====== Terrestrial: Aspect Purity Charmsets ====== [ [[exalted:house_rules|Back]] ]\\ \\ Terrestrials are intrinsically tied to Creation in a way that Solars and other Celestials can never be. The elements are part of them, part of their blood in a way that they can pass on to generation after generation, unlike Celestials and their purely random exaltations. Because of this, the Terrestrials can focus and distill their exalted natures down to their fundamental elemental makeup, taking advantage of certain abilities innately conferred by their elemental heritage. A Terrestrial's ability to resonate in this way with their aspect element is a function of how focused their exaltation is, and as such, Permanent Essence alone is used to calculate any and all limitations of the aspect purity charms. These charms are purchased at the standard cost for an Aspect Dragonblood charm, and all pre-requisite charms and minimum scores must be satisfied prior to purchase. Training time for learning these charms, however, is increased to (Min Essence) months. This is to reflect the difficulty that all Terrestrial have in mastering their Exalted Essence. **New [Aspect] Keywords:** Air, Earth, Fire, Water, Wood. Each aspect keyword denotes a charm that can be purchased only by a Terrestrial of that Aspect. A Terrestrial can only resonate to such a degree as is required by these charms with their specific Aspect element. In the extremely rare case that a charm has more than one aspect keyword associated with it, any Aspect whose keyword is present can purchase the charm. Eclipse caste Solars can get around this exclusion, and may purchase charms with any of these tags at the usual cost for non-Solar charms (although they must find a Terrestrial willing to teach it to them). **New [Other] Keywords:** Breeding. Terrestrials with a high breeding score have a greater raw concentration of their metaphysical element running through their blood, and as such, have an easier time resonating with it. Dragonblooded with breeding 3 pay one less mote in the cost of activating a charm with this tag to a minimum of one mote. Those with breeding 4 gain the benefits of breeding 3 and additionally can choose to swap the expenditure of 3 motes with 1 temporary willpower (or vice versa) for the purpose of charm activation (i.e., if a charm costs 3 motes to activate, they can spend 1wp instead, or if a charm costs 5 motes + 1 wp to activate, they can instead choose to spend 7 motes to activate). Terrestrials with breeding 5 are rare indeed, and these individuals gain all the benefits of breeding 4 and 3, and as well may treat their Essence as one greater for the purposes of calculating charm limitations based on permanent essence score (i.e., "Embodiment of Earth Stance" grants L/B hardness equal to essence, thus a character with breeding five instead gains L/B hardness equal to their essence+1) (this does not affect the minimum essence score required to buy the charm via XP -- if its prereqs require essence 4 you still need to have an actual permanent essence score of 4 at least to buy the charm). All charmsets follow this format: - Detect - Defend - Attack - Manipulate/Utility - Form Charm ===== Air ===== ==== Embodiment of Air Stance ==== **Cost:** 3m 1wp; **Mins:** Essence 2; **Type:** Reflexive\\ **Keywords:** Air, Breeding, Combo-OK, Elemental, Purity, Stackable\\ **Duration:** One Scene\\ **Prerequisite Charms:** Resonance with Air Meditation\\ For a scene, the Air Aspect who activates this charm takes on the elusive nature of air, and becomes impossible to grapple, restrain, or otherwise ensnare using mundane* methods. No roll is made; all attempts of this nature automatically fail. This ensures the Air Aspect can always escape a dire situation. *This charm does not work against supernatural means of restraint or artifact restraints/weapons, except if they are made of (specifically) Blue Jade. ===== Earth ===== ==== Resonance with Earth Meditation ==== **Cost:** 1m per 10yds radius; **Mins:** Essence 1; **Type:** Simple\\ **Keywords:** Breeding, Cooperative, Earth, Elemental, Purity [Combo-Basic, Combo-OK, Earth, Fate, Obvious, Shaping, Stackable, War] [[http://wiki.white-wolf.com/exalted/index.php?title=Charm_Keyword|see this]]\\ **Duration:** One Scene [Instant, One Scene, Permanent]\\ **Prerequisite Charms:** None\\ The Earth Aspect attunes to the Earth in the surrounding area in order to determine the rock/metal composition of it. The range at which this search net extends is from where the Earth Aspect stands to a radius of (10 yards per mote spent). The maximum of number of motes that can be spent is (Permanent Essence) score. Earth Aspects, when activating the charm in cooperation, can extend the range of detection for all involved, to the collective range of everyone involved in the cooperation, for every cooperative member that is standing within the range of at least one other cooperative member. Once activated, the character can zone in to a specific target within the detection range, getting a general distance and direction to the target, and approximate volume of the target. An Earth Aspect may need to make (WITS + Awareness) rolls, difficulty 1 (or higher, if somewhere complicated like a city) to navigate to the location of the target if a relatively direct-line path to it is not available. This charm can be specifically used to detect and scrutinize elemental creatures tied to the element earth within its detection range. For these creatures, the Earth Aspect using this charm can ascertain their approximate size, age, and Permanent Essence rating. For substances or beings within range that are neither rock nor metal nor tied metaphysically to elemental earth, the Earth Aspect senses a void, but can still gauge the approximate size, direction, and distance of said void. Typical things that register as a void are aquifers, lakes, air pockets, burrowing animals, leather, wooden structures, or magical materials. ==== Embodiment of Earth Stance ==== **Cost:** 3m 1wp; **Mins:** Essence 2; **Type:** Reflexive\\ **Keywords:** Breeding, Combo-OK, Earth, Elemental, Purity\\ **Duration:** One Scene\\ **Prerequisite Charms:** Resonance with Earth Meditation\\ For a scene, the Earth Aspect who activates this charm takes on the unyielding nature of Earth and gains a natural L/B Hardness equal to their (Essence) score against all mundane* metal weapons (including metal-tipped arrows/bolts/darts). This ensures the Earth aspect can never be overwhelmed. This can be used in conjunction with the Earth Aspect Anima ability that grants natural soak, but it does not stack with armor that grants hardness. *This does not work against brawl (fist/feet) attacks, nor does it work against attacks from weapons made of wood or metal weapons that have been covered in leather or coated in poison, or other similar tactics. This does not work against artifact weapons unless made of (specifically) White Jade. ==== Earth Shaping Hand ==== **Cost:** 2m per cubic yard or 1m; **Mins:** Essence 3; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Cooperative, Earth, Elemental, Obvious, Purity\\ **Duration:** Instant, Special\\ **Prerequisite Charms:** Embodiment of Earth Stance\\ (Note: 1 cubic yard of earth = ~3000 lbs) The Earth Aspect spends 2 motes per cubic yard (or less) of earth she wishes to shape up to a maximum of (Essence) cubic yards. The Earth Aspect must be able to touch the earth and do so, and the affected volume can be shaped within (sensory range) as long as it is attached to the earth that she is touching. It takes (5 ticks * cubic yard shaped) to shape the earth into the desired form and during that time, the character has a -2 DV. The character may shape the affected volume of earth into any form they wish to (where it stands) without a roll. As soon as the earth is shaped, and the Earth Aspect may spend 1 additional mote every 5 ticks for a -1 DV to maintain the form of the earth they have shaped, but can take no other standard actions (move actions and minor actions can still be done). Once the Earth Aspect ceases maintaining the shaped form, the earth shaped will continue to persist for (Essence) minutes before collapsing to rubble. Earth Aspects, when activating the charm in cooperation to shape a single form, can increase the volume of earth being shaped, to the collective (additive) volume of everyone involved in the cooperation. Supernatural creatures that are attuned to Earth (such as earth elementals) can also be shaped using this charm. When attempting to shape such a being, the Earth Aspect must make a contested roll of (Essence + Permanent Willpower) vs the resisting party's (Essence + Current Temporary Willpower remaining). The defender may instead choose to automatically resist by spending 1 temporary willpower point. A tie on the roll goes to the defender. If the Earth Aspect fails this roll or the defender spends 1wp, the motes spent to activate this charm are lost. If the character wishes to shape a weapon out of the earth, they may do so using this charm by touching the earth and spending 1 mote (to shape less than 1 cubic yard), which, after shaped, has stats equal to (Acc: 0, Spd 5, Dmg 6L or 8B as desired, Rate 1, Def 2) no matter what the form the weapon takes. The 1 mote cost to maintain the shape of the weapon must still be paid every 5 ticks, and the weapon's form still persists for (Essence) minutes after the Earth Aspect ceases maintaining its form. A weapon so formed using this charm gains the Earth benefit of the Melee Charm "Dragon Graced Weapon" at no additional mote cost. If this charm is being used in conjunction with Earth Manipulation Method, only 1 mote need be spent to activate this charm, and as such, the volume of earth to shaped will instead follow the volume limitations of Earth Manipulation Method. ==== Earth Manipulation Method ==== **Cost:** 3m; **Mins:** Essence 4; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Earth, Elemental, Obvious, Purity\\ **Duration:** Instant\\ **Prerequisite Charms:** Earth Shaping Hand\\ (Note: 1 cubic ft of earth = ~80 lbs) The Earth Aspect spends 3 motes to exert control over a unit of earth equal to or less than their (Essence) in cubic ft or a single supernatural creature attuned to Earth (such as earth elementals). The character can then move this unit of earth within (sensory range) in the air (or water, or magma, etc) as desired to perform a single 5 tick action, -2 DV, while taking no other standard actions (move and minor actions can still be taken). This may be combo'd with earth shaped using Earth Shaping Hand (cost: 1 mote) above to perform various actions with a shaped unit of earth. When combo'd with Earth Shaping Hand above, the volume restriction in this charm takes precedence over Earth Shaping Hand's volume restrictions. Attempts to exert control over shaped earth (Earth Shaping Hand) of more volume than (Essence) cubic feet fails automatically (motes go unspent). When attempting to manipulate a supernatural being attuned to Earth, the Earth Aspect must make a contested roll of (Essence + Permanent Willpower) vs the resisting party's (Essence + Current Temporary Willpower remaining). The defender may instead choose to automatically resist by spending 1 temporary willpower point. A tie on the roll goes to the defender. If the Earth Aspect fails this roll or the defender spends 1wp, the motes spent to activate this charm are lost. Characters who use this charm to attempt to squash or otherwise hit other characters with a chunk of earth from a distance must use DEX + Thrown, and their attack will have the following stats: (Acc: 0, Speed: 5, Damage: 16B/5, Rate: 1, Defense: -2) (Note: these stats are equivalent to that of a grand goremaul) ==== Earth Prince Form ==== **Cost:** 5m + 1wp; **Mins:** Essence 5; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Earth, Elemental, Obvious, Purity\\ **Duration:** One Scene\\ **Prerequisite Charms:** Earth Manipulation Method\\ If the Earth Aspect has his feet touching the earth directly, he can spend 5 motes and 1 temporary willpower point to draw the concentrated essence of the earth itself up into his being, activating Earth Prince Form. His body hardens and veins of mineral or flecks of mica become more pronounced on his skin, his appearance taking on the color/form of his iconic rock type. While in this form, the character gains the following benefits with no additional mote cost: * can perform lethal attacks with his bare hands/feet (Acc: 1, Speed: 3, Damage: (Essence) Lethal, Rate: 2, Defense: 2) * can parry lethal attacks * bare handed attacks gain the Earth Aspect benefit of the Melee charm "Dragon Graced Weapon" * gains the benefits of Embodiment of Earth Stance (natural hardness of Essence to L and B against mundane metal weapons) * gains the benefits of the Earth Aspect Anima banner soak bonuses (add Essence to Stamina for all purposes, and can now soak lethal damage at full stamina) * gains the benefits of Resonance with Earth Meditation for the purposes of understanding where he is while moving within the earth Lastly, the Earth Aspect can now move through the earth at will, with the same ease and speed and DV penalty as if he were walking upon the ground. This movement through the earth needs no special conscious effort on the part of the Earth Aspect and is no different than a standard move/dash action. This type of movement is not a quiet action by any means, and adversaries can make a (Wits + Awareness) roll to avoid full surprise, each success adding +1 DV back to their dodge or parry DV, up to a maximum of their DV as it is normally calculated. The Earth Aspect need only remain upon the earth while he activates the charm; after it is activated, he may move about on wood or other surfaces freely. However, he can only move through the earth if he starts out standing upon the earth. If he is in a house with a wooden floor, he must move outside before he can begin moving through the earth. The earth aspect also cannot resurface through another non-earth substance unless he spends the ticks required to break through. For instance, he can surface at the bottom of a lake and into water without issue, but he cannot surface beneath a tree or a house made of wood without destroying it from below first. If he surfaces into a pit of lava, he will have to deal with the consequences of damage from the heat and fire. ===== Fire ===== ==== Embodiment of Fire Stance ==== **Cost:** 3m 1wp; **Mins:** Essence 2; **Type:** Reflexive\\ **Keywords:** Breeding, Combo-OK, Elemental, Fire, Purity, Stackable\\ **Duration:** One Scene\\ **Prerequisite Charms:** Resonance with Fire Meditation\\ THIS NEEDS WORK For a scene, the Fire Aspect who activates this charm takes on the volatile nature of fire, and gains the ability to instantly super-heat mundane* metal weapons that manage to land an attack on him when the attacker is using Melee for combat. During [[exalted:cheat_sheet:melee_combat#order_of_attack_events|step 11 of combat]], the attacker must succeed on a (STA + Resistance) difficulty of the Fire Aspect's (Essence) score, or drop their weapon at the end of their action. This ensures that the Fire Aspect can return situational advantage back to himself during a combat situation. *This does not work against artifact weapons unless made of (specifically) Red Jade. Note that other Fire Aspects can become immune to this tactic if their Anima is flaring, and would thus negate the need to roll. ===== Water ===== ==== Embodiment of Water Stance ==== **Cost:** 3m 1wp; **Mins:** Essence 2; **Type:** Reflexive\\ **Keywords:** Breeding, Combo-OK, Elemental, Purity, Stackable, Water\\ **Duration:** One Scene\\ **Prerequisite Charms:** Resonance with Water Meditation\\ For a scene, the Water Aspect who activates this charm takes on the transitory nature of water, and can add their (Essence) to their natural bashing (B) soak and can downgrade (Essence) levels of incoming lethal damage to bashing instead (during [[exalted:cheat_sheet:melee_combat#order_of_attack_events|step 11 of combat]]) when Martial Arts is being used to generate the attack (with or without a mundane* weapon). This ensures the Water Aspect can persevere in the face of an extremely dangerous combat situation or kick ass in a bar fight. Note that in Exalted terms, Martial Arts = Brawl (the vast majority of Martial Arts attacks will be unarmed [e.g., bashing] as in a bar fight, and generally only those persons dealing lethal damage using Martial Arts are actual Martial Artists). Note that the Water Aspect cannot downgrade (Essence) lethal and then add their soak, they can only do one or the other per successful attack. *This does not work against artifact weapons unless made of (specifically) Black Jade. ===== Wood ===== ==== Resonance with Wood Meditation ==== **Cost:** 1m per 10yds radius; **Mins:** Essence 1; **Type:** Simple\\ **Keywords:** Breeding, Cooperative, Wood, Elemental, Purity\\ **Duration:** One Scene [Instant, One Sceen, Permanent]\\ **Prerequisite Charms:** None\\ The Wood Aspect attunes to the flora and fauna in the surrounding area in order to determine the composition of it. The range at which this search net extends is from where the Wood Aspect stands to a radius of (10 yards per mote spent). The maximum of number of motes that can be spent is (Permanent Essence) score. Wood Aspects, when activating the charm in cooperation, can extend the range of detection for all involved, to the collective range of everyone involved in the cooperation, for every cooperative member that is standing within the range of at least one other cooperative member. Once activated, the character can zone in to a specific target within the detection range, getting a general distance and direction to the target, and approximate size of the target, and a generalized sense of what it is (tree, bush, flower, canine, feline, humanoid). A Wood Aspect may need to make (WITS + Awareness) rolls, difficulty 1 (or higher, if somewhere complicated like a city) to navigate to the location of the target if a relatively direct-line path to it is not available. This charm can be specifically used to detect and scrutinize elemental creatures tied to the element wood within its detection range. For these creatures, the Wood Aspect using this charm can ascertain the creature's approximate size, age, and Permanent Essence rating. For things within range that have no life associated with them, nor are tied metaphysically to elemental wood, the Wood Aspect senses a void, but can still gauge the approximate size, direction, and distance of said void. Typical things that register as a void are lakes, dirt, rock, stone structures like walls or castles, or any magical creature or thing not associated with life of some sort. ==== Embodiment of Wood Stance ==== **Cost:** 3m 1wp; **Mins:** Essence 2; **Type:** Reflexive\\ **Keywords:** Breeding, Combo-OK, Wood, Elemental, Purity, Stackable\\ **Duration:** One Scene\\ **Prerequisite Charms:** Resonance with Wood Meditation\\ For a scene, the Wood Aspect who activates this charm takes on the sinewy and fibrous nature of wood, and gains a natural L/B soak equal to their (Essence) score against all natural* weapons or weapons made of wood* (including fists, teeth, wings, tails, and ranged/melee weapons whose business end is made of wood), and as well, negates the P tag (piercing) for any such weapons used against him. This ensures the wood aspect can withstand an unexpected assault during those times when he or she may not have the time to don their armor prior to becoming involved in a combat situation. *This does not work against clean metal weapons or magical weapons unless made of (specifically) Green Jade. This charm does apply to mundane metal weapons that are coated with poison. ==== Wood Shaping Hand ==== **Cost:** 2m per cubic yard or tree-sized lifeform, or 1m; **Mins:** Essence 3; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Cooperative, Wood, Elemental, Obvious, Purity\\ **Duration:** Instant, Special\\ **Prerequisite Charms:** Embodiment of Wood Stance\\ The Wood Aspect spends 2 motes per cubic yard (or less) of lifeforms she wishes to shape, or 2 motes per ~tree-sized lifeform, up to a maximum of (Essence) cubic yards or (Essence) tree-sized lifeforms. The Wood Aspect must touch at least one of the lifeforms (for cubic yards) or some part of the lifeform (for tree-sized lifeforms), and the affected lifeform(s) can be changed to temporarily take on the attributes of any lifeform of its major type (Approximately Taxonomic "Family" for fauna, and bush vs tree vs flower, etc for flora). For example, an oak tree may be forced to grow apples, english ivy may be forced to grow from 6ft long to a hundred feet long and take on the poisonous nature of poison ivy, or a person's hair color may be changed from brown to blond. It is in this way that a lifeform can take on attributes of other vaguely similar lifeforms, but cannot take on attributes of lifeforms completely different from it. It takes (5 ticks * volume increment or number of tree-sized lifeforms) to shape the lifeform into the desired form and during that time, the character has a -2 DV and may perform no other standard actions (move actions and minor actions can still be performed). The character may shape the affected volume or lifeform into any form they wish to (where it stands). Wood Aspects wishing to shape lifeforms capable of resisting (humanoid lifeforms only -- base or median lifeforms cannot resist) must make a contested roll of (Essence + Permanent Willpower) vs the resisting party's (Essence + Current Temporary Willpower remaining). The defender may instead choose to automatically resist by spending 1 temporary willpower point (note: extras cannot spend temporary willpower). A tie on the roll goes to the defender. If the Wood Aspect fails this roll or the defender spends 1wp, the motes spent to activate this charm are lost. Supernatural creatures cannot be shaped using this charm unless they are tied to the element of wood. Once the lifeform is shaped, the Wood Aspect may spend 1 additional mote every 5 ticks for a -1 DV to maintain the shaped form of the lifeform, while performing no other actions (move actions and minor actions can still be performed). Once the Wood Aspect ceases maintaining the shaped form, the volume/lifeform shaped will continue to persist for (Essence) minutes before returning to its natural form. However: anything used/consumed from the changed lifeform(s) will persist indefinitely: people who ate apples grown from an oak remain nourished by them, people poisoned by the english-ivy-turned-into-poison-ivy must fight off the poison ivy toxin long after the plant has returned to its normal, benign, english ivy form. Wood Aspects, when activating the charm in cooperation to confer the same changes to similar types of lifeforms, can increase the number or volume of lifeforms being shaped, to the collective (additive) volume or number that everyone involved in the cooperation choose to shape. If the character wishes to shape a weapon out of a lifeform, they may do so using this charm by touching the flora in question and spending 1 mote (to shape less than 1 cubic yard), which, after shaped, has stats equal to (Acc: 1, Spd 4, Dmg 5L or 7B as desired, Rate 2, Def 0) no matter what the form the weapon takes. The 1 mote cost to maintain the shape of the weapon must still be paid every 5 ticks, and the weapon's form still persists for (Essence) minutes after the Wood Aspect ceases maintaining its form. A weapon so formed using this charm gains the Wood benefit of the Melee Charm "Dragon Graced Weapon" at no additional mote cost. Fauna lifeforms cannot be shaped into weapons. If this charm is being used in conjunction with Wood Manipulation Method, only 1 mote need be spent to activate this charm, and as such, the amount of lifeform to be shaped will instead follow the limitations of Wood Manipulation Method. ==== Wood Manipulation Method ==== **Cost:** 3m; **Mins:** Essence 4; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Wood, Elemental, Obvious, Purity\\ **Duration:** Instant\\ **Prerequisite Charms:** Wood Shaping Hand\\ The Wood Aspect spends 3 motes to exert control over a single unit of flora or fauna equal to or less than their (Essence) in cubic ft, or (Essence) or fewer number of flora each approximately 1 cuft in size, or one single humanoid lifeform or elemental attuned to Wood. The character can then move this lifeform freely within (sensory range) in the air (or water, or magma, etc) as desired to perform a single (for single large unit of flora) or multiple (for a number of 1 cuft or less) 5 tick action(s), -2 DV, while performing no other standard actions (move actions and minor actions can still be performed). This may be combo'd with a lifeform shaped using Wood Shaping Hand above (activated with 1 mote). When combo'd with Wood Shaping Hand above, the volume restriction in this charm takes precedence over Wood Shaping Hand's volume restrictions. Attempts to exert control over lifeforms (Wood Shaping Hand) of more volume than (Essence) cubic feet fails automatically (motes go unspent). When attempting to manipulate a supernatural being attuned to Wood or a humanoid, the Wood Aspect must make a contested roll of (Essence + Permanent Willpower) vs the resisting party's (Essence + Current Temporary Willpower remaining). The defender may instead choose to automatically resist by spending 1 temporary willpower point (note: extras cannot spend temporary willpower). A tie on the roll goes to the defender. If the Wood Aspect fails this roll or the defender spends 1wp, the motes spent to activate this charm are lost. The Wood Aspect, if successful, can then perform a single action upon the unwilling creature. Any threshold successes on the contested roll add to the action roll for the subsequent action the Wood Aspect forces upon the humanoid's body. Note that base and median lifeforms cannot resist and thus no rolls need to be made. Characters may use this charm to attempt to ensnare (grapple) other characters from a distance with vine-like plants using (DEX + Athletics), adding any relevant modifiers, and then the character may perform a constrictor attack using the vines after succeeding on their initial grapple. A constrictor attack performed on a person grappled with multiple vines is only rolled once (it is NOT rolled once per vine). However, characters grappling a person with one or more vines get bonus dice equal to (number of vines -1) against any escape attempts. The constrictor attack has the following stats: (Acc: 1, Speed: 4, Damage: 8B/1, Rate: 2, Defense: 0). In general, a Wood Aspect may manipulate as many ensnaring vines as their (Essence) with no multiple attack penalty against different targets since the vines are acting independently. ==== Wood Prince Form ==== **Cost:** 5m + 1wp; **Mins:** Essence 5; **Type:** Simple\\ **Keywords:** Breeding, Combo-OK, Wood, Elemental, Obvious, Purity\\ **Duration:** One Scene\\ **Prerequisite Charms:** Wood Manipulation Method\\ If the Wood Aspect is directly touching any flora, he can spend 5 motes and 1 temporary willpower point to draw the concentrated essence of life itself up into his being, activating Wood Prince Form. His body becomes sinewy and fibrous, bark or leaf patterns becoming more pronounced on his skin, his appearance taking on the color/form of his iconic flora type. While in this form, the character gains the following benefits with no additional mote cost: * can perform ranged grappling and constricting attacks within (Essence x 2) yards by turning his arms into vines (see Wood Manipulation Method). This can be two vines, one per arm. * can perform lethal attacks by turning his hands into spear-like points (see Wood Shaping Hand). This is considered a bare-handed attack with a rate of 2 (one for each arm). * bare handed attacks gain the Wood Aspect benefit of the Melee charm "Dragon Graced Weapon" * gains the benefits of Embodiment of Wood Stance (Essence L/B soak against natural weapons and unarmed attacks) * gains the benefits of the Wood Aspect Anima banner * gains the benefits of Resonance with Wood Meditation Lastly, the Wood Aspect can now move through the foliage with the same ease and speed and DV penalty as if he were walking upon the ground. This includes movement from treetop-to-treetop, or swinging on vines across ravines into trees. This movement through the foliage needs no special conscious effort on the part of the Wood Aspect and is no different than a standard move/dash action. No Atheltics rolls are required, no matter how ridiculous the feat, as long as the next landing point is within the standard jumping distance of the Wood Aspect. This type of movement can be silent but requires a successful (DEX + stealth) roll difficulty 1 (or more, if the action is particularly flamboyant). If the Wood Aspect fails their stealth roll when moving in this manner, the defender may roll (WITS + Awareness) to avoid full surprise, each success adding +1 DV back to their dodge or parry DV, up to a maximum of their DV as it is normally calculated. The Wood Aspect need only remain touching flora while he activates the charm; after it is activated, he may move about on other surfaces freely. However, he can only gain the foliage-movement benefits if he remains touching lifeforms from jump to jump or step to step. Fauna count as lifeforms for this purpose, so the Wood Aspect may jump onto the head of an adversary and then jump from head to head as if dancing on their heads. Or, the Wood aspect may swing on a vine across a ravine and land upon the back of a horse, riding away into the sunset.