Charms Awaiting Approval

AWESOME TEMPLATE PRANA

  • Cost: 1AHl per asterisk missing from your submission
  • Mins: Gaming 4, Essence 1
  • Type: Simple
  • Keywords: Combo-OK, Stackable
  • Duration: Indefinite
  • Prerequisite Charms: any Gaming Excellency

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FIRST HERE, NOW GONE STEP

  • Cost: 4m
  • Mins: Athletics 5, Essence 2
  • Type: Reflexive
  • Keywords: Combo-OK, Obvious
  • Duration: One Scene
  • Prerequisite Charms: Unparalleled Acumen Meditation

The Exalt’s visage blurs as if moving slightly in every direction at once. As she disappears, a vacuum is briefly left pulling in air and light debris toward where she stood. She instantly reappears only several yards away, stamping an impression in any surfaces she touches.

Upon activation, the character gains the ability to use a dash action to teleport to any place she can see within her Essence yards. Thereafter for the duration of the charm, when the character takes a Dash Action, she may choose to instead of moving normally, teleport to anywhere she can see within her Essence yards for a cost of 4 motes. Note that this ability does not grant flight or any other special movement, but can be used with other charms that do.

Evolving Battlefield Riposte

  • Cost: 2m
  • Mins: War 4, Essence 3
  • Type: Reflexive (Step 9)
  • Keywords: Combo-OK, Obvious, War
  • Duration: Instantaneous
  • Prerequisite Charms: Commanding the Ideal Celestial Army

The Exalted General must be able to react instantly to each new circumstance. When commanding a unit of Magnitude no greater than the Solar’s Essence, he may utilize this charm to change the unit’s formation by one step (Skirmish to Relaxed, Relaxed to Close, Close to Relaxed, or Relaxed to Skirmish). This formation change takes no time, but does inflict the standard -1 DV penalty until next action. In addition to the usual roll for changing formation, the unit must immediately check against exhaustion (p.168 MB). If either roll fails, this charm has no effect.

Unseen Armies Method (Proposed Revision)

  • Cost: 10m, 1W
  • Mins: War 4, Essence 2
  • Type: Supplemental
  • Keywords: Combo-OK, War
  • Duration: Instant
  • Prerequisite Charms: Any War Excellency

Clever Solar generals cloak their forces from detection. This Charm allows the Exalt to double successes on a Stealth action taken by a unit he commands of a Magnitude no greater than his War score, before external penalties are applied. Units influenced by this charm can conceal themselves at +4 difficulty even if there are no obstacles to hide behind, but must be in Close formation to do so. This charm cannot be used by solo units.

Inexorable Ambush Technique (Proposed Revision)

  • Cost: 8m, 1W
  • Mins: War 4, Essence 3
  • Type: Simple
  • Keywords: Combo-OK, Obvious, War
  • Duration: One Scene
  • Prerequisite Charms: Unseen Armies Method

The Lawgiver’s forces are where you least expect them, and none may escape their wrath. While commanding a unit of Magnitude no greater than the Solar’s War score and leading them in an ambush (p. 163 MB), the Exalt’s unit cannot be detected unless the opposing commander (or appropriate special character) uses a charm or stunt. Should the Exalt’s opponent meet either criterion, the players roll off as normal save that the ambushing commander’s Dexterity + Stealth takes no penalty from the unit’s Magnitude. If the cloaked forces are in the open, this charm only functions while the unit remains in Close formation, 50% cover allows a Relaxed formation and 75% cover Skirmish. This charm ends prematurely should the unit attack or move at greater than 1/2 normal speed. If the hidden unit wishes to cancel this charm by making an enveloping attack on an enemy unit, the hidden unit may treat it’s Magnitude as 1 higher for the purposes of doing so. If such an attack is successful, the difficulty to disengage increases to +6 for the enveloped unit and +2 for the enveloping unit until the enveloping unit loses a point of Magnitude. This charm’s obvious keyword refers to the obviousness of the charm’s termination for a unit that reveals itself from less than 50% cover as an entire legion simply appears on the battlefield.

Crucible of War: Perfection of Body

  • Cost: 4m
  • Mins: War 3, Essence 2
  • Type: Simple
  • Keywords: Combo-OK, War
  • Duration: One Scene
  • Prerequisite Charms: Any War Excellency

War is the crucible that proves men’s bodies, minds, and souls. The first principle of this is the perfection of body: the ability to fight on, where others would tire and submit. This Charm allows steadfast commanders to bolster their troops. For the remainder of the scene, whenever your unit attacks or is attacked, if they succeed at their Exhaustion roll, they gain a point of Endurance. If they fail, they still lose a point of Endurance as usual. Units benefiting from this charm may gain a number of temporary points of Endurance in excess of their normal maximum equal to the Exalt’s permanent Essence score. This is a special training effect, and the increased Endurance after a battle, if any, remains for up to 1 month after the engagement.

Crucible of War: Perfection of Mind

  • Cost: 4m, 1W
  • Mins: War 4, Essence 3
  • Type: Simple
  • Keywords: Combo-OK, Extra Action, War
  • Duration: One Scene
  • Prerequisite Charms: Crucible of War: Perfection of Body

War is the crucible that proves men’s bodies, minds, and souls. The second principle of this is the perfection of mind: the vision to know not only how to fight, but when and where. This Charm aids wise commanders in utilizing that knowledge. For the remainder of the scene, whenever your unit attacks or is attacked, you gain an extra action that can be used later in the scene. You may store a number of these extra actions equal to your War score. These actions cannot be used to attack, but can otherwise be spent in any way, such as changing formation, moving, or rallying, as a Reflexive action on your turn until the end of the scene.

Crucible of War: Perfection of Spirit

  • Cost: 12m, 1W
  • Mins: War 5, Essence 4
  • Type: Simple
  • Keywords: Combo-OK, War
  • Duration: One Scene
  • Prerequisite Charms: Crucible of War: Perfection of Mind

War is the crucible that proves men’s bodies, minds, and souls. The final principle of this is the perfection of spirit: the ability to rise to the occasion, and never accept defeat. This Charm is used by legendary commanders to inspire the best in his allies and his troops. When this charm is invoked, it grants the Exalt and all allies within (Essence x 10) miles one temporary point of Willpower. In addition, for the remainder of the scene, whenever the Exalt’s unit suffers an attack by a larger unit that would cause a loss of Magnitude, he may roll a simple (Charisma + War) check. This is NOT a rally check and may not be modified by other charms in any way. If he succeeds, the unit retains its current Magnitude with a single health level. If he fails, the unit loses Magnitude as normal.

Recasting the Lotus’ Impression

  • Cost: -
  • Mins: Martial Arts 6, Essence 6
  • Type: Permanent
  • Keywords: Mirror
  • Duration: Permanent
  • Prerequisite Charms: Reborn in the Lotus’ Image

The transformation of the Exalted’s essence and martial arts mastery is now so complete that Solar Hero Style is no longer their natural Martial Art; replaced by the partially native Martial Art selected for Reborn in the Lotus’ Image. The basics of the Solar Hero style have been subtly altered by their new natural Martial Art within the following guidelines to blend more naturally with their new natural Martial Art.

Fists of Iron Technique no longer provides one of the following: The bonus to accuracy, the bonus to damage, or the ability to parry lethal attacks unarmed without a stunt. It is replaced with an effect of commensurate power more thematically appropriate to the Exalt’s new native style.

Sledgehammer Fist Punch no longer doubles the raw pre-soak damage to an inanimate object and instead damages, alters, or moves inanimate objects in a fashion appropriate to the Exalt’s new native style.

Dragon Coil Technique no longer makes unarmed clinch attacks deal lethal damage and instead provides an additional effect in clinches of similar scope and utility that is thematically appropriate to the Exalt’s new Native Style.

Solar Hero Form is now an optional expansion charm to the Exalt’s new Native Style. They may choose one and only one of the powers granted by Solar Hero Form which may be added to the effects of that Art’s form charm when it is activated by spending the additional 6m cost of activating Solar Hero Form.

Player’s should make suggestions as to what the altered charm text will be, but ultimately it is up to the Storyteller’s discretion how their new native style has transformed the basics of Solar Hero Style.

MIRROR CHARM: Lotus Deflowered. Abyssal Exalts who learn this mirror charm instead modify the basic charms of Dark Messiah Style, similarly replacing one effect from each of the charms leading to the form charm with a Storyteller approved effect thematically appropriate to their new native style. They may also select one and only one of the granted powers of Dark Messiah form to add as an expansion to their new native Form charm for an additional 6m.

Illuminating Ill Intentions

  • Cost: +2m
  • Mins: Martial Arts 6, Essence 6
  • Type: Reflexive (Step 9)
  • Keywords: Combo OK, Counter Attack
  • Duration: Instant
  • Prerequisite Charms: Reborn in the Lotus’ Image (The Art of Victorious Concession), Lesson of the Rod

Foolish is the debater who believes that by hiding behind the words of others they can absolve themselves of responsibility for their words. So too are they fools who believe that altering or assisting the attacks of others to do harm is not to do harm oneself.

This charm enhances and replaces the charm Lesson of the Rod. For an additional two motes, the text [i]her foe[/i] and [i]her attacker[/i] are pluralized and the definition of attacker is illuminated to mean everyone who chose a target for an attack.

This means that redirected attacks deal special stunning damage to the redirecting character in addition to the attacker (ie: Safety Among Enemies) and that all participants whose attacks benefit from a coordinated attack enhancing charm (ie: Strategic Targeting System) likewise receive the special stunning damage resultant from any attacker supplementing their attack with such a charm that nominates other willing attackers. Character’s providing teamwork bonus’ to the attacker likewise are considered participants in the attack by this charm.

This charm only applies to those who nominate a target by virtue of the attack this charm is reflexively activated in response to, it is not intended to be a round long effect on previous or subsequent attackers. Additional kinds of charm effect may allow for more than one character to be considered the attacker at Storyteller discretion.

Charms Awaiting Approval

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