Dodge, The Ewer
Once, there was a maiden…
…who was driven from her land.
Great black stags chased her, and their
eyes shone blue.
Monster scrambled after her through the
bush, though they found her not.
Stumbling on a log, she fell; and
thought to surrender, and end the torment of the hunt; but then, she stood, and
stuck out her tongue at the dark woods behind her.
“Love is smiling at your troubles,” she
said.
Absence
Cost: 1 mote per target number
reduction
Duration: Instant
Type: Supplemental
Minimum Dodge: 2
Minimum Essence: 1
Prerequisite Charms: None
Predicting the path of a blade
or blow well in advance, the Exalted arranges to be somewhere else when it
lands. He can reduce the target number of a Dexterity + Dodge roll.
Duck Fate
Cost: 10 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 3
Minimum Essence: 2
Prerequisite Charms: Absence
The character sees impending
danger rippling toward her in the skein of fate and, as with Absence, chooses
not to meet it. Her player rolls Dexterity + Dodge against a difficulty equal
to her opponent’s Essence. If the roll succeeds, the Exalt avoids any
undesirable effect, including attacks she is not aware of, attacks with an area
of effect, attacks with no physical component such as the Irresistible
Questioning Technique and continuous deleterious effects such as You and Yours
Stance. She must Duck Fate before her opponent’s player makes the attack roll
or as soon as her player knows about the effect, whichever is applicable. She
need evade a continuous effect only once.
Avoidance Kata
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 3
Minimum Essence: 3
Prerequisite Charms: Duck Fate
Sometimes, the best answer to
trouble is not being there at all. In the first two turns of combat or the
first minute of a social encounter, the Sidereal’s player can declare, “I’m not
there.” It turns out ― at least as far as anyone can prove ― that
the Exalt anticipated the situation prophetically and was somewhere else, of
the Storyteller’s choosing, all along.
For this Charm’s purposes, the
first minute of a social encounter beings at the last chance the Exalt had to
conveniently leave. If the character is chatting with a
friend and Lilith shows up, a new social encounter begun. The Sidereal
can use this Charm, retroactively making her excuses and ducking out sometimes
beforehand. If the character is chatting Lilith and a friend shows up, however,
she’s still in the encounter with Lilith.
Trouble Reduction Strategy
Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Dodge: 4
Minimum Essence: 2
Prerequisite Charms: Duck Fate
Generous Sidereals learn to spot
impending danger to others as well. When activating this Charm, the character
chooses a number of targets whose total Essence does not exceed her own. While
the Trouble Reduction Strategy is in force, the character can use any other Dodge
Charm she knows to benefit a consenting target instead of herself.
Simple and extra action Charms use the character’s action and Dodge pool.
Reflexive Charms use the character’s Dodge pool. Supplemental Charms enhance
the target’s dice action.
Using a Charm
on someone else’s behalf counts as using that Charm that turn. The Exalt must pay for the Charm. She can only use other
Charms that turn if she declares an appropriate Combo when using her first
Charm. If the Combo includes non-reflexive Charms from other Abilities, the
character cannot use it with the Trouble Reduction Strategy. If it includes
reflexive Charms from other Abilities, she cannot use them on the target’s
behalf. She could, for example, Combo Absence and Shield of Mars. When she
invoked the Combo, she could use Absence but not Shield of Mars to protect a
friend. She must take a dodge action that turn, assisted by Absence,
even if no one tries to hit her, because it is a supplemental Charm in a Combo.
She can reflexively invoke the Shield of Mars.
Sidereal Exalted may always use
their Compassion with this Charm.
Neighborhood Relocation Scheme
Cost: 15 motes, 1 Willpower, 1
health level
Duration: Indefinite
Type: Simple
Minimum Dodge: 5
Minimum Essence: 4
Prerequisite Charms: Avoidance
Kata, Trouble Reduction Strategy
This Charm uses a long prayer
strip marked with the scripture of the Hunted Maiden. The character twists it
and wraps it around her waits, whereupon it transforms into a band of
crystalline Essence the color of the sky. Each hour the Exalted leaves this
Charm in force, the band tightens, doing two levels of unsoakable bashing
damage. This damage cannot be healed until the Charm ends.
The character begins to walk or
run. These are the only acceptable forms of motion, but she can enhance them
with Charms or the Lesser Sign of Mercury. As the character travels, the weave
of Creation shifts, dragging part of the world after her. Specifically, both
the general terrain and all habitations within her Essence in miles move with
her. In the planning rooms of fate, this Charm slowly changes the records of
each transported thing’s position. Thus, their fated interactions in the
moments to come take place in a new location.
This Charm alters divine
records, which are then interpreted by those who feed fate into the world.
Accordingly, it is an intelligent effect. The Sidereal cannot shear a mountain
or city in two. If the Charm cannot logically divide such features, given the
radius of effect, they do not travel at all. Further, Creation fills in the
“vacant space” with something reasonable. Finally, the Sidereal cannot “erase”
anything important by dragging land onto it. If she drags a
desert onto a Manse in a forested region, the forest retreats but does not
vanish. The Manse follows the forest or relocates to the desert. The new
location seems correct and reasonable able to all witnesses, although they
remember the previous state of affairs.
This Charm was first used to
pull a key fortification out of the way of a Primordial assault, in the days
when Exalted and Primordials warred. Using this Charm without authorization is
a Severity 3 offense.