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Armed Combat Charms (Archery)

Wise Arrow
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on archery attacks than his bleed; up to his Bleed + his Armed Combat/5 may be spent per attack.

Sight Without Eyes
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Wise Arrow
Description: PC makes an Archery attack without penalty for visual conditions. Other negative modifiers (high winds, range, etc.) may still impose penalties.

Accuracy Without Distance
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 1
Prerequisite Charms: Sight Without Eyes
Description: The PC may make an absolute shot to the maximum range of the bow and it will hit. This can also be used to hit small objects and for trick shots.

There Is No Wind
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 16
Minimum Bleed: 1
Prerequisite Charms: Sight Without Eyes
Description: The PC may make an Archery attack with no environmental penalties of any sort, for weather, bad ammunition.

Trance of Unhesitating Speed
Character Points: 3
Cost: 2 Flow per extra shot
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Wise Arrow
Description: The PC declares how many attacks she will make this turn. Each extra shot costs 2 Flow.

Arrow Storm Technique
Character Points: 3
Cost: 5 Flow
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Trance of Unhesitating Speed
Description: As long as the PC hits (not “does damage”) she may make another attack. Each attack must be at a different target and the PC must have enough ammo for the attack. The Charm ends when the PC misses or has hit every possible target.

Fiery Arrow Attack
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 2
Prerequisite Charms: None
Description: PC charges arrow with Flow and it burst into flame, igniting flammable material and adding damage to the attack based on the PC's Bleed.

Exploding Flare Attack
Character Points: 3
Cost: 2 Flow per 3' radius desired
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 2
Prerequisite Charms: Fiery Arrow Attack
Description: Arrow is charged with Flow, glowing like a flare, adding one to PC’s Armed Attack score. When the arrow hits, it explodes up 3' radius per 2 Flow spent. Must spend at least 2 Flow.

Brawn Charms

Ferocious Jab
Character Points: 2
Cost: None
Duration: Instant
Minimum Brawn: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on unarmed attacks than his bleed; up to his Bleed + his Brawn/5 may be spent per attack.

Fist of Iron Technique
Character Points: 2
Cost: None
Duration: Instant
Minimum Brawn: 12
Minimum Bleed: 1
Prerequisite Charms: Ferocious Jab
Description: PC imbues fists with Flow. Until next action, strikes do Lethal damage and can parry Lethal damage with fists, but not spells or arrows without Stunt.

Ox-Stunning Blow
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Brawn: 12
Minimum Bleed: 1
Prerequisite Charms: Fists of Iron Technique
Description: The PC makes a normal attack, and if successful and his brawn is greater than his opponent's fortitude, his opponent loses one action. If not, his opponent's next action is penalized.

Dragon Coil Technique
Character Points: 2
Cost: 1 Flow per turn
Duration: Varies
Minimum Brawl: 16
Minimum Bleed: 1
Prerequisite Charms: Fists of Iron Technique
Description: PC grabs his opponent, and if successful, does lethal damage with the grab, and adds his brawn/5 to his unarmed attack to maintain the hold.

Thunderclap Rush Attack
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Brawn: 12
Minimum Bleed: 1
Prerequisite Charms: Ferocious Jab
Description: PC automatically wins initiative over any single opponent.

Hammer on Iron Technique
Character Points: 2
Cost: 3 Flow
Duration: Instant
Minimum Brawn: 16
Minimum Bleed: 2
Prerequisite Charms: Thunderclap Rush Attack
Description: PC gains a number of additional attacks equal to her Bleed, but all must be against same target.

Crashing Wave Throw
Character Points: 2
Cost: None
Duration: Instant
Minimum Brawn: 8
Minimum Bleed: 1
Prerequisite Charms: Sledgehammer Fist Punch
Description: In addition to normal damage, PC throws opponent on successful attack a number of yards equal to PC’s Brawn/4. Target may take damage depending on what he hits.

Shockwave Technique
Character Points: 2
Cost: 1 Flow per 1 yard radius
Duration: Instant
Minimum Brawn: 16
Minimum Bleed: 1
Prerequisite Charms: Crashing Wave Throw Description: PC makes attack against ground, any targets in the area with an unarmed attack less than half the PC's brawn fall to the ground and lose their actions for the round. Any with unarmed attack greater than that, but less than the PC's brawn take a penalty on any actions for the round.

Unarmed Combat Charms

Striking Cobra Technique
Character Points: 2
Cost: None
Duration: Instant
Minimum Unarmed Combat: 8
Minimum Bleed: 1
Prerequisite Charms: None
Description: During turn in which this Charm is activated, PC adds Bleed score to initiative total. May only be used once per turn.

Serpentine Evasion
Character Points: 2
Cost: 1
Duration: Instant
Minimum Unarmed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Striking Cobra Technique
Description: PC may add his Bleed score to any single Dodge attempt.

Snake Form
Character Points: 2
Cost: None
Duration: One Scene
Minimum Unarmed Combat: 16
Minimum Bleed: 2
Prerequisite Charms: Serpentine Evasion
Description: While using this form, the PC adds his Bleed score to initiative and dodge attempts. This is incompatible with armour.

Essence Fangs and Scales Technique
Character Points: 3
Cost: 2 Flux
Duration: One Scene
Minimum Unarmed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Snake Form
Description: PC does lethal damage with unarmed attacks, and block lethal attacks.

Armor Penetrating Fang Strike
Character Points: 3
Cost: 3 Flux
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Bleed Fangs and Scales Technique
Description: PC's attack ignores armour.

Snake Strikes the Heel
Character Points: 2
Cost: 2 Flux
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Snake Form
Description: When PC is attacked, she may immediately make a counterattack. The effects of both attacks are applied simultaneously. Cannot retaliate against any other counter-attack Charm.

Crippling Pressure Point Strike
Character Points: 2
Cost: 1 Flux
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Snake Strikes Heel
Description: PC makes attack as normal but instead of dealing damage, he inflicts a crippling injury that can either reduce movement speed by PC's Bleed or combat skills by the same until injury is healed.

Uncoiling Serpent Prana
Character Points: 2
Cost: 2 Flux
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 3
Prerequisite Charms: Snake Form
Description: PC invokes this Charm and makes an attack a number of yards away equal to his Bleed. There must be a clear line to target and PC must be able to perceive them.

Striking Serpent Speed
Character Points: 3
Cost: 3 Flux
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 3
Prerequisite Charms: Uncoiling Serpent Prana Description: PC gains one extra action for each point of Bleed.

Essence Venom Strike
Character Points: 4
Cost: 3 Flux
Duration: Instant
Minimum Unarmed Combat: 5
Minimum Bleed: 3
Prerequisite Charms: Armor Penetrating Fang Strike, Crippling Pressure Point Strike, Striking Serpent Speed
Description: PC makes an unarmed combat attack as normal, but her bleed charges the damage with poisonous damage.

Armed Combat Charms (Melee)

Excellent Strike
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on Armed Combat attacks than his bleed; up to his Bleed + his Armed Combat/5 may be spent per attack.

Hungry Tiger Technique
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 1
Prerequisite Charms: Excellent Strike
Description: PC makes attack, and if successful, does a mighty strike, doubling the strikes effectiveness.

Fire And Stones Strike
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Hungry Tiger Technique
Description: Flow for this Charm must be spent at the time of the attack. For each point of Flow spent, two points of Flow are committed to the attack.

One Weapon, Two Blows
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 1
Prerequisite Charms: Excellent Strike
Description: PC may attack a target twice in one turn, both attacks occur on PC initiative. If defender has no way to defend twice in one turn, the second blow is unopposed.

Peony Blossom Attack
Character Points: 3
Cost: 2 Flow per extra attack
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: One Weapon, Two Blows
Description: The PC declares how many attacks she will make this turn. Each extra attack costs 2 Flow.

Iron Whirlwind Attack
Character Points: 2
Cost: 5 Flow
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Peony Blossom Attack
Description: PC may make a total number of attacks equal to her Dexterity/5 + Bleed.

Retrieve the Fallen Weapon
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: PC may summon his weapon to his empty hand as long as he can see it. It cannot defeat doors, chains, or other hindrances.

Call the Blade
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 2
Prerequisite Charms: Retrieve the Fallen Weapon Description: PC can call her weapon to her hand, even if she cannot see it. It does not cross space to get to the hand, but Charm only reaches (10 x PC Bleed) in yards.

Summoning the Loyal Steel
Character Points: 2
Cost: 1 Flow to summon or banish
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Call the Blade
Description: The PC’s weapon flashes to his hand, regardless of previous location. PC can also banish the weapon to Elsewhere. This must be a very important weapon to the PC, his favored weapon.

Iron Raptor Technique
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Retrieve the Fallen Weapon
Description: PC can use weapon up to Finesse x 5 yards away, flying back to his hand afterwards. Attack is with Armed Combat pool and does normal damage based on PC Strength, may be blocked as normal. Botched attacks may result in stuck weapons.

Sandstorm-Wind Attack
Character Points: 2
Cost: 3 Flow
Duration: Instant
Minimum Armed Combat: 16
Minimum Bleed: 2
Prerequisite Charms: Iron Raptor Technique
Description: A wave of force leaps from the PC’s blade. PC attacks with Armed Combat, does damage based on Strength + Bleed up to (10 x PC Bleed) yards away. It is blocked as a ranged attack.

Edge of Morning Sunlight
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Iron Raptor Technique
Description: PC focuses Bleed through weapon, making it effective against creatures of darkness and the undead. PC adds Bleed to weapon damage against such creatures.

Corona of Radiance
Character Points: 2
Cost: 3 Flow
Duration: One Scene
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Edge of Morning Sunlight
Description: Attacks against PC by undead and creatures of the night are more difficult. If such creatures strike PC unarmed, they take damage equal to PC Bleed, and PC attacks against these creatures have a damage bonus equal to PC Bleed.

Golden Essence Block
Character Points: 2
Cost: 1 Flow per 2 points
Duration: Instant
Minimum Armed Combat: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: PC can trade Bleed to parry any hand-to-hand attacks she is aware of, but cannot use more dice to parry any single hand-to-hand attack than her Armed Combat dice pool.

Dipping Swallow Defense
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Armed Combat: 2
Minimum Bleed: 1
Prerequisite Charms: Golden Essence Block
Description: PC may use full Armed Combat pool to block any one hand-to-hand attack she is aware of.

Bulwark Stance
Character Points: 2
Cost: Duration: Until next action
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Dipping Swallow Defense
Description: Until next action, PC can use full Armed Combat pool to parry any attack she is aware of, so long as it has physical component and is not noted as being impossible to block.

Heavenly Guardian Defense
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Armed Combat: 16
Minimum Bleed: 2
Prerequisite Charms: Bulwark Stance
Description: The PC may block any one attack she is aware of, even if the attack is normally unblockable or her opponent has a higher armed combat. Blocking incredible attacks may destroy the weapon, but the Aktiri will be unharmed.

Fivefold Bulwark Stance
Character Points: 4
Cost: 3 Flow
Duration: One Scene
Minimum Armed Combat: 20
Minimum Bleed: 3
Prerequisite Charms: Bulwark Stance
Description: PC may use his full Armed Combat score to block any attacks against him that he is aware of, even missile weapons and magical attacks that have a physical component.

Solar Counterattack
Character Points: 4
Cost: 2 Flow
Duration: Instant
Minimum Armed Combat: 16
Minimum Flow: 1
Prerequisite Charms: Dipping Swallow Defense
Description: PC may make an attack against anyone executing a hand-to-hand attack against her. Damage from both attacks is resolved simultaneously. PC can use this as many times per turn as she can afford to pay for, but not in response to any other counterattack Charm.

Ready in Eight Directions Stance
Character Points: 5
Cost: 5 Flow
Duration: One turn
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Solar Counterattack
Description: PC may respond to all attacks until next action with an immediate counterattack at full Armed Combat on each attack. This may not be used in response to any other counterattack charm. Damage of this attack and the incoming attack are resolved simultaneously.

Armed Combat Charms (Thrown)

Precision of the Striking Raptor
Character Points: 2
Cost: None
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 1
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on archery attacks than his bleed; up to his Bleed + his Armed Combat/5 may be spent per attack.

Joint Wounding Attack
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: Precision of the Striking Raptor
Description: does damage as normal, and also inflicts penalties on the target for all physical actions made during the current engagement.

Observer-Deceiving Attack
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 2
Prerequisite Charms: Joint-Wounding Attack
Description: PC makes an attack as normal, but the attack appears to come from a completely different direction.

Mist On Water Attack
Character Points: 2
Cost: 1 Flow per turn
Duration: Instant
Minimum Armed Combat: 16Minimum Bleed: 2
Prerequisite Charms: Observer-Deceiving Attack
Description: The PC may attack an unsuspecting opponent and hide the attack, muting the sound for (up to PC Bleed) turns costing 1 Flow per turn. Target cannot alert anyone for length of silence. If the target dies, his death will not be discovered for the length of the silence. It has no affect on an alerted opponent.

Falling Icicle Strike
Character Points: 2
Cost: 4 Flow
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 3
Prerequisite Charms: Joint-Wounding Attack
Description: If PC attacks from ambush, all effects of damage are doubled. Cannot be used against an alerted opponent.

Triple-Distance Attack Technique
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Armed Combat: 8
Minimum Bleed: 2
Prerequisite Charms: None
Description: PC’s weapon’s range is tripled for purposes of determining penalties based on distance to target.

Cascade of Cutting Terror
Character Points: 2
Cost: 4 Flow
Duration: Instant
Minimum Armed Combat: 12
Minimum Bleed: 3
Prerequisite Charms: Triple-Distance Attack Technique Description: PC creates duplicates of his weapon, doubling Armed Combat for purposes of the attack, which cannot be dodged, only blocked. Affects only a single target. Can be used for utility purposes, such as clearing undergrowth.

Shower of Deadly Blades
Character Points: 2
Cost: 5 Flow
Duration: Instant
Minimum Armed Combat: 20
Minimum Bleed: 2
Prerequisite Charms: Cascade of Cutting Terror
Description: PC hurls a number of throwing weapons, at one or multiple targets without penalty. Cannot hurl more weapons than Bleed and needs enough ammunition.

Willpower Charms

Front-Line Warrior’s Stamina
Character Points: 2
Cost: 3 Flow
Duration: One Day
Minimum Willpower: 12
Minimum Bleed: 1
Prerequisite Charms: None Description: Fatigue value and Mobility penalty of PC’s armor is negated for all light and medium forms of armor.

Tiger-Warrior’s Endurance
Character Points: 2
Cost: 5 Flow
Duration: One Day
Minimum Willpower: 16
Minimum Bleed: 2
Prerequisite Charms: Front-Line Warrior’s Stamina
Description: Fatigue value and Mobility penalty of PC’s armor is negated for all forms of armor.

Essence-Gathering Temper
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Willpower: 4
Minimum Bleed: 2
Prerequisite Charms: None
Description: PC may activate this whenever hit in combat to attempt to convert damage from the hit into flow. The character will still take the damage inflicted in any case.

Willpower-Enhancing Spirit
Character Points: 2
Cost: 3 Flow
Duration: Instant
Minimum Willpower: 12
Minimum Bleed: 2
Prerequisite Charms: Bleed-Gathering Temper
Description: PC may activate this whenever hit in combat to attempt to convert damage from the hit into flow. Even damage that is protected against can be converted. The character will still take the damage inflicted in any case.

Battle Fury Focus
Character Points: 2
Cost: 5 Flow
Duration: One Scene
Minimum Willpower: 3
Minimum Bleed: 2
Prerequisite Charms: Willpower-Enhancing Spirit
Description: For duration of scene, PC gains a +4 situational bonus to all combat skills, and can negate 4 points of combat penalties from wounds each turn. She can attack at range and differentiate between friend and foe, but to retreat or do anything else other than combat, must cancel Charm; Willpower and the situation will determine if this can be done.

Bloodthirsty Sword-Dancer Spirit
Character Points: 2
Cost: 10 Flow
Duration: One Scene
Minimum Willpower: 16
Minimum Bleed: 2
Prerequisite Charms: Battle Fury Focus
Description: While Charm is in effect, PC gets +8 bonus to all combat pools and suffers no wound penalties. PC can only attack foes until they are dead, must move to next one through most direct route, cannot use ranged weapons, or she may remain where she is and let her enemies come to her. Will not attack friends unless they try to stop her, lasts until PC cannot find enemy to kill. PC cancel Charm; Willpower and the situation will determine if this can be done.

Fortitude Charms

Durability of Oak Meditation
Character Points: 2
Cost: 1 Flow per level
Duration: One scene
Minimum Resistance: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: PC may spend up to his Resistance or Bleed whichever is higher, to augment his protection against non-lethal attacks. Each flow spent increases his resistance to damage one level.

Iron Skin Concentration
Character Points: 2
Cost: 3 Flow
Duration: One scene
Minimum Resistance: 8
Minimum Bleed: 1
Prerequisite Charms: Durability of Oak Meditation
Description: The PC resists Lethal damage as if it were non-lethal. Cannot be used with armor.

Spirit Strengthens the Skin
Character Points: 2
Cost: 2 Flow per Point
Duration: One scene
Minimum Resistance: 12
Minimum Bleed: 2
Prerequisite Charms: Durability of Oak Meditation
Description: PC may spend up to his Resistance + Bleed to augment his protection against non-lethal attacks. Each flow spent increases his resistance to damage one level.

Adamant Skin Technique
Character Points: 2
Cost: 5 Flow, 1 Health Level
Duration: Instant
Minimum Resistance: 20
Minimum Bleed: 3
Prerequisite Charms: Iron Skin Concentration, Spirit Strengthens the Skin
Description: PC takes no damage from a single attack, or damage of any type. PC may still suffer from “secondary” damage as a result of the blow — if the PC is punched into a fire, the punch would be absorbed but not the later fire damage.

Unfailing Tortoise Technique
Character Points: 2
Cost: 1 Flow
Duration: Instant
Minimum Resistance: 12
Minimum Bleed: 1
Prerequisite Charms: Durability of Oak Meditation
Description: PC can resist even unanticipated attacks, so may spend 1 flow to add Resistance score to non-lethal damage resistance for that single attack. Must be invoked before the result of damage is known.

Iron Kettle Body
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Resistance: 20
Minimum Bleed: 2
Prerequisite Charms: Unfailing Tortoise Technique Description: PC can resist even unanticipated attacks, so may spend 2 flow to add Resistance score to Non-Lethal and Lethal damage resistance for a single attack. Must be invoked before the result of damage is known.

Whirlwind Armor-Donning Prana
Character Points: 2
Cost: 2 Flow per turn
Duration: Special
Minimum Resistance: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: PC can don armor in number of turns equal to its Mobility penalty. Each turn costs 2 Flow of Bleed. Armor must be handy and readily available.

Hauberk-Summoning Gesture
Character Points: 2
Cost: 5 Flow
Duration: Instant
Minimum Resistance: 12
Minimum Bleed: 3
Prerequisite Charms: Whirlwind Armor-Donning Prana
Description: In an eye blink, PC’s armor appears on her from as far away as 100 yards x her Bleed rating. Armor must be player’s own.

General Charms

Graceful Crane Stance
Character Points: 2
Cost: 1 Flow
Duration: One Scene
Minimum Warfare: 4
Minimum Bleed: 1
Prerequisite Charms: None
Description: PC has near perfect balance and can stand on things too weak or narrow to support him normally, with no fear of falling or the object breaking. Only in extraordinary circumstances should the mod consider injecting the possibility of failure.

Monkey Leap Technique
Character Points: 2
Cost: 1 Flow
Duration: One Turn
Minimum Warfare: 4
Minimum Bleed: 1
Prerequisite Charms: Graceful Crane Stance
Description: PC may leap Strength x 2 feet vertically or twice that horizontally instead of a normal move, and may attack during that round, gaining no special bonuses from the leap.

Thunderbolt Attack Prana
Character Points: 2
Cost: 3 Flow
Duration: Instant
Minimum Warfare: 12
Minimum Bleed: 2
Prerequisite Charms: Monkey Leap Technique
Description: The PC leaps into the air, bringing their weapon down on opponent. Any damage done is doubled. PCs cannot move in same round they use Thunderbolt Attack Prana. Allowed to be used with Charms of other Abilities as long as other Charm does not force PC to move.

Lightning Speed
Character Points: 2
Cost: 1 Flow
Duration: One Turn
Minimum Warfare: 8
Minimum Bleed: 1
Prerequisite Charms: Graceful Crane Stance
Description: The PC doubles her sprinting distance for the turn, and has no chance of being winded from the exertion.

Spider-Foot Style
Character Points: 2
Cost: 1 Flow per minute
Duration: Instant
Minimum Warfare: 12
Minimum Bleed: 2
Prerequisite Charms: Lightning Speed
Description: The PC can run over the most uneven surfaces, up sheer walls, or dash upside down across ceilings or the underside of structures, circumventing obstacles such as shields and moving behind enemies, with bonuses assigned by the mod. If a PC is in a position she could not be in normally and doesn’t spend Flow to maintain this Charm, she falls, possibly taking damage.

Feather-Foot Style
Character Points: 2
Cost: 1 Flow per minute
Duration: Instant
Minimum Warfare: 16
Minimum Bleed: 2
Prerequisite Charms: Lightning Speed
Description: The PC can run across fluid surfaces such as water and loose sand, treating them as solid earth but possibly taking damage from foot contact if the surface is dangerous, such as magma or acid. If a PC doesn’t spend Flow to maintain this Charm and is still on a fluid surface, she falls, possibly taking damage.

Leaping Tiger Attack
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Warfare: 16
Minimum Bleed: 2
Prerequisite Charms: Lightning Speed
Description: The PC can move up to his Sprint distance without penalty, striking as he goes. He attacks as normal but damage is doubled. He needs only a yard minimum, but cannot be bound or unable to move when he launches the attack. Can be used with other Ability Charms in a Combo, but PC must be able to move to use it in such a way.

Racing Hare Method
Character Points: 2
Cost: 3 Flow
Duration: One Hour
Minimum Warfare: 20
Minimum Bleed: 2
Prerequisite Charms: Monkey Leap Technique, Spider-Foot Style
Description: The PC enters a trance and moves in graceful leaps, going (Endurance + Bleed ) x 10 miles per hour. The trance ends when the PC stops for any reason and his perceptions are vague, and so can become easily lost in a strange area.

Increasing Strength Exercise
Character Points: 2
Cost: 1 Flow per point
Duration: One Scene
Minimum Strength: 12
Minimum Bleed: 2
Prerequisite Charms: None
Description: For every 1 Flow the PC spends, her Strength increases by 1, though the PC cannot gain more Strength than her Bleed. This increase effects damage done by the PC as if it were normal Strength.

Thunder’s Might
Character Points: 2
Cost: 1 Flow per point
Duration: One Scene
Minimum Strength: 16
Minimum Bleed: 2
Prerequisite Charms: Increasing Strength Exercise
Description: For every 1 Flow the PC spends, her Brawn pool increases by 1 for the purposes of lifting and breaking objects, up to a limit of twice her normal Brawn. This Charm does not increase damage done in combat.

Ten Ox Meditation
Character Points: 2
Cost: 1 Flow per 2 points
Duration: Instant
Minimum Strength: 20
Minimum Bleed: 3
Prerequisite Charms: Thunder’s Might
Description: The PC can increase his Brawn by 2 per Flow spent for a single attempt to lift or break something or inflict raw hand-to-hand damage. This cannot be used against Animate objects.

Reed in the Wind
Character Points: 2
Cost: None
Duration: Instant
Minimum Warfare: 8
Minimum Bleed: 1
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on defense than his bleed; up to his Bleed + his Warfare/5 may be spent per attack.

Shadow Over Water
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Warfare: 12
Minimum Bleed: 1
Prerequisite Charms: Reed in the Wind
Description: The PC may dodge a single attack that he is aware of with his full defense no matter what penalties would normally be applied. This must be done before the resolution of the attack.

Seven Shadow Evasion
Character Points: 2
Cost: 6 Flow
Duration: Instant
Minimum Warfare: 20
Minimum Bleed: 1
Prerequisite Charms: Shadow Over Water
Description: The PC may dodge any single attack she is aware of even if her defense pool is less than that of the attacker, even if it has an area of effect. The PC must activate Charm before the result of the attack is known.

Reflex Sidestep Technique
Character Points: 2
Cost: 1 Flow+
Duration: Instant
Minimum Warfare: 12
Minimum Bleed: 1
Prerequisite Charms: Reed in the Wind
Description: The PC may dodge attacks, even if she is not aware of them, at a defense equal 2 x her permanent Bleed, for 1 Flow per attack dodged. The player does not have to dodge, but if she does, the Bleed must be paid before the result of the attack is known.

Flow Like Blood
Character Points: 2
Cost: 3 Flow
Duration: One Scene
Minimum Warfare: 20
Minimum Bleed: 3
Prerequisite Charms: Reflex Sidestep Technique, Seven Shadow Evasion
Description: The PC may dodge all physical attacks with no penalty, even those he is not aware of.

Monastery Charms

Five-Dragon Fortitude
Character Points: 2
Cost: None
Duration: Instant
Minimum Unarmed Combat: 12
Minimum Bleed: 2
Prerequisite Charms: None
Description: This charm allows the character to spend more flow on fortitude for defense than his bleed; up to his Bleed + his Willpower/5 may be spent per attack. This Charm is compatible with armor.

Five-Dragon Blocking Technique
Character Points: 2
Cost: 4 Flow
Duration: One Scene
Minimum Unarmed Combat: 12
Minimum Bleed: 2
Prerequisite Charms: Five-Dragon Fortitude
Description: PC adds his Bleed to Armed Combat for the purposes of parrying. PC may make reflexive parries against anyone that has a lower Armed Combat than he does. PC may parry lethal damage weaponless.

Five-Dragon Claw
Character Points: 2
Cost: None
Duration: Instant
Minimum Unarmed Combat: 12
Minimum Bleed: 1
Prerequisite Charms: None Description: Character does lethal rather than bashing damage on an unarmed attack.

Five-Dragon Force Blow
Character Points: 2
Cost: 2 Flow
Duration: Instant
Minimum Unarmed Combat: 12
Minimum Bleed: 2
Prerequisite Charms: Five-Dragon Claw
Description: Doubles normal base damage of Unarmed Combat attacks, and if brawn+bleed is greater than target's fortitude, target is knocked back 1 yard per point of difference.

Five-Dragon Form
Character Points: 2
Cost: 5 Flow
Duration: One Scene
Minimum Unarmed Combat: 16
Minimum Bleed: 3
Prerequisite Charms: Five-Dragon Blocking Technique, Five-Dragon Force Blow
Description: PC does lethal damage and can withstand lethal damage with his skin. Adds Bleed to Brawn or Fortitude for running speed, jumping distances, and the weight she can lift or carry. PC may only use one form-type Charm at a time.

Five-Dragon Fist
Character Points: 5
Cost: Varies
Duration: Instant
Minimum Unarmed Combat: 20
Minimum Bleed: 4
Prerequisite Charms: Five-Dragon Form
Description: A massive damage attack that charges the user's fist with essence, attacking the target's tie to the flow. Spend a minimum of the PC's bleed in flow, and a maximum of the user's bleed+unarmed combat/5. If more bleed than the target's fortitude is spent, the target is incinerated. If more than half the target's fortitude is spent, the target takes a major wound. Less than this, and damage is merely increased. If the target is incinerated, half of the flow spent is recovered as the target's essence flows into the PC.

OverworldOverworld RulesOverworld Character Creation

Page last modified on July 08, 2007, at 04:13 PM