Difference between revisions of "TheKawaiiEdition/CatgirlStamina"

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Stamina Charms

  • Cute, Tough Body Technique Spec/1
  • Stamina of the Moon 1/1
    • Excellent Catgirl Stamina 2/2
      • Puissant Catgirl Stamina 3/3
        • Unfailing Catgirl Stamina 4/4
    • Cleanse The Flesh 3/1
      • Scavenger's Shield 4/2
        • Purge Disease 5/3
    • Hunter's Rush 2/1
      • Pain is the Great Teacher 4/3
      • Potent Hibernation Method 3/1
        • Shrug Off Injury 3/2
          • Cast Off Dead Skin 4/2
            • Ignore Injury 5/2
            • Deny Agony 5/3
          • Lick Wound 5/3
          • Lizard's Regrowth 5/3
          • Swift Recovery 5/3
            • Blazing Healing Stance 5/5
      • Touch of Comfort 3/1
        • Slice Away Pain 4/2
          • Pain-Transferring Touch 5/2
          • Unstoppable Juggernaut 5/3
    • Leathery Skin 3/1
      • Thunder-Lizard Skin 4/2
        • Deep Hide 5/3
        • Scar Tissue Armor 5/3
        • Shell of the Turtle 5/3
    • Spirit of the Wilderness 2/1
      • Underwater Survival Prana 3/2
        • Weather the Worst 4/3
      • Winter Surviving Method 4/2
        • Deep Winter Sleep 5/2
    • Stamina of the Hunter 3/1
      • Relentless Pursuit 4/2
      • Tireless Labor of the Ant 4/2
      • Turtle Shell Warrior 4/2
    • Tough It Out 2/1
      • Strength Born of Pain 3/2
        • Pain-Fuelled Rage 4/3
      • Roll With the Punch 3/2
        • Foe Exhausting Prana 4/3



Cute, Tough Body Technique

  • Cost: None
  • Duration: Permanent
  • Type: Permanent
  • Minimum Stamina: 1 * Number of times taken
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

You can take this charm once for every point of Stamina you have in your human form. It adds 2 -1 or 4 -2 health levels.

Cleanse the Flesh

  • Cost: 3 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Stamina: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

The Catgirl burns any infections or diseases out of her body. This only affects mundane ones.

Scavenger's Shield

  • Cost: 6 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Cleanse the Flesh

The Catgirl is immune to any mundane disease or infection while this charm runs and adds her Stamina to any check to resist or throw off magical diseases.

Purge Disease

  • Cost: 3 motes, 1 WP
  • Duration: Instant
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Scavenger's Shield

With a touch, the Catgirl amplifies someone's resistance to disease. This will purge any disease with a treatment difficulty (with magic) equal to or less than the Catgirl's Stamina. Mundane diseases are purged if the treatment difficulty is equal to or less than the Catgirl's Stamina + Medicine.


Hunter's Rush

  • Cost: 2 motes / -1
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

When the hunt is on, all pain can be ignored. For one scene, you can ignore up to your Stamina worth of pain penalties by spending two motes per point of penalty.

Pain is the Great Teacher

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Hunter's Rush

Pain can teach wisdom through strong suffering. Instead of pain causing you penalties, all such penalties become bonuses to a single attribute's pools (chosen when you activate this charm), to a maximum of your Stamina.

Potent Hibernation Method

  • Cost: 10 motes
  • Duration: 8 hours
  • Type: Speech
  • Minimum Stamina: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Hunter's Rush

The Catgirl must sleep for eight hours; she then rolls Stamina + Endurance and heals that many non-aggravated wounds.

Shrug Off Injury

  • Cost: 1 mote / wound level
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Potent Hibernation Method

The Catgirl may heal one bashing wound per mote spent, spending up to her Stamina in a single turn.

Cast off Dead Skin

  • Cost: 2 motes / wound level
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Shrug Off Injury

The Catgirl ripples, casting off injured flesh to reveal healthier skin below. It costs her 2 motes for every lethal wound turned to bashing, and healing even one wound prevents bleeding and infections (but not poisons).

Ignore Injury

  • Cost: 6 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Cast off Dead Skin

The Catgirl instantly heals a wound upon receiving it; on being wounded, you can Re-Funly activate this charm, even if the injury would knock you out or kill you, reducing the damage inflicted on you by your stamina.

Deny Agony

  • Cost: 3 motes, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Ignore Injury

This charm activates after the damage to you has been determined. Roll Stamina + Endurance. You instantly reduce the damage done to you by the number of successes, unless it is aggravated, in which case, divide your successes in half.


Lick Wound

  • Cost: Special
  • Duration: Instant
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Cast off Dead Skin

The Catgirl may heal the wounds of others (or himself). 2 motes will heal a bashing wound, 3 motes converts a lethal to bashing, and 3 motes + 1 WP will turn aggravated into lethal. The Catgirl may affect up to her Stamina worth of wounds at once. This can heal crushed organs and the like, but won't regrow actual severed body parts.

Lizard's Regrowth

  • Cost: 5 motes, 1 WP
  • Duration: 8 Hours
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Cast off Dead Skin

Entering a healing trance, the Catgirl rests, regrowing any lost limbs or crushed organs.


Swift Recovery

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Lick Wound

The Catgirl's healing kicks into high gear; she recovers 1 bashing wound per round, and converts one lethal wound into a bashing wound every round as well.

Blazing Healing Stance

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 5
  • Prerequisite Charms: Swift Recovery

The Catgirl heals at blazing speed; she heals her Stamina in Bashing wounds per round and converts her Stamina worth of lethal wounds into Bashing wounds each round.


Touch of Comfort

  • Cost: 3 motes / -1
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Hunter's Rush

You can soothe another's pain by spending 3 motes for every point of pain penalties you wish to off-set.

Slice Away Pain

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Touch of Comfort

The Catgirl makes a Stamina + Medicine check with a difficulty equal to the level of pain penalties. If she succeeds, reduce the target's penalties by -1; every extra success lowers the penalties by another -1.

Pain-Transferring Touch

  • Cost: 1 mote / -1
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Stamina: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Slice Away Pain

On a touch, the Catgirl can transfer some of her pain penalties to someone else, forcing her pain into the blow she is striking. she can transfer up to her Stamina in penalties. The target 'heals' one -1 per hour.

Unstoppable Juggernaut

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Slice Away Pain

For one scene, the Catgirl becomes totally impervious to pain; she ignores all dice penalties caused by pain and injuries.


Leathery Skin

  • Cost: 2 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

When blocking a blow, the Catgirl's flesh thickens and toughens briefly. This lets her parry Lethal damage weapons with her bare hands. Furthermore, if the blow hits anyway, she adds +2 to Bashing and Lethal soak.


Thunder-Lizard Skin

  • Cost: 6 motes
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Leathery Skin

The Catgirl's skin takes on the consistency of Thunder Lizard skin. It adds +2/+2 to her Lethal and Bashing Soak. This charm cannot raise her soak above 12 before armor is added. If it would do so, then she gains hardness = theoretical soak - 12, to a limit of 12 Hardness.

Deep Hide

  • Cost: 1 mote/ point of Hardness
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Thunder-Lizard Skin

The Catgirl thickens her hide; she may buy up to her Stamina in Hardness. This can add to any other hardness from charms, DBT gifts, etc (not counting any armor benefits) to a maximum hardness of 12.

Scar Tissue Armor

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Thunder-Lizard Skin

Every time the Catgirl is struck, she builds up scar tissue which shields her from further blows. The Catgirl may invoke this charm any time she is struck, even if the damage roll yields no damage. she then gains +1 Lethal and Bashing soak for the rest of the scene. This charm cannot raise her soak above 12 before armor is added. If it would do so, then she gains hardness = theoretical soak - 12, to a limit of 12 Hardness.


Shell of the Turtle

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Stamina: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Thunder-Lizard Skin

The Catgirl develops a shell like a turtle. It adds +6/+6 to her Lethal and Bashing Soak. she also can soak with her full stamina. This charm cannot raise her soak above 12 before armor is added. If it would do so, then she gains hardness = theoretical soak - 12, to a limit of 12 Hardness.



Spirit of the Wilderness

  • Cost: 3 motes
  • Duration: One Day
  • Type: Speech
  • Minimum Stamina: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

The Catgirl can survive in the wilderness for one day without difficulty, avoiding things like poisonous vines, scavenging food for himself with ease, and enduring extremes of weather. This does not apply to conditions like being under water or approaching the elemental poles.

Underwater Survival Prana

  • Cost: 6 motes
  • Duration: One Day
  • Type: Speech
  • Minimum Stamina: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Spirit of the Wilderness

The Catgirl can survive underwater for one day without any difficulty, breathing water and enduring shifts in temperature and pressure, able to easily find enough food. The Catgirl does not, however, become any better a swimmer than before.


Weather the Worst

  • Cost: 3 motes, 1WP
  • Duration: One Day
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Underwater Survival Prana

The Catgirl can now survive even the most hideous of environments, like magma, and can survive doing crazy things like licking the elemental pole of air. she adds her Stamina as soak against elementally based attack forms: fire, lightning, etc. This does not protect against the Wyld, however.


Winter Surviving Method

  • Cost: 6 motes
  • Duration: Indefinite
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Spirit of the Wilderness

In the coldest months, food becomes scarce. The Catgirl can go for up to her Stamina in weeks with no food or water with minimal ill effects. For every week beyond that, she loses either Strength or Stamina.

Deep Winter Sleep

  • Cost: 3 motes per month, cumulative
  • Duration: Indefinite
  • Type: Speech
  • Minimum Stamina: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Winter Surviving Method

The Catgirl can sink into a deep sleep in which she need not eat, breathe, or drink. she must commit 3 motes the first month, 6 months the second, and so on; should she need to commit more motes than she has, she wakes up. she can heal one aggravated wound per month of sleep, if she chooses to commit a WP for each wound. Other wounds heal naturally and non-committed Moe replenishes as normal. When she awakens, she is famished, suffering a -1 die penalty for each month of slumber; each full meal after that removes one -1.


Stamina of the Hunter

  • Cost: 10 motes
  • Duration: One Day
  • Type: Speech
  • Minimum Stamina: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Stamina of the Moon

The Catgirl can keep going for 24 hours, ignoring all fatigue from armor, charms, exertion, etc. The Catgirl simply never gets tired. At the end of the period, the Catgirl must sleep 8 hours, use this charm again, or else suffer a -4 die penalty until she does. The Catgirl can shut the charm down and go to bed sooner if she feels the need.

Relentless Pursuit

  • Cost: 6 motes
  • Duration: Indefinite
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Stamina of the Hunter

So long as you are pursuing someone, you can go without sleep for a number of days equal to your Stamina with no ill effects. All sleep-exhaustion fatigue is fended off; armor fatigue must be dealt with in some other way. Each day beyond your Stamina, you suffer a cumulative -1 penalty.

Tireless Labor of the Ant

  • Cost: 8 motes
  • Duration: Indefinite
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Stamina of the Hunter

You can work on some project of building or destruction without ceasing for up to your Stamina in days without getting tired; you still suffer fatigue from other things. (If the Project involves Moonsilver, double how long you last.) . Each day beyond your Stamina, you suffer a cumulative -1 penalty.


Turtle Shell Warrior

  • Cost: 6 motes/ 1 point penalty
  • Duration: One Day
  • Type: Speech
  • Minimum Stamina: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Stamina of the Hunter

For every 6 motes spent, the Catgirl can reduce all fatigue and mobility penalties from armor by 1. (This also affects any fatigue penalties from other sources) she can buy up to her Stamina in points of reduction.


Tough It Out

  • Cost: 4 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 2
  • Minimum Moe: 1
  • Prerequisite Charms: None

The Catgirl takes a blow by her sheer toughness and knowledge of how to take a punch. Roll Stamina + Brawl; every success adds one to her soak against a Bashing attack. This may exceed the soak adding limits on many Catgirl charms.

Strength Born of Pain

  • Cost: 2 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Tough It Out

The Catgirl learns how to grow stronger from being hit. Upon being hit, the Catgirl may use this charm; she rolls dice equal to the amount of pre-soak damage the blow would inflict. Every success gives her a mote of Moe. she may gain up to her Stamina in Moe.

Pain-Fuelled Rage

  • Cost: 4 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Stamina: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Strength Born of Pain

The Catgirl grows more indomitable with every blow. For every level of damage inflicted on her after soak, she may roll a die; every success gives her a point of temporary willpower. If this fills her willpower track, she gains back Conviction, then Valor. If all of those are full, any extra points are wasted.


Roll With the Punch

  • Cost: 6 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Strength: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Tough It Out

The Catgirl moves with the punch, rolling Strength + Brawl. Every success converts one Lethal wound received into a Bashing wound or turns a Bashing wound into no damage at all. This does not count against soak adder limits; it is not soak.

Foe-Exhausting Prana

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Strength: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Roll With the Punch

Beating you up wears your opponent out, while you guard your vitals. All damage inflicted from a single attack becomes Bashing damage. Your foe exhausts himself punching you; she suffers a -1 fatigue penalty whether she hurts you or not. This fatigue remains until she has time to rest ten minutes for every -1. she also must check against her armor's fatigue rating if appropriate.