Athletics Charms

 

Effortlessly Rising Flame

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Athletics: 2

Minimum Essence: 1

Prerequisite Charms: None

Fire does not oppose Earth in the same way that it opposes Water, but a glance at a bonfire shows the obvious: Fire abhors Earth. With this Charm, a burst of fiery energy propels the Exalt from the earth’s surface in as much time as it takes a man to take just a single step. The Dragon-Blooded may rise from a prone or supine position without taking an action to do so. This Charm can also be used to add two dice to the Exalted’s Athletics for the purposes of determining how far she can jump.

 

Falling Star Maneuver

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Athletics: 2

Minimum Essence: 1

Prerequisite Charms: Effortlessly Rising Flame

Fire lifts the Exalt’s every footstep. The Dragon-Blooded with Falling Star Maneuver may jump, tumble, roll or outrun a foe in hand-to-hand combat gaining a positional advantage that allows him to strike devastating blows.

Mechanically, this Charm adds two dice per mote expended to the damage of an attack. No more motes can be spent than the character’s permanent Essence rating. This damage is added before soak is applied. Normally, this Charm can be used only with hand-to-hand attacks, but with a stunt, the Charm can even be used to gain a bonus to the character’s Thrown or Archery damage. However, this generally only happens when a target has left himself wide open to attacks from the sides and the Exalt can reach his flank swiftly. This Charm can explicitly be used in Combos with Charms from other Abilities.

 

Bellows-Pumping Stride

Cost: 1 mote

Duration: One scene

Type: Reflexive

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Falling Star Maneuver

The Exalt can double his movement rate for the scene with this Charm. As he does so, he leaves fiery footprints in the ground behind him. At a full sprint, he leaves a trail of fire ― this is normal fire and can cause problems in flammable areas.

To his own perceptions, he is not moving any faster; walking is still walking, and running is still running. However, his walk is twice as swift as normal. Resultingly, he can move up to (Dexterity + 12) yards and still act in a turn and up to (Dexterity x 5) + 25 yards as his only action for the turn. This Charm does not increase the character’s attack speed; it only affects his movement.

 

Incense Smoke Ladder

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Bellows-Pumping Stride

Like a burning ember, the Exalt is propelled away from the ground beneath him, so long as he has a surface to guide his feet. During any turn this Charm is active, the Dragon-Blooded can run up walls, trees and other vertical surfaces as easily as across an open courtyard. This is not a casual shuffle ― the Exalt must get a running start of at least two steps and then run up the wall, using his relationship to the rising element of fire to push himself away from the earth below. The character’s feet do not stick to the wall, and he cannot stand on the wall’s surface ― he can only run up it. Similarly, the Dynast may run across the surface of water while this power is active, though he cannot stop. If he should attempt to run across the surface of dangerous liquids, such as lava or acid, he will stay on the surface, but his feet may be burned badly.

 

Dancing Ember Stride

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Athletics: 5

Minimum Essence: 3

Prerequisite Charms: Incense Smoke Ladder

The character drifts upward, buoyed by a hot updraft. He may move a distance up to twice his ordinary movement rate upward, or once he is in the sky, he can move horizontally as if he were standing on the ground or ascend or descend as he wishes. As with many of the other Charms in this cascade, the only restriction is that the Exalt must keep moving; he cannot remain still, or he will plunge to the ground. The Dragon-Blood can carry as much weight as he can normally lift while using this Charm, as determined by his Strength + Athletics.

 

Phoenix Mate’s Lament

Cost: 1 mote per 2 soak

Duration: Instant

Type: Reflexive

Minimum Athletics: 5

Minimum Essence: 2

Prerequisite Charms: Falling Star Maneuver

The character’s affinity for fire’s movement continues to grow as he learns this Charm. So long as the Exalt maintains at least a jog ― that is to say, moving at least half of his maximum running speed ― he can largely ignore many environmental hazards. These include open natural flame, poisonous gas, falling rocks and so on. The Dragon-Blood may add 2 to his soak against nonmagical environmental hazards for every mote spent, up to a maximum of his Athletics score. This ability does not protect against magical effects or Charms; however, strong elemental effects that come as a result of a character’s proximity to an elemental pole are considered natural environmental hazards and are therefore protected against. This ability acts in addition to any anima effect, Charms, sorcery or other protections the character may enjoy.

 

Fiery Prowess

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Athletics: 2

Minimum Essence: 1

Prerequisite Charms: Effortlessly Rising Flame

The Exalted feels a burning in his veins as he pushes his body to its limits. Using this Charm, the Dragon-Blooded can improve his Athletics Ability by two dice per mote of Essence spent. However, he cannot increase his Athletics to more than double its base value. Extra Essence spent is lost.

For Example: If Targan has Athletics 3 and spends 2 motes on Fiery Prowess, his effective Athletics becomes 6, not 7.

The increase in Athletics lasts for a full turn, and the character’s Athletics dice pool can be split normally while under the influence of this Charm.

 

Swift Legion Technique

Cost: 2 motes per subject

Duration: One scene

Type: Simple

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Bellows-Pumping Stride, Fiery Prowess

The Dragon-Blood with Swift Legion Technique can greatly increase the swiftness of his traveling companions or allies and himself. The fire at the core of his being invigorates and rejuvenates his companions as they move. He must choose the subjects of this Charm when he activates it and spend 2 motes of Essence for each of them (including himself). For the rest of the scene, those characters all double their basic speeds, as per Bellow-Pumping Stride, above. Because of the malleable nature of time in the Exalted system, this Charm can aid long-distance travel. A day’s travel is usually a single scene. However, if the characters’ travel is interrupted, the Dragon-Blood would have to activate the Charm again. A character cannot aid more companions with this Charm than his permanent Essence.

 

Flawless Balance Discipline

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Effortlessly Rising Flame

Use of this Charm grants the Dragon-Blood the ability to maintain his footing and move gracefully regardless of adverse conditions. By becoming intensely attuned to his sense of balance, the Exalt can keep his footing at all times and never need worry about falling. Anything he could normally do on flat ground, he can do on slick ice, on a slanted roof, on a lurching ship’s deck or on a wire suspended between two towers (while being buffeted by winds), without penalties of any sort.

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