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War Charms

Archery

Careful Aim Method
Duration: Special
Type: Simple
Minimum Archery: 4
Description: The character spends time carefully marking a shot, before firing. The character may take a number of turns aiming up to their Perception + Archery rating, during which they may do nothing but aim. For every two turns they spend aiming, add one die to the Dexterity + Archery roll to attack. If the target moves significantly during this time, the Charm fails.

Atheltics

Burst of Speed Method
Duration: One Turn
Type: Simple
Minimum Athletics: 4
Description: The mortal focuses all of her effort into moving. Fast. The character may add her Athletics to her Dexterity when determining movement speed this turn.

Awareness

Stimulus-Recognizing Effort
Duration: Instant
Type: Simple
Minimum Awareness: 5
Description: When exposed to any given stimulus, the mortal reminds herself of it, memorizing it for future recall; this may be a particular smell, the sound of someone’s voice, or the sight of a particular master’s painting. When the character is exposed to a sight, smell, sound, taste, or touch that they think they might remember, they may activate this Charm; the difficulty to determine how connected the current stimulus is to the remembered one is reduced by 2.

Brawl

Crushing Blow
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Description: To the strongest of mortals, the force of a punch can be focused to minimize the effects of armour. This Charm must be activated before the character makes a Brawl attack completely unarmed; brawling aids may not be used. If the attack succeeds, damage dealt is piercing (halves soak, rounding up).

Dodge

Easy Reaction Technique
Duration: One Turn
Type: Simple
Minimum Dodge: 4
Description: The character is always prepared to defend themselves and strike back, no matter what the situation is. This Charm may be activated at any time before the character’s action in a turn; the character may immediately split her die pool. All split actions are considered to be held defenses until the character’s turn, at which point they must be declared normally. (For example, a character may choose to split three ways, defend once, and then attack with the remaining actions).

Endurance

Healthy Body Mien
Duration: Instant
Type: Reflexive
Minimum Endurance: 4
Description: The character gets ill far less readily than the average person. Reduce the difficulty of a single roll to resist or recover from illness by 2.

Martial Arts

Martial Arts Form
Duration: One Scene
Type: Simple
Minimum Martial Arts: 4
Description: Mortals rarely learn the secrets of true martial arts, but a shadow of these are available to them. As such, a mortal may learn a ‘martial arts form’. Upon purchasing this Charm, the mortal designs her form. The form’s attack is the same as a punch statistic, but with +1 to two categories, and –1 to one category; modifiers to Speed are doubled. For example, a character may take Bear style: Speed –2, Accuracy +1, Damage +1B, Defense +0B. The character may also choose a single weapon as a form weapon; attacks with that weapon are also modified. (Bear form, for example, might use the cestus). A character may learn multiple Forms, but only activate one at a time. If using Power Combat, the Rate statistic may not be modified.

Melee

False Feint Technique
Duration: Instant
Type: Supplemental
Minimum Melee: 4
Description: The character feints to draw her opponent out of position before striking viciously. The character’s attack takes a one-die penalty, but all defensive rolls by the target against this attack take a three-die penalty.

Resistance

Strong Body Technique
Duration: One Scene
Type: Simple
Minimum Resistance: 5
Description: The character focuses her energy, causing her to become more resistant to harm. For the duration of the scene, the character soaks lethal damage with half her Stamina (rounding down). If she can already do that, she instead adds +1 to her lethal soak.

Thrown

Improvised Weapon Technique
Duration: One Scene
Type: Reflexive
Minimum Thrown: 4
Description: The character grabs whatever comes to hand and lobs it at an opponent. Anything that can be held in one hand can be thrown; tiny objects like jade coins have the same statistics as a chakram, small objects like forks and knives have the same statistics as a throwing knife, and objects like a book have the statistics of a hatchet. If the object lacks edges, it deals only bashing damage. Very small objects such as pennies or pebbles do not deal damage with this Charm.