Narek, The Sagacious Peacock

Narek, the Sagacious Peacock

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An Eclipse Caste born to a wealthy family in the Imperial City, Narek was kidnapped in his youth and trained by Gold Faction Sidereals. He travels from city to city making friends easily; sometimes he leaves them on good terms, other times running for his life when found out. Narek draws energy from convincing others that falsehoods are true, and hopes to someday lie to the Scarlet Empress herself.

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Narek the Sagacious Peacock was born to a wealthy family in the Imperial City.  At his birth he was given the name Hozhing. His exaltation was foreseen by members of both the Gold and Bronze factions of the Sidereal exalted when he was only 5 years old and both groups moved to locate him.  Narek was lucky enough to be “kidnapped” by the Gold faction while his family was vacationing in An-Teng.  He was taken to an academy run by the Gold faction and the Cult of the Illuminated to train with other “rescued” exalted (an odd mix of solar, lunar and sidereal).

Upon arriving at the academy he was told to pick a new name for himself, as an obvious break from his former life.  He chose the name Narek, after one of the characters in a book he had been reading while on vacation.  Years passed as he trained in all manner of disciplines, from martial arts to riding to linguistics to diplomacy.  His mentors soon began to despair as he exhibited a more and more rebellious nature as the years passed.  Bitter at the Sidereals for taking him from his family,  and very already spoiled by his life in a wealthy family, Narek began to act out by skipping his classes, lying to his instructors, copying other’s work and playing practical jokes on his classmates.  Ten years came and went at the academy before the foretellings finally came true and Narek exalted.

A new student by the name of Sora came to the academy after a traumatizing rescue.  Both Gold faction Sidereals and members of the wild hunt had found her at the same time. Her family was massacred in front of her by the wild hunt while she hid.  The Sidereals were able to spirit her away before she was found by the dragon blooded.  At the academy she cried for days on end and was afraid to even come out of her room.  Narek made an attempt to befriend her and promised her that he would protect her here at the academy.  As he made this promise, a white light shone around both of them and the promise was witnessed by heaven as binding.  Having sensed the exaltation, mentors burst into the room to congratulate Narek and tell him again how important his training was.  Sora was comforted enough by the promise to begin classes and the two became fast friends.

a narek EN_Ral_2_GalleryNarek continued to make light of his work in the following years.  He got by with the least amount of work possible and continued to have fun at the expense of his instructors and classmates.  Sora was a diligent student and often helped Narek with assignments that he had forgotten or put off for too long.  During a training exercise however, Sora was killed when another student’s sorcery got out of control.  Narek looked on in horror, unable to do anything to protect her.

During an excursion into a nearby town, Narek is almost killed when he trips and falls directly into a dragon blood of the Wyld Hunt (Botch 1 of 2).  He is beaten to within an inch of death and left by the dragon blooded, presumed dead.

a narek tornado_mage_by_warnick-d57x380Eventually, Narek completes the majority of the basic course work of the academy.  He lies to his mentors, telling them that he has had a vision of a past life and he must seek out his own tomb.  With their blessing, he leaves the academy and begins to travel Creation, seeking excitement and new experiences.  He travels to many cities, making friends easily.  Sometimes he leaves them on good terms, other times running for his life when a lie had been found out.  He draws energy from convincing others that falsehoods are true and wants to someday lie to the Scarlet Empress.

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Eclipse Caste

When the sun and the moon are in perfect alignment, the result is a spectacular solar eclipse. Visible all across Creation, it is an exceptionally auspicious event. The Unconquered Sun and Luna become one, and the day dims sufficiently to reveal the Five Maidens. At this moment, the unity of Heaven is visible for all to see. Similarly, the Eclipse Caste brings unity and order, and its members touch all corners of society, crossing boundaries and bringing people together. During the time of the Solar Deliberative, the Crowned Suns held the Realm together with their diplomacy. They helped to forge consensus between the many Exalts and negotiated treaties between the Realm and barbarian tribes, the spirit courts and even the Fair Folk. As administrators and censors, they kept the gears of the empire running smoothly. When the Dragon-Blooded instigated their coup, the Eclipse Caste who survived the initial assault attempted to resolve the crisis with diplomacy. Their efforts were met with lies, treachery and murder—the Dragon-Blooded were not interested in diplomacy. The Crowned Suns fled to their allies and called on the spirit courts, the elementals and the princes of the beasts for aid. Yet, these allies were not enough, and one by one, the Quicksilver Falcons fell before the armies of the Dragon-Blooded. When the Solars returned, the world witnessed the first solar eclipse since the Terrestrial Exalted took power. Now, the members of the Eclipse Caste have begun the difficult process of reunifying the world. Negotiating with mortal sovereigns, gods, the Fair Folk and the dead, they attempt to bring order to the chaos gripping Creation. Members of the Eclipse Caste are chosen from those who excel at social interaction. They work quietly and move with effortless grace, influencing the opinions of others. They are the shamans who make pacts between men and spirits, the messengers between the lands of the living and the dead and the censors who keep governments functioning honestly. The Crowned Suns excel at communication and organization. Members of the Eclipse Caste are frequently the voices of their circles. As natural communicators, they turn strangers into allies, and their organizational skills keep their groups running smoothly.

Eclipse Caste Specifics
Core Book p.99, Scroll of Errata p.20
Eclipse Caste Solars are not able to “cherry pick” from other Charm trees. All a Charm’s prerequisites must be purchased before the desired Charm may be purchased. Solar Mirror Charms may be substituted for their counterparts when learning Abyssal Charms. (See Manual of Exalted Power—Abyssals, pp. 120-121 for more on Mirror Charms.) When an Eclipse Caste Solar learns a foreign Permanent Charm, they are not required to permanently commit the 2m surcharge for using a foreign Charm. Should the Eclipse anima power be used to learn a foreign Charm with a Flaw of Invulnerability, the Eclipse must also apply a Solar Flaw of Invulnerability to the Charm when she activates it. The above also applies to other beings using Eclipse-equivalent powers to activate foreign Charms with a Flaw of Invulnerability, substituting Solar Flaws for native Flaws. Infernals must always add the Imperfection of the Shadow of All Things to non-native perfect defenses.
Anima Banner: Eclipse Caste Solars have a golden disc within a circle for their caste mark. Their animas are brilliant whites and golds, almost sparkling, but filmy and fluctuating, like the corona of the sun during an eclipse.
Anima Effects: When an Eclipse Caste Solar is party or witness to an oath, he may use his anima to sanctify it. The character must shake hands to seal the agreement or touch the hands of those who are party to it. In response, his anima burns brightly, swirling with the words and runes by which Heaven gave him the right to arbitrate such matters. Those who break such an oath (including the Exalt himself) suffer a terrible curse. The Exalt spends 10 motes of Essence and a point of Willpower to sanctify the oath. Those who break it will suffer terrible luck from their oathbreaking. A number of times equal to the Exalt’s Essence at the time he witnesses or agrees to the oath, the oathbreaker will horribly botch a critical action. When this happens is up to the Storyteller, but it is always at the worst possible moment. The Exalted need not even be alive when the curse takes effect—he sanctifies the oath, but Heaven enforces it. This sanctification may be invoked without cost once the Solar spends 11-15 motes of Peripheral Essence. In addition, Eclipses are protected by ancient pacts with the spirit world, the demon princes and the Fair Folk. Crowned Suns and their companions who are on legitimate business with those beings may not be attacked without just cause (though they may be goaded into attacking and nullifying the oaths). Such creatures must honor the rules of hospitality. Such beings may pretend to be uncompelled, but ultimately, they cannot attack members of an embassy unless they can provoke the characters into breaking the peace. Finally, the Eclipse Caste Solars are talented generalists. Provided they have a tutor, they may learn the Charms of other types of Exalted, spirits or the Fair Folk. These Charms cost double the normal experience of Favored Charms to learn (usually 16 points). In addition, these Charms cost an additional 2 motes to use. Eclipse Caste characters may not start the game knowing non-Solar Charms without Storyteller permission.
Caste Abilities: Members of the Eclipse Caste excel in all forms of communication, organization and travel. They have a natural affinity for the skills of Bureaucracy, Linguistics, Ride, Sail and Socialize.
Associations: The period of Calibration, the color silver, the center direction, the element of air, the gibbous moon and the Maiden of Journeys
Sobriquets: Crowned Suns, Harmonious Voices, Solar Winds, Quicksilver Falcons, Quills of Heaven, The Deceivers (derogatory)
Concepts: adventurous sailor, ambitious courtier, ambitious young noble, army quartermaster, careful spy, elderly society matron, professional diplomat, professional messenger, trade intermediary, village shaman.

Motivation: Lies!
Attributes: Strength 1, Dexterity 4, Stamina 2, Charisma 4, Manipulation 5, Appearance 2 (+2 from hearthstone); Perception 2, Intelligence 3, Wits 4
Virtues: Compassion 3, Conviction 3, Temperance 1, Valor 2
Abilities: Awareness 3, Bureaucracy 2, Dodge 3, Larceny 1, Linguistics 5, Martial Arts 5 (Unarmed Combat +3), Occult 3, Performance 5, Presence 1, Resistance 3, Ride 3, Sail 3, Socialize 3

Backgrounds:

Willpower: 6
Essence: 4
Essence Pool: 18/24
Health Levels: -0/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Join Battle: 7

Other Notes or Constant Effects:

  • Narek cannot be made to look anything other than beautiful: nothing short of Solar Circle Sorcery can even temporarily reduce his Appearance. If dressed in rags and covered in mud, he appears handsomely disheveled. Other people always notice him unless he uses stealth, Charms or the cover of darkness to conceal himself. This is good when giving a speech… not so good for a discreet meeting with an informant. (See “Stone of Inhuman Beauty” below)
Movement - Move 4; Dash 10; Climb 4; Swim 4; Jump 1/2
Move 4Dash 10Climb 4Swim 8(V) Jump 1(H) Jump 2
  • Dexterity +4

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

  • Dexterity +4
  • 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 +4

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

  • Dexterity +4

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

  • Strength +1
  • Athletics +0

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

  • Strength +1
  • Athletics +0

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

Deadly Starmetal Offensive- Attack 15; Damage 8L; PDV: 8; Speed 3; Rate 3
Accuracy 15Damage 8LParry DV 8Speed 3Rate 3Extra
  • Dexterity +4
  • Martial Arts +5
  • Specialty: Unarmed Combat +3
  • Weapon Accuracy +3

I always recommend taking either the First or Second Martial Arts Excellency, and couple it with the Infinite Martial Arts Excellency. It would cost you 20 motes and 1 willpower to use the Infinite Excellency, but it would increase your ParryDV by 5, and using it with the First Excellency would increase your attacks by 10 dice for the whole scene, but using it with the Second Excellency would give all of your attacks 5 automatic successes for the whole scene. It uses a lot of motes to do this, so you’d probably want to increase your Willpower and maybe a Virtue or two, but it can really save your butt when going up against a big villain. 🙂 

  • Weapon +7L
  • Strength +1
  • Dexterity 4
  • Martial Arts 5
  • Specialty: Unarmed Combat +3
  • Weapon Defense +4
That is so ridiculously fast!!!
Normal rate for punch attacks.
 Nothing special her either.
Punch - Attack 13; Damage 1B; PDV 7; Speed 5; Rate 3
Accuracy 13Damage 1Parry DV 7Speed 5Rate 3Extra
  • Dexterity +4
  • Martial Arts +5
  • Specialty: Unarmed Combat +3
  • Weapon Accuracy +1
  • Weapon +0B
  • Strength +1
  • Dexterity +4
  • Martial Arts +5
  • Specialty: Unarmed Combat +3
  • Weapon Defense +2
Nothing special here. 
Nothing special here.
 Nothing special her either.
Defense - Soak 1L/2B; DodgeDV 6; ParryDV 6; DMDV 5; PMDV 5; Knockdown 6/7; Stunning 2/5
Soak 1L/2BDodge DV 6Parry DV 6DMDV 5PMDV 5Knockdown 6/7Stunning 2/5
  • Natural Soak :  1L/2B
  • Armor Soak :  0L/0B
  • Piercing Soak :  1L/2B

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.

  • Dexterity +4
  • Dodge +5
  • Essence +4

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

  • Dexterity +4
  • Martial Arts +5
  • Specialty: Unarmed Combat +3

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

  • Willpower +6
  • Essence +4

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

  • Manipulation +5
  • Performance +5

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

  • Threshold 6
    • Stamina +3
    • Resistance +3
  • Pool 7
    • Dexterity +4
    • Resistance +3

If hit, Narek is hurled backwards one yard per 3d raw (pre-soak) damage. If the attack’s raw damage is greater than Narek’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).

  • Threshold 2
    • Stamina +2
  • Pool 5
    • Stamina +2
    • Resistance +3
  • Target Number: [Damage Suffered – hrffnygr’s Stamina]

If Narek 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 Narek at -2 dice to all non-reflexive rolls until the tick when his attacker next acts.

He’s a martial arts practitioner of both “Celestial Monkey” & “Prismatic Arrangement of Creation”

The Scroll of the Monk, p.85 & p.133
CELESTIAL MONKEY STYLE
The monkey is sharp and clever, sagacious in his simple way. The nimble, quick-witted animal seldom worries about danger and never about failure. Should a snake or tiger come close, the monkey simply jumps to another tree. Should he fail to collect one sweet fruit or shiny trinket, why, there’s always another. To envious, ground-bound humans, the monkey seems to live with neither toil nor fear, carefree as the immortal gods. These mortals obviously don’t know about the laborious bureaucracy of Yu-Shan; many a god would envy a monkey’s life as well. Nevertheless, some martial artists draw inspiration from the monkey’s careless self-assurance as well as its agility. Students of the Celestial Monkey Style practice acrobatic katas and meditate on jokes and paradoxes. Much of their training centers on acting without conscious thought. Some sages see the impulsive monkey as a symbol of an unfocused, distracted mind but practitioners of this martial art see the monkey as a paragon of quick, flexible response. They all seek to achieve the monkey’s happy self-confidence and wide-eyed joy at the world. Those who do so earn the nickname Blissful Sages and become some of the most talented and unsinkable martial artists roaming free across Creation. Blissful Sages don’t spare much respect for anyone or anything, including themselves. They avoid strong passions that could channel their attention too narrowly. As a result, no Blissful Sage has any Virtue rated higher than 3. A higher rating indicates a degree of obsession that an enemy could exploit or that could distract a practitioner from complete awareness of the world. No character with a Virtue rated 4 or higher can learn this style, and if a Blissful Sage raises one of his Virtues higher than 3, he can no longer use the style’s Charms. Weapons and Armor: This martial art is an unarmed style only, and characters cannot use this style while wearing armor. Only masters of this style can escape these prohibitions. (See the Charm Celestial Godbody Understanding for details.)
Complementary Skills: Celestial Monkey practitioners do not need specific ratings in other Abilities to learn this martial art. That said, they often develop great skill at Dodge and Athletics for agility, Awareness for comprehensive observation of their surroundings and Integrity for a self-possessed mind that evades outside influences.

PRISMATIC ARRANGEMENT OF CREATION STYLE
Elder Sidereals often recommend that their younger colleagues learn the Prismatic Arrangement of Creation as their first Sidereal martial art. This fighting style requires relatively low proficiency with Martial Arts and Essence manipulation—for a Sidereal style, anyway—and provides an excellent blend of attack and defense. What’s more, it provides a comprehensive understanding of Creation’s most important substances, entities and modes of wielding Essence. The most unusual aspect of the Prismatic Arrangement of Creation is its multiple Form-type Charms. A diverse array of initial Charms converges on four lesser forms. Once a practitioner masters these lesser forms, she can learn a greater form. Each lesser form offers significant benefits to a martial artist, while the greater form enhances the power of every other martial art the character knows. Weapons and Armor: Characters cannot use the Charms of this style while wearing armor. Weapons cannot be used with most Prismatic Arrangement of Creation Charms (or are simply irrelevant), with a few significant exceptions noted for particular Charms.

Simple Comparisons for Martial Arts
Scroll of the Monk p.15
A mundane martial arts master can split a brick and jump over a hedge.
A Terrestrial martial arts master can split a boulder and jump over a house.
A Celestial martial arts master can split a city wall and jump over a mountain.
A Sidereal martial arts master can split a soul and jump to Yu-Shan.


Dodge

Shadow Over Water - ignore all penalties to DDV (Ref 1m)
Cost: 1m;  Mins: Dodge 3, Essence 1;  Type: Reflexive (Step 2)
Keywords: Combo-OK;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.227
The Chosen move like shadows over water—with perfect grace and speed. The maneuver named Shadow Over Water 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 Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.
Seven Shadow Evasion - perfect defense against an attack (Ref 8m)
Cost: 8m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious;  Duration: Instant;  Prerequisite Charms: Shadow Over Water
Source: Core Book p.227
The Solar hero is too quick for his enemies to land a blow. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack—even if the attack is undodgeable.

This Charm has one of the Four Flaws of Invulnerability (see p. 194).

Linguistics

Second Linguistics Excellency +1 automatic success for every 2motes spent, up to Att+Abi (Ref 2m+)
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.

Discerning Savant's Eye - can decipher any words or text for a scene (Ref 6m/1wp)
Cost: 6m, 1wp; Mins: Linguistics 5, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK;  Duration: One scene;  Prerequisite Charms: Any Linguistics Excellency
Source: Core Book p.233
The Solar heroes see through petty mysteries. This Charm lets the character understand encoded, obscured and hidden communication as if it were clear. For example, the Exalt can read weather-damaged stone tablets, recognize the signals in a coded exchange, browse ciphered manuscripts as if they were in their original language and make out the words of someone whose tongue has been cut in half. This Charm can oppose the concealing effects of Letter-Within-a-Letter Technique and similar Charms. The character is never surprised by social attacks while this Charm is in force.

Martial Arts

Body of War Meditation - increase Str, Sta or Dex for a scene (Sim 4m/6m)
Cost: 4m or 6m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Obvious, Stackable;  Duration: One scene;  Prerequisite Charms: None
Source: Scroll of the Monk p.86
The Exalt practices a meditative prana for about 20 minutes, channeling powerful Essence. Doing so suffuses her muscles with fluid suppleness, and her bones and skin are fortified with power and flexibility. For the rest of the scene, faint pulses of golden Essence radiate from the martial artist’s core chakras in time with her heartbeat, running down her arms and legs and up to the crown chakra in the center of her forehead. The Exalt’s caste mark also becomes visible. For every four motes of Essence the martial artist spends, add one temporary dot to her Strength or Stamina; or for every six motes of Essence, add one temporary dot to her Dexterity. Body of War Meditation can be used more than once for the same scene, but it cannot be used once the character enters combat. The effects are cumulative, and the Exalt’s Attributes can be raised thus above trait maximums. The character cannot raise any of her Physical Attributes by more dots than she has permanent Essence, however.
Withering Paw Strike - disarm an opponent (Sim 4m, 1wp)
Cost: 4m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-OK, Touch;  Duration: Instant;  Prerequisite Charms: Body of War Meditation
Source: Scroll of the Monk p.86
With this Charm, the martial artist attacks his opponent’s weapon arm in an attempt to disarm him. The Exalt’s player rolls a (Dexterity + Martial Arts) attack at a difficulty of 1, disregarding the standard -2 penalty for attempts to disarm. The target’s DV applies as if the attack were a normal one, but the DV suffers a penalty equal to the attacker’s permanent Essence.

If the attacker succeeds, the target’s player must attempt a reflexive roll of (Wits + the weapon’s pertinent Ability) per the normal rules. If she fails this roll, her weapon is flung a number of yards equal to the martial artist’s extra successes. The weapon flies off in a direction of the martial artist’s choosing, or the Exalt may take it for himself and pass it to someone else if she pleases.

Rules-For-Disarming
Disarming (-2 or -4): Knocking a weapon out of someone’s hand has a -2 external penalty with a close combat attack or -4 using ranged. (Core Book p.158)

  1. Narek rolls attack like normal and if the attack hits, it inflicts no damage
  2. Target rolls (Wits + the appropriate wielding Ability) vs. the successes on Narek’s attack
  3. Each success left = 1 foot that the weapon flies away from his/her grasp
  • Retrieving a dropped weapon is difficulty 1 (Dex + wielding Ability) and is only possible if a character can feasibly do so.
  • Duels fought over looming chasms or aboard a ship might not afford such a luxury.
  • Note that characters cannot be disarmed of their natural weapons (fists, feet, claws, fangs, etc.)
  • Nor can they have weapons taken from them that are actually strapped to the body such as a cestus or tiger claws.

If players regularly take advantage of disarming as a prelude to executing a helpless victim (instead of using the maneuver for dramatic purposes), the Storyteller should feel free to raise the penalty imposed by the technique. With a flurry, it is possible for an attacker to disarm and then use a retrieval action to take the weapon for himself, provided he has hands free to take it. Doing so almost always involves a stunt.

Deadly Starmetal Offensive (Ji) - hands turn into lethal starmetal weapons for a scene (Sim 7m)
Cost: 5m (+2m); Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3);
Keywords: Obvious, Shaping;  Duration: Five actions;  Prerequisite Charms: None
Source: Scroll of the Monk p.134
The character infuses her fingernails with Essence, which hardens, sharpens and lengthens them into deadly weapons. Doing so also causing them to bend, influence and predict the path of fate like starmetal does. They allow for hand-to-hand attacks and can be used to parry lethal and ranged attacks without a stunt. Treat attacks and parries enhanced with this Charm as unarmed.

  • Speed 3
  • Accuracy +3
  • Damage +7L
  • Defense +4
  • Rate 3
Five Jade Fury (Zhou) - enhance an attack with accuracy, damage, or speed (Ref 12m)
Cost: 10m (+2m); Mins: Martial Arts 5, Essence 4;  Type: Reflexive (Step 1)
Keywords: Knockback, Obvious;  Duration: Five actions;  Prerequisite Charms: None
Source: Scroll of the Monk p.134
The character’s footwork evokes jade’s elemental authority over the Essence of Creation. Each pattern of steps offers a bonus that applies only to unarmed Martial Arts attacks. The compassion and conviction of green jade allows his attacks to inflict bashing or lethal damage. The grace of black jade allows him to supplement attack rolls with one extra automatic success for every three dice her player rolls (rounded up). The reliability of white jade supplements damage rolls with one extra automatic success for every three dice rolled (rounded up). The swift, unexpected force of blue jade knocks opponents back one yard for each level of damage inflicted. The fierce hunger of red jade adds three dice to the character’s Join Battle roll or reduces the Speed of her attack by one tick (to a minimum of 1). The character can apply only one benefit per attack.

  • Green Jade: Attacks inflict bashing or lethal damage
  • Black Jade: +1 automatic attack success for each attack die rolled
  • White Jade: +1 automatic damage success for each damage die rolled
  • Blue Jade: Knock opponent back 1 yard for each level of damage inflicted
  • Red Dice: +3 to Join Battle roll, or -1 Speed to attack

Occult

Terrestrial Circle Sorcery
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).

Performance

Second Performance Excellency - +1 automatic success for every 2motes spent, up to Att+Abi (Ref 2m+)
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.

Phantom-Conjuring Performance - permanently enhances performance excellencies
Cost: —; Mins: Performance 3, Essence 3; Type: Permanent
Keywords: Obvious;  Duration: Variable;  Prerequisite Charms: Any Performance Excellency
Source: Core Book p.202, Scroll of Errata p.25
Essence enhances the Solar’s arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x 10) yards of the Solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use its effects.

At Performance and Essence 4+ a Solar with this Charm may personalize the expressions of his iconic anima displays, changing its appearance each time it flares up. Deathknights with this Charm’s Abyssal Mirror gain the same benefit.

Heart-Compelling Method - unnatural influence, rouse emotion in a crowd (Sup 6m)
Cost: 6m; Mins: Performance 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social;  Duration: One Scene;  Prerequisite Charms: Any Performance Excellency
Source: Core Book p.202
The Solar Exalted rise above the common through their understanding of others’ desires. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower.
Memory-Reweaving Discipline - convince a town that you've always lived there (Sim 10m, 1wp)
Cost: 10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Illusion, Social;  Duration: Instant;  Prerequisite Charms: Phantom-Conjuring Performance, HeartCompelling Method
Source: Core Book p.203
The Lawgivers define others’ reality. This Charm is a Performance-based social attack that encourages a specific belief—for example, overwriting the audience’s memories and convincing them that the Solar has always lived in their town. This Charm exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires them to believe. It also creates an instant commitment (see p. 201) to that belief. Shaking off the illusion requires one Willpower per scene, and the effect lasts until the targets break their commitment to the false belief.

Socialize

Wise-Eyed Courtier Method - reshape the beliefs of a society (Sim 3m, 1wp)
Cost: 3m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple (6 long ticks)
Keywords: Combo-OK, Illusion;  Duration: Instant;  Prerequisite Charms: None
Source: Core Book p.238
The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a social group with Magnitude 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group. The Exalt’s player rolls ([Charisma or Manipulation] + Socialize). Subtract an external penalty equal to the group leader’s MDV plus half of the group’s Magnitude from the rolled successes. If the character succeeds, the social group accepts the belief.

This Charm exerts unnatural mental influence. The targeted group—and any social groups of Magnitude 1+ that splinter off from the target—must spend six Loyalty to break free of the influence forever or one Loyalty to break free for a single scene.

This Charm has no effect on individuals—only on groups. The character can redefine a church’s dogma or change the prevailing beliefs of a nation, but any given individual reacts of his own accord. The primary function of Wise-Eyed Courtier Method outside of narrative time is to limit the actions that social groups can take.

Gathering the Congregation - inspire mortals into a group under your direction (Sim 10m, 1wp)
Cost: 10m, 1wp; Mins: Socialize 3, Essence 3; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Obvious, Social;  Duration: One week;  Prerequisite Charms: None
Source: Core Book p.240
The glory of the Lawgivers inspires mortals to awe. The Exalt attempts to persuade everyone who can hear him to organize in his service, his player rolling (Charisma + [Performance or Socialize]). This Charm organizes all characters whom the Exalt successfully persuades into a social group under the Exalt’s direction. The group dissolves if the Exalt abandons it for more than a day.

Spells

Flying Guillotine - off with their head! (10m)
Cost: 10m;  Target: Creature
Source: Book of Sorcery Vol. 2 – Black and White Treatises p.47

The sorcerer makes the Sign of the Hooded Headsman. His Essence congeals into a barbed chain two feet long that spins as it arcs toward the target at 170 yards per tick (about 340 miles per hour). The sorcerer can attack anyone he can see within 500 yards.

The sorcerer’s player rolls (Perception + Occult) in the Cast Sorcery action, adding the character’s Essence as automatic successes to the roll. This attack may not be parried without a stunt or Charm. If this is a surprise attack, the chain’s great speed increases the difficulty to spot it by +2. The Flying Guillotine avoids obstacles (negating cover and shield bonuses) and can even turn corners to chase a foe.

The silver weapon wraps about whatever body part it strikes and secures itself into a loop of chain with barbs along the inside. The chain spins with great speed as it tightens, inflicting horrific damage. The spell inflicts 18 levels of lethal damage, plus the successes gained on the attack roll. The chain always aims for the neck of the target. If the Flying Guillotine reduces the victim below Incapacitated, it decapitates the target. Most creatures find this instantly fatal. The chain itself seals shut the severed neck on the head, making it not so messy a trophy.

If the damage does not kill the target, the chain has wraps around a shoulder, chest or limb thrown up as part of the defense, cuts deeply, and then vanishes in a flash of silver light. The chain likewise disappears if the target dodges, parries or otherwise counters the attack.

When used in war, this spell negates the normal penalty for attacking commanders and special characters, as it whips past all soldiers and fortifications on its way to its foe.

Peacock Shadow Eyes - hypnotize target into believing anything you tell them as their own memory (10m)
Cost: 10m;  Target: One sentient being
Source: Book of Sorcery Vol. 2 – Black and White Treatises p.55

The sorcerer’s eyes glow with iridescent flame that holds the gaze of a target up to 10 yards away, compelling him to stunned silence. The sorcerer’s player rolls (Wits + Occult). If the result exceeds the target’s Dodge MDV, the hypnotized target believes anything the sorcerer says in the next five minutes and remembers the suggestions as his own memory—an unnatural mental influence. When the five minutes are up, an auxiliary Illusion effect convinces the target he had a normal conversation with the sorcerer, while continuing to believe what the sorcerer told him.

Someone presenting evidence contrary to what the target believes may unravel this spell. This calls for Investigation-based social attacks on the target, as though reducing an Intimacy. Breaking the unnatural mental influence requires a number of successful attempts equal to the sorcerer’s permanent Essence.


Artifacts & Gear
Stone of Inhuman Beauty (Solar Hearthstone •••)
Book of Sorcery vol.3, Oadenol’s Codex p.107
This iridescent white oval adds four dots to the wearer’s Appearance, raising it to a maximum of 7. In addition, the bearer cannot be made to look anything other than beautiful: nothing short of Solar Circle Sorcery can even temporarily reduce his Appearance. If dressed in rags and covered in mud, he appears handsomely disheveled; if disguised to look horribly scarred, he seems to bear noble wounds that must obviously have come from performing some grand feat of heroism. Other people always notice the bearer unless he uses stealth, Charms or the cover of darkness to conceal himself. This is good when giving a speech… not so good for a discreet meeting with an informant.
Sorcery Capturing Cord (•••)
Books of Sorcery vol.3, Oadenol’s Codex p.39
Sorcery-capturing cords come in three styles and three levels of power. One is made of threads woven from white, green, red, black, blue and yellow jade; it is Artifact 3. One is made of intertwining moonsilver and starmetal threads and is Artifact 4. The five-dot version consists of orichalcum alone.

The cord is about two feet long and immensely strong. It requires no commitment. When the character is the target or in the path of a spell, he may use a miscellaneous action to capture it in a knot tied in the cord. Essence channeled into the spell disappears into the knot in a dwindling display of power. Jade cords can capture Terrestrial Circle sorcery. Moonsilver and starmetal cords can capture that and Celestial Circle sorcery. Orichalcum cords can capture spells of all three circles. Capturing a spell requires that the character be able to take an action on the tick that the spell is released and spend temporary Willpower equal to the spell’s circle: one for Terrestrial, two for Celestial and three for Solar. Cords can hold no more than three spells at one time, regardless of circle.

Releasing a spell is a miscellaneous action to untie the knot. The character must again spend Willpower equal to the spell’s circle in order to channel the energies he is releasing. Spells with multiple versions take the shape intended when originally cast when released. Despite the names, these cords can also capture necromantic spells of the appropriate circles (see The White and Black Treatises for necromancy).

Capturing and redirecting Emerald Circle sorcery is very useful, but not overwhelming, and it costs a significant resource (Willpower). It is Artifact 3—about as useful as Emerald Circle Countermagic. Doing the same with the Sapphire Circle means that nearly every sorcerous opponent the characters might face can be subject to the cord. It enables the character to direct significantly more powerful sorceries, though it also costs more Willpower. It is very powerful, and qualifies for Artifact 4. Wielding this power over all circles of sorcery is unbelievable, not to mention the spells a character might traipse around with ready to set off. It should defi nitely be Artifact 5. Even with all this power flying around, the cords’ enchantments are tempered somewhat by the fact that the character must time his action precisely.

Reference

Rules for Sorcery
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.

SHAPE SORCERY (GENERAL RULES)

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.

SHAPE TERRESTRIAL CIRCLE SORCERY
(SPEED 5, DV -2)

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.