Endurance

Grim-Faced Guardian Attitude
Cost: 10 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Endurance: 5
Minimum Essence: 3
Prerequisite Charms: Unsleeping Watchman Technique, Ascetic Monk Purification Discipline (CB: Zenith)

Empowered with determination and fueled by righteous duty, the character becomes an exemplary guardian, able to withstand any hardship to protect his charge. When this charm is used, the character declares a target, be it person, place or thing. So long as the character continues to guard that target, he need neither eat, drink, nor sleep. While under the effects of this charm, the character’s actions are severely proscribed. He may not move more than 5 yards from the target (or its perimeter, if an area), he may not speak, except to warn, and he must immediately enter combat if the target is threatened. Any attempt to shirk duty immediately ends the charm’s effects. Otherwise it lasts as long as the essence is committed.

Inexorable Hunter’s Stamina
Cost: 15 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Endurance: 5
Minimum Essence: 4
Prerequisite Charms: Grim-Faced Guardian Attitude, Tireless Runner’s Stride (CB: Zenith)

Much like the previous charm, Inexorable Hunter’s Stamina requires the character to select a target. However, rather than devoting herself to its protection, the Exalt devotes herself to its capture. So long as the character searches for or pursues the target, she will not tire, and has no need for food or water. While under the effect of this charm, the character may take any action so long as she does not deliberately shirk or abandon her mission. The target of this charm may be anything, even if it’s undiscovered, apocryphal, mythical, or downright imaginary, but the character must sincerely want to find it, otherwise the charm will not function.

Age-Spanning Slumber
Cost: 30 motes
Duration: Special
Type: Simple
Minimum Endurance: 5
Minimum Essence: 5
Prerequisite Charm: Sleep of Death Technique (CB: Zenith)

Upon activating this charm, the Chosen enters a deep hibernation, his biological processes slowing to the very edge of death. While unconscious, the character does not age, nor does he require food, water, or air. He does not regain essence, and his anima quickly fades to nothingness (divide the time it takes by the character’s essence). The character gains an additional bashing and lethal soak equal to his Stamina + Endurance + Essence, and all attacks that fail to penetrate his soak do no damage. The sleep continues for a time determined when the charm is first used or until the character takes any kind of damage, whichever comes first (although the minimum hibernation time is one season).

Triumphant Victor’s Dividends
Cost:5 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Endurance: 4
Minimum Essence: 2
Prerequisite charm: Essence Gathering Temper

The character, emboldened by victory, harvests essence from her defeated foes. For the duration of the scene, whenever the character reduces an enemy to incapacitated or below, or whenever an opponent flees because of a failed valor check, she regains a number of motes equal to the defeated character’s permanent essence. Peripheral essence is restored first, and any motes regained add to the character’s anima exactly as if they’ve been spent.

Manifestation of Divine Fury
Cost: 15 motes, 2 willpower
Duration: Special
Type: Simple
Minimum Endurance: 5
Minimum Essence: 5
Prerequisite Charm: Bloodthirsty Sword Dancer Spirit

Under the effects of this charm, the character taps her inner rage to a superhuman, even godlike degree. In addition to the standard immunity to wound penalties, the character gains a bonus equal to his valor to all combat related dice pools, damage rolls, and his bashing and lethal soak. In addition, if the character is Dawn or Zenith caste, his terrifying aura will manifest at no additional cost.

Like Bloodthirsty Sword Dancer Spirit, the character may only attack or advance, but need only make a successful compassion roll (difficulty 1) to avoid attacking allies or innocents. Using this charm automatically adds one to the character’s limit.

Honest Laborer’s Stamina
Cost: 5 motes
Duration: 1 task
Type: Simple
Minimum Endurance: 3
Minimum Essence: 2
Prerequisite Charms: Unsleeping Watchman’s Technique (CB: Zenith)

The character’s legendary fortitude is brought to bear on a simple, even humble, task, vividly demonstrating the limitless and universal compassion of the Unconquered Sun. So long as the character is engaged in manual labor, she will not tire. She will still require food and drink as normal (without the use of other charms), but needs neither rest nor sleep until the task is completed, or until she decides to quit (breaks to eat or drink count as quitting).

What counts as manual labor is up to the storyteller, but certainly includes farming, digging, construction, loading or unloading ships, and similar activities. It explicitly does not include combat, scholarship, or working magic (though it might include mundane craftsmanship).

Power in Exhaustion
Cost: 5 motes
Duration: 1 day
Type: Simple
Minimum Endurance: 5
Minimum Essence: 3
Prerequisite Charms: Honest Laborer’s Stamina, Essence Gathering Temper, Tiger Warrior’s Endurance

The character focuses his power inward and draws on reserves of strength he didn’t know he had. For the next day, his rate of essence recovery is inverted. He gains 8 motes an hour for extreme effort, 4 motes an hour for moderate rest, and no motes for sleep or utter relaxation. The motes spent on this charm are committed for the day, but otherwise there is no limit to the amount of essence recovered. Unlike other charms that require committed essence, this charm can not be revoked prematurely.

Spirit Drives the Body
Cost: 2 motes per health level
Duration: 1 scene
Type: Reflexive
Minimum Endurance: 5
Minimum Essence: 4
Prerequisite charm: Ox-body Technique

The character, driven by essence and will, can continue to fight long after she should have been killed. Every two motes spent on this charm grant the character an additional health level equivalent to her current wound penalty. These are filled before any other health levels the character might have. At the end of the scene, these phantom levels transfer to the character’s normal health track. If this would reduce the character to below incapacitated, she does not die, but rather remains in a deep coma for two weeks per deficit health level. Healing magic can reduce this time, as with normal healing. The maximum number of  health levels this charm can provide equals the character’s Essence multiplied the number of times she’s purchased ox-body technique (although it may only provide essence levels per turn).

Unconquerable Warrior’s Determination
Cost: 10 motes, 2 willpower
Duration: 1 scene
Type: Reflexive

Minimum Endurance: 6
Minimum Essence: 6
Prerequisite Charms: Manifestation of Divine Fury, Spirit Drives the Body

Perhaps the ultimate manifestation of the Zenith caste’s unshakable faith (and pure bloody-mindedness), this dangerous charm keeps the character alive, regardless of the damage endured by his physical frame. When Unconquerable Warrior’s Determination is active, the character suffers no wound penalties (and, indeed, is scarcely aware of being wounded at all). Furthermore, no amount of physical damage will kill or incapacitate him. Even if his flesh is damaged to the point of uselessness, the character’s essence will shape itself to compensate, binding cut sinew, shoring up broken bones, even replacing severed limbs.

While under the effects of this charm, the character cannot be healed by magic. This is a perfect effect and intimately related to the charm’s functioning. If, when the charm ends, the character is below incapacitated (the storyteller should track the character’s wounds secretly for just such an event), he has a grace period of one turn to be healed to the point of survivability. If that doesn’t happen, he dies.

This charm only protects against direct physical damage. Instant death effects (like the immaculate charm Soul Mastery) affect the character normally. Any effect that reduces the character’s permanent essence (whether temporarily or permanently) below 6 ends the charm immediately, possibly with fatal effects if the character is too damaged and lacks healing.

Brilliant Solar Sacrifice
Cost: Special
Duration: Instant
Type: Reflexive
Minimum Endurance: 4
Minimum Essence: 3
Prerequisite charm: Bloodthirsty Sword Dancer Spirit

The ultimate in desperation moves, this charm channels the character’s life force, will, and essence into a devastating blast of magical force. The bast kills the character, and severely damages anything in its radius. It extends outward a number of yards equal to the motes spent on the effect (usually, but not necessarily her entire remaining pool). It does damage equal to the character’s permanent essence times the sum of her remaining health levels and temporary willpower. Against celestial exalted, the damage is bashing. Against demons, the undead, and other creatures of darkness (including Abyssal exalted) it does aggravated damage. Anything else (including inanimate objects) suffers lethal damage. The blast cannot be parried, and can only be dodged if the character has some way of moving out of the area.

Normally, this charm is used to maximum effect as a desperation measure, but the character may decide to limit its area or damage to any degree desired (though it always kills the user).

Persevering Statue Attitude
Cost: 4 motes
Duration: 1 Scene

Type: Simple
Minimum Endurance: 4
Minimum Essence: 1
Prerequisite Charms: None

The character becomes absolutely immovable for one scene. This is a perfect effect and resistant to any conceivable force, from tidal waves, hurricane winds, solar circle sorcery, or even simple gravity. While the essence remains committed, nothing will move him. This does nothing to protect him from damage, and indeed might, depending on the situation, subject him to more danger than normal movement. (For example, the pressure of a collapsing ten-ton ceiling is deadlier than simply being buried alive, though the character could hold it up for as long as it failed to kill him).

Load-Bearing Pillar Stance
Cost: 6 motes
Duration: Indefinite
Type: Simple
Minimum Endurance: 4
Minimum Essence: 2
Prerequisite Charm: Persevering Statue Attitude, Front-Line Warrior’s Stamina

The character’s magic fuels her limitless endurance. For as long as the essence is committed to this charm, the character suffers no fatigue from weight borne. It does nothing to increase her strength, but if she can lift it, she can hold it aloft indefinitely. If the character uses this charm to carry something cross country, she tires as if she were traveling unencumbered. 

Creation-Spanning Breath
Cost:15 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Endurance: 5
Minimum Essence: 5
Prerequisite Charms: Essence Gathering Temper

This charm greatly enhances the character’s natural process of respiration, dramatically increasing the rate at which he regains essence. Each turn, on the character’s initiative, he regains a number of motes equal to his permanent essence. The essence spent on this charm is committed, reducing the character’s maximum pool for the duration of the charm.

Indestructible Spirit Trance
Cost: 15 motes, 3 willpower
Duration: 1 scene
Type: Simple
Minimum Endurance: 6
Minimum Essence: 6
Prerequisite Charms: Creation-Spanning Breath, Willpower Enhancing Spirit

Using a powerful meditative technique, the character draws on the power of her secret inner self. Each turn, on the character’s initiative count, she regains one point of temporary willpower. However, this comes at a terrible price. At the end of the charm’s duration, the character is reduced to zero temporary willpower, and forced to live the compulsion of her nature. Using this charm automatically raises the character’s limit by one.

Power Restoring Inhalation
Cost: 2 willpower, 1 health level
Duration: Instant
Type: Simple
Minimum Endurance: 7
Minimum Essence: 7
Prerequisite charms: Indestructible Spirit Trance

Taking a single breath, the character draws power from the immanent fabric of creation itself. Using this charm completely restores the character’s temporary essence. The character must sleep at least once between uses of this charm.

Titan of Rage and Power
Cost: 30 motes, 2 willpower
Duration: 1 scene
Type: Simple
Minimum Endurance: 8
Minimum Essence: 8
Prerequisite Charms: Unconquerable Warrior’s Determination, Indestructible Spirit Trance

With this terrible charm, the character dedicates herself to the utter destruction of her enemies. Infused with the might of the Unconquered Sun, she becomes an unstoppable combat machine. First, she suffers no wound penalties and becomes immune to any attempts to confuse her mind or change her emotions. Secondly, all combat related dice pools double. This includes bonuses for specialization and equipment. Charm bonuses are added after the doubling, and are still limited to the original Attribute + Ability. Thirdly, she adds her Essence + Endurance to her hand to hand damage and bashing and lethal soak. Fourthly, she reduces her per turn essence expenditures by ten motes and one willpower (though each charm will cost at least one mote). Finally, she gains two fully independent actions per turn.

Unlike some of its prerequisites, Titan of Rage and Power does not allow the character to distinguish between friend and foe. Each living thing is a target, and the character can do nothing but attack or advance. Furthermore, the charm prohibits the use of simple charms, even those with combat applications. The character’s dice actions must be physical, hand to hand attacks.

Strength Born of Passion Technique
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Endurance: 2
Minimum Essence: 1
Prerequisite Charms: None

Drawing on the power of the character’s beliefs, this charm allows for an exceptional display of fortitude. Add the character’s primary virtue to a single endurance roll.

Soul-Driven Determination
Cost: 4 motes
Duration: 1 Scene
Type: Simple
Minimum Endurance: 3
Minimum Essence: 2
Prerequisite Charms: Strength Born of Passion Technique

The character’s passion driven magic is made stronger and more pervasive. Add his primary virtue to all endurance rolls made in a single scene.

Virtue Strengthens the Body
Cost: 6 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Endurance: 4
Minimum Essence: 3
Prerequisite charms: Soul-Driven Determination

The character’s indomitable will carries her on long after she should have expired. Add the character’s primary virtue to all endurance rolls for a single day. Using this charm adds one to the character’s limit.

Frame Enhancing Kata
Cost: 4 motes per dot
Duration: 1 scene
Type: Simple
Minimum Endurance: 4
Minimum Resistance: 4
Minimum Essence: 3
Prerequisite Charms: None

Channeling essence into his body, the chosen increases his stamina for a brief period of time. Every 4 motes spent on this charm increase the character’s stamina by 1, to a maximum bonus of his permanent essence. These bonus dots count as charm dice for the purpose of dice pool limits, but are otherwise like normal stamina dots, increasing soak as normal.

Springing to Wakefulness Method
Cost: 2 motes
Duration: 1 scene
Type: Reflexive
Minimum Endurance: 3
Minimum Essence: 2
Prerequisite Charm: Unsleeping Watchman Technique (CB: Zenith)

With this charm, the character can never be caught sleeping through an important situation. By spending 2 motes of essence the character will instantly awaken, delaying any applicable fatigue penalties until the end of the scene. There should be some sort of stimulus to prompt the waking, but it can be anything the character could hear, feel, taste, or smell while awake and lying down. Waking in this manner does not allow the character to roll conviction to regain willpower.

Sleeping the Good Sleep
Cost: none
Duration: Permanent
Type: Special
Minimum Endurance: 5
Minimum Essence: 3
Prerequisite Charm: Springing to Wakefulness Method

Upon purchasing this charm, the character requires only half as much sleep as normal to get the benefits of a full night’s rest. Essence is regained at the standard rate, however.

Life Preserving Trance
Cost: 10 motes
Duration: Special
Type: Reflexive
Minimum Endurance: 5
Minimum Essence: 5
Prerequisite Charms: Age-Spanning Slumber, Spirit Drives the Body

Upon activating this charm, the character falls into a deep sleep, wherein he becomes extremely difficult to kill. Damage is taken and recorded as normal, but the character will not die. The amount of damage the character can sustain is not limitless, but is ridiculously high (permanent Essence x 100 levels). While in the trance, the character’s biological functions(including natural healing) are completely suspended. The character will only emerge when the damage is healed by some outside agency (charms like Body-Mending Meditation allow the character to heal at his normal rate). If something ends the charm prematurely (whether by reducing the character’s permanent essence or direct charm suppression) while the character is beyond incapacitated, he dies instantly.

Season of Plenty
Cost: 15 motes
Duration: Up to one season
Type: Simple
Minimum Endurance: 5
Minimum Essence: 4
Prerequisite Charms: Sleeping the Good Sleep, Ascetic Monk’s Purification Discipline (CB: Zenith)

The character learns to tap the immanent essence flows to sustain her biological needs. Until the end of the current season, she need not eat, drink, or sleep. The charm has an additional effect depending on the season in which it’s used.

Air: The character need not breath, either.

Earth: Reduce the difficulty of all fatigue rolls by one (armors’ fatigue values are reduced by one).
Fire: The character may run, jump and perform other athletic feats for twice the normal duration before prompting an endurance roll.
Water: The character doesn’t sweat or excrete for the month. Grime and filth seem to slide right off her skin. Reduce the difficulty of all Appearance based ability checks by one.
Wood: The character heals at twice the normal rate.
Calibration: The character is outside fate (see Exalted: The Sidereals)

This charm may not be used on consecutive seasons. Calibration is not considered a season for this purpose (it may be used before and during or during and after, but not before and after).

Morality Shackles the Mind
Cost: none
Duration: Permanent
Type: Special
Minimum Endurance: 5
Minimum Essence: 3
Prerequisite Charm: Willpower Enhancing Spirit

The character internalizes his virtues to such a degree that he gains a powerful resistance to mind control. Whenever a magical compulsion would require the character to perform any action that would normally prompt a virtue check, the character is free to ignore that command. If he doesn’t, he gains a point of limit, exactly as if he were suppressing a virtue (though if commanded magically, he need not spend a willpower point to do so).

Performance

Submissive Petitioner Attitude
Cost: 5 motes per difficulty reduction
Duration: Instant
Type: Supplemental
Minimum Performance: 4
Minimum Essence: 2
Prerequisite Charms: Masterful Performance Exercise

The character instinctively learns the right words to placate the gods. Every 5 motes spent on this charm reduce the difficulty of a prayer roll by one. The character may gain no more of a difficulty break than her permanent essence. While this charm very efficiently draws the attention of the gods, it must be used with extreme tact. It is equivalent to flagging a prayer as a high priority message. If used for trivial purposes, it is likely to draw their ire.

Memory Dimming Performance
Cost: 10 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Performance: 4
Minimum Essence: 3

Prerequisite Charms: Heart Compelling Method

The character’s performance is so captivating, the audience can remember little else. Anyone with a Perception less than the character’s Essence is automatically affected. Everyone else must roll Perception + Awareness against a difficulty equal to the successes on the character’s Manipulation + Performance roll. Everyone who fails will forget everything that happens during the character’s performance, except the performance itself. They need not be actively paying attention, but they must be capable of hearing or seeing it (depending on the character’s chosen mode). People affected by this charm are capable of acting normally, even to the extent of getting involved in combat, though they won’t remember doing so.

Conversion Prompting Sermon
Cost: 15 motes, 2 willpower
Duration: Instant
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Memory Reweaving Discipline, Submissive Petitioner Attitude

Through the auspices of this charm, the character reveals a portion of the Unconquered Sun’s glory. Few people are strong willed enough to remain unmoved. Everyone who hears the sermon must make a willpower roll, opposed by the character’s Charisma + Performance. Magical beings add their permanent essence to their rolls. People with devout and opposing religious beliefs gain anywhere from 1 to 5 bonus dice (though only the most fanatical anathema haters of the immaculate order will get the full bonus). Everyone who fails the willpower roll becomes a believer in the Unconquered Sun (though if they weren’t especially devout in their previous religion, they won’t be in their new one)

Though this charm’s duration is instant, its effects are spread out over a period of weeks or months as those affected work to incorporate their new deity into their previous religious beliefs. During that time, particularly persuasive proselytizing, miraculous divine intervention, or brutal witch hunts might halt the process. However, anyone successfully affected by this charm is at -3 dice to resist further applications.

Fair Folk, Demons, and the Dead are immune to this charm (though they might be impressed by the character’s purely mundane preaching).

Unshakable Fanatics’ Legion
Cost: 20 motes, 3 willpower
Duration: 1 week
Type: Simple
Minimum Performance: 5
Minimum Essence: 5
Prerequisite Charms: Conversion Prompting Sermon, Tiger Warrior Training Technique

Taking already elite troops and filling them with holy fire, the character crafts a powerful instrument for executing the vengeance of the Unconquered Sun. This charm doesn’t improve the raw combat skills of the character’s soldiers as well as Tiger Warrior Training Technique, but it does a far better job of inculcating them against hardship and fear. Not only do they have a Valor of 5 and a Conviction of at least 3, but the difficulty of any virtue checks prompted by enemies of the Unconquered Sun (Fair Folk, Demons, Immaculates, The Deathlords, etc) is reduced by 2 (any such virtue check reduced below difficulty 1 is an automatic success). Furthermore, after a month of hard training, they gain the ability to attune orichalcum weapons and armor at the cost of 1 willpower per 3 motes attunement cost (or fraction thereof). They gain no magical materials bonus. Most people subjected to this charm will have a willpower of 8 or higher, and be quite unbearable, even to faithful servants of the Celestial Order.

The Exalted can train (Essence x 100) troops in a given week, with full training taking a month.

Faithful Peacekeeper Training Technique
Cost: 15 motes, 2 willpower
Duration: 1 week
Type: Simple
Minimum Performance: 5
Minimum Bureaucracy: 5
Minimum Essence: 4
Prerequisite Charms: Tiger Warrior Training Technique, Bureau Rectifying Method

Highly trained, battle hardened troops may be the ideal tool to take a country, but they’re not necessarily the best tool to hold it. This charm trains soldiers to be responsible representatives of the character’s benevolent will, able to interact with civilians in an even-handed and peaceful manner, and without the atrocities or carousing that often doom a military occupation to unpopularity.

Soldiers trained for one month with this charm will have compassion and temperance ratings of at least 3, at least one social or mental attribute at three or higher, and bureaucracy and lore ratings of 3 or higher, with at least one appropriate specialty like law, strategy, resource distribution, or the like. Soldiers trained with this charm make excellent officers and are ideal candidates for the new country’s civil service or judiciary.

The Exalted can train (Essence x 50) troops a week. Troops trained for more than one month, or already trained troops, can exceed the base ratings. This charm is compatible with Unshakable Fanatics’ Legion, but if combined, both charms take twice as long to work (and must be used on alternate weeks to work at all).

Heart Rending Performance Style
Cost: 8 motes, 1 willpower
Duration: instant
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Heart Compelling Method

This charm is a powerful form of brute force mental manipulation, capable of totally destroying a victim’s thought processes. It takes the form of an extended contest between the character’s Manipulation + Performance and the victim’s willpower (each roll requires a separate application of this charm). If the character accumulates the target’s willpower in excess successes, the charm takes a deep hold. The character chooses an emotion and that becomes the victim’s primary mental state for several weeks or months, depending on events in the victim’s life. A person cursed with happiness will not likely remain so if barbarians slaughter his entire family. If the character accumulates excess successes equal to twice the victim’s willpower, the emotion is permanent and unshakable. This charm cannot affect beings with essence equal to or greater than the exalt’s. If a victim ever raises his permanent essence higher than the character’s (at the time this charm was used) its effects end immediately.

Influential Artist’s Rhapsody
Cost: 10 motes, 1 willpower
Duration: 5 days
Type: Simple
Minimum Performance: 5
Minimum Essence: 5
Prerequisite Charms: Memory Reweaving Discipline, Heart Rending Performance Style

This charm changes the target’s nature. It will affect anyone whose willpower is less than the character’s essence. Extended use of this charm on the same individual (for about one full season) will change the victim’s nature permanently.

Ecstatic Revelations Speech
Cost: 8 motes
Duration: 1 scene
Type: Simple
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charms: Submissive Petitioner Attitude

Used only by the most devout Zenith Caste priests, this charm summons a god and invites it to inhabit the character’s body. The character rolls Charisma + Performance. The god summoned has 1 permanent essence for every two successes rolled. Any virtue may be channeled to enhance this charm, though the summoned god’s nature will match the channeled virtue. 

The god is under no compulsion to act in any particular way, but using this charm is a major act of worship from a powerful servant of the Unconquered Sun, so most gods are smart enough to take the process seriously. Most often, gods are called upon to provide information, either through mundane knowledge or special precognitive charms. Awing the superstitious with unmistakable evidence of the Exalt’s divine favor is another common service.

At any time during the duration, the character may attempt to eject the god with an opposed Charisma + Essence roll. If the roll fails, the character must wait at least 1 minute before trying again with the standard penalties. A botch on any roll means the character may not try again for the entire duration.

Many gods view this charm as a great honor, and in the First Age, any spirit who used the opportunity to harm or embarrass the Exalted could expect to be punished severely by the celestial censors (nowadays, they suffer merely social consequences from wiser and more loyal divinities).

Unconquered Sun’s Guidance
Cost: 0 motes
Duration: 1 scene
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charms: Ecstatic Revelations Speech

This charm, useable only by the Zenith caste, was the means by which the First Age Solars ruled the Realm. The character poses a question to the heavens, and the Unconquered Sun responds with a vision of the correct course of action. At least in theory. In reality, the efficacy of this charm depends on a variety of factors. The character’s history of devotion, the urgency of the question, and the whim of the Unconquered Sun all play a part. The Unconquered Sun expects his chosen to be self-reliant, and will certainly ignore requests he deems too trivial, or coming too often. There is some evidence that the likelihood of a response increases if multiple Exalted use this charm in concert. If two or more Zeniths use this charm simultaneously and with the same intent, they receive identical visions.

Crowd Addressing Practice
Cost: 1+ motes
Duration: 1 scene
Type: Simple
Minimum Performance: 3
Minimum Essence: 2
Prerequisite Charm: Respect Commanding Attitude

This charm amplifies the character’s voice, allowing him to speak in the confidence that his entire audience will hear his words. Every mote spent on this charm doubles the range of the character’s voice (2 motes multiply it by 4, 3 by 8, etc). The character is not actually louder than normal. His normal tone of voice simply carries farther. The character may not spend more motes on this charm than his performance + essence.

Celestial Lion’s Roar
Cost: 1m per [essence] dice bashing damage, 1 willpower
Duration: Instant
Type: Simple
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charms: Crowd Addressing Practice

The character unleashes a great roar, injuring nearby enemies with the force of his voice alone. When this charm is used, everything within [Essence] x 2 yards of the character must soak bashing damage equal to the character’s permanent essence x the number of motes spent on this charm. This charm does not distinguish between friend and foe and cannot normally be dodged or blocked, though it is soaked as any other form of bashing damage. The character may only spend up to his Charisma in motes on this charm.

Bone Shattering Battle Scream
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Performance: 5
Minimum Essence: 3
Prerequisite Charms: Celestial Lion’s Roar

The character fills her lungs and screams defiance at her enemies, wounding and possibly killing them with a blast of concentrated sonic energy. The effect is directed at a single enemy with a Charisma + Performance roll, dealing raw lethal damage equal to twice the character’s permanent essence, plus any extra successes on the attack roll. The attack may be dodged, but not blocked. Against demons, the undead, and other creatures of darkness the damage is aggravated.

Inexorable Mimic’s Posture
Cost:20 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Performance: 5
Minimum Presence: 4
Minimum Essence: 4
Prerequisite Charms: Impenetrable Identity (CB: Zenith), Memory Reweaving Discipline

This charm allows the character to impersonate a specific individual with flawless skill. The character must first spend a scene with the target, making an extended contest between the character’s Manipulation + Performance and the target’s Willpower. The first to accumulate the other’s essence in surplus successes wins. If it’s the target, she becomes immune to the character’s performance charms for a year and a day. If it’s the character, he gains an intimate understanding of the target’s personality and memories. 

This charm bypasses the need to study an individual for successful impersonation. If combined with a charm like Perfect Mirror, it allows for a near perfect disguise, able to bypass the security checks and interrogations that form the primary weakness of that charm. Inexorable Mimic’s Posture does not work (to either duplicate or fool) beings with a higher permanent essence than the character. Nor does it fool the Fair Folk, though it can imitate them.

Song of Celestial Harmony
Cost: 10 motes, 1 willpower
Duration: 1 performance
Type: Supplemental
Minimum Performance: 6
Minimum Essence: 6
Prerequisite Charms: Influential Artist’s Rhapsody

With lesser charms, the Exalted may perform with a supernatural grace and allure. Song of Celestial Harmony elevates the character’s performance even higher, into the realm of the divine.  The character doesn’t even need to roll. If the character’s desired outcome could possibly occur, even in the wildest realm of speculation, it occurs. This is a perfect effect, roughly equivalent to Essence x (Charisma + Performance) successes on a mundane performance roll. Though the charm’s effects are powerful, and can indeed cause a conservative crowd to overthrow their beloved monarch or the entire Cloister of Wisdom to worship the Unconquered Sun, it’s also very short lived, lasting a single scene before leaving its victims dazed and vaguely aware that they were subjected to powerful mind control magic.

This charm has no effect on beings with higher permanent essence than the character’s, though since the charm actually does perfect the quality of the performance, they will likely consider it very fine.

Though the charm’s named Song of Celestial Harmony, it can be used to enhance any sort of performance.

Slumber Inducing Melody
Cost: 10 motes
Duration: 1 scene
Type: Simple
Minimum Performance: 4
Minimum Essence: 3
Prerequisite Charm: Memory Dimming Performance

The power of the character’s performance is so strong that he can literally put his audience to sleep. Any creature with a permanent essence of 1 is automatically affected, as is anyone with an essence equal to or less than the character’s who fails a willpower roll. Those who succumb fall into a deep, but otherwise normal sleep, and can be roused by anything that would normally wake them. Otherwise, they sleep until the end of the scene (although, those who are especially tired already might continue beyond that). If this charm is used to counter some sleep-depriving enchantment, the player must win an opposed essence roll against the initiator of the interfering effect. If he succeeds, the opposing magic is permanently broken (although it may be reapplied later). This is a special form of counter-magic that is effective against all known charms and sorcery, even up to the Solar circle.

Dream Stirring Voice
Cost: 10 motes
Duration: 1 night
Type: Simple
Minimum Performance: 5
Minimum Essence: 3
Prerequisite Charm: Slumber Inducing Melody

The character’s performing magic reaches into her audience’s dreams. This charm works through the character’s voice, as she sings or whispers softly into her target’s ears. The character rolls Charisma + Performance, opposed by the highest willpower of any sleeping person who hears her words. If she succeeds, she can shape the sleepers’ dreams. The more successes she rolls, the more control she gains over the target’s dreams. What effects this control has depends on the creativity of the character, though mortals stricken by serious nightmares do not regain willpower. It is certainly possible to use abilities like presence or socialize on the sleeper, persuading him to actions that he would never contemplate awake. This charm can also be used to bargain with the Fair Folk, offering them specially crafted dreams with unusual “flavors.”

Compelling Summons Technique
Cost: 15 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charm: Slumber Inducing Melody

Upon activating this charm, the character begins a performance, be it song, dance, poetry, or some other mode. Any creature of essence 1 who sees or hears the performance, even if only for a second, feels compelled to approach the character and watch the performance to its conclusion. They will even ignore mortal danger to get as close to the character as possible (though they will never intentionally do anything to disturb his performance). People who make a successful willpower roll at a difficulty of the character’s charisma are immune, as are those who are deafened or blinded by some outside agency. The sense depends on the character’s mode of performance. It’s possible that a performance with strong audio and visual components would require both blindness and deafness for complete immunity.

The charm affects a maximum number of creatures equal to the character’s [essence] x 10 x [the number of successes on a Charisma + Performance roll]. It does not affect any being with essence 2 or higher, but it might ensnare particularly weak demons, spirits, or exalts. If desired, the character may limit the effect to some subset of the population (all women or all least gods, for instance) by specially tailoring his performance.

Prudent Performer’s Sending
Cost: 8 motes
Duration: 1 scene
Type: Simple
Minimum Performance: 4
Minimum Essence: 4
Prerequisite Charms: Crowd Addressing Attitude, Phantom Conjuring Performance

This charm allows the character to project her image and voice across great distances. Range is not a factor, and she need not be intimately familiar with the location, though she must have visited it at least once. The sending duplicates the character’s words and actions exactly, though any charms or sorcery used originate at the character’s actual location. If she does something to change her appearance after the charm is activated (spend peripheral essence, remove a piece of clothing, etc), the sending changes to match in the following turn. This charm does not need to be used with a performance, but unless the character has a way of sending her senses too, communication is one way (which is why a prudent character makes sure of her audience before sending anything too revealing).

Enlightened General’s Mein
Cost: 10 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Performance: 5
Minimum Essence: 5
Prerequisite Charms: Heart Compelling Method, Heroism Encouraging Practice, Charismatic Ruler’s Propaganda Style

The character takes on the appearance of a great leader. The change is nothing overt, but it is subtle and powerful. Anyone who was already under the character’s command feel a powerful surge of loyalty when they see her. Her enemies likewise feel a grudging respect for her abilities and virtue as a commander. The undecided begin to question their loyalties. Mostly, this is a roleplaying effect, although the character adds her essence in dice to all rolls made to have her commands understood and carried out. Likewise, those who consider themselves the character’s followers (or at least act like such) must make a willpower roll with a difficulty equal to her Charisma to disobey or betray her, and will likely lay down their lives to protect her. 

The character’s enemies find themselves compelled to act honorably towards her, and must fail a Valor check to use “low” or “unfair” tactics against her (what constitutes a dishonorable tactic varies from culture to culture, but most certainly includes poison, ambush, refusing to accept a surrender, and overwhelming a lone character with vastly superior numbers).

Against those who have no particular view of the character, she gains a number of automatic successes equal to her charisma on any attempt to recruit additional followers or negotiate with neutral powers.

The charm has an additional effect that is both a blessing and a curse. While under this charm’s effects, the character cannot fail virtue checks, nor may she suppress her virtues with willpower. She must act as the noble being others perceive. The character must have all virtues at three or higher to learn this charm.

Fresh Faced Performer’s Attitude
Cost: 5 motes per dot
Duration: 1 scene
Type: Simple
Minimum Performance: 5
Minimum Essence: 3
Prerequisite Charms: none

Attuning himself to the subtle flow of social energies, the character enhances his ability to relate to other people. Every 5 motes spent on this charm increase his charisma by one, for a maximum number of extra dots equal to his permanent essence. These extra charisma dice count as a charm bonus for purposes of calculating maximum dice pool adders, but are in all other respects normal attribute dots.

Enrapturing Movement Defense

Cost: 5 motes, 1 willpower
Duration: 1 scene
Type: Reflexive
Minimum Performance: 5
Minimum Essence: 3
Prerequisite Charm: Husband Seducing Demon’s Dance (CB: Zenith)

By engaging in the sinuous movements of a suggestively erotic dance, the character disarms her enemies, protecting herself with raw sex appeal. Add the character’s performance to all dodge rolls for the scene.  These dice are added reflexively, and if the character has no spare action, she may dodge with her performance alone. Additionally, anyone attacking the character must make a temperance roll or be briefly enraptured, losing his dice action for the turn.

Flaring Lust Distraction
Cost: 7 motes
Duration: 1 scene
Type: Reflexive
Minimum Performance: 5
Minimum Essence: 4
Prerequisite Charm: Enrapturing Movement Defense

The character focuses his sensual dance on a single victim, ensnaring his senses and greatly reducing his combat effectiveness. The target of this charm has his attack difficulty increased, by the character’s performance + essence for attacks directed against the character, by the character’s performance for all other attacks made in his presence. This charm does not affect targets whose temperance exceeds the character’s essence. It may only be used on one person at a time, and any individual can only suffer from this charm once at a time. Multiple characters with this charm can affect multiple victims, however.

Jaded Critic’s Glance
Cost: 1 mote per success
Duration: Instant
Type: Reflexive
Minimum Performance: 3
Minimum Essence: 1
Prerequisite Charm: none

Having seen great performances, the character is only slightly moved by mediocre ones. Each mote spent on this charm reduces a performance’s successes by one for the character only. This charm defends against performance based charms as well, and any charm reduced to zero successes does not affect the character. Charms that work without a roll continue to do so, however. The maximum number of motes a character can spend on this charm is twice his wits + performance.

Disruptive Heckler’s Posture
Cost: 2 motes per success, 1 willpower
Duration: Instant
Type: Reflexive

Minimum Performance: 4
Minimum Essence: 2
Prerequisite Charms: Jaded Critic’s Glance

Much like the previous charm, this charm reduces the successes of any performance roll. The difference is that Disruptive Heckler’s Posture reduces the impact of the performance itself, rather than simply its impact on the character’s perceptions. Thus it is an ideal tool for protecting a crowd against magical manipulation. This charm disrupts other performance charms in addition to mundane performances. If the charm would succeed without a roll, Disruptive Heckler’s Posture forces the initiator to roll Charisma + Performance to pin down the charm’s durability (this is an instant, reflexive roll, and can be enhanced with instant charms like Masterful Performance Exercise). 

The maximum number of successes a character can buy with this charm is equal to twice his Charisma + Performance. Despite its name, the character need not heckle the performance to use this charm, though he certainly may.

Charismatic Ruler’s Propaganda Style
Cost: 1 motes per die
Duration: Instant
Type: Supplemental
Minimum Performance: 3
Minimum Essence: 1
Prerequisite Charms: none

The magic of this charm subtly alters the character’s voice and posture, making her seem much more persuasive than usual. Every mote spent on this charm adds one die to any Performance roll made while speaking to a crowd or persuading a group of people with rhetoric alone.

Militia Calling Posture
Cost: 20 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Performance: 7
Minimum Essence: 7
Prerequisite Charms: Enlightened General’s Mein, Compelling Summons Technique

Sometimes one of the Exalted needs an army very quickly, and can’t be bothered with the tedious business of scouring the countryside for potential recruits. This charm circumvents that entire process, though it is not without its problems.

Militia Calling Posture sends out, to a distance roughly one day’s walk away, a magical message. People affected by this charm will know there is a great leader looking for soldiers, and they will also know where to find this leader. The charm affects [essence] x 10 people per use, starting with the easiest to recruit. Those people will travel to the character’s location, arriving roughly one day after they’re called. 

This charm only calls those willing to serve the character, but it does not distinguish between their motives for doing so. While all the arrivals will join the character’s army, they’ll still need to be fed, quartered, and paid (though the amount will vary, depending on what they’re used to). Repeated uses of this charm in the same area will call new people, and it is perfectly possible to depopulate a region, depending on how mercenary, warlike, or desperate the inhabitants are.

Used by itself, this charm creates a nameless compulsion that draws only the minimum number of recruits. Combined with an active campaign of recruitment and propaganda, its effects can be greatly multiplied (how multiplied depends on the storyteller, the circumstances, and the effort and skill put into mundane recruitment).

Presence

Solar Prerogative
Cost: 15 motes
Duration: Instant
Type: Simple
Minimum Presence: 5
Minimum Essence: 5
Prerequisite Charms: Command Voice (CB: Dawn)

When the gods created the Exalted, they built into them a certain hierarchy. A solar who knows the way of it may exploit that hierarchy to command those beneath him. Upon activating this charm, the character may issue a short command to any or all mortals and Terrestrial Exalted within earshot. This command may only require a short effort to fulfill (a scene at most), and cannot be directly, physically harmful, but inside those limits the character may ask anything and be assured of obedience.

This charm cares nothing for apparent mortal station. Even the filthiest, most obscure mendicant Solar may command kings, generals, or the Scarlet Empress herself (if she were still around). Solar Prerogative does require the target to hear the character, however, and the Dragon-Blooded of the Usurpation temporarily deafened themselves for just such a purpose.

Enforcing the Celestial Order
Cost: 7 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Presence: 6
Minimum Essence: 6
Prerequisite Charms: Solar Prerogative

As the Solars rank first among the Celestial Exalted, so may they punish their inferiors for their transgressions. This charm may target any mortal or non-solar exalted. Upon activating this charm, the character and the target make opposed Essence + Willpower rolls. Each net success on the character’s part reduces the target’s temporary willpower by 1. If the target botches the Essence + Willpower roll, he loses one point of permanent willpower as well. If used against one of the Abyssal Exalted, each net success does one level of unsoakable lethal damage as well.

It is the Solars’ privilege to use this charm however they like, but abusing it for frivolous purposes is sure to draw the ire of the celestial bureaucracy.

Righteous Censor’s Rebuke
Cost: 15 motes, 2 willpower
Duration: Instant
Type: Simple
Minimum Presence: 7
Minimum Essence: 7
Prerequisite Charm: Enforcing the Celestial Order

The Exalted have a mandate to rule Creation, and as much as some of the lesser gods might wish otherwise, it is near absolute, subject only to the desires of the Incarna themselves. This charm, usable only within the boundaries of Creation, enforces that right. Upon activating Righteous Censor’s Rebuke, the character issues a formal rebuke to the spirit, rolling her permanent essence. If the character achieves the target’s essence in successes, the spirit loses a point of permanent essence (destroying it if reduced to essence 0), otherwise the spirit loses temporary essence equal to the successes x 10.

If used against ghosts or first circle demons, successes equal to the target’s essence destroy the victim utterly. Higher level demons are unaffected by this charm, though they find it extremely uncomfortable to experience. Righteous Censor’s Rebuke has no effect on Exalted of any type.

Spirits have no inherent resistence to this charm, but it’s expected that the Exalted will use it only to punish spirits that have gone out of their way to make trouble in the physical world. Abuse of this charm is taken very seriously by the Celestial Bureaucracy.

Mantle of Divinity
Cost: 15 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Presence: 5
Minimum Essence: 4
Prerequisite Charm: Terrifying Apparition of Glory

Gathering to himself the power and grace of the sun’s chosen servants, the character wraps himself in an aura of extreme power and ultimate majesty. This has two effects. First, the character gains the benefits of Terrifying Apparition of Glory for the entire day. Second, the character becomes impossible to humiliate, embarrass, or befoul. Practical jokes fail mysteriously, revealed scandals are received with a “boys will be boys”type attitude, and grime, dirt, and muck just slide off of him. This is a perfect effect.

Note, the character can still be harmed as normal, but damage will never embarrass him. People would perceive his death as noble even if he were stabbed in the back while running away. If he’s cursed or transformed, people will admire his forbearance (“Well, it’s a particularly regal frog, don’t you think?”)

This charm is incompatible with the Dawn Caste’s anima ability.

Terror Inducing Focus
Cost: 8 motes, 1 willpower
Duration: Scene
Type: Simple
Minimum Presence: 5
Minimum Essence: 4
Prerequisite Charms: Terrifying Apparition of Glory, Prey Freezing Glance (CB: Dawn)

The character takes the fearsome aura of Terrifying Apparition of Glory and focuses it on a single individual. Make opposed valor rolls for the character and the target. The one with the highest permanent essence adds one automatic success for each point by which she exceeds her opponent’s essence. If the character wins the roll, the victim is overcome by her divine power and filled with an indescribable terror at suffering her wrath.

In combat, the victim flees to the best of his ability, using charms, sorcery, artifacts, or any other means to their maximum effect, ignoring any long-term ill effects of such abuse (like the horse keeling over). He won’t dare oppose the character directly, groveling and pleading for mercy if caught. Creatures with essence 2+ may spend a point of willpower to defend against the character’s attacks for the scene (at -2 dice penalty), but they will under no circumstances attempt to attack the Exalt. Fleeing characters have little concern for their own safety (they run as if the armies of the Deathlords are behind them), but may become hysterically violent if prevented from escaping (roll Temperance, difficulty 1, to avoid lashing out at any impediment, including friends and loved ones).

Outside combat, the victim becomes utterly sycophantic, doing anything to please the character and avoid inflaming her temper. He will flee only if he can do so without provoking the character’s ire (or if the character’s back is turned), though if the opportunity presents itself, he will almost certainly take it.

Victims remember the use of this charm with perfect clarity, and while most will do anything in their power to avoid the character thereafter, especially sensitive individuals (Essence + Occult of 4 or greater) will understand the magical nature of the fear and probably wish revenge.

Greater Revelation of Majesty
Cost: 10 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 5
Minimum Essence: 5
Prerequisite Charms: Terror Inducing Focus

The character’s power becomes manifest, visible to all onlookers. For the scene his anima will flare as if he spent 11-15 motes. Any hostile extra who sees this aura flees at their maximum speed. All others roll Valor + Essence at a difficulty of the character’s Charisma to stand their ground. Characters friendly to the exalt become emboldened, adding 1 automatic success to all valor rolls for as long as they can see the light. This charm is incompatible with the Dawn caste anima ability, though the Charisma of any Dawn caste using this charm is considered one higher than normal for the purposes of resisting its effects.

Delicate Beauty Manipulation
Cost: 2 motes per dot
Duration: 1 scene
Type: Simple
Minimum Presence: 3
Minimum Essence: 2
Prerequisite Charms: none

The character masters the subtle changes in posture and attitude that transforms mere beauty into devastating gorgeousness. While she doesn’t actually transform, her Appearance increases by one dot per 2 motes spent on this charm. These dice are considered charm bonuses, but in all other respects act as normal attribute dice.

Unattainable Fantasy’s Mein
Cost: 4 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 4
Minimum Essence: 3
Prerequisite Charms: Delicate Beauty Manipulation, Rose-Lipped Seduction Style

The character’s magic grabs hold of the target’s libido and twists. It’s not so much that the character changes to match the victim’s fantasy, but that the victim’s fantasy changes to match the character. Any attempts to seduce a target whose Temperance is lower than the character’s Presence automatically succeed. All other seduction attempts gain a number of automatic successes equal to the character’s Appearance. The spell ends if the character attempts any overtly hostile acts, but the victim will otherwise succumb, even against her better judgement (the storyteller may add 1 to 3 dice to the target’s effective Temperance if she and the character have a history of enmity, but the charm takes no other note of their previous relationship).

When this charm ends, the victim’s feelings toward the character rapidly revert to normal and she feels as if she’s just shaken off some powerful mental fog. Needless to say, this can cause difficulties on the morning after.

Enthralling Countenance Technique
Cost: 7 motes
Duration: 1 turn
Type: Reflexive
Minimum Presence: 3
Minimum Essence: 2
Prerequisite Charm: Harmonious Presence Meditation

Responding to aggression with a wink of an eye and a knowing smile, the character defends himself with force of personality alone. An enemy affected by this charm cannot consciously target the character with any sort of attack or harmful effect until his next initiative count. Weapons hang limply in his hands and the words to spells falter on his lips. This charm only protects the character against attacks aimed specifically at him by a thinking being (animals count, however). Environmental effects, area spells, or random mechanical traps affect the character normally. The character must use Enthralling Countenance Method separately against every enemy he wishes to defend against. Those affected must be able to see the character, and can fight normally if blinded. Effects that negate blindness penalties also restore this charm’s benefit. The enemy perceives him too well. Note: enthralled enemies may defend against attacks normally, but may not use any counterattack charm or effect against the character.

Capturing the Heart
Cost: 10 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Presence: 5
Minimum Essence: 5
Prerequisite Charms: Underling Promoting Touch, Command Voice (CB: Dawn)

This powerful charm works only against mortals and Terrestrials who lose an opposed Essence roll. The Exalt fills the target with an overwhelming and powerful love for the character. This is only a romantic feeling if the character desires it, otherwise it resembles the feelings of a child for a parent or a soldier for a respected commander. As long as the essence spent on this charm remains committed, the target will do literally anything for the character. This can resemble the perverted love inspired by Threefold Binding of the Heart (Savant and Sorcerer), but only if the Exalt and the victim were strongly opposed in nature and goals.

Used on an already loyal follower, the charm’s effects are much more subtle and positive. The Exalt can trust the target completely. She is completely immune to attempts to bribe or intimidate her into betraying the character. She becomes an exemplar of loyalty.

When the effects of this charm end, the target’s feelings toward the character gradually (over the course of a scene) revert to what they’d normally be. If the Exalt treated the target like a trusted companion and friend, the transition may well be seamlessly unnoticeable. If, on the other hand, he treated her as a magically bound slave, the reaction could be explosive.

Irrevocable Impression
Cost: 3 motes
Duration: 1 scene
Type: Supplemental
Minimum Presence: 3
Minimum Essence: 1
Prerequisite Charms: none

The character makes a powerful first impression. In the scene when this charm is used, she gains a number of bonus dice to all social interaction equal to her Presence with anyone she’s met for the first time. These dice are bonus dice and count against the maximum addible by charms.

Obsession Spawning Method
Cost: 8 motes, 1 willpower
Duration: Special
Type: Simple
Minimum Presence: 5
Minimum Essence: 3
Prerequisite Charms: Enthralling Countenance Technique, Irrevocable Impression

The character deeply impresses a single individual with his good looks and charm. So deeply, in fact, that the victim of this charm can think of little else. Make an opposed roll between the character’s Appearance and the target’s Temperance. If the target loses, this charm takes effect.

The changes wrought by Obsession Spawning Method are mainly role-playing oriented, but very powerful nonetheless. The victim thinks about the character constantly. Depending on the interactions between the two, the specific feelings may be a powerful crush, insane jealousy, spiritual devotion, or unremitting hatred. Regardless of the specific form it takes, the result is the same. The victim slowly abandons all his other interests to focus exclusively on getting what he wants from the character (even if all he wants is the Exalt’s head on a plate). Needless to say, after a few weeks, this leaves his personal and professional life in ruins.

Each day, upon waking, the victim makes a new opposed Temperance roll against the character’s Appearance. This charm lasts until the victim succeeds three days in a row (or until the character stops committing the essence).

Aching Need Offensive
Cost: 4 motes per turn
Duration: special
Type: Simple
Minimum Presence: 5
Minimum Essence: 4
Prerequisite Charms: Obsession Spawning Method, Unattainable Fantasy’s Mein

The character inspires an enemy with such acute lust that he’s gradually rendered incapacitated. The player of the Exalt rolls Appearance + Presence at a difficulty of the target’s Temperance. If the roll succeeds, the target loses one willpower every turn he is denied the character’s embrace (and will stop at nothing short of ignoring a direct attack to get it). After he reaches 0 willpower, the character collapses, writhing on the floor in the agony of a desire driven fugue. Each turn after that, he takes an unsoakable level of bashing damage. When he reaches incapacitated, he falls unconscious for the rest of the scene (no longer taking damage, but remaining that way, even if healed).

Using this charm is slightly dangerous, as the victim cares nothing for the character’s well-being or consent, only about satisfying his physical need. Use of this charm in purely social situations can be extremely devastating, though, as the victim also cares nothing for the appropriateness of the context. This charm has no effect on sexless creatures or the mindless undead.

Wearing the Chosen’s Grace
Cost: 10 motes,1 willpower

Duration: 1 scene
Type: Simple
Minimum Presence: 5
Minimum Essence: 5
Prerequisite Charms: Mantle of Divinity

The character embodies perfection. Noble of purpose, strong of word, and bearing the sun’s holy light, none can see him and remain unmoved. In combat, the dice pools of anyone trying to attack him are reduced to zero. The defensive pools of any trying to resist his attacks are reduced by his essence, though many spiritually weak beings won’t even try (essence of 1 or willpower 3 or less), gladly falling on their own blades to avoid sullying the character’s hands with their worthless blood.

Outside of combat, reduce the effective willpower of onlookers by the character’s essence for the purposes of resisting his commands (this does not enhance the charm’s combat effect, but does enhance the effects of other social charms resisted by willpower). Anyone reduced to effective willpower of 0 or less will eagerly carry out the Exalt’s every whim, honored by the opportunity to serve a living god. Magical beings have some measure of protection. They may roll their essence, subtracting the successes from this charm’s effect (So if a character with essence 6 used this charm against someone with essence 3, willpower 8, and the target rolled 2 successes on an essence roll, the target’s effective willpower would be 8 - 6 + 2 = 4).

This charm is incompatible with the dawn caste’s anima power and earlier charms in this tree.

Aura of Inviolability
Cost: 15 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 6
Minimum Essence: 6
Prerequisite Charms: Wearing the Chosen’s Grace

The Exalt’s person becomes sacrosanct, so suffused with divinity and holy power that none can bear to see it come to harm. Anyone who even thinks about harming her must make a conviction roll. If they succeed, they are merely paralyzed for one turn, wracked by a sudden, but controllable guilt. If they fail, they’re paralyzed for a number of turns equal to their conviction and take the Exalt’s essence in levels of unsoakable bashing damage. The character’s enemies may defend against her attacks, but are at zero dice to do so. Generally, those hostile to the character have no recourse but to flee until the effect wears off. Note though, that disrupting this charm does not in and of itself count as harm to the character. It only counts as harm if the enemy plans to follow up the disruption with an attack. During the usurpation, the sidereals used carefully controlled mind control magic on their agents to counter this charm’s effects.

Some particularly powerful enemies of the Unconquered Sun (Demons, Deathlords, Abyssals, Fair Folk Nobles), with essence 7 or higher, are immune to the primary effects of this charm. Instead, they take one unsoakable level of bashing damage each turn they spend in the character’s presence, harmed by the inimical energy of their deadly foe.

Revealing the Glorious Master
Cost: 20 motes, 1 health level
Duration: 1 turn
Type: Simple
Minimum Presence: 7
Minimum Essence: 7
Prerequisite Charms: Aura of Inviolability

The character taps the inner core of her essence, drawing it to the surface and briefly revealing the unfiltered magnificence of the Unconquered Sun himself.. This is as visible as an iconic anima flare, and needless to say, quite damaging to the forces of darkness. Any lesser servant of darkness (demons, ghosts in the service of a Deathlord or Malfean, animate undead, low-power Abyssals) of essence 2 or less that sees the display is instantly vaporized. This effect extends out for miles, possibly destroying hundreds or thousands of enemies. More powerful servants of darkness take twice the character’s essence in dice of aggravated damage, which may only be soaked by charms and magic (armor offers no protection). Additionally, all items of soulsteel (and other blasphemous artifacts) struck by the light of this charm immediately become inert and useless, losing their attunement until their masters take the time to rededicate them. The void circle spell Abyssal Aegis protects against the damaging effects of this charm, though the same benefit is not extended to the necromancer’s equipment.

Shrouding the Inner Fire
Cost: 2 motes
Duration: 1 scene
Type: Reflexive
Minimum Presence: 3
Minimum Essence: 1
Prerequisite Charms: none

Exalts who master Presence are inherently noticeable, their great charisma and force of personality making them the center of any social gathering. Most of the time this is an advantage, but sometimes it would be best to be just part of the crowd. This charm allows that, reducing the character’s Presence to 0 and changing his Appearance to 2. As long as the charm is active, the character will seem absolutely ordinary, easily seduced or bullied, and generally unimportant. As an added benefit, if the character sheds this disguise after significant interaction with a person who misapprehended his true nature, he adds his essence in automatic successes to the first Presence roll made against that person, so long as it takes place within (newly restored) [Appearance] turns. Any anima display immediately ends this charm.

Sharing the Grey Veil
Cost: 3 motes
Duration: 1 scene
Type: Simple
Minimum Presence: 4
Minimum Essence: 1
Prerequisite Charms: Shrouding the Inner Fire

This charm allows the Exalt to bestow the benefits of Shrouding the Inner Fire upon a single willing target. The target may spend one point of willpower (or a single mote of peripheral essence, if Exalted) as a reflexive action to end this charm’s effects.

Innocuous Gathering Meditation
Cost: 5 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 4
Minimum Essence: 2
Prerequisite Charms: Sharing the Grey Veil

Large crowds can be intimidating, especially to paranoid local rulers who might oppose the Exalt’s plans. This charm affects a single group with a maximum of [Essence x 10] members. As long as they perform no overt acts of violence and display no obvious weapons, observers will assume the group is entirely innocent. The Exalt could preach revolution on the front steps of the palace, and the authorities would look benignly on, regarding the spectacle as a harmless case of street theater. This charm does not allow the subjects to enter any place where the public is normally forbidden, but it does allow them to gather in numbers in any public place, even if the tyrannical local government automatically disbands any crowd of similar size. This charm does not work on a battlefield, or anywhere else a lone individual would be considered an actionable threat.

Burning Flare of Remembrance
Cost: 2 motes per success, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Presence: 5
Minimum Essence: 3
Prerequisite Charms: Sharing the Grey Veil, Majestic Radiant Presence

The character becomes so charismatic, so memorable, that anyone else seems bland and uninteresting by comparison. For every two motes spent on this charm, the target subtracts one success from every other attempt to sway him with presence, including Presence based charms (or the social charms of attribute or virtue based essence users). If the charm would normally succeed without a roll, the user must roll Attribute (whichever seems best, given the charm’s effect) + Presence, at a difficulty equal to the target’s protection, or have the charm fail.

Any attempt by the Exalt to use Presence (including charms) against the target adds one bonus die per success purchased with Burning Flare Remembrance. These are charm dice and count against the character’s normal limit. The maximum bonus a character may purchase with this charm is the Exalt’s Essence + Presence.

If used against an unwilling target, the Exalt must succeed in a Manipulation + Presence + Essence roll contested by the target’s Wits + Presence + Essence. An Exalt may not use Burning Flare Remembrance against any person already under its effects from another Solar. This charm lasts as long as the essence is committed. The character can make it permanent (thereby releasing the committed essence) by spending the target’s essence in experience points. This charm cannot be made permanent against an unwilling target.

Perfected Words Transform the Truth
Cost: 15 motes, 1 willpower
Duration: Manipulation Days
Type: Simple
Minimum Presence: 5
Minimum Essence: 4
Prerequisite Charms: Hypnotic Tongue Technique

The character speaks with ultimate persuasion and clarity. Make an opposed Willpower + Essence roll for the Exalt and the target. If the victim loses, she believes the character’s words (a maximum of Essence simple statements) completely. If confronted with direct physical evidence that contradicts the enchantment, she will come up with some contorted rationale to explain it away, rather than doubt the character. Beings with a permanent Essence higher than the character’s may make a willpower roll at standard difficulty to shake off the enchantment if provided with contradictory evidence.

Those under the effects of this charm will not generally harm themselves, but the right suggestion given to the right victim might provoke an extreme reaction. For example, telling a person with high compassion and conviction that she was destined to give birth to a terrible dictator might prompt her to take a massive dose of maiden tea, permanently destroying her ability to have children.

Voice of Heaven
Cost: 15 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 6
Minimum Essence: 6
Prerequisite Charms: Perfected Words Transform the Truth

The character’s majesty is unparalleled, filling others with awe at the sacred union between the human and the divine. Upon invoking this charm, the Exalt rolls her Charisma + Presence against the target’s Willpower + Essence. The more successes the character gets, the more extreme the command the victim will obey.

One success will get the victim to do something he wouldn’t ordinarily do, but doesn’t violate his moral code or impose any sort of long term cost or sacrifice (“dig that ditch for the next hour”). Three successes can cause a victim to violate his moral or put himself at a long term disadvantage (“kick that orphan” or “give me all your money”), but not both. Five successes may put a victim at a long-term disadvantage that violates his moral code (“give all your money to the Cult of the Illuminated”) or it may put the victim in mortal danger that does not violate his moral code (“attack the anathema”). Seven successes will put the victim in mortal danger that violates his moral code (“defend the anathema against the Immaculate monks”). It takes seven successes or more to get a victim to directly commit suicide, but only if the victim is half the character’s permanent essence or less. Like Solar Prerogative, Voice of Heaven requires the victim to hear the character.

Seizing the Crown Technique
Cost: 20 motes, 2 willpower
Duration: instant
Type: Simple
Minimum Presence: 8
Minimum Essence: 8
Prerequisite Charms: Enforcing the Celestial Order, Revealing the Glorious Master

Using this charm, the character may take up his place as one of the rightful rulers of creation. Usable only within a country (be it empire, republic, or city-state) with recognized borders and a single national identity, Seizing the Crown Technique causes all mortal inhabitants of the kingdom to regard the character as their rightful sovereign. If the country lacks a ruler, or if the current ruler has a permanent essence  two or more less than the character’s, the process is automatic. If the country is ruled by a being whose essence is one lower, equal to, or one higher than the character’s, the two make an opposed Willpower + Essence roll, with the winner taking control of the land. If the ruler has essence two or more higher than the character’s, this charm has no effect.

Normal mortals (those of essence 1) will regard the character as the ruler of the country and obey his edicts exactly as much as they would any other monarch’s (criminals don’t suddenly obey the law, for instance). If the character was previously regarded as an enemy of the people, they will see him as a conquering tyrant, but they will endure his rule without plotting revolution for at least one year. Those who have made an oath to serve the kingdom (or its previous ruler) will uphold the character’s rule whether they like it or not, even after the year has passed. Unfortunately, the character may not use this charm (to extend the population’s loyalty) if he is already the country’s ruler.

Most creatures of Essence 2 or higher are immune to this charm, able to disobey or plot against the character according to their normal preferences. The exception is Dragon-Blooded, who are especially susceptible to Solar loyalty-inducing magic. Any Dragon-Blooded who exalts while under the effects of this charm retains the loyalty they had while still mortal, even if they later raise their essence. Furthermore, any Dragon-Blooded of essence 3 or less who swore an oath of service to the  country upholds the character’s rule, just like a mortal. This effect is permanent, even if the Terrestrial later raises her essence.

Crown Seizing Technique must be used in the physical or spiritual center of the kingdom. While there is nothing mechanical preventing a Solar from striding into the Realm and claiming the throne, such an act would require climbing the Imperial Mountain, entering the Hearthstone Chamber of the Imperial Manse, or announcing his presence in the Cloister of Wisdom.

Worship Skimming Technique
Cost: 0 motes
Duration: instant
Type: Simple
Minimum Presence: 8
Minimum Essence: 8
Prerequisite Charms: Revealing the Glorious Master

The Exalt concentrates briefly, broadcasting the news of his divinity to the nearby mortal population, provoking a spontaneous wave of devotion to spread through the land. Any mortal of essence 1 within [Essence x 100] miles drops whatever they are doing and takes one turn saying a small prayer of thanks to the Exalt. On the following turn, on the character’s initiative count, she gains one mote of essence per ten people, and one point of temporary willpower per one thousand people. The maximum the character can gain is equal to the character’s full temporary pools. Any excess bleeds off into the character’s anima, possibly causing it to flare even more extremely than normal (assume it’s 1/4 mile in height for every factor of ten motes beyond the character’s normal maximum, i.e. 1/4 mile at +10 motes, ½ mile at +100 motes, 3/4 mile at +1000 motes, etc. Using it in the heart of  the river province would probably provoke a flare close to two miles in height.).

While this charm was of inestimable help during the primordial war, allowing mortals to support, in their own, small way, the Exalted cause, using it in contemporary times is an act of unparalleled hubris. Gain 1 cumulative limit point every time Worship Skimming Technique is used without the explicit permission of a powerful (essence 7+) celestial deity. The use penalty decreases by one for every year in which the character refrains from using this charm.

Elegant Words Meditation
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Presence: 4
Minimum Essence: 2
Prerequisite Charms: Listener Swaying Argument

The character knows just what to say to make a good impression. Add his essence as automatic successes to any Socialize, Presence, or Bureaucracy roll involving one on one interaction. Furthermore, if the roll fails for any reason, the character is assumed to get one success.

Effortless Confidence Attitude
Cost: 14 motes, 2 willpower
Duration: 1 scene
Type: Simple
Minimum Presence: 5
Minimum Essence: 3
Prerequisite Charms: Elegant Words Meditation

The character is supremely assured of her grace and charm, and as a result is moved by nothing less than herself. Until the end of the scene, the character is assured success on all Presence, Socialize, and Bureaucracy rolls involving one on one interaction. She rolls as normal, but if, for any reason the dice come up a failure (due to difficulty penalties, interference from another character, or just plain bad luck) she is assumed to get one success.

Uncanny Taunting Insight
Cost: 3 motes
Duration: 1 scene
Type: Reflexive

Minimum Presence: 2
Minimum Essence: 1
Prerequisite Charms: none

The character insults his enemies with supernatural precision. In combat, the target must fail a valor roll to avoid attacking the character to the exclusion of all other enemies (though he may defend against attacks normally). Outside combat, the effect is the same, but the victim may spend a point of willpower and make a temperance roll to defer the attack until a strategically advantageous time (like when he has the opportunity to poison the character’s food, for instance).

Resistance

Iron Soul Pattern
Cost: 5 motes
Duration: 1 scene
Minimum Resistance: 4
Minimum Essence: 2
Prerequisite Charms: Spirit Strengthens the Skin

The character attunes his spirit to the energies of creation, and uses it as a shield against those who live beyond. Add his resistance to his bashing, lethal, and aggravated soak against wyld energies or attacks made against him by wyld creatures (including Fair Folk using mortal weapons). Subtract his Resistance from the successes of any glamour effect or wyld sorcery used against him if that effect does not directly do damage.

Celestial Fortitude Protection
Cost: 4 motes
Duration: 1 turn
Type: Reflexive
Minimum Resistance: 5
Minimum Essence: 2
Prerequisite Charms: Iron Kettle Body

The character’s skin hardens to a preternatural degree. Until initiative is next rolled, add her Stamina + Resistance to her bashing and lethal soak.

Spirit Gold’s Shield
Cost: 10 motes
Duration: Instant
Type: Reflexive
Minimum Resistance: 5
Minimum Essence: 3
Prerequisite Charms: Celestial Fortitude Protection

The character’s anima flares and wraps itself thickly around an incoming attack, greatly blunting its damage. Add his Essence x 10 to his bashing and lethal soak against a single attack.

Unbreakable Body Stance
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Resistance: 5
Minimum Essence: 3
Prerequisite Charm: Adamant Skin Technique

For a brief instant, the character adopts a mystical defense posture that weakens even the most inimical of attacks. Unbreakable Body Stance converts the damage from one aggravated attack to lethal. The Exalt may spend the motes for this charm at any time, usually before soak is applied, but it works even after damage is rolled.

Wholeness of Body Meditation
Cost: 6 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charm: Unbreakable Body Stance

The character understands the subtle spiritual balance between body and soul, and is capable of exploiting this knowledge as a powerful defense. Until the end of the scene, the character may soak aggravated damage with his full lethal soak.

Orichalcum Skin Concentration
Cost: 10 motes, 2 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charm: Wholeness of Body Meditation

Taking on a slightly golden sheen, the character’s skin becomes as resilient as the Solars’ favored magical material. For the rest of the scene, convert all lethal damage to bashing after soak is applied.

Cut and Scrape Immunity
Cost: 10 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Essence: 5
Prerequisite Charm: Orichalcum Skin Concentration

The Chosen becomes totally immune to incidental damage. For the rest of the scene, the character gains a perfect soak and hardness against any bashing damage, thus taking no damage at all from bashing attacks. This is not compatible with charms or abilities that allow the character’s bashing soak to soak lethal damage, though it does combine with effects that transform lethal damage to bashing before soak is applied. The preceding charm specifically does not combine with Cut and Scrape Immunity, though if both are active at once, Orichalcum Skin concentration does continue to blunt lethal damage.

Solar Invulnerability
Cost: 15 motes, 1 willpower, 1 health level
Duration: Instant
Type: Reflexive
Minimum Resistance: 6
Minimum Essence: 6
Prerequisite Charm: Cut and Scrape Immunity

Drawing on the sun’s perfection and her own spiritual strength, the character gains perfect immunity to a single attack, spell, or magical effect. The character is not harmed, transformed, or inconvenienced in any way, regardless of the aggressor’s power or magical puissance. Solar Invulnerability’s protection is powerful, but fleeting. While it could protect her from a martial arts strike that causes blindness, a sorcerer’s lasting darkness spell cast on the surrounding area would affect her normally. Note though that any effect targeted specifically at the character is instantly and permanently canceled by this charm, even if it has a duration longer than instant. This charm must be used before the attack, charm, or spell actually takes effect.

Purity of Form and Spirit Aura
Cost: 10 motes, 2 willpower, 2 health levels
Duration: 1 turn
Type: Reflexive
Minimum Resistance: 7
Minimum Essence: 7
Prerequisite Charm: Solar Invulnerability

Shining like a beacon of spiritual and physical perfection, the character becomes untouchable. He gains the benefit of Solar Invulnerability against any hostile effect for a single turn.

Invisible Armor Attitude
Cost: 5 motes
Duration: 1 scene
Type: Reflexive
Minimum Resistance: 4
Minimum Essence: 2
Prerequisite Charms: Iron Skin Concentration

The Chosen’s supernatural resilience protects her from the myriad of minor wounds that would eventually bring down even the mightiest Exalt. She gains a hardness equal to her natural lethal soak, totally ignoring all attacks whose raw damage fails to exceed that value. This charm is compatible with armor, but if wearing artifact armor that itself grants hardness, she uses only the highest value. Charms or effects that allow a character to soak lethal damage with her bashing soak cause this charm to grant hardness equal to the character’s natural bashing soak.

Flesh and Spirit Weaving Defense
Cost: 6 motes, 1 willpower
Duration: 1 day
Type: Simple
Minimum Resistance: 5
Minimum Essence: 3
Prerequisite Charm: Invisible Armor Attitude

The character’s skill with defensive enchantment increases. Flesh and Spirit Weaving defense grants the benefits of Invisible Armor attitude for an entire day. Furthermore, it subtracts one success from all damage rolls made against the Exalt while in effect.

Brain Addling Tincture Immunity
Cost: 3 motes
Duration: 1 scene
Type: Reflexive
Minimum Resistance: 2
Minimum Essence: 2
Prerequisite Charm: Alcohol Resisting Prana (CB: Zenith)

The character becomes completely immune to the detrimental mental and physical effects of any sort of chemical intoxicant while under the effects of this charm. The character feels the primary intoxicating effects of the drug, but is not impaired in any way (for example, he would see the hallucinations, but wouldn’t believe they were real). If the character consumed the drugs before he used this charm, their effects are suspended for the duration, but return when the charm expires. Characters will not become addicted to drugs taken while protected by Brain Addling Tincture Immunity, but the charm does not do anything to cure existing addictions (except to delay the sensation of craving until it expires).

Addiction Breaking Bulwark
Cost: none
Duration: permanent
Type: special
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charms: Brain Addling Tincture Immunity, Immunity to Everything Technique

The character uses essence to master her will and  becomes immune to magical and physical addiction. The character suffers no new addictions and adds her Resistance as bonus dice to throw off any existing addiction she might have.

Sanctified Monk’s Tolerance
Cost: none
Duration: Permanent
Type: Special
Minimum Resistance: 5
Minimum Essence: 4

Prerequisite Charms: Immunity to Everything Technique

The character attunes his personal essence flow to harmonize with a specific toxin or disease. Every time he takes Sanctified Monk’s Tolerance he becomes immune to one toxin, drug, or disease of his choice. He cannot catch or spread it, even if afflicted with some disease causing magical effect. He must have a permanent essence equal to the disease’s virulence or the poison’s resistance difficulty to select it and may only take this charm a number of times equal to his Resistance + Stamina.

Terrible Demigod’s Armament
Cost: 25 motes, 3 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Melee: 5
Minimum Essence: 5
Prerequisite Charms: Glorious Solar Plate, Glorious Solar Saber

The character weaves essence around her body, creating a gleaming construct of orichalcum, burnished gold, and raw, pulsating Solar essence. Terrible Demigod’s Armament creates a rough approximation of a warstrider with an attuned artifact weapon. The armor created by this charm is both beautiful and terrifying to behold, adding the character’s essence to any presence rolls that might be made in armor (nothing too subtle, but certainly intimidation and leadership rolls).

The armor is huge, about Essence + Melee + Resistance feet tall, and grants the character extraordinary strength, doubling her normal value. These bonus dice explicitly do not count as charm dice for determining dice adder maximums. The armor’s large size also increases the character’s movement, multiplying it by her permanent essence.

The soak provide by Terrible Demigod’s Armament is 5 times the Exalt’s Resistance to both bashing and lethal. The mobility and fatigue penalties are equal to the character’s [essence - 1]. The character may sacrifice three points of soak from both bashing and lethal to reduce both the mobility and fatigue by one point. The character may reduce mobility and fatigue values by as much as she likes, but once chosen, the values are set until the character raises her permanent essence. The armor has a hardness equal to half its soak.

The weapon created by this charm is similarly powerful, granting the character’s (melee + essence) x 2 points to distribute among its speed, accuracy, damage, and defense. The weapon also gets the standard orichalcum material bonus (if a moonshadow caste Abyssal learns this charm, he gains no special material bonus).

Terrible Demigod’s Armament has the same physical disadvantages as standard warstrider armor, imposing a two success penalty on attacks against targets smaller than 10 feet tall and destroying the scenery with careless ease (see Savant and Sorcerer for details).

Each manifestation of Terrible Demigod’s Armament is unique, a manifestation of the character’s anima. Many Solars with animals as their iconic display find that this armor has an appropriately bestial appearance.

Impenetrable Barrier Aura
Cost: 10 motes
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charm: Glorious Solar Plate

The character forges a wall out of solidified essence, protecting all who lay behind it from physical attacks. This charm may manifest as either a flat, vertical, motionless wall, up to Resistance + Essence yards tall and Resistance x Essence yards long, or as a mobile, hemispherical dome up to  Resistance + Essence feet in radius. Either way, the barrier prevents physical objects, including sorcerous attacks with a physical component, from passing through in either direction until the barrier is destroyed. Adamant counter-magic does this instantly, otherwise the barrier has a bashing and lethal soak equal to twice the character’s Stamina + Resistance. It only has health levels equal to the character’s essence, but it ignores damage that fails to penetrate its soak, and damage is rolled normally against it (rather than being applied as automatic successes as is standard for an object). If a character’s Impenetrable Barrier Aura is destroyed, he may not raise another one until a full scene has passed (20 minutes outside of dramatic time).

Mendicant Defies the Emperor Attitude
Cost: 10 motes
Duration: 1 scene
Type: Reflexive
Minimum Resistance: 4
Minimum Essence: 4
Prerequisite Charm: Fivefold Armor of Virtue Technique

The character adopts his virtue as the ultimate shield and defense. Mendicant Defies the Emperor Attitude adds the sum of all his virtues to his bashing and lethal soak. Until the end of the scene the character cannot fail virtue rolls and may not spend willpower to suppress a virtue. The character must act the paragon to benefit from this charm’s protection. As an additional requirement the character must have a rating of 3 or higher in all his virtues. This charm is compatible with armor. Using this charm adds one to the character’s limit.

Stalwart Soul Protection
Cost: 12 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 5
Minimum Essence: 5
Prerequisite Charm: Mendicant Defies the Emperor Attitude

The character’s virtue becomes manifest, exposing the weakness of vice by the light of righteousness. Upon activating Stalwart Soul Protection, the character chooses a virtue. Any attack made by someone whose rating in that virtue is strictly less than the character’s is reduced to minimum damage automatically. Any attacks made by someone whose rating in that virtue is one or less do no damage at all. Using this charm adds one to the character’s limit. A character may only use one version of this charm at a time. If the character ever acts in a way inconsistent with the chosen virtue, this charm ends immediately.

Innocence Fears Not the Darkness
Cost: 15 motes, 1 willpower
Duration: 1 scene
Type: Simple
Minimum Resistance: 6
Minimum Essence: 6
Prerequisite Charm: Stalwart Soul Protection

The character’s purity reaches such a rarefied degree that she may walk without fear in all but the most wicked and powerful domains of evil. For the rest of the scene, this charm subtracts one damage success from all damage rolls made against the character for every point by which the sum of her virtues exceeds the sum of her enemy’s virtues. The damage of all attacks made by an enemy that has a rating of one in any virtue is cut in half (round down), after any successes are subtracted for the difference in sums. The character must have at least 4 dots in all her virtues to learn this charm. Innocence Fears Not the Darkness is compatible with Stalwart Soul Defense. Using this charm adds two to the character’s limit. If the character ever acts in a way inconsistent with any of her virtues, this charm ends immediately.

Essence Forged Prosthetic
Cost: 8 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charms: Spirit Gold’s Shield, Adamant Skin Technique, Pain Reducing Technique (CB: Zenith)

The accidents of battle are many, and more than one Exalted has lost a limb or vital organ far from the medical magic necessary to restore him to complete health and function. This charm delays the inevitable reckoning by crafting a duplicate out of essence. This charm will replace any limb, organ, or other essential body part, so long as the Exalt is alive and conscious after its removal. Prosthetics created with this charm are obvious works of magic, formed from a pure, golden energy that glows through clothes, armor, or healed over skin. Though this charm is able to restore the character to a semblance of health, it works by suspending certain of the character’s natural processes. While maintaining Essence Forged Prosthetic, the character may not heal at all without some sort of supernatural effect. The charm Body Mending Meditation allows the character to heal at his normal rate (rather than his normal rate x 10).

Incomparable Duelist’s Concentration
Cost: 10 motes, 1 willpower, 1 health level
Duration: 1 turn
Type: Reflexive
Minimum Resistance: 5

Minimum Essence: 5
Prerequisite Charm: Adamant Skin Technique.

The character focuses all her defensive awareness against a single opponent, narrowing her world to include just the two of them. She gains perfect soak against all the attacks made by a single opponent for one turn, but she may take no action against any other creature (including reflexive dodges and parries, though soak applies normally to third-party attacks). This charm offers no protection against unsoakable attacks, including aggravated attacks made against an unarmored character (although if she has at least 1A soak, she is protected).

Vendetta Pursuing Stance
Cost: 15 motes, 2 willpower, 2 health levels
Duration: 1 scene
Type: Simple
Minimum Resistance: 6
Minimum Essence: 6
Prerequisite Charm: Incomparable Duelist’s Concentration

Thee character pursues the destruction of her chosen opponent with a fanatical intensity, gaining perfect soak against all applicable attacks made by her chosen enemy. While under the effects of Vendetta Pursuing Stance, the character may take no non-reflexive action against any other enemy.

Sworn Enemy’