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(3e) Golden Janissary Homebrew as a CMA [PEACH]

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  • (3e) Golden Janissary Homebrew as a CMA [PEACH]

    Hi everyone, for the past few weeks I've been working on / off on converting Golden Janissary to 3e, and turning it into a Celestial Martial Art rather than a terrestrial one. Below is the rough draft of the martial art; there are a number of things that need to be tweaked, improved, rewritten to sound better, and balanced. It's kind of charm heavy at the moment at 13, which is the same number of charms as Steel Devil. There are definitely certain mastery effects I'm not sure of (one currently has two with an "or" between them, as i'm not sure which is more interesting or works better for flow).

    My goal with this style was to do something that really changed up combat flow and did something other MA styles don't do. To do that, I place a bigger focus on anima levels, and I attempted to make the style focus on many low
    initiative, low power decisive strikes, rather than building up a big withering pool and then killing the opponent in one blow. That carries a lot of risk with it, so this style also focuses more heavily on defense, decreasing the opponent's damage and increasing the martial artists soak and hardness, especially against creatures of darkness.

    I used Tiger Style and White Reaper as conceptual help. Tiger Style is strongly thematic, and White Reaper focuses on being very good against a specific type of enemy. I also stole a charm for this from an evocation of The Unsung Hero



    General Notes (fluff will be written later)

    1. Activating the form changes the artist’s anima banner. An air aspect’s anima will shimmer like the summer heat, for example, while a solar’s banner will smolder with a greater intensity, making its colors deeper and more vibrant.
    2. In order to use this style, the wielder must have at least a major intimacy of “Creation must be protected against those who threaten her.” Attempting to downgrade this intimacy is considered unacceptable influence unless the wielder agrees to it. If it is downgraded to minor, or disappears completely, then the style cannot be used until the intimacy is regained.
    3. May need Occult at 2 or 3 to learn style


    Golden Janissary Weapons: Golden Janissary Style primarily uses spears, silver-capped staffs, and can be used by any other polearm with the piercing tag. It can also be used unarmed. While most spear styles focus on keeping one’s distance from their target, Golden Janissary eschews this; the martial artist constantly dips in and out of extremely close range with their target, striking them up close before backing off, constantly flickering. To many outside observers, the style seems foolhardy, as they become extremely vulnerable at numerous times during their fight, but once the attack has begin, the Janissary is relentless, striking multiple times in quick succession before burning their adversaries in the flames of their own essence.
    When used unarmed, the Janissary uses the movement of their hands to distract their adversary from their footwork, before slamming into their opponent with short range, high impulse palm strikes. Unarmed strikes can only be stunted to be lethal against creatures of darkness.
    Armor: Golden Janissary is compatible with light and medium armor.

    Complementary Abilities: The Janissary's stance is resolute, her back is straight, and she must be sure that she strikes in the name of Creation. Janissary's base the strength of their spiritual succor on their Integrity, relying only on what they believe to be true when faced with horrors that would make most flee. Similarly, the Janissary needs to be able to identify who and what she's after. Some monks and exorcists learn Golden Janissary as they further their studies of protecting against the Occult, and the martial art is a natural extension of that.




    Illuminessence Parts the Shadows
    Cost: 3m; Mins: Martial Arts 2, Essence 1
    Type: Supplemental
    Keywords: Dual, Stackable
    Duration: Instant
    Prerequisite Charms: None

    The Martial Artist’s weapon is righteous, and forces enemies' back to the walls. Whenever an attack is supplemented by this charm, the onslaught penalty created by this attack remains until the victim or the attacker's next turn, which ever comes later. If the next attack made by the user of this charm still has the onslaught penalty attached to it by their next turn, repeated use of this charm stacks another onslaught penalty, up to their (Essence)

    Additionally, if the martial artist is supplementing a decisive attack with this charm, she ignores hardness equal to her anima level.


    Creation Preserving Senses
    Cost: -, Mins: Martial Arts 3, Essence 1
    Type: Permanent
    Keywords: Mastery
    Duration: Permanent
    Prerequisite Charms:
    Defenders of Creation must have some method for discerning who is and who is not a foe. After all, the techniques of a Golden Janissary have little effect against creatures born in the light. Their training gives them the knowledge necessary to sense the flow of Essence through a body and know whether that creature belongs in Creation. This charm has a number of passive effects:
    • In the presence of a creature of darkness, the storyteller makes the Golden Janissary aware of the creature's presence, but offers no additional clues.
    • Once per scene, she may apply her Essence score to her Resolve for the purposes of countering social influence against creatures of darkness in defense of a major or defining intimacy.
    Mastery:
    • If the Janissary is engaged in combat with a creature of darkness, this charm cuts through the creature’s deceptions easily: She’s immediately aware that she is fighting an enemy of Creation.
    • If Golden Janissary's form is active, she may add her martial arts score to her resolve against intimidation and fear effects to creatures of darkness.
    Golden Janissary Form

    Cost: 10m; Mins: Martial Arts 3, Essence 1
    Type: Simple
    Keywords: Form
    Duration: One Scene
    Prerequisite Charms: Creation Preserving Senses, Illuminessence Parts the Shadows

    The Golden Janissary becomes movement embodied, a golden anima spreading behind them like a blazing cape. Their moves are wide and billowing like a flickering flame in the wind. Though it might look uncontrolled and wasteful to an outside observer, the Janissary uses her weapon to its utmost capability, carefully whittling her hated opponent down to size. Against creatures of darkness, decisive attacks receive double 10s.

    Her essence rejects and burns the corruption of those who hate creation. She may add her Essence as non-charm dice to any attempt to resist mind control, poison, possession, or other debilitating effect from creatures of darkness.


    The Golden Janissary does not just strike hard against things wrapped in darkness, she slips a bit of her own essence into their being, kindling them for illumination in just flame. Every successful decisive attack made against creatures of darkness, regardless of whether or not it does damage, increases their kindling score. If the target is not a creature of darkness, she must deal more than the target’s Essence in damage in order to kindle them. She cannot maintain more than (Essence+Resolve) total kindlings. Every kindling adds +1 to a decisive attack roll against that creature.

    Attacks against battlegroups which are comprised of creatures of darkness automatically receive a kindling, regardless of whether or not they're withering or decisive. Battlegroups not comprised of creatures of darkness cannot be kindled.


    A golden janissary can never have an initiative higher than 15. If she does rise above 15 from a withering attack, she may pay (2m, 1wp) to unleash a reflexive decisive attack with a damage pool equal to the initiative damage she caused with her attack. Crash bonuses are not added to this damage roll.

    While in this form if the janissary would be subject to the effects of a hostile charm which requires the artist to be at a lower initiative, her initiative is treated as equal to the initiative of the charm-user. Her initiative is treated as its actual value if she is crashed.

    Special Activation Rules: If the Janissary strikes a target with an initiative higher than her, or if she is within close range of a creature of darkness, she may activate this form reflexively.


    Corruption Cleansing Strike

    Cost: 4m; Mins: Martial Arts 3, Essence 1
    Type: Supplemental
    Keywords: Mastery, Dual
    Duration: Instant
    Prerequisite Charms: Golden Janissary Form
    The Golden Janissary steadies their weapon and strikes with their whole heart, their weapon hitting their target as though drawn to it. On a withering attack, the Janissary adds their Resolve to the raw damagel. Against a creature of darkness, they may add their Resolve to the attack roll as well.

    On a decisive attack, they may add up to [Resolve / 2] (round up) roll over successes to the raw damage of their strike, or Resolve if striking a creature of darkness.

    Mastery:On a withering attack against a creature of darkness, the martial artist converts their added resolve on the damage roll to automatic successes, up to their Essence.



    Essence Neutralizing Blow

    Cost: 3m, 2i Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Uniform, Terrestrial
    Duration: Instant
    Prerequisite Charms: Illuminessence Parts the Shadows, Golden Janissary Form

    The Golden Janissary's Essence is alighted with holy flame, and seeks to neutralize its opposite. Whenever the Golden Janissary makes an attack, she may activate this charm. If she deals either initiative damage or health track damage, she may roll Essence+Occult. For each success, she may pay 1 mote to subtract 1 mote from her target. This essence is not added the to Janissary, it disappears. If her target is using shaping sorcery, she may choose instead to subtract from her target's sorcerous mote pool.

    If Golden Janissary form is active, the artist may burn her targets kindling, converting dice on the Essence+Occult roll to automatic successes equal to the kindling burned. Doing this burns away the target's kindling.

    This charm has no effect against targets that do not have motes.**

    Terrestrial: The artist rolls Essence or Occult, whichever is higher.



    **This will be edited when the Raksha systems are put in place, given that they may use CofD dot merits instead of essence. If that's the case, a special case will be used for them.




    Flame Stoking Technique

    Cost: 5m Mins: Martial Arts 4, Essence 2
    Type: Reflexive
    Keywords: Decisive-Only, Mastery, Terrestrial
    Duration: Instant
    Prerequisite Charms: Corruption Cleansing Strike
    After making one attack, the artist steps firmly forward and continues her assault. After making a decisive attack, the janissary may make a second reflexive decisive attack after resetting to base, using half the initiative (round up) of the first strike as the damage pool. This initiative is then subtracted from the artist’s base initiative. It is possible for the artist to crash herself using this technique. Note that the artist does not have to make this second attack against the same target as the first.

    If the artist incapacitates her opponent with the second attack, she may gain initiative back equal to the health levels damaged by the second decisive attack, but may not raise it higher than her base.

    If Golden Janissary form is active and is used to make a reflexive decisive attack when the artist's initiative rises above 15, treat 15 as base.

    Terrestrial: If the martial artist crashes from using this charm, their opponent receives the initiative bonus of the initiative crash.

    Mastery: If the martial artist incapacitates someone using this charm, the artist resets to base.

    Coil Unwinding Belief
    Cost: 3m, 1wp Mins:Martial Arts 4, Essence 2
    Type: Reflexive
    Keywords: Perilous, Mastery
    Prerequisite Charms: Golden Janissary Form

    The Janissary moves freely and ferociously, and none may heed her movement. Whenever she is at 2a or higher, the artist may reflexively use this charm whenever she is grappled, rolling (Wits+Integrity) and subtract her successes from the grappler's control roll. If the grappler is a creature of darkness and is reduced to 0 successes, treat the gambit as a failure.

    Mastery: If the Wits+Integrity roll would lower a creature of darkness's successes to less than zero, roll the remaining artists excess successes as bashing damage against the creature of darkness's health track.


    Light On Dark Shield

    Cost: 4m, 2a (+1wp,5m,1a); Mins: Martial Arts 5, Essence 2
    Type: Reflexive
    Keywords: Perilous, Terrestrial, Mastery
    Duration: Scene-Long
    Prerequisite Charms: Coil Unwinding Belief
    The Janissary’s very essence billows and brushes away creatures of the dark, dazzling them and forcing them to look away. The Janissary adds her unmodified Resolve or two, whichever is higher, to her soak and hardness against creatures of darkness. If she is not being attacked by a creature of darkness, her soak and hardness increase by 2.

    When the Janissary is surrounded by enemies, sometimes the only method to protect herself is to burn all around her. By spending 5 motes, 1 anima level and 1 willpower, she may use Blazing Essence Maelstrom, creating an environmental hazard to all enemies within short range, which deals 4L die against creatures of darkness and 2L against die against other opponents. This hazard lasts (Essence) turns. This immediately ends the charm, and may only be used once per scene.

    Terrestrial: Terrestrial Martial Artists may not use Blazing Essence Maelstrom.

    Mastery: If the martial artist recovers from crash, she may reactivate Light on Dark shield after using Blazing Essence Maelstrom.


    Purifying Brand of Light
    Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2
    Type: Supplemental
    Keywords: Uniform, Mastery
    Duration: Instant
    Prerequisite Charms: Golden Janissary Form

    A master of her own essence, the martial artist may use her energies embedded in a hated foe to hinder and hurt them. The martial artist may use this charm on any opponent she has kindled, converting their kindling into a penalty equal to the kindling converted. This manifests as a branding with the color's of the martial artist's anima, which fades after (Essence) weeks and cannot be concealed.

    If the target is a creature of darkness, than a number of die equal to the target's kindling are rolled. Each success garners a single point of aggravated damage, regardless of whether or not Golden Janissary form is active.


    Mastery: If a Creature of Darkness is killed after being branded with this charm, instead of merely burning away, the martial artist may pay 3m. If they do so, their brand erupts in a shower of the artist's essence, causing a -2 to attack and sense rolls for one turn by all creatures of darkness in short range.

    Alternatively, they may pay 3m, 1wp to have their essence flow back to them, preserving any kindling that would be unused in this creature of darkness. The next decisive strike they make transfers this unused kindling to another target, presuming that they meet the normal conditions for kindling.



    Decaying Rot Fulmination

    Cost: 8m, 1wp, 3a Mins: Martial Arts 5, Essence 3
    Type: Simple
    Keywords: Terrestrial, Decisive Only
    Duration: Instant
    Prerequisite Charms: Flame Stoking Technique, Purifying Brand of Light

    The Janissary does not allow for any to stand in the way of Creation’s soldier: those who seek to harm it must be made an example of. Impaling them completely on her spear with a decisive attack, the Janissary forces her essence into the target, immolating them from the inside. At the culmination of her attack, they erupt in a blazing glory.

    This attack allows attack die to roll over to the damage roll, and doubles 9s against a creature of darkness.


    If a creature of darkness is killed by this charm, their body explodes in a fiery light reminiscent of the Unconquered Sun. All other creatures of darkness within medium range take a -3 to all attack rolls for the next turn.

    If Golden Janissary Form is active, convert kindling die to automatic successes. If the target is a creature of darkness, each kindling instead adds a success.

    If used in combination with Corruption Cleansing Strike, double up to [Resolve/2] roll over successes, or Resolve if the target is a creature of darkness.

    The creature’s kindling is used up in this attack.

    Terrestrial: The terrestrial may roll over up to 4 or their Essence, whichever is higher.


    Fortress of Creation

    Cost: -- (10m, 1wp) Mins: Martial Arts 5, Essence 3
    Type: Permanent
    Keywords: Form, Terrestrial, Mastery
    Duration: Permanent
    Prerequisites: Decaying Rot Fulmination, Light on Dark Shield

    The martial artist is infused with the very essence of Creation, drawing in any essence in her surroundings and making it her own. Her anima flares to provide the first and last defense against anyone who wishes to threaten her; she is the light of Creation embodied. No matter what her anima normally looks like, it takes on a golden hue of the Unconquered Sun and any surrounding elements. Whenever the artist is in Golden Janissary form and is at initiative 10+ and an iconic anima, she may spend 10m, 1wp to activate this charm. She gains the following benefits:

    Against all creatures of darkness, the martial artist deals aggravated damage, and every successful attack automatically deals 1 aggravated damage. Any attempt to touch her, through an unarmed attack or grapple, takes (Essence) aggravated damage die per turn, as her intense essence causes creatures of darkness to rot away.

    Without cost, with this charm active, the martial artist may use her anima to make attacks out to Short range, and any effect she has which causes damage may be used to create kindling. She may freely transfer kindling between any targets within Short range, and may spend 1wp to convert any kindling to damage dice.

    This divine aura pulled from the wellsprings of creation is not without drawbacks, however. No matter how talented the martial artist is, if her incapacitated health box is filled, she loses her grasp on her own corpus, which dissolves into the surrounding essence. Though this may purify the surrounding area, creating a beautiful, peaceful locale, the artist's soul is dispersed and bound to the land for eternity.

    Terrestrial: The martial artist only gains the creature of darkness-specific bonuses.

    Mastery: Upon activation of this charm, the janissary may pay an additional 1wp to force all creatures of darkness out to medium range to materialize.
    Last edited by PraxisCat; 09-25-2016, 02:44 PM.

  • #2
    I like the style, and it really pulls off the "Fuck COD" theme that it needs to.

    However one thing I don't like is how deep COD detection is in the tree. If I were writing it I would put it as a part of one of the very first charm as a join battle enhancer. Something like- The Janissary instinctively knows when he wars against an enemy of creation: a minor join battle boost and a "detect evil" tingle which could be upgraded in the form or a later charm. The original TMA gave that ability as the third charm in the tree- before the form- so I think it should be earlier.

    The other thing I found weird about the style is the mixture of Defense and Offense. Golden Janissary seems thematically like it should be almost entirely offense based, or based around avoiding attacks, it is using a spear, so the amount of soak your version gives threw me off.

    Other than those points, I love the style and Though I'm not an expert- it seems pretty well mechanically balanced.

    Comment


    • #3
      Originally posted by truncatedchronologis View Post
      I like the style, and it really pulls off the "Fuck COD" theme that it needs to.

      However one thing I don't like is how deep COD detection is in the tree. If I were writing it I would put it as a part of one of the very first charm as a join battle enhancer. Something like- The Janissary instinctively knows when he wars against an enemy of creation: a minor join battle boost and a "detect evil" tingle which could be upgraded in the form or a later charm. The original TMA gave that ability as the third charm in the tree- before the form- so I think it should be earlier.

      The other thing I found weird about the style is the mixture of Defense and Offense. Golden Janissary seems thematically like it should be almost entirely offense based, or based around avoiding attacks, it is using a spear, so the amount of soak your version gives threw me off.

      Other than those points, I love the style and Though I'm not an expert- it seems pretty well mechanically balanced.

      Hey, thanks for the feedback!

      Re: Detection, that's a good point. The charm is based off of the TMA 2e charm "Where is Doom Inquisition" (which is the worst named charm I have ever seen.). Because this version is more powerful, I put it later on in the tree, but it would make sense for it to be earlier, I agree.

      On it being so defensive focused, three points:
      1. The original Golden Janissary from 2e was also heavily defense bonused, offering a number of charms that decreased damage / added soak.
      2. The play style really needs to be viable without investing heavily in other charm trees, in this case, resistance. Because of the withering / decisive distinction in 3e, having a constantly low initiative while using light armor is a death wish as you're going to get constantly crashed, and if you're crashed, you can't make decisive attacks, which is what this style is based around. Because of that, I felt like it'd be important to give it some native defensive charms to make using it viable.
      3. I praxxed it out a little with my ST* and we thought the idea of resolve and standing for creation making you a kind of bulwark against darkness was a cool iconography.

      Thanks for your feedback, though! If you can think about a way to keep it offense / decisive based without risking perrma-crash, I'd really love to hear your suggestions, it could definitely use improvement!

      *I neglected to mention that Leetsepeak helped me immensely with talking through, thinking about, and balancing this style. I'm super indebted to you, man!

      Comment


      • #4
        Originally posted by PraxisCat View Post
        [Terrestrial: A terrestrial martial artist may not use Lone Spark Strikes the Conflagration.
        What, they just can't use it at all? That's the harshest Terrestrial keyword I have ever seen, especially since they still have to learn the Charm they can't use to get Fortress of Creation.


        A Clutch of Dragons: Hub Thread, Presence, Resistance, Ride, Sail, Socialize Stealth, Survival, Thrown, War, First Draft pdf<NEW

        Comment


        • #5
          Originally posted by Crumplepunch View Post

          What, they just can't use it at all? That's the harshest Terrestrial keyword I have ever seen, especially since they still have to learn the Charm they can't use to get Fortress of Creation.

          You're right, that is a very harsh limitation on TMA, and I'll get rid of it. My reasoning was that the essence ignition effect as is, is pretty powerful and evocative and doesn't seem in line with what TMAs are capable of doing. On the other hand, I don't know how to balance it so that it's still a powerful capstone for them. I'm not even sure about Lone Spark Lights the Conflagration; it's probably the charm I am really the least certain about, and would love more feedback.

          The 2e version has it doing 6L for 2 rounds, dealing Essence Agg damage. I wanted something a little bit more evocative than that, that really gave the attack a distinct feel.


          Thanks, though! It's a really good point, and I'll change that out.

          Comment


          • #6
            So, I was thinking about it, and I took truncatedchronologis's thoughts about defense under advisement, especially after noodling with Leetsepeak about it. In a worst case scenario, this style added far, far too much soak. As such, I have completely changed Darkness Repelling Prana, making it a poor man's dipping swallow defense, unless you're a creature of darkness, where it becomes good for dueling.

            I moved Creation Preserving Senses to the front and made it have Darkness Repelling Prana's ability to resist social influence, as well as decreasing fear effects from creatures of darkness.

            I've taken out a number of defensive abilities: Neither Golden Janissary Form, nor Fortress of Creation offer defensive bonuses any longer, though Golden Janissary Form now adds a benefit against poison and other creepy things from creatures of darkness.

            I've added a new charm, Controlled Burn Kata, which allows the Janissary to choose how much initiative to spend.

            I dumped 3-fold cleansing entrapment, reflecting a shift away from defense.

            I added more offensive functionality to Paralyzing Combustion Imbuement as a mastery.

            On Crumplepunch 's advice, I changed Lone Spark's terrestrial keyword. I also simplified the attack to ignore how many motes the victim has, instead adding their essence to the damage roll.
            Last edited by PraxisCat; 07-10-2016, 01:07 PM.

            Comment


            • #7
              Things I'm noticing:

              The Mastery keyword pops up a lot. Counting them, it comes up 5 times here, which does actually seem consistent with what we see in the core, but maybe they're just placed right next to each other in the tree and its a little unseemly.

              I don't think any of the MAs have Essence 4 effects as well, which is worth noting.

              I think the description of complementary abilities could use an actual description. I've noticed that there are two situations where they tend to get called out: 1. is where they directly interface with the MA, such as Integrity in this version of Golden Janissary, or Stealth in Ebon Shadow. The other is when an Ability is not usually used in combat such as social influence abilities, which get a shout out in Black Claw and Crane Style, for example. So a description of Integrity that contextualizes it would be cool, and cutting those Abilities which are not actually complimentary would be good as well.

              Relatedly, I was thinking about this and Integrity as an Ability, as well as Resolve. I think it's worth considering if maybe some of the Charms should look at how Resolve and Wits + Integrity get used in regular play as an example of how they might function in-game?

              A weird idea pops into my head for substituting Resolve for Defense in a dramatic situation, but I don't know how good that would actually be.

              Obviously, I like what you have so far, I'm just feeling like there's some more fine-tuning to do still.


              Leetsepeak's Ex3 Homebrew Hub - Hub of homebrew for Exalted 3rd Edition that I've made.

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              • #8
                Originally posted by Leetsepeak View Post
                Things I'm noticing:

                The Mastery keyword pops up a lot. Counting them, it comes up 5 times here, which does actually seem consistent with what we see in the core, but maybe they're just placed right next to each other in the tree and its a little unseemly.
                That's a good point, I'll try to space them out a little more and maybe switch one or two for a terrestrial limitation.

                Originally posted by Leetsepeak View Post

                I don't think any of the MAs have Essence 4 effects as well, which is worth noting.
                For some reason I thought Angry Predator Frenzy had an E4 limit, but I was wrong. I'll change it to E3!

                Originally posted by Leetsepeak View Post
                I think the description of complementary abilities could use an actual description. I've noticed that there are two situations where they tend to get called out: 1. is where they directly interface with the MA, such as Integrity in this version of Golden Janissary, or Stealth in Ebon Shadow. The other is when an Ability is not usually used in combat such as social influence abilities, which get a shout out in Black Claw and Crane Style, for example. So a description of Integrity that contextualizes it would be cool, and cutting those Abilities which are not actually complimentary would be good as well.
                Sounds good! I'll do some writing and some contextualizing in a little bit. Resistance and Dodge are there more as complements to the mechanical side of things, but I don't think generally that's how its used. I'll think about it.

                Originally posted by Leetsepeak View Post

                Relatedly, I was thinking about this and Integrity as an Ability, as well as Resolve. I think it's worth considering if maybe some of the Charms should look at how Resolve and Wits + Integrity get used in regular play as an example of how they might function in-game?
                I'll check how Wits+Integrity gets used / referenced more often and try to work that into some effects.

                Originally posted by Leetsepeak View Post
                A weird idea pops into my head for substituting Resolve for Defense in a dramatic situation, but I don't know how good that would actually be.
                Only really good in the case that you're already using white reaper and have a lot of halos as far as I can tell, since they're both static values. This is actually a place where Wits+Integrity could be useful, maybe adding a Wits+Integrity roll to your defense for a tick? I'll need to think about it.

                Originally posted by Leetsepeak View Post
                Obviously, I like what you have so far, I'm just feeling like there's some more fine-tuning to do still.
                Thank you!

                Comment


                • #9
                  Switched around some mastery effects and switched some out for terrestrial effects. I think it's a better mix now. I also added some fluff to the complimentary ability, mostly integrity and occult, which both play in thematically. You need to stand resolute, and you also should have an idea of what it is you're fighting. Dodge and Resistance are mechanically very important, of course, but their not complimentary to the style itself. In light of that, I might add an additional occult effect somewhere, perhaps in one of the forms.

                  Re: Wits + Integrity rolls, unfortunately, those are only referenced twice(!) in the core book. Both of those times, they are to resist a fairly powerful magical effect: The Presence 5 E3 charm "Worshipful Lackey Acquisition," which turns you into a loving fanatic, and the Nephwrack's Dawn of Dead Stars, which gives you terrible nightmares. In light of that, they're almost always used defensively. I could think of possible applications, like rolling wits+integrity as a final type of ultimate defense that blows your anima and ends the form, but nothing else is coming to mind at the moment.

                  Comment


                  • #10
                    Hi everyone. I really, really apologize for triple posting, but I made 2 big changes.

                    1: I got read of Rotten Leaf Arrested. It was a holdover, in a sense, from 2 things. The first was a desire to share a charm with 2e in name and in spirit. In 2e it stunned and knocked back an enemy. Since we don't have stunning in 3e, I made it be a double attack which knocks enemies down using a special gambit. It was also supposed to wombo combo with another charm that I had, but took out.

                    Why did I take it out? Well, I didn't feel like it was very thematic, and I didn't think it was very interesting either. I am generally not a fan of any double strike attacks, because you have to roll attack, damage, attack, damage, and that's pretty cumbersome; besides, I already have a double strike technique in the style, and I realized you could combo them together to be a true headache. I also felt like its utility was rather limited.

                    Instead, I've added a charm called Essence Neutralizing Blow. I need significant help balancing this charm, because it eats through opponents motes like crazy. I was reading Xerxes 's Not-Quite-Noob thread where they got to sorcery, and they were talking about how you can't really disrupt the gathering of motes. "Huh", I thought, "That is actually very thematic for this style, especially because many demons and nephwracks and other creepies use sorcery. Wouldn't it be cool to counter that somehow?"

                    Thus, Essence Neutralizing Blow was created. I wanted it to be very utility based, and add some oomph against other exalted and things with mote pools too. I am happy with the charm conceptually and thematically, but I feel like it is really much too powerful. I'm not sure how to balance it well without creating two separate calculations. Right now, it deals an OK amount of mote damage for disrupting sorcerous stuff, but too many motes from other targets. I want to keep that dual utility, because I don't really want to make a charm that can only be used against sorcerers. Balancing on this would be really, really appreciated.

                    2. Fortress of creation wasn't good. It was essentially "If you're lower than E4, it's stronger than a solar charm, and if you're higher than E3, then its worse." All it really did was make you hit stronker against CoD. It hardly felt like you were actually a fortress of creation. And I like that charm name.

                    I looked to some other styles for inspiration, noticed that DPC had cool charm upgrades in its form capstone, and thought "Hey, it'd be cool if GJ had opponent upgrades!" So I did that. Feedback would be really appreciated about it as well. Some bonuses are really good, and others are not so much.

                    I feel like these two changes are pretty thematic, and include the Occult ability a little bit more, which I think ties things together a little bit better. As with the rest of the style, I would really love feedback.

                    Other edits include tightening language in a few places, reworking charm location and charm pre-reqs.

                    Last Possible Tweaks: Making a form bonus that lets the character move Essence ticks above her initiative? Or is that too good / too strong? Does it make the form too bloated, since I've added a lot of effects to it already?
                    Last edited by PraxisCat; 07-17-2016, 02:14 PM.

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                    • #11
                      Looking over Fortress of Creation I like the idea, but what is kindling? Is that Anima level?


                      I did a lot of homebrew over here. PEACH.

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                      • #12
                        Kindling is the extra resource generated by Golden Janissary Form.

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                        • #13


                          Hi

                          I am absolutely atrocious when it comes to mechanics in Exalted, so I'll just mention a few formal details I saw.

                          These are meant as observations, not insults or anything of the sort.

                          1) Circular prerequisites between golden janissary form and creation preserving senses:

                          Creation Preserving Senses

                          Cost: -, Mins: Martial Arts 3, Essence 1
                          Type: Permanent
                          Keywords: None
                          Duration: Permanent
                          Prerequisite Charms: Golden Janissary Form


                          Golden Janissary Form

                          Cost: 9m; Mins: Martial Arts 3, Essence 1
                          Type: Simple
                          Keywords: Form
                          Duration: Scene-Long
                          Prerequisite Charms: Creation Preserving Senses, Corruption Clearing Strike

                          2) The second charm is mentioned in its name as corruption cleansing strike, but in golden janissary form as corruption clearing strike

                          3) golden janissary form's length should be one scene. At least, that seems to be the standard phrasing.

                          4) "Her essence rejects and burns the corruption of those who hate creation. She may add her Essence as non-charm dice to any attempt to resist mind control, poison, or other debilitating effect from creatures of darkness." Should it be creatures of darkness, or "those not from Creation"? I'm not sure if "creatures of darkness" includes the Fair Folk, or example.

                          5) I think it's usual for martial art charms to have the form be part of the main body of the style, requiring all the previous charms of the style. However, this doesn't seem to be the case with Essence Neutralizing Blow. If such is the case, it seems a bit strange that it has a higher MA requirement than GJ form


                          Finally, I am confused: why can't the stylist raise his initiative over 15 when in the form?

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                          • #14
                            1. Good point! Fixed. This was an oversight from a previous location for the ability.
                            2. Nice catch! Fixed.
                            3. Fixed.
                            4. Creatures of Darkness refers to, basically, whoever the Unconquered Sun doesn't like. If he managed to contain his mighty glory into a human, and you stole his bus seat, he could declare you a creature of darkness, which has special metaphysical implications in Exalted's setting. It's...weird? GENERALLY speaking though, Creatures of Darkness are Fae, Demons, violent ghosts like hungry ghosts, sometimes monsters, and the undead / deathlords.
                            5. Fixed some of the prereqs.

                            The initiative cap is for 2 reasons:
                            1, balancing. The defensive ability re: initiative in GJF is more useful than it lets on, and letting you have that without any cap to your initiative could be bad. It might not be 100% great enough, I might increase the armor cap to medium, but I'm hesitant to deviate from the original design doc. At the same time, the movement style is less erratic now, so I'm not sure.

                            2, GJF is honestly a sub-optimal damage martial arts style. It's designed to make the character do a number of decisive attacks, and as such tries to push away from initiative turtling.

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                            • #15
                              Originally posted by PraxisCat View Post

                              2, GJF is honestly a sub-optimal damage martial arts style. It's designed to make the character do a number of decisive attacks, and as such tries to push away from initiative turtling.
                              Perhaps there might be another way of keeping people from initiative-turtling? I don't think setting a specific, arbitrary initiative number is an efficient choice. Unfortunately, as I told you, my mechanic-fu is worthless (see my thread on black reaper style), so I can't venture what alternative might be viable. I apologize for that

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