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.
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:
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.