DualMegami/FateTouchedHeroStyle
This style emphasizes the connections of Fate between the Sidereal practitioner and the world. Because of the fragile nature of Sidereals, Fate Touched Hero Style may always be practiced in armor.
Sidereals practicing Fate-Touched Hero Style may use any weapon with the M tag, while non-Sidereals are limited to wind-fire wheels and fate rings, nunchaku and manthreshers, yo-yos, seven-section and serpent Sting staves.
The Serenity of Fortune's Mantle
1 mote. Martial Arts 2, Essence 2
Until Next Action, Reflexive (Step 2)
Combo-Ok
None
Wrapping herself in the cloak of Fate, the Sidereal dances away from blows, the billowing mantle of good fortune causing enemies to blunder and miss. Under the scrutinizing eyes of Essence sight, a vibrant mantle shimmering with the five colors of the Maidens can be seen swirling around the character, snaring legs and batting weapons aside.
Until her next action, all attacks that target the Sidereal (including area of effect attacks) suffer a -2 external penalty on step 3
Horrific Wreath
2 motes Martial Arts 3, Essence 2
Instant, Reflexive (Step 1)
Combo-Ok, Holy, Obvious
None
Suffusing her fists or weapon with the Essence of Fated Conflict, the Sidereal brings the retribution of Heaven to its enemies. A flare of angry red Essence surounds her strike, marking the favor of Mars.
An attack bolstered by this Charm deal aggravated damage to Creatures outside of Fate. When used in conjunction with Casting Out Infinite Threads, add her Essence in automatic successes to the attack. This is considered the doubled bonus, and does not double again.
Finding Hidden Flaws
3m, Martial Arts 4, Essence 2
Instant, Reflexive (Step 1 or 2)
Combo-Ok
The Serenity of Fortune's Mantle
A scrutinizing glance reveals an enemy's weakness. Perhaps his sword is ill crafted, his stance weak or his grasp on the surroundings poor. Either way, the Sidereal realizes this and takes advantage of it, causing the enemy's strikes to fail.
The Sidereal may spend 3m to decrease a weapon's Damage rating by 2, on Step 7 or to decrease a weapon's accuracy by 2, or DV by 1 on steps 3 or 4. Natural weapons and Dodge DV are explicitly included. THis does not affect mental Defense Values. THis is considered a magical penalty for the purposes of other charms.
Fate-Touched Hero Form
6m, Martial Arts 4, Essence 2
Scene, Simple
Form
Finding Hidden Flaws, Horrific Wreath
The Sidereal adopts a meditative stance, contemplating the skiens of Fate stretched across Creation. The future of the battle unfolds like a book before her and all opponents become easily predictable.
All Martial Arts attacks gain (half Essence, round up) automatic successes and the same value to DV of choice. While under the auspices of Fate, the Sidereal may safely parry Lethal damage with bare hands.
Force Terminating Gesture
2m, Martial Arts 5, Essence 3
InstantDualMegami/Reflexive (Step 7)
Combo-Ok
Fate-Touched Hero Form
With a deft hand, the Sidereal reaches out and seizes an attack that he has failed to defend against and with just the slightest twist, transfers all the momentum elsewhere.
On step 7 of combat, this strips a single attack down to minimum damage dice and any additional effects such as Fire and Stones Strike or Impressions of Strength. This may always be used against attacks that always hit and attacks that negate one or both Defense Values.
Crimson Palm Counterstroke
5m (?) Martial Arts 5, Essence 3
InstantDualMegami/Reflexive (Step 9)
Combo-Ok, Counterattack
Force Terminating Gesture
The Sidereal's fist blurs and seeks to intercept an incoming attack, taking the attack's momentum and using it against the attacker. On step 9, the Sidereal makes a Martial Arts counterattack using the attacker's original (pre DV) successes as bonus dice.
Unobstructed Blow
5m, 1wp. Martial Arts 5, Essence 3
InstantDualMegami/Simple
Combo-Basic, Obvious
Crimson Palm Counterstroke
The Sidereal strikes with absolute certainty, his fist or weapon lit up with glowing trails as he strikes his target. This attack cannot be parried or dodged, and if it strikes, armor's soak is ignored.
Ill Fortune Infliction
2m Martial Arts 4, Essence 2
Instant, Supplemental
Combo-Ok, Shaping, (Fate?), Stackable
Fate-Touched Hero Form
The Sidereal need only touch her target in order to turn the tides of fortune against him.
This requires a successful Martial arts attack, which may be channelled through a weapon. Upon success, the attack does no damage--rather, the Pattern Spiders and the Loom look unfavorably upon the target. On the target's next roll (regardless of what it is!) the target must roll twice and pick the LOWER of the two.The Sidereal may spend 1wp and force this roll to become a botch instead.
Multiple instances of Ill Fortune Infliction Stack. This means that the target continues accruing rolls which she must re-roll. If the target's next roll is Valor she must reroll that, then Dex + Melee, then Sta + Res and so on. The Ill Fortune lasts until the target next rolls or activates an anti-Shaping effect, whichever comes first.
You Lucky Bastard
--- Martial Arts 5, Essence 3
Permanent
Ill Fortune Infliction
While the Form is active, if the Sidereal has knowledge of this Charm, she may reduce the cost of Martial Arts Resurgent by 1m, to a minimum of 1m. This also permits the Sidereal to use Martial Arts Resurgent as a non-charm action. The form MUST be active for the Sidereal to reap the benefits of this Charm. Additionally, irregardless of the Form being active, once a Scene, the Sidereal may reroll any roll that is NOT Attack, Defense or Join ___ at no mote cost.
Yellow Maiden Flight
4m Martial Arts 5, Essence 3
One SceneDualMegami/Reflexive (step 1)
Combo-Ok
Fate-Touched Hero Form
Wise is the Sidereal who knows when the battle is lost and when it is time to retreat. Drawing the Essence of Journeys around her, the Sidereal turns tail and flees, leaving behind brilliant yellow streaks.
While tearing away at breakneck speed, the Sidereal's movement is unhindered by any wound penalties.
When this charm is activated, the Sidereal is considered to automatically exit combat and automatically remains [Essence] yards just ahead of her pursuers. In the case of effects that would keep her in combat (magical restraints, Foot-Trapping Counter) or would prevent th Sidereal from staying ahead of those following (that Lunar pursuit charm), default to Unstoppable ForceDualMegami/Immovable Object.
Casting Out Infinite Threads
10m, 1wp, 1lhl. Martial Arts 5, Essence 4
One Scene, Simple (-2 DV)
(Fate?), Obvious, Holy
Unobstructed Blow, Yellow Maiden Flight, You Lucky Bastard
The character flicks her palms out and countless filaments glittering with the colors of the Maidens cast out and criss-cross all around her, forming a gleaming web that vanishes a breath later.
The Sidereal becomes innately aware of anything around her, effectively giving herself immunity to Unanticipated Attacks, and her Essence in automatic successes to resist any perfect suprise effects. Her blows bring the retribution of Fate to its enemies: deal aggravated damage to Creatures of Darkness, Fair Folk and any other beings Outside of Fate
While this is in effect, the gradient for all Fate-Touched Hero Charms is increased by 1 (meaning that +1 to the Form's bonuses, -3 successes due to serenity of Fortune's Mantle, etc). All non Sidereals gain these effects.
A Sidereal may affix a prayerstrip inscribed with the Scripture of the Vigilant Maiden to her chest, where it slides under the skin and burns quietly with the soundness of Creation. For the duration of the Charm, the Sidereal is considered to be In Fate, regardless of where she actually is.
If Fighting a being Outside of Fate while in Creation, a single, successful attack draws it into the fabric of the World, making it in Fate. The Creature may resist, but this costs 4 wp or 10m per action to remain Outside Fate. This effect lasts only for the scene and does NOT permanently make the creature In Fate.
A Sidereal using the prayerstrip may DOUBLE the benefits of the previous Charms, rather than just increase their gradient by 1.