Difference between revisions of "DualMegami/TenOpposingPaths"

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*Prerequisite: The Stone Hammer of Heaven
 
*Prerequisite: The Stone Hammer of Heaven
  
Upon activation of this charm, the Exalt is protected from attacks. All Archery[[/Thrown]] attacks deal only weapon damage(This has no effect on Perfect attacks). Damage from unarmed attacks and melee attacks have their damage halved. (once again this has no effect on perfect attacks)  
+
Upon activation of this charm, the Exalt is protected from attacks. All [[ArcheryDualMegami/Thrown]] attacks deal only weapon damage(This has no effect on Perfect attacks). Damage from unarmed attacks and melee attacks have their damage halved. (once again this has no effect on perfect attacks)  
  
  
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== MASTERY OF WATER STYLE ==
 
== MASTERY OF WATER STYLE ==
  
Weapons[[/Armor]]-no
+
[[WeaponsDualMegami/Armor]]-no
  
 
Absorption Method
 
Absorption Method
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== MANY BRAMBLES STYLE ==
 
== MANY BRAMBLES STYLE ==
  
Weapons[[/Armor]]-no
+
[[WeaponsDualMegami/Armor]]-no
  
 
Finger Thorn Strike
 
Finger Thorn Strike
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== THOUSAND FLOWER GARDEN STYLE ==
 
== THOUSAND FLOWER GARDEN STYLE ==
  
Weapons[[/Armor]] no
+
[[WeaponsDualMegami/Armor]] no
  
 
Climbing Vine
 
Climbing Vine

Latest revision as of 18:07, 8 June 2010

Well, I've started with it... let's see how far I can get in one sitting. All paths lead into one, but I thought it would be prettier/easier to read if I split them all up.

SEARING FIRE STYLE

Weapons-Yes. (Sword preferred), Armor: yes Instantaneous Blaze

  • Cost: 1 mote
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 2
  • Minimum Ess: 1
  • Prerequisite: None

The martial artist flashes to the front of combat. This automatically trumps all other initiatives. Others using Thunderclap Rush Attack or Opportune Shot roll off as normal.


Flame in the Breeze

  • Cost:2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Instantaneous Blaze

Like a flickering candle, the martial artist dances about. He may make a reflexive dodge with his martial arts ability.


Fireball Fist

  • Cost: 2 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 4
  • Minimum Ess: 2
  • Prerequisite: Flame in the Breeze

The Martial Artist’s fist explodes with power as he drives it towards his target. The attack deals his Strength + Essence in Lethal damage. If he is using a sword, he simply adds his Essence to the damage.


Searing Fire Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 4
  • Minimum Ess: 3
  • Prerequisite: Fireball Fist

While the Form is active, the Martial Artist adds +3 to his initiative, and adds his Essence to all attack rolls.


Flamethrower Attack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Searing Fire Form

The martial artist takes a deep breath, channeling fiery Essence into his core and then exhales, expelling a long trail of flame that deals his Martial Arts + Essence in lethal damage (soaked as normal) and has a range of (Essence x 2) in yards.


Thousand Flame Onslaught

  • Cost: 2 motes
  • Duration: Instant
  • Type: Extra Action
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Flamethrower Attack

After a successful attack is made, the martial artist may invoke this charm to immediately reflexively attack a second time. The character may continue to invoke this charm to gain an additional attack until he is stopped.


Passion of Rage and Flame

  • Cost:6 motes, 1 health level
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Thousand Flame Onslaught

This attack deals aggravated damage, however this charm can only be used with an unarmed attack. The purity of flame cannot be channeled into a weapon. The damage is equivalent to Strength + Essence.

FLAMES IN THE NIGHT STYLE

Weapons-swords, knives. Armor-yes. Beautiful Bonfire Stance

  • Cost: 1 mote
  • Duration: one scene
  • Type: Supplemental
  • Minimum MA: 2
  • Minimum Ess: 1
  • Prerequisite: None

The Martial Artist invoking this charm takes on the attitude and beauty of a bonfire at night. His majesty is radiated against the darkness of the night sky. Those who oppose him are overtaken by his beauty. The difficulty to strike him with a hand-to-hand attack is at a +1 difficulty. This has no effect on ranged attacks.


Smoldering Coals Kata

  • Cost: 2 motes
  • Duration: Essence in turns
  • Type: Supplemental
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Beautiful Bonfire Stance

A fire that has been doused still retains some of its former glory and coals that have ceased to burn may still be hot. The Martial Artist invoking this charm emulates this principle, filling his body with Essence and causing it to glow momentarily, the glow then dims, leaving his body warm. For a number of turns equivalent to his Essence, the character deals his Essence in lethal damage (soaked as normal) to anyone who successful lands a barehanded attack on his person. This has no effect on attacks made with melee weapons.


The Silence of Smoke

  • Cost: 2 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Smoldering Coals Kata

Anyone knows that smoke accompanies fire, and that smoke is an excellent concealment method. With this understanding, the Martial Artist emulates a smokescreen and is able to pass among his enemies without being noticed. Upon invoking this charm, the Martial Artist may add his martial arts score to a Stealth roll. This adds to his normal die-adder cap.


Flames in the Night Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 4
  • Minimum Ess: 2
  • Prerequisite: The Silence of Smoke

A flame left untended and unnoticed can destroy a city. Thus the Martial Artist emulates fires quiet destructiveness. For the rest of the scene, he adds his Essence to the damage of all attacks and adds his martial arts to all stealth rolls.


Internal Embers

  • Cost: 4 motes
  • Duration: one scene
  • Type: supplemental
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Flames in the Night Form

By understanding the lingering fire within an ember, the Martial Artist channels Essence into his body, suffusing it with quiet power. For the rest of the scene, his unarmed attacks deal lethal damage equal to his strength + Essence. Those that make successful unarmed attacks (brawling aids, bare hands and attacks made by Martial Arts weapons considered “unarmed” by their respective MA Styles) must soak his Essence in lethal damage. This has no effect on ranged attacks.


Explosion Method

  • Cost: 5 motes, 1 wp
  • Duration: Martial Arts in Turns
  • Type: Simple
  • Minimum MA: 5
  • Minimum Essence: 4
  • Prerequisite: Internal Embers

This particularly costly charm has particularly interesting effects. Upon the invocation of the charm, the martial artist completely vanishes from sight. However, this invisibility is only temporary. The Exalt using this charm has his Martial Arts in turns to ambush an opponent. This does not have to take the full amount of time. At any given moment, the martial artist may reappear in an explosion of light and flame, spitting a gout of fire at his target. This deals his Strength + Essence in lethal damage that can only be soaked with Stamina. However, if the martial artist does not reach his target in time, he will reappear with the explosion, hitting a near target of the Storyteller’s discretion with the gout of flame.

UNMOVING EARTH STYLE

Weapons-no. Armor-no.

Stone Skin

  • Cost: 1 mote per 2B or 2 motes per 1L
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 2
  • Minimum Ess: 1
  • Prerequisite: None

The Martial Artist calls upon the succor of the earth for the purpose of absorbing a single blow. This can be invoked after the attack roll is made. He may spend no more motes than he has dots in Stamina.


Rock Fist Strike

  • Cost: 2 motes
  • Duration: Instant
  • Type: simple
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Stone Skin

Calling upon the Essence of the Earth, the Martial Artist suffuses his fist with Essence, dealing lethal damage to his target.


Unmoving Earth Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Rock Fist Strike

The martial artist invoking this charm soaks lethal with his bashing soak total. All damage dealt to him by Archery or Thrown attacks have their damage halved. (This has no effect on perfect attacks) He adds his Essence to his Stamina when soaking blows that can only be soaked with Stamina.


The Stone Hammer of the Earth

  • Cost:3 motes, 1 wp
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Unmoving Earth Form

The Exalt leaps into the air, swinging his mighty fists down upon his enemy. Double the Damage of this attack. This may only be comboed with other Martial Arts charms.


Impervious Mountain Face

  • Cost: 5 motes, 1 wp, 1 health level
  • Duration: One Scene
  • Type: Reflexive
  • Minimum MA: 5
  • Minimum Ess: 4
  • Prerequisite: The Stone Hammer of Heaven

Upon activation of this charm, the Exalt is protected from attacks. All ArcheryDualMegami/Thrown attacks deal only weapon damage(This has no effect on Perfect attacks). Damage from unarmed attacks and melee attacks have their damage halved. (once again this has no effect on perfect attacks)


MUDSLIDE STYLE

Weapons-Seven-Section Staff and Chains Armor-no

Descent of the Earth

  • Cost: 2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 2
  • Minimum Ess: 1
  • Prerequisite: None

Upon activation of this charm, the martial artist adopts the attitude of an avalanche. He takes no damage from a single fall.


Meditation Upon Mud

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Descent of the Earth

If the character should be bound physically, he may activate this charm to free himself. Handcuffs and shackles will slide from his wrists and ropes and chains will drop from his body. This has no effect on magically enhanced binding.


Eyes of the Earth

  • Cost: 4 motes
  • Duration: MA in turns
  • Type: Reflexive
  • Minimum MA: 4
  • Minimum Ess: 2
  • Prerequisite: Meditation Upon Mud

The martial artist touches his hand to the floor, which must have some connection to the Earth. This will fail on aboveground floors. For his MA in turns, he is acutely aware of all presences in the area. (Usually a room, but in the case of outdoors, an area equivalent to his [Essx5] yards) However, this has no effect on characters hiding by means of magic.


Mudslide Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Eyes of the Earth

Upon invoking the Form, the Martial Artist takes no damage from falls, adds his Essence to all escapes from clinches and holds, and gains +2/+2 soak.


Spitting Earth

  • Cost: 3 motes
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Mudslide Form

After executing a quick kata, the Martial Artist flicks his hand in the direction of his target. A ball of earth, four feet in diameter rises from the ground and flies towards its target. It has a range of (Essence x3) in yards and deals a base lethal damage of Strength + Essence. This can only be dodged.


Dust Cloud

  • Cost: 5 motes, 1 willpower
  • Duration: One scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Spitting Earth

The Martial Artist stomps several times upon the ground, kicking up a cloud of dust that lingers in the air. This cloud increases the difficulty of all attacks by 1. The difficulty of Perception-based checks are also increased by 1. In addition the user gains +1/+1 soak, considered natural.


Quicksand Prana

  • Cost: 6m, 1 wp
  • Duration: Essence in Turns
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 4
  • Prerequisite: Dust Cloud

The Martial Artist using this Charm strikes several points on the Earth, causing a pit of quicksand to open under his target. This lasts for a number of turns equal to his Essence. The target may dodge the pit. Parrying should only be used with a very good stunt or perfect effect. If they fall into the pit, they are trapped and may only attempt to escape or activate reflexive charms. Escaping is a Dexterity + Athletics roll, difficulty equal to the user’s Essence. For every turn the target is trapped, he must take 2L, soaked as normal. If the target is wearing armor, double the mobility penalty.

FORCEFUL WIND STYLE

Weapons-throwing knives, chakrams. Armor-no


Swiftness of the Air

  • Cost: 1 mote
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 2
  • Minimum Ess:1
  • Prerequisite: None

Adds Martial Arts to initiative.


Cloud Thrust

  • Cost: 3 motes
  • Duration: Instnat
  • Type: Simple
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Swiftness of the Air

The Martial artist makes a successful attack and the target goes flying a number of yards equivalent to Essence x 3. This does no damage.


Forceful Wind Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 4
  • Minimum Ess:2
  • Prerequisite: Cloud Thrust

All attacks do knockback—Essence in yards. Adds MA in yards to distance weapons can be thrown, add MA to all dodges against ranged attacks.


Blade of the Air

  • Cost: 3 motes
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: forceful wind form

The Martial Artist makes a cutting motion, sending a blade of air hurtling towards her target. It deals a base lethal damage of Strength + Essence and has a range of Essence x 3 in yards. Unlike Spitting Earth, this can only be parried.


Icy Touch

  • Cost: 4 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Blade of the Air

The User of the charm must make a successful attack. Upon contact, the target is instantly deal 4L + extra successes, which can only be soaked with Stamina. For a number of turns equal to the users Martial arts, the target can take no action save a reflexive Stamina + Resistance check to “thaw out,” difficulty 3. Attacking the target will shatter the ice and dispel its effects.


Call Lightning

  • Cost:8 motes, 1 willpower, 1 health level
  • Duration: Instant
  • Type: Simple
  • Minimum MA:5
  • Minimum Ess:4
  • Prerequisite: Icy Touch

The Martial Artist raises her hand and calls forth a bolt of lightning that descends from the air to strike his target. This bolt cannot be parried, only dodged. The lighting bolt deals the Martial Artist’s Strength + Essence in aggravated damage.

SECRETS OF THE TEMPEST STYLE

Weapons-no Armor-yes


Carried by the Air

  • Cost: 2 motes
  • Duration: One Turn
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: None

For a full turn, the Martial Artist using this charm doubles her range of movement.


Secrets on the Wind

  • Cost: 2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: Carried by the air

The Martial artist may dodge any dodge-able attack with her Martial Arts ability, even if she is caught unaware.


Eyes Everywhere

  • Cost: 3 motes
  • Duration: Essence in turns
  • Type: Supplemental
  • Minimum MA: 4
  • Minimum Ess: 3
  • Prerequisite: Secrets on the Wind

The Martial Artist extends her perception into the wind. For a number of turns equal to her Essence, she may add her Martial Arts to all Perception-based rolls.


Secrets of the Tempest Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Eyes Everywhere

The Martial Artist adds her Essence to all perception-based rolls, may parry lethal blows with her bare hands and doubles her rate of movement during a turn.


Whirling Tornado Defense

  • Cost: 4 motes, 1 willpower
  • Duration: One Scene
  • Type: Supplemental
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Secrets of the Tempest Form

For the rest of the scene, the martial artist adds her Essence to all martial arts based parry rolls. This is applied if she is using a weapon. She gains a number of automatic successes equivalent to her Essence when parrying ranged attacks.


Tempest Fists

  • Cost: 6 motes, 1 willpower, 1 health level
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 4
  • Prerequisite: Whirling Tornado Defense

Charging her fists with the fury of a tempest, the Martial Artist strikes like lighting. Her blows deal lethal damage and send the target flying a number of yards equal to her Essence. In addition, for every health level of damage inflicted, the target gains a –1 dice penalty. (So a target who has lost 3 health levels to Tempest Fists is at a –3 dice penalty. The dice penalty applies ONLY to damage done with this charm.) Repeated uses of this charm stack.

MASTERY OF WATER STYLE

WeaponsDualMegami/Armor-no

Absorption Method

  • Cost:1 mote per 2B or 2 motes per 1L
  • Duration: Instant
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess: 2
  • Prerequisite: None

The Martial Artist invoking this charm softens his body to the consistency of water for the purpose of absorbing a single blow. He may spend no more motes than he has dots in Essence.


Flow from Danger

  • Cost: 3 motes
  • Duration: MA in turns
  • Type: Reflexive
  • Minimum MA: 4
  • Minimum Ess: 2
  • Prerequisite: Absorption Method

For a number if turns equal to the user’s Martial Arts, the difficulty to attack the character using this charm is equal to his Essence.


Mastery of Water Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Flow from Danger

The Martial Artist invoking the Form’s movements become flowing—difficulty to strike her is equal to her Essence. She has immaculate balance and may not be knocked off her feet; in addition she may walk on the surface of any liquid as though it were solid ground. (This applies to only liquid. The character may skitter across a lake, or tread safely on open casks of wine. It does not protect her from dangerous liquids such as acid or lava.)


Weapons of Water

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Mastery of Water Form

Using available water (and it must be water), the Martial Artist can create a weapon of her choice. The amount of water available also dictates the size of the weapon made. A character can make a throwing knife from a puddle, but not a great sword. Weapons made in this fashion have normal stats, however are infused with Essence and are unbreakable. If a character chooses to make throwing knives, the water-made weapons remain throwing knives until the end of the scene. If the Martial Artist wishes to make another weapon, he must dispel the effect (taking his action for the turn) and then spend the 4 motes to create another.


Wave Guardian

  • Cost: 5 motes, 1 wp
  • Duration: Until Destroyed
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 4
  • Prerequisite: Weapons of Water

The Martial Artist calls forth a shield of water the spreads out before her. This requires some water to work with. It can be anything from saliva to a raindrop to water from a river. The Guardian has Lethal and Bashing soaks equal to that of the user, and half of his health levels. For as long as it is in effect, the Guardian takes damage for the user until it has been destroyed. Once destroyed, the Martial Artist may create another, but will require a new water source.


Geyser Strike

  • Cost: 6 motes, 1 wp
  • Duration: Instant
  • Type: Simple
  • Minimum MA:5
  • Minimum Ess:4
  • Prerequisite: Wave Guardian

A geyser of water erupts underneath the target. This cannot be dodged or parried (perfect effects can always be used.). The target is immediately dealt the Martial Artist’s Essence in unsoakable Lethal damage. The geyser then throws the target the Martial Artist’s Essence in yards up into the air. He must then soak damage from the fall. This is soaked as normal and can be buffered by the effects of charms such as Mudslide Form or the Air anima effect.


MANY BRAMBLES STYLE

WeaponsDualMegami/Armor-no

Finger Thorn Strike

  • Cost: 2 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 2
  • Minimum Ess: 1
  • Prerequisite: None

Attacks made while it is active deal lethal damage


Poison Thorn Style

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA: 3
  • Minimum Ess:2
  • Prerequisite: Finger Thorn Strike

Successful Martial Arts attack embeds a thorn into the target. This deals 1L the first turn, 2L the second, 3L the third and so on, soaked as normal. The target may resist the effects of the charm with a reflexive Stamina + Resistance roll, difficulty 3. If they succeed, the damage is halted until the charm is reactivated and another successful attack is made.


Skin of Bark

  • Cost: 1 mote per 2B/1L
  • Duration: One scene
  • Type: Reflexive
  • Minimum MA: 4
  • Minimum Ess:2
  • Prerequisite: Poison Thorn Style

The Martial Artist may buy up to his martial arts (in motes) in additional soak. This is considered armor with the exception that it does not interfere with Martial Arts.


Many Brambles Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Skin of Bark

The Martial Artist becomes covered with a layer of bark and thorns. He soaks Lethal with his bashing soak total and adds his Essence to damage while clinching an opponent, and those that attack him unarmed must soak his essence in lethal damage.


Vicious Snare Technique

  • Cost: 4 motes
  • Duration: MA in turns
  • Type: Supplement
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Many Brambles Form

The Martial artist makes an attack that can only be dodged. If successful, the target is tied down for a number of turns equal to the users Martial arts. Treat the target as if he were in a hold. Use the charm users’s stats for the opposed rolls.


Razor Leaf Onslaught

  • Cost:5 motes, 1 willpower
  • Duration: Essence in Turns
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 4
  • Prerequisite: Vicious Snare Technique.

Area effect fills the room with swirling bladed leaves, which deal the Martial Artist’s strength + Essence per turn, soaked as normal. The effects of this charm can be parried or dodged, but the target must do so every turn.


THOUSAND FLOWER GARDEN STYLE

WeaponsDualMegami/Armor no

Climbing Vine

  • Cost: 3motes
  • Duration: One-turn
  • Type: Reflexive
  • Minimum MA: 3
  • Minimum Ess:2
  • Prerequisite: None

The Martial Artist adopts the attitude of a climbing vine and may ascend any surface. This must be a solid surface, he cannot climb a wisp of smoke, nor water vapor. He is not protected from cutting himself on jagged rocks or burning his feet on a cooling lava floe. This also only applies to going up.


Delicate Petal Armor

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Reflexive
  • Minimum MA: 4
  • Minimum Ess: 3
  • Prerequisite: Climbing Vine

Beautiful flower petals flow from the martial artist’s hands and rest upon her body, forming a protective shield. This gives the Martial Artist and additional +2/+2 soak. Despite their delicate appearance, the petal armor has a hardness equivalent to the Martial Artist’s Essence. This is not considered armor.


Fragrant Pollen Stance

  • Cost: 3 motes
  • Duration: Until disrupted
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Delicate Petal Armor

A delicious scent pours forth from the Martial Artist’s body, filling the air. Those within her Essence x 3 yards must fail a compassion roll in order to attack or strongly oppose her. However, this effect only lasts so long as the Martial Artist maintains the Fragrant Pollen Stance. She may not move any faster than a walk and may not attack anyone within range.


Thousand Flower Garden Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess: 3
  • Prerequisite: Fragrant Pollen Stance

Thousands of flowers bloom around the feet of the Martial artist invoking this charm. Striking him is at a –2 difficulty. By emulating the secret deadliness of plants, his blows deal lethal damage. He adds his Essence in damage dice against opponents who are not wearing armor.


Roots Destroy the Foundation

  • Cost: 5 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum MA:5
  • Minimum Ess: 3
  • Prerequisite: Thousand Flower Garden Form

In the same way that roots break apart stone after time, the martial artist knows where to place her blows so that armor offers little protection. Upon activation of this charm, consider the attack to be piercing damage. (Halve armor’s soak)


Seductive Poisonflower Kiss

  • Cost: 6 motes, 1 willpower
  • Duration: Instant
  • Type: Simple
  • Minimum MA: 5
  • Minimum Ess:4
  • Prerequisite: Roots Destroy the Foundation

The martial artist must touch her target—this can be a successful martial arts attack or even a kiss as the name suggests. A turn passes with no effects. On the next turn, however, the target must soak the Martial Artist’s Essence in aggravated damage, soaked as normal. This effect persists even if the Martial Artist is killed in between turns.


Five Element Flow

  • Cost: 15 motes
  • Duration: One Scene
  • Type: Supplemental
  • Minimum MA: 6
  • Minimum Essence: 6
  • Prerequisites: Passion of Rage and Flame, Explosion Method, Impervious Mountain Face, Quicksand Prana, Call Lightning, Tempest Fists, Tidal Wave Rush Technique, Geyser Strike, Razor Leaf Onslaught, Seductive Poisonflower Kiss

The Martial Artist calls upon the power of all five elements at once and reaps the benefits of understanding the basis on which Creation is made. The Lethality of Fire adds his Essence to the damage of all attacks. The durability of Earth adds his Essence to all his soaks—including aggravated. The flow of Water adds his Essence to all dodge attempts. The grace of Air adds his Essence in dice to all athletics feats. The vitality of Wood allows him to regain a bashing health level a turn. These effects stack with previously activated effects and are compatible with effects from outside abilities as well as weapons. .


And thus the Elements that make the world must flow as one.