Kaleidoscopic Grasp of Titans Style
I finally put this together. I cribbed a lot off of various DB charms, and upped the power appropriately, but I think it came out well. Here is Kaleidoscopic Grasp of Titans Style.
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Kaleidoscopic Grasp of Titans Style
Kaleidoscopic Grasp of Titans Style is a Sidereal Martial Art that emulates the Primordials as they shaped Creation. The elements themselves move to the command of the martial artist as he rebuilds the battlefield to suit his needs, or simply overwhelms his opponent with storms, avalanches, clouds of poison, wildfires or unstoppable waves.
Favored Abilities: Martial Artists who practice Kaleidoscopic Grasp of Titans style favor Craft, and Resistance or Dodge.
Form Weapons and Armor: Kaleidoscopic Grasp of Titans Style is not compatible with weapons or armor not created by the style itself. However, these created weapons can often be compatible with other styles. The martial art itself uses elements of all five Dragon Styles, from the flowing strikes and grapples of Water Dragon to the fast offense of Fire Dragon, to the hard-hitting and immovable strikes and blocks of Earth Dragon, to the evasive dance of Air Dragon and the resilience of Wood Dragon and switches between approaches as the fight requires.
If a Dragonblooded ever was initiated into Sidereal Martial Arts and learned this style, the Charms of this style would generate Aura appropriate to the element used (i.e. creating a fire would be Fire, an obscuring swirl of leaves or petals would either be Air or Wood, etc).
Charms:
Elemental Harmonization Stance
MA 3, Ess 3
10m, 1w
Simple, Scene
Keywords: Enlightenment
Prereqs: None
The martial artist becomes one with the elements, rendering even the harshest conditions surprisingly comfortable.
The martial artist becomes immune to non-magical environmental effects, including poisons and deprivation. Against effects created by magic, the martial artist gains his Essence in automatic successes when resisting the effect. In addition, as the elements become to respond to the martial artist, he may manipulate them in such a manner to allow minor effects, such as creating warmth to heat a drink, a small amount of water to put out a fire, handholds in stone, or similar effects. If these stunts are incorporated into an action that needs to be rolled, the martial artist gains an additional non-Charm die for each point of the stunt. Finally, being able to manipulate the elements in this manner makes crafting easier, adding a bonus of the martial artist’s Essence in dice to Crafting rolls.
Enlightenment: For a Sidereal, the bonuses from this Charm are considered non-Charm, and can extend this Charm’s duration to Indefinite.
Special Activation Rules: This Charm may be activated reflexively when entering Kaleidoscopic Grasp of Titans Form.
Elemental Armament Method
MA 3, Ess 3
5m, 1w
Simple, Scene
Keywords: None
Prereqs: None
The martial artist reaches out, and forms a weapon from nature itself.
By using this Charm, the martial artist creates a weapon from the elements. He might pull a tetsubo from the earth, create charkram from air or ice, claws of ice, swords of fire or some other appropriate weapon for his fighting style and personality. Weapons created by this Charm have Artifact stats and tags like whatever weapon is being emulated. When learning this Charm, the martial artist picks a weapon, which is what will always be created when the Charm is activated. Based on the element used when creating the weapon, differing effects are granted, and the martial artist is not restricted to a specific element.
Air: Wind chills the weapon to a deadly cold. An enemy damaged by a decisive attack takes a penalty on physical rolls equal to the martial artist’s Essence until the end of his next turn.
Earth: Bulky stones reinforce the weapon, granting the Smashing tag. If it already has that tag, its smash attacks deal an additional Essence dice of damage.
Fire: Flames wreathe the weapon, granting +(Essence) Overwhelming.
Water: The weapon is fluid and graceful, granting the Flexible and Grappling tags. If it already has at least one of those tags, add Essence bonus dice on the attack roll of grapple gambits.
Wood: Vines or roots twine around the weapon, granting the Disarming tag. If it already has that tag, add Essence bonus dice on the attack roll of disarm gambits.
The martial artist may repurchase this Charm up to Essence times, each time creating a new Artifact weapon. In addition, Evocations may be purchased for these weapons as well at usual cost.
Special Activation Rules: This Charm may be activated reflexively when entering Kaleidoscopic Grasp of Titans Form.
Elemental Guardian Raiment
MA 3, Ess 3
4-6m, 1w
Simple, Scene
Keywords: None
Prereqs: None
The martial artist wraps himself in the elements, forming armor to guard against the deadliest attacks.
The martial artist reaches out and pulls an elemental manifestation around himself, forming armor with Artifact stats. As with Elemental Armament Method, the type of armor chosen is decided when this Charm is learned, though the specific element drawn upon can be chosen whenever the Charm is activated. By using different elements, differing benefits may be gained as follows:
Air: Air-wreathed armor is nigh weightless, gaining the Buoyant and Silent tags (Exalted, 593). Additionally, its mobility penalty is reduced by the martial artist’s Essence when applied to the martial artist's Evasion. Light armor or clothing instead adds an automatic success on Stealth rolls where moving silently is a factor.
Earth: Earth-wreathed armor gains +(Essence) soak and Hardness.
Fire: Fire-wreathed armor or clothing deals Essence dice of lethal decisive damage, ignoring Hardness, to any enemy who hits the martial artist with an unarmed or natural attack, or who spends a round physically grappling her. His flaming raiment also adds Essence automatic successes on Appearance-based threaten rolls.
Water: Water-wreathed armor is slick and easily hidden, gaining the Concealable tag (Exalted, p. 593) and adding Essence automatic successes on rolls to oppose being grappled, escape physical restraints, or move through tight spaces. Armor that already has the Concealable tag adds an automatic success on disguise rolls, as does water-wreathed clothing.
Wood: Wood-wreathed armor or clothing is adorned with vibrant flowers with fragrant aromas, adding Essence automatic successes on inspire rolls, instill rolls to create Ties of attraction or lust toward the martial artist, and persuade or bargain rolls to seduce characters.
The martial artist may repurchase this Charm up to Essence times, each time creating a new suit of armor. Evocations may also be purchased for the armor created by this Charm at the usual cost. The most cost of this Charm is equal to the equivalent attunement cost of the type of armor made.
Special Activation Rules: This Charm may be activated reflexively when entering Kaleidoscopic Grasp of Titans Form.
Kaleidoscopic Grasp of Titans Form
MA 4, Ess 4
20m, 1w
Simple, Scene
Keywords: Form, Enlightenment
Prereqs: Elemental Harmonization Stance, Elemental Armament Method, Elemental Guardian Raiment
The martial artist moves into a stance that harmonizes with all of nature, adapting both the character of each element, and directing the elements to move as he desires.
Upon entering Kaleidoscopic Grasp of Titans Form, the martial artist may direct and create elemental manifestations out to Essence range bands), gaining Essence non-Charm successes on attack rolls, and appropriate tags (such as Fire for an attack made of fire, or Smashing for an attack with earth). Furthermore, the martial artist gains Essence dice on Initiative rolls for any Gambits related to the elemental attacks (such as disarms, distract gambits, and custom gambits to do things like immobilize a target or create difficult terrain). The martial artist may also craft his immediate area, out to Essence range bands, creating cover or obstructions (or even tunnels and similar things) using either Wits+Craft or Dexterity+Martial Arts. The difficulty of modifying terrain in combat is similar to that of Obedient Ramparts of Earth, and can be done over multiple rounds. This can include effects based on any element. The martial artist gains Essence in non-Charm dice when making appropriate craft rolls, such as those to modify the terrain.
Enlightenment: A Sidereal is able to shift into stances related to the elements, gaining a non-Charm bonus of either Essence dice to rolled actions (this doesn’t stack with the Form bonus to attacking at range, but would apply to a hand-to-hand attack), or adding Essence as a non-Charm bonus to his Defense. Only one bonus can apply at a time, but the Sidereal can switch between them as a reflexive action once per turn.
Special Activation Rules: If the martial artist reshapes the battlefield to suit their needs (such as stunting to create an environmental hazard) or takes advantage of the environment to gain an advantage over his opponent, he may reflexively enter Kaleidoscopic Grasp of Titans Form.
Crushing Maw of Pasiap
MA 5, Ess 4
10m, 1w
Simple, Instant
Keywords: Uniform, Enlightenment
Prereqs: Kaleidoscopic Grasp of Titans Form
The martial artist uses earth to immobilize or crush his opponent, smashing his target with boulders or burying them in the dirt.
The martial artist attacks with earth or stone. If used as a direct attack, the attack uses the stats for a heavy artifact weapon, can attack out to Medium Range, is unblockable and has a bonus of the martial artist's Essence to both attack and damage. If used to immobilize an opponent, the martial artist may attempt a Grapple gambit out to Long Range, using earth and stone to either bury or cover the opponent. The martial artist gains a bonus of Essence dice to both the attack roll and Initiative roll. This is also unblockable. If the gambit is successful, instead of rolling for control, the difficulty to escape is equal to the martial artist’s Essence plus any extra successes on the Initiative roll. If the martial artist uses this Charm to attack a target who is already immobilized or otherwise unable to escape the crushing earth, this is treated as if the martial artist was grappling his target. Willpower only needs to be spent the first time this Charm is used in combat. The martial artist also benefits from knowing this Charm when making a large scale crafting roll (to change geomancy or make a manse or a similar project), or any crafting project in which being able to move stone would benefit, gaining an additional roll to complete the project, and may speed up crafting time by one step (so a weekly roll would happen once a day, and so on). This bonus also applies when working with White Jade or Orichalcum.
Enlightenment: A Sidereal can use this Charm out to Long range.
Fiery Breath of Hesiesh
MA 5, Ess 4
10m, 1w (+ 1+a)
Simple, Instant or Special
Keywords: Decisive-Only
Prereqs: Kaleidoscopic Grasp of Titans Form
The martial artist summons forth the flames of Hesiesh, burning all that would stand in his way.
The martial artist creates a firestorm at a point out to Long Range, which extends out Essence range bands. Many martial artists create this firestorm by exhaling, similar to Breath of the Fire Dragon, but that is not necessary. The firestorm has a Difficulty of (Martial Arts + Essence) and Lethal damage of Essence dice. The martial artist may pay 1 or more levels of anima to increase either the Difficulty or the damage of the storm by Essence for each point. The martial artist may extend the duration of this effect by paying 5 motes each successive round and using his Combat action. The storm may be moved around with the martial artist's Move action. If the storm inflicts any damage, the martial artist's Initiative resets to base once the firestorm is finished. The martial artist also benefits from knowing this Charm while crafting, as long as control over heat and fire would benefit the project. The martial artist gains an additional roll for appropriate projects, and adds his Essence as an equipment bonus to rolls to complete the project. This bonus also applies when working with Red Jade.
Watery Grave of Danaa’d
MA 5, Ess 4
7m, 1w
Simple, Scene
Keywords: None
Prereqs: Kaleidoscopic Grasp of Titans Form
The martial artist summons or directs waters to engulf and drown his opponent.
The martial artist attacks with waters, either nearby or created from Essence. This allows the martial artist to slow down and drag his opponent around. Once active, the martial artist may direct controlled or created waters as a move action, out to Long Range. The waters may engulf up to Essence range bands, though the more consolidated they are, the harder they are to resist. The martial artist may push, pull or drag an opponent with these waters, which may be resisted with a Strength + Athletics or Stamina + Resistance roll, at Difficulty (Martial Arts + Essence + (Essence – range bands covered)). If a target is moved by the waters, they take the martial artist's Essence in dice of Initiative damage, which the martial artist gains. Once engulfed, a target may attempt to escape as a Disengage action, using either Dexterity and Dodge as normal or Strength and Athletics. Whether or not the target is successful, they lose two Initiative, which the martial artist gains. The martial artist may attempt to drown a target this way, even on land, but this takes his full action for the round, unless the target is already in a body of water. The difficulty to escape is as above. When this Charm is active, the martial artist also moves freely underwater, and cannot drown. The martial artist may also release the essence in this Charm to create an unblockable and undodgeable attack with the water. The martial artist also benefits from this Charm if he is attempting a crafting project in which control of water would help the project. This could include things such as geomancy or architecture, but also smaller scale projects as well. If this would benefit the project, the martial artist gains an additional roll, and lowers the overall Difficulty of the project by his Essence. This bonus also applies when working with Black Jade or Moonsilver.
Endless Dance of Mela
MA 5, Ess 4
5m, 1w (+ 3i per additional Move action)
Simple, Scene
Keywords: Uniform, Enlightenment
Prereqs: Kaleidoscopic Grasp of Titans Form
The martial artist directs the air, cutting down or ripping through his opponents, all while being buoyed up by the same currents.
The martial artist may attack out to Long Range, using Light Artifact weapon stats, as a martial arts attack. These attacks may be Cutting or Piercing at the martial artist's choice without penalty. In addition, the martial artist gains a bonus to all combat movement actions equal to his Essence, and ignores up to his Martial Arts in penalties to his Evasion. Furthermore, the martial artist may balance on any object as long as he is moving. Stopping movement on an unsuitable surface requires a Dexterity and Athletics roll for the martial artist to remain, at an appropriate difficulty. The martial artist may also use the currents of air to make additional movement actions at 3i per action. This is limited to the martial artist's Essence times in a single round. The martial artist benefits from knowing this Charm when working on crafting projects in which control of the air would benefit the project, and when working with Blue Jade or Starmetal. The martial artist gains an additional roll, and ignores up to his Martial Arts in penalties to each crafting roll.
Enlightenment: A Sidereal may attack out to Extreme range with this Charm.
Boundless Vitality of Sextes Jylis
MA 5, Ess 4
10m, 1w
Simple, Scene
Keywords: None
Prereqs: Kaleidoscopic Grasp of Titans Form
The martial artist manipulates life itself, directing vines and branches to harass his opponent, or fortifying himself against injury.
The martial artist may direct plant life in a similar manner to Watery Grave of Danaa’d. Like that Charm, this can create difficult terrain, and drag, push or pull the martial artist's target at the same difficulties. The martial artist may use plant life in similar manner to Crushing Maw of Pasiap to immobilize his opponent as well. In addition, if the target fails to Disengage or is Crashed while bound by plants, the martial artist inflicts a poison with Difficulty (Martial Arts + Essence), Damage Essence Initiative per round (Lethal if Crashed), and a penalty of Essence. If the martial artist chooses not to control plant life, he may attempt to regenerate from damage he has taken, rolling Essence each round, healing a level of Bashing damage per success, a level of Lethal damage for every two successes, and a level of Aggravated damage or a Crippling wound for every five successes. The martial artist also benefits from knowing this Charm when working with wood or other living or once-living material, or when working with Green Jade or Soulsteel. The martial artist gains an additional roll, and rerolls all 1s when making associated craft rolls.
Wrath of the Titans
MA 5, Ess 5
20, 3w, (+ 10m, 1w per additional element)
Simple, Special
Keywords: Perilous, Enlightenment
Prereqs: Crushing May of Pasiap, Fiery Breath of Hesiesh, Watery Grave of Danaa’d, Endless Dance of Mela, Boundless Vitality of Sextes Jylis
The martial artist brings down devastation not seen since the Primordial War, calling nature itself to scour a whole area to nothingness.
The martial artist spends a Dramatic Action reaching out to the elements so that he may bring them down upon those that have earned his wrath. This buildup of Essence automatically flares his anima to bonfire, and occasionally flares back up to iconic as the elements are brought to heel. Over the course of an hour, an area with the martial artist's Essence miles radius that is within the martial artist's line of sight is set upon by the designated element or elements. During this time, the martial artist may not move or take non-reflexive actions except to direct the conflagration, though he may move its location (at a speed of (Essence + Martial Arts) miles in an hour), to another location he can see as long as the storm persists. Onlookers may calculate how quickly the conflagration approaches both when it is being formed and when it is moving with a difficulty 2 (Int + Occult roll), or difficulty 2 (Int + Lore) roll. Differing elements can manifest different effects, though the martial artist is not limited to what is available in the area, and could easily call forth a tsunami in the middle of a desert. The first element called costs either 20 motes and 3 willpower. Any additional elements being called cost 10 motes and an additional point of willpower. After the first hour, the martial artist must make a Stamina + Resistance roll every Stamina hours, starting at Difficulty 1, and escalating by one for each roll. The martial artist is immune to the immediate effects of this Charm, as are any designated allies, but that does not protect them from the aftereffects of the devastation. These effects do not interfere with each other, allowing tsunamis of liquid fire, volcanic devastation, and other, wilder effects as they all converge.
Air: The sky darkens, pouring down harsh rain or heavy snowfall accompanied by gale-force winds and flashing lightning.
• Precipitation imposes a –2 penalty on all vision- or hearing-based rolls.
• Winds impose a –3 penalty on movement actions, ranged attacks, and similar rolls.
• Airborne characters and trivial opponents treat all movement as difficult terrain.
• Characters exposed to the storm suffer an environmental hazard with difficulty 2, Damage 10L/hour; a failed roll indicates they’ve been struck by lightning.
Earth: The land shakes and grinds horrifically as seismic
tremors shudder through it.
• All characters within range must make a difficulty 3 (Dexterity + Athletics) balance roll or fall into a yawning chasm, suffering falling damage as per a short-range fall (Exalted, p. 232) unless they find a way to mitigate it. Climbing out requires a difficulty 3 ([Dexterity or Strength] + Athletics) roll, although characters may escape by other means, such as Monkey Leap Technique.
• The damage wrought by the earthquake renders the entire area difficult terrain (Exalted, p. 199), and the speed of any long-range travel through the affected area is halved.
Fire: A roaring conflagration engulfs the land, setting the world ablaze.
• All characters suffer a one-time environmental hazard with difficulty 5, Damage 6L.
• Forests, grasslands, wooden structures, and other flammable terrain catches fire and continues to burn with a lesser intensity (difficulty 5, Damage 4L/round) until they’re extinguished or no fuel remains.
• A haze of smoke and ash hangs over the affected area, imposing a –2 penalty on any vision- or scent-based rolls.
Fires created tend to persist once the conflagration is over, assuming the terrain is flammable enough. These can be put out be appropriate actions, sorcery or other creative actions.
Water: A swirling pillar of water descends from the sky or rises from the sea, before dispersing in all directions as a crushing tidal wave.
• Depending on a character’s proximity to the point of impact, the amount of time they have to prepare for the wave’s impact varies — those within long range are struck by it instantly, without an opportunity to seek cover, while someone miles away from her might have minutes to prepare.
• Characters unable to reach a place of safety before being hit must make a difficulty 5 ([Strength or Stamina] + Athletics) roll to avoid being carried away. If they fail, they’re knocked one range band away from the point of impact per success they failed by. If this movement is interrupted by hitting a barrier, the character takes damage as though he’d suffered a fall from a height equal to the number of range bands of movement prevented.
• Ships caught in this wave suffer ten dice of Hull damage. Captains can roll (Wits + Sail) to avoid the worst of it, subtracting one die of damage per success.
• The blast is also likely to cause mass flooding in valleys and similar areas.
Wood: Gigantic vines burst from the ground, bearing vibrant flowers that bloom with toxic pollen.
• The overgrowth renders the entire area difficult terrain and halves the speed of long-term travel through it, although travelers can potentially bypass this by setting fire to the vines or destroying them through other means.
• Pollen imposes a –3 penalty on scent-based rolls.
• The pollen is also an inhaled poison. The first time a character breathes in the affected area, and after
each hour of exposure thereafter, they must roll against a poison with Damage 1B/minute, Duration
10 minutes, and a –3 penalty. The vines remain until destroyed, but their flowers wilt after the martial artist's Essence hours, rounded up, ending the pollen haze. It can be dispersed earlier by natural
weather, magic, or the creative actions of characters.
This Charm may only be used once a story, unless reset by accomplishing a legendary social goal through crafting, or by creating a 5 dot Artifact.
Enlightenment: When a Sidereal uses this Charm, the initial blast effects repeat (1+Essence) times every hour, with the exception of a Fire effect, which just burns continuously for the duration. In addition, each element added to the effect increases all difficulties, damage and penalties by one each. For falling damage, this adds one die to the damage rolls.
This message was last edited by the GM at 23:13, Tue 12 Mar.