Lix Lorn
2011-04-26, 04:18 PM
Hello! Random charms ahoy!
Charms are separated by ability and exalt type. Notes are given in double brackets.
Solar
An archery counterattack, and an upgrade for the weapon-making charms to let you activate them as fast as drawing a weapon! Bad Touch effects ruining your Resistance based charrie's day? No longer! Want to make like Misho and form a desk from sunlight? Now you can! Want to attack people with a weapon larger than a small hill? Go ahead!
Archery
Immediate Solar Vengeance
Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Shared Agony Guarantee)
Duration: Instant
Prerequisites: Trance of Unhesitating Speed
The Champions of the Sun are heroes, at least most of them. But they have their sins-foremost among them wrath.
The Solar invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Solar a counterattack with their full archery pool.
((Give this Martial Ready? Not sure.
Edit: Have done.))
Instantaneous Armament Internalisation
Cost: - , Mins: Archery 5, Essence 4, Type: Permament
Keywords: Obvious, Merged (Melee, Martial Arts), Mirror (Death Waits for None)
Duration: Permanent
Prerequisites: Immaculate Golden Bow, Solar Flare Methodology, Perfect Hands of Law OR Glorious Solar Saber
This charm permanently enhances its prerequisites, as well as Inexhaustible Bolts of Solar Fire. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)
((Originally didn't include Inexhaustible. Too strong?
Edit: Had an extra WP cost to use both. Removed because they're overcosted already.))
Martial Arts
Perfect Hands of Law
Cost: 3m, 1wp or 5m, 1wp; Type: Simple
Keywords: Combo-OK, Holy, Mirror (Touch of Royal Death), Obvious
Prerequisite Charms: Fists of Iron Technique
The Lawgiver's power manigests in gloves, blades, chains, or some other form of martial weapon, glowing as bright as a torch. The weapon produced is always a glowing weapon that deals Aggravated damage to Creatures of Darkness, and sheds light as a torch.
This charm creates brawling aids such as Smashfists, or any weapon utilised naturally as a Martial Arts weapon, such as Dire Chains. Other than that, the charm functions identically to Glorious Solar Saber.
Melee
Storm of Steel
Cost: (4m), Mins: Melee 5, Essence 4, Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Thousand Arms Prana
Sometimes, wielding a weapon will take too long. This charm exists for those occasions.
With a burst of essence, they launch a weapon stored with this charm’s prerequisite at their foe, the weapon appearing from nowhere at high velocity.
An attack made this way has a speed equal to 8-Essence (Although treat each point of speed below three as two points-Essence 5 for speed 3, 7 for speed 2, and 9 for speed 1. No combination of effects including this charm can lower an attack to below speed 3 before Essence five. If Speed 0 is somehow accomplished, the user may make a single reflexive attack on each of his actions, suffering normal multiple action penalties, but makes other attacks with this charm as speed 1.)
An attack made with this charm substitutes Thrown for Melee on the attack roll, and Charisma for Strength on the damage roll. All weapons used in this way must be recovered to be used, and thus each one has rate 1. Launching a weapon with this charm costs 4m.
Occult
Everpresent Radiant Panoply
Cost: 3m+, Mins: Occult 4, Essence 3, Type: Simple
Keywords: Combo-Ok, Touch
Duration: Indefinite
Prerequisite Charms: Spirit Detecting Glance
Like the gods themselves, the Lawgivers are never without their property. By committing three motes, the Solar touches an item or items that he possesses. These items must belong to him, and cannot be weapons or armor.*
With a single three mote invocation, the Solar may banish and retrieve items from Elsewhere freely as a miscellaneous action with speed 5. One invocation allows her to store a number of items (or set of small items, such as a pack of cards), which must be small and light enough for her to lift with one hand, equal to her essence. She may commit an additional 2m to increase this to Essencex2, and may further increase the limit for only 1m per (Essence) items.
*Nor any other item that already has an Elsewhere Storage Charm.
Lawgiver's Excessive Arsenal
Cost: (+1m), Mins: Occult 5, Essence 4, Type: Permanent
Keywords: Merged (Archery, Melee)
Duration: Permanent
Prerequisite Charms: Everpresent Radiant Panoply
This charm upgrades its prerequisites, allowing the Solar to store equipment too large for him to lift.
As standard, Summoning the Loyal Steel will fail on anything larger than a normal Grand Daiklaive, while the Loyal Bow will not function on artillery scale weaponry.
Resistance
Impenetrable Blessed Armour
Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
Keywords: Obvious, Mirror (All or Nothing)
Duration: Permanent
Prerequisites: Adamant Skin Technique
The charms of the Solars defend against anything, from the smallest blade to a mighty avalanche. If they have even a moment’s notice to form their defences, you cannot even touch them.
This charm permanently enhances Adamant Skin Technique, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Solar knows them.
By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.
((I made a character with a Perfect Soak, and then was told Bad Touch would slay me. But I didn't want a dodge, or a parry. Didn't fit the character. Thus this.
The last clause means that it's nasty effects fail, but your effects, such as Immediate Solar Vengeance, still work.))
Craft
Glorious Solar (Object)
Cost: 1m+, Mins: Craft 4, Essence 3
Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Craftsman Needs No Tools
With a few short words, and perhaps a gentle gesture, the solar forms an object glowing with gold from nought but essence.
With a single use of this charm, the Solar chooses a single item, and rolls a pool of Craft+Intelligence. If the successes would be enough to craft this item, given time and materials, it is created instantly, either in the Solar’s hands or up to (Essence) yards away. Multiple objects may be created with a single use of this charm, but each item after the first adds its cost to the difficulty.
(Treat a cost of (-) as 0.5)
If the Solar’s Craft+Intelligence pool is three times or more the difficulty of the object’s creation, the roll succeeds automatically.
This charm costs motes equal to the total resources cost of all items made with it, with a minimum cost of one mote per activation.
This charm may not create items made of the magical materials. No, not even then.
The items created this way may be made permanant. At a cost of one willpower, items with total dots of resource cost equal to no more than the solar's essence become real, and the committted motes are freed.
Finally, although this charm can be used for cooking and creating food, the food is composed of essence and sunlight. Although it tastes real, it provides no sustenance unless willpower is spent to enforce its reality.
((Obviously inspired by the Desk on KoC.))
Athletics
Great Weapon Wielding Internalisation
Cost: -, Mins: Athletics 4, Essence 3
Type: Permanent
Keywords: Mirror (Escalated Combat Style)
Duration: Permanent
Prerequisite Charms: Increasing Strength Exercise
The Solars are strong, yes, but that is not their only talent. They are perfection. They can hold something in a way that allows it to balance perfectly.
This Charm negates penalties imposed by the excessive size of weapons.
Mighty Weapons of the God-Kings
Cost: 6m, Mins: Athletics 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious, Mirror (Bigger Is Better)
Duration: One scene
Prerequisite Charms: Great Weapon Wielding Internalisation
The user is capable of wielding almost any weapon known to the Exalted, their balance and footwork beyond compare.
Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.
Abyssal
...mostly the same as Solars! Wooo! Shiny different thing is... make people's heads ASPLODE. With art. Escher would be proud.
Archery
Shared Agony Guarantee
Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Immediate Solar Vengeance)
Duration: Instant
Prerequisites: Withering Feathered Maelstrom
If an Abyssal allows themselves to suffer, there is surely a good reason for it. Far too often for the warriors of light, this reason is simply that their foes are about to suffer more.
The Abyssal invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Abyssal a counterattack with their full archery pool.
((Also may need Martial Ready. Also, seriously white wolf, too lazy to select the solar charm, click copy, click paste? :smallmad:
Edit: Also given Martial Ready.))
Death Waits for None
Cost: - , Mins: Archery 5, Essence 4, Type: Permament
Keywords: Obvious, Merged (Melee), Mirror (Instantaneous Armament Internalisation)
Duration: Permanent
Prerequisites: Exquisite Relic Bow, Gasp of Dead Gods OR Resplendent Shadow Blade
This charm permanently enhances its prerequisites, as well as Quiver of Souls. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)
This charm gives special compensation to use any combination of Exquisite Relic Bow, Gasp of Dead Gods, Resplendent Shadow Blade and Quiver of Souls in the same action.
((As with the Solar charm, didn't include Quiver of Souls. May be too strong.
Edit: Originally had extra WP cost.))
Resistance
All Or Nothing
Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
Keywords: Obvious, Mirror (Impenetratable Blessed Armour)
Duration: Permanent
Prerequisites: Wounds Mean Nothing
The Abyssals are difficult to stop. Difficult to kill, and resistant to most forms of injury and trickery. But attempting to avoid their strength is futile-if you cannot pierce their defences, they will be unaffected.
This charm permanently enhances Wounds Mean Nothing, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Abyssal knows them.
By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.
Craft
Broken Creation’s Horror
Cost: 5m, 1wp Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Frenzied Forge Within
The Abyssals bear all the skill of the champions of creation, and their power to defy sanity and reality itself. But their power is turned to destruction, and even the most innocent of tasks causes suffering.
Any painting, sculpture, jewellery, or other artwork created with this charm is an impossibility. Its angles hurt the mind, and its sheer strangeness are too much for the mind to conceive. Anyone who looks at this piece of art, unless they have this charm, must pass an Integrity+Essence roll, with a difficulty equal to the Abyssal’s essence. Any being that fails and cannot soak lethal damage with natural stamina suffers a generally lethal case of head-exploding. A being that can soak lethal damage with stamina, such as exalted, suffers a number of levels of aggravated damage equal to the number of successes less than the difficulty that they scored.
When using this charm, the painting/sculpture/etcetera is treated as a dangerous artifact for the purposes of its prerequisite.
((I like Escher. xD))
Athletics
Escalated Combat Style
Cost: -, Mins: Athletics 4, Essence 3
Type: Permanent
Keywords: Mirror (Great Weapon Wielding Internalisation)
Duration: Permanent
Prerequisite Charms: Corpse Might Surge
The Abyssals give in not to death, nor entropy. Something as minor as logic has no bearing on them-and their weapons thusly defy sanity.
This Charm negates penalties imposed by the excessive size of weapons.
Bigger Is Better
Cost: 6m, Mins: Athletics 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious, Mirror (Mighty Weapons of the God-Kings)
Duration: One scene
Prerequisite Charms: Escalated Combat Style
Few things give an Abyssal more joy than striking their foes with a weapon larger than their entire body.
Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.
Infernal
Two that should be playable, with joke names. An Adorjani PD, and a Malfean social attack. Also, another Adorjani charm to let you be slashy wind, and a Cecelyne charm to let you flurry with Sandstrikes. Now with a Malfean equivalent to Phantom Arrow.
Adorjan
Nothing Stops The Wind Or I'm The JUGGERNAUT Understanding
Cost: 10m, 1wp, Mins: Essence 4
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: (Stamina) ticks.
Prerequisite Charms: Wind Born Stride
The wind is fast, and graceful, yes. But the wind is also mighty, unstoppable. You cannot harm it; you cannot touch it.
This charm is a perfect soak. It bears the imperfection of the Silent Wind, and ceases working if they drop their speed.
A second purchase at Essence 6 allows the charm to be reactivated at the end of its duration for an additional 8m.
This charm is treated as Who Strikes the Wind? for the purposes of prerequisites.
Shredding Gale Instinct
Cost: 1m, Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok
Duration: One action
Prerequisites: Unbound Freedom Infiltration
With this charm, the user emulates Adorjan as a terrific cutting gale. This charm must be used while moving at top speed, and allows you to move through a space occupied by an enemy. It allows them to make an attack with any weapon they possess whenever they pass through an opponent or object. (Although they suffer normal Multiple Action Penalties) They can activate this charm without it counting as a charm activation on their next action.
At Essence 4+, this charm removes Multiple Action Penalties incurred by striking multiple enemies with this charm.
Cecelyne
Lacerating Desert Assault
Cost: -, Mins: Cult 2, Essence 3, Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisites: Sandstrike Blast
An Infernal who knows this charm can direct the sands with ease.
This charm's prerequisite becomes a Supplemental charm, used to supplement an attack action. Otherwise, it remains identical, creating an attack action with Speed 4, a Charisma+Occult accuracy pool that is unblockable without stunts/charms, and +Essence+Cult lethal piercing damage, with the Overwhelming tag at 3. Its essence cost remains identical; the primary benefit of the charm is to allow it to be flurried.
Malfeas
First King's Demand or MALFEAS DEMANDS (COOKIES)!
Cost: 4m, Mins: Essence 4
Type: Supplemental
Keywords: Obvious, Social
Duration: Instant
Prerequisite Charms: Crowned With Fury
The first king is not easily denied. Even those who hate him sometimes find themselves granting his demands.
This charm enhances a social attack phrased as a demand. Leave this place, Bring me aid, and Bring me his head with a side salad are all valid uses of this charm. It makes the attack an unblockable social attack, causing unnatural mental influence that costs willpower to resist equal to half the user's essence. Servants of the Incarnae or the free Primordials (Such as Solars, Sidereals, Lunars, Alchemicals, elementals to name but a few) reduce this willpower cost by one, due to the ancient surrender oaths. This demand is often phrased oddly, and the powerful quality of their voice is utterly inhuman, providing the Obvious nature of the charm.
(Malfeas is E10. Use this twice, their willpower is gone. You can then get cookies from ANYONE! Well, or use it for nefarious ends, I guess, but wouldn't you rather have cookies?)
Searing Emerald Bombardment
Cost: -, Mins: Essence 4, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon
Malfeas is furious, and despises asking for help. He will take his light and fashion weapons from it before seeking them from others-and so he does.
As an innate ability, the Infernal may create ammunition or thrown weapons with a resource cost of no more than one, at a cost of one mote each. These weapons are treated identically to a normal example of their type.
At Essence 6+, ammunition created deals an additional two dice of damage, and thrown weapons are considered exceptional.
Finally, ammunition and weapons created by this charm are already attuned to Malfeas’ green fire. Using them as part of a Green Sun Nimbus Flare attack costs only one mote.
Weapons not intended for use on a personal scale, such as essence cannons and siege weaponry, aren’t compatible with Searing Emerald Bombardment by default, but an Essence 5 purchase of this charm enables this.
Lunar
Lunars defended creation for so, so long without the Solars. Yet all their holy charms are... defensive. Right. Also, the Lunar bone charms originally in their own thread.New additions include a knack to increase your range of true forms, and a charm for Lunars so faithful, they aid their mates even beyond death. Plus territory charms.
Strength
Guardian Spirit Absolution
Cost: - (+3m, 1wp), Mins: Strength 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Beast Spirit Defense (http://wiki.white-wolf.com/exalted/index.php?title=Charms:Beast_Spirit_Defense)
This charm enhances its prerequisite. By spending another three motes, one willpower while activating Beast Spirit Defense, that Charm's duration becomes one action.
Stamina
From Pain, Progress
Cost: (2m + 1lhl) per dot of resources, Mins: Stamina 2, Essence 2
Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None
The Lunar reaches for her shoulder, shrugging her robes just off of it, and the skin writhes. Something white projects, a handle. And then a blade, sharp as glass.
The Lunar whips the bone blade from her shoulder, a spray of blood flicking from it, and points it at her target.
A Lunar with this charm can grow their bones into items and weapons, at cost of essence and health. Although they are nowhere near as badly injured as they appear, it is highly painful and even fatal, if they try to create something they cannot.
This charm costs two motes and deals one lethal level of damage for each dot of resources created, with a minimum cost of one lethal level of damage. Living creatures cannot be created, and neither can liquids or anything edible. You cannot create any item larger than your own body.
At essence Five, you can ignore the size limitation.
For example, if this charm is used to create one item worth two dots of resources, and three items of one dot, it will cost them ten motes and deal them five levels of damage.
They may not create more dots of resources then their essence with a single use of this charm.
In addition, any Exalted with both this charm and a charm that allows them to store items elsewhere may remove any item made of his bones that he stored elsewhere as if only just creating it. This has no in-game effect, but could be used as part of a stunt to intimidate.
(It also means that you can create items in advance, and dramatically form them from your bones when needed without suffering damage in combat.)
From Agony, Artifice
Cost: (4m, 2ahl) per dot of artifact, 1wp, Mins: Stamina 4, Essence 4
Type: Permanent
Keywords: None
Prerequisite Charms: From Pain, Progress
”A lunar without moonsilver is like a hunt without prey.” sneered the elder Lunar. The younger merely reached for his shoulder, and the bone he formed from out of it glittered like that most famous of materials.
This charm permanently enhances its prerequisite. The Lunar may now use From Pain, Progress to create artifacts. However, doing so costs four motes and two aggravated health levels of damage for each dot of artifact background the artefact would be worth. In addition, a point of willpower must be paid. This point is committed, and cannot be regained for as long as the artifact exists. The artifact can be destroyed by the user holding it and concentrating on reabsorbing it, as a simple action with Speed 6, DV -1.
Only artifacts with an artifact rating of half the user’s essence can be created, and they can only be made of moonsilver. Artifacts that do not normally exist made purely of moonsilver cannot be made this way.
These items are actually bone infused with lunar essence, but function exactly as moonsilver.
These items last as long as the user desires, but only if used by their creator. If anyone else attunes to an artifact created in this way, it lasts only a number of hours equal to their essence.
All artifacts created by a single Lunar must have a total artifact rating of equal to or less than that Lunar's essence. To create more after this limit, they must reabsorb one of the other artifacts.
With the aid of other Exalts, this charm may be used to create other magical materials. Any exalted can contribute a four mote surcharge to this charm by touching the user, and then this charm may create the appropriate magical material for their exalt type.
(Note that creating artifacts in this way artificially increases your backgrounds, and your Storyteller may charge you experience for doing so.)
From Essence, Endurance
Cost: -, Mins: Stamina 5, Essence 4
Type: Permanent
Keywords: None
Prerequisite Charms: From Pain, Progress, From Agony, Artifice
As the Lunar forges weapons from her own body, her wounds close, as if she had never had them.
This charm permanently enhances its prerequisites. The user may reduce the lethal health levels of damage dealt to him by From Pain, Progress to bashing health levels.
With a second purchase of this charm which requires essence five, they also reduce the aggravated damage from From Agony, Artifice to lethal damage.
Charisma
Lost Champion’s Judgement
Cost: 5m, Mins: Charisma 5, Essence 4
Type: Supplemental
Keywords: Obvious, Combo-OK, Holy
Duration: Instant
Prerequisites: Outworld Forsaking Stance
Creation is besieged by enemies outside and within, and it is the duty of the Solars to stop them. But the Solars are gone, their numbers somehow reduced to a trickle, and the Lunars alone stand between Creation and the fae, the demons, and the undead. The holy light of the sun may not come easily to them, but the children of Lunar are not easily swayed.
An attack supplemented with this charm is surrounded by silver and gold light, and creatures of darkness cannot stand before it.
This attack is unblockable-the power of the sun and the moon is not something easily stopped. Against Creatures of Darkness, the attack is also undodgeable, and, if the Lunar has a higher essence than the target, adds the difference to the attacks accuracy and damage.
((I got told that holy ALWAYS does Agg. I'll admit, every holy charm does do Agg, but it's not in the keyword. Can I make a holy charm that doesn't?))
Dedication Transcends Death
Cost: -, Mins: Charisma 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
No love story is greater than that of a Lunar and her mate, and no tragedy more complete than one dying without the other. But they move on, and the bond that ties their shards together inevitably draws the grieving champion to her new mate. But sometimes they don’t. Some Lunars find their mate, though dead, still exists, still has influence on the world. And for those that truly love their mates, death will not stop their bond.
A Lunar with this charm may treat the ghost of their former mate as if they were still their Solar Mate. This means that certain charms will apply, the effects of Solar Bond apply, and the dice from the Solar Bond background may be used to aid them. These dice come from the same pool as any used to aid the new owner of their mate’s shard.
As a final effect, purchasing this charm adds one die to the Lunar’s Solar Bond pool.
Realm of Moonlit Mists
Cost: - (20m, 3wp), Mins: Charisma 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Boundary-Marking Meditation
The lands of the Lunar are hard to find-fog keeps the ground blocked, storms lash those that approach from the air, and hazards await those who try to find their way in.
This charm enhances its prerequisite. By paying twenty motes and three willpower while in a territory they own, the Lunar may close it off from the outside world as a dramatic action. It becomes impossible to locate without prior knowledge of its location. Extras cannot find their way in without guidance, even if they leave and try to return. Heroic Mortals may rememeber the path with a payment of two willpower, and Exalted and other beings pay only a single willpower.
This charm may be removed by invoking it a second time, with the same cost.
This charm bears two significant weaknesses: The sun and the stars. A Solar may enter this location if he knows his Lunar mate is within, and the reverse is also true. Studying the weaves of fate reveal the destiny of the land intact, if blurred by the essence engulfing the area.
Only the Moon
Cost: -, Mins: Charisma 8, Essence 8
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Realm of Moonlit Mists
Made by a paranoid Lunar shortly after the Usurpation, this charm removes the weaknesses of it's prerequisite. For the purposes of astrology and sidereal charms, the territory and any native inhabitants are considered to be outside fate. In addition, Lunars and their Solar Mates are bound by the same rules as any other Exalts.
As a side effect, the sun does not shine on this land, nor do the stars. The light of day reaches it, but the sun never seems to cross the sky, and night is a pure expanse of emptiness, only broken by an over-large moon.
Wits
Silver Projection Arena
Cost: 20m, 1wp Mins: Wits 7, Essence 7
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Limitless Argent Protectorate
The realms of the Lunar, forged in elsewhere are rarely more than hideaways, or in some cases a place to heal, or find comfort. With this charm, they can be used to create a battlefield, an ambush, or somehow forge an advantage for it's user.
The user selects a single target within Esencex5 yards. They must succeed on a Wits+Essence roll with a difficulty equal to the user's essence, or be dragged into one of the Lunar's elsewhere dens, which he immediately follows to. It may be one enhanced by other charms he knows. Any other beings within a single move action of the target may follow him in.
Knacks
Myriad Spirit Understanding
Mins: Essence 4
Prerequisites: Deadly Beastman Transformation
Luna is famed for her adaptability, and her chosen are no different. While a spirit shape is an intensely personal thing, a person’s experiences change who they are, and what they can be.
Taking this knack allows you to choose a single animal that could be available to a starting Lunar. If you have any knacks that specifically enhance the range of possible starting shapes, you may choose a shape that comes under those forms.
Add this shape to your heart’s blood library, if it is not already there. You may treat this form as a true form for all circumstances. In addition, you may design a second warform based off of this spirit shape.
You may purchase this knack a second time at Essence 6. At this point, you may choose any one form in your Heart’s Blood library, even if it is not a valid starting shape, rather than a valid starting shape that you may not necessarily already have.
This knack may be purchased a third time at Essence 8, and a fourth time at Essence 10.
Champion's Might Violation
Mins: Wits 6, Essence 6
Prerequisites: Ten Thousand Heroes Face (http://wiki.white-wolf.com/exalted/index.php?title=Knacks:Ten_Thousand_Heroes_Face)
The Lunars were never meant to mimic the other exalted. Not their mates, the kings, the Solars. Not their soldiers, the Dragonbloods. Not their advisors. And were Luna to see them, they would not be made to mimic the young primordials, or the Abyssals, not the Alchemicals.
But Luna of all knows that her chosen are difficult to restrict.
This knack makes Exalted types valid choices when learning Essential Mirror Form. Using the charms from another Exalted type always carries a 2m surcharge, and native charms can never be used or learnt.
This knack may be used with Soul's Taste Technique (http://wiki.white-wolf.com/exalted/index.php?title=Knacks:Soul%27s_Taste_Technique) to permanantly access other charms. A Lunar may not learn a charm unless he exceeds it's essence requirement by at least five, and he must meet all other prerequisites. Finally, he pays double the normal cost to learn foreign charms.
(Lolno you can't learn them. What? You're Essence Ten, and an Essence 2 Eclipse can do it? Lolstillno.)
Sidereal
>None; One Joke Below<
Alchemical
Included in here, non-heretical pregnancy, and Nova's elsewhere charms!
Appearance
Elsewhere Avatar Module
Cost: - (1m)(5m) Mins: Appearance 7, Essence 7
Type: Permanent
Keywords: Internal, Obvious, Colossus
Duration: Permanent (Indefinite)
Prerequisites: Remote Drone-Body Guidance
With this charm, a colossus is capable of folding their body up partly into elsewhere, reducing their size and abilities to that of their drone body. Activating this charm costs five motes and is reflexive. Deactivating it is a miscellaneous action.
This charm does not function for municipal alchemicals.
This charm is obvious when changing between forms, but otherwise undetectable.
Submodules
Municipal Guardian Returning (Avatar Launching Silo, Appearance 8, Essence 8, (Municipal))
With this submodule, a Municipal alchemical can fold their city-form elsewhere and return to their colossus self. However, they CANNOT then use the normal form of this charm to return to humanoid size. This charm will not function while there is anyone within their city form, unless their colossus form has some way of storing them. (Such as Integrated Mobile Sanctum, which interacts specially, allowing them to remain in the elsewhere-city.)
Agent of the Metropolis (Municipal Guardian Returning, Appearance 9, Essence 9, (Municipal))
With this submodule, a Municipal alchemical may use its parent charm twice to enter their humanoid form.
((The (1m) is the commitment. The (5m) is the cost to activate.))
Fertility Imitation Factory
Cost: (1m), Mins: Appearance 3, Essence 3
Type: Permanent
Keywords: Internal
Duration: Permanent
Prerequisite Charms: Integrated Artifact Transmogrifier
Using complex essence based genesis crafting systems, a hidden system within the exalts body infuses artificial cells with life. Using the exalt’s core, human genetics, deriving them from a mixture of their previous incarnations, they cause them to be able to father or carry children. In addition, they are treated as if they had the Selective Conception merit.
This charm may not be removed if the user becomes pregnant without killing the child. After the fifth month, it cannot be removed at all until the pregnancy ends.
A child born of an Alchemical will be a normal (albeit likely heroic) mortal, and will probably be watched closely by many different groups.
Submodules
Essence Infused Ancestry (Essence 4)
With this submodule, any children born will be half-castes. Autocthonia is likely to see them as divine blessings, while ‘normal’ mortals would consider them freaks, much like the cybernetic exalted themselves.
Designed by a single Alchemical with excessive memories of her life, this submodule was the reason the charm was eventually okayed. While the granting of superhuman bodies to those not already tried and tested is a risk, it is one that was decided to be worth it. The powerful children of the alchemicals are capable of many of the tremendous deeds of their parents.
((This submodule changes the face of Autochthonia, unless developed very recently-a possibility, as the powerful children would be massively useful in a war on creation.))
Dragonblood
A charm allowing new hero styles! Plus an expansion charm for Fire Dragon. Now you can change the colour of your anima! Blue fire... COUGHAzulaCOUGH.
Archery
Study in Relentless Arrows
Cost: -; Mins: Archery 5, Essence 3
Type: Permanent
Keywords: Merged (Thrown)
Duration: Permanent
Prerequisite Charms: First Archery Excellency, Persistent Hornet Attack
This charm grants the Martial-Ready (Archery) keyword to Persistent Hornet Attack, as well as its prerequisite Loyal Weapon. As a special benefit, the Dragonblooded may choose to delay a Loyal Weapon effect, having it return at some point later. If they do not draw it back to them immediately, they must use a speed 3 miscellaneous action and an additional mote to do so. They may commit three motes on using the charm to allow the link to remain indefinitely, but otherwise, the charm is lost if not used by the end of the scene.
Martial Arts
Essential Elemental Hero Synchronization
Cost: -; Mins: Martial Arts 5, Essence 4
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: One Completed non-Sidereal Martial Art Style With An Elemental Aspect That Matches Your Own
To the things a Terrestrial dedicates himself to, he attains unmatched harmony. When he dedicates himself to the sword, his blade is an extension of his arm. When he dedicates himself to leadership, his forces are as his own flesh. And when he dedicates himself to a Martial Art, it and his Essence are one and the same.
By taking this charm, a Terrestrial replaces Terrestrial Hero Style with another martial art that he has mastered, that shares his Aspect, as his Hero Style. He may henceforth create expansion charms to that style and learn expansion charms invented by other Terrestrials with the same hero style.
((In my canon, or one of them, the Immaculate Styles have a different origin as the DB hero styles. But this charm allows the expansions for them to exist in a vacuum. Xefas made it, credit to him.))
Totemic Flame Pride
Cost: -, Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Consuming Might of the Fire Dragon, Essential Elemental Hero Synchronisation
This charm channels the user’s own spirit into their flames, enhancing them and altering their nature. Whenever the user forms fire from essence, whether the Anima flux of a Fire aspect, the Fire Aspect’s specific anima affect, or an elemental technique, the flames produced burn a colour specific to the user, or to his emotions, or in some way different from that of normal flames.
Mechanically, the effects are as follows: Their anima flux, if a Fire Aspect, deals an additional die of damage each interval. Secondly, they may activate their aspect ability for free when they first reach the 16+ motes stage-or, if not a fire aspect, they gain the ability to activate the Fire aspect anima while at this stage. They add their essence to the damage of any damage dealing elemental charms they use that express Fire. Finally, they may activate Fire Dragon Form without needing to roll.
((This charm is a Dragonblooded charm, and not a generic CMA charm. In my settings, I intend to make the Dragon styles essentially Hero styles for their aspects, making these charms allowable. But they ought to work anyway. There would be four more, if I knew what to do with the others.))
Performance
Swaying Song Evasion
Cost: -, Mins: Performance 5, Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Vibrating Strings Defense
This charm upgrades its prerequisite, allowing the dragonblooded to replace the Dodge in his Dodge DV with performance, plus applicable specialties, rather than modifying his Parry DV. This could rely upon disrupting the targets aim with a loud thrum, or on simply dancing away from the blow.
Generic
Alternate Enlightening charms. I made them while bored, they're not really important, but... in fluff, they were made by a Dragonblood who planned to raze the Realm and rebuild from the ashes.
Martial Arts
Flaring Life Awareness
Cost: 6m; Mins: Martial Arts 3, Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: None
The martial artist practicing this Charm senses the essence of life around her. Nothing that lives is beyond her notice. To an observer, the martial artist appears to walk more lightly on
her feet, and their eyes glow with a telltale warm light.
For the duration of the Charm, the martial artist is automatically aware of all living beings (including immaterial ones) within a number of yards equal to his Essence, multiplied by five.
This Charm does not grant the ability to see immaterial spirits or dematerialized elementals in the vicinity, although the martial artist can detect their location equally well.
Flaring Essence Understanding
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Enlightening
Duration: Instant
Prerequisite Charms: Flaring Life Awareness
With the theoretical understand of essence comes the practical application. Just as sensing life allows you to find it, releasing life-essence in its purest form allows you to end it.
An attack supplemented by this charm adds additional successes to its damage roll equal to the martial artist’s essence. You may choose to deal less successes than this, but must add at least a number equal to half your Essence.
Finally, an attack enhanced with this charm has a limited effect upon immaterial beings. Although the attack itself is not capable of harming spirits unless allowed to by another charm, the additional successes added by this charm are applied to a spirit that would be struck by this charm.
Spells/Protocols
Protocols
The Maker's Offensive Repurposing
Cost: 10m
Minimum Clarity: 3
This protocol harnesses scrap metal as a powerful weapon to bombard or lacerate the weaver's foes. By combining it with defensive protocols, it can cause fearsome damage.
This protocol can have enhanced effects if used while The Maker’s Basic or Advanced Defense Array is active, although it then immediately ends the Defense Array protocol underlaying it. A single target within 20xEssence yards is attacked with an attack dealing 10B or 5L damage. Targets within Essence yards of them take 5B damage. Unless a perfect defense is used, this attack hits automatically.
If the basic array is used to enhance the protocol, it instead deals 20B or 15L, dealing 10B or 5L to those nearby.
If used with the Advanced version, it deals the same damage (20B/15L and 10B/5L), but doubles it's area of effect range. (Harming all foes within 2Essence yards)
Joke
Because why not? HOPEFULLY still playable, but... well. Ask your ST very nicely. :P
Sidereal
Groan Inducing Dramatics
Cost: -, Mins: Performance 1, Essence 1, Type: Permanant
Keywords: None
Duration: Permanent
Prerequisites: None
The Sidereals are masters of fate, impeccable ninjas, and can rewrite reality on a whim. Sometimes they abuse this privilige.
This charm may be used only when making a bad joke or speaking melodramaticall, and wearing sunglasses. The sunglasses are suddenly in your hand-and inexpliably ALWAYS WERE, allowing you to put them on as a climax.
Far less importantly, it adds a single bonus die to all performance, presence, or other social rolls based on comedy or melodrama.
At Essence 2, this charm can be used in reverse, allowing you to inexplicably have them be on your head when they weren't, but ALWAYS WERE, so you can repeatedly take them off dramatically without the bother of putting them on again.
As a minor note, this adds a second die, and both are now automatic successes.
Artifacts
Guardian Shield (●●●)
A Guardian Shield is a wide shield made of a single magical material, with a handle of blue jade. Although it looks unremarkable (as any artifact can, that is), upon attunement, it can show tremendous power. Attuning to a Guardian Shield costs six motes. Apart from the following power, it functions identically to a Thunderbolt Shield.
A character with a Guardian Shield on their person may reflexively spend two motes to make it rise into the air, defending them as if it has a will of its own. For the rest of the scene, they may gain the advantages of the Guardian Shield without needing to use a hand bearing it.
Charms are separated by ability and exalt type. Notes are given in double brackets.
Solar
An archery counterattack, and an upgrade for the weapon-making charms to let you activate them as fast as drawing a weapon! Bad Touch effects ruining your Resistance based charrie's day? No longer! Want to make like Misho and form a desk from sunlight? Now you can! Want to attack people with a weapon larger than a small hill? Go ahead!
Archery
Immediate Solar Vengeance
Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Shared Agony Guarantee)
Duration: Instant
Prerequisites: Trance of Unhesitating Speed
The Champions of the Sun are heroes, at least most of them. But they have their sins-foremost among them wrath.
The Solar invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Solar a counterattack with their full archery pool.
((Give this Martial Ready? Not sure.
Edit: Have done.))
Instantaneous Armament Internalisation
Cost: - , Mins: Archery 5, Essence 4, Type: Permament
Keywords: Obvious, Merged (Melee, Martial Arts), Mirror (Death Waits for None)
Duration: Permanent
Prerequisites: Immaculate Golden Bow, Solar Flare Methodology, Perfect Hands of Law OR Glorious Solar Saber
This charm permanently enhances its prerequisites, as well as Inexhaustible Bolts of Solar Fire. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)
((Originally didn't include Inexhaustible. Too strong?
Edit: Had an extra WP cost to use both. Removed because they're overcosted already.))
Martial Arts
Perfect Hands of Law
Cost: 3m, 1wp or 5m, 1wp; Type: Simple
Keywords: Combo-OK, Holy, Mirror (Touch of Royal Death), Obvious
Prerequisite Charms: Fists of Iron Technique
The Lawgiver's power manigests in gloves, blades, chains, or some other form of martial weapon, glowing as bright as a torch. The weapon produced is always a glowing weapon that deals Aggravated damage to Creatures of Darkness, and sheds light as a torch.
This charm creates brawling aids such as Smashfists, or any weapon utilised naturally as a Martial Arts weapon, such as Dire Chains. Other than that, the charm functions identically to Glorious Solar Saber.
Melee
Storm of Steel
Cost: (4m), Mins: Melee 5, Essence 4, Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Thousand Arms Prana
Sometimes, wielding a weapon will take too long. This charm exists for those occasions.
With a burst of essence, they launch a weapon stored with this charm’s prerequisite at their foe, the weapon appearing from nowhere at high velocity.
An attack made this way has a speed equal to 8-Essence (Although treat each point of speed below three as two points-Essence 5 for speed 3, 7 for speed 2, and 9 for speed 1. No combination of effects including this charm can lower an attack to below speed 3 before Essence five. If Speed 0 is somehow accomplished, the user may make a single reflexive attack on each of his actions, suffering normal multiple action penalties, but makes other attacks with this charm as speed 1.)
An attack made with this charm substitutes Thrown for Melee on the attack roll, and Charisma for Strength on the damage roll. All weapons used in this way must be recovered to be used, and thus each one has rate 1. Launching a weapon with this charm costs 4m.
Occult
Everpresent Radiant Panoply
Cost: 3m+, Mins: Occult 4, Essence 3, Type: Simple
Keywords: Combo-Ok, Touch
Duration: Indefinite
Prerequisite Charms: Spirit Detecting Glance
Like the gods themselves, the Lawgivers are never without their property. By committing three motes, the Solar touches an item or items that he possesses. These items must belong to him, and cannot be weapons or armor.*
With a single three mote invocation, the Solar may banish and retrieve items from Elsewhere freely as a miscellaneous action with speed 5. One invocation allows her to store a number of items (or set of small items, such as a pack of cards), which must be small and light enough for her to lift with one hand, equal to her essence. She may commit an additional 2m to increase this to Essencex2, and may further increase the limit for only 1m per (Essence) items.
*Nor any other item that already has an Elsewhere Storage Charm.
Lawgiver's Excessive Arsenal
Cost: (+1m), Mins: Occult 5, Essence 4, Type: Permanent
Keywords: Merged (Archery, Melee)
Duration: Permanent
Prerequisite Charms: Everpresent Radiant Panoply
This charm upgrades its prerequisites, allowing the Solar to store equipment too large for him to lift.
As standard, Summoning the Loyal Steel will fail on anything larger than a normal Grand Daiklaive, while the Loyal Bow will not function on artillery scale weaponry.
Resistance
Impenetrable Blessed Armour
Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
Keywords: Obvious, Mirror (All or Nothing)
Duration: Permanent
Prerequisites: Adamant Skin Technique
The charms of the Solars defend against anything, from the smallest blade to a mighty avalanche. If they have even a moment’s notice to form their defences, you cannot even touch them.
This charm permanently enhances Adamant Skin Technique, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Solar knows them.
By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.
((I made a character with a Perfect Soak, and then was told Bad Touch would slay me. But I didn't want a dodge, or a parry. Didn't fit the character. Thus this.
The last clause means that it's nasty effects fail, but your effects, such as Immediate Solar Vengeance, still work.))
Craft
Glorious Solar (Object)
Cost: 1m+, Mins: Craft 4, Essence 3
Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Craftsman Needs No Tools
With a few short words, and perhaps a gentle gesture, the solar forms an object glowing with gold from nought but essence.
With a single use of this charm, the Solar chooses a single item, and rolls a pool of Craft+Intelligence. If the successes would be enough to craft this item, given time and materials, it is created instantly, either in the Solar’s hands or up to (Essence) yards away. Multiple objects may be created with a single use of this charm, but each item after the first adds its cost to the difficulty.
(Treat a cost of (-) as 0.5)
If the Solar’s Craft+Intelligence pool is three times or more the difficulty of the object’s creation, the roll succeeds automatically.
This charm costs motes equal to the total resources cost of all items made with it, with a minimum cost of one mote per activation.
This charm may not create items made of the magical materials. No, not even then.
The items created this way may be made permanant. At a cost of one willpower, items with total dots of resource cost equal to no more than the solar's essence become real, and the committted motes are freed.
Finally, although this charm can be used for cooking and creating food, the food is composed of essence and sunlight. Although it tastes real, it provides no sustenance unless willpower is spent to enforce its reality.
((Obviously inspired by the Desk on KoC.))
Athletics
Great Weapon Wielding Internalisation
Cost: -, Mins: Athletics 4, Essence 3
Type: Permanent
Keywords: Mirror (Escalated Combat Style)
Duration: Permanent
Prerequisite Charms: Increasing Strength Exercise
The Solars are strong, yes, but that is not their only talent. They are perfection. They can hold something in a way that allows it to balance perfectly.
This Charm negates penalties imposed by the excessive size of weapons.
Mighty Weapons of the God-Kings
Cost: 6m, Mins: Athletics 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious, Mirror (Bigger Is Better)
Duration: One scene
Prerequisite Charms: Great Weapon Wielding Internalisation
The user is capable of wielding almost any weapon known to the Exalted, their balance and footwork beyond compare.
Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.
Abyssal
...mostly the same as Solars! Wooo! Shiny different thing is... make people's heads ASPLODE. With art. Escher would be proud.
Archery
Shared Agony Guarantee
Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Immediate Solar Vengeance)
Duration: Instant
Prerequisites: Withering Feathered Maelstrom
If an Abyssal allows themselves to suffer, there is surely a good reason for it. Far too often for the warriors of light, this reason is simply that their foes are about to suffer more.
The Abyssal invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Abyssal a counterattack with their full archery pool.
((Also may need Martial Ready. Also, seriously white wolf, too lazy to select the solar charm, click copy, click paste? :smallmad:
Edit: Also given Martial Ready.))
Death Waits for None
Cost: - , Mins: Archery 5, Essence 4, Type: Permament
Keywords: Obvious, Merged (Melee), Mirror (Instantaneous Armament Internalisation)
Duration: Permanent
Prerequisites: Exquisite Relic Bow, Gasp of Dead Gods OR Resplendent Shadow Blade
This charm permanently enhances its prerequisites, as well as Quiver of Souls. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)
This charm gives special compensation to use any combination of Exquisite Relic Bow, Gasp of Dead Gods, Resplendent Shadow Blade and Quiver of Souls in the same action.
((As with the Solar charm, didn't include Quiver of Souls. May be too strong.
Edit: Originally had extra WP cost.))
Resistance
All Or Nothing
Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
Keywords: Obvious, Mirror (Impenetratable Blessed Armour)
Duration: Permanent
Prerequisites: Wounds Mean Nothing
The Abyssals are difficult to stop. Difficult to kill, and resistant to most forms of injury and trickery. But attempting to avoid their strength is futile-if you cannot pierce their defences, they will be unaffected.
This charm permanently enhances Wounds Mean Nothing, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Abyssal knows them.
By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.
Craft
Broken Creation’s Horror
Cost: 5m, 1wp Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Frenzied Forge Within
The Abyssals bear all the skill of the champions of creation, and their power to defy sanity and reality itself. But their power is turned to destruction, and even the most innocent of tasks causes suffering.
Any painting, sculpture, jewellery, or other artwork created with this charm is an impossibility. Its angles hurt the mind, and its sheer strangeness are too much for the mind to conceive. Anyone who looks at this piece of art, unless they have this charm, must pass an Integrity+Essence roll, with a difficulty equal to the Abyssal’s essence. Any being that fails and cannot soak lethal damage with natural stamina suffers a generally lethal case of head-exploding. A being that can soak lethal damage with stamina, such as exalted, suffers a number of levels of aggravated damage equal to the number of successes less than the difficulty that they scored.
When using this charm, the painting/sculpture/etcetera is treated as a dangerous artifact for the purposes of its prerequisite.
((I like Escher. xD))
Athletics
Escalated Combat Style
Cost: -, Mins: Athletics 4, Essence 3
Type: Permanent
Keywords: Mirror (Great Weapon Wielding Internalisation)
Duration: Permanent
Prerequisite Charms: Corpse Might Surge
The Abyssals give in not to death, nor entropy. Something as minor as logic has no bearing on them-and their weapons thusly defy sanity.
This Charm negates penalties imposed by the excessive size of weapons.
Bigger Is Better
Cost: 6m, Mins: Athletics 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious, Mirror (Mighty Weapons of the God-Kings)
Duration: One scene
Prerequisite Charms: Escalated Combat Style
Few things give an Abyssal more joy than striking their foes with a weapon larger than their entire body.
Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.
Infernal
Two that should be playable, with joke names. An Adorjani PD, and a Malfean social attack. Also, another Adorjani charm to let you be slashy wind, and a Cecelyne charm to let you flurry with Sandstrikes. Now with a Malfean equivalent to Phantom Arrow.
Adorjan
Nothing Stops The Wind Or I'm The JUGGERNAUT Understanding
Cost: 10m, 1wp, Mins: Essence 4
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: (Stamina) ticks.
Prerequisite Charms: Wind Born Stride
The wind is fast, and graceful, yes. But the wind is also mighty, unstoppable. You cannot harm it; you cannot touch it.
This charm is a perfect soak. It bears the imperfection of the Silent Wind, and ceases working if they drop their speed.
A second purchase at Essence 6 allows the charm to be reactivated at the end of its duration for an additional 8m.
This charm is treated as Who Strikes the Wind? for the purposes of prerequisites.
Shredding Gale Instinct
Cost: 1m, Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok
Duration: One action
Prerequisites: Unbound Freedom Infiltration
With this charm, the user emulates Adorjan as a terrific cutting gale. This charm must be used while moving at top speed, and allows you to move through a space occupied by an enemy. It allows them to make an attack with any weapon they possess whenever they pass through an opponent or object. (Although they suffer normal Multiple Action Penalties) They can activate this charm without it counting as a charm activation on their next action.
At Essence 4+, this charm removes Multiple Action Penalties incurred by striking multiple enemies with this charm.
Cecelyne
Lacerating Desert Assault
Cost: -, Mins: Cult 2, Essence 3, Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisites: Sandstrike Blast
An Infernal who knows this charm can direct the sands with ease.
This charm's prerequisite becomes a Supplemental charm, used to supplement an attack action. Otherwise, it remains identical, creating an attack action with Speed 4, a Charisma+Occult accuracy pool that is unblockable without stunts/charms, and +Essence+Cult lethal piercing damage, with the Overwhelming tag at 3. Its essence cost remains identical; the primary benefit of the charm is to allow it to be flurried.
Malfeas
First King's Demand or MALFEAS DEMANDS (COOKIES)!
Cost: 4m, Mins: Essence 4
Type: Supplemental
Keywords: Obvious, Social
Duration: Instant
Prerequisite Charms: Crowned With Fury
The first king is not easily denied. Even those who hate him sometimes find themselves granting his demands.
This charm enhances a social attack phrased as a demand. Leave this place, Bring me aid, and Bring me his head with a side salad are all valid uses of this charm. It makes the attack an unblockable social attack, causing unnatural mental influence that costs willpower to resist equal to half the user's essence. Servants of the Incarnae or the free Primordials (Such as Solars, Sidereals, Lunars, Alchemicals, elementals to name but a few) reduce this willpower cost by one, due to the ancient surrender oaths. This demand is often phrased oddly, and the powerful quality of their voice is utterly inhuman, providing the Obvious nature of the charm.
(Malfeas is E10. Use this twice, their willpower is gone. You can then get cookies from ANYONE! Well, or use it for nefarious ends, I guess, but wouldn't you rather have cookies?)
Searing Emerald Bombardment
Cost: -, Mins: Essence 4, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon
Malfeas is furious, and despises asking for help. He will take his light and fashion weapons from it before seeking them from others-and so he does.
As an innate ability, the Infernal may create ammunition or thrown weapons with a resource cost of no more than one, at a cost of one mote each. These weapons are treated identically to a normal example of their type.
At Essence 6+, ammunition created deals an additional two dice of damage, and thrown weapons are considered exceptional.
Finally, ammunition and weapons created by this charm are already attuned to Malfeas’ green fire. Using them as part of a Green Sun Nimbus Flare attack costs only one mote.
Weapons not intended for use on a personal scale, such as essence cannons and siege weaponry, aren’t compatible with Searing Emerald Bombardment by default, but an Essence 5 purchase of this charm enables this.
Lunar
Lunars defended creation for so, so long without the Solars. Yet all their holy charms are... defensive. Right. Also, the Lunar bone charms originally in their own thread.New additions include a knack to increase your range of true forms, and a charm for Lunars so faithful, they aid their mates even beyond death. Plus territory charms.
Strength
Guardian Spirit Absolution
Cost: - (+3m, 1wp), Mins: Strength 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Beast Spirit Defense (http://wiki.white-wolf.com/exalted/index.php?title=Charms:Beast_Spirit_Defense)
This charm enhances its prerequisite. By spending another three motes, one willpower while activating Beast Spirit Defense, that Charm's duration becomes one action.
Stamina
From Pain, Progress
Cost: (2m + 1lhl) per dot of resources, Mins: Stamina 2, Essence 2
Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None
The Lunar reaches for her shoulder, shrugging her robes just off of it, and the skin writhes. Something white projects, a handle. And then a blade, sharp as glass.
The Lunar whips the bone blade from her shoulder, a spray of blood flicking from it, and points it at her target.
A Lunar with this charm can grow their bones into items and weapons, at cost of essence and health. Although they are nowhere near as badly injured as they appear, it is highly painful and even fatal, if they try to create something they cannot.
This charm costs two motes and deals one lethal level of damage for each dot of resources created, with a minimum cost of one lethal level of damage. Living creatures cannot be created, and neither can liquids or anything edible. You cannot create any item larger than your own body.
At essence Five, you can ignore the size limitation.
For example, if this charm is used to create one item worth two dots of resources, and three items of one dot, it will cost them ten motes and deal them five levels of damage.
They may not create more dots of resources then their essence with a single use of this charm.
In addition, any Exalted with both this charm and a charm that allows them to store items elsewhere may remove any item made of his bones that he stored elsewhere as if only just creating it. This has no in-game effect, but could be used as part of a stunt to intimidate.
(It also means that you can create items in advance, and dramatically form them from your bones when needed without suffering damage in combat.)
From Agony, Artifice
Cost: (4m, 2ahl) per dot of artifact, 1wp, Mins: Stamina 4, Essence 4
Type: Permanent
Keywords: None
Prerequisite Charms: From Pain, Progress
”A lunar without moonsilver is like a hunt without prey.” sneered the elder Lunar. The younger merely reached for his shoulder, and the bone he formed from out of it glittered like that most famous of materials.
This charm permanently enhances its prerequisite. The Lunar may now use From Pain, Progress to create artifacts. However, doing so costs four motes and two aggravated health levels of damage for each dot of artifact background the artefact would be worth. In addition, a point of willpower must be paid. This point is committed, and cannot be regained for as long as the artifact exists. The artifact can be destroyed by the user holding it and concentrating on reabsorbing it, as a simple action with Speed 6, DV -1.
Only artifacts with an artifact rating of half the user’s essence can be created, and they can only be made of moonsilver. Artifacts that do not normally exist made purely of moonsilver cannot be made this way.
These items are actually bone infused with lunar essence, but function exactly as moonsilver.
These items last as long as the user desires, but only if used by their creator. If anyone else attunes to an artifact created in this way, it lasts only a number of hours equal to their essence.
All artifacts created by a single Lunar must have a total artifact rating of equal to or less than that Lunar's essence. To create more after this limit, they must reabsorb one of the other artifacts.
With the aid of other Exalts, this charm may be used to create other magical materials. Any exalted can contribute a four mote surcharge to this charm by touching the user, and then this charm may create the appropriate magical material for their exalt type.
(Note that creating artifacts in this way artificially increases your backgrounds, and your Storyteller may charge you experience for doing so.)
From Essence, Endurance
Cost: -, Mins: Stamina 5, Essence 4
Type: Permanent
Keywords: None
Prerequisite Charms: From Pain, Progress, From Agony, Artifice
As the Lunar forges weapons from her own body, her wounds close, as if she had never had them.
This charm permanently enhances its prerequisites. The user may reduce the lethal health levels of damage dealt to him by From Pain, Progress to bashing health levels.
With a second purchase of this charm which requires essence five, they also reduce the aggravated damage from From Agony, Artifice to lethal damage.
Charisma
Lost Champion’s Judgement
Cost: 5m, Mins: Charisma 5, Essence 4
Type: Supplemental
Keywords: Obvious, Combo-OK, Holy
Duration: Instant
Prerequisites: Outworld Forsaking Stance
Creation is besieged by enemies outside and within, and it is the duty of the Solars to stop them. But the Solars are gone, their numbers somehow reduced to a trickle, and the Lunars alone stand between Creation and the fae, the demons, and the undead. The holy light of the sun may not come easily to them, but the children of Lunar are not easily swayed.
An attack supplemented with this charm is surrounded by silver and gold light, and creatures of darkness cannot stand before it.
This attack is unblockable-the power of the sun and the moon is not something easily stopped. Against Creatures of Darkness, the attack is also undodgeable, and, if the Lunar has a higher essence than the target, adds the difference to the attacks accuracy and damage.
((I got told that holy ALWAYS does Agg. I'll admit, every holy charm does do Agg, but it's not in the keyword. Can I make a holy charm that doesn't?))
Dedication Transcends Death
Cost: -, Mins: Charisma 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
No love story is greater than that of a Lunar and her mate, and no tragedy more complete than one dying without the other. But they move on, and the bond that ties their shards together inevitably draws the grieving champion to her new mate. But sometimes they don’t. Some Lunars find their mate, though dead, still exists, still has influence on the world. And for those that truly love their mates, death will not stop their bond.
A Lunar with this charm may treat the ghost of their former mate as if they were still their Solar Mate. This means that certain charms will apply, the effects of Solar Bond apply, and the dice from the Solar Bond background may be used to aid them. These dice come from the same pool as any used to aid the new owner of their mate’s shard.
As a final effect, purchasing this charm adds one die to the Lunar’s Solar Bond pool.
Realm of Moonlit Mists
Cost: - (20m, 3wp), Mins: Charisma 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Boundary-Marking Meditation
The lands of the Lunar are hard to find-fog keeps the ground blocked, storms lash those that approach from the air, and hazards await those who try to find their way in.
This charm enhances its prerequisite. By paying twenty motes and three willpower while in a territory they own, the Lunar may close it off from the outside world as a dramatic action. It becomes impossible to locate without prior knowledge of its location. Extras cannot find their way in without guidance, even if they leave and try to return. Heroic Mortals may rememeber the path with a payment of two willpower, and Exalted and other beings pay only a single willpower.
This charm may be removed by invoking it a second time, with the same cost.
This charm bears two significant weaknesses: The sun and the stars. A Solar may enter this location if he knows his Lunar mate is within, and the reverse is also true. Studying the weaves of fate reveal the destiny of the land intact, if blurred by the essence engulfing the area.
Only the Moon
Cost: -, Mins: Charisma 8, Essence 8
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Realm of Moonlit Mists
Made by a paranoid Lunar shortly after the Usurpation, this charm removes the weaknesses of it's prerequisite. For the purposes of astrology and sidereal charms, the territory and any native inhabitants are considered to be outside fate. In addition, Lunars and their Solar Mates are bound by the same rules as any other Exalts.
As a side effect, the sun does not shine on this land, nor do the stars. The light of day reaches it, but the sun never seems to cross the sky, and night is a pure expanse of emptiness, only broken by an over-large moon.
Wits
Silver Projection Arena
Cost: 20m, 1wp Mins: Wits 7, Essence 7
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Limitless Argent Protectorate
The realms of the Lunar, forged in elsewhere are rarely more than hideaways, or in some cases a place to heal, or find comfort. With this charm, they can be used to create a battlefield, an ambush, or somehow forge an advantage for it's user.
The user selects a single target within Esencex5 yards. They must succeed on a Wits+Essence roll with a difficulty equal to the user's essence, or be dragged into one of the Lunar's elsewhere dens, which he immediately follows to. It may be one enhanced by other charms he knows. Any other beings within a single move action of the target may follow him in.
Knacks
Myriad Spirit Understanding
Mins: Essence 4
Prerequisites: Deadly Beastman Transformation
Luna is famed for her adaptability, and her chosen are no different. While a spirit shape is an intensely personal thing, a person’s experiences change who they are, and what they can be.
Taking this knack allows you to choose a single animal that could be available to a starting Lunar. If you have any knacks that specifically enhance the range of possible starting shapes, you may choose a shape that comes under those forms.
Add this shape to your heart’s blood library, if it is not already there. You may treat this form as a true form for all circumstances. In addition, you may design a second warform based off of this spirit shape.
You may purchase this knack a second time at Essence 6. At this point, you may choose any one form in your Heart’s Blood library, even if it is not a valid starting shape, rather than a valid starting shape that you may not necessarily already have.
This knack may be purchased a third time at Essence 8, and a fourth time at Essence 10.
Champion's Might Violation
Mins: Wits 6, Essence 6
Prerequisites: Ten Thousand Heroes Face (http://wiki.white-wolf.com/exalted/index.php?title=Knacks:Ten_Thousand_Heroes_Face)
The Lunars were never meant to mimic the other exalted. Not their mates, the kings, the Solars. Not their soldiers, the Dragonbloods. Not their advisors. And were Luna to see them, they would not be made to mimic the young primordials, or the Abyssals, not the Alchemicals.
But Luna of all knows that her chosen are difficult to restrict.
This knack makes Exalted types valid choices when learning Essential Mirror Form. Using the charms from another Exalted type always carries a 2m surcharge, and native charms can never be used or learnt.
This knack may be used with Soul's Taste Technique (http://wiki.white-wolf.com/exalted/index.php?title=Knacks:Soul%27s_Taste_Technique) to permanantly access other charms. A Lunar may not learn a charm unless he exceeds it's essence requirement by at least five, and he must meet all other prerequisites. Finally, he pays double the normal cost to learn foreign charms.
(Lolno you can't learn them. What? You're Essence Ten, and an Essence 2 Eclipse can do it? Lolstillno.)
Sidereal
>None; One Joke Below<
Alchemical
Included in here, non-heretical pregnancy, and Nova's elsewhere charms!
Appearance
Elsewhere Avatar Module
Cost: - (1m)(5m) Mins: Appearance 7, Essence 7
Type: Permanent
Keywords: Internal, Obvious, Colossus
Duration: Permanent (Indefinite)
Prerequisites: Remote Drone-Body Guidance
With this charm, a colossus is capable of folding their body up partly into elsewhere, reducing their size and abilities to that of their drone body. Activating this charm costs five motes and is reflexive. Deactivating it is a miscellaneous action.
This charm does not function for municipal alchemicals.
This charm is obvious when changing between forms, but otherwise undetectable.
Submodules
Municipal Guardian Returning (Avatar Launching Silo, Appearance 8, Essence 8, (Municipal))
With this submodule, a Municipal alchemical can fold their city-form elsewhere and return to their colossus self. However, they CANNOT then use the normal form of this charm to return to humanoid size. This charm will not function while there is anyone within their city form, unless their colossus form has some way of storing them. (Such as Integrated Mobile Sanctum, which interacts specially, allowing them to remain in the elsewhere-city.)
Agent of the Metropolis (Municipal Guardian Returning, Appearance 9, Essence 9, (Municipal))
With this submodule, a Municipal alchemical may use its parent charm twice to enter their humanoid form.
((The (1m) is the commitment. The (5m) is the cost to activate.))
Fertility Imitation Factory
Cost: (1m), Mins: Appearance 3, Essence 3
Type: Permanent
Keywords: Internal
Duration: Permanent
Prerequisite Charms: Integrated Artifact Transmogrifier
Using complex essence based genesis crafting systems, a hidden system within the exalts body infuses artificial cells with life. Using the exalt’s core, human genetics, deriving them from a mixture of their previous incarnations, they cause them to be able to father or carry children. In addition, they are treated as if they had the Selective Conception merit.
This charm may not be removed if the user becomes pregnant without killing the child. After the fifth month, it cannot be removed at all until the pregnancy ends.
A child born of an Alchemical will be a normal (albeit likely heroic) mortal, and will probably be watched closely by many different groups.
Submodules
Essence Infused Ancestry (Essence 4)
With this submodule, any children born will be half-castes. Autocthonia is likely to see them as divine blessings, while ‘normal’ mortals would consider them freaks, much like the cybernetic exalted themselves.
Designed by a single Alchemical with excessive memories of her life, this submodule was the reason the charm was eventually okayed. While the granting of superhuman bodies to those not already tried and tested is a risk, it is one that was decided to be worth it. The powerful children of the alchemicals are capable of many of the tremendous deeds of their parents.
((This submodule changes the face of Autochthonia, unless developed very recently-a possibility, as the powerful children would be massively useful in a war on creation.))
Dragonblood
A charm allowing new hero styles! Plus an expansion charm for Fire Dragon. Now you can change the colour of your anima! Blue fire... COUGHAzulaCOUGH.
Archery
Study in Relentless Arrows
Cost: -; Mins: Archery 5, Essence 3
Type: Permanent
Keywords: Merged (Thrown)
Duration: Permanent
Prerequisite Charms: First Archery Excellency, Persistent Hornet Attack
This charm grants the Martial-Ready (Archery) keyword to Persistent Hornet Attack, as well as its prerequisite Loyal Weapon. As a special benefit, the Dragonblooded may choose to delay a Loyal Weapon effect, having it return at some point later. If they do not draw it back to them immediately, they must use a speed 3 miscellaneous action and an additional mote to do so. They may commit three motes on using the charm to allow the link to remain indefinitely, but otherwise, the charm is lost if not used by the end of the scene.
Martial Arts
Essential Elemental Hero Synchronization
Cost: -; Mins: Martial Arts 5, Essence 4
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: One Completed non-Sidereal Martial Art Style With An Elemental Aspect That Matches Your Own
To the things a Terrestrial dedicates himself to, he attains unmatched harmony. When he dedicates himself to the sword, his blade is an extension of his arm. When he dedicates himself to leadership, his forces are as his own flesh. And when he dedicates himself to a Martial Art, it and his Essence are one and the same.
By taking this charm, a Terrestrial replaces Terrestrial Hero Style with another martial art that he has mastered, that shares his Aspect, as his Hero Style. He may henceforth create expansion charms to that style and learn expansion charms invented by other Terrestrials with the same hero style.
((In my canon, or one of them, the Immaculate Styles have a different origin as the DB hero styles. But this charm allows the expansions for them to exist in a vacuum. Xefas made it, credit to him.))
Totemic Flame Pride
Cost: -, Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Consuming Might of the Fire Dragon, Essential Elemental Hero Synchronisation
This charm channels the user’s own spirit into their flames, enhancing them and altering their nature. Whenever the user forms fire from essence, whether the Anima flux of a Fire aspect, the Fire Aspect’s specific anima affect, or an elemental technique, the flames produced burn a colour specific to the user, or to his emotions, or in some way different from that of normal flames.
Mechanically, the effects are as follows: Their anima flux, if a Fire Aspect, deals an additional die of damage each interval. Secondly, they may activate their aspect ability for free when they first reach the 16+ motes stage-or, if not a fire aspect, they gain the ability to activate the Fire aspect anima while at this stage. They add their essence to the damage of any damage dealing elemental charms they use that express Fire. Finally, they may activate Fire Dragon Form without needing to roll.
((This charm is a Dragonblooded charm, and not a generic CMA charm. In my settings, I intend to make the Dragon styles essentially Hero styles for their aspects, making these charms allowable. But they ought to work anyway. There would be four more, if I knew what to do with the others.))
Performance
Swaying Song Evasion
Cost: -, Mins: Performance 5, Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Vibrating Strings Defense
This charm upgrades its prerequisite, allowing the dragonblooded to replace the Dodge in his Dodge DV with performance, plus applicable specialties, rather than modifying his Parry DV. This could rely upon disrupting the targets aim with a loud thrum, or on simply dancing away from the blow.
Generic
Alternate Enlightening charms. I made them while bored, they're not really important, but... in fluff, they were made by a Dragonblood who planned to raze the Realm and rebuild from the ashes.
Martial Arts
Flaring Life Awareness
Cost: 6m; Mins: Martial Arts 3, Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: None
The martial artist practicing this Charm senses the essence of life around her. Nothing that lives is beyond her notice. To an observer, the martial artist appears to walk more lightly on
her feet, and their eyes glow with a telltale warm light.
For the duration of the Charm, the martial artist is automatically aware of all living beings (including immaterial ones) within a number of yards equal to his Essence, multiplied by five.
This Charm does not grant the ability to see immaterial spirits or dematerialized elementals in the vicinity, although the martial artist can detect their location equally well.
Flaring Essence Understanding
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Enlightening
Duration: Instant
Prerequisite Charms: Flaring Life Awareness
With the theoretical understand of essence comes the practical application. Just as sensing life allows you to find it, releasing life-essence in its purest form allows you to end it.
An attack supplemented by this charm adds additional successes to its damage roll equal to the martial artist’s essence. You may choose to deal less successes than this, but must add at least a number equal to half your Essence.
Finally, an attack enhanced with this charm has a limited effect upon immaterial beings. Although the attack itself is not capable of harming spirits unless allowed to by another charm, the additional successes added by this charm are applied to a spirit that would be struck by this charm.
Spells/Protocols
Protocols
The Maker's Offensive Repurposing
Cost: 10m
Minimum Clarity: 3
This protocol harnesses scrap metal as a powerful weapon to bombard or lacerate the weaver's foes. By combining it with defensive protocols, it can cause fearsome damage.
This protocol can have enhanced effects if used while The Maker’s Basic or Advanced Defense Array is active, although it then immediately ends the Defense Array protocol underlaying it. A single target within 20xEssence yards is attacked with an attack dealing 10B or 5L damage. Targets within Essence yards of them take 5B damage. Unless a perfect defense is used, this attack hits automatically.
If the basic array is used to enhance the protocol, it instead deals 20B or 15L, dealing 10B or 5L to those nearby.
If used with the Advanced version, it deals the same damage (20B/15L and 10B/5L), but doubles it's area of effect range. (Harming all foes within 2Essence yards)
Joke
Because why not? HOPEFULLY still playable, but... well. Ask your ST very nicely. :P
Sidereal
Groan Inducing Dramatics
Cost: -, Mins: Performance 1, Essence 1, Type: Permanant
Keywords: None
Duration: Permanent
Prerequisites: None
The Sidereals are masters of fate, impeccable ninjas, and can rewrite reality on a whim. Sometimes they abuse this privilige.
This charm may be used only when making a bad joke or speaking melodramaticall, and wearing sunglasses. The sunglasses are suddenly in your hand-and inexpliably ALWAYS WERE, allowing you to put them on as a climax.
Far less importantly, it adds a single bonus die to all performance, presence, or other social rolls based on comedy or melodrama.
At Essence 2, this charm can be used in reverse, allowing you to inexplicably have them be on your head when they weren't, but ALWAYS WERE, so you can repeatedly take them off dramatically without the bother of putting them on again.
As a minor note, this adds a second die, and both are now automatic successes.
Artifacts
Guardian Shield (●●●)
A Guardian Shield is a wide shield made of a single magical material, with a handle of blue jade. Although it looks unremarkable (as any artifact can, that is), upon attunement, it can show tremendous power. Attuning to a Guardian Shield costs six motes. Apart from the following power, it functions identically to a Thunderbolt Shield.
A character with a Guardian Shield on their person may reflexively spend two motes to make it rise into the air, defending them as if it has a will of its own. For the rest of the scene, they may gain the advantages of the Guardian Shield without needing to use a hand bearing it.