FluffySquirrel/CharmsToGet

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Laughing at Peril PracticeFluffySquirrel/B>FluffySquirrel/I>
 <B>Cost:FluffySquirrel/B>  1 mote
 <B>Duration:FluffySquirrel/B>  Instant
 <B>Type:FluffySquirrel/B>  Reflexive
 <B>Minimum Dodge:FluffySquirrel/B>  3
 <B>Minimum Essence:FluffySquirrel/B>  2
 <B>Prerequisite Charms:FluffySquirrel/B>  Reed in the Wind

Learning this charm allows the Solar to see that in the lethal press of battle, perhaps even moreso than usual, there is an elation at life and survival against one's enemies. This revelation lets them draw power from their continued existance, their hearts leaping with joy every time they prove their skill and vitality by defying death or injury once again.

Anytime the Solar successfully dodges an attack, he may activate this Charm and gain his permanant Essence in motes + 1, up to his normal maximum. This Charm may not be activated against attacks not truly intended to harm the Solar, or if the solar chooses to automatically dodge an attack with an effect such as Seven Shadow Evasion.


<B><I>Dance with Disaster MethodFluffySquirrel/B>FluffySquirrel/I>
 <B>Cost:FluffySquirrel/B>  2 motes, 1 Willpower
 <B>Duration:FluffySquirrel/B>  One scene
 <B>Type:FluffySquirrel/B>  Reflexive
 <B>Minimum Dodge:FluffySquirrel/B>  4
 <B>Minimum Essence:FluffySquirrel/B>  3
 <B>Prerequisite Charms:FluffySquirrel/B>  Shadow Over Water, Laughing at Peril Practice

There are those who delight in battle. They know that each missed blow is a tiny moment more that they continue to survive, an opportunity to gain the upper hand against one's enemies. With this charm, a Solar enters a dance of sorts with his enemy, each near miss becoming an opportunity to recognize how close to the edge of disaster the Exalt came... and yet still survives to fight on.

While this charm is active, the Exalt gains his permanent Essence in motes for each attack he successfully dodges that had at least as many successes as his Essence. This Charm does not activate against attacks not truly intended to harm the Solar, or if the solar chooses to automatically dodge an attack with an effect such as Seven Shadow Evasion. The maximum number of motes gained from this charm per turn are equal to the character's Dexterity multiplied by their permanant Essence. Characters cannot claim both the benefit for this charm and activate Laughing at Peril Practice, but any motes gained from Laughing at Peril do not count for the per-turn limit on Dance with Disaster Method.


<B><I>Continuance of Life MethodFluffySquirrel/B>FluffySquirrel/I>
 <B>Cost:FluffySquirrel/B>  3 motes
 <B>Duration:FluffySquirrel/B>  Instant
 <B>Type:FluffySquirrel/B>  Reflexive
 <B>Minimum Dodge:FluffySquirrel/B>  5
 <B>Minimum Essence:FluffySquirrel/B>  3
 <B>Prerequisite Charms:FluffySquirrel/B>  Dance with Disaster Method, Seven Shadow Evasion

Some attacks a Solar may face are so terrible in their power that when they miss, the Exalt cannot but praise his luck and the skill the Unconquered Sun has given him. When such an attack is dodged, activating this charm allows the Exalt to contemplate his continued survival for a brief moment. For the Solar, the world seems to freeze, and all that exists is his steady breath and the knowledge that he yet lives. Then, the battle continues.

Anytime the Solar successfully dodges an attack that received no less than the Solar's Essence x 2 successes, he may activate this Charm and gain a temporary point of Willpower, up to his normal maximum. This Charm may not be activated against attacks not truly intended to harm the Solar, or if the solar chooses to automatically dodge an attack with an effect such as Seven Shadow Evasion. It is fully compatible with both of the previous charms


<b><i>Shadow in the Noonday Sun
 Cost: 5 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 5
 Minimum Essence: 4
 Prerequisite Charms: Flow Like Blood, Leaping Dodge

The Solar evoking this charm moves outside the bounds of the physical world, but instead like a figure in a dream, impossible and untouchable unless the Exalt so wishes otherwise. The character can use this charm to evade without rolling any one attack, even an undodgeable attack or one of which she is not aware. The Solar can also avoid untargetted attacks with an area of effect, no matter how large the area. In addition, the character can appear anywhere within (Essence x 100) yards of his current location, breaking multiple attack chains unless the opponent can follow. The Solar must be physically able to move to the selected location, but need not actually do so.


Shadow Guardian RealityFluffySquirrel/B>FluffySquirrel/I>
 <B>Cost:FluffySquirrel/B>  5 motes, 1 Willpower
 <B>Duration:FluffySquirrel/B>  One Scene
 <B>Type:FluffySquirrel/B>  Reflexive
 <B>Minimum Dodge:FluffySquirrel/B>  5
 <B>Minimum Essence:FluffySquirrel/B>  3
 <B>Prerequisite Charms:FluffySquirrel/B>  Flow Like Blood

The flows of Essence that surround a person are generally invisible and undifferentiated. With this Charm, the character forces the ‘ideal defense’ Essence Flows- similar to those energized by Fivefold Bulwark Stance, but for dodges- to come into being. By a convenient quirk of Essence, these flows resemble the person using the Charm. Indeed, with this Charm, they are almost indistinguishable, to any sense, including Essence Sight. These shadow guardians, as they are known, cluster around the character in an area with a radius of 1 yard per Essence of the character, but are not centered on him.

This provides two benefits to the character: First, the clustered shadow guardians, while not perfectly indistinguishable, do make it harder to target the character, simply by distraction. Second, the character can “follow” the path of the shadow guardians, instinctively knowing where around him is best to be to dodge. Mechanically, this adds the character’s Essence in automatic successes to all dodge rolls. If the character does not have a dodge defense or chooses not to dodge, those automatic successes count as a reflexive dodge by themselves. This will not give the character the ability to dodge an undodgeable attack.


<B><I>Springing Grasshopper EvasionFluffySquirrel/B>FluffySquirrel/I>
 <B>Cost:FluffySquirrel/B>  6 motes
 <B>Duration:FluffySquirrel/B>  One Scene
 <B>Type:FluffySquirrel/B>  Reflexive
 <B>Minimum Dodge:FluffySquirrel/B>  4
 <B>Minimum Essence:FluffySquirrel/B>  3
 <B>Prerequisite Charms:FluffySquirrel/B>  Leaping Dodge Method

A master of dodge is always moving, leaping closer or away from enemies, always using the space around him as an advantage. An exalt using this charm embues his legs with supernatural vigour, enabling him to make short bounds faster than any mortal could. This charm allows the exalt to jump a number of yards equal to his dexterity + dodge whenever an attack is made against him. It must be physically possible for the exalt to jump to his landing spot.