New Charms:

Dawn Charms:

Archery:

Ammunition Acquisition Technique:
Cost:  1 mote
Duration:  Instant
Type:  Reflexive
Minimum Archery:  1
Minimum Essence:  1
Prerequisite Charms:  None

Instead of using his own arrows, the Exalted summons someone else's arrow (or an arrow he has fired already) into his hand as he draws back the bow to fire, then shoots that arrow.  The Exalted can choose who to steal an arrow from; it must not be currently held by anyone.  The arrow can be up to 100*Essence yards away.
 

Hawk in Flight:
Cost:  2 motes
Duration:  Instant
Type:  Supplemental
Minimum Archery:  3
Minimum Essence:  1
Prerequisite Charms:  Wise Arrow

Hawk in Flight doubles the range of a bow by doubling its base range for one shot.
 

Dragon in Flight:
Cost:  4 motes
Duration:  Instant
Type:  Reflexive
Minimum Archery:  4
Minimum Essence:  2
Prerequisite Charms:  Hawk in Flight

Dragon in Flight quadruples the range of a bow by quadrupling its base range for one shot.
 
 

Sniper's Accuracy:
Cost:  2 motes
Duration:  Special
Type:  Simple
Minimum Archery:  3
Minimum Essence:  1
Prerequisite Charms:  Wise Arrow

Most useful for attacks from ambush, Sniper's Accuracy requires one to spend a round carefully observing the target.  The next round, the archer can add his Perception to all his archery attacks for that round against that target.  (Such attacks can be boosted by other charms that round).
 
 

Splitting the Arrow:
Cost:  3 motes, 1 WP
Duration:  Instant
Type:  Supplemental
Minimum Archery:  4
Minimum Essence:  2
Prerequisite Charms:  Sight Without Eyes

This charm can only be used if the archer has already shot one arrow into the target during the previous round.  The arrow strikes the target at exactly the same location the previous arrow did, gaining exactly the same number of successes before the target's defenses as the previous arrow did.  The target can still attempt to dodge.
 
 

Tracking Shot:
Cost:  3 motes
Duration:  Instant
Type:  Supplemental
Minimum Archery:  4
Minimum Essence:  2
Prerequisite Charms:  Sight Without Eyes

The archer can now shoot at anyone he has seen within a number of rounds equal to his Essence as if they had no cover.  Arrows will go round corners, over walls, or do whatever is possible to reach the chosen target.  This both removes defensive bonuses for cover, and makes it possible to shoot at people with 100% cover so long as there is not an actual impermeable barrier blocking all approaches to the target.  Only targets who are actually within the bow's range can be shot at.  The arrow also will track invisible people.
 
 
 
 
 
 
 

Thrown:

Recall:
Cost:  1 motes
Duration:  Instant
Type:  Reflexive
Minimum Thrown:  1
Minimum Essence:  1
Prerequisite Charms:  None

If the Exalted misses his target, the thrown weapon comes back to him.  This must be spent the round you throw the weapon.
 

Boomerang:
Cost:  2 motes +1 per weapon
Duration:  One Scene
Type:  Simple
Minimum Thrown:  2
Minimum Essence:  1
Prerequisite Charms:  Recall

This charm enchants one or more thrown weapons (up to the user's Thrown skill) to be enchanted for a scene to return to him if they miss their target.
 

Boomerang Strike:
Cost:  3 motes
Duration:  Instant
Type:  Extra Action
Minimum Thrown: 3
Minimum Essence:  2
Prerequisite Charms:  Boomerang

If you miss with a Thrown weapon, the weapon flies past the target, then arcs around to try to strike them again from behind, launching a second attack on the same target at the same dice pool as the first.
 

Boomerang Cascade:
Cost:  5 motes
Duration:  Scene
Type:  Extra Action
Minimum Thrown: 4
Minimum Essence:  2
Prerequisite Charms:  Boomerang Strike

If you miss with a Thrown weapon, the weapon flies past the target, then arcs around to try to strike them again from behind, launching a second attack on the same target at the same dice pool as the first.  This lasts for a scene.  (It cannot be combined with Shower of Deadly Blades, but you can split your dice pool, make multiple attacks that way, and recieve the benefit for each thrown blade).
 

Blade-Reclaiming Prana:
Cost:  4+ motes
Duration:  Instant
Type:  Reflexive
Minimum Thrown:  3
Minimum Essence:  1
Prerequisite Charms:  Recall

The Exalted concentrates, and every weapon he has thrown during the scene comes back to him if it is within 10*Essence yards of him and need not pass through any barriers to do so (you can't recall a weapon you threw from a now locked and sealed room, but you can recall weapons lying on the ground with someone standing in between you).  For every 2 extra motes he is willing to spend, he can add another 10*Essence yards radius to that.  If someone else has picked up the blade and is holding it, it only returns if his Essence is greater than their Strength.

Unstoppable Recall:
Cost:  3 motes
Duration:  Instant
Type:  Reflexive
Minimum Thrown: 4
Minimum Essence:  2
Prerequisite Charms:  Blade-Reclaiming Prana

The Exalted concentrates and summons one weapon he has thrown during the scene back to himself.  The item teleports straight to his hand regardless of barriers, walls, etc.
 
 

Hurled Missile Defense:
Cost:  2 motes
Duration:  Instant
Type:  Reflexive
Minimum Thrown: 2
Minimum Essence:  1
Prerequisite Charms:  None

The Exalted can effectively parry Thrown and Archery attacks using his stock of thrown weapons.  One such attack can be parried using the Exalted's full Dex + Thrown pool if he has ammo remaining to throw.
 

Missile-Deflecting Prana:
Cost:  4
Duration:  Instant
Type:  Reflexive
Minimum Thrown: 3
Minimum Essence:  1
Prerequisite Charms:  None

The Exalted can effectively parry Thrown and Archery attacks using his stock of thrown weapons.  Until his next action, all such attacks can be parried using the Exalted's full Dex + Thrown pool if he has ammo remaining to throw.
 
 

Unceasing Missile-Deflecting Defense:
Cost:  5 motes, 1 WP
Duration:  Instant
Type:  Reflexive
Minimum Thrown: 4
Minimum Essence:  2
Prerequisite Charms:  None

The Exalted can effectively parry Thrown and Archery attacks using his stock of thrown weapons.  For the duration of the scene, all such attacks can be parried using the Exalted's full Dex + Thrown pool if he has ammo remaining to throw.
 
 

Twilight Charms:
 
 

Craft (Cooking):
 

Ingredient Analyzing Method:
Cost:  3 motes
Duration:  One Scene
Type:  Simple
Minimum Craft (Cooking):  2
Minimum Essence:  1
Prerequisite Charms:  Flawless Handiwork Method

For one scene, the cook can, with a glance, determine the quality level of the ingredients he has to work with, how fresh the food is, and whether anyone has tried to sneak any poisons into it.
 
 
 

Ingredient Substitution Technique:
Cost:  1 mote / serving
Duration:  Instant
Type:  Simple
Minimum Craft (Cooking):  2
Minimum Essence:  1
Prerequisite Charms:  Flawless Handiwork Method

Sometimes, you just don't have quite the right ingredients in order to bake what you want.  This charm lets you substitute something vaguely similar (you don't have any pepper, so you use salt instead) and still get the taste to come out the way you want it to.

The Way to a Man's Heart...:
Cost:  3 motes / serving
Duration:  One Day
Type:  Simple
Minimum Craft (Cooking):  3
Minimum Essence:  2
Prerequisite Charms:  Ingredient Substitution Method

Those who eat food prepared using this charm become more favorably inclined towards the Exalted, who gains a bonus equal to his or her Essence score to any use of Performance, Presence, Bureaucracy, or Socialize towards those people.

Imbue Food With Power
Cost:  10+ motes, 1+ WP
Duration:  One Day
Type:  Simple
Minimum Craft (Cooking):  5
Minimum Essence:  3
Prerequisite Charms:  The Way to a Man's Heart

The greatest chefs can prepare food which has low-level magical effects.  It takes one day to prepare such a food item; the food retains its power until it goes bad.  One can prepare multiple servings of the food item at once.  The chef must make a successful Intelligence + Cooking roll; each success yields one serving; each serving requires spending 10 motes and one willpower.

A magical foodstuff can do any one of the following:

  • Provide a three dice bonus to a skill of the baker's choice for a scene (You cannot eat four or five servings at once and stack the bonuses)
  • Double the healing speed of the person eating it for one day
  • Allow the eater to make a Compassion roll to regain Willpower
  • Allow the eater to make a Stamina + Resistance roll to throw off any diseases they may be suffering
  • Very favorably incline the eater towards the maker of the food (the food's maker gains a bonus equal to their Compassion + Essence in bonus dice to social interaction with the person eating the food)
  • Inspire Love (opposed Willpower of the baker vs. The consumer.  If the consumer loses, they will fall in love with a person chosen by the baker at the time the food is made)
  • Possibly other effects if they seem appropriate for magical food at the Storyteller's discretion

  • Flavor Inducing Prana:
    Cost:  2 motes / serving
    Duration:  Instant
    Type:  Simple
    Minimum Craft (Cooking):  3
    Minimum Essence:  2
    Prerequisite Charms:  Ingredient Substitution Method

    Sometimes food just doesn't come out tasting as good as you'd like it to.  Using this charm, you can reroll the Intelligence + Craft (Cooking) roll made by you (or someone else) to create a batch of food, making it taste the way you imagine it.  However, if you get a worse roll than you or they did the first time, you are stuck with it, unless you use this charm again.
     

    Food-Preserving Method:
    Cost:  3 motes/man-day of food
    Duration:  Instant
    Type:  Simple
    Minimum Craft (Cooking):  3
    Minimum Essence:  2
    Prerequisite Charms:  Ingredient Substitution Method

    You have taken the art of canning to incredible heights.  Given an appropriately sized can, you can preserve anything without spoiling its flavor.  Food preserved with this method will stay good for Essence centuries if it is normally preservable by canning, and Essence years if it is normally highly perishable.
     

    Food Restoration Technique:
    Cost:  2 motes/serving
    Duration:  Instant
    Type:  Simple
    Minimum Craft (Cooking):  4
    Minimum Essence:  2
    Prerequisite Charms:  Food-Preservation Technique, Ingredient Analyzing Method

    This enables the cook to turn spoiled food into fresh, edible food.  It will also remove any poisons in the food.
     

    Cook Needs No Utensils:
    Cost:  2 motes/serving
    Duration:  One Hour
    Type:  Simple
    Minimum Craft (Cooking):  5
    Minimum Essence:  2
    Prerequisite Charms:  Food Restoration Technique, Flavor-Inducing Prana

    The chef no longer needs tools, an oven, or anything else but the raw materials in order to successfully turn raw ingredients into finished food.  It takes an hour's work, but he can cook enough food for ten times his Essence worth of people in that hour.
     

    Feast of Stones:
    Cost:  3 motes/serving
    Duration:  One Hour
    Type:  Simple
    Minimum Craft (Cooking):  5
    Minimum Essence:  3
    Prerequisite Charms:  Cook Needs No Utensils

    The chef can now cook anything not protected by magic, rendering it not just edible, but quite tasty.  This is automatic if the substances are not normally edible to human beings, but not poisonous either (grass, rocks, pieces of board).  If the substance being turned into food contains poisonous contaminants, the cook must make a Perception + Cooking roll to filter the poisons out.
     
     

    Night Charms:
     

    Larceny:
     

    Case the Joint:
    Cost:  8 motes
    Duration:  Instant
    Type:  Simple
    Minimum Larceny:  4
    Minimum Essence:  2
    Prerequisite Charms:  Seasoned Criminal Method

    By spending a few minutes studying a place the Exalted plans to break into, she can quickly identify all the aspects of its security visible from the outside and any interior areas she can get access to.  She must roll Perception + Larceny to detect any magically concealed traps or guardians.
     

    Coordinate the Heist:
    Cost:  2 motes/target
    Duration:  One Scene
    Type:  Simple
    Minimum Larceny:  4
    Minimum Essence:  2
    Prerequisite Charms:  Seasoned Criminal Method

    This charm can only be used if the Exalted is part of a group of people planning and carrying out a heist together.  Roll Intelligence + Larceny.  A number of people equal to the number of successes gain a bonus die to all Larceny rolls for the rest of the scene.
     

    Evidence Warning Method:
    Cost:  3 motes/subject
    Duration:  One Scene
    Type:  Simple
    Minimum Larceny:  4
    Minimum Essence:  2
    Prerequisite Charms:  Seasoned Criminal Method

    This charm can be used on a number of people equal to your Essence + Larceny.  You instantly sense if someone in that group is about to leave behind a piece of material evidence which might lead investigators to them.
     
     

    Perfect Crime:
    Cost:  4 motes/subject
    Duration:  One Scene
    Type:  Simple
    Minimum Larceny:  5
    Minimum Essence:  3
    Prerequisite Charms:  Evidence Warning Method

    As per Evidence Warning Method, except that every person under the effects also senses if they're about to leave behind a clue for investigators to find.
     

    Trap-Finding Method:
    Cost:  3 motes
    Duration:  Instant
    Type:  Simple
    Minimum Larceny:  3
    Minimum Essence:  2
    Prerequisite Charms:  Flawless Pickpocketing Method

    This charm instantly locates any traps which are located on a single, discrete object, such as a chest, a door, or the floor of a room.  The Exalted knows how to avoid setting them off, although if it requires a special tool or access to things he cannot reach from where he is or powers he lacks to disarm it, he may not be able to avoid the trap.  (For example, if there are six hidden pit traps in the room, he learns the route to avoid them, but cannot shut them off if there is no built-in way to prevent them opening or if the lever to seal the traps is in some other room he can't get to from here.  If there is a magical trap which only hurts non-Dragon-Blooded, he knows what will set it off, but he can't make it not go off. On the other hand, if he is facing a locked door which fires darts at you if you turn the key the wrong way, he can turn the key the right way and disarm the trap completely.)

    Trap-Disarming Method:
    Cost:  5 motes, 1 WP
    Duration:  Instant
    Type:  Simple
    Minimum Larceny:  4
    Minimum Essence:  2
    Prerequisite Charms:  Trap-Finding Method

    This technique disarms all the traps on one discrete object (a chest, a door, the floor of a room).  Mechanical traps stay disarmed until reset.  Magical traps will be dispelled if the Exalted wins a Willpower contest against the WP of the trap's creator.

    Trap-Surviving Technique
    Cost:  10 motes, 1 WP
    Duration:  One Scene
    Type:  Reflexive
    Minimum Larceny:  5
    Minimum Essence:  3
    Prerequisite Charms:  Trap-Disarming Method

    When activated, the Exalted cannot be harmed by a single trap or a combination of linked traps for the rest of the scene.  (This only protects against mechanical and magical aspects of the trap, but not against any creatures unleashed as part of a trap.  If one steps on a pressure plate which causes poison gas to be released, the door to the room to seal shut, darts to fire from the walls, magical fire to rain down from the ceiling, and eight hungry wolves to be unleashed, the Exalted will enjoy the gas, have the darts pass harmlessly through him, and scratch his back with the flames, but the wolves are still a threat.)
     
     
     
     

    Stealth:
     
     

    Pass Without Trace:
    Cost:  8 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Stealth:  5
    Minimum Essence:  3
    Prerequisite Charms:  Sound and Scent Banishing Attitude

    The Night Caste leaves absolutely no trace of his passage at all.  Twigs do not break when stepped on, plants pushed out of the way spring back to normal, water does not splash when he steps in it, nor does it cling to his feet to leave wet footprints.  He does not leave footprints in snow or on the muddiest ground, nor does he leave a scent trail.  Doors relock themselves once he no longer needs to get past them.  Only if he picks up and takes something with him will there be any evidence he was ever there.
     
     
     

    Eclipse Charms:
     
     

    Bureaucracy:
     

    Find the Unknown Market:
    Cost:  5 motes
    Duration:  Instant
    Type:  Simple
    Minimum Bureaucracy:  4
    Minimum Essence:  2
    Prerequisite Charms:  Insightful Buyer's Technique

    The Exalted must roll Perception + Bureaucracy.  Each success reveals one of the best markets for his goods, including markets he has never heard of before.  He also gets a feeling of how safe the trip to that market would be, and learns what the best route to it is.
     

    Pulse of the Markets of Creation:
    Cost:  8 motes
    Duration:  Instant
    Type:  Simple
    Minimum Bureaucracy:  5
    Minimum Essence:  3
    Prerequisite Charms:  Find the Unknown Market

    The Exalted can reach out and feel the flow of the movement of goods, enabling him to predict how the market will fluctuate.  When used, the Exalted must roll Perception + Bureaucracy.  Each success allows him to predict how the market in a particular city will fluctuate over the next week.

    For example, Mutsumi, an Eclipse Solar from the Western Isles is trying to decide whether to sell the shipment of weapons she's just hauled to the Coral Archepelago immediately, or whether she should wait a little while and see if the dictator is going to declare war on the Waverider Archepelago again, which would push the value of her shipment up.  She has Perception 4 and Bureaucracy 5, so she rolls nine dice and gets 10, 10, 9, 9, 8, 5, 5, 5, 1.  This gives her a huge seven successes, so she can predict the market fluctuations for the next seven weeks.

    She senses that multiple traders had the same idea as her and are on their way to the isles with lots of shipments of weapons.  They will arrive over the next three weeks and glut the market, causing prices to fall.  In a month, the Coral Archepelago will declare war, and prices will begin to go up, but they won't pass the current level until six weeks from now.

    Mutsumi decides to go ahead and sell her weapons now and move on, so that she can get more trading in while it is still good weather for sailing.
     

    Financial Kiss Of Death:
    Cost:  5 motes, 1 WP
    Duration:  1 month/success
    Type:  Simple
    Minimum Bureaucracy:  5
    Minimum Essence:  4
    Prerequisite Charms:  Pulse of the Markets of Creation

    The Financial Kiss of Death marks the unlucky victim with a temporary curse.  The Exalted must beat the victim in an opposed Willpower roll.  For a number of months equal to their number of successes, the difficulty of all Bureaucracy checks made by the victim go up by an amount equal to the Exalted's Bureaucracy skill.  Actions which normally would not require a Bureaucracy check (buying an apple from the local street vendor) now require a Bureaucracy check to be made to carry out at all.   The motes of Essence and the willpower expended in this curse become committed to maintaining the curse, and cannot be regained unless the Exalted lifts the curse or it runs its natural lifespan and ceases to function.  Such essence does effect the Exalted's Anima banner as usual, and continues to do so as long as it remains committed.
     

    Produce Paperwork:
    Cost:  3 motes
    Duration:  Instant
    Type:  Simple
    Minimum Bureaucracy:  2
    Minimum Essence:  2
    Prerequisite Charms:  Deft Official's Way

    This charm allows the Exalted to turn any blank piece of paper into the correct form needed for whatever business is at hand.
     

    Forge Paperwork:
    Cost:  5 motes
    Duration:  Instant
    Type:  Simple
    Minimum Bureaucracy:  3
    Minimum Larceny:  3
    Minimum Essence:  2
    Prerequisite Charms:  Produce Paperwork

    Given enough blank paper for the document, the Exalted can forge forms, contracts, legal documents, etc with apparently genuine seals, signatures, etc.  This takes only an instant.  (One can thus reach into a folder of blank paper and extract the document in one fluid motion, making it look like you had it all along.)  Those with reason to be suspicious can roll Perception + Bureaucracy vs. the Exalted's Wits + Bureaucracy to try to detect the forgery.
     

    Follow the Paper Trail:
    Cost:  5 motes
    Duration:  Instant
    Type:  Simple
    Minimum Bureaucracy:  3
    Minimum Essence:  2
    Prerequisite Charms:  Deft Official's Way

    Using this charm, the Exalted can reconstruct why a bureaucratic organization carried out some particular course of action:  who ordered it, their public motivations for carrying it out and their private motives.  Determining private motices requires an opposed Perception + Bureaucracy roll against the Willpower of the bureaucrat ultimately responsible for the orders.  They will also detect whether the bureaucracy was under the influence of other bureaucracy charms when it acted.  This requires an opposed roll of the Exalted's Perception + Bureaucracy vs. the Wits + Bureaucracy of the charm users.
     

    Knowledge of the Law:
    Cost:  3 motes
    Duration:  One Day
    Type:  Simple
    Minimum Bureaucracy:  1
    Minimum Essence:  1
    Prerequisite Charms:  None

    The Exalted becomes intimately familiar with the legal code of the city or country he is currently in; he will never unknowingly break any law, though he can choose to do so.
     

    Circle of Lawyers:
    Cost:  5 motes
    Duration:  One Day
    Type:  Simple
    Minimum Bureaucracy:  2
    Minimum Essence:  1
    Prerequisite Charms:  Knowledge of the Law

    This provides the same benefit as Knowledge of the Law, but extends it to up to the Exalted's Essence + Bureaucracy worth of people.
     

    Lawyerly Wisdom Prana:
    Cost:  5 motes
    Duration:  One Day
    Type:  Simple
    Minimum Bureaucracy:  2
    Minimum Essence:  1
    Prerequisite Charms:  Knowledge of the Law

    The Exalt gains the necessary knowledge to function effectively as a lawyer in a given location for a day.  He knows the local laws, knows how to gain proper legal sanction for acting as a lawyer, and is conversant with what approaches are most effective for legal attack and defense.  This effectively gives him a bonus equal to his Essence when using his Bureaucracy skill in the context of being a lawyer.  (It won't, for example, help him make a sale or determine what inspectors can be bribed.  It will help him argue a court case, conduct a lawsuit, or exploit the law against his political enemies.)
     
     
     
     

    Linguistics:
     

    Wise Tongue:
    Cost:  2 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  2
    Minimum Essence:  1
    Prerequisite Charms:  None

    For one scene, the Eclipse gains the ability to speak a language family he normally does not know.
     

    Communications-Facilitating Prana:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  3
    Minimum Essence:  2
    Prerequisite Charms:  Wise Tongue

    For one scene, a number of people equal to the user's Essence all gain the ability to speak one language family of the user's choice.
     

    Confusion of Tongues:
    Cost:  7 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  4
    Minimum Essence:  3
    Prerequisite Charms:  Communications-Facilitating Prana

    This charm renders Essence people of your choice unable to communicate for the duration of the scene.  You must beat each of them in a reflexive Willpower contest; each success you score on a target strips him of the ability to speak or understand or read or write one language family.
     
     
     
     

    Jack-of-All-Languages:
    Cost:  7 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  3
    Minimum Essence:  2
    Prerequisite Charms:  Wise Tongue

    For one scene, the user can speak all languages of any sentient creature.
     

    Veiled Communications Method
    Cost:  2 motes/person
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  3
    Minimum Essence:  2
    Prerequisite Charms:  Sagacious Reading of Intent

    Those under the power of this charm can communicate via the spoken word, but only they will understand what is actually said, while all others will percieve them as being engaged only in innocent chatter.  Alternately, this can be used to imbue all concerned with knowledge of a set of handsigns which will appear innocuous gestures to observors but will convey meaning to those imbued.
     

    Rapid Cryptography Technique:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  4
    Minimum Essence:  2
    Prerequisite Charms:  Veiled Communications Method

    For one scene, the user can comprehend all visual and written codes, from flag signals to substitution ciphers to sign languages.
     
     

    Auditory Memorization Technique:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  3
    Minimum Essence:  2
    Prerequisite Charms:  Whirling Brush Method

    For one scene, the character memorizes everything he hears and can repeat it as desired until his Essence in days passes.  His voice will change to match those of the speakers as he repeats the message.  He need not have any comprehension of what he is hearing to be able to remember and repeat it.  If he is literate, he can transcribe the conversation flawlessly.
     

    Vocal Alteration Prana:
    Cost:  3 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Linguistics:  4
    Minimum Essence:  2
    Prerequisite Charms:  Auditory Memorization Technique

    The Exalted can alter his voice, or that of another person to sound like any voice he has ever heard, or to match some general category (elderly, male, female, Northern accent, etc).
     
     
     
     
     

    Ride:

    Steed-Defending Shield:
    Cost:  2 motes
    Duration:  Instant
    Type:  Reflexive
    Minimum Ride: 2
    Minimum Essence:  1
    Prerequisite Charms:  Master Horseman's Eye

    Any defensive charms which protect the rider now extend to his steed as well.  (Dipping Swallow Defense can be used to parry attacks to your horse, Bulwark Stance allows you to parry all attacks against you and your steed, etc.)
     

    Skill-Transferring Combat Prana:
    Cost:  2 motes
    Duration:  One Round
    Type:  Supplemental
    Minimum Ride: 3
    Minimum Essence:  2
    Prerequisite Charms:  Steed-Defending Shield

    Your mount gains your Brawl skill until your next action, and can use it to attack or defend itself.  (It uses its own Dex.)
     

    Powerful Charge:
    Cost:  3 motes
    Duration:  One Round
    Type:  Supplemental
    Minimum Ride: 4
    Minimum Essence:  3
    Prerequisite Charms:  Skill-Transferring Combat Prana

    This charm can only be used to augment attacks launched at the end of a full-tilt charge lasting at least one round by the rider's mount.  Once the charge has been made, the rider gains a bonus die to all attacks made until his next action, and the extra successes are doubled for determining damage.  It can be comboed with charms relating to other abilities.
     
     

    Mount-Empowering Combat Prana:
    Cost:  5 motes, 1 WP
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 4
    Minimum Essence:  3
    Prerequisite Charms:  Skill-Transferring Combat Prana

    For an entire scene, this enables you to activate Brawl, Athletics, or Dodge charms or combo on behalf of your horse, and it recieves the benefit of the charm instead of you.  (You could, for example use this, then later use Monkey Leap to enable your horse to jump 10* its Strength vertically or twice that horizontally).
     

    Combat-Training Technique:
    Cost:  5 motes, 1 WP
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 4
    Minimum Essence:  3
    Prerequisite Charms:  Skill-Transferring Combat Prana

    Your mount now can fight with your Brawl skill for the duration of the battle, and uses your Valor for any needed Valor checks.
     
     

    Cooperative Attack Technique:
    Cost:  5 motes, 1 WP
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 5
    Minimum Essence:  3
    Prerequisite Charms:  Combat-Training Technique, Flawless Partnership Meditation

    This charm enables the horse and rider to function together in combat like a well-tuned machine.  This increased coordination gives each of them a bonus die to all physical actions during the scene while the rider is mounted on the horse.  They each gain a second bonus die to any attacks they both launch against the same target.
     
     

    Feat of Horsemanship Meditation:
    Cost:  1 mote per two bonus dice
    Duration:  One Round
    Type:  Supplemental
    Minimum Ride: 1
    Minimum Essence:  1
    Prerequisite Charms:  None

    Every mote spent on this charm gives you two bonus dice to any Ride related pools, up to a maximum of Attribute + Dex.
     
     

    Horse-Sprinting Technique:
    Cost:  2 motes
    Duration:  One Round
    Type:  Supplemental
    Minimum Ride: 2
    Minimum Essence:  1
    Prerequisite Charms:  Master Horseman's Eye

    The user of this charm can push his horse to achieve a brief burst of speed.  For one round, the mount can move at twice its normal sprinting speed.
     

    Run Like the Wind Meditation:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Supplemental
    Minimum Ride: 4
    Minimum Essence:  2
    Prerequisite Charms:  Horse-Sprinting Technique

    The horseman can now push his mount to run at twice the normal speed for a scene.  Unfortunately, this does mean the horse tires out twice as fast, and any sort of accident will be twice as ugly...
     

    River-Crossing Technique:
    Cost:  5 motes, 1 WP
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 5
    Minimum Essence:  3
    Prerequisite Charms:  Ride Like the Wind Meditation

    Once activated, you can now ride your mount across liquids as if they were solids, ignoring factors like currents, although sufficiently wild waters is like riding across rocky, irregular ground.  Your mount can also move across things which should not be able to support his weight, so long as it is wide enough for all of his hooves to rest on it.  (For example, you could not ride your horse along a rope, but you could string a bedsheet between two upper story windows, then ride your horse across it without falling)
     

    Mount-Gaining Technique:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 4
    Minimum Essence:  2
    Prerequisite Charms:  Horse-Summoning Whistle

    The closest available horse which is not being ridden when the charm is used will seek out the whistler at the fastest speed it can manage, and will then obey him for the duration of the scene.  The user need not have ever seen the horse before.
     
     

    Trick-Performing Prana:
    Cost:  2 motes
    Duration:  Special
    Type:  Simple
    Minimum Ride: 2
    Minimum Essence:  1
    Prerequisite Charms:  Master Horseman's Eye

    This charm allows the rider to convey a complex command to a horse beyond its normal capacity to understand.  The user must make a Charisma + Ride roll.  He must get at least one success for the horse to understand the command.  The more successes he gets, the more complex a set of commands the horse can carry out.  Examples:  On one success, he could get a horse to rear and throw its rider or to kick someone.  On three successes, he could get the horse go to some location it's been to before and wait there until either specified person or persons shows up or something happens (rain, sunset, etc), then do something.  On five successes, he could draw a two-thousand word long message in the dirt, then send the horse off to some location it knows, where it will then duplicate the message by drawing in the dirt with its hooves.  If someone is riding the horse, they can try to prevent it obeying by making an opposed Charisma + Ride roll.   The charm's effects last at most one scene (or day as appropriate) per success.
     
     

    Tongues of Horses:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 3
    Minimum Essence:  2
    Prerequisite Charms:  Trick-Performing Prana

    This enables the user to actually talk to horses, though sadly it doesn't guarantee they will have much to say.  It does not augment the horse's intelligence, so it can only discuss things which are within its comprehension.  (It can tell you twenty men went by on horseback but probably won't recognize words for most of the things they carried...)  The horse is under no compulsion to communicate, though most tamed horses will chatter in a friendly manner with anyone who isn't cruel to them.
     
     

    Mount-Training Technique:
    Cost:  5 motes, 1 WP
    Duration:  One Day
    Type:  Simple
    Minimum Ride: 4
    Minimum Essence:  2
    Prerequisite Charms:  Tongues of Horses

    The Exalted can compress the normal time it takes to train a horse to be a warhorse into a single day.
     
     

    Mount-Taming Technique:
    Cost:  5 motes, 1 WP
    Duration:  One Scene
    Type:  Simple
    Minimum Ride: 5
    Minimum Essence:  3
    Prerequisite Charms:  Mount-Gaining Technique, Mount-Training Technique

    Some mounts cannot easily be ridden because they are not tame.  This charm allows the user to pit his willpower against that of a potential mount to get it to obey him and let him ride it.  If he wins the willpower contest, it will let him ride it for one scene (or for one day if used in a context of long-term journeying within a scene).

    Fodder-Compacting Technique:
    Cost:  3 motes / day's fodder
    Duration:  Instant
    Type:  Simple
    Minimum Ride: 2
    Minimum Essence:  1
    Prerequisite Charms:  Master Horseman's Eye

    This charm enables the Exalted to compact one or more days' worth of fodder down into a compacted form which takes up 1/10th the space and weighs 1/10th as much, but will still provide the horse with a day's worth of food when eaten.  This is useful for trips through areas poor in fodder for horses.
     
     

    Emergency Rations:
    Cost:  5 motes
    Duration:  One Day
    Type:  Simple
    Minimum Ride: 3
    Minimum Essence:  1
    Prerequisite Charms:  Fodder-Gathering Technique

    Sometimes, there simply isn't adequate fodder for your mount.  You may be lost in the middle of icy wilderness, or the fields may have been picked bare, or you may be in the middle of the desert.  This charm enables your mount to survive on human food, and need only eat as much food as you do in order to recieve adequate nourishment.  (The horse will steed an adequate supply of water, however).
     

    Eating Anything Prana:
    Cost:  10 motes
    Duration:  One Day
    Type:  Simple
    Minimum Ride: 4
    Minimum Essence:  2
    Prerequisite Charms:  Emergency Rations

    Sometimes, you don't even have enough human food to share with your mount.  This enables your mount to eat absolutely anything it can chew and swallow and derive nourishment from it for one day.  (It can't eat a soulsteel blade, but it could eat powdered soulsteel.)
     

    Living on Air Prana:
    Cost:  15 motes
    Duration:  One Day
    Type:  Simple
    Minimum Ride: 5
    Minimum Essence:  3
    Prerequisite Charms:  Emergency Rations

    Food?  Who needs to eat or drink?  For one day, your horse needs no nourishment whatsoever, though it still needs to breathe in order to continue to be alive.
     

    Sail:
     

    Liquid Intuition:
    Cost:  5 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Sail:  2
    Minimum Essence:  1
    Prerequisite Charms:  Salty Dog Method

    This technique gives a bonus to all the user's rolls using the Sail skill which is equal to the user's Essence for the duration of the scene.

    Crew Enhancing Technique:
    Cost:  10 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  2
    Prerequisite Charms:  Liquid Intuition

    This charm gives a bonus equal to the user's Essence to all rolls using the Sail skill made by ten * the user's Essence crewmen.
     

    Crew Inspiring Method:
    Cost:  15 motes
    Duration:  One Day
    Type:  Simple
    Minimum Sail:  5
    Minimum Essence:  3
    Prerequisite Charms:  Crew Enhancing Method

    This charm can only actually be used by someone in a position of authority on a boat to effect his subordinates.  He must roll Charisma + Sail.  Each success gives all of his subordinates a bonus die to their Sail skill for an entire day.
     
     

    Traveller's Aid:
    Cost:  3 motes
    Duration:  One Day
    Type:  Simple
    Minimum Sail:  3
    Minimum Essence:  1
    Prerequisite Charms:  Salty Dog Method

    This charm allows the user to extend the benefits of Salty Dog Method to another person.
     
     

    Scurvy-Prevention Technique:
    Cost:  1 mote/person
    Duration:  One Day
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  2
    Prerequisite Charms:  Traveller's Aid

    Ships can turn into plague pits and scurvy can fell even the strongest crew.  This charm protects one person/mote spent, preventing them falling prey to ocean-related, ship-victimizing diseases and also helps prevent nuitrionally-derived diseases like Scurvy.
     

    Water Purifying Prana:
    Cost:  1 mote
    Duration:  Instant
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  2
    Prerequisite Charms:  Traveller's Aid

    This charm purifies enough seawater for one person's daily need for water, turning it into safe to drink, ordinary water.
     
     

    Current Altering Prana:
    Cost:  8 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  3
    Prerequisite Charms:  Wind-Defying Course Technique

    This allows the Exalted to create or alter or stop the flow of ocean currents.  It lasts for one scene (or one day in a multi-day scene).  The Exalted must roll his Wits + Sail; each success lets him change the direction of a current by ninety degrees or increase or diminish its rate of flow by five miles an hour.
     

    Raft-Constructing Method:
    Cost:  5 motes
    Duration:  Instant
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  2
    Prerequisite Charms:  Shipwreck-Surviving Stamina

    This converts part of the wreckage of a ship or part of a sinking ship into a raft, even if not all of the necessary materials are available.  It cannot be used to wreck a ship by turning part of it into a raft.  The method can also be used with freshly cut logs.
     

    Bouyancy-Enhancing Method:
    Cost:  5 motes
    Duration:  One Day
    Type:  Simple
    Minimum Sail:  4
    Minimum Essence:  2
    Prerequisite Charms:  Wind-Defying Course Technique

    By rendering a boat more bouyant, the Exalted can increase the ship's capacity to carry more weight.  For one day, the weight-capacity (though not the actual volume) of the ship is multiplied by the Exalted's Essence.
     

    Socialize:
     

    Art of Love:
    Cost:  5 motes
    Duration:  Instant
    Type:  Simple
    Minimum Socialize:  3
    Minimum Essence:  2
    Prerequisite Charms:  Wise-Eyed Courtier Method

    This technique aids the Exalted in the art of seduction.  A brief conversation with the chosen subject suffices to determine the best lines of approach to try to seduce them and gives a feeling of how open to the idea they are.
     

    Good Host Technique:
    Cost:  6 motes
    Duration:  One Scene
    Type:  Simple
    Minimum Socialize:  3
    Minimum Essence:  2
    Prerequisite Charms:  Wise-Eyed Courtier Method

    The Exalted knows how to best stage a social gathering in order to maximize the number of people who go home happy.  Assuming the Exalted is able to meet the requirements (which will vary by the guest list, of course), so long as nothing disrupts the party, the host gains a bonus equal to Essence to any Charisma checks she makes at the party.  She will sense any developing disruptions as they begin, even if they happen out of her line of sight, though it's up to her to quickly settle them.