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

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Martial Arts Charms    
First Martial Arts Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Integrity Charms    
Righteous Lion Defensepg. 199Permanent Tiered (x1)
Investigation Charms    
Second Investigation Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Crafty Observation Methodpg. 213Simple(5,-0)5m (instant)Combo-OK
Evidence-Discerning Observationpg. 213Simple5m,1wp (one story)Combo-OK
Occult Charms    
Spirit-Detecting Glancepg. 221Reflexive3m (one scene)Combo-OK
Spirit-Cutting Attackpg. 221Supplemental1m (instant)Combo-OK, Obvious
Athletics Charms    
Graceful Crane Stancepg. 222Reflexive3m (one day)Combo-OK
Feather-Foot Stylepg. 225Reflexive4m (one scene)Combo-OK
Lightning Speedpg. 224Reflexive3m (one scene)Combo-OK, Stackable
Racing The SunGl.U 31Permanent-- (N/a)Obvious
Awareness Charms    
Second Awareness Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Keen Hearing and Touch Techniquepg. 225Reflexive3m (one day)Combo-OK
Dodge Charms    
Shadow Over Waterpg. 227Reflexive1m (instant)Combo-OK
Seven Shadow Evasionpg. 227Reflexive3m (instant)Combo-OK, Obvious, Flaw(Comp.)
Larceny Charms    
Second Larceny Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Flawlessly Impenetrable Disguisepg. 227Simple(6lt)7m (indefinate)Combo-OK
Perfect Mirrorpg. 228Permanent(U)[3m,1wp] (N/a)None
Flawless Pickpocketing Techinquepg. 228Supplemental3m (instant)Combo-OK
Lock Opening Touchpg. 229Supplemental3m (instant)Combo-OK
Stealth Charms    
Second Stealth Excellencypg. 184Reflexive2m/succ (instant)Combo-OK
Easily Overlooked Presence Methodpg. 230Simple(6,-1)3m (one day)Combo-OK
Mental Invisibility Techniquepg. 230Simple5m, 1wp (one scene)Combo-OK, Compulsion
Linguistics Charms    
Sagacious Reading of Intentpg. 233Reflexive3m (instant)Combo-OK, Social
Snake Style!    
Striking Cobra Techniquepg. 240Supplemental2m (instant)Combo-OK, Reaction
Serpentine Evasionpg. 240Reflexive3m (instant)Combo-OK
Snake Formpg. 240Simple(3,-1)5m (one scene)Form-type, Obvious
Essence Fangs and Scalespg. 240Permanent[+3m] (N/A)None
Armor-Penetrating Fang Strikepg. 240Supplemental4m, 1wp (instant)Combo-OK, Obvious
Snake Strikes The Heelpg. 241Reflexive(9)4m (instant)Combo-OK, Counterattack
Uncoiling Serpent Pranapg. 241Supplemental3m (instant)Combo-OK, Obvious
Solar Hero Style    
Fists of Iron TechniquebSUN.##Permanent-- (n/a)Hero


Seraph's Martial Arts Charms

First Martial Arts Excellency- Overwhelming (page 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Martial Arts dice pool up to a limit of your Attribute + Martial Arts 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

Seraph knows the following Martial Arts Styles: Snake Style, Solar Hero Style.

Seraph's Integrity Charms

Righteous Lion Defense (page 199) ^
You permanently treat one of your Intimacies, marked in bold, as an unacceptable command -- social attacks that rely on you going against that intimacy are treated the same as social attacks trying to force you to commit suicide. If the character voluntarily abandons the intimacy, he loses this charm for the Story and then can reassign it. You can also spend 1xp to reassign this charm at will.

Seraph's Occult Charms

Spirit-Detecting Glance (page 221) ^
The character can sense dematerialized spirits such as demons, ghosts and gods. These creatures become valid targets for the character's Awareness actions, including reflexive Awareness actions, for the remainder of the scene. This includes all senses, though the character cannot actually Touch such spirits.
Cost: 3m; Type: Reflexive (Step 1); Duration: One scene -- Keywords: Combo-OK

Spirit-Cutting Attack (page 221) ^ The character can attack dematerialized spirits within the normal valid range of his attack. This attack deals Aggravated Damage to spirits, materialized or otherwise, and is explicitly permitted to supplement actions using other Abilities. Note that if the character cannot see the spirit he attacks, he recieves the normal -2 external penalty.
Cost: 1m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Obvios

Seraph's Athletics Charms

Graceful Crane Stance (page 222) ^
The character automatically succeeds at any Athletics action to keep his balance, and is able to keep his footing on any surface at least as strong and wide as a human hair. He treats any such surface as a three-foot wide ledge capable of supporting a thousand pounds of weight when determining his movement and eligable Athletics actions that he can take.
Cost: 3m; Type: Reflexive; Duration: One Day -- Keywords: Combo-OK

Feather-Foot Style (page 225) ^
You may run or walk on unstable surfaces using Move and Dash actions as if you weighed no more than a feather. Stopping and standing on an unstable surface requires a successful (Dexterity + Athletics) roll, difficulty 2, for each action in which you wish to maintain your balance.
Cost: 4m; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK

Lightning Speed (page 224) ^
You can increase the distance covered by your Move and Dash rates by your Athletics rating, plus any relevant specialties. You may further increase this rate by the use of your Athletics Excellency for the duration of this charm.
Cost: 3m (2m if GCM is active); Type: Reflexive; Duration: One Day -- Keywords: Combo-OK, Stackable

Racing the Sun (Glories, page 31) ^
This Charm permanently enhances Lightning Speed, giving that Charm the Stackable keyword. Additional activations beyond the first only benefit the Exalt's Dash rate, and give the Charm the "Obvious" keyword. There is no limit, other than Essence, to how much Essence you can commit to Lightning Speed using this charm. Additional activations of Lightning Speed do not receive any cost break from Graceful Crane Stance. Lastly, while motes are committed to Lightning Speed, Dashing only carries a DV penalty of -1.

Seraph's Awareness Charms

Second Awareness Excellency - Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Awareness roll up to a limit of half your Attribute + Awareness rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive (1/2); Duration: Instant -- Keywords: Combo-OK

Keen Hearing and Touch Technique (page 225) ^
You use this charm to vastly increase your sense of hearing and touch, spending Essence to add two bonus successes on all Awareness rolls that involve those two senses. This charm also allows the character to identify sensory impressions too faint for human senses to observe. This charm is particularly useful for blind fighting; reduce the penalty for unseen opponents to -1 and the internal penality from blindness to -2.
Cost: 3m; Type: Reflexive; Duration: One Day -- Keywords: Combo-OK

Seraph's Dodge Charms

Shadow Over Water (page 227) ^
You can use this charm as a defense against attacks, allowing you to negate any and all penalties to your Dodge DV. This doesn't defend you against undodgeable attacks but prevents you from taking any other penalties.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Seven Shadow Evasion (page 227) ^
You can use this charm as a defense against attacks, allowing you to automatically dodge any attack -- even attacks that are undodgeable. You do not have to roll to use this charm, which is perfect against any attack. This perfect has the Conviction flaw; it cannot be used when your actions are contrary to your Motivation. Cost: 3m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Obvious

Seraph's Larceny Charms

Second Larceny Excellency - Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to a Larceny roll up to a limit of half your Attribute + Larceny rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive (1/2); Duration: Instant -- Keywords: Combo-OK

Flawlessly Impenetrable Disguise (page 227) ^
You can use this charm as a Simple action that requires 6 long ticks (approximately 6 minutes), creating a disguise with a ([Wits or Manipulation] + Larceny) roll to determine its overall quality. This charm allows the character to change his coloration, skin texture, hair color, and eye color. It also lets the character seem anywhere between half and twice his actual age, change his apparent ethnicity, change his apparent gender and adjust his height by as much as 10% in either direction. The character can adjust his voice, accent, speaking style and scent to match. All of these changes are impenetrable -- requiring unnaturally keen senses to detect, and even then giving a +4 difficulty bonus to the roll. This charm does not actually help you disguise yourself as someone else, beyond looking almost exactly like that person.
Cost: 7m; Type: Simple (6 long ticks); Duration: Indefinite -- Keywords: Combo-OK

Perfect Mirror (page 228) ^
You can use this charm as a Simple action that requires 6 long ticks (approximately 6 minutes), creating a disguise with a ([Wits or Manipulation] + Larceny) roll to determine its overall quality. This Charm functions as Flawlessly Impenetrable Disguise, and can increase it's duration to One Day with the expenditure of an additional point of Willpower. It also has two additional abilities of it's own. First, it can halve or double your apparent Essence as seen by those able to perceive such things and allows you to mimic a mystical trait to the extent that you can mimic its mechanical effects (i.e., if a God floats an inch above the ground you can appear to do such flawlessly; you don't actually float however). In addition, if you have sufficient familiarity to disguise yourself as someone else and that persons appearance is within the limits of this charm, you can perfectly imitate that person. No one with ordinary senses can use Awareness or Investigation to see through the disguise, and supernatural attempts have a +4 difficulty penalty on the opposed roll. This charm doesn't supply knowledge the character doesn't have, but it does allow him to flawlessly cover for such missing information, and the character masterfully copies all mannerisms, scent, accent and other features.
Cost: 10m, 1w; Type: Simple (6 long ticks); Duration: One hour -- Keywords: Combo-OK

Flawless Pickpocketing Technique (page 228) ^
This charm supplements a valid pickpocketing roll guarenteeing success. If opposed by another effect, add Essence in successes to the contested roll. A valid pickpocketing roll for this charm involves stealing something that you can both reach and carry from another's person. You cannot steal things in active use unless the character in question is an extra, nor any attuned artifact. No one can spot this theft using ordinary senses, and those with extraordinary senses have a +4 difficulty penality to the opposed roll.
Cost: 3m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Lock Opening Touch (page 229) ^
This charm enhances a miscelleanous action to pick a lock, allowing the character to automatically succeed in the action (even if he has no tools, though this makes the charm Obvious). If the effect is opposed by another Charm or magical effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.
Cost: 3m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK

Seraph's Stealth Charms

Second Stealth Excellency - Triumphant (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Stealth roll up to a limit of half your Attribute + Stealth rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive (1/2); Duration: Instant -- Keywords: Combo-OK

Easily Overlooked Presence Method (page 230) ^
This charm makes the character more dififcult to notice unless circumstances or battle readiness make her obvious. Any Awareness or Investigation roll to notice the Solar fail automatically, unless the Solar is currently in battle or the observer has at least a two die bonus from circumstances.
Cost: 3m; Type: Simple (6,-1); Duration: One Day -- Keywords: Combo-OK

Mental Invisibility Technique (page 230) ^
The Exalt's player rolls ([Dexterity or Manipulation] + Stealth), adding her Essence in automatic successes. Anyone with a Dodge MDV lower than your successes is affected by unnatural mental influence, compelled to ignore the Solar's presence so long as the character is not joined in battle. It's possible to spend 4 willpower to resist this Compulsion, which drops to 1 willpower if anyone calls attention to the Solar.
Cost: 5m, 1wp; Type: Simple; Duration: One scene -- Keywords: Combo-OK, Compulsion

Snake Style

Striking Cobra Technique (page 240) ^
This Charm supplements a Join Battle action, adding a number of automatic successes to the character's Join Battle roll equal to his Martial Arts score.
Cost: 2m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Reaction

Serpentine Evasion (page 240) ^
This Charm gives a bonus to the character's Dodge and Parry DV's equal to half the Exalt's Martial Arts score (round up). This bonus applies against all attacks for the rest of the character's action. The Stylist may not attack or use Simple charms while focused thus on defense, but may make Counterattacks or take any other action.
Cost: 3m; Type: Reflexive (2); Duration: Instant -- Keywords: Combo-OK

Snake Form (page 240) ^
For the rest of the scene, this Charm adds the character's Martial Arts score to his bashing soak. If an enemy attacks him and the enemy can see the character's hypnotic motions, this Charm subtracts the Exalt's Essence in dice from the attack pool. This penalty additionally applies to any roll to notice an unexpected attack that comes from the stylist, and to the opposed roll to resist an attempt by the Stylist to reestablish surprise. An opponent may close their eyes or otherwise not look at the character to eliminate this penalty, but this merely replaces the internal penalty with a -2 External penalty to all affected rolls.
Cost: 5m; Type: Simple (3,-1); Duration: One Scene -- Keywords: Form-type, Obvious

Essence Fangs and Scales (page 240) ^
This Charm permanently upgrades Snake Form. Whenever activating that charm, the Exalt may choose to add 3m to that charm's activation cost and +3 to its Speed. When so enhanced, Snake Form allows the Stylist to soak Lethal damage with his Bashing soak. The Stylists attacks inflict piercing damage. The character may also reactivate Snake Style as a Speed 6 action, costing only 3m, to add this function to an already established iteration of the Form.
Cost: (+3m); Type: Permanent (Upgrade); Duration: N/A -- Keywords: None

Armor-Penetrating Fang Strike (page 240) ^
This Charm enhances an unarmed Martial Arts attack, allowing the attack to ignore the target's soak from armor. The target may only soak with Stamina and Charms that provide natural soak such as Iron Skin Concentration or Hide-Toughening Essence. If the Exalt is in Snake Form, and his activation of the Form has been augmented with Essence Fangs and Scales Technique, the Stylist reduces the cost of this charm to 1m, 1wp. You may only supplement a single attack in a flurry with this charm.
Cost: 4m, 1wp; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Obvious

Serpent Strikes the Heel (page 241) ^
The Exalt invokes this Charm when hit by an attack but before damage is applied. This Charm gives the Exalt an unarmed Martial Arts counterattack. The dice pool for this counterattack equals the Exalt's Martial Arts score plus the total number of successes rolled on the opponent's successful attack. This charm is automatically linked with Serpentine Evasion as a free upgrade, allowing both charms to be activated as part of the same Charm Activation and to substitute for one another in Combos.
Cost: 4m; Type: Reflexive (9); Duration: Instant -- Keywords: Combo-OK, Counterattack

Solar Hero Style

Fists Of Iron Technique (page 242) ^
This Charm improves her Punch, Kick and Clinch attacks, making them Perfect weapons which may parry Lethal damage or inflict Lethal damage instead of Bashing as the character chooses. Perfect weapon bonuses are assigned individually to each barehanded attack (these bonuses do not apply to Brawling or Clinching Aids, but do apply to Improvised Weapons). This allocation takes place when the Charm is first purchased, and may not be altered after. The character's Punch, Kick and Clinch are considered to be orichalcum magical weapons if that status would be beneficial. They receive the orichalcum magical materials bonus.
Cost: 1m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK


Combos

Coiled Serpent Rattle Attack
[First Martial Arts Excellency, Serpentine Evasion, *Armor-Penetrating Fang Strike*, *Spirit-Cutting Attack*] (2bp + 9xp; 11xp total)

Seraph's anima glows a dim white, covering her in a violently rattling white film that seems to direct and control her movements in a kind of kata. Whenever she attacks or makes a counterattack the white film slashes out with her body.

Base Cost: 1 willpower
Optional: 3m to gain +3 to PDV and DDV (instant)
Optional: 4m for a Counterattack when hit (instant)
Optional: 1 mote per die to Martial Arts pools or PDV (instant)
Optional: 1m to do Agg. to a Spirit, even if it is Dematerialized.
Optional: 4m, 1wp OR 1m, 1wp (w/ the Augmented Form) to ignore Armor (instant)
Effect: You may boost your attacks, and counterattacks for 1 mote per die, or boost your PDV against a single attack for the same cost. Adding +3 to all of your Dodge and Parry DV's for one action costs 3m, while you can make a Counterattack against any attack that hits you for 4m. This counterattack has a pool of (Martial Arts + Total Successes on the Attack). You can do aggravated damage to Spirits, even if they are dematerialized, for 1m per attack. You can spend 4m, 1wp (or 1m,1wp if you have Snake Form and Essence Fangs and Scales active) to ignore all of a targets Armor-based Soak for a single attack. You can only so supplement one attack in a flurry.

Unveiled Secrets Invocation
[Second Investigation Excellency, Evidence-Discerning Method] (5xp total)

Base Cost: 5m, 2wp
Optional: 2m per success.
Effect: You form a psychological profile of a subject for as long as you keep the essence committed.


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