Dawn Charms:
Archery:
Ammunition Acquisition Technique:
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Archery: 1
Minimum Essence: 1
Prerequisite Charms: None
Instead of using his own arrows, the Exalted summons someone else's
arrow (or an arrow he has fired already) into his hand as he draws back
the bow to fire, then shoots that arrow. The Exalted can choose who
to steal an arrow from; it must not be currently held by anyone.
The arrow can be up to 100*Essence yards away.
Hawk in Flight:
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Archery: 3
Minimum Essence: 1
Prerequisite Charms: Wise Arrow
Hawk in Flight doubles the range of a bow by doubling its base range
for one shot.
Dragon in Flight:
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 4
Minimum Essence: 2
Prerequisite Charms: Hawk in Flight
Dragon in Flight quadruples the range of a bow by quadrupling its base
range for one shot.
Sniper's Accuracy:
Cost: 2 motes
Duration: Special
Type: Simple
Minimum Archery: 3
Minimum Essence: 1
Prerequisite Charms: Wise Arrow
Most useful for attacks from ambush, Sniper's Accuracy requires one
to spend a round carefully observing the target. The next round,
the archer can add his Perception to all his archery attacks for that round
against that target. (Such attacks can be boosted by other charms
that round).
Splitting the Arrow:
Cost: 3 motes, 1 WP
Duration: Instant
Type: Supplemental
Minimum Archery: 4
Minimum Essence: 2
Prerequisite Charms: Sight Without Eyes
This charm can only be used if the archer has already shot one arrow
into the target during the previous round. The arrow strikes the
target at exactly the same location the previous arrow did, gaining exactly
the same number of successes before the target's defenses as the previous
arrow did. The target can still attempt to dodge.
Tracking Shot:
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Archery: 4
Minimum Essence: 2
Prerequisite Charms: Sight Without Eyes
The archer can now shoot at anyone he has seen within a number of rounds
equal to his Essence as if they had no cover. Arrows will go round
corners, over walls, or do whatever is possible to reach the chosen target.
This both removes defensive bonuses for cover, and makes it possible to
shoot at people with 100% cover so long as there is not an actual impermeable
barrier blocking all approaches to the target. Only targets who are
actually within the bow's range can be shot at. The arrow also will
track invisible people.
Thrown:
Recall:
Cost: 1 motes
Duration: Instant
Type: Reflexive
Minimum Thrown: 1
Minimum Essence: 1
Prerequisite Charms: None
If the Exalted misses his target, the thrown weapon comes back to him.
This must be spent the round you throw the weapon.
Boomerang:
Cost: 2 motes +1 per weapon
Duration: One Scene
Type: Simple
Minimum Thrown: 2
Minimum Essence: 1
Prerequisite Charms: Recall
This charm enchants one or more thrown weapons (up to the user's Thrown
skill) to be enchanted for a scene to return to him if they miss their
target.
Boomerang Strike:
Cost: 3 motes
Duration: Instant
Type: Extra Action
Minimum Thrown: 3
Minimum Essence: 2
Prerequisite Charms: Boomerang
If you miss with a Thrown weapon, the weapon flies past the target,
then arcs around to try to strike them again from behind, launching a second
attack on the same target at the same dice pool as the first.
Boomerang Cascade:
Cost: 5 motes
Duration: Scene
Type: Extra Action
Minimum Thrown: 4
Minimum Essence: 2
Prerequisite Charms: Boomerang Strike
If you miss with a Thrown weapon, the weapon flies past the target,
then arcs around to try to strike them again from behind, launching a second
attack on the same target at the same dice pool as the first. This
lasts for a scene. (It cannot be combined with Shower of Deadly Blades,
but you can split your dice pool, make multiple attacks that way, and recieve
the benefit for each thrown blade).
Blade-Reclaiming Prana:
Cost: 4+ motes
Duration: Instant
Type: Reflexive
Minimum Thrown: 3
Minimum Essence: 1
Prerequisite Charms: Recall
The Exalted concentrates, and every weapon he has thrown during the scene comes back to him if it is within 10*Essence yards of him and need not pass through any barriers to do so (you can't recall a weapon you threw from a now locked and sealed room, but you can recall weapons lying on the ground with someone standing in between you). For every 2 extra motes he is willing to spend, he can add another 10*Essence yards radius to that. If someone else has picked up the blade and is holding it, it only returns if his Essence is greater than their Strength.
Unstoppable Recall:
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Thrown: 4
Minimum Essence: 2
Prerequisite Charms: Blade-Reclaiming Prana
The Exalted concentrates and summons one weapon he has thrown during
the scene back to himself. The item teleports straight to his hand
regardless of barriers, walls, etc.
Hurled Missile Defense:
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Thrown: 2
Minimum Essence: 1
Prerequisite Charms: None
The Exalted can effectively parry Thrown and Archery attacks using his
stock of thrown weapons. One such attack can be parried using the
Exalted's full Dex + Thrown pool if he has ammo remaining to throw.
Missile-Deflecting Prana:
Cost: 4
Duration: Instant
Type: Reflexive
Minimum Thrown: 3
Minimum Essence: 1
Prerequisite Charms: None
The Exalted can effectively parry Thrown and Archery attacks using his
stock of thrown weapons. Until his next action, all such attacks
can be parried using the Exalted's full Dex + Thrown pool if he has ammo
remaining to throw.
Unceasing Missile-Deflecting Defense:
Cost: 5 motes, 1 WP
Duration: Instant
Type: Reflexive
Minimum Thrown: 4
Minimum Essence: 2
Prerequisite Charms: None
The Exalted can effectively parry Thrown and Archery attacks using his
stock of thrown weapons. For the duration of the scene, all such
attacks can be parried using the Exalted's full Dex + Thrown pool if he
has ammo remaining to throw.
Twilight Charms:
Craft (Cooking):
Ingredient Analyzing Method:
Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Craft (Cooking): 2
Minimum Essence: 1
Prerequisite Charms: Flawless Handiwork Method
For one scene, the cook can, with a glance, determine the quality level
of the ingredients he has to work with, how fresh the food is, and whether
anyone has tried to sneak any poisons into it.
Ingredient Substitution Technique:
Cost: 1 mote / serving
Duration: Instant
Type: Simple
Minimum Craft (Cooking): 2
Minimum Essence: 1
Prerequisite Charms: Flawless Handiwork Method
Sometimes, you just don't have quite the right ingredients in order to bake what you want. This charm lets you substitute something vaguely similar (you don't have any pepper, so you use salt instead) and still get the taste to come out the way you want it to.
The Way to a Man's Heart...:
Cost: 3 motes / serving
Duration: One Day
Type: Simple
Minimum Craft (Cooking): 3
Minimum Essence: 2
Prerequisite Charms: Ingredient Substitution Method
Those who eat food prepared using this charm become more favorably inclined towards the Exalted, who gains a bonus equal to his or her Essence score to any use of Performance, Presence, Bureaucracy, or Socialize towards those people.
Imbue Food With Power
Cost: 10+ motes, 1+ WP
Duration: One Day
Type: Simple
Minimum Craft (Cooking): 5
Minimum Essence: 3
Prerequisite Charms: The Way to a Man's Heart
The greatest chefs can prepare food which has low-level magical effects. It takes one day to prepare such a food item; the food retains its power until it goes bad. One can prepare multiple servings of the food item at once. The chef must make a successful Intelligence + Cooking roll; each success yields one serving; each serving requires spending 10 motes and one willpower.
A magical foodstuff can do any one of the following:
Provide a three dice bonus to a skill of the baker's choice for a scene (You cannot eat four or five servings at once and stack the bonuses) Double the healing speed of the person eating it for one day Allow the eater to make a Compassion roll to regain Willpower Allow the eater to make a Stamina + Resistance roll to throw off any diseases they may be suffering Very favorably incline the eater towards the maker of the food (the food's maker gains a bonus equal to their Compassion + Essence in bonus dice to social interaction with the person eating the food) Inspire Love (opposed Willpower of the baker vs. The consumer. If the consumer loses, they will fall in love with a person chosen by the baker at the time the food is made) Possibly other effects if they seem appropriate for magical food at the Storyteller's discretion
Flavor Inducing Prana:
Cost: 2 motes / serving
Duration: Instant
Type: Simple
Minimum Craft (Cooking): 3
Minimum Essence: 2
Prerequisite Charms: Ingredient Substitution Method
Sometimes food just doesn't come out tasting as good as you'd like it
to. Using this charm, you can reroll the Intelligence + Craft (Cooking)
roll made by you (or someone else) to create a batch of food, making it
taste the way you imagine it. However, if you get a worse roll than
you or they did the first time, you are stuck with it, unless you use this
charm again.
Food-Preserving Method:
Cost: 3 motes/man-day of food
Duration: Instant
Type: Simple
Minimum Craft (Cooking): 3
Minimum Essence: 2
Prerequisite Charms: Ingredient Substitution Method
You have taken the art of canning to incredible heights. Given
an appropriately sized can, you can preserve anything without spoiling
its flavor. Food preserved with this method will stay good for Essence
centuries if it is normally preservable by canning, and Essence years if
it is normally highly perishable.
Food Restoration Technique:
Cost: 2 motes/serving
Duration: Instant
Type: Simple
Minimum Craft (Cooking): 4
Minimum Essence: 2
Prerequisite Charms: Food-Preservation Technique, Ingredient
Analyzing Method
This enables the cook to turn spoiled food into fresh, edible food.
It will also remove any poisons in the food.
Cook Needs No Utensils:
Cost: 2 motes/serving
Duration: One Hour
Type: Simple
Minimum Craft (Cooking): 5
Minimum Essence: 2
Prerequisite Charms: Food Restoration Technique, Flavor-Inducing
Prana
The chef no longer needs tools, an oven, or anything else but the raw
materials in order to successfully turn raw ingredients into finished food.
It takes an hour's work, but he can cook enough food for ten times his
Essence worth of people in that hour.
Feast of Stones:
Cost: 3 motes/serving
Duration: One Hour
Type: Simple
Minimum Craft (Cooking): 5
Minimum Essence: 3
Prerequisite Charms: Cook Needs No Utensils
The chef can now cook anything not protected by magic, rendering it
not just edible, but quite tasty. This is automatic if the substances
are not normally edible to human beings, but not poisonous either (grass,
rocks, pieces of board). If the substance being turned into food
contains poisonous contaminants, the cook must make a Perception + Cooking
roll to filter the poisons out.
Night Charms:
Larceny:
Case the Joint:
Cost: 8 motes
Duration: Instant
Type: Simple
Minimum Larceny: 4
Minimum Essence: 2
Prerequisite Charms: Seasoned Criminal Method
By spending a few minutes studying a place the Exalted plans to break
into, she can quickly identify all the aspects of its security visible
from the outside and any interior areas she can get access to. She
must roll Perception + Larceny to detect any magically concealed traps
or guardians.
Coordinate the Heist:
Cost: 2 motes/target
Duration: One Scene
Type: Simple
Minimum Larceny: 4
Minimum Essence: 2
Prerequisite Charms: Seasoned Criminal Method
This charm can only be used if the Exalted is part of a group of people
planning and carrying out a heist together. Roll Intelligence + Larceny.
A number of people equal to the number of successes gain a bonus die to
all Larceny rolls for the rest of the scene.
Evidence Warning Method:
Cost: 3 motes/subject
Duration: One Scene
Type: Simple
Minimum Larceny: 4
Minimum Essence: 2
Prerequisite Charms: Seasoned Criminal Method
This charm can be used on a number of people equal to your Essence +
Larceny. You instantly sense if someone in that group is about to
leave behind a piece of material evidence which might lead investigators
to them.
Perfect Crime:
Cost: 4 motes/subject
Duration: One Scene
Type: Simple
Minimum Larceny: 5
Minimum Essence: 3
Prerequisite Charms: Evidence Warning Method
As per Evidence Warning Method, except that every person under the effects
also senses if they're about to leave behind a clue for investigators to
find.
Trap-Finding Method:
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Larceny: 3
Minimum Essence: 2
Prerequisite Charms: Flawless Pickpocketing Method
This charm instantly locates any traps which are located on a single, discrete object, such as a chest, a door, or the floor of a room. The Exalted knows how to avoid setting them off, although if it requires a special tool or access to things he cannot reach from where he is or powers he lacks to disarm it, he may not be able to avoid the trap. (For example, if there are six hidden pit traps in the room, he learns the route to avoid them, but cannot shut them off if there is no built-in way to prevent them opening or if the lever to seal the traps is in some other room he can't get to from here. If there is a magical trap which only hurts non-Dragon-Blooded, he knows what will set it off, but he can't make it not go off. On the other hand, if he is facing a locked door which fires darts at you if you turn the key the wrong way, he can turn the key the right way and disarm the trap completely.)
Trap-Disarming Method:
Cost: 5 motes, 1 WP
Duration: Instant
Type: Simple
Minimum Larceny: 4
Minimum Essence: 2
Prerequisite Charms: Trap-Finding Method
This technique disarms all the traps on one discrete object (a chest, a door, the floor of a room). Mechanical traps stay disarmed until reset. Magical traps will be dispelled if the Exalted wins a Willpower contest against the WP of the trap's creator.
Trap-Surviving Technique
Cost: 10 motes, 1 WP
Duration: One Scene
Type: Reflexive
Minimum Larceny: 5
Minimum Essence: 3
Prerequisite Charms: Trap-Disarming Method
When activated, the Exalted cannot be harmed by a single trap or a combination
of linked traps for the rest of the scene. (This only protects against
mechanical and magical aspects of the trap, but not against any creatures
unleashed as part of a trap. If one steps on a pressure plate which
causes poison gas to be released, the door to the room to seal shut, darts
to fire from the walls, magical fire to rain down from the ceiling, and
eight hungry wolves to be unleashed, the Exalted will enjoy the gas, have
the darts pass harmlessly through him, and scratch his back with the flames,
but the wolves are still a threat.)
Stealth:
Pass Without Trace:
Cost: 8 motes
Duration: One Scene
Type: Simple
Minimum Stealth: 5
Minimum Essence: 3
Prerequisite Charms: Sound and Scent Banishing Attitude
The Night Caste leaves absolutely no trace of his passage at all.
Twigs do not break when stepped on, plants pushed out of the way spring
back to normal, water does not splash when he steps in it, nor does it
cling to his feet to leave wet footprints. He does not leave footprints
in snow or on the muddiest ground, nor does he leave a scent trail.
Doors relock themselves once he no longer needs to get past them.
Only if he picks up and takes something with him will there be any evidence
he was ever there.
Eclipse Charms:
Bureaucracy:
Find the Unknown Market:
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Bureaucracy: 4
Minimum Essence: 2
Prerequisite Charms: Insightful Buyer's Technique
The Exalted must roll Perception + Bureaucracy. Each success reveals
one of the best markets for his goods, including markets he has never heard
of before. He also gets a feeling of how safe the trip to that market
would be, and learns what the best route to it is.
Pulse of the Markets of Creation:
Cost: 8 motes
Duration: Instant
Type: Simple
Minimum Bureaucracy: 5
Minimum Essence: 3
Prerequisite Charms: Find the Unknown Market
The Exalted can reach out and feel the flow of the movement of goods, enabling him to predict how the market will fluctuate. When used, the Exalted must roll Perception + Bureaucracy. Each success allows him to predict how the market in a particular city will fluctuate over the next week.
For example, Mutsumi, an Eclipse Solar from the Western Isles is trying to decide whether to sell the shipment of weapons she's just hauled to the Coral Archepelago immediately, or whether she should wait a little while and see if the dictator is going to declare war on the Waverider Archepelago again, which would push the value of her shipment up. She has Perception 4 and Bureaucracy 5, so she rolls nine dice and gets 10, 10, 9, 9, 8, 5, 5, 5, 1. This gives her a huge seven successes, so she can predict the market fluctuations for the next seven weeks.
She senses that multiple traders had the same idea as her and are on their way to the isles with lots of shipments of weapons. They will arrive over the next three weeks and glut the market, causing prices to fall. In a month, the Coral Archepelago will declare war, and prices will begin to go up, but they won't pass the current level until six weeks from now.
Mutsumi decides to go ahead and sell her weapons now and move on, so
that she can get more trading in while it is still good weather for sailing.
Financial Kiss Of Death:
Cost: 5 motes, 1 WP
Duration: 1 month/success
Type: Simple
Minimum Bureaucracy: 5
Minimum Essence: 4
Prerequisite Charms: Pulse of the Markets of Creation
The Financial Kiss of Death marks the unlucky victim with a temporary
curse. The Exalted must beat the victim in an opposed Willpower roll.
For a number of months equal to their number of successes, the difficulty
of all Bureaucracy checks made by the victim go up by an amount equal to
the Exalted's Bureaucracy skill. Actions which normally would not
require a Bureaucracy check (buying an apple from the local street vendor)
now require a Bureaucracy check to be made to carry out at all.
The motes of Essence and the willpower expended in this curse become committed
to maintaining the curse, and cannot be regained unless the Exalted lifts
the curse or it runs its natural lifespan and ceases to function.
Such essence does effect the Exalted's Anima banner as usual, and continues
to do so as long as it remains committed.
Produce Paperwork:
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Bureaucracy: 2
Minimum Essence: 2
Prerequisite Charms: Deft Official's Way
This charm allows the Exalted to turn any blank piece of paper into
the correct form needed for whatever business is at hand.
Forge Paperwork:
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Bureaucracy: 3
Minimum Larceny: 3
Minimum Essence: 2
Prerequisite Charms: Produce Paperwork
Given enough blank paper for the document, the Exalted can forge forms,
contracts, legal documents, etc with apparently genuine seals, signatures,
etc. This takes only an instant. (One can thus reach into a
folder of blank paper and extract the document in one fluid motion, making
it look like you had it all along.) Those with reason to be suspicious
can roll Perception + Bureaucracy vs. the Exalted's Wits + Bureaucracy
to try to detect the forgery.
Follow the Paper Trail:
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Bureaucracy: 3
Minimum Essence: 2
Prerequisite Charms: Deft Official's Way
Using this charm, the Exalted can reconstruct why a bureaucratic organization
carried out some particular course of action: who ordered it, their
public motivations for carrying it out and their private motives.
Determining private motices requires an opposed Perception + Bureaucracy
roll against the Willpower of the bureaucrat ultimately responsible for
the orders. They will also detect whether the bureaucracy was under
the influence of other bureaucracy charms when it acted. This requires
an opposed roll of the Exalted's Perception + Bureaucracy vs. the Wits
+ Bureaucracy of the charm users.
Knowledge of the Law:
Cost: 3 motes
Duration: One Day
Type: Simple
Minimum Bureaucracy: 1
Minimum Essence: 1
Prerequisite Charms: None
The Exalted becomes intimately familiar with the legal code of the city
or country he is currently in; he will never unknowingly break any law,
though he can choose to do so.
Circle of Lawyers:
Cost: 5 motes
Duration: One Day
Type: Simple
Minimum Bureaucracy: 2
Minimum Essence: 1
Prerequisite Charms: Knowledge of the Law
This provides the same benefit as Knowledge of the Law, but extends
it to up to the Exalted's Essence + Bureaucracy worth of people.
Lawyerly Wisdom Prana:
Cost: 5 motes
Duration: One Day
Type: Simple
Minimum Bureaucracy: 2
Minimum Essence: 1
Prerequisite Charms: Knowledge of the Law
The Exalt gains the necessary knowledge to function effectively as a
lawyer in a given location for a day. He knows the local laws, knows
how to gain proper legal sanction for acting as a lawyer, and is conversant
with what approaches are most effective for legal attack and defense.
This effectively gives him a bonus equal to his Essence when using his
Bureaucracy skill in the context of being a lawyer. (It won't, for
example, help him make a sale or determine what inspectors can be bribed.
It will help him argue a court case, conduct a lawsuit, or exploit the
law against his political enemies.)
Linguistics:
Wise Tongue:
Cost: 2 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 2
Minimum Essence: 1
Prerequisite Charms: None
For one scene, the Eclipse gains the ability to speak a language family
he normally does not know.
Communications-Facilitating Prana:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 3
Minimum Essence: 2
Prerequisite Charms: Wise Tongue
For one scene, a number of people equal to the user's Essence all gain
the ability to speak one language family of the user's choice.
Confusion of Tongues:
Cost: 7 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 4
Minimum Essence: 3
Prerequisite Charms: Communications-Facilitating Prana
This charm renders Essence people of your choice unable to communicate
for the duration of the scene. You must beat each of them in a reflexive
Willpower contest; each success you score on a target strips him of the
ability to speak or understand or read or write one language family.
Jack-of-All-Languages:
Cost: 7 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 3
Minimum Essence: 2
Prerequisite Charms: Wise Tongue
For one scene, the user can speak all languages of any sentient creature.
Veiled Communications Method
Cost: 2 motes/person
Duration: One Scene
Type: Simple
Minimum Linguistics: 3
Minimum Essence: 2
Prerequisite Charms: Sagacious Reading of Intent
Those under the power of this charm can communicate via the spoken word,
but only they will understand what is actually said, while all others will
percieve them as being engaged only in innocent chatter. Alternately,
this can be used to imbue all concerned with knowledge of a set of handsigns
which will appear innocuous gestures to observors but will convey meaning
to those imbued.
Rapid Cryptography Technique:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 4
Minimum Essence: 2
Prerequisite Charms: Veiled Communications Method
For one scene, the user can comprehend all visual and written codes,
from flag signals to substitution ciphers to sign languages.
Auditory Memorization Technique:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 3
Minimum Essence: 2
Prerequisite Charms: Whirling Brush Method
For one scene, the character memorizes everything he hears and can repeat
it as desired until his Essence in days passes. His voice will change
to match those of the speakers as he repeats the message. He need
not have any comprehension of what he is hearing to be able to remember
and repeat it. If he is literate, he can transcribe the conversation
flawlessly.
Vocal Alteration Prana:
Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Linguistics: 4
Minimum Essence: 2
Prerequisite Charms: Auditory Memorization Technique
The Exalted can alter his voice, or that of another person to sound
like any voice he has ever heard, or to match some general category (elderly,
male, female, Northern accent, etc).
Ride:
Steed-Defending Shield:
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Ride: 2
Minimum Essence: 1
Prerequisite Charms: Master Horseman's Eye
Any defensive charms which protect the rider now extend to his steed
as well. (Dipping Swallow Defense can be used to parry attacks to
your horse, Bulwark Stance allows you to parry all attacks against you
and your steed, etc.)
Skill-Transferring Combat Prana:
Cost: 2 motes
Duration: One Round
Type: Supplemental
Minimum Ride: 3
Minimum Essence: 2
Prerequisite Charms: Steed-Defending Shield
Your mount gains your Brawl skill until your next action, and can use
it to attack or defend itself. (It uses its own Dex.)
Powerful Charge:
Cost: 3 motes
Duration: One Round
Type: Supplemental
Minimum Ride: 4
Minimum Essence: 3
Prerequisite Charms: Skill-Transferring Combat Prana
This charm can only be used to augment attacks launched at the end of
a full-tilt charge lasting at least one round by the rider's mount.
Once the charge has been made, the rider gains a bonus die to all attacks
made until his next action, and the extra successes are doubled for determining
damage. It can be comboed with charms relating to other abilities.
Mount-Empowering Combat Prana:
Cost: 5 motes, 1 WP
Duration: One Scene
Type: Simple
Minimum Ride: 4
Minimum Essence: 3
Prerequisite Charms: Skill-Transferring Combat Prana
For an entire scene, this enables you to activate Brawl, Athletics,
or Dodge charms or combo on behalf of your horse, and it recieves the benefit
of the charm instead of you. (You could, for example use this, then
later use Monkey Leap to enable your horse to jump 10* its Strength vertically
or twice that horizontally).
Combat-Training Technique:
Cost: 5 motes, 1 WP
Duration: One Scene
Type: Simple
Minimum Ride: 4
Minimum Essence: 3
Prerequisite Charms: Skill-Transferring Combat Prana
Your mount now can fight with your Brawl skill for the duration of the
battle, and uses your Valor for any needed Valor checks.
Cooperative Attack Technique:
Cost: 5 motes, 1 WP
Duration: One Scene
Type: Simple
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Combat-Training Technique, Flawless
Partnership Meditation
This charm enables the horse and rider to function together in combat
like a well-tuned machine. This increased coordination gives each
of them a bonus die to all physical actions during the scene while the
rider is mounted on the horse. They each gain a second bonus die
to any attacks they both launch against the same target.
Feat of Horsemanship Meditation:
Cost: 1 mote per two bonus dice
Duration: One Round
Type: Supplemental
Minimum Ride: 1
Minimum Essence: 1
Prerequisite Charms: None
Every mote spent on this charm gives you two bonus dice to any Ride
related pools, up to a maximum of Attribute + Dex.
Horse-Sprinting Technique:
Cost: 2 motes
Duration: One Round
Type: Supplemental
Minimum Ride: 2
Minimum Essence: 1
Prerequisite Charms: Master Horseman's Eye
The user of this charm can push his horse to achieve a brief burst of
speed. For one round, the mount can move at twice its normal sprinting
speed.
Run Like the Wind Meditation:
Cost: 5 motes
Duration: One Scene
Type: Supplemental
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Horse-Sprinting Technique
The horseman can now push his mount to run at twice the normal speed
for a scene. Unfortunately, this does mean the horse tires out twice
as fast, and any sort of accident will be twice as ugly...
River-Crossing Technique:
Cost: 5 motes, 1 WP
Duration: One Scene
Type: Simple
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Ride Like the Wind Meditation
Once activated, you can now ride your mount across liquids as if they
were solids, ignoring factors like currents, although sufficiently wild
waters is like riding across rocky, irregular ground. Your mount
can also move across things which should not be able to support his weight,
so long as it is wide enough for all of his hooves to rest on it.
(For example, you could not ride your horse along a rope, but you could
string a bedsheet between two upper story windows, then ride your horse
across it without falling)
Mount-Gaining Technique:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Horse-Summoning Whistle
The closest available horse which is not being ridden when the charm
is used will seek out the whistler at the fastest speed it can manage,
and will then obey him for the duration of the scene. The user need
not have ever seen the horse before.
Trick-Performing Prana:
Cost: 2 motes
Duration: Special
Type: Simple
Minimum Ride: 2
Minimum Essence: 1
Prerequisite Charms: Master Horseman's Eye
This charm allows the rider to convey a complex command to a horse beyond
its normal capacity to understand. The user must make a Charisma
+ Ride roll. He must get at least one success for the horse to understand
the command. The more successes he gets, the more complex a set of
commands the horse can carry out. Examples: On one success,
he could get a horse to rear and throw its rider or to kick someone.
On three successes, he could get the horse go to some location it's been
to before and wait there until either specified person or persons shows
up or something happens (rain, sunset, etc), then do something. On
five successes, he could draw a two-thousand word long message in the dirt,
then send the horse off to some location it knows, where it will then duplicate
the message by drawing in the dirt with its hooves. If someone is
riding the horse, they can try to prevent it obeying by making an opposed
Charisma + Ride roll. The charm's effects last at most one
scene (or day as appropriate) per success.
Tongues of Horses:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Ride: 3
Minimum Essence: 2
Prerequisite Charms: Trick-Performing Prana
This enables the user to actually talk to horses, though sadly it doesn't
guarantee they will have much to say. It does not augment the horse's
intelligence, so it can only discuss things which are within its comprehension.
(It can tell you twenty men went by on horseback but probably won't recognize
words for most of the things they carried...) The horse is under
no compulsion to communicate, though most tamed horses will chatter in
a friendly manner with anyone who isn't cruel to them.
Mount-Training Technique:
Cost: 5 motes, 1 WP
Duration: One Day
Type: Simple
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Tongues of Horses
The Exalted can compress the normal time it takes to train a horse to
be a warhorse into a single day.
Mount-Taming Technique:
Cost: 5 motes, 1 WP
Duration: One Scene
Type: Simple
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Mount-Gaining Technique, Mount-Training
Technique
Some mounts cannot easily be ridden because they are not tame. This charm allows the user to pit his willpower against that of a potential mount to get it to obey him and let him ride it. If he wins the willpower contest, it will let him ride it for one scene (or for one day if used in a context of long-term journeying within a scene).
Fodder-Compacting Technique:
Cost: 3 motes / day's fodder
Duration: Instant
Type: Simple
Minimum Ride: 2
Minimum Essence: 1
Prerequisite Charms: Master Horseman's Eye
This charm enables the Exalted to compact one or more days' worth of
fodder down into a compacted form which takes up 1/10th the space and weighs
1/10th as much, but will still provide the horse with a day's worth of
food when eaten. This is useful for trips through areas poor in fodder
for horses.
Emergency Rations:
Cost: 5 motes
Duration: One Day
Type: Simple
Minimum Ride: 3
Minimum Essence: 1
Prerequisite Charms: Fodder-Gathering Technique
Sometimes, there simply isn't adequate fodder for your mount.
You may be lost in the middle of icy wilderness, or the fields may have
been picked bare, or you may be in the middle of the desert. This
charm enables your mount to survive on human food, and need only eat as
much food as you do in order to recieve adequate nourishment. (The
horse will steed an adequate supply of water, however).
Eating Anything Prana:
Cost: 10 motes
Duration: One Day
Type: Simple
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Emergency Rations
Sometimes, you don't even have enough human food to share with your
mount. This enables your mount to eat absolutely anything it can
chew and swallow and derive nourishment from it for one day. (It
can't eat a soulsteel blade, but it could eat powdered soulsteel.)
Living on Air Prana:
Cost: 15 motes
Duration: One Day
Type: Simple
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Emergency Rations
Food? Who needs to eat or drink? For one day, your horse
needs no nourishment whatsoever, though it still needs to breathe in order
to continue to be alive.
Sail:
Liquid Intuition:
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Sail: 2
Minimum Essence: 1
Prerequisite Charms: Salty Dog Method
This technique gives a bonus to all the user's rolls using the Sail skill which is equal to the user's Essence for the duration of the scene.
Crew Enhancing Technique:
Cost: 10 motes
Duration: One Scene
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Liquid Intuition
This charm gives a bonus equal to the user's Essence to all rolls using
the Sail skill made by ten * the user's Essence crewmen.
Crew Inspiring Method:
Cost: 15 motes
Duration: One Day
Type: Simple
Minimum Sail: 5
Minimum Essence: 3
Prerequisite Charms: Crew Enhancing Method
This charm can only actually be used by someone in a position of authority
on a boat to effect his subordinates. He must roll Charisma + Sail.
Each success gives all of his subordinates a bonus die to their Sail skill
for an entire day.
Traveller's Aid:
Cost: 3 motes
Duration: One Day
Type: Simple
Minimum Sail: 3
Minimum Essence: 1
Prerequisite Charms: Salty Dog Method
This charm allows the user to extend the benefits of Salty Dog Method
to another person.
Scurvy-Prevention Technique:
Cost: 1 mote/person
Duration: One Day
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Traveller's Aid
Ships can turn into plague pits and scurvy can fell even the strongest
crew. This charm protects one person/mote spent, preventing them
falling prey to ocean-related, ship-victimizing diseases and also helps
prevent nuitrionally-derived diseases like Scurvy.
Water Purifying Prana:
Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Traveller's Aid
This charm purifies enough seawater for one person's daily need for
water, turning it into safe to drink, ordinary water.
Current Altering Prana:
Cost: 8 motes
Duration: One Scene
Type: Simple
Minimum Sail: 4
Minimum Essence: 3
Prerequisite Charms: Wind-Defying Course Technique
This allows the Exalted to create or alter or stop the flow of ocean
currents. It lasts for one scene (or one day in a multi-day scene).
The Exalted must roll his Wits + Sail; each success lets him change the
direction of a current by ninety degrees or increase or diminish its rate
of flow by five miles an hour.
Raft-Constructing Method:
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Shipwreck-Surviving Stamina
This converts part of the wreckage of a ship or part of a sinking ship
into a raft, even if not all of the necessary materials are available.
It cannot be used to wreck a ship by turning part of it into a raft.
The method can also be used with freshly cut logs.
Bouyancy-Enhancing Method:
Cost: 5 motes
Duration: One Day
Type: Simple
Minimum Sail: 4
Minimum Essence: 2
Prerequisite Charms: Wind-Defying Course Technique
By rendering a boat more bouyant, the Exalted can increase the ship's
capacity to carry more weight. For one day, the weight-capacity (though
not the actual volume) of the ship is multiplied by the Exalted's Essence.
Socialize:
Art of Love:
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Socialize: 3
Minimum Essence: 2
Prerequisite Charms: Wise-Eyed Courtier Method
This technique aids the Exalted in the art of seduction. A brief
conversation with the chosen subject suffices to determine the best lines
of approach to try to seduce them and gives a feeling of how open to the
idea they are.
Good Host Technique:
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Socialize: 3
Minimum Essence: 2
Prerequisite Charms: Wise-Eyed Courtier Method
The Exalted knows how to best stage a social gathering in order to maximize
the number of people who go home happy. Assuming the Exalted is able
to meet the requirements (which will vary by the guest list, of course),
so long as nothing disrupts the party, the host gains a bonus equal to
Essence to any Charisma checks she makes at the party. She will sense
any developing disruptions as they begin, even if they happen out of her
line of sight, though it's up to her to quickly settle them.