Week 2 Training Vote
- Location
- Massholistan
VOTING IS NOW OPEN
Week Recap:
Last week was an adventure in itself. It started with watching one of your erstwhile competitors get dismembered by a sand-demon thing, followed shortly by watching a leaf jonin die in front of you after he caught wind of some type of shady goings-on. But the ANBU seem to be on top of that. What was awkward was how you immediately then struck up a friendship with the Sand Genin from the preliminaries. Er, rivalry, you struck up a rivalry with the Sand Genin you fought.
You met a rather extraordinary genin named Sakura, accidentally managed to infect her with Gai-isms, then met her...friend? Mortal enemy? You're not sure. Anyway, you met Ino, who you're still not sure what to think about. Then you met Kin, again, then she had a break down in front of you and then you hugged her and she defected...you think. Honestly, you're not entirely sure what happened that night.
However, the week ended on a low note, as despite Lee waking up. He insists on continuing his workout routine, despite all medical advice and common sense. It'd be infuriating if the fact that he may be throwing away his recovery chance through stubbornness didn't make you sick to you stomach.
Hopefully this next week goes better.
Training:
You have 14 training slots to allocate this week. 1 Training slot gives you the equivalent of 1 XP towards an Ability/ Charm/Jutsu/etc.
For the purposes of this training, Ninjutsu and Genjutsu techniques are treated as Charms in terms of XP cost, while Taijutsu and Fuinjutsu are treated as abilities. Seal Components have an XP cost equal to their complexity. Certain Training Resources can increase the yield of training actions that you take under their supervision.
I've cut out the fatigue system, because I don't feel it was necessary, now you just get 14 slots, as base. Gai and Sakura are both fairly busy this week. Gai can only be used for up to 4 days (8 slots), and Sakura up to 2 days (4 slots).
Social Episodes:
This is where I'm revamping material. Tenten will get 4 "episodes" which cover a social event chain. This is should hopefully aid in planning them out and not getting so bogged down. These will be the majority of the updates, rather than focusing on training (unless something comes up during the training).
The order you list the Episodes you pick will be the order in which they appear during the week, so keep that in mind.
Voting Structure: These votes are likely to be hideously complicated, so I would encourage everyone to vote for a plan name and only a plan name in order to allow for ease of counting.
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.
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.
Oh yes, and keep the Interlude votes coming, since that needs to be posted before the start of Week 2
Week Recap:
Last week was an adventure in itself. It started with watching one of your erstwhile competitors get dismembered by a sand-demon thing, followed shortly by watching a leaf jonin die in front of you after he caught wind of some type of shady goings-on. But the ANBU seem to be on top of that. What was awkward was how you immediately then struck up a friendship with the Sand Genin from the preliminaries. Er, rivalry, you struck up a rivalry with the Sand Genin you fought.
You met a rather extraordinary genin named Sakura, accidentally managed to infect her with Gai-isms, then met her...friend? Mortal enemy? You're not sure. Anyway, you met Ino, who you're still not sure what to think about. Then you met Kin, again, then she had a break down in front of you and then you hugged her and she defected...you think. Honestly, you're not entirely sure what happened that night.
However, the week ended on a low note, as despite Lee waking up. He insists on continuing his workout routine, despite all medical advice and common sense. It'd be infuriating if the fact that he may be throwing away his recovery chance through stubbornness didn't make you sick to you stomach.
Hopefully this next week goes better.
Training:
You have 14 training slots to allocate this week. 1 Training slot gives you the equivalent of 1 XP towards an Ability/ Charm/Jutsu/etc.
For the purposes of this training, Ninjutsu and Genjutsu techniques are treated as Charms in terms of XP cost, while Taijutsu and Fuinjutsu are treated as abilities. Seal Components have an XP cost equal to their complexity. Certain Training Resources can increase the yield of training actions that you take under their supervision.
I've cut out the fatigue system, because I don't feel it was necessary, now you just get 14 slots, as base. Gai and Sakura are both fairly busy this week. Gai can only be used for up to 4 days (8 slots), and Sakura up to 2 days (4 slots).
Available Training Resources:
- Alone: All by your lonesome. On one hand it is likely to be the best chance you have of keeping your techniques secret. On the other hand it means you have to figure things out without. (No bonuses)
- Gai-sensei: Bonus to training Taijutsu, Athletics, and Resistance. As well as Stamina and Strength Attributes.
- Sakura Haruno: Bonus to training Ninjutsu/Genjutsu and Occult
Train Jutsu
Time: 1 slot
Training Resource: [ ]
[Special Restriction: You need to have a Training Resource capable of helping you]
Train Attribute
Time: 1 slot
Training Resource: [ ]
Train Ability
Time: 1 slot
Training Resource: [ ]
Train Charm
Time: 1 slot
Training Resource: [ ]
Learn Seal Component
Time: 1 slot
Training Resource: [ ]
- Alone: All by your lonesome. On one hand it is likely to be the best chance you have of keeping your techniques secret. On the other hand it means you have to figure things out without. (No bonuses)
- Gai-sensei: Bonus to training Taijutsu, Athletics, and Resistance. As well as Stamina and Strength Attributes.
- Sakura Haruno: Bonus to training Ninjutsu/Genjutsu and Occult
Train Jutsu
Time: 1 slot
Training Resource: [ ]
[Special Restriction: You need to have a Training Resource capable of helping you]
Train Attribute
Time: 1 slot
Training Resource: [ ]
Train Ability
Time: 1 slot
Training Resource: [ ]
Train Charm
Time: 1 slot
Training Resource: [ ]
Learn Seal Component
Time: 1 slot
Training Resource: [ ]
This is where I'm revamping material. Tenten will get 4 "episodes" which cover a social event chain. This is should hopefully aid in planning them out and not getting so bogged down. These will be the majority of the updates, rather than focusing on training (unless something comes up during the training).
The order you list the Episodes you pick will be the order in which they appear during the week, so keep that in mind.
Ties of Fate - Something is up with Neji, ever since the preliminary matches where...where...well let's jut say the preliminary matches didn't put him in the best light. Now he's avoiding you. You're going to get to the bottom of this, screw the tournament, you're going to make sure your friend is okay.
Traitor to Kin and Country - The last time you saw Kin, she was departing with Gai-sensei to do...whatever they do with defectors. You're not even sure if you can see her, but you certainly want to try. To see if she's doing alright at least.
Rest and Relaxation - Spend time relaxing in Konoha, visiting the hotsprings and hanging out with friends. [*Note* - While Fatigue is gone, this option is not basically the "random event" option. Much higher chance of meeting new people and other random events]
A Betrayal Most Cruel - You don't know what set them off, but an off-hand mention to Ino and Sakura that you were looking for a new qipao turned into something else entirely. Now you have been dragged into the hellish nightmare that is outfit shopping by these two fiends.
Her Favorite Leaf Genin - Last week you struck up a rivalry with your favorite Sand genin (albeit, it's not like she has much competition for the title). You might as well make good on that promise by doing what rivals do. Which means you're going to pester her until she agrees to inane challenges.
The Perils of Hard Work - Lee is going to destroy himself if he keeps his current actions up. You have to make him see reason, no matter what you have to do to accomplish that.
Look into the Competition
- [ ] Pick one other competitor
Traitor to Kin and Country - The last time you saw Kin, she was departing with Gai-sensei to do...whatever they do with defectors. You're not even sure if you can see her, but you certainly want to try. To see if she's doing alright at least.
Rest and Relaxation - Spend time relaxing in Konoha, visiting the hotsprings and hanging out with friends. [*Note* - While Fatigue is gone, this option is not basically the "random event" option. Much higher chance of meeting new people and other random events]
A Betrayal Most Cruel - You don't know what set them off, but an off-hand mention to Ino and Sakura that you were looking for a new qipao turned into something else entirely. Now you have been dragged into the hellish nightmare that is outfit shopping by these two fiends.
Her Favorite Leaf Genin - Last week you struck up a rivalry with your favorite Sand genin (albeit, it's not like she has much competition for the title). You might as well make good on that promise by doing what rivals do. Which means you're going to pester her until she agrees to inane challenges.
The Perils of Hard Work - Lee is going to destroy himself if he keeps his current actions up. You have to make him see reason, no matter what you have to do to accomplish that.
Look into the Competition
- [ ] Pick one other competitor
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.

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.
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
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.
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.
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.
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.
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.
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.
Oh yes, and keep the Interlude votes coming, since that needs to be posted before the start of Week 2
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