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Charm List: Gilgamesh, Jackal, Karianna, Menedraile, Merayen, Seraph, Skyla, Spark

Combos

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Melee Charms    
First Melee Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Infinite Melee Masterypg. 186Simple2m+, 1w (one scene)None
Hungry Tiger Techniquepg. 190Reflexive1m (instant)Combo-OK
One Weapon, Two Blowspg. 191Reflexive1m (one action)Combo-OK
Call the Bladepg. 191Reflexive1m (instant)Combo-Basic, Obvious
Summoning the Loyal Steelpg. 192Simple(3,-1)1m (indefinite)Combo-OK
Dipping Swallow Techniquepg. 192Reflexive2m (instant)Combo-OK
Bulwark Stancepg. 193Reflexive5m (next refresh)Combo-Basic
Heavenly Guardian Defensepg. 193Reflexive4m (instant)Combo-OK, Obvious, Flaw(Vlr)
Fivefold Bulwark Stancepg. 194Simple5m 1wp (one scene)Combo-OK
War Charms    
Second War Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Mob-Dispersing Rebukepg. 197Simple7m, 1w (instant)Combo-OK
Fury Inciting Presencepg. 197Simple(5 lt)10m, 1w (instant)Combo-OK
Heroism-Encouraging Presencepg. 197Simple(6 lt)8m, 1w (one scene)Combo-OK, Obvious
Tiger Warrior Training Techniquepg. 198Simple(DA)10m, 2w (one week)Obvious, Touch, Training
Integrity Charms    
Integrity-Protecting Pranapg. 199Reflexive(2)5m, 1w (one day)Combo-OK
Presence Charms    
First Presence Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Enemy-Castigating Solar Judgmentpg. 205Supplemental2m (instant)Combo-OK, Holy, Obvious
Resistance Charms    
Ox Body Techniquepg. 208Permanent Tiered (x1)
Body Mending Meditationpg. 208Supplemental10m (one day)Combo-OK
Dodge Charms    
First Dodge Excellencypg. 183Reflexive(1/2)1m/die (instant)Combo-OK
Shadow Over Waterpg. 227Reflexive(2)1m (instant)Combo-OK
Reflex Sidestep Techniquepg. 227Reflexive(2)1m (instant)Combo-OK
Athletics Charms    
Graceful Crane Stancepg. 222Reflexive3m (one day)Combo-OK
Monkey Leap Techniquepg. 223Reflexive3m (one scene)Combo-OK
Soaring Crane Leappg. 223Reflexive2m (next refresh)Combo-OK
Spider-Foot Stylepg. 225Reflexive4m (one scene)Combo-OK, Obvious
Ride Charms    
First Ride Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Master Horseman's Techniquespg. 234Permanent None
Flashing Thunderbolt Steedpg. 236Simple5m, 1wp (one day)Combo-OK, Touch


Jackal's Melee Charms

First Melee Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Melee dice pool up to a limit of your Attribute + Melee rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Infinite Melee Mastery (page 185) ^
The activation of this charm is a simple action, speed 6 with a DV of -1. Once active, it reduces the cost of all Melee Excellencies by 1 mote for every two motes spent activating the charm. You are limited to a maximum of six motes (-3 mote cost) at Essence 3, though this limitation disappears at Essence 4. You may spend an additional Willpower point when activating this charm, which increases its duration to One Day.
Cost: 2m+, 1wp; Type: Simple; Duration: One Scene -- Keywords: None

Hungry Tiger Technique (page 190) ^
You use this charm at the declaration stage, spending essence to count successes on a Melee attack roll twice for the purposes of the calculating raw damage caused by your attack. I.e., an attack overcomes DV with three successes does +6 damage instead of only +3.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

One Weapon Two Blows (page 191) ^
You use this charm during the declaration stage, spending essence to add one to both the Rate and Accuracy of his weapon until his next action. This allows you to add another attack to a flurry at no additional penality.
Cost: 1m; Type: Reflexive; Duration: One action -- Keywords: Combo-OK

Dipping Swallow Technique (page 192) ^
You use this charm in responce to an attack, spending essence to cancel out any penalities to your Parry DV. This will not cancel out inapplicability, such as surprise or unblockable attacks.
Cost: 2m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Bulwark Stance (page 193) ^
You use this charm during the declaration stage, spending essence to cancel out any penalties to your Parry DV until your next action. This will not cancel out inapplicability, such as suprise or unblockable attacks.
Cost: 5m; Type: Reflexive; Duration: Until next action -- Keywords: Combo-Basic

Heavenly Guardian Defense (page 193) ^
You use this charm in responce to an attack you see coming, using your weapon (which is in hand) to perfectly defend against the attack- even if its unblockable. Mundane weapons break when used with this Charm to block an attack that inflicts at least 25L raw damage. This charm has the Conviction flaw of Invulnerability, and does not function if your acting contrary to your Motivation.
Cost: 4m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Obvious, Flaw(Valor)

Fivefold Bulwark Stance (page 194) ^
You use this charm at the start of combat. For the remainder of the scene, this charm removes the onslaught penalty other's attacks impose on your DV. It also reduces the defense penalty of each non-movement action by 1 to a minimum of 0.
Cost: 5m 1wp; Type: Simple; Duration: One scene -- Keywords: Combo-OK

Jackal's War Charms

Second War Excellency- Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a War dice pool up to a limit of your Attribute + War rating in motes. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply add the purchased successes to the static value. These successes cannot be used to create actions.
Cost: 2m per suc; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Mob-Dispersing Rebuke (page 197) ^
This charm forces the target unit within (Essence x 100) yards to make an immediate check for rout. The difficulty iof this roll is 1 if the unit has Magnitude greater than the Exalt's Essence, and 2 otherwise. The charm can also be used socialy against mobs, gatherings or social groups. This charm is Speed 3 in long ticks
Cost: 7m, 1wp; Type: Simple; Duration: Instant -- Keywords: Combo-OK, Social, War

Fury Inciting Presence (page 197) ^
This charm is used as a Simple action, requiring 5 long ticks to enact. It persuades all those around the Solar to join him in righteous violence, the character rolling his (Charisma | [Performance or War]). Anyone with an MDV lower than the successes on this roll is successfully recruited into an unordered military unit under the control of the Solar -- this unit dissolves if abandoned by the Solar for more than 15 long ticks.
Cost: 10m, 1wp; Type: Simple; Duration: One scene -- Keywords: Combo-OK, Obvious

Heroism-Encouraging Presence (Revised) ^
This Charm affects a Mass Combat unit that the Solar commands or in which he is a Hero, giving that unit a +1 Leadership bonus to Might (Max 3), a -1 difficulty modifier to Hesitation and Exhaustion checks and adding the Solar's Essence to the unit's Damage Ratings for Close and Ranged Combat. If used in Personal Combat, the Solar and all allies within (Essence x 100) yards add the Solar's Essence in dice to Morale and Fatigue rolls and may channel their Valor without spending a Willpower point, adding the bonus dice to both attack and damage rolls. These bonuses also apply to any Special Characters in a Mass Combat Unit.
Cost: 8m, 1wp; Type: Simple (6 long ticks); Duration: One scene -- Keywords: Combo-OK, Obvious, War

Tiger Warrior Training Technique (page 198) ^
This charm involves training a military unit. This Charm requires five or more hours of effort from the Solar in any given week to bear fruit. It increases the Drill of a unit by one for each week of training, and the trainer can pick on additional trait to train each week: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts, Melee, or War. This charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.
Cost: 10m, 2wp; Type: Simple (Dramatic Action); Duration: One week -- Keywords: Obvious, Touch, Training

Jackal's Integrity Charms

Integrity Protecting Prana (page 199) ^

Jackal's Presence Charms

First Presence Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Presence dice pool up to a limit of your Attribute + Presence rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Enemy-Castigating Solar Judgment (page 205) ^

Jackal's Resistance Charms

Ox-Body Technique (page 208) ^
You have purchased this charm once. It adds a -1 health level, and two -2 health levels.

Body Mending Meditation (page 208) ^
You use this charm to supplement a dramatic action taking one hour without further charms, allowing you to make a Stamina + Resistance roll with success increasing your healing factor by 10 for the rest of the day. Alternatively, success can add to other healing charms that might effect the character, such as Wound-Mending Care Technique.
Cost: 10m; Type: Supplemental; Duration: Until the day ends -- Keywords: Combo-OK

Jackal's Dodge Charms

First Dodge Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Dodge dice pool up to a limit of your Attribute + Dodge rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Shadow Over Water (page 227) ^
You can use this charm at the declaration stage, eliminating all penalties to your Dodge DV against a single attack.
Cost: 1m; Type: Reflexive (Step 2); Duration: Instant -- Keywords: Combo-OK

Reflex Sidestep Technique (page 227) ^
You can use this charm in response to an unexpected attack. This attack is no longer unexpected (but, if it possesses that quality, remains undodgeable). This allows the character to use his Dodge DV, Parry DV, or appropriate charms.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Jackal's Athletics Charms

Graceful Crane Stance (page 222) ^
You may use this charm at any time to enhance all your Athletics actions related to Balance and keeping a sure footing. For the rest of the scene after activating this charm, you automatically succeed on any valid Athletics roll to keep your balance. In addition, this charm allows you to keep your footing on any surface at least as strong and wide as a human hair -- treating it as a three-foot-wide ledge capable of supporting a thousand pounds of weight.
Cost: 3m; Type: Reflexive(1); Duration: One Day -- Keywords: Combo-OK

Monkey Leap Technique (page 223) ^
You use this charm whenever necessary, spending essence to gain the ability to Jump with a movement action instead of a miscellaneous action and doubles the length of all his jumps. You still cannot jump more than once per action, regardless of this charm.
Cost: 3m; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK

Soaring Crane Leap (page 223) ^
You use this charm whenever necessary, spending essence to gain the ability to Jump with a movement action instead of a miscellaneous action and multiplies the length of all jumps by five until your next action. You still cannot jump more than once per action, regardless of this charm. This bonus is not cumulative with Monkey Leap Technique
Cost: 2m; Type: Reflexive; Duration: Until next action -- Keywords: Combo-OK

Spider-Foot Style (page 225) ^
You use this charm to enable you to run across any surface for the rest of the scene. This lets you run up walls, across ceilings, and so forth. You cannot stop while hanging upside down on horizontal, however -- you must make a Move or Dash action every tick or your fall. Once you achieve Essence 4 or higher, you can spend 1 mote per action to remain standing in these conditions.
Cost: 4m; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK, Obvious

Jackal's Ride Charms

First Ride Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Ride dice pool up to a limit of your Attribute + Ride rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive (1/2); Duration: Instant -- Keywords: Combo-OK

Master Horseman's Techniques (page 234) ^
This charm permanently enhances the Exalt's capabilities with a number of 'tricks' that can be learned. None of these special techniques count as charm-based actions of any kind, and additional techniques can be learned for 2xp each.

  • Harmony of Spirits Style allows you to spend 1m to reflexively stop yourself from falling off your horse; you can even use this effect while Inactive. As a permanent benefit, the character will not fall off his mount simply from being inactive during ordinary travel.
  • Spirit-Steadying Assurances letting you reflexively counter panic and keep a mount free from panic for the rest of the scene. 3 motes.

Flashing Thunderbolt Steed (page 236) ^
The character's mount can run all-out without suffering ill effects, and recieves one automatic success on any rolls to keep its footing or jump an obstacle. With this Charm active, a mounted character can reliably cover (the horses's Stamina x 10) miles per hour. Your horse, bred for Endurance, can manage 40 miles.
Cost: 5m, 1wp; Type: Simple; Duration: One day -- Keywords: Combo-OK, Touch


Combos

Piercing Sun Strike
[First Melee, Hungry Tiger, One/Two, Dipping Swallow, *Enemy-Castigating*] (8xp [4bp])

Jackal's spear crackles with essence covering it in a halo of yellow light. It hisses through the air as it moves giving off great heat when it strikes. It hits harder, quicker, and more often while leaving him plenty of speed to defend.

Base Cost: 1 willpower
Per Attack: 1 mote to double attack successes
Optional: 1 mote for +1 to Rate/Accuracy for one action.
Optional: 1 mote per die to boost Melee pools or PDV.
Optional: 2m to convert the damage of your attack to Aggravated against Creatures of Darkness.
Optional: 2 motes to negate all PDV Penalties, OR 4 motes to Perfectly Defend against an attack.
Effect: The Solar takes an Attack or Flurry action, spending 1 mote per attack to boost the damage of each strike and may spend 1 additional mote to boost his Accuracy and Rate by one. He may spend additional essence for each attack to increase its overall attack and/or defense statistics, make the attack Holy, negate PDV penalties or to perfectly parry an attack.

Vigilant Steel Bulwark
[First Melee, Fivefold Bulwark Stance, Dipping Swallow, Shadow Over Water, Reflex Sidestep Technique] (14xp)

(Insert description of Combo here!)

Base Cost: 5 motes, 2 Willpower; Simple action
Optional: 1 mote to negate all DDV Penalties.
Optional: 1 mote per die to boost Melee pools or PDV.
Optional: 1 mote to remove the Unexpected tag from an attack.
Optional: 2 motes to negate all PDV Penalties, OR 4 motes to Perfectly Defend against an attack.
Effect: Jackal spends on action putting up Fivefold Bulwark Stance, becoming immune to Onslaught Penalties and lowering the DV penalty for attacking by 1. He is capable of defending against Unexpected attacks -- for 1m per attack -- with his PDV if armed, and his DDV if caught without a weapon. He heavily favors Parry in this stance, able to remove penalties, boost his rating or utilize a perfect defense.

Upgrades

  • Dipping Swallow Defense ↔ Heavenly Guardian Defense (2xp)


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