MartialArts/PerseWindsOfMidnightStyle

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The Hunt: The Perse Winds of Midnight

by DeadManSeven

Introduction

So, I wanted to make a Sidereal style involving bows. Bows brought up associations with the wind, and closing distance. Couple that with a creepy stalker-based sutra and some initial Artemis-flavoured ideas, and from there, this style more less wrote itself.

Background

The origins of the Perse Winds of Midnight lie with an especially single-minded Chosen of Venus, famous for her romantic obsessions with mortals she encountered through her jobs within the Celestial Bureaucracy. Her fascination would burn brightly, until she became frustrated about her objects of desire constantly forgetting having ever met her. After this pointless dance had been repeated over and over, the Sidereal grew amazingly bitter, and dedicated years of her time perfecting an art which would allow her to hunt down and kill those she may fall in love with.

This style attracts the solitary and the predatory, its practitioners stepping softly as the breeze and disappearing between the shadows. They become akin to the terrible creatures that stalk in the hour of midnight, forever watching, waiting for the perfect moment to strike. This style treats bows, the only weapon aided by the winds, as unarmed attacks. None of the Charms are compatible with armour, for the martial artist must be as unrestricted as the air.

Charms

     Secrets Stolen
        From Air      Predator
           \           Becomes
 Hunter-Marks-         Shadow
Prey Meditation        /
              \   Prey-       Irascible   Many-
              Scrutinising    Predator   Senses
                 Method        Rebuke   Mastery
                   /               \    /
             Relentless            Calmed
               Tracker              Prey
               Pursuit            Retreat
[one complete]       \            /
[Martial Arts] ----  Perse Winds of
[   style    ]     ---- Midnight ------
                  /       Form         \`
                 /          \           \`
          Seasoned        Tireless      Escape-
          Hunter's         Hunter       Denying
           Wisdom          March        Footwork
             /            /     \        Style
            /    First-Light   Throat-      \`
            \    Apparition    Seeking      /
             \      Kata \      Blow       /
        Midnight          \     /      Essence-
       Revelations        Singled      Striking
       of Futility       From  The     Vitiation
                 \          Herd       /
                  \          /        / 
                   - Exhausted Game --
                        Practice
                           /
                      Graceful
                      Quietus

The Student Sutra of The Hunt: Once, there was a lone Maiden...

Secrets Stolen From Air

Cost: 8 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: none
who listened to the distant winds

The wind betrays the prey, bringing its scent to the predator. The martial artist is able to seek out potential targets from reading their every move in the air itself. When the character uses this Charm, she is able to know the exact location of a single target, provided they are in the same plane of existence (Creation, Yu-Shan, the Underworld, etc.), and are not actively shrouding their location through magical means. The character must be familiar with the target in order to track him; she could find a childhood friend she has not seen in years as easily as a minor god she has only known through a detailed report from one of its superiors, but could not locate the Empress if she only knew her as 'the missing ruler of the Blessed Isle'.



Hunter-Marks-Prey Meditation
Cost: 12 motes
Duration: Indefinite
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Secrets Stolen From Air
for the voice of her prey.

The hunter chooses her prey, prizing him above all others; she will not rest until he is hers. The martial artist focuses on a single target, momentarily blocking out the rest of the world, and selects him as her Prey; as long as her Prey lives, she is considered to be on the Hunt. She gains the effects of Secrets Stolen From Air against her Prey constantly and without cost, but cannot use the Charm to locate anyone else. This Charm can only end if either the Hunter or the Prey die - the motes cannot be uncommitted, and no outside influence may stop it.



Predator Becomes Shadow
Cost: 8 motes, 1 Willpower
Duration: One night
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: none
She was kin to the night;

Like a stalking animal, the martial artist fades into the night, silently watching her quarry. She activates this Charm before sunset; as the sun fades below the horizon, so too does the character fade from the material world. She becomes invisible and immaterial, taking the form of a drifting shadow; she will be obvious in a small, well-lit room, invisible to all but the most perceptive observers in the light of a flickering campfire, and impossible to locate in the dead of night. Charms that reveal the flow and concentration of essence will unveil her, and she is visible to beings of higher Essence. She may be attacked, but only through methods capable of damaging dematerialised beings. Also, she adds her Martial Arts rating to Stealth rolls, and multiplies her movement ratings by her Essence. As she moves, a chill wind follows ominously in her wake, creating a ill whistle that unnerves all those who hear it. When the first light of the dawn passes through the character, she becomes corporeal and visible once more.



Prey-Scrutinising Method
Cost: 4 motes per point
Duration: One scene
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Hunter-Marks-Prey Meditation, Predator Becomes Shadow
no other was her peer;

The hunter will not be bested by her prey. She notices his strengths and, with perfect instincts, mimics them. If the martial artist's Prey has a rating in a skill higher than her own, she can use this Charm to equal her Prey's expertise. For every four motes, she may raise a skill that her Prey outstrips her in by one, up to a maximum of the Prey's skill rating. The Hunter may only raise her skills to equal her Prey's base skill ratings, and does not include specialties, extra points granted by Charms and hearthstones, and other similar effects.



Relentless Tracker Pursuit
Cost: 10 motes, 1 lethal health level
Duration: One day
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Prey-Scrutinising Method
she would wait forever for satisfaction.

The martial artist takes on the mindset of the possessed hunter, who cannot rest until her prey is caught. She forsakes food and sleep in favour of drawing closer to her target, the maddening need growing stronger as each day passes. This Charm may only be used while the character is Hunting.

Using this Charm will sustain the character for an entire day. She may go without food or rest, and not grow tired regardless of any distance she covers during this time. For the duration of this Charm, she regains motes of essence as if she were at rest (four motes per hour); however, she does not have the opportunity to regain Willpower from resting. This Charm may be used multiple times, if several days of constant activity are required, but the health level lost activating this Charm will not heal unless the character takes time to rest; if she uses her final health level in activating this Charm, she collapses at the end of the day, pushed well beyond her natural limits by essence and dedication.



Irascible Predator Rebuke
Cost: 8 motes
Duration: One day
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisites: none
She had suffered many betrayals

When the coiled hunter prepares to strike, all her focus is dedicated to her prey; interruption or distraction provokes her into an instinctive, and often fatal, defence. While this Charm is active, the martial artist may make a Dexterity + Martial Arts counterattack against any surprise attacks. This counterattack does not activate against counterattacks, and can only target enemies that are in range.



Many-Senses Mastery
Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: none
and heard many lies;

The martial artist pushes all her senses into hyper-awareness; her prey cannot remain hidden from her. She sees through glamour and disguises as she notices the minute details that reveal her target.

This Charm will reveal, for an instant, the true appearance of a single diguised being. The character's senses cut through all mundane disguises flawlessly, and is only bested my magical concealment that physically alter the user, or remove him from the Loom of Fate. This Charm will also not reveal disguised beings of a higher Essence, regardless of their method of disguise.



Calmed Prey Retreat
Cost: 15 motes, 1 Willpower
Duration: One turn
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Irascible Predator Rebuke, Many-Senses Mastery
she tangled her Prey in these untruths,

When the predator has vanished, the herd returns to its calm existence. So too can the martial artist cause others to overlook her interactions with them. She activates this Charm after leaving the presence of someone she wishes to forget about their interaction together, and his mind glosses over what had just passed. He will still remember their meeting if pressed to do so, but such recall is difficult (requires success on a Willpower roll); otherwise, he simply puts all thoughts of the even the character caused him to forget out of his mind. This Charm does not work on higher-Essence beings.



Perse Winds of Midnight Form
Cost: 15 motes
Duration: One Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 5
Prerequisites: One complete martial art (all Charms), Relentless Tracker Pursuit, Calmed Prey Retreat
becoming joined, hungering for his breath.

The martial artist raises her hands above her head as she is surrounded by an intense gust of wind; the winds twist around her hands, making ripples in the air as she aims strikes at her foes. Distance is no longer a constricting factor, as her attacks are carried through the air to land true. The character must be able to locate targets in order to attack them, be it through normal sight across a wide expanse or through magical senses that do not need to rely on line of sight.

This is a Martial Arts Form Charm, and cannot be used while another Form Charm is active.



Seasoned Hunter's Wisdom
Cost: none
Duration: Permanent
Type: Special
Minimum Martial Arts: 5
Minimum Essence: 5
Prerequisites: Perse Winds of Midnight Form
The Elder Sutra of The Hunt: The Maiden was defined by her Prey

Experience teaches the fresh hunter the best tricks to use against her prey. With this Charm, the martial artist masters a variety of techniques to use on the Hunt, each one suited to a certain type of Prey. When Hunter-Marks-Prey Meditation is activated, the player chooses one of the following bonuses to benefit her while Hunting:

- she may reflexively read the current levels of essence and Willpower her Prey has remaining.
- she suffers no visual penalties from darkness.
- she will always have as many arrows as she needs, provided they are aimed towards her Prey.
- she may roll to regain Willpower each day while using Relentless Tracker Pursuit.
- she may see her Prey if he is dematerialised.
- she may use Charms from this style that fail against beings of higher Essence, regardless of the Essence of her Prey.



Midnight Revelations of Futility
Cost: 15 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 5
Minimum Essence: 6
Prerequisites: Seasoned Hunter's Wisdom
and so dreaded the dawn

The prey can sense his end approaching. The martial artist gifts her opponent with graphic visions of his death, weakening his spirit and breaking his will. If an attack supplemented with this Charm deals damage, roll the character's Essence; the number of successes may be subtracted from his temporary Willpower and Virtue ratings. A maximum of one dot per Virtue and two dots of Willpower may be removed with each attack. Also, if the Midnight Revelations of Futility are used at night, the Prey subtracts a single die from all his dice pools for the scene, fearful of the horrors the night could hide. This effect only applies once.



Tireless Hunter March
Cost: 8 motes per day of travel
Duration: Varies
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 5
Prerequisites: Perse Winds of Midnight Form
where her path would end.

The hunter will go to any lengths to trap her chosen prey, travelling the world over to find him. The martial artist concentrates on a single location, and begins a steady trek towards it. This must be a location she can either name or picture, and has a clear sense of its location in her head (so "Chiaroscuro" and "that little merchant stall in Nexus" are acceptable, but "the hidden bandit's hideout" is not). She also cannot travel between planes of existence. How long the journey takes depends on the distance she travels: if she remains more or less in the same Direction, the journey takes no more than a day; moving significant distances between bgordering Directions (ie. Air to Wood, Fire to Earth), the trip will take two full day's travel; if the distance spans opposite Directions (Water and Wood or Air and Fire), the march will take a total of three days. The character skips through vast areas of her journey, were she travelling in a mundane method, and avoids natural obstacles that would impede her; however, she is unable to stop partway through, or she will be unable to continue with the same benefits of swift and easy travel.



First-Light Apparition Kata
Cost: 20 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 6
Prerequisites: Tireless Hunter March
She appeared to her Prey as a waking dream;

A truely fearsome predator is the substance of nightmares; the skilled Hunter can take the visage of a dream made real, appearing to her Prey at the moment of his waking. This Charm must be activated before the dawn; at sunrise, the Hunter manifests in the immediate vicinity of her Prey. Such is the Prey's surprise, he is unable to defend himself for the turn when the Hunter appears before him, save for using reflexive defences; even then, the mote cost for any such defences is doubled. However, the Hunter must strike quickly, lest her sartled Prey evade her through adrenalaine and fear; if the Prey is not killed within the first turn of combat, he regains any motes spend on powering his defences for that turn.



Throat-Seeking Blow
Cost: 15 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 6
Minimum Essence: 6
Prerequisites: Tireless Hunter March
no wall could bar her;

The prey is unable to hide from the determined hunter. When using this Charm, all forms of passive protection - such as cover and armour - are bypassed completely. The martial artist's strikes will find their way past such hinderances, be it by slipping past a shield at the correct time, or bouying an arrow on a fierce wind that carries it through a dense thicket of trees.



Singled From The Herd
Cost: 12 motes, 1 Willpower
Duration: Five turns
Type: Reflexive
Minimum Martial Arts: 6
Minimum Essence: 7
Prerequisites: First-Light Apparition Kata, Throat-Seeking Blow
her will became unstoppable.

The hunt, in its purest form, is between only the Hunter and Prey: no others may interfere. For the time this Charm is active, the Prey may receive no aid to protect him. Others' magic that grants him protection ends or does not work, and Charms and similar effects that involve multiple people or synergistic effects fail to include him, for he is beyond help. However, the martial artist must Hunt her Prey alone; any attacks made against the Prey cannot strike him, regardless of any type of perfection in the attack.



Escape-Denying Footwork Style
Cost: 20 motes, 1 Willpower
Duration: One scene
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 6
Prerequisites: Perse Winds of Midnight Form
Her Prey was trapped;

The determined hunter will not let his mark escape. For the duration of this Charm, the martial artist's Prey cannot put more than ([Prey's Essence]*10) yards between them. No matter how far he runs, the Hunter is right beside him. Even Charms that allow the Prey to instantly cover large distances, or effects like the Sidereal Charm Duck Fate, do not allow the Prey to evade the Hunter.



Essence-Striking Vitiation
Cost: 15 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 6
Minimum Essence: 6
Prerequisites: Escape-Denying Footwork Style
with a single blow, his breath was stolen.

The hunter prepares well to face his prey, knowing where to strike to deny the oppotunity of escape. The martial artist is able to land her blows in such a manner that they also will strike away a portion of her opponent's essence, scattering it in glittering shards through the air. Each attack benefitting from Essence-Striking Vitiation removes [Ess+MA] motes of essence, beginning with peripheral; this Charm also allows attacks to strike dematerialised beings.



Exhausted Game Practice
Cost: 15 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Martial Arts: 7
Minimum Essence: 7
Prerequisites: Midnight Revelations of Futility, Singled From The Herd, Essence-Striking Vitiation
The Maiden eased his pain

The tireless hunter will simply pursue her prey until he can run no longer; drawing from this, the martial artist can cause every second of her mere presence to be harmful, until her enemies succumb to painless unconciousness. At the beginning of every round of combat, the character can inflict ([Martial Arts] - [target's Essence]) levels of automatic bashing damage, to a minimum of one. The martial artist can only use this Charm on opponents within [Martial Arts]*10 yards.



Graceful Quietus
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 8
Minimum Essence: 8
Prerequisites: Exhausted Game Practice
and closed his eyes.

The merciful hunter ends the life of her prey in a single stroke; her blows become gentler than the stillest breeze and swifter than death itself. Attacks supplemented by this Charm add the character's Martial Arts in automatic successes to hit, and adds her base damage in automatic successes to her damage roll. The attack is also always assumed to be a surprise attack.


Comments

Forgive me for the amount of comments. I mean them as constructive rules-checking, not to be evil. As a player who is good at taking advantage what is given of me, though, I like to find how I exploit anything to kill the FaFL. So here goes:

The amount of comments is in no way a bad thing. Would care you read some of my other styles? :) - DM7

Questions:

  • For "Predator Becomes Shadow", the charm mentions that it is used at sunset. Can it be used anytime it is dark? Can you end it prematurely? What happens if you're attacked? Are you treated as dematerialized? I'd personally like to see it be engageable at any time that it's dark out, but that's just me. Perhaps, if you feel that makes it too powerful, there could be some sort of 'cool down' where it takes a round (or two, or more) to fade in and out?
Hm. The idea was that this was purely for observation; you turn on Predator Becomes Shadow and follow your potential Prey about, with ominous lighting and wind effects to boot. So, I would say, it can't be ended prematurely, and must be performed at least before sunset (like the opposite of First-Light Apparition Kata). You're either a special kind of dematerialised, like the bolts in the 'I shoot through everything' ranged Charm Alchemicals get, or you're dematerialised normally but get a massive boost to movement and stealth, in case you're discovered. You can't attack anything, either, since I guess theoretically you could go around beating on other dematerialised things. Perhaps instead, take the form of the shadow itself, and essence sight and such reveals the character skulking about? That might work. - DM7
  • Irascible Predator Rebuke - Make make a full-pool counterattack, you say? What if I've no bow, and I was just shot from 200 yards? Can I still counterattack, with the sheer wave of Essence flowing from my hands? Or must I simply recognize that I may gain a full-pool counterattack against hand-to-hand attacks? What pool is this counterattack made with? Can I use thrown? Can this charm initiate other counterattack charms? (The way it's written, you can get infinite loops, which may or may not be a bad thing) It says against surprise attacks - does it work against ones you know are coming? If no, it's really expensive, at 8 motes committed, just to get a single shot off on an opponent who attacks you first. As the hunter, they should never get to you first anyway.
The pool is Dex + MA + relevant specialties, and as a counter-attack Charm, can't be used against counter-attacks. Dunno what to do about the range, though. How do canon counter-attack Charms handle a dude with a sword being shot by a dude with an arrow? - DM7
  • Perse Winds of Midnight Form - Can you simplify the 'counterattack' mechanics at all? This is an overly complicated mechanic (and really an underpowered form) if all it offers you is the ability to make attacks at range. I mean, look at teh Moonsilver part of the Four Magical Materials form, which isn't even really a 'full' Sidereal MA form. Seems to me like this Essence 5 form is both more expensive and less useful than a fragment of a pre-form.
If the counter-attack and small chance of it being a surprise attack were removed, would it be unbalanced? I'd like if there was some way of fighting back, considering someone using this style can sit on top of the Imperial Mountain and blast someone in Nexus. - DM7
  • Seasoned Hunter's wisdom - Wow. This charm relies on being prey. Being prey is easy, and costs 8 motes, and can't be resisted. Once done, you can break the meta-rules such that you can now use charms that say "Fail against people of higher Essence" without that problem. While I think this is an awesome trick, and worthy of an SMA, that is so amazingly awesome and powerful (similar in level to Soul-Shaper Fire Form, which makes sense) in that it is just cool. Still, it seems like the one that affects the meta-rules the most, in that things like Social-fu, and other MAs, and about 10 other jars of danger open up at once. If you're gonna have this effect as part of an SMA (and I think it really is a reasonable effect) perhaps it should be it's own charm, with it's own cost, just to clean things up, and let it stand out on it's own, like it should.
Should specify that that part only applies to Charms within this style. Allowing that effect across the board would just be... broken. - DM7
  • Midnight Revelations of Futility - If one of the characters in FrivYeti's SolarsVsLion fight had this, it'd go really differently. You'd be shutting down all chances of someone having WP flow, limiting them to a 10WP situation. End of story. Quite powerful, and with no way to defend, and no real drawback for the user, other than the high cost, it seems overpowered in that it suddenly makes even fighting Deathlords not that bad. Perhaps some sort of limit on this, or way to resist, would be nice. Maybe an "Every time they would normally have gained willpower, they may attempt a resistance roll at Wits+Endurance to break free of the effect. The difficulty of this roll is equal to the Martial Artist's Essence. Note that this roll is made after they would have gained the Willpower back, and as such, guarantees that they miss at least one point. This resistance roll may not be augmented by stunting, channeling a virtue or spending willpower."
I'll get to this one down the bottom. Hold on. - DM7
  • Singled From The Herd - Give me this, some interesting social-fu, and an ally, and I can kill FaFL. Here's how it works - I declare my ally (Let's go with the Stone Monkey) as my prey. I declare this charm on him. Attacks from my allies can no longer hurt him. I now swear my fealty to the FaFL. Suddenly, the FaFL is my ally, and Stone Monkey can't be hurt, no matter what. Stone Monkey walks up the FaFL, beats the ever-living snot out of him, and that's that. Sure, there's issues of "what is really an ally, and how does one determine an 'enemy'" but it's pretty solid. It even gets worse if a bunch of Dragon Blooded show up to the fight. While you hate the DB's, and the DB's hate you, they hate the FaFL even more, and are attacking him to the ignorance of you. Does this make them allies? (The enemy of my enemy is my friend) or are they still excluded?
Hm. I might remove the part about uncommitting motes to end Predator-Marks-Prey Meditation, so that it's then kill or be killed. Also, maybe simplify things down to 'Prey gets no help, but the Hunter is the only one who can harm him'? - DM7
  • Exhausted Game Practice - Add in a fully-loaded BotBM to pump your MA up to (7MA+3Specialties+7Essence = 17,the max Sidereal pool), walk up to FaFL, and hit him for 7 unsoakable a round. Not too bad. He'll be down in 7 rounds. Bring a Solar in. 7MA+3Spec+7MA+7Dex= 24, the max Solar MA pool, and FaFL is now taking automatic 14 unsoakable a round. Down in 3 rounds. Now recognize that the charm doesn't limit you to only your prey, or only your target - it only says "within 70 yards". So you're walking down the street, killing everyone who isn't the FaFL. A reasonable Essence 7 opponent is taking 17 unsoakable damage a round, and since it's not an attack, can't HGD it. At Essence 7, one would have 7HL+7*3 (for Ox-Body) which is 28 levels. A measely Essence 6 opponent has at most 25 levels, and takes ... 18 levels. Therefore, you walk down the street, nearly auto-killing everyone who has Essence 6 or lower. No save, no resist, and no HGD, because this isn't an attack. Even if they save, through some magic, they have to do it again, every round. This charm, as written, is an two-round kill of anyone of lower Essence than you, and a three-round kill for anyone. At all. All you've gotta do is survive. As long as you've got ItF on speed-dial, you've got a real shot.

- GregLink

As written, Exhausted Game Practice doesn't work off dice pools, only off of raw ability, and BotBM only enhances attacks and parries. Charms that increase MA dice pools won't work; you have to actually increase your MA Ability, thus making it significantly less broken. Also, I'd discourage disallowing stunts to break out of Midnight Revelations of Futility - stunts are supposed to be over and above everything. - Kurulham
This is indeed correct. Exhausted Game Practice also doesn't include specialties, based on the wording of Charms like Cascade of Cutting Terror (that has to explicitly state it include specialty ratings). Automatic specialty inclusion is the Dragon-Blooded thing. - DM7
Well that's not as bad then. I realized that after I had written most of the post, but went ahead anyway just to make sure. I recognize that stunts are supposed to be cool and all, but as I was trying to tone-down the midnight revelations power by allowing a resist, without totally nerfing it, I tried to come up with a way that the resist roll would be fairly difficult. Since stunt dice or channeling is quite a big boost for such even pools, I figured you'd think I was nerfing it less by eliminating those as options. If you think it's not nerfed too much if you allow stunts, by all means, include them.
Honestly I don't think the question of stunts should even enter into any game balance issue. They're an over and above thing and I try to forget that they exist when considering game balance. I feel that they should break the game, because that's cool. On a less crazy note, I'd be inclined to allow spending Willpower and channeling Virtues, and make it Willpower + Endurance or something, but require multiple turns of success to break the effect, rather like Water Spider Bite. - Kurulham
I don't really agree with messing with stunt mechanics either, but sometimes I forget these things. :) Maybe the whole Charm should be changed so that it just instantly removes a bunch of temporary Willpower/Virtue points? That's pretty crippling, and doesn't touch the stunting mechanics. Hit someone, give them a vision of their death, blah blah, rolls some dice, lose some Willpower and Virtues. Solid.
I'll go and make changes to the Charms later on today. Thankyou both for your comments, especially GregLink's detailed deconstruction. - DeadManSeven
I believe there's a Sidereal Awareness Charm - Conclusive Wisdom, my memory is telling me, but at any rate it's a prayer strip Charm - that does a similar thing. Might want to take your inspiration from that, and then make it nastier. - Kurulham