Resistance Charms

 

Durability Of Oak Meditation

Cost: 1 mote per die

Duration: One scene

Type: Simple

Minimum Resistance: 1

Minimum Essence: 1

Prerequisite Charms: None

The Exalted uses Essence to enhance his ability to withstand attack. The player may roll up to his character’s Stamina + Resistance in dice, but must spend one mote of Essence per die rolled. For every success on this roll, the character adds 1 to his bashing soak for the remainder of the scene. This Charm may be used again on subsequent rounds, but a character cannot gain more dice of bashing soak via Durability of Oak Meditation than his Stamina + Resistance.

 

Iron Skin Concentration

Cost: 3 motes, 1 Willpower

Duration: Varies

Type: Reflexive

Minimum Resistance: 2

Minimum Essence: 1

Prerequisite Charms: Durability of Oak Meditation

The character’s anima hardens, and his skin is made incredibly difficult to cut or pierce. The player makes a Stamina + Resistance roll. For a number of turns equal to the character’s Essence + the number of successes the player rolls on the Resistance roll, the character soaks lethal damage with his bashing soak. This Charm cannot be used by characters wearing armor.

 

Spirit Strengthens The Skin

Cost: 3 motes per point

Duration: One scene

Type: Simple

Minimum Resistance: 3

Minimum Essence: 2

Prerequisite Charms: Durability of Oak Meditation

The Solar pours Essence into her skin and muscles, hardening and toughening them far beyond those of any mere mortal. The Exalted may add up to her score in the Resistance Ability to her bashing soak, at a cost of 3 Essence motes per additional point of bashing soak. These additional points of bashing soak are above and beyond those provided by Durability of Oak Meditation and do not count against that Charm’s maximum soak bonus.

The character can use Spirit Strengthens the Skin more than once during a scene, increasing her soak repeatedly as her assessment of the situation changes. However, a character cannot at any given time gain more points of bashing soak through Spirit Strengthens the Skin than her score in the Resistance Ability.

 

Adamant Skin Technique

Cost: 5 motes, 1 health level, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Resistance: 5

Minimum Essence: 3

Prerequisite Charms: Iron Skin Concentration, Spirit Strengthens the Skin

Through the use of this Charm, the Exalted hardens his skin into impenetrability, sacrificing some of his life force to gain the strength of unbreakable diamond. The character using this Charm takes no damage whatsoever from a single attack. This Charm does not protect the character from the secondary effects of the attack — for example, a character smashed down through a sheet of ice and into a frozen lake by the blow of a giant beastman’s club would take no damage from the impact or from passing through the ice, but she would have to contend with the dangers of drowning and hypothermia.

The Adamant Skin Technique can also be used to withstand physical damage not associated with combat. It is as effective at withstanding the impact of a fall as the blow of a sword. However, Storytellers should keep in mind that the defense offered by the Adamant Skin Technique is of a very short duration — the character might use it to withstand the impact of a falling idol or a plunge from the top of a tower, but a character who hurled himself into a blazing firepit would only be protected for a second or two. A character must invoke the Adamant Skin Technique before his opponent’s attack roll.

 

Unfailing Tortoise Technique

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Resistance: 3

Minimum Essence: 1

Prerequisite Charms: Durability of Oak Meditation

This Charm strengthens the character’s awareness of the world around him and allows him to resist even unanticipated attacks. If hit by an attack, even one he is not anticipating, the character may spend 1 mote of Essence to add his Resistance score to his bashing soak total for the purposes of soaking that attack. Characters must invoke Unfailing Tortoise Technique before soak is subtracted from the damage.

 

Iron Kettle Body

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Resistance: 5

Minimum Essence: 2

Prerequisite Charms: Unfailing Tortoise Technique

As Unfailing Tortoise Technique, but the character’s Resistance is also added to her lethal soak as well.

 

Whirlwind Armor-Donning Prana

Cost: 2 motes per turn

Duration: Special

Type: Simple

Minimum Resistance: 1

Minimum Essence: 1

Prerequisite Charms: None

Through the use of this Charm, the character can speed the process of donning his armor. The character can don his armor in a number of turns equal to the armor’s mobility penalty. Each turn of effort costs 2 motes of Essence. The character must have the armor readily available and at hand to don it so quickly — this Charm does not speed the process of getting the armor out of a trunk.

 

Hauberk-Summoning Gesture

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Resistance: 3

Minimum Essence: 3

Prerequisite Charms: Whirlwind Armor-Donning Prana

This Charm allows a character to call her armor to her. In an eyeblink, it appears on her. She is instantly fully armored, with all the straps and buckles adjusted properly. If the character uses a shield, that appears on her person as well. The character cannot call her armor from further away than 100 yards x her Essence rating. This Charm can’t be used to steal armor off an opponent or off a display dummy — the armor must be the character’s own. She must have worn it for at least several hours and established her possession of it.

 

Glorious Solar Plate

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Resistance: 4

Minimum Essence: 3

Prerequisite Charms: Hauberk-Summoning Gesture

The characters materializes his Essence into a suit of golden lamellar armor. This armor is an expression of the character’s anima and, so, reflects his personality and predispositions. It can be sleek, imposing, ornate, simple — it is the character’s ideal armor. Regardless of its appearance, the armor glows with an golden inner light bright enough to read by in a several-yard radius. Glorious Solar Plate provides 10 lethal and 10 bashing soak, with only a -1 penalty to maneuvers requiring dexterity and grace.

 

Immunity To Everything Technique

Cost: 6 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Resistance: 5

Minimum Essence: 3

Prerequisite Charms: Illness-Resisting Meditation, Poison-Resisting Meditation

The character channels Essence to strengthen and enhance her system to an almost unimaginable degree. While this Charm is in effect, the character cannot be injured by poison and cannot contract illnesses. She can sprinkle poison on her food as a condiment or walk hand-in-hand with a plague victim and be unaffected — for its duration, this Charm even makes the character immune to the Great Contagion. This Charm provides genuine immunity — a character exposed to poison will not suddenly stiffen and die after the scene is over, and a character exposed to disease while protected will not become ill from her exposure later. However, a character exposed to a disease or toxin after the Charm’s effect has dissipated is as vulnerable as any of the Chosen.

 

Environmental Hazard-Resisting Meditation

Cost: None

Duration: Permanent

Type: Special

Minimum Resistance: 5

Minimum Essence: 2

Prerequisite Charms: None

Some Exalted, in their years of wandering the wilderness, develop an immunity to nature’s rigors. To simulate this, a character takes this Charm to grant permanent resistance to one of the following conditions. Each time she purchases this Charm, she can choose one of the following:

• Resistance to Extreme Heat

• Resistance to Extreme Cold

• Resistance to Acid

• Resistance to Windblown Particles

A character with one of these resistances suffers no damage from natural occurrences of the condition and is comfortable acting in it wearing normal gear. For instance, a Chosen with Resistance to Extreme Heat may walk across the most brutal of deserts without penalty, but still suffers damage if caught in a forest fire or magical flame. This Charm is similar to Ox-Body Technique, in that an Exalt can take it repeatedly, until she has purchased all four versions. A character cannot purchase this Charm more times than she has dots in the Resistance Ability.

 

Alcohol-Resisting Prana

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Resistance: 1

Minimum Essence: 1

Prerequisite Charms: None

By invoking this Charm, the Exalted becomes immune to the negative effects of alcohol for the rest of the scene. He suffers no penalties during or after the scene in which Alcohol-Resisting Prana is used, and in fact, the effect is quite pleasant, as the character experiences the euphoric feelings of drunkenness without any of the impairment normally associated with heavy drinking. If the character is already drunk, then allnegative effects of the alcohol are negated until the Charm ends. In addition, invoking this Charm prevents any chance of hangover from alcohol drunk during the scene, whether or not the Charm was in effect when the alcohol was consumed.

 

Drunken Warrior Technique

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Resistance: 2

Minimum Performance: 2

Minimum Essence: 1

Prerequisite Charms: Alcohol-Resisting Prana

The Drunken Warrior Technique allows the invoking Exalted to harness the unpredictability of drunkenness in combat. When this Charm is invoked, the character may add dice to an attempt to attack or an attempt to dodge or to parry an attack. The Charm may be invoked multiple times per turn, but the total number of dice added in a given turn cannot exceed the number of drinks the character has had during the scene or the sum of the character’s Resistance and Performance Abilities, whichever is lower.

For the purposes of this Charm, a “drink” is a glass of wine, a tankard of beer, a dram of hard liquor or the equivalent. This Charm does not provide any immunity to the negative effects of drinking, but may be used even if the alcohol’s effects have been negated through the use of the Alcohol-Resisting Prana.

 

Inebriated Fool Defense

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Resistance: 4

Minimum Performance: 3

Minimum Essence: 1

Prerequisite Charms: Drunken Warrior Technique, Spirit Strengthens the Skin

The Inebriated Fool Defense allows the Exalted to utilize the effects alcohol has on the human body, loosening its muscles and joints, to withstand damage. When this Charm is invoked, the character may add a number of points to his bashing soak equal the number of drinks he has consumed during the scene. This number can be no greater than the sum of the Exalted’s Resistance and Performance Abilities. The Charm may be invoked multiple times per turn, and the bonus is the same each time it is invoked. The effects of this Charm are compatible with other Resistance Charms that increase the character’s bashing soak.

For the purposes of this Charm, a “drink” is a glass of wine, a tankard of beer, a dram of hard liquor or the equivalent. This Charm does not provide any immunity to the negative effects of drinking, but may be used even if the alcohol’s effects have been negated through the use of the Alcohol-Resisting Prana.

 

Interrogation-Resisting Attitude

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Resistance: 2

Minimum Essence: 1

Prerequisite Charms: None

The character’s will and body are strengthened by Essence, allowing her to easily endure all forms of torture and interrogation. The player may add a number of automatic successes equal to the character’s permanent Essence to any Resistance rolls to avoid breaking under interrogation. The character need not call upon this power before the interrogation and may even invoke it after giving some information during the interrogation.

Use of this Charm does not negate the effects of any toxins used in the interrogation, nor does it prevent damage. It merely allows the character complete control over what she chooses to say.

 

Pain-Reducing Meditation

Cost: 1 mote per -1

Duration: One scene

Type: Reflexive

Minimum Resistance: 3

Minimum Essence: 2

Prerequisite Charms: Interrogation-Resisting Attitude, Durability of Oak Meditation

The cumulative effects of pain can bring down even the hardiest of Exalted. This Charm allows a Chosen to ignore pain through the application of Essence. To activate the Charm, the Exalted chooses to what degree he wishes to ignore wound penalties for the remainder of the scene. For each -1 wound penalty the characters, the Charm costs 1 mote to activate. This Charm may be used multiple times during a single scene, with cumulative effects. A character can also negate more points of wound penalties than he is currently suffering, to anesthetize himself against later injury.

 

Armor Of Virtue Technique

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Resistance: 2

Minimum Essence: 2

Prerequisite Charms: Durability of Oak Meditation

Through the expenditure of Essence, this Charm allows the Exalted to reinforce his ability to withstand attack with one of his Virtues. The character must choose the Virtue at the beginning of the scene and act in accordance with that Virtue for the duration of the scene. If at any point he acts contrary to the chosen Virtue, the Armor of Virtue fades immediately. Specifically, attempting any action that would require failing a Virtue check causes the Charm’s effects to expire. For example, abandoning or attempting to abandon a loved one to perish miserably while under the protection of Compassion causes the Armor of Virtue to fail.

When invoked, the Armor of Virtue Technique increases the character’s bashing soak by the value of the character’s chosen Virtue for the rest of the scene. This Charm may be used again on subsequent turns, but a character cannot gain a greater bonus to his bashing soak via Armor of Virtue Technique than his Stamina + Resistance. The effects of this Charm are compatible with the effects of other Resistance Charms that increase the character’s soak.

While under the effect of the Armor of Virtue Technique, the Exalted’s Caste Mark glows brightly, as if the character had spent 4 to 7 motes of Peripherial Essence. Invoking this Charm automatically adds one point to the character’s Limit.

 

Fivefold Armor Of Virtue Technique

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Resistance: 3

Minimum Essence: 3

Prerequisite Charms: Armor of Virtue Technique

Through the expenditure of Essence, the Fivefold Armor of Virtue Technique allows the Exalted to reinforce his ability to withstand attack with one of his Virtues. The character must choose the Virtue at the beginning of the scene and act in accordance with it for the duration of the scene. If at any point he acts contrary to the chosen virtue, the Fivefold Armor of Virtue fades immediately, as per the Armor of Virtue Technique.

When invoked, the Fivefold Armor of Virtue Technique increases the character’s lethal soak roll by the value of the character’s chosen Virtue for the rest of the scene. This Charm may be used again on subsequent turns, but a character cannot gain a greater bonus to his lethal soak via Fivefold Armor of Virtue than his Stamina + Resistance.

While under the effect of the Fivefold Armor of Virtue Technique, the Exalted’s anima glows brightly enough to read by, as if the character had spent 8 to 10 motes of Peripheral Essence. Characters wearing armor cannot use this Charm. Invoking this Charm automatically adds one point to the character’s Limit.

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