TEXT: Exalted Compendium : Gifts From The Gods 02DEC01 
   
   
   
  Page 1 
   
  www.exaltedcompendium.com 
   
   
   
  Gifts from the gods 
   
  Last updated : 
  22nd day of the Resplendent Air, Realm Year 768 
  2nd December 2001 
   
  Document Maintained by Silesia DeuMachinus 
   
   
  LAST CHARM ADDED : Armor shredding attack
  
  Exalted Compendium : Gifts From The Gods 02DEC01 
   
   
   
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  Athletics Aptitude Charms 
   
  Wind Leaping Technique (Dragon-Blooded) 
  write by DinosaurBlooded  
  Element:  Air  
  Cost:  2  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Athletics:  2  
  Minimum Essence:  1  
  Following Charms:  Air Body Method  
    
  By attuning herself to the essence currents flowing through the 
  wind the character is able to make leaps while in midair (see 
  Exalted page 252 for more information on Leaping) Dragon 
  blooded using this charm have been known to stay up in the 
  air for several rounds or to cross vast chasms in a series of 
  jumps, Although some have run out of essence and dropped to 
  their untimely demise.  
   
  Air Body Method (Dragon-Blooded) 
  write by DinosaurBlooded  
  Element:  Air  
  Cost:  2 motes  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Athletics:  3  
  Minimum Essence:  1  
  Prerequisite Charms:  Wind Leaping Technique  
    
  The Dragon Blooded using this charm becomes as light as air 
  while jumping and may leaps of up to her Strength x 10 feet 
  vertically or twice that distance horizontally instead of her 
  movement action. Unlike similar Solar charms this can be a 
  difficult manoeuvre, requiring a reflexive Dexterity Athletics 
  roll dificulty dependant on the wind conditions in the area. 
  Leaps made in relativally still air would be standard difficulty 
  while leaps made on a windy day would be difficulty 3 and 
  leaps during a hurricane would be difficulty 5. Failure to make 
  this roll means the character doesn't go where he wanted to or 
  is blown off course and may sustain damage. 
   
  Safety Tumbling Technique (Solar) 
  write by Spider  
  Cost:  2 motes  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Athletics:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Lightning Speed  
  Following Charms:  Solar Fortitude Break-fall  
    
  Once a character is trained in this charm he need no longer 
  fear falling, if it is at all possible to ride out the impact of a fall 
  such as tumbling or swinging around a tree branch the 
  character takes no damage from falling. In the event that the 
  character has no way to break, slow, or ride out the fall they 
  take damage as normal. This charm also applies to damage 
  that would be taken from being knocked backwards into 
  things. While a character would take damage from being hit 
  by a giants club they might be able to avoid the damage from 
  hitting the tree behind them by say swinging around it.  
   
  Solar Fortitude Break-fall (Solar) 
  write by Spider  
  Cost:  5 motes  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Athletics:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Safety Tumbling Technique, 
  Increasing Strength Exercise  
    
  With this charm the character has learned to focus his strength 
  into his muscles, suffusing them with essence to such a point 
  that he takes no damage from falls, a character und the effects 
  of this charm may cause significant collateral damage from his 
  impact such as leaving a crater after a 7 story fall but would 
  take no damage himself. As with the previous charm Break-
  Fall this also applies to any extra damage a character might 
  have taken from being knocked into something like a building. 
  Unlike the previous charm a character activating this one need 
  not be able to tumble or somehow break his fall. 
   
  Increasing Dexterity Practice (Solar) 
  write by Luke  
  Cost:  3 motes per dot  
  Duration:  One scene  
  Type:  Simple  
  Minimum Athletics:  3  
  Minimum Essence:  2  
    
  Similar in effect to Increasing Strenght Exercise, this Charm 
  allows a character to increase her Dexterity tremendously for 
  short periods of time.  
  For every 3 motes of Essence the character spends, her 
  Dexterity increases by 1. A character cannot increase her 
  Dexetrity by more than her Essence rating through the use of 
  this Charm.  
   
  Increasing Stamina Training (Solar) 
  write by Luke  
  Cost:  3 motes per dot  
  Duration:  One scene  
  Type:  Simple  
  Minimum Athletics:  3  
  Minimum Essence:  2  
    
  Similar in effect to Increasing Strenght Exercise, this Charm 
  allows a character to increase her Stamina tremendously for 
  short periods of time.  
  
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  For every 3 motes of Essence the character spends, her 
  Stamina increases by 1. A character cannot increase her 
  Stamina by more than her Essence rating through the use of 
  this Charm. 
   
  Awareness Aptitude Charms 
   
  Death's Door (Abyssal) 
  write by MisterMcDonn  
  Cost:  5  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Awareness:  2  
  Minimum Essence:  1  
  Following Charms:  Soul Sin, 
  Rend Soul  
    
  By use of this charm the Death Lord or Abyssal Exalted is 
  able to look into the eyes of a passerby and see how close to 
  death they are. This can either be a simple understanding or 
  the charm can be grotesque allowing the Exalted to see the 
  person wither and die or see the method of their death as well. 
  Adding olfactory and audio schematics as well can also further 
  enhance the charm itself. The dead does tend to stink of rot 
  and make squishy noises when moved. This will not allow the 
  Exalted to see the moment of their death by will provide a 
  time until that person passes on in hours, days, months or 
  years depending on the time. This charm is useful because an 
  Exalted of the dead will be able to know when that soul is 
  available for summoning. It will also lower the resistance that 
  the soul will put up later when the Exalted summons them for 
  service.  
  Game Mechanics this means that by spending 5 motes an 
  Abyssal Exalted or Death Lord my see the time of the person’s 
  death as well as lower their raising requirement by 5 motes in 
  the future. This summoning may be in the form of spiritual or 
  physical.  
    
  Soul Sin (Abyssal) 
  write by Mister McD  
  Cost:  5 motes, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Awareness:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Death's Door  
  Following Charms:  Rend Soul  
    
  By use of this Charm an Abyssal or Death Lord may look into 
  the heart of an enemy and see the sins of the soul. This allows 
  the Abyssal to view all the damning actions that their 
  opponent has made and how their soul will weigh in the 
  future. By performing this charm an Exalted will see what 
  type of Risen the Death Lord can turn them into in the future. 
  If a person has a hellish soul that is full of sin they are ripe for 
  use as the most fiendish of dead. If a person is only lightly 
  sinful than they may not even be available for manipulation 
  after death. As with the Deaths Door this ability is more 
  perception driven so an Exalted viewing a victim might see 
  their sins as levels of decay or see them as the creature they 
  are fit to be. This effect can vary from as the Storyteller sees 
  fit.  
  Game Mechanics will require an Exalted to spend 5 motes and 
  1 willpower to see into the soul of their enemy. Of course this 
  power is mostly for use in the future events and is not 
  immediately useful to the Abyssal. There is one exception to 
  this however, if the Death Lord is able to discuss with the 
  opponent how sinful they are and how damned their soul is a 
  person can find themselves in the deepest pit of Hell 
  accompanied by the spawns of evil themselves. This effect is 
  more role-played than actual however to support it in 
  mechanics a Storyteller should roll Manipulation + Essence 
  targeting the opponents Temperance. A success means that the 
  person begins to feel remorse and sorrow for the sins they 
  have created in the past. If the Death Lord get double the 
  opponents Temperance than the person is completely 
  overwhelmed with remorse and cannot act while in the 
  presence of their persecutor. This power would be perfect for a 
  combination with Deaths Door.  
   
  Rend Soul (Abyssal) 
  write by Mister McD  
  Cost:  20 motes, 2 willpower  
  Duration:  Permanent  
  Type:  Simple  
  Minimum Occult:  5  
  Minimum Essence:  1  
  Prerequisite Charms:  Soul Sin, 
  Death's Door  
    
  To further the cause of death and enhance their armies the 
  Abyssal and Death Lords have become very skilled in the 
  ability to pull souls from the recently dead. This ability is the 
  reason that a perceptive Death Lord will follow a sinful victim 
  that is near death around for days. Either a Death Lord or his 
  minions for the purpose of stealing a fresh powerful soul as 
  soon as it crosses will commonly stalk an opponent who has 
  fallen into deep sin and is nearest to death. By means of the 
  ability the Death Lord may pull the soul out of the dying and 
  based on its level of sin create it into something monstrous to 
  serve in his armies. Under most circumstances a Death Lord 
  will only personally follow a person of unsurpassed evil and 
  will sometimes ignore the lightly sinful.  
  Game Mechanics a Death Lord will spend 20 motes and 2 
  willpower to pull fourth the soul of a recently dead sinner. 
  This soul will follow the Exalted’s every command and will 
  have statistics and abilities based on their level of sin. The 
  Exalted must roll Essence + Willpower targeting the 
  Willpower of the recently dead to pull the soul out of the 
  dying. Of course this action finishes off the victim and they 
  immediately suffer from decay and rigamortis once the soul is 
  
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  removed. The soul removed will also be unspeakably 
  misshapen and disgusting after being removed in such a 
  horrible fashion. Unless the level of sin is previously know a 
  Storyteller must determine the level of the sinner. To do this 
  simply roll a d10 the higher the roll the more powerful the 
  sinner and therefore the more powerful the spirit taken. Of 
  course the power level used will vary from game to game so 
  this power should not be randomly enforced, and should be 
  used as more of a plot point. 
   
  Brawl Aptitude Charms 
   
  Air Body Method  (Dragon Blooded) 
  write by DinosaurBlooded  
  Element:  Air  
  Cost:  2 motes  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Athletics:  3  
  Minimum Essence:  1  
  Prerequisite Charms:  Wind Leaping Technique  
    
  The Dragon Blooded using this charm becomes as light as air 
  while jumping and may leaps of up to her Strength x 10 feet 
  vertically or twice that distance horizontally instead of her 
  movement action. Unlike similar Solar charms this can be a 
  difficult manoeuvre, requiring a reflexive Dexterity Athletics 
  roll dificulty dependant on the wind conditions in the area. 
  Leaps made in relativally still air would be standard difficulty 
  while leaps made on a windy day would be difficulty 3 and 
  leaps during a hurricane would be difficulty 5. Failure to make 
  this roll means the character doesn't go where he wanted to or 
  is blown off course and may sustain damage. 
   
  Brawl Aptitude Charms (Solar) 
   
  Smeltering Fist of Outrage (Solar) 
  write by Winter_Heart  
  Cost:  3, 1 willpower  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Brawl:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Fist of IronTechnique  
  Following Charms:  Burning Knucles of Retribution  
    
  The character let out a powerful scream, focusing all his anger 
  and worry out of his heart and mind and into his fist. The 
  outrage manifest as heat around the character's fist and make 
  his attack much more damaging.  
   
  On a succesful attack, the character may add his Conviction 
  Virtue to his Damage Pool. Releasing one's anger this way is 
  also very carthatic experience, the character may roll his 
  Conviction at a 1 Difficulty, success allow him to regain 1 
  willpower point. This roll cannot be botched.  
   
  Note: Character with a Compasion of 3 or higher who use this 
  charm automatically gain a Limit Break point.   
   
  Burning Knucles of Retribution (Solar) 
  write by Winter_Heart  
  Cost:  6 motes, 1 willpower  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Brawl:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Smeltering Fist of Outrage  
  Following Charms:  Pheonix's Fatal Fury  
    
  This charm bestow the Solar even more power when he 
  focuses his anger into his fist. As the torent of outrage is 
  released, the Solar's anima banner flares up and become even 
  more radiant around his fist, as the flame of his anima become 
  all too real.  
   
  On a succesful attack, the character may add the total of his 
  (Conviction Virtue Essence) to his Damage Pool. This damage 
  is considered Lethal and flammable objects may also burst 
  into flame at the Storyteller's discretion. Releasing one's anger 
  this way is also very carthatic experience, the character may 
  roll his Conviction at normal Difficulty, success allow him to 
  regain 1 willpower point (thus cancelling the willpower cost). 
  This roll cannot be botched.  
   
  Note: Character with a Compasion of 3 or higher who use this 
  charm automatically gain a Limit Break point.  
    
  Pheonix's Fatal Fury (Solar) 
  write by Winter_Heart  
  Cost:  10 motes, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Brawl:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Burning Knucles of Retribution  
    
  The ultimate release of the Solar's anger, only the mightiest 
  warriors can take this attack and walk away from it. The 
  Solar's anger poor out of him and into his aura, making it 
  flares up like a bonfire, he then launches himself, fist forward, 
  to strike his target. The Solar Fire becomes even deadlier to 
  ennemy of the Unconquered Sun.  
   
  The Solar roll his dexterity brawl normally. If the attack is 
  directed toward an Undead, an Abyssal Exalted or other 
  creature of the Night, he may add his Permanent Essence to 
  his Accuracy.  
   
  
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  On a successful attack, the character adds the total of his 
  [Conviction 
  Virtue 
  Essence] 
  as 
  automatic_health_level_of_damage. The automatic damage is 
  soaked first, followed by the dices. This damage is considered 
  Lethal and flammable objects may also burst into flame at the 
  Storyteller's discretion.  
   
  If the Pheonix' Fatal Fury strikes an Undead, an Abyssal 
  Exalted or other creature of the Night, the damage is 
  considered Aggravated.  
   
  Following the use of this charm, the character may not attack 
  or otherwise do any offensive action (he may still defend 
  himself) for a number of turn equal to the character's Essence, 
  his fire and drive are gone and he must wait for them to be 
  reborn.   
   
  Iron Claw (Lunar) 
  write by Yoshi  
  Cost:  2 motes  
  Duration:  One turn  
  Type:  Supplemental  
  Minimum Brawl:  3  
  Minimum Essence:  3  
    
  The lunar are always living in the Wyld, they use to have at 
  least non-aggressive contact with the other inhabitant of this 
  chaotic region. But when a pretentious fairy lord want to hunt 
  a Lunar instead of his common monstrosities, the lunar use 
  this Charms to make him understand his mistake. 
   
  This charm allows the Lunar to transform is natural claw in 
  pure Iron, making aggravated damage to Fair Folk. 
   
  Conviction Aptitude Charms 
   
  See the past hero (Spirit) 
  write by Earthbinder  
  Cost:  5 motes, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Conviction:  3  
  Minimum Essence:  3  
    
  this charm allows the spirit to gaze upon the anima of an 
  exalted and know it incarnations back to the first time the 
  essence was instilled in a mortal  
  the spirit makes a willpower and essence roll with the number 
  of sucesses showing how many incarnations the "soul" has had 
  that the spirit can see  
  many powerful exalted have been "exalted" as many times as 
  their permanent essence score, some have been abd gone since 
  the beginning of the war against the primordials. for a few it is 
  their first time (ST call)  
   
  Craft Aptitude Charms 
   
  Swiftness of Creation Technique (Solar) 
  write by nadrakas  
  Cost:  6 motes, 1 willpower  
  Duration:  One scene  
  Type:  Simple  
  Minimum Craft:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Flawless Handiwork Method  
  Following Charms:  Whirlwind Creation  
    
  The character can create items of her chosen work with speed 
  far surpassing what is normal. While Swiftness of Creation 
  Technique does not allow the character to create works with 
  any greater skill, it does allow the work to be completed in a 
  fraction of the time. The normal amount of material and fuel, 
  if any, are used during the creation process. When determining 
  the effectiveness of Swiftness of Creation Technique count 
  Years as Months, Months as Weeks, Weeks as Days, Days as 
  Hours and Hours as Minutes. The Essence is considered to be 
  committed and cannot be recovered until the product is 
  complete.  
   
  EXAMPLE: If a suite of Armour would normally take two 
  months to create, a Character using Swiftness of Creation 
  Technique could make it in a mere two weeks.  
   
  Example of Creation Times  
   
  Cutting a Gem: 1 day to 1 week  
  Cooking  
  > Simple Meal: 10 minutes  
  > Average Meal: 1 hour  
  > Banquet Feast: 8 hours  
  Farming  
  > Plowing a Small Field: 2 hours  
  > Plowing a Large Field: 8 hours  
  Smithing:  
  - Weapons  
  --- Arrows & Bolts: 1 day to make 50  
  --- Small Weapon: 1 day  
  --- Medium Weapon: 1 to 7 days  
  --- Large Weapon: 2 to 4 weeks  
  - Armour  
  --- Light Armour: 1 week  
  --- Medium Armour: 2 to 4 weeks  
  --- Heavy Armour: 1 to 3 months  
  --- Superheavy Armour: 4 to 6 months  
  - Shield  
  --- Buckler: 1 to 2 days  
  --- Target: 3 to 5 days  
  --- Tower: 1 week  
  Structure:  
  --- Small: 2 Weeks  
  
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  --- Medium: 2 Months  
  --- Large: 6 Months  
  --- Huge: 1 Year  
  --- Small Keep: 2 years  
  --- Medium Keep: 4 years  
  --- Large Keep: 8 years  
   
  Notes : Duration lasts until the Product is finished. The 
  Essence is committed until then. And for truly exceptional 
  products the times should be increased anywhere from 2 to 10 
  times. Storyteller discretion applies.  
   
  Whirlwind Creation (Solar) 
  write by nadrakas  
  Cost:  6 motes per product, 2 willpower  
  Duration:  One scene  
  Type:  Simple  
  Minimum Craft:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Swiftness of Creation Technique  
    
  The character builds upon her ability to quickly create 
  products. But with Whirlwind Creation she takes it one step 
  further, gaining the ability to rapidly create multiple products. 
  The character decides how many products she wants to create, 
  spends six Motes per product and 3 total Willpower and goes 
  to work. Like Swiftness of Creation Technique, Whirlwind 
  Creation does not enhance the characters ability to make the 
  product, it only speeds up the creation process itself. The 
  times remain the same as for Speed the Work, with each 
  product being created within the allotted time. The Essence is 
  considered to be committed and cannot be recovered until the 
  products are created.  
   
  EXAMPLE: A character decides to create 5 suites of Armour, 
  each of which would normally take 2 months to make. 
  Spending the 30 Essence and 3 Willpower, the character 
  begins the creation process. Two weeks later, after the Crafts 
  roll, the 5 suites of Armour are completed.  
   
  Notes : Duration lasts until the Product is finished. The 
  Essence is committed until then. 
   
  Mantra of Instant Repair (Solar) 
  write by Singing_Wind  
  Cost:  15 motes, 1 health level, 1 willpower  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Craft:  5  
  Minimum Essence:  4  
  Prerequisite Charms:  Crack-Mending Technique  
    
  Weapons can shatter in one's hand in the heat of battle; tools 
  can be destroyed when working with magical materials; 
  precious artifacts might be smashed just by dropping them. It 
  is for these, and similar situations, that this Charm was 
  devised.  
   
  By channeling her Essence at the moment of an item's 
  destruction, she can mend it to the state it was in just prior, 
  instantaneously. The object must be, or have just left her 
  posession, and it must be something the Exalt has familiarized 
  herself with to the extent she can picture it in her mind without 
  effort. The item can be as large as anything the Exalt can 
  carry, but it must be a physical object. As with Crack-
  Mending Technique, Mantra of Instant Repair cannot restore 
  magic to items that have lost their enchantment. 
   
  Armor shredding attack (Solar) 
  write by Karl  
  Cost:  6  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Craft:  4  
  Minimum Essence:  2  
  Prerequisite Charms:  Shattering Grasp  
    
  Using his knowledge of how armour are made, the craftsman 
  knows how to diable a set of armour.  
  If the craftsman are using a blade, or other cutting weapon he 
  cutts into the joints of the armour, or the bucles that hold the 
  armour together.  
  If using an hammer or other bludgeoning weapon, he would 
  bash in any larger surface.  
  The end result is, that the armour no longer soaks damage in 
  the same way, and as it falls apart, it will hinder its wearer 
  even more.  
   
  To use, this is an extended action, the craftsman must make a 
  number of successes, from the perception + craft dice pool, 
  equal to the armours soak. So far he has not expended any 
  motes, and he may fight normally while he studies the 
  opponents armour.  
  Attack: using the dexterity + craft pool, he attacks the armour 
  itself. Damage, whitch can not be soaked, aplies to the 
  armours soak. Each sucsessfull attack will also give the 
  armour a -1 movement penalty. Both loss of soak, and 
  movement penalty aplies untill the armour has been repaired 
  by a craftsmann.  
  Note, bukles and such are not allways easily obtainable in the 
  wild. One can however probably improvise using parts from 
  other suits of armour.  
  Also, at the storytellers discretion, as faeries dream themselves 
  unto the world, their armour just might not have the same 
  "bugs" for a cratsman to use.... 
   
  Endurance Aptitude Charms 
   
  Solar Flare Retribution Technique (Solar) 
  write by Winteredge  
  
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  Page 7 
  Cost:  3  
  Duration:  One turn  
  Type:  Reflexive  
  Minimum Endurance:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Willpower-Enhancing Spirit  
    
  The draws upon inner rage and pain allowing it to burst forth 
  as a burst of solar light. Each strike against the Solar who has 
  activated this charm causes a burst of bright golden light to 
  flare.  
   
  When this charm is applied, for every die of damage rolled 
  against the Solar after soak has been applied, the character 
  may roll one die.  
   
  These dice represent an incredibly bright instantaneous flash 
  of light eminating from the solar, and likely blinding all 
  opponents engaged in direct melee combat against the solar.  
   
  The resulting successes are resisted by each attacker's 
  Endurance Resistance. The net successes still remaining are 
  reduced from all die pools of the opponent for a number of 
  turns equal to the Solar's Essence score.  
   
  This effect can, at the storyteller's discretion, effect nearby 
  bystanders or others who are closely watching the Solar 
  Exalted who uses the charm.  
   
  Blind attackers, automata, attackers wearing goggles of 
  smoked glass, or using other methods to protect their eyes 
  from  
  this charm may be able to ignore this charm.  
   
  Zombies, unclean spirits, demons, and undead creatures may 
  only use their Essence scores to resist this effect.  
   
  Mountain Goat Technique (Solar) 
  write by Winteredge  
  Cost:  6 motes  
  Duration:  One day  
  Type:  Simple  
  Minimum Endurance:  2  
  Minimum Essence:  2  
  Prerequisite Charms:  Veteran's March Technique  
  Following Charms:  Iron Runner Technique  
    
  The character is able to perform any strenuous activity such as 
  hiking over steep terain, mountain climbing, or jogging for the 
  full day without tiring or suffering any negative effects.  
   
  Iron Runner Technique (Solar) 
  write by Winteredge  
  Cost:  7 motes  
  Duration:  One day  
  Type:  Simple  
  Minimum Endurance:  4  
  Minimum Essence:  3  
  Prerequisite Charms:  Mountain Goat Technique  
    
  This charm allows the character to draw upon untold reserves, 
  providing them with unflagging endurance with regards to 
  prolonged strenuous activities. Characters may sprint, swim 
  against the current, climb impossibly steep mountains, etc. 
  with no discernable hint of tiring. As with Veteran's March 
  Technique and the Mountain Goat Technique, the effects of 
  this charm last for the entire day. 
   
  Martial Arts Aptitude Charms 
   
  Poisoned Palm Strike (Solar) 
  write by Winteredge  
  Cost:  3  
  Duration:  Instant  
  Type:  Simple  
  Minimum Martial Arts:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Crippling Pressure-Point Strike  
  Following Charms:  Delayed Poison Palm Strike  
    
  This Solar Exalted Charm allows a martial artist to focus their 
  essence in such a way that when they strike an opponent, that 
  enemie's body reacts as though it had been poisoned by a 
  dangerously lethal venom.  
   
  The amount of damage that is done to the character by the 
  initial blow is unimportant. It could be something as small as a 
  strike upon the cheek, or even a simple poke in the ribs that 
  delivers the charm.  
   
  When it does occur, however, the victim will immediately roll 
  their Stamina plus Resistance at a difficulty equal to the Solar 
  Exalted's Essence trait.  
   
  If the victim succeeds in this roll, they take two additional 
  levels of levels of damage automatically.  
   
  If the victim fails their roll, however, they take this amount of 
  damage and lose one additional die from each of their dice 
  pools for every success they were short on the resistance roll 
  for the next two hours. Unexalted characters who fail this roll 
  die instantly in agonizing spasms.  
   
  Delayed Poison Palm Strike (Solar) 
  write by Winteredge  
  Cost:  5, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Poisoned Palm Strike  
  
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  Page 8 
    
  The Solar Exalted focuses essence into a deadly venom. With 
  but a touch they are able to infuse an enemy with poison 
  which will lie dormant for a number of days determined by the 
  Solar Exalted. This appointed time may not occur sooner than 
  one hour after the strike was made, or later than the Solar's 
  Essence trait in weeks. The exact appointed day must be 
  decided prior to the attack being made.  
   
  The attack must make skin to skin contact, or do actual 
  damage after any protecting soak is applied.  
   
  When the appointed time comes to pass, the victim must make 
  a Stamina plus Resistance roll scoring a number of successes 
  equal to the attacker's Essence score at the time of the attack.  
   
  If the victim succeeds they suffer 2 unsoakable health levels of 
  lethal damage.  
   
  If the victim fails, they suffer a number of health levels of 
  lethal damage (soakable with stamina only) equal to the Solar 
  Exalted's Essence trait times 2. This damage is automatic 
  (after soak), and is not rolled.  
   
  Often the victim will be completely unaware that they have 
  been poisoned. The victim is likely, however, to notice various 
  aches and a general stiffness until the charm's effects are 
  triggered. A successful Perception + Medicine roll at a 
  difficulty equal to the Solar Exalted's Essence trait allows a 
  physician to diagnose the poisoning.  
   
  There are two known cures for the Delayed Poison Palm 
  strike, one is for the attacker to make a second Delayed Poison 
  Palm Strike on the same victim, nullifying both. The second is 
  for a potion to be brewed using numerous extremely potent 
  and expensive poisons. Such a concoction is incredibly 
  difficult, requiring at least a number of successes equal to the 
  Solar Exalted's Essence trait. 
   
  Wolf Claw Strike (Solar) 
  write by Yoshi  
  Cost:  3 motes  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  2  
  Minimum Essence:  1  
  Following Charms:  Feral Bite Technique  
    
  The character infuses her form with essence, his strike 
  becoming powerful and violent blow, mimicking the savagery 
  of the wolf. He adds her Martial Arts score to her damage 
  total.  
   
  Feral Bite Technique (Solar) 
  write by Yoshi  
  Cost:  3 motes  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  3  
  Minimum Essence:  1  
  Prerequisite Charms:  Wolf Claw Strike  
  Following Charms:  Wolf Form  
    
  The character charges his fists and feet with essence to strike 
  with a deadly accuracy, each of his attack becoming as deadly 
  as a wolf jaw. The character adds her Martial Arts score to her 
  accuracy total.  
    
  Wolf Form (Solar) 
  write by Yoshi  
  Cost:  5 motes  
  Duration:  One scene  
  Type:  Simple  
  Minimum Martial Arts:  4  
  Minimum Essence:  2  
  Prerequisite Charms:  Feral Bite Technique  
  Following Charms:  Essence Wolf Claw, 
  Pain Breathing Method,  
  Primal Survival Intuition 
   
  The Exalted takes the posture of a ferocious wolf, standing 
  nearly on four feet, his back curved, his two hands static ready 
  to strike violently at any time. For the rest of the scene, he 
  adds his Martial Arts to his damage and initiative totals.  
  More the character eyes and body infuse with essence have 
  movement similar to a hunting wolf, and his yellow glowing 
  eyes instils fear in the heart and soul of his victim. His 
  opponent becomes unable to flee or defend himself, he adds 
  the character’s Martial Arts score to all his difficult to parry, 
  dodge or flee. If the opponent has a valor score superior to the 
  character’s essence he can make a willpower roll difficulty 
  equal to the character essence to be immune to the charm 
  effect for one scene If the character has several opponent 
  divide the character Martial Art among them beginning by the 
  one with the lowest willpower.  
   
  Essence Wolf Claw (Solar) 
  write by Yoshi  
  Cost:  6 motes  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Wolf Form  
  Following Charms:  Furious Predator Prana  
    
  The character expands his anima to his hands, forging essence 
  made claw around his finger. He adds her Martial Arts score 
  to her damage and his strike do lethal damage.   
   
  Pain Breathing Method (Solar) 
  write by Yoshi  
  
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  Page 9 
  Cost:  3 motes  
  Duration:  Instant  
  Type:  Simple  
  Minimum Martial Arts:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Wolf Form  
  Following Charms:  Jaw Lock Technique  
    
  The character strikes his opponent at a neck pressure point, 
  making him unable to breath correctly. He makes a normal 
  attack but instead of dealing damage, he blocks the respiration 
  of his victims for a number of turn equal to his Martial Arts 
  score, to act during this turn the opponent have to successfully 
  make a temperance roll difficulty equal to the character 
  essence.  
   
  Primal Survival Intuition (Solar) 
  write by Yoshi  
  Cost:  4 motes  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Martial Arts:  4  
  Minimum Essence:  2  
  Prerequisite Charms:  Wolf Form  
  Following Charms:  Hunter Instinct  
    
  The character concentration becomes total, his sense all his 
  environment and himself as a whole. He add his Martial Arts 
  score to his dodge and parry rolls, and to all perception rolls to 
  catch a surprise attack, and can also dodge a single attack with 
  his full dice pool.  
   
  Furious Predator Prana (Solar) 
  write by Yoshi  
  Cost:  6 motes, 1 willpower  
  Duration:  Instant  
  Type:  Extra Action  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Essence Wolf Claw  
  Following Charms:  Prey Death Sentence Method  
    
  The character motion develop into a fast and enraged fury of 
  strike, his essence surround him and turn all his movement 
  into deadly gesture. The player roll the Exalted’s Martial Arts, 
  for each success, she may take an extra attack and ignore one 
  wound or fatigue penalty during the turn.  
    
  Hunter Instinct (Solar) 
  write by Yoshi  
  Cost:  6 motes, 1 willpower  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Primal Survival Intuition  
  Following Charms:  Prey Death Sentence Method  
    
  The character instinct become the one of a wolf, he become 
  able to sense his enemy fear and do not need to rely on human 
  perception. The player rolls the Exalted’s Perception + Martial 
  Arts roll difficulty equal to the temperance of his prey. If 
  successful, he don’t longer needs to use his sight or hearing to 
  locate him and can do it only by feeling his fear; more he can 
  now by instinct the weak point of his opponent and reducing 
  the armor rating of his opponent by his Martial Arts score.  
    
  Jaw Lock Technique (Solar) 
  write by Yoshi  
  Cost:  8 motes, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Pain Breathing Method  
  Following Charms:  Prey Death Sentence Method  
    
  The fighter locks his opponent’s neck in a vicious hold, 
  paralysing him like wolf holding his prey in his jaw. He makes 
  a Dexterity + Martial Arts rolls to grab his opponent, if 
  successful his victims his paralyse and take the character 
  Martial Arts score lethal damage for each turn trying when he 
  try to free himself.  
   
  Prey Death Sentence Method (Solar) 
  write by Yoshi  
  Cost:  10 motes, 1 health level, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Jaw Lock Technique, 
  Hunter Instinct, 
  Furious Predator Prana  
    
  The character concentrates all his essence in his hands, 
  making them sharper and stronger than a sword, able to pierce 
  skin and almost any armor. The character makes a normal 
  Martial Arts attack, with aggravated damage. If this damage 
  are equal or higher than the opponent’s stamina + resistance, 
  he is immediately dead, if they are equal or higher than the 
  half opponent’s stamina + resistance, he falls incapacitate and 
  will be dead in a opponent’s stamina + resistance minutes if 
  not carefully healed. 
   
  Standing Mammoth Technique (Solar) 
  write by azzeder  
  Cost:  3  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Martial Arts:  2  
  Minimum Essence:  1  
  
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  Page 10 
  Following Charms:  Mighty Mammoth Charge  
    
  The character infuses his body with Essence to temporarily 
  increase his ability to withstand damage. When activated, the 
  character adds his Martial Arts score to his Bashing soak and 
  half of it (rounded up) to his Lethal soak against a single 
  attack.  
   
  Mighty Mammoth Charge (Solar) 
  write by azzeder  
  Cost:  3  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  3  
  Minimum Essence:  1  
  Prerequisite Charms:  Standing Mammoth Technique  
  Following Charms:  Deadly Trample Cadence, 
  Grasp of the Colossus, 
  Mammoth Form  
    
  The character channels essence into his body to increase the 
  might of a tackle attack. To use this charm, the character must 
  first do a normal Tackle maneuver (p. 240) using his Dexterity 
  + Martial Arts and subtracting one success from the roll. If 
  successful, the attack does Strength + Essence + 2 damage, 
  and the exalt doesn’t need to roll a reflexive Stamina + 
  Athletics roll to see if he is knocked down. His target, 
  however, must still make that reflexive Stamina + Athletics 
  roll, but the difficulty is 3 or the tackler’s Essence, whichever 
  is higher.  
   
  Deadly Trample Cadence (Solar) 
  write by azzeder  
  Cost:  3  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Mighty Mammoth Charge  
  Following Charms:  Towering Tusk Technique  
    
  The character using this charm can pound one opponent with a 
  series of powerful heavy blows that act as one devastating 
  single attack. To do so, the character only needs to do a 
  regular Martial Arts attack against a single opponent. If the 
  attack is successful, the amount of successes is multiplied by 
  the attacker’s Essence score.  
   
  Grasp of the Colossus (Solar) 
  write by azzeder  
  Cost:  3  
  Duration:  One scene  
  Type:  Simple  
  Minimum Martial Arts:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Mighty Mammoth Charge  
  Following Charms:  Towering Tusk Technique  
    
  The character’s arms and hands become as strong as a 
  mammoth’s trunk, increasing the amount of weight the 
  character can lift, hold or grab. Thus, the character can add his 
  Martial Arts score to his Strength + Athletics for the purpose 
  of lifting objects. This bonus can also be added to any roll you 
  get to stop your opponent from escaping your grasp during the 
  Clinch and Hold maneuvers (pp. 239-240) or any other similar 
  situation.  
   
  Mammoth Form (Solar) 
  write by azzeder  
  Cost:  5  
  Duration:  One scene  
  Type:  Simple  
  Minimum Martial Arts:  4  
  Minimum Essence:  2  
  Prerequisite Charms:  Mighty Mammoth Charge  
  Following Charms:  Towering Tusk Technique  
    
  The Exalted adopts a slow but incredibly strong method of 
  combat. When activated, the character adds his Martial Arts 
  score to his Bashing and Lethal soak. Furthermore, the 
  character cannot be knocked down by any means unless his 
  feet leave the ground. Also, for every attack the character 
  makes, you can add his Essence score to the raw damage pool.  
   
  Towering Tusk Technique (Solar) 
  write by azzeder  
  Cost:  4  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Martial Arts:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Mammoth Form, 
  Deadly Trample Cadence, 
  Grasp of the Colossus  
    
  The Exalted can imbue one of his unarmed strikes with so 
  much force and brutal energy that it deals Lethal damage 
  instead of Bashing damage. Furthermore, if the attack 
  successfully hits a target, you do not need to make a damage 
  roll as every die is considered an automatic success. 
   
  Tiny Talons (Solar) 
  write by Khaizard  
  Cost:  1  
  Duration:  Exalted's essence turn  
  Type:  Supplemental  
  Minimum Martial Arts:  1  
  Minimum Essence:  1  
  Following Charms:  Scourging Claw  
    
  Stylists who practice the Monkey style of martial arts often 
  grow their nails long. While these normally would present no 
  
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  Page 11 
  problem, one of the most basic skills practitioners learn is to 
  channel Essence into these fingernails to better deal damage to 
  their opponents. The fingernails become razor-sharp and 
  capable of tearing cloth and even light armors, though metal or 
  stone will easily turn the attack aside.  
  Basically, the martial artist's attack damage becomes 2L. 
  Strength is not added to the damage, but extra successes are. 
  Although the martial artist can damage things as tough as 
  normal wood with this attack, items of metal or stone are 
  inviolate. If an opponent is wearing medium or heavy armor, 
  the opponent's soak may reduce damage to zero. Light armors 
  are either not protective enough (Breastplate and Chain Shirt) 
  or not tough enough (Buff Coat) to completely turn away 
  damage.  
  This is one of the first steps of MONKEY STYLE martial arts  
    
  Scourging Claw (Solar) 
  write by Khaizard  
  Cost:  3  
  Duration:  Exalted's essence turn  
  Type:  Supplemental  
  Minimum Martial Arts:  2  
  Minimum Essence:  1  
  Prerequisite Charms:  Tiny Talons  
    
  A testament to the quick and deceptive antics of the Monkey 
  stylist, this technique aims to disable an opponent by blinding 
  them, both physically and with pain. The practitioner curls his 
  fingers into a claw, and makes a quick raking strike at the 
  opponent?s face. The result may well incapacitate the target!  
  The practitioner rolls as normal, but if successful, the 
  opponent suffers under the following penalty. The opponent is 
  minus a number of dice to all rolls equal to the number of net 
  successes rolled. This penalty lasts for a number of turns equal 
  to the martial artist's Essence (starting with the target's next 
  action). Each round, the opponent may try to ignore the pain 
  and force himself to use his blurred vision. The opponent must 
  either spend a Willpower point or make a Stamina + 
  Resistance roll (at the typical multiple action penalty) at a 
  difficulty equal to the number of remaining rounds (including 
  the current one). If successful, the penalty is halved (round 
  down), but cannot be less than 1 die.  
  This is another step for MONKEY STYLE martial arts  
    
  Monkey Flip (Solar) 
  write by Khaizard  
  Cost:  2  
  Duration:  Exalted's essence turn  
  Type:  Supplemental  
  Minimum Martial Arts:  2  
  Minimum Essence:  1  
    
  This ability allows the stylist to perform an acrobatic flip or 
  roll over the opponent, ending in a throw. The throw, because 
  of the extra motion, has extra momentum, throwing the 
  opponent further. The Exalted can decide to either throw the 
  target away or up. If the target is thrown away, the distance is 
  Strength + Successes in yards. If the target is thrown up, the 
  distance is Strength + Successes in feet. Should the target hit 
  something before completing its journey, it takes a number of 
  extra dice of damage equivalent to the remainder of the 
  distance to be traveled. 
   
  Medicine Aptitude Charms 
   
  Purifying Flame Prana (Dragon-Blooded) 
  write by Khaizard  
  Element:  Fire  
  Cost:  4 motes  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Medicine:  3  
  Minimum Essence:  2  
  Following Charms:  Burning Healing Method  
    
  Flame is said to burn away impurities and in the case of fire 
  Dynasts, this is accurate. However, this cure may well be as 
  bad (if not worse) than the disease. This cure can be used on 
  others, but non-Exalted are not likely to survive the ordeal. 
  The subject need not be restrained for this charm to work, but 
  it may be a good idea. This charm only works on an individual 
  who has a disease or poison in his system.  
  The Dragon-Blooded grips the afflicted person tightly and 
  channels Essence into their system, which burns away 
  impurities. Roll the Dynast?s Intelligence Medicine. The 
  target number is either the poison?s failure damage (see p 243 
  in the Exalted book) or the disease?s difficulty (p 319-321). If 
  the roll is successful (equal to or more), then the treatment is 
  entirely successful. If the roll is unsuccessful, the impurity is 
  unaffected. Whether or not the subject is cured, he takes 1 
  Health Level of lethal damage per success rolled. Exalted may 
  subtract soak as normal. Though this may seem harsh, it is far 
  better than suffering for extended periods; This way, all the 
  damage is done at once.  
   
  Burning Healing Method (Dragon-Blooded) 
  write by Yoshi  
  Element:  Fire  
  Cost:  10 motes, 1 willpower  
  Duration:  One day  
  Type:  Simple  
  Minimum Medicine:  4  
  Minimum Essence:  3  
  Prerequisite Charms:  Purifying Flame Prana  
    
  By channelling fire essence in the body of recently hurt 
  person, the Dragon-Blooded can make his wounds burn from 
  inside and close rapidly, effectively healing him (or at the 
  least, cauterizing the wound and preventing infection). 
   
  
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  Page 12 
  The Dragon-Blooded makes a medicine roll. The number of 
  health levels healed is equal to the dragon-blooded's essence 
  score, plus the success of the roll.  
   
  However, this method can be very dangerous, the pain is so 
  intense that the patient must succeed in making a willpower 
  roll, difficulty 2 to stay contious. If he botches he risks a heart 
  attack. 
   
  Melee Aptitude Charms 
   
  Merciful Weapon Technique (Solar) 
  write by Winteredge  
  Cost:  1  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Melee:  2  
  Minimum Essence:  1  
  Prerequisite Charms:  Excellent Strike  
    
  The character focuses her essence into and around her weapon 
  forcing it to preserve the life of its victims.  
   
  If the charm is activated on an attack that would normally kill 
  an opponent, the opponent takes no more damage than the 
  incapacitated health level.  
   
  This allows the Solar to duel with a friend or someone else 
  considered valuable to the character without holding back.  
   
  In the first age, may exalted learned their deadliest combos 
  with this technique included so that they could train others.  
   
  Note, if a character does not use this charm when they make a 
  strike that would kill an opponent, the opponent dies normally. 
  This charm only has any effect when used on a strike that will 
  itself kill an opponent. Subsequent strikes will likely kill an 
  opponent normally.  
   
  Improvisational Weapon Technique (Solar) 
  write by Winteredge  
  Cost:  5  
  Duration:  One scene  
  Type:  Simple  
  Minimum Melee:  3  
  Minimum Essence:  1  
  Prerequisite Charms:  Excellent Strike  
    
  Note: This charm requires a large amount of storyteller 
  participation. Storytellers should consider this prior to 
  allowing the purchase of this charm.  
   
  This charm allows the character to focus essence into an 
  object that would not normally be a viable weapon. Examples 
  include towels, toothpicks, coiled up bed-linnens, rope, or 
  even chopsticks.  
   
  Such weapons generally do lethal damage, though some few 
  items may only be viable as bashing weapons.  
   
  Most such weapons become destroyed at the end of the turn in 
  which they are used.  
   
  When activated the storyteller may apply the Solar Exalted's 
  Essence trait as weapon bonuses applied as they see fit.  
   
  Ex. Robert has an essence score of 4. At the beginning of a 
  battle he picks up a hand-held fan which he wishes to use in 
  combat. The storyteller grants the fan the following stats: 
  Speed: 2, Accuracy -1, Damage 0L, Defense 3. Robert has no 
  idea what the stats of a particular weapon are going to be until 
  he initiates the charm. He is pleased at the Fan's defense value, 
  and uses it to parry many strikes until he is able to retreat 
  through an open window.  
   
  This charm does not increase a weapon's balance for purposes 
  of throw attacks.  
   
  Sun and Water Strike Technique (Solar) 
  write by Winteredge  
  Cost:  3  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Melee:  4  
  Minimum Essence:  2  
  Prerequisite Charms:  Hungry Tiger Technique  
  Following Charms:  Unblockable Strike Technique, 
  Vicious Piercing Strike Technique  
    
  The character, weapon moving like liquid sunlight, makes an 
  attack which bypasses all but the most potent defenses. The 
  attack ignores a number of parry successes by an opponent 
  equal to the attacking character's essence trait.   
   
  Unblockable Strike Technique (Solar) 
  write by Winteredge  
  Cost:  5  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Melee:  4  
  Minimum Essence:  3  
  Prerequisite Charms:  Sun and Water Strike Technique  
    
  The character expends essence transforming their weapon into 
  pure essence that flows like liquid sunlight around all 
  obstacles save armor and flesh and bone.  
   
  When activated the Solar's attack cannot be parried, and may 
  only be dodged or similarly avoided.  
   
  
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  Page 13 
  Vicious Piercing Strike Technique (Solar) 
  write by Winteredge  
  Cost:  special  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Melee:  3  
  Minimum Essence:  3  
  Prerequisite Charms:  Sun and Water Strike Technique  
    
  The Solar Exalted focuses their essence around a single 
  piercing point of their strike, allowing them to lessen armor's 
  protection in that location.  
   
  When this technique is triggered the Solar's attack ignores 
  some of the opponent's armored soak. The character spends 3 
  points of essence to trigger the charm, which reduces the 
  target's soak by an amount equal to the Solar's Essence trait. 
  The Solar may expend additional points of essence reducing 
  the soak further on a point per soak level basis.  
   
  Warrior (Solar) 
  write by KalidanIsis  
  Cost:  8, +3 per extra damage die, 1 willpower  
  Duration:  One scene  
  Type:  Simple  
  Minimum Melee:  4  
  Minimum Essence:  3  
  Prerequisite Charms:  Glorious Solar Saber, 
  Call the Blade, 
  Retrieve Fallen Weapon  
    
  This charm creates a Daiklaive of pure Essence from the 
  Unconquered Sun itself. Thus keeping the warrior armed at all 
  times, even when steel is unavailable. The summoned blade 
  has all the stats as a normal Daiklaive save for the damage. 
  Damage is equal to Strength plus 1.5 times your 
  essence(round up). By expending more essence you can 
  increase the weapons damage by one die per 3 motes of 
  Essence. Each blade is personalized to the individual, unlike a 
  Daiklaive, you cannot insert a hearthstone into it. 
   
  Feather Light Strike (Dragon Blooded) 
  write by Winter_Heart  
  Element:  Air  
  Cost:  2 per 'effect level'  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Melee:  2  
  Minimum Essence:  1  
  Following Charms:  Clashing Spark  
    
  Air weights nothing and the raging wind is the fastest of the 5 
  elements.  
   
  With this charm, the Dragon-Blooded can impart those 
  qualities to his weapon, allowing blinding speed at the cost of 
  some power.  
   
  For every point of mote spent, the current weapon the 
  Terrestrial Exalted use gain 2 point of speed, but loses 1 point 
  of damage as it lose weight, for the next strike.  
   
  A weapon damage bonus cannot be made negative through the 
  use of this charm and the Terrestrial cannot spend more motes 
  then his Melee (rounded up - At melee 3: one can spend 4, at 
  5: one can spend 6) rating on a single strike.   
   
  Clashing Spark (Dragon Blooded) 
  write by Winter_Heart  
  Element:  Air  
  Cost:  5  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Melee:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Feather Light Strike, 
  Elemental Blow Technique  
    
  A more powerful version of the elemental blow technique, the 
  Air Aspect exalted summon the might of lightning into his 
  blade. The weapon his surrounded by an aura of crackling 
  electricity that discharge within any opponent the Dragon 
  Blooded strike.  
   
  The Terrestrial Exalted may add his Permanent Essence rating 
  to his raw damage. When fighting opponent wearing metal 
  armor, made of metal (this included sorcerers who turn their 
  body into metal) or somehow surrounded by metal, he also 
  add +1 to his Accuracy Dicepool and reduce his opponent's 
  soak by his Permanent Essence rating.   
   
  Mind Over Body (Solar) 
  write by Artemis  
  Cost:  2, 1 willpower  
  Duration:  One scene  
  Type:  Simple  
  Minimum Melee:  2  
  Minimum Essence:  2  
    
  This charm creates an invisible essence flow between a Solar 
  Exalted and their weapon. It creates a unity between thought 
  and action that blurs the distinction of body and weapon. After 
  activating the charm you roll 2 dice for innitiative and take the 
  better one. 
   
  Fatal Weakness Strike (Abyssal) 
  write by Yoshi  
  Cost:  1 motes per sucess  
  Duration:  Instant  
  Type:  Supplemental  
  
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  Page 14 
  Minimum Melee:  1  
  Minimum Essence:  1  
    
  The abyssal is capable to see the weakness in the body or the 
  armor of the opponent. When using this charm, the Exalted 
  make a standard Dexterity Melee, each sucess substract one 
  from the opponent soak (stamina and armor), the sucess can 
  not be higher than the character essence.  
   
  Darkling Essence Slash (Abyssal) 
  write by Awaikaze  
  Cost:  1 mote per die penalty  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Melee:  1  
  Minimum Essence:  1  
  Following Charms:  Unstoppable Blade Technique  
    
  With this Charm, the strike of the Abyssal Exalted are 
  preternaturally accurate and swift, and exceedingly hard to 
  dodge or parry. For every mote of Essence spent, the target of 
  a single strike suffers an equal die penalty on any attempts to 
  dodge or block.  
   
  An Abyssal striking with a 5 mote Darkling Essence Slash 
  would thusly impose a 5 die penalty on any attempts to dodge 
  or parry the attack. It should be noted that the use of this 
  Charm is a gamble. If the target of the attack decides not to 
  defend at all, then the Abyssal has wasted the Essence.   
   
  Unstoppable Blade Technique (Abyssal) 
  write by Awaikaze  
  Cost:  3 motes per success canceled  
  Duration:  Instant  
  Type:  Reflexive  
  Minimum Melee:  2  
  Minimum Essence:  1  
  Prerequisite Charms:  Darkling Essence Slash  
    
  An Abyssal with this technique is fearsome indeed. His 
  weapon cannot be halted by even the bravest defense, guided 
  by the death-wish upon the blade.  
   
  For every three motes spent, a block or dodge success is 
  canceled. This is spent as a reflexive, not supplemental, thus, 
  it is only used after the block or dodge attempt is made. 
   
  Occult Aptitude Charms 
   
  Soul's Essence Gathering Technique (Solar) 
  write by Winteredge  
  Cost:  3 motes, 1 willpower  
  Duration:  Instant  
  Type:  Simple  
  Minimum Occult:  2  
  Minimum Essence:  1  
  Prerequisite Charms:  Spirit-Detecting Glance  
    
  The Solar Exalted makes contact with another, drawing on 
  their own essence to merge with another's temprarily, and to 
  withdraw it suddenly pulling a tiny bit of that person's essence 
  from that person, and forcing it to take solid form.  
   
  When the charm has been succesfully performed, the Solar 
  will find a single round stone within their fist the color of that 
  person's anima (or grey if performed on an unexalted). If a 
  character has no essence pool, they take a single level of 
  unsoakable lethal damage instead. The Solar Exalted makes a 
  Manipulation plus Occult roll to perform this charm. Each 
  success equals a day that the stone will continue to exist 
  without fading into nothingness.  
   
  Once done, the essence gem grants the holder an innate 
  understanding of the person from whom it came. All rolls 
  made by the holder of the essence stone to better understand 
  the physical, mental, or spiritual condition of the person from 
  whom the stone came are made with an automatic two 
  successes applied to each such roll.  
   
  The target must either be willing, or unconcious for this charm 
  to work at all.  
   
  The point of essence used to create the stone is considered 
  committed until it dissapears. If the person from whom the 
  gem was pulled touches the stone, it is automatically 
  reabsorbed returning to that individual's essence pool, or 
  healing the level of lethal damage.  
   
  A Soul Essence Stone will always shine brightest on the side 
  closest to the person associated with it. In this manner it may 
  be used to show the relative direction of that person to the 
  holder.  
   
  It is said that the Twilight Caste used to have many spells used 
  to glean additional information from a Soul Essence Stone, 
  and knew sorceries allowing them to last indefinitely.  
   
  Only one soul essence stone may ever be drawn from a person 
  at one time.  
   
  If a person dies, a soul essence stone associated with them 
  instantly shatters.  
   
  Stench of Death (Abyssal) 
  write by Mister McD  
  Cost:  4 motes/Essence level  
  Duration:  One scene  
  Type:  Simple  
  Minimum Occult:  2  
  Minimum Essence:  2  
  Following Charms:  Decay, 
  
  Exalted Compendium : Gifts From The Gods 02DEC01 
   
   
   
  Page 15 
  Rigamortis, 
  Animate Dead Flesh  
    
  The odor of death is strong and many heroic souls find 
  themselves expelling their lunch at the very waft of the scent 
  of death. This Abyssal ability allows the Exalted to cover 
  themselves with this stench and enjoy the effect that it has on 
  the weak stomachs of his enemies. By focusing his essence an 
  Exalted may exude this scent covering an area as small as a 
  five-foot radius around him to an entire city or battlefield. This 
  is of course useful since most dead don’t feel the effects of the 
  horrid smell and any weakness to play upon your enemy’s 
  souls will enhance your chances of success.  
  Game Mechanics wise this means that an Exalted may spend 4 
  motes per Essence level to create a noxious gas that will raise 
  his enemies targets by 2 in all manor unless the opponent is 
  missing the ability to smell. The radius of this ability is based 
  on the Essence level used. A one level essence will only cover 
  the Exalted and a five-foot radius. A two-essence level will 
  cover a 15-foot radius. A three level essence cost will cover a 
  city block. A four level essence radius will effect a small 
  town. And a five level essence radius will effect a city or large 
  field. Another effect of this odor is the loss of lunch caused by 
  nausea. If the enemy of the Abyssal has a lower Stamina than 
  the Essence level used the person must make a Stamina + 
  Endurance roll with the target number of the Essence level 
  used.  
  Cost: 4 motes/ Essence Level desired  
   
  Decay (Abyssal) 
  write by Mister McD  
  Cost:  8 motes/Essence Level  
  Duration:  Instant  
  Type:  Supplemental  
  Minimum Medicine:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Stench of Death  
  Following Charms:  Rigamortis, 
  Animate Dead Flesh  
    
  As manipulators of the dead the Death Lords and Abyssal 
  Exalted can force their will on the living as well. The Exalted 
  may use their will and force a healthy living being to suffer 
  the effects of rot and decay as if their bodies we already dead. 
  This is a disgustingly fearsome power as the enemy not only 
  suffers pain and health loss but also sees their flesh turn gray, 
  stiff and start to stink. Many have cried in fear at the sight of 
  their own bodies dying before their time. The damage inflicted 
  by this attack is aggravated since normal healing will not bring 
  back what is already dead.  
  Game Mechanics requires an Abyssal to expend 8 points per 
  level of Essence used to attack his opponent. For every level 
  of Essence used the Abyssal causes that much direct damage 
  to the opponent ignoring armor and all forms of non-magical 
  protection. A person my try to fight this off by rolling their 
  willpower targeting the Exalted's Essence level used. For 
  every success beyond the target number a person lowers the 
  damage taken by one. This charm can also be defended against 
  by using charms or magic, as stated before however this 
  damage is aggravated. Another sick effect of this charm is that 
  a weak willed person will flee in terror or simply break down 
  and cry. A hero who wishes to ignore the awful sight before 
  them must roll Temperance + Willpower target of the Essence 
  level spent to not suffer from the terrible sight of their own 
  body rotting away. If the person fails the target roll they will 
  suffer a –1 to all further actions. If the person botches the roll 
  they will simply break mentally and cry as the Abyssal 
  finishes his task.  
    
  Rigamortis (Abyssal) 
  write by Mister McD  
  Cost:  15 motes, 1 willpower  
  Duration:  Special  
  Type:  Simple  
  Minimum Medicine:  4  
  Minimum Essence:  3  
  Prerequisite Charms:  Decay, 
  Stench of Death  
  Following Charms:  Animate Dead Flesh  
    
  By means of this ability the Abyssal Exalted may further push 
  the living into the grave. With the dead many hours after 
  passing stiffness of the limbs begins to set in caused by lack of 
  blood flow. A Death Lord may force a person’s blood to stop 
  flowing to a limb and immediately make them feel the effects 
  of this terrible occurrence while they are still living. Again 
  facing this terror is metal draining and many strong willed 
  people have found that with one foot in the grave they quickly 
  become weak servants of the Exalted.  
  Game Mechanics to work this charm requires an Abyssal to 
  spend 15 motes and 1 willpower point to cause an opponent to 
  suffer the effects of rigamortis. The Exalted rolls their Essence 
  total targeting the opponents Stamina. If successful the Death 
  Lord may choose which limb to stiffen this of course can not 
  be someone’s head. The opponent then looses the ability to 
  use that limb and finds themselves either unable to wield a 
  weapon or to run with much speed. Charms that enhance a 
  person’s movement will be at half ability if the person’s leg is 
  the target of this charm. Also as with the other Abyssal charms 
  an opponent so effected must roll Temperance + Willpower 
  target the Essence level of the Abyssal not to panic and 
  receive a –1 to all future actions. Another secondary effect of 
  this charm is that the limb is permanently dead. Unless 
  magically healed it will fall off the body within one week, the 
  whole time being useless and painful. The hero suffers from a 
  permanent bruised level until they are healed or the limb is 
  removed. If the opponent realizes they are under attack by this 
  form of charm they may spend one willpower point and raise 
  their own target number by the amount of temperance they 
  have.  
    
  Animate Dead Flesh (Abyssal) 
  
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  Page 16 
  write by MisterMcD  
  Cost:  5 motes/varies on size  
  Duration:  Permanent  
  Type:  Simple  
  Minimum Occult:  5  
  Minimum Essence:  1  
  Prerequisite Charms:  Decay, 
  Rigamortis, 
  Stench of Death  
    
  By means of this ability the Abyssal or Death Lord can 
  animate the dead flesh of any sort. This can range from the 
  recently deceased mostly completed dead to a very decayed 
  skeleton. The statistics themselves can be found in the main 
  book however this form of animation is far more gruesome, 
  disgusting and useful than the version in the Compendium. By 
  use of this charm a Death Lord can animate any dead the only 
  hindrance is the size of the creature and the amount of drain 
  caused by such a task. Of course the larger creatures will 
  require a much large drain on the Death Lords ability however 
  a skilled and patient villain can amass quite an army in a short 
  time.  
  Game Mechanics as stated above this charm is based heavily 
  on size. For ever one foot of animated dead by volume the 
  Death Lord must spend 5 motes. At this basic level for 
  example a skeletal hand may be brought back to life and under 
  the control of the Abyss’s will. To further the example this 
  means that a human would cost 15 motes to bring to life. 
  These costs may be lowered at a rate of 5 motes to 1 
  willpower spent. For example this means that using the human 
  example above a Death Lord may animate the human for the 
  cost of 10 motes and 1 willpower or even 5 motes and 2 
  willpower. The Death Lord may not however completely 
  remove the mote cost however so the minimum cost will 
  always be 5 motes. Another aspect of this animation is that the 
  creature retains abilities that it possessed during its life. These 
  abilities must be based on the form of the creature and not on 
  magical enhancements. There for a giant snake that spits 
  venom will have all those powers upon reanimation but if they 
  had magical protection from harm this power would not be 
  present. Many a crafty Death Lord has used this reanimation 
  to summon animal spies or message carriers. 
   
  Presence Aptitude Charms 
   
  Heavenly General Presence (Solar) 
  write by Winter_Heart  
  Cost:  10 motes, 1 willpower  
  Duration:  One day  
  Type:  Simple  
  Minimum Presence:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Majestic Radiant Presence  
    
  This charm allows a Solar who leads by example to be a most 
  skilled general.  
   
  Any friendly troops within (Essence * 100 yards) are affected 
  by the charm's power and will remain so for a day. If the Solar 
  is overtaken by fear, weither normal or magical, the effect 
  stops and the points paid for the charm are lost.  
   
  All troops affected by this charm never fail a valor roll and 
  also gain a 'temporary Willpower pool' equal to the Solar's 
  essence. Those point may exceed the character's normal 
  willpower pool and may be spent normally. They cannot be 
  regained in anyway however and any left over point disapear 
  after the charm stop working. The storyteller should probably 
  come up with the outcome of any major scale conflict, but this 
  charm should have considerable influence.  
   
  Although this charm grant no direct benefits to the character 
  using it, it does grant its benefits to friendly player characters 
  that are within its range.   
   
  Sail Aptitude Charms 
   
  Cold Wind 
  write by Christopher  
  Cost:  1 mote per 2 dice  
  Duration:  One scene  
  Type:  Supplemental  
  Minimum Sail:  1  
  Minimum Essence:  2  
    
  By calling on the powers of the those who died at sea, the 
  Abyssal forms his essance in to a a stangant wind that stops all 
  ships but his in their tracks:  
   
  When this charm has been activated the target vessel (which 
  must be within line of sight) subtarcts a number of dice from 
  their sail dice pool equal to the number of successes rolled on 
  this charm. 
   
  Survival Aptitude Charms 
   
  Beast Speech  (Lunar) 
  write by Winter_Heart  
  Cost:  3 motes  
  Duration:  One scene  
  Type:  Simple  
  Minimum Survival:  2  
  Minimum Essence:  2  
  Following Charms:  Kinship to the Beast  
    
  This charm allows a Lunar to speak to and understand any 
  animal and/or Wyld beast.  
   
  
  Exalted Compendium : Gifts From The Gods 02DEC01 
   
   
   
  Page 17 
  The ability to speak to an animal does not automatically grant 
  power over it. An hungry tiger will still be hungry and a 
  scared rabbit will most likely flee... talking lunar or not.  
   
  It's up to the Storyteller just how much he is willing to allow 
  with this Charms conversation wise... after all, animals have 
  animals needs and thoughts, this isn't Dr. Dolittle, this Charm 
  does not make them 'smarter'.  
   
  Kinship to the Beast  (Lunar) 
  write by Winter_Heart  
  Cost:  6 motes  
  Duration:  One day  
  Type:  Simple  
  Minimum Survival:  3  
  Minimum Essence:  2  
  Prerequisite Charms:  Beast Speech  
  Following Charms:  Call of the Wyld, 
  Scent of the Hunter  
    
  This charms allows the Lunar to pass himself as a member of 
  any animal or wyld beast's specie. While his appearance does 
  not change, animals who see him will see a normal member of 
  their kind.  
   
  A Lunar may thus freely run among a heard of Elk, join a pack 
  of Wolf (and possibly become it's Alpha) or otherwise fit in 
  the background.  
   
  Do note that some of the more complicated feats (like 
  becoming the leader of a pack) will be rather difficult if the 
  Lunar does not also use the 'Beast Speech' Charm.  
   
  This charm still carry many risks, many animals are extremely 
  territorial (Lions, Wolverine, Wolves, etc) and may not be 
  thrilled with a stranger on their 'terrirory' (The lunar will have 
  to find a way to fit in like any other new animal would). Only 
  the most insane Lunar would wish to use this charm near a 
  Tyrant Lizard (or other mighty beast) during mating season.  
   
  Call of the Wyld (Lunar) 
  write by Winter_Heart  
  Cost:  8 motes  
  Duration:  One scene  
  Type:  Simple  
  Minimum Survival:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Kinship to the Beast  
  Following Charms:  Emperor of the Beast Court  
    
  The Lunar release a powerful call at the top of his lung, while 
  nothing more then a cacophony of noises to sentient beings, it 
  is an irrestible summon to animals.  
   
  The Lunar must roll his Charisma Survival, each success will 
  make one animal come to his side. The animals will be 
  inclined to help the Exalted and will not be afraid of him. The 
  Lunar can also freely communicate with the animals he 
  summoned (as if using Beast Speech, but only on them).  
   
  The Storyteller should use his judgement and the the type of 
  terrain to determine what animals are summoned. Do keep in 
  mind that the animal summoned are always animals 
  appropriate for the task at hand... if the Lunar need help in a 
  fight, he will not summon Sparrows and Mices.  
   
  More common animals (Tiger, Wolves, Horse, Rabbits) are 
  also much more likely to answer the call then the more 
  unusual beasts of the realm (Mammoths, Tyrant Lizards, etc)  
   
  Scent of the Hunter (Lunar) 
  write by Winter_Heart  
  Cost:  8 motes  
  Duration:  One scene  
  Type:  Simple  
  Minimum Survival:  5  
  Minimum Essence:  2  
  Prerequisite Charms:  Kinship to the Beast  
  Following Charms:  Emperor of the Beast Court  
    
  A Lunar with this charm may scare beasts away, weither for 
  his own protection or for theirs, by releasing the powerful 
  scent of a mighty and terrible hunter.  
   
  The scent covers an area of (Essence * 15 yards) around the 
  Lunar. Any prey animals who smells it will flee away from the 
  scent as if it detected its main predator. Predators aren't as 
  affected, but they too feel the scent is the one of a hunter more 
  dangerous and powerful then they are. Unless otherwise 
  motivated to stay (i.e. Starved, Berserk, Wounded, Controlled 
  by magick) predators will leave as well.  
   
  Anybody riding an animal must make a Riding roll not to lose 
  control of their mount. In most case, mounts are prey animals, 
  and the rider's difficulty roll is made at (Lunar's Essence *2) 
  difficulty. In the rare case where the riders have managed to 
  tame a predator as a mount, the difficulty is simply (Lunar's 
  Essence).  
   
  A Lunar cannot use Call of the Wyld and Scent of the Hunter 
  at the same time (both charms cancel each other out and the 
  points are wasted). If those two charms come in conflict with 
  one another other, the Lunar using them must do a resisted 
  Essence roll each turn until there is a winner, the winner's 
  charm take effect over the loser's (I.e. The summoned animal 
  will stay or leave depending on who wins). In the case of a tie, 
  the summoned animals are confused and unable to act for the 
  turn.   
   
  Emperor of the Beast Court (Lunar) 
  write by Winter_Heart  
  Cost:  10 motes & 1 Health Level, 1 willpower  
  
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  Page 18 
  Duration:  One day  
  Type:  Simple  
  Minimum Survival:  5  
  Minimum Essence:  3  
  Prerequisite Charms:  Scent of the Hunter, 
  Call of the Wyld  
    
  This charm grants the Lunar ultimate authority over all beasts 
  by giving them a shard of his mind.  
   
  For as long as the charm last, he may gives any order to any 
  number of beast and have it obeyed on the spot. Even if the 
  command means suicide and even if the Beast has been 
  warped by the Wyld forces.  
   
  Beasts under this charm may do complicated task that they 
  wouldn't normally be able to fathom - The beast does what the 
  Lunar want, not what he asks. It must still be physically 
  possible for the animal to do so however: A wild Tiger still 
  cannot fly. If a tiger was asked "Bring me the book of my 
  Master", he would enter a house, use his paw to open a door, 
  and leave with a precious book in his mouth without touching 
  anything else as well as use an uncanny intelligence (They are, 
  for all intent and purpose, as smart as the player character) to 
  solve any problem in his way.  
   
  Note that huge beasts (Those with a Stamina over 7) may roll 
  their willpower at a difficulty of the Exalted's essence to resist 
  the orders, but in time, even the mightiest beast will bow down 
  to the King.   
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Adventures & Extras/Gift From The Gods.pdf