Name
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Ability
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Cost
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Duration
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Type
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Keywords
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Effect
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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.
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Excellency+ |
Aw, Inv |
1m |
Inst |
Suppl |
Bal (Elem) |
Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up).
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Loquacious Courtier Technique |
Soc |
As Excellency+ |
Fire, Mute |
As Excellency+, or add 1 point to Guile.
|
Audience-Enthusing Display |
Perf |
As Excellency+ |
Wood |
As Excellency+, and and ignore penalty for targeting multiple characters.
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Master Healer Meditation |
Med |
1m (+Exc) |
Inst |
Suppl |
Bal, Exc, Wood |
Exc: +1m -> +1 die & +1 succ, 1/action.
|
Granite Curtain of Serenity |
Int |
1m (+Exc) |
Scene |
Suppl / Refl |
Bal, Exc, Unif, Water |
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, Water |
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, Wood |
Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action.
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Name |
Ability |
Cost |
Duration |
Type |
Keywords |
Effect
|
Ox-Body Technique (x1) |
Res |
– |
Perm |
Perm |
– |
Get one −1 and one −2 Health level.
|
Wood Dragon Vitality |
MA |
1m |
Inst |
Refl |
Dual, Wood |
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, Wood |
Add Per to raw With. dam, can make Piercing att. In aura, no Def Penalty for Piercing att.
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Mind-Over-Body Meditation |
MA |
1m, 1Wp |
Inst |
Simple |
Peril, Wood |
Roll max(Ess,3) -> heal 1 non-A for each succ (min 1). 1/scene, only in combat.
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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.
|
Sweeten-the-Tap Method |
Soc |
1m, 1Wp |
Scene |
Simple |
Fire / Wood |
Increase alcohol potency, cause Minor positive Tie to all partiers and suffer -1 Guile. With Botch, tie towards me is negative.
|
Loyalty-Reading Meditation |
Soc |
1m |
Inst |
Suppl |
Fire |
When Reading Intentions to find Intimacy based on emotion, the Intimacy penalizes the target’s Guile as with Resolve (Exalted, p. 215).
|
Auspicious First Meeting Attitude |
Soc |
1m |
Inst |
Simple |
Bal, Water |
When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per + Soc) vs. min(Guile, Resolve).
|
Hidden Petal Aria |
Perf |
1m |
Inst |
Suppl |
Wood |
Hide one-sentence message in performance, can target any part of audience. Magical detection diff is max(Man,Perf).
|
Talented Improvisation |
Perf |
1m |
Inst |
Refl |
Bal, Wood |
After roll, reroll (Ess) failed dice.
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Wound-Closing Technique |
Med |
1m |
Inst |
Simple |
Wood |
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, Wood |
Diagnose in seconds, if successfl, gain temporary Med specialty, indefinite but only one a time.
|
Seed and Salt Warding |
Occ |
1m, 1Wp |
1 day |
Simple |
Wood |
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.
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Beast-Taming Aspect |
Surv |
1m |
Inst |
Suppl |
Bal, Wood |
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.
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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.
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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.
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