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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jimcrimson</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
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		<updated>2026-04-12T02:12:57Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Backgrounds&amp;diff=94511</id>
		<title>Backgrounds</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Backgrounds&amp;diff=94511"/>
				<updated>2015-12-30T03:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Backgrounds =&lt;br /&gt;
&lt;br /&gt;
This page is devoted to alternate backgrounds, houseruled backgrounds, background discussions, etc.&lt;br /&gt;
&lt;br /&gt;
*back to [[WikiContent]].&lt;br /&gt;
&lt;br /&gt;
== Background overhauls ==&lt;br /&gt;
&lt;br /&gt;
* [[FrivYeti/LevelSix|Level Six Backgrounds]] - [[FrivYeti]]'s advanced systems.&lt;br /&gt;
* [[Moxiane/Backgrounds]]&lt;br /&gt;
&lt;br /&gt;
== Houseruled versions of canon backgrounds ==&lt;br /&gt;
&lt;br /&gt;
People come up with new and better ways of using Exalted's backgrounds fairly frequently; here's a list of houseruled background systems.&lt;br /&gt;
&lt;br /&gt;
=== Artifact ===&lt;br /&gt;
&lt;br /&gt;
* [[LunarHouseRules/RevisedArtifactBackground]]&lt;br /&gt;
&lt;br /&gt;
=== Backing ===&lt;br /&gt;
&lt;br /&gt;
* [[FrivYeti/BackingRules|Expanded Backing Rules]] - For a more complex way of using Backing to requisition needed supplies.&lt;br /&gt;
&lt;br /&gt;
=== Cult ===&lt;br /&gt;
&lt;br /&gt;
* [[Heru/ModifiedCultBackground]] - A work in progress expansion to the Cult rules.&lt;br /&gt;
&lt;br /&gt;
=== Familiar ===&lt;br /&gt;
&lt;br /&gt;
* [[BogMod/FamiliarChanges]] - My own hand at a modified set of Familiar rules.&lt;br /&gt;
* [[CrownedSun/Familiars|CrownedSun's Familiar System]] -- a Familiar-building system that uses point-based powers&lt;br /&gt;
* [[DeadManSeven/ExpandedFamiliars|DeadManSeven's Expanded Familiars]] -- A slight modification of the Familiars background to bring them more into line with Backgrounds like Artifact and Manse.&lt;br /&gt;
* [[FrivYeti/Familiars|FrivYeti's Familiars]] - A system of general familiar construction.&lt;br /&gt;
* [[szilard/Familiars|Szilard's Familiar Revision]] -- a free-form, effects-based familiar build system&lt;br /&gt;
* [[Telgar/Familiars]]&lt;br /&gt;
* [[Interested2/ModifiedFamiliars]]&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
* [[Family]] - this DB background seems to mesh with some of the martyr uses of DB charms (if your character's ancestors used them) here is how.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manse ===&lt;br /&gt;
&lt;br /&gt;
* [[Shataina/ManseCreation|Shataina's Manse Creation System]] -- No one ever makes cool Manses when they take the &amp;quot;Manse&amp;quot; background; they just take cool Hearthstones and often forget about the &amp;quot;giant magical house&amp;quot; part entirely.  This system, vaguely based on the Artifact creation system in &amp;quot;[[Books/SavantAndSorcerer|S&amp;amp;S]]&amp;quot;, is intended to help people make interesting and fun Manses.&lt;br /&gt;
&lt;br /&gt;
=== Mentor ===&lt;br /&gt;
&lt;br /&gt;
* [[Coridan/RevisedMentorBackground|Coridan's Mentor Background]] - A system that reduces XP costs based on a character's mentor.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
* [[Gyro/ResourceSystemRevised|Gyro's Lawyers, Guns and Money:  Exalted Resources 2.5]]&amp;lt;BR&amp;gt; The Resources system, especially when detailed further in Manacle and Coin, is all kinds of messed up.  Here's my formulation for what the values and such are most likely meant to be when detailed by its confused authors.&lt;br /&gt;
* [[Charlequin/ManacleAndCoinRevisedChart|Charlequin's Manacle and Coin Chart Replacement]]&amp;lt;br&amp;gt; This chart is designed to replace the one in Manacle &amp;amp; Coin.  It's real nice.&lt;br /&gt;
* [[DariusSolluman/HeavenlyResources]]&lt;br /&gt;
* [[Hapushet/Resources]]&lt;br /&gt;
* [[Szilard/Resources]]&lt;br /&gt;
&lt;br /&gt;
== New Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
* [[Thoth64024scustom|Area Lore]] - Knowledge and familiarity with certain regions.&lt;br /&gt;
*[[Artifacts/Bastions|Bastions]] - a new type of [[Artifact]]-[[MansesAndDemesnes|Manse]] hybrid designed to create lairs and ancient fortresses with vast powers in and of themselves. - [[Telgar]]&lt;br /&gt;
* [[Enchantress/Disciple|Disciple]]- A Former Flaw that I thought had potential as a background- [[Enchantress]] &lt;br /&gt;
* [[Bassist159/Backgrounds|Exposure]] - Your character has been exposed to facets of Creation and knows more than the layman.&lt;br /&gt;
* [[Grypph/Backgrounds|Feature]] - Your character has a particular location or object that makes life easier.&lt;br /&gt;
* [[Trithne/Backgrounds|Illumination]] for Cultists in Second Edition.&lt;br /&gt;
* [[Greymane/Laboratory|Laboratory]] - A Background for mortals or slumming Exalts that represents the results of mortal geomancy at work. Goes a bit against what cannon suggests mortal geomancy be capable of. - [[Greymane]]&lt;br /&gt;
* [[GoldenCat/Legends|Legends]] - The unique powers of Heroes!&lt;br /&gt;
* [[Trithne/Backgrounds|Sorcery]] for Second Edition.&lt;br /&gt;
* [[Sz/PMEStarstriders|Starstriders]] - Owning weapons of massive size.&lt;br /&gt;
* [[Enchantress/Thaumaturgy|Thaumaturgy]]- Some encouragement for Exalts to learn the mortal arts- [[Enchantress]] &lt;br /&gt;
* [[DarkheartOne/Weave|Weave]] - A raksha-only Background that starts faeries with increased shaping capability at birth. -[[DarkheartOne]]&lt;br /&gt;
* [[Seiraryu/Wizardry]] - Like the Sorcery background, but stronger.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94510</id>
		<title>Family</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94510"/>
				<updated>2015-12-30T01:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Db family connections ==&lt;br /&gt;
&lt;br /&gt;
Back to [[User:Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
The dragon blooded have a background called family. In the MoEP:DB it primarily describes the background as a social construct – where others know of the DB’s ancestor’s reputation and believe that the DB is like that famous ancestor. It also hints that skills or character traits may be passed along in the blood. This, by itself is cool, but then I looked at DotFA:LoC (and the fan-made HFoE) and saw the martyr abilities of some high level DB powers – and I saw some even cooler possibilities for this background.&lt;br /&gt;
&lt;br /&gt;
(Then I got to thinking that some of the dynasty powers may also be able to do this – where a living ancestor might be able to grant a dragon blooded PC an ability, but I did not see any charms like that so…)&lt;br /&gt;
&lt;br /&gt;
Anyway here are the three official and two un-official published charms that could be part of a family background (as in, an ancestor used the martyr version of the charm).&lt;br /&gt;
&lt;br /&gt;
'''Thicker than Stone''' (DotFA:LoC p 79): the character is unable to be forced to harm blood relatives by non blood relatives. This seems like a 2-3 dot background, depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Well Tended garden of the soul''' (DotFA:LoC p 85):  Know how an ancestor would act. This seems like a 1-2 dot background depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Honored ancestor exhalation'''  (DotFA:LoC p77): Channel ancestor’s essence in place of virtue when it matches the ancestor’s motivation (this does not use a virtue up) this is a 3-4 dot background, depending on the motivation&lt;br /&gt;
&lt;br /&gt;
'''Eternal enmity edict''' (HFoE p 52):  Free unflagging vengeance for ancestor’s promise maybe 2-3 dot background.&lt;br /&gt;
&lt;br /&gt;
'''Ancestor Hero Reverberation''' (HFoE p49): you gain a deceased teacher of skills, charms and virtues (think Obi Wan in the original trilogy.)  The use of this does require three lore charms and essence 3 (which means it should be a cheaper level of the family ties background to get it) the level of the power depends on the power of the ancestors you can access. More powerful ancestors may be able to teach more charms and higher levels of skills. Also, the charm may allow you to access several ancestors. More powerful ancestors would be much more useful than less powerful ones. But 3-5 dots seems good.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94509</id>
		<title>Family</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94509"/>
				<updated>2015-12-30T01:13:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Db family connections ==&lt;br /&gt;
&lt;br /&gt;
The dragon blooded have a background called family. In the MoEP:DB it primarily describes the background as a social construct – where others know of the DB’s ancestor’s reputation and believe that the DB is like that famous ancestor. It also hints that skills or character traits may be passed along in the blood. This, by itself is cool, but then I looked at DotFA:LoC (and the fan-made HFoE) and saw the martyr abilities of some high level DB powers – and I saw some even cooler possibilities for this background.&lt;br /&gt;
&lt;br /&gt;
(Then I got to thinking that some of the dynasty powers may also be able to do this – where a living ancestor might be able to grant a dragon blooded PC an ability, but I did not see any charms like that so…)&lt;br /&gt;
&lt;br /&gt;
Anyway here are the three official and two un-official published charms that could be part of a family background (as in, an ancestor used the martyr version of the charm).&lt;br /&gt;
&lt;br /&gt;
'''Thicker than Stone''' (DotFA:LoC p 79): the character is unable to be forced to harm blood relatives by non blood relatives. This seems like a 2-3 dot background, depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Well Tended garden of the soul''' (DotFA:LoC p 85):  Know how an ancestor would act. This seems like a 1-2 dot background depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Honored ancestor exhalation'''  (DotFA:LoC p77): Channel ancestor’s essence in place of virtue when it matches the ancestor’s motivation (this does not use a virtue up) this is a 3-4 dot background, depending on the motivation&lt;br /&gt;
&lt;br /&gt;
'''Eternal enmity edict''' (HFoE p 52):  Free unflagging vengeance for ancestor’s promise maybe 2-3 dot background.&lt;br /&gt;
&lt;br /&gt;
'''Ancestor Hero Reverberation''' (HFoE p49): you gain a deceased teacher of skills, charms and virtues (think Obi Wan in the original trilogy.)  The use of this does require three lore charms and essence 3 (which means it should be a cheaper level of the family ties background to get it) the level of the power depends on the power of the ancestors you can access. More powerful ancestors may be able to teach more charms and higher levels of skills. Also, the charm may allow you to access several ancestors. More powerful ancestors would be much more useful than less powerful ones. But 3-5 dots seems good.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94508</id>
		<title>Family</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Family&amp;diff=94508"/>
				<updated>2015-12-27T21:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with '== Db family connections ==  The dragon blooded have a background called family. In the MoEP:DB it primarily describes the background as a social construct – where others know …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Db family connections ==&lt;br /&gt;
&lt;br /&gt;
The dragon blooded have a background called family. In the MoEP:DB it primarily describes the background as a social construct – where others know of the DB’s ancestor’s reputation and believe that the DB is like that famous ancestor. It also hints that skills or character traits may be passed along in the blood. This, by itself is cool, but then I looked at DotFA:LoC (and the fan-made HFoE) and saw the martyr abilities of some high level DB powers – and I saw some even cooler possibilities for this background.&lt;br /&gt;
&lt;br /&gt;
(Then I got to thinking that some of the dynasty powers may also be able to do this – where a living ancestor might be able to grant a dragon blooded PC an ability, but I did not see any charms like that so…)&lt;br /&gt;
&lt;br /&gt;
Anyway here are the three official and two un-official published charms that could be part of a family background (as in, an ancestor used the martyr version of the charm).&lt;br /&gt;
&lt;br /&gt;
'''Thicker than Stone''' (DotFA:LoC p 79): the character is unable to be forced to harm blood relatives by non blood relatives. This seems like a 2-3 dot background, depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Well Tended garden of the soul''' (DotFA:LoC p 85):  Know how an ancestor would act. This seems like a 1-2 dot background depending on the story.&lt;br /&gt;
&lt;br /&gt;
'''Honored ancestor exhalation'''  (DotFA:LoC p77): Channel ancestor’s essence in place of virtue when it matches the ancestor’s motivation (this does not use a virtue up) this is a 3-4 dot background, depending on the motivation&lt;br /&gt;
&lt;br /&gt;
'''Eternal enmity edict''' (HFoE p 52):  Free unflagging vengeance for ancestor’s promise maybe 2-3 dot background.&lt;br /&gt;
&lt;br /&gt;
'''Ancestor Hero Reverberation''' (HFoE p49): you gain a deceased teacher of skills, charms and virtues (think Obi Wan in the original trilogy.)  The use of this does require three lore charms and essence 3 (which means it should be a cheaper level of the family ties background to get it) the level of the power depends on the power of the ancestors you can access. More powerful ancestors may be able to teach more charms and higher levels of skills. Also, the charm may allow you to access several ancestors. More powerful ancestors would be much more useful than less powerful ones. But 3-5 dots seems good.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94507</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94507"/>
				<updated>2015-12-27T20:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mortal Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
[[Family]] an interesting background for DB's that logically should be extended to include these changes.&lt;br /&gt;
&lt;br /&gt;
== Dragon Kings ==&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKmentaldefense]] a charm that lets Dragon kings use there paths to protect them from mental influence.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpathproblem]] The path of celestial air has a step that probably can not exist!&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_house_rules_for_combat&amp;diff=94159</id>
		<title>Jimcrimson/2e house rules for combat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_house_rules_for_combat&amp;diff=94159"/>
				<updated>2015-09-09T23:00:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Attack modifiers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd Edition Rules already had ways to modify basic attacks, such as &amp;quot;pulling blows&amp;quot; and &amp;quot;fierce blows&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had 2 more that my players and I use&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''forceful blow''' : may not flurry or use multiple action charms with this attack modifier. Make a single attack, look at the rate of the attack used, each attack  from the rate that was not used adds 1 damage (not normally combinable with fierce blow). This still effects your Dodge DV as if you had made each attack, but does not effect your parry DV. &lt;br /&gt;
''A punch normally has a rate of 3, if you choose to only make a single punch attack then the base damage becomes 2B but you loose 3 dodge DV and 1 parry DV''&lt;br /&gt;
&lt;br /&gt;
Note 1: This is meant to simulate planting your body, lining up and placing one solid shot... so that's why the Dodge DV is effected.&lt;br /&gt;
Note 2:I instituted this rule in part to encourage less flurries - I wanted to give players who took up less of our game time rolling dice a reward so they could keep us with the guys who would roll 5 attacks :)&lt;br /&gt;
&lt;br /&gt;
'''offensive blow''' : -1 die to all DVs, adds +2 damage. This can be combined with flurries.&lt;br /&gt;
&lt;br /&gt;
Note: this is meant to simulate an all out offense that sacrifices defense, I felt that fierce blow's lack of accuracy was more of a wild attack, which was as likely to make you do the same amount of damage because there was less successes on the attack and less likely to hit... not a great heroic combination in most situations...&lt;br /&gt;
&lt;br /&gt;
#REDIRECT [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94157</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94157"/>
				<updated>2015-09-09T00:56:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mortal Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dragon Kings ==&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKmentaldefense]] a charm that lets Dragon kings use there paths to protect them from mental influence.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpathproblem]] The path of celestial air has a step that probably can not exist!&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=94155</id>
		<title>DragonKings</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=94155"/>
				<updated>2015-09-08T20:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Creation before humanity and before the gods made war upon the Primordials. Now reduced to remnants and non-sentient beasts. Described in [[Books/RuinsOfRathess|Ruins of Rathess]] and the [[Books/ExaltedPlayersGuide|Players' Guide]], pp. 150-195.  They will also be one of the two major focuses in the upcoming [[Books/ScrollOfLesserRaces|Scroll of Lesser Races]] which will update them to Second Edition.&lt;br /&gt;
&lt;br /&gt;
Please add page and book reference for canonical info.&lt;br /&gt;
&lt;br /&gt;
This page is devoted to information about the Dragon Kings.&lt;br /&gt;
&lt;br /&gt;
* back to [[WikiContent]]&lt;br /&gt;
* [[Discussions/DragonKings]]&lt;br /&gt;
&lt;br /&gt;
== General Stuff ==&lt;br /&gt;
&lt;br /&gt;
*[[Characters/DragonKings|Dragon King Characters]]&lt;br /&gt;
*[[Paths|Paths]]&lt;br /&gt;
*[[DragonKings/MartialArts|Martial Arts]]&lt;br /&gt;
*[[DragonKings/Artifacts|Artifacts]]&lt;br /&gt;
&lt;br /&gt;
=== Breeds ===&lt;br /&gt;
* [[Anklok]]&lt;br /&gt;
* [[Mosok]]&lt;br /&gt;
* [[Pterok]]&lt;br /&gt;
* [[Raptok]]&lt;br /&gt;
&lt;br /&gt;
=== Dragon King Domains ===&lt;br /&gt;
* [[Rathess]]&lt;br /&gt;
* [[BlackCragMountains|The Black Crag Mountains]]&lt;br /&gt;
* [[VesatharValley|Vesathar Valley]]&lt;br /&gt;
* [[MountEledath|Mount Eledath]]&lt;br /&gt;
* [[Glitter-FlameDesert|The Glitter-Flame Desert]]&lt;br /&gt;
* [[ScaleCrestIsland|Scale Crest Island]]&lt;br /&gt;
* [[Scag]]&lt;br /&gt;
&lt;br /&gt;
=== Alterations ===&lt;br /&gt;
&lt;br /&gt;
* [[CaptainPenguin/DragonKingsAllOverAgain]] - for a change to make the Dragon Kings more ancient and unknowable&lt;br /&gt;
* [[Hapushet/DragonKings2E]]&lt;br /&gt;
* [[Vervain/DragonKings]]&lt;br /&gt;
* [[Jimcrimson/DKpaths]] - I believe DK paths do not give them enough power to have ever tamed creation. We can fix that!&lt;br /&gt;
* [[Jimcrimson/DKareProblemPC]] - crunch and fluff do not match about DK paths, maybe this will help.&lt;br /&gt;
* [[Jimcrimson/DKpathproblem]] The path of celestial air has a step that probably can not exist!&lt;br /&gt;
== Comments ===&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpathproblem&amp;diff=94153</id>
		<title>Jimcrimson/DKpathproblem</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpathproblem&amp;diff=94153"/>
				<updated>2015-09-08T20:51:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to Jimcrimson [[User:Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
Note these are 2e rules, I vaguely remember the 1e being similar though, so the problem is likely the same.&lt;br /&gt;
&lt;br /&gt;
There is a problem in the paths of pre-human mastery&lt;br /&gt;
&lt;br /&gt;
Remember, these paths were created before the Primordial war.&lt;br /&gt;
&lt;br /&gt;
Number four on the Celestial air path is the ability to summon an elemental (more-or-less as the terrestrial spell).&lt;br /&gt;
However, before the war started there were only 5 mega elementals – I assume these huge creatures were unsummonable.&lt;br /&gt;
&lt;br /&gt;
Ok, let’s assume that the path changed SLIGHTLY to accommodate the new world as it existed, so then what was the OLD number four? (Something the book seems to say is not normally possible, or other steps could evolve/change and new whole paths might hypothetically be possible. Still, maybe they paths are fixed because the nature of creation is fixed, so changing creation might change the paths “naturally.”)&lt;br /&gt;
&lt;br /&gt;
I would suggest something along the lines of the spy who walks in darkness p 62 of the black and white treatise. I’m still working on exact specs for this. Air and fire could be mostly cosmetic changes, but wood and earth would need total re-do’s of the powers and stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpathproblem&amp;diff=94151</id>
		<title>Jimcrimson/DKpathproblem</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpathproblem&amp;diff=94151"/>
				<updated>2015-09-08T20:47:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with 'There is a problem in the paths of pre-human mastery  Remember, these paths were created before the Primordial war.  Number four on the Celestial air path is the ability to summo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a problem in the paths of pre-human mastery&lt;br /&gt;
&lt;br /&gt;
Remember, these paths were created before the Primordial war.&lt;br /&gt;
&lt;br /&gt;
Number four on the Celestial air path is the ability to summon an elemental (more-or-less as the terrestrial spell).&lt;br /&gt;
However, before the war started there were only 5 mega elementals – I assume these huge creatures were unsummonable.&lt;br /&gt;
&lt;br /&gt;
Ok, let’s assume that the path changed SLIGHTLY to accommodate the new world as it existed, so then what was the OLD number four? (Something the book seems to say is not normally possible, or other steps could evolve/change and new whole paths might hypothetically be possible. Still, maybe they paths are fixed because the nature of creation is fixed, so changing creation might change the paths “naturally.”)&lt;br /&gt;
&lt;br /&gt;
I would suggest something along the lines of the spy who walks in darkness p 62 of the black and white treatise. I’m still working on exact specs for this. Air and fire could be mostly cosmetic changes, but wood and earth would need total re-do’s of the powers and stats.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94149</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=94149"/>
				<updated>2015-09-08T20:45:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKmentaldefense]] a charm that lets Dragon kings use there paths to protect them from mental influence.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpathproblem]] The path of celestial air has a step that probably can not exist!&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:CallMeCanon&amp;diff=92421</id>
		<title>Talk:CallMeCanon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:CallMeCanon&amp;diff=92421"/>
				<updated>2015-01-12T16:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with 'hey CallMeCanon it is good to see someone adding content to the wiki! Especially stuff not specifically relaying a game they are currently running. (Not that there is anything wr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hey CallMeCanon it is good to see someone adding content to the wiki! Especially stuff not specifically relaying a game they are currently running. (Not that there is anything wrong with that :) ) Your non - cannon exalted are interesting. I especially like the flavor of the re-constructed alchemicals. I will read them more and think more and give &amp;quot;constructive criticism&amp;quot; if you wish, happy to keep my mouth shut if you prefer. either way, keep up the good work. Also, I'd love feedback on my wiki submissions, knowing someone is reading might motivate me to finish more of my stuff and post it here. [[jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKVirtueofPhilosophy&amp;diff=92395</id>
		<title>Jimcrimson/DKVirtueofPhilosophy</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKVirtueofPhilosophy&amp;diff=92395"/>
				<updated>2015-01-03T19:52:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with ' == The Virtue of Philosophy ==  '''Prereqs:''' Path rating of 6 in the dominant path, 6 in the related virtue, essence 6   When your life embodies a philosophy it doesn’t take…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Virtue of Philosophy ==&lt;br /&gt;
&lt;br /&gt;
'''Prereqs:''' Path rating of 6 in the dominant path, 6 in the related virtue, essence 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your life embodies a philosophy it doesn’t take willpower to be virtuous. Things that are temptations to lesser minds are look like traps and poison through the prism of the enlightened mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You no longer need to spend willpower to channel the virtue associated with your primary path. You also gain one extra use of the virtue.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92393</id>
		<title>Jimcrimson/DKpaths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92393"/>
				<updated>2015-01-03T19:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dragon king paths are cool, but they seem too limited to make and maintain a culture, I recognize that they are SUPPOSED to be limited, and I’m not saying they shouldn’t be, but the limits still miss too many important things. For example: they can not deal with fair folk very well – they have no defense against the wild or against unnatural mental influence. I’m assuming that they had to deal with fair folk many times in the pre-human age. They would have ways to deal with fair folk.&lt;br /&gt;
&lt;br /&gt;
And the philosophies are cool, but they seem too limited too. In real life philosophies “cross pollinate.” This might be the solution. As dragon kings master multiple paths perhaps they could mix paths to create a single new step between those two paths.  It would allow limited mastery of a few other things that the paths miss, while still keeping the path structure intact.&lt;br /&gt;
&lt;br /&gt;
what if each dragon king could fully master 1 of their favored/racial paths – we will call this the dominant path. When they have 6 levels in this path then can buy two other types of charms.&lt;br /&gt;
&lt;br /&gt;
1st: they can buy a charm that lets them use their philosophy to gain limited defense against unnatural mental influence. (perhaps each dominant paths version has a different emphasis and weakness). This makes sense because they adhere to a path of &amp;quot;truth&amp;quot; that makes them difficult to sway. An example version of this charm might be: * [[Jimcrimson/DKmentaldefense]]&lt;br /&gt;
&lt;br /&gt;
2nd: There might be other benefits to having a philosophy that guide your life with that kind of strength. here are a few (less cannon) thoughts. [[Jimcrimson/DKVirtueofPhilosophy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3rd: if they have 6 in their dominant path and 5+ in any other they can use a special path step between the two paths.  An off-the-top-of-my-head example might be that if solid earth is about building and endurance, and celestial air is about interacting with and becoming like a spirit. If earth was dominant perhaps the step between them would let you endure (earth) the spiritual energies of the wild (Air). If air is dominant maybe you learn to build air manses.&lt;br /&gt;
&lt;br /&gt;
It might be that these in-between steps can be individually created by the DK master, but that they only get one for each path combination, or they might all already exist, like the normal path steps.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92379</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92379"/>
				<updated>2014-12-23T00:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKmentaldefense]] a charm that lets Dragon kings use there paths to protect them from mental influence.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92377</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92377"/>
				<updated>2014-12-23T00:10:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;br /&gt;
[[Jimcrimson/DKmentaldefense]] a charm that lets Dragon kings use there paths to protect them from mental influence.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKmentaldefense&amp;diff=92375</id>
		<title>Jimcrimson/DKmentaldefense</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKmentaldefense&amp;diff=92375"/>
				<updated>2014-12-22T18:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with '== Shield of philosophy ==   Essence 6, 1 (or more) dragon king path rated at 6  Permanent  Dragon kings  begin their lives as creatures of savage instinct. Philosophy, put into …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shield of philosophy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Essence 6, 1 (or more) dragon king path rated at 6&lt;br /&gt;
&lt;br /&gt;
Permanent&lt;br /&gt;
&lt;br /&gt;
Dragon kings  begin their lives as creatures of savage instinct. Philosophy, put into action, transforms them into intellectual beings of spiritual enlightenment. This means that a Dragon King who has reached the heights of a philosophies practice can use that philosophy to defend himself from the mental influence of those who would make them stray from the path. Each philosophy is different, and it is possible to find the weakness of each philosophy and use it against a dragon king, stripping him of this defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== These are the benefits of this charm: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
•	If the character gets a roll, or if there is an opposed roll, the character gains + 2 extra dice of defense.&lt;br /&gt;
&lt;br /&gt;
•	If the opponent gets a roll, he looses 2 dice before he makes the roll.&lt;br /&gt;
&lt;br /&gt;
•	If the action normally does not get a roll (a charm with automatic success, for example) the Character with this charm gets an opposed roll . (I suggest both sides getting willpower + essence)&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
However, each character must act according to the tenants of the philosophy that this is based on. Aside from possible role-playing considerations this means that some circumstances may strip the character of these benefits.&lt;br /&gt;
&lt;br /&gt;
I’m thinking the circumstances could be as follows:&lt;br /&gt;
Celestial Air – Anything which specifically has a special effect against spirits including gods (so they cannot be summoned or controlled like elementals, because elementals are not gods, but if a power effects all spirits, including gods, then they are effected.) also has that effect to you, and you gain no benefit from this charm against it.&lt;br /&gt;
&lt;br /&gt;
Still Air – Still Air improved the senses. Any social attack that appeals to the senses and what they see to be true (even if it is merely an illusion that the character has not pierced) gains no defense from this charm.&lt;br /&gt;
&lt;br /&gt;
Solid Earth – Solid earth builds on a firm base and it endures. If A social attack happens when the character has serious doubts about a course of action or if it is truly a novel argument to the character then this charm grants no defense.&lt;br /&gt;
&lt;br /&gt;
Yielding Earth – If the social attack makes a convincing case for the compassion of a course of action, this charm grants no defense.&lt;br /&gt;
&lt;br /&gt;
Flashing Fire – if the social attack fuels the righteous anger of the character then it ignores this charm.&lt;br /&gt;
&lt;br /&gt;
Flickering Fire – if the social attack is made by someone not seen as an enemy, then it ignores this charm.&lt;br /&gt;
&lt;br /&gt;
Shifting Water – if the social attack convincingly puts you into someone else's point of view, it ignores this charm.&lt;br /&gt;
&lt;br /&gt;
Shimmering Water – if the social attack is disarmingly honest, it ignores this charm. (note, it must actually be honest, as well as appear honest.) &lt;br /&gt;
&lt;br /&gt;
Growing Wood – if the social attack makes a convincing case for the benefit to DK’s in general or to the character in particular, it ignores this charm. &lt;br /&gt;
&lt;br /&gt;
Bla Bla Wood – if the social attack makes a convincing case about the need to change things for the survival of creation , it ignores this charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If any of these seems to complicated or unbalanced perhaps a simpler system of they are susceptible to some combination of Intelligence/Charisma/manipulation + socialize/perform/presence. Heck, that’s 9 permutations right there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92373</id>
		<title>Jimcrimson/DKpaths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92373"/>
				<updated>2014-12-22T18:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dragon king paths are cool, but they seem too limited to make and maintain a culture, I recognize that they are SUPPOSED to be limited, and I’m not saying they shouldn’t be, but the limits still miss too many important things. For example: they can not deal with fair folk very well – they have no defense against the wild or against unnatural mental influence. I’m assuming that they had to deal with fair folk many times in the pre-human age. They would have ways to deal with fair folk.&lt;br /&gt;
&lt;br /&gt;
And the philosophies are cool, but they seem too limited too. In real life philosophies “cross pollinate.” This might be the solution. As dragon kings master multiple paths perhaps they could mix paths to create a single new step between those two paths.  It would allow limited mastery of a few other things that the paths miss, while still keeping the path structure intact.&lt;br /&gt;
&lt;br /&gt;
what if each dragon king could fully master 1 of their favored/racial paths – we will call this the dominant path. When they have 6 levels in this path then can buy two other types of charms.&lt;br /&gt;
&lt;br /&gt;
1st: they can buy a charm that lets them use their philosophy to gain limited defense against unnatural mental influence. (perhaps each dominant paths version has a different emphasis and weakness). This makes sense because they adhere to a path of &amp;quot;truth&amp;quot; that makes them difficult to sway. An example version of this charm might be: * [[Jimcrimson/DKmentaldefense]]&lt;br /&gt;
&lt;br /&gt;
2nd: if they have 6 in their dominant path and 5+ in any other they can use a special path step between the two paths.  An off-the-top-of-my-head example might be that if solid earth is about building and endurance, and celestial air is about interacting with and becoming like a spirit. If earth was dominant perhaps the step between them would let you endure (earth) the spiritual energies of the wild (Air). If air is dominant maybe you learn to build air manses.&lt;br /&gt;
&lt;br /&gt;
It might be that these in-between steps can be individually created by the DK master, but that they only get one for each path combination, or they might all already exist, like the normal path steps.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts&amp;diff=92369</id>
		<title>MartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts&amp;diff=92369"/>
				<updated>2014-12-18T18:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: /* Other Martial Arts Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Martial arts are immutably a part of the Eastern influences from which Exalted takes inspiration. As one of the few types of cross-type Charms that may be wielded by the Exalted, built in a directed, semi-standardized format intended to evoke specific strategies and thematics, many martial arts trees have been penned by contributors looking to expand the resources available to Exalted players and Storytellers.&lt;br /&gt;
&lt;br /&gt;
This section includes fan-made Styles of all power levels, and page references to those Styles published in canon. Many may bend standard rules slightly, and each should be taken in the context it presents itself in; some may require weapons, or even use a different ability to determine minimums for martial arts-style Charms. Many authors are active on the Wiki, and would doubtlessly be happy to see comments on their Styles, whether praise or advice. Feel free to contribute your own work, or the work of others, so long as authors receive proper credit.&lt;br /&gt;
&lt;br /&gt;
*back to [[WikiContent]].&lt;br /&gt;
*back to [[Charms]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;i&amp;gt;Quick Links: [[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | [[SiderealMartialArts|Sidereal]] | [[UnusualMartialArts|Unusual]] | [[MartialArtsInitiations|Initiations]] | [[DragonKings/MartialArts|Dragon King]]&amp;lt;/i&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
=== Format Standards ===&lt;br /&gt;
&lt;br /&gt;
* [[FormatStandards/CharmFormat|Charm formatting standards]]&lt;br /&gt;
** [[MartialArts/ExampleStyle| specific standards.]]&lt;br /&gt;
* A formatting ''request'': [[Wordman/MartialArtsRequest]]&lt;br /&gt;
&lt;br /&gt;
=== Other Martial Arts Indices ===&lt;br /&gt;
&lt;br /&gt;
Please update these as well as the by-rank indices when you post new styles!&lt;br /&gt;
&lt;br /&gt;
* [[MartialArts/ByContributor|A list of Styles by contributor.]]&lt;br /&gt;
* [[MartialArts/ByFavoredWeapon|A list of Styles by favored weapon.]]&lt;br /&gt;
* [[MartialArtsMatrix]] - suitable for copying into a spreadsheet&lt;br /&gt;
&lt;br /&gt;
== Other Martial Arts Links ==&lt;br /&gt;
* [[MartialArts/MartialArtsGeneralRules]] explains how Martial Arts work in Creation.&lt;br /&gt;
* [[MartialArtsRelay]], a part of [[CrunchRelay]]&lt;br /&gt;
* [[MAStyleIdeaBank]]: A list of names for martial arts styles. Use to spice up martial artists without having to make them Martial Artists!&lt;br /&gt;
* [http://santiago.mapache.org/rpgs/exalted/MartialArts.pdf Martial Arts Quick Reference Sheets] containing one-page summaries of all twenty canon styles printed through June 2004.&lt;br /&gt;
* Design Guidelines&lt;br /&gt;
** [[Balthasar/LooseMAGuidelines|&amp;lt;i&amp;gt;By Balthasar&amp;lt;/i&amp;gt;]]&lt;br /&gt;
** [[MACharmGuide|&amp;lt;i&amp;gt;By Clebo, et al&amp;lt;/i&amp;gt;]]&lt;br /&gt;
** [[MartialArts/MACreationGuide|&amp;lt;i&amp;gt;By Rebecca Borgstrom&amp;lt;/i&amp;gt;]]&lt;br /&gt;
** [[DaveFayram/PrismStyle]]&lt;br /&gt;
* [[MartialArts/BestOf]] - Please vote for your favorite martial arts. - [[Voidstate]]&lt;br /&gt;
* For Martial Arts houserules that don't have to do with Charms, please consult [[Abilities/MartialArts]]&lt;br /&gt;
* [[Epsilon/MartialArts|Martial arts]] - A system for making martial arts tied to other abilities.&lt;br /&gt;
* [[Dmccoy1693/MA]] - Schools, sifus, etc.&lt;br /&gt;
* [[GoldenH/MartialArts]]&lt;br /&gt;
* [[JesseLowe/MartialArts]]&lt;br /&gt;
* [[FightingSchools]]&lt;br /&gt;
* [[Ialdabaoth/ICAbilities]]&lt;br /&gt;
* [[GregLink/CelestialTerrestrialMA]]&lt;br /&gt;
* [[Orphen/Combatants]]&lt;br /&gt;
* [[MartialArts/KataSystem]] - An alternate Martial Arts system that separates it from the basic Ability and makes it operate like Sorcery or Necromancy. &lt;br /&gt;
* [[VarazesMortalMartialArts]]&lt;br /&gt;
* [[Jimcrimson/2e_mortal_martial_arts]] I know I shouldn't love MMA's but I do! Here is why.&lt;br /&gt;
&lt;br /&gt;
== Styles By Rank ==&lt;br /&gt;
=== [[TerrestrialMartialArts]] ===&lt;br /&gt;
Terrestrial level martial arts are the purview of the Dragon-Blooded. Although any Exalt may learn or create a Terrestrial Style at normal cost, many are elementally aligned, incurring a 1-mote cost-per-turn to emulate the elemental Essence of a style's Charm, and many take advantage of a Terrestrial's ability to use multiple Reflexive Charms in a turn. Though not as potent as Celestial styles, these martial arts may often be more efficient than their Celestial counterparts. There are generally believed to be thousands of Terrestrial styles, ephemeral as the leaves of a tree, here one generation and gone the next.&lt;br /&gt;
&lt;br /&gt;
=== [[CelestialMartialArts]] ===&lt;br /&gt;
All Celestial Exalted may create and learn Celestial styles, although some styles may generally require specific regimes to learn them. The weaker Essence of the Terrestrial Exalted makes Celestial styles less accessible to them: a supernatural initiation is needed for Terrestrials to learn Celestial styles, and they cannot create them normally.&lt;br /&gt;
&lt;br /&gt;
=== [[SiderealMartialArts]] ===&lt;br /&gt;
Sidereal martial arts are among the most potent Charms in Creation, perhaps matching the power of Solar and Abyssal foes in their specific aptitudes. These secret styles are the aptitude of their Sidereal progenitors, and it is they who most readily benefit from them. Solars may learn such Charms at increased cost, and cannot benefit from the Sutras that further empower Sidereal wielders, and will find making a style at this level difficult, or even impossible. Other Exalts are wholly unable to grasp the nature of such Styles' Essence.&lt;br /&gt;
&lt;br /&gt;
=== [[UnusualMartialArts]] ===&lt;br /&gt;
These Styles are those which do not correspond to the three martial levels of canon, or are otherwise limited to a specific group, that rely on the Essence or innate powers of a specific Exalted type, such as Solar Melee Styles or exclusive Martial Arts, a tree requiring Lunar shapeshifting, or one which mortals might learn. Their power levels vary as much as the characters that might wield them.&lt;br /&gt;
&lt;br /&gt;
=== [[MartialArtsInitiations]] ===&lt;br /&gt;
In [[Books/ExaltedTheDragonBlooded|Exalted: The Dragon-Blooded]] and the [[Books/ExaltedPlayersGuide|Exalted Players' Guide]], we find the first three Martial Arts cascades that are not incorporated into a full Style. These three &amp;quot;initiations&amp;quot; extend the learner's understanding of the Martial Arts; in particular, they allow Terrestrial Exalted to learn Celestial Martial Arts, and thereby reach the full development of their potential.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKareProblemPC&amp;diff=92367</id>
		<title>Jimcrimson/DKareProblemPC</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKareProblemPC&amp;diff=92367"/>
				<updated>2014-12-18T17:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: /* Dragon Kings are Problem PC's. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Dragon Kings are Problem PC's. ==&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
here are some thoughts about how to fix them.&lt;br /&gt;
&lt;br /&gt;
I understand why DK’s with essence of 2 can get path 3 and essence of 3 can get path 5 - it makes them more viable. But it seems off. I feel like essence, virtues and path ratings are more intertwined than that.&lt;br /&gt;
&lt;br /&gt;
The rules as written seem ok for occasional  NPC DKs,  but PC and close ally/recurring enemy NPC’s seem to need more interrelations between these stats.&lt;br /&gt;
&lt;br /&gt;
What if favored/racial paths work as written, but other paths require path rating to be no more than essence and requires a favored virtue of at least path rating -1.So,as an example, if Growing Wood is not a favored path then learning step 3 requires essence 3 and temperance 2. if it is favored, then step 3 requires essence 2. I think that this lets them “keep up” in the short term, while still giving a better “alien” feel. It also gives Dragon Kings a good reason to get essence 4 and 5. it also explains why there society falls apart as they stop trying to further enlighten their essence.&lt;br /&gt;
&lt;br /&gt;
What if A DK also needs to have at least 2 paths bumped up against the hard cap before he can raise his essence. Now a DK needs Essence and Virtue to raise his Path and needs Path (and thereby Virtue) to raise his essence. This sounds like the Dragon King fluff, no?&lt;br /&gt;
&lt;br /&gt;
I guess my final problem is - how many virtues can a DK get to 6? all 4 seems wrong. 6 tends to make most creatures act crazy (sometimes that is a good thing). having all 4 become six could put a creature into some kind of paradox loop. for example I can see a character with compassion and valor both at 6 being required to attack and required to not attack a particular enemy.&lt;br /&gt;
&lt;br /&gt;
maybe we can fix this. what of a DK of essence 5 or less can have a maximum of 1 virtue at 5 (or less), 1 at 4(or less), and the final 2 at 3(or less). He could have 2 at 4 and 2 at 3, but the above is the max.&lt;br /&gt;
when this DK has a essence of 6 he maxes out at, one 6, one 5, one 4 and 1 three. This always leaves a hierarchy so he will not have a strong likelihood of &amp;quot;paradox&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=92365</id>
		<title>DragonKings</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=92365"/>
				<updated>2014-12-18T17:33:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Creation before humanity and before the gods made war upon the Primordials. Now reduced to remnants and non-sentient beasts. Described in [[Books/RuinsOfRathess|Ruins of Rathess]] and the [[Books/ExaltedPlayersGuide|Players' Guide]], pp. 150-195.  They will also be one of the two major focuses in the upcoming [[Books/ScrollOfLesserRaces|Scroll of Lesser Races]] which will update them to Second Edition.&lt;br /&gt;
&lt;br /&gt;
Please add page and book reference for canonical info.&lt;br /&gt;
&lt;br /&gt;
This page is devoted to information about the Dragon Kings.&lt;br /&gt;
&lt;br /&gt;
* back to [[WikiContent]]&lt;br /&gt;
* [[Discussions/DragonKings]]&lt;br /&gt;
&lt;br /&gt;
== General Stuff ==&lt;br /&gt;
&lt;br /&gt;
*[[Characters/DragonKings|Dragon King Characters]]&lt;br /&gt;
*[[Paths|Paths]]&lt;br /&gt;
*[[DragonKings/MartialArts|Martial Arts]]&lt;br /&gt;
*[[DragonKings/Artifacts|Artifacts]]&lt;br /&gt;
&lt;br /&gt;
=== Breeds ===&lt;br /&gt;
* [[Anklok]]&lt;br /&gt;
* [[Mosok]]&lt;br /&gt;
* [[Pterok]]&lt;br /&gt;
* [[Raptok]]&lt;br /&gt;
&lt;br /&gt;
=== Dragon King Domains ===&lt;br /&gt;
* [[Rathess]]&lt;br /&gt;
* [[BlackCragMountains|The Black Crag Mountains]]&lt;br /&gt;
* [[VesatharValley|Vesathar Valley]]&lt;br /&gt;
* [[MountEledath|Mount Eledath]]&lt;br /&gt;
* [[Glitter-FlameDesert|The Glitter-Flame Desert]]&lt;br /&gt;
* [[ScaleCrestIsland|Scale Crest Island]]&lt;br /&gt;
* [[Scag]]&lt;br /&gt;
&lt;br /&gt;
=== Alterations ===&lt;br /&gt;
&lt;br /&gt;
* [[CaptainPenguin/DragonKingsAllOverAgain]] - for a change to make the Dragon Kings more ancient and unknowable&lt;br /&gt;
* [[Hapushet/DragonKings2E]]&lt;br /&gt;
* [[Vervain/DragonKings]]&lt;br /&gt;
* [[Jimcrimson/DKpaths]] - I believe DK paths do not give them enough power to have ever tamed creation. We can fix that!&lt;br /&gt;
* [[Jimcrimson/DKareProblemPC]] - crunch and fluff do not match about DK paths, maybe this will help.&lt;br /&gt;
== Comments ===&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Paths&amp;diff=92363</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Paths&amp;diff=92363"/>
				<updated>2014-12-18T17:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for wikizen-created Dragon King Paths, discussions on Dragon King Paths, houseruled methods for Dragon King Paths, etc.  &lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
*[[Characters/DragonKings|Dragon King Characters]]&lt;br /&gt;
*[[DragonKings/MartialArts]]&lt;br /&gt;
*[[DragonKings/Artifacts]]&lt;br /&gt;
*[[Charms]]&lt;br /&gt;
* back to [[WikiContent]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meta Paths ==&lt;br /&gt;
 (what are the philosophies inherent to the paths, how do we tinker with paths)&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] - Paths miss important powers the DK would need to tame creation, maybe we can fix them.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] - Path mechanics do not seem to match the fluff, maybe this will help&lt;br /&gt;
&lt;br /&gt;
== Fanmade Paths ==&lt;br /&gt;
&lt;br /&gt;
[[Paths/AbidingSun]]&lt;br /&gt;
[[Paths/GloriousConsumption]]&lt;br /&gt;
[[Paths/WhisperingShadow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Official Paths ==&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKareProblemPC&amp;diff=92361</id>
		<title>Jimcrimson/DKareProblemPC</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKareProblemPC&amp;diff=92361"/>
				<updated>2014-12-18T17:24:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with ' == Dragon Kings are Problem PC's. == Jimcrimson here are some thoughts about how to fix them.  I understand why DK’s with essence of 2 can get path 3 and essence of 3 can …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Dragon Kings are Problem PC's. ==&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
here are some thoughts about how to fix them.&lt;br /&gt;
&lt;br /&gt;
I understand why DK’s with essence of 2 can get path 3 and essence of 3 can get path 5 - it makes them more viable. But it seems off. I feel like essence, virtues and path ratings are more intertwined than that.&lt;br /&gt;
&lt;br /&gt;
The rules as written seem ok for occasional  NPC DKs,  but PC and close ally/recurring enemy NPC’s seem to need more interrelations between these stats.&lt;br /&gt;
&lt;br /&gt;
What if favored/racial paths work as written, but other paths require path rating to be no more than essence and requires a favored virtue of at least path rating -1.So,as an example, if Growing Wood is not a favored path then learning step 3 requires essence 3 and temperance 2. if it is favored, then step 3 requires essence 2. I think that this lets them “keep up” in the short term, while still giving a better “alien” feel. It also gives Dragon Kings a good reason to get essence 4 and 5. it also explains why there society falls apart as they stop trying to further enlighten their essence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92359</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92359"/>
				<updated>2014-12-18T17:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92357</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92357"/>
				<updated>2014-12-18T17:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;br /&gt;
[[Jimcrimson/DKareProblemPC]] here are some ideas about how to fix them.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92355</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92355"/>
				<updated>2014-12-18T17:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA! this includes:&lt;br /&gt;
&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92353</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92353"/>
				<updated>2014-12-18T17:16:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA!&lt;br /&gt;
this includes:&lt;br /&gt;
[[Five_Stones_Style]] - &amp;quot;take 10 punches to deliver 1&amp;quot;&lt;br /&gt;
[[The_Style_of_Six_and_Twelve]] &amp;quot;you do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FancyMel/MassCombat&amp;diff=92351</id>
		<title>FancyMel/MassCombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FancyMel/MassCombat&amp;diff=92351"/>
				<updated>2014-12-18T17:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mass Combat fix&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission Statement:&lt;br /&gt;
To make it possible for epic large scale battles without massive bog down of the entire game where entire players are made irrelevant.&lt;br /&gt;
&lt;br /&gt;
That said it should be adjustable so that if desired by the play group the complexity can be increased as needed. &lt;br /&gt;
&lt;br /&gt;
For the most part the base rules assume on the majority of the people in following unit are generic units  that are there simply to act as an extension of their leader. Think Dynasty Warriors or the Lord of the Rings battle scenes and you'll get the vibe I'm trying get across.&lt;br /&gt;
&lt;br /&gt;
'''Base Unit Stat Block'''&lt;br /&gt;
&lt;br /&gt;
'''Magnitude''': Number of Extra's inside the unit or their numerical equivalent.&lt;br /&gt;
&lt;br /&gt;
'''Attack''': Accuracy Pool divided by three rounded up&lt;br /&gt;
&lt;br /&gt;
'''Damage''': Base Damage Pool divided by three rounded up&lt;br /&gt;
&lt;br /&gt;
'''Armor''': Divide by two rounded down &lt;br /&gt;
&lt;br /&gt;
'''Defense''': ([Dexterity + Ability ) + (the Defense  weapon)]) ÷ 3 rounded up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnitude''':&lt;br /&gt;
&lt;br /&gt;
The overall size of the unit,and partially a measure of potency. A Commander can control up to his (War+relevant Specialty) in Magnitude without any penalty. &lt;br /&gt;
&lt;br /&gt;
 -Each point of Magnitude adds one die Unit's Pool.&lt;br /&gt;
&lt;br /&gt;
 -Whenever the Unit attacks,it's target receives a cumulative -1 Onslaught DV Penalty for every two full points of Magnitude it&lt;br /&gt;
 has over the target.&lt;br /&gt;
&lt;br /&gt;
''Example: A Magnitude 3 Unit attacking a Magnitude 2 Unit inflicts no penalty. But should the Magnitude 2 Unit drop a point to a Magnitude 1 it would begin suffering a -1 Onslaught Penalty if attacked by the same opponent.'' &lt;br /&gt;
&lt;br /&gt;
 -The overall health of the Unit is indicated by Magnitude,when the Unit suffers enough damage to mark the Incapacitated level&lt;br /&gt;
 it loses a dot of Magnitude.&lt;br /&gt;
&lt;br /&gt;
 -For each point of Magnitude above the Commander's War the Unit suffers a cumulative +1 Difficulty to all relevant rolls. &lt;br /&gt;
 However each relay attached to the Unit increases the total possible magnitude by (War+Relevant Speciality/2) though at a cost. &lt;br /&gt;
 Each Relay within the unit increases the speed of actions by +1&lt;br /&gt;
&lt;br /&gt;
 -Whether supplementing,attacking or defending against the Unit Charms without the War Keyword must be activated a number of&lt;br /&gt;
 additional times equal to half the unit's magnitude rounded down or in the case charms which can have multiple targets activated&lt;br /&gt;
 a number times until the total number of targeted units is equal to the Magnitude.  &lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
Poor Test Subject is currently under attack from Experimental Unit 1. Like all good Solars he wishes to use Seven Shadow Evasion to avoid the surplus of pain that would come from getting a full Unit of Boots connecting with his rear. Unfortunately the Experimental Unit has a Magnitude of 5 meaning what is normally 3m Perfect Defense now needs to be activated a total of 3 times for a whopping 9m. &lt;br /&gt;
&lt;br /&gt;
Experimental Unit Commander 1 seeing that his Unit's target is burning through his mote pool at egregious rate decides to add more to poor fellow's troubles. He decided to go with Hungry Tiger Technique adding a die to post-soak damage for each mote he spends,not a bad deal so he decides to spend 5 motes for a grand 5 extra dice added. Still supplementing such a large Unit's(Magnitude 5) abilites comes at a hefty cost the Commander needs to activate the same Charm two more times ,3 in total, for a total of 15 motes.&lt;br /&gt;
&lt;br /&gt;
But all is not lost! You need not burn through your entire mote pool every time you engage with or against a Unit! You see the Pattern Spiders adore big epic fights and wish to see as much of it as possible,with big epic Princes/s of the Earth hopefully involved for extra entertainment value. So in addition to your standard Stunt Die rewards each Natural die in the reward counts towards the total activations of the Charm! So following the above examples if Poor Test Subject had been able to one die stunt his madcap escape he would only needed to activate Seven Shadow Evasion twice! Or is Unit Commander had managed an appropriately entertaining two die stunt describing his magically fueled unit's attack he would have only had to pay paltry single Activation!&lt;br /&gt;
&lt;br /&gt;
Alas there are limits to what the Spiders can do in the name of Entertainment,even if either fellow had managed a totally Epic 3 Die Stunt this bonus cannot reduce the cost below a single activation.&lt;br /&gt;
&lt;br /&gt;
Now you got all rules behind how to get Magnitude and what sort of things it affects,but what exactly can you do with said Unit's dice pool now that you figured it out? &lt;br /&gt;
&lt;br /&gt;
Things you can do with said Unit Dice:&lt;br /&gt;
&lt;br /&gt;
'''Attack''': Of course! With every Success you get On the Unit's roll you get a number of Successes added to your Total Attack roll (Aka the Unit's and it's Commander's total number of successes) equal to the Unit's Attack Value. What's more for every die the Unit rolls after the first it lower's it's Target Number by One(to a minimum of 3) and inflicts a cumulative -1 Coordinated Attack Penalty on the opponent. &lt;br /&gt;
&lt;br /&gt;
'''Defense''':For 2 dice Add the Unit's defense to their DV. This is in addition to the automatic Bonus from simply having a Unit. For every die after the first 2 add another point to their DV with a cap of 7 dice being used on Defense.&lt;br /&gt;
&lt;br /&gt;
'''Additional Attack''': The Same as the First, this counts as a completely different attack. So no reduced Target Number or Coordination Penalties aside from what the attack would get from the number of Unit Die devoted to it.&lt;br /&gt;
&lt;br /&gt;
'''Attack, Damage, Defense and Armor''': &lt;br /&gt;
This is a bit simpler then Magnitude &lt;br /&gt;
&lt;br /&gt;
Add the respective numbers in Successes to each of the Commander's pools.In the case of Defense simply add the number to the Commander's Physical Parry DV when using the Defense Option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is cool, but I'm not sure exactly what you are streamlining. I will go back and re-read all of the mass combat rules so I can see what you have done. I know this is an &amp;quot;unhelpful&amp;quot; comment, but since there is so little activity on this board nowadays, I figure knowing that someone is reading may help you to keep posting. [[Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnusualMartialArts&amp;diff=92349</id>
		<title>UnusualMartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnusualMartialArts&amp;diff=92349"/>
				<updated>2014-12-18T15:41:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''[[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | [[SiderealMartialArts|Sidereal]] | '''Unusual''' | [[MartialArtsInitiations|Initiations]]'' ===&lt;br /&gt;
&lt;br /&gt;
''These Styles are those which do not correspond to the three martial levels of canon, or are otherwise limited to a specific group, that rely on the Essence or innate powers of a specific Exalted type, such as Solar Melee Styles or exclusive Martial Arts, a tree requiring Lunar shapeshifting, or one which mortals might learn. Their power levels vary as much as the characters that might wield them.''&lt;br /&gt;
&lt;br /&gt;
Back to [[MartialArts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Charms]]&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
;'''[[MartialArts/StubbornYakStyle|Stubborn Yak]]''' - [[Han'ya]]: A style focusing around sheer immovability and stoicism, designed for nobody in particular.&lt;br /&gt;
;'''[[Five Stones Style]]''' - [[Jimcrimson]]: An MMA with the motto &amp;quot;Take 10 punches to deliver 1&amp;quot;.&lt;br /&gt;
;'''[[The_Style_of_Six_and_Twelve]]''' - [[Jimcrimson]]: An MMA with the motto &amp;quot;If you do the hitting then you wont get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
;'''[[MartialArts/AgileMonkeyFrenziedPantherStyle|Agile Monkey Frenzied Panther]]''' - by [mailto:Locowizard@hotmail.com Toclmi]: A Lunar-specific style with dual goals in mind.&lt;br /&gt;
;'''[[MartialArts/BurningPhoenixMeleeStyle|Burning Phoenix Melee]]''' - by Thinker: A Solar-compatible melee style, dealing with damaging opponents.&lt;br /&gt;
;'''[[MartialArts/ClawoftheRisingMoon|Claw of the Rising Moon]]''' - by [[Issaru]]:Lunar Martial Art focusing on the destuction of Fair Folk and the Dead.&lt;br /&gt;
;'''[[SolVachel/CentralHarmony|Central Harmony]]''' - by [[SolVachel]]: Trying to calibrate this one still, goes from pretty normal to more esoteric at the end, working on a sorcery tie in. WIP.&lt;br /&gt;
;'''[[MartialArts/EasternPredatorStyle|Eastern Predator]]''' - by [[Hapushet]]: A Dragon King Martial Art, designed to dovetail with the Shaping Wood Path.&lt;br /&gt;
;'''[[MartialArts/EternalMaterialStyle|Eternal Material]]''' - by [[Wordman]]: A style based on the five magical materials that runs from terrestrial to celestial.&lt;br /&gt;
;'''[[MartialArts/FiveSeasonStyle|Five Season]]''' - by [mailto:zanbatou@hotmail.com demontongue]: A style that can be used by mortal martial artists.&lt;br /&gt;
;'''[[MartialArts/FoxSpiritStyle|Fox Spirit]]''' - by [mailto:Lsmith1@socal.rr.com Aphrodisiac Phobia]: A mercurial and finesse-based Lunar-specific martial art.&lt;br /&gt;
;'''[[MartialArts/GloriousFanStyle|Glorious Fan]]''' - by [[FifthChild]]: A Solar melee tree with agile, deadly strikes.&lt;br /&gt;
;'''[[MartialArts/HarmoniousSolarWarriorStyle|Harmonious Solar Warrior]]''' - by [[IsawaBrian]]: The transcendent power of the Dawn Lotus.&lt;br /&gt;
;'''[[MartialArts/HeavensFuryStyle|Heavens Fury]]''' - by Krule: A Solar-level style granting many actions and great damage.&lt;br /&gt;
;'''[[MartialArts/JudiciousRevenantStyle|Judicious Revenant]]''' - by [[AntiVehicleRocket]]: An Abyssal conversion of Righteous Devil Style, retaining most of its mechanical effects but focusing on a more Oblivion-related flavor.&lt;br /&gt;
;'''[[MartialArts/LionsPrideStyle|Lions Pride]]''' - by Thinker: A Solar-level style that is viscious and commanding.&lt;br /&gt;
;'''[[Baelrog/LogicIsDeath'sDesignStyle|Logic is Death's Design Style]]''' - by Baelrog: An incomplete style.&lt;br /&gt;
;'''[[MartialArts/LunasFavoredStyle|Lunas Favored]]''' - by [mailto:dr_potter@acad.fandm.edu Pounce]: A martial art tailored to the shapeshifting ability of the Lunars.&lt;br /&gt;
;'''[[MartialArts/MistOnStillWaterStyle|Mist On Still Water]]''' - by [[SMK]] and [[Fifth]]: A high-Essence Celestial style, focused on area effects and anima manipulation. And insubstantiality. Rather strange, and not really canon.&lt;br /&gt;
;'''[[MartialArts/NorthernTempestStyle|Northern Tempest]]''' - by [[Hapushet]]: A Dragon King Martial Art that works in combination with the Path of Clear Air.&lt;br /&gt;
;'''[[MartialArts/PaeanofTumultuousGears|Paean of Tumultuous Gears]]''' - by [[Arafelis]]: Alchemical Martial Art&lt;br /&gt;
;'''[[MartialArts/RockStyle|Rock]]''' - by [[DariusSolluman]]: A Mortal -level Martial Art, unlocking hidden power at great cost.&lt;br /&gt;
;'''[[MartialArts/SilentCrane|Silent Crane]]''' - by [[SteelAngel]]: Non combat martial arts charms.&lt;br /&gt;
;'''[[MartialArts/SingingSwordSpiritStyle|Singing Sword Spirit]]''' - by [[Falcon]]: A melee tree shaped and themed like a martial arts style. It's for Solars.&lt;br /&gt;
;'''[[MartialArts/SouthernInfernoStyle|Southern Inferno]]''' - by [[Hapushet]]: A Dragon King Martial Art that synergizes with the Path of Flickering Fire.&lt;br /&gt;
;'''[[MartialArts/StompingGhostBootStyle|Stomping Ghost-Boot Style]]''' - by [[AmbroseCollector]]:A style with a quirky ghost and earthquake theme, some of which is usable only at night and which requires Arcanoi to use during the day.&lt;br /&gt;
;'''[[MartialArts/SunDragonStyle|Sun Dragon]]''' - by [[Insanewizard]]: A Solar only style that consists of three individual Martial arts designed to be a vastly superior version of the Terrestrial Immaculate styles.&lt;br /&gt;
;'''[[MartialArtsRelay/TerrestrialSphereStyle|Terrestrial Sphere]]''' - by [[MartialArtsRelay]]: Relay based on the &amp;quot;way of mastery of the terrestrial sphere&amp;quot;. It starts as a terrestrial style and becomes celestial.&lt;br /&gt;
;'''[[SolVachel/ThousandForged|Thousand Forged Dragon]]''' - by [[SolVachel]]: A conceptual Ma based off of the Thousand Forged Dragon.  Warning, Hyperbolic.&lt;br /&gt;
;'''[[MartialArts/UnconqueredSunStyle|Unconquered Sun]]''' - by Baltharzaar: A Solar-level style representing the Unconquered Sun's might.&lt;br /&gt;
;'''[[MartialArts/UnconqueredSunAvatarStyle|Unconquered Sun Avatar]]''' - by [mailto:Carnival1978@hotmail.com Sebastion]: A Solar-level art with high prerequisites.&lt;br /&gt;
;'''[[MartialArts/UnificationofTechniqueStyle|Unification of Technique]]''' - by [[Insanewizard]]: A work in progress for a powerful Solar only MA that joins other MAs together.&lt;br /&gt;
;'''[[MartialArts/WeepingCraneMeleeStyle|Weeping Crane Melee]]''' - by Thinker: A melee style designed for compatibility with Solar melee&lt;br /&gt;
;'''[[MartialArts/WesternTorrentStyle|Western Torrent]]''' - by [[Hapushet]]: A clinch-based Dragon King Martial Art that draws heavily on the Path of Shimmering Water.&lt;br /&gt;
;'''[[MortalMartialArts|Mortal Martial Arts]]''' - by [[IanPrice]]: A set of limited charm-like abilities similar to Thaumaturgy for mortals who practice advanced martial arts.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92347</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92347"/>
				<updated>2014-12-18T15:11:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92345</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=92345"/>
				<updated>2014-12-18T15:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]] more combat modifiers&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]] I know I shouldn't, but I love MMA!&lt;br /&gt;
[[Jimcrimson/DKpaths]] they are too limited, this may help.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Paths&amp;diff=92343</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Paths&amp;diff=92343"/>
				<updated>2014-12-18T15:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for wikizen-created Dragon King Paths, discussions on Dragon King Paths, houseruled methods for Dragon King Paths, etc.  &lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
*[[Characters/DragonKings|Dragon King Characters]]&lt;br /&gt;
*[[DragonKings/MartialArts]]&lt;br /&gt;
*[[DragonKings/Artifacts]]&lt;br /&gt;
*[[Charms]]&lt;br /&gt;
* back to [[WikiContent]].&lt;br /&gt;
== Fanmade Paths ==&lt;br /&gt;
&lt;br /&gt;
[[Paths/AbidingSun]]&lt;br /&gt;
[[Paths/GloriousConsumption]]&lt;br /&gt;
[[Paths/WhisperingShadow]]&lt;br /&gt;
[[Jimcrimson/DKpaths]]&lt;br /&gt;
&lt;br /&gt;
== Official Paths ==&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92341</id>
		<title>Jimcrimson/DKpaths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/DKpaths&amp;diff=92341"/>
				<updated>2014-12-18T15:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with 'Dragon king paths are cool, but they seem too limited to make and maintain a culture, I recognize that they are SUPPOSED to be limited, and I’m not saying they shouldn’t be, …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dragon king paths are cool, but they seem too limited to make and maintain a culture, I recognize that they are SUPPOSED to be limited, and I’m not saying they shouldn’t be, but the limits still miss too many important things. For example: they can not deal with fair folk very well – they have no defense against the wild or against unnatural mental influence. I’m assuming that they had to deal with fair folk many times in the pre-human age. They would have ways to deal with fair folk.&lt;br /&gt;
&lt;br /&gt;
And the philosophies are cool, but they seem too limited too. In real life philosophies “cross pollinate.” This might be the solution. As dragon kings master multiple paths perhaps they could mix paths to create a single new step between those two paths.  It would allow limited mastery of a few other things that the paths miss, while still keeping the path structure intact.&lt;br /&gt;
&lt;br /&gt;
what if each dragon king could fully master 1 of their favored/racial paths – we will call this the dominant path. When they have 6 levels in this path then can buy two other types of charms.&lt;br /&gt;
&lt;br /&gt;
1st: they can buy a charm that lets them use their philosophy to gain limited defense against unnatural mental influence. (perhaps each dominant paths version has a different emphasis and weakness). This makes sense because they adhere to a path of &amp;quot;truth&amp;quot; that makes them difficult to sway.&lt;br /&gt;
&lt;br /&gt;
2nd: if they have 6 in their dominant path and 5+ in any other they can use a special path step between the two paths.  An off-the-top-of-my-head example might be that if solid earth is about building and endurance, and celestial air is about interacting with and becoming like a spirit. If earth was dominant perhaps the step between them would let you endure (earth) the spiritual energies of the wild (Air). If air is dominant maybe you learn to build air manses.&lt;br /&gt;
&lt;br /&gt;
It might be that these in-between steps can be individually created by the DK master, but that they only get one for each path combination, or they might all already exist, like the normal path steps.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=92339</id>
		<title>DragonKings</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=DragonKings&amp;diff=92339"/>
				<updated>2014-12-18T15:00:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Creation before humanity and before the gods made war upon the Primordials. Now reduced to remnants and non-sentient beasts. Described in [[Books/RuinsOfRathess|Ruins of Rathess]] and the [[Books/ExaltedPlayersGuide|Players' Guide]], pp. 150-195.  They will also be one of the two major focuses in the upcoming [[Books/ScrollOfLesserRaces|Scroll of Lesser Races]] which will update them to Second Edition.&lt;br /&gt;
&lt;br /&gt;
Please add page and book reference for canonical info.&lt;br /&gt;
&lt;br /&gt;
This page is devoted to information about the Dragon Kings.&lt;br /&gt;
&lt;br /&gt;
* back to [[WikiContent]]&lt;br /&gt;
* [[Discussions/DragonKings]]&lt;br /&gt;
&lt;br /&gt;
== General Stuff ==&lt;br /&gt;
&lt;br /&gt;
*[[Characters/DragonKings|Dragon King Characters]]&lt;br /&gt;
*[[Paths|Paths]]&lt;br /&gt;
*[[DragonKings/MartialArts|Martial Arts]]&lt;br /&gt;
*[[DragonKings/Artifacts|Artifacts]]&lt;br /&gt;
&lt;br /&gt;
=== Breeds ===&lt;br /&gt;
* [[Anklok]]&lt;br /&gt;
* [[Mosok]]&lt;br /&gt;
* [[Pterok]]&lt;br /&gt;
* [[Raptok]]&lt;br /&gt;
&lt;br /&gt;
=== Dragon King Domains ===&lt;br /&gt;
* [[Rathess]]&lt;br /&gt;
* [[BlackCragMountains|The Black Crag Mountains]]&lt;br /&gt;
* [[VesatharValley|Vesathar Valley]]&lt;br /&gt;
* [[MountEledath|Mount Eledath]]&lt;br /&gt;
* [[Glitter-FlameDesert|The Glitter-Flame Desert]]&lt;br /&gt;
* [[ScaleCrestIsland|Scale Crest Island]]&lt;br /&gt;
* [[Scag]]&lt;br /&gt;
&lt;br /&gt;
=== Alterations ===&lt;br /&gt;
&lt;br /&gt;
* [[CaptainPenguin/DragonKingsAllOverAgain]] - for a change to make the Dragon Kings more ancient and unknowable&lt;br /&gt;
* [[Hapushet/DragonKings2E]]&lt;br /&gt;
* [[Vervain/DragonKings]]&lt;br /&gt;
* [[Jimcrimson/DKpaths]] - I believe DK paths do not give them enough power to have ever ruled creation.&lt;br /&gt;
&lt;br /&gt;
== Comments ===&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90303</id>
		<title>The Style of Six and Twelve</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90303"/>
				<updated>2013-07-23T16:59:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: completed the style - sorry it took so long to get back to it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Style of Six and Twelve ==&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
This Martial Art was inspired by the motto of a karate style that really impressed me: &amp;quot;You do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is commonly known that in most fights the person who lands the first solid blow wins the battle. The damage causes body chi and muscles to contort, and the human mind to retreat into the animal need to submit to a superior animal. The normal rules for negatives based on damage levels (from 0 to Inc.) do a decent job of showing this.&lt;br /&gt;
&lt;br /&gt;
The Style of Six and Twelve seeks to capitalize on this advantage with overwhelming force at the beginning of a fight. It is hard to tell what stance a master of this style would START a fight in, they tend to go from doing something mundane-looking to flurrying the closest opponent with almost no &amp;quot;tell&amp;quot;. Once the fight has started they tend to stand in a &amp;quot;cat stance&amp;quot; on the balls of both feat and the hands never stop attacking. The stylist focuses on a single foe, presses every attack as far as he can, this will hopefully wound the opponent and thereby start his downward trend into unconsciousness.   &lt;br /&gt;
&lt;br /&gt;
This style can be practiced in any armor which has a penalty of 0. Martial Arts weapons are permitted with this style if the practitioner has melee equal to the minimum martial arts rating of the charm, but weapon use may requite stunts or not be allowable for some of the actions dealing with surprising an opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Carried by Six Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; surprise action or first action&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; none &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;''In some cultures, six people carry the dead to there final earthly resting place or to where they are burned. This hyper aggressive set of actions is designed to get the martial artists opponent killed in the first assault, and if it fails to do so, it may leave the martial artist open enough that he, himself may need his six closest kin.'' &lt;br /&gt;
&lt;br /&gt;
Note: modifiers such as fierce blow can be used to further modify this action.&lt;br /&gt;
&lt;br /&gt;
In ANY surprise round and in the first round of combat the furious deluge of blows that this attack provides adds +2 damage to an attack or +2 damage to each attack in a flurry. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Offensive Defense Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; you must make a flurry against a single opponent&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3 Resistance 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Carried by Six Strike&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;''When you do the hitting you do not get hit. When being struck by a tremendous barrage, it is difficult to stick your head out from behind your arms or shield enough to make an accurate attack.''&lt;br /&gt;
&lt;br /&gt;
Make a melee-range flurry of at least 3 attack actions where all attacks are against the same opponent. To the opponent, your DV only goes down by -1 for all of the attack actions (other actions in the flurry still accrue negatives). Any other attacker attacks you at the normal penalties for you DV.&lt;br /&gt;
&lt;br /&gt;
This charm may only be used resistance times in a scene, it requires a lot of endurance to keep throwing blows like that. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;As He Says Stri-&amp;quot; Attack&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3, Awareness 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; permanent, &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; ''Hit him so as to cut off his strike. Strike as he says Stri - and the blow will never land. Remember, it is better to be paranoid than to be carried by six.''&lt;br /&gt;
&lt;br /&gt;
permanently lose -1 die to your choice of presence or socialize pools and gain +1 to all join battle rolls. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Judged by Twelve Meditation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3, Awareness 3&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; reflexive, permanent&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; instant&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;Carried by six method &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; ''In some places, Tribunals of 12 judges determine the innocents or guilt on murder charges. &lt;br /&gt;
&lt;br /&gt;
When you have learned to attack, not when he begins to say &amp;quot;attack&amp;quot; but when he begins to think about saying it then you are safe. It does not matter if some will call you a murderer. It is better to be judged by twelve than carried by six, but it is better still if the magistrate never catches you either.'' &lt;br /&gt;
&lt;br /&gt;
In any &amp;quot;tense&amp;quot; situation where an opponent is not actually hidden, Roll Perception + Awareness with a target of your opponents choice of his dots in Acting, Martial Arts or Essence. If you Succeed you gain a surprise round if Join Battle is declared. &lt;br /&gt;
If you fail by three or more, you have misread the situation, perhaps no one was hostile, or perhaps 2 men at the bar were, but the third was an innocent bystander and not a crony trying to get behind you for their surprise attack. Maybe your lover is sneaking up behind you trying to steal a kiss. Regardless, if you chose to make the roll you WILL attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Tiger Climbs the Mountain Technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 4, presence 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; simple&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; combo-ok&lt;br /&gt;
&amp;lt;b&amp;gt; Duration: &amp;lt;/b&amp;gt; 1 attack&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Judged by Twelve Meditation &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt; the martial artist makes what seems like dozens of attacks in the vicinity of the eyes hands and shoulders, most are never meant to land solid blows, instead they slow his opponent down Just enough. &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If you make a flurry against a single opponent, they must make a will + integrity roll with a target of your Presence skill or the opponent's rate goes up by one for the current attack.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;first to strike throws all the blows&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; MA 4, athletics 2 &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; permanent&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Tiger climbs the mountain technique&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; +1 rate to all unarmed combat and to any weapon that you can use with this martial art.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Chi tensing technique &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;'''Cost:''' 1 willpower&lt;br /&gt;
'''Minimums:''' 5 Martial Arts, 2 lore&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; simple&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; essence enlightening&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;once you have successfully hurt an opponent, the pain and tightening start to take effect. &lt;br /&gt;
if this attack or flurry of attacks damages an opponent, add an extra -1 die modifier to that opponent. This modifier is applied for the rest of the scene as if it was wound damage and healing all wound damage heals the negative modifier. This modifier does not stack with itself through multiple uses. It also makes a -4 would level a -5, not an incapacitated wound level. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Finished before you started technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 5 integrity 3&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; root of the lotus&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 surprise round&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;your attacks on a surprise round gain the piercing quality or + 2 damage, as you prefer.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90274</id>
		<title>The Style of Six and Twelve</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90274"/>
				<updated>2013-06-26T03:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Style of Six and Twelve ==&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
This Martial Art was inspired by the motto of a karate style that really impressed me: &amp;quot;You do the hitting and you won't get hit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is commonly known that in most fights the person who lands the first solid blow wins the battle. The damage causes body chi and muscles to contort, and the human mind to retreat into the animal need to submit to a superior animal. The normal rules for negatives based on damage levels (from 0 to Inc.) do a decent job of showing this.&lt;br /&gt;
&lt;br /&gt;
The Style of Six and Twelve seeks to capitalize on this advantage with overwhelming force at the beginning of a fight. It is hard to tell what stance a master of this style would START a fight in, they tend to go from doing something mundane-looking to flurrying the closest opponent with almost no &amp;quot;tell&amp;quot;. Once the fight has started they tend to stand in a &amp;quot;cat stance&amp;quot; on the balls of both feat and the hands never stop attacking. The stylist focuses on a single foe, presses every attack as far as he can, this will hopefully wound the opponent and thereby start his downward trend into unconsciousness.   &lt;br /&gt;
&lt;br /&gt;
This style can be practiced in any armor which has a penalty of 0. Martial Arts weapons are permitted with this style if the practitioner has melee equal to the minimum martial arts rating of the charm, but weapon use may requite stunts or not be allowable for some of the actions dealing with surprising an opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Carried by Six Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; surprise action or first action&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; none &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;''In some cultures, six people carry the dead to there final earthly resting place or to where they are burned. This hyper aggressive set of actions is designed to get the martial artists opponent killed in the first assault, and if it fails to do so, it may leave the martial artist open enough that he, himself may need his six closest kin.'' &lt;br /&gt;
&lt;br /&gt;
Note: modifiers such as fierce blow can be used to further modify this action.&lt;br /&gt;
&lt;br /&gt;
In ANY surprise round and in the first round of combat the furious deluge of blows that this attack provides adds +2 damage to an attack or +2 damage to each attack in a flurry. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Offensive Defense Method&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; you must make a flurry against a single opponent&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3 Resistance 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Carried by Six Strike&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;''When you do the hitting you do not get hit. When being struck by a tremendous barrage, it is difficult to stick your head out from behind your arms or shield enough to make an accurate attack.''&lt;br /&gt;
&lt;br /&gt;
Make a melee-range flurry of at least 3 attack actions where all attacks are against the same opponent. To the opponent, your DV only goes down by -1 for all of the attack actions (other actions in the flurry still accrue negatives). Any other attacker attacks you at the normal penalties for you DV.&lt;br /&gt;
&lt;br /&gt;
This charm may only be used resistance times in a scene, it requires a lot of endurance to keep throwing blows like that. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;As He Says Stri-&amp;quot; Attack&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3, Awareness 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; permanent, &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; ''Hit him so as to cut off his strike. Strike as he says Stri - and the blow will never land. Remember, it is better to be paranoid than to be carried by six.''&lt;br /&gt;
&lt;br /&gt;
permanently lose -1 die to your choice of presence or socialize pools and gain +1 to all join battle rolls. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Judged by Twelve Meditation&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3, Awareness 3&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; reflexive&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; instant&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt;Carried by six method &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; ''In some places, Tribunals of 12 judges determine the innocents or guilt on murder charges. &lt;br /&gt;
&lt;br /&gt;
When you have learned to attack, not when he begins to say &amp;quot;attack&amp;quot; but when he begins to think about saying it then you are safe. It does not matter if some will call you a murderer. It is better to be judged by twelve than carried by six, but it is better still if the magistrate never catches you either.'' &lt;br /&gt;
&lt;br /&gt;
In any &amp;quot;tense&amp;quot; situation where an opponent is not actually hidden, Roll Perception + Awareness with a target of your opponents choice of his dots in Acting, Martial Arts or Essence. If you Succeed you gain a surprise round if Join Battle is declared. &lt;br /&gt;
If you fail by three or more, you have misread the situation, perhaps no one was hostile, or perhaps 2 men at the bar were, but the third was an innocent bystander and not a crony trying to get behind you for their surprise attack. Maybe your lover is sneaking up behind you trying to steal a kiss. Regardless, if you chose to make the roll you WILL attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
below this is unfinished in typing (I have it hand written in my notebook - and yes I'm old enough that I use notebooks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;opponents +1 tick if you are flurrying them unless they make a will + integrity roll with a target of your Presence skill.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; +1 rate&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Chi tensing technique &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;'''Cost:'''&lt;br /&gt;
'''Minimums:''' &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;once you have successfully hurt an opponent, the pain and tightening start to take effect. add an extra -1 to opponents you damage, applied for the rest of the scene as if it was wound damage. this does not stack with itself through multiple uses. it also does makes a -4 would level a -5, not an incapacitated wound level. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Finished before you started technique&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;pearcing on surprise round&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90263</id>
		<title>The Style of Six and Twelve</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90263"/>
				<updated>2013-06-24T03:18:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Style of Six and Twelve ==&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
This Martial art was inspired by the motto of a karate style that really impressed me. &amp;quot;you do the hitting and you won't get hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is commonly known, that in most fights the person who lands the first solid blow wins the battle. The damage causes body chi and muscles to contort, and the human mind to retreat into the animal need to submit to a superior animal. The normal rules for negatives based on the amount of damage a character have taken do a decent job of showing this.&lt;br /&gt;
&lt;br /&gt;
The Style of Six and Twelve seeks to capitalize on this advantage with overwhelming force at the beginning of a fight. It is hard to tell what stance a master of this style would START a fight in, they tend to go from doing something mundane-looking to flurrying the closest opponent with almost no tell. Once the fight has started they tend to stand in a &amp;quot;cat stance&amp;quot; on the balls of both feat. The stylist focuses on a single foe, presses every attack as far as he can, this will hopefully wound the opponent and thereby start his downward trend into unconsciousness.   &lt;br /&gt;
&lt;br /&gt;
This style can be practiced in armor with a penalty of 0. Martial Arts weapons are permitted with this style, but may requite stunts or not be allowable for some of the actions dealing with surprising an opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Carried by Six &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2&lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; surprise action or first action&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; none &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;''In some cultures, six people carry the dead to there final earthly resting place or to where they are burned. This hyper aggressive set of actions is designed to get the martial artists opponent killed in the first assault, and if it fails to do so, it may leave the martial artist open enough that he, himself may need his six closest kin.'' &lt;br /&gt;
&lt;br /&gt;
Note: modifiers such as fierce blow can be used to further modify this action.&lt;br /&gt;
&lt;br /&gt;
In ANY surprise round and in the first round of combat the furious deluge of blows that this attack provides adds +2 damage to an attack or +2 to each attack in a flurry. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;'''Cost:'''&lt;br /&gt;
'''Minimums:''' &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90245</id>
		<title>The Style of Six and Twelve</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=The_Style_of_Six_and_Twelve&amp;diff=90245"/>
				<updated>2013-06-23T02:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with ' == The Style of Six and Twelve == by Jimcrimson  Wife needs me, will post more tonight or tomorrow - 6/22/13'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Style of Six and Twelve ==&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
Wife needs me, will post more tonight or tomorrow - 6/22/13&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90243</id>
		<title>Jimcrimson/2e mortal martial arts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90243"/>
				<updated>2013-06-23T02:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mortal Martial Arts (MMA)'''&lt;br /&gt;
&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
== Why Mortal Martial Arts (MMAs)? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“''Ew, man. Wasn't TMA degrading enough?'' - [[willows]]”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Willow’s question is humorous, it also has a point. Why have even ''less'' powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already &amp;quot;bottom of the barrel&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are my reasons why MMAs should exist:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 '''From the perspective of already existing martial arts''': there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the &amp;quot;stuff&amp;quot; of MMAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 '''MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense''': The &amp;quot;forceful blow&amp;quot; (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers  Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 '''MMA give Exalted characters an advantage''': An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 '''Not every situation requires the use of essence''': Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 '''MMAs make non-charm fight actions have a &amp;quot;style&amp;quot;:''' Yes, stunts give an attack or a scene &amp;quot;style&amp;quot; but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 '''MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you.''' They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA &amp;quot;5 dragon style&amp;quot; (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several &amp;quot;behind the scenes&amp;quot;  with no extra work &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7 '''MMA give mortals an advantage''': many MMA charms add permanent effects or attack options that are not really &amp;quot;charm use&amp;quot; thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8 '''Not every character in Exalted (the game) is himself Exalted''': PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9 '''PC or not, it does not make sense that mortals would work so long and hard for nothing:''' who would go from &amp;quot;having no special abilities&amp;quot; to &amp;quot;essence 3 and martial arts 5&amp;quot; with nothing to show for it. The gulf also seems large from maximum human essence to &amp;quot;charms&amp;quot;: MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10 '''MMAs can make running &amp;quot;little&amp;quot; martial arts badguys easier while still making them interesting:''' A Heroic Mortal opponent requires a lot of &amp;quot;essence bookkeeping&amp;quot; for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another &amp;quot;he swings his sword&amp;quot; guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MMAs do require a lot of work on a mortal's part: ==&lt;br /&gt;
&lt;br /&gt;
I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my MMAs the &amp;quot;charms&amp;quot; have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the &amp;quot;Favored Skill&amp;quot; of that charm, which determines if the charm was easier to learn for the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MMA require less from more powerful characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.&lt;br /&gt;
&lt;br /&gt;
[[Experience table for MMAs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a few styles I made up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adamant Leg style -  uses the advantages of a leg's strength and reach to maximum potential&lt;br /&gt;
&lt;br /&gt;
Harmonious Foot and Fist - using all limbs makes this style more powerful.&lt;br /&gt;
&lt;br /&gt;
[[Five Stones Style]] - take 10 punches to deliver 1. &lt;br /&gt;
&lt;br /&gt;
[[Wisdom in Fury Style]] - nature lends fury a reckless strength, this marital artist learns control in fury&lt;br /&gt;
&lt;br /&gt;
[[The Style of Six and Twelve]] - if you do the hitting then you don't get hit.&lt;br /&gt;
&lt;br /&gt;
Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none&lt;br /&gt;
&lt;br /&gt;
python spirit style&lt;br /&gt;
&lt;br /&gt;
the art of polite conflict - it is never polite to be in the way of someone who wants to fight&lt;br /&gt;
&lt;br /&gt;
art of tears, science of widows - an art of surprise and stealth&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90241</id>
		<title>Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90241"/>
				<updated>2013-06-23T02:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi,&lt;br /&gt;
&lt;br /&gt;
Joined the wiki late... June of 2013&lt;br /&gt;
&lt;br /&gt;
Here is hoping there will be more activity!&lt;br /&gt;
&lt;br /&gt;
You guys got me really excited with some of your MMAs. I LOVE the idea. &lt;br /&gt;
&lt;br /&gt;
My first links are up at [[User:Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90239</id>
		<title>Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90239"/>
				<updated>2013-06-23T02:33:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi,&lt;br /&gt;
&lt;br /&gt;
Joined the wiki late... June of 2013&lt;br /&gt;
&lt;br /&gt;
Here is hoping there will be more activity!&lt;br /&gt;
&lt;br /&gt;
You guys got me really excited with some of your MMAs. I LOVE the idea. I will post some MMA's tonight.&lt;br /&gt;
&lt;br /&gt;
[[User:Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90237</id>
		<title>Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson&amp;diff=90237"/>
				<updated>2013-06-23T02:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi,&lt;br /&gt;
&lt;br /&gt;
Joined the wiki late... June of 2013&lt;br /&gt;
&lt;br /&gt;
Here is hoping there will be more activity!&lt;br /&gt;
&lt;br /&gt;
You guys got me really excited with some of your MMAs. I LOVE the idea. I will post some MMA's tonight.&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Wisdom_in_Fury_Style&amp;diff=90235</id>
		<title>Wisdom in Fury Style</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Wisdom_in_Fury_Style&amp;diff=90235"/>
				<updated>2013-06-23T02:31:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with 'not finished yet == Wisdom in Fury Style ==   by Jimcrimson  Reckless and furious attacks can lend tremendous power to a combatant, these martial arts seek to use that power …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;not finished yet&lt;br /&gt;
== Wisdom in Fury Style ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
Reckless and furious attacks can lend tremendous power to a combatant, these martial arts seek to use that power while also regaining the control needed for wise martial action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
note: all attacks using this style were designed to be used with the &amp;quot;wild&amp;quot; attack modifier found on [[Jimcrimson/2e house rules for combat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Charm Text. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90233</id>
		<title>Jimcrimson/2e mortal martial arts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90233"/>
				<updated>2013-06-23T02:22:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mortal Martial Arts (MMA)'''&lt;br /&gt;
&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
== Why Mortal Martial Arts (MMAs)? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“''Ew, man. Wasn't TMA degrading enough?'' - [[willows]]”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Willow’s question is humorous, it also has a point. Why have even ''less'' powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already &amp;quot;bottom of the barrel&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are my reasons why MMAs should exist:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 '''From the perspective of already existing martial arts''': there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the &amp;quot;stuff&amp;quot; of MMAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 '''MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense''': The &amp;quot;forceful blow&amp;quot; (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers  Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 '''MMA give Exalted characters an advantage''': An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 '''Not every situation requires the use of essence''': Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 '''MMAs make non-charm fight actions have a &amp;quot;style&amp;quot;:''' Yes, stunts give an attack or a scene &amp;quot;style&amp;quot; but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 '''MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you.''' They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA &amp;quot;5 dragon style&amp;quot; (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several &amp;quot;behind the scenes&amp;quot;  with no extra work &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7 '''MMA give mortals an advantage''': many MMA charms add permanent effects or attack options that are not really &amp;quot;charm use&amp;quot; thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8 '''Not every character in Exalted (the game) is himself Exalted''': PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9 '''PC or not, it does not make sense that mortals would work so long and hard for nothing:''' who would go from &amp;quot;having no special abilities&amp;quot; to &amp;quot;essence 3 and martial arts 5&amp;quot; with nothing to show for it. The gulf also seems large from maximum human essence to &amp;quot;charms&amp;quot;: MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10 '''MMAs can make running &amp;quot;little&amp;quot; martial arts badguys easier while still making them interesting:''' A Heroic Mortal opponent requires a lot of &amp;quot;essence bookkeeping&amp;quot; for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another &amp;quot;he swings his sword&amp;quot; guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MMAs do require a lot of work on a mortal's part: ==&lt;br /&gt;
&lt;br /&gt;
I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my MMAs the &amp;quot;charms&amp;quot; have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the &amp;quot;Favored Skill&amp;quot; of that charm, which determines if the charm was easier to learn for the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MMA require less from more powerful characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.&lt;br /&gt;
&lt;br /&gt;
[[Experience table for MMAs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a few styles I made up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adamant Leg style -  uses the advantages of a leg's strength and reach to maximum potential&lt;br /&gt;
&lt;br /&gt;
Harmonious Foot and Fist - using all limbs makes this style more powerful.&lt;br /&gt;
&lt;br /&gt;
[[Five Stones Style]] - take 10 punches to deliver 1. &lt;br /&gt;
&lt;br /&gt;
[[Wisdom in Fury Style]] - nature lends fury a reckless strength, this marital artist learns control in fury&lt;br /&gt;
&lt;br /&gt;
the style of six and twelve - if you do the hitting then you don't get hit.&lt;br /&gt;
&lt;br /&gt;
Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none&lt;br /&gt;
&lt;br /&gt;
python spirit style&lt;br /&gt;
&lt;br /&gt;
the art of polite conflict - it is never polite to be in the way of someone who wants to fight&lt;br /&gt;
&lt;br /&gt;
art of tears, science of widows - an art of surprise and stealth&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=90231</id>
		<title>User:Jimcrimson</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Jimcrimson&amp;diff=90231"/>
				<updated>2013-06-23T02:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, just starting, and (lame as it is) I have never edited a wiki before, so I'm trying a few things out 1st, then I will add some new content!&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e house rules for combat]]&lt;br /&gt;
&lt;br /&gt;
[[Jimcrimson/2e mortal martial arts]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Greymane&amp;diff=90229</id>
		<title>Greymane</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Greymane&amp;diff=90229"/>
				<updated>2013-06-23T02:14:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stumbling Introduction 2.0!&lt;br /&gt;
&lt;br /&gt;
I'm an a-typical nerd-boy from Seattle, Washington who got into Exalted mainly cause of online friends. Iï¿½m a part time pet-care specialist (aka dog-walker, but the other one makes me feel more important). In my free time, I ramble about nothing in particular to online friends and occasionally hammer something somewhat interesting out of the results.&lt;br /&gt;
&lt;br /&gt;
=== Bits of Fluff ===&lt;br /&gt;
* [[Greymane/Boil|The Boil]] : A dirty, foul industrial city in the north. Created for the &amp;quot;Dance of Angels&amp;quot; campaign. Somehow even almost finished.&lt;br /&gt;
* [[Greymane/BotCS|Brothers of the Cruciform Sword]]&lt;br /&gt;
* [[Greymane/BrideOfWorms|The Bride of Worms]]&lt;br /&gt;
* [[Organizations/FHYMS|The Fiery Hesiesh Youth Murder Society]]&lt;br /&gt;
* [[Greymane/RagandBone|The Rag-and-Bone Man]]&lt;br /&gt;
* [[NaturalWondersOfCreation/Greymane|Natural Wonders of Creation]] : At the moment, only one item.&lt;br /&gt;
* [[Rubedo]] - City of the Black Sun. Home to the Gisonen Alchemists.&lt;br /&gt;
* [[Greymane/Titans|The Titans]] : Remember them?&lt;br /&gt;
&lt;br /&gt;
=== Crunchy Stuff ===&lt;br /&gt;
* [[Thaumaturgy/AlchemyGreymane|Alchemy]] : New formulas!&lt;br /&gt;
* [[Mortals/Amiliki|The Amiliki]] : Highly trained mortal agents of the Gold Faction.&lt;br /&gt;
* [[Greymane/Empyrean|The Empyrean]] : Divine servants of a child-like Primordial. A very slow moving attempt to bring angels into Exalted.&lt;br /&gt;
* [[Greymane/Laboratory|Laboratory]] : A background that covers the mortal version of a manse. Potentially useful to the Exalted, too! ... maybe.&lt;br /&gt;
* [[Thaumaturgy/RitualsGreymane|Rituals]] : Greater workings of mortal magic.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* [[Greymane/DBAgony|Agony of Existence Path]] : Demon-Blood Charms for drawing pain from suffering.&lt;br /&gt;
* [[TheGhostBlooded/LonelyHeirs|Lonesome Heirs of Ash Path]] : Ghost-Blood Charms for making friends.&lt;br /&gt;
* [[Arcanoi/UnyieldingEffigyPath|Unyielding Effigy Path]] : Arcanoi for those Ghosts who have not yet given up on life.&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
* [[AbyssalPerformance/Greymane|Abyssal Performance]] : Abyssal in more ways than one. Less than successful attempt to make Abyssal bard Charms.&lt;br /&gt;
&lt;br /&gt;
=== Terrestrial ===&lt;br /&gt;
* [[DragonBloodedEndurance/Greymane|Dragon-Blooded Endurance]]&lt;br /&gt;
* [[DragonBloodedLore/Greymane|Dragon-Blooded Lore]]&lt;br /&gt;
* [[DragonBloodedPresence/Greymane|Dragon-Blood Presence]] : Fiery Charms that interact with your anima.&lt;br /&gt;
* [[DragonBloodedSocialize/Greymane|Dragon-Blood Socialize]] : Words can hurt.&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
* [[SolarBureaucracy/Greymane|Solar Bureaucracy]] : Writing off.&lt;br /&gt;
* [[SolarOccult/Greymane|Sunlit Fortress Path]] : Golden Barriers.&lt;br /&gt;
* [[SolarPerformance/Greymane|Solar Performance]] : Behold the King...&lt;br /&gt;
* [[SolarSurvival/Greymane|Solar Survival]] : Lord of the Land.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts Styles ===&lt;br /&gt;
* [[MartialArts/BlackRose|Black Rose Style]] : A martial arts style designed to go with the [[Mortals/Amiliki|Amiliki]]. A style intended to produce the perfect disposable assassin.&lt;br /&gt;
* [[MartialArts/ClaySoldier|Clay Soldier Style]] : Another martial arts style designed to go with the [[Mortals/Amiliki|Amiliki]]. Inspired by the government soldiers in House of Flying Daggers and Frank Miller's comic book &amp;lt;i&amp;gt;300.&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[MartialArts/Elephant|Elephant Style]] : Because no one else had seemed to make one, oddly.&lt;br /&gt;
* [[MartialArts/FourMonarchsStyle|Four Monarchs Style]] - Underworld style for Ghost-Knights emulating the Dual Monarchy that allows certain Charms to be connected without Combos.&lt;br /&gt;
* [[MartialArts/JadeRabbitStyle|Jade Rabbit Style]] : A style inspired by the myths and fairytales of rabbits, along with a liberal splash of Jackie Chan.&lt;br /&gt;
* [[MartialArts/MonochromeDiamondStyle|Monochrome Diamond Style]] - Underworld style that adapts prayer and worship into a weapon.&lt;br /&gt;
* [[MartialArts/NineTail|Nine-Tailed Fox Style]] : An attempt at a martial arts style with a strong kitsune bent.&lt;br /&gt;
* [[MartialArts/StarlightRoadStyle|Starlight Road Style]] : Walking between and under the stars.&lt;br /&gt;
* [[MartialArts/WhisperingMeadowStyle|Whispering Meadow Style]] : A samurai-ish style centered around the secret language of flowers.&lt;br /&gt;
&lt;br /&gt;
=== Games ===&lt;br /&gt;
*[[GoldenCat/DanceOfAngels|A Dance of Angels]]: [[GoldenCat]]'s epic campaign set in the north&lt;br /&gt;
*[[GoldenCat/JadeAndEmerald|Jade and Emerald]]: Also run by [[GoldenCat]], a much more light hearted and adventurerous tale set in the Scavenger Lands. Now very likely (and very depressingly) dead.&lt;br /&gt;
* [[Greymane/BoilGame|Of Fire and Iron]]: Against the odds, a game to be run by me. A god-blooded game set at least initially in the [[Greymane/Boil|Boil]].&lt;br /&gt;
&lt;br /&gt;
=== Game Ideas ===&lt;br /&gt;
* [[Greymane/BlessBlood|Blessed in Blood]]&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Greymane/Deshane|King Deshane Batief]]: Care-free king of a pointlessly wealthy western nation.&lt;br /&gt;
* [[Greymane/Erlang|Er-Lang]]: Brash, proud, but utlimately heroic son of a Celestial Lion.&lt;br /&gt;
* [[Greymane/Gin|Gin]] : Sensual, manipulative Lunar concubine.&lt;br /&gt;
* [[Greymane/Jack|Jack of Hearts]]: Young priestess straight out of a harem anime.&lt;br /&gt;
* [[Greymane/RikaSanjuro|Rika Sanjuro]]: Lady of the Blade Misra, Rika of the Divine Bow, Ash Spear Rika, ect... very famous and very retired God-blooded swordswoman.&lt;br /&gt;
* [[Greymane/SeventhMoon|Seventh Moon]]: Infamous Lunar punk from the Boil.&lt;br /&gt;
&lt;br /&gt;
=== Cool Things ===&lt;br /&gt;
* [[CharmRelay/MortalThaum|Thaumaturgy Charms]]: Easily one of my favorite of the Crunch Relays done. Exalted Charms for Mortal Thaumaturgy.&lt;br /&gt;
* [[Thus_Spake_Zaraborgstrom]]: Writer quotes for R. Sean Borgstrom, one of my favorite and most amusing of the Exalted writers.&lt;br /&gt;
* [[QuotesofGoodness|Quotes of Goodness]]: More quotes, but these mostly from the players. Extremely amusing. ^^&lt;br /&gt;
* [[VarazesMortalMartialArts]]: More mortal-y goodness. Varaze's take on mortal-level martial arts styles. Beautiful in their elegant simplicity.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
[[DarkheartOne]] - DH, also Shelby, has in just the one game we've been in together proven to be a wonderful raksha player (&amp;lt;3 Days!) and a generally awesome person. Self-proclaimed Raksha-Boy, though Rin might fight him for the title one day.&lt;br /&gt;
&lt;br /&gt;
[[DarkSirenSally]] - The (in)famous Dark Siren! Kazuki's better-half. A terrific and thoughtful writer who really just needs a bit more confidence (Pep-up, Mieu! For ever lasting peace!).&lt;br /&gt;
&lt;br /&gt;
[[GoldenCat]] - Colapso, Delwyn, Daniel... whatever he wants to be called this week, he remains one of the most creative and passionate people I know. ^^&lt;br /&gt;
&lt;br /&gt;
[[JDuel100]] - The Unconquered-J Exalted me a while ago, thus it is only proper that I put a link to my patron god. ^^ J is an extremely entertaining person to be around with a mind for wacky and just plain fun characters.&lt;br /&gt;
&lt;br /&gt;
[[Kraken]] - The skwid! Kraken is an excellent role-player and an extrmely patient and helpful person to ask advice on matters from. &lt;br /&gt;
&lt;br /&gt;
[[Kazuki]] - Someone I met through Daniel whom I haven't had much chance to talk to so far, but who has been fun and entertaining those time we have spoken. A very creative person who seems to be a master of playing 'dark protectors,' if his performance in Dance of Angels as Alexsei is any example.&lt;br /&gt;
&lt;br /&gt;
[[Morrigu]] - Extremely nice and endlessly fun crazy-person who I met through #Tower. Artistically multitalented in an unfair way and hugely creative. Look upon her art work and despair that she's probably better than you! ^^&lt;br /&gt;
&lt;br /&gt;
[[Raccoon]] - Also known apparently as 'Slade,' but I don't know that name. ... STAY OUT OF MY TRASH!&lt;br /&gt;
&lt;br /&gt;
[[Seiraryu]] - Sei! Or Manu, whatever he wants to be called. Creative beyond my meager abilities, with a user page absolutely &amp;lt;i&amp;gt;filled&amp;lt;/i&amp;gt; with rad from top to bottom. Go Sei!&lt;br /&gt;
&lt;br /&gt;
[[Selina]] - A tres-cool lady, who &amp;lt;i&amp;gt;finally&amp;lt;/i&amp;gt; has a page up to be linked to (*Pokes Sel!*). Sel is extremely talented in seemingly everything she does and a great deal of fun to be around. Her avatar, the Dark Angel, is one of the most well developed and thought out characters I've ever known. &amp;gt;_&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[SlipNine]] - Yet another of those people I barely know despite being in a game with, but wouldn't mind knowing better. Rin is a master of chaos in all it's beautiful, terriable forms.&lt;br /&gt;
&lt;br /&gt;
=== Cool Strangers ===&lt;br /&gt;
&lt;br /&gt;
[[FourWillowsWeeping]] - Who makes some of the best martial arts styles in this place. Consistantly amazing in that area.&lt;br /&gt;
&lt;br /&gt;
[[Ikselam]] - Whose hearthstones I've repeatedly swiped. &lt;br /&gt;
----&lt;br /&gt;
== Comments? ==&lt;br /&gt;
Welcome!  Enjoy your stay, Grey :-) I'm taking your ideas in a bit of a different direction, myself. -[[Xeriar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Thanks for the welcome, Xeriar. ^_^ I'm interested to see what you'd do with 'um. - [[Greymane]]&lt;br /&gt;
&lt;br /&gt;
''*does a little dance*'' ^_^ Welcome to the wiki and stuff. - [[Kraken]]&lt;br /&gt;
&lt;br /&gt;
I enjoy the Amiliki! Want to check out the rest of your stuff. I have some MMA stuff I'm starting to put up, you might want to check it out if you are running games with mortals of this level of power - [[Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=BogMod&amp;diff=90227</id>
		<title>BogMod</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=BogMod&amp;diff=90227"/>
				<updated>2013-06-23T02:07:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Allright a little about me. I am 23 and male and have been RPing for about 10 years I think. Started with D&amp;amp;D 2nd Ed and stuck with that for a while. I have tried GURPS. All of White Wolf's games but Adventure!, Hunters, Demon and Wraith though I have read all of the books. Have also played Fantasy Trip, Car Wars, Godlike and 7th Sea. I have always been a fan of the fantasy genre and Exalted was perfect for me.&lt;br /&gt;
&lt;br /&gt;
Having wandered the Forums of the Exalted Compendium and the the White Wolf forum for a while now I am now lurking my way to here where I shall in time add my own charms, plots, artifacts and the like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right, lots of stuff now, hope you all enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Characters == &lt;br /&gt;
&lt;br /&gt;
=== Solars ===&lt;br /&gt;
*[[BogMod/Aelia]] Not everyone wants to pretend the Kukla doesn't exist.&lt;br /&gt;
*[[BogMod/AnjaSilvus]] A teenage dawn caste serving the ends of the Sidereals in Heaven. A *character for a game Etrangere plans to run but ended up as a major NPC in a western game.  Sadly deceased.&lt;br /&gt;
*[[BogMod/Ark]] A violent man hungering to prove his own strength and never backing down from a fight.&lt;br /&gt;
*[[BogMod/Balian]] This man of the first age specializes in deals between Heaven and Creation.&lt;br /&gt;
*[[BogMod/Ciel]] A young twilight who had grand dreams to restore ancient allies.&lt;br /&gt;
*[[BogMod/CrystalPillar]] A wandering mediator and magistrate in the threshold.&lt;br /&gt;
*[[BogMod/DarusSorn]] A young king in the east, this Zenith has some big plans. A character in Kraken's mIRC game.&lt;br /&gt;
*[[BogMod/DistantThunder]] A dawn caste maker of weapons.&lt;br /&gt;
*[[BodMod/Dyn]] Automatons goooo!&lt;br /&gt;
*[[BogMod/Eron]] Battle hydra warrior power!&lt;br /&gt;
*[[BogMod/Esmerelda]] A witch!&lt;br /&gt;
*[[BogMod/Feea]] A doctor and a tattoo artist!  Though the tattoos of this twilight aren't exactly normal.&lt;br /&gt;
*[[BogMod/GoldenProphet]] A deep believer in the teachings of the Unconqeuered Sun, he spreads the Word.&lt;br /&gt;
*[[BogMod/GreenMagi]] A young Twilight in the Era of Dreams who shows much promise in the field of life itself.&lt;br /&gt;
*[[BogMod/HundredSongWhisper]] A teacher from a strange kingdom that speaks in music.&lt;br /&gt;
*[[BogMod/LeoncioMariaAntonioDeVega]]&lt;br /&gt;
*[[BogMod/LuZhin]] A wandering spearmaster that seems to know more then he lets on.&lt;br /&gt;
*[[BogMod/Lyseria]] A zenith who is loved by all.&lt;br /&gt;
*[[BogMod/Miku]] A young martial artist turned Eclipse.&lt;br /&gt;
*[[BogMod/Mina]] Dawn Caste of a friends.&lt;br /&gt;
*[[BogMod/Nanami]] Scavanger Lady Night Caste&lt;br /&gt;
*[[BogMod/Nareena]] A musical builder.&lt;br /&gt;
*[[BogMod/Noelle]] A minor knight turned battle hydra.&lt;br /&gt;
*[[BogMod/QuietRiver]] Exalted in Thorns she has dedicated her life to killing the murderer of her parents.&lt;br /&gt;
*[[BogMod/RiverJade]] She has an ancient suit of power from the First Age once more.&lt;br /&gt;
*[[BogMod/Rumiko]] A theif or a singer or both?&lt;br /&gt;
*[[BogMod/SapphireRain]] An eclipse warrior diplomat in the east fighting the Shadowlands.&lt;br /&gt;
*[[BogMod/SanarinKoi]] A wandering knight errant accomanied by an oathsworn castless lunar.&lt;br /&gt;
*[[BogMod/SaradAzin]] A delzhan princeling gifted with a Twilight's strengths.&lt;br /&gt;
*[[BogMod/SleepyHydra]] A sleeping battle hydra!&lt;br /&gt;
*[[BogMod/SummersWind]] A deadly ninja warrior capable of hiding even in the midst of battle.&lt;br /&gt;
*[[BogMod/SummerSnow]] A student of swords and thaumaturgy.&lt;br /&gt;
*[[BogMod/Taishi]] A man interested only in martial mastery.&lt;br /&gt;
*[[BogMod/TenStepSage]] A youth from a land hidden from all.&lt;br /&gt;
*[[BogMod/TenStepSageRedone]] For a high xp game special campaign.&lt;br /&gt;
*[[BogMod/TheRedShogun]] A dawn who uses his deadly bandits to build his own wealth in the east.&lt;br /&gt;
*[[BogMod/Tyvos]] A Solar who lifts islands from the seas for his land in the First Age.&lt;br /&gt;
*[[BogMod/WesternWinter]] A youth in the west driven by a vision to look upward.&lt;br /&gt;
*[[BogMod/WhiteWillow]] A dancer for the Guild she travels with a merchant prince for mutual gain.&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded ===&lt;br /&gt;
*[[BogMod/Alkaia]] A hunter and healer who dreams of sorcery.&lt;br /&gt;
*[[BogMod/AmilarKelshen]] A young fire aspect bureaucrat keeping an eye out for traitors to the Legion.&lt;br /&gt;
*[[BogMod/BlankFireAspect]] A generic outcaste for Seras.&lt;br /&gt;
*[[BogMod/Carako]] An air aspect engineer playing with devices she shouldn't be.&lt;br /&gt;
*[[BogMod/CynisAku]] A relaxed earth aspect healer.&lt;br /&gt;
*[[BogMod/Faerin]] Young air aspect apprentice to an airship pilot.&lt;br /&gt;
*[[BogMod/GanoYina]] A matriarch of the Gano Gens, she has been asleep since the First Age.&lt;br /&gt;
*[[BogMod/GraciousYasmine]]&lt;br /&gt;
*[[BogMod/IvoryBlossom]] An outcaste adventurer in the east recently widowed.&lt;br /&gt;
*[[BogMod/Jida]] Old now this delzahn woman crafted the Scathing Sandstorm Style.&lt;br /&gt;
*[[BogMod/KaralStridentEmber]] A prodigy of the fire and the blade of Lookshy's soldiers.&lt;br /&gt;
*[[BogMod/Kateh]] Followed close at hand by elemental dragons this woman is whispered to be the Empress reborn.&lt;br /&gt;
*[[BogMod/LedaalLisha]] A Dynastic adventurer dubbed the Princess of Thorns.&lt;br /&gt;
*[[BogMod/NellensBarai]] A practitioner of Water Dragon Style in Lord's Crossing.&lt;br /&gt;
*[[BogMod/NousaIndiga]] Over a millenia old this servant of Arilak helps watch her hidden creatures.&lt;br /&gt;
*[[BogMod/OxChoi]] A strong youth suddenly thrust into a place of leadership.&lt;br /&gt;
*[[BogMod/OyenKinan]] A famed duelist the loss of his son has made him turn his back on fighting.&lt;br /&gt;
*[[BogMod/Rana]] The current elected leader of Daran.  A stern forthright woman.&lt;br /&gt;
*[[BogMod/RagaraIronWind]] An old and respected retired general seeking out anathema to challange...to a game?&lt;br /&gt;
*[[BogMod/RagaraShalia]] An intense well bred fire aspect with some heretical ideas.&lt;br /&gt;
*[[BogMod/SesusTan]] A bountyhunter for Exalted criminals on the Blessed Isle.  When people need to be brought back or killed without getting the proper authorities involved.&lt;br /&gt;
*[[BogMod/TaharoSetsuna]] An earth aspect aide to the Green Magi.&lt;br /&gt;
*[[BogMod/TaharoUsagi]] A fire aspect aide to the Green Magi.&lt;br /&gt;
*[[BogMod/TaharoVerion]] A wood aspect aide to the Green Magi.&lt;br /&gt;
*[[BogMod/TenetPire]] A representative of the Emissaries of Perfect Water seeking to gather allies.&lt;br /&gt;
*[[BogMod/TepetVim]] A dashing well bred young scion of the weakened house Tepet who wants to help make it strong but without pandering to the demands of his family.&lt;br /&gt;
*[[BogMod/Tora]] Water aspect thief and respected artist.&lt;br /&gt;
*[[BogMod/VaranaSu]] Eldest of the Dragonblooded of Darandis this earth aspect prefers to meditate her time away.&lt;br /&gt;
*[[BogMod/VneefTilia]] A bit angry over her treatment compared with her siblings this fire aspect is part of Tepet Vim's brotherhood.&lt;br /&gt;
*[[BogMod/WatsukoShinFan]] Commander of the Redoubt nearest to Greyfalls and the fallen Gunzoto Redoubt.&lt;br /&gt;
&lt;br /&gt;
=== Lunars ===&lt;br /&gt;
*[[BogMod/BlueStarCrane]]&lt;br /&gt;
*[[BogMod/Cinvis]] - A full moon couger lunar who has his hands full with two solar women he is in love with.&lt;br /&gt;
*[[BogMod/CrescentPaws]] - A lorekeeper, priestess and seer for those of the Cresting Pack.&lt;br /&gt;
*[[BogMod/CrimsonVoice]] - The queen in the east who rules with Darus Sorn.&lt;br /&gt;
*[[BogMod/DanusWaverunner]] - A riverpirate in the Hundred Kingdoms and Scavanger lands that is a particular thorn in Greyfalls side.&lt;br /&gt;
*[[BogMod/DefiantClaw]] - A Lunaress obsessed with protecting and serving her Sun King.&lt;br /&gt;
*[[BogMod/EmeraldHunter]] - An ancient Lunar of the first age who creates new life in the Borderlands.&lt;br /&gt;
*[[BogMod/EyeOfWisdom]] - A surprisingly unknown Lunaress who keeps to herself.  Known to be a sorceress she doesn't involve herself much with the Silver Pact.&lt;br /&gt;
*[[BogMod/FallCrow]] - This Lunar works as the second to the Solar called the Iron Bandit.&lt;br /&gt;
*[[BogMod/FireTiger]] - A young full moon travelling with her sister in the south.&lt;br /&gt;
*[[BogMod/GentleBreeze]] - The face of the Cresting Pack she is a consumate diplomat.&lt;br /&gt;
*[[BogMod/JoninOfTheSouthernFist]] - A powerful Lunar warrior who places strength above all else.&lt;br /&gt;
*[[BogMod/Kamandol]] A warrior through and through who favors shapeshifting and body transformation to grant strength.&lt;br /&gt;
*[[BogMod/LaughingLatrani]] A lunar for a friend.&lt;br /&gt;
*[[BogMod/Lotte]] A heavily armored No Moon willing to do what one must to keep the south free of Deathlords.&lt;br /&gt;
*[[BogMod/MizanaOfTheNorth]] - A great and mighty Full Moon Lunar from the first age watching over her reborn spouse.&lt;br /&gt;
*[[BogMod/PaleMoonlight]] A master of forms and a famed spy for her group the Cresting Pack.&lt;br /&gt;
*[[BogMod/ReachingTalons]] The youngest of the cresting pack and a martial artist of the Tiger Style.&lt;br /&gt;
*[[BogMod/Reeya]] Once a mercenary she swore to serve the Solar who saved her when she exalted.&lt;br /&gt;
*[[BogMod/SesusTherina]] A Full Moon&lt;br /&gt;
*[[BogMod/SialaydeesHeartStealer]] A promiscuous Elder that remains very well informed.&lt;br /&gt;
*[[BogMod/Situro]] A charming and dashing young panther lunar, this changing moon finds himself enjoying life inbetween various plots that seek to ensnare him.&lt;br /&gt;
*[[BogMod/SteepedInMoonlight]] A brilliant lunaress who seeks to mastery the state between reason and instinct. Wise and knowledgeable she dispenses lore and lost truths as she wanders the east.&lt;br /&gt;
*[[BogMod/TemperateCloud]] A powerful sorceress and founding member of the Cresting Pack.&lt;br /&gt;
*[[BogMod/TheSilverWalker]] Ancient, powerful, otherworldly.&lt;br /&gt;
*[[BogMod/ThousandQuillAraya]] A short but fierce full moon warrioress.&lt;br /&gt;
*[[BogMod/WinterSnowHuntress]] A woman of the north this changing moon is out for fame.&lt;br /&gt;
&lt;br /&gt;
=== Abyssals ===&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/DirgeThatSingsOfEnds]] A warrior spy for the Prince of Ash and Dust.&lt;br /&gt;
*[[BogMod/MoonlightShadowOfHiddenTruths]] A sophisticated master of politics and intrigue.&lt;br /&gt;
*[[BogMod/PerfectedZenOfTheSilenceOfTheAbyss]] An assassin and retriver of people and things for his master.&lt;br /&gt;
*[[BogMod/PetalsOnTheDarkenedSea]]&lt;br /&gt;
*[[BogMod/PrincessOfTheNineGlooms]]&lt;br /&gt;
*[[BogMod/SilkOfWorldsEnds]] The final piece in the Prince's most recent scheme.&lt;br /&gt;
*[[BogMod/TenderOfPassings]] A Day caste servant of the Mask of Winters.&lt;br /&gt;
*[[BogMod/TinctureOfShadowsAndPrecepts]] A renegade Abyssal who abhorrs chaos.&lt;br /&gt;
*[[BogMod/WindThatStalksAndFeasts]] Only the consumption of others lets one gain power in this *world.&lt;br /&gt;
&lt;br /&gt;
=== Sidereals ===&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/AdamantRod]] An aptly named major member of the sub-committee of populations.&lt;br /&gt;
*[[BogMod/Ceci]] Admiral of the Seas!&lt;br /&gt;
*[[BogMod/LinaGrannis]] An Ending's aspect assassin of the Gold Faction who really just wishes to be an engineer.&lt;br /&gt;
*[[BogMod/EasternCrane]] A young member of the Silver Faction working as a go-between.&lt;br /&gt;
*[[BogMod/HigaSatou]] An elder general of the Shieldbearers.&lt;br /&gt;
*[[BogMod/JasmineLotus]] Head of Venus' fertility cult.&lt;br /&gt;
*[[BogMod/Ralala]] The one and only Sidereal person of the sea.&lt;br /&gt;
*[[BogMod/SchalaSen]] An oracle in the east.&lt;br /&gt;
*[[BogMod/SereneTiger]] A calm swordswoman chosen by Mars.&lt;br /&gt;
*[[BogMod/Tetri]] A young Chosen of Secrets ready to act as ordered.&lt;br /&gt;
*[[BogMod/Temria]]&lt;br /&gt;
&lt;br /&gt;
=== Infernals ===&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/Adriana]] Scourgy huntress.&lt;br /&gt;
*[[BogMod/Coin]]  The Hell Explorer!&lt;br /&gt;
*[[BogMod/Damisel]] Akuma recruiter.&lt;br /&gt;
*[[BogMod/Eurya]] Working to return her dead brother to life.&lt;br /&gt;
*[[BogMod/Fannen]] A converter of leaders in the South.&lt;br /&gt;
*[[BogMod/Igdra]] He would call himself the greatest champion of Malfeas.&lt;br /&gt;
*[[BogMod/Jenevia]] A warrior woman who revels in battle.&lt;br /&gt;
*[[BogMod/Midgos]] An automaton making Defiler.&lt;br /&gt;
*[[BogMod/SuppleDragon]] A fiend whos ambition could change the Ebon Dragon into something new altogether.&lt;br /&gt;
*[[BogMod/Yihn]] Penitant Slayer.&lt;br /&gt;
&lt;br /&gt;
=== Alchemicals ===&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/BrilliantShieldOfLaw]]&lt;br /&gt;
*[[BogMod/EternallyVigilantGear]] A young but hard working Starmetal caste of Yugash who works to constantly predict things.&lt;br /&gt;
*[[BogMod/QuickenedMatrixOfArmaments]] Adamant General in the distant reaches.&lt;br /&gt;
*[[BogMod/InquisitiveWireOfProgress]] Papparazi...he goes in and finds out the worst of another cities champions and drags their name through the mud.&lt;br /&gt;
*[[BogMod/PogromOfAuthority]] Internal affairs.&lt;br /&gt;
*[[BogMod/RestlessAdvancingPiston]] A Jade Caste who serves as a mobile ship for a exploratory crew in Autocthon's depths.&lt;br /&gt;
*[[BogMod/SilentArbiterOfFacts]]&lt;br /&gt;
*[[BogMod/SublimeCoronaOfDesign]] A somewhat ditzy but shiney engineer.&lt;br /&gt;
*[[BogMod/ForgedBrazenBulwark]] A doctor of jade.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/Adrastei]]&lt;br /&gt;
*[[BogMod/AguaFuerzaNegra]] A potent behemoth of the riverways.&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/Dymarak]] A third circle demon who knows only jealousy in his nature.&lt;br /&gt;
*[[BogMod/Grindle]] One of the breeds of Demon Heralds.&lt;br /&gt;
*[[BogMod/HeavenlyJadeBird]] A most pleasing heavenly songbird.&lt;br /&gt;
*[[BogMod/IsisSeriesAutomaton]] Moonsilver gaurdian machines.&lt;br /&gt;
*[[BogMod/KirinOfTheEndlessSky]] A mighty God familiar employed in the service of the Bureau of Destiny.&lt;br /&gt;
*[[BogMod/Ragin]] The god of southern nightmares.&lt;br /&gt;
*[[BogMod/Rocktopus]] Earth elemental octopi who shoot stones at people.&lt;br /&gt;
*[[BogMod/ThePrinceOfAshAndDust]] Ruling in the southeastern reaches of the underworld this Deathlord has his own dark schemes.&lt;br /&gt;
*[[BogMod/TheWindsOfChange]] - An Unshaped Raksha &lt;br /&gt;
*[[BogMod/TwilightHunter]] A powerful tiger familiar of silver and gold colors created with first age sorceries.&lt;br /&gt;
*[[BogMod/YuFan]] The God of Beach Volleyball!&lt;br /&gt;
*[[BogMod/Zenluasticoroolisun]] One of the strange stars of Malfeas and a potent demon.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
&lt;br /&gt;
=== Solar Charms ===&lt;br /&gt;
*[[SolarArchery/BogMod]]&lt;br /&gt;
*[[SolarAthletics/BogMod]]&lt;br /&gt;
*[[SolarAwareness/BogMod]]&lt;br /&gt;
*[[SolarBureaucracy/BogMod]]&lt;br /&gt;
*[[SolarCraft/BogMod]]&lt;br /&gt;
*[[SolarDodge/BogMod]]&lt;br /&gt;
*[[SolarDrive/BogMod]]&lt;br /&gt;
*[[SolarIntegrity/BogMod]]&lt;br /&gt;
*[[SolarInvestigation/BogMod]]&lt;br /&gt;
*[[SolarLarceny/BogMod]]&lt;br /&gt;
*[[SolarLinguistics/BogMod]]&lt;br /&gt;
*[[SolarLore/BogMod]]&lt;br /&gt;
*[[SolarMedicine/BogMod]]&lt;br /&gt;
*[[SolarMartialArts/BogMod]]&lt;br /&gt;
*[[SolarMelee/BogMod]]&lt;br /&gt;
*[[SolarOccult/BogMod]]&lt;br /&gt;
*[[SolarPerformance/BogMod]]&lt;br /&gt;
*[[SolarPresence/BogMod]]&lt;br /&gt;
*[[SolarResistance/BogMod]]&lt;br /&gt;
*[[SolarRide/BogMod]]&lt;br /&gt;
*[[SolarSail/BogMod]]&lt;br /&gt;
*[[SolarSocialize/BogMod]]&lt;br /&gt;
*[[SolarStealth/BogMod]]&lt;br /&gt;
*[[SolarSurvival/BogMod]]&lt;br /&gt;
*[[SolarThrown/BogMod]]&lt;br /&gt;
*[[SolarWar/BogMod]]&lt;br /&gt;
&lt;br /&gt;
*[[SolarExcellency/BogMod]]&lt;br /&gt;
&lt;br /&gt;
=== Dragon-Blooded Charms ===&lt;br /&gt;
&lt;br /&gt;
*[[DragonBloodedArchery/BogMod]]&lt;br /&gt;
*[[DragonBloodedAthletics/BogMod]]&lt;br /&gt;
*[[DragonBloodedAwareness/BogMod]]&lt;br /&gt;
*[[DragonBloodedBureaucracy/BogMod]]&lt;br /&gt;
*[[DragonBloodedCraft/BogMod]]&lt;br /&gt;
*[[DragonBloodedDodge/BogMod]]&lt;br /&gt;
*[[DragonBloodedIntegrity/BogMod]]&lt;br /&gt;
*[[DragonBloodedInvestigation/BogMod]]&lt;br /&gt;
*[[DragonBloodedLarceny/BogMod]]&lt;br /&gt;
*[[DragonBloodedLinguistics/BogMod]]&lt;br /&gt;
*[[DragonBloodedLore/BogMod]]&lt;br /&gt;
*[[DragonBloodedMedicine/BogMod]]&lt;br /&gt;
*[[DragonBloodedMartialArts/BogMod]]&lt;br /&gt;
*[[DragonBloodedMelee/BogMod]]&lt;br /&gt;
*[[DragonBloodedOccult/BogMod]]&lt;br /&gt;
*[[DragonBloodedPerformance/BogMod]]&lt;br /&gt;
*[[DragonBloodedPresence/BogMod]]&lt;br /&gt;
*[[DragonBloodedResistance/BogMod]]&lt;br /&gt;
*[[DragonBloodedRide/BogMod]]&lt;br /&gt;
*[[DragonBloodedSail/BogMod]]&lt;br /&gt;
*[[DragonBloodedSocialize/BogMod]]&lt;br /&gt;
*[[DragonBloodedStealth/BogMod]]&lt;br /&gt;
*[[DragonBloodedSurvival/BogMod]]&lt;br /&gt;
*[[DragonBloodedThrown/BogMod]]&lt;br /&gt;
*[[DragonBloodedWar/BogMod]]&lt;br /&gt;
&lt;br /&gt;
*[[DragonBloodedExcellency/BogMod]]&lt;br /&gt;
=== Lunar Charms ===&lt;br /&gt;
*[[LunarAppearance/BogMod]]&lt;br /&gt;
*[[LunarCharisma/BogMod]]&lt;br /&gt;
*[[LunarDexterity/BogMod]]&lt;br /&gt;
*[[LunarKnacks/BogMod]]&lt;br /&gt;
*[[LunarIntelligence/BogMod]]&lt;br /&gt;
*[[LunarManipulation/BogMod]]&lt;br /&gt;
*[[LunarPerception/BogMod]]&lt;br /&gt;
*[[LunarStamina/BogMod]]&lt;br /&gt;
*[[LunarStrength/BogMod]]&lt;br /&gt;
*[[LunarWits/BogMod]]&lt;br /&gt;
&lt;br /&gt;
=== Abyssal Charms ===&lt;br /&gt;
*[[AbyssalArchery/BogMod]]&lt;br /&gt;
*[[AbyssalAthletics/BogMod]]&lt;br /&gt;
*[[AbyssalAwareness/BogMod]]&lt;br /&gt;
*[[AbyssalBureaucracy/BogMod]]&lt;br /&gt;
*[[AbyssalCraft/BogMod]]&lt;br /&gt;
*[[AbyssalDodge/BogMod]]&lt;br /&gt;
*[[AbyssalIntegrity/BogMod]]&lt;br /&gt;
*[[AbyssalInvestigation/BogMod]]&lt;br /&gt;
*[[AbyssalLarceny/BogMod]]&lt;br /&gt;
*[[AbyssalLinguistics/BogMod]]&lt;br /&gt;
*[[AbyssalLore/BogMod]]&lt;br /&gt;
*[[AbyssalMedicine/BogMod]]&lt;br /&gt;
*[[AbyssalMartialArts/BogMod]]&lt;br /&gt;
*[[AbyssalMelee/BogMod]]&lt;br /&gt;
*[[AbyssalOccult/BogMod]]&lt;br /&gt;
*[[AbyssalPerformance/BogMod]]&lt;br /&gt;
*[[AbyssalPresence/BogMod]]&lt;br /&gt;
*[[AbyssalResistance/BogMod]]&lt;br /&gt;
*[[AbyssalRide/BogMod]]&lt;br /&gt;
*[[AbyssalSail/BogMod]]&lt;br /&gt;
*[[AbyssalSocialize/BogMod]]&lt;br /&gt;
*[[AbyssalStealth/BogMod]]&lt;br /&gt;
*[[AbyssalSurvival/BogMod]]&lt;br /&gt;
*[[AbyssalThrown/BogMod]]&lt;br /&gt;
*[[AbyssalWar/BogMod]]&lt;br /&gt;
&lt;br /&gt;
*[[AbyssalExcellency/BogMod]]&lt;br /&gt;
&lt;br /&gt;
=== Alchemical ===&lt;br /&gt;
&lt;br /&gt;
*[[AlchemicalAppearance/BogMod]]&lt;br /&gt;
*[[AlchemicalIntelligence/BogMod]]&lt;br /&gt;
*[[AlchemicalStamina/BogMod]]&lt;br /&gt;
&lt;br /&gt;
=== Yozi Charms ===&lt;br /&gt;
&lt;br /&gt;
*[[InfernalAdorjan/BogMod]]&lt;br /&gt;
*[[InfernalSwampOfLostThings]]&lt;br /&gt;
*[[InfernalEbonDragon/BogMod]]&lt;br /&gt;
*[[InfernalIsidoros/BogMod]]&lt;br /&gt;
*[[InfernalMalfeas/BogMod]]&lt;br /&gt;
&lt;br /&gt;
=== Sidereals ===&lt;br /&gt;
*[[BogModAlternateSidereals]] An alternate take on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Solar &amp;amp; Lunar Spouse Charms ===&lt;br /&gt;
&lt;br /&gt;
[[BogMod/SolarLunarSpouseCharms]]&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
*[[Sorcery/BogMod]]&lt;br /&gt;
*[[BogMod/Thaumaturgy]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
*[[BogModWeapons]]&lt;br /&gt;
*[[BogModArmor]]&lt;br /&gt;
*[[BogModOtherArtifacts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manses ==&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/ChamberOfLivingBreath]] A living manse palace in the southern FA principality of Talintha.&lt;br /&gt;
*[[BogMod/FourLotusAcademy]] A rather famed school for the training and education of thaumaturges.&lt;br /&gt;
*[[BogMod/HomeOfHiddenVinesOfGold]] A great manse hidden in the hills and jungles of the Southeast.&lt;br /&gt;
*[[BogMod/TempleOfTheAlbumenLotus]] A wonderous garden manse filled with flowers and the rare Albumen Lotus.&lt;br /&gt;
*[[BogMod/TempleOfThreeQueens]] A manse mostly below the river.&lt;br /&gt;
&lt;br /&gt;
== Martial Arts ==&lt;br /&gt;
*[[MartialArts/DarkenedArtOfEmptinessStyle]] A Sidereal style focused on the principal of emptiness.&lt;br /&gt;
*[[MartialArts/FistOfTheSouthGateStyle]] A lowly mortal style.&lt;br /&gt;
*[[MartialArts/GleamingTemplarStyle]] A mortal style using sword, shield and armor.&lt;br /&gt;
*[[MartialArts/HumbleFistOfIceStyle]] A terrestial style aspected to ice and air.&lt;br /&gt;
*[[MartialArts/LoomSpiderStyle]]  A style designed and built based on one Solar's vision of those most skilled little workers of Autocthon.&lt;br /&gt;
*[[MartialArts/ScathingSandstormStyle]] A fast dervish style of the southern deserts.&lt;br /&gt;
*[[MartialArts/SouthernMaidenStyle]] A style developed to honor Ahlat and for use by his brides.&lt;br /&gt;
*[[MartialArts/ThunderousSwordsmanStyle]] A style about being the consumate swordsman where a single blow ends a battle.&lt;br /&gt;
*[[MartialArts/TwofoldLionStyle]] A style that diverges radically after the form charm.&lt;br /&gt;
*[[MartialArts/UnicornStyle]] A spear and lance style which encourages virtuous growth as part of the path of this style.&lt;br /&gt;
&lt;br /&gt;
== Places and Setting Things ==&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/Lakelands|The Lakelands]]&lt;br /&gt;
*[[BogMod/ThirteenthDragonbloodedShogunateLegion]] - He who lives to run away, can hide in darkness for one thousand years.&lt;br /&gt;
*[[BogMod/HallofRespelendantWar]] - The premier military acadamy of the first age, now lost and consumed by the Wyld it is believed.&lt;br /&gt;
*[[BogMod/GrassSea]] - the lands within the area south of Rathess and east of the mountains, the real Southeast.&lt;br /&gt;
*[[BogMod/DreamsOfTheFirstAge]] &lt;br /&gt;
*[[BogMod/LuZhinDreams1]] - A surprise party!&lt;br /&gt;
*[[BogMod/LuZhinDreams2]] - Death to the demon forces!&lt;br /&gt;
*[[BogMod/LuZhinDreams3]] - Training time!&lt;br /&gt;
*[[BogMod/LuZhinDreams4]] - A nightmare!&lt;br /&gt;
*[[BogMod/LuZhinDreams5]] - An ancient duel!&lt;br /&gt;
*[[BogMod/LuZhinDreams6]] - A vote!&lt;br /&gt;
*[[BogMod/LuZhinDreams7]] - Politics!&lt;br /&gt;
*[[BogMod/LuZhinDreams8]] - Exaltation!&lt;br /&gt;
*[[BogMod/LuZhinDreams9]] - Visiting a friend!&lt;br /&gt;
*[[BogMod/LuZhinDreams10]] - Ah motherhood!&lt;br /&gt;
*[[BogMod/RandomPlaces]]&lt;br /&gt;
*[[BogMod/SummerSnowStories1]]&lt;br /&gt;
*[[BogMod/SummerSnowStories2]]&lt;br /&gt;
*[[BogMod/KingdomOfValeria]]&lt;br /&gt;
*[[BogMod/TheCrimsonBrotherhood]] - a motley collection of exalted bandits in the mountains between Paragon and Gem who raid caravans and traders.&lt;br /&gt;
*[[BogMod/TheCrestingPack]] - A group of 5 Lunar women who form a mixed diplomatic and recon pack.&lt;br /&gt;
*[[BogMod/UnderwaterManses]] - The depths hold many things, including a great number of manses built in the first age.&lt;br /&gt;
*[[BogMod/ThreeOwlTribe]] - one of the barbarian tribes in the Hundred Kingdoms region.&lt;br /&gt;
*[[BogMod/FourTreeManse]] - A strange manse built of 4 great trees.&lt;br /&gt;
*[[BogMod/TheHuntersPrimal]] - Lunar faction embraceing fighting the wyld and atonement for past betrayels.&lt;br /&gt;
*[[BogMod/CityOfTheMoon]] The mountain home of the moonfolk, a specially bred group of humans living in a land of perpetual night thanks to the workings of ancient sorceries.&lt;br /&gt;
*[[BogMod/HiddenIslandsOfDarandris]]  A great group of islands SE of Abalone hidden for 700 years since the Great Contagion.&lt;br /&gt;
*[[BogMod/DBSpreads]]&lt;br /&gt;
*[[BogMod/ValleyOfLuminair]] A hidden city and valley lit only by glowing crystals and the moon.&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/CombinedHouseRules]] Cause really, I should be putting all this stuff into one thing.&lt;br /&gt;
*[[BogMod/LunarShapeshifting]]&lt;br /&gt;
&lt;br /&gt;
== Strange thoughts and other odd things ==&lt;br /&gt;
&lt;br /&gt;
*[[BogMod/AlternateSetting]] For Exalted!&lt;br /&gt;
*[[BogMod/TheLookouts]] Once there was one more Incarna and one more group of Exalted.  They vanished before the war though.&lt;br /&gt;
*[[BogMod/WyldTaintedExalted]]&lt;br /&gt;
*[[BogMod/MALunarandEverything]] Some thoughts on Martial Arts and the fundamentals of the universe.&lt;br /&gt;
*[[BogMod/UrsupationThoughts]] Strange powers, oaths and dark curses.&lt;br /&gt;
*[[BogMod/AlternateLunars]] An alternate setting for lunars.&lt;br /&gt;
*[[BogMod/ZeroAge]] My thoughts on the Zero age game/era.&lt;br /&gt;
*[[BogMod/MartialArtsRules]] Some rules for Martial Arts as I see them.&lt;br /&gt;
*[[BogMod/LunarandSolarMateCharms]] Certain charms that use the unique relationship between solars and lunars to achieve interesting results.&lt;br /&gt;
*[[BogMod/RunningEmpires]] Just begining to think up some things for rules to keep a land handled well, exalted style.&lt;br /&gt;
*[[BogMod/NiftyArt]] URLs for some cool pictures.&lt;br /&gt;
*[[BogMod/ExaltedBeachVolleyball]] Because I hang out with strange people.&lt;br /&gt;
*[[BogMod/NotesToSelf]] Just reminders for things to work on.&lt;br /&gt;
*[[BogMod/TheoryOfLostExp]] Why some of those who are really old don't seem to have many skills or powers.&lt;br /&gt;
*[[BogMod/WhyDoSolarsNotChangeLooks]]? A pondering.&lt;br /&gt;
*[[BogMod/TheBigLunarPlan]] So now we know what they have been plotting...&lt;br /&gt;
*[[BogMod/TitleList]] Both Abyssal and generic position titles for strange lands.&lt;br /&gt;
*[[BogMod/TvTropesForGF]]&lt;br /&gt;
*[[BogMod/SolarCharacterSheet]]&lt;br /&gt;
*[[BogMod/AbyssalCharacterSheet]]&lt;br /&gt;
*[[BogMod/LunarCharacterSheet]]&lt;br /&gt;
*[[BogMod/DragonBloodCharacterSheet]]&lt;br /&gt;
*[[BogMod/SiderealCharacterSheet]]&lt;br /&gt;
*[[BogMod/InfernalCharacterSheet]]&lt;br /&gt;
*[[BogMod/AlchemicalCharacterSheet]]&lt;br /&gt;
*[[BogMod/FairFolkCharacterSheet]]&lt;br /&gt;
*[[BogMod/GodCharacterSheet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My friends on the Wiki. Etrangere, Kraken, [[GoldenH]], [[Jydan]], David., Telgar, Kasumi, [[LeumasWhite]], [[Moxiane]], [[Enchantress]], [[Andrix]], [[Bastet]], [[Nekomimi-Maiden]], [[HeavenlyLily]]&lt;br /&gt;
&lt;br /&gt;
People worth going to check out(yes I know its a short list, still getting to know the other people on here). DS, Ikselam, Mailanka, dissolvegirl, [[haren]], [[CrownedSun]], Blaque, Resplendence&lt;br /&gt;
&lt;br /&gt;
Just saying hi to anyone who comes in. Feel free to post comments to anything you might find here. I love feedback or people just saying hi.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[BogMod/SolarGame]] My solar game! 6 solars finding their way in a turbulent world.&lt;br /&gt;
&lt;br /&gt;
[[BogMod/SolarGame2]] New game starting up.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nice stuff, Bog. I rather like it. There's soooooo much! -Jydan&lt;br /&gt;
&lt;br /&gt;
Thanks Jydan -[[BogMod]]&lt;br /&gt;
&lt;br /&gt;
What's the full URL and port and stuff for that IRC channel? - Malikai&lt;br /&gt;
&lt;br /&gt;
(from memory - could be wrong)\\&lt;br /&gt;
Server: gryphon.magicstar.net\\&lt;br /&gt;
Port: 8080\\&lt;br /&gt;
Channel: #[[WoD]] - [[CorlanDashiva]]&lt;br /&gt;
&lt;br /&gt;
We are on Port:6667 actually, you can use the magicstar network and any of the servers. I don't go on #Wod much but you will definitly find me and some others on #[[WoD]]. -[[BogMod]]&lt;br /&gt;
&lt;br /&gt;
Cool stuff, Bog, as usual. :) And everyone who reads this should visit #[[WoD]]. It's good for your soul. - David.&lt;br /&gt;
&lt;br /&gt;
Bog, when you read this, could you please put [[AmberFlower]] up on my Wikipage for me? Thank you in advance - Kraken - yay! thank you!&lt;br /&gt;
&lt;br /&gt;
Heh. I came to the same conclusion about redeemed Abyssals. Ran it up the flagpole on the WW forums, nobody seemed to salute. The common view seems to be that Abyssal Exaltation screws with the Curse, and redemption simply unscrews it. I say screw that. Give the guy with the 2 Essence hit a break wherever possible. Moreover, I think that such a Solar would perhaps be the best chance for people finding out that the Great Curse exists so they can begin to figure out some way to cure it. - [[Tardach]]&lt;br /&gt;
&lt;br /&gt;
Wow, found your Hierophant fiction in Dreams of the First Age section using the Wiki's Random function, and had to do a bit of investigation to find out the source, and I found out it was you! I'm really impressed.  Great job! --[[UncleChu]]&lt;br /&gt;
&lt;br /&gt;
Woohoo, back finally.  Think I am gonna work on some more stuff now.  Yay for 2E.  - [[BogMod]]&lt;br /&gt;
&lt;br /&gt;
Hey Bog. I notice that a pretty large number of your pages have been detected as [[Orphans]]. I'm in the process of linking from [[WikiContent]] to the orphans in the B section. Since you seem to be in a link adding mode recently, I was wondering if you could do some of this yourself for your own pages? I'd appreciate it. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
Ok Wordman, I think I have things more or less under control for orphans.  Just poke me when I make new ones. - [[BogMod]]&lt;br /&gt;
: *poke* There's a few up now. ;) Thanks for the help. :) - [[FrivYeti]]&lt;br /&gt;
&lt;br /&gt;
Thanks for your help. Thanks to finding an evil bug that exposed many more orphans, I now have some more for you. - [[Wordman]]&lt;br /&gt;
&lt;br /&gt;
:Hey Wordman, fixed maybe a dozen or more of my Orphans. -[[BogMod]]&lt;br /&gt;
&lt;br /&gt;
Oh Lord, someone else who's actually on this wiki. I didn't think anyone actually used it anymore. Ah, well, it's nice to know me and [[Kiduke]] aren't the only ones here. - [[ZMoring]]&lt;br /&gt;
&lt;br /&gt;
Great stuff! I am going to snag some of your charms. [[Jimcrimson]]&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnusualMartialArts&amp;diff=90225</id>
		<title>UnusualMartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnusualMartialArts&amp;diff=90225"/>
				<updated>2013-06-22T04:33:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''[[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | [[SiderealMartialArts|Sidereal]] | '''Unusual''' | [[MartialArtsInitiations|Initiations]]'' ===&lt;br /&gt;
&lt;br /&gt;
''These Styles are those which do not correspond to the three martial levels of canon, or are otherwise limited to a specific group, that rely on the Essence or innate powers of a specific Exalted type, such as Solar Melee Styles or exclusive Martial Arts, a tree requiring Lunar shapeshifting, or one which mortals might learn. Their power levels vary as much as the characters that might wield them.''&lt;br /&gt;
&lt;br /&gt;
Back to [[MartialArts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Charms]]&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
;'''[[MartialArts/StubbornYakStyle|Stubborn Yak]]''' - [[Han'ya]]: A style focusing around sheer immovability and stoicism, designed for nobody in particular.&lt;br /&gt;
;'''[[Five Stones Style]]''' - [[Jimcrimson]]: A MMA with the motto &amp;quot;take 10 punches to deliver 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
;'''[[MartialArts/AgileMonkeyFrenziedPantherStyle|Agile Monkey Frenzied Panther]]''' - by [mailto:Locowizard@hotmail.com Toclmi]: A Lunar-specific style with dual goals in mind.&lt;br /&gt;
;'''[[MartialArts/BurningPhoenixMeleeStyle|Burning Phoenix Melee]]''' - by Thinker: A Solar-compatible melee style, dealing with damaging opponents.&lt;br /&gt;
;'''[[MartialArts/ClawoftheRisingMoon|Claw of the Rising Moon]]''' - by [[Issaru]]:Lunar Martial Art focusing on the destuction of Fair Folk and the Dead.&lt;br /&gt;
;'''[[SolVachel/CentralHarmony|Central Harmony]]''' - by [[SolVachel]]: Trying to calibrate this one still, goes from pretty normal to more esoteric at the end, working on a sorcery tie in. WIP.&lt;br /&gt;
;'''[[MartialArts/EasternPredatorStyle|Eastern Predator]]''' - by [[Hapushet]]: A Dragon King Martial Art, designed to dovetail with the Shaping Wood Path.&lt;br /&gt;
;'''[[MartialArts/EternalMaterialStyle|Eternal Material]]''' - by [[Wordman]]: A style based on the five magical materials that runs from terrestrial to celestial.&lt;br /&gt;
;'''[[MartialArts/FiveSeasonStyle|Five Season]]''' - by [mailto:zanbatou@hotmail.com demontongue]: A style that can be used by mortal martial artists.&lt;br /&gt;
;'''[[MartialArts/FoxSpiritStyle|Fox Spirit]]''' - by [mailto:Lsmith1@socal.rr.com Aphrodisiac Phobia]: A mercurial and finesse-based Lunar-specific martial art.&lt;br /&gt;
;'''[[MartialArts/GloriousFanStyle|Glorious Fan]]''' - by [[FifthChild]]: A Solar melee tree with agile, deadly strikes.&lt;br /&gt;
;'''[[MartialArts/HarmoniousSolarWarriorStyle|Harmonious Solar Warrior]]''' - by [[IsawaBrian]]: The transcendent power of the Dawn Lotus.&lt;br /&gt;
;'''[[MartialArts/HeavensFuryStyle|Heavens Fury]]''' - by Krule: A Solar-level style granting many actions and great damage.&lt;br /&gt;
;'''[[MartialArts/JudiciousRevenantStyle|Judicious Revenant]]''' - by [[AntiVehicleRocket]]: An Abyssal conversion of Righteous Devil Style, retaining most of its mechanical effects but focusing on a more Oblivion-related flavor.&lt;br /&gt;
;'''[[MartialArts/LionsPrideStyle|Lions Pride]]''' - by Thinker: A Solar-level style that is viscious and commanding.&lt;br /&gt;
;'''[[Baelrog/LogicIsDeath'sDesignStyle|Logic is Death's Design Style]]''' - by Baelrog: An incomplete style.&lt;br /&gt;
;'''[[MartialArts/LunasFavoredStyle|Lunas Favored]]''' - by [mailto:dr_potter@acad.fandm.edu Pounce]: A martial art tailored to the shapeshifting ability of the Lunars.&lt;br /&gt;
;'''[[MartialArts/MistOnStillWaterStyle|Mist On Still Water]]''' - by [[SMK]] and [[Fifth]]: A high-Essence Celestial style, focused on area effects and anima manipulation. And insubstantiality. Rather strange, and not really canon.&lt;br /&gt;
;'''[[MartialArts/NorthernTempestStyle|Northern Tempest]]''' - by [[Hapushet]]: A Dragon King Martial Art that works in combination with the Path of Clear Air.&lt;br /&gt;
;'''[[MartialArts/PaeanofTumultuousGears|Paean of Tumultuous Gears]]''' - by [[Arafelis]]: Alchemical Martial Art&lt;br /&gt;
;'''[[MartialArts/RockStyle|Rock]]''' - by [[DariusSolluman]]: A Mortal -level Martial Art, unlocking hidden power at great cost.&lt;br /&gt;
;'''[[MartialArts/SilentCrane|Silent Crane]]''' - by [[SteelAngel]]: Non combat martial arts charms.&lt;br /&gt;
;'''[[MartialArts/SingingSwordSpiritStyle|Singing Sword Spirit]]''' - by [[Falcon]]: A melee tree shaped and themed like a martial arts style. It's for Solars.&lt;br /&gt;
;'''[[MartialArts/SouthernInfernoStyle|Southern Inferno]]''' - by [[Hapushet]]: A Dragon King Martial Art that synergizes with the Path of Flickering Fire.&lt;br /&gt;
;'''[[MartialArts/StompingGhostBootStyle|Stomping Ghost-Boot Style]]''' - by [[AmbroseCollector]]:A style with a quirky ghost and earthquake theme, some of which is usable only at night and which requires Arcanoi to use during the day.&lt;br /&gt;
;'''[[MartialArts/SunDragonStyle|Sun Dragon]]''' - by [[Insanewizard]]: A Solar only style that consists of three individual Martial arts designed to be a vastly superior version of the Terrestrial Immaculate styles.&lt;br /&gt;
;'''[[MartialArtsRelay/TerrestrialSphereStyle|Terrestrial Sphere]]''' - by [[MartialArtsRelay]]: Relay based on the &amp;quot;way of mastery of the terrestrial sphere&amp;quot;. It starts as a terrestrial style and becomes celestial.&lt;br /&gt;
;'''[[SolVachel/ThousandForged|Thousand Forged Dragon]]''' - by [[SolVachel]]: A conceptual Ma based off of the Thousand Forged Dragon.  Warning, Hyperbolic.&lt;br /&gt;
;'''[[MartialArts/UnconqueredSunStyle|Unconquered Sun]]''' - by Baltharzaar: A Solar-level style representing the Unconquered Sun's might.&lt;br /&gt;
;'''[[MartialArts/UnconqueredSunAvatarStyle|Unconquered Sun Avatar]]''' - by [mailto:Carnival1978@hotmail.com Sebastion]: A Solar-level art with high prerequisites.&lt;br /&gt;
;'''[[MartialArts/UnificationofTechniqueStyle|Unification of Technique]]''' - by [[Insanewizard]]: A work in progress for a powerful Solar only MA that joins other MAs together.&lt;br /&gt;
;'''[[MartialArts/WeepingCraneMeleeStyle|Weeping Crane Melee]]''' - by Thinker: A melee style designed for compatibility with Solar melee&lt;br /&gt;
;'''[[MartialArts/WesternTorrentStyle|Western Torrent]]''' - by [[Hapushet]]: A clinch-based Dragon King Martial Art that draws heavily on the Path of Shimmering Water.&lt;br /&gt;
;'''[[MortalMartialArts|Mortal Martial Arts]]''' - by [[IanPrice]]: A set of limited charm-like abilities similar to Thaumaturgy for mortals who practice advanced martial arts.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Five_Stones_Style&amp;diff=90223</id>
		<title>Five Stones Style</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Five_Stones_Style&amp;diff=90223"/>
				<updated>2013-06-22T04:26:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: Created page with '== Five Stones Style ==  by Jimcrimson  Five Stones Style is a Mortal Martial Art based on Goju Ryu Karate, who's motto is &amp;quot;Take 10 punches to deliver 1&amp;quot;. In real life, Goju …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Five Stones Style ==&lt;br /&gt;
&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
Five Stones Style is a Mortal Martial Art based on Goju Ryu Karate, who's motto is &amp;quot;Take 10 punches to deliver 1&amp;quot;. In real life, Goju train by being hit with sticks while they practice katas.   &lt;br /&gt;
  &lt;br /&gt;
This style allows the use of &amp;quot;martial arts&amp;quot; weapons if you have a minimum melee equal to the charms martial arts minimum. I have allowed the use of 1 non-martial arts weapon for the cost of a charm (). Any armor is allowed, but shields are not. To use this MMA, you may choose to also use a house rule, which follows -&lt;br /&gt;
&lt;br /&gt;
'''forceful blow''' : may not flurry or use multiple action charms with this attack modifier. Make a single attack, look at the rate of the attack used, each attack from the rate adds 1 damage (not normally combinable with fierce blow). This still effects your Dodge DV as if you had made each attack, but does not effect your parry DV. A punch normally has a rate of 3, if you choose to make it a forceful blow, you only make a single punch attack then the base damage becomes 3B but you loose 3 dodge DV and 1 parry DV &lt;br /&gt;
&lt;br /&gt;
Note: This is meant to simulate planting your body, lining up and placing one solid shot... so that's why the Dodge DV is effected. &lt;br /&gt;
&lt;br /&gt;
'''Charms'''&lt;br /&gt;
&lt;br /&gt;
all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Take 10 Punches to deliver 1&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; special&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; none&lt;br /&gt;
&lt;br /&gt;
You have learned that throwing the ''correct'' punch or  kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.&lt;br /&gt;
&lt;br /&gt;
forceful blow also has +1 die to the attack dice pool&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Slow Defense&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2, Resistance 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 aiming action&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Take 10 punches to deliver 1 &lt;br /&gt;
 &lt;br /&gt;
The Martial Artist stands in a narrow stance with knees together, and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right.&lt;br /&gt;
&lt;br /&gt;
This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Immovable Object Stance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 2, Resistance 3 &lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 Aim action&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Slow Defense&lt;br /&gt;
&lt;br /&gt;
The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness&lt;br /&gt;
&lt;br /&gt;
While using slow defense also gain +2 vs knockdown and knockback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Irresistible Force&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; special&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 stunt for an attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Immovable Object Stance&lt;br /&gt;
&lt;br /&gt;
If the character uses a stunt that is &amp;quot;powerful&amp;quot; or &amp;quot;rooted&amp;quot; then +2 damage and +1 to the target number of knockdowns he might make.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Smother the Fire&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 3, Awareness 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Awareness turns&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Irresistible force&lt;br /&gt;
&lt;br /&gt;
A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started. &lt;br /&gt;
&lt;br /&gt;
May block lethal attacks without need of a weapon or stunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Felling Blow&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 4, Athletics 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Smother the Fire&lt;br /&gt;
&lt;br /&gt;
As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Enlightened Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 4, Athletics 3&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; action modifier&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Felling Blow&lt;br /&gt;
&lt;br /&gt;
This allows you to combine the attributes of a fierce blow with a forceful blow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;BoneBreaking Understanding&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 5, Endurance 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; counterattack&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Athletics turns&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; enlightened strike&lt;br /&gt;
&lt;br /&gt;
Early in their careers many martial artists realize that a block made with the elbow or knee can damage the attackers arm or leg. Practicing breaking boards, cinderblocks and iron allows the same blocks to potentially damage weapons as well. &lt;br /&gt;
&lt;br /&gt;
Once per action, when you successfully block an attack, you may make an immediate counterattack against the limb or weapon which attacked. This counterattack does not effect your rate, does not break an aim action and is not considered a forceful blow. While any losses to parry DV caused by the attack still apply, there is no additional loss to DV from the counter attack. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt; Essence of 5 stones &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Martial Arts 5, Endurance 5, Integrity 2&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; enlightening, limited access to the root of the lotus&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; 1 attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Bonebreaking Understanding&lt;br /&gt;
&lt;br /&gt;
Your long years of training have changed the way essence flows in your body, your body has begun to become harder to hurt as essence has hardened it in most situation. This also has allowed you to reach for the root of the Lotus.&lt;br /&gt;
&lt;br /&gt;
+1 to all  soaks if you do not use your dodge DV, this stacks with power stance. This charm is considered essence enlightening and it allows access to one ST approved terrestrial martial art that matches the philosophy of this MMA from your game world.&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90221</id>
		<title>Jimcrimson/2e mortal martial arts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Jimcrimson/2e_mortal_martial_arts&amp;diff=90221"/>
				<updated>2013-06-22T04:02:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jimcrimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mortal Martial Arts (MMA)'''&lt;br /&gt;
&lt;br /&gt;
by [[Jimcrimson]]&lt;br /&gt;
&lt;br /&gt;
== Why Mortal Martial Arts (MMAs)? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“''Ew, man. Wasn't TMA degrading enough?'' - [[willows]]”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Willow’s question is humorous, it also has a point. Why have even ''less'' powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already &amp;quot;bottom of the barrel&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are my reasons why MMAs should exist:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 '''From the perspective of already existing martial arts''': there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the &amp;quot;stuff&amp;quot; of MMAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 '''MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense''': The &amp;quot;forceful blow&amp;quot; (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers  Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 '''MMA give Exalted characters an advantage''': An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 '''Not every situation requires the use of essence''': Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 '''MMAs make non-charm fight actions have a &amp;quot;style&amp;quot;:''' Yes, stunts give an attack or a scene &amp;quot;style&amp;quot; but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 '''MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you.''' They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA &amp;quot;5 dragon style&amp;quot; (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several &amp;quot;behind the scenes&amp;quot;  with no extra work &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7 '''MMA give mortals an advantage''': many MMA charms add permanent effects or attack options that are not really &amp;quot;charm use&amp;quot; thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8 '''Not every character in Exalted (the game) is himself Exalted''': PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9 '''PC or not, it does not make sense that mortals would work so long and hard for nothing:''' who would go from &amp;quot;having no special abilities&amp;quot; to &amp;quot;essence 3 and martial arts 5&amp;quot; with nothing to show for it. The gulf also seems large from maximum human essence to &amp;quot;charms&amp;quot;: MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10 '''MMAs can make running &amp;quot;little&amp;quot; martial arts badguys easier while still making them interesting:''' A Heroic Mortal opponent requires a lot of &amp;quot;essence bookkeeping&amp;quot; for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another &amp;quot;he swings his sword&amp;quot; guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MMAs do require a lot of work on a mortal's part: ==&lt;br /&gt;
&lt;br /&gt;
I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.&lt;br /&gt;
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In my MMAs the &amp;quot;charms&amp;quot; have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the &amp;quot;Favored Skill&amp;quot; of that charm, which determines if the charm was easier to learn for the character. &lt;br /&gt;
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If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts. &lt;br /&gt;
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If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.&lt;br /&gt;
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== MMA require less from more powerful characters ==&lt;br /&gt;
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Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.&lt;br /&gt;
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[[Experience table for MMAs]]&lt;br /&gt;
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a few styles I made up&lt;br /&gt;
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Adamant Leg style -  uses the advantages of a leg's strength and reach to maximum potential&lt;br /&gt;
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Harmonious Foot and Fist - using all limbs makes this style more powerful.&lt;br /&gt;
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[[Five Stones Style]] - take 10 punches to deliver 1. &lt;br /&gt;
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Wisdom in Fury Style - nature lends fury a reckless strength, this marital artist learns control in fury&lt;br /&gt;
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the style of six and twelve - if you do the hitting then you don't get hit.&lt;br /&gt;
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Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none&lt;br /&gt;
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python spirit style&lt;br /&gt;
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the art of polite conflict - it is never polite to be in the way of someone who wants to fight&lt;br /&gt;
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art of tears, science of widows - an art of surprise and stealth&lt;/div&gt;</summary>
		<author><name>Jimcrimson</name></author>	</entry>

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