Endurance, The Mast

 

Once there was a maiden…

…made from a lump of iron, shaped by wind, sea and fire.

Fearing how wood might shape her, she ran, and did not look back.

One day, she forgot what she ran from.

So, she pulled out her heart to ask it.

“Why don’t you look back and see?” it said.

So, she sighed and threw her heart away.

“I have no use for beginnings,” said she.

 

Ox-Body Technique

Cost: None

Duration: Permanent

Type: Special

Minimum Endurance: Varies

Minimum Essence: 1

Prerequisite Charms: None

The bodies of the Exalted are more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels as if they were a Charm. A player may purchase this Charm up to once per dot of the Endurance Ability her character possesses. Each provides one -0 health level.

 

Unswerving Juggernaut Principle

Cost: 5 motes

Duration: Indefinite

Type: Simple

Minimum Endurance: 2

Minimum Essence: 2

Prerequisite Charms: None

The stars bathe the character in yellow stardust. It suffuses her, glittering beneath her skin, hair, clothing and eyes. She begins to run. She must keep her eyes focused straight forward, keep her course within 10 degrees of its original heading and can take no other actions save walk, sprint, run, jump, ride, use a mobility-enhancing Charm or invoke the Lesser Sign of Mercury. Violating these strictures ends the Charm’s effects. In exchange, for the duration of the Charm, the character receives an additional 5L/5B soak, needs no sleep, suffers no fatigue and adds her Essence to all Endurance rolls. Fatigue rolls do not need to be made for her wearing armor, regardless of environmental conditions. These benefits also apply to any horse she rides.

The character’s journey is a thing of fate and not chance, interwoven with her reasons for traveling. If something renders her journey irrelevant or alter its appropriate destination, her player automatically makes a reflexive Perception + Awareness check for the Sidereal. Even on failure, she senses a change in the situation. Success gives her a hint of what it might be. Exalted who invoke this Charm while fleeing pursuit often know when it is safe to stop their flight.

 

Forward-Thinking Technique

Cost: 10 motes, 1 Willpower

Duration: Indefinite

Type: Simple

Minimum Endurance: 3

Minimum Essence: 3

Prerequisite Charms: Unswerving Juggernaut Principle

The character’s world narrows to his journey. The strands of fate that bind him to things behind him loosen. This Charm includes all of the benefits of the Unswerving Juggernaut Principle. In addition, it grants an increased (10L/10B) soak bonus against attacks the character cannot see coming. He can dodge any attack reflexively with a dice pool of 0 and his permanent Essence in automatic successes. He can evade pursuit and cover his tracks without slowing down, deviating from his course or ending the Charm. This requires the normal Wits + Survival roll. This Charm does not defeat supernatural tracking such as Inevitable Pursuit. It explicitly prevents trackers from noticing the straight-line travel the Forward-Thinking Technique enforces unless they succeed at the tracking contest.

 

Optimistic Security Practice

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Endurance: 2

Minimum Essence: 1

Prerequisite Charms: None

Reflecting on the great sacrifices she might someday make for others, the character passes her hand over the weave of fate and imbues events with her own generosity of spirit. Weapons and other damage sources turn aside from her skin. She adds her permanent Essence to her lethal and bashing soak. This soak specifically applies even to aggravated damage sources. Creatures with Essence lower than her Compassion must spend one Willpower point each time they attempt to damage or disable her, or the attack automatically fails. This Charm is incompatible with the use of armor.

 

Unwavering Well-Being Meditation

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: None

The character’s calm certainty in his own destiny turns aside a single event that might otherwise do him harm. Players of attackers with an Essence lower than the Sidereal’s Temperance must succeed at a Willpower roll, or the attackers falter, and their attacks automatically fail. Even if they succeed, the character adds his permanent Essence to his lethal and bashing soak. This soak specifically applies even to aggravated damage sources.

 

Heartless Maiden Trance

Cost: 8 motes, 1 Willpower

Duration: Indefinite

Type: Simple

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Optimistic Security Practice, Unwavering Well-Being Meditation

The character’s chest convulses as she swallows her heart. This suspends the normal functioning of her body. The Exalt no longer suffers nor accumulates penalties from disease, poison, degenerative effects, hunger, thirst, fatigue, exhaustion, cold, heat, wounds or blood loss. She does not need to breathe. She emerges from this Charm in the exact physical state she entered it, save for any new wounds taken and any poisons or diseases she contracted while under the effect ― which, effectively, enter her system at that point. While this Charm lasts, the Exalt ignores all accrued penalties from debilitating conditions and wounds and is unaware of their existence. Sufficient injury yields a nagging tactical distress that encourages her to withdraw from combat, but she otherwise cannot accept the notion that she is sick, poisoned, hungry, cold, wounded or otherwise impaired. She does not regain Essence except through the use of Charms. She functions normally when Incapacitated and cannot be knocked unconscious, but she can be killed by doing more than her Stamina health levels beyond Incapacitated.

 

One Direction Invocation

Cost: 16 motes, 1 Willpower, 1 health level

Duration: Indefinite

Type: Simple

Minimum Endurance: 5

Minimum Essence: 4

Prerequisite Charms: Forward-Thinking Technique, Heartless Maiden Trance

This Charm uses a prayer strip marked with the scripture of the Eternal Maiden. The character releases it into the air, where it darts and dances randomly about, staying within 100 yards of him, trailing vivid afterimages of yellow light. The character names a goal, which can be as grandiose or minor as he chooses, and geases himself to fulfill it.

A character under the influence of this Charm forsakes his name and his identity. Rolls to remember the character suffer a -3 die penalty (in addition to the normal penalty for remembering a Sidereal). The Exalt cannot focus on any goal save the one he named in the Charm. Irrelevant actions are forbidden. He suffers a three die penalty on all rolls that ― while helping him toward his goal ― have another primary purpose. However, any non-aggravated injury or impairment the character receives while the Charm is active heals at the rate of one lethal health level or all bashing health levels per turn. Aggravated damage taken under the Charm’s effects heals at one level per hour. The character heals preexisting conditions at the normal rate.

The character can end the Charm at any time but cannot reclaim his name and identity until he achieves his goal. If his goal becomes impossible to achieve, these things are forever lost. He cannot personally establish a new identity or name, and all attempts to do so fail, but high-ranking members of his division can issue replacements.

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