Consumption, The Charcoal March Of Spiders

 

The Student’s Sutra of Consumption: Once, there was a small maiden…

 

Unnatural Many-Step Stride

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

…whose skill was great enough to climb a whirlwind over water.

The character scuttles on the threads of fate like a pattern spider. He can run through or stand upon the air as easily as on the ground. He can reflexively spend a mote of Essence to dematerialize from the beginning of his initiative to the beginning of his next initiative, allowing him to become as invisible and intangible as those who weave fate. This does not count against his actions for the turn. When he is under this Charm’s influence, the Sidereal’s gait both disturbs and horrifies those who see it. Except for the Sidereal’s allies, the player of a witness who does not have this Charm must succeed at a difficulty 1 Valor roll each turn, or her character loses her action.

 

Dance Of The Hungry Spider

Cost: 8 motes

Duration: Five turns

Type: Reflexive

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Unnatural Many-Step Stride

Arrows feel upon her, forcing her to descend.

This Charm emulates a spider’s motion, balanced on six legs and striking with two, never lacking the leverage ― regardless of what might tangle its blows ― for a lightning retreat or advance. The character beings a shuffling, sliding, shifting kata, her feet constantly in motion and nearly impossible for mortal eyes to track. Only the third of three separate, successful attempts can sweep her, knock her down, or hold her or make a targeted attack against her lower body.

When the character uses this kata, she can shift herself almost instantaneously out of the path of a blow. Becoming aware of a physical attack allows her to glide away, moving up to twice her Dexterity in yards. If the attack can hit her at this range ― as with archery or the Lightning Strike Style ― this Charm increases any associated range penalties. Attacks that must hit her before she moves away (such as hand-to-hand attacks if she puts more than three yards between herself and her attacker) suffer a dice pool penalty equal to half the character’s initiative for that turn, rounded up. After the first attack, the attacker must move into range again to hit her at all. Similarly, the character can glide forward up to twice her Dexterity in yards to make any of her unarmed Martial Arts attacks. Attempts to parry her attack suffer a dice pool penalty equal to half her initiative for the turn, rounded up. Dodging her requires less awareness of her angle of approach; dodge attempts only suffer a penalty equal to her permanent Essence.

When a character uses this Charm to dart quickly through her enemies, splitting her Martial Arts action to maximize the extra movement derived from this Charm, it is sometimes called the Dance of the Pouncing Spider. When she uses it to skate away from a barrage of arrows, quickly exceeding their maximum range, it is the Dance of the Spider in the Rain.

 

Maw Of Dripping Venom

Cost: 5 motes

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

But the Essence burning within her set the arrows afire.

The character’s fingers rain across her opponent like a thousand poisoned fangs, tainting the target’s Essence so that his soul begins to dissolve from the inside. The character makes a normal unarmed Dexterity + Martial Arts attack, which does normal damage. In addition, the target begins to hemorrhage Essence. He loses 5 motes every turn, exactly as if he had spent them. This effect lasts one turn for each damage die rolled. Multiple applications of this effect are cumulative. When the target runs out of motes, he collapses, comatose, for a number of days equal to the character’s Martial Arts. Storyteller characters may die outright. Given three turns of physical contact with a comatose target, a character with this Charm can suck out and devour the target’s soul. This restores the devourer’s temporary Essence to its normal maximum. The target does not move on to the afterlife. If the character consumes a Celestial Exalt, she will grow sick sometime within the next three days and spit out the indigestible Celestial Essence, suffering six dice of lethal damage in the process, which ignores armor and soak.

 

Rain Of Unseen Threads

Cost: 8 motes

Duration: Instant

Type: Extra action

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

She answered the arrows’ flight with a storm of her own.

The character casts forth a number of hair-fine threads equal to her permanent Essence. Each can attempt one of the following maneuvers, at a range of (the Sidereal’s Essence x 10) yards:

Make reflexive Perception + Awareness or Perception + Martial Arts checks at difficulty 4 for other characters to see the threads. Otherwise, except for attacks with a visible weapon, targets are unaware of the attack and can only use defenses that specifically state they work on attacks the character is not aware of. The threads are tangible and slightly reflective, and opponents can use stunts to make them easier to spot or predict.

 

Nest Of Living Strands

Cost: 15 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Rain of Unseen Threads

And the small maiden began

Hundreds of near-invisible filaments spun from the character’s Essence launch from her hands, whipping around physical and spiritual leverage points and weaving amongst themselves to snarl and tangle all opponents within (the Sidereal’s Essence x 10) yards. Each turn, the Sidereal’s player reflexively rolls Dexterity + Martial Arts. Enemies inside the Charm’s area of effect, or who enter that area before the character’s next turn, suffer a cumulative penalty to their dice pools for all physical actions equal to half the number of successes. They receive the same penalty to their natural movement rate in yards. This penalty fades by one die and one yard per turn that the victim spends outside the radius, as the threads reluctantly disentangle themselves.

The weave of threads moves with the character, easily catching new opponents brought into the radius and twitching out of the way of those she wishes to give unhampered passage. If the character does not keep moving, the threads thicken toward the point of visibility, first as glints of reflected light in the air, then a faint visual impression like cobweb and ultimately (after five minutes of stillness) an opaque forest of webbing around the character, as impassible ― for those she does not offer passage to ― as stone.

 

Charcoal March Of Spiders Form

Cost: 12 motes

Duration: One scene

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 5

Prerequisite Charms: One complete martial art (all Charms), Dance of the Hungry Spider, Maw of Dripping Venom, Nest of Living Strands

To climb the waterspout again.

The character moves in the fashion of an arachnid sifu, her hands weaving lazily through three sets of interwoven kata. Such is her grace and coordination, in Essence as in body, that she may take three fully independent physical actions in each turn. For example, she might invoke a full dodge when attacked, then invoke Flight of Mercury while making an ordinary Martial Arts attack and, finally, split her dice pool to use Maw of Dripping Venom against two nearby opponents.

Full independent actions follow exactly the same rules as taking single actions on multiple successive turns, except that:

In addition, if the character chooses to use this ability in a given turn, she cannot take any non-reflexive dice actions depending on Social or Mental Attributes. (This final limit is not intrinsic to fully independent actions, but a feature of this Form.) The character does not have to use this ability in a given turn if she would prefer to use an extra action Charm, use a Combo or take a Social or Mental action.

Characters using the Charcoal March of Spiders Form automatically receive the benefits of the Unnatural Many-Step Stride and Dance of the Hungry Spider in every turn.

Characters cannot use more than one Martial Arts Form-type Charm at a time.

 

Cannibalistic Heritage Technique

Cost: 20 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Charcoal March of Spiders Form

The Elder Sutra of Consumption: The maiden became a mother…

Just as the widow spider devours her mate to feed a thousand children, the character consumes the force of one blow to give rise to a wind of vengeance. She may use this Charm immediately after someone successfully attacks her. The swirling pattern of her hands forms a raw vortex to draw in and disrupt the Essence and physical substance of the attack. She immediately inflicts her Dexterity + Martial Arts in dice of unblockable, undodgeable lethal damage against an unarmed attacker or shatters any mortal weapon used against her. If this kills an unarmed attacker or destroys an armed attacker’s weapon, she takes no damage from the attack. Her opponent can use a perfect block or a perfect dodge to avoid the vortex damage ― however, this requires aborting the original attack, and again, the Sidereal takes no damage. Either way, from the heart of the vortex, the Exalt may issue a number of unarmed counterattacks equal to her Martial Arts score, doubling their raw damage. She can use this Charm in response to a counterattack Charm such as Crimson Palm Counterattack but does not receive counterattacks against any counterattack Charm.

 

Thumbnail Spider March

Cost: 12 motes, 1 Willpower

Duration: Instant

Type: Extra action

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Cannibalistic Heritage Technique

And to one child she said, “I have many things to show you.”

In the jungles of the East, one sometimes finds nests of thumbnail spiders: thousands or millions of tiny spiders sharing a funnel-shaped web. They normally wait for prey to fall into their home but are more than happy to swarm over anyone or anything that arouses their ire. When something destroys their web, such spiders migrate for miles, devouring everything they pass, until they decide upon a new home. A character using this Charm is every bit as destructive. He moves up to (his Essence x 10) yards and makes three Martial Arts attacks at his full dice pool. Every opponent within five yards of his path suffers the effects of each attack. Each dodges or blocks individually. If the targets have defensive effects that hurt attackers ― such as counterattacks, spines or an angry invocation of the Shield of Mars ― the character is immune to the effect. The blur of his passing fist or foot fades away into nothingness as the counterattack triggers, for the death of a single spider does not hurt the swarm. The Exalt’s attacks affect both material and spiritual targets with equal facility, and the character can launch these attacks while dematerialized.

Characters using Thumbnail Spider March do not receive offensive benefits from reflexive movement Charms such as the Dance of the Hungry Spider, although they can still receive defensive benefits.

 

Jumping Spider Strike

Cost: 20 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Cannibalistic Heritage Technique

And to another, she said, “You may rest within my home, and eat; no need to fly.”

In the South, surrounded by the sands, there stands the great idol Ma-Un-Enle, and there are spiders that come before it. Sometimes, a spider hears Ma-Un-Enle speak a name, and it bows with all its legs, and it walks out into the wind. It buries itself under the sands, growing ever larger with age, for hundreds or thousands of years. Then, when the person whose name it has heard comes within 10 miles, it strikes in one smooth bound. A character using this Charm can spring at any visible target, issuing an unarmed attack at the completion of that leap.

Against a person, this attack does normal damage, adding the character’s Essence in automatic successes to the damage roll. In addition, the target’s player must make a reflexive opposed roll of Stamina + Resistance against a difficulty equal to the Sidereal’s Essence; on failure, the force of the attack reduces the point of impact (such as the target’s head or chest) to a cloud of blood and dust. The target has one turn left to live, or rather, one turn before her Essence realizes that she should be dead. No mortal medicine can help. The application of a magical effect that heals one or more health levels makes her Incapacitated but stable, but with one less dot of permanent Stamina.

Treat attacks against inanimate objects as feats of strength used to break them; the character’s total on the Feats of Strength table is (her Essence x 5). This does mean a minimum total of 30 ― the character automatically shatter cliff faces, but a powerful Manse might only lose its gate.

 

Water Spider Bite

Cost: 20 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Cannibalistic Heritage Technique

And to a third, she said, “How beautiful you are.”

In the oceans of the West live green hunting spiders, bulbous and hand-sized, scurrying along the underside of the surface as easily as if it were a web. They kill fish ― sometimes, even great sharks or whales ― for their meat, paralyzing them with a pinprick bite and burrowing into their flesh, floating to the surface years later, sated, when they have eaten it all. A character with this Charm possesses a touch every bit as deadly. With one swift blow, she can render an enemy helpless and begin to devour him for his Essence.

To use this Charm, she makes a normal unarmed attack. If she succeeds and does even one health level of damage, she also paralyzes the Essence of her opponent. Paralysis means that the target cannot spend motes, cannot regain Willpower or Essence and receives the benefits of the Heartless Maiden Trance. He can overcome this effect for one turn by spending a Willpower point and having his player succeed at a reflexive Stamina + Occult roll against a difficulty equal to the character’s Essence. He must do this successfully a number of times equal to the character’s Martial Arts score to completely free himself from the effects. Meanwhile, until the victim is completely free, the martial artist can spend his motes of Essence as if they were her own. This can invoke the target’s anima banner but does not increase the Sidereal’s.

When a character uses this Charm on a consenting subject, allowing her to draw on that subject’s Essence, it is known instead as Seven-Leg Walking.

 

Pattern Spider Touch

Cost: 20 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Thumbnail Spider March, Jumping Spider Strike, Water Spider Bite

And as each heard her words and came to the center of her web,

The master of this Charm learns the eight secret atemi practiced by the firstmade of the pattern spiders, Asna, who dwells surrounded by her teeming young in a sanctum web larger than the Realm. With a successful unarmed attack, the character can change her target, reweaving the structure of the target’s existence from the Essence outward. This causes one of the following effects:

This replaces the normal damage of the attack.

The reapplication of this Charm, extremely potent benedictions such as the Endowment spirit Charm and specific transformative agents such as Wondrous Lunar Transformation can return transformed targets to normalcy. Gathering the pieces of elementally transformed targets before returning them to normalcy is advisable. Normally, these methods provide an immediate restoration. However, target transformed into other people and back may have difficulty relinquishing their new memories and recovering the old ones. Nothing can remake the unmade.

This Charm does not affect tattooed Lunar Exalted, whose bodies reject external transformation. This applies even to the final version of the Charm.

 

Grandmother Spider Mastery

Cost: 20 motes, 1 Willpower

Duration: One turn

Type: Simple

Minimum Martial Arts: 6

Minimum Essence: 7

Prerequisite Charms: Pattern Spider Touch

She ate them.

To master this style is to approach the grandeur of Asna Firstborn herself. When the character strikes, she does not seem to move so much as to divide into many warriors at once. She may cast forth endless invisible filaments of web, as with Rain of Unseen Threads, or simply strike so quickly as to occupy many locations simultaneously. In either case, fighting her does not resemble opposing the master herself so much as challenging an army of her young: The attacks rain down from every side, skittering inward in the unsettling many-stepped strides of the form to surround and bewilder her foes.

The character applies each unarmed Martial Arts attack she makes this turn against all visible opponents, twice each, regardless of distance. Grandmother Spider Mastery, as a simply Charm that cannot be in a Combo, gives no benefit to characters without access to fully independent actions. (That is, characters not using Charcoal March of Spiders Form.)

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