Solar Overload (Exalted)

These rules are now obsolete and have been removed.

By paying double the normal motes and Willpower for a Charm that provides bonus dice, all dice in an action may be Overloaded. The charm must be used for maximum effect at the time, and all bonus dice affecting an action must be Overloaded for the Overload to take effect. Overloaded dice give 2 successes on any result that would normally give a single success. That is, an Overloaded die provides 2 successes on a result of 7, 8, 9, or 10.

A Solar may overload any dice, by paying double the normal cost of a dice-adding charm. As long as all bonus dice gained from Charms are overloaded, all dice in action produce 2 successes on 7,8,9, 10.


 * you must buy the maximum amount of dice you can buy, to be able to overload them.


 * Bonuses from non-charm sources are overloaded when the rest of the dice are.


 * You may only overload Charms, not Spells or other magic traits.


 * When using Solar Overload, the Exalt's anima banner temporarily flares up to its totemic state. Next turn, the anima banner returns to its normal state.

For a discussion, see Limit Break.