Aldimar Charms

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  • Excellent Solar Skill: 1m per die • Supplemental • Instant • Add dice to roll, up to maximum of (Attribute + Ability) motes; increase static values with 2m per +1; gain this Charm for each Caste or Favored Ability with at least one dot, and for each other Ability with at least one Charm.
    • Abilities: Archery, Athletics, Awareness, Bureaucracy, Dodge, Integrity, Linguistics, Lore, Occult, Resistance, Ride, Socialize, Survival

Charm Keywords

  • Aggravated: The Health Track damage in icted by this Charm cannot be healed magically, nor can magic be used to speed up the natural process of healing it.
  • Bridge: A Charm with this keyword can be purchased with alternate prerequisites from another Ability. If all the prerequisites used to buy a Bridge Charm enjoy a Caste/Favored cost discount, so does the Bridge Charm. No non-Integrity Charm can act as a prerequisite for more than one Bridge Charm, and Integrity Charms can never serve as an alternate Bridge prerequisite. If Integrity is Caste or Favored, the character may buy in via half the listed number Bridge prerequisites (round up, or round down if Supernal).
  • Clash: Cannot be used simultaneously with or in re- sponse to a Charm with the Counterattack keyword.
  • Counterattack: Cannot be used in reaction to a Charm with the Counterattack or Clash keyword.
  • Decisive-only: If it’s an attack Charm, the Charm can only be used with a decisive attack. If it is a defensive Charm, it can only be used to defend against a decisive attack.
  • Dual: This Charm has two different functions, one for withering and one for decisive.
  • Form: Each style has a Form, a scene-long Charm that aligns the martial artist wholly with the spirit or principle of the style. As such, a character can only have one Form Charm active at a time—activating a new one during the same scene ends the old one. However, when this happens, all motes committed to the previous Form Charm are counted towards the cost of the new Form, requiring that the martial artist pay only the difference. For example, a character transitioning from the eight-mote Snake Form to the 10-mote Tiger Form would only need to commit an additional two motes to pay the cost of Tiger Form. Conversely, if that character later transitioned from Tiger Form back to Snake Form, he would not need to pay any additional motes at all, with the two excess motes becoming uncommitted as usual. Note that cost transfer does not apply to other Charms that enhance or modify Form Charms, such as Snake style’s Essence Fangs and Scales Technique or Tiger style’s Angry Predator Frenzy.
  • Mastery: This keyword denotes Charms that have a greater e ect when used by those Exalted who are masters of mortal Abilities: the Solar and Abyssal Exalted. The Sidereal Exalted, peerless masters of the martial arts, have their own esoteric methods for accessing these effects.
  • Terrestrial: This keyword denotes that a Martial Arts Charm grants a lesser or restricted effect when used by Dragon-Blooded martial artists. Certain masters of the Immaculate Order have developed spiritual initiations that allow them to overcome these limitations.
  • Mute: This Charm’s cost will not add to the Exalt’s anima level unless she wants it to.
  • Pilot: The character must be the captain or the helms- man of the sailing vessel to use this Charm.
  • Psyche: A power with this keyword is an unnatural, hypnotic, or sorcerous power that magically influences, controls, or cripples an opponent’s thoughts or feelings.
  • Perilous: Be cautious about your reliance on this Charm! Charms with this keyword cannot be used in Initiative Crash.
  • Salient: This keyword indicates that the Charm’s cost requires silver, gold, and white points for major, superior, and legendary craft projects, respectively.
  • Stackable: This Charm’s effects can stack.
  • Uniform: This Charm has the same function for both withering and decisive attacks or defenses.
  • Withering-only: If it’s an attack Charm, the Charm can only be used with a withering attack. If it is a defensive Charm, it can only be used to defend against a wither- ing attack.
  • Written-only: A Charm with this keyword can only be used to enhance, supplement, or create written social in uence.

Archery

  • Phantom Arrow Technique: 1m • Reflexive • Instant • Creates a phantom arrow of Essence • Infuse arrow with Intimacy, granting non-Charm dice equal to Intimacy strength; may not use it again until spending significant effort restoring or remembering Intimacy. (Ess ••• = Adamant Arrow Technique)
  • Sight Without Eyes: 1m • Reflexive • One tick • Negates penalties to ranged attacks due to fog, smoke, or darkness. Conditions that physically affect flight (rather than the archer's vision) are not negated. (Archer •••••, Essence ••• may ignore cover.)
  • Trance of Unhesitating Speed: 4m, 1wp • Simple • Decisive-only • Instant • Attack up to (ammo) or (Dex) targets with decisive attacks, dividing Initiative among them • Each attack uses full dice pool, 10s on attack increase base damage by +1 • Attack may be made without an Aim action.
  • Wise Arrow: 1m • Supplemental • Uniform • Instant • Reduce benefits of heavy or light cover by 1 on target of decisive or withering attack; characters with no cover suffer -1 Defense • With Aim action, may strike target in full cover as long as there is space for a single arrow; target is treated as only having +3 Defense.
  • Essence • Charms: Fiery Arrow Attack (4), Force Without Fire (4)

Athletics

  • Graceful Crane Stance: 3m • Reflexive • One Scene • Perfect balance; can stand or run on things too narrow or weak to support her normally with no chance of falling or breaking through.
  • Monkey Leap Technique: 2m • Supplemental • Instant • Leap forward or up one range band without roll; counts as movement for turn; cost reduced to 1m for subsequent activations each turn.
  • Essence • Charms: Soaring Crane Leap (•••)

Awareness

  • Sensory Acuity Prana: 5m • Reflexive • One scene. Senses are heightened; Awareness rolls gain double-9s. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 6s until they cease to appear.

Bureaucracy

  • Essence • Charms: Frugal Merchant Method (1) • Deft Official's Way (1)

Dodge

  • Reed in the Wind: 2i per 1 Evasion • Reflexive • Perilous • Instant. Increase Evasion by spending Initiative; raises the cap on how much Evasion can be raised by Exalt. (Dodge •••••, Ess •••, successful dodge restores 1m, once per round only.)
  • Essence • Charms: Drifting Leaf Elusion (2)

Integrity

  • Enduring Mental Toughness: 1m • Reflexive • Bridge • Instant. Ignore wound, illness, or crippling penalties to Resolve or Guile for one tick. (Integrity ••• may repurchase; cost becomes 5m, 1wp and lasts for one scene. Integrity •••••, Ess ••• may repurchase; cost becomes 8m, 1wp and lasts for one day.)

Linguistics

  • Letter-within-a-Letter Technique: 4m • Simple • Mute, Written-only • Instant • Imbed hidden message in anything written; must know intended target; message can be no longer than half of written document; magic that breaks codes costs +1wp and must beat a Difficulty of Linguistics or highest Difficulty of any magical encryption.
  • Flowing Elegant Hand: 2m • Supplemental • Mute, Written-only • Instant • Written Linguistics actiosn gain double-9s. (Ling •••••, Ess ••• to repurchase for double-8s; Ling •••••, Ess ••••• to repurchase for double-7s)
  • Essence • Charms: Whirling Brush Method (1) • Letter-Within-A-Letter Technique (3) • Subtle Speech Method (3) • Flowing Elegant Hand (3) • Strange Tongue Understanding (3) • Mingled Tongue Technique (5)

Lore

  • Harmonious Academic Methodology: - • Permanent • Add Essence in non-Charm automatic successes to any Lore roll involving a Lore specialty. May add an additional Lore specialty to her list of Lore topics at the end of each Story. Success with moderately or extremely difficult roll to Introduce/Challenge a Fact (p.237), may add a related topic to library of known Topics.
  • First Knowledge's Grace: 4m • Reflexive • One scene. Ignore all penalties to teach someone.
  • Essence • Charms: Wyld-Dispelling Prana (2) • Essence-Lending Method (1)
  • Essence •• Charms: Bottomless Wellspring Approach (4)
  • Essence ••• Charms: Order-Affirming Blow (5)

Occult

  • Essence • Charms: Terrestrial Circle Sorcery (3) • Spirit-Detecting Glance (1) • Ancient Tongue Understanding (3) • Spirit-Manifesting Word (2)

Resistance

  • Ox Body Technique (x1): - • Permanent • Stackable • Gain one -1 and two -2 health levels (Sta 3 - 4) per purchase. (Upgrades at Stamina 5).
  • Essence • Charms: Durability of Oak Meditation (2) • Body-Mending Meditation (2) • Front-Line Warrior's Stamina (3) • Whirlwind Armor-Donning Prana (1) • Poison-Resisting Meditation (3) • Essence-Gathering Temper (3)

Ride

  • Flashing Thunderbolt Steed: 4m • Reflexive • One hour • Mount can run at full speed for an hour without fatigue; gains automatic success in all movement- and balance-related actions; may activate Graceful Crane Stance and Monkey Leap Technique while mounted
  • Master Horseman's Technique: - • Permanent • Gain 3 Techniques; may purchase others at a cost of 2xp ea
    • Harmony of Spirits Style: 1m to stop from falling off mount; may activate while asleep, incapacitated, unconscious and will not fall while asleep or unconscious. • +1 Defense vs attacks that unhorse.
    • Horse Summoning Whistle: 1m to summon mount to side as best it can travel
    • Speed-Sustaining Technique: 1m to sustain mount for two hours, preventing exhaustion and small mishaps
    • Blood Rider's Toughness: Mount and I never develop sores from long rides and may ride for twice as long without food, water, or rest.
  • Seasoned Beast-Rider's Approach: 1m, 1wp • Supplemental • Instant • Activated with Join Battle; grants mount its own Initiative track equal to rider's; may attack and move on its own; commands for Ride-based movement do not use my movement action for the turn.
  • Essence • Charms: Wind-Racing Essence Infusion (3) • Elusive Mount Technique (2) • Single Spirit Method (3) • Worthy Mount Technique (2) • Mount Preservation Method (3) • 

Survival

  • Food-Gathering Exercise: 3m • Simple • One hour • Make a (Charisma or Wits) + Survival roll against terrain Difficulty • Additional successes gain one man-day worth of meagre sustenance, minimum of one person worth even with a failure • Multiple invocations guarantee at least one chance per day to catch a large fish, kill a game animal, or find other source of plentiful food (Dif 6, reduced by 1 per invocation).
  • Essence • Charms: Hardship-Surviving Mendicant Spirit (3) • Friendship with Animals Approach (2)

Later

Linguistics

  • Sagacious Reading of Intent: 4m • Reflexive • Instant • Make a Wits/Charisma/Manipulation + Linguistics "Read Intentions" action on a written piece just read but before social influence is checked; instantly knows if writing communicates author's Intimacies or the absence thereof; does not reveal hidden motives.
  • Whirling Brush Method: 3m • Reflexive • Mute, Written-only • Instant • Write with superhuman speed; Full-page letter in seconds; May not produce new work longer than a few pages, but may copy at speed, copying large book in single day or perfectly transcribe rapid conversation between parties; in a scene where this Charm is activated, subsequent activations cost only 1m.

Lore

  • Essence Lending Method: 3m • Simple • Instant • Touch an ally and transfer up to (Ess x3) motes to target • 1/scene, may roll Wits + Lore to generate a number of motes equal to successes and award them to target; if cannot accept all the motes, they remain available until end of target's next action.

Occult

  • Spirit-Detecting Glance: 3m • Reflexive • One scene • May see (but not touch) immaterial spirits.

Resistance

  • Durability of Oak Meditation: 3m • Reflexive • Dual • One tick • Reduce raw damage from withering or decisive attacks by 2; gain 4 Hardness vs decisive attacks (cannot be applied during Crash).