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Acknowledgments:

This is a partial list of the new Solar


Charms from our Exalted: Modern game,
covering a selection of charms for the
Computer, Engineering, and Firearms skills.
The Drive charms never got much use for
some reason, so they’re still on notepads -
although the list of charm names for them has
been included for general inspiration. The
Academics skill covered modern science,
formal mathematics, and similar subjects, as
distinct from the classical learning covered by
Lore. It’s basic charms, however, were fairly
similar, and hence are also still on notepads. If
there’s much feedback or demand, I may
expand this PDF to include them.

Questions, comments, suggestions, and requests are probably best left at my gaming blog, at
http://ruscumag.wordpress.com/. If there are very many, I’ll put up a FAQ or two. There are some other files -
including the Storyteller System Point-Buy Rules (World of Darkness, Scion, Exalted, Etc), the Magic: The
Gathering RPG, and the Shareware versions of Eclipse: The Codex Persona, and The Practical Enchanter, among
others - available there as well.

If you want hard copies of some of our other books, they’re also available through our Lulu Storefront. If you
want more stuff for Exalted, you’ll want the White Wolf tab at my site.

Exalted and its various supplements, in both editions, are intellectual property of White Wolf Publishing Inc
and - obviously enough - this listing of new Solar Charms is of no real use without a copy of Exalted to go with
it. All material is copyright 2007 (this version) to Paul M. Melroy where this is not superseded by White Wolfs
pre-existing rights.
The cover image is a modified version of a painting by Albert Bierstadt, 1830-1902, the original version is
in the public domain by virtue of age. The “Demon Dog” emblem is a modified character clip from Indefensible
Positions, a webcomic by Remus Shepherd, available under Creative Commons Attribution License 3.0 for
commercial and noncommercial use.

Happy Gaming!
Occult Charms Prerequisites: Effulgent Mystic Insight

The Laborer’s W ord allows the user to accom plish tasks


by m agic, rather than by hand. Such tasks m ust be
unopposed: if a horde of zom bies is sham bling towards the
deserted farm house, you can use The Laborer’s W ord to
nail the windows shut or pile furniture against the door. If
they’re already trying to get in, it’s too late. It’s great for
cleaning the house, exercising, chopping firewood,
etcetera. Roll (Int + Occult). Each success accom plishes
ten m inutes worth of work, just as if you’d done it yourself.
The special effects are more or less up to the user; at
it’s most basic the area immediately around you just jerks
a bit and you’re a bit further along on some task. Most
user’s go in for various occult displays; it looks neater.

The Wizard’s Inner Fire


Cost: 2 Health Levels
Duration: Instant
Type: Supplem ental
M inimum Ability: Occult 3
M inimum Essence: 2
Prerequisites: Effulgent Mystic Insight

You m ay burn two health levels in place of a will point.


Unlike m ost supplem ental charm s, this m ay not be
em ployed m ore than once per turn regardless of how m any
health levels you have, but it can be em ployed at the sam e
tim e as another charm if that other charm calls for the
expenditure of will.

Casting The Circle


Cost: 2 Motes
Duration: Special
Effulgent Mystic Insight Type: Reflexive
Cost: 2 Motes M inimum Ability: Occult 4
Duration: Instant M inimum Essence: 3
Type: Supplem ental Prerequisites: The W izard’s Inner Fire
M inimum Ability: Occult 2
Casting The Circle is essentially just a light dam ping
M inimum Essence: 1
technique; it drastically reduces the light-display of an
Prerequisites: None
active anim a banner or spellcasting. It can be activated
autom atically whenever the user’s activities would norm ally
You gain supernatural insights into the flow and patterns
cause such a display. The display will be com pletely
of m ystical energy, allowing you to m anipulate or analyze
suppressed for one round and greatly reduced thereafter,
them m ore effectively. You m ay use this charm whenever
often to the point of a soft glow and a few witchlights.
you m ake an Occult skill check, including one called for by
It should be noted that non-visual detection m ethods
the use of a spell or other charm , buying extra successes
are not affected; the charm m erely soaks up light.
at a rate of 1 per 2 m otes of essence expended up to a
m axim um of (the character’s perm anent essence rating +
the num ber of successes rolled). Blaze Of Unrelenting Resolve
This is essentially identical to Masterful Performance Cost: 1 Health Level
Exercise (page 174) and related charms. Duration: Instant
Type: Reflexive
The Laborer’s Word M inimum Ability: Occult 4
Cost: 2 Motes M inimum Essence: 3
Duration: Instant Prerequisites: The W izards Inner Fire
Type: Sim ple
You m ay burn a health level to gain 3 essence m otes.
M inimum Ability: Occult 3
This m ay be em ployed at the sam e tim e as another charm
M inimum Essence: 2
if that other charm calls for the expenditure of m otes.
The Triumphant Scholar Of The Great Work
Cost: 3 Motes
Duration: Scene
Type: Supplem ental
M inimum Ability: Occult 4
M inimum Essence: 2
Prerequisites: The Laborer’s W ord

You m ay use the basic Occult skill for effects that would
norm ally require the Sciences at a m ere -5 die penalty,
rather than the usual -10 dice.
The basic book lists quite a few things you can do with
the Occult ability. In the Players Guide, quite a few of those
things actually require Sciences. To maintain consistency,
you can still do them with Occult, but at a massive penalty.

The Awakening Of The Sleeping Serpent


Cost: 3 Motes, 1 W ill
Duration: Scene
Type: Supplem ental
Sheave Gathering Technique
Cost: None
M inimum Ability: Occult 5
Duration: Perm anent
M inimum Essence: 3
Type: Special
Prerequisites: The Triumphant Scholar
M inimum Ability: Occult 1
You m ay use the basic Occult skill for effects that would M inimum Essence: 1
norm ally require the Sciences without penalty, rather than Prerequisites: None
at the usual -10 dice.
Sheave Gathering Technique allows the user to store
crystalized m otes of essence within his or her own flesh. A
Orison Of The Archmage character m ay purchase this charm up to once per dot of
Cost: 3 Motes
occult which he or she possesses. Each tim e it’s taken the
Duration: Scene character m ay either add two m otes to their personal
Type: Supplem ental essence pool or five m otes to their peripheral essence
M inimum Ability: Occult 3 pool. In either case these m otes are always expended last
M inimum Essence: 2 and cannot be drained or rem oved by weapons or other
Prerequisites: Effulgent Mystic Insight effects unless the user expends them voluntarily.

Orison Of The Archmage grants it’s user a num ber of Distillation Of The Stone
autom atic successes on Occult rolls equal to his or her
Cost: 1 point of perm anent essence,2
essence rating.
willpower, 10 m otes.
As per Ten Magistrate Eyes, save for being a good deal
Duration: Perm anent
harder to get and affecting Occult instead of Investigation.
Type: Special
M inimum Ability: Occult 3
Ineffable Ward Of Heaven M inimum Essence: 3 (Initial)
Cost: 3 Motes, 1 W illpower Prerequisites: Sheave Gathering Technique
Duration: Instant
Type: Reflexive This debilitating technique crystalizes a portion of the
M inimum Ability: Occult 5 user’s essence into a personal, internal, hearthstone with
M inimum Essence: 4 a rating either equal to the user’s Occult skill (5 m axim um )
Prerequisites: The Triumphant Scholar Of The or with two hearthstone effects with a rating equal to the
G reat W ork and Orison Of The user’s (Occult Skill +1)/2 (3 m axim um ). Such stones m ay
Archmage be of any aspect.

Ineffable W ard Of Heaven is a perfect counterm agic for


essence-based effects which would otherwise affect the
user - the equivalent of a perfect block (e.g. Heavenly
Guardian Defense, Solar Melee). For exam ple, one could
block a Solar Spike (Solar Archery), but not a charm which
augm ented an actual arrow or otherwise did not directly
affect the user.
Glorious Crystal Sheathe Lore Charms
Cost: 6 Motes, 1 W illpower
Duration: One scene
Type: Sim ple
M inimum Ability: Occult 4
M inimum Essence: 3
Prerequisites: Distillation Of The Stone
G lorious Crystal Sheathe allows the user to crystalize
his or her peripheral m otes into a suit of tailored, radiant,
crystalline arm or. This provides +8 lethal and bashing soak
and stops two dice of ping dam age as long as the user has
at least 10 points of peripheral essence left. If the user has
at least 20 points of peripheral essence left he or she also
gains a +2 bonus to one of his or her physical abilities. At
40 points or m ore this extends to a second ability, and at
60 points or m ore to all three. O ptionally, the user m ay
substitute a special ability based on his or her anim a form
for one of these enhancem ents. For exam ple a winged
anim a m ight allow the user to fly, at least as long as there
was enough room for it. Regardless, the abilities or special
abilities bestowed m ust be selected when this charm is
taken and do not vary thereafter.

Forge Of The Sun’s Heart *Existing Charm


Cost: 6 Motes, 1 W illpower
Duration: Scene
Type: Sim ple Essence-Pooling Technique
M inimum Ability: Lore 5 Cost: 6 m otes
M inimum Essence: 4 Duration: Sunrise to Sunset or vice versa
Prerequisites: Glorious Crystal Sheathe Type: Supplem ental
M inimum Ability: 5
Forge Of The Sun’s Heart allows the user to crystalize M inimum Essence: 4
a portion of his or her essence into a fiery, blazing, weapon Prerequisites: Power-Awarding Prana
of transcendent perfection (use statistics for a norm al
weapon, add a +1, a +2, and a +3 m odifier to different You m ay link your essence pools to up to (perm anent
aspects of it). Such weapons are effectively unbreakable essence) other characters. Until the sun next crosses the
for the duration and can be recalled to their creators hand horizon you m ay voluntarily transfer m otes to them or
as a reflexive action for one m ote of essence if the wielder accept voluntary donations of m otes from them as needed.
is disarm ed or has created a thrown weapon. Such The characters linked by this effect are always aware of
weapons cannot be used to fire other am m unition but do why their partners need to draw upon their strength and of
inflict aggravated dam age against dem ons, ghosts, and how m uch is needed. All expenditures of transferred m otes
other creatures of the night. Unfortunately, this doesn’t are treated as the expenditure of peripheral m otes.
necessarily include any idea of how to use it.
Will-Pooling Prana
Cost: 6 Motes, 1 willpower
Duration: Sunrise to Sunset or vice versa
Type: Supplem ental
M inimum Ability: Lore 5
M inimum Essence: 5
Prerequisites: Essence-Pooling Technique

You m ay link your tem porary willpower pools to up to


(perm anent essence) other characters. Until the sun next
crosses the horizon you m ay voluntarily transfer tem porary
willpower to them or accept voluntary donations of tem por-
ary willpower from them as needed. The characters linked
by this effect are always aware of why their partners need
to draw upon their strength and of how m uch is needed.
You m ay convert unshaped quintessence (or am brosia)
back into raw essence to power other abilities. The charm
will convert quintessence back into essence at a rate of 3
m otes per turn until the user halts it or until the available
supply of quintessence has been exhausted.
For reference purposes, a character drawing a salary
gets enough quintessence to convert into 50 mores of
essence per dot of salary per day. Unfortunately, since
quintessence and ambrosia cannot exist outside of spiritual
domains such as Yu-Shan, and quintessence is normally
only available in Yu-Shan, the charm is of limited
usefulness.

Master Of The Scholar’s Art


Cost: 6 Motes
Duration: Scene
Type: Supplem ental
M inimum Ability: Lore 3
M inimum Essence: 2
Prerequisites: None

Master Of The Scholar’s Art grants it’s user a num ber


of autom atic successes on Lore rolls equal to his or her
essence rating.
As per Ten Magistrate Eyes, save for being a good deal
harder to get, costing twice as much, and affecting Lore
instead of Investigation.

The Citing Of Learned Precedent


Cost: 3 Motes
Duration: Scene
Type: Supplem ental
M inimum Ability: Lore 4
M inimum Essence: 2
Prerequisites: Master Of The Scholar’s Art

The Citing Of Learned Precedent allows the user to


m ake an Int+Lore check against the willpower of a guard,
bureaucrat, or sim ilar functionary to quote a convincing
precedent for the character being there and doing whatever
he-or-she is doing. If the character gets three or m ore net
successes the functionary can even be convinced to do his
or her best to assist. Such functionaries will rem ain
convinced until som eone explains to them in detail why the
quoted precedent is no longer applicable.

The Divine Chalice Of Orichalcum


Cost: 3 Motes
Duration: Scene
Type: Supplem ental
M inimum Ability: Lore 4
M inimum Essence: 3
Prerequisites: The C iting Of Learned
Precedent
Computer Charms Encryption Cracking Meditation
Cost: 3 Motes, 1 W illpower
Duration: Instant
Type: Supplem ental
M inimum Ability: Com puter 3
M inimum Essence: 2
Prerequisites: W ireless Connection Prana

You m ay instantly encrypt or decrypt a file, bypass or


set up any access restriction, or otherwise set up or bypass
com puter security on any system you’ve accessed. This is
a perfect effect but, as always in a conflict between perfect
effects, data secured using this technique is inviolate.

Orbital Strike Technique


Cost: 8 Motes, 1 W illpower
Duration: Instant
Type: Sim ple
M inimum Ability: Com puter 4
M inimum Essence: 3
Prerequisites: Encryption Cracking Meditation

You m ay tap into an appropriate m ilitary system and


order an im m ediate attack on a specified location. The
exact effect depends on what m ilitary resources are
available.

Traceless Digital Forgery


Cost: 12 Motes
Duration: Instant
Type: Supplem ental
M inimum Ability: Com puter 3
M inimum Essence: 2
Dance Of The Electrons Prerequisites: Dance Of The Electrons
Cost: 1 Mote per success bought
Duration: Instant You m ay create or m odify a digital docum ent leaving no
Type: Supplem ental trace of your tam pering. It will appear valid in every way
M inimum Ability: Com puter 1 unless cross-checked against uncorrupted sources. This is
M inimum Essence: 1 a perfect effect.
Prerequisites: None
Yaggdrasil Embracing Prana
The user m ay buy extra successes on his or her Cost: 6 Motes, 1 W illpower
com puter rolls at a cost of 1 m ote per success bought. This
Duration: Instant
m ay not, however, m ore than double the num ber of
Type: Sim ple
successes rolled.
M inimum Ability: Com puter 5
M inimum Essence: 3
Wireless Connection Prana Prerequisites: Traceless Digital Forgery AND
Cost: 3 or 6 Motes Encryption Cracking Meditation
Duration: Scene
Type: Sim ple You m ay attem pt to program fates, an effect equivalent
M inimum Ability: Com puter 2 to Sidereal Astrology - although you will lack their m ethods
M inimum Essence: 2 of gaining extra dice and are lim ited to a single college per
Prerequisites: Dance Of The Electrons purchase of this charm . You m ay roll (Int + Com ) at D4 to
do so. Excess successes equate to points of effect. This
Your com puter, laptop, cell phone, PDA, or sim ilar charm does not include any special im m unity to paradox or
device will power up and connect to the local (3 m otes) or any special m ethod of reducing it.
any network in creation (6 m otes) for the duration of the
scene, regardless of whether or not this is norm ally
possible. You cannot, however, connect into, or out of,
creation.
Offline Access Technique Swift Keyboarding Method
Cost: 4 Motes Cost: 4 Motes
Duration: Scene Duration: Special
Type: Supplem ental Type: Supplem ental
M inimum Ability: Com puter 2 M inimum Ability: Com puter 3
M inimum Essence: 2 M inimum Essence: 2
Prerequisites: Dance Of The Electrons Prerequisites: Master Of The Digital Arts

You m ay rem otely power and activate any system that You m ay reduce the base tim e required to com plete a
is currently offline, even jum ping physical gaps of up to (2x coding or com puter-related project by a factor of twice your
perm anent Essence) feet. For exam ple, you could power base essence. Unfortunately, the m otes rem ain com m itted
up a system which was currently in a box waiting to be until the project is com pleted or dropped.
shipped as long as it was within a few feet of a phone,
DSL, or cable-access line that you currently had access to. Digital Transference Transformation
Cost: 6 Motes, 1 W illpower
Universal Calling Coverage Duration: Instant
Cost: 5 Motes Type: Supplem ental
Duration: Scene M inimum Ability: Com puter 3
Type: Sim ple M inimum Essence: 3
M inimum Ability: Com puter 4 Prerequisites: Swift Keyboarding Method
M inimum Essence: 3
Prerequisites: Offline Access Technique You m ay transform yourself into a program and enter a
virtual electronic world. You will rem ain there until you use
You m ay place a call to anyone, anywhere. If there is no this charm to exit again - although that can be in any
phone handy, one will appear next to them regardless of location you can reach through the network.
the environm ent. You m ay rem ain in contact for the There may, or may not, be an advanced version which
duration of the scene if both parties are agreeable. lets you drag other people along with you.

Network Domination Prana Dancing Within The Matrix


Cost: 6 Motes Cost: None
Duration: Scene Duration: Perm anent
Type: Sim ple Type: Supplem ental
M inimum Ability: Com puter 3 M inimum Ability: Com puter 3
M inimum Essence: 2 M inimum Essence: 2
Prerequisites: Universal Calling Coverage Prerequisites: Digital Transference
Transform ation
You m ay rem otely contact a m achine of any type as
long as it uses electrical power in som e fashion and run it You gain com plete access to any one Sidereal Martial
by rem ote control using the buttons on your com puter, cell Art chosen when this charm is selected. Yes, you get all of
phone, PDA, or sim ilar device. W hile you cannot m ake it it. Unfortunately, it only functions while you’ve used Digital
do anything outside its norm al param eters, you can direct Transference Transformation to enter virtual reality and
it within those easily. Any necessary rolls are m ade using none of its effects will extend beyond that environm ent. If
the lower of your (Dex + Com ) or your relevant skill check. you want to do direct battle with another super-hacker
though, it’s just the thing.
Master Of The Digital Arts
Cost: 3 Motes Subliminal Influence Mastery
Duration: Scene Cost: 12 Motes
Type: Supplem ental Duration: Indefinite
M inimum Ability: Com puter 2 Type: Sim ple
M inimum Essence: 1 M inimum Ability: Com puter 3
Prerequisites: W ireless Connection Prana M inimum Essence: 2
Prerequisites: Master Of The Digital Arts
You receive (perm anent essence) autom atic successes
on any com puter checks m ade while this charm is active. You m ay com pose an Em ail, anim ation, or m ultim edia
presentation which carries the full effect of any one of your
social skills. You m ay thus attem pt to start fads, run low-
cost political cam paigns, and get people to send you lots of
m oney.
Computer Data Recovery Prana
Cost: 3 Motes
Duration: Perm anent
Type: Sim ple
M inimum Ability: Com puter 3
M inimum Essence: 3
Prerequisites: Stone Knives And Bearskins

You m ay com pletely reconstruct a docum ent, picture,


program , or sim ilar item from badly dam aged m edia or
partial files. In fact, if you can scan in a badly dam aged
docum ent or enter significant portions of a story this can be
used to reconstruct the rest. This usually requires about ten
m inutes.

Penultimate Search Engine


Cost: 3 Motes
Duration: Perm anent
Type: Supplem ental
M inimum Ability: Com puter 3
Master Of The RAM M inimum Essence: 3
Cost: None Prerequisites: Master Of The RAM
Duration: Perm anent
Type: Supplem ental You m ay m ake an im m ediate a Lore or Occult check
M inimum Ability: Com puter 1 which would norm ally require days, weeks, or even m onths
M inimum Essence: 2 in a m ere five m inutes provided that you have access to
Prerequisites: None the internet. If additional successes are required for an
extended check, you m ay m ake a second check in 15
Any com puter, PDA, or cell phone you use will perform m inutes, a third in an hour, and a fourth in a day. Any
as a Perfect item , providing a +2 die equipm ent bonus. further checks m ust be m ade at the norm al rate. Your dice
pool for the check m ay not, however, exceed your (W its +
Stone Knives And Bearskins Com puter).
Cost: 3 Motes
Duration: Until the end of the scene. Ghost In The Machine
Type: Supplem ental Cost: 3 Motes
M inimum Ability: Com puter 2 Duration: One day
M inimum Essence: 1 Type: Sim ple
Prerequisites: Master Of The RAM M inimum Ability: Com puter 5
M inimum Essence: 3
You m ay tinker together a com puter, PDA, cell phone, Prerequisites: Penultim ate Search Engine
or sim ilar system out of any random selection of electronic
parts, such as those gained by disassem bling a radio and You acquire a helpful AI program . It actually exists in
an old video gam e box. This will norm ally require about ten your head, but you can effectively download it (or link it) for
m inutes or until the end of the current scene. The effects a day to any electronic device you touch by spending 3
are perm anent, but never entirely satisfactory. m otes. It has Perception, Intelligence, W its, Com puter,
Engineering, Investigation, Awareness, and Linguistics 4
The Digital Chariot and other relevant skills and abilities at 2. The Ghost can
Cost: 3 Motes run com puterized system s for you, carry m essages, search
Duration: Scene for inform ation, stand sentry over anyplace with a cam era,
Type: Supplem ental and otherwise acts as an assistant. It does not, sadly, have
M inimum Ability: Com puter 2 any charm s.
M inimum Essence: 1
Prerequisites: Stone Knives And Bearskins

You no longer need an actual com puter, although if you


use this charm on one it will achieve Transcendent (+4
dice) perform ance levels. W orking without one, you can
still achieve norm al levels of function using a cell phone,
PDA, or your unaided brain.
Engineering You m ay assem ble any technological device which
could be built using available com ponents and m aterials
within a single scene and have it work - at least for a few
m inutes.

Weird Science
Cost: 12 Motes, 1 W illpower
Duration: Special
Type: Sim ple
M inimum Ability: Engineering 4
M inimum Essence: 3
Prerequisites: Mother Of Invention

You m ay build bizarre devices with quasi-m agical


effects. Unfortunately this requires hours to days and weird
com ponents, they rarely last very long, and they som etim es
explode or fail for no apparent reason. A given device is
usually good for 2x (Successes achieved on an Essence
roll) scenes or uses.
Devices built using m undane com ponents take only a
few hours and have Art-level effects. Devices built using
exotic m undane com ponents take about a day and have
Science-level effects. Those built using occult com ponents
take days, but can have effects right up to the Solar Circle
Sorcery level if built with unique/legendary com ponents.
Sadly, anything which produces solar-level effects is likely
to be too big to m ove - and even celestial-level effects are
likely to require a vehicle m ount.
The user m ust m ake an (Int + Tech) roll the first tim e a
device is activated with a difficulty ranging from 0 (an Art-
Universal Operator’s Manual based effect) up to 4 (a Solar-Circle effect). Unless he or
Cost: 3 Motes she scores at least one success, the device in question will
Duration: One scene m alfunction spectacularly and destroy itself.
Type: Sim ple
M inimum Ability: Engineering 1 Rapid Manufacture Technique
M inimum Essence: 1 Cost: None
Prerequisites: None Duration: Perm anent
Type: Supplem ental
You gain an effective speciality in using any single M inimum Ability: Engineering 3
technological item you touch equal to your perm anent M inimum Essence: 2
essence rating for the duration of the scene. Prerequisites: Instant Repair Method

Instant Repair Method You m ay build, repair, or m odify technological item s in


Cost: 3 Motes, 1 W illpower far less tim e than usual; the base tim e required is divided
Duration: Perm anent by your (perm anent essence + 1). Once acquired, this is a
Type: Sim ple perm anent enhancem ent of the character’s abilities.
M inimum Ability: Engineering 2
M inimum Essence: 2 Foolproof Design Method
Prerequisites: Universal Operator’s Manual Cost: 5 Motes, 1 W illpower
Duration: One scene
You m ay effect instant repairs on any one technological Type: Sim ple
device by the sim ple expedient of banging on it. M inimum Ability: Engineering 3
M inimum Essence: 2
Mother Of Invention Prerequisites: Rapid Manufacturing Technique
Cost: 6 Motes
Duration: One scene You m ay ensure that the design for an item is easy to
Type: Sim ple produce and easy to m aintain by giving it a final check. It
M inimum Ability: Engineering 3 will only require half the usual num ber of successes to
M inimum Essence: 2 either produce or m aintain it.
Prerequisites: Instant Repair Method
Hardware Upgrade Paradigm Lore
Cost: 3 Motes
Duration: One scene
Type: Sim ple
M inimum Ability: Engineering 2
M inimum Essence: 2
Prerequisites: Universal Operator’s Manual

You m ay upgrade any piece of technological equipm ent


with a m ere touch. O rdinary item s will function is if they
were Perfect, those which are already Exceptional or
Perfect becom e Transcendent. Unfortunately, this wears
off after a single scene.

Essence Reactor Upgrade


Cost: 1 or m ore Motes
Duration: One or m ore hours.
Type: Sim ple *Existing Charm
M inimum Ability: Engineering 3
M inimum Essence: 2 Charm-Lending Technique
Prerequisites: Hardware Upgrade Paradigm Cost: 6 Motes, 1 W illpower
Duration: One Day
You m ay power a technological device with personal Type: Sim ple
essence, rather than with its intended fuel or am m unition. M inimum Ability: Lore 5
This costs 1 m ote for sm all item s, 3 m otes cars and large M inimum Essence: 4
m achines, 5 m otes for m assive system s such as planes, Prerequisites: Power-Awarding Prana
trains, and factories, or 8 for m ajor power stations, aircraft
carriers, and sim ilar things, +2 m otes per hour beyond the Charm-Lending Technique allows the user to lend up to
first. (perm anent essence -1) of his or her charm s to another
character who uses the sam e type of charm . The recipient
Vaporware Activation Technique m ust fulfill the prerequisites of the charm s lent, hence if a
Cost: 10 Motes, 1 W illpower charm has prerequisite charm s which the recipient does
Duration: One scene not possess, the donor m ust lend the recipient those
Type: Sim ple charm s as well. The recipient m ust pay the costs of using
M inimum Ability: Engineering 4 the charm s, while the donor will be unable to use them for
M inimum Essence: 3 the duration. Having som eone loan you the a charm you’re
Prerequisites: Essence Reactor Upgrade studying reduces the XP cost of actually buying it by 2.

You m ay call any one conventional technological item


you currently possess the plans for into existence for a
scene, com plete with such incidental com ponents as
Performance:
bullets, m issiles, and fuel. U nfortunately, while such
essence-based structures can m im ic chem ical reactions Tiger-W arrior Training Technique (Dawn + Dodge,
successfully, nuclear-level reactions rem ain unavailable. Valor, a Physical Attribute) has four variants associated
with the other four castes: Savant Instructing Stricture
Master Tinkerers Method (Twilight + Linguistics, Tem perance, a Mental Attribute),
Cost: 2 Motes per success Commanding Orator Endowment (Zenith + Athletics,
Duration: Instant Conviction, a Social Attribute), Raising The Felonious
Circle (Night + Thrown, Tem perance, a Physical Attribute),
Type: Supplem ental
and Tutor Of The Courtier’s Dance (Eclipse + Lore,
M inimum Ability: Engineering 2
Com passion, a Social Attribute). All of them work alm ost
M inimum Essence: 2
exactly the sam e way. “Relevant Abilities” are those listed
Prerequisites: Universal Operator’s Manual
above in which the instructor has a rating of at least 4 (5 if
the training is repeated). There is an advanced/”graduate”
You m ay buy extra successes on any Engineering-
version of each charm . It requires Perform ance 5 and
based roll up to a m axim um of double the num ber you
Essence 4 and cuts the tim e required down from a m onth
rolled.
to a week.
Firearms Charms M inimum Essence:
Prerequisites:
2
Rapid Reload Technique

You m ay infuse a dam aged, clogged, or ill-m aintained


weapon with essence. For the duration of the scene it will
function perfectly; it will not jam , m isfire, or otherwise
m alfunction even if this would otherwise be inevitable under
conditions such as being fired while clogged with m ud, the
barrel full of water, or while cryogenically frozen.

Rapid Reload Technique


Cost: 2 Motes or Special
Duration: Instant
Type: Reflexive
M inimum Ability: Firearm s 2
M inimum Essence: 1
Prerequisites: None

Any one gun you’re currently touching is instantly fully


reloaded. This costs only 2 m otes of essence for a full Kinetic Bullet Method
reload if you happen to have the am m unition with you, but Cost: 3 Motes
costs 2 m otes per shot if you actually have to sum m on Duration: Instant
shells from som ewhere else. Type: Reflexive
M inimum Ability: Firearm s 1
Handy Ammo Cache M inimum Essence: 2
Cost: 3 Motes, 1 W illpower Prerequisites: None
Duration: Perm anent
Type: Sim ple You m ay im bue a bullet with vast telekinetic force. In
M inimum Ability: Firearm s 2 addition, if you renounce actually inflicting dam age with
M inimum Essence: 2 such an “attack” it m ay neither be blocked nor dodged.
Prerequisites: Rapid Reload Technique Such bullets exert an effective strength against the target
equal to their usual dam age level to hurl the target back, rip
You m ay locate a cache of am m unition, or a pistol-sized an item out of their hands or off their body, or to stop an
weapon, on your person that has been “overlooked” until onrush. The target does, however, get a strength roll to
this point som ehow. resist such effects as usual.

Silver Bullet Technique Ricochet Shot Prana


Cost: 6 Motes Cost: 3 Motes
Duration: Instant Duration: Instant
Type: Supplem ental Type: Reflexive
M inimum Ability: Firearm s 3 M inimum Ability: Firearm s 2
M inimum Essence: 3 M inimum Essence: 2
Prerequisites: Handy Am m o Cache Prerequisites: Kinetic Bullet Method

You m ay fire a single shot which is not subject to range You m ay fire a shot at any target within range without
or environm ental penalties at up to four tim es it’s norm al penalty provided only that 1) you know it’s exact location,
range, adding your essence in autom atic successes to the and 2) that there is a path available that the bullet could
attack roll. Such a shot inflicts aggravated dam age to travel through to reach them , whether or not it’s a straight
dem ons, undead, and other creatures of the night. line. You couldn’t shoot som eone who was sealed into a
vault - unless there was an open ventilation duct and you
Instant Maintenance Prana knew where in the vault they were standing.
Cost: 6 Motes
Duration: Scene
Type: Reflexive
M inimum Ability: Firearm s 2
Shootin’ Iron Mastery Prerequisites: Phantom Shot Technique
Cost: 6 Motes, 1 W illpower
Duration: Instant Your next shot will affect spirits and other im m aterial
Type: Reflexive foes as if they were solid. Spirits slain in this fashion m ust
M inimum Ability: Firearm s 3 succeed in a D2 essence check or be perm anently slain.
M inimum Essence: 3
Prerequisites: Ricochet Shot Prana Ultraviolent Rays
Cost: 6 Motes
You m ay reflexively shoot down an incom ing blockable Duration: Instant
ranged attack directed at any target within 2x (perm anent Type: Supplem ental
essence) feet. This is a perfect defense. M inimum Ability: Firearm s 4
M inimum Essence: 3
Spell Slaying Shot Prerequisites: Spirit Affecting Shot
Cost: 12 Motes
Duration: Instant Your next bullet is transm uted into a beam of solar
Type: Sim ple radiance with LOS range and im m unity to environm ental
M inimum Ability: Firearm s 4 penalties. It can be blocked, but not dodged. Such a blast
M inimum Essence: 3 inflicts aggravated dam age to dem ons, the dead, and to
other creatures of the night.
Prerequisites: Shootin’ Iron Mastery

You m ay attem pt to “kill” a spell within the norm al range Shadow Shootin’ Method
of your weapon. In general, this has a difficulty equal to the Cost: 6 Motes
(Caster’s Essence + the Level of the Spell). Duration: Instant
Type: Supplem ental
M inimum Ability: Firearm s 5
M inimum Essence: 4
Prerequisites: Ultraviolent Rays

You m ay shoot an enem ies shadow or reflection instead


actually shooting at them and still inflict norm al dam age.
Such dam age cannot be parried or dodged, it m ust be
soaked.

Phantom Shot Technique


Cost: 4 Motes
Duration: Instant
Type: Supplem entary
M inimum Ability: Firearm s 2
M inimum Essence: 2
Prerequisites: None

Your bullet passes through nonliving m atter without Lightning Draw Prana
effect, bypassing arm or. You may also ignore cover such Cost: 5 Motes
as walls (but not living trees) as long as you know the Duration: Instant
targets location. Type: Supplem entary
M inimum Ability: Firearm s 1
Spirit Affecting Shot M inimum Essence: 1
Cost: 3 Motes Prerequisites: None
Duration: Instant
Type: Supplem entary You m ay draw and fire in a blinding instant. You always
M inimum Ability: Firearm s 3 shoot before anyone who isn’t using m agical enhancem ent
M inimum Essence: 2 can act and tie the fastest one who is. This is a perfect
effect.
Master Gunfighter Technique
Cost: 1 m ote per die.
Duration: Instant
Type: Supplem entary
M inimum Ability: Firearm s 2
M inimum Essence: 1
Prerequisites: Lightning Draw Prana

You m ay buy extra dice for a firearm s roll at one die


per m ote expended, although you cannot m ore than double
your die pool in this fashion.

Two Weapons Blazing Holdout Weapon Prana


Cost: 6 Motes
Cost: None
Duration: Scene
Duration: Perm anent
Type: Extra Action
Type: Supplem entary
M inimum Ability: Firearm s 3
M inimum Ability: Firearm s 1
M inimum Essence: 2
M inimum Essence: 1
Prerequisites: Master Gunfighter Technique
Prerequisites: None
You m ay activate this charm reflexively. Thereafter, for
You m ay conceal any one weapon up to the size of a
the duration of the scene, you get a bonus firearm s action
rifle, subm achine gun, or m ini-m issile launcher about your
each round - at least as long as you have a loaded gun in
person without showing any exterior signs of it. W hile a full
each hand. W hile the extra action can be used to m ake
strip-search will reveal such a weapon, it’s concealm ent is
m ore than one shot at the usual penalties, it cannot be
otherwise perfect. Once learned this charm is perm anent
used for anything except firearm s rolls.
enhancem ent to the character’s abilities.

Trigun Method Armed To The Teeth


Cost: 6 Motes
Cost: 1 com m itted Mote per weapon
Duration: Scene
Duration: Indefinite
Type: Supplem ental
Type: Sim ple
M inimum Ability: Firearm s 4
M inimum Ability: Firearm s 2
M inimum Essence: 3
M inimum Essence: 1
Prerequisites: Two W eapons Blazing
Prerequisites: Holdout W eapon Prana
You m ay opt to inflict bashing dam age with weapons
You m ay conceal any num ber of weapons up to the
which norm ally inflict lethal, or even aggravated, dam age.
size of a light m achine gun or bazooka around your person
Such dam age is still soaked as if it was of the original type.
from anything short of a full strip search. W hile such
The charm m ay be activated reflexively and continues in
weapons are otherwise perfectly concealed, each weapon
effect for the duration of the scene.
thus hidden requires com m itting a m ote of essence. If
com bined with Holdout W eapon Prana even a full strip
search will not reveal the presence of that final weapon; it
is truly perfectly concealed.

Disarming Germany
Cost: 2 or 5 m otes
Duration: Instant
Type: Reflexive
M inimum Ability: Firearm s 2
M inimum Essence: 1
Prerequisites: Arm ed To The Teeth

You m ay sum m on any weapon you have hidden about


yourself or which you have attuned to you by com m itted
m otes. It costs 2 m otes to sum m on a weapon which you
have on your person, 5 if it m ust be called from a distant
location. In either case, if this is invoked on the first turn of
a com bat, the user gains a +10 bonus on his or her
initiative total.
You m ay fire a shot which will inflict three tim es its base
dam age (via explosion, flam e, or toxic gas) in a radius of
up to 60 feet located anywhere within the weapons norm al
m axim um range. Sadly, the user cannot gain additional
dam age dice from skill.

The Grapeshot Cantata


Cost: 3 Motes
Duration: Instant
Type: Supplem ental
M inimum Ability: Firearm s 2
Ninja This, Asshole
Cost: 6 Motes, 1 W illpower
M inimum Essence: 2
Duration: Instant
Prerequisites: None
Type: Supplem ental
You m ay cause the bullet or shot from your weapon to M inimum Ability: Firearm s 3
m ultiply, You m ay either inflict double dam age (before M inimum Essence: 3
applying soak) against a single target or norm al dam age Prerequisites: None
against two targets who are within five feet of each other.
You m ay fire a shot that ignores all m artial arts effects;
Hand-Cannon Prana m artial-arts based dodges and parries, however perfect,
sim ply are not applicable. Non-m artial arts defenses apply
Cost: 3 Motes
norm ally.
Duration: Instant
Type: Supplem ental
M inimum Ability: Firearm s 3
Overawe The Primitives
Cost: 6 Motes
M inimum Essence: 2
Duration: Scene
Prerequisites: The Grapeshot Cantata
Type: Sim ple
You m ay ignore the soak of a non-living target, such as M inimum Ability: Firearm s 4
a tank, building, or golem , when determ ining the dam age M inimum Essence: 3
from a single firearm s attack. Prerequisites: Ninja This, Asshole

Shell-Shock Technique You m ay fire a shot into the air. W hile this will cause a
m om entary lull in the action and m ake everyone pay
Cost: 6 Motes
attention to what you say next, the shock tem porarily
Duration: Instant
reduces the Martial Arts, M elee, and Thrown, skills of all
Type: Supplem ental
opponents within 60 feet by (essence) levels, m aking them
M inimum Ability: Firearm s 4 less effective and possibly preventing the use of charm s
M inimum Essence: 2 which require high-level skills to use.
Prerequisites: Hand Cannon Prana
Interrupt The Action
You m ay cause the bullet or shot from your weapon to
Cost: 6 Motes
m ultiply, You m ay either inflict double dam age (before
Duration: Instant
applying soak) against a single target or norm al dam age
against two targets who are within five feet of each other. Type: Sim ple
M inimum Ability: Firearm s 5
M inimum Essence: 4
Munitions Merchant Method
Prerequisites: Overawe The Prim itives
Cost: 6 Motes, 1 W illpower
Duration: Instant
You m ay fire a shot into the air which m om entarily
Type: Supplem ental
interrupts the action, ending the scene - although the action
M inimum Ability: Firearm s 5 m ay pick up again alm ost exactly the sam e way.
M inimum Essence: 3
Prerequisites: Shell Shock Technique
Occult Charms Check Cashing Method
Cost: Special
Duration: Special
Type: Special
M inimum Ability: Occult 3
M inimum Essence: 2
Prerequisites: Terrestrial Circle Sorcery

You m ay draw on potential future reserves of power to


power your sorcery. Your “account” contains 1 tem porary
willpower point and 10 essence m otes per tim e this charm
is taken. Unfortunately, you can’t overdraw your account
and have to repay your loans eventually. You m ay take this
charm up to (O ccult) tim es however. Once acquired, this
charm is a perm anent addition to the characters abilities.

Swift Sorcerous Mastery


Cost: 10 Motes, 1 W illpower
Duration: Scene
Type: Reflexive
M inimum Ability: Occult 4
M inimum Essence: 3
Prerequisites: Terrestrial Circle Sorcery

You m ay reduce the casting tim e for thaum aturgy and


sorcery by one round, to a m inim um of a sim ple action. At
Occult 7+ it reduces the tim e by two rounds, and at Occult
10+ it reduces it by three - although the m inim um s still
apply.

Curse Resisting Prana


Cost: 3 Motes
Duration: Scene
Type: Reflexive
M inimum Ability: Occult 3
M inimum Essence: 3
Prerequisites: Terrestrial Circle Sorcery

You m ay resist the effects of any curse, com pulsion,


behavior-controlling m agical effect, or transform ation for
the duration of the scene. This is a perfect effect.
Essence Mote Armoring
Cost: 1 Mote per dam age level
Spirit Absorbing Method
Duration: Instant
Cost: 12 Motes, 1 Perm anent W ill,
Type: Reflexive
and 10 Experience.
M inimum Ability: Occult 2
Duration: Special
M inimum Essence: 2
Type: Sim ple
Prerequisites: Terrestrial Circle Sorcery
M inimum Ability: Occult 4
M inimum Essence: 3
You m ay reflexively generate protective shields when
Prerequisites: Celestial Circle Sorcery
attacked, diverting dam age from your health levels to your
essence m ote reserve. If you divert all the dam age which
You m ay consum e the essence and power of a spirit.
would otherwise occur this constitutes a perfect defense
The user gains access to the charm types used by the
against any additional effects the attack would otherwise
consum ed spirit, up to (Int) of it’s existing charm s, and a +1
have, since it never actually touched you. Unfortunately,
bonus to his or her perm anent essence. Unfortunately, his
this functions as a defensive reflex; once this charm has
or her lim it is perm anently reduced by 4. No user m ay
been acquired, the possessor no longer has a choice about
consum e m ore than two spirits in this fashion - and m ust
using it; his or her subconscious will act to defend him or
som ehow catch and restrain them while devouring them .
her autom atically.
They usually object during the ten m inute long process.
Essence Vortex Technique effect is dangerously torn or frayed, and the pattern spiders
Cost: abandon it. This Charm can target resplendent destinies,
Duration: Special even ones lurking in the target’s background. If the target
Type: Sim ple has m ultiple effects active at once, the user m ust roll
M inimum Ability: Occult 4 versus each of them each separately. Roll first for any
active resplendent destiny, then any other effects, highest
M inimum Essence: 3
(Essence + College) first.
Prerequisites: Celestial Circle Sorcery
This is essentially identical to Astrology Interrupting
Method, but has prerequisites.
You becom e a lens for essence, drawing it in like a
black hole. For one willpower you m ay draw in 3 x (Occult
+ Stam ina) m otes with which to recharge your essence Imperishable Solar Seal
pool. For one perm anent essence the effect begins to feed Cost: 10 Motes, 1 W illpower
on itself: all sources of essence within (Essence x 100 feet) Duration: Special
are drained, including dem esnes, essence pools, am bient Type: Sim ple
essence, artifacts, spells, m agical m aterials, and the very M inimum Ability: Occult 5
structure of spirits, gods, dem ons, and the fey. If you stop M inimum Essence: 4
there, you’ll live - although your own essence store will Prerequisites: Solar Circle Sorcery
ground itself with the forces you’ve gathered, the area
affected will be m agically dead for days or weeks, and You m ay seal you cast a spell against interference. For
you’ll be left perm anently weakened. its duration it is perfectly defended against disruption,
If you take the power into yourself and m erge with it, for counterm agic, and sim ilar effects. The only way to get rid
an instant you’ll be virtually om nipotent, capable of of such a spell is to wait for it to expire naturally.
m atching the power of a prim ordial. Then, of course, you
die - becom ing a part of whatever effect it was that you
thought was worth sacrificing yourself to accom plish.

Spell-Shattering Gesture
Cost: 8 Motes
Duration: Instant
Type: Reflexive
M inimum Ability: Occult 4
M inimum Essence: 3
Prerequisites: Celestial Circle Sorcery

You m ay em ploy this charm upon approaching within


60 feet of an existing thaum aturgy, sorcery, or
necrom ancy spell. Roll (Occ + Int) against a DC equal to
the caster’s perm anent essence plus the circle of the
spell. If the roll succeeds, the spell shatters, as if
dispelled by counterm agic of it’s own circle.
If som e casts a spell within range the user m ay roll in
the sam e fashion to either abort the spell as above or to
cause it to botch as if the user had failed a distraction
roll.
This is essentially identical to Spell-Shattering Palm,
but has prerequisites.

Breaking The Bonds Of Fate


Cost: 10 Motes, 1 W illpower
Duration: Instant
Type: Reflexive
M inimum Ability: Occult 4
M inimum Essence: 4
Prerequisites: Spell-Shattering Gesture

You m ay em ploy this charm upon approaching within 60


feet of an existing sidereal astrological effect. Roll (Int +
Occ) against a difficulty equal to the (Essence + College)
of the Sidereal who created the effect. If you succeed, the
Additional Drive Charms:
Unfortunately, no one ever opted to develop the
additional charm trees listed below, the following charms
exist only on paper: we never needed the full write-ups in
shape to hand around. If there’s enough interest, I’ll get
back to putting them in some time.

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