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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.