Custom Charms

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BureaucracyInvestigationLarcenyMartial ArtsSail
AwarenessCraftIntegrityResistanceWar (1)
AthleticsDodgeMelee (4)PresenceSocialize
ArcheryMedicinePerformanceRideSail

StrengthDexterityStamina
CharismaManipulationAppearance
Perception (2)IntelligenceWits (1)


Lore

Elemental Storm Assault (Dragon-Blooded)
Cost: None; Mins: Lore 3, Essence 3, Purity 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Elemental Bolt Attack
  Wielding the fury of the elements like their patron namesakes, Dragon-Blooded that have mastered this Charm conjure and bend their element with uncanny precision. This Charm permanently enhances its prerequisite. First, the Type of the Charm changes from Simple to Supplemental and Elemental Bolt Attack is considered to have a Rate equal to the Exalt’s Breeding (max 5). The Exalt still suffers multiple action penalties for multiple attacks as normal although Elemental Bolt Attack can still be enhanced with Archery and Thrown Charms as normal. Second, the elemental essence persists until the following turn allowing the Exalt to parry attacks with their chosen Elemental. For purposes of calculating their Parry Defense Value, treat Elemental Bolt Attack as a weapon with a Defense equal to the Exalt’s Essence. Since this Charm creates raw expressions of elements made of essence, the Dragon-Blooded parrying on a tick since his previous action cannot be “disarmed” and is free to parry lethal and ranged attacks as normal.


Melee

Iron Blade Wall (Solar)
Cost: 4m; Mins: Melee 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Martial-Ready
Duration: One Action
Prerequisite Charms: Bulwark Stance
  When the threats of Creation fall upon her people, they find shelter beneath the watchful edge of the Solar’s blade. This Charm allows the Solar to apply the Defend Other action to all willing individuals within (Essence x 3) yards. At Essence 4+, this Charm’s zone of protection may be extended to (Essence x 10) yards.
  Additionally upon reaching Essence 4+ this Charm gains an additional feature. The Solar may pay an additional mote when activating this Charm to make a reflexive counterattack against any target that strikes an individual protected by Iron Blade Wall in Step 9 of the attack resolution.
Martial-Ready: Martial Arts

Guardian Blades Imposition (Solar)
Cost: 3m; Mins: Melee 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One tick
Prerequisite Charms: Solar Counterattack
  When tasked with warding the people of Creation, the Lawgivers developed this Charm to defend those in their charge. On activation, the Lawgiver is considered to be warding every ally within (Melee) yards as if having declared the Defend Other action for a single tick. At Essence 4+, the Solar may pay a surcharge of (+2m) to extend the duration of this Charm to one action. At Essence 5+, the range of this Charm extends to (Melee x 3) yards.
  A second purchase of this Charm at Essence 4+ allows the Lawgiver to pay a surcharge of (+3m, 1wp) to extend the duration of this Charm to one scene.

Tireless Hearts Shield (Solar)
Cost: -; Mins: Melee 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Infinite Melee Mastery
  When facing the countless hordes of the Primordials, the first Solars quickly realized that their beloved companions could not stand against the world-ending powers as they could. Pouring his Essence into his heart and refining it through his blade, the first Solar to use this Charm ensured that as long as he drew breath those close to him would endure. This Charm allows the Solar to reflexively ward anyone he has an Intimacy toward as though he was taking the Defend Other action provided the target is within (Melee + Essence) yards. For purposes of surprise attacks, the Solar may treat any attack against a warded charge as though it were targeting him for determining applicable Charm use (such as Reflex Sidestep Technique).

Wrathful Arms of the Sun (Solar)
Cost: -; Mins: Melee 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite charms: Final Sunset Stance
  It’s not enough that the Lawgiver crush every foe in his path, some chose to uplift those around them and inspire them to untold heights in battle so that they might seize their own destiny under the Solar’s watchful gaze. This Charm permanently enhances the Solar’s combat abilities. He can choose to bestow any number of stored reflexive attacks on any turn he acts to any sentient creature he’s currently protecting with the Defend Other action. Once bestowed, the benefactor is free to use the attacks as they see fit. Charms that augment the Solar’s stocked reflexive actions may also be conferred to the benefactor, but the Solar decides how they are augmented.


War

Strength of the Dragons Claws (Dragon-Blooded)
Cost: None; Mins: War 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tactics Mean Everything
  Having mastered the theater of war in his own right, the Dragon-Blooded can apply his tactical prowess in personal combat with his fellow Exalts. This Charm is a permanent upgrade to its prerequisite. The Dragon-Blooded gains the ability to activate this Charm in a unit smaller than Magnitude 3 and he can do so while acting as a special character in the unit instead of the unit commander. Further, the Dragon-Blooded can also use Tactics Mean Everything in personal combat allowing up to (Essence) allies to be targeted for a single activation.


Perception

Timeless Scent Tracing (Lunar)
Cost: 8m; Mins: Perception 6, Essence 5; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Inevitable Spoor Discovery, Blood on the Wind
  Trackers without peer, the Lunar need only stand in a place his quarry once stood to acquire their scent. Doing so is a (Perception + Investigation) roll with a difficulty of 1 for the last day to determine if the quarry has been in the surrounded area (out to Essence x 10 yards). Each additional success increases the time the Lunar can look back by one increment (2 successes for 1 week, 3 for 1 month, 4 for 1 season, 5 for 1 year, 6 for 1 decade, 7 for 1 century, 8 for 1 millennium, etc). If the quarry has passed through the space within the time frame determined by the successes on the activation roll, the Lunar may commit the activation cost of this Charm to perfectly track that individual without the need for a further roll.
  Even if the quarry has never passed through the area, the Lunar may yet catch a lingering scent that will lead him to his quarry. The difficulty for the activation roll increases by 1 for each “step” a lead is removed from the quarry provided the lead has been in the surrounding area. For instance, if a sword wielded by the quarry but sold to a merchant has passed through the area (once removed) in the last month and the Lunar scores 4 successes, he may track the sword back to where the quarry last held it then follow the trail to the quarry from there. If the Lunar catches the scent of a garment worn by a slave owned by a trader who talked with the quarry (3 steps removed) one season prior, the Lunar would need 7 successes on the activation roll of this Charm whereupon he can follow the scents back to his quarry by tracing each piece of the chain back to the previous link.
  If the Lunar encounters perfect magic that prevents the tracking, the Lunar adds his Essence in automatic successes to the contested roll off.

Dreams at a Glance (Lunar)
Cost: (+2m); Mins: Perception 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Perquisite Charms: Motive-Dissecting Eye
  Having hunted every beast in Creation, the Lunar knows the thoughts of those before him better than they know themselves. This Charm is a permanent upgrade to its prerequisite. First, the Lunar ignores up to (his Essence) in external penalties on the activation roll. Additionally, the Lunar can determine any trait the character has (such as Ability ratings, Attribute ratings, permanent Essence, etc) from a single activation of the Charm.
  As a final benefit, the Lunar may add a surcharge of (+2m) to target a social unit with Motive-Dissecting Eye. The Lunar can determine any trait of the social unit (including policy, remaining loyalty, etc) in addition to determining the other benefits provided by this Charm for each mortal in the organization. Supernatural creatures must be targeted with a separate activation. This Charm tells the Lunar what the individual actually does, which may not necessarily be what the organization intended for the individual to be doing.


Wits

Shattered Minds Mosaic (Lunar)
Cost: 8m; Mins: Wits 5, Essence 4; Type: Reflexive
Keyword: Combo-OK, Social
Duration: One Scene
Prerequisite Charms: The Spider’s Trap Door
  The Lunar recesses back into the deepest parts of his own mind and lets the thoughts absorbed through targets of the Sacred Hunt rise to the surface. While this Charm is in effect, the Lunar meets each attempt to Read Motivation (including Motivation, Intimacies, Virtues, Reading of Intent, etc) with a perfect defense unless those traits are drawn on to socially aid the Lunar.
  Further, attempts to Read Motivation on the Lunar reveal a personality built by his Heartsblood library. These traits can only be as sophisticated as his Heartsblood library allows (such as simple thoughts if the Lunar can only consume animals, complicated thoughts if he can assume human forms, or truly alien thoughts if the Lunar is capable of consuming more fantastical creatures like Behemoths or Fey). The Lunar rewrites any or all of his traits for the duration of this Charm. Changing some or all of these traits require the Lunar to reactivate this Charm although the Lunar can “remember” different personas from scene to scene in order to appear the same in multiple interactions.

Custom Charms

Dreams of the Lost Jonathonathon