Endurance Charms

 

Ox-Body Technique

Cost: None

Duration: Permanent

Type: Special

Minimum Endurance: Varies

Minimum Essence: 1

Prerequisite Charms: None

The bodies of the Exalted are far more durable than those of mere mortals. To help simulate this, an Exalted may buy extra health levels as if they were a Charm. A player may purchase this Charm up to once per dot of the Endurance Ability his character possesses. Each Ox-Body Technique Charm purchased can provide one of the following, at the player’s option, determined at the time of purchase:

• One -0 health level

• Two -1 health levels

• One -1 health level and two -2 health levels

 

Armored Scout’s Invigoration

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Endurance: 2

Minimum Essence: 2

Prerequisite Charms: None

The Exalted causes her anima to encompass her gear as well as her person, and she adapts perfectly to wearing her armor, even in conditions of brutal heat or freezing cold. This Charm reduces the fatigue value and mobility penalty of the character’s armor by one each. A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This Charm cannot reduce a character’s mobility penalty or fatigue value below zero.

 

Front-Line Warrior’s Stamina

Cost: 10 motes

Duration: One day

Type: Simple

Minimum Endurance: 3

Minimum Essence: 1

Prerequisite Charms: Armored Scout’s Invigoration

This Charm is a more powerful version of the Armored Scout’s Invigoration. This Charm reduces the fatigue value and mobility penalty of the character’s armor by two each. A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This Charm cannot reduce a character’s mobility penalty or fatigue value below zero.

 

Tiger-Warrior’s Endurance

Cost: 15 motes

Duration: One day

Type: Simple

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Front-Line Warrior’s Stamina

The most powerful of the armor Charms, Tiger-Warrior’s Endurance reduces the fatigue value and mobility penalty of the character’s armor by three each. A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This Charm cannot reduce a character’s mobility penalty or fatigue value below zero.

 

Essence-Gathering Temper

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Endurance: 1

Minimum Essence: 2

Prerequisite Charms: None

Many Exalted learn to tap the wellsprings of Essence that are pain and rage. A character who knows this Charm may activate it whenever he is hit in combat. For every point of damage he takes before soak is applied, his player may roll one die. Each success on this roll causes the character to gain a mote of Essence. A character cannot gain more Essence from any given attack than his Stamina score.

 

Willpower-Enhancing Spirit

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: Essence-Gathering Temper

With this Charm, the character does not simply tap her inner rage and pain to refill her Essence pool, but internalizes it to gain true inner strength. The Exalted’s player may roll one die for each health level of damage the character takes when hit in combat (that is, damage successes rolled after the character’s soak is applied). Each success on this roll causes the Exalted to regain a point of temporary Willpower. A character using this Charm may not raise her temporary Willpower over its permanent value.

 

Battle Fury Focus

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: Willpower-Enhancing Spirit

Through the use of this Charm, the character taps his inner rage, not to replenish his stores of Essence, but in conjunction with them. He channels his anger and infuses it with primal magic, making him capable of superhuman feats. For the duration of the scene, the character has +1 die to all pools related to combat and subtracts -1 from all wound penalties. However, the character must either be engaged in combat or attempting to become so engaged. He can attack at range and differentiate friend from foe, but his player must make a Willpower roll for him to utter sentences of more than a few words, move away from the enemy or perform a complex action, such as retrieving a small object from a pack. Failure means the character simply chooses to ignore whatever the action is in favor of attacking or readying himself to attack. Success means the character can do whatever it was he wished, but the Battle Fury Focus immediately ends, with the dice pool bonus dissipating and wound penalties returning.

The bonus vanishes, and the penalties return starting with the action that broke the Battle Fury Focus.

 

Bloodthirsty Sword-Dancer Spirit

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Battle Fury Focus

The battle-trance engendered by Bloodthirsty Sword-Dancer Spirit is similar to that of Battle Fury Focus, but greater in all ways. While in effect, the character is at +3 to all dice pools and suffers no wound penalties. However, her awareness of the world around her narrows to little more than a narrow red tunnel with things that must die at the far end. The character cannot use ranged weapons, cannot speak coherently, cannot retreat and cannot choose to fight another foe until the one she is attacking is definitively dead. She may only attack or move toward the nearest foe via the most direct route. A character under the effect of Bloodthirsty Sword-Dancer Spirit may opt to die where she stands (for example, when holding a gate or bridge against tremendous odds) and, in this case, need not move toward the next enemy.

The character may have difficulty telling friend from foe if they are dressed similarly but will generally not attack close friends, relatives or lovers unless they attempt to get between her and her target or otherwise restrain her. Bloodthirsty Sword-Dancer Spirit lasts until the character can no longer locate an enemy to kill.

If the character wishes to leave the state earlier, her player may make a Willpower roll to snap the character out of it. The Willpower roll is normally difficulty 3, but it is made at normal difficulty if there is a loved one or friend attempting to restrain the character. Unfortunately, in the event that the roll fails when a loved one is attempting to calm the character down, she is almost certain to lash out at the unrecognizable blur obstructing her from slaying her target.

 

Empty Stomach Fasting Meditation

Cost: 1 mote

Duration: One day

Type: Simple

Minimum Endurance: 1

Minimum Essence: 1

Prerequisite Charms: None

The constitutions of Exalted are far more resilient than those of mere mortals, yet even the Chosen must eat. Through the use of this Charm, an Exalted may eliminate her need to eat for a single day. Activation of this Charm takes the normal investment of Essence and meditation for one-quarter hour. Use of this Charm does not alleviate the need to drink water. The Charm may be used for up to 40 days in a row without penalty. Afterward, the Chosen must eat and drink normally for three days in a row. This Charm will not work again until the Chosen has so eaten.

 

Ascetic Monk’s Purification Discipline

Cost: 10 motes

Duration: Three days

Type: Simple

Minimum Endurance: 3

Minimum Essence: 3

Prerequisite Charms: Empty Stomach Fasting Meditation

In the harsh conditions of the wilderness, even fresh water can be hard to come by. The Exalted who has mastered this Charm can go without food and water for three days. Activation of this Charm takes the normal investment of Essence and meditation for a full hour. The Exalt must eat and drink normally for at least one day before this Charm can be used again.

 

Controlled Breathing Exercise

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Endurance: 2

Minimum Essence: 2

Prerequisite Charms: None

The Exalted uses Essence to reduce his need for breathing. Once the Charm is activated, the Chosen need not breathe until the scene is over, as long as he does not speak and only attempts simple actions. Each turn the Exalted attempts a complicated action, including combat, he must make a reflexive Stamina + Endurance roll to avoid breathing. Obviously, this Charm is of great use in poisoned environments.

 

Sleep Of Death Technique

Cost: 15 motes

Duration: Special

Type: Simple

Minimum Endurance: 4

Minimum Essence: 4

Prerequisite Charms: Controlled Breathing Exercise

Through the use of this Charm, an Exalted can give the illusion of death. Her heartbeat slows to imperceptibility, and she does not breathe. To every mortal inspection, the Chosen is dead. The Exalted can remain in this state for as long as she chooses, but the Charm does not remove the need to eat or drink, putting a practical limit on its use without the invocation of additional Charms.

 

Unsleeping Watchman Technique

Cost: 5 motes

Duration: One night

Type: Simple

Minimum Endurance: 2

Minimum Essence: 2

Prerequisite Charms: None

Even the most careful of Exalted must sleep sometime, and it is when they sleep that they are most vulnerable. The use of this replaces the need for a night’s sleep with spent Essence, allowing the Exalt to act without penalty both day and night. There is no limitation on the number of concurrent days on which the Charm may be used. However, each night that Unsleeping Watchman Technique is invoked is a night without dreaming. After a number of consecutive days equal to the Chosen’s Stamina + Endurance, the Exalted will begin to experience waking dreams, seeing and hearing weird, seemingly disconnected objects and sounds. Mechanically, the distraction of these hallucinations will cause the character to suffer a one die penalty on all checks. This penalty increases by one day for each additional period of (Stamina + Endurance) consecutive days.

 

Tireless Runner’s Stride

Cost: 10 motes

Duration: Special

Type: Simple

Minimum Endurance: 3

Minimum Essence: 3

Prerequisite Charms: Unsleeping Watchman Technique

An Exalted with Tireless Runner’s Stride can run for an extended period to complete her tasks. The Chosen must have a specific target in mind when invoking the Charm and must invest the Essence as normal. Afterward, the Exalted can run without ceasing until her goal is reached. She needs no sleep, nor does she need to perform bodily functions. If a sufficient supply of food and water is carried, the Exalted may eat and drink without stopping or slowing her running speed. Her pace is tripled by the investiture of Essence and by the lack of need to stop. If the Exalted stops running, the Charm ends. This running prevents the Exalt from regaining Essence naturally, just like any other strenuous exercise. The Exalted must clearly know the location she seeks to properly invoke this Charm.

 

Extended Life Prana

Cost: None

Duration: Permanent

Type: Special

Minimum Endurance: 7

Minimum Essence: 7

Prerequisite Charms: Empty Stomach Fasting Meditation, Sleep of Death Technique, Tireless Runner’s Stride

The Exalted who masters this Charm has his natural life extended may times, staving off the reaper with his righteousness. While the typical Solar Exalted lives for 2,000 to 3,000 years, this Charm extends his life to 5,000 to 7,000 years. The possessor of this Charm shows no sign of aging or degradation of health until his very last days walking Creation. This Charm offers no protection from damage or disease, it merely extends the lifespan of the Chosen. In addition to the prerequisites listed above, the Exalted must have a rating of at least three in all of his Virtues.

 

Tireless Traveler’s Stamina

Cost: 5 motes

Duration: One day

Type: Simple

Minimum Endurance: 2

Minimum Essence: 1

Prerequisite Charms: None

The character using this Charm infuses his body with Essence, allowing him to travel for an entire day without becoming fatigued or needing rest, provided that he maintains a reasonably steady pace (the character cannot run, that requires the Tireless Runner’s Stride Charm). A character using this Charm could walk or ride at a steady pace for an entire day without becoming fatigued, footsore or saddlesore. The character must still eat and drink and is subject to the effects of the environment (like extreme heat or cold), and the Charm does not prevent an Exalt’s mount from tiring. Still, character using this Charm can cover considerable distance in a fairly short time and arrive at their destination as fresh as when they left.

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