I can't say I like the whole idea of Charms that add to Limit. Â I know they've been around since the Caste Books, but they always seemed ridiculous to me. ÂASCENDANT BATTLE VISAGE
Cost: 10 motes, 1 Willpower
Duration: One turn
Type: Simple
Minimum Brawl: 5
Minimum Endurance: 5
Minimum Essence: 4
Prerequisite Charms: Supremacy of War Method,
Bloodthirsty Sword-Dancer Spirit
By combining his pure, instinctive awareness of
combat mastered through Supremacy of War Method
with the raging fury mastered through Bloodthirsty Sword-
Dancer Spirit, the Solar unlocks a deadly secret of his
anima. In a fantastic display of power, the Solar’s anima
flares to full totemic glory, and within that pillar of divine
light, the Solar is reshaped, his body marked by his totem
and the colors of his anima. A Night Caste with the
totem of the wolf might gain a long, thick mane of grey
hair, sharpened teeth and violet or golden eyes, and a
Dawn Caste with the totem of the snake might gain a
long, sinuous tattoo of a serpent upon his body and eyes
of violent crimson. In this temporary state of power, the
Solar’s player adds his character’s Essence in automatic
successes to any combat rolls made, excluding damage
rolls, though the number of successes he adds may not
exceed the number of dice rolled, excluding bonus dice
gained from Charms. This Charm lasts only a short time
and threatens to enrage the character if sustained for too
long. Once Ascendant Battle Visage has expired, the
character may reflexively renew it. Doing so costs him no
Essence or Willpower. Instead, for each turn he extends
Ascendant Battle Visage, roll his highest Virtue. Each
success increases his Limit by 1. Should the Solar suffer
Limit Break during the use of this Charm, he frenzies as
per Bloodthirsty Sword-Dancer Spirit, and Ascendant
Battle Visage’s bonuses remain for the rest of the scene.
The actual effects of the Limit Break itself, including the
bonus to Willpower, begin after the scene ends.
Further, why would the Sidereals teach Solars a Charm that was essentially proven to drive them into Limit Break? Â Maintaining this for 10 turns GUARANTEES a break, and sometimes as little as two turns (including the turn of activation) can do it. Â I just can't imagine Sidereals doing anything less than DISCOURAGING learning this Charm, because it very quickly turns their champions into big problems.