The Long Second Age--Fight Ability And Techniques

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“All I asked, was how you can manage to get a weapon this filthy, this fast?” Krieg tossed Tetsubo back his Gunklaive. “Orichalcum is sturdy stuff, but you keep abusing this thing, and it is going to jam. And then where will you be? Eyeball deep in Dragons. And if you keep wandering off on your own, we aren’t going to be there to haul your keister from the fire.”

Tetsubo spun the Gunklaive, snapping the big weapon into guard, and then back across his shoulder. “That’s why it’s got the pointy end. Just in case.”

Krieg snorted, and wiped the grease from his hands. “Trouble is, you like mixing it up.”

“And you don’t?” Tetsubo tapped the holstered Hammers at the big man’s sides with the flat of his blade. “These just keep-sakes then?”

Krieg threw the grease rag at the rangy Dawn. “No, those are reminders that I run with a dangerous crowd. If you were just a hair less dangerous, I could dispense with these noisy things, and keep to more civilized matters, like study, academics, research and development projects. I could be employed at an actual University, receive the accolades that my prodigious intellect and skills should earn. But instead, I am in the Lower Twenties with you and that sociopath Sparks.”

“The clinic not enough?” Tets sheathed the big blade. He propped a hip on Krieg’s workbench. “What’s really eating you?”

Krieg lowered his gaze, peering over his dark spectacles to lock with Tetsubo’s. “This.

“We are living in this nasty little hell hole, and it makes me sick. You know what makes me sick about it? Not the temperature, not the smells, not the lack of sunlight, not the closeness of these walls, the walls upon walls, the pressure of another hundred floors above us, but what makes me truly sick, is knowing that this place is a margin better than most of its kind, because we hang our hats here. We make it better–they’ve got clean water now, power, working plumbing, and the lifts are almost all in service again–and for all that we’ve done, there a couple of hundred slums and Unders just like this one in the Realm, and that bitch in the Palace is bound and determined to make a few more.

“That’s what makes me sick. We have worked ourselves to the bone, and we’ve got this place just livable, just about to where these people can start to think about something other than surviving, and we haven’t scratched the surface. We’ve saved this lot, but what about the others?” The engineer pulled on his gloves, rivets sliding over his gnarled knuckles.

“Sometimes I wonder why we bother? What are we really doing? We make this place better, but what about the rest of the Realm? What about the rest of Unders?” Krieg rolled his fingers into his gloves, adjusting the fit as his hands moved of their own accord to his tools, putting each into its place.

Tetsubo’s hand closed over his friend’s shoulder. “We do what we can. We do what we can, and if we can keep these folks ahead of the game, then we’re doing better than most. We keep it up, until we can do more. More things under the Sun than are dreamt by men.” He pulled his friend up and turned him to stare into his face. “We make a difference. We’re onto to something here, and if these folks can keep it up, we can hope that there are others doing the same.”

Krieg patted Tet’s hand. “Just grinds on me sometimes. Especially when I see how badly you keep that damn thing. Pisses me off to see you treat good equipment so poor.”

“Then I’ll do a better job. We need you as much as we need Jeffers or Sparks. We’re almost done here, and then we can take it to the Dragons.” Tets straightened up, and turned to the door.

Krieg watched Tets head into the hall. Liar. But thanks anyway. The engineer muttered a few words, and let the Essence flow to power his Charm to finish reweaving the brake cables he’d been working on when Tetsubo came in.

                                               ~

New Abilities: Fight

Fight Fighting is an integral part of life in the Age of Sorrows. The arts of combat have been developed, refined, and range from simple dust ups with punches and fists, to the discipline of the Immaculate Dragons. Weapons skill is just an extension of study and talent, and increases the range and scope of a fighter’s ability to engage an opponent, but understanding of how to engage is at the heart of this Ability.

These rules are meant to flesh out the Fight ability, and give more background to the different styles, giving both the Exalted and Heroic Mortals more depth.

When a fighter begins play, he must state what style he is studying, and decide if that style is Hard or Soft. Hard arts emphasize strikes and power, and Soft arts emphasize throws, locks, and rolling with the flow of combat. Hard stylists use Strength for their base damage with bare handed attacks, while Soft stylists use Dexterity for their base damage with bare handed attacks. While styles often mix elements of Hard and Soft Techniques, the fighter chooses which Attribute to base his style on.

The artist may choose a Fight Technique for each die of Fight. Additional Techniques may be bought like Specializations for 3 XP each, as they show the development of the practitioners style. While Techniques lack the punch of Fight Charms, they allow Heroic Mortals to be effective in combat in an epic world. They can also save the Exalted from spending Essence on Charms, instead relying only on his native skill.

Fight Techniques––Soft Styles

Acrobatic Dodge--Leaps, gyrations, and flips allow the a fast fighter to avoid many blows, be it by elegant jumps or by deft side slips. Dex+Dodge as normal, but the artist may dodge as many attackers as she has die in Fight, and may use her full Dodge pool against each attacker. The artist may not take any other action, and this does not allow her to Dodge attacks that cannot normally be dodged. This Technique cannot be used in conjunction with Extra Actions Charms, though Reflexive Charms could be used to supplement it.

Break Fall--The character is versed in throwing techniques, and can use a Dex+Fight roll when he falls, and can apply the successes from this roll to a soak against falls and knock back. This is done instinctively, and does not count as an action.

Cataleptic Grapple--With a proper locking hold, the fighter can apply pressure to vital points. The Artist must take a multiple action penalty, first to either to apply or maintain the lock already held, and then she must immediately roll Intelligence+Fight. Each success allows the martial artist to inflict one point of Bashing damage, that is not soakable normally. Charms that increase the Bashing Soak can be applied to soak this damage.

Counter Lock --A defender can apply a lock after a parry. If the parry is successful, the fighter applies a lock on the offender, doing regular damage. This can be used to defend against another grapple attempt. Note, this roll does not count as a separate action, but as a natural part of the parry. Charms like Flow Like Blood can allow the recipient a chance to avoid this damage, but unless the character can anticipate the attack––i.e. has fought against this particular style or fighter before--Reed in the Wind will not allow a dodge roll.

Counter Throw--The fighter does not need to attempt a grapple roll to attempt a throw. When attacked the martial artist may roll his parry normally, and if successful, the additional die can be applied as a throw for regular damage. This can be applied against attempts to grapple. Charms like Flow like Blood can allow the recipient a chance to avoid this throw, but unless they can anticipate the attack––i.e. has fought against this particular style or artist before––Reed in the Wind and the like will not allow a dodge roll from this attempt.

Deflecting Block--When parrying an attack, the fighter moves to force his opponent away. If a parry is successful, the fighter deflects his opponent away, and they move their own Strength in feet away from the artist. If the opponent was charging or rushing the artist they must check Dex+Athletics or take their own Strength in damage from the fall, though the damage is Bashing and soakable.

Disabling Strike--The fighter uses a single, or even a combination of strikes, to hit nerve clusters to cause pain and disorientation. This attack does no damage, but if successful, the attacker is at +2 difficulties for that round, as well as the next. These difficulties can stack to render an opponent wracked in pain and unable to move. Stamina Charms and armor are effective at countering these strikes.

Disarm-The fighter is skilled at removing weapons from an opponent’s grasp. The fighter makes a Fight roll, and for each point of "damage" scored after the soak, the weapon flies one yard in a direction specified by the fighter.

Ground fighting--The fighter is adept to fighting prone, and need not get up to initiate attacks. Kicks, strikes, locks, sweeps, or the like can be applied from a prone position, if an opponent is close enough, with no penalty.

Joint Lock--Upon a successful grapple, the fighter may immediately inflict damage without rolling further. Successes from the grapple are immediately applied as an attack without a multiple action. The attack is at Dex+2 damage.

Mantis Strike--A precise blow that targets vital organs and chi gates. Dex+2 damage.

Push Hands––Soft stylists often play games where they attempt to push one another off balance, and a skilled practitioner can anticipate an opponents body language by subtle shifts in weight and body language. In combat, the stylist can use this to avoid attacks. The stylist rolls his Dex+Fight, and if he successfully avoids the attack, the attacker is knocked down, taking his own Strength in bashing damage, as the stylist steps aside and gives him a slight push.

Reactive Hands––Parrying, pushing, and riposting, in rapid succession, the fighter seizes a brief opening to come under his opponent’s guard. The fighter must parry as normal, and then roll an attack, using normal multiple action rules. The parry must be successful, but if so, the fighter immediately rolls a counterstrike that cannot be blocked or dodged normally. This Technique cannot be used with any actions granted with an Extra Action Charm.

Spinning Throw––By using momentum, the fighter can swing off several attackers at once. The maneuver pits the motion of each attacker against the others, so they all assist in the task of flinging the others away. It is a reactive throw, and the fighter must be attacked first. Effectively, this maneuver allows the artist to throw multiple opponents without incurring multiple actions. Each attacker rolls their attack as normal, while the fighter rolls his Dex+Fight, at a -1 die penalty for each attacker. If the character scores more successes than his attacker, he is considered then to have thrown the attacker, for regular damage, before their attack can land. If he fails to gain more successes, the attacker engages as normal. If the defender ties, the attack fails, but the attacker is not thrown. Note: the fighter can take no other action during this maneuver, unless it is a Break Fall. Must have Counter Throw.

Weapon Deflection/Evasion––The fighter has studied evasion and dodging to the point of being able to turn weapons and missiles. The artist must be aware of the attacks to deflect or evade them. The fighter can choose to catch or avoid the attack entirely. If the fighter choose to evade a blow, he must roll his Dex+Fight instead of his Dodge. A fighter may Evade a number of attackers equal to his Fight score, though he cannot take any other action while performing this Technique unless he has some Extra Action Charm activated. If the fighter chooses to deflect the attack, he may attempt to immediately redirect the attack. The fighter must roll his Dex+Fight, but extra successes can be applied as an attack roll, with damage applied as normal for the attacker whose attack was deflected. Melee attacks are redirected by deflecting the arm of the attacker, rather than the weapon. Slower projectiles like arrows and knives are plucked from the air and redirected, though attacks with guns and flamethrowers can only be deflected if the artist is employing a buckler or some other defensive device like war fans, and the materials must be strong enough to withstand the attacks. Note: deflected projectiles cannot be sent back against their wielders, though multiple attackers could find themselves at odds with one another’s redirected fire. If the martial artist fails his Dex+Fight roll, he takes damage as normal. The fighter may deflect a number of attacks as he has die in Fight, though each deflection counts as multiple action with the corresponding loss of die for each deflection. Must have Deflecting Block.

Withering Grasp––The fighter makes an attack as normal, but in addition to the regular damage, the artist can disarm an opponent. With 3 successes more than his opponent’s defense, the weapon is knocked from his hand, 5 successes, and the artist may take the weapon for his own use.

Fight Techniques-Hard Styles Axe Kick-A powerful downwards kick. It is always considered the last action in the round, and can invite a nasty surprise before it can land. Strength+2 damage.

Blow to Pressure Points––The fighter has learned to strike the key meridians and vital points. The fighter can make strikes at +2 damage for either kicks or strikes.

Breaking Blows––Hands and feet are toughened by constant practice. This maneuver requires a full round of concentration, but allows the fighter to double his successes for damage against an inanimate object. Botching results in the artist harming himself in the process.

Choke Hold––The fighter is well versed in chokes and holds. If the character continues his hold, he does an additional point of Bashing damage, that is not normally soakable. Charms and some armors may negate this.

Counter Strike––The character is versed in the art of striking. The fighter rolls his parry as normal, but if successful, he immediately counts the additional dice for success as an attack roll, for a normal hand attack. This attack does not count towards a multiple action penalty.

Damaging Block––The fighter blocks, looking to directly damage the limb that comes in. Roll a regular parry, but if successful, he immediately rolls his Strength+ additional successes in damage. If the defender scores more than 3 successes, the attacker is at +1 difficulty for the next round with that limb. Must have Counter Strike before taking this technique.

Dirty––The character is skilled at taking advantage of under handed and dirty tricks, from throwing sand, eye gouges, fish hooks, or any thing else that will work. He may either take +1 damage for an attack, or elect to subtract one die from his opponent’s pool each round he succeeds an attack––these penalties are cumulative. If the fighter fails an attack, the penalties fade and the opponent operates as normal.

Double Kick––A combination of kicks, usually one high, and one low. The character rolls his attack as normal, but doesn’t take a multiple action penalty. Damage is checked with two separate rolls to simulate the combination’s effectiveness. The attacker cannot defend when using this technique, unless he has Extra Action Charms.

Dragon Tail Sweep––A spinning leg sweep used to knock an opponent to the ground. Treat the attack as a throw, but the attacker need not grapple first.

Elbow/Knee Strike––A quick and vicious attack. +2 speed, and +1 damage.

Fighting Hold––The character can grapple an opponent, and take multiple actions to continue to pummel him. The character must specify the kind of hold, and whether or not he will kick or punch. Note, the character can specify that they are attempting to choke in addition to the punching or kicking, and take additional multiple action penalties.

Flurry of Blows-The fighter fires of a storm of punches, usually uppercuts and short jabs to the abdomen, that pound his opponent with multiple hits. The fighter may test for damage three times with this technique, but cannot defend. This Technique cannot be enhanced by Charms.

Ground fighting--The fighter is adept to fighting prone, and need not get up to initiate attacks. Kicks, strikes, locks, sweeps, or the like can be applied from a prone position, if an opponent is close enough, with no penalty.

Joint Break––A grapple turned ugly. After grappling, the fighter can attempt to bend a limb in a direction it wasn’t designed to go. Damage applied after the grapple is considered Lethal, and if more than three points of damage is scored, the limb is useless.

Killing Blows––A study of anatomy and careful use of force allows the fighter to inflict devastating blows. The artist can choose to do Lethal damage. Soaks still apply.

Knockout––The fighter is skilled at making hard, fast blows to end fights. The character makes an attack at +2 difficulty, but if successful the victim must make an immediate Stamina check to remain conscious, with their difficulty modified by their attacker’s successes -1. Four successes on a knockout roll means +3 difficulty. If successful, the victim is at +2 difficulty for the rest of the round, if the victim fails, he falls unconscious for a number of minutes as the attacker was successful. Botching means they are out for hours.

Ripping Strike––Strikes are dealt that are designed to inflict great pain. The damage dealt is normal, but the opponent is at +1 diff for that round, and the next. The difficulties are stackable, and can be devastating in a long fight.

Spinning Kick––A fast, powerful kick. +2 damage

Thunder Kick-A flying drop kick. +3 damage.

Weapon Techniques- This section is designed to build on weapon styles, and can be ignored, or placed separately in Melee if you don't wish to integrate Melee, with Brawl and Martial Arts. I prefer to use them in conjunction, forcing a character to choose which they are more proficient in--hand to hand, or weaponed combat, but that is for a system designed to incorporate gunplay, and it may not fit your style of play.

Armor Pierce-The fighter has mastered the art of avoiding armor, by attacking the spaces between plates. The fighter can half the armor soak of an opponent, but the attack is made at +2 difficulty.

Dazing Blow-The fighter has trained to do Bashing damage with a Lethal weapon, using the flat of the sword, or targeting less lethal targets.

Feint––The fighter can misdirect his opponent, and draw his guard. A contested Fight+Wits roll is made at the beginning each time it is attempted, each success the character garners, subtracts one die from his opponent’s Fight pool to parry. This action does not cost an action from either fighters, unless one of them fails their roll entirely––from then on, they incur normal multiple action penalties. If both fail the roll, both look equally foolish.

Fence of Steel––A flurry of blows, the fighter puts up a wall of weaponed death. This technique allows the fighter to make either three parries without incurring multiple actions, or three attacks at his base damage, though he cannot add his successes to the damage. Finesse––The character is an expert with one handed weapons, and has an extra 2 die in his Fight pool for his skill. This applies only with one handed weapons.

Fleche-The fighter can dart forward in a short charge with his weapon, and in doing so, can add +1 damage. He is at -1 for his defense during the round he uses this Technique.

Great Blow-Putting everything into one blow, the fighter can add +3 damage, but cannot defend himself normally with this technique.

Jab-A quick, light strike to test defenses, the fighter can add +2 to his Initiative, and takes -2 damage.

Mobility-The fighter is adept at using terrain and her environment to the best advantage. She may add her Athletics score to her Dodge or Parry pool on all opponents she is engaged with.

Pin-Usable only with a piercing weapon, the fighter impales her opponent. The attack is made at +2 difficulty, but if successful, the target is considered pinned either to the ground or the scenery. In order to be freed, the victim must wrench from the weapon––doing so incurs the weapon’’s normal damage, or the fighter can pull the weapon free. In freeing the victim, the fighter can choose to do damage as a regular attack, or merely pull the weapon free, incurring only 1 level of damage.

Quick draw––The fighter can draw his weapon without using an action.

Riposte-The fighter can use the same action to parry, and make a lightning fast attack. The attack is made at +1 Accuracy, but at -2 damage, and does not incur the normal multiple action penalty.

Shield Training––The fighter has trained to use shields effectively. The character may make one normal parry while using a one handed weapon, and a shield, without incurring a multiple action penalty.

Sweep-The fighter can use his weapon to knock an opponent down. The attack does no damage, but the opponent must check Dex+Fight to see if they are knocked down, at a difficulty equal to the number of successes the attacker scored to make the attack.

Two Weapons––The fighter is trained to use two weapons, either for defense or to attack. The character may take one less die of penalty for extra actions with two weapons.

Whirlwind Form––The fighter is skilled at engaging multiple opponents. He may make engage up to his Fight score in opponents, making one parry per opponent without incurring a multiple action penalty. He may not make additional attacks, or make more than one parry per opponent without taking multiple actions.

Wounding––The fighter can inflict painful wounds, that aren’t lethal, but are still debilitating. Wound penalties inflicted are double their penalties during the scene they are inflicted.

Fight Disciplines–– At four die, a Fighter has gained enough understanding of his art, to apply his training into the more esoteric applications. These Disciplines are not taught to every artist, and often require finding a teacher, especially the Essence Arts. To study a Discipline requires vast commitment to their art, and some Mortals spend their entire lives to the perfection of their art.

Exalted may study these Disciplines, but generally Charms are easier and more powerful. These Disciplines are to reflect the highest levels of the art for Mortals. Disciplines cost 12 XP to acquire, and require at least a year of training time. These requirements keep most Exalted from investing in them--their Charms often much more powerful and easier to gain. The Disciplines are designed to show the pinnacle of the Arts that Mortals can achieve.

Art of Stealth––The art of disappearance and smoke. Walk across rice paper and leave no trace, walk across newly fallen snow and leave no tracks. The artist is attuned not only to the art of hiding, but the art of directing attention elsewhere. The artist can add his Fight die to his Stealth pool, but all successes scored with these die are doubled, and 10's will count as three successes. These dice can also be applied to Larceny rolls for lockpicking, finding traps, setting traps, picking pockets, and for slight of hand tricks. Team ninja is go...

Art of Vital Points––The art of vital points, to heal or harm. The artist may add his Fight die to his Medicine rolls, but all successes scored with these die are doubled, and 10's will count as three successes. In combat, the character can make a Dex+Fight roll against his opponent’s regular dodge or parry. If the attack is successful, the artist can then add a +1 difficulty per success scored. If the penalty inflicted is greater than the victim’s Dexterity, the limb is rendered useless. If the penalties are greater than the opponent’’s Dex+Stamina, the foe is considered rendered immobile and helpless unless they spend Willpower. The effect lasts a scene. Additionally, the artist can decide to do Lethal damage with his blows.

Awareness––The artist is constantly aware of his surroundings, even if occupied. His awareness of the flows of Essence allow him to read the intent of those around him, not their words or actions. He literally cannot be surprised. He feels the intent to attack, the flow of Essence towards him, and he reacts to it. Forewarned, he adds his Fight dice to his Initiative rolls. This ability can also be applied to add his Fight die to Alertness or Perception rolls as well. This allows the practitioner to sense threats from both close and far, and the artist may take a free Dodge action. This defense will not protect against attacks that cannot be dodged or parried.

Body Hardening––This allows the artist to build his endurance to super human levels. The artist may add his Fight die to his Endurance, Resistance, and Survival rolls, but all successes scored with these die are doubled, and 10's will count as three successes. The artist spends often years being beaten, enduring hardships, and agonizing conditions. He may also add his Fight die to his Soak roll, as well as adding his Fight die to Athletics rolls involving feats of Strength. His blows can inflict Lethal damage at will, and may Parry weapons barehanded.

Grasping and Seizing––The fighter has studied the arts of seizing, and his grappling and thrown techniques are at their highest level. The fighter’s attacks now bypass armor and can only be soaked by Charms and Stamina. Her attacks flow easily, and she attacks limbs, joints, and soft tissue, and she does Lethal damage if she chooses to. For purposes of restraint, her grappling successes are doubled, 10's counting as 3 successes.

Reed Form––The fighter is lithe and rolls with all blows. She may add her Fight die to all Dodge attempts, but all successes scored with those die are doubled, and 10's count as three successes. Furthermore, the artist may use her full Dodge pool without penalty against all attacks that are directed towards her without a multiple action penalty. Charms that cannot normally be dodged are not affected by the Reed Form, and will strike normally.

Paired Weapons––The artist has studied and mastered paired weapons combat. He can use paired weapons––sai, fans, daggers, willow leaf swords, wind and fire wheels, short swords, or the like––or a dual use weapons––three section staff, chain, staff, sickle and chain, or the like––to their fullest potential. The artist may use each attack roll to defend as well. Multiple attacks still require splitting the dice pool, but each attack roll represents a chance to parry as well. An artist that makes three attacks can also defend against three attacks at the same time, only suffering a dice reduction for the attacks. Each defense roll is equal to the attack rolls. If the artist is engaged with multiple opponents, she may elect to fight defensively, and doing so allows her to parry a number of opponents equal to her Fight score without taking a multiple action penalty, though she may not attack.

Weapons Mastery––The artist is a true master of weaponed combat. The fighter may choose a single weapon class to excel in, or he may choose to be master of found objects.

The first option allows the artist to double his Fight die with her weapon of choice, and successes are doubled, and 10's are considered to be three successes. The weapon can be a style of sword, pole arm, staves, chains. Any weapon can be mastered, but it must be a particular style of weapon, not a class. An artist who chooses the willow leaf sword can’t apply his ability to the broadsword or the two handed sword.. It must be a specific style of weapon, not a class.

The second option allows the artist to become the ultimate generalist. The artist becomes deadly with any weapon. Literally. The artist can double his Fight pool, or add his Fight to his Thrown pool with any weapon, and that includes improvised weapons. The artist can pick up objects from the tiny––straws, cards, pens, seeds, pebbles––and do Strength-1 damage. Small sized objects such as chair legs, paperweights, daggers, and mugs can do Strength damage; medium sized objects like pots, short swords, and hubcaps can do Strength +1. Large objects like broom handles, small stools, iron rods, and ladders can do Strength+2. Picking up weapons is considered a reflexive action, and any item that is within reach and the artist can swing or set into motion can be considered a weapon. Coupled with Reed form the fighter can be easily the equal of any Dragon Blooded.

Drunken/Monkey Style––The artist uses a mixture of odd movements, submissive postures, and strange noises to confuse opponents. The artist rolls his Dex+Fight at the beginning of combat. Opponents must also check their own Fight+Wits against this score. If they score higher than this roll, they may act normally, but if the artist scores higher, their opponent’s difficulties are increased by the amount they failed by for all their actions against him.

Essence Mastery--The artist perceives the flow and ebb of Essence. He understands the connection between Essence and life, and even if not Exalted, he can manipulate that flow, both within himself and others. With a Fight+Perception roll the artist can determine the amount of Essence that a person has, and additional successes will allow him to determine their health levels, as well as have a good idea of their Attributes. An Essence master can quickly identify Exalts, Fae, and supernatural creatures. The character gains the Merit Essence Mastery, and may use their full pool of Essence, even activate the Root of the Perfected Lotus to learn Terrestrial Martial Arts. Each time this Discipline is taken, the master adds one category from the following:

Healing–– The master can use the flow of Essence to speed healing, either for himself or others. He may add his Fight die to Medicine rolls. For each success the artist will heal his Essence score heal of Bashing damage; for every two successes, the artist may healed his Essence score in Lethal damage . The patient will only respond to this treatment once per day––the practitioner is speeding the bodies own healing rather than healing the damage himself. Additionally, the master can assist the body in rejecting poison or disease, allowing the patient to add the practitioners successes in Medicine rolls to their Resistance/Endurance+Stamina rolls to throw off the effects. The Storyteller has the final say if the practitioner can assist a body to throw off a magical disease or poison, but at the least, they should be able to halt the effects for a time.

Influence––The master can see the ebb and flow of perception and interactions between the living. The artist can add his Fight die to Socialize rolls, those successes doubled, and 10's counting as three successes. If the artist scores more successes than the target can resist with a Willpower check, they will be gulled into doing what the artist wants them to believe, if he wishes to be "invisible" he will be to them, if he wishes to appear to be someone else, he will be to them, if he orders them to perform an action they will do so with the best of their ability. Used on conjunction with skillful Manipulation rolls, the artist could easily convince a guard that a monstrous apparition freed prisoners, or that he was so tired that he couldn’t keep his eyes open, or he could be convinced to free the prisoners, escort them to a carriage, and then return to his post and forget about the evening’s actions. If the artist asks the person to perform an action that would be inimical to their nature, such as kill themselves, steal from their master, or injure their friends and family, they can check with their Willpower to resist such actions immediately. Though if they were told to carry a blank box and open it when they got to a door they would––if they didn’t know there was a bomb inside. The practitioner can only affect a number of people equal to his own Willpower at the same time.

Essence Attack––The artist can harness the flow of Essence around her, and can direct this flow to augment his or her prowess in combat. She can blow out candles with her blows, and the focus of her attacks is precise and deadly. The artist can attack a target her Essence x her Willpower in meters. This attack roll is made with a Wits+Fight roll, damage equal to the number of additional success+ the artist’s Willpower. The attack cannot be parried normally, nor can armor assist the soak in any way. The attack can be soaked with Stamina, and Resistance Charms only. A Dodge will only be effective if the victim is aware of the artist’’s power, or has Charms that allow for unknown attacks to be dodged automatically. Surprise Anticipation Method could be invoked to give the Exalted targeted a warning. The attack is Bashing damage, unless the practitioner has Techniques or Disciplines that allow her to do Lethal damage––such as Killing Blows, Body Hardening, or Vital Points. Those who are skilled with the Essence Attack Discipline can use their Fight Techniques and other Disciplines from afar. Which could be particularly nasty if the artist could force a Dragon Blood back up a cliff, and then execute an Dragon Tail Sweep from afar...One advantage of this form is the ability to damage Hungry Ghosts, and other supernatural creatures.

Essence Defense––The artist harnesses the flow of Essence around her, and directs this flow to her defense. The artist can shield herself from blows, adding successes from a Wits+Fight roll, and her Willpower to her Soak. This shield will prevent blows that could not normally be Soaked, and the shield is used to Soak damage first, much like the Anima effect of the Twilight Caste. Note, this defense allows the artist to deflect physical as well as immaterial attacks, as it is deflecting the very energy of the Creation that makes up the attack. This defense will allow the master to counter Charms, cloaked with his own Willpower, and the energy of Creation. Note, the practitioner spends no Essence to invoke these effects, merely manipulates the flow to his or her favor. This defense doesn’t rely on the user being aware of the attacks, but is automatically applied. The Master feels the Essence of the attack, and allows the attack to be deflected. The defense must be maintained, and the artist will have to take multiple actions to attack. The very strongest mortals can barely hope to attain this level of mastery, though there are monks and ascetics who remain in the world who are willing to teach others this Discipline, to face the Yozi and Malfeans that are rising like a pestilential sea.

Lunars Techniques Lunars have little need for studied marital art techniques, with their abilities and Charm sets, but they have developed their own fighting style which incorporates their natural shapechanging abilities. Many of these Techniques require the ability to change shape to use properly. Lunars may use regular Fight Techniques, but the following are available only to those who can change shape. Their own native Charms are more effective than most regular Fight Charms and while a Lunar may learn a form, their own fighting style can incorporate any of the following techniques normally. They still must buy the Techniques as normal, but these Techniques are exclusive to those who can shift shape. Soft and Hard delineations are used to show if the Lunar is quick and studied, or savage and relies on power. Exclusive Techniques-Soft Changing Breeze-Presenting a large target, the Lunar then shifts to a smaller form dodging the incoming attack. Each success to the roll to shapeshift adds +1 difficulty to her opponent’s attack.

Fading Breeze–The Lunar steps back, changing to a larger form–with a longer reach–while punching or kicking. The difficulty of one foe’s attacks increases by +1.

Growing Tempest–The Lunar grabs her opponent while shifting to a larger, stronger form, crushing and twisting his limbs. The opponent is grappled and must win a contested Strength vs. Strength roll to free himself, and takes Strength damage for each round grappled.

Melting Wind-The Lunar shifts to a smaller form to slip from a hold. Any successes on a Dex+Fight roll are applied to her Strength+Athletics pool for escaping the hold.

Moving Breeze–The Lunar shifts to a smaller form while dodging. Each success on the shapechanging roll adds one die to her Dodge pool for the next attack.

Rising Storm–The Lunar shifts to a larger form while attacking, gaining ground and closing without moving in. All attacks are made at a +2 die for that round.

Striking the Wind–The Lunar invites an attack, and then shifts to a larger form. The Lunar adds +2 die for the soak to damage, and adds +2 die for her next attack roll.

Subtle Draft–The Lunar charges an opponent in a smaller animal form to trip her opponent, and then shifts to a larger form to attack. The trip is considered a movement action. The opponent must make a Dex+Athletics check against the trip against the Lunars Dex+Athletics roll, and will be forced to split die for his next action. The Lunars next attack is made at a +2 die.

Sudden Flurry–The Lunar uses this technique of shift balance in a grapple. She shifts to a smaller form. Considered a counter throw, the opponent must make a Dex+Athletics check against the Dex+Fight of the Lunar. If the Lunar scores higher, the grappler is thrown 1' per success+the Lunar’s Strength in feet. While the grappler does not take damage from this throw–merely stumbling and reeling for balance, the Lunar’s next attack roll is made at +2 die.

Hurricane Storm–The Lunar assumes a larger shape when throwing an opponent, gaining added momentum with the change in leverage and Strength. Upon a successful throw, the opponent is thrown 2 yards per point of the new Strength, instead of 1 yard.

Techniques-Exclusive-Hard Hamstring-Lunar bites or slashes the hamstrings on their opponent. +2 difficulty to perform, but if a successful attack does more than 3 points of damage, the opponent’s leg is useless. Opponent may only move at one quarter speed–unless quadrupedal, then they move at half. Unless the opponent has access to healing magic or regenerates, he will probably be crippled for life.

Jawlock–The Lunar can apply a lock with a Bite attack, keeping his other limbs free. The lock does Strength damage each round applied. Damage is Lethal.

Worry–The Lunar can attack an already wounded opponent, and attempt to open the wound further. If the attack is successful, at a +2 difficulty, claw or bite, the damage is made at +2 damage. This can be applied to a Jaw Lock to further open the wound, but the opponent has a greater chance to break the hold.

Leaping Rake–The Lunar leaps, and rakes his claws as he passes by. Must be able to move past an opponent–at least 1 yard of room. Str+3 damage.

Neck Bite–The Lunar catches his opponent by the throat and crushes the windpipe. The attack must succeed at a +2 difficulty, and if successful, the Lunar may apply Strength damage each round. Escaping this hold is difficult, and requires a +2 difficulty. Simply tying will escape, but the victim will suffer one additional round of damage due to tearing. Pounce–The Lunar leaps at his opponent. He gains a +2 on his Initiative, and the Pounce allows the Lunar to take a free Dodge against projectiles. The attack if successful, it scores a knockback result automatically.

Ripping Bite–The Lunar bites to wound his opponent to weaken him. Upon a successful attack, the Lunar not only scores damage, but the victim also suffers a +1 difficulty to all Strength and Dexterity rolls. This may be repeated, and if any limb suffers more than a +3 penalty, the limb is considered useless, and in order to take any action, the victim must spend 1 Willpower point.

Bellybite–The Lunar makes a bite along the belly or abdomen. The attack is at +2 damage for the bite, and the victim suffers a +1 difficulty for all movement from blood loss, shock, and pain. This effect can be focused past with a Conviction roll or Willpower.

Melt-The Lunar shifts to a smaller form, to escape a Grab or Hold. The Lunar may add his Fight die to a check against breaking a hold. Striking the Bone–The Lunar shifts to a larger form, inviting an attack. The attack is not dodged, but the Lunar does gain +2 die to soak, and then he may take an additional +2 on his next attack roll for closing the distance.

Swarm–The Lunar shifts from a smaller form to trip his opponent and then shifts to a larger form to attack. The trip is considered a movement action. The opponent must make a Dex+Athletics check against the trip against the Lunars Dex+Athletics roll, and will be forced to split die for his next action. The Lunars next attack is made at a +2 die.

Thrusting Claw–The Lunar makes a grapple check, using a claw attack to pierce a limb or body cavity, and then shifts to a larger form, the claws automatically ripping a larger wound. The grapple is made normally, but the next action–the change–inflicts an automatic Strength damage attack, that cannot be soaked with Armor, only Stamina, and it cannot be dodged or parried.

This concludes the bare bones rules for Fight. I am posting examples to show how this all fits together seperately, to save space, and keep the sections cohesive.

Yes, I will prettify it later...