Type: Simple
Cost: 2m
The sky becomes filled with a barrage of arrows, blotting out the celestial bodies with their mass before they come crashing down into their foes.
Attack up to (Archery) foes in a single, adjacent Zone with a single dice roll. You deal -2 less damage on this flurried attack.
Type: Reflexive
Cost: 2m
If you roll 8 or more successes on an Archery Strike (and hit the target), you may add an additional (Attribute + Essence)/2 damage to your attack.
Type: Permanent
The arrow flies true and with purpose, deflecting any incoming projectiles before they have a chance to hit their intended target.
Against any ranged attack, you may gain a Third Defense of (Dexterity + Archery)/2 + (Weapon Acc.). This may be used to Defend Others at a Range equal to that of your weapon’s.
Type: Supplemental
Cost: 1m
The Exalt strikes with unerring accuracy and lethality, finding the smallest chink of armor and exploiting it.
Your attack now targets Evasion only: dealing full damage if successful, and no damage otherwise.
Type: Supplemental
Cost: 1m (+2)
With perfect control, the Exalt lets loose a bolt of a perfect arc to strike their target.
The Exalt may target creatures through the smallest of cracks, over impossibly high barriers, or even through slits between a door. So long as a single, uninterrupted arch exists to the target, they are a valid enemy, and derive no benefit from cover.
For an additional +2motes, this may increase an Archery attack by one Zone.
Type: Reflexive; Scene
Cost: 1m
The Exalt may run up walls, cross liquids, and even run across the underside of a horizontal surfaces, such as bridges or roofs, so long as they continue to run.
Type: Reflexive
Cost: 1m
You strike before the opponent can gather their thoughts. You may interrupt the natural turn order, taking your turn before a different character has a chance to act. However, this will cause you to take 1 action instead of 2.
Type: Reflexive; Scene
Cost: 1m
The Exalt has perfected balance, and suffers no penalties from rough or unsteady terrain. They may effortlessly walk across things far too narrow or weak to normally support them.
Type: Supplemental
Cost: 1m
The Exalt may double their running speed for a specific task, blazing off with great abandon. For races and tests of speed, the Exalt may add (Essence) successes to their roll.
In combat, this allows a person to cross an additional Zone on a move action.
Type: Reflexive
Cost: (1m per 1 Dmg.)
Matching their rhythm to their attackers, the Exalt can minimize even the attacks that do manage to land.
For every mote spent, reduce incoming damage by 1 Health, up to a maximum of 5.
Type: Reflexive; Scene
Cost: 1m
The Exalt increases their leaping distance, allowing them to cross chasms and scale buildings. They may effortlessly leap a single story vertically or horizontally in one bound, and may continue to vault upwards if there is some surface firm enough for their force.
In addition, Exalts do not take fall damage from such leaps, nor from descending from all but the tallest of buildings.
Type: Supplemental; Scene
Cost: 1m
The Exalt has become in tune with the mastery of form, so much so that they merely need to glance at object to know its utility in combat.
You may pick up and use any object in the scene smaller than your body, and larger than your arm. This is classified as a medium brawl weapon [+1 Acc. +1/1 Dmg.]. You also may decide if and how the weapon breaks when being used. If a weapon breaks on an attack, deal an additional (+3) damage.
Type: Supplemental
Cost: 1m
On a successful Brawl hit, immediately knock the target back up to one Zone. Against creatures of immense mass, such as those above an elephant, an additional (Strength + Brawl) vs. Block roll is required.
Type: Supplemental
Cost: 1m
If your Brawl Strike would place the character below 5 Health, the target is immediately knocked unconscious, and will remain so for several hours unless specifically roused.
Outside of combat, this may be used on foes with an (Essence) score lower than yours when succeeding on a Brawl vs. Block roll.
Type: Supplemental
Cost: 1m
On a successful Brawl Strike or Maneuver against a target, force them to lose one of their next actions on their next turn. A target cannot have less than one action on their turn.
Type: Supplemental
Cost: 1m
The fists of the Exalt can tear down even the most stubborn of structures, pummeling it to oblivion.
Break through any non-magical or artifact barrier that is less think than 2 meters. Alternatively, you gain +(2) dice on a “Break Scenery” Maneuver.
Brawl Weapons While Brawl is the only ability that can be used while unarmed, it is not restricted to it—there are plenty of Brawl weapons to choose from—brass knuckles, tiger claws, spiked boots, etc. For the unarmed warrior, taking a Martial Arts is suggested. |
Type: Permanent
The Exalt has perfect control of their blade, using it as an extension of themselves and their body. They may effortlessly guide incoming attacks away from themselves.
Gain Parry, a Third Defense equal to (Dexterity + Melee)/2. This may be used against all general attacks, but not those that directly target a specific defense, such as Evasion. This defense may be used to Defend Others, so long as they are in the same Zone.
Type: Reflexive
Cost: 1m
You may reflexively defend anyone in your zone without taking an action.
Additionally, you may defend those in an adjacent Zone, reflexively moving towards them without an action. However, on your next turn, you lose an action.
Type: Reflexive
Cost: 1m
Return a weapon to the Solar’s hand, so long as a path exists for the weapon to follow. This charm may also be used to banish or summon a weapon from Elsewhere.
Type: Simple
Cost: 2m
With a rush of wind and flashing steel, the Exalt sweeps across the battlefield and cuts down all of their enemies.
Make a Melee Strike against up to (Melee) targets in the same Zone. If their Defense is less than the Strike, deal (½, rounded up) of your damage to each individual.
Type: Supplemental
Cost: (1m per Dmg.)
For every mote spent, deal an extra point of Full Damage on a Strike. You may add no more than (Melee) damage this way.
You may add (Melee)/2 Glancing damage at a rate of 2m per damage.
Type: Simple; Scene
Cost: 1m
The Exalt may lift, carry, haul, or otherwise exert such feats of strength far beyond their mortal limits—performing duties deemed impossible.
If a roll is required, they are guaranteed a minimum of (Strength) successes on their roll.
Type: Reflexive
Cost: 1m
All who gaze upon the Exalt can see that their threats are not empty. On attempts to intimidate, threaten, or otherwise coerce another through physical means, you may immediately add (3) extra Dice.
Type: Reflexive; Scene
Cost: 1m
The Exalt resists any mundane toxin, poison, or psychotropic, and is granted +(3) dice to resist any supernatural version.
As well, they do not suffer ill-effects from mundane drink or other mundane recreational substances.
Type: Permanent
Gain an additional +5 Health. This charm may be repurchased as a Greater and then Capstone Charm.
Type: Permanent
The Exalt speeds up their natural recovery when resting. They regain 5 Health every hour, or 50 Health on a full night’s rest.
Type: Reflexive
Cost: 1m
The Exalt can withstand nearly any blow thrown at them. Increase your Block by (Essence) against a single attack.
Type: Supplemental
Cost: 1m
With perfect control, the Exalt lets loose a Thrown Attack that performs a perfect set of ricochets to reach its target, eliminating any benefit from Cover.
Type: Simple
Cost: 2m
Target up to (Thrown) foes within the same Zone you occupy and a single adjacent one.
Make a single Thrown Strike against all targets. You deal -2 damage to the targets.
Type: Reflexive
Cost: 2m
If you roll 8 or more successes on a Strike that does Full Damage to a target, add another (Attribute + Essence)/2 damage to the attack.
Type: Supplemental
Cost: 1m
The Exalt spreads out a hundred blades, ensuring that at least one will hit. They may target Soak on their Thrown attack.
Type: Supplemental
Cost: 1m
Pull all weapons thrown by the Exalt back to themselves, so long as a possible path still exists. This charm may be used to attack an enemy from the position of the thrown weapon, rather the position of the Exalt.
Type: Supplemental
Cost: 1m
Any and all objects can be a weapon in the hands of the Exalted.
You may hurl any physical object that is smaller than your torso without any penalties, treating it as a mundane Medium Ranged weapon (+1/0 damage.)