|Caste||Night||5BP WP 5-10|
|4BP Artifact 3-5|
Locate the remaining first age lunars lost in the Wyld
|1BP artifact 1-2|
Black and white mosaic of a grotesque looking down upon a city
3BP 6 specialties
In contention (Conviction)
|3||(4 + 0) / 19||(27 + 13) / 40||0||/16|
|4 or 8||hourly||Base||Roll Conviction||Night's Sleep||Base|
Athletics, Awareness, Dodge, Larceny, Stealth
Investigation, Lore, Medicine, Ride, Thrown
|*||Athletics||1||One handed (3)|
While unseen (2)
Collecting Evidence (2)
(Native: Flametongue (??? Dialect), Others: Old Realm)
|Mutations, Merits and Flaws:||Points||Name|
(Armor of the Unseen Assassin)
(Space Warping Needle)
|Awareness||Second Awareness Excelency||2m/success||Reflexive (Step 1 for attacker, Step 2 for defender)||Instant||Combo-OK||Mirror (Second Awareness Excellency)|
|Keen Hearing and Touch Technique||3m||Reflexive||One-scene||Combo-OK||Mirror (Superior Hearing and Touch Focus)|
The character can gauge the quality of fabrice 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.
|Surprise Anticipation Method||1m||Reflexive |
|Instant||Combo-OK||Mirror (Ominous Portent Method)|
This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in our out of battle, awake or asleep. 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 characters is Inactive and cannot become active, if the chraacter is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.
|Investigation||Second Investigation Excellency||2m/success||Reflexive (Step 1 for attacker, Step 2 for defender)||Instant||Combo-OK||Mirror (Second Investigation Excellency)|
|Larceny||Lock-Opening Touch||3m||Supplemental||Instant||Combo-OK||Mirror (Chains Cannot Hold)|
This Charm enhances a miscellaneous action to pick a lock. It makes success automatic even if the character has no tools (though such use makes the Charm Obvious). If this effect is opposed by another Charm or magical effect, add the character’s Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.
|Melee||Call the Blade||—(1m)||Permanent||Permanent||—||Merged, Mirror (Blade-Summoning Gesture), Obvious|
Gained for free thanks to the merged keyword with Call the Blade (Thrown)
Cannot currently be used- Noir does not meet the melee mins
|Ride||Master Horsemans Technique|
(Harmony of Spirits Style)
|—||Permanent||Instant||—||Mirror (Soul Reins)|
Harmony of Spirits Style. The Lawgiver can spend one mote reflexively to stop himself from falling off a mount. Characters can activate this effect when the character is inactive (see p. 143). In addition, as a permanent benefit, the character will not fall off the mount simply from being inactive during ordinary travel.
|Hero Rides Away||—||Permanent||Permanent||—||Emotion|
When this Charm takes effect, the Solar’s player chooses a Virtue and rolls the Lawgiver’s Conviction. The Exalt regains one spent channel for the chosen Virtue and Willpower points equal to (number of successes + 1). To gain this benefit, the Solar must leave a Magnitude 3+ social unit that he has helped in the past day, and must do so by making a dramatic exit on his mount. This help must be intrinsically heroic and known to all members of the social unit. The Storyteller is the final arbiter of what constitutes acceptable help. Barring something unusually aweinspiring, such help must have taken at least one full scene to provide. If the Solar ends a story with such a departure, he loses a point of Limit, and all members of the community gain a positive Intimacy toward the Solar with an emotional context defined by the Lawgiver (generally respect, love, gratitude or reverence). Resisting this unnatural Emotion effect costs (Solar’s Essence, max 5) Willpower. Similarly, the unit’s leader must spend (Solar’s Essence, max 5) Loyalty or the Intimacy becomes part of the unit’s Policy. For example, if the Solar saves a small town from hobgoblins and chooses an Intimacy of gratitude, all citizens feel thankful to him and incorporate that appreciation into their local culture. As a result, the people as a whole won’t betray the Solar when the Wyld Hunt comes looking and only the most determinedly ungrateful individuals can bring themselves to such heinous treachery.
|One Man Cavalry||5m||Reflexive|
A Solar may use this Charm when emerging from a position of cover, such as smashing in through a window or leaping down from an overland pass; the Charm may also always enhance a mounted Join Battle roll. The Solar’s player makes a (Charisma + Ride) roll, opposed by his opponents’ MDVs. Each opponent whose MDV fails to protect her is awestruck by the Lawgiver’s emergence onto the battlefield, and suffers a -3 internal penalty to all attacks directed at the Solar or her mount, and a -1 internal penalty to all attacks against the Solar’s allies. This unnatural mental influence costs (6 – target’s Valor) points of Willpower to resist, producing immunity to any further uses by the same Solar for the rest of the scene. Used in mass combat, this Charm may enhance a charge by the Lawgiver, causing it to count as a rout condition. Only the Solar need be mounted for this Charm to be activated, but if she is leading a cavalry charge by a mounted complementary unit, then the rout check is made at +1 difficulty. One Man Cavalry may not be activated more than once per action in this fashion.
|Thrown||Call the Blade (Thrown)||—(1m)||Permanent||Permanent||—||Merged, Mirror (Hungry Missile Technique), Obvious|
The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence * 10) yards, and a flight path exists between the weapon and her hand, this Charm draes 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 * 2) yards away while in battle, however.
|Deft Hands Deflection||8m||Reflexive|
|Instant||Combo-OK||Counterattack, Mirror (Lightning Clutch of the Raptor)|
Lightning Clutch of the Raptor perfectly parries any ranged attack regardless of whether it is blockable, provided the Abyssal has a hand free to catch the projectile. Parrying an area attack thus stops the attack from hitting the Abyssal, but not any other targets caught in the path of destruction. If the projectile has physical substance (such as an arrow or thrown weapon), the Abyssal catches it and may reflexively toss it aside or wield it for her own attacks. Energy-based attacks or those lacking actual substance (such as a firewand blast) dissolve as the Abyssal closes her fist to smother them on impact. Whenever an Abyssal with Essence 4+ uses this Charm to catch and hold a Thrown weapon, she also gains a normal Thrown counterattack with the stolen weapon in Step Nine of attack resolution.
|Defences:||Dodge DV||5||Dodge MDV||6|
|9||(On windblade)||Parry MDV||5|
(w/ Charisma + Investigation)
See weapons, below
|Armor of the Unseen Assassin||+12||+8||+8||+4||+4||+4|
Mobility Penalty -0, Fatigue 0, Heavy
|Attacks:||Martial Arts||Name||Speed||Accuracy||Damage||Defense||Parry DV||Rate||Minimums||Tags||Notes|
|Clinch||6||+0||+0B||–||–||1||Str •||C, N, P|
|Kick||5||+0||+3B||-2||2||2||Str •, Dex ••||N|