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
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.