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  • Homebrew Martial Arts Styles

    So, since we've already got threads for a bunch of other homebrew stuff like shaping rituals, I figured maybe we could use a thread for homebrewed/converted martial arts. In fact, to start us off, I've actually got a homebrew conversion (well, "conversion", I ended up adding a lot more than what was originally there) of Arms of the Unconquered Sun style. Never actually homebrewed martial arts styles before, so feedback definitely appreciated!


    Arms of the Unconquered Sun Style
    Ages ago, this style was invented by a Zenith caste solar, who’s name has long been forgotten to time. Legend has it that the style’s founder sought to learn from the Unconquered Sun himself, but was denied access to his patron by the celestial bureaucracy, who claimed he was too busy to see him directly. In protest. The solar fasted at the gates of Yu-Shan for a hundred days and a hundred nights, to prove his dedication to his goal. On the dawn of the hundredth day, Sol Invictus finally took notice of his fasting son and, pleased by his child’s dedication, granted his wish. Although the young Zenith could not hope to entirely match the sun’s divine perfection, he was able to emulate it. The result was this style, which honors the Unconquered Sun whilst bringing death to the practitioner’s enemies.

    This style is equally a fighting style and a method of worship. In emulating the sun’s prowess, they do him honor as they defeat their foes in battle. The style fell into obscurity after the Usurpation, but survives today amongst a small demographic of Lunars, many of whom were the bondmates of a solar practitioner. It also survives in the libraries of the Sidereals in Yu-Shan, who feared inciting the wrath of the Unconquered Sun should they let his style fade from memory. Since the return of the Solars, however, the style has seen more use, as the Solars recall it’s various techniques from a past life.

    Weapons
    Traditionally, Arms of the Unconquered Sun is practiced unarmed. However, practitioners may also treat the Cestus and Smashfist as style weapons. A practitioner of this style may inflict lethal damage with any of these weapons without performing a stunt if the user wishes.

    Armor
    Arms of the Unconquered Sun style is compatible with Medium and Light armor.


    Piercing Rays of Dawn
    Cost: 2m
    Mins: Martial Arts 2, Essence 1
    Type: Supplemental
    Keywords: Uniform, Mastery
    Duration: Instant
    Prerequisite Charms: None

    Just as dawn’s light pierces the cloudy horizon, the martial artist pierces his foe’s defenses with the might of his fists. This charm allows the stylist to ignore (Strength) soak and hardness on an attack, to a minimum of 0.

    Mastery: If the attack hits, the target’s soak is reduced by one for the rest of the scene, to a minimum of 0. This effect stacks. If the target is wearing mundane armor and this would reduce the amount of soak it provides to zero, then the target’s armor is completely destroyed. Artifact armor cannot be destroyed in this fashion.

    Light Over Creation Strike
    Cost: 4m
    Mins: Martial Arts 3, Essence 1
    Type: Supplemental
    Keywords: Decisive-Only, Terrestrial
    Duration: Instant
    Prerequisite Charms: None

    Just as the light of the sun at it’s zenith overwhelms Creation, the martial artist’s viscous attacks overwhelm his opponent. This charm is invoked against an enemy whose initiative is lower than the martial artist’s. If the attack hits, the target must roll (Stamina+Resistance) against the martial artist’s Essence. Failure means that the target suffers a crippling effect which forced him to do nothing on his next turn, as the martial artist’s strike knocks the wind out of him and he must gasp for air. If the target is in Initiative Crash when this charm is invoked, the martial artist’s attack become unblockable.
    Terrestrial: A Dragonblooded using this charm against a Crashed opponent must add 1wp to it’s cost in order to render the attack unblockable.

    Peaceful Rest of Twilight
    Cost: 2m
    Mins: Martial Arts 2, Essence 1
    Type: Reflexive
    Keywords: Perilous
    Duration: Instant
    Prerequisite Charms: None

    The setting of the sun is not a final farewell but merely a moment of rest, with the promise of a swift return. Emulating this promise, the martial artist recovers from his fatigue and continues to fight on. This charm allows the martial artist to ignore all Onslaught Penalties to his defense against one attack. His Onslaught Penalties return to normal after the attack’s resolution, with the added penalty he would normally receive for defending against the previous attack.

    Day and Night Kata
    Cost: 3m, 3i
    Mins: Martial Arts 3, Essence 1
    Type: Reflexive
    Keywords: Withering-Only, Counterattack
    Duration: Instant
    Prerequisite Charms: None

    The martial artist makes it certain that she will endure to strike back at an opponent, as surely as day follows the tribulations of night. This charm is invoked after the martial artist is successfully hit by a withering attack. Resolve the enemy’s damage, and then note down the amount of successes on his damage roll. The martial artist then retaliates with his own withering attack. If the attack hits, the martial artist adds the amount of successes his opponent’s damage roll earned as non-charm bonus dice to his raw damage.

    Harmony of Heaven Stance
    Cost: 4m
    Mins: Martial Arts 3, Essence 1
    Type: Reflexive
    Keywords: Perilous
    Duration: Instant
    Prerequisite Charms: None

    The eclipse represents harmony in heaven, as all the celestial bodies gather together in the sky. The martial artist emulates this harmony in his technique, leaving his foes in awe of his prowess. This charm is invoked after an enemy targets the martial artist with an attack, but before the attack is rolled or other charms are declared. The martial artist makes a reflexive roll of (Charisma+Presence) against the attacker’s Resolve. If this roll succeeds, the attacker is left in awe of the martial artist’s prowess, and the attack does not occur (although it does waste the attacker’s combat action for the turn). The attacker may spend a point of Willpower to resist this influence, and if he does so then he may not be targeted by this charm for the rest of the scene unless the martial artist successfully parries or evades three consecutive attacks from the target.

    Rising Sun Form
    Cost: 8m
    Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Form, Mastery
    Duration: One Scene
    Prerequisite Charms: Piercing Rays of Dawn

    The martial artist leans forward becoming a compact engine of violence. He adds (Strength) to the raw damage of all Withering attacks, and (Strength/2) to the raw damage of all Decisive attacks, as well as to all Rush actions. In addition, he may parry ranged attacks without performing a stunt. While in this form, he becomes immune to all Crippling effects.

    Mastery: The martial artist also adds (Essence) charm dice to all attacks made while in this form. He also converts (Essence) dice added to his Rush actions by this form into automatic successes.

    Special Activation Rules: Whenever the martial artist Crashes an opponent, he may reflexively activate Rising Sun Form.

    Shining Sun Form
    Cost: 8m
    Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Form
    Duration: One Scene
    Prerequisite Charms: Light over Creation Strike

    The martial artist draws himself up straight, palms out, unmovable by will or muscle. The martial artist gains (Essence) automatic successes on a grapple’s control roll, and he suffers no penalties while maintaining a grapple (though he still may not take movement actions unless he uses the Restrain/Drag function of a grapple). Additionally, his mighty open-palmed strikes gain the Piercing tag, and he become immune to any effect (mundane or magical) which would knock him down or push him back while in this stance.

    Special Activation Rules: Whenever the martial artist successfully grapples an opponent or defends against a grapple, he may reflexively activate this charm (allowing him to apply it’s benefits to the control roll if the form is adopted after successfully grappling an opponent).

    Fading Sun Form
    Cost: 8m
    Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Form, Mastery
    Duration: One Scene
    Prerequisite Charms: Peaceful Rest of Twilight

    The martial artist settles into a flexible, rhythmless motion, fingertips bunched to attack nerve clusters and pressure points. He adds his Martial Arts (Arms of the Unconquered Sun) rating to his soak while in this form. Additionally, his first attack each turn inflicts an onslaught penalty of -2 on the target rather than the normal -1. All subsequent attacks that turn, such as from extra attacks or counterattacks, apply the normal amount of Onslaught Penalties to the target. Finally, the martial artist becomes immune to unwanted shaping effects while in this form.

    Mastery: The martial artist adds his Martial Arts (Arms of the Unconquered Sun) rating as Decisive soak as well while in this form.

    Special Activation Rules: Whenever the martial artist soaks at least half of an attack’s raw damage, he may reflexively activate this charm.

    Sleeping Sun Form
    Cost: 8m
    Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Form
    Duration: One Scene
    Prerequisite Charms: Day and Night Kata

    The martial artist sinks into a low, rigid crouch, presenting the knife-edges of his hands to his foes. His strikes are so swift, the eye has trouble following them. Against enemies with a lower initiative than the his, the martial artist treats his attacks as Surprise Attacks, incurring the usual -2 penalty to their Defense against the attack. In addition, the martial artist is immune to all poison whilst maintaining this form (though their duration does not decrease and resumes the moment the martial artist drops this form).

    Special Activation Rules: Whenever the martial artist successfully launches an attack from stealth, he may reflexively activate this charm.

    Harmonious Eclipse Form
    Cost: 8m
    Mins: Martial Arts 4, Essence 2
    Type: Simple
    Keywords: Form
    Duration: One Scene
    Prerequisite Charms: Harmony of Heaven Stance

    The martial artist assumes a center stance, his motions graceful and mesmerizing to behold. While in this form, enemies must pay a point of Willpower to direct an attack against the martial artist. Upon paying a point of willpower, the opponent becomes immune to this charm’s effects for the rest of the scene; dropping and reassuming the stance will not force them to pay the Willpower cost again. In addition, while assuming this form the martial artist becomes immune to all social influence (such as intimidation), unless the social influence draws on one of the martial artist’s Major or Defining Intimacies.

    Special Activation Rules: Whenever the martial artist overcomes an enemy’s Resolve using the prerequisite, Harmony of Heaven Stance, the martial artist may reflexively activate Harmonious Eclipse Form, even if the opponent spent Willpower to resist it’s effects. If activated in this way, Harmonious Eclipse Form’s effects do not affect the attacking foe until his next attack.

    Heaven and Earth Stairway
    Cost: -- (1m)
    Mins: Martial Arts 4, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Rising Sun Form, Shining Sun Form, Fading Sun Form, Sleeping Sun Form, Harmonious Eclipse Form.
    As the Unconquered Sun moves naturally from station to station and shifts effortlessly between the faces he shows the world, so too does the martial artist. Using this charm, the martial artist may pay one mote to reflexively shift from one of this style’s forms which he is currently adopting to one of the other forms of this style which he knows. He need not pay the cost to enter this new form, the one mote cost of this charm is all he must pay. This charm may only be used once per round, and only if the martial artist is already assuming one of the forms of Arms of the Unconquered Sun style.

    Meditation Upon the Spear
    Cost: 6m 1wp
    Mins: Martial Arts 5, Essence 3
    Type: Simple
    Keywords: Uniform, Terrestrial
    Duration: Instant
    Prerequisite Charms: Heaven and Earth Stairway

    The spear carried by the Unconquered Sun is a simple weapon, serving only one purpose. But it is also nimble, able to strike down foes from a multitude of angles. In its simplicity, it is a thing of awe and fear. Drawing from this example, the martial artist unleashes a flurry of strikes along many different vectors at a single opponent, each ultimately connecting in the same place.
    The martial artist makes an normal martial arts attack. If this attack inflicts damage, he immediately follows it up with an additional attack, and should that attack also inflict damage, he repeats this sequence until he either fails to inflict damage (either by failing to beat his opponent’s Defense or by simply getting no successes on the damage roll) or (Martial Arts+Essence) total attacks have been delivered. These attacks may target separate foes if there is more than one enemy within range.

    Terrestrial: Dragon-Blooded may only make a maximum of (Martial Arts) attacks using this charm.

    Meditation Upon the Horn
    Cost: 3m 2i
    Mins: Martial Arts 5, Essence 3
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Heaven and Earth Stairway

    When the Unconquered Sun winds his horn, the unrighteous tremble, feeling their feeble pretensions of strength drain away. This charm may be invoked after an attack against the martial artist has been resolved, regardless of whether it hit or not. Stepping forward, he unleashes a powerful and fearful kiai that disrupts his opponent’s essence. The martial artist makes a (Charisma+Martial Arts) roll against his opponent’s Resolve, if he succeeds then his opponent is filled with a soul-deep terror. The opponent’s Onslaught Penalties do not fade as they normally would have on his turn, and will not fade until the opponent's next turn. So, for example, if the opponent has an Onslaught Penalty of -3 and then attacks the martial artist, at which point the martial artist activated this charm, the opponent’s Onslaught Penalties will remain at -3 and will not fade until the opponent’s next turn.

    Meditation Upon the Shield
    Cost: 4m
    Mins: Martial Arts 5, Essence 3
    Type: Reflexive
    Keywords: Counterattack
    Duration: Instant
    Prerequisite Charms: Heaven and Earth Stairway
    The shield of the Unconquered Sun is used both to catch blows and to batter his enemies. It teaches martial artists to be active even in their passive defenses. The martial artist activates this charm after being attacked, whether it strikes or not, resolving it after the opponent's attack. The martial artist steps into the blow, reaching out to remove his opponent’s ability to fight. The martial artist has the option of countering either by launching a disarm gambit or a grapple gambit.

    Meditation Upon the Laurel
    Cost: 5m
    Mins: Martial Arts 5, Essence 3
    Type: Supplemental
    Keywords: Decisive-Only
    Duration: Instant
    Prerequisite Charms: Heaven and Earth Stairway

    The fourth arm of the Unconquered Sun clutches a laurel branch, symbolizing peace and prosperity. It is the prize for which the other arms of the Unconquered Sun strive. Mindful of this lesson, the martial artist imposes peace through any means necessary. Concentrating for a moment and then launching a precise, forceful strike to his opponent’s solar plexus, the character disrupts Essence flow through that key meridian.
    The martial artist supplements a Decisive attack with this charm. Should the attack hit, it applies a special Crippling effect into the target in addition to dealing normal HL damage. This Crippling effect forces the target to add a surcharge equal to his current wound penalty to the cost of any essence expenditures he makes for the duration of the scene. If an attack supplemented by this charm reduces the target to his Incapacitated Health Level, the martial artist is refunded the cost of this charm.

    Crowned Sun Form/Sun Burning Upon the Mirror Technique
    Cost: 10m 1wp
    Mins: Martial Arts 5, Essence 4
    Type: Simple
    Keywords: Form, Mastery, Terrestrial
    Duration: One Scene
    Prerequisite Charms: Meditation Upon the Spear, Meditation Upon the Horn, Meditation Upon the Shield, Meditation Upon the Laurel.

    The final charm of the Arms of the Unconquered Sun seeks to emulate the divine perfection of the Unconquered Sun. The martial artist assumes a loose stance, one which can hardly be called a stance at all. He seems to be open on all sides, yet in truth he has none. By now the martial artist is so confident in his abilities that he may enter the battle completely unguarded, knowing that he has the power to overcome any foe that dares to face him. Upon activation of this charm, the martial artist gains the benefits of all other form charms within the Arms of the Unconquered Sun style at once.

    Alternatively, the martial artist may activate this charm to use a special technique called the Sun Burning Upon the Mirror Technique. To use this charm in this way, the martial artist must witness someone else activate the form charm of a different martial art. The martial artist may then activate Sun Burning Upon the Mirror Technique to copy that style’s form charm, even if he does not know the martial art being emulated. So perceptive is the martial artist that he need only witness a technique to copy it. For the purposes of this, the martial artist treats unarmed strikes, the cestus, and smashfists as style weapons for the copied form charm

    The martial artist may not use both Crowned Sun Form and Sun Burning Upon the Mirror Technique at the same time. He may switch between them using Heaven and Earth Stairway, or use it to change the form charm being emulated by Sun Burning Upon the Mirror Technique to a different form charm if he witnesses another form charm being activated in the same scene. Sun Burning Upon the Mirror Technique does not actually grant the martial artist the emulated charm; At the end of the scene he will lose the ability to use it unless he witnesses and copies it again.

    Terrestrial: Dragonblooded may not use Sun Burning Upon the Mirror Technique

    Mastery: After copying a style’s form charm three times, the martial artist has sufficient knowledge of the style that he may begin buying dots and charms for that style even without a sifu. The Sidereal exalted are especially wary of this style’s masters as a result, for there is always the possibility that they might piece together the secrets of sidereal martial arts this way. That is, of course, provided the martial artist survives the encounter with the Sidereal’s secret techniques.
    Last edited by Siegemonkeys; 09-01-2016, 08:22 AM. Reason: Fixed the formatting, apparently it got messed up in the transition from google doc to post.

  • #2
    I like the idea of having a repository for homebrew MA, so I'll be adding the latest version of my Steel-Shod Typhoon Style since the original thread is now old and buried. The tree is a bit small with only 8 charms, but I think the stuff in there is good.

    Steel-Shod Typhoon Style

    Martial Arts style based around the use of kick flurries and the manipulation of the enemy’s positioning and combat options.
    Far to the north of Creation, an ancient prison stood in the crags of a great mountain, built by a successor state of the empire who constructed Fortitude, this outpost prison held thieves and their families, and to compound their punishment, the ancient tyrant cut off the hands of all but the firstborn of each family. In these conditions, the Steel-Shod Typhoon Style was created by an orphaned prisoner who exalted as a Dragon-Blood, who the elder chiefs harboured and protected. In time, with more Dragon-Blooded masters of the style training the prisoners, they were capable of revolting against their jailers, and in one bloody surge took control of the prison. Most of the prisoners eagerly took their freedom, and their teachings, into Creation. But rumour remains of the old prison-turned-dojo where the grandmasters still give up their hands when they take their positions.
    Steel-Shod Typhoon practitioners perfect the use of their feet and the weapons that enhance them, and rely heavily on maintaining momentum to deliver fast and devastating kicks as they control their, and their opponent’s, positioning to give themselves advantage and limit their adversaries’ options. It’s characterised by a relentless pace of kicks and movement that leaves most enemies reeling and unprepared for the style’s advanced finishing techniques.

    Weapons & Armour: this style considers unarmed kicks, iron boots, boot-knives and their artifact equivalents as its form weapons. It can be practiced wearing light armour.


    Prey-Cornering Method:

    Cost: 2m; Mins: Martial Arts 3, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None

    Using precise footwork and relentless pressure, the martial artist manipulates her opponent’s position, leaving them no option but to follow her whims like a leaf caught in a storm’s winds.

    This charm supplements a Rush action made at close range, if this rush is successful the martial artist may move her opponent and herself one range band in any direction. This counts as her movement action for the turn.

    Onrushing Storm Cloud Technique:

    Cost: 3m; Mins: Martial Arts 3, Essence 1
    Type: Reflexive
    Keywords: Mastery
    Duration: One Turn
    Prerequisite Charms: None

    The martial artist glides around the battlefield as if by rote, always seeking to take advantage of positioning, carried through things that would slow lesser fighters by her speed and momentum.

    Anytime the martial artist successfully completes a contested combat movement action, she may use this charm to ignore onslaught penalties to her defence as well as difficult terrain penalties until her next turn.

    Mastery: she also ignores any self-inflicted penalties, such as the use of weapon tags or flurries.

    Storm’s Grip Technique:

    Cost: 3m 1w; Mins: Martial Arts 3, Essence 1
    Type: Reflexive
    Keywords: Terrestrial
    Duration: Instant
    Prerequisite Charms: None

    The martial artist learns to exploit every gap and mistake in her opponent’s footwork, and when she senses an irregularity, she quickly lashes out and capitalizes on her foe’s mistake to knock the fleeing coward to the ground.

    This Charm allows the martial artist to reflexively knock an enemy prone if that opponent fails a disengage action against her. Additionally, she gains the initiative points paid by her opponent to disengage.

    Terrestrial: a Dragon-Blooded practitioner does not gain the initiative spent by her opponent.

    Steel-Shod Typhoon Form:

    Cost: 10m; Mins: Martial Arts 4, Essence 1
    Type: Simple
    Keywords: Form
    Duration: One Scene
    Prerequisite Charms: Prey-Cornering Method, Storm’s Grip Technique, Onrushing Storm Cloud Technique

    The martial artist attunes herself perfectly to the murderous rhythm of the Steel Shod Typhoon Style, honing her momentum into an inhuman pace. Most practitioners of the style tap their feet on the ground when in this form, as if following a beat only heard by them, and take up an open-handed guard to better balance and defend themselves as well as to manipulate their opponent’s body in close range.

    While in this form, the martial artist may flurry movement actions and attack actions without incurring any penalties.

    Her unarmed attacks gain the Smashing tag; if wielding a weapon which already has that tag, refund the initiative cost on a successful attack.

    The martial artist’s defence increases by 1 provided her hands are free.

    Special activation rules: after successfully flurrying an attack and another action, the martial artist may activate this form reflexively.

    Four Winds Assault:

    Cost: 5m (1w 3a); Mins: Martial Arts 4, Essence 2
    Type: Supplemental
    Keywords: Terrestrial, Mastery, Dual
    Duration: Instant
    Prerequisite Charms: Steel-Shod Typhoon Form

    With quickening pace and growing momentum the martial artist constantly intensifies her barrage, ensuring that every blow is faster and fiercer than the last.
    This Charm grants double 9s to a martial arts attack roll. If used again on the next turn against the same opponent, it grants double 8s instead. If used a third time, it grants double 7s. This benefit resets if the martial artist fails to successfully land an attack on her action or when she makes a decisive attack.

    Terrestrial: terrestrial exalted can only gain up to double 8s from this charm.

    Mastery: If the martial artist performs a decisive attack she can add dice of raw damage equal to the number of successes doubled by paying 1 point of willpower and 3 levels of anima.

    Swirling Dust Devil Attitude:

    Cost: 3m 2i; Mins: Martial Arts 4, Essence 2
    Type: Reflexive
    Keywords: Mastery, Perilous
    Duration: Instant
    Prerequisite Charms: Steel-Shod Typhoon Form

    Once a foe is on the ground, the martial artist continuously does her best to keep them that way through feints, push-kicks and superior positioning, ensuring they stay where they belong.

    This Charm can be activated whenever an opponent within close range attempts a “rise from prone” action, turning it into a contested roll of the martial artist’s (Dexterity + Athletics) against the victim’s (Dexterity + Dodge).

    Mastery: the martial artist steals 2 initiative when using this charm successfully.

    Whirling Zephyr Missile:

    Cost: 4m; Mins: Martial Arts 5, Essence 3
    Type: Supplemental
    Keywords: Terrestrial, Mastery, Perilous, Withering-Only
    Duration: Instant
    Prerequisite Charms: Swirling Dust Devil Attitude

    Taking a deep breath, the martial artist focuses her essence at her lungs and, as she jumps, forces it downwards toward her legs and focuses it into a brutal two-legged dropkick.

    The kick adds a number of post-soak damage dice equal to the higher of her Strength or Stamina. The martial artist is rendered prone. This charm cannot be used if the martial artist is prone.

    Terrestrial: use the lower of Strength or Stamina instead.

    Mastery: if the attack is a smashing attack, the martial artist may choose to knock her opponent back two range bands or knock them down and back one range band.

    Whirlwind Needle Finish:

    Cost: 7m 1w; Mins: Martial Arts 5, Essence 3
    Type: Reflexive
    Keywords: Terrestrial, Mastery, Perilous, Decisive-Only
    Duration: Instant
    Prerequisite Charms: Four Winds Assault, Whirling Zephyr Missile.

    Spotting weakness, the martial artist surges like the crack of thunder, closing the distance of her previous attack and catching her opponent as they reel from the first attack, using the force of the strike to make this second blow even stronger.

    This Charm can be activated when the martial artist crashes an opponent, immediately making a decisive attack against them and adding threshold successes to her raw damage. If the attack that crashed the target inflicted knockback, the martial artist can reflexively close the distance before making the attack.

    Terrestrial: this counts as the martial artist’s action for the next turn.

    Mastery: the second attack is a surprise attack.
    Last edited by BadassOverlord; 09-01-2016, 12:11 PM.


    Are you in the market for some Martial Arts? Perhaps some custom Artifacts for your campaign?

    Comment


    • #3
      Do you want feedback in this thread, or messaged to you privately, or..? If you want this to be a repository, I don't want to dump on your own stuff.

      I mostly finished the Golden Janissary 3e conversion; the thread is in my signature. Going to change one of the charms which I'm not enjoying, but other than that it's mostly complete. Still seeking feedback, though.

      Here are two SMA styles by...EDIT: Omicron, I believe:

      Osseous Hour of Misfortune Style
      https://docs.google.com/document/d/1...SK14tMQdx9u5oI

      Gilded Blossoms of Determination Style
      https://docs.google.com/document/d/1...pJzwPhmNZto_8/
      Last edited by PraxisCat; 09-01-2016, 01:54 PM.

      Comment


      • #4
        And here is one I wrote, Ascending Hare style.

        Ascending Hare

        Comment


        • #5
          Originally posted by PraxisCat View Post
          Here are two SMA styles by...
          Omicron.

          Comment


          • #6
            Originally posted by The MG View Post
            TY for the correction.

            Comment


            • #7
              Originally posted by PraxisCat View Post
              Do you want feedback in this thread, or messaged to you privately, or..? If you want this to be a repository, I don't want to dump on your own stuff.
              Eh, go ahead and post it in this thread. I figure we can do it sort of like the shaping rituals thread, where we can post stuff and others can offer feedback, then we can edit accordingly.

              Comment


              • #8
                So, I think I'm going to come off as rude / like an asshole, and I apologize for that. My honest impression is that this style is a munchkin grabbag, and reading it and trying to get into your head for what you were going for from a design space was really frustrating because I couldn't see anything in this style that was thematic other than being the best in the world. I know that this is kind of a conversion from a previous style, but in general, Martial Arts in 2e often lacked theme and were literally a bunch of mechanics thrown together. I unfortunately feel the same way about what you've posted. I really recommend reading this thread: http://forum.theonyxpath.com/forum/m...rts-and-crafts

                Overall thoughts:

                1. This style really, imo, does not have a flavor other than "I am good at things, watch me be good at things!" Thematically, it's kind of a mess. There's no unifying mechanics other than "punch good" and "have a fuck ton of forms", which really makes this feel like a collection of mechanics than a unified style.
                2. This has the most charms out of any other style, just as a heads up.
                3. I don't think you really "get" what a form charm is supposed to be. It's supposed to unify a martial art around a strategy and a belief system. Instead, all these forms seem like conditional "I need to be able to do this and defend against this", and it feels really metagamey.
                4. This needs a lot more terrestrial keywords, otherwise this becomes a terrestrial OTB anyway

                Piercing Rays of Dawn
                Everything about this is too strong, especially for 2 motes.

                Light Over Creation Strike

                This is likewise too stronk, IMO. Exalted 3e specifically did away with stunning, and I think that was a generally a good idea, especially given the withering / decisive distinction and crash operating much like a stun would.

                At the very least, this is a decisive attack, not a withering one.

                Peaceful Rest of Twilight
                This is actually a little too weak, given DSD being much better in the melee tree. I would make this more interesting; maybe it's turn long and costs 3 or 4 motes.

                Day and Night Kata

                Does this count as their attack? I assume so, given it's not stated otherwise; otherwise you're basically saying "fuck you I don't ever want to lose iniative!" The 3i does help balance it, though.


                Harmony of Heaven Stance
                I have misgivings about anything that prevents someone from making attacks, especially since integrity already has a charm to do this that I believe is harder, but, whatever.


                Rising Sun Form
                For 8 motes, you want those mastery effects? This is way too strong. "Hah! No Crippling! Fuck you, Snake Style"

                Shining Sun Form
                Not feeling automatic successes on a grapple control roll + no penalties + piercing strikes + no knockdown? Why all of these things? What do they have in common other than just mechanics? The latter, especially, is like the form above, "fuck you" to tiger style. Why?

                Fading Sun Form
                And now I have a cheap soak increaser, massive onslaught penalty increaser, immunity to Wyld shaping (for..some reason?) and... then there's the mastery effect, which would make resistance kind of pointless and make this style a OTB. Hard, hard hard no on that mastery effect.


                Sleeping Sun Form
                And now, the martial artist is really good at stealth too! He gainst 2 auto successes on all attacks on lower init opponents, and is immune...to poison.. (fuck you again, snake style!)

                Why?

                Harmonious Eclipse Form
                Fuck you, Black Claw and anyone who wants to talk to me or dissuade me or scare me. I am literally unscareable! Also, again this willpower drainer.
                Of all the form charms, however, this one does have the most coherent design philosophy behind it.

                Heaven and Earth Stairway
                Lets you respond to any threat and any changing need as needed. Ehh, I mean, I guess. Otherwise, why even have all these forms?

                Meditation Upon the Spear
                This should probably be withering only, otherwise it's really overpowered. It's pretty easy, if you're spending motes on excellencies, to get 3 hits in a row with this, 2 withering, then a decisive. Combine this with the form that adds additional onslaught penalties and it's just really metagamey wombocombo murdertime.

                Meditation Upon the Horn
                The fluff on this sounds like its a simple action, not a reflexive one. Maybe change the fluff? Otherwise, it's fine.

                Meditation Upon the Shield
                Not sure how I feel about this. I'd probably make this cost WP.

                Meditation Upon the Laurel
                I don't really like this at all. It's pretty overpowered, would definitely need a WP cost, and seems basically like a "fuck you essence users, my city now." It reenforces a OTB attitude IMO.

                Crowned Sun Form
                > Upon activation of this charm, the martial artist gains the benefits of all other form charms within the Arms of the Unconquered Sun style at once.
                Lol

                Sun Burning Upon the Mirror Technique
                It's up to your ST, but I generally don't really like giving people charms with no investment in their relevent skill, and this kinddddaa renforces my point that there's not a lot of unifying theme behind this style other than "win gud". Other than that, you're paying for the charms you get from this, right? If so, then this needs to be spelled out.









                Comment


                • #9
                  First off, no worries, you don't sound like an asshole to me. Everything you've said is totally true, I probably should have recognize this stuff while I was writing it but I think I was too focused on doing raw(ish) conversions of Arms of the Unconquered Style's charms, which is where a lot of the weird stuff like boosted onslaught penalties and the immunities to (blank) in the form charms. Wasn't actually trying to make it a munchkin grabbag, some of that comes from trying to convert a 2e style to 3e, and admittedly not sticking to a common theme as much as I should have.

                  Only thing I'd disagree with is probably the multiple form charms. That was a thing in the original style, and also a thing in some other styles like Prismatic Arrangement of Creation. I kinda like the idea of having a form for each phase of the sun, and a charm that lets you transition between them depending on the situation. There definitely does need to be a change on what a lot of the charms do though, now that I look back at it.

                  So, I'm gonna look over all the charms again and redo the charms. I think what I'd like to do is establish a common theme among the different phase-related charms. Dawn representing all-out offense, zenith representing strong defense (maybe something involving Creatures of Darkness too? Not sure), Night representing quick strikes, and Eclipse representing some sort of social influence. Twilight I'm not so sure of, the Twilight caste focuses on being really smart, but I'm not sure how to incorporate that into a fighting style. I do want to have all five phases involved though.

                  Crowned Sun Form will probably need something else to make it a good capstone. The general idea I have is that it kinda pulls in aspects of the other phases into one singular form, but just giving it all the benefits of the others seems like a pretty bad idea now that I sit and think about it, even with the Essence 4 prerequisite and Willpower cost.

                  Sun Burning Upon the Mirror Technique isn't actually meant to copy another style's charms, just the form charm. So for example, it could copy Crane Form, but not Fluttering Cry of Warning or any other Crane charms. I sort of like the Mastery effect though, simply because I like idea of being able to see a style so often that that a solaroid (or Sidereal that can access Mastery effects, not sure how that's going to work in 3e) can just piece it together and start learning the style proper without a formal teacher (but have to pay XP to buy it's dots and learn it's charms as normal). Maybe it would be a better idea to split Crowned Sun Form and Sun Upon the Mirror Technique into two separate charms, so that they don't dilute the theme of each other.

                  As for Day and Night Kata, it isn't intended to take up the stylist's combat action for the turn. It definitely does need something to limit it so it doesn't just become "I never lose initiative ever", which is where the initiative cost came in, but I guess that's probably not enough to limit it. Maybe add a Willpower cost, or a higher initiative cost?

                  In any case, I'll post the new version after I'm finished. Advice definitely still appreciated while I'm working on it.
                  Last edited by Siegemonkeys; 09-01-2016, 06:35 PM.

                  Comment


                  • #10
                    Originally posted by Siegemonkeys View Post
                    Only thing I'd disagree with is probably the multiple form charms. That was a thing in the original style, and also a thing in some other styles like Prismatic Arrangement of Creation. I kinda like the idea of having a form for each phase of the sun, and a charm that lets you transition between them depending on the situation. There definitely does need to be a change on what a lot of the charms do though, now that I look back at it.

                    So, I'm gonna look over all the charms again and redo the charms. I think what I'd like to do is establish a common theme among the different phase-related charms. Dawn representing all-out offense, zenith representing strong defense (maybe something involving Creatures of Darkness too? Not sure), Night representing quick strikes, and Eclipse representing some sort of social influence. Twilight I'm not so sure of, the Twilight caste focuses on being really smart, but I'm not sure how to incorporate that into a fighting style. I do want to have all five phases involved though.
                    My first thought is: "Have them all be one form, with 5 different stances." Each one of the stances gives you a different mechanical benefit surrounding a general theme which you feel really encapsulates what the UCS is. Zenith, which has a resistance supernal, might have some interesting soak interactions or integrity / resolve interactions. Another thing to consider is that light shines and makes shadows disappear; awareness tricks and having the style interact with the awareness charms and system could be very cool.


                    Originally posted by Siegemonkeys View Post
                    Crowned Sun Form will probably need something else to make it a good capstone. The general idea I have is that it kinda pulls in aspects of the other phases into one singular form, but just giving it all the benefits of the others seems like a pretty bad idea now that I sit and think about it, even with the Essence 4 prerequisite and Willpower cost.
                    My suggestion wrt to a capstone is to first settle on the theme you really want, and start building up the combos in the charmsets. Once you have a good base of the mechanics down, you can introduce a capstone which can interact with them all in a meaningful way.

                    Originally posted by Siegemonkeys View Post
                    Sun Burning Upon the Mirror Technique isn't actually meant to copy another style's charms, just the form charm. So for example, it could copy Crane Form, but not Fluttering Cry of Warning or any other Crane charms. I sort of like the idea of being able to copy a style so often that you can just piece it together and start learning the style proper without a formal teacher (but have to pay XP to buy it's dots and learn it's charms as normal). Maybe it would be a better idea to split Crowned Sun Form and Sun Upon the Mirror Technique into two separate charms, so that they don't dilute the theme of each other.
                    I misread that. I think this probably will work for some forms, like crane or snake, but for weapon-specific, like DPC or SPSitV, this kind of falls apart? Either way, I would suggest splitting them apart.

                    Originally posted by Siegemonkeys View Post
                    As for Day and Night Kata, it isn't intended to take up the stylist's combat action for the turn. It definitely does need something to limit it so it doesn't just become "I never lose initiative ever", which is where the initiative cost came in, but I guess that's probably not enough to limit it. Maybe add a Willpower cost, or a higher initiative cost?
                    The solar melee charms that have special dice tricks (Fervent Blow, Over-and-Under, et cetera) all have a WP cost. I think making it a little bit more costly will give this a unique flavor that doesn't kind of overwrite a big part of Crane style, especially since you can use crane charms on it.

                    Comment


                    • #11
                      Originally posted by PraxisCat View Post

                      My first thought is: "Have them all be one form, with 5 different stances." Each one of the stances gives you a different mechanical benefit surrounding a general theme which you feel really encapsulates what the UCS is. Zenith, which has a resistance supernal, might have some interesting soak interactions or integrity / resolve interactions. Another thing to consider is that light shines and makes shadows disappear; awareness tricks and having the style interact with the awareness charms and system could be very cool.
                      That sounds like a pretty good solution: combine the forms into one form with multiple stances that the stylist can assume, switching between them by expending a mote of essence. Awareness tricks sound good as well, but I'm not sure where they would fall. As part of one of the stances? As one of the phase-related prerequisite charms? As an overall benefit of the form charm that applies in whichever stance the stylist's assuming? I'd have to figure that one out.

                      The big thing though is I have to figure out what theme I want to follow for some of the phases. Twilight and Eclipse are a bit harder to think of anything for, this is what I have so far.

                      Dawn: Focus on offense, probably bonuses to attack and defense.
                      Zenith: Focus on endurance, both physical and mental. Probably a soak or hardness related effect, maybe something involving Resolve or Intimacies.
                      Twilight. Not...really sure. Twilights are smart, so something involving a more thoughtful fighting style? Less focus on offense or defense, more focus on observing your opponent and responding appropriately?
                      Night: Focus on speed, striking first and striking last. Probably some sort of effect against opponents with lower initiative.
                      Eclipse: Also not entirely sure. Eclipse castes are both diplomats and explorers, so probably something social-influence related? Not entirely sure what to go with that wouldn't step on Black Claw style's toes though.

                      So yeah, suggestions there would be a big help.

                      Originally posted by PraxisCat View Post
                      I misread that. I think this probably will work for some forms, like crane or snake, but for weapon-specific, like DPC or SPSitV, this kind of falls apart? Either way, I would suggest splitting them apart.
                      Yeah, it does get a bit more complicated when it comes to weapon-specific styles. SPSitV -could- work, the stylist just starts throwing really fast punches, but styles like RDS don't really work out since that's specific to ranged flame weapons, and doesn't really offer anything that could be refluffed in a way that works with punches. DPC's form also doesn't really work out, cause it's effects are mostly related to it's previous charms (which SBUtM doesn't give access to), and also attacking at range which doesn't really work unless the stylist has somehow learned how to unscrew his arm and throw it at people. Still, I really like the concept. If I can think of a way to make it work better universally I'll change it, but otherwise I think the only thing to do is to just leave it (relatively) as-is. If the stylist is using a punching style, he's probably not all too interested in copying a style like RDS anyways.

                      Originally posted by PraxisCat View Post
                      The solar melee charms that have special dice tricks (Fervent Blow, Over-and-Under, et cetera) all have a WP cost. I think making it a little bit more costly will give this a unique flavor that doesn't kind of overwrite a big part of Crane style, especially since you can use crane charms on it.
                      Yeah, willpower cost it is then.

                      Comment


                      • #12
                        Alrighty then! Finished redoing the style's charms, hopefully this time the result is a little less crazy now that I'm not trying to do a raw(ish) conversion from 2e. I'll make a separate post after this one explaining some of the changes, after this version gets more feedback I'll finish polishing the charms and it should be done.

                        Arms of the Unconquered Sun Style

                        Ages ago, this style was invented by a Zenith caste solar, who’s name has long been forgotten to time. Legend has it that the style’s founder sought to learn from the Unconquered Sun himself, but was denied access to his patron by the celestial bureaucracy, who claimed he was too busy to see him directly. In protest. The solar fasted at the gates of Yu-Shan for a hundred days and a hundred nights, to prove his dedication to his goal. On the dawn of the hundredth day, Sol Invictus finally took notice of his fasting son and, pleased by his child’s dedication, granted his wish. Although the young Zenith could not hope to entirely match the sun’s divine perfection, he was able to emulate it. The result was this style, which honors the Unconquered Sun whilst bringing death to the practitioner’s enemies.

                        This style is equally a fighting style and a method of worship. In emulating the sun’s prowess, they do him honor as they defeat their foes in battle. The style fell into obscurity after the Usurpation, but survives today amongst a small demographic of Lunars, many of whom were the bondmates of a solar practitioner. It also survives in the libraries of the Sidereals in Yu-Shan, who feared inciting the wrath of the Unconquered Sun should they let his style fade from memory. Since the return of the Solars, however, the style has seen more use, as the Solars recall it’s various techniques from a past life.

                        Weapons
                        Traditionally, Arms of the Unconquered Sun is practiced unarmed. However, practitioners may also treat the Cestus and Smashfist as style weapons. A practitioner of this style may inflict lethal damage with any of these weapons without performing a stunt if the user wishes.

                        Armor
                        Arms of the Unconquered Sun style is compatible with Medium and Light armor.

                        Piercing Rays of Dawn
                        Cost: 5m, 3i
                        Mins: Martial Arts 2, Essence 1
                        Type:Supplemental
                        Keywords: Uniform, Mastery
                        Duration: Instant
                        Prerequisite Charms:None

                        Just as dawn’s light pierces the cloudy horizon, the martial artist pierces his foe’s defenses with the might of his fists. This charm allows the stylist to ignore (Martial Arts) soak and hardness on an attack, to a minimum of 0.

                        Mastery: If the attack hits and deals damage, the target’s soak is reduced by one for the rest of the scene, to a minimum of 0. This effect stacks. If the target is wearing mundane armor and this would reduce the amount of soak it provides to zero, then the target’s armor is completely destroyed. Artifact armor cannot be destroyed in this fashion.

                        Radiant Fortitude of the Unconquered
                        Cost: Varies (1i per point of Wound Penalties ignored)
                        Mins: Martial Arts 3, Essence 1
                        Type: Reflexive
                        Keywords: None
                        Duration: Instant
                        Prerequisite Charms: None

                        The sun shines high above Creation as it’s undisputed king. Not through divine birthright, but because it has withstood countless trials and remains unconquered. Drawing from this, the martial artist refuses to submit to his foes, shrugging off even the most grievous wounds.

                        When suffering from Wound Penalties, the martial artist may invoke this charm to ignore them completely for one tick. To do this, he must spend a point of initiative per point of Wound Penalty is ignoring. If he so chooses, the martial artist may also choose to only pay part of this cost, reducing his Wound Penalty rather than eliminating it completely. His Wound Penalties return to normal immediately after the tick in which he invokes this charm.

                        Peaceful Rest of Twilight
                        Cost: 4m
                        Mins: Martial Arts 2, Essence 1
                        Type: Reflexive
                        Keywords: Perilous, Dual
                        Duration: Until Next Turn
                        Prerequisite Charms: None

                        The setting of the sun is not a final farewell but merely a moment of rest, with the promise of a swift return. Emulating this promise, the martial artist recovers from his fatigue and continues to fight on. The martial artist ignores all Onslaught Penalties until his next turn.

                        Additionally, after activating this charm, the martial artist keeps track of the Onslaught Penalties he would have suffered had he not activated this charm. On his next turn, if he successfully hits an opponent with a withering attack, he may add an amount of dice to his raw damage equal to the Onslaught Penalties he would have suffered. A Decisive attack instead adds (Onslaught Penalties/2, rounded down) to his raw damage.

                        Day and Night Kata
                        Cost: 3m
                        Mins: Martial Arts 3, Essence 1
                        Type: Reflexive
                        Keywords: None
                        Duration: Instant
                        Prerequisite Charms: None

                        The sun is relentless in chasing the darkness, following them to the ends of Creation in a single day. Though he must rest each night, he always rises each morning to chase them away again. Inspired by this fervor, the martial artist refuses to let any of his foes escape his wrath. This charm grants the martial artist bonus dice equal to his (Martial Arts) to contest a single Disengage action.

                        Harmony of Heaven Stance
                        Cost: 5m
                        Mins: Martial Arts 3, Essence 1
                        Type: Reflexive
                        Keywords: Perilous
                        Duration: Instant
                        Prerequisite Charms: None

                        The eclipse represents harmony in heaven, as all the celestial bodies gather together in the sky. The martial artist emulates this harmony in his technique, leaving his foes in awe of his prowess.

                        This charm is invoked after an enemy targets the martial artist with an attack, but before the attack is rolled or other charms are declared. The martial artist makes a reflexive roll of (Charisma+Presence) against the attacker’s Resolve. If this roll succeeds, the attacker is left in awe of the martial artist’s prowess, and the attack does not occur (although it does waste the attacker’s combat action for the turn). The attacker may spend a point of Willpower to resist this influence, and if he does so then he may not be targeted by this charm again for the remainder of the scene unless the martial artist resets it by landing three consecutive attacks against the opponent.

                        Arms of the Unconquered Sun Form
                        Cost: 10m (+1m)
                        Mins: Martial Arts 4, Essence 2
                        Type: Simple
                        Keywords: Form
                        Duration: One Scene
                        Prerequisite Charms: Piercing Rays of Dawn, Shadow-Dispersing Light Meditation, Peaceful Rest of Twilight, Day and Night Kata, Harmony of Heaven Stance

                        Just as the sun transitions across the sky, the martial artist transitions between the various stances of this form. Upon activating this charm, the martial artist selects one of the stances listed below, gaining it’s benefits. He may reflexively transition between these stances once per round, spending a mote of essence when he does.

                        Rising Sun Stance
                        The martial artist focuses on crushing his enemies, throwing his full strength into every strike. He may double up to (Martial Arts) 9s on a Withering damage roll, or up to (Martial Arts) 10s on a Decisive damage roll.

                        Shining Sun Stance
                        The martial artist assumes a defensive stance, enduring his opponent’s strikes until he may deliver a telling blow. He adds (Essence) to his soak while assuming this stance, and gains (Essence) Hardness. Against Creatures of Darkness, the stylist also gains (Essence) Decisive soak while maintaining this stance.

                        Fading Sun Stance
                        The martial artist watches his opponent carefully, searching for the perfect opening in his defense. On a successful Withering attack, he converts a number of post-soak damage dice into automatic successes equal to his opponent's current Onslaught Penalty. On a successful Decisive attack, he converts a number of threshold success into raw damage dice equal to his opponent’s current Onslaught Penalty.

                        Sleeping Sun Stance
                        The martial artist adopts a stance which lets him deliver sudden, lightning-fast strikes, punishing those who cannot keep up with him. He adds (Essence) dice to all attack rolls against those who have not acted yet this round. Against a crashed opponent who has not acted yet this round, he also adds (Essence) dice to the raw damage of his attacks as well.

                        Harmonious Eclipse Stance
                        The martial artist exaggerates his movements, putting on an intimidating display that leaves his enemies afraid to strike him. While maintaining this stance, anyone attacking the martial artist must pay 2 initiative first. Enemies using multi-attack charms such as Hammer on Iron Technique or One Weapon, Two Blows need only pay this cost once. Enemies that are crashed may still pay this cost, driving themselves further into the negatives, and if an opponent crashes themselves this way the martial artist gains the bonus to initiative he would normally receive for crashing an enemy.

                        Special Activation Rules: The martial artist may activate this charm reflexively after crashing or incapacitating an enemy.

                        Meditation Upon the Spear
                        Cost: 6m 1wp
                        Mins: Martial Arts 5, Essence 2
                        Type: Simple
                        Keywords: Withering-Only, Terrestrial
                        Duration: Instant
                        Prerequisite Charms: Arms of the Unconquered Sun Form

                        The spear carried by the Unconquered Sun is a simple weapon, serving only one purpose. But it is also nimble, able to strike down foes from a multitude of angles. In its simplicity, it is a thing of awe and fear. Drawing from this example, the martial artist unleashes a flurry of strikes along many different vectors at a single opponent, each ultimately connecting in the same place.

                        The martial artist makes an normal martial arts attack. If this attack inflicts damage, he immediately follows it up with an additional attack, and should that attack also inflict damage, he repeats this sequence until he either fails to inflict damage (either by failing to beat his opponent’s Defense or by simply getting no successes on the damage roll) or (Martial Arts+Essence) total attacks have been delivered. These attacks may target separate foes if there is more than one enemy within range.

                        Terrestrial: Dragon-Blooded may only make a maximum of (Martial Arts) attacks using this charm.

                        Meditation Upon the Horn
                        Cost: 4m 1wp
                        Mins: Martial Arts 5, Essence 2
                        Type: Simple
                        Keywords: Perilous
                        Duration: Instant
                        Prerequisite Charms: Arms of the Unconquered Sun Form

                        When the Unconquered Sun winds his horn, the unrighteous tremble, feeling their feeble pretensions of strength drain away. Emulating this, the martial artist lets out a powerful kiai, which sends his opponent's reeling back in terror.

                        The martial artist activates this charm as his combat action for the turn. He then rolls (Charisma+Martial Arts) against the Resolve of all enemies out to medium range. If this overcomes any of their Resolves, they immediately lose an amount of Initiative equal to the previous roll’s number of successes. The martial artist does not gain this lost Initiative, instead gaining an amount of initiative equal to the number of successes on his previous (Charisma+Martial Arts) roll.

                        Against an enemy Battle Group, the Battle Group must instead perform a Rout check at +1 Difficulty.

                        Meditation Upon the Shield
                        Cost: 5m 1wp
                        Mins: Martial Arts 5, Essence 2
                        Type: Reflexive
                        Keywords: Counterattack, Withering-Only
                        Duration: Instant
                        Prerequisite Charms: Arms of the Unconquered Sun Form

                        The shield of the Unconquered Sun is used both to catch blows and to batter his enemies. It teaches martial artists to be active even in their passive defenses.

                        This charm is invoked after the martial artist is successfully hit by a withering attack. Resolve the enemy’s damage, and then note down the amount of successes on his damage roll. The martial artist then retaliates with his own withering attack. If the attack hits, the martial artist adds the amount of successes his opponent’s damage roll earned as non-charm bonus dice to his raw damage.

                        Meditation Upon the Laurel
                        Cost: 5m 1wp
                        Mins: Martial Arts 5, Essence 2
                        Type: Supplemental
                        Keywords: Decisive-Only
                        Duration: Instant
                        Prerequisite Charms: Arms of the Unconquered Sun Form

                        The fourth arm of the Unconquered Sun clutches a laurel branch, symbolizing peace and prosperity. It is the prize for which the other arms of the Unconquered Sun strive. Mindful of this lesson, the martial artist imposes peace through any means necessary. Concentrating for a moment and then launching a precise, forceful strike to his opponent’s solar plexus, the character disrupts Essence flow through that key meridian.

                        The martial artist supplements a Decisive attack with this charm. Should the attack hit, it applies a special Crippling effect on the target in addition to dealing normal HL damage. This Crippling effect forces the target to add a surcharge equal to his current Wound Penalty to the cost of any Essence expenditures he makes for the duration of the scene.

                        If the attack this charm supplements should incapacitate the target before it's effect can come into effect, the martial artist is refunded the cost of this charm.

                        Crowned Sun Stance
                        Cost: --
                        Mins: Martial Arts 5, Essence 3
                        Type: Permanent
                        Keywords: None
                        Duration: Permanent
                        Prerequisite Charms: Meditation Upon the Spear, Meditation Upon the Horn, Meditation Upon the Shield, Meditation Upon the Laurel.

                        At this stage, the martial artist’s techniques begin to truly embody the perfection of the Unconquered Sun. This charm permanently upgrades the Arms of the Unconquered Sun form charm. The martial artist may now receive the benefits of two stances at once, and may reflexively switch both of them once per round. If he changes two stances at once, the 1m surcharge stacks, becoming a 2m surcharge.
                        Last edited by Siegemonkeys; 09-04-2016, 01:00 AM.

                        Comment


                        • #13
                          I did also make three MA's for my Alchemical homebrew. The links of which can be found below in my signature.


                          Read my shit at my homebrew topic, 2.5e and 3e material!
                          Play Alchemical's in 3e now, you're welcome.

                          Comment


                          • #14
                            Okay, so, few notes I thought I'd make concerning the changes.

                            Piercing Rays of Dawn
                            I boosted the cost of the charm, hopefully that'll help even things out a bit.

                            Radiant Fortitude of the Unconquered
                            I dropped Light Over Creation Strike for this one, keeping to a theme of toughness for the Zenith-related charms. Since the charm only applies for a single tick, I thought the cost shouldn't be too high but at the same time shouldn't be entirely free. So I figured the initiative cost was a decent way to go about it, since initiative is a little less costly for a single tick effect than motes, but at the same time isn't entirely free since you could end up being crashed, or reducing your initiative too low.

                            Peaceful Rest of Twilight
                            Added something extra to it's effects, keeping with the theme of Twilight-related charms focusing on fighting smart. Now it has some offensive and defensive applications.

                            Day and Night Kata
                            Gave the Night-related charms a theme of speed, and this was honestly just about the only speed-related thing I could think of that Sleeping Sun Stance didn't already cover. I know Tiger Style has a huge focuses on Rushing and contesting Disengage actions, so I tried to write this in a way where it doesn't step too much on Tiger Style's toes. The effect gives Martial Arts extra dice, which is better than the (Essence) dice it's form charm gives to contesting Disengage actions, but unlike Tiger Style's form charm it doesn't last for the whole scene. So you get a stronger effect in the short term, but Tiger Style still gives you more bang for your motes in the long run. Also the charm only helps with contesting Disengage actions, it doesn't have all the Rush related abilities of Tiger Style.

                            Harmony of Heaven Stance
                            I kept the basic effect, since the theme I went with for Eclipse-related charms was to basically be intimidating and discourage people from attacking the stylist. However, I made the reset ability more difficult to meet, as the stylist has to successfully apply Defense against three consecutive attacks from the target before he can use it on him again, meaning that if one of those three attacks actually hits, the stylist has to start again.

                            Arms of the Unconquered Sun Form/Crowned Sun Stance/Sun Burning Upon the Mirror Technique
                            As was suggested, I pulled the five forms into one form charm, but divided it into five difference stances with different effects. I also changed the capstone so that it lets the stylist use two stances at once, but not all five forms like the original did. I also just went ahead and dropped SBUtMT entirely, simply because I couldn't find away to include it and keep it in-theme.

                            Meditation Upon the Horn
                            Gave it a Willpower cost, changed it into a social attack against everyone out to Medium range. Hoping the Willpower cost helps equal things out, but if not I might go ahead and add a "Once per scene unless ____" reset condition.

                            Meditation Upon the Spear/ the Shield/ the Laurel
                            Added a willpower cost to them all, meaning all the Meditation upon the ____ charms now cost Willpower (but none of the E1 charms do). Meditation Upon the Shield also now has the effect that Day and Night Kata used to have, cause that makes more sense.

                            Comment


                            • #15
                              I guess since this is where we're putting homebrew MA's I'll link mine's thread and copy over the info. It's been playtested pretty thoroughly, but just recently went through a pretty big set of changes after a pair of long campaigns where characters used them happened. It's a medicine based MA, built to be non lethal and to attack Essence and encourage surrender.



                              Flow Reversing Style

                              Originally conceived by a acupuncture specialist turned Sidereal Exalted, Flow Reversing Style makes use of a person's meridians and essence flow against them. A staunch opponent of murder, Kim Yunmi devised an approach that would attack an opponent who makes use of essence, and leave them weakened, with their flow stemmed and their body working against them. Mortal Flow Reversing Stylists make use of special non-lethal toxins that cause effects not dissimilar to heavy drug use in opponents, in hopes of disabling them. An Exalted practitioner instead makes use of an opponents pressure points as their weapons, while strengthening the flow within their own body to withstand great attacks. In the Age of Sorrows it most often survives in the halls of Wood Aspects, the great Heavens of Yu-Shan... and in some darker places, the former homes of Twilight Caste solars, where texts still detail the way to turn medicine into a form of fighting.


                              Form Weapons: Unarmed Strikes, Acupuncture Needles, Tiger Claws and Knives, as well as their artifact equivalents Razor Claws and Short Daiklaives, are considered form weapons for use with Flow Reversing Style. All Flow Reversing Style weapons can be stunted to deal bashing damage with no penalty, and can always parry lethal attacks unarmed.


                              Armor: Flow Reversing style is not compatible with any armor.


                              Complimentary Abilities: Many Flow Reversing style charms make use of Medicine, requiring in-depth knowledge of the body - most practitioners in the Age of Sorrows are doctors first, and martial artists second. Many also make use of rhetoric to convince their opponents to stand down, and have some ranks in Presence.

                              Special: All practitioners of Flow Reversing Style take on a Minor Principle - "I shall not harm those who have lain down their arms." This improves to Major upon taking Flow Reversing Form, and Defining upon taking Soul of Essence Poison. This principle cannot be weakened by any means outside of the choice of the practitioner, and loss of the principle loses access to some Flow Reversing Style charms.

                              Supernal: A practitioner with Supernal Martial Arts treats their Essence as 3, unless their natural Essence is higher, for all purposes.



                              Meridian Touching Hand
                              Cost: 3m; Mins: Martial Arts 3, Essence 1
                              Type: Supplemental Keywords: Mastery, Withering-Only
                              Duration: Instant Prerequisite Charms: None

                              The martial artist can easily pinpoint the vital areas of an opponent, the places on the body that no hardening can truly protect completely. When making a Withering attack supplemented by this charm, the Flow Reversing stylist reduces their opponent's natural soak by (the martial artist's Medicine).

                              Mastery: If the opponent is wearing armor, reduce their armored soak by an additional amount equal to (the martial artist's Essence + 1).



                              Flow Of Essence Counter
                              Cost: 3m, 1i; Mins: Martial Arts 4, Essence 1
                              Type: Reflexive Keywords: Counterattack, Uniform, Mastery
                              Duration: Instant Prerequisite Charms: None

                              Those who study the flow of essence know it flows unlike water, moving cleanly through all life in its own way - through mimicking of this methodology the martial artist flows around those who would harm them, using their time to stem their opponents flow, even as they attack. The martial artist gains +1 evasion against the attack, that explicitly works with other charms to increase evasion. Successfully avoiding the attack causes the Martial Artist to make a reflexive disarm gambit, even if they have already acted, utilizing the Martial Artist's (Dexterity + Medicine). The initiative cost, but not difficulty, of the disarm gambit is reduced by 1.

                              Mastery: When used against an opponent wielding an attuned artifact weapon or wearing artifact armor, any extra successes over the Disarm Gambit's minimum 'attack' the attunement to one such object. If the amount of extra successes meets or exceeds the number of attuned motes, the attunement is lost, unless the owner reflexively pays motes equal to the number of extra successes to maintain attunement. If the opponent wields no attuned artifacts, these extra successes are instead rolled as initiative damage.



                              Flow Reversing Form
                              Cost: 8m; Mins: Martial Arts 4, Essence 2
                              Type: Simple Keywords: Form, Terrestrial, Mastery
                              Duration: One Scene Prerequisite Charms: Meridian Touching Hand, Flow of Essence Counter

                              The martial artist becomes an endless flow unto themselves, gazing into the force that fills creation, and seeing its endless pathways. The Martial Artist becomes capable of perceiving the flow of essence, able to perceive the presence of immaterial spirits, and places where the Essence of Creation is warped and unnatural (though not how or why it is in such a state).

                              While in Flow Reversing Form, the Martial Artist can replace the damage of any Withering attack with a unique poison, as they strike the prime meridians of their foe. This Essence Poisoning deals (Medicine - 1), minimum 1 initiative damage per round, bashing in crash, and imposes a penalty equal to (the Martial Artist's Essence - 1) , minimum one for so long as it lasts. This poison effect lasts for as many rounds as dice the martial artist would have rolled for damage, reduced as normal. The martial artist gains one point of initiative every round the poison takes effect, and if the opponent is Crashed by the poison, the martial artist gains the initiative as if they had crashed them.

                              Any stylist who has had their Principle lowered by any means who enters Flow Reversing Form treats it as an automatically successful instill action upon themselves, attempting to strengthen the Principle. If the Stylist has the style's Principle at a rating lower than Major, they cannot make use of any charms that include Flow Reversing Form or its subsequent charms as prerequisites.

                              Terrestrial: Dragon-Blooded martial artists who use this charm deal only (Medicine/2) rounded up initiative damage per round, and the penalty is equal to (the Martial Artist's Essence /2), minimum one.

                              Mastery: When in Flow Reversing Form, the Martial Artist can strike at immaterial spirits with Withering attacks, but rather than deal damage, the Martial Artist attempts to force the spirit to materialize - if she can obtain an amount of successes equal to half of the Spirit's Initiative, she can force them to materialize, for no cost to the spirit. If she fails, any spirit can attack her while dematerialized until her next turn. If she succeeds, the spirit must disengage before they can dematerialize again.

                              Special activation rule: If the martial artist succeeds in un-attuning an opponent from an artifact or charm, or deals initiative damage via Flow of Essence Counter, they may reflexively activate this Form.



                              Essence Ignition Defense
                              Cost: 5m; Mins: Martial Arts 5, Essence 2
                              Type: Reflexive Keywords: Dual, Mastery, Terrestrial
                              Duration: Instant Prerequisite Charms: Flow Reversing Form

                              When someone suffering from Flow Reversing Form's poison attacks the Flow Reversing martial artist, the martial artist may reflexively activate this charm, igniting their poisonous essence in their opponent, wracking them with a distracting pain. Against a Withering attack this inflicts a penalty equal to the number of rounds remaining on the poison to the attack roll. Against a Decisive attack, this reduces the amount of damage inflicted by a successful decisive attack by (the number of rounds remaining on the poison/2), capped at the user's essence or 3, whichever is higher. In either case, the poison ends its effects immediately.

                              Terrestrial: A terrestrial Exalt can only make use of this charm against Withering attacks.

                              Mastery: When used against a Withering attack that misses, the attacker loses initiative equal to (penalty/2), and the martial artist gains an equal amount.



                              Connection Severing Poison
                              Cost: 1wp, 3i; Mins: Martial Arts 5, Essence 2
                              Type: Simple Keywords: Mastery
                              Duration: Instant Prerequisite Charms: Flow Reversing Form

                              The martial artist stands in place for a moment, reaching into the essence consuming poison they had inflicted on any opponents. This burns out the remaining rounds of poison in all opponents, attacking an opponent's artifact attunements for an amount equal to (Remaining Rounds). The Martial Artist can choose which artifacts to attack first, and if they have more than the required amount to un-attune a single artifact, they may count it towards another artifact, possibly un-attuning an entire panoply from their foes.

                              Mastery: If the opponent has no attuned artifacts to attack, the remaining damage is rolled and subtracted from their initiative, half of which is given to the martial artist.

                              Soul Saving Mercy
                              Cost: - (2i) ; Mins: Martial Arts 5, Essence 2
                              Type: Permanent Keywords: Terrestrial
                              Duration: Instant Prerequisite Charms: Flow Reversing Form

                              When facing an enemy suffering from Essence Poisoning, the Flow Reversing Martial Artist can, without penalty, flurry a single social action to encourage their opponent to surrender with any other flurry-able action against them. If they accept this influence and surrender, all penalties from Essence Poisoning end. However, if an opponent surrenders and then rejoins Join Battle to fight the Martial Artist within the scene, they take initiative damage equal to (Essence) rounds of Essence Poisoning, as the latent poison awakens. They can, however, Join Battle on the side of the Martial Artist with no penalty.

                              Terrestrial: Every flurried social action costs a Terrestrial Martial Artist 2 initiative, as the offer of mercy drags them out of the flow of battle briefly.


                              Yeddim Collapsing Methodology
                              Cost: 4m; Mins: Martial Arts 5, Essence 2
                              Type: Supplemental Keywords: Withering-Only, Terrestrial, Stackable
                              Duration: Instant Prerequisite Charms: Connection Severing Poison

                              Even the greatest of beasts can be felled, when their legs cannot hold them up, when their lungs cannot catch a breath, when their arms are too heavy to lift. This charm supplements a Withering attack against an opponent suffering from Essence Poisoning, sacrificing initative damage, instead doubling the inflicted penalties of the Essence Poisoning. This doubles only the base penalty, even upon multiple applications.



                              Meridian Reinforcement Armor
                              Cost: — (+1wp); Mins: Martial Arts 5, Essence 3
                              Type: Permanent Keywords: Mastery, Terrestrial
                              Duration: Permanent Prerequisite Charms: Essence Ignition Defense

                              Utilizing their own flow of Essence, and mastery of their meridian's flow, the Martial Artist is able to harden their body against attacks. This permanently allows the martial artist to add (Medicine) to their soak rating, and (Medicine/2) rounded up to their hardness, only while not within armor prohibited by Reverse Flow Style.

                              Terrestrial: Terrestrial Exalted must pay one WP each round they apply this extra soak or hardness, unless against an opponent suffering from Essence Poisoning. Terrestrial Exalted do not add their Essence to these values against enemies with Essence Poisoning

                              Mastery: This increases to (Medicine + Essence) and (Medicine + Essence/2) against opponents suffering from Essence Poisoning.



                              Charm Destroying Strike
                              Cost: 8m; Mins: Martial Arts 5, Essence 3
                              Type: Supplemental Keywords: Decisive-Only, Terrestrial
                              Duration: Instant Prerequisite Charms: Meridian Reinforcement Armor, Yeddim Collapsing Method, Soul Saving Mercy

                              As part of a decisive attack, the Martial Artist can choose to deal damage to motes committed to charms, rather than their opponent. Each rolled HL of damage causes (Martial Artist's Essence - 1) damage to the mote commitment of their foe. If a charm's commitment is fully broken, the opponent does not gain back the committed motes, and must commit them once more to regain the effects of the charm, they can however reflexively recommit the motes to maintain the charm's benefits, even if such would normally be impossible. The martial artist can specify what 'kind' of charm they wish to target - such as targeting Tsu Yan the Dawn's defensive charms - but they do not gain knowledge of what charms these are. Always remove commitment starting with the cheapest, and moving up.

                              Any extra damage to motes translates to initiative damage, allowing the Martial Artist to reset to base + the extra initiative damage.

                              Terrestrial: A terrestrial who uses this charm cannot name what charms to end, simply beginning from the cheapest and moving upwards, and gains no initiative from any caused initiative damage.

                              Soul of Essence Poison
                              ​Cost: — ; Mins: Martial Arts 5, Essence 4
                              Type: Permanent Keywords: Terrestrial, Mastery
                              Duration: Permanent Prerequisite Charms: Charm Destroying Strike

                              Upon taking this charm, the Martial Artist's Essence Poisoning stat lines rise to (Medicine) initiative damage per round (still bashing in Crash), and (Essence + 1) penalty, as their enlightenment turns their essence into an even more potent weapon. In addition, this charm augments Soul Saving Mercy, making it free to take a social action offering surrender, so long as the target is Crashed. These targets treat their tie of gratitude as Major, and it remains for (Essence) Days before it can be removed, should they accept the surrender.

                              A martial artist whose style Principle is lower than Defining gains no benefit from Soul of Essence Poison or any charm that includes it as a prerequisite.

                              Mastery: Any mortal, as well as Essence Users who accept the Martial Artist as superior to them instead treat the tie as Defining.

                              Terrestrial: A terrestrial martial artist may only ever apply (Medicine/2) initiative damage per round, but improves their penalty to (Essence - 1). They may still benefit from the other bonuses

                              Essence of the Garda Prana
                              Cost: 12m, 2wp; Mins: Martial Arts 5, Essence 4
                              Type: Simple Keywords: Decisive-Only, Mastery, Terrestrial
                              Duration: Instant Prerequisite Charms: Soul of Essence Poison

                              Some say this capstone was created by Kim Yunmi after the death of her own favored pupil, when a fellow martial artist refused to cede to him, and struck him down from behind. The rage and beauty of this charm is the perfect example of why Essence is a weapon to be wielded carefully.

                              The martial artist has tried to avoid a deadly strike thus far, allowing the opponents to burn themselves out on them. But a true master know that not all battles can be ended peaceably. Sometimes people must die - and sometimes essence burns. As part of this charm the martial artist can attempt a Decisive attack against (Martial Artist's Essence) targets suffering from Essence Poisoning at any range, splitting his initiative as he sees fit, and adding the remaining duration of the Essence Poisoning to each one. They begin to glow brightly in the color of the martial artist's essence, before their open pores, eyes, any cuts or other wounds start to glow with similarly colored flames.

                              At this stage, an opponent who honestly and fully prostrates themselves to the Martial Artist may avoid the effects of the Decisive attack. They must honestly mean what they say, and remove themselves from battle - no manipulation or hiding of intentions is possible, and they form a Defining Tie of Gratefulness to the Martial Artist, that lasts (Essence) Weeks before it can be weakened. During this time, they cannot attack the Martial Artist or any they see as his ally, unless attacked first.

                              If an opponent is killed by this technique, the outside of their body is left flawless - any wounds upon it cauterized shut, any scars magically mended, and any blemishes disappeared. But there is no life to such a body, and despite no wounds, they are dead, and no force can save them. Those who survive look superficially well, but the wracking pain within them remains, and though their wounds are now spiritual, they do still exist, healing at the same rate as normal. Those who give up in the face of this attack are left superficially healed - all bleeding stopped, all non-magical poison removed, and all non-magical wounds counted as treated, though not healed.

                              This move can only be used once per scene, unless reset by applying Essence Poison five times to targets not already suffering from it.

                              Attempts to reduce the duration of Essence Poisoning against any Reverse Flow martial artist who possesses this charm takes an additional penalty equal to (Martial Artist's Essence).

                              Terrestrial: A Terrestrial Exalt can just barely grasp the truth of this charm, only able to attack (Essence/2) opponents. In addition, a Terrestrial Exalt who kills their opponent leaves a permanent mark, fitting to their element - a fire aspect may burn the corpse until it is charred, a wood caste may cause it to decay into nature, and a water caste's may look at if the person drowned. In addition, opponents are left showing the marks of it, even if they give up - small singes and the like.

                              Mastery: Any enemy who witnesses someone they see as a superior die or surrender to Essence of the Garda Prana is treated as having a Major Tie of Fear or Gratefulness against the Martial Artist for (One Day) per death or surrender, as they realize that the Martial Artist is willing to finish this fight, even if it means blood on their hands. Mortal opponents instead treat this as a Defining Tie. Battlegroups who witness the death or surrender of someone the entire battlegroup sees as their superior make a rout check. These benefits do not apply to any creature unable to feel fear.

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