Classification: Union // Open

Rotes & Procedures

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Name ▲ Kind Source
A Matter of HonorRoteHDYDT
A Matter of PracticeRoteHDYDT
A Matter of SuccessRoteHDYDT
Abilities of the New FormRoteHDYDT
Accessing Tass or Periapt QuintessenceRoteHDYDT
Acclimation to the New FormRoteHDYDT
Adaptive ProstheticsRoteHDYDT
Added Life-Force (Health Levels)RoteHDYDT
Additional AbilitiesRoteHDYDT
AdjustmentsProcedureTR
Aging the Night-FolkRoteHDYDT
Altering CharacteristicsRoteHDYDT
Altering PropertiesRoteHDYDT
Altering the ElementRoteHDYDT
Amount of Quintessence UsedRoteHDYDT
Anchor PointsRoteHDYDT
Are Illusions Coincidental?RoteHDYDT
Area and DurationRoteHDYDT
Aura AlterationRoteHDYDT
Aura Colors and TexturesRoteHDYDT
Awaken the InanimateRoteM20
Awakening SpiritsRoteHDYDT
Backgrounds and InfluenceRoteHDYDT
Banished MisfortuneRoteHDYDT
Banishing the TempestRoteHDYDT
Base Difficulties for LiesRoteHDYDT
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Basic MagickRoteHDYDT
Battle FuryRoteHDYDT
Battlefield SenseRoteHDYDT
Bending Material PhysicsRoteHDYDT
Binding and the Gauntlet CageRoteHDYDT
Blackout!RoteHDYDT
Bond of BloodRoteHDYDT
Breaking ConditioningRoteM20
Bridging Similar LocationsRoteHDYDT
Brief FamiliarityRoteHDYDT
Burnt OfferingsRoteHDYDT
Calming Glance and the Predator’s EyeRoteHDYDT
Can You Go That Fast?RoteHDYDT
Casting Magick to Find “That Perfect Moment”RoteHDYDT
Challenges and BlusterRoteHDYDT
Change of MindRoteHDYDT
Charms;RoteHDYDT
Chemistry Inside Living OrganismsRoteHDYDT
Chi FlightRoteHDYDT
Chi HealingRoteHDYDT
Clearing Crowds, and Getting LostRoteHDYDT
Co-Occupational WardsRoteHDYDT
Coincidental or Vulgar?RoteHDYDT
Comprehensive BiomodsRoteHDYDT
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Conditioning LevelsRoteM20
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Do Illusions Inflict Damage?RoteHDYDT
Doors, Booths, and WindowsRoteHDYDT
Drawing Upon the WeatherRoteHDYDT
Dude, Do You Even Know What You’re Doing?RoteHDYDT
Duplicating YourselfRoteHDYDT
Duration and ResistanceRoteHDYDT
Elemental ArmorRoteHDYDT
Elemental Fury ChiRoteHDYDT
Elemental ImpactRoteHDYDT
Emotional Surge/ Sudden ChillRoteHDYDT
Employing a Periapt/ MatrixRoteHDYDT
Entropic DispersalRoteHDYDT
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Ephemeral MutationRoteHDYDT
Everywhere at OnceRoteHDYDT
Expanse and DistanceRoteHDYDT
Expiration, Conditioning, and InclinationsRoteHDYDT
Failed and Botched RollsRoteHDYDT
False Positives and Slippery TruthRoteHDYDT
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Fighting Back Against PossessionRoteHDYDT
Fireballs, Lightning, Windstorms, and so ForthRoteHDYDT
Flight Speed and FatigueRoteHDYDT
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Fly Like an EagleRoteHDYDT
Forces and WillRoteHDYDT
Forging a TetherRoteHDYDT
Forging MemoriesRoteHDYDT
FrankencrittersRoteHDYDT
Freezing TimeRoteHDYDT
Ghost-DancesRoteHDYDT
Golden GunmanRoteM20
Hands of DeathRoteM20
Harsh Weather and Environments entry of the EnvironmentalRoteHDYDT
Heartbreak SlapRoteHDYDT
Heart’s BloodRoteHDYDT
How Fast Are You Going?RoteHDYDT
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How Often Can You Fight Back?RoteHDYDT
I Know Kung Fu!RoteHDYDT
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Immediate Perception on the Teleportation LocationsRoteHDYDT
Impersonating Other BeingsRoteHDYDT
Indefinite MutationsRoteHDYDT
Influence From a DistanceRoteHDYDT
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Classification: Union // Open Ref mage/power/rote/the-delayed-death-touch

The Delayed-Death Touch

Rote · Mage

Mage

One of the most infamous secrets of martial-art mastery features the ability to touch a target in such a way that she dies some time after contact. This feat might be defined as a disruption of chi flow, an overloaded nervous system, a ruptured heart, a poisoned touch, or any other sort of legendary time-lapse martial-arts murder technique.

Game-wise, the delayed-death touch requires Time 4 to set the “trigger” for death. That trigger could be six steps, 13 heartbeats, one hour, or whatever other method suits the practitioner’s martial practice.

The damage itself comes from Life 3 aggravated damage, possibly intensified with an extended-roll ritual (“the killing-blow kata,” a certain combination of strikes, etc.) that lets the player gathers a large number of successes than she’d get from a single Arete roll.

If the character uses chi as part of the killing-blow, then add Prime 2 to the attack, and spend one Quintessence point to reflect the energy involved. (See below.) This doesn’t increase the damage, but does fit the concept of rearranging chi in order to inflict harm.

Vital energies – and the manipulation of same – play a significant role in many martial arts, especially the Asian and Asian-American forms based upon Hindu, Taoist, and Buddhist metaphysics. By channeling such energies, the martial artist can open up the deeper potential that’s so often hidden within the illusion of physical matter, and may therefore perform apparently impossible feats.

Although the following entries refer to those vital energies as “chi,” please note that we’re using that word as generic martial-arts shorthand for Quintessence. The actual concept of chi is more complex, and – as chi is a Chinese term – many practices use different terms (ki, prana, emanations, etc.) to refer

to this vital energy. In game terms, they’re all essentially the same thing. In real-life metaphysics, however, there’s quite a bit of difference between these concepts and their applications.

As a rule, these refined techniques are beyond the reach of merely physical warriors. They require dedicated study, practice, and belief in their effects. In game-terms, then, assume that characters who haven’t pursued a serious martial-arts discipline – that is, who do not have Do, Martial Arts, Esoterica, or other Abilities – cannot focus the following feats through their fighting arts. This doesn’t mean that a mage with the proper Spheres cannot use similar Effects, but it means that Brawl, Melee, and other fighting Abilities are not refined enough to unlock these “special moves” from the martial-arts arsenal.

(It also means that the average Technocrat isn’t going to use these techniques. Chi, after all, is one of those silly superstitionist beliefs that Reality Deviants use to fool themselves. Rare open-minded technomancers and Technocracy operatives might accept the link between vital energy and martial arts; even then, though, a good Technocrat will avoid the showier manifestations of such energy, like Elemental Fury Chi or Chi Flight, if only to avoid becoming Deviant themselves.)

As another rule, assume that all chi-focusing feats demand at least two dots in Prime, and generally cost at least one point of Quintessence per application. The practitioner, after all, is focusing energy, and so must understand how to use that energy – and then actually do use it – before she can employ these techniques. A mage could use an energy-draining weapon, of course, and focus the Sphere Effect through Melee and weaponry. A simply physical fighter, though, can’t do things like this with chi.

For further details about the applications of vital energy, see the Energy-Work section earlier in this chapter.

See also 3

Instruments

  • Energy mage/trait/instrument/energy

Spheres

  • Prime mage/power/sphere/prime
  • Time mage/power/sphere/time
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