Resistance Charms
Excellency
Purifying Blood Ascendancy
Cost: 2m/success; Mins: Resistance 1, Essence 1
Type: Reflexive; Duration: Instant
Keywords: Balanced, Earth, Excellency
Prerequisite Charms: None
Your blood is the dragon’s blood. No mere trifles of mortal life will harm you. Your soul is reinforced with iron and earth.
Add 1 success per 2m spent. Add disappearing 6s.
Essence 1
Ox-Body Technique
Cost: –; Mins: Resistance 1, Essence 1
Type: Permanent; Duration: Permanent
Keywords: Stackable
Prerequisite Charms: None
Your skin is dragon’s hide and your bones are rooted Earth. Swords turn from your body and spears clatter against your onslaught.
You get extra health depending on your Stamina:
- Stamina 1 or 2: You get two extra -2 health levels.
- Stamina 3 or 4: You get one extra -1 health level and one extra -2 health level.
- Stamina 5: You get one extra -1 and two extra -2 health levels.
You can repurchase Ox-Body Technique up to (Resistance) times. If your Stamina goes up in play, your Ox-Bodies you have already purchased also get better.
Body-Cleansing Prana
Cost: 3m; Mins: Resistance 3, Essence 1
Type: Reflexive; Duration: Instant
Keywords: Balanced, Variable(Air or Fire or Water)
Prerequisite Charms: None
You align your inner elements and cleanse yourself of that which ails you.
Double 9s on your roll to resist:
- AIR: An inhaled poison.
- FIRE: A disease.
- WATER: Any poison ingested or delivered by weapons.
Uneating Earth Meditation
Cost: 2m; Mins: Resistance 1, Essence 1
Type: Simple; Duration: One week
Keywords: Earth
Prerequisite Charms: None
Your determination alone is food enough.
Ignore any penalties for starvation or dehydration. Add (Resistance) to how long you can go before succumbing to starvation or dehydration as long as you keep this Charm going for the whole duration.
Untiring Earth Meditation
Cost: 2m; Mins: Resistance 2, Essence 1
Type: Simple; Duration: One day
Keywords: Earth
Prerequisite Charms: Uneating Earth Meditation
You draw energy from the ground beneath your feet to keep going no matter what.
Ignore all fatigue penalties as long as you are contact with the ground.
Impervious Skin of Stone
Cost: 4m; Mins: Resistance 2, Essence 1
Type: Reflexive; Duration: Instant
Keywords: Balanced, Earth, Withering-only
Prerequisite Charms: None
Swords clink uselessly against your hardened skin.
Double your Stamina for calculating Soak.
EARTH AURA – You may use this Charm after an attack hits, but before damage is applied.
Eternal Tide Endurance
Cost: 2m; Mins: Resistance 2, Essence 1
Type: Reflexive; Duration: Instant
Keywords: Water, Withering-only
Prerequisite Charms: Impervious Skin of Stone
You flow like water, turning your foe’s attacks aside like a rushing stream.
Every 1 your opponent rolls on their withering attack gives you +1 Soak.
WATER AURA – You can use this against a decisive attack. You get 2 Hardness plus 1 extra Hardness for every 1 your opponent rolls on their attack, up to (Stamina) 1s. This can’t stack with other sources of Hardness.
Supple Viridian Scales
Cost: 4m; Mins: Resistance 3, Essence 1
Type: Reflexive; Duration: One tick
Keywords: Wood
Prerequisite Charms: Impervious Skin of Stone
Your armor is a second skin, as flexible as you require.
Lower your armor’s mobility penalty by 1 for a single tick. If you are wearing light armor, you add a bonus die on any rush or disengage action instead.
WOOD AURA – This Charm lasts until you lose your Aura.
Essence 2
(Element) Protection Technique
Cost: 5m; Mins: Resistance 3, Essence 2
Type: Reflexive; Duration: One scene
Keywords: Dual
Prerequisite Charms: Impervious Skin of Stone
You bring your soul into perfect harmony with an element, and you cannot be harmed as long as your harmony lasts.
Choose an element:
- AIR: You are protected from lightning, storms, and cutting wind.
- EARTH: You are protected from anything stone or rock.
- FIRE: You are protected from fire.
- WATER: You are protected from water and acid.
- WOOD: You are protected from vines, wood, plant-based poisons, etc.
You get +3 natural Soak and (Stamina) Hardness against the element you are protected from. Subtract (lower of Stamina or Resistance) from the damage of any displays of the element.
This only works on direct displays – Earth doesn’t protect you from metal, nor does Fire protect you from smoke or Anathema hellfire, that sort of thing.
Unsleeping Earth Meditation
Cost: 5m; Mins: Resistance 3, Essence 2
Type: Simple; Duration: One scene
Keywords: Earth, Restriction (1/day)
Prerequisite Charms: Uneating Earth Meditation
The power of the ground beneath your feet provides you with all the energy you need to stay on your feet.
Spend an hour meditating in contact with the ground. When you are done, you get the benefits of a full night’s sleep. You can stay awake for up to (Essence + Stamina) days without any ill effects; if you push past that, you don’t get any Willpower when you rest, until you’ve slept your full 8 hours for as many days as you forced yourself to stay awake.
Unbreathing Earth Meditation
Cost: 3m; Mins: Resistance 5, Essence 2
Type: Reflexive; Duration: Instant
Keywords: Balanced, Earth
Prerequisite Charms: Unsleeping Earth Meditation
The great caverns of your lungs are full of clean air.
Hold your breath for up to ([Stamina + Resistance] x 5) minutes, or ([Stamina + Resistance] x 2) rounds in combat. While you are holding your breath, all other Earth Meditation Charms are 1m cheaper.
Unfeeling Earth Meditation
Cost: 3m; Mins: Resistance 5, Essence 2
Type: Reflexive; Duration: Instant
Keywords: Earth
Prerequisite Charms: Unbreathing Earth Meditation
The mountain does not feel pain.
Ignore all wound penalties on any roll with any Ability.