BogModAlternateSidereals/MartialArts
Martial Arts is the Sword.
For this I am going to do 5 Hero Styles. Each group can develop charms from their own Hero style as if there were normal charms while others can learn them as a single MA style. Those of the Endings caste can develop charms for all the Hero styles.
Contents
Journeys Hero Style
The Journeys Style of martial arts emphasises movement and directions in its techniques. Staff and polearm weapons and their equivilants can be used with this style. This style is incompatible with armor the gives more then a -1 Fatigue or Mobility penalty. Users of this style must possess at least 3 dots in Athletics given its energetic physical training.
Yellow Path Steps
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The martial artist is ready to move on at a moment's notice. She adds her Martial Arts in dice to any Join Battle rolls. Furthermore even if she doesn't get to go on tick 0 she may make a move action on that tick as if she did.
Fallen-by-the-Road Palm
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
With a strike of her palm she sends her enemies to the dirt so she can move on and past them. If this attack hits the target must make an immidiate check against knockdown at a difficulty of the martial artist's Martial Arts trait.
Swift Grasshopper Attack
Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Yellow Path Steps
She strikes then with a leap is out of reach of her enemies. This charm supplements an attack letting her make a reflexive Jump action either before or after the attack. This charm can be used twice on a single attack. Once to leap in and once to leap away.
Journeys Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Fallen-by-the-Road Palm, Swift Grasshopper Attack
Yellow dust settles on her clothing as she assumes her form. Seeing all the paths around her she moves with constant fluid grace around all strikes and returns them. While she maintains this form the character no longer suffers a penalty to her DV from co-ordinated attacks. Her unarmed attacks count as having the R tag and she adds her Essence to both her Bashing and Lethal soak. As a final benifit when faced with enough attackers to surround her no attacker gains the unexpected attack benefit.
Leave the Eastern Nest Toss
Cost: 4m; Mins: Martial Arts 5, Essence 2; Type: Supplmental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Journeys Hero Form
With a twist of the hips and a flex of the arms the Journeys stylist sends a foe flying. This charm enhances a Break Hold maneuver when the Sidereal has control of the clinch. She gets twice the normal distance on the throw. Furthermore for every yard she throws the target they take a bashing die of damage only soakable with natural soak. For every health level of damage they take they suffer a -1 internal penalty to all actions for the rest of the scene.
Unimpeded Western Motion Technique
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Journeys Hero Form
As part of her training the martial artist would have to carry heavy loads of supplies on her back as she performed laps or ran marathons until she is as tireless in movement as the sea. As such having another fighter on her back trying to crush the life out of her is no big deal. Assuming she has not allready used a charm that turn or a combo without this charm in it the martial artist can activate this charm when she is put into a clinch. She immidiately rolls her Strength or Dexterity + Martial Arts at a difficulty of her targets Strength. If she makes the roll she can perform a move action taking the clincher along with her and the clincher can not make their own move action. If the martial artist is in control of the clinch she need not make this roll, her Strength + Athletics is considered sufficient to move the target with her and she can make any form of non-reflexive move action if she wishes.
Southern Dervish Fists Assault
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Journeys Hero Form
Her fists become blurs as the martial artist strikes all around her and all over her foes. Though she makes 100 different attacks most find but air. The character can make a magical flurry of attacks. She makes a number of attacks equal to her Essence +1. This flurry of attacks use her full dice pool and suffer a DV penalty equal to the highest individual DV penalty of her attacks.
Swift Northern Strike
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Journeys Hero Form
Like the chill wind of the north that cuts through clothes to chill the bones or slips in the smallest crack to chill the home and hearth. The first time the martial artist uses this Charm in a scene she picks either parry or dodge and for that attack and the rest of the scene this Charm supplement's attacks by making the opponents DV of that type halved.
Center Blocking Technique
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Leave the Eastern Nest Toss, Unimpeded Western Motion Technique, Southern Dervish Fists Assault, Swift Northern Strike
Centering herself the awareness of all directions protects her from all attacks. This charm generates a bank of defenses to use against any attacks. She gets her Essence in blocks that perfectly stop any attack so long as that attack is not unblockable. When all her blocks are used up the charm ends and the motes are uncommitted. Activating the charm again while it is up cancels the first and restocks the supply of blocks.
Five Directions Fist
Cost: -(2m); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Southern Dervish Fists Assault
Her blows seem to come from all around giving her opponents no chance to stop all the attacks. This charm is not part of Journeys Hero Style but an expansion that only Chosen of Journeys and Endings can lear. Eclipses, Fiends and Moonshadows can learn this charm as if it were a Sidereal charm. For an additional 2m the Sidereal can attempt to make one of her five or more attacks on a single target using Southern Dervish Fists Assault unexpected. She rolls her Wits + Martial Arts at a difficulty of the targets Awareness. Success means one of her attacks counts as unexpected just as if the targer was being surrounded and attacked by 5 people.
Serenity Hero Style
The Serenity Hero Style is a peaceful style. Its attacks knock people out or restrain them and every move is like a graceful dance. This style requires at least 2 dots in Performance. This style is incompatible with most armors. Armor that is clothing or generated by essence fields is permitable and duels between users of this style are often known for wearing almost nothing. This style uses war fans and tonfas as its style weapon.
Careful Deflection Technique
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: None
With a gentle sweep of her arm and a smile on her lips the martial artist turns aside the knives and blades of her foes. This charm is activated in reponse to an attack. Until the character's next action the martial artist can block lethal hand-to-hand attacks or using tools that could not normally be used to block attacks. Furthermore for that single attack she can use either her normal +2 Defense from unarmed defense or her Charisma as a defense bonus. Bonuses to defense beyond 2 points count as dice added by charms.
Empty Mind Meditation
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Careful Deflection Technique
Taking a deep breath she holds it for the span of three heartbeats and then releases and in doing so empties her mind of all concerns. For the rest of the scene she adds her Martial Arts rating to her DMDV before the halving.
Smiling Behind the Fan
Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Careful Deflection Technique
Her expressions hidden behind a fluttering fan no one knows the anger she feels at another's words or the quiet revenge she plans. This charm eliminates the penalty for getting a surprise attack from the open or without cover. Furthermore she adds her Essence to the difficulty of charms and actions to learn about her intentions in a scene. If a charm would automatically grant understanding of her motives this causes a roll off.
Serenity Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Smiling Behind the Fan, Empty Mind Meditation
This form is almost like that of a dance. People trying to but into the dance find themselves just complicating it for their friends. Her relaxed supple form more easily shrugs off the blows of jealous admirers adding her Martial Arts to Bashing and Lethal soaks. Finally its hard to gang up on a user of this style. Each attacker after the first adds a stacking 2 die penalty to their attack rolls. This starts accumlating on the first attack after the start of the martial artists turn and doesn't reset until she refreshes her DV.
Cunning Brushing Palm
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive(Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Serenity Hero Form
The lightest and softest touch on just the right place can cause a blow to go terribly awry. Its not the martial artists fault of course but those who would use violence to solve their problems. If the martial artist successfully blocks the attack she redirects it another person within Essence yards of her. She can not make a person attack herself. If the attack is suffering a penalty due to this style's Form charm when it is redirected to another person twice the penalized dice are rolled and are added to the attack successes.
Heart Calming Palm
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Touch
Duration: Instant
Prerequisite Charms: Serenity Hero Form
A gentle touch to one of the bodies chakra's lets her calm those she fights with. On a successful attack roll she rolls her Compassion or Temperance + Martial Arts against a difficulty equal to the target's Valor. With a successful roll the target suffers a unnatural mental influence Compulsion effect to not fight anymore. This costs 4 willpower to resist, 1 willpower to resist if her friends are being attacked and immidiently ends if attacked. An attack supplemented by this charm does no damage.
Mother's Warm Embrace
Cost: 6m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Serenity Hero Form
The comforting hold of a parent can not be escaped by even the most rowdy of children. This charm enhances the martial artist's rolls to get control of or maintain control of a clinch. She adds her Essence in successes to the roll. Furthermore each turn she maintains the clinch the cost to use this charm is reduced by 2 motes. When it has been reduced to 0 motes it doesn't count as charm use. Any turn in which she uses this charm must only try to maintain the hold rather then inflict damage. This charm does count as dice added by charms but can explicitely exceed the dice cap if its the only charm providing additional dice.
Blissful Relaxation Method
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Crippling, Touch
Duration: One scene
Prerequisite Charms: Heart Calming Palm
If she can not calm their heart she can at least calm their limbs. The martial artist need simply touch someone though the attack can be blocked or dodged as normal. The character chooses which limb to paralyze, not necessarily the one she touched, and the chosen limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects on a character who lacks a full set of functioning limbs. This charm has no effect against the undead, automata or other beings that have no vital functions to obstruct.
Spilled Wine Defense
Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cunning Brushing Palm
A master of working the floor of a party when they collide with an inattentive guest the wine spills backward onto the guest not on the empty handed host. This charm permanently enhances its prerequisite. When there are no other enemies to redirect the attack against the Sidereal can redirect it back at the attacker. This charm is not part of Serenity Hero Style but instead exists as a Sidereal expansion charm only learnable by those of the Serenity and Endings Caste.
Ebb and Flow of Peace Technique
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Blissful Relaxation Method, Mother's Warm Embrace, Cunning Brushing Palm
Focussing her breathing the martial artist exudes a calm. Yet this calm also gives her a deadly focus against those who would disrupt it even as they find themselves struggling against her peaceful aura. Whenever the Sidereal it taking a Guard or Aim action all her enemies in the area suffer a penalty equal to her Martial Arts when trying to inflict violence on her or her friends. Furthermore she gains dice from an Aim action at double the rate and can get up to 9 dice from aiming.
Battles Hero Style
Battles Hero Style is not a clean or elegant style. No this is a style of anything goes to win the fight. Dirty tricks, crippling moves, whatever it takes to win. Given the refined nature and mystic that many Sidereals present the direct nature of this style catches some by surprise. The style allows use of only improvised weapons but permits all forms of armor.
Brutal Fist Technique
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Curling her hand into a mighty fist she lashes out and breaks jaws and knocks out those in her way. The martial artist doubles bonus damage dice from her attack roll.
Assault of Chairs Method
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
From rocks on the ground to a chair grabbed for sudden violence the martial artist has a world of weapons at her disposal and the mastery to use them. While this charm is active Improvised Weapons have an Accuracy and Defense bonus equal to her Essence minus 3.
Oldest Trick in the Book
Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Simple(Speed 4)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Assault of Chairs Method
Water, booze, dirt, some blood even there are a hundred uses of random material that can blind someone. If nothing is handy some red dust she fishes out of nowhere works just as well. This is an unblockable and undodgeable -1 DV attack. If she hits the target they suffer the normal effects for Blindness. This lasts until the person spends an action clearing her eyes out as an unflurryable Miscellaneous -2 DV action. When doing this the blindness clears up once her DV refreshes from the action.
Battles Hero Form
Cost: 6m; Mins: Martial Arts 5, Essence 2; Type: Simple(Speed 5)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Brutal Fist Technique, Oldest Trick in the Book
With a grin the martial artist assumes a fighting pose, hungry for the thrill of battle and violence. While unarmed or using improvised weapons she reduces the speed of all her non-charm combat actions by 1. Furthermore she soaks Lethal damage with her full Stamina and can choose wether her attacks inflict bashing or lethal damage.
Beyond Tapping Twist
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: One clinch
Prerequisite Charms: Battles Hero Form
Many martial arts teach holds and locks to keep a foe from fighting or struggling. This style does as well but takes them to their logical next step and damages the offending limbs to immobility. This charm is activated when the martial artist is in control of the clinch. Rather then normal damage she can roll her Strength + Martial Arts at a difficulty of the targets Dexterity. Success means she breaks an arm, leg, hand or foot. Such moves are increadibly painful and while the limb can still be used the target suffers a -4 penalty to all actions. While Exalted can heal the breaks from this charm at the end of a day of rest mortals need to rest up like they would for any broken bone. This charm lasts from the turn its activated until the turn the clinch ends or she stops breaking bones.
Head Crushing Foot
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple(Speed 6)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Battles Hero Form
The deadly warriors who use this style don't just let you get back up when you are knocked down. Instead they go in to end the fight taking advantage of your weakness. This charm is an attack and if it hits the Sidereal's Essence worth of damage dice after soak are converted into automatic successes and the rest is rolled.
Fists As Bolders
Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Battles Hero Form
The fists of the Chosen of Mars can lay even the toughest man flat. This charm permanently increases the minimum damage dice after soak of her martial arts attacks by 1.
Furious Boxing Fists
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Extra Action
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Head Crushing Foot
Lashing out all around her she lets her fists fly where they might and teach her foes the danger of facing one who follows the teachings of the Battles Hero Style. This attack generates a number of martial arts attacks equal to her Martial Arts rating. These attacks do not suffer multiple action penalties and have a DV penalty of 0.
Bloodied but Not Broken Body
Cost: 7m; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Beyond Tapping Twist
Wether its a fist to the face or she finds herself trapped in the hands of a better wrestler their is always a way out. Her body suffused with essence she gives where she needs to give to escape or survive the hit. This charm is activated either while in a clinch or before damage is rolled from an attack. If in a clinch she rolls her Stamina + Martial Arts at a difficulty of her opponent's Essence. Success means she escapes the clinch. In terms of contesting effects this counts as a defensive perfect effect with the roll counting for its unique flaw of invulnerability. For a damaging hit the maximum damage she can suffer from attacks that tick is a single level. If she were to suffer multiple damaging blows of different types the most damaging kind of attack is the one that is recorded.
Table Turning Blow
Cost: 7m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Bloodied but Not Broken Body, Furious Boxing Fists
Drawing back she puts power into her fist and then strikes hard to send her opponents realling. Pity those she gets the upper hand on and sucker punches as the stars they will see from her hit won't be fading anytime soon. This charm enhances an unarmed martial arts attack. For each level of damage the blow inflicts the target suffers a one die penalty to all dice pools and equivilant static ratings. If this charm is used to supplement an unexpected attack the penalty becomes an internal crippling success penalty to all actions. Charms which reduce penalties require double to buy off the penalty caused by the unexpected attack.
Secrets Hero Style
Secrets Hero Style is a deceptive art. Weapons are easily hidden before being used to sudden efficacy. Fighting against a master of this style is dangerous indeed as to attack one who has mastered this style is to reveal yourself and all your weaknesses and have them used against you. This style allows the use of only armors that can be hidden under clothing and uses sais, knives and their artifact equivilants for the form weapons. Those learning this style must have a Stealth rating of 3.
Long Sleeved Deception Technique
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The first lesson of the Secrets Hero Style is that success often comes from striking when your foe does not expect it. This charm cancels out the penalty for making surprise attacks while in plain view and lets the martial artist instantly draw a weapon.
Shrouded Palm Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Attacked by the unwise her palm turns aside their attacks and then moves in on the openings in their form. Using this charm gives the Martial Artist a bonus of +2 to their DV. Should they stop the attack entirely the attacker suffers a -2 DV penalty against the Martial Artist until their DV refreshes. A Sidereal who is benifiting from Weakness Divining Eye against that attacker makes it so they suffer a -1 DV penalty against all other attackers until their DV next refreshes.
Between the Cracks Attack
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The deft movements of the Secrets Hero Stylist naturally find the hidden cracks in her foes armor to strike at them. An unarmed attack supplemented by this charm gets the Piercing tag. If the attack is allready piercing add an additional -4 reduction to the armor soak value.
Secrets Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Long Sleeved Deception Technique, Shrouded Assault Method, Between the Cracks Attack
The form of the Secret Hero is relaxed. One can never tell quite how they will move and it this grace that draws out their attackers and makes them have to quickly correct their technique lest others take advantage of it. She adds her Martial Arts to her Dodge DV before division. Anyone who attackers her either must wait an extra tick before it is their action again or suffer a -2 DV penalty until their next action. Finally their unassuming way does not make a great impression on the minds of others. One who uses this style can make a reflexive Intelligence + Larceny. Those who witnessed the Martial Artist use this form must beat that roll with a Perception + Awareness roll or they can not recall specifics of the person they saw fighting. The Secret Hero Stylist can if they want let some remember and some not as they wish.
Dynamic Form Transition when
- She hits a target with an unarmed Secrets Style strike that does at least one level of damage.
- She is currently using another style Form charm and hits someone with an unarmed strike from that style which deals at least one level of damage.
- She successfully defends against an attack using Shouded Palm Technique without perfecting it.
Weakness Divining Eye
Cost: 2m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Secrets Hero Form
Wisely the Secrets Stylist prefers to fight only after they have taken the time to size up their opponent. The martial artist rolls her Perception + Martial Arts at a difficulty of the higher of the targets Manipulation or Socialize while observing them fighting. If she makes the roll she knows their primary kind of combat(Archery, Melee, a particular MA style, etc) and their rating in that. She also adds one to stunts when fighting that person and they are using that style. She reduces by one however her stunt if they fight with with their non-optimal style. This bonus or penalty lasts for a scene. If used on someone who that they have used this Charm on before no roll is required unless their rating in their main fighting style has changed or some other major change.
Used the turn after a target has attacked this charm does not count as charm use.
Daggers Deep Attack
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Weakness Divining Eye
With a quick strike the knife cuts in deep and then pulls out. Though painful the damage is worse because it threatens further injury. To continue to press the attack suffering such a wound invites only pain and worse. If this attack hits it does no additional damage. However if the target makes another attack in that scene they immidiently take an additional 2 levels of unsoakable damage and suffer an internal penalty to all attacks made that tick equal to the number of total wounds they have suffered. This charm is not stackable so being hit with this charm multiple times does not have any additional effect. Only the penalty to their attacks is Crippling for charms that protect against Crippling effects.
Weakness of Form Defense
Cost: 6m; Mins: Martial Arts 5, Essence 4; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Weakness Divining Eye
Seeing the flaws in her enemies technique the Martial Artist flawlessly interupts their attack. This charm perfectly blocks any attack even if it is unblockable. When used against a target that is attacking in a way which would grant a stunt bonus via Weakness Divining Eye the cost of this charm is halved. This charm carries one of the four standard flaws of invulnerability.
Focus Confusion Technique
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Secrets Hero Form
Having learned that they must focus and fight carefully against the one who knows this style they quickly lose track of what is around them and find that is used against them. Successfully dodging or parrying an attack directed at them lets them redirect the attack against any target within Martial Arts in yards. This charm is treated stricktly at an Attack charm as it provides no bonuses to defense.
Agravated Weakness Exploitation
Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious
Duration: One tick
Prerequisite Charms: Focus Confusion Technique
Faced with one who tries to overrun the martial artist with blow after blow it only serves to expose a great weakness that is returned blow for blow. This charm provides a counterattack against every attack against them that turn. Furthermore attackers suffer an internal penalty of -1 per attack made against the Martial Artist for these counterattacks. This charm is specifically a Sidereal charm and not a charm of the Celestial Martial Art Secrets Hero Style.
Eyes as Windows Theft
Cost: 7m; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-Basic, Shaping
Duration: One scene
Prerequisite Charms: Weakness of Form Defense, Daggers Deep Attack, Focus Confusion Technique
This charm is said not to be tought. Instead when the student is ready they steal it from their master to learn it. How that is done without having learned it first is a koan often presented as a final lesson from a Sifu to student. The Martial Artist meets the eyes of their foe and wrest the secrets of their fighting style from them to turn it against them. The player rolls Manipulation + Martial Arts at a difficulty of the targets Essence. Success means that the victim loses use of one charm for the rest of the scene and the Martial Artist now counts as knowing it and can use it. If they steal a defensive charm the target does not lose access to it but the Sidereal does gain access to it. If they currently have Weakness Divining Eye active against the target they use this charm on they can spend a point of Willpower when they activate this charm to let them incorporate the charm into any existing combo.
Sorcerer Constellation Form
Cost: ; Mins: Martial Arts 5, Essence 5, House of Secrets 5; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Eyes as Windows Theft
Having internalized the truths of the House of Secrets and mastered the Secrets Hero Style the Sidereal takes the first steps to something greater. First she assumes the Secrets Hero Form then she makes the sign of the Sorcerer, not ascending or descending but resplendant. Her caste mark blazes with a green light and then fades. Behind her head an enlarged caste mark burns in the air in its place. She rises off the ground and her lower half fades away to be replaced with a raw and jaged block of jade. Her clothes fade and upon her shoulder she bears pauldrons of gleaming Orichalcum, and bracers of Moonsilver adorn her forearms. A gleaming ornate daiklaive of Starmetal hovers point down ready to serve. Four great wings of energy come from her back though they do not let her fly they only ad to the regal figure. None can deny the figure before them is Exalted, the greatest creation Autocthon before which no deed is impossible.
Endings Hero Style
Endings Hero Style is a very lethal style. It doesn't subdue and it doesn't try to win. When a fighter of this style engages in combat the only goal they want is that their foe is dead. The style uses swords and its artifact equivilants as its form weapons. This style does not permit the use of armor. A great many users of this style poison their blades to ensure their enemies death. A user of this style must have medicine of 3 to reflect their understanding of the vulnerabilities of the living.
Knife Edge Fist
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The attacks of the Endings Hero Stylist are as deadly as those who carry weapons. The martial artist's unarmed attack inflicts lethal damage and she adds her Essence to her raw damage. Until the start of her next turn she can block lethal attacks while unarmed.
Numb as the Dead Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: None
Applying her knowledge of the bodies pressure points to herself she numbs herself to pain and sensation. For the rest of the day the martial artist doesn't suffer any pain or wound based penalties. Furthermore she automatically fails any touch based awareness roll.
Unrelenting Flesh Method
Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Numb as the Dead Technique
Since she can not stop until she has killed her foe it is only right that those who study this style learn to shrug off blows which would cripple a lesser warrior. Add the character's Martial Arts rating to all her natural soaks until the start of her next turn. While using this charm she may also parry lethal attacks while unarmed.
Endings Hero Form
Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Knife Edge Fist, Unrelenting Flesh Method
She sets herself into a killing stance, her eyes betraying her lethal intent. While this form is active the Martial Artist can not intentionally do bashing damage. Her ping damage is increased by one and wound penalties of those she hurts are increased by one. Finally whenever she applies a blow which would kill someone she can spend 1m to ensure they leave no ghost and if a spirit that they do not reform.
Wall Toppling Fist
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Endings Hero Form
With a touch walls topple, their time having come to an end. This charm doubles the post soak and raw damage of an attack against an innanimate object.
Violet Murder Venom
Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious, Poison, Touch
Duration: Instant
Prerequisite Charms: Endings Hero Form
A viscous purple substance coats her hand and she strikes, the poison seeping into the blood of her enemies. If she hits and does a level of damage to her target they suffer the effects of this poison which has statistics of (Essence*2)/tick, Toxicity(Essence+1), Tolerance -/-, Penalty -(Martial Arts). Those who die under this charms effects decay very rapidly.
Empty Hand Technique
Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wall Toppling Fist
The empty hand this technique describes is not the martial artists but instead it is the empty hands of her enemies she plans to kill. This charm enhances a disarm attack action to make the attack unblockable and removes the usual penalty to a disarm attempt roll. If used against a mundane weapon a successful disarm roll lets the Martial Artist destroy the weapon instead.
Wrist-to-Wrist Obstruction Methods
Cost: 5m; Mins: Martial Arts 5, Essence 4; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Wall Toppling Fist
With the most deft of movements the martial artist can ensure that her enemy does not run and can not even make an attack. This charm can be activated in response to any non-defensive action an opponent within striking distance makes. She makes a Dexterity + Martial Arts roll against a difficulty of the targets Wits. Success means that she keeps them performing that action. Against a flurry this charm only stops one part of the flurry. If there were a flurry of three attacks this charm would need three uses to stop. When used against attacks this charms rolloff counts as a unique Flaw of Invulnerability.
Room Emptying Murderer
Cost: 10m, 1wp, 1ahl; Mins: Martial Arts 5, Essence 5; Type: Extra-Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Violet Murder Venom, Empty Hand Technique, Wrist-to-Wrist Obstruction Methods
This final technique in the Endings Hero Style can leave a room of people dead in an instant. This charm creates a flurry of full dice pool attacks with no DV penalty against a single target. Her attacks inflict lethal and can not be Pulled Blows. She generates a number of attacks equal to her Martial Arts + half her Essence(round up). If this flurry of attacks kills its target on her next turn she can use this charm again without paying any of the cost. Used in a combo she need only pay the motes for this charm and supplemental charms in the combo once even if she gets to make new attacks.