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Charms

General

(Reminder: unless noted otherwise in the Charm, the maximum total dice bonus from Charms for any single roll is the base Attribute+Ability, not including specialties. Effects that grant auto-successes also count towards this limit, as two dice per auto-success. So a character with Dex 5, Melee 5 can add as many as 10 dice to her pool with any combination of Charms, or 5 auto-successes, or 2 auto-successes and 6 dice, but 3 auto-successes and 7 dice would be right out.)

  • (Ability) Overwhelming [1st Excellency]
    E1,(A)1;Supp;Inst;1m=+1 die
  • (Ability) Triumphant [2nd Excellency]
    E1,(A)1;Supp;Inst;2m=+1 auto-success
  • (Ability) Resurgent [3rd Excellency]
    E1,(A)1;Ref;Inst;4m=reroll any roll with this ability. Cannot be used on the same roll more than once, and any Supplimental charms of Instant duration effecting the roll itself must be repaid for or lost.
  • Infinite (Ability) Mastery (Any (Ability) Excellency)
    E3,(A)4;Ref;Scene;2m+,1w=each mote spent activating this charm reduces by one the total mote cost for Excellencies on each roll of the related Ability for the duration of the scene. At Essence 3, no more than 6 motes may be spent on this charm; at Essence 4+, any amount may be spent.
  • (Ability) Essence Flow (Any (Ability) Excellency)
    E4,(A)5;Perm;The relevant Excellencies as well as Infinite (Ability) Mastery are now considered innate abilities - activating them does not count against the one Charm per turn limit, and they can be activated together without the need of a Combo.
  • (Ability) Essence Enduring (AEF)
    E6,(A)5;Perm;Any charms in the associated ability with a duration of Scene or longer (including Infinite (Ability) Mastery) may now be made indefinite effects. The full cost of the charm must be committed (including not only motes of Essence, but also Willpower, Health Levels, etc.) to maintain the effect, but there is otherwise no limit to the duration of the charm in question. A character may not have more charms committed through this charm (in total, not just in a given ability) than that character's Essence rating. Note that certain categories of charms that are not strictly linked to abilities may also be selected when this charm is purchased (creating, for instance, Martial Arts Essence Enduring).

Might

  • Increasing Stength Excercise
    2E,3M;Ref;Scene;3m per +1 Str=max Str bonus of E.
  • Mountain Toppling Method (ISE)
    3E,3M;Sup;Inst;3m=+5 to Str for purposes of lifting, throwing, swinging or breaking objects of earth or stone (including Jade weaponry). This explicitly does not count towards the normal dice add cap.
  • Thunder's Might (AME)
    3E,5M;Supp;Inst;5m,1w=perfect one Might roll.

Archery

  • Essence Arrow Attack
    2e,2A;Supp;Inst;2m=+E to damage and your choice of three possible qualities: Fiery (ignites flamable targets), Flare (Holy and produces light), or Righteous (+1m for +4 damage).
  • Phantom Arrow Technique (EAA)
    2E,3A;Perm=as a Reflexive, innate ability you may generate amunition at the cost of 1m per arrow, etc.
  • Summoning the Loyal Bow (PAT)
    2E,3A;Ref;Indef;1m=banish or recall a weapon you own from or to Elsewhere.
  • There Is No Wind (AAE)
    1E,4A;Supp;Inst;3m/5m=nulify all penalties other than wound or multiple action. At Essence 3, you can spend 5m to increase base range to "as far as you can see".

Athletics

  • Reflex Sidestep Technique
    1E,3A;Ref;Inst;1m=cancels the unexpected quality of an unexpected attack (allowing it to be dodged).
  • Virtuous Negation Defense (RST)
    2E,4A;Ref;Inst;3m=defends an ally within leaping distance (normally about 5 yards) from attack. Roll Dex+Ath+E. With any successes, the attack is retargeted to you. Successes subtract from the incoming attack roll as with a normal dodge.
  • Safety Among Enemies (VND)
    3E,4A;Ref;Inst;3m,1W=if the net successes of an incoming attack are less than or equal to half your dodge pool (normally allowing you to dodge the attack without rolling), or if you otherwise successfully dodge an attack, you may reassign the assault to any target in range of the blow. The attack applies at full strength, unaffected by your dodge, though the new target may respond to it as normal.
  • Shadow Over Water
    E1,A3;Ref;Inst;2m=free dodge.
  • Seven Shadow Evasion (SOW)
    2E,4A;Ref;Inst;2m,1w=free, perfect dodge.
  • Flow Like Blood (SSE & RST & AAE)
    3E,5A;Ref;Scene;5m,1w=free dodges against all attacks for the scene.
  • Intangible Smoke Defense (FLB)
    4E,5A;Ref;Turn;8m,1w=(1/2 Athletics, round up) free, perfect dodges until your next action.
  • Wind Through Willows Approach (FLB)
    4E,5A;Ref;Scene;7m,1w=free, perfect dodges against all projectile attacks for the rest of the scene.
  • Graceful Crane Stance
    E1,A2;Ref;Scene;3m=perfect balance. Any solid (ie, not liquid or gas) surface as strong and wide as a human hair is considered to be 3-feet wide and capable of supporting 1000 pounds for purposes of supporting you and determining Athletics roll difficulties.
  • Spider-Foot Style (GCS)
    E2,A3;Ref;Scene;4m=stand, walk and run without difficulty on any solid (ie, not liquid or gas) surface, regardless of orientation to gravity.
  • Feather-Foot Style (GCS)
    E2,A4;Ref;Scene;4m=stand, walk or run without difficulty on any surface (solid or liquid) regardless of uneveness, instability or other complications and without leaving physical tracks. If traveling on hazardous surfaces, any damage that would be inflicted is automatically reduced to one die.
  • Eagle-Wing Style (S-FS & F-FS)
    4E,5A;Ref;Scene;4m,1w=fly at triple normal move rates. Must cover at least half normal move rate per turn and remain within ([Dex+Ath] x 3) yards of a surface (not necessarily a horizontal one).
  • Freedom of Exquisite Motion (GCS & AAE)
    3E,5A;Perm;Multiple action penalties reduced by one. May be purchased once for every two points of permanent Essence.
  • Monkey Leap Technique
    2E,1A;Ref;Scene;3m=jumping becomes as simple as taking a step, and jump distance is doubled.
  • Soaring Crane Leap (MLT)
    2E,4A;Supp;Inst;2m=multiply one jump's distance by 5. This is cumulative with MLT (so with both, distance would be multiplied by 6).
  • Mountain-Crossing Leap Technique (SCL)
    4E,5A;Simp;5min;10m,1w=a 5 minute leap with the distance incriment increased from yards to miles.
  • Creation-Spanning Vault (M-CLT)
    6E,5M;Simp;Hour;20m,2w=as M-CLT, but the leap time is one hour and the increment is increased from yards to 20 miles.
  • Lightning Speed (AAE)
    1E,2A;Ref;Scene;3m=double all move rates (for running, swimming, or any other method of personal locomotion) for the scene.
  • Racing Hare Method (LS)
    2E,5A;Simp;Hour+;5m,1w=your base longterm travel speed for the next hour is ([{Sta+Ath result} +E auto-sucesses] x 10) MPH. This effect may be extended by repaying the Essence cost (but not the Willpower cost) each hour. Fatigue still acrues at the regular rate.
  • Thunderbolt Attack Prana (AAE)
    2E,3A;Supp;Inst;3m,1w=double the post-soak damage of a signature attack.

Brawl

  • Ferocious Jab
    1E,B1;Supp;Inst;1m=count net attack successes twice for the purpose of determining damage raw damage.
  • Fists of Iron Technique (FJ)
    E1,B2;Supp;Turn;1m=until your next action, all Brawl attacks are Lethal, all Brawl parries may block Lethal and ranged attacks, and you gain +1 acc/+1 dmg/+1 def.
  • Stonefist Meditation (Fo IT?)
    3E,B5;Perm;+2 acc/+E dmg/+2 def, inflict Lethal, parry Lethal and ranged.
  • Knockout Blow (ABE,Fo IT?)
    E2,B4;Supp;Inst;4m,1w=if (damage inflicted x E) > (target's remaining health levels), that target is knocked unconscious for one scene.
  • Sidestep Throw Technique (KOB)
    E3,B4;Ref;Inst;5m=free Brawl parry. The attacker is thrown 1 yard for each of any net successes.
  • Deadly Mercury Strike (STT)
    E4,B5;Ref(CA);Inst;5m=roll a counterattack. If the attacker is eliminated by it then that attack is cancelled.
  • Inevitale Destruction Spirit (STT)
    E4,B4;Ref;Inst;7m=reroll one successfully blocked or parried attack, doubling the dice pool (but dropping any one-roll charms, bonuses or effects). Cannot be used to reroll counter attacks or other reflexive attacks (such as this charm).
  • Sledge-Hammer Fist Punch
    1E,1B;Supp;Inst;3m=double raw damage against an object.
  • Blood and Fist Prana (S-HFP)
    1E,2B;Supp;Inst;2m=+E dmg.
  • Migrane Force Atemi (B&FP)
    2E,3B;Supp;Inst;1m=target loses one temporary Willpower when struck.
  • Pounding Hammer of Devastation Technique (B&FP)
    E3,B4;Supp;Inst;4m=attempts to dodge or parry this attack subtract twice as many successes from the attack roll. The base damage of the attack (before temporary charms and bonuses and before adding in attack successes) is doubled against animate opponents and quadrupled against inanimate objects.
  • Heaven Thunder Hammer (S-HFP)
    E1,B3;Supp;Inst;3m=target is knocked back (raw damage) in yards. 1 damage die for each yard left if they collide with something.
  • Shockwave Technique (HTH)
    E2,B4;Supp;Inst;4m=perfect against parries. When hit, the target is flung (Brawl x 5) yards in the direction of your choice. The target may be hurled at a second opponent (with a free attack roll) as a -3 acc/+4B dmg weapon. The first subject suffers the same raw damage as the second, plus one for each yard stopped short (as per HTH).
  • Vicious Encroachment Fists (SWT)
    3E,4B;Supp;Inst;5m=perfect against parries. Target suffers an internal penalty to all physical actions of (1/2 Brawl, round up) for one scene.
  • Iron Tempest Strike (P Ho DT?,SWT)
    E4,B4;Supp;Inst;3m=attack becomes Armor Piercing (subtract net attack successes from the target's Soak before applying Hardness and Soak).
  • Thunderclap Rush Attack (ABE)
    1E,3B;Ref;Inst;2m=perfect Initiative (automatic 10).
  • Hammer on Iron Technique (TRA)
    2E,4B;Ex Act?;Inst;4m,1w=+E extra attacks (may not be split).
  • Dragon Coil Technique
    1E,4B;Ref;Turn;3m=clinch damage converted to Lethal. +E to dice pools to inflict, maintain and control a clinch and to clinch damage.
  • Pouncing Tiger Strike (DCT)
    2E,4B;Supp;Inst;5m=your clich attempt is perfect against dodges and parries but may be response-clinched as normal.
  • Scorpion Bite Manueuver (PTS)
    3E,5B;Supp;Inst;5m=+(E x 2) to crush damage from a clinch. The total damage is converted to Lethal, if it isn't already.
  • Slippery Fish Maneuver (PTS)
    3E,5B;Ref;Inst;3m,1w=perfect clinch control/maintain roll, but you must follow it by breaking the hold.
  • Ten-Foe Grasp (SFM)
    4E,5B;Perm;You may initiate and maintain as many clinches as you have opponents in reach, using as little as one finger to grapple with each. You may freely split actions while in a clinch, and each turn you make one control/maintain roll and apply it separately to every clinch that you are in (splitting the action that covers this roll will subtract dice from it as normal). Barring truely alien physiologies, you may not be in more than one clinch at the same time with the same target.
  • Incorrigible Beast Style (T-FG)
    6E,5B;Supp;Inst;3m,1w=perfect clinch roll.

Larceny

  • Flawless Pickpocket Method (ALE)
    2E,2L;Supp;Inst;3m=perfect roll for the theft of an object. This does not make it possible to steal objects that cannot normally be stolen, nor does it protect obvious lefts from detection. To be successful and undetected, then, the object must not be in use, must be at least partially concealed before the theft (ie, not being actively watched intently by anyone or passively watched by 3 or more people), and must be at least partially concealed after the theft (generally, you have to be able to hide it on your person).
  • Stealing From Plain Sight Spirit (FPM)
    2E,5L;Supp;Inst;5m,1w=steal an object without touching it, to a range of E yards. It disappears and reappears in your hand, on your person or at your side (if you are being observed, and the object cannot be concealed on your person, the effect will be noticed). This does not allow the theft of objects in active use.
  • Magpie's Thieving Talon (SFPSS)
    3E,5L;Perm;You may attempt to steal objects in active use. The Larceny roll is a modified disarm attempt, and the target resists reflexively with their choice of Str+Might, Wit+Ath or Wit+Combat Ability (for weapons). If the target's Essence is greater than yours, they recieve a number of bonus successes equal to the difference.
  • Mountain-Thieving Method (MTT)
    5E,5L;
  • Lock-Opening Touch (ALE)
    1E,3L;Supp;Inst;3m=perfect any one roll to open any sort of lock, even without the right tools (or any tools at all).
  • Door-Evading Technique (L-OT)
    3E,5L;Ref;Inst;10m,1w=pass through any closed or barred door or portal as if it was not there and without disturbing it.
  • Blockade-Thwarting Approach (D-ET)
    4E,5L;Simp;Inst;15m,1w=pass through any barrier as if it was not there (limited by the distance of your move action).
  • Flawlessly Impenetrable Disguise (ALE)
    2E,4L;Simp;Day;7m=create an illusory disguise that may change apparent gender, eye, hair and skin coloration, and half or double age, height and weight. No materials are required, and specific individuals may not be immitated.
  • Perfect Mirror (FID)
    3E,5L;Simp;Hour;10m,1w=as FID, but apparent Essence (to those who can detect such things) may be doubled or halved, and specific individuals may be immitated.
  • Perfect Gambling Prana (ALE)
    2E,L3;Ref/Supp;Inst;4m=determine the outcome of a game of chance or strongly weight the outcome of a game of skill. For games of chance, dictate the next immediate mechanical outcome (exactly which card will come up or which number will be rolled next). For games of skill (though only those goverened by the Larceny skill), the Dex/Wit+Lar roll for this hand/turn/round becomes perfect. If the game has been rigged against the desired outcome (which must be possible under fair conditions), this charm automatically overcomes that bias, so long as the party responsible for fixing the game has a lower E rating than you. In the event of a tie, all cheating is eliminated but the outcome is left to even chance. Should the uneven odds originate with a being of superior Essence, this charm cannot overcome their rigging of the game.

Melee

  • Hungry Tiger Technique (Any Melee Excellency)
    E1,M2;Supp;Inst;2m=count net attack successes twice for the purpose of determining damage raw damage.
  • Fire and Stones Strike (HTT)
    E1,M3;Supp;Inst;2m=+E to base damage.
  • Summoning the Loyal Steel (AME)
    E2,M3;Ref;Indef;1m=banish or recall a weapon you own from or to Elsewhere.
  • Dipping Swallow Defense (AME)
    1E,2M;Ref;Inst;2m=free parry.
  • Bulwark Stance (DSD)
    1E,3M;Ref;Turn;5m=free parries against all attacks until your next action.
  • Fivefold Bulwark Stance (BS)
    3E,5M;Ref;Scene;5m,1w=free parries against all attacks for the scene.
  • Heavenly Guardian Defense (DSD)
    3E,4M;Ref;Inst;3m,1w=free, perfect parry.
  • Unyielding Adamant Defense (HGD)
    4E,5M;Ref;Turn;8m,1w=(1/2 Melee, round up) free, perfect parries until your next action.
  • Protection of Celestial Bliss (5FBS & HGD)
    5E,5M

Stealth

  • Easily-Overlooked Presence Meditation
    1E,3S;Ref;Scene;3m=when not actively calling attention to yourself (shouting, engaging in combat, etc.) you do not stick out in a crowd (5 or more others nearbye). No extra will ever notice you under these circumstances nor will any other character not actively searching for you. In the case of active search, rolls to notice you suffer a +2 difficulty.
  • Mental Invisibility Technique (E-OPM)
    2E,4S;Simp;Scene;5m,1w=roll (Dex or Man)+Stealth, with +E autosuccesses. Anyone who would see the character must beat that result on a roll of their Willpower, +E autosuccesses - failure means that unnatural mental influence prevents their seeing the character. Named characters may spend 4 Willpower to break the effect, or anyone may spend 1 to do so if attention is called to you; in either case, they are just as vulnerable if the charm is reactivated. This effect is cancelled when you enter combat.
  • Unnoticeable Motion Technique (MIT)
    3E,5S;Ref;Scene;6m=as long as you do not move from one place, any relatively simple actions you take go unnoticed. Alternatively, as long as your only action is slow movement (half speed) you appear not to have moved at all. If used in conjunction, this charm prevents MIT from cancelling automatically due to its user's making an attack. The deception falls for the target automatically, who may call attention if they survive the attack. Attention may also be called automatically if the MIT-user cannot conceal the death or incapacitation of their victim somehow.
  • Vanishing From Mind's Eye Method (MIT)
    3E,5S;Simp;Indef;10m,1w=roll (Wit or Man)+Stealth with +E autosuccesses. All who have memories of you must beat that result on a roll of their Willpower with +E autosuccesses or their memories become cloudy and vague, losing all ability to identify you. Those you specifically do not want to forget you are exempted from this effect.

Thrown

  • Triple Distance Attack Technique
    2E,2T;Supp;Inst;3m=triples range and, at E 4+, negates environmental penalties.
  • Plucking the Ripe Peach Meditation (TDAT)
    2E,4T;Ref;Inst;2m=free Thrown parry against physical ranged attacks. If completely parried, the projectile is caught and may be rethrown.
  • Traitorous Ammunition Technique (Pt RPM?)
    3E,5T;Ref;Inst;5m,1w=free, perfect Thrown parry against any ranged attack (physical or not). If completely parried, it is caught in a web of Essence (protecting you from its hazardous qualities) and all supernatural qualities are maintained. It may be held for a scene, and rethrown at any time until then.
  • Whirlwind Shield Form (Pt RPM?)
    2E,5T;Ref;Scene;4m=+E to the difficulty to hit you with ranged attacks.
  • Cascade of Cutting Terror (TDAT)
    3E,4T;Supp;Inst;5m=is perfect against dodges, and doubles attack successes before defense is subtracted.
  • Shower of Deadly Blades (Co CT?)
    3E,5T;Ex Act?;Inst;5m,1w=+E extra attacks (may not be split).
  • Brilliant Falcon Attack (So DB?)
    4E,5T;Supp;Inst;8m=attack is applied E times against a single target.

Resistance

  • Durability of Oak Meditation
    E1,R1;Ref;Scene;1m=+2B (max bonus of Sta+Res)
  • Iron Skin Concentration (Do OM?)
    E1,R2;Ref;Inst;3m=roll Sta+Res - each success removes one die from an incoming pre-soak damage pool
  • Spirit Strengthens the Skin (Do OM?)
    E2,R3;Ref;Scene;2m,1w=Soak L as B
  • Adamant Skin Technique (ISC,S St S?)
    E3,R5;Ref;Inst;4m,1w,1Lhl=no damage from one source (anticipated or otherwise)
  • Iron Kettle Body (ISC)
    E2,R3;Ref;Scene;4m,1w=+9B/+8L/(+4A)
  • Essence Hardened Form (Do OM?)
    E2,R3;Perm;+EB/+EL(+1/2EA)
  • Eternal Fortitude Prana (S St S?)
    E3,R5;Perm;Soak L as B
  • Steelskin Meditation (S St S?)
    E3,R5;Ref;Scene;4m,1w=double Hardness
  • Gemstone Skin Mediation (SM)
    E5,R5;Ref;Scene;5m=Soak A as L
  • Aura of Invulnerability (OBT)
    2E,3P;Simp;Scene;4m=Roll Sta+Res - successes=temporary -0 health levels. These are the first to be lost to any injury, and may not be gained back, even by magical healing, and this Charm may not be activated more than once per scene. Any remaining temporary health levels are lost when the Charm ends, but the damage absorbed by this temporary bonus is not passed on to the character's "real" health chart.
  • Essence-Gathering Temper
    1E,1R;Ref;Inst;1m=when an attack rolls damage against you, roll twice as many dice. Each success (to a max of Sta) restores E temporary Essence, to the limit of your normal capacity.
  • Willpower-Enhancing Spirit (E-GT)
    1E,3R;Ref;Inst;4m=when an attack causes at least 1 health level of damage to you, roll one die for each level lost. This charm restores 1 temporary Willpower, +1 per success, to the limit of your normal capacity.
  • Heartless Maiden Trance
    2E,4R;Ref;Indef;8m,1w=suspends all degenerative and debilitating effects from wounds, lack of air, water, food or rest, as well as freezing the progress (and eliminating the penalties) of any poison or disease and rendering you cold and emotionless. You cannot lose conciousness due to damage, but may be killed as normal when brought more than [Stamina] levels below Incapacitate.
  • Whirlwind Armor-Donning Prana
    1E,1R;Simp;Inst;1m=make E minutes progress donning a suit of armor in a single action. (It generally requires minutes equal to the mobility penalty to don a suit of armor.)
  • Summoning the Loyal Mail (WA-DP)
    3E,3R;Ref;Indef;1m=summon or banish a suit of armor worn from or to Elsewhere. If summoned directly onto the body, the armor arrives at the same rate that it would be donned normally (which may be modified with Charms like WA-DP).
  • Armored Scout's Invigoration (St LM?)
    3E,4R;Ref;Indef;3m per reduction=reduce the fatigue and mobility penalties of a suit of armor worn by one each per 3 motes spent, to a minimum of 0. This Charm lasts until the armor is removed.
  • Glorious Essence Plate (St LM?)
    3E,4R;Ref;Scene;10 or 13m,1w=creates Essence armor with 10B/10L, mobility -1 and fatigue 0. For 3 more motes, a shield may also be created, granting +1 difficulty vs. hand-to-hand and +3 against ranged attacks. In all cases, the equipment automatically arrives on your body; no time need be spent donning it.
  • Battle-Fury Focus (ARE)
    1E,3R;Ref;Scene;5m=+1 die to all combat-related pools and reduce wound penalties by 1. With every action, you must be engaged in combat or attempting to become so engaged. You may make ranged attacks and distinguish friend from foe, but cannot speak more than a few words per action, move away from the enemy, or perform complex non-combat actions, even Reflexive ones. Ending this Charm early costs 1 Willpower.
  • Bloodthirsty Sword-Dancer Spirit (B-FF)
    2E,R4;Ref;Scene;10m,1w=as B-FF, but gain +3 to combat pools and ignore all wound penalties. You may not make ranged attacks, speak coherently, retreat or do anything other than attack, move to attack, and hold ground waiting for the attack to come to you. Anyone who gets in your way is automatically categorized as an enemy. Ending this Charm early costs 3 Willpower.

Awareness

  • Surprise Anticipation Method
    2E,5A;Ref;Inst;1m=if there is any possibility of noticing the surprise attack under the most favorable of circumstances, this charm invokes itself automatically, and you take notice without a roll.

Investigation

  • Crafty Observation Method (AIE)
    2E,3I;Simp;Inst;5m=a basic inspection of evidence and/or the scene (normally a 15 minute process) become instantaneous, and is accomplished without disturbing any of the materials involved.
  • Clear Water Prana (COM)
    3E,3I;Simp;Inst;5m=perfectly locate and reveal anything and everything that has been deliberately hidden within a radius of E yards. For purposes of overcoming powerful concealment effects, the Investigation roll becomes perfect.
  • Unknown Wisdom Epiphany (COM)
    3E,5I;Simp;Inst;10m,1w=visit the scene of a crime or event and roll Per+Inv. You may see the event replayed from the perspective of one of the subjects involved. The event must either be recent (Essence in days) or the deffinatively most important thing that ever happened there. 1 success gives a vague description of what happened, while 5 would give a complete reinactment with full sensory and emotional range.
  • Judge's Ear Technique (AIE)
    1E,2I;Ref;Scene;3m=all attempts to tell whether or not a statement is an intentional lie (or contains a half-truth) become perfect.
  • Irresistable Questioning Technique (JET)
    2E,3I;Simp;Scene;4m=roll (Social Att)+Investigation. The target must beat that result on a roll of their Willpower, +E autosuccesses or be compelled to answer all of your questions honestly. 1 Willpower resists for 5 minutes, and after 3 the unnatural mental influence does not return for the rest of the scene. The roll to resist gainst an additional +3 successes for ach time that this or a similar effect was used on the subject previously in the story.

Bureaucracy

  • Frugal Merchant Method
    1E,1B;Supp;Inst;1m=instant, perfect understanding of an item or service's quality and condition. This confers a circumstance bonus (not subject to dice-add limits) of +1 success to bartering if the seller is honest, +3 if the seller is dishonest.
  • Insightlful Buyer Technique
    1E,3B;Supp;Inst;3m=instant, perfect understanding of an item or service's value in a given market. Removes up to E in difficulty penalties to buy or sell based on scarcity, volatility and trade barriers.
  • Consumer Evaluating Glance (FMM)
    1E,3B;Simp;Inst;4m=determine about a potential buyer, seller or dealer how honest they will be in the transaction (including whether they intend to pay in good faith or not) as well as the highest price they will pay for or the lowest price they will accept for a given item.
  • Perfect Gift Technique (CEG)
    2E,4B;Simp;Inst;2m=determine the perfect gift to elicit exactly the favor or response that you want from the subject. Roll Per+Bur; one success is necessary if the subject is reasonably well known to you, 2 if known only by reputation, and 3 if you only know one basic fact about the gift's intended recipient.
  • Bargain-Hunting Approach (IBT)
    3E,5B;Simp;Hour+;10m,1w=name a specific or general item (or service) to purchase (which must not be flatly not for sale). Spend hours equal to the item's Resources rating. Roll Wit+Bur - each success subtracts 10% from the cost of the item, to a limit of 90%.
  • Trend-Predicting Glance (FMM & IBT)
    5E,5B;Simp;Day+;12m,1w=roll Wit+Bur. You gain awarness of when the cost of a given item will fluctuate in a given market over the next (successes) days.
  • Speed the Wheels (ABE)
    2E,3B;Simp;One Task;8m=the subject bureaucracy performs one task [E+1] times faster than normal.

Linguistics

  • Whirling Brush Method
    1E,1L;Perm=you may copy and transcribe perfectly at whatever rate you hear or read. When writing or composing generally, your speed is multiplied by (E x 10).
  • Flawless Brush Discipline (ALE & WBM)
    3E,5L;Simp;Inst;8m=compose a written work and roll Cha+Ling. Readers whose ([1/2 Willpower] + Essence) total is lower than your successes are overcome with a specified emotion for the author (ie, you). This is unnatural mental influence, and may be terminated for a cost of 3 Willpower, or resisted for a scene for a cost of 1 Willpower.
  • Letter-Within-A-Letter Technique (ALE)
    2E,L4;Simp;Inst;4m=hide one message in another (the hidden message cannot be larger than the apparent message by more than a factor of E). Only your intended recepient(s) (which must be designated up front but may be as broad or as narrow as desired) can percieve it (unless someone of your Essence or higher accumulates Investigation successes equal to your Int+Ling+E). If the hidden message contains natural or unnatural mental influence, it is treated as a surprise attack with +E successes. This Charm may be used on both written and spoken communications.
  • Discerning Savant's Eye (ALE)
    2E,5L;Ref;Scene;6m,1w=all Linguistics rolls to understand garbled, partial, or coded communication, or which takes place in a language you do not speak become perfect for the scene. This does not assist in your communication attempts, only in understanding those of others.
  • Excellent Emissary's Tongue (ALE)
    3E,3L;Ref;Scene;3m=when attempting to communicate in language you do not speak, roll Int+Ling. With one success, you may speak a language close to one you already speak. Five successes would allow for the same in the very most alien and strange of tongues. This does not assist with understanding others, only with making yourself understood.
  • Words of Essence Style (EET)
    3E,5L;Ref;Scene;3m,1w=you may enjoy silent, instantanious two-way communication with anyone in your line of sight. You may have multiple simultaneous exchanges, but others can only ever "hear" you. As it is not true speech, this effect ignores language barriers, but does not permit communication with subjects without any language at all (such as animals). Both parties may use this medium to make speech-based social attacks.
  • Language-Creating Gesture (DSE & EET)
    3E,5L;Ref;Indef;10m,1w=you create an entirely new language at of Essence, with qualities and parameters determined by you. You and up to (E x 2) subjects begin as the only speakers of this tongue in existence (although others may use supernatural means to decode and learn it). One of the motes in the Charm cost becomes committed when the Charm is activated, and this language will continue to exist for as long as that mote remains committed.

Lore

  • (Elemental) Bolt
    2E,2L;Simp;Inst;1m per 2L=energy bolt, range 10 x E yards. Roll Dex+Lor+E to hit, dmg is 2 x motes spent (max of Sta+Lore).
  • (Elemental) Stance (EB)
    3E,3L;Ref;Scene;1m per 1L=destructive energy aura, area of 1 yard around you. Any in that area take damage equal to motes spent (max of Lore) each turn.
  • (Elemental) Attack (ES)
    4E,4L;Simp;Inst;3m per 1L=energy area attack. Roll Dex+Lor, applying the attack to all enemies in an (E x 10) yard radius. This attack is perfect against parries. No more units of damage may be purchased than Sta+Lore.
  • (Elemental) Meditation (EA)
    6E,5L;Simp;Inst;4m per 1A=energy area attack. Everyone and everything in an (E x 50) yard radius, except you, takes the purchased damage. No more units of damage may be purchased than Sta+Lore.
  • (Elemental) Defense Technique (EB)
    3E,4L;Ref;Scene;5m=protective energy aura, area of one yard around you. All physical projectiles other than the super-durable (heavy weapon payloads, Inovative alloys, Magical Materials, etc) are destroyed before striking you. +2B/+2L. +1 to the difficulty of all attacks made against you. And one further defensive quality determined by your elemental type (such as an additional +2 difficulty for attacks from Anatema for Sun, or an additional +5B/+5L/+5A for Water).
  • Lore-Unearthing Method (ALE)
    2E,2L;Supp;Inst;4m=when researching a specific subject or question, roll Int+Lor. The research time is divided by (successes+1).
  • Efficient Secretary Technique (L-UM)
    2E,5L;Ref;Inst;3m=instantly know one piece of information neither universally forgotten nor actively concealed.
  • Knowledge-Locating Glance (L-UM)
    3E,5L;Simp;Hour;10m,1w=specify a piece of information and spend 1 hour in research and/or meditation (this can be hastened with L-UM). You recieve knowledge of the closest location and form in which that knowledge is contained.
  • All-Encompassing Knowledge Prana (L-UM)
    3E,3L;Simp;Scene;8m,1w=gain extensive intellectual knowledge from one specific field, that is, any Specialty within Lore, Occult, Academics, Science, etc. Any rolls which would normally require Int+(the Ability and Specialty) use your Lore instead.
  • Deus Ex Machina Meditation (A-EKP)
    5E,5L;Simp;Inst;15m,1w=automatic, perfect understanding of, attunement to and facility with one Artifact (or single piece of technology generally). You instantly know everything about what it does and how to use it, and may use it despite any bariers based on species, type, nature or security protocol.

Medicine

  • Contagion-Curing Touch (AME)
    2E,3M;Perm;cancels all penalties for lack of equipment or unfavorable environmental conditions (cure by touch alone).
  • Wound-Mending Care Technique (AME)
    2E,3M;Simp;Hour/Day;10m=spend 1 hour treating the patient and roll Int+Med. Patient recovers successes in L or B levels at the end of the hour, and E more if they rest until the end of the day. Useable once per patient per day.
  • Instant Treatment Methodology (AME)
    2E,4M;Supp;Inst;5m=any Medicine action (including those generated by charms) which would take up to an hour takes only a moment instead.
  • Wholeness-Restoring Technique (C-CT & W-MCT)
    2E,3M;Simp;Hour;10m=spend 1 hour treating the patient and roll Int+Med. If successful, patient's A levels are converted to L levels. Patients treated with this charm gain the opportunity to regenerate lost limbs and fully recover from crippling injuries.
  • Body-Purifying Admonitions (A 2 ME?)
    2E,4M;Perm;Your attempts to treat illness or poison are automatically considered supernatural (eliminating recovery time except to regain lost health levels). After an hour unit of treatment, you may make a normal Medicine roll. If you recieve 5 or more successes, you may spend 5 motes to erradicate the illness or poison utterly from the patient's system, even if that condition is normally untreatable.

Occult

  • All-Encompassing Sorceror's Sight (TCS)
    3E,5O;Ref;Scene;6m=see Essence patterns, revealing all Essence effects, dematerialized creatures, manses and demesnes, identifying all E 4+ creatures as clearly supernatural and adding the target's Essence to any attempt to see through their use of mundane or supernatural Stealth or other deceptions. Specific beings or subjects may be scrutinized with an Int+Occ roll; 2 difficulty to determine the rating or Essence trait of a creature, Artifact or Manse, 5 difficulty to understand an unknown Essence effect.
  • Sorceror's Burning Charkra Charm (A-ESS)
    4E,5O;Perm=Gain the effects of A-ESS whenever your anima is at the 4-7 mote level or higher (as always, you can reach that level by spending 1 mote reflexively).
  • Spellbound Sight Technique (A-ESS)
    4E,5O;Perm=At any time when you are under the effects of A-ESS, you may, as an innate ability, spend 1w to enhance that Charm's effects. For every being and object within your range of sight, you are treated as having scrutinized them and rolled 5 successes (ie, you are automatically entitled to know the details of subjects' Essence type, Essence reserves and Essence expenditures, the exact Backround ratings of Manses, Hearthstones and Artifacts, and to be given a basic description of all non-permanent Charms which are activated in or otherwise enter your presence). This enhancement lasts for a scene, or until the duration of A-ESS expires, whichever comes first.

Survival

  • Friendship With Animals Approach
    1E,1S;Ref;Scene;3m=communicate with natural animals by sound and gesture - +E autosuccesses to all Social rolls with the same.
  • Summoning the Loyal Beast (FWAA)
    E2,M3;Ref;Indef;4m=banish or recall a Familiar from or to Elsewhere.
  • Heart-Joining Method (FWAA)
    2E,3S;Ref;Scene;4m=communicate with animals by direct mental link (allowing for the sharing of ideas and of sensory images).
  • Hardship-Surviving Mendicant Spirit
    1E,3S;Ref;Indef;10m=while the Essence is committed, you are immune to all environmental penalties to dice pools and movement rates. You may still take damage as normal from hazards.
  • Element-Resisting Prana (H-SMS)
    3E,4S;Perm=H-SMS now makes you immune to all damage, poison and illness effects from environmental hazards (among many other things, this effectively removes your need to breath). To harm you, damage or harmful effects must be inflicted on you by some character's action.
  • Eternal Elemental Harmony (E-RP)
    5E,5S;Perm=your H-SMS becomes a permanent, innate effect.
  • Trackless Region Navigation (ASE)
    2E,4S;Supp;Day;7m=all Survival rolls to find your way become perfect, and the distance covered per day of travel for you and any group you lead is doubled.
  • Unshakeable Bloodhound Technique (TRN)
    2E,5S;Supp;Inst;4m,1w=one Survival roll to track becomes perfect and explicitly supernatural.
  • Traceless Passage (UBT)
    3E,5S;Ref;Inst;5m,1w=this Charm makes the roll to cover your tracks while traveling both perfect and Reflexive. This effect may cover the tracks of a group of up to your Essence in Magnitude.

Craft

  • Shattering Grasp (ACE)
    2E,3C;Simp;Inst;4m=touch an object and roll Wit+Craft, adding (E x 2) auto-successes to the roll (this bonus does not count towards the normal cap to bonuses from Charms). The success total is used against the object as if it was the outcome of a Str+Might roll to break the object. Because it only requires a touch, this Charm may be used against armor in combat without a Clinch, and against weapons on a successful disarm roll, or if your attack was successfully parried.
  • Durability Enhancing Technique (ACE)
    2E,3C;Simp;Inst;5m=touch an object and roll Wit+Craft. Add successes to the Str+Might roll to break the object, and add the same amount to the target's soak and health levels. The object can be expected to endure for 10 times longer than it would have otherwise. These effects are indefinate.
  • Crack-Mending Technique (DET)
    3E,4C;Perm=any attempt you make to repair an object is considered supernatural, and even the most basic repair success (sufficient to restore even basic functionality) is flawless and seemless, without any evidence of previous damage in form or function.
  • Craftsman Needs No Tools (C-MT)
    3E,5C;Ref;Scene;7m,1w=you need no tools and suffer no penalties without them when making Craft rolls. One hour's work with this Charm is equal to (E x 3) hours of standard labor.
  • Material-Conjuring Gesture (DET)
    4E,4C;Supp;Inst;7m,1w=generates the materials needed for one hour's worth of Craft work. Roll Wit+Craft to determine the maximum Resources value of the materials involved. Successes equal to the level must be spent to buy each level of Resources desired (so 1 buys 1, 2 more buys 2, 3 more buys 3, for a total of 6 successes needed for Resources 3). These materials are permanent.
  • Sudden Handiwork Method (CNNT)
    4E,5C;Supp;Inst;6m=one hour's work is condenced to one action. This charm may quicken an hour's Craft work called for by any other Charm, including CNNT.

Sail

  • Salty Dog Method
    1E,2S;Ref;Scene;3m=subtract E from all difficulties and penalties, other than those imposed wounds and multiple actions, applied to rolls made at sea.
  • Shipwreck-Surviving Stamina (SDM)
    3E,S4;Ref;Indef;4m=as long as the Essence is committed and you remain onboard, no attack, hazard or effect may do more than 1 level of damage to your ship.
  • Wind-Defying Essence Infusion (SDM)
    3E,3S;Simp;Scene;6m=the ship you helm may travel at its maximum speed +2 in any direction and perfectly on course regardless of natural wind or water conditions. Against supernatural effects, all rolls to overcome such obstacles are rendered perfect.
  • Cloud-Sailing Meditation (S-SS & W-DEI & ASE)
    4E,4S;Ref;Scene;10m,1w=the ship you are aboard may sail into the air, flying for the duration of this Charm.
  • Phantom Crew Practice (S-SS & W-DEI)
    3E,5S;Ref;Scene;7m=reduces the crew requirement for a vessel by your Wit+Sail total (which may be modified by Charms as though this were a single roll). This cannot reduce the crew requirement below 1 unless you have Essence 5+.
  • Glorious Essence Ship (PCP)
    4E,5S;Simp;Scene;15m,1w=creates a ship out of Essence, with Speed E, Maneuverability E-5, a maximum length of (Sail x E) in yards, a maximum number of passengers equal to feet in length and a crew requirement of one tenth that. It's soak is (E x 2) and it's health levels are (E x 4)/(E x 8).

Presence

  • Rose-Lipped Seduction Style (APE)
    2E,3P;Supp;Inst;5m,1w=perfect seduction roll.
  • Trustworthy Companion Stance (APE)
    2E,3P;Simp;Scene;3m=roll App+Pre. For the remainder of the scene, any character who's (1/2 Willpower)+Essence is less than the successes rolled is subject to an unnatural illusion effect, causing them to view you as someone they can trust, confide in and expect to share their core interests. Resisting this costs 2 Willpower. It will not hold up if directly contradicted (by severe physical or social animosity), but will prevent subjects from attacking you as long as you do not attack them or their allies.
  • Majestic Radiant Presence (APE)
    3E,4P;Ref;Scene;8m=anyone opposing or attacking you in physical or social combat must succeed on a difficulty 2 Willpower roll for each that they attempt to do so. This effect is unnatural mental influence, and may be resisted (for the scene) for 3 Willpower.
  • Terrifying Aparition of Glory (MRP)
    3E,5P;Ref;Scene;10m,1w=hostile characters must make a difficulty 2 Willpower roll to attack (if used in combination with MRP, roll once for both effects, at difficulty 4), non-hostile characters must make the same roll to resist your orders. This effect is unnatural mental influence, and may be resisted (for the scene) for 3 Willpower. Any attackers (whether they rolled or payed to overcome the effect) suffer an internal penalty to their attacks equal to your E.
  • Unapproachable Visage (T Ao G?)
    4E,5P;Perm=so long as you are under the effects of either MRP or T Ao G?, opponents must spend 1 Willpower to attack you or come within 10 feet of you (this cost must be paid before resolving the restraining effects of those or any other charms).
  • Transfixing Baleful Glare (UV)
    5E,5P;Simp;Scene;10m,1w=fix your stare on a single target. Roll App+Pre +E auto-successes, resisted by the target's Willpower +E auto-successes. If you succeed and your target's Essence is less than or equal to your own, they can do nothing but cower without moving or taking any action. If you succeed and your target's Essence is greater than yours, they may act freely but may not take move actions. In either case, the unnatural mental influence can be denied for 4 Willpower.
  • Authority-Radiating Stance (MRP)
    3E,5P;Simp;Scene;5m=roll App+Pre. For the remainder of the scene, any character who's (1/2 Willpower)+Essence is less than the successes rolled is subject to an unnatural illusion effect, causing them to view you as someone with direct authority over them. Resisting this costs 2 Willpower.
  • Horror & Dread Stance (MRP)
    3E,5P;Simp;Scene;5m=roll App+Pre. For the remainder of the scene, any character who's (1/2 Willpower)+Essence is less than the successes rolled is subject to an unnatural illusion effect, causing them to view you as someone of which they are deaply, desperately affraid. Resisting this costs 2 Willpower.
  • Unearthly Countenance (A 2 PE?)
    2E,4P;Ref;Scene;8m=each turn, all subjects in your vacinity experience a Presence effect (unrolled - set to E successes) that instills awe or fear (your choice).
  • Center of Attention Stance (UC)
    3E,5P;Supp;Inst;6m=perfect roll to make a grand entrance/first impression.

Subterfuge

  • Hypnotic Tongue Technique (ASE)
    2E,3S;Simp;(Man) Days;10m,1w=roll Man+Sub, contested by the target's Willpower +E auto-successes. On a net success, the target is compelled to obey one order (of any level of complication). Resisting costs 1 Willpower per day, while realizing that the compulsion is unnatural costs 4 Willpower (though this does not aid in resistance).
  • Irresistible Salesman Spirit (ASE)
    2E,4S;Supp;Inst;4m,1w=perfect roll to "sell" a target anything, from a bill of goods, to a course of action or a line of reasoning.
  • Wise-Eyed Coutier Method (ASE)
    1E,2S;Supp;Inst;3m=perfect roll to percieve social relationships and situations.
  • Knowing the Soul's Price (W-ECM)
    2E,5S;Simp;Inst;10m=roll Per+Sub. Successes measure your insight into the corrupting weakness(es) of the target. 1 success would be the most basic, bare description of the vice, while 5 successes would garuntee specific (and useful) details and description. If nothing else, every two successes rolled adds both a +1 difficulty and a +1 Willpower surcharge to attempts by the target to resist (by roll or expenditure) your natural and unnatural influence whenever you exploit this weakness directly.
  • Mastery of Small Manners
    1E,2S;Ref;Scene;3m=remove all situational penalties to social rolls and double the dice bonus from social stunts which explicitly hinge on any point of procedure or social practice. This covers any penalties based on unfamiliar ettiquette or ritualized social interactions, but does not reduce direct resistance or contest to your actions.
  • Taboo Inflicting Diatribe
    2E,4S;Simp;Weeks+;3m,1w=target a social group (at least one member of which must be present) and roll Man+Sub, with a difficulty penalty equal to ([1/2 leader's Willpower] + [leader's Essence] + [1/2 the group's Magnitude]). If successful, the group adopts the taboo or fad of your choice until its leader spends a total of 10 Loyalty to remove it, at a rate of no more than 1 per week.
  • Venomous Whispers Technique (TID)
    3E,5S;Simp;Day;10m,1w=target an individual or social group (at least one member of which must be present) and roll Man+Sub, with a difficulty penalty equal to ([1/2 individual or group leader's Willpower] + [the individual or group leader's Essence] + [1/2 the group's Magnitude]). If successful, the target becomes an instant pariah: all others are automatically disposed against the individual or group at the beginning of any social interaction, and that target suffers a dice penalty equal to your Essence on all social dice pools.

Perform

  • Respect Commanding Attitude
    2E,3P;Ref;Scene;5m=invoke at the start of (or during) an extended Perform action. Roll Cha+Per - any character who's (1/2 Willpower)+Essence is less than the successes rolled is subject to unnatural mental influence, compelling them to stay, to pay attention, and to do so respectfully. Resisting costs 1 Willpower per 5 minutes, to a maximum of 3 per scene.
  • Shocking Pronouncement Style (RCA & APE)
    3E,4P;Simp;E turns;8m,1w=you say something so shocking that no one can help but turn their attention to you. All who hear your statement are subject to an unnatural mental influence, causing them to do nothing but pay attention to you in shocked silence for your Essence in turns. Targets may spend 2 Willpower to deny this effect. While the attention of the crowd is broken early if you or anyone else attacks or causes them to feel immediately threatened, or if you try to leave the spotlight. You may continue taking social actions that target the crowd, however.
  • Intimidating Elemental Beast Roar (SPS)
    3E,P5;Simp;Inst;4m,1w=elementally infused shout (sound mixed with elemental material/energy), focused on a single target within (Ex10) yards. Roll Cha+Per, resisted by the target's Sta+Res. Regardless of the outcome, the target is automatically stunned (at -2 dice to all non-Reflexive pools for one full cycle of Initiative). If you net any successes, the target suffers knockdown and knockback equal to those successes, and is deafened for E actions (suffering -2 to all dice pools due to disorientation). If your net successes exceed the target's Essence rating, a further disabling effect is added, based on your elemental affiliation (and lasting for the same duration as the deafness). Thus, Awesome Sun Lion Roar inflicts blindness and Eerie Abyssal Banshee Wail causes death in Essence 1 creatures and drains others of 10 points of Essence, while Fearsome Water Dragon Roar fills the target's lungs with water, inflicting a -5 penalty to Initative due to coughing and heaving. If used to target inanimate objects, the roar inflicts Cha+Per base damage, unless the object's material is particularly susceptable to, or resonant with, the element in question, in which case the base damage is (Cha x Per). Thus, both Dire Wood and Terrifying Fire Dragon Roar inflict extra damage against targets composed mainly of wood, while Horrific Infernal Demon Howl enjoys this bonus against all sanctified objects. Whatever the case, the charm has cosmetic reprecussions as well - for instace, the target of Harrowing Air Dragon Roar would be frost-bitten or singed by lightning, while a victim of Petrifying Earth Dragon Roar would have bits of stone or sand in both clothing and flesh.
  • Heart-Compelling Method (APE)
    2E,P4;Supp;Scene;6m=name an emotion you wish your Performance to evoke. Any target who's (1/2 Willpower)+Essence is less than your net successes on the supplimented roll experiences that emotion (to a severity and single-mindedness determined by the remaining successes). This is unnatural mental influence, and may be resisted for 2 Willpower.
  • Husband-Seducing Demon Dance (H-CM)
    3E,5P;Simp;Inst;10m,1w=roll Cha+Perf+App. Any target who's (1/2 Willpower)+Essence is less than your successes must spend 2 Willpower or instantly fall in love with you or the subject or cause you are endorsing. This committment may be resisted at a cost of 1 Willpower per scene.
  • Phantom-Conjuring Performance (APE)
    3E,3P;Perm=enhances your Perform actions with illusiory images, sounds, smells and even mild sensations. It may also be used to magnify your voice and image (by up to a magnitude of E), allowing you to more easily address large crowds. These effects are clearly ethereal and unreal, but may double the dice awarded by any stunt of which they are a component (these are stunt dice, and do not count towards the maximum bonus from charms).
  • Memory-Reweaving Discipline (P-CP & H-CM)
    3E,5P;Simp;Inst;10m,1w=roll Cha+Perf. Any target who's (1/2 Willpower)+Essence is less than your net successes has their memory overwritten to support a single statement about the past which you speak as part of the Perform action (for instance "I have always lived here" or "I didn't steal the necklace, it was he Duke"). Resisting the effect costs 1 Willpower per scene, but the memories remain until thoroughly disproven.
  • Mob-Dispersing Rebuke (APE)
    2E,3P;Simp;Inst;4m,1w=target crowd, gathering, mob or military unit must make a Rout check (that is, roll average Willpower+Magnitude+Drill-5) against a difficulty of your Essence.
  • Fury-Inciting Tirade (M-DR)
    3E,3P;Supp;Scene;7m=this Charm magnifies a normal social action to incite mob violence. Roll Cha+Perf as normal. Any target who's (1/2 Willpower)+Essence is less than your net successes must spend 2 Willpower to resist the unnatural mental influence or become swept up into the violent mob. You are automatically the commander of the newly formed, unordered military unit which will last until completely Routed, Destroyed, or until it runs out of commands to follow and things to destroy.
  • Heroism-Encouraging Demeanor (M-DR)
    3E,4P;Ref;Scene;8,1w=all friendly units and individuals under your command or otherwise in range of your social actions have all of their Willpower rolls to resist unwanted impulses and mental influence perfected. For social attacks that use 1/2 Willpower as part of a static defense value (such as F-IT), use the units' whole Willpower for the duration of this Charm.
  • Tiger Warrior Envigorating Technique (H-ED)
    3E,5P;Simp;Scene;10m,1w=units of Magnitude 1+ under your command become exceptional, gaining +2 to Drill, Endurance, Morale, and Attack and Damage ratings for Close and Ranged combat.
  • Legendary Warrior Practice (TWET)
    4E,5P;Perm=the bonuses from your TWET increase from +2 to +E, and units under its effects are treated as 1 Magnitude higher than they are for all mechanical purposes.

Ride

  • Master Horseman's Techniques
    1E,1R;Perm;you gain the following five innate abilities 1m: cancel a fall from a mount, OR call a loyal mount toward you at best speed, OR perfectly evaluate the strengths and weaknesses of a mount, OR sustain a mount for 2 hours. 3m: prevent a mount from panicking for the rest of the scene.
  • Phantom Steed (MHT)
    3E,5R;Simp;Day;10m,1w=creates a tireless horse from Essence.
  • Single Spirit Method (ARE)
    3E,3R;Perm;you may use Reflexive and Supplimental charms to assist your mount and your mount's actions (doing so adds 1 to the total cost of each charm).
  • Flashing Thunderbolt Steed (ARE)
    3E,5R;Simp;Day;5m,1w=your mount may run full-out without becoming tired or suffering ill-effects. You and the mount gain a difficulty reduction of 1 for all rolls to keep moving and avoid obstacles, and this may reduce the difficulty of rolls to 0 (causing automatic success). With this Charm, a mount's base speed becomes (it's Sta x 10) miles per hour.
  • Wind-Racing Essence Infusion (FTS)
    4E,5r;Perm;your mount's speed, when under the effects of FTS, is increased by (your E x 10).
  • Sometimes Horses Fly Approach (MHT & FTS)
    4E,5R;Ref;Hour;5m,1w=your horse may fly at its land speed, and gains the confidence to do so. When this Charm is used on a mount immune to panick (such as a Phantom Steed), the Willpower cost is waved.