Martial
Arts Charms
Snake Style
Striking Cobra
Technique
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 2
Minimum Essence: 1
Prerequisite
Charms: None
The character charges her form with Essence
to move with the speed and deftness of the snake she seeks to emulate. During
the turn when this Charm is activated, the character adds her Martial Arts
score to her initiative total. This Charm may be used only once per turn.
Serpentine Evasion
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 3
Minimum Essence: 1
Prerequisite
Charms: Striking Cobra
Technique
The character’s infuses her anima with
Essence, and it guides her body to flow with serpentine grace. By invoking this
Charm, she may add a number of dice equal to her Martial Arts score to a single
dodge attempt.
Snake Form
Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Serpentine Evasion
The Exalted adopts the attitude and stance
of a wary snake — head back, ready to strike or retreat. For the rest of the
scene, he adds his Martial Arts score to his initiative totals and his bashing
soak. Also, his sinuous, hypnotic movements slow and distract enemies. Enemies
attacking him subtract a number of dice from their pool equal to the Exalted’s Essence. This latter effect only works if the
target can see the characters movements — a blind opponent would be unfazed by
this aspect of Snake Form. This Charm is incompatible with the use of armor.
Characters cannot use more than one Martial Arts Form-type Charm at a time.
Snake Form is the only Form-type Charm in the Exalted book, but more Martial Arts styles will be introduced in later
supplements.
Essence Fangs And Scales Technique
Cost: 6 motes
Duration: One scene
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Snake Form
Thought training and the use of Essence,
the character learns to harden her fingers into talons, like the fangs of a striking
snake. Likewise, she can toughen her skin until it is as strong and supple as
snake’s skin. For the rest of the scene, the character’s Martial Arts attacks
do lethal damage, and she soaks lethal damage with her bashing soak total. This
Charm is incompatible with the use of armor or weapons.
Armor-Penetrating
Fang Strike
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Essence Fangs and
Scales Technique
The character can harden her fingers to the
degree that they can punch through nearly anything and cause trauma merely by
the intensity of their Essence. The character’s attack ignores the soak of the
target’s armor and can be soaked only by the target’s Stamina.
Snake Strikes The Heel
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Snake Form
Like the snake, the Exalted defends herself
by attacking. Whenever she is successfully attacked, the character may immediately
(before damage is determined) make a Martial Arts counterattack with a dice
pool equal to her Martial Arts Ability plus the attacker’s extra successes on
his attack. The damage from her opponent’s attack and her own counterstrike is
applied simultaneously. Snake Strikes the Heel cannot be used to retaliate
against Solar Counterattack or any other counterattack Charm.
Crippling
Pressure-Point Strike
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Snake Strikes the Heel
The character makes a Martial Arts attack
as normal, including the roll for damage. However, the attack does no actual
damage. Rather, for every health level the character would have inflicted, her
target is at a -1 penalty to all rolls for a number of turns equal to the
Martial Arts of the Exalted who used the Crippling Pressure-Point Strike.
Uncoiling Serpent Prana
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite Charms:
Snake Form
The character infuses his anima with
Essence and lashes out, his anima flashing forward like a striking snake. The
Exalted may invoke this Charm and make a Martial Arts attack a number of yards
away equal to his Essence. The character’s anima actually strikes the target,
so there must be a clear path to the target, and the character must be able to
perceive the target well enough to attack.
Tiger Style
Crimson Leaping Cat Technique
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Martial
Arts: 2
Minimum Essence: 2
Prerequisite
Charms: None
The character
charges her form with Essence, moving with the speed and agility of a leaping
tiger. During the turn with this Charm is activated, the character adds her
Martial Arts score to her Dexterity for purposes of determining how fast she
can sprint, run or jump in a single turn.
Striking Fury Claws Attack
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 3
Minimum Essence: 2
Prerequisite Charms:
Crimson Leaping Cat Technique
The character
charges her anima with Essence, which in turn infuses her hands with the power
of a tiger’s deadly claws. Her blows do lethal damage even if she is not
wearing tiger claws. If she is using tiger claws, she may add a number of
damage dice equal to her Permanent Essence score to her raw damage for the
attack.
Tiger Form
Cost: 6 motes
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Striking Fury Claws Attack
The character
adopts the attitude and stance of a raging tiger ― crouching, ready to
spring on its prey. While using the Tiger Form, he adds his Martial Arts score
to his damage when making martial Arts attacks and adds his Permanent Essence
to his bashing and lethal soak totals. The damage bonus applies only if the
character is attacking barehanded or wearing tiger claws. Also, the character’s
Martial Arts attacks automatically do lethal damage even if he is not wearing
tiger claws, and the character suffers no penalties for fighting while prone.
This Charm is incompatible with armor. Characters cannot use more than one
martial arts form-type Charm at a time.
Raging Tiger Pounce
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Tiger Form
The character can
use her Essence to guide her attacks in imitation of a tiger leaping on its
prey. If her attack strikes her opponent, she automatically knocks that
opponent down. Only Charms like Immaculate Balance or other similar magical
effects that maintain the target character’s balance can prevent the victim
from falling.
Spine Shattering Bite
Cost: 3 mote + 1 mote per die
Duration: Instant
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 3
Prerequisite
Charms: Raging Tiger Pounce
The character can
infuse his hands with Essence, hardening them to the degree that they cause
massive and deadly wounds. The character’s hands do base damage of 4L if he
attacks unarmed, or add 4 to his base damage if he is attacking with tiger
claws. For each additional mote of Essence spent on this Charm, the character
may add one die to a single attack, up to a limit of double the character’s
regular Dexterity + Melee dice pool. The attacker’s hands leave deep furrows in
the target; they can even claw through wooden or iron-bound doors and deeply
score stone in a single blow.
Stalking Cat Movement Meditation
Cost: 3 motes + 1
mote per die
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Tiger Form
Like the tiger,
the Exalted can stealthily stalk her prey. Whenever she snakes up on an
opponent, the character may add one die to all Stealth and Awareness rolls
involved in the ambush for every two motes of Essence spent activating this
Charm. The effects persist until the character ambushes her target or she is
detected. The character cannot spend more motes to increase her dice pool than
she has points of Permanent Essence. This Charm only works when a character is
actually sneaking up on an opponent; no bonuses are gained if the character is
attempting to sneak away from danger or for any other purpose (for example,
stealing something or scouting enemy positions).
Leap From Cloaking Shadows Attack
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Stalking Cat Movement Meditation
The Exalted can
spring from cover with the deadly force of a tiger leaping onto the back of an
unsuspecting gazelle. When attacking a target unaware of the Exalted
character’s presence, the target’s lethal or bashing soak score is halved
before the raw damage of the attack is applied. If the target knows the
attacker’s location, or is aware of an impending attack, this Charm does not function.
A target’s successful use of the Surprise Anticipation Method completely
negates the effects of this Charm.
Celestial Tiger Hide
Cost: 5 motes, 1 Willpower
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite Charms:
Tiger Form
Infusing her skin
with the toughness of a tiger’s hide, the character strengthens it against all
forms of damage. The character may add her Martial Arts score to all bashing
and lethal soak rolls for the duration of the scene. This Charm incompatible
with armor and has no effect on aggravated damage.
Angry Predator Frenzy Style
Cost: 7 motes, 1 Willpower
Duration: One
scene
Type: Extra action
Minimum Martial
Arts: 5
Minimum Essence: 4
Prerequisite
Charms: Spine Shattering Bite, Leap From Cloaking
Shadows Attack, Celestial Tiger Hide
Burning with the
passion of an enraged tiger, the character can lash out in a rain of deadly
blows. A character using this Charm may make two attacks every turn, so long as
she uses her Martial Arts ability. In addition, whenever she is successfully
attacked, the character may immediately (before damage is determined) make a
Martial Arts counterattack with a dice pool equal to her Martial Arts ability
plus the attacker’s extra successes from his attack. The damage from the
opponent’s attack and his own counterstrike are applied simultaneously. This
Charm cannot be used to retaliate against any other counterattack Charm. Each
blow does lethal damage even if the attacking character is not wearing tiger
claws. If desired, a full parry or full dodge can be substituted for one or
both of the character’s two normal actions. However, the character cannot split
any of these dice pools to obtain further multiple actions. This Charm is
incompatible with armor. A character using Angry Predator Frenzy Style cannot
use any other Extra Action-type Charms while this Charm is active.
Ebon Shadow Style
Image Of Death Technique
Cost: 2 motes
Duration: Up to 24
hours
Type: Simple
Minimum Martial
Arts: 2
Minimum Essence: 2
Prerequisite
Charms: None
The character can
use her Essence to temporarily appear to be dead. The instant she performs this
Charm, she falls to the ground, seemingly deceased. A careful examination and a
successful Perception + Medicine roll of difficulty 3 is
necessary to determine that the character is actually still alive. While this
Charm is in effect, the character can hold her breath 10 times as long as normal, and she does not need to eat or drink. Although the
character can use her senses of hearing, touch and smell normally, she cannot
see or move while this Charm is in effect. However, she can act normally the
turn after she chooses to end this Charm.
Wall Climbing Technique
Cost: 1 mote
Duration: One turn
Type: Reflexive
Minimum Martial
Arts: 3
Minimum Essence: 2
Prerequisite
Charms: Image of Death Technique
The character
using this Charm can climb walls, ropes, chains and other vertical surfaces as
easily as he can walk along a floor. Using Wall Climbing Technique, the
character can climb up to his normal movement rate per turn. In his next turn,
the character must either activate the Charm again, remain where he is (if such
is possible) or attempt to leap or climb down normally.
Distracting Finger-Gesture Attack
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 3
Minimum Essence: 2
Prerequisite
Charms: Wall Climbing Technique
The character can
make a complex sign with her fingers and charge it with Essence. This sign
distracts a single opponent. It takes only an instant to make and is performed
at the beginning of the turn. The character’s Martial Arts score is subtracted
from a single opponent’s initiative roll, and the Charm prevents this opponent
from splitting her dice pool that turn (although the opponent may use Combos and
reflexive and extra action Charms normally and may abort to dodge or parry as
usual). If, for any reason, the opponent’s initiative roll is reduced below 1,
the opponent may not act that turn.
Ebon Shadow Form
Cost: 5 motes
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Distracting Finger-Gesture Attack
The Exalt moves
with the speed and ease of a flickering shadow while using the Ebon Shadow
Form, she adds her Martial Arts score to her initiative total. In addition, she
adds a number of dice equal to her permanent Essence to her Stealth score, and
the difficulty of all attacks against the character’s permanent Essence. The
character can also decide whether any of her attacks made with hands, feet, sai or fighting chains will do bashing or lethal damage.
This decision must be made before a given attack is rolled. This Charm is
incompatible with armor. Characters cannot use more than one Martial Arts
Form-type Charm at a time. If a character is killed while under the effects of
Ebon Shadow Form, her body dissipates into acrid black smoke. She leaves no
ghost, and her physical remains provide no evidence of her identity (though her
gear may).
Seven Points Of Weakness Strike
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 4
Minimum Essence: 3
Prerequisite
Charms: Ebon Shadow Form
The character uses
her Essence to guide her hand, foot or weapon so that it strikes the weakest
point in her target’s armor. As a result, a number of points equal to the
character’s Martial Arts score are subtracted from the target’s lethal or
bashing soak before damage from this attack is applied.
Limb-Immobilizing Method
Cost: 3 motes
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 3
Prerequisite
Charms: Seven Points of Weakness Strike
A character
trained in the Ebon Shadow Style learns all of the weak points found in living
bodies. With a slight touch, the martial artist can immobilize one of her
target’s limbs. The character need merely tap an unsuspecting target, a normal
unarmed attack at +1 difficulty. The attack can be blocked or dodged as normal
and does no damage. The attacker can choose which limb is paralyzed, and the
target limb is immobilized for the remainder of the scene. Immobilizing a
human’s leg halves his movement speed, and the target’s player must make a
reflexive Dexterity + Athletics roll every time his character is struck to keep
from falling. Characters with both legs immobilized can only crawl and must
generally perform stunts to attack, dodge or parry. Immobilizing the leg of a
horse or other animal with four or more legs merely halves the distance it can
move every turn. Immobilizing an arm keeps the target from using that arm to
attack. This attack does no actual damage to the target, but it may cause
off-hand penalties, and paralyzing both the target’s arms makes it very
difficult to fight effectively. This attack has no effect against the undead,
automata and other beings that have no vital functions to obstruct.
Paralyzing Touch Attack
Cost: 6 motes, 1 Willpower
Duration: One
scene
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Limb-Immobilizing Method
This Charm allows
the character to stun or incapacitate a target with a mere touch to one of the
five vital centers. To perform this attack, the character must lightly tap the
target on one of several possible nerve points, making a normal unarmed attack.
This attack does no damage. However, the Exalt’s
player may roll a number of dice equal to her character’s Martial Arts + the
number of extra successes she made on the attack, against a difficulty equal to
the target’s Essence. Each extra success on this roll reduces the target’s
Dexterity by one dot. If the target’s Dexterity is reduced to zero, he is
paralyzed. Lost Dexterity returns at the end of the scene.
The effect is also dispersed if the player of a character with Medicine and
Martial Arts at 3 or higher makes a successful Wits + Martial Arts roll at
difficulty 3 to remove the paralysis. Removing paralysis is a normal dice
action, and the target may move normally in the next turn. With a successful Wits + Stealth roll of difficulty 1,
this touch can be made to seem like a simple pat on a shoulder or an unintentional
push. This attack cannot be used against the undead or other beings that lack
vital centers.
Elusive Flicker Evasion
Cost: 4 motes
Duration: One turn
Type: Reflexive
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Ebon Shadow Form
The character
becomes as difficult to hit as a dimly lit shadow. Until her next action, add a
number of dice equal to her permanent Essence score to all dodge attempts,
including Dodge attemtps involving reflexive Charms
such as Shadow Over Water. If, for some reason, she
has no Dodge pool, she may reflexively dodge attacks with her Essence.
Blow-Concealing Gesture Technique
Cost: 2 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite Charms:
Elusive Flicker Evasion
The character can
make an Essence-enhanced gesture that renders his opponent unable to notice or
react to an attack the character makes. The opponent cannot dodge or parry the
character’s blow without the use of Charms. The target’s player may make a
reflexive Wits + Awareness roll for the attack, with a difficulty equal to the
attacking character’s Essence. If the roll succeeds, the opponent may use any
reflexive Charms or abilities she possesses to counter the attack but may not
avoid it non-magically. If the roll fails, the opponent may use only Charms
that specifically state they work on attacks the character is not aware of.
This Charm may explicitly be used in a Combo with Charms of other Abilities.
Shadow-Body Style
Cost: 3 motes, 1 Willpower
Duration: One
scene
Type: Reflexive
Minimum Martial
Arts: 5
Minimum Essence: 4
Prerequisite
Charms: Blow-Concealing Gesture Technique
This Charm allows
the character to flatten her body in order to pass through narrow spaces as easily
as a shadow slides under a door. The character can fit her entire body through
any space wide enough for her to fit her fingers through. The character is shadowy and indistinct, composed of tangible darkness
and not flesh. It is impossible to identify the character while this
Charm is in effect, though her gear may betray her. Even if her anima banner
activates, only her Caste Mark will shine forth, and her anima banner, while
bright as usual, will be muted and generic.
The Exalt cannot
wear any armor when using this Charm, but she adds a number of dice equal to
her permanent Essence to both her lethal and bashing soaks while the Charm is
in effect. This Charm is incompatible with any other Charms that increase the
character’s natural soak and have durations longer than Instant. A character
using this Charm sees as easily in total darkness as in light, though she must
actually use her eyes to see, and so, this magic lends no aid if she must fight
blindfolded or in thick fog.
Shadow-Stepping Motion
Cost: 7 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 5
Prerequisite
Charms: Paralyzing Touch Attack, Shadow-Body Style
In ancient times, Exalted assassins circumvented the protections of their
enemies by stepping directly through them. By using this Charm, the Exalt steps
into a shadow and steps out of another shadow far away, near his destination.
The Exalt must have a shadow to step into, and he must have seen his
destination before, though seeing it through a familiar, sorcerous
scrying or what have you also counts. The Exalt then
steps into the shadow as a simple action. He reappears at the beginning of the
next turn in the nearest unobserved shadow near his intended destination. That
destination cannot be more than a number of miles away equal to the Exalt’s permanent Essence, and if there are no unobserved
shadows within 100 yards of that location, the Charm fails (though the Essence
and Willpower are still spent).
There are certain sorcerous wards (the same as those that will block
teleportation, which is what this Charm is) that prevent the use of this Charm.
Generally, it cannot penetrate the Manse of a sorcerer, a god’s sanctum or any
other such forbidden place.
Mantis Style
Leaping Mantis Technique
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 2
Minimum Essence: 1
Prerequisite
Charms: None
The character
springs into action with the speed of a mantis leaping at its prey. Add the Exalted’s Martial Arts score in yards to the maximum
distance the character can leap and to the character’s
Initiative score, provided that he leaps up or toward his opponent (making this
Charm of limited use in an enclosed space).
This Charm can only be used once per turn and must be activated before
initiative is rolled.
Iron-Arm Block
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 3
Minimum Essence: 1
Prerequisite
Charms: Leaping Mantis Technique
The character
imitates the defensive stance of the mantis. The Exalt can add his Martial Arts
score to a single parry attempt, either unarmed or with a martial arts weapon, and the character can parry attacks that do lethal
damage while unarmed.
Mantis Form
Cost: 6 motes
Duration: One scene
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 2
Prerequisite
Charms: Iron-Arm Block
The character
adopts the stance of a mantis, ready to strike or block in an instant. The
character adds his Martial Arts score to his Initiative and to his bashing and
lethal soak. He may parry lethal attacks without a
stunt. So long as he wields a martial arts weapon using his Martial Arts score
or fights barehanded, he may abort to a cascading
parry, which may be used to block multiple attacks. The dice pool of a
cascading parry is reduced by 1 per successive parry attempt, as per a full
dodge. The character’s unarmed Martial Arts attacks also do lethal damage.
Characters cannot use more than one Martial Arts Form-type Charm at a time.
Activating another Form Charm immediately negates the effects of the first.
This Charm is incompatible with the use of armor.
Grasping Claw Method
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Martial
Arts: 4
Minimum Essence: 5
Prerequisite
Charms: Mantis Form
The character can
snatch weapons away from opponents in combat. The character using this Charm
adds his Martial Arts score to an attempt to disarm an opponent in hand-to-hand
combat.
Grasping Mantis Defense
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Grasping Claw Method
When the character
is successfully attacked, he may activate this Charm and immediately attempt to
parry the attack with his Dexterity + Martial Arts pool. If the parry is
successful, the character’s opponent is placed in a hold using the character’s
net successes as the extra successes on the hold attempt.
Joint-Locking Technique
Cost: 3 motes
Duration: One turn
or one hold
Type: Reflexive
Minimum Martial
Arts: 4
Minimum Essence: 3
Prerequisite
Charms: Mantis Form
The character can
place an opponent in a hold that is difficult to break. If the character places
someone in a hold and activates this Charm, the difficulty to break the hold is
increased by the character’s permanent Essence (so the player has a number of
automatic successes on the Dexterity + Martial Arts roll to maintain the hold
equal to his character’s Essence).
Joint-Breaking Attack
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 2
Prerequisite
Charms: Joint-Locking Technique
Make a martial
arts attack roll as normal, including rolling damage. However, the attack does
no actual damage. Rather, for every health level the attack would have
inflicted, the target’s player is at a -1 penalty to all rolls for the
remainder of the scene.
Flying Mantis Kick
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Mantis Form
The Exalt leaps
into the air and strikes out with a devastating kick. The character’s extra
attack successes are doubled for the purposes of determining the damage of an
unarmed kick attack.
Crushing Claw Technique
Cost: 3 motes per
turn
Duration: Varies
Type: Simple
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Mantis Form
When the character
executes a clinch attack, the attack does Strength + Martial Arts + 2 lethal
damage rather than the usual Strength + 2 bashing damage.
Unfolding Retribution Stance
Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Martial
Arts: 5
Minimum Essence: 3
Prerequisite
Charms: Grasping Mantis Defense, Joint-Breaking Attack, Flying Mantis Kick,
Crushing Claw Technique
During the turn
this Charm is active, the character can launch an immediate Martial Arts
counterattack against anyone who attacks him using his full Dexterity + Martial
Arts dice pool. The counterattack comes after the opponent’s attack roll but
before the damage effects are applied. The Unfolding Retribution Stance in no
way mitigates the attack’s effects. A character cannot use the Unfolding
Retribution Stance in response to Solar Counterattack or any other
counterattack Charm.