Beruflich Dokumente
Kultur Dokumente
Styles lost to time; found with the few & the chosen
Terrestrial Style:
Five-Dragon (revamped so both mortals and Exalts get some use out of it)
Celestial Styles:
Celestial Mantis Style (Fixed charm synergy, changed copy-pasta from First Edition)
Firestorm Dawn (JiveX Hellfire Ballett style re-fluffed for Solars and my Firebolt Repeater Weapons)
Heavenly Archer (Want to fire an arrow from the threshold and hit someone on the Isle? We can do that.)
Raging Phoenix (Lunar friendly high damage style)
Tempest Blade (Bladed weapon friendly style, also storm/lightning themes)
Three-Fold Totemic Champion (Want to Learn a style that comes close to Sidereal Level?)
Wood Dragon Style (a lack-luster style many forget about in favor of broken or better ones)
Sidereal Styles:
N/A (thought about it, but my Celestial ones are wild enough, still, someday . . .)
Five-Dragon-Force Blow
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Five-Dragon Claw
Evoking the might of the Five Dragons, the Dragon-Blooded martial artist lays out his foe with a single attack.
This attack doubles the normal unmodified base damage the attack (Weapon + Strength) before subtracting soak. Also it, if the
attack does enough damage to cause a check for Knockdown (Damage > Targets Stamina+Resistance) then it adds the Attackers
Strength to the normal ([Dexterity or Stamina] + [Athletics or Resistance]) Difficulty 2 roll to resist.
Five-Dragon Fortitude
Cost: 1m per 2B or 1L; Mins: Martial Arts 3, Essence 1;
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Like the impervious hides of the Elemental Dragons a practitioner of Five-Dragon Style is a bastion against any damage. Using this
Charm in response to a an attack, the martial artist increases her soak by two bashing or one lethal for each mote spent.
Five-Dragon Form
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Five-Dragon-Force Blow, Five-Dragon Blocking Technique
Performing a kata called Unified Elements, and dropping into a stance of the same name, the martial artist takes aspects of all
five elements into her technique, flowing as water, hard as earth, striking like thunder while burning like fire and living as wood.
Her unarmed Martial Arts attacks inflict lethal damage instead of bashing, she soaks lethal damage with her full bashing soak and
gains +1 Accuracy to all unarmed attacks. Also, she adds her Essence to her Dexterity, Strength, or Stamina for determining
running speed, jumping distance, feats of strength, resisting poison or survival rolls.
Five-Dragon Fist
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Obvious, Combo-Basic
Duration: Instant
Prerequisite Charms: Five-Dragon Form
Calling upon the Elemental Dragons of Earth and Fire, the Five-Dragon Stylist endows a single attack with streaking bands of
white and red Essence that tear through his opponent’s very soul. The martial artist makes a single punch or kick that inflicts
aggravated damage. This Charm cannot be channeled through a weapon, even form weapons though notably, it can be used with
a weapon made through Refining the Inner Blade.
Five-Dragon Invulnerability
Cost: 5m, 1wp, 1hl; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Five-Dragon Form
Focusing upon the energy of Wood living in all things the martial artist forces her own life to expand, with painful yet lifesaving
results. Activating this Charm instantly heals the martial artist a number of heath levels equal to the number of health levels dealt
on Step 8 of attack events. Note that if the attack renders the martial artist Incapacitated or dead, this charm has no effect. Every
time this charm is used in a scene past the first, the martial artist gains a +1 internal fatigue penalty to all non-reflexive actions.
Five-Dragon Wrath
Cost: 4m per attack, 1wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Five-Dragon Fist, Five-Dragon Invulnerability, Five-Dragon Avoidance Practice
Calling upon the endless energies of the Elemental Dragons, the Exalt explodes into a furious assault. This rain of blows is the
apex of the Five-Dragon Style and is immediately recognizable to any who have seen it in action before. For every 4 motes spent,
the Exalt makes one attack at his full attack dice pool. All attacks must be against the same target. He may make a number of
attacks equal to his Essence+1 but the martial artist suffers a DV penalty equal to twice the number of attacks made.
Celestial Mantis Style
Speed and power
The practitioner of the mortal Mantis Style is an island of calm, until events call for action then they are precise, accurate,
and fast. Taking those same principles to the Celestial level the master of this style moves instantly, only hitting where is the most
effective and with the sureness of the Heavens themselves.
Those who emulate the Mantis only move as much as is needed to watch their opponents, they wait patiently for the prey to
make the first move, to over-reach and then they strike with deadly strength.
The origins of this style date back to the very earliest part of the Primordial War, but the details of who created it remain
unknown to all but the Gods with domains that decree otherwise.
Weapons and Armor:
Knives and any pair of one-handed martial arts weapon counts as an unarmed attack with this style but it is most
commonly practiced either unarmed or with a weapon unique to this style; Mantis Hooks are small inch long blades attached to
the outer edge of the forearm with bindings or a light gauntlet that allow a forearm block to become deadly. Several artifact
versions extend the blades out to five or more inches and are known as Crimson Mantis Blades.
This style is incompatible with armor.
Mantis Hooks:
Speed Accuracy Damage Defense Rate Tags
5 +2 +1L +1 2 M, C, P
Crimson Mantis Blades:
Speed Accuracy Damage Defense Rate Tags
5 +3 +3L +3 3 M, C, P
Iron-Arm Block
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Action
Prerequisite Charms: Striking Mantis Technique
Curling her arms in emulation of the Mantis, the stylist stands ready to receive the blows of her attacker gaining a hardness equal
to her Martial Arts + Essence for the rest of the action.
Joint-Locking Technique
Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Touch
Duration: End of clinch
Prerequisite Charms: Mantis Form
If the stylist successfully starts a clinch attempt, or is pulled into one, she may activate this charm, adding a number of automatic
successes equal to her Essence to the [(Strength or Dexterity) + Martial Arts] roll to control the clinch. Successes gained in such
a way do not add to damage.
Joint-Disabling Attack
Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling, Touch
Duration: Instant
Prerequisite Charms: Joint-Locking Technique
Taking the prey by the limbs the Mantis pulls and rends them out of alignment; painfully grinding bone and muscle together.
This charm supplements any attempt to control a Clinch, if successful, the stylist performs the Crush action dealing no damage
instead applying all damage successes as -1 wound penalties to the targets Parry DV until the end of the scene or action is taken
to realign the limb.
An unarmed Martial Arts attack supplemented by this Charm gains the piercing tag. Furthermore, if this attack is made against a
target that is a creature of Darkness it ignores non-natural armor altogether as a Holy effect.
Firestorm Dawn Form
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (speed 5)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Pyrian Flame Spear, Red Dawn Lance
The precise, stoic, measured grace of the gunman is dangerously mesmerizing as he stabs his arms around his body, moving in
jerky, abrupt, angular gestures, pivoting sharply and aiming almost without a thought at odd angles; as if the gunman’s arms and
not the gunman himself are responsible for finding targets.
While this form Charm is active, the gunman may use her weapons to make hand-to-hand attacks (wielding the butt and/or barrel
of the gun as a club or cudgel); mechanically, the gun-butt uses the traits of a tonfa (Speed 5/Accuracy +0/Damage
+4L/Defense+2/Rate3/Tag: M).
When learning this charm the gunman allocates a number of bonus dots equal to her (Martial Arts) among his form weapon'(s)
Rate, Accuracy, Damage or Defense. Speed can be reduced, but doing so costs two dots and cannot lower the Speed bellow 3. No
trait can be raised or lowered by more than two points. These boosts to the weapon's melee stats do not benefit the weapon's
use at range.
Finally, the gunman may add half her (Martial Arts) round up, to her Dodge DV against ranged attacks and may wield any pair of
form weapons with no negatives.
The gunman may spend 1m to ready her weapons instantly, provided they are on or near her person, without necessitating the
normal miscellaneous action. Furthermore, if she has Tempest Dawn Form active, she may fully reload such a weapon reflexively
at a cost of 1m so long as she has the appropriate ammunition for the weapon on her person. If she possess a way to generate
ammunition such as with Phantom Arrow Technique, then that effect may be used to generate a full load of ammo for one form
weapon simultaneously with use of this charm.
The gunman may reflexively activate this Charm to make a counterattack against any opponent who attacks her unsuccessfully.
This attack must be a ranged attack made with a form weapon of this style. If the Form is active, the Martial artist may instead
make a melee attack using the butt of his firearm. The attack is made at the gunman's full dicepool and automatically forces the
subject to check against knockdown due to its force and suddenness.
By paying an additional Willpower, the gunman can extend this effect's duration until her next action, allowing her to freely make
counterattacks against anyone who tries and fails to strike her, once per failed attack.
This Charm is a called shot attack with the gunman's form weapon. However, instead of a gout of alchemical flame the energy is
focused into a narrow shaft of brilliant light, as bright and as fierce as the Daystar. This beam causes terrible, searing damage as
it passes clean through the targeted body part, leaving naught but charred flesh in its wake.
The gunman rolls a normal (Dexterity+Martial Arts) attack, which suffers a -4 external penalty for being a called shot. This attack
targets a specific limb. Should the attack hit and do one or more levels of damage, that damage instead becomes one level of
aggravated damage. The affected character also suffers an amputation effect (Exalted, p. 152) due to severe damage to the limb
or body part pierced by the lance of fire. This is not necessarily an amputation, merely rendering the limb useless, so an Exalt can
heal the Crippling effect normally as soon as the aggravated damage heals.
This Charm enables the gunman to make a free miscellaneous action once per action without needing a flurry. Generally these
actions are movement or Athletics based, but any action used to gain position over a foe is valid. She cannot use this action to
activate a Charm but could reflexively attack once with his weapon while dashing, jumping or surfing a door down a hallway of
enemies without multiple action penalties..
While this Charm is active the gunman also increases her movement speed by her (Essence) yards.
Firestorm Pulse
Cost: 8m; Mins: Martial Arts 5, Essence 4; Type: Extra-Action (speed 5)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Fiery Ejecta Response, Furious Corona Bolt
Aiming down his arm one of the gunman’s weapons ripples, visibly absorbing essence into its barrel and belches out its load of
projected death in one thundering cascade attempting to smash through the opposing resistance.
This is a magical flurry of five attacks against any target within the normal range of this weapon burn off any ammo left in the
weapon in an impressive display of essence fueled fire do not incur any flurry penalties. If any single attack in this flurry hits its
target then every following attack skips directly to step 8 of attack events and counts as piercing. Note that this skips steps three
and four, meaning any extra dice gained from accuracy were not generated and so do not apply.
Tempestuous Aurora
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 6)
Keywords: Combo-Basic, Obvious
Duration: Six Ticks
Prerequisite Charms: Firestorm Pulse, Storm Racing Attitude
Suddenly pausing in his devastating dance the gunman extends his arms out and sweeps his weapons around him, rotating and
bending his torso and wrists as he unleashes a furry of attacks that strikes the foes who dared close with him.
Every tick for six ticks the gunman rolls an attack an applies it against every foe within (Essence) yards, and to any foe who
moves into this range. The focus needed to maintain this furious activity is intense and the gunman is limited to moving a
maximum of three yards while this charm is active. However, the effects of this charm may be pulled at any time during the six
ticks and normal movement may be regained.
Heavenly Archer Style
One man artillery
This charm reduces the speed of a any single archery attack by one tick to a minimum of 3.
If this charm is used at the beginning of combat is allows the Archer to ready his weapon and ammunition instantly so long as it
was within arms reach.
Use of this charm allows the Archer to add his Archery in addition to his Martial Arts on a single ranged attack.
After learning this charm the Archer may use his bow to defend and make melee attacks with his primary weapon, treating a
short bow as a Fighting Stick (Ramstick) and longbow as a Staff (Wrackstaff).
While using Heavenly Archer Stance nothing can distract the archer from making any ranged attack with form weapons; terrible
hordes of shambling undead, the entire might of Lookshy arrayed against him and even the movements of creation itself mean
nothing.
For the duration the Archer takes no external penalties of any type to his unarmed martial arts attacks with the exception of those
imposed by charms or supernatural influence.
In addition the archers shots burst with energy on impact adding 2L to the damage of his ranged attacks.
Reflected Lightning Draw
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-basic, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Heavenly Archer Stance, Zero-Range Defense Method
The Archer knows ranged combat. He knows the places to be, where to aim and when to fire. He knows this better and more
thoroughly than anyone else and knowing this means he knows where his opponent fires from
The Archer does not have to have his weapon readied, only within arms length or otherwise easily accessible. He makes a single
ranged attack directed back along the flight path of an opponents projectile intercepting it as he counterattacks.
This is a normal attack with a form weapon which adds three to the targets current DV that, if successful, stops the opponents
ranged attack and may deal damage to the foe as normal, efficiently preempting the opponents attack with one of the Archers
own.
This does not stop any flurry of attacks and explicitly cannot stop any 'perfect' attack but still may do damage against the
opponent.
This charm supplements a single attack. If it hits all non-natural soak is ignored. Hardness still applies as normal.
Scything Wind
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Extra Action
Keywords: Combo-basic
Duration: Instant
Prerequisite Charms: Arrow Pierces Target
There are situations in which the Archer cannot rely on accuracy but must fill the air with a storm of death.
This charm allows the Archer to launch a single perfect attack against every hostile target along his shot’s flight path, out to his
normal weapon range, as his arrow shatters into a thousand copies. This attack may not be parried or dodged without essence
use.
Inevitable Volley
Cost: 6m (1wp); Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 4 DV-1)
Keywords: Obvious, Combo-ok, War
Duration: until next action
Prerequisite Charms: Arrow Pierces Target
The Heavenly Archer is not a soldier, he does not fight with other archers to shower his targets, he normally only needs one
arrow. But the Heavenly Archer does not only face normal foes so he learns to become his own phalanx of archers.
This allows the Archer to target an area with a massive essence reinforced volley of projectiles that move absurdly slow for deadly
missiles. Every arrow launched by the Archer swarms and bubbles with essence until they reach their targets or target area and
explode.
To use this charm the Archer launches a full flurry of arrows toward his target, but does not make an attack roll until they reach
the target on the Archers next action. Any attack the archer makes this action and the attacks made with this charm are counted
as a single massive flurry for the purpose of the opponents Defense Values but not for the Archers Furry penalty to accuracy.
If the Archer spends a point of temporary willpower in addition to the normal cost, this charm allows the lone archer to make a
single ranged attack against a unit; the Archer essentially counts a unit of a magnitude equal to his War ability for the purposes of
a single attack which is handled as normally
Many-Arrow Draw
Cost: - ; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Scything Wind, Inevitable Volley
Archers are not limited by what 'normally' one can do with a bow, they do what is needed to make the shot.
This charm increases the rate and accuracy of the archer's ranged attacks by his Essence.
Taking a deep breath the Archer clears his mind and envisions his target, he sees his projectile and his target become one in his
mind and the makes this a reality. This supplements a single Archery based attack made against any target the archer can
perceive.
This attack cannot be dodged, parried, may only be soaked with natural armor and is treated as unexpected. The attack can be
made against any target the Archer can perceive, ignoring terrain, cover and armor alike; the Archer need only be able to sense
his targets location though whatever means he has attained.
Raging Phoenix Style
Fist+Face simplicity
Raging Phoenix was a Lunar exalt in the late First Age who desired a simple, easy to learn and direct Celestial martial art
that could be easily taught to young Lunars. After having them study under several masters with little success she decided to
create one for them. The style she wished for would do away with most of the philosophy behind martial arts and focus only on
ending any confrontation as quickly and efficiently as possible.
After several years of studying she was unable to create more than a few basic katas and her attempt stalled until a
meeting with one of the foremost Solar masters charm creation, Sun Dragon. During their encounter they laid the ground work
for what would become one of the more violent and simplistic celestial martial arts styles.
Basing itself of off the compiled raw fury of creations most fearsome beasts, this style teaches the 'nine points of contact';
head, hands, elbows, knees and feet. A practitioner of this style looks almost berserk when attacking but is horrendously in
control of his vicious attacks. The style is quick, precise and deadly, it is not meant to show a path, or contemplate ones navel, it
is designed to start and end confrontations quickly and efficiently.
As this style was intended for Lunars, it can be learned easily by them; when learned by them is tied to Strength
because of its focus on dealing damage. This is a highly physical celestial martial art which emphasizes speed and offense.
Learning the style is painfully done as the senior students and master break and rebuild the prospective Fighter into a combat
machine. The basic tenets of the style harden and toughen the physical body and depend not on normal charms, but rather
methods that change the way essence naturally flows in the user and the response of his natural reflexes.
Practitioners must have at least three dots in Athletics to begin learning this style.
Stylists often wear light armors such as the breastplate and chain shirt.
Small easy to use light weapons such as the gauntlet, heavy boot, knife, staff, Tiger-claws, Tonfa and fighting sticks as
well as their artifact equivalents; Smashfists, God-Kicking Boots, Switchklaves, Short Daiklaves, Wrackstaves, Razor Claws,
Ramsticks and Banerods, count as unarmed attacks for the purposes of this style.
The Fighter may deal and parry lethal damage at his leisure and the damage of his natural attacks are increased by one.
For the duration of this charm the Fighter ignores any wound penalties and adds his Essence to the base damage of all unarmed
attacks.
In addition he may ignore Valor rolls; he passes or fails them at his leisure.
Anvil-Fisted Embrace
Cost: 8m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Multiple-Action, Combo-Basic
Duration: Till End of Clinch
Prerequisite Charms: Overwhelming Violence Commitment
The Fighter is dangerous at arms length, when grappled he becomes nearly unstoppable.
The Fighter actives this charm when entering into a clinch. On following actions he may also attack in addition to the normal
attempts to control the clinch, making two normal unarmed attack actions which gain the Piercing tag and Overwhelming equal to
his Strength Score. When using the effects of this charm he may only take the Hold action while maintaining this clinch.
The Fighter invokes this charm and may immediately attack with a number of his natural or form weapons equal to his permanent
Essence and each weapon may attack twice, or its rate, whichever is lower. Flurry penalties do not carry over from weapon to
weapon as is normal; as if each weapon has its own action. Each weapon must be in hand (or limb) at activation of this charm to
count for this attack.
Example: he attacks with a pair of Short Daiklaves, each with a rate of two and with a kick. He will take flurry penalties on the
first set of attacks, -2, then -3. He will the reset the flurry penalty back to -2 and -3 for the next Short Daiklave attacks. Then for
the kick he does not flurry and attacks once with his full die pool.
Any target damaged by one of these attacks must immediately check for knock-back, with an increase in the standard difficulty
equal to the total amount of damage thus far taken. The fighter may choose to reflexively follow a target knocked-back by this
charm in order to keep attacking him. The fighter does not take extra DV penalties due to the effects of this charm, except those
noted in the Type (DV -5).
Tempest Blade Style
Blades, blades everywhere
Tempest Blade Style is a celestial martial arts style used by those who seek to emulate the suddenness and speed of the
storm by cutting a swathe through their enemies. A rare style even in the first age, only four practitioners are known to survive in
the Age of Sorrows; Unspoken Axiom, a Sidereal Chosen of Endings; Ulito Swan, the daughter of the onetime censor of the south
Swan Dragon and Kei and Kai, a pair of Terrestrial gods who oversee small scale skirmishes and duels.
The style can be used with light armor and maneuverable bladed weapons such as, Sai, war-fans, knives/daggers, short
and slashing swords and polearms/lances. The current practitioners all use reaper and/or short Daiklaves. Students of the style
must have a minimum of Melee 2 to begin learning this style and most keep their melee rating as high as their martial arts.
The martial artist takes a simple, relaxed, unassuming stance as he casually moves through the blows of his opponents. This
charm is activated at the initiation of combat and allows the martial artist to transfer all successes rolled on his join combat
directly to his post calculation DDV until the end of his first combat action; this causes him to automatically take the last action in
the reaction count; his First Action takes place at speed six as if he had botched the roll.
This charm causes a weapon to jump to the martial artists hand, seemingly blown by intense wind, allowing him to attack or
defend to his fullest capability on the first indication of danger, negating any penalty to PDV or length of time for drawing a
weapon. For one mote the weapon is drawn from where it is and is readied but cannot avoid obstacles. Any unattended weapon
is a valid target for this charm.
For three motes the weapon will more appear in the martial artists hand, moving so quickly it becomes effectively insubstantial,
passing through any obstacle to arrive as long as the Martial artist is capable of seeing the weapon, giving the Martial artist two
success if used as part of an attempt to counter a disarm attempt.
This charm may specifically be used in addition to any charm used to become aware of an attack, such as Surprise Anticipation
Method or an awareness excellency.
Surrounding himself with a swirling mass of essence fueled winds and keeping his weapon(s) sweeping in great arcs; He begins
to leap from foe to foe attacking with unhesitating speed and randomness as the Martial artist doubles his movement rate and
every attack made against the Martial artist has its accuracy reduced by the Duelists Essence.
While using Zephyr Methodology the martial artists reaction speed is increased as he is buoyed by winds, his movement and
jumping distances are doubled, he adds his martial arts score in successes to any Athletics action and takes no penalties of any
type from movement actions such as jumping and dashing.
Drawing or slashing his weapon with speed and ferocity the Martial artist lets loose a sharp crack of thunder. All those with in
earshot of the Martial artist have their Join Battle pool reduced by four. If combat has already been initiated, then this adds one to
the action speed of every opponent within earshot, unless they spend a point of Temporary Willpower. This charm has no effect
on targets who have already been effected by this charm previously this scene.
This charm adds a negative two penalty to the opponents dodge and parry defense values against the martial artists next action.
This effect is not cumulative with any other external effects that may lower the opponents DV, such as onslaught penalties or
subsequent uses of this charm.
The martial artists weapon(s) begins to spark and flare with electricity, he moves with quicksilver speed leaving the smell of ozone
in his broiling wake, he darts smoothly around the battle field, allowing him to dash reflexively with no DV penalty and effectively
decreases the speed of his form weapon by one and adds one to the rate. He may choose to reflexively discharge energy from his
weapon during each attack which makes his strikes Piercing and adds his essence in accuracy to the weapon.
This allows for a counterattack on step 9 of combat resolution. The martial artist, instead of damaging his opponent during this
counterattack imposes an External penalty to his opponents DV equal to the damage calculated on step 8 of Attack Events. This
penalty lasts until the opponents next action.
Rain of Blades
Cost: 8m, 1wp (10m, 1wp); Mins: Martial Arts 5, Essence 4; Type: Multiple-Action
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Thunder Before Lightning Counter
“With a thunder of raindrops the storm will overwhelm its foes with a multitude of strikes seemingly weak; but even the greatest
of mountains will wear down with enough drops.”
This charm allows the Martial artist to launch a massive flurry of attacks with his form weapon equal to his permanent Essence
x2. However, the martial artist may not add any bonuses to these attacks; he may not add dice or successes from any enhanced
source, only his base pool of (Dexterity+Melee+Accuracy) may apply. No flurry penalties apply to any of these attacks and the
target takes a negative one External penalty to defense values for each previous attack in the flurry.
By expending 10 motes and 1 willpower in place of the regular cost, this charm allows the martial artist to make a single strike
against a single mass combat unit as if the martial artist were himself a mass combat unit.
When either Vortex of Steel or Lightning Blade Form is active, the Martial artist may activate this form type to also enjoy the
benefit of the other.
• If the practitioner is currently using any other Martial Arts Form and successfully parries an attack with that style's unarmed
weapons.
• If the practitioner is currently using any other Martial Arts Form and successfully deals damage with that style's unarmed
weapons.
Three-Fold Totemic Champion
Awareness is the first step to power
This is a Celestial martial arts style created in the first age and is based off of awakening an innate awareness of the
very nature of Essence and the raw, pure manipulation of such. The style is hard to master, and one needs a high degree of
understanding how Essence itself works and flows.
According to legend, the Solar who constructed this style learned the nature of Essence manipulation from the very foot
of the Great Maker himself, however this style was not formed until many centuries later, just after the Aftershock War. The style
is properly called Three-Fold Totemic Champion, but it was most often referred to as Three-Fold Dragon, or just Sun Dragon
Style in jest of its creator, Sun Dragon.
The style is highly visible, the more advanced methods it teaches refine the users own essence manipulation which often
causes build-ups that flare spectacularly across the users body. Any of the charms of this style with the Obvious Keyword are
literally that; they are accompanied with discharges and visual displays that definitely mark the Adept as a supernatural being.
What type of being is left up to the story and should be taken on a case-by-case basis. This style also reaches a point where the
Essence manipulation of the Adept evolves so that the visible manifestation of such manipulation, his anima, changes. This means
that visible cues of this style change with each exalted user; Dragon bloods' animas would seem to gain some strange awareness
beyond the normal wild elemental effect they normally are, while the common animal totems of the Celestial Exalts would come
alive and seem to almost interact with the world along with the exalt.
Another notable thing about the style are the Coil type charms. By spending a point of temporary willpower, the Coil
charms may be activated in conjunction with any number of other Coil charms as a speed 6 DV-4 action. This method of
increasing the strength of the style was based off the innate ability of the Terrestrial Exalts to use any number of differing
Reflexive charms in the same action. Activating the charms in conjunction is essentially a 'free' combo which may ignore some of
the standard combo rules.
No weapons are used with this style. However as this style is most often learned as a second or even third Celestial style
one can wield the form weapons of any other style they have totally mastered (learned to their Final Charm) and they may gain
the benefits of such charms as Principle of Attraction.
Unless the attacker is specifically using a charm effect to do so, the Adept cannot be surprised by an attack made by an Essence
channeling being or artifact effect. If the attacker is using a supernatural effect to gain surprise, this charm adds the Adept's
Essence in successes in any roll needed become aware of the attack
When this charm is activated, the Adept instantly gains the benefit of a full Aim action. This does stack with any naturally gained
Aim bonus and with multiple activations of this charm. However, this charm may not be activated any more than once every three
ticks.
At Essence 5+ the Adept may reflexively activate this charm in response to any Join Debate or Join Combat roll as non-charm
use. Also, when the Adept takes the normal Aim action after having activated this charm, the dice gained with this charm instead
become a maximum of three Successes.
Other than these slight changes this charm is in all ways identical to All-Encompassing Sorcerer’s Sight.
Moving essence sources leave rapidly fading glowing trails, reducing the difficulty of tracking essence users by 2 as long as they
have been in the area within the last half hour and are not using charms to avoid tracking.
His foes see the Adept suddenly stop; his features calm: he is a island of focus as he feels the patterns of power around him
giving insight into the actions of his foes.
For the duration of this charm the Adept adds one to his MDV, both Dodge and Parry Defense Values and one success to all
unarmed martial arts attacks; which do not count toward the dice cap limits.
Principle of Attraction
Cost: 3m; Mins: Martial Arts 4, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-Basic, Obvious
Duration: Scene
Prerequisite Charms: Stance of the First Coil: Harmonic Understanding Prana
Dragon lines flow together, the chakra points found in every living thing flow together, elements flow together with their type; it is
the nature of energy to flow together, to unite their power and flow again to join the cycle of life.
Armed with an innate awareness of the energy around him the Adept can polarize his entire body with Essence, causing small
sparks to flare from his torso chakra point and then down his arms and legs. This increases his reaction speed allowing him to
move quicker, reducing the speed of his Physical Actions, including Attacking and Dashing, by one to a minimum of three. Note
that this does not decrease the speed of Charms or Sorcery actions.
Principle of Opposition
Cost: 3m; Mins: Martial Arts 4, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious, Merged (Shadow Over Water)
Duration: Instant
Prerequisite Charms: Stance of the First Coil: Harmonic Understanding Prana
As Essence that is alike will flow together, Essence that is in opposition will repel.
Quickly charging his body with essence that is in opposition to his foes allows the Adept to flow through even the swiftest and
most sure of his opponents attacks; he is able to smooth his defenses, deflecting and avoiding his opponents blows. This charm
refreshes the Adepts Dodge and Parry Defense Values and allows him to parry lethal without a stunt.
This adds the Adepts Essence to any Dexterity or Athletics roll or value, except DV, including movement, and allows the Adept
manipulate objects out to his (Essence x2) yards and ‘float’ half that distance off the ground; effectively giving him the Reach
weapon tag and allowing him to levitate at will.
In addition, for the rest of the scene he is assumed, at his discretion, to have passed or failed all Valor checks.
Dynamic Form Transition
A practitioner of Flowing Essence style who has learned Flowing Essence Kata may reflexively transition into that Form without a
Charm activation in the following ways:
• If the practitioner successfully parries a blow directed at himself without using a charm with a Flaw of Invulnerability.
• If the practitioner successfully lands a blow on an opponent who then uses a charm with a Flaw of Invulnerability.
• If the practitioner is currently using any other Martial Arts Form and successfully parries an attack with that style's unarmed
weapons.
• If the practitioner applies his Parry to an attack with Hardened-Spirit Shield Technique or the Defend Other Action.
The Adept may also Reflexively commit 3m at any time to form especially vicious 'claws' of pure Essence, his natural damage is
now piercing and ignores hardness. Doing so adds the Obvious Keyword to this charm.
Hardened Spirit-Shield Technique
Cost: - (2 or 4m); Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Flowing Essence Kata
This is an improvement to Flowing Essence Kata which allows the Adept to suddenly expand his essence out and form a barrier of
hardened Essence which causes his anima to flair momentarily with energy equivalent to the 11-15 range and visibly move to
interdict attacks.
The Adept may Reflexively spend 2m to flare his anima and shield himself and anyone or anything within Essence x2 yards.
Anyone within this area may use his PDV or theirs, whichever is greater and, they and the Adept gain a natural bonus to lethal
and bashing soak equal to the Adept's Essence.
The Adept may spend 4m upon activation of Flowing Essence Kata to enjoy the benefits of Hardened Spirit-Shield Technique
charm for as long as Flowing Essence Kata is active.
The Adept may cancel the effects of this charm as a reflexive action but must reactivate both Hardened Spirit-Shield Technique
and Flowing Essence Kata to restore the lasting effects.
Just learning this charm will change the appearance of the Adept’s anima banner whenever it flares, adding subtle coloration,
becoming more solid in appearance and mirroring his movements. It becomes more than just a visual effect of channeling
essence, it becomes more a physical manifestation of the Exalts will as essence visibly shifts, reinforcing the Adepts abilities first
in one area then another.
Once the Adept focuses his attention all else is secondary. His stance becomes steady, his eyes focused; immediately after
activating this charm the anima of the Adept flares momentarily to the 16+ range and ripples with obvious power.
For the rest of the scene the Adept has a pool of dice equal to his permanent essence score. He may reflexively add these dice to
any single value or die pool supplementing a single action at Instant duration. Examples include, improving Accuracy, reinforcing
Dodge value, increasing Damage or adding 2 bashing or lethal soak per die. This pool may reinforce non-combat values at
storyteller discretion.
*Any action supplemented by this charm is obvious in the extreme, making stealth an non-viable option.
*Using this pool does not count as charm use and can be used at any time.
*This pool refreshes at the start of the Adept's action if the Adept reflexively spends a 1m.
This charm allows the Adept to enhance his unarmed martial arts attacks with an effect that closes off the most recent Essence
Flow pattern. Reflexively supplementing a single Martial Arts attack or attack flurry the Adept takes -5 to his DV’s and adds +4
difficulty to the targets’ Defense Values. This attack deals no damage and the Adept reflexively spends a number of motes equal
to the minimum essence of (effected charm x3). This makes the last charm used by the target unusable for a number of Ticks
equal to the Adept's Martial Arts + Essence. These attacks are made supremely obvious to anyone who has been subjected to
them previously, they know what was done to them and the signs of another attempt to do so again.
The Adept must be aware of the charm; it must have the Obvious keyword or the Adept must have some active effect that grants
essence sight, such as Essence Sight Technique. It cannot block the effects of Permanent charms such as Ox-body Technique
or spells and charm effects currently in use, such as scene long or multiple action charm effects, though it can stop the
reactivation or re-application of said charms; put simply this charm inhibits a target from spending motes on the most recently
activated charm or charms if used as part of a flurry of attacks. If used against a charm with a flaw of invulnerability, in still allows
use of that charm, but at twice the mote cost. Weapons may not be used to deliver this attack, the Adept must touch the target
with bare hands.
When used on subsequent attacks, the Adept may not target new charms, but may extend the duration of the inability of use
ones already locked off. Each use after the first attack or flurry adds 5 ticks to the effect. This may not extend the lock-down
longer than a total of twenty ticks, or a total of three attacks including the first.
Letting such an inversion point build momentarily in his extremities and releasing it when struck allows the Adept to counter an
attack by rolling a standard Martial Arts attack at a difficulty equal to the number of success rolled on step three of Attack Events.
If this counter gets more successes than the original attack, the attack fails and no damage is rolled.
In any case, the attacker must immediately check for knock-back with the difficulty set as the number of successes on the
Dexterity+Martial Arts counter which effectively stops any flurry that was being attempted on the defender.
Allowing a large Inversion to build inside his own body the Adept channels it and releases the buildup in massive burst of raw
power. This charm leaves obvious signs of its use, usually as a shallow, smoking, sparking, crater, or missing walls and floors if
used inside.
This attack hits everything within the Adepts (Essence x3) yards in all directions, deals Piercing Bashing damage equal to the
Adepts (Essence x3) and renders both Dodge and Parry defenses inapplicable; only by using supernatural effects that remove an
effected target from the radius, such as Leaping Dodge Method, can one avoid this blast. Targets are automatically knocked
backed out of the blast radius (Which could cause more bashing damage if they hit something) and then must also check for
knockdown with a difficultly set at 2 +(adepts Essence)+(damage taken from attack). Should an effect counter the Knock-back an
opposed Essence roll determines which ability takes precedence.
The Adept can release the pulse early, reducing this to a speed 3 DV-1 action to forgo the normal damage and only apply the
Knock-back and Knock-down effects.
The Adept becomes a whirlwind of power; an unstoppable juggernaut of pure fortified Essence. Anything attempting to effect him
must pass though an impenetrable skin of glowing essence; he adds his Essence score to his Natural Soak, MDV and PDV, and he
gains natural hardness equal to his permanent Essence score.
His now hardened anima increases his mobility, his movement rate can now take him in any direction including up; the Adept can
stand in midair as easily as the ground. When this charm ends the Adept is lowered gently back to the ground on slowly
dissipating Essence.
Finally the adept gains an extra physical action in which any Defense penalties he has gained are reset to Zero. He may then
move or take any non-attack action or use an extra Reflexive charm as normal accruing the standard penalties, or end his turn
with refreshed Defense Values. The Adept must still follow normal charm use rules.
The following effects of this charm can only come into effect if Flowing Essence Kata and Essence Sight Technique
are active.
As long as the Adept can perceive Essence (as with Essence Sight Technique) he is able interdict and control its flow within his
body. Any essence fueled ability that damages or inflicts an internal penalty directly to the Adept is able to be negated, whether
by shifting his own essence so it is not effected or diverting the effect away from himself. This ability includes spells, such as
Blood of Boiling Oil and Essence Inversion, and naturally occurring essence effects, like that of a manse explosion, direct Essence
attacks such as Crypt Bolt, Glorious Solar Saber and the spell Total Annihilation. The Adept is still effected by such spells that
conjure a physical object, like Death of Obsidian Butterflies or Rain of Doom.
This does not include charms that do not directly target the Adept, like those that increase the opponent’s skill or raw abilities or
grant a supernatural ability like Foe-Vaulting Technique.
While Flowing Essence Kata is active the Adepts range of his unarmed martial arts attacks is equal to his (Essence x10) yards,
replacing the normal range of that charm.
The following comes into effect if Stance of the Second Coil: Manifestation of Will Technique is activated:
The pool of dice given by the charm Stance of the Second Coil: Manifestation of Will Technique now count as successes.
During the duration of this charm the Adept takes no negatives from wound penalties or poisons, though if brought below his -4
health level he is rendered unconscious as normal.
Wood Dragon Style
(A basic attempt to make the style fit the theme of the Wood Element and actualy use its form weapon-the bow)
names IN ALL CAPS are original ones
EYES OF THE WOOD DRAGON
Striking the Soul
Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Wood Immaculate is master of the patterns that govern life and survival. Attacking such patterns directly avoids such
considerations as armor. Launching a unarmed attack the Monk deals only his Essence in damage but may be soaked only by
hardness and may effect dematerialized spirits.
This Charm is only effective against living beings—automata and the dead do not bear the life paths that this Charm uses.
MIND-OVER-BODY MEDITATION
Mind Over Body Meditation
Cost: 3m per hl; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Striking the Soul
Followers of the Wood Dragon master the flow of life within their own bodies early in their training, healing minor wounds and
bruises with ease by focusing wood Essence on that location to improve healing. For every three motes spent, the Immaculate
heals one level of bashing damage that she has suffered.
SOUL-MARKING STRIKE
Soul-Marking Strike
Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Stackable, Touch
Duration: One scene
Prerequisite Charms: Wood Dragon Vitality
To enact this Charm, the Immaculate need only touch her opponent, nothing heavier than a caress, and spend the Essence. The
target feels a sharp pain in his head but nothing more. In combat, touching a target thus requires a successful unarmed melee
attack. For the remainder of the scene, the Immaculate gains an automatic success on any attack she makes against a target who
has been branded. Multiple soul mark effects are cumulative to a maximum of the Monk’s Essence. Soul marking is especially
painful to spirits—as painful as a real brand is to mortals. In addition to the other effects, this Charm endows spirits with a
(cumulative) -1 internal penalty due to the searing pain that refuses to go away. For 24 hours after branding a target, the
Immaculate can sense the direction to any being she has branded. The Immaculate adds a number of dice equal to her Essence
to attempts to track such a subject. When such a being is within a number of yards equal to the martial artist’s Essence, the
martial artist can tell approximately where, and which being, it is.
While Wood Dragon Form is active, the Immaculate regenerates one health level of bashing damage on every action and one
health level of lethal damage every other action.
SPIRIT-WRACKING METHOD
Spirit-Wracking Method
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wood Dragon Form
When combating a spirit, the Wood Immaculate’s understanding of spirit Essence allows her to channel her own Essence through
an attack into the spirit. Once there, that Essence blossoms and grows, temporarily disrupting the spirit’s form. On a successful
Martial Arts attack that inflicts at least one level of damage, the Immaculate’s player makes a reflexive (Essence + Martial Arts)
roll against a difficulty equal to the spirit’s
permanent Essence. The spirit loses a number of dice from all actions equal to the roll’s threshold. This penalty fades at the rate
of one die per action the spirit takes. This Charm is able to strike immaterial spirits.
SPIRIT-RENDING TECHNIQUE
Spirit-Rending Technique
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit-Wracking Method
As a thin vine grows along a wall and inevitably destroys it, the Immaculate is able to tighten his Essence around a spirit-foe and
tear its core to shreds.
When used against a normal target the effects of this charm are simple as the target takes a number of -1 internal penalties equal
to any damage dealt on step 8 up to a maximum penalty of the Immaculate’s Essence score. When used against a spirit or
dematerialized foe, the true power is revealed. Making a normal unarmed attack against such a target, if the attack hits the player
immediately rolls her (Essence + Willpower) at a difficulty of the spirit’s Essence. Success indicates that the target suffers one
level of aggravated damage. For every additional number of successes equal to target’s Essence that the roll garners, the target
suffers another aggravated health level. Spirits reduced to Incapacitated by such an attack are permanently destroyed.
SOUL MASTERY
Soul Smothering Technique
Cost: 10m, 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple (-2 DV)
Keywords: Combo-Basic, Obvious, Touch, Crippling
Duration: (Essence + Martial Arts) actions
Prerequisite Charms: Enthralling Blow Attack, Spirit-Rending Technique, Wood Dragon Succor
The highest mastery of Wood Dragon Style, this Charm is little more than a legend to most, even other Dragon-Blooded
Immaculate monks. Few who see the Charm active live to tell others, because the perfect alignment of a Wood Immaculate with
the forces of life gives her the power to completely and utterly end it.
After activating this Charm, a swirling, sizzling green-black aura lingers on the Immaculate’s hands for a number of actions equal
to his Essence + Martial Arts. For this duration every attack made by the Immaculate has its damage type moved up, bashing
becomes lethal, and any lethal damage done to a normal target becomes a single level of ‘phantom Aggravated’. This damage
acts as lethal, however it also removes the health level from use; if the target survives they may not heal the level except by
means that remove a Crippling effect. Designate any health levels as unuseable by drawing a circle around the removed box.
When used against s spiritual target, Lethal damage becomes normal levels of Aggravated as the spirit’s own essence is inflamed.
Should a spirit be reduced to his incapacitated level by the effects of this charm, the spirit is permanently killed in a violent display
of Wood essence which deals the spirits Essence x2 bashing damage that ignores non-natural soak to everything within the
(spirits essence) yards. The Immaculate that caused the damage is immune to this violent display.
If the Immaculate fails to strike a soul-bearing target within the duration of this charm then he rolls his Essence in damage
against himself, removing a number of health levels from use as per the first part of this charm for each success rolled.
Gods and elementals can sense the presence of Exalted who have mastered this Charm and they fear them intensely.