MartialArts/2eDivine Shewolf Style

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The divine she-wolf style is not a well known martial arts style in the manner of Five Dragons style or even Jade Mountain style. It is however a style that has survived since the first age. However, due to the esoteric focus of the charms as well as the nature of its encompassing theme, this style if practiced or used in the martial arts field is seldom referred to by its true name; "Divine she-wolf in heat style".

That is not to say it isn't practiced at all, certain dragonblooded members of House Cynis practice this style, as do a few outcaste courtesans and concubines in the threshold. If one has mastered the arts of summoning demons, it is possible to learn this style from Neomah demons. They were gifted with the knowledge of this style despite their not being able to use it as a jest by an unknown exalt in the Age of Dreams.

The style sacrifices defensive armor for internal power. For if the opponent can not strike you, protective armor is hardly necessary. Martial artists who practice style typically wear flowing silk robes and fine dresses.

The style's signature weapons are war-fans and knives of all sorts, to better emulate the sharp fangs and claws of the she-wolf.

Practitioners of this style typically are female or capable of assuming a female form. It is possible for men to learn this style. However, without a female body, the martial artist would never be able to activate the form charm or the post form charms.


Now in second edition!


Divine She-wolf (In Heat) style

"The mistress of the Divine She-wolf style brings out the beast in her opponents, thus subduing the most enlightened of souls. Truly, this style is invincible."


Come-hither Glance
Costs: 3 motes
Duration: Instant
Type: Reflexive
Keywords: None
Minimum Martial Arts: 3
Minimum Essence: 2
Requires: None
The she-wolf can distract a male wolf with a come-hither glance, if she finds him worthy. The martial artist understands that it is possible to distract one's opponents with an essence charged come-hither glance. The targets of this charm take an internal penalty (equal to the martial artist's essence trait) to their join battle roll. The targets must be able to see the martial artist and vice versa as she uses this charm in order for it to work.


Playful Strut Defense
Costs: 6 motes and 1 willpower
Duration: Scene
Type: Simple (speed 5)
Keywords: Combo-basic
Minimum Martial Arts: 3
Minimum Essence: 2
Requires: Come-hither Glance
A playful she-wolf might strut about, teasing males with her body, but not allowing them to touch her in any way. So too does the martial artist strut about the battle field, twisting away from blows that would harm her and slipping free of clinches and holds.

Upon activation of this charm, the martial artist gains a bonus to her dodge DV equal to (1/2 her essence trait) for the rest of the scene. While this charm is active, should the martial artist be the victim of a grapple attack, she adds (her essence trait) dice to the ((Strength or Dexterity) + Martial Arts) dice pool to resist.


Baring of the Fangs
Costs: 1 mote
Duration: Instant
Type: Supplemental
Keywords: Combo-okay
Minimum Martial Arts: 3
Minimum Essence: 1
Requires: None
The she-wolf shows her anger by baring her fangs. This is done as a warning to those who presume too much. The martial artist may with this charm does lethal damage while unarmed or using paper fans in place of war-fans. This charm does not transform her natural weapons or mortal paper fans into lethal weapons, it merely gives them a sharp edge powered by essence.

If used on an attack that does lethal damage, the charm enhances the attack by sheathing the weapon's edge or the lethal natural weapon with a layer of essence. This enhancement adds 2 lethal dice to the attack's raw damage.


Dominating Attack
Costs: 2 motes per die
Duration: Instant
Type: Supplemental
Keywords: Combo-Okay
Minimum Martial Arts: 3
Minimum Essence: 2
Requires: Baring of the Fangs
For those who heed not the baring of their fangs, the she-wolf demonstrates that her fangs and claws are not just for show. She bites hard and fast, laying low her opponent in a single strike.

The martial artist may spend 2 motes to buy 1 die of post-soak damage for a single attack up to her essence trait. The charm is activated when declaring the attack in step 1 of combat, and the motes spent on the charm are lost should the attack fail. The dice gained in this manner counts towards the martial artist's dice-adding limit.


Divine She-wolf (in Heat) form
Costs: 5 motes
Duration: Scene
Type: Simple
Keywords: Form-type, Obvious
Minimum Martial Arts: 3
Minimum Essence: 3
Requires: Playful Strut Defense, Dominating Attack
Once mastery of the basics of Divine She-wolf style is attained, the martial artist strives to physically emulate the she-wolf in all her ways as the essence within her warms her body in pleasing ways. Pride is obvious in her demeanor, her movements economical as she stalks her opponent. Her stances and kata are low and designed for swift movement.

The martial artist is like the she-wolf in her thick coat of fur, able to soak lethal damage with her full stamina soak. Her fangs and claws are ever sharp, and as such she may do lethal or bashing damage with any of her attacks as she chooses.

A she-wolf in heat distracts the males around her with the scent of her musk. So too, the martial artist distracts her opponents with the essence within her. Male opponents in close combat take a 2 die internal penalty to attack her as do females who are interested in other females. Otherwise, this die penalty does not function.

This charm does have a side effect, in that when this charm is active, the martial artist will be in a constant state of arousal as if she is in heat. After the charm ends, the arousal fades slowly over the next half hour.

This charm can only be activated by a martial artist who is female or possesses a female body.

This is a form charm and as such can not be used with other form charms at the same time.


Endurance of the (Rutting) She-wolf
Costs: 5 motes and 1 willpower
Duration: Scene
Type: Simple
Keywords: Combo-okay
Minimum Martial Arts: 4
Minimum Essence: 3
Requires: Divine She-wolf (in Heat) form
The wolves when rutting may take a while, and a she-wolf must have the endurance to go all the way, as well as a bit beyond, due to the fact that male wolves tend to remain joined to the she-wolf even after the end of their copulation.

This charm after being activated allows the martial artist to increase her stamina by her essence trait. This bonus to her stamina works as normal for all purposes including soak and counts towards her die-adding limit.


Submissive She-wolf Trap
Costs: 6 motes
Duration: Until Ended
Type: Reflexive
Keywords: Combo-okay, Emotion, Wanton
Minimum Martial Arts: 4
Minimum Essence: 3
Requires: Divine She-wolf (in Heat) form
Consenting to rut with a male doesn't mean that the she-wolf will not show she is the dominant one. The activity ends when she desires it to end and not before.

This charm allows the martial artist to maintain control of the grapples that she finds herself in. To achieve this, the martial artist inflames her essence which resonates with the essence within those in the clinch or hold with her.

The resonance of essences is extremely pleasurable, making her opponent reluctant to break free of the clinch as well as distracting him. Mechanically, the opponent of the martial artist suffers an external penalty equal to (the martial artist's essence) for maintaining or resisting control of grapples with the martial artist.

This charm can only be activated by a martial artist who is female or possesses a female body.

This charm sees a fair bit of application outside of combat.


Fascinating Kata of the Divine She-wolf (In Heat)
Costs: 10 motes and 1 willpower
Duration: Until Ended
Type: Simple
Keywords: Combo-okay, Emotion, Obvious, Wanton
Minimum Martial Arts: 5
Minimum Essence: 3
Requires: Endurance of the (Rutting) She-wolf, Submissive She-wolf Trap
The she-wolf, when she is in heat, attracts the attention of the males in her pack. This attraction is entirely natural. However, the martial artist can draw the attention of her opponents with the power of essence. Drawing out the inner beast in her greatest of opponents, the martial artist reins supreme as her opponents fight each other, their teamwork forgotten.

The martial artist does a languid dance-like kata as the smoldering essence within her ignites, sending waves of raw animalistic attraction from her body. She rolls (Charisma + (Martial Arts or Presence)), the results are used in an Unnatural Mental Influence attack against every male in a radius equal to 10 yards per dot of essence the martial artist has. Females interested in other females that way are also affected.

If the martial artist's (Charisma + (Martial Arts or Presence)) roll overcomes their MDV by one or more success, they find themselves unable to look away from the martial artist, or deliberately harm her in any way (such as attacking her), or do anything that doesn't involve her. They must spend 1 willpower to resist this charm's effect for the tick they act on.

Should the martial artist's (Charisma + (Martial Arts or Presence)) roll have 5 or more successes above her targets' MDV, that victim of the charm will drop whatever he's doing and attempt to rut with the martial artist, he will also fight anyone who desires to rut with the martial artist or harm her in any way. They must spend 1 willpower to resist this charm's effect for the action.

Spending 3 or more willpower to resist the charm's effects renders them immune to the charm for the rest of the scene.

Extras as well as animals no smaller than a hound and no larger than a warhorse are automatically considered to have their MDV defeated by 5 or more successes as long as they're male or are females interested in females.

This charm does not work against opponents with an essence trait higher than the martial artist's, nor can the charm be activated by a martial artist who is not a female or possesses a female body.

While this charm is active, the martial artist's DV is 0 before charms or stunts. Nor may they make any action that is not derived from a reflexive charm or a previously activated persistent charm. Doing so terminates the charm.

There is one side effect of this charm that is not commonly known by the practitioners of the style. This wasn't intentionally designed into the charm, nor was it discovered for some time.

Until half an hour after the charm is ended, the martial artist is supernaturally fertile. Should she lay with anything, she will end up pregnant even if it's nor normally possible. The results are as per the rules on beastmen, half-caste, or godblooded reproduction. Abortion as well as partaking of maiden's tea will terminate the pregnancy.



There, this martial arts tree is now finished and ready for any and all comments. Please use the space below for any and all C&C. ^_^

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