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00:46, 25th April 2024 (GMT+0)

Homebrew Mechanics Thread.

Posted by The All-Seeing EyeFor group 0
The All-Seeing Eye
GM, 35 posts
Fri 27 Nov 2015
at 22:47
  • msg #1

Homebrew Mechanics Thread

I'll be posting any homebrew mechanics to this thread.  This will primarily be Martial Arts styles, though it may include custom Spells, Evocations, etc.

Update: Slightly modified Fivefold Venom Fist Style, specifically reducing the accuracy bonuses of Viper's Fang Strike, which now adds to the duration of any poisons affecting the target, too.
This message was last edited by the GM at 16:11, Sat 12 Dec 2015.
The All-Seeing Eye
GM, 36 posts
Fri 27 Nov 2015
at 22:49
  • msg #2

Fivefold Venom Fist Style

Fivefold Venom Fist Style

Fivefold Venom Fist is a brutal style designed around slipping past an opponent's defenses and either outright murdering them or dosing them with dangerous poisons.  The style specializes in rapid claw and pincer strikes, coupled with brutal kicks and elbow strikes.

A character may always stunt Lethal damage while using Fivefold Venom Fist style.

Weapons:  This Style may use tiger claws, knives (regular and throwing) and darts.

Armor:  Fivefold Venom Fist Style may be used with light armor.

Complementary Abilities:  Practitioners of Fivefold Venom Fist style often develop Resistance to assist in managing the poisons the style deals with and to help with the style's offense-heavy approach.

Venom-Eating Fist
Cost: 5m; Duration: Scene; Type: Simple
Martial Arts 2, Essence 1
Keywords: Dual, Mastery
Prereqs: None

By infusing his fists with Essence, the Venom Fist can absorb and redirect poisons and toxins into his foes.  When this Charm is active, the Venom Fist does not take Initiative damage from poisons or toxins.  Furthermore, as long as the martial artist is poisoned, he may poison his foes when he hits them.  His withering attacks subtract an extra point of Initiative from his enemies, and his decisive attacks inflict a foe with poison assuming at least one level of Lethal Health Track damage is done.  The poison has the following stats:  Damage: (Martial Arts)i/Round (B in Crash); Duration: Essence Rounds; Penalty: -(Essence).

Mastery: When this Charm is active, the martial artist subtracts his Essence rating from the Duration of any poison he is inflicted with.

Viper's Fang Strike
Cost: 4m; Duration: Instant; Type: Supplemental
Martial Arts 3, Essence 1
Keywords: Terrestrial, Uniform
Prereqs: None

The Venom Fist relies on striking first and never letting up in combat.  In doing so, his opponent is worn down and killed.  This Charm grants Double 9s on attack rolls and extends the duration of any poison affecting the target by the Venom Fist's Essence rounds if the attack is successful.

Terrestrial:  A Terrestrial Exalted only may only 1 to the duration of a poison affecting the target.

Fivefold Venom Fist Form
Cost: 8m; Duration: Scene; Type: Simple
Martial Arts 3, Essence 2
Keywords: Form, Terrestrial, Mastery
Prereqs:  Venom-Eating Fist, Viper's Fang Strike

The Venom Fist adopts an offensive stance, ready to strike and rend his opponents.  His Essence becomes poisonous, and flows into his hands.  When in Fivefold Venom Fist Form, the Martial Artist's Parry is increased by 1, they treat their opponent's Defense as being 1 lower, and the Martial Artist gains 1 point of Initiative each round one of their Poison effects damages an opponent.  This applies whether the damage is done to the opponent's Initiative or their Health Track.

Terrestrial:  The Martial Artist only treats their opponent as having a lower Defense after they have been poisoned.

Mastery:  The Martial Artist also extends the Duration of any poisons affecting their target by 1 on a successful decisive attack.

Special Activation Rules:  The Martial Artist may reflexively adopt Fivefold Venom Fist Form upon successfully poisoning a foe.

Toxin Absorbing Vault Attitude
Cost: 3m; Duration: Indefinite; Type: Simple
Martial Arts 4, Essence 2
Keywords:  Stackable, Terrestrial, Mastery, Decisive-Only
Prereqs: Fivefold Venom Fist Form

By absorbing toxins and poisons, the Venom Fist can store them for future use.  This Charm facilitates that, by merging the Essence of a poison with that of the Martial Artist.  Once stored, they may be delivered again with the correct strike.  This Charm may be used to store up to the Martial Artist's Essence in poisons or toxins.  By decommitting the Essence of the Poison during a decisive strike that does at least one level of Health Track damage, that poison may be delivered into the victim, and is removed from the Martial Artist's store.  The Martial Artist must survive the affects of any poison stored as normal.

Terrestrial:  A Terrestrial Exalt may only store up to one poison at a time with this Charm.

Mastery:  The Martial Artist may instead spend up to their Martial Arts in motes as a Reflexive Charm use to deliver the desired poison without having to decommit the Essence holding the poison and losing it from their store.  The Duration of any poison delivered in this manner equals the number of motes spent, to a maximum of the Martial Artist's Martial Arts score.

Contaminating Talon Posture
Cost: 6m, 1w; Duration: Scene; Type: Reflexive
Martial Arts 5, Essence 2
Keywords: Uniform, Counterattack, Terrestrial, Perilous
Prereqs: Fivefold Venom Fist Form

The Venom Fist adopts a stance allowing a quick response to any incoming attack, as they claw at any offending limbs.  The martial artist may make a Counterattack against any opponent whose attack did not pierce her Defense, which may be withering or decisive at the martial artist’s choice.  The martial artist gains bonus dice on the Counterattack roll equal to the amount in which their Defense exceeded the attack.

Terrestrial:  A Terrestrial exalt may only maintain this Charm for 5 rounds, and may only gain up to (Essence) bonus dice on the attack roll.

Crippling Miasma Claw
Cost: 5m, 3i; Duration: Instant; Type: Supplemental
Martial Arts 5, Essence 2
Keywords: Decisive-Only, Terrestrial, Mastery
Prereqs: Fivefold Venom Fist Form

With a brutal strike, the Martial Artist poisons an opponent and causes the poison to run its full course immediately.  This Charm can only be activated if the Martial Artist has a means of poisoning his opponent.  The poison of the strike is resisted as normal, except any remaining Duration is applied immediately.  If this takes an opponent into Crash, the Martial Artist gains the associated benefits and the poison has its normal effects in Crash.

Terrestrial:  A Terrestrial may only apply up to their Essence in Duration instantaneously.

Mastery:  The Martial Artist may stack up to their Essence in uses of poisons from Toxin Absorbing Vault Attitude.

Fivefold Venom Atemi
Cost: 8m, 1w; Duration: Instant; Type: Simple
Martial Arts 5, Essence 3
Keywords; Decisive-Only, Terrestrial, Mastery
Prereqs: Crippling Miasma Claw, Contaminating Talon Posture, Toxin Absorbing Vault Attitude

With a devastating strike, the Venom Fist causes every poison in his opponent  to cascade, tearing through the victim's body mercilessly.  This requires a pinpoint strike to an opponent's vitals.  Due to the difficulty of the technique, the Martial Artist treats his opponent's Defense as being 2 higher than it normally is, and at least one level of Health Track damage must be done to the opponent.  If these conditions are met, the victim takes a number of levels of Lethal Health Track damage equal to any remaining Duration of all poisons still active.  If this Charm is used with Crippling Miasma Claw, any Duration from that Charm's poison is still counted for the use of Fivefold Venom Atemi.

Terrestrial:  A Dragon-Blood may only add up to their Martial Arts in added Health Track damage.

Mastery:  The Martial Artist does not face any added Difficulty on the strike.
This message was last edited by the GM at 20:58, Fri 25 Mar 2022.
The All-Seeing Eye
GM, 37 posts
Fri 27 Nov 2015
at 22:51
  • msg #3

Essence Pyre Style

Essence Pyre Style: 3e

Internal Essence Pyre style is, in the words of one practitioner, the ancient art of beating people to death with your soul.  In the hands of a mortal, the style is forceful and brutal.  In the hands of one of the Exalted, it becomes an explosive nightmare, striking with his very anima.

Form Weapons:  Essence Pyre stylists can stunt Lethal damage with their unarmed attacks, and consider unarmed attacks, fighting gauntlets and boots (and their artifact equivalents) as Form weapons.  A true master of this style finds any weapon he is familiar enough with can be used to devastating effect (see Chakra Inversion Method).

Armor:  This style is not compatible with armor or shields.

Complementary Abilities:  Due to the style's focus on hitting and taking hits, Resistance and Athletics are favored by Essence Pyres.

Charms:

Essence Soul Strike
Cost: 3m; Type: Duration: Instant; Type: Supplemental
Martial Arts 2, Essence 1
Keywords: Dual, Terrestrial, Mastery
Prereqs: None

The sheer force of the Essence Pyre's strikes are enough to flatten most opponents.  Their attacks alight with the flames of their anima and soul, and batter their targets mercilessly.  This Charm adds the character's Essence to the damage of their withering attacks.  The martial artist adds (Essence / 2, round up) to the damage of their decisive attacks.  The martial artist also may add the Piercing or Smashing tag to their strike.  The specific tag is chosen when the Charm is learned.  Essence Soul Strike may be used in a Grapple to supplement the appropriate action (Savage or Slam).

Terrestrial:  A Terrestrial Exalt is not able to add the Piercing or Smashing tag to his strikes when using this Charm.

Mastery:  The character adds (3 or their Essence, whichever is higher) to their damage.

Pulsing Shock Stride
Cost: 2m; Duration: Instant; Type: Reflexive
Martial Arts 2, Essence 1
Keywords: Terrestrial, Mastery
Prereqs: None

An Essence Pyre is adept at using their anima to boost their physical prowess.  This technique gives the martial artist an unexpected boost of speed.  The martial artist adds their Essence to both Rush and Disengage attempts.  Furthermore, if this Charm is used in midair, the Essence Pyre is able to travel one further range band horizontally or vertically.  This mobility adds the martial artist's Essence in dice to Athletics rolls related to jumping or running.

Terrestrial:  A Dragon-Blood may not use this Charm in midair, and the Charm cannot be used to assist in athletics rolls related to jumping.

Mastery:  The martial artist gains 1 Evasion during each turn in which this Charm is used.

Essence Pyre Aflame
Cost: 1wp; Duration: Special; Type: Simple
Martial Arts 3, Essence 1
Keywords: Mastery
Prereqs: Essence Soul Strike, Pulsing Shock Stride

By focusing their will, the Essence Pyre focuses their soul.  This requires total concentration, but can reap incredible rewards.  Upon activating this Charm, the Essence Pyre begins flaring their anima, gaining one level of anima for each round this is done until their anima is at the bonfire/iconic level.  The character's Parry and Evasion are both set to 0, but they gain their Essence in Soak and Hardness, as well as Essence additional motes each round. The martial artist may flurry an Aim action each turn this Charm is active.

Mastery:  The character does not lose Initiative when aborting the Charm, and gains Essence Initiative for each turn of concentration.  They also gain the higher of 3 or Essence Soak, Hardness and additional motes per round.

Essence Pyre Form
Cost: 10m; Duration: Scene; Type: Simple
Martial Arts 4, Essence 2
Keywords: Form, Terrestrial, Mastery
Prereqs: Essence Pyre Aflame

The Essence Pyre is one of the strongest and toughest martial artists alive.  Their anima flares as it fortifies their body, and increases the power of their strikes.  The martial artist adds their Essence to their Strength, Soak and Hardness.

This is a Form Charm, and it obeys all the rules of Form Charms.

Terrestrial:  A Dragon-Blood does not gain any Hardness.

Mastery:  The character also gains a non-Charm +2 die bonus to all Clash attacks, and gains the higher of 3 or Essence to Strength, Soak and Hardness.

Special Activation Rules:  A character may reflexively enter Essence Pyre Form if they win a Clash against a non-Trivial opponent, or if they hit a non-Trivial opponent with a decisive attack that deals 3 or more damage.

Unleashing the Soul Fires
Cost –; Duration: Permanent; Type: Permanent
Martial Arts 4, Essence 2
Keywords: Terrestrial, Mastery
Prereqs: Essence Pyre Form

Through intense training, the Essence Pyre learns to unleash their anima to create destructive blasts.  These blasts are extensions of the martial artist's own anima, and keep the same elemental composition and coloration.  The martial artist permanently gains a new weapon, statted as an Artifact Medium Throwing Weapon with the tags - Thrown (Medium), Bashing, Concealable (special).  As these attacks are an extension of the character's anima, there is no visible hint of the capability under most circumstances.  The character may also pick one of the following tags: Cutting, Smashing or Piercing.

These Soul Fires are considered a Form Weapon for this style.

Terrestrial:  A Dragon-Blood's Soul Fire replaces Thrown (Medium) with Thrown (Short) and they cannot pick one of the additional tags.

Mastery:  The character's Soul Fire is considered Thrown (Long), and they may develop Evocations for their Soul Fire by repurchasing this Charm (similar to Glorious Solar Saber).

Anima Flux Driver
Cost – (+1m); Duration: Permanent; Type: Permanent
Martial Arts 4, Essence 2
Keywords: Decisive-Only, Mastery
Prereqs: Essence Pyre Form

This Charm allows the Essence Pyre to manifest their anima more fully when they attack.  When using Essence Soul Strike, the martial artist may reflexively pay 1 mote to charge their strike with their anima.  The effect can vary based on the anima of the Exalt using this Charm.  Some examples follow.

Solar:  The Exalt adds their Essence in dice of post-soak damage to creatures of darkness.
Sidereal:  The Exalt is treated as if he had spent one round Aiming prior to making the attack.
Fire Aspect:  The attack gains the Fire tag.
Earth Aspect:  The attack gains the Smashing tag.
Wood Aspect:  The attack is poisoned, with the following stats: (Essence i)/round (L in Crash), (Essence*2) rounds, Essence difficulty penalty.
Abyssal:  The attack does Aggravated damage to living beings.
Lunar:  The martial artist adds their Permanent Essence to the Accuracy of the attack.

Mastery:  This Charm gains the Stackable keyword, and may be purchased up to Essence times for different anima effects.  The martial artist may never apply more than his Essence uses of Anima Flux Driver on any single attack.

Flurry of Force Kata
Cost: 6m, 1w, 1a; Duration: Instant; Type: Simple
Martial Arts 4, Essence 2
Keywords: Uniform, Terrestrial
Prereqs: Essence Pyre Form

With a surge of power and speed, the Essence Pyre lays into their hapless foe.  The Essence Pyre rerolls all successes on a damage roll until no more successes show up on the roll.  As with a normal damage roll, 10s count twice on withering attacks, and only once on decisive attacks.

Terrestrial:  A Dragon-Blood may only reroll up to (Essence x 2) successes.

Dragon Shockwave Clash
Cost: – (+ 3m); Duration: Permanent; Type: Permanent
Martial Arts 5, Essence 3
Keywords: Uniform, Terrestrial
Prereqs: Unleashing the Soul Fires, Anima Flux Driver

An Essence Pyre's soul explodes with the burning force of a thousand suns.  The Essence Pyre may reflexively spend 3 motes when activating Essence Soul Strike to cause his attack to be unblockable.  This Charm also allows the use of the Guard Breaker gambit.

Guard Breaker:  Difficulty 4:  This Gambit breaks an target's defense through brute force, lowering their Parry and Evasion by 2 for until the end of the next round as they struggle to move their sore limbs.

Terrestrial:  Terrestrial Exalted do not gain access to the Guard Breaker gambit.

Glorious Sunfire Inferno
Cost:  10m, 1w, 3i (+5m); Duration: Instant; Type: Simple
Martial Arts 5, Essence 3
Keywords: Decisive-Only, Terrestrial, Mastery
Prereqs: Anima Flux Driver, Flurry of Force Kata

The Essence Pyre can unleash a horrible blast at incredible range, capable of flattening all but the hardiest of opponents.  The martial artist concentrates their anima in their hands, and then directs the blast outwards.  This is a Martial Arts attack that can be made at Long range, with double 10s on the damage roll.  Further, upon impact, the detonation extends out to Short Range, dealing Essence decisive damage to each character caught in the affect.  The martial artist is immune to his own blast, and characters may avoid the explosion with an appropriate defense roll (Stamina + Resistance or Dex + Dodge/Melee) at a difficulty equal to the martial artist's successes.  Friendly characters can be affected by this technique.  Despite being a Simple Charm, this is explicitly comboable with Flurry of Force Kata.  This Charm may only be used once a scene, and the character's anima resets to dim.  If targeting an opponent at long range or farther, the martial artist may spend an extra 5 motes to make a Reflexive Aim action.

Terrestrial:  A Dragon-Blood can only attack out to Medium range.

Mastery:  This Charm can attack out to one range band beyond Long Range.

Special Activation Rules:  This Charm resets once the martial artist has 10+ Initiative and his anima at the bonfire level.

Chakra Inversion Method
Cost – (+2m or 0m, 1w); Duration: Permanent; Type: Permanent
Martial Arts 5, Essence 3
Keywords: Decisive-Only, Terrestrial, Mastery, Mute
Prereqs: Glorious Sunfire Inferno, Dragon Shockwave Clash

By focusing all of their power into a single point, the Essence Pyre helps another internalize an explosion.  As with many things, an internalized explosion cannot remain that way, and, subsequently, the target proceeds to become an – often very messy – explosion.   Using this Charm allows the Essence Pyre reflexively spend 2 motes to apply the Mute keyword to his Essence attacks (Essence Soul Strike, Flurry of Force Kata, Dragon Shockwave Clash, and Anima Flux Driver), allowing them to be used stealthily.  Each Charm must be paid for separately.  The real strength of this Charm is when a strike is made using these Muted Charms and a point of Willpower is spent.  The full force of the effect is internalized in the target, and the Essence Pyre can choose to commit the Essence used in the attack.  This lasts for (the target's (Essence + Stamina) – the martial artist's (Essence + Martial Arts)) rounds.  If this is 1 or less, the detonation will occur 1 round after the Essence Pyre releases the committed motes.  During these rounds, the target is at a penalty on all actions equal to the Essence Pyre's Permanent Essence.  The damage from the strike ignores all Armor-based and non-magical Hardness.  In addition, the damage roll starts at double 10s, and the doubling number drops for every 5 motes spent on the attack (equivalent to a level of anima that would have manifested), to a minimum of 7.  Even if the target survives, the damage is horrendous and gruesome, and the explosion is often like the anima of the martial artist who inflicted the attack.  This damage is always Lethal, though that may be upgraded with certain uses of Anima Flux Driver.  The damage is rolled up on the attack's success.

It is theoretically possible to save a target struck by this attack, by diverting the Essence out in a manner that leaves the target alive before the explosion.  The roll (often Wits + Medicine or Occult) subtracts one level of damage per success rolled.  If the end is more than one roll away, multiple attempts may be made.  Detecting the Chakra Inversion is only possible once the Essence of the strike is released.

Truly dangerous Essence Pyres also have access to a technique known as the Sun-Swallowing Overdrive.  To use this technique, the Essence Pyre hits him or herself with a Chakra Inversion Punch, and then rolls all damage as normal.  This damage is held in abeyance for up to the Essence Pyre's (Essence + Stamina) rounds while the Essence of the attack is committed.  If the Essence Pyre does not discharge the attack before that time, they take all of that damage, ignoring all Hardness.  Through either an attack with a Soul Fire Strike or Glorious Sunfire Inferno, they add any damage they are storing to a successful attack, on top of any damage rolled.  During this attack, the Essence Pyre's anima is always at the bonfire level, and it resets to dim after the attack is finished.

As a final benefit, once this Charm is learned, the Essence Pyre considers the Form Weapons of any other Martial Arts Style he has completely mastered (as in, Martial Art (xxx Style) 5, and knows all the Charms) as Form Weapons for Essence Pyre Style.

Terrestrial:  A Dragon-Blood cannot use Sun-Swallowing Overdrive.  In addition, this Charm may only be used once per scene, and it resets after the Essence Pyre's anima has reached the 3+ (bonfire/iconic) level.

Mastery:  The damage roll from this attack is always made at double 7s, and the Form Weapon benefit applies once an Essence Pyre has learned up to the Form Charm of another Martial Art Style.
This message was last edited by the GM at 00:44, Tue 26 July 2022.
The All-Seeing Eye
GM, 86 posts
Fri 15 Apr 2016
at 00:15
  • msg #4

Homebrew Weapon Tags & House Rules

These rules apply to both games (this one and the MagePunk game).

Weapon Tags:

Shield: Also adds +1 Parry.  Flexible weapons automatically ignores this bonus.  Smashing and Chopping weapons may forgo benefits from appropriate attacks to remove Shield defensive bonuses for 1 round.

Firearm:  Archery - Use Dexterity when calculating damage.

Sniper: Archery - user Perception when calculating damage after an Aim action.

Burst: +2 withering Damage, -1 Accuracy

Automatic: Aim dice degrade at 1 per turn as long as attacks are made.  Each successive attack adds +2 Difficulty to the ammo/reload roll.
This message was last edited by the GM at 22:39, Fri 13 May 2016.
The All-Seeing Eye
GM, 98 posts
Fri 13 May 2016
at 23:35
  • msg #5

Larceny and Bureaucracy

Upon consideration, I will allow Larceny and Bureaucracy to be used in a manner similar to Lore in regards to making up Facts.  Specifically, Larceny can be used for making up Facts in regards to criminal activity and society, and security issues.  Bureaucracy can be used for matters of law and trade.

This will apply to both games (Ex3 and MagePunk).  Lore (Hacking) operates just as any other Lore specialty in this regard, too, with the caveat that I will specifically allow it to create Facts regarding information that could be obtained through hacking.

As with all player-specified Facts, they are subject to Storyteller veto or adjustment.
The All-Seeing Eye
GM, 117 posts
Tue 29 Nov 2016
at 02:00
  • msg #6

Violet Bier of Sorrows Style

This is the signature style of the Sidereal Exalted, specifically the Chosen of Endings, as a Work-in-Progress update for 3e.  Again, this is WIP, and is definitely subject to change if needs be.

Violet Bier of Sorrows Style

The favored Martial Art of the Chosen of the Maiden of Endings, Violet Bier of Sorrows style is designed to kill quickly and efficiently.

Weapons: Violet Bier of Sorrows allows the use of knives, swords, staves and three-section staves (and their Artifact equivalents).

Armor: None of the Charms in this Style may be used with Armor or Shields.

Charms:

Secrets of Future Strife
Cost –; Duration: Permanent; Type: Permanent
Martial Arts 2, Essence 1
Keywords: Terrestrial, Mastery
Prereqs: None

This Charm grants an edge when conflict starts, and those trained in Endings move to make certain that the required destinies cease.  This Charm grants double-8s on the first Join Battle roll the character makes in a scene.

Terrestrial: The Join Battle roll is made at double-9s.

Mastery: The Join Battle roll is made at double-7s.

Flight of Mercury
Cost: 1m/die; Duration: Scene; Type: Reflexive
Martial Arts 3, Essence 1
Keywords: None, Terrestrial
Prereqs: Secrets of Future Strife

The Chosen of Endings is always ready to finish a job.  This Charm adds up to the Martial Artist's ability rating dice to a Join Battle roll.  This can be used if the Martial Artist has any means of re-rolling Join Battle during combat, and may be used when the Martial Artist resets their Initiative.  In which case, they only roll the extra dice.

Terrestrial:  A Dragon-Blood may only add up to their Essence dice to their Join Battle roll.

Joy in Adversity Stance
Cost: 5m; Duration: Scene; Type: Reflexive
Martial Arts 3, Essence 1
Keywords: Perilous
Prereqs: Secrets of Future Strife

The Chosen of Endings revel in the dangers of combat, and Joy in Adversity Stance showcases this predilection.  Every time the avoid a blow using their Parry or Evasion score, they gain 1 mote for every success that their opponent failed by.  A Martial Artist may only gain their Martial Arts in motes this way in a single round.

Blade of the Battle Maiden
Cost: 5m, 2 wp; Duration: Scene; Type: Reflexive
Martial Arts 3, Essence 1
Keywords: Mastery, Dual
Prereqs: Secrets of Future Strife

The Exalt fortifies herself for further conflict.  Her hands strike like swords, and her blades cut down her foes even faster.  The Martial Artist treats her unarmed attacks as medium weapons with the additional following tags: Lethal, Balanced.  If she is wielding a form weapon already, she gains the following benefits  her damage on withering attacks is increased by her Essence, and she adds one automatic level of health track damage on any successful decisive attacks.  While Blade of the Battle Maiden is actie, the martial artist's unarmed attacks are considered to be a sword (slashing or straight) if it would be beneficial for cross-style compatibility.

Mastery: The martial artist's unarmed attacks use the the stats of a medium artifact weapon, and use the same tags.  This Charm may be repurchased to buy Evocations for the Blade as per the Charm Glorious Solar Saber.

Violet Bier of Sorrows Form
Cost: 8m; Duration: Scene; Type: Simple
Martial Arts 4, Essence 2
Keywords: Form, Mastery
Prereqs: Flight of Mercury, Blade of the Battle Maiden, Joy in Adversity Stance

Fate always leads towards endings.  Once a martial artist has activated Violet Bier of Sorrows Form, their Overwhelming value is set to a minimum of their Martial Arts score.  In addition to this effect, whenever the martial artist lands a decisive attack, they do one automatic health level of damage, and they may choose to forgo the damage and instead degrade an Intimacy of the victim's.  In order to do this, the damage from the attack must equal the level of the Intimacy (+2, +3 or +4 for Minor, Major and Defining respectively).

Mastery:  All of the martial artist's decisive hits deals one automatic health levels of damage, including ones which degrade an Intimacy.

Death-Parrying Stroke
Cost: 3m/HL or 2i/HL; Duration: Instant; Type: Reflexive
Martial Arts 4, Essence 2
Keywords: Decisive-Only, Terrestrial, Mastery
Prereqs:  Violet Bier of Sorrows Form

As adept at killing as they are, the Chosen of Ending are also adept at avoiding the same fate for themselves.  At the last moment, they divert a killing blow, reducing the damage or potentially eliminating it entirely.  After a decisive hit to the martial artist rolls damage, the martial artist may pay 2 motes or 3 Initiative per Health Level to remove levels of health track damage.  This may only be done after the martial artist attempted to stop an attack with a Parry.  The martial artist may only remove up to Martial Arts levels of damage this way.

Terrestrial:  A Dragon-Blood may only remove up to half of her Martial Arts rating in levels of damage, round up.

Mastery:  A true master of this style adds their Essence to the Decisive levels of damage negated, as long as they have paid to negate at least 1 HL worth of damage.

Life-Severing Blow
Cost: 3m/HL; Duration: Instant; Type: Reflexive
Martial Arts 4, Essence 2
Keywords: Decisive-Only, Terrestrial
Prereqs:  Violet Bier of Sorrows Form

A true adept of the Violet Bier of Sorrows may turn an insignificant strike into one that ends the fight entirely.  Upon landing a decisive attack that inflicts at least one Health Level of damage, the martial artist may spend 3 motes per health level to add automatic successes to the damage roll.  The martial artist may not add more than her Martial Arts score in decisive damage.  This Charm may be used with Brawl and Melee.

Terrestrial:  A Dragon-Blood may only add half of her Martial Arts rating in damage, round up.

Metal Storm
Cost: 10m, 1w; Duration: Instant; Type: Simple
Martial Arts 5, Essence 3
Keywords: Decisive-Only, Terrestrial
Prereqs: Life-Severing Blow

Seizing the moment of a critical opening within her opponent's defense, the martial artist strikes again and again.  All failures on a decisive damage roll are re-rolled until there are no more failures.

Terrestrial:  A Dragon-Blood may only re-roll up to her Martial Arts failures.

Conclusion-Pursuing Approach
Cost: 10m, 1w, 1hl; Duration: Scene; Type: Simple
Martial Arts 5, Essence 3
Keywords: Dual, Mastery
Prereqs: Death-Parrying Stroke, Metal Storm

By adopting the Conclusion-Pursuing Approach, a battle's ending becomes all the more inevitable.  When this Charm is active, the martial artist gains 1 point of Willpower when she resets her Initiative after a successful decisive attack.  Also, every opponent that the character has either attacked or used a defense against in a round adds ½ the Martial Artist’s Essence to their Wound Penalties, rounded up.

Mastery:  Each successful decisive attack damages the victim's Willpower by 1 point.  If the victim is in Initiative Crash, the martial artist's damage is considered all successes.
This message was last edited by the GM at 21:32, Mon 25 July 2022.
The All-Seeing Eye
GM, 118 posts
Wed 30 Nov 2016
at 03:29
  • msg #7

Harmonious Essence Style

Harmonious Essence Style

Harmonious Essence Style is a primarily unarmed Martial Arts style focused on using your opponents' strength against them.  Its flowing motions and sudden reversals can easily lead enemies to be stunned, incapacitated or worse.  A Harmonious Essence Stylist is also a master of leverage, and can easily hold the strongest opponents in place or throw them with the gentlest of motions.

Favored Abilities:  Harmonious Essence stylists tend to have high Awareness and Dodge.

Form Weapons and Armor

Harmonious Essence Style may not be used with armor.  In addition to fighting Unarmed, this style may be used with staves, spears, swords, short staves (which use club stats) and fighting chains.  A Harmonious Essence stylist may always use Dexterity for grappling rolls (attack and control) and inflict Bashing damage with a Stunt.

Charms:

Flawless Awareness Technique
Cost: 2m
Duration: 1 Turn; Type: Reflexive
Minimums: Martial Arts 2, Essence 1
Prereqs: None
Keywords: None

Attuning himself to his surroundings, the Martial Artist detects the motions of everything around him.  When this Charm is activated, the Martial Artist adds his Martial Arts rating to all Awareness rolls for the rest of the Turn.

Harmonious Movement Meditation
Cost: 2m
Duration: Turn; Type: Reflexive
Minimums: Martial Arts 3, Essence 1
Prereqs: Flawless Awareness Technique
Keywords: Mastery

By attuning himself to the flows of Essence of the universe, the Martial Artist moves through and around obstacles with startling ease.  The Martial Artist may use this Charm to receive Double 9s on Rush or Disengage rolls.

Mastery:  When a master uses this Charm, they may ignore difficult terrain during their move action for the round, and may balance on the flimsiest objects so long as they keep moving.

Guiding Waterfall Step
Cost: 3m, 1i
Duration: Instant; Type: Reflexive
Minimums: Martial Arts 3, Essence 1
Prereqs: Flawless Awareness Technique
Keywords: Counterattack, Uniform, Terrestrial, Mastery

While parrying or evading an attack, the Harmonious Essence stylist uses their enemy's own strength against them.  With the lightest of touches, even the strongest foe may be thrown to the ground or even held immobile.  As a Counterattack, the Martial Artist rolls Dexterity and Martial Arts versus their opponent's Defense.  If the Martial Artist succeeds, they roll Dexterity + Martial Arts with Double 9s as a grapple control roll.  This is contested as normal, and the grapple proceeds as normal.  If the martial artist chooses to immediately throw or slam their opponent, they calculate their forfeited control rounds using their Dexterity.  A decisive throw or slam will not reset the martial artist's Initiative until the next round.

Terrestrial:  A Terrestrial Exalted may only use this Charm after completely evading an attack, and the counterattack uses their action for the next round.

Mastery:  A master of this style adds a number of dice to their control roll equal to any 1s or 2s on their opponent's attack roll.  Furthermore, if the Solar succeeds on their grapple control roll, their opponent may not roll damage even if the attack was successful.

Harmonious Essence Form
Cost: 8m
Duration: Scene; Type: Reflexive
Minimums: Martial Arts 4, Essence 2
Prereqs: Guiding Waterfall Step, Harmonious Movement Meditation
Keywords: Form, Mastery

The Harmonious Essence stylist adopts a relaxed stance, easily moving in and around all attacks aimed their way.  Their movements become more fluid, and they effortlessly move with their enemies.  Once in Harmonious Essence Form, the martial artist gains +1 Evasion, reduces all movement difficulties by their Essence, and may reflexively stand up if sent prone.

Mastery:  A master adds their Essence automatic successes on all Dexterity-based grappling control rolls, and takes no penalties to their Defense while grappling.

Special Activation Rules:  A martial artist may reflexively enter Harmonious Essence Form after evading an attack from an enemy with 5+ Initiative, or when winning a grapple control roll.

Arrows-As-Raindrops Understanding (Inner Peace Harmony)
Cost: – (+4m, or 3m, or 6m, 1w)
Duration: Indefinite; Type: Permanent
Minimums: Martial Arts 5, Essence 2
Prereqs: Harmonious Essence Form
Keywords: Counterattack, Perilous, Uniform, Terrestrial, Mastery

With the proper understanding of the flows of Essence of Creation and a measure of inner peace, the martial artist may now use Guiding Waterfall Step as a counterattack against ranged attackers for a cost of 3 motes.  They may send the attack directly back to the attacker, send it harmlessly to the side, or at another opponent within range.  No control roll is made, but the target of the new attack must deal with the original attack's successes, minus any that might have made it past the martial artist's defenses.

In addition, the martial artist may pay +4 motes when activating Guiding Waterfall Step to be able to apply the Charm to attacks made by enemies they normally would not be able to grapple, such as those with Legendary Size.  This can also be used to use Guiding Waterfall Step against Unblockable or Undodgeable attacks.  Against opponents of equal size, this Charm grants the martial artist Double 7s on the control roll.

Finally, by paying 6 motes and 1 willpower, the martial artist may counter attacks or environmental effects that deal Uncountable damage.  They may redirect the effect as per the ranged counterattack portion of this Charm.

Terrestrial:  A Terrestrial Exalted may not use the counter against Uncountable damage, and must maintain restrain an opponent of Legendary Size or greater for at least 1 round before they can throw them.

Mastery:  A master may restrain even the strongest foes with barely any effort.  For the duration of a grapple initiated with this Charm, the martial artist's restrains or drags only cost 1 turn of control.

Flowing River Kata
Cost: 4m (2m)
Duration: Scene; Type: Simple
Minimums: Martial Arts 4, Essence 2
Prereqs: Harmonious Essence Form
Keywords: Mastery

The opponents of a Harmonious Essence stylist find their attacks flowing around the martial artist like a river flows around rocks and terrain.  Once activated, the martial artist may spend 2 motes as a Reflexive action when attacked to roll a number of dice equal to their Dodge ability dice pool.  Each success subtracts one success from their opponent's attack.

Mastery: A master gets Double 9s when rolling their Dodge dice.

Essence Reversal Meditation
Cost: 4m, 1i
Duration: Instant; Type: Supplemental
Minimums: Martial Arts 4, Essence 2
Prereqs: Harmonious Essence Form
Keywords: Dual, Terrestrial

With a subtle, or simply violent, twist, the Harmonious Essence stylist wrenches their opponent into an untenable or outright painful position.  This Charm grants Double 9s on withering grappling damage rolls and Double 10s on decisive grappling damage rolls, and may be used on both savaging attacks and throws/slams.

The martial artist also gains access to the following Gambits, and gains Double 9s on the Initiative roll.  Any of these Gambits may be used on a decisive attack instead of rolling damage.  Exalted regain the use of any damaged limbs once they heal.  Mortals must seek medical help if they wish to be healed.  These injuries do not count against the story limit on Crippling injuries.

Stunning Reversal (Difficulty 1-5):  By quickly reversing course and striking an opponent in a vital chakra point, or causing them to land on such a point, the martial artist stuns an opponent for a number of rounds equal to the difficulty chosen for this Gambit.  A stunned opponent cannot attack, and is at -1 to their Defense.

Limb-Twisting Snap (Difficulty 3):  By savagely twisting an opponent's arm or leg, or causing them to land wrong on some part of the terrain, the Harmonious Essence stylist cripples an opponent's limb.  This causes only 1 level of Lethal damage, but can either remove the use of an arm (potentially causing the opponent to drop their weapon), or a leg (which causes the opponent to treat all terrain as Difficult, or even be unable to move at anything more than a crawl if both legs are broken).

Neck-Wrenching Flip (Difficulty 3-7):  The martial artist uses their opponent's weight and mass against their weakest areas.  Against an Exalted, this Gambit causes between 1 to 4 Lethal health levels of damage, based on the difficulty selected, and doubles all wound penalties for the rest of the scene.  Against a mortal, the wound penalties are doubled until their wounds are healed, but deals a number of Lethal health levels equal to the difficulty chosen.

Terrestrial:  A Terrestrial Exalted does not gain access to the Neck-Wrenching Flip Gambit, and Stunning Reversal is capped at Difficulty 3.

Harmonious God Throw
Cost: 10m, 1w, 3i
Duration: Scene; Type: Simple
Minimums: Martial Arts 5, Essence 3
Prereqs: Arrows-As-Raindrops Understanding, Flowing River Kata, Essence Reversal Meditation
Keywords: Terrestrial, Mastery

Adopting a stance of perfect repose, the martial artist may counter any attack that comes their way.  While Harmonious God Throw is active, the martial artist may use Guiding Waterfall Step against any attack for the cost of only 1 mote, 1 Initiative, and reduces the cost of Arrows-As-Raindrops Understanding by 3 motes (minimum 1 motes).  Furthermore, the martial artist takes no penalties while to their Defense while grappling, and may maintain multiple grapples at one time as long as they have at least one free limb.  Restraining or dragging an enemy does not cost any turns of control.

While this Charm is active, the martial artist may only counterattack or clash.  The martial artist does not lose Initiative for delaying their action or not attacking during a round at all.

Terrestrial:  This Charm gains the Perilous keyword, ending the Charm if the martial artist is pushed into Initiative Crash.

Mastery:  A master gains +1 Evasion and may activate this Charm reflexively upon the successful use of Guiding Waterfall Step.  In addition, if the martial artist is grappling at least one enemy, they may move that enemy into the path of any attacks made against them for 3 motes, including Unblockable attacks.  The grappled enemy applies their defense as normal against the attack.  If this is used to successfully block a decisive attack, the grappled enemy is released once the attack is resolved.

Rising Dragon Wave
Cost: 5m, 1w
Duration: Special; Type: Reflexive
Minimums: Martial Arts 5, Essence 3
Prereqs: Harmonious God Throw
Keywords: Mastery

A true master of Harmonious Essence Style may use their opponent's own attacks against them in a most spectacular fashion.  By drawing an opponent deeper and deeper into a spiral of anger, which the martial artist turns against the aggressor in an explosion of essence.  This Charm may be activated after successfully applying Evasion against an attack.  For the duration of this Charm, the Martial Artist ignores all penalties to their Evasion, and gains their opponent's Essence Initiative after each successful dodge.  The martial artist may gain a maximum of (their Essence * their opponent's Essence or Size of an opposing Battle Group) Initiative this way, and it must be released at the end of the Charm.  The martial artist may not attack for the duration of this Charm, nor do they lose Initiative for not attacking or delaying their action.  At any point during the Charm, or within the Martial Artist's Essence in rounds after maximizing the Initiative they can gain from this Charm, they must make a Decisive Clash attack against their opponent when they attack, which resets the Martial Artist's Initiative as normal.  If this attack is successful, the opponent not only takes the damage of the Decisive clash, but they are flung one Range band into the air for each attack they missed.

If the opponent wins the Clash, the Charm is disrupted, and both the martial artist and their opponent must deal with a one-time Environmental hazard with a difficulty of the number of successfully dodged attacks, and damage equal to the Martial Artist's Essence plus 1 for each dodged attack.  If anyone fails to avoid this effect, they are also knocked prone.

Finally, if the martial artist incorporates the differences between themselves and their opponent (such as the calm of the martial artist versus the rage of their attacker, or differences in their Essences, such as between a Solar and an Abyssal Exalted, or between a Fire Aspect and an Air Aspect) into a stunt, this lowers the doubling number of the Initiative roll.  A one-point stunt grants Double 10s, a two-point stunt grants Double 9s and a three-point stunt grants Double 8s.

Mastery:  A master of this style gains Double 10s on the Initiative roll, and the stunt bonus may lower the roll all the way to Double 7s on a three-point stunt.  Finally, on a successful Clash, the martial artist creates a one-time Environmental hazard that affects any additional enemies within Close Range.  This has the following effects:  the difficulty equals the number of successfully dodged attacks, and the damage is equal to the Martial Artist's Essence plus 1 for each dodged attack.  If anyone fails to avoid this effect, they are knocked prone in addition to taking the damage.  Finally, the Martial Artist treats both their Essence and their opponent's Essence as having a minimum of 3.
This message was last edited by the GM at 20:52, Sat 24 Dec 2022.
The All-Seeing Eye
GM, 121 posts
Sat 21 Jan 2017
at 18:52
  • msg #8

Gentle Fist Style

With credit to where I found it, here's another acceptable homebrew style.

Gentle Fist Style
Originally by: JiveX
Converted to 3e by: MysticTemplar
Mastery/Terrestrial keywords by: Sandact6

This unusual martial art was rather commonly practiced in the First Age by sidereals who found its elegance, smooth gentle motions appealing. This style focuses on precise strikes against the bodies meridians which disrupt that natural workings of the opponent's body. Though each strike appears weak, it does surprising damage with even the softest touch. Master's of this style stare through the lies of the physical and see the truth that lies in the Essence of all things.

Complementary Abilities: This style requires a complex understanding of the movement of Essence and many charms require the character to have Essence Sight (or function better when the character does). Essence sight must be sight based (so charms such as Essence Unveiling Touch do not qualify) but can come from a charm or artifact. The Martial Artist must train with Essence Sight active when learning the charms of this style. In lieu of Essence Sight charms that let one sense dematerialized spirits can be used to train for anything but Clear Eyed Understanding of All. Moe Ninja Exigents (of any type) treat may learn the charms as a Solar could.

Gentle Fist Weapons: Gentle Fist may only be practiced unarmed.

Armor: This style is compatible with light armor.

Gentle Strike Formulation
Cost: -; Mins: Martial Arts 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

The Gentle Fist Stylist strikes with an open palm or outstretched fingers, the better to facilitate his attacks against his opponent's vital Essence meridians, and pass through their opponent's defenses.

This grants their natural attacks the Piercing and Flexible tags, for even a touch can cause their foe's limbs to seize from the foreign energy. In addition, while the stylist is under the effect of any Charm that grants the ability to perceive Essence, they receive 1 free success on attack rolls against characters with Essence 2+. These strikes can be used on any martial arts related attack, but not on Brawl ones.

Essence Twisting Strike
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Dual, Mastery
Duration: Instant
Prerequisite Charms: Gentle Strike Formulation

If used with a Withering Attack, the Martial Artist converts one damage die into an automatic success on withering attacks. If the martial artist has Essence sight active, this Charm also causes the target to lose a number of motes equal to (the targets Permanent Essence / 2, rounded up). If the target has no Essence pool, instead convert an additional dice of damage into an automatic success (for a total of two). In addition, if Gentle Fist Form is active, the user adds (User’s Essence) dice to their raw damage for withering attacks. If used with a decisive attack, it instead adds one die of raw damage, which is converted to an automatic level if her target is crashed.

Mastery: The Martial Artist may add their Intelligence score to the raw damage instead of Essence if that is higher.

Panoptic Awareness Defense
Cost: 4m or 4m, 1wp; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Gentle Strike Formulation

Such is the Martial Artist's omniscient focus that those who would strike her are laid bare before her all-seeing eyes. Whenever the martial artist is fails to discover an opponent who is hiding from her in battle, she may invoke this Charm to reroll her attempt. Every one that her foe rolls on this attempt grants her one point of initiative, as she takes advantage of the smallest cues of even an unseen foe. The stylist may wave the Willpower cost of this Charm should she possess a charm capable of perceiving Essence such as Essence Sight.

Gentle Fist Form
Cost: 7m; Mins: Martial Arts 4, Essence 1; Type: Simple
Keywords: Form
Duration: One Scene
Prerequisite Charms: Panoptic Awareness Defense, Essence Twisting Strike

Focusing on the Essence of the World, the martial artist glimpses at the rarified celestial essence that comingle with the Elemental essence of the Dragon lines and weave their way through creation. Deeping her awareness of these things, the Martial Artist opens her eyes to a vision of the world that is clearer and more revealing than she previously believed possible. Upon activating this charm, The Martial Artist's pupils turn silver white and take on a crystalline appearance as they expand to eclipse their iris, upon activating this charm. The veins on her temples which feed blood and essence to her optic nerves expand and become prominent features on her face.

    The Stylist may activate any Charm that grants the ability to perceive Essence (Like All-Encompassing Sorcerer's Sight) in conjunction with this Charm. If she does, it remains active for as long as this Form does.
    The Martial Artist's sight, if he has Essence Sight active, expands to a 360 degree field of view and intensifies, he adds (Essence or 3, whichever is higher) bonus dice to all sight based perception rolls including those to scrutinize an effect with his Essence Sight. He also ignores visibility penalties based on darkness, smoke or other similar obstruction.
    The Martial Artist sees through sight-based illusions unless the character using it has a Permanent Essence 2+ points higher than his own. In either case the presence of an illusion is plainly evident to the stylist, though the Martial Artist might not know what it conceals.
    Her natural weapons may deal lethal damage at her discretion. Lethal damage inflicted this way manifests as internal bleeding and damage to viscera and organs, it does not manifest external signs of Lethal damage (cuts, gashes etc) normally consistent with Lethal Damage. Add +1 to the difficulty to any Medicine roll to diagnose or treat an injury inflicted this way.

Special Activation rules: Whenever the Stylist causes a non-trivial foe to lose Essence as part of her attack, she may reflexively activate this Charm.

Terminal Caress Tactic
Cost: 2m 1wp; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: Decisive-Only, Mastery
Duration: Instant
Prerequisite Charms: Gentle Fist Form

The Martial Artist drives her Essence into the target's body, disrupting the normal function of their internal processes by causing contusions and swelling of their internal organs. This Charm may be activated whenever a Gentle Strike deals at least two levels of lethal damage. The damage is reduced by 2, but the target selects a limb that is crippled for the rest of the fight. All damage is internal, no limbs are severed, through nerve endings leading to them are temporarily disconnected. These crippling injuries are permanent for mortals and non-Exalted Essence users with Essence 2 or less, absent medical care, but are healed by Exalt's after a single day of rest or whenever the wound associated with this attack heals, whichever is shorter. Automata and other mechanical entities cannot be crippled by this charm, neither, curiously, can the Alchemical Exalted.

Mastery: If the damage inflicted exceeds the target’s stamina, the martial artist can select which limb to cripple instead.

Unassailble Divinity Technique
Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Gentle Fist Form

The Martial Artist attunes herself to the Essence of those who would strike her, subverting their attempts to do her harm with graceful ease and speed that confounds the mind and cannot be followed by the human eye. This Charm allows the Martial Artist to apply her full defense to an attack. In addition, if both a Charm granting Essence Sight and the form are active, she adds (Opponent's Essence/2) to her defense.

Heavenly Whirlwind Shield
Cost: 5m or 6m,1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive
Keywords: Dual, Terrestrial, Mastery
Duration: One Tick
Prerequisite Charms: Unassailable Divinity Technique

The Martial Artist releases a flood of essence in response to an incoming attack, spinning as she does. This flood of Essence raises a dome of brilliant essence about the martial artist protecting her from harm. It also provides the Martial Artist with +10 points of soak and 8 Hardness, as the shield wall reduces the impact of rare blows that pierce the defense. The Martial Artist may not move on her next action after activating this Charm. This charm may only be used while Essence Sight is active. When Unassailable Divinity Technique is activated simultaneously with this charm, it shares Heavenly Whirlwind Shield's Duration. For a higher cost of 6m, 1wp, the Martial Artist may activate it in response to any environmental effect that strikes her that would cause arbitrary damage to negate it entirely. Note that it must strike the stylist - she could use this charm to evade damage from a falling meteor, but not from a thousand foot fall.

Terrestrial: Unassailable Divinity Technique does not share Heavenly Whirlwind Shield’s duration.

Mastery: The martial artist is not stopped by this charm, but rather slowed. Until the end of the Martial Artist’s next turn apply a -3 penalty to all movement actions.

Body Seizing Counterblow
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive
Keywords: Clash, Decisive Only, Terrestrial, Mastery
Duration: Instant
Prerequisite Charms: Terminal Caress Tactic

With a graceful sweep of his hand the martial artist bats aside an incoming blow, and swiftly returns the favor delivering a well timed strike to vital points in his assailants body. This Charm lets the stylist make a reflexive Martial Arts clash attack against an attack directed against her, regardless of her place in the initiative order. If damage caused by this Clash attack exceeds (Opponent's Stamina), on her opponent's next turn, they lose their reflexive movement action, and must use their normal action if they wish to move. During this time, attempts to rush or disengage suffer a penalty of Minimum(Damage Suffered or 5). If the user has a Charm granting Essence sight active, she adds (Opponent's Essence/2) dice to the Clash attack roll.

Terrestrial: This charm counts as the Martial Artist’s action.

Mastery: If the Martial Artist clashes an attack with multiple attacks (Such as Iron Whirlwind) and does more damage than the (Opponent’s Stamina), then every single other action is automatically aborted.

Thousand Strikes Subdue the Dragon
Cost: 6m 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Decisive-Only, Terrestrial
Duration: Instant
Prerequisite Charms: Heavenly Whirlwind Shield, Body Seizing Counterblow

The Martial Artist adopts a curious stance, facing her enemy sideways she scrutinizes her opponent's Essence flows. This Charm requires the Martial Artist has taken a reflexive action to scrutinize her Target's essence using Essence sight previously in the scene. Having done so, she launches a series of (Target's Permanent Essence), Minimum 2, Maximum 5) decisive attacks, which must all be directed at her target. The Martial Artist divides her initiative evenly between each attack, with any excess initiative being lost. If these attacks benefit from Essence Twisting Strike, reduce the cost of all activations of that charm after the first to 0 motes. Furthermore, if the target suffers more levels of damage from these attacks than their (Permanent Essence x 2) they add a 4m surcharge to the first activation of any Charm or Combo each action, for the Martial Artist's (Essence) actions.

Terrestrial: Dragonblooded may only use this charm once per fight, but may be reset upon incapacitating a strong opponent and building their initiative back up to 15.

Clear Eyed Understanding of All
Cost: -; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Thousand Strikes Subdue the Dragon

Reaching the Pinnacle of his enlightenment, the Martial Artist comes to permanently internalize the teachings of this style which are writ upon his features. Upon learning this charm, the Martial Artist's eyes shed their pupils and the irises become grey or white. If his eyes show some unique trait as a part of his Exaltation or fundamental nature (such as a Lunar's Tell or the Stars in a Sidereal's eyes) he melds the two traits in a manner both player and Storyteller deem appropriate. He gains the following benefits:

    She may deduct up to the cost of Gentle Fist Form from the cost of activating another Charm that provides Essence sight, to a minimum cost of 1m.
    While the Form Charm is active all natural weapons add (Opponent's Wound Penalty) to their post soak damage. If a Gentle Strike kills a target, the target appears to have suffered a natural death due to an internal organ bursting. Any effect which contests resolves this contest with an automatic roll-off to which the Martial Artist adds +1 success. Because this charm permanently alters the Martial Artist such that they physically reflect the understandings of this style, the corpse of a Gentle Fist Stylist is considered a manual of the style for the purposes of learning it provided the being examining the body has Essence Sight active and meets the trait minimums for this style.
    Finally, while both the Form Charm and Essence Sight are active, the Martial Artist's sight becomes so refined that she can see entities through a number of solid, opaque barriers equal to their Essence. Meaning stealth users will have a very hard time taking cover.

This charm cannot be learned unless the Character has some charm-based means of acquiring Essence Sight (ie All Encompassing Sorcerer's Sight or one of its analogues). Artifact derived Essence Sight is insufficient for the purposes of truly internalizing the lessons of this style.
The All-Seeing Eye
GM, 124 posts
Sat 25 Feb 2017
at 06:11
  • msg #9

2e-3e Spell Conversions Link

Here's a link to more Sorcery from earlier editions.  It looks fairly good at a quick glance, but I'll still have to confirm things before a spell is taken from here.

http://forum.theonyxpath.com/f...or-3rd-edition-peach
The All-Seeing Eye
GM, 125 posts
Sat 11 Mar 2017
at 21:57
  • msg #10

Crimson Temple Style

Crimson Temple Style

Crimson Temple Style utilizes blood as both a weapon and defense to destroy all foes in their path.  Charms in this style only work on living enemies, or in some rare cases, enemies who, while not alive, still have analogs to blood.

Form Weapons and Armor:  This style may only be used with Unarmed attacks (barring weapons created with Scarlet Sheathe Technique), and may not be used with armor.

Favored Abilities:  Crimson Temple stylists often favor Resistance and Medicine.

Charms:

Pulsing Heart Observation
3m; Scene; Simple
Martial Arts 2, Essence 1
Keywords: Terrestrial
Prereqs: None

This Charm is known only by the martial artist who has gained understanding of the first step to sanguine mastery. He becomes aware of the throbbing flow of life within all beings, mortal, celestial and animal. With a small investment of Essence, he tunes to this harmony of life. All vitality becomes visible, red veins painting themselves in phantoms, hung in midair and superimposed upon their hosts. Additionally, even if it goes unseen, the presence of life is easy to detect, giving the martial artist a dull throbbing sensation strongest towards the direction in question.

The martial artist immediately feels the presence of all living things within his Close range, and cannot be surprised by them. Additionally, he perceives past any non-magical form of stealth automatically, should the subject be living.

Terrestrial: A Terrestrial Exalt does not automatically detect living things within range or see through non-magical stealth, but instead adds his Essence in extra dice to detect them.

Disciple's Sanguine Sigil
4m; Instant; Simple
Martial Arts 3, Essence 1
Keywords: Decisive-Only, Stackable, Terrestrial, Mastery
Prereqs: Pulsing Heart Observation

Calling a spiral of crimson Essence into his palm, the martial artist harnesses the energy, wreathing it about his strike. This Charm may only be used to aid unarmed blows. When he achieves contact, the disciple’s palm of crimson energy explodes into the blow, splashing onto the flesh of the target and rupturing capillaries beneath its skin in a searing wave of agonizing heat. Within moments, a random but haunting blood-red sigil rises to the surface of the target’s skin, leaving a crimson mark which stays for the artist’s permanent Essence in days before fading into a sickly bruise.

It is also possible to leave a Sigil with simple contact rather than a strike.  This means that a decisive hit that deals no damage may still leave a Sigil, and also that a Sigil can be placed stealthily outside of combat typically with a contested Dexterity + Larceny vs. Perception + Awareness roll.

After hitting an opponent with a decisive attack that deals at least 1 level of damage, a Sanguine Sigil is placed on the opponent. While a Sanguine Sigil is on an individual, all withering damage is increased by the Martial Artist's permanent Essence, and all decisive damage is increased by a single level.  Furthermore, all Wound Penalties are increased by 1 per each Sigil.  A Martial Artist can stack up to their Permanent Essence in Sigils on a single target.

Terrestrial:  A Terrestrial Exalt may only place a single Sigil on any one target.

Mastery:  The Solar Exalted may attempt a Difficulty 2 Gambit to place a Sigil even on opponents with more Hardness than their Initiative.

Blood-Fountain Crush
2m, 2i; Instant, Supplemental
Martial Arts 3, Essence 1
Keywords: Decisive-Only, Mastery
Prereqs: Pulsing Heart Observation

Of vital significance to this style of martial arts is the surveying of the nature of blood in the mortal frame. It is understood that, in due time, the disciple will be entirely familiar with the nature of blood and its gathering points. With this Charm, the stylist delivers a thundering blow to one of these gathering points, and relies on simple physical nature to do the rest. In addition to the pain of this strike – which deals lethal damage – the wound explodes in a spray of gore moments after the stylist has dealt his blow. The Charm’s namesake is obvious, then, as the blood gushes from the wound in a bright red fountain.

Due to the excess bleeding, living beings take one additional level of Lethal damage from a decisive hit.  In addition, the bleeding continues for one more round, causing the victim to bleed out another level of Lethal damage the next round.

Mastery:  A Solar Exalt's strikes bleed out for their Essence in rounds, causing 1 level of Lethal damage each round.

Crimson Temple Form
10m; Scene; Simple
Martial Arts 4, Essence 2
Keywords: Form, Mastery
Prereqs: Blood-Fountain Crush, Disciple's Sanguine Sigil

After a series of preparatory motions, the artist pulses with light, his anima flooding with deep, roiling red Essence. His eyes also glow the same hue, and his posture takes on a subtle menace that all living things dread. Assumption of this form motivates the humours within the Exalt’s body, using these fluids to guide his motions in a graceful and somewhat terrible way. He moves like liquid, his blows land like thunder, and every wound he deals results in a gruesome red spray.

The Exalt adds +1 to his Evasion, and anyone hit by the Exalt adds 1 to all Wound Penalties.   Finally, whenever the Exalt resets Initiative when their Initiative is at 10 or higher, or rolls Join Battle, they regenerate 1 level of Bashing or Lethal damage.

Mastery:  A Solar Exalted gains 1 Initiative anytime an opponent is damaged by bleeding effects such as Blood-Fountain Crush.  This only happens on subsequent rounds from the initial damage.

Special Activation Rules:  A character may reflexively enter into Crimson Temple form after hitting an opponent for 3 or more levels of Lethal decisive damage, or causing their opponent to bleed enough for them to lose a level of decisive damage on the following turn.

Scarlet Sheathe Technique
5m, 1lhl; Scene; Simple
Martial Arts 4, Essence 2
Keywords: Mastery
Prereqs: Crimson Temple Form

Life’s blood is the frightening focus of this mystic art, and through the combination of Essence and discipline, the Exalt practicing it may supply himself with a weapon that he may flow with as easily as he does his own humours. Steel does not work, nor do any of the five magical materials supply the proper feel and balance. No, the answer to the artist’s weapon problem is simple – the weapon, too, must come from the blood.

By shaping his own blood, the Martial Artist forms a weapon of crystallized blood with which to destroy his enemies.  These weapons have the stats of Artifact weapons, and are typically formed to be Dire Lashes, Dire Chains or sometimes simple Daiklaives, though the exact expression can vary from practitioner to practitioner.  These weapons count as Form weapons for Crimson Temple style, and can be used with all Charms in the style.

Mastery:  A Solar Exalt may activate this Charm as a Reflexive effect upon making a decisive attack that deals at least one level of Lethal damage.  If the Charm is activated in this manner, the decisive attack deals an additional level of Lethal damage as the victim's blood is used to shape the blade.

Tormenting Blood Echo
8m, 1w; Scene; Simple
Martial Arts 4, Essence 2
Keywords: Uniform, Mastery
Prereqs: Crimson Temple Form

By attuning himself to the pulses of life of those afflicted by a Sanguine Sigil, the Martial Artist becomes able to cause them immediate pain, moving their bodies at the whims of the Martial Artist.  The Martial Artist may attack a person affected by a Sanguine Sigil up to Short Range.  Despite originating from the Sanguine Sigils, these attacks are resolved as normal, though the opponent is at a -2 on their Defense, as the victims can still attempt to defend themselves.  If a Grapple Gambit is attempted, the Control Roll is contested as the Martial Artist's Dexterity + Martial Arts versus the victim's Stamina + Resistance.

Mastery:  The Solar Exalted may attack out to Medium Range without needing to aim.  In addition, all attacks are resolved as if was Grappled.  This means that withering attacks are rolled against Defense 0 in order to find Threshold successes, and decisive attacks just apply damage and then reset the Martial Artist's Initiative.

Magnificent Scarlet Storm
5m then (3i or 1 lhl per +1 Parry); Scene; Simple
Martial Arts 4, Essence 2
Keywords: Mastery
Prereqs: Crimson Temple Form

With a profound level of focus and strain, the artist flares in a powerful, bright tower of swirling red anima-light. With a howl of pain, wounds open on all major arteries and blood gushes out in controlled streams, and then the wounds seal over – preventing further blood-loss, although the injury remains. This blood is caught in the light of the anima, and hovers in weightless droplets around the artist for a moment, before coming alive and swirling around him in blinding, gory patterns, alternating between snowstorm patterns and a thin, translucent red wall.

Upon activating this Charm, the Martial Artist gains +1 Parry.  The Martial Artist may also gain +1 Parry per 3i or 1 health level spent as a Reflexive action on any defense, to the Exalt's normal die adder cap.  Once spent, these bonuses last until the end of the Martial Artist's action on the following turn.

Terrestrial:  A Terrestrial Exalt may not spend Initiative or Health Levels to raise their Parry further.

Mastery:  A Solar Exalt automatically raises their Parry whenever they take damage to their Health Track, whether or not the damage was caused by an enemy or was self-inflicted.

Scorching Blood Infliction
10m, 4i, 1 lhl; Instant; Simple
Martial Arts 5, Essence 2
Keywords: Decisive-Only, Aggravated, Terrestrial, Mastery, Perilous
Prereqs: Scarlet Sheathe Technique, Magnificent Scarlet Storm, Tormenting Blood Echo

With a burst of red Essence, the Martial Artist reaches out to all Sanguine Sigils within Medium Range.  Upon making contact, the Martial Artist burns the Sigils off of their victims, boiling their very blood.  For each Sigil on a victim, they take the Martial Artist's Essence in Aggravated damage, ignoring Hardness.  In addition, all Wound Penalties the victim suffers are doubled for a number of rounds equal to the Martial Artist's Permanent Essence.

The first time any mortal witnesses this Charm, they must make a Willpower roll at a difficulty equal to the number of Sigils consumed (maximum of the Martial Artist's Essence) to resist having an Intimacy of Fear towards the Martial Artist instilled.

Terrestrial:  A Terrestrial only inflicts 1 Aggravated health level per Sigil, only adds 1 to the victim's Wound Penalties.

Mastery:  A Solar Exalted heals 1 level of Bashing or Lethal damage for each Sigil consumed, and may consume Sigils out to Long range.  This is an obvious effect, as the bloody Essence flows to the Martial Artist to repair their wounds.

Special Activation Rules:  This Charm may only be used once per scene unless the Martial Artist places at least 3 Sanguine Sigils and raises their Initiative to 10 or higher.

Red Monarch Shape
- (+5m, 1w); Permanent; Permanent
Martial Arts 5, Essence 3
Keywords: Terrestrial, Mastery
Prereqs: Scorching Blood Infliction

This is the highest known Charm associated with the Crimson Temple techniques, and it expands the potency of the core Form Charm, to the extent that the disciple may only activate it by continuing the preparation of the Form Charm itself and activating this Charm immediately the turn after the Form itself is activated. The shape of the Exalt becomes entirely sanguine, dissolving into a gory skeletal shape packed beneath a translucent red gel. This Charm improves the Crimson Temple Form in many ways, letting him flow in impossible and grotesque ways – around blows, and even through blows.

Red Monarch Shape is activated at the same time as Crimson Temple Form, and grants an additional +1 Evasion.  This Charm also causes the Martial Artist to heal 1 Bashing or Lethal health level every round, which stacks with any healed from other sources.  Finally, the Martial Artist heals 1 health level for every two levels of lethal decisive damage he inflicts, as the victim's blood is used to repair damage done to the Red Monarch.  Health damage caused by Scorching Blood Infliction does not fuel this healing.

Mortals witnessing this Charm for the first time must make a Willpower roll with a difficulty of the Martial Artist's Essence to resist an Instill action for an Intimacy of Fear towards the Martial Artist.

Terrestrial:  A Terrestrial Exalt may only maintain this Form for 5 rounds, and they do not heal due to causing Lethal damage to their enemies.  Once out of Red Monarch Shape, a Terrestrial may enter Red Monarch Shape again only after dealing 7 decisive lethal damage, or killing a non-Trivial opponent.

Mastery:  A Solar in Red Monarch Shape may activate Scarlet Sheathe Technique at the same time as Red Monarch Shape.  When activated this way, Scarlet Sheathe Technique has no health level cost.  The Solar may attack out to Short range, and weapons created with Scarlet Sheathe Technique are counted as natural weapons.  The Solar also adds their Martial Arts to their Soak and their Essence to their Hardness.
This message was last edited by the GM at 17:50, Sun 06 Sept 2020.
The All-Seeing Eye
GM, 132 posts
Sat 10 Mar 2018
at 02:13
  • msg #11

Lord of Creation Style

Lord of Creation 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 Creation style may be used with light armor and 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 Creation stylists will dual wield.

Complimentary Abilities:  Lord of Creation stylists favor Presence and Performance to assist in demoralizing their opposition.

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

Charms:

Master Surveys His Realm
Instant, Supplemental
Cost: 3m
Keywords: Mastery
Martial Arts 3, Essence 1

The Lord of Creation lets his anger be known to any who would oppose him.  This Charm may supplement any attempt to intimidate an opponent or opponents, whether done directly (through an Instill action), or indirectly (through feats of strength or other stunts of prowess).  The martial artist adds his Martial Arts dice to any die roll when intimidating opponents.

Mastery:  Any opponent who gains (or already has) an Intimacy of Fear (or similar context) towards the martial artist takes a penalty to his attack rolls against the martial artist equal to the level of the Intimacy (1, 2 or 3).

The Peasantry Bows to His Will
Instant, Supplemental
Cost: 2m, 2i
Keywords: Uniform, Terrestrial, Mastery
Martial Arts 3, Essence 1

The Lord of Creation is unparalleled in his pursuit of perfection and takes that attitude to the battlefield.  The martial artist gains Double 9s on his attack roll.  This becomes Double 8s if the opponent has an Intimacy of Fear (or similar) towards the martial artist, and this becomes Double 7s if the target is a battle group.

Terrestrial:  A Terrestrial Exalt may never get Double 7s on the attack roll.

Mastery:  Against a battle group, the martial artist adds one-half the battle group's Size to his accuracy as non-Charm dice.

The Servants Fulfill His Needs
Instant, Reflexive
Cost: 2m
Keywords: Terrestrial, Mastery
Martial Arts 3, Essence 1
Prerequisites: Master Surveys His Realm

The Lord of Creation is never without a weapon.  With an imperious gesture – or a quick dash behind cover – the martial artist finds his weapon (or weapons) in hand.  As a Reflexive action, the martial artist summons his weapon to hand, instantly ready, no matter its location.

Terrestrial: When a Terrestrial Exalted uses this Charm, his weapon(s) appear in hand at the beginning of the next round, unless this Charm is used during a Join Battle roll.

Mastery:  A true Lord of Creation adds 3 non-Charm dice to his Join Battle roll when this Charm is used.

He Expends No Effort
Instant, Supplemental
Cost: 3m
Keywords: Uniform, Mastery
Martial Arts 4, Essence 1
Prerequisites: The Peasantry Bows to His Will

The Lord of Creation is never without recourse, and always has ammo on hand.  This Charm supplements a roll to find ammo, adding the martial artist's Essence automatic successes to the roll, and guaranteeing that appropriate ammo will always be available, even in the most outlandish circumstances.

Mastery:  For a Solar Exalted, this Charm's type becomes Permanent, and its cost becomes 0 motes.  The martial artist never seems to run out of ammo, and only needs to reload when it is dramatically appropriate.  Finally, if incorporating a reload into an attack, any stunt dice are doubled, and if the reload is applied to a Defense, the static bonus is increased by one.

Lord of Creation Form
Scene, Simple
Cost: 15 m
Keywords: Form, Terrestrial, Mastery
Martial Arts 4, Essence 2
Prerequisites: The Servants Fulfill His Needs, He Expends No Effort

The Lord of Creation appears to be invincible on the field of battle.  The martial artist adds the Size of any battle groups he faces plus the number of non-trivial opponents to his Defense, up to a maximum of his Essence.  In addition, if the martial artist's Defense is more than 2 higher than the number of successes rolled on his opponent’s attack, he may redirect the attack to a target within range of the attack (so, a melee attack may only hit another opponent in melee range, barring Charms).  Battle groups may explicitly have attacks redirected back on themselves if the battle group's attack could conceivably hit other members of the group.  Any redirected attack uses the original rolls and any Charms that were applied to it.

Terrestrial:  A Dragon-Blooded may only add up to 3 to his Defense through this Charm, and may only redirect attacks from enemies with lower initiative.

Mastery:  A true Lord of Creation may add up to his Martial Arts to his Defense, and subtracts his Essence from all Onslaught penalties.

Special Activation Rules:  Lord of Creation 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 is occupying the same space as a battle group.

None Can Match His Prowess
Instant, Reflexive
Cost:  8m, 1w
Keywords: Decisive-Only, Terrestrial, Mastery, Clash
Martial Arts 5, Essence 2
Prerequisites: Lord of Creation Form

The Lord of Creation is unflinching in the face of all attacks, and casually swats aside the petty assaults of his inferiors like the buzzing flies that they are.  This Charm allows the martial artist to make a Reflexive Clash against an attack.  If the martial artist succeeds, he may choose to either make his own attack, or to apply the enemy's attack against any enemy (including the attacker) within the martial artist's attack range.

Terrestrial:  A Terrestrial may only use this Charm once a scene unless he successfully defends against 3 Decisive attacks from non-trivial opponents.  Furthermore, this Clash attacks takes the Terrestrial's action for the round if he has not yet acted, and uses his action for the next round if he already has acted.

Mastery:  The martial artist adds his Essence in automatic successes, and may apply this Charm against even against Unblockable or Undodgeable attacks.

His Subjects Rejoice
Scene, Reflexive
Cost: 5m, 1w
Keywords: Terrestrial
Martial Arts 5, Essence 2
Prerequisites: Lord of Creation Form

The Lord of Creation moves freely about his domain.  The martial artist pays no cost in Initiative when disengaging, and adds his Essence in non-Charm dice on any Rush attempts.  In addition, the martial artist gains any Initiative spent by opponents attempting to Disengage, and 1 point of Initiative when an opponent attempts to Rush the martial artist.  Finally, the martial artist gains 1 point of Initiative whenever he is within Close range of a battle group.

Terrestrial:  A Terrestrial Exalted only gains Initiative when the opponent attempts a Disengage action, and may only gain his Essence in Initiative per turn this way.

Joy Follows in His Wake
Permanent
Cost: -
Keywords: Terrestrial
Martial Arts 5, Essence 2
Prerequisites: Lord of Creation Form

Every time the Lord of Creation vanquishes a foe, his  subjects rejoice.  Every time the martial artist defeats a non-trivial opponent or causes a point of Magnitude damage to a battle group, he may gain 1 point of Willpower, and a number of Initiative equal to the Essence of the opponent or the original Size of the battle group, whichever his higher, or may take a reflexive aim action at an appropriate opponent.

Terrestrial:  A Terrestrial Exalt may only gain 1 point of Willpower per scene, and up to his Essence in Initiative per turn.

Destruction Rains Down From His Anger
Scene, Simple
Cost: 10m, 1w
Keywords: Terrestrial, Mastery
Martial Arts 5, Essence 3
Prerequisites:  None Can Match His Prowess, His Subjects Rejoice, Joy Follows in His Wake

The wrath of a Lord of Creation is of such fury that its results are only spoken of in hushed tones in the following generations.  All learn to never bring the anger of the Lord of Creation down upon themselves.  Upon activation of this Charm, the martial artist gains an extra attack every round that uses the martial artist's full attack pool.  In addition, the martial artist may apply his attacks to all enemies within range.  If multiple enemies lose Initiative from a withering attack, the martial artist gains an extra point of Initiative for each enemy affected.  The martial artist gains all appropriate Crash bonuses.  Decisive attacks are applied uniformly to all targets.

Terrestrial:  This Charm gains the Perilous Keyword, and deactivates immediately if the Terrestrial is Crashed in combat.  It may not be reactivated until the Terrestrial rises to 15 or higher Initiative.

Mastery:  A true Lord of Creation adds bonus dice on withering attacks to his damage equal to the Size of all battle groups plus the number of opponents he faces, to a maximum of his Martial Arts. On decisive attacks, the martial artist may gain up to his Essence bonus damage.
This message was last edited by the GM at 22:01, Fri 08 Mar 2019.
The All-Seeing Eye
GM, 138 posts
Wed 6 Mar 2019
at 00:19
  • msg #12

Dragon Slayer Style

This style has been bouncing around my head for a while, and I have finally completed it.  It is inspired by Panzer Kunst from Battle Angel Alita, though I have tried to make it more appropriate for Creation.  I expect the Autochthonian version of the style is probably pretty close to the source material, though.

Dragon Slayer Style

Dragon Slayer Style was designed to deal equally with heavily armored warriors, automatons and behemoths.  Using their speed and momentum, the Dragon Slayer uses his or her enemies' own size and strength against them.

Favored Abilities:  Dragon Slayers often have high Athletics and Dodge.

Form Weapons and Armor:  This style may be used with Unarmed attacks, swords (typically slashing or hooked swords), polearms (usually spears or staves), as well as two handed axes and hammers.  This style may be used in any armor that does not have a Mobility Penalty - typically light armor, but Charms and Artifacts may bypass this limit.  This Style may also be used when mounted, with the usual caveats for using Ride with another ability.  All Evasion or mobility bonuses may apply to the martial artist's mount.

A Dragon Slayer may always inflict Lethal damage with a stunt.

Charms:

Slipping Past the Dragon's Maw
Cost: 3m (+1 wp)
Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Terrestrial, Mastery
Duration: Instant
Prereqs: None

In order to slay a monster, one must get in range to fight it.  The martial artist rushes in, ready to attack as soon as possible.  This Charm adds the martial artist's Essence to a combat movement roll, typically a Rush action.  Against an opponent with Legendary Size or Impenetrable Armor, the dice added are non-Charm dice.  If the Rush is successful, the martial artist adds +1 Evasion until their next turn, and may spend a point of Willpower to make an immediate attack.

Terrestrial: If a Terrestrial Exalted makes an attack immediately after Rushing, it counts as their Combat Action for the next round.

Mastery:  A Solar Exalted treats adds a the higher of (Essence or 3) dice to all combat movement actions until their next turn.

Driving Hammer Crash
Cost: 4m
Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual, Mastery
Duration: Instant
Prereqs: Slipping Past the Dragon's Maw

The martial artist throws their whole body into their strike, hitting with a force far greater than what an opponent might expect.  For a Withering attack, the martial artist adds their Dexterity when calculating their damage, and add their Essence to their Overwhelming damage.  On a Decisive attack, the martial artist adds 1 additional die of damage.

Mastery:  A Solar Exalted treats this attack as Unexpected if follows a successful Rush.

Avoiding the Dragon's Fangs
Cost: 2m
Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Dual, Terrestrial, Mastery
Duration: Instant
Prereqs: Slipping Past the Dragon's Maw

Against a larger, more powerful foe, being able to escape is just as important as being able to attack.  In order to fight a mountain, one most avoid the avalanche.  Upon landing a successful attack, the martial artist may activate this Charm to launch themselves one range band in any direction, be it forward, to the side, upwards or even down (if appropriate).  With a mount, this is limited to how the mount may move.  For Withering attacks, an attack is considered successful if it inflicts at least one point of damage.  For a Decisive attack, the attack must merely get past the target's Defense.

Terrestrial:  When a Terrestrial Exalted moves away, this counts a Disengage action for the purposes of opposing Charms, though it does not cost the Terrestrial any Initiative.

Mastery:  A Solar Exalted gains a point of Initiative equal to any stunt bonus given when they stunt the attack this Charm augments.

Dragon Slayer Form
Cost: 8m
Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Form, Mastery
Duration: Scene
Prereqs: Driving Hammer Crash, Avoiding the Dragon's Fangs

Preparing to fight monsters no matter their size, the martial artist braces themselves to dart and weave around the claws and fangs of death itself.  When in Dragon Slayer Form, the martial artist gains +1 Evasion, and adds their Martial Arts to all movement actions.  Against enemies with Legendary Size or Impenetrable Armor, the Martial Artist adds their Essence to their Evasion instead of the normal +1.

Special Activation Rules:  If the martial artist evades an attack by a non-trivial opponent, or starts combat in Close range of an opponent with Legendary Size, they may enter Dragon Slayer Form reflexively.

Mastery:  A Solar Exalted also ignores their Essence in Onslaught or Wound Penalties.

Rending the Dragon's Scales
Cost: 3m, 2i, 1w
Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Decisive-Only, Terrestrial
Duration: Instant
Prereqs: Dragon Slayer Form

Using any means at their disposal, the Dragon Slayer ruins the protective covering of their prey, whether it is the steel hide of a warstrider, or the armored carapace of a pestletail.  Even the mightiest foes find themselves vulnerable once the Dragon Slayer has struck.  This Charm allows the use of a Difficulty 3-6 Gambit that, if successful, renders a foes armor useless.  The difficulty of the Gambit is set by the type of armor being attacked.  Light Armor or natural soak is Difficulty 3, Medium Armor is Difficulty 4 and Heavy Armor is Difficulty 5.  The difficulty is raised by one if the armor is an Artifact or a beast's Impenetrable Armor.  If successful, mundane armor is destroyed outright, and Artifact armor reduces the Soak and Hardness it provides by 5 and 4 respectively for the rest of the scene, as well as an additional -1 Mobility Penalty.  Against targets with mundane armor or natural soak only (including Impenetrable Armor), this Charm also inflicts a single level of Lethal damage.  A character wearing Artifact armor may attempt a Difficulty 4-6 (based on the type of armor) Intelligence + Craft or Dexterity + Resistance roll to fix their armor.  This takes a full round of combat to do.

A target with Legendary Size and/or Impenetrable Armor loses the benefits of both of those Merits with the completion of a Difficulty 6 Gambit.  This inflicts a -1 Mobility Penalty for the rest of the scene and removes any Hardness the target may have.

This Charm may only be used once per scene, unless reset by causing at least one level of Bashing or Lethal Damage and then moving at least one Range Band away from all non-trivial or battle group opponents.  If this Charm is combo-ed with Driving Hammer Crash, it applies its effects to the Initiative roll.  The cost of Driving Hammer Crash is reduced by 2 motes.

Terrestrial:  A Terrestrial Exalted does not inflict any Mobility Penalties with successful uses of this Charm.

Tendon-Slicing Strike
Cost: 2m, 3i
Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Decisive-Only, Crippling
Duration: Instant
Prereqs: Dragon Slayer Form

In order to bring down the greatest beasts, they must be brought low piece by piece and limb by limb.  The Dragon Slayer strikes at vulnerable locations, each one slowing down the target more and more.  This is a Difficulty 3 Gambit, which, if successful, causes the target to take an additional -1 Mobility Penalty for the rest of the scene as a Crippling effect.  For mortal targets, these penalties do not go away until the target heals all damage they currently suffer.  For Exalted and similar beings, an Intelligence + Medicine roll may be made at a Difficulty equal to all additional Mobility Penalties the victim is suffering.  Unless modified by Charms, this is a full round action.

If this Charm is combo-ed with Driving Hammer Crash, it applies its effects to the Initiative roll.  The cost of Driving Hammer Crash is reduced by 2 motes.

Piercing Death's Hide
Cost: 6m
Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Dual, Terrestrial
Duration: Instant
Prereqs: Dragon Slayer Form

A Dragon Slayer learns to take advantage of their opponent's weaknesses.  The slower their opponent, the easier it becomes to finish them.  When this Charm is used to supplement a Withering attack, the martial artist adds the target's current Mobility Penalty dice to their post-Soak damage.  If supplementing a Decisive attack, the martial artist adds their target's current Mobility Penalty as dice on either the damage roll or a Gambit roll.

Terrestrial:  A Terrestrial may only add up to their Essence in dice to a Decisive damage roll or to supplement a Gambit, and are limited to adding their Martial Arts in dice to a Withering damage roll.

Dancing in the Footsteps of Giants
Cost: 5m, 1w
Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-Only, Terrestrial, Mastery
Duration: Special
Prereqs: Rending the Dragon's Scales, Tendon-Slicing Strike, Piercing Death's Hide

The Dragon Slayer learns to dance within death's grasp and always be in the perfect place to strike.  To use Dancing in the Footsteps of Giants, the Martial Artist must succeed on a Difficulty 4 Gambit.  If the Initiative roll is successful, the Martial Artist steps within their opponent's guard, and may slip their attacks past their opponent's Defense.  For 1 round, plus 1 round for each additional success on the Initiative roll, the Martial Artist's attacks are considered Unexpected against their target as long as they stay within Close Range.  A victim of this Charm may attempt to Disengage to break the Charm, but even if they succeed in doing so, the Martial Artist gains 2 Initiative on every Disengage attempt.

Against a target with Legendary Size or Impenetrable Armor, the Martial Artist's attacks are considered Ambushes.  A target of that size may attempt to shake off or fling the Martial Artist away with an appropriate attack or a Feat of Strength roll, contested by the Martial Artist's Dexterity + (Dodge or Athletics).  If the Martial Artist fails, this breaks the Charm.

If this Charm is combo-ed with Driving Hammer Crash, it applies its effects to the Initiative roll.  The cost of Driving Hammer Crash is reduced by 2 motes.  This Charm may only be used once per scene, unless the Martial Artist lands a Decisive attack, and then builds back to 15+ Initiative.

Terrestrial:  Attacks made by a Terrestrial Exalted may never be considered Ambushes, nor do they gain Initiative from Disengage attempts.

Caressing the Dragon's Fires
Cost: 7m, 3i, 1w
Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Decisive-Only, Terrestrial, Mastery
Duration: Instant
Prereqs: Dancing in the Footsteps of Giants

The most accomplished Dragon Slayers can slay even the most dangerous of monsters with but a single strike.  Once the beast is made vulnerable, the Dragon Slayer drives in, ripping out the very heart of the beast.  This Charm is a Difficulty 7 Gambit that may only be attempted if the Martial Artist is at 15 or higher Initiative, and, if it is successful, instantly Incapacitates the victim.  The damage is Bashing or Lethal based on the attack or stunt used.  Against Exalted or similar beings, such as spirits, gods or demons, the target adds their Essence to the Difficulty of the Gambit.  If this Charm is combo-ed with Driving Hammer Crash, it applies its effects to the Initiative roll.  The cost of Driving Hammer Crash is reduced to 1 mote.  If the Gambit is not successful it still inflicts Bashing or Lethal damage equal to half of the successes.

This Charm may only be used once per scene, unless the Martial Artist dodges 3 Decisive attacks from non-trivial opponents, and then brings their Initiative to 20 or higher.

Terrestrial:  A Terrestrial Exalted may only use this Charm after they have successfully used Rending the Dragon's Scales on a target at least once in the scene and the target is still under that Charm's effects.  A Terrestrial may only inflict up to their Essence damage on a failed use of this Charm.

Mastery:  A Solar Exalted may apply Double 10s on the Initiative roll.
This message was last edited by the GM at 23:17, Tue 06 June 2023.
The All-Seeing Eye
GM, 140 posts
Sun 24 Mar 2019
at 19:01
  • msg #13

Gentle Fist Style

Here is my attempt at a version of the Gentle Fist style without the Byakugan integrated into it.

Gentle Fist Style

Gentle Fist style uses an opponent's body against them, either breaking them apart from the inside, or gently causing them to become unable to fight.  Even when used lethally, victims often have no marks on them.

Favored Abilities:  Gentle Fist stylists often favor Awareness and Medicine.

Form Weapons and Armor:  This style may be used with Unarmed attacks, throwing needles (thrown or otherwise), knives and batons.

Note:  The various Gambits in this Style have the following duration, in general.  When inflicted with Bashing damage, the effects end after the Scene.  When Lethal damage is used, these effects only end when the damage is healed (for Exalted, Spirits and similar beings), or take a Difficulty 5 Medicine roll to fix.  All Gambit difficulties are 1 higher against the Undead, including Abyssal and Liminal Exalted.  If the martial artist can read Essence flows (such as using All-Encompassing Sorcerer's Sight), the difficulty of these Gambits is reduced by 1.

A Gentle Fist stylist may always inflict Lethal damage with a stunt.

Charms:

Gentle Admonition
3m
Instant, Reflexive
Terrestrial, Mastery, Uniform
Martial Arts 3, Essence 1
Prereqs: None

As their opponent attacks, the martial artist diverts the blow with the gentlest of motions.  For each 1 or 2 in the opponent's attack roll, the martial artist adds one to their Parry, up to a limit of their Essence.  Each additional time this Charm is used in a single turn, the cost is reduced by 1 mote, to a minimum of 1 mote.

Terrestrial:  A Terrestrial Exalted may only use their opponent's 1s to add to their Parry.

Mastery:  A Solar Exalted may add up to their Martial Arts to their Parry.

Chakra Flare Technique
2m or 4m
Instant, Supplemental
Dual, Mastery
Martial Arts 3, Essence 1
Prereqs: None

With the slightest touch, a Gentle Fist stylist may hit with incredible force.  When used to supplement a parry, the martial artist gains Initiative equal to the number of 1s on the opponent's attack roll, to a maximum of their Essence.  When used to supplement a withering attack, the martial artist adds their Essence to their post-Soak damage.  Additionally, if they gain more than 3 Initiative from the attack or defense, the opponent is either knocked back a range band or knocked prone.  When supplementing a Decisive attack, the martial artist adds 1 to the Initiative roll.
In addition, this Charm may be used for 4 motes to hide the effects of the attack, delivering an attack with the gentlest of touches.  This adds the Mute keyword to all Gentle Fist charms used at the same time.  The attack is considered Unexpected (or an Ambush if the criteria are met), unless the victim succeeds on a Read Intentions roll versus the martial artist.

Mastery:  A Solar Exalted may gain up to the higher of their Essence or 3 Initiative.  Additionally, they may calculate their Guile by using (Dexterity + Martial Arts) when attacking with the 4 mote version of this Charm.

Essence Analysis Method
5m
Simple, Scene
Withering-Only, Mastery
Martial Arts 3, Essence 1
Prereqs: None

By scrutinizing their opponents, the Gentle Fist stylist figures out their vulnerabilities.  When activating this Charm, the martial artist rolls Perception + Awareness against a difficulty equal to the highest Hardness rating of any present opponent.  This roll may be supplemented with Charms as if it was a normal Perception + Awareness roll.  For each success, the martial artist adds one to their damage before soak.

If the martial artist has any Charms that would allow them to read Essence flows (such as All-Encompassing Sorcerer's Sight or similar Charms), they add their Essence non-Charm successes on the Awareness roll.  Finally, successes on the Perception + Awareness roll may be added as dice to any Medicine roll related to an examined subject, either to diagnose or to cure.

Special Activation Rules:  This Charm may be activated reflexively when the martial artist activates Gentle Fist Form.

Mastery:  A Solar adds their Essence non-Charm dice on the Perception + Awareness roll.

Gentle Fist Form
8m
Simple, Scene
Form, Mastery
Martial Arts 4, Essence 2
Prereqs:  Gentle Admonition, Chakra Flare Technique, Essence Analysis Method

The martial artist steps into a stance that both guards their vitals, and allows them to snap off quick attacks.  When in Gentle Fist Form, the martial artist adds +1 to their Defense.  Furthermore, if they have successfully scrutinized an opponent with Essence Analysis Method, the treat their opponent's Defense as if it was one point lower.

Special Activation Rules:  A martial artist may reflexively enter Gentle Fist Form when they activate Essence Analysis Method and gain at least 3 successes on the Perception + Awareness roll or if they successfully apply their Defense against a Decisive attack.

Mastery:  A Solar Exalted may treat their Initiative as if it was 3 higher when determining what order they may act against opponents who have been successfully analyzed with Essence Analysis Method.

Essence Shield Prana
4m or 4m, 1+i
Instant, Supplemental
Dual, Terrestrial
Martial Arts 4, Essence 3
Prereqs:  Gentle Fist Form

With greater control over their own Essence, the martial artist may now use their own essence flows as a shield against harm.  This Charm allows the martial Artist to apply their Parry against an unblockable withering or decisive attack.  Additionally, this Charm may be used reflexively to subtract health levels of damage from a successful decisive attack for 4 motes and 1 Initiative per health level avoided.  This may only be used once a scene unless the martial artist successfully applies their Parry or Dodge defense against 3 decisive attacks.

Terrestrial:  A Terrestrial Exalted may only use this Charm to apply their Parry to unblockable attacks.

Nerve-Deadening Essence Atemi
3m
Instant, Supplemental
Decisive-Only, Terrestrial, Crippling
Martial Arts 4, Essence 3
Prereqs: Gentle Fist Form

With a precise injection of Essence into their opponent's body, a Gentle Fist stylist can cripple or paralyze their opponent, leaving the battle all but over.  This Charm allows the martial artist to use the following Gambits as Crippling effects.

Limb-Numbing Atemi: Difficulty 4:  The martial artist hits their opponent in various pressure points, leaving a limb numb and useless.  If used on an arm, the opponent may not use two-handed weapons, and takes a -1 Penalty to their Parry.  If used on a leg, the opponent may only move at half speed, taking a mobility penalty equal to the martial artist's essence.  If both legs are paralyzed, the opponent may no longer move, and falls prone.

Nerve-Scrambling Neck Strike:  Difficulty 6:  With a precise injection of Essence into their opponent's nervous system, the martial artist renders their opponent all but helpless as none of their limbs move as they should.  The opponent is paralyzed unless they take a full round action to roll either (Intelligence + Medicine or Stamina + Resistance) at a Difficulty equal to the martial artist's (Essence + Martial Arts).  If they are successful, they may move and continue to fight, albeit at a penalty equal to the martial artist's Essence.

Terrestrial:  A Terrestrial may not use Nerve-Scrambling Neck Strike, and may only use Limb-Numbing Atemi after successfully applying their Defense to an opponent's attack.

Sixty-Fourfold Essence-Sealing Method
10m, 1w
Instant, Simple
Decisive-Only, Terrestrial, Mastery, Crippling
Martial Arts 5, Essence 4
Prereqs:  Essence Shield Prana, Nerve-Deadening Essence Atemi

By striking all of their opponent's chakras, the martial artist seals away their ability to use Essence.  For those that can channel Essence, such as Exalted or spirits, this is dangerous.  For those who cannot, this can prove fatal.  This Charm is a Gambit with a Difficulty equal to the target's Permanent Essence.  For each success past this number, the opponent cannot spend Essence for one round, or one hour outside of combat.  In addition, this inflicts a wound penalty for the duration of the effect equal to the martial artist's Essence as a Crippling effect.  If an opponent who cannot channel Essence is hit with this Charm, they must make an immediate Stamina + Resistance roll with a difficulty equal to the higher of the martial artist's Essence or number of threshold successes on the Gambit, or immediately fall unconscious for a the martial artist's Essence hours.

Special Activation Rules:  This Charm may only be used once per scene, unless it is reset by the martial artist crashing a non-Trivial opponent, and then raising their Initiative to 15.

Terrestrial:  A Terrestrial does not completely block Essence respiration.  Instead, they reduce the number of motes gained every round by their Essence, to a minimum of 1 round.  They also may only inflict up to a -3 Wound Penalty with the Charm.

Mastery:  A Solar Exalted inflicts a Wound Penalty equal to the higher of 3 or their Essence.
This message was last edited by the GM at 22:48, Sat 10 Dec 2022.
The All-Seeing Eye
GM, 144 posts
Sat 20 Jul 2019
at 17:04
  • msg #14

Soaring Dragon Style

Here is an attempt at writing up Hiten Mitsurugi Style for Exalted.  Hope you all like it.

Soaring Dragon Style

The Soaring Dragon style is one of incredible speed, with a counter for nearly every attack.  The stylist fights in a constant blur of motion, hard to track, and harder to defend against.  While this style is intended to be extremely lethal, there are tales of practitioners of the style who use blunt swords or attack with their swords still sheathed in an effort to preserve their opponent's lives.

Rumors also state that learning Soaring Dragon Style slows the martial artist's aging, though this has never been verified.

Form Weapons and Armor:  This style may only be used with slashing swords (and their scabbards) and unarmed attacks.  It may not be used in any armor with a mobility penalty.  Despite allowing the use of unarmed attacks, most Soaring Dragon stylists only use the attack Charms in this style with swords.

Favored Abilities:  Soaring Dragon stylists typically favor Athletics and Dodge.

Charms:

Coiled Dragon Stance
Cost: 3m (+ 2i or +1m/1i )
Minimums: Martial Arts 3, Essence 1
Type: Simple
Keywords: Terrestrial, Mastery, Uniform, Clash
Duration: Special
Prereqs: None

One of the most crucial lessons in the Soaring Dragon style is to make sure they are prepared to meet any oncoming attack.  This typically takes the form of sheathing their blade in preparation for a lightning fast draw-and-strike when their opponent attacks.  Upon entering Coiled Dragon Stance, the martial artist taking any further attack actions until this Charm is released.  While in Coiled Dragon Stance, the martial artist does not lose Initiative or take any penalties for delaying their action, nor do they lose Initiative if they do not make an attack during the remainder of the round.  The martial artist then reflexively releases the Charm when attacked to make an attack against their opponent.  This is typically used to make a reflexive Clash attack, but it may be used at any time against an opponent in range.  This Charm grants Double 9s on the attack roll, or Double 8s against an opponent with lower Initiative, and Double 7s against a Crashed opponent.  The martial artist may also remove their scabbard from their belt when activating this Charm for a cost of 2i, but this grants the martial arts the Dual Wielding bonus on the clash attack, as they are able to include the scabbard in the attack.

It is possible for the martial artist to delay past the end of the round when trying to clash an opponent with higher Initiative.  If the martial artist does this, they must pay a 1m/1i cost when releasing this Charm per point of Initiative the opponent has higher than the martial artist.

Attacking with this Charm always counts as the martial artist's attack action in the round.

Terrestrial:  A Terrestrial may never get Double 7s on the attack roll, and may only spend up to their Martial Arts rating in motes to raise their Initiative against a higher Initiative opponent.

Mastery:  A Solar Exalted may spend the mote cost of this Charm while attacking (as if the Charm was Supplemental) and assume Coiled Dragon Stance if the attack is successful.  This does allow the Charm to be triggered again against another attack if it happens in the round.

Whirling Dragon Blade
Cost: 4m
Minimums: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prereqs: None

A Soaring Dragon stylist learns to dance around their opponents and use their whole body to enhance their attacks.  By rotating around horizontally or flipping vertically over their opponent as they strike, they enhance the power of the attack immensely.  For withering attacks, the martial artist adds their Athletics rating to their damage prior to calculating soak.  On a decisive attack, the martial artist adds one level of Decisive damage to the result.  If this Charm is used to supplement a Counter Attack the martial artist adds +1 to their Defense (either Parry or Evasion), and adds their Essence dice to the attack roll in a Clash.

When used against a battle group, the martial artist adds the battle group's Size to the post-soak damage roll.

Soaring Dragon Leap
Cost: 3m
Minimums: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Uniform, Mastery
Duration: Instant
Prereqs: None

In order to soar like the dragon, one needs both speed and mobility.  These lessons are reflected in the Soaring Dragon Leap.  Though despite the name, this applies to the martial artists ground speed as well, as they dart around the battlefield like the wind itself.  This Charm may be used in a few different ways.  First, it may supplement a move action, allowing the martial artist to cover an extra range band when running or leaping.  Second, it may be used to when the martial artist dodges a strike, adding +1 to their Evasion as the martial artist's speed takes their opponent off guard.  Finally, this Charm allows the martial artist to add their Strength to any Rush or Disengage rolls.  Soaring Dragon Leap may only be used once per turn.

Mastery:  A Solar Exalted may use this Charm to supplement multiple actions in a single round.

Humble Dragon's Eye
Cost: 1m
Minimums: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Uniform, Terrestrial, Mastery
Duration: 1 Round
Prereqs: None

The wisdom of the dragon is in some ways far deadlier than its claws.  By seeing and understanding its prey, the dragon may easily avoid its attacks, and make its own far more devastating.  The Soaring Dragon stylist emulates this cunning and wisdom to the detriment of any who oppose them.  When being attacked, the martial artist may roll Perception + Martial Arts against their opponent's Guile, and add any threshold successes to their Defense for the round.  Awareness or Socialize Charms may be used to supplement this roll.  In addition, the martial artist may make the same roll (Perception + Martial Arts vs. Guile) when attacking, and use their threshold successes to either apply penalties to their opponent's Defense or to their opponent's Soak or Hardness.  Against Defense, the martial artist may not apply any more than their own Essence in penalties.  Soak is reduced by 2 per success, and Hardness by 1 per success.  The martial artist may not apply any more successes to their opponent then they have in Martial Arts.  Any bonuses and penalties apply to only a single opponent or battle group, and only apply to the martial artist's own attacks.

If the martial artist succeeds by more than 1 threshold success, they may treat this as a successful Read Intentions roll to discover an Intimacy related to the opponent's fighting techniques or philosophy.

Terrestrial:  A Terrestrial may only add up to half their Martial Arts + any appropriate specialties to their own Defense, and may only apply up to their Essence in successes as penalties to their opponent's Defense or Soak/Hardness.

Mastery:  A Solar Exalted may extend the duration of the Charm to one scene by paying a +2 mote surcharge.  If they do so, all bonuses and penalties remain against opponents for the rest of the scene.  They may activate this Charm as normal against an opponent to try to improve their threshold successes if the opponent displays something new to them.

Soaring Dragon Form
Cost: 8m
Minimums: Martial Arts 4, Essence 2
Type: Simple
Keywords: Form, Terrestrial
Duration: Scene
Prereqs: Coiled Dragon Stance, Whirling Dragon Blade, Soaring Dragon Leap, Humble Dragon's Eye

A Soaring Dragon stylist owns the battlefield, weaving among their enemies and cutting them down like grass before the scythe.  Upon entering Soaring Dragon Form, the martial artist gains +1 Defense, and may make a reflexive attack against any opponent whose own attack fails to beat the martial artist's Defense.  If the martial artist is in Coiled Dragon Stance and does not wish to release that Charm's attack, the martial artist may only use their Evasion and make their reflexive attack Unarmed.

Special Activation Rules:  A martial artist may reflexively enter Soaring Dragon Form upon either succeeding in a Read Intentions roll against a possible opponent, gaining at least 1 threshold success when using Humble Dragon's Eye or succeeding in a Perception + Awareness roll to notice danger.

Terrestrial:  A Terrestrial may only make a single reflexive attack per round under most circumstances.  The Terrestrial may spend a point of Willpower to make a second reflexive attack in a round, but this takes the Terrestrial's attack action for the next round.

Lashing Tail Strike
Cost: 5m, 1w
Minimums: Martial Arts 4, Essence 2
Type: Simple
Keywords: Decisive-Only, Terrestrial
Duration: Instant
Prereqs: Soaring Dragon Form

By utilizing the incredible speed and power of their strikes, the martial artist may attack an opponent at range, either by sending out a wave of air pressure, or hitting the ground hard enough to launch debris at their opponent.  The martial artist may attack an opponent out to Short Range.  This attack also acts as if the martial artist's weapon had the Smashing tag.  The martial artist may waive the Willpower cost if they are releasing Coiled Dragon Stance when attacking.

Terrestrial:  A Terrestrial must put so much effort into this strike that they take a -1 Penalty to their Defense until their next turn.

Roaring Dragon Shield
Cost: 3m (+4m)
Minimums: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Uniform, Terrestrial
Duration: Instant
Prereqs: Soaring Dragon Form

Despite the dragon's ferocity, it may only maul what gets within its grasp.  Those who attack at range find themselves, for at least a little while, with an advantage over the dragon.  Yet, even in these circumstances, no dragon is completely defenseless.  By sheathing their sword with godlike speed, the martial artist creates a wave of pressure that knocks away ranged attacks with ease.  When using this Charm to supplement a Parry attempt against a ranged attack, the martial artist is treated as if they have  Heavy Cover.  The martial artist may also pay a 4 mote surcharge to allow them to apply their Defense against an unblockable or undodgeable ranged attack.

Terrestrial:  A Terrestrial may only be treated as if they have Light Cover when using this Charm.

Wrath of the Nine-Headed Dragon
Cost: 8m, 1w (+4m)
Minimums: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-Only, Mastery
Duration: Instant
Prereqs: Lashing Tail Strike, Roaring Dragon Shield

Often thought of as the pinnacle technique of Soaring Dragon Style, this Charm epitomizes the martial art's speed and power.  The martial artist attacks every vital spot on their opponent within the blink of an eye, rendering an opponent nearly helpless to defend themselves.  This Charm is an unblockable attack.  While it may not be combined with Coiled Dragon Stance, Soaring Dragon Leap only costs 1 mote when used with this Charm, and Whirling Dragon Blade's cost is reduced to 2 motes.  This Charm may only be used when the martial artist has 10 or more Initiative, and may only be used once per scene, unless reset by Crashing a non-trivial opponent, and then raising your Initiative to 15 or higher.

Mastery:  A Solar Exalted may double up to their Athletics successes on the damage roll, and make the attack undodgeable as well for a 4 mote surcharge.

Flashing Inspiration Draw
Cost: 1w, 1 Lethal HL (+1w)
Minimums: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Decisive-Only, Clash, Terrestrial, Mastery
Duration: Instant
Prereqs: Wrath of the Nine-Headed Dragon

The true secret of Soaring Dragon Style, the Flashing Inspiration Draw is learned when the student must figure out a way to counter the Wrath of the Nine-Headed Dragon.  Faced with an unstoppable attack, the martial artist must learn to strike in the instant between life and death.  The martial artist must be in Coiled Dragon Stance to use this Charm.  While this is technically a Clash attack, it functions slightly differently.  When their opponent attacks, the martial artist makes an immediate surprise attack (which is treated as an ambush unless the opponent succeeds on Perception + Awareness roll with a Difficulty equal to the martial artist's Resolve + Essence, which allows them to treat the attack as if it was just Unexpected) before the Clash actually happens.  If the martial artist succeeds, their opponent never gets the chance to make their strike.  In addition, the martial artist adds their Resolve as automatic successes on the attack roll.

This Charm may only be used in certain circumstances.  The martial artist may use this Charm only when they have more than 15 Initiative or if they are Crashed.  If the Charm is used when the martial artist is Crashed, and they succeed in hitting their opponent, they deal automatic damage equal to their Resolve, reset to base Initiative and then add the successes on a Wits + Awareness roll to their Initiative.

This Charm may only be used once per scene.

On the rare occasions when the martial artist is faced with an opponent capable of defending themselves against the Flashing Inspiration Draw, they may still turn the tables.  If the initial attack is blocked or dodged, or an opponent uses their own Clash attack and wins, the martial artist may use a technique known as the Fangs of the Flying Dragon to make an immediate follow up attack (that may be a Clash against a potential counter attack) which is unblockable and undodgeable and carries over the automatic successes from the first attack.  This costs 1 Willpower to use.

Terrestrial: A Terrestrial's Flashing Inspiration Draw may never be considered an Ambush attack.  Furthermore, in order to use the Fangs of the Flying Dragon, a Terrestrial must pay an additional Lethal Health Level in addition to the Willpower cost.

Mastery:  A Solar Exalted treats the automatic attack successes granted by this Charm as a non-Charm bonus, and may add threshold successes as dice on the Decisive damage roll.
This message was last edited by the GM at 17:36, Fri 23 Oct 2020.
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.
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