TEMPERANCE CHARMS

From Exalted - Unofficial Wiki
Revision as of 19:31, 16 April 2010 by Dragon of the Dawn (talk | contribs) (Created page with ''''TEMPERANCE''' '''Ox Body (Disciple Only)''' '''Cost:'''  N/A '''Mins:  '''Conviction 2, Resistance 2 '''Type: '''Permanent '''Keywords: '''Permanent …')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

TEMPERANCE

Ox Body (Disciple Only)

Cost:  N/A

Mins:  Conviction 2, Resistance 2

Type: Permanent

Keywords: Permanent

Duration: Permanent

Prerequisite Charms: None

A Champion can except to get a lot of abuse. Her path is a path of hardship and woe. In order to survive one must toughen ones hide and allow the blessings of their patron to flow through them.

 Ox Body grants the Champion extra health levels so that she may fight another day.

When a Monk takes this charm they gain three -2 levels.


Injection of Entropic Thoughts

Cost: 4m / 6m, 12wp

Mins: Temperance 3, Craft 3, Essence 2

Type: Reflexive

Keywords: Touch, Combo-Ok

Duration: Instant

Prerequisite Charms: None

A pattern is a fragile thing. One minor disruption and it is thrown into disarray. This charm allows the Champion to stop a Flurry in progress as a counterattack at his full dice pool. If the counterattack strikes it does no damage but stops all further attacks of a flurry directed at him. If the flurry is magical he can still stop it by spending a two additional motes and a willpower point.


Inner Strength Technique

Cost: 4m

Mins: Temperance 3 , Craft 3, Occult 3,Essence 2

Type: Simple

Keywords: Touch Combo-Ok

Duration: Two Tics per point of Essence

Prerequisite Charms: None

Few are aware of the power that is with in them. A champion with this charm can imbue the least god inside an item and strength it’s resolve, thus raising its natural soak.


This charm increases the soak of an object that has been touched by the champion for two tics per point of Essence. The object’s soak is increased by an amount equal to the champions Temperance. This charm does not work on magical materials. The amount is limited by the characters dice cap.


Damage Denying Reaction

Cost: 6m

Mins: Temperance 3 , Craft 3, Essence 3

Type: Reflexive

Keywords: Touch, Obvious, Combo-Ok

Duration: Instant

Prerequisite Charms: Inner Strength Technique

A Champion has the power to ignore the world around him. He can decide that an attack simply did not happen and through his will alone the blow does nothing. He cannot grant such power to the least god inside a chosen object, it is too small to contain such power. However, he can imbue it to it limit, thus granting it a small fraction of his power.

This charm increases the power granted by Inner Strength Technique so much that it goes beyond the soak of an item. When this charm activated it reduces levels of damage done to the chosen object. For ever point of essence that the Champion posses a damage level is subtracted from any attack against it.

 

Wound Lessing Reflex

Cost:  2m

Mins: Essence 1, Temperance 2, Resistance 2

Type:  Reflexive

Keywords: Combo-Ok

Duration: Instant

Prerequisite Charms:

The Champion can spend a single point of Essence to convert all the lethal damage from a single attack into bashing damage, though an overload of bashing damage still upgrades existing bashing damage to lethal (see p. 197). This charm cannot convert aggravated damage into anything less grave. The character cannot convert old lethal damage into bashing damage. The charm works only on incoming damage from a single attack.

 

Champions Unbreaking Fortitude

Cost:  N/A

Mins: Essence 2, Temperance 2, Resistance 2

Type: Simple

Keywords: Permanent

Duration: Permanent

Prerequisite Charms: None

The character is the epitome of the holy ascetic. The periods for which she is able to go without food, water and sleep all double. The amount of time she is able to work at a strenuous task without stopping also doubles.

 

Secret with-in Secrets Method

Cost:  4m

Mins: Essence 2, Temperance 3, Lore 3

Type: Supplemental

Keywords: Combo-Ok

Duration: Instant

Prerequisite Charms: None

The Champion’s brain is his own personal Enigma machine. He can break any encryption and decode any message created by someone without Champion Intelligence, without the need for a roll. He can also design a onetime code for a specific recipient that cannot be broken by anyone without Champion Intelligence (regardless of how smart such a person is or what decryption equipment he might have on hand). Only a fellow Champion with Champion Intelligence can even attempt to break the code—calling for opposed (Intelligence + Academics+ essence in successes) rolls. The person for whom the coded message is intended can automatically read the message as clearly as if it were written in his native language.

 

Blurring the Minds Eye  Procedure

Cost:  4m

Mins: Essence 2, Temperance 3, Larceny 3, Stealth 3

Type: Simple

Keywords: Compulsion

Duration: Scene

Prerequisite Charms: None

As Champions build up their power they grow ever more unearthly. As such, whether they’re beautiful or quite the opposite, it becomes increasingly difficult to deal with mortal humans on their level. The Champion’s appearance can’t help but get in the way. This charm, however, mitigates that factor. When the Champion’s player  activates the charm for the scene, any one whos MDV + Essence who can see the character completely ignores his Appearance score (both Champion and mundane). Witnesses might vaguely remember that a beautiful Champion was kind of pretty or that a disgustingly ugly Champion was dirty and a little scary, but that’s it. They won’t recognize the Champion again later unless the Champion uses this charm in their presence again, and they won’t be able to describe the Champion in great detail to anyone else.


They might get height, hair color, skin tone, build and style of dress right, but details beyond those generalities prove elusive. Champions themselves are immune to this effect, as they are more than capable of dealing with the extremes that Exalted Appearance represents.


This charm lasts for the scene, though the Champion can choose to turn off the effect before then. Also, while he’s using this charm to deal with a mortal, he cannot use any other Exalted Appearance charms against him. Nor can he apply his Exalted Appearance to rolls pertaining to dealing with that mortal at all until he lifts the effect.

 

Symphony of Flying Death

Cost:  4m

Mins: Essence 2, Temperance 3, Throw or Archery 2

Type: Simple

Keywords: Obvious, Combo-Ok

Duration:  Instant

Prerequisite Charms: None

If someone is trying to hit a target with a thrown object, the best thing for the target to do is get down behind cover or tuck in behind a shield. If the person trying to hit the target is a Champion with this charm, however, not even such measures guarantee total safety. Before he lets loose, the Champion reflexively takes in the contours of the surroundings (as the player spends a point of Essence). He then throws his item in a seemingly random direction that nonetheless sends it ringing and bouncing off nearby surfaces to completely circumvent the target’s cover or shield, thus negating its DV bonus. The Champion’s throw can incorporate a number of ricochets equal to his Exalted Dexterity dots, and each ricochet negates a point of DV modifier that comes from cover or a shield. If the Champion is trying to not only hit the target but also disarm him or otherwise show off (more so), each ricochet can mitigate the penalty for doing so as well if he has ricochets left over. The general rule here is that one ricochet takes away one point of penalty on the throw’s roll due to cover, a shield, showing off or attempting to disarm the target. When the thrown item finally hits the target, it does so at its full force, regardless of how many times it bounced off walls, floors, light fixtures, other enemies’ helmets or what have you.


This charm works only with thrown objects, and it is not to be combined with the effects of Trick Shooter.

 

Immaculate Cypher Focus

Cost:  4m

Mins: Essence 2, Temperance 3, Lore 3

Type: Simple

Keywords: Combo-Ok

Duration: Instant

Prerequisite Charms: Secret with-in Secrets Method

The Champion is a walking, talking calculator. She can divide up a 10-party restaurant bill so everyone pays only what they owe or calculate the standard deviation of spice prices over the last 15 years, all while holding an intense conversation about whether Dynastist's or Immaculate's are worse tippers. As long as she knows all the figures involved, she can crunch the numbers in her head with only a moment’s pause. She can also use mathematical shorthand and rapid calculation to estimate things like how many candies are in a glass jar at the Village Fair or how many demons are currently rushing toward her across the parade grounds.

 

Wyld Disciplining PracticeCost: 6m

Mins: Valor 3, Essence 3, Integrity 3

Type: SimpleKeywords: Combo-OkDuration: 1 Action per Point of TemperancePrerequisite Charms: NoneThe Champion rarely chooses violence over peace. The one major exception is when she is faced with the Wyld. The constant madness of the wyld is the antithesis of the Hero of Self. This charm protects the Hero and all those with in the ranger of her anima banner from Wyld shaping effects. Every one in range adds the Heroes Temperance in a dice to any rolls to resist the shaping effects of the wyld. Also, when a wyld creature or Fair Folk is damaged while inside the radius of the Hero’s anima banner the attacker adds the Hero’s temperance in damage levels to the presoak soak damage.

 

Timeless Meditation FormCost: 6m, 1wp, 2m per hour

Mins: Temp 3, Essence 3, Will 4Type: SimpleKeywords: ObviousDuration: N/APrerequisite Charms: NoneAll things have a time to become. There is a time for war, a time for peace, a time for love and so on. The Hero of Self can wait for that time to come.

First she takes a position of mediation and relaxation. She then slows her body and focuses her mind to one purpose. She states the purpose to herself. Next she forms her essence around her body and then loops it around her mind. From this point she goes into a trance that blurs her perception of time and induces a near perfect stasis field. While in this trance she does not need food, water and only needs very little air.Once this charm is activated the exalted can wait for as long as she has essence to spend. The only way she can awaken from her trance early if she is damaged.

 

The Way of Open Lotus

Cost:  N/A

Mins: Essence 3, Temperance 4, Lore 4

Type: Permanent

Keywords: Permanent

Duration: Permanent

Prerequisite Charms: Immaculate Cypher Focus

By buckling down and intently studying certain subjects, the Champion internalizes them in a fraction of the time it would take a lesser intellect. In so doing, he cuts the experience point cost for purchasing specialties in Lore, Medicine, Occult, Bureaucracy or any other mental skill in half, rounding down.

 

Retrieval of Forgotten Lore Mantra 

Cost:  6m

Mins: Essence 3, Temperance 3, Lore 3

Type: Simple

Keywords: None

Duration: Instant

Prerequisite Charms: The Way of Open Lotus

The Champion is widely read and has a ridiculously well rounded education. She might not be a master of any single subject, but she knows a little bit about a wide range of disparate, esoteric subjects. Normally, the burden of portraying this charm falls to the player, so it behooves her to keep an ear to the ground for obscure trivia she can work into her character’s dialogue during the game. The Storyteller shares a bit of that burden as well, though. During a scene in which the characters seem to be stumped or hopelessly out of options the player gets to roll his Intelligence + Lore/Occult plus his essence. If the roll is successful the Storyteller “reminds” the player of some pertinent bit of obscure trivia her character knows that bears a direct, helpful relevance to the problem at hand. It behooves the Storyteller, then, to make a list of a handful of such helpful hints when he’s designing his story. Just in case.

 

Finding the Fated Path

Cost:  6m

Mins: Essence 3, Temperance 3, Archery or Throw 3

Type: Reflexive

Keywords: Combo-Ok

Duration: Instant

Prerequisite Charms: Symphony of Flying Death

 The Champion now doubles the bonus he receives from taking an Aim action as well. What’s more, the player ignores the difficulty penalty for the character to either disarm an opponent with a ranged special attack or mark his opponent without causing damage. A character must take an Aim action in order to be able to ignore such penalties, though. If a character fires from the hip or blazes away in a cordite-reeking, brass-raining, muzzle-strobing gunfight, only the regular bonus successes from his Exalted Dexterity apply.

 

First Breath Mantra

Cost:  6m

Mins: Essence 3, Temperance 3, Lore 3

Type: Simple

Keywords:

Duration: Instant

Prerequisite Charms: The Way of Open Lotus

When the character activates this charm he remembers everything about his past to the current moment in the time. If ever the player forgets a salient point or key bit of information from previous sessions, he has but to ask the Storyteller and the Storyteller will remind him. It’s a good idea for the character’s player to take copious notes on each session’s events and double-check them with the Storyteller, if only to alleviate some of the stress on the Storyteller. This ability give the champion a chance to remember things that have been erased by charms, magic or artifacts. By succeeding on a Intelligence + Lore plus essence roll. The target number based on the essence the Exalted, rating of the artifact or level of the spell, +2 per level. If they succeed that fact is permanently recovered.

 

Infectious Heart Song Form

Cost:  6m

Mins: Essence 3, Larceny 3, Presence 3, Performance 3

Type: Simple

Keywords: Emotion

Duration:  Scene

Prerequisite Charms: Blurring the Minds Eye  Procedure

The Champion can put on an emotional display so convincing that anyone who can see him clearly enough, and in person, to read his emotion feels that same emotion just as strongly as the Champion seems to. That emotional state lasts for the rest of the scene. When the effect wears off, the affected victims are unable to explain what came over them, and are likely embarrassed by letting their feelings run away with them like that. Activating this charm costs one Willpower, and it works whether the Champion is beautiful or awful.

 

Mantra of Singular Focus 

Cost:  Permanent

Mins: Essence 3, Temperance 4, Awareness 3, Integrity 3

Type: Permanent

Keywords: Permanent

Duration: Permanent

Prerequisite Charms: The Way of Open Lotus

Whether she’s hunkered down behind a burning chariot in a war zone, caught out on the yard during a prison riot, stranded on the crowded deck of a storm-tossed ship or just taking a walk, the character never loses her cool. No matter what’s happening, she keeps her mind on what she’s doing while maintaining sufficient vigilance to avoid getting caught up in the hubbub all around her. As such, the character is able to eliminate one point of environmental distraction penalty per dot she has of Exalted Wits.

 

(Patron)'s Divine Defense

Cost:  6m

Mins: Essence 3, Temperance 4, Resistance 4

Type: Simple

Keywords: Obvious

Duration:  Scene

Prerequisite Charms: Wound Lessing Reflex, Champions Unbreaking Fortitude

The Champion’s body is so tough that, even unarmed, he can parry close-combat attacks that would inflict lethal damage. If a berserker hopped up on Jotunblut or a thrall full of eitr tries to split the Champion’s skull with a fire ax, the Champion can take the blow on his forearm and knock it aside without serious injury. (That assumes the character’s Parry DV is sufficient to cancel out the attack roll’s successes, of course.)


While that benefit remains in effect all the time, the Champion can also engage a temporary one that offers even more protection. With the expenditure of a Essence point, a measure of the Champion’s essence wells up from within and coats the Champion’s body. This coating hardens into a gleaming, metallic armor that’s no thicker than a hair’s breadth. This armor has a bashing and lethal soak equal to the character’s Essence, and it inflicts a mobility penalty of only -1. The essence coating is thin enough to fit comfortably beneath one’s clothing, so it adds its protective value to that of any other armor the character might already be wearing. Natural armor from this charm lasts for only one scene and disintegrates at the scene’s end.

 

Listening to the Soul

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Language 3

Type: Simple

Keywords: None

Duration: Scene

Prerequisite Charms: Infectious Heart Song Form

The Champion can understand any language that is spoken to him for a Scene. Once he’s heard a few sentences, the player rolls his Intelligence + Language plus one success for each point of essence. The difficulty is based on the obscurity of the language. If he gains at least one success he can then speak that language back as if he grew up among native speakers for one scene. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a Champion with this charm whose native language is Fire Tongue has picked up River Speak at a Dock in Nexus and would like to leave a thank-you note for a bartender who gave him helpful information. That Champion might write a note in a a very chopped and some what mixed River Speak but it would be good enough for the bartender to decipher the note. Likewise, reading the new language can be difficult if that language uses characters that don’t appear in an alphabet with which he is already familiar.

 

Creation Denial MethodCost: 2 mote per die of penalty,

Mins: Temp 4, Essence 4, Integrity: 4

Type: ReflexiveKeywords: Combo-OkDuration: 1 ActionPrerequisite Charms: Timeless Meditation FormA master of self-control will not allow his internal strife to interfere with the task at hand. This is his body and nothing but him will control it. When this charm is active the Exalted may ignore one die of internal penalty per two motes spent.

 

Body Partitioning MethodCost: 8m , 1wp

Mins: Temp 4, Essence 4, Integrity: 3, Resistance: 4Type: ReflexiveKeywords: Emotion, Como-OKDuration: Until de-commitment of motesPrerequisite Charms: Champions Unbreaking Fortitude, Timeless Meditation FormThe Hero of Self can reflexively isolate a part of himself from the rest of his body. With a flash of essence around the infected/poisoned part the exalted can keep a poison or a disease from affecting him for as long as keeps the motes invested.

 

Academic Synergy Focus 

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Lore 4, Occult 3, Bureaucracy 2, Medicine 2

Type: Simple

Keywords: None

Duration: Scene

Prerequisite charm: Mantra of Singular Focus 

The Champion is can now a apply his knowledge than ever before. Not only does he learn the prerequisite charm’s listed subjects far more rapidly than normal, he now can temporarily double the dice of any lore, occult, bureaucracy, language specialty he has. This dice bonus is restricted by the dice cap rule.

 

Divide the Mind Mantra

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Lore 4, Occult 3, Bureaucracy 3

Type: Simple

Keywords: None

Duration: Scene

Prerequisite charm: Mantra of Singular Focus 

The Champion can carry on as many separate primarily mental activities as he has dots of Essence simultaneously and with his full attention. A Champion with Essence 5 could play a game of strategy against a recognized master while also playing the same game against a two others, translating a first age novel into a different language and plan a raid against the fairfolk entrenched in the historic ruins across town. While this charm is active the character never suffers distraction penalties for mental actions, nor are his separate simultaneous mental actions penalized as per the multiple action rules.

 

Inner Furnace

Cost:  N/A

Mins: Essence 4, Temperance 4, Resistance 4, Survival 3

Type: Simple

Keywords: Permanent

Duration: Permanent

Prerequisite Charms: Wound Lessing Reflex, Champions Unbreaking Fortitude

The character rarely lacks for sustenance. As long as he can find some sort of organic substance (from rotting quail eggs to a piece of notebook paper on which someone blew her nose), the Champion can eat it and survive. And as long as he finds a source of water (no matter how stagnant or polluted it might be), he can drink it and survive. Any pestilence or poison lurking in what he consumes burns in the fires of his superior constitution, without even requiring a Fortitude roll. The same goes for drugs or poisons he ingests on purpose, or for any Mickey Finn a ne’er-do-well might try to slip him. He’s still just as susceptible to airborne toxins and any drug injected into his bloodstream, but any drug that has to go through his stomach first stops there.

This charm does nothing to suppress the gag reflex or make an unappetizing meal taste better.

 

Monkey in the Middle Kata

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Martial Arts or Melee 3

Type: Simple

Keywords: Obvious

Duration: Exalted Wits in actions

Prerequisite Charms: Divide the Mind Mantra

When multiple attackers gang up on a single opponent, their combined efforts can disconcert and intimidate even the best trained martial artist. A character with this charm, however, keeps his cool despite how high the odds might be stacked against him. He must roll a wits + Melee/M.A. Roll. Each success removes one die of coordinated attack penalty or onslaught penalty in combat when multiple attackers try to rush him all at once for one aciton per point of Exalted Wits.

 

Divine Fortitude Mantra

Cost:  8m, 1wp

Mins: Essence 4, Temperance 4, Resistance 4

Type: Simple

Keywords: None

Duration: Special

Prerequisite charm: Champions Unbreaking Fortitude,  Body Partitioning Method

This charm doubles the amount of time a Champion can work at a strenuous task once more after the prerequisite charm doubles the base amount of time (itself modified by the Champion’s Champion Stamina). Divine Fortitude also completely obviates a Champion’s need for food or sleep or water. The Champion’s player chooses which necessity the charm takes away when he first activates the charm. As long as he keeps the essence and willpower invested, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to.


A Champion character may take this charm three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the charm multiple times does not, however, double the amount of time he can work at a strenuous task each time.

 

Intestinal Fortitude of the Gods

Cost:  10m, 1wp

Mins: Essence 5, Temperance 5, Resistance 5, Survival 4

Type: Simple

Keywords: None

Duration:  One meal

Prerequisite charm: Inner Furnace

The Champion will never lack for sustenance while this charm is active. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as oil, blood, poison or waste. The same goes for food. Whereas Inner Furnace requires that the Champion at least consume organic matter in order to fuel the inferno at his core, this charm loosens even that restriction. The Champion could fill his belly with sand, poison, metals or stones and not feel so much of a pang of indigestion. This charm confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.

 

The Way of the Perfect Scholar 

Cost:  10m, 1wp

Mins: Essence 5, Lore 5, Occult 5, Bureaucracy 3, Medicine 3

Type: Simple

Keywords: Obvious

Duration: Special

Prerequisite Charms: : Academic Synergy Focus , Divide the Mind Mantra

With this charm, a Champion can help someone else become a fast learner (per the eponymous charm). When she makes significant efforts to tutor a student in a subject—a distinction best left up to the Storyteller—the experience-point cost for purchasing specialty dots in the Ability the teacher teaches is cut in half, rounded down. The catch built into this charm is that a Champion cannot teach a student an specialty that she (the teacher) doesn’t have. Nor can the teacher help a student surpass her in mastery of a subject—which is to say, the Champion cannot teach her student more dots in an Ability than she (the teacher) has.


While the teacher is tutoring the student the teacher (Champion) has to invest the listed amount of essence and willpower into the student the entire time the student is training. If that time interrupted then the process must begin again. While the connection is maitianed the Champion can teach his student any mental skill in half the time required to learn it. The experience point cost is the same just the time is greatly reduced.

 

Wound Denying Approach

Cost:  10m, 1wp

Mins: Essence 5, Temperance 5, Resistance 5, Medicine 4

Type: Simple

Keywords: Shaping

Duration: 1 hour

Prerequisite Charms: Body Partitioning Method, Divine Fortitude Mantra

Wound Denying Approach repairs the severe damage that’s too serious for its most methods to heal. The Champion can automatically heal a single level of aggravated damage in one hour each time it’s activated. With this charm, he can also perform such miraculous feats as regenerating a destroyed limb, extremity or eye. Each activation affects one body part so restored.

  

Joyous Song of HorrorCost: 10m, 1wp,

Mins: Temp 5, Essence 5, Will 7,Performance 4Type: SimpleKeywords: Emotion, ObviousDuration: ScenePrerequisite Charms: The Way of the Perfect Scholar There comes a time when a hard lesson must be taught those who will not listen to your teaching of temperance. When there no other choice a Hero of Self can rip open the eyes of a mortals or a single particular exalt and show them the horror of true chaos. He can make the poor students of this class lose complete control of them selves. They become slaves to their own impulses. No matter what that impulse is. They will do it.

Once their control has been returned they can then see the horror of their actions and finally know the value of temperance.

This charm affects 2 targets per dot of temperance. When this charm is activated the Hero rolls her temperance and each success strips each targeted mortal(s) of one point of temporary temperance. If used against an essence use whose MDV is higher than the Hero’s conviction they may ignore the effect.

 

Celestial Eviction StanceCost: 10m, 1wp

Mins: Temp 5, Essence 5, Melee/Martial Arts: 5, Resistance: 5

Type: SimpleKeywords: Como-OKDuration: One ActionPrerequisite Charms: Joyous Song of Horror, Wound Denying ApproachAn attack is an intrusion upon ones world. It breaks the harmony of mind and body. It is an uninvited guest in your spiritual home. Fortunately a Hero of Self does not have to tolerate such intrusions. He can chose to not even acknowledge that they intruder is even there.The Hero of Self must roll their Temperance with a difficulty based on the opponent’s essence. If the Champion has more successes than the opponent’s essence she can perfectly soak any type of attack.

 

Perfected Celestial Eviction Stance

Cost: 5m

Mins: Temp 5, Essence 5, Resistance: 5

Type: ReflexiveKeywords: Como-OKDuration: InstantPrerequisite Charms: Celestial Eviction Stance

 This attack is similar to Celestial Eviction Stance in that it prevents damage from a attack. This greater version of the charm is a perfect soak and subjected to the rules and restrictions of perfect actions.