Athletics Charms

 

Spirit-Draining Ward

Cost: 10 motes

Duration: One scene

Type: Simple

Minimum Occult: 5

Minimum Essence: 3

Prerequisite Charms: Soul-Eating Strike

Opening himself as a conduit to the Void, the Abyssal spreads his arms, and a maelstrom of flickering shadows billows out to fill a radius equaling his permanent Essence in yards. This effect remains centered on the character for the remainder of the scene. While visible in the material world, the unnatural storm barely raises a light breeze. However, immaterial spirits within the area of effect suffer battering cold equivalent to an arctic gale. Against such creatures, this Charm inflicts a number of levels of aggravated damage equal to the Abyssal's permanent Essence minus the spirit's permanent Essence. This damage is not rolled. It is simply applied each turn unless the spirit has a means of soaking aggravated damage. The character regains 2 motes of Essence for every level of damage inflicted by the ward, up to his usual maximum.

Spirits killed by this Charm are sucked into the Void and permanently destroyed. Although this Charm cannot injure spirits whose Essence rating matches or exceeds the character, the ward still discomfits them (adding +1 to the difficulty of all actions inside its area of effect). Materialized spirits are immune to this Charm. Spirits can sense Exalts who knows this Charm and hate them for it.

 

Raiton’s Nimble Perch

Cost: 3 motes

Duration: One scene

Type: Reflexive

Minimum Athletics: 1

Minimum Essence: 1

Prerequisite Charms: None

With this Charm, an Abyssal becomes preternaturally deft and light. She can balance on objects ordinarily too weak or delicate to support her without risk of falling or breaking the object. The deathknights player need never make an Athletics roll for the Abyssal to move gracefully or keep her footing, except in the most challenging and improbable circumstances.

 

Spider Pounce Technique

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Athletics: 1

Minimum Essence: 1

Prerequisite Charms: Raiton's Nimble Perch

Muscles strengthened beyond human limits, the Abyssal lunges impossibly far and fast in the blink of an eye. The character can move (Strength x 3) yards vertically or twice that distance horizontally in place of a normal movement action. For leaps that are somewhere in between, the Storyteller determines the character's jumping distance. Characters may attack on the same turn that they employ this Charm but receive no particular bonus for doing so (except, possibly, the element of surprise). This Charm can only be used once per turn.

 

Autumn Leaf’s Descent

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Spider Pounce Technique

Further buoying her body with Essence, the character falls softly and quietly as a feather. The character can fall noiselessly from any height up to a mile without suffering any damage, so long as he invokes this Charm before he actually lands. Once the character touches the ground, the protection expires. Characters under the influence of this Charm are virtually weightless and can crudely glide—but not fly—on thermals and updrafts with a successful Dexterity + Athletics roll at difficulty 2 but must continue to activate the Charm from turn to turn, making it an expensive means of extended flight. No roll is required if the character wishes to fall straight down without such maneuvers.

 

Falling Scythe Attack

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Spider Pounce Technique

The Abyssal springs into the air, adding deadly momentum to her blow as she descends. Her attack is eerily quiet and trails shadowy afterimages of the weapon or limb used. The character makes her attack normally, but the damage is doubled after it is rolled. Characters cannot move in the same turn that they invoke Falling Scythe Attack, which precludes it from being placed in a Combo with Charms that involve or require movement, such as Flickering Image Strike. This Charm can be placed in a Combo with Spider Pounce Technique in order to extend the range of the character's jumping attack, but this does not further increase the strike's damage. This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Soaring Raptor Prana

Cost: 3 motes, 1 Willpower

Duration: Special

Type: Simple

Minimum Athletics: 5

Minimum Essence: 3

Prerequisite Charms: Autumn Leafs Descent, Falling Scythe Attack

Where he could only glide with Autumn Leafs Descent, an Abyssal with this Charm can truly — if briefly — fly. The character must spend a full turn in concentration as he floods his being with Essence. At the end of the turn, he is borne aloft on spectral winds and may subsequently fly wherever he wishes. These winds cause capes and cloaks to billow and flutter, giving the illusion of wings if the character is so attired. Characters may keep this Charm active as long as they continue to spend 2 motes of Essence each turn, but they fall normally once they stop paying this reflexive upkeep. All Essence spent on Soaring Raptor Prana remains committed until the character ceases flying. While propelled by this Charm, Exalts move (Dexterity x 9) yards per turn and may attack other aerial combatants normally or assault targets on the ground using ranged weapons. Alternately, they can swoop and strike as they pass.

Unless they are swooping, flying characters can only be attacked with ranged weapons, by other flying/leaping characters or on the initiative count when they strike a ground based target in close combat. As usual, characters rolling higher than the Abyssal can delay their initiative to strike at the necessary moment. Due to the Exalt's speed, individuals other than his target strike him at a -3 dice penalty unless wielding a long weapon, such a spear. In such cases, the penalty drops to -1. The Exalt's target may attack him normally without penalty so long as she times her strike accordingly.

 

Shadow Races The Light

Cost: 2+ motes

Duration: One turn

Type: Reflexive

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Raiton's Nimble Perch

With this Charm, a character may dramatically increase her speed for short dashes. Upon activation, the Exalt surges ahead as a muted blur of motion, her features obscured in trailing wisps of shadow. She may increase her sprinting speed by one factor for every 2 motes spent, up to a maximum multiplier of her permanent Essence. For example, a character with an Essence rating of 3 can spend 4 motes to triple her normal sprinting distance for the turn. As an additional benefit, characters employing this Charm can run without fear of getting winded or weary.

 

Flickering Image Strike

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Supplementary

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Shadow Races the Light

With this Charm, an Exalt delivers a single devastating blow as he rushes past an opponent. While executing this attack, the character is a flickering blur of violence and shadow — his motions appear broken as if viewed by the light of a pulsing strobe. The character makes his attack normally, but the damage he inflicts is doubled after it is rolled.

The Exalt can move up to his normal sprinting distance without penalty on the same turn he activates this Charm, although he is not required to do so. He must have relative freedom of motion, however, so restrained characters cannot use this Charm. Flickering Image Strike is explicitly permitted to be part of Combos with Charm of other Abilities.

 

Crouching Gargoyle Stance

Cost: 3 motes

Duration: Special

Type: Reflexive

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Shadow Races the Light

The character hunches over and stretches at inhuman angles, gaining unnatural flexibility and balance for as long as he maintains this Charm. The Exalt can scuttle or dash along any surface without regard to gravity, allowing him to scale sheer walls or dance on a ceiling with equal facility. Alternately, the character may stand motionless at odd angles or cling to an impossible perch. Storytellers should assign bonuses as appropriate. While useful, the character's distended limbs and joints reduce his Appearance by 1, to a minimum rating of zero.

The Exalt must pay 1 mote each turn he maintains this Charm; this expenditure is reflexive and requires no concentration. If the character does not pay this upkeep, his body returns to its normal configuration, and he once again becomes subject to gravity and inertia. All Essence spent on Crouching Gargoyle Stance remains committed until the Charm expires.

 

Mist Over Ice

Cost: 5 motes

Duration: Special

Type: Reflexive

Minimum Athletics: 5

Minimum Essence: 2

Prerequisite Charms: Shadow Races the Light

Stepping with the weightless poise of a ghost, a character with this Charm can tread on water and other fluid surfaces as easily as solid ground. Her silent footfalls leave no ripples or wake, no sign to mark her passage as a corporeal being. Although the character can walk on dangerous liquids such as corrosive slime and magma without sinking, such landscapes inflict normal injury to the soles of her feet or shoes.

Characters must spend 2 motes each turn that they maintain Mist Over Ice. This upkeep is reflexive and does not require significant effort, but the overall concentration necessary to maintain this Charm adds +1 to the difficulty of all complex tasks (as decided by the Storyteller). If a character fails to pay this upkeep, she sinks normally. All Essence spent on this Charm remains committed until the Exalt stops using Mist Over Ice.

 

Enhanced (Attribute) Discipline

Cost: 3/5 motes per dot

Duration: One scene

Type: Simple

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: None

Suffusing his flesh and bones with Essence, the Abyssal briefly elevates his physical prowess to superhuman levels. When he purchases this Charm, the character must choose whether to heighten agility or power. This choice determines whether the character increases his Strength or Dexterity. This Charm cannot be purchased again, so the character must decide if he wishes to focus on Strength or Dexterity.

For every 3 motes spent, the character raises his Strength by one dot. For every 5 motes spent, the character increases his Dexterity by one dot. The character cannot increase an Attribute by more that his permanent Essence rating.

 

Infirmity Inflicting Gesture

Cost: 3 motes per dot, 1 Willpower

Duration: One scene

Type: Simple

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Enhanced Strength Discipline

With this Charm, an Abyssal can sap an enemy's vigor and leave him briefly enfeebled. The character gestures to any living target within five yards, and a wave of smothering Essence leaps from her fingers. Her player makes a Willpower roll against a difficulty equal to the target's permanent Essence. If the roll is successful, the victim loses 1 dot of Strength for every 3 motes spent. Exalted targets (and other beings capable of channeling Essence) cannot have their Strength reduced below their permanent Essence with this Charm. Additionally, magical victims can cancel their weakness by spending 5 motes per dot, although such resistance requires concentration and counts as a dice action. This Charm has no effect on targets whose permanent Essence is higher than the Abyssal's.

Non-magical targets are not so lucky, however. If their Strength is reduced to zero, they remain at Strength 1 for the rest of the scene, but they also lose a permanent dot of Strength that can only be recovered with experience.

This Charm cannot permanently reduce a victim's Strength below 1.

 

Strength Stealing Technique

Cost: 4 motes per dot, plus 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Athletics: 5

Minimum Essence: 3

Prerequisite Charms: Infirmity Inflicting Gesture

With this Charm, an Abyssal can rob a living victim of her potency and add it to his own might. The character must successfully strike his target in hand-to-hand combat. Regardless of whether the attack inflicts damage, the Abyssal's player makes a Willpower roll against the target's permanent Essence. If the Abyssal's player wins, the victim loses 1 dot of Strength for every 4 motes the Abyssal spent (according to the same rules as Infirmity Inflicting Gesture). In addition, the character gains 1 dot of Strength for every 2 dots temporarily taken. This bonus lasts for the rest of the scene.

The Exalt gains no Strength for reducing a mortal's rating and cannot more than double his unmodified Strength with this Charm. Victims regain all lost Strength at the end of the scene unless their rating has been permanently reduced. This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities. As with Infirmity Inflicting Gesture, mortal crippled by the Charm cannot recover except by spending experience.

 

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