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Campaign:Anarchy Group Omega/Avin/Charms
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== Martial Arts == '''2nd Martial Arts Excellency:''' ''2m per success; MA 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant.'' The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.<br/> '''Martial Arts Essence Flow:''' ''-; MA 5 ESS 4; Permanent; None; Instant.'' Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.<br/> '''Supreme Perfection of Martial Arts:''' ''8m, 2wp; MA 6 ESS 6; Reflexive; Combo-OK, Obvious; Instant.'' The user succeeds at any action related to the Ability, with a threshold of at least 0, no matter what penalties or resisted rolls apply. If the action is extended, this only applies to a single roll. If used as a perfect defense, it carries one of the Four Flaws of Invulnerability.<br/> === Solar Hero Style === '''Form Weapons:''' Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.<br/> '''Armor:''' Yes.<br/> '''Fists of Iron Technique:''' ''1m; MA 2 ESS 1; Supplemental; Combo-OK; Instant.'' This Charm enhances an unarmed Martial Arts attack, improving it's Accuracy by one and it's Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.<br/> '''Sledgehammer Fist Punch:''' ''3m; MA 3 Ess 2; Supplemental; Combo-OK, Obvious; Instant.'' This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (Pre-soak) damage of the attack.<br/> '''Dragon Coil Technique:''' ''3m; MA 3 ESS 2; Reflexive (Step 1); Combo-OK; Until next action.'' This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch and crush attacks. This Charm cannot be placed in a combo with extra action charms.<br/> '''Solar Hero Form:''' ''6m; MA 4 ESS 2; Simple; Form-Type, Obvious; One Scene.'' This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. He must spend one mote reflexively in Step 7 of attack resolution each time he takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.<br/> '''Heaven Thunder Hammer:''' ''3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant.'' This Charm supplements an unarmed Martial Arts attack. It ensures that the Solar's attack throws his enemy backward for one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.<br/> '''Horizon Hurling Tactic:''' ''15m, 1wp; MA 5 ESS 5; Reflexive; Combo-Basic, Knockback, Obvious; Instant.'' This charm may be activated whenever its user releases an opponent from a clinch by throwing them, provided the Exalt could lift their opponent's weight above their head with a feat of strength. The opponent flies (Martial Arts x 4) miles away over the course of roughly 5 minutes. They impact the ground at terminal velocity, causing damage to the victim and whatever they land on. Everyone within (User's Strength x 10) yards of the impact point must check for knockdown at a difficulty of the user's strength. Anyone who is blasted back by this charm who stops before reaching the maximum distance suffers terminal velocity falling damage. Lifted inanimate objects may be thrown in this manner as well.<br/> '''Crashing Wave Throw:''' ''3m; MA 5 ESS 3; Reflexive; Combo-OK; Instant.'' The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.<br/> '''Ox Stunning Blow:''' ''1m per die; MA 4 ESS 2; Simple; Combo-OK, Crippling; Instant.'' The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. Stunning damage ignores natural and armor soak, but can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.<br/> '''Hammer on Iron Technique:''' ''3m, 1wp; MA 4 ESS 2; Extra Action; Combo-OK; Instant.'' This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (Essence +1). This charm lets the solar make these attacks regardless of a weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. All attacks must be made against the same target.<br/> '''Shockwave Technique:''' ''3m; MA 5 ESS 3; Supplemental; Counterattack, Knockback, Obvious; Instant.'' This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows him to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -2 on the Solar's DV.<br/> '''Solar Hero Supremacy:''' ''5m, 1wp; MA 5 Ess 4; Simple; Combo-Basic, Obvious; One Scene.'' For the rest of the scene, the cost of Solar Hero Style charms decrease by three motes (To a minimum of 0). Any given Solar Hero Charm won't count as a Charm use with regard to Combos as long as the Solar didn't use the same Charm on his last action. Furthermore, the character can choose to do stunning damage in the place of normal damage of any attacks treated as unarmed for Solar Hero Style, as per Ox-Stunning Blow.<br/> '''Orichalcum Fists of Battle:''' ''10m, 1wp; MA 6 Ess 6; Simple; Combo-Basic, Obvious; One Scene.'' All the Solar's unarmed Martial Arts attacks deal (Essence x 4) additional damage dice, and those attacks Speed decreases by one. His effective Essence and Martial Arts ratings increase by four for the purposes of calculations related to his Martial Arts Charms.<br/> === Air Dragon Style === '''Form Weapons:''' Fighting Chain<br/> '''Signature Weapon:''' Chakram<br/> The Immaculate may hurl two chakrams as a single attack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.<br/> '''Armor:''' Yes<br/> '''[[Dragon|Air Dragon's]] Sight:''' ''3m; MA 2 ESS 1; Simple; Combo-Basic; One scene.'' When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).<br/> '''Wind Dragon Speed:''' ''2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant.'' Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.<br/> '''Breath Seizing Technique:''' ''4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions.'' If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, the target is rendered unconscious. Creatures who do not need to breathe are unaffected by this charm.<br/> '''Shrouding the Body and Mind:''' ''4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions.'' Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.<br/> '''Air Dragon Form:''' ''5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene.'' After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.<br/> '''Tornado Offense Technique:''' ''3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant.'' This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.<br/> '''Avenging Wind Strike:''' ''3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant.'' For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an amount equal to the martial artist's Essence in addition to the Charm's normal effects.<br/> '''Wrathful Winds Maneuver:''' ''4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant.'' The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial Arts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.<br/> '''Cloud-Treading Method:''' ''3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.<br/> '''Thunderclap Kata:''' ''5m; MA 5 ESS 3; Simple; Combo-Basic; Instant.'' The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.<br/> '''Lightning Strike Style:''' ''4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions.'' For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit this charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.<br/> '''Hurricane Combat Method:''' ''10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.<br/> === Obsidian Shards of Infinity Style === '''Form Weapons:''' Paired Sais, Paired Baneclaws, Multiple Knives or Punch Daggers<br/> '''Armor:''' No<br/> '''Black Shards Fall like Ice:''' ''10m; MA 5 ESS 4; Simple; Combo-Basic, Obvious; Instant.'' The user selects a location within (Essence x 25) yards. An area (Essence x 5) yards in radius is then struck by a rain of shards of obsidian glass. The user rolls (Dexterity + Martial Arts) to target the attack, which deals a base of 15L piercing damage, with extra successes adding to damage as normal. This attack cannot be parried except by Charms that grant a perfect parry defense. Any Dodge charm that can remove the evading character from the charm's area add 3 to the character's DDV. This Charm gives no immunity to it's own effects.<br/> '''Ripple in the Silvered Glass:''' ''6m, 1wp; MA 5 ESS 4; Reflexive (Step 5); Combo-OK; Instant.'' In response to an attack, the user suggests an alternative outcome which becomes true, limiting themselves to outcomes which are possible. Mechanically, the target botches their attack. The target may reflexively spend a Willpower point and roll (Wits + Awareness) with an internal penalty equal to the user's (Essence + Martial Arts). With one success, the attack didn't botch, but still didn't hit. With three successes, they tear through the shifting fates and succeed. If a mentally unstable or insane person is targeted by this charm and spends a willpower point, the internal penalty is equal to only the user's Martial Arts rating. This can apply against non-sentient things, and in such cases works automatically. In addition, any action launched through a reflective surface, such as someone scrying from a forest pool, can be deflected with this charm as well. The martial artist automatically senses the attempt and can chose to use this charm against it.<br/> '''Reaching through the Mirror:''' ''8m per target; MA 5 ESS 4; Simple; Combo-Basic, Obvious; One scene.'' The user gestures to an opponent, and their reflection faces the martial artist. Any reflective surfaces around the target, no matter how they are angled, show that person. For the rest of the scene, the user can attack the reflection of the foe. Attacks against reflections are undodgeable, and have a -2 external penalty to parry. Finally, as the mirror breaks or the water ripples, their enemy feels cracks lancing across their skin. The damage is lethal, and the target's soak is halved.<br/> '''Shattering the Balance:''' ''8m, 1wp; MA 5 ESS 4; Supplemental; Combo-OK, Compulsion, Sickness; Instant.'' The user strikes the target's Reflection, targeting their Dodge or Parry MDV (Whichever is higher) with a Martial Arts attack. On a successful hit, the target is inflicted with a mental illness of the user's devising. Induced psychoses are Compulsion and Sickness effects. With an appropriate delusion, the martial artist may use this charm to remove unnatural mental influences on the target, though only by replacing one with another. Treat the charm's influence as total control for purposes of opposing other total control effects.<br/> '''Obsidian Shards of Infinity Form:''' ''10m; MA 5 ESS 5; Simple; Form-type, Obvious; One scene.'' While this charm is active, any time someone successfully strikes the martial artist, the user may spend one mote and break into five shards, which disappear as the user instantly and reflexively re-forms within a number of yards equal to their Essence. They have taken no damage, and may roll to surprise their enemy. If someone is ready to attack the reappearing user before the next tick, that attack cannot be evaded through this charm. In addition, if the user loses one of their daggers or sais, they can retrieve it as long as they hold its mate. They spend one mote and the distant weapon is revealed as a duplicate made of black glass, which shatters, and the original remains in the user's hand. One down side of this charm: For every action taken in this form, the Storyteller secretly rolls one die. On a selected number, they lie about an opponents actions or the results of the user's action. The lie must be something that actually could happen. The true events reveal themselves on the user's next action.<br/> '''The Mirror Does Not Lie:''' ''10m, 1wp; MA 5 ESS 5; Reflexive (Step 3); Combo-Basic; One scene.'' While this charm is active, the user may deflect any attacks against them, including social attacks and mass combat attacks, as if they were bouncing a beam of light from a mirror. The user may chose the attacker's new target as long as that target is not the attacker themselves. To all observers, it appears as if that person was the target all along. Only the user and the attacker know the attackers original intent. Attacks can slip through this defense if no observer sees it coming, not just the user.<br/> '''Vanished Within the Glass:''' ''15m, 1wp; MA 5 ESS 6; Supplemental; Combo-OK, Touch; Indefinite.'' With a touch or a successful Martial Arts attack by the user, the victim of this charm vanishes. They seem to be in the same world, but nothing they do affects their surroundings. The only way others may see the victim is through their reflection. Those who can see the victim in a reflection can hear them, but not directly effect them in any way. The user of this charm can sense the victim normally, but can't affect them either. The essence of this charm remains committed as long as the victim remains trapped. If the user touches the victim and releases the essence, or if the user dies, the victim is freed.<br/> '''Draw Forth One Shard:''' ''15m, 1wp + later expenditure; MA 5 ESS 6; Simple; Combo-Basic, Obvious, Touch; Instant.'' The user draws the target's reflection from a mirror and pulls it out, creating a duplicate of their target. The user must touch either the target or any surface reflecting their image. The duplicate has the traits, personal possessions and knowledge of the original, and is identical in every way save that it does not have its own reflection, as well as one other small change which the user has no control over, rarely more significant than a change in a single trait's rating. The duplicate has it's own consciousness and will, but is completely under the user's control. At will, the user may see through its eyes or control its movements. If the user takes any action against it, they automatically succeeds. The duplicate lasts indefinitely. At the end of each week, the user can maintain control by spending one Willpower point per week the shard has already existed. As soon as they fail to pay this cost, they loses control of the duplicate and never regains it. Because of their mystical connection, the duplicate may use any of its parent's charms, fueled by it's parent's Essence pool. (Duplicates of artifacts cannot draw on the power of the originals). The user selects one additional aspect of this connection: * The duplicate and original share all physical pain. They do not share death, however. * The duplicate and original share emotions. * The duplicate and original share learning, knowing everything the other knows. Should experience points become an issue, both draw from the same pool, and the duplicate is not awarded it's own. Training times remain the same, even if both train at the same time. * The duplicate mimics the actions of its original. If one runs, the other runs; if one is picked up and carried, the other is dragged along, even if they are a thousand miles apart. * The duplicate dies with it's original. Killing the duplicate, however, does nothing more than knock the original unconscious. * The shard dies with its original. Killing the shard, however, does nothing more than knock the original unconscious. This Charm cannot duplicate artifacts rated higher than five dots, beings with an Essence score higher than the user's or possessions that were not on the target’s person at the moment of duplication (so no duplicate manses). If the creating user dies, the duplicate still exists, freed of their influence. If the parent object of a reflection is destroyed or killed, then the double gains sole access to all the power of the original—but the differences between itself and the original remain, and the user loses all control over her newly empowered creation. The martial artist may use Draw Forth One Shard on herself—but will rarely like what she calls. Sidereals have faced versions of themselves as they might have been, as they wanted to be or as they feared they might become—and few enjoyed the experience.<br/> '''Draw Forth Every Shard:''' ''2m per duplicate, 1wp; MA 6 ESS 6; Simple; Combo-Basic, Obvious, Stackable; One scene.'' The user creates a number of duplicates, as if reflected between two mirrors. They do not move in unison, but similarly. Each duplicate dedicates itself to whatever the original is doing. Each duplicate gains the benefits of Obsidian Shards of Infinity form, and the user may use other Charms of this style through any duplicate, but must pay a one mote surcharge if they wish to extend the effects to another duplicate. Duplicates cannot use Draw Forth Every Shard. If more than one duplicate attacks the same person, they perform a coordinated attack without having to roll for coordination, and the target suffers the maximum possible penalty for the number of attackers. The doubles always act on the same tick as the user. Only the first use of this charm in a scene costs Willpower. The user may create a maximum number of duplicates at any time equal to (Martial Arts x Essence), and they can venture only as far away as they can be perceived, either by their creator or by each other. Only the user has a reflection.<br/> '''Echoes of Infinity:''' ''10m, 1wp; MA 6 ESS 7; Reflexive; Combo-OK; One scene.'' The user may activate this charm in any place with at least a square yard's worth of total reflective surfaces or with distinct, easily heard echoes. As long as they have these reflections, none of their Martial Arts charms have any Essence costs associated with them.<br/> '''Breathing on the Black Mirror:''' ''20m, 1wp; MA 7 ESS 7; Simple; Combo-Basic, Obvious, Shaping; Instant.'' With a breath that lays a dark mist before him, the user steps back, then brings his palm forward in a strike that seems to craze the very air. This Charm may be used only during a climactic scene, when fate hangs heavy and the balance is easily tipped. Time stops. The martial artist sees five reflections of the scene before him, each representing a possible conclusion to the scene. He must choose one by stepping into it: * In one shard, he has won an immediate conflict, with difficulty. * In one shard, he is offered great joy, but no other gain. * In one shard, he has suffered a minor loss but gained a greater, long-term victory. * In one shard, he learns something that completely changes his opinion on an important matter. * In one shard, he loses something dear to him, but one of his greatest enemies is killed or neutralized. Though he will remember using Breathing on the Black Mirror, the user will not be able to recall the contents of any of the other shards once he has stepped into one. No one else will know that he influenced fate at all.<br/> === Prismatic Arrangement of Creation === '''Form Weapons:''' None<br/> '''Armor:''' No<br/> '''Deadly Starmetal Offensive:''' ''5m; MA 5 ESS 4; Simple (Speed 3); Obvious, Shaping; Five actions.'' The character's punches become Speed 3, Accuracy +3, Damage +7L, Defense +4, Rate 3. They may be used to parry lethal and ranged attacks without a stunt. Attacks and parries enhanced with this charm are unarmed.<br/> '''Orichalcum Sheathing Stance:''' ''5m, 1wp; MA 5 ESS 4; Reflexive (Step 1 or 2); Obvious; Five actions.'' The user adds (12L/12B) to their Soak. This bonus acts as armor, except that it does not interfere with Martial Arts charms. Aggravated damage that would otherwise ignore armor does not ignore this soak.<br/> '''Flickering Moonsilver Approach:''' ''10m; MA 5 ESS 4; Reflexive (Step 1); Combo-OK, Obvious; Five actions.'' The user may make unarmed Martial Arts attacks against anyone within (Essence x 5) yards. Subtract the user's Martial Arts rating from the target's DV.<br/> '''Five Jade Fury:''' ''10m; MA 5 ESS 4; Reflexive (Step 1); Knockback, Obvious; Five actions.'' The user may apply one of five effects to their unarmed martial arts attacks: Green Jade, the character may opt to inflict bashing or lethal damage. Black Jade, the user adds one automatic success to the attack roll for every three dice they roll (Round up). White jade, the user adds one automatic success to the damage roll for every three dice they roll (Round up). Blue jade, Knock the opponent back one yard for each level of damage inflicted. Red jade, add three dice to the user's Join Battle roll or reduce the speed of an attack by one (To a minimum of 1).<br/> '''Four Magical Materials Form:''' ''15m; MA 5 ESS 5; Simple (Speed 3); Form-type, Obvious; One scene.'' With this charm active, the user receives the benefit of it's four prerequisite charms. All lethal damage the character takes is automatically converted to bashing (before soak), unless the attack could damage one of the five magical materials.<br/> '''Charm Redirection Technique:''' ''7m; MA 5 ESS 4; Supplemental; Obvious; Instant.'' When someone uses a Charm against the Sidereal, or when someone within three yards uses a Charm at all, the martial artist’s player rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. The Sidereal must activate this Charm before her opponent’s player rolls his Charm’s effect, if applicable. Should Charm Redirection Technique succeed, the Sidereal learns a brief summary of the targeted Charm’s effects. She can then choose a new target for the Charm or annul it entirely. The rules for annulling Charms are as follows: * The targeted character must need to activate the Charm consciously. (Therefore, Charms that invoke themselves such as Surprise Anticipation Method—are immune.) * The target pays Essence for the Charm, but nothing happens. For simple or extra action Charms, the target cannot act until his next action. For supplemental Charms, he can still take the physical action, just without any Charm assistance. * A target can immediately reuse an annulled reflexive Charm on the same action as long as he can still pay the activation cost. * The annulled use of a Charm still counts as the target character’s Charm use for that action. An Exalt cannot suffer an annulled reflexive Charm and then decide to attempt a different reflexive Charm on the same action. The key rules for redirecting Charms are as follows: * A Charm can be redirected only if the user could apply the Charm to a new target. For example, the Sidereal can redirect a Solar’s use of Iron Raptor Technique against any target within (the Solar’s Essence x 8) yards of the Solar. The redirection must also make sense. A Solar’s impassioned words can accidentally seduce the wrong target, but Eye-Deceiving Camouflage cannot accidentally hide the wrong person. * Redirecting the Charm does not change the variable effects. Base these effects on the original user’s traits and mote expenditure. * The victim whose Charm the Sidereal redirected pays for the Charm normally. For simple Charms, the use of the redirected Charm also represents his action. * Redirecting a supplemental Charm also redirects the associated action, which uses the original user’s dice pools. * Reflexive Charms cannot be redirected. * Redirecting extra action Charms redirects all possible associated actions to the new target (and to only one new target). If the extra action Charm does not allow the application of every roll to a single target, the character chooses as many actions as possible to redirect, and any remaining actions proceed normally. For example, if a Righteous Devil uses Dance of the Howling Magma Sprites to attack a Sidereal, the Sidereal could redirect the magma sprite to keep attacking the Righteous Devil’s sidekick for a number of times equal to the Righteous Devil’s Essence, so long as the Righteous Devil’s player keeps rolling successful attacks. Yet, if the Sidereal tries to defend a group of people against an enemy Solar’s Arrow Storm Technique, the Sidereal can redirect only the first arrow the Solar fires. The rest of the arrows under the Charm’s influence still strike their subsequent intended targets. Charm Redirection Technique cannot target Charms that were established in previous actions, nor can it target Combos. It does not work against sorcery or Martial Arts Form-type Charms—they cannot be redirected or annulled. While this Charm is supplemental, the only type of action it can supplement is a guard action. It can annul or redirect only one Charm per action.<br/> '''Sequential Charm Disruption:''' ''5m + cost of Charms affected, 1wp; MA 5 ESS 4; Supplemental; Obvious; Instant.'' This Charm extends the Charm Redirection Technique, such that the Sidereal can now: * Annul the effects of pre-established Charms. * Annul or redirect a Combo. If the Exalt can legally redirect all of the simple, supplemental and extra action Charms that make up the Combo, he can legally redirect the entire Combo as a single invocation of this Charm. Likewise, if he can legally annul all of the component Charms, she can annul the Combo. He chooses whether to annul or ignore the reflexive Charms in a Combo individually, as they are used. To use this Charm, the character must be a target of the Charm or Charm-supplemented action, or he must come within three yards of the Charm’s original user. The Sidereal’s player then rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. When disrupting Combos, the Sidereal must invoke this Charm before the opponent’s player rolls the Charms’ effects. Like the preceding Charm, this one can’t affect Form-type Charms or sorcery. Similarly, while this Charm is supplemental, the only type of action it can supplement is a Guard action. It can annul or redirect only one Combo or annul only one pre-established Charm per action.<br/> '''Spell-Shattering Palm:''' ''12m; MA 5 ESS 4; Reflexive (Step 5); Combo-OK, Obvious; Instant.'' This charm is activated to destroy a work or working of Sorcery. Roll a reflexive unarmed (Dexterity + Martial Arts) attack. The difficulty is the sorceror's Essence + the circle of the spell. If successful, the spell shatters as if dispelled by an equal circle of countermagic. If the sorcerer is casting a spell within the user's reach and the martial artist succeeds on an unarmed attack roll, they can choose to shatter the spell as normal or cause the entire structure to unravel as if the sorcerer had botched a distraction roll. (Exalted, P. 251 for more information.) This charm functions against Necromancy as well, but only if the user has had the opportunity to study it.<br/> '''Astrology Interruption Method:''' ''10m, 1wp; MA 5 ESS 4; Reflexive (Step 1); Obvious, Touch; Instant.'' This attack disrupts the effects of Sidereal Astrology. This requires a reflexive, unarmed Martial Arts attack with a difficulty equal the (Essence + College) of the Sidreal who created the effect. A success ends the astrological effect. Both the user and the Sidreal who created the effect suffer one dot of Paradox, and the event may trigger an inquiry by the Bureau of Destiny. This can also affect Resplendent Destinies, even currently inactive ones. If multiple effects are active at once, the user must attack each separately. Roll fist for any active Resplendent Destiny, followed by any other effects, highest (Ess + College) first. This charm has no effect on the Destiny background.<br/> '''Soul Fire Shaper Form:''' ''15m; MA 5 ESS 5; Simple (DV -3); Form-type, Obvious; One scene.'' While under this Charm's effects, increase the user's effective permanent Essence score to 10. This does not provide additional motes of temporary Essence, although it does increase maximum temporary Essence. It does not allow the user to purchase Charms, familiars or acquaintances they could not posses at their normal Essence, but for other purposes, treat their Essence as 10 for all effects. In addition, the character can make one free use of Charm Redirection Technique, Sequential Charm Disruption, Astrology Interruption Method or Spell-Shattering Palm on every action. This allowance is part of the Charm’s effect and does not count as the character’s action or as the Charm for his action. Nor must he take a Guard action to engage in the free Charm use.<br/> '''God Ways:''' ''6m; MA 5 ESS 4; Simple; Obvious; Indefinite.'' The user possesses an object or person, displacing it's natural spirit. Roll the user's (Charisma + Martial Arts) against a difficulty equal to the target's Essence. On a success, the user's body dematerializes as it flows into the target's Essence. The user may make and take Martial Arts actions through the stolen identity, using the body's Strength, Dexterity or Stamina if they exceed the user's own. This Charm gives the stolen body supernatural flexibility and mobility, so a possessed table could run around or a tree throw cones at a passerby. The user cannot possess objects made of a magical material unless they know this style's charm for emulating it. In the event of an unwilling host, the target may make a simple Willpower roll at difficulty 2 each time their body's usurper acts. Success ejects the martial artist.<br/> '''Full Moon Exalt Ways:''' ''10m, 1hl; MA 5 ESS 4; Simple; Obvious, Touch; Five actions.'' While active, the user's Anima becomes that of a Full Moon Lunar. The user adds their Essence in automatic successes to all Strength, Dexterity or Stamina actions for the duration, and may chose a different Ability each time they invoke this charm. The user may spend 5 motes to double their moving and jumping distances for a scene, and doubles their Strength for purposes of feats of strength.<br/> '''Games of Divinity Form:''' ''7m, 1wp; MA 5 ESS 5; Simple; Emotion, Form-type, Obvious; One scene.'' While this charm is active, anyone who wants to harm the user must fail a Compassion roll. Subduing or manipulating the user is still allowed, however. All who witness Games of Divinity Form become addicted, and as long as they remember the user, they must succeed at a Temperance roll for the character to refuse any reasonable opportunity to behold this charm in use again. Only a Dreamstone addiction wipes away and prevents addiction, though witnessing this charm does not curb or cure a dream stone addiction.<br/> '''Demesne Emulation Practice:''' ''20m, 1wp, 1hl; MA 5 ESS 4; Simple; Combo-OK, Obvious; One scene.'' Roll (Dexterity + Martial Arts), unmodified by any other charms. For the rest of the scene, each of the user's successful unarmed attacks inflicts an additional number of aggravated damage levels equal to the number of successes on the (Dexterity + Martial Arts) roll. This damage is soaked separately from the attacks normal damage.<br/> '''Demesne and Manse Form:''' ''12m; MA 5 ESS 5; Simple (DV -2); Form-type, Obvious; One scene.'' A four or five-dot hearthstone appears on the user's Caste Mark, as if it was set in a circlet of the user's favored magical material. The benefits of this hearthstone should be worked out with the storyteller beforehand, and should reflect the user's personality. Major changes to the character's personality or Motivation are treated like architectural alterations to a manse, adjusting the hearthstone appropriately.<br/> '''Prismatic Arrangement of Creation Form:''' ''10m, 1wp; MA 5 ESS 5; Simple (Speed 3); Obvious; One scene.'' When performing this charm, the character disappears into the ambient Essence of Creation, being everywhere and nowhere. The user manifests on their next action and is absolutely aware of everything in their presence. This charm doubles the user's Join Battle dice pool. When the user and other characters act on the same tick, the user always acts first. This is a perfect effect, superseding other Charms that enable a character to act first, unless that charm is also from a Sidereal Martial Art. The user is aware of every attack against them and is immune to sensory penalties (which is a perfect effect). The user can sense every supernatural effect, object and creature within (Essence x 10) yards. Noticing a thing that is hidden requires a reflexive (Perception + Awareness) roll, adding the user's Essence in automatic successes. While this form is active, the user may activate any or all of it's subsidiary forms, paying their normal costs. As long as this charm is active, it's subsidiary charms can coexist with it and one another. The user may also activate other Form-type Charms, but doing so limits the user to two other forms. The user may use the favored weapons of any other Forms which have their Form-type charm activated as unarmed attacks for the purposes of all Martial Arts charms. This effect does not extend to armor.<br/>
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