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sol invictus.indd

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EXALTED • SOL INVICTUSUNDERPOWERED CHARMSQuite a few Solar Charms, as printed, are simplynot as useful as their brethren. For various reasons,there are a number of Solar Charms with effectsthat can’t be found elsewhere, but which arewritten in an underpowered form. In Sol Invictus,these Charms have been improved to expand theirutility. (These changes are very similar in bothconcept and execution to those provided in theExalted Players Guide “Power Combat” rules, butattempt to make more extensive improvementsto the Charms as a whole.)As an example, take Iron Raptor Technique andSandstorm-Wind Attack, both Melee Charmsfrom the corebook. They provide a useful ability— making ranged attacks with Melee. However,neither is strong enough to see significant use.Both are Simple, forcing Solars to use them onlyonce in a turn (barring a Combo). This leavesthe Charms too inefficient to use — Solars willtypically wish to make multiple attacks duringmost turns.In addition, the two Charms are not sufficientlydistinct —Sandstorm Wind Attack has a longerCharm Redirection Technique. In general, Charmsof this level can stretch Essence 2 effects out to scenelength (as with Inexhaustible Bolts of Solar Fire), orapply several Essence 3 effects in a single Charm(as in Steel Devil Style.)Essence 5: At Essence 5, Exalts reach the greatestpower attainable within a mortal lifetime. In combat,Essence 5 Charms can boost a valuable trait by asignificant amount (as with Soul Fire Shaper Form)or any number of traits by a moderate amount(as with Perfection of Earth Body). At Essence 5,Exalts gain access to powerful effects like scenelongIndependent Actions (as granted by Charcoal Marchof Spiders Form). Charms at this level can affectmoderately large groups of people. Alternately, theycan do significant, permanent damage to a singlerange, but otherwise does not offer any significantbenefit over its predecessor. (This is a goodexample of a speedbump, as dicussed in a latersidebar.)To improve these Charms, Sol Invictus first changesIron Raptor Technique from a Simple Charm to aSupplemental. Even with this change the Charmis not tremendously powerful, but it is now usefulenough that a player who wants to make rangedMelee a part of his character concept can do sowithout greatly sacrificing effectiveness.That leaves Sandstorm-Wind Attack. This Charmcould be eliminated, but it’s often more elegantto alter a Charm’s functionality than to eliminateit. In this case, the author opted to add a neweffect related to the existing power: letting theattack strike a distant foe and any other enemiesin between. This gives Sandstorm-Wind Attacka unique ability, and also renders it usefulenough that it can remain Simple. With thesemodifications, these Charms — while still notthe most powerful powers available in Melee —become useful enough to seriously consider for acharacter, instead of weak enough to be dismissedoutright.target’s traits. Defensively, Charms can protectagainst significant effects beyond straightforwardattacks. In social abilities, Essence 5 Charms couldpotentially span a quarter of Creation, or cementcontrol of a large group of people, or utterly enslavethe will of a single person. In other areas, Charms ofthis level can reach greater levels of impossibility,performing feats that significantly extend the scopeof Essence 4 effects. Essence 5 Charms can interferedirectly with the use of Essence (as with Power-Disrupting Whisper). Self-sufficient effects shouldbe able to create large objects with unique qualities,or superb custom examples of smaller objects. Ingeneral, Charms of this level can stretch Essence 3effects out to scene length, or apply several Essence4 effects in a single Charm (as in Four MagicalMaterials Form).16

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