Stealth Charms
Excellency
Distracting Breeze Meditation
Cost: 2m/success; Mins: Stealth 1, Essence 1
Type: Supplemental (Any roll); Duration: Instant
Keywords: Air, Balanced, Excellency, Mute
Prerequisite Charms: None
The wind itself conspires to keep you hidden, blowing curtains to cover your movement or extinguishing torches as you pass.
Add 1 success per 2m spent.
Essence 1
Blood-Chilling Strike
Cost: 4m; Mins: Stealth 3, Essence 1
Type: Supplemental (Attack Roll); Duration: Instant
Keywords: Air, Decisive-only
Prerequisite Charms: None
Appearing from nowhere like a chill down the spine, you freeze your opponent with fear and throw off their battle-rhythm, leaving them vulnerable.
Activate this Charm when you land an unexpected or ambush decisive attack (with any combat Ability) on an enemy who hasn’t acted yet. He loses 1i, or (your Essence)i if it’s an ambush. You don’t gain this Initiative.
If you deal 3 or more levels of damage, he cannot use a move action (except for Rise from Prone) this round, even if a Charm grants him movement with the “this does not use your movement action” text.
AIR AURA – You get the Initiative he loses.
Vanishing Wind-Body Technique
Cost: 4m; Mins: Stealth 3, Essence 2
Type: Simple; Duration: One scene
Keywords: Air
Prerequisite Charms: None
You are a whisper of a ghost on a memory of a breeze.
Ignore 1 point of the -3 penalty for using Stealth in combat. Any effect that relies on air motion to detect you (such as All-Encompassing Earth Sense’s Air variant) cannot detect you. People can still hear you though so be careful.
AIR AURA – Ignore (Essence/2, round up) points of penalty instead.
Flowing Shadow Stance
Cost: 2m; Mins: Stealth 3, Essence 1
Type: Supplemental (Establishing Stealth); Duration: Instant
Keywords: Water
Prerequisite Charms: Vanishing Wind-Body Technique
You slip through the battlefield like a persistent stream, always somewhere other than where your foes are looking.
Get disappearing 6s. If you’re in combat and succeed, you get 1i if you beat the Awareness of all your foes.
WATER AURA – Instead of just gaining 1i, you can steal 1i from any opponent whose Awareness you beat.
Soundless Action Prana
Cost: 4m; Mins: Stealth 3, Essence 2
Type: Reflexive; Duration: Until next turn
Keywords: Air, Mute
Prerequisite Charms: Vanishing Wind-Body Technique
Your soul is a vortex, pulling sound inside yourself. You glide through the world with nary a whisper.
For every 10 you roll, reroll a failed die that didn’t come up as a 1. You can’t be detected by hearing; if your opponent has magical hearing, they take -2 instead.
Essence 2
Foe-Blinding Venom
Cost: 4m; Mins: Stealth 3, Essence 2
Type: Simple; Duration: Instant
Keywords: Balanced, Decisive-only, Wood
Prerequisite Charms: Blood-Chilling Strike
Your very presence is toxic to those who oppose you. Even when they can’t see you, your powerful Wood Essence pricks at their eyes and makes them blind.
You must be concealed to use this Charm. Make an unexpected decisive attack using any combat Ability. This attack conveys the following poison:
Damage 2i/round (L), duration (your current Stealth successes) rounds, penalty -1 (-4 to oppose your stealth).
Shimmering Heat-Mirage Tactic
Cost: 4m, 2i; Mins: Stealth 4, Essence 2
Type: Simple; Duration: One scene
Keywords: Fire, Perilous
Prerequisite Charms: Flowing Shadow Stance
You fade and fuzz like a mirage in the desert. Your movements trail after-images that your opponents cannot follow.
Get +2 Evasion.
If a non-trivial opponent attacks you and doesn’t roll any 1s, this Charm ends immediately, even if they didn’t hit.
FIRE AURA – They must both avoid rolling any 1s and manage to roll at least one 10.