| Name |
<small>Ability</small> |
<small>Cost</small> |
<small>Duration</small> |
<small>Type</small> |
<small>Keywords</small> |
<small>Effect</small> |
| Excellency |
All below |
1m |
Scene |
Refl |
Bal (Elem) |
Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima. |
| Excellency+ |
Aw/Inv |
1m |
Inst |
Suppl |
Bal, <SPAN style=“color:#8f8f8f”>Earth</SPAN>/<SPAN style=“color:#0f1f4f”>Water</SPAN> |
Gain +1 succ and convert all dice from this charm to succ (2 dice → 1 succ, round up). |
| Loquacious Courtier Technique |
Soc |
As Excellency+ |
Bal, <SPAN style=“color:darkred”>Fire</SPAN>, Mute |
As Excellency+, or add 1 point to Guile. |
| Audience-Enthusing Display |
Perf |
As Excellency+ |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
As Excellency+, and and ignore penalty for targeting multiple characters. |
| Ration-Enhancing Method |
Surv |
As Excellency+ |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
As Excellency+, if foraging can feed +1 character / threshold succ. |
| Master Healer Meditation |
Med |
1m (+Exc) |
Inst |
Suppl |
Bal, Exc, <SPAN style=“color:#003f00”>Wood</SPAN> |
Exc: +1m → +1 die & +1 succ, 1/action. |
| Hidden Secrets Whisper |
Occ |
1m (+Exc) |
Scene |
Suppl |
Bal, Exc, <SPAN style=“color:darkcyan”>Air</SPAN> |
Exc: +1m → +2 succ, 1/action. |
| Granite Curtain of Serenity |
Int |
1m (+Exc) |
Scene |
Suppl / Refl |
Bal, Exc, Unif, <SPAN style=“color:#8f8f8f”>Earth</SPAN> |
Exc: +1m → +1 succ OR add 1 point to Resolve, 1/action. Also ignore penalties from wounds, deprivation, or poison. |
| Become the Hammer |
MA (/Brawl) |
1m (+Exc) |
Scene |
Suppl / Refl |
Bal, Exc, Unif, <SPAN style=“color:#003f00”>Wood</SPAN> |
May block lethal damage unarmed. Exc: +1m → +2 succ OR add 1 point to Parry, 1/action. |
| Unobstructed Hunter’s Aim |
Arch |
1m (+Exc) |
Scene |
Suppl |
Bal, Exc, Unif, <SPAN style=“color:#003f00”>Wood</SPAN> |
Exc: +1m → +1 die & remove penalties from visual obstructions up to dice from exc., 1/action.
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| Name |
<small>Ability</small> |
<small>Cost</small> |
<small>Duration</small> |
<small>Type</small> |
<small>Keywords</small> |
<small>Effect</small> |
| Ox-Body Technique (x1) |
Res |
– |
Perm |
Perm |
– |
Get one −1 and one −2 Health level. |
| Sky-Calming Draw |
Arch |
1m |
Scene |
Suppl |
<SPAN style=“color:cyan”>Air</SPAN>, Uniform |
Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m). |
| Death From Nowhere |
Arch |
1m |
Inst |
Suppl |
With-only, Bal, <SPAN style=“color:darkcyan”>Air</SPAN>/<SPAN style=“color:#0f1f4f”>Water</SPAN> |
Ignore 4 soak (max(Per,Ess)). |
| Wood Dragon Vitality |
MA |
1m |
Inst |
Refl |
Dual, <SPAN style=“color:green”>Wood</SPAN> |
Add MA(+Ess) soak vs. With or -1 die (instead Ess/2, round up) to Dec.; (in Wood Aura). |
| Eyes of the Wood Dragon |
MA |
1m |
Inst |
Suppl |
With-only, <SPAN style=“color:green”>Wood</SPAN> |
Add Per to raw With. dam, can make Piercing att. In aura, no Def Penalty for Piercing att. |
| Mind-Over-Body Meditation |
MA |
1m, 1Wp |
Inst |
Simple |
Peril, <SPAN style=“color:green”>Wood</SPAN> |
Roll max(Ess,3) → heal 1 non-A for each succ (min 1). 1/scene, only in combat. |
| Dragon’s Sacred Talon |
Occ |
1m |
Inst |
Suppl |
Balanced, Dual, <SPAN style=“color:#8f8f8f”>Earth</SPAN>/<SPAN style=“color:#003f00”>Wood</SPAN> |
Can supplement any attack, Earth vs Fey, Wood vs. undead. With add Ess to dam after soak, Dec deal Aggr and double 10s to dam. |
| Lehtien Peitto |
Evoc |
1m, 2i |
Scene |
Refl |
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Gain Light Cover vs. attacker, max Ess different enemies. |
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| Friend-to-All-Nations Attitude |
Soc |
– |
Perm |
Perm |
Wood |
After 1 hr of exposure, may gain temp. Soc specialty, max. Ess at a time. |
| Loyalty-Reading Meditation |
Soc |
1m |
Inst |
Suppl |
<SPAN style=“color:red”>Fire</SPAN> |
When Reading Intentions to find Intimacy based on emotion, the Intimacy penalizes the target’s Guile as with Resolve (Exalted, p. 215). |
| Smoke-Wreathed Mien |
Soc |
1m |
Inst |
Refl |
<SPAN style=“color:red”>Fire</SPAN> |
Gain +2 Guile (when aware someone is reading me). |
| Auspicious First Meeting Attitude |
Soc |
1m |
Inst |
Simple |
Bal, <SPAN style=“color:#0f1f4f”>Water</SPAN> |
When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per + Soc) vs. min(Guile, Resolve). |
| Sweeten-the-Tap Method |
Soc |
1m, 1Wp |
Scene |
Simple |
<SPAN style=“color:red”>Fire</SPAN> / <SPAN style=“color:green”>Wood</SPAN> |
Increase alcohol potency, cause Minor positive Tie to all partiers and suffer -1 Guile. With Botch, tie towards me is negative. |
| Shadow-Dispersing Radiance |
Soc |
1m |
Inst |
Suppl |
Bal, <SPAN style=“color:darkred”>Fire</SPAN> |
If my App higher than their Guile, get bonus dice equal to diff. |
| Eye-for-Passions Scrutiny |
Soc |
1m |
Inst |
Suppl |
<SPAN style=“color:red”>Fire</SPAN> |
When successfully read intentions, ST reveals additional Intimacy based on related emotion. |
| Rumor-Dredging Gaze |
Soc |
2m,1Wp |
Inst |
Refl |
Mute, <SPAN style=“color:#1f3f7f”>Water</SPAN> |
When Read Intentions, +1 succ, and instead of my choice, I get Intimacy they most want to keep hidden from me. If use info to bargain of threaten in same scene, get +1 succ and +1 Wp if successful. |
| Hidden Petal Aria |
Perf |
1m |
Inst |
Suppl |
<SPAN style=“color:green”>Wood</SPAN> |
Hide one-sentence message in performance, can target any part of audience. Magical detection diff is max(Man,Perf). |
| Invisible Street Performer Technique |
Perf |
1m |
1 Perf |
Simple |
Bal, <SPAN style=“color:darkcyan”>Air</SPAN> |
Others cannot notice me if my Man+Perf wins over their Resolve. Other actions than Perf require flurry. Join Battle or overtly noticable actions end this charm. |
| Talented Improvisation |
Perf |
1m |
Inst |
Refl |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
After roll, reroll (Ess) failed dice. |
| Lightning Declamation Style |
Perf |
1m |
Inst |
Suppl |
Bal, <SPAN style=“color:darkcyan”>Air</SPAN> |
Gain +1 succ to oratory; if upholding a Major or Defining Principle, gain +2 instead. |
| Legend-Hewn Wisdom |
Perf |
1m |
Inst |
Simple |
<SPAN style=“color:silver”>Earth</SPAN> |
Roll (Cha + Perf) when telling story to inspire emotion and instill intimacy based on it. |
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| Disease-Banishing Technique |
Med |
1m, 1Wp |
Inst |
Suppl |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
+1 Succ to treat disease. If threshold succ exceed max(virul / morbid), patient gets temp Res specialty in that disease (max 1 at a time). |
| Venom Expulsion Method |
Med |
1m |
Inst |
Simple |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
May cure poison as misc. action without inc. diff. If full 1 hr, +1 succ. |
| Wound-Closing Technique |
Med |
1m |
Inst |
Simple |
<SPAN style=“color:green”>Wood</SPAN> |
15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B. Alternatively, if equal to (Wound Penalty+1), can heal 1 B. Need full day of bedrest or heal all damage until can use again. |
| Ailment-Sensing Meditation |
Med |
1m |
Inst |
Simple |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time. |
| Seed and Salt Warding |
Occ |
1m, 1Wp |
1 day |
Simple |
<SPAN style=“color:green”>Wood</SPAN> |
Repel ghosts & other undead: lay a line of grain, max radius 30 m, then (Int + Occ). Powerful ghosts can pay 1Wp to cross if Resolve > result. |
| Quarry Revelation Technique |
Surv |
1m |
Inst |
Suppl |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
Gain 1 succ. on tracking and may contest perfect magical concealment. |
| Beast-Taming Aspect |
Surv |
1m |
Inst |
Suppl |
Bal, <SPAN style=“color:#003f00”>Wood</SPAN> |
Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre. Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions. |
| Wind-Carried Words Technique |
Lin |
1m |
Inst |
Simple |
<SPAN style=“color:cyan”>Air</SPAN> |
Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin). |
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| Elemental Concentration Trance |
Lore |
1m |
Inst |
Simple |
Bal |
Meditate on element a few minutes, then roll (Per/Int/Wits + Bur/Inv/Lor/Med/Surv) w/ +1 succ to introduce a related fact. |
| Elemental Bolt Attack |
Lore |
1m |
Inst |
Simple |
Dual |
Ranged attack (Dex + Arch/Thrown), range 30m (+1a → 100m), may use Abil charms.
Wood, does lethal and decisive attacks add poison with Damage 1i/round (B if Crashed), duration (Ess+5), and penalty −1.
Earth, does bashing, has Smashing tag. |
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