Keladi, The Invariable Arrow

Keladi, the Invariable Arrow

Roll20-Swirl-Header

A Zenith Caste from the eastern wetlands, Keladi began riding horses before she could walk, and together with her steed and life-long companion-at-arms, Suntaria, uses her unparalleled skills of riding, archery, and tracking to hunt those who would defile the name of the Unconquered Sun.

a-keladi-week_10c_copy_by_katmachiavelli-d86mcas

Keladi’s ancestors were Terrestrial Exalts and were among the founders of the city of Celeren in the East; they also assisted in developing the Marukan Alliance. As a Marukani child, Keladi began riding horses before she could walk and developed into a skilled horsewoman. She developed the additional skills of archery, tracking and hunting from her father, a hunter of great renown in the area. When Keladi was two years old her mother, Alentra, was killed by a group of Abyssals who were passing through the area, seeking to disrupt and weaken the Marukan Alliance through acts of random violence. Keladi – an only child – was subsequently raised by her father, Darand.

Prior to the death of his wife, Darand had been chosen (due to his lineage and reputation of being an insightful problem solver) to serve as a Marukani representative in the Confederation of Rivers. After Alentra’s death, Darand grew more passionate and urgent in his support of the Confederation, knowing that the presence of the Abyssal Exalted posed a serious additional threat to the region’s independence. Darand become an itinerant leader in the Confederation, traveling from city to city in the East to garner support, provide assistance, correct injustices, and offer advice. He valued independence above all things and recognized that any freedom would be lost in the East without the Confederation. Darand’s secondary preoccupation was to avenge his wife’s death by killing or harming as many Abyssals as possible, often going out of his way to do so.

a-keladi-Amrielle_by_MatesLaurentiuDarand took his little daughter with him wherever he went, and this itinerant lifestyle was the only real home that Keladi knew, despite the fact that they owned a cottage on the outskirts of Celeren. Darand taught Keladi archery, tracking, and hunting, drilling her to hone her skills as he constantly reminded her that self-sufficiency was necessary for independence and survival. As a teenager, Keladi surpassed her father in archery and tracking, but still lacked Darand’s maturity in the area of level-headed carefulness and insight. One day while pursuing the tracks of some Abyssals in the wilderness, Darand was ambushed and Keladi was outnumbered, unable to come to her father’s rescue. Darand died before Keladi could fight her way to him, and when she finally knelt by his side she was consumed with rage that the Abyssals had taken away even her chance to hear her father’s voice one last time. Keladi blamed herself for her father’s death since she had in accurately predicted the number of Abyssals in the group they were tracking. In her fury Keladi vowed to never cease hunting the Abyssals until every last one had perished, and in that moment she was exalted, imbued with a contained and confident power that required not rage but rather calm calculation to bring about the goal of ending the tyranny of the Abyssals.

Roll20-Swirl-Header

Zenith Caste

The brilliant noonday light of the Unconquered Sun banishes shadows and bathes Creation in its brilliance. Similarly, the Zenith Caste banishes the dark denizens of Malfeas and the Underworld, and the Zeniths’ faith and shining example provides comfort and solace to the faithful masses. During the First Age, the Zenith Caste Solars were the priest-kings of the Realm. Its members led the Solar Deliberative, the Realm’s original governing body, and served as intermediaries between the people of the Realm and their celestial patron. The populace looked to the Zenith Caste for leadership in both spiritual and temporal matters. During the Usurpation, those Zenith Castes who escaped the Terrestrials’ ambush stood against their enemies like mountains, fortified by their unbreakable faith in the Unconquered Sun. Unfortunately, wind and water can wear away even the greatest of mountains—thus did the endless armies of the Terrestrials eventually wear them away to nothing. Members of the Zenith Caste were the first of the Solars to return. Throughout the Threshold, tough and charismatic men and women arrived in cities and towns. They wandered out of the deserts and mountains or sailed in from the sea, preaching the glory of the Unconquered Sun. Today, the Pillars of the Sun are beginning to lead the people back toward righteousness and greatness and to confront the forces of darkness and corruption with faith, fist and fire. Members of the Zenith Caste are chosen because they are natural leaders who thirst for righteousness and justice. They are willing to endure great hardship in the name of what they believe in. All members of this caste have been granted a deeply personal vision of the Unconquered Sun, and this vision kindles their passion and faith to new heights. Regardless of what he might currently believe, every member of the Zenith Caste is innately a priest of the Unconquered Sun. The members of the Zenith Caste are often both their circles’ leaders and their tireless defenders.

Zenith Caste Specifics
Core Book p.99, Scroll of Errata p.20
Anima Banner: Zenith Caste Solars bear large, bright-gold circular caste marks. Their animas are a brilliant, burning white or a majestic gold.
Anima Effects: The Zenith Caste is empowered by the light of the Unconquered Sun himself. With but a touch, the Golden Bulls can burn the bodies of the fallen for one mote of Essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or and the lower soul from rising as a hungry ghost. They are protected from and can strike down demons, the undead and other creatures of darkness. As his action, a Zenith Exalt can channel 10 motes of Essence through his anima. He then glows with the holy fire of the Unconquered Sun and illuminates the area around him as brightly as if it were noon. This illumination extends for (Permanent Essence x 10) yards. For the remainder of the scene (or until he chooses to let the effect dissipate), he gains additional lethal and bashing soak equal to his Essence against attack by all creatures of darkness. In addition, when he has activated his anima power, his player can also add the Zenith’s Essence to the minimum number of dice he rolls for any attack made against a creature of darkness (meaning that, in most cases, he will roll a minimum number of dice equal to twice the character’s Essence). This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
Caste Abilities: Members of the Zenith Caste excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Zeniths have a natural affi nity for the Abilities of Integrity, Performance, Presence, Resistance and Survival.
Associations: The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity
Sobriquets: Resplendent Suns, Pillars of the Sun, Solar Thunder, Golden Bulls, Hammers of Heaven, The Blasphemous (derogatory)
Concepts: Former priest or shaman of another god, brilliant astrologer, two-fi sted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave.

Motivation:
Attributes:
Strength 3, Dexterity 4, Stamina 2; Charisma 2, Manipulation 4, Appearance 1; Perception 5, Intelligence 2, Wits 4
Virtues: Compassion 1, Conviction 3, Temperance 4, Valor 1
Abilities: Archery 5 (Short Powerbow +3), Athletics 1, Awareness 5, Craft (Water) 1, Dodge 1, Integrity 4, Investigation 4 (Reconstructing Events +3), Linguistics 1 (Native: Riverspeak), Medicine 4, Presence 4, Resistance 4, Ride 4, Survival 4

Backgrounds:

Willpower: 5
Essence: 3
Essence Pool: 14/24
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap
Join Battle: 9

Other Notes or Constant Effects:

  • The lamellar armor she wears is easily concealable beneath a cloak.
Movement - Move 3; Dash 9; Climb 3; Swim 3; Jump 3/6
Move 3Dash 9Climb 3Swim 3(V) Jump 3(H) Jump 6
  • Dexterity +4
  • Armor Mobility -1

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

  • Dexterity +4
  • Dashing +6
  • Armor Mobility -1

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 +4
  • Armor Mobility -1

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

  • Dexterity +4
  • Armor Mobility -1

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

  • Strength +3
  • Athletics +1
  • Armor Mobility -1

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

  • Strength +3
  • Athletics +1
  • Armor Mobility -1

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

Short Powerbow - Attack 18, Damage 13/2, Rate 2, Range 300
Accuracy 18Damage 11/2Speed 6Rate 2Range 300Extra
  • Dexterity +4
  • Archery +5
  • Specialty: Short Powerbow +3
  • Weapon Accuracy +3
  • Hearthstone +3
  1. Broadhead Arrow : 13L  (regular arrow) used most of the time (+2L)
  2. Fowling Arrow : 13B  (non-lethal damage) used to knock people unconscious without killing them (+2B)
  3. Frog Crotch Arrow : 15L  (for unarmored targets) the target’s armored soak is doubled (+4L)
  4. Target Arrow : 11L  (for armored targets) the target’s armored soak is halfed (+0L)
  • Weapon +3/2
  • Strength +3
  • Hearthstone Bracers +2
  • Hearthstone +3
Nothing special here, sorry.
You can fire it twice without the aid of charms, but there is a penalty for taking multiple actions in the same round, so your attacks would be:

  • 1st Attack Accuracy 16
  • 2nd Attack Accuracy 15

If you need to fire several rounds, it’s best to use the Infinite Archery Mastery. For 12 motes and a Willpower, for an entire scene you can add an extra 6 dice to your attack pool, which will compensate for the multiple attack penalty nicely, and up your attacks to:

  • 1st Attack Accuracy 22
  • 2nd Attack Accuracy 21

Once you raise your Permanent Essence to 4, you can change it to 18 motes and a Willpower to boost your attacks by 9 for a scene. Which is awesome, especially when coupled with charms like Trance of Unhesitating Speed, which would still currently give you 4 attacks at 24 dice for each. You can really tear it up. 🙂

You can fire farther than that, but it will be at a penalty. Not sure what, but I’ll look it up! 
Tab 3 content
Defense - Soak 11L/13B; Hardness 6L/6B; DodgeDV 5; ParryDV 2; DMDV 6; PMDV 4; Knockdown 6/8; Stunning 2/6
Soak 11L/13BHardness 6L/6BDodge DV 5Parry DV 2DMDV 6PMDV 4Knockdown 6/8Stunning 2/6
  • Natural Soak :  1L/3B
  • Armor Soak :  10L/11B
  • Piercing Soak :  6L/8B

Natural Soak is half of your Stamina rounded down for Lethal damage, and your Stamina for Bashing damage.
Piercing Soak is your Natural Soak, plus half of your Armored Soak rounded down.

  • Orichalcum Lamilar 5L/5B

Being Orichalcum increases the hardness +1L/+1B

  • Dexterity +4
  • Dodge +1
  • Hearthstone Bracers +3
  • Essence +3

Your DDV is calculated as (Dexterity + Dodge + Artifact Bonuses + Permanent Essence) divided by 2, rounded down.

  • Dexterity +4
  • Martial Arts +1

Your PDV is calculated as (Dexterity + Martial Arts/Melee + Artifact Defense + Artifact Bonuses) divided by 2, rounded down.

  • Willpower +5
  • Integrity +4
  • Essence +3

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

  • Manipulation +4
  • Investigation +4

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

  • Threshhold 6
    • Stamina +2
    • Resistance +4
  • Pool 8
    • Dexterity +4
    • Athletics +4

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

  • Threshhold 2
    • Stamina +2
  • Pool 6
    • Stamina +2
    • Resistance +4
  • Target Number: [Damage Suffered – hrffnygr’s Stamina]

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


Archery

First Archery Excellency - +1 attack die per mote spent (Ref 1-6m)

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.

Infinite Archery Mastery - all archery attacks +3 for a scene (Sim 6m/1wp)

Cost: 2m+, 1wp; Mins: (Ability) 4, Essence 3; Type: Simple
Keywords: None;  Duration: One scene;  Prerequisite Charms: Any (Ability) Excellency

The Solar Exalted are infinite wells of talent. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like. Apply the discount to the total expenditure on Excellencies relating to a given roll. A character who spends motes on the Comboed effects of the First and Second Excellencies does not receive the discount for the use of both Excellencies on a given roll. If the example character activated a Combo and spent four motes to buy two successes on a roll with the Second Excellency and four motes to buy four dice using the First Excellency, the cost would be five motes ([4 + 4] – [3 for the six motes committed to the Infinite Melee Mastery]). This Charm and the relevant discount are incompatible with any effect that invokes the effects of Excellencies as innate powers rather than as Charms. A character must have the Excellency in order to invoke it at a discount through the use of this Charm.

Trance of Unhesitating Speed - make up to 4 attacks at full dice pool (Ext 2-8m)

Cost: 2m or 3m per attack; Mins: Archery 3, Essence 2;  Type: Extra Action;
Keywords: Combo-OK, Obvious;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.187, Scroll of Errata p.20

The ideal archer flows with soft and unhesitating grace through the motions of firing her weapon. This Charm is a magical flurry of two or more Archery-based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. Some Archery weapons, such as firewands and siege crossbows, are difficult to fire rapidly. Characters using Trance of Unhesitating Speed with a weapon that has a Rate less than 1 must spend four motes rather than two motes on each attack. This Charm need not be Obvious if the character does not exceed the normal Rate of the bow, but it can be Obvious at any time if the activating character desires.

Essence Arrow Attack - fires essence-infused arrow (Sup 2m)

Cost: 2m; Mins: Archery 2, Essence 2;  Type: Supplemental;
Keywords: ComboOK, Obvious;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.188

The character charges an arrow with Essence. The effects are based on the character’s fighting style and anima. This Charm always adds the character’s Essence in damage to an Archery-based attack. In addition, players can pick one of the following effects when purchasing this Charm.

  • Fiery Arrow Attack: The Solar’s arrow (or appropriate ammunition) catches fire mid-flight. If the Solar’s Archery-based attack strikes a flammable material, this Charm ensures that it ignites. This Charm always destroys wooden ammunition when it’s used.
  • Dazzling Flare: The Solar’s arrow (or other ammunition) glows with holy fire or brilliant sunlight. This Charm makes the Solar’s Archery-based attack Holy, and it inflicts aggravated damage against creatures of darkness (see p. 192). The arrow shines brightly enough to be seen for (the Solar’s Essence x 10) miles, if fired straight upward or otherwise unobstructed.
  • Righteous Judgment Arrow:The Solar can spend a third mote on this Charm to add four extra dice of damage to the attack. This variation has a distinctive visual effect usually related to the character’s anima. For example, if a Twilight’s anima display shows a mandala of blue and gold light, her Righteous Judgment Arrow might have streamers of blue and gold that congeal into a mandala symbol in front of the target as the arrow hits.

Characters can purchase additional effects for this Charm at a cost of one experience point each or one bonus point for both.

Awareness

First Awareness Excellency - +1 awareness 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.

Keen Sight Technique - increase sight, +2 automatic successes for a scene (Ref 3m)

Cost: 3m; Mins: Awareness 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
Source: Core Book p.225

Essence enhances the Solar’s senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste.

This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.

Sight – The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others’ eyebrows.

Medicine

Anointment of Miraculous Health - adds +3 temporary health points (Sim 10m)

Cost: 10m; Mins: Medicine 4, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Wound-Mending Care Technique
Source: Core Book p.219

The Essence of the Solar Exalted fills others with new life. The efforts of the Solar healer inspire the injured, the broken, the faltering and the weak to rise and take their burdens up again. This Charm gives the target a number of temporary -1 health levels equal to the user’s Essence. These health levels are the first lost when the character takes damage, and they are never healed back. When the Solar stops committing Essence to this Charm, the additional health levels fade without ill effect, whether or not they have been lost. They also fade instantly if Anointment of Miraculous Health is used on the target again.

Wound-Mending Meditation - converts aggravated wounds to lethal (Sup 10m)

Cost: 10m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Contagion-Curing Touch, Wound-Mending Care Technique
Source: Core Book p.219

Great Solar healers can draw the poison from even unnatural wounds. This Charm enhances a dramatic action to treat, monitor and tend to the patient. This action requires one hour without a stunt or a Charm. This Charm replaces the normal benefits of medical care. Instead, the Solar’s player rolls (Intelligence + Medicine). If she succeeds, the Solar converts the target’s aggravated wound levels to lethal wound levels.

Presence

First Presence Excellency - +1 presence 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.

Majestic Radiant Presence - makes it hard for others to attack you for a scene (Ref 7m)

Cost: 7m; Mins: Presence 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Obvious, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency
Source: Core Book p.204

The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker’s player succeeds on a reflexive resistance roll. The Solar’s player chooses when purchasing this Charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need succeed only once per action, no matter how many attacks she makes during a flurry. This Charm’s effects are a form of unnatural mental influence, and characters can spend three Willpower to resist the effects of Majestic Radiant Presence for a scene.

Authority-Radiating Stance - targets believe you have authority over them (Sim 3m)

Cost: 3m; Mins: Presence 4, Essence 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Social;  Duration: One scene;  Prerequisite Charms: Majestic Radiant Presence
Source: Core Book p.204

The Solar assumes the mantle of authority. This Charm is a form of unnatural mental influence. For the rest of the scene, each character who interacts personally with the Exalt and has a lower MDV than the Exalt’s Presence suffers an unnatural Illusion effect. He believes that the Exalt is someone with authority over him. Recognizing this belief as an illusion costs two Willpower. This Charm, as a specific exception to the usual rules for unnatural effects, does not cost Limit to resist.

Resistance

Durability of Oak Meditation - add +7 to your soak for one attack (Ref 2m)

Cost: 2m; Mins: Resistance 2, Essence 1; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Source: Core Book p.206, Scroll of Errata p.25

Replace the text of the Charm with the following: A boy cannot cut down an oak tree with a kitchen knife. No more can a mere mortal slay the Solar Exalted with petty blows of mundane steel. The Solar adds (Essence + Resistance) to his bashing and lethal soak against a single attack.

Iron Skin Concentration - all attacks have -1 minimum damage against you (Ref 2m)

Cost: 2m; Mins: Resistance 3, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisite Charms: Durability of Oak Meditation
Source: Core Book p.207, Scroll of Errata p.25

Replace the text of the Charm with the following: Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. All attacks against the Solar have their minimum damage reduced by one die for the duration of this Charm.

Ox-Body Technique (x2) - increase your permanent health levels

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

Ride

First Ride Excellency - +1 awareness 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.

Master Horseman's Technique - one of several options
Cost: —;  Mins: Ride 1, Essence 1;  Type: Permanent
Keywords: None;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.234

The Chosen of the Sun know their animals well. This Charm permanently enhances the Exalt’s capabilities with one of the following tricks:

Harmony of Spirits Style.The Lawgiver can spend one mote reflexively to stop himself from falling off a mount. Characters can activate this effect when the character is inactive (see p. 143). In addition, as a permanent benefit, the character will not fall off the mount simply from being inactive during ordinary travel.

Horse-Summoning Whistle. The Lawgiver can spend one mote reflexively to call a mount loyal to him to his side. The mount makes its way to him as circumstances best allow.

Master Horseman’s Eye. The Solar can spend one mote reflexively when evaluating a mount and perfectly recognize its strengths and weaknesses.

Speed-Sustaining Technique. The Lawgiver can spend one mote reflexively and touch a mount to sustain it for two hours. Effort during that time does not exhaust the creature, and it does not suffer harmful random incidents such as thrown shoes or injured hooves.

Spirit-Steadying Assurances. The Solar can spend three motes reflexively to prevent a mount from panicking. The mount will not panic for the remainder of the scene. Characters with this Charm can purchase additional tricks from this list for two experience points or one bonus point. Using these abilities does not count as a Charm invocation—this Charm permanently enhances the Exalt’s capabilities.

Worthy Mount Technique - your reflexive charms can affect your mount (Perm +1m)
Cost: —; Mins: Ride 3, Essence 3; Type: Permanent
Keywords: None;  Duration: Instant;  Prerequisite Charms: Any Ride Excellency
Source: Core Book p.234

The Solar heroes are as one with their mounts. This Charm lets a character use his reflexive Charms to assist a loyal animal he is riding rather than himself. This counts as the character using that Charm, but adds one mote to its invocation cost. Because this counts as the character using the Charm, it must abide by all of the normal limitations on Charm invocation. For example, the character can’t use a Martial Arts Excellency to enhance an attack and also use Reflex Sidestep Technique to help his mount dodge in the same action without a Combo. However, he could use either of these to help both himself and the horse in a single action. If the character has a self-invoking Charm, such as Surprise Anticipation Method, then it invokes to protect his mount as well. If the mount faces unexpected mortal danger, the character reflexively spends two motes to enhance the mount’s Awareness and allow it to shy.


Artifacts & Gear
Short Bowerbow (Artifact ••)
Core Book p.389, Scroll of Errata p.16
Beautifully ornate weapons, powerbows are to bows what daiklaves are to swords. These weapons are made from a laminate of horn, rare woods and the five magical materials. Crafted by the Exalted for their own hands, these baroque and ornate bows far overmatch any merely mortal weapon. Like daiklaves, powerbows must be invested with Essence to function—otherwise their mighty limbs are too stiff for even the mightiest of the Chosen to bend.

Unlike normal bows, powerbows do not have a maximum Strength. They are linked with the Essence of the firing character, and their construction is such that they yield to those who are weak and stiffen when their wielder is mighty. Instead, they add to the user’s Strength for the purposes of determining damage.

  • Speed 6;  Accuracy +2;  Damage +3L/2;  Rate 2;  Range 250;  Attune 4;  Tags 2,B,O
  • Orichalcum gives it an additional: Accuracy +1, Damage +1, Range +50

Ammunition Types
Core Book p.372

Lamellar Armor (Artifact ••)
Core Book p.375
Lamellar armor is a breastplate composed of a series of interlocking horizontal bands. Lamellar is lighter and more flexible than a standard breastplate and allows better air circulation. Lamellar armor is assumed to include greaves to protect the wearer’s lower legs, a skirt to protect his upper legs and bracer’s to protect his wrists and arms.

  • Soak: 8L/9B
  • Hardness: 5L/5B
  • Mobility: -1
  • Fatigue: 0
  • Attune: 3
  • Tags: May be concealed under a jacket or heavy cloak.
  • Orichalcum increases Soak +2L/+2B and Hardness +1L/+1B
Hearthstone Bracers (Artifact ••)
Core Book p.105
Another common survivor of the First Age (and still manufactured occasionally the DragonBlooded), hearthstone bracers provide powerful defensive bonuses to the Exalt who wear them. These bracers come as a pair, one of which has a setting for a single hearthstone and the other of which is imbued with magical power. These powers work only for an Exalt of the appropriate type. Hearthstone bracers require the commitment of four motes of Essence to activate them—two motes for each bracer. A bracer must be worn with its mate and will not activate unless worn as a pair. Regardless of construction, hearthstone bracers provide a three-die bonus to dodge attempts made by an attuned user.

Orichalcum: Ornately wrought in homage to the Unconquered Sun, these bracers cause the Solar Exalt who wears them to strike with the surety and power of the Unconquered Sun. All of the character’s attacks have their damage increased by two dice while he is wearing the bracers.

Gladestalker's Stone (Hearthstone of Wood •••)
Book of Sorcery Vol. 3 p.100
If set in a powerbow, this deep-red cabochon adds three dice to its Accuracy and another three dice to its Damage.
Jewel of Youthful Suppleness (Hearthstone of Wood •)
Books of Sorcery Vol. 3 p.99
This faceted, scalloped-edged garnet makes the bearer exceptionally limber and flexible. Her player gains two dice to all Athletics rolls. In addition, she can both dislocate and relocate all of her joints at will, without discomfort or harm. This ability grants her two dice to any Larceny rolls to escape bondage.
Gem from the Manse of Doors (Hearthstone of Awesome •••)
Books of Storytelling Vol. 2 p.107
Will need to get more details on this one from Richard.