Decay, The Citrine Poxes Of Contagion

 

The Student’s Sutra of Decay: Once, there was a disease ― but before that, there was a maiden…

 

Feverish Essence Discharge Atemi

Cost: 7 motes

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

…whose lover’s practices displeased the sun. The all-seeing sun no longer could sustain

Tormenting the enemy like the bites of a hundred mosquitoes, the character delivers a spark of poisoned Essence into the core of his enemy’s soul. This is an infectious Martial Arts attack that carries the White Sun Sickness.

A victim of White Sun Sickness suffers from a fever of the soul. Each time she spends motes of Essence on a Charm, the disease increases the Charm’s cost by 1 mote. This effect is a cumulative one: The second expenditure costs 2 extra motes, the third costs three, and so forth. Reduce the accumulated total by five in each day the victim spends no motes. The victim also hallucinates. In stressful situations, this reduces all of her dice pools by her own permanent Essence. Without external stressors, she may detach entirely from reality. Finally, the victim gains Limit at twice the normal rate. This is a coincidental interaction with the Great Curse and not a direct effect of the Charm.

White Sun Sickness occurs in nature. It afflicts ― though very rarely ― those who spend too long meditating on the ways of the Fair Folk, the ever-changing spirit of Luna, the power of the Elemental Dragons or the inspiring greatness of the Unconquered Sun.

Mundane Treatment Difficulty: 6

Magical Treatment Difficulty: 3

 

Disjointed Essence Infectious Atemi

Cost: 12 motes

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

These practices, but with enraged disdain, darts forth such pestilent malignant beams,

Her fingers brushing past the victim’s defenses like contaminated water seeping into a pool, the character infects a victim’s Essence with the spastic, divisive Drunken Moth Sickness. This is an infectious Martial Arts attack.

A victim of Drunken Moth Sickness no longer entirely controls his behavior. The disease comes with a general purpose specified by the Sidereal ― something like “embarrass yourself,” “protect me” or “beat up your friends.” In each turn, the character has three choices: Use a simple Charm, use a Combo, or spend at least half of his non-reflexive actions serving the disease’s purpose. (Splitting his dice pool or buying extra actions is recommended ― if he only takes one action, then it goes to the illness.) The disease only forces him to take action when an obvious way of fulfilling its purpose exists, either without using Charms or using Charms already active. Otherwise, the actions that go to the Drunken Moth Sickness are wasted ― the character does nothing.

This disease occasionally occurs in nature, generally when someone eats something into which a spirit has been bound.

Mundane Treatment Difficulty: 6

Magical Treatment Difficulty: 4

 

Convulsive Displacement Infectious Atemi

Cost: 12 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

As shed infection on air, earth and streams;

One precise punch or kick disrupts the entire functioning of the victim’s body and soul, shattering his Essence into the jagged pattern characteristic of the Jigsaw Organ Condition. This is an infectious Martial Arts attack.

A victim of the Jigsaw Organ Condition lacks the physical coherence of his peers. Struck in combat, he loses limbs or extremities with abnormal ease, simply falling apart. Fortunately, when he does lose a limb, he need simply stick it back on, and it begins to heal. Similarly, if he loses an organ, he can spend a turn swallowing it, and it slides back into place. Individual organs remain alive, connected and under the victim’s control when separated from the body. The victim still takes damage normally, however, due to the sheer physical trauma of it. Whenever a victim suffers damage, roll his Stamina against a difficulty equal to the number of health levels lost. On a failure, a limb falls off, he coughs out a lung, or some similar event transpires.

If the Sidereal successfully infects someone with this disease, the target automatically loses a limb or organ of the Sidereal’s choice. The Exalt can attempt to catch it with a reflexive Dexterity + Athletics action at her full dice pool. For example, she might infect her victim with a measured blow to the back, cartwheeling past him to catch his heart as he coughs it into her hands. She can again force a lost limb of her choice and, again, try to catch it, any time she does damage to the afflicted target ― the target cannot defend himself with a Stamina roll.

Defensive Charms only protect such organs or limbs as they are naturally applicable to. By default, limited leverage reduces the dice pool for a severed limb’s actions to 0 before the influence of Charms. Further, most Charms simply do not function when employed by a severed organ. However, appropriate stunts or the help of a friend can give a victim’s limb access to his full dice pool.

The Sidereal Exalted are only aware of 40 naturally contracted cases of Jigsaw Organ Condition this Age. The vector for this disease is unknown.

Mundane Treatment Difficulty: 10

Magical Treatment Difficulty: 4

 

Essence-Disrupting Infectious Atemi

Cost: 12 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Feverish Essence Discharge Atemi, Disjointed Essence Infectious Atemi, Convulsive Displacement Infectious Atemi

From whence this malady its birth received.

The character’s understanding of the art of infectious martial arts increases. She learns the 25 underlying principles of infection and may apply them in combination to inflict arbitrary First or Second Circle illnesses upon her opponent. This requires an infectious Martial Arts attack supplemented by this Charm.

Characters develop their own First or Second Circle infections for use with Essence-Disrupting Infectious Atemi. Creating such a sickness requires an Intelligence + Medicine roll. The player describes the disease desired, and the Storyteller decides upon its Circle and treatment difficulties. The difficulty of the Medicine roll equals the Magical Treatment Difficulty for the sickness. Reduce this difficulty by one point if another Sidereal Exalted teaches the character how to inflict the disease. The Sidereal can attempt to realize a general infection concept, her player making the appropriate roll, no more than once per story.

Normally, characters practice the infliction of new spiritual infections before testing them in battle. Developing diseases on the fly imposes a +2 difficulty penalty. It also requires the Storyteller’s permission and requires a separate action from the blow that inflicts the disease.

 

Perfect Reconstruction Method

Cost: 8 motes, 1 Willpower, 1 experience point

Duration: Instant

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

…On him the dreadful lot did fall, who now was placed before the altar bound,

With precise blows, the character batters the target into the perfect shape written into the core of the target’s Essence. Violent as the Exalt’s attacks may be, they do no damage. The target’s bones and flesh, when struck, slide perfectly into their most appropriate place. The Sidereal’s player rolls Dexterity + Martial Arts against a difficulty equal to the target’s Essence. Add the character’s Medicine score in automatic successes. The target can dodge or parry normally. If the Sidereal hits, the target experiences the following beneficial effects:

• The target heals all bashing damage.

• The target heals a number of lethal damage levels equal to the character’s Martial Arts score. Treat any aggravated damage levels as two lethal damage levels, and heal them first.

• The target can immediately spend one experience point to heal one point of permanent Trait loss. This cannot raise a Trait above the highest level previously purchased. (In other words, the target cannot lose a point of Willpower, buy it back between stories and then take advantage of this Charm to raise it further.)

• Any effect that has locked the target into an undesired shape is instantly shattered.

After a successful application of this method, the target’s player must succeed at a Temperance roll against difficulty 2, or their target falls unconscious in a moment of transcendent ecstasy.

The character can use this method on herself. This Charm does not affect tattooed Lunar Exalted, who treat it as an external attempt to modify their shape.

 

Spirit And Body Purification Touch

Cost: 8 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: None

His head with sacrificial garlands crowned.

Like the rain that comes after a battle to wash away the blood and tears, the gentle fall of the Sidereal’s hands or feet upon a target’s Essence cleanses the target of disease and ill effects. The Sidereal’s player rolls Dexterity + Martial Arts against a difficulty equal to the target’s Essence. Add the character’s Medicine score in automatic successes. The target can dodge or parry normally. If the character hits, the target experiences the following beneficial effects:

• Spiritual and physical diseases instantly leave her system, and she fully recovers from their effects. The Exalt’s player must roll Intelligence + Medicine against the Magical Treatment Difficulty to cure a Third Circle illness or the Great Contagion (difficulty 5) with this Charm.

• All poison and drugs leave her system, and addictions are broken.

• Any Possession Charm affecting the target is broken, and all lingering effects disappear.

• The Sidereal Exalted can transfer as many motes of his Essence to the target as desired.

• The Sidereal Exalted can transfer as many points of his temporary Willpower to the target as desired.

• Curses upon the target are broken, although permanently lost Attributes are not recovered. This includes most debilitating effects imposed through non-physical means.

• The character can erase painful memories, that he is aware of, which afflict the target. In the future, the target must spend a Willpower point to recall these memories for a scene, and even then, they return only dimly.

The target has even greater difficulty remembering the events leading up to the use of this Charm ― specifically, the scene in which this Charm was used. Remembering those events later requires not simply a Willpower point, but a successful Conviction roll against difficulty 2. Again, the memory only lasts for a scene.

The character can use this method on herself.

 

Inner Dragon Unbinding

Cost: 12 motes, 1 Willpower

Duration: One turn

Type: Reflexive

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Spirit and Body Purification Touch

His throat laid open to the lifted knife, but interceding Gaia spared his life,

The character guides her actions with the quadrumvirate of redress, four fundamental patterns of Essence flow designed to overcome restraints upon the heart, body, mind and soul. This instantly breaks any debilitating magical effects upon her, save for those imposed by the limits of her own Charms. In addition, for the remainder of the turn, the players of others must succeed at an Essence roll with a difficulty equal to the character’s permanent Essence for their characters to affect the Sidereal with a Charm, spell or Charm-assisted attack. The Exalt can invoke this Charm reflexively to impede a magical attack against her.

 

Flare Of Invulnerability Method

Cost: 10 motes

Duration: One scene

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Perfect Reconstruction Method, Spirit and Body Purification Touch

commands them in his stead a heifer slay, for the sun’s rage was now removed away.

The character stirs the Essence within her into a furious conflagration of pure life and energy. For the remainder of the scene, she adds her temporary Essence to her bashing and lethal soak. However, she must burn through at least 10 motes of Essence each turn (losing any she does not spend). Further, no combination of effects can allow her to regain more than 5 Essence in a given turn.

 

Citrine Poxes Of Contagion Form

Cost: 15 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 5

Prerequisite Charms: One complete martial art (all Charms), Essence-Disrupting Infectious Atemi, Inner Dragon Unbinding, Flare of Invulnerability Method

…From him the malady received its name.

The character moves in a sinuous pattern that makes the flows of Essence about her weep. An anima banner-like effect rises above her, displaying a lattice-work of iron dripping with sea water and blood. This is the symbol of the sickness named Iphimedeia, the Revel Outside the Sealing of the Gates. The air out to (her Essence x 10) yards from the character becomes redolent with contagion. Starting the next turn, all those within that distance of the Exalt risk infection. The Exalt can protect a number of allies up to her permanent Essence from this effect. This is an infectious Martial Arts attack. It does not require that the character strike her targets, but perfect block and perfect dodges still protect against the outpouring of disease.

A victim of Iphimedeia finds the flesh of his body twisting and flowing, melting while remaining yet alive. This does one level of unsoakable aggravated damage per turn but stops when aggravated damage fills the -0 and -1 wound tracks. Characters protected against the influence of the Wyld do not suffer from this effect.

The infected also find their legs twitching with the desire to dance. In any given turn, a victim can choose to succumb, devoting a dice action to dancing, adding his Essence in automatic successes to the Performance roll and losing control over his movement. He normally dances around an object or person chosen by the Storyteller at a distance of 10 yards. Alternately, he can resist. Struggling with his own body reduces his effective Dexterity to 0.

The greater a victim’s self-control, the more Iphimedeia impedes him. In each turn, he must fail a Temperance roll, spend a Willpower point or lose his action as patches of the air become as hard as iron to him. Choosing to dance does not protect him from this effect. If appropriate to the game style, female Dragon-Blooded Aspects of Water may find themselves pregnant after catching and recovering from Iphimedeia. If so, the child always Exalts.

The Revel Outside the Sealing of the Gates is a Third Circle illness. Characters whose players roll against the Sidereal’s Essence to resist losing all dice from their Stamina + Resistance pool before the application of Charms.

Characters using this Form are immune to all disease and poison, as if employing the Immunity to Everything Technique.

Mundane Treatment Difficulty: 10

Magical Treatment Difficulty: 4

 

Spiritual Perfection

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Martial Arts: 6

Minimum Essence: 6

Prerequisite Charms: Citrine Poxes of Contagion Form

The Elder Sutra of Decay: Once, there was a crippled maiden…

The character’s understanding of the processes by which one balances or unbalances the flow of a person’s Essence helps him shield himself from any disability. For a single mote of Essence, he can render himself permanently immune to any poison or disease to which he has been exposed. He can also spend a mote of Essence to halve the damage from a single attack, after damage is rolled, or to reflexively protect himself from any disabling effect upon his body or mind. He must invoke the Charm once for each such attack or effect. For example, hit by a Lightning Torment Hatchet, the Sidereal could spend 1 mote to halve the damage taken and 1 mote to block its painful, disabling effect. The character cannot cure disabilities originating outside his body, such as shackles binding his wrists. All of these effects are perfect. The character is the master of his own body and mind.

 

Gentle Touch Of The Wicked Hand

Cost: 15 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 6

Minimum Essence: 7

Prerequisite Charms: Spiritual Perfection

…who told me this: “You shall know your enemies when they teach you to forget

One who approaches mastery of Decay-style martial arts learns ten thousand subtle principles of infection, each of which she can employ ten thousand different ways. Applying them in combination, she can wreak the greatest forms of havoc upon the Essence flows of her enemies. The character can use this Charm as an infectious Martial Arts attack to contaminate others with arbitrary Third Circle illnesses.

Characters develop their own Third Circle illnesses for use with Gentle Touch of the Wicked Hand. Infection follows the ordinary rules for infectious Martial Arts, save that it is intrinsically more difficult ― as noted above ― to resist Third Circle infection. Creating a Third Circle illness requires an Intelligence + Medicine roll. The Storyteller sets a difficulty between 5 and 10, based on the disease’s effects. Reduce this difficulty by one point if another Sidereal teaches the character how to inflict this disease. The Sidereal can attempt to realize a general infection concept, her player making the appropriate roll, no more than once in every year.

Normally, characters practice the infliction of new spiritual infections before testing them in battle. Developing diseases on the fly imposes a +2 difficulty penalty. It also requires the Storyteller’s permission and requires a separate action from the blow that inflicts the disease.

 

Glorious Sidereal Protection

Cost: 15 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Martial Arts: 6

Minimum Essence: 7

Prerequisite Charms: Spiritual Perfection

what is whole

The character learns to guard himself and others from even the most terrible attacks. This Charm manipulates one target’s Essence. Under its effects, she automatically converts any aggravated damage she receives to lethal damage, before soak. This stacks with Charms that convert lethal to bashing damage; characters under both effects convert all damage directly to bashing. The character can use this Charm on himself.

 

Essence-Shattering Typhoon

Cost: 6 motes, 1 Willpower

Duration: One turn

Type: Simple

Minimum Martial Arts: 7

Minimum Essence: 7

Prerequisite Charms: Gentle Touch of the Wicked Hand, Glorious Sidereal Protection

and what is diseased.”

The character’s fists blur as she pounds them against the air, shattering the currents of the world and casting a storm of broken and tainted Essence toward her foes. In the first turn, the effects extend three yards beyond her fists. Anyone and anything immediately in front of her suffers either 15 dice of aggravated damage or a Third Circle illness she has learned to inflict (targets can resist the disease normally.) This is an unblockable, undodgeable effect. For each turn that the Exalt continuously performs this Charm, the effects stretch one mile further forward and a tenth of a mile further to each side. This Charm is a semi-physical effect, and does not reach through unbroken walls, earth, trees, etc. until the turn it either destroys them or has a route around them. It does not extend behind the character or to her sides.

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