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Unification of Technique Style
In the first age the Solars were so near to perfect the flaws in thier Martial Arts were neigh imperceptible. The Masters of masters were few that saw a great potential that the Sidereals had unlocked. Combining Martial art styles. A small group of Dawn and Twilight castes set out to improve upon this. This style is the fruits of their 100 years of study.
This martial art can be used with any weapon or any armor because it is designed in a way so as to be able to conceivably be able to tie together any martial art. Only solars will ever be able to learn this style and they must have mentor of at least 4 to have someone teach it to them. This will be an extremely powerful MA that was one of the reasons it took armies of dragon-blooded to kill some solars. Please be gentle this is a work in progress.
First is finding a master to teach you. Second you must learn the Initiation charm Unity of Essence.
Unity of Essence Technique</b>
<b>Cost: None Duration: Permanent Type: Permanent Min. Essence: 4 Min. Martial arts: 3
This charm is the first step in unifying yourself with the rest of Creation so you can master yourself. This charm is a permanent change in the Solar who learns it. From here on you may attune any artifact at normal cost and you also gain the benefit from the magical material.
Thirdly you must start on the arm of the tree represented by your caste and once you have that arm finished them you may begin with the next arm. once all are finished you may learn the ultimate charm.
Unification of Technique Style is arranged like spokes on a wheel each spoke represents a certain Solar caste you must first master your caste's spoke before starting another.
Warrior's Frightening Gaze</b>
<b>Cost: 8 motes, 1 willpower Duration: Instant Type: Simple Min. Essence:4 Min. Martial Arts:3 Prereqs: Unity of Essence Technique
The Dawn Caste anima banner is a terrible thing to behold. But through use of this charm a Solar may just look at a being a turn them into a quivering pile of flesh. Make an intimidation roll which becomes the difficulty for a valor check. The Solar using this charm may target one Exalt or a number of mortals equal to 3 times his essence. If by some miracle they save they still suffer a die penalty for the rest of the scene equal to the number of successes made on the before mentioned Intimidation roll.
Warrior's Mastery of Battle</B>
<b>Cost: 1 mote/die Duration: Instant Type: Supplemental Min. Essence: 4 Min. MA: 3 Prereqs: Warrior's Frightening Glare
A Dawn Caste warrior is frightening indeed. His very presense causes most enemies to outright flee. But for those hardy enough to face this Holy Demon they are about to be taught the lesson of pain that those who fled seemed to already know. The exalt uses essence to guide his attacks in an even more perfect manner. Each mote of essence adds one die to a single attack roll. This may be an attack using melee, archery, thrown, martial arts, etc.
Terrible Strength of the Solar Master</B>
<b>Cost: 2 motes/die + 1 willpower Duration: Scene Type: Simple Min. Essence: 4 Min. MA:4 Prereqs: Warrior's Mastery of Battle
One of the reasons the Dragon-Blooded feared Solars so much was because of this charm. The exalt pumps essence into his muscles and he becomes incredibly strong, fast, and durable. For every 2 motes spent you gain one die to add to any physical attribute. These dice become a pool that can be relocated once per turn as a reflexive action.
Warrior's Fated Conquest</B>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 5 Min. MA: 4 Prereqs: Terrible Strength of the Solar Master
When a Solar is confident enough about victory fate shapes the situation to his benefit. Essence gathers in a thick but nearly transparant cloud around him. This cloud of essence gives a die penalty to all enimies inside it's range equal to the Solar's Essence rating. The range is essence in yards.
Perfect Warrior of the Dawn</b>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: Warrior's Fated Conquest
The Perfect Warrior of the Dawn is a terrible sight indeed. He is nigh impossible to face let alone defeat. Once activated anyone attacking the Exalt must make a successful Valor check or flee. The Exalt also gets the following benefits: add MA as a pool to be used in any combat ability that refreshes every turn, distribute a number of points to his physical attributes equal to his MA, and subtract a number of dice from his opponents actions against him (Attack or defense) equal to his essence.
Scorching Midday Sun</B>
<b>Cost: Duration: Instant Type: Supplemental Min. Essence: 5 Min. MA: 3 Prereqs: Unity of Essence Technique
The Scorching Sun of midday is one of the most powerful forces in existence. The exalt gathers flaming hot essence around his hands (or feet if he is kicking, or weapon) and strikes with a fury that rivals the Midday sun itself. All damage from this one attack is aggravated.
Word of Command</B>
<b>Cost: Duration: Instant Type: Reflexive
Min. Essence: 4 Min. MA: 4 Prereqs: Scorching Midday Sun
Zenith Caste Solars were the Kings of kings. Their word was Law. When activating this charm you shout out a single word command (sleep, stop, sit, etc.) and as the sound waves get carried by essence they are amplified and have a strong urge to obey. Add your MA to a presense roll vs your target's willpower. If you are successful they obey the one word command. (Note: If the PC wishes to use the command "DIE" the victim falls into a catatonic slumber for a number of days equal to the pc's essence, same with sleep).
King's Mighty Stamina</b>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 4 Min. MA: 4 Prereqs: Word of Command
The Zenith caste is renowned for their powers of endurance. During the rebellion their were even rumours of some Zenith castes holding their own against armies for over a week straight. This charm may have had something to do with these claims. Sending waves of essence into their bodies this charm allows an Exalt to double their Stamina rating for an entire scene. Also all Stamina based rolls gain a number of automatic successes equal to half the Exalts MA. These automatic successes subtract from the PC's die pool. Ex, Leaping Warrior of the Heavens is in an endurance race with a Dawn Caste by the name of Jaiden. They have been running for a whole day so far so Leaping Warrior activates this charm his Stamina is 4, endurance 4, and his MA is 5. So his Endurance pool is 6 + 2 auto successes (5 divided by 2 = 2.5 round down = 2).
King Recieves his due</b>
<b>Cost: None Duration: Permanent Type: Permanent Min. Essence:5 Min. MA:5 Prereqs:King's Mighty Stamina
A King sacrifices his entire life for his people, he cares for them defends them, and rules them. Over time the King's actions have been noticed by the world around him and Creation itself decides he deserves this gift. Every time you succeed in a task using the Zenith cast abilities by at least 3 successes above the difficulty then you may roll that skill pool again and the number of successes equal the number of motes of essence you regain.
King of Kings Form</b>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: King Recieves his Due
The King of Kings is a majesty to behold. His commanding presense shapes battlefields and kingdoms. This form shapes the Exalt using it into the model King. Strong personal magnetism, physically powerful, and strategically wise. Regain 1 motes of essence/turn, add his MA rating to Stamina, and presense,and all attacks are lethal.
<b>Cost: 15 motes, 1 willpower Duration: Scene Type: Simple Min. Essence: 4 Min. MA: 5 Prereqs: Unity of Essence Technique
The Solar Master infuses his will into his anima banner and is able to detach it and make it solid. This allows his anima to help defend and fight along side his master. The Avatar fights with the martial artists ability rating, deals damage equal to the essence rating, and can parry lethal damage. The Avatar is treated as an weapon that has one independant action which occurs on the Exalts Initiative. The Avatar will primarily defend the solar will always abort to defend.
Scholar's Elemental Attack</B>
<b>Cost: 1 mote/1L health level Duration: Instant Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: Animate Avatar
Through studious application of elemental knowledge some Twilights had learned how to manipulate the elements themselves (Normally the purview of Dragon-Blooded). This attack shapes essence into a bolt of an element of the users choice (A blazing bolt of flame, a horizontal tornado, stone and gravel leaping from the earth, etc.). For every 1 mote spent the attack does 1L up to a limit of Essence + MA. This limit may be breached if the user spends twice the motes and takes an unsoakable box of lethal damage for channelling such lethal forces. The range is 10 yards per essence dot. (Note: this attack may also damage incorporeal spirits)
Slay the Unruly Spirit</b>
<b>Cost: Duration: Instant Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: Scholar's Elemental Attack
The sorcerors of the sun deal with spirits on a day to day basis. If one of them escapes confinement, is intrinsicly evil, or just wishes harm to the Sorceror; this places the Exalt in a precarious position against an incorporeal foe. This charm is greatly feared in the spirit realm this charm focuses a beam of essence formed in a way to unravel a spirit's pattern. In game terms this does aggravated damage to spirits and even others who have somehow become incorporeal. MA attack and damage equals MA + Essence. If a spirit is destroyed by this charm they are gone forever. The spirits also seem to be able to sense an exalt with this power and generally treat them with respect the reserve for those who can kill Gods. (Took that one from a lunar charm =))
Scholar's Powerful Will</b>
<b>Cost: 10 motes, 1 willpower, 1 Lethal Health Level Duration: Scene Type: Simple Min. Essence: 6 Min. MA: 5 Prereqs: Slay the Unruly Spirit
The Masters of this charm are feared sorcerors indeed. Once activated this charm saturates the Exalts body with peripheral essence, life energy, and pure force of will. For the rest of the scene the character no longer has to pay a willpower point to cast a spell and cuts the cost of spellcasting in half.
Perfect Sorceror Form</b>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 6 Min. MA: 6 Prereqs: Scholar's Powerful Will
The Perfect Sorceror may act whilist in preparation for casting a spell. This has only been accomplished by a handful of Solars. The Exalt actually detaches a small part of his conscious to take over the lesser actions (like defense and movement) while his main focus is on spell casting. This form charm allows you to have a full defense at a die penalty of 5-Intelligence, you may cast spells while moving or defending, your attacks can harm incorporeal spirits, and you need not spend a willpower to cast a spell.
Night's Velvet Cloak</B>
<b>Cost: Duration: Instant Type: Simple Min. Essence: 4 Min. MA: 3 Prereqs: Unity of Essence Technique
The night is like a velvet cloak that wraps about it's inhabitants. The Exalt draws essence around himself to deepen shadows, muffle sounds, and dull senses of those around him. Double your successes on any one stealth check.
Ninja's Perfect Stealth</B>
<b>Cost: 5 motes + 1 mote/die Duration:Instant Type: Simple Min. Essence: 4 Min. MA: 4 Prereqs: Night's Velvet Cloak
A Night caste Solar is the epitomy of stealth. This charm allows the user to pump massive amounts of essence into his form and the area around him to make him nigh invisible. Add MA to stealth and 1 die per motes spent.
Perfect Cat's Grace</b>
<b>Cost: 5 motes + 2 motes/ dot in dexterity + 1 willpower Duration: Scene Type: Simple Min. Essence: 5 Min. MA: 4 Prereqs: Ninja's Perfect Stealth
By watching a cat's movements the Exalt gains an understanding of fluid movement and seeks to emulate it with this charm. He sends Essence flowing into his joints, muscles, and ligaments to boost his manual dexterity. He spends the initial 5 motes of Essence to activate the charm then spends 2 motes for every dot in dexterity he wishes to gain. He may not more than double his dexterity in this manner.
</b>(siddie like power)
<b>Cost: Duration: Type: Min. Essence: Min. MA: Prereqs:
Perfect Night Caste Form</b>
<b>Cost: Duration: Scene Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: Cat's Perfect Grace
By emulating the perfect Night Caste Solar one gains insight into the night and it's secrets. Add MA to stealth, 1/2 MA to dex, the difficulty for spotting the user of this charm is equal to his essence plus successes on his stealth check.
Bureacrats Safe Passage</B>
<b>Cost: Duration: Instant Type: Simple Min. Essence: 4 Min. MA: 3 Prereqs: Unity of Essence Technique
The Eclipse Caste may travel through different planes on legitimate business without being attacked by their denizens. However they may be goaded into attacking. That is why the Eclipse castes who helped design this style created this charm. When faced by a demon or such that is trying to goad the exalt into attacking it, the Exalt may activate this charm to subjugate the demon. Really this means that the demon must desist it's actions and go find someone else to torment. Roll your MA + Occult vs the demon's willpower If successful the demon will leave. However this only works when you are travelling the plane in a non aggressor capacity (As in NOT Hunting down a demon, yozi, etc.) and only on that denizens home plane (ex, Demon in heaven - charm will not work).
Commodious Conversation Technique</B>
<b>Cost:Special Duration: Special (Instantaneous) Type: Simple Min. Essence: 5 Min. MA: 3 Prereqs: Bureacrat's Safe Passage
Bureacrats most often must communicate over long distances so they offered this charm that they had learned from the Air Aspected Dragon-Blooded before the usurpation. This allows you to send and receive messages by air, speaking in a whisper you may deliver this message to someone within essence in miles, and gain their reply. The amount of essence spent depends on the length of the conversation. Every sentence costs 1 essence, every mile that each sentence is carried costs 1 essence. The roll is manipulation + Socialize. Ex, Talks to the wind is trying to arrange for his circle to meet him at the Deliberative. He rolls his socialize pool (6 dice for 2 successes) and the rest of his circle is 2 miles away. So Talks to the Wind says,"Jaiden, can you please meet me at the deliberative?" (1 essence per sentence, 1 essence per mile = 3 motes) his reply comes instantly,"Why? We were ready to move out to hunt the Fae. What is so important at the Deliberative?" (This cost must be paid or the message get's cut off so this is another 9 essence) and the conversation can go on for as long as Talks to the Wind has essence although if his friend Jaiden doesn't stop talking so much he will run out of essence much faster. This charm may only target a person with whom the user has spoken with face to face before.
Bureacrat's Glowing Personality</b>
<b>Cost: 5 motes + 1 willpower + 2 motes per dot in Social attribute (not appearance) Duration: Scene Type:Simple Min. Essence: 5 Min. MA: 4 Prereqs: Commodius Conversation Technique
Sometimes the training and skills a bureacrat has are not enough to close the deal and he has to rely on pure natural ability. This charm makes the user seem more charismatic and his mind also sharpens to become more manipulative. For every 2 motes beyond the first 5 spent the Exalt gains one die to add to a pool of dice that may be distributed between either charisma or manipulation. This pool may be relocated reflexively once per turn.
Cutting through the Crimson Tape</b>
<b>Cost: Duration: Instant Type: Simple Min. Essence: 5 Min. MA: 5 Prereqs: Bureacrat's Flowing Personality
Sometimes the red tape is so thick you couldn't cut it with Grand Daiklave. This charm was created modeled after the way sidereals alter fate in their favor. Things just seem to go right for the user of this charm. Lower the Target Number by 1 for every 5 essence spent on this charm. The Target Number may never drop below 4. This charm can only be used for skill checks involving social skills or Eclipse favored abilities.
Once all of the charms above have been mastered then you may start on this part of the tree.
Mastery of Form</b>
<b>Cost: 15 motes, 1 willpower Duration: Scene Type: Simple Min. Essence: 6 Min. MA: 6 Prereqs: All previous form charms
The Unity of all has been accomplished in this form. A swirling vortex of essence showers around the Exalt after activating this charm. He gathers threads from all around him, connecting him the everything. The exalt may activate any or all of the prievious forms or up to three other martial art forms. (Just like PACS only better) The Exalt regains 2 essence per turn due to the huge influx of essence into the area and all his attacks are lethal (if another form activated by the Exalt grants lethal unarmed attacks he may pay a second willpower point to make his unarmed attacks aggravated).
Master's Mercurial Acumen</b>
<b>Cost: Duration: Scene Type: Independant Actions Min. Essence: 7 Min. MA: 6 Prereqs: Mastery of Form
Once in this most perfect of forms the Master of Unity has the ability to move faster than the naked eye can perceive. He gains a number of Independant actions equal to his Essence.
<b>Cost: Duration: Type: Min. Essence: Min. MA: Prereqs:
And just to help out, I'm gonna type in the other three castes, with 'holding pen' spaces. I'm working on a very similar style to this, so if you want me to start throwing in some charms, I can, but I don't want to step on your toes. - GregLink
I would appreciate it GregLink, the first charms in each arm are going to be roughly based on each caste's anima ability. then after that I think It should be one charm based on terrestrial, then lunar, then sidereal before you get the form charm for that arm. I am going to add some today. ~ Insanewizard
I only have two more charms to do and then I just need a little assistance with the costs and min essence and MAs. (I still cannot seem to get that right, does anyone know if someone wrote a guideline for figuring out the minimums and essence costs?) I look forward to your comments. ~ Insanewizard