Modern Exalted Charms

   Well, this batch of Solar Charm trees is left over from our Modern Exalted games. Some of them are for the classical skills, quite a few others are for the Computer, Drive, Engineering, and Firearms skills from the Modern skill set – Academics, Computer, Drive, Engineering, and Firearms. If there’s enough interest, I’ll have to rummage out the files for the Academic charms and the rest of the Drive charms (mostly the ones for piloting air and space vehicles). Since the page format doesn’t handle multiple images very well, you can download the PDF version with the graphic charm trees.

 

Occult Charms

 

Effulgent Mystic Insight

Cost 2 Motes
Duration Instant
Type Supplemental
Minimum Ability Occult 2
Minimum Essence 1
Prerequisites None

   You gain supernatural insights into the flow and patterns of mystical energy, allowing you to manipulate or analyze them more effectively. You may use this charm whenever you make an Occult skill check, including one called for by the use of a spell or other charm, buying extra successes at a rate of 1 per 2 motes of essence expended up to a maximum of (the character’s permanent essence rating + the number of successes rolled).

   This is essentially identical to Masterful Performance Exercise (page 174) and related charms.

 

The Laborer’s Word

Cost 2 Motes
Duration Instant
Type Simple
Minimum Ability Occult 3
Minimum Essence 2
Prerequisites Effulgent Mystic Insight

   The Laborer’s Word allows the user to accomplish tasks by magic, rather than by hand. Such tasks must be unopposed: if a horde of zombies is shambling towards the deserted farmhouse, you can use The Laborer’s Word to nail the windows shut or pile furniture against the door. If they’re already trying to get in, it’s too late. It’s great for cleaning the house, exercising, chopping firewood, etcetera. Roll (Int + Occult). Each success accomplishes ten minutes worth of work, just as if you’d done it yourself.

   The special effects are more or less up to the user; at it’s most basic the area immediately around you just jerks a bit and you’re a bit further along on some task. Most user’s go in for various occult displays; it looks neater.

 

The Wizard’s Inner Fire

Cost 2 Health Levels
Duration Instant
Type Supplemental
Minimum Ability Occult 3
Minimum Essence 2
Prerequisites Effulgent Mystic Insight

   You may burn two health levels in place of a will point. Unlike most supplemental charms, this may not be employed more than once per turn regardless of how many health levels you have, but it can be employed at the same time as another charm if that other charm calls for the expenditure of will.

 

Casting The Circle

Cost 2 Motes
Duration Special
Type Reflexive
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites The Wizard’s Inner Fire

   Casting The Circle is essentially just a light damping technique; it drastically reduces the light-display of an active anima banner or spellcasting. It can be activated automatically whenever the user’s activities would normally cause such a display. The display will be completely suppressed for one round and greatly reduced thereafter, often to the point of a soft glow and a few witchlights.

   It should be noted that non-visual detection methods are not affected; the charm merely soaks up light.

 

Blaze Of Unrelenting Resolve

Cost 1 Health Level
Duration Instant
Type Reflexive
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites The Wizards Inner Fire

   You may burn a health level to gain 3 essence motes. This may be employed at the same time as another charm if that other charm calls for the expenditure of motes.

 

The Triumphant Scholar Of The Great Work

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Occult 4
Minimum Essence 2
Prerequisites The Laborer’s Word

   You may use the basic Occult skill for effects that would normally require the Sciences at a mere -5 die penalty, rather than the usual -10 dice.

   The basic book lists quite a few things you can do with the Occult ability. In the Players Guide, quite a few of those things actually require Sciences. To maintain consistency, you can still do them with Occult, but at a massive penalty.

 

The Awakening Of The Sleeping Serpent

Cost 3 Motes, 1 Will
Duration Scene
Type Supplemental
Minimum Ability Occult 5
Minimum Essence 3
Prerequisites The Triumphant Scholar

   You may use the basic Occult skill for effects that would normally require the Sciences without penalty, rather than at the usual -10 dice.

 

Orison Of The Archmage

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Occult 3
Minimum Essence 2
Prerequisites Effulgent Mystic Insight

   Orison Of The Archmage grants it’s user a number of automatic successes on Occult rolls equal to his or her essence rating.

   As per Ten Magistrate Eyes, save for being a good deal harder to get and affecting Occult instead of Investigation.

 

Ineffable Ward Of Heaven

Cost 3 Motes, 1 Willpower
Duration Instant
Type Reflexive
Minimum Ability Occult 5
Minimum Essence 4
Prerequisites The Triumphant Scholar Of The Great Work and Orison Of The Archmage

   Ineffable Ward Of Heaven is a perfect countermagic for essence-based effects which would otherwise affect the user – the equivalent of a perfect block (e.g. Heavenly Guardian Defense, Solar Melee). For example, one could block a Solar Spike (Solar Archery), but not a charm which augmented an actual arrow or otherwise did not directly affect the user.

 

Sheave Gathering Technique

Cost None
Duration Permanent
Type Special
Minimum Ability Occult 1
Minimum Essence 1
Prerequisites None

   Sheave Gathering Technique allows the user to store crystalized motes of essence within his or her own flesh. A character may purchase this charm up to once per dot of occult which he or she possesses. Each time it’s taken the character may either add two motes to their personal essence pool or five motes to their peripheral essence pool. In either case these motes are always expended last and cannot be drained or removed by weapons or other effects unless the user expends them voluntarily.

 

Distillation Of The Stone

Cost 1 point of permanent essence,2 Will
Duration Permanent
Type Special
Minimum Ability Occult 3
Minimum Essence 3 (Initial)
Prerequisites Sheave Gathering Technique

   This debilitating technique crystalizes a portion of the user’s essence into a personal, internal, hearthstone with a rating either equal to the user’s Occult skill (5 maximum) or with two hearthstone effects with a rating equal to the user’s (Occult Skill +1)/2 (3 maximum). Such stones may be of any aspect.

 

Glorious Crystal Sheathe

Cost 6 Motes, 1 Willpower
Duration One scene
Type Simple
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites Distillation Of The Stone

   Glorious Crystal Sheathe allows the user to crystalize his or her peripheral motes into a suit of tailored, radiant, crystalline armor. This provides +8 lethal and bashing soak and stops two dice of ping damage as long as the user has at least 10 points of peripheral essence left. If the user has at least 20 points of peripheral essence left he or she also gains a +2 bonus to one of his or her physical abilities. At 40 points or more this extends to a second ability, and at 60 points or more to all three. Optionally, the user may substitute a special ability based on his or her anima form for one of these enhancements. For example a winged anima might allow the user to fly, at least as long as there was enough room for it. Regardless, the abilities or special abilities bestowed must be selected when this charm is taken and do not vary thereafter.

 

Forge Of The Sun’s Heart

Cost 6 Motes, 1 Willpower
Duration Scene
Type Simple
Minimum Ability Lore 5
Minimum Essence 4
Prerequisites Glorious Crystal Sheathe

   Forge Of The Sun’s Heart allows the user to crystalize a portion of his or her essence into a fiery, blazing, weapon of transcendent perfection (use statistics for a normal weapon, add a +1, a +2, and a +3 modifier to different aspects of it). Such weapons are effectively unbreakable for the duration and can be recalled to their creators hand as a reflexive action for one mote of essence if the wielder is disarmed or has created a thrown weapon. Such weapons cannot be used to fire other ammunition but do inflict aggravated damage against demons, ghosts, and other creatures of the night. Unfortunately, this doesn’t necessarily include any idea of how to use it.

 

 

Lore Charms

 

Essence-Pooling Technique

Cost 6 motes
Duration Sunrise to Sunset or vice versa
Type Supplemental
Minimum Ability Lore 5
Minimum Essence 4
Prerequisites Power-Awarding Prana

   You may link your essence pools to up to (permanent essence) other characters. Until the sun next crosses the horizon you may voluntarily transfer motes to them or accept voluntary donations of motes from them as needed. The characters linked by this effect are always aware of why their partners need to draw upon their strength and of how much is needed. All expenditures of transferred motes are treated as the expenditure of peripheral motes.

 

Will-Pooling Prana

Cost 6 Motes, 1 willpower
Duration Sunrise to Sunset or vice versa
Type Supplemental
Minimum Ability Lore 5
Minimum Essence 5
Prerequisites Essence-Pooling Technique

   You may link your temporary willpower pools to up to (permanent essence) other characters. Until the sun next crosses the horizon you may voluntarily transfer temporary willpower to them or accept voluntary donations of tempor-ary willpower from them as needed. The characters linked by this effect are always aware of why their partners need to draw upon their strength and of how much is needed.

 

 

Master Of The Scholar’s Art

Cost 6 Motes
Duration Scene
Type Supplemental
Minimum Ability Lore 3
Minimum Essence 2
Prerequisites None

   Master Of The Scholar’s Art grants it’s user a number of automatic successes on Lore rolls equal to his or her essence rating.

   As per Ten Magistrate Eyes, save for being a good deal harder to get, costing twice as much, and affecting Lore instead of Investigation.

 

The Citing Of Learned Precedent

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Lore 4
Minimum Essence 2
Prerequisites Master Of The Scholar’s Art

   The Citing Of Learned Precedent allows the user to make an Int+Lore check against the willpower of a guard, bureaucrat, or similar functionary to quote a convincing precedent for the character being there and doing whatever he-or-she is doing. If the character gets three or more net successes the functionary can even be convinced to do his or her best to assist. Such functionaries will remain convinced until someone explains to them in detail why the quoted precedent is no longer applicable.

 

The Divine Chalice Of Orichalcum

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Lore 4
Minimum Essence 3
Prerequisites The Citing Of Learned Precedent

   You may convert unshaped quintessence (or ambrosia) back into raw essence to power other abilities. The charm will convert quintessence back into essence at a rate of 3 motes per turn until the user halts it or until the available supply of quintessence has been exhausted.

   For reference purposes, a character drawing a salary gets enough quintessence to convert into 50 mores of essence per dot of salary per day. Unfortunately, since quintessence and ambrosia cannot exist outside of spiritual domains such as Yu-Shan, and quintessence is normally only available in Yu-Shan, the charm is of limited usefulness.

 

 

Computer Charms

Dance Of The Electrons

Cost 1 Mote per success bought
Duration Instant
Type Supplemental
Minimum Ability Computer 1
Minimum Essence 1
Prerequisites None

   The user may buy extra successes on his or her computer rolls at a cost of 1 mote per success bought. This may not, however, more than double the number of successes rolled.

 

Wireless Connection Prana

Cost 3 or 6 Motes
Duration Scene
Type Simple
Minimum Ability Computer 2
Minimum Essence 2
Prerequisites Dance Of The Electrons

   Your computer, laptop, cell phone, PDA, or similar device will power up and connect to the local (3 motes) or any network in creation (6 motes) for the duration of the scene, regardless of whether or not this is normally possible. You cannot, however, connect into, or out of, creation.

 

Encryption Cracking Meditation

Cost 3 Motes, 1 Willpower
Duration Instant
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Wireless Connection Prana

  You may instantly encrypt or decrypt a file, bypass or set up any access restriction, or otherwise set up or bypass computer security on any system you’ve accessed. This is a perfect effect but, as always in a conflict between perfect effects, data secured using this technique is inviolate.

 

Orbital Strike Technique

Cost 8 Motes, 1 Willpower
Duration Instant
Type Simple
Minimum Ability Computer 4
Minimum Essence 3
Prerequisites Encryption Cracking Meditation

   You may tap into an appropriate military system and order an immediate attack on a specified location. The exact effect depends on what military resources are available.

 

Traceless Digital Forgery

Cost 12 Motes
Duration Instant
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Dance Of The Electrons

   You may create or modify a digital document leaving no trace of your tampering. It will appear valid in every way unless cross-checked against uncorrupted sources. This is a perfect effect.

 

Yaggdrasil Embracing Prana

Cost 6 Motes, 1 Willpower
Duration Instant
Type Simple
Minimum Ability Computer 5
Minimum Essence 3
Prerequisites Traceless Digital Forgery ANDEncryption Cracking Meditation

   You may attempt to program fates, an effect equivalent to Sidereal Astrology – although you will lack their methods of gaining extra dice and are limited to a single college per purchase of this charm. You may roll (Int + Com) at D4 to do so. Excess successes equate to points of effect. This charm does not include any special immunity to paradox or any special method of reducing it.

 

 

Offline Access Technique

Cost 4 Motes
Duration Scene
Type Supplemental
Minimum Ability Computer 2
Minimum Essence 2
Prerequisites Dance Of The Electrons

   You may remotely power and activate any system that is currently offline, even jumping physical gaps of up to (2x permanent Essence) feet. For example, you could power up a system which was currently in a box waiting to be shipped as long as it was within a few feet of a phone, DSL, or cable-access line that you currently had access to.

 

Universal Calling Coverage

Cost 5 Motes
Duration Scene
Type Simple
Minimum Ability Computer 4
Minimum Essence 2
Prerequisites Offline Access Technique

   You may place a call to anyone, anywhere. If there is no phone handy, one will appear next to them regardless of the environment. You may remain in contact for the duration of the scene if both parties are agreeable.

 

Network Domination Prana

Cost 6 Motes
Duration Scene
Type Simple
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Universal Calling Coverage

   You may remotely contact a machine of any type as long as it uses electrical power in some fashion and run it by remote control using the buttons on your computer, cell phone, PDA, or similar device. While you cannot make it do anything outside its normal parameters, you can direct it within those easily. Any necessary rolls are made using the lower of your (Dex + Com) or your relevant skill check.

 

Master Of The Digital Arts

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Computer 2
Minimum Essence 1
Prerequisites Wireless Connection Prana

   You receive (permanent essence) automatic successes on any computer checks made while this charm is active.

 

 

Swift Keyboarding Method

Cost 4 Motes
Duration Special
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Master Of The Digital Arts

   You may reduce the base time required to complete a coding or computer-related project by a factor of twice your base essence. Unfortunately, the motes remain committed until the project is completed or dropped.

 

Digital Transference Transformation

Cost 6 Motes, 1 Willpower
Duration Instant
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 3
Prerequisites Swift Keyboarding Method

   You may transform yourself into a program and enter a virtual electronic world. You will remain there until you use this charm to exit again – although that can be in any location you can reach through the network.

   There may, or may not, be an advanced version which lets you drag other people along with you.

 

Dancing Within The Matrix

Cost None
Duration Permanent
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Digital Transference Transformation

   You gain complete access to any one Sidereal Martial Art chosen when this charm is selected. Yes, you get all of it. Unfortunately, it only functions while you’ve used Digital Transference Transformation to enter virtual reality and none of its effects will extend beyond that environment. If you want to do direct battle with another super-hacker though, it’s just the thing.

 

Subliminal Influence Mastery

Cost 12 Motes
Duration Indefinite
Type Simple
Minimum Ability Computer 3
Minimum Essence 2
Prerequisites Master Of The Digital Arts

   You may compose an Email, animation, or multimedia presentation which carries the full effect of any one of your social skills. You may thus attempt to start fads, run low-cost political campaigns, and get people to send you lots of money.

 

 

Computer

Master Of The RAM

Cost None
Duration Permanent
Type Supplemental
Minimum Ability Computer 1
Minimum Essence 1
Prerequisites None

   Any computer, PDA, or cell phone you use will perform as a Perfect item, providing a +2 die equipment bonus.

 

Stone Knives And Bearskins

Cost 3 Motes
Duration Until the end of the scene
Type Supplemental
Minimum Ability Computer 2
Minimum Essence 1
Prerequisites Master Of The RAM

   You may tinker together a computer, PDA, cell phone, or similar system out of any random selection of electronic parts, such as those gained by disassembling a radio and an old video game box. This will normally require about ten minutes or until the end of the current scene. The effects are permanent, but never entirely satisfactory.

 

The Digital Chariot

Cost 3 Motes
Duration Scene
Type Supplemental
Minimum Ability Computer 2
Minimum Essence 1
Prerequisites Stone Knives And Bearskins

   You no longer need an actual computer, although if you use this charm on one it will achieve Transcendent (+4 dice) performance levels. Working without one, you can still achieve normal levels of function using a cell phone, PDA, or your unaided brain.

 

Data Recovery Prana

Cost 3 Motes
Duration Permanent
Type Simple
Minimum Ability Computer 3
Minimum Essence 3
Prerequisites Stone Knives And Bearskins

   You may completely reconstruct a document, picture, program, or similar item from badly damaged media or partial files. In fact, if you can scan in a badly damaged document or enter significant portions of a story this can be used to reconstruct the rest. This usually requires about ten minutes.

 

Penultimate Search Engine

Cost 3 Motes
Duration Permanent
Type Supplemental
Minimum Ability Computer 3
Minimum Essence 3
Prerequisites Master Of The RAM

   You may make an immediate a Lore or Occult check which would normally require days, weeks, or even months in a mere five minutes provided that you have access to the internet. If additional successes are required for an extended check, you may make a second check in 15 minutes, a third in an hour, and a fourth in a day. Any further checks must be made at the normal rate. Your dice pool for the check may not, however, exceed your (Wits + Computer).

 

Ghost In The Machine

Cost 3 Motes
Duration One day
Type Simple
Minimum Ability Computer 5
Minimum Essence 3
Prerequisites Penultimate Search Engine

   You acquire a helpful AI program. It actually exists in your head, but you can effectively download it (or link it) for a day to any electronic device you touch by spending 3 motes. It has Perception, Intelligence, Wits, Computer, Engineering, Investigation, Awareness, and Linguistics 4 and other relevant skills and abilities at 2. The Ghost can run computerized systems for you, carry messages, search for information, stand sentry over anyplace with a camera, and otherwise acts as an assistant. It does not, sadly, have any charms.

 

 

 

Engineering

Universal Operator’s Manual

Cost 3 Motes
Duration One scene
Type Simple
Minimum Ability Engineering 1
Minimum Essence 1
Prerequisites None

   You gain an effective speciality in using any single technological item you touch equal to your permanent essence rating for the duration of the scene.

 

Instant Repair Method

Cost 3 Motes, 1 Willpower
Duration Permanent
Type Simple
Minimum Ability Engineering 2
Minimum Essence 2
Prerequisites Universal Operator’s Manual

   You may effect instant repairs on any one technological device by the simple expedient of banging on it.

 

Mother Of Invention

Cost 6 Motes
Duration One scene
Type Simple
Minimum Ability Engineering 3
Minimum Essence 2
Prerequisites Instant Repair Method

   You may assemble any technological device which could be built using available components and materials within a single scene and have it work – at least for a few minutes.

 

Weird Science

Cost 12 Motes, 1 Willpower
Duration Special
Type Simple
Minimum Ability Engineering 4
Minimum Essence 3
Prerequisites Mother Of Invention

   You may build bizarre devices with quasi-magical effects. Unfortunately this requires hours to days and weird components, they rarely last very long, and they sometimes explode or fail for no apparent reason. A given device is usually good for 2x (Successes achieved on an Essence roll) scenes or uses.

   Devices built using mundane components take only a few hours and have Art-level effects. Devices built using exotic mundane components take about a day and have Science-level effects. Those built using occult components take days, but can have effects right up to the Solar Circle Sorcery level if built with unique/legendary components. Sadly, anything which produces solar-level effects is likely to be too big to move – and even celestial-level effects are likely to require a vehicle mount.

   The user must make an (Int + Tech) roll the first time a device is activated with a difficulty ranging from 0 (an Art-based effect) up to 4 (a Solar-Circle effect). Unless he or she scores at least one success, the device in question will malfunction spectacularly and destroy itself.

 

Rapid Manufacture Technique

Cost None
Duration Permanent
Type Supplemental
Minimum Ability Engineering 3
Minimum Essence 2
Prerequisites Instant Repair Method

   You may build, repair, or modify technological items in far less time than usual; the base time required is divided by your (permanent essence + 1). Once acquired, this is a permanent enhancement of the character’s abilities.

 

Foolproof Design Method

Cost 5 Motes, 1 Willpower
Duration One scene
Type Simple
Minimum Ability Engineering 3
Minimum Essence 2
Prerequisites Rapid Manufacturing Technique

   You may ensure that the design for an item is easy to produce and easy to maintain by giving it a final check. It will only require half the usual number of successes to either produce or maintain it.

 

Hardware Upgrade Paradigm

Cost 3 Motes
Duration One scene
Type Simple
Minimum Ability Engineering 2
Minimum Essence 2
Prerequisites Universal Operator’s Manual

   You may upgrade any piece of technological equipment with a mere touch. Ordinary items will function is if they were Perfect, those which are already Exceptional or Perfect become Transcendent. Unfortunately, this wears off after a single scene.

 

Essence Reactor Upgrade

Cost 1 or more Motes
Duration One or more hours
Type Simple
Minimum Ability Engineering 3
Minimum Essence 2
Prerequisites Hardware Upgrade Paradigm

   You may power a technological device with personal essence, rather than with its intended fuel or ammunition. This costs 1 mote for small items, 3 motes cars and large machines, 5 motes for massive systems such as planes, trains, and factories, or 8 for major power stations, aircraft carriers, and similar things, +2 motes per hour beyond the first.

 

Vaporware Activation Technique

Cost 10 Motes, 1 Willpower
Duration One scene
Type Simple
Minimum Ability Engineering 4
Minimum Essence 3
Prerequisites Essence Reactor Upgrade

   You may call any one conventional technological item you currently possess the plans for into existence for a scene, complete with such incidental components as bullets, missiles, and fuel. Unfortunately, while such essence-based structures can mimic chemical reactions successfully, nuclear-level reactions remain unavailable.

 

Master Tinkerers Method

Cost 2 Motes per success
Duration Instant
Type Supplemental
Minimum Ability Engineering 2
Minimum Essence 2
Prerequisites Universal Operator’s Manual

   You may buy extra successes on any Engineering-based roll up to a maximum of double the number you rolled.

 

Lore

 

Charm-Lending Technique

Cost 6 Motes, 1 Willpower
Duration One Day
Type Simple
Minimum Ability Lore 5
Minimum Essence 4
Prerequisites Power-Awarding Prana

   Charm-Lending Technique allows the user to lend up to (permanent essence -1) of his or her charms to another character who uses the same type of charm. The recipient must fulfill the prerequisites of the charms lent, hence if a charm has prerequisite charms which the recipient does not possess, the donor must lend the recipient those charms as well. The recipient must pay the costs of using the charms, while the donor will be unable to use them for the duration. Having someone loan you the a charm you’re studying reduces the XP cost of actually buying it by 2.

 

Firearms Charms

Rapid Reload Technique

Cost 2 Motes or Special
Duration Instant
Type Reflexive
Minimum Ability Firearms 2
Minimum Essence 1
Prerequisites None

   Any one gun you’re currently touching is instantly fully reloaded. This costs only 2 motes of essence for a full reload if you happen to have the ammunition with you, but costs 2 motes per shot if you actually have to summon shells from somewhere else.

 

Handy Ammo Cache

Cost 3 Motes, 1 Willpower
Duration Permanent
Type Simple
Minimum Ability Firearms 2
Minimum Essence 2
Prerequisites Rapid Reload Technique

   You may locate a cache of ammunition, or a pistol-sized weapon, on your person that has been “overlooked” until this point somehow.

 

Silver Bullet Technique

Cost 6 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 3
Minimum Essence 3
Prerequisites Handy Ammo Cache

   You may fire a single shot which is not subject to range or environmental penalties at up to four times it’s normal range, adding your essence in automatic successes to the attack roll. Such a shot inflicts aggravated damage to demons, undead, and other creatures of the night.

 

Instant Maintenance Prana

Cost 6 Motes
Duration Scene
Type Reflexive
Minimum Ability Firearms 2
Minimum Essence 2
Prerequisites Rapid Reload Technique

   You may infuse a damaged, clogged, or ill-maintained weapon with essence. For the duration of the scene it will function perfectly; it will not jam, misfire, or otherwise malfunction even if this would otherwise be inevitable under conditions such as being fired while clogged with mud, the barrel full of water, or while cryogenically frozen.

 

Kinetic Bullet Method

Cost 3 Motes
Duration Instant
Type Reflexive
Minimum Ability Firearms 1
Minimum Essence 2
Prerequisites None

   You may imbue a bullet with vast telekinetic force. In addition, if you renounce actually inflicting damage with such an “attack” it may neither be blocked nor dodged. Such bullets exert an effective strength against the target equal to their usual damage level to hurl the target back, rip an item out of their hands or off their body, or to stop an onrush. The target does, however, get a strength roll to resist such effects as usual.

 

Ricochet Shot Prana

Cost 3 Motes
Duration Instant
Type Reflexive
Minimum Ability Firearms 2
Minimum Essence 2
Prerequisites Kinetic Bullet Method

   You may fire a shot at any target within range without penalty provided only that 1) you know it’s exact location, and 2) that there is a path available that the bullet could travel through to reach them, whether or not it’s a straight line. You couldn’t shoot someone who was sealed into a vault – unless there was an open ventilation duct and you knew where in the vault they were standing.

 

Shootin’ Iron Mastery

Cost 6 Motes, 1 Willpower
Duration Instant
Type Reflexive
Minimum Ability Firearms 3
Minimum Essence 3
Prerequisites Ricochet Shot Prana

   You may reflexively shoot down an incoming blockable ranged attack directed at any target within 2x (permanent essence) feet. This is a perfect defense.

 

Spell Slaying Shot

Cost 12 Motes
Duration Instant
Type Simple
Minimum Ability Firearms 4
Minimum Essence 3
Prerequisites Shootin’ Iron Mastery

   You may attempt to “kill” a spell within the normal range of your weapon. In general, this has a difficulty equal to the (Caster’s Essence + the Level of the Spell).

 

Phantom Shot Technique

Cost 4 Motes
Duration Instant
Type Supplementary
Minimum Ability Firearms 2
Minimum Essence 2
Prerequisites None

   Your bullet passes through nonliving matter without effect, bypassing armor. You may also ignore cover such as walls (but not living trees) as long as you know the targets location.

 

Spirit Affecting Shot

Cost 3 Motes
Duration Instant
Type Supplementary
Minimum Ability Firearms 3
Minimum Essence 2
Prerequisites Phantom Shot Technique

   Your next shot will affect spirits and other immaterial foes as if they were solid. Spirits slain in this fashion must succeed in a D2 essence check or be permanently slain.

 

Ultraviolent Rays

Cost 6 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 4
Minimum Essence 3
Prerequisites Spirit Affecting Shot

   Your next bullet is transmuted into a beam of solar radiance with LOS range and immunity to environmental penalties. It can be blocked, but not dodged. Such a blast inflicts aggravated damage to demons, the dead, and to other creatures of the night.

 

Shadow Shootin’ Method

Cost 6 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 5
Minimum Essence 4
Prerequisites Ultraviolent Rays

   You may shoot an enemies shadow or reflection instead actually shooting at them and still inflict normal damage. Such damage cannot be parried or dodged, it must be soaked.

 

Lightning Draw Prana

Cost 5 Motes
Duration Instant
Type Supplementary
Minimum Ability Firearms 1
Minimum Essence 1
Prerequisites None

   You may draw and fire in a blinding instant. You always shoot before anyone who isn’t using magical enhancement can act and tie the fastest one who is. This is a perfect effect.

 

Master Gunfighter Technique

Cost 1 mote per die
Duration Instant
Type Supplementary
Minimum Ability Firearms 2
Minimum Essence 1
Prerequisites Lightning Draw Prana

   You may buy extra dice for a firearms roll at one die per mote expended, although you cannot more than double your die pool in this fashion.

 

Two Weapons Blazing

Cost 6 Motes
Duration Scene
Type Extra Action
Minimum Ability Firearms 3
Minimum Essence 2
Prerequisites Master Gunfighter Technique

   You may activate this charm reflexively. Thereafter, for the duration of the scene, you get a bonus firearms action each round – at least as long as you have a loaded gun in each hand. While the extra action can be used to make more than one shot at the usual penalties, it cannot be used for anything except firearms rolls.

 

Trigun Method

Cost 6 Motes
Duration Scene
Type Supplemental
Minimum Ability Firearms 4
Minimum Essence 3
Prerequisites Two Weapons Blazing

   You may opt to inflict bashing damage with weapons which normally inflict lethal, or even aggravated, damage. Such damage is still soaked as if it was of the original type. The charm may be activated reflexively and continues in effect for the duration of the scene.

 

Holdout Weapon Prana

Cost None
Duration Permanent
Type Supplementary
Minimum Ability Firearms 1
Minimum Essence 1
Prerequisites None

   You may conceal any one weapon up to the size of a rifle, submachine gun, or mini-missile launcher about your person without showing any exterior signs of it. While a full strip-search will reveal such a weapon, it’s concealment is otherwise perfect. Once learned this charm is permanent enhancement to the character’s abilities.

 

Armed To The Teeth

Cost 1 committed Mote per weapon
Duration Indefinite
Type Simple
Minimum Ability Firearms 2
Minimum Essence 1
Prerequisites Holdout Weapon Prana

   You may conceal any number of weapons up to the size of a light machine gun or bazooka around your person from anything short of a full strip search. While such weapons are otherwise perfectly concealed, each weapon thus hidden requires committing a mote of essence. If combined with Holdout Weapon Prana even a full strip search will not reveal the presence of that final weapon; it is truly perfectly concealed.

 

Disarming Germany

Cost 2 or 5 motes
Duration Instant
Type Reflexive
Minimum Ability Firearms 2
Minimum Essence 1
Prerequisites Armed To The Teeth

   You may summon any weapon you have hidden about yourself or which you have attuned to you by committed motes. It costs 2 motes to summon a weapon which you have on your person, 5 if it must be called from a distant location. In either case, if this is invoked on the first turn of a combat, the user gains a +10 bonus on his or her initiative total.

 

The Grapeshot Cantata

Cost 3 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 2
Minimum Essence 2
Prerequisites None

   You may cause the bullet or shot from your weapon to multiply, You may either inflict double damage (before applying soak) against a single target or normal damage against two targets who are within five feet of each other.

 

Hand-Cannon Prana

Cost 3 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 3
Minimum Essence 2
Prerequisites The Grapeshot Cantata

   You may ignore the soak of a non-living target, such as a tank, building, or golem, when determining the damage from a single firearms attack.

 

Munitions Merchant Method

Cost 6 Motes
Duration Instant
Type Supplemental
Minimum Ability Firearms 4
Minimum Essence 2
Prerequisites Hand Cannon Prana

   You may cause the bullet or shot from your weapon to multiply, You may either inflict double damage (before applying soak) against a single target or normal damage against two targets who are within five feet of each other.

 

Shell Shock Technique

Cost 6 Motes, 1 Willpower
Duration Instant
Type Supplemental
Minimum Ability Firearms 5
Minimum Essence 3
Prerequisites Shell Shock Technique

   You may fire a shot which will inflict three times its base damage (via explosion, flame, or toxic gas) in a radius of up to 60 feet located anywhere within the weapons normal maximum range. Sadly, the user cannot gain additional damage dice from skill.

 

Ninja This, Asshole

Cost 6 Motes, 1 Willpower
Duration Instant
Type Supplemental
Minimum Ability Firearms 3
Minimum Essence 3
Prerequisites None

   You may fire a shot that ignores all martial arts effects; martial-arts based dodges and parries, however perfect, simply are not applicable. Non-martial arts defenses apply normally.

 

Overawe The Primitives

Cost 6 Motes
Duration Scene
Type Simple
Minimum Ability Firearms 4
Minimum Essence 3
Prerequisites Ninja This, Asshole

   You may fire a shot into the air. While this will cause a momentary lull in the action and make everyone pay attention to what you say next, the shock temporarily reduces the Martial Arts, Melee, and Thrown, skills of all opponents within 60 feet by (essence) levels, making them less effective and possibly preventing the use of charms which require high-level skills to use.

 

Interrupt The Action

Cost 6 Motes
Duration Instant
Type Simple
Minimum Ability Firearms 5
Minimum Essence 4
Prerequisites Overawe The Primitives

   You may fire a shot into the air which momentarily interrupts the action, ending the scene – although the action may pick up again almost exactly the same way.

 

 

Occult Charms

Essence Mote Armoring

Cost 1 Mote per damage level
Duration Instant
Type Reflexive
Minimum Ability Occult 2
Minimum Essence 2
Prerequisites Terrestrial Circle Sorcery

   You may reflexively generate protective shields when attacked, diverting damage from your health levels to your essence mote reserve. If you divert all the damage which would otherwise occur this constitutes a perfect defense against any additional effects the attack would otherwise have, since it never actually touched you. Unfortunately, this functions as a defensive reflex; once this charm has been acquired, the possessor no longer has a choice about using it; his or her subconscious will act to defend him or her automatically.

 

Check Cashing Method

Cost Special
Duration Special
Type Special
Minimum Ability Occult 3
Minimum Essence 2
Prerequisites Terrestrial Circle Sorcery

   You may draw on potential future reserves of power to power your sorcery. Your “account” contains 1 temporary willpower point and 10 essence motes per time this charm is taken. Unfortunately, you can’t overdraw your account and have to repay your loans eventually. You may take this charm up to (Occult) times however. Once acquired, this charm is a permanent addition to the characters abilities.

 

Swift Sorcerous Mastery

Cost 10 Motes, 1 Willpower
Duration Scene
Type Reflexive
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites Terrestrial Circle Sorcery

   You may reduce the casting time for thaumaturgy and sorcery by one round, to a minimum of a simple action. At Occult 7+ it reduces the time by two rounds, and at Occult 10+ it reduces it by three – although the minimums still apply.

 

Curse Resisting Prana

Cost 3 Motes
Duration Scene
Type Reflexive
Minimum Ability Occult 3
Minimum Essence 3
Prerequisites Terrestrial Circle Sorcery

   You may resist the effects of any curse, compulsion, behavior-controlling magical effect, or transformation for the duration of the scene. This is a perfect effect.

 

Spirit Absorbing Method

Cost 12 Motes, 1 Permanent Will, 10 XP
Duration Special
Type Simple
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites Celestial Circle Sorcery

   You may consume the essence and power of a spirit. The user gains access to the charm types used by the consumed spirit, up to (Int) of it’s existing charms, and a +1 bonus to his or her permanent essence. Unfortunately, his or her limit is permanently reduced by 4. No user may consume more than two spirits in this fashion – and must somehow catch and restrain them while devouring them. They usually object during the ten minute long process.

 

Essence Vortex Technique

Cost 1 Willpower or 1 Permanent Essence
Duration Special
Type Simple
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites Celestial Circle Sorcery

   You become a lens for essence, drawing it in like a black hole. For one willpower you may draw in 3 x (Occult + Stamina) motes with which to recharge your essence pool. For one permanent essence the effect begins to feed on itself: all sources of essence within (Essence x 100 feet) are drained, including demesnes, essence pools, ambient essence, artifacts, spells, magical materials, and the very structure of spirits, gods, demons, and the fey. If you stop there, you’ll live – although your own essence store will ground itself with the forces you’ve gathered, the area affected will be magically dead for days or weeks, and you’ll be left permanently weakened.

   If you take the power into yourself and merge with it, for an instant you’ll be virtually omnipotent, capable of matching the power of a primordial. Then, of course, you die – becoming a part of whatever effect it was that you thought was worth sacrificing yourself to accomplish.

 

Spell-Shattering Gesture

Cost 8 Motes
Duration Instant
Type Reflexive
Minimum Ability Occult 4
Minimum Essence 3
Prerequisites Celestial Circle Sorcery

   You may employ this charm upon approaching within 60 feet of an existing thaumaturgy, sorcery, or necromancy spell. Roll (Occ + Int) against a DC equal to the caster’s permanent essence plus the circle of the spell. If the roll succeeds, the spell shatters, as if dispelled by countermagic of it’s own circle.

If some casts a spell within range the user may roll in the same fashion to either abort the spell as above or to cause it to botch as if the user had failed a distraction roll.

This is essentially identical to Spell-Shattering Palm, but has prerequisites.

 

Breaking The Bonds Of Fate

Cost 10 Motes, 1 Willpower
Duration Instant
Type Reflexive
Minimum Ability Occult 4
Minimum Essence 4
Prerequisites Spell-Shattering Gesture

You may employ this charm upon approaching within 60 feet of an existing sidereal astrological effect. Roll (Int + Occ) against a difficulty equal to the (Essence + College) of the Sidereal who created the effect. If you succeed, the effect is dangerously torn or frayed, and the pattern spiders abandon it. This Charm can target resplendent destinies, even ones lurking in the target’s background. If the target has multiple effects active at once, the user must roll versus each of them each separately. Roll first for any active resplendent destiny, then any other effects, highest

(Essence + College) first.

This is essentially identical to Astrology Interrupting Method, but has prerequisites.

 

Imperishable Solar Seal

Cost 10 Motes, 1 Willpower
Duration Special
Type Simple
Minimum Ability Occult 5
Minimum Essence 4
Prerequisites Solar Circle Sorcery

You may seal you cast a spell against interference. For its duration it is perfectly defended against disruption, countermagic, and similar effects. The only way to get rid of such a spell is to wait for it to expire naturally.

 

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3 Responses

  1. [...] can do!): 1-7 => 1, 8-13 => 2, 14-19 => 3, 20-25 => 4, 26-31 => 5 Footnotes 1. http://ruscumag.wordpress.com/white-wolf/modern-exalted-charms/ page_revision: 29, last_edited: 1238297044|%e %b %Y, %H:%M %Z (%O ago) edittags history files [...]

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