Athletics, the Rising Smoke
Once, there was a maiden…
…who learned that the faster she ran,
the faster she could run.
Thus, running consumed her,
Until, one day, she flew beyond the
ending of her life.
“And here I thought it’d last forever,”
she said. “But ―”
“There’s always an ending,” said the
run.
Burn Life
Cost: 3 motes per dot
Duration: One scene
Type: Simple
Minimum Athletics: 2
Minimum Essence: 2
Prerequisite Charms: None
The character draws upon the
long thread of his own future destiny for power, sacrificing a few days or
weeks of lifespan to suffuse his physical form with Essence. His player rolls
Essence + Athletics. Each success represents one point that the Exalt can add
to his Strength, Dexterity or Stamina until the end of the scene; he cannot
raise any of them by more than his Essence. These improvements add normally to
his damage, running speed or soak. Each increase costs 3 motes of Essence and
three days of lifespan. Successes not paid for are lost. Increases to his
Attributes are dice bonuses added by a Charm and should be considered as such
when determining the maximum effect of other dice-bonus Charms. Sidereal Exalted
may always use their Conviction with this Charm.
Hungry Touch
Cost: 1 mote per target number
reduction or damage point
Duration: Instant
Type: Supplemental
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Burn Life
With a single blow, the character
consumes the destiny of an object, bringing that destiny partway toward or
immediately to its final conclusion. When attempting to destroy an object with
a feat of strength, the character can use this Charm to reduce the target
number of the Willpower roll to boost her Strength + Athletics. If she succeeds
at destroying the object, she recovers the Willpower point spent. Alternately,
when attacking an object, the character can buy up to her Essence in additional
points of damage at 1 mote each.
Forgotten Earth
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Athletics: 2
Minimum Essence: 1
Prerequisite Charms: None
For a moment, the character cuts
the connection between herself and the ground, and her
destiny lies in the air. She triples her leaping distance for a single jump.
Inexorable Advance
Cost: 1 mote
Duration: Five turns
Type: Simple
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: None
Eliding the moments of her own life between footsteps, or between the beginning of
a gesture and its end, the character acts without the need for motion. She
suffers no wound or armor penalties of any sort, nor any penalties that reduce
her running speed. When characters first learn this Charm, their movements
involve flickering shifts in their position ― as if others saw them
through a strobe light. With a few days’ practice, however, they can smooth out
this effect, moving with a fluid grace that appears to ignore normal anatomical
constraints.
Invisible Motion
Cost: 10 motes, 1 Willpower, 1
health level
Duration: One day
Type: Simple
Minimum Athletics: 4
Minimum Essence: 3
Prerequisite Charms: Hungry
Touch, Forgotten Earth, Inexorable Advance
This Charm uses a prayer strip
marked with the scripture of the Maiden and the Dust. The character wraps it
around his forehead or neck, whereupon it exudes a soft scent of lilacs and
decay. For the rest of the days, the character receives the benefits of the
Inexorable Advance Charm every turn. This continuous simplification of his
movements also reduces the fatigue value of his armor by two, to a minimum of
zero. A fatigue value of zero means that the character need never roll to see
if he becomes fatigued from wearing the armor. In addition, the character can
compress more action and more complex action into the fraction seconds of his
life he skips over and reduces to instantaneousness. He doubles his movement
rate and receives a number of automatic successes equal to his Athletics score
to divide in any fashion among his physical actions every turn. The character
can reserve some of these successes for reflexive actions later in the turn,
but successes not used by the end of each turn are lost.