Melee, The Spear

 

Once, there was a doll…

…who sat on a child’s shelf and watched the entire world.

Her eyes were made of glass,

And their pupils were red.

Her mouth was sewn on.

For years and years, she did not move.

Then, when necessary, she was gone, and the head of that child with her.

“Survival is control,” she said.

 

Harmony Of Blows

Cost: 8 motes

Duration: Instant

Type: Extra action

Minimum Melee: 2

Minimum Essence: 2

Prerequisite Charms: None

The patterns and flows of a battlefield hold no mysteries for the character. She does not need to improvise last-second defenses. She notices openings well before they appear. She can choose her blows precisely, selecting multiple actions that combine harmoniously. In the turn in which she invokes this Charm, the character can take two extra attack actions, using Archery, Brawl, Melee or Thrown. Sidereal Exalted may always use their Temperance with this Charm.

This Charm is explicitly permitted to be in a Combo with Charms of other Abilities. Note that the rules on Combos may limit the kinds of actions a character can take.

 

Meditation On War

Cost: 1 mote per die + 1 mote per dice pool penalty cancelled

Duration: Instant

Type: Supplemental

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Harmony of Blows

Calm and precision envelops the character as she strikes. She adds dice to one Melee attack, increasing it to a maximum of its normal pool plus the character’s Essence. For example, an Essence 3 character who has a -1 would penalty can spend up to 4 motes to enhance her attack. This can overcome penalties that reduce the character’s dice pool to 0 before Charms. Sidereal Exalted may always use their Temperance with this Charm.

 

Orchestration Of Conflict

Cost: 2 motes per target number reduction

Duration: Instant

Type: Supplemental

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Harmony of Blows

Manipulating the local flow of a conflict through the ripple effects of her own actions, the character reduces the target number for a Melee attack or parry.

 

Impeding The Flow

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: None

A wind full of red stardust and the character’s will, visible to those who can see dematerialized spirits, spins around the character. It reroutes the flows of Essence and fate that normally allow others to attack her. A casual movement of the Exalt’s weapon parries any one incoming attack she is aware of, so long as the attack has a physical component and is not specifically noted as impossible to block. This is not a perfect defense.

 

Serenity In Blood

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Harmony of Blows, Impeding the Flow

Stirring the currents of fate with the tip of her weapon, the character disrupts the path of any attack made against her, so long as it passes through any portion of the world bound by fate. If she is unaware of the attack, her player must make a reflexive Perception + Melee roll at difficulty 3 to divert the blow. Otherwise, this is a perfect block, capable of stopping even unblockable attacks.

 

Smiling At The Damned

Cost: 5 motes

Duration: Instant

Type: Supplemental

Minimum Melee: 4

Minimum Essence: 3

Prerequisite Charms: None

In the moment the character’s weapon strikes true, the colors around her take on a harsh red tinge. Essence dissolves at the weapon’s touch. Halve the raw damage for one attack, rounding down, but the damage is aggravated. Sidereal Exalted may always use their Conviction with this Charm.

 

Perfection Of The Visionary Warrior

Cost: 10 motes, 1 Willpower, 1 health level

Duration: One scene

Type: Simple

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Meditation on War, Orchestration of Conflict, Serenity in Blood, Smiling at the Damned

This Charm uses a prayer strip marked with the scripture of the Maiden on the Shelf. The character places it across his eyes, whereupon it adheres and begins to drip with dark blood.

The character suffers no visibility penalties. All opponents and attacks become apparent to him, although effects such as the Mental Invisibility Technique can force him to ignore them. He sees enemies not as bodies and faces but as patterns of fate and potential or ― for creatures outside of fate ― disruptions in such patterns.

The character can reflexively parry any blockable attack with his full Dexterity + Melee dice pool. Once per turn, after his initiative, he can reflexively make an Archery, Brawl, Melee or Thrown attack at his full dice pool. He cannot use the latter ability in any turn where he splits his normal dice pool.

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