ThinkerCharms

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By Thinker

Solar Charms

Melee

Essence Slicing Blade

Cost: 10 Motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Melee: 5
Minimum Occult: 5
Min. Essence: 5
Prereqs: Charm Slicing Blade

The Solar Exalted hones the Essence of their blade beyond that needed to merely slice Charms away from their target, they gain the ability to actually wound the targets very Essence. If this attack successfully hits, then calculate damage as if it were aggravated, but ignore effects that reduce or negate damage (Such as Adamant Skin or Bottomless Depths Defense). The attack actually deals no damage but for each level of damage that it would have inflicted it reduces the targets Permanent Essence by one to a minimum of one. A number of motes of Essence are lost along with access to Charms that require Essence higher than the characters new amount. Existing effects based on Essence are unaffected but new ones created use the new Essence rating. Lost Essence returns at the rate of one point per scene until it returns to its previous level.

Endless Parry Stance

Cost: 20 motes, 2 willpower
Duration: Indefinite
Type: Simple
Minimum Melee: 5
Min. Essence: 5
Prereqs: Eight Fold Bulwark Stance 

The Solar Exalted adopts the Endless Parry Stance their blade whipping around them in a whirlwind of Perfect Blocks. Until they abandon the Stance they may parry without rolling any attack against them even those that are not normally blockable or those that they are not aware of. They may not however take any other action while maintaining the Endless Parry Stance. This Charm is fully compatible with counter-attack Charms and an opponent with Steel Devil Style or Eightfold Bulwark Stance up may freely counterattack per the normal limits of that Charm. They may even supplement these counterattacks with other Charms (Though they cannot activate any other sort of Charm while under the effects of Endless Parry Stance.) For every ten turns that the character maintains the Endless Parry Stance they must make a fatigue roll against a difficulty equal to the number of turns they have held the stance / 10. If the roll is failed the stance ends immediately, and the character is at a -1 fatigue penalty until they rest. Charms that negate or effect fatigue rolls work normally.

Deadly Storm of Wrath Method

Cost: 6 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Melee: 5
Min. Essence: 5
Prereqs: Unfolding Bronze Tiger Stance

The Solar Exalted makes a single attack, and directs it against a number of opponents equal to their melee score. They must all be in range of the attack normally (including the effects of other supplemental Charms such as Iron Raptor, etc). Each person so attacked suffers the full effects and must dodge or block the assault separately. Multiple attacks may be directed at the same opponent but this costs an additional mote per attack that is forced onto the person. (I.E. if a Solar Exalted with 5 melee wants to direct all five attacks against a single target this Charm costs 10 motes and 1 willpower). The character may split their dice pool freely when using this Charm and splinter attacks from two separate uses of the Charm may be directed against the same opponent without additional charge. (Remember the Solar Exalted still has to pay the cost for this Charm on every attack so enhanced.)

King's Crossing Offence

Cost: 20 Motes, 1 willpower
Duration: One Scene
Type: Reflexive
Minimum Melee: 6
Min. Essence: 6
Prereqs: Cascading Assault Mode

The Solar Exalted may make a reflexive attack against every opponent who is within their Melee range at any point once per turn. This is a fully reflexive action, and therefore occurs outside the normal order of initiative, at any point the Solar Exalted desires. This is not a form of automatic initiative any more than any other reflexive effect and as such is not subject to being reordered by the effects of Charms such as Thunderclap Rush Attack or Prismatic Arrangement of Creation Form. This attack may not be dodged or parried without the target sacrificing any further action for this turn or using a Perfect Defense. If the target uses a Perfect Defense against such as attack they automatically forfeit their action(s) for the turn, including al Fully Independent actions such as those provided by March of Charcoal Spiders Form, and persistent extra-actions such as those provided by Angry Predator Frenzy Style or a Gem of Perfect Mobility. If the attack is made before the Solar Exalted Initiative they may not supplement it further with non-reflexive Charms.

Reflexive Parry Mastery

Cost: None
Duration: Permanent
Type: Simple
Minimum Melee: 6
Min. Essence: 6
Prereqs: Protection of Celestial Bliss

The Character Has mastered the flows of Essence and the skill of Melee to such a degree that they can channel their Essence in ways that lesser combatants cannot. A character with this Charm can reflexively activate Five Fold Bulwark Stance, Eightfold Bulwark Stance, Steel Devil Style, Dipping Swallow Defense, Heavenly Guardian Defense or Mirror of Reflected Light. These Charms no longer count as the Characters Charm use for the Turn.

Soul Slicing Blade

Cost: 10 Motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Melee: 6
Minimum Occult: 5
Min. Essence: 6
Prereqs: Essence Slicing Blade, Unconquered Sun Assault

The Solar Exalted hones the Essence of their blade far beyond even that needed to wound the targets Essence. They hone their Essence to become sharp enough to sever the souls connection to their targets body. If the attack lands any target is instantly slain without a roll. This Charm can also penetrate the vital centers of Essence in spirits, elementals, demons, ghosts, and even Primordials. Anything so hit is instantly and permanently destroyed.

Superlative Counter Parry Technique

Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 6
Min. Essence: 6
Prereqs: Cascading Parry Charm

The Exalted extends their knowledge of parrying and counterattacking to be able to negate an opponent's ability to do so. This Charm can be activated to totally negate the effects of one Charm, Action or Power that is activated in response to an attack, including any parry, counterattack, etc. This totally negates the effects of Charms such as Weapon Breaking Defense (including the parry it provides), Cannibalistic Heritage Technique (This does not force the Solar Exalted to abort the attack) , Solar Counterattack etc. This is a Perfect Effect. This effect does /not/ of course negate Perfect Defenses.

Sail

Sky Sailing Charm

Cost: 20 motes, 1 willpower
Duration: One Day
Type: Simple
Minimum Sail: 5
Min. Essence: 5
Prereqs: Glorious Solar Ship

This Charm allows a ship to fly at its normal rate of movement based on the prevailing winds etc. It may climb or descend at half its lateral movement rate if it takes no other movement, or at a quarter if it does so in conjunction with its normal movement. The ship can sail no higher than one mile per point of Permanent Essence that the Solar Exalted using this Charm possesses. This Charm is fully compatible with magically conjured Ships as well as other Sail Charms. If the Charm ends with the Ship in the air, it gently drifts to the sea or ground below it and lands safely. This Charm can only be used on a ship in the air or on water, though it can fly across land while under its effects, as easily as water.

Larceny

Thieving Charm Practice

Cost: 20 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Lore: 5
Minimum Larceny: 5
Min. Essence: 5
Prereqs: Essence Drawing Breath, Magpie's Thieving Talon, Power Awarding Prana

This Charm allows the Solar Exalted to steal one of their targets most prized qualities a Charm. The Solar Exalted must be within three yards of their target to activate this Charm. When activated the Solar Exalted sharply inhales and streams of Essence pour from their opponent's heart out through their chest and into the Exalts mouth. The character instantly becomes aware of the general effects of their opponents Charms; they then choose one they wish to attempt to steal. The knowledge of the other charms the target knows fade from the Characters mind almost instantly. The attempted theft is resolved as such; the character using this charm rolls their Essence + Larceny against a difficulty equal to the sum of the minimum Essence and minimum Ability values of the Charm they are attempting to steal. If they succeed, then the target instantly looses access to that Charm until the Solar Exalted releases the motes used to commit this Charm. If the Solar Exalted meets the minimum Essence and minimum ability / attribute / virtue requirements for the Stolen Charm then they may use it while it is in their possession as though it were a normal Charm they possessed. Bare in mind that they use their own traits not those of the person they stole the Charm from. Charms that can be purchased multiple times (Such as Ox-Body or Deadly Beastman Warrior Transformation) cannot be stolen with this Charm. Eclipse Caste who steal a Charm and retain it for long enough to complete the training time to learn it may do so, if they meet the requirements and spent the XP normally.

Lore

Essence Drawing Breath

Cost: 10 motes, 1+ willpower
Duration: One Scene
Type: Simple
Minimum Lore: 5
Min. Essence: 4
Prereqs: Wyld Shaping Technique

This powerful Charm allows the Solar Exalted to divert the flows of Essence around them drawing them into their own Essence pool. When this is activated the Solar Exalted spends 20 motes and 1 willpower then rolls their Stamina + Essence. For the rest of the scene anyone with a Permanent Essence score lower than the number of successes rolled within Essence x 5 yards of the Solar, must tithe one mote to the Solar's Essence pool in each turn that they spend Essence (The amount of Essence spent does not matter). These motes cannot take the Solar Exalted above their normal limit. Furthermore as a reflexive action the Solar Exalted may spend a willpower point and divert the flow of a Hearthstone's Essence from nearby into themselves. The hearthstone must be within Essence x5 yards of the Solar but need not be visible (Though the Solar does need to know that the stone is there somehow). The Solar immediately regains a number of motes equal to the hearthstones rating x2. Further the Hearthstone is deactivated for the rest of the scene and the attuned user gains none of the normal benefits. If the attuned user has a Permanent Essence higher than the successes that the Solar Exalted rolled on their Stamina + Essence rolls then they may prevent the Solar from diverting their Hearthstone with a reflexive willpower expenditure.

Essence Re-Channelling Method

Cost: 4 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Lore: 6
Min. Essence: 6
Prereqs: Essence Shaping Technique, Order Affirming Blow

This powerful Charm allows the Solar Exalted to cease flows of Essence from the world around her and reshape them as they see fit. They may pick one standing or currently being activated effect of a Charm or Spell that they are within three yards of, including Charms affecting other people, and reshape it into another effect that they can produce. Mechanically this causes the effect to immediacy cease and another effect the Solar Exalted can produce with the same or less cost in motes to immediately come into existence as if the Solar had used the appropriate Charm or spell (They must still pay the non-mote costs). The Charm or Spell created by the rechanneled Essence does not count as the Solar Exalted's Charm use for the turn, though the usage of Essence Rechanneling Method does. The Solar May activate the Essence Rechanneling Method multiple times in a single instant in order to tear apart several effects and combine their Essence into one larger effect. The effects so targeted are automatically canceled unless the creator of the effect has higher Essence than that of the Solar Exalted using this effect, in that case the Solar must roll their Essence against a difficulty of the Permanent Essence of the creator of the effect in order to succeed.

Lunar Charms

Manipulation

Slashing Silver Serpent Style

Cost: 15 Motes, 1 willpower
Duration: Scene
Type: Simple
Minimum Manipulation: 5
Min. Essence: 5
Prereqs: Insidious Moonsilver Shard, Luna's Fickle Weapon Technique

The Lunar Exalted exploits the nature he shares with his attuned moonsilver weapon, and in his hands it is as fluid as he dreams it to be. For the rest of the scene, his weapon changes shape wildly and erratically at his whim, never taking one entirely solid shape. A spear one moment, a hammer the next, sometimes just a formless bladed thing that writhes like a snake as it draws blood mercilessly from the Lunar's opponent.

For the rest of the scene, the Lunar may reflexively spend a mote and completely rearrange the statistics of his moonsilver weapon. A moonsilver daiklaive (originally S+3, A+4, Da+5, De+2) could suddenly become a Spd. +5, Acc. +5, Dam. +4L, Def. +0 spear one moment as the Lunar attacks, and reshape to become a Spd. +7, Acc. +0, Dam. +0L, Def. +7 pair of hook swords the next as the Lunar turns to defend himself. This bonus is entirely reflexive, and can be activated at the beginning of a round to give a Lunar extra initiative. It can only be activated once per instant, however-- no attacking with high accuracy and shifting the weapon's stats all into damage as damage is resolved. No one trait of the weapon can be reduced below 0 or its original value, whichever is lower.

The weapon constantly, dramatically changes shape every time its stats are changed-- this Charm cannot be used secretly.

Terrifying Moonsilver Transformation

Cost: 20 motes, 1 willpower, 1 Aggravated HL
Duration: One Scene
Type: Simple
Minimum Manipulation: 5
Min. Essence: 5
Prereqs: Wondrous Lunar Transformation, 

Invulnerable Moonsilver Carapace, Form Destroying Touch.This potent Charm transforms the Lunar into a living weapon of Flowing Moonsilver. For the rest of the scene they are treated as if they were under the effects of Invulnerable Moonsilver Carapace every turn (Including the negative side effects). Additionally they gain two fully independent actions each turn (Per Charcoal March of Spiders Form) and their unarmed attacked do aggravated damage in place of their normal Lethal. (But not if their attacks would normally be bashing.)

Dexterity

Cascading Body Evasion

Cost: 5 motes + 1 mote per dodge, 1 willpower
Duration: One Scene
Type: Reflexive
Minimum Dexterity: 5
Min. Essence: 5
Prereqs: Flowing Body Evasion

Extending their Protean powers the lunar Exalted may reflexively spend a single mote before they dodge any attack to transform their existing Dodge dice pool into the equivalent of the use of the Flowing Body Evasion Charm, however rolled on the dice pool so enhanced.

Unsurpassed Moonsilver Sprint

Cost: 15 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Dexterity: 5
Min. Essence: 5
Prereqs: Breath Drinking Executioner Attack

The Lunar instantly bursts into a run faster than they eye can follow, flashing from where they are to any location they can see in an instant. They can perform this motion as part of an attack if desired, if they do so the attack is considered to automatically catch their target by surprise, and they may only defend themselves using Charms that specifically allow them to respond to attacks they are unaware of.

Invulnerable Carp Transformation

Cost: 12 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Dexterity: 5
Min. Essence: 4
Prereqs: Invulnerable Moonsilver Carapace, Running through the Herd

Weaving through combat like a carp darting through a well known field of sea grass the Lunar Exalted seems to almost be untouched by all harm. The Lunar Exalted may take a full dodge every turn in addition to their regular dice action, as they seem to flow away from harm almost before it begins. Additionally their flesh shines with a hint of Moonsilver like the scales of a carp glinting through the surface of a pond. The Lunar Exalted adds 6L/6B to their soak. This soak is explicitly allowed to take the Lunar Exalted's combined natural soak about 12 to a limit of 18 (not including armor). Additional soak beyond 18 rolls over into the Lunars ability to ignore damage as normal.

Cascading Body Evasion

Cost: 6 motes, 1 willpower
Duration: One Turn
Type: Reflexive
Minimum Dexterity: 5
Min. Essence: 4
Prereqs: Running Through the Herd

Twisting and transforming the Lunar Exalted twists out of the way of almost any harm. This Charm can only be activated in conjunction with a full dodge. While this Charm is activated the Lunar Exalted automatically dodges any attack, so long as they get at least one success on their Dexterity + Dodge roll, even attacks that are normally impossible to dodge. The character's Dexterity + Dodge dice pool must come from their full dodge, and this Charm cannot be combined with any effect that allows the Lunar Exalted to gain automatic successes on the dodge roll. The character can dodge no more attacks in a single turn with this Charm than their Dexterity score. When these dodges are gone their Full Dodge ceases as well, no matter how many dice they have remaining in their dice pool.

Celestial Beast Metamorphosis

Cost: 7 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Dexterity: 5
Min. Essence: 4
Prereqs: Coiled Cobra Strike, Scales of the Dragon, Deadly Beastman Warrior Transformation

Shifting their form to adopt the streamlined attitude of a great beast, the Lunar Exalted enhances their natural deadly power. This Charm can only be activated when the Lunar Exalted is in their Deadly Beastman Warrior Transformation shape. When they activate the Charm they choose a number of attribute points to sacrifice, to a limit of their Permanent Essence (Social attributes are normally selected but some lunars have been known to sacrifice mental attributes as well). Attribute points sacrificed may be added to the characters physical attributes as if they were part of the Deadly Beastman Warrior Transformation (It takes two points to add one to dexterity, and the increases count as natural for purposes of Charms). The Lunar Exalted may also trade two points of attributes sacrificed to this Charm for an additional Deadly Beastman Warrior Transformation gift. All the sacrifices and bonuses of this Charm are lost when the Lunar Exalted ceases to commit the motes. There are rumors of Chimera that dwell in the Deep Wyld who have literally been under the effects of this Charm for centuries.

Perfect Predator Hunting Style

Cost: 3 motes per action, 2 willpower
Duration: One Scene
Type: Extra-Actions
Minimum Dexterity: 6
Min. Essence: 6
Prereqs: Instinctive Form Mastery

The Lunar Exalted adapts their body and Essence to allow them to move with preternatural deftness. Each three motes invested in this Charm gives the Lunar Exalted a Full Independent Action (As defined by Charcoal March of Spiders Form) each turn for the rest of the scene. They may invest no more motes in this Charm than their Essence x 2.

Essence Storing Heart

Cost: 20 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Dexterity: 7
Min. Essence: 7
Prereqs: Soul Tearing Jaws, Soul Digesting Instinct 

The Lunar Exalted may activate this Charm to tear the heart of out of any foe that they have personally slain and consume it as a reflexive action. In addition to the normal benefits from this action (Gaining the form of the target) the Lunar Exalted absorbs one of the targets Charms, and stores it in their heart. The Lunar Exalted must meet the minimum requirements for any Charm stored this way, but need not have the prerequisite Charms. A Lunar Exalted may have no more Charms stored in their heart than their permanent Essence. The Lunar Exalted may use a Charm stored in their heart, paying the costs as normal. A Charm used in this way is treated as though the Lunar Exalted had the Charm naturally, but once used it fades from their heart. A Lunar Exalted may store multiple copies of a single Charm in the heart. If a Lunar Exalted uses this Charm on another Lunar who has Charms stored in their heart, they get all the Charms so stored in place of the normal one of the targets if they so choose. There are more powerful Charms that can allow the Lunar Exalted to make better use of their stored Charms, but knowledge of them has been lost since the First Age, except to the behemoths of First Age Lunars that still possess them.


Charisma

Alpha Ascendant Form

Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Charisma: 5
Min. Essence: 5
Prereqs: Deadly Beastman Transformation (3+ times), Towering Beast Form, Shaping the Ideal Form, Blossoming Gift of Luna

The Lunar Exalted gains another form, this one of a gigantic, overwhelmingly powerful version of his totem animal. He becomes a great, indomitable beast with moonsilver-accented features, capable of physical feats beyond those of the greatest animals. This is a 4th true form for the Lunar who purchases this Charm.The character is unmistakably supernatural. He is gigantic, swelling to at least the height of a man if he was a smaller animal and much, much larger for larger animals. A bear-totem Lunar who assumed this form would be larger than most small houses. The character gains dots equal to his Essence in ALL the physical attributes of his totem animal--these count as natural for the purposes of certain Charms, as per DBT. Keep in mind that as a gigantic beast, the Lunar will most likely leave huge, obvious tracks unless supernatural skill is used, and suffers similar penalties to stealth. Fitting inside most doorways and other such portals is impossible. The character will most likely never be assaulted by a natural animal, and gains his Essence in automatic successes on rolls to deal with the species of his totem animal. This can be used to build hordes of animals loyal to the character's Alpha Ascendant Form, but they will not place themselves in suicidal danger for him.Note: this is the Charm used by Uka the Boar in the Chapter 2 opening fiction in the Lunar book.

Transcending the Limitations of Form

Cost: 5 motes, 1 willpower
Duration: Indefinite
Type: Reflexive
Minimum Charisma: 6
Min. Essence: 7
Prereqs: Blossoming Gift of Luna

The Lunar Exalted activates this Charm while in their Deadly Beastman Warrior Form. Until the next time they activate the Charm Deadly Beastman Warrior Transformation or uncommit the motes spent activating this Charm they retain their Gifts, and Attributes no matter what form they take.

Wits

Essence Soaking Art

Cost: 7 motes
Duration: Instant
Type: Reflexive
Minimum Wits: 4
Min. Essence: 4
Prereqs: Invulnerable Moonsilver Carapace

Extending their physically resiliency momentarily into the very core of their being, the Lunar Exalted soaks non-physical harm with their physical resiliency. When they are hit by an attack that has a non-damage effect, the Lunar Exalted may reflexively activate this Charm and roll their Stamina + Resistance against a difficulty of their attackers Essence. If this roll succeeds then the non-damage effects of the attack are negated.

Soul Digesting Instinct

Cost: 12 motes, 1 willpower, 3 experience points
Duration: Instant
Type: Reflexive
Minimum Wits: 6
Min. Essence: 7
Prereqs: Form Fixing Method, Breath Drinking Executioner Attack, Essence Regenerating Power

When the Lunar Exalted slays an enemy they may consume their very Essence by activating this Charm before the end of the turn. As the Lunar Exalted digests the soul of their target they permanently absorb one of the targets natural abilities, and add it to their Deadly Beastman Warrior Shape, as an additional Gift. It takes three days to digest the targets soul and add this ability, over the course of that time the Lunar Exalted's tattoos change to adapt the new Essence. The Lunar cannot Shapeshift while they are digesting the soul as their tattoos function temporarily is distorted. Examples of abilities that can be absorbed by the use of this Charm are;

  • A Wyld Mutation
  • The effects of Permanent duration non-Ox body Charms that require less than Essence 4 (Such as Plague Knows its Master, Environmental Hazard Resisting Meditation, or Heroic Essence Replenishment Technique)
  • Natural physical abilities of a creature (such as the weapon breaking hooves of an Artic Demeator)
  • Natural magical abilities of a creature (such as the flaming ability of naturally aflame creatures)

Things that cannot be absorbed by this Charm include;

  • The Natural abilities of spirits
  • Abilities that require an expenditure of Essence
  • Any ability that for any reason the Storyteller deems unsuitable.

The additional gifts added by this Charm function as a Normal Deadly Beastman Warrior Transformation Gift, and can be called forth with Charms such as Blossoming Gift of Luna, etc normally. The Lunar Exalted never looses a future allocation of gift because of one gained through this Charm.

Soul Tearing Jaws

Cost: 12 motes, 1 willpower
Duration: Instant
Type: Supplemental 
Minimum Wits: 6
Min. Essence: 7
Prereqs: Dashing Cheetah Swipe, Perfect Predator Hunting Style

When successfully striking their target with an unarmed attack the Lunar Exalted charges the blow with a horrible tearing power ripping away any permanent changes the target has made to them self that render them immune to the Lunars Charms or effects. Examples of effects that can be removed by this Charm are;

  • Immunity to the Lunar's Venom granted by Spiritual Perfection
  • Immunity to the Lunar's Charms granted by Persistent Immunity Mutation
  • The effects of any Wyld Mutation or permanent spell that would make the target immune to the Lunar's Charms or effects.

Things that cannot be removed by the use of this Charm are;

  • Immunities granted by Charms of Permanent Duration
  • Immunities granted by a Lunar's Tatoos
  • Immunities granted by currently active Charms.

This Charm is a Perfect Effect. No ability that renders a character permanently immune to Charms or effects can render them immune to this Charm. This is a Perfect Effect.


Stamina

Instinctive Form Mastery

Cost: 12 motes
Duration: One Scene
Type: Simple
Minimum Stamina: 5
Minimum Strength: 5
Min. Essence: 5
Prereqs: Celestial Beast Metamorphosis, Essence Soaking Art, Cascading Body Evasion, Invulnerable Carp Transformation

Attuning their Essence to their physical form, the Lunar Exalted increases the already supernatural prowess of their form. While under the influence of this Charm the lunar Exalted gains the following benefits;

  • They double the effectiveness of any healing or regeneration that they are effected by (This includes their Charms or the Charms of other people that work on them, as well as natural abilities such as any regeneration they may possess.)
  • They may add a number of automatic successes to any roll based on Strength, Dexterity or Stamina equal to their score in the appropriate attribute. (No more successes may be added to a give dice pool than the number of dice in the pool after all appropriate penalties).
  • All post soak damage that that Lunar Exalted deals is automatic and need not be rolled.
  • The Lunar Exalted ignores all penalties of their attacks (Environmental, or otherwise). They cannot have attack successes automatically canceled, by Charms, unless such effects are Perfect. This is not a Perfect Effect.

The Lunar Exalted's form is noticeably more deadly, and any supernaturally advanced attributes are especially apparent.

Essence Regenerating Power

Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Reflexive
Minimum Stamina: 6
Min. Essence: 6
Prereqs: Instinctive Form Mastery

The Lunar Exalted extends their naturally protean abilities to their very soul in order to regenerate non-physical damage that they may encounter. While under the effects of this Charm they regenerate one point to any trait they have temporarily lost each turn. These traits regenerate independently of each other.

For example Ma Ha Suchi is fighting a Sidereal Exalted and has lost 2 points of Valor and 1 point of Conviction to Violet Bier of Sorrows Form when he activates Essence Regenerating Power, he regenerates a point of Conviction and a point of Valor in the first turn, and the remaining point of Valor in the second.

Strength

Dashing Cheetah Swipe

Cost: 10 motes
Duration: Instant
Type: Supplemental
Minimum Strength: 6
Min. Essence: 6
Prereqs: Instinctive Form Mastery

Flashing like a blur of Moonsilver and Essence the Lunar Exalted crosses the distance to any visible target and makes an attack instantly as they flash past them. Such is the fury and force of this attack that its Raw Damage is doubled after all other factors are counted. Any effect that would grant a negative consequence to the attacker that the target possesses fails to function as the Lunar Exalted flashes past too quickly for even the fastest effects to touch them. This includes counterattacks. This is a Perfect Effect. The attack supplemented by this Charm may be dodged or blocked normally.

Abyssal Charms

Melee

Pathway to the Void Stance

Cost: 20 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Melee: 5
Min. Essence: 5
Prereqs: Soul-Flaying Strike

The Abyssal Exalted spins their blade around them in an intricate series of patterns reminiscent of the markings on the walls of the Labyrinth, in order to call the Malfeans attention to them. For the rest of the scene they radiate the energies of the Void itself out to a distance of Essence in yards. Anything but the Abyssal Exalted within this range take their melee in dice of unsoakable aggravated damage each and every turn they do not use a Perfect Defense to protect themselves. Counterattack type Charms cannot be used to respond to this damage.

Bureaucracy

Inevitable March of Entropy

Cost: 20 motes, 2 willpower, 1 health level
Duration: Indefinite
Type: Simple
Minimum Bureaucracy: 5
Min. Essence: 5
Prereqs: Iron Tyrant Mein, Soul-Deadening Advice, Ruthless Vizier Suggestion

The Abyssal Exalted lays his hands upon the victim (only requires a touch-- if victim is not unaware, willing, or restrained, requires a successful Dex.+BrawlThinkerCharms/MA attack) and speaks his name, blighting it with the truths of the Malfeans. Even if no one else hears it, the character's name is now a Curse to orderly existence of all sorts as long as the Abyssal commits essence. Any official action in which the character's name is invoked as a party has its difficulty increased by +4, and all failures act as botches. This applies to all ongoing and future actions, as long as the essence is committed. Small, unorganized efforts can still succeed if they involve the victim, but his participation in truly organized work (anything where anyone is assigned a position or job, even if it is as simple as a lookout for an ambush-- someone will misunderstand and not relieve him when he needs it-- the results are worse if any real organization is involved) is disastrous for all involved. Perhaps more dire, this involves any specific action the arbiters of Fate take with him. His existence in Creation (though not in Shadowlands or the Underworld) creates minor tears in the Tapestry, and at ST discretion he will attract heavenly attraction before long-- he still exists in the Bureaucracy of Destiny, but actions taken concerning him, even by the pattern spiders, go horribly awry.

The Abyssal may use this Charm on himself if he wishes-- it may come in handy if he is placed under guard if the guards all confuse their scheduled watch times. Using this Charm on an important figure in a bureaucracy, such as a king or prime minister, will quickly bring the whole thing down as outrageous mistakes are made at every turn. Getting anything organized done becomes nigh-impossible for the victim, and his existence in Creation will create nothing but problems on all but the most personal of levels.

A Socialize version of this Charm blights the target's name and renders him socially abominable.


Terrestrial Charms

Archery

Kiss of Sedentary Life

Cost: 15 motes, 2 willpower
Duration: Instant
Type: Simple
Minimum Archery: 5
Minimum Medicine: 5
Min. Essence: 5
Prereqs: Whistling Leaf Song, Festering Blood Strike, Parasite-Birthing Arrow

The Terrestrial sets an arrow formed with Harvest of the Hunter to his bow, and fires. If the arrow hits and does damage, a combination of the vibrant essence of the plant used to make the arrow and malignant essence that removes form from flesh affects the target, warping his body slowly in a very painful fashion.

Mortals struck by this Charm begin to turn into plant matter of the type of plant the original arrow was taken from. The transformation begins with the arrow's impact point and spreads-- the mortal suffers an extra -1 to all pools every turn until the penalty overcomes his Stamina+Resistance, at which point his body roots into the ground. The statue of wood and other plant matter is quite alive and sturdy-- it has a soak of 10L/10B against all attacks in addition to any armor the person may have been wearing and has double the normal compliment of health levels. Any magic that can heal aggravated health levels can slowly turn the mortal back into human flesh and blood--the first level healed will restore the mortal's head and give him back his consciousness and awareness. It takes 7 levels of healed 'damage' to return the mortal to his normal state, and if partially healed and left alone, he will revert back into plant state after a day's time. This does not occur if the mortal is fully healed. This process also heals any damage the plant-form suffered, though fully destroyed plants may never be recovered.

Supernatural beings are beyond even a DB's power to transform, though those who take damage from the arrow are at a dice penalty equal to the Dragonblood's Essence. This is an infection penalty, and magical healing and making a Stamina+Resistance roll at diff. 5 +(any environmentalThinkerCharms/Charm modifiers) will break the infection. Those who fail the initial roll may roll once per day to break the infection.Immunity to disease protects against all effects of this Charm.


Solar Brawl

Leopard Claw Block

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 3
Min. Essence: 2
Prereqs: Fists of Iron Technique

The Solar Exalted may parry an incoming attack with their full Dexterity + Brawl dice pool. They can parry lethal attacks with their bare hands using this Charm.

River Dragon Swipe

Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4
Min. Essence: 2
Prereqs: Leopard Claw Block

The Solar Exalted rolls their full Strength + Brawl dice pool as a parry against an incoming attack. If the attack is successfully blocked than any additional successes are treated as am unblockable brawl counterattack against the attacker. This Charm can be used to block lethal damage with the characters bare hands.

Unstoppable Force Parry

Cost: 7 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4
Min. Essence: 2
Prereqs: Leopard Claw Block

In a massive burst of golden Essence the Solar Exalted parries without rolling any single attack they are aware of.

Twisting Serpent Blocks

Cost: 8 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Min. Essence: 3
Prereqs: River Dragon Swipe, Unstoppable Force Parry, Hammer on Iron Technique 

Adapting themselves to the currents of Essence in the environment around them the Solar Exalted, adjusts their fighting stance to account for any action of their enemies, flawlessly blocking and striking against any attack. The Solar Exalted may parry any attack they are aware of with the full Dexterity + Brawl dice pool, if the block is successful they may make an immediate counterattack at their full Dexterity + Brawl dice pool. The blocks made with this Charm may be used against lethal attacks even if the character is bare handed.

Ouroborus Technique

Cost: 9 motes
Duration: Varies
Type: Supplemental
Minimum Brawl: 4
Min. Essence: 2
Prereqs: Dragon Coil Technique

This Charm functions just like the Dragon Coil Technique, except that it lasts for the duration of the cinch, rather than having to be activated every turn. The Charm ends when the cinch is broken.

Great Serpent Clinch

Cost: 5 motes, 1 willpower
Duration: Varies
Type: Supplemental
Minimum Brawl: 5
Min. Essence: 3
Prereqs: Ouroborus Technique, Knockout Blow, Hammer on Iron Technique

This potent Charm functions just like Oruborus Technique except that while the cinch is successfully held their opponents Essence is similarly cinched. In order to spend any motes while the cinch remains unbroken the character must win an opposed roll of their Essence against the Solar Exalted's Essence + Brawl. Additionally this Charm allows the character to cinch immaterial spirits.

Snake Dragon Fists

Cost: 10 motes, 2 Willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Min. Essence: 4
Prereqs: Great Serpent Clinch, Twisting Serpent Blocks

The Solar Exalted enhances their mastery of unarmed combat with a powerful surge of Essence that causes their fists to burn with a golden radiance. For the duration of the Charm the Solar Exalted may add their Brawl to their Dexterity + Brawl dice pool. These bonus dice are explicitly allowed to stack with other Charm bonuses and do not count towards the Solar Exalted's normal Charm based dice pool limit. Additionally their hands are treated as if they were weapons with a speed rating equal to the characters Essence, and a damage rating equal to the characters Essence + Brawl Lethal.

Golden Dragon Body

Cost: 10 motes, 1 Willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Min. Essence: 5
Prereqs: Snake Dragon Fists

Using their hands and fists as a focus for the Essence the Solar Exalted turns their entire body into a weapon that stands against darkness. For the remainder of the scene the character gains the following benefits from the Essence flowing through them focused by the hands and feet;

  • The blazing light of their Essence raises the difficulty to hit them by their Permanent Essence for creatures of darkness.
  • Any brawl attack they make against a creature of darkness deals aggravated damage.
  • The trails of golden Essence that twist themselves around the characters hands and feet leap to reinforce every block they make, they may parry attacks made by creatures of darkness that would normally be unparryable.

Fist Eclipses the Night

Cost: 10 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Brawl: 5
Min. Essence: 6
Prereqs: Two Fisted Hero Attitude 

Lashing out with immense force the Solar Exalted makes an attack so enhanced with Essence that where it hits the target it momentarily lights up the area as brightly as if they had flared their anima to its iconic level. The attack enhanced by this Charm cannot be parried and doubles its final damage before rolling. Additionally it shocks the targets Essence bruising and maiming it. While suffering from the effects of this Charm the target cannot spend more motes of Essence in a single turn than their Permanent Essence x 4. It takes a number of turns equal to the Solar Exalted's permanent Essence for the target to recover from this effect.

Essence Crushing Arms

Cost: 20 motes, 1 willpower
Duration: Varies
Type: Supplemental
Minimum Brawl: 6
Min. Essence: 6
Prereqs: Fist Eclipse the Night 

Leaping upon a target the Solar Exalted grabs them in their powerful arms and begins to crush life and Essence out of them. This Charm must be used to enhance a cinch attack, and the attack automatically succeeds (This is a Perfect Attack). Each turn that they target is held they take the Solar Exalted's Strength + Essence + 2 Lethal damage instead of the normal damage of the cinch. Additionally their Essence is damaged by the crushing effect. For every level of damage actually inflicted by this Charm the Solar Exalted may damage one of the targets Anima powers, or Charms to make it unusable. The Solar Exalted gains an instinctive knowledge of the Charms the target possesses as long as they maintain the clinch. Damaged Charms may not be activated by existing effects are not negated. (Permanent duration Charms may not be damaged.) These Charms heal naturally at a rate of one per day. A character affected by this Charm can activate a damaged Charm by spending twice the normal cost and rolling Essence successfully. The damage done to these Charms is not considered to be an ongoing effect of this Charm, but rather a form of damage, and as such cannot be canceled by effects that negate Charm inhibitions (Such as Essence Dowsing Wave Attack or Inner Dragon Unbinding). However Charms that heal the characters Essence rather than their body (Such as Merciful Balm of Sleep) can heal this damage.

Thousand Hammer Blow

Cost: 12 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 5
Min. Essence: 6
Prereqs: Two Fisted Hero Attitude 

This Charm may be activated reflexively whenever the Solar Exalted successfully parries a blow. It allows them to make an immediate counter-attack at their full Dexterity + Brawl dice pool. If this counterattack is successful its effects are applied to the target ten times.

Ten League Kick

Cost: 8 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Brawl: 6
Min. Essence: 6
Prereqs: Thousand Hammer Blow

The attack supplemented by this Charm must be a kick (per Exalted), and may be made against any target within the Solar Exalted's Brawl + Essence yards. So fast and hard is this attack that it may not be blocked or dodged. If the attack is successful then the target suffers knock back of one mile per additional attack success, in a direction away from the Solar Exalted. If they impact a solid object between them and their maximum knock back distance then they suffer 10 levels of unsoakable aggravated damage per mile or part thereof they fall short. Targets who are immune to knock back suffer damage immediately as though they had been successfully knocked back, and stopped against a solid object immediately.

Ten League Kick Flurry

Cost: 20 motes, 1 willpower
Duration: Instant
Type: Extra-Actions
Minimum Brawl: 6
Min. Essence: 7
Prereqs: Fist Eclipses the Night, Thousand Hammer Blow

Leaping in the air the Solar Exalted makes a Brawl attacks against every hostile target within their Essence + Brawl yards, each of these attacks is treated as though enhanced by the Ten League Kick Charm.

Essence Displacing Strike

Cost: 20 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Brawl: 7
Min. Essence: 7
Prereqs: Ten League Kick Flurry, Essence Crushing Arms

Striking an opponent with a fist blow composed of pure Essence the Solar Exalted attempts to displace the targets soul. The Solar Exalted rolls a Brawl attack at their full Dexterity + Brawl dice pool. If the attack hits and the target does not use some sort of Perfect Defense then the following effects occur depending on the type of target;

  • Mortals, First Circle Demons and Dragon-Blooded are instantly slain.
  • Behemoths shatter and their Essence reforms into 10d10 lesser creatures (Still of legendary proportions) each containing a fragment of the originals might. These new creatures are fully unique and should be designed by the Storyteller.
  • Celestial Exalted temporally have their Soul Shard displaced by the force of the blow. The Shard's connection to the character cannot be broken and it returns as fast as it can. In the meanwhile the character is treated as mortal with all the normal restrictions and rules than apply. They keep all their non-Essence based stats, including Attributes, Abilities and Virtues above 5 if applicable. The characters Soul Shard returns to her and joins again within 10 - Permanent Essence days. When this occurs they instantly regain their former statistics, however they suffer lack of ability to control anima flares and other minor problems associated with the newly Exalted.
  • Elemental's Essence is struck so hard that they are instantly returned to their natural state and their Essence joins itself to the highest Essence elemental of the same type nearby in an attempt to recreate the original five elementals. The elemental who gains the Essence immediately gains more power as appropriate, and have been known to track down and reward / bribe the Solar Exalted in question, in an attempt to get / remain in their good graces.
  • Demons of the Second Circle are instantly destroyed and their associated Demon of the Third Circle looses a part of themselves forever. They now have one fewer souls and can never manifest another Second Circle Demon to represent that part of them again. Their power is appropriately reduced.
  • Demons of the Third Circle are instantly destroyed and the Yozi in question must create an entirely new soul to take their place. The Demons of the Second Circle that used to embody the Third Circle Demon's souls divide its shattered power among the, gaining strength as appropriate. Separated from the hierarchy of Malfeas most such aberrations are cast out or flee to avoid being destroyed. Due to the Solar Exalted's connection to them none of their Charms will work against the character who destroyed their Third Circle Demon, and at least twice such disenfranchised Demons have approached the Solar Exalted in question and offered their services in exchange for sanctuary from their former masters.o If a fetich is struck by this Charm they and the other Third Circle Demons associated with their Yozi are instantly destroyed. The Second Circle Demon souls associated with those demons are also destroyed and the Yozi in question immediately becomes a Malfean. o Spirits struck by this Charm are instantly dissipated and become a natural hollow in Elsewhere rather like a naturally formed sanctum as their Essence is forced out of Creation with such massive force. Such sanctums represent the nature of the spirit that formed them and have entrances where the spirit died.

Comments

These charms are very good! Very playable effects and excelent description.\\ Who wrote this? \\ Personally I might Increase the Essens req by one for most of the charms. But I am not sure.\\ -Trueform

Made this a bit easier to read. Where did Thinker go? I was always a big fan of his(her) work. - nikink