TheKawaiiEdition/CatgirlDexterity

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Dexterity Charms

  • Dexterity of the Moon 1/1
    • Excellent Catgirl Dexterity 2/2
      • Puissant Catgirl Dexterity 3/3
        • Unfailing Catgirl Dexterity 4/4
    • Bolting Rabbit Method 2/1
      • Speed of the Gazelle 3/1
        • Horse's Gallop 4/2
          • Greased Lightning 5/3
      • Perching Squirrel Prana 3/1
        • Scuttling Spider Method 4/1
          • Wise Insect Travel 4/2
    • Charging Elk Sprint 3/1
      • Blazing Moonbeam Stance 5/3
    • Fleeing Deer Technique 3/1
      • Leaping Gazelle Method 4/2
        • Hole-Diving Mole Method 5/3
      • Supreme Litheness 4/2
    • Long Shot 2/1
      • Defense Evading Insect 4/1
        • Ceaseless Shot 5/2
          • Inexorable Hornet 5/3
        • Richochet 5/2
          • Rebounding Death 5/3
      • Far-Ranging Shot 3/2
      • Seeking Swallow Shot 3/2
        • Diving Hawk's Plunge 4/3
    • Moon and Sun Blow 3/2
      • Harvesting Arc 4/2
        • Spinning Blade Frenzy 5/3
    • Rising Moon Parry 2/1
      • Blow-Slowing Defense 3/2
        • Ground-Yielding Defense 4/3
      • Catgirl Crescent Shield 3/2
        • Moon Revenge 4/2
          • Arcing Silver Slash 5/3
    • Slash and Return 3/2
    • Slithering Serpent Strike 3/2
      • Burrowing Mouse Assault 4/2
      • Inescapable Sorte 4/3
      • Jackdaw Weapon Theft Method 4/2
    • Twin Arrow Technique 3/2
      • Flight of Hornets 4/2
        • Deadly Spring Rain 5/3
    • Wind-Denying Shot 4/1
      • Doom-Defying Shot 5/2
        • Indefatigable Shot 5/3
    • Unnatural Flexibility 3/1
      • Frog's Tongue Strike 3/2
        • Rubber Man 4/3



Bolting Rabbit Method

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

Like a rabbit, the character bolts, sprinting for a single round at double normal movement.

Speed of the Gazelle

  • Cost: 6 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Dexterity: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Bolting Rabbit Method

The Catgirl can sprint like a panicked gazelle for a single scene, doubling her base movement rate.


Horse's Gallop

  • Cost: 8 motes, 1 WP
  • Duration: One Hour
  • Type: Speech
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Speed of the Gazelle

The Catgirl moves like a galloping horse, able to travel (Dexterity + Moe) * 10 miles in a single hour. This does not tire the Catgirl out, nor does the Catgirl suffer armor fatigue while running.


Greased Lightning

  • Cost: 12 motes, 1 WP
  • Duration: Stamina Hours
  • Type: Speech
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Horse's Gallop

The Catgirl moves like a lightning bolt, following the mystical paths of Luna which enable her or her to move at blinding speed. The Catgirl can run for Stamina hours, moving at a speed of (Dex + Moe) * 100 Miles per hour. This necessitates a fatigue check if you run while in armor.

Perching Squirrel Prana

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Dexterity: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Bolting Rabbit Method

Like a squirrel, you can perch anywhere. You need never make a roll to keep your balance in difficult places and can walk on tree branches, high wires, etc, without trouble.

Scuttling Spider Method

  • Cost: 2 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 4
  • Minimum Moe: 1
  • Prerequisite Charms: Perching Squirrel Prana

The Catgirl casts a line of spider silk from her current position to a location within 10 * Dexterity feet. she must anchor both ends to something solid, though it need not be very strong. It automatically adheres and can hold up to her Strength * 100 pounds of weight at a time. Anyone with enough tightrope walking skills can walk on this line.

Wise Insect Travel

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Scuttling Spider Method

The Catgirl may cling to any surface for a scene, doing things like moving on the bottom of branches. Furthermore, she may move at a speed of up to twice her normal ground movement rate through any environment which features a mixture of places to perch and open spaces, combining scuttling and short leaps.


Charging Elk Sprint

  • Cost: 1 mote / +2 Initiative
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl may add up to her Dexterity to her initiative for a single round, spending 1 mote for every two points purchased.

Blazing Moonbeam Stance

  • Cost: 1 mote / +1 Initiative
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Charging Elk Sprint

The Catgirl may add up to her Dexterity to her Initiative for an entire scene, spending 1 mote for every point of Init added.


Long Shot

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl adds Dex * 50 yards to the base range of a missile attack for a single action.

Defense-Evading Insect

  • Cost: 1 motes / penalty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 1
  • Prerequisite Charms: Long Shot

The Catgirl imbues the missile with Moe, enabling it to avoid being avoided the way a bee evades someone trying to swat it, then stings its target. Every mote spent makes the missile harder to dodge or parry by 1. she can buy this defense to a limit of her Dexterity.

Ceaseless Shot

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Defense-Evading Insect

If the Catgirl's target dodges one of her missiles, flows of Moe bend it around to attack another target with a die pool equal to her Dexterity. (This cannot exceed her original die pool on the shot)

Inexorable Hornet

  • Cost: 1 mote, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Defense-Evading Insect

The Catgirl's missile becomes inescapable; it cannot be dodged and it always hits with the minimum necessary successes, unless it is parried.


Ricochet

  • Cost: 1 motes / die
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Defense-Evading Insect

If the Catgirl's missile is parried, the Catgirl can spend up to her Dexterity in motes, each buying one die for an immediate attack by the missile on another target. This cannot exceed the number of dice in the original attack pool.

Rebounding Death

  • Cost: 2 motes / die
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Ricochet

As Ricochet, but if the second target parries, it moves on to a third person, and so on. You can attack a number of people equal to your Dexterity before the charm expires.


Far-Ranging Shot

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Long Shot

The Catgirl can double the base range of a missile attack for a single action.

Seeking Swallow Shot

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Long Shot

The Catgirl's missile attack has no range penalties; she always scores at least the minimum number of successes needed to hit before any dodges or parries are applied.

Diving Hawk's Plunge

  • Cost: 6 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Seeking Swallow Shot

The Catgirl's missile attack has no range penalties; she always scores at least the minimum number of successes needed to hit before any dodges or parries are applied. Furthermore, the shot cannot be dodged.



Moon and Sun Blow

  • Cost: 3 motes
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl strikes with her melee weapon and a shining silver duplicate of it appears, mimicking the stroke. she rolls once, but delivers two blows of equal potency on her target, who must defend against each seperately.

Harvesting Arc

  • Cost: 2 motes / target, 1 WP
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Moon and Sun Blow

The Catgirl may attack up to her Dexterity worth of targets, rolling separately for each target. she can move between strokes if she has enough movement to get where she wants to go.

Spinning Blade Frenzy

  • Cost: 10 motes, 1 WP
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Moon and Sun Blow

The Catgirl may take one attack action against every foe she can reach with her melee weapons. she may move before or after but not during the frenzy.


Slash and Return

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl's blade retraces its path after a failed hand weapon attack, returning to its starting position. The Catgirl may reroll a failed attack with the same dice as before, without further need for Moe expenditure beyond this charm. Foes may reroll the same defense pool as before; perfect defense charms, however, must be activated again.


Slithering Serpent Strike

  • Cost: 1 mote per +2 difficulty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl strikes with a blow which is exceedingly difficult to dodge, for it moves in hard to follow curves. she may buy up to her Dexterity in points of difficulty of dodging her blow. This does not increase the potential damage, but any dodges must overcome them first before subtracting from her blow.


Burrowing Mouse Assault

  • Cost: 1 mote / level of soak
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Slithering Serpent Strike

The Catgirl's blow glides through weaknesses in the armor like a mouse slipping through a hole into the barn. The Catgirl may reduce her foe's soak against a blow by up to her Dexterity with this charm.

Inescapable Sorte

  • Cost: 5 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Defense-Overwhelming Stroke

The Catgirl's blow dodges and weaves, becoming incredibly difficult to avoid. The Catgirl scores a minimum of her Dexterity in successes and the Catgirl Re-Funly rolls her Dex + Melee against her foe's Dex + Dodge. If she scores as many or more successes than her foe, the blow can only be dodged by perfect defenses.

Jackdaw Weapon Theft Method

  • Cost: 1 mote / + 1 difficulty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Slithering Serpent Strike

Like the Jackdaw, the Catgirl sees something shiny and sets out to take it. her nimble stroke renders a disarming attack harder for a foe to avoid. she may add +1 to the difficulty of the Wits + (ability) roll used to resist the disarm for every mote she spends, adding up to her Dexterity.

Twin Arrow Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl fires two missiles simultaneously. she rolls once for both missiles, which must be dodged or parried separately. she can shoot at the same person or two targets within her Dex * 5 feet of each other.

Flight of Hornets.

  • Cost: 3 motes / attack + 1 WP
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Precise Diving Raptor

The Catgirl fires off a storm of shots; she can shoot up to her Dex worth of attacks, buying one extra attack for every 3 motes spent. (These can be Archery or Thrown attacks)

Deadly Spring Rain

  • Cost: 2 or 3 motes / arrow
  • Duration: Instant
  • Type: Extra Action
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Precise Diving Raptor

The Catgirl fires a single missile; it multiplies in the air into a storm of missiles raining down around her chosen target. she must burn 2 motes for every extra missile; each must be directed at a single target within her Dex in yards of the target. Roll separately for each attack. If she burns 3 motes, the missile ignores all cover.


Wind-Denying Shot

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 4
  • Minimum Moe: 1
  • Prerequisite Charms: Dexterity of the Moon

The Catgirl's shot ignores all environmental penalties except range.

Doom-Defying Shot

  • Cost: 6 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Wind-Denying Shot

The Catgirl may make a ranged attack which ignores all pain penalties, environmental penalties, ranged penalties, any sort of penalty whatsoever, except multi-action penalties. Any charm which would force the loss of dice from the pool to make the attack is reduced in effectiveness by the Catgirl's Dexterity. (So a charm that cost a Dex 5 Catgirl 7 dice would only cost her 2)

Indefatigable Shot

  • Cost: 3 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Doom-Defying Shot

Nothing can reduce the Catgirl's die-pool on this attack (though it can still be dodged and parried) except Multi-action penalties. Even Multi-action penalties for the shot are reduced by the Catgirl's Dexterity.


Unnatural Flexibility

  • Cost: 1 mote/success
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 1
  • Prerequisite Charms: None

The Catgirl can bend himself in various unnatural ways, twisting, flexing, stretching or contorting. she can buy one automatic success per mote spent on actions intended to escape confinement, wiggle through tight spots, and the like. (Each success bought converts one die to a sucess without rolling.) This can be used to help escape clinches.

Frog's Tongue Strike

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Unnatural Flexibility

The Catgirl may stretch her arm unnaturally for a single action, elongating it up to Dex * 10 feet. If used in conjunction with a grapple, a successfully grappled target is pulled back to her when her arm snaps back to normal length.


Rubber Man

  • Cost: 6 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Dexterity: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Frog's Tongue Strike

The Catgirl becomes supremely flexible, able to bend and contort himself hideously unnaturally. she can add her Moe as automatic successes to any pool facilitated by this (grappling, escaping bonds, squeezing through tight spaces).


Rising Moon Parry

  • Cost: 1 mote / 2 dice
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Dexterity of the Moon

Like the Moon rising at dusk, the Catgirl's blade rises to meet the foe. The Catgirl can buy up to her Dexterity in parry dice; this can create a defense action from nothing or add to a parry action.


Blow-Slowing Defense

  • Cost: 2 motes / point of reduction.
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Rising Moon Parry

The Catgirl nimbly turns aside an on-rushing blow in such a way that even if it hits, it will hurt her less. The Catgirl may reduce the damage done before soak by 1 for every 2 motes spent, to a limit of her Dexterity. This cannot reduce the damage below ping levels, however.

Ground-Yielding Defense

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Blow-Slowing Defense

The Catgirl gives up ground in order to avoid being hit. The Catgirl rolls her Dex + Melee. Every success reduces the pre-soak damage inflicted on her by a blow by 1, but forces her to move backwards a yard. This charm fails against unparriable attacks, but is not itself a parry (IE, you can parry, then use this charm to reduce the damage if you fail.)


Catgirl Crescent Shield

  • Cost: 2 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Rising Moon Parry

The Catgirl's blade slashes out a crescent arc, driving back a foe's blade. The Catgirl can execute one parry action with her full Dexterity.

Moon Revenge

  • Cost: 4 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Catgirl Crescent Shield

Upon being attacked, the Catgirl carries out a counterstroke. she gets an immediate hand weapon attack action with her Dexterity worth of dice.

Arcing Silver Slash

  • Cost: 4 motes / attack, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dexterity: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Moon Revenge

Upon being attacked, the Catgirl carries out a counterstroke. her wide-slashing stroke lets her roll once and attack up to her Dexterity in targets within arm's reach.