Endurance Charms

 

Ox-Body Technique

Cost: None

Duration: Permanent

Type: Special

Minimum Endurance: Varies

Minimum Essence: 1

Prerequisite Charms: None

The Terrestrial Exalted may not be quite as resilient as the Anathema they oppose, but they can still take a good deal more punishment than normal humans. Like their Solar enemies, the Dragon-Blooded may buy extra health levels as if they were a Charm.

Each level of the Dragon-Blooded Ox-Body Technique provides one -1 and one -2 health level. Characters cannot take Ox-Body Technique more times than they have points of Endurance.

 

Unsleeping Earth Meditation

Cost: 1 mote

Duration: One day

Type: Simple

Minimum Endurance: 2

Minimum Essence: 2

Prerequisite Charms: None

By simply invoking the strength of the Earth Dragon, a Dragon-Blooded using this Charm is able to go without sleep for 24 hours without ill effect. The character suffers no penalties of any kind during this period due to fatigue from sleep and is fully alert. The character still has to rest from physical exertion.

Using this Charm for more than the character’s Essence + Endurance days is not recommended. For every day past that point, the Exalt loses one temporary Willpower per day. This Willpower cannot be recovered until he has had at least 24 hours of uninterrupted sleep.

 

Uneating Earth Meditation

Cost: 2 motes

Duration: One day

Type: Simple

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: Unsleeping Earth Meditation

Stone does not need nourishment, and with this Charm, neither do the Dragon-Blooded. A character under the influence of this Charm does not need to eat or drink. The Exalted functions perfectly well with no nourishment whatsoever and suffers none of the penalties associated with hunger.

Using this Charm for more than the character’s Essence + Endurance days is remarkably hard on the body. For every day past that point, the character loses one bashing health level per day, which cannot be healed until use of the Charm is discontinued. Most Terrestrial Exalted using this Charm for extended periods tend to go without its effects for a day or two before reinvoking it.

 

Unbreathing Earth Meditation

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Uneating Earth Meditation

The mountains do not breathe. Neither need a Dynast who has mastered this Charm. For the rest of the scene after activating this Charm, the Dragon-Blooded does not breathe. She can survive under water, in clouds of poison gas and in other asphyxiating environments with no ill effects whatsoever.

Keep in mind that, for the duration of the Charm, the character is incapable of breathing. This also means that speech is out of the question, since the noise of it is caused by expelling air. This Charm can be used on others, if they are willing. All the character need do to affect a voluntary target is to simply touch him.

 

Unfeeling Earth Meditation

Cost: 3 motes, 1 Willpower

Duration: Varies

Type: Reflexive

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: Unbreaking Earth Meditation

The pain and frailty of mortal flesh may be avoided for very short periods of time by the invocation of this Charm. Once active, the character may ignore all wound penalties for a number of turns equal to his Stamina + Endurance. This Charm does nothing to actually protect the character from damage ― it only temporarily alleviates the symptoms of injury.

 

Untiring Earth Meditation

Cost: 5 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Endurance: 3

Minimum Essence: 2

Prerequisite Charms: Unsleeping Earth Meditation

This Charm roots the Dragon-Blooded’s Essence down into the elemental Earth, magically sustaining him. As long as the Dragon-Blood’s feet touch the earth once every two turns, he incurs no fatigue whatsoever from any source, whether it be armor, encumbrance, great physical exertion or magical effect. This Charm does not relieve fatigue already present when it is invoked, however. The Dynast under the influence of the Charm also may ignore wound penalties up to his permanent Essence rating. If the character does not touch the earth at last once every two turns, this Charm is instantly disrupted.

 

Unflagging Vengeance Meditation

Cost: 3 motes + 1 Willpower

Duration: Until satisfied

Type: Simple

Minimum Endurance: 4

Minimum Essence: 4

Prerequisite Charms: Unfeeling Earth Meditation, Untiring Earth Meditation

As well as protecting an Exalted’s flesh from harm, the steady strength of the Earth Dragon can be used to fuel the inner flame of vengeance. This Charm is invoked through speaking aloud the terms for the vendetta, to which the character commits himself with all his soul. The goal must be a simply stated purpose such as, “Find the person who killed my father” or “Avenge the stain to my honor inflicted upon me by the cowardly vassal of the Lord of Singing Birds.”

Until the terms of the vendetta are fulfilled, the Exalted does not need to eat, sleep or rest, so long as he remains in pursuit of the vendetta. The character incurs no penalties from any sort of fatigue, whether it be magical or natural. He will walk tirelessly and fight tirelessly in pursuit of his aim and takes no fatigue from armor. He may soak both lethal and bashing damage with his Stamina, and he adds his Endurance to both his lethal and bashing soaks.

Unflagging Vengeance Meditation can be sustained without ill effect for up to the Exalt’s Essence in days. After that, the character begins losing one health level of unsoakable bashing damage every time his Essence in days passes. The Exalted grows pale and draw, his face set into a mask of vengeance. These health levels may be healed only after the Charm is allowed to lapse. Healing damage taken from this effect of the Unflagging Vengeance Meditation takes twice as long as usual.

A number of additional characters can join the vendetta equal to the Essence of the character initiating the oath. Other characters involved must each pay a point of temporary Willpower to take the oath. Unflagging Vengeance Meditation ends when either the vendetta is satisfied or the individual who invoked it consciously stops it. If anyone involved terminates her part in the oath prematurely, she takes a number of unsoakable levels of lethal damage equal to the sum of the permanent Essences of the characters involved. This damage may not be reduced in any fashion, either with armor or natural protection.

 

Sleep Of Stones Trance

Cost: 1 mote

Duration: One hour

Type: Simple

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Unsleeping Earth Meditation

The Exalt assumes a meditative position and becomes perfectly still, clearing his mind of all thoughts as he locks his gaze forward without really seeing. The character does not actually sleep or dream in this trance and regains no Essence for meditating, but remains peripherally aware of his surroundings. If the character experiences any substantial distraction or interruption, he may prematurely and reflexively snap out of his torpid reverie to confront the situation. Ignoring the distraction and remaining in the trance requires a Temperance roll at standard difficulty. If the character goes a full hour without leaving the trance, roll one die. Success restores one point of Willpower, while a failure or botch indicates the meditation provided no real benefit except to rest the character’s body. Characters may not use this Charm more times in a day than their Endurance rating, and trances broken by distractions count against this limit. Dragon-Blooded with Essence 3+ may explicitly use Sleep of Stones Trance to regain Willpower points lost by overusing Unsleeping Earth Meditation, allowing these disciplined stoics to go indefinitely without sleep so long as they regularly meditate.

 

Breath Of Earth Trance

Cost: 2 motes

Duration: Until broken

Type: Simple

Minimum Endurance: 4

Minimum Essence: 3

Prerequisite Charms: Sleep of Stones Trance

The character sinks into deep meditation, opening her consciousness and soul to the breath of the Elemental Dragons flowing through the world. Whenever the character experiences a substantial distraction and after each hour that passes, roll her Temperance to maintain the trance. The difficulty starts at one and increases by +1 after every two successive checks. A failure or botch on any of these Temperance rolls breaks the meditation and ends the Charm. For each hour the Exalt remains in the trance, she recovers (her permanent Essence + 8) motes. Hours spent using Breath of Earth Trance refresh the soul even better than time spent asleep, possibly supplanting the need for sleep altogether. Characters using Breath of Earth Trance for at least four consecutive hours may regain Willpower with a standard Conviction roll, but players of Exalted only receive one Conviction roll for their characters to regain Willpower each day regardless of the number of hours they sleep or meditate with this Charm.

Breath of Earth Trance only functions within Creation. Dragon-Blooded cannot concentrate on the Essence of their patrons inside the tainted energies of a shadowland or Wyld zone, let alone in the Deep Wyld, Malfeas, Autocthonia or the Underworld. The sanctums of the little gods and the Celestial City of Yu-Shan are considered part of Creation for the purpose of this Charm.

 

Purifying Blood Ascendancy

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Endurance: 4

Minimum Essence: 2

Prerequisite Charms: Uneating Earth Meditation

The Terrestrial Exalted calls upon the blood of the Elemental Dragons to awaken and cleanse her body of dangerous impurities. Liquid Essence glows visibly as it spreads through the arteries and veins beneath her skin, growing into a web of vibrant pulsing light the color of her anima. Characters can use this Charm to completely rid themselves of a single disease they have contracted or to completely nullify a single toxin currently present in their bodies. Once this Charm has purged a disease or poison, the character becomes completely immune to that impurity and may ignore any and all future exposure without a Resistance roll for a number of days equal to her permanent Essence. Characters may also use this Charm to cleanse all wounds of infection, which also serves to make their bodies immune to any infection for days equal to Essence. Purifying Blood Ascendancy does not aid against magical plagues and poisons. Characters may use this Charm while unconscious or otherwise incapacitated, making this an effective defense against paralytic venom.

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