TheKawaiiEdition/SacredBodyguardCharms

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Sacred Bodyguard Charms

(Charm Types as per charm guide on main Kawaii Edition Page. The five basic charms of each tree are described below.

Bureaucracy, Investigation, Medicine, Melee, Resistance are the five specialties of the Sacred Bodyguards.

The Basic Charms

  • Basic (Ability) Prana 1/1
    • Expert (Ability) Method 2/2
      • Companion (Ability) Technique 3/3
      • Specialist (Ability) Technique 3/3
        • Master of (Ability) 4/4

Basic (Ability) Prana

  • Cost: 1 mote / 2 dice
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 1
  • Minimum Moe: 1
  • Prerequisite Charms: None

Add one die for every mote spent to any pool of this Ability, to a maximum of the Magical Girl's Ability. This can be used to build defensive pools with an appropriate combat ability, from a base of zero dice. (IE, it can be used to buy a dodge or parry as appropriate.)

Expert (Ability) Method

  • Cost: 1 mote / 2 dice, +1 / target beyond the first
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic (Ability) Prana

The Magical Girl augments up to her Ability worth of people's pool in an Ability by two dice for every mote spent to a limit of her level in the Ability.

Further boosters cascade off this which increase the size of the group you can affect.

Companion (Ability) Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

Having failed at an action or just unsatisfied with it, the Magical Girl can choose to re-roll her failure in hopes of a better result.

Specialist (Ability) Technique

  • Cost: 2 motes / success
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

The Magical Girl can convert specialty dice on a roll with the relevant Ability to successes at a cost of 2 motes per auto-success.


Master of (Ability)

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 4
  • Minimum Moe: 4
  • Prerequisite Charms: Companion (Ability) Technique

The Magical Girl can reroll any check in this ability once, for the duration of a scene. She must take the second result if she chooses to reroll.


Magical Girl Bureaucracy Cascade

  • Basic Bureaucracy Prana 1/1
    • Expert Bureaucracy Method 2/2
      • Bureaucracy Creation Method 3/3
      • Companion Bureaucracy Technique 3/3
      • Specialist Bureaucracy Technique 3/3
        • Master of Bureaucracy 4/4
    • Follow the Money 3/2
    • Mask of the Bureaucrat 3/2
    • Master Salesman 3/2
    • Re-Direct the Bureaucratic Flow 4/2
      • Burden to Bear Method 5/3
      • Lighten the Bureaucratic Burden 5/3
    • Steady the Market 4/2
      • Tip the Applecart 5/3


Bureaucracy Creation Method

  • Cost: 1 mote / 5 people or 3 motes / 1 person
  • Duration: Indefinite
  • Type: Speech
  • Minimum Bureaucracy: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert Bureaucracy Method

No man stands alone in a bureaucracy; the union of many is shown to be stronger than the one. The Magical Girl can empower five people with Bureaucracy 1 for a mote or one person with her own level of Bureacracy for 3 motes, or some combination, spending motes until she runs out if she desires. So long as the motes remain committed, the ability levels are retained, replacing previously held degrees of skill.


Follow the Money

  • Cost: 3 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Bureaucracy: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Bureaucracy Prana

The flow of Jade within a market or a bureaucracy reflects the actions of its masters. Roll Perception + Bureaucracy against a difficulty of the Moe of the initator of some action carried out by a bureaucracy or in a market to find out who is responsible.


Mask of the Bureaucrat

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Bureaucracy: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Bureaucracy Prana

There is a deep core of similarity to Bureaucrats, grooves worn into every soul that walks this road. Carve those grooves into your own and walk among them unseen. The Magical Girl can walk into any bureaucracy or market and be accepted as part of the organization by anyone of equal or less Moe. Those of superior Moe will remember they do not belong there.


Master Salesman

  • Cost: 1 mote / -1 difficulty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Bureaucracy: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Bureaucracy Prana

Relentlessly, you sell as a metal blade cuts through flesh--relentlessly, unstoppably. You can lower the difficulty of a Bureaucracy roll for selling or buying things by 1 for every mote invested to a limit of your Bureaucracy.


Re-Direct the Bureaucratic Flow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Bureaucracy: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Bureaucracy Prana

Bureaucracies don't care who they hound so long as the rules are followed. Roll Wits + Bureaucracy against a difficulty of the highest Moe person you are affecting. If you succeed, the bureaucracy begins persecuting someone else instead of whoever it was pursuing. (For example, you may redirect the blame for your tax evasion to your hated neighbor.) Your successes also indicate how hard it will be for new evidence or new commands to redirect it again.


Lighten the Bureaucratic Burden

  • Cost: 6 motes
  • Duration: Moe Days
  • Type: Speech
  • Minimum Bureaucracy: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Re-Direct the Bureaucratic Flow

Removing the weight of paperwork and useless regulations is like taking stones out of a boat; it moves faster carrying less weight. Roll Intelligence + Bureaucracy; each success multiples the operational speed of the Bureaucracy by a factor of one.


Burden to Bear Method

  • Cost: 4 motes
  • Duration: Moe Days
  • Type: Speech
  • Minimum Bureaucracy: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Re-Direct the Bureaucratic Flow

Pile enough rocks into a boat and it sinks; increase the weight of forms and procedures in a Bureaucracy and it does the same. Roll Manipulation + Bureaucracy. Each success increases the time a bureaucracy takes to function by a factor of one.


Steady the Market

  • Cost: 4 motes
  • Duration: Moe Days
  • Type: Speech
  • Minimum Bureaucracy: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Bureaucracy Prana

The wise Magical Girl learns how to impose the stability of stone upon the wild fluctuations of the market. The price fluctuations of a local market can be dampened or negated with this charm; roll Wits + Bureaucracy. Each success regresses prices back towards the median price by twenty percent. (So five successes will fix the price at the normal cost)


Tip the Applecart

  • Cost: 5 motes, 1 WP
  • Duration: Moe Days
  • Type: Speech
  • Minimum Bureaucracy: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Steady the Market

With a few well spoken words, the Magical Girl sends the market into an insane spiral. Roll Manipulation + Bureaucracy; each success causes local prices of some commodity to either rise or fall ten percent for the duration.



Magical Girl Investigation Cascade

  • Basic Investigation Prana 1/1
    • Expert Investigation Method 2/2
      • Companion Investigation Technique 3/3
      • Investigator Enhancement Method 3/3
      • Specialist Investigation Technique 3/3
        • Master of Investigation 4/4
    • Image of the Fugitive 3/2
      • Revelation of the True Face 4/3
    • Memory of the Earth 3/2
      • Earth Gives Up Its Secret Paths 4/3
    • Secrets of Metal 3/2
    • Truth Written in Stone 3/2


Investigator Enhancement Method

  • Cost: 2 motes + 1 mote / person
  • Duration: one Scene
  • Type: Speech
  • Minimum Investigation: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert Investigation Method

There is strength in unity. The Earth witnesses all, and shares its strength to help investigators witness the evidence left behind and to understand its meaning. Each target of this charm gains +1 to Perception and Intelligence and Investigation for the duration of the charm. Up to Moe + Investigation targets can be effected.


Image of the Fugitive

  • Cost: 3 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Investigation: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Investigation Prana

Given a name, the Magical Girl speaks her will to a piece of metal and it reshapes itself into the image of that person. The metal only responds to a true or unique identifier of that person. If a killer is commonly known as 'The Fatman', it will identify him correctly, but if someone used the false name 'Faraz Najir' and you tried to get an image of him, it would fail.

Revelation of the True Face

  • Cost: 5 motes, 1 WP
  • Duration: Instant
  • Type: Speech
  • Minimum Investigation: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Investigation Prana

Gazing upon a person or an image of that person, the Magical Girl rolls Perception + Investigation; the target resists with Manipulation + Larceny. If the Magical Girl scores more successes, she knows the true name and face of that person. If she fails, she can't try again for her target's Moe in Days. She can only use this on someone of equal or inferior Moe.


Memory of the Earth

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Investigation: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Investigation Prana

The ground remembers all who trod upon it, though the evidence may fade. This charm refreshes all evidence of passage through an area by anyone the Magical Girl is seeking. This removes all environmental penalties from any Investigation checks for the duration of a scene.

Earth Gives Up Its Secret Paths

  • Cost: 8 motes
  • Duration: One Day
  • Type: Speech
  • Minimum Investigation: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Memory of the Earth

The ground yields up to the Magical Girl the secret of the path someone walked upon it. The Magical Girl must roll Perception + Investigation with a difficulty of the target's Moe. On a success, she can track that person for the length of the charm. This defeats any mundane concealments of the trail.


Secrets of Metal

  • Cost: 4 motes
  • Duration: Investigation Questions
  • Type: Speech
  • Minimum Investigation: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Investigation Prana

Metal does not forget things past. The Magical Girl may pick up any metal object and interrogate it about what it has seen; it will answer truthfully, but it only knows what it has seen and heard.


Truth Written in Stone

  • Cost: 1 mote / +1 difficulty
  • Duration: One Scene
  • Type: Speech
  • Minimum Investigation: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Investigation Prana

Stone does not lie; it knows what is true and holds to it. Like stone, the Magical Girl is hard to deceive. She may add +1 to the difficulty of anyone lying to her for every mote spent, to a limit of her Investigation.


Magical Girl Medicine Cascade

  • Basic Medicine Prana 1/1
    • Expert Medicine Method 2/2
      • Companion Medicine Technique 3/3
      • Emergency Room Evocation Method 3/3
      • Specialist Medicine Technique 3/3
        • Master of Medicine 4/4
    • Earth Transmutation Method 3/3
    • Pain-Removing Method 3/2
    • Purity of the Earth 3/2
    • Slice Away Infection 3/2
    • Wound-Healing Charm 3/2
      • Resillience Regaining Method 4/3

Emergency Room Evocation Method

  • Cost: 1 mote / 5 people or 3 motes / 1 person
  • Duration: Indefinite
  • Type: Speech
  • Minimum Medicine: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert Medicine Method

In a crisis, one person's efforts may not be enough. But together, any illness can be defeated. The Magical Girl can empower five people with Medicine 1 for a mote or one person with her own level of Medicine for 3 motes, or some combination, spending motes until she runs out if she desires. So long as the motes remain committed, the ability levels are retained, replacing previously held degrees of skill.


Earth Transmutation Method

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Medicine: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Medicine Prana

All the cures for any problem can be found in the bounty of the Earth. The Magical Girl can transform a handful of dirt or a hunk of stone or metal into any desired drug needed to treat any disease or infection. This allows the use of the Medicine skill to cure disease when no medicines or other necessary tools are available, and reduces the difficulty of the check by the Magical Girl's Moe.


Pain-Removing Method

  • Cost: 1 mote per -1 removed
  • Duration: One Scene
  • Type: Subtle/Mental
  • Minimum Medicine: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Medicine Prana

The Earth feels no pain. You can deaden someone's pain by spending 1 mote per -1 suppressed. You can spend motes equal to the target's Stamina.


Purity of the Earth

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Medicine: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Medicine Prana

The power of Earth is pure and unwavering. By adding a pinch of dirt, stone, or metal to a liquid (and making a successful Intelligence + Medicine roll), the Magical Girl creates a dose of antidote to any and all poisons.

Slice Away Infection

  • Cost: 3 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Medicine: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Medicine Prana

Touching a metal blade to an infected wound, the Magical Girl 'slices' away any infections, automatically curing the infection.


Wound-Healing Charm

  • Cost: 5 motes
  • Duration: One Day
  • Type: Speech
  • Minimum Medicine: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Medicine Prana

The Magical Girl crafts a tiny metal charm out of Moe and binds it to the subject's wound; it then shares the strength and unity of Metal with him. This enables him to heal more quickly. Mortals heal as if they are Exalted; Exalted heal faster according to a factor equal to the Magical Girl's Medicine skill.


Resillience Regaining Method

  • Cost: 7 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Medicine: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wound-Healing Charm

The strength of metal infuses the target, lessening the severity of his wounds. Roll Medicine + Intelligence; every success turns one lethal wound to a bashing wound.


Magical Girl Melee Cascade

  • Basic Melee Prana 1/1
    • Expert Melee Method 2/2
      • Companion Melee Technique 3/3
      • Specialist Melee Technique 3/3
        • Master of Melee 4/4
    • Always Armed 3/2
      • Pure Metal Blade 4/3
    • Blade Guardian 3/2
      • Ally-Shielding Stance 4/3
      • Blade Sheild 4/3
      • Duel Evocation Prana 4/3
    • Converging Blade Assault 4/3
    • Deep Piercing Stroke 3/2
      • Armor-Piercing Stroke 4/2
        • Ineffable Blow 5/3
    • Revenge Stroke 3/2
      • Revenge Storm 4/3


Always Armed

  • Cost: 2 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Melee: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Melee Prana

So long as there is dirt, stone, or metal to be found, the Magical Girl is never unarmed. She need but touch such things to draw forth a weapon. She may create any mundane melee weapon with this charm. It falls apart when the charm ends.

Pure Metal Blade

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Melee: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Always Armed

The Strength of Metal is unsurpassed. From a tiny sample of the element, the Magical Girl summons a weapon of whatever type she desires, with the following stats: Speed of Melee + Moe, Accuracy of Moe, Damage of Melee + Moe, Defense of Moe.


Blade Guardian

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Melee: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Melee Prana

Metal guards its master; your weapon moves of its own accord to parry at full dice pool an incoming attack you're aware of.


Ally-Shielding Stance

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Melee: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Blade Guardian

So long as you remain within your Moe in yards, you may parry any attack on an ally of your choice, so long as you have actions to spare.


Blade Sheild

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Melee: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Blade Guardian

The Magical Girl assigns a weapon to defend her. The weapon acts as a shield, helping to deflect incoming attacks. It increases the difficulty to hit her by her Moe while the charm lasts.


Duel Evocation Prana

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Melee: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Blade Guardian

You know how to disrupt the unity of metal as well as evoke it. Once you activate this charm, no more than 10-(your Melee + Moe) foes may attack you in a given turn by hand-to-hand combat, unless they have Moe superior to yours. This defeats any charms which would enable more to attack you in hand-to-hand, unless those charms are Perfect. However, any number of people can still use missiles, sorcery, ranged charms, etc.

Converging Blade Assault

  • Cost: 2 motes + 2 motes / duplicate
  • Duration: Instant
  • Type: Extra Action
  • Minimum Melee: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Melee Prana

When the Magical Girl strikes, copies of her blade appear, attacking her foe from all sides. The difficulty to parry her blows increases by one, and she gets one attack per duplicate; all must be at the same person. She can create up to her Melee worth of duplicates.


Deep Piercing Stroke

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Melee: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Melee Prana

Metal bends and tears others without being bent or turned aside. The Magical Girl adds her Melee to her damage before soak on a successful hit.


Armor-Piercing Strike

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Melee: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Deep Piercing Stroke

Strengthening her weapon with Moe, the Magical Girl triumphs over someone else's less cool armor. Reduce soak against a blow by your Melee on a successful hit.


Ineffable Blow

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Melee: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Armor-Piercing Strike

The power of your stroke is so strong, even armor can't stop it. Add your Melee to any damage done after Soak.

Revenge Stroke

  • Cost: 4 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Melee: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Melee Prana

Upon successfully parrying a foe's assault, you may count your parry successes as a counter attack upon the person who attacked you. He may choose to parry or dodge.


Revenge Storm

  • Cost: 6 motes, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Melee: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Revenge Stroke

Upon successfully parrying a foe's assault, you may count parry successes as a counter attack upon the person who attacked you. He may choose to parry or dodge. If your blow hits, you may take another attack at the same die pool. You can take a maximum number of attacks equal to your Melee.


Magical Girl Resistance Cascade

  • Basic Resistance Prana 1/1
    • Expert Resistance Method 2/2
      • Companion Resistance Technique 3/3
      • Specialist Resistance Technique 3/3
        • Master of Resistance 4/4
    • Metal Skin Method 3/2
      • (Element) Protection Form 3/2
        • Chaos-Warding Prana 3/3
          • Magical Resistance Technique 4/3
      • Jade Bones 4/3
    • Safe Dining Technique 3/2
      • Feast of Poison 4/3

Metal Skin Method

  • Cost: 1 mote / +2LTheKawaiiEdition/B soak
  • Duration: One Scene
  • Type: Speech
  • Minimum Resistance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Resistance Prana

The Magical Girl turns her skin to metal. She gains +2 Lethal, +2 Bashing soak for every mote spent. She can take up to her Strength worth of soak without penalty. Every level beyond that imposes a -1 mobility penalty. She can spend up to Resistance + Moe motes. This soak will not stop sorcery or damage enhanced by charms.

(Element) Protection Form As Dragon-Blooded Splat, p. 201.

Chaos Warding Prana As Dragon-Blooded Splat, p. 201.

Magical Resistance Technique

  • Cost: 6 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Resistance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Chaos Warding Prana

The strength of Metal empowers you to resist charms and sorcery; roll Stamina + Resistance and add your successes to your soak against all charm enhanced attacks and sorcery. This will do nothing to stop mundane damage.

Jade Bones

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Resistance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Metal Skin Method

The Magical Girl evokes the power of Earth, turning her bones to jade. This prevents any limb-loss, maiming, or other effects which would have to sever or break her bones. It also reduces the lethal damage from a blow by her Resistance. However, this cannot reduce the damage inflicted below one wound, and it won't stop Sorcery or Post-Soak Charm Enhanced damage.

Safe Dining Technique

  • Cost: 1 mote / -1 difficulty
  • Duration: One Scene
  • Type: Speech
  • Minimum Resistance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Resistance Prana

The Earth cannot be poisoned. But you are at risk of such. Draw its strength into yourself to maintain your purity. For every mote spent, the Magical girl lowers her difficulty to resist a poison by one, to a limit of her Resistance.

Cascade versions of this allow the extension of this protection to more people; useful for feasts and parties.


Feast of Poison

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Resistance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Safe Dining Technique

The Earth ignores poisons; so do you. Any non-charm enhanced or sorcerous poison is completely blocked from having any effect on you once this charm is used.


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