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Homebrew Mechanics Thread.

Posted by The All-Seeing EyeFor group 0
The All-Seeing Eye
GM, 145 posts
Mon 23 Dec 2019
at 23:56
  • msg #15

Dragon Blooded Online: War for the Caul Game House Rules

As I do not intend to create an RPOL board for the DB game, I'm going to continue to use this thread for mechanics, custom Martial Arts and similar stuff.  Here is what I have in mind for out upcoming DB game:

1) Characters start at Essence 1, using the rules for new DBs, though they still receive bonus Merits and Specialties based on their background.

2) All Signature Charms are now set at (Ability) 4, Essence 2 for the first purchase, and (Ability) 5, Essence 4 for the second Signature Charm in an Ability

3) To be able to learn an Elemental Dragon Style or permanently ignore Terrestrial restrictions on Martial Arts charms, a Character must have a learned either a Lore or Occult Signature Charm and then purchased (or earned through in-game Story or Quest) a 3 dot Merit: Immaculate Initiate.  Expending Aura will still allow the character to ignore the Terrestrial Keyword for that tick as per normal rules.

4) Aura: All charms with Duration: Aura are considered Scene Length.  If the character drops out of Aura or switches to a different Aura, the Charm is disabled, but will immediately reactivate upon resuming the appropriate Aura, assuming the character kept the Charm's motes committed.  Aura -may- be changed outside the character's actions if desired, but does not have to (even if the character is using Aspected charms).  It -is- possible for Immortal powers or Paths to generate and manipulate Aura, too.

5) All printed Martial Arts are valid to learn (and any future ones automatically are valid as well).  Custom or homebrew Martial Arts must be learned or developed in-game.

6) Player Characters receive an extra two dots of Attributes to represent the Player's own abilities.  These may not be used to raise any Attribute over 3.  If the PC's attribute are satisfactory, these may be converted into Charms on a 1-to-1 basis.

7) Player Characters also receive an extra 5 points of Abilities or Specialties (representing the Player's own skills).  Abilities may not be raised over 3 with these points, though Specialties may be applied to any Ability.

8) Custom Charms are allowed and encouraged, though they obviously must be mostly consistent with printed DB Charms.

A final warning: Dragonblooded are not as accomplished crafters as Celestial Exalted, so gaining 4 and 5 dot Artifacts will be more difficult outside Character Creation.  That said, looting NPCs and bosses can provide some, and it is possible for more powerful Artifacts to be crafted, it's just much more difficult.  All printed Artifacts are (potentially) valid, and Custom Artifacts are still allowed and encouraged.

I think this covers everything.  I'll add more if anything comes to mind.
This message was last edited by the GM at 03:51, Wed 25 Dec 2019.
Kuroko
player, 73 posts
Wed 25 Dec 2019
at 14:10
  • msg #16

Dragon Blooded Online: War for the Caul Game House Rules

Merry Christmas everyone.

As you all probably guessed, the World of Darkness world that's being collided with the Dragonblood campaign is simply my Saturday game. I guess that means I could have a dragonblooded show up, too, who knows.

So all my changeling contacts are the ones that have already been introduced in game.


Spoiler text: (Highlight or hover over the text to view)
In addition to that there is the Maeghar necromancer, whose physically deformity is that he has six arms, which basically makes him a spider if you add in the legs. He hides the extra ones under clothes. He collects relics from the underworld, with a focus on things made from souls with interesting histories. He is named Arthur Lyons and is a member of the Tal'mahe'Ra.

There is a Black Spiral Dancer Garou, Nephandi willworker, and infernalist Ravnos who have a cult involving breaking free from physical reality by destroying physical reality. Miguel is the werewolf, the nephandi is named Angela, and the Ravnos is named Georgi.



If you want any more details don't be afraid to ask.
This message was last edited by the player at 14:39, Wed 25 Dec 2019.
Qin'ai da Wangzi
player, 47 posts
Wed 15 Jan 2020
at 14:36
  • msg #17

Dragon Blooded Online: War for the Caul Game House Rules

In reply to The All-Seeing Eye (msg # 15):

just curious what year is it in the real world when the game starts?
The All-Seeing Eye
GM, 146 posts
Wed 15 Jan 2020
at 21:57
  • msg #18

Dragon Blooded Online: War for the Caul Game House Rules

I was planning for 2060s/2070s, probably the 2070s.  As mentioned, the world will be on the cusp of a number of potentially game-changing advancements in many different fields, on top of the ones necessary for the game to work.

We can nail down some of the specifics during the character creation session.
Kuroko
player, 74 posts
Thu 23 Jan 2020
at 14:26
  • msg #19

Dragon Blooded Online: War for the Caul Game House Rules

Quick question, is there a limit to gaining exp from flaws? Like if you suffer from two seperate flaws in the same session, do you get one or two?
Kuroko
player, 75 posts
Fri 24 Jan 2020
at 12:53
  • msg #20

Dragon Blooded Online: War for the Caul Game House Rules

Is this right?

Changeling Ability: Exalted equivalent

Alertness: Awareness
Athletics: Athletics
Brawl: Brawl
Dodge: Dodge
Empathy: Socialize
Expression: Socialize
Intimidation: Presence
Kenning: Awareness? or possibly Occult?
Streetwise: Larceny
Subterfuge: Socialize
Craft: Crafts
Drive: Ride
Etiquette: Socialize
Firearms: Archery
Leadership: Presence
Melee: Melee
Performance: Performance
Security: Larceny
Stealth: Stealth
Survival: Survival
Academics: Lore
Computer: Lore
Enigmas: Occult

Greymayre: Occult

Investigation: Investigation
Law: Bureaucracy
Linguistics: Linguistics
Medicine: Medicine
Politics: Bureaucracy
Science: Lore

Exalted also has Integrity and Resistance
This message was last edited by the player at 12:57, Fri 24 Jan 2020.
The All-Seeing Eye
GM, 147 posts
Fri 24 Jan 2020
at 23:02
  • msg #21

Dragon Blooded Online: War for the Caul Game House Rules

That looks right.  Archery/Firearms can be switched out for one another, as can Ride/Drive, and Sail/Pilot.
Qin'ai da Wangzi
player, 48 posts
Mon 27 Jan 2020
at 18:16
  • msg #22

Dragon Blooded Online: War for the Caul Game House Rules

In reply to Kuroko (msg # 16):

I was looking up pirate ships and I read that a skeleton crew would be 4 watches of 20-30 men each or a crew of 80- 120 men.
The All-Seeing Eye
GM, 148 posts
Mon 27 Jan 2020
at 21:51
  • msg #23

Dragon Blooded Online: War for the Caul Game House Rules

That may be true for ships during the Age of Sail.  Don't forget, Creation tends to more Bronze Age/Swords and Sorcery aesthetics.  That said, If you want the Black Pearl to be larger, like a more stereotypical pirate ship, we can do that*.  Being Artifact 5, we could probably get away with having a Lightning Ballista or Implosion Bow on the ship, but that will have to remain inactive until you get a Hearthstone to properly power it.

Any additional weapons and armaments for the ship will have to be acquired in play, though.

* First Age ships in Creation could easily get a lot more advanced than what typically tools around Creation in the Second Age.
Qin'ai da Wangzi
player, 49 posts
Wed 29 Jan 2020
at 16:46
  • msg #24

The Black Pearl

quote:
Being Artifact 5, we could probably get away with having a Lightning Ballista or Implosion Bow on the ship, but that will have to remain inactive until you get a Hearthstone to properly power it.

Any additional weapons and armaments for the ship will have to be acquired in play, though.


I am fine with that. What kind of hearthstone would a ship have to power it weapons?


I had  several ideas that sounded cool to me. I understand that just because it sounds cool does not mean it doable, the rule of cool not withstanding.
Considering the ship has a black hull and black sails I guess it would have the ability to stealth at night.

Invocation of the Living Ship (Emerald Circle). Outcaste, p. 95. Wakes the spirit of a ship, such that it will sail itself at the sorcerer's command.

What if the Black Pearl had this but it was under the command of the captain not the sorcerers. I was thinking that it would be as intelligent as a smart horse. While the outer portion of the hull is Black Jade the interior is living wood. The ship has the ability to move itself.  It has the ability to grow portions of itself and reabsorb them back into the hull. Say your cabin could grow you a bed at night then during the dayand absorb it back to give you more room during the day. The ship is a living plant that can be healed the same way a tree would through medicine or over time.

The Galley has the ability to make any product that would grow on a plant. So fresh food and vegetables and herbs for medicines can be provided by the ship. I guess this would be  similar to benediction of the living ship signature charm.

It is bigger on the inside (below decks) then the outside (the hull and above decks. The cargo hold has an elsewhere space in it so you can either store cargo in the hold where everyone can see and get it or elsewhere where only authorize people can access it.
I was thinking the crew of the ship would be the:

Captain who get 2x shares of any loot
First Mate 2x
Navigator 2X
Quartermaster 2x
Doctor 2x
Boatswain 1.5
Master Gunner 1.5x
Cooper 1x
Carpenter 1x
Cook 1x
pirate crew 1x
Cabin boy x.5
Powder Monkey x.5

These is also 3 ship cats on board
Adult Male: Sparrow
Adult Female: Duchess
Adolescent Male: Port
Adolescent Female: Star

Another possibility would be for pc to take over certain of the crew roles so they get a share of the loot and are not just passengers.

ps: I realize the above would not be something the ship has out of the gate but possible gain through custom heart stone?

Well over to you Brian for some brainstorming.



_________________________________________________________
This message was last edited by the player at 18:36, Wed 29 Jan 2020.
The All-Seeing Eye
GM, 149 posts
Wed 29 Jan 2020
at 22:17
  • msg #25

The Black Pearl

Sounds pretty good.  I will say that full functionality will require a Hearthstone, though, and some of more advanced stuff will have to be bought as Evocations.

How about this:

Initial Evocation: Spirit of the Living Vessel (name to be determined, updated as needed).
Cost: - , Duration: Permanent
The Black Pearl has intelligence, equal to that of a smart horse, but professional skill at Sailing, giving it a Die Pool of 5 dice when it is piloting itself.  The Black Pearl's own skills are part of the reason it has enhanced stats.  In addition, the Black Pearl's living wood interior may heal 1 level of Hull damage per day, with the exception of -0 Hull levels.  -0 Levels may be healed as well at the same rate if there is a Hearthstone installed.  The interior is larger than the size of the ship would indicate, and may create incidental items and useful additions in the interior (such as beds) which may be reabsorbed back into the ship when they are no longer useful.

You may also have your choice of a Lightning Ballista or Implosion Bow as well, but those won't be activated until there is a Hearthstone for the ship.

Elsewhere storage should be bought as an Evocation on its own, as should additional weapons, capabilities, or other magical tricks.
Kuroko
player, 76 posts
Mon 3 Feb 2020
at 14:45
  • msg #26

Homebrew Mechanics Thread

In reply to The All-Seeing Eye (msg # 1):

Average banality for reference


https://www.wolfsinger.com/~wyldcards/banality.htm
Kuroko
player, 77 posts
Sat 22 Feb 2020
at 21:07
  • msg #27

Homebrew Mechanics Thread

Kuroko
player, 78 posts
Sun 23 Feb 2020
at 12:24
  • msg #28

Homebrew Mechanics Thread

Question: Can I program my time delayed cantrips? For example, when Pearl is using a decisive attack, Fair is Foul activates and lowers her difficulty by four.
The All-Seeing Eye
GM, 150 posts
Sun 23 Feb 2020
at 17:12
  • msg #29

Homebrew Mechanics Thread

Based on my reading of those rules, that sounds like something that is intended to be allowed.

To follow up on our discussion on Thursday - successes create re-rolls, either of failures or successes (keeping the new result) depending on the intent of the Soothsay.  I.e. helping a character's Defense would force the enemy to re-roll successes, while assisting an ally's attack would allow them to re-roll a number of failures equal to the successes on the Soothsay roll.
This message was last edited by the GM at 17:24, Sat 29 Feb 2020.
The All-Seeing Eye
GM, 153 posts
Tue 2 Feb 2021
at 23:25
  • msg #30

Lord of the Underworld Style

Here is another gun-fu style from my previous homebrew, now updated for 3e.  As is no doubt obvious, this is an Abyssal counterpart to the more straightforward Lord of Creation style.
____________________

Lord of the Underworld Style

This style uses unarmed attacks and guns (Prayer Pieces, Plasma Tongue Repeaters and Fire Wands) to dominate and control the battlefield.

Weapons and Armor: Lord of the Underworld style may be used with light armor and unarmed attacks/natural weapons, light bladed weapons such as knives, kama and short swords, plus light ranged weapons, primarily pistols (in a modern setting) and their equivalents in the standard setting.  It may be used with bows and crossbows, which can be treated as staves and batons in melee.  In the case of appropriately sized weapons, many Lord of the Underworld stylists will dual wield.

Complimentary Abilities:  Lord of the Underworld stylists favor Athletics and Dodge to assist in demoralizing their opposition.

A Lord of the Underworld stylist faces no accuracy penalty for using an archery weapon in Close Range when stunting, and may also inflict Lethal damage unarmed with a stunt.

Charms:

The Dead Serve Their Master
5m, 1wp; Instant, Simple
Martial Arts 3, Essence 1
Keywords: Mastery
Prerequisites: None

The dead know their service is eternal.  By channeling the Essence of the lands of the dead, the Lord of the Underworld calls forth his legions.  Activation of this Charm raises a battle group of zombies with a Magnitude equal to the Martial Artists Essence using available corpses within (Essence) Range Bands, starting at Close range.  The Willpower cost is waived if the Martial Artist killed the targets himself.

Mastery: A Solar (or Abyssal) raises a battle group with a Magnitude of 3 or their Essence, whichever is higher.  Further, these zombies move in eerie unison, and therefore have an Average Drill rating.

Servant-Promoting Attack
3m, 1i; Instant, Supplemental
Martial Arts 3, Essence 1
Keywords: Decisive-Only
Prerequisites: None

Ever merciful, the Lord of the Underworld is even willing to award those who displease him.  The Servant-Promoting Attack adds the Martial Artist’s Permanent Essence to the damage of a Decisive attack, or (Permanent Essence + Martial Arts) against a battle group.  A non-Trivial opponent who is killed with this Charm becomes a Zombie, and is rolled into battle directly.  If a battle group loses a point of Magnitude due to this Charm, the Martial Artist may reflexively Rally to restore Magnitude to an existing zombie battle group under his command.

The Lord’s Fury Has No Bounds
3m; Instant, Supplemental
Martial Arts 3, Essence 2
Keywords: Uniform, Mastery
Prerequisites: Servant-Promoting Attack

The Lord of the Underworld is never delayed long when he decides to act on his anger.  Moving with unnatural speed and grace, the Martial Artist effortlessly bypasses any obstacles in his path.  For the duration of a Move action, the Martial Artist has perfect balance, and may ignore difficult terrain penalties.  As part of a Rush, the Martial Artist adds his Essence in dice.  If this Charm is used on subsequent turns, the Martial Artist may remain balanced in impossible terrain, so long as they keep moving.

Mastery: The Martial Artist does not pay Initiative on his Disengage attempt, and, if successful, gains 1 Initiative if his opponent attempts to Rush him before the end of the next Round.

The Master’s Never-Ending Hatred
– (+2m or 1 lhl); Permanent, Special
Martial Arts 3, Essence 2
Keywords: Terrestrial
Prerequisites: The Dead Serve Their Master

The Lord of the Underworld would never let anything as pitiful as ammunition put a stop to his wrath.  As long as there is ammunition available, the Martial Artist may reload his weapon with a Reflexive action.  In addition, the Martial Artist is assumed to have brought enough ammo for the scene.  If this cannot be justified by the current situation, the Martial Artist may either use his own killing intent (for 2m each time a reload is needed) as ammo, or draw ammo from living or dead tissue.  If a health level is used, the weapon will not need to be reloaded for the rest of the scene.  If the Martial Artist wants to use an enemy’s health to provide ammo, the must succeed on a Difficult 2 Gambit to touch them and draw forth blood and bone.  This may be included as part of an attack (with a success reducing the available Initiative for damage).

Terrestrial:  A Terrestrial Exalted may not attack with their killing intent, nor may they draw health from an enemy for ammo, and then inflict additional damage as part of the same attack.

Lord of the Underworld Form
12m; Simple, Scene
Martial Arts 4, Essence 3
Keywords: Form, Terrestrial, Mastery
Prerequisites: The Lord’s Fury Has No Bounds, The Master’s Never-Ending Hatred

The Lord of the Underworld is relentless as he brings death to those who oppose him.  All opponents who attack him or contest Move (including Rush and Disengage) actions are at a -1 Die Penalty, which is increased to -3 Dice if the opponent has lower Initiative.  In addition, the Martial Artist may make a Reflexive Counterattack against any enemy who attacks him (assuming he can attack that enemy in return).  If this Counterattack is Decisive, the Martial Artist does not reset his Initiative until the end of the round.

Terrestrial: A Terrestrial Exalted may only make one free Counterattack per round.  A second one  consumes the Terrestrial’s action for the next round.

Mastery:  A Solar Exalted adds his Essence dice to his attack roll when making his Counterattack.

Special Activation Rules:  A Martial Artist may enter Lord of the Underworld Form as a Reflexive action when they inflict 3 Health Levels of damage to an enemy (including damaging a battle group) or occupy the same space as a battle group.

The Master’s Vengeance
4m, 1w; Instant, Reflexive
Martial Arts 5, Essence 3
Keywords: Decisive-Only, Terrestrial, Mastery
Prerequisites: Lord of the Underworld Form

A Lord of the Underworld never hesitates when the time is right for vengeance.  When attacked, the Martial Artist may make a Reflexive Dexterity + Dodge roll with his Essence automatic successes at a difficulty equal to that of his opponent’s attack successes, even if the attack cannot be dodged normally.  If he succeeds, the Martial Artist instantly teleports to a point within Medium Range.  If the Martial Artist has not acted yet this turn, and has the means to do so from his new location, he may immediately attack the opponent who targeted him.  This attack is treated as an Unexpected attack.

Terrestrial:  A Terrestrial Exalted may only teleport out to Short Range from his current position.

Mastery: A Solar Exalted treats the bonus successes granted as non-Charm successes.

Nothing May Stop His Fury
6m, 1w; Instant, Simple
Martial Arts 5, Essence 3
Keywords: Uniform, Mastery, Aggravated
Prerequisites: Lord of the Underworld Form

The Lord of the Underworld laughs at his opponent’s worthless defenses, and his rage bears the essence of death, striking at the very soul.  An attack enhanced by this Charm is dematerialized, ignoring all soak from non-living obstacles (such as most armor), and seems to home in on the unfortunate victim, rendering the attack undodgeable.  It can also hit dematerialized entities, though the Martial Artist is not granted any way to perceive them through this Charm.  This Charm may only be used once per scene unless reset by making three Counterattacks and raising your Initiative to 10 or higher.

Mastery:  At 15+ Initiative, a Solar Exalted may pay an additional Lethal Health Level to make this Charm cause Aggravated damage.

They Forfeit Their Lives for Him
5m + (2m or 2i/HL absorbed); Instant, Supplemental
Martial Arts 5, Essence 3
Keywords: Decisive-Only, Terrestrial
Prerequisites: Lord of the Underworld Form

All living serve the dead and by extension, death itself, though few realize this truth.  As life is lost, death gains power.  The Lord of the Underworld is aware of this fact, and draws upon this to empower himself.  When using the Charm, the Martial Artist heals health damage at a one to one basis to damage inflicted upon his target.  The Martial Artist may only heal up to his Martial Arts rating health levels per use of this Charm.  This Charm may only be used once per scene, unless reset by incapacitating a non-Trivial opponent.

Terrestrial:  A Terrestrial Exalted may only heal up to their Essence health levels in one turn.

Deathlord’s Omnipotence
10m, 1wp, 5i; Scene, Simple
Martial Arts 5, Essence 4
Keywords: Terrestrial, Mastery, Perilous
Prerequisites: The Master’s Vengeance, Nothing May Stop His Fury, They Forfeit Their Lives for Him

Death is omnipresent, and inevitable.  No matter who you are, there is no escape.  No matter your power, death will claim you.  The Lord of the Underworld learns how to embody this terrible truth.  Upon activation of this Charm, the Martial Artist expands their being, dancing between life and death in an unnerving and deadly manner.  For the duration of this effect, the Martial Artist may teleport to any location within Medium Range with both their Move and Combat actions, assuming that it is a point they could have conceivably reached by normal means, though they may bypass solid objects such as doors and walls as though they were dematerialized.  Due to this effect, the Martial Artist’s attacks ignore any bonuses from cover against opponents within this range.  The Martial Artist also automatically wins any Rush or Disengage unless his opponent has a means of moving at least as far as the Martial Artist.  If the Martial Artist successfully evades against an attack, they may take a Reflexive Move action, using the same rules as above.  The Martial Artist gains +1 Defense, and ignores their Essence in Onslaught penalties.

In addition, the cost for The Lord’s Fury Has No Bounds is reduced to 1 mote, and any attacks triggered by The Master’s Vengeance are now considered Ambushes.

Terrestrial:  A Terrestrial may only move out to Short Range using this Charm, and may not bypass solid objects.

Mastery:  A Solar Exalted ignores the Perilous keyword so long as they make at least one Counterattack per round.  In addition, The Dead Serve Their Master may be activated once per round as a Reflexive action for 1 mote to create a zombie from every corpse within Short Range that the Martial Artist has killed himself.
This message was last edited by the GM at 15:58, Wed 03 Feb 2021.
The All-Seeing Eye
GM, 154 posts
Sun 27 Mar 2022
at 01:15
  • msg #31

Oblivion's Hand Style

I wrote this up way back in the 1st Edition days, and have been thinking about the 3e version for a while.  It's a style all about death and the void, and it's Essence using practitioners, if they are skilled enough, inevitably become Creatures of Darkness.

I give you - Oblivion's Hand Style:
______________________________________________________________________________________

Oblivion's Hand Style

Oblivion's Hand Style brings the grim inevitability of the Void to the battlefield to break down and annihilate all who stand in the way.

Form Weapons and Armor:  This style may only be used with Unarmed attacks, and may not be used with armor.  Its strikes are characterized by a straight-line, brutally efficient approach, focusing on fast punches, knife, spear-hand and palm strikes to vital areas, and quick kicks, punctuated by elbow and knee strikes.  Oblivion's Hand stylists also do not shy away from grappling and strong hits when the openings allow it.  Oblivion’s Hand Stylists may always stunt for their Unarmed attacks to do Lethal damage.

New Keyword
Ritual: A Ritual Charm entails tattooing or scarification, and, when activated, causes a visual effect, equal to a Glowing anima in terms of Stealth penalties caused.  The effect can vary, from the tattoos or scars bleeding glowing blood to faintly luminescent smoke being emitted or just glowing with a baleful light.

Charms:

Ritual Desecration of the Fist
3m, Indefinite, Reflexive
Keywords: Dual, Ritual
Martial Arts 3, Essence 1
Prerequisites: None

The Oblivion’s Hand stylist must learn the meaning of pain and suffering, and through that lesson, learn how to inflict such trauma on others.  Stylists ritually scar and tattoo their limbs in a painful process that awakens their Essence to the vagaries of pain.  By committing 3 motes, these tattoos shine baleful light with equivalent brightness to a Glowing anima, and cause the same penalties, yet they cause the Martial Artist’s strikes to hit significantly harder, adding the Martial Artist’s Martial Arts rating to their withering damage, and half that value (rounded up) to their decisive damage.  The Martial Artist may also parry Lethal damage without a stunt.


Piercing Void Method
3m, 1i; Instant, Supplemental
Keywords: Dual, Mastery
Martial Arts 3, Essence 1
Prerequisites: Ritual Desecration of the Fist

The essence of the void tears through all things, and the Oblivion’s Hand stylist learns to exploit this fact in their strikes.  By striking at weak points in flesh or armor, they bypass their opponent’s defenses.  The Martial Artist’s withering attack is treated as Piercing, while a decisive attack may ignore up to the Martial Artist’s Essence in Hardness.

Mastery:  A Solar may ignore up to their Martial Arts skill in Hardness on a decisive attack.


Entropic Tempest Strike
4m, Instant, Supplemental
Keywords: Dual, Terrestrial
Martial Arts 3, Essence 1
Prerequisites: Ritual Desecration of the Fist

By channeling the destructive essence of the void, the Oblivion's Hand stylist rips at the very core of their victims.  The Martial Artist gains double 9s on withering damage, and may add threshold successes to decisive damage.

Terrestrial: A Terrestrial Exalt may only add up to their Essence in threshold successes to a decisive damage roll.

Oblivion’s Hand Form
10m, Scene, Simple
Keywords: Form, Terrestrial, Counterattack
Martial Arts 4, Essence 2
Prerequisites: Piercing Void Method, Entropic Tempest Strike

The Martial Artist settles into a guarded stance, hands and feet at the ready to strike at a moment’s notice.  The Martial Artist gains +1 Defense, as also as +1 soak, and withering damage per Ritual charm activated, as well as (Essence + Ritual charms activated) Hardness.

Terrestrial: A Terrestrial’s Counterattack either consumes their action for the round, or, if they have already acted, uses their Combat action for the next round.

Special Activation Rules:  A Martial Artist may reflexively enter Oblivion’s Hand Form upon activating a Ritual charm, or by inflicting 3 or more levels of Lethal damage.

Ritual Desecration of the Heart
5m, 1lHL, Indefinite, Reflexive
Keywords: Mastery, Uniform, Ritual
Martial Arts 4, Essence 2
Prerequisites: Oblivion’s Hand Form

Through more ritual scarification and tattooing, the stylist further cuts away at the vagaries of life that hold one back.  These tattoos are drawn along the chest and back of the stylist, and when they have Essence channeled into them, provide a number of benefits.  By committing 5 motes and a Lethal Health Level, the Martial Artist adds their Essence rating to any bonus that a Negative intimacy would apply to their Resolve.  The Martial Artist also adds their Martial Arts rating to their Soak and Hardness.

Mastery: A Solar treats the bonus to Resolve as a non-Charm bonus, and may call upon a Negative Intimacy to resist Social Influence multiple times.

Ritual Desecration of the Mind
4m (3m), Indefinite, Reflexive
Keywords: Dual, Mastery, Ritual
Martial Arts 4, Essence 2
Prerequisites: Oblivion’s Hand Form

Through more ritual scarification and tattooing, this time on the stylist’s head and temples, the stylist learns to give Oblivion its due at all times.  Upon committing 4 motes to the tattoos, the Martial Artist gains Double 9s on withering damage rolls and feats of destruction, and double 10s on decisive damage rolls.  Furthermore, as a reflexive action upon landing a hit in combat, the Martial Artist may spend 3 motes to add (Intimacy) rating dice to the damage roll.  The Intimacy in question must be negative, and must apply to the target.

Mastery:  A Solar treats the bonus to Resolve given by Ritual Desecration of the Heart as a bonus to a negative Intimacy’s rating when determining damage.

All-Consuming Touch of the Void
5m, 1w; Instant, Supplemental
Keywords: Decisive-Only, Crippling, Mastery
Martial Arts 5, Essence 3
Prerequisites: Ritual Desecration of the Heart

The touch of an Oblivion’s Hand stylist is death, or at best, its precursor.  As they approach the end of their training, the Martial Artist learns to wither and cripple those who stand in their way.  When using All-Consuming Touch of the Void, the martial artist may forgo doing levels of damage to inflict a Crippling wound on an opponent, ignoring story limits.  Each wound increases the target’s Wound Penalty by 1, even if no damage was done.  These wounds may be healed normally, which also removes the corresponding Wound Penalty.  This attack may be used in Savaging or Slam attacks as well.  When used on a Trivial opponent, this Charm only costs 3 motes, and any appropriate Crippling injury may be inflicted.

Mastery:  A Solar may inflict multiple Crippling wounds on an opponent, if she has damage to spare.  Crippling both arms of a victim in a single attack would require forgoing 10 levels of damage, for example.

Oblivion’s Palm Caress
5m, 1w (+1a), Instant, Simple
Keywords: Decisive-Only,  Terrestrial
Martial Arts 5, Essence 3
Prerequisites: Ritual Desecration of the Mind

The reach of Oblivion is infinite.  All will be touched by it in time.  Through this understanding, the stylist expands his reach to similar proportions.  Through an assault of necrotic essence, the Martial Artist makes a decisive attack out to Medium range, ignoring any cover the target may have, barring that made of the Magical Materials.  The Martial Artist may also channel his anima into the attack, causing an explosion of necrotic essence affecting all within Close range of the target.  This is an environmental hazard that has a Difficulty of (Permanent Essence), and damage equal to half of the rolled damage against the original target.

Terrestrial:  A Terrestrial Exalt may not channel his anima into the attack to expand the area of effect.

Ritual Desecration of the Soul
8 motes (1w), Permanent, Permanent
Keywords: Aggravated, Decisive-Only, Ritual
Martial Arts 5, Essence 4
Prerequisites: All-Consuming Touch of the Void, Oblivion's Palm Caress

Through the scarification of the stylist’s very Essence, the stylist learns the true nature of the Void.  By learning this Charm and sacrificing 8 motes permanently from his Essence pool, the stylist gains the following benefits.  The Martial Artist may now spend a level of anima in place of the Willpower cost with Charms of this Style, or other Void-related Charms, such as those of the Abyssal Exalted, Arcanoi, or Alchemical Voidtech.  The Martial Artist’s Unarmed attacks may now cause Aggravated damage for (Essence) turns at the cost of 1 Willpower, and he also permanently subtracts ½ his Essence rating from any decisive damage he takes.  The Martial Artist also becomes unable to die, unless a certain condition is met.  This condition varies from Stylist to Stylist, but common conditions are his body being burnt to ash, destroyed with acid, decapitation, or even some combinations of conditions.  The Storyteller has a final veto over any condition or conditions set.  This Charm counts as two Ritual Charms for the purposes of Oblivion’s Hand Form.

This charm does not cause an overt anima effect, as the motes are permanently committed.  However, once this Charm has been mastered, an individual’s anima tends to darken in some form.

Finally, the Martial Artist is now considered a Creature of Darkness if he was not one to begin with.

Instant Quietus Requiem
10m, 1w, 3i, Instant, Simple
Keywords: Decisive-Only, Aggravated, Terrestrial
Martial Arts 5, Essence 4
Prerequisites: Ritual Desecration of the Soul

Now one with the Essence of death and destruction, the Martial Artist’s merest touch can become fatal to all but the strongest individuals.  The Martial Artist makes a decisive attack which ignores Hardness, inflicts Aggravated damage, and gets double 10s for damage.  If the Martial Artist has a negative Intimacy towards the target, the Martial Artist gains double 9s with Minor intensity, double 8s with Major, and double 7s with a Defining intensity.  This attack adds additional levels of damage equal to the number of Ritual charms the Martial Artist has activated, plus levels equal to the intensity of the highest appropriate negative Intimacy.  The Martial Artist may also instantly slay a Trivial character for a cost of 3 motes.  This Charm may only be used once a scene, unless reset by incapacitating a non-Trivial opponent.

A mortal killed by this Charm rises as a hungry ghost at sundown, while a spirit is slain permanently, as if by Ghost-Eating Technique.

Terrestrial:  A Terrestrial exalt can only get to double 8s on the damage roll, and only can add up to (Essence) levels of automatic damage.
This message was last edited by the GM at 14:04, Tue 29 Mar 2022.
The All-Seeing Eye
GM, 155 posts
Sat 24 Dec 2022
at 20:48
  • msg #32

Five Falling Butterfiles Style

This is another 1e Style (not made by me, unfortunately) that I am updating to 3e.  This style is an Infernal counterpoint to the Gentle Fist and Oblivion's Hand styles.
_____________________________________________________________________________________

Five Falling Butterflies Style

Five Falling Butterflies style utilizes the deceptive power of Hell to make their foes suffer, and then realize the inevitability of their demise before it arrives.

Form Weapons and Armor:  This style may be used with Unarmed attacks and knives of all types and may not be used with armor.  The style is characterized by efficient use of open hand strikes, claw attacks, snapping kicks and fast punches.  Masters of the style are known to use every part of their bodies as weapons.  Attacks augmented by Charms of this style may always be stunted to do Lethal damage.

Note:  All of the <Element> Seal’s Sunders Charms work regardless of the armor the opponent is wearing, and must be done with an Unarmed attack.

Charms:

Eternal Hair's Breadth
Martial Arts 3, Essence 1
2m; Instant, Supplemental
Keywords: Dual, Mastery
Prerequisites: None

Seen closely enough, a hair's perimeter is infinite. Is its width, then, not also so? Opening his senses and body to such a possibility, the Martial Artist may be unrestrained in his actions - with the flick of a fingernail he can strike at a foe, with a loosed hair he can entangle a daiklave, and with a jerk of the head he can punch a hole in a steel door.  By using this Charm, the Martial Artist may act when restrained or lacking the appropriate space to make a physical action, suffering no penalties.

Mastery: A Solar may pay an additional 3 motes when using this Charm to add the Smashing or Piercing tag to their attack.

Vying Flesh And Steel
Martial Arts 3, Essence 1
4m, 1i; Instant, Reflexive
Keywords: Decisive-Only, Terrestrial, Mastery
Prerequisites: Eternal Hair’s Breadth

A blow strikes both the weapon and the foe equally; to the martial artist, it is simply a question of which relents first.  The martial artist meets the attack head-on, and, reinforced with Essence, striking at the point of greatest weakness.  This is a Reflexive Disarm Gambit used in response to a hand-to-hand attack.  For mundane weapons, the weapon is destroyed, while Artifact weapons are disarmed as normal.  Against an unarmed attack, or with an appropriate stunt against an attacker wielding a Light weapon, the martial artist may instead use a Difficulty 4 gambit to cause 1 level of Lethal damage and Cripple the attacking limb for the scene.  For mortals, the Crippling injury cannot be healed until the damage is.  Exalted may attempt to fix the damage with a Difficulty 4 Miscellaneous action using Wits + Medicine that takes a full round.  This may be flurried at the normal penalties.

Terrestrial:  A Terrestrial Exalted may only use this Charm against weapons, not flesh.

Mastery:  A Solar may attempt to destroy weapons made of Essence (such as  Glorious Solar Saber).  The Difficulty of the Gambit is the target’s Permanent Essence.  A weapon destroyed this way may be re-summoned as normal.

Action In Inaction Method
Martial Arts 4, Essence 2
7m; Simple, Scene
Keywords: Perilous, Mastery
Prerequisites: Vying Flesh and Steel

The secret of conventional martial arts is in moving with perfect precision. Practitioners of this style see through this - why move, when you can have the world move around you? Letting his attackers strike at him freely, the Infernal allows his opponent to break their own bones, snap off fingers and dislocate legs with the force of their own blows.  For the duration of the Scene, all who attack the martial artist do so at a penalty of the martial artist’s Permanent Essence, while the martial artist gains bonus dice on their attack rolls equal to their Permanent Essence.

Mastery:  A Solar Exalted treats the bonus from this Charm as non-Charm dice.

Five Falling Butterflies Form
Martial Arts 5, Essence 2
8m; Simple, Scene
Keywords: Form, Mastery
Prerequisites: Action in Inaction Method

The martial artist slows his actions until almost still, and what flickers of movement he takes become unstoppably deadly - a tug of a finger dislocates an arm, a tap on a shin breaks a leg in two, a pull on a hair scalps someone.  The martial artist gains double 10s on Decisive damage and Gambit Initiative rolls, and double 9s on withering damage rolls, and +1 to his Defense.  In addition, if an attacker misses an attack against the martial artist, they lose 1 Initiative.  This increases to 3 Initiative lost if the attacker had a lower Initiative than the martial artist.  For Decisive attacks, this is in addition to normal lost Initiative.

Mastery: A Solar may elect to damage an enemy who misses an attack, rolling dice equal to the Initiative they would have lost on the attack if the opponent is either Crashed or making a Decisive attack.  This is normally Bashing, but may be made Lethal with a stunt.  This does not affect the martial artist’s Initiative.  The Solar also gains any Initiative the opponent would lose from this Charm.

Special Activation Rules: When the martial artist either successfully executes a Gambit or causes 3+ levels of Lethal damage, they may reflexively enter Five Falling Butterflies Form.

Air’s Seal Sunders
Martial Arts 5, Essence 3
5m; Instant, Simple
Keywords: Decisive-Only, Crippling, Perilous, Terrestrial, Mastery
Prerequisites: Five Falling Butterflies Form

The martial artist makes the sign of the Air's undoing and reaches a hand around, slapping it against the back of his foe's head. His opponent feels an excruciating ripple of gathering force coarse through his skull and out the other side, at which point his eyes explode.  This is a Difficulty 4 Gambit that renders an opponent blind and deals 1 level of Lethal damage.  For mortals, this is permanent.  Against Exalted and other supernatural beings, their eyes recover when the damage is healed.

Terrestrial:  A Terrestrial Exalted may only use this Charm after successfully defending against an opponent’s attack and having 10+ Initiative.

Mastery: A Solar treats this Charm as Supplemental.  The Gambit roll and Initiative cost are paid prior to any damage roll.

Earth’s Seal Sunders
Martial Arts 5, Essence 3
5m; Instant, Simple
Keywords: Decisive-Only, Perilous, Terrestrial, Mastery
Prerequisites: Five Falling Butterflies Form

The martial artist makes the sign of the Earth's undoing and treads on his opponent's foot. His leg immediately anchors itself deep into the ground, pinioned by overwhelming pressure, and will not come free.  This attack is a Difficulty 5 Gambit, which pins the opponent's foot to a stone, metal or other earthen surface.  The target may not move from that spot without making a full-round Strength+Athletics check requiring a minimum Strength of 5 to break free.  The difficulty of this check is the martial artist’s Permanent Essence.  This may be higher based on the surface the opponent is pinned on.  Stunting while using his Charm could also inflict other penalties on the target based on how they are pinned as well.  If nothing is done, the effect wears off at the end of the Scene.

Terrestrial:  A Terrestrial Exalted may only use this Charm after successfully defending against an opponent’s attack and having 10+ Initiative.

Mastery: A Solar treats this Charm as Supplemental.  The Gambit roll and Initiative cost are paid prior to any damage roll.

Fire’s Seal Sunders
Martial Arts 5, Essence 3
5m; Instant, Simple
Keywords: Decisive-Only, Perilous, Terrestrial, Mastery
Prerequisites: Five Falling Butterflies Form

The martial artist makes the sign of the Fire's undoing and taps upon his opponent's forehead.  This attack is Gambit with a Difficulty equal to the target’s Permanent Essence.  If successful, the target’s Essence lights aflame, burning the opponent even as they use it.  For a number of turns equal to the martial artist’s Permanent Essence, for each turn they spend Essence, they roll dice equal to the higher of their own or the martial artist’s Permanent Essence, taking a level of Lethal damage for each success on the roll.  A target that cannot spend Essence is not spared, however, instead just taking levels of Lethal damage equal to the martial artist’s Permanent Essence each turn.  A trivial opponent is slayed outright, as they burn to death in their own anima, whether they would normally have one or not.

Terrestrial:  A Terrestrial Exalted may only use this Charm after successfully defending against an opponent’s attack and having 10+ Initiative.

Mastery: A Solar treats this Charm as Supplemental.  The Gambit roll and Initiative cost are paid prior to any damage roll.

Water’s Seal Sunders
Martial Arts 5, Essence 3
5m; Instant, Simple
Keywords: Decisive-Only, Crippling, Perilous, Terrestrial, Mastery
Prerequisites: Five Falling Butterflies Form

The Infernal makes the sign of Water's undoing and circles his opponent's lips with a finger. Following its movement, the victim's tongue rolls around her mouth, twists around itself agonizingly and then liquefies into blood.  This is a Difficulty 4 Gambit that renders an opponent unable to speak and deals 1 level of Lethal damage.  For mortals, this is permanent.  Against Exalted and other supernatural beings, their tongue recovers when the damage is healed.

Terrestrial:  A Terrestrial Exalted may only use this Charm after successfully defending against an opponent’s attack and having 10+ Initiative.

Mastery: A Solar treats this Charm as Supplemental.  The Gambit roll and Initiative cost are paid prior to any damage roll.

Wood’s Seal Sunders
Martial Arts 5, Essence 3
5m; Instant, Simple
Keywords: Decisive-Only, Crippling, Perilous, Terrestrial, Mastery
Prerequisites: Five Falling Butterflies Form

The martial artist makes the sign of Wood's undoing and wraps his hand around his opponent's wrist; their foe feels riveting pain as their blood slows to a halt. This is a Gambit with a Difficulty of the target’s Permanent Essence.  If successful, the target is wracked in pain, increasing their Wound Penalty by the martial artist’s Permanent Essence for the duration of the Scene as a Crippling effect.  Mortal victims are instantly Incapacitated, and must be attended to before the end of the Scene or die outright.  Healing this effect is done at a Difficulty of 5 + the martial artist’s Permanent Essence.  This requires either exceptional equipment or magic.

Terrestrial:  A Terrestrial Exalted may only use this Charm after successfully defending against an opponent’s attack and having 10+ Initiative.

Mastery: A Solar treats this Charm as Supplemental.  The Gambit roll and Initiative cost are paid prior to any damage roll.

Five Seals Undo Creation
Martial Arts 5, Essence 4
1m, 3i, 1-3a; Instant, Simple
Keywords: Decisive-Only, Aggravated, Terrestrial, Mastery
Prerequisites: All five [Element]’s Seal Sunders Charms

Forming all five seals with a flicker of the wrist, the martial artist congeals lines of phosphorescent Essence about him, arcane symbols slowly revolving in odd orbits about one another. Light shifts and twists, and sounds become distorted in his presence. When he strikes, the martial artist looses his twisted anima through the broken symbols to imbue it with the ability to sunder anything it touches. This attack causes Aggravated damage.  The damage roll has Double 9s if 1 level of anima is used, Double 8s if two levels are used, and double 7s if 3 levels of anima are used.  This attack may only be used once a scene unless reset by either causing three Crippling injuries, or incapacitating a non-Trivial opponent.

Terrestrial:  A Terrestrial Exalted may never gain double 7s on this roll.

Mastery: A Solar Exalted also gains bonus damage equal to their Permanent Essence.

Fivefold Sigil Staccato
Martial Arts 5, Essence 4
10m, 3i, 1w; Instant, Simple
Keywords: Decisive-Only, Terrestrial, Aggravated
Prerequisites: Five Seals Undo Creation

The Infernal raps lightly five times upon his foe's chest, each a heartbeat's distance apart and each with his hand showing the sigil of a different undoing.  This attack is a Gambit with a Difficulty equal to (6 + the target’s Permanent Essence).  If successful, the malignant Essence wraps itself around the heart of the victim, bubbling and broiling until it explodes.  This causes a single Level of Aggravated damage, though the real effect is delayed.

A large emblem of many iridescent colors appears at the center of the victim's chest, which flutters and falters unbearably with the strain of what lies within. She may speak, drink or walk slowly, but taking even a single dice action will cause her heart to rupture and explode within her chest immediately afterward. The sigil opens and sprays out gouts of coalesced malice and blood; mortals die a sudden and painful death. Exalted may perform a number of actions equal to their Essence + Stamina.  Exalted (and other supernatural beings) are dealt Aggravated health levels sufficient to reduce the character to Incapacitated, leaving them dying. There is no way of undoing the Fivefold Sigil Staccato once it has been used. Not even perfect soak Charms can stop a character's heart from exploding, although they can negate the Charm by defending against the initial damage.  There are stories of masters of this style slaying their opponent with this Charm, only to be cut down after its use, leaving both duelists dead.

This Charm may only be used once a Story, unless reset by accomplishing a legendary Social goal by use of violence (such as assassination, timely injury, or intimidation), or by killing an opponent that the character has a negative Defining Intimacy towards.
This message was last edited by the GM at 15:19, Mon 26 Dec 2022.
The All-Seeing Eye
GM, 156 posts
Sat 7 Jan 2023
at 23:54
  • msg #33

Lord of the Stars Style

Here is Lord of the Stars style.  It's the Sidereal (or Heavenly, at any rate) counterpart to Lord of Creation and Lord of the Underworld style.  Like those styles, this is all about gun-(and arrow-)fu, and like those styles, allows the use of guns and bows in melee combat.
___________________________________________________________________________________________

Lord of the Stars Style

This style uses unarmed attacks and guns (Prayer Pieces, Plasma Tongue Repeaters and Fire Wands) to walk amid the carnage of battle, leaving the stylist’s enemies dead in their wake.

Weapons and Armor: Lord of the Stars style may be used with light armor and unarmed attacks/natural weapons, plus ranged weapons, primarily guns (in a modern setting) and their equivalents in the standard setting.  It may be used with bows and crossbows.  In the case of appropriately sized weapons, many Lord of the Stars stylists will dual wield.  These weapons can be used in melee combat, treated as staves, clubs (or, in the case of pistols, smashfists or kama), as per other Lords styles.

Complimentary Abilities:  Lord of the Stars stylists favor Awareness and Dodge.

A Lord of the Stars stylist faces no accuracy penalty for using an archery weapon in Close Range when stunting.

Charms:

Preternatural Violence Recognition
5m
MA 3, Essence 1
Duration: Scene; Type: Reflexive
Keywords: Terrestrial
Prerequisites: None

All violence is but choreographed destruction, and with the right mindset, one can see how it will all unfold.  Upon activating this Charm, the martial artist gains +1 Defense, and ignores penalties from Surprise attacks.  While active, an Ambush attack only gives a -2 penalty to Defense as well.

Terrestrial: A Terrestrial Exalted reduces penalties to his Defense by (Essence/2) rounded up.  This applies to both Surprise attacks and Ambushes.

Ammunition Appropriations Kata
-- (2m or 4m)
MA 3, Essence 1
Duration: Permanent
Keywords: None
Prerequisites: None

A martial artist in tune with fate will always know how much ammunition they will need, and prepare accordingly.  The martial artist may spend to 2 motes reflexively to show that they had the needed ammunition already available when a reload is needed.  If the martial artist also lacks their weapon, 4 motes may be spent, allowing the martial artist to declare how their weapon made it to the scene ready to use.  Finally, if the martial artist’s opponents are attacking similar weapons, the martial artist may activate this Charm to snatch arrows (or other appropriate ammunition) from the air, doubling the stunt bonus to their Defense as well as reloading the martial artist’s weapon.


Broken String Benediction (Improbable Jam)
3m, 1i
MA 3, Essence 1
Duration: Instant; Type: Reflexive
Keywords: Terrestrial, Dual
Prerequisites: Preternatural Violence Recognition, Ammunition Appropriations Kata

The Lords of the Stars make a point of knowing all the gods of distant violence.  As such, they learn the proper methods of propitiation to ensure that those weapons will not deign to fire at them.  By making the Sign of the Broken Arrow, the attacker’s weapon breaks.  Bow strings snap, crossbow levers break, and firearms jam.  These are never difficult problems to resolve, but do take time to fix.  This may be done as a Miscellaneous Full Round action. If this is done as part of a flurry, it requires Dexterity + (appropriate combat ability) roll at a Difficulty of the martial artist’s Essence.  Artifact weapons and those made of Essence do not break, but instead are used at a +1 Target Number until they are fixed.  This Charm only works against Archery or Siege weaponry.

In a setting with firearms, this Charm is known as Improbable Jam.

Terrestrial: Terrestrial Exalted may not affect Artifact or Essence weaponry with this Charm.

Lord of the Stars Form
8m
Martial Arts 4, Essence 2
Duration: Scene; Type: Simple
Keywords: Form, Mastery, Dual
Prerequisites: Broken String Benediction (Improbable Jam)

The Lord of the Stars settles into a stance of awareness.  With Fate guiding him, the Lord of the Stars can walk through the most over-the-top firefight without a scratch.  By being able to see where each attack will go, the Lord of the Stars knows not to be there, while unerringly making their own attacks.  Upon entering Lord of the Stars Form, the martial artist gains +1 Defense, and lowers the Target Number on damage rolls by 1.

Mastery: Solar Exalted treat the Defense bonus as non-Charm.

Special Activation Rules:  A martial artist may reflexively enter Lord of the Stars Form after successfully applying their Defense against an attack.

Star’s Guidance Instinct
3m/-1 TN, 1w
MA 5, Essence 2
Duration: Scene; Type: Simple
Keywords: Terrestrial, Dual
Prerequisites: Lord of the Stars Form

By attuning to the warps and wefts of Fate, the Lord of the Stars knows exactly where to send their shots.  This Charm reduces the Target Number of Martial Arts rolls by 1 per 3 motes for the scene, to a minimum of 4.  The martial artist also adds their Essence in post-Soak damage on Withering attacks, and adds their Essence/2, rounded up, to Decisive damage rolls.

Terrestrial:  A Terrestrial Exalted may only reduce their Target Number to 5, and adds the Perilous Keyword to this Charm.

Lightning Snap-Shot Prana
4m, 1w
MA 5, Essence 2
Duration: Instant; Type: Reflexive
Keywords: Clash, Uniform, Terrestrial
Prerequisites: Lord of the Stars Form

The Lord of the Stars sees what is coming in the course of the battle, and makes adjustments accordingly, much to his enemies’ dismay.  Lightning Snap-Shot Prana creates a reflexive Clash attack.  This attack may be either Withering or Decisive.  The Willpower cost is waived against battle groups or trivial opponents.

Terrestrial:  A Terrestrial Exalt consumes his action for the round upon use of this Charm, or his action for the next round if he has already acted.

Silent Benediction of Unwilling Eyes
7m
MA 5, Essence 2
Duration: Scene, Type: Simple
Keywords: Terrestrial, Mastery, Psyche
Prerequisites: Lord of the Stars Form

A Lord of the Stars has no need to care about his enemies’ discomfort in the presence of his weapons.  For many, their eyes just slide off of the weapon, be it bow or gun, and most simply ignore the weapon as it is shot.  Trivial opponents either ignore or rationalize the presence of the stylist’s weapons no matter the situation.  Non-trivial characters do get a chance to realize their danger by making a Perception + Awareness roll at a Difficulty of the stylist's Martial Arts.   Anyone attacked may make this roll after every attack.  Unless the target realizes the danger, these attacks are considered Unexpected.  The results of a stylist's rampage will still be obvious- and if they don't take at least some concealment, people will realize the Martial Artist is /somehow/ associated with the fighting, even if they can't see or hear the gun or bow. Mundane investigation automatically fails to link the two together, and magic investigation has its difficulty raised by the stylist’s Essence.  This is a supernatural effect on the mind, and may be defended against using any magic that protects against Psyche effects.

Terrestrial:  The opponent of a Terrestrial Exalt only faces a Difficulty of the Martial Artist’s Essence.

Mastery:  For a Solar, the effects of this Charm also apply to their unarmed attacks.  As above, the target of the attack may make the roll to perceive the danger after every attack.  However, the Solar may also switch weapons (from bow or gun to unarmed or vice versa) and cause the effect to start all over again.


Waltzing Through Chaos
6m
MA 5, Essence 2
Duration: Instant; Type: Reflexive
Keywords: Terrestrial, Uniform
Prerequisites: Lord of the Stars Form

The Lord of the Stars walks through chaos and carnage without slowing, bringing the inevitable end of their target ever closer.  Yet, even the Lords of the Stars are sometimes in danger, though this never stops them.  Waltzing Through Chaos allows the Lord of the Stars to dodge any attack against him, as long as it is able to be dodged at all.  With a stunt, this may even be used against environmental effects or similar hazards.

Terrestrial: A Terrestrial Exalt must also pay 1 Willpower when using this Charm, and adds the Perilous Keyword.

Red Arrow of Destiny (A Bullet With Your Name On It)
10m, 5i, 1w
MA 5, Essence 3
Duration: Instant; Type: Simple
Keywords: Decisive-Only, Terrestrial
Prerequisites: Star’s Guidance Instinct, Lightning Snap-Shot Prana, Silent Benediction of Unwilling Eyes, Waltzing Through Chaos

The Lord of the Stars knows that some things are meant to be.  For instance, his current arrow (or bullet), from the time of its casting, has always existed to kill his current target.  The martial artist makes a Decisive attack that is unblockable and undodgeable.  Further, the martial artist adds his Essence in dice of damage.  In addition, the attack gains double 10s on the damage roll.  If the target has Wound Penalties or other penalties to their Defense (such as Mobility penalties or those from an Unexpected attack), the attack gains double 9s on damage.  If the target has two or more types of penalties applied to their Defense, the attack gains double 8s.  Finally, if the martial artist knows the target’s true name, it may be inscribed on the arrow or bullet, causing the attack to gain double 7s.

This Charm may only be used at 15 or more Initiative, and can only be used once per story per target.  If this is used against a target and the target survives, the Exalt rolls to gain Limit as if they had encountered their Limit Trigger.

Despite its name, this Charm may be used with Unarmed attacks.

Terrestrial:  A Terrestrial Exalt may never get double 7s on the damage roll, and instead of gaining Limit when their target survives, they Limit Break at the next dramatically appropriate time.
The All-Seeing Eye
GM, 157 posts
Tue 31 Jan 2023
at 01:31
  • msg #34

Steel Devil Style, Reworked

I have attempted to rework Steel Devil Style to make it function a bit better.  The main focus is making attacks.  Lots of attacks.
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Steel Devil Style

The Steel Devils are the unquestioned masters of twin blades, staining both battlefields and dueling grounds red with the blood of slain foes. The motions of the style have all the elegance and grace of a ceremonial dance from afar, but those who face the Steel Devil up close see only the impossible speed with which her weapons slice through the air, cutting off every vector of defense and bringing down death with a thousand blows.

Steel Devil Weapons: Steel Devil style can be used with dual wielded blades, almost always matching.  This can vary from knives to one-handed swords.  The style can be used unarmed, but many of the Charms work better with blades. Furthermore, unlike many styles, Steel Devil stylists learn the style with weaponry first, and then graduate to fighting unarmed.  There is also rumors of a variant learned in the north that uses axes.  Legends tell of Manchek Iron-Thew, one of Luna’s Chosen, who,  due to his incredible strength, practiced this style with paired Grand Daiklaives.

Armor: Steel Devil style is compatible with light and medium armor.

Complementary Abilities: Steel Devil stylists focus on Athletics and Dodge to help control distance between themselves and their opponents.

Note: Even if an opponent is ignoring their Onslaught Penalties through Charms like Fivefold Bulwark Stance or Flow Like Blood, the penalties are still there, and may be utilized by various Steel Devil Charms.

Charms:

Naked Fang Draw
Cost: 5m; Minimums: Martial Arts 2, Essence 1
Keywords: Terrestrial, Mastery
Duration: Instant; Type: Reflexive
Prerequisites: None

The Steel Devil’s blades leap to their hands in an instant, often before their enemies realize the danger they are in.  This Charm adds Essence or 3 successes, whichever is higher to the Martial Artist’s Join Battle roll, and allows them to instantly ready their weapons.

Terrestrial:  A Terrestrial Exalt adds the lower of Essence or 3 successes on their Join Battle roll.

Mastery: If a Solar wins a Join Battle roll (having a higher Initiative than all enemies), he may make a reflexive attack against an enemy within range.

Double Attack Technique
Cost: 3m, 1i; Minimums: Martial Arts 2, Essence 1
Keywords: Mastery
Duration: Instant; Type: Reflexive
Prerequisites: None

With a blur of speed, the Steel Devil strikes again and again.  Upon making a Withering attack that reduces an opponent’s Initiative from higher than the Martial Artist’s to a lower value, the Martial Artist may make an immediate follow-up attack.  This attack can be Withering or Decisive at the Martial Artist’s choice.  Double Attack Technique may only create a single reflexive attack, and cannot trigger itself without Triple Attack Technique.

Mastery:  A Solar may also make a reflexive attack if he deals at least 3 levels of damage with a Decisive attack.  As with the base Charm, this may be Withering or Decisive at the Martial Artist’s choice.

Steel Devil Strike
Cost: 3m; Minimums: Martial Arts 3, Essence 2
Keywords: Dual, Terrestrial
Duration: Instant: Type: Supplemental
Prerequisites: Double Attack Technique

With blinding speed, the Steel Devil continues to attack, finding and exploiting every hole in his opponent’s defense.  This Charm adds the opponent’s Onslaught Penalty as post-Soak dice of damage on a Withering attack, and half that value as dice of damage to a Decisive attack, rounded up.  Bonus Withering damage is limited to the Martial Artist’s Dexterity, and bonus Decisive damage is limited to the Martial Artist’s Essence.

Terrestrial: A Terrestrial Exalt adds damage dice before Soak is calculated for Withering attacks.

Cross-Blade Catch
Cost: 3m, 1w; Minimums: Martial Arts 3, Essence 2
Keywords: Mastery
Duration: Instant; Type: Reflexive
Prerequisites: Double Attack Technique

The Steel Devil’s primary defense is a rapid, unceasing offense.  The Cross-Blade Catch facilitates this method of fighting.  If the Martial Artist successfully parries an attack from an armed opponent, they may reflexively attempt to Disarm their opponent.  If the opponent is wielding a weapon compatible with a Style the Martial Artist knows, they may take the weapon (and attune it, if it is an Artifact) with a successful Disarm.  If this option is not taken, the weapon is thrown 1 Range Band away in a direction of the Martial Artist’s choice.

Mastery:  A Solar Exalt reduces the Difficulty of the Disarm Gambit by 1 for each point of Defense the attack missed, to a minimum of 1.

Steel Devil Form
Cost: 10m; Minimums: Martial Arts 3, Essence 2
Keywords: Form, Dual, Terrestrial
Duration: Scene; Type: Simple
Prerequisites: Cross-Blade Catch, Steel Devil Strike

The Martial Artist settles into a stance like a coiled spring, blades restlessly moving as the Martial Artist prepares a never-ending offensive.  When in Steel Devil Form, the Martial Artist may double up to their Dexterity 10s on a Decisive damage roll, or up to their Martial Arts in 9s on a Withering damage roll.  In addition, if an opponent is not able to beat the Martial Artist’s Parry when attacking, the Martial Artist may make an immediate Counterattack that may be either Withering or Decisive.

Terrestrial: A Terrestrial Exalt’s counterattack consumes the Martial Artist’s combat action for that turn, or the Martial Artist’s combat action for the next turn if he has already acted.

Special Activation Rules:  A Martial Artist may enter Steel Devil Form reflexively when they make a second attack in a single round.

Seconds Between Strife
Cost: 4m, 1+i; Minimums: Martial Arts 4, Essence 2
Keywords: None
Duration: Instant; Type: Supplemental
Prerequisites: Steel Devil Form

The Steel Devil’s killing blade hums with lethal readiness, carrying her swiftly toward prey.  This Charm supplements a Rush, allowing the Martial Artist to convert up to (Dexterity) Initiative into successes when Rushing.  If the Rush succeeds, the Martial Artist regains the Initiative spent on this Charm.

Triple Attack Technique
Cost: -; Minimums: Martial Arts 4, Essence 2
Keywords: None
Duration: Permanent; Type: Permanent
Prerequisites: Steel Devil Form

This Charm functions as a refinement on Double Attack Technique, increasing its speed and ferocity even further.  The Martial Artist may now make one more attack, as long as the second attack fulfills the conditions of Double Attack Technique.  In addition, this allows the Martial Artist to trigger Double Attack Technique or Triple Attack Technique after Crashing or Incapacitating an opponent.

Dual-Slaying Stance
Cost: - (+5m, 1w); Minimums: Martial Arts 5, Essence 3
Keywords: Terrestrial, Mastery
Duration: Permanent; Type: Permanent
Prerequisites: Steel Devil Form

When activating Steel Devil Form, the Martial Artist may pay a 5 mote, 1 Willpower surcharge to also activate Dual-Slaying Stance, and, in doing so, gaining even more speed with their whirling blades.  This allows the Martial Artist to make an additional attack during his turn.

Terrestrial: For a Terrestrial Exalt, this Charm gains the Perilous keyword.  If Crashed, the Martial Artist loses the benefits of Dual-Slaying Stance, but not Steel Devil Form.  The Martial Artist may reactivate Dual-Slaying Stance once he has recovered from being Crashed as a Simple action, paying the 5 motes and 1 Willpower needed.

Mastery: A Solar Exalt does not reset his Initiative immediately after making a Decisive attack if he still has his attack from Dual-Slaying Stance available.

Iron Lotus Unfurling
Cost: 5m (+1w); Minimums: Martial Arts 5, Essence 3
Keywords: Terrestrial, Dual
Duration: Instant; Type: Supplemental
Prerequisites: Seconds Between Strife, Triple Attack Technique, Dual-Slaying Stance

The Steel Devil’s attacks become so ferocious and come at such blinding speed that the Devil’s prey has no chance to recover.  If an attack supplemented by this Charm hits an opponent, with or without doing damage, the opponent’s Onslaught Penalty only reduces by half, rounded down, when it would normally be reset.  So, after taking 3 attacks, an opponent’s Onslaught Penalty is reduced to 1 the next round rather than the normal 0.  In addition, if the Martial Artist inflicts at least 3 damage on a Withering attack, or 1 level of damage on a Decisive attack, he may spend 1 Willpower to prevent the target’s Onslaught Penalty from refreshing the next round at all.

Terrestrial:  A Terrestrial Exalt may not spend Willpower to prevent Onslaught Penalties from refreshing.

Dervish Blade Frenzy
Cost: 10m, 1w; Minimums: Martial Arts 5, Essence 4
Keywords: Decisive-Only, Terrestrial
Duration: Instant; Type: Simple
Prerequisites: Iron Lotus Unfurling

When the opponent is at their weakest, the Steel Devil strikes, blades whirling in a vortex of unexpectedly serene carnage.  When an opponent is at a -3 or more penalty to his or her Defense from any source (which explicitly includes Onslaught Penalties, even if they are being ignored through magic), the Steel Devil may unleash the Dervish Blade Frenzy.  The Martial Artist makes a number of attacks against the opponent equal to 1+(the target’s Onslaught Penalties at the time of this Charm’s activation), to a maximum of the Martial Artist’s Dexterity, dividing his Initiative among the attacks evenly, rounding up.  All Charms supplementing these attacks only need to be paid for once.

This Charm may only be used once a scene, unless it is reset by the Martial Artist gaining 20+ Initiative over the course of a single round.

Terrestrial:  A Terrestrial Exalt may only make up to Essence attacks using this Charm.
This message was last edited by the GM at 20:45, Sat 20 May 2023.
The All-Seeing Eye
GM, 158 posts
Wed 31 May 2023
at 20:36
  • msg #35

Lord of Malfeas Style

I've been brainstorming this a while.  Here is the first draft of Lord of Malfeas style, for all your domineering, destructive needs.
_____________________

Lord of Malfeas Style

This style uses unarmed attacks and guns (Prayer Pieces, Plasma Tongue Repeaters and Fire Wands) as they stride through the carnage of battle, destroying all of their enemies.

Weapons and Armor: Lord of Malfeas style may be used with light and medium armor and unarmed attacks/natural weapons, plus ranged weapons, primarily guns (in a modern setting) and their equivalents in the standard setting.  It may be used with bows and crossbows.  In the case of appropriately sized weapons, many Lord of Malfeas stylists will dual wield.  Many Lords of Malfeas have also adapted the style to work with shields.

Complimentary Abilities:  Lord of Malfeas stylists favor Presence and Resistance as the rule over the wreckage of the battlefield..

A Lord of Malfeas stylist faces no accuracy penalty for using an archery weapon in Close Range when stunting.

Notes: Explosive(x, +y) – the Explosive tag delivers 4 dice of Withering damage or 1 die of Decisive damage to all caught in its blast radius.  The attacker does not gain any Initiative lost due to this damage without the use of magic.  Explosive weapons also have a range, typically Close, but larger weapons can have substantially larger ranges.  It is also possible to for more powerful weapons to cause larger amounts of Withering or Decisive damage as well.  Any weapon with a +2 or higher damage bonus (for 6 Withering and 3 Decisive) will instantly Incapacitate any Trivial opponents in the blast radius.

Charms:

Hell’s Resounding Fury
Instant, Supplemental
Cost: 4m
Keywords: Mastery, Dual
Martial Arts 3, Essence 1

The Yozi are known for their anger, and the first thing a Lord of Malfeas stylist learns to do is to channel that anger into their attacks.  If the stylist has an applicable negative Intimacy towards the target, the stylist adds (Intimacy) dice of damage to a Withering attack, or +1 die of damage to a Decisive attack.

Mastery: The dice of damage on Withering attacks are post-Soak, and if the stylist has a Defining negative Intimacy towards their target, they add +2 dice of damage of Decisive attacks.

The City Still Stands
Instant, Reflexive
Cost: 5m, 3i
Keywords: Decisive-Only, Terrestrial
Martial Arts 3, Essence 1

The Demon City is known for its resilience, even as it crushes whole layers and those within.  The Lord of Malfeas partakes of this strength, and shrugs off hits that would cripple others.  When attacked, the stylist rolls Stamina + Resistance, and generates a phantom -0 Health Level for each success.  These Health Levels are the first ones removed from an attack, and only last the Scene.  At the end of the Scene, if any of these Health Levels remain, the wounds inflicted disappear from them as well.  Also, for the purposes of Lord of Malfeas Form, if only phantom Health Levels are damaged, this counts as if the stylist had taken no damage.

This Charm may only be used once a Scene, unless all of the phantom Health Levels are gone and the stylist then is hit with a Decisive attack and takes no damage from it.

Terrestrial: A Terrestrial Exalt may only add up to their Resistance in phantom Health Levels, and cannot reset the Charm.

Viridian Blight Corona
Instant, Supplemental
Cost: 5m
Keywords: Mastery, Dual
Martial Arts 3, Essence 1
Prerequisites: Hell’s Resounding Fury

Even small surges of power from the Green Sun ruin those who feel his flames.  By mimicking the flares of Ligier, the Lord of Malfeas burns his foes to the ground.  This Charm doubles up to (Essence) 10s on a Decisive damage roll, or (Essence) 9s on a Withering damage roll.  Further, if at least 1 level of Decisive damage or 3 levels of Withering damage are inflicted, a bonfire of baleful green flames erupts around the target (4L, Difficulty 5), that lasts for (Essence) rounds, damaging all within Close range.

Mastery: A Solar may inflict a weakened form of Green Sun Wasting when damaging a target with either the initial attack or the following flames for the cost of 1 WP.  This uses the stats of Hemorrhagic Fever in the Core Book (page 235), but is not contagious.

Brass Fortress Stance
Scene, Simple
Cost: 5m (+1 WP)
Keywords: Uniform, Mastery
Martial Arts 3, Essence 1
Prerequisites: The City Still Stands

Not even the most powerful of weapons leaves any lasting mark on the Demon City, and most are never even noticed.  The Lord of Malfeas channels this uncaring durability as he assumes the Brass Fortress Stance.  When in the Stance, the Lord of Malfeas add his Martial Arts to his Soak, and his Essence to his Hardness.  If the Martial Artist also wields a shield, he is treated as if has the Impenetrable Armor merit, the minimum damage of any Withering attacks by one die, to a minimum of zero dice.

Mastery: A Solar adds 3 or his Essence, whichever is higher to his Hardness, and, and doubles the Soak bonus if in light or no armor.

Lord of Malfeas Form
Scene, Simple
Cost: 10m
Keywords: Form, Terrestrial
Martial Arts 4, Essence 2
Prerequisites: Brass Fortress Stance, Viridian Blight Corona

The Lord of Malfeas strides amid the carnage of battle, uncaring and ruthless.  The Martial Artist adopts a proud, domineering stance, and strikes with incredible ferocity.  Upon assuming the Lord of Malfeas Form, the Martial Artist gains the following benefits.  First, each 1 in a damage roll takes away a single successful die, starting 10s and then moving down.  Second, the Martial Artist may add either the Explosive(Close, +0) or Smashing tag on any of his attacks at no penalty.  The tag may be reflexively switched during the Martial Artist’s action for the round, and the Martial Artist never takes damage from his own Explosive attacks.  The Martial Artist may activate Brass Fortress Stance and Sandstorm Wind Stance at the same time as assuming the Lord of Malfeas Form.

Terrestrial: A Terrestrial only causes 1s to re-roll damage dice rather than subtract successes, and the Terrestrial starts with the lowest number on the die and moves up.

Special Activation Rules:  Lord of Malfeas Form may be entered Reflexively if the martial artist successfully creates an Intimacy of Fear (or similar) in an opponent, or if the martial artist takes no damage from a Withering or Decisive attack.

Shadow Eclipses the Sun
Instant, Supplemental
Cost:  8m, 1w
Keywords: Decisive-Only, Terrestrial, Mastery
Martial Arts 5, Essence 2
Prerequisites: Lord of Malfeas Form

One of the wonders of Malfeas is how the Ebon Dragon occasionally brings night to the Demon City, flying in between Ligier and the layers of the Demon City.  Thus, the Lord of Malfeas contains his attack within a shadowy bolt.  This attack can hit dematerialized beings, though it does not assist the Martial Artist in seeing them.  In addition, this Charm bypasses all armored Soak and Hardness.  The Martial Artist then adds dice of damage equal to the type of armor the target was wearing.  Light Armor gives +1 die, Medium gives +2 dice, and Heavy Armor adds +3 dice of damage.  Artifact Armor adds +2 dice of bonus damage (so 3/4/5 dice of bonus damage).

Terrestrial:  A Terrestrial does not add bonus damage if the target is wearing Artifact Armor.

Mastery: A Solar treats a target with magically boosted Soak or Hardness as if they had Light Artifact Armor

The Name of Subjugation
Instant, Simple
Cost: 7m, 1w
Keywords: Terrestrial, Decisive-Only, Psyche
Martial Arts 5, Essence 2
Prerequisites: Lord of Malfeas Form

All bow to the Demon City.  If someone does not, the Lord of Malfeas teaches an appropriate lesson.  This Charm warps reality, causes ripples in fate and essence, driving the victim to understand their place in the hierarchy of the world.  This Charm creates a special Gambit, with a base difficulty of the target’s Resolve.  The difficulty goes up by 1 if the target can channel essence (such as spirits or elementals), and by 2 if the target is an Exalted.  If the target is of lesser Essence than the Martial Artist, the difficulty drops by 1, and if the target already has an existing Intimacy that indicates subservience to the Martial Artist, it drops by 2.  If the Gambit is successful, the target gains or strengthens an Intimacy indicating the Martial Artist’s dominance.  The Martial Artist may also elect to give the target a command that must be able to be executed within the Scene.  The severity of the command that the Lord of Malfeas can give is equal to Intimacy related to the Martial Artist’s control (so, Minor Intimacies allow Inconvenient Tasks, Defining Intimacies allow Life-Changing Tasks).  This Charm may only be used once a Scene per target.

Sandstorm Winds Stance
Scene, Simple
Cost: 7m, 3i, 1w
Keywords: Terrestrial, Mastery
Martial Arts 5, Essence 2
Prerequisites: Lord of Malfeas Form

The Endless Desert provides a lesson for all those who would approach the Demon City: Do so at your own peril.  The Lord of Malfeas assumes a stance that brings forth the scouring winds of silvery sand of Cecelyne.  This creates a sandstorm around the Martial Artist that extends out to Short Range.  All enemies caught within must face an environmental hazard with a difficulty of the Martial Artist’s (Essence) that causes 1L/round.  In addition, this sandstorm makes it hard to see, causing all rolls related to vision within the area to face a penalty of (Essence) as well.

Terrestrial:  A Terrestrial may only create a maximum penalty of -3.  This Charm also gains the Perilous keyword.

Mastery:  A Solar may spend an additional 3 motes to extend the sandstorm out to Medium range.  In addition, the Difficulty and visual penalty use the higher of 3 or the Solar’s Essence.

Viridian Essence Nova
Instant, Simple
Cost: 10m, 5i, 1w
Keywords: Terrestrial, Mastery, Decisive-Only
Martial Arts 5, Essence 3
Prerequisites:  Shadow Eclipses the Sun, The Name of Subjugation, Sandstorm Winds Stance

Malfeas is known for his fury, wiping out whole layers of the demon city, and is known to take enjoyment from those destroyed by Ligier’s brilliant light.  Much to the joy of Malfeas, the Lord of Malfeas demonstrates this lesson upon his foes.  By tapping into and emulating Ligier’s destructive flames, the Lord of Malfeas can break whatever earns his ire.  This Charm can only be used at 15+ Initiative, and the attack is considered (Explosive (Short), +(Essence)).  Each 10 Initiative brings the range out one range band, to a maximum of Long range, and adds +1 to the Explosive damage bonus.  This Charm may be comboed with The Name of Subjugation despite both Charms being simple.  If this Charm is used with Shadow Eclipses the Sun, the range bands covered drop by one (so Close becomes Short, etc), but the damage from Shadow Eclipses the Sun becomes automatic successes.  The target’s armor bonus to damage is also applied to the Explosive damage bonus as well.  Against battle groups, the damage from Explosive has double 10s.  The Lord of Malfeas may exclude their allies and pawns from the effects of the blast should they feel so magnanimous.  Trivial opponents are instantly incapacitated from the explosion.  This Charm may only be used once a Scene, unless reset by Incapacitating a non-Trivial opponent or defeating a battle group.

Terrestrial:  A Terrestrial may only extend the blast out to Medium range, and may only add up to +5 Explosive damage.

Mastery:  A Solar may extend the blast out to Extreme range.  Further, if the Solar is comboing this Charm with Shadow Eclipses the Sun, he may spend 1wp to cause it to cascade, causing additional damage to armored (or incorporeal) targets within the blast radius.
The All-Seeing Eye
GM, 159 posts
Sat 2 Mar 2024
at 00:13
  • msg #36

Concealing Mist Style

This is a style inspired by Demon Slayer.  It is meant as an alternate (and heretical) alternative to Air Dragon style.
______________________

Concealing Mist Style

Concealing Mist style is a heretical version of Air Dragon Style that uses speed and stealth to take down their opponents, often before they even realize they are being attacked.

Form Weapons and Armor:  Concealing Mist Style uses knives, needles and swords, usually slashing swords.  It can also be used unarmed, favoring slashing and stabbing strikes with hands and feet.  This style is not compatible with armor.

Favored Abilities: Concealing Mist stylists favor Athletics and Stealth to better maneuver and put their opponents off balance.

Charms:

Dance of Elusive Mist
MA 1, Ess 1
4m
Simple, Scene
Keywords: Air, Mastery
Prereqs: None

Like the mists they are emulating, the Concealing Mist stylist is impossible to catch.

While this Charm is active, any attacks against the martial artist must exceed their Defense rather than meeting it.

Aura: In Air Aura, the martial artist also adds +1 to his Defense.

Mastery:  A Solar Exalted may activate this Charm as a Reflexive action.


Flowing Mist Slash
MA 1, Ess 1
7m
Reflexive, Instant
Keywords: Air, Mastery
Prereqs: None

As mists suddenly overtake an area, so to does the martial artist.

The martial artist may attack immediately after a successful Rush.

Aura: In Air Aura, the martial artist adds any extra successes on the Rush to the attack roll as non-Charm dice.

Mastery: On a successful Rush, a Solar Exalted adds (Essence or 3, whichever is higher) dice to his attack roll.

Vanishing Haze Method
MA 1, Ess 1
1m, 1i
Reflexive, Instant
Keywords: Air, Aura
Prereqs: None

The martial artist melts away as the mist upon the dawn.

When moving, this Charm allows the martial artist to attempt to enter stealth without facing any of the penalties for using Stealth in combat.

Aura: By expending Air Aura, the martial artist adds their Essence as non-Charm successes when rolling Stealth.

Concealing Mist Form
MA 3, Ess 2
8m
Simple, Scene
Keywords: Air, Form, Aura, Mastery
Prereqs: Dance of Elusive Mist, Flowing Mist Slash, Vanishing Haze Method

The martial artist adopts a low stance, ready to move at a moment’s notice to either strike or dodge.

In Concealing Mist Form, the martial artist gains +1 to his Defense, and adds his Essence to Stealth and Combat Movement (Rush and Disengage) rolls.

Aura:  In Air Aura, the bonus dice on Combat Movement rolls are treated as non-Charm.

Mastery: A Solar Exalted also adds bonus dice to his attack rolls.

Special Activation Rules: If the martial artist successfully applies his Defense against an attack, he may reflexively enter Concealing Mist Form.


Dispersing Vapor Prana
MA 4, Ess 3
10m
Reflexive, Instant
Keywords: Air, Mastery, Decisive-Only
Prereqs: Concealing Mist Form

Even as attacks appear to hit, the martial artist fades away, unharmed and undamaged.

This Charm can be used in response to a Decisive attack, subtracting the martial artist’s Essence + Stealth from the raw damage dealt.  The martial artist seems to disperse into vapor and may then move one range band away in any direction and attempt to enter Stealth, ignoring all penalties and assuming appropriate cover is available.  This Charm is limited to once a scene, unless reset by the martial artist successfully applying his Defense against three attacks.

Aura: The martial artist may expend Air Aura to use this Charm after the attack is rolled.

Mastery: A Solar Exalted may use this Charm after the attack is rolled.

Obscuring Cloud Veil
MA 4, Ess 3
10m, 1w
Simple, Scene
Keywords: Air, Mastery
Prereqs: Concealing Mist Form

The martial artist summons a thick mist, giving cover to his movements and dulling his opponents’ senses.

This Charm creates a cloud of thick mist or fog at a point within the martial artist’s Essence range bands, which expands out to cover a radius of (Essence) range bands by the end of the round.  All who are caught in the mist find their senses dulled, taking a penalty of the martial artist’s Essence, with the exception of the martial artist and his allies.  Even with magic that can pierce such hazards, the mists still provide partial cover.  From inside the mists, the martial artist may move to any other point inside the mists as a move action, and may also use a move action to relocate the center of the cloud.  If magic is used to disperse the mists, they reform the next round as long as this Charm is active.  If the martial artist moves in the cloud, he may attempt to re-establish Stealth without the normal penalties as a reflexive action.

Aura:  In Air Aura, the martial artist is partially dematerialized within the mists, and takes half damage from Decisive attacks.  In addition, the martial artist may expend Air Aura to take an additional move action.

Mastery:  A Solar Exalted may take an additional move action while he is within the mists, and is treated as having full cover from his opponents if they are more than one range band away.

Special Activation Rules:  This Charm may be activated at the same time as Concealing Mist Form.


Enveloping Fog Method
MA 4, Ess 3
3m, 3i
Supplemental, Instant
Keywords: Air, Uniform, Mastery
Prereqs: Concealing Mist Form

The martial artist strikes from surprise with incredible speed and accuracy, piercing his opponent’s defenses before the opponent even realizes the attack has happened.

This Charm can be used to supplement a withering or decisive attack from surprise.  If the attack is Unexpected, the martial artist may double up to his Stealth dice of damage, starting from the dice that rolled 7s and moving up from there.  If the attack is an Ambush, the martial artist may double to double his Stealth in damage dice, again starting from 7s and moving up from there.

Aura:  If the martial artist expends Air Aura, he can also make this attack Smashing, knocking the opponent prone or back a range band if damage is dealt.

Mastery: A Solar Exalted treats the withering version of this attack as Piercing, ignoring 4 points of the opponent’s armored soak.


Rapid Approach of Distant Haze
MA 5, Ess 4
7m, 1w
Simple, Instant
Keywords: Air, Mastery, Uniform
Prereqs: Dispersing Vapor Prana, Obscuring Cloud Veil, Enveloping Fog Method

Mists often arrive with no warning, and so goes the fatal strikes of the martial artist.

This Charm creates a surprise attack.  If used in the first round of combat or when the attack would already be Unexpected, the attack is considered an Ambush.

Aura: The martial artist may expend Air Aura to make this attack an Ambush no matter the conditions or in place of the Willpower cost.

Mastery: On a successful Ambush attack, a Solar Exalted adds his Essence to either post-Soak damage, or his Decisive damage roll.
This message was last edited by the GM at 23:56, Sun 03 Mar.
The All-Seeing Eye
GM, 160 posts
Sat 9 Mar 2024
at 01:03
  • msg #37

Lambent Flame of Annihilation Style

This is my first attempt at a Sidereal Martial Art.  I've been mulling over this one for a while.
________________________________________________________

Lambent Flame of Annihilation Style

Lambent Flame of Annihilation Style is a Sidereal Martial Art focused on applying explosive force and flame to destroy whatever stands in the martial artist's way.  The stereotypical Lambent Flame of Annihilation stylist approaches the style with brutal kicks, punches, and elbow and knee attacks, but there have also been quite a few who use almost gentle open hand strikes and minimal motion to send their opponents reeling.

While the exact story of this style’s inception has never been told, many trace it to an enterprising Sidereal studying the Daystar and the Unconquered Sun himself.

Favored Abilities: Martial Artists who practice Lambent Flame of Annihilation style tend to favor Athletics, Resistance and, very occasionally, Dodge.

Form Weapons and Armor:  Lambent Flame of Annihilation Style uses unarmed attacks, typically straightforward punches and kicks, and incorporating elbow and knee attacks, but can also be practiced in a much more flowing manner using palm strikes and pressure point attacks.  This style is also compatible with impact weapons, such as hammers, clubs, staves, meteor hammers and the like, as well as their artifact equivalents.  It is always compatible with weapons made of the Martial Artist's Essence, whether that is Glorious Solar Saber, the Kiais of a Silver-Voiced Nightingale stylist or similar attacks.  If a Dragonblooded Exalt could ever manage to initiate into Sidereal Martial Arts, Elemental Bolt Attack would be able to be used with this Style.  This style can be used in light armor.

Unarmed attacks can always be stunted to do Lethal damage with Charms of this Style.

The Sutra of The Maiden on Fire

There once was a Maiden
who was always on fire.
Everything she touched burned,
and many ran in terror.
Yet, when she returned to places
once burned down,
she found life.
“Death is part of life,” said she.

Charms:

Lambent Flame Strike
MA 3, Ess 3
3m
Instant, Supplemental
Keywords: Dual
Prereqs: None

The martial artist's strikes light the very air – and their targets – on fire.

The martial artist's attacks become limned with fire, adding Essence damage to Withering attacks.  If used with a Decisive attack and at least one Health Level of damage is inflicted, the target is set on fire until the fire can be extinguished.  The Difficulty to resist damage from the fire is the martial artist's (Martial Arts + Essence), and it inflicts (Essence) dice of Lethal damage.  This Charm can easily be used to set fires.


Heavenly Impact Kata
MA 3, Ess 3
5m
Instant, Supplemental
Keywords: Dual, Enlightenment
Prereqs: None

The martial artist's strikes hit with the force of a falling star.

The martial artist's attacks add Essence to the post-soak damage of Withering attacks.  In addition, a Decisive attack adds up to Essence extra successes from the attack roll to damage.  Finally, the martial artist may make any attack enhanced by this Charm Smashing without penalty.

Enlightenment: A Sidereal is so adept at directing his Essence that the actual attack from this Charm can come from unusual angles, such as perpendicular to a supposedly missed strike, or higher or lower than the actual attack.  This subtracts the Stunt rating of the attack from the opponent’s Defense against the attack.


Internal Combustion Approach
MA 4, Ess 3
8m
Special, Supplemental
Keywords: Decisive-Only, Enlightenment
Prereqs: Lambent Flame Strike, Heavenly Impact Kata

The martial artist attacks his opponent from the inside, directly injecting Essence into the target, only for there to be an explosion moments later.

This Charm allows the martial artist to apply an explosive packet of Essence into his opponent, only for it to explode later.  After a successful Decisive attack, the martial artist may hold the damage in reserve for up to his Essence in rounds.  For each round the damage is held, the number of rounds held is added to the final damage rolled.  So, delaying the damage for three rounds would add six dice of damage (1 + 2 + 3 rounds).  In addition, the damage gains double 10s and rerolls 1s until they no longer appear.  Finally, the martial artist may forgo damage to inflict Crippling injuries.  As these injuries typically manifest by part (or all) of the target exploding, it takes magic or First Age artifice to heal or repair those Crippling injuries.  Trivial opponents can be automatically incapacitated from this attack.

If this attack is augmented by either Lambent Flame Strike or Divine Fire Stance, these wounds may manifest through burning and fire instead of an explosion at the martial artist's choice.

Enlightenment: A Sidereal may inflict as many Crippling injuries as the damage allows, and may also reduce damage inflicted if he chooses, potentially sparing an opponent a very horrible demise.


Lambent Flame of Annihilation Form
MA 5, Ess 4
20m, 1w
Scene, Simple
Keywords: Form, Dual, Enlightenment
Prereqs: Internal Combustion Approach

The martial artist settles into a surprisingly relaxed stance, yet each movement hints at the incredible forces the martial artist may unleash.

Upon entering Lambent Flame of Annihilation Form, the martial artist gains (Essence + Martial Arts) post-Soak dice of Withering damage.  In addition, the martial artist adds his threshold successes on an attack as dice to the damage of a Decisive attack.  The martial artist may make Smashing attacks without penalty.  If the martial artist successfully applies his Parry to an attack, the sheer force of the defense causes the attacker to lose the martial artist's Essence in dice of Initiative, which the martial artist does not gain.

Enlightenment:  The martial artist gains any Initiative his opponent loses from a failed attack, including that caused by a successful Parry.

Special Activation Rules:  If the martial artist knocks his opponent down or back a range band, he may reflexively enter Lambent Flame of Annihilation Form.

Godspear Emulation Method
MA 5, Ess 4
10m, 3i, 1w
Instant, Simple
Keywords: Decisive-Only, Enlightenment
Prereqs: Lambent Flame of Annihilation Form

Emulating the power of the Sun itself, the martial artist strikes with enough force to destroy everything in his path.

The martial artist strikes with such force as to create an unblockable attack that extends out to Long Range.  The martial artist applies half of his Initiative as damage to anyone caught in the blast, rounded up.  Anyone who takes damage from this attack is knocked back or prone at the martial artist's choice.  At Essence 5, the range of the Charm extends to Extreme.

This Charm can only be used once a scene, unless the martial artist incapacitates a non-Trivial opponent and then raises his Initiative back to 15+.

Enlightenment: A Sidereal is only limited by his line of sight when using this Charm.

Divine Fire Stance
MA 5, Ess 4
5m, 1w
Scene, Simple
Keywords: Decisive-Only
Prereqs: Lambent Flame of Annihilation Form

The martial artist's hands and feet alight with an inner flame, burning away all obstacles.

The martial artist gains double 7s on damage, and may destroy mundane weapons and armor with a Disarm gambit.  If worn armor is destroyed this way, the martial artist may either inflict Essence dice of Lethal damage to the target, or set them on fire as per Lambent Flame Strike.  In addition, the martial artist may perform Feats of Destruction using (Strength or Dexterity) and Martial Arts with a bonus of Essence dice at a Difficulty of the minimum Strength requirement of the feat.  When used with Godspear Emulation Method, Explosive Shockwave Prana or similar area of effect Charms, it tends to leave the terrain in a melted state.

Explosive Shockwave Prana
MA 5, Ess 4
7m, 1w
Instant, Supplemental
Keywords: Decisive-Only, Enlightenment
Prereqs: Lambent Flame of Annihilation Form

The martial artist releases a tremendous and violent wave of Essence, sending his opponents flying.

A Decisive attack enhanced by this Charm knocks the opponent in any direction a range band for every two Levels of damage dealt in the attack.  This could be up into the air, inflicting falling damage, or just away from the martial artist.  If the target hits something in the scenery before the full distance is traveled, he takes falling damage equal to the remaining number of range bands left.  If this is comboed with Godspear Emulation Method, it can create a cone or a spherical blast radius out to the martial artist's Essence range bands.  The martial artist is immune to any direct effects of his own Charms.

Enlightenment:  A Sidereal may use this Charm reflexively in response to an attack, granting in the Clash keyword, and giving the martial artist a bonus on the Clash equal to his Essence, as he counters an attack with an explosive wave of Essence.  This causes knock-back as per the usual use of the Charm.


Transcendent Flame of Annihilation
MA 5, Ess 5
20m, 1w (or 10m, 1w, 1+a)
Instant, Supplemental
Keywords: Decisive-Only, Enlightenment
Prereqs: Explosive Shockwave Prana, Divine Fire Stance, Godspear Emulation Method

The martial artist strikes with immeasurable force, effortlessly destroying his target.

Transcendent Flame of Annihilation inflicts Uncountable damage.  The martial artist may instead choose to pay 10 motes, 1w and 1 or more levels of anima to multiply the damage he would roll by (1 + levels of anima).  So, one level of anima would double the number of dice rolled, while 3 would quadruple it.

This Charm is limited to once a story, unless reset by accomplishing a legendary social goal through raw power.
This message was last edited by the GM at 23:08, Tue 12 Mar.
The All-Seeing Eye
GM, 161 posts
Sun 10 Mar 2024
at 23:11
  • msg #38

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.
__________________________________________________

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.
The All-Seeing Eye
GM, 162 posts
Wed 13 Mar 2024
at 22:36
  • msg #39

Invisible Mind-Hand Style

Here is Invisible Mind-Hand Style, a telekinesis-focused esoteric martial art.
_________________________________

Invisible Mind-Hand Style

Invisible Mind-Hand Style is rare martial art among the Exalted, and is also one with no basis in mortal techniques.  The martial artist uses his own will to direct his Essence to move objects, attack his opponents and defend himself.

This style can be purchased and learned without the Martial Artist merit.

Form Weapons and Armor:  This style is used with telekinesis, telekinetically controlled objects (like the Arsenal of a Thousand Blades stylist) or similar powers, such as Embracing the Violent Flow for Dragonblooded, or the Infernal Exalted’s Mind-Hand Manipulation Charm.  The Charms of this style are not compatible with unarmed combat, but many Invisible Mind-Hand stylists learn some form of close combat skill.  This style is compatible with all armor.

Until the martial artist learns to mute the effects of the style, all manifestations of power in this style tend to reflect the anima and personality of the stylist.  Some might envelop their target in essence, while others seemingly create solid – if obviously essence – objects such as hands.

Favored Abilities:  Invisible Mind-Hand stylists typically favor Occult and Awareness, and most tend to be highly intelligent.

Charms:


Invocation of Sorcerous Will
MA 1, Ess 1
5m, 1w
Simple, Indefinite
Keywords: None
Prereqs: Terrestrial

The martial artist focuses his will and Essence, allowing him to exert force at a distance.

The martial artist may make attacks and manipulate objects out to Short range.  This has the stats of a Light Artifact weapon, though its damage is based on Intelligence rather than Strength, and the attack is rolled with Intelligence and Occult.  It can perform feats of strength of demolition as if it was the martial artist himself, again using Intelligence instead of Strength.  At Essence 3, the range extends to Medium, and at Essence 5, the range extends to Long.

If the martial artist is also using an appropriate power (such as one of those listed above), he may add his Wits to the attack roll, and Intelligence as dice to damage, as this Charm augments the other.  This also increases the range of the effect if necessary.  These powers use whatever rolls are appropriate for the base Charm.

Terrestrial:  For a Dragonblooded, this charm is identical to a normal unarmed attack.


Shield of the Unbreakable Mind
MA 3, Ess 1
3m
Reflexive, Scene
Keywords: Terrestrial, Mastery
Prereqs: None

The martial artist creates a wall of essence and force, shielding himself from harm.

This Charm provides the martial artist heavy cover against all attacks he is aware of, with no interference to his own actions.  This bonus does not apply against attacks that are unblockable or undodgeable.

Terrestrial: For a Dragonblooded, this Charm only provides light cover.

Mastery:  The cover created by a Solar Exalted counts as full cover.


Subtleties of Will
MA 4, Ess 2
-- (+2m per Charm affected)
Permanent
Keywords: Terrestrial, Mute
Prereqs: Invocation of Sorcerous Will, Shield of the Unbreakable Mind

The martial artist refines his techniques, rendering his powers much more difficult to perceive.

Upon learning this Charm, the martial artist may pay a 2 mote surcharge when activating any other Charm in the style, reducing the effect from a blatant display of essence to a mere shimmer in the air.  A character can perceive the effects either with a Difficulty 5 Perception + Awareness roll, or with abilities to see dematerialized beings.  At Essence 5, the difficulty increases to 7, and the only magic that can perceive the effects freely are abilities that can see essence flows, such as All-Encompassing Sorcerer’s Sight.  This does not apply to any objects being manipulated, nor powers that have overt effects (such as Embracing the Violent Flow).  Attacks made against targets that cannot perceive the telekinetic attack are considered Unexpected (and possibly an Ambush if conditions warrant it).

Terrestrial: A Dragonblooded does not increase the difficulty past 5, and their telekinetic effects can always be perceived as dematerialized beings.


Invisible Mind-Hand Form
MA 4, Ess 2
10m
Simple, Scene
Keywords: Form, Terrestrial
Prereqs: Subtleties of Will

The martial artist weaves essence around himself, protecting him from harm and allowing him to focus freely to attack his foes.

The martial artist may flurry a Full Defense freely and without penalties with any other Combat action, including attacks.  The martial artist also ignores up to his Wits in penalties to his Defense, and adds his Essence to his Soak and Hardness, which does stack with armor.  Activating this Charm creates an equivalent effect to a burning anima, unless activated with Subtleties of Will.

Terrestrial: A Dragonblooded takes normal penalties when flurrying a Full Defense.


Mental Ascent Focus
MA 5, Ess 3
5m, 1w
Reflexive, Scene
Keywords: Terrestrial
Prereqs: Invisible Mind-Hand Form

The martial artist takes flight through the power of his mind.

The martial artist gains the ability to fly as if he had the 5 dot Wings merit, gained through mental focus and levitation.  The martial artist adds his Essence on all aerial movement and appropriate combat movement rolls, and cannot fly higher than Medium range unless moving towards a target at a higher range band.

Terrestrial:  This Charm is Perilous and ends if the stylist is crashed. He must pay 4 Initiative on each subsequent turn to maintain it.


Mind Shield Fortification Method
MA 5, Ess 3
4m, or 4m, 1w, or 4m, 1+i
Reflexive, Instant
Keywords: Terrestrial, Perilous
Prereqs: Invisible Mind-Hand Form

The martial artist focuses his will, strengthening his shields against any attack.

The martial artist may apply his Parry (using his Mind-Hand) against an unblockable attack for 4 motes.  For 4 motes and 1 willpower, the martial artist may completely parry an attack that does uncountable damage.  If the hazard is environmental or very large scale, the martial artist is protected against any ongoing aftereffects.  Finally, the martial artist may pay 4 motes and 1 Initiative per success removed on the damage roll from a Decisive attack.

Terrestrial: A Terrestrial cannot use this Charm against attacks that do uncountable damage.  A Drgonblooded also pays 2 Initiative per success removed from a Decisive damage roll, and cannot bring his Initiative below 1 from doing so.


Titan-Strangling Death Grip
MA 5, Ess 3
5m, 1w (+5m each round)
Supplemental, Varies
Keywords: Dual, Terrestrial, Mastery
Prereqs: Invisible Mind-Hand Form

The martial artist’s mastery of will and focus allows him to manipulate – or destroy – the largest of objects and foes.

The martial artist’s telekinesis can now be used against targets with Legendary Size, and is treated as if it had Legendary Size itself.  This means that the martial artist’s grapple control rolls can not be contested without appropriate magic.  Furthermore, the martial artist also adds his Willpower in dice of post-Soak withering damage, and adds his Essence dice of damage on decisive damage rolls.  When performing Feats of Strength or Demolition using Invocation of Sorcerous Will (or Charms it is boosting), he adds his Willpower in non-Charm successes on the roll, and also rerolls 10s.

At Essence 4, this Charm may be repurchased, removing the 5 mote per round cost.

Terrestrial: This Charm may not be repurchased.  In addition, a Dragonblooded only adds his Essence in post-Soak withering damage dice.

Mastery:  A Solar rerolls 1s and 10s on damage rolls and Feats of Strength or Demolition.


Imposition of Dominant Will
MA 5, Ess 4
10m, 1w (+5m each round)
Simple, Varies
Keywords: Decisive-Only, Terrestrial, Mastery, Perilous
Prereqs: Mental Ascent Focus, Mind Shield Fortification Method, Titan-Strangling Death Grip

The martial artist reaches out with his mind, and attacks his target directly, bypassing nearly all defenses.

The martial artist telekinetically attacks an opponent he can perceive clearly directly.  This can manifest as anything from strangling and choking to internal organs being crushed or worse.  If the attack is muted with Subtleties of Will, the target might not even realize where the attack is coming from.  This attack is unblockable and undodgeable, and is unrolled unless opposed with magic, and instead of rolling Initiative, the martial artist rolls his Willpower as dice of decisive damage, ignoring Hardness from armor or similar sources.  Even against targets with other sources of Hardness, the martial artist rolls a minimum of Essence dice.  If used with Titan-Strangling Death Grip, the damage bonuses apply normally.  After the martial artist ceases maintaining this Charm, he resets to base Initiative.

This Charm is only usable once per scene.

Terrestrial: This Charm’s base damage is the martial artist’s Essence rather than Willpower.

Mastery:  A Solar rolls his attack normally when activating this Charm, and gains his threshold successes as dice of damage for the following damage roll.
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