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.
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 aciton. 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.
Supreme Perfection of Martial Arts:

Solar Hero Style

Form Weapons: Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.
Armor: Yes.
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 iwthout a stunt until his next action.
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.
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.
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.
Heaven Thunder Hammer: 3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant. This Charm supplements an unarmed Martial Arts attack. It ensures taht 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.
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.
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.
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.
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.
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.
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.
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.

Air Dragon Style

Form Weapons: Fighting Chain
Signiature Weapon: Chakram
The Immaculate may hurl two chakrams as a single atack. 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.
Armor: Yes
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).
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.
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, teh target is rendered unconcious. Creatures who do not need to breathe are unaffected by this charm.
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.
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.
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.
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 ammount equal to the martial artist's Essence in addition to the Charm's normal effects.
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.
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.
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.
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 thhis charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.
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.

Ebon Shadow Style

Form Weapons: Fighting Chain, Sais
Armor: No
Image of Death Technique: 2m; MA 2 ESS 3; Simple (DV -3); Illusion; One Day. The user drops to the ground and appears to be dead. It requires a careful examination and a successful (Perception + Medicine) roll, difficulty 3, to determine the character is still alive. The user may hold their breath for 10 times longer than normal, and does not need to eat or drink. The user's sense of hearing, touch and smell function normally, but they cannot see or move. The user may act normally the action after they choose to end this charm.
Wall Climbing Technique: 1m; MA 3 ESS 2; Reflexive; Combo-OK, Obvious; One action. While this charm is active the user can move or dash along any vertical surface as easily as they could walk along the floor. The next action the user drops to the floor unless they re-activate the charm, cling to their current position, or attempt to leap or climb down normally.
Distracting Finger-Gesture Attack: 2m; MA 3 ESS 2; Reflexive (Step 1); Obvious; Instant. The user makes an arcane essence-charged handsign. This may be done in an instant at the start of an action, requiring no roll and imposing no multiple action penalties. The victim's next action is delayed for a number of ticks equal to the user's Martial Arts score, preventing their DV from refreshing until then. When the target's next action comes, they cannot perform a flurry (Combos and extra action charms are unaffected). They may perform a guard action as usual.
Ebon Shadow Form:5m; MA 4 ESS 2; Simple (Speed 5); Form-type, Obvious; One scene. While this charm is active, the character adds his Martial Arts score to his Join Battle dice pool. He also adds a value equal to his Essence to his Stealth score and his Dodge DV. When the character makes a Martial Arts attack, he may choose to inflict either Bashing or Lethal damage. If a character is killed before the duration of this charm expires, their body dissipates into thick black smoke, and will leave no ghost. Their physical remains leave no clue as to their identity, although any equipment they were carrying might.
Seven Points of Weakness Strike: 3m; MA 4 ESS 3; Supplemental; Combo-OK; Instant. Reduce the target's armored soak by the user's Martial Arts rating before calculating final damage. This does not affect Hardness, natural soak, or defense granted by Charms. This charm provides no benefit against an unarmored target.
Limb-Immobilizing Method: 3m; MA 4 ESS 3; Simple; Combo-OK, Crippling, Touch; One scene. The user needs only to touch the target. This may be blocked or dodged as normal. The user choses a limb (Not necessarily one that was touched) and that limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects on a character who lacks a full set of functioning limbs.
Paralyzing Touch Attack: 6m, 1wp; MA 5 ESS 3; Simple; Crippling, Touch; One scene. This is a (Dexterity + Martial Arts) attack which inflicts no damage. Instead, the user rolls a number of dice equal to their (Martial Arts + Number of extra successes made on the attack) against a difficulty equal to the target's Essence. Each extra success the player rolls above the difficulty reduces the target's Dexterity by one for the scene. If the target’s Dexterity drops to 0, they are paralyzed. If a character with Medicine and Martial Arts of 3+ succeeds at a (Wits + Martial Arts) roll, difficulty 3, they can restore the proper flow of Essence through the victim's body. This is a simple (Speed 6) action, and the target can move normally on their next action. The user may make a (Wits + Stealth) roll, difficulty 1, to disguise this touch as an amiable nudge or unintentional jostling in a crowd. This attack cannot be used against the undead, automata or other beings that lack vital centers.
Elusive Flicker Evasion: 4m; MA 4 ESS 2; Reflexive (Step 2); None; One action. Until the user's next action, add their Essence to their Dodge DV. This charm may be activated outside of combat, where all dodge attempts—including those involving Charms whose effects continue from previous actions—gain additional bonus dice equal to their Essence for one action (which can raise the total bonus above the standard maximums). If penalties would normally reduce the character’s Dodge pool or DV to 0, using this Charm reflexively provides a base value equal to the character’s Essence.
Blow-Concealing Gesture Technique: 2m, 1wp; MA 5 ESS 3; Supplemental; Combo-OK; Instant. The target cannot apply either of their DV's against this attack without the use of reflexive Charms taht enhance DV. The target may make a reflexive (Wits + Awareness) roll when attacked with a difficulty of the user's Essence. If the roll succeeds, the opponent may use any reflexive Charms or abilities he possesses to counter the attack. If the roll fails, the opponent may use only Charms that specifically state they work on attacks of which the character is unaware.
Shadow-Body Style: 3m, 1wp; MA 5 ESS 4; Reflexive; Obvious; One scene. The character becomes a living shadow. They may move through any space wide enough to fit their fingers. It is extremely dificult to identify the user while this charm is in use, as their only distinguishing feature is their outline. If their anima banner activates, only their caste mark shines. Their fully iconic anima banner seems shapeless and dark. The user adds their permenant Essence to their bashing and lethal soak. This does not stack with any other charms that increase the character's natural soak and have durations longer than instant. The user can see as easily in total darkness as they can in light, though this does not affect other conditions that might cloud or block their vision.
Shadow-Stepping Motion: 7m, 1wp; MA 5 ESS 5; Simple; Obvious; Instant. The user steps into a shadow and emerges almost instantly from another shadow near their destination. They must have ashadow to step into, and must have seen their destination before in some manner. They emerge in the nearest unobserved shadow to their intended destination one action after they slip away. The destination must be within the user's essence in miles. If there are no unobserved shadows within 100 yards of that location, the Charm fails. Any effect that would block or ward against teleportation also blocks this charm. Normally when this charm fails, the user simply does not sink into their intended entrance shadow. Should an Exalt attempt to use this Charm and fail during Calibration, they sink into a shadow and emerge alone within the Labyrinth instead.

Prismatic Arrangement of Creation

Form Weapons: None
Armor: No
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.
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.
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.
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).
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.
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.
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.
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 coutnermagic. If the sorcerer is casting a spell within the user's reach and the martial artist succeds 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.
Astrology Interruption Method: 10m, 1wp; MA 5 ESS 4; Reflexive (Step 1); Obvious, Touch; Instant. This attack disrupts the effects of Sidreal 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 seperately. 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.
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 permenant 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.
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 posess 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.
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.
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.
Demense 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 aggrivated damage levels equal to the number of successes on the (Dexterity + Martial Arts) roll. This damage is soaked separately from the attacks normal damage.
Demense 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.
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 Sidreal 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.

Thrown

2nd Thrown Excellency: 2m per success; Thrown 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.
Thrown Essence Flow: -; Thrown 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 aciton. 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.
Infinite Thrown Mastery:
Supreme Perfection of Thrown:
Joint-Wounding Attack:
Observer-Deceiving Attack:
Mist on Water Attack:
Falling Icicle Strike:
Triple-Distance Attack Technique:
Cascade of Cutting Terror:
Returning Weapon Concentration:
Call the Blade:
[Custom Charm] permanent charm, automatically causes Spirit Weapons to return to your hand after being thrown:
Spirit Weapons:
Glorious Solar Chackram [Custom: Also increases the Resources value of the summoned weapons to the user's highest virtue]:
Torrent of Inner Light:
Maelstrom of Celestial Dominance:

Integrity

3rd Integrity Excellency: 4m; Integrity 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.
Integrity Essence Flow: -; Integrity 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 aciton. 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.
Epic Zeal of Conviction:
Epic Zeal of Valor:
Integrity Protecting Prana:
Destiny-Manifesting Method:
Phoenix Renewal Tactic (Compassion):
Lion's Roar Recovery:
Spirit Maintaining Maneuver:
Sacrosanct Soul Retribution:
Temptation Resisting Stance:
Righteous Lion Defense: His relationship with his mate.

Resistance

3rd Excellency: 4m; Integrity 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.
Body Mending Meditation:
Wound Mending Purity Stance:
Ox Body Technique: (-1x1, -2x2) X7

Survival

2nd Survival Excellency: 2m per success; Survival 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.
Trackless Region Navigation:
Unshakable Bloodhound Technique:
Traceless Passage:
Eye-Deceiving Camouflage:
Hardship-Surviving Mendicant Spirit:
Element-Resisting Prana:
Eternal Elemental Harmony:

Investigation

2nd Investigation 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.
Essence Flow:
Crafty Observation Method:
Evidence-Discerning Method:
Oracular Magistrate Understanding:

Athletics

1st Athletics Excellency: 1m per die; Athletics 1 ESS 1; Reflexive (Step 1 for attacker, 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 die to the roll for each mote spent. Characters can also use this Charm to enhance unrolled uses of the relevant Ability. When enhancing static values, the player rolls one die for each mote spent on the First Excellency. Each success increases their effective (Attribute + Ability) rating for the task by two, thereby increasing the static value by 1. Characters may not use this charm to create actions. This charm may never be used in the same roll as a Third Excellency.
Athletics Essence Flow: -; Athletics 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 aciton. 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.
Supreme Athletics Excellency:
Lightning Speed:
Monkey Leap Technique:
Foe-Vaulting Method:
Graceful Crane Stance:
Spider-Foot Style:
Feather-Foot Style:
Increasing Strength Exercise:
Hill-Hurling Might:
Unparalleled Acumen Meditation:
Unconquered Might:
Speed of Light Approach:

Awareness

1st Excellency: 1m per die; Awareness 1 ESS 1; Reflexive (Step 1 for attacker, 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 die to the roll for each mote spent. Characters can also use this Charm to enhance unrolled uses of the relevant Ability. When enhancing static values, the player rolls one die for each mote spent on the First Excellency. Each success increases their effective (Attribute + Ability) rating for the task by two, thereby increasing the static value by 1. Characters may not use this charm to create actions. This charm may never be used in the same roll as a Third Excellency.
Awareness Essence Flow: -; Awareness 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 aciton. 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.
Keen Sight Technique:
Unsurpassed Sight Discipline:
Eye of the Unconquered Sun:
Surprise Anticipation Method:

Dodge

3rd Dodge Excellency: 4m; Dodge 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.
Essence Flow:
Shadow over Water:
Seven Shadow Evasion:
Leaping Dodge Method:
Reflex Sidestep Technique:
Flow Like Blood:
Refinement of Flowing Shadows:
Aegis of Altruistic Interposition:

Larceny

3rd Larceny Excellency: 4m; Larceny 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.
Larceny Essence Flow: -; Larceny 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 aciton. 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.
Flawless Impenetrable Disguise:
Perfect Mirror:
Flawless Pickpocketing Technique:
Stealing From Plain Sight Spirit:
Lock-Opening Touch:
Door-Evading Technique:
Shroud of Night's Law:
Elsewhere Fingers:

Stealth

3rd Stealth Excellency: 4m; Stealth 1 ESS 1l Reflexive (Step 4 for attacker, Step 6 for defender); Combo-OK; Instant. An Exalt's player can invoke this charm after making a roll based on the relevant Ability. This Charm allows the player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability's rating, effectively increasing an applicable DV by half the ability's rating.
Easily Overlooked Presence Method:
Mental Invisibility Technique:
Vanishing from Mind's Eye Method:
Going Elsewhere Stance: