Freya Charms

Awareness | Bureaucracy | Excellencies | Integrity | Lore | Medicine | Melee | Occult | Performance | Presence | Resistance | Socialize | Survival | Spells


AWARENESS


BUREAUCRACY


EXCELLENCIES

Awareness, Bureaucracy, Integrity, Lore, Medicine, Melee, Occult, Performance, Presence, Socialize, Resistance

Duration: Instant

  • Can be used to enhance any rolled action, or any application of a static value.
    • To enhance a rolled action, Type: Supplemental
      • spend one mote of Essence per die added to the roll
      • may spend up to (Attribute + Ability) motes
    • To enhance a static value, Type: Reflexive
      • for every two motes of Essence spent, raise the static value by one
      • may spend up to (Attribute + [Ability that contributes to the static value]) motes

INTEGRITY

Enduring Mental Toughness

Cost: 1m | Mins: Integrity 1, Essence 1 | Type: Reflexive | Keywords: Bridge | Duration: Instant | Prerequisite Charms: None or any 5 Presence, Resistance, or Socialize Charms

Even in extreme pain, the Exalt does not succumb to despair. The Solar may ignore wound, illness, and crippling penalties to her Resolve or Guile for one tick.

  • At Integrity 3+, this Charm can be repurchased, giving it an alternate cost and duration. For five motes, one Willpower the duration extends to one scene.
  • At Integrity 5+, Essence 3+, this Charm may be repurchased a second time, allowing the Exalt to pay eight motes, one Willpower to extend the effect to one day.

LORE

Harmonious Academic Methodology

Cost: —; Mins: Lore 3, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None

The Solar’s mind covers a spectrum of mastered topics. With this Charm, add the Solar’s Essence in non-Charm automatic successes to any Lore roll that involves a Lore specialty. In addition, the player may add an additional Lore specialty to her list of Lore topics at the end of each story. The Storyteller may veto any particular topic, in which case the player is allowed to choose another specialty that’s more acceptable. Finally, at any point in which the Solar succeeds at a moderately or extremely difficult roll to introduce or challenge a fact (p. 237), the player may request to add a related topic to the Solar’s library of known topics. As with all other topics, this is allowable only at the Storyteller’s discretion.

Bottomless Wellspring Approach

Cost: —; Mins: Lore 4, Essence 2 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Harmonious Academic Methodology

The Solar is a living font of vital knowledge. This Charm enhances rolls to introduce or challenge facts. She can now roll to establish a fact whenever her knowledge of historical events, cultural norms, local myths and rumors, number systems, etc. is challenged. If the topic in question falls into the Solar’s Lore expertise—that is, the background reflected by her Lore rating—or any of her Lore specialties, she gains one automatic success on the roll, and any extra successes she generates are doubled. However, the criteria under which Storytellers may veto introduced facts remain unchanged.

Lore-Inducing Concentration

Cost: 3m; Mins: Lore 5, Essence 2 Type: Supplemental Keywords: None Duration: Instant Prerequisite Charms: Bottomless Wellspring Approach

The Solar draws the legend of Creation from deep within her consciousness. This Charm supplements an attempt to introduce or challenge a fact (p. 237), awarding one automatic success and rerolling 6s until 6s no longer appear. If the Exalt has learned Immanent Solar Glory (p. 334), the Solar may always roll to establish her knowledge, even if the Storyteller determines she succeed without a roll.

Wyld-Dispelling Prana

Cost: 5m, 1wp; Mins: Lore 2, Essence 1 Type: Reflexive Keywords: None Duration: Varies Prerequisite Charms: None

The Lawgiver is the embodiment of order. With her knowledge and will, chaos is cast asunder. Through use of this Charm, the Exalt may fix her notice on any object, structure, or character (including herself) at the moment it is first affected by the twisting power of the Wyld. The Solar’s solid knowledge flows out in a rush of Essence, sluicing away the Wyld’s influence. In addition, roll ([the Solar’s Mental Attribute] + Lore) with (Essence) non-Charm bonus dice, with a difficulty based on the source of the warping, with the bordermarches being difficulty 3 and the deep Wyld being difficulty 5. Any extra successes on this roll equates to a number of turns (in combat) or minutes (out of combat) for which the target of WyldDispelling Prana becomes immune to further twisting. This Charm may affect a character at up to medium range, and requires multiple uses to protect objects or structures larger than a horse.
Special activation rules: After using this Charm once in a scene, the Solar does not need to pay to use it again unless she fails the subsequent Lore roll; she may continue to direct sluicing bolts of Essence at targets for free, until the subsequent Lore roll fails to produce any successes.

Chaos-Repelling Pattern

Cost: 10m, 1wp; Mins: Lore 3, Essence 1 Type: Simple; Keywords: None Duration: One hour Prerequisite Charms: Wyld-Dispelling Prana

By asserting her existence against the ravages of chaos, the Solar makes her person sacrosanct. Through use of this Charm, the Solar protects an area around herself out to short range in every direction. Characters within this area of focus cannot be twisted by the Wyld, nor can their minds be torn asunder by its influence. ChaosRepelling Pattern also forces the environment within its area of effect to behave with the physical laws of Creation. The ground will not transform beneath the Solar’s feet, nor will she suddenly fall into the sky. However, this Charm does nothing to stop creatures of the Wyld from attacking the Solar, nor will it do anything to change their composition. At the end of an hour, if the Exalt chooses to reactivate this Charm, ignore the Willpower cost.

Truth-Rendering Gaze

Cost: 6m; Mins: Lore 5, Essence 2 Type: Simple Keywords: Mute Duration: Instant Prerequisite Charms: Lore-Inducing Concentration

By focusing intently on a subject, the Solar can produce a sudden insight. This Charm is a ([Mental Attribute] + Lore) based read intentions action against a difficulty based on whether the subject of this examination falls into the Solar’s area of expertise. This read intentions action can be used on an object to reveal its purpose and function, such as with a mysterious artifact, though it does not reveal how to use it. It can also be used on geography which the Solar has studied, to give the Lawgiver or the person she is advising (Solar’s Essence) non-Charm bonus dice for Survival or War rolls for the rest of the scene. If she is a student of Shogunate architecture, she could tell that a dilapidated structure being used for a market was a Shogunate-era Immaculate temple. If she is a mathematician, the numbers speak to her; she may solve a complex proof in her head, in a matter of seconds. With this Charm, the Solar polymath awakens the world from its dark slumber.

Order-Affirming Blow

Cost: 15m, 1wp; Mins: Lore 5, Essence 3 Type: Simple Keywords: None Duration: Instant Prerequisite Charms: None

The ravages of the Wyld and alterations to the Loom of Fate can be reversed by the Solar Exalted. With this Charm, the Solar can shatter the twisting effects of magic and the Wyld, stripping away all such effects and restoring a target to his natural state. If the target does not want to be touched, this can be executed socially with a successful Larceny vs. Awareness contest to clandestinely touch the target, or if the target is a bit more incautious, the Solar may attempt to seduce him in order to deliver the touch. In combat, this Charm is a difficulty 5 gambit made with the Solar’s chosen hand-to-hand combat Ability. Fair Folk touched by this Charm are not undone, but experience a temporary transformation lasting (Solar’s Essence) scenes, whose severity is based on an Intimacy the Fair Folk has for the Solar, as well as its context. If the Fair Folk has no Intimacy for the Solar, the Storyteller may decide how it is changed. The Fair Folk’s player may also veto any changes to their character that makes him virtually unplayable or helpless.

Wyld-Shaping Technique

* basics of crafting with Wyld-Shape

Wyld-Forging Focus

Cost: — | Mins: Lore 5, Essence 3, Wyld-Shaping Technique | Type: Permanent | Keywords: None | Duration: Permanent

With this Charm, the Lawgiver is capable of greater works of Wyld Shaping. Each time she uses the prerequisite on a new shaping attempt, she starts at phase two.

Wyld-Called Wonders

Cost: – | Mins: Lore 5, Essence 3, Wyld-Shaping Technique | Type: Permanent | Keywords: None | Duration: Permanent

This Charm permanently enhances the Solar’s ability to shape the Wyld. The Solar may craft an Artifact with a rating equal to the Phase of Wyld Shaping the Solar reaches. For instance, successfully shaping in Phase 4 would allow the Solar to pluck a 4 dot Artifact from the Wyld. Further, this Charm allows the Solar to create Artifact weapons with Evocations or add Evocations to existing weapons. The Solar must reach the Phase that corresponds to the Artifact, then spend an additional 2 motes for each Evocation she wishes to add to the weapon.

Wonder Repairing Methodology

Cost: – | Mins: Lore 5, Essence 3; Wyld-Shaping Technique | Type: Permanent | Duration: Permanent | Keywords: None

This Charm permanently enhances the Solar’s ability to shape and manipulate the Wyld. The Solar can repair an Artifact with a Wyld Shape phase equal to one less than the Artifact’s rating. Further, this charm can also be used to add Evocations to existing artifacts with the same above guidelines. The Solar must spend an additional 2 motes for each Evocation she wishes to add to the item.

Manse-Raising Method

Cost: – | Mins: Lore 5, Essence 4; Wyld-Shaping Technique | Type: Permanent | Duration: Permanent | Keywords: None

This Charm permanently enhances the Solar’s ability to shape the Wyld. The Solar may shape a manse atop a demesne with a rating equal to the Phase of Wyld-Shaping the Solar is able to achieve. The targeted demesne must be rated equal to or greater than the Manse capping it.

Demiurgic Suspiration

Cost: — | Mins: Lore 5, Essence 4 | Type: Permanent | Keywords: None | Duration: Permanent | Prerequisite Charms: Wyld-Forging Focus

The Solar learns to draw Essence from her nascent world to empower greater acts of Creation. After each successfully-completed phase, roll (Essence + completed phase) dice. Each success restores two motes of Essence. This bonus stacks with Immanent Solar Glory.

Savant of Nine Glories

Cost: — | Mins: Lore 5, Essence 5 | Type: Permanent | Keywords: None | Duration: Permanent | Prerequisite Charms: Demiurgic Suspiration

This Charm permanently lowers the mote cost of Wyld-Shaping Technique by five motes.

Wyld Cauldron Mastery

Cost: — | Mins: Lore 5, Essence 3 | Type: Permanent | Keywords: None | Duration: Permanent | Prerequisite Charms: Wyld-Shaping Technique

This Charm grants (Essence) automatic successes to each phase of WyldShaping Technique.

Sevenfold Savant Mantle

Cost: — | Mins: Lore 5, Essence 4 | Type: Permanent | Keywords: None | Duration: Permanent | Prerequisite Charms: Wyld Cauldron Mastery

Once per attempted Wyld-Shaping Technique, the Exalt may ignore the Willpower cost of the Charm, and apply a free full Lore Excellency to the phase.


MEDICINE

Wound-Mending Care Technique

Cost: 5m, 1wp; Mins: Medicine 3, Essence 1 Type: Simple Keywords: None Duration: Instant Prerequisite Charms: None

Through mastery of Essence flows and a keen understanding of the body, the Solar can repair even the most ruinous damage at an incredible pace. The Solar spends fifteen minutes to an hour doctoring the patient, depending on the severity of the wounds. She still requires the normal medicines, bandages, and any tools that might be needed for more complex operations, but her results are nonetheless miraculous. Roll (Intelligence + Medicine) with double 9s at the end of the treatment. This is the number of bashing or lethal health levels that will be restored if the patient remains in bed for the rest of the day. In addition, if the Solar’s treatment would raise her patient two or more wound levels, she gains a point of Willpower.

Wound-Cleansing Meditation

Cost: 10m; Mins: Medicine 3, Essence 1, Wound-Mending Care Technique | Type: Simple | Keywords: None | Duration: Instant

The Solar’s advanced medical techniques allow her to draw the poison from unnatural wounds. With this Charm, the Solar spends an hour cleaning and wrapping wounds, disinfecting and draining injuries and preparing the patient for more complex internal treatment. At the end of the treatment, convert the patient’s aggravated damage to lethal damage. This allows the Solar to treat damaged tissue and to attempt to reattach severed limbs with Wound-Mending Care Technique. This Charm does not allow the regrowth of lost tissue.

Instant Treatment Methodology

Cost: 5m, 1wp or 5i, 1wp; Mins: Medicine 4, Essence 2 | Type: Reflexive | Keywords: None | Duration: Instant | Prerequisite Charms: Wound-Cleansing Meditation

This Charm allows the Solar to complete up to an hour of medical treatment in a handful of seconds. Using this Charm lowers the treatment time required for one Simple-type Medicine Charm. The Solar still requires the proper medicines and surgical tools, but may eliminate the need for such with a properly medical stunt, such as tapping her patient’s pressure points to increase the flow of Essence or massaging a person’s heart until it starts beating.

Ailment-Rectifying Method

Cost: 3m; Mins: Medicine 1, Essence 1 | Type: Simple | Keywords: None | Duration: Instant | Prerequisite Charms: None

Disease and pestilence cannot stand against the Solar Exalted. This Charm represents an hour spent treating a patient for an illness the Exalt has properly diagnosed. Roll the Exalt’s (Intelligence + Medicine) against the disease’s morbidity (p. 233) and add half the extra successes to the patient’s Resistance roll at the next interval. Through this Charm, the Solar can weaken or even cure supernatural maladies such as the Great Contagion. However, the target must remain in bed, and must be bathed, fed, and otherwise given care for the duration of the next interval. These ministrations can be performed by the Solar’s assistants. The Exalt may use this Charm to treat her own diseases, though some may require a stunt or special instruments to treat.

Plague-Banishing Incitation

Cost: 2m, 1wp; Mins: Medicine 3, Essence 1 | Type: Reflexive | Keywords: None | Duration: Instant | Prerequisite Charms: Ailment-Rectifying Method

If the Lawgiver generates at least double her patient’s Stamina or Resistance (whichever is greater) in successes through the use of the prerequisite, she may use this Charm to demand that a malaise leave her patient’s body. This causes the disease’s interval to conclude immediately, and allows the patient the benefit of all rather than half the Solar’s extra successes from Ailment-Rectifying Method. If successful, the pestilence immediately vacates the host, and the patient begins to recover over the course of a day. If the Solar saves a character from death’s doorstep through the use of this Charm, she gains one point of temporary Willpower.


MELEE

Dipping Swallow Defense

Cost: 2m; Mins: Melee 1, Essence 1 Type: Reflexive Keywords: None Duration: Instant Prerequisite Charms: None

With speed and grace, the Exalt flashes to her own defense. Even when she is beleaguered she strikes away blows with preternatural accuracy. The Solar can ignore all penalties to parry an attack with her full Defense. In addition, any attack she successfully parries with Dipping Swallow Defense grants her one point of Initiative. This Charm cannot by itself remove the penalties from a surprise attack.

Excellent Strike

Cost: 3m | Mins: Melee 2, Essence 1 | Type: Supplemental | Keywords: Uniform | Duration: Instant | Prerequisite Charms: None

The Exalt’s attack gains one automatic success. Additionally, all 1s are rerolled until 1s no longer appear.

One Weapon, Two Blows

Cost: 3m; Mins: Melee 2, Essence 1 | Type: Reflexive | Keywords: None | Duration: Instant | Prerequisite Charms: Excellent Strike

Immediately after making a withering attack which lowers an opponent’s current Initiative from a value greater to a value less than the Solar’s own, she may use this Charm to unleash a second attack against that opponent. This second attack may be withering or decisive.

Solar Counterattack

Cost: 3m | Mins: Melee 4, Essence 1 | Type: Reflexive | Keywords: Counterattack, Decisive-only | Duration: Instant | Prerequisite Charms: Dipping Swallow Defense

The Exalt may use this Charm in response to any attack she attempts to parry, creating a Melee counterattack that occurs after the opponent’s attack result, but before damage has been rolled. This attack functions as a regular decisive attack. Solar Counterattack does not count as the Exalt’s combat action and cannot be used in response to another counterattack.


OCCULT

Terrestrial Circle Sorcery

Cost: — | Mins: Occult 3, Essence 1 | Type: Permanent | Keywords: None | Duration: Permanent | Prerequisite Charms: None

The Solar steps through the First Circle and is forever transformed. Upon learning this Charm, the Exalt gains the ability to learn and cast spells from the Terrestrial Circle of sorcery. In addition, the Solar learns one shaping ritual (p. 466) and one Terrestrial spell for free. The spell selected becomes the sorcerer’s “control spell,” and may feature in the anima iconography and be referenced in the mechanics of certain Charms.

Spirit-Detecting Glance

Cost: 3m | Mins: Occult 1, Essence 1 | Type: Reflexive | Keywords: None | Duration: One scene | Prerequisite Charms: None

The Solar can look through the pall of reality to glimpse the realm of spirits beneath. With this Charm, the Solar can see (but not touch) immaterial spirits.


PERFORMANCE

Masterful Performance Exercise

Cost: 2m; Mins: Performance 3, Essence 1 | Type: Supplemental | Keywords: Mute | Duration: Instant | Prerequisite Charms: None

The Solar’s talent is not free or instinctual, but rather the hard-won excellence that comes from a lifetime of practice. This Charm supplements a Performance-based action, granting one automatic success and rerolling 1s until 1s fail to appear. This Charm also makes the Exalt’s 1s unavailable to magic that might interfere with her performance.


PRESENCE

Harmonious Presence Meditation

Cost: 5m or 7m | Mins: Presence 2, Essence 1 | Type: Reflexive | Keywords: None | Duration: One scene | Prerequisite Charms: None

The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion. For five motes, this Charm grants three bonus dice to all forms of social influence from all Abilities except Stealth. In addition, the cost of all social influence Charms are reduced by one mote, to a minimum of one. The seven mote version of this Charm extends the duration to indefinite.


RESISTANCE

Durability of Oak Meditation

Cost: 3m | Mins: Resistance 2, Essence 1 | Type: Reflexive | Keywords: Dual | Duration: One tick | Prerequisite Charms: None

A child cannot cleave a tree with a dull knife, nor can a foe hope to strike down the Solar with his petty blade. Against a withering or decisive attack, this Charm reduces raw damage by two. Against a decisive attack it also grants the Exalt four hardness. Note that the hardness bonus cannot be applied during crash.


SOCIALIZE

Motive-Discerning Technique

Cost: 3m | Mins: Socialize 3, Essence 1 | Type: Supplemental | Keywords: Mute | Duration: Instant | Prerequisite Charms: None

This Charm supplements a read intentions action (p. 218), applying the double 9s rule to the Solar’s roll. In addition, the Exalt may substitute Wits for Perception when she is reading the intentions of a person with whom she is speaking.
A Socialize 4+ repurchase enhances this Charm’s performance. When the Solar discerns the intentions of her target, the player may speculate on the existence of one of the target’s related Intimacies. If the player is correct, the Solar becomes aware of that Intimacy as per Cunning Insight Technique.

A Socialize 5 repurchase enhances this Charm when it is used to speculate about a target’s Intimacy; if the player’s first speculation is incorrect, the player may inquire about the existence of a second Intimacy.

Mastery of Small Manners

Cost: 5m | Mins: Socialize 3, Essence 1 | Type: Reflexive | Keywords: None | Duration: One scene | Prerequisite Charms: None

The Solar attunes herself to the patterns of social interaction, allowing Essence to guide her responses. While this Charm is active, the Exalt adapts to the expectations of a host culture, and is able to instinctively and reflexively follow its customs, behaving appropriately for the situation at hand. This Charm does not grant the Exalt perfect understanding of a society, but covers greetings, eating and gift customs, and flirtation mores. This Charm eliminates all penalties incurred by unfamiliarity with cultural expectations and group dynamics, and prevents a character from committing any major faux pas. In addition, those who hold positive Intimacies for the culture the Solar has attuned herself to gain a temporary positive Minor Tie of respect or admiration for the Solar, while those who hold negative Intimacies for foreigners or outsiders have that Intimacy temporarily lowered by one level of intensity.

Shadow Over Day

Cost: 1m or 2m | Mins: Socialize 3, Essence 1 | Type: Reflexive | Keywords: Mute | Duration: Instant | Prerequisite Charms: None

The Solar flenses herself of emotion and expression, shedding her façade to become inscrutable. The Solar may reflexively raise her Guile by one point. At Essence 2+, the Solar may pay two motes for two points of Guile.


SURVIVAL

Hardship-Surviving Mendicant Spirit

Cost: 5m; Mins: Survival 3, Essence 1 Type: Reflexive Keywords: None Duration: One day Prerequisite Charms: None

Through the use of this Charm, the Solar becomes able to survive in even the most hostile conditions without special preparation. This Charm negates all environmental penalties to Survival rolls and eliminates the deleterious effects of exposure to extreme climates. The coldest glacier and the hottest desert are no more deadly to the Solar than the gentlest rolling plain. She ignores inclement weather even when lightly dressed, and does not suffer undue blisters, bug bites or plant poison even when walking barefoot through the jungle. This Charm does not protect the Exalt against environmental damage.

In addition, Hardship-Surviving Mendicant Spirit lowers the difficulty to forage and find shelter by 2, to a minimum of 1.


SPELLS

Summon Elemental

Cost: Ritual, 2wp | Duration: Instant

Casting this spell requires a ritual of four hours as the sorcerer channels Essence through icons of the element, draws up sigils of creation and binding, or communes with the appropriate Elemental Dragon. At the end of her ritual, she summons an elemental of up to Essence 3 into existence, creating it out of pure Essence rather than calling it from somewhere else.

Once summoned, the elemental must be bound to the sorcerer’s will with an (Intelligence + Occult) roll against their Resolve (as per Demon of the First Circle (p. 473), except that an elemental cannot break free—if the binding fails, the elemental simply disperses back into raw Essence, and the sorcerer doesn’t regain the Willpower spent on the spell. At the end of a bound elemental’s term of service or assigned task, it usually undergoes the same fate of dissipation, although elementals who have developed a fully-formed personality and identity may persist past the end of their binding at the Storyteller’s discretion. Summon Elemental can only be cast once per day.

Freya Charms

Champions of the Sun GMJJ