Professional Documents
Culture Documents
Tma Charms
Tma Charms
Tma Charms
1
The Martial Artist gains several bonuses related to Join Battle and his first
action.trait=Falling Blossom
source=Scroll of the Monk
name=Undefended Assault Method
Source:
2
Cost: 1m; Mins: Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
The Martial Artist may Parry or Dodge for his charge.trait=Falling Blossom
source=Scroll of the Monk
name=Living Shield Technique
Source:
3
Sheltering Seas Defense
Cost: 1m; Mins: Essence 2, Black Tide 2; Type: Reflexive (Step 2)
Keywords: Aquatic, Combo-OK, Obvious
Duration: Instant
Prerequisites:
This Charm greatly enhances the Dragon King’s soak against one attack. See
the full text of the Charm for details.Source Debris from the Fallen Races, p. 7.
Source: Debris from the Fallen Races
4
Source: Debris from the Fallen Races
Drowning Embrace
Cost: 1 mote; Mins: Essence 2, Brawl 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites:
This Charm turns a Terrestrial’s clinch deadly, literally drowning the victim in
the Exalt’s arms.Source Exalted: The Dragon-Blooded, p. 213.
Source: Exalted: The Dragon-Blooded
Riptide Method
Cost: 1 mote per attack/foe; Mins: Essence 2, Brawl 4; Type: Extra Action
Keywords:
Duration: One turn
Prerequisites: Drowning Embrace
This Charm allows a Terrestrial to clinch up to four people at once, though the
Exalt must continue to pay the Essence to maintain the holds.Source Exalted: The
Dragon-Blooded, p. 213.
Source: Exalted: The Dragon-Blooded
5
The Terrestrial can maintain a clinch on a target without having to hold them
physically.Source Aspect Book: Water, p. 73.
Source: Aspect Book: Water
6
Duration: Brawl in turns
Prerequisites: Crushing Glacier Prana
This Charm lets the character clinch multiple opponents at once and do so at
range.Source Aspect Book: Water, p. 74.
Source: Aspect Book: Water
7
Duration: One Scene
Prerequisites: Corpse Dragon Talon, Corpse Dragon Maw, Corpse Dragon Eye
The Form for Corpse Dragon Style shows the power one gets once he internalizes
the Mantra of the Void.
”There is no escape from the all-consuming mouth of the Void”
Activating this charm infuses her with the solidarity of the Void, increasing her
Hardness by her Essence as it swallows any blows too weak to stand up to the pull
of Oblivion. In addition if he has faith in the Void he may choose to not apply a
DV to an attack and in turn doubles his total soak instead; this power does not work
against unexpected attacks.
Source: Scarlet Heavens
8
Corpse Dragon Maw
Cost: 4m; Mins: Essence 2, Corpse Dragon 3; Type: Supplemental
Keywords: Combo-Ok, Compulsion, Leader, Obvious
Duration: Instant
Prerequisites:
Those hurt by the practitioner of this style know innately that death is for their
own good.
”The dead do not forget he who sacrifices for them.”
Supplementing an unarmed Martial Arts attack, every level of damage she deals
inflicts a -1 internal penalty to all attacks against her for (MA) actions. Resisting
the Unnatural Mental Influence for an action costs 1wp. Multiple invocations remain
but do not stack, only the most powerful penalty is in effect at any given point.
Spending 1wp to resist negates penalties from all lingering invocations, not just the
most powerful.
Source: Scarlet Heavens
9
Graceful Tortoise Technique
Cost: 2m; Mins: Essence 1, Crimson Pentacle Blade 3; Type: Simple (Speed 6)
Keywords: None
Duration: One scene
Prerequisites:
This Charm lowers the mobility penalty for using a shield. See the full text of
the Charm for details.Source Scroll of the Monk, pp. 64-65.
Source: Scroll of the Monk
Speardancer Concentration
Cost: 3m; Mins: Essence 1, Crimson Pentacle Blade 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Graceful Tortoise Technique
This Charm augments the martial artist’s Join Battle roll. See the full text of
the Charm for details.Source Scroll of the Monk, p. 65.
Source: Scroll of the Monk
Speardancer Concentration
Cost: 3m; Mins: Essence 1, Crimson Pentacle Blade 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Graceful Tortoise Technique
This Charm augments the martial artist’s Join Battle roll. See the full text of
the Charm for details.Source Scroll of the Monk, p. 65.
Source: Scroll of the Monk
10
Eastern Root Protocol
Cost: 4m; Mins: Essence 3, Crimson Pentacle Blade 4; Type: Reflexive (Step
2)
Keywords: None
Duration: One scene
Prerequisites: Graceful Tortoise Technique, Crimson Pentacle Blade Form
This Charm augments the martial artist’s defenses when fighting as a group, and
allows her to protect her partners. See the full text of the Charm for details.Source
Scroll of the Monk, p. 65.
Source: Scroll of the Monk
11
Keywords: Combo-OK
Duration: Instant
Prerequisites: Eastern Root Protocol, Northern Lotus Petal Discernment Medi-
tation
This Charm augments the martial artist’s defenses so long as she continues
moving. See the full text of the Charm for details.Source Scroll of the Monk, p. 67.
Source: Scroll of the Monk
12
Keywords: Obvious
Duration: One scene
Prerequisites: Crimson Pentacle Blade Form, Western Shield Crush Counterat-
tack
This Charm augments the soak of the martial artist. See the full text of the
Charm for details.Source Scroll of the Monk, p. 68.
Source: Scroll of the Monk
13
This Charm allows the martial artist to summon an Essence-scythe with special
properties. See the full text of the Charm for details.Source Scroll of the Monk, p. 68
Source: Scroll of the Monk
14
Prerequisites: Eastern Root Protocol, Sprinting Stag Defense, Blessing
of Jeweled Vambraces and Mantle, Furious Battle Scythe, Call-to-the-Blade-of-
Righteousness Mantra, Crimson Pentacle Blade Form
This Charm allows the martial artist to reflexively attack those who would think
to flank or pass her. See the full text of the Charm for details.Source Scroll of the
Monk, p. 68.
Source: Scroll of the Monk
Call-to-the-Blade-of-Righteousness Mantra
Cost: 3m, 1wp; Mins: Essence 3, Crimson Pentacle Blade 5; Type: Simple
(Speed 6)
Keywords: Stackable
Duration: One day
Prerequisites: Crimson Pentacle Blade Form, Retribution of Honorable
Guardianship Attitude
After a ritual, this Charm allows the martial artist to augment the damage with
her weapon if pursuing a certian task. See the full text of the Charm for details.Source
Scroll of the Monk, p. 69.
Source: Scroll of the Monk
Call-to-the-Blade-of-Righteousness Mantra
Cost: 3m, 1wp; Mins: Essence 3, Crimson Pentacle Blade 5; Type: Simple
(Speed 6)
Keywords: Stackable
Duration: One day
Prerequisites: Crimson Pentacle Blade Form, Retribution of Honorable
Guardianship Attitude
After a ritual, this Charm allows the martial artist to augment the damage with
her weapon if pursuing a certian task. See the full text of the Charm for details.Source
Scroll of the Monk, p. 69.
Source: Scroll of the Monk
15
Prerequisites: Retribution of Honorable Guardianship Attitude, Crimson Pen-
tacle Blade Form
This Charm allows the martial artist to reduce the defenses of her foes. See the
full text of the Charm for details.Source Scroll of the Monk, p. 67.
Source: Scroll of the Monk
16
Mountain Stands Alone
Cost: 4m; Mins: Essence 2, Dagger Wind 3; Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisites:
This Charm grants Knockback from a winb buffet made by the Martial Artist
similar to Heaven Thunder Hammer. See the full text of the Charm for details.Source
Debris from the Fallen Races, p. 9.
Source: Debris from the Fallen Races
17
Tumbling Avalanche Technique
Cost: 5m; Mins: Essence 2, Dagger Wind 5; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisites: Dagger Wind Form
This Charm allows the Martial Artist to perform a clinch that only allows her
to release her opponent via an augmented throw. See the full text of the Charm for
details.Source Debris from the Fallen Races, p. 10.
Source: Debris from the Fallen Races
Slumber Crawls
Cost: 5m, 1wp; Mins: Essence 3, Deep Slumber 5; Type: Supplemental
Keywords: Combo-OK, Sickness
Duration: Instant
Prerequisites: Ignorance Is Mercy, Dream-Swallowing Depths
Deep beneath the surface, the perpetual drone of the shifting ocean lulls all to
sleep. Until recently, the commotion of ships has been the most common stimulus
that draws the Deep Sleepers from their benthic abodes. They possess no true ire or
hatred but merely wish to return to their dreams as swiftly as possible. This Charm
supplements an unarmed strike and infuses it with a Second Circle spiritual disease
the Fathomless Embrace Sickness. The immediate symptoms cause the victim to
grow tired with the slightest exertion. Even trivial tasks become Strenuous Activity
(”’Exalted”’, p. 130), while the character can maintain truly exhausting activities for
no longer than an hour.
18
More dangerously, once a character has fallen asleep they risk never waking again.
A sleeping character musk succeed at a Willpower roll with a difficulty equal to the
diseases Virulence in order to awaken. If the character fails to awaken, he may try
again in eight hours. Each subsequent roll suffers a -1 External Penalty, to a maximum
penalty of the Virulence. The character makes a Morbidity roll only when they botch
their Willpower roll to wake up.
The disease has no power to kill itself, but failing the Morbidity roll a number
of times equal to the characters (Stamina) prevents the character from making any
further attempts to awaken. Unless sustained by artificial means, the character will
slowly die of dehydration and starvation. So logn as the victim has not already failed
a Morbidity roll, others may attempt to wake the character by inflicting at least a
-2 Wound Penalty the shock of the pain forces the character awaken automatically.
Once the character has failed a Morbidity roll, mundane medicine can only fend off
death but cannot wake him. Only magical means that completely purge the disease
from the body and restores the proper flow of internal Essence can wake the victims
of this disease.
It is assumed that the Deep Sleepers themselves are all infected with this disease,
but have kept themselves alive through means similar to Dreamer Sees All.
”’Virulence”’: (Essence); ”’Incubation”’: Instant
”’Diagnosis”’: 3; ”’Difficulty to Treat”’ (Mundane/
Magic): 4/1
”’Morbidity”’: 4; ”’Treated Morbidity”’: 2
Source: Reminiscent Oasis
Mind-Gripping Horror
Cost: 4m; Mins: Essence 2, Deep Slumber 3; Type: Supplemental
19
Keywords: Combo-Ok, Emotion
Duration: Until clinch is broken
Prerequisites: Only the Brave Sleep
Unable to sleep themselves, sailors who have survived an encounter with a Deep
Sleeper often gather to tell their frightening storydescribing in detail the horrific way
the monsters tentacles coiled and crept around his body. How its suckers gouged his
skin. How its luminescent skin chilled his bones. Every detail of the event is seared
into his mind.
The martial artist emulates that technique with this Charm, supplementing any
unarmed clinch attempt. Should the clinch succeed, the victim must make a Valor roll,
difficulty 1, each action the clinch is maintained. Failure imposes a Phobia deficiency
(for full description see ”’Manual of Exalted Power: Lunars”’, p. 210) regarding the
martial artist for the rest of the scene, imposing a -2 internal penalty on all actions
while in the presence of the martial artist. Should the victim botch his Valor roll, this
Phobia is permanent. In either case, the victim may spend one Willpower to ignore
this effect for the scene.
Source: Reminiscent Oasis
Ignorance Is Mercy
Cost: 3m; Mins: Essence 2, Deep Slumber 5; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: (Martial Arts) Actions
20
Prerequisites: Dreamer Sees All
The unnatural horror of the Deep Sleepers at times forces the mind to reject the
very existence of these monsters. Those struck by such fear prefer to pretend nothing
at all is amiss. While this Charm is active, those who have botched their Valor rolls
in the presence of Deep Slumber Form and those afflicted by Mind-Gripping Horror
block the martial artist from their minds. Those who failed their Valor roll but did
not botch may spend a Willpower to also be included in this group.
Those affected by this charm are completely immune to whatever nightmares the
martial artist might have otherwise imposed on them; however, they completely ignore
the martial artist unless he physically attacks them. Against his social attacks they
are assumed to have a perfect mental defense, while against their Perception the
martial artist has perfect stealth. If the martial artist attacks such an individual the
effects of this charm are dispelled for all as such he cannot gain the benefits of a
surprise attack against his victims using this charm. An individual may spend one
Willpower to shake off this effect, but still suffers a -2 External Penalty from Blindness
when directly attempt to perceive or strike the martial artist if their Essence is less
than the martial artist’s.
Source: Reminiscent Oasis
21
Source: Reminiscent Oasis
Dream-Swallowing Depths
Cost: 4m; Mins: Essence 2, Deep Slumber 5; Type: Simple
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Dreadful Writhing Mass
The mere sight of the Deep Sleepers cripples the minds of some men. They
are incapable even of nightmares. When these men close their eyes, they see only
the blank roiling depths of their own mind. The martial artist knows which targets
present have has failed a Valor roll to resist his terrifying form or another of his
attacks. Targeting one of these victims, he launches a (Charisma or Manipulation +
Martial Arts) social attack. If the attack succeeds, the target suffers a Crippling effect
that prevents him from sleeping normally. He has neither dreams nor nightmares and
is incapable of recovering Willpower by sleeping, unless he first spends a point of
Willpower to resist this effect for a night.
Forcing himself to dream also stirs any nightmares that might be lurking from
other effects, such as Deep Slumber Form. So long as he does not dream, the target
is immune to the predation of Fair Folk. This may be cured only by magical means of
healing Crippling effects, but such effects only require a single success, if they call for
a roll at all. This Charm only functions on beings with Essence less than the martial
artist’s.
Source: Reminiscent Oasis
22
which must be made with this Style’s Form Weapon, resolved in Step 9 of the initial
attacks resolution. This attack counts as unexpected, and deals unsoakable damage
equal to the post-soak damage the attacker dealt to the martial artist. This damage
is not increased by Strength, successes on the attack roll, or weapon statistics.
Source: Revlid
23
hover through the air, humming faintly as he does so. He flies at (Martial Arts x3)
yards per move action when moving steady, reducing his move distance to (Martial
Arts) yards when descending and increasing it to (Martial Arts x10) yards when
diving. Any movement made while hovering counts as jumping for the purposes of
Charms of this Style. In addition, while this Charm is active the martial artist never
suffers any of the downsides of being surrounded, and may use any of the Charms of
this Style as though he were Inactive.
The first time a Charm with a Flaw of Invulnerability is used during the same
action Demented Exemplar Form is activated, it adds a two Willpower surcharge to
its activation cost.
Source: Revlid
24
to whistle as he executes a truly improbable manuever. This Charm may only be
activated in Demented Exemplar Form. He immediately moves his maximum Jump-
ing distance upward, and may thereafter move as though he possessed the Winged
mutation. He may choose to dive down from on high, supplementing an unarmed
attack. He immediately drops to the ground, suffering normal falling damage (re-
solved after the attack). His attacks pre-soak damage is increased by (pre-soak falling
damage+Essence). This immediately ends the Charm.
Source: Revlid
25
the benefit of this charm.
Source: Xefas
26
Cost: 3m; Mins: Essence 2, Dolorous Carnifex 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Culling the Limping Gazelles
An unarmed attack made against a mortal extra and supplemented by this
Charm is undodgeable and unblockable and, if it successfully hits, it kills the extra
instantly, dealing ”infinity” damage.This Charm is Obvious, after a fashion. Instead
of divulging its full effects, it is merely Obvious that the charm is capable of murdering
someone in a single blow, regardless of their defenses. Also, it explicitly makes sure
everyone understands ’”infinity damage”’ is what has been dealt.
Against anyone but a mortal extra, this Charm has no effect.
Source: Xefas
27
of study becomes the certainty of success. This Charm supplements an Aim action.
The action takes place as normal, with the exception that any bonus dice added by
an Aim action upon aborting to an unarmed attack are halved (rounding up) and
converted to automatic successes.
Source: Revlid
Book-Over-Heart Defense
Cost: 2m; Mins: Essence 3, Dynamic Scholar 3; Type: Simple
Keywords: Combo-OK
Duration: (Martial Arts) Actions
Prerequisites: Dynamic Scholar Form
Many are the stories of soldiers saved from arrows and blades by the thickness
of a prayer-book or military manual. Charging his Essence with the words of every
book he has ever read, the Dynamic Scholar simulates this effect. For the duration
of his next (Martial Arts) actions, the Dynamic Scholar gains (+Lore) Bashing Soak,
and (+Lore/2) Lethal Soak. This counts as armour soak for the purposes of piercing
attacks, etc.
Source: Revlid
Weight Of Knowledge
Cost: 3m; Mins: Essence 3, Dynamic Scholar 4; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Esoteric Education Exploitation
Knowledge is power, power is energy, energy is matter and matter is mass.
Manipulating this fundamental truth, the Dynamic Scholar brings down his fist like
the spine of a hefty tome. This Charm supplements any unarmed attack its damage
is increased by (Lore/2) additional dice, after soak. If the martial artist is in Dynamic
Scholar form, this counts as an innate power rather than a Charm.
Source: Revlid
28
activation cost.
Source: Revlid
29
Duration: Permanent
Prerequisites: Weight Of Knowledge, Book-Over-Heart Defense
The martial artist instantly recalls information pertinent to the battle, his blows
becoming as dangerous as a disappointed librarian, as vicious as annotations written
in red ink. Upon fully examining a foe, the Dynamic Scholar’s hands and weapons trail
a reddish Essence that expresses their utter disappointment. This Charm upgrades
the Dynamic Scholar Form. When in that form, any unarmed attacks made by the
martial artist do aggravated damage, provided they benefit from at least six bonus
dice from an Aim action.
Source: Revlid
Signed-in-Triplicate Kata
Cost: 3m; Mins: Essence 1, Efficacious Bureaucrat 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
30
Prerequisites: Proper Stylus-Grasping Method
By signing and re-signing the same forms countless time, a bureaucrat inter-
nalizes the repeated motions, till he could draw his signature blindfolded, at the
bottom of the sea, with his hands bound in manacles. Such is required for this kata,
a technique that capitalizes on the building momentum of repeated actions to deliver
one devastating blow! This Charm supplements an unarmed Martial Arts attack,
which must be the last attack made in a flurry. That attack gains the piercing tag.
However, if the martial artist spends insufficient time properly preparing the attack,
it may failartifact armor whose artifact rating in dots exceeds the total number of
attacks made in the flurry do not have their soak reduced.
Source: The Demented One
Making-Copies Method
Cost: 2m per attack; Mins: Essence 3, Efficacious Bureaucrat 5; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Efficacious Bureaucrat Form
Many are the hours spent in amanuensis, painstakingly copying forms and texts
by hand! Without a steady hand or a skillful eye, errors most dire might creep into
the copiesbut not when the stylus is wielded by an Efficacious Bureaucrat! Repetition
and drudgery are second nature to him, in both paperwork and martial arts. This
Charm is a magical flurry of two or more unarmed Martial Arts attacks. All attacks
must be identical, using the same weapon, and made against the same enemy. If the
martial artist wishes to make a called shot with any one attack, he must make it
with all of them. Each attack, including the first, costs 2 motes, up to a maximum of
(Essence) attacks. The martial artist makes these attacks regardless of his weapons
rate, and with a DV penalty equal to only the highest DV penalty of any one attack.
He does not take normal multiple action penalties on these attacksinstead, they take
only cumulative penalties (the first attack takes a -1 penalty, the second a -2 penalty,
the third a -3 penalty, and so on).
31
Source: The Demented One
Requisitioning-of-Arms Agenda
Cost: 2m; Mins: Essence 3, Efficacious Bureaucrat 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Efficacious Bureaucrat Form
A bureaucrat does not let minor inconveniences impede his agendainstead, they
become part of it! Any enemy foolish enough to attack the Efficacious Bureaucrat will
soon find himself regretting ever playing into the martial artists hands. The martial
artist performs a counterattack, performing a disarm on his attackers weapon. The
martial artist still suffers an external penalty on the disarm attempt, although he may
negate it by placing this Charm in a combo with Proper Stylus-Grasping Method.
If the martial artist successfully disarms his foe, he ends up holding the offending
weaponwhich he may then reflexively throw up to (Strength + Athletics) yards, in
any direction.
Source: The Demented One
Like-a-Boss Attitude
Cost: 3m; Mins: Essence 3, Efficacious Bureaucrat 5; Type: Supplemental
Keywords: Combo-OK
Duration: One action
Prerequisites: Making-Copies Method, Requisitioning-of-Arms Agenda
The master bureaucrat forges an office, teeming with countless lesser bureau-
crats, into one great machine that serves solely his agenda. So too does he delivers
lightning-fast blows with ultimate efficiency! This Charm supplements a flurry of un-
armed Martial Attacks. The speed of the flurry is reduced by 1 for every two attacks
made, to a minimum of 3.
Source: The Demented One
32
Duration: Instant
Prerequisites: Breath and Essence Control
The martial artist with eyes closed, focuses intently on his opponent. In one
swift stroke of his blade, he exploits the weaknesses of his opponent’s defenses. In
doing so, he gains an intuitive awareness of this foe’s capabilities.Source Scroll of the
Monk, p. 70-71.
Source: Scroll of the Monk
33
Floating Nymph Grace Evasion
Cost: 4m; Mins: Essence 2, Even Blade 4; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One action
Prerequisites: Even Blade Form
The martial artist flits around his foes, even surrounded, his blade fluidly glides
to intercept all attacks that he would otherwise find impossible to stop.Source Scroll
of the Monk, p. 71-72.
Source: Scroll of the Monk
Deep Cut
Cost: 4m; Mins: Essence 3, Even Blade 5; Type: Supplemental
Keywords: Crippling, Combo-OK, Obvious
Duration: Instant
Prerequisites: Fiery Garda Force Attack, Flashing Zephyr Speed Stance, Grue-
some Wood King Revelry Technique, Stubborn Jokun Defensive Posture
34
With a roar, the martial artist strikes his foe with such ferocity that it poten-
tially cleaves limbs from the body, or at the very least rendering the limb unusable
until attended to by medicine or magic.Source Scroll of the Monk, p. 73.
Source: Scroll of the Monk
Grave Cut
Cost: 5m; Mins: Essence 4, Even Blade 5; Type: Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Deep Cut
The martial artist after having already struck his foe, removes his blade, grue-
somely splaying guts across the ground causing grievous harm. This charm is the
pinnacle of the Variant of Master Lord Chaowin Registrophe, First of Heaven’s Cho-
sen.Source Scroll of the Monk, p. 73.
Source: Scroll of the Monk
35
Source: Scroll of the Monk
36
Duration: Instant
Prerequisites: Living Shield Technique
The martial artist can convert dice of damage into automatic successes, ensuring
their target is hurt.Source Cult of the Illuminated, p. 103.
Source: Cult of the Illuminated
37
Keywords:
Duration: One day
Prerequisites: Purity of Purpose Attack, Strength of Faith Meditation
This Charm strengthens the martial artist’s purpose, granting them successes
instead of dice when they channel a Virtue. They are also granted an honorable
death. Should they fail to die serving their purpose, they suffer for it.Source Cult of
the Illuminated, p. 104.
Source: Cult of the Illuminated
38
Bird-of-Paradise Whistles in the North
Cost: 3m or 5m; Mins: Essence 2, First Pulse 4; Type: Reflexive (Step 9)
Keywords: Combo-Ok, Counterattack
Duration: Two actions
Prerequisites: Stubborn Monkey Hesitation, Hunter Bags the Deer
This charm provides the Martial Artist a grappling counterattack (3m) or a
standard counterattack (5m) against an successful unexpected attack. The Martial
Artist immediately throws his opponent if the grappling option is used, or deals lethal
(or extra lethal, if armed with a lethal weapon) damage to his opponent if the standard
option is utilized.
Source: Scroll of the Monk
39
tick of speed.
Source: Scroll of the Monk
Five-Dragon Fist
Cost: 6m, 1wp, 1hl; Mins: Essence 4, Five-Dragon 5; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisites: Five-Dragon Form
This Charm calls upon the power of Fire and Earth, causing an attack to deal
Aggravated damage.Source Manual of Exalted Power: Dragon-Blooded, p. 190-191.
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon Wrath
Cost: 1m per attack + 1hl; Mins: Essence 4, Five-Dragon 5; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Five-Dragon Fist, Five-Dragon Invulnerability
This Charm allows a martial artist to execute a magical flurry of blows against
an opponent.Source Manual of Exalted Power: Dragon-Blooded, p. 191.
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon Claw
Cost: 1m; Mins: Essence 1, Five-Dragon 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm allows a martial artist to deal lethal, incisive blows.Source Manual
of Exalted Power: Dragon-Blooded, p. 190.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Leader
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon-Force Blow
Cost: 2m; Mins: Essence 2, Five-Dragon 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisites: Five-Dragon Claw
Invoking the power of the Elemental Dragons, this Charm allows a martial artist
to deal devastating blows that are likely to knock down her foes.Source Manual of
Exalted Power: Dragon-Blooded, p. 190.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Leader.
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon Fortitude
Cost: 1m per 2B or 1L; Mins: Essence 2, Five-Dragon 3; Type: Reflexive (Step
7)
40
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm increases the resilience of the martial artist against an attack.Source
Manual of Exalted Power: Dragon-Blooded, p. 190.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Leader
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon Form
Cost: 5m; Mins: Essence 2, Five-Dragon 4; Type: Simple (Speed 5)
Keywords: Form-type
Duration: One scene
Prerequisites: Five-Dragon-Force Blow, Five-Dragon Blocking Technique
Adopting an attitude of respect for all five elements, this Charm enhances a
martial artist’s accuracy with in-style weapons, her resilience in withstanding damage
and her ability to jump, run and perform Feats of Strength feats of strength.Source
Manual of Exalted Power: Dragon-Blooded, p. 190.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Form-type, Leader
Source: Manual of Exalted Power: Dragon-Blooded
Five-Dragon Invulnerability
Cost: 5m, 1wp; Mins: Essence 4, Five-Dragon 5; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Five-Dragon Form
This Charm enhances the martial artist’s ability to resist damage, allowing
her to ignore mundane attacks entirely.Source Manual of Exalted Power: Dragon-
Blooded, p. 191.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Leader-
text=Used as a Leader effect, the Charm treats all attacks as magical.
Source: Manual of Exalted Power: Dragon-Blooded
41
Keywords: Combo-OK
Duration: Until Broken
Prerequisites: (Element) Apprentice Gesture
The martial artist invokes the power representative of his element by making
a specific gesture with both hands; one for each element: Breeze, The Forgotten,
Mist, Mountain, and Smoke. Each version of the gesture grants a sublte yet powerful
edge based on the element that empowers it. The martial artist must learn the adept
gesture of his aspect first, and may then learn others as separate charms. Only a
single version of this charm may be active at any given time.Source Scroll of the
Monk, p. 76-77.
Source: Scroll of the Monk
42
Source Scroll of the Monk, p. 77.
Source: Scroll of the Monk
43
Prerequisites: Smoke Adept Gesture
”Smoky Mountain Breeze Kata”
The martial artist forms a gesture using both of her hands, then if within five of
her actions she lands a blow on her opponent, he is hurt, but she leaves no evidence of
harming him. Investigators will find nothing, and doctors will find extreme difficulty
in attempting to treat the victim.
Source Scroll of the Monk, p. 79.
Source: Scroll of the Monk
44
Foolish Inattentiveness
Cost: 6m, 1wp; Mins: Essence 2, Fivefold Shadow Hand 4; Type: Simple (Speed
6)
Keywords: Combo-basic, Illusion, Share-Breeze, Share-Smoke
Duration: One Scene
Prerequisites: Mountain Adept Gesture
”Smoky Breeze Mountain Kata”
Forming her hands into a specific gesture, the martial artist finds distracting the
attention of others away from something she wishes to conceal casually easy; even
allowing the martial artist to use non-threatening items in front of them.
Source Scroll of the Monk, p. 80.
Source: Scroll of the Monk
45
tails.Source Debris from the Fallen Races, pp. 4-5.
Source: Debris from the Fallen Races
46
This Charm reduces the DV penalty of an unarmed fierce blow. See the full
text of the Charm for details.Source Debris from the Fallen Races, p. 4.
Source: Debris from the Fallen Races
Phantom-Ravaging River
Cost: 1m, 1(l)hl+; Mins: Essence 3, Flowing Psychopomp 4; Type: Supplemen-
tal
Keywords: Combo-Ok, Touch
Duration: Instant
Prerequisites: Flowing Psychopomp Form
In life our trials and tribulations wear us down while simultaneously moving us
toward completion. In death, Lethe calls to all of us to ford its forgetful waters and
begin life anew. This charm supplements an unarmed attack. It allows the living to
apply the wear and tear of life to ghosts, and the dead let mortals taste Lethe.
When attacking a ghost, the living may convert one post-soak damage die into an
automatic success by inflicting the same amount of damage on themselves; they may
not inflict more damage in this way than their Stamina. The Dead may rend their
corpus to drain a mortal of his memories. Each level of damage the ghost receives
from this charm cancels out one of the targets Intimacies if the ghosts inflicts more
lethal damage on himself than the targets Conviction.
Source: Reminiscent Oasis
47
Cost: 2m, 1wp; Mins: Essence 3, Flowing Psychopomp 4; Type: Supplemental
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Flowing Psychopomp Form
In our youth we flow through life in merry naivet, ignorant of the hardships of
the world and aware only of our own desires. In death, we are able to put aside the
trivial necessities of life and are free to focus on what truly fuels our existence.
For the Living this Charm supplements an unarmed attack against a being or
object in which a ghost is currently hiding. If the attack does more than one level
of damage, the first is applied to the being or object, while all others are applied as
unsoakable damage directly to the ghost. If this supplements a successful clinch, the
Psychopomp immediately drags the ghost from its hiding place.
For the dead, this supplements a strike against a mortal. If the mortal is capa-
ble of channeling Essence, the damage roll suffers a -1 External penalty, but each
damage success allows the ghost to steal two motes of Essence. In either case, the
Psychopomps attack passes through the initial target as if partially dematerialized.
Source: Reminiscent Oasis
48
charms effects last. For the Dead, it supplements an attack against a mortal, ensuring
that they leave a ghost if they are killed within the allotted time.
The effects of this Charm can be trumped by other magical effects that might
prevent a ghost from entering Lethe or a mortal from leaving a ghost. The dead
cannot use this charm on the Exalted, and Celestial Exalted who employ this Charm
unwittingly trigger a loophole in the ancient Mandala Accord, ensuring that the ghost
reincarnates into a life better than his previous one.
Source: Reminiscent Oasis
49
Source: DTemplar5
50
Battle Intuition Methodology
Cost: 5m; Mins: Essence 3, Glass Pentagram 5; Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Jam the Joints, False Surprise Attack, Glass Sharp as Crystal
The user uses Essence to sharpen his mind. Roll Wits, and the successes are
extra dice you can use on all combat rolls, except damage.
Source: DTemplar5
51
Assuming the Golden Exhalation Form improves the user’s soak (especially vs.
fire), allows him to parry with his flame weapons, and can reload them with Essence
rather than firedust.Source The Imperfect Lotus, pp. 4.
Source: The Imperfect Lotus
Flame-Eater Stance
Cost: 3m; Mins: Essence 3, Golden Exhalation 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Golden Exhalation Form
This Charm allows the character to reload his firewand with another firewand’s
blast.Source The Imperfect Lotus, pp. 4.
Source: The Imperfect Lotus
52
Prerequisites:
This Charm increases the benefit a character can acrue from Aim actions.Source
The Imperfect Lotus, p. 4.
Source: The Imperfect Lotus
Light-on-Dark Shield
Cost: 3m; Mins: Essence 2, Golden Janissary 4; Type: Simple
Keywords: Combo-Ok, Holy
Duration: (Martial Arts) actions
Prerequisites: Golden Janissary Form
The Golden Janissary can improve the DVs and soak of himself and his allies
against all creatures, but moreso against Creatures of Darkness.
Source: Scroll of the Monk
53
Rotten Leaf Arrested
Cost: 3m; Mins: Essence 2, Golden Janissary 2; Type: Supplemental
Keywords: Combo-Ok, Holy
Duration: Instant
Prerequisites:
The Golden Janissary inflicts knockdown automatically upon a target Creature
of Darkness. If the attack would have otherwise inflicted knockdown, the difficulty of
the resistance roll rises. The number of health levels of damage needed to inflict stun
upon the target decreases, and the difficulty to resist becoming stunned increases.
Source: Scroll of the Monk
Warrior’s March
Cost: 4 motes; Mins: Essence 2, Harmonic Symphony 3; Type: Simple
Keywords: Compulsion, Combo-OK, Melody, Obvious
Duration: One Scene
Prerequisites:
The character brings her instrument around, drawing forth a uplifting tempo
that calls those who hear it out to do battle. This Charm affects everyone who can
hear the character’s melody. For the duration of the effect, they gain +1 Valor and
must fail a Valor roll to retreat from combat (if they are at a clear or overwhelm-
ing disadvantage, they gain +2 dice to the Valor roll). By spending an additional
Willpower, the character may selectively apply this effect to people who either con-
sider themselves her ally or her enemy, as she chooses.
When multiple players join their tunes together, they find it easier to play. Each
additional musician playing the Warrior’s March reduces its cost for each user by 1
mote, to a minimum of 1 mote. If five players play the tune, they each pay only 1
mote and can forgo the Willpower cost to apply the song selectively. More than five
musicians playing this song have no effect beyond increasing its volume.
54
Source: FrivYeti
Dancer’s Madrigal
Cost: 2 or 5 motes; Mins: Essence 2, Harmonic Symphony 3; Type: Simple
Keywords: Combo-OK, Melody, Obvious
Duration: One Scene
Prerequisites:
With a joyful lilt, the character lightens the load of those who hear her song,
reminding them that the world is a lighter place than they imagine. The song catches
at the heels of those who hear it, enticing them to dance. For the duration of the
effect, anyone listening to the music has their Move rating increased by 1, and their
Jump and Dash ratings increased by 2. For 5 motes, the character may selectively
apply this effect to people who either consider themselves her ally or her enemy, as
she chooses.
When multiple players join their tunes together, they find it easier to play. Each
additional musician playing the Dancer’s Madrigal reduces its cost for each user by 1
mote, to a minimum of 1 mote with five musicians. More than five musicians playing
this song have no effect beyond increasing its volume.
Source: FrivYeti
Lover’s Requiem
Cost: 4 motes; Mins: Essence 2, Harmonic Symphony 3; Type: Simple
Keywords: Emotion, Combo-OK, Melody, Obvious
Duration: One Scene
Prerequisites:
Opening the hidden chambers of her heart, the character wrings a tearful
melody from those around her, and anyone listening can do nothing but weep. Anyone
listening to the song takes a -1 internal penalty to all actions for as long as the music
persists, as long as they are able to feel sorrow. For one Willpower, the character
may selectively apply this effect to people who either consider themselves her ally or
her enemy, as she chooses.
When multiple players join their tunes together, they find it easier to play. Each
additional musician playing the Lover’s Requiem reduces its cost for each user by 1
mote, to a minimum of 1 mote. If five players play the tune, they each pay only 1
mote and can forgo the Willpower cost to apply the song selectively. More than five
musicians playing this song have no effect beyond increasing its volume.
Source: FrivYeti
55
one Melody per tick, and she still must spend and commit Essence as usual, as well
as following all normal Melody rules. If the character is combining her Melodies with
others who also have this Charm active, they may reflexively also change their tune
or cancel it, as needed.
Source: FrivYeti
Mountain’s Waltz
Cost: 4 motes; Mins: Essence 3, Harmonic Symphony 4; Type: Simple
Keywords: Combo-OK, Obvious, Melody
Duration: One Scene
Prerequisites: Harmonic Symphony Form
The character begins a slow, stately melody whose notes wrap around her like
a wall of music. She increases her Bashing and Lethal soak totals by her Essence
score for the duration of the Charm.
The Mountains Waltz guards only the character, but it increases in power as
others nearby join in its song. If two or three musicians within hearing range play the
Mountains Waltz, all gain an additional +1 to their Bashing and Lethal soak. If four
or more musicians play the Waltz, all gain a further +1, for a total of Essence +2.
Source: FrivYeti
Wind’s Rhapsody
Cost: 5 motes; Mins: Essence 3, Harmonic Symphony 4; Type: Simple
Keywords: Combo-OK, Obvious, Melody
Duration: One Scene
Prerequisites: Harmonic Symphony Form
The character begins a flowing and swirling song that radiates out from her like a
weapon. The character may make unarmed attacks at a range of up to her (Essence
x2) yards. If using a sound-based attack that has a range, she adds (Essence x2)
yards to that range instead.
The Winds Rhapsody flows around only the character, but it draws strength from
the sound of others playing with it. For each additional musician within hearing range
playing the Winds Rhapsody, increase the range of the characters attacks by 1 yard.
No more than +4 yards may be gained in this manner (from five total musicians
playing).
Source: FrivYeti
Tidal Fugue
Cost: 6 motes; Mins: Essence 3, Harmonic Symphony 4; Type: Simple
Keywords: Combo-OK, Obvious, Melody
Duration: One Scene
Prerequisites: Harmonic Symphony Form
The character plays a shifting song, and her music wraps around her, confusing
her targets as the music slides through their senses. Anyone fighting the character
suffers an internal penalty equal to the characters Essence on rolls to hit her, and
a 1 external penalty to DVs against her attacks. This Charm has no effect against
targets that cannot hear.
56
Multiple musicians playing in harmony further confuse the senses of those fighting
them. If there are two or three musicians playing, increase the penalty of attack rolls
against the musicians by one, and if there are four or more, increase the penalty by
two.
Source: FrivYeti
57
Duration: Instant
Prerequisites: Grim Tempered Assault
Never say that the will of the dead is always about vengeance and hate. For the
practitioners of this charm it is a matter of mercy and virtue to give their opponent
the clean death of steel in the hopes that their rebirth into the glorious roles of the
spectral population will give them the enlightenment that they are seeking. With
this outlook and with a knowing smile on his face the Martial Artist makes an attack
guided by mercy and enlightenment.
Add the martial artist’s Compassion to the accuracy and damage of his attack.
This charm cannot be used against a target that the martial artist has a negative
intimacy with.
Source: DeLuman
58
lower of the two, even if the amount rolled is lower then the Essence of the Martial
Artist.
Source: DeLuman
59
relaxed both their body and mind are entwined in a defensive position allowing a
strength of will not generally seen.
While this Form Charm is active the steady clarity of the stylist’s focus adds one
die to all attack rolls he makes while unnerving calm and steady hands allow him to
add his (Temperance/2) to the pools used to determine his physical and mental Parry
Dodge Values, however while this form is active the only virtue the martial artist can
channel is their Temperance.
Source: DeLuman
60
Duration: Permanent
Prerequisites:
The Way of the Horned Rat starts with the use of the styles signature weapons,
and any member of Clan Eshin is expected to wield them with precision. When
wielding knives, short swords, or tiger claws, the martial artist suffers no off-hand
penalty for wielding the weapons in pairs. Further, while dual wielding, they add two
dice to all (Dexterity + Athletics) rolls and one to their Parry DVs. These are both
explicitly considered dice bonuses from Charms.
Source http://tentacledvitriol.wordpress.com/2010/09/24/skaven-in-exalted-
horned-rat-style/ Octopoid Prevarication
Source: Octopoid
Skittering Claws
Cost: 5 motes; Mins: Essence 2, Horned Rat 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Tick
61
Prerequisites: Fangs of the Horned Rat
Followers of the Way of the Horned Rat are nimble and quick, and often move
faster than their enemies expect. This Charm adds the martial artists Essence to all
Move, Dash, and Jump actions. If this Charm is used when the martial artist closes
on a target and makes an unexpected attack, any stunts made in conjunction with
that attack are considered one die higher (to a maximum of a three-die stunt).
Source http://tentacledvitriol.wordpress.com/2010/09/24/skaven-in-exalted-
horned-rat-style/ Octopoid Prevarication
Source: Octopoid
62
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Horned Rat Form
Clan Eshin has become exceptionally good at hiding their attacks until the last
moment, then striking out with blinding speed. First, the martial artist makes a flurry.
This is resolved as normal. At the end of this flurry, this Charm can be activated,
granting a reflexive attempt to re-establish surprise. If the martial artist succeeds,
he makes a reflexive attack (which, since he re-established surprise, is an unexpected
attack). This attack deals no damage, but instead imposes a -2 (non-cumulative)
external penalty on all the targets actions for the remainder of the scene.
Source http://tentacledvitriol.wordpress.com/2010/09/24/skaven-in-exalted-
horned-rat-style/ Octopoid Prevarication
Source: Octopoid
Fever-Inducing Strike
Cost: 5 motes, 1 Willpower; Mins: Essence 3, Horned Rat 5; Type: Supplemen-
tal
Keywords: Combo-OK, Sickness
Duration: Instant
Prerequisites: Ruinous Wyldstone Venom, Treacherous Vermin Strike
The minions of the Horned Rat are known for their virulent pestilence as much
as their poisons, and while Clan Pestilens is comprised of disease specialists, Clan
Eshin has stolen some of their secrets for itself (much to Pestilens dismay). This
Charm supplements an unexpected attack. If the attack hits, it deals only a single,
automatic level of unsoakable Lethal damage. In addition, it infects the target with a
magical disease, which the Skaven refer to as filth fever? (use the statistics for Plague,?
Exalted p. 353). This Charm can infect even Exalted with this disease, though they
cannot catch it from victims of this Charm. Mortals, on the other hand, are not so
fortunate.
Source http://tentacledvitriol.wordpress.com/2010/09/24/skaven-in-exalted-
horned-rat-style/ Octopoid Prevarication
Source: Octopoid
63
Lilysource=Scroll of the Monkname=Attractive Floor-Greasing Posture
Source Scroll of the Monk, p. 51.2eTMACharm
cost=2mmin=3essence=2type=Supplementalkeywords=Combo-
OKduration=Instantpc=Nonetext=This charm allows the martial artist to use
any wooden object as a weapon with the statistics of a wooden club.trait=Ill
Lilysource=Scroll of the Monkname=Stem, Branch and Log Approach
Source Scroll of the Monk, p. 52.2eTMACharm
cost=1+mmin=3essence=1type=Simple (Speed 4)keywords=Combo-
OKduration=Variespc=Nonetext=This charm allows the user to lower their oppo-
nent’s effective soak from armor.trait=Ill Lilysource=Scroll of the Monkname=False-
Shell Emollient Attack
Source Scroll of the Monk, p. 51.2eTMACharm cost=2m,
1wpmin=4essence=2type=Simplekeywords=Combo-Basicduration=One
scenepc1=False-Shell Emollient Attacktext=This charm allows the transfer of all
plant based toxins through any wooden weapon on contact.trait=Ill Lilysource=Scroll
of the Monkname=Veins of Wood
Source Scroll of the Monk, p. 51.2eTMACharm
cost=5mmin=4essence=2type=Simplekeywords=Form-typeduration=One
scenepc1=Veins of Woodpc2=Attractive Floor-Greasing Posturepc3=Stem, Branch
and Log Approachtext=This charm increases bashing soak and accuracy of the
marital artist’s attack based on their Essence. Furthermore, it allows the martial
artist to increase the Toxicity of a plant-based toxin.trait=Ill Lilysource=Scroll of
the Monkname=Ill Lily Form
Source Scroll of the Monk, p. 52.2eTMACharm
cost=6mmin=5essence=4type=Simple (-0 DV)keywords=Combo-Basic,
Obviousduration=Instantpc1=Capability-Enhancing Potion Meditationtext=This
charm allows the martial artist to make an unexpected attack, and provides infor-
mation to the martial artist about their surroundings.trait=Ill Lilysource=Scroll of
the Monkname=World-Focus Attunement
Source Scroll of the Monk, p. 52.2eTMACharm
name=Essence Understanding Technique
source=Thundaka
trait=Transcendent Warrior
cost=1m per 2 dice/1 DV
type=Reflexive (Step 1 or 2)
duration=Instant
keywords=Combo-OK
essence=1
min=2
pc1=
text=
The first step in emulating the power of the Exalted is to internalize the raw power
of Essence embodied by their Excellencies. Each mote spent on this charm adds two
dice to a Martial Arts attack or increases a Martial Arts-based Parry DV by one, to a
maximum of half the character’s Martial Arts in motes. In addition, if any penalties
other than multiple-action penalties apply, the martial artist may spend up to the
same amount in additional motes to cancel them first.
Source: Scroll of the Monk
64
Capability-Enhancing Potion Meditation
Cost: 1wp; Mins: Essence 3, Ill Lily 5; Type: Reflexive (Varies)
Keywords: Combo-OK, Obvious
Duration: (Essence) actions
Prerequisites: Thrashing Tails Distraction, Raking Talons Find Purchase, Ill
Lily Form
This charm allows the martial artist to double the mote expen-
diture limit of their charms. Good for enhancing Charms:False-Shell
Emollient Attack False-Shell Emollient Attack and Charms:Attractive Floor-
Greasing Posture Attractive Floor-Greasing Posture.trait=Ill Lilysource=Scroll
of the Monkname=Capability-Enhancing Potion MeditationSource Scroll of the
Monk, p. 52.2eTMACharm cost=1+mmin=3essence=1type=Reflexive (Step
2)keywords=Combo-OKduration=Instantpc=Nonetext=This charm causes oppo-
nents to suffer DV penalties based on the number of motes spent.trait=Ill
Lilysource=Scroll of the Monkname=Attractive Floor-Greasing Posture
Source Scroll of the Monk, p. 51.2eTMACharm
cost=2mmin=3essence=2type=Supplementalkeywords=Combo-
OKduration=Instantpc=Nonetext=This charm allows the martial artist to use
any wooden object as a weapon with the statistics of a wooden club.trait=Ill
Lilysource=Scroll of the Monkname=Stem, Branch and Log Approach
Source Scroll of the Monk, p. 52.2eTMACharm
cost=1+mmin=3essence=1type=Simple (Speed 4)keywords=Combo-
OKduration=Variespc=Nonetext=This charm allows the user to lower their oppo-
nent’s effective soak from armor.trait=Ill Lilysource=Scroll of the Monkname=False-
Shell Emollient Attack
Source Scroll of the Monk, p. 51.2eTMACharm cost=2m,
1wpmin=4essence=2type=Simplekeywords=Combo-Basicduration=One
scenepc1=False-Shell Emollient Attacktext=This charm allows the transfer of all
plant based toxins through any wooden weapon on contact.trait=Ill Lilysource=Scroll
of the Monkname=Veins of Wood
Source Scroll of the Monk, p. 51.2eTMACharm
cost=5mmin=4essence=2type=Simplekeywords=Form-typeduration=One
scenepc1=Veins of Woodpc2=Attractive Floor-Greasing Posturepc3=Stem, Branch
and Log Approachtext=This charm increases bashing soak and accuracy of the
marital artist’s attack based on their Essence. Furthermore, it allows the martial
artist to increase the Toxicity of a plant-based toxin.trait=Ill Lilysource=Scroll of
the Monkname=Ill Lily Form
Source Scroll of the Monk, p. 52.2eTMACharm
cost=6mmin=5essence=4type=Simple (-0 DV)keywords=Combo-Basic,
Obviousduration=Instantpc1=Capability-Enhancing Potion Meditationtext=This
charm allows the martial artist to make an unexpected attack, and provides infor-
mation to the martial artist about their surroundings.trait=Ill Lilysource=Scroll of
the Monkname=World-Focus Attunement
Source Scroll of the Monk, p. 52.2eTMACharm
name=Essence Understanding Technique
source=Thundaka
trait=Transcendent Warrior
cost=1m per 2 dice/1 DV
type=Reflexive (Step 1 or 2)
65
duration=Instant
keywords=Combo-OK
essence=1
min=2
pc1=
text=
The first step in emulating the power of the Exalted is to internalize the raw power
of Essence embodied by their Excellencies. Each mote spent on this charm adds two
dice to a Martial Arts attack or increases a Martial Arts-based Parry DV by one, to a
maximum of half the character’s Martial Arts in motes. In addition, if any penalties
other than multiple-action penalties apply, the martial artist may spend up to the
same amount in additional motes to cancel them first.
Source: Scroll of the Monk
Few natural animals kill for sport or delight in the excesses of warfare. Such
qualities are all too common among humans. Though she might feel compassion and
loyalty to her own tribe, the martial artist is overcome with a violent hatred for The
Other. The Other could be anything classification of beings which the martial artist
does not include herself among. This may be a non-human species or citizens of a
rival nation, for example. She may select only one group to be considered The Other
when she activates this Charm.
While fighting The Other unarmed, any stunt which vents her hatred is considered
one higher, as if it resonated with the characters Motivation. Additionally, each
member of The Other she kills with an unarmed attack while this Charm is active
adds one to her Martial Arts rating, which counts as dice from Charms.
66
This Charm cannot be terminated prematurely while any member of The Other
remains perceptible to the martial artist, unless she spends 2 willpower to resist the
unnatural Emotion-effect this Charm imposes on her. If she is otherwise immune to
Emotion effects, she gains no benefits from this Charm.
As a permanent benefit of learning this Charm, the martial artist understands the
basest motivation of human conflict and may employ primitive weaponry available
even to Primordial Era man. Spears, javelins, spear-throwers, and their artifact
equivalents are now considered form weapons for this style. Additionally, she may
wear light armors crafted from leather or animal hides while practicing this style.
Source: Reminiscent Oasis
Compared to other primates, the spider monkey suffers from an extreme deformity:
it lacks a thumb. Yet despite this deviation, it functions quite well within its niche. In
the Age of Man, humans cruel mastery of the world has spawned countless functional
deformities among their domesticated animals. The martial artist inflicts such defor-
mities through her unarmed attacks. For each level of damage she inflicts with this
attack, she imposes a -1 Internal Penalty on a physical action as a Crippling effect,
maximum -3. This functions as an inverse Specialty, so the martial artists player must
name an (Ability + Specialty) combination in which this crippling effect is valid. The
Storyteller then grants the target of this Charm a specialty in another situation where
the Crippling effect might prove advantageous. For example, the martial artist strike
67
a targets in the eyes, imposing a -1 Internal Penalty to Awareness (Close Combat)
by rendering the target far-sighted, while the Storyteller simultaneously awards the
target a +1 (Beyond Initial Range) Archery specialty. These bonuses and penalties
remain until the target heals the associated damage.
Source: Reminiscent Oasis
68
to justify even further atrocities. Retreat is rarely an option and mutual destruction
preferable to compromise.
While this Charm is active, the martial artist may channel a Virtue on any action
which may gain the benefits of Virtuous Glis Adores the Sun even with the specific
action runs counter to the principles of the Virtue. For example, killing an infant
may hardly seem compassionate, but the martial artist rationalizes her crime to be
in the best interests of the child, her own children, and indeed, the whole world. The
martial artist is not wholly immoral while this Charm is active, but certainly amoral
despite what she may think of herself.
Additionally, whenever another person channels a Virtue on an action to oppose
the martial artist, she may roll that Virtue. If she succeeds, she regains one channel for
that Virtue, though a botch causes her to lose one channel or a temporary willpower
if she does not have any channels remaining.
Finally, as a permanent benefit, the martial artist may choose an additional form
weapon for this style from among the weaponry of civilized men. Popular choices
include Bows or one of the various types of swords. Light or Medium armor of any
sort may be worn with this style.
Source: Reminiscent Oasis
In the tropical forests of the East, the common glis scampers through the branches.
Also called a tree shrew, it is a tiny animal bound by simple instincts. Unthinkingly it
follows its nature and sustains itself with casual ease. Corrupted by intelligence and
rationality, humans must struggle to achieve such equilibrium with their own natures.
Whenever the martial artist channels a Virtue to augment an unarmed martial arts
attack or another action while in unarmed combat, he adopts an encompassing mien
of that Virtue. For the remainder of the scene, he cannot fail any roll of that Virtue.
Suppressing this Virtue at any point during the scene cancels this effect and causes
Exalted practitioners to gain one point of Limit as if it were their Primary Virtue (in
addition to any Limit gained if it is her primary Virtue). Additionally, success on
any roll involving this Virtue allows the martial artist to regain motes equal to the
number of successes rolled, to a maximum of the Virtues rating per Action.
Source: Reminiscent Oasis
69
Source: DTemplar5
70
Source: DTemplar5
71
that is supplemented with this Charm, the attack deals Knockback, and the targets
player must roll to resist Knockdown (see Second Edition Core Exalted, p. 153).
The attacker can add her permanent Essence score either to the difficulty to resist
Knockdown or to the number of yards the target is knocked back: She can increase
the distance her opponent moves or the chance that he falls to the ground, but not
both.
Use of Ivory Obstruction Kata in a flurry is self-limiting. If the martial artist hurls
an opponent beyond her weapons reach, she cannot continue attempting to strike or
throw him further.
Source Ink Monkeys, vol. 47
Source: Ink Monkeys
72
Source: Ink Monkeys
73
Keywords: Combo-Basic, Form-type
Duration: One scene
Prerequisites: Crushing Pestle Atemi, Ivory Grace Atemi, Ivory Obstruction
Kata, Whirling Pestle Kata
As the martial artist swings her weapon and treads the steps of the Ivory
Pestle Form, she links the Essence of her bones to the Essence of her club or staff,
making it truly an extension of her body. This has four effects:* The deathly force
channeled through the martial artists bones and weapon enable her to strike or clinch
dematerialized ghosts. (The Form does not enable the martial artist to perceive such
entities, however.)
* While the Form remains active, staff-type weapons gain +1 Rate. This stacks
with the benefits of Whirling Pestle Kata or other Charms that increase a weapons
Rate, but not with Charms such as Iron Whirlwind Attack that ignore a weapons
Rate.
* The martial artist also takes no penalties to his Parry DV not even wound
penalties as long as he fights using a staff-type weapon.
* The martial artist may wield a stick or club in each hand and employ either
weapon for attack or defense. This offers no intrinsic advantage to the martial artist,
but she will not suffer any sort of penalty for wielding a weapon in her off hand.
The first time a Charm with a Flaw of Invulnerability is used during the same ac-
tion Ivory Pestle Form is activated, it adds a two Willpower surcharge to its activation
cost.
Source Ink Monkeys, vol. 47
Source: Ink Monkeys
74
Predator-Trampling Charge
Cost: 1m; Mins: Essence 2, Ivory Vengeance 3; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: Simple
Prerequisites: Dedicated Bull’s Oath
While normally a gentle giant, the mammoth will attack when provoked. It
trumpets and displays, attempting to warn away those it does not truly wish to
fight. Likewise, the Herdsman knows his quest will not be aided by distracting fights.
This Charm allows the Herdsman to sacrifice up to (Essence) successes from his Join
Battle roll, delaying his action by that many ticks. While his action is delayed, all
who oppose him become aware of his impending wrath and know that they must
either flee or confront the Herdsman immediately.
After the allotted time has expired, the Herdsman continues his action, taking a
single unarmed martial arts attack against any opponent whose action has preceded
his own and chose not to flee without incident. If any opponent has attacked him since
the beginning of combat, he must attack one of those targets. He gains a number of
automatic successes equal to the number of ticks the action was delayed as he charges
to confront his enemy.
If the Poacher is present and within range, the Herdsman must attack him, and
the automatic successes are doubled.
Source: Reminiscent Oasis
75
mies alike. Should the attack gain any extra successes against an individual, the target
must make a Knockdown check, with +1 difficulty. This attack does no damage to
anyone, except the Poacher.
On the Herdsmans following action, he must take a Dash action, though he may
flurry.
Source: Reminiscent Oasis
76
of all life, and indeed the very living Essence of Gaia, as his charge. This realization
allows the Herdsman to use the charms of this style to avenge humans and other
naturally sapient species, augmenting almost every charm in this style.
While using Dedicated Bulls Oath, the Herdsman either makes the vow of
vengeance to the dying victim, or presents the body to the god representing a Social
Unit with a magnitude no
greater than the Herdsmans Essence or any Essence 4+ leader of that social unit.
As an example, the City Father of the victims hometown or the Solar ruler of his
nation would suffice for this purpose. The Herdsman need not make weapons or
armor from the victims body the victims own personal weapons and armor will work
just as well, if the victim possessed them when she died. The victims species? is
defined by the Social Unit to whom the Herdsman made his pledge or any Social
Unit, within the same limitations, named by the dying victim.
This redefinition affects all relevant charms. In the case of Herd Fights As One,
rather than channeling his Charms through his Familiar, the Herdsman may instead
share his power with Followers he possess who also possess Intimacies for the victim
or the appropriate Social Unit. The dice cap for that charm in such situation becomes
the Followers Essence.
Source: Reminiscent Oasis
77
Prerequisites:
Like a bull mammoth defending his mating grounds, the Herdsman jealously
defends his flock. Should a poacher injury his charge, he tirelessly seeks retribution.
He will make an example of the poacher so that others might learn the folly of such
theft. The Herdsman vows to avenge the death of an animal by slaying the Poacher
the person responsible for the animals death. (Typically the Poacher is an individual,
though at Storyteller discretion a Social Unit with a Magnitude no greater than the
Herdsmans Essence may be designated if their collective crimes against the species
warrant such retribution).
If he is able to effectively communicate complicated information to the animal, this
vow may be made in the presence of the dying animal. Otherwise, he must present
the body, or whatever remains of it, to either the god of the species or to an Essence
4+ Lunar of the appropriate totem. Luna, as the ”de facto” head of the Bureau of
Nature, may serve in this role regardless of the species assuming she can be bothered
to participate in the ritual.
The god or Exalt bears witness to the Herdsmans oath and lays a hand on his
head while he activates this Charm. The Herdsman gains an Intimacy regarding his
pursuit of vengeance, which replaces an existing Intimacy of his choice if necessary. He
cannot deactivate this charm while the Intimacy exists, and the Herdsman doubles
his Conviction for the purposes of determining how many scenes are necessary to
completely erode it.
While this Charm is active, the Herdsman may use any portion of the animals
body to craft weapons and armor, or have such items crafted for him. While he
possesses these items, he will not be attacked by other members of that species unless
he provokes them or they are otherwise compelled to do so by another entity. Such
weapons and armor are considered Artifacts for the purposes of other Charms if they
would not be otherwise, with an Artifact rating equal to half, rounding up, of the
items resource rating. Weapons add +1 Accuracy and +1 Damage, while armor
does +1B/+1L Soak. Additionally, when the Herdsman fights the Poacher, these
bonuses are instead converted into an automatic success on their respective rolls and
an external penalty to the post-soak Damage roll.
Failing to pursue the Poacher when the Herdsman reasonably could, as defined by
the Storyteller, results in a critical botch as some future point, as if he had broken
an Eclipse Oath, and the immediate deactivation of this charm. If this charm is
deactivated for any reason, the vow
must be sanctified by the appropriate god or Exalt once again. Only by enacting
his vengeance can the Herdsman release the obligations required by this vow doing
so allows the Herdsman to maintain the basic benefits of this Charm regarding his
weapon, armor, and protected status among the selected species without committing
the motes.
Should the Herdsman be the god of a particular species, a sapient member of that
species, or a Lunar Exalted of the appropriate totem, he may use this charm without
a witness. The Herdsman may only make one Oath per single incident, but may elect
to make several oaths for multiple cases.
Source: Reminiscent Oasis
78
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This charm helps the Martial Artist to resist knockback and knockdown effects.
Source: Scroll of the Monk
Boulder-Crushing Grasp
Cost: 3m; Mins: Essence 1, Jade Mountain 3; Type: Supplemental
Keywords: Combo-OK
Duration: Special
Prerequisites:
This charm turns the Exalt’s clinches into lethal attacks.
Source: Scroll of the Monk
Boulder-Crushing Grasp
Cost: 3 motes; Mins: Essence 2, Jade Mountain 2; Type: Supplemental
Keywords:
Duration: Until released
Prerequisites:
The Exalt’s clinch is able to deal lethal damage while this Charm is active.
It can also be used to allow for other destructive feats of gripping, like a very, very
painful handshake.Source Aspect Book: Earth, pp. 75-76.
Source: Aspect Book: Earth
Fortress of One
Cost: 3m per 1L/1B; Mins: Essence 2, Jade Mountain 3; Type: Simple (-2 DV)
Keywords: Combo-Basic, Obvious, Stackable
Duration: One scene
Prerequisites: Pillar of Marble Stance
The use of this Charm allows the Exalt to increase his soak, at a cost of lowering
his Dodge DV, and preventing him from moving, lest the Charm’s effect expire.
Source: Scroll of the Monk
Fortress of One
79
Cost: 2 motes per 1L/1B, 1 Willpower; Mins: Essence 2, Jade Mountain 3;
Type: Simple
Keywords:
Duration: One scene
Prerequisites: Pillar of Marble Stance
As long as the Martial Artist using this Charm stands in one place, in contact
with the earth, his skin will be as hard as stone.Source Aspect Book: Earth, p. 75.
Source: Aspect Book: Earth
80
hardier. However, she must remain in contact with the earth.Source Aspect Book:
Earth, p. 76.
Source: Aspect Book: Earth
81
Keywords: Form-Type
Duration: One Scene
Prerequisites: Humble Farmer Ambush, Resilient Housewife’s Defense
The insurrectionist can no longer tolerate the oppressive or exploitive circum-
stances that press in upon his life. As he cries out for justice, the tired excuses of
his rulers fall upon deaf ears. Adopting a low and rooted stance, the insurrectionist
readies himself for a fight. While this Form is active, he resists all natural mental in-
fluences as if he had already spent two willpower during the scene. His attacks sweep
from low to high, and from his lowly position the insurrectionist strikes even lofty
foes. All his unarmed attacks are considered to have the Reach keyword, negating
any advantage his opponent may have from higher ground in Close Combat.
Source: Reminiscent Oasis
82
this Charm add more than to a persons effective Permanent Essence than his or her
true value. If the insurrectionists death is witnessed by an unenlightened mortal ally
with a strong connection to the character, she is treated as a heroic mortal for the
rest of the scene if she would not be otherwise and the sudden flush of Essence may
cause her to spontaneously enlighten if she achieves two successes on an Essence roll.
Source: Reminiscent Oasis
83
Humble Farmer Ambush
Cost: 1m per weapon; Mins: Essence 1, Jaded Insurrectionist 2; Type: Simple
Keywords: Combo-Ok, Stackable, Illusion
Duration: Indefinite
Prerequisites:
Rebellion blossoms where it is least likely to succeed. The Chosen took up arms
against the Primordials. The Dragonblooded brought down the Lawgivers. Mortal
peasants overthrow their satraps. The appearance of weakness is vital to the success
of any insurrectionist. Revealing ones true power too soon provides the enemy with
time to prepare. With this Charm the insurrectionists form weapons are ignored
by all who see them, so long as they are part of the tools of the trade for a role
the insurrectionist plays. A farmer, or someone disguised as a farmer, may carry a
pitchfork or scythe without drawing concern; a carpenter may carry hammers without
notice; a woodsman may keep his hatchets even while being searched for weapons.
Anyone who has probable cause to suspect the insurrectionist is more than a man of
his trade may spend one willpower to resist this Illusion.
Source: Reminiscent Oasis
As a society lurches toward rebellion, women often bare the worst of the oppressive
circumstance. Not only must they contend with the inherent conditions that spark
the insurrection, many must deal with their frustrated and violent husbands. Such
women learn to be strong in both mind and body. These lessons serve them well in the
impending conflict. This Charm adds half of the insurrectionists Resistance, rounding
up, to his Mental Defenses against a social attack. If the attack is a natural influence,
he may inflict one Bashing Damage on himself rather than spend a willpower to resist
it.
Source: Reminiscent Oasis
84
Prerequisites: Lightning Hoof Form
This Charm allows the character’s mount to fight along side him as part of one
flurry.Source The Imperfect Lotus, pp. 6.
Source: The Imperfect Lotus
Huntsman’s Mastery
Cost: 2m; Mins: Essence 1, Lightning Hoof 3, Ride 3; Type: Supplemental
Keywords: Combo-OK, Crippling
85
Duration: Instant
Prerequisites:
This Charm augments attacks made from horseback, crippling those who are
hunted. See the full text of the Charm for details.This Charm allows for prodigious
feats of horseback acrobatics.Source The Imperfect Lotus, pp. 6.
Source: The Imperfect Lotus
86
Source: Manual of Exalted Power: Alchemicals
87
Camel-Warding Thorns
Cost: 3m; Mins: Essence 2, Lone Acacia 2; Type: Reflexive (Step 9)
Keywords: Combo-Ok, Obvious, Counter-Attack
Duration: Instant
Prerequisites: Towering Taboo Stance
Practitioners of this style are not rough brawlers, but fighters of stately grace
and supple movements. Wrestling and grappling are not for them. Like the Tree
and other acacias, the martial artist wards of those who approach too closely with a
defensive thorns. This Charm may be used while the martial artist suffers the threat
of damage while in a clinch. Green and gold spikes of essence erupt from the martial
artist’s body. The attacker suffers the same raw damage as he inflicts on the martial
artist. This counter-attack cannot be dodged or parried without releasing the martial
artist from the clinch, but if he is released, it does no damage at all. Regardless of
the outcome, the martial artist suffers the outcome of the original clinch as normal.
Source: Reminiscent Oasis
Sun-Snaring Leaves
Cost: 4m; Mins: Essence 2, Lone Acacia 2; Type: Reflexive (Step 9)
Keywords: Combo-Ok, Counter-Attack
Duration: Instant
Prerequisites: Towering Taboo Stance
The harsh southern sun scours the desert, but the Tree thrives on the intensity
of the suns light. While others perish in the heat, the Tree turns this onslaught to its
advantage. This Charm allows the martial artist to attempt to disarm an opponent
as a counter-attack.
Source: Reminiscent Oasis
88
The Tree is unmoving and untouchable, and likewise the martial artist who
practices this style. The martial artist once again stands in the Tree Pose while
activating this form, taking a moment to meditate upon the seemingly eternal nature
of the Tree. While this charm is active, he adds his Essence in automatic successes
to resist Knockdown and subtracts his Essence from the number of yards he can be
knocked back, to a minimum of zero.
Just as the Tree can only be approached by the monks who tend to it and the
madmen that seek to destroy it, the martial artist adds his Essence to his unarmed
Parry DV against any opponent that does not possess an Intimacy regarding him. Any
opponent that does possess such an Intimacy, positive or negative, gains a number of
automatic successes on their attacks against the martial artist equal to the strength
of that Intimacy.
Source: Reminiscent Oasis
89
Towering Taboo Stance
Cost: 1m, 1wp; Mins: Essence 1, Lone Acacia 2; Type: Simple
Keywords: Combo-Ok, Obvious, Holy
Duration: (Martial Arts) Actions
Prerequisites:
The Tree has withstood the ravaging of the Wyld. It has survived while all
other remnants of the old oasis have withered and died. Revered and respected by
all, it is only threatened by the wickedest of men. The martial artist adopts the Tree
Pose while activating this Charm, and coruscating ribbons of green and gold essence
ripple along his skin. He adds half his Essence, rounding up, to his soak, and his full
Essence to his soak against Creatures of Darkness. But just as the martial artist is
protected by similar taboos as the Tree, he likewise cannot be hidden. All attempts
at stealth while this Charm is active suffer a -2 External Penalty; against Creatures
of Darkness, stealth is impossible.
Source: Reminiscent Oasis
90
Abiding Foundation Stance (Yesod)
Cost: 2+m; Mins: Essence 2, Lotus Tree 2; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Ruler of Passions Nature (Malkuth)
Higher powers are all very well, but a student of the Martial Arts needs a firm
foundation in the physical realm, if she is to apply her blows effectively.
For the cost of two motes, the character may activate this Charm to ignore any
single, non-magical effect which would cause knockdown, knockback, or otherwise
move her. If the effect is magical, the cost increases by a number of motes equal to
the attacker’s Essence. Against effects from beings whose Essence is greater than the
character’s own Essence, she must succeed on a Valor roll, or else this Charm fails.
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Yesod connects spiritual concepts (rather than emotions) to the real world, forming
a ”foundation” of ”truth”.
¡/div¿
Source User:Shuuji Shuuji
Source: Shuuji
91
Firm Hand of Kindness (Netzah)
Cost: 2m; Mins: Essence 2, Lotus Tree 2; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisites: Abiding Foundation Stance (Yesod)
If your enemy does not see that she is in the wrong, then to strike her down is
a kindness, for surely she must learn this.
The character supplements his attack with this Charm, sending his opponent flying
and redirecting any wounding force into this effort. On a successful attack, the target
takes no damage but must make a check against Knockback. The attacker still makes
a damage roll, ignoring Hardness. Any unsoaked levels of damage are treated instead
as an internal penalty to the Knockback check. If the target fails the check, the
distance travelled is multiplied by the character’s
Compassion, and the target must check for Stunning using the unsoaked damage
value calculated.
The martial artist cannot activate this Charm if he believes that the Knockback
will leave the target in greater danger (for example, knocking them towards an ally
of the character, or off the edge of a cliff).
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Netzah is harshness applied to teach a lesson, which is ultimately a kindness;
”tough love”.
¡/div¿
Source User:Shuuji Shuuji
Source: Shuuji
92
Lastly, the first time a character would be reduced to Incapacitated or Dying in
the scene, he instead remains on one -4 health level.
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Tiferet is compassion freely given, in recognition of the recipient’s good character,
even if their actions are in error or unworthy.
¡/div¿
Source User:Shuuji Shuuji
Source: Shuuji
93
DV penalty as before.
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Chesed is unconditional love, given because it is in the nature of the giver to do
so, regardless of whether the recipient deserves it.
¡/div¿
Source User:Shuuji Shuuji
Source: Shuuji
94
This Charm is activated in response to a single physical attack, and perfectly
dodges it, except as follows. It is ineffective against unblockable or undodgeable
attacks. Against area-effect attacks which are not unblockable or undodgeable the
Charm is imperfect, but reduces the post-soak damage by the character’s (Essence +
Martial Arts).
Only characters who have access to Celestial martial arts can learn this Charm.
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Binah is deductive reasoning, able to elaborate on ideas, but not provide them by
itself.
¡/div¿
Source User:Shuuji Shuuji
Source: Shuuji
95
For the remainder of the scene in which the character activates this Charm, it
reduces penalties from coordinated attacks by her Martial Arts rating, to a minimum
of zero. If the character is surrounded and unable to manoeuvre, any opponents at her
back do not gain an unexpected attack simply because of their positional advantage
(though other effects may allow unexpected attacks). Most importantly, the martial
artist may reflexively (in Step 9) spend 1 mote any time she successfully blocks or
dodges an attack, or 2 motes if the attack succeeds, to gain a counterattack against
that opponent. These counterattacks are not valid against ranged attacks.
Only characters who have access to Celestial martial arts can learn this Charm.
¡div style=’background-color: silver; border: 2px solid black; padding: 0.5em 1em;
margin: 0em 1em; font-style: italic’¿
Keter is the ”crown”, the pinnacle of ”will” and ”faith”; pure consciousness, beyond
categories and ideas.
¡/div¿Source User:Shuuji Shuuji
Source: Shuuji
Five-Dragon Fist
Cost: 6 motes, 1 Willpower, 1 health level; Mins: Essence 4, Martial Arts 5;
Type: Simple
Keywords:
Duration: Instant
Prerequisites: Five-Dragon Form
This Charm turns a Terrestrial’s unarmed attack aggravated.Source Exalted:
The Dragon-Blooded, p. 199.
Source: Exalted: The Dragon-Blooded
Five-Dragon Wrath
Cost: 1 mote per attack, 1 health level; Mins: Essence 3, Martial Arts 5; Type:
Extra Action
Keywords:
Duration: Instant
Prerequisites: Five-Dragon Invulnerability, Five-Dragon Fist
This Charm lets a Dragon-Blood burst into a flurry of extra attacks.Source
Exalted: The Dragon-Blooded, p. 199.
Source: Exalted: The Dragon-Blooded
Five-Dragon Claw
Cost: 1 mote; Mins: Essence 1, Martial Arts 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Five-Dragon Fortitude
A Dragon-Blood using this Charm mimics the claws of the Dragons, making
his attacks lethal.Source Exalted: The Dragon-Blooded, p. 198.
Source: Exalted: The Dragon-Blooded
96
Five-Dragon-Force Blow
Cost: 2 motes; Mins: Essence 2, Martial Arts 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Five-Dragon Claw
With this Charm, a Terrestrial not only makes his attacks more damaging, but
possibly knock his victim down.Source Exalted: The Dragon-Blooded, p. 198.
Source: Exalted: The Dragon-Blooded
Five-Dragon Fortitude
Cost: 1 mote per 2B or 1L; Mins: Essence 2, Martial Arts 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
A Dragon-Blood using this Charm invokes the strength of the Dragons’ scales for
a moment, making him more resistant against damage.Source Exalted: The Dragon-
Blooded, pp. 197-198.
Source: Exalted: The Dragon-Blooded
Five-Dragon Form
Cost: 5 motes; Mins: Essence 3, Martial Arts 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Five-Dragon Blocking Technique, Five-Dragon-Force Blow
This form-type Charm allows a Dragon-Blood’s attacks to become lethal, his
soak greater, and to become faster and quicker.Source Exalted: The Dragon-Blooded,
p. 199.
Source: Exalted: The Dragon-Blooded
Five-Dragon Invulnerability
Cost: 5 motes, 1 Willpower; Mins: Essence 3, Martial Arts 5; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Five-Dragon Form
This Charm lets a Dragon-Blood to completely ignore a non-magical attack, or
better resist a magical one.Source Exalted: The Dragon-Blooded, p. 199.
97
Source: Exalted: The Dragon-Blooded
98
Source: Reminiscent Oasis
99
The sixth Song of Enlightenment flits aimlessly with little regard to meter or
rhythm. Its haphazard qualities make it unpopular among the general audience.
Ascetics favor it to its disregard of conventional traditions. Learning this song and its
associated Charm allows the martial artist to suppress those things that give structure
and purpose to his own life. By paying 1 mote, he may ignore an Intimacy for the
scene; spending 2 motes lowers a virtue to an effective 2; for 4 motes, he may suppress
his Motivation. For the duration of this Charm these Traits cannot be used against
him in Social Combat, nor can they aid him. Once per scene, beings with a Limit Trait
gain one Limit whenever they deny their true nature with this Charm. Abyssals gain
a point of Resonance once the effects of this Charm wear off; the Neverborn approve
of the dissolution of ones being but loath the restoration that follows.
Source: Reminiscent Oasis
100
Prerequisites: Night Breeze Form
The Night Breeze practitioner can use this charm to retreat in response to a
ranged attack.
Source: Scroll of the Monk
Thousand-Hailstone Morning
Cost: 4m, 1wp; Mins: Essence 3, Night Breeze 4; Type: Simple (Speed 5)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Night Breeze Form
The Night Breeze practitioner can throw nearly anything within arms length
at his opponent.
Source: Scroll of the Monk
Crosswind Offense
Cost: 1+m; Mins: Essence 1, Night Breeze 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This charm reduces certain external penalties upon an attack.
Source: Scroll of the Monk
101
Retreating Dunes Advance
Cost: 3m; Mins: Essence 1, Onyx Jackal 3; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Until Next Action
Prerequisites: Scouring Sands Initiation
The winds swirl against the dunes, tearing them apart. But the dunes scatter
the wind and reform, marching inexorably as the wind howls. This Charm supple-
ments a Guard action. Whenever the Onyx Jackal is successfully parries an attack,
the attack must make a check for knock-back, flying back a number of yards equal to
(the Onyx Jackal’s Martial Arts attacker’s Resistance), minimum 1. When an attack
is successfully knocked back, the Onyx Jackal may move one yard in any direction to
cancel one point of Onslaught penalty against him.
Source: Reminiscent Oasis
102
Shimmering Mirage Placation
Cost: 5m, 1wp; Mins: Essence 2, Onyx Jackal 5; Type: Reflexive (Step 9)
Keywords: Combo-Ok, Counter-Attack, Illusion
Duration: Instant
Prerequisites: Erg Diving Evasion, Crescent Hanging Silent
The Onyx Jackal challenges the champions of the Raksha at their own game.
Responding to an attack that successful struck him, the Onyx Jackal feigns his own
death. He launches a (Manipulation + Martial Arts + Essence) counterattack against
the attacker’s Mental Dodge DV. If successful, the attacker is convinced his slew the
Onyx Jackal. This allows the Onyx Jackal the opportunity to escape or provides +2
automatic successes on his next attempt to re-establish surprise against the attack
during this scene. Resisting this unnatural mental influence costs 2 willpower.
Source: Reminiscent Oasis
103
The Onyx Jackal stops spinning for a moment. Sand, snow, capes or cloaks
carry on, riding the Jackal’s momentum for a moment, but settling to the ground
as well. In that moment of stillness, the Jackal crouches, one khopesh hanging for a
moment overhead, the other sweeping through the sudden silence. The first follows
soon after. The Onyx Jackal makes a single unarmed attack at his full dice pool with
intent to sweep his targets off their feet. This attack targets everyone within two
yards of the Onyx Jackal, forcing anyone it strikes to check for knockdown as normal.
This attack never does damage.
Source: Reminiscent Oasis
Two-Fisted Merrymaker
Cost: 4m, 1wp; Mins: Essence 3, Orgiastic Fugitive 5; Type: Extra Action
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Drunken Monk Loses His Sash
Reveling in the party atmosphere, the martial artist finds himself capable of
enjoying more than one indulgence at a time. He can flurry his activities to include
actions of indulgence, and attacks at reduced action penalties, and no penalties from
his recreational chemicals (or sex).Source Scroll of the Monk, p. 58.
Source: Scroll of the Monk
104
martial artist may make two clinch attacks at once with penalties that are mitigated
by chemical induced penalties.Source Scroll of the Monk, p. 58.
Source: Scroll of the Monk
105
negative effects of chemicals, alcohol, and sexual activities can be suppressed, while
still remaining in the background to be drawn on by the charms of this style. Source
Scroll of the Monk, p. 57-58.
Source: Scroll of the Monk
Clarity-of-Mind Moment
Cost: 1m; Mins: Essence 1, Orgiastic Fugitive 3; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
Through the haze induced by all the drugs taken or alcohol imbibed, the martial
artist finds a way to function for a moment.Source Scroll of the Monk, p. 57.
Source: Scroll of the Monk
106
in the world. She could be facing a demonic horde or a single adversary and she looks
upon them with the same sultry defiance. Her movements have an exaggerated quality
designed to excite, entice or otherwise distract her opponent. For the duration of the
combat she allows her sexuality to empower her fighting. Compare her appearance to
her opponent’s temperance, add the difference as an internal bonus to the her Martial
Arts attacks and defense. This bonus cannot exceed +3 and counts as dice added by
charms. This form offers no advantage against a character with a Temperance of 4 or
higher or against automaton’s or creatures without will of their own (and therefore
cannot be enticed).
Source: JiveX
107
the rest of the scene. This soak is not without cost, this charm can only be activated
while the character is dressed in little, or no clothes, and the martial artist cannot
spend more motes on this charm than her (Appearance).
Source: JiveX
108
Jaw Dropping Revelation
Cost: 4m; Mins: Essence 2, Red-Handed Courtesan 4; Type: Reflexive (step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Grasping Yoni Prana
The martial artist activates this Charm when an opponent attempts to strike at
her from close range, doing so causes her to accidentally bare a glimpse of forbidden
flesh to her opponent at a critical moment. This titillating glimpse utterly disrupts
the attacker’s concentration. Activating this charm, the martial artist makes a coun-
terattack, with an (Appearance + Martial Arts) roll against the targets DMDV. If the
attack succeeds, the target is literally stunned off balance and knocked prone. The
target applies the benefits and drawbacks of relative appearance to his DMDV as
usual, and may also spend 1wp to steele himself against the martial artist’s lascivious
distraction, negating the knockdown effect. If the Martial Artist a successful use of
this counterattack, on her next action, with a clinch attack (while the character is
still prone) she adds an additional dice to her clinch roll.
Source: JiveX
109
Source: JiveX
Bliss-too-Soon Infliction
Cost: 3m 1wp; Mins: Essence 3, Red-Handed Courtesan 5; Type: Supplemental
Keywords: Combo-OK, Obvious, Crippling, Stackable
Duration: Instant
Prerequisites: Questing Finger Distraction
The touch of an experienced Courtesan is a dangerous thing indeed, for their
able hands can drive even the unwilling to
pleasurable distraction. Such talent, which is often valued in
their professional lives, can be decidedly inconvenient to an
opponent on the battlefield. Should an attack supplemented
by this Charm inflict post-soak damage greater than the targets
Temperance, the target is overwhelmed by orgasmic release.
This renders them Inactive until the tick on which they would
have taken their next action, at which point they must re-roll
join battle. Until this time their character can do nothing but
pant as their mind struggles to recover from the blissful ecstasy
they just experienced. Essence-users may spend one Willpower,
reflexively, to shake off the effect, but continue to suffer 1 point of fatigue penalty.
This penalty persists until the end of the scene and multiple invocations of this
charm stack the fatigue penalty.
Source: JiveX
110
magical crippling effect, provided that his opponents essence is less than her own.
Source: JiveX
111
these odds. This charm seeks to balance these odds, if only slightly. The martial
artist mediates and centers himself for six ticks and spends the required essence, then
this charm becomes active, adding the Cock-Blockers Valor score to his Martial arts
rating for the duration of the scene. Furthermore, for the duration of the scene the
character will never fail a valor check.
Source: JiveX
112
Source: JiveX
113
This brilliant aura replaces the soft glow of the Form charm (if it was active) and
causes the Martial Artist to instantly fail all stealth checks. Furthermore people find
his righteous radiance intolerable and hard on the eyes and he suffers a penalty of
(essence) to all social roles he takes while this charm is active. On the other hand
attackers have difficulty looking at him and this impairs their aim, inflicting a -1
penalty against all sight based attacks directed at the Cock-Blocker for the charms
duration. The Martial artists essence harmonizes with this newfound dedication to her
ideals and he gains a dice pool equal to half their Martial Arts or Essence (whichever
is higher) rounded up which she may apply to any single action he takes. This pool
may not be split, but refreshes each time their DV refreshes for the duration of the
charm. These dice may be added to a DV calculation or they may augment a specific
roll. The can not do both at the same time. Also, They may not be added to the
damage roll. If they augment an attack that is part of a flurry, they augment only
that attack, not the all the attacks in the flurry.
Source: JiveX
114
Duration: Instant
Prerequisites:
To the user, the world appears to slow down- so much so that the Essence
of Creation is visible as Cherry Blossoms. When dodging an attack, add the Users
Essence again to the Dodge DV formula before dividing it by 2.
Source: DTemplar5
115
Crimson Wave Motion Fist
Cost: 5m 1WP 1hl; Mins: Essence 3, Salt Pentagram 5; Type: Simple (Speed
6/DV -2)
Keywords: Obvious
Duration: Instant
Prerequisites:
By focusing Essence into a single point, the user can force out a crimson bolt of
pure Essence. This attack deals lethal damage, and has a base damage of Charisma
+ Essence, and you gain bonus dice equal to your Essence to hit. This can hit dema-
terialized spirits, and has a range of Essence x 10 yards.pc1=Striking the Corrupted
Taint
pc2=Above the Sun and Moon Attack
pc3=Smashing Looks Kata
Source: DTemplar5
116
Full-Stroked Ramming Kick
Cost: 4m; Mins: Essence 2, Seafaring Hero 4; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisites: Seafaring Hero Form
Like a ramming ship, the martial artist accelerates himself to flank speed and
launches himself at his opponent. Sailing through the air the martial artist’s kick
lands with devastating power, or severely overshoots should he miss.Source Scroll of
the Monk, p. 60.
Source: Scroll of the Monk
Wave-Riding Navy-Breaker
Cost: 3m; Mins: Essence 2, Seafaring Hero 4; Type: Simple (Speed 3)
Keywords: Combo-Basic, Stackable
Duration: Until next action
Prerequisites: Seafaring Hero Form
Just as a ship rides a wave to gain momentum and speed, the martial artist
channel’s his power towards a tremendously powerful attack. Each activation of this
charm permits a stackable charge to empower the next attack, which must come
immediately after this charm, unless it is activated again within certain limits.Source
Scroll of the Monk, p. 60.
Source: Scroll of the Monk
Sail-Furling Invulnerability
Cost: 3m, 1wp; Mins: Essence 3, Seafaring Hero 5; Type: Reflexive (Step 2)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Full-Stroked Ramming Kick, Wave-Riding Navy-Breaker, Terrible
Sail-Rending Assault
Lowering its sails in the same way a ship would ride out a storm. The martial
artist avoids any chance of being hit by mundane ranged attacks, and offers limited
benefits to defense against other forms of attack.Source Scroll of the Monk, p. 61.
Source: Scroll of the Monk
Doldrums-Induced Tempo
Cost: 3m; Mins: Essence 1, Seafaring Hero 3; Type: Supplemental
Keywords: Combo-OK
117
Duration: Instant
Prerequisites:
Calm seas and no wind can eventually unsettle even experienced sailors; driv-
ing them mad. The martial artist moves in unexpected ways throwing off the oppo-
nent’s defense to an attack; should the attack land, the unsettled defense lingers for
a time.Source Scroll of the Monk, p. 59.
Source: Scroll of the Monk
118
A Dozen Hawks Descend
Cost: 10m, 1wp; Mins: Essence 3, Seven-Feathered God-Hero 5; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Seven-Hued Parrot’s Feathers Defense, Fluttering Hummingbird
Stance
The seventh, and final, lesson of the Seven-Feathered God-Hero is that ten
effective plans of action spaced over the course of ten days are a good thing, but
ten effective course of action taken simultaneously are a greater thing. Seven potent
sword strokes over the course of a minute are a good thing, but how much better
when they take all of five seconds?
This charm is a flurry of unarmed martial arts attacks. Each attack suffers a
penalty equal to its place in the flurry, rather than normal flurry penalties. Unlike
most Extra Action charms, the flurry causes normal DV penalties. Finally, the flurry
may consist of up to seven attacks, but each attack must be made with a separate
weapon.
Source: Somnolent Layabout
119
martial artist treats all form weapons for this style as having an Accuracy (Essence)
higher than they otherwise would, but also treat them as having a Rate of 1, which
cannot be increased by any effect. In addition, the first time in the scene that he rolls
a given (Attribute + Ability) pool, he may spend two motes to add (Essence) bonus
dice to that pool. For example, if the character is having trouble with a foe’s high
accuracy pools, and makes a (Wits + Martial Arts) roll to scoop up a bit of sand with
the flat of her blade and fling it into her opponent’s eyes, she may pay two motes to
add her (Essence) to the roll, unless she has done this before in the same scene.
Source: Somnolent Layabout
120
Cost: 5m (+1wp); Mins: Essence 2, Seven-Feathered God-Hero 3; Type: Re-
flexive (Step 1, or Step 2)
Keywords: Combo-OK, Obvious
Duration: One Action, or Varies
Prerequisites: Talons at the Ready
The second lesson of the Seven-Feathered God-Hero is that a general with
a thousand stratagems, or an archer with a hundred arrows, or a Exalt with ten
daiklaves, is no better off than one who has but a single tactic, shaft or blade, if he
cannot bring these things to bear in his current situation.
As long as this charm is active, the Martial Artist moves with preternatural speed
when drawing his blades, and may reflexively ready any form weapons he has on his
person, and may just as easily return those blades to their sheaths.
This charm normally lasts one action, but if the Seven-Feathered God-Hero Form
is active when the charm is activated, the charm’s duration may be extended to last
as long as the form is active.
Source: Somnolent Layabout
121
Harrier Draws Blood
Cost: 3m; Mins: Essence 2, Shadow Hunter 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Lion Among Grass Technique, Wolves Slay Yeddim Method
This Charm makes unexpected attacks due to the target being surrounded more
deadly. See the full text of the Charm for details.Source Debris from the Fallen Races,
p. 12.
Source: Debris from the Fallen Races
122
from the Fallen Races, pp. 12-13.
Source: Debris from the Fallen Races
Forceful Imposition
Cost: 2m; Mins: Essence 2, Shield Maiden 3; Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites:
An aggressive defence creates opportunities that would otherwise not show
themselves. The user meets the incoming attack with her shield, slamming it hard
against the weapon. Any time the user fully parries an incoming attack she may
attempt to disarm the parried weapon with her form weapon as a Counterattack.
The shield gains the D tag (”’Exalted 2e”’, p.373) for the purposes of this at-
tack.pc1=Strength in Readiness Approach
pc2=Shield Bash Attack
Source: Weimann
123
Shield Maiden Form
Cost: 7m; Mins: Essence 2, Shield Maiden 4; Type: Simple
Keywords: Combo-Basic, Form-Type
Duration: One scene
Prerequisites:
Sinking into an aggressive, challenging stance, the Maiden is eager for battle
and her movements are trained and reflexive. This Charm adds (Essence) dice to any
(Wits+Awareness) roll to notice unexpected attacks, provided they are otherwise
blockable. Additionally, her form weapon gain Rate +1. Lastly, activating Strength
In Readiness Approach while the this Charm is active causes its Duration to increase
to Indefinite, and the Stun effect from Shield Bash Attack lasts for (Essence+1)/2
actions, rounded up, instead of one.pc1=Forceful Imposition
Source: Weimann
Vengeful Imposition
Cost: - (+1wp); Mins: Essence 3, Shield Maiden 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites:
Those who do not pay sufficient attention to their guard will suffer the con-
sequences. Whenever the Maiden fully parries an attack which suffers from Stun
penalties, she may pay a +1wp surcharge when activating Forceful Imposition. Pro-
vided the Maiden carries a weapon that she may wield with Martial Arts in her other
hand, she may make a normal Counterattack with that weapon instead.pc1=Flying
Retribution Strike
Source: Weimann
124
supplements a flurry in which the Maiden performs all her available attacks which
she can make as Martial Arts attacks (but it may also contain other actions if she
wishes). Every time one of her attacks deal damage to an opponent, she may heal
a single bashing health level, or degrade a lethal or aggravated health level to the
step below. If she wishes, she may trade three bashing health levels for a point of
Willpower instead.
This reinvigorating rush does not come without its price. On top of the normal
DV penalty, the Maiden is also denied the Defense bonus from all her weapons until
her DV refreshes.
pc1=Vengeful Imposition
Source: Weimann
125
Yaegaki (8-Fold Fences)
Cost: 4m; Mins: Essence 2, Shinmei Muso Ryu Shoden 4; Type: Simple (speed
5)
Keywords: Concentration, Obvious
Duration: 5 ticks
Prerequisites: Ryozume (Blocked on Both Sides)
The user extends their awareness into their anima and their anima flares with
essence. The threat of blades that passes through the anima sensory field generates
a reflexive action to parry any intent of harm. When the awareness of the user is
extended they cannot take any action until the 5 ticks have elapsed. PDV cannot be
dropped in any way during the 5 ticks. This does not stop unblockable attacks.
Source: Rethissunstar
Yukichigai (Re-direction)
Cost: 2m; Mins: Essence 2, Shinmei Muso Ryu Shoden 4; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Ukenagashi (Block and Flow)
As the a blow can be received by the sword, so can the sword be used to direct
that force somewhere else. If an attack is successfully parried the exalt may use this
charm to cause the attack to hit another opponent. This re-direction has no effect on
magically enhanced attacks.
Source: Rethissunstar
126
Shihoto Sono Ichi (All-Direction Cut Variation 1)
Cost: 2m per Target; Mins: Essence 2, Shinmei Muso Ryu Shoden 4; Type:
Extra-Action
Keywords: Obvious
Duration: Instant
Prerequisites: Shinmei Muso Ryu Shoden Form (Entry Transmission Form)
The Exalt makes a wide arc attack channelling Essence through their body and
blade adding momentum to the strike and sharpness to the sword. Upon a successful
initial attack the damage is rolled plus a number of automatic successes equal to
the Users Permanent Essence. If the target is taken to incapacitated then the strike
continues (if the target is not the attack stops). The next target engaged in combat
with the Exalt receives an attack with the successes of the initial attack minus the
Permanent essence of the previous target. The User of this Charm cannot nominate
more targets than their permanent Essence.
Source: Rethissunstar
127
Not all who stand against the Exalt are deserving of the just execution of the
Anathema. Some are merely misguided, and deserve a lesser punishment so they may
live to see the error of their ways.
This charm spreads the concentrated energy of an Elemental Bolt Attack across
the character’s entire body, producing a powerful blast that can easily knock down
and disorient an opponent. The lethal damage of the attack is replace with an equal
amount of bashing damage, which will not transform to lethal damage regardless of the
levels inflicted. Furthermore, if the attack hits the victim must check for knockback
at a difficulty equal to the Exalt’s Martial Arts or be flung backwards (Martial Arts
x 2) yards. He must also roll (Stamina+Resistance) at the same difficulty to avoid
being stunned. If the latter roll botches, the blast’s concussive force renders him
Inactive until his next action.
Source: Thundaka
128
turn putting out the fire. Any wooden objects on the character’s person are consumed
by the flames.
*”Water”: The target’s lungs are saturated in seawater for the next three actions,
making it difficult to breathe. She must succeed at a difficulty 3 (Stamina+Resistance)
roll each turn, lest she lose her action. If any of the rolls fail, she also suffers a single
level of unsoakable bashing damage due to suffocation.
*”Wood”: The Exalt distills her Essence into a lethal poison with the following
statistics: Damage 3L/action, Toxicity 4, Tolerance -/-, Penalty 3. This penalty
does not stack with the normal 1 penalty, though that penalty persists even after the
poison has stopped dealing damage.
If used to enhance a Cooperative bolt, each invocation enhances only the elemental
effect corresponding to the invoker’s Aspect. Multiple characters may invoke the
charm to strengthen multiple elemental effects, though not to further enhance any
single effect.
Source: Thundaka
129
him. Even if she does not cancel all successes, she may apply her Dodge DV against
the attack’s reduced successes (subject to the usual 1 DV penalty for performing a
counterattack).
This charm may also be used to deflect a hand-to-hand attack. Rather than dealing
damage to her opponent, the blast knocks the weapon out of his hand. If the Exalt’s
successes exceed her opponent’s, the attacker must successfully roll (Wits+attack
Ability) at a difficulty equal to her net successes or be immediately disarmed.
This charm may only be used while Sigh of the Dragons Form is in effect, as it
depends upon the ability to wield Elemental Bolt Attack reflexively. For obvious
reasons, it cannot be used cooperatively.
Source: Thundaka
130
Source: Thundaka
131
in a tight embrace to prevent rivals from interfering. Mimicking this principle of the
reef, the martial artist binds his net to his target, making escape more difficult.
Activating this Charm supplements an attempt to ensnare a target in a net. If the
attack is successful, the base difficult to escape the net is the martial artists (Essence),
which does not decrease for the duration of the charm. Each unsuccessful attempt
imposes a -1 external penalty on the targets next attempt.
Source: Reminiscent Oasis
132
this does not restore consciousness. Multiple doses stack, but once the last dose has
run its duration, all the hypothetical? damage disappears. Magical effects that heal
levels of damage do not help, but those that remove poisons do.
Source: Reminiscent Oasis
Hull-Breaching Atemi
Cost: 3m; Mins: Essence 3, Silent Reef 5; Type: Supplemental
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Coral Body Meditation
Many mortal fleets have been sunk, not in a fury of naval combat, but by the
unseen presence of the reef. No matter how well protected the vessel is from attacks, it
still risks damage merely by sailing into hazardous waters. This Charm supplements
an unarmed attack against an armored opponent. So long as the attack inflicts a level
of lethal damage, the martial artist also tears his targets armor, ripping long gashes
in it and undermining its effectiveness in combat. Until it can be repaired, the armor
suffers a cumulative -1L/-1B Soak. Such repairs require a successful (Intelligence +
Craft Fire) roll, with a base difficulty of (martial artists Essence + total accumulated
penalty imposed by this Charm). Each repair roll takes an hour and requires the
appropriate facilities. This Charm has no effect on armor infused with Essence or
made from one of the magical materials.
Source: Reminiscent Oasis
133
Prerequisites: Coral Body Meditation
If a vessel is fortunate, their ship will not be torn apart by colliding with a reef,
but merely run aground in its shallows. While this does no immediate harm, it does
expose the ship to attacks and renders it useless in combat until it can be freed from
the reef. If the martial artist successfully parries a hand-to-hand attack, he may make
an unarmed counter-attack with his full martial artist dice pool.
Source: Reminiscent Oasis
134
+3L to the raw damage.
Source: Upaatk
Purity of Courage
Cost: 2 motes; Mins: Essence 2, Silver Kshatriya 2; Type: Reflexive
Keywords: Combo-OK, Holy
Duration: Instant/Until next action
Prerequisites: Cleansing Thunder Strike
This art was formed around the principles of courage and honor in ways that
surpass mere mortal understanding to that of the ever-enduring adaptability of Luna.
This charm allows them to tap into that courage and surpass their own limitations
for a moment of communion with that understanding. For one action, the martial
artist can ignore all internal penalties from fear or exhaustion. When fighting against
creatures of the Underworld or Wyld this charm’s effect lasts until their next action.
Source: Upaatk
135
Righteous Echo Roar
Cost: 4 motes; Mins: Essence 2, Silver Kshatriya 4; Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisites: Silver Kshatriya Form
As thunder can echo across the sky even far from where it first roared so to can
a warrior’s might be known for a blow that echos across the battlefield. The Silver
Kshatriya using this charm makes an attack that does piercing damage against their
foe or negates armor entirely aginst creatures of the Underworld or the Wyld.
Source: Upaatk
Purity of Honor
Cost: 1+ motes, 1 willpower; Mins: Essence 3, Silver Kshatriya 4; Type: Simple
Keywords: Combo-Basic, Holy, Stackable
Duration: One scene
Prerequisites: Silver Kshatriya Form
This art was formed around the principles of courage and honor in ways that
surpass mere mortal understanding to that of the ever-enduring adaptability of Luna.
This charm allows them to tap into that honor and surpass their own limitations as an
act of communion with that understanding. Each mote spent on this Charm negates
one point of penalties caused by pain or disability of the body, such as wound penalties
or Crippling effects, for the remainder of the scene. When fighting against creatures
of the Underworld or Wyld each mote reduces the penalties by two. This Charm
does not negate penalties brought on by factors such as environmental penalties to
mobility or visibility.
Source: Upaatk
136
Tumbling Down the Rabbit Hole
Cost: 3m; Mins: Essence 1, Silver Pentagram 4; Type: Simple (Speed 3/DV -2)
Keywords: None
Duration: Instant
Prerequisites:
With quick movements and grace, the user can traverse terrain normally difficult
for others on a battlefield. You effectively take a dash action, but if dealing with
difficult terrain, you have bonus successes equal to your Essence. This counts towards
use with any Excellencies for Athletics.pc1=Lighter Essence Dodge
Source: DTemplar5
Fist of Fury
Cost: 1m/-1 penalty; Mins: Essence 2, Silver Pentagram 5; Type: Supplemental
Keywords: Obvious
Duration: Instant
Prerequisites: Silver Pentagram Form
Like a tornado, you attack like a whirlwind. You may reduce the flurry penalty
by spending 1 mote per -1, to a maximum of your Essence.
Source: DTemplar5
137
Prerequisites:
A user of this charm moves faster than normal, with Essence springing her every
step, allowing her to manuver faster around opponents. The effective movement per
tick is now Dexterity + Essence yards.pc1=Lighter Essence Dodge
Source: DTemplar5
138
Duration: One Flurry
Prerequisites: Six-Fisted Cock Puncher Form
A fight cannot always be ended in one blow, but it should always be ended
swiftly at any cost. When this charm is activated the martial artist becomes a blur of
orange destruction. If the form-type charm for this style is active then the phantom
limbs swing wildly at the opponent. Blows rain down on her foe seemingly without
end. This charm can supplement a flurry in which the martial artist makes only
Martial Arts attacks. Its Speed drops by one (to a minimum of 3), her Rate increases
by one, and all unarmed blows do lethal damage.
Source: JiveX
139
Radiant Sucker Punch Method
Cost: 3m+; Mins: Essence 2, Six-Fisted Cockpuncher 3; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Furious Loin-Smiting Approach
Appearing, if not calm, then certainly non-violent the martial artist gives every
impression that violence is the last thing on her mind. Those around her are put
at ease and convinced that she is not physical threat. One can only imagine their
surprise when the character, who is so completely not a threat, suddenly make an
attack. When this charm is active she does not suffer the normal penalties to make
a surprise attack in plain view. By expending an additional mote she may add one
dice to all rolls for the purpose of establishing (or re-establishing) surprise. She may
not spend more dice than her Essence rating. The Martial Artists demeanor is so
disarming indeed that he can even use this charm to re-establish surprise in combat
(under circumstances where she normally couldnt.)
Source: JiveX
140
vague outlines of four extra limbs which weave through the air in a sort of visual
harmony with his real arms. These extra arms are ethereal phantasms, incapable of
interacting with matter. They do serve as a potent distraction to anyone able to see
them. The false arms draw the attention of characters who attack the martial artist,
causing them a. -2 DV penalty against the Cockpuncher. Spending 1wp negates this
penalty, allowing an opponent to ignore the illusory arms for one scene. On the other
hand this display makes all attempts at non-magical stealth automatically fail. At
will the martial artist may reflexively spend one mote to suppress the orange essence
flare, and the benefits and drawbacks they bring with them, but they cannot be
made to re-appear without re-activating the Form. Furthermore, the furious essence
surging through his body, hardens his body and mind for battle. For the Duration of
the scene, he may substitute his Conviction for his Valor, and adds 1 to the accuracy
and damage of his unarmed martial arts attack. Further, he may now parry lethal
and ranged attack barehanded.
Source: JiveX
141
one level of damage, then her twisting has crippled him. The degree to which the
character is crippled depends how much damage the martial artist inflicts, but the
effected body part is always the groin. With one level of damage, she may crush the
area. Inflicting long-term damage. Two successes mangles the region and sterilizes
the victim. At three-success she crushes her foes pelvis. This sort of damage causes -2
(or in some cases maybe greater) penalty to appropriate abilities (could be athletics,
or awareness due to pain) how this penalty manifests is up to the player (storytellers
discretion pending). The player may opt to do less crippling damage than he rolls.
Females characters cannot be sterilized by this technique.
Source: JiveX
Safety-To-Danger Understanding
Cost: 4m; Mins: Essence 2, Steamburst Rivet 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisites: Pressure-Building Technique
When all is well, a pipe with many rivets is good, indicating a solid piece of work
that will give little trouble. When the lights flash and the klaxons wail, however, those
bolts that once promised safety become a terrible danger, steam hissing from between
their seams as they rattle and shake. While this Charm is active, the practitioner
suffers no off-hand penalties, and he reduces all multiple action dice penalties afflicting
142
him by the number of form weapons he is wielding, to a maximum reduction of -3.
Source: Revlid
Rivet-And-Rupture Prana
Cost: 2m (+1wp); Mins: Essence 3, Steamburst Rivet 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Action
Prerequisites: Cautious Alarum Approach
Quite aside from the violence of a pressure-burst rivet and the crews who service
them, the martial artist learns to mimic the rivet itself, anchored thickly into a pipe
no matter the angle... but ready to explode outwards once the pressure becomes
too great. For the rest of the action, the martial artist may walk or run along any
surface that would be capable of bearing his weight if it were beneath him, including
walls and ceilings, moving a maximum of (Martial Artist) yards per tick along its
surface. He treats whatever surface he is standing on as the floor in all respects,
allowing all manner of improbable acrobatics, such as somersaulting off of a wall to
land on the ceiling. This Charm may be activated at the peak of a jump, explicitly
allowing a martial artist to jump up onto another surface and activate it, clinging
to it with impossible ease.If the martial artist does not take a Move, Dash or Jump
action after activating this Charm, then its duration is extended for a further action,
at no additional cost, continuing until the martial artist either moves or the scene
ends. If this Charm has been active for more than one action, the martial artist may
pay one point of temporary Willpower when finally moving off (with any action) to
increase the maximum distance of the movement by (Martial Arts x2) yards. This is
not a Charm usage.
Source: Revlid
143
takes is one, unforeseeable incident to end his life. This Charm supplements any one
unarmed attack, making it unexpected unless the target rolls (Perception+Awareness)
at a difficulty of the attacker’s (Martial Arts). If the attack is unexpected (whether
due to the effects of this Charm or otherwise) then it gains the Piercing tag. If
this Charm was used to supplement an attack whose target was altered by Violent
Ricochet Strike, the target suffers a -1 external penalty to their roll to detect the
attack.
Source: Revlid
Pressure-Building Technique
Cost: 2m; Mins: Essence 1, Steamburst Rivet 3; Type: Supplemental
144
Keywords: Combo-OK
Duration: One Action
Prerequisites: Desperate Navigation Dash
As pressure builds, the dials move into red, and the foreman slowly raises his
hand in readiness. In wartime, the results of a potential overflow are turned toward
horrible scalding traps in the hands of a martial artist, the principle of built-up
pressure is more directly deadly. This Charm supplements a single Aim action. Pro-
vided that the attack the action enhances is unarmed, the martial artist adds two
dice to the raw damage of the attack per tick spent aiming, to maximum of (Martial
Arts+Essence) additional damage dice.
Source: Revlid
145
Source: Revlid
146
Keywords: Obvious, Counterattack
Duration: Instant
Prerequisites: Focused on the Mountain, Entropy Doesn’t Wear the Rock Down,
Earth Retribution
When the knife hits the rock, it chips and shatters and bones will break on the
person when hitting the user. When the user is hit, the attack is immediately rolled
back, but at the users normal unarmed attack pool, but the opponent’s damage pool.
This works regardless if all the damage was soaked or not.
Source: DTemplar5
Earth Retribution
Cost: 1m per die 1WP; Mins: Essence 2, Stone Pentagram 5; Type: Simple
Keywords: Obvious
Duration: (Martial Arts rating) actions
Prerequisites: Stone Pentagram Form
When hit, the Earth doesnt move. Unfortunately for the enemies of the user,
the user hits back. You can add a number of dice equal to the ammount of damage
you have taken. For example, if you have suffered 3 HLs, you can add 3 die to pre-soak
damage.
Source: DTemplar5
147
The martial artist catches her opponents off-guard by masking her aggressive
intent in joyous dance. The character must already be engaging in dance to acti-
vate this Charm. When she does so, she adds a number of successes equal to her
Performance to her Join Battle roll.
source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/03/ink-
monkeys-vol-25-swaying-grass-dance-style.aspx Ink Monkeys, Vol. 25
Source: Ink Monkeys
148
The character feints high then scythes her leg up from below with no warning.
So convincing is her feint that the opponent is absolutely convinced the next strike
will come in from above. The character makes an unarmed Martial Arts attack.
If the character’s successes on the attack roll exceed the target’s Dodge MDV, the
attack is unexpected. If the character is standing in tall grass or shallow water, or the
terrain otherwise obscures her legs and feet from view, add two bonus successes to
the attack. This Charms unnatural mental influence costs one point of Willpower to
resist. Targets become immune to this Charm for the rest of the scene after spending
three points of Willpower.
source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/03/ink-
monkeys-vol-25-swaying-grass-dance-style.aspx Ink Monkeys, Vol. 25
Source: Ink Monkeys
149
Duration: Until broken
Prerequisites: Inescapable Tumbleweed Prana
The character imposes her rhythm upon another, taking control of the battle.
This Charm begins with a low, sudden leg sweep. The character makes an unarmed
Martial Arts attack. Resolve this attack normally; if the attack strikes the target, they
suffer automatic knockdown. Thereafter the martial artist shuffles about her downed
foe, confusing him and buffeting him to the ground with her legs should he try to
escape. So long as the martial artist remains within unarmed attacking range of her
prone target, all the target’s attempts to rise from prone provoke a reflexive contested
Dexterity + Martial Arts roll. If the target wins, he rises from prone successfully. If
the Grass Dancer wins or ties, the target remains prone. Grass Reaping Posture lasts
until the martial artist moves out of range or until the target successfully rises from
prone.
source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/03/ink-
monkeys-vol-25-swaying-grass-dance-style.aspx Ink Monkeys, Vol. 25
Source: Ink Monkeys
150
reach them. Inescapable Tumbleweed Prana will not allow the character to follow a
target who moves away by teleporting.
source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/03/ink-
monkeys-vol-25-swaying-grass-dance-style.aspx Ink Monkeys, Vol. 25
Source: Ink Monkeys
151
Lightning Claws Method
Cost: 2m; Mins: Essence 1, Ten Thousand Guardians 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Twin Dragon Stance
The martial artist and his allies suddenly change from nonchalant to combative
in a fraction of a second, instantly initiating hostilities. This Charm may be used after
a surprise attack, but only one that initiates combat and causes a Join Battle roll.
This Charm adds one automatic success per ally activating this Charm to the martial
artists join battle roll, and allows the martial artist to use the highest Join Battle
score of any of her allies who used this Charm. The maximum number of automatic
successes any one character can gain from this Charm is equal to his Martial Arts.
For example, one martial artist using this Charm alone is not much of a threat;
he simply would add one success to his Join Battle, after all. However, two martial
artists using this charm to enhance their Join Battles together would each add two
automatic successes to their Join Battles, and would each be able to choose which
Join Battle roll they would each like to use. Three characters would be able to add
+3 successes and would each be able to use the highest of the three individuals Join
battle rolls.
Source: Apocalycious
152
making the target of this charm defend better, it does not count toward the normal
dice-adder limit for the character being defended.
Multiple martial artists may use this Charm to aid a single character against any
given attack, but a person cannot benefit from more applications of this charm than
their own Essence, so an essence 3 combatant could only benefit from 3 uses of this
charm on them for a given attack.
This Charm cannot be used to enhance a characters own DV against an attack,
and the martial artist cannot spend more essence on this Charm than his permanent
Essence score.
However, the spirit of this Charm grants it more power when it is used to defend
those who have not stained their hands with combat. If this Charm is used to guard
an innocent, defined as someone who has no weapons drawn and who has made no
attacks since the initial Join Battle actions were made, the bonus granted by this
Charm increases to 2 dice per mote and the maximum amount of essence the martial
artist can spend is increased by 50 percent, rounded up. Additionally, an innocent
bystander can be defended by a number of equal to twice their essence instead of their
essence.
Source: Apocalycious
153
Raking Talons Find Purchase
Cost: 1m or 3m+1wp; Mins: Essence 3, Ten Thousand Guardians 4; Type:
Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Ten Thousand Guardians Form
The martial artists weapon or hand strikes strong and true, rending its way
through the armored carapace of his foes. This Charm causes a single martial arts
attack to deal lethal damage, if it would normally deal Bashing damage, and the
attack can entirely bypass hardness.
However, many claws tear more effectively than one. If the martial artist and
another practitioner who are making a coordinated attack through the use of Ten
Thousand Guardians Form both use this charm, they can pay an additional 2m+1wp
to give their attack the Piercing quality as well.
Source: Apocalycious
Drowning Embrace
Cost: 1m, 1wp; Mins: Essence 3, Terrestrial Hero 4; Type: Simple
Keywords: Combo-OK
Duration: Varies
Prerequisites: Terrestrial Hero Form
This Charm augments a cinch attack, allowing the Dragon-Blooded to choke
her opponent out. See the full text of the Charm for details.Source Manual of Exalted
154
Power: Dragon-Blooded, pp. 192-193.
Source: Manual of Exalted Power: Dragon-Blooded
Riptide Method
Cost: 1m per attack; Mins: Essence 2, Terrestrial Hero 4; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Terrestrial Hero Form
This Charm allows the martial artist to grapple more foes than he would
normally be allowed. See the full text of the Charm for details.Source Manual of
Exalted Power: Dragon-Blooded, p. 192.
Source: Manual of Exalted Power: Dragon-Blooded
155
Source: Manual of Exalted Power: Dragon-Blooded
156
un-Exalted opponents. See the full text of the Charm for details.Source Manual of
Exalted Power: Dragon-Blooded, p. 193.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Crip-
pling, Leader
Source: Manual of Exalted Power: Dragon-Blooded
Falling-Without-Fear Assault
Cost: 2m, 1wp; Mins: Essence 2, Terrible Ascent-Driven Beast 4; Type: Sup-
plemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Terrible Ascent-Driven Beast Form
The character falls from a great height, dealing extra damage if he attacks but
taking none himself.Source The Imperfect Lotus, pp. 12.
Source: The Imperfect Lotus
Held-Without-Hands Perfection
Cost: ; Mins: Essence 3, Terrible Ascent-Driven Beast 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Boulder-of-Intentions Rush Attack, Walking-on-the-Dragon Life
Defense, Falling-Without-Fear Assault
This charm gives the character greater freedom when activating its prerequi-
sites, using them while grappling. It cannot be learned alongside Beyond-the-Idol
Perfection.Source The Imperfect Lotus, pp. 12.
157
Source: The Imperfect Lotus
Stand-Without-Strength Intensity
Cost: 1m/d; Mins: Essence 1, Terrible Ascent-Driven Beast 2; Type: Reflexive
(Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm helps the character resist knockdown and knockback.Source The
Imperfect Lotus, p. 11.
Source: The Imperfect Lotus
Muscle-Without-Bone Relaxation
Cost: 1m/d; Mins: Essence 1, Terrible Ascent-Driven Beast 2; Type: Supple-
mental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm improves the character’s clinching damage.Source The Imperfect
Lotus, p. 11.
Source: The Imperfect Lotus
Beyond-the-Idol Perfection
Cost: -; Mins: Essence 3, Terrible Ascent-Driven Beast 5; Type: Permanent
Keywords:
Duration: Instant
Prerequisites: Boulder-of-Intentions Rush Attack, Walking-on-the-Dragon Life
Defense, Falling-Without-Fear Assault
This charm gives the character greater freedom when activating its prerequisites,
using them while moving any direction. It cannot be learned alongside Charms:Held-
Without-Hands Perfection.Source The Imperfect Lotus, p. 12.
Source: The Imperfect Lotus
158
Keywords: Combo-OK
Duration: Instant
Prerequisites: The Path of the Arbiter Form
This Charm allows the character to break normal Willpower expenditure lim-
its.Source The Imperfect Lotus, pp. 8.
Source: The Imperfect Lotus
Meditation on Judgment
Cost: 2m, 2wp, 1ahl; Mins: Essence 3, The Path of the Arbiter 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Until discharged
Prerequisites: Forging the Soul-Born Sword, Forging the Armor of Integrity,
Forging the Bond of Fellowship
The user offers a choice: surrender, or face the wrath of his weapon.Source The
Imperfect Lotus, p. 10.
Source: The Imperfect Lotus
159
Forging the Bond of Fellowship
Cost: ; Mins: Essence 3, The Path of the Arbiter 5; Type: Permanent, affects
Form
Keywords: None
Duration: Permanent
Prerequisites: Study of Deepest Devotion, Secret of Bright-Burning Passion
The character calls a spritually bonded mount for the character.Source The
Imperfect Lotus, p. 9.
Source: The Imperfect Lotus
String-Plucking Claws
Cost: 3m; Mins: Essence 2, Three String Sword 3; Type: Reflexive (Step 1 or
2)
Keywords: Combo-OK
Duration: One Action
Prerequisites:
Street performers that play stringed instruments sometimes grow long, sharp
fingernails that they use as picks. No one ever suspects that these nails might be used
as weapons. This Charm hardens the user’s fingernails into claws, growing them out
160
to an inch long if they are not that long already. The user’s fists do lethal damage
and can parry lethal unarmed until his next action.
Source: Stratego
161
Prerequisites: Three String Sword Form
Street performers are ubiquitous, harmless, and want to be given money; no
one really pays them attention. The Street Performer draws on this truth and seems
to fade away, leaving only his music. Roll (Manipulation + Martial Arts). Listeners
whose MDVs are less than the successes rolled lose track of the Street Performer,
aware only that someone is playing a stringed instrument nearby. This is an unnatural
mental influence and an Illusion effect that costs one willpower to resist for a scene.
In combat, this counts as reestablishing surprise. This Charm may only be used while
playing a stringed instrument.
Source: Stratego
Crosswind Offense
Cost: 1 mote per penalty cancelled; Mins: Essence 1, Thrown 2; Type: Supple-
mental
Keywords:
Duration: Instant
Prerequisites: Seeking Throw Technique
This Charm lets the Terrestrial’s attack swing in a wide arc which bypasses
cover or shields.Source Aspect Book: Air, p. 73.
Source: Aspect Book: Air
162
Hillside Cleaving Attack
Cost: 3m, 1wp; Mins: Essence 3, Thundering Avalanche 4; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Thundering Avalanche Form
Just as the avalanche is unhindered by walls and barricades, so too is the martial
artists attacks unhindered by the armour of her targets. For what metal can stand
against one who channels the fury of a mountain?When invoked against non-magical
armour this charm costs 3m and gives the martial artists attacks the P tag. If she
already has the P tag then she ignores the armour completely. When used against
magical armour this charm also costs a willpower point in addition to the mote cost.
Source: Anathema
163
are filled with the strength of the mountain. Her every bounding step echoes with
thunderous joy at the destruction around her.The martial artist adds her permanent
Essence to her Strength and may substitute her Dexterity with her Strength when
calculating how fast she can move. Stealth while moving is impossible while this
charm is active as the martial artists thundering steps betray her presence.
Source: Anathema
164
Source: Anathema
Rabble-Clearing Maneuver
Cost: 2m per target; Mins: Essence 2, Transcendent Warrior 4; Type: Simple
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisites: Transcendent Warrior Form
Against a single student of the Exalted ways, a dozen or more soldiers may
be repelled. Against a squadron of them, an entire army falls. This Charm allows
the Transcendent Warrior to simultaneously attack as many opponents as he has
functional limbs. Each attack is made at the full Martial Arts dice pool for that limb,
though the martial artist still suffers the DV penalty for each attack seperately. If
the attack deals at least one die of post-soak damage, the defender must check for
knockback at a difficulty equal to the character’s Martial Arts. Should the defender
fail this roll, add the character’s Martial Arts in yards to the knockback distance.
Source: Thundaka
165
Light Touch of the Master
Cost: 2m; Mins: Essence 2, Transcendent Warrior 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Essence Understanding Technique
Armor is no obstacle to the great warriors of the Chosen, and those who follow
in their footsteps have a similar advantage. This charm allows a single unarmed
attack to deal Piercing damage, halving the soak and Hardness provided by armor.
Source: Thundaka
Harmony in Insight
Cost: 4m, 1wp; Mins: Essence 2, Transcendent Warrior 5; Type: Simple
Keywords: Stackable, Obvious
Duration: Instant
Prerequisites: Invisible Anima Concentration
Though individually each Transcendent Warrior is a force to be reckoned with,
they all know that their greatest asset is the synergy of powers that comes when
they combine forces. By pooling together their heaven-inspired talents to protect and
support each other, this Charm transforms them into something far greater than the
mere mortals they had been.
Harmony in Insight’s benefits apply only to warriors who know Transcendent War-
rior Form and either have activated the Charm themselves or are under the direct
command of someone who has. The invoker receives its benefits as well, but in all
cases the Charm must affect more than one person; no individual can invoke it more
than once per scene. For each invocation of the Charm a character benefits from,
add one to the character’s Valor (to a maximum of 5) and subtract one from any
wound or fatigue penalties. Any coordinated attack penalties are reduced by one per
invocation, as the character’s allies impede the enemy’s movements to protect him.
Finally, an affected unit may have its members parry for each other, applying their
DVs normally in place of any ally within normal movement range (though the attack
still hits the original target if the parry fails), and may each roll to detect a sneak
attack if the intended target fails his roll.
If employed in mass combat, each invocation of this charm increases the unit’s
effective Drill and Morale by one (to a maximum of 5) and reduces fatigue penalties
as previously described. Any units benefitting from this charm also add one to their
Might.
Source: Thundaka
166
Source: Thundaka
Heart-Stopping Blow
Cost: 3m; Mins: Essence 2, Transcendent Warrior 3; Type: Supplemental
Keywords: Combo-Basic, Crippling, Obvious, Stackable
Duration: (Martial Arts) actions
Prerequisites: Essence Understanding Technique
Properly initiated, even a wise mortal may draw on the power of the Exalted to
stun lesser beings with their divine glory. His fingertips glowing faintly with Essence,
the martial artist strikes a few well-chosen nerve clusters on the victim’s body to
overwhelm his senses. So long as the attack does at least one die of post-soak damage,
the victim suffers a 1 internal penalty to all actions. Multiple applications stack; if the
total penalty from Heart-Stopping Blow ever exceeds the victim’s (Stamina+Essence),
he is rendered Incapacitated until the Charm’s duration ends.
167
Source: Thundaka
Weapon-Wresting Method
Cost: 3m; Mins: Essence 1, Transcendent Warrior 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Essence Understanding Technique
Those who rely too heavily on their weapons are weaklings who do not deserve
to wield them. The martial artist activates this Charm in response to a hand-to-hand
attack. He may apply his unarmed Parry DV even if the attack deals lethal damage.
If the parry succeeds, the martial artist may make an immediate disarm attempt,
ignoring the normal penalty and adding his Martial Arts to the disarm dice pool.
If successful, the character twists the weapon out of his opponent’s hands and seizes
control of it. (He can only do this if he is actually wielding no weapons.) Alternatively,
the martial artist can use the attack’s momentum to hurl the weapon away, throwing
it a distance of (attacker’s successes+net successes on disarm roll) yards.
Source: Thundaka
168
Duration: Instant
Prerequisites: Volant Predator Form
Before striking, the kestrel hovers over its prey waiting for the most appropriate
moment to strike. This Charm supplements an Aim action as long as the martial
artist remains above his chosen target. The speed of the action is doubled, but every
two ticks spent aiming provides the martial artist with one automatic success on the
subsequent attack.
Source: Reminiscent Oasis
169
Source: Reminiscent Oasis
170
Duration: Instant
Prerequisites: Birdsong Over Blades, Alehouse Memory Stance
This Charm allows the martial artist to end his attack before it strikes. See the
full text of the Charm for details.Source Scroll of the Monk, p. 62.
Source: Scroll of the Monk
Blinded by Laughter
Cost: 2m; Mins: Essence 2, White Veil 5; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: White Veil Form
This Charm augments an unexpected attack, preventing anyone from noticing
it or retailiating against it. See the full text of the Charm for details.Source Scroll of
the Monk, p. 62.
Source: Scroll of the Monk
171
The Dragon Succumbs
Cost: 3m, 1wp; Mins: Essence 3, White Veil 5; Type: Simple (Speed 6)
Keywords: Combo-OK, Crippling
Duration: (Essence) actions
Prerequisites: Blinded by Laughter, The Dragon Dies in Bed, The Dragon Dies
Screaming
This Charm prevents the victim’s body to ignore any poisons and diseases in the
system, decimating the victim’s immune system and allowing the poison or disease
to run at full effect. See the full text of the Charm for details.Source Scroll of the
Monk, p. 63.
Source: Scroll of the Monk
172
Keywords: Combo-OK
Duration: Instant
Prerequisites: Wyld Sentinel Form
Creation is truth, The Monster is a lie. So then, it cannot resist Creation’s
demand. By grabbing this essential truth the Martial Artist can make an undodgeable
and unparryable perfect attack against a Shaped Fey that always hits with a threshold
of half the Martial Artist’s essence.
Source: Foweraker
173
See The Lie
Cost: 1+m; Mins: Essence 2, Wyld Sentinel 3; Type: Relexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: See The Monster
It is not only the Monsters that the Sentinel must contend with. This charm
reminds the user of creation and what is real to allow him to perceive the Monster’s
Lies. When confronted with a Glamour that permits glamour resistance the martial
artist can reflexively activate this charm to gain a bonus equal to the number of motes
spent, up to his martial arts score. Rather than simply seeing through glamours this
charm they are able to see the ghostly outline of the glamour, allowing them to better
deal with the results.
Source: Foweraker
174
Prerequisites:
One cannot destroy what controls your mind. This charm uses the weight of
creation to wash away the influence of The Fair Folk. When he activates this charm
the martial artist places his hands on a person they believe is under mental influence
of the Fair Folk. He rolls (Charisma+Martial Arts) against the difficulty of the Fair
Folk’s essence (of that of the highest essence if more than one has affected the target).
If he succeeds the target is freed of all mental influence of Fair Folk origin (but other
damage such as drained virtues are not restored).
Source: Foweraker
175