the target deliberately sends out misleading cues, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. Corrupted or incomplete evidence can also impose an external penalty.

If the roll succeeds, then each success reduces external penalties on dramatic, social and mass combat actions the character takes against the target. This Charm cannot reduce external penalties by an amount greater than the Solar’s Essence.

The Exalt can have only one profile of a given target. The crispness of the profile—that quality that reduces external penalties—lasts only as long as the committed Essence. The Lawgiver’s player cannot roll again to build a new profile unless the story ends or a new piece of evidence allows a dramatic reconceptualization of the target’s personality.


Cost: 2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.184
Solar Exalted with this Charm are known for their unwavering perfection. The Exalt’s player can invoke this Charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.

The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.

This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.

Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
Keywords: Combo-OK;  Duration: Instant;  Prerequisite Charms: Any Melee Excellency
Source: Core Book p.190
Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar’s player to count extra successes on the attack roll twice for the purposes of determining raw damage.
Cost: 3m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK, Martial;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.191, Scroll of Errata p.22
Replace the text of this Charm with the following: The Solar is as swift as the first rays of dawn. Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice. All damage from the attack is applied simultaneously in Step 10, allowing a single perfect soak to defend against it.

Martial: Martial Arts.

Replace this Charm in its entirety with the following:
Cost: 3m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Mirror (Unfurling Iron Lotus), Obvious;  Duration: Instant;  Prerequisite Charms: One Weapon, Two Blows
Source: Scroll of Errata p.22
The Lawgiver moves as smoothly and rapidly as ice on hot metal, his weapon flashing in a dazzling golden arc to strike all those around him. The Solar makes a standard Melee attack at his full dice pool, and applies it to all enemies within three yards; each target resolves defense and damage separately.
Cost: 2m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial, Mirror (Elegant Flowing Deflection);  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.192, Scroll of Errata p.23
The maneuver named Dipping Swallow Defense restores defensive advantage to a beleaguered or overextended fighter.  This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it’s inapplicable, but it takes no further penalties.

This Charm negates penalties to the Exalt’s Melee-derived Parry DV.
Martial: Martial Art

Cost: 5m; Mins: Melee 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Basic, Martial;  Duration: Until next action;  Prerequisite Charms: Dipping Swallow Defense
Source: Core Book p.193, Scroll of Errata p.24
Like a terrible war machine, the Solar walks through the field of his enemy’s blades and is unmoved. This Charm causes the character to ignore penalties that apply to his Parry DV until his next action. This includes penalties invoked by his own attacks. Note that the effects of inapplicability are not a “penalty” on DV.

This Charm negates penalties to the Exalt’s Melee-derived Parry DV.
Martial: Martal Arts.

Cost: 3m; Mins: Melee 4, Essence 1; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Martial-ready, Mirror (Vengeful Riposte);  Duration: Instant;  Prerequisite Charms: Dipping Swallow Defense
Source: Core Book p.194, Scroll of Errata p.24
Those who attack the Chosen of the Sun invite their own deaths. The Solar invokes this Charm after using her Parry DV against an attack. This Charm gives the Solar a counterattack, which is resolved in Step 9 of the initial attack’s resolution. Note the rules for counterattacks on pages 150 and 183 of the Core Book.

If the Lawgiver has stocked any free reflexive attacks, she may expend one such attack as part of the three mote cost of this Charm’s activation to make her counterattack unblockable. (See Final Sunset Stance from Ink Monkey p.16 for an example of stocking free reflexive attacks.)
Martial-ready: Archery, Martial Arts, Thrown. The unblockable version of Solar Counterattack is available only to Martial Arts and Melee.

Cost: 5m; Mins: Melee 5, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Martial, Obvious;  Duration: Until next action;  Prerequisite Charms: Solar Counterattack
Source: Core Book p.194, Scroll of Errata p.24
The Solar stands ready to force back any foe. Until his next action, whenever he uses his Parry DV against an attack, this Charm provides him with the option to make a counterattack. Note the rules for counterattacks on pages 150 and 183 of the Core Book.

As with Solar Counterattack, the Solar may expend stocked free reflexive attacks to make unblockable Martial Arts and Melee counterattacks.
Martial: Archery, Martial Arts, Thrown.

Cost: —(+3m);  Mins: Melee 5, Essence 3;  Type: Permanent
Keywords: Mirror (Rending Steel Cruelty), Stackable;  Duration: Instant;  Prerequisite Charms: Sun-Sword Concentration
Source: Errata p. 187
This Charm upgrades Sun-Sword Concentration. For an additional three motes, any armor worn by a character damaged by the enhanced attack loses four points from its soak, as the Solar’s molten blade cuts away its strength. Mundane armor is permanently damaged by this Charm unless manually repaired, and is destroyed utterly upon being reduced to zero soak. Artifact armor regains all lost soak at the end of the scene.
Cost: —;  Mins: Melee 3, Essence 2;  Type: Supplemental
Keywords: Combo-OK, Martial-Ready, Mirror (All Blades Cry for Blood), Obvious;  Duration: Instant;  Prerequisite Charms: Hungry Tiger Technique
Source: Errata p. 187
Solar Essence superheats the Lawgiver’s blade until it glows cherry-red, burning hot enough to cleave through solid steel as if it were air. An attack supplemented by this Charm gains the Piercing tag and ignores all Hardness from armor. With Essence 3+, the Solar can pay an additional mote to ignore Hardness from other sources.
Cost: —;  Mins: Melee 5, Essence 3;  Type: Permanent
Keywords: Martial-ready, Mirror (Death Well-Remembered), Native;  Duration: Permanent;  Prerequisite Charms: Bulwark Stance
Source: Ink Monkey p.17
Like a diamond that knows its edges, the Solar is aware of all angles which affect the symmetry of perfect form. A Lawgiver with this Charm has honed his defensive skills to a superhuman degree; he knows the limits and reach of his weapons as if they were but extensions of his will. The character’s Melee-derived Parry DV is permanently raised by 2; this bonus counts as dice added by a Charm.

Martial-ready: Martial Arts

Cost: 5m;  Mins: Melee 5, Essence 4;  Type: Simple (Speed 7, DV -0)
Keywords: Combo-OK, Counterattack, Martial-ready;  Duration: Instant;  Prerequisite Charms: Ready in Eight Directions Stance
Source: Ink Monkey p.18
In every battle there is a perfect moment to strike; in the stillness of inaction-becoming-action, a fight may be decided by a mere speck in time: a choice to move or not move. The Solar knows these moments like brothers and summons them to hand like hawks, making all her choices perfect. Until her next action, a character under the effects of Flawless Mirror Trance gains the following benefits: she adds her Essence to her Melee-derived Parry DV; whenever she uses her Melee-derived Parry DV against an attack, she may make a Melee-based counterattack with (Essence) dice added to her regular attack pool in step 9; and she may use her Melee-based parry DV to parry unblockable attacks.

Martial-ready: Martial Arts

Cost: —;  Mins: Melee 4, Essence 3;  Type: Permanent
Keywords: None;  Duration: Permanent;  Prerequisite Charms: One Weapon, Two Blows
Source: Glories of the Most High – The Unconquered Sun p.22
Given time and practice, superhuman prowess comes naturally to the Solar Exalted. The benefits of One Weapon, Two Blows are automatically applied to all Melee attacks the Solar makes. If invoked normally, that Charm’s effects stack with this upgrade.


Cost: —;  Mins: Occult 3, Essence 3;  Type: Permanent
Keywords: None;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.220
The Exalted shape the Essence of the world. This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circle—a power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions (see p. 252).


Cost: – ;  Mins: Resistance 1, Essence 1;  Type: Permanent
Keywords: Dawn, Native, Overdrive;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.207, Scroll of Errata p.26
Replace the text of this Charm with the following:
The more terrible the enemies and adversities they face, the greater the power of a Solar’s spirit. This Charm grants the character an additional ten-mote peripheral Essence pool in accordance with the Overdrive Keyword. Whenever the Lawgiver is injured, she gains motes which are used to refill this pool: one mote for being struck by an attack without taking damage, two motes per point of bashing damage, or three motes per point of lethal or aggravated damage suffered.

Essence-Gathering Temper will only provide motes when the Solar is injured against her will; she may no more order a bound demon to assault her in order to obtain motes than she may gain them from stabbing herself. Health lost in order to pay the activation cost of a Charm likewise never produces motes.

At Essence 3+ the Solar may also refill her Overdrive pool when she perceives her allies being injured, at the same rate as though she were taking damage herself. In order to gain motes in this fashion, the Solar must directly perceive the character being injured at the moment the injury occurs, and must have a positive Intimacy toward that individual (the character’s Lunar mate also always qualifies). Finally, the injuries may not be self-inflicted by the Solar herself.

Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable;  Duration: Permanent;  Prerequisite Charms: None
Source: Core Book p.208
The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels. A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides one of the following, at the player’s option, determined at the time of purchase:

• One -0 health level
• Two -1 health levels
• One -1 health level and two -2 health levels

Invincible Essence Reinforcement (x1?) - gain additional natural lethal and bashing soak (Permanent)
Cost: —;  Mins: Resistance 3, Essence 2;  Type: Permanent
Keywords: Stackable  Duration: Permanent  Prerequisite Charms: None
Source: Ink Monkey p.21
Undertaking a grueling regimen of endurance training, the Solar folds Essence into his body until his skin becomes hard enough to turn aside blades. The Lawgiver’s natural lethal and bashing soak calculations become (Stamina + 3). This Charm may be purchased up to a total of (Resistance) times; each purchase after the first adds 3 to the character’s natural lethal and bashing soak.

With Essence 4+, the Solar also gains natural lethal and bashing hardness equal to the number of times he has purchased this Charm.


Death of Obsidian Butterflies - cover 30x100 yards with shards of obsidian death (15m)
Cost: 15m;  Target: Area (30 yards wide, 100 yards long, 10 yards high, starting at the caster)

Death of Obsidian Butterflies calls forth a cascade of sculpted obsidian butterflies with razor-sharp wings. Their wingspans vary from an inch across to almost a foot. Flashing over the character’s shoulders and past her sides in a glassy black torrent, they slash through the air in a pattern 30 yards wide, 100 yards long and 10 yards high. Brush, grass and small trees are cut off near the ground. Larger trees and wooden structures suffer serious damage. Stone is defaced but structurally unharmed.

When the character releases the magic, her player rolls (Perception + Occult), adding a number of automatic successes equal to the sorcerer’s permanent Essence. Everyone in the attack pattern not behind an inch or more of stone or several inches of wood is subject to attack.

Characters defend against Death of Obsidian Butterflies as if it were a hand-to-hand attack. Each attack is independent, so magic and penalties that reduce the attack do not help others defend. Treat the butterflies as rolling a number of attack successes equal to those the sorcerer’s player rolled, minus one for each two dice of dice penalties that circumstances impose. The attack inflicts 8L plus any extra successes in raw (pre-soak) damage.

The thousands of shattered glass butterflies don’t go away after the spell. Walking barefoot in the area thereafter is not recommended.

Demon of the First Circle - summons a minion of varying abilities to do your bidding (20m+)
Cost: 20+m;  Target: One First Circle demon

This spell calls up one of the lesser inhabitants of the demon realm—a twisted, hellish world very different from Creation.  These wicked creatures resent being called into the burningly clean air and bright yellow sunlight of our own world, but a cunning sorcerer can shackle them into magical bondage. Shaping this spell is a dramatic action. It must begin at sundown, and it ends at the stroke of midnight. The actual spell costs 20 motes, opening the doorway to Malfeas and calling forth the target. The character can pay extra motes during the initial Shape Terrestrial Circle Sorcery action to help ensure successful enslavement of the demon, with effects as described as follows. The spell’s cost and the extra motes are committed until the character takes the Cast Sorcery action.

Once the demon is summoned, sorcerer and demon engage in a contest of wills. This is represented by an extended opposed roll. Make one roll reflexively for each on each of the sorcerer’s actions. The dice pool for each participant is (Essence + Willpower). The demon is at a -1 internal penalty to its dice pool for each five motes beyond the spell’s basic cost that the sorcerer spent. Continue the contest of wills until either the demon or the sorcerer accumulates three or more successes more than the other. Until this happens, the demon is not vulnerable to attack and cannot attack by any normal means.

If the sorcerer wins, this spell exerts unnatural mental influence on the demon, binding it into servitude. The demon becomes loyal (see p. 175) to the character and will serve him for a year and a day, or the demon becomes loyal to a task the character names and will serve it until it is complete—potentially, forever. In either case, the demon returns to Malfeas automatically when the loyalty ends. Demons do not ever spend Willpower to break free of this Servitude effect, and it is their highest—though not their only—loyalty.

If the demon wins the extended contest, the sorcerer’s player may make a reflexive (Wits + Occult) roll at difficulty 3 to banish the demon back to Malfeas. If it fails, the demon is free in Creation, which often means an excruciating death for a sorcerer with few motes remaining.

The Exalt chooses which species of demon he summons. He can also summon specific demons by name, but he cannot use this spell to summon and bind demons who are already present in Creation.

This spell normally involves a great number of ritual implements and protective sigils. If the character dispenses with these tools, subtract an external penalty of one success from the first roll to bind the demon and—should he fail to win the opposed roll—an external penalty of two successes from the roll to banish it.

Artifacts & Gear
Sorcerer's Goggles (Artifact •)
All-Encompassing Sorcerer’s Sight, Core Book p.222
Nothing is hidden from the Lawgivers. The character augments his vision with the ability to see patterns of Essence. This Charm allows the character to see motes, Essence-fueled effects, power and invisible but magical creatures and effects. These things become valid targets for the character’s visual Awareness rolls, including reflexive visual Awareness rolls.

The ability to perceive Essence patterns has the following effects: All Charms are treated as Obvious with respect to the character. Dematerialized and invisible creatures and effects are considered visible. The character recognizes all artifacts, manses and demesnes as such. The character can automatically recognize a creature with Essence 4+ as a supernatural creature. Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts—for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target’s Essence in dice to any attempt by the character to pierce mundane or magical Stealth. Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them.

If the character makes a conscious attempt to analyze what he sees, this Charm allows an (Intelligence + Occult) roll to do so. Identifying the exact effects of an unknown Charm or spell is difficulty 5. Gauging the rating of a person’s Essence trait, a demesne, a manse or an artifact has difficulty 2.

Reaper Daiklave (Artifact ••)
Core Book p.385, Scroll of Errata p.16
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Where the reaver daiklave, with its great chopping blade, favors striking power, the reaper daiklave favors speed and accuracy. The reaper daiklave is a great slashing sword—a perfectly balanced, four-foot-long, four-inch-wide, inch-thick, gently curved razor, shaped to a fine point. Favored by those Exalted who prefer finesse and speed over raw striking power, the reaper epitomizes the ideal that the warrior who hits first rarely has to worry about how hard his opponent is going to hit him. A reaper daiklave normally has one hearthstone setting. Reaper daiklaves are popular among the Dragon-Blooded of Lookshy, who prefer the elegance and speed of the blade over the more common reaver or grand daiklaves.

  • Speed 4
  • Accuracy +6
  • Damage +4L/2
  • Defense +2
  • Rate 4
  • Attune 5
  • Tags: O
Essence Tattoos (Artifact •••)
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A small write-up on how they are made.

Stats and such for their mechanical effect in-game.

Stone of Quick Thought (Hearthstone of Air •)
Book of Sorcery vol.3, Oadenol’s Codex p.86
This red-and-silver-banded oval allows the bearer to think faster and more clearly than usual. This stone provides the bearer with a +1 bonus to all Wits rolls.
Cold Iron Bauble (Hearthstone of Earth ••)
Book of Sorcery vol.3, Oadenol’s Codex p.89
These small spherical hearthstones of black iron are relatively common on the Blessed Isle, especially in Earth manses near the Imperial Mountain. However, they are most treasured in those portions of the Threshold that adjoin the Wyld. Any weapon fitted with a cold iron bauble inflicts aggravated damage to Fair Folk, just as if the weapon itself was made of cold iron. This hearthstone also inflicts a -1 external penalty on any Fair Folk powers used against its bearer.


Demonology: Rating 2
Take a character’s Occult score and subtract two. The character automatically knows of every demon with an Obscurity rating equal to or lower than the result—the name and a brief description, if (Occult – 2) is equal to or greater than the first number, and the full details if (Occult – 2) is equal to or greater than the second number.
Sorcery Actions
Source: Core Book p.251
Using sorcery requires a sorcery action. Most characters cannot take sorcery actions, any more than they can take a fly action or a shapeshift action—that’s why the character must first learn the appropriate Charms.


Characters use sorcery actions to enact sorcerous rituals. This action type lets the character shape a single spell that he knows.

Shaping a spell takes the character out of active participation in a battle—he may operate on combat time, but he cannot focus on or react to events. He cannot use Charms or Combos, including reflexive Charms. He cannot take voluntary reflexive actions, such as speech, Move or Dash. He can benefit from the established effects of ongoing or permanent Charms, and he can—as a special exception to the rule on reflexive actions—activate his anima.

Sorcery is inherently Obvious. Observers might not know what spell the Exalt is casting, but it is obvious that the Exalt is using sorcery unless the spell description states otherwise.

If the character is distracted, then his player must make a reflexive (Wits + Occult) roll for the Exalt to keep his concentration. This roll is difficulty 1. If this distraction inflicts damage, subtract an external penalty equal to the health levels lost from the character’s successes. If the roll fails, the spell dissipates harmlessly and has no effects. If the roll succeeds, the shaping effort continues. If the player botches the roll, the effects  can be terrible. The magic might run terribly awry, or it could dissipate as brilliant heat and burning light. The consequences in the former case are left to the Storyteller. In the latter case, everyone within a number of yards equal to the spell’s Circle takes a number of dice of lethal “Essence burn” damage equal to the sorcerer’s Essence.

Essence spent on a spell is committed for the duration of the shaping. Once the character takes a Cast Sorcery action (see below) the Essence is no longer committed unless specifically stated.

If the character loses the spell due to distraction, he refocuses on the world, and the player makes an immediate Join Battle roll.


The character shapes a Terrestrial Circle spell that he knows. Doing so always costs one temporary Willpower plus the Essence cost of the spell. The character can take a Cast Sorcery action as his next action, releasing the spell and rejoining any battle. If the character does not do so, consider the spell interrupted. Some Terrestrial Circle spells have Speeds measured in long ticks or dramatic actions. War magic often takes effect on the military time scale, while long rituals are interruptible dramatic actions.