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CMAcharms
CMAcharms
CMAcharms
Breath-Seizing Technique
Cost: 4m; Mins: Essence 1, Air Dragon 3; Type: Simple
1
Keywords: Combo-OK, Crippling, Stackable
Duration: (Martial Arts) actions
Prerequisites: Air Dragon’s Sight
Breath-Seizing Technique
Cost: 4m; Mins: Essence 1, Air Dragon 3; Type: Simple
Keywords: Combo-OK, Crippling, Stackable
Duration: (Martial Arts) actions
Prerequisites: Air Dragon’s Sight
Breath-Seizing Technique
Cost: 4 motes; Mins: Essence 1, Air Dragon 3; Type: Simple
Keywords:
Duration: Martial Arts in turns
Prerequisites: Air Dragon’s Sight
The martial artist’s attacks buffet the target, making it hard to breathe and
perhaps driving them unconscious.Source Exalted: The Dragon-Blooded, p. 243.
Source: Exalted: The Dragon-Blooded
2
Source: Exalted: The Dragon-Blooded
3
Prerequisites: Air Dragon Form
This Charm ignores rate, and all actions in the flurry must be unarmed Martial
Arts attacks.
Source: Scroll of Errata
4
Wrathful Winds Maneuver
Cost: 4m; Mins: Essence 3, Air Dragon 5; Type: Simple
Keywords: Combo-Basic, Crippling, Obvious
Duration: Instant
Prerequisites: Avenging Wind Strike
To use this Charm the character makes an an attack roll of (Strength + Martial
Arts), which is separately applied to the defenses of all characters in the affected
area and can’t be parried. Targets hit by the attack suffer automatic knockdown,
deafening, and inactivity for the durations specified in the Charm. Targeting a single
individual for +1wp makes this attack undodgeable. All other printed rules for this
Charm do not apply.
Source: Scroll of Errata
Thunderclap Kata
Cost: 5m; Mins: Essence 3, Air Dragon 5; Type: Simple
Keywords: Combo-Basic, Crippling
Duration: Instant
5
Prerequisites: Cloud Treading Method
All beings in range of the Charm make a Stamina + Resistance roll at a difficulty
of the martial artist’s Essence rating. Those who succeed are unaffected; those who
fail become inactive until their next action and suffer a number of levels of bashing
damage equal to (the Martial Artist’s Essence successes rolled), which ignore armor.
Affected victims are deafened as explained. This attack is an environmental effect.
Source: Scroll of Errata
Thunderclap Kata
Cost: 5m; Mins: Essence 3, Air Dragon 5; Type: Simple
Keywords: Combo-Basic, Crippling
Duration: Instant
Prerequisites: Cloud Treading Method
All beings in range of the Charm make a Stamina + Resistance roll at a difficulty
of the martial artist’s Essence rating. Those who succeed are unaffected; those who
fail become inactive until their next action and suffer a number of levels of bashing
damage equal to (the Martial Artist’s Essence successes rolled), which ignore armor.
Affected victims are deafened as explained. This attack is an environmental effect.
Source: Scroll of Errata
Thunderclap Kata
Cost: 5 motes; Mins: Essence 3, Air Dragon 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Cloud Treading Method
This Charm allows the character to summon up a clap of thunder to stun their
opponents or delay their action.Source Exalted: The Dragon-Blooded, p. 247.
Source: Exalted: The Dragon-Blooded
6
Lightning Strike Style
Cost: 4 motes, 1 health level; Mins: Essence 3, Air Dragon 5; Type: Simple
Keywords:
Duration: Martial Arts in turns
Prerequisites: Thunderclap Kata
This Charm summons up lightning, striking the martial artist’s target out to a
distance.Source Exalted: The Dragon-Blooded, p. 247.
Source: Exalted: The Dragon-Blooded
7
Prerequisites: Judgment Descends From On High
Divinity is beautiful and lovely beyond the ken of mortal understanding. Even
the Exalted have trouble living up to the wonder that is often expected of them
by their worshipers, not so those who command this charm. They shine, not with
their own virtue or power, but with the white-hot zeal of their most devout devotees.
Before this idealized brilliance, the might of even their fellow exalted seems small and
fragile. This charm, when invoked against another attack, bathes the Martial Artist
in the brilliance of divinity. They appear, not as they are, but as they are believed to
be, free of any flaw and stripped of all qualities but power and might. This illusion
of perfection can cause even the most devout to give pause, unconsciously weakening
their blows. The attack this charm is invoked against suffers an internal penalty equal
to the difference between the Exalts (Essence + Cult) and the higher of the target’s
Valor, Conviction or Temperance. This illusion costs Mortals 2wp to pierce, essence
users may see through it for 1wp.
However, if the target of this charm has an intimacy of reverence and awe, has
prayed to the Exalt in the last 24 hours, or is a member of the Exalt’s cult. This
charm automatically inflicts a minimum of (Cult) points of internal penalty (without
requiring comparison), and costs 2wp to resist. Each resistance of this charm counts
as a scene spent eroding any reverential intimacies the target might feel towards the
exalt.
Resisting this charm (essence) times in a single scene makes one immmune to it
for 24 hours.
Source: JiveX
8
thing, but it cannot compare to this sight. Indeed, nothing short of the moment of
Exaltation can rival the transformative influx of essence that is witnessed by those
who see this charm initiated. As being empowered beyond even the greatest of gods
the Exalted who transcend physicality (even in this limited sense) do not become
more like spirits, for to do so would mean that they became less, rather, they be-
come, if possible, more like Exalted. Their anima’s flare to full totemic level, and
though they diminish at the normal rate, remain only one step removed from the full
totemic level for the duration that this charm is active. This anima flare does not
trigger anima powers (necessarily). Wreathed in this brilliance, and awash with the
power of her cult’s worship. The Exalt’s every footfall echoes in throughout creation,
and reverberates in the darkest corners of Malfeas and the highest spires of Yu-Shan.
The Exalt, is neither material nor immaterial, while this charm is active, but both
(after a fashion) capable of perceiving and interacting with both worlds (and being
interacted with by them in turn). She cannot distinguish the material from the im-
material however, which presents something of a problem, and cannot perceive or
affect immaterial entities who are not bathed in the light of her Anima (further than
Essence x 8 away). Furthermore her constitution elevated towards the divine. She
adds half her (cult), round down, to her Strength and Stamina, and may soak lethal
with this full value. As a final benefit, her saturation in prayer essence and devotion
cause to respire a number of motes per action equal to the number of motes she would
normally respire hourly as a result of her Cult. Doing so, however, strains the stream
of worship. Therefore, she does not enjoy the increased hourly mote respiration for
12 hours after activating this form. Subsequent activations of the form within this
12 hours reset the duration (but the form still provides its increased mote regaining
benefits). If this charm is activated in the presence of a a social unit comprised of her
worshipers with a magnitude equal to her (Essence)/2 mote this drawback does not
apply.
Source: JiveX
9
Striking Sand Futility
Cost: 3m, 4m, or 4m 1wp; Mins: Essence 2, Angry Sands 2; Type: Reflexive
(Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites:
Striking at the desert sand proves useless. When this Charm is used the martial
artists body explodes in a spray of sand in reply to an attackers strike. This reduces
the post soak damage dice he would suffer by his Essence. This cannot reduce that
number below one die and it only affects bashing damage.
At Essence 4, if the martial artist knows the Angry Sands Form charm, he may
pay 4m when activating this Charm. Doing so allows him to affect lethal damage
with this Charm; it reduces the post soak damage dice by half his Essence, rounded
up.
Once the martial artist has learned Legend Swallowing Sand Coffin he may pay 4m
and 1wp to affect aggravated damage in the same manner as lethal damage through
this Charm.
Source: Jester7789
Grinding-Sand Remains
Cost: 1m+; Mins: Essence 2, Angry Sands 2; Type: Reflexive (Step 1 for
attacker, step 2 for defender)
Keywords: Combo-OK, Obvious, Touch
Duration: One Scene
Prerequisites:
The martial artist leaves sand wherever his hands or feet land. As the martial
artist moves to strike sand trails from his attack through the air and, upon impact, a
cloud of sand erupts from the blow engulfing his target. The martial artist spends at
least one mote to activate this Charm and, if his attack is parried or is successful, he
may commit the motes spent for the scene. For every one mote committed in this way
he reduces his targets armors soak by 1B and by 1L for every two motes he commits.
He may not have more motes committed to this Charm per target than his Essence
rating.
At Essence 4, if the martial artist knows the Angry Sands Form charm, he may
activate this Charm in response to an attack made against him. He cannot successfully
dodge an attack and use this Charm- he must parry it or suffer the attacks effects.
Source: Jester7789
10
martial artist even if he were blind because sand has permeated his body giving the
martial artist a perfect vision of where and how he moves. If the martial artist could
somehow spread out a layer of sand summoned through this Style he could expand
his senses to match. This does not allow the martial artist to use his sense of touch
when it is not a legal option (such as with Dematerialized beings) or to bypass effects
that numb him; whatever penalties to touch the martial artists body suffers transfers
through this Charm.
As a specific benefit of this Charm, if the martial artist also has Angry Sands Form
active he can use any Charms in this tree with the Touch keyword while sand created
through this style is touching an opponent. If the Charm requires an attack roll the
martial artist must still be able to make an attack as normal- this does not create an
attack pool for him nor does it allow him to attack through inert sand: an opponent
tagged with Grinding-Sand Remains, as in the example above, could not be struck
if they were 200 yards away because the sand is only passively active. If the martial
artist could summon a storm of sand that possessed an attack pool he could use his
Touch effect charms through that.
Source: Jester7789
11
DVs by an amount equal to the number of motes committed to that target through
the Charm Grinding-Sand Remains as an External penalty. This attack, if successful,
inflicts a number of lethal dice of damage equal to the martial artists (Essence x
2) after hardness and soak. This is a variable and intelligent effect; if the targets
Hardness is 12 and his soak is 19 the attack effectively inflicts (19 + Essence x 2)
damage. But, if his opponents Hardness were 20 and his soak 5, the attack inflicts
(20 + Essence x 2) for the purposes of bypassing hardness, but only (5 + Essence
x 2) for bypassing soak. Effects that reduce damage dice before soak must reduce
the damage by (the higher of the two calculations) entirely or the martial artist still
inflicts the full damage granted by this Charm.
If the martial artist has mastered the Angry Sands Styles tree, he may spend 7m
1wp and make a single attack roll. This applies this Charms attack to every being
that the martial artist can touch up to a maximum number of targets equal to his
Essence.
Source: Jester7789
12
Points equal to his (Martial Arts + Essence) that can be spread out to increase the
Accuracy, Damage, Defense, or Rate ratings of his Sand Attack; no single category
can be increased by more than his Essence at once. He may reallocate these points as
a reflexive action at the beginning of a tick that he acts in if he chooses.width=”70
percent” cellpadding=”3” cellspacing=”0” style=”EssenceColorTable
Source: Jester7789
13
*At 25 or more motes he doubles his effective Essence rating for determining the
maximum cap on the effects of Striking Sand Futility and Grinding-Sand Remains
while this Charm is active.
The martial artist cannot commit more motes to this Charm than his (Essence x
5). At Essence 6 this Charm has no limit to the number of motes the martial artist
may commit but he is limited by Charm bonus limitations as normal (in regards to
bonuses to strength and stamina).
Source: Jester7789
14
War and strife go hand in hand. Generals argue over strategies. Soldiers grow
bitter of orders. The common people grow restless. The warlord knows best how to
exploit the inner conflicts of her opponents before such conflicts within her own ranks
weaken her advance. With this Charm, the warlord makes two unarmed attacks at
her full dice pool which must be against two separate targets. Should either attack
hit, the target that is struck gains a negative Intimacy regarding the other target.
If the target already possesses such an Intimacy, the warlord may select one of her
negative Intimacies to pass along. This Intimacy lasts until it is overcome through
usual methods, but can be suppressed for one scene by spending a point of Willpower.
Source: Reminiscent Oasis
15
is assumed to have struck every viable target within range once she her attacks have
caused the unit to lose a point of Magnitude.
Source: Reminiscent Oasis
What Follows
Cost: 5m, 1wp; Mins: Essence 4, Apocalyptic Warlord 5; Type: Supplemental
Keywords: Combo-OK, Sickness
Duration: Instant
Prerequisites: Apocalyptic Warlord Form
Like a familiar, the plague loyally follows war, creeping into the small places
war could not reach herself. Infusing her unarmed attack with the essence of this
disease, the warlord exposes her target if she inflicts at least one level of damage
with the attack (see ”’Exalted”’, pg 353). So potent is this weaponized form of the
plague that even Exalts are at risk, resisting and suffering from its effects as mortals
normally would. Mortals who are struck with this attack and infected must make an
immediate Morbidity check or die on the spot. If a person infected by this Charm
dies within the scene, all within the warlord (Martial Arts) yards of the body are
exposed to the disease, resisting it as they normally would.
Source: Reminiscent Oasis
16
resist. Each action he resists, however, lowers his War rating by 1. If the target is
a commander of an army, his troops will eventually hesitate while witnessing their
leaders cowardice, ensuring that the effective Magnitude of the unit is not greater
than the adjusted War rating would allow. Once the target agrees to duel the war-
lord, no further expenditure of Willpower is required to resist and his War rating is
immediately restored. Against the designated target, the warlord may sacrifice any
number of other Intimacies in Step 10 to convert (Conviction) dice into successes. If
she successfully slays her chosen target, the warlord inspires all who witness her vic-
tory to pursue their own desires in a similar fashion. For the remainder of the scene,
those who possess a Mental Dodge Defense less than the warlords (Manipulation +
Martial Arts) are compelled to act against their own negative Intimacies fleeing from
those they fear, attacking those they hate unless they spend two points of Willpower
to resist this unnatural mental influence.
Source: Reminiscent Oasis
17
the remainder of the Charm, the target is compelled to act on the most immediately
relevant Intimacy, starting with any negative Intimacy the character might possess. If
the character had previously been struck with The Enemy of My Enemy, the imparted
Intimacy has priority. This effect costs two points of Willpower to resist.
Source: Reminiscent Oasis
18
text of the Charm for details.Source Glories of the Most High: The Unconquered Sun,
pp. 34-35.
Source: Glories of the Most High: The Unconquered Sun
19
unnatural mental influence. See the full text of the Charm for details.Source Glories
of the Most High: The Unconquered Sun, p. 36.
Source: Glories of the Most High: The Unconquered Sun
Heaven-and-Earth Stairway
Cost: - (1m); Mins: Essence 3, Arms of the Unconquered Sun 5; Type: Perma-
nent
Keywords: Obvious
Duration: Permanent
Prerequisites: Meditation upon the Spear, Meditation upon the Horn, Medita-
tion upon the Shield, Meditation upon the Laurel
This allows the user to reflexively shift between the Form-Type Charms of this
martial arts style. See the full text of the Charm for details.Source Glories of the
Most High: The Unconquered Sun, p. 36.
Source: Glories of the Most High: The Unconquered Sun
20
type Charm and emulate their Charm precisley. See the full text of the Charm for
details.
Source Glories of the Most High: The Unconquered Sun, p. 37.
Source: Glories of the Most High: The Unconquered Sun
Bond-Breaking Meditation
Cost: 3m; Mins: Essence 3, Ascending Scion 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Floating Peony Fist
The enlightened mind cannot be bound. An Ascending Scion can extend this
protection to his body as well. This charm allows the user automatic escape from any
mundane attempt to bind or imprison him. It can also be used as a perfect defense
against all grapple attempts.
If the binding forces are enhanced by charms or magic, add the user’s Essence in
successes to the escape attempt.
Source: Bird Flu
Aggression-Destroying Rebuke
Cost: 2m OR 2m, 1wp; Mins: Essence 3, Ascending Scion 4; Type: Reflexive
(step 5)
Keywords: Combo-OK, Counterattack, Crippling
Duration: Instant
Prerequisites: Bond-Breaking Meditation
The Ascending Scion may activate this charm after successfully using his Parry
DV to defend against an attack. He may immediately make a Martial Arts disarm
attempt against his attacker as a free counterattack, negating the usual -2 penalty
and adding his essence in automatic successes to the attempt.
If the disarm attempt is successful, the Scion may reflexively spend 1 willpower
to destroy the weapon. Artifact weapons are immune to this effect. If this effectg is
applied against an unarmed opponent, it instead has a crippling effect on the target.
Source: Bird Flu
21
Keywords: Combo-OK
Duration: One Scene
Prerequisites: Aggression-Destroying Rebuke
The same understanding that allows an enlightened Scion to reject the physical
universe also allows him to bind himself to it.
For the remainder of the scene, the Scion’s body becomes as hard as stone. He
may parry lethal attacks with his bare hands, and may add his Martial Arts score to
his soak totals and Resistance rating.
Shaping effects used against the Scion also increase their difficulty by the user’s
essence.
Source: Bird Flu
22
Burnt Incense Invocation
Cost: 1 motes; Mins: Essence 2, Ash Dragon 3; Type: Reflexive
Keywords: Combo-OK
Duration: Special
Prerequisites: Ash Dragon’s Breath
Reaching into the breath of the Abyss, the character draws a fragment of
the power of the Underworld into herself, trading a measure of her potential for
immediate recovery. Upon activation of this Charm, the character will recover one
mote per action, for (Martial Arts) actions. However, the mote spent to activate
this Charm remains committed for the duration of the scene. This Charm may be
activated repeatedly, but the total number of motes gained may not exceed one per
action, and each invocation requires the commitment of an additional mote for the
scene.
Source: FrivYeti
Ash-Shrouded Soul
Cost: 3 motes; Mins: Essence 2, Ash Dragon 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Ash Dragon’s Breath
As ash catches in the eye of the living, and memory tugs at their hearts, so
does the Ash Dragon hide momentarily from the sight of those who seek her out.
This Charm may only be activated on the character’s action. It allows her to make
an attempt to re-establish surprise reflexively.
Source: FrivYeti
23
her Essence, as enemies find their movements slow and difficult to judge. Furthermore,
the character’s own unarmed attacks become Piercing; her hands and sling pass easily
through armor to strike at unprotected flesh.
Source: FrivYeti
24
Regret-Forming Cry
Cost: 5 motes; Mins: Essence 3, Ash Dragon 5; Type: Simple
Keywords: Combo-Basic, Emotion, Obvious
Duration: (Martial Arts) Actions
Prerequisites: Empty Northern Wind
The nature of prayer is to remember loss and pain, and the Ashen Dragons best
know how to call on that loss. The character lets out a howl of misery that extends
(Essence x10) yards in all directions. The character rolls (Martial Arts + Essence),
and this Charm affects everyone whose MDVs are lower than the successes rolled.
For every point that they are lower, they suffer a -1 internal penalty to all actions as
they feel doubt and sorrow overwhelming them. If their penalties are greater than
their Compassion rating, they are unable to take active actions, and can only defend
themselves and suffer quietly.
Source: FrivYeti
25
Recompense from the Forgotten
Cost: 2m; Mins: Essence 2, Ash Dragon (Alternate) 3; Type: Supplemental
Keywords: Leader, Combo-OK, Obvious
Duration: Instant
Prerequisites: Prayers Willingly Received
When worship is not forthcoming from one’s descendants, it is not only right to
take what is deserved, but to convince them to continue this service of giving. This
charm enhances an unarmed strike, adding (Essence+Cult)/2 to damage as both the
Martial Artist and those faithful to her empower the attack. Anyone hit by this attack
may (in step 9 as a ”Counterattack”) spend 1wp and make a prayer roll difficulty of
the (Martial Artist’s Essence) to negate all damage from the attack; the Stylist regains
motes equal to the successes on the roll regardless of the result.
Source: Scarlet Heavens
26
Duration: One Scene
Prerequisites: Ash Dragon Form (Alternate)
Through ancestors, the Corpse Dragon breathes on sacrifices - money, effigies,
artifacts - and turns them to ash. This Ash rises, lifting prayers to the sky on their
way to the gods. Using this charm the Dragon-Blood calls the dragon’s breath to
turn her armor into ash and spread it in the sky around her. For the rest of the scene
she negates up to 3 points of mobility penalty and fatigue caused by any attuned or
mundane armor. In addition it imposes a visibility penalty similar to Heavy Snow
for enemies within (Essence * 10) yards of the Dragonblood. In this state her armor
continues to grant normal benefits. As a Leader effect the cloud completely covers the
unit, hindering the sight of attacking enemy units. (This charm shapes the characters
armor. All other effects are a natural byproduct of that, thus Shaping Defenses only
apply if they counter that initial action)
Source: Scarlet Heavens
27
Unwilling Worship Beseeched
Cost: 4m (1wp); Mins: Essence 4, Ash Dragon (Alternate) 5; Type: Supple-
mental
Keywords: Combo-OK, Obvious, Illusion
Duration: Instant
Prerequisites: Fire Remnant Feint, Noxious Ember Enhancement
Loving descendants offer prayers and sacrifices at altars and grave sites. How-
ever, if need be an Ancestor may force worship from stingy survivors. The Stylist
makes an Unarmed Martial Arts attack at one of her opponent’s posessions (taking
penalties per a called shot at Storyteller’s discression), which, if the attack hits, turns
to ash. A gust of wind, smelling of incense and funereal perfumes, guides the remains
back to her, where she breathes it in. As unnatural mental influence it costs the owner
of the item 1wp to reconstitute all currently discorporated items for an action. After
spending the Martial Artist’s Essence rating in Willpower he has worked through the
illusion and he cannot be effected by this charm for the rest of the scene, until that
time he may have any or all of his possessions turned to ash by this charm. In addition
to disarming, unarmoring, or otherwise removing him of the object, she gains motes
equal to the resource cost of the target (Resource NA mundane goods grant 6m as do
Artifact 4, Artifact 5 grant 7m, and Artifact NA 8m). Regardless of willpower spent,
all items reform at the end of the scene. Striking an artifact adds 1wp the cost of this
charm.
Source: Scarlet Heavens
28
Prerequisites:
Simply entering combat with an Ash Dragon Stylist is offering her prayers,
which she will readily accept. When this charm is invoked on a Join Battle roll, she
receives extra dice equal to the highest performance rating of any of her opponents
+1 per additional opponent.
Source: Scarlet Heavens
29
Source: Scarlet Heavens
30
activly moving towards a target. It is entirly possible for a Chosen to constantly be
moving towards a target and thus continually maintain this bonus.
Source: RRimmel
31
knockdown, resisted with a difficulty equal to the Martial Artist’s Essence instead of
2 as normal, the remaining attacks in the combo become undodgable.
At the end of the combo if the defender is prone, the Attacker can choose to either
remain over the defender or thrown them up to the attacker’s strength in yards away
in a direction of the attacker’s choosing. If thrown, the effect is resolved as in Heaven
Thunder Hammer.
Source: RRimmel
32
Duration: Scene
Prerequisites: —
Harnessing the fury of the bear, a martial artist learns to both give and take
punishment.
The Martial Artist adds their Valor to their bashing and lethal soak. Additionally
their attacks do lethal damage and can parry lethal strikes without a stunt.
Source: RRimmel
33
Duration: Instant
Prerequisites:
Every Black Claw student must submit to his sifu. As one whose heart has
already been conquered, he knows that any greater defeat is impossible. The martial
artist draws on the memory of his love and channels it into his stance, projecting
unmistakable and fragile resolution: a sight to move the hearts of gods and demons
alike.
This Charm may be invoked when the character successfully negates an attack
with his DV. The aggressor is struck by the character’s posture of resolute defiance,
and treats the successful defense as a scene spent working toward building a positive
Intimacy for the martial artist. The specific emotional context of the Intimacy, be it
respect, admiration, or even unexpected love, depends on the context of the situation
and may be chosen by the attackers player. This unnatural mental influence costs
one Willpower to resist.
This Charm will not function if evoked in conjunction with a Charm possessing a
Flaw of Invulnerability (or equivalent effect, such as an Infernal Imperfection); the
martial artist’s beauty lies in his weakness, not his invulnerable strength.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/09/ink-
monkeys-vol-10-black-claw-style.aspx Ink Monkeys, Vol. 10
Source: Ink Monkeys
Storm-Calming Embrace
Cost: 3m; Mins: Essence 3, Black Claw 5; Type: Reflexive
Keywords: Combo-OK, Crippling
Duration: Until next action
Prerequisites: Black Claw Form
Despite being cruelly assaulted, the martial artist clasps his opponent to him.
Swallowing his rancor, he does nothing to escalate the fightsuch virtue! This Charm
34
allows the martial artist to add his Essence rating in dice to all attempts to establish,
maintain or control a grapple. However, a clinch enhanced by this Charm may only
be used to apply a hold, not to crush or throw.
Incidentally, as a Crippling effect, the target the martial artist is holding automat-
ically fails all Toxicity rolls, and any poisons in the target’s system add the L tag to
their Toxicity.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/09/ink-
monkeys-vol-10-black-claw-style.aspx Ink Monkeys, Vol. 10
Source: Ink Monkeys
Table-Turning Reversal
Cost: 6m; Mins: Essence 3, Black Claw 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Emotion
Duration: Instant
Prerequisites: Black Claw Form
Only a coward would use a weapon to strike down an unarmed man. All Cre-
ation rejoices to see a bully given a dose of his own medicine, and the martial artist
is the one to do it.
This Charm is activated in response to an attack; regardless of whether the at-
tack succeeds, the martial artist may launch a counterattack. This counterattack
is a standard disarm attempt (see Exalted, p.158), save that rather than knocking
the opponent’s weapon away, the martial artist steals and reflexively equips it. If
the counterattack succeeds, he may treat the pilfered weapon as though it were an
unarmed attack for the purpose of all Black Claw style Charms then for the rest of
the scene or until the weapon leaves his grasp, whichever comes first. Weapons made
entirely of Essence and attuned artifact weapons are not valid targets for this Charm.
Additionally, all characters who witness a successful disarm performed with this
Charm treat the sight as a scene of work toward building a positive Intimacy for the
martial artist. The emotional context of this Intimacy is chosen by the observers
player. This unnatural mental influence costs one Willpower to resist.
35
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/09/ink-
monkeys-vol-10-black-claw-style.aspx Ink Monkeys, Vol. 10
Source: Ink Monkeys
Outrage-Kindling Cry
Cost: 10m, 1wp; Mins: Essence 3, Black Claw 5; Type: Reflexive (Step 9)
Keywords: Combo-basic, Compulsion, Counterattack
Duration: Instant
Prerequisites: Storm-Calming Embrace, Doe Eyes Defense, Table-Turning Re-
versal
These things are natural in Creation, but not Malfeas: To cheer for the un-
derdog, to feel one’s heart go out to another in pain, and to abhor injustice. Thus
pious critics of Black Claw style are revealed as hypocrites; this technique employs
the weapons of Creation, not Hell.
This Charm may be activated in response to an attack that successfully strikes the
martial artist. It takes the form of a kiai that compresses the character’s agony into
a heart-rending wail. Roll ( Manipulation or Appearance + Performance), adding a
number of successes equal to any wound penalties the martial artist may be suffering,
and apply it against the Defense Value Dodge MDV of all witnesses within earshot
save for the attacker himself. Those who succumb to this unnatural mental influence
(spending the standard one Willpower to resist immunizes a listener for the rest of
the scene) suffer a Compulsion to assault the martial artist’s attacker and to protect
the martial artist. This behavior persists until either the attacker or the martial artist
has been out of sight for one minute, or the scene ends, whichever comes first.
The attack is considered automatically successful against all listeners who have a
positive intimacy toward the martial artist, a negative intimacy toward the attacker,
or who believe the attacker started the fight.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/09/ink-
monkeys-vol-10-black-claw-style.aspx Ink Monkeys, Vol. 10
Source: Ink Monkeys
Heart-Ripping Claw
Cost: 4m, 1wp; Mins: Essence 5, Black Claw 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Outrage-Kindling Cry
This is the secret final technique of the Black Claw style. In the past, many
teachers kept this Charm to themselves. Though the Yozis have forbidden their
progeny from withholding it from the Green Sun Princes, it seems likely that many
of the style’s Infernal masters may likewise neglect to mention Heart-Ripping Claw
when they establish their schools in Creation.
Eight wisdoms live at the heart of Black Claw style: Love is a lie; innocence is a
lie; blame is a lie; lies are inescapable. Children betray their parents; gods betray
their makers; students betray their teachers; betrayal is inescapable. Wise masters
are ready to strike first, and strike better.
Enhancing an unarmed attack with this Charm causes the attacking limb to be
wreathed in a corona of screaming black shadows, razor-edged and lashing. An attack
36
so enhanced inflicts lethal damage, and adds a raw damage bonus equal to twice the
martial artist’s Essence rating.
Moreover, if the Black Claw master is held in someone’s heart, he cannot fail to
strike that mark. This Charm acts as an unblockable and undodgeable attack against
any target harboring a positive Intimacy toward the martial artist. If the attack
would have missed such a target without this Charm, then it strikes with a threshold
of 0 successes. If the target has an Intimacy of love toward the martial artist, then
the attack inflicts aggravated damage in addition to the benefits mentioned above. If
this Charm slays an opponent, the Infernal tears the targets heart out of their chest
and holds it in his fist as it crumbles to ash.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/09/ink-
monkeys-vol-10-black-claw-style.aspx Ink Monkeys, Vol. 10
Source: Ink Monkeys
Petal-From-Root Prana
Cost: 2 motes; Mins: Essence 2, Blossoming Rose 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The weilder of this charm strikes a target in multiple pressure points, feeling
their various strengths and weaknesses to assess the target’s health and either promote
or diminish the target’s health by choosing which to strike deeply and which to lightly
caress.
Mechanically this charm required two rolls (not treated as split actions); a Per-
ception+Martial Arts to diagnose any physical or mental ailments the target suffers
from and a Dexterity+Martial Arts to enhance or detract from the target’s health,
both against difficulty 2. Success on the diagnosis test gives a general indication of
health, with each extra success giving knowledge of one specific ailment affecting the
target. Every day this charm is successfully used to enhance a target’s health they
heal twice as quickly as usual, have -1 difficulties to resist and be treated for poisons
and mortal diseases, and as well are not at risk from incidental serious battle wound
infections. Every day this charm is sucessfully used to detract from a target’s health
they heal half as quickly as usual, have +1 difficulty to resist and be treated for poi-
sons and mortal diseases, and will catch infections from even a single health level of
lethal damage taken.
Source: Upaatk
37
successful Dexterity+Martial Arts roll to strike the target. All disease rolls involving
this charm infected disease are at +2 difficulty. Learning or creating a Mortal disease
requires an Intelligence+Medicine roll, difficulty 2. Reduce this difficulty to 1 if
someone teaches the character how to inflict the disease. Developing a disease on the
fly is at a +2 diff penalty.
Source: Upaatk
38
strike the target. Unless a specific treatment number is set for the derangement or
influence this is a difficulty 2 test. It can only counteract sorcery spells of instant
duration, ongoing effects must be targeted with countermagic effects. This charm has
no influence over the Great Curse.
Source: Upaatk
39
The martial artist can now create First Circle Spiritual Diseases and make infec-
tious Martial Arts attacks by supplementing her strikes with this charm. Creating
such a sickness requires an Intelligence+Medicine roll. The difficulty to create is twice
the disease’s difficulty to be magically treated (diff 2 or 3 for 1st Circle Spiritual Dis-
eases). Reduce this difficulty by -1 if someone teaches the character how to inflict
the disease. Developing a disease on the fly is at a +2 diff penalty. This charm can
instead be used to magically treat a Mortal Disease or First Circle Spiritual Disease
with a Dex+Martial Arts healing point strike, treatment at -1 diff if disease is known
to the character.
Source: Upaatk
40
After meditation, the Solar makes a Brawl roll and stores the results for use
later.Source Cult of the Illuminated, p. 100.
Source: Cult of the Illuminated
41
Duration: Varies
Prerequisites: Fists of Iron Technique
This Charm supplements the damage of a clinch attack, or makes it easier for
the brawler to escape a clinch. See the full text of the Charm for details.Source First
Edition Core, p. 158.
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=The charac-
ter can deal additional lethal damage in a clinch.
Source: First Edition Core
name PAGENAME
Cost: 2m; Mins: Essence 2, Brawl 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Precision Punishment
By means of jarring Essence flows and carefully positioned leverage, the Exalt
turns his opponents armor against itself in a clinch. He is able to force the armor
to bend against vulnerable spots in its make up, increasing pressure and forcing the
armor to dig into his opponent. Subtract the characters Brawl from hiss opponents
armors mobility penalty. The result is applied as a penalty to the opponents soak
against the characters clinch attack this round. In Power Combat, simply subtract
the characters Brawl from the opponents soak.
Source: IsawaBrian
42
name PAGENAME
Cost: 4m; Mins: Essence 2, Brawl 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Deadly Leverage Grip
With rough and forceful twists in a clinch, the Exalt maneuvers her opponent
around between her and incoming attacks. In order to use this Charm, the character
must have control of the clinch. The character may parry a single attack that she can
anticipate with her full Dexterity + Brawl pool. If the parry is successful, then the
opponent she is in the clinch with will suffer the damage instead, with the number of
extra successes on the parry counting as extra successes to attack
Source: IsawaBrian
name PAGENAME
Cost: 3m; Mins: Essence 1, Brawl 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: , None
A Solar in the heat of battle must not be afraid to get up-close-and-personal with
her opponent. By harmonizing the Essence of her body with that of her opponents
attack, she can move in precise opposition to it, slipping in behind her opponents
defenses. This charm is activated before the use of a defense. If the defense is
successful, the number of extra successes on the defense are added to the defenders
next brawl pool as dice. The defender also gains a bonus equal to her brawl score to
initiative the next round.
Source: IsawaBrian
name PAGENAME
Cost: Reflexive; Mins: Essence 3, Brawl 5; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Whirlpool Guardian Style
The Exalt progresses in his mastery of crowd fighting. Not only can he defend
himself against large numbers of opponents, but he has become an expert at turning
their mass back upon them. The Solar actually becomes a more efficient fighter when
he is faced with longer odds. Until the end of the scene, add a number of dice equal
to the number of opponents this character faces, either as attackers or defenders
(Storytellers option on who counts as an opponent). The character may not more
than double his Attribute + Brawl pool on any one roll.
Source: IsawaBrian
name PAGENAME
Cost: 2; Mins: Essence 2, Brawl 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Crashing Wave Throw
The character charges his fist with Essence, and strikes the nearest surface with
43
all of his might. A wave of force travels through the ground towards the target,
exploding once it reaches her. The character attacks with her Dexterity + Brawl
dice pool and does a base lethal damage of his Strength + his Essence. The Ocean
Upswell Attack is blocked as a ranged attack, not a brawling punch. Ocean Upswell
Attack can strike characters up to (10 x the characters Essence) yards away. This
must travel in a straight line across a surface, so it will have to travel up cliffs and
down stairs to reach characters on different plains. However, there is no requirement
for the surface to be hard; while a character could not use this attack underwater, he
could use it on the surface to attack a boat, for example. In general, this will tear up
whatever is between the character and his target.
Source: IsawaBrian
name PAGENAME
Cost: 6m; Mins: Essence 3, Brawl 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Waves Slap the Beach
Upon activating this unusual Charm, the character creates a field of Essence
in whatever solid surface is in front of his feet, and matches it to similar fields in
his hands. With a mighty pull, he tears up the earth or stone or similar substance
with his bare hands and ripples it in the direction of his enemies. The character
makes a single Strength + Brawl attack roll, doing a base damage equal to twice his
permanent Essence added to his strength, which is applied to everyone in a corridor
in front of him (Essence) yards wide and (Essence x 10) yards long. Characters suffer
1 yard of knockback for every health level they take, and anyone in the area must
make a reflexive Dexterity + Athletics roll to stay standing. This will cause major
damage to the surface so used.
Source: IsawaBrian
44
Source: First Edition Core
Ox-Stunning Blow
Cost: 1m/die; Mins: Essence 1, Brawl 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Fists of Iron Technique
This Charm allows the Lawbringer to stun their foe instead of causing them
actual damage. See the full text of the Charm for details.Source First Edition Core,
pp. 157-158.
Source: First Edition Core
Shockwave Technique
Cost: 4m; Mins: Essence 1, Brawl 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Crashing Wave Throw
This Charm allows the martial artist to hurl one opponent into another.Source
First Edition Core, p. 160.
Source: First Edition Core
45
Keywords:
Duration: Instant
Prerequisites: Horrific Wreath
This Charm allows the character to respond to an attack with a counterattack
of his own, which carries the potential to disrupt the enemy attack as well as harm
him.Source Exalted: The Sidereals, p. 155.
Source: Exalted: The Sidereals
46
Duration: One action
Prerequisites: Hero’s Breathtaking Entrance
The butterfly stylist garbs herself in trinkets and treasures, but she cares little
for them. Beauty is a tool like any other; if it has no use, it has no meaning. Eager
to please her, the little gods of her accoutrements seek to make themselves useful to
her purpose, so that even crystal goblets and roses may become lethal weapons in her
hands.
This Charm enhances all form weapons that the character is carrying or wielding.
Improvised weapons gain the trait of knives, and may be wielded in close combat or
thrown (using the characters Martial Arts ability in both cases) as desired. Weapons
which would be deadly without this Charm have their Speed reduced by 1, and gain
1 point of Accuracy and Damage.
The magic of this Charm only improves weapons for one attack or parry: once a
particular weapon has been used to make or block an attack once, it loses any benefits
granted by this Charm.
Source: Black Paper Moon
Butterfly Form
Cost: 6m; Mins: Essence 2, Butterfly 4; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisites: Silk and Gossamer Deflection, Armed with Style
When the butterfly stylist dances, her skirts fluttering and turning all eyes
towards her, the world itself is her prop. While this Charm is active, the martial
artist may draw and ready form weapons on her person or within hands reach as
a reflexive action that imposes no DV penalty. She may wield up to (Essence) such
weapons without using her hands, releasing them to flitter and twirl enticingly around
her body like butterflies.
Her poise becomes not only flexible, but also irresistibly alluring. If the characters
natural, unmodified Appearance rating is higher than that of an opponent, she adds
the difference as successes in any unarmed Martial Arts attacks she makes towards
him, and increases her DVs against him by the same amount. Attack successes
obtained through this Charm count as providing two dice via Charms.
Finally, awed by the butterfly stylists mystique, those who would have counted
the scene as a step towards building a positive Intimacy for the character gain the
full-fledged Intimacy immediately at the end of the scene instead.
Source: Black Paper Moon
47
ipants in a grapple. Make a (Charisma or Manipulation + Martial Arts) roll at a
difficulty of the controlling partners MDV. His MDV is modified based on the relative
Appearance ratings between him and the martial artist, as though this was a social
attack.
If the roll is successful, this Charm exerts unnatural mental influence on the con-
trolling partner that allows the martial artist to cut into the clinch and take the place
of either him or the subdued partner, as desired. If the martial artist takes control of
a clinch, she next acts and contests the clinch with her victim whenever the previous
controller would have acted. The party removed from the grapple is considered be
Guarding until the next roll to contest the clinch would come up.
In a social occasion, the butterfly stylist may use this Charm as outlined above
to cut in at a dance or any other activity practiced as a couple, smoothly taking the
place of one of the partners.
Regardless of the occasion in which it is used, resisting the effects of this Charm
costs 2wp.
Source: Black Paper Moon
Passion-Fueled Tenacity
Cost: 1wp; Mins: Essence 3, Butterfly 5; Type: Reflexive (Step 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Disarming Smile Intervention, Iridescent Substitution Technique
The butterfly basks in the faith and admiration of others around her. If they
believe in her, how could she allow herself to be defeated and disappoint them?
This Charm may be invoked against an attack of which the character is aware, and
allows her to perfectly dodge that attackeven if it is undodgeable. The character may
only invoke this Charm once per creature with a positive Intimacy towards her that
is participating in or witnessing the scene; if she does not have a supportive audience,
she cannot invoke this magic. This constitutes a special flaw of invulnerability.
Source: Black Paper Moon
Storm-Inducing Wingbeat
Cost: 3m, 1wp; Mins: Essence 3, Butterfly 5; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Butterfly Form
The butterfly stylist performs a series of misleadingly subtle movements, causing
the weapons she wields to swarm towards her foes like an approaching storm. This
Charm is a magical flurry of up to (Appearance) unarmed Martial Arts attacks. The
martial artist must use a different weapon to make each attack; she may substitute
a single punch and a single kick as a weapon for this purpose. These attacks do not
suffer from multiple action penalties and cumulatively impose a a DV penalty equal
to the highest penalty for any one attack.
Source: Black Paper Moon
48
Keywords: Combo-OK, Social, Compulsion
Duration: Instant
Prerequisites: Storm-Inducing Wingbeat
The butterfly stylist aims to finish a conflict, not to kill those involved. This
Charm supplements an unarmed Martial Arts attack: if it is successful, the character
automatically disarms her target instead of dealing damage, sending his weapon flying
(Martial Arts) yards in a direction of her choice. This attack doesnt suffer the external
penalty common to called shots.
A foe who has previously attacked the martial artist or a known ally of hers during
the scene and is thus spared of harm gains a positive Intimacy towards the character,
impressed by her magnanimity. This is unnatural mental influence that costs 1wp to
resist. A foe who has no weapons to disarm suffers damage as per a normal attack.
In a social occasion, the butterfly stylist may use this Charm to supplement a
social attack so that it imposes a positive Intimacy towards her. This is unnatural
mental influence that costs 1wp to resist.
Source: Black Paper Moon
49
The appearance of a butterfly sometimes lends the scene a wondrous, slightly
surreal atmosphere. Colors seem brighter, the wind livelier, and laughter and song
louder. Scholarly legend states that butterflies have been known to fly along the banks
of the river Lethe; it may be that their wings shed some of its Essence where they fly,
showing a promise of rebirth and renewal to those present. It is likewise known that
blue-winged butterflies sometimes ferry Makarios messages to Creationperhaps it is
that influence instead which tinges their wings with ethereal beauty?
None knowbut power is power, regardless of its source. The enlightened butterfly
stylist may spend an additional 1m,1wp when activating Butterfly Form to infuse all
Butterfly Style Charms with some of the butterflys dreamlike power, casually ignoring
the laws of Creation when dramatically convenient.
”’Heros Breathtaking Entrance:”’ The character may appear in any location of
her choice as part of a stunt for Heros Breathtaking Entrance, regardless of how
improbable it is, so long as she had not been seen and established to be somewhere
else already. The character may not appear in places which are actually ”impossible”
for her to be in, such as magically warded rooms or a closed safe.
”’Silk and Gossamer Deflection:”’ The character may use clothing that has been
enhanced with Silk and Gossamer Deflection as an ablative defense. The character
may negate two post-soak damage dice for every point of soak she sacrifices on step 8
of resolution; this manifests as tears and battle damage? to her clothing as determined
by the player. This is an innate ability that does not count towards the characters
Charm use, and it may reduce the minimum damage of an attack to 0. Exhausting
all the soak provided by Silk and Gossamer Deflection should always be reflected by
significant damage to the characters clothing.
”’Armed with Style:”’ Improvised weapons gain the traits of perfect-quality knives
instead (see Exalted, p. 366). Proper weapons gain one additional point of Accuracy
and Damage, for a total enhancement of 1 Speed, +2 Accuracy and +2 Damage.
”’Butterfly Form:”’ The character regains one point of temporary Willpower when-
ever her actions directly lead to someone gaining a positive Intimacy towards her.
”’Storm-Inducing Wingbeat:”’ The character may spend an additional 5m when
activating Storm-Inducing Wingbeat to enhance every attack provided by this Charm
with the benefits of Disarming Smile Intervention.
”’Disarming Smile Intervention:”’ If a character uses Hero’s Breathtaking Entrance
when joining a conflict for the first time during a scene, and she makes one or more
attacks that are supplemented by Disarming Smile Intervention during that tick, the
first such attack against each foe becomes undodgeable and unblockable.
”’Diaphanous Mirage Escape:”’ The character may spend an additional 6m when
activating this Charm to escape from any physical restraints which would prevent her
from leaving.
”’Iridescent Substitution Technique:”’ The butterfly stylist may use Iridescent
Substitution Technique to cut into a Defend Other action. If the martial artist takes
the place of a guardian, he switches to a Guard action that lasts until his DV would
have refreshed before this Charm was invoked. The Defend Other action is unchanged;
it lasts until the original guardian would next act, whereupon the martial artist may
also act.
If the martial artist takes the place of the ward, the guardian thereafter attempts to
protect the martial artist with the same passion with which he would have protected
his previous (now bereft) ward for the remainder of that Defend Other action.
50
”’Passion-Fueled Tenacity:”’ The character may spend an additional 1wp to invoke
this Charm as an innate ability that does not count towards her Charm use.
Source: Black Paper Moon
51
Duration: One scene
Prerequisites: Monkey Tail Distraction Strike, None
This charm allows the martial artist to use a meditative prana channel essence
through his Chakra to increase his physical stats.Source Scroll of the Monk, p. 86.
Source: Scroll of the Monk
52
Keywords: None
Duration: One scene (with Permanent aspects)
Prerequisites: Body of War Meditation, Celestial Monkey Form
This charm allows the martial artist to meditate on an opponent and internal-
ize lessons on him to gain a big advantage fighting that opponent when next they
fight.Source Scroll of the Monk, p. 86.
Source: Scroll of the Monk
53
This charm allows the martial artist to manifest his chakra as deflective energy
fields, giving him an enormous parry DV.Source Scroll of the Monk, p. 88.
Source: Scroll of the Monk
54
Motion Of Myriad Legs Technique
Cost: 2m or 1m (see below); Mins: Essence 1, Centipede 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK
Duration: One Action
Prerequisites:
The centipede strikes with a speed that belies its small stature. This Charm
augments a flurry, which contains at least one unarmed Martial Arts attack. This
Charm may also aid actions granted by an Extra Action Charm as long as at least
one action in the Combo is an unarmed Martial Arts attack. Motion of Myriad Legs
Technique adds one to the Rate and Accuracy of the Exalts unarmed Martial Arts
weapons until the Exalts next action. In addition, this Charm reduces the attack
Speed of all such weapons by one until the Exalts next action. For example, a Kick
would have Speed 4, Accuracy +1, and Rate 3 for the duration of this Charm. A
martial artist who knows the Centipede Form Charm may invoke a special version of
this Charm. The Exalt may spend only 1m of Essence to activate Motion of Myriad
Legs Technique; the Charm then adds one to Rate and subtracts one from Speed
but does not modify any weapons Accuracy. This effect is considered the same as
invoking the original version of the Charm; an Exalt may not use different versions
of the Charm during the same action. The speed bonus granted by this charm does
not stack with other speed bonus effects, such as the magical material bonus to speed
granted by jade.Source White Wolf Quarterly White Wolf Quarterly, Winter 2006
Source: White Wolf Quarterly
55
Keywords: Combo-OK
Duration: Instant
Prerequisites: Blurry Scurry Prana
A centipedes hard shell is crushed only by mighty force. When this Charm is
activated, the Exalts skin gains Hardness equal to (Essence + Martial Arts) for one
attack.Source White Wolf Quarterly White Wolf Quarterly, Winter 2006
Source: White Wolf Quarterly
Centipede Form
Cost: 7m; Mins: Essence 3, Centipede 4; Type: Simple
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisites: Chitinous Chilopod Shell, The 99 More Technique
When under the effect of the Centipede Form, the Exalts limbs move quickly,
almost of their own accord. Arms may appear to multiply, or be in many places at one
time. Legs seem to be striding toward an opponent, kicking them, and bracing the
Exalt in case of a counterattack. For the rest of the scene, the Exalt negates multiple
action penalties up to a value of half their Essence (round up). The Exalt also negates
onslaught penalties up to a value of the Exalts Martial Arts score. Additionally, the
Exalt negates coordination penalties up to a value of the Exalts Essence score. The
Exalt may parry lethal and ranged attacks unarmed without a stunt. The Exalt
may not be suffering a mobility penalty due to armor and still receive the effects of
this Charm (although donning armor that gives a mobility penalty does not end the
Charm prematurely, but the Exalt still loses the charms effects). An Exalt may only
have one Form-type Charm active at any given time; the original Form-type Charm
must end before another begins.Source White Wolf Quarterly White Wolf Quarterly,
56
Winter 2006
Source: White Wolf Quarterly
57
Tenacity Of The Centipede
Cost: 5m, 1wp; Mins: Essence 4, Centipede 5; Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Centipede Form
If a centipede is carved in half, both segments may scuttle around, as if the
creature is merely inconvenienced by being cut in twain. By force of will, martial
artists of the Centipede Style may duplicate this resilience. Once this Charm is active,
the Exalts wound penalties are halved (round down). In addition, Bashing damage at
the Incapacitated level is only considered a -4 wound penalty (which is not halved);
the Exalt may still function as normal for the duration of the Charm, albeit with a -4
wound penalty. The Exalt will still be Incapacitated if this wound level takes Lethal
damage or if the Charm ends with the Bashing Incapacitated wound level unhealed.
Bashing Damage is still converted to Lethal damage after the Incapacitated Health
Level is fi lled with Bashing Damage. Tenacity of the Centipede also allows the
Exalt to ignore Crippling effects for the duration of this Charm.Source White Wolf
Quarterly White Wolf Quarterly, Winter 2006
Source: White Wolf Quarterly
58
Showing the Cobra’s Fangs
Cost: -; Mins: Essence 2, Cobra 2; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites:
The Cobra stylist forms his hands into the famous fangs for which this style is
known. Bending and poising his fingers into perfect receptacles for his killing Essence,
his hand fang? strike gains the following stats: Speed 5, Accuracy 3, Damage +5L,
Defense 2, Rate 1, Tags: N. A character using this attack adds one automatic success
to all Martial Arts attacks which seek to Poison the target. The Cobras Fangs share
Rate with the martial artists punch attack; so, since a punch is Rate 3, the character
could punch twice and fang strike once in a single flurry. The Cobras Fangs are
considered an unarmed attack for the purpose of Cobra style Charms, or for any
Martial Arts Charm with the Poison Keyword, but are not compatible with any
other Charms of any other style.
When the character has learned the Charm Marked by Eternity, his fangs are fur-
ther enhanced: they now do 8L Damage, have a Defense of 3, and add two automatic
successes to Poison-inflicting Martial Arts attacks.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
Cobra-Eye Splendor
Cost: 5m; Mins: Essence 2, Cobra 3; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One tick
Prerequisites: Showing the Cobra’s Fangs
The cobras eye flashes as he marks his targets, instilling them with paralyzing
fear. The martial artist imbues opponents with this terror and himself with the cobras
impossible grace. This Charm inflicts an external penalty equal to the Martial Artists
(Presence / 2, round up) on all attacks against him, as an Emotion effect which may
not be resisted with Willpower. If an incoming attack is undodgeable, this Charm
removes that quality.Source Ink Monkeys, vol. 39
Source: Ink Monkeys
Cobra Form
Cost: 5m; Mins: Essence 2, Cobra 4; Type: Simple
Keywords: Combo-Basic, Form-type
Duration: One scene
Prerequisites: Showing the Cobra’s Fangs, Cobra-Eye Splendor, King Cobra
Strikes
The martial artist rises up, body coiled to move, hands steady. While in Cobra
Form, the martial artists Cobra Fang attacks gain Rate 2. He may fight while prone
without suffering any penalties, and may reflexively regain his feet at will without
being considered to have taken a rise from prone action. Any Poison-keyword Martial
Arts Charms the character uses are reduced in price by one mote, to a minimum of
one mote, and their Toxicity increases by 2.
Finally, any unexpected attacks the martial artist makes ignore soak altogether.
59
The first time a Charm with a Flaw of Invulnerability is used during the same
action Cobra Form is activated, it adds a two Willpower surcharge to its activation
cost.
Additionally, the Cobra stylist enjoys the following benefits, if applicable:
* The Cobra stylist may invoke Snake Strikes the Heel (see Exalted, p. 241),
Charms:Feather-Stirred Arrow Deflection Feather-Stirred Arrow Deflection (see Glo-
ries of the Most High, p. 103), and Charms:Flexing the Emerald Claw Flexing the
Emerald Claw (see Ink Monkeys, vol. 10) as innate powers, if he knows any of those
Charms. If activated in this manner, those Charms reduce their activation cost by
one mote.
* If the character has an Overdrive pool, he adds one mote to that pool on every
damage interval for poisons he has inflicted on anyone in the scene, including himself.
This mote benefit stacks by the number of poisons on a single target, as well as poisons
across multiple targets, but may not exceed five motes per action.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
Cobra Form
Cost: 5m; Mins: Essence 2, Cobra 4; Type: Simple
Keywords: Combo-Basic, Form-type
Duration: One scene
Prerequisites: Showing the Cobra’s Fangs, Cobra-Eye Splendor, King Cobra
Strikes
The martial artist rises up, body coiled to move, hands steady. While in Cobra
Form, the martial artists Cobra Fang attacks gain Rate 2. He may fight while prone
without suffering any penalties, and may reflexively regain his feet at will without
being considered to have taken a rise from prone action. Any Poison-keyword Martial
Arts Charms the character uses are reduced in price by one mote, to a minimum of
one mote, and their Toxicity increases by 2.
Finally, any unexpected attacks the martial artist makes ignore soak altogether.
The first time a Charm with a Flaw of Invulnerability is used during the same
action Cobra Form is activated, it adds a two Willpower surcharge to its activation
cost.
Additionally, the Cobra stylist enjoys the following benefits, if applicable:
* The Cobra stylist may invoke Snake Strikes the Heel (see Exalted, p. 241),
Charms:Feather-Stirred Arrow Deflection Feather-Stirred Arrow Deflection (see Glo-
ries of the Most High, p. 103), and Charms:Flexing the Emerald Claw Flexing the
Emerald Claw (see Ink Monkeys, vol. 10) as innate powers, if he knows any of those
Charms. If activated in this manner, those Charms reduce their activation cost by
one mote.
* If the character has an Overdrive pool, he adds one mote to that pool on every
damage interval for poisons he has inflicted on anyone in the scene, including himself.
This mote benefit stacks by the number of poisons on a single target, as well as poisons
across multiple targets, but may not exceed five motes per action.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
60
Raising the Cobra’s Hood
Cost: 4m; Mins: Essence 2, Cobra 4; Type: Simple (Speed 3)
Keywords: Combo-OK, Compulsion
Duration: Indefinite
Prerequisites: Cobra Form
The cobra unfurls its hood to show its victim deaths true form. His stance
radiates the authority over death he wields, permitting him to make a (Manipulation
+ Martial Arts) social attack against the Dodge MDV of one target within 20 yards,
adding (Presence / 2, round up) automatic successes.
If successful, the target is completely paralyzed, and may not move or actthey
are Inactive as if held in a clinch. Even drawing breath is difficultthe victim begins
to suffocate so long as they remain paralyzed (see Exalted, p. 130). The martial
artist also may not move or attack while his victim is paralyzed (save for launching
Counterattacks), as though he were controlling a clinch. Each time the martial artists
DV refreshes, his victim may attempt to free himself (this is treated as a standard
Martial Arts attempt to breaking a clinch against a number of successes equal to the
Cobra stylists Presence + Essence). Otherwise, he remains paralyzed until the martial
artist releases the motes committed to this Charm, or until he spends one Willpower to
resist the Charms unnatural mental influence. However, breaking Raising the Cobras
Hood by spending Willpower imposes a five-mote surcharge on the next Charm the
victim activates on that tick. Characters become immune to Raising the Cobras Hood
for the rest of the scene after spending Willpower in this fashion three times.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
61
False Crane Posture does not count as a Charm activation while Cobra Form is
active.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
Death-Dreaming Flux
Cost: 1m; Mins: Essence 2, Cobra 4; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisites: Cobra Form
The cobra slithers through a dream. Provoked by the presence of others, it
condemns the living so that they might join it in a reverie of death. This Charm
may only be used once per action; upon activation, the martial artist selects a single
opponent who did not attack him during his previous action. The martial artist
experiences an illusory affront on behalf of the selected opponentan attack against
himself which the practitioner imagines. This imaginary attack only occurs if the
martial artist is inside the opponents engagement range, and is made with whatever
weapon the opponent currently wields (for example, if the opponent were wielding
a bow, they would make an imaginary Dexterity + Archery attack). The attack is
assumed to be automatically successful, but may be rolled to determine successes,
damage and other elements of resolution if knowing this information is important for
whatever Counterattack the martial artist plans to activate in response. If rolled, the
62
illusory attack ignores the Cobra stylists DVs and soak. As the attack is imaginary,
no harm actually befalls the martial artist as a result of the strike; the attack is
considered only real enough to permit the martial artist to trigger Counterattack
Charms in response.
If Cobra Form is active, Death-Dreaming Flux does not count as a Charm activa-
tion.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
Touch of Finality
Cost: 4m, 1wp; Mins: Essence 3, Cobra 5; Type: Reflexive (Step 10)
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Forked Tongue Transition
This strike is feared as one of the deadliest in martial arts. This Charm may be
activated in step 10 during an unarmed Martial Arts attack that successfully inflicted
damage on its target. If the target is already poisoned, the total Damage of all poisons
in their system discharges at oncerather than moving through them at one tick per
interval, the total damage value of all poisons is combined and rolled at once. This
damage becomes aggravated regardless of previous type, and has a Toxicity rating
equal to that of the highest value among all poisons, plus 2.
If the target survives Touch of Finality and had any poisons in his system, all
63
poisons are burned out of his system, but he suffers a -4 internal penalty for two
actions due to excruciating pain, and takes an automatic aggravated health level of
damage in addition to any inflicted by the poisons.
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
64
Source Ink Monkeys, vol. 39
Source: Ink Monkeys
65
Striking at Dawn Approach
Cost: 3m; Mins: Essence 2, Coils of Typhon 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
A student of the Coils is capable of readying himself in the razored moment
between the sun’s appearance and the spreading of his first rays of light, and will never
be caught unprepared for battle. This Charm supplements a Join Battle roll, adding
a number of dice equal to the character’s Martial Arts score. Additionally, he may
ready his weapons reflexively, without need of a Draw/Ready Weapon Miscellaneous
Action.
Source: HLS
66
Abyssal Exalted, tiny serpents seem to writhe in the corners of a room illuminated by
their anima, only to disappear if gazed upon directly. Opponents must succeed in a
Valor roll or suffer a -1 external penalty to all attempts to attack the character. This
Charm adds the character’s Essence in dice to all attempts to inflict, maintain, and
control a clinch. It also adds the character’s Essence to the damage of clinch crush
attacks.
Characters cannot use more than one Martial Arts Form-type Charm at a time.
The character must end Coils of Typhon Form to assume another Martial Arts Form.
Source: HLS
67
Prerequisites: Lashing Coil Technique
The character snaps an opponent free of his deadly embrace, hurling him into
his allies and using him to break their lines. This Charm may be invoked when the
character ends a clinch by throwing an opponent. The character makes a Dexterity
+ Martial Arts attack against a target within (Essence x 5) yards. This attack is
unblockable. The thrown character is treated as a weapon with -3 Accuracy and
+4B damage. If any damage is inflicted, the target of this attack automatically
suffers knockback or knockdown. Should the attack miss, the thrown character will
continue to travel the full (Essence x 5) yards, with effects as noted in Heaven Thunder
Hammer. If the attack strikes a target within 10 yards and the character is wielding
an in-style weapon, he may reflexively pay 3 motes to ’reel’ the thrown character
back in and throw him again at a different target. This may only be done once per
invocation of Uncoiling Assault Method.
Source: HLS
68
the user perfect immunity to all Knockdown and Knockback effects. This is explicitly
considered a defense. Additionally, it makes standing from prone a Reflexive action
with no DV penalty.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
69
This injury heals at the start of the characters next action, with the limb regrowing
from the stump, though any items held in an amputated limb must be recovered
normally.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
Crab Form
Cost: 5 motes; Mins: Essence 3, Crab 3; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious
Duration: One Scene
Prerequisites: Multi-Limbed Crustacean Stability, Aquatic Adaptive Medita-
tion, Independent Eyestalk Awareness
When the martial artist aligns his Essence with that of the crab, he fortifies
himself, physically and mentally. He understands that solutions to problems are not
always direct, and that moving with the current is simpler than fighting it. For the
duration of the scene, his Essence hardens like the crabs carapace and claws. He
soaks Lethal damage with his full Stamina, and he can parry Lethal attacks unarmed
without a stunt. His unarmed attacks may deal Lethal or Bashing damage as the
martial artist chooses. Finally, as the crab is a symbol of resilience and protection, all
Defend Other actions become Speed 3, DV -0 Miscellaneous actions for the Charms
duration.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
70
Prerequisites: Razor-Armed Pincer
The crab behemoth Karkinos was sent by Kimbery to disarm the hero Culeus
when he sought to slay one of her many-headed spawn. Like that behemoth, the mar-
tial artist can remove an enemys weapon effortlessly. This Charm may be activated
in response to any attack against which he applied his Parry DV. As a counterattack,
the martial artist may Reflexively make a disarming Martial Arts attack. The martial
artist does not suffer the usual -2 external penalty to this attack, and the victim of
the attack subtracts the martial artists Essence as an internal penalty to the resulting
roll-off.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
Razor-Armed Pincer
Cost: 3 motes; Mins: Essence 3, Crab 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Crab Form
When forced to defend itself, or when capturing prey, the crabs pincers are
wicked things, biting through shell or flesh to reach the tasty meat beneath. This
Charm supplements an unarmed Martial Arts attack, adding the users Essence to the
attacks raw damage and granting the attack the Piercing tag.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
Scuttling Crabwise
Cost: 5 motes; Mins: Essence 3, Crab 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Crab Form
To the unenlightened, the crab moves sideways. To the crab, the crab simply
moves. The martial artist invokes this Charm in response to an opponents Move
or Dash action. It allows her to make a Reflexive Blockade Movement action (with
the usual -1 DV penalty), moving up to (Dexterity + Martial Arts) yards in order
to interpose herself between the target and his destination. Furthermore, the crab
stylist adds her Martial Arts to the subsequent (Strength or Dexterity + Athletics)
roll-off.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
71
Prerequisites: Karkinos Disarms the Hero
Those who oppose the crab often find themselves losing more than the fight.
This Charm supplements an unarmed Martial Arts attack. That attack deals Lethal
damage, and if it deals at least two levels of post-soak damage, the martial artist may
pay a point of temporary Willpower to focus the blow. In this case, the attack deals
no damage, but inflicts a single Amputation effect on the victim as a Crippling effect.
Source http://tentacledvitriol.wordpress.com/2010/06/25/celestial-martial-art-
crab-style/ Octopoid Prevarication
Source: Octopoid
72
Beak Spears Frog
Cost: 4m, 1wp; Mins: Essence 3, Crane 5; Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: One Scene
Prerequisites: Crane Form
This charm prevents the user from making physical attacks against beings, but
allows for enhanced counterattacks. See the full text of the Charm for details.Source
Glories of the Most High: the Maidens of Destiny, p. 24.
Source: Glories of the Most High: the Maidens of Destiny
73
This Charm allows bonuses to attacks and defenses as a social attack. This
also allows dramatic sparring actions as accelerated training time. See the full text
of the Charm for details.Source Glories of the Most High: the Maidens of Destiny, p.
23.
Source: Glories of the Most High: the Maidens of Destiny
Crane Form
Cost: 6m; Mins: Essence 2, Crane 5; Type: Simple
Keywords: Form-type
Duration: One Scene
Prerequisites: Empowering Justice Redirection
This form allows the martial artist to ignore off-hand penalties for paired form
weapons. It also potentially increases his Parry DV. He never fails to maintain his
balence, and increases the dice bonus of stunts used to enhance unarmed Martial
Arts actions. He may recover a Compassion channel in place of other stunt awards.
Finally, the damage done by the martial artist is limited to bashing. See the full text
of the Charm for details.Source Glories of the Most High: the Maidens of Destiny,
pp. 22-23.
Source: Glories of the Most High: the Maidens of Destiny
74
Delivering a kick with a spinning leap, the martial artist catches his foes off-
guard. This Charm may enhance any unarmed Martial Attack. Any penalties that
reduce the DVs of the attacks target are doubled. Effects that halve DVs or otherwise
reduce them are considered penalties normally, but inapplicability never is.
Source: The Demented One
Cricket Form
Cost: 6m; Mins: Essence 2, Cricket 4; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Rustling Leaves Feint, Swaying Leaves Dance
Spreading his legs wide and leaning low, the martial artist assumes the stance
of the cricket, using peerless balance and light-footed poise to make bounding leaps.
He may parry lethal attacks with his unarmed attacks, and adds one to his Dodge
DV. The martial artist may jump as a Move action, and adds his (Martial Arts) in
bonus dice to any dice pool to jump or maintain balance.
Source: The Demented One
75
Cost: 8m; Mins: Essence 3, Cricket 5; Type: Simple
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Angry Chirping Cry
Raising one leg high, the martial artist brings down his heel in a crushing blow,
battering his opponent senseless. He makes an unarmed Martial Arts attack at his
full dice pool. Should it inflict any damage, the target is stunned until his DV has
refreshed twice. The penalty from being stunned also applies to the dice pool used
to calculate his DVs.
Source: The Demented One
Grass-to-Sky Leap
Cost: 4m; Mins: Essence 3, Cricket 5; Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Angry Chirping Cry
Crouching down into a low, coiled stance, the martial artist leaps forward into
a driving kick. He may make a horizontal leap of up to (Martial Arts x 10) yards.
Activated defensively, the martial artist may use this Charm as a counterattack in
Step 9, allowing him to leap away from an attacker. If he uses the leap to close the
distance between an opponent and himself before making an unarmed Martial Arts
attack, he may spend a point of Willpower to double his Strength score for calculating
the raw damage of the attack. If he makes a flurry of multiple attacks, he may extend
the effects of this Charm to other attacks in the flurry for a cost of two motes each.
Source: The Demented One
Mate-Pleasing Posture
Cost: 5m, 1wp; Mins: Essence 3, Cricket 5; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Beating Drum Rhythm, Grass-to-Sky Leap, Humbling Whirlwind
Revolution
With a swift, forceful kick, the martial artist drives his foe upwards, making an
76
opening for a powerful follow-up. The martial artist makes a single unarmed Martial
Arts attack at his full dice pool. Should it inflict damage, he may follow it up with a
second attack against the same target. Alternatively, he may then activate any simple
Terrestrial or Celestial Martial Arts Charm he knows that would allow him to make
an unarmed attack against the same target, without need for a Combo. If the second
or any subsequent attacks successfully hit, the martial artist may pay two motes to
make another attack or activate another Charm, up to a maximum of (Martial Arts)
attacks. The flurry ignores Rate and has a total Speed and DV penalty equal to the
highest of any individual attack.
Source: The Demented One
Grass-Cutter Scythe
Cost: 5m; Mins: Essence 2, Cricket 3; Type: Simple (Speed 3, DV-1)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
Swinging his leg in a rapid crescent, the martial artist batters his enemy with
a quick blow to the head. He makes an unarmed Martial Arts attack at his full dice
pool. The attack gains the Piercing tag. Should it inflict any damage, then the target
suffers a -1 penalty to his DV until the next time it refreshes.
Source: The Demented One
Fog of War
Cost: 3m; Mins: Essence 1, Crimson Panoply of Victory 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisites:
By taking advantage of the chaotic nature of battle to conceal his weaknesses
and motives, the user increases the difficulty of coordinated attacks against himself
by his Essence, and prevents multiple attackers from getting an unexpected attack
regardless of their number.
Source: Blackwell
Ruthless Expediency
Cost: 2m; Mins: Essence 1, Crimson Panoply of Victory 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
On the battlefield, efficiency is key to victory. This charm supplements an
unarmed attack, which gains the Piercing quality.
Source: Blackwell
Stonewall Attack
Cost: 1m; Mins: Essence 2, Crimson Panoply of Victory 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
77
Prerequisites: Ruthless Expediency
An expert tactician can attack without dropping his guard. This charm sup-
plements an unarmed attack by removing its DV penalty.
Source: Blackwell
Armageddon Method
Cost: –; Mins: Essence 2, Crimson Panoply of Victory 4; Type: Permanent
Keywords:
Duration: Instant
Prerequisites: Crimson Panoply of Victory Form
78
When the enemies of Creation assault its borders, the hosts of Creation need
only fight to a draw to declare victory. While Crimson Panoply of Victory Form is
active, if the character makes an unarmed attack which exactly matches his opponent’s
DV, he may reflexively spend 1m during step 6 to convert the miss into a hit with 0
successes. This does not count as a charm activation.
Source: Blackwell
79
Cost: 5m, 1w; Mins: Essence 3, Crimson Talon of Horrors 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites:
”Whose blade heralded dread”¡br¿The motions of the Martial Artist are so
vicious that the air itself lets loose blood curdling screams with each movement. Any
physical attacks by the Martial Artist are heralded by the shrieks of rent reality and
those that attempt to defend suffer a penalty equal to (Martial Artists PE the Targets
Valor). This is applied like a wound penalty. Further the never-ending echoes of pain
playing back on each other and reverberating put all those in PEx10 yards down one
to valor rolls. This noise penetrates the hearts and mind of those around the Martial
Artist preventing those in the radius from being able to channel valor.
Source: Sobriquet
80
Point Nightmares Flaw and a 1 Point Enemy Flaw (Creation). A person inflicted with
this subtle charm suffers from terrible nightmares every time they fall asleep. The
martial artist does not influence the nightmares, rather the targets own secret fears
resonate with the whispered nothing and are personal to the target. If the afflicted
target wishes to shake off the nightmares, they can do so with a descriptive stunt and
a successful willpower roll at a difficulty equal to the Martial Artists (PE+1) the
Targets Valor . They may make one attempt per nights rest. Overcoming a terrible
nightmare is a very satisfying and cathartic experience as is the withdrawal of the ire
of the waking world. Those who overcome a nightmare immediately regain a number
of temporary willpower equal to the dif -2; this has a minimum of 0.
Source: Sobriquet
81
must succeed at a Valor roll, difficulty 2, or abort their attack action. Resisting this
unnatural illusion effect costs 1 Willpower. Once this Charm has been resisted by
spending willpower 3 times by a single target that individual is immune to it for the
rest of the scene.
Source: Sobriquet
82
fashion, rounding the corner of a mist choked alley to meet the subject instead of
appearing in a flash of light - this holds less true if the target is in a Nightmare
World.
If the target manages to escape the Martial Artist for the full duration of this
Charm it cannot be reactivated on said target again until he has slept.
Source: Sobriquet
83
embodiment of fear, fear holds no power over them. The Exalt can reflexively spend
one mote to automatically succeed at any Valor roll while in Nightmare Embodiment
Transformation.¡br¿
¡br¿
Example: ”Tirian entered into a strange kata, weaving strands of nightmare essence
into a conical shape around him. The essence quickly solidified into a smoking black
rock. Then, just as the enemy soldiers began to contemplate the rock-like encasing,
they realized it was not a rock at all. The encasing split down the center, spreading out
like two great black smoking wings, as a towering balrog rose out from within them.
With a roar it announced its presence to the battlefield, and the enemy soldiers turned
on their heels and ran screaming into the night. Eye Color (1), Tail (1), Tough (2),
Acidic Postules (4)(Lava splash), Quills (4)(as magma skin), Gargantuan (6), Stone
Skin (6), Wings (6).”
Source: Sobriquet
84
Keywords: Combo-OK
Duration: One Tick
Prerequisites: Boiling Teeth River
The crocodile smiles. He knows that you quit his jaws only at his sufferance,
and he rarely suffers at all. This Charm may be used when making a (Strength
+ Martial Arts) roll to establish or maintain a clinch, giving the martial artist two
bonus successes to that roll. If successful, the martial artist adds (Martial Arts) dice
of pre-soak damage to any crush he makes against the target of the clinch this tick.
Source: Revlid
Crocodile Form
Cost: 5m; Mins: Essence 3, Crocodile 4; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious
Duration: One Scene
Prerequisites: Jagged Crushing Jaws, Thrashing Tail Counter
Leave the river be. The grass may be greener across it, and the girls prettier
still, but the crocodile lies in wait in its waters, and not for all the money in Creation
will he let you pass without sitting at his dinner table. All the martial artists unarmed
attacks cause lethal damage (if they did not do so already) and he may parry lethal
and ranged attacks with his bare hands. He adds his (Martial Arts) to his (Strength +
Athletics) for the purposes of determining whether he can drag a clinched opponent.
The martial artist ignores all penalties for taking actions in a liquid environment,
and treats rolls to stay afloat as reflexive (he never needs to flurry to stay afloat). He
doubles his base swimming speed, and may hold his breath indefinitely. Finally, he
may always treat bodies of liquid as hard cover, though its effects are limited at a
maximum of 75 percent cover. This maximum is reduced to 50 percent if it is being
applied against another character who is fully submerged in the same body of liquid.
As a Form-type Charm, the first time the martial artist uses a Charm with a Flaw
of Invulnerability during the same action Crocodile Form is activated, it adds a two
Willpower surcharge to its activation cost.
”Dynamic Form Transition”:
Crocodile Form may be reflexively assumed in the following ways:
If the practitioner successfully makes an unexpected unarmed clinch.
If the practitioner completely submerges an opponent by knocking them prone
with an unarmed attack.
Source: Revlid
Brought To Table
Cost: (+1m); Mins: Essence 3, Crocodile 4; Type: Permanent
Keywords: Form-enhancing
Duration: Permanent
Prerequisites: Crocodile Form
You cannot refuse the invitation of a crocodile, for his smile is most affecting,
both in charm and in dragging his dinner-guests to their set place. While in Crocodile
Form, if the martial artist crushes a grappled opponent who is trying to hold their
breath (for any reason perhaps to avoid drowning, perhaps to avoid poisonous gas),
they are considered to immediately run out of breath, and are forced to breath in or
begin suffocating (”’Exalted”’, pp.130).
85
Harmless Log Imitation is also enhanced while in Crocodile Form, allowing the mar-
tial artist to use it reflexively, with a surcharge of one point of temporary Willpower,
on any tick in which he has used Thrashing Tail Counter.
Source: Revlid
86
him, including those that he is not aware of or that are lying dormant somehow, as
a flock of tiny stylised birds formed from his anima flap out of his opened mouth,
taking the bodily evils with them.
If the martial artist has inflicted a Crippling amputation injury on any character
in this scene, he instead use this Charm at a cost of four motes, as his cleaner-birds
partake of the meat of his foes, rather than his gums.
The anima-birds created by this Charm normally dissipate a few yards after leaving
the martial artist’s mouth. It is, however, entirely permissible to have them persist a
little longer, to enhance later stunts.
Source: Revlid
87
can hear it, every second of every day. It is a wonderful music to his ears, but its
silence is even better, for such an unsound is like a dinner-gong to the wicked.
Upon activating this Charm, the martial artist selects one opponent whose presence
in the scene he is aware of (though he does not need to be able to actually perceive
them at that moment), and who he is hidden from. He marks that target as his prey,
and begins an immediate Aim action against them. For each Aim cycle he completes
while this Charm is active, he acquires a single tock, to a maximum of four. This
Charm ends if the martial artist is detected by his target with less than four tocks, or
if he aborts his Aim action to do anything other than attack his target; the martial
artist loses all tocks when this Charm ends.
Once the martial artist has two tocks, the target gains a single bonus die to any
(Perception + Awareness) roll they make to detect him. Once the martial artist has
four tocks, this Charm becomes Obvious to the target, and they become aware of the
martial artists presence, though not his actual location, as the sense of anticipatory
bloodlust hangs thick in the air.
The next time the martial artist makes an unarmed attack against his chosen prey
(successful or otherwise), the Charm ends and he increases the minimum damage
of the attack by a number of dice equal to the tocks he lost. If he has inflicted a
Crippling amputation on his target in the past, this increase applies to all unarmed
attacks he makes against the target on that tick.
Source: Revlid
Heart-Spearing Strike
Cost: 1m; Mins: Essence 1, Crusading Unicorn 2; Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisites:
Crusading Unicorns are taught that the hardest strike is most often the final.
Heart-Spearing Strike teaches them to focus their essence into their attacks in the
manner of the jagged-edged spiral, cutting and tearing out the core of Oblivion’s
infection. An unarmed or in-style martial arts attack supplemented by this attack
gains the piercing tag, halving non-armor soak as well if the attack was already
piercing. If this attack hits a Creature of Darkness, (Essence) raw damage dice are
converted into bonus successes.
Source: IsawaBrian
88
Martial Arts. When used against Creatures of Darkness, both the penalty and the
maximum are doubled.
Source: IsawaBrian
89
stand against a Crusading Unicorn, broken by righteous fury. For the rest of the
scene, the character adds her Essence in dice to all Martial Arts attacks; these dice
are converted to automatic successes when used to hit a Creature of Darkness. The
character adds her Martial Arts to her Dexterity or other Attribute for the purposes
of determining all movement speeds.
Celestials who develop their Essence further gain an additional benefit, enlight-
ening themselves to the unthinking aggression of a battle-mad unicorn. At Essence
4, when a Celestial Exalt or other entity who can learn Celestial Martial Arts as a
native style has Crusading Unicorn Form active, they may spend 1 additional mote of
essence when activating either Heart-Spearing Strike or Trampling the Unclean Foe
to make their activations non-Charm actions.
Source: IsawaBrian
Purity of Fury
Cost: 5m, 1 wp; Mins: Essence 3, Crusading Unicorn 5; Type: Simple
Keywords: Combo-OK, Holy, Obvious
Duration: One Scene
Prerequisites: Crusading Unicorn Form
The pure and unadulterated fury of a Crusading Unicorn makes them swift
beyond measure, untouchable by most opponents as they charge across the battlefield.
Untouchable and untouched on the battlefield, the character burns with the rage,
making their movements unpredictable. Both external and internal attacks slip away
from the martial artist by the sheer force of unicorn madness in his soul. This fury
extends to purification of poisons and diseases, as the mad rage and singularity of
purpose born of emulating the Essence of a Unicorn allows the martial artist to burn
poison and sickness effects out of his blood.
Add half the character’s martial arts rating to all Dodge DVs for one scene. This
effect is doubled against Creatures of Darkness. The character may also reroll any
attempt to resist poison or sickness effects, including successful ones, and take the
better of the two attempts. This will allow an instant reroll for ongoing poison or
sickness keyword effects in the martial artist at the cost of an additional 1m (not com-
mitted) per ongoing effect to be rerolled. Successful attempts reduce or remove effects
as normal, but will not erase long term damage such as health levels or permanent
crippling that have already occurred.
Source: IsawaBrian
90
Silk and Steel Grace
Cost: 6m; Mins: Essence 3, Crusading Unicorn 5; Type: Supplemental
Keywords: Combo-OK, Holy, Illusion
Duration: One Tick
Prerequisites: Crusading Unicorn Form
While a mindless unicorn’s thoughtless grace may invoke confusion and panic
in its enemies, a Crusading Unicorn martial artist brings control and dedication to
the consuming fury. Moving in a whirl of steel and silk, the character feints, using the
increased speed of her katas to follow up swiftly. This Charm supplements an unarmed
or in-style martial arts attack. During Step 1 of the attack, the martial artist’s player
rolls her Charisma or Manipulation + Martial Arts against the defender’s highest
MDV. If this roll is successful, the martial artist feints, enhanced by a brief illusion.
This feint– effectively a social attack– is undodgeable if the target is a Creature of
Darkness. Any defenses pitted against the supplemented attack or any subsequent
attacks during that tick (generally, more attacks in a flurry) have an external penalty
applied to the DV equal to the martial artist’s permanent Essence.
Source: IsawaBrian
91
Duration: Instant
Prerequisites:
This Charm augments a martial artist’s attempt to reestablish surprise. See
the full text of the Charm for details.Source Glories of the Most High: the Maidens
of Destiny, pp. 25-26.
Source Glories of the Most High Glories of the Most High (hardcopy), pp. 105-106.
Source: Glories of the Most High: the Maidens of Destiny
Light-Treading Technique
Cost: 3m, 1wp; Mins: Essence 2, Crystal Chameleon 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites:
This Charm increases the distance travelled with Move and Dash actions, and
also increases the martial artist’s DDV against ranged attacks. See the full text of
the Charm for details.Source Glories of the Most High: the Maidens of Destiny, p.
26.
Source Glories of the Most High Glories of the Most High (hardcopy), pp. 106.
Source: Glories of the Most High: the Maidens of Destiny
Flashing Passage
Cost: 2m, 1wp; Mins: Essence 2, Crystal Chameleon 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: One Action
Prerequisites: Just Another Branch Deceit, Light-Treading Technique
This Charm greatly increases the distance that the martial artist can move in
a single Dash action. See the full text of the Charm for details.Source Glories of the
Most High: the Maidens of Destiny, p. 26.
Source Glories of the Most High Glories of the Most High (hardcopy), pp. 106.
Source: Glories of the Most High: the Maidens of Destiny
92
Duration: Instant
Prerequisites: Crystal Chameleon Form
This Charm acts as an imperfect dodge with a unique flaw of invulnerability.
See the full text of the Charm for details.Source Glories of the Most High: the Maidens
of Destiny, p. 26.
Source Glories of the Most High Glories of the Most High (hardcopy), pp. 106.
Source: Glories of the Most High: the Maidens of Destiny
93
Duration: One Scene
Prerequisites: Death from Nowhere Method, Shattered Crystal Rebuke
This Charm imposes penalties on attempts to discern the martial artist’s spe-
cific location. See the full text of the Charm for details.Source Glories of the Most
High: the Maidens of Destiny, p. 27.
Source Glories of the Most High Glories of the Most High (hardcopy), pp. 107.
Source: Glories of the Most High: the Maidens of Destiny
Foe-Blinding Jab
Cost: 3m; Mins: Essence 2, Dark Messiah 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Ravaging Blow
If enough damage is delt, this Charm instead reduces the damage and Cripples
the foe. This can also be used with a non-damaging attack. See the full text of the
Charm for details.Source Manual of Exalted Power: Abyssals, p. 184.
Source: Manual of Exalted Power: Abyssals
Bone-Shattering Blow
Cost: 1m or 3m, 1wp; Mins: Essence 3, Dark Messiah 4; Type: Reflexive (step
10)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Dark Messiah Form
If the Abyssal deals enough damage, this Charm reduces it yet Cripples the
opponent. The cost of this charm differes depending on what type of person the
Abyssal is fighting. See the full text of the Charm for details.Source Manual of
Exalted Power: Abyssals, p. 185.
Source: Manual of Exalted Power: Abyssals
94
Duration: Instant
Prerequisites: Grievous Agony Attack
If the Abyssal kills an opponet in a horrific manner, some onlookers might be
overwhelmed with horror, debilitating them for most actions the rest of the scene.
See the full text of the Charm for details.Source Manual of Exalted Power: Abyssals,
pp. 185-186.
Source: Manual of Exalted Power: Abyssals
95
Keywords: Form-enhancing
Duration: Permanent
Prerequisites: Dark Messiah Form
The Abyssals cruelty transcends petty joy at gore and whimpers; she becomes a
true messiah of pain, spreading the lessons of Oblivion through simple fables of agony.
One day, a man was tortured so excellently that it overwhelmed his senses. His eyes
were boiled, his tongue was split, his ears punctured, his nose torn, his fingers grated.
Then he died, and the pain ended.
This Charm permanently enhances Dark Messiah Form, increasing its cost by one
mote. Whenever the Abyssal takes an action that emphasizes cruelty and pain (even
his own) in Dark Messiah Form, the stunt rating of the action increases by one as
though it resonated with his Motivation. This can explicitly grant a one-point stunt
to an action than did not qualify for a stunt.
In addition, the Abyssal may make a called shot at an enemys soft or wounded
parts, twisting and cutting. Such an attack suffers a -1 external penalty, but can be
enhanced by Ravaging Blow as an innate power. Used in this way, Ravaging Blow
increases the minimum damage of the attack by (wound penalty) rather than one.
However, taking any action to alleviate pain (other than killing those in suffering)
immediately forces the Abyssal out of Dark Messiah Form.
Source: Revlid
96
Dead Man’s Grasp
Cost: 1m/action; Mins: Essence 2, Dark Messiah 2; Type: Supplemental
Keywords: Combo-OK
Duration: Until Released
Prerequisites:
This Charm augments a grapple attack, dealing lethal damage. The Abyssal
can also potentially increase her damage in a grapple. See the full text of the Charm
for details.Source Manual of Exalted Power: Abyssals, pp. 184-185.
Source: Manual of Exalted Power: Abyssals
Ravaging Blow
Cost: 2m; Mins: Essence 2, Dark Messiah 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm increases the raw damage of a successful attack. It also has synergy
with Dark Messiah Form See the full text of the Charm for details.Source Manual of
Exalted Power: Abyssals, p. 184.
2.5errata source=Scroll of Erratakeywords=Combo-OK, Enhanced-
text=”Enhanced:” While Dark Messiah Form is active, Ravaging Blow also
grants the Abyssals natural attacks the magical material benefits of soulsteel.
Source: Manual of Exalted Power: Abyssals
97
This Charm must be activated directly after assuming Dark Messiah Form.
This Charm acts as a reflexive perfect parry, and anyone who touches the Abyssal
suffers damage. This can also be activated when the Abyssal makes an attack, dealing
damage to the victim. This Charm can affect onlookers’ Morale as well. It has one
of the Flaw of Invulnerability Four Flaws of Invulnerability. See the full text of the
Charm for details.Source Manual of Exalted Power: Abyssals, p. 186.
2.5erratasource=Scroll of Erratacost=-(+5m, 1wp)type=Permanentkeywords=Obviousduration=P
the text of the Charm with the following:”¡br¿
Oblivion bleeds through the body, mind, and Essence of the Dark Messiah, unleash-
ing its dread power to strike down any who would lay hands upon him. Activating
Dark Messiah Form for a surcharge of five motes and a point of Willpower, the martial
artist becomes a conduit for Oblivion. An freezing aura of necrotic Essence emanates
up to (Essence) yards from the martial artist, an environmental hazard with Trauma
(Essence) and Damage 3B/action. His attacks channel the power of the Void, grant-
ing them the Overwhelming tag with minimum damage 3, and he adds (Essence) to
his bashing and lethal soak.
”Enhanced:” When used by an Abyssal, the environmental hazard deals lethal
damage.
Source: Manual of Exalted Power: Abyssals
98
bypass this charm. Further this charm reduces the number of successes in an essence
based attack by the Martial Artist’s Essence.
Source: RRimmel
Dragonflight
Cost: 3m; Mins: Essence 2, Dragon of Darkness Within 3; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: One action
Prerequisites:
This charm emulates not the flight of a soaring dragon, but the darting and
swerving flight of a monster attacking from the air, avoiding incoming fire while
positioning itself all the better to attack. The darting motions of the martial artist
give them +1 yard of movement per tick, +1 DDV, and +2 dice of accuracy to their
attacks.
Source: Sobriquet
Jaws of Consumption
Cost: 3m; Mins: Essence 3, Dragon of Darkness Within 4; Type: Reflexive
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: Fist of Spirit Flame
As a student progresses in this style, they learn that their fist can be even
more destructive with the proper approach. Their spirit energy is reinforced by the
power of their anger and hatred, and with it, a hint of condescension. This charm is
activated when the martial artist successfully parries an attack while Fists of Spirit
Flame is active. The martial artist grabs the weapon in their hand. If the weapon
parried is not indestructible, it is instantly reduced to ash, as the force of the martial
artists raging emotion tears it asunder. Unbreakable weapons are instead rendered
burning hot, and the wielder must drop the weapon or suffer 1 die of lethal damage
that ignores hardness, each tick for the next 3 ticks.
Source: Sobriquet
99
Dragon of Darkness Within Form
Cost: 7m; Mins: Essence 3, Dragon of Darkness Within 5; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, (Touch)
Duration: Scene
Prerequisites: Jaws of Consumption, Dragonflight
The practitioner carefully unwraps whatever clothing conceals their tattoo, re-
vealing their Dragon of Darkness. Focusing power into their darkest emotions, the
dragon is awakened and breaks free, rising in iconic glory. The martial artists anima
flares to the 16+ stage, and is replaced by the Dragon of Darkness Within.? This
form is actually more like two forms that can be switched between seamlessly. One
is known as Unleashing? and the other Channeling? the Dragon.¡br¿
If they channel the Dragon Within on a single target, they add their valor or
conviction (whichever is higher) to their Martial Arts dice pools (this counts as dice
from a charm), and then their MA+PE (if you have a negative intimacy in this target,
multiply this by 2.) to the raw damage of unarmed attacks against that target, but
may not stop attacking it until it is dead or the form ends. If they kill the target they
may select a new target or Unleash? the dragon.¡br¿
If they choose to Unleash? the dragon and let it rage freely, it lashes around
them violently. The anima dragon devastates anything within MAx5 yards with an
environmental effect of tangible hate. This environmental effect does (Number of
Negative Intimacies)L with a Trauma rating equal to the Martial Artists Permanent
Essence. The dragon does not discriminate between friend and foe.¡br¿
It is difficult to drop out of this form before the dragon has consumed at least
one individual. If the form comes to an end before killing at least one individual, the
Exalt must roll their highest virtue, gaining an amount of limit equal to the number
of successes rolled plus 1. It also causes them their (Number of Negative Intimacies)
in dice of unsoakable lethal damage, as the dragon violently re-enters their body. If
they have killed at least one individual while the form was active, the charm ends as
usual, and they gain only 1 limit.¡br¿
”’Dynamic Form Transition:”’ A practitioner of Dragon of Darkness Style who has
learned Unleashing/Channeling the Dragon of Darkness Within may transition into
that Form as a reflexive non-Charm activation if the Exalt is in an unrestrained limit
break..
Source: Sobriquet
100
has a negative intimacy in their target, this knockback causes damage as normal when
the target hits a solid object before having moved the total knockback distance (one
lethal raw damage per yard not moved), to a maximum of 25L.
Source: Sobriquet
101
distance. Those who look only briefly at the martial artist see not the person, but a
coiling, raging dragon loose upon the field of battle. Those who survive to remember
the fight will remember a glowing dragon on the battlefield, not the form of the martial
artist. This effect may be resisted by spending 1 willpower.The martial artist takes
their negative emotion, which they had up until now been externalizing to combat
their opponents, and internalizes it to even greater effect. Their attacks leave the
most devastating of wounds and the hunger of their raging emotions leave others
feeling drained.
While using this charm the martial artist is considered to be Channeling? the Form
at all times. In addition to the Forms effects on a successful strike that does damage
the martial artist may strip away one of the targets Virtue Channels in step 10 as
a Crippling effect. Also the Exalt regains a number of motes equal to the number
of negative intimacies he currently has each time he successfully strikes the target.
Finally, for the cost of 1 Limit per attack, the Martial Artist can make an attack do
aggravated damage.
Source: Sobriquet
102
Prerequisites: Flowing Mirror of Opposition Technique, Withering Paw Strike
This Charm allows the martial artist to add +2 or their Essence (whichever is
greater) to their DVs.Source Scroll of the Monk, p. 88.
Source: Scroll of the Monk
103
Source: Scroll of the Monk
104
This Charm allows the martial artist’s props attack on their own, and the props
may attack at a distance of (Essence x 5) yards away. If Dreaming Pearl Courtesan
Form is active, the martial artist can have as many of their props as they want make
multiple attacks a single target.Source Scroll of the Monk, p. 89.
Source: Scroll of the Monk
105
Prerequisites: Flurry of August Leaves Concentration, Dreaming Pearl Courte-
san Form
The Exalt negates an amount of her opponent’s armor soak equal to her
(Essence + Martial Arts).Source Scroll of the Monk, p. 90.
Source: Scroll of the Monk
106
Prerequisites: Flurry of August Leaves Concentration, Fragrant Petal Fascina-
tion Kata
The Exalt disappears in a swirling vortex of light and vapor, only to reappear
a distance of (Martial Arts x 5) yards away.Source Scroll of the Monk, p. 90.
Source: Scroll of the Monk
107
Prerequisites:
This Charm allows the martial artist to stand perfectly still. It becomes enor-
mously hard to knock her over or break out of her grasp. Being perfectly still can
also aid in Stealth and, perhaps, other situations.Source Manual of Exalted Power:
Dragon-Blooded, p. 201.
Source: Manual of Exalted Power: Dragon-Blooded
Ghost-Grounding Blow
Cost: 5m, 1wp; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords: Combo-OK, Compulsion, Obvious, Touch
Duration: Special
Prerequisites: Avalanche Method, Weapon-Breaking Defense Technique, Hungry
Earth Strike
5wp to resist per use. This Charm grants the target the ability to reflexively
use any Charm required to materialize, even if this violates normal Charm timing
rules.
Source: Scroll of Errata
Ghost-Grounding Blow
Cost: 5m, 1wp; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords: Combo-OK, Compulsion, Obvious, Touch
Duration: Special
Prerequisites: Avalanche Method, Weapon-Breaking Defense Technique, Hungry
Earth Strike
5wp to resist per use. This Charm grants the target the ability to reflexively
use any Charm required to materialize, even if this violates normal Charm timing
rules.
Source: Scroll of Errata
Ghost-Grounding Blow
Cost: 5 motes, 1 Willpower; Mins: Essence 3, Earth Dragon 5; Type: Supple-
mental
Keywords:
Duration: Instant
Prerequisites: Weapon-Breaking Defense Technique, Avalanche Method, Hungry
Earth Strike
108
This Charm can cause a spirit to materialize.Source Exalted: The Dragon-
Blooded, p. 251.
Source: Exalted: The Dragon-Blooded
Earthshaker Attack
Cost: 5m; Mins: Essence 3, Earth Dragon 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Earth Dragon Form
This Charm has a range of (Essence x 5) yards. If used while leading a com-
plementary unit, the Charm forces a route check among the character’s own forces.
Source: Scroll of Errata
Earthshaker Attack
Cost: 5m; Mins: Essence 3, Earth Dragon 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Earth Dragon Form
This Charm has a range of (Essence x 5) yards. If used while leading a com-
plementary unit, the Charm forces a route check among the character’s own forces.
Source: Scroll of Errata
Earthshaker Attack
Cost: 5 motes; Mins: Essence 3, Earth Dragon 5; Type: Simple
109
Keywords:
Duration: Instant
Prerequisites: Earth Dragon Form
This Charm allows the martial artist to make the earth heave and knock down
those around them.Source Exalted: The Dragon-Blooded, p. 250.
Source: Exalted: The Dragon-Blooded
Avalanche Method
Cost: 5m; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Special
Prerequisites: Stillness of Stone
This Charm pours the weight of the element of Earth onto a target after a
successful attack. This may hinder the target, as long as the martial artist can see the
victim; or even completely immobilize the target, but only as long as the martial artist
maintains physical contact with her foe.Source Manual of Exalted Power: Dragon-
Blooded, p. 203-204.
Source: Manual of Exalted Power: Dragon-Blooded
Avalanche Method
Cost: 5 motes; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords:
Duration: Until line of sight is broken or the character is incapacitated
Prerequisites: Stillness of Stone
This Charm allows the martial artist to increase the pull of the earth on the
victim, applying a penalty to their actions.Source Exalted: The Dragon-Blooded, p.
250.
Source: Exalted: The Dragon-Blooded
Stillness of Stone
Cost: 5m, 1wp; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable, Touch
Duration: Special
Prerequisites: Earth Dragon Form
This Charm cannot effect beings of higher Essence than the martial artist and
petrification includes non-magical possessions on the victim’s person.
Source: Scroll of Errata
Stillness of Stone
Cost: 5m, 1wp; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable, Touch
Duration: Special
Prerequisites: Earth Dragon Form
This Charm cannot effect beings of higher Essence than the martial artist and
petrification includes non-magical possessions on the victim’s person.
Source: Scroll of Errata
110
Stillness of Stone
Cost: 3 motes; Mins: Essence 3, Earth Dragon 5; Type: Supplemental
Keywords:
Duration: Special
Prerequisites: Earth Dragon Form
This Charm allow sthe martial artist to paralyze their target, perhaps even
turning their body into stone.Source Exalted: The Dragon-Blooded, p. 250.
Source: Exalted: The Dragon-Blooded
111
source=Scroll of Errata
cost=
trait=
min=
essence=
type=Reflexive (Step 9)
keywords=Combo-OK, Counterattack
duration=
prereq=
text=This Charm may only be activated if the martial artist has successfully
blocked an attack with an unarmed parry, in which case it launches an automat-
ically successful counterattack, with the effects described in the Charm’s rules. If
used to ’break’ an artifact weapon, the weapon not destroyed, but loses attunement
and all powers save its innate indestructibility for one day.
Source: Manual of Exalted Power: Dragon-Blooded
112
Shattering Fist Strike
Cost: 3 motes; Mins: Essence 2, Earth Dragon 4; Type: Simple
Keywords:
Duration: Martial Arts in turns
Prerequisites: Earth Dragon Form
This Charm allows the martial artist to deal more damage against inanimate
objects.Source Exalted: The Dragon-Blooded, p. 249.
Source: Exalted: The Dragon-Blooded
113
This Charm enhances the martial artist’s ability to withstand damage, even to
the point that she may parry weapons with her bare hands.Source Manual of Exalted
Power: Dragon-Blooded, p. 201-202.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Leader
duration=
prereq=
text=
Source: Manual of Exalted Power: Dragon-Blooded
114
Source: Manual of Exalted Power: Dragon-Blooded
115
Distracting Finger-Gesture Attack
Cost: 2m; Mins: Essence 2, Ebon Shadow 3; Type: Reflexive (Step 1)
Keywords: Obvious
Duration: Instant
Prerequisites: Image of Death Technique, Wall Climbing Technique
The this charm slows the target’s current action.
Source Scroll of the Monk, p. 92.
Source: Scroll of the Monk
116
Source Scroll of the Monk, p. 92.
Source: Scroll of the Monk
Limb-Immobilizing Method
Cost: 3m; Mins: Essence 3, Ebon Shadow 4; Type: Simple
Keywords: Combo-OK, Crippling, Touch
Duration: One scene
Prerequisites: Ebon Shadow Form, Seven Points of Weakness Strike
This attack cripples an opponent’s limb, with varying effects.
Source Scroll of the Monk, p. 92.
Source: Scroll of the Monk
Limb-Immobilizing Method
Cost: 3m; Mins: Essence 3, Ebon Shadow 4; Type: Simple
Keywords: Combo-OK, Crippling, Touch
Duration: One scene
Prerequisites: Ebon Shadow Form, Seven Points of Weakness Strike
This attack cripples an opponent’s limb, with varying effects.
117
Source Scroll of the Monk, p. 92.
Source: Scroll of the Monk
Shadow-Body Style
Cost: 3m, 1wp; Mins: Essence 4, Ebon Shadow 5; Type: Reflexive
Keywords: Obvious
Duration: One scene
Prerequisites: Limb-Immobilizing Method, Blow-Concealing Gesture Technique
118
The user assumes an insubstantial shadow-form.
Source Scroll of the Monk, p. 93.
Source: Scroll of the Monk
Shadow-Body Style
Cost: 3m, 1wp; Mins: Essence 4, Ebon Shadow 5; Type: Reflexive
Keywords: Obvious
Duration: One scene
Prerequisites: Limb-Immobilizing Method, Blow-Concealing Gesture Technique
The user assumes an insubstantial shadow-form.
Source Scroll of the Monk, p. 93.
Source: Scroll of the Monk
Shadow-Stepping Motion
Cost: 7m, 1wp; Mins: Essence 5, Ebon Shadow 5; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisites: Blow-Concealing Gesture Technique, Paralyzing Touch Attack,
Shadow-Body Style
The character can teleport great distances through shadows.
Source Scroll of the Monk, p. 94.
Source: Scroll of the Monk
Shadow-Stepping Motion
Cost: 7m, 1wp; Mins: Essence 5, Ebon Shadow 5; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisites: Blow-Concealing Gesture Technique, Paralyzing Touch Attack,
Shadow-Body Style
The character can teleport great distances through shadows.
Source Scroll of the Monk, p. 94.
Source: Scroll of the Monk
119
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Elder Ebon Shadow Form
The Character makes a Martial Arts attack against his opponent in a weak spot
both in his spirit and his body. The target may not apply any soak at all against
this attack. Effects that negate damage (Death Parrying Stroke, the Twilight Caste
Anima ability, Adamant Skin, etc) work normally.
Source: Sobriquet
120
Basalt Ephemera Bulwark
Cost: -; Mins: Essence 6, Elder Ebon Shadow 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Legion of Shadow Invocation
Further mastering the embodiments of themselves created by Legion of Shadow
Invocation, all duplicates created by that charm now benefit from the effects of
Shadow-Heart Amalgamation.
Source: Sobriquet
121
Exalts Essence. The first time in each day that someone attempts to realize the
truth of the matter or attempts to recognize the character, that persons player must
reflexively roll (Wits + Lore) and achieve more successes than did the Exalts player
on their original roll. If he fails his character still remembers the character dying and
will not recognize the character if confronted with them.
Source: Sobriquet
A character who has invoked the Elder Ebon Shadow is a terrifyingly vague op-
ponent. Any Existing Anima Flare instantly mutes down to nothing, like a candle
snuffed out by a strong breeze, and absolutely no number of motes will cause their
Anima to flare in any way while they are under the effects of their Elder Ebon Shadow
Form. However, motes spent still contribute to the banner and if the Form is dropped
they will show. The character’s movements also become so swift that he is similarly
blurred making it exceedingly difficult to place him in an area to attack him or counter
his blows. This means that the character reduces the speed of his attacks by one.
Also, effects and penalties against the martial artist cannot reduce his DV below half
of its current maximum value due to his blurred form. Also while in this form, the
martial artist expands their retinue of style weapons to include anything that could
conceivably be used to kill someone. Finally, in the unlikely event that a character
under the effects of the Elder Ebon Shadow Form should die, he explodes in a foun-
122
tain of dark Essence that totally consumes their soul. All within Essence x 10 yards
suffer the Character’s Essence in dice of Aggravated damage. The character never
leaves behind a ghost and any equipment carried on him disappears into elsewhere
where they will await his next incarnation. Elder Ebon Shadow Form is explicitly
compatible with Ebon Shadow Form and may be activated before or after that Charm
and neither Charm disrupts the operation of the other. This is an explicit exception
to the proviso below. Also, if Ebon Shadow Form is used when Elder Ebon Shadow
Form is active, assuming the Ebon Shadow Form is only a 3 tick action.¡br¿Characters
may only use a Single Martial Arts Form Charm at a time. If another such Charm is
activated while the Elder Ebon Shadow Form is active then it is immediately canceled
and replaced by the new Charm.¡br¿¡br¿
”I’ll kill you with my tea cup.”
Source: Sobriquet
For the remainder of the scene the character can walk upon air. The character
makes no sound at all unless he chooses to (this is a perfect effect). The character’s
normal movement rate applies to horizontal or vertical movement through the air,
just as if it were solid ground.¡br¿”Shadows Grace”: 1xp. Permanent Effect. Landing
when falling makes no sound, and you take no fall damage.
Source: Sobriquet
123
Duration: Instant
Prerequisites: Blood Spiral Technique, Blood Runs On Methodology
The character’s veins burn with a light characteristic of his Exaltation, along
with any of his blood upon him, and any open wounds. He lunges through the
radiance to drive a powerful attack into an opponent, drawing upon the very ebb and
flow of battle to sustain him. The character makes an unarmed Martial Arts attack.
Should it inflict any damage, the character recovers a number of health levels based
on the wound penalties suffered by his target after the attack. One point of wound
penalties heals one bashing health level; two points heals one lethal. This Charm is
unable to repair aggravated damage. Should the attack kill the target, treat them as
having possessed the highest possible wound penalty at the moment of death (-3 for
extras, -4 for most other characters).
Source: HLS
124
a widdershins pattern. Opponents are confused by the patterns, and so long as the
martial artist allows his steps to trace the patterns of the blood spiral maze, he will
never find himself with his back exposed. So long as the martial artist does not
venture more than (Essence x 5) yards from the point where he invokes the Charm,
he cannot be subjected to an unanticipated attack from within the Charm’s area of
effect. Characters may conceal themselves within the area, but their concealment
automatically fails as soon as they choose to target the martial artist with an attack.
Additionally, the character may be attacked by one opponent less than would normally
be possible given the circumstances (so, in an open area where up to five attackers
could normally assault the character at once, only four would be able to find their way
to do so). No character may target his back or otherwise render his DV inapplicable
through positioning unless assisted by a stunt or Charm.
Source: HLS
125
Keywords: Form-type
Duration: One scene
Prerequisites: Aggressor Chastisement Retreat, Crimson Veil Method
The character assumes a capricious, shifting stance: one moment balanced on
his toes, the next crouched like a spider. If unarmed, his attacks inflict lethal damage.
The character gains his current wound penalties in automatic successes to all Martial
Arts actions. His Dodge and Parry DVs, as well as all Martial Arts attack and damage
pools become immune to wound penalties; all other sorts of actions suffer from them
normally.
Source: HLS
126
”’Malfeas:”’ The power of Malfeas infuses his champions, reducing any external
penalties by 2 and reducing any internal penalties by 1 in places of habitation
”’Cecelyne:”’ The Endless Desert grants her champions the power to absorb any
blows, for the duration of the scene, any being attempting to target the character
does not count 10s as 2 successes, they only count for 1.
”’She Who Lives in Her Name:”’ She Who Lives in Her Name’s power infuses
her chosen with her might, for the duration of the charm, the character may add
(Essence/2) to any one Attribute
”’Adjoran:”’ The Endless Wind grants his champions his etherealness, granting
+(Essence) to their Dodge Pool
”’Ebon Dragon:”’ The cloaking shadows of the Ebon Dragon cover his champions,
anyone attempting to attack the character must succeed a (Perception + Awareness)
roll with the difficulty of the characters Essence before beginning any flurry.
Source: Uraku
127
”’Cecelyne:”’ The Endless Desert traps the unwary, all opponents within range
must make a (Dexterity + Athletics) check (DC of the character’s Essence) or fall to
the ground.
”’She Who Lives In Her Name:”’ She Who Lives in Her Name calls upon the
disorder of an opponents mind to strike. The exalt makes a single unarmed attack
against each opponent in range, however, the targets can only use their MDVs to
dodge or parry (only perfect Mental Defenses can stop this attack, not perfect physical
defenses)
”’Adjoran:”’ The Silent Wind pulls the breath from any opponent. Each target
must make a (Stamina + Resistance) roll against the character’s Essence or become
fatigued (if already fatigued, they become exhausted)
”’Ebon Dragon:”’ The Ebon Dragon strikes fear into the hearts of even the bravest
of champions. When activated, this charm causes shadows to envelop the area, the
character makes a single (Charisma + Presence) attack against all the target’s MDVs.
Any target hit by this effect is immediately panicked, causing a -2 internal penalty
to any actions other than defending themselves. A target that is already panicked
becomes frightened and must make every attempt to escape the conflict (pausing only
to defend themselves if they become attacked)
Source: Uraku
128
Time has no hold over the chosen of the Yozis. Activating this charm allows
the exalt to make 1 action immediately in response to an opponents actions.
”’Malfeas:”’ The exalt may make a flurry attack against the attacker
”’Cecelyne:”’ The champions of Cecelyne may move their full movement in any
direction
”’She Who Lives In Her Name:”’ The servants of She Who Lives In Her Name
may counter-attack the target’s will to fight, make a (Charisma + Presence) roll, if
it beats the target’s MDV, the target must stop the attacking the character
”’Adjoran:”’ The followers of the Silent Wind may attempt to knock the attacker
away with a blast of wind, make a (Strength + Athletics) roll, if it beats the target’s
dodge DV, the target is blown back a number of yards equal to the difference (this
attack is not blockable)
”’Ebon Dragon:”’ The Ebon Dragon allows his champions to steal the energy of
an attack, both beings make an Essence roll, if the character wins, he may remove
any 1 charm from the attacker, and in doing so, the character gains the benefit of the
charm for the remainder of the charm’s duration
Source: Uraku
129
Prerequisites: Eternal Dragon Heart
The powers of the Yozi are so great that they can reach creation through their
champions.
”’Malfeas:”’ Malfeas will not allow the chosen of his creations to stand against
him. Any attack supplemented by this charm causes aggravated damage, unless the
target is under the sway of the Yozis
”’Cecelyne:”’ The Endless Desert clings to all who pass through her. This charm
grants the exalts unarmed attacks a crippling effect, when hit, the target temporarily
loses 1 dot of Dexterity or Strength (only if the target’s Dex is 1), to a minimum of 1
”’She Who Lives In Her Name:”’ Hell’s laws are absolute, the exalt makes a
(charisma + presence) roll, if it beats the target’s MDV, the target has no choice but
to obey the character for the remainder of the scene. This unnatural mental influence
costs 1 Willpower to remove
”’Adjoran:”’ The Silent Wind boosts his champions speed, this charm grants the
exalt a magical flurry of (Essence + Martial Arts) attacks
”’Ebon Dragon:”’ No one can escape the Eternal Shadow, when activated, this
charm causes the target to accept his/her fate. The character rolls (Willpower +
Essence) against the target’s MDV, if the charm succeeds, the target receives a -4 to
his DV, as he/she understands that nothing can stand against the plans of the Ebon
Dragon
Source: Uraku
Corrupting Touch
Cost: 4m, 1wp, 1 Torment; Mins: Essence 5, Eternal Dragon 5; Type: Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Eternal Dragon Beat, Premature (Yozi) Emergence, Burnt Offer-
ing Invocation
The Yozis may have not caused the Great Curse, but that doesn’t mean they
can’t benefit from their fallen brethren. The attacker must make an Essence + Martial
Arts roll opposed by the target’s Willpower. Success causes the target to gain 1 limit
per touch. This effect can give multiple points of limit in an action, if this causes the
target to enter his/her limit break, with the same benefit as a normal limit break,
they may choose to enter a controlled limit break as normal. This effect lasts for a
scene. If the exalt’s limit break would normally last more than 1 scene, the effects of
this charm lowers their limit by 2.
Source: Uraku
Titan of (Yozi)
Cost: 10m, 1wp; Mins: Essence 5, Eternal Dragon 5; Type: Simple (Speed 4)
Keywords: Obvious, Blasphemy
Duration: One scene
Prerequisites: Corrupting Touch
The power of the Yozis shines through its greatest champions. Once this charm
has been activated, the character glows with the light of Ligier. The character gains
the benefit of Eternal Dragon Form (even if he is not in the form or has another form
active). The powers granted do not count as a charm use.
130
”’Malfeas:”’ The rage of Malfeas is unbearable, the character may reflexively lash
out with Ligier’s light (once per turn), making a single attack against a target within
(Essence x5) yards, this attack is unblockable and undodgeable without the use of
stunts or charms. The attack causes (Essence + Willpower + Strength) damage (used
as either a MA attack or in addition to another attack)
”’Cecelyne:”’ The Endless Desert shines with the pure heat of Ligier’s light, the
character glows brightly. The heat from this radiance causes anyone wearing metal
to take 5 dice of damage every action. This damage is only soakable by stamina.
”’She Who Lives In Her Name:”’ She Who Lives in Her Name bends Ligier to her
own sinister purposes. Any being who serves the Yozis within (Essence x10) yards
of the character (including the character him/herself) may reroll any one action once
per turn
”’Adjoran:”’ The Silent Wind infuses Ligier’s light into the very wind itself. The
character may form a ray, reaching (Essence x20) yards from himself, this ray does
(Essence + Willpower) in damage and is unblockable. (Used as either a MA attack
or in addition to another attack)
”’Ebon Dragon:”’ The Ebon Dragon uses Ligier’s light to twist his opponent’s
minds. Every action, the character may make an attack (Essence + Martial Arts)
against an opponent’s (within line of sight) MDV, if the attack hits, the character
may force the target to perform an action on his/her turn.
Source: Uraku
131
This Charm supplemets damage delt by an unarmed attack. See the full text
of the Charm for details.Source Debris from the Fallen Races, p. 15.
Source: Debris from the Fallen Races
Blade-Breaking Practice
Cost: 4m, 1wp; Mins: Essence 2, Eye of Heaven 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Eye of Heaven Form
This Charm can shatter unattuned weapons, or breaks attunement with magical
weapons. See the full text of the Charm for details.Source Debris from the Fallen
Races, p. 16.
Source: Debris from the Fallen Races
Armor-Rending Practice
Cost: 3m, 1wp; Mins: Essence 2, Eye of Heaven 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Eye of Heaven Form
This Charm can destroy nonmagical armor or force partial de-attunement from
magical protection. See the full text of the Charm for details.Source Debris from the
Fallen Races, p. 16.
Source: Debris from the Fallen Races
Essence-Shredding Practice
Cost: 4m; Mins: Essence 3, Eye of Heaven 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Eye of Heaven Form
This Charm can destroy some of the motes from the opponent’s mote pool. See
the full text of the Charm for details.Source Debris from the Fallen Races, p. 16.
Source: Debris from the Fallen Races
132
Prerequisites: Blade-Breaking Practice, Armor-Rending Practice, Essence-
Shredding Practice
This Charm grants immune to any coordinated attack penalties while also fully
augmenting her Parry DV. See the full text of the Charm for details.Source Debris
from the Fallen Races, pp. 16-17.
Source: Debris from the Fallen Races
Offering to Heaven
Cost: 5m; Mins: Essence 3, Eye of Heaven 5; Type: Supplemental
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: Five Forces Defense
This Charm supplements an unarmed attack, potentially allowing the Martial
Artist to rip the heart of her victim out, offering it to the glory of the Unconquered
Sun. See the full text of the Charm for details.Source Debris from the Fallen Races,
p. 17.
Source: Debris from the Fallen Races
133
Force Terminating Gesture
Cost: 2m; Mins: Essence 2, Fate-Touched Hero 5; Type: Reflexive (Step 7)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Fate-Touched Hero Form
With a deft hand, the Sidereal reaches out and seizes an attack that he has
failed to defend against and with just the slightest twist, transfers all the momentum
elsewhere.¡br¿
On step 7 of combat, this strips a single attack down to minimum damage dice
and any additional effects such as Fire and Stones Strike or Impressions of Strength.
This may always be used against attacks that always hit and attacks that negate one
or both Defense Values.
Source: Seras Winterblood
134
tern Spiders and the Loom look unfavorably upon the target. On the target’s next
roll (regardless of what it is!) the target must roll twice and pick the LOWER of the
two.The Sidereal may spend 1wp and force this roll to become a botch instead.¡br¿
Multiple instances of Ill Fortune Infliction Stack. This means that the target
continues accruing rolls which she must re-roll. If the target’s next roll is Valor she
must reroll that, then Dex + Melee, then Sta + Res and so on. The Ill Fortune lasts
until the target next rolls or activates an anti-Shaping effect, whichever comes first.
Source: Seras Winterblood
135
Source: Seras Winterblood
Flash-Fire Technique
Cost: 1m; Mins: Essence 1, Fire Dragon 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
136
Prerequisites:
This Charm may be used to enhance a Join War roll if the character is a solo
unit.
Source: Scroll of Errata
Flash-Fire Technique
Cost: 1m; Mins: Essence 1, Fire Dragon 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm may be used to enhance a Join War roll if the character is a solo
unit.
Source: Scroll of Errata
Flash-Fire Technique
Cost: 3 motes; Mins: Essence 1, Fire Dragon 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the martial artist to reroll their initiative.Source Exalted:
The Dragon-Blooded, p. 252.
Source: Exalted: The Dragon-Blooded
Flame-Flicker Stance
Cost: Varies; Mins: Essence 2, Fire Dragon 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader, Obvious
Duration: Until next action
Prerequisites: Flash-Fire Technique
Flame-Flicker Stance
Cost: Varies; Mins: Essence 2, Fire Dragon 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader, Obvious
Duration: Until next action
Prerequisites: Flash-Fire Technique
Flame-Flicker Stance
Cost: 1 more per +1 difficulty; Mins: Essence 2, Fire Dragon 3; Type: Reflexive
Keywords:
Duration: One turn
Prerequisites: Flash-Fire Technique
This Charm makes attacks against the martial artist more difficult.Source Ex-
alted: The Dragon-Blooded, p. 252.
137
Source: Exalted: The Dragon-Blooded
138
Perfect Blazing Blow
Cost: 2 motes; Mins: Essence 2, Fire Dragon 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Searing Fist Attack
This Charm allows the martial artist to reroll their attack roll.Source Exalted:
The Dragon-Blooded, p. 252.
Source: Exalted: The Dragon-Blooded
139
Duration: Instant
Prerequisites: Fire Dragon Form
Use normal environmental damage rules for (Martial Arts) actions of exposure
to a bonfire.
Source: Scroll of Errata
140
Prerequisites: Breath of the Fire Dragon
141
Smoldering Wound Attack
Cost: 4m; Mins: Essence 3, Fire Dragon 5; Type: Supplemental
Keywords: Combo-OK
Duration: Varies
Prerequisites: Overwhelming Fire Majesty Stance
This Charm causes an inflicted wound to smolder, subjecting the victim to a
repeat of the pain of the original strike.Source Manual of Exalted Power: Dragon-
Blooded, p. 207.
Source: Manual of Exalted Power: Dragon-Blooded
142
Helpless-Before-the-Avalanche Kata
Cost: 3m; Mins: Essence 2, Five-Direction 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Knockback
Duration: Instant
Prerequisites: Unyielding Mountain Stance
The foolish explorers footfalls loosen stone and upset elegant balances, calling
down the doom of the mountain upon himself. As he falls beneath a cascade of
boulders, who can he curse but himself? The martial artist invokes this kata after
defending against a Melee or Martial Arts attack with his Parry DV. He makes an
unarmed counterattack, but does not deal damage if his attack is successfulinstead,
he turns his foes force against him, throwing him back a number of yards equal to
the pre-soak damage of the attack. The enemys attack still resolves normally, but he
is thrown back before he can make any more. Victims that strike hard objects take
one die of damage for each yard they would have otherwise traveled. This damage
is typically bashing, but can be lethal if the enemy strikes a sufficiently dangerous
object.
Source: The Demented One
Thousand-Zephyr Prowess
Cost: 2m; Mins: Essence 2, Five-Direction 3; Type: Supplemental
Keywords: Combo-OK
Duration: One action
Prerequisites: Wind-Riding Meditation
The driving wind blows back all opposition, unhindered in its course. The breeze
defies the leaf, the hurricane defies the fortressand the martial artist defies all foes.
Letting his essence surge through his body like the zephyr blowing down from the
mountains of the North, he leaps forth in a whirling storm of steel. The martial artist
ignores the DV penalty of his action, including the DV penalties from multiple actions
if he chooses to flurry. In addition, if the martial artist flurries multiple unarmed
attacks, he gains a +1 bonus to his Parry DV for every two unarmed attacks he
makes, to a maximum bonus of (Martial Arts), until the next time his DV refreshes.
Source: The Demented One
143
Eastern Jungle Form
Cost: 5m; Mins: Essence 2, Five-Direction 4; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Thorns-and-Ivy Blossoming
With a frightful battle-shout whose reverberation resonates with the twenty-
five major pressure points, the martial artist fractures his essence, severing the flow
between the right half of his body and his left. This essential imbalance draws in
motes as a trees roots draw in water, seeking to right the imbalance. The martial
artists unarmed attacks deal lethal damage, and he may parry lethal attacks unarmed
without a stunt. In addition, whenever a character within (Essence + Martial Arts)
yards spends motes to invoke a Charm or cast a spell, the martial artist may reflexively
reclaim one mote, breathing in the residual essence of the magic. The mote is added
to his peripheral pool. The martial artist can never reclaim more than half his Essence
in motes in a single action, and can never regain more than 20 motes in one action
with any combination of Charms.
Source: The Demented One
Hell-Graveyard Slash
Cost: 2m; Mins: Essence 2, Five-Direction 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling, Stackable
Duration: Instant
Prerequisites: Crimson Flash Step
In the furthest wastelands of the South, men have fallen dead in the heat,
their very blood boiling within their veins. This technique kills men with a method
almost indistinguishable from such a death, striking so fast that the wound they deal
cauterizes itself in seconds from the heat of their blow. Whenever the martial artist
successfully inflicts lethal damage with an unarmed attack, he may invoke this Charm
in Step 10 of attack resolution, inflicting a crippling effect called an artful wound. The
artful wound causes the victims wound penalties to be increased by one in a specific
context of the martial artists choice, in much the same way that a specialty adds
a bonus to an Ability in a specific context. The artful wounds scope is limitedit
cannot apply to attacks? or dodging,? but an artful wound could impede attacks with
swords? or dodging while in armor.? The artful wound lasts until the victim heals all
their lethal wounds, although any effect that can heal a crippling effect can remove all
artful wounds a character suffers from. The martial artist may inflict up to (Martial
Arts) artful wounds on a foe at a time, and the penalties from each artful wound are
cumulative.
Source: The Demented One
144
forth from his skin. When he strikes, the light shimmers across his blade, letting
it slip through armor as if it were no more than a sunbeam itself. The martial
artists unarmed attacks deal lethal damage, and he may parry lethal attacks unarmed
without a stunt. Any unarmed attack he makes deals additional post-soak dice of
damage equal to half his Martial Arts.
Source: The Demented One
Five-Direction Form
Cost: 5m, 1wp; Mins: Essence 3, Five-Direction 5; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisites: Center Mountain Form, Northern Blizzard Form, Eastern Jungle
Form, Southern Desert Form, Western Ocean Form
Before the Primordials first wrought Creation from the inchoate chaos of the
Wyld, they crafted the Compass of Terrestrial Directions, an artifact of unimaginable
power. By the swaying, five-metal needle of the compass, they drew up a map of
flawless accuracy and measure in a supreme act of cartography. So perfect was the
aim of the Compass, so puissant its creators, that the map they drew became the
thing mapped, birthing Creation from its five cardinal directions. When the martial
artist enters the Five-Direction Form, displaying his ultimate mastery of the style,
the flow of his essence throughout his body is not unlike the sway of the Compasss
needleit traces out North, East, South, and West, before returning to the Center.
Invoking this form, the martial artist may choose any of this styles other forms-
Center Mountain, Northern Blizzard, Eastern Jungle, Southern Desert, or Western
Oceanand gain its benefits. The martial artist may reflexively spend two motes to
change which form he gains the benefit of. He may do this no more than (Essence/2)
times per actionfor instance, an Essence 5 martial artist might spend two motes in
Step 8 of attack resolution to enter the Southern Desert Form, making his attack
piercing. In Step 10 of the same attack, he might enter Western Ocean Form, to gain
its benefits on his damage roll. If he were attacked before his next action, he might
change to Northern Blizzard Style in Step 2 to increase his Dodge DV. However, he
could not then enter Center Mountain Form in Step 8 to boost his soak.
Finally, mastery of this style confers superior understanding of its lesser arts. While
in this Form, the martial artist may invoke the Unyielding Mountain Stance, Wind-
145
Riding Meditation, Rising Cedars Leap, Crimson Flash Step, or Wave-Cresting Poise
Charms without it counting as Charm activation. He may only invoke one such Charm
freely each action.
Source: The Demented One
Buried-Beneath-the-Waves Grip
Cost: 4m; Mins: Essence 2, Five-Direction 3; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Wave-Cresting Poise
Channeling the whole of his essence into the fingers of his left hand, the martial
artist grips his blade with overwhelming force, causing it to strike a devastating-
hammer blow. Whenever a martial artist successfully hits a foe with an unarmed
attack, he may invoke this Charm to double the raw pre-soak damage of the attack.
However, the extra damage is all bashing damage. The bashing damage is soaked
separately from the attack’s base damage, by the enemy’s full bashing soak. Any tags
that applied to the original attack, such as piercing or overwhelming, do not apply to
the bashing damage.
Source: The Demented One
Thorns-and-Ivy Blossoming
Cost: 4m; Mins: Essence 2, Five-Direction 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Rising Cedars Leap
In the Eastern jungles, wood essence is cultivated into ten-thousand thousand
poisons, flowing abundantly from leaf and root, thorn and ivy. Each one creeps
insidiously through the veins of its victims, subverting the flows of their essence and
crippling their bodies. With diligent study of these countless poisons, the martial
artist may strike with his sword to maim his foes essence, mimicking the Easts venoms
with the tip of his sword. This Charm enhances an unarmed Martial Arts attack,
causing it to cripple its victims essence if it damages him. For the next (Martial Arts)
actions, all Charms and spells the victim uses cost an additional mote of essence.
The motes spent on this surcharge go towards the victims anima banner as if it were
peripheral essence, regardless of which mote pool the victim pays it from.
146
Source: The Demented One
Wave-Cresting Poise
Cost: 1m; Mins: Essence 2, Five-Direction 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: (Martial Arts) actions
Prerequisites:
Water flows. If it is poured into a vessel, it abandons its shape, fitting whatever
it is placed into. If it is poured out upon the ground, it flows downward with the slope
of the earth, without resistance or impediment. Embodying this, the martial artist
attunes their essence to whatever they stand upon, causing it to perfectly match the
motic nature of whatever they stride across. Thus it is that they may walk across
anythinga loose scattering of leaves across a pit, quicksand, a trees boughs, a flowing
riverwith perfect balance, as if it were solid ground beneath their feet. They retain
this perfect balance for (Martial Arts) actions, at the end of which they must re-invoke
the Charm or lose its benefits.
When two martial artists use this Charm while fighting each other, the resonant
essence allows both to maintain their balance effortlessly. As long as both martial
artists actively fight each other and invoke this Charm, they may both maintain it
indefinitely without having to re-invoke it or commit any motes. Rival Five-Direction
masters have been known to duel on the boughs of cherry blossom trees, atop waves,
or on top of armies.
Source: The Demented One
147
to towering trees, their boughs brushing against the sky. Channeling all of his essence
into his right foot as he leaps, the martial artist bounds upward, rising up as if borne
by a century-old cedar that sprung up in an instant. The martial artist may multiply
the distance of a single jump by his Martial Arts, and cannot take any falling damage
from the jump. The martial artist may also invoke this Charm while falling, to protect
himself from harm. This negates any bashing falling damage he would otherwise take.
Source: The Demented One
Wind-Riding Meditation
Cost: 1m; Mins: Essence 2, Five-Direction 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisites:
The Northern winds fly above the earth, for they have no weight to drag down
their essence. With a light step and a serene mind, the martial artist becomes feather-
light, treading on the currents of the air. Until his next action, the martial artist may
walk on air as if it were solid ground, moving across it with ease. However, he cannot
dash or jump through the airhe glides through the air only as fast as he may walk. If
he does not re-invoke this Charm on his next action, he falls to the ground.
When two martial artists use this Charm while fighting each other, the resonant
essence allows both to tread on air effortlessly. As long as both martial artists actively
fight each other and invoke this Charm, they may both maintain it indefinitely without
having to re-invoke it or commit any motes. Mid-air duels between rivals or sworn
enemies are a specialty of this style.
Source: The Demented One
148
opponent, the ball for a winning hit, or that pesky Dragon-Blooded telling him to get
off his Island.
For the rest of the scene the exalts weapon is considered to be as strong and
resilient as tempered steel, even a living alligator. The alligator will not suffer any
harm if use to parry incoming blows. In addition even a weapon made of a Magical
Material cannot sunder the alligator. If this charm is used on an actual weapon it
become nigh unbreakable, taking the Exalts Essence times more damage to sunder
the weapon.
Source: Zaaz
Kobold Strike
Cost: 1 m per action; Mins: Essence 1, Flog, According to Tom 1; Type: Simple
Keywords: Combo-OK
Duration: One action
Prerequisites:
The Cult of Kobold was extremely adept at stealing children right from under
parents eyes all around Creation. They would never have gotten so far if it were not
for the genius of the Feathered Serpent and his Kobold Strike.The next Martial Arts
roll is considered unexpected even if already in combat. The opponent may activate
a reflexes dodge or parry if it allows for the detection of surprise attacks.
Or the martial artist may add their Martial Arts rating in successes to the next
Stealth roll.
Source: Zaaz
Alligator Assault
Cost: 2m per animal; Mins: Essence 1, Flog, According to Tom 2; Type: Simple
Keywords: Combo-Ok, Compulsion
Duration: Next two actions
Prerequisites: Alligator Stiffening Technique
With the correct application of motivation an Alligator can be convicted to do
several tasks but mainly assault another. After its original conception it was found
that this charm would work on any animal with an Essence lower then the casters
even intelligent ones.
Once cast the animal will do one task for the next two actions. Normally the task
is to assault another player in the hope they use up several strokes to defend them-
selves. After the assault they will return to whatever they had been doing assuming
the individual did nothing about the assault. The animal will not do anything self
destructive, i.e. walk off a cliff, or stab itself.
Source: Zaaz
Rod of Might
Cost: 6m, 1w; Mins: Essence 2, Flog, According to Tom 2; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: One action
Prerequisites: Kobold Strike
Sometimes a player loses their rod or it gets eaten or even stolen. That is were
the Rod of Might comes into play. A play may manifest a new rod in their hands
149
made of the same magical material as their exaltation. This charm creates a Flog rod
with the same rules as Glorious Solar Saber (p. 192)
Source: Zaaz
150
Duration: Instant
Prerequisites: Immaculate Rod of the Sun Born
It is one thing to have the power of the Unconquered Sun but even he respects
the power of ones self. Tom was attacked by an Immaculate Monk attack after attack,
to the point that Tom was dismantled but not before he learned how to return the
attack 10 fold. After being attacked; an Exalt may make a counter attack. They
add the damage they took from the original attack if they would be reduced to their
Essence in damage they gain their Essence + Martial Arts in damage.
Source: Zaaz
151
considers themselves adults. They become an object of the landscape. The Fair Folk
originally taught this charm to Tom and as such they are Immune to its use. As are
children who see the user for what they really are. Tom was known to take the shape
of a slide that children would play with.The Martial Artist remains hidden until they
interact with an adult. If they invoke this charm after they have spent peripheral
essence they must roll Dexterity + Martial Arts + Stealth vs. the highest targets
MDV they add their Essence as automatic successes.
Source: Zaaz
152
affinity.”’
*”’Air:”’ ”Endless Winds Defense;” Currents of air aid his movements and the
Student adds ”’+1 to his Dodge”’ Defense Value.
*”’Earth:”’ ”Anchor of Creation Stance;” Flecks of earth and rock fly up from
the ground with each movement and so long as the Student is in contact with the
ground he may not be Knocked-Back or Knocked-Down and adds his ”’Essence x2 to
his natural Lethal and Bashing Soak”’.
*”’Fire:”’ ”Pillars of Flame Strike;” Flame blasts forth on each attack, giving his
unarmed attacks a ”’range of 10yrds”’ (maximum).
*”’Water:”’ ”Icy Depths Realization;” Water freezes and solidifies near the stu-
dents skin adding ”’+1 to his unarmed Parry Defense Value.”’
*”’Wood:”’ ”Entangling Trap Method;” Vines and brambles sprout where his
blows hit and start to wrap around the target causing it to take a ”’2yrd penalty to
movement”’ per die of damage calculated at the end of step 8. The vines may be
removed as a Miscellaneous Action.
”’In addition he gains a secondary movement method based upon the element for
which he has affinity.”’
*”’Air:”’ ”Treading the air;” the student may move upon the ”’air as if it were
solid”’ but may not remain still while doing so. He is unable to gain more than twice
his normal Speed in altitude.
*”’Earth:”’ ”Pillars of Earth;” the earth itself reaches up under the Students feet,
”’elevating him”’, and molding to his movements. These pillars can be up to Essence
x2 yards tall and can be used to double his leaping distances.
*”’Fire:”’ ”Jets of Flame;” the Student rockets himself skyward allowing him to
jump reflexively and ”’multiplying his jumping distances by his essence”’.
*”’Water:”’ ”Riding the Waves;” The Student hardens any water near his feet
allowing him to slide across it. He seems to ’skate’ nimbly across any smooth surface,
making his ”’dash speed his normal movement”’ rate.
*”’Wood:”’ ”Crawling Vines;” Sticky pads constantly grow from the Student,
allowing him to ”’cling to any surface”’.
Source: AjaxTorbin
153
Such minor things like carving steps into a mountain, shaping fire into figures
or changing water into ice are reflexive, Standard or Difficult Difficulty, and can
be done while in combat. Greater changes, like carving a new river, or leveling a
small mountain, or any change at Challenging or greater Difficulty take long ticks to
accomplish and can not be done in combat.
The length of time needed to affect such changes is up to the amount and perva-
siveness of the change and so left to the Storyteller.
In addition his unarmed attacks now count as a supernatural effect, dealing en-
vironmental damage that ignores mundane armors, deals an additional amount of
damage equal to his Essence, and can be ignored by appropriate Resistance or Sur-
vival charms. Note this does not make his attack deael Lethal damage.
The Master himself is now totally immune to all natural environmental damage
related to his element.
In addition the Master gains an ability reflective of the element for which he has
affinity.
*”’Air:”’ The Master become lighter and better able to maneuver, double his
natural movement distances, including jumping and dashing.
*”’Earth:”’ The Master is able to shrug off most blows, reduce all lethal damage
to bashing. This damage can still cycle around and become lethal.
*”’Fire:”’ The Masters attacks blaze with power that makes them hard to block,
adding his essence to his unarmed attack accuracy.
*”’Water:”’ The Master moves like a wave, uncatchable and smothering at the
same time. He adds his Essence to all rolls involving Grapples.
*”’Wood:”’ The Master is a veritable font of life giving energy and can as a Simple
(Speed 6 DV -3) action, heal himself of a level of bashing damage per 3m spent, or a
single level of lethal for each 6m. Aggravated is unaffected.
Source: AjaxTorbin
154
*”’Wood:”’ The wounds are especially numbing and the target must check for
”’Stunning”’ with the difficulty raised by the damage done on step ten.
====Deadly Blows of (Element)====
*”’Oil:”’ It flows on water without mixing and so the Student of Oil skims by his
target, dealing damage without actually touching, forcing the target to ”’use his DDV
instead of his PDV.”’
*”’Smoke:”’ stings the eyes and impairs the equilibrium the smoke filled blow of
the Student ”’reduces the awareness of the target”’ by half (round up) the students
permanent essence score if it hits, until the targets DV refreshes.
*”’Metal:”’ weapons of the Student stretch and entangle the weapons of his foes,
negating any negatives for an attempted ”’disarming attack.”’
*”’Crystal:”’ is sharp and precise, the Student adds his ”’Intelligence to the accu-
racy”’ of his attack.
*”’Lightning:”’ strikes so quickly it can barely be seen, the ”’Speed of the attack
is reduced”’ to three.
*”’Steam:”’ envelopes the target and adding two automatic successes to an ”’at-
tempted grapple.”’
Source: AjaxTorbin
155
For example, all of his Water effects for Steam effects.
In addition the stylist adds the Alchemical element abilities to his options when
using Cycle of Creation and can now activate a ”third” ability when using that charm
for a 1m surcharge per additional ability.
Source: AjaxTorbin
Cycle of Creation
Cost: -; Mins: Essence 4, Foundation 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Elemental Sheathing Method
The Master is able to see how the other elements effect his and how their
abilities may enhance his own.
From now on when using a charm that has the Elemental tag he may choose a
second effect from the element options listed with the following restrictions;
*”’Air:”’ Cannot use Earth effects.
*”’Earth:”’ Cannot use Fire effects.
*”’Fire:”’ Cannot use Wood effects.
*”’Water:”’ Cannot use Air effects.
*”’Wood:”’ Cannot use Water effects.
This effect is not compatible with the effects of Element Infusing Method.
Source: AjaxTorbin
156
one; this choice is permanent. His essence, for the purposes of Essence Sight, now
shows a tinge of his chosen element in addition to his previous essence type.
The Student gains an ability reflective of the element for which he has affinity.
*”’Air:”’ can sense disruptions in the air currents and simply is not there when
struck. This charm ”’refreshes the Students DDV”’ and allows him to use it against
unexpected attacks.
*”’Earth:”’ detects tremors in the earth and knows exactly where his foes strike
from, even if unexpected. He hardens his body in that direction, ”’doubling his
natural soak”’ against one attack.
*”’Fire:”’ explodes toward one foolish enough to put their hand in the flame,
allowing the Student to go ”’first on the reaction count”’.
*”’Water:”’ is supple and flows into the attack, ”’refreshing his PDV”’ and allowing
him to use it against unexpected attacks.
*”’Wood:”’ can feel life around him, ”’refreshing his Defense Values”’ and allowing
him to use them against unexpected attacks from living targets.
====Insight into the Maker Calculation====
*”’Oil:”’ is hard to land a blow on, a second blow is improbable. The Student
immediately ”’refreshes his DV’s”’ and then increases them by two. This does not
stack.
*”’Smoke:”’ filters unseen and seeks to choke his opponent quietly, the Student of
Smoke may attempt to reflexively hide himself in response to an attack, ”’negating
any normal negatives to reestablishing surprise.”’
*”’Metal:”’ bends toward the attack ”’refreshing his PDV”’ and allowing him to
use it against unexpected attacks.
*”’Crystal:”’ notes the weaknesses in his foes attack, ”’refreshing his Defense Val-
ues”’.
*”’Lightning:”’ closes quickly, ”’refreshing his DDV”’ and speeding into melee
range, moving immediately up to his Dash speed without negatives.
*”’Steam:”’ is overwhelming and oppressive and the Student many attempt to
initiate a grapple in response to any unexpected Melee attack against him.
Source: AjaxTorbin
157
Prerequisites: Resilient Frog Hide
Masters of the Frog Style believe that they must be able to survive adversity.
With this charm even the most damaging attack will not kill the Martial Artist.
When activated, the Martial Artist takes one level of lethal damage, but ignores
all other damage inflicted on him from a single attack.
Source: RRimmel
158
Source: RRimmel
name PAGENAME
Cost: 6m, 1w; Mins: Essence 5, Frog 5; Type: Simple
Keywords: Form-type
Duration: One Scene
Prerequisites: Frog Bakes in the Sun, Flicking Tongue Motion
The First Form of Frog Styles embodies the quiet frog who waits patiently in
the pond for a meal.
After mentaly preparing himself, requiring a (Dex + MA roll) the Martial Artist
enters into Frog Form. Frog form is not obvious in any way, but is incompatable with
armor. During Step 8 of damage resolution, a character in Frog Form can expend
one mote of essence to reduce the number of health levels of damaged recieved by his
permenant essence.
Attacks that do not cause physical damage to the Martial Artist cannot cause
knockback, or move the artist in any fashion. Frog Form allows a Martial Artist to
parry lethal damage without stunting.
Source: RRimmel
159
Source: RRimmel
160
Destroy the Sky Technique
Cost: 5m; Mins: Essence 2, Furious Demon 5; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant
Prerequisites:
This Charm causes the Martial Artist to destroy the sky - First Crude Attempt
Source: MMichele
161
Prerequisites: God Slayer Form
Justice is a difficult path to follow; Creation is filled with countless temptations
to distract a martial artist from the path of righteousness. Those with the focus to
still their minds and spirits, however, may stand against any opposition, unbowed and
unbroken. This Charm adds twice the character’s Temperance to his natural lethal
and bashing soak.
Source: HLS
Valor-Wounding Mudra
Cost: 3m; Mins: Essence 3, God Slayer 5; Type: Simple (Speed 3, DV-1)
Keywords: Combo-OK, Obvious, Emotion
Duration: One Scene
Prerequisites: God Slayer Form
Inescapable justice lies at the heart of the God Slayer Style. The character
draws a burning mark in the air, announcing his intent and chilling the blood of
those he has passed judgment upon. The glyph burns with a lambent orange-white
radiance, illuminating an (Essence x 30 yards) radius around the point where it is set.
Any hostile targets struck by the light treat it as a social attack against their Dodge
MDV with a number of successes equal to the martial artist’s Essence + Conviction.
A target whose MDV is overcome by the glyph reduces their Valor by 1 so long as
the light of the glyph touches them. This cannot reduce Valor below the minimums
required for the Great Curse, nor may it reduce it to 0. This is a form of unnatural
mental influence, costing 3 Willpower to resist.
Source: HLS
Sin-Finding Scrutiny
Cost: 1m; Mins: Essence 3, God Slayer 5; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisites: God Slayer Form
By experiencing his target’s convictions and passions, the martial artist comes
to know the weaknesses of their owner. For each dot of Virtues the character steals
from a target through the use of With the Strength of my Enemies Methodology, he
gains an ”Against (Virtue’s original owner)” artificial specialty. This specialty only
endures so long as Sin-Finding Scrutiny is active and the character holds Virtues
from the target. The character cannot under any circumstance gain more than three
dice from specialties on any single roll. As artificial specialties, these dice are not
considered bonus dice added by a Charm.
Source: HLS
Wheel of Justice
Cost: 6m; Mins: Essence 3, God Slayer 5; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: God Slayer Form
The martial artist whirls his weapons high overhead, gathering Essence, or
engages in a series of powerful overhand blows. His strikes are drawn toward and fueled
162
by the convictions of his foe the stronger his opponent, the more heavily Heaven’s
judgment shall fall upon him. This Charm causes the character to perform a flurry
of extra action attacks against a single target. The number of unarmed martial arts
attacks in the flurry is equal to the target’s highest Virtue at the time Wheel of Justice
is invoked. These attacks are made regardless of the weapon’s Rate, and with a DV
penalty equal to the highest penalty for any one attack.
Source: HLS
163
must instead pay 1 experience point to restore it, or wait a year and a day for it to
restore itself from scraps and memories of Essence wafting through Creation.
*”’God Slayer Form:”’ All spirits revealed by the light of the character’s anima
may, for a reflexive cost of 1 mote, be made tangible only to the practitioner for one
action.
*”’Valor-Wounding Mudra:”’ The character may draw the burning glyph over his
own caste mark, permitting the mark to move with him.
*”’Wheel of Justice:”’ The character may guide his blow against either a target’s
convictions or the might of its soul. He may make a number of attacks equal to the
target’s highest virtue or its Essence rating, whichever is higher.
*”’Unbowed Executioner Technique:”’ This Charm also adds natural aggravated
soak equal to the character’s Temperance.
*”’Sin-Finding Scrutiny:”’ The character may retain all artificial specialties for
the duration of the Charm, even if he has released or destroyed the Virtues those
specialties originated in.
*”’Essence Eruption Blow:”’ This Charm will now function even through hardness.
Source: HLS
164
Baker Chops the Onions Approach
Cost: 2 motes per extra attack; Mins: Essence 1, God of Cookery 2; Type:
Extra Action
Keywords:
Duration: Instant
Prerequisites: , None
A skilled chef knows how to make many rapid cuts with a flurry of short, sharp
twists of his wrist. For every two motes spent on this Charm, the Exalted gains
an additional attack, up to the limit of his permanent Essence rating. Each attack
receives bonus dice equal to the permanent Essence rating of the Exalted. However,
each attack does a maximum of one health level of damage. Damage dice are counted
and rolled as normal, but only one success counts. Apply this after the effects of any
other Charm used on the same attack (as in a Combo).
Source: RedFox
165
Source: RedFox
166
whisks, bowls, graters, and utensils of all sorts.
Source: RedFox
Spice-Flinging Palm
Cost: 1 mote per 2 dice; Mins: Essence 1, God of Cookery 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: , Cloud of Delicious Vapors
So long as the Exalted chef has a supply of powdered spices, liquid, boiling stew,
or similar at hand, she may fling it into the face of her attacker. The spice or liquid
is specially charged with essence, causing it to burn and distract. The target loses a
number of dice on their attack pool equal to twice the motes spent on the Charm.
Exalted may not spend more motes on this Charm than their permanent Essence
rating. This Charm may reduce an attackers dice pool to zero. Additionally, the
target must roll Stamina + Resistance at standard difficulty or be at a +1 difficulty
to their next action, unless they spend an action cleaning the spice or liquid from
their face. Artifacts or Charms that cause a person to be instantly cleansed, such
as a Collar of Dawns Cleansing Light, negate this latter effect but the dice reducing
effect still works as normal. The activation of this Charm must be declared before
dice are rolled for the attack.
Source: RedFox
167
safely raise his temperature to inhuman levels and focus it only into those areas he
wants or needs the heat. For the duration of the Charm, the Exalted may instantly
cook any dish merely by touching it or its cooking container and concentrating for one
action. Additionally, every attack made by the Exalt sears with unleashed heat energy,
causing an additional amount of Lethal damage equal to his permanent Essence rating.
Opponents who make bare-handed attacks or otherwise come into unwanted skin-
to-skin contact with the Exalt take the Exalts permanent Essence rating in Lethal
damage.
Source: RedFox
168
Dipping Heron Riposte
Cost: 5m; Mins: Essence 2, Graceful Hummingbird 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Adaptive, Counterattack
Duration: Instant
Prerequisites: Graceful Hummingbird Form
The wise swordsman lets his opponent’s haste undo him. Stepping back before
a thrust, the fencer uses the tip of his blade to guide his enemy’s weapon astray,
lodging it in a bit of nearby scenerya wooden beam, a gap between two cobblestones,
a nearby crate or windowsill, or whatever else presents itself. This Charm may be
invoked in response to an attack capable of inflicting lethal damage that the fencer
defends against with his Parry DV. If the swordsman successfully defends against the
attack, then the opponent’s weapon is trapped. The opponent cannot attack with the
weapon until he has freed it with a diceless miscellaneous action (Speed 4, DV -1), nor
can he move from that spot unless the weapon has been pulled free or he decides to
voluntarily abandon it. This Charm cannot be used in conjunction with any Charm
which provides an automatically successful parryonly an imperfect defense allows the
flexibility to deploy this technique. The Charm also may not be invoked on the odd
occasions when there is nothing nearby to bury the opponent’s weapon in, such as
when two flying characters are dueling in midair high above the ground.
”’Adaptations:”’
*Characters who know Solar Counterattack (Exalted, pp.194) may pay 1 willpower
to ensure that their opponent’s weapon is successfully buried, even if their parry fails.
*Characters who know Portentous Comet Deflecting Mode (MoEP: Dragon-
Blooded, p.156) cause the miscellaneous retrieval action to become (Speed 4, DV
-2) if they bury the weapon in a surface resonant with their elemental aspect (a block
of ice for Air Aspects, any part of a ship at sea for Water aspects, etc).
*Characters who know Burrowing Devil Strike (MoEP: Lunars, p.145) drive an
opponent’s weapon especially deep into a nearby surface. The retrieval action becomes
Speed 6.
*A character who knows the Fateful Melee Excellency (MoEP: Sidereals, p.127)
may trap an opponent’s weapon between the strands of fate, allowing this Charm to
be used even if there is no appropriate surface nearby to permit it.
*Characters who know Vengeful Riposte (MoEP: Abyssals, p.130) knock aside
weapons with terrible force, setting up a wailing vibration in the trapped weapon
that bites at the nerves and quivers in the hand. Retrieval actions become (Speed 4,
DV -3).
Source: HLS
169
(Wits + appropriate wielding Ability) resistance roll.
”’Adaptations:”’
*If a character knows Hungry Tiger Technique (Exalted, p.190), he may ignore
the external penalty on the disarm attempt, and hurls the weapon away one yard for
each success by which the victim fails to meet his resistance difficulty, rather than
one foot.
*Characters who know Blinding Spark Distraction (MoEP: Dragon-Blooded,
p.155) generate a flash of heat within the target weapon when they strike, impos-
ing a -1 external penalty on the resistance roll.
*Characters who know Wasp Sting Blur (MoEP: Lunars, p.154) hurl targeted
weapons through the air with awesome force. Rather than traveling one foot for each
success by which the victim fails to meet his resistance difficulty, the weapon travels
two yards.
*A character who knows Serenity in Blood (MoEP: Sidereals, p.155) knocks the
offending weapon on a course that travels momentarily through Elsewhere. Without
appropriate Charms such as Summoning the Loyal Steel, it becomes impossible to
retrieve the weapon for 3 ticks.
*A swordsman who knows Savage Shade Style (MoEP: Abyssals, p.127) ignores the
external penalty on the disarm attempt, and may choose to let a weapon simply drop
at an opponent’s feet without traveling any distance away, converting the successes
that would have sent it flying into dice of piercing lethal damage instead, which are
subject to soak as normal.
Source: HLS
170
with the weaving path of their blade. If any attacks in the flurry land, then when the
target’s DV next refreshes, it refreshes to a value 1 less than its normal total.
*Characters who know Eye of the Tempest (MoEP: Abyssals, p.130) add one
automatic success all subsequent attacks in the flurry whenever one of its attacks
strikes the target.
Source: HLS
171
In this, the final technique of the Graceful Hummingbird style, the swordsman
expresses his flamboyant soul in a storm of ringing steel and felled opponents. He
seems everywhere, rushing to and fro, the clash of his blade filling the air. The
swashbuckler makes five attacks at his full dice pool, distributed as he sees fit against
any opponents within Dashing range of his position when he invokes the Charm. This
magical flurry has a DV penalty equal to the highest penalty of any attack within it.
Additionally, if attacked during the invocation of the Jeweled Hummingbird Dance,
the fencer may pay 2m to launch a counterattack at his full dice pool against his
aggressor. This last benefit may be enjoyed only once during the course of the Charm,
however.
”’Adaptations:”’
*Characters who know Invincible Fury of the Dawn (Exalted, p.191) pay only 1m
per counterattack, and may make up to three.
*Characters who know Ringing Anvil Onslaught (MoEP: Dragon-Blooded, pp.156)
may invoke up to two counterattacks, if fighting in an environment resonant with their
elemental Aspect.
*Characters who know Spreading the Wyld Roots (MoEP: Lunars, p.154) double
the range at which they may engage targets with this Charm.
*Characters who knows Perfection of the Visionary Warrior (MoEP: Sidereals,
p.156) drive the Essence of the vanquished before them. Regardless of which opponent
they are attacking, they apply onslaught penalties as though they had been striking
that opponent with every previous attack in the flurry.
*Characters who know Thousand Wounds Feinting (MoEP: Abyssals, p.129) pay
only 1m for their counterattack, and make six attacks rather than five.
Source: HLS
172
to the attack. Creatures of darkness must spend an aggregate total of 5 Willpower
to ignore the effects of the Charm for the rest of the scene, rather than 3.
*Characters who know Threshing Floor Technique (MoEP: Dragon-Blooded,
p.156) carve in their mark as a searing brand, adding a -1 internal wound penalty to
the other effects of the attack until the target’s DV has refreshed three times.
*A character who knows Foe-Marking Style (MoEP: Lunars, p.142) sears the ex-
perience into his target’s mind. Henceforth, whenever the character can see the mark
the fencer placed upon him (on a wall, a playbill, marked into the chest of another op-
ponent, etc) he suffers a -1 internal penalty to all actions as an Emotion effect, which
can be resisted for a scene for 1 Willpower. These aftereffects end once the character
has spent 10 Willpower fighting off the effects and aftereffects of this Charm in total.
As an additional benefit, should Haughty Gull Display be placed in a Combo with
Foe-Marking Style, the swordsman’s mark is permanently branded into his target.
So long as the target wears the mark, he suffers the full effects of this Charm in any
scene where he attempts to oppose the swordsman, but this effect can be overcome
for the rest of the scene for only 1 Willpower.
*Characters who know Orchestration of Mirrored Fates (MoEP: Sidereals, p.155)
carve inauspicious symbols into the target’s chest, which guide their blades toward
the unfortunate so marked. All attacks made at such a target with a proper in-
style weapon until he shakes off the Emotion effect weapon have their target number
reduced by 1 (typically to 6).
*Characters who know Unfurling Iron Lotus (MoEP: Abyssals, p.128) deeply scar
their targets, body mind and soul. Mortals (including ghosts) and natural animals
struck by this Charm cannot spend Willpower to resist its effects.
Source: HLS
Cloud-Chasing Advance
Cost: 3m; Mins: Essence 2, Graceful Hummingbird 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Adaptive
Duration: Instant
Prerequisites: Rooster Greets the Dawn
Fate favors the bold and abhors a coward. Making haste, the fighter advances
to close with a foe. He scrambles nimbly over any obstacles or barriers, leaping crates
and swinging across dangling rigging to close with an opponent in a heartbeat. This
Charm allows a character to move (Essence x 5) yards, if doing so would place him
within melee range of a selected opponent. Any ’leftover’ movement after reaching
this adversary is wasted. The character must actually be able to reach his target
through normal movement (he could not, for example, pass through the bars of a jail
cell to attack a jailor on the far side).
”’Adaptations:”’
*Characters who know Iron Raptor Technique (Exalted, p.192) transfer all their
momentum into their first cut upon reaching an opponent. This first attack is un-
blockable.
*Characters who know Dragon-Graced Weapon (MoEP: Dragon-Blooded, pp.155)
extend the range of their movement to (Essence x 8) yards if moving through an
environment resonant with their element (across the deck of a heaving ship for Water,
through a burning building for Fire, a forest for Wood, etc).
*Characters who know Furious Hound Pursuit (MoEP: Lunars, p.152) may con-
173
tinue moving past a target after attacking, using any ’leftover’ movement that would
have been otherwise wasted.
*Characters who have learned Smiling at the Damned (MoEP: Sidereals, p.156)
may pay an additional 2 motes to become dematerialized during their sprint at their
chosen target, allowing them to pass through any intervening obstacles. They must
still be able to actually perceive their target when they activate the Charm.
*Characters who know Ebon Lightning Prana (MoEP: Abyssals, p.130) rush at
their opponents like a black wind, unexpectedly landing inside their defenses. The
first attack the Abyssal launches ignores 2 points of the target’s DVs.
Source: HLS
174
The martial artist strikes, and nothing is felt. The target thinks that they have
dodged or parried the attack without difficulty, and yet they have been marked. If the
martial artist is unarmed, their attack’s damage is not noticed without a difficulty 2
perception + awareness check, and the target will not take it into account as to how
hurt they are, although wound penalties can still clue them in to their injuries. If the
martial artist is using needles, they leave one in the target blood wells up behind it,
and it changes their flow of essence. The target will take one die of lethal damage
per turn until the needle is removed, which takes a single success on a dexterity
+ medicine check. However, the strike cleverly avoids nerves it is a difficulty 3
perception + awareness check to know that one has been struck, and the needle’s
damage is likewise not noticeable. The awareness check may be made when the
needle is inserted and every time it deals damage. If there is more than one stuck
in a target, noticing one is enough to clue you into the location of others, but each
requires an action to remove. The exalt can find their essence in suitable locations to
strike with this attack on a target.
Source: TheHoverpope
175
Prerequisites: , Unbalancing Gust Response
The exalt is aware of how the flows of combat affect them, is conscious of the
world around them at all times. They may channel this into a moment of preternatural
movement, avoiding anything from contacting them and keeping themselves inviolate.
The exalt gains a dodge action, with their essence in dice. This is before the power
combat addition of essence in dice applies. This can grant them a pool out of nothing.
If they are attacked while unawares by a living thing, spirit, or demon, they may
make a wits roll at a difficulty of the attacker’s essence to activate this charm. If they
fail, they are still surprised and the charm does not activate.
Source: TheHoverpope
176
and needles of essence form as they are pulled free. The target’s body is weighted
by fatigue, every movement and thought more strenuous than the last. Every level
of damage inflicted is instead changed to a cumulative -1 penalty to all actions, to
a maximum penalty of the martial artist’s essence + medicine. These penalties are
treated as if caused by failed fatigue checks, as the precise strikes of the martial artist
cause energy to hemorrhage from the victim.
Source: TheHoverpope
177
Wit-Bending Strike
Cost: 2 motes +; Mins: Essence 3, Heaven’s Exhalation 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: , The Inhibition of Life’s Burdens
The fourth principle of infection is the waking lie. The martial artist knows
that the flows of the body are intricately connected to the soul and the mind which
wield it. By altering the way that the essence of the body works, they may alter
the way that the soul functions. On a successful strike, the martial artist may raise
or lower one of their victim’s virtues of their choice by one dot up to their essence
in times, at a cost of two motes plus one mote per dot altered. This may be done
repeatedly, but cannot lower a virtue below 0 or raise it above 6. This lasts until the
end of the scene.
Source: TheHoverpope
178
The practitioner of this form knows full well the power of the alteration of
essence flows, and is more than conscious of the delicate ways that they may be
changed to help or to hurt. Using this charm is a martial arts attack, unarmed and
using the standard pool; on success, it will inflict a first circle spiritual disease on a
target. This functions identically to Essence Disrupting Infectious Atemi, except that
the difficulty to devise a new disease is increased by 2, as well as the change in type.
The default disease carried by this charm, and the one learned with it automatically,
is the Illness of the Graceless Willow. This disease has a difficulty to treat of 6, and a
magical treatment difficulty of 3. The victim’s strength and appearance are reduced
by two, and their limbs grow incredibly thin and many times their usual length. If
this lowers their strength to 0 or lower, they are unable to move. Their long, bizarre
limbs allow them to move at one and a half times their usual rate, and make melee
range attacks at a ten yard distance. They will have immense difficulty entering any
confined space.
This disease rarely occurs naturally, and is caused by a habit of being a callous
lover.
Source: TheHoverpope
179
Scything Wind
Cost: 8m, 1wp; Mins: Essence 4, Heavenly Archer 5; Type: Extra Action
Keywords: Combo-basic
Duration: Instant
Prerequisites: Arrow Pierces Target,
There are situations in which the Archer cannot rely on accuracy but must fill
the air with a storm of death.
This charm allows the Archer to launch a single perfect attack against every hostile
target within Essence x5 Yards. Theses attacks may not be parried or dodged without
essence use. The Archer cannot attack more targets than he has ammunition for, or
must have some way of instantly producing said ammunition.
Source: AjaxTorbin
180
The Archer does not have to have his weapon readied, only within arms length or
otherwise easily accessible. He makes a single ranged attack directed back along the
flight path of an opponents projectile intercepting it as he counterattacks.
This is a normal attack with a form weapon which adds three to the targets current
DV that, if successful, stops the opponents ranged attack and may deal damage to the
foe as normal, efficiently preempting the opponents attack with one of the Archers
own.
This does not stop any flurry of attacks and explicitly cannot stop any ’perfect’
attack but still may do damage against the opponent.
Source: AjaxTorbin
Inevitable Volley
Cost: 6m (1wp); Mins: Essence 4, Heavenly Archer 5; Type: Simple (Speed 6
DV-1)
Keywords: Obvious, Combo-ok, War
Duration:
Prerequisites: Arrow Pierces Target,
The Heavenly Archer is not a soldier, he does not fight with other archers to
shower his targets, he normally only needs one arrow. But the Heavenly Archer does
not only face normal foes so he learns to become his own phalanx of archers.
This allows the Archer to target an area with a massive essence reinforced volley
of projectiles that move absurdly slow for deadly missiles. Every arrow launched by
the Archer swarms and bubbles with essence until they reach their targets or target
area and explode.
To use this charm the Archer launches a full flurry of arrows toward his target, but
does ”’not”’ make an attack roll until they reach the target on the Archers ”next”
action. Any attack the archer makes this action and the attacks made with this charm
are counted as a single massive flurry for the purpose of the opponents Defense Values
but not for the Archers Furry penalty to accuracy.
If the Archer spends a point of temporary willpower in addition to the normal
cost, this charm allows the lone archer to make a single ranged attack against a unit;
the Archer essentially counts a unit of a magnitude equal to his War ability for the
purposes of a single attack which is handled as normally
Source: AjaxTorbin
Many-Arrow Draw
Cost: 2m ; Mins: Essence 4, Heavenly Archer 5; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Scything Wind, Inevitable Volley
Archers are not limited by what ’normally’ one can do with a bow, they do
what is needed to make the shot.
This charm increases the rate of the archer’s ranged attacks by his Essence. Am-
munition must still be provided as normal.
Source: AjaxTorbin
181
Flowing Quicksilver Draw
Cost: 2m; Mins: Essence 2, Heavenly Archer 3; Type: Reflexive (Step 1)
Keywords: Combo-Ok
Duration: Instant
Prerequisites:
Pulling, nocking and drawing an arrow are more natural than breathing to the
Archer.
This charm reduces the speed of a any single archery attack by one tick to a
minimum of 3.
If this charm is used at the beginning of combat is allows the the Archer to ready
his weapon and ammunition instantly so long as it was within arms reach.
Source: AjaxTorbin
182
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisites: Laughter and Torment Counter
The martial artists focuses his hatred into a single point of searing wrath,
channeling it into a blast from his weapon. The fire that emerges is not a gout of
noxious flame, but a shaft of brilliant green light that cuts through flesh and bone,
leaving only charred gristle in its wake. It is customary to complete the maneuver by
mockingly blowing away the smoke at the tip of the hellwand’s barrel.
The martial artist may pay two motes to use this Charm to enhance any ranged
unarmed attack, provided it targets a specific part of the target’s body (as a called
shot, this provokes an external penalty of -2 to the attack roll). If the attack hits
and inflicts at least two levels of lethal or aggravated damage, the martial artist may
spend a further two motes in Step 10 of the attack to focus the beam further, punching
through connective tissue. If he does so, the damage inflicted by the attack is altered
to a single level of aggravated damage. The victim also suffers a Crippling amputation
effect (see ”’Exalted”’ p. 152) on the targeted limb, as it is rendered useless by the
piercing lance of hellish fire. This amputation effect renders the limb useless, but
does not actually remove it unless the character in question is a mortal or an extra,
allowing those with the capability to naturally recover from Crippling effects to do so
once the inflicted aggravated damage level heals.
Source: JiveX
183
Blazing Green Scourge
Cost: 3m; Mins: Essence 2, Hellfire Ballet 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Ravenous Fiend Preparedness
The martial artist squeezes the trigger of his weapon and lets fly with a deluge
of baleful green flame. As the algarel ammunition detonates, the resultant gouts of
blasphemous fire are augmented by reservoirs of hatred and wrath, stoked into verdant
bonfires. This Charm may be used to supplement an unarmed attack, allowing the
martial artists player to count extra successes on the attack roll twice for the purposes
of determining raw damage.
If this attack is made with a ranged form weapon, and its target has attacked the
martial artist previously in the scene or is the subject of one of his negative intimacies,
then he also counts 10s twice when rolling damage against them.
Source: JiveX
184
once per tick, and can have only one such attack stored at a time. In any case, such
a stored attack vanishes whenever his DV refreshes.
Source: JiveX
In Damnation’s Clutches
Cost: 5m, 1wp; Mins: Essence 3, Hellfire Ballet 5; Type: Supplemental
185
Keywords: Combo-OK
Duration: Until released
Prerequisites: Gift of the Wrathful Deva, Champion of the Baleful Sun
It is the same for all those who find themselves stranded in Hell, bereft of
their friends, their safety, and soon their lives. It is the same crushing terror, the
same helpless knowledge that your life is in the hands of the beings who forged the
world, and they are not best pleased with you at all. Some escape, but none ever
forget the dreadful sensation of being in the clutches of damnation. This Charm may
be used to supplement any unarmed clinch attack. For the purposes of making the
supplemented clinch, the martial artist treats the hand-to-hand versions of her form
weapons as having the Clinch Enhancer tag, with the exact same traits as her natural
clinch; this allows her to make a clinch even if she has a form weapon in each hand,
using one to make and hold the clinch, and the other to make shots as normal.
In any case, until he releases his opponent this clinch allows the martial artist to use
his victim as a human shield. Any attacks directed at the martial artist that roll even
one success instead automatically hit his clinched hostage, who cannot defend himself
(being inactive). The only way an attacker can circumvent this redirection is to make
a called shot against the exposed portion of the martial artist’s body, provoking an
external penalty of -4 to their attack roll. The martial artist may defend himself
normally against such attacks, though he may only use his Parry DV to do so unless
he reflexively breaks the clinch to dive clear of an attack. If a parried attack would
have failed against the martial artist’s DV regardless of the external penalty, it strikes
the hostage instead.
The martial artist can make rolls to maintain this clinch reflexively, with no need
to flurry. Indeed, he can move, jump and act as normal, dragging the hostage with
him, subject to only a few restrictions. While maintaining the clinch, he cannot take
Dash actions, nor can he make attacks that are not considered unarmed for this Style.
He cannot Crush the hostage, as he is using only one arm.
The martial artist can reflexively end this Charm whenever he likes, either by
switching to an ordinary clinch, or by releasing or throwing the hostage (Hellfire
Ballet Masters often hurl victims into the arms of their enemies, providing a few
moments of fatal distraction). This Charm automatically ends if the clinch ever does,
but does not automatically end if the victim takes control of it; the martial artist can
wrestle them back into submission with the next opposed control check.
Source: JiveX
186
flashing green as though reflecting the flames to come. Emerald flame erupts directly
above the martial artist and his hostage, a burning sign that spells out ”Judgement”
in Old Realm. This endorsement of his authority augments the martial artist’s brutal
sentencing, as he immediately makes an unarmed attack against the clinched victim.
The victim is obviously Inactive, but in case it matters this attack is considered
undodgeable and unblockable. The attack does aggravated damage and ignores all
soak and Hardness, turning mundane materials to slag and ash, and even temporarily
superheating the magical materials; armour offers no protection, and any mundane
equipment is considered to have been completely destroyed.
The attack is utterly cruel and equally just, causing gruesome and disturbing
deaths; bodies utterly dissolved into ash with only the screaming head left intact, or
a clean-cut hole the size of a melon bored directly through the chest, or demented
patterns of burns that spell out a litany of hatred against the unfortunate victim.
Should the target survive being hit by this attack, they suffer the ”disfigurement”
Crippling amputation injury, reducing them to a horrifically burned Appearance 0.
Any target who does survive this attack is immediately flung (Essencex4) yards from
the martial artist in a direction of his choosing, as though he cannot bear to touch
one who has defied the judgement of the mad. This throw automatically knocks them
prone.
Should the hostage be killed by this attack, as is overwhelmingly likely, the horrific
nature of their demise shocks or gratifies all who witness it. For some, it is not only
nauseatingly gory, but also a reminder of the legitimacy of Malfeas’ judgements. For
others, it is a just punishment for the petty sins committed against them. Any
character who witnesses a death caused by this Charm must roll (Stamina+Integrity)
at a difficulty of (Martial Artist’s Essence). If they fail, they must immediately roll
their Compassion, losing points of Willpower equal to their rolled successes (to a
minimum of one). If they bore a positive intimacy toward the victim, the difficulty
of the initial roll is doubled. By contrast, if the witness has a negative intimacy
toward the victim then they do not roll, instead immediately regaining a single point
of temporary Willpower as their grievances are upheld by the court of a mutilated
demon judge. The martial artist will never lose Willpower due to his own use of this
Charm, but can still regain it if he had a negative intimacy toward the victim.
Source: JiveX
187
and it shows. If the Join Battle action is also augmented with the First (or Second)
Malfeas Excellency, the cost of this Charm is applied as a discount, reducing the cost
of adding further dice or successes to the roll by two motes.
Source: JiveX
Verve of Venus
Cost: 1 mote per action; Mins: Essence 1, House of the Cerulean Lute of Har-
mony 2; Type: Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) actions
Prerequisites: Serenity in Savagery Technique
The Maiden of Serenity recognizes that conflict arrises in life, but chastens her
followers to respond as gently as possible. While this Charm is active attacks by the
character are made to look as peaceable as possible, not appearing as attacks at all but
rather as gentle brushings or light touching of the victim, and the character can choose
to inflict no actual health levels of damage on any attacks while still allowing other
adverse effects. The target can suffer wound penalties, poisoning, contamination, and
the powers available through certain Charms. Some effects use the number of health
levels lost to determine their extent and, if the character using this charm chooses
to do no actual health levels of damage, then these effects are calculated as if the
damage done was zero. Each mote spent confers this benefit for one action, but the
character cannot spend more motes than her Martial Arts rating.
Source: Upaatk
188
Those who emulate the Maiden of Serenity learn the benefit of using their Com-
passion as both a weapon and a shield throughout life. Whenever this Charm is active
and the character channels his Compassion, the character rolls his Essence against a
difficulty of that virtue and, if successful, does not use up a temporary willpower or
a use of that virtue while still gaining the appropriate number of bonus dice from the
channelling. If the character is in a Limit Break or Flawed Fate associated with this
virtue, then roll Essence+Willpower against a difficulty of the virtue. This Charm
costs 5 motes to activate for the scene, but when channeling his Compassion the char-
acter can reflexively (not counting as a Charm use for the action) gain bonus successes
up to his Essence score on the roll for this Charm at a cost of 2 motes per success.
The character must face true adversity in order to enjoy this Charm’s benefits. If the
character could easily succeed at his task without channelling his Compassion then
this Charm does not affect the channelling.
Source: Upaatk
189
stoicism a part of their martial arts and vice versa. While he uses this Charm, the
character adds his Performance score to his Martial Arts score for all purposes and
adds his Integrity score to his Bashing and Lethal Soaks. Additionally, the character
adds his Martial Arts score to his Performance and Integrity scores for all purposes,
including Social Combat and Charm usage, for the remainder of the scene.
Source: Upaatk
190
penalty and adds two automatic successes to the attack roll. Second, if the disarming
counterattack succeeds, the Exalt automatically makes one attack with that weapon
against his attacker. If the weapon is one that the character cannot use with his
Martial Arts ability, then he uses the lower of his Martial Arts or the most appropriate
ability. After this attack the character can finish either holding the weapon, dropping
it, or throwing it (Strength + Athletics) yards in any direction. A character can use
this charm even if his hands are seemingly full, but if he wants to finish holding the
weapon then he either needs a hand free or to reflexively drop or sheath something
else he was holding. If this charm is used against a ranged attack then the disarm
roll is applied against half the number of successes from the attack and making the
counterattack requires that the character have an appropriate means of launching the
projectile (i.e., the character only needs to have a hand to return a thrown weapon
but to return an arrow launched at him requires having a bow on hand).
Source: Upaatk
191
attacker.
”’Note:”’ The prayer strip aspect of this Charm can only be used by Sidereals,
or by Eclipse or Moonshadow Castes who learn Master of the Flowing Defense as a
Sidereal Charm rather than as a supernatural martial arts Charm. This is part of
the Sidereal Exaltation, not the training in Martial Arts and Essence control that
underlies the other Charms of the style.
Source: Upaatk
Fixation of Mars
Cost: 1 mote per tick; Mins: Essence 1, House of the Crimson Panoply of Victory
2; Type: Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) ticks
Prerequisites: Battle in Balance Methodology
The followers of Mars recognize every attack as a battle to win and learn to
internalize their focus on each one despite all distractions. While this Charm is active
an Aim action can be extended, with increasing bonus dice, for a number of ticks
equal to the character’s Martial Arts rating and aiming can be flurried with non-
attack actions. However, aborting to any action besides attacking her chosen foe
causes an internal penalty equal to half the bonus dice accumulated (rounded up).
Each mote spent confers this benefit for one tick, but the character cannot spend
more motes than her Martial Arts rating and this charm must be maintained at its
full costs until the character makes her attack on the chosen foe or the aiming pool
of bonus dice drops back to three.
Source: Upaatk
192
Prerequisites: Battle in Balance Methodology
Violet essence flares around the martial artist, giving her a fate of certainty
and finality in combat that prevents her from being stopped before she has won her
battle. Every two motes spent activating this charm adds one bonus -4 heath level
to the character for the scene, to a maximum of the character’s Essence in added
health levels. Additionally, the character gains a number of bonus dice equal to
motes spent that add to resisting knockdown, stunning, and unstable footing, which
could otherwise slow the character from finishing her battle.
Source: Upaatk
193
Horrific Wreath (Alternative)
Cost: 2 motes, 1 willpower; Mins: Essence 2, House of the Crimson Panoply of
Victory 4; Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisites: House of the Crimson Panoply of Victory Form
Crimson energy surrounds the character’s hands, feet or weapon for a moment.
Other than the above changes, this charm is as written in ”’The MoEP: Sidereals”’.
Source Manual of Exalted Power: Sidereals, p. 182.
Source: Upaatk
194
an attack against an enemy then that foe is beset by up to the character’s Essence in
phantom attackers that Coordinate with the attack of the character. These phantom
attackers do no health level damage, but cause momentary pain with their touch to
push the enemy into a well coordinated position for the character to attack them. If
the character is in melee with an enemy then as many of them as possible will fill any
open spots around the target.
Using a prayer strip is not necessary with this Charm, since it represents the
culmination of a Celestial martial art, but a Sidereal who knows this Charm can
”augment” it with a prayer strip (hence the use of the keyword). The character uses
a strip on which is written the Scripture of the Practicing Maiden, infusing the strip
with Essence when she activates the Charm and letting the prayer strip hover beside
herself. When the character does this she exchanges the level of Lethal damage for
a level of Aggravated damage while activating Master of the Heraldric Array. This
charm acts as an augmentation to the Sidereal Archery Charm ”Many Missiles Bow
Technique”. While the Prayer Strip for Master of the Heraldric Array is active the cost
of Many Missiles Bow Technique is reduced to 8 motes plus 1 temporary willpower.
This augmentation has three effects. It allows the character to apply the effects of
Many Missiles Bow Technique to any sort of attack they make at the cost of 1 mote
per tick of attacks, with non-projectile attacks momentarily taking on the fate of
the phenomena before flickering back to usual at the end of the tick. It also allows
the character to use Generalized Ammunition Technique to make any sort of weapon
they can weild reflexively for 1 mote per tick they use that weapon. Lastly, it allows
ammunition and weapons made from Generalized Ammunition Technique to be used
with the transformations of Many Missiles Bow Technique.
”’Note:”’ The prayer strip aspect of this Charm can only be used by Sidereals,
or by Eclipse or Moonshadow Castes who learn Master of the Heraldric Array as a
Sidereal Charm rather than as a supernatural martial arts Charm. This is part of
the Sidereal Exaltation, not the training in Martial Arts and Essence control that
underlies the other Charms of the style.
Source: Upaatk
Embrace of Jupiter
Cost: 1 mote per action; Mins: Essence 1, House of the Forbidding Manse of Ivy
2; Type: Reflexive
Keywords: Combo-OK
195
Duration: Up to (Martial Arts) actions
Prerequisites: Ending of Precipitous Strife
Knowledge is at its most powerful when it is held tightly in secret, at least this is
the view of the Maiden of Secrets and is seen readily in the Martial Art that emulates
her understanding. While this Charm is active a character can maintain a previously
made clinch on an opponent even after letting go. Paying for this charm forces the
opponent to remain held and inactive for up to (Martial Arts) extra actions. The
attacker cannot crush or throw her victim using this Charm. The victim can attempt
to break free normally each action as if the attacker were maintaining a grapple with
the original number of successes. The character can only hold one opponent with this
charm at any one time. Each mote spent confers this benefit for one action, but the
character cannot spend more motes than her Martial Arts rating.
Source: Upaatk
196
added. These bonuses only apply if the character does not wear armor (even if the
character uses Charms that permits armor, such as from their Melee charm tree or
the Earth Dragon Style of Martial Art described in ”’The Manual of Exalted Power
- The Dragon-Blooded”’, though so long as the character is not in armor they would
receive these bonuses).
Source: Upaatk
197
envoy with arrows later this week (YCY hired them), so he takes an arrow and shoves
it into a non-vital spot on his body before sending it Elsewhere; now as the arrow
storm starts and he leaps in front of the king he can recall the bloodied arrow to have
a realistic wound without worrying about it hitting something important!)”
Source: Upaatk
198
known thing there is a secret. With this charm a martial artist has moved beyond
the grapple of bodies to grappling the very truth of their opponents existance. Every
successful clinch attack against a foe banishes that foe to Elsewhere. A foe grappled
into Elsewhere can be acted on with a Crush or a Hold as preferred by the martial
artist, but the enemy is gone from the battle field and the martial artist is not re-
stricted at all from defending herself from other attackers. The martial artist may
flurry her actions to make further grapple Crush attacks against Elsewhere held oppo-
nents (as well as act on other enemies), but otherwise they are kept in a Hold trying
to break the grapple against the number of successes that originally trapped them. If
the foe should surpass the martial artist’s number of successes on the grapple crush
attacks used against them or the original number of successes holding them, if they
are only being held, then they break free of Elsewhere to fall prone on the ground
next to the martial artist. Foes that do not break free can either be released at the
martial artist’s leisure (as crushed corpses or hopefully subdued foes) or when the
charm ends, whichever comes sooner. The character may hold up to (Essence) foes
trapped in Elsewhere with this charm. In addition, while this charm is active the
character automatically adds (Essence) successes to grapple checks and damage rolls
from grappling.
Using a prayer strip is not necessary with this Charm, since it represents the
culmination of a Celestial martial art, but a Sidereal who knows this Charm can
”augment” it with a prayer strip (hence the use of the keyword). The character uses
a strip on which is written the Scripture of the Observing Maiden, infusing the strip
with Essence when she activates the Charm and affixes the prayer strip to her own
hand. When the character does this she exchanges the level of Lethal damage for a
level of Aggravated damage while activating Master of the Shining Darkness. This
charm acts as an augmentation to the Sidereal Lore Charm ”Transcendent Hatchet
of Fate”. While the Prayer Strip for Master of the Shining Darkness is active the cost
of Trancendent Hatchet of Fate is reduced to 12 motes plus 1 temporary willpower
and changes its type to Reflexive when used against foes who has been grappled into
Elsewhere. This synergy also removes the limit on how many foes can be held in
Elsewhere.
”’Note:”’ The prayer strip aspect of this Charm can only be used by Sidereals,
or by Eclipse or Moonshadow Castes who learn Master of the Shining Darkness as
a Sidereal Charm rather than as a supernatural martial arts Charm. This is part
of the Sidereal Exaltation, not the training in Martial Arts and Essence control that
underlies the other Charms of the style.
Source: Upaatk
199
is Dexterity+Martial Arts in yards, a Dash is Dexterity+6+Martial Arts in yards).
This Charm also enhances movement by personal mounts and vehicles the character
directly controls.
Source: Upaatk
200
that can be ignored is equal to the character’s Essence. Additionally, the character
is never fatigued by battle or travel while this charm is active. These bonuses only
apply if the character does not wear armor (even if the character uses Charms that
permits armor, such as from their Melee charm tree or the Earth Dragon Style of
Martial Art described in ”’The Manual of Exalted Power - The Dragon-Blooded”’,
though so long as the character is not in armor they would receive these bonuses).
Source: Upaatk
Dash of Saturn
Cost: 1 mote per action; Mins: Essence 1, House of the Golden Barque of the
Heavens 2; Type: Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) actions
Prerequisites: Journey of Forever in One Step
The Seer has learned to blend continuous motion and his great speed with every
moment of combat. While this Charm is active a Dash is a (2/-1) action and any
flurry that includes Dashing has its multiaction penalties decreased by 1. Each mote
spent confers this benefit for one action, but the character cannot spend more motes
than her Martial Arts rating.
Source: Upaatk
201
Prerequisites: Dash of Saturn, Campaign in Conviction Stance, Jaunt of the
Journeying Maiden
With gleeful anticipation, the character takes a stance emulating that of Mer-
cury herself when she makes her Sign over a long journey to be swiftly travelled.
While he uses this Charm, the character’s actions all have their speed decreased by 1
(to a minimum of Speed 2 on any action) and any Dash actions are increased by +4
yards per tick. Additionally, while this Charm is active, uses of Dash of Saturn are
enhanced to make Dashes (1/-1) actions.
Source: Upaatk
202
(Speed 6, DV -2)
Keywords: Combo-OK, Fate, Obvious, Prayer Strip
Duration: One scene
Prerequisites: Spokes of the Ship’s Wheel, Lightning Crashes Against the Mast,
Weapons Obey the Captain
Masters of this style achieve a perfect balance between the reality of the journey
they walk through life and the metaphor of the journey they walk as a martial artist.
With this charm the martial artist opens himself to the Blessing of the Maiden of
Journeys into a form fitting a master of movement and combat; the form of a dragon.
The form does not match that of any type of Elemental Dragon and gods that see
this form often avert their eyes only willing to call it a Lesser Celestial Dragon and
that with much pressure. The Dragon has glistening starlight like a moonless sky
across its form, with highlighting ripples of yellow essence (or for Sidereals the color
of their anima tinted with yellow if not Chosen of Journeys) trailing each star as
the Dragon moves. The martial artist’s Dragon form is typically not as large as
even the Lesser Elemental Dragons, but they are covered in thick scales, have a
jaw filled with rows of teeth, and have very developed prehensile hands - ready to
carry weapons built for humans and yet still ending in adamant-hard claws. The
character’s Physical Attributes become equal to (Essence+2), she develops armored
scaling equal to Soak +12B/+16L/+16A with Hardness 10, her bite is a weapon with
Speed 6, Acc+0, Dam+7L, Def -, Rate 1, each clawed hand becomes a weapon with
Speed 5, Acc+0, Dam+3L, Def+0, Rate 2, and she develops the Creation-Spanning
Flight ability allowing her to fly at 500 mph (combat Move of 240 yards per tick) and
swim at 200 mph (combat Move of 100 yards per tick).
Using a prayer strip is not necessary with this Charm, since it represents the
culmination of a Celestial martial art, but a Sidereal who knows this Charm can
”augment” it with a prayer strip (hence the use of the keyword). The character uses
a strip on which is written the Scripture of the Rambling Maiden, infusing the strip
with Essence when she activates the Charm and affixes the prayer strip to her own
hand. When the character does this she exchanges the level of Lethal damage for a
level of Aggravated damage while activating Master of the Serpentine Pathway. This
charm acts as an augmentation to the Sidereal Ride Charm ”Riding The Dragon”.
While the Prayer Strip for Master of the Serpentine Pathway is active the cost of
Riding The Dragon is reduced to 15 motes plus 1 temporary willpower and at the end
of that Charm’s duration the Lesser Elemental Dragon changes back into the person,
animal or minor god it once was without being burnt out by the charm’s use. The
character’s acquaintance or familiar maintains its intelligence, though also recalls the
torturous process of being forced into the form of a Lesser Elemental Dragon and an
equally painful reversal.
”’Note:”’ The prayer strip aspect of this Charm can only be used by Sidereals,
or by Eclipse or Moonshadow Castes who learn Master of the Serpentine Pathway
as a Sidereal Charm rather than as a supernatural martial arts Charm. This is part
of the Sidereal Exaltation, not the training in Martial Arts and Essence control that
underlies the other Charms of the style.
Source: Upaatk
203
Reflexive
Keywords: None
Duration: Permanent
Prerequisites:
The character has learned to look for the unlikely chances and to bring them
around to fruitful success. The fates dancing on the Loom conspire to see their
unlikely plans come about. Whenever a practicioner of this style achieves a 3-die
stunt one of those dice is automatically a success while the remaining two are rolled
as normal.
Source: Upaatk
Echoes of Nox
Cost: 1 mote per action; Mins: Essence 1, House of the Titian Mobius of the
Skies 2; Type: Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) actions
Prerequisites: Proposition of the Possible
The philosophy of ”What can be is and what is can not-be,” is prevailant in this
style of martial art. The practitioners of this style learn to use the limitless potential
Nox sees in all to change penalties that hold others back into useful advantages. While
this charm is active suits of armor with no mobility penalty can be worn while still
using this style. Furthermore, suits of armor with mobility penalties can work around
them or even turn them to their weilder’s benefit. Up to two points of mobility penalty
can be used as a bonus in all the ways they are usually penalties except movement.
Each mote spent confers this benefit for one action, but the character cannot spend
more motes than her Martial Arts rating.
If a suit of armor has more than two points of mobility penalty, then the mobility
bonus points cancel out remaining penalties. ”(Examples; Improbable Bill decides to
have an armor fashion show as an improbable social attack on the Perfect of Paragon.
First he wears a heavy suit of swarthed chains with a Mobility Penalty of -6, but
thanks to this charm two of those points become bonuses that cancel out two others
leaving the Mobility Penalty at -2. Next he tries on a lighter suit of banded wood
riveted with steel with a Mobility Penalty of -3, but with two points becoming a bonus
and one going to cancel the remaining penalty point he now has a Mobility Bonus of
+1.)”
Source: Upaatk
204
the martial artist achieves a 2- or 3-die stunt they may either gain the full mote
amount listed or half of the usual motes plus one temporary willpower regained. The
character must truly need to accomplish the attempted stunt to enjoy this Charm’s
benefit.
Source: Upaatk
205
Duration: Instant
Prerequisites: House of the Titian Mobius of the Skies Form
Martial artists that study the Arts of the Possible have been known to drive the
calmest of foes to screaming fits. This charm supplements a martial arts attack to
knock the very knowledge of how to use a specific type of weapon out of a foes mind
and compulse them not to try using it again until after the scene ends. This charm
creates an unnatural mental influence that takes one temporary willpower point to
overcome for a single attack, requiring one willpower per attack in a flurry, but will
stop affecting the target after he has spent four willpower points in total overcoming
this effect.
Source: Upaatk
Commencement-Fleeing Ending
Cost: 10 motes, 1 willpower, 1 lethal health level ”’or”’ 1 aggravated health level;
Mins: Essence 4, House of the Titian Mobius of the Skies 5; Type: Simple (Speed
6, DV -2)
Keywords: Combo-OK, Fate, Obvious, Prayer Strip
Duration: One scene
Prerequisites: Vexated Voice of Venus, Peaceful Mars Meditating, Jupiter Re-
veals All
206
When one of the Chosen of Possibilities, or one or the rare other martial artists
that learn this style, masters this art to its culmination they learn not only to take
joy in the limitless potential actions of life coming to fruition, but they also learn
to impart despair in their foes whose actions fail to find completion. Whenever an
opponent attacks the martial artist but fails to damage her that opponent loses one
temporary willpower point. If the opponent is out of temporary willpower points
then they lose five motes per failed attack and if they do not have five motes to lose
then their attacks reflect back at themselves to defend against. Using this Charm also
makes the very accomplishment of their attacks by any means besides pure skill nearly
impossible. Opponents who have lost a temporary willpower point to this charm find
that the martial artist only suffers half the onslaught and coordination penalties they
should from actions of that foe.
Using a prayer strip is not necessary with this Charm, since it represents the
culmination of a Celestial martial art, but a Sidereal who knows this Charm can
”augment” it with a prayer strip (hence the use of the keyword). The character uses
a strip on which is written the Scripture of the Twinned Guardian, infusing the strip
with Essence when she activates the Charm and affixes the prayer strip to her own
forearm. When the character does this she exchanges the level of Lethal damage
for a level of Aggravated damage while activating Commencement-Fleeing Ending.
This charm acts as an augmentation to the House of the Violet Bier of Sorrows Style
Celestial Martial Art Charm ”Conclusion-Pursuing Approach”. While the Prayer
Strip for Commencement-Fleeing Ending is active the victims of the martial artist’s
attacks also have their mobility, cover and positional penalties tripled versus the
martial artist.
”’Note:”’ The prayer strip aspect of this Charm can only be used by Sidereals,
or by Eclipse or Moonshadow Castes who learn Commencement-Fleeing Ending as a
Sidereal Charm rather than as a supernatural martial arts Charm. This is part of
the Sidereal Exaltation, not the training in Martial Arts and Essence control that
underlies the other Charms of the style.
Source: Upaatk
207
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form
The martial artist can make a blow as deadly as her preference in bringing a
foe to a proper Ending.
Other than the above changes, this charm is as written in ”’The MoEP: Sidereals”’.
Source Manual of Exalted Power: Sidereals, p. 183.
Source: Upaatk
Blood-Scenting Hunger
208
Cost: 2m; Mins: Essence 2, Hungry Ghost 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisites:
This Charm enhances the character’s perceptions of essence-users around
her.Source Manual of Exalted Power: Abyssals, p. 186.
Source: Manual of Exalted Power: Abyssals
Power-Reaping Prana
Cost: 1m; Mins: Essence 3, Hungry Ghost 4; Type: Reflexive (Step 10)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites:
This Charm allows the Deathknight to syphon motes spent by others. See the
full text of the Charm for details.Source Manual of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals
Charm-Smothering Technique
Cost: 1+m, 1wp; Mins: Essence 3, Hungry Ghost 5; Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisites:
This Charm is an attack that can prevent another from using a Charm them-
selves. See the full text of the Charm for details.Source Manual of Exalted Power:
Abyssals, pp. 187-188.
Source: Manual of Exalted Power: Abyssals
209
Blood-Freezing Technique
Cost: 6m; Mins: Essence 3, Hungry Ghost 5; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious, Stackable
Duration: Instant
Prerequisites: Consuming Entropy Strike
An attack augmented with this Charm can delay an opponent’s attack and
cripple their Dexterity. This does not affect creatures immune to cold. See the full
text of the Charm for details.Source Manual of Exalted Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals
Soul-Consuming Transcendence
Cost: 10m, 1wp; Mins: Essence 4, Hungry Ghost 5; Type: Simple (Dramatic
Action)
Keywords: Obvious, Training
Duration: Instant
Prerequisites: Soul-Flaying Strike
This pinnacle allows the practicioner to eat the corpse of an Essence-user, im-
bibing part of their power. See the full text of the Charm for details.Source Manual
of Exalted Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals
Labyrinth-Walking Prana
Cost: 1wp; Mins: Essence 3, Hungry Ghost 5; Type: Simple (Speed 1, DV -1)
Keywords: Obvious
Duration: One Scene
Prerequisites: Hungry Ghost Form
This Charm can only be activated directly after Hungry Ghost Form. This
improves both Leaping Horror Approach and Scuttling Apparition Defense. See the
full text of the Charm for details.Source Manual of Exalted Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals
210
Prerequisites: Leaping Horror Approach, Lunging Phantom Method, Shrouded
Claw Attack
This form makes the practicioner a Creature of Darkness and drives them into
a berserk rage. When in this form, the Deathknight may deal lethal damage with
her unarmed attacks and parry lethal attacks barehanded. This also allows her to
activate some specific Charms that don’t count as Charm use, as well as attack and
harm immaterial beings. Finally, her innate soak increases. See the full text of the
Charm for details.Source Manual of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals
211
Source: Manual of Exalted Power: Abyssals
Soul-Flaying Strike
Cost: 10m, 1wp, 1lhl; Mins: Essence 5, Hungry Ghost 4; Type: Supplemental
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Ghost-Grounding Blow, Blood-Freezing Technique, Charm-
Smothering Technique, Scuttling Apparition Defense
This Charm infuses an attack with the power of Oblivion. It could make the
attack unsokable and aggravated and guarentees anyone slain by it returns as a bound
hungry ghost. See the full text of the Charm for details.Source Manual of Exalted
Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals
Soul-Flaying Strike
Cost: 10m, 1wp, 1lhl; Mins: Essence 5, Hungry Ghost 4; Type: Supplemental
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Ghost-Grounding Blow, Blood-Freezing Technique, Charm-
Smothering Technique, Scuttling Apparition Defense
This Charm infuses an attack with the power of Oblivion. It could make the
attack unsokable and aggravated and guarentees anyone slain by it returns as a bound
hungry ghost. See the full text of the Charm for details.Source Manual of Exalted
Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals
212
Gaze of the Hawk
Cost: 2m; Mins: Essence 1, Hungry Raptor 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
For the Hungry Raptor to feed his belly, he must find prey. This charm allows
a devotee of the style to focus and sharpen their visual senses in order to seek out
opponents. By spending two motes, the Exalt sharpens his vision to reach double
normal range, and gains a number of extra dice to one vision roll equal to his martial
arts score.
Source: IsawaBrian
Prey-Swooping Method
Cost: 2 motes; Mins: Essence 1, Hungry Raptor 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Gaze of the Hawk
Like a bird of prey on the wing, swooping effortlessly from prey to prey, the
Exalted does not need to stop moving to attack. When used, the character’s zero-tick
Move action may be either a full Dash or a double-distance Jump, neither of which
have a DV penalty. This has no effect on regular Dash or Jump action, though it is
unlikely that either will be used while this Charm is being invoked.
Source: IsawaBrian
Prey-Swooping Method
Cost: 2 motes; Mins: Essence 1, Hungry Raptor 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Gaze of the Hawk
Like a bird of prey on the wing, swooping effortlessly from prey to prey, the
Exalted does not need to stop moving to attack. She can move up to her full (Dexterity
x 3) + 20 yards while attacking and defending. Alternately, the Exalted may choose
to leap twice normal distance and still attack or defend. If she does so, it does not
affect her attack or defense in any way, nor does it ensure the success of the leap.
Source: IsawaBrian
213
Eagle Eye Strike
Cost: 1m; Mins: Essence 2, Hungry Raptor 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Prey-Swooping Method
With a burst of speed and terrible purpose, the Exalt takes on the pinpoint
precision of a striking raptor. Effectively, this Charm allows the Solar to make an
’Aim’ Maneuver in the split second speed of a pseudo-Flurry. The character’s attack
or flurry action has an accuracy bonus of +3 to one attack but the Rate is reduced by
1. This Charm is not stackable but can be repeated in a Flurry, though each use will
continue to reduce Rate by 1; the character must have a rate of 4, for example, to get
2 Eagle Eye Strikes (the usual maximum). A character can mix Eagle Eye Strikes and
regular attacks. If used in magical flurry such as that produced by an Extra Action
Charm, increase the cost of the Extra Action charm by 2 motes; the Charm will then
be used as normal without reducing the number of attacks in the magical flurry.
Source: IsawaBrian
214
Hungry Raptor Form
Cost: 6 motes; Mins: Essence 2, Hungry Raptor 4; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Eagle Eye Strike
The Exalted takes on the aspect of a bird of prey, ruthless, vicious, and above
all fast. While under the effects of this Form, the Exalt strikes like lightning across
the field of her opponents, tearing savagely into even the most heavily armored foes.
If attacked, her constant movement allows her to dart out of harms way. For the rest
of the scene, the Exalt gains a bonus equal to her Martial Arts score to initiative,
and all of her Martial Arts attacks are considered piercing. As well, any dodges
she makes are considered hopping defenses- she may move, leaping or running, a
number of yards equal to her ((Dexterity or Strength) + Athletics) times 3 yards in
a straight line. While this includes jumping over her opponent to be behind them,
there is considered to be enough of a time gap for that opponent to turn and face her
if necessary. Often, the Exalt will be able to completely remove herself from range
of follow-up attacks. This charm is incompatible with any form of armor or other
Martial Arts Form Charms.
Source: IsawaBrian
215
Osprey Slaps the Water
Cost: 3m; Mins: Essence 3, Hungry Raptor 4; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Beak Rends, Wings Fly
The Exalted strikes out in a powerful rush of speed, snatching for a object in
her opponent’s possession. Treat this as a standard hand-to-hand disarm attempt,
except that the standard external penalty is negated. If the character accepts a
new external penalty of -1, the character may attempt to ”disarm” a reasonably
sized object in the opponent’s possession, such as a belt pouch, sheathed weapon,
a necklace (if breakable), or even belt, but not armor/clothing, large or concealed
objects, or anything the character could not reasonably swiftly lift with one hand;
this object will end up in the character’s possession. If this -1 penalty is accepted on
an ordinary disarm attempt, the character may snatch the weapon from the target’s
hands rather than knocking it away from the target.
Source: IsawaBrian
Shell-Cracking Throw
Cost: 6m, 1wp; Mins: Essence 3, Hungry Raptor 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Osprey Slaps the Water
Boosting himself off the ground in a surge of power, the Exalted seizes an
opponent, lifting her bodily into the air as they begin a leap. At the crest of the
leap, twice as high as normal, the opponent is hurled towards the ground. The initial
attack is a dexterity plus martial arts attack that cannot be blocked, only dodged;
alternatively, it can be used as a throw from a clinch. The opponent, once seized
and hurled, takes damage as a throw with a number of extra successes equal to those
remaining from the first attack, as well as falling damage from twice the character’s
maximum vertical leap. The falling damage may be avoided as usual but the throw
damage may only be soaked. Armor does not count for soak to either the throw or
the fall; in fact, add the bashing soak of any armor up to a number equal to the yards
216
leapt to the throw damage. Immediately after the throw, the character lands safely,
not on the target unless the character has another action (Normal rules prohibiting
splitting dice pool when activating a simple charm apply).
Source: IsawaBrian
Shell-Cracking Throw
Cost: 6 motes, 1 Willpower; Mins: Essence 3, Hungry Raptor 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Osprey Slaps the Water
Boosting himself off the ground in a surge of power, the Exalted seizes an
opponent, lifting her bodily into the air as they begin a leap. At the crest of the
leap, twice as high as normal, the opponent is hurled towards the ground. The initial
attack is a dexterity plus martial arts attack that cannot be blocked, only dodged;
alternatively, it can be used as a throw from a clinch. The opponent, once seized
and hurled, takes damage as a throw with a number of extra successes equal to those
remaining from the first attack, as well as falling damage from twice the character’s
maximum vertical leap. The falling damage may be avoided as usual but the throw
damage may only be soaked. Armor does not count for soak to either the throw or
the fall; in fact, add the bashing soak of any armor up to a number equal to the yards
leapt to the throw damage. Immediately after the throw, the character lands safely,
not on the target unless the character has another action (Normal rules prohibiting
splitting dice pool when activating a simple charm apply).
Source: IsawaBrian
217
Wingstorm Prana
Cost: 3m per extra action; Mins: Essence 3, Hungry Raptor 4; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Twin Talon Strike
The Exalted becomes enveloped in a thousand beating golden Essence wings.
While they are not opaque enough to obscure the Exalted from attack, they do drive
her to rapid, deadly action. This Charm creates a magical flurry containing one attack
for every 3 motes spent, up to a maximum of the user’s (Essence +1), regardless of
weapon rate and without multiple action penalties. It has a DV penalty equal to only
the highest penalty for any one attack.
Source: IsawaBrian
Wingstorm Prana
Cost: 3 motes per extra action; Mins: Essence 3, Hungry Raptor 4; Type: Extra
Action
Keywords:
Duration: Instant
Prerequisites: Twin Talon Strike
The Exalted becomes enveloped in a thousand beating golden Essence wings.
While they are not opaque enough to obscure the Exalted from attack, they do drive
her to rapid, deadly action. The Exalted may now make a series of martial arts
actions, whether against a single opponent or many, or in defense. Each action costs
three motes, to a maximum number of extra actions equal to the Exalts permanent
Essence. The number of actions to be used must be declared before the character
takes her first action, and the character’s dice pool cannot be further split. Defenses
against each attack are made separately no matter how many are on one target. All
actions must be made using the Martial Arts ability.
Source: IsawaBrian
Prey-Harvesting Stance
Cost: 8m, 1wp; Mins: Essence 2, Hungry Raptor 5; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Wingstorm Prana
A brilliant aura of raw Essence surrounds and swirls about the Exalted using
this charm, leaving golden wing-patterns tracing his terribly swift attacks, with af-
terimages that last for several seconds. During the tick this Charm is activated, it
produces a magical flurry of attacks equal to the characters (Martial Arts + 1), all of
which have a bonus to damage equal to the character’s permanent Essence.
Source: IsawaBrian
Prey-Harvesting Stance
Cost: 7 motes, 1 Willpower; Mins: Essence 2, Hungry Raptor 5; Type: Extra
Action
Keywords:
218
Duration: Instant
Prerequisites: Wingstorm Prana
A brilliant aura of raw Essence surrounds and swirls about the Exalted using
this charm, leaving golden wing-patterns tracing his terribly swift attacks, with af-
terimages that last for several seconds. During the turn this Charm is activated, the
Exalted has a total number of attacks equal to their Martial Arts, all of which have
a bonus to damage equal to the character’s permanent Essence. They cannot, how-
ever, split their Martial Arts Dice Pool during this turn, so a combo with a Defensive
Charm is an important choice.
Source: IsawaBrian
219
Scent of the Prey
Cost: 4m, 1w; Mins: Essence 2, Hunting Wolf 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One Scene
Prerequisites:
The wolf is renowned for its keen sense of smell, and few can surprise or escape
it. This Charm allows the user to perceive the scent of his opponent’s Essence,
providing a number of automatic successes equal to the user’s Essence on Awareness
rolls to pierce enemy stealth or disguise, as well as Survival rolls made to track.
Source: Stratego
220
Pack Encircles Prey
Cost: 3m; Mins: Essence 2, Hunting Wolf 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Pack Strikes as One
The pack draws around the prey, and no matter which wolf it attacks, the wolf
behind will cut it down. This Charm is used when an ally within (Martial Arts) yards
is subject to an attack. This Charm provides a Counterattack on the attacker, which
follows all the normal rules for counterattacks.
Source: Stratego
221
the ground, killing it within seconds. This Charm supplements an unarmed Martial
Arts attack that could deal lethal damage. If it deals at least one level of lethal
damage, a vital organ (usually the throat) is torn out, and the target dies. This is a
Crippling effect.
Source: Stratego
222
Duration: Instant
Prerequisites: Immaculate Adamant Soldier Form
With efficiency comes speed, and with clarity comes assurance. The purest
adamant has no cracks and no flaws, and thus must be the Soldiers offense. She
moves from the promise of peril to action without hesitation, using shots in perfect
harmony with hand-to-hand attacks to create an unopposable onslaught. This Charm
is a magical flurry of two or more unarmed attacks. The martial artist must be within
an opponents engagement range in order to target that opponent. The flurry costs
7 motes and one Willpower if all of the attacks are ranged, or all of the attacks are
hand-to-hand attacks; it costs 5 motes and one Willpower if the flurry contains at
least one of each type of attack. This flurry may contain a maximum number of
attacks equal to the combined rate of all weapons (including limbs) that the Soldier
wields when the flurry begins; additional weapons reflexively drawn during the flurry
do not add to the number of attacks the flurry may contain, nor does a fist if a weapon
is reflexively dropped. The martial artist subtracts her Martial Arts rating from the
multiple action penalty of the first attack, and further multiple action penalties are
calculated from the first as normal. The flurry has a total DV penalty of -0; however,
the martial artist may accept extra DV penalty to impose extra onslaught penalty on
a one-for-one basis, to a maximum DV penalty of her Essence.
”For example, Five Thousand Raindrops performs one flurry with this Charm with
a DV penalty of -0 that contains four attacks which impose onslaught penalties of
0/1/2/3; later, she performs another flurry with this Charm with a DV penalty of -3
that contains four attacks which impose onslaught penalties of 3/4/5/6.”
Source: SataiDelenn
223
Duration: Instant
Prerequisites: Mirrored Facet Stance
To look into the face of adamant is to see a dizzying optical illusion. Light bends
and twists all images and makes of space a malleable thingwhere the eye sees a shape
there may simply be a contour undefined by anything but the absence of shape. The
practitioner who understands this illusion can reach through the intervening space
between herself and her target, creating a connection between two points where one
should not exist. This Charm enhances a clinch attack. The Soldier may perform a
clinch at range, channeling the same energy that fuels Immaculate Adamant Soldier
Forms Essence projectile (though the Form need not be active to use this Charm).
This clinch can deal form weapon damage rather than clinch damage as per the Form,
if the martial artist desires. The martial artist cannot move for the duration of the
clinch. However, she may pull clinched targets toward her at a speed of her (Essence)
yards per tick so long as she continues to control the clinch, regardless of her Strength.
Source: SataiDelenn
224
though this does not allow her to exceed weapon Range. This attack is undodgeable.
The Soldier rolls (Dexterity + Martial Arts + Essence) and applies this roll to the
parry DV of every enemy in range. The base damage of this attack is equal to the
martial artists Dexterity, and may be lethal or bashing as the martial artist willsshe
blends ranged and hand-to-hand attacks effortlessly. The martial artist must have
separate ammunition for each target for whom the damage is made lethal; weapons
(including this Styles energy projectile) which cost motes per shot must be paid for
only once total when used with this Charm. Until the Soldiers DV refreshes twice,
she may activate Paragons Razor Edge and Resourceful Hand of Efficiency as innate
powers rather than Charm activations.
Source: SataiDelenn
225
Prerequisites: Resourceful Hand of Efficiency, Resonant Crystal Vessel
The Immaculate Adamant Soldier holds himself with cool, undaunted poise
and is in perfect control of his every movement. When he performs a kata or takes
a shot, it is done with deliberate intent and no wasted energy. While this Form is
active, the martial artist may use his Martial Arts-derived Parry DV while wielding
any form weapon; form weapons gain a Defense bonus equal to the current Defense
bonus of his unarmed punch, inclusive of any ongoing or permanent enhancements to
that bonus. He may also use any form weapon to make hand-to-hand attacks; each
form weapon used this way has the following traits: speed 4, accuracy +1, damage
+5B, rate 2. In addition, the Soldier may perform a clinch attack even if he wields
a form weapon in each hand, and may deal form weapon damage instead of crush
damage if he chooses to damage with a clinch; this damage gains the Piercing tag.
Finally, collecting and refracting Essence in the manner of the arcane crystal which
defines him, the martial artist may reflexively pay 1m to charge and focus energy that
can be released as a projectile of Essence using a Martial Arts attack; this projectile
counts as a form weapon for Charms of this Style. This Essence projectile has the
following traits: speed 4, accuracy +1, damage 5L, rate 1, range 75 (has no longer
range). Charging energy and using this Essence projectile are Obvious effects; the
Form is not otherwise Obvious.
Source: SataiDelenn
226
Source: SataiDelenn
God-Smashing Blow
Cost: 3m or 3m,1w; Mins: Essence 3, Infernal Monster 4; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisites:
The Infernal hammers his victim to the ground, creating a huge crater or smash-
ing them straight through it. The impact shakes the ground, testing the balance of
others nearby. This Charm has an optional, additional effect that seems to splat-
ter spirits messily, but in truth only dematerializes them.Source Manual of Exalted
Power: Infernals, p. 159.
Source: Manual of Exalted Power: Infernals
227
Keywords: Combo-OK
Duration: N/A
Prerequisites:
When There Will Be Retribution and Infernal Monster Form are active, Infer-
nal Monster Charms get a mote discount. Elder practicioners with One Hand Fury
get a better discount. This Charm has an interesting relationship with Prismatic
Arrangement of Creation Form.Source Manual of Exalted Power: Infernals, p. 160.
Source: Manual of Exalted Power: Infernals
Oath-Shattering Strike
Cost: 60m, 6wp; Mins: Essence 5, Infernal Monster 5; Type: Simple
Keywords: Blasphemy, Obvious, Sorcerous, Touch
Duration: Instant
Prerequisites:
This Charm allows the Infernal Monster to break an Oath for someone else.
See the full text of the Charm for more Details.Source Manual of Exalted Power:
Infernals, p. 163.
Source: Manual of Exalted Power: Infernals
228
Source: Manual of Exalted Power: Infernals
229
deeper into the madness of the Infernal Monster, trading fearlessness for something
worse.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/24/ink-
monkeys-vol-3-unleash-your-inner-monster-part-i.aspx Ink Monkeys, Vol. 3
Source: Ink Monkeys
Fury Is Freedom
Cost: - (+1ahl, 2 Limit); Mins: Essence 3, Infernal Monster 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Retribution Will Follow
The rage of the Infernal Monster is not just a shield against mental trickery
and domination. Anger frees the mind. This Charm permanently enhances its pre-
requisite. Whenever the Infernal activates Retribution Will Follow, he can pay one
aggravated health level and gain two Limit in addition to committing the usual mote.
Doing so terminates all Unnatural Mental Influence effects currently affecting his mind
unless these effects meet one of the following criteria: the influence was self-imposed,
the influence was caused by a being with a higher Essence rating than the Infernal’s
Martial Arts at the time it was imposed or the influence functions by making the In-
fernal angry or taking advantage of his fury to make him perform specific anger-driven
behavior. Use of Retribution Will Follow this way can reduce Limit by slaughtering
or maiming, reducing the net increase to one point rather than two. When the killing
rage passes, shattered mental influence effects do not return.
A secondary benefit of Fury is Freedom is that no mental influence can prevent
the Exalt from activating Retribution Will Follow. It does not matter whether Fury
Is Freedom can break the influence in question; nothing can prevent the Infernal
from frenzying when he encounters the appropriate stimuli enabling activation of
Retribution Will Follow.
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Source: Ink Monkeys
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* He lives in a constant state of fury like an uncontrolled Berserk Anger Limit Break
(Second Edition Core Exalted, p. 105). However, he is not compelled to wreck the
environment in this resting state, just slaughter everything that moves. Furthermore,
when he becomes fatigued or sleepy, he can end his rampage to seek a good place
to rest. He will still attack anything that tries to prevent him from finding a lair,
but will not pursue such opponents if they withdraw and let him resume his search.
Living a berserk existence does not reduce the character’s mental attributes or force
him to fight incompetently. However, he won’t take preparatory actions longer than
a single miscellaneous action, so he can draw a weapon, but won’t have the patience
to strap into a warstrider.
* Activating Retribution Will Follow brings on a scene of unrestrained rage with a
number of benefits (wound penalty reduction, mental influence resistance, etc.). His
resting rage does not provide these benefits. The frenzy brought on by Retribution
Will Follow, Limit Break and behavior-altering Torment all take precedence over the
Infernal’s mind and displace his constant fury for as long as they last.
* Infernal Monster Style and its expansions only cost the Infernal four experi-
ence points per Charm. This discount applies retroactively, awarding the difference
in experience the Infernal is owed. Should the character somehow lose this Charm,
he must pay that difference back. In the unlikely event a Storyteller lets a player
take Untamed Apocalypse Shintai at character creation, the Infernal gains two In-
fernal Monster Style Charms for every starting Charm allocated to them and can
buy more for two bonus points each. Untamed Apocalypse Shintai is not a precedent
for Charms that provide dramatic cost reductions to acquire Solar-level Charms un-
less those Charms wreck the character permanently and absolutely. Not all paths of
transcendence are desirable.
* The Exalt can raise his traits up as high as 10 without regard for the usual
age-cap. His constant bestial fury sharply limits the kinds of Charms he can use,
but he shatters through the limits that govern most Essence users. If he somehow
loses this Charm, he converts all dots in excess of his permitted age cap back into
experience. Learning this Charm precludes metamorphosis into a Primordial. The
Infernal cannot learn the Charms that initiate this apotheosis.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/24/ink-
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Source: Ink Monkeys
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Shock and Awe Slam
Cost: (+4m); Mins: Essence 2, Infernal Monster 5; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisites: Leaping Smash Technique
The Infernal Monster shouldn’t be fast enough to strike as it does. Nothing
that strong should be so fast. It’s just not fair. This Charm permanently improves
its prerequisite. The Infernal can pay an additional four motes when using Leaping
Smash Technique to impose a Defense Value DV penalty against the attack. If the
target attempts to parry, the penalty is equal to the Exalt’s Martial Arts rating.
Dodges (and any combination of dodge and parry) only suffer a penalty of half the
Infernal’s Martial Arts. Although adding this penalty does not make the attack
unexpected, defenses that convert an an unexpected attack into an expected attack
also negate the penalty.
If the Infernal has Essence 4+, the DV penalty to dodge increases to the Exalt’s
full Martial Arts.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
Source: Ink Monkeys
Nowhere to Run
Cost: ; Mins: Essence 3, Infernal Monster 4; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisites: Leaping Smash Technique
It is difficult to run fast enough or far enough to escape the Infernal Monster.
Yet they always try. This Charm permanently enhances its prerequisite. Whenever
the Infernal uses Leaping Smash Technique, if the target is aware of the Exalt’s
location and is moving away from him, the Exalt multiplies the maximum final jump
distance by his (Martial Arts) after applying any modifiers from Bounding Beast
Advance. If the Leaping Smash Technique is performed in conjunction with God-
Smashing Blow, the distance modifier is doubled again, so (Martial Arts x 2). This is
a special exception on how multiplicative effects usually stack in Exalted. Characters
who have an Intimacy of fear toward the Infernal are always considered moving away
from him for the purposes of this Charm.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
Source: Ink Monkeys
Nowhere to Hide
Cost: ; Mins: Essence 3, Infernal Monster 4; Type: Permanent
Keywords: Combo-OK, Obvious, Sorcerous, Stackable
Duration: Permanent
Prerequisites: Leaping Smash Technique
The Infernal finds those who flee her. Whenever an Infernal with this Charm
uses Leaping Smash Technique to attack an individual, he can place a Sorcerous tag
on that individual for one hour. The brief arcane link of sublime aggression connects
232
the Infernal Monster with her intended quarry. It is possible to tag any number of
separate victims with separate attacks, but Infernals can’t tag and have no need to
tag the same victim more than once.
Whenever the Infernal Monster uses Leaping Smash Technique while he has tagged
one or more victims, he can choose one of those enemies as the attack’s target and
allow the arcane link to guide her. Her instinct-driven leap carries her in the direction
of her quarry, regardless of whether she is aware of the victim’s current location. If
an unobstructed path to that target exists and the target is in range of the leap, the
attack resolves as normal for use of Leaping Smash Technique. An invisible opponent
(or a dematerialized one) still applies a -2 external penalty to the attack roll. If the
opponent is out of reach or protected by total cover, the leap carries the Infernal
the maximum possible distance toward her without slamming her into intervening
obstacles (unless she chooses to slam through them because she has other magic
enabling her to do so). With the right Charms, it is possible to use Nowhere to Hide
to leap through a wall and resolve the attack against someone on the other side.
Martial Arts 5+ allows the Infernal to leap toward the closest god or demon bigger
than a least god or Thing That Lurks In Corners that he can reach with the attack
(as though that being were tagged). He can exclude any potential targets he can
perceive to avoid attacking allies (even while in a berserk state). This doesn’t let him
hit dematerialized beings, but in conjunction with magic that does, he can use an
attack as a means of testing if there are any spirits snooping about.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
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Source: Ink Monkeys
233
but resumes as soon as he stops as though no time passed.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
Source: Ink Monkeys
234
nightmare created by the Charm. Sleep means real sleep, not an alternative activ-
ity that counts as sleep for the target due to magic. This nightmare’s terrain can
contain any landscapes and environments natural to Creation and is arbitrarily vast,
effectively an infinite plain on which to impose features as they are discovered. The
Infernal and the victim are the only two beings in this world. Sessile life-forms like
plants and fungi are permissible, as these qualify as scenery rather than actors in the
psychodrama.
The two enter the dream in sight of one another, but no closer than one hundred
yards. Neither can be placed in a starting position that is actively injurious to him,
though targets immune to particular environmental hazards may begin exposed to
such conditions. Inability to see or use similarly-acute senses is a special hazard
for this purpose. The Infernal becomes aware of such immunities in the instant he
activates the Charm so that he can set the stage appropriately. Storytellers should
ensure that this rule is followed in spirit as well as letter. Placing an enemy on a
tiny pedestal over a vast sea of lava with no way to move or escape without suffering
burning horrid death is not technically a violation of the rule. Neither is placing a
strong-but-slow enemy who can’t see in the dark in pitch-black frozen cave so slick
its floor can’t be walked on without supernatural balance or astounding agility. Both
scenarios are completely against the spirit of the Charm. Dangerous environments
are permissible, but using them as weapons should require work and there should
always be some means of avoiding the danger.
When the dream begins, the Infernal has full motes, Willpower, Virtue channels
and health. He can choose not to carry over any lingering negative effects currently
afflicting him into his dream self. In effect, his nightmare form is himself at full power,
but with no Charms that require activations active. The victim enters the dream as
she is in real life, but with no Charms active. If she is wounded or supernaturally
beguiled or mutated into a three-armed freak outside the dream, she remains so within
the dream. Both characters immediately join battle. Time flows in the dream at the
same rate as reality, so the dream cannot actually take or appear to take longer than
(the Infernal’s Martial Arts) minutes.
Nothing that happens to the Infernal in the dream has any bearing on his actual
self. If he dies or falls unconscious within the dream, the Charm ends and the dream
ends for both parties. This also severs the sorcerous tag connecting the Infernal to
that victim like countermagic. The victim has much more at stake. Any motes spent
in the dream are lost to no real effect, though Exalted victims consider all dream-
spent motes Peripheral as they subconsciously flare their animas. All Willpower and
Virtue channels spent are actually spent. All mental influence imposed in the dream
carries over to reality for its full duration. No physical harm carries over, but if the
victim is killed in the dream, the Charm ends for both parties without breaking the
tag.
Dying inside the dream feels like actually dying, so the experience drains five
additional Willpower points from the victim and counts as a scene spent building an
Intimacy of fear toward the Infernal. If this results in the Intimacy actually taking
root or bolstering an existing Intimacy of fear, nothing can remove it until a week
has gone by since the victim awoke from the dream. Beings with a Limit Break
Limit track can gain equivalent points of Limit in lieu of losing any of the Willpower.
Victims can choose to quickly commit suicide within the nightmare to escape it with
minimal loss, but doing so causes the Intimacy of fear to form immediately rather
235
counting as a scene toward it.
If the victim’s real body suffers any levels of damage during the dream, the Charm
abruptly ends for both parties. This also happens if the Charm runs its full duration
without being interrupted. Both dreamers leave the dream with the Infernal no worse
for the wear and the victim depleted by her exertions within the dreamscape. The
tag remains, but the dream does not hurt the victim’s psyche like virtual death.
Victims of Armageddon Nightmare Duel leave the nightmare acutely aware of
the Infernal Monster Style Charms the Exalt displayed. Those who are capable of
learning Celestial Martial Arts from a teacher can instruct themselves in any of the
Charms they observed as though the Infernal was their teacher. Obviously, only other
Infernals can learn Infernal Monster expansions this way without an effect like the
Eclipse anima power. Characters requiring a special initiation before they can learn
Celestial Martial Arts (like Dragon-Blooded) cannot learn Charms from exposure to
Armageddon Nightmare Duel until they undergo that initiation.
Players who purchase this Charm for their characters are expected to use it to
create additional interesting scenes, not steal the spotlight. It is poor form to hold a
game hostage to play out a personal fight. If the outcome isn’t really in doubt and
the both dreamers’ players consent, a quick narrative of the one-sided brawl suffices
in lieu of devoting an entire scene to the duel. Standing and fighting the Infernal in
quick narration rather than jumping off a cliff may be equally futile, but at least the
Intimacy of fear forms less quickly.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
Source: Ink Monkeys
Death-Devouring Sadism
Cost: ; Mins: Essence 5, Infernal Monster 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Armageddon Nightmare Duel
The Infernal Monster takes joy in crushing her enemies. This Charm perma-
nently enhances its prerequisite. Whenever the Infernal kills a non-extra victim of
Armageddon Nightmare Duel with an unarmed attack within the dreamscape, she
regains two points of Willpower. If the victim intentionally commits suicide, the
death yields only one point of Willpower. Accidental demise is unsatisfying. If the
Infernal kills an enemy with an unarmed attack outside of the nightmare that she has
previously killed in a nightmare, she regains three Willpower points.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
Source: Ink Monkeys
236
his wrath. The thunderous bellow can be heard for a mile. Within that radius,
the scream affects all organized Magnitude 3+ military units that engaged with the
Infernal in the past day in Mass Combat mass combat while he fought as a solo unit.
Even units not currently engaged in battle are affected, provided they are camped or
marching together and clearly operating as a group.
The Infernal’s player rolls Charisma + Martial Arts, adding a number of bonus
successes equal to his Valor. Any affected unit led by a character with a Defense
Value Dodge MDV less than the number of successes rolled suffers an Unnatural
Mental Influence unnatural Emotion effect that imposes a -1 penalty to its Drill and
Morale ratings as an unnatural Emotion effect. Units with perfect Morale are immune.
Gaining perfect Morale terminates ongoing applications of the Charm affecting the
unit. Leaders can pay two points of their own Willpower to rally the unit in hopes
of reversing this damage; if the rally succeeds, the penalty is removed. Multiple
roars stack their penalty, each of which requires a separate Willpower-fueled rally to
remove.
With Essence 4+, the roar carries out to a radius of (Limit + 1) miles. The radius
at which the roar may be heard by everyone does not improve with Essence 5+, but
magic carries the sound to the ears of all valid targets in the same realm of existence.
Affected units hear the magic-born cry as a faint and distant sound, clearly made by
something far awaybut not nearly far enough.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/29/ink-
monkeys-vol-6-unleash-your-inner-monster-part-iii.aspx Ink Monkeys, Vol. 6
Source: Ink Monkeys
Rabble-Terrorizing Puissance
Cost: ; Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Obvious, War
Duration: Permanent
Prerequisites: Post-Traumatic Brutality Roar
What hope do mortal leaders have of reassuring their troops? They can’t stop
the Infernal Monster. They can’t outplan him. They can’t outfight him. They can
say the beast will not come back again so soon, that lightning seldom strikes twice.
Veterans see through such lies. This Charm permanently improves its prerequisite.
The Willpower cost for Essence 1 leaders to rally away the effects of Post-Traumatic
Brutality Roar is four Willpower rather than two.
With Essence 5+, this resistance cost increase also applies against unit leaders who
are First Circle demons, Essence 1-3 UnExalted living Essence users (like Dragon
Kings and Mountain Folk), Essence 1-3 Fair Folk, Essence 1-3 gods, Essence 1-4
elementals and Essence 1-5 ghosts. Infernals who reach Essence 8+ extend the benefit
against all Essence 1-5 unit leaders who are not Exalted.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/29/ink-
monkeys-vol-6-unleash-your-inner-monster-part-iii.aspx Ink Monkeys, Vol. 6
Source: Ink Monkeys
237
Duration: Permanent
Prerequisites: Post-Traumatic Brutality Roar
Soldiers train to fight other soldiers, not Things That Must Not Be. This
Charm permanently improves its prerequisite. By spending an additional Willpower
to activate Post-Traumatic Brutality Roar, the scream also induces a rout check in
all units successfully penalized by it. This check is made at a +2 difficulty modifier.
With Essence 6-7, the rout difficulty modifier rises to +3. It jumps to +4 at
Essence 8-10.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/29/ink-
monkeys-vol-6-unleash-your-inner-monster-part-iii.aspx Ink Monkeys, Vol. 6
Source: Ink Monkeys
238
Infernal Monster Form, paying the full cost of both Charms. The joint activation
uses the highest Speed and DV penalty for both Charms and allows them to co-exist.
* As an optional Blasphemy effect, the Solar akuma may shove aside the limitations
of his Charms, raising his bonus dice cap to (Attribute + Ability + Essence) while
enhancing unarmed attacks and parries. This power is optional and can be used at
any point, but once reflexively invoked, it lasts until Infernal Monster Form ends.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/08/ink-
monkeys-vol-9-unleash-your-inner-monster-part-iv.aspx Ink Monkeys, Vol. 9
Source: Ink Monkeys
Moon-Beast Monster
Cost: (+1m); Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisites: Infernal Monster Form
Lunar akuma are among the most savage weapons the Yozi’s command. It is
not much of a leap from fury to rage or anger to madness. Moon-Beast Monster is
only Native to Lunar akuma and may not be learned by other types of Infernals. The
Charm provides the following effects:
* The akuma is not obligated to attack his Yozi master or any of its component
Third Circle demons while in a berserk state (such as that induced by C Retribution
Will Follow) unless said entities physically attacked him earlier in the scene.
* Whenever the akuma activates Relentless Lunar Fury, he can simultaneously
activate Retribution Will Follow as an innate power rather than a Charm activation.
This still requires the usual commitment, but the use of Relentless Lunar Fury takes
the place of suffering damage as a trigger condition.
* Infernal Monster Form gains the Gift keyword. Whenever the akuma shifts into
war form, he may commit the usual cost to activate Infernal Monster Form. Used this
way, the Form Charm remains active for as long as the Lunar remains in war form.
This does not alter the way Infernal Monster Form accumulates its Strength bonus,
so it still resets to zero at the end of each scene even if the Charm remains active.
* Armor created with Lunar Charms counts as armor created with Infernal Charms
for the purposes of compatibility with Infernal Monster Style.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/08/ink-
monkeys-vol-9-unleash-your-inner-monster-part-iv.aspx Ink Monkeys, Vol. 9
Source: Ink Monkeys
239
fingers. He is still considered outside of fate for any effect in which being removed
is an asset, but can connect to the Loom to use astrology or otherwise benefit from
being inside fate. In effect, he is between fate rather than fully outside it, perversely
enjoying the best of both worlds. The Storyteller adjudicates which state is preferable
with regard to resolving all effects that depend on whether the akuma is part of Fate.
Additionally, the akuma is not obligated to attack his Yozi master or any of its
component Third Circle demons while in a berserk state (such as that induced by
Retribution Will Follow) unless said entities physically attacked him earlier in the
scene.
With Essence 5+, the Charm gains the following additional powers, the last of
which only helps masters of Infernal Monster Style:
* Infernal Monster Form does not interfere with the use of Sidereal Martial Arts
Form-type Charms. For example, she can have Infernal Monster Form and Citrine
Poxes of Contagion Form active at the same time. If another effect allows him to
use a limited number of Sidereal Form-type Charms concurrently (like Prismatic
Arrangement of Creation Form), Infernal Monster Form does not count toward this
limit. The akuma cannot generally use this power to stack Infernal Monster Form
alongside other non-Sidereal Form-type Charms. This can be enabled with Prismatic
Arrangement of Creation Form (or similar effects) by including lesser Forms within
that Sidereal Form Charm and then stacking this with Infernal Monster Form.
* If employing the previous power to wield two Form-type Charms, then all form
weapons of either style are considered form weapons for both styles. This does not
apply if the styles use different range weapons. Infernal Monster cannot be practiced
with a bow any more than a bow-themed style could use improvised weapons.
* The corrupt Sidereal Vizier can activate Infernal Monster Form at the same
time as he activates a Sidereal Martial Arts Form-type Charm, paying the usual cost
to activate each Charm. This combined activation uses the highest Speed and DV
penalty among both Form-type Charms.
* If the akuma flares his One Hand Fury with a Sidereal Martial Arts Form-type
Charm, the burning runes spiral and twine from his hand and trail behind his blows
like ribbons of smoldering emerald flame. This Obvious display provides the same
benefits as the best Sidereal Martial Arts sutra the akuma can use with that Sidereal
Martial Art, but at no cost and without any chance of external disruption. For
instance, if the akuma can only use a student sutra, then flaring his hand with a
Sidereal form duplicates a student sutra.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/08/ink-
monkeys-vol-9-unleash-your-inner-monster-part-iv.aspx Ink Monkeys, Vol. 9
Source: Ink Monkeys
240
* The akuma is not obligated to attack his Yozi master or any of its component
Third Circle demons while in a berserk state (such as that induced by Retribution
Will Follow) unless said entities physically attacked him earlier in the scene.
* Weapons of elemental energy created by Terrestrial Charms are considered form
weapons for Infernal Monster Style (e.g. Refining the Inner Blade). If such Charms
have the Holy keyword, they permanently lose their special benefits against creatures
of darkness and cease to be Holy. If this results in a Charm that doesn’t make sense,
the Storyteller should exclude that Charm from conversion.
* Instant-duration Terrestrial Charms that damage targets through direct exposure
to elemental energy are also considered form weapons for Infernal Monster Style (e.g.
Elemental Bolt Attack). If such Charms are Holy, they are converted as previously
explained. The akuma may also choose for such attacks to emerge from his mouth
like the breath of a dragon.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/08/ink-
monkeys-vol-9-unleash-your-inner-monster-part-iv.aspx Ink Monkeys, Vol. 9
Source: Ink Monkeys
Hero-Breaking Horror
Cost: (+3m, 1wp); Mins: Essence 4, Infernal Monster 5; Type: Permanent
Keywords: Crippling, Emotion
Duration: Permanent
Prerequisites: Hero-Sundering Hands
Creation’s ancient mythology abounds with legendary heroes and monsters, epic
echoes of the Primordial War. It is here that children are first taught the lie of heroism,
that brave men can slay monsters no matter how terrible they are. The Infernal
Monster is the terror of a different myth. Heroism ends in his claws. This Charm
upgrades Hero-Sundering Hands. The Infernal may pay a surcharge of three motes
and a point of Willpower upon activating it to deal a wound to his victim’s heroism,
breaking their flesh and their spirit both. In addition to inflicting an amputation, they
inflict a Crippling effect to break their victim’s mind, reducing their Valor rating to
one. It also reduces the maximum rating of their Valor to one, preventing them from
buying new dots with experience points. If the Infernal makes an appropriate stunt,
he may instead cripple another Virtue of his choice, at the Storyteller’s discretion.
If he targets a character’s primary Virtue, then that Virtue’s rating and maximum
rating are reduced to three, rather than to one. Once this Crippling effect has been
healed, lost dots of Valor are returned, and the character’s maximum trait rating rises
back to its normal value.
Heroic mortals that suffer this psychic mutilation must endure an unnatural mental
influence as well. Their Motivation is lost, replaced with a new, un-heroic Motivation
chosen by the mortal’s player. Though they may choose the specifics of their new
Motivation, it must be one that will drive them to escape the Infernal Monster’s
wrath, and cannot include any action or goal that they know would make them a
target for future violence on his part. Their heroic career is ended, causing them to
become no more than mere extras. This unnatural mental influence can be resisted
by paying two Willpower, allowing a character to retain his Motivation and his heroic
status. If a character fails to resist this influence, they cannot gain a new heroic
Motivation until the Crippling effect has been healed. Only preordained candidates
for Sidereal Exaltation cannot be broken of their heroism, a strange twist of fate that
241
enrages the Infernal Monster. Until it can rip the Loom of Fate from its foundations
and commit bloody genocide against the pattern spiders, it seems that the monster
must content itself with murdering the Maiden’s Chosen only after they have exalted,
staining Heaven with their spilled blood.
Source: The Demented One
God-Corpse Mutilation
Cost: (+2m); Mins: Essence 3, Infernal Monster 4; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisites: God-Smashing Blow
Gods and spirits confound the Infernal Monster. How can it maim and mutilate
a thing that it cannot lay hands on, or sink its teeth into? It drives the monster to
madness, and there is little that the monster cannot murder in the grips of his rage.
This Charm upgrades God-Smashing Blow. If the Infernal uses it to destroy the ma-
terialized body of a spirit, he may pay a surcharge of two motes to deal aggravated
damage with the supplemented attack. In addition, if the Infernal successfully dam-
ages his foe, he places a sorcerous tag on it, searing an arcane mark into its essential
nature that endures for the rest of the scene. So long as the tag remains, the Infernal
may perceive and make unarmed attacks against the spirit as if it were materialized.
A second purchase of this Charm lets the Infernal crush gods beneath his feet. Should
he use an unarmed attack to kill a spirit that has been marked with this Charm, it
is ripped mote from mote. Such agonizing death is painful beyond mortal pain, and
spirits so killed are too traumatized to reform, making this a permanent death.
Source: The Demented One
242
Fear of Foretold Fury
Cost: (+1 wp); Mins: Essence 4, Infernal Monster 5; Type: Permanent
Keywords: Obvious, War
Duration: Permanent
Prerequisites: Post-Traumatic Brutality Roar
When the outcome is a given, trauma precedes horror. Those who stand in the
presence of the Infernal Monster know this. This Charm permanently improves its
prerequisite. By spending an additional Willpower to activate Post-Traumatic Bru-
tality Roar, the cry penalizes all Mass Combatmilitary units within a mile (whether
or not they have engaged with the Infernal in the past day).
With Essence 5+, using Fear of Foretold Fury affects all units in full earshot
distance (Limit +1 miles). The trauma also magically carries to all units in the same
realm of existence who have ever engaged with the Infernal as a solo unit, provided
they retained consistent unit identity and leadership since that battle. The Storyteller
determines if a unit has undergone sufficient turnover or shift in identity that it no
longer recalls the horror of that fight. Gradual replacement of the rank-and-file does
not erode the impact of the experience. Grizzled veterans pass along the whispered
horror stories to wide-eyed recruits. Some refuse to talk about That Day at all. They
just scowl and drink and look nervously behind them. A unit leader can address the
lingering damage from the experience by taking the time to reassure the ranks and
inspire them. This convalescence extends the time required to perform a restorative
rally to a dramatic action lasting one week (ten hours a day); the leader must pay
five Willpower to make the roll at the end. If the rally succeeds, the unit is no longer
scarred and can’t be affected outside of the (Limit +1 mile) radius until they have
another actual battle with the Infernal.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/29/ink-
monkeys-vol-6-unleash-your-inner-monster-part-iii.aspx Ink Monkeys, Vol. 6
Source: Ink Monkeys
243
Strength x 10) yards, a Damage of 4B/action, and a Trauma of 4. Characters native
to Malfeas add two automatic successes to the roll to resist the hazard. Suffering even
one level of damage from this storm instils the victim with a single Emotion for the
rest of the scene, chosen at random by the Storyteller, which can be resisted at a cost
of one point of temporary Willpower, or defended against as though it were a Poison
effect. Mortals who are instilled with this Emotion effect acquire a single pox-level
derangement at the end of the scene.
At Martial Arts 8+, Essence 8+, the warlock can purchase this Charm a second
time. If he does so, he may increase the cost of this Charm by a further ten motes
to apply its effects to any use of Crack the Sky, provided his target’s arc would be
sufficiently parabolic. The target strikes the sky at the end of their flight, before falling
straight down, bringing the storm with them; the Blasphemy warning provoked by
this Charm is centered on the point of impact for the victim, not the warlock himself.
Source: Revlid
244
This is a one-time directed environmental hazard with a radius of (thrown op-
ponents Essence x 10) yards, a Damage of 10L, and a varying Trauma. Within ten
yards of the impact zone, it is Trauma 5L. Within twenty yards, it is Trauma 5. After
this, the blasts Trauma is reduced by one for every further ten yards it travels, to a
minimum of Trauma 1 once the blast extends more than fifty yards away from the
impact zone. If they survive both impacts and the subsequent starfall, the thrown
opponent immediately suffers Pattern Bite (”’Manual of Exalted Power: Sidereals”’,
pp. 209) as their strand is tangled and damaged by the violent loss of its worldly
marker, and cannot be found on the Loom of Fate for the next (Essence) weeks. Ev-
erything within the radius of the hazard is similarly obscured, increasing the difficulty
to locate it on the Loom of Fate by an amount equal to the Trauma of the hazard it
faced, regardless of whether or not it . Sidereals affected in this manner increase the
difficulty to find anything on the Loom by the same amount. Scattered deposits of
starmetal ore remain at the impact site; enough to be used as an exotic ingredient in
(thrown opponents Essence) separate artifacts.
Source: Revlid
Hero-Sundering Hands
Cost: 5m, 1wp; Mins: Essence 3, Infernal Monster 5; Type: Reflexive
245
Keywords: Combo-Basic, Crippling, Obvious
Duration: Instant
Prerequisites: World-Breaker Grip
Most enemies may be splattered in one strike. Fewer must be thrown back
like juvenile fish to mature into worthy prey. Only the rarest of adversaries must be
torn limb from limb, but Infernal Monsters dream of such opportunities and wake
salivating. This Charm may only be activated as a particularly brutal means of
releasing an opponent seized with World-Breaker Grip. The Infernal adjusts his grip
to twist off the enemy’s limbs the way a young boy might pull wings off a fly. Mocking
laughter is not required, but is customary to the maneuver.
The victim suffers a single level of unsoakable lethal damage and one crippling am-
putation injury of the Infernals choice, examples of which may be found on page 152 of
Exalted. Effects that prevent this damage also prevent the maiming. If these options
arent brutal enough, the Infernal might rend an enemys genitals, taking away his or
her ability to enjoy sex or procreate and messily terminating any existing pregnancy
in the process. Regardless, the severed organ remains in the Exalts grip. Because this
Charm functions through actual amputation, Exalted cant heal back missing organs
without the aid of appropriate magic. In case it comes up, a dismembered human-
sized limb may be used with the same statistics as a club and is obviously an in-style
improvised weapon.
Source Manual of Exalted Power: Infernals, p. 162.
Source http://community.livejournal.com/whitewolf lj/80486.html White Wolf
LiveJournal spoiler
Source: Manual of Exalted Power: Infernals
Blood-Halting Hand
Cost: 2m; Mins: Essence 2, Infernal Monster 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: , Retribution Will Follow
The might of the Infernal Monster is such that it can crush the blood from
its prey with a single blow. This Charm enhances an unarmed attack, doubling the
Infernals Strength for the purpose of determining raw damage. The power behind
this strike is almost too great for the target to handle, collapsing blood vessels and
preventing life from flowing to the wounded areas; any damage inflicted with this
attack takes twice as long to heal without magical aid.
Source: The Free Man
246
would deal any amount of damage instead deals only a single level of unsoakable lethal
damage, but also delivers a Crippling amputation injury of the Infernals choice, just
as if it had been delivered through Hero-Sundering Hands. If the target is fortunate
(or unfortunate) enough to have survived, the broken bones poking through their
flesh make an excellent enhancement to World-Breaker Grip, adding the Infernals
(Essence) to the screaming weapons accuracy and damage, as well as making all
damage dealt with it lethal.
Source: The Free Man
247
Source: The Free Man
World-Breaker Grip
Cost: 5m, 1wp; Mins: Essence 3, Infernal Monster 5; Type: Supplemental
Keywords: Combo-OK
Duration: Until Released
Prerequisites:
This Charm basically allows the Infernal Monster to hold an opponent by the
arm or leg and use her as a weapon. This Charm allows special exceptions to the
Grapple rules. See the full text of the Charm for details.Source Manual of Exalted
Power: Infernals, p. 160.
errata-fix edition=Secondsource=Scroll of ErrataWhen using a held enemy as an
improvised weapon, this Charm says that the ’weapon’ has ””’Damage:”’ (Strength
x2)B + attack successes.” It should be ””’Damage:”’ +(Strength x 2)B.”
Source: Manual of Exalted Power: Infernals
248
world, and will perfectly ignore any magical attempts to persuade or influence their
behavior.
The dreamscapes will patch themselves around these characters, creating scenes
which are intimate to the victim. The victim might find himself wandering down
a dark tunnel full of jagged rocks only to emerge into the kitchen of his long dead
mother, who will appear to be alive, well, and busily preparing his breakfast. These
representations of the victims Intimacies are not hollow illusions to be laughed off or
ignored. Even though the victim knows they cannot possibly be real, each has all
the seeming of the people he most loves. They are, in fact, externally generated from
within his heart, so he is completely unable to ignore the urge to protect or defend
these characters unless he pays a point of Willpower to ignore the Infernals unnatural
Illusion, separately and for each Intimacy that he wishes to abandon. However, doing
so in the dream also revokes this Intimacy from his heart when the nightmare ends.
Needless to say, the presence of these Intimacies leaves the victim vulnerable.
Unlike the real figures they represent, they do not possess the combat traits or magical
powers they may actually possess in real life. They will act in a manner befitting
their motivations, but will interact with the horrific, external presence of nightmarish
dreamscapes and the presence of a monster only if directly confronted with evidence
of these things. Otherwise, mom will ignore a victim who is being beaten to death in
the adjacent cave; as in nightmare, the figments of the dreamers heart seem only to
exist in the small, familiar scenes in which they are placed within the dream.
Of course, letting them off the hook would be too easy. If directly confronted by
the Infernal Monster, they will attempt to flee or fight as accurate to their nature.
However, having no actual traits or magic, each victim represents no greater threat
status to the Infernal Monster than an extra. Killing a targets Intimacies while
forcing him to watch grants the Infernal Monster (Essence) motes to his Overdrive
pool, if he has one. Each slaughtered Intimacy also redefines itself with a context
of tortured guilt when the dreamer awakens. As a final piece of advice, Gorol was
the first Infernal Monster stylist to discover, to his detriment, the special interaction
between Sanity-Devouring Night Terror and the Solar Charm Visage Made Law (see
Lords of Creation (with errata), p. 80-81). If one of the victims positive Intimacies
have learned that Charm, his appearance in the dream will no longer be as an extra,
but rather will carry his actual traits, Charms, panoply, and any other magic the
character knows. In this way, Gorol was defeated when he attempted a dream assault
on the Lunar wife of one of his most hated Solar enemies.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/10/29/ink-
monkeys-vol-37-charm-medley-part-iii.aspx Ink Monkeys, Vol. 37
Source: Ink Monkeys
249
160.
2.5erratasource=Scroll of Erratacost=9m
¡p¿Attackers may pay one Willpower to abort their attack in order to avoid striking
the Infernal Monsters hostage. Aborted attacks are simply lost, imposing multiple
action and DV penalties as normal.¡/p¿
Source: Manual of Exalted Power: Infernals
250
Prerequisites: Raging Behemoth Charge
The Infernal Monster charges toward enemies. They are prey, not threats. Ex-
alted with this Charm can activate Raging Behemoth Charge as an innate power
rather than a Charm activation while using Retribution Will Follow or Infernal Mon-
ster Form. While using Raging Behemoth Charge, the Infernal also gains the following
additional benefits:
* He cannot become fatigued from exertion. Any fatigue penalties suffered at the
time of activation are suspended until the Charm ends, resuming as though no time
had passed.
* He can run through muck, climb and swim toward valid opponents at the same
speed as ground movement (rather than half).
* When moving toward a valid opponent, the Infernal’s actions aren’t capped by
Athletics over unstable footing or swimming in rough conditions. He effectively has
whatever Athletics he needs to ignore such complications.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/03/26/ink-
monkeys-vol-5-unleash-your-inner-monster-part-ii.aspx Ink Monkeys, Vol. 5
2.5erratasource=Scroll of Errata
¡p¿Ignore the innate ability upgrade to Raging Behemoth Charge. Instead, this
Charm upgrades Raging Behemoth Charge to add (Martial Arts) bonus dice on any
roll to maintain balance or maneuver through difficult conditions.¡/p¿
Source: Ink Monkeys
251
Trapped Victim Mania Infliction
Cost: ; Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: , Hero-Sundering Hands
The Monster inflicts terror on those it has in its grip, the insanity of helplessness.
This Charm permanently improves its prerequisite, allowing the Infernal to forgo
ripping and tearing to instead whisper dark words into the ears of his squirming
opponent, or simply roar full-bore into their face. Either way, instead of suffering
an amputation and lethal health level of damage, the victim immediately acquires
derangements worth up to a total of (Martial Arts) points as a Crippling effect. The
Infernal may specify the general tone of these derangements (i.e. fear, anger, awe),
but the specifics are determined by the victims player; they must be associated with
the Monster in some way, whether an obsession with hunting it down, hallucinations
of its presence in dark corners and under the bed, a belief that it is the supreme being
in all existence, or frequent bouts of uncontrollable fury. This version of the Charm
does not force the Infernal to drop its victim, though it may still do so.
Source: Revlid
252
Legions-to-Lepers Lability
Cost: ; Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: , Twisting the Countenance Divine
The survivors brought with them the emotional relics of their terror, tales of
alien beasts and monster-kings that maimed with a will. These stuttered stories
wormed their way into the hearts of their people; but it was not a purely psychological
condemnation, by any means. If a character with an intimacy (of any kind) toward
a victim of Twisting the Countenance Divine spends a scene interacting with that
victim (in any way), then at the end of that day they must roll (Appearance +
Integrity) at difficulty 1. If the focus of the scene was interacting with the victim,
or the character initiated it, the difficulty rises by two. If their interaction involved
physical contact in any way (such as a fight or sex), the difficulty increases by two.
These modifiers stack.
If they fail this roll, they gain points of permanent mutations equal to the amount
by which they failed as a Crippling effect, manifesting at a rate of one point per
day, in the same broken, deformed fashion as mutations applied through this Charms
prerequisite. These mutations can be removed through magical medicine capable of
healing an amputation. Natives of Malfeas are immune to this effect.
Once such a character reaches (Essence + 2) points of mutations, they suffer a
single amputation effect of their players choice, just as though they had been crippled
through Hero-Sundering Hands. Their mutations are now tied to the amputation
effect, as though they had been applied through Twisting the Countenance Divine.
This carries with it all the other effects of those Charms; the reduction to Appearance
0, the ability to become a creature of darkness, etc.
Source: Revlid
253
banished through non-Yozi Sorcery; the Monster never surrendered. These creatures
(named algea by Shogunate scholars) bear up to (Martial Arts + Essence) Spirit
Charms, chosen by their player, appropriate to the themes of Infernal Monster Style
or mutilated, masochistic self-pity. Algea can learn Infernal Monster Style (though
obviously not its expansion Charms), and while they retain their Motivation and
intimacies from human life, they acquire a positive intimacy toward pain (whether
causing or suffering it), and their Compassion is lowered to one, with any excess points
being added to Valor (to the normal maximum of five). An algea can sometimes enter
Creation when a participant in a non-lethal competitive fight is killed.
As a final benefit, the least gods of infection, humiliation and pain that flit about
the wounds of a character mutilated through Twisting the Countenance Divine are
suborned, shrieking in silent, transdimensional alarm if their habitat is threatened. If
that amputation is ever healed, the act of restoration acts as an immediate trigger for
a single random unbound algea to leave Malfeas, seemingly emerging from the wound
even as it seals closed. This impromptu summoning? alters the algeas body, shifting
its features to bear a distinct resemblance to the healed character.
Source: Revlid
Demon-Pig Debauchery
Cost: 4m; Mins: Essence 2, Infernal Monster 3; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisites: , Casting Off the Eight Restraints
Heaven is the oldest city known to Creation, hewn from reality as a house for
the Primordials; for all that the gods and their servants pretend to have tamed it, the
relics of a titanic age loom tall and lurk low. At the crossroads between the Purpureal
Wind and Carnadine Side, there is a statue of yellow jade on a pedestal of grainless
wood. It depicts a porcine poetaster, and gods do not approach it when night falls
and the wine is flowing.
The Infernal can only activate this Charm while in the gluttony-state induced by
Casting Off the Eight Restraints, gesturing for those around him to join in, or bel-
lowing his satisfaction, exuding unnatural mental influence on all characters within
(Martial Arts x 10) yards who can perceive him (or any evidence of his gluttonous ram-
page). Characters within this range must roll Temperance at a difficulty of (Infernals
Essence 2), rounded up. They may expend a Temperance channel to automatically
succeed, but if they fail, they immediately suffer from an Emotion effect that induces
all the demonic lusts boiling within the Monsters soul, resulting in a state identical
to an uncontrolled Overindulgence Limit Break, lasting one scene.
Such characters may reduce this state to a controlled Overindulgence by spending
one point of Willpower, or spend three points of Willpower to reject it entirely for the
rest of the day. Those who do not resist at all, and are able to indulge for the rest of
the scene, regain (highest Virtue) points of Willpower at the end of their debauchery,
along with a positive intimacy of guilty pleasure toward the acts they performed.
Those who engaged in controlled Overindulgence simply treat this as one scene spent
building that intimacy.
Source: Revlid
254
Gore-Quaffing Merriment
Cost: ; Mins: Essence 3, Infernal Monster 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Casting Off the Eight Restraints
Dainty parties are not for the Monster or its parade. Let blood flow like wine,
sex mingle with food, pleasure and pain intermingle at a whim! This Charm per-
manently enhances the gluttony-state induced by its prerequisite. If the Infernal
has committed at least a single act of depravity in his rampage, and ends the scene
in Overindulgence (rather than Berserk Anger), he bleeds off an additional point of
Limit. If other characters have joined him in his monstrous revelry, whether naturally
or as a result of mental influence, he also regains temporary Willpower points equal to
their Magnitude; the majority of them must also have engaged in an act of depravity
or violence in the scene to qualify.
Source: Revlid
255
Grind Your Bones
Cost: ; Mins: Essence 3, Infernal Monster 3; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisites: , Raging Behemoth Charge
Dont face the monster, your mother told you. Hell gobble you up. Hell crunch
on your fingers, and suck out your eyes, and go snouting in your innards. You know
what? She was right. This Charm provides the Infernal with an empty Overdrive
pool with a capacity of ten motes, which he may fill by consuming the flesh of others.
Victims must be fresh (i.e. alive or killed this scene) and sapient (i.e. humans,
gods, ghosts, most demons and elementals, awakened dragon kings, raksha, intelligent
animals, etc) to provide offensive motes; unintelligent animals, mindless Wyld-fauna
or automata do not qualify.
Each lethal health levels worth of flesh that the Infernal consumes provides him
with a single offensive mote. As such, a given character can only provide a number of
motes up to its health levels, including Dying levels; this is three for extras, and (7 +
Stamina) for everyone else, by default. Directly gnawing the meat from a struggling
victim requires a crush attack following a successful clinch, with every lethal health
level inflicted providing a single offensive mote. Consuming carrion, on the other
hand, is a miscellaneous action that can be taken once per action (or possibly more,
if the Infernal has multiple mouths), allowing the Monster to rip off and consume up
to (Strength 2) health levels worth of meat from a single corpse.
If the Infernal uses Hero-Sundering Hands to inflict an amputation injury, he may
reflexively consume the removed limb to acquire two offensive motes, rather than the
usual one he would receive for the lethal health level the act inflicts.
Source: Revlid
256
offensive motes to regain a single Virtue channel, chosen by his player from one
Virtue the consumed victim had rated at 3+. The Infernal instinctively knows which
of the victims organs will lead to the Virtue he desires, consuming a heart to regain
Compassion, chewing on the lungs to facilitate Temperance, sucking out marrow
to restore Conviction, gobbling down a liver for Valor, etc. Consuming a specific,
thematically-relevant organ is not a mechanical necessity, but doing so increases the
stunt rating for that action to two, if it would have been lower.
Source: Revlid
Meat of Champions
Cost: (1wp); Mins: Essence 3, Infernal Monster 4; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisites: , Grind Your Bones
The brain is where the hun soul meets the body, a repository of knowledge and
skill that can be accessed by a sufficiently ravenous outsider. The Infernal may, upon
consuming the brain of a character with an Ability rating higher than his own, spend
a point of Willpower to immediately increase his rating in that Ability by one dot as
a Training effect. He may do the same for Attributes or Specialties, but may only
acquire a single dot in a single trait per victim.
In addition, upon consuming a brain in this way, the Infernal may forfeit any
offensive motes he would have gained from the action and instead spend a point
of Willpower to roll (Perception + Investigation), allowing him to rifle through the
victims memories on a specific topic, no broader than a single intimacy. On top
of any information the Infernal may gain from this mnemo-cannibalism, the victims
memories continue to be digested and burped up. For the rest of the scene, whenever
the Infernal engages in a stunt that exploits this stolen knowledge (such as taking a
shortcut that a victim knew, or using holes in another characters defence that the
victim learned through long hours of training with them) or emphasizes the nature
of this assimilation (such as incorporating one of the victims mannerisms into the
action), he converts all stunt dice into successes.
If the Infernal uses this Charm to pick the brain of an intimacy-phantasm created
by Sanity-Devouring Night Terror, he obviously cannot acquire the knowledge the
actual entity would possess. Instead, he reviews his opponent’s memories of that
intimacy, adding (Essence) automatic successes to that Investigation roll. Whenever
the Infernal would benefit from the stunt-bonus of this Charm in that dream-world, his
form twitches and shifts with elements of those intimacies he has devoured, applying
a penalty to his opponent’s MDV equal to twice the number of consumed intimacies.
Source: Revlid
257
pleasure that he has openly stated a desire for, though doing so results in him losing
a single Temperance channel and gaining a point of Limit (the latter of which he may
bleed off as normal).
Further, the Infernal may spend a single point of Willpower while under any Rage
effect to pause his Berserk Anger, replacing it with behaviour like that of an uncon-
trolled Overindulgence Limit Break (”’Exalted”’, pp. 105). This does not remove
the benefits of the Rage keyword, and is not treated as resisting a Rage effect. This
Overindulgence lasts until the end of the scene, but fades early to be replaced by
the normal Berserk Anger if the Infernal exhausts all immediate outlets for his glut-
tony, or is attacked. Saint Buluku, the akuma who developed this Charm, constantly
surrounded himself with an immaterial gaggle of neomah so that he could sate his
battle-madness with orgies rather than massacring his own troops. Less hedonistic
monsters might simply choose to make a meal from the corpses of their victims.
The Willpower cost of this Charm is waived if the Infernal has already paid it
once in this scene, and there are no potential victims (friend or foe) in his immediate
vicinity.
Source: Revlid
258
law, but this aspect of Cecelynes legalisms sits well with it. This Charm permanently
enhances Alpha-Beast Gauntlet Toss, allowing the Infernal to increase its cost by a
number of motes equal to his targets Essence rating. If he does so, its mental influence
is rendered undodgeable. This effect can only be applied when targeting characters
with an Essence rating lower than the Infernals; at the Storyteller’s discretion, this
may exclude characters whose Essence rating is not clearly indicative of their power,
such as many behemoths.
Source: Revlid
Man-to-Monster Pugilism
Cost: (+1wp); Mins: Essence 3, Infernal Monster 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Alpha-Beast Gauntlet Toss
The Monster prefers others to come and fight it like men. Its much more fun
that way. For it. This Charm permanently enhances its prerequisite. While ordinarily
a character forced to face the Monster could do so through any means, the Infernal
may increase the cost of Alpha-Beast Gauntlet Toss by a single point of Willpower
to strengthen the challenging Compulsion, leading the target to enter the Infernals
engagement range even if they possess some means of combating him from afar.In
addition, the Monster may reduce the Willpower cost to resist the mental influence
imposed by Alpha-Beast Gauntlet Toss by one, in order to broaden its grip. If he
does so, the target not only moves to fight the monster at close range, but does so
barehanded. They sheathe their swords and resling their crossbows, readying their
fists or claws to tell a tale of victory. The only weapons they can use while under the
Compulsion are the form weapons of Infernal Monster Style.
Source: Revlid
Hell-in-a-Cell Insistence
Cost: 5m (+5m); Mins: Essence 3, Infernal Monster 4; Type: Reflexive
Keywords: Combo-OK, Knockback, Obvious, Sorcerous
Duration: One scene
Prerequisites: , Alpha-Beast Gauntlet Toss
The Monster was born in the brutal confinement of the Demon City, in a realm
where the only freedom was the meaningless infinity of Cecelyne. It scorns shackles
itself, but savours the despair induced by the impossibility of escape. This Charm can
only be used to target a single character within a number of yards equal to twice the
Infernals (Martial Arts + Essence). This target must be under the Compulsion effect
applied by its prerequisite. After committing five motes, a ring is defined around the
Infernal and his target, with a radius equal to the Infernals (Martial Arts + Essence),
positioned so that the two are as centred as possible. Every other character within this
area immediately suffers an automatic Knockback effect pushing them just outside
of this ring; this causes no damage, and will not place them in directly damaging
situations (such as pushing them into a pool of lava); if absolutely necessary, the
rings shape will contort to permit their safety. This effect cannot be resisted except
by magic that specifically defends against Knockback, and targets even immaterial
characters.
259
If no characters resist this effect, clearing the ring of surplus opponents, the Infernal
must commit a further five motes. The edge of the ring grumbles and grinds, kicking
up motes of dust, Essence, and the dismembered particles of least gods into a strange
haze that warps the air. To those outside the ring, this arena-haze seems confined to
the boundaries of the impromptu pit-fight, distorting events within like a funhouse
mirror. To the Infernal and his opponent, however, it seems to cover everywhere
but the ring, rendering the world outside a brume-twisted vision. In either case,
this arena-haze’s harmful nature is Obvious, and it applies an external penalty of
-(Infernal’s Essence) to all attacks made into the ring from outside it, or vice-versa.
Any character other than the Infernal or his chosen opponent suffers from an
environmental hazard while inside the ring, with a Damage of (Infernals Essence
+2)L/action, no Evasion rating, and a Trauma of (Infernals Essence), to a maximum
of five. The Infernal and his opponent instead suffer this hazard while they are outside
the ring. This arena-haze even affects immaterial characters, and at Essence 7+, its
Trauma gains the L tag. Wounds from this hazard manifest like impacts from invisible
fists; opponents who attempt to flee the match, or outsiders who try to intervene, are
beaten down by the world itself for their weakness. Landscape-scale characters on
whom the ring is made are not harmed by it, though it is still Obvious to them as a
tingling itch.
This Charm can be dispelled by targeting the Infernal, his chosen opponent, or
the ring itself. This Charm ends naturally if the Infernal dies, his opponent dies,
or both the Infernal and his opponent are outside its boundaries; it also ends if the
Infernal deliberately moves his opponent outside of the ring, using throws, Knockback
effects, etc. This Charm does not end if the opponent breaks the Compulsion on itself.
Despite being Sorcerous, the motes spent on this Charm remain committed for its
duration.
Source: Revlid
260
character inside the ring in this fashion immediately acquires a positive intimacy
toward the killer, with a context of their choice; the ultimate gladiators of the Demon
City seldom lack admirers. Other characters simply treat it as a single scene spent
building the intimacy. Either way, this is an unnatural Emotion effect costing one
point of Willpower to resist.
To the Infernal and his opponent, the arena-haze produces no such sadistic clarity;
it distorts even further, such that from inside the ring, the haze seems packed with
a phantasmal audience of mutants, beasts, lowlifes and demons, wisping in and out
of existence with a cacophony of jeers and catcalls. If the Infernals coadjutor is
wakeful enough, it might well provide a running commentary that slithers around
the rings edge, providing sneering pointers or masochistic exclamations. All rolls to
notice things happening outside the ring suffer a -1 external penalty, thanks to the
phantasm-crowds incessant and overbearing presence. More importantly, whenever a
character within the ring makes an attack, feat-of-strength, or parry that resonates
with the themes of the Infernal Monster (with a special emphasis on displaying his
handiwork to the baying audience) the number of stunt dice that the action benefits
from is increased by one. If the Infernal performs a natural three-dot stunt that
resonates with these themes, he immediately loses a single point of Limit, in addition
to any other stunt bonuses.
Source: Revlid
261
Glory-in-Torment Circus
Cost: ; Mins: Essence 4, Infernal Monster 5; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: , Hell-in-a-Cell Insistence
Harder, the crowd chants, harder! Hit him harder! Thus does the Monster
make monsters of us all, turning executions into family outings, gladiatorial combat
into a casual amusement. Blood splatters the floor and walls, and the audience bays
for more and more. This Charm permanently enhances its prerequisite in a number
of ways.
After targeting a character with Hell-in-a-Cell Insistence, the Infernal may exclude
other characters from the Knockback effect of that Charm, at an increased commit-
ment cost of one mote per character. These contestants remain inside the ring as it
forms, and are affected by the arena-haze in the same manner as the Infernal and his
chosen opponent. If another character enters the ring after activation, the Infernal
may also make them contestants by reflexively spending a single mote as a non-Charm
activation. The Infernal can only have a maximum of (Essence x2) contestants in the
ring aside from himself and his chosen opponent.
The above power allows the Monster to corral many victims at once, not to
let those who consider themselves his pack bring down his enemies with weight of
numbers; the Infernal may not include more allies than enemies in the ring in this
manner (including the original target). Upon the death of his chosen opponent, the
Infernal may allow the Charm to end as normal, or spend (not commit) five motes
to immediately declare any other character in the ring his new chosen opponent,
continuing the Charm.
The maximum range at which the Infernal can target a character with Hell-
in-a-Cell Insistence is increased to twice the Infernals (Strength + Martial Arts +
Essence). The radius of the ring created by that Charm is increased by the minimum
amount necessary to compensate for this increase. If the Infernal has allowed more
characters inside the ring than the normal two, its radius increases by half-a-yard for
every additional participant.
If the Infernal knows Bread and Games Brutality, all watchers who do not resist
the Emotion effect applied by that Charm may treat time spent watching the match
as time spent Monsters Beget Monsters being trained in Infernal Monster Style by
the Infernal.
The positive intimacy created by Bread-and-Games Brutality is also treated as
a positive intimacy toward all forms of gladiatorial combat. This intimacy preys on
the characters mind, leading them to see the potential for competitive bloodshed
everywhere; they treat any scene in which they so much as glimpse a fight (even
between animals) as a scene spent enforcing it. If a character with this intimacy is
part of a larger social group (as almost all entities are), they will unconsciously work
to spread it throughout that group, whether by getting colleagues involved in bar
brawls, gushing to their children about the amazing fights theyve seen, or persuading
their overseer to allow them to set up a fighting pit to help relieve the slaves tension.
Source: Revlid
Blood-in-the-Water Diabolism
Cost: 5m; Mins: Essence 2, Infernal Monster 4; Type: Reflexive
262
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisites: , Retribution Will Follow
The Infernal can activate this Charm whenever he causes even a single level of
damage to another character with an unarmed attack, or another character causes
even a single level of damage to him with any attack, applying a Sorcerous mark to
somewhere on their body. This mark is clearly visible against the skin, can be no
larger than the monsters open palm at the time of activation, and has a shape derived
from the monsters anima banner. For as long as this mark lasts, every demon within
(victim’s Essence) miles adds two automatic successes to any roll to track them. In
fact, any native of Malfeas within this range automatically senses the victim’s presence
(though not their nature, exact location or identity) as though it were Obvious, and
instinctively understand that they have been invited to assault the poor soul by a
true monster of hell. While this invitation carries no compulsion, at the end of any
day they have actively worked toward doing so, such entities automatically regain
one point of temporary Willpower. Non-natives of Malfeas can decipher the marks
meaning by studying it, with a successful (Intelligence + Martial Arts) roll at difficulty
3.
Incidentally, as long as a character bears this mark, he may treat any time spent
interacting with natives of Malfeas (in any way) as time spent Monsters Beget Mon-
sters being trained in Infernal Monster Style by the Infernal. He is also instinctually
aware of the direction of the nearest place of desolation (adding one automatic success
to any attempts to navigate to it), and when within such a place, can deliberately
head to the edge of Cecelyne within a day of travel with a successful (Wits + Occult)
roll.
Source: Revlid
Veteran-to-Vagrant Method
Cost: ; Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: , Hero-Sundering Hands
The survivors of the Monster are neither looked upon nor truly forgotten; society
shuns them as cursed, as a pitiable reminder of darker times, as cowards for not dying
as their brothers did. Their exile is hardly eased by the mark of the beast upon
their broken forms. This Charm permanently improves its prerequisite. Firstly, the
Monster may inflict its amputations in ways other than brute strength; a limb might
wither and twist into a twig-like extrusion of bone, or erupt into bubbling cancerous
growths that violently denature, or simply shatter like glass.
Secondly, the amputations inflicted by the Monster carry an aura of dread and
disgust that lasts until they are healed, reducing a victims effective Appearance to 0
for all purposes. If a character is aware of a victims disability, they cannot spend build
or maintain positive intimacies toward them. In fact, they treat every scene spent
in their presence (or pondering their disability) as a scene spent eroding any positive
intimacies toward the victim, or (if they have none) building a negative intimacy of
disgust toward them, which also acts as an intimacy of fear toward the Infernal. All
these intimacy-related effects are an Emotion effect that can be resisted for a scene
by paying (6 -Compassion) points of Willpower. In addition, if at least one-fifth
263
of a military unit bears witness to the victims disability, that military unit treats
the encounter as engaging the Infernal Monster as a solo unit for the purposes of
Post-Traumatic Brutality Roar.
For as long as this effect lasts, the victim may treat any time spent interacting
with characters with a negative intimacy toward him as time spent Monsters Beget
Monsters being trained in Infernal Monster Style by the Infernal.
Source: Revlid
264
number of offensive motes to any of the contestants within the ring, dividing them as
he pleases. For this purpose, any contestants without their own Overdrive pools are
considered to have Overdrive pools with a capacity of five motes, which last as long
as the ring does.
The Monster can redefine the thematics that will gain increased stunt bonuses
through Bread-and-Games Brutality. This new thematic need not be another Martial
Arts Style, but should be approximately as broad, and offers the exact same benefits,
until it too is replaced.
The Monster can inflict a Knockback effect on any number of contestants who
are outside of the ring, the phantasmal crowd thickening like meaty fog to push the
fleeing fighters (Infernals Strength) yards back toward the arena.
In addition, while this Charm is active the Monster can reflexively and costlessly
designate any character in the ring as his chosen opponent? for all intents and purposes
(determining when the Charm ends, etc). He may activate Condemnation of Beasts
Method as normal.
For this Charms duration, all characters within (Essence x40) yards of the ring
with a Dodge MDV lower than the Infernals (Charisma + Martial Arts) suffers a
Compulsion effect leading them to watch the fight, whether they stop their own battles
to do so or not. This unnatural mental influence costs a single point of Willpower to
resist for the rest of the fight, or two points for natives of Malfeas.
The Infernal is affected by the same unnatural mental influence applied to spec-
tators through Bread and Games Brutality, albeit as though he were not a native
of Malfeas. For all other spectators, this influence increases in intensity; natives of
Malfeas increase the cost to resist it to two points of Willpower, while others form
the relevant intimacy immediately, rather than treating each kill as a scene spent
building the intimacy. If a killer is in turn killed in the arena, any affected characters
can freely replace the intimacy they had toward the victim with a new one toward
his killer.
This Charm lasts until Hell-in-a-Cell Insistence ends (for whatever reason), but
while it is active, Sapphire Countermagic is necessary to dispel it.
Source: Revlid
265
Sun Princes can learn this Charm, not akuma; the Monster cannot take charge of a
hollow soul.
While the Infernal is working toward his Urge, the time it takes for amputated
parts of his demon-weapon-body to heal is reduced from five days to one action,
as an Obvious effect, and he may ignore any mental influence intended to bring
about peace, mercy, charity or similar as though it were an unacceptable order. If
the Infernal already knows (or later learns) The Face of the Titans (or any other
Charm that similarly redefines his Urge) he is immediately refunded that Charms
experience point cost; this Charm takes precedence over all other Charms that would
permanently redefine the Infernal’s Urge.
Source: Revlid
266
While akuma already belong to the Yozis, body, mind and soul, the Green Sun
Princes may find that transforming ever-more of their body into a weapon of and
tribute to Primordial fury has its drawbacks. While in Infernal Monster Form, they
cannot deny their Urge; it simply becomes as impossible for them as it would be for
an akuma. The Infernal can avoid this by reflexively ending Infernal Monster Form,
but if he does so, he cannot adopt it for the rest of the scene or until he next works
toward his Urge, whichever comes first.
Source: Revlid
267
he may reflexively and costlessly apply Blood Heralds Death to his killer as an innate
power (requiring Adamant Countermagic to remove) upon his death, and may treat
his death as a Knockback effect imposed on him by his killer for the purposes of Back
With a Vengeance.
Source: Revlid
268
If the attack had its damage reduced by armoured soak (or hardness), that armour
reduces its soak by four, and its hardness by two. This reduction is permanent in
mundane armour, and lasts until the end of the tick in artifact armour.
Source: Revlid
Enemy-as-Ploughshare Rampage
Cost: (2m); Mins: Essence 4, Infernal Monster 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: World-Breaker Grip
The dragons blood makes fine fertilizer, and its teeth are marvelous seeds. But
what to plough the fields with? Ah, of course! Its face. This Charm permanently
enhances World-Breaker Grip, allowing the Infernal to perform a special crush? on
his clinched enemies. This special crush does not disrupt the clinch; it requires that
the Infernal take a Move action, and is considered part of that Move action. The
raw damage inflicted by this special crush is equal to the number of yards the In-
fernal moved since his last action-tick, without taking Strength or other modifiers
into account, but it otherwise functions as normal for a crush. Though its effects are
generally cosmetic, it should be noted that whenever the Infernal applies this spe-
cial clinch, the surface he moves along takes an equal amount of damage, producing
gouges in walls and floors where the Infernal’s victim has been dragged.
If the Infernal somehow manages to Dash while controlling a clinch, the special
crush works normally. If he manages to Jump while controlling a clinch, he may
instead base the damage of the special crush on the highest number of yards he has
moved (in any direction) in a single Jump since his last action-tick.
As an additional benefit, if the Infernal would ever benefit from the two bonus?
attacks of Joyful Cessation of Restraint, he may spend two motes to forgo them,
instead making a single undodgeable, unblockable clinch attack against that target,
which is enhanced as though by World-Breaker Grip.
Source: Revlid
269
this point the Infernal may increase this Charms cost by one point of temporary
Willpower to increase the range it provides further, to his maximum visibility range.
Source: Revlid
270
it was not already higher, and manifests within itself a set of fists. These clenched
anima-fists cannot be used to manipulate anything; instead, they reduce any multiple
action penalties afflicting the Infernals unarmed attacks by one, and increase the
number of attacks he can make while still benefiting from the Speed-reduction of
Infernal Monster Form by one. The Infernal may stack up to (Essence) activations of
this Charm at once.
If the Infernal knows One Hand Fury, these anima-fists take on the same appear-
ance as his demon-hand. Further, if he makes a mundane flurry of unarmed attacks
after reaching his full complement of anima-fists, he may spend a single point of
Willpower in Step 1 of his first attack, before spending any motes on Charms enhanc-
ing that flurry. All but (Essence) motes committed to this Charm are released (all
motes are released if the Infernal is under a Rage effect), as the anima-fists solidify
into real arms, attached to the Infernal at his spine, waist, elbows, wrists, or anywhere
else they will fit. These fists provide the usual benefits, and disintegrate at the end
of the scene.
At Essence 6+, an Infernal who knows Joyful Cessation of Restraint may increase
the number of unarmed attacks in that magical flurry by spending two motes for each
additional attack. He may add one such unarmed attack for every set of anima fists
he has active past the first five.
Source: Revlid
271
Emotion effect, characters who attempt to dodge this attack treat their dodge as a
scene spent building an intimacy of fear toward the Infernal, and lose a Valor channel
if they already have such an intimacy. This unnatural mental influence costs one
point of Willpower to resist.
Source: Revlid
272
Monument to the Monster
Cost: (+7m); Mins: Essence 3, Infernal Monster 5; Type: Permanent
Keywords: Shaping, Sorcerous
Duration: Permanent
Prerequisites: Beating the Messiah Bloody
Cultures brush secrets under the rug, allow cobwebs to gather on old shames,
repaint stolen holidays in their own colours, adapting the past to the needs of the
present. Despite all this, they never forget their monsters. This Charm permanently
enhances Heart-Stopping Brutality Demonstration, allowing the Infernal to spend an
additional seven motes upon using it to kill a victim. If he does so, the corpse of
his victim is Shaped into a gory tribute to his terrible might, an agonised skeletal
statue or mural of unwashable bloodstains. The Charm exerts its normal unnatural
mental influence, but from this point on the Sorcerous monument to the Monster
exudes its own Emotion effect, targeting anyone who perceives it and has not already
been targeted by Heart-Stopping Brutality Demonstration (or a separate monument)
this scene. It functions exactly as per the mental influence of Heart-Stopping Bru-
tality Demonstration, but using a flat? value of successes equal to the Infernals base
(Charisma + Essence). This monument lasts until it is dispelled or physically de-
stroyed, but has its soak increased by (Infernal’s Essence).
Source: Revlid
Child-or-Child Polylemma
Cost: 4m, 1wp; Mins: Essence 3, Infernal Monster 4; Type: Simple
Keywords: Combo-OK, Compulsion, Obvious
Duration: Instant
Prerequisites: Speechless in Atrocity’s Wake, Alpha-Beast Gauntlet Toss
If the Monster dangled a child from each arm and offered only one to its mother,
which would she choose? Ideally, neither. She would cower in mindless terror, and
he would devour them both. To act, then, is the challenge the Monster presents to
his victims. The Monster immediately declares a single target. He does not need
273
to be able to perceive this target, and his chosen target is automatically Obvious to
every character who can perceive the Monster or his declaration, regardless of how he
chooses to issue it. All such characters immediately suffer from a Compulsion effect
forcing them to defend the Monsters target from him in any way they can, whether
by throwing themselves in front of the Monsters blows or charging at him to buy the
target time. They need not seek the target or Monster out; this Compulsion only
applies when an opportunity to aid the target actually presents itself.
This Compulsion lasts for a scene, but can be freely rejected at a cost of zero
points of Willpower. However, if a character does resist it, it is immediately replaced
by a new Compulsion that costs four points of Willpower to reject. This second
Compulsion also lasts for the rest of the scene, but instead drives the character to
not defend or aid the Monsters target in even the slightest, refusing to offer shelter
or direction or martial aid. The Monster cannot activate this Charm again in that
scene until he has actually killed his target.
Source: Revlid
Behemoth-as-Terrorist Understanding
Cost: ; Mins: Essence 4, Infernal Monster 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Heart-Stopping Brutality Demonstration
The Monster delves deeper into the philosophy of terror, and comes to realize
that a behemoth is not simply a great beast. It is a symbol, a legend, a living
transgression against the mores and ideals of civilization. To better harness the fear
of his victims, he should become the same. This Charm permanently enhances the
monsters ability to spread fear in a number of ways.
The mental influence applied by Heart-Stopping Brutality Demonstration becomes
undodgeable by targets to whom the Infernals act of killing or crippling would be an
act of depravity, outside of its basic harmful nature. This depravity could stem from
the nature of the Infernals victim (a pregnant woman or child throughout most of
Creation, a Dynast or Immaculate monk in the Realm, a Yozi soul in Malfeas), the
274
context of the act (such as sacred ground or an otherwise-joyous festival), or even his
methodology or scale.
The Infernal can add nuance to the context of any mental influence he exerts
that would cause another character to gain an intimacy of fear toward him. He may
choose (upon applying such influence) to have it impose any fear-based context he
pleases, provided it is appropriate to his relationship with the target. Terrified awe
is almost always an option, as is panic or alarm, while fearful loyalty or frightened
lust would require a character already disposed to such a reaction (perhaps through
a pre-existing intimacy with a non-fearful context).
The Infernal can also change the subject of any fear-based intimacy he creates
toward himself. Rather than himself, the intimacy can be directed toward any plausi-
ble subject of his choosing; this will generally be something the Infernal could himself
represent (such as a specific organization or ethnic group), but stunts could open up
any number of different subjects, including certain weapons, specific environments,
days of the year, tones of voice, types of tattoo, or even specific limbs. Infernal
Monster Style itself is always a valid subject. The Infernal can treat any fear-based
intimacy he created as being directed toward himself for the purposes of exploiting it
through Charms or social attacks, regardless of its actual subject.
Whenever the Infernal would normally create a fear-based intimacy in another
character, he can instead remove a single intimacy with a context of trust, faith, belief
or loyalty, shaking the very foundations of a society with his brutal demonstrations.
These intimacies must be toward a structure or idea, rather than personal in nature;
he can strip a social worker of his faith in the ideal of family, or his admiration of a
specific family to which he does not belong, but cannot remove a mother’s love for
her children.
Military units that have leaders (or comprise mostly of characters) with an inti-
macy of fear toward the Infernal are treated as having engaged him as a solo unit in
the last day for the purposes of Post-Traumatic Brutality Roar.
Source: Revlid
275
To Make My Bread
Cost: ; Mins: Essence 3, Infernal Monster 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Grind Your Bones
Flesh is the stuff of life, the bricks-and-mortar of the form. It only makes sense
that one might shore up a failing body by consuming chunks of others. Whenever
the Infernal would acquire offensive motes through Grind Your Bones, it may forfeit
three of those offensive motes to heal one level of bashing damage or convert one level
of lethal of damage into bashing. He cannot spend pre-existing offensive motes in this
way, only forfeit those he would have gained.
In addition, while the Infernal is under any Rage effect, it may gain offensive motes
from consuming non-sapient characters at half the normal rate, tearing gobbets from
goats and chewing on gears from golems.
Source: Revlid
276
The Infernal does not have to pay experience points for this artifact.
Unlike a normal Sapient artifact, the Infernals god-stomach does not offer him dice
bonuses when working toward its Urge, nor dice penalties when working against it.
Instead, it simply provides the listed number of the devoured spirits Spirit Charms
for the Infernals use, which are made unavailable when working directly against its
Urge. The Infernal acquires a single point of Limit at the end of any scene when he
worked directly against his god-stomachs Urge. The Infernal can communicate and
bargain with the devoured god in his belly as normal for a Sapient artifact. The
god-stomach artifact lasts until the Infernal decommits the motes applied to it, upon
which the spirit is fully digested. If it would normally be able to revive itself, it does
so. Otherwise, it permanently dies.
Source: Revlid
277
Juggernaut Form
Cost: 6m; Mins: Essence 3, Juggernaut 4; Type: Simple (-0DV)
Keywords: Form Type
Duration: Until next action
Prerequisites: Armor Crushing Blow
The Exalt releases Essence into his armor, harmonizing it with his flesh and
fusing them into a whole greater than the sum of it’s parts. His skin hardens and his
armor becomes more a part of him. For the duration of this charm, the character adds
his Essence to his Lethal, Bashing, and Aggravated soak values. If the character is
wearing armor, it gains a bonus to it’s soak and hardness ratings based on it’s weight:
1 for light, 2 for medium, 3 for heavy, and 4 for superheavy. In addition, half of the
armor’s soak values are considered natural soak for the purpose of piercing attacks
or other effects that bypass armor. The character may parry lethal attacks unarmed
without a stunt. Mobility and Fatigue values of armor are halved (round down).
Source: endofillusions
278
anima. The Juggernaut may move up to his normal move speed in a straight line
and then make an unarmed attack with his full dice pool. He may then repeat this
a number of times equal to his Martial Arts. Each movement made with this use of
the charm adds a cumulative one die bonus to the raw damage of attacks made with
this charm. Movement granted by this charm ignores terrain penalties and cannot be
stopped by any means short of a Charm, which the Juggernaut may oppose with a
Strength+Martial Arts check, difficulty equal to the relevant ability of the Charm’s
user.
Source: endofillusions
279
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The Exalt has trained extensively in the use of heavy weapons and armor and
has thus leared how to offset the unwieldiness of them. With this charm a player can
reduce the inherent penalties of a form weapon or armor he is using. Each mote spent
reduces the penalty by 1 up to a maximum of +0. The player need not cancel out the
entire penalty to use this charm. This charm only works on the penalties inherent to
the item, not penalties imposed by circumstance or any other source.
This Charm may be placed in a Combo with charms of other abilities.
Source: endofillusions
280
Source: Revlid
Kangaroo Form
Cost: 6m; Mins: Essence 2, Kangaroo 4; Type: Simple (Speed 5, DV -2)
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisites: Thumping Ribcrusher Kick
Shaking his legs loose, the martial artist takes a tense, ready stance, hunching
slightly while holding his fists high and together, as though to box. His leaps are the
most notably effected, as his legs bend with an Essence-enhanced economy, storing
energy for further bounds. While this Charm is active, the martial artists unarmed
attacks cause lethal damage, and he may parry lethal and ranged attacks without a
Stunt. In addition, the martial artist may reflexively jump once per action, on his
action tick. This does not replace his move actions. Further, the martial artists max-
imum jump distance is increased by (Martial Arts).Finally, upon entering Kangaroo
Form, the martial artist gains (Essence) stored legsprings, and acquires an additional
one every time he jumps. He may expend any number of legsprings (to a minimum
of 3) as a reflexive action, allowing him to make a jump with a maximum distance
in yards equal to the number of spent legsprings, or else increase the distance of a
normal jump by that amount. All stored legsprings vanish at the end of this Charms
duration.
As a Form-type Charm, the first time the martial artist uses a Charm with a Flaw
of Invulnerability during the same action Kangaroo Form is activated, it adds a two
Willpower surcharge to its activation cost.
”Dynamic Form Transition”:
Kangaroo Form may be reflexively assumed in the following ways:
If the practitioner moves into the engagement range of at least five opponents
with a single jump.
Source: Revlid
281
Duration: Instant
Prerequisites: Kangaroo Form
The kangaroo is not a peaceful creature. Indeed, it takes umbrage like a sour
drunk, and boxes just as wildly. Getting a kangaroo to drop a grudge is near impos-
sible, for it must always have the last word, the last hastily-swung blow. This is a
trait inherited from their ill-tempered ancestor, a great behemoth who carried entire
towns within her armoured pouch. The martial artist may use this Charm whenever
he is hit by or successfully parries an attack, allowing him to launch an unarmed
counterattack that is resolved in Step 9 of the original attack. If the martial artist
uses this Charm more than once in the same tick, each use past the first benefits from
a cumulative one-mote discount, to a minimum of zero motes.
Source: Revlid
There-And-Back-Again Kata
Cost: 3m; Mins: Essence 3, Kangaroo 4; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Kangaroo Form
The kangaroo leaps toward its enemies, breaking those who would threaten its
family in a flurry of frantic punches, scything kicks and mutilating bites. It retreats
only to get a run-up. This Charm may enhance any unarmed attack the martial artist
makes as part of a flurry of unarmed attacks, reducing the multiple action penalty
that attack suffers by two, and increasing any onslaught penalties the opponent’s DV
suffers from by one. The bonuses granted by this Charm increase by one if the martial
artist jumped toward his target before attacking, or by two if he jumped directly away
from the target earlier this tick.
Source: Revlid
282
Keywords: Combo-OK
Duration: Instant
Prerequisites: There-And-Back-Again Kata
Early in their dominance of Creation, a Solar scholar of the Zenith Caste was
baffled by the motions of the kangaroo. Calculating their energy-expenditure as
though they were a sack of potatoes being picked up and moved from leap to leap, it
was impossible to him that they should move as they did and still be able to forage
enough to stay alive. His Lunar mate was unable to hide his amusement, for he knew
the kangaroo saw each bound as the same as the last, a linked chain rather than a
series of unwieldy hops. This Charm gives a character a magical flurry consisting
of up to (Martial Arts) unarmed attacks. These attacks ignore Rate, and suffer no
multiple action penalties. The total DV penalty for this flurry is equal to the highest
penalty for any one attack.
However, the martial artist must make a reflexive jump of no less than three yards
in between the resolution of one attack and the start of the next if he is unable to do
so and still have a valid target for an unarmed attack, the flurry immediately ends.
This Charm does not provide him with the ability to make these reflexive jumps, only
the need.
Source: Revlid
283
pool, with a Speed and DV penalty equal to the highest Speed of any attack made. If
any of these initial attacks are parried, the martial artist may make an equal number
of additional attacks, also at his full dice pool. None of these additional attacks may
have the same target, and none of them can target a character that the martial artist
has already attacked this tick. These additional attacks do not provide further attacks
if parried.
”Example: Neon Expeditor of Conspicuous Chastening, an Essence 4 Alchemical,
uses this Charm to make four attacks against the gremlin horde surrounding him. Two
of them are struck, but two parry his assault, granting him two additional attacks
that he may direct against two further gremlins, provided he has previously targeted
neither.”
Source: Revlid
284
lethal and ranged attacks unarmed. In addition, he ignores penalties to his Parry DV
caused by making unarmed attacks.
If he is wielding an active beam weapon, the illumination it provides flares outward,
extending to a radius of (Essence) yards, while his eyes blaze with that same light,
rendering him immune to any effect meant to blind him through light or darkness.
Other characters with unshielded eyes suffer a Crippling internal penalty of -1 when
making attack rolls within the radius of the coruscating light; this increases to -2 on
any tick in which the martial artist makes a successful unarmed parry or has one of
his unarmed attacks parried.
Of course, this light is also highly conspicuous, granting two automatic successes
to any character attempting to visually detect the martial artist.
”Dynamic Form Transition”:
Laser Panther Form may be reflexively assumed in the following ways:
If the practitioner successfully parries a purely energy-based attack.
If the practitioner successfully causes a Crippling amputation injury with an
unarmed attack.
Source: Revlid
285
Any beam weapon that the martial artist is wielding gains the Thrown tag, with
a Range of (Essence x 4) yards. Its other traits remain unchanged. If the weapon
already had the Thrown tag, it is not altered.
The martial artist may spend one mote to reflexively ready any beam weapon that
she owns, provided it is within (Essence x 2) yards, and a flight path exists between
the weapon and his hand; the weapon itself flies into his hand, ready to flare. In
addition, she may activate such weapons at range.
Source: Revlid
286
bonuses, and increases his damage with bashing attacks.Source Scroll of the Monk,
pp. 95.
Source: Scroll of the Monk
Brand Of Obedience
Cost: 4m, 1wp; Mins: Essence 3, Laughing Wounds 5; Type: Simple
Keywords: Combo-OK, Obvious, Servitude
Duration: Indefinite
Prerequisites: Instructive Punishment Method
This Charm marks the target with an ugly brand that compels obedience.Source
Scroll of the Monk, pp. 95.
Source: Scroll of the Monk
Rapture In Chains
Cost: 4m; Mins: Essence 2, Laughing Wounds 5; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Varies
Prerequisites: Laughing Wounds Form
It requires an act of will to escape from the supplemented clinch attack.Source
Scroll of the Monk, pp. 96.
Source: Scroll of the Monk
287
The user forces the target of an attack to kneel.Source Scroll of the Monk, pp.
96.
Source: Scroll of the Monk
Ecstatic Tenacity
Cost: 4m; Mins: Essence 3, Laughing Wounds 5; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Insatiable Slave Stamina
This Charm nullifies the damage (but not the wound) caused by an attack on
the user.Source Scroll of the Monk, pp. 96.
Source: Scroll of the Monk
Rapture in Chains
Cost: 4m; Mins: Essence 2, Laughing Wounds 5; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Varies
Prerequisites: Laughing Wounds Form
This Charm causes victims clinched by the martial artist to not want to break
free.Source Scroll of the Monk, p. 96.
Source: Scroll of the Monk
Brand of Obedience
Cost: 4m, 1wp; Mins: Essence 3, Laughing Wounds 5; Type: Simple
Keywords: Combo-OK, Obvious, Servitude
Duration: Indefinite
Prerequisites: Instructive Punishment Method
288
This Charm allows the martial artist to brand their target with an aggravated
wound.Source Scroll of the Monk, p. 95.
Source: Scroll of the Monk
289
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisites: , Charms:Insatiable Slave Stamina (The Demented One) Insa-
tiable Slave Stamina
The most terrible wounds mean less than nothing to one who has refined her
tastes for agony. This Charm can be activated in response to any attack, reducing
its raw and final damage to zero. However, this Charm does not prevent the martial
artist from suffering, instead converting the damage to a Crippling effect that increases
the wound penalties she suffers by -1 for the rest of the scene. Multiple uses of this
Charm stack their penalties. This drawback is considered to be a unique Flaw of
Invulnerability.
Source: The Demented One
290
Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisites: , Charms:Laughing Wounds Form (The Demented One) Laughing
Wounds Form
The proper application of pain swiftly teaches weaklings how to serve. The
martial artist may activate this Charm whenever an enemy attempts to attack her,
defend against an unarmed attack made by her, or attempts to defend against mental
influence exerted by her. With a crack of her whip or a menacing glance, she terrifies
the fool who dares defy her, causing them to suffer a -3 internal penalty on the action.
This is considered to be a wound penalty. If, within the same scene, the martial artist
has dealt damage to the penalized character or imposed a Crippling effect on them
with her unarmed attacks, this penalty is external. A character may pay a point of
Willpower to resist all instances of this unnatural mental influence for the rest of their
action.
Source: The Demented One
291
artist’s target suffers a wound penalty that exceeds their (Valor), then the attack
is unblockable and undodgeable. If the penalty exceeds their (Valor + 3), it is also
unexpected. Characters that have no temporary Willpower always suffer from an
attack that is unblockable, undodgeable, and unexpected. If an attack enhanced by
this Charm would slay the martial artist’s enemy, she is faced with a choice. If she
wishes, she may execute him, pulling out his heart with her bare hands or the tip
of her whip in a gruesome fatality. A more merciful mistress, however, may choose
to cancel all damage past her foe’s Incapacitated health level in order to impose
a Servitude effect on her victim. The victim’s Motivation is replaced with a new
Motivation of obeying the martial artist. Characters enslaved by this Charm may
pay two Willpower to resist it for one scene, and are freed once they have spent a
total of ten Willpower resisting this unnatural mental influence.
Source: The Demented One
292
the Unconquered Suns golden Essence as it punches through even the strongest of
armors. This Charm allows an attack to ignore the targets armor soak, though the
target still soaks with stamina and charms such as Iron Skin Concentration. Spending
an additional 2 motes causes the attack to inflict lethal damage.
Source: Munificent Perception
Raptor’s Leap
Cost: 2m; Mins: Essence 1, Lazuline Raptor 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The Lazuline Raptor Styles practitioners prefer to begin their battles by striking
from on high, or if attacked, by leaping to safety. Raptors Leap adds the characters
Martial Arts Ability to her jumping distance and a number of successes equal to half
her Martial Arts Ability (rounded up) to a Join Battle action, if she chooses to enter
combat by making a leaping attack or dodge.
Source: Munificent Perception
293
Originally Azure Falcon War Shout was the highest charm in the Lazuline
Raptor Styles chain of development. However, a mendicant Sidereal Sifu visiting the
Qngg?ng Temple during the First Age concluded that the arts full potential had yet
to be realized, and thus after careful study he developed Heavenly Shrikes Purifying
Flight.
This Charm allows a Lazuline Raptor Style practitioner to fly, swoop and strike as
a deity of the sky. The character Moves at triple her normal dash rate and is at a +2
difficulty to be hit. Grounded opponents may only make a melee attack against the
character on a tick when she attacks them in close combat or otherwise flies within
in the reach of melee weapons. During diving attacks, the speed imparted by this
charm doubles the post-soak damage of the characters attacks.
Source: Munificent Perception
294
The Lazuline Raptor Style Practitioner dashes reflexively for the rest of the
scene, moving so quickly as to make her blows penetrating and precise. The character
is at a +2 difficulty to be hit and gains penetration value equal to twice her Essence
against foes in armor.
Source: Munificent Perception
295
Source: Plague of Hats
296
follow the martial artists movements. As the practitioner attempts to re-establish
surprise in combat, this Charm adds a number of automatic successes equal to her
Martial Arts score.
Source: Plague of Hats
297
As the tree bends to the winds force, it returns this force to its foe, whipping
back just as hard. Activating this Charm, the martial artist makes a number of
unarmed martial arts attacks equal to her weapon’s Rate or three, whichever is higher,
ignoring any penalties due to flurrying. She suffers a DV penalty equal to only the
highest imposed by any one attack.
Source: Plague of Hats
Joint-Disabling Attack
Cost: 4m; Mins: Essence 2, Mantis 5; Type: Simple
Keywords: Combo-OK, Crippling, Touch
Duration: Instant
Prerequisites: Joint-Locking Technique
This attack cripples an opponent, penalizing his actions and defense.Source
Scroll of the Monk, pp. 98.
Source: Scroll of the Monk
Iron-Arm Block
Cost: 3m; Mins: Essence 1, Mantis 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Spine Shattering Bite, Leap From Cloaking Shadows Attack, Ce-
lestial Tiger Hide, Leaping Mantis Technique
The character’s ability to parry improves.
Source Scroll of the Monk, pp. 97.
Source: Scroll of the Monk
Iron-Arm Block
Cost: 3m; Mins: Essence 1, Mantis 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Spine Shattering Bite, Leap From Cloaking Shadows Attack, Ce-
lestial Tiger Hide, Leaping Mantis Technique
The character’s ability to parry improves.
Source Scroll of the Monk, pp. 97.
Source: Scroll of the Monk
298
Grasping Claw Method
Cost: 3m; Mins: Essence 5, Mantis 4; Type: Simple (Speed 4, DV -2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Leaping Mantis Technique, Mantis Form
This Charm enhances a disarm attempt.
Source Scroll of the Monk, pp. 97.
Source: Scroll of the Monk
299
Unfolding Retribution Stance
Cost: 6m, 1wp; Mins: Essence 3, Mantis 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Grasping Claw Method, Joint-Locking Technique, Grasping Man-
tis Defense, Joint-Disabling Attack, Flying Mantis Kick, Crushing Claw Technique
The character may respond to any attack with a counterattack.
Source Scroll of the Monk, pp. 99.
Source: Scroll of the Monk
300
Source Scroll of the Monk, pp. 98.
Source: Scroll of the Monk
Joint-Locking Technique
Cost: 3m; Mins: Essence 3, Mantis 4; Type: Reflexive (Step 1)
Keywords: Touch
Duration: One action or hold
Prerequisites: Armor-Penetrating Fang Strike, Crippling Pressure-Point Strike,
Striking Serpent Speed, Mantis Form
This Charm improves the user’s ability to control a grapple.
Source Scroll of the Monk, pp. 98.
Source: Scroll of the Monk
Joint-Locking Technique
Cost: 3m; Mins: Essence 3, Mantis 4; Type: Reflexive (Step 1)
Keywords: Touch
Duration: One action or hold
Prerequisites: Armor-Penetrating Fang Strike, Crippling Pressure-Point Strike,
Striking Serpent Speed, Mantis Form
This Charm improves the user’s ability to control a grapple.
Source Scroll of the Monk, pp. 98.
Source: Scroll of the Monk
Mantis Form
Cost: 6m; Mins: Essence 2, Mantis 4; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisites: Mantis Form, Iron-Arm Block
Assuming the Mantis Form increase the user’s reaction time, soak, parrying
ability, and damage-dealing ability. Furthermore, the character’s ability to defend
himself from multiple attacks improves.
Source Scroll of the Monk, pp. 97.
Source: Scroll of the Monk
301
Mantis Form
Cost: 6m; Mins: Essence 2, Mantis 4; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisites: Mantis Form, Iron-Arm Block
Assuming the Mantis Form increase the user’s reaction time, soak, parrying
ability, and damage-dealing ability. Furthermore, the character’s ability to defend
himself from multiple attacks improves.
Source Scroll of the Monk, pp. 97.
Source: Scroll of the Monk
Mantis Form
Cost: 6 motes; Mins: Essence 2, Mantis 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Iron-Arm Block
Assuming the Mantis Form increase the user’s reaction time, soak, parrying
ability, and damage-dealing ability. Furthermore, the character’s ability to defend
himself from multiple attacks improves.
Source Caste Book: Eclipse, p. 74.
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=Aborting to
parry allows the character to parry all incoming attacks with their full pool.
Source: Caste Book: Eclipse
302
Duration: Instant
Prerequisites:
The character leaps into battle, improving both his reaction time and jumping
distance.
Source Caste Book: Eclipse, p. 74.
Source: Caste Book: Eclipse
Mantis Form v2
Cost: 6m; Mins: Essence 2, Mantis Revised 4; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisites: Flying Mantis Kick v2, Crushing Claw Technique v2
Other than the prerequisites, this charm is in all ways identical to the original.
Source: Miashara
Joint-Locking Technique v2
Cost: 3m; Mins: Essence 3, Mantis Revised 4; Type: Reflexive (Step 3)
Keywords: Touch
Duration: Special
Prerequisites: Mantis Form v2
Same fluff as the original.
The charm is unchanged, except for the step and duration. Duration is explicitly
until the martial artist loses control of the hold.
Source: Miashara
303
Joint-Disabling Attack v2
Cost: 4m; Mins: Essence 2, Mantis Revised 5; Type: Simple
Keywords: Touch, Combo-OK, Crippling
Duration: Instant
Prerequisites: Joint-Locking Technique v2
Same fluff as the original.
The charm is unchanged. Though the effect lasts a whole, the actual essence
commitment is only an instant. If you aren’t using the new errata stating essence
must be committed for the charm’s duration, then this charm is effectively Duration:
One Scene.
Source: Miashara
304
Keywords: Combo-OK
Duration: Instant
Prerequisites:
Same fluff as original.
The character may leap his full distance as a free action. If combined with a single
attack, he does not need to split his dice pool. In addition, extra successes to strike
count double for determining presoak damage.
Source: Miashara
Serpentine Evasion
Cost: 3m; Mins: Essence 1, Martial Arts 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Striking Cobra Technique
This Charm allows the Solar to increase the dice in her dodge pool for one
attack. See the full text of the Charm for details.Source First Edition Core, p. 160.
Source: First Edition Core
Snake Form
Cost: 5m; Mins: Essence 2, Martial Arts 4; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Serpentine Evasion
This Charm allows the Lawgiver to increase his initiative and soak, and cause
his opponents attacking him to subtract dice from their attack pool. See the full text
of the Charm for details.Source First Edition Core, p. 160.
Source: First Edition Core
305
Uncoiling Serpent Prana
Cost: 3m; Mins: Essence 3, Martial Arts 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Snake Form
This Charm allows a martial artist to strike a foe at a distance, empowering
their anima to strike their foe. See the full text of the Charm for details.Source First
Edition Core, pp. 161-162.
Source: First Edition Core
306
This Charm allows the Martial Artist to deal leathal damage unamred, and
allows him to use his bashing soak to soak lethal damage. See the full text of the
Charm for details.Source First Edition Core, p. 160.
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=The charac-
ter’s unarmed attacks deal piercing damage. The character cannot use weapons with
this Charm.
Source: First Edition Core
Soul-Flaying Strike
Cost: 10m, 1wp, 1hl; Mins: Essence 4, Martial Arts 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Charm Smothering Technique, Blood Freezing Technique, Lung-
ing Phantom Method
This Charm has a chance of dealing Unsoakable aggravated damage to the
target in addition to normal attack damage. Those slain by this Charm arise as
Hungry Ghosts. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 165
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=This Charm
causes attacks to inflict aggravated damage and to affect immaterial beings. Beings
slain immediately rise as hungry ghosts. Slain spirits and fair folk disintegrate.
Source: Exalted: The Abyssals
307
Duration: One Scene
Prerequisites: Knot Binding Endurance, Thread Looping Leeway
When watching a skilled seamstress, one begins to wonder if the needle ever
truly leaves her hands or if her fingers themselves follow through the cloth as well.
Reproducing this, the Necrotic Seamstress’s needle never seems to leave her hand
though witnesses see it imbedding itself in enemies well beyond her reach. While this
form is active she may reflexively call back her needles after a thrown attack at no
cost. In addition, she becomes a master of the rapid stitch, granting her an innate
ability to remove up to (Essence) Multiple Action Penalties from each attack in any
flurry.
Source: Scarlet Heavens
308
Prerequisites: Necrotic Seamstress Form
Upgrading Thread Looping Leeway, the Seamstress ties herself to any object
with bands of essence. Current targets of Knot-Binding Endurance may also be
targetted for the following effects. Objects bound may no longer leave her weapon
range without someone gripping it and breaking the strand or the Seamstress releasing
the committed motes. On her action she may spend 2m to reflexively pull any one
thing she’s leashed, toward herself (Essence yards knock-back?) or (if she’s unable to
move it with a Feat of Strength) pull herself toward it doubling her jump distance
and making that jump a reflexive action. If someone is holding the object she pulls
they may roll (Stamina+Resistance) difficulty 2 to hold their ground or release the
object, else get pulled along with it. Clinched targets are likewise able to roll to stand
their ground. If multiple instances of this charm are active on her action she may
only pull one thread.
Source: Scarlet Heavens
309
additional DV penalty. She may invoke this effect before her action reflexively as an
innate ability costing 1m per +1 accuracy bonus it will confer on her next action.
Source: Scarlet Heavens
310
all weapons equally (For example: at Martial Arts 5 and spending 1wp on Stitch
Weaving Discipline, all 5 attacks would ignore Armor Soak and 100 percent Cover).
Source: Scarlet Heavens
311
Cost: 4m; Mins: Essence 2, Orichalcum Chef 3; Type: Reflexive
Keywords: Combo-Basic
Duration: One scene
Prerequisites: Coal-Fired Hands Commitment
Essence, now perfected in the hands, is focused in the wrists of the culinarian;
his grace with the common knife is now beyond compare by mortal standards. He may
choose to make the cuts so exceptionally precise that every sliver is a uniform, artful
shape of his choosing. The Accuracy of any attacks made in the style is increased by
(Essence / 2).
Source: Antidevil
312
Keywords: Combo-OK
Duration: Instant
Prerequisites: Orichalcum Chef Form
The storms of the West have brought with them terrible head colds, sea sickness,
and general unhappiness. The remedy for this condition is a hearty boul of Austrech
Soup, a rare delicacy from the South. Using one area to calm another is one of the
Chef’s greatest joys in life. Milk to cool the burning tongue, or the sweet taste of mint
to counter the dark, rich flavor of cocoa; when this charm is invoked in any situation,
the culinarian may add his Martial Art score in bonus dice to an action directly in
opposition to the situation. An attack can only be dodged, a wrathful speaker only
calmed. This Charm may be placed in a Combo with Charms of other Abilities.
Source: Antidevil
313
:Blazing peppers and roasted game make for a fiery dish; all consumers are granted
the chef’s Essence in bonus dice for physical attacks. In addition, the consumer may
summon, one time, at any time, the memory of this hot blooded meal and let their
soul be ignited. Failure to succeed in any Valor-related rolls can be retried at no
additional cost as a reflexive action with no penalties attached.
”’Eastern Style Cooking”’
:Mysteries await in a jungle of leafy greens and exotic meat; all consumers are
granted the chef’s Essence in bonus dice to all Dodge, Stealth, and Medicine related
rolls. In addition, the consumer may summon, one time, at any moment, a memory
of lush vegetation and deadly prey conquered, allowing them to ”heal” a point of
damage taken for the duration of one scene in which the damage was incured. Once
the scene is completed, damage will be reapplied; all greens wither in time.
”’Western Style Cooking”’
:Sushi is a wonderful thing. Fresh fish, wrapped in harvested seaweed, brings forth
the true essence of the sea; all consumers are granted the chef’s Essence in bonus
dice to all Presence, Socialize, and Sail rolls made the following day. In addition, the
consumer may summon, one time, at any time a memory of this raw, yet refined meal
and remember the sea and its tranquility, allowing them to regain one temporary
point of willpower.
”’Northern Style Cooking”’
:Just because food is cold doesn’t mean it’s not tasty! Ice cream and chilled soups
delight the pallette with invigorating sensations; all consumers are granted the Chef’s
Essence in bonus dice to Survival, Resistance, and Athletic rolls. In addition, the
consumer may summon at any time a memory of this strange, frozen meal and be
immune to environmental effects of hot climates for the rest of the day.
”’Blessed Isle Style Cooking”’
:A strict, stable diet is the staple of the adamant soul. Bread is the nourishment
of the righteous; all consumers are granted the chef’s Essence in Integrity rolls, and
half of the chef’s essence is added to the consumer’s MDV. In addition, the consumer
may summon, one time, at any moment the memory of this hearty, grain-rich meal
and ignore the effects of poisons, alcohol, and hunger for a day’s time; after a day, all
penalties will be reinstated. Bread can only soak up so much.
It is said that other styles of cooking related to Yu-Shan, the Shadowlands, and
Malfeas exist, but those who have traveled to such places rarely come back, or if they
do, share their recipes with others. Malfean Chefs in particular will stare blankly and
mutter about something called ”veh-jah-myte,” which must surely be a horror of the
ages.
Source: Antidevil
314
culinarian makes a Wits + Martial Arts roll, with his Craft (Water) added as au-
tomatic successes. Anyone who can smell the dish must compare the result to their
Dodge MDV to resist its allure. Success for Dodge MDV renders the aroma merely
delightful. Failure leaves it irresistable. If it is one dish, men will fight to the death
to decide which one will get to eat it. In a crowd, this could be catastrophic.
Once the dish is consumed by a party (whether they resisted its initial effects or
not), their soul becomes tainted with a terrible addiction. They simply cannot live
without more of the same. For each day that the consumer goes without consuming
the same dish (prepared regularly without use of the charm), they will suffer terrible
nightmares, headaches, cold sweats, and hallucinations in which the dish will dance
before them, incurring a cumulative -1 internal penalty for each day of withdrawal,
up to a maximum penalty of the culinarian’s Essence. Let it be said; ANYONE who
consumes the dish will fall prey to this effect; the gods are as vulnerable as mere
mortals.
This unspeakable curse will last the Chef’s Essence in years. A Willpower roll
must be made in order to properly function in the presence of the dish in question,
otherwise the afflicted will drop whatever they are doing and dive for it head first, even
if that means going after a plate that’s been tossed over a cliff. The effects of the curse
may be resisted for a day by spending (current penalty) points of Willpower; once
the character has spent the Chef’s (Essence x 3) points of total Willpower resisting
the addiction, it is considered broken.
Source: Antidevil
315
Coal-Fired Hands Commitment
Cost: ; Mins: Essence 2, Orichalcum Chef 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites:
The long road of becoming the perfect culinarian begins with training one’s
hands to deal with the most intense flames. Initiates into the Orichalcum Chef Style
first cultivate the toughness of their most important cooking utensil by exposing them
to the dangers of heat and blade; the reward for their devotion is that their hands are
immune to all natural fire damage (such as bonfires, or the discharge of a firewand),
and can parry blades barehanded. Supernatural fire will still cause the usual amount
of damage to a practitioner’s hands.
Source: Antidevil
316
Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites:
While the power of an Essence blast can often directly solve a problem, a true
martial artist understands that sometimes, nothing gets a point across quite like
catastrophic property damage. This Charm supplements an unarmed attack against
an inanimate object, doubling the attacks raw damage.
Source http://tentacledvitriol.wordpress.com/2010/09/22/celestial-martial-arts-
mega-man-style/ Octopoid Prevarication
Source: Octopoid
317
Trajectory Correction Strategy
Cost: 5 motes; Mins: Essence 3, Overwhelming Ruinous Ordnance 4; Type:
Reflexive (Step 5)
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisites: Sequence Calibration Refit
Essence fired from an Essence-projectile weapon is still the martial artists
Essence, and with practice, he can learn to control it even once it has left his body. If
one of the martial artists unarmed attacks misses, he can activate this Charm in Step
5 to redirect it at another enemy, as though they were the original target. Redirected
attacks use the same rolled successes to determine if they hit.
Source http://tentacledvitriol.wordpress.com/2010/09/22/celestial-martial-arts-
mega-man-style/ Octopoid Prevarication
Source: Octopoid
318
Source http://tentacledvitriol.wordpress.com/2010/09/22/celestial-martial-arts-
mega-man-style/ Octopoid Prevarication
Source: Octopoid
319
usual number of motes if made with an Essence weapon. The attack, if successful,
deals Aggravated damage, and automatically converts all post-soak dice of damage
directly to levels dealt. Victims of this attack are most often only identified by black
shadows seared onto nearby scenery or pairs of smoking boots left standing amidst
ashes.
Source http://tentacledvitriol.wordpress.com/2010/09/22/celestial-martial-arts-
mega-man-style/ Octopoid Prevarication
Source: Octopoid
320
about in a panic. However, she is actually under complete control. While this Charm
is active, the character may use Dash instead of Move, applying only a -1 DV penalty
per action and suffering no flurry penalties. In addition, she may add her Essence
to any Valor rolls she makes, as she allows her panic to flow through her without
touching her core. However, due to the volume of her screaming and obviousness of
her flailing, stealth is impossible while this Charm is active, with the exception of
rolls to re-establish surprise.
A character may choose to activate Panic Monkey Form instead of rolling Join
Battle. If she does so, her Join Battle roll is considered to have 0 successes. This
effect may not be combined with any effect that improves Join Battle results.
Source: FrivYeti
Mobility-Ruining Collision
Cost: 3 motes; Mins: Essence 3, Panic Monkey 4; Type: Reflexive
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisites: Weapon-Appropriating Frenzy
As the panic monkey careens about, it sows increasing panic and confusion,
and enemies fall over themselves in their efforts to avoid her frenzied motions. This
Charm may be activated in conjunction with a Dash action. The character must
Dash to within one yard of a target in order to activate this Charm. This forces the
target to make a Knockdown check at a -2 external penalty, and if they fail, they also
suffer -1 die to all die pools for a number of actions equal to the character’s Essence.
This Charm may only be activated against a given target once per action.
321
Source: FrivYeti
Weapon-Appropriating Frenzy
Cost: 4 motes; Mins: Essence 2, Panic Monkey 4; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Panic Monkey Form
While panicking, panic monkeys have been known to grab onto almost anything
as a desperate manuever. The character does the same, grabbing something away
from an opponent almost before either party realizes what is going on. This Charm
supplements a Disarm attempt. Reduce the external penalty for the Disarm by 2 and
add a number of dice equal to the character’s Essence to the attempt.
Source: FrivYeti
Pankrator’s Cestus
Cost: 5 motes; Mins: Essence 1, Pankrator’s Panoply 3; Type: Supplemental
Keywords: Combo-OK, War
Duration: Until 5 ticks after character releases Clinch or Envelopment
Prerequisites:
Pankrator’s phiosophy was emobodied by the statement, ”Go for the throat!”
In his days of personal combat he would inevitably lash out first to grab his opponent
by the throat then immediately throw him to the ground and attempt to shatter him
with blows as quickly as possible. This philosophy continued itself through his rise in
the ranks to when he commanded entire hosts of Direction guarding legions.
This Charm supplements a Clinch attack or an Enveloping attack by a military
unit that the martial artist leads to paralyse the enemy in its grip. For Clinch attacks
this causes them to remain pinned for 5 ticks after the hold has been broken. For
Enveloping attacks, which do not suffer the usual -2 die external penalty, this causes
the enemy force to retain the Envelopment penalties for 5 long ticks after the martial
artist’s attacking force has disengaged.
Source: Upaatk
Pankrator’s Might
Cost: 5 motes; Mins: Essence 2, Pankrator’s Panoply 3; Type: Reflexive
Keywords: Combo-OK, War
322
Duration: Instant
Prerequisites: Pankrator’s Cestus
Pankrator knew that to have a force that would flee from battle was the greatest
shame of any general and so he welded his men together with the essence of his
convictions! This Charm will allow an immediate reroll of a Valor, Morale or Rout
check that the character, or a military unit he commands, fails.
Source: Upaatk
Pankrator’s Fury
Cost: 5 motes; Mins: Essence 2, Pankrator’s Panoply 3; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisites: Pankrator’s Cestus
The widely known ferocity of Pankrator’s might was easily reason enough for
most men and armies to scatter from his path, but this was a trait of his own and
therefore a skill difficult to pass on in teachings. Eventually he captured the essence of
this fury to be unleashed with a devestating strike. This charm supplements a martial
arts attack by forcing the target to make a morale or rout check, as appropriate for
targetting man or army, if they take damage from the attack.
Source: Upaatk
Pankrator’s Smiting
Cost: 10 motes, 1 willpower; Mins: Essence 5, Pankrator’s Panoply 5; Type:
Reflexive
Keywords: Combo-OK, War
Duration: Until next action
Prerequisites: Pankrator’s Aura, Pankrator’s Legion
The ultimate goal in war, as Pankrator saw it, is to see the enemies troops
scattered or destroyed before a warrior’s might, but the quickest route to that rout
was to lay their leaders down as so many pieces of shattered tombstone lost and
forgotten on the ground. This Charm is a means towards those ends by unorthodox
methods. This Charm acts to remove the influence of the enemies troops from the
battle. From the moment this Charm is activated until the martial artist’s next
action the enemy receives no bonuses whatsoever from their troops, including skill,
gear or Magnitude and the martial artist may choose to deal damage directly to
the commander or any other special character he chooses, bypassing the enemy unit
entirely.
Source: Upaatk
Pankrator’s Panoply
Cost: 10 motes; Mins: Essence 3, Pankrator’s Panoply 4; Type: Simple (Speed
3)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisites: Pankrator’s Performance
While the perfect martial artist is armament in his body alone, Pankrator rec-
ognized the nature of all things, armors, troops, weapons and all of Creation around
323
him, as extensions of the purpose of the martial arts and focused his energies towards
always having them at the ready for combat. This Charm became the focal point of
his style as a way that he and his students would always be prepared to fight to their
utmost, it creates Perfect versions of mundane Fighting Gauntlets, Iron Boots, a suit
of armor of the weilder’s choice, and the type of two-handed weapon the weilder uses
with this style. This armament is created in a flash of brilliant light in the colors of
the weilder’s anima and they retain that glow for the remainder of the scene.
Throughout this scene the character also finds an innate connection to the flow of
military might around him, he senses change in weather that might affect the field,
he knows when his men feel tired, and he can feel the quality of the troops arrayed
against him and this knowledge only hones his ability to exploit the weaknesses of his
foes. For the remainer of the scene add the character’s Martial Arts score to his War
ability for all purposes and every attack he makes has a free, automatic attempt to
Coordinate Attacks with anyone else attacking that same target on that tick.
Source: Upaatk
Pankrator’s Aura
Cost: 10 motes, 1+ willpower; Mins: Essence 4, Pankrator’s Panoply 5; Type:
Simple
Keywords: Obvious, Touch, Training, War
Duration: One scene/week
Prerequisites: Pankrator’s Presence
A true martial artist is an inspiration and an education to all who see him
in action. In the scene that this Charm is activated all extra characters allied with
the martial artist increase their attacking dice pools, drill ratings, and valor by one
dot each. If the martial artist wishes to reactivate this bonus for a scene during the
remaining week that these motes are committed then they may spend 1 willpower
point to do so reflexively. This Charm also acts to train a military unit, but requires
five or more hours of effort in any given week to be effective with the essence com-
mitted for the entire week. This Charm increases the Drill of the unit by one for
each week of training, to a maximum of four. The character also picks one Trait to
improve: Conviction, Strength, Dexterity, Stamina, Athletics, Dodge or Martial Arts.
The Charm increases that Trait for each member of the unit by one, to a maximum
of four of the Exalt’s rating in that Trait, whchever is lower. The Exalt can train
himself (increasing his own Traits) and the unit at the same time or himself alone as
a solo unit.
Source: Upaatk
Pankrator’s Performance
Cost: 10 motes; Mins: Essence 2, Pankrator’s Panoply 4; Type: Simple
Keywords: Combo-OK, Illusion, Social, War
Duration: Until engaged in combat
Prerequisites: Pankrator’s Fury, Pankrator’s Might
Although victory through sheer might was the strategy of the day for Pankrator,
his cunning was such that he did not mind a good ruse before dashing his opponents
to the rocks of defeat. This Charm is an extension of his many plans for troop
arrangement, to make them seem impossibly large or uselessly small. While this
324
Charm is active the martial artist alone can either appear as an unimportant non-
combatant to any viewing him or can appear as an entire military unit of up to
(Essence) Magnitude. If the martial artist is in command of a military unit then that
unit may appear up to (Essence) lower in Magnitude or larger up to the martial artist’s
(Essence) or Magnitude+1, whichever is greater. This Charm’s effect wears off once
the martial artist, or his unit, have either successfully attacked or been attacked by
an opponent and is most useful in setting the battle field to ones advantage, although
its uses on more social grounds have also been noted.
Source: Upaatk
Pankrator’s Presence
Cost: 10 motes; Mins: Essence 3, Pankrator’s Panoply 5; Type: Reflexive
Keywords: Combo-OK, Obvious, War
Duration: (Essence) actions
Prerequisites: Pankrator’s Panoply
The martial artist who has mastered this charm has learned one of the secrets
to Pankrator’s success as a military commander. Despite the great focus on the
Exalted and their might in personal combat, the weight of a legion can bring strength
to any man’s arm. Pankrator was known for being able to rally even the very ill
and the infirm to a strong defense, which bought him several victories when his
defeat was predicted. With a rallying cry, the martial artist brings the essence of
his own presence into the heart of each of his troops and they redouble their efforts
in combat. Double the effective Magnitude of the martial artist’s military unit, to
a maximum of the martial artist’s (Essence x 2), for the charm’s duration. Used
without a military unit this Charm allows the martial artist to fight as if he had
a military unit of (Essence/2) Magnitude made up of other martial artists with his
own skill and equipment (although perfect mundane version of any artifacts) for the
charm’s duration.
Source: Upaatk
Pankrator’s Legion
Cost: 10 motes, 1 willpower; Mins: Essence 4, Pankrator’s Panoply 5; Type:
Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisites: Pankrator’s Presence
Pankrator’s arrogance was so great that he eventually refused to work with
mortal troops of any kind. He focused this entire martial art toward the goal of
commanding a legion, but only a legion made to his exacting standards. This charm
pulls the essence of the weilder’s very soul out to merge with the small gods of its
surroundings and bind them into a military unit fit to conquer the world. This charm
provides a military unit equal to a Magnitude of troops per point of the Exalt’s Essence
with a Drill equal to half the Exalt’s Martial Arts (rounded down) and a Morale equal
to half the weilder’s War (rounded up). The troops are only trained for close combat
in martial arts and with the melee weapons of the Pankrator’s Panoply Style, for
which they have three speciality dice. These troops come armed and armoured with
equipment matching that created for the Exalt by the Pankrator’s Panoply Charm,
325
although of a lesser quality. If the Exalt abandons this unit for more than 15 long
ticks or the Charm ends then the troops disperse back into being the small gods of
the region, although they and the area are often tinted with a more militant tone
from then onward.
Source: Upaatk
326
Percussive Fist Style
Cost: 6m; Mins: Essence 3, Percussive Fist 5; Type: Reflexive (Step 2)
Keywords: Obvious, Form-Type, Fate
Duration: One Scene
Prerequisites: Wasp Filled Fog, Inimical Touch of Destiny
The martial artist wraps himself in Destiny. Fate itself is his armor. The martial
artist and all her attacks are considered within the purview of fate so long as this
charm is active. In addition, he does Aggravated Damage to creatures outside of fate
as the caustic touch of destiny erodes their elusive natures. Finally he may add his
Martial Arts score to his Bashing, Lethal, and Aggravated soaks against targets made
by creature beyond fate.
Source: Miashara
327
to any attempt to regain concealment. This may also apply to Join Battle rolls if the
practitioner’s target is not aware of the martial artist’s location.
Source: Miashara
328
elements of creation.When activating the form, the exalt must choose one element to
control, which can be changed reflexively once per each action. The martial artist
may now enhance his fighting skills by controlling elements in the environment. The
effects the martial artist can produce are various but must follow these guidelines
without stunts:
-No sapient or essence-wielding elemental being may be directly controlled
-The range of the elemental control is (essence x 10) yards
-The exalt can manipulate an amount of elemental energy no greater than (ess+ma)
cubic yards in size
-knockdown or knock-back effects deliberately caused by this charm has a difficulty
of (essence) to resist
-damage caused by attacks can be bashing or lethal, at the exalts discretion
-damage for direct attacks is (Essence + Martial Arts), with extra attack successes
added as normal
Using stunts, new effects may be used, such as
1. entrapping the foe in earth or water, treated as a grapple with the Exalt using
a pool of (MA + Essence) instead of (Str/Dex + Ath/MA)
2. hampering a foe (gusts of wind, sparks, leaves, ect...) with a successful attack
imposing a stackable internal penalty of -1 to the foe for one turn instead of doing
damage.
3. Enhancing jumps or athletic actions, adding (MA) dice to the action
All dice added by this charm counts as dice added by excellencies for stacking
purposes.
Source: AckbarTrapt
329
that hampers the Martial Artist’s opponent. The Exalt rolls his (MA + Essence)
and adds successes to his PDV and DDV against this attack. If the opponent misses
the Exalt, he may initiate a grapple as a counter-attack as vines entangle him. If the
exalt has activated the PHoC form, this leaves the Exalts hands free, though he must
dedicate an attack action to continuing the grapple on each turn, as normal.
Source: AckbarTrapt
330
Simple
Keywords: Obvious
Duration: One Scene
Prerequisites: Infusing the Dragons, Unmaking the Dragons
Channeling the combined might of the elemental dragons though his form, the
Martial Artist becomes a living force of nature.He gains the ability to control all five
elements simultaneously, and any charms of this style with elemental restrictions lose
those restrictions while this technique is active. (ie, the Exalt may defend with any
element of weaving the dragons interchangeably, ect.)
The Martial Artist may fly at a speed of (Essence+MA) yards per tick, propelled
by natural forces.
When making attacks through the elements with this style, the Exalt adds
(Essence) in successes.
The area around the exalt can be changed to a devastating vortex of elemental
fury in a radius of (essence x 50) yards from the exalt. The effects are treated as
supernaturally powered dangerous natural weather; including the damage interval-
everyone inside the field (save the exalt) is affected. These effects may be of any
element, changeable once per action, and have effects as follows;
Air: Victims must make a (Str+Ath) check against a difficulty of the exalt’s
(essence) or be sent sprawling the exalt’s (MA) in yards in a random direction, landing
prone.
Earth: Rock storms blast the area, and tremors shake the land. Everyone must
make a difficulty 2 (dex+ath) check to retain their footing, and anyone without a DV
or PDV of at least the Exalt’s (essence) will be struck with rocks for (Essence + MA,
P) damage, soaked normally to a minimum of 1 die.
Fire: Firestorms wash around the Exalt, striking anyone in the area without a
perfect defense with an attack that deals (MA) damage (Trauma Essence to change
the damage to bashing), soaked to a minimum of the Exalt’s essence.
Water: Thrashing waves of water and vicious rains surround the Exalt, applying
an external penalty of the Exalt’s (Essence) to any ranged attacks made into, through,
or out of the area of effect. Furthermore, those in the field are distracted and tussled,
and they take an internal penalty of the Exalt’s (Essence) to all actions.
Wood: Razor vines, leaves, and plants surround the exalt in a tangling nimbus.
Everyone in the field must make a (Str/Dex + Ath/MA) test at a difficulty of the
Exalt’s (Essence/2) or become inactive as they are overwhelmed by the grabbing
vines. Even those who pass have their movement reduced by the Exalt’s (MA) yards
per tick, to a minimum of one.
Source: AckbarTrapt
331
ponent. Instead of doing damage on a successful attack, the Martial Artist rolls
contested (essence) in dice with his opponent. Net successes drain points of Tempo-
rary Willpower from the victim.
If this drains the last point of willpower from an opponent, their bodies are unmade,
and they perish, though their soul remains intact.
These points of Temporary Willpower can be used by the Martial Artist to either
regain his own on a one-for-one scale (but not above his maximum), or to heal his
injuries. He may restore one point of a damaged virtue, heal 1lhl, or heal 2bhl per
Temporary Willpower stolen in this fashion.
Finally, this charm is more effective against immaterial things. If used on an
immaterial being (even one temporarily so) the exalt rolls (Essence + Martial Arts)
while the opponent still rolls (essence) on the contested roll. If the last of a spirit’s
willpower is drained in this way, it is unmade utterly.
Source: AckbarTrapt
Rose-Colored Vision
Cost: 3m; Mins: Essence 1, Radiant Rose Blossom 2; Type: Simple
332
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites:
Essence of gold and red sparkles around the eyes of the martial artist as her
perceptions transcend the material. This Charm allows the Radiant Rose to perceive
dematerialized spirits and makes them valid targets for Awareness actions.
Source: Goddessgood
333
Duration: Instant
Prerequisites: Dazzling Growth of Verdant Paroxysm
Red and gold essence flares around the Radiant Rose as she moves with the
flows of the essence around her. A dazzling rain of petals accompanies her strikes.
The martial artist may make up to her Martial Arts score in Martial Arts actions,
ignoring the rate of her weapon so long as she is unarmed or using a form weapon.
She may add a poison similar to Arsenic to her Lethal attacks (see Exalted, pp 131)
for a cost of 1m per attack thus modified. Each attack that deals at least one level of
damage is considered to have delivered one dose of the poison.
Source: Goddessgood
334
may ignore onslaught, cooperation and environmental penalties to her Dodge DV and
her unarmed attacks deal Lethal damage. The Rose adds her Martial Arts score to
Occult and Awareness pools for the purposes of perceiving her surroundings. Char-
acters cannot use more than one Form-type Charm at a time. The character must
end Radiant Rose Blossom Form to assume another Martial Arts form.
Source: Goddessgood
Hidebound Arms
Cost: 3m; Mins: Essence 1, Raging Hippopotamus 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: , None
335
The hippopotamus is a resolute and strong creature, capable of withstanding
some of the heaviest blows from its foes. Like the hippopotamus, Exalts using this
Charm can also shrug off heavy blows. The martial artist can, for one action, add
their Stamina score to his Parry DV, either unarmed or with a form-weapon for this
style. He can also parry attacks that would inflict lethal damage while unarmed.
For Water Aspect Water-Aspected Terrestrial Exalted Dragon-Blooded and Lunar
Exalted Lunars who are in the form of a hippopotamus or hippopotamus-like war
form, this Charm adds an additional +1 to their Parry DV.
Source: Bodhisattva
Paralyzing Bellow
Cost: 5m, 1wp; Mins: Essence 4, Raging Hippopotamus 5; Type: Simple (Speed
4, DV -0)
Keywords: Combo-OK, Crippling, Stackable
Duration: Instant
Prerequisites: Raging Hippopotamus Form
Taking a solid stance, the character lets out a deafening roar that causes their
opponents to quake in fear. Every creature who is able to hear the Exalt’s roar within
a 20 yard radius, regardless of whether they are friend or foe, must make a reflexive
(Stamina + Willpower) roll at a difficulty of the Exalt’s (Presence + Essence) or be
stunned for a number of ticks equal to the Exalt’s Willpower. The effects of this
Charm can be used again to add to the amount of time that the Exalt’s opponents
remain stunned, and the results are cumulative. Essence-wielders who hear the roar
can attempt to resist the effects of the stunning sound for a cost of one Willpower,
but they are at -3 to all rolls until the effect of the Charm wears off.
Source: Bodhisattva
336
(Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Raging Hippopotamus Form
When attacked, the hippopotamus moves with a speed and ferocity unlike that
of most any other creature. The boundless rage that wells up from the heart of
the attacked creature causes her muscles to surge with strength and her reflexes to
become preternaturally sharp. This Charm gives the character an unarmed Martial
Arts counterattack, but this Charm can only be used in response to an unexpected
attack. The dice pool for the attack equals the Exalt’s Martial Arts score plus the
number of successes rolled on the opponent’s attack. The original attacker’s damage
is rolled as normal. Note the rules for counterattacks on Second Edition Core Exalted,
pages 150 and 183.
For Water Aspect Water-Aspected Terrestrial Exalted Dragon-Blooded and Lunar
Exalted Lunars who are in the form of a hippopotamus or hippopotamus-like war
form, this Charm allows the character to add her permanent Essence to the counter-
attack pool for an additional two motes. All others using this Charm gain this ability
automatically at Essence 5.
Source: Bodhisattva
Thunderous Charge
Cost: 6m; Mins: Essence 3, Raging Hippopotamus 5; Type: Simple (Speed 4,
DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Raging Hippopotamus Form
Summoning up the skill of the raging hippopotamus, the Exalt lets their Essense
flow through their entire body. They set their feet in a solid stance and charge at
their opponent, striking against their foe with their shoulder, inflicting their (Strength
+1) on a successful (Dexterity + Martial Arts) attack at +1 to their Accuracy. From
here, the Exalt has several options. They can either allow their opponent to suffer
normal knockback, doubling the distance the character is knocked back and lowering
the victim’s threshold for resisting knockback by 1, or the character can make an
automatic clinch against their opponent if the number of successes on the attack-
ing martial artist’s damage dice is greater than their opponent’s Stamina. On the
character’s subsequent action, they follow clinch rules as normal.
For Water Aspect Water-Aspected Terrestrial Exalted Dragon-Blooded and Lunar
Exalted Lunars who are in the form of a hippopotamus or hippopotamus-like war
form, this Charm costs 1m less to use. All others using this Charm gain this ability
automatically at Essence 5.
Source: Bodhisattva
337
Attacking a hippopotamus only makes it angrier, and by the same token, at-
tacking an Exalt with Charm does the same. Whenever the Exalt takes damage, they
can choose to pay 2m for each level of damage inflicted upon them to add to their
natural soak for the remainder of the scene. The soak gained is equal to the wound
penalty, but if the wound penalty for the level of damage taken is 0, the Exalt cannot
add to his soak and thusly spends 0 motes for it. But, when the wound penalty is
at -1, the Exalt adds 1B/1L soak to his natural soak. If the wound penalty on the
damage level is at -2, they add 2B/2L to their soak, and so on. Naturally, Exalts who
have more -1 health levels bought with Ox-Body Technique receive less benefit from
this Charm than Exalts with more -2 health levels, and Exalts with additional -0
health levels receive even less benefit, but for the wise Exalt, they can increase their
soak to phenomenal levels. This protection lasts for the remainder of the scene. This
Charm is incompatible with any other soak-increasing Charms, Sorceries or Charm-
like effects outside of Raging Hippopotamus Form and this Charm explicitly ignores
the limit caps for bonuses added from Charms.
”Example: Jogon, a Full Moon Caste Full Moon Lunar Exalt, faces off against Acid
of Oblivion, a Dusk Caste Abyssal Exalted Abyssal Exalt. Acid of Oblivion strikes
out against Jogon with his soulsteel a daiklave, inflicing 4 levels of lethal damage
upon him. Jogon spends 6m to add 4B/4L to his natural soak, 2m for the first -1
health level inflicted gaining +1B/1L soak, 2m for the second -1 health level gaining
another +1B/1L to his soak, and 2m for the -2 health level gaining an additional
+2B/2L to his soak.”
Source: Bodhisattva
Cavernous Maw
Cost: 3m, 1wp; Mins: Essence 4, Raging Hippopotamus 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Paralyzing Bellow, Rage of the Just
Stretching his mouth impossibly wide, the character is able to make a bite
attack against their foes, rending flesh and armor alike. The Exalt’s player makes a
bite attack (Speed 5, Accuracy +0, Damage +4L, Defense 0, Rate 1) against their
opponent, which is treated as piercing. Additionally, against mundane armor, for
each level of damage the Exalt inflicts upon their opponent, their opponent’s armor
loses an equal number of Bashing and Lethal soak permanently. Armor damaged in
this fashion can be repaired so long as the armor does not lose all of its protection.
If this occurs, the armor is rendered completely useless.
For Water Aspect Water-Aspected Terrestrial Exalted Dragon-Blooded and Lu-
nar Exalted Lunars who are in the form of a hippopotamus or hippopotamus-like
war form, add the Crippling and Stackable keywords, and for every two levels of
lethal damage the Charm inflicts against an opponent, the victim suffers a -1 external
penalty to their DV for a number of actions equal to the Exalt’s permanent Essence
score. All others using this Charm gain this ability automatically at Essence 6.
Source: Bodhisattva
Unbreakable Stride
Cost: 4m; Mins: Essence 4, Raging Hippopotamus 5; Type: Simple
Keywords: Combo-OK, Obvious
338
Duration: One scene
Prerequisites: Rage of the Just, Thunderous Charge
The character summons up her power and infuses her limbs with Essence and
force of will. For the rest of the scene, the Exalt becomes an unstoppable juggernaut,
walking in stride through the toughest adversity. So long as the Exalt makes a Move
action every action they take, there is almost nothing that can slow or stop them.
They cannot suffer from knockdown or knockback, their progress cannot be barred by
mundane doors or walls, and they cannot be held by anything living, nor can they be
held by spirit or automaton creatures. If the Exalt stops moving of their own volition,
this Charm automatically ends.
For Water Aspect Water-Aspected Terrestrial Exalted Dragon-Blooded and Lunar
Exalted Lunars who are in the form of a hippopotamus or hippopotamus-like war
form, the Exalt is able to add their Strength in yards to their Move action so long
as they are in water. All others using this Charm gain this ability automatically at
Essence 6.
Source: Bodhisattva
339
add one bonus success to any attack made using Charms from Raging Hippopotamus
Style.
When Raging Hippopotamus Form is active, all offensive Charms from this style
that are used while the Exalt is in water count as unexpected attacks provided that
the Exalt pays an additional willpower to the cost of the Charm.
source uBodhisattva
Source: Bodhisattva
340
Anvil-Fisted Embrace
Cost: 8m; Mins: Essence 3, Raging Phoenix 4; Type: Multiple-Action
Keywords: Combo-Basic
Duration: Till End of Clinch
Prerequisites: Weakening Onslaught Prana, Living Weapon Prana, Nine-Edged
Weapon Method
The Fighter is dangerous at arms length, when grappled he becomes nearly
unstoppable.
The Fighter actives this charm when entering into a clinch.
As long as that clinch is maintained the fighter may make two attempts to control
the clinch on his action, essentially rolling to control the clinch twice and applying
the results as normal.
Source: AjaxTorbin
341
The Fighter invokes this charm and may immediately attack with a number of
his natural or form weapons equal to his permanent Essence and each weapon may
attack a number of times equal to its rate. Flurry penalties do not carry over from
weapon to weapon as is normal; as if each weapon has its own action. However note
that Onslaught penalties still accumulate as normal for the defender, and the use of
a perfect sill only applies to a single attack.
””’Example:””’ he attacks with a pair of a Short Daiklaves, each with a rate of
two and with a kick. He will take flurry penalties on the first set of attacks, -2, then
-3. He will the reset the flurry penalty back to -2 and -3 for the next Daiklave. Then
for the kick he does not flurry and attacks once with his full die pool.
Any target damaged by one of these attacks must check for knock-back, with an
increase in the standard difficulty equal to the amount of damage levels applied thus
far. The fighter may choose to reflexively follow a target knocked-back by this charm
in order to keep attacking him.
Source: AjaxTorbin
342
Keywords: Compulsion, Counterattack, Obvious
Duration: Instant
Prerequisites: Comedy-Turned-Tragedy Playfulness
The Reclining Squirrel pointlessly guards his territory, warding off many poten-
tial threats who have no interest in whatever he defends. With a constant barrage of
clicking noises and muttering, the Quaking Rodent can ensure that these potential
threats have absolutely no chance to care, as they are annoyed to the point of at-
tacking the martial artist and ignoring whatever the Contemptible Student may have
been talking about.
When not already the target of an attack, the Quaking Rodent may activate this
Charm to force an opponent to make an attack against the martial artist. This attack
uses the characters full dice pool and does not impose a DV penalty or multiple action
penalties on any of their other actions. This is natural mental influence that may be
resisted by spending one Willpower.
If the Contemptible Student is already the target of an attack, he may instead
activate this Charm during Step 9 of that attacks resolution, forcing the attacker to
make another attack at his full dice pool, imposing no multiple action penalties and
no DV penalties. This is unnatural mental influence, and may be resisted by spending
two Willpower.
Use of this Charm imposes a -1 DV penalty until the characters DV next refreshes.
Source: Plague of Hats
Comedy-Turned-Tragedy Playfulness
Cost: 2m; Mins: Essence 1, Reclining Squirrel 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The Quaking Rodent has many places to scour for trash, since he can not hold
down a job. He has little time to spend playing with his friend or, since he lacks any
of those, being beaten up by bullies until neither can see straight. With but a simple
trip or flick of the head, the Reclining Squirrel practitioner quickens the punishment
he has coming, whatever he did and whether or not he did anything. Before anyone
knows what is happening, a casual turning of the shoulder or bending of the knees
sends a would-be aggressors sheathed sword smashing into the martial artists jaw,
ending what could have been a prolonged one-two knockout.
Activating this Charm, the martial artist forces an unarmed martial arts attack
on herself from someone within striking range. This attack does not incur multiple
action penalties or DV penalties, but the attacker and the Reclining Squirrel may
enhance the attack with any Charms available to them.
Use of this Charm imposes a -1 DV penalty until the characters DV next refreshes.
Source: Plague of Hats
343
At times one can not just sit back and take it anymore, at which point the
Quaking Rodent unleashes all the fury he has pent up over the years of defeat. Few
have witnessed such a display of power and rage, and none wish to see it again, for
it is terrible and embarassing to behold. Out of the most innocuous comment comes
the screaming rage of the entirely deserving victim.
Upon activating this Charm, the Reclining Squirrel enters a frenzy of activity,
spastically moving this way and that without actually getting anywhere, possibly
pawing at a foe or friend to no real effect. This Charm is a magical flurry of a number
of actions equal to (the martial artists Martial Arts + Essence x 2). Each of these
actions incurs a dice pool penalty equal to (2 + the number of previous actions already
resolved) and a similar DV penalty.
Should the Contemptible Warrior manage to strike someone, perhaps if they were
Inactive and happened to be nearby, any dice that successfully inflict levels of damage
are auotmatically converted into Willpower which is distributed equally amongst any
onlookers, as their sense of self-worth is bolstered by the fact that they arent ”this
guy”.
Source: Plague of Hats
Squirrel-Covering-Nuts Maneuver
Cost: 5m; Mins: Essence 2, Reclining Squirrel 3; Type: Reflexive (Step 2)
344
Keywords: Obvious
Duration: Instant
Prerequisites: Reclining Squirrel Form
Few can not penetrate the waxy outer shell of a rotten walnut to reach the
rancid nut-meat within. Even fewer would want to, but the Contemptible Warrior
is one of those few. The Reclining Squirrel knows that, should he be lucky enough
to find dinner, he should guard that treasure with all the motivation he possesses,
ensuring that it will look like he planned to fight back. Concentrating so intently on
his prize, the Quaking Rodent offers no real defense.
Any attack which faces this Charm automatically becomes unexpected (Exalted,
p. 155-156), unless the attacker was specifically targeting a portion of food on the
martial artists person, in which case this Charm automatically parries the attack,
even if it is unblockable.
Use of this Charm imposes a -1 DV penalty until the characters DV next refreshes.
Source: Plague of Hats
Skittering-to-Other-Side-of-Tree
Cost: 4m; Mins: Essence 2, Reclining Squirrel 4; Type: Simple
Keywords: Compulsion, Obvious
Duration: (opponents faced) actions
Prerequisites: Squirrel-Covering-Nuts Maneuver
None can truly know where the Contempible Student of the Reclining Squirrel
may be from moment to moment, and even fewer care. With this attention-grabbing
technique, the martial artist can make them care. One of the most powerful forces
in Creation is the pity that can be felt for the truly lower-than-the-low. This Charm
may not be activated if there is absolutely no cover available, even if that cover is an
unsuspecting and annoyed comrade.
When the Reclining Squirrel activates this Charm, he begins chittering and skit-
tering, producing a stream of tiny meeps? and clicks? as his nose twitches and he
scurries back and forth from one side of his defensive cover to another. Because of his
constant reemergence from a defensible position, the Quaking Rodent does not gain
any benefit from this cover.
Seeing such a display, the martial artists foes must roll their choice of Willpower
against difficulty three or Temperance against difficulty two, to resist being overcome
with how silly and cute the Quaking Rodent is. Failing this roll, they will each make
an involuntary, free reflexive comment on how fuzzy and wuzzy the martial artist
is, bringing burning color to the cheeks of the Reclining Squirrel and rendering him
Inactive for a number of actions equal to the number of foes he faces. The compulsion
to comment is natural influence.
Source: Plague of Hats
Bloated-with-Acorns-and-too-Sleepy-to-Move Defense
Cost: 3wp; Mins: Essence 3, Reclining Squirrel 5; Type: Simple
Keywords: Compulsion, Crippling, Obvious
Duration: Varies
Prerequisites: Skittering-to-Other-Side-of-Tree, Ineffectual Flailing Against
Corn-and-Glue Feeder
345
It is in dreams that ones deepest desires are reflected, and only by sleeping,
with no regard for the danger you are in, can your friends be rid of you. You are a
Contemptible Master of the Reclining Squirrel, a Quaking Rodent who has never been
victorious. This Charm brings your years of suffering, training, and pointlessness to
fruition, completing the circle and forcing you into the Underworld, where you will
spend eternity bemoaning the vast array of mistakes left undone.
None shall mourn your passing, for you were trained only to amuse others with
your fumbling attempts to be useful. Your entire life was a joke, and the only one who
was not in on it was you. Activating this Charm brings an end to the jest, which is
no longer funny; no one will laugh at your punchline, and not even the wraith-worms
will rejoice as your steady diet of absolute ”suck” has rendered you inedible to the
least forms of life.
This Charm lasts a number of hours equal to the Reclining Squirrels (Essence + 2),
during which he will be completely Inactive and can not be awakened by any but the
most powerful efforts of the Solar Exalted, any of which will face an internal penalty
of -3 as the Exalt knows, deep in the cockles of his heart, that he should instead put
the creature who would use this Charm out of its misery.
While Bloated and Sleepy, the Quaking Rodent is much more vulnerable to attack,
even by the standards of coma victims. Any amount of damage inflicted on the
slumbering martial artist becomes aggravated, as Fate strains mightily for his final
breath. Any who possess a drawn and readied weapon in the presence of the martial
artist face unnatural mental influence that will force them to attack the Reclining
Squirrel with all their might. This influence may be resisted by spending five points
of Willpower per action; after spending ten points of Willpower, the effect still can
not be ignored.
When a Reclining Squirrel who is practicing this ultimate technique is slain, he
will automatically become a ghost in the Underworld. His body and po, however,
are so pathetic and weak that a hungry ghost will never arise from them, even at the
urging of the most powerful Void Circle Necromancy.
Source: Plague of Hats
346
Always a Bridesmaid Retribution
Cost: 6m+, 1wp; Mins: Essence 3, Red Wedding 4; Type: Supplemental
Keywords: Combo-Ok, Obvious
Duration: Special
Prerequisites: Red Wedding Form
For all his rage, Malfeas has no fury like a woman scorned. The jilted lover
will make her beloved see the error in his ways. How wonderful would their lives be
if he were with her, rather than that red-headed whore! Surely the martial artist is
more deserving of her beloveds affection. What does that ancient harlot offer that
the martial artist cannot provide? With this Charm the martial artist demonstrates
that she is equally capable in all manner of talents, if not more so. Supplementing
an unarmed attack, the martial artist strikes the internal geomancy of her target and
becomes aware of any non-Permanent Charms the target currently has active as if
they were Obvious. If she inflicts any damage, she may choose one active Charm.
The target then chooses to pay for that charm a second time or deactivate the Charm.
Paying these additional motes renders that Charm immune to further applications
of Always A Bridesmaid Retribution for the remainder of the scene. If the martial
artist possesses an Intimacy toward the target and the target deactivates a Charm,
she may pay the cost of the Charm, plus two motes and a willpower to activate it as
if she knew that Charm, so long as she possesses the minimum traits necessary for
that Charm. The martial artist must commit the motes for both this Charm and the
stolen Charm for the duration of the stolen Charm. If she does not steal a Charm,
Always A Bridesmaid Retribution is considered Instant duration.
Source: Reminiscent Oasis
As she approaches her groom, the bride is a creature of poise and grace. Her
beauty is undeniable, and to mar that moment is unthinkable. Upon activating this
Charm the martial artist adopts the mien of an expectant bride, awaiting her final
march toward marriage. Her player rolls (Manipulation + Socialize) as a passive social
attack against all who can perceive her. She may employ her Martial Arts rating in
lieu of her Appearance if she so desires. Anyone whose mental defense value is less
than the martial artists successes is compelled to politely attend the martial artist,
watching her without interfering in her actions and without performing any action
that might distract others from also politely watching her. This may be resisted from
the cost of 1 willpower per action and is completely banished after spending (martial
artists Compassion) willpower.
Source: Reminiscent Oasis
Kiss-Sealed Vows
Cost: 3m, 1wp; Mins: Essence 3, Red Wedding 5; Type: Simple
Keywords: Combo-Ok, Obvious, Touch, Emotion
Duration: One Scene
347
Prerequisites: Descending the Aisle Technique
Committed partners speak their vows before the assembled witnesses and seal
their love with a kiss. Such oaths are not broken lightly or without consequence.
To use this Charm the martial artist must kiss her target, requiring a successful
martial arts roll if he resists. If she is currently controlling a clinch, she may use this
Charm without a roll. So lightly she presses her lips to his that her attack does no
damage. Instead he gains an Intimacy of passion toward the martial artist, unless he
immediately spends willpower equal to the martial artists Compassion. If he does so,
all effects of this Charm cease. Otherwise, Intimacy remains until eroded naturally,
and more importantly, the target may not defy ”any” of his Intimacies for the duration
of the scene, without spending 1 willpower per action to do so and suffering dice of
lethal damage equal to the number of witnesses in the scene who also possess an
Intimacy regarding the martial artist, which may be resisted only with natural soak.
Source: Reminiscent Oasis
Nuptial-Planning Rampage
Cost: 5m, 1wp; Mins: Essence 3, Red Wedding 4; Type: Extra-Action
Keywords: Combo-Ok
Duration: Instant
Prerequisites: Red Wedding Form
Having forced her beloved to accept her, the bride-to-be has so much to do and
so little time with which to do it. This Charm provides a magical flurry containing
up to (Compassion) + 2 actions. Two of these actions must be unarmed martial arts
attacks, but the remainder may be anything the martial artist desires. However, all
physical attacks must be unarmed. These actions reduce the Flurry penalty imposed
on them by the martial artists Compassion, and only the highest DV penalty of any
one action applies to the martial artist.
Source: Reminiscent Oasis
348
Red Wedding Form
Cost: 6m; Mins: Essence 2, Red Wedding 4; Type: Simple
Keywords: Form-Type, Emotion
Duration: One Scene
Prerequisites: Engaged Lovers Abduction
The bride-to-be dreams of her wedding day. How beautiful she is! How charming!
If only others would see it as she does. If her guests and groom will not attend
willingly, they must be made to.¡br¿Upon activating this form, the martial artist
adopts a subtle and alluring pose which hides her violent obsession. Attacks against
her subtract a number of dice equal to her Appearance, and she adds a number of
dice equal to her Socialize on all attempts to hide or disguise her own attacks.
¡br¿¡br¿
Additionally, she gains the ability to clinch? with her form weapons. To do so,
she performs a standard clinch attack. While she may entangle her target bodily,
revealing a flamepiece pressed under his chin at the last moment, she need not be so
overt. Simply pressing the business end of a hellwand to a targets back will suffice, as
would anything between these two extremes. Regardless, so long as the martial artist
maintains contact between her weapon and her target (following standards rules for
clinching contests, except that the martial artist and her target must us Dexterity,
never Strength, to control or escape), she is considered as controlling the clinch. The
target of such a clinch gains an Intimacy of obedient fear toward the martial artist so
long as the clinch remains. The martial artist cannot inflict damage with this Clinch,
unless she fires her weapon, and doing so immediate breaks the clinch.
Source: Reminiscent Oasis
Priest-Dismissing Flagellation
Cost: 5m, 1wp, 1ahl; Mins: Essence 3, Red Wedding 5; Type: Reflexive
Keywords: Combo-Ok
Duration: Until Next Action
Prerequisites: , Red Wedding Form, Any Charm Keyword Holy Charm
Before developing this style, Distant Blue Phacelia mastered the art of Righ-
teous Devil Style. As she progressed through the development of Red Wedding Style,
she noted a perplexing and pervasive dissonance between the two martial arts. From
that conflict, this Charm emerged, bundling some disused energy lurking within her
own Essence. Though anyone who employs this style may learn this Charm, it may
only be used by Exalted who are now considered Creatures of Darkness, notably
the Abyssals and the Green Sun Princes. Within these corrupted Solar Exaltations,
knowledge of this Charm kindles a holy fire, reminding the Exalt of what she truly
is. Activating this Charm, she ignores any detrimental effects specified against her
by Holy magic for the duration. Though the protection of her true nature fades
rapidly, a secondary effect lingers for (Essence) actions, allowing her to employ any
Holy charms she knows despite her status as a Creature of Darkness. Using such
charms, however, inflicts an additional level of aggravated damage as part of its cost.
Distant Blue Phacelia rejoiced upon learning this Charm and hides its power from
her fellow Green Sun Princes. Should anyone in hell oppose her in her goal, she has
a gruesome surprise awaiting them.
Source: Reminiscent Oasis
349
Affair Sparking Kata
Cost: 2m, 1wp; Mins: Essence 2, Red Wedding 2; Type: Supplemental
Keywords: Combo-Ok, Emotion
Duration: Until Next Action
Prerequisites:
An amorous sigh or a seductive caress is usually enough to entice a willing
lover. More drastic measures are needed to claim a reluctant partner. This Charm
supplements an unarmed attack. The targets DV suffers an External Penalty equal
to the martial artists Appearance. If the attack inflicts any damage, the target is
overwhelmed by thoughts of the martial artist. Until the martial artists next action,
all of her targets Intimacies, positive and negative, are corrupted to focus on her
exclusively. This will almost certainly result in some crippling emotional contradic-
tions, but the target may shake off this effect by spending willpower equal to half
the damage inflicted, rounding up, on his next action. Multiple applications of this
Charm do not stack. Only the most damaging attack applies. If two martial artists
use this Charm on the same target, they contest each other with an (Appearance +
Essence) roll to determine who claims the target as her own.
Source: Reminiscent Oasis
350
Kiss of the Sun Concentration
Cost: 1m to 3m; Mins: Essence 2, Righteous Devil 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Knowing the Soul’s Price, Resplendent Sash Grapple Technique,
Vindictive Concubine’s Pillow Book Understanding, Seven Storms Escape Prana
This Charm reduces the time it takes to Aim, or can make the Aim action itself
into a damaging attack.Source Scroll of the Monk, p. 99.
Source: Scroll of the Monk
351
Blessing of Righteous Solar Spark Meditation
Cost: 2m; Mins: Essence 2, Righteous Devil 3; Type: Simple (2 speed-6 actions)
Keywords: Combo-OK, Holy, Obvious
Duration: Indefinite
Prerequisites: Kiss of the Sun Concentration, Blossom of Inevitable Demise
Technique
The character can bless his weapon, enhancing its damage (especially against
Creatures of Darkness).Source Scroll of the Monk, p. 100.
Source: Scroll of the Monk
352
Righteous Devil Form
Cost: 5m; Mins: Essence 2, Righteous Devil 4; Type: Simple (Speed 3)
Keywords: Compulsion, Form-type, Obvious
Duration: One scene
Prerequisites: Lightning Draw Stance, Blessing of Righteous Solar Spark Medi-
tation, Cloud of Ebon Devils
Assuming the Righteous Devil Form compels the user’s opponents to show
themselves, and innocent bystanders to flee.Source Scroll of the Monk, p. 100.
Source: Scroll of the Monk
353
Phantom Flamebolt Prana
Cost: 2m; Mins: Essence 2, Righteous Devil 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Phoenix Flies on Golden Wings Attack, Righteous Devil Form
The character may reload his flame weapon using his Essence rather than fire-
dust.Source Scroll of the Monk, pp. 101.
Source: Scroll of the Monk
354
Dance of the Howling Magma Sprites
Cost: 4m, 1wp; Mins: Essence 2, Righteous Devil 4; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Phantom Flamebolt Prana, Twin Salamander Fist
The character may continue to make attacks with one shot until he misses or
runs out.Source Scroll of the Monk, p. 101.
Source: Scroll of the Monk
Pacifist Crush
Cost: 3m; Mins: Essence 2, Righteous Hammer of Justice 2; Type: Simple
(Speed 4, -0 DV)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Smashing Burst Jump
Encompassing your ideals of peace and love, you must well up your compassion
in a clenched fist, and release your peacefullness in a mighty blow that shows your
enemies the extent of your commitment to justice. This is the ideal behind the Pacifist
Crush.
An Exalt using this charm adds their Temperance in damage to a single attack
(pre-soak, step 7), and increases the difficulty to avoid knockdown by the Exalt’s
permanent essence. The attack will always deal bashing damage, even if the Exalt
would normally deal lethal damage, or even if he usually has the option to choose
between lethal or bashing. This charm may only be used with either a hand held
weapon, or a punch attack.
Source: Lantis
The love of justice is something that needs to be shared with everyone, most
especially the souls of those who have departed. Like a caring shepherd, peace lovers
355
must guide lost souls to their next incarnation. Stubborn sheep need discipline too,
however, and only a firm hand can provide sufficient guidance.
Fists of Joyous Parting? allows the Exalt to attack dematerialized ghosts and
spirits. Although the Exalt wont generally know where to look for spirits, this charm
allows them to sense ghosts enough to negate any penalties to attack, as long as the
ghost is within 5 yards at the time the charm is used. The Exalt deals their normal
damage to a dematerialized spirit, provided they hit.
When attacking a ghost, this charm has an additional effect. If more damage levels
have been dealt than the ghosts essence, it immediately checks to go into lethe. If a
ghost is slain with an attack that is augmented with this charm, they automatically
go into lethe rather than return the following night. This effect only works ghosts
that have permanent essence equal to or lower than the Exalt. Such uses of the
charm are often accompanied by an appropriate homily on the virtues of departing
peacefully. If there are any effects that prevent lethe (such as soulsteel shackles or
powerful necromancy), the ghost returns the next night as normal.
Source: Lantis
All the animals of the world deserve a benevolent protector, for they dont know
their place in the world. A defender of justice must be able to protect animals both
large and small. For this reason, a peace lover feels compassion towards all of living
things.
KtACK (as it is sometimes known) is a kick attack that channels the Exalts em-
pathy towards all of creations creatures, and focuses those feelings into a mighty kick.
Add the Exalts compassion to the attack roll (step 2), and to damage (pre-soak, step
7). The Exalt may choose to use up a compassion channel to instead add compassion
x2 to the damage roll.
Source: Lantis
The Righteous Path is one of hardship and peril. Do not forget, however, that every
true warrior of justice is proud and dedicated. Although affirmations of their ideology
are largely unnecessary, they often serve as a reminder of the level of commitment a
righteous warrior holds for their cause. Despite the criticism of over dramatization, a
lover of peace will never back down from a chance to proclaim his ideals to the world.
356
During the activation of Righteous Hammer of Justice Form, the Exalt must stand
up on the nearest, highest object, and give a rousing speech on justice, usually decry-
ing whatever evil happens to be nearby. A speech worthy of at least a 2 dice stunt
may negate the cost of this charm (which means no motes will be committed), but
will not also grant any motes or willpower returned for a successful stunt. Using a
stunt to power the charm will add one to the Exalts limit break if applicable.
While Righteous Hammer of Justice Form is active, each of the Exalts virtues are
all counted as 1 higher for nearly all intents and purposes. This includes charms
which count the rating of a virtue for its effects, but not peripheral essence pools,
or charm pre-requisites. When an improved virtue is channeled, the number of dice
added count the raised virtue rating, but the charm user can still only channel his
virtues a number of times per story based on his unmodified Virtue rating. However,
while the charm is in effect, the Exalt receives 2 free virtue channelings that do not
count against virtue channels per story.
In addition, this charm acts as bane to creatures of darkness. Any creatures of
darkness that are either within (Permanent essence x2) in yards, or directly targeting
the Exalt from any range take an internal penalty equal to the Exalts essence.
Finally, the Exalt can choose to deal bashing with any attack they make, even if
it is not part of a martial arts action, and also add their lowest virtue to their lethal
and bashing soak. The Exalt using this charm must use peripheral essence, if they
have any at all. No effect can cause the Exalt to lose virtue dots while this charm is
invoked.
Note: This charm is often accompanied by a dramatic backdrop, light shows, and
other special effects that are (melo)dramatically (in)appropriate. Phantom Conjuring
Performance is recommended.
Source: Lantis
357
Abyssal affected with this charm will also gain a point of resonance, but no more than
once per scene. Mortal extras affected by this charm might begin to retain feelings of
pacifism or compassion more permanently, at the Storyteller’s discretion.
Source: Lantis
There are many analogies for righteousness. The fist of justice, the long arm of
the law, but what many ignore is the humble shoulder. Not just for leaning on and
crying into, a set of square shoulders framed with a billowing cape is as a great symbol
for the cause of good. Surely, more than a few evildoers have been soundly shoulder
tackled by the defenders of good.
Justice Shoulder Attack is a crippling effect and counts as an unarmed punch attack
with an accuracy and damage bonus equal to Valor. A Justice Shoulder Attack that
deals damage will cause the target to be stunned, inflicting a dice penalty equal to
the Exalts Temperance on all actions, and half the Exalts Temperance (rounded up)
as a penalty to DV. This effect lasts a number of ticks equal to the raw damage of
the attack. The duration may be lengthened with successive attacks.
An Exalt using this charm is considered unarmed for the attack, and ignores any
weapon statistics for any weapon either held or worn.
Source: Lantis
A great love swells within the chest of any Warrior of Justice. This love can
smother evil, crushing it with the biceps of honor, and the pectorals of justice. A
crushing embrace and steadfast grip can defeat all but the most stubborn of evils.
Family Reunion Bear Hug enhances a clinch attack. It adds the Exalts Valor in
dice to all clinch maneuvers, including the rolls to initiate, crush, resist and maintain
grapples. Add twice the Exalts Conviction in damage to crush maneuvers. And fi-
nally, the Exalt can reflexively spend 1 mote to add (Compassion x3) to their strength,
but only for the purposes of throwing to end a clinch. This maneuver is known as the
Benevolent Giant Swing!?
Source: Lantis
358
Duration: Instant, Permanent
Prerequisites: , ”Kingdom” Tornado, Justice Shoulder Attack
Love and Justice go hand in hand, as do allies that follow the same code of
righteousness. Although not all friends of justice shine with the same inner light of
good, a true comrade will stand at your side, ready to give everything for an upright
cause. Togetherness will build a better tomorrow!
Peace and Love Double Impact is a permanent charm that affects the charms
in the Righteous Hammer of Justice Style. This charm allows any simple and/or
supplemental Martial Arts charms of instant duration to augment the attack of one
ally within 15 yards. The cost to do so is the same as it would normally be, unless
it is used in conjunction with a coordinated attack. In this case, as long as the Exalt
participates in the attack and uses the charm themselves, the cost to add the benefits
to allies is 3 motes per ally, and up to (Essence) allies may be added as long as they
are all part of the coordinated attack.
For example:
”Justice Lover Phil has decided to vanquish the evil bridge troll that demands
payment from the innocent villagers wanting to cross its bridge. JLP decides to bring
a few of his close friends to really bring the hurt of justice on the evil troll.”
”Launching into a coordinated attack, Phil augments his attack with Kindness to
all Creatures Kick, and augments the attacks of his two buddies as well (adding 6
motes to the cost of KtaCK), so that they all benefit from the charm. If he had a
combo with other charms, like Pacifist Crush, he could choose to use that on himself
and/or his friends, in any combination, as long as he was using at least one charm of
the combo.”
”Later in the fight, Phil is still not done teaching the troll a lesson, and one of
his allies decides to make another attack. Without a coordinated attack in place,
Phil can only allow one ally to benefit, and chooses to use Pacifist Crush by paying
the normal cost of the charm as if he had used it. It is a simple charm, and Phil
opts not to use a combo, so it is the only charm he can use until his DV refreshes.
However, he could in theory aid another friend with Pacifist Crush again on another
tick. The Speed on the charm applies to their friends attacks, so they then wait 4
ticks to act again, while Phils tick progression is unchanged from his previous action,
despite using these charms.”
This does not allow the Exalt to use more than one charm in a given action, unless
he uses the same charm multiple times, or uses a combo. Supplemental charms may
be used on any tick in which an ally uses an appropriate action, and Simple charms
may take place only once per action per person. In other words, a simple charm may
be used once per ally and once by the Exalt, until the Exalts DV refreshes. Any
charm counting virtue is measured from the Exalt aiding his friends, and any and all
costs associated with a given charm (including virtue channeling) are spent by said
Exalt.
Source: Lantis
359
A lordly Solar must defend his divine right with his own two hands. Those who
stand before his regal presence are like wreckage before the intense might of a Law-
giver. A Solar who wields this charm exemplifies such strength.
While Royal Special Thunder is in effect, this charm adds the Exalts Valor score
to raw damage (pre soak, step 7), and each hit deals 1 level of damage in addition to
any damage dice rolled (step 10).
Source: Lantis
”Kingdom” Tornado
Cost: 8m, 1w; Mins: Essence 3, Righteous Hammer of Justice 4; Type: Simple
Keywords: Combo-OK, Obvious, Crippling
Duration: Instant, Permanent (see text)
Prerequisites: , Family Reunion Bear Hug or Royal Special Thunder (Solar Only)
A Hammer of Justice must be proud and expressive of his duty to good. As such, it
is imperative that all know of his commitment to righteousness, as well as his agenda.
Shouting the name of the kingdom to which they are loyal will ensure that all within
earshot know of a Justice Lovers patriotism and devotion.
Although it is called the Kingdom Tornado, the real name of the charm depends
on the person using it. Instead of Kingdom?, the Exalt substitutes the name of a
kingdom to which he is loyal. Thus, an Exalt might unleash a Thorns Tornado, a
Halta Tornado, or even a Sijan Tornado. Purchasing this charm will immediately
apportion the Exalt with an intimacy of loyalty to the kingdom in question, with a
+2 to MDV against any unnatural mental effects that go against that intimacy. This
effect is permanent.
When used in combat, the Exalt makes a leap attack on an opponent, moving up
to martial arts +5 yards vertically, or twice that horizontally. The attack receives a
bonus on accuracy equal to the Exalts conviction. If the attack connects and does
at least one health level of damage, the opponent is automatically knocked down
without a roll to resist. The opponent must also make a stamina + resistance roll at
a difficulty equal to the post-soak damage dice of the attack, or the Exalts essence,
whichever is higher. Success on this roll means they are simply knocked down. Failure
on this roll imposes an internal penalty equal to the damage dealt as a crippling effect,
which lasts the remainder of the scene. A botch will render the victim unconscious
for the remainder of the scene.
Source: Lantis
360
ABHiHA allows the Exalt to perform extra actions equal to the Exalts highest
virtue. These actions can be taken for extra martial arts attacks (which cannot
themselves be flurried, as usual), or extra movement actions.
Source: Lantis
361
Duration: Instant
Prerequisites: The Writing of That Which is Not Yet Past
The sage may write untruths as well as truths with their brush, to hide what
is real behind a veil of falsehood that is difficult to penetrate. Likewise, the martial
artist may lie in their movements to hide their true position and movement, misleading
any attackers. Add the martial arts score of the sage to any dodge or martial arts
parry.
Source: TheHoverpope
362
Whispers of a Thousand Poems
Cost: 4 motes; Mins: Essence 3, Sage 4; Type: Simple
Keywords:
Duration: Until abandoned
Prerequisites: The Form of the Sage
The sage’s knowledge is a tool in and of itself. All desire to absorb it, and even
those who one would be unable to are enshrouded in its beauty, if properly presented.
A martial artist using the whispers of a thousand poems technique raises their
weapon and shouts; by the end of the shout, their voice becomes legion, and the
words of a thousand verses, each completely audible, flow from them. This holds
their audience fascinated, dedicated solely to listening to the strands of beautiful
poetry that most interest them unless they succeed in an opposed roll between their
wits and the martial artist’s martial arts + intelligence. The exalt may move at half
speed and dodge or parry, but may not do anything else that would disrupt their
voice or distract them, including attacking or fleeing. This charm has no effect on
mindless creatures.
Source: TheHoverpope
363
of a Thousand Words to instead simply take twelve successes again, whether his new
attack is an attack, parry, or any other martial arts action.
The character cannot use this charm to copy itself.
Source: TheHoverpope
364
(motes expended x 3) yards. Within this smog, visibility is reduced to no moon,
desert?. The smog lasts until the end of the scene, and does not follow the martial
artist, instead remaining stationary. It also acts as an environmental hazard with a
Trauma of (Essence), and an interval of one action. If a character within the smog
fails their Resistance roll, they take no damage, but instead suffer from one dose of
the poison detailed below. The martial artist is not automatically immune to his own
smog. If the smogs Trauma somehow gains the L tag, so does the Toxicity of any
poison it carries, and vice versa.
”Olmsmog”: Damage 4L/action, Toxicity (Essence), Tolerance , Penalty -3
If the martial artist wishes, he may increase the cost of this Charm by one mote.
If he does so, the emitted smog becomes flammable; if ignited, the smog vanishes as
a one-time fire-based environmental hazard is unleashed with a damage of 8L and a
Trauma of 5, before collapsing into an oily flame equivalent to a bonfire. Both these
hazards have a radius equal to the smog they originally came from. An open flame is
required to actually ignite the smog; mundane sparks are insufficient without a stunt.
The martial artist may also choose to increase the cost of this Charm by one
bashing health level. If he does so, then rather than exuding the smog described
above, he selects one Poison or Sickness effect currently afflicting him, and expels
that instead, causing an unpleasant dribble of blackish blood to creep out from the
sides of his mouth as he does so. Multiple doses of the same type of poison count as
one effect for this purpose.
The chosen Poison or Sickness effect is immediately removed, and the resultant
smog takes on its properties; it has a Trauma equal to the Toxicity or Virulence of
the effect in question. Any character who fails the Resistance roll immediately suffers
from one dose of that poison, or contracts the disease.
Source: Revlid
365
Source: Revlid
366
sirable position; the salamander makes its home in fire, and it finds satisfaction in
dragging others down to its hell. The martial artist may use this Charm to enhance
any unarmed attack he makes. If an attack enhanced by this Charm strikes its target,
the target is automatically knocked up to (Martial Arts) yards in a direction of the
martial artists choice. If this movement is arrested by another character or object,
neither the target nor the obstruction in question suffer any damage.
The maximum distance of this knockback effect is increased by a further (Martial
Arts) yards for each one of the following conditions that have been fulfilled; if the
enhanced attack was unexpected, if the martial artist moves the target toward an
environmental hazard (or, if they are already within an environmental hazard, toward
its centre), or if the martial artist moves the target toward himself.
This Charm can also be activated upon releasing an opponent from a clinch, in-
creasing the distance by which they can be thrown by the appropriate number of
yards.
Source: Revlid
Hellbender Thrash-Lunge
Cost: 2m or 0m; Mins: Essence 2, Salamander 5; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Salamander Form
The salamander puts a spin on his strike, twisting it in such a manner that
avoiding the attack merely provokes a more insistent offensive. This Charm may
enhance any unarmed attack the martial artist makes. If it hits its opponent, the
attack is resolved as normal and this Charm has no further effect. However, if it is
dodged or parried, the martial artist immediately gains one reflexive unarmed grapple
attack, which he may expend as normal. Even if his normal limit on stocked reflexive
attacks would normally be higher, he may have no more than (Martial Arts 2) such
attacks stocked at any one time, and all stocked grapple attacks granted by this
Charm vanish at the end of the action in which they were gained.
Note that, as with almost all Charms of this type, the initial unarmed attack must
have had an actual chance to hit in the first place for this Charms effects to take place;
flailing ineffectually at an opponent half-a-mile away does not grant the martial artist
reflexive clinch attempts.
If the originally enhanced attack was made from stealth, regardless of whether not
the unexpected quality was later removed, the cost of this Charm is reduced to zero
motes.
The Walker in Darkness refers to this Charm as Grasping Prayer Whirl, a surpris-
ing reference to the traditional ghostly analogue to the element of Air, one that he
and the Bishop discarded to replace with Ash. It has been quietly suggested that the
name was a concession to whatever power the Deathlord conferred with in resurrecting
Salamander Style.
Source: Revlid
367
Prerequisites: Salamander Form
The martial artists Essence bubbles and hazes, seeming to liquefy the air around
him into an unhealthy shroud that spreads outward, exaggerating the density and
obscurity of his chosen habitat. Flames leer into demonic tongues of heat, while the
darkness swirls like the depths of a disturbed ocean, and smoke dances thick with
motes, tarry and cancerous. While this Charm is active, the martial artist becomes
able to hide in any environmental hazard he enters the radius of. If the hazard did not
previously inhibit vision, visibility within it is now reduced to the level of fog, day?
(see ”’Exalted”’, pp.135). If it did previously have reduced visibility, the range of each
vision-bracket is reduced by (Trauma x 5) yards, to a minimum of zero yards. This
obviously enhances attempts to establish or re-establish surprise within the hazard.
This only affects the hazard for a radius of (Essence x 30) yards around the martial
artist.
In addition, the martial artist can now treat such hazards as Hard Cover, with a
density based on its Trauma. Hazards of Trauma 1-2 are treated as 25 percent Hard
Cover, while Trauma 3 is treated as 50 percent Hard Cover, Trauma 4 is treated as
75 percent Hard Cover, and Trauma 5+ is treated as 90 percent Hard Cover. If a
Trauma rating has the L tag, it is treated as being one point higher than it actually
is. If the hazard would already act as Hard Cover, the martial artist may use the
highest Hard Cover rating available.
Finally, while the martial artist is within such a hazard, the colour and style of
his anima banner synchronises with that of the hazard, producing a dark and smoky
anima when within a cloud of toxic smog, or a bright and burning anima at the heart
of a bonfire. This prevents anima flare from invalidating stealth within that hazard.
If the martial artist comes within the radius of a one-time environmental hazard
while this Charm is active, he may reflexively pay two motes, allowing him to make a
reflexive attempt to re-establish surprise as though he were in cover of the appropriate
type.
The Walker in Darkness barely bothered to change this Charms name, calling it
Ash-Devil Lurking Technique.
Source: Revlid
Salamander Form
Cost: 6m; Mins: Essence 2, Salamander 4; Type: Simple (Speed 5, DV -2)
Keywords: Combo-Basic, Form-type, Obvious
Duration: One scene
Prerequisites: Corralling Lash Method, Smoke and Hail Nativity
Placing both hands to the ground while keeping his legs straight, the martial
artist braces himself, taking a deep breath to synch his Essence with that of the
world around him, no matter how corrosive or damaging. A moment later, he darts
off, moving with a slick certainty that uses the environment as much as his own
muscles. While this Form is active, the martial artists unarmed attacks cause lethal
damage, and he may parry ranged and lethal attacks unarmed. He adds (Martial
Arts/2) automatic successes to any roll to resist Trauma or Toxicity, or to determine
how long he can hold his breath. He reduces any visibility penalties affecting him by
one (note that actual blindness is not considered a visibility penalty). The difficulty
of any roll to remain unaffected on unstable terrain is decreased by two, and any
external penalties caused by unstable terrain are decreased by one.
368
While within the radius of an environmental hazard, the martial artist may an
additional reflexive move action per tick (this is still a Move action, even if he is
Dashing), and adds his (Martial Arts) to his (Strength + Athletics) total when de-
termining whether or not he can drag a clinched opponent. It should be noted that
one-time environmental hazards still qualify for this purpose, provided the martial
artist is within their radius; he may take his second move action as normal on the
tick that the hazard is activated (this does not allow him to avoid the hazard itself).
As a Form-type Charm, the first time the martial artist uses a Charm with a Flaw
of Invulnerability during the same action Salamander Form is activated, the cost of
that Charm increases by two points of Willpower.
”Dynamic Form Transition:”
Salamander Form may be reflexively assumed in the following ways:
If the practitioner successfully makes (Stamina+Resistance) roll to resist Trauma
or Toxicity.
If the practitioner successfully makes an unarmed unexpected attack from at least
five yards away from his target. The attack need not cause damage; it simply needs
to be unexpected.
Obviously, the Walker in Darkness refers to this Charm as Ash Dragon Form.
Source: Revlid
369
hazard’s effects.
Odd that this Charms name is not an invention of the Walker, but stems back to
its Shogunate origins.
Source: Revlid
370
This Charm was the one the Walker found hardest to reconceive; the original
Lunar creator had conferred and trained with a wandering soul of Oramus himself,
and his transformative ideal was inherently opposed to the beauteous stagnation of
the Underworld. The Deathlord instead refers to it as Aftermath of Cremation, having
sought the aid of another in internalizing the Style.
Source: Revlid
Blood-Curdling Sting
Cost: 6m; Mins: Essence 4, Scorpion 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Flesh-Rending Blow
During a trip to the southern deserts Grandmaster Kai encountered the rare
371
Crimson Scorpion whose Venom could Kill a Yeddim. He watched as the scorpion
hunted a large tarantula, stinging it and hiding in the sand. Kai watched as the
tarantula walked a short distance before collapsing under its own weight, only then
did the scorpion emerge to finish it off. By emulating the Crimson Scorpion The
Martial Artist becomes a Terrible opponent, hunting his prey as the scorpion hunts
the spider. When this charm is activated trails of brilliant crimson Essence flash
through the black veins under the martial artist’s skin, rushing towards her dripping
finger tips. She makes her attack as normal; if successful, the target must immediately
roll (Stamina + Resistance) with a difficulty of the martial artist’s (Martial arts) score.
If the target fails, he takes damage as normal but continues to take the martial artist’s
(permanent Essence) in damage, soakable only with Stamina, for the martial artist’s
(Martial Arts) in turns.
Source: 448815
Flesh-Rending Blow
Cost: 4m; Mins: Essence 3, Scorpion 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Scorpion Form
Deep in the jungles surrounding Rathess lives a breed of scorpion whose venom
eats away the flesh of those unfortunate enough to be stung. Grandmaster Kai man-
aged to emulate this terrible venom by strumming the threads of entropy that run
through the tapestry, giving him a dangerous weapon to use against the Death Knights
he despises so much.
When this charm is activated corrosive bile begins to spill from the martial artist’s
palm. On an attack that deals at least one health level of damage the martial artist
can activate this charm to double the post-soak damage.
Source: 448815
Scorpion Form
Cost: 5m; Mins: Essence 3, Scorpion 5; Type: Form
Keywords:
Duration: One scene
Prerequisites: Scorpion Tail Strike, Wall-Climbing Exercise
By adopting the form of the Scorpion one realigns the flow of essence in their
body allowing the trademark venom of the style to freely flow into their deadly blows.
Black veins swell beneath the martial artist’s skin as her finger tips start to drip a
sickly green venom. Her movements become janky and erratic, as her demeanor
changes to that of an arachnid preparing to feed. Any opponents hit with the martial
artist’s deadly poison must immediately roll (Stamina + Resistance) at a difficulty
of the martial artist’s (Martial Arts). If they are successful, they remain unaffected.
However, failure means they take a penalty to all actions equal to the martial artist’s
(permanent Essence) for her (Martial Arts) in turns.
Source: 448815
372
Keywords:
Duration: Instant
Prerequisites:
In order to better hunt the chosen of death Grandmaster Kai though it prudent
to teach his students rudimentary methods of utilizing the energies of Saturn. when
acting upon Kai’s teachings the martial artist drops into a low stance and prepares
to strike his target like a scorpion impaling its prey. His finger tips glow brightly with
the essence of Saturn, leaving violet tracers as they move through the air. Victims
struck by this charm become entwined with the radiant cold of Saturn’s entropy, a
punishment for defying their fate.
The martial artist rolls his (Dexterity + Martial Arts), for every success the target
takes a -1 penalty lasting for the martial artist’s (Martial Arts) in turns.
Source: 448815
Wall-Climbing Exercise
Cost: 4m; Mins: Essence 3, Scorpion 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
By studying the movements of various arachnids Grandmaster Kai learned how
to properly stalk his prey like natures master assassins. The martial artist can emulate
these teachings by focusing his Essence into the palms of his hands and the soles of
his feet, allowing him to crawl across any surface no matter the angle. This Charm
is explicitly allowed to be placed into a combo with Charms of other abilities.
Source: 448815
373
Prerequisites: Black Scorpion’s Venom
During his long studies Grandmaster Kai learned that Scorpions are crafty
creatures, capable of delivering their poisonious sting through even stout armor by
moving around or through it. By emulating this craftiness the martial artist can
strike his opponent to deliver a devastating blow. When activated long needles of
crimson Essence form around the martial artist’s fingers, making her able to pierce
the thickest of armor. She rolls her attack as normal, however, her damage becomes
piercing.
Source: 448815
374
Damage (Martial Arts)L, Toxicity (Essence), Penalty -2.
Source: FrivYeti
Scorpion Form
Cost: 5 motes; Mins: Essence 2, Scorpion II 4; Type: Simple (Speed 5)
Keywords: Form-Type
Duration: One Scene
Prerequisites: Scorpion Pincer Technique, Scuttling Scorpion Defense
The character takes on the stance of the scorpion, channeling power through
her limbs and fortifying her flesh as the scorpion’s carapace. For the duration of the
scene, the character adds her Essence to her Bashing and Lethal soak, and to her
unarmed raw damage.
Source: FrivYeti
Giant-Slaying Strike
Cost: 5 motes, 1 Willpower; Mins: Essence 4, Scorpion II 5; Type: Supplemental
Keywords: Combo-OK, Obvious, Poison
Duration: Instant
Prerequisites: Scorpion’s Armory Attacks, Devastating Stinger Strike, Unstop-
pable Pincer Grip
On attaining the pinnacle of the Scorpion Style, the character’s body is suffused
with deadly Essence, and she may launch overwhelming attacks against her targets,
moving with speed and precision against even the mightiest foe. The Giant-Slaying
Strike may supplement any unarmed attack. The attack becomes unblockable and
undodgeable, and if it is successful, the target takes the character’s Essence in un-
soakable dice of lethal damage in addition to the normal damage of the attack. This
damage is dealt entirely seperately from the main attack.
Source: FrivYeti
375
a flurry. This Charm allows a character to move (Martial Arts) yards away from an
attacker after the attack resolves, requiring the attacker to pursue or else lose all other
attacks in the current flurry. This Charm does not reduce a character’s DV, and it
may be applied with normal counter-attacks, but it otherwise follows the normal rules
of counter-attack Charms.
Source: FrivYeti
Walking Unmoved
Cost: 8m, 1wp; Mins: Essence 4, Serene Path 5; Type: Simple (speed 5)
Keywords: Compulsion, Social
Duration: Scene
Prerequisites: Unyielding Stance, Yielding Stance
””’Adept:”’ Do we fight, or do we avoid it? ”””’Master:”’ Yes. ”
The Serene Path Adept does not seek confrontation, yet he does not avoid it when
thrust upon him. The Walker of the Even-Way is skilled in the arts of the warrior
and the sage, yet he chooses to not use them.
By making his capability known the Adept changes the perception others have of
him, perhaps making them think upon what they do.
This quandary is confusing to people used to violence and they become unsure,
questioning their motives and those of the Adept.
This charm causes a form of ”’Unnatural Mental Influence”’ prompting any who
do not resist to believe that they are inferior in skill to the Adept, causing an internal
penalty to all attacks and offensive actions, including social actions, equal to the
Adepts Martial Arts+(any appropriate specialty) minus the Targets’ highest virtue.
The target(s) may resist this effect by spending three points of temporary
willpower.
While this charm is active the effects of ”’Grain Amongst Sand”’ are negated.
*To seek out is to invite confrontation;
*Walk without searching.
*To hide oneself is to invite stagnation;
*Remain without being hidden.
Source: AjaxTorbin
376
Keywords: Stackable
Duration: Permanent
Prerequisites: Sudden Expression of Determination
””’Student:”’ What if I am not ready for a fight? ”””’Master:”’ Yow will be.
Now begin the exercise. ”
This charm is a series of exercises designed to harden the Walker of the Even Path’s
body while making him more flexible, allowing him to parry lethal damage without a
stunt and adding one to his effective martial arts score for the purposes of calculating
his PDV.
*The result of practice does not bring balance;
*Practice brings balance.
Source: AjaxTorbin
377
pause imperceptibly, prompting a new join battle roll to be initiated, one in which
the Walker acts on tick zero.
This happens at the end of the stated speed of the charm, all normal join combat
abilities come into play, this charm specifically cannot be used for join war rolls.
This form of natural influence can be resisted with the expenditure of two points of
temporary willpower, however, those who don’t still have their combat actions reset
and the Walker takes his action before them.
*The path is not an unvarying way;
*To walk it is to remain unchanged.
*The Path is life, it is pain and joy;
*Life is change: we are life.
Source: AjaxTorbin
Yielding Stance
Cost: 8m; Mins: Essence 3, Serene Path 4; Type: Simple (speed 4)
Keywords: Form, Counterattack
Duration: Scene
Prerequisites: Fire Still Burns
””’Master:”’ Your foes attack, from all sides they come at you threatening to
wash over you like a great wave, what do you do? ”
””’Adept:”’ I do not resist, I stand yielding and accepting letting the wave pass
through me. ”
The Adept opens himself to attack, allowing his opponents to throw their whole
strength upon him. Such nonresistance is strange and hard to counter for most
warriors; the Adept does not ”want” to be injured? ”Does he?”
The adept drops his guard, ”’halving his Defense values”’, but gains a martial arts
counterattack against all melee attacks made against him. Because he opens himself
to attack the Adept is able to pull his opponent off balance doubling the opponents
DV penalties.
*The serene master is a student;
*The student never stops learning.
Source: AjaxTorbin
Unyielding Stance
Cost: 8m; Mins: Essence 3, Serene Path 4; Type: Simple (speed 4)
Keywords: Form, Knockback
Duration: Scene
Prerequisites: Reflexive Interception Kata
””’Master:”’ The world is full of darkness and light; ’good’ can kill and ’evil’
can save; when do you take a stance against action? ”
””’Adept:”’ I will trust in myself and my path; I will know when to give and when
to stand.”
The Adept abandons all attempts to deal damage and solely defends himself an
his companions, the Adept may not deal damage with any attack, including attacks
supplemented with charm use. This allows him to focus on the defense and he may
use his full Defense values; he does not divide them in half as is standard. The Adept
may attempt to interpose himself between his foes and his allies and he may redirect
378
one attack per action to himself. He must still physically move to intercept the attack
so this effect is limited to allies within a radius of the Adepts Permanent Essence x2
yards.
Secondly, any time he successfully defends against an attack, or makes an attack,
his opponent is knocked back in a direction chosen by the Adept a number of yards
equal to the his ”’Martial Arts attack pool”’ - the opponents ”’Dexterity + Athletics”’.
*The serene student is a master;
*The student learns from the master.
Source: AjaxTorbin
Fate of Stone
Cost: 5m, 1wp; Mins: Essence 4, Serene Path 5; Type: Simple
Keywords: Social, Combo-Ok
Duration: Commitment
Prerequisites: Walking Unmoved
””’Master:”’ They speak of building an eternal foundation, unchanging through
time. A new era is at hand they cry.”””’Master:”’ Wood rots, stone crumbles; the
only foundation worth building upon is life itself.”
The master knows that all things end, he sees the path and that is eventually leads
to the passing of all things. He does not seek such endings nor does he aid or resist;
he only knows of it and lest it come to pass like all things must. This knowledge
brings with it the ability to focus on what truly matters and
The master spend no less than an entire day meditating upon his place, his goals
and the effect upon the whole, at the end of this he commits 5m and 1 point of
Temporary Willpower to reinforcing his thoughts and feelings upon all things.
379
Whenever the master is subject to mental influence he may choose to not resist
their effects, essentially setting his MDV to 0 and allowing whatever the effect is to
succeed. Anytime, during or after the effects of the influence come into play the
Master may spend 2m to remove the effect of any influence, compulsion or emotion
caused by unnatural mental influence for one scene. This is effectively a perfect social
defense.
Any time the Master spends a long tick meditating he may spend a point of tempo-
rary willpower and effectively ’reset’ his goals to their previous state, eliminating any
intimacies, compulsion or emotion effects that have come into play since he committed
the motes to this charm.
The Master is not limited in how many times he can do this except in two ways:
the amount of willpower he has and his limit break. If his limit should break he looses
the motes committed to this charm and may not use it again without recommitting
the motes and willpower.
*Determination inspires others and roots one to their cause;
*The even path is not filled with determination, but passion.
Source: AjaxTorbin
380
MDV. Every success beyond the threshold instills one level of intimacy in the target
up to a three dot intimacy and lasts a number of months equal to the Walkers Essence
or he uncommits the cost, whichever comes first.
This intimacy is never harmful or directly destructive to the person or culture and
will never be in opposition to the workings of the culture. It cannot inspire loyalty or
subservience where such loyalty would harm or utterly change the culture in question.
This intimacy adds its rank in bonus dice to any action or value related to it. It
cannot add to damage or soak for any reasons, only group activities who’s goal is in
the best interests of that person or groups society.
””’Example:””’ if the master defends a village from a Deathknight and his army,
the Masters actions can inspire the people to defend themselves from further attacks,
effectively gaining an intimacy of ’defend ourselves from the undead’. Furthermore,
the people will believe that they can do it.
*Passion changes hearts and wins the mind;
*The even path is not filled with passion, but determination.
Source: AjaxTorbin
name PAGENAME
Cost: 4m; Mins: Essence 2, Seven Dancing Thunders 3; Type: Reflexive (Step
2)
Keywords: Combo-OK, Obvious
Duration: Until Next Action
Prerequisites: Thunder Strike Technique
Lightning and thunder dance among the clouds, never staying still. With this
Charm, the user emulates this fact, twisting and turning, staying constantly in motion.
381
Until his next action, he may add his permanent Essence to his dodge DV.
Source: Krigare
name PAGENAME
Cost: 6m; Mins: Essence 3, Seven Dancing Thunders 5; Type: Simple (Speed
4)
Keywords: Combo-OK, Obvious, Knockback, Crippling
Duration: Instant
Prerequisites: Thunderstorm Assault Technique
A raging bolt of lighting hitting true is a devastating event to occur. It can
destroy many defenses, and leave a person gasping for air. So to does this attack
leave it oppents dazed and confused, open to further attacks.
If the attack hits, it does no damage, but instead throws the target back 1 yard for
every point of pre soak damage it would have done. The target can make a reflexive
(Stamina + Resistance) roll to try and negate this knockback, every success negates
one yard of knockback. Further, if the target takes any knockback, they must make an
opposed (Stamina + Essence) roll against the attackers (Strength + Essence) or take
a -3 penalty to all DVs for a number of ticks equal to the attacking Exalts (Strength
+ Essence).
Source: Krigare
name PAGENAME
Cost: 5m; Mins: Essence 3, Seven Dancing Thunders 4; Type: Simple (Speed
4)
Keywords: Form-Type, Obvious
Duration: One Scene
Prerequisites: Speed of Thunder, Thunder Strike Attack
The Exalt infuses himself with the Essence of a storm, a violent barely restrained
fury. Lightning crackles over his body, arcing out to touch his foes, and in his eyes if
the fury of a storm unleashed.
The Exalts Dodge DV is increased by an amount equal to half his Martial Arts
Ability to his dodge DV while this form is active. In addition, his unarmed attacks
damage is increased by half his Essence, and such attacks are considered lethal dam-
age.
Source: Krigare
name PAGENAME
Cost: 10m, 1wp 1lhl; Mins: Essence 5, Seven Dancing Thunders 5; Type: Simple
(Speed 5)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Thundering Rage Style
The ultimate goal of any practioner of the style is this technique. The Exalt
momentarily converts his entire body to electricity, becoming a thunderbolt for a brief
time.
When this charm is used, the Exalt may make 2 attacks at his full dice pool to a
number of targets equal to his essence, all of whom must be within (Essence x 3) yards
382
of the Exalt. Any Charm effects from this cascade that are in effect that increase
damage may be applied, but no Charm (even comboed reflexive charms) may increase
the Exalts damage once this attack has been started. Until his next action, his dodge
DV is increased by his Essence Score, which may be supplemented by reflexive charms
as normal. No target may counterattack the Exalt using this charm.
Source: Krigare
name PAGENAME
Cost: 4m; Mins: Essence 2, Seven Dancing Thunders 3; Type: Reflexive (Step
1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Dancing Thunder Style
Thunder can move impossibly fast, leaping from place to place with grace and
speed, leaving nothing but destruction in its wake. An Exalt using this Charm mimics
that, attacking and moving with lighting speed and grace. He reduces the speed of
any unarmed attack by one, to a minimum of 3, and doubles his movement for his
action (which may be a dash).
Source: Krigare
name PAGENAME
Cost: 5m, 1wp; Mins: Essence 3, Seven Dancing Thunders 5; Type: Simple
(Speed 4)
Keywords: Combo-OK, Obvious
Duration: (Martial Arts) Actions
Prerequisites: Lightning Strike Prana
The Exalt summons raw untamed lighting to his body, crackling with its energy
and power. When he strikes a foe, that foe is bathed in electrical energy, which is
often as dangerous as the blow itself.
For the Charms duration, the Exalts unarmed damage is now considered to be
(Strength + Essence). This stacks with the Seven Dancing Thunders Form Charm.
Any form weapon adds its accuracy and damage as usual.
Furthermore, any target struck by an attack so infused, must make a (Stamina +
Resistance) roll against a difficulty of the Exalts attack successes, or take an external
-1 penalty to all actions until their DV refreshes twice.
Source: Krigare
name PAGENAME
Cost: 3m; Mins: Essence 2, Seven Dancing Thunders 3; Type: Simple (Speed
4)
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisites: Dancing Thunder Style
A clap of thunder can stun even the mightiest of opponents, making them
wonder what hit them even though no damage was done. Practitioners of this style
emulate this with this charm, delivering a solid blow that, while doing no damage,
makes the opponent feel like he has been hit by a bolt of lighting.
383
After a successful Martial Arts attack, which does not damage the opponent, the
Exalts players rolls (Strength + Essence) opposed by the targets (Stamina + Resis-
tance). Every two successes the Exalt rolled to hit adds one to his dice pool for this
roll. If the target looses the roll, he is considered stunned for a number of actions
equal to the amount he failed the roll by. This charm does not stack with itself;
multiple applications simply reset the duration
Source: Krigare
name PAGENAME
Cost: Varies; Mins: Essence 3, Seven Dancing Thunders 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Raging Thunder Strike Attack, Thunder Palm Style
Charging his hands with Essence, then converting it to electricity, the Exalt
then releases it in a bolt of lightning one yard wide that extends for a number of
yards equal to his essence. His attack roll is (Perception + Martial Arts), with a
number of automatic successes equal to his Essence. The bolt inflicts a number of
lethal health levels equal to his essence per mote spent on the attack to all targets in
the area of effect (1 yard wide, (Essence) yards long). He cannot spend more Motes
than his Essence rating. This attack cannot be parried.
Source: Krigare
name PAGENAME
Cost: 3m per attack; Mins: Essence 3, Seven Dancing Thunders 4; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Seven Dancing Thunders Form
The fury of a thunderstorm knows no bounds, dealing out death and destruction
in the blink of an eye. So to does a Seven Dancing Thunders practitioner leave nothing
but destruction in his wake when he uses this Charm.
This Charm is a magical flurry. For every 3 motes spent, the Exalt makes an
additional unarmed attack using his full dice pool, to a maximum number of attacks
equal to his Martial Arts rating. The DV penalty of this flurry is equal to the highest
DV penalty of any one attack, with an additional -1 DV for each target beyond the
first.
Source: Krigare
name PAGENAME
Cost: 5m, 1wp; Mins: Essence 4, Seven Dancing Thunders 5; Type: Simple
(Speed 4)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Thunderbolt Attack Style
The fury of an untamed storm is vast and beautiful in its destructive capabilities.
It can move fast, and strike even faster. While this charm is active, the Exalt triples
384
his normal rate of movement. His jumping distance is also tripled (in the case of Air
Dragon Blooded, this stacks with his innate ability to provide five times his normal
leaping distance). He may reflexively pay one mote, which does not count as a charm
use, to lower the speed of any unarmed attack (including attacks with form weapons)
by 2, to a minimum of 3. These benefits last for the duration of the scene.
Source: Krigare
name PAGENAME
Cost: 3m; Mins: Essence 1, Seven Dancing Thunders 2; Type: Supplemntal
Keywords: Combo-OK
Duration: Instant
Prerequisites: —
The fury of a lighting strike is fast and will catch the slow unawares. This
Charm supplements a characters Join Battle action, adding a number of dice equal
to his essence to his Join Battle Roll. Furthermore, if he strikes an opponent with a
lower join battle total (i.e. someone he goes before), that opponent is caught unaware,
barring the use of Charms to notice the surprise attack.
Source: Krigare
name PAGENAME
Cost: 4m, 1wp; Mins: Essence 3, Seven Dancing Thunders 4; Type: Supple-
mental
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Seven Dancing Thunders Form
Lighting can dance from target to target, and practioners of this style use the
energy they have learned to channel to do much the same. When an Exalt strikes
with an attack aided by this Charm, electricity leaps from foe to foe, consuming all
in its path.
If an attack aided by this charm connects, a bolt of lighting leaps from the target to
the nearest available target, striking with roll of the Exalts (Dexterity + Essence) and
doing the Exalts Essence in damage. This attack ignores DV, and any soak provided
by metal armor. It continues to leap from target to target (anyone but the Exalt who
summoned it), until it misses a target or has struck a number of foes equal to the
Exalts Essence.
The Exalt may pay one mote per target as a reflexive action to have it avoid certain
targets (such as allies) if he so wishes
Source: Krigare
385
seasons. This Charm permanently enhances the martial artist. Any time the Exalt
uses The Auspicious Turning of Seven Days Combo after using it on his previous
action, this new activation of it costs only two motes instead of a willpower. Every
Day Charm has to be activated, however, to have this benefit.
Furthermore, any reflexive Charms may be added to this Combo at its normal cost
by training for eight hours a day for seven days straight, starting Sunday and ending
Saturnday.
Source: Limited Reagent
386
No Barrier is Too Strong (Jupiterday)
Cost: 1m per 2 soak reduced; Mins: Essence 3, Seven Days 4; Type: Reflexive
(Step 8)
Keywords: Combo-OK, Day 5
Duration: Instant
Prerequisites: The Quick and Lambent Strike (Mercuryday)
Mid week there are problems, but with cleverness and knowledge, they are
fixed. This Charm is used before Hardness or soak is applied. The target’s total soak
is reduced by up to (Day) for the cost of one mote per two soak removed.
If this Charm is the next one activated after its prerequisite, within the scene, it
also negates all Hardness.
Source: Limited Reagent
387
Keywords: Form-type
Duration: One scene
Prerequisites: What Ends May Bring (Saturnday)
The week is separated into seven by the sun. Four make up the month, as deemed
by the moon. But the week itself is a whole unit of time, unto itself, that is not
determined wholly by any celestial body.
This Charm costs one mote for each day of the week, each Charm that comes
before this one. The martial artist strong and whole; he adds (Day) dice to his DVs
and (Day) to is bashing and lethal soak. He is aware of the cycle of time in the
world around him; the Exalt adds (Day) dice to all his Awareness checks and knows
the exact time, day of the week and month, the month, and day of the year, for the
remainder of the scene.
Source: Limited Reagent
388
Duration: One action
Prerequisites:
The shark attacks quickly and with force, trying to fell his prey with one single
mighty bite.
The martial artist adds his Essence to his Accuracy and Damage until the next
action. However he also reduces his weapon’s rate by 1, to a minimum of 1. If
this attack also successfully inflicts at least one health level of damage, consider the
martial artist having tasted his victims blood for the use of other charms.
””’Author’s Notes:”’ hm hum?”
Source: Democritus
Shark Form
Cost: 6m; Mins: Essence 2, Shark 5; Type: Simple (Speed 4, DV -1)
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisites: Gills and Fins Technique, Crushing Jaws Maneuver
The martial artist adopts the silent grace and terrible bite of the shark. He
furthers his resilience as his hide takes on the properties of that of the shark, cutting
the fools trying to hold the practicioner and slipping out of their grasp.
The martial artist’s unarmed attacks deal lethal damage and he can parry lethal
attacks with his hands. Add the stylists Martial Arts to his movement and ignore all
movement penalties when moving in water or muck. He can also ignore all penalties to
combat resulting from being in or under water. He also ignores all penalties (internal
and external) caused by negative magical effects based on the element of Water. This
includes but is not limited to Dragon-Blooded charms with the Elemental keyword.
He also adds his Essence to his natural bashing soak, and may use this value to
replace his natural lethal soak. His smooth hide also allows him to add his Martial
Arts in automatic successes when trying to free himself from restraint. This also
applies to rolls to control a clinch under the condition that he will break the hold,
should he succeed. Whenever an opponent chooses to crush, hold or throw him in
a grapple he can reflexively spend 1 mote to instantly inflict Strength + Essence
damage on his attacker. This damage is piercing and this does not count as a Charm
use for the turn.
A character cannot use more than one Martial Arts Form-type Charm at a time.
The character must end Shark Form to assume another Martial Arts form.
””’Author’s Notes:”’ The whole grapple concept is also based on the ”don’t get
caught” idea behind fast attacking sharks.”
Source: Democritus
389
Martial Artist. These penalties come from being underwater, so anything able to
effortlessly move within water can ignore these penalties.
At Essence 5 or above, the character can spend 6 additional motes and one addi-
tional willpower to automatically activate Shark Form when activating this charm.
””’Author’s Notes:”’ This charm requires Shark Form to work properly, I know.
Thus the Es 5 special condition”
Source: Democritus
390
Cunning Shark Taste
Cost: 3m; Mins: Essence 3, Shark 5; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Superior Hunter’s Senses
With the taste of an enemies blood on his tongue, the cunning shark is able to
gauge his prey.
Roll Wits+Investigation or Wits+Awareness with a difficulty of the opponents
Essence and divide successes as follows: Reveal one Charm (decided by storyteller)
for 1 success, type of being for 3 successes or important combat statistics such as
Join Battle or accuracy (one stat per success). Attack successes are divided amongst
different pieces of information as the characters player sees fit. This charm can be
used only once per enemy per encounter.
””’Author’s Notes:”’ Why investigation? Shouldn’t it be Awareness to be more in
tune with the min requirements? Or MA respectively?”
Source: Democritus
391
Once the Shark has chosen it’s prey, it can no longer be stopped. The cold
hunter pursues his target with relentless and deadly efficency.
The martial artist may use this charm on any one opponent whose blood he has
tasted at least once within the last 24 hours. Once activated, the charm is in effect
for one week, and it can always only be in effect on one person at a time. During this
time, the martial artist finds it hard to concentrate (temperance rolls as appopriate)
on anything else than bringing his prey down. His motivation is temporarily changed
to ”hunt and destroy target” and he never fails a conviction or valor roll related to
this goal. However he automatically fails all compassion rolls in regards to his target
and anyone in his way.
He has no difficulty tracking his prey, smelling his blood up to a distance of Essence
x 10 miles on land or Essence x 200 miles in water. Hunting a target on a ship or
similar water vessel counts as if that target was in the water. Add Martial Arts in
additonal successes to all rolls to track the target when a roll is neccessary.
While actively pursuing and attacking his prey, the practicioner may ignore all
wound penalties inflicted on him. He also raises his DVs and MDVs against his
target by 2 during this time. He can also eschew the need for sleep without negative
effects by spending 2 motes per night. Finally, the practicioner knows his opponents
weakness, inflicting Essence additional dice of damage with each attack.
To prematurely end this charm, the character needs to successfully roll temperance
against a difficulty of (5 - days spent hunting, minimum 1). Once the chosen opponent
is dead, the charm ends prematurely and the motes spent are decommited.
””’Author’s Notes:”’ This is the pinnacle charm. It’s supposed to be awesome”
Source: Democritus
392
it. The martial artist learns to drink some of this energy into himself. When attacked,
an exalt may choose to reduce his PDV by an amount no greater than his permanent
essence score. Should he successfully defend against an attack, he drinks in the effort
he held back, regaining twice the amount of penalty he suffered in essence.
Source: Bulletprooffox
Blade of Purity
Cost: 6m (1wp); Mins: Essence 3, Shin Tenken Ryu 5; Type: Simple
Keywords: Combo-OK, Obvious, Holy
Duration: Instant
Prerequisites: Strike of the Heavens
Taking in the lessons of the world he has learned, the martial artist focuses on
the simplicity of the task at hand. In a single strike, he channels his essence into his
blade. The user adds his dots in martial arts to his damage roll. Also, this charm
may be made Holy if the user spends a point of willpower, allowing the additional
dice of damage to become automatic levels of damage instead. Using it in this way
renders the technique obvious
Source: Bulletprooffox
Sakura’s Heart
Cost: 4m; Mins: Essence 3, Shin Tenken Ryu 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Illusion
Duration: One Scene
Prerequisites: Shin Tenken Kata (True Heavenly Sword Form)
The practitioners of this style learn mind-bending truths of reality and its many
wonders, but are able to focus themselves through their swords. To others, such
realizations can be overwhelming to say the least, as even those who know the style
must practice constantly to internalize this knowledge. In many ways, the beautiful
and vibrant cherry blossom possesses similar properties. Gaze too deeply at the
thousands of blossoms and your senses can overwhelm you and your mind begins to
falter. This charm allows the martial artist to share this experience with anybody
foolish enough to attack him. Straying too close to someone grasping these truths
causes ones senses to overload as they gain a glimpse of reality in its entirety but
without the grounding to grasp it. After successfully parrying an attack, the martial
artist makes a counter attack, with a standard attack roll as normal, but checks it
against the target’s Dodge MDV. If successful, the attack deals no physical damage as
it seems to shatter into billions of pieces of essence sharing the user’s anima colors and
reforms instantly. Instead of the normal effects, the user rolls his permanent essence,
and each success imposes a -1 internal penalty on the target for all actions until the
end of the scene. This can be effect can be negated if the target has Shin Tenken
Kata activated (though it does nothing if activated after the effect takes place) and
can be guarded against with other mental defense charms that guard against illusions
and similar effects. Otherwise, the target must spend a point of temporary willpower
and a miscellaneous action to center his mind and end the effect.
Source: Bulletprooffox
393
Shin Tenken Kata (True Heavenly Sword Form)
Cost: 5m; Mins: Essence 3, Shin Tenken Ryu 4; Type: Simple
Keywords: Form-Type, Obvious
Duration: Instant
Prerequisites: Stance of Tranquility
Slowly raising his blade, the martial artist attains a simple, yet elegant perfec-
tion of swordsmanship. His weapon glows the colors of his caste/aspect and his anima
manifests in full. The user adds his essence to his Parry DV, and his grounding in the
universe is such that he is able to parry attacks that he normally could not so long as
they are at least dodgeable or not otherwise perfect effects. Finally, this charm has a
unique effect on any dragonblooded who learn it. Their control of essence approaches
that of celestial exalts, and they may, upon activating this form, choose to negate
their anima flux. This choice once made remains until the charm ends.
Source: Bulletprooffox
Stance of Tranquility
Cost: 4m, 1wp; Mins: Essence 2, Shin Tenken Ryu 4; Type: Simple
Keywords: Combo-Basic
Duration: One Scene
Prerequisites: Meeting One’s Destiny, Tasting the Fruit of Possibility
Attuning his essence to the world around him, the martial artist finds his center
in his blade. The user gains a form of essence sight, and can also interact with
dematerialized spirits as well, as his essence reaches across the border between worlds.
He still must use his eyes and ears to sense these phenomena, as he has not yet
perfected this art, but he may detect surges of essence, no matter how subtle. As a
result, he automatically knows when a being is spending essence and any charms that
assist or cause an unexpected attack cause the attack to be expected, as he can feel
the build up beforehand.
Source: Bulletprooffox
394
Harmony of the Blade
Cost: 5m, 1wp; Mins: Essence 3, Shin Tenken Ryu 5; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Sakura’s Heart
The masters of this style seem to blur the line between what is their sword and
what is the very essence of the universe. With this charm, the martial artist shifts
his attack into the very fabric of reality itself. As such, the user performs a magical
flurry consisting of a number of attacks equal to his Essence. This flurry ignores
the weapon’s normal rate and multiple-action penalties. Additionally, at this level of
understanding, the martial artist gains complete essence sight when using Stance of
Tranquility, and as such he cannot be surprised by any means and treats all attacks
as expected while using that charm.
Source: Bulletprooffox
Embracing Eternity
Cost: 10m, 1wp + 1wp to end the charm; Mins: Essence 4, Shin Tenken Ryu 5;
Type: Simple
Keywords: Obvious
Duration: Varies
Prerequisites: Blade of Purity, Harmony of the Blade
At this dangerous level of mastery, much like those who master Dreaming Pearl
Courtesan Style, the martial artist comes close to the Blossom of the Perfected Lotus,
but the essence flow of this charm is unable to properly stabilize such power. As a
benefit, the user is able to use his sword to transform himself into a being of pure
essence and thus harmonize perfectly with the universe. He appears as a translucent,
semi-crystalline, semi-gelatenous, glowing form of himself that is colored the the same
hues as his anima. His sword and equipment are part of him and he cannot be
disarmed. Composed of essence, he is completely immune to crippling effects and
regenerates one lethal damage every round. He is unaffected by the forces of gravity
or friction and gains an additional dot of dexterity and strength which do not count
against his normal limits. His focus adds his permanent essence score to both of his
MDVs. This form also grants him additional bashing and lethal soak equal to his
dots in martial arts and aggravated soak equal to half his martial arts rounded up.
While in this state, he may use Tasting the Fruit of Possibility without it counting
as a charm use. This form forces him to have Shin Tenken Kata and Stance of
Tranquility automatically active and he cannot deactivate them while the charm
persists (dragonblooded must mute their anima flux in order to attain proper balance).
As a final benefit, each action, the martial artist is given a pool of automatic successes
equal to his permanent Essence score that he may split among any rolls as he sees fit,
and they do not count against his dice adding limit.
However, this perfection is not without its risks. Each action spent using this
charm makes the user risk complete destruction. After all, the martial artist is a
finite being and cannot fully maintain harmony with the infinite universe for very
long. Upon ending the charm, the martial artist must roll an unassisted (martial arts
+ Permanent Essence) roll, with a difficulty equal to the number of rounds spent
using the charm. Failure causes him to dissolve, leaving his equipment behind as his
being is reverted to pure essence and joins the infinite expanse of the universe. His
395
soul immediately enters Lethe. Even if he succeeds, the martial artist suffers limit
break for a number of days equal to his permanent Essence score as his mind and soul
try to recover from the strain.
Source: Bulletprooffox
Dancing Leaf
Cost: 2m; Mins: Essence 2, Shin Tenken Ryu 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
Every action or thought in the universe affects everything else as well. Simply
by watching the world, one can see how the universe lives and breathes. As a leaf
falls to the ground, the wind glides around it. But the leaf, by its very nature, is able
to use this to stay aloft, gently dancing in the air. The martial artist mimics this
grace when activating this charm in response to an attack. This allows him to treat
any unexpected attack as expected and prevents that particular attack from inflicting
onslaught penalties.
Source: Bulletprooffox
396
Chosen Essence Barrier
Cost: 4m; Mins: Essence 3, Shining Champion 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisites: Shining Champion Form
The anima banner not only is a weapon, but a shield that can defend the
Exalted. The anima clouds around the pracitioner, forming a short-lived shield that
performs a Defend Other action for it’s short existance. It has a Parry DV of (Essence
+ Anima Level) / 2. The cloud can be targeted and destroyed if need be, ending the
charm early. It has a soak of (Essence + Anima Level) for all forms of damage, and
a number of health levels equal to the practitioner’s Anima Level.
This charm does not count as a charm use if Crowning Sun Form is active.
Source: DTemplar5
397
practitioner. If the practitioner beats their MDV, the practitioner instills a great fear
within the target, causing them to run away. The cost to resist this unnatural mental
influence is the practitioner’s Anima Level minus the target’s own Anima Level, with a
minimum of 1WP. In Mass Combat, it instead provokes a Morale roll with a difficulty
of the practitioner’s Anima Level or lose a dot of Magnitude.
This charm does not count as a charm use if a Hero Style Form is active.
Source: DTemplar5
398
If Shining Champion Form is active, reduce the mote cost to 2m.
If a Hero Style form is active, this charm does not count as a charm use.
Source: DTemplar5
Free-as-Fish Fluidity
Cost: 4m; Mins: Essence 2, Siaka 2; Type: Simple
Keywords: Aquatic, Combo-Basic
Duration: One scene
Prerequisites:
For the scene, the martial artist suffers no external penalties to attacks or
clinches for being immersed in water.
Source: Vultur10
399
This Charm hardens the martial artist’s skin on arms and hands into the tooth-
studded leather of the siaka. The martial artist’s clinch crush damage becomes lethal
and is increased by (Essence) dice.
Source: Vultur10
Siaka Form
Cost: 5m 1wp; Mins: Essence 2, Siaka 3; Type: Simple (Speed 6, DV -1)
Keywords: Form-type
Duration: One scene
Prerequisites: Awful Siaka Ascension
The martial artist’s skin becomes as tough as a great siaka’s, granting natural
lethal and bashing soak equal to +(Martial Arts). In addition, toothy skin covers the
martial artist’s hands, feet, legs and arms; he may deal lethal damage with unarmed
attacks. Finally, the martial artist gains +(Essence) lethal clinch crush damage as
with Savage Shark-Skin Emulation. If Savage-Shark-Skin Emulation is already active
(or is activated later), the damage increase from both Charms stacks.
Source: Vultur10
400
shark. This Charm supplements a Join Battle roll, allowing the martial artist to add
his Martial Arts to his Join Battle dicepool.
”’Aquatic:”’ The martial artist also adds a number of automatic successes equal
to his Essence to his Join Battle dicepool.
Source: Vultur10
Whale-Slayer Technique
Cost: –; Mins: Essence 3, Siaka 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Siaka Form
The siaka overcomes the largest whales, tearing through hide thicker than armor; so
may the martial artist experienced in its lore. This Charm permanently enhances the
martial artist’s unarmed attacks as follows: The martial artist’s clinch crush damage
ignores soak from Stamina. When the martial artist chooses the Fierce Blows option
(see Exalted: Second Edition, p. 158) with an unarmed Martial Arts attack, the
damage increase is doubled (+4L/A or +6B); the external penalty remains -1
Source: Vultur10
If the first strike kills, no further defense is needed; this Charm enhances a roll to
make an unexpected attack, adding the martial artist’s Essence to the (Dexterity +
Stealth) roll.
Source: Vultur10
Limb-Destroying Attack
Cost: – (+2m); Mins: Essence 3, Siaka 5; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: Whale-Slayer Technique, Sudden Shark Strike, Overwhelming
Tsunami Blow, Mauling Colossus Bite
The siaka’s bite usually leaves any survivor horribly maimed. This Charm per-
manently enhances Mauling Colossus Bite and Overwhelming Tsunami Blow. When
the martial artist applies at least one health level of damage in step 10 with an attack
enhanced by Mauling Colossus Bite or Overwhelming Tsunami Blow, he may spend
two motes reflexively (which does not count as a Charm activation) to maim either
an arm or a leg (see Exalted: Second Edition page 152 for effects). The arm or leg
is not actually severed, merely crushed and ruined; Exalted will eventually heal this
injury, but mortals will not.
”’Aquatic:”’ The limb is actually severed; even Exalted cannot heal this without
Charms.
401
Source: Vultur10
402
stunting can avoid this problem until more than one or two limbs is incapacitated.
Crippling a leg halves movement rates for the duration of the injury.2eCMACharm
cost=4mmin=5essence=3type=Simple (Speed 4, -1 DV)duration=Instanttrait=Sifu’s
Handsource=TheHoverpopename=Exploding Heart Techniquekeywords=combo-OK,
touch, obviouspc1=Cunning Lithe Counterstriketext=The exalt strikes a blow so
deadly that it tears through the victim’s body, shattering bones and rupturing organs.
This attack does aggravated damage equal only to unsoakable essence ping, disre-
garding hardness. This damage cannot be increased by charms. Any mortal struck
by it dies instantly if they take even a single level of damage.2eCMACharm cost=3m,
1wpmin=5essence=3type=Reflexive (step 10)duration=One Scenetrait=Sifu’s Hand-
source=TheHoverpopename=Talent Swallowing Admonitionkeywords=combo-OK,
Obvious, Cripplingpc1=Spirit Crippling Striketext=The martial artist laughs at the
pitiful attempts of those who attack him, and as a rebuke to their insolence limits
their power. The martial artist targets one instant duration reflexive, supplemental,
or simple charm which enhanced the action he just defended against. The player
has full knowledge of what charms the attacker used, even if the character does
not. The target loses the use of that charm for the duration. They may activate
combos containing that charm as if it were not there, and may use charms for which
it is a prerequisite; they simply cannot activate the charm that they so impudently
threatened the master with.2eCMACharmcost=6mmin=5essence=3type=Reflexive
(step 9)duration=Instantname=Cunning Lithe Counterstriketrait=Sifu’s
Handsource=TheHoverpopekeywords=combo-OK, touch, counterattackpc1=Crutch-
Disregarding Movementtext=The martial artist feels the attacks of his opponents
pass him by like a breeze, deflects them with a precisely placed push with one finger,
and then counterattacks with a lightning quick strike.¡BR¿This charm grants a single
Martial-Arts based counterattack in step 9. The cost is reduced by 1 mote, to a
minimum of 0, for each attack beyond the first if it is activated in response to a
flurry; however, if used against a flurry, it may only be activated in response to the
last attack of that flurry. ¡BR¿
¡I¿An impudent student attacks Master Li; Li shifts ever so slightly to the side,
causing the student’s attack sail past him, and activates Cunning Lithe Counterstrike
to smack the student in the back of the head for 6m.
The student, irritated by Li’s disrespect, attacks more fiercely, using his melee
charms to make a total of six attacks. Li uses the student’s lack of self-control to
maneuver inside his defenses, and makes a quick jab in response. In step 9 of the
last attack, Li spends 1 mote to activate Cunning Lithe Counterstrike. Li could not,
for example, use it in response to the third attack of the six attack flurry; only the
last.¡/i¿
This charm gains the Hoverpope’s New Keywords Flow keyword during a guard
action.
Source: TheHoverpope
403
of this tree; he now understands the meaning of all of his lessons and may
apply new ones as he sees fit. The martial artist may now develop charms
branching off of this tree at their own type’s power level; be it solar, terres-
trial, divine or anything else. Furthermore, the martial artist has attained a
mastery beyond possibility with this style; whenever he uses a charm with the
touch keyword that is in the charm cacade leading to this charm, add two au-
tomatic successes to the attack roll.2eCMACharm cost=6m, 1wpname=Crutch-
Disregarding Movementmin=4essence=3type=Reflexiveduration=One Scene-
trait=Sifu’s Handsource=TheHoverpopekeywords=combo-OK, obviouspc1=Sifu’s
Hand Formtext=The exalt moves with the elegant grace of a true master, step-
ping manipulating the battlefield at his whim. It is only a hint of a challenge to
avoid the tools and crutches that cripple lesser fighters, and in the process the
fighter eschews such crutches himself. For the duration of the charm, attacks and
defenses made by and against the martial artist lose weapon accuracy and de-
fense bonuses, as well as shield bonuses.2eCMACharm cost=7mmin=4name=Sifu’s
Hand Formessence=2type=Simple (Speed 5, DV -0)duration=One scenetrait=Sifu’s
Handsource=TheHoverpopekeywords=Form-Type, Obviouspc1=One Hundred and
Eight Points Striketext=The martial artist now understands the basic princi-
ples of form and style, moving with efficiency and grace. Reduce the speed of
the martial artist’s unarmed attacks by 1, to a minimum of 3. The martial
artist may ignore hardness at a cost of 1m per attack, and may parry lethal
attacks unarmed. In addition, the cost of Moving the Spirit Evasion is low-
ered to 1m while this charm is active.2eCMACharm name=Moving the Spirit
Evasioncost=3mmin=3essence=2type=Supplementalduration=Instanttrait=Sifu’s
Handsource=TheHoverpopekeywords=combo-okpc1=Student’s Understanding-
text=The student of the Sifu’s Hand style understands that less movement,
not more, is always preferable. By seeming to shift slightly, to put one-
self out of the expected place, the student avoids blows with uncanny pre-
cision. The character may dodge or parry lethal attacks and may do so
without movement, adding essence in dice to the attempt.2eCMACharm
cost=3mmin=3essence=2type=supplementalduration=Instantname=One Hundred
and Eight Points Striketrait=Sifu’s Handsource=TheHoverpopekeywords=Combo-
OK, Stackable, Touch, Obvious, Cripplingpc1=Moving the Spirit Evasiontext=The
exalt strikes precisely and perfectly, striking one of the 108 points on a target where
their essence flows, crippling the site of the strike. On a successful strike, roll
essence with bonus dice equal to extra sucesses on the attack, against a difficulty
equal to the target’s essence. Reduce the strength of one selected limb by successes
on that roll to a minimum of 0, leaving it limp and lifeless for the duration of
the scene. This affects strength requirements for weapons and other equipment,
athletics, and any other purpose other than charm minimums. Note that good
stunting can avoid this problem until more than one or two limbs is incapacitated.
Crippling a leg halves movement rates for the duration of the injury.2eCMACharm
cost=4mmin=5essence=3type=Simple (Speed 4, -1 DV)duration=Instanttrait=Sifu’s
Handsource=TheHoverpopename=Exploding Heart Techniquekeywords=combo-OK,
touch, obviouspc1=Cunning Lithe Counterstriketext=The exalt strikes a blow so
deadly that it tears through the victim’s body, shattering bones and rupturing organs.
This attack does aggravated damage equal only to unsoakable essence ping, disre-
garding hardness. This damage cannot be increased by charms. Any mortal struck
404
by it dies instantly if they take even a single level of damage.2eCMACharm cost=3m,
1wpmin=5essence=3type=Reflexive (step 10)duration=One Scenetrait=Sifu’s Hand-
source=TheHoverpopename=Talent Swallowing Admonitionkeywords=combo-OK,
Obvious, Cripplingpc1=Spirit Crippling Striketext=The martial artist laughs at the
pitiful attempts of those who attack him, and as a rebuke to their insolence limits
their power. The martial artist targets one instant duration reflexive, supplemental,
or simple charm which enhanced the action he just defended against. The player
has full knowledge of what charms the attacker used, even if the character does
not. The target loses the use of that charm for the duration. They may activate
combos containing that charm as if it were not there, and may use charms for which
it is a prerequisite; they simply cannot activate the charm that they so impudently
threatened the master with.2eCMACharmcost=6mmin=5essence=3type=Reflexive
(step 9)duration=Instantname=Cunning Lithe Counterstriketrait=Sifu’s
Handsource=TheHoverpopekeywords=combo-OK, touch, counterattackpc1=Crutch-
Disregarding Movementtext=The martial artist feels the attacks of his opponents
pass him by like a breeze, deflects them with a precisely placed push with one finger,
and then counterattacks with a lightning quick strike.¡BR¿This charm grants a single
Martial-Arts based counterattack in step 9. The cost is reduced by 1 mote, to a
minimum of 0, for each attack beyond the first if it is activated in response to a
flurry; however, if used against a flurry, it may only be activated in response to the
last attack of that flurry. ¡BR¿
¡I¿An impudent student attacks Master Li; Li shifts ever so slightly to the side,
causing the student’s attack sail past him, and activates Cunning Lithe Counterstrike
to smack the student in the back of the head for 6m.
The student, irritated by Li’s disrespect, attacks more fiercely, using his melee
charms to make a total of six attacks. Li uses the student’s lack of self-control to
maneuver inside his defenses, and makes a quick jab in response. In step 9 of the
last attack, Li spends 1 mote to activate Cunning Lithe Counterstrike. Li could not,
for example, use it in response to the third attack of the six attack flurry; only the
last.¡/i¿
This charm gains the Hoverpope’s New Keywords Flow keyword during a guard
action.
Source: TheHoverpope
Student’s Understanding
Cost: 3m; Mins: Essence 1, Sifu’s Hand 2, Valor 2; Type: Supplemental
Keywords: combo-OK
Duration: Instant
Prerequisites:
This Charm increases an attack’s damage.Source The Imperfect Lotus, pp. 15.
Source: TheHoverpope
405
By sounding out her opponent, the Nightingale improves her defense against a
target while lower his defense against her.Source Scroll of the Monk, pp. 103.
Source: Scroll of the Monk
Heartsong Meditation
Cost: 5m + 1m per action, 1wp, 3xp; Mins: Essence 2, Silver-Voiced Nightingale
3; Type: Simple
Keywords: Stackable
Duration: Permanent
Prerequisites: Haunting Heart-Rending Melody, Voice Of The Night Bird
The character can link to a individual who is important to her, and monitor
that individuals status by singing.Source Scroll of the Monk, pp. 104.
Source: Scroll of the Monk
406
Assuming the Weeping Nightingale Form causes listeners to be distracted and
pained, as well as making the user aware of unexpected attacks.Source Scroll of the
Monk, pp. 105.
Source: Scroll of the Monk
Weapon-Tuning Resonance
Cost: 4m; Mins: Essence 2, Silver-Voiced Nightingale 4; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisites: Dulcet Nightingale Form, Weeping Nightingale Form
This Charm attunes a harmonic weapon or armor, allowing it to be used with
Charms of this Style and giving it slight bonuses.Source Scroll of the Monk, pp. 105.
Source: Scroll of the Monk
Aria Of Tranquility
Cost: 3m; Mins: Essence 3, Silver-Voiced Nightingale 4; Type: Reflexive (Step
2)
Keywords: Combo-OK, Emotion, Obvious
Duration: Until next action
Prerequisites: Dulcet Nightingale Form
The Nightingale’s song has a calming effect on listeners.Source Scroll of the
Monk, pp. 106.
Source: Scroll of the Monk
Impending Silence
Cost: 15m, 1wp; Mins: Essence 4, Silver-Voiced Nightingale 5; Type: Simple
Keywords: Combo-Basic, Emotion, Obvious
Duration: One scene
Prerequisites: Aria Of Tranquility, Resounding Songbirds Cry
The character silences the world around her and fills those within the area with
despair.Source Scroll of the Monk, pp. 107.
Source: Scroll of the Monk
407
The Nightingale shrieks, damaging everyone nearby.Source Scroll of the Monk,
pp. 106.
Source: Scroll of the Monk
408
her Performance for her Investigation or Socialize in calculating the dice pool if it is
higher. She may then make an unarmed Martial Arts counterattack against him.
In addition, if the martial artist succeeds on the roll to read her foe’s motivation,
she may form an Intimacy of understanding towards that character. Doing so causes
her counterattack to be automatically unexpected. Having heard the heartsong of
her foe, she knows how to strike in perfect harmony with it. Once the martial artist
successfully reads a character’s motivations with this Charm and forms the Intimacy,
all further counterattacks granted by it against that opponent in the same scene are
automatically unexpected. Her opponent can pay a point of Willpower to mask his
heartsong, requiring the martial artist to once again read his motivations in order to
benefit from further unexpected attacks.
Source: The Demented One
409
They are treated as form weapons of the Silver-Voiced Nightingale Style, but are
not considered unarmed attacks for other styles. These powerful vocal strikes have
statistics of Speed 5, Accuracy +3, Damage +10L, Range 100, Rate 1. A character
that takes lethal damage from a kiai attack is stunned until their next action.
Source: The Demented One
410
benign mental influence. In mass combat, this also adds one to the Morale of any
unit commanded by the martial artist or an affected ally. This unnatural mental
influence lasts one scene, and can be resisted for a cost of three Willpower, no matter
which variant affects a character.
Source: The Demented One
411
Source: The Demented One
412
this charm. In response to any attack that the martial artist successfully dodges, he
may activate this charm. It allows him to leap away up to (permanent essence x 2)
yards away, and possibly cut flurries short. This movement must be in a line (on the
horizontal plane) and the user cannot move if completely surrounded.
Source: Bulletprooffox
Cornered Ferocity
Cost: 3m; Mins: Essence 2, Smiling Kitsune 2; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Fury-OK
Duration: Instant
Prerequisites: Vulpine Grace
While not confrontational, a fox who is cornered fights back ferociously. The
martial artist using this charm lashes out with great speed, not giving any ground.
This charm makes an attack with a lower speed and DV penalty than normal, and
he adds his essence to damage.
Source: Bulletprooffox
Deceptive Musk
Cost: 1m; Mins: Essence 2, Smiling Kitsune 4; Type: Supplemental
Keywords: Combo-OK, Gift
Duration: Instant
Prerequisites: Vulpine Grace
One thing that is most noticeable of foxes is their scent. They possess a very
pungent musk. However, this smell, while it lets people know of their presence, is
so powerful that it is difficult to pinpoint where they are precisely. This charm aids
in attempts to re-establish surprise. It does not provide a situation for the martial
artist to do so, but it grants him his essence in dice for such attempts, which do not
count against normal dice adding caps. Note that the opponent is made aware of
your presence and may still activate appropriate charms to locate you such as essence
sight, or may activate charms that allow them to react to unexpected attacks as if
they were expected. This charm has absolutely no effect on any opponent who lacks
a sense of smell.
Source: Bulletprooffox
413
Elusive Cunning
Cost: 4m; Mins: Essence 3, Smiling Kitsune 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Smiling Kitsune Form
Foxes use their diminutive size to great advantage as it grants them greater
mobility. This charm allows the martial artist to redirect a hand to hand attack that
fails to overcome his Dodge DV into another target within range. This need not be
another person, and with a stunt, the character can use this to make a contested
dexterity or strength check against the opponent to force their weapon to stick into
a nearby object (if appropriate, as it is rather difficult to force a hammer to ”stick”
into an object).
Source: Bulletprooffox
Fox Fire
Cost: 5m; Mins: Essence 3, Smiling Kitsune 5; Type: Simple
Keywords: Obvious
Duration: One Scene
Prerequisites: Elusive Cunning
Used by the gods as messengers in many cultures, foxes bear deep spiritual
connections. Invoking this spiritual nature of the fox, the martial artist’s body is
engulfed in white flame that burns with no heat and does not damage or burn anything
it touches. This allows the character to both see and interact with dematerialized
spirits. It also has another unique and dangerous benefit in that when it is active and
the user successfully uses Elusive Cunning to redirect the person’s weapon into an
object, the martial artist may choose to spend a point of willpower. Doing this forces
the weapon’s wielder to unattune it if it is artifact weapon (and also lose the abilities
of any hearthstones that might be attached). The essence that was once committed
is instead lost as it bleeds back into Creation.
414
Source: Bulletprooffox
Vulpine Grace
Cost: 2m; Mins: Essence 1, Smiling Kitsune 2; Type: Reflexive
Keywords: Combo-OK, Fury-OK
Duration: Until Next Action
Prerequisites:
Foxes may be small, but they are extremely fast and agile, always on the lookout
for possible attacks. This has frustrated countless hunters and predators as they have
tried to catch them. Activating this charm prevents the martial artist from having
his Dodge DV reduced by either onslaught or coordinated attacks. Moreover, he adds
his dots in martial arts to any pool rolled to perceive a possible unexpected attack.
When activated during Relentless Lunar Fury, in addition to the normal benefits
for Dodge DV, all attacks against him are considered expected.
Source: Bulletprooffox
415
Prerequisites:
This Charm allows the martial artist to move decisively in battle.Source Second
Edition Core, p. 240.
Source: Second Edition Core
Serpentine Evasion
Cost: 3m; Mins: Essence 1, Snake 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Striking Cobra Technique
This Charm enhances the martial artist’s defensive prowess.Source Second Edi-
tion Core, p. 240.
Source: Second Edition Core
Snake Form
Cost: 5m; Mins: Essence 2, Snake 4; Type: Simple (Speed 3, DV -1)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisites: Serpentine Evasion
Adopting the attitude of a snake, the martial artist executing this Charm be-
comes resistant to damage and moves in a distracting way.Source Second Edition
Core, p. 240.
Source: Second Edition Core
416
Duration: Instant
Prerequisites: Essence Fangs and Scales Technique
This Charm allows the martial artist to slip an attack through the chinks of a
foe’s armor.Source Second Edition Core, p. 240-241.
Source: Second Edition Core
417
Mighty Hero Attitude
Cost: 4m; Mins: Essence 2, Solar Hero 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Unstoppable Hero Defense
Nothing stops a Lawgiver in his determination to win a battle.
This Charm allows the Exalt to ignore all penalties that apply to her Parry DV
until his next action. This includes penalties invoked by his own attacks. Her Parry
DV is still 0 if its inapplicable, but it takes no further penalties.
This Charm does not provide the ability to parry lethal or aggravate damage
barehanded.
Source: Maese Mateo
418
Pounding Hammer of Devastation Technique
Cost: 7m; Mins: Essence 5, Solar Hero 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Heaven Thunder Hammer, Hammer on Iron Technique, Heaven
Thunder Hammer
This Charm enhances the damage a martial artist’s blows do against her foes.
It is doubly effective against inanimate objects.Source Scroll of the Monk, p. 83.
Source: Scroll of the Monk
419
Source: Bpfox88
420
Prerequisites: Shockwave Technique, Rising Sun Soul
The Unconquered Sun does not merely represent that which is holy and pure,
he is that which is holy and pure. This charm allows Solars to emulate that purity
with their bare hands. This charm permanently improves Solar Hero Style in general,
adding the Holy keyword to all charms. Against creatures of darkness, any attacks
made using Solar Hero charms gain the piercing quality and any threshold successes
on attack rolls is converted to aggravated damage. Of course, a Solar who also has
Charm Solar Hero Form activated must choose whether to double the threshold or
convert the damage, but cannot choose both. While Solar Hero Form is active though,
in addition to making all unarmed and form weapon attacks (even regular ones) gain
the Holy benefits, if a Solar channels a virtue during an attack roll, the Solar adds
a number of dice equal to the channeled virtue to the damage roll as aggravated
damage.Source Bpfox88
Source: Bpfox88
421
Inevitable Victory Meditation
Cost: 3m, 1wp; Mins: Essence 1, Solar Hero 5; Type: Simple (DV -2)
Keywords: Combo-Basic
Duration: Until used
Prerequisites: Fists of Iron Technique
After meditating for five minutes, this Charm allows the martial artist to hold in
reserve a display of skill she establishes in her mind earlier with this Charm, bringing
out that display of prowess at a later time.Source Scroll of the Monk, p. 84.
Source: Scroll of the Monk
422
Source: Scroll of the Monk
423
Solar Hero Form
Cost: 6m; Mins: Essence 2, Solar Hero 4; Type: Simple
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisites: Sledgehammer Fist Punch, Dragon Coil Technique
This Charm allows the martial artist to easily defend herself against armed
opponents, and to make devastating blows against them.Source Second Edition Core,
p. 242.
errata-fix
edition=Second
source=Scroll of Errata
keywords=Combo-Basic, Enhanced, Form-type, Obvious
text=Like C Snake Form, this Charm cannot Be activated at the same time as
another Form Charm without first deactivating the other Form. this is the usual
restriction placed on all Form-type Charms.
¡p¿”Enhancement:” While this Charm is active, the Solar adds is Martial Arts
rating to his natural bashing and lethal soak.¡/p¿
Source: Second Edition Core
424
Ox-Stunning Blow
Cost: Varies; Mins: Essence 2, Solar Hero 4; Type: Simple
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Solar Hero Form
This Charm allows the martial artist to execute a blow that does not do lasting
damage, but can seriously disorient a foe.Source Second Edition Core, p. 243.
errata-fix
edition=Second
source=Scroll of Errata
keywords=Combo-OK, Crippling, Enhanced
text=Stunning damage counts as stunning penalties in conjunction with Wicked
Dissolve Dust.
¡p¿”Enhancement:” Solars may spend as much essence as they like when activating
this Charm.¡/p¿
Source: Second Edition Core
425
Shockwave Technique
Cost: 3m; Mins: Essence 3, Solar Hero 5; Type: Supplemental
Keywords: Counterattack, Knockback, Obvious
Duration: Instant
Prerequisites: Crashing Wave Throw, Ox-Stunning Blow, Hammer on Iron Tech-
nique
This Charm allows the martial artist to hurl one opponent into another.Source
Second Edition Core, p. 244.
errata-fix
edition=Second
source=Scroll of Errata
keywords=Combo-OK, Counterattack, Enhanced, Knockback, Obvious
text=”Enhancement:” The Solar’s opponent, when used as a weapon, has +2
accuracy and +6B damage. the attack made with this opponent may be applied to
all characters within that unfortunate’s flight path.
Source: Second Edition Core
426
Keywords: Obvious, Counterattack
Duration: One scene
Prerequisites: Brilliant Bodyguard Practice
The Solar harnesses his Essence to fashion a brilliant shield to protect himself
and those under his purview. Though each Exalts Essence coalesces into a shield of
unique shape and detail, there is always some representation of the Solars caste to
be observed, that all may know his glory. This shield grants coverage equal to that
of a tower shield, and adds +4 to Parry DV against both hand-to-hand and ranged
attacks. In addition, if the shield completely defends against a hand-to-hand attack,
the player makes an immediate counterattack as Essence sparks shower his opponent.
This counterattack is considered Lethal damage equal to the players Essence, and can
only be soaked with natural Stamina.
For an additional 2 motes on activation, the counterattacks initiated by the shield
gain the Holy tag. The damage sustained also becomes unsoakable, except through
the use of Charms or sorcery. If the player activates Brilliant Bodyguard Practice
while this Charm is active, its protective range increases to (Martial Arts x 3) yards.
Source: Tito
427
”Enhancement:” This Charm adds the magical material benefits of orichalcum
to the Solar’s natural attacks while Solar Hero Form is active.¡/onlyinclude¿==First
Edition Version==
1eSolCharm
name=Fists of Iron Technique
source=First Edition Core
cost=1m
duration=Instant
type=Supplemental
trait=Brawl
min=3
essence=1
pc1=Ferocious Jab
text=This charm allows the Solar to strike quickly, fiercely, and with lethal force,
as well as parry things barehanded she wouldn’t normally be able to.
Source First Edition Core, p. 157.
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=This Charm
increases the stats of attacks made with this Charm.
Source: Scroll of Errata
Horizon-Hurling Tactic
Cost: 15m, 1wp; Mins: Essence 5, Solar Hero 5; Type: Reflexive
Keywords: Combo-Basic, Knockback, Obvious
Duration: Instant
Prerequisites: Heaven Thunder Hammer
This Charm allows the Solar Hero to fling an opponent miles away, causing
severe falling damage in addition to other damage, and potentially hurting others the
victim would land on. It is the Solar Hero equivalent to the Infernal Monster Style
Infernal Monster Charm Charms:Crack the Sky Crack the Sky. See the full text of
the Charm for details.Source Manual of Exalted Power: Infernals, pp. 162-163.
Source: Manual of Exalted Power: Infernals
428
Keywords: Combo-OK
Duration: Until next action
Prerequisites: , None
The Solar infuses her hands with the strength of her Essence and strikes like
the Unconquered Sun. The Solar spends up to (her Strength score) motes to enhance
an attack: the Damage of her unarmed attacks increases by 1 for every mote spent,
and the Accuracy of her unarmed attacks increases by 1 for every 2 motes spent. For
instance, spending 4m would increase her Accuracy by 2 and Damage by 4.
Source: Black Paper Moon
429
Keywords: Form-type, Obvious
Duration: One scene
Prerequisites: Sledgehammer Fist Punch, Invincible Hero Attitude
This Charm allows the martial artist to easily defend herself against armed
opponents, and to make devastating blows against them. ”This Charm is exactly
as Charms:Solar Hero Form Solar Hero Form save for the change in its Prerequisite
Charms”.Source Second Edition Core, p. 242.
Source: Black Paper Moon
name PAGENAME
Cost: 4m; Mins: Essence 3, Stag 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Sweeping Antler Method
The character uses her weapon as a focal point for damage, enabling her to
avoid even the worst of blows. This Charm may be activated after a failed unarmed
parry attempt. The character automatically parries the attack; however, in doing so,
he loses his weapon, which is knocked back as normal inside of the character. If the
character is truly unarmed (as opposed to wielding a polearm), his blocking arm is
lost; however, it will regrow over the next week, and no health levels are lost. This
is a perfect defense; it can block ANY attack with a physical component. Using a
non-Magical Material weapon to parry very strong attacks will likely result in the
destruction of the weapon in question.
430
Source: TheHoverpope
name PAGENAME
Cost: 5m, 1wp; Mins: Essence 3, Stag 5; Type: Reflexive (step 9)
Keywords: Combo-ok, Obvious
Duration: Instant
Prerequisites: Twisting Antler Strike
The character twists his weapon as he strikes, gouging out his opponents side.
This Charm must be activated on an unarmed strike, before the opponent applies
soak-boosting Charms, but can be applied after standard soak is determined. Every
die of damage on the roll is converted into an automatic success.
Source: TheHoverpope
name PAGENAME
Cost: 5m; Mins: Essence 3, Stag 4; Type: Reflexive
Keywords: Combo-OK, Counterattack (step 2)
Duration: Instant
Prerequisites: Stag Form
The character attacks with lightning speed, striking his enemy before he can
move into range. If the enemy must move at least two yards before striking you, you
may immediately trigger this charm to make an unarmed attack against him. This
Charm is considered to be a counter-attack charm; however, apply damage to the
attacker before he attacks you. It cannot be used if you cannot strike your opponent.
Source: TheHoverpope
name PAGENAME
Cost: 6m; Mins: Essence 2, Stag 4; Type: Simple (Speed 4, DV-1)
Keywords: Form-Type
Duration: Scene
Prerequisites: Startled Fawn Defense
The character settles back into the Stag Form, opening her soul to the fury of
the forest. While in Stag Form, the character reduces the speed of all martial arts
actions by 1, as well as adding half of her essence, rounded up, to parry DV. This is
a Form-type Charm. It is incompatible with the use of armor.
Source: TheHoverpope
name PAGENAME
Cost: 3m; Mins: Essence 2, Stag 3; Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisites: Charging Elk Approach
The character reacts to an attack by falling back from it. If the character
attempts to apply his dodge or parry DV unarmed, she may also move her Martial
Arts x5 yards away. This Charm is explictly permitted to be part of a combo with
any Charm that enhances DV. It is not compatible with the use of armor.
Source: TheHoverpope
431
name PAGENAME
Cost: 4m; Mins: Essence 2, Stag 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: Stag Form
The character strengthens her hide against even the strongest blows. For the
duration of the scene, the characters bashing and lethal soak is increased by her
Martial Arts score. This Charm is not compatible with the use of armour.
Source: TheHoverpope
name PAGENAME
Cost: 3m/attack; Mins: Essence 2, Stag 5; Type: Extra Actions
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Stag Form
The character sweeps through his opponents, attacking any enemy within range
of his fists. The character may purchase a number of extra unarmed attacks up to his
essence; no more than one attack may be applied to a given opponent, and the attacks
cannot be split; the character sufffers only the highest DV penalty for any one attack.
In addition, the charm nullifies the first -2 DV penalty from the aforementioned attack,
to a minimum of 0.
Source: TheHoverpope
name PAGENAME
Cost: 4m; Mins: Essence 2, Stag 5; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Stag Form
The character twists around weapons to strike at her enemys unprotected body.
This Charm may and must be triggered when the opponent declares that they will
use their parry DV. The Parry DV is reduced by the character’s martial arts.
Source: TheHoverpope
432
Charging Elk Approach
Cost: 3m; Mins: Essence 1, Stag 2; Type: reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: —
The character charges forwards with the speed and assuredness of the elk. The
character may make a move action at his dash speed (dexterity + 6 wound penalties).
This Charm cannot be used while armoured.
Source: TheHoverpope
name PAGENAME
Cost: 7m; Mins: Essence 4, Sun and Stars Illumination 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Spider’s Touch
The ultimate tool for the protection of creation that the Sidereals have granted
their illuminated pupils for the time being, this charm both grants the favour of
destiny to their strike and enables them to strike with the wrath of the five maidens
at any being that offends fate.
The attack does aggravated damage to the undead, demons, and the fair folk, and
will add the characters essence extra successes to the attack, no matter who it targets.
They may always channel temperance for any action this charm enhances. If used
against direct servants of fate, such as sidereals, spirits in the bureau of destiny, and
pattern spiders, the attack does only bashing damage.
Source: TheHoverpope
name PAGENAME
Cost: 2m; Mins: Essence 4, Sun and Stars Illumination 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Immaculate-To-Illuminated Conversion
The star-born know entirely too well the bite of the pattern spiders - and the
sidereals of the Cult decided to emulate a shadow of that potence in the tree. They
bound together several of the various potencies of the spider and worked them into
one complex charm that all fear.
The character make a normal martial arts attack; it strikes and deals damage
normally. When it strikes a target it inflicts an extra automatic level of aggravated
damage, soaked last, and with it a wound penalty of -2 in addition to the ones that
level would normally inflict. The victim loses a dot in their highest virtue for as
long as that damage afflicts them, as well as a dot of appearance. No target may be
affected by more than one instance of the charm at once. If a character ever botches
while using this charm, they suffer the full effects of pattern spider venom, rolled as
per the chart in E:tS.
Source: TheHoverpope
name PAGENAME
Cost: 1m + 1/difficulty; Mins: Essence 3, Sun and Stars Illumination 4; Type:
433
reflexive
Keywords:
Duration: one turn
Prerequisites: Endurance of a Thousand Stars
Fate allows many truths to be known to the user of the lesser Kata of Avoidance.
The user makes a quick circular motion with their hands, emulating the motion of
the sun and the stars through the heavens, and has an instinctive understanding of
the manner in which their attackers will strike for the next short time.
For the rest of the turn, the difficulty to strike the character is increased by each
mote past the first that they paid to activate this charm; the difficulty may not be
increased by more than the exalt’s essence.
This charm may be included in combos, despite its duration. Exalts may always
channel temperence for their defense while this charm is active.
Source: TheHoverpope
name PAGENAME
Cost: 1m/-2 penalty, 1 wp; Mins: Essence 3, Sun and Stars Illumination 4;
Type: Simple
Keywords:
Duration: Scene
Prerequisites: Fate’s Plan Maintained
The exalt, by virtue of the grace given unto them by the incarnae, may endure
wounds that would bring a lesser being, or an unprepared exalt, to their knees.
At a cost of 1 mote per 2 points, the exalt may cancel wound penalties or other
penalties caused by solely bodily impairment or pain - poison penalties, or the ef-
fects of joint-wounding strike, or similar effects. This has no effect on environmental
penalties. The exalt may commit motes between scenes to keep the effect active.
The exalt’s caste mark will continuously glow at a 4-7 mote peripheral level while
this charm is active. The exalt may always channel their conviction during the turn
that they activate this charm.
Source: TheHoverpope
name PAGENAME
Cost: 6m; Mins: Essence 3, Sun and Stars Illumination 4; Type: Simple
Keywords:
Duration: Scene
Prerequisites: Fate’s Plan Maintained
When they activate this form, the exalt embraces the illumination in their souls
and begins to glow with a coruscating light as per their exaltation as the strands of
light about them glint off of the weave of fate. Solars shimmer with golden trails
in their passage, and lunars leave silvered streaks in the air; sidereals leave flowing
ripples of blueish silver in their wake. Their caste marks will glow as if they had spent
1-3 motes of peripheral essence, but will show through coverings.
The exalt reduces their melee and presence target numbers by 1, and may channel
two virtues at a time at the normal cost of one mote each. It is impossible to hide
one’s exalted nature while this charm is active; the caste mark is visible at the lowest
stage, and you trail essence in the colour of your type with every move. Anyone with
434
essence sight may make an perception + occult roll, at difficulty 6, to discern some
small piece of the exalt’s fate.
Source: TheHoverpope
name PAGENAME
Cost: 3m; Mins: Essence 2, Sun and Stars Illumination 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Fate’s Knowledge Imparted
The exalt need live in order to see that fate’s plan is maintained - and fate will
protect them, as well as they may alter it. Activating the charm grants the exalt’s
essence in dice to one defensive action, parry or dodge; if defending against an attack
made by a creature outside of fate, it instead gives essence automatic successes. The
exalt may always channel their temperance with this charm.
Source: TheHoverpope
name PAGENAME
Cost: 1m or 3m; Mins: Essence 2, Sun and Stars Illumination 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Fickle Strands
Fate feels wounds when it is altered by creatures that do not fit within its
pattern, and this damage to its design may be read by those that know the signs.
Whenever they are about to be placed in immediate danger by the dead, demons,
the fair folk or any other being outside of fate, Fate’s Knowledge Imparted activates.
This makes it impossible to be ambushed by these creatures. This charm activation
costs 1 mote.
If the exalt using the charm is not being attacked, they may consciously activate
the charm for three motes and make a perception + martial arts at a difficulty of the
target’s essence to detect such a being’s presence and general location, though not its
nature. This does not grant the ability to strike an immaterial creature. If the being
detected is using a stealth charm, this grants only the knowledge of their presence,
allowing the martial artist to then use charms to find them.
Source: TheHoverpope
435
Cost: Special; Mins: Essence 3, Swallowing Darkness 3; Type: Reflexive (Step
10)
Keywords: Wanton
Duration: Instant
Prerequisites:
This Charm allows the character to remove the clothing and armor of a target
they have successfully clinched.Source Exxxalted Scroll of Swallowed Darkness, p. 98.
Source: Scroll of Swallowed Darkness
436
another character when invoked, and the target of the Charm must be within striking
range, and have already attacked the character within the current scene. For the
duration of the Charm, the character gains whatever mobility is necessary to follow
his target. His Move speed matches that of his target, even if Charms such as Leaping
Dodge Method or Rolling With the Wind Method are employed. This explicitly
includes whatever acrobatic prowess is necessary to pursue a flying opponent, so long
as there are trees to climb through in order to reach him.
”’Note:”’ This Charm was a user-created Charm. That user later became a writer
for Exalted, and the Charm was released as official content.
Source hls
Source: hls
Rain of Blades
Cost: 6m 1w; Mins: Essence 4, Tempest Blade 5; Type: Supplemental (Spd 3
DV-2)
Keywords: Combo-OK, Multiple-Action
Duration: Instant
437
Prerequisites: Thunder Before Lightning Counter, Sudden Updraft Defense
””As your foes surround you may be tempted to hesitate, to stop your assault.
You must not; you must abandon yourself utterly to the ebb and flow of combat.
Act with the speed and unhesitating grace of the Tempest; you must ”’become”’ the
storm.””
To take advantage of this charm the Duelist takes the dash action (Speed 3 DV-2),
if he is unable to then the charm provides no effect. During this dash action the
duelist must move toward a specific target and may ignore intervening obstacles such
a inhospitable terrain or guards, he effectively succeeds on any athletics, dodge and/or
parry rolls to advance toward his target. The duelist must still be reasonably able
to move and take such actions, running over a flowing lava field is unacceptable; but
bounding over it, using enemy arrows in flight as stepping stones is. Any distance
covered must still fall within the duelists movement range as normal.
Once the duelist is within striking distance he launches into a full flurry of attacks,
with the rate of these attacks is his essence+2. Each attack in this flurry does not
take any multi-action penalties, each is made at the duelists full attack pool. The
duelist takes no negatives to DV other that that of the dash action until his next
action.
In war scale combat this charm allows one to target a specific unit leader. The
duelist rolls a single attack against his target as normal. If the attack is successful in
damaging the target, a Duel is initiated immediately without contest. However, the
unit leader may choose to roll rejoin War as his combat action. Which may delay his
unit action.
Source: AjaxTorbin
438
Zephyr Methodology
Cost: 4m; Mins: Essence 2, Tempest Blade 3; Type: Simple (speed 4)
Keywords: Combo-OK
Duration: Marital Arts + Essence Actions
Prerequisites: Draw the Storm
””Combat is not a game or calculation. It is a dance of pure reaction; a total
suborning of the self into the actions around you. You must give into the actions,
embrace the flows of violence without hesitation or expectation; you cannot catch the
wind.””
While using Zephyr Methodology the Duelists reaction speed is increased as he
is buoyed by winds, his movement and jumping distances are doubled, he adds his
martial arts score in successes to any Athletics action and takes no penalties of any
type from movement actions such as jumping and dashing.
Source: AjaxTorbin
439
Duration: Scene
Prerequisites: Zephyr Methodology
”Strike with the suddenness of lightning, pierce your opponent before he can
respond and leave only the sound of your passage.?”
The Duelists weapons begins to spark and flare with electricity, he moves with
quicksilver speed leaving the smell of ozone in his broiling wake, he darts smoothly
around the battlefield. He begins to leap from foe to foe attacking with unhesitating
speed and randomness which effectively decreases the speed of his weapon by one,
adds one to the rate and allows him to dash without penalty.
He may choose to reflexively discharge energy from his weapon during each at-
tack, making his strikes Piercing and adding his Essence in accuracy to the weapon.
However, doing so reduces his DV’s by three.
Source: AjaxTorbin
Challenge’s Answer
Cost: 3m; Mins: Essence 1, The Art of Forceful Declaration 3, Valor 2; Type:
Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Until next action
Prerequisites: Stentorian Challenge
This Charm allows the martial artist to launch a counterattack against any foe
who hits him.Source The Imperfect Lotus, p. 15.
Source: The Imperfect Lotus
Vituperative Account
Cost: 2m or 4m, 1wp; Mins: Essence 3, The Art of Forceful Declaration 5, Valor
4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Biting Remark
Attacks supplemented by this Charm are more difficult to defend against, and
deal horrific wounds.Source The Imperfect Lotus, pp. 17.
440
Source: The Imperfect Lotus
Raging Repartee
Cost: 6m, 1wp; Mins: Essence 4, The Art of Forceful Declaration 5, Valor 5;
Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisites: Loosening Tongues
This Charm is a potent enhancement to the user’s attack, but makes the user
very single-minded.Source The Imperfect Lotus, pp. 17.
Source: The Imperfect Lotus
Loosening Tongues
Cost: 4m, 1wp; Mins: Essence 4, The Art of Forceful Declaration 5, Valor 4;
Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: (Essence) actions
Prerequisites: Wielding One’s Tongue
This Charm makes it more difficult for the target to control his actions and
mote expenditure.Source The Imperfect Lotus, pp. 17.
Source: The Imperfect Lotus
441
Keywords: Combo-OK
Duration: Until next action
Prerequisites:
This Charm allows and requires the user to move between attacks in a
flurry.Source The Imperfect Lotus, pp. 16.
Source: The Imperfect Lotus
Biting Remark
Cost: 5m; Mins: Essence 2, The Art of Forceful Declaration 5, Valor 3; Type:
Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisites: , Instruction In Spirit (Forceful Declaration Form)
This Charm inflicts increased damage with an attack, possibly crippling the
opponent.Source The Imperfect Lotus, pp. 17.
Source: The Imperfect Lotus
Well-Timed Words
Cost: 5m; Mins: Essence 1, The Art of Meditative Discussion 3, Temperance 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Varies
Prerequisites: Cautious Comments
442
The character inflicts his own Temperance on his opponent, hindering her at-
tacks.Source The Imperfect Lotus, pp. 18.
Source: The Imperfect Lotus
Patient Questions
Cost: 2m; Mins: Essence 2, The Art of Meditative Discussion 3, Temperance 3;
Type: Simple (Speed 4, DV -0)
Keywords: Combo-Basic, Stackable
Duration: Varies
Prerequisites: Well-Timed Words
This Charm allows the user to divine information about his foe’s strength or
tactics.Source The Imperfect Lotus, pp. 18.
Source: The Imperfect Lotus
Instruction In Self
Cost: 6m; Mins: Essence 2, The Art of Meditative Discussion 4, Temperance 3;
Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Patient Questions
Assuming the Meditative Discussion Form greatly improves the user’s ability
to defend himself.Source The Imperfect Lotus, pp. 19.
Source: The Imperfect Lotus
All-Encompassing Discussion
Cost: 5m; Mins: Essence 3, The Art of Meditative Discussion 5, Temperance 3;
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Hidden Defense
This defense redirect’s a foes attacks to another target.Source The Imperfect
Lotus, pp. 20.
Source: The Imperfect Lotus
443
Beholding The Composed Face
Cost: 2wp; Mins: Essence 4, The Art of Meditative Discussion 5, Temperance 5;
Type: Simple
Keywords: Compulsion, Obvious
Duration: Indefinite
Prerequisites: Untouchable Purpose
Though her own actions are significantly impeded, foes cannot attack the user
without an effort of will.Source The Imperfect Lotus, pp. 20.
Source: The Imperfect Lotus
Command Of Quiescence
Cost: 4m; Mins: Essence 3, The Art of Meditative Discussion 5, Temperance 4;
Type: Supplemental
Keywords: Combo-OK, Compulsion, Stackable, Touch
Duration: Instant
Prerequisites: Statements Of Bent Purpose
The user slows his target, potentially paralyzing him with multiple at-
tacks.Source The Imperfect Lotus, pp. 19.
Source: The Imperfect Lotus
Hidden Defense
Cost: 2m; Mins: Essence 2, The Art of Meditative Discussion 4, Temperance 3;
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Instruction In Self
Ths Charm allows the user to ignore impediments to his defense; with great
enough command of Essence, this can even include unexpected attacks.Source The
Imperfect Lotus, pp. 19.
Source: The Imperfect Lotus
Untouchable Purpose
Cost: 2m, 1wp; Mins: Essence 4, The Art of Meditative Discussion 5, Temper-
ance 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
444
Prerequisites: Command Of Quiescence, What Have You Learned Barrage
This Charm is a perfect, applicability-trumping defense.Source The Imperfect
Lotus, pp. 20.
Source: The Imperfect Lotus
Cautious Comments
Cost: 2m; Mins: Essence 1, The Art of Meditative Discussion 2, Temperance 2;
Type: Reflexive
Keywords: Combo-OK
Duration: (Temperance) actions
Prerequisites:
The user’s ability to defend himself is enhanced, so long as he does not take
offensive actions.Source The Imperfect Lotus, pp. 18.
Source: The Imperfect Lotus
Instruction In Devotion
Cost: 4m; Mins: Essence 2, The Art of Relentless Persuasion 3, Conviction 3;
Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Quiet Resolve, Hurried Proof
Assuming the Relentless Persuasion Form improves the user’s soak and Resis-
tance.Source The Imperfect Lotus, pp. 21.
Source: The Imperfect Lotus
Ceaseless Arguments
Cost: 1m, 1wp; Mins: Essence 3, The Art of Relentless Persuasion 4, Conviction
4; Type: Extra Action
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Driving The Point Home
This Charm allows the character to continue attacking until he hits.Source The
Imperfect Lotus, pp. 22.
Source: The Imperfect Lotus
445
Understanding The Foundation
Cost: 3m; Mins: Essence 2, The Art of Relentless Persuasion 4, Conviction 3;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant or one scene
Prerequisites: Instruction In Devotion
This Charm either enhances the user’s ability to damage inanimate objects, or
allows him to fortify them.Source The Imperfect Lotus, pp. 22.
Source: The Imperfect Lotus
Disarming Rebuke
Cost: 4m; Mins: Essence 2, The Art of Relentless Persuasion 5, Conviction 4;
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Incautious Point Of Contention
This Charm gives the user a counter-disarm attack, which can be used to throw
the target weapon if successful.Source The Imperfect Lotus, pp. 24.
Source: The Imperfect Lotus
Ineffable Correction
Cost: 2m, 1wp; Mins: Essence 3, The Art of Relentless Persuasion 5, Conviction
5; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
446
Prerequisites: Ceaseless Arguments, Ignoring Denials Of Truth, Disarming Re-
buke
The supplemented attack becomes perfect, hitting even upon rolling a
miss.Source The Imperfect Lotus, pp. 24.
Source: The Imperfect Lotus
Quiet Resolve
Cost: 2m; Mins: Essence 1, The Art of Relentless Persuasion 2, Conviction 2;
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm improves the character’s soak.Source The Imperfect Lotus, pp. 21.
Source: The Imperfect Lotus
Hurried Proof
Cost: 1m; Mins: Essence 1, The Art of Relentless Persuasion 3, Conviction 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm greatly increases the character’s ability to move, so long as he
attacks a foe at the end of the movement.Source The Imperfect Lotus, pp. 21.
Source: The Imperfect Lotus
447
Instruction In Good Will
Cost: 5m; Mins: Essence 2, The Art of Victorious Concession 4, Compassion 3;
Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Hearing The Unspoken Word, Spoken In Kindness
Assuming the Victorious Concession Form allows the character to deal special
stunning damage, in place of bashing or lethal.Source The Imperfect Lotus, pp. 25.
Source: The Imperfect Lotus
Honey-Coated Admonitions
Cost: 4m; Mins: Essence 3, The Art of Victorious Concession 5, Compassion 3;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Opening The Door
This Charm improves the user’s chance of hitting his opponent, at the cost of
reducing the potency of the attack.Source The Imperfect Lotus, pp. 26.
Source: The Imperfect Lotus
448
Invoking this Charm strips magical enhancements from a foe’s attack.Source
The Imperfect Lotus, pp. 26.
Source: The Imperfect Lotus
An Oath Of Presence
Cost: 3+m, 1wp; Mins: Essence 3, The Art of Victorious Concession 5, Com-
passion 4; Type: Simple (DV -0)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites: Soothing Word Of Wisdom
The character’s soak improves, and he gains the ability to heal himself.Source
The Imperfect Lotus, pp. 26.
Source: The Imperfect Lotus
Loving Oration
Cost: 5+m, 1+wp, 1lhl; Mins: Essence 4, The Art of Victorious Concession 5,
Compassion 5; Type: Simple
Keywords: Combo-Basic, Compulsion, Obvious
Duration: One scene
Prerequisites: Lesson Of The Rod
This Charm calms the spirits and heals the bodies of those nearby. Source The
Imperfect Lotus, pp. 27.
Source: The Imperfect Lotus
449
Hearing The Unspoken Word
Cost: 3m; Mins: Essence 1, The Art of Victorious Concession 2, Compassion 2;
Type: Simple (Speed 4)
Keywords: Combo-OK
Duration: One scene
Prerequisites:
This Charm bestows awareness of sentient beings within range.Source The Im-
perfect Lotus, pp. 24.
Source: The Imperfect Lotus
Spoken In Kindness
Cost: 1m; Mins: Essence 1, The Art of Victorious Concession 3, Compassion 2;
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The character using this Charm may redirect a nearby attack to himself.Source
The Imperfect Lotus, pp. 25.
Source: The Imperfect Lotus
450
Duration: Instant
Prerequisites: The Circle Screams
This Charm increases the martial artist’s parry DV against an attack, and, if
the parry is successful, increases the Speed of the enemy’s action. It also allows the
martial artist to parry lethal and ranged attacks barehanded. ”See the text of the
Charm for full details”
Source Manual of Exalted Power: Alchemicals, p. 171.
Source: Manual of Exalted Power: Alchemicals
451
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Thousand Wounds Gear Form
Bladed gears erupt from the martial artist’s anima, increasing the raw and
minimum damage. This Charm cannot supplement natural unarmed attacks that
deal bashing damage. ”See the text of the Charm for full details”
Source Manual of Exalted Power: Alchemicals, p. 173.
Source: Manual of Exalted Power: Alchemicals
452
Duration: Instant
Prerequisites: Thousand Wounds Persistence
The martial artist makes a single unarmed attack. If this hits, two more un-
blockable, undodgeable attacks follow. ”See the text of the Charm for full details”
Source Manual of Exalted Power: Alchemicals, p. 173-174.
Source: Manual of Exalted Power: Alchemicals
453
Keywords: Knockback, Obvious, Combo-Basic
Duration: Instant
Prerequisites: Three-Fold Dragon Form
The Adept flares and hardens his anima at the point of impact, thrusting it
outwards thereby forcing his opponent off balance and halting the attack.
The Adept counters an attack by rolling (Dexterity+Martial Arts) at a difficulty
equal to the number of success rolled on step three of Attack Events. If this counter
gets more successes than the original attack, the attack fails and no damage is rolled.
In any case, the attacker must immediately check for knock-back with the difficulty
set as the number of successes on the Dexterity+Martial Arts counter which effectively
stops any flurry that was being attempted on the defender.
Source: AjaxTorbin
454
half hour.
Source: AjaxTorbin
455
Entwined Among the Dragon’s Scales
Cost: -; Mins: Essence 4, Three-Fold Dragon 5; Type: Permanent
Keywords: Obvious
Duration: Instant (Step 2)
Prerequisites: Three-Fold Dragon Form
Expanding his anima out the Adept may defend his allies instead of helping
himself. This is an enhancement to Three-Fold Dragon Form.
The Adept may spend 2m to reflexively flare his anima and shield himself and
anyone or anything within Essence x2 yards. Ones besides the Adept so protected
may use their DV or his, whichever is greater and both them and the Adept gain a
natural bonus to lethal and bashing soak equal to the Adept’s Essence.
When activated in conjunction with Three-Fold Dragon Form the effect remains
for the duration of that charm even as the Adept takes other actions, as long as those
protected remain within range. However, the Adept take a -2 penalty to his Defense
Values against all attacks directed at him. This penalty does not apply to attacks
targeted at those he protects. The Adept may cancel the effects of this charm as a
reflexive action but must reactivate Three-Fold Dragon Form to restore the lasting
effects.
Source: AjaxTorbin
456
specific object or person, only the users surroundings.
Source: AjaxTorbin
457
Prerequisites: Awareness of the Heart-Pulse
”There are times when the world slows; when a supernal understanding flows.
The Adept learns to gain such a moment at times of conflict; slowing when others
speed, understanding where others ignore, listening when others speak.”
When this charm is activated, the Adept instantly gains the benefit of a full Aim
action. This does stack with any naturally gained Aim bonus. Only one activation
of this charm can apply at any given time, its effects do not stack with itself.
At Essence 5+ the Adept may reflexively activate this charm in response to any
Join Debate or Join Combat roll as non-charm use.
Also, when the Adept takes the normal Aim action after having activated this
charm, the dice gained instead become a maximum of three Successes.
Source: AjaxTorbin
458
This charm can only be used in areas where it is possible for the user to sense
Essence.
Source: AjaxTorbin
Principle of Attraction
Cost: 3m; Mins: Essence 4, Three-Fold Flowing Essence 4; Type: Reflexive
(step 1)
Keywords: Combo-Basic, Obvious
Duration: Scene
Prerequisites: Stance of the First Coil: Harmonic Understanding Prana
”Dragon lines flow together, the chakra points found in every living thing flow
together, elements flow together with their type; it is the nature of energy to flow
together, to unite their power and flow again to join the cycle of life.”
Armed with an innate awareness of the energy around him the Adept can polarize
his entire body with Essence, causing small sparks of to flare from his torso chakra
point and then down his arms and legs. This increases his reaction speed allowing
him to move quicker, reducing the speed of his Physical Actions, including Attacking
and Dashing, by one to a minimum of three. Note that this does not decrease the
speed of Charms or Sorcery actions.
Source: AjaxTorbin
459
Using this pool does not count as charm use and can be used at any time.
This pool refreshes at the start of the Adept’s action if the Adept reflexively spends
a 1m.
Source: AjaxTorbin
460
Stance of the Third Coil: Transcendence of the Will Method
Cost: 15, 1wp; Mins: Essence 5, Three-Fold Flowing Essence 5; Type: Simple
(speed 4)
Keywords: Obvious, Multiple-Action, Coil
Duration: Scene
Prerequisites: Inversion Pulse Counter, Inversion Pulse Wave, Essence Twisting
Strike
”Taking his own energy the Adept cycles it back in upon itself, compounding,
shaping and anchoring it ro his physical form, seeming to me more a being of raw
hardened essence than of physical shape. His form becomes obscured by his anima
and that reflection spirit moves with more awareness and understanding than the
Adepts inward focused gaze and rigidly precise movements.”
The Adept becomes a whirlwind of power; an unstoppable juggernaut of pure for-
tified Essence. Anything attempting to effect him must pass though an impenetrable
skin of glowing essence; his post calculation Natural, unmodified, Soak, MDV and
PDV are all doubled for the duration and he gains natural hardness equal to his
permanent Essence score.
His now hardened anima increases his mobility, his movement rate can now take
him in any direction including up; the Adept can stand in midair as easily as the
ground. When this charm ends the Adept is lowered gently back to the ground on
slowly dissipating Essence.
Finally the adept gains an extra physical action in which any DV penalties he has
gained are reset to Zero. He may then attack or move again as normal accruing the
normal penalties, or end his turn with refreshed Defense Values. The Adept must
still follow normal charm use rules.
”’The following effects of this charm can only come into effect if Flowing Essence
Kata and Essence Sight Technique are active.”’
As long as the Adept can perceive Essence (as with Essence Sight Technique) he
is able interdict and control its flow within his body. Any essence fueled ability that
damages or inflicts a penalty Directly to the Adept, is able to be negated, whether by
shifting his own essence so it is not effected or diverting the effect away from himself.
This ability includes spells, such as Blood of Boiling Oil and Essence Inversion, and
naturally occurring essence effects, like that of a manse explosion; and direct Essence
attacks such as Crypt Bolt and Glorious Solar Saber. The Adept is still effected by
such spells that conjure a physical object, like Death of Obsidian Butterflies or Rain
of Doom.
This does not include charms that do not directly target the Adept, like those
that increase the opponents skill or raw abilities or grant a supernatural ability like
Foe-Valting Technique.
While Flowing Essence Kata is active the Adepts range on his unarmed martial
arts attacks equal to his (Essence x10) yards.
”’The following comes into effect if Stance of the Second Coil: Manifestation of
Will Technique is activated:”’
The pool of dice given by the charm Stance of the Second Coil: Manifestation of
Will Technique now count as successes. These success count twice toward the die cap
limit in the same way as the charm Essence Triumphant.
During the duration of this charm the Adept takes no negatives from wounds or
poisons, though if brought below his -4 health level he is rendered unconscious as
normal.
461
Source: AjaxTorbin
462
Principle of Opposition
Cost: 3m; Mins: Essence 4, Three-Fold Flowing Essence 4; Type: Reflexive
(Step 1)
Keywords: Combo-OK, Obvious, Merged (Shadow Over Water)
Duration: Instant
Prerequisites: Stance of the First Coil: Harmonic Understanding Prana
”As Essence that is alike will flow together, Essence that is in opposition will
repel.”
Quickly charging his body with essence that is in opposition to his foes allows the
Adept to flow through even the swiftest and most sure of his opponents attacks; he is
able to smooth his defenses, deflecting and avoiding his opponents blows. This charm
refreshes the Adepts Dodge and Parry Defense Values and allows him to parry lethal
without a stunt.
This charm is synergistic with Shadow Over Water and counts as such for meeting
prerequisites.
Source: AjaxTorbin
463
Essence Twisting Strike
Cost: 3m; Mins: Essence 4, Three-Fold Flowing Essence 5; Type: Reflexive
(step 1 DV-5)
Keywords: Obvious, Combo-Basic
Duration: Instant
Prerequisites: Stance of the Second Coil: Manifestation of Will Technique
”Having mastered the precise manipulation of essence the Adept knows that
any manipulation of Essence takes fine control and clear understanding. Knowing
this the Adept may disrupt such control in others.”
This charm Supplements a single Martial Arts attack, or flurry with a +4 difficulty
added to the targets Defense Values and allows the Adept to strike the Essence flows
of his opponents, thereby blocking them. If successful, the attack deals no damage and
instead closes off the current essence flow pattern, making the last charm used by the
target unusable for a number of Ticks equal to the Adept’s Martial Arts + Essence.
These attacks are made supremely obvious to anyone who has been subjected to them
previously, they know what was done to them and the signs of another attempt to do
so again.
The Adept must be aware of the charm; it must have the Obvious keyword or
the Adept must have some active effect that grants essence sight, such as Essence
Sight Technique. It cannot block the effects of Permanent charms such as Ox-body
Technique or spells and charm effects currently in use, such as scene long or multiple
action charm effects, though it can stop the reactivation or re-application of said
charms; put simply this charm inhibits a target from spending motes on the most
recently activated charm or charms if used as part of a flurry of attacks. If used
against a charm with a flaw of invulnerability, in still allows use of that charm, but
at twice the mote cost and with a 1wp surcharge.
Source: AjaxTorbin
464
Prerequisites: Throne Shadow Form
The Sidereal stands behind the throne of god-kings and emperors, whispering
secrets and advice in their ears. Such footing, behind the rulers and defenders of all
the world, is the safest he could ever find. The Sidereal may activate this Charm in
response to any attack against him, allowing any one character who is protecting him
with a Defend Other action to perfectly parry it, even if it is unblockable. The defend-
ing character must be aware of the attack, and must choose to protect the Sidereal.
This Charm’s reliance on a defender is considered a unique Flaw of Invulnerability.
Although this Charm is Obvious, it is the Sidereal’s defender who seems to be making
use of the magic, not the Sidereal. A second purchase of this Charm at Essence 5
allows the Sidereal to extend its duration to one action by paying a surcharge of three
motes and a point of Willpower. Doing so extends this perfect defense to all valid
Defend Other attempts made to protect the Sidereal for the full duration.
Source: The Demented One
465
although the Sidereal may choose to filter out any influence that could not result
in the character being made to attack him, letting him distinguish whether or not
the attack was caused by mind control. He may also filter out any influence whose
presence he is already aware of. If the Sidereal has Lotus Petal Calligraphy active, he
may choose to discern the exact effect of a single unnatural influence in place of the
normal information revealed, although he must still exceed the usual difficulty to gain
information with that Charm. If the Sidereal is attacked by one of his shadow fingers
while they are in Limit Break, he realizes that the attacker is not in full control of
himself, although this Charm offers no further information as to the source of their
madness.
Source: The Demented One
466
Should he wish, he may then pay twenty five motes and a point of Willpower as a
miscellaneous action to disappear, reappearing within the shadow finger’s presence.
He must appear within (Essence x 10) yards of the shadow finger, and must appear in
a place that would grant him sufficient cover to attempt concealment. Lacking such
a destination, the Sidereal cannot teleport. If he wishes, he may reflexively attempt
to establish surprise as he arrives. Otherwise, he simply seems to step out of nowhere
to greet his shadow finger.
In order to overhear or teleport to his shadow fingers, the Sidereal must be within
(Essence x 100) miles of them. Wards against scrying or teleportation also impede
the magic of this Charm. With Martial Arts 6 and Essence 6, he may teleport to his
shadow fingers no matter how far they are from him, so long as he is within the same
realm of existence as them. With Martial Arts 7 and Essence 7, the Sidereal may
hear and teleport to shadow fingers that are in other realms of existence, though he
must pay a surcharge of twenty five motes and two points of Willpower to teleport
into other reams.
Source: The Demented One
Sage-of-Heaven Wisdom
Cost: ; Mins: Essence 2, Throne Shadow 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sifu’s Useful Fingers
The Maidens did not choose their Exalted for great deeds of heroism or in-
domitable spirit. They chose the fateful souls, those who could turn the course of
the world’s destiny with a subtle word or a clever plan. The Sidereal Exalted are the
Viziers of the Celestial Host, the advisers and mentors of god-kings and champions,
and it is their nature to fulfill this fate. This Sidereal may recover a single point
of Willpower at the end of any scene in which he acts in his capacity as a Vizier.
Appropriate behaviors include offering advice or guidance to other characters in ful-
filling duties that are a part of their position, profession, or immanent nature, training
other characters in mundane or magical skills, and devising plans that will further the
overall goals of another character if carried out, which includes fate planning. If the
Sidereal acts as a Vizier to a character whose Essence exceeds his own or who is one
of the Solar Exalted (including the Abyssal and Infernal Exalted derived from them),
he may instead regain two points of Willpower. Alternatively, once per story, he may
choose to dissipate a single point of Paradox in place of receiving this greater reward,
pleasing the pattern spiders by fulfilling the duties given to him by the Maidens.
Source: The Demented One
467
this Charm also enhances the other effects of Arcane Fate, converting the bonus dice
that the Sidereal receives on attempts to impersonate another person or to disguise
himself as a resplendent destiny that he has donned to automatic successes. Note that
while this Charm is not Native to the Sidereal Exalted, it is useless to characters that
lack Arcane Fate. Such characters must seek out other means of gaining Arcane Fate,
such as the use of a Sublime Interstice of Incongruity, to benefit from this Charm.
Source: The Demented One
468
- Fellow Sidereals are at -2 difficulty to notice the Intimacy. If any character fails
the Investigation roll in question, they will instead perceive an Intimacy to a belief
they would expect.
- This Intimacy cannot alter the Sidereal’s relationship to the person using the
mental influence such that they become an invalid target for this Charm.
Source: Ghosthead
469
multiple commitments may not stack. A trained target individual may only make a
number of commitments studying under one teacher up to (teacher’s Essence).
The Sidereal can train with a target group or as a solo character, increasing her
own capabilities. Characters with this Charm can purchase additional tricks from
this list for five experience points or two bonus points. Using these abilities does not
count as a Charm invocationthis Charm permanently enhances the Exalts capabilities.
The Obvious keyword denotes that anyone closely observing the training or its result
would understand that the training was enhanced by the trainer’s Charms and would
have a rough idea of the purpose of the enhanced training.
Source: Ghosthead
name PAGENAME
Cost: 1m or 3m; Mins: Essence 2, Throne Shadow 3; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisites:
Sidereals understand the world; much of their power to act upon the world
proceeds from this fact. When the character perceives an individual whose Martial
Arts rating is equal to or higher than his own, that fact becomes Obvious to his senses
unless the character is using a supernatural disguise of some kind. Alternately, for a
cost of 3m, the character knows all combat Abilities a perceived individual possesses
which are rated equal to or higher than his Martial Arts rating.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 3m; Mins: Essence 2, Throne Shadow 3; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisites:
Sidereals deceive the world, presenting themselves as less than what they are;
much of their power to act upon the world proceeds from this fact. The Sidereal cloaks
herself in the humble and unassuming air of the neophyte student, the civil servant,
or the hanger-on in the company of legends. She seems unthreatening, imposing a
-3 external penalty on all attempts to gauge her nature and the level of her skill.
This unassuming mien also makes it difficult to view the Sidereal as a serious threat;
all attempts to re-establish surprise enjoy a bonus of (Sidereals Essence) dice. This
Charm constitutes a form of unnatural mental influence costing two Willpower to
resist for one scene.
Source Lords of Creation
Source: Lords of Creation
470
Prerequisites:
Sidereals advise the world; much of their power to act upon the world proceeds
from this fact. Disdaining such crude weapons as fighting gauntlets or appropri-
ated barstools, the Sidereal turns others into his instrumentsbe they pawns or kings.
The Sidereal may enlighten an individual with five minutes of one-on-one advice and
simple-but-profound martial demonstrations. The beneficiaries of such instruction
temporarily enjoy one bonus dot of Martial Arts and add the Sidereals Martial Arts
rating to their Dodge MDV so long as the Vizier commits Essence to this Charm.
She may sustain a commitment to up to (Essence x 2) beneficiaries at once. Sidereals
know such beneficiaries as shadow fingers.
”Enhanced:” a Sidereal exalt automatically becomes aware when one of her shadow
fingers is attacked, regardless of the distance separating them.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 5m; Mins: Essence 2, Throne Shadow 4; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisites: Lotus Eye Tactics, Lion Mouse Stratagem, Sifu’s Useful Fingers
Combining insight, deceit, and the shadow fingers she has accumulated, the
Sidereal makes a terrible fist with which to guard all things within destinys design.
While this Form is active, all shadow fingers within (Dexterity x 3) yards are con-
sidered to be protecting the martial artist with a Defend Other action at all times.
Additionally, the Sidereal may launch coordinated attacks with her shadow fingers,
substituting Martial Arts for War, and such attempts are made at difficulty 1 regard-
less of the number of fingers participating in the attack. The Sidereal and her fingers
may also strike dematerialized targets while this Form is active, though this Charm
does not help them find and target such beings.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 3m, 1wp; Mins: Essence 2, Throne Shadow 4; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Throne Shadow Form
The world of the Exalted is a world of vast, eye-catching luminaries; nobody
notices a shadow lost in the tangle of the crowd. This Charm enhances an attempt
to re-establish surprise in a crowd (defined as a scene in which at least 20 characters
are present), producing a -2 external penalty on attempts to spot the Sidereal. If
the Sidereal has at least two shadow fingers present, this also qualifies as a crowd,
permitting her to attempt to re-establish surprise.
Source Lords of Creation
Source: Lords of Creation
471
name PAGENAME
Cost: 4m; Mins: Essence 3, Throne Shadow 5; Type: Reflexive (Step 1)
Keywords: Combo-OK, Crippling, Enhanced, Obvious
Duration: Instant
Prerequisites: Shadow Lost in the Court
Sidereals are known for their discretion, never sullying the courts of the Law-
givers with the blood of would-be assassins or the screams of intercepted fanatics.
Their killing arts are cleaner than that. This Charm supplements an unarmed mar-
tial arts attack. Should it successfully strike its target, that individuals breath is
sealed, and he begins suffocating (see Second Edition Core, p. 130). The target
may make a reflexive (Strength + Athletics) roll every thirty seconds at a difficulty
of the martial artists Essence rating to attempt to break free and resume breathing
normally. Until he does so, he suffers a -2 internal penalty to all actions. The martial
artist may also restore a targets breath by striking them with this Charm again.
”Enhanced:” this Charm may alternately be used to steal the targets breath alto-
gether. The Sidereal may subsequently try to strangle the target with her own breath,
treating such attempts as a dire chain-assisted grapple attempt. Should the target
regain her breath, this weapon vanishes from the Sidereals grasp.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 3m; Mins: Essence 3, Throne Shadow 5; Type: Reflexive (Step 1)
Keywords: Combo-OK, Poison
Duration: Instant
Prerequisites: Pneuma-Sealing Strike
There is no deadlier weapon than truth, which Sidereals may unleash on destinys
behalf. Should an unarmed attack supplemented by this Charm strike its target,
they are poisoned with a toxin with the following traits: (Special/one hour, 5, /,
-1). Rather than doing damage, this toxin infects the victims chakras and her mind,
rendering her incapable of lying or dissembling. Should she speak, she may only speak
the truth as best she knows it.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 4m, 1wp; Mins: Essence 2, Throne Shadow 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Enhanced
Duration: One scene
Prerequisites: Throne Shadow Form
The Sidereals are destinys guardians and the eyes of the Exalted. Their vi-
sion must not be clouded, and those who would attempt such stratagems must be
punished. While this Charm is active, the Sidereal may launch an unarmed Martial
Arts counterattack against any individual who attempts to inflict unnatural mental
influence on him. If this influence is ongoing, the counterattack triggers the first time
the Sidereal is exposed to it after activating Clear Eyes Defense.
”Enhanced:” at Essence 3+ a counterattack which successfully strikes its target
also perfectly negates the unnatural mental influence which triggered it.
472
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 3m; Mins: Essence 3, Throne Shadow 5; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Obvious
Duration: Five actions
Prerequisites: Throne Shadow Form
Striking the air with her palm, the Sidereal sets an Essence-vibration racing
through the world. The Exalt makes an unarmed martial arts attack; all hidden
characters within (Martial Arts x 10) yards must make a reflexive opposed Dexterity +
Stealth roll against the attacks successes. Should the Sidereal garner more successes,
then a series of ripples and distortions in the air give away the individuals location
and render stealth impossible for five actions. This Charm also automatically reveals
dematerialized beings within its range in this manner.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: 5m, 1wp; Mins: Essence 3, Throne Shadow 5; Type: Simple
Keywords: Combo-OK, Enhanced, Servitude
Duration: One scene
Prerequisites: Clear Eyes Defense, Welcoming the Uninvited Guest
Improvisation is a cherished skill of brawlers and courtly guardians alike. The
Sidereal rolls (Charisma + Martial Arts), issuing an exhortation to abandon arms
and loyalties and rally to him for the sake of the worlds preservation. This battlefield
plea is ineffective against heroes and supernatural beings, but the weak minds of the
worlds extras may be easily swayed to change their loyalties. Compare the Sidereals
roll to the highest MDV of any hostile extra present; should the Sidereal succeed,
(Essence x 2) extras switch sides and immediately begin fighting under the Sidereals
leadership (assuming that so many are present). These extras are considered to be
shadow fingers until the end of the scene; after that point, the Sidereal must use Sifus
Useful Fingers on them if he is to retain them as his tools. This Charms unnatural
mental influence costs three points of Willpower to resist.
”Enhanced:” at Essence 4+, then this Charm may also win the loyalty of mindless
automatons, including undead, though such beings add their masters Essence to their
MDV if they are under magical control.
Source Lords of Creation
Source: Lords of Creation
name PAGENAME
Cost: ; Mins: Essence 4, Throne Shadow 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Deadliest of All Weapons, Finger-Stealing Handshake
Those who wield the world as a weapon are never alone, and as such, cannot be
defeated. The attacks of the Sidereals shadow fingers are now considered to be her
473
unarmed attacks for the purpose of Charms of Throne Shadow style.
Source Lords of Creation
Source: Lords of Creation
474
Both versions of this Charm allow the Sidereal to split a transformed form weapon
into two separate form weapons, provided that their total Resources cost is equal to
or less than the Resources cost of the original weapon.
At Essence 4+, this Charm automatically upgrades, allowing the martial artist to
transform a weapons statistics without appreciably changing its shape; this effect is
Obvious whenever she makes an attack with that weapon.
Source: Revlid
Appreciating-Every-Facet Tutorial
Cost: ; Mins: Essence 2, Throne Shadow 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Lotus Eye Tactics
This Charm permanently enhances the Sidereals ability to learn and teach Mar-
tial Arts Charms. The majority of Martial Arts Styles have Complementary Ability
requirements that must be filled before the Style can be learned; often, this is the
combat ability that would normally pertain to the Styles form weapons. If the Side-
real, or any character he is tutoring, has even one of the Complementary Abilities of
a Style as a Favoured or Caste Ability, that character learns the Charms of that Style
as though they Favoured Martial Arts, using the relevant xp costs and base training
times for Favoured Charms.
If the Sidereal himself does not have Martial Arts as a Favoured or Caste Ability,
he recalculates the xp he has spent on any Martial Arts Charms he has learned,
applying this Charms pseudo-Favoured discount in order to gain xp refunds where
relevant.
A second purchase of this Charm allows a Sidereal to act as a tutor in Charms he
does not know, provided he meets all the minimum trait requirements. For example,
he may reduce the training time for a Solar to learn Charms:Mist on Water Attack
Mist on Water Attack, provided he has a Thrown rating of 4+ and an Essence rating
of at least 3. This does not allow him to teach Charms that do not belong to the
native Charmset of his pupil.
Source: Revlid
Sifu-in-Soul Scripture
Cost: 5m per recorded Charm; Mins: Essence 4, Throne Shadow 5; Type:
Simple (Dramatic Action)
Keywords: None
Duration: Instant
Prerequisites: Lotus Climbing Assessment
This Charm requires access to something that could be used as a physical
receptacle of knowledge, such as a prayer strip, a scroll, a data crystal, an encoded
message in the stars readable only by astrological thaumaturgy, or graffiti. Whatever
the chosen receptacle, the Sidereal spends a dramatic action of no less than (recorded
Charms) hours recording any number of Martial Arts Charms into it, in the form of
instructions, diagrams, relevant sutras, etc, paying five motes per recorded Charm.
She cannot record Charms from more than one Style into a single receptacle, though
Martial Arts Charms that do not belong to any Style (such as enlightenment Charms
475
or Flowing Kata Form) can be included in any receptacle. In any case, the receptacle
in question becomes as difficult to destroy as a level-one artifact.
Any character capable of learning the level of Martial Arts recorded within may
activate the receptacle by spending one point of temporary Willpower. They immedi-
ately fall inactive, as they are plunged into a trance (this trance is treated as a dream
for the purposes of effects that interact with such). While in this trance, they are
aware of outside stimulus directed specifically at them, and can awaken as a miscel-
laneous action (or reflexively upon being struck by an attack). In the trance itself,
they are confronted by a phantasmal representation of the Sidereal in a soulscape of
arbitrary appearance (designed by the Sidereal, consciously or otherwise, upon acti-
vating this Charm). The phantasm is naturally disposed to pass on its knowledge,
refusing to do so only when confronted by a character the Sidereal himself would have
utterly refused to teach on principle. Provided this is not the case, the character is
taught one or more of the Charms recorded within the receptacle while in the trance,
exactly as though the Sidereal himself were teaching them (this includes the effects
of any specialized training Charms the Sidereal knew at the time of creating the re-
ceptacle). Within the soulscape, time appears to pass as normal, but this is not the
case; Charms learned in this way have their training time reduced to hours rather
than days.
Since the Charms in question are effectively being taught by the Sidereal, Martial
Arts Styles that require an actual tutor (such as Black Claw Style or Iron Rod Style)
can be taught through this Charm, with the Sidereal being treated as the tutor in
question. Even Sidereal Martial Arts can be taught in this way, though the train-
ing time is not reduced at all, and the receptacle is consumed after a single usage,
regardless of how many Charms have been learned.
A second purchase of this Charm allows the Sidereal to record any Charms, Spells,
Abilities, or Specialties he possesses knowledge of, allowing them to be taught in the
exact same way.
Source: Revlid
476
of Sorrows, there are any number of reasons a Sidereal might be forced to learn it;
extensive Wyld mutation, necrotech implants, Solar castigation, or, indeed, becoming
an akuma.
”Example: In order to learn Righteous Devil Form, a martial artist would normally
need to learn both Blessing of Righteous Solar Spark Meditation and Cloud of Ebon
Devils. Imperial Crane Archer, a Sidereal akuma with this Charm, does not need
to learn the first Charm, as it has the Holy keyword. Instead, he requires Cloud
of Ebon Devils and Blossom of Inevitable Demise Technique (the prerequisite of the
substituted Holy Charm) to learn Righteous Devil Form. Should he somehow ever
stop being a creature of darkness, he loses access to Righteous Devil Form until he
learns its bypassed prerequisites normally.”
Source: Revlid
477
Prerequisites: , Sifu’s Useful Fingers
This Charm permanently enhances its prerequisite, allowing the vizier to include
ideas of style and presentation alongside his martial instruction. Upon learning this
Charm, the Sidereal must describe a certain thematic or ideal centred around combat
and no longer than five words; examples might include honour-bond bodyguard?,
boisterous bruiser? or silent assassin?. Whenever his shadow fingers take an action
in a manner that fits with the described thematic, they increase the rating of that
actions stunt by one level, as though it resonated with their Motivation. This cannot
grant a stunt bonus to actions that do not qualify for one to begin with, and the
Sidereal himself does not benefit.
The Sidereal can only change the thematic granted by this Charm by ending all
mote-commitments to Sifus Useful Fingers and spending a full day in meditation.
Upon completing his ruminations, he describes a new thematic, which future shadow
fingers benefit from as normal.
Perhaps the most famous user of this Charm is Capitan Lieko, a ronin Sidereal
who has gathered a full Circle of Dragon-blooded martial artists. These renegade Im-
maculates travel with him as his shadow-finger cohorts, benefiting from the thematic
of flamboyant bringers of justice?.
Source: Revlid
Art of Duel-Wielding
Cost: 5m, 1wp; Mins: Essence 6, Throne Shadow 6; Type: Simple
Keywords: Combo-Basic, Obvious, Touch
Duration: One scene
Prerequisites: , Mind’s Eye Sparring, Sifu-in-Soul Scripture
The Sidereal can only activate this Charm while in Throne Shadow Form, and
in physical contact with two of his shadow fingers, each of whom must have been
taught at the same Form-type Martial Arts Charm by him. Both of his pupils’ animas
immediately flare to the totemic level for just a moment, before their bodies erupt and
collapse into a pair of scrolls, the style of which mimics their animas own aesthetics.
These scrolls hover and swirl around the Sidereal for a moment before splitting into
prayer strips, as though cut sideways with scissors. The strips continue to burn with
the colour of their anima, and bear, in Old Realm, the Scripture of the Proud Maiden.
These prayer strips last for as long as the Sidereal remains in Throne Shadow Form,
and are otherwise indestructible. For their duration, the Sidereal benefits from the
effects of one Form-type Charm (other than Throne Shadow Form) that he has taught
to both of the dissolved students, at no additional cost. This circumvents normal rules
on the number of Form-type Charms that can be active at one time.
For the duration of this Charm, the two pupils are enraptured in their own mind-
scape dojo, constructed by the martial artist within his soul; here they engage in
futile, surreal battle, each using the Style that their Sidereal teacher is drawing from
with this Charm. At the moment the Charm ends, they strike each other down at the
same moment, and are returned to their bodies, in physical contact with the Sidereal.
Source: Revlid
478
Duration: Permanent
Prerequisites: , Lotus Eye Tactics, One complete Sidereal Martial Arts Style
Of all the Celestial Exalted, it is the Sidereals who are called the greatest martial
artists. Many are those who scoff at this title, and their doubt is not without its
foundations. Can the Sidereal Exalted match the unconquered arete of the Lawgivers
in sheer strength and skill? Can they boast of any destructive secret techniques
that can stand against the unholy power of the Deathknights? Can they achieve
transcendence like unto that of the Infernal Monster? Of course not. And yet, it is
not falsely that the Sidereal Exalted are praised as masters of the martial arts. If they
cannot match their contenders in talent, terror, or transformation, then they must
exceed them in understanding and wisdom. This Charm may be purchased once for
each complete Sidereal Martial Arts Style that a character has learned. It is native
to the Sidereal Exalted, an esoteric meditation upon samsara that only they achieve.
It upgrades the chosen Style in the following ways.
The Sidereal gains a single automatic success on any Martial Arts-based action
that is enhanced by a Charm of the chosen Style. If this Charm is purchased for
multiple Sidereal Martial Arts Styles, then the automatic successes granted by each
purchase stack.
So long as the Sidereal has a sutra of the chosen Style active, he may activate
Combos that are made up solely of Charms from the chosen Style and Sidereal Excel-
lencies without needing to pay a point of Willpower. If he has purchased this Charm
for multiple Sidereal Martial Arts Styles, then this benefit is also extended to valid
Combos that contain Charms of multiple Styles he has learned this Charm for, so
long as he has a sutra active for each Style whose Charms are used.
The Sidereal may pay three motes to use either sutra of the chosen Style, rather
than paying a point of Willpower.
Source: The Demented One
479
skip? Celestial Martial Arts Charms (she could already use such Charms to skip?
others, but not vice-versa). Sidereal Martial Arts Charms can never be skipped.
”Example: Jyon Tuist wishes to learn First Pulse Style. The first Charm of that
Style, Lightning Mental Armament, enhances a Join Battle roll while granting a fur-
ther bonus. Jyon already knows how to strike quickly at the start of battle; he learned
it in Celestial Monkey Style, with the Charm Flowing Mirror of Opposition Tech-
nique. Therefore, he chooses to incorporate this knowledge into his understanding of
First Pulse Style, skipping Lightning Mental Armament and allowing Flowing Mirror
of Opposition Technique to act as a prerequisite for Poisoned Rat Moves Without
Pride, a later Charm in First Pulse Style. Other possible Charms which could re-
place Lightning Mental Armament include Undefended Assault Method, Speardancer
Concentration, or Breath and Essence Control.”
Source: Revlid
480
Mutations granted by this Charm appear to be as natural as possible, taking on
the aesthetics of the body of the shadow finger they are applied to. Where they are
obviously unnatural (such as tentacles applied to a normal mortal), they instead seem
like Essence-constructs of shadow and light, appropriate to the anima of the Sidereal
(or her shadow finger). These mutations fade at the end of the scene in which they
were granted.
Source: Revlid
481
World Emulation Harmony
Cost: (minimum Essence)m; Mins: Essence 5, Throne Shadow 5; Type: Reflex-
ive
Keywords: Combo-OK, Training
Duration: One scene
Prerequisites: , Lotus Petal Omens, Studying at the Feet of Mountains
The vizier need not learn all the things of the world; they will tell him their
secrets when it is time, and he will master them in moments. This Charm can be
purchased up to (Martial Arts) times. The Sidereal can only activate this Charm
with Lotus Eye Tactics active, upon witnessing the use of a Charm from a Terrestrial
or Celestial Martial Arts style. He immediately commits motes equal to that Charms
minimum Essence rating, and for the duration of this commitment, he may use that
Charm as though he actually knew it, mimicking Essence flows and motions alike.
The maximum number of Charms he can mimic at once is equal to the number of
times he has purchased this Charm, and he cannot mimic Charms that he does not
meet the trait minimums for (including any complementary abilities). If a Charm the
Sidereal wants to mimic has prerequisite Charms he does not already know, he must
mimic them first, and can do so without actually witnessing them; by committing
the necessary motes, he instantly deduces the spiritual patterns that must lead to the
Charm he is attempting to mimic. The Sidereal cannot end this Charm normally;
doing so requires a miscellaneous action, which cannot be flurried and costs a single
point of Willpower. At the end of the scene, the Sidereal may instantly learn any
Charms he still has motes committed to as a Training effect.
At Martial Arts 6+, the Sidereal can mimic Charms from a character who has not
used (and need not even know) them, so long as that character is suitably thematically
related to the style in question, such as a tiger for Tiger style, or an errant lawgiver
for Solar Hero Style. Further, at this level, the maximum number of times he may
purchase this Charm increase to (Martial Arts + Essence).
At Martial Arts 8+, the Sidereal can mimic Charms from Sidereal styles. Such
mimicked Charms never benefit from sutras, regardless of how far the Sidereal has
mimicked (or actually learned) that style.
Source: Revlid
482
Spine Shattering Bite
Cost: 3 motes + 1 mote per die; Mins: Essence 3, Tiger 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Raging Tiger Pounce
This Charm is a rending, severely damaging attack.
Source Caste Book: Dawn, p. 73.
Source: Caste Book: Dawn
Tiger Form
Cost: 6m; Mins: Essence 2, Tiger 4; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisites: Crimson Leaping Cat Technique, Striking Fury Claws Attack
Assuming the Tiger Form improves the user’s damage, soak, and ability to fight
while prone.
Source Scroll of the Monk, p. 108.
Source: Scroll of the Monk
Tiger Form
Cost: 6m; Mins: Essence 2, Tiger 4; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisites: Crimson Leaping Cat Technique, Striking Fury Claws Attack
Assuming the Tiger Form improves the user’s damage, soak, and ability to fight
while prone.
Source Scroll of the Monk, p. 108.
483
Source: Scroll of the Monk
484
Celestial Tiger Hide
Cost: 5m, 1wp; Mins: Essence 2, Tiger 5; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisites: Tiger Form, Tiger Form
This Charm supplements the user’s soak.
Source Scroll of the Monk, p. 108.
Source: Scroll of the Monk
485
Angry Predator Frenzy Style
Cost: 7m, 1wp; Mins: Essence 4, Tiger 5; Type: Extra Action
Keywords: Counterattack, Obvious
Duration: One scene
Prerequisites: Stalking Cat Movement Meditation, Spine-Shattering Bite, Leap
From Cloaking Shadows Attack, Celestial Tiger Hide
The user makes extra attacks when activating this Charm, and can retaliate
against any attack for the rest of the scene.
Source Scroll of the Monk, p. 108.
Source: Scroll of the Monk
486
first roll would have inflicted more health levels of damage than his targets stamina,
he may increase the total health levels of damage to be applied in his reroll by one
success.
Source: Jester7789
Crimson-Scaled Armor
Cost: 4m 1wp or 9m 1wp; Mins: Essence 3, Tyrant Lizard 4; Type: Simple
(-2DV)
487
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisites: Tyrant Lizard Form
The martial artist covers himself in crimson, essence-made scales. He gains a
bonus to his natural lethal and bashing soak equal to his Essence and the scales also
protect his vulnerable spots from harm through protective protrusions and tactical
scale-encased joints; he gains the benefits of 50 percent cover (+1 to DV at close range,
+2 to DV from long range attacks) in addition to the soak bonus.At Essence 5, when
the martial artist knows Charms:Devastating Tyrant Lizard Onslaught Devastating
Tyrant Lizard Onslaught he can spend an additional 5m (for 9m 1wp total) to gain
a Hardness equal to his (Essence x 2) against lethal and bashing damage as well as
the benefits of 75 percent cover instead of 50 percent (still +1 to DV at close range
but +3 to DV against long range attacks).
Source: Jester7789
488
sprint up to his (Dexterity x 5) yards towards his target or leap up to (Strength x
5) yards across or twice that strait upwards in place of the usual movement effect
of Charms:Into Predatory Jaws Into Predatory Jaws, he may only move in one of
these methods however. Not only does the martial artist strike suddenly cross great
distance but, if his (Dexterity + Martial Arts) roll gains at least one success, then
the attack becomes undodgeable; any effect that negates the unexpected quality also
removes the undodgeable quality.
Source: Jester7789
489
Carnivorous Killer’s Effort
Cost: 6m; Mins: Essence 2, Tyrant Lizard 4; Type: Extra Action
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Tyrant Lizard Form
With every attempted bite a Tyrant Lizard pulls himself closer towards his
prey as he quickly nips at it repeatedly, each bit worse than the one preceding it.
The martial artist makes a number of unarmed martial art clinch attacks at his full
dice pool, up to his (Martial Arts - 1), against a single target. The martial artist,
if successful in grappling his foe, only makes one damage roll but he adds one die
to the post soak damage dice pool for every clinch attack he made previously and
failed. The martial artist only suffers a single DV penalty equal to the single highest
for any one of his actions and, when combed with Into Predatory Jaws specifically, he
may make the full move provided by that Charm as part of that attacks resolution,
allowing him to chase retreating targets.
Source: Jester7789
490
name PAGENAME
Cost: 1m; Mins: Essence 1, Unconquerable Hero 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: , None
By means of jarring Essence flows and carefully positioned leverage, the Exalt
turns his opponents armor against itself in a clinch. He is able to force the armor
to bend against vulnerable spots in its make up, increasing pressure and forcing
the armor to dig into his opponent. Subtract the characters Martial Arts from his
opponent’s armor soak after piercing has been applied.
Source: IsawaBrian
name PAGENAME
Cost: 4m; Mins: Essence 2, Unconquerable Hero 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Obvious, Counterattack
Duration: Instant
Prerequisites: Deadly Leverage Grip
With rough and forceful twists in a clinch, the Exalt maneuvers her opponent
around between her and incoming attacks. In order to use this Charm, the character
must have control of the clinch. This Charm is used in response to an attack. It allows
the Exalt to ignore all penalties to her Parry DV when resolving that attack; this does
not include the ’penalty’ of inapplicability. If the attack is unsuccessful, apply the
difference between the DV and the attack as successes as though the attacker had
originally attacked the person with whom the Exalt is clinching. This Charm acts
effectively as a Counterattack, even though it does not target the attacker.
Source: IsawaBrian
name PAGENAME
Cost: 2m; Mins: Essence 1, Unconquerable Hero 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: , None
A Solar in the heat of battle must not be afraid to get up-close-and-personal
with her opponent. By harmonizing the Essence of her body with that of her oppo-
nents attack, she can move in precise opposition to it, slipping in behind her opponents
defenses. This charm is activated during Step 2 of an attack. If the attack fails, sub-
tract 1 from the Speed of the action used by the character last. This may not reduce
the Speed of an Action to 0, nor may it retroactively make an action simultaneous
with the failed attack that allowed Sunlight Through Branches Technique to work.
Source: IsawaBrian
name PAGENAME
Cost: 4m, 2wp; Mins: Essence 2, Unconquerable Hero 3; Type: Reflexive (Step
1 or 2)
Keywords:
Duration: One Scene
Prerequisites: Sunlight Through Branches Technique
491
The Exalt progresses in his mastery of crowd fighting. Not only can he defend
himself against large numbers of opponents, but he has become an expert at turning
their mass back upon them. The Solar actually becomes a more efficient fighter when
he is faced with longer odds. Until the end of the scene, the Solar gains a discount
on all Excellencies in motes equal to the number of opponents within (his permanent
Essence x 3) yards. This discount stacks with that of Infinite Martial Arts Mastery,
and is similarly incompatible with Martial Arts Essence Flow.
Source: IsawaBrian
name PAGENAME
Cost: 6m; Mins: Essence 2, Unconquerable Hero 4; Type: Simple
Keywords: Form-Type, Obvious
Duration: One Scene
Prerequisites: Body-Shielding Hold, Become the Anvil
Reinforced and bolstered by Solar Essence, the Lawgiver becomes an unstop-
pable juggernaut, the mythical hero who cannot be stopped, no matter the peril.
Informal and direct, this style focuses less on agility and speed and more on raw
toughness and on being an unstoppable force. While it does not have quite the lin-
eage of Solar Hero Form, it is only slightly less ancient.
This Charm allows the Exalt to suddenly dramatically increase their personal
Hardness, by spending one mote during Step Eight as a reflexive, non-Charm Action.
Once the character has done so, add (his permanent Essence + Martial Arts) to
his largest source of Hardness. If the character has no source of hardness, add this
number to 0. The character may also soak Lethal damage with his full Stamina.
Source: IsawaBrian
name PAGENAME
Cost: 3m; Mins: Essence 2, Unconquerable Hero 4; Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Unconquerable Hero Form
The character charges his body with Essence, and strikes the nearest surface
with all of his might. A wave of force travels through the ground towards the target,
exploding once it reaches her. The character makes an ordinary Martial Arts attack
roll, but it may strike at targets as far as (10 x the character’s Essence) in yards
away. The Ocean Upswell Attack is blocked as a ranged attack, not a hand-to-hand
attack. This must travel in a straight line across a surface, so it will have to travel
up cliffs and down stairs to reach characters on different elevation. However, there is
no requirement for the surface to be hard; while a character could not use this attack
underwater (except on the seabed), he could use it on the surface to attack a boat,
for example. In general, this will tear up whatever is between the character and his
target.
Source: IsawaBrian
name PAGENAME
Cost: 6m, 1wp; Mins: Essence 2, Unconquerable Hero 5; Type: Simple (Speed
5)
492
Keywords: Combo-OK, Obvious, Crippling, Stackable (Duration)
Duration: Instant
Prerequisites: Ocean Upswell Attack
The character charges her palms with Essence. When the energies have reached
a fever pitch, she brings her hands together to create an eardrum-popping thunderclap.
The Solar rolls Strength or Dexterity + Martial Arts + the damage rating of any hand
weapons she may have; this is treated as an unblockable, undodgeable attack. No
non-perfect defense may be made against this attack; instead, all opponents within
the Exalts permanent Essence x 2 yards of the character must make a reflexive roll
Stamina + Resistance against a difficulty equal to the number of successes rolled by
the character, plus or minus any damage modification.
Those who fail will lose a number of dice from all non-reflexive pools equal to the
amount by which they failed for a number of actions equal to the characters permanent
Essence; they will also lose half that amount (round as usual) from any DVs for this
time. This is a Crippling effect. Multiple applications of this Charm will extend the
time effect if the opponents continue to fail, but penalties are noncumulative; only
the largest applies. If any of the opponents botch, they suffer the full effects and are
Inactive on their next action!
Source: IsawaBrian
name PAGENAME
Cost: 8m, 1wp; Mins: Essence 3, Unconquerable Hero 5; Type: Simple (Speed
5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Celestial Thunderclap
Upon activating this unusual Charm, the character creates a field of Essence
in whatever solid surface is in front of his feet, and matches it to similar fields in his
hands. With a mighty pull, he tears up the earth or stone or similar substance with
his bare hands and ripples it in the direction of his enemies. The character makes
a single unarmed Strength + Martial Arts attack roll, doing a base damage equal
to twice his permanent Essence added to his strength, which is applied to everyone
in a corridor in front of him (Essence) yards wide and (Essence x 10) yards long.
Characters suffer 1 yard of knockback for every health level they take, and anyone in
the area must make a reflexive Dexterity + Athletics roll to stay standing. This will
cause major damage to the surface so used.
Source: IsawaBrian
name PAGENAME
Cost: 8m; Mins: Essence 4, Unconquerable Hero 5; Type: Simple (Speed 5)
Keywords: Form-Type, Obvious
Duration: One Scene
Prerequisites: Stone-Crested Wave, Celestial Thunderclap, Shockwave Tech-
nique
The Lawgiver has learned to use the primal, complimentary Essence patterns
of both Unconquerable Hero and Solar Hero Forms in tandem. She becomes a true
paragon of Sol Invictus, laughing aside any attacks and crushing all in his path. Once
493
this Charm is learned, Charms from both Unconquerable Hero and Solar Hero Styles
are considered to be in the same Style for all relevant effects where their compliment
would be considered positive. This is a permanent effect.
When this Charm is active, the character gains the full effects of both Uncon-
querable Hero and Solar Hero Styles. Furthermore, every Action the character has,
she gains a temporary discount on using the effects so granted in motes equal to her
permanent Essence. This discount refreshes every time the character takes an Action,
just like her DVs. Although this Charm is learnable by any character capable of learn-
ing a Celestial Martial Art, it works better for Solars. Solars do not need to spend
any motes to activate the effects of either form; any Lawgiver using this Charm has
a bonus to her Hardness equal to (her permanent Essence + Martial Artist), and all
unarmed Martial Arts attacks count successes twice for the purposes of determining
damage in Step 7 of attack resolution.
Source: IsawaBrian
Flight of Mercury
Cost: 1 mote per action; Mins: Essence 1, Violet Bier of Sorrows 2; Type:
494
Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) actions
Prerequisites: Potato-Sack Derision Technique, Diminutive Pouch Warrior, Se-
crets of Future Strife
The martial artist can move as swiftly as an ending already completed.Source
Manual of Exalted Power: Sidereals, p. 181.
2.5erratasource=Scroll of Errata
cost=2m
trait=Martial Arts
min=3
essence=2
type=Supplemental
keywords=Combo-OK
duration=Instant
text=”Replace the text of this Charm with the following:”¡br¿
Moving with the swift precision of one who knows her destiny, the Sidereal strikes
without hesitation or remorse. An unarmed attack supplemented by this Charm
reduces its Speed by one point. The martial artist can also move up to (Essence)
yards before making the attack if needed to close range with her opponent.
Source: Manual of Exalted Power: Sidereals
Flight of Mercury
Cost: 1 mote per action; Mins: Essence 1, Violet Bier of Sorrows 2; Type:
Reflexive
Keywords: Combo-OK
Duration: Up to (Martial Arts) actions
Prerequisites: Potato-Sack Derision Technique, Diminutive Pouch Warrior, Se-
crets of Future Strife
The martial artist can move as swiftly as an ending already completed.Source
Manual of Exalted Power: Sidereals, p. 181.
2.5erratasource=Scroll of Errata
cost=2m
trait=Martial Arts
min=3
essence=2
type=Supplemental
keywords=Combo-OK
duration=Instant
text=”Replace the text of this Charm with the following:”¡br¿
Moving with the swift precision of one who knows her destiny, the Sidereal strikes
without hesitation or remorse. An unarmed attack supplemented by this Charm
reduces its Speed by one point. The martial artist can also move up to (Essence)
yards before making the attack if needed to close range with her opponent.
Source: Manual of Exalted Power: Sidereals
495
Reflexive (Step 1)
Keywords: Obvious
Duration: One scene
Prerequisites: Secrets of Future Strife, Secrets of Future Strife
This charm allows you to improve your martial arts ability for the whole
scene.Source Manual of Exalted Power: Sidereals, p. 182.
errata-fix edition=Secondsource=Scroll of Erratatext=This Charm may only apply
its purchased dice to attacks or Parry DV, as decided at the time of activation - not
both at once.
2.5erratasource=Scroll of Errata
cost=5m, 1wp
keywords=Combo-OK, Obvious
text=”Replace the text of this Charm with the following:”¡br¿
Crimson ribbons of Essence trail from the Sidereals hands, the strands of a martial
destiny waiting to be seized. This crimson nimbus allows the martial artist to both
deal lethal damage and parry lethal attacks while unarmed, and enchants her natural
attacks with the traits of a starmetal daiklave (except for clinches).
Alternatively, the martial artist may invoke this Charm to invoke a form weapon
she wields, granting it the magical material bonus of starmetal and rendering it as
indestructible as an attuned artifact. It also benefits from the reduced target number
for damage.
Source: Manual of Exalted Power: Sidereals
496
Joy in Adversity Stance
Cost: 5 motes; Mins: Essence 1, Violet Bier of Sorrows 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Secrets of Future Strife, Secrets of Future Strife
The martial artist becomes an engine of essence in the face of her opponents
defeat.Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Errata
trait=Martial Arts
min=3
essence=2
type=Reflexive (Step 2)
keywords=Combo-OK
text=”Replace the text of this Charm with the following:”¡br¿
Each moments survival is a small happiness to one who walks constantly with peril
and misfortune. While Joy in Adversity Stance is active, the martial artist gains one
bonus die on her next unarmed Martial Arts attack every time she successfully dodges
an attack. Attacks with the Overwhelming tag instead confer two dice when dodged.
These bonus dice count as dice added by a Charm, and are discharged at when the
martial artist next attacks.
Attacks must be made with hostile intent against the martial artist and be capable
of harming her in order to trigger this Charm. Using a defense with a Flaw of
Invulnerability ends this Charms duration prematurely.
Source: Manual of Exalted Power: Sidereals
497
Source: Manual of Exalted Power: Sidereals
498
a peerless bringer of endings, and all the princes and kingdoms of the world tremble
before her. While Violet Bier of Sorrows Form is active, the martial artist gains the
following benefits:
*All enemies see their own end in her, doubling any wound penalties they take
on actions to oppose her in combat. Resisting this unnatural Emotion for one scene
costs two Willpower.
*Any unarmed attack she makes against a spirit consumes one of the spirits motes
for every level of damage dealt.
*The characters unarmed martial arts attacks gain an Overwhelming value of (the
lower of her Essence or Martial Arts rating).
Source: Manual of Exalted Power: Sidereals
Death-Parrying Stroke
Cost: 2 motes per health level; Mins: Essence 2, Violet Bier of Sorrows 4; Type:
Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Flight of Mercury, Blade of the Battle Maiden, Joy in Adversity
Stance, Violet Bier of Sorrows Form
The martial artist finds the fate of surviving a blow as easy to grasp as the fate
of swinging one.Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Errata
cost=4m
trait=Martial Arts
min=4
essence=3
type=Reflexive (Step 7)
keywords=Combo-OK, Obvious
text=”Replace the text of this Charm with the following:”¡br¿
The Sidereals blade becomes a blur of violet Essence, catching fatal blows a split-
second before they can touch her. These defensive maneuvers subtract the martial
artists Parry DV from the raw damage of an attack, and reduces its minimum damage
by one die (minimum one). Death-Parrying Stroke offers no defense against unblock-
able or unexpected attacks.
Source: Manual of Exalted Power: Sidereals
Death-Parrying Stroke
Cost: 2 motes per health level; Mins: Essence 2, Violet Bier of Sorrows 4; Type:
Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Flight of Mercury, Blade of the Battle Maiden, Joy in Adversity
Stance, Violet Bier of Sorrows Form
The martial artist finds the fate of surviving a blow as easy to grasp as the fate
of swinging one.Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Errata
cost=4m
499
trait=Martial Arts
min=4
essence=3
type=Reflexive (Step 7)
keywords=Combo-OK, Obvious
text=”Replace the text of this Charm with the following:”¡br¿
The Sidereals blade becomes a blur of violet Essence, catching fatal blows a split-
second before they can touch her. These defensive maneuvers subtract the martial
artists Parry DV from the raw damage of an attack, and reduces its minimum damage
by one die (minimum one). Death-Parrying Stroke offers no defense against unblock-
able or unexpected attacks.
Source: Manual of Exalted Power: Sidereals
Life-Severing Blow
Cost: 2m per health level; Mins: Essence 3, Violet Bier of Sorrows 5; Type:
Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form, Crimson Palm Counterstrike
The martial artist enhances a successful attack.
Source Manual of Exalted Power: Sidereals, p. 183.
2.5erratasource=Scroll of Errata
cost=5m
type=Supplemental
keywords=Combo-OK
prereq=Violet Bier of Sorrows Form
text=”Replace the text of this Charm with the following:”¡br¿
Sighting a violet glimmer of the Essence of Endings in her enemys soul, the Sidereal
strikes through it to bring them closer to their death. Add (Essence) to the raw
damage of an unarmed attack supplemented by this Charm. The same amount is
also added to the minimum damage of the attack, granting it the Overwhelming tag.
A character reduced to their Incapacitated level by an attack supplemented with
Life-Severing Blow can be unmade as a Shaping effect, killing them instantly and
reducing their corpse to ash. Against mortals, even a single level of damage is sufficient
to shape them dead.
Source: Manual of Exalted Power: Sidereals
Life-Severing Blow
Cost: 2m per health level; Mins: Essence 3, Violet Bier of Sorrows 5; Type:
Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form, Crimson Palm Counterstrike
The martial artist enhances a successful attack.
Source Manual of Exalted Power: Sidereals, p. 183.
2.5erratasource=Scroll of Errata
cost=5m
500
type=Supplemental
keywords=Combo-OK
prereq=Violet Bier of Sorrows Form
text=”Replace the text of this Charm with the following:”¡br¿
Sighting a violet glimmer of the Essence of Endings in her enemys soul, the Sidereal
strikes through it to bring them closer to their death. Add (Essence) to the raw
damage of an unarmed attack supplemented by this Charm. The same amount is
also added to the minimum damage of the attack, granting it the Overwhelming tag.
A character reduced to their Incapacitated level by an attack supplemented with
Life-Severing Blow can be unmade as a Shaping effect, killing them instantly and
reducing their corpse to ash. Against mortals, even a single level of damage is sufficient
to shape them dead.
Source: Manual of Exalted Power: Sidereals
Metal Storm
Cost: 3m per attack; Mins: Essence 3, Violet Bier of Sorrows 5; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form, Horrific Wreath
The user execute multiple versions of an attack.
Source Manual of Exalted Power: Sidereals, p. 183.
2.5erratasource=Scroll of Errata
cost=7m, 1wp
keywords=Combo-OK, Obvious
prereq=Violet Bier of Sorrows Form
Source: Manual of Exalted Power: Sidereals
Metal Storm
Cost: 3m per attack; Mins: Essence 3, Violet Bier of Sorrows 5; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form, Horrific Wreath
The user execute multiple versions of an attack.
Source Manual of Exalted Power: Sidereals, p. 183.
2.5erratasource=Scroll of Errata
cost=7m, 1wp
keywords=Combo-OK, Obvious
prereq=Violet Bier of Sorrows Form
Source: Manual of Exalted Power: Sidereals
Conclusion-Pursuing Approach
Cost: 10m, 1wp, 1lhl; Mins: Essence 4, Violet Bier of Sorrows 5; Type: Simple
(Speed 6, DV -2)
Keywords: Combo-OK, Fate, Obvious, Prayer Strip
Duration: One scene
501
Prerequisites: Life-Severing Blow, Life-Severing Blow, Metal Storm, Unob-
structed Blow
The user of this Charm is certain of her foes’ demise. For their part, they find it
more difficult to defend themselves from the martial artist. A Sidereal may enhanced
this Charm further by utilizing a prayer strip, though such is not necessary.
Source Manual of Exalted Power: Sidereals, p. 184.
2.5erratasource=Scroll of Errata
cost=-(+10m, 1lhl)
trait=Martial Arts
min=5
essence=4
type=Permanent
keywords=Prayer Strip
duration=Permanent
prereq=Death-Parrying Stroke, Life-Severing Blow, Metal Storm
text=”Replace the text of this Charm with the following:”¡br¿
At the pinnacle of the Violet Bier of Sorrows, the martial artist learns to draw
strength from the pain of others. As her enemies falter before her before her blows,
her resolve only increases. This Charm upgrades Violet Bier of Sorrows Form. As the
character invokes it, she may pay a surcharge of ten motes and a point of Willpower
to add the following effects to the form:
*The martial artists unarmed attacks deal aggravated damage to creatures outside
of fate and consume their motes as though they were spirits.
*Wound penalties are tripled by the unnatural mental influence of Violet Bier of
Sorrows Form instead of just double. The cost to resist rises to five Willpower.¡br¿
A Sidereal may affix a prayer strip marked with the Scripture of the Expectant
Maiden to her weapon with her own blood as she invokes this Charm, causing the
blade to glow with a radiant burgundy light. Doing so grants additional benefits as
a Prayer Strip effect: Whenever the Sidereal damages a character with an unarmed
attack, they lose a point of Willpower. Characters without remaining Willpower
instead lose ten motes, and can be shaped dead as per Life-Severing Blow if they
have no motes remaining.
Source: Manual of Exalted Power: Sidereals
Conclusion-Pursuing Approach
Cost: 10m, 1wp, 1lhl; Mins: Essence 4, Violet Bier of Sorrows 5; Type: Simple
(Speed 6, DV -2)
Keywords: Combo-OK, Fate, Obvious, Prayer Strip
Duration: One scene
Prerequisites: Life-Severing Blow, Life-Severing Blow, Metal Storm, Unob-
structed Blow
The user of this Charm is certain of her foes’ demise. For their part, they find it
more difficult to defend themselves from the martial artist. A Sidereal may enhanced
this Charm further by utilizing a prayer strip, though such is not necessary.
Source Manual of Exalted Power: Sidereals, p. 184.
2.5erratasource=Scroll of Errata
cost=-(+10m, 1lhl)
trait=Martial Arts
502
min=5
essence=4
type=Permanent
keywords=Prayer Strip
duration=Permanent
prereq=Death-Parrying Stroke, Life-Severing Blow, Metal Storm
text=”Replace the text of this Charm with the following:”¡br¿
At the pinnacle of the Violet Bier of Sorrows, the martial artist learns to draw
strength from the pain of others. As her enemies falter before her before her blows,
her resolve only increases. This Charm upgrades Violet Bier of Sorrows Form. As the
character invokes it, she may pay a surcharge of ten motes and a point of Willpower
to add the following effects to the form:
*The martial artists unarmed attacks deal aggravated damage to creatures outside
of fate and consume their motes as though they were spirits.
*Wound penalties are tripled by the unnatural mental influence of Violet Bier of
Sorrows Form instead of just double. The cost to resist rises to five Willpower.¡br¿
A Sidereal may affix a prayer strip marked with the Scripture of the Expectant
Maiden to her weapon with her own blood as she invokes this Charm, causing the
blade to glow with a radiant burgundy light. Doing so grants additional benefits as
a Prayer Strip effect: Whenever the Sidereal damages a character with an unarmed
attack, they lose a point of Willpower. Characters without remaining Willpower
instead lose ten motes, and can be shaped dead as per Life-Severing Blow if they
have no motes remaining.
Source: Manual of Exalted Power: Sidereals
Unobstructed Blow
Cost: 5 motes; Mins: Essence 3, Violet Bier of Sorrows 5; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Death-Parrying Stroke, Metal Storm, Death-Parrying Stroke
The martial artist uses the fate of a strike unerring to attack his foe.
Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Errata
cost=4m
trait=Martial Arts
min=4
essence=2
type=Supplemental
keywords=Combo-OK, Obvious
duration=Instant
prereq=Lotus Eye Tactics
text=”Replace the text of this Charm with the following:”¡br¿
Choosing the arc of her blow, the Sidereal writes it into forthcoming fate. An
unarmed attack supplemented by this Charm gains the Piercing tag and halves any
DV applied against it. A second purchase of this Charm requires Martial Arts 5+,
Essence 4+. For a seven-mote surcharge, this Charm also renders the supplemented
attack both unblockable and undodgeable.
Source: Manual of Exalted Power: Sidereals
503
Unobstructed Blow
Cost: 5 motes; Mins: Essence 3, Violet Bier of Sorrows 5; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Death-Parrying Stroke, Metal Storm, Death-Parrying Stroke
The martial artist uses the fate of a strike unerring to attack his foe.
Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Errata
cost=4m
trait=Martial Arts
min=4
essence=2
type=Supplemental
keywords=Combo-OK, Obvious
duration=Instant
prereq=Lotus Eye Tactics
text=”Replace the text of this Charm with the following:”¡br¿
Choosing the arc of her blow, the Sidereal writes it into forthcoming fate. An
unarmed attack supplemented by this Charm gains the Piercing tag and halves any
DV applied against it. A second purchase of this Charm requires Martial Arts 5+,
Essence 4+. For a seven-mote surcharge, this Charm also renders the supplemented
attack both unblockable and undodgeable.
Source: Manual of Exalted Power: Sidereals
Horrific Wreath
Cost: 2 motes, 1 willpower; Mins: Essence 2, Violet Bier of Sorrows 4; Type:
Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form
The Exalt attacks with the fate of destruction against Creatures of Darkness.
Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Erratasource2=http://www.youtube.com/watch?v=2cfaLF
r2qA
cost=4m
trait=Martial Arts
min=4
essence=3
type=Reflexive
keywords=Combo-OK, Holy, Obvious
duration=One scene
prereq=Throne Shadow Form
text=”Replace the text of this Charm with the following:”¡br¿
A hideous red glare surrounds the Sidereals hands as she strikes at the foes of
Creation, mirroring their wickedness in her Essence. All of the Sidereals unarmed
attacks gain the magical material bonuses of starmetal while this Charm is active. She
may use them to deal lethal damage, and they deal aggravated damage to creatures
of darkness.
504
Source: Manual of Exalted Power: Sidereals
Horrific Wreath
Cost: 2 motes, 1 willpower; Mins: Essence 2, Violet Bier of Sorrows 4; Type:
Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form
The Exalt attacks with the fate of destruction against Creatures of Darkness.
Source Manual of Exalted Power: Sidereals, p. 182.
2.5erratasource=Scroll of Erratasource2=http://www.youtube.com/watch?v=2cfaLF
r2qA
cost=4m
trait=Martial Arts
min=4
essence=3
type=Reflexive
keywords=Combo-OK, Holy, Obvious
duration=One scene
prereq=Throne Shadow Form
text=”Replace the text of this Charm with the following:”¡br¿
A hideous red glare surrounds the Sidereals hands as she strikes at the foes of
Creation, mirroring their wickedness in her Essence. All of the Sidereals unarmed
attacks gain the magical material bonuses of starmetal while this Charm is active. She
may use them to deal lethal damage, and they deal aggravated damage to creatures
of darkness.
Source: Manual of Exalted Power: Sidereals
505
Coming to understand the movements of her enemy, the Sidereal interrupts them
an instant before they happen. Whenever the Sidereal applies his unarmed Parry
DV against an attack made in close combat range, he may activate this Charm. She
makes an unarmed Martial Arts attack roll in Step 6, subtracting her rolled successes
from those of the attack roll which provoked her counter, parrying it completely if the
successes are reduced below her Parry DV. She then applies this roll as an unarmed
counterattack in Step 9, doing damage normally if it hits.
Source: Manual of Exalted Power: Sidereals
506
Accepting the twists and turns circumstance with instant determination, the Side-
real is never caught off guard. A Join Battle roll supplemented by this Charm converts
up to (Martial Arts) dice to automatic successes. As part of the roll, the martial artist
may reflexively draw any form weapon of this style.
Source: Manual of Exalted Power: Sidereals
507
with his surroundings, levying a -1 external penalty on any one attack roll, Social or
physical, made against him, or to any one Awareness roll made to pierce his Stealth.
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
508
permanent upgrade to Tentacled Vitriolic Poison, allowing it to be activated while in
a clinch with a two-mote surcharge. Activated in this way, Tentacled Vitriolic Poi-
son’s venom has the following statistics: Damage (Martial Arts + Essence)L/action,
Toxicity 3L, Tolerance -/-, Penalty -(Essence).
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
Kraken’s Maw
Cost: ; Mins: Essence 3, Vitriolic Octopus 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Many-Tentacled Entanglement
Those who draw too near an octopus may find themselves trapped in its ever-
shifting mass of limbs, whether or not they sought to grab it in the first place. This
Charm is a permanent upgrade to its prerequisite, allowing Many-Tentacled Entan-
glement to be activated in response to any Martial Arts or Melee attack, not merely
clinch attacks.
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
509
supplements an unarmed Martial Arts attack. If the attack successfully hits, it deals
no damage. Instead, a stinging ink is sprayed from the martial artist’s hands. This
ink blinds the target, inflicting an internal penalty on the victim equal to the martial
artist’s Essence. The ink can only be removed by magic that removes Crippling
effects, though it dissipates harmlessly at the end of the Charm’s duration. Multiple
applications of this Charm only increase its duration: the penalties do not stack.
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
Many-Tentacled Entanglement
Cost: 3m; Mins: Essence 3, Vitriolic Octopus 4; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Devilfish’s Cunning Grasp
It is a fool who seeks to grip an octopus without being gripped by it, and fools
get what they deserve. This Charm can be activated in response to any attempt to
510
initiate a clinch that fails to hit the martial artist. As an automatic counterattack,
the martial artist can attempt to initiate a clinch at his full dice pool against the
failed attacker.
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
511
The vitriolic octopus does not simply mimic the octopus; he expands on it,
infusing it with his own bile and spite. That spite is infectious, venomous. This
Charm supplements an unarmed Martial Arts attack, injecting the victim of the
attack with a poison born of the martial artist’s own spleen. Vitriolic Octopus poison
has the following statistics: Damage (Essence)L/action, Toxicity 3, Tolerance -/-,
Penalty (Essence).
Source http://tentacledvitriol.wordpress.com/2010/05/18/exalted-vitriolic-
octopus-style/ Octopoid Prevarication
Source: Octopoid
Impetuous Blitz
Cost: 2m; Mins: Essence 1, Void Dragon 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites:
They stylist’s weapon seems to stop mid swing, then jut forward instantly
striking her opponent. Unarmed strikes empowered by this charm double attack
successes for determining damage.
Source: Scarlet Heavens
Generous Concession
Cost: 4m, 1wp; Mins: Essence 2, Void Dragon 4; Type: Simple
Keywords: Combo-OK, Shaping
Duration: One Scene
Prerequisites: Momentum Leech, Impetuous Blitz
The martial artist strikes her target, embedding within him a seed of Oblivion.
This charm creates an unarmed attack that deals no damage. On a successful hit
the target must pay a surcharge of (Essence/2) motes per action he uses at least one
charm as an ongoing shaping effect.
Source: Scarlet Heavens
512
Void Dragon Form
Cost: 4m; Mins: Essence 2, Void Dragon 4; Type: Simple
Keywords: Form-Type, Obvious
Duration: One Scene
Prerequisites: Generous Concession
Practitioners of this style are a consummate siphon of energy, drawing it from
all nearby sources to quench the never ending thirst of the Void. Whenever she is
hurt the attacker consigns 3m to Oblivion for every 2 levels of damage dealt (rounded
down). In addition, her unarmed attacks gain the Magical Material bonus of Soulsteel,
this effect stacks with Magical Material bonuses of Artifact weapons.
Source: Scarlet Heavens
Resounding Cry
Cost: 2m/attack +1hl; Mins: Essence 3, Void Dragon 5; Type: Extra Action
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Incessant Echo
The martial artist offers a portion of herself to empower a flurry of attacks
with the persistence of the Void. This charm creates a flurry of up to (Martial
Arts) unarmed attacks, limited by (Rate+1) of one weapon, with no multiple action
penalties and a DV penalty equal to the highest of any single attack.
Source: Scarlet Heavens
513
Duration: Until DV Refreshes Twice
Prerequisites: Torpid Affliction Technique
The stylist calls upon the Void to open up within herself. On each tick, for the
duration, all enemies of the stylist within (Essence*10) yards must move at least one
yard closer on the quickest path toward her, unless they are already within a yard,
or there’s no physical way to get closer, and cannot move away. This is an unnatural
mental influence effect that costs 1wp to resist per tick, up to a maximum of (Essence)
wp per scene.
Source: Scarlet Heavens
Soul Strike
Cost: 3m or 7m; Mins: Essence 3, Void Dragon 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Weapons as Weights Amendment, Resounding Cry, Approach the
Well
The martial artist strikes directly for her target’s soul, bypassing his body
entirely. For 3m, Unarmed attacks supplemented by this charm injure the target’s
mote pool directly. Each success on the damage roll burns 1m if bashing, 2m if lethal,
and 3m if aggravated, from the target instead of physically wounding him. Zeros
count as one success without other magic. Attacks that burn motes are considered to
have dealt damage for effects that rely on it. For 7m the attack additionally ignores
non-magical soak.
514
Source: Scarlet Heavens
Incessant Echo
Cost: 4m; Mins: Essence 3, Void Dragon 5; Type: Reflexive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Void Dragon Form
The Void may not be forgiving, but it is enduring, and gives practitioners of this
style a second chance to connect with their attacks. Invoking this charm allows the
user to roll dice equal to (target’s DV - Initial Successes) to a maximum of (Essence)
and add successes to her initial roll.
Source: Scarlet Heavens
Momentum Leech
Cost: 3m; Mins: Essence 1, Void Dragon 3; Type: Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The Void draws energy from the attack, slowing it slightly. This adds a -1
internal penalty to damage rolls (minimum 0) for up to (Essence) attacks on the tick
in which it is invoked.
Source: Scarlet Heavens
515
Keywords: Combo-OK
Duration: Instant
Prerequisites: Crashing Wave Style, Ghost-Restraining Whirlpool Stance
This Charm, though damaging in itself, allows the martial artist to ignore
damage being inflicted from any other source for a short instant.Source Manual of
Exalted Power: Dragon-Blooded, p. 209.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Leader
duration=One tick
prereq=
text=The aggravated health level in this Charm’s cost is considered a unique flaw
of invulnerability. This Charm’s Leader benefit may not be applied to area-of-effect
attacks. Danaa’d is not harmed by the use of this Charm.
Source: Manual of Exalted Power: Dragon-Blooded
516
Duration: Essence in turns
Prerequisites:
The martial artist’s fluid movements make attacking them more difficult.Source
Exalted: The Dragon-Blooded, p. 255.
Source: Exalted: The Dragon-Blooded
Drowning-in-Blood Technique
Cost: 4m; Mins: Essence 2, Water Dragon 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisites: Rippling Water Strike
This Charm allows a martial artist, instead of inflicting normal damage, to
517
inflict internal bleeding in a target, drowning them in their own blood.Source Manual
of Exalted Power: Dragon-Blooded, p. 207.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Crippling, Stackable
duration=
prereq=
text=
Source: Manual of Exalted Power: Dragon-Blooded
Drowning-in-Blood Technique
Cost: 4 motes; Mins: Essence 2, Water Dragon 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Rippling Water Strike
The martial artist’s attack causes their victim to drown in their own
blood.Source Exalted: The Dragon-Blooded, p. 257.
Source: Exalted: The Dragon-Blooded
518
Shrugging Water Dragon Escape
Cost: 3 motes; Mins: Essence 2, Water Dragon 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Rippling Water Strike
This Charm allows the martial artist to cast off any restraint.Source Exalted:
The Dragon-Blooded, p. 257.
Source: Exalted: The Dragon-Blooded
519
Mimicking the endless surf on the beach, this Charm allows the martial artist
to continually make attacks until her skill is insufficient to maintain the onslaught or
she misses the target.Source Manual of Exalted Power: Dragon-Blooded, p. 209.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=
duration=
prereq=
text=This flurry ignores rate and has a total DV penalty of -1.
Source: Manual of Exalted Power: Dragon-Blooded
520
text=
Source: Manual of Exalted Power: Dragon-Blooded
Theft-of-Essence Method
Cost: 4m, 1wp; Mins: Essence 3, Water Dragon 5; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Water Dragon Form
This Charm allows the martial artist to steal motes of Essence from a target
upon a successful attack. These motes fade quickly and may only be utilized with
Water Dragon Style Charms, but there is no limit to how many the martial artist may
contain within herself.Source Manual of Exalted Power: Dragon-Blooded, p. 209.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Shaping
duration=
prereq=
text=
Source: Manual of Exalted Power: Dragon-Blooded
Theft-of-Essence Method
Cost: 4 motes, 1 Willpower; Mins: Essence 3, Water Dragon 5; Type: Supple-
mental
Keywords:
Duration: Instant
Prerequisites: Water Dragon Form
This Charm allows the martial artist to steal motes with their attack.Source
Exalted: The Dragon-Blooded, p. 257.
Source: Exalted: The Dragon-Blooded
521
Essence-Dousing Wave Attack
Cost: 6m, 1wp; Mins: Essence 4, Water Dragon 5; Type: Supplemental
Keywords: Combo-OK
Duration: Varies
Prerequisites: Bottomless Depths Defense
This Charm allows the martial artist to temporarily suppress the effects of any
magic affecting the target of an attack. With enough skill, this Charm actually dispels
the magic instead of suppressing it.Source Manual of Exalted Power: Dragon-Blooded,
p. 209-210.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Shaping
duration=
prereq=
text=This Charm enhances an unarmed martial arts attack. It cannot suppress
Adamant or Obsidian circle spells and has no effect on astrological Charms.
Source: Manual of Exalted Power: Dragon-Blooded
522
trait=
min=
essence=
type=
keywords=
duration=
prereq=
text=Make a single unblockable attack roll of (Charisma + Martial Arts +
Essence), and compare separately to the defenses of all targets in range. Those hit
by the attack are affected as explained.
Source: Manual of Exalted Power: Dragon-Blooded
523
Flash Stopper
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
This Charm replaces any effect of the martial artists Essence projectile weapon
with:
Stop time. For 2m per tick you are the only one in your realm of existence that
experiences time, but you are restricted to move, dash, aim and re-establish stealth
actions. This effect grants the ability to reflexively re-establish stealth with a 1-die
bonus for every consecutive tick of the effect, stackable Essence times. Loss of this
Form Charm augmentation ends this effect immediately. This effect has a speed of 6
in non-stopped time, and has a -1 DV penalty (i.e. The martial artists action refreshes
at least 6 ticks after activating the effect in non-stopped time with at least -1 DV
penalty for the interim depending on the flurry no matter what happens in stopped
time). Since this is the effect of the Essence projectile weapon now, it can explicitly
be powered by the Weapons Ready pool. The Weapons Ready pool does not recharge
in stopped time.
This Charm grants one automatic success on the martial artists natural attacks, as
time seems to slow as he reads his opponents defenses. Natural attacks are otherwise
unaltered.
Source: Tikor
Quick Boomerang
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
Essence projectile weapons now shoot out to their range then return to the martial
artist. This effect explicitly allows
1) Retrieving inanimate objects the martial artist could lift without harming them.
2) Count as two attacks against the same or different targets using the same attack
roll result given that a) the first attack missed, was parried or dodged and b) this
effect is not part of a flurry that contains more than 1 attack and c) both targets are
in range.
This augmentation also gives the martial artist Essence/2 bonus Martial Arts Parry
DV against counterattacks of their natural attacks in Step 9, as the martial artists
limbs bounce back to defend her with supernatural quickness.
Source: Tikor
Energy Being
Cost: All health levels; Mins: Essence 4, Weapons Ready 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Atomic Fire, Rain Flush, Air Shooter, Leaf Shield, Power Stone,
Crash Bomber, Flash Stopper, Quick Boomerang
524
The final technique shapes the Essence of the ultimate weapon, the martial
artist herself. There is no return from this brink, the martial artist is forever changed.
1) Convert all of the martial artists health levels (including incapacitated and
dying) into personal motes on a 1:1 basis. The martial artist only suffers wound
penalties that are imposed independent of the loss of health.
2) Damage now strips motes from the martial artist on a 1:1 basis (bashing, lethal
or aggravated). The martial artist chooses which pool, but the Weapons Ready pool
is explicitly disallowed. Losing motes in this way counts as losing health levels for
effects that have such a requirement. Motes may be paid instead of health levels
when health levels are in the cost of an effect on a 1:1 basis. During any tick where
damage strips motes from the martial artist a bright flash of Essence explodes from
the martial artist’s body instead of physical harm - this flash makes stealth impossible
for the martial artist for the duration of that tick.
3) If at any time the sum of motes in all of the martial artists general-use pools is
0 (not counting the Weapons Ready pool) the martial artist explodes into a spherical
explosion of pulsating essence spheres colored appropriately to her nature. She may
never be reanimated, or become a ghost. All souls dissipate into the peripheral
Essence of her current surroundings, with no chance at entering Lethe, Oblivion or
the Underworld.
The zero motes condition counts as the Flaw of Invulnerability for this perfect
defense.
Source: Tikor
M-Buster Barrage
Cost: 5m, 1wp; Mins: Essence 3, Weapons Ready 3; Type: Extra-Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Essence Amplification Modulation
This Charm is a magical flurry of Martial Arts attacks. The martial artists
makes 3 attacks regardless of the weapons rate, without multiple action penalties, and
with a DV penalty equal to the highest penalty for any one attack. If this magical
flurry contains attacks from an Essence projectile weapon only pay the activation cost
for the Essence projectile weapon once.
Source: Tikor
Crash Bomber
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
Unarmed attacks and Essence projectile attacks ignore hardness and double the
raw damage of attacks against inanimate objects. This is explicitly capable of dam-
aging things that may only be damaged by Essence attacks even when augmenting
an unarmed attack. An explosion of pink-colored Essence accompanies the martial
artists blows and Essence projectile weapon strikes when augmented by this Charm.
Source: Tikor
525
Rain Flush
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK, Elemental
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
Unarmed attacks and Essence projectile attacks ignore all cover bonuses less than
full and ignore any shield bonuses as the Water-charged Essence of this attack flows
around them. Both count as supernatural Water attacks, and are capable of getting
things wet.
Source: Tikor
Air Shooter
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK, Elemental
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
Successful unarmed attacks and Essence projectile attacks impose a -3 internal
penalty on the targets next action as they are chilled to the bone. This penalty
counts as an environmental penalty that is an attack. Both count as supernatural
Air attacks, and are capable of freezing things and/or drying them off.
Source: Tikor
Leaf Shield
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK, Elemental
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
This Charm grants the ability to make an unarmed attack that produces a shield
of Wood Essence around the martial artist. It grants the martial artist EssenceX2
Soak and Essence Hardness as an armor effect that stacks with other armor effects
(Soak stacks, Hardness takes the maximum of available effects). The effect lasts for
one scene or until this Form augmentation effect ends, whichever happens first.
Using an Essence projectile weapon, the martial artist may target an ally and
produce the same effect on them at the same cost as an attack from that Essence
projectile weapons costs. This effect can explicitly be powered by the Weapons Ready
pool. The effect lasts on this ally for one scene or until this Form augmentation effect
ends, whichever happens first.
Making a martial arts or melee attack while under this effect counts as a super-
natural Wood attack.
Source: Tikor
Power Stone
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK, Elemental
526
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm
Successful unarmed attacks and Essence projectile attacks create an effect that
blocks conscious movement that shifts location, such as walking or using a teleport
power. It does not stop the target from moving in place to dodge or otherwise defend
(albeit with a penalty). Being rooted in place is a -1 external penalty and -1 to DDV,
not a -2 internal/DV. This penalty counts as an environmental penalty that is an
attack. Both count as supernatural Earth attacks.
Source: Tikor
527
2 tick aim: +2 raw damage
3 tick aim: double raw weapon damage. This level of aim produces a glow about
the martial artist as if a Serenity Sidereal Anima at the 8-10 level, adding the Obvious
keyword.
Source: Tikor
Atomic Fire
Cost: 3m; Mins: Essence 3, Weapons Ready 4; Type: Reflexive
Keywords: Combo-OK, Elemental
Duration: Scene
Prerequisites: Weapons Ready Form
This Charm augments the Form Charm.
The martial artist enjoys an additional 4L damage to her unarmed attacks and
Essence projectile attacks. This bonus counts as raw weapon damage for the purposes
of Essence Amplification Modulation. Both expressions count as supernatural Fire
attacks, and are capable of lighting things on fire.
Source: Tikor
528
Sidereals, and the blinding golden radiance of the sun for the Solar Exalted. While
in this form, the martial artist may deal lethal damage with unarmed attacks, and
may parry lethal attacks unarmed without a stunt. He adds (Essence) to his Parry
DV whenever he makes an unarmed block.
Finally, the form allows the martial artist to draw on hidden strength when he most
needs it, using desperate effort and unshakable determination to ensure he succeeds.
Whenever the martial artist makes an unarmed Martial Arts attack, he may choose
to forgo any number of rolled successes. These successes instead go to a special
pool granted by this form, which may hold up to (Essence) successes. Whenever the
martial artist makes an unarmed Martial Arts attack or rolls damage for such an
attack, he may expend these banked successes to enhance it. In addition, he may
expend successes to enhance his Parry DV when blocking unarmed, increasing it by
one for each success spent. Successes spent from the pool count as being added by
Charms.
Source: The Demented One
Apocalypse-Outlasting Stance
Cost: 1m; Mins: Essence 3, Wheel-Turning Sage King 4; Type: Reflexive (Step
8)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Wheel-Turning Sage King Form
When the Primordials descended to fight the Chosen, the weapons they brought
to bear were awful in their sheer power and majesty, the mightiest arms ever unleashed
within Creation. He who became Malfeas flung mountains, and fought with a sword
whose blade scraped the sky; Oramus tore apart reality itself and cast the Exalted
into the emptiness of Elsewhere; Kimberry unleashed tsunamis of burning acid. And
in the face of all these, the Sage Kings did not once flinch.
This Charm is invoked immediately before the damage of an attack or similar effect
is rolled. Though it offers no defense against the attack, it ensures the martial artist
survivesany levels of damage that would fill his Incapacitated or Dying health levels
are negated, though others are unaffected. At Essence 5, the martial artist may spend
an additional 3 motes to increase this Charm’s duration to one action, preventing any
damage they take during that time from filling their Incapacitated or Dying levels.
However, they cannot use this Charm to render themselves invincible, for it bears
a high cost. If the martial artist uses this Charm while he has no empty health
levels above Incapacitated, he must permanently sacrifice a dot of Stamina to do so.
The dot of Stamina cannot be healed or recovered by any means, save for spending
experience points to buy a new dot of Stamina. If the martial artist ever reduces
himself to Stamina 0 with this Charm, then he remains alive long enough to take one
final actionafterwards, his body crumbles to dust, unmade by essence backlash of this
Charm.
Source: The Demented One
529
Duration: Instant
Prerequisites: Wheel-Turning Sage King Form
Drawing on strength unknown even to them, the Exalted were able to finally
overthrow the tyranny of the Primordials, casting Creation into the glories of the
First Age. To invoke this Charm, the martial artist must expend a banked success
from the pool granted by Wheel-Turning Sage King Form. It supplements a single
unarmed Martial Arts attack, allowing the Sage King one perfect blow. The attack
is guaranteed to hitif it would have missed, calculate its raw damage as if 0 attack
successes were rolled.
Source: The Demented One
Salvation-of-the-World Enlightenment
Cost: (+10m, 1wp); Mins: Essence 4, Wheel-Turning Sage King 5; Type:
Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Apocalypse-Outlasting Stance, Humble Sage Audacity, Setting
the Sky Ablaze
The Exalted were born to be kings, princes of the universe. Into their hands
was given both the means to save Creation, and the means to rule it. When the
martial artist enters the Wheel-Turning Sage King Form, he may spend an additional
10 motes and a point of Willpower. As he does, his anima banner flares to its full
totemic radiancebut the form it takes is a gleaming mandala of gold and silver, a
symbol embodying the very creation of the Celestial Exaltations at the hand of the
Unconquered Sun, Luna, and the Maidens.
Whenever the martial artist makes an unarmed Martial Arts attack or a damage
roll for such an attack, he adds a number of automatic successes equal to the number
he has banked with the Wheel-Turning Sage King Form. In addition, he increases his
Parry DV by an amount equal to the number of banked successes. These successes
stack with any banked successes that are actually spent on the roll, but still count
as being added with Charms. In addition, the martial artist may spend a banked
success in place of a point of Willpower to channel a Virtue.
530
Source: The Demented One
Style-Discerning Glance
Cost: ; Mins: Essence 2, Wheel-Turning Sage King 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites:
Before the Exalted could hope to stand against the Primordials, they would
have to understand how they might be defeatedthus was this Charm born. Whenever
the Sage King makes an unarmed Martial Arts attack, he learns if his opponent has
enhanced his DV with Charms in Step 2. If any of those Charms provide a perfect
defense, the martial artist knows it, as well as what Flaw of Invulnerability the Charm
possesses. Likewise, in Step 8, the martial artist learns if a foe has enhanced his soak
or hardness with Charms, as well as the flaws of any such Charms that allow a perfect
defense. When the martial artist is attacked, he learns if the attack has been enhanced
by Charms, and if any of those Charms allow a perfect attack, one that is guaranteed
to hit. The martial artist not only learns the effect of those Charms, but also what
531
kind of Essence they are born ofhe may distinguish the Charms of the Exalted, Yozi
Charms, Spirit Charms of both gods and demons, Fair Folk charms, ghost arcanoi,
and Martial Arts Charms. Finally, the martial artist may learn any Martial Arts
Charm he observes with Style-Discerning Glance without need for a tutor. This does
not allow him to bypass the training time or prerequisites of the Charm, nor does it
allow him to learn styles at stations of the Perfected Lotus he cannot initiate into.
Source: The Demented One
532
Source: Glories of the Most High: Luna
533
Duration: Instant
Prerequisites: Enemies Like Grass, Flickering Corona Barrier
This Charm allows the user to heal bashing or leathal damage depending upon
the number of stored halos from White Reaper Form. See the full text of the Charm
for details.Source Glories of the Most High: Luna, p. 32.
Source: Glories of the Most High: Luna
534
incoming weapon. This Charm may only be invoked if the character’s weapon is
sheathed. He draws it and makes a standard attack roll in Step 5. Apply successes on
the roll as an external penalty against his opponent’s attack roll. If the opponent’s
attack is reduced to 0 successes, it is stopped. If the character’s roll exceeds his
opponent’s by 1 or more successes, the opponent’s weapon breaks if it is mundane. If
the character’s roll exceeds his opponent’s by 5 or more successes, and the character
is using an Artifact weapon, then the opponent’s weapon can be broken even if it
is an Artifact. This counterattack imposes a -2 DV penalty on the user, reduced to
-1 if the character can draw his weapon reflexively. Invoking this Charm leaves the
weapon unsheathed. This Charm may only be invoked against attacks made with
hand-to-hand weapons.
Adaptations:
*Characters who know Dipping Swallow Defense (Exalted, pp.192-193) reduce the
DV penalty imposed by invocation of the Charm by 1.
*Characters who know Ringing Anvil Onslaught (MoEP: Dragon-Blooded, p.156)
may opt to pay only 3m upon invocation of this Charm. This variant will disarm
rather than breaking the target weapon, sending it flying (Martial Arts x 2) yards
away.
*Characters who know Wasp Sting Blur (MoEP: Lunars, p.154) may reflexively
sheath their weapon after invocation of this Charm.
*A character who knows Perfection of the Visionary Warrior (MoEP: Sidereals,
p.127) does not simply break weaponsthey explode under the fateful stroke of his
blade. The resultant shower of sharp-edged fragments inflicts (Essence) dice of lethal
damage on the attacker, which may be soaked normally.
*Characters who know Elegant Flowing Deflection (MoEP: Abyssals, p.130) may
add their current wound penalties in extra dice to the Charm’s attack roll.
Source: HLS
535
ing the target flying (damage inflicted x 2) yards. Earth sends a shock of elemental
Essence through the target, rooting his feet into the ground until his DV has refreshed
twice. Fire injects the target with searing Essence, imposing an internal penalty equal
to the damage inflicted on the target’s next action. Water finds weaknesses in the
target’s armor, lowering the armor’s effective Soak by 3. Wood finds revitalization in
destruction, and regains one mote of Essence for every level of damage inflicted.
*Characters who know Ferocious Biting Tooth (MoEP: Lunars, p.142) enjoy a free
reroll on this Charm’s damage when employing it against the Fair Folk; they may use
the better of two results.
*A character who knows Smiling at the Damned (MoEP: Sidereals, p.156) who
attacks a creature outside Fate and inflicts more damage in one strike than his target’s
Stamina may opt not to inflict damage at all, instead banishing his target back to a
random point in Malfeas, the Underworld, the Wyld, or whatever other native domain
is appropriate. If the target meets the above criteria but is actually native to Creation
and simply using some artificial means to appear outside of Fate (such as Charms or
artifacts), the Charm simply inflicts damage as normal.
*Characters who know Ebon Lightning Prana (MoEP: Abyssals, p.129) tear away
bits of a target’s soul with their strike. If their attack inflicts a number of levels
of damage greater than the target’s Essence, the target loses one dot of permanent
Essence. Targets reduced to 0 Essence die instantly.
Source: HLS
536
are able to transcend space with their reprisals. The character may invoke Tempered
Victory Proposition even against ranged attacks, the sympathetic Essence of his at-
tack splitting open opponents though the steel of his blade touches them not. Using
the Charm in such a manner renders its effects Obvious.
*Characters who know Vengeful Riposte (MoEP: Abyssals, p.130) target the oppo-
nent’s striking limb with their counterattack. If the counterattack inflicts any damage,
the target suffers a Crippling effect that imposes a -1 external penalty to all attacks
made with that limb for the rest of the scene.
Source: HLS
537
invoked if the character’s weapon is sheathed, and it is left unsheathed at the end of
the Charm.
Adaptations:
*Characters who know Iron Raptor Technique (Exalted, p.192) can focus the
sword’s sonic wail into a cutting blade, blurring out to strike targets up to (the
lower of Melee or Martial Arts x 3) yards away. This attack is unblockable.
*Characters who know Dragon-Graced Weapon (MoEP: Dragon-Blooded, p.155)
convert their sword’s sonic wail into an element appropriate to their Exaltation, cre-
ating an explosive burst of wind, flame, toxic pollen, etc. This inflicts (Essence) dice
of additional lethal damage on a successful hit, which must be soaked separately.
*Characters who know Lightning Stroke Attack (MoEP: Lunars, p.154) strike so
quickly, and from such an unexpected angle that the target is forced to make a reflexive
Perception + Awareness roll against a difficulty of half the attacking character’s
Essence. If they fail this roll, the attack is considered unexpected.
*Characters who know Meditation on War (MoEP: Sidereals, p.156) strike with
unerring accuracy, not at where their target is, but where he will be. While this
attack may be stopped, it cannot be avoided; it becomes undodgeable.
*Characters who know Ravening Mouth of Melee (MoEP: Abyssals, p.122) produce
a terrible, ghostly wail when they strike. Compare the attack roll to both physical DVs
and Dodge MDV. If the attack exceeds the target’s Dodge MDV, it strikes terrible
fear into him, imposing a -1 external penalty to all actions for the rest of the scene
and rendering the attack unblockable. This effect has the Emotion keyword, and is a
form of unnatural mental influence that takes 1 Willpower to resist.
Source: HLS
538
*A character who knows the Fateful Melee Excellency (MoEP: Sidereals, p.127)
finds wisdom in restraint; he can bank up to five additional dice with an Aim action
undertaken with a sheathed weapon, instead of the normal three. The weapon does
not have to remain sheathed when the Aimed attack is eventually unleashed.
*Characters who know Void Sheath Technique (MoEP: Abyssals, p.129) impose a
-1 external penalty on the Join Battle rolls of all opponents while carrying a slashing
blade or storing one Elsewhere through the auspices of that Charm.
Source: HLS
539
or sheathe his blade as a reflexive action, once per action. Any further drawing or
sheathing of the blade requires a Miscellaneous action as normal. The character’s
constant state of hair-trigger readiness permits him to be lightning-fast on reaction;
all of his attack actions with proper in-style weapons enjoy a Speed bonus of -1. This
cannot reduce the Speed of an attack below 3.
Source: HLS
540
Windfury Autumn Eater Form
Cost: 5 motes; Mins: Essence 2, Windfury Autumn Eater 4, — —; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Brilliant Wind-Walking Stride
The embodiment of the Windfury Autumn Eater is a principle understanding
of the elemental tides of Air. While this form is active, the Exalt is acutely aware of
the flows of air around her; the eddies and jetstreams present in the atmosphere are
simply more tools for her to use in personal combat.
While this Charm is active, a vortex of swirling air protects the Exalt from all
incoming physical attacks, increasing the difficulty to hit her with a ranged or melee
attack by her Martial Arts Ability. Additionally, she is completely immune to damage
from air elementals or any Charm or Artifact elementally aligned with air (secondary
effects such as stun or grapples are still applicable). While this Charm is active, the
Exalt cannot suffer knockback or knockdown in any capacity unless she specifically
chooses to do so.
Characters cannot use more than one Form-type Charm at a time. Using a Form-
type Charm ends the effects of any other Form-type Charm the character was utilizing.
Source: Blitterfly
541
problem; while it won’t negate their defenses, this ”will” bring all of her opponents
within striking range.
Using this Charm, the Exalt calls up a whirlwind of elemental Essence that sur-
rounds her foes, affecting all hostile targets within (Essence x 10) yards. This Charm
cannot be parried, but can be dodged with the use of Charms. All targets that are
affected are pulled within striking distance of the martial artist.
The Storyteller should bring some common sense into the use of this Charm.
Pulling two or three combatants into striking distance is perfectly sensible; however,
using this Charm when the Exalt is surrounded by a hundred extras is most likely
not going to have much effect other than keeping them from running away from her.
Source: Blitterfly
542
Exalt’s permanent Essence, soakable normally. The target may make a Dexterity +
Athletics roll as a Simple action to try and land in a more favorable position, difficulty
set at the Storyteller’s discretion.
Source: Blitterfly
543
Keywords:
Duration: One Scene
Prerequisites: Windfury Battle Technique
At the pinnacle of the Windfury Autumn Eater Style, the Exalt is able to
become a being of pure elemental air. Her body dissipates into a swirling cloud of
vapor and debris, increasing the difficulty to hit her by +3 (this is in addition to
the benefits provided by Charms:Windfury Autumn Eater Form Windfury Autumn
Eater Form). Additionally, all of her attacks are treated as if they are supplanted by
Charms:Open-Palmed Windfury Strike Open-Palmed Windfury Strike.
She suffers no wound penalties while in this form, and she suffers no environmental
penalties to movement or sight (this does not negate the defense provided by cover).
She also has no need to eat, drink, breathe, or sleep, and she is immune to all forms
of mundane disease and poison (those generated by Charms or Sorcery affect her
normally). She is immune to bashing damage.
She gains a number of -0 health levels equal to her permanent Essence. If she leaves
this form with a number of health levels of damage greater than what she could take
normally, then she falls unconscious, damaged up to her Incapacitated health level.
Additionally, while in this form she may execute the Charms:Windfury Battle
Technique Windfury Battle Technique without paying a Willpower.
The disadvantage of this form is that any Charms, Sorcery, or Artifacts that specif-
ically affect elementals now affect the Exalt as well.
Source: Blitterfly
544
Skating the Frozen Pond
Cost: 2m; Mins: Essence 1, Winter’s Biting Edge 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites:
The character’s movements become flowing and graceful, and carry her with
more speed than seems appropriate for the effort imparted. The character doubles
her movement rate when making a single Move or Dash action. This charm has no
effect on movement taken through other means, such as Jumping.
Source: Apocalycious
545
Prerequisites: Winter’s Biting Edge Form
Just as those buried under a falling avalanche often suffocate, those buried
under the assault of a practitioner of Winter’s Biting Edge often have their breath
taken away by the ferocity of the style’s attacks. The Exalt makes an unarmed attack
at his normal dexterity+martial arts, and if he succeeds in striking the target’s breath
is stifled until the target’s DV has refreshed a number of times equal to the attacker’s
Martial Arts. The character must make a Misc Breathing action with a speed of
5 and -0 DV penalty every time they take an action to focus on their breathing.
This action may be part of a flurry, but must be the first action. If at any time the
multiple action penalty for the breathing action exceeds the target’s stamina they
will fall unconscious for the remainder of the scene upon completion of the flurry, but
the breathing action is otherwise assumed to have succeeded. Alternately, the target
may spend 1 willpower to ignore the effects of this charm for one action, and spending
willpower in two consecutive rounds will cancel the charm’s effect entirely.
Source: Apocalycious
Bone-Chilling Strike
Cost: 4m+1wp; Mins: Essence 3, Winter’s Biting Edge 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Winter’s Biting Edge Form
The Exalt strikes with the biting chill of deepest winter, which penetrates
through even the thickest armor to freeze the flesh of the target. The attack made
with this charm ignores the target’s soak from armor, allowing them to soak only
with natural soak from stamina or charms such as Iron Skin Concentration.
Source: Apocalycious
546
rolls to re-establish surprise against that target. If the Exalt succeeds and hits the
target with an unexpected attack from the Exalt before the Exalt’s DV refreshes, the
target’s next action is delayed by half of the Exalt’s essence in ticks, rounded up.
This charm can only be used against one target at a time, and activating it against
a new target cancels the effect against the previous target.
Source: Apocalycious
Cramp-Moulting Prana
Cost: 3m (+1wp); Mins: Essence 3, Wise Owl 4; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Wise Owl Form
The martial artist may activate this Charm whenever he is suffering from a
Crippling effect. Upon paying three motes, the effect in question is alleviated for the
remainder of the scene, as Essence tweaks and pierces through his joints, smoothing
tendons and pinning bones. The Crippling effect returns at the end of the scene,
though any duration it has elapses as normal throughout the duration of this Charm.
If the Crippling effect is an amputation, the cost of this Charm is increased by one
point of temporary Willpower, and it becomes Obvious, as the martial artists anima
swirls into a shimmering replacement limb crafted from Essence.
Source: Revlid
547
-1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Lining Robes with Pellets, Sagacious Hook-Strike
Drawing one side of his body back to face the opponent side-on, the martial
artist bends his knees and bows, tilting his head at a seemingly-painful angle to lock
eyes with his target. With a slight flourish that leaves his hands locked into claws,
his anima ignites around his palms, forming the bilious shape of a stylised celestial
owl (if the martial artist has an anima of his own, he can replace this display with a
stylised version of his own totemic anima).
This Charm is a single unarmed martial arts attack, made against any character
within range. The attack causes lethal damage, if it did not do so already, and gains
the Piercing tag. The attack is further enhanced by the Crippling effects produced
by this Style:
If the targets Move rate has been reduced by a Crippling effect of this Style, the
attack is undodgeable.
If one of the targets Virtues has been reduced by a Crippling effect of this Style,
the attack is unblockable.
If the targets motes are restricted by a Crippling effect of this Style, the attack
ignores all natural soak.
If the attack successfully causes even one level of lethal damage, the martial artist
may choose to remove all Crippling effects created by Charms of this Style from his
target. If he does so, any health levels of damage caused by the attack are immediately
converted to an equal number of aggravated health levels.
Alternatively, the martial artist may instead choose to leave the Crippling effects
in place, and reflexively pay an additional point of temporary Willpower to make
them even more serious; for the remainder of their duration, any internal penalty
inflicted by such Crippling effects becomes external, any reduction of Move distance
is doubled (though the minimum is still one yard), any mote-payment that must be
made is doubled to two motes, and any reduced Virtue is reduced by a further dot
(though the minimum is still one dot).
Source: Revlid
Koan-Snatching Claw
Cost: 5m; Mins: Essence 2, Wise Owl 4; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Magi’s Gentle Talon
Thrusting his hand outward in a familiar finger-claw, the martial artist conducts
his paralyzing Essence through the air itself. This Charm can be used to supplement
an unarmed attack, increasing its maximum range to (Martial Arts x2 + Essence)
yards. The attack itself does no damage if it hits, but instead inflicts the exact
same penalties and effects as Charms:Magi’s Gentle Talon Magis Gentle Talon. If the
martial artist knows Charms:Sagacious Hook-Strike Sagacious Hook-Strike, he may
instead apply the effects of that Charm.
Ordinarily, use of this Charm is very noticeable (albeit not Obviously supernatu-
ral), as the martial artist claws at the air between him and his opponent. However,
just as with Magis Gentle Talon, he can make its use more unobtrusive by suffering
548
a -2 external penalty on the attack roll, making his attack seem like a curt gesture or
a snapping of the fingers.
Source: Revlid
Sagacious Hook-Strike
Cost: 2m; Mins: Essence 3, Wise Owl 5; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Nightlong Predation Trance, Cramp-Moulting Prana
Rather than the singular finger-strike of Charms:Magi’s Gentle Talon Magis
Gentle Talon, this Charm forces the martial artists middle and index fingers into the
claw-pose, allowing him to perform a more spiritual form of disruption. This Charm
can be used to supplement any unarmed attack. If the attack in question is successful,
its raw damage is reduced to zero. Instead of damage, the targets memories of the
events of this tick become blurred and indistinct. He becomes unable to recall if he
was attacked, or (if he is able to deduce that he was, through the existence of wounds)
cannot recall who was responsible. Memories before and after the tick remain clear
to him, and this strike has no effect on long-term memory; it is purely the events of
this tick that are obscured.
In addition, if the martial artist wishes he may choose to use his expert manip-
ulation of Essence to suppress his targets metaphysical humours; this allows him to
hinder one of his targets Virtues, effectively reducing it by one dot (to a minimum
of one). If the martial artist has a higher Permanent Essence rating than his target,
he may (instead of reducing a Virtue) send his targets Essence flow into imbalance,
forcing them to reflexively expend one mote (to no other effect) on any tick in which
they intend to spend Essence.
These are Crippling effects, and last for a number of actions equal to half the
original number of raw damage dice, rounded down (aside from the memory-loss,
549
which is permanent but only covers a single tick). Further applications of this Charm
(or others referencing its effects) do not stack the penalties they inflict on the target,
but simply increase the duration of the original Crippling effect, in a similar fashion
to doses of poison.
Just as with Magis Gentle Talon, this Charm is not innately Obvious, and can be
made even more unobtrusive if the martial artist desires.
Source: Revlid
550
Aside from a relaxed stance and a slight widening of the eyes, this Form carries
no notable visual cues, and as such is not Obvious. While this Form is active, the
martial artist can focus his attentions on one opponent, allowing him to select one
target each time his DV refreshes; until his DV next refreshes, he ignores all DV
penalties for making unarmed attacks against this target, and reduces Onslaught and
Coordinated Attack penalties by (Martial Arts/2) when attacked by them. When
choosing the target of this effect, the martial artist may select up to (Martial Arts)
additional targets per DV interval, at a cost of two motes per additional target.
In addition, the martial artist may use Charms:Magi’s Gentle Talon Magis Gentle
Talon at a cost of only one mote, and is able to parry lethal and ranged attacks
unarmed without a stunt.
As a Form-type Charm, the first time the martial artist uses a Charm with a Flaw
of Invulnerability during the same action Wise Owl Form is activated, the cost of that
Charm increases by two points of Willpower.
”Dynamic Form Transition”:
Wise Owl Form may be reflexively assumed in the following ways:
If the practitioner successfully makes an unexpected unarmed attack in plain view.
The attack need not do any damage; it just needs to have been unexpected and in
plain view.
If the practitioner successfully spots an attempt to make an unexpected unarmed
attack in plain view, as above.
Source: Revlid
551
purely internal, leaving no outward mark save for a light bruising that appears some
minutes after they struck.
The martial artist may switch from one variant to the other as a miscellaneous ac-
tion costing one mote, or reflexively at no cost whenever the conditions for a Dynamic
Form Transition into Wise Owl Form are met.
Source: Revlid
552
Keywords:
Duration: Five turns or until used
Prerequisites:
This Charm lets the martial artist find the most damaging place to at-
tack.Source Exalted: The Dragon-Blooded, p. 259.
Source: Exalted: The Dragon-Blooded
Mind-over-Body Meditation
Cost: 2m per hl; Mins: Essence 2, Wood Dragon 3; Type: Simple (Speed 5)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Eyes of the Wood Dragon
This Charm allows the martial artist to meditate on and heal minor in-
juries.Source Manual of Exalted Power: Dragon-Blooded, p. 211.
Source: Manual of Exalted Power: Dragon-Blooded
Mind-Over-Body Meditation
Cost: 2 motes per health level; Mins: Essence 2, Wood Dragon 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Eyes of the Wood Dragon
This Charm allows the martial artist to instant health themself of bashing
damage.Source Exalted: The Dragon-Blooded, p. 260.
Source: Exalted: The Dragon-Blooded
553
Wood Dragon Succor
Cost: 3m per hl; Mins: Essence 3, Wood Dragon 5; Type: Simple (Speed 5, -2
DV)
Keywords: Obvious, Touch
Duration: Instant
Prerequisites: Death-Pattern Sensing Attitude
This Charm allows the martial artist to transfer wounds from one person onto
themselves.Source Manual of Exalted Power: Dragon-Blooded, p. 213.
Source: Manual of Exalted Power: Dragon-Blooded
554
Source: Exalted: The Dragon-Blooded
Soul-Marking Strike
Cost: 3m; Mins: Essence 3, Wood Dragon 4; Type: Supplemental
Keywords: Combo-OK, Stackable, Touch
Duration: One scene
Prerequisites: Wood Dragon Vitality
This Charm marks the motivating soul of a target. For a short while, the
martial artist can more easily attack the victim, and for a full day she can sense the
direction of those she has marked. Spirits suffer pain simply from being marked by
this Charm.Source Manual of Exalted Power: Dragon-Blooded, p. 211.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=
duration=
prereq=
text=This Charm has the crippling keyword when applied to spirits.
Source: Manual of Exalted Power: Dragon-Blooded
Soul-Marking Strike
Cost: 3 motes; Mins: Essence 3, Wood Dragon 4; Type: Supplemental
Keywords:
Duration: One scene
Prerequisites: Wood Dragon Vitality
This Charm allows the martial artist to place a mark on the target’s soul,
which is especially painful for spirits. This mark grants the martial artist a number
of benefits.Source Exalted: The Dragon-Blooded, p. 261.
Source: Exalted: The Dragon-Blooded
555
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-Basic, Emotion, Obvious
duration=
prereq=
text=This unnatural mental influence costs 2wp to resist for a scene.
Source: Manual of Exalted Power: Dragon-Blooded
556
Duration: Instant
Prerequisites: Unbreakable Fascination Kata
This Charm lets the martial artist enthrall their target with a successful attack,
making them freeze in place for their turn.Source Exalted: The Dragon-Blooded, p.
261.
Source: Exalted: The Dragon-Blooded
Spirit-Wracking Method
Cost: 4m, 1wp; Mins: Essence 3, Wood Dragon 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Wood Dragon Form
This Charm, which may be used to strike Charms:Materialize dematerialized
spirits, hinders a spirit’s actions for a short while based on the skill of the martial
artist.Source Manual of Exalted Power: Dragon-Blooded, p. 211.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-OK, Crippling, Obvious
duration=
prereq=
text=
Source: Manual of Exalted Power: Dragon-Blooded
Spirit-Wracking Method
Cost: 4 motes, 1 Willpower; Mins: Essence 3, Wood Dragon 5; Type: Supple-
mental
Keywords:
Duration: Instant
Prerequisites: Wood Dragon Form
This Charm makes the martial artist’s attack affect spirits as if they were ma-
terialized and can seriously hamper the spirit’s actions.Source Exalted: The Dragon-
Blooded, p. 262.
Source: Exalted: The Dragon-Blooded
Spirit-Rending Technique
Cost: 8m, 1wp; Mins: Essence 3, Wood Dragon 5; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Spirit-Wracking Method
When this Charm is used to enhance an attack, it can cause aggravated damage
557
to spirits. Spirits discorporated with this Charm are destroyed completely.Source
Manual of Exalted Power: Dragon-Blooded, p. 212.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=
duration=
prereq=
text=This Charm inflicts damage equal to 1 + (threshold successes / spirit’s
Essence, round down).
Source: Manual of Exalted Power: Dragon-Blooded
Spirit-Rending Technique
Cost: 8 motes, 1 Willpower; Mins: Essence 3, Wood Dragon 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Spirit-Wracking Method
This Charm lets the martial artist’s attack deal aggravated damage to spir-
its.Source Exalted: The Dragon-Blooded, p. 262.
Source: Exalted: The Dragon-Blooded
558
prereq=
text=Paying 1m to use this Charm’s benefit does not count as a Charm activation
or require commitment of Essence.
Source: Manual of Exalted Power: Dragon-Blooded
Soul Mastery
Cost: 10m, 1hl; Mins: Essence 4, Wood Dragon 5; Type: Simple (-2 DV)
Keywords: Combo-Basic, Obvious, Touch
Duration: (Essence (trait) Essence) actions
Prerequisites: Enthralling Blow Attack, Spirit-Rending Technique, Wood
Dragon Succor
Calling forth the black energy of death into her hands, the martial artist pre-
pares the ultimate end for a foe. This Charm causes terrible damage and may even
dissociate the soul of the target from her body, killing them instantly. After activating
this Charm, the martial artist has a short time before she must unleash the attack or
suffer the Charm’s effects herself.Source Manual of Exalted Power: Dragon-Blooded,
p. 213.
errata-fix
edition=Second
source=Scroll of Errata
cost=
trait=
min=
essence=
type=
keywords=Combo-Basic, Obvious, Shaping, Touch
duration=
prereq=
text=Aggravated damage inflicted by this Charm bypasses armor.
Source: Manual of Exalted Power: Dragon-Blooded
Soul Mastery
Cost: 10 motes, 1 health level; Mins: Essence 4, Wood Dragon 5; Type: Simple
Keywords:
Duration: Essence in turns or until discharged
559
Prerequisites: Spirit-Rending Technique, Enthralling Blow Attack, Wood
Dragon Succor
This powerful Charm allows the martial artist to make a devastating attack
which may kill their target instantly, severing their soul from their body.Source Ex-
alted: The Dragon-Blooded, p. 263.
Source: Exalted: The Dragon-Blooded
Mercury Descending
Cost: 3m; Mins: Essence 2, Zodiac of Celestial Truth 3; Type: Simple (Speed
3)
Keywords: Combo-OK, Compulsion
Duration: Special
Prerequisites: Mercury Ascending
In their descending aspect, the constellations of the House of Journeys can turn
forward progress into aimless flailing, careening headfirst into destiny without a safety
net. A practitioner of Zodiac of Celestial Truth Style has meditated on the flighty,
meaningless nature of Mercury Descending and knows how to inflict the qualities
of this nature upon his foes. The aspects of Mercury Descending are Martial Arts
attacks that exert unnatural mental influence by redirecting flows of Essence, and
force the martial artists enemies to see the folly of allowing their own journeys to
stand in opposition to Celestial Truth. This influence costs one Willpower to resist.
”Captain:” For those who pass under the Captain Descending, power isnt a means
to an end, but an end unto itself. They scrabble at any vestige of false authority
within their reach, and their desperation for it causes the very control they seek to
slip through their fingers. If the martial artists attack is successful, it deals damage
as normal, and all of the targets allies who can observe the target take an internal
penalty to all non-reflexive rolls equal to the ”targets” Essence until the targets next
action. This penalty does not affect the target himself.
”Gull:” In its descending aspect, the Gull marks the irresponsible, shiftless
vagabond whose life is without purpose and without meaning. Practitioners of this
style can use the Gull to deprive their enemies of drive and determination. If the
martial artists attack is successful, it deals damage as normal, and the target moves
away from her and her allies at full Move speed for a number of actions equal to the
”targets” Essence. If there is no route to do so, the target simply remains in place
for the duration of the Charm.
”Mast:” Those under the domain of the Mast Descending lose all capability for
subtlety or analytical thought, and cannot comprehend the meaning of reserve. They
give in to base instincts of brute strength and blindly follow whatever lead is put before
them, unable to question or hold back. If the martial artists attack is successful, it
deals damage as normal, and the target becomes reckless and suffers a penalty to
both DVs equal to the ”targets” Essence until after the next attack she makes.
”Messenger:” The Messenger Descending is the constellation of amorality and
apathy. Those affected by its domain eschew responsibility and abuse power for little
reason. In the face of the Messengers influence, the martial artists enemies can no
longer claim to stand by any principles without hypocrisy. If the martial artists attack
is successful, it deals damage as normal, and the target cannot channel Virtues or
spend temporary Willpower to gain an automatic success, for a number of actions
equal to the ”targets” Essence.
560
”Ships Wheel:” The martial artists enemy whose star sets with the Ships Wheel
becomes so mulishly fixated on his cause that he ceases to respond in a meaningful
way to events around him. If the martial artists attack is successful, it deals damage
as normal, and the target is gripped by a fatal obsession with his task. On the targets
next action, he performs exactly the same action as he did on his last one. All Charms,
targets, flurries and other elements of the action must be identical. If that action is
currently impossible or has become an unacceptable order, the target instead must
spend a number of actions equal to the ”targets” Essence moving toward the martial
artist, as the one who inflicted such a single-minded mania becomes the object of that
mania in the absence of reason.
Source: SataiDelenn
Venus Ascending
Cost: 4m; Mins: Essence 2, Zodiac of Celestial Truth 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: (Intimacies) actions
Prerequisites: Mercury Ascending
The House of Serenity governs domains of personal affairs and matters of the
heart. In their ascending aspect, Venus constellations promise happiness and es-
capism. They watch over those who enjoy themselves and those who participate in
beneficial relationships. Sorcerers understand the tenets behind the stars of Serenity
as the Trial of Humility, when the innermost and base natures of their hearts are laid
bare for their enlightenment. The aspects of Venus Ascending are used reflexively
to give the martial artist a brief moment of heightened defense in the face of unity-
shattering conflict, and last for a number of actions equal to the number of positive
Intimacies the martial artist has, to a maximum of the martial artists Essence.
”Ewer (Step 2):” Those whose stars rise with the Ewer find that a love which is
tried is the more true for it. No adversity, no matter how great, can sever the bonds
of partnership when the partners care faithfully for one another, and the practitioner
of Zodiac of Celestial Truth Style finds strength in her own connections to those
she loves and the dreams she holds dear. While this Charm is in effect, so long as
the martial artist can perceive or is actively acting on behalf of one of her positive
Intimacies, she may activate one Reflexive defensive Charm per action as an innate
power rather than as a Charm usage for that action (though she still must pay all
costs for the Charm). If the Intimacy is a positive ”romantic” Intimacy, the martial
artist reduces the mote cost of the defensive Charm by her Compassion. This aspect
of Venus Ascending may be used in social combat.
”Lovers (Step 1):” Meditation upon the Lovers reveals that under this constella-
tion, all relationships are in some way uneven, every coin has two sides, and not all
things are created equal. The martial artist understands this truth and knows how
to make sure that she stays on top. While this Charm is in effect, each successful
Martial Arts attack made by the martial artist drains a number of motes from the
target equal to the martial artists Occult, to a maximum of (her Essence x 3) motes
per action. The martial artist gains these motes. This Charm cannot increase mote
pools beyond their maximum.
”Musician (Step 2):” Through the discerning eye of the Musician, it becomes easy
to separate the chaff from the wheat and the beautiful from the plain. One who lives
under the Musician has a deep appreciation for the finer things in life and has no taste
561
for the mundane. For the martial artist who invokes this constellation, only the best
is worth his time. While this Charm is in effect, any attack made against the martial
artist which exerts mental influence and contains fewer dice in its pool than the martial
artists (Intelligence or Perception) + Martial Arts is automatically resisted as though
the martial artist had spent 1 Willpower, even if the attack is successful. If the attack
is successful and would require more than 1 Willpower to resist, the martial artist is
still affected by the mental influence until he spends the remainder of the Willpower
required to overcome the effect. In addition, for the duration of this Charm, the
martial artist adds his Essence to his DMDV against all natural mental influence,
and adds half his Essence to his DMDV against all unnatural mental influence. This
aspect of Venus Ascending may be used in social combat; however, if it is, its effects
only last for one action in long ticks instead of the Charms normal duration.
”Peacock (Step 2):” The Peacock counsels careful consideration before making
alliances or dealing with others, and knows how to utilize wealth and finery to in-
fluence decisions. The martial artist who internalizes the purview of the Peacock
predicts two ways in which the situation could progress to her benefit, and giving her
opponents the choice between them distracts from any solution that would benefit
them instead. While this Charm is in effect, the martial artist adopts a still and
symmetrical pose. The player of any opponent who attacks her must choose which
DV she will use to defend against that attack. If the opponents player chooses PDV,
the martial artist may make an immediate disarm attempt as a counterattack in step
2, reducing the external disarm penalty by 2. If the opponents player chooses DDV,
the martial artist may make an immediate clinch attempt as a counterattack, and
may use Intelligence or Perception in place of Dexterity for this counterattack. If the
martial artists counterattack is successful, her opponent may continue his action, but
he may only take actions which are possible after the martial artists counterattack
resolves. (If Calibration is active when the martial artist uses this aspect of Venus
Ascending, she may not use the effects of both Charms against the same attack.)
”Pillar (Step 2):” The martial artist uses the stability of the Pillar to forge strong,
lasting friendships and family ties. Alliances formed under this constellation never
waver and its members find that they communicate better through tacit understand-
ing, no longer relying on fleeting words to express their constancy. The martial artist
chooses a willing ally or positive Intimacy that he can perceive whose permanent
Essence score does not exceed his own. (This Charm does not function if the Inti-
macy has no permanent Essence score.) While this Charm is in effect, the martial
artist and the chosen ally or Intimacy may share temporary Willpower pools and
Virtue channels (using the Virtue rating of the character whose channel is being
used). In addition, the martial artist may substitute either of his MDVs for the
allys or Intimacys, and vice versa. This aspect of Venus Ascending may be used in
social combat, and lasts (Intimacies) actions in long ticks, with the Charms usual
maximum of the martial artists Essence. (This profound Essence-forged connection
is completely platonic but extremely intimate in nature, and after such a connection
has been made, the martial artist may find that in the future he and his ally have
come to understand each other a little better than before. Characters who make this
connection repeatedly have been known to develop mild empathy for one another, as
the allys Essence becomes accustomed to the presence of the martial artist and vice
versa.)
Source: SataiDelenn
562
Venus Descending
Cost: 3m; Mins: Essence 2, Zodiac of Celestial Truth 4; Type: Simple
Keywords: Combo-Basic, Illusion, Social, Touch
Duration: One scene
Prerequisites: Venus Ascending
When the stars of Serenity begin to decline, the worst in humanity is revealed
through depravity and cyclical, self-destructive lifestyles. In their descending aspects,
these constellations rule over obsessions, compulsions, and the universe of emotional
suffering that one being can bring another. The martial artist who has studied the
downward spirals of Serenitys darker side can ensnare her foes in the shackles of
that discontent. The aspects of Venus Descending are (Intelligence or Perception) +
Martial Arts attacks in which the martial artist must simply touch the target, with
bonus dice equal to the number of Intimacies the martial artist has (to a maximum of
the martial artists Essence). These attacks are compared to the targets Dodge MDV
or Parry MDV, deal no damage and must be made unarmed. The unnatural mental
influence exerted by this Charm costs 2 WP to resist; once a target has spent WP to
successfully resist one aspect of this Charm, that aspect cannot be used against the
same target within the same scene.
”Ewer:” Those who live under the Ewer become hopelessly obsessive, coveting
loves and dreams they cannot possibly achieve. Their fixations are so all-consuming
that in time they find that they have destroyed the very things they desired - or
perhaps desire itself. If the martial artists attack is successful, the target is convinced
for the duration of the Charm that one of his positive Intimacies loathes him and
wants nothing to do with him. If the Intimacy is not a person or creature, he instead
believes that one of his positive Intimacies is hollow and pointless, or is a place where
he will never be welcome. The Intimacy affected should be chosen by the ST. The
target suffers an internal penalty to all non-reflexive actions equal to his Conviction,
as the more he believes in the things which are important to him, the more he dwells
upon losing them.
”Lovers:” The Lovers Descending governs the stars of the shamelessly sadistic and
the sexually depraved. Cruel slavedrivers, rapists and those who take advantage of
others all fall within the scope of this constellation, as well as their victims, and
most practitioners whose celestial truths lead them here are chagrined to admit it -
or proud of the fact. If the martial artists attack is successful, the target is overcome
with submissive instincts for the duration of the Charm, and considers everything the
martial artist says to her an order. Whether or not she obeys these orders is up to
her, but she cannot deny the martial artists inherent right to give them. The target
suffers an internal penalty to all non-reflexive actions equal to her Temperance, as
the more she values the proper way of things, the harder it is to resist the martial
artists authority.
”Musician:” Blind hedonism and addiction mark the passage of the Musician in
decline, and one who passes with it has relinquished his ability to say no. His avarice
consumes him and his vices leave his will an empty husk of itself. So, too, do the
enemies of the practitioner of this style find themselves unable to exert their resolve.
If the martial artists attack is successful, the target becomes highly impressionable,
prone to gullibility and easy acceptance, especially when it comes to offers of material
or personal gain. For the duration of the Charm, the target cannot spend Willpower
to resist any mental influence other than the Musician Descending.
”Peacock:” Arranged marriages and alliances made under duress are only too
563
familiar to those whose stars set with the Peacock, and more often than not, the
participants in these dysfunctional interactions wish only to be anywhere but where
they are. The lone warrior who has walked into an ambush and the peasant unable to
achieve upward mobility both feel the dread of entrapment, and it is this dread that
the martial artist visits upon foes. If the martial artists attack is successful, the target
becomes convinced for the duration of the Charm that she is completely surrounded
or thoroughly backed into a corner, physically or metaphorically depending on current
circumstances. The target suffers an internal penalty to all non-reflexive actions equal
to her Valor, as her indignance and desire to escape provide more legitimacy to the
farce.
”Pillar:” To learn that ones star declines with the Pillar can be one of the most
devastating revelations known to Creation. Friends, brothers and trusted mentors
turn their backs as once-reliable bonds of solidarity crumble in the face of doubt
and disappointment. If the martial artists attack is successful, the target becomes
convinced for the duration of the Charm that he has greatly failed one of his closest
allies, or a commander or authority figure (the ally or authority figure should be
determined by the ST). The target suffers an internal penalty to all non-reflexive
actions equal to his Compassion, as the more he trusts his companions and betters,
the harder it is for him to cope with having betrayed ”their” trust.
Source: SataiDelenn
Jupiter Ascending
Cost: 5m (+1wp); Mins: Essence 2, Zodiac of Celestial Truth 4; Type: Reflexive
(Step 1) (see below)
Keywords: Combo-OK, Social
Duration: (Intelligence) actions
Prerequisites: Venus Ascending
The constellations of the House of Secrets in their ascending aspects represent the
gathering of knowledge and the gaining of insight. Through the domains of Jupiter,
wisdom can be handed down from generation to generation, thus perpetuating Cre-
ations cycles of enlightenment and education. And even if that education is falsified
or flawed, or held in reserve for an elite few, still it persists, and in this way the
world resists falling into base ignorance. Sorcerers often have a special affinity for
the House of Secrets, not only through their namesake constellation and through the
Salinan Working, but also through the Trial of Tutelage. The aspects of Jupiter As-
cending are used reflexively to both award and reward awareness of the martial artists
surroundings...except for the Mask.
”Guardians:” Whether through long and patient observation or through inherited
story and tradition, those who embody the wisdom of the Guardians know and see
much that others carelessly dismiss as drivel. The martial artist who meditates on
this wisdom knows that no truism is without merit and much can be gained by
waiting for understanding to dawn. This Charm can be activated during a Guard
action. The martial artist must Guard for at least six ticks with this Charm active,
gathering and observing the Essence of her surroundings, after which she may attempt
to simulate the effects of any thaumaturgical ritual with a casting time of five minutes
or less, as long as she meets the Occult prerequisite that would be needed to learn
the rituals Degree (she does not need to possess either the ritual or the Degree).
564
The martial artist makes a reflexive Perception + Occult roll with a difficulty of the
attempted rituals regular difficulty. If successful, the martial artist achieves the effects
of the ritual immediately, regardless of the rituals normal casting time or Resources
requirements. (Some rituals may be too obscure to be simulated by this Charm, as
decided by the ST.) These effects last for the duration of this Charm. If the martial
artist ”doubles” the rituals difficulty in successes, the effects instead last for the scene,
or for the normal duration of the ritual, whichever is greater.
”Key:” The Key is the constellation of scholars and of innovation, of meticulous
study and curious investigation. The martial artist who invokes the analytical nature
of the Key observes his enemies carefully and deduces the precise best moment to
strike based on details which become obvious to the keen eye - whether it be an
inherent weakness, a moment when the enemy is likely to be off-guard, a peculiarity
of technique, or anything else that a clever practitioner can exploit. This Charm can
be activated to enhance an Aim (or Monologue/Study) action. The first time the
martial artist begins an Aim action while this Charm is in effect, he rolls (Intelligence
or Perception) + Investigation with a difficulty of the targets Essence. Each threshold
success adds one die to the cumulative Aim bonus on this action, to a maximum of
the martial artists Essence successes. If the martial artist ”doubles” the difficulty in
successes, he may continue to accumulate bonus dice from the Aim action for six ticks
rather than the usual three. (This means that the maximum number of dice that it
is possible to add to one attack after an Aim action with this Charm is equal to 6 +
the martial artists Essence.)
”Mask:” If any practitioners of the Zodiac of Celestial Truth Style lived now,
they would know a different Mask Ascending than the one created by Devon in the
First Age. The aspect listed here is the one that exists today, which channels a
broken Mask. How much it may resemble the original Charm, no one can say. The
Mask is perhaps the most fundamentally appropriate constellation of the House of
Secrets. It represents spies and concealed knowledge, and those who understand its
lessons also understand that what you dont know ”can” hurt you. Todays Mask
Ascendant is a Simple Charm and costs one Willpower to activate in addition to the
mote cost. While this Charm is in effect, any attack the martial artist makes which
exerts mental influence is automatically considered Unexpected; if the martial artist
makes a flurry of such attacks, only the first attack of the flurry is Unexpected. In
addition, the martial artist may choose to delay the onset of that influence; if she
does so, activating the influence at any point is a reflexive action, though this does
not change the speed of the original attack. If the martial artist does not activate the
influence while this Charm is still in effect, then when the Charm ends, any delayed
influence takes effect immediately - note that this may result in overlapping influence
effects. (If two or more of these effects conflict, the martial artist must choose which
one or ones to forgo.)
”Sorcerer:” Under the Sorcerer lie all things arcane. The Sorcerer is the constella-
tion of, unsurprisingly, sorcery; but beyond this, it governs thaumaturgy, geomancy,
artifice and other Creation-based magical endeavors. Practitioners of this style whose
stars align with the Sorcerer open their eyes to the mystical undercurrents of Cre-
ation, and become accustomed to the unknown - sometimes, for better or worse, more
accustomed to the unknown than they are to the ordinary. While this Charm is in
effect, the martial artist doubles his successes on all Occult rolls other than those used
for sorcery (though this Charm can affect rolls made to maintain concentration during
565
the Shape Sorcery action). If the total number of successes after this doubling is at
least ”double” the difficulty of the roll, the martial artist may subtract the threshold
successes from that roll and instead add them as bonus dice to the next roll he makes
in the same scene. This second roll need not involve Occult.
”Treasure Trove:” The Treasure Trove stands in opposition to the Mask, governing
those who spread enlightenment and teach others what they themselves have learned.
The martial artist who channels the power of this constellation lays bare her under-
standing of the fundamental nature of Creation for her allies to share - even if they do
not yet fully comprehend what they know - and rewards their use of that knowledge
to achieve excellence. The martial artist doubles the mote or Willpower stunt reward
(but not the awarded stunt dice) for the first successful stunt that each of her allies
that she can perceive performs while this Charm is in effect. (This Charm cannot
increase an XP award for a three-die stunt, or other replacement stunt rewards such
as that granted by Faithful Killers Reprieve.)
Source: SataiDelenn
Jupiter Descending
Cost: 4m (+1wp); Mins: Essence 3, Zodiac of Celestial Truth 5; Type: Simple
(see below)
Keywords: Combo-Basic, Emotion
566
Duration: One scene (see below)
Prerequisites: Calibration (Zodiac of Celestial Truth Form)
The more a practitioner of Zodiac of Celestial Truth Style learns of her martial
art, the fewer secrets can be kept from her watchful gaze. In meditating on the
descending aspects of the constellations of Jupiter, the martial artist reveals to herself
the extent to which everyone pulls the wool over their own eyes one way or the other.
More than any other Charm in the style, Jupiter Descending was modeled after the
five sorcerous TrialsDevon believed that true wisdom could be gleaned from these
Trials, and by opening her enemies eyes to the stark and brutal honesty of reality,
the martial artist begins to spread this wisdom throughout Creation. With a single
deep inhalation followed by a forceful blow, she scatters folly and shines the naked
light of edification onto her foes misconceptions...or, at least, thats what they fear. In
actuality, this Charm is designed to compel the martial artists opponents to consider
the Trials in a bluntly visceral way, thus ensuring that said opponents ”remember”
the Trials, and paving the way for future enlightenment. The aspects of Jupiter
Descending are Intelligence + Martial Arts attacks which must be made unarmed.
They deal damage as normal and additionally exert unnatural mental influence via
flows of Essence forced into patterns of the martial artists choosing. This influence
costs 2 Willpower to resist, and if an aspect of this Charm is resisted this way, that
aspect is resisted for the scene.
”Guardians:” Those who labor under the prevalence of the waning Guardians
live their lives according to superstitious tripe and hollow ritualistic behavior that
achieves little and means less. The martial artist can bring the Trial of Tutelage to
a foe who suffers such small-minded delusions, and make that foe question even the
most closely-held of beliefs. If the martial artists attack is successful, in addition to
damage he inflicts a state of uncertainty and doubt. For the duration of the Charm,
the target adds her Essence to the Speed of every action she takes, to a maximum
of double the original actions Speed, as her surety in even the reasons for her own
actions is shaken.. In addition, the target subtracts her Essence from the rate of any
weapon she uses (including unarmed attacks) to a minimum of rate 1. This Charm
has no effect on Guard or Aim actions.
”Key:” In its descending aspect, the Key governs those who delve too deeply into
secrets best left undisturbed, and believe themselves to be above failure or corruption.
As hubris is so often the downfall of the great, so too can anyone be doomed by his own
arrogance - as the practitioner who visits the Trial of Humility upon her opponent
well knows. If the martial artists attack is successful, in addition to damage she
instills the sudden understanding that her foe is in over his head. For the duration of
the Charm, the target suffers a penalty to his DVs and MDVs equal to the ”targets”
Essence, as his belief that he is untouchable is abruptly shattered.
”Mask:” Like its ascending form, the Mask Descending is a different aspect of this
Charm than the one Devon knew, though it would appear to modern practitioners
that the new aspect still conforms to the Trials as its predecessor must have done.
Secrets which decline with the Mask are deliberately hidden and used against others,
spawning lies and encouraging false behaviors. Knowing this, the martial artist who
channels the dark side of the Mask brings to his opponent the Trial of Fear, as there
is little which frightens people more than the unknown. This Charm is an Extra
Action Charm and costs one Willpower to activate in addition to the mote cost.
The martial artist makes a Martial Arts attack that is automatically Unexpected, as
567
the martial artists preparatory movements contradict the action that he is actually
about to take. The martial artist may use Intelligence or Perception in place of
Dexterity for this attack. In addition, he may move up to his Move speed and take
one miscellaneous action with no penalties as part of this Charms magical flurry;
the move, miscellaneous action, and attack may occur in any order, and the target
remains unaware of all three until after they have occurred. (Miscellaneous actions
to re-establish surprise this way suffer no penalty from occurring in plain sight.) This
magical flurry does not incur multiple action penalties, and has a DV penalty of -
1. However, unless the martial artist succeeds on a reflexive Intelligence + Integrity
roll with a difficulty of his Essence, he has also managed to deceive ”himself,” and
his attack imposes an additional -1 DV penalty as he attempts to figure out how to
recover from something he never did.
”Sorcerer:” Those who practice arts which fall under the purview of the Sorcerer
Descending find to their cost that risks beget consequences. Yozi worshippers and
necromancers may believe that they have gained power in exchange for something
lesser, but in the end they cannot escape the fact that what they have exchanged is
gone for good and no amount of regret can reclaim it. Even Creation-based sorcerers
and thaumaturgists know that in order to receive you must give; many sorcerers
believe that the Trial of Sacrifice is the keystone to achieving full understanding of the
arcane, as it is the only one which must be repeated. Practitioners of this style know
how to inflict this Trial upon their enemies and share some of that understanding with
those who may need it most. If the martial artists attack is successful, in addition to
damage she awakens a sense of loss and abandonment in her target. For the duration
of the Charm, the target must reflexively decommit all motes from one Charm or
spell each action, every action, as the motes he has so carefully spent are sacrificed
to the constellation of the Sorcerer in his nihilistic turmoil. The martial artist may
choose which Charm or spell is affected on a given action; if she is unwilling or unable
to do so, the player of the target chooses instead.
”Treasure Trove:” The ivory tower of the erudite elitist is as restrictive as it
is isolating. A star which sets with the Treasure Trove casts humanity aside for
the conceit of the learned, and shuts itself off from the world...but sooner or later,
even the most lofty sanctuary becomes a prison. The martial artist who calls upon
this constellation teaches his opponent the value of wandering the world in search
of wisdom - the power of the Trial of the Journey. If the martial artists attack is
successful, in addition to damage he inflicts a sense of claustrophobia and a desperate
need for space. For the duration of the Charm, whenever the target is surrounded,
indoors or backed into a corner, that target must attempt to reach open space and
cannot take actions that do not further this aim. In addition, anytime the target faces
more than one opponent within the ”targets” Essence x 2 yards, any attack action
that target takes must include all opponents within feasible attack range as targets,
even if it requires a flurry.
Source: SataiDelenn
Mars Ascending
Cost: 6m; Mins: Essence 3, Zodiac of Celestial Truth 5; Type: Reflexive
Keywords: Leader, Obvious
Duration: One scene
Prerequisites: Calibration (Zodiac of Celestial Truth Form)
568
The House of Battles presides over combat and war, as might be expected, but
it also presides over conflict as a more holistic notion - and if there is one milestone
by which one might mark the turning of the ages and the successions of change in
Creation, it is conflict. Exalts were molded for battle, and even in peacetime such
instincts are never fully lost; in wartime, this fact become ever more pronounced.
As they rise, these constellations signify all that is tried, tested, and made more
whole, more true, by the process. Sorcerers know this Houses influence when they
confront the Trial of Fear and face that which brings their very souls into conflict with
themselves. The aspects of Mars Ascending are used reflexively to forge the martial
artist into an instrument of war and a pillar of constancy in the neverending cycle of
discord.
”Banner (Step 1):” Under the Banner, those who rise to the occasion achieve glory
and renown as great leaders of men and bringers of eminence. While this Charm is
in effect, as long as the martial artists anima banner is displayed at the 11-mote level
or higher, all allies who can perceive her gain bonus dice equal to the martial artists
Essence to Morale checks. These allies also gain 1 temporary point of Willpower when
the martial artist activates this Charm; this can increase temporary Willpower pools
beyond their maximum. All Willpower gained this way is forfeited at the end of the
scene if it is not used. In addition, no ally who can perceive the martial artist can
be affected unwillingly by any effect with the Emotion keyword. If the martial artist
attemps a Coordinated Attack, she reduces the difficulty of that roll by 2. In mass
combat, the Banner Ascending has the following effects instead: while this Charm is
in effect, one unit that can perceive the martial artist gains the bonus dice to Morale
checks; the martial artist gains those bonus dice to any Rally check she makes; and the
target unit cannot be affected unwillingly by any effect with the Emotion keyword.
This Charm does not function whenever the martial artists anima banner drops below
the 11-mote level; however, the Charm remains in effect without paying the mote cost
again if her anima reaches the 11-mote level again during this scene.
”Gauntlet (Step 10):” There comes a time in every battle when a warrior must
make a choice between options that are all equally objectionable, and the strength
and wisdom to make this grim choice with tactical consideration is the purview of
the Gauntlet Ascending. While this Charm is in effect, whenever an ally that the
martial artist can percieve takes damage, the martial artist may choose to take any
number of levels of that damage instead - though he may not take on any additional
effects which would accompany the damage. (In mass combat, replace an ally? with
an allied unit,? including any unit of which the martial artist is a part; in this case,
the martial artist ”personally” takes on the units damage.) If he does so, these levels
become aggravated and are considered a cost of the Charms activation; they cannot be
reduced in any way. The target ally takes the levels of damage (if any) that remain
after this Charm takes effect, in their original form. If the martial artist drops to
Incapacitated or lower due to damage taken for an ally via this Charm, all allies that
the martial artist can perceive gain additional bashing, lethal and aggravated soak
equal to the martial artists Essence for the remainder of the scene. This soak counts
as natural soak.
”Quiver (Step 1):” Those blessed with the acumen of the Quiver act with alacrity
and resourcefulness. They make split-second decisions with ease, and their clever and
versatile schemes allow them to overcome any unexpected hurdle that might present
itself. While this Charm is in effect, the martial artist may use Wits in place of
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Dexterity for any Martial Arts attack she makes. At any point during the scene,
on her action, she may reflexively end this Charm in order to immediately make a
magical flurry which consists of a number of Martial Arts attacks equal to her Essence
(she may use Wits in place of Dexterity for these attacks, but after the flurry ends,
so does the Charm). These attacks do not incur multiple action penalties, and the
total DV penalty for this flurry is 0. ”’This aspect of Mars Ascending may only be
activated once per scene.”’
”Shield (Step 3):” The practitioner who fights with the Shield in his stars fights
because he can. Whether its for the thrill of pumping blood or in place of those who
cant do so for themselves, such a warrior fears no consequence and always gives his
all. Under the Shield, it isnt whether you win or lose, but how you swing your sword.
While this Charm is in effect, whenever the martial artist receives bonus dice for an
unsuccessful stunt, he gains half the normal mote reward for that stunt. Whenever
he receives bonus dice for a successful stunt, all mortal allies (including enlightened
mortals) who can perceive the martial artist also gain those stunt dice on their next
action; in mass combat, these stunt dice are awarded to all allied units composed
primarily of mortals that can perceive the martial artist instead. If the martial artist
engages in combat which does not work toward his Motivation or pertain to any of
his Intimacies, or his opponents permanent Essence score is at least double his own,
he gains motes equal to his Essence each time he successfully deals damage.
”Spear (Step 1):” The Spear is the constellation of professionalism and discipline,
of those who diligently hone their skills until they are peerless. No mere amateur can
surpass the sheer proficiency of the martial artist who channels the assiduity of this
aspect of Mars. While this Charm is in effect, the martial artist chooses a Specialty
for Martial Arts that she does not already possess. She temporarily gains three dots
of this Specialty. At any point during the scene, she may reflexively (in step 2) end
this Charm in order to immediately perfectly parry all attacks made against her in
that tick, even if the attacks are unblockable, undodgeable or Unexpected (she retains
the temporary Specialty for this defense, but after the tick ends, so does the Charm).
”’This aspect of Mars Ascending may only be activated once per scene. This Charm
carries one of the Four (Solar) Flaws of Invulnerability.”’
Source: SataiDelenn
Mars Descending
Cost: 2m, 1wp; Mins: Essence 3, Zodiac of Celestial Truth 5; Type: Supple-
mental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Mars Ascending
There is a saying, in Creation: The point of war isnt to die for your country.
Its to make the other bastard die for his.? Zodiac of Celestial Truth practitioners who
internalize the teachings of Mars Descending take this adage to heart, forcing their
opponents into tactically unsound behaviors validated and enforced by the decline of
their corresponding constellations. As the martial artist progresses in this style and
gains superior facility in recognizing and interpreting patterns of Essence and form,
he becomes able to predict his foes accurately enough to take full advantage of these
strategic solecisms. The aspects of Mars Descending supplement attacks made with
Martial Arts and manipulate the Essence flow of combat.
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”Banner:” In its descending aspect, the Banner flies meaninglessly over the lives
of those whose rallying cries are hollow and whose reputations are only lies. Very
little is less inspiring than a flag hoisted with an empty heart. Troops who find that
their commander has fallen, or that their cause is lost, would rather see no flag at all
than one that reminds them that they are forsaken. This aspect of Mars Descending
may only supplement a Martial Arts attack made while the martial artists anima
banner is at the 11-mote level or higher. The target may not use any anima effect in
response to this attack; for example, the Twilight Caste and Chosen of Battles animas
cannot prevent damage caused by this attack even if, in the latter case, the target is
protected by someone ”elses” anima. If the attack is successful, the target may not
use any anima effect at ”all” for a number of actions equal to the targets Essence
as the martial artist blocks her opponents chakras as a Shaping effect, and the more
power that opponent possesses, the more difficult it is to restore natural Essence flows.
If the target is using an anima effect when the attack hits, that effect immediately
ends and must be re-activated at its normal cost after this Charms effects end should
the target wish to resume the anima effect. In addition, the targets anima banner
immediately fades as though ample time has passed, and cannot manifest again while
this Charm is in effect. The lingering effects of this Charm do not require the martial
artist to commit motes, as it is only with her initial blow that she interacts with her
foes anima. (This aspect of Mars Descending also has the Shaping keyword.)
”Gauntlet:” Those who lack the discretion or equanimity to choose wisely in the
face of difficult decisions often take action nonetheless, which they then must try
to justify later when their brief and misguided moments of ultimate authority have
passed. Where a more prudent soldier would opt for the lesser of two evils, one who
lives under the Gauntlet Descending opts for whim and caprice, regardless of the
evil. The practitioner who invokes the power of this constellation presents a lose-lose
situation to her opponent, and can simply watch as foes destroy themselves with
their own poor judgment. As the martial artist begins her attack, her target becomes
aware that he has a choice. If the target chooses not to use his DVs against the attack,
damage and any other resultant effects resolve as normal. If the target ”does” choose
to use his DVs, the attack becomes Piercing and causes aggravated damage if it hits,
and the martial artist adds her Essence to its accuracy.
”Quiver:” The Quiver in decline is impatient and unthinking. It acts upon the first
idea that comes to mind, no matter how ill-conceived. In the heat of the moment, the
astute Zodiac of Celestial Truth practitioner can provoke his enemy into thoughtless
haste, and knows precisely how his target will attempt to take advantage of the
erroneously perceived opening. The target takes a penalty to DVs against this attack
equal to the ”targets” Wits. If the martial artists attack is successful, anytime the
target attacks him and misses or fails to deal damage before the martial artists next
action, the martial artist may immediately make a counterattack to either initiate a
clinch or disarm the target and retrieve the weapon, so long as the martial artist has
a way to do so and can reach the target with his normal Move distance (or with a
suitable ranged weapon or appropriate stunt). This counterattack is a perfect attack.
In addition, the target suffers an internal penalty to opposed clinch rolls/rolls to
retrieve the weapon equal to the ”targets” Essence. This penalty decreases by 1 with
each subsequent attempted roll until it reaches 0. (If Calibration is active when the
martial artist uses this aspect of Mars Descending, he may not use the effects of both
Charms against the same attack.)
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”Shield:” In its descending aspect, the Shields thirst for battle becomes all-
encompassing and witless, a drive to inflict pain regardless of reason. The warrior
under this constellation has a sadistic streak, and will go so far as to harm herself if
it will also harm her enemies. Harnessing this heedless aggression, the martial artist
surrounds her target with an acerbic vortex of her own essence. If her attack is suc-
cessful, for a number of actions equal to the ”targets” Valor, the target takes a level
of lethal damage for each attack he makes against the martial artist. This damage is
unsoakable by any means and cannot be reduced by any effect. If the martial artists
attack is unsuccessful, for the same duration the martial artist may reflexively pay
one bashing HL as an additional cost of the Charm for each attack made against
her by the target. If she does so, the target also takes an automatic level of bashing
damage which can only be prevented by a perfect defense.
”Spear:” For those whose destinies lie under the Spear Descending, discipline and
training fall into monotony and habit, leading them to view battle as a series of
exercises rather than acting in the moment. The martial artist who can perceive
this tunnel vision in his enemies cultivates an awareness of a moment in which his
opponent makes a myopic decision or a misguided assumption, or unwisely leaps at an
opportunity for short-term success. With his growing knack for prognostication, the
martial artist takes full advantage of this awareness. The attack supplemented by this
aspect of Mars Descending is undodgeable and unblockable. If the target manages to
make this attack unsuccessful (for example, via a perfect defense), the martial artist
does not pay the mote cost for this Charm (he does, however, still pay the Willpower
cost).
Source: SataiDelenn
Saturn Ascending
Cost: 6m; Mins: Essence 3, Zodiac of Celestial Truth 5; Type: Reflexive (with
Permanent aspects)
Keywords: Combo-OK, Obvious, Stackable
Duration: Special
Prerequisites: Mars Ascending
Of all the astrological houses, the House of Endings offers the most endemic
insight into the cyclical truths of Creation, laying them bare to those who have eyes
with which to see them, and thus all other insights must be understood before this
final, truest wisdom. Saturns stars display sky-large the undeniable principle that all
things must end in order that they may again begin. Sorcerers glimpse this principle
when they undertake the Trial of Sacrifice, an irrevocable ending which opens the
door to as yet unseen realms of enlightenment.
The martial artist who achieves this tier of understanding no longer applies it
selectively, but universally, and her ability to predict her foes through its lens becomes
so much a part of her that her thoughts and her movements achieve a unity of purpose
- she may now use Intelligence or Perception in place of Dexterity for any Martial
Arts attack, as a permanent enhancement to her abilities. In addition, the aspects
of Saturn Ascending are used reflexively to temporarily enhance the martial artists
capacity to turn endings into opportunities, and uphold the perpetuity of Celestial
Truth.
”Corpse (Step 1):” There is no cycle more quintessential to Creations nature than
that of reincarnation. In the heavens, it is the Corpse that governs this cycle - the
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constellation of quick and painless endings, dignified deaths by design and the trans-
formation from one state to another. With his soul-deep understanding of the Corpses
purview, the practitioner can bring others closer to the fulcrum of reincarnation with
a single blow. This Charm can be activated to enhance a Martial Arts attack. If
this attack deals damage, it also deals one extra automatic level of lethal damage,
or three extra automatic levels of ”aggravated” damage if the target is a creature of
death. This Charm ensures that the soul of any living target the martial artist kills
with the attack will immediately proceed to Lethe upon its death. If the martial
artists target is a ghost who is brought to discorporation by this attack, that ghost
forgoes its Willpower roll to resist Lethe and proceeds there directly, with no chance
of falling into Oblivion. The martial artist may choose to inflict no pain or outward
injury with this killing blow, to targets either living or dead. This Charm has no
effect upon targets who cannot participate in the cycle of reincarnation (for example,
Fair Folk and gods).
”Crow (Step 1 for attacker, Step 2 for defender):” With absolute comprehension
of truth comes absolute comprehension of that which stands opposed, as well - one
must first listen to the lie before it can be broken down, and those who master this
style have listened to so many lies that the blas and mirthless humor of the Crow
comes naturally to them. Through the disillusionment and morbid inevitability of
this constellation, the martial artist can take apart mere figments of imagination and
scatter their components to the winds in order to enforce acceptance of the way the
world truly is. For one action, this Charm adds bonus successes equal to the martial
artists Intelligence or Perception to her MDVs against social attacks; to rolls to resist
Illusion effects; and to her Glamour Resistance pool to resist Glamour effects. Any
Illusion or Glamour effect which succeeds or is already affecting the martial artist
while this Charm is active costs 1 fewer Willpower than usual to overcome (to a
minimum of 1 Willpower). In addition, for one action, the martial artist treats all of
her Martial Arts attacks as though they were made with a weapon of cold iron, even
if she is unarmed.
”Haywain (Step 10):” Those whose stars ascend with the Haywain are practiced
opportunists, for they are well-accustomed to endings that are uncertain and incom-
plete. The unsolved murder mystery, the retired Dragonblood and the slowly failing
magitech device are all under the Haywains domain, and the martial artist who chan-
nels this domain can always find a way to salvage what is left of the ruins of efforts
that seem already laid to rest. By activating this Charm when he takes damage that
would bring him to Incapacitated or lower, or when he would spend his last Willpower
to resist mental influence, the martial artist can give himself enough time to turn the
tables on his opponent. The martial artist gains one extra temporary -4 health level
or 2 extra temporary Willpower, chosen by the martial artist when the Charm is
activated. If these are not lost or spent by the end of the scene, they vanish. This
Charm is cumulative with itself, but may only be activated a number of times per
scene equal to the martial artists Essence.
”Rising Smoke (Step 10):” Smoke that rises against the sky is constantly shifting,
never still, reshaping itself with every change in the breeze. In the same way, those
who pass beneath the Rising Smoke never truly achieve a culmination of potential,
preferring to view each plateau of achievement as a stepping stone to further triumphs.
A practitioner of this style combines this perspective with an insight born of celestial
prescience to take full advantage of these stepping stones as they present themselves.
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By activating this Charm when she brings a non-Extra opponent to Incapacitated
or lower with a Martial Arts attack, the martial artist may cache a number of dice
equal to her permanent Willpower. For the rest of the scene, she may spend these
cached dice as added dice to any roll made with Martial Arts. These dice do not
count against normal dice caps. Any cached dice remaining at the end of the scene
simply go unused and vanish. This Charm is cumulative with itself, but no more than
the martial artists (permanent Willpower x 2) dice may be cached at a time.
”Sword (Step 10):” Children of the Sword live each day with the knowledge that
someday, the hopes and dreams that sustain them will fade like the dying embers of
a wars last battlefield. At the same time, they know that they are more for having
hoped and dreamed at all. But nothing lasts forever - not friendship, nor loyalty, nor
convictions - and only those who prepare well for the day they must move on alone
will persevere to see what the future may bring. The martial artist who can both
trust others and rely on himself is the one who is ready when the dooms he foresees
come to pass. By activating this Charm when an ally that he can perceive reaches
Incapacitated or lower, the martial artist increases either his Bashing and Lethal
soak, or his Parry and Dodge DVs (chosen by the martial artist when the Charm is
activated), by the fallen allys permanent Willpower for the rest of the scene. This
Charm is cumulative with itself, but may only be activated a number of times per
scene equal to the martial artists Essence.
Source: SataiDelenn
Saturn Descending
Cost: 8m, 1wp; Mins: Essence 4, Zodiac of Celestial Truth 5; Type: Simple
(with Permanent aspects) (Speed 5, DV-2)
Keywords: Combo-Basic, Obvious, Shaping
Duration: One scene
Prerequisites: Jupiter Descending, Mars Descending, Saturn Ascending
The House of Endings in decline engenders terror in the hearts of those who
follow its progress. Children born under the stars of Saturn in their descending aspects
are sometimes, in the more superstitious parts of Creation, deemed cursed and given
up for dead or sacrificed to dark gods in the hopes that the Abyss will not find their
unfortunate families. In the First Age, the thought of mortality spurred wars among
even the mightiest of the Exalts, and now in the Time of Tumult the Void stares back
at Creation like a depthless font of despair. The Zodiac of Celestial Truth master has
learned not only to predict and accept the worlds natural entropic tendencies, but to
embrace the self-assurance that comes with acceptance and shield her heart from fear
and uncertainty.
As a permanent enhancement to her abilities, whenever the martial artist brings a
non-Extra opponent to Incapacitated or lower with a Martial Arts attack, she gains a
temporary Willpower. This ability can increase her temporary Willpower pool beyond
its normal maximum up to her permanent Willpower score, but any excess Willpower
gained this way disappears at the end of the scene if it is not used. (For example, a
practitioner whose permanent Willpower is 7 can gain up to 7 temporary Willpower
beyond her maximum.) In addition, the aspects of Saturn Descending are speed 5
actions that draw from a calculated mastery of prediction to disrupt the normal flows
of Essence and ensure that the means justify the ends.
”Corpse:” Sometimes, there is nothing fanciful or complicated about death. The
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Corpse can lead those it governs into a swift, merciless transformation from what
they are into what they are to be, kicking and screaming if necessary. The master of
Celestial Truth embraces this bluntly honest reality and forces it upon others. Upon
activating this Charm, the martial artist aligns his Essence with that of his foe in a
single pure moment of metamorphic harmony. During this time, the martial artist
can read in the patterns of his targets soul the probable moment of death - and can
attempt to adjust that probability. The martial artist rolls Perception + Occult with
an external penalty of the targets ”current temporary” Willpower. Success reduces
the targets DVs against this Charms attack to 0. Failure allows the target to defend
normally. A botch causes the martial artist to forfeit this Charms attack entirely,
as he loses himself in the merging and cannot differentiate his targets future from
his own, in an instant of dangerous vulnerability. Then, the martial artist makes
an unarmed Martial Arts attack that deals aggravated damage if it succeeds. If this
attack deals at least one level of damage, the target also becomes privy to the fate that
the martial artist has predicted and - confronted with the harsh truth of mortality -
cannot banish the lingering fusion of Essence. For the duration of this Charm, the
martial artist ignores the targets armor soak with any Martial Arts attack he makes,
as his blows resonate with the targets very soul.
”Crow:” Like the Crow in descent, the enemies of a master deceive themselves into
believing that they care nothing for their impending demise, with lies to buoy the thin
veneer of their flailing ipseic delusions. But the master can see beyond the illusion
of bravery to the despair that lies beneath, having herself come to true acceptance
of the inevitable, and through irrefutable divination she is so certain of the future
that she leaves no doubt to which her wretched foes can cling. The martial artist
activates this Charm and observes her surroundings through the lens of astrological
intuition, thereby gaining an irrevocable insight into the outcome of the current scene.
Once before the end of the scene, she may reflexively end this Charm to turn one roll
made by any character whose permanent Essence is lower than the martial artists
permanent Willpower into an automatic botch. She must choose the roll before she
sees the result. ”’This aspect of Saturn Descending may only be activated once per
scene.”’
”Haywain:” Entities which set under the Haywains domain suffer a quiet decay
into wallowing stasis, forever doomed to purgatorial unrest. With a single strike, a
master of Celestial Truth can disrupt the chakras of the body with this constellations
unflagging malaise. The martial artist makes an unarmed Martial Arts attack. If this
attack is successful, the target becomes unable to heal any type of damage for the
duration of the Charm. However, the shifting chakras confuse the body such that the
target can only take bashing damage during this time, no matter the source of the
damage or how much excessive bashing damage has been taken. In addition, for the
duration of the Charm, the target suffers from fatigue and treats every action other
than a Guard action as an additional hour of strenuous activity beyond his Stamina
+ Resistance limit. The target can spend Willpower or channel Conviction as normal
to temporarily counteract and reduce this fatigue, but channeling Conviction only
negates the fatigue for one action rather than one minute.
”Rising Smoke:” When the Rising Smoke declines in the sky, astrologers become
anxious. The constellation of the unforeseen journeys end brings meaningless accident
and misfortune to all. With a single strike, the master can ensure that her foes boldest
efforts are made futile at a critical moment, like the young man who squanders his
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last bit of jade scrip on an ill-made trinket in the mistaken belief that it is priceless.
The martial artist makes an unarmed Martial Arts attack. If this attack is successful,
the martial artist entwines her enemys Essence with her own and can read its flows at
her leisure. For the duration of the Charm, the martial artist can predict all possible
paths that the target might take and can disrupt each one as it is laid. Whenever the
martial artist makes an attack against the target, the target must make a reflexive
Perception + Investigation roll with a difficulty of the ”targets” Essence. If this roll
fails, the attack is automatically Unexpected; however, only the first attack of a flurry
can be made Unexpected in this way.
”Sword:” The Sword descends with a finality that annihilates dreams and resigns
those who held them to listless foundering. A master of this style scoffs at the futile
efforts of the weak-minded to avoid their destinies and resist the truth in favor of
self-deluding hope; he knows that only the truly strong-willed persist, and others by
necessity are left behind by the turning of the seasons. With a single strike, the martial
artist tests the limits of his opponents will. The martial artist makes an unarmed
Martial Arts attack. If this attack is successful, for a number of actions equal to
the martial artists permanent Willpower, the target cannot attack the martial artist
unless she spends one Willpower per attack, and can make only one attack against
the martial artist per action in which a Willpower is spent this way. In addition, for
the duration of the Charm, the target cannot regain temporary Willpower except via
3-die stunts.
Source: SataiDelenn
Mercury Ascending
Cost: 2m; Mins: Essence 2, Zodiac of Celestial Truth 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The constellations of the House of Journeys in their ascending aspects represent
the forward motion of Creations cycles and the progress of fate and of beings alike.
They make mockery of obstacles on the path to ones destiny, and mark times of self-
reflection, discovery and purpose. Sorcerers become well-acquainted with the stars of
Mercury when they embark upon the Trial of the Journey. The aspects of Mercury
Ascending are used along with actions taken by the martial artist to further himself
and his aims.
”Captain (Step 1):” Through the Captain, goals are achieved through firm but fair
leadership and the smoothly turning cogs of a well-oiled machine. The martial artist
knows how to use this efficiency to its greatest potential. This Charm can be activated
to enhance a Coordinated Attack roll. This roll may be made using Intelligence or
Perception in place of Charisma, and the roll becomes speed 4 instead of speed 5.
Reduce the difficulty of the Coordinated Attack roll by one, to a minimum of 1.
”Gull (Step 2):” Those whose stars reside often with the Gull desire independence
and the freedom to wander where they will, gaining worldly perspective. Drawing on
this perspective, the martial artist can turn his own confinement to his advantage.
This Charm can be activated to enhance an attempt to gain control of a clinch in
which the martial artist is currently inactive. This roll may be made using Intelligence
or Perception in place of Strength or Dexterity, and if the martial artist gains control
of the clinch, this maneuver becomes speed 4 instead of speed 6.
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”Mast (Step 1):” The martial artist transforms seemingly unattainable success
into only a matter of time by channeling the stoic diligence of the Mast into the
task at hand. This Charm can be activated to enhance the martial artists static
Strength + Athletics value for one action. During this action, the martial artist may
use Intelligence or Perception instead of Strength to determine her static value for
feats of strength, and the required pool of these feats for any given task is reduced
by 2 as the martial artist applies single-minded focus to the undertaking. In combat
timing, the feats miscellaneous action becomes speed 4 instead of speed 5.
”Messenger (Step 1):” One whose star rises with the Messenger takes his task seri-
ously and stops at nothing to achieve it. Paltry obstacles such as distance and terrain
are as a mere breath of wind to the martial artist who invokes this constellations ded-
ication to duty. This Charm can be activated to enhance movement-based Athletics
rolls (such as those made to move over difficult terrain, swim, jump, climb, etc.) or
rolls to keep balance while in motion or while taking some action other than Guard
or Aim, such as attacking. This charm cannot supplement rolls to keep ones balance
while motionless or taking no actions. This roll may be made with Intelligence or
Perception instead of Dexterity. If the roll is part of a flurry, reduce the multiple
action penalty on all actions in the flurry by 2.
”Ships Wheel (Step 2):” No matter how put upon by hardship the martial artist
becomes or how much suffering she must endure, through the perseverence of the
Ships Wheel she finds a way to succeed. This Charm can be activated to enhance the
martial artists DVs against one attack. Both DVs may be determined by Intelligence
or Perception instead of the default Attributes while this Charm is active. This Charm
temporarily reduces penalties to her DVs by 2. (This includes wound penalties.)
Source: SataiDelenn
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