Athletics Charms

 

Graceful Crane Stance

Cost: 3 motes

Duration: 1 Scene

Type: Reflexive

Minimum Athletics: 1

Minimum Essence: 1

Prerequisite Charms: None

Through the use of this Charm, the Exalted channels Essence through his body, making it extraordinarily limber, deft and light. For the remainder of the scene, the character has near-perfect balance and can stand on things far too narrow and weak to normally support him (the tips of pine trees, horizontal flagpoles, roof gables and so forth) with no fear of falling or breaking the object. The Storyteller may wish to call for Athletics rolls in the most extraordinary of circumstances (the character is leaping from branch to branch on a moonless night in a snowstorm), but generally, the character can run along even the narrowest ledges or stand on the flimsiest perches with no worries.

 

Monkey Leap Technique

Cost: 1 mote

Duration: One Turn

Type: Reflexive

Minimum Athletics: 1

Minimum Essence: 1

Prerequisite Charms: Graceful Crane Stance

The character leaps with the grace of a flying crane and the speed of a striking hawk. Rather than make her normal movement action, the character may make a leap of up to her Strength x 10 feet vertically or twice that distance horizontally. The character can attack during the round she performs Monkey Leap Technique, but gains no special bonuses.

 

Thunderbolt Attack Prana

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Monkey Leap Technique

The character leaps high into the air, swinging his weapon (or fist or feet) in a brilliant Essence-laden arc. The character makes an attack as normal, but the amount of damage he inflicts is doubled after it is rolled. Characters cannot move during a turn when they use Thunderbolt Attack Prana, which effectively rules out the use of Thunderbolt Attack Prana and Leaping Tiger Attack as part of the same Combo. Thunderbolt Attack Prana is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Lightning Speed

Cost: 1 mote

Duration: One Turn

Type: Reflexive

Minimum Athletics: 2

Minimum Essence: 1

Prerequisite Charms: Graceful Crane Stance

The character becomes a blur of motion, Essence leaking from her anima in fine streaks, as she flashes from point to point almost faster than the eye can follow. The character may double her sprinting distance for the turn and has no chance of becoming winded from the exertion, as she is relying on her Essence, not her merely human endurance.

 

Spider-Foot Style

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Lightning Speed

When using this Charm, the character’s speed and balance become so heightened that she can perform acts of truly supernatural athleticism. Not only may she run without fear across even the most uneven of surfaces, she may scuttle up even the sheerest vertical surfaces or even dash upside down across horizontal surfaces such as ceilings or the undersides of tree limbs. This not only allows the Exalted to circumvent many obstacles, it also allows her to bypass shields or move behind enemies. Storytellers should assign bonuses as appropriate.

If the character is in a position she could not naturally hold (fighting while standing upside down on a ceiling, for example) and fails to spend Essence on Spider-Foot Style during a turn, she becomes subject to the normal forces of gravity and inertia again and may be seriously injured in the resulting fall.

 

Feather-Foot Style

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Lightning Speed

The Exalted lightens her footfalls with Essence and spreads her weight, allowing her to walk or run across fluid surfaces such as water, quicksand, loose sand, acid, lava, lakes of writhing maggots and the like. The character may traverse such surfaces just as if they were solid earth during a turn in which she uses this Charm. Note that the bottom of the character’s feet are still touching the material, so barefoot or lightly shod characters running across acid or lava or man-eating maggots are still risking serious injury.

As with Spider-Foot Style, if the character fails to spend Essence on this Charm during a turn in which she is standing on a fluid, she becomes subject to the normal laws of gravity and buoyancy. All but the most lightly burdened character will risk death by drowning (or worse, in the case of more exotic fluids).

 

Leaping Tiger Attack

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Lightning Speed

The character flashes toward his opponent, attacking as he blurs past her. The character makes the attack as normal, but the amount of damage he does is doubled after soak but before damage is rolled.

The character can move up to his normal sprinting distance without penalty in the turn he launches the Leaping Tiger Attack. The character need not move this far — the attack needs only a yard or so — but the character cannot be bound or otherwise unable to move when he launches the attack. This means that Thunderbolt Attack Prana and Leaping Tiger Attack cannot be part of the same Combo. Leaping Tiger Attack is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Racing Hare Method

Cost: 5 motes, 1 Willpower

Duration: One hour

Type: Simple

Minimum Athletics: 5

Minimum Essence: 2

Prerequisite Charms: Monkey Leap Technique, Spider-Foot Style

The character attunes himself to his own Essence and that of the world around him and moves as though in a waking dream. He travels in great, graceful leaps, over the ground, off roofpeaks, from tree limb to tree limb. Moving in this fashion, the character can traverse a number of miles per hour equal to his (Stamina + Essence) x 10.

This state is trancelike and ends if the character stops for any reason. Likewise, the character is not preternaturally aware of his location, and his perceptions of the world beyond the next leap are often hazy, at best. He will notice only the most urgent stimuli (very large landmarks, hordes of hobgoblins ambushing him) and can easily become lost when traveling through areas he is unfamiliar with.

 

Increasing Strength Exercise

Cost: 3 motes per dot

Duration: One scene

Type: Simple

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows a character to increase her Strength tremendously for short periods of time. For every 3 motes of Essence the character spends, her Strength increases by 1. A character cannot increase her Strength by more than her Essence rating through the use of this Charm. The Strength lent by this Charm increases the damage of the character’s attacks, just as if it were normal Strength.

 

Thunder’s Might

Cost: 2 motes per point

Duration: One scene

Type: Simple

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Increasing Strength Exercise

Through the use of this Charm, the character can increase his Strength even further. For every 2 motes of Essence the character spends, he may increase his Strength + Athletics by one for the purposes of lifting and breaking objects. The character can no more than double his regular Strength + Athletics pool through the use of this Charm — keep in mind that the Charm Increasing Strength Exercise counts as a bonus, and thus, its bonus cannot be doubled through the use of this Charm. If the character makes an attack with the intent of destroying an inanimate object, each point adds one to the character’s raw damage. This Charm does not increase the amount of damage the character does in combat.

 

Ten Ox Meditation

Cost: 1 mote per 2 points

Duration: Instant

Type: Supplemental

Minimum Athletics: 5

Minimum Essence: 3

Prerequisite Charms: Thunder’s Might

By burning vast quantities of Essence, a character can increase his physical might greatly for a few moments. For every mote of Essence the character spends on this Charm, he can increase his Strength + Athletics by 2 for the purposes of a single attempt to lift or break something. If it is used to aid a character in a hand-to-hand attack to break or destroy an object, each mote spent adds two to the raw damage of the attack. A character cannot burn more motes of Essence powering this Charm than he has points of permanent Willpower. Ten Ox Meditation does not increase the damage of a character’s attacks against animate beings , though it can cause indirect damage. For example, if the character pulls down the main pillars of a temple, those inside will probably be killed or injured.

 

Fish Swimming Technique

Cost: 3 motes

Duration: One day

Type: Simple

Minimum Athletics: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the character to swim almost as well as a fish. While he still needs to breath normally and cannot swim in armor, he can swim at his normal movement rate and never needs to worry about drowning in relatively calm water. This Charm reduces the difficulty of all Athletics rolls related to swimming by 1 (to a minimum of 1).

 

Swift Water Prana

Cost: 6 motes

Duration: One hour

Type: Simple

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Fish Swimming Technique

The character can now swim at twice her movement rate if unarmored and at her normal movement rate if wearing no more than light armor. In addition, she swims underwater easily and can hold her breath for up to Stamina x 10 minutes ― each success on a Stamina + Resistance roll extends this time by 10 minutes. She can swim in the worst seas without risk of drowning, and her player need never make Athletics rolls for the character to stay afloat. Although the character cannot swim if wearing anything heavier than light armor, she can still walk along the bottom while holding her breath. This Charm reduces the difficulty of all Athletics rolls related to swimming by 3 (to a minimum of 1).

 

Foe-Vaulting Style

Cost: 3 motes

Duration: Instant

Type: Supplemental

Minimum Athletics: 3

Minimum Essence: 2

Prerequisite Charms: Monkey Leap Technique

As a part of any attack, the character may vault over the head of any foe she is facing. At the end of this vault, the character lands behind the foe and may attack this opponent from behind. This attack does no additional damage, but it gains all of the benefits of attacking from behind. Normally, this Charm can only be used once on a given foe ― enemies who are expecting this maneuver can pivot around rapidly enough to parry or dodge attacks. However, against the unsuspecting, this is often a devastating technique.

 

Soaring Crane Leap

Cost: 2 motes

Duration: One turn

Type: Reflexive

Minimum Athletics: 4

Minimum Essence: 2

Prerequisite Charms: Monkey Leap Technique

Supported by both air and Essence, the character can almost fly, leaping vast distances in a single fantastic bound. Rather than making an ordinary movement action, she can leap (Strength + Athletics) x 10 yards vertically or twice this distance horizontally. The character can attack and perform other actions in the same turn that she performs Soaring Crane Leap but gains no special bonuses to these actions. If desired, this Charm can be used to leap down from great heights, effectively making the character almost immune to falling damage.

 

Mountain-Crossing Leap Technique

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Athletics: 5

Minimum Essence: 4

Prerequisite Charms: Soaring Crane Leap

This Charm allows the character to leap long distances in a single bound, which takes the remainder of the scene (or about five minutes in real time). The character can cover a distance of five miles per point of permanent Essence. If he does not know his destination, his player may be required to make a successful reflexive Dexterity + Athletics roll on the Exalt’s landing or have him tumble and potentially take up to three dice of bashing damage. The character may take no other actions except to parry and counterattack during the scene he’s leaping. If the character can fly or otherwise navigate through air, doing so immediately ends this Charm’s effect and leaves the character dependent on whatever means of locomotion he activated. A character can reach a height of several miles at the apex of the leap, so flight effects of short duration are suicidal unless the character can survive such a long fall.

 

Cloud-Foot Style

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Athletics: 5

Minimum Essence: 2

Prerequisite Charms: Spider-Foot Style, Feather-Foot Style

Through the use of this Charm, the Exalt can obtain the effects of Spider-Foot Style and Feather-Foot Style for the remainder of the scene, allowing her to walk up horizontal surfaces, across ceilings and also over fluid surfaces such as water. The Exalt may stop, stand, kneel or otherwise do whatever she wishes ― the effects will not end until she wishes for the Charm to dissipate or the scene changes.

 

Eagle-Wing Style

Cost: 4 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Athletics: 5

Minimum Essence: 3

Prerequisite Charms: Spider-Foot Style, Feather-Foot Style

The character can focus her Essence to actually repel the ground ― she leaps and will continue to move through the air for the rest of the scene. The character moves with a speed up to triple her sprinting distance per turn. She can effectively fly like a bird, but she must keep moving at no less than half her sprinting distance every turn, or she will have to land and end the Charm. Though she can “climb” higher obstacles such as walls and cliffs by zooming along the vertical surface, a character flying with this Charm cannot naturally maintain an altitude higher above the ground (or whatever flat, stable surface lies below her) than three times her normal vertical leaping distance ― so, no more than 3 x her Strength + Athletics in yards.

To direct the flows of Essence, the character must keep one arm extended out in front of her. As a result, she cannot use bows or any other two handed weapons while flying. However, she may use thrown weapons, fight unarmed or wield one-handed hand-to-hand weapons normally, regardless of how fast she is moving. The character can engage in aerial duels with opponents capable of taking to the air, or she can hurl thrown weapons at foes on the ground or swoop down and strike them as she flies past.

Flying characters may be attacked only by ranged attacks, by other flying or leaping characters or on the initiative count when they attack someone on the ground. Keep in mind that any foe who rolled a higher initiative can delay his action and attack the character as she swoops by. People other than the character’s target who attempt to strike the Exalt as she swoops in for the attack do so at -3 dice (due to the Exalt’s speed), unless they are using long weapons such as spears or poleaxes. In such cases, the penalty is reduced to -1. The Exalt’s target can attack the Exalt normally and without penalty, but only during the initiative count in which he, the target, is attacked. Otherwise, he must use some sort of ranged attack.

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