Seiraryu/Temporary

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Mneumonic River Style

Treading Known Fields

Cost: 2 motes
Duration: One scene
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: None
When arriving to a battlefield, the servants of the demon princes observe every nuance of the territory. Upon activating this Charm, the character becomes aware of every environmental or setting hazard in her immediate vicinity. The Martial Artist is also hyper aware: any stealth-based attacks that are not hidden by Charms are automatically detected.

Ice and Skin Recollection

Cost: 3 motes
Duration: Martial Arts in turns
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: Treading Known Fields
The martial artist recalls techniques taught to her by her Demon Prince, allowing her to infuse herself with hardened Essence for a few moments, becoming to her old self as ice is to water. On the turn this Charm is activated, the character can soak Lethal damage with her full Stamina.

Sundered Waters Memory

Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: Treading Known Fields
With a panoply of memories, it's a simple task for the martial artist to recollect the nuances of inciting vicious cuts and wounds upon an opponent. The martial artist makes a standard Martial Arts attack. This attack not only does Lethal damage instead of Bashing, but is considered piercing, halving the target's armor soak.

Mneumonic River Form

Cost: 4 motes
Duration: One scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Ice and Skin Recollection, Sundered Waters Memory
With but an instant of concentration, the cataclyse brings to the surface of her mind the teachings of her original training under the infernal servants of her Yozi god. Pain and suffering become but a distant memory, and her connection to the memories of battles present within the mind of Arastoth, her Demon Prince allow her to feel the recollection of battle techniques long forgotten.
For the remainder of the scene, the character ignores all wound penalties, as she pushes them into ignorance. Additionally, remembering what the Demon Prince Arastoth learned in thousands of battles, she can add her Essence to all attempts to dodge attacks.

Recalled Elusion Method

Cost: 4 motes, 1 Willpower
Duration: One turn
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Mneumonic River Form
Concentrating on the knowledge gained by his demon gods, the martial artist can see the memories of an attack before it even becomes real. During the turn this Charm is activated, the character adds her Martial Arts score to all dodge rolls. Additionally, she may take a number of reflexive dodges equal to her permanent Essence rating, with a dicepool equal to her Martial Arts score.

[Pre-Pinnacle]

Cost:
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Minimum Martial Arts:
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Text.

Defensive Memory Atrophy

Cost: 5 motes
Duration: Additonal successes in turns
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Recalled Elusion Method
The Cataclyse martial artist with this Charm has learned how to affect another's memory as well as her own. With a carefully placed blow to the mneumonic Essence meridians in her target's head, she can force her target to ignore knowledge gained that has to do with defending himself.
The martial artist makes a standard Dexterity + Martial Arts attack, assaulting her victim's head. This attack does no damage; instead, for a number of turns equal to the additional successes gained on the attack roll, the target gains a dice penalty to all defensive rolls equal to the martial artist's Essence.

Corrosive Anamnesis Acknowledgement

Cost: 6 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Pre-Pinnacle, Defensive Memory Atrophy
Attuning to the flows of memory that their Yozi god so extantly represents, the martial artist attunes her awareness to her opponent's movements, remembering the nuances of each kind of assault, and better understanding it. Each time after the first an opponent uses a given attack (sword, mace, fist, kick, etc.) against the Martial Artist, the attacker suffers a cumulative -1 penalty to his attack roll. This penalty also applies when an opponent uses a given Charm against the martial artist, even if this Charm is in a Combo, or used to enhance a different attack than it was previously. In cases where the penalties from re-using an attack and from re-using a Charm overlap, apply only the higher penalty.
At the end of the scene, assuming the character is still alive, her player can spend 1 experience point to permanently learn one of that opponent's mundane (sword, mace, fist, kick, etc) attacks. She can also spend 1 mote per penalty to permanently learn a magically-enhanced attack. Thus, during any future fights the martial artist has with this opponent, the martial artist can activate this Charm and her opponent will automatically suffer penalties invoked during the original fight and application. The character can permanently learn as many attacks as she has experience for, though this part of the Charm becomes obviously obsolete if she's killed her opponent. These permanent effects are only available if the martial artist activates the Charm again during a fight.