It is said when lessons are not learned fate repeats itself. The sidereal exalted haven't learned anything. Upon donning a familiar disguise, and carrying a familiar walking stick, a solar named Joseph travelled to Yu Shan. The Neophyte Sidereal (now a proper elder) accepted a second request of starmetal on peach-tree wood at the behest of a peer.
"A blessing of the maidens on each bead, how lovely!" said she as she did her work. "But you brought six beads for five maidens. What should be put on the last?"
Joseph replied "Trickery, for we could always use more mirth in our life" and she agreed.
Several hours later upon the final finishing stroke she had realized what had happened yet again.
Immediately the beads disappeared from her hands and a green turtle streaked across Yu Shan bathed in a golden glow.
The Six Blessings don't count as armour for the purposes of martial arts.
Each bead lights up with it's blessing for the duration of a scene when you perform one of the actions associated with the blessing, lighting them in their maiden's colour (and a lovely peach colour for Gnomon's bead).
Upon attuning to Six Blessings, and the user is resonant with starmetal, one of the "Smiling" evocations is unlocked for free.
Each bead is a prayer, and every prayer a blessing confirred. Jupiter and Gnomon share a kindred spirit towards lurking in shadows and getting up to no good.
When the bead of Knowledge or Trickery is lit, rolls for Occult, Lore, Larceny, Stealth, and initiative rolls on gambits are benefited by 1 non-charm autosuccess.
When 3 beads are lit, this increases to 2 non-charm autosuccesses.
When all 6 beads are lit, gambits will automatically succeed the initiative roll.
Each bead is a prayer, and every prayer a blessing confirred. Saturn and Mars share a kindred spirit towards fighting (albeit for different ends).
When you first light the bead of Victory or Completion and whenever you would light them again gain a protective pool of 2i that must be drained before any excess damage spills over to the barer of Six Blessings.
When you have 3 beads lit, the protective pool increases to 4i.
When you have 6 beads lit, this applies to any action that would light any bead.
Each bead is a prayer, and every prayer a blessing confirred. Venus and Mercury share a kindred spirit toward movement for a continued creation.
While the bead of Adventure or Joy is lit, gain 1 non-charm autosuccess to rush or disengage.
If 3 beads are lit this increases to 2 non-charm autosuccesses
If all 6 beads are lit this you may activate this charm once per scene to automatically succeed on a rush or disengage action.
As you perform your prayers through your actions, the blessings reinforce your skin forming a shell not completely unlike a turtle's.
Your soak increases by the number of beads you have lit.
If you have all 6 beads lit, your reduce the post-soak withering damage you take by by 1, and gain an additional 6 hardness.
The maidens (and the other thing)'s blessings shield those that would do the barer harm. The blessing breaks away from it's housing to project a barrier of iridescent glow.
Reduce the post soak damage of a withering attack by 2, or increase your hardness by 2.
The movements of creation (and the things inside) fill everything with essence. Your prayers filled the beads, and now you empty them to begin anew.
Refill your mote by 5m for each bead (30m), and regain 3wp, rolling join battle once again.
You may use this charm if able as a scene ends if all 6 beads are lit up (rolling join battle if it amuses you).