does anyone else think we might want to train up our stamina? given it would let us run a little bit into the red on our stamina budget it might be worth it.
Just training all out with Guy will help us with that.
We need to keep a couple things in mind that are important to do.

1. Training with Guy (This will help us surpass our limits as Guy is the perfect kind of trainer for a Dawn class)
2. Socialize with Sakura (Even if we can't help her out all that much with Genjutsu, assisting her not only helps us learn, but will also open more doors for us as well. We can also roll this into our training. Maybe we can see about helping her break any bad habits Sakura has, and help her build up stamina and strength by training with us and Guy.)
3. We Need to scope out the competition so we can form a concrete strategy. We'll be up against Shikamaru if nothing else changes from Canon.

That's all I can think of at the moment, but I'm sure someone else will think of other things we need to do.
 
I am not really familiar with exalted from a mechanics perspective, but here is my two cents. First, I think Taijutsu is a trap option. It seems attractive because we have Gai to train us and it is a classic Naruto combat skill. However, it has too much overlap with melee, our primary specialty. Secondly, we should definitely up our strength for some more hitting power. Third we should pick either ninjutsu or genjutsu as a secondary area of focus to complement weapons. I suggest only focusing on one so as to get the most out of this training period (Also I generally favor specialization). It follows that we would need tutors in whichever area we choose. So it would make sense to invest some early social options into getting somebody to aid us. One possible approach would be to have Sakura bother Kakashi to set her up with a genjutsu tutor and then piggyback off her.

Unfortunately masses of explosive tags are out due to the bandit camp incident.
Could you refresh my memory on what it is you are referring too? It has been a long time since I read the source material.
 
@Crilltic could you give us some more guidance on Charms, Ninjutsu, and Seal components? You're requiring too much legwork on the part of the audience right now, which I will put in... eventually... maybe...

But the point is, it would help a lot if you were to tell us what the options are for Ninjutsu and Seal components, and put the charms that we have the potential to learn through this period of training in the update.
Crap, I knew there was something I forgot to put together. I'll get right on that. Though I should point out that the first step for anything that's not a Thrown Charm is going to be buying the Excellency. I will however work on put together a list of what you can get provided you have an excellency to go up with the Vote Opening.

As for Ninjutsu, that's more restricted since Gai is only average at Ninjutsu. However, the two I would suggest you learn is the Shunshin and Waterwalking. There are other options that I will work on providing, but those two are almost certainly going to be a priority for you. Also, finding out your Elemental Affinity is likely a good idea.

As for Seal Components those are free-form, so it's basically you guys going "we want to do X" and me going "okay that costs this". However, if you would like some examples, I would refer you to my post here. Where I've already given the cost for several examples.
Could you refresh my memory on what it is you are referring too? It has been a long time since I read the source material.
It's not in canon, it's basically a joke by me for why Tenten didn't have explosive tags for the fight with Temari. And that is Gai banned her from using them after she went Operation: Linebacker on a bandit camp.
 
Last edited:
Oh please, Tenten ships Sakura/Hinata.
That means without them, Naruto x Sasuke happens....
it occurs to me that perfect defenses and surprise negators are going to be hella op even if we learned no other charms. S class fights tend to involve single big expensive attacks, exactly the sort of thing that perfect defense are optimized against. Normally that would just make us an assassination target, but immunity to surprise is a hell of a thing in a ninja fight.
Going to need a whole bunch of Melee investment to grab HGD
 
I believe that it was said earlier that investing some more in War would make us more like Shikamaru in the ability to plan ahead. Since that is the major component that they look for in these exams then that is probably something we should look into. Probably getting more Ninjutsu (Waterwalking, Shunshin, and finding out our Elemental Affinity) are good ideas as well. After we learn our affinity we can maybe focus on learning elemental jutsu.
 
A lot of people are talking about longer term charm investment, but I haven't seen discussion about the obvious low hanging fruit here.

Reflex Sidestep Technique only requires Dodge 3, and lets us negate any unexpected attacks for 1m. It means no one ever gets off a successful sneak attack, which is totally invaluable.
 
Alright, I'd call our priorities for this to be as follows:

1. Get some Melee Charms, at least an Excellency and a defense.
2. Buy into Thrown some more, because Tenten.
3. Buy up War. Our eventual style will likely rely heavily on Dawn Solution's War reequip charms, and War is kind of essential to that. It's also what the examiners look for.
4. Maybe some fuinjutsu components? Projectile Scroll for ranged reequip, and Inertia scroll for damage (since we can't have Explosive Seals).

Edit: I am reminded that we should get a surprise negator, so that means some investment in Awareness. I think.
A lot of people are talking about longer term charm investment, but I haven't seen discussion about the obvious low hanging fruit here.

Reflex Sidestep Technique only requires Dodge 3, and lets us negate any unexpected attacks for 1m. It means no one ever gets off a successful sneak attack, which is totally invaluable.
We have Dodge one, and it's not favored. Better to get an Awareness surprise negator instead, which... probably exists? I don't have my book on me. But the point is that we have Awareness 5 and Melee for Defense, so buying up Dodge would be a waste of 8xp.
 
Alright, I'd call our priorities for this to be as follows:

1. Get some Melee Charms, at least an Excellency and a defense.
2. Buy into Thrown some more, because Tenten.
3. Buy up War. Our eventual style will likely rely heavily on Dawn Solution's War reequip charms, and War is kind of essential to that. It's also what the examiners look for.
4. Maybe some fuinjutsu components? Projectile Scroll for ranged reequip, and Inertia scroll for damage (since we can't have Explosive Seals).
You can have them, just not use them. There's a difference.
 
It's not in canon, it's basically a joke by me for why Tenten didn't have explosive tags for the fight with Temari. And that is Gai banned her from using them after she went Operation: Linebacker on a bandit camp.
Ok thanks for explaining. Moving forwards what restrictions, if any, are there on our ability to procure explosive tags? They are super useful and Tenten spammed them in cannon.

So I think that we should have the first week primarily focused on setting the groundwork for the following weeks. Also right now I am leaning towards running stress neutral this week.


The actions that I am interested in seeing are as follows:
Training:
  1. Ninjutsu basics - Go learn what our affinity is and get started on Shunshin.
  2. Shunshin 2
  3. Shunshin 3
  4. Shunshin 4
  5. Shunshin 5 and done

Social:
  1. I can't believe it's not Genjutsu? - Get that Sakura thing done.
  2. A Quick Check-up - Another thing best handled early
  3. Paying a visit - Mostly for fluff reasons. I put it in b/c I think others would want it.
  4. Have Sakura bug Kakashi for a tutor - Kakashi has decent connections and I want to leach off of that. Idea is that we then also attend the lessons or have Sakura communicate them to us, best way to learn is to teach.
  5. Sacrifice for an extra training option
  6. Sacrifice for an extra rest option.
On a different note we should start quantifying how many training slots it would take to reach any proposal. For example, @notthepenguins proposed charm would take 13 actions (4 to take dodge to 2, 4 to take dodge to 3, and 5 to get the charm proper).
 
Ok thanks for explaining. Moving forwards what restrictions, if any, are there on our ability to procure explosive tags? They are super useful and Tenten spammed them in cannon.
Oh, yeah, so much better.
None really, and just as a hypothetical. If someone were to, say, launch a surprise assault on Konoha itself. That would probably be something Gai would allow Tenten to go hot for. You know, just as a scenario that surely will never happen. :V
 
Last edited:
None really, and you just as a hypothetical. If someone were to, say, launch a surprise assault on Konoha itself. That would probably be something Gai would allow Tenten to go hot for. You know, just as a scenario that surely will never happen. :V
But that would never happen, so we need to focus on realistic possibilities in this world of magic battle-wizards and nine-tailed foxes.
 
So people wanted me to give a list of what the available charms and such were, and here you go. I'll also be sure to include this for when the voting goes live.

Available Charms.
I should point out that these are only the charms available at time of voting. If you also spend time training her abilities, she will have access to more charms. Likewise, I have not included charms that have prerequisites of non-excellency charms.

I may have missed one or two charms Tenten qualifies for. So don't treat this as an exhaustive list. If you know a charm that's not on here, and Tenten qualifies for it, don't be afraid to ask about it. Chances are I just forgot about it. :V
Hungry Tiger Technique
Cost: 1m
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.

One Weapon, Two Blows
Cost: 3m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK, Martial
Duration: Instant
Prerequisite Charms: None
The Solar is as swift as the first rays of dawn. Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice. All damage from the attack is applied simultaneously in Step 10, allowing a single perfect soak to defend against it.

Call the Blade
Cost: —(1m)
Mins: Melee 2, Essence 2
Type: Permanent
Keywords: Merged, Mirror (Blade-Summoning Gesture), Obvious
Duration: Permanent
Prerequisite Charms: None
The Solar's weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
The Solar may reflexively spend one mote to activate this Charm as described. He may only call his blade from up to (Essence x 2) yards away while in battle, however.

Dipping Swallow Defense
Cost: 2m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial, Mirror (Elegant Flowing Deflection)
Duration: Instant
Prerequisite Charms: None
The maneuver named Dipping Swallow Defense restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it's inapplicable, but it takes no further penalties.
This Charm negates penalties to the Exalt's Melee-derived Parry DV.
Joint-Wounding Attack
Cost: 2m
Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, Crippling, Martial-ready
Duration: Instant
Prerequisite Charms: None
Even in a pitched battle, the Lawgivers strike with controlled precision. This Charm enhances a Thrown-based attack so that it stuns or cripples the Solar's opponent. For each health level of damage this attack inflicts, this Charm subtracts one die (as a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts for the remainder of the scene. The players and Storyteller decide how the effect is inflicted—it could be an injured hand, slashed tendons or a stunning blow to the head. Storytellers will have to work with the players to determine how the attack cripples more exotic opponents such as automata and the walking dead.

Observer-Deceiving Attack
Cost: 1m
Mins: Thrown 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solars' opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solar's Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.

Triple-Distance Attack Technique
Cost: 2m
Mins: Thrown 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it flies true. This Charm enhances a Thrown-based attack. The Exalt spends three motes and triples the Range of the weapon.
If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.

Branding Judgment Attack
Cost: — (2m per attack)
Mins: Thrown 3, Essence 3
Type: Permanent
Keywords: Crippling, Obvious, Stackable
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency
Integrity-Protecting Prana
Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable.
This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply an undesirable effect.

Destiny-Manifesting Method
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Integrity-Protecting Prana
A Solar forges her own destiny, and none gainsay her will. This Charm increases the difficulty of any rolled Shaping effect (see p. 217) used against the character by two. Characters using Shaping effects that involve the character can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver's sense of her own destiny. In the Wyld or the Labyrinth, this Charm reduces the frequency of random unfortunate incidents by a factor of 10. There is no cost to use this Charm—it is a permanent enhancement to the Exalt's nature.

Righteous Lion Defense
Cost: —
Mins: Integrity 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
To the Solar Exalted, "death" and "surrender" are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.

Stubborn Boar Defense
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: None
Solar Exalted in Limit Break cannot temper their glory with wisdom. This Charm causes the character to treat all directives from unnatural mental influence as unacceptable orders while in Limit Break.

TEMPTATION-RESISTING STANCE
Cost: 6m
Mins: Integrity 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Stackable, Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
In foul nests of demons whose ways of corruption assault the human mind; amidst the courts of faeries gluttonous for human souls; in Nexus, surrounded by a thousand temptations—though the whole world seeks to drag him down, the Lawgiver is unmoved. This Charm increases the character's Dodge MDV by his Temperance for the remainder of the scene. Storytellers can allow the Exalt to use his Conviction, Compassion or Valor score instead of Temperance if the character has appropriate motivation.
Crafty Observation Method
Cost: 5m
Mins: Investigation 3, Essence 2
Type: Simple (DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
The world holds no mysteries to the Chosen of the Sun. This Charm is an Investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

Judge's Ear Technique
Cost: 3m
Mins: Investigation 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character's Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.


Courtier's Eye Technique
Cost: 3m
Mins: Investigation 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Lawgivers understand the harmonies of the world. This Charm allows the character to detect others' importance or wealth with a glance. This Charm targets one individual the character can sense. The Exalt's player rolls (Perception + Investigation), adding the Solar's Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target's Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If the Exalt succeeds, she learns the target's Resources and Influence ratings. In addition, she can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. The Solar may not attempt to use this Charm on a given target more than once per scene.
Keen (Sense) Technique
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
Essence enhances the Solar's senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight. The character can make out the detail on a commander's epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others' eyebrows.
Hearing and Touch. The character can gauge the quality of fabric with a touch. He reduces the external penalty to target unseen characters to -1 and the internal penalty from blindness to -2. He can hear conversations normally through thick stone walls. With a legendary success, he can read by touch.
Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. With a legendary success, he can detect but not identify a few drops of tasteless poison in a wine—as its presence serves to dilute the wine.

Surprise Anticipation Method
Cost: 1m
Mins: Awareness 5, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
In this degenerate time, the Lawgivers depend on a preternatural sense for danger. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible opponent or a cleverly concealed pit, he does so.
If the Exalt's player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if the character has already used his Charm for the action, if the character does not have any motes of Essence, if the character is Inactive and cannot become active, if the character is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.

Inescapable Eye Of The Sun
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Any Awareness Excellency
The vigilance of the Lawgivers is as inescapable as day and night. By touching a solid obstruction such as a door or wall no more than (Essence) yards thick, the Solar is able to perceive any events occurring on the other side as though he were present.
Breaking contact with the surface through which one is spying ends the Charm.
Whirling Brush Method
Cost: 4m
Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The diplomats of the Unconquered Sun write with a swift and elegant hand. This Charm supplements a dramatic action to write something down—be it a copy of an existing book, the transcript of a live conversation or an original work. This Charm allows the character to write at (her Essence x 10) times her normal speed. Instead of dedicating 30 hours to copying a manuscript, an Essence 2 character might finish it in an hour and a half. Instead of six hours writing and polishing a treaty, an Essence 3 Eclipse might prepare it in 12 minutes.

Available Jutsu:
Similarly to the Charm category, I may have missed something, so if there is something that you think I missed then don't hesitate to let me know.
Shunshin no Jutsu
Cost:
1 Chakra per metre Min: Chakra 2
Duration: Instantaneous
Prerequisite Jutsu: Substitution no Jutsu

One of the foundational Jutsu of the Shinobi, by channeling chakra through their body the user can accelerate their movements to an extreme degree. Especially useful for moving through the field of battle, or for re-positioning in a fight. The amount of chakra expended depends on the distance moved, but in general the user can move up to (2xChakra Skill)x10 meters in the blink of an eye (in an unobstructed straight line). Often accompanied by smoke or other distractions to hide their movements.

Water-running
Cost:
- Min: Chakra 2
Duration: Instantaneous
Prerequisite Jutsu: Wall/Tree-running

A refinement of the ability Shinobi possess to run up and stand vertical and inverted surfaces, with enough chakra control they can even walk or stand on water with minimal exertion. Provided they have chakra remaining.
 
Last edited:
So people wanted me to give a list of what the available charms and such were, and here you go. I'll also be sure to include this for when the voting goes live.

Damn it. Stubborn Boar Defense being available to learn means that Tenten has the Great Curse. What's her Virtue Flaw?
 
We have Dodge one, and it's not favored. Better to get an Awareness surprise negator instead, which... probably exists? I don't have my book on me. But the point is that we have Awareness 5 and Melee for Defense, so buying up Dodge would be a waste of 8xp.
Surprise Anticipation Method is good, but it doesn't compare to just stripping the Unexpected tag off of anything you want. Among other things, it only removes the Unexpected tag if you get to make an Awareness roll in the first place; any jutsu that generates an attack that is default Unexpected, for instance, is unaffected.

I seriously cannot emphasize enough how incredibly powerful Reflex Sidestep Technique is. It's the cheapest keyword defense in the game xp-wise, applies to the most easy-to-leverage keyword in the game, is very mote-efficient, and it's Dawn keyworded.
 
Question would these protect us against genjutsu (For example Tsukuyomi)? Because if so we should grab these early on.

Integrity-Protecting Prana
Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable.
This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply an undesirable effect.

Judge's Ear Technique
Cost: 3m
Mins: Investigation 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character's Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.
 
Surprise Anticipation Method is good, but it doesn't compare to just stripping the Unexpected tag off of anything you want. Among other things, it only removes the Unexpected tag if you get to make an Awareness roll in the first place; any jutsu that generates an attack that is default Unexpected, for instance, is unaffected.

I seriously cannot emphasize enough how incredibly powerful Reflex Sidestep Technique is. It's the cheapest keyword defense in the game xp-wise, applies to the most easy-to-leverage keyword in the game, is very mote-efficient, and it's Dawn keyworded.
I remember something along the lines of it being personally useful, but you can't use it to warn your allies I think?
 
We should still get IPP. ALL Solars should get IPP in chargen, as a matter of principle, regardless of the setting they're in.
 
I remember something along the lines of it being personally useful, but you can't use it to warn your allies I think?
Well frankly, as an Awareness-focused Solar, SAM is irrelevant because you will never, ever fail awareness rolls you care about because you're running at (Sux + 2)x2. SAM is pretty much only useful for the "I'm literally asleep" stuff (or mote efficiency).

However, neither of them really help you warn your allies, because RST triggers mid combat step, and SAM triggers as someone is actively trying to stab/poison/etc - so too late to warn someone before it happens.
 
Last edited:
Okay, I want to get (mainly off the list, but one from outside of it):
Joint-Wounding Attack
First Melee Excellency
Dipping Swallow Defense (ninja tend to throw a lot of Shuriken)
War to 3
First War Excellency (maybe the second instead?)
Elegant Dance of Bow and Blade
Canon Seal (Storage Seal that shoots stuff)
Inertia Seal (to increase damage a bunch)

This is 36 Actions worth of training! That's a lot! But we should be able to manage it, as we will have a total of... 54 actions, assuming that nothing goes wrong (laughs bitterly)
We should still get IPP. ALL Solars should get IPP in chargen, as a matter of principle, regardless of the setting they're in.
Really. What jutsu do you plan on it defending against? Because I can't remember any jutsu that would fall under Shaping.
 
Back
Top