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The PerfecT LoTus from rooT To BuLB II - Exalted, character sheets

The PerfecT LoTus from rooT To BuLB II - Exalted, character sheets

The PerfecT LoTus from rooT To BuLB II - Exalted, character sheets

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Ca r a v a n Self Ma s t e r y<br />

Cost: 10m; Mins: Martial Arts 5, Essence 4; Type: Extra<br />

Action<br />

Keywords: Combo-Basic, Obvious<br />

Duration: Instant<br />

Prerequisite Charms: Winding Path Assault<br />

…and the one place she could not go...<br />

<strong>The</strong> truly transcendent travelers, Like Luna and Mercury,<br />

may walk many roads at once, but great thought the Sidereal<br />

is, he cannot yet perform that miracle. He can however, divide<br />

his essence, so that a portion himself might travel several paths,<br />

so long a they arrive at the same location. Thus the Sidereal<br />

assures that even if he doesn’t follow the best course, his ability<br />

to learn <strong>from</strong> experience insures eventual success. Thus, as<br />

a mortal relies upon his forebear’s experiences to ensure his<br />

success on the road, does the Sidereal blazes the trail for his<br />

own journey. Activating this Charm, the martial artist releases<br />

a number of dazzling golden simulacra <strong>from</strong> his anima. <strong>The</strong>se<br />

essence phantasms strike at his foe, blazing a trail for the martial<br />

artist’s own attack. This Charm enables the martial artist to<br />

construct a magical flurry of up to (Essence) unarmed Martial<br />

Arts attacks against one target. Each attack benefits <strong>from</strong> the<br />

experience of the one that went before it. <strong>The</strong>refore, it suffers,<br />

not normal multiple action penalties, but rather an inversion<br />

of them. <strong>The</strong> martial artist’s first attack gains a dice bonus to<br />

its Accuracy roll equal to half the number of actions in the<br />

flurry and every attack after that increases the dice bonus by<br />

one. Should the dice reach the maximum allowable bonus <strong>from</strong><br />

Charms, the additional dice are applied as an internal penalty<br />

to the target’s PDV and DDV. This penalty is applied before<br />

onslaught but may not reduce DVs below 0.<br />

In d i s p e n s a b l e Jo u r n e y<br />

Cost: 6m per target; Mins: Martial Arts 5, Essence 4; Type:<br />

Simple<br />

Keywords: Combo-Basic, Obvious<br />

Duration: Five actions<br />

Prerequisite Charms: Caravan Self Mastery<br />

…was her destination.<br />

No destination can be reached without a journey, and no<br />

goal can be attained without the necessary travails. Every seeker<br />

owes a journey, both to themselves and to Mercury. Where<br />

circumstances would prohibit the Sidereal <strong>from</strong> traveling the<br />

distance to achieve his object, he may force the issue, creating<br />

a path and a journey. Having tasted the object of his desire, the<br />

Sidereal is loath to relinquish it. This Charm may be activated<br />

against any target the martial artist can directly see (even if<br />

they are behind cover), and whom he has successfully attacked<br />

or been attacked by previously in the scene. Even if neither attack<br />

did damage, that prior physical contact is necessary.<br />

Activating this Charm the martial artist may make unarmed<br />

Martial Arts attacks against the target even if they would not<br />

be within range normally. <strong>The</strong>se attacks gain extra successes<br />

equal to (martial artist’s Essence ÷ 2) and ignore cover, shields,<br />

range and environmental penalties. <strong>The</strong> attacks travel to the<br />

target’s location via folds in the warp and weft of fate, circumventing<br />

the distance between the two, and taking the journey<br />

in spirit if not in practice. A martial artist may subject no more<br />

than (Essence) targets at one time to this Charm.<br />

Go l d e n Ho u s e o f Wa n d e r e r s Fo r m<br />

Cost: 13m; Mins: Martial Arts 5, Essence 5; Type: Simple<br />

Keywords: Form-type, Obvious<br />

Duration: One scene<br />

Prerequisite Charms: Indispensable Journey, Vagabond’s<br />

Whim Defense, One Complete Celestial Martial Art<br />

<strong>The</strong> road was her home.<br />

<strong>The</strong> martial artist takes the posture of the Student of the<br />

World his posture is easy and his gaze expansive. Paths form<br />

where he treads and his eyes and anima become shot with winding<br />

reflections of golden light. For the duration of the Charm,<br />

the martial artist is a traveler beyond compare. While on foot,<br />

or riding, he may walk up walls, or even inverted surfaces, as<br />

easily as anything. He seems to be able to casually ignore gravity.<br />

His feet form a path wherever he steps. <strong>The</strong> path is comprised<br />

of Essence hardened into a material appropriate to the Exalt’s<br />

personality. This path vanishes in his wake into its component<br />

motes, but it can support the martial artist anywhere, allowing<br />

him to walk through the air or over liquid. It also prevents the<br />

martial artists feet <strong>from</strong> ever really touching the earth, which<br />

permits him to walk unharmed over dangerous surfaces and<br />

also leaves no trail. Mundane attempts at tracking the stylist<br />

automatically fail.<br />

<strong>The</strong> martial artist gains a further benefit <strong>from</strong> this form. By<br />

folding journeys past and future into the present, the martial<br />

artist manifests himself at an almost unlimited number of locations.<br />

In lieu of his Move action, the martial artist may vanish<br />

<strong>from</strong> his current location to appear at any other location within<br />

(Essence x 10) yards, or anywhere he had previously stood in<br />

that scene. <strong>The</strong> martial artist does not travel to this location,<br />

instead he just vanishes <strong>from</strong> one point and reappears at the<br />

other. Finally, the martial artist gains the benefits of the Charm<br />

Unrestrained Wanderer Method.<br />

En d l e s s Ex p a n s e Buffer<br />

Cost: 17m; Mins: Martial Arts 5, Essence 5; Type: Simple (Step 2)<br />

Keywords: Combo-OK, Shaping<br />

Duration: (Essence) actions<br />

Prerequisite Charms: Golden House of Wanderers Form<br />

Elder Sutra of Travel: <strong>The</strong> Maiden walked across the World…<br />

<strong>The</strong> Exalt stretches the journey between himself and his enemies<br />

indefinitely. He dilates the space between himself and<br />

them, widening the gulf of empty air to form a buffer between<br />

himself and his enemies. Whenever an attacker would approach<br />

the martial artist while the Charm is active, he finds<br />

that, regardless of how fast or far he moves, he is always 2 yards<br />

away <strong>from</strong> the stylist. Ranged attacks suffer a similar fate, as the<br />

Exalt is always exactly 2 yards out of their range. Attacks which<br />

ignore range, also ignore this effect, but there is no way for an<br />

attacker to close to melee range while this Charm is active.<br />

Teleportation effects circumvent this protection. <strong>The</strong> Sidereal<br />

himself is affected by this buffer, and must use Charms such<br />

as Indispensable Journey to attack <strong>from</strong> a distance. <strong>The</strong> buffer<br />

zone extends in a circle around the martial artist, and affects<br />

everything within (Essence x 2) yards, preventing anything<br />

that enters within that radius <strong>from</strong> getting within 2 yards of<br />

the stylist. Multiple <strong>character</strong>s who surround a target and all<br />

employ this Charm could, theoretically, fence the target in and<br />

prevent him <strong>from</strong> moving.<br />

Ch a p t e r Th r e e • Th e Lo t u s Bl o s s o m<br />

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