Freya XP

GAME XP

Game #1
+ 6 regular xp (spend on anything)
+ 4 mortal xp (no charms)
+ 1 xp for adventure log
- 7xp to go from medicine 0 to •••
- 4 xp for Wound-Mending Care Technique
+ charm/spell from story (taking Hardship-Surviving Mendicant Spirit)

Game #2
+ 1 free charm: Wyld-Forging Focus
+ 8 regular xp (spend on anything)
+ 4 mortal xp (no charms)
- 3 xp for Craft ability at •
- 1 xp for Bureaucracy from • to ••
- 4 xp for charm Manse-Raising Method
- 4 xp for charm Spirit-Detecting Glance
+ 1 xp for adventure log

Game #3
(1 regular XP left over from Game #2)
+ 6 regular xp
+ 4 mortal xp (no charms)
+ 1 BP for adventure log
- 4 xp for favored charm Demiurgic Suspiration
- 2 xp for craft from • to ••

Game #4
(3 regular XP left over from Game #3, saving towards charm)
(1 BP left over from Game #3 adventure log)

+ 6 regular xp
+ 4 mortal xp (no charms)
+ 1 BP for adventure log
HAVE TO SPEND = 9 regular xp, 4 mortal xp, 2 bonus points
- 2 BP for favored solar charm – Wound-Cleansing Meditation
- 3 mortal xp for presence •• to •••
- 4 regular xp for favored solar charm – Mastery of Small Manners
- 4 regular xp for favored solar charm – Masterful Performance Exercise

Game #5
(1 mortal xp & 1 regular xp left over from game #4)
+ 6 regular xp
+ 4 mortal xp (no charms)
+ 1 BP for adventure log
Total to spend is 7 regular xp and 5 mortal xp
- 4 regular xp for favored charm Wonder Repairing Methodology
- 3 mortal xp for performance •• to •••

Game #6
(1 mortal xp, 3 regular xp, 1 BP left over from game #5)
use the BP for a charm, use regular xp for charm
TOTAL TO SPEND = 5 non charm xp, 8 regular xp, 2 bp
+ 5 regular xp, + 4 mortal xp (no charms), + 1 BP for adventure log, + 4 BP for site work on Rathess
- 4 regular xp for favored solar charm Savant of Nine Glories
- 4 regular xp for favored solar charm Excellent Strike
- 2 BP for favored solar charm One Weapon, Two Blows
- 5 non charm mortal xp to go from occult ••• to ••••
- 2 BP for favored solar charm Wyld Cauldron Mastery
- 2 BP for favored solar charm Sevenfold Savant Mantle

Game #7
(0 mortal xp, 0 regular xp, 0 BP left over from game #6)
use the BP for a charm, use regular xp for charm
- 5 mortal xp for melee already got from ••• to ••••
+ 5 regular xp, + 4 mortal xp (no charms), + 1 BP for adventure log
in debt by 1 for mortal xp
- 2 BP for favored solar charm Ailment-Rectifying Method
- 2 BP for favored solar charm Plague-Banishing Incitation

Game #8
(0 mortal xp, 1 regular xp, 1 BP left over from game #7)
use the BP for a charm, use regular xp for charm
- 1 mortal xp for melee already got from ••• to •••• (this is carryover from last game)
+ 5 regular xp, + 4 mortal xp (no charms)
- 4 regular xp for favored solar charm Solar Counterattack
3 mortal XP leftover, saving that to raise medicine up so I can take Instant Treatment Methodology charm
1 regular xp leftover
all the leftover here is in addition to the leftover from game 7

Game #9
(3 mortal xp, 2 regular xp, 1 BP left over from game #7)
+ 4 regular xp, + 4 mortal xp (no charms), + 1 BP from adventure log
TOTAL TO SPEND = 7 mortal xp (no charms), 6 regular xp, 2 BP
- 5 mortal xp for medicine ●●● to ●●●●
- 2 BP for solar favored charm Instant Treatment Methodology
- 4 xp for favored solar charm Shadow Over Day

Game #10
(2 mortal xp, 2 regular xp, 0 BP left over from game #8)
raise integrity with mortal xp next, use regular xp for charm




WANTED

Next charms to get
2. Deft Official’s Way
4. Sensory Acuity Prana
peony blossom attack
8. Immanent Solar Glory
9. Shadow Over Day


Fast Reflexes (•••)—Purchased, Prerequisite: Wits •••
add one additional die to Join Battle rolls

Sensory Acuity Prana

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

A breath of Essence seals the five senses into a more perfect form. The Solar’s senses are heightened and attuned to minute motions and sounds, dim and noisy conditions. She can differentiate between subtle tastes and textures with only the slightest variation. Thus sharpened, it is more difficult for characters to escape her notice, or to deceive her hunting senses. For the rest of the scene, the Exalt’s Awareness rolls benefit from double 9s. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 6s until they cease to appear. Use of Sensory Acuity Prana comes without the danger of sensory overload; the Charm helps the Solar manage her senses more effectively.

Ox-Body Technique

Cost: — | Mins: Resistance 1, Essence 1 | Type: Permanent | Keywords: Stackable | Duration: Permanent | Prerequisite Charms: None

The bodies of the Exalted are much more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels with this Charm.

  • The purchasing choices are based on the character’s Stamina rating:
    • At Stamina 1 and 2: One -1 and one -2 health level.
    • 3 and 4: One -1 and two -2 health levels.
    • 5: One -0, one -1, and one -2 health level.

The Solar may purchase Ox-Body Technique (Resistance) times. If she increases her Stamina after purchasing Ox-Body Technique, her health levels automatically change to reflect the new rating.

Deft Official’s Way

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

The Lawgiver becomes preternaturally adept at navigating through bureaucracies. She can naturally sense who to talk to in order to produce results, who expects or is amenable to bribes, which functionaries are actually useful or friendly and which are officious tyrants abusing their meager sliver of power. The Solar may add her Bureaucracy score to the read intentions actions of any Ability so long as it helps her in producing a desired bureaucratic result, such as obtaining a license, gaining a passport or securing an audience.

Power Beyond Reason
Cost: —; Mins: Lore 5, Essence 4 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Sevenfold Savant Mantle
The Solar may call upon her vast stores of knowledge to greatly enhance Wyld-Shaping Technique at phase three or beyond, aiding her roll with double 8s. She may call upon this power during one phase per attempt. A repurchase at Essence 5+ allows her to call on this power during an additional phase, aiding it instead with double 7s.

Immanent Solar Glory
Cost: —; Mins: Lore 5, Essence 3 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Essence Font Technique
The Solar draws strength from her own recurring Essence. Any time the Solar rolls a 10 for any Lore-based roll, or any Lore Charm, she gains a mote of Essence.

Essence Font Technique
Cost: —; Mins: Lore 4, Essence 2 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Will-Bolstering Method
The Solar becomes a conduit for tremendous power. This Charm turns the prerequisite and Essence-Lending Method into Reflexive Charms, allowing them to be combined. Furthermore, when they are combined, ignore the three mote cost of Essence-Lending Method and the Willpower cost of Will-Bolstering Method. In addition, each roll in this cascade gains recurring 10s. That is, if a 10 appears, roll another die. Keep rolling dice until no further 10s appear.

Will-Bolstering Method
Cost: 5m, 1wp; Mins: Lore 2, Essence 1 Type: Simple Keywords: None Duration: Instant Prerequisite Charms: Essence-Lending Method
With this Charm, the Lawgiver may bolster the mind and spirit of her charge, lifting him up with inner strength. Upon paying this Charm’s cost, the Exalt may transfer up to her Essence in temporary Willpower to another character. In addition, roll a single die and add any successes to the recipient’s Willpower. The Exalt must always transfer at least one point of Willpower from herself to her target when using this Charm. Will-Bolstering Method can explicitly increase a character past his maximum Willpower, and even past a rating of ten.

Essence-Lending Method
Cost: 3m; Mins: Lore 1, Essence 1 Type: Simple Keywords: None
Duration: Instant Prerequisite Charms: None
The Lawgiver fortifies her allies with actions as surely as with words. Upon touching a target and paying three motes, the Solar may transfer up to (Essence * 3) motes from her mote pool to her target’s. In addition, once per scene she may roll Wits + Lore, generating a number of motes equal to her successes and awarding them to her target. If the target cannot accept all the motes transferred by Essence-Lending Method he has until his next action to spend them before they dissipate.

Silent Words of Dreams and Nightmares

Cost: Ritual, 1wp | Keywords: None | Duration: One dream

Staring into a polished mirror, still pond, or other reflective surface, the sorcerer brandishes a scrap of clothing, lock of hair, or similar symbolic link to another character, using it to gain power over that person’s dreams. The next time the target sleeps, he experience an especially vivid and memorable dream created by the sorcerer. She rolls (Intelligence + Presence) to instill, persuade, or inspire the dreaming character, as best fits the imagery and emotional tenor of the dream she creates. He cannot apply any Intimacies to enhance Resolve against this influence, nor can he pay Willpower to resist unless the influence threatens one of his Intimacies. The symbolic link to the dreamer is burnt to a fine white ash upon his waking, requiring the sorcerer to procure another before she can cast this spell on him again.

  • Control Spell may cast without needing a link to her target, so long as she has interacted with him in person previously. Once she has done so, she must meet with him once more before she can cast this spell without a link again.
  • Distortion (Special): Distorting the Silent Words of Dreams and Nightmares requires the opposing sorcerer to find either the character who cast it or the spell’s victim before he sleeps. Instead of having a set goal number, every two successes the distorting sorcerer accumulates before the terminus of the action elapses adds +1 to the victim’s Resolve against the dream’s influence, up to a maximum bonus of +4.

Peony Blossom Technique
Cost: 1m, 1wp, 3a | Mins: Melee 3, Essence 1 | Type: Reflexive | Keywords: None | Duration: Instant | Prerequisite Charms: One Weapon, Two Blows
Drawing her raging anima inward, the Solar’s offense is renewed in a sudden burst of flashing, streaking fire. When the Exalt’s anima is at bonfire, she may use this Charm to make an additional attack, even if she’s already attacked that turn. The Exalt moves like ice on hot metal, expelling her anima with her attack and returning her to the dim level.
*
Iron Whirlwind Attack*
Cost: 5m, 1wp; Mins: Melee 5, Essence 2 | Type: Simple | Keywords: Decisive-only | Duration: Instant | Prerequisite Charms: Peony Blossom Technique
The Solar becomes a killing blur, unstoppable as she whirls through a storm of blood and steel. This Charm splits the Exalt’s Initiative to make a series of (the lowest of her Strength, Dexterity, or Stamina) decisive attacks. These attacks may be directed at a single target, or multiple targets as the player desires. The player divides the Solar’s Initiative between the attacks when they activate the Charm, for the purpose of determining the damage of each attack. Each attack must have at least one Initiative allocated to it, and unlike normal decisive attack resolution, the Solar does not return to base Initiative until the final attack is resolved, and only loses Initiative for missed attacks if all of her attacks fail to connect. In the case of such a miss, the Exalt loses two Initiative per attack attempted.

Special activation rules: Attack-enhancing Charms such as Excellent Strike and Hungry Tiger Technique need only be paid a single time to enhance every attack in this sequence, but the Melee Excellency must be paid per attack. Iron Whirlwind Attack can be activated directly after using Peony Blossom Technique as if it were a Reflexive Charm.

Thousand Courtesan Ways
Cost: 5m; Mins: Performance 3, Essence 1 | Type: Reflexive | Keywords: None | Duration: Indefinite | Prerequisite Charms: Masterful Performance Exercise
The Solar suffuses her form with Essence, intensifying her every angle and motion. This Charm raises her Appearance by one for the rest of the scene, even if this increases it past five. An erotic vision made manifest, she may attempt and succeed at seductive persuade actions without targeting an Intimacy. In addition, she may make her movements and words effortlessly erotic, subtly or overtly sensualizing her social influence actions. She might be using a read intentions action to draw out someone’s opinion on a social issue while subtly enticing him with an instill action, or she might play a song to remind a prince of his homeland while using an inspire action to stir a fire in the belly of his wife. In such cases, her social influence is made with a single roll, each different action sharing the roll’s results.

Celestial Bliss Trick
Cost: 3m, 1wp; Mins: Performance 4, Essence 1 | Type: Simple | Keywords: Mute | Duration: Instant | Prerequisite Charms: Thousand Courtesan Ways
The Exalt performs the body-mudra of sighs and whispers upon a lover, unleashing a torrent of unimaginable ecstasy. This intense lovemaking lasts at least three minutes, inducing a world-shaking climax in her partner. In the afterglow, the Exalt becomes the object of a temporary Defining Tie of lust that lasts for (Essence) weeks, and gains (Essence) automatic successes to social influence actions targeting her lover for the rest of the scene.

Call the Blade
Cost: 1m | Mins: Melee 1, Essence 1 | Type: Reflexive | Keywords: None | Duration: Instant | Prerequisite Charms: None
Extending her hand, the Solar may summon her weapon with but a thought. This Charm can reach a weapon within short range. Roll (Wits + Melee) at difficulty 4. On a success, the weapon flashes to hand instantly, without traversing the space between. On a failure, the weapon leaps to the Solar’s hand, overcoming friction and gravity to do so. However, it is unable to defeat doors, chains, or other similar obstacles, and even if the path is unobstructed, the weapon does not return until the Solar’s next turn. The Exalt cannot use this power to steal weapons, only to call
her own weapon to hand.

Summoning the Loyal Steel
Cost: 1m; Mins | Melee 3, Essence 1 | Type: Simple | Keywords: None | Duration: Indefinite | Prerequisite Charms: Call the Blade
With a moment of concentration, the Solar may banish a weapon Elsewhere. She may reflexively lift commitment to this Charm, summoning her weapon to hand in a flash of Essence.

Unimpeachable Discourse Technique
Cost: 3m; Mins: Socialize 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Mastery of Small Manners
The Solar is the guardian of her thoughts. If she’s in a situation where Mastery of Small Manners would apply, she may use this Charm to supplement a persuade or instill action that speaks to group policy, changing cultural attitudes or steering future courses. This Charm ensures that her arguments are logical and extremely well thought out: reroll all 1s until 1s fail to appear, and deny the benefits of the Solar’s 1s to the magic of her enemies.

Majestic Radiant Presence
Cost: 6m; Mins: Presence 4, Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Harmonious Presence Meditation
Her incandescent spirit magnifies the Lawgiver with aspects of glory and terror. While this Charm is active, characters must pay a point of temporary Willpower to speak against her or attack her. Her enemies need only pay this price once per scene. In addition, all threaten actions against her suffer a penalty equal to her Essence.

Freya XP

Champions of the Sun GMJJ