Martial Arts Charms

 

Essence Discerning Glance

Cost: 6 motes

Duration: One scene

Type: Simple

Minimum Martial Arts: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the character to attune his vision to the flow of energy through living creatures, spirits and other entities with a permanent Essence rating. Such beings appear overlaid with a fine tracing of red veins that glow in direct proportion to the strength of their life force. While under the effects of this Charm, the character can perceive incorporeal spirits as though they had manifested, although they remain invisible to others.

Additionally, the character may scrutinize a target's aura as a simple action by spending 1 mote and his player rolling Perception + Martial Arts. Each success on this roll gauges one of the target's following Traits as decided by the observer's player: health levels remaining, permanent Essence rating or total current Essence pool. This Charm cannot discern the nature of a magical being, only if; overall power. Thus, characters cannot determine the type or caste of an Exalted or differentiate between Personal and Peripheral Essence without other magic.

 

Shrouded Claw Attack

Cost: 3 motes

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 2

Minimum Essence: 2

Prerequisite Charms: Essence Discerning Glance

The character suffuses her hands with the spectral Essence of the Underworld, causing them to flicker like the corpus of a ghost. As a result, players of characters attempting to dodge or parry blows enhanced with this Charm roll only half the character's normal dice pool, rounded down. In addition, such attacks make no noise, even from impact. The Essence to power this Charm must be spent prior to making the attack roll. This Charm is not compatible with the use of weapons.

 

Hungry Ghost Form

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Martial Arts: 4

Minimum Essence: 2

Prerequisite Charms: Shrouded Claw Attack

The Exalted takes on the visage and attitude of a ravening shade, his pallid flesh growing cold and faintly translucent as he coils to lunge. For the rest of the scene, the character inflicts lethal damage with all hand-to-hand attacks. Additionally, he regains 1 mote of Essence for every health level of damage inflicted against animate targets (living creatures, spirits, undead, etc.). Lastly, the character may reflexively spend 3 motes per attack to strike dematerialized spirits, although this Charm provides no ability to perceive such beings. Spirits slain by this Charm eventually regenerate unless other magic is employed, but this process takes time and is extremely painful. Characters cannot use more than one Martial Arts Form-type Charm at a time. This Charm is incompatible with the use of armor.

 

Power Reaping Prana

Cost: 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Martial Arts: 4

Minimum Essence: 3

Prerequisite Charms: Hungry Ghost Form

Executing a series of quick slashes in the air, the Exalt reaches forth her anima to siphon up expended Essence as it flows from her enemies. In order to use this Charm, the character must already have Essence Discerning Glance active and her target must be within 10 yards when spending Essence to power an effect. For the purposes of this Charm, the total Essence cost of all Charms in a Combo is considered one effect. The character's player rolls Perception + Martial Arts; each success allows the Exalt to regain 2 motes of Essence. The character may not gain more Essence from a single effect than the total motes spent powering it, so a character that achieves three successes draining a Charm costing 4 motes only gains 4 motes rather than 6. Use of this Charm does not in any way disrupt the effect being drained. At the end of the turn, all remaining motes acquired via this Charm in excess of the character's permanent Essence dissipate. This limit applies regardless of how many times this Charm is activated in a turn. Power Reaping Prana is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Charm Smothering Technique

Cost: 1 + motes

Duration: Instant

Type: Reflexive

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Power Reaping Prana

Lashing out with a soul-numbing tendril of power, the Exalt stifles her enemy's magic before it even takes form. Charms aborted in this fashion manifest as a burst of dimly glowing sparks that do not contribute to the victim's anima banner. Abyssal characters must have Essence Discerning Glance active in order to perceive the use of Charms before they take effect, although the deathknights do not know which Charms are being used unless their players make a successful reflexive Intelligence + Occult roll (difficulty 2). Similarly, Charm Smothering Technique can only counter Charms activated within 10 yards of the Exalt.

Targets of this Charm may immediately spend a number of additional motes equal to the Essence invested by the Abyssal. If they cannot or do not pay this surcharge, their Charms fail, and all costs spent on the stillborn magic are lost. If the target pays the surcharge, the Charm takes effect normally. Charm Smothering Technique can only counter singular Charms — Combos, spells, Fair Folk glamour and other forms of magic cannot be smothered. Characters cannot spend more motes on this Charm than their Wits + Martial Arts, nor can they use Power Reaping Prana to draw energy from smothered Charms.

 

Consuming Entropy Strike

Cost: 1 mote per 2L

Duration: Instant

Type: Supplementary

Minimum Martial Arts: 5

Minimum Essence: 2

Prerequisite Charms: Hungry Ghost Form

The character brings to bear the ravaging power of Oblivion in a crackling nimbus around her hand. In addition to inflicting lethal damage, the character's attack reduces the victim's soak by 2L per mote spent. A target's soak cannot be reduced below zero. This reduced soak only applies to resisting the this single attack and returns to normal immediately thereafter. Weakening non-magical armor with this Charm leaves a fine layer of rust or rot at the point of impact, although this decay is too minor to actually damage the armor.

 

Blood Freezing Technique

Cost: 6 motes, 1 Willpower

Duration: Instant

Type: Supplementary

Minimum Martial Arts: 5

Minimum Essence: 3

Prerequisite Charms: Consuming Entropy Strike

The character's fingers tighten in rigid claws, and his skin becomes numbingly cold to the touch. In addition to inflicting lethal damage, his attack drains warmth on impact. If the attack inflicts damage, the target loses one dot of Dexterity. Recalculate the victim's initiative accordingly and apply this new rating immediately. Characters who have not yet acted on the turn in which they are numbed have their actions delayed until their new initiative total. Lost Dexterity returns at the end of the scene (or in 10 to 15 minutes in the case of long scenes). Characters reduced to zero Dexterity are paralyzed and can take no physical action, although they may still think clearly to the degree allowed by their wound penalties and employ Charms that do not require movement. Blood Freezing Technique has no effect on beings immune to cold, including most undead and automata.

 

Unnatural Shambling Deftness

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Martial Arts: 5

Minimum Essence: 2

Prerequisite Charms: Hungry Ghost Form

The character's motions take on the unsettling jerkiness of the walking dead as she wavers between impossible bursts of speed and total stillness. The character may take a total number of extra actions equal to her permanent Essence. These actions can be used for any combat-related tasks, subject to Storyteller approval. The character cannot split her dice pool on the same turn she employs this Charm. This Charm is incompatible with the use of armor.

 

Lunging Phantom Method

Cost: 4 motes

Duration: Instant

Type: Supplemental

Minimum Martial Arts: 5

Minimum Essence: 2

Prerequisite Charms: Unnatural Shambling Deftness

The Abyssal rushes forward, twisting and dematerializing as he pounces so that he passes through his enemy and rematerializes behind her. The subsequent attack does no more damage than usual, but it gains all of the benefits of attacking from behind. This Charm is incompatible with the use of armor.

 

Soul-Flaying Strike

Cost: 10 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Simple

Minimum Martial Arts: 5

Minimum Essence: 4

Prerequisite Charms: Charm Smothering Technique, Blood Freezing Technique, Lunging Phantom Method

The deathknight delivers a powerful open-handed blow, Essence crackling around his clawed fingers in moaning arcs. The character makes the attack as normal. If the strike hits, roll the Abyssal's permanent Essence against the permanent Essence of the victim. If the Exalt wins, the victim suffers unsoakable aggravated damage equal to the deathknights Martial Arts score (damage dice are rolled normally). This damage is in addition to any damage inflicted by the actual blow. Victims slain by this Charm arise as hungry ghosts upon the next sunset. Such ghosts have the usual statistics for their kind but are never extras, and they obey the Abyssal to the best of their limited intelligence. Spirits and Fair Folk slain with this Charm are annihilated utterly and evaporate on the spot. This Charm is incompatible with the use of armor.

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