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Edge
2014-01-21, 10:35 AM
Here, have some Kimbery charm ideas. I'm still fairly newish when it comes to Exalted homebrew, so please pokes holes as much as you want.

Acrid Tidal Surge
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

Whilst Kimbery delights in the suffering of those she loves and the slow, total ruination of those she despises, those she is apathetic towards hardly draw her attention, existing only to be idly swept away by her tides, or subjected to a torrent of her anger if they should dare come between her and the object of her hatred.

Acrid Tidal Surge summons a gush of high-pressure acrid water that may enhance any physical attack whose target is (lower of Conviction or Compassion) yards away. It increases the raw damage of the attack by an amount equal to the damage rating of the warlock's Spiteful Sea Tincture (5 for most characters, or 7 with the Essence 3+ repurchase), though this additional damage is bashing, not lethal like the warlock's poison. The Charm may never enhance an attack made against a reviled target Ė the sweet, swift release this Charm inflicts on its targets is too kind for the targets of the Great Mother's wrath.

Toxic Typhoon Imbuement
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture x2, Acrid Tidal Surge

This Charm permanently enhances Acrid Tidal Surge, allowing the warlock to hone the acidic potency and raw force of the Kimberian waters she calls upon. She may now split the levels of damage from dealt by Acrid Tidal Surge between bashing and lethal damage. Each level assigned to bashing damage now adds 2 levels of bashing damage to the attack, whilst levels assigned to lethal each add 1 level of unsoakable lethal damage. The warlock may only assign up to (Essence) levels of damage as lethal, any remaining levels must be assigned to bashing damage or be lost.

Drowning in Suffering
Cost: - (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

What poisons can rival Kimbery? Only the Great Mother's sibling, the All-Hunger Blossom, has toxins that come close, but he is happy to wait for prey to come close. Kimbery is not so lenient in the punishment of her wayward children.

This Charm permanently enhances its prerequisite, applying the L tag to the poison's Toxicity when it is inflicted on a reviled target. The warlock may also pay a surcharge of 1wp on the charm's activation cost to gain this benefit on all doses of the poison inflicted on her current target for the rest of the scene, regardless of whether the target is reviled or not.

Mechanix
2014-01-21, 12:31 PM
Guys guys guys I have a stupid question.

...did I ever decide what Hearthstone Demise had? And what her Manse was? Because it's not written anywhere on my sheet.

Re: Kimbery Charms; these have a few problems.

Bashing damage is generally less valuable than lethal damage because most opponents have higher bashing soak than lethal soak. When you're inflicting bashing damage as post-soak damage, this does not matter, and unless your opponent has specialized Charms to act when Incapacitated (not actually common), bashing damage will knock them out of the fight just as easily as lethal. So, changing the base 2L of GSNF to 5B doesn't really work; changing it to 7B without a repurchase, as a side-effect of purchasing a different Charm that is valuable on its own, is too much.

Secondly, the way TTI works is unclear; I can't speak for how good it is mechanically because I don't understand it. Some clarification on how the "assignement" of levels and how they add more levels works would be welcome.

Finally, I'm not sure if it's a good idea to make poison even more hilariously lethal than it is now, but it's not like it changes much from the current state of affairs, so carry on, I guess!

Crumplepunch
2014-01-21, 12:44 PM
Guys guys guys I have a stupid question.

...did I ever decide what Hearthstone Demise had? And what her Manse was? Because it's not written anywhere on my sheet.

Last I heard, you had settled on the Transgressive Excellence one, but that was a while ago.

Edge
2014-01-21, 02:19 PM
Re: Kimbery Charms; these have a few problems.

Bashing damage is generally less valuable than lethal damage because most opponents have higher bashing soak than lethal soak. When you're inflicting bashing damage as post-soak damage, this does not matter, and unless your opponent has specialized Charms to act when Incapacitated (not actually common), bashing damage will knock them out of the fight just as easily as lethal. So, changing the base 2L of GSNF to 5B doesn't really work; changing it to 7B without a repurchase, as a side-effect of purchasing a different Charm that is valuable on its own, is too much.
I made a mistake here due to reading GSNF whilst writing the Charm. The bashing damage is supposed to be pre-soak. I'll tinker the wording so that it increases raw damage in step 7, rather than post-soak damage in step 10. This is what I had intended as the balancing factor between 5B vs 2L.


Secondly, the way TTI works is unclear; I can't speak for how good it is mechanically because I don't understand it. Some clarification on how the "assignement" of levels and how they add more levels works would be welcome.
To explain TTI: a character with this Charm will have a Spiteful Sea Tincture that deals 7L damage. This equates to 7 levels of damage. Without TTI, the character would apply all of this as pre-soak bashing damage. TTI lets them convert up to their Essence rating of these levels into post-soak lethal damage, as per GSNF enhanced by Wrath-Stoked Bonfire Soul. The remaining health levels are doubled in number and rolled as pre-soak bashing damage as per usual with Acrid Tidal Surge.


Finally, I'm not sure if it's a good idea to make poison even more hilariously lethal than it is now, but it's not like it changes much from the current state of affairs, so carry on, I guess!
I wasn't aware poison was considered so potent. I'm not massively attached to Drowning in Suffering, so if it needs to go, I'm okay with that.

Mechanix
2014-01-21, 02:49 PM
To explain TTI: a character with this Charm will have a Spiteful Sea Tincture that deals 7L damage. This equates to 7 levels of damage. Without TTI, the character would apply all of this as pre-soak bashing damage. TTI lets them convert up to their Essence rating of these levels into post-soak lethal damage, as per GSNF enhanced by Wrath-Stoked Bonfire Soul. The remaining health levels are doubled in number and rolled as pre-soak bashing damage as per usual with Acrid Tidal Surge.I see. That looks pretty versatile and I have trouble seeing the full mechanical implications, so I shan't comment more. The idea is interesting.



I wasn't aware poison was considered so potent. I'm not massively attached to Drowning in Suffering, so if it needs to go, I'm okay with that.The real trick of poison isn't so much damage as it is its internal penalties; strong internal penalties can make you as good as dead (note that I'm not necessarily opposed to that on principle, Demise uses poison after all). Giving the L tag just makes the poison's damage also threatening, making it an all-around threat. I'm not sure how much of a problem it'd be, really.

Recaiden
2014-01-22, 01:14 AM
The real question is "Will Kimbery's charm tree still be shaped like a fish after you add them?"
And the answer is yes, as they are along the spinal axis.
So I may now judge them on their merits. It's cool, but I'm not sure it fills a necessary niche. Damage you can't use against people you really want to damage, but you're spending motes on it? Kinda weird. Anyway, I like the charms, I think they are good for people who want to focus on Kimbery.
(But, if we had a charm that required Spiteful Sea Tincture x2 and Drowning in Suffering, we could extend the charm trees off to the side as upswept lateral fins).

Edge
2014-01-22, 03:49 AM
It's cool, but I'm not sure it fills a necessary niche. Damage you can't use against people you really want to damage, but you're spending motes on it? Kinda weird.
Kimbery is about inflicting slow, painful punishments on those she hates. Anything that would kill them quickly is too good for them, hence the restriction against reviled character. This Charm is almost supposed to represent the collateral damage a sea might do when it surges inland after someone it specifically wants to drag into her suffocating embrace.


(But, if we had a charm that required Spiteful Sea Tincture x2 and Drowning in Suffering, we could extend the charm trees off to the side as upswept lateral fins).
Baby steps. :smallwink:

Mechanix
2014-01-22, 06:57 AM
So my Hearthstone is a Transgressive Excellence Gem? Hm. Hmmmm.

I guess it works. Someday I need to write up the Manse... And how the hell Demise found it.

Beh, no inspiration.

Crumplepunch
2014-01-24, 02:06 PM
Say, did we ever decide what warstrider fix we're using?

I quite like the look of this one (https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CD4QFjAA&url=http%3A%2F%2Fwww.rpdom.com%2Fattachments%2Fwar strider-fix-pdf.2576%2F%3Fversion%3D716&ei=f7jiUraGL4GjhgfWhICgAg&usg=AFQjCNEaE4Povn-p9axzXrLBhAucpwWXpg&sig2=Nl8uUv46RXu9FLs_Wog19Q). (Warning, PDF download link.)

It has some oddities (+1 DV in low power mode? What?) and some of the new AI charms look shaky on balance to me (2.5 patches are needed in places), but overall I really like it. It's not overcomplicated like some attempts at warstrider fixing, but it does allow more flexibility than the original rules.

Lix Lorn
2014-01-28, 05:01 AM
I think I once made a character using that fix. She had Misho-syndrome, and was in love with her warstrider AI. I liked her.

'tis a good fix, largely.

Crumplepunch
2014-01-28, 05:53 AM
I think I once made a character using that fix. She had Misho-syndrome, and was in love with her warstrider AI. I liked her.

'tis a good fix, largely.

Eeeexcellent. :xykon:

I was thinking about an AI capable jade Colossus. Brasla needs to refine her skill a little before she can attempt such a thing, and exotic components should be quite demanding.

Anyone else who wants a warstrider is welcome, of course.

We don't really have the support network to maintain large units, unfortunately, so it will be difficult to deploy talons of Common Warstriders.

Lix Lorn
2014-01-28, 05:54 AM
...a colossus would help bridge the power gap :smalltongue:

Crumplepunch
2014-01-28, 06:52 AM
...a colossus would help bridge the power gap :smalltongue:

In that case I'll use Glorious Prodigy Lesson to raise Brasla's Craft to 7, which will allow her to craft Artifact 5. That's more appropriate to what she's been doing than Charring Magma Blade, anyway.

It'll take Brasla just under five straight days of work to build the warstrider, plus maybe a week more to assemble the components. Actually programming the AI takes 20 hours.

Activating the AI will require the assistance of a priest (hi Glass).

Brasla might need sorcerous assistance to source her components.

The_Snark
2014-01-28, 07:06 AM
Speaking of which, it would be nice to get confirmation on the sorcery ideas we were discussing earlier (starting around here (http://www.giantitp.com/forums/showthread.php?p=16601788#post16601788))? I can write up a formal draft if you want something concrete to approve. I know we were all a little uncertain about the balance, but after getting a better look at Brasla's crafting rate (~50 dots of artifacts, including homebrew and spell-emulating stuff, in under two weeks!) I don't think it'd be out of line.

Crumplepunch
2014-01-28, 07:13 AM
Speaking of which, it would be nice to get confirmation on the sorcery ideas we were discussing earlier (starting around here (http://www.giantitp.com/forums/showthread.php?p=16601788#post16601788))? I can write up a formal draft if you want something concrete to approve. I know we were all a little uncertain about the balance, but after getting a better look at Brasla's crafting rate (~50 dots of artifacts, including homebrew and spell-emulating stuff, in under two weeks!) I don't think it'd be out of line.

Ah, sorry about that. It didn't occur to me until just now that I might be stepping on your toes with the sorcery stuff. Speaking of which, would you like some sorcery-capturing cords (or spell-spheres, or whatever)? Metasorcerous Phylacteries can only be made by sorcerers, but I'm sure we can collaborate.

Regarding the sorcery Charm, consider Wyld Stunting, which lets you pull any Terrestrial sorcery effect you like out of your ass at Style 5 (admittedly a limited number of times per story, but still). I don't think a Celestial sorcerer doing something comparable is out of line at all.

Edge
2014-01-28, 07:20 AM
If I could get a final verdict from Lix on the Kimbery Charms I posted upthread, that would be great. <.< (Reposting for your convenience).

Acrid Tidal Surge
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

Whilst Kimbery delights in the suffering of those she loves and the slow, total ruination of those she despises, those she is apathetic towards hardly draw her attention, existing only to be idly swept away by her tides, or subjected to a torrent of her anger if they should dare come between her and the object of her hatred.

Acrid Tidal Surge summons a gush of high-pressure acrid water that may enhance any physical attack whose target is (lower of Conviction or Compassion) yards away. It increases the raw damage of the attack by an amount equal to the damage rating of the warlock's Spiteful Sea Tincture (5 for most characters, or 7 with the Essence 3+ repurchase), though this additional damage is bashing, not lethal like the warlock's poison. The Charm may never enhance an attack made against a reviled target Ė the sweet, swift release this Charm inflicts on its targets is too kind for the targets of the Great Mother's wrath.

Toxic Typhoon Imbuement
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture x2, Acrid Tidal Surge

This Charm permanently enhances Acrid Tidal Surge, allowing the warlock to hone the acidic potency and raw force of the Kimberian waters she calls upon. She may now split the levels of damage from dealt by Acrid Tidal Surge between bashing and lethal damage. Each level assigned to bashing damage now adds 2 levels of bashing damage to the attack, whilst levels assigned to lethal each add 1 level of unsoakable lethal damage. The warlock may only assign up to (Essence) levels of damage as lethal, any remaining levels must be assigned to bashing damage or be lost.

Drowning in Suffering
Cost: - (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

What poisons can rival Kimbery? Only the Great Mother's sibling, the All-Hunger Blossom, has toxins that come close, but he is happy to wait for prey to come close. Kimbery is not so lenient in the punishment of her wayward children.

This Charm permanently enhances its prerequisite, applying the L tag to the poison's Toxicity when it is inflicted on a reviled target. The warlock may also pay a surcharge of 1wp on the charm's activation cost to gain this benefit on all doses of the poison inflicted on her current target for the rest of the scene, regardless of whether the target is reviled or not.

Also, I believe Ifni suggested a scene with Glass and Ivory helping teach Clover the rudiments of martial arts. Would you still be interested in this Ifni, and Snark, what do you think about the suggestion?

Lix Lorn
2014-01-28, 07:29 AM
In that case I'll use Glorious Prodigy Lesson to raise Brasla's Craft to 7, which will allow her to craft Artifact 5. That's more appropriate to what she's been doing than Charring Magma Blade, anyway.

It'll take Brasla just under five straight days of work to build the warstrider, plus maybe a week more to assemble the components. Actually programming the AI takes 20 hours.

Activating the AI will require the assistance of a priest (hi Glass).

Brasla might need sorcerous assistance to source her components.
what have I done
:smallwink:


Speaking of which, it would be nice to get confirmation on the sorcery ideas we were discussing earlier (starting around here (http://www.giantitp.com/forums/showthread.php?p=16601788#post16601788))? I can write up a formal draft if you want something concrete to approve. I know we were all a little uncertain about the balance, but after getting a better look at Brasla's crafting rate (~50 dots of artifacts, including homebrew and spell-emulating stuff, in under two weeks!) I don't think it'd be out of line.
Ahhh
What bit in particular? Something concrete might help, sorry


If I could get a final verdict from Lix on the Kimbery Charms I posted upthread, that would be great. <.< (Reposting for your convenience).

Acrid Tidal Surge
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

Whilst Kimbery delights in the suffering of those she loves and the slow, total ruination of those she despises, those she is apathetic towards hardly draw her attention, existing only to be idly swept away by her tides, or subjected to a torrent of her anger if they should dare come between her and the object of her hatred.

Acrid Tidal Surge summons a gush of high-pressure acrid water that may enhance any physical attack whose target is (lower of Conviction or Compassion) yards away. It increases the raw damage of the attack by an amount equal to the damage rating of the warlock's Spiteful Sea Tincture (5 for most characters, or 7 with the Essence 3+ repurchase), though this additional damage is bashing, not lethal like the warlock's poison. The Charm may never enhance an attack made against a reviled target Ė the sweet, swift release this Charm inflicts on its targets is too kind for the targets of the Great Mother's wrath.

Toxic Typhoon Imbuement
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture x2, Acrid Tidal Surge

This Charm permanently enhances Acrid Tidal Surge, allowing the warlock to hone the acidic potency and raw force of the Kimberian waters she calls upon. She may now split the levels of damage from dealt by Acrid Tidal Surge between bashing and lethal damage. Each level assigned to bashing damage now adds 2 levels of bashing damage to the attack, whilst levels assigned to lethal each add 1 level of unsoakable lethal damage. The warlock may only assign up to (Essence) levels of damage as lethal, any remaining levels must be assigned to bashing damage or be lost.

Drowning in Suffering
Cost: - (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

What poisons can rival Kimbery? Only the Great Mother's sibling, the All-Hunger Blossom, has toxins that come close, but he is happy to wait for prey to come close. Kimbery is not so lenient in the punishment of her wayward children.

This Charm permanently enhances its prerequisite, applying the L tag to the poison's Toxicity when it is inflicted on a reviled target. The warlock may also pay a surcharge of 1wp on the charm's activation cost to gain this benefit on all doses of the poison inflicted on her current target for the rest of the scene, regardless of whether the target is reviled or not.
Sure why not. What could go wrong?

Crumplepunch
2014-01-28, 07:36 AM
Ahhh
What bit in particular? Something concrete might help, sorry

My fault for long rambles.


I have a suggestion regarding Snark's problem concerning sorcery. How about a Charm that through intense study and sorcerous meditation/vision questing across manifold possibilities/dipping into alternative realities/appeals to the maidens for auspicious favour etcetera, allows limited use of a sorcery spell? You get the Charm for a relative circle (Esoteric Apperception of Emerald, say), which allows you, through a number of hours in meditation, to retain a single casting of a spell you otherwise would not know. You can retain only a single spell in this way.

That way, it doesn't make actually learning spells trivial, but it does allow a much broader variety of sorcerous effects, and raises sorcerers (with appropriate investment) to a more comparable level of usefulness with crafters. Clover making the wells, for example, could have been done without sinking BP into an otherwise fairly useless spell.

This is the relevant bit. I think you said you would consider it.

Lix Lorn
2014-01-28, 07:42 AM
looks good to me atm!

The_Snark
2014-01-28, 07:47 AM
Also, I believe Ifni suggested a scene with Glass and Ivory helping teach Clover the rudiments of martial arts. Would you still be interested in this Ifni, and Snark, what do you think about the suggestion?

^ I'm up for that. Our PM conversation (which is wrapping up, promise!) has sort of laid the groundwork for that scene.

Also have thoughts on the Kimbery Charms; will write those up when I have time.


Ah, sorry about that. It didn't occur to me until just now that I might be stepping on your toes with the sorcery stuff. Speaking of which, would you like some sorcery-capturing cords (or spell-spheres, or whatever)? Metasorcerous Phylacteries can only be made by sorcerers, but I'm sure we can collaborate.

No worries, it's only a couple of spells. It just helped settle the question, in my mind, of whether having potential access to lots of downtime spells would be too much.

As for spell-related artifacts, I vaguely recall that Glass's manse might have an integrated Crucible of Tarim or something like it. That would be neat, but... my instinct is that we should be really careful about combining the "you can access any Emerald Circle spell with a lengthy ritual" thingy with any form of spell-capturing artifact, since it offers a way to get around the primary drawback. Depending on the artifact in question, it might not be too terrible, but probably best to wait until we've got that decided.

Crumplepunch
2014-01-28, 08:02 AM
No worries, it's only a couple of spells. It just helped settle the question, in my mind, of whether having potential access to lots of downtime spells would be too much.

As for spell-related artifacts, I vaguely recall that Glass's manse might have an integrated Crucible of Tarim or something like it. That would be neat, but... my instinct is that we should be really careful about combining the "you can access any Emerald Circle spell with a lengthy ritual" thingy with any form of spell-capturing artifact, since it offers a way to get around the primary drawback. Depending on the artifact in question, it might not be too terrible, but probably best to wait until we've got that decided.

While the ability to make stockpiles one shot Terrestrial spells on demand isn't insignificant, I'd bring up the comparison to Craft again. Artifacts like Essence Pulse Grenades and Skin Like The Mountains Oil are comparable with the power of Terrestrial Sorcery. Although the Book of Emerald spells are rather more useful and flavourful, I don't think having spells on demand is going to break anything. At least no more than Craft has done already.

To rephrase, making one shot sorcery items using an integrated Crucible of Tarim would require an investment of time (the ritual for the spell plus the time spent using the Crucible for each one) plus expense (Resources 5 in occult ingredients) and the use of a level five Artifact or Manse.

As long as the Charm itself has sufficiently high prerequisites (if it is the function of a Sorcerous Absorption Charm, for example), then it requires a comparable investment to Craft on all fronts.

EDIT: Here, have a warstrider:

Citadel Indomitable Jade Colossus Warstrider


This Jade Colossus stands a little taller than average at 21 feet. It has a bold, primal design reminiscent of Primordial architecture and effigies, and the vogue sensibilities of the late First Age. It is largely unadorned, save for a a few of its jade panels, etched finely with Rocktongue glyphs, reciting epic poetry and prayers to Debok Moom. Its heavy, vaguely feminine body conceals integrated weapon systems, including a powerful Essence cannon housed directly over the fuselage. The head of the Warstrider bears a white jade drama mask, stoic and serene.

Construction:

Exotic Component 1: Red Jade (Magical Material)

Citadel Indomitable is primarily constructed of red jade/bronze alloy, with small amounts of white jade/steel alloy for stabilized weapon mounts and traces of other jade, exotic metals and magical materials. Brasla's own stockpiles are running low, so she has had to access significant amounts from the Despot's treasury. She trusts that her warstrider's service will repay the expense in full.


Exotic Component 2: Obsidian Conduits (Hyperion Key)

Occasionally, freak strikes of lightning fuse the desert sands into patches of obsidian. Citizens of Gem carve this auspicious stone into good luck talismans and other trinkets. Brasla has taken a more direct approach, constructing networks of iron towers in the deserts to the south of the city and directing bound Thunderbirds to strike them as they will. From the resulting fields of obsidian, she selects the purest shards, fuses them with blue jade and weaves them into Essence-conductive filaments with her element needles. The conduits are enhanced with Brasla's Hyperion Key.


Exotic Component 3: AI Core

Brasla possesses an unusual treasure, a prehuman AI Core. This fist-sized sphere of blown Adamant is just the thing for an intelligent Warstrider. Unfortunately, there are two obstacles to using it. The AI contained within was quite murderous and its remnants will need to be ritually excised before it can be used to store a new spirit. Additionally, the core itself was cracked by a blow from a jade goremaul.

Repairing the Core: To repair the Core, Brasla constructs an Auspicious Reunification Grid, a lattice of orichalcum and green jade, charged with crystal Essence. With the addition of some properly treated Adamant, the crack reseals itself within hours of being placed inside.

Cleansing the Core: Removing the remnants of the mad AI from the core is more difficult. In her research, Brasla comes across a method that is said to remove all imperfections, even those that the finest Essence instruments cannot detect. Brasla constructs a Clockwork Terrestrial Prospector and a medium Cargo Preservation Spindle. With sorcerous aid, she directs a water elemental to retrieve an Elemental Salt Diamond from the depths of the Western Ocean, leaving tokens of black jade in its place so as not to displease the ocean gods. The elemental returns with this highly volatile and utterly pure gem secured in the Cargo Preservation Spindle. Releasing the Essence field under controlled conditions, all impurities lingering in the AI core (and some other carefully chosen devices lingering nearby) are blasted clear. The salt diamond is stained black by the corruption of its pure Essence. Brasla puts it aside for future projects.


Exotic Component 4: Essence Kata Index

Programming sympathetic movement systems into such a large construct is challenging. Brasla has adapted a First Age method for artifacts that enhance fighting skills. The pattern of a perfect sword-strike was created by charging a mortal warrior with fiery Essence that etched her kata onto a glass suit she wore. This kata was lifted off with wax impressions and traced into an enchanted engraving. The mortal would rarely survive the process.

Brasla has instead constructed a set of 10 sophisticated golems for the task (Artifact 4). Each resembles a ten foot tall basalt replica of Citadel Indomitable. The golems are specialized in particular areas of movement and combat (Athletics, Melee, Martial Arts, Thrown or Archery at 6, Various Specialities +3). They also have a limited capacity for learning and physical memory. As with the First Age method, they practice their manoeuvres to perfection. When the time is right, Brasla will remove their memory crystals and construct a unified index of perfected movement with which to synchronize Citadel's systems.


Exotic Component 5: Mind-Link Array

Using her Dreamspinner and Etherium Gauntlets, Brasla has drawn the concept of linked minds from her matched set of Cephalid brains and forged it into corporeal form.

These gossamer thought-concepts are etched with orichalcum into a polished marble orb cut from the corpse of a Jadeborn seer. An assembly of black and green jade conduits link the adamant Aegis Inset plugs on Brasla's shoulders and spine to the Warstrider's control system, memory orb and thought core.



Armament and Statistics

Citadel Indomitable contains two integrated weapon systems. A Large Concussive Essence Cannon is situated in the chest, directly above the fuselage. The recoil of the weapon is significant enough that Citadel must deploy secondary leg braces and remain stationary to fire. The Warstrider also mounts an Essence Twister in the head. The variant design emits an incapacitating sonic attack from the Citadel's speech system. Citadel's arm weapons can be refitted for particular engagements, but it usually mounts a Warstrider Power Mace and Warstrider Fuel Bolt Launcher. It also bears an unusual artifact called a Shield Expanding Assembly (Artifact 1). This fan shaped artifact expands into a full sized Warstrider Target Shield. By itself, it has no magical properties, but when an attuned artifact shield is mounted on the setting at the centre boss, it channels any associated enchantments down specially constructed orichalcum conduits, effectively counting as a Warstrider variant of the attuned shield.

Strength: 16
Soak: 28
Fatigue: 8
Mobility: -8
Attunement: 12 motes

Ancillary Systems:
AI Capability (2)
Additional Plating
Essence Reserves (2)
Harmonic Attunement

Flaws:
Slow
Heavy
High Maintenance



Citadel Indomitable's AI: Bastion (5 dot AI)

Bastion manifests as a male Artisan with red jade skin, clad in a polished Mymidon Carapace. The AI is melancholy and taciturn but good-humoured to those he knows.

He possesses a 2 dot sanctum, accessible through Citadel's fuselage. Brasla occasionally vanishes inside for hours at a time. When asked where she has been, she will rather testily reply that she has been communing with Bastion on technical matters.

Attributes:
Strength: ●●●
Dexterity: ●●●●●
Stamina: ●●●
Appearance: ●●●●
Charisma: ●●●
Manipulation: ●
Intelligence: ●●
Perception: ●●●●
Wits: ●●●●

Abilities:
Melee: ●●●
Archery: ●●●●●
Martial Arts: ●●●●
Athletics: ●
War: ●●
Lore: ●●●●●
Occult: ●●●●
Craft: ●●●●
Linguistcs: ●
Presence: ●

Virtues:
Valor: ●●●●●
Conviction: ●●
Temperance: ●●●
Compassion: ●●●

Essence: ●●●
Essence Pool: 80
Willpower: 10

Charms:
Union of Purpose
Relentless Defence
Divine Aegis
Awaken The War God
Strike of Surety
Summoning the Herald of War
Walking the World
Materialize



I think everything is above board except the Shield Expanding Assembly, which requires approval. TLDR it's a level 1 artifact that lets Brasla use Lodestone as a Warstrider shield. I mention a few other new artifacts in the Construction section but they are really just background fluff.

The integrated weapons are mounted on the chest and head rather than the shoulders but this is purely cosmetic.

As mentioned earlier, Brasla will need some sorcerer help from Clover binding elementals for a couple of the exotic components.

I might be pushing my luck with the 5 dot AI; it requires 21 successes on a prayer roll. Between Glass' skill, the potential for specialist prayer artifacts, expensive sacrifices and extensive Limited Cooperation bonuses from jadeborn and elemental assistants, I hope this is doable.

Of course, this assumes that both Clover and Glass are okay with helping Brasla make a magically animated war engine. I can see some potential objections.

In any case, I won't be getting Citadel Indomitable right away, even if we can build it in this downtime. I'll need more BP before I can purchase the appropriate Backgrounds.

And drew it. Brasla included for scale.

http://imagizer.imageshack.us/v2/xq90/850/bc62.png

I am told I should rename it Big Daimyo.

I've been thinking about the crafting stuff (obviously) and I'm concerned that I might be overwhelming the game a bit here.

With that in mind, I'd like to take back my previous request to rewrite Jadeborn craft Charms to bring them in line with Revlid's craft. This effectively means that artifact crafting in the Factory Cathedral will take about six times as long.

To complete the current batch of projects within the rough 2 week time frame, I want to retcon crafting of the following (although I might pick up some of them later):

Audient Brush
White Jade Essence Pulse Grenade
Spelljammer Arrows
A2 Artifact Weapons except for the dire lance
Green, Black and Blue jade hairsticks
Quiddity Distilling Alembics
Garda Talons
Banner of the Lost Knight

Everything else should be doable within about 2 weeks. Constructing the Colossus would be the work of just over a month.

Ifni
2014-01-31, 09:20 PM
To be honest, the super-crafting and the associated argument that "crafting with a factory-cathedral is AMAZING, therefore let's make sorcery equally amazing" makes me a little nervous. Most of the group doesn't do crafting or sorcery, so it feels a bit like defining a new higher tier that only Lore/Occult/Craft-focused people get to play on. That said... while I haven't posted for a while, this is only really a subset of one of the reasons.

One reason is that with Ashur dropping out and Victory never really getting into the game, two of the major relationships that were meant to help define Glass aren't there anymore. One is that without ST guidance it's hard to move forward - sorry, Lix, I know it wasn't your choice to be without Internet, but it's been quite a while. And one is that I don't feel like there's anything much for Glass to do that's meaningful.

She can do MA training, but due to houserules, everyone can train freely without a teacher in their first MA style anyway. She could train NPCs, but so far none of the martial artist NPCs seem interested in further training, with Ashur gone she no longer has a way to get lots of enlightened students, and honestly Brasla's Warriors are probably doing a better job in any case. She can dispense destinies, but except on individuals or small groups she has to deal with impossible-to-overcome Essence Burden. That basically restricts astrology to buffing PCs (or cursing Solar PCs :smallwink:), which I'd happily do, but since the Destinies can last decades and each PC can only have a limited number, it's not really an ongoing role. She can fight, and buff people fighting with her, but in eight months and 44 pages, the only things she's gotten to punch are allies in sparring matches (plus throwing an inkwell at Janna).

I've enjoyed my interactions with other PCs, and if the game starts moving again I'd be interested in seeing where it goes, but honestly I'm considering myself ~inactive for this game, at present.

(And yes, there are five unspecified Integrated Utility Artifacts dots currently set aside for a Crucible of Tarim, if that's desired.)

Crumplepunch
2014-02-01, 04:42 AM
To be honest, the super-crafting and the associated argument that "crafting with a factory-cathedral is AMAZING, therefore let's make sorcery equally amazing" makes me a little nervous. Most of the group doesn't do crafting or sorcery, so it feels a bit like defining a new higher tier that only Lore/Occult/Craft-focused people get to play on.

This is one of my reasons for wanting to scale back the crafting. And yes, I probably shouldn't be pushing for Sorcery to be similarly amazing, for the reasons you say. I was trying to be inclusive and failing.


She can do MA training, but due to houserules, everyone can train freely without a teacher in their first MA style anyway.

I must have missed this one, I thought we needed teachers.


She could train NPCs, but so far none of the martial artist NPCs seem interested in further training, with Ashur gone she no longer has a way to get lots of enlightened students, and honestly Brasla's Warriors are probably doing a better job in any case.

Well, I will definitely refrain from training up the Warriors further if it will help things. We could also look into enlightenment by Essential River Channeling with educated geomancers to create a body of enlightened mortal students.

Actually, with Sorcery, there is an option for enlightenment. Dean Shomshak, one of the writers, did a profile for an elemental called a Spanglebug (http://forums.whitewolfarchive.com/default8334.html?g=posts&m=1724670#post1724670), which has the mote-transfer Touch of Divinity. Mortals can use the invested motes to enlighten their Essence over the course of a month, according to Scroll of the Monk. A few bound Spanglebugs (if they are approved), could enlighten a sizeable group of willing mortals.

More directly, we could pursue elemental allies from the Mountain Courts or Court of Orderly Flame. Spirits benefit from martial arts just as much as anyone else.


I've enjoyed my interactions with other PCs, and if the game starts moving again I'd be interested in seeing where it goes, but honestly I'm considering myself ~inactive for this game, at present.

Is this "inactive until the game starts moving again" or "inactive as an observer from now on"?

The_Snark
2014-02-01, 05:33 AM
One reason is that with Ashur dropping out and Victory never really getting into the game, two of the major relationships that were meant to help define Glass aren't there anymore. One is that without ST guidance it's hard to move forward - sorry, Lix, I know it wasn't your choice to be without Internet, but it's been quite a while. And one is that I don't feel like there's anything much for Glass to do that's meaningful.

I think that last issue may be tied in with the game's pace. We haven't had many real challenges yet - partly because of the slow pace and Lix's internet provider, partly because it's really hard to challenge a large group of high-Essence Exalts. So the characters who can build things or train people or otherwise do things in downtime have a lot of time to shine, while characters who are primarily problem-solvers have been hanging around waiting for problems to come along. And I think Glass is more of a troubleshooter than a builder/teacher.


Re sorcery stuff: over the course of this game, I've come to realize that the infrastructure-building side of the game (both this game in particular, and Exalted in general) doesn't interest me that much. I think this is the main reason Clover hasn't been making much use of what spells she does have (summoning and the like); IC personality hangups and mechanical difficulties aside, opening up a book to look for cool things to build or summon is just not on my list of leisure activities.

(Given this, it may have been a mistake to try playing a sorcerer. I'd never done it before, and thought it might be interesting, but apparently it's not really my cup of tea.)

So... I guess I'm ambivalent on the subject of whether to boost sorcery, reduce crafting or something else. Definitely don't want to start another debate on power levels.

Ifni
2014-02-01, 11:48 AM
I think that last issue may be tied in with the game's pace. We haven't had many real challenges yet - partly because of the slow pace and Lix's internet provider, partly because it's really hard to challenge a large group of high-Essence Exalts. So the characters who can build things or train people or otherwise do things in downtime have a lot of time to shine, while characters who are primarily problem-solvers have been hanging around waiting for problems to come along. And I think Glass is more of a troubleshooter than a builder/teacher.

This is accurate. Thanks.

(I've been trying to get better at the MA training side of things to help with that, since that's the only real mechanical "builder/teacher" option in the Abilities where she's focused - it's the reason she ended up with Secret Lesson Revelation - but my attempts to get to use that haven't been very successful. Craft is favored so I could work on that, but serious crafting would require a lot of investment in non-favored Lore/Occult, to in the end be somewhat worse than Brasla.)

A note re sorcery - I was pretty tired last night and wasn't super clear. Given awesome crafting, I don't have any problem with boosting sorcery up to the level of crafting (my attitude on this may be slightly skewed by the fact that I really like Clover :smallwink:) - I mean, I put the Crucible of Tarim in the manse for a reason - but I am slightly worried about the line of argument that goes: "Crafting is awesome, so let's make sure sorcery can do the same kinds of things. Now, this is within the realm of Terrestrial Circle Sorcery, so it's reasonable for crafting homebrew. Now, this is within the realm of low-level artifacts, so it's reasonable for sorcery. etc..."

It'd be fine if other people in the group were getting similar toys, I'm just worried about a feedback loop building up between two people.

But I think this relates back to The_Snark's comment above - "high Lore/Occult/Craft" is strongly correlated with "has a lot of stuff to do when given no external challenges". So of course the focus is going to be on the PCs who thrive in that environment - and I don't have any problem with that, per se, I don't think you guys are doing anything wrong. It's just from the perspective of my own involvement in the game, it leaves me personally with not a lot to do besides make RP posts. Which are fun! (The_Snark and I have a long Clover/Glass sequence to post, which I've enjoyed writing.) But it'd be nice to actually get to use the mechanical part of my high-Essence Exalt's character sheet.

(Things she's good at, or will be if/when I post my proposed PAoC rewrite: super disguises, martial arts, social-fu and propaganda, astrology, teaching martial arts. "Super disguises" got rendered irrelevant to the other PCs by virtue of "there is an E10 deity in town who will out you" and there haven't been any other challenges where they could be useful, martial arts + teaching martial arts + astrology were covered above, social-fu has likewise been pretty unnecessary except for that one scene with Janna.)

@Crumplepunch:

Is this "inactive until the game starts moving again" or "inactive as an observer from now on"?

I don't know. Certainly the former, possibly the latter. The latter probably depends on how (and when) the game starts moving again. Sorry, I don't want this to come across as "do what I want or I'll drop out" :smallfrown: I just thought I should explain why I'm being uninvolved.

Crumplepunch
2014-02-02, 10:06 AM
I don't know. Certainly the former, possibly the latter. The latter probably depends on how (and when) the game starts moving again. Sorry, I don't want this to come across as "do what I want or I'll drop out" :smallfrown: I just thought I should explain why I'm being uninvolved.

Fair enough. At this point I think my self-indulgence is hurting the game more than my enthusiasm is helping it, so I'm going to keep quiet until the game starts rolling also.

Ifni
2014-02-17, 01:41 AM
Despite my statements about being uninvolved, I did/do really like this game. So I feel the need to ask... any updates re Internet, Lix? :smallwink:

Lix Lorn
2014-02-17, 08:45 AM
...that makes me feel better.

I get back my internet next week, so I can leap back into stuff, hopefully.

Edge
2014-02-17, 11:59 AM
That'd be great. I'm all for keeping this game going. I like the character dynamics too much. :smalltongue:

Lix Lorn
2014-02-17, 12:15 PM
I was upset by the way that things were splintering due to my net problems, when this was the best and longest running game I've ever done...

(I HAVE /PLANS/)

The_Snark
2014-02-17, 11:40 PM
Finally got around to finishing and posting the conversation between Clover and Glass. It's been a while since we first set that up - partly because I'm slow, and partly because it went on a while.

Ifni
2014-02-18, 12:39 AM
Finally got around to finishing and posting the conversation between Clover and Glass. It's been a while since we first set that up - partly because I'm slow, and partly because it went on a while.

Yeah, requiring two posts to hold is a sign of a fairly long PM convo :smallwink:

For calibration, that took place in the downtime week before the necromantic attack. They probably discussed details of nonlethal styles - Crane, and the Art of Victorious Concession - somewhat later.

Lix Lorn
2014-02-18, 08:34 AM
Oh poor clover. V.V

Recaiden
2014-02-18, 11:17 AM
That was quite a scene.
Appropriate sympathy for poor naive Clover, the distrust is well shown.
Gave me a new appreciation for how terrible Sidereals are. http://www.giantitp.com/forums/images/icons/icon14.gif

Edge
2014-02-18, 02:26 PM
Well, there's reviving a game, and then there's that.

Ifni, Snark: bravo.

Also, that conversation seems like it might lead pretty naturally into the Ivory/Glass/Clover training scene we mentioned a while ago.

(We have momentum at the moment, let's not lose it)

Crumplepunch
2014-02-18, 03:30 PM
(We have momentum at the moment, let's not lose it)

Well, I'm happy to do chat or whatever IC if anyone wants, but otherwise I'll be waiting until the game starts up again. Looking forward to it.

industrious
2014-02-18, 03:34 PM
Waiting for this game to restart as well.

Ifni
2014-02-19, 03:02 AM
Well, there's reviving a game, and then there's that.

Ifni, Snark: bravo.

Also, that conversation seems like it might lead pretty naturally into the Ivory/Glass/Clover training scene we mentioned a while ago.

(We have momentum at the moment, let's not lose it)

Maybe have Ivory and Clover start that off, and then come find Glass? I suppose we could also reconvene with Glass and Clover, and have Clover insist on finding Ivory - Glass and Ivory haven't had much interaction.

Or we could just start with all three of them present, if you want to say they've pre-arranged a training/sparring session. I don't mind.

industrious
2014-02-19, 03:44 AM
Hmm. I haven't written Victory in quite a while. Mind if I move into the scene?

The_Snark
2014-02-19, 07:21 AM
Hah, thanks. That conversation actually helped me solidify a lot of the background I never wrote back during the initial recruitment (among other things, I finally figured out what Clover sacrificed for her sorcery). It's been interesting working out Clover's backstory as I go; that doesn't always go well for me, but it seems to be working pretty well here.


Maybe have Ivory and Clover start that off, and then come find Glass? I suppose we could also reconvene with Glass and Clover, and have Clover insist on finding Ivory - Glass and Ivory haven't had much interaction.

Or we could just start with all three of them present, if you want to say they've pre-arranged a training/sparring session. I don't mind.

Any of those three works for me. I'm going to be pretty busy the next 2-3 days, so it'll be a while before I can manage a scene-setting post, but if somebody else wants to start us up in the meantime we could kick off earlier.

Victory joining in is OK by me. He needs more screen time, and 4 isn't too crowded a scene. (Nice even number for sparring partners, too.)

Lix Lorn
2014-02-19, 07:30 AM
yay things happening

Crumplepunch
2014-02-19, 08:26 AM
Sparring session would be fun, but I'll sit it out if that would be too many people.

Imrix.
2014-02-19, 08:28 AM
I get back my internet next week, so I can leap back into stuff, hopefully.http://ponybot.net/pix/1617.gif

Edge
2014-02-19, 01:16 PM
Glass and Clover coming to find Ivory makes the most sense to me. I can see Glass suggesting a training session and Clover wanting a third party present, but I'd be fine with any of the three openings.

Imrix.
2014-02-20, 05:04 PM
You know, reading that scene with Clover and Glass, I kinda want to do another one with Clover and Shah. I think me and Snark decided Shah would probably be nearby for that conversation. Not eavesdropping precisely, but near enough to hear if things turned to angry yelling, as a Just In Case. I can see Clover and Shah up on a rooftop, kicking their heels as they discuss morality and history until the sun comes up.

Wow, Clover is popular. I blame how adorable she is.

Ifni
2014-02-20, 09:13 PM
She does have Motivation: Be Loved And Adored :smallwink:

(Glass has a sutra all picked out for her, I just need the right moment...)

industrious, I'm happy for you to join the planned sparring scene, and if you have an idea for how to start it, I'd be fine with you doing so. I am extremely sleepy at present and not in a good position for scene-setting posts :smallwink:

industrious
2014-02-21, 05:40 PM
If anyone else wants to describe the training room, feel free.

Crumplepunch
2014-02-21, 06:18 PM
If anyone else wants to describe the training room, feel free.

Well, nobody objected, so I'll take you up on that.

Edge
2014-02-27, 09:56 AM
Part of me is screaming to make the still as-yet undetermined context of Ivory's intimacy for Clover romantic. Because drama.

Another part of me doesn't want to rock the boat too much.

Lix Lorn
2014-02-27, 11:28 AM
doooo eeeeeet

Edge
2014-02-27, 11:58 AM
(How did I know that at the very least, Lix would approve?)

Lix Lorn
2014-02-27, 11:59 AM
I'm reliable.

Ifni
2014-02-27, 08:02 PM
Part of me is screaming to make the still as-yet undetermined context of Ivory's intimacy for Clover romantic. Because drama.

Another part of me doesn't want to rock the boat too much.

I would be interested to see how that played out, although how The_Snark feels about the idea matters a lot more. (I am a bit of a sucker for Exalted romance arcs.)

I am... actually not sure how Glass would react, if it happened and she picked up on it, especially if it was reciprocated. Usually there would be eye-rolling, but after their conversation she would feel a little bad about making fun of Clover.

The_Snark
2014-02-28, 05:11 AM
Part of me is screaming to make the still as-yet undetermined context of Ivory's intimacy for Clover romantic. Because drama.

Another part of me doesn't want to rock the boat too much.

Huh. I am... not sure what I think about that. It could be interesting, or it could be uncomfortable, or possibly both at the same time. Will try to sort out and type up my thoughts once they're coherent.

Edit: okay, so. The thing is that Clover is meant to be kind of childlike. Her sacrifice for sorcery (one of them, anyway) was a kind of Peter Pan thing, giving up her adulthood, or her maturity, or the person she might one day grow into (she was, after all, still pretty young when she made this choice). This is why she still comes across as childish, despite having Exalted some years ago.

It probably wasn't a good choice of sacrifice; ideally, you sacrifice something that's hard to give up but allows you to grow in the future. This is the opposite: it's an easy choice at first, doesn't eternal youth sound nice? But it actually ends up stunting her growth in a way that's hard to get around. She can't mature, she can't stop being childlike (not that she really wants to). She's stuck. I'm not sure she can deal with an adult relationship, because the key word there is adult.

Which I guess is what makes me hesitant. On the one hand, a romantic relationship (or failed relationship) could be an interesting catalyst, forcing her to confront this issue. On the other hand, a relationship between Clover and somebody more adult could easily veer into uncomfortable territory for both of us.

Lix Lorn
2014-03-01, 12:18 AM
whoops we have a third thread now. derp.


notice me senpaaaai

I should be /officially/ back on monday, so I'll try to work out things to happen then. thanks for bearing with me.

Crumplepunch
2014-03-01, 06:33 AM
If Victory is senpai, would the appropriate form of address to Glass be sensei, rather than sifu?

Ifni
2014-03-01, 09:25 PM
If Victory is senpai, would the appropriate form of address to Glass be sensei, rather than sifu?

Sssh :smallwink: Senpai was the term I was familiar with for a more-senior student (specifically, in the martial arts); if someone knows the Chinese equivalent (since it looks like sifu is a Chinese term), I'm happy to change it.

The_Snark, did Clover actually want to learn Charms here? Either way works, but if you're aiming for a specific Charm I'll orient things around that. Both Crane and Victorious Concession start off with a "be aware of others" Charm, so that's a possible starting point.

(That said, I'm not very good at coming up with martial arts training scenes, so suggestions are welcome :smallwink:)

industrious
2014-03-01, 09:40 PM
What language are they supposed to be speaking again?

You can just have "sempai" just be a translation from some other language.

Ifni
2014-03-01, 09:47 PM
What language are they supposed to be speaking again?

You can just have "sempai" just be a translation from some other language.

Flametongue, I assume.

I think the question is consistency between the different teacher/student terms being used, and if say "senpai" is the Old Realm term, whether Brasla should be using "sensei" rather than "sifu". I don't want to do the latter because we've been using "sifu" happily for forty pages :smallwink: But Sidereals get their training from a pretty eclectic range of sources, and Glass speaks several languages - "senpai" might be from one of the Realm tongues or something, with no good equivalent in Flametongue.

Crumplepunch
2014-03-02, 06:30 AM
I was just asking for clarification, I don't know enough about martial arts to criticize.

Certainly Sidereals have a wide enough range of martial arts influences to use multiple terminologies.

Edge
2014-03-06, 06:57 AM
Edit: okay, so. The thing is that Clover is meant to be kind of childlike. Her sacrifice for sorcery (one of them, anyway) was a kind of Peter Pan thing, giving up her adulthood, or her maturity, or the person she might one day grow into (she was, after all, still pretty young when she made this choice). This is why she still comes across as childish, despite having Exalted some years ago.

...

Which I guess is what makes me hesitant. On the one hand, a romantic relationship (or failed relationship) could be an interesting catalyst, forcing her to confront this issue. On the other hand, a relationship between Clover and somebody more adult could easily veer into uncomfortable territory for both of us.

Alright, I've had time to formulate something of a response to this. First off, I'll say that Clover comes off as very innocent to me, but not necessarily childish, which may have skewed my thinking somewhat.

However, in this new light, I take your final point. I mean, we can always see how things proceed, and if something does force Clover to re-evaluate her childish innocence we could revisit the possibility at that point.

For now, I think I could use a more neutral Intimacy context like "deep affection", which could really go any way.

Lix Lorn
2014-03-06, 10:21 AM
Okay! So, I'm back.

Whenever you're ready to move onto plot again, I know how the next scene's ready to start, so just say the word.
(If you want to start that now and continue the smaller scenes in spoilers or PMs or whatever that's also fine, I wanna get going as well.)

As for Cam, Glimpse and Rose, you're still in the labyrinth! You probably want to work on that. :smalltongue:
I hadn't posted for you yet cause I was assuming there was still talking to go on between the characters, not to mention the friendly neighbourhood necromancer. If you'd like, I can throw a hekatonkheire at you to get things going. ;P

Crumplepunch
2014-03-06, 12:28 PM
Okay! So, I'm back.

Whenever you're ready to move onto plot again, I know how the next scene's ready to start, so just say the word.
(If you want to start that now and continue the smaller scenes in spoilers or PMs or whatever that's also fine, I wanna get going as well.)

Welcome back!

Speaking for myself, I don't mind continuing the main story as soon as you are ready.


If you'd like, I can throw a hekatonkheire at you to get things going. ;P

Bring back some souvenirs, guys.

The_Snark
2014-03-12, 05:30 AM
I keep forgetting to post here!

I'm okay with moving ahead whenever; we do have a scene running, but we can keep doing that as a flashback (I don't think anything terribly earth-shattering will happen). Of course, Cam and the new folks are still in the Labyrinth, and we might not want to skip ahead of their return - especially if they do something strange like bringing the necromancer back to Gem with them...


The_Snark, did Clover actually want to learn Charms here? Either way works, but if you're aiming for a specific Charm I'll orient things around that. Both Crane and Victorious Concession start off with a "be aware of others" Charm, so that's a possible starting point.

(That said, I'm not very good at coming up with martial arts training scenes, so suggestions are welcome :smallwink:)

Oh right, I have to make decisions. Ack.

Learning a Charm would be good; I do have the BP for it. I was hoping to learn a communications spell like The Faithful Ally at some point soon, but I could put that off, or hope that Lix feels like giving us BP (cannot remember if we got stuff for the zombies/downtime afterwards yet).

Of the two styles, I'm leaning towards Victorious Concession a little, provided that Lix is okay with it. (I think we determined that the form needs a tweak for 2.5 but most of the rest looks okay-ish.) Neither of them works with Clover's preferred weapon, unless Lix feels like reducing the prerequisites on Master's Hand Envisioned Anew :smallwink:, but Victorious Concession has a lot of effects that don't actually rely on unarmed attacks (whereas Crane is all about unarmed parries and counterattacks). And the unintended synergy with Laughing Wounds amuses me.


Alright, I've had time to formulate something of a response to this. First off, I'll say that Clover comes off as very innocent to me, but not necessarily childish, which may have skewed my thinking somewhat.

However, in this new light, I take your final point. I mean, we can always see how things proceed, and if something does force Clover to re-evaluate her childish innocence we could revisit the possibility at that point.

For now, I think I could use a more neutral Intimacy context like "deep affection", which could really go any way.

Works for me. It's always interesting to see how much of what I'm trying to portray gets across; in this case, I expect it's particularly confusing because I was still working out who Clover was when the game started. (My original concept was very different, and that was reflected in my original sheet and first couple of posts.)

I don't really think of Clover as innocent; she definitely acts like it, but I think this is more denial than reality. She's fought for her life, seen people die, hunted Fair Folk through the Bordermarches, sacrificed parts of herself for sorcery and necromancy. She just... doesn't think about that stuff, unless she has to. Her childhood was pretty sheltered, and I think she clings to that. It's a kind of willful innocence.

Crumplepunch
2014-03-12, 07:03 AM
While Victorious Concession is among my favourites, the one that really raised flags was Lesson of the Rod.

As written it seems to two levels of unsoakable damage for every one suffered by the martial artist, with no roll involved. I think it would probably be safer as a more conventional counterattack, but I'm open to being convinced.

Lix Lorn
2014-03-12, 12:32 PM
I keep forgetting to post here!

I'm okay with moving ahead whenever; we do have a scene running, but we can keep doing that as a flashback (I don't think anything terribly earth-shattering will happen). Of course, Cam and the new folks are still in the Labyrinth, and we might not want to skip ahead of their return - especially if they do something strange like bringing the necromancer back to Gem with them...
Don't worry, they'll be stuck in the labyrinth a while.

It's the freaking LABYRINTH, guys...


Learning a Charm would be good; I do have the BP for it. I was hoping to learn a communications spell like The Faithful Ally at some point soon, but I could put that off, or hope that Lix feels like giving us BP (cannot remember if we got stuff for the zombies/downtime afterwards yet).
I think we did for zombies. Unsure if we did for downtime.


Of the two styles, I'm leaning towards Victorious Concession a little, provided that Lix is okay with it. (I think we determined that the form needs a tweak for 2.5 but most of the rest looks okay-ish.) Neither of them works with Clover's preferred weapon, unless Lix feels like reducing the prerequisites on Master's Hand Envisioned Anew :smallwink:, but Victorious Concession has a lot of effects that don't actually rely on unarmed attacks (whereas Crane is all about unarmed parries and counterattacks). And the unintended synergy with Laughing Wounds amuses me.
The form actually looks fine, if you say that only soak from armor or charms effects it.

I would not be averse to reducing the prerequisites on Master's Hand. Perhaps Terrestrial E4, Celestial E5, Sidereal E6, with the caveat that it can't have an Essence prereq lower than the capstone charm of the style.


While Victorious Concession is among my favourites, the one that really raised flags was Lesson of the Rod.

As written it seems to two levels of unsoakable damage for every one suffered by the martial artist, with no roll involved. I think it would probably be safer as a more conventional counterattack, but I'm open to being convinced.
Hmm. It costs willpower, and requires you to take damage first, but I see your point. Allowing it to be soaked with MDV or something might be good (or even make it attack socially, perhaps with bonus successes). Anyone have ideas?

Recaiden
2014-03-12, 01:02 PM
Don't worry, they'll be stuck in the labyrinth a while.

It's the freaking LABYRINTH, guys...

Chapter 3, in which our heroes put no dots in Survival and die horribly in the depths of the Underworld.

industrious
2014-03-12, 01:23 PM
I'm in favor of starting plot as quickly as possible.

The_Snark
2014-03-12, 01:31 PM
The form actually looks fine, if you say that only soak from armor or charms effects it.

We were actually thinking of the post-soak damage reduction, which should be unable to reduce damage below 1. (Otherwise, this makes high-soak characters immune to mortal weapons and opens up abuse when combined with other post-soak reducers.) But that's probably a good alteration too.

Lesson of the Rod is good, but it costs Willpower and only applies when the martial artist actually takes damage; I feel like adding an attack (social or otherwise) or letting it be soaked might make it close to worthless, and it's the style's penultimate Charm... But I can see where it'd be problematic, because it's almost impossible for a single enemy to beat you when they take two levels of damage for every one you take, with no way to stop it short of perfect defenses. It was written when perfect defenses were still cheap, so raising the mote cost a little might be in order; somewhere between 4-6m seems appropriate, as it was originally cheaper than the 3-4m of most PDs. (The Willpower cost stays, naturally.) Alternatively/additionally, could add a limit to the amount of damage it can inflict, allowing a powerful enough enemy to deal more damage.

Lix Lorn
2014-03-12, 02:10 PM
Chapter 3, in which our heroes put no dots in Survival and die horribly in the depths of the Underworld.
You said it, not me. :smalltongue:


I'm in favor of starting plot as quickly as possible.
Understood!


We were actually thinking of the post-soak damage reduction, which should be unable to reduce damage below 1. (Otherwise, this makes high-soak characters immune to mortal weapons and opens up abuse when combined with other post-soak reducers.) But that's probably a good alteration too.
Hallo, we've had this conversation before. :smalltongue: Sure.


Lesson of the Rod is good, but it costs Willpower and only applies when the martial artist actually takes damage; I feel like adding an attack (social or otherwise) or letting it be soaked might make it close to worthless, and it's the style's penultimate Charm... But I can see where it'd be problematic, because it's almost impossible for a single enemy to beat you when they take two levels of damage for every one you take, with no way to stop it short of perfect defenses. It was written when perfect defenses were still cheap, so raising the mote cost a little might be in order; somewhere between 4-6m seems appropriate, as it was originally cheaper than the 3-4m of most PDs. (The Willpower cost stays, naturally.) Alternatively/additionally, could add a limit to the amount of damage it can inflict, allowing a powerful enough enemy to deal more damage.
(shrugs unsurely)
Anyone else have an opinion?

Ifni
2014-03-12, 02:37 PM
I would be happy to move on to plot ASAP as well.

By my tracker, we have not yet gotten BP for the zombies. It looks like:

End of prologue = 4 BP
Derailing diplomatic meeting = 1 BP
End of first chapter = 8 BP
3-die stunts = 2 BP
Downtime = 3 BP
--------------
Total = 18 BP

This agrees with Lix's total on the front page, so I think our last BP award was pre-zombies downtime.

Would Lesson of the Rod be worthless if it just mirrored damage rather than doubling it? It'd still be a way to do almost un-resistable damage, but you'd have to take exactly what you were dishing out first. I'll be able to read the Charm and think about it more later in the day.

Edge
2014-03-12, 02:38 PM
Anyone else have an opinion?

My gut reaction is to change to to 2 levels of damage per successful attack instead of per level of damage inflicted, but that might be an excessive nerf. I don't really know if discouraging flurrying is potent enough.

Maybe make it per attack, but the damage is equal to the wound penalty the martial artist is left at? Get knocked down to -4 health levels, inflict 4 lethal. Again, not entirely sure.

Crumplepunch
2014-03-12, 02:38 PM
Lesson of the Rod is good, but it costs Willpower and only applies when the martial artist actually takes damage; I feel like adding an attack (social or otherwise) or letting it be soaked might make it close to worthless, and it's the style's penultimate Charm... But I can see where it'd be problematic, because it's almost impossible for a single enemy to beat you when they take two levels of damage for every one you take, with no way to stop it short of perfect defenses. It was written when perfect defenses were still cheap, so raising the mote cost a little might be in order; somewhere between 4-6m seems appropriate, as it was originally cheaper than the 3-4m of most PDs. (The Willpower cost stays, naturally.) Alternatively/additionally, could add a limit to the amount of damage it can inflict, allowing a powerful enough enemy to deal more damage.

Raising the cost sounds like a fine solution.

Lix Lorn
2014-03-12, 02:53 PM
I would be happy to move on to plot ASAP as well.

By my tracker, we have not yet gotten BP for the zombies. It looks like:

End of prologue = 4 BP
Derailing diplomatic meeting = 1 BP
End of first chapter = 8 BP
3-die stunts = 2 BP
Downtime = 3 BP
--------------
Total = 18 BP

This agrees with Lix's total on the front page, so I think our last BP award was pre-zombies downtime.

(showers 7BP on everyone)
gomenesai


Would Lesson of the Rod be worthless if it just mirrored damage rather than doubling it? It'd still be a way to do almost un-resistable damage, but you'd have to take exactly what you were dishing out first. I'll be able to read the Charm and think about it more later in the day.


My gut reaction is to change to to 2 levels of damage per successful attack instead of per level of damage inflicted, but that might be an excessive nerf. I don't really know if discouraging flurrying is potent enough.

Maybe make it per attack, but the damage is equal to the wound penalty the martial artist is left at? Get knocked down to -4 health levels, inflict 4 lethal. Again, not entirely sure.


Raising the cost sounds like a fine solution.
Well that's an interesting spectrum of opinion. :smalltongue:

Crumplepunch
2014-03-12, 03:03 PM
(showers 7BP on everyone)
gomenesai

Eeeeexcellent. Hm, I'll think about what to spend that on.

While people are around, what would Glass and Clover's attitudes towards helping Brasla make a warstrider be? I have the prerequisites to make Artifact 5 and I intend to use it at some point.


Well that's an interesting spectrum of opinion. :smalltongue:

Well, my reasoning is that perfect, unsoakable, debilitating counterattacks could be constructed elsewhere using combos. With the drawback of needing to be hurt by the attack and an appropriately high cost I think Lesson of the Rod is fine as a powerful but niche CMA technique.

industrious
2014-03-12, 05:38 PM
Hooray for shiny, shiny BP.

...And it seems I haven't actually spent any of the prior BP, so I've got 25 to play with. Anyone have suggestions?

Right now, I'm thinking Courtesan and Artisan Meditation (regain motes when entertaining, physically/emotionally healing others, or aiding other's in accomplishing their Motivation), and Limitless Cosmos Expansion (When anima reaches 11+, gain 1 sux for each previous attack in a flurry).

Crumplepunch
2014-03-12, 06:32 PM
Thinking about getting more Artisan Charms, but given the recent craft overload the goal of Pattern Mastery seems to be less appealing.

If the warstrider is okay I'll invest my 9bp in that (5 dot ally, 5 dot warstrider, 7 dots of assorted artifact equipment).

If not, I'll get some Warrior Charms for an Extra Action Charm and some respectable damage.


Hooray for shiny, shiny BP.

...And it seems I haven't actually spent any of the prior BP, so I've got 25 to play with. Anyone have suggestions?

Right now, I'm thinking Courtesan and Artisan Meditation (regain motes when entertaining, physically/emotionally healing others, or aiding other's in accomplishing their Motivation), and Limitless Cosmos Expansion (When anima reaches 11+, gain 1 sux for each previous attack in a flurry).

Ouch, that sounds formidable. Combined with the Extra Action Charm you used earlier that would get a whole lot of successes.

Oh hey, is our training scene over?

industrious
2014-03-12, 07:12 PM
Frankly, I'm out of ideas for the Training scene, so...yeah, I guess. I'm hoping Lix starts the next chapter soon...

Lix Lorn
2014-03-12, 08:51 PM
New chapter is officially incoming. I'm only still awake at this point because I have an IRC game, but I shall try to whip myself into a post tomorrow.
(It's going to involve being woken early in the morning)

Ifni
2014-03-12, 11:37 PM
I do want to continue the training scene with Clover elsewhere/off-screen, but yeah, moving on to the new chapter is fine and awesome :smallsmile:

Here was what I had written for a Prismatic Arrangement rewrite a few months back - it is still WIP, but if I throw it to you guys maybe you'll help me finish it up :smallwink:

This was in response to (a) Maugan writing a bunch of awesome SMAs that made Prismatic Arrangement look oh so very weak in comparison (compare the first Charm in his Obsidian Shards to Palatine Sun Practice, which was about 10 Charms deep in PAoC), (b) him showing them to the thread and the response being generally positive, and (c) it turning out in discussion that everyone else in this game thought Revlid's PAoC was kinda ludicrously weak for what it was meant to be.

I could just ask to swap out PAoC, but Glass has already used its disguises, and I like the disguises. I also badly want the final capstone :smallwink: But the rest of the style was a mixture of low-CMA-level effects, a few nifty Charms, and a couple of things that were in a "broken if you exploit them, almost useless if you don't" category that I really dislike. (Namely, scenelong ability to strike the material while dematerialized, and scenelong conversion of lethal damage to bashing damage.)

So. The idea here was to try to keep PAoC as a more CMA-like SMA - it is lower Essence and often recommended as the first SMA Sidereals learn - but since it is an SMA, allow individual Charms to cover multiple low-CMA-level effects, and then add in more powerful and esoteric stuff in the later Charms. The rewritten style covers most of the same effects as Revlid's original, but in nine Charms rather than fourteen (three Forms and six Charms themed around their corresponding disguises). I dropped what I saw as the most exploitable effects completely, and added some new stuff in, mostly in the Forms. Here are my comments on general design from when I was actively working on this:

Stuff I wrote months ago on the basic ideas going into this:


My basic structure at present looks like six Charms giving God-Blooded / Alchemical / Dragon-Blooded / Solar / Lunar / Sidereal disguises, plus two subsidiary Forms (the first one based around the concept of the Elemental Pole of Earth, the second based around the concept of the Loom of Fate), and then the final Form. So nine Charms in total, rather than the fourteen currently present. (The second Form also has an alternate mode that yields a Nocturnal disguise, in games where Nocturnals exist, but this is not widely known for obvious reasons.) The first three Charms correspond to the Terrestrial gods, the elements and the magical materials, and lead in to the act-like-a-mini-Elemental-Pole-of-Earth first Form. Then you have the three Celestial Charms (Solar, Lunar, Sidereal), which require the first Form and lead into the second Form, and then finally the capstone.


So then the style would look like:

-Seven Facets Understanding (sensory Charm that works by perceiving little gods, God-Blooded disguise)
-Six Materials Stance (become a living statue of the magical materials, helps in smelting and crafting magical materials while active, Alchemical disguise)
-Five Elements Approach (become a living vortex of the elements, gain immunity to a lot of natural environmental effects, can defend oneself with wind and water or strike with burning poison, Dragon-Blooded disguise)
-Incarnate Omphalos Form (stabilize the Wyld around you, unarmed attacks count as cold iron, immune to Shaping/Crippling, regeneration (costs motes per HL healed, not automatic), can attempt a dangerous ritual to cleanse shadowlands)
-Four Fulcrums Mastery (Souls of Reason and Passion, unaltered, Solar disguise)
-Triune Constellations' Decree (scene-long pseudo-Destiny on all present, designate Ascending/Resplendent/Descending conditions, Sidereal disguise)
-Twin-Faced Moon Deception (penalty negator + surprise negator, add WP cost to make it function as counterattack Charm that also allows a reflexive attempt to establish surprise, Lunar disguise)
-Empyreal Unity Form (make areas count as inside Fate, bring beings inside Fate, make Destinies / Fluctuations / Destiny Background / Outside-Fate entities Obvious, some form of deja-fu :smallwink: And secretly, Nocturnal disguise)
-Prismatic Arrangement of Creation Form (unaltered)
(I have changed some of the draft names since this was written.)

And without further ado, the style itself...

Prismatic Arrangement of Creation (still very much WIP)
(heavily borrowed from Revlid, including the initial discussion, which is a direct quote - unfortunately I cannot link the original style due to lack of wiki :smallfrown:)

Sidereal Martial Arts each mimic some essential principle of existence, as dictated by the periphery of samsara, such as disease, or love, or rebirth, or time, or consumption, or profanity. These arts are transcendently difficult to learn, and even harder to devise. Quite aside from the metaphysical reasons for this, the practical issues should be obvious; when learning Crab Style, a martial artist might mimic the oblique movement, the snapping pincers and the hardened shell of the crab. When learning Effacious Bureaucrat Style, a martial artist might emulate the precise fussiness and brusque motions of the bureaucrat. What movements or Essence patterns are there to mimic in a martial art designed to channel the principles of fame or change? Very few Sidereal Martial Arts have a physical element to their origins.

The most notable exception to this rule is Prismatic Arrangement of Creation Style, which emulates the principle of Creation. Not creation, the act of building new things, but Creation itself, the centre of all existence, the emerald pole star of the Wyld, the axis on which causality and linear time turn, child of Cytherea and Gaia, marked as a principle in its own right by the decree of the Empyreal Chaos and his whole court.

This physical element (along with its minimum Essence, which is the lowest of any recorded Sidereal Martial Art) makes it easier to learn than most other styles of its tier. Any pupil can draw on their every experience with Creation and Yu-Shan as a point of emulation; they grew up with the relevant Essence patterns literally surrounding them. Indeed, this Style is recommended by most Sidereal sifus (and the Maidens themselves, for all that matters) as the best Style to begin oneís initiation into Sidereal Martial Arts.

Some claim that the Style was actually the first Sidereal Martial Art to be devised, shortly after the Primordial War, when a Sidereal veteran stood atop the Omphalos and looked out upon the entirety of Creation at once, using astrology to overcome the draw-distance limits of the pattern spiders. She was overwhelmed with inspiration, or so the story goes, for a thousand different Celestial Styles and a thousand thousand Terrestrial Styles; but in the end, was able to express her awe in just one.

Weapons and armor: Prismatic Arrangement of Creation Style cannot be practiced in armor, and has no form weapons.

Complementary abilities: Despite containing precepts from literally every corner of Creation, Prismatic Arrangement of Creation Style requires no abilities outside of Martial Arts.

The Studentís Sutra of Creation: Once, there was an emerald maiden...

SEVEN FACETS UNDERSTANDING
Cost: 1m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Sutra
Duration: Instant
Prerequisite Charms: One complete Celestial martial art (all Charms)

... and where she trod, in her wanderings, a rainbow of flowers bloomed.

Creation lives, and knows itself.

Activating this Charm causes the martial artist's eyes to glow emerald green, and provides her with a brief flash of direct perception and communication with the least gods that animate the world. This communion allows her to perceive the nature and recent history of any single object or area defined by a least god, by rolling (Perception + Martial Arts). The difficulty is generally 1, although for artifacts it is equal to 1+artifact rating.

Success informs the martial artist of the specific purpose of the object/area, if such exists, whether it is currently damaged, and a narrative description of any special powers and how to activate them (but not details of the mechanics of those powers or their activation). For example, this Charm might return "the purpose of this goblet is to heal, and it demands sacrifice", but not "if an object is placed in this goblet and burned, the goblet will fill with an elixir that heals a number of health levels equal to the Resources cost of the object sacrificed".

Threshold successes allow the martial artist to discern recent events in the history of the object or area, over a period of time set by the number of threshold successes:
{table]Sux|Period
1|10 minutes
2|1 hour
3|1 day
4|1 week[/table]
For higher threshold success values use the table on p.192 of MoEP:Sidereals, with the number of threshold successes corresponding to 5+(the number of effect points required).

Results for longer time periods grow increasingly vague; the martial artist might perceive the last ten minutes of the item's existence with perfect clarity, but a year's history will cover only major events (for example, a change in metaphysical ownership). Receiving this information consumes one Simple action per threshold success, during which the martial artist can take no other non-reflexive actions (although the martial artist may always terminate this process early, choosing not to receive all the available information; they receive the information for the time period covered by the threshold successes actually used, starting from most recent events and working backward).

In addition, as a permanent upgrade to the martial artist's competence, learning this Charm grants the effect of a Master's degree in the Art of Geomancy. The martial artist may also spend motes to replace the Resources cost of Geomancy rituals, as per the rules prior to the 2.5 errata.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above. Instead, the martial artist's anima becomes a rainbow swirl that contracts into her abdomen before vanishing entirely; for the duration of the Charm, the way the martial artist's Essence manifests is altered. Her Caste Mark does not appear, and her anima is replaced by a godly aura of power (the appearance of this aura is up to the martial artist, but is always vibrant). Direct analysis of her Essence reveals her to be a god or godblood, and all of her Charms register as Spirit Charms of some variety. This use of the Charm is not Obvious to Essence sight.

Sutra: The Sidereal gains -1 TN on rolls to destroy or repair an object analyzed with this Charm, and any Destinies laid on the object or area become Obvious to her.

Comments:
I didn't like the original Charm: you mastered an entire CMA to get +Essence dice to Join Battle, and that was the best of the benefits. So, total rewrite, themed around the God-Blooded disguise, to make it "enhanced awareness of the animistic spirits of Creation". Also, free thaumaturgy. I don't think this is over the top as most of the Geomancy rituals are either things like "sense Dragon Lines" and "trace hearthstones to their source", or capabilities Exalts have naturally, but let me know if you disagree. I based this off Brasla's analysis Charm, but tried to theme it more around what you'd learn by communicating with little gods, rather than what you'd learn as a master engineer inspecting something. It doesn't ever give you the kind of mechanical detail the Jadeborn Charm can, but it has some extra applications.

SIX MATERIALS STANCE
Cost: 2+m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Stackable, Sutra
Duration: One scene
Prerequisite Charms: Seven Facets Understanding

She paced out foundations shining and immutable...

The bones of Creation are forged from the magical materials. Activating this Charm, the martial artist transmutes her own flesh into a living semblance of the sacred metals. Her skin and hair takes on a glittering, polished, faceted appearance, and when she uses Essence, sparks of light crackle and sublimate from her body. The more extreme changes depend on which metal, or metals, she chooses as the focus of her emulation. Each of the following powers costs 2m; subsequent activations of the Charm may add new powers for the same cost. Any power may be dismissed by de-committing the motes associated with it.

Orichalcum: The martial artist's head and torso transmute to layers of shining orichalcum. The martial artist gains (Martial Arts + Essence) armored soak and (Martial Arts) Hardness, which does not interfere with the use of martial arts.
Moonsilver: The martial artist's limbs stretch with a deadly elasticity, flowing like moonsilver streams. Her unarmed attacks gain the Reach tag, and increase their range by (Essence) yards.
Starmetal: Delicate threads of starmetal veil the martial artist's eyes and wrap around her joints; when she moves, she seems to flicker weirdly through space. She automatically and perfectly maintains her balance, and ignores all falling damage.
Jade: The martial artist's lower body takes on the mien and solidity of jade of all five colors. She perfectly ignores Knockback effects and any penalties stemming from fatigue.
Soulsteel: The martial artist's shoulders and hips are reinforced with the wailing darkness of soulsteel. She counts 10s as two successes on damage rolls.
Adamant: The martial artist's hands and feet erupt with indigo shards of crystal. Her unarmed attacks gain the Piercing tag.

When all six powers of this Charm are active, the martial artist is considered to have access to an exceptional workshop for any crafting roll involving the magical materials.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above. Rather than obviously transmogrifying into a composite of all six magical materials, the Sidereal appears as herself, with a body formed from a single, flexible piece of magical material, her organic Essence constrained into a single gem at the center of her forehead. Whether or not she changes this outward appearance, the way her Essence manifests is also altered; her Caste Mark does not appear, and her anima takes on an industrial appearance identical to that of an Alchemical Exalt of the appropriate Caste, although her anima power does not change. In fact, direct analysis of the Sidereal's Essence reveals her to be an Alchemical (though the most Creation-bound scholars would be able to do is note the Autochthonian aspect of the Essence, and will likely conclude she is a First Age automaton of some sort). Her Charms register as internal Alchemical Charms if directly analyzed. This use of the Charm is not Obvious to Essence-sight. When used by a Alchemical, this charm DOES allow them to change their anima power to match the new aspect.

Sutra: A Sidereal using this Charm gains the following enhancements:
Orichalcum: The granted soak may be considered either natural or armored, whichever is more beneficial to the Sidereal.
Moonsilver: The Sidereal's reach is increased by a further (Essence) yards.
Starmetal: The Sidereal exerts no weight on any solid surface.
Jade: The Sidereal also ignores knockdown and stunning.
Soulsteel: The Sidereal may drain 1m from an Essence-wielding target on a successful strike that deals damage.
Adamant: Rather than gain the Piercing tag, any soak applied against the Sidereal's attack is reduced by (Sidereal's Essence).

Comments:
This is basically taking the first three Charms (the ones that people felt were low-CMA level) and merging them into one. The net effects and costs should still be much the same - it's actually a bit pricier than previously if you're using starmetal PKBs, but on the upside they're all scenelong rather than 3-5 actions. You could get these effects scenelong or Indefinitely by using the Form previously, but scenelong required a Simple activation and Indefinite required you to look like an Alchemical. I didn't like some of the disguises having major mechanical benefits over the others, so stripped out that feature. I did add a separate soulsteel benefit; the others naturally split into two options, but orichalcum+soulsteel was just a soak-adder weaker than E2 Lunar/Sidereal Charms, so I just kept that aspect for orichalcum and added a new one for soulsteel. I removed the onslaught-penalty reduction as it overlaps with a later Charm in the style.

FIVE ELEMENTS ASCENSION
Cost: 5m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Sutra
Duration: One scene
Prerequisite Charms: Seven Facets Understanding

... and circled them with rain and cloud, fire and thorns...

The foundational elements of Gaia's souls are the blood and breath of Creation. Invoking this Charm, the martial artist's form blurs and vanishes into a shifting vortex of the elements. She does not need to breathe; ignores environmental penalties for being underwater, in high winds or in a vacuum, or in extremes of temperature; and is immune to natural environmental damage. Additionally, the martial artist may invoke either of the following powers for the listed cost, which do not count as Charm activations:

-Storm's Eye Kata: (2m) The Northern point of the compass was carved with ice and wind, while the West was lathered with water and salt. The martial artist can use this power in Step 2 in response to any attack directed against her, as a shield of freezing water and buffeting wind swirls around her, applying an external, environmental penalty of -(Essence) to the attackís roll. In Step 9 of the attack (regardless of whether it hits or not), the martial artist may reflexively jump in any direction, propelled by her typhoon aura; this may interrupt a flurry, if it would take her out of the attacker's reach. If she chooses not to jump, the backlash of water and wind is instead directed at the attacker, forcing her to roll (Stamina + Athletics) at a difficulty of (martial artistís Essence Ė 1), or be knocked prone.

-Blood-to-Fire Prana: (1m) The Southern point of the compass was marked with flames and sand, while the East was strewn with trees and pollen. The martial artist can use this power in Step 1 to enhance any unarmed attack, as her striking hand shifts into supple green wood, spiked with venomous thorns and burning with a crimson flame. That attack causes lethal damage and ignores Hardness. Further, if the attack causes even one level of damage, the target immediately suffers from one dose of the following poison:
Wood Poison: Damage (Essence)L/action, Toxicity (Essence), Tolerance ó, Penalty Ė(Essence/2).

While this Charm is active, the martial artist automatically becomes aware of elementally-aspected demesnes or manses within a range of (their Essence)*10 miles.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, the martial artist takes on the elemental mien of a high-Breeding Dragon-blooded. If she does so, the way her Essence manifests is altered. Her Caste Mark does not appear, and her anima takes on an elemental aspect of her choice. It appears in every way to be a Terrestrial anima, and even inflicts damage through anima flux in the same way, although she does not gain the appropriate anima power. Direct analysis of her Essence reveals her to be a Terrestrial, and she becomes able to stunt her Charms as having an elemental or draconic aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Terrestrial Charms of some variety. This use of the Charm is not Obvious to Essence-sight. If somehow used by a Dragonblooded, this charm DOES allow them to change their anima power to match the new aspect.

Sutra: Anyone attacking the Sidereal with natural weapons, or a close-combat weapon that does not possess the R tag, is subjected to an unblockable, undodgeable attack that bypasses both soak and Hardness, and inflicts 1A damage. This attack only occurs once per tick per attacker, regardless of how many attacks are made against the martial artist. Furthermore, when the Sidereal invokes the Storm's Eye Kata or the Blood-to-Fire Prana, ice crystals or crimson flames spell out a shifting sutra. The Sidereal triples the maximum distance she can jump with the Storm's Eye Kata, and when activating Blood-to-Fire Prana, may elect to change the poisonís damage to (Essence/2)L/tick, or (Essence x2)B/action.

Comments:
More condensing! Much the same principles as the previous one - I like these effects, I'm less enthralled about each of them being an individual SMA Charm. The balance point is that you could get all these effects Indefinitely from the Form before - I stripped out the Shaping immunity which was the only thing the Indefinite version of the Form didn't grant - so being able to put it up reflexively rather than as a Simple action didn't seem likely to break anything (since you can put up Indefinite Charms as Simple actions outside combat with no worries). Again, I wanted to dissociate the long-lasting mechanical benefits from the disguise option.

I also increased the mote cost for North and West Approach, relative to its previous cost while in the Form, because 1m for essentially +Essence cap-breaking DV seems crazy, even if it was in an otherwise weak style. At 2m, at least it's less infinitely spammable. Maybe it was fine as is - most good styles have something really powerful/efficient in them, and it is an environmental penalty so there are ways to negate it entirely - but I'm still a little nervous about this one.

INCARNATE OMPHALOS FORM
Cost: 8m Ability Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Combo-OK, Form-Type, Obvious
Duration: One scene
Prerequisites: Six Materials Stance, Five Elements Ascension

... and at the center, raised a tower of stone.

Creation endures. The Wyld may gnaw at its edges, and shadowlands corrupt it from within, but the Pole of Earth stands resolute at the center of the world. In activating this Form, the martial artist makes a kata centering her Essence at her heart chakra, and transmutes herself into a totem of elemental Earth. The manifestation of this totem is chosen upon learning the Charm and must be thematically tied to the Imperial Mountain or the Pole of Earth. The classical aspect is that of an elemental dragon of Earth, with fangs and tail of diamond and jade, horns and spines of gold and iron, and eyes and claws of silver and steel.

While this Form is active, the martial artist internalizes the indestructibility of the magical materials and the regenerative power of the living elements. She becomes immune to Crippling effects, and may pay 2m on each of her actions to regenerate either a lethal or bashing health level (her choice). The integrity of her nature is absolute, defined by emulation of the Omphalos itself: she gains immunity to all undesired Shaping effects. This certainty is anathema to the Wyld: the martial artist's natural attacks are treated as cold iron for determining their effects on the Fair Folk.

If the martial artist is in the Wyld, the area within (Essence) miles of her location (or her current waypoint) behaves in all ways as if it were one step closer to Creation (Pure Chaos acts as Deep Wyld, Deep Wyld as Middlemarches, Middlemarches as Bordermarches, and Bordermarches as Creation). If she was already in Creation, the area within (Essence) miles is treated as the Blessed Isle, when relevant for Wyld beings and their works. The martial artist may suppress these effects for the duration of the Charm by spending 1WP.

Finally, a martial artist with this Form active may strike the geomantic center of a shadowland to attempt to cleanse its poisoned Essence flows, by establishing a direct link to their own Essence. Supplementing an unarmed strike in this way costs 25m+1wp, and if the shadowland does not have specific defenses, is automatically successful. Once the link is established, the shadowland immediately begins to shrink at the rate of (Essence) square miles per minute. The martial artist suffers a -4 wound penalty while the link is active, and must pay one aggravated health level per minute to sustain the effect. This damage is a Charm cost that cannot be ignored, reduced, downgraded or redirected to another by any means (although once inflicted, it can be healed, if means to heal aggravated damage is available). The link persists until the martial artist dies (and so cannot continue paying health levels) or the shadowland is completely closed, unless it is prematurely broken. Breaking the link requires a successful (Willpower) roll at difficulty of (martial artist's Essence). The wound penalty does not apply to this roll, but it cannot be attempted more than once per minute. Termination of the Form, or the martial artist falling unconscious, does not end the link.

Sutra: ??

Here we have our first totally new Charm - we've done emulation of the animating spirits of the world, the elements, and the magical metals; the Pole of Earth seemed an appropriate place to end the Terrestrial-themed half of the style. This is basically three-ish CMA-Form-level effects (Crippling immunity, Shaping immunity, limited regeneration that costs motes) in one, plus some more esoteric/SMA-like effects on the Wyld and shadowlands based around the "Pole of Earth" theme.

I have no idea what the sutra should be, because Lix didn't want to stick "cool" effects in the sutras, just straight power-ups. I guess I could remove Crippling immunity or something and stick it in the sutra, but then the basic combat abilities of the Form are comparable to one of the CMA Forms from Arms of the Unconquered Sun Style (or Integrity-Protecting Prana and a Wood Dragon Charm), and I feel like your first SMA Form should be a bigger deal than that.

The shadowland effect deserves some explanation. My understanding is that the presence of the Pole of Earth helps heal shadowlands on the Blessed Isle. It seems in-theme, and it's a capability I'd like to have, but it needs to avoid stomping all over the Solar Circle Sorcery spell that does this, and explain why Sidereals with this Charm wouldn't just have repaired every shadowland in Creation. Compared to the Solar sorcery version - well, here are my notes from when I wrote it.

In comparison to Cleansing Solar Flames, this is the same speed at E5, faster for Elders, and it doesn't make you quite so vulnerable. However it also has a really good chance of killing you, with any shadowland of significant size, unless you have someone capable of healing a lot of aggravated damage. If you have a really good healer you can close really big shadowlands, but it needs to be a really good healer. The Wood Aspect agg-damage conversion Charm costs 1WP for every aggravated health level healed; to heal the Font of Mourning (looks like about fifty thousand square miles on the map) at E5, it'd take you ten thousand minutes (about a week), and you'd need to fix ten thousand ahls at some point. Which means someone's paying an aggregate of ten thousand WP. So you need a pretty good fraction of all the Wood Aspects in the world ready to heal you for that week.

Stick the Sidereal in Celestial Battle Armor and have a Solar on hand with their agg-negator, which they'll use every 10 minutes, and you might do a bit better - but it'll still cost the Solar 17m per 10 minutes (Wound-Cleansing Meditation + Instant Treatment Methodology). This is better, but likely to be very difficult to sustain for a week. But you can probably do it for an hour or so and cleanse 300 square miles of shadowland, which is a good start. That's about 100m. A Solar Circle sorcerer doing the same thing would use... 100m (50 base, + 5*10 = 50) for every 50 square miles past the first.)

So, that was my argument for the balance of this effect. I think it makes sense that while Sidereals with this might have been able to close minor shadowlands, they just don't have the backing and allies to close the big ones. It'd be easier with Solars on the team - just like everything else - so there's a temptation there :smallwink:

The Elder Sutra of Creation: Climbing her tower, she looked skyward, and saw emptiness.

FOUR FULCRUMS MASTERY
Cost: 3m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive (Step 1 for attackers, Step 2 for defenders)
Keywords: Combo-OK, Obvious, Sutra
Duration: Instant
Prerequisite Charms: Incarnate Omphalos Form

She hung a bright golden lantern in the heavens, to keep the shadows far away...

The martial artist focuses her Essence through her core of being, channelling it further into one of four paths, provoking the veins and chakras related to that path to glow with pent energy for a moment before coalescing into a glowing white-gold orb set into one of her extremities. This Charm can be activated whenever the martial artist channels one of her Virtues to aid an unarmed attack or one of her unarmed DVs, doubling the number of dice added by the channelled Virtue. These additional dice do not count as dice granted by Charms. This Charm can also be used at a reduced cost of just one mote to enhance any Virtue roll, converting the entire Virtue dice pool into automatic successes.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Solar Caste of her choice, and her anima takes on a Solar aspect. It appears in every way to be a Solar anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Solar, and she becomes able to stunt her Charms as having a Solar aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Solar Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

Although it has only become a useful tactic in recent years, the martial artist can also use this Charm to mimic an Abyssal of any Caste, in the exact same fashion.

When used by a Solar (or Abyssal, as appropriate), this charm DOES allow her to change her anima power to match the new aspect. Finally, a Lunar using this charm in the presence of their Solar mate, and choosing their mateís caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: If the Sidereal uses this Charm more than once in a single action, she may spend one point of temporary Willpower when her DV refreshes in order to regain spent Virtue channels. The number of channels regained is determined by the manner in which he channelled her Virtues, as detailed below, and the martial artist may choose which Virtues are renewed. The base number of channels regained is one, and the modifiers below stack.
ē Channelled at least two different Virtues: +1 channel regained
ē Channelled both Compassion and Valor: +1 channel regained
ē Channelled both Conviction and Temperance: +1 channel regained
ē Channelled any Virtue to enhance an attack or defence against a character with abnormal (or no) Virtues: +1 channel regained

Comments:
Straight-up copy from Revlid's style, 'cause I actually really liked this one. Now goes with the Solar disguise, because it works with the counting and the Unconquered Sun is all about the Virtues :smallwink:

TRIUNE CONSTELLATIONS' VISION
Cost: 5m, 1wp Ability Mins: Martial Arts 5, Essence 4
Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious, Sutra
Duration: One scene
Prerequisites: Incarnate Omphalos Form

... and a clock that sparkled with uncounted points of light, to tell the time...

The stars rise, shine bright, and fall. So too the fate of heroes. Activating this Charm, the martial artist's skin blooms with traceries of stars and silver lines, a glittering constellational armature. One constellation glows and lifts brightly from each of her palms, and a third from above her heart; these hang in the air above the battlefield, visible to all.

On activating this Charm, the martial artist defines three narratives - Ascending, Resplendent and Descending - each within the scope of a single constellation. These narratives must be story-based in nature, not mechanical - for example, "Strength In Unity" is a valid narrative (under the Pillar), or "Reckless Berserk Rage" (under the Shield), but "Archery" is not. Actions by any participant in the scene gain -1 TN (to a minimum of 4) if they align with the Ascending narrative, and +1 TN (to a maximum of 9) if they align with the Descending narrative. Actions aligned with the Resplendent narrative have their TN set to 7 regardless of any other TN-altering effects that might be in play. Everyone affected by these narratives is instinctively aware of them.

Finally, the martial artist may use this Charm in a different manner, increasing its duration to Indefinite, changing its Speed to 6, removing the Obvious keyword, and setting its cost to 5m. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Sidereal Caste of her choice, and her anima takes on a Sidereal aspect. It appears in every way to be a Sidereal anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Sidereal, and she becomes able to stunt her Charms as having a Sidereal aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Sidereal Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Sidereal, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Nocturnal using this charm in the presence of their Sidereal Companion, and choosing their Companion's caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: Due to her experience with astrological effects, the Sidereal may choose to exempt particular entities from any of the narratives on an individual basis (typically, she will exempt her allies from the Descending narrative and her enemies from the Ascending narrative), provided she is aware of those entities at the time the Charm is activated.

Comments:
The original Sidereal-disguise Charm was a perfect defense that only worked on creatures outside Fate. Not really interested, especially this high up in an SMA - I think I liked Crane Style's perfect better, increasing cost and all.

So, group buff/debuff Charm instead. This one's a Simple activation and costs WP, and I think I was considering sticking a Shaping keyword on it at one point as well (however, TNs are not a trait, as noted under Sidereal astrology, so certain Shaping defenses still wouldn't work against this). Thoughts? I know Lix disallowed an SMA that had a lot of these effects (Ivory Dice, I think?), but this one is considerably more mild, from memory.

TWIN-FACED MOON DECEPTION
Cost: 5m (+1wp) Ability Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisite Charms: Incarnate Omphalos Form

... and a silver mirror, to reflect all she had made.

Upon activating this Charm, the martial artistís actions become fluid and smug, and she seems to seat herself upon the very ether, reacting to blows with a lazy twirling orbit. Until her DV next refreshes, she ignores all penalties to her DVs, and removes the unexpected quality from all attacks made against her.

By paying 1WP in addition to the Charm's normal cost, the martial artist assumes the deadly secrets of the moon's hidden face. For the duration of the Charm, she may launch an unarmed counterattack in Step 9 of any attack directed at her. She may not direct such a counterattack against a given character more than once per activation, but does not need to use it to target the character that attacked her. Her strikes are seemingly whimsical and utterly unpredictable: she reflexively rolls to re-establish surprise following the normal rules before every such counterattack, and on a success, her attack is unexpected.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Lunar Caste of her choice, and her anima takes on a Lunar aspect. It appears in every way to be a Lunar anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Lunar, and she becomes able to stunt her Charms as having a Lunar aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Lunar Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Lunar, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Solar (or Abyssal or Infernal) using this charm in the presence of their Lunar mate, and choosing their mateís caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: While this Charm is active, any attacks the Sidereal makes which are unexpected cannot be traced back to their originator (including counterattacks granted by this Charm). The Sidereal radiates an air of injured innocence, deflecting all suspicion. This unnatural Illusion can be resisted, with respect to any particular attack, for 3WP.

Comments:
Partly the same as Revlid's original but removed the WP cost on the action-long penalty negation, and added a counterattack option. "Negate penalties for one action" didn't seem like enough for a Charm this deep in an SMA. Free surprise attacks are dangerous, but it costs WP to set up, can only target each enemy once/action, and she has to roll for surprise every time - it's not a freebie. I think it's considerably weaker than some of Maugan's high-end Charms, but let me know if it looks too strong.

PERFECTED DOME OF HEAVEN FORM
Cost: 8m Ability Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Combo-OK, Form-Type, Obvious, Shaping, Sutra
Duration: One Scene
Prerequisites: Four Fulcrums Mastery, Triune Constellations' Vision, Twin-Faced Moon Deception

She stood at the pinnacle and saw everything in the world...

Creation is myriad, but defined by the singular Loom of Fate. Assuming this Form, the martial artist becomes a living, changing tapestry of scenes, from the past and present of Creation and Yu-Shan alike - and it is hypothesized, although never proved, that these scenes may also grant insight into the future. Some practitioners retain their usual form except for the shifting tapestry of their skin - others become an inchoate column of light and holographic images and flexing silver strands. There are as many views of the Loom as there are observers.

To a martial artist employing this Form, all astrological effects - including Destinies, Fluctuations and the Destiny Background - are automatically Obvious. The area within (Essence) miles of the martial artist counts as being wholly inside Fate, and any regions that would otherwise be outside Fate are Obviously so, appearing as voids to the martial artist's enhanced awareness. Activation of this Form subjects all beings outside Fate in this area, whose Essence is less than the martial artist's Essence, to an unblockable undodgeable Shaping attack. If successful, this attack brings them inside Fate for the scene. Targets with equal or higher Essence to the martial artist may voluntarily accept the effect, and the martial artist may extend this effect past the usual duration of the Charm by committing a number of motes equal to the target's Essence. The martial artist may choose to suppress the Shaping attack on all targets by paying 1WP.

Time is merely a parameter of the Loom, and falls under the martial artist's control. Each of her blows are multiplied, echoing into the future. While this Charm is active, any attack roll by the martial artist against a foe repeats Step 7-10, as per the Solar Charm One Weapon Two Blows. Her fine control of the strands of the Loom also grants her the ability to locally modify Creation: once per activation of this Form, she may perform a Wyld stunt, using the rules from Graceful Wicked Masques p.119.

Sutra: While this Form is active, the Sidereal gains bonuses to astrology rolls as if she was standing in the chamber of the Loom, and can study the Loom directly as if she were present, furthermore reducing the time interval for all such rolls by one step (using the Crafting time intervals). Furthermore, if the Sidereal's Companion is present in the scene, he reduces the effective tier of his Fluctuations by one, both for setting the difficulty of the roll, and in determining the degree of its impact on the Loom.

... except her own shadow.

This line is not part of the official Elder Sutra of Creation. It is not known, or if known, it is not spoken. It has not mattered, for five thousand years. But with the Paradox Liberation, some Sidereal masters have found... something strange, in the art they thought they understood.

The martial artist may use this Charm in a special manner, removing the Form-Type keyword, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Nocturnal Caste of her choice, and her anima takes on a Nocturnal aspect. It appears in every way to be a Nocturnal anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Nocturnal, and she becomes able to stunt her Charms as having a Nocturnal aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Nocturnal Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Nocturnal, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Sidereal using this charm in the presence of their Nocturnal Companion, and choosing their Companion's caste as their own, also gains the new anima power in place of their own, if they desire it.

Comments:
I really disliked Two Worlds Form, so here we have a new one - the second of the anchor points that define Creation against the Wyld. I moved the ability to bring creatures inside Fate here, and added some Nocturnal/Sidereal-specific benefits.

Then there is a strong combat effect which Maugan suggested and still strikes me as... strong, but maybe ok for the penultimate Charm of an SMA - scene-long One Weapon Two Blows. This is really the core combat benefit of the Form - the inspiration behind it is (deja-fu (http://wiki.lspace.org/mediawiki/index.php/D%C3%A9j%C3%A0_Fu). I was originally considering an Extra Action Charm, like Hurricane Combat Method, but this also works for the "hit everything twice" effect.

The other big thing this allows is Wyld stunting. There is that five-dot hearthstone that allows it, and it seems in-theme with fine control of the fabric of causality itself, but... ok, not ok? Perhaps this Charm should be E5?


PRISMATIC ARRANGEMENT OF CREATION FORM
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 5;
Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Sutra
Duration: One scene
Prerequisite Charms: Perfected Dome of Heaven Form, Incarnate Omphalos Form

What a wonder!

All aspects are united as one, the whole greater than its parts. The Exalted of the Age of Sorrows could learn much from that lesson; perhaps the Maidens did not suggest this Style as the best place to start learning Sidereal Martial Arts because of its relative simplicity alone? This Charm has no effects in and of itself. Instead, upon activating it the martial artist chooses up to three other Form-type Charms she knows from either this Style or any mix of Terrestrial or Celestial Martial Arts Styles. These Charms are immediately activated at the normal cost, and ignore the normal restrictions on applying multiple Form-type Charms at once for as long as this Form is active. The maximum number of additional Form-type Charms the martial artist may have active at once is three, but she can swap out such Charms by simply activating other ones. Up to one Primordial Shintai may also be included, but it takes the place of one of the three permitted Form-type Charms.

In the case of mutually exclusive effects from two or more Form-type Charms, the martial artist chooses just one upon activation, and may alter her choice with a miscellaneous action.

Dynamic Form Transition:
Prismatic Arrangement of Creation From may be reflexively assumed without a Charm activation in the following ways:
ē If the practitioner fulfils the Dynamic Form Transition conditions of all of the Form-type Charms he intends to adopt in a single tick (a minimum of two Styles must be adopted in this way).
ē If the practitioner makes a successful unarmed attack against a character with a Motivation (or Urge) that is directly and overtly antithetical to Creationís continued existence, or an Abyssal Exalt.

Sutra: While in this form, a Sidereal reduces the cost of each Form-Type charm she knows by 5m, 1wp, although this cannot reduce their mote or willpower cost below 1, unless it was already zero.

Elder Sutra: Upon mastering Prismatic Arrangement of Creation Style, the Sidereal immediately acquires a positive intimacy toward "Creation". This intimacy does not count toward the normal limit on the number of intimacies one character can have. It cannot be removed or damaged in any way, though its context is decided by the Sidereal's player and can be shifted as normal, so long as it remains positive. The Sidereal may treat this intimacy as her Motivation for the purposes of determining stunt ratings and MDV bonuses; stunts to enhance a Martial Arts-based action that resonate with this Motivation furthermore double the bonus dice awarded (but not any other rewards).

Further, should the Sidereal teach the final Charm of this Style to a character who would normally not gain access to Sutras (such as a Solar, Abyssal or Lunar Akuma), he may impose a weakened version of this intimacy on them as part of learning the Charm. This version of the intimacy cannot be treated as a Motivation, and can be damaged as normal by unnatural mental influence, though every scene in which the character invokes a Charm from this Style counts as a scene spent rebuilding it.

Comments:
Direct copy from Revlid, since this was one of the major reasons I took the style :smallwink: I beefed up the benefit of the Elder Sutra a little (now it improves stunts protecting Creation), I can't see that being a major problem.

Also, once Glass finishes PAoC, she'd like to go for Maugan's rewrite of Obsidian Shards of Infinity (http://www.giantitp.com/forums/showpost.php?p=16137113&postcount=34). I think this was brought up before and while the response was generally positive, there were issues with a couple of the Charms, which I am happy to address if someone reminds me what they were :smallwink: (I didn't disagree with any of the comments, that I remember.) I think Draw Forth One Shard was the one that had major exploitability issues, if I'm remembering correctly.

The_Snark
2014-03-13, 02:59 AM
Well that's an interesting spectrum of opinion. :smalltongue:

Gives us a range to choose from!

I'll play around with various changes and see how they feel. Clover probably won't acquire this Charm for a looong time anyway, so it's mostly theoretical at the moment.

I do want to continue the training scene with Clover elsewhere/off-screen, but yeah, moving on to the new chapter is fine and awesome :smallsmile:

Here was what I had written for a Prismatic Arrangement rewrite a few months back - it is still WIP, but if I throw it to you guys maybe you'll help me finish it up :smallwink:

If Industrious/Crumplepunch/Edge are done with their section of the scene, we could move it to a Googledoc. Or just keep going in spoilers or something, I don't know if we'll want to bring the others back into it at some point.

First off, I want to note that I like this rewrite a lot; it seems to strike a good balance between useful/powerful effects, and not being broken or overly powerful at any one point. Most Charms are a collection of effects, which probably helps, and makes for an interesting pseudo-theme for the style. It feels like the right scale for a Sidereal Martial Art (one below elder Essence, anyway).

Initial thoughts below; if I don't mention a Charm it's because it seemed fine at first glance.

Five Elements Ascension: I share your trepidation about the penalty applied by Storm's Eye Kata - there is a bit of an up-front cost because you need to activate the base Charm first, but that's reflexive and doesn't cost that much; the effect still seems like something that'll get activated every time you're attacked. And it offers a choice of flurrybreaker/minor counterattack, too.

I think either raising the cost or lowering the effect (or a little of both) would be for the best. There are a couple of vaguely comparable effects in the Sidereal Charm trees (Unwavering Well-Being Meditation in Integrity, Impeding the Flow in Melee); both of them are decent if not extraordinary, and make a good baseline to aim for. (We don't want the effect to be worse, but we don't want it to be too much better either - this is an SMA Charm, but it also has several other benefits.)

2-3m for a -(Essence/2) penalty, or 3-4m for a -(Essence) penalty, feels like a better cost scheme to me, but that's just a first reaction. Thoughts?

Incarnate Omphalos Form: can you heal multiple levels of damage in a single action? The wording implies not, but it'd be good to specify either way.

Twin-Faced Moon Deception: eeeeee. Most of it looks good, but unexpected attacks are a dangerous thing to mess around with. Granted, they're not automatically unexpected, you could be flurrying attempts to re-establish surprise with attacks, and it's only one attack per target, butÖ still. If nothing else, it gives you a reason to roll for re-establishing surprise, something that you normally need to stunt if the terrain isn't friendly (with the understanding that STs will be less likely to accept the same stunt repeated over and over, because that isn't really surprising).

So yeah; I like the rest of it, but that part makes me a little nervy. Can you think of some other attack benefit to replace it with, maybe? Right now all I can think of is DV halving (a powerful effect against some enemies, but easily countered by anyone with penalty negators) or making the attack undodgeable or unblockable. (Maybe a random roll to determine which, in accordance with the unpredictability thing.) Neither of those feels quite right... maybe the unexpectedness is an Illusion too, and could be resisted via Willpower or other mental defenses?

Perfected Dome of Heaven Form: ... huh. Technically, I know that One Weapon, Two Blows is not a horribly expensive Charm (3m), but giving its effect still feels somewhat powerful. Then again, this is an unarmed-only style, and even with Perfected Kata Bracers unarmed attacks tend to have low-ish damage. In that context it's probably okay.

Crumplepunch
2014-03-13, 03:08 AM
Okay, insomnia is in full swing, time to read a martial art.

SEVEN FACETS UNDERSTANDING:
It's a neat Investigation/Occult Charm, I'm just not sure what it has to do with Martial Arts. I know SMAs get increasingly abstract, but don't they usually have at least some pretence of being combat based, even if only in metaphor?

Master Geomancy isn't an overwhelming ability, as most of its Procedures mimic natural Exalted abilities. A few applications stand out; you can use it to scry on miles-distant targets and enlighten mortals. You can also use it in conjunction with the Talisman procedure to make powerful good luck charms and walkaways.

Of course, as always, one of the best applications of mastering Thaumaturgy is being able to teach it.

SIX MATERIALS STANCE
Seems a little complicated, but not overpowered. Brasla recommends turning into jade as obviously the best.

FIVE ELEMENTS ASCENSION
This seems like several Charms in one, which it apparently is. Storm's Eye Kata in particular seems pretty hairy as a multi-function DV cap breaking flurry breaking non-Charm for 2m. Your notes say this was cheaper in the original style, but it still seems pretty wince-worthy to me.

Regarding the Sutra, it would be remiss of me not to point out that I just got done saying that unsoakable perfect counterattacks should be appropriately priced.

I think the demesne-detecting ability would look neater under Seven Facets Understanding, as that is a function of thaumaturgical Geomancy anyway.


INCARNATE OMPHALOS FORM
Sometimes transforming into a dragon seems like the very thing to do. Seems reasonable to me.

I was going to ask why the Sidereals haven't cleansed all the Shadowlands seeing as that falls within their job description, but you seem to have anticipated that.

As an aside, I should note that in 1e Cleansing Solar Flames worked on miles radius rather than miles squared, making it immensely more useful. I think the 2e writeup was another case of a writer not knowing what square distances look like (see also Sign of Warding).

I'll look at the Elder Charms later.

You may (or may not) be interested in some Jadeborn Charms (https://docs.google.com/document/d/1KO9Yjo9aXLJYNbSBiKT3Or7lRPBBeC2HDiB6K3A_6r4/edit) I wrote and modified to model Higher Geomancy. They're part of an ongoing rewrite I'm working on and I don't intend to use them in this game.

Since nobody has responded about the warstrider I'm guessing it's a bad idea and I'm going to take the Warrior Charms.

The_Snark
2014-03-13, 04:14 AM
Since nobody has responded about the warstrider I'm guessing it's a bad idea and I'm going to take the Warrior Charms.

Oh - forgot to answer that. I don't think warstriders would be a problem, they're more of a special tool for mass combat and siege warfare than a regular combat boost. (Unlike regular armor, you can't walk around in a warstrider all day, they take time to put on, and they're not ideal for facing human-size enemies anyway.)

Clover doesn't really know much about warstriders but would be happy to help if asked; I'm assuming that Brasla would want her to summon elementals? (She hasn't got any crafting expertise, so she's not much of an assistant.)

Crumplepunch
2014-03-13, 05:06 AM
Clover doesn't really know much about warstriders but would be happy to help if asked; I'm assuming that Brasla would want her to summon elementals? (She hasn't got any crafting expertise, so she's not much of an assistant.)

Yeah, I wrote up an unnecessarily complicated design process for the Warstrider.

Brasla needs water elemental assistance to retrieve a salt diamond from the bottom of the Western Ocean. It's not actually a component itself, it is used as a tool for repairing her broken AI core. Salt diamonds, mentioned in Savant and Sorcerer, cleanse objects of mystical impurities.

Also, I'm not entirely sold on using magical artifact gauntlets to replicate Creation of Perfection. Without them, Brasla would need help from a spirit to finish her mind-link conduit. A couple of Lesser Elemental Dragons have it, they would presumably require compensation for accepting temporary service. Joyous Youth Juritsu is probably the most benign suitable spirit, though I dread to think what he would ask in return.

Qwertystop
2014-03-13, 07:15 AM
Yeah, I wrote up an unnecessarily complicated design process for the Warstrider.

Brasla needs water elemental assistance to retrieve a salt diamond from the bottom of the Western Ocean. It's not actually a component itself, it is used as a tool for repairing her broken AI core. Salt diamonds, mentioned in Savant and Sorcerer, cleanse objects of mystical impurities.

Also, I'm not entirely sold on using magical artifact gauntlets to replicate Creation of Perfection. Without them, Brasla would need help from a spirit to finish her mind-link conduit. A couple of Lesser Elemental Dragons have it, they would presumably require compensation for accepting temporary service. Joyous Youth Juritsu is probably the most benign suitable spirit, though I dread to think what he would ask in return.

Wouldn't there also be the problem of getting to the Western Ocean while also defending Gem?

Crumplepunch
2014-03-13, 07:22 AM
Wouldn't there also be the problem of getting to the Western Ocean while also defending Gem?

Nope. That's the elemental's job.

Lix Lorn
2014-03-13, 09:31 AM
(bursts into laughter, adds one to counter)

(Also warstriders are fun)

Imrix.
2014-03-13, 12:31 PM
I literally burst out laughing when I saw Crumple's post.

Also: Hurray shiny BP, and now I have enough to pick up Foreign Whisper Games in time for the next downtime. IT BEGINS~

Actually, I'm unclear on the timing here, is there IC time to do some training for that prior to the new chapter? Could I retcon that in?

Lix Lorn
2014-03-13, 03:10 PM
Retconning things that haven't yet had an impact is fine. Especially dumb things like training times.

Crumplepunch
2014-03-13, 03:15 PM
Speaking of retroactive training I'll go ahead with the Warrior Charms for now. Brasla has been working on the Warstrider but it isn't yet completed.

She learns:

Precision Onslaught Technique
Charring Magma Blade
Inescapable Volcano Stance

Between the three she now has a pretty fearsome damage output. She can also set herself on fire, which, you know, whatever.

Gargulec
2014-03-13, 04:17 PM
Glimpse acquires Honey-Tongued Serpent Attack and Bitter Sweetness of Betrayal, making her even more nightmarish when trying to screw your life immensely.

Lix Lorn
2014-03-13, 04:18 PM
Saera: but but my thing

industrious
2014-03-13, 04:30 PM
Oh, yeah, we're using Solar costs. Picking up those two Charms just means I have...19 BP left.

What should I get? I could go for Essence 5, but I'm waiting to stunt that happening. I could get the ability to inflict environmental trauma by punching things...

What do we need to shore up, party-wise?

Crumplepunch
2014-03-13, 04:31 PM
Saera: but but my thing

Oh fine.

She can't really set herself on fire.

She can partially transform herself into magma (https://www.youtube.com/watch?v=UNJU-5vCrJc).

I've seen One Piece, I know how these things stack up.

Seriously though, the effect is +Valor in lethal damage to natural attacks (or weapons, if she transforms them instead.) It's useful but not terribly interesting, the visual effect is cooler than the mechanics.


What do we need to shore up, party-wise?

I'm not familiar enough with Nocturnals to make any recommendations, but Ashur leaving set us back an army of tiger warriors. How are Nocturnals on that, and more importantly would that be appropriate for Victory?

Qwertystop
2014-03-13, 04:43 PM
I'm not familiar enough with Nocturnals to make any recommendations, but Ashur leaving set us back an army of tiger warriors. How are Nocturnals on that, and more importantly would that be appropriate for Victory?

Training Charms are page 150 of the PDF (by the way there's a PDF (http://forums.whitewolfarchive.com/defaultefe3.html?g=posts&t=81949) as of September last year).

industrious
2014-03-13, 05:08 PM
Falling Star Endowment allows me to train War, Strength, Stamina, Drill, and other Abilities at speed, but I can't do anything to speed Melee training unless I purchase the Charm twice, and even then I can only provide specialties.

Crumplepunch
2014-03-13, 05:16 PM
Falling Star Endowment allows me to train War, Strength, Stamina, Drill, and other Abilities at speed, but I can't do anything to speed Melee training unless I purchase the Charm twice, and even then I can only provide specialties.

That seems to be just the thing, if you're willing to take it. For actual combat Abilities we can rely on conventional training and the Terrestrial Reinforcement of our DB allies.

industrious
2014-03-13, 07:55 PM
Okay. I'll purchase those (and thus provide justification for Brasla raising martial arts/athletics raising?) Charms.

Getting Courtesan and Artisan Meditation, Limitless Cosmos Expansion, Dashing Meteor Speed, and two purchases of Falling Star Endowment, for 15 BP.

Crumplepunch
2014-03-15, 06:47 AM
Hm, it's possible that I didn't think this throwaway joke through. Not sure if Brasla can hear the magic voices from underground. Her Wits+Investigation pool is tiny anyway.

Also hey, two people we don't know are fighting over there.

Lix Lorn
2014-03-15, 04:04 PM
If it helps, it was a really funny throwaway joke.

Gargulec
2014-03-15, 05:34 PM
Okay, time for a roll that I will need for my Unholy Unwitting Pact and 2 motes on an excellency...

[roll0]

Imrix.
2014-03-16, 03:20 PM
[roll0] behold my glorious incompetence 2; the incompetencing

Crumplepunch
2014-03-31, 01:49 PM
Oh hey, forum's back. Where were we?

Lix Lorn
2014-04-01, 02:09 PM
I believe we were failing to pass perception tests about the massive fight going on in the distance. :)

Edge
2014-04-01, 02:19 PM
Sounds about right.

I'm dealing with some health issues at the moment, but on the upside that means I have plenty of free time. I'll see if I can't get Ivory doing something tomorrow, and decide what to spend the latest batch of BP on.

Lix Lorn
2014-04-01, 02:24 PM
Nice to see you, and hope the problems go away :)

Crumplepunch
2014-04-01, 06:34 PM
You mean that Wits+Investigation roll you said we couldn't possibly pass and that would derail the plot if we somehow did succeed? That roll?

Okay, I'll get right on that, I guess.

[roll0]

The_Snark
2014-04-01, 06:51 PM
I think that roll was only for Shah (and maybe other people who can see what's going on), though I could be wrong.

On which note - how much downtime did we have? I had intended to pick up The Faithful Ally or a similar communication spell, so that we don't have to rely on Janna as our sole means of communication, and also because effortless telepathy is really useful. It'd also give Shah a potential way to contact other people and let them know what's up.

That said, it takes two weeks to learn, and would take another few days to cast; and it involves painting a magical tattoo (which serves as an arcane link) on both people. Obviously not a big deal to Clover, but some people might be a tad edgy about it.

Edit - Looking at the spell, it also can't link more than 5 people (counting Clover herself), so maybe it's not the best pick for an inter-party communication spell (as handy as telepathy is). Eye of Alliance doesn't have that limit, and would provide us with essentially a sorcerous cell-phone network; that might work better...

Lix Lorn
2014-04-01, 07:34 PM
Yup! That roll. xD

(If you did derail the plot I'd deal with it somehow. I mean, you already did this once. :smalltongue:)

Training times bug me a bit, so... you should always have time to train at least one (1) thing, unless I'm specifically saying there's no time.

The_Snark
2014-04-05, 01:25 AM
Good to know.

Any opinions from fellow players on which communication spell to go for? Clover could use The Faithful Ally to link up to four people; she'd most likely pick Ivory, Shah, Glass, and one more to be determined. (Glass still makes her a bit nervous, but is also clearly an important organizer-person who shouldn't be left out of any communication network.) The last could be Demise, Brasla or Victory - Clover hasn't interacted with any of them much yet, and has no preference. This would let those four people communicate with Clover telepathically across any distance.

Eye of Alliance would provide us all with stones we can use to talk to one another whenever we're within 1 mile; they can send messages longer than that but it costs motes to do so.

Recaiden
2014-04-05, 10:23 AM
Eye of Alliance seems like the one to go for.

industrious
2014-04-05, 11:58 AM
I agree; Eye of Alliance sounds more useful.

Crumplepunch
2014-04-05, 12:42 PM
Eye of Alliance sounds better because it has been upgraded for the Book of the Emerald Circle, and Faithful Ally misses out because there is no Book of the Sapphire Circle.

I'll think about writing something to bring it in line later, but I think as a Celestial spell it should at least have all the powers and benefits of Eye of Alliance, plus the teleportation function.

Imrix.
2014-04-05, 09:29 PM
Yeah, Eye of the Alliance seems the way to go, although for the record, Shah would have no problem with having a magic tattoo painted on her - by Clover, at least.

Lix Lorn
2014-04-05, 10:12 PM
Shah would have no problem with having a magic tattoo painted on her - by Clover, at least.
...
:smallamused:
shiiiiiiiiiiip

Crumplepunch
2014-04-06, 07:44 AM
I venture to suggest that after all this time everyone who is going to post in the IC has done so. It's hard to react to something that none of the characters can see. Brasla's inside and underground, and she's going to continue her thing until she has reason to stop.

Lix Lorn
2014-04-06, 03:15 PM
I guess. It bothers me to go and make a post when literally no-one replied to it.

Crumplepunch
2014-04-06, 03:20 PM
I could post if you like, but I'm not sure what I could say.

The_Snark
2014-04-06, 07:17 PM
I've been talking about spell selection rather than posting IC because the presence of a communication spell could make a big difference here - if Shah can take a second to contact the others and say "hey, there's a Solar fighting a demonic-looking Exalt a few miles out from the city walls" then that'll probably influence the next few posts.

Eye of Alliance has been added to Clover's sheet; I am assuming that all PCs (minus Cam and the new pair, because they aren't in the city) plus the Despot have a stone to communicate. Full details can be found here (https://docs.google.com/document/d/11I0xCPgAS3ZhxGvTlBoePOuaDqgpyWs13jVKhJ4c8hM/edit?pli=1#), but a quick summary:

Each participant in the spell now possesses a small many-faceted crystal, which can be set in a hearthstone socket or simply held/carried. It costs 1m to attune.

You can use the stones to communicate verbally with any or all other stones. If you hold the stone up to an eye while another person does the same, you can see through their crystal. Both of these functions have a range limit of 40 miles. If you spend 5m, you can send a brief message across any distance. Social attacks function normally through the stonebut can't be enhanced by non-Excellency Charms.

Each stone counts as an arcane link to all participants.

The stones form a subtle emotional link between the bearers; they may make Read Motive actions at any distance, even if not interacting. If they are interacting, they gain (Essence) bonus dice on such attempts. And yes, this probably factored into Clover's decision to learn this spell instead of a different communication spell; she is sneakily trying to get people to understand one another and get along better. :smallamused:

Anyway. Now I'm off to try to draft up an IC post.

Ifni
2014-04-07, 02:41 AM
she is sneakily trying to get people to understand one another and get along better. :smallamused:

... huh. So that martial arts advice was actually good for her? :smallwink: (Both Crane and Victorious Concession really do start with a "be aware of other people" surprise-negator Charm...)

We should continue that scene at some point, I'm just bad at writing MA training montages.

Eye of Alliance looks very nifty.

Part of the lack of IC posting from me is because I also feel like I should figure out which new Charms I have before posting IC. But that's my fault, I need to just take the time to figure out what I'm learning. I'll try to do so in the next day or two, but the last few weeks have been hectic and the coming one may not be much better (my usual habit of catching up on weekends has been screwed up by the fact that it's been a month since I had a weekend when I wasn't traveling).

Imrix.
2014-04-07, 08:39 AM
I've been talking about spell selection rather than posting IC because the presence of a communication spell could make a big difference here - if Shah can take a second to contact the others and say "hey, there's a Solar fighting a demonic-looking Exalt a few miles out from the city walls" then that'll probably influence the next few posts.Yes, that changes things, it'll give me enough to work with. Expect a post later today.

Crumplepunch
2014-04-07, 07:27 PM
I'm just calling it now, these guys seem a little bit too dramatic.

Imrix.
2014-04-07, 09:32 PM
Commence wild mass guessing!

Tuppence says they're an Ellogian amateur dramatics troupe.

Lix Lorn
2014-04-07, 11:22 PM
I'm just calling it now, these guys seem a little bit too dramatic.
(snrks)
Yes, cause I'm normally so subtle. :smalltongue:

Ifni
2014-04-08, 09:49 PM
Finally got around to replying to the feedback on PAoC, only... six weeks later :smallredface: Sorry guys.

Lix, since the comments so far were fairly minor, I would appreciate it if you have time to take a look and let me know what can be approved and what needs to change - if this rewrite is approved, it will modify Glass' Charms quite a bit. I've included a clean copy of the current version of the rewrite (without my notes) in the post below.

(Relative to the last version, I have added a possible sutra benefit to Incarnate Omphalos Form, clarified the healing on Incarnate Omphalos Form, and increased the cost of Storm's Eye Kata.)

Also, asking again about Maugan's rewrite of Obsidian Shards of Infinity (http://www.giantitp.com/forums/showpost.php?p=16137113&postcount=34). This was brought up before and the response was generally positive, but I'd like to know if it's approved for use, and if not, where the problems are. (My memory is that Draw Forth One Shard was problematic, but in a fairly easily fixable way - I just want to check if the problems I'm seeing are the same that other people are seeing.)

EDIT: Ah, on rereading... for one thing, I probably want to make Vanished Within The Glass Step 1. Even at E6, I strongly do not like Step 10 effects with no way to resist other than "don't get hit at any point in the fight". (Sticking a Keyword on it might also work, but the obvious one is Shaping and I don't really want my E6 SMA Charm to bounce completely off IPP :smallwink:)

@The_Snark:

First off, I want to note that I like this rewrite a lot; it seems to strike a good balance between useful/powerful effects, and not being broken or overly powerful at any one point. Most Charms are a collection of effects, which probably helps, and makes for an interesting pseudo-theme for the style. It feels like the right scale for a Sidereal Martial Art (one below elder Essence, anyway).

Thanks! :smallsmile: That is very good to hear.


Five Elements Ascension: I share your trepidation about the penalty applied by Storm's Eye Kata - there is a bit of an up-front cost because you need to activate the base Charm first, but that's reflexive and doesn't cost that much; the effect still seems like something that'll get activated every time you're attacked. And it offers a choice of flurrybreaker/minor counterattack, too.

I think either raising the cost or lowering the effect (or a little of both) would be for the best. There are a couple of vaguely comparable effects in the Sidereal Charm trees (Unwavering Well-Being Meditation in Integrity, Impeding the Flow in Melee); both of them are decent if not extraordinary, and make a good baseline to aim for. (We don't want the effect to be worse, but we don't want it to be too much better either - this is an SMA Charm, but it also has several other benefits.)

2-3m for a -(Essence/2) penalty, or 3-4m for a -(Essence) penalty, feels like a better cost scheme to me, but that's just a first reaction. Thoughts?

Yeah, I think I agree. I think I'd rather go with the 3-4m for a -(Essence) penalty, to make it rarer (and more impressive when used). I'm leaning toward 4m - the basic Solar flurrybreaker is 3m, and "useful-at-all-levels basic combat competencies for cheaper than the native Solar charmset" should not be the niche of SMA. That said I could probably be persuaded back to 3m if you think it would be better :smallwink:

(Note that the way this is written, starmetal PKBs won't work to lower the cost of this effect.)


Incarnate Omphalos Form: can you heal multiple levels of damage in a single action? The wording implies not, but it'd be good to specify either way.

My intention was not, but I can clarify.

This might be a possible sutra benefit, allowing Sidereals to spend extra motes for better healing. Another option would be to allow some limited free regeneration to Sidereals. Neither are super interesting but both would be useful. Any thoughts, on that or other sutra benefits?


Twin-Faced Moon Deception: eeeeee. Most of it looks good, but unexpected attacks are a dangerous thing to mess around with. Granted, they're not automatically unexpected, you could be flurrying attempts to re-establish surprise with attacks, and it's only one attack per target, butÖ still. If nothing else, it gives you a reason to roll for re-establishing surprise, something that you normally need to stunt if the terrain isn't friendly (with the understanding that STs will be less likely to accept the same stunt repeated over and over, because that isn't really surprising).

So yeah; I like the rest of it, but that part makes me a little nervy. Can you think of some other attack benefit to replace it with, maybe? Right now all I can think of is DV halving (a powerful effect against some enemies, but easily countered by anyone with penalty negators) or making the attack undodgeable or unblockable. (Maybe a random roll to determine which, in accordance with the unpredictability thing.) Neither of those feels quite right... maybe the unexpectedness is an Illusion too, and could be resisted via Willpower or other mental defenses?

My feeling was that if you are fighting someone who's this deep into an SMA with no surprise negator, you kind of deserve what you get - it's a weakness that can legitimately be exploited at this point. And it's a max of one attack per target per action, and the Sidereal has to be attacked first, and it costs WP, and you have to roll to establish surprise.

I think making the attack undodgeable or unblockable would be more dangerous, at least fighting Exalted foes - surprise negators are generally a lot more accessible and cheap than ways to stop unfooable attacks, although yes you'd get to apply one DV.

I wouldn't be too averse to making it an Illusion where WP can be spent to resist, if the WP cost was fairly high (3WP, like the sutra?) There are Charms that are scenelong just-say-no to Illusions, but they're a lot less common than surprise negators :smallwink:


Perfected Dome of Heaven Form: ... huh. Technically, I know that One Weapon, Two Blows is not a horribly expensive Charm (3m), but giving its effect still feels somewhat powerful. Then again, this is an unarmed-only style, and even with Perfected Kata Bracers unarmed attacks tend to have low-ish damage. In that context it's probably okay.

The dangerous combination here is Violet Bier of Sorrows Form + Perfected Dome of Heaven Form via Prismatic Arrangement of Creation Form. That gives basically Overwhelming 10 on all attacks at E5, which is pretty nasty. But when you're fighting an SMA master merging the final two Charms in an SMA with Saturn's personal art, it should be scary. I think this is probably okay for that reason - it's a strong synergy, but it requires a lot of investment. That said, would be happy to hear your feedback.

@Crumplepunch:

It's a neat Investigation/Occult Charm, I'm just not sure what it has to do with Martial Arts. I know SMAs get increasingly abstract, but don't they usually have at least some pretence of being combat based, even if only in metaphor?

The first Charm in Quicksilver Hand of Dreams is a Permanent improvement to your perceptions and ability to handle dreamstuff, and at a CMA level, the first enlightening Charm just lets you see dematerialized spirits. I think there's precedent for this one.


FIVE ELEMENTS ASCENSION
This seems like several Charms in one, which it apparently is. Storm's Eye Kata in particular seems pretty hairy as a multi-function DV cap breaking flurry breaking non-Charm for 2m. Your notes say this was cheaper in the original style, but it still seems pretty wince-worthy to me.

It would actually be better for me if it was a Charm activation as then I could use Perfected Kata Bracers to reduce its cost :smalltongue: It was just harder to write that way (and also even more broken). In the original version, it was a Charm activation but only cost 1m if you had the Form up, including the Indefinite version of the Form (corresponding to disguising oneself as a Dragon-Blood, which is the best disguise of all of them from a social point-of-view).

As per The_Snark's comment above, I'll probably raise the cost on this to 3-4m.


Regarding the Sutra, it would be remiss of me not to point out that I just got done saying that unsoakable perfect counterattacks should be appropriately priced.

I actually dialed this down somewhat from Lix's original sutra houserule (link (https://docs.google.com/document/d/1lR4v5z3XnPe60u-mDgNS6OX1MOKdfDNKwHWBAzy5-io/edit)), which was just "everyone who strikes her takes 1A damage that ignores soak and hardness", and also added to her attacks. (I removed the latter function because I could not figure out a clean way to handle attacks that deal more than one kind of damage, and made it once/tick/attacker so it wouldn't be awful for people using flurries.) Although I might have misunderstood "strike" - Lix, if it was meant to mean "hit", rather than "attack", I can change my clarification to match, but in that case I might remove the once/tick cap.

The mechanics are modeled off Shield of Destiny, which is the Sidereal post-soak-damage-reducer; absorbed damage can be released as a counterattack that is unblockable, undodgeable, and ignores soak and hardness. Shield of Destiny is 3m1wp, but actually absorbs damage, works on any damage (as opposed to the elemental aura which is ignored by range weapons or anything with an R tag), and can do a lot more than one die.

Since the effect of this caps at one die of damage per action per attacker, I don't think it needs to be given a per-use cost - it's very difficult for this to be the thing that swings a fight (I can't see it doing on average more than 1-2 levels of damage in a fight, to a single opponent - it's pretty rare to have fights where people get 5+ actions in). That said, if you disagree, let me know and we can discuss.


I think the demesne-detecting ability would look neater under Seven Facets Understanding, as that is a function of thaumaturgical Geomancy anyway.

Mmm. I was trying to avoid adding more stuff to Seven Facets Understanding; I quite like this ability here, as an elemental-themed expansion to SFU's sensory abilities (this does have SFU as a prereq). If we move it, I wanted some kind of minor-but-thematic out-of-combat elemental-themed power here, like Six Materials Stance helping crafting with the magical materials. Any suggestions?


I was going to ask why the Sidereals haven't cleansed all the Shadowlands seeing as that falls within their job description, but you seem to have anticipated that.

/secret fate ninja powers

But yeah, the reasons are (a) concern for their own skins, and (b) lack of sufficient Exalted backup. We have precedent for these causing trouble for post-Usurpation Sidereals before :smallwink: (And yes, I'm making a political point here.)


As an aside, I should note that in 1e Cleansing Solar Flames worked on miles radius rather than miles squared, making it immensely more useful. I think the 2e writeup was another case of a writer not knowing what square distances look like (see also Sign of Warding).

Good to know. Although Cleansing Solar Flames is still a decent spell if you want to cleanse shadowlands - I had a Zenith who was aiming for Solar Circle Sorcery pretty much for that one spell, and have an Eclipse who's going to hate herself for not favoring Occult once she finds out the spell exists :smallwink:


You may (or may not) be interested in some Jadeborn Charms (https://docs.google.com/document/d/1KO9Yjo9aXLJYNbSBiKT3Or7lRPBBeC2HDiB6K3A_6r4/edit) I wrote and modified to model Higher Geomancy. They're part of an ongoing rewrite I'm working on and I don't intend to use them in this game.

These are neat, thanks. The one about making yourself into a manse and growing a hearthstone was in at least one revision of Prismatic Arrangement I've seen - it's a cool idea.

Ifni
2014-04-08, 10:23 PM
Prismatic Arrangement of Creation
(heavily borrowed from Revlid, including the initial discussion, which is a direct quote - unfortunately I cannot link the original style due to lack of wiki.)

Sidereal Martial Arts each mimic some essential principle of existence, as dictated by the periphery of samsara, such as disease, or love, or rebirth, or time, or consumption, or profanity. These arts are transcendently difficult to learn, and even harder to devise. Quite aside from the metaphysical reasons for this, the practical issues should be obvious; when learning Crab Style, a martial artist might mimic the oblique movement, the snapping pincers and the hardened shell of the crab. When learning Effacious Bureaucrat Style, a martial artist might emulate the precise fussiness and brusque motions of the bureaucrat. What movements or Essence patterns are there to mimic in a martial art designed to channel the principles of fame or change? Very few Sidereal Martial Arts have a physical element to their origins.

The most notable exception to this rule is Prismatic Arrangement of Creation Style, which emulates the principle of Creation. Not creation, the act of building new things, but Creation itself, the centre of all existence, the emerald pole star of the Wyld, the axis on which causality and linear time turn, child of Cytherea and Gaia, marked as a principle in its own right by the decree of the Empyreal Chaos and his whole court.

This physical element (along with its minimum Essence, which is the lowest of any recorded Sidereal Martial Art) makes it easier to learn than most other styles of its tier. Any pupil can draw on their every experience with Creation and Yu-Shan as a point of emulation; they grew up with the relevant Essence patterns literally surrounding them. Indeed, this Style is recommended by most Sidereal sifus (and the Maidens themselves, for all that matters) as the best Style to begin oneís initiation into Sidereal Martial Arts.

Some claim that the Style was actually the first Sidereal Martial Art to be devised, shortly after the Primordial War, when a Sidereal veteran stood atop the Omphalos and looked out upon the entirety of Creation at once, using astrology to overcome the draw-distance limits of the pattern spiders. She was overwhelmed with inspiration, or so the story goes, for a thousand different Celestial Styles and a thousand thousand Terrestrial Styles; but in the end, was able to express her awe in just one.

Weapons and armor: Prismatic Arrangement of Creation Style cannot be practiced in armor, and has no form weapons.

Complementary abilities: Despite containing precepts from literally every corner of Creation, Prismatic Arrangement of Creation Style requires no abilities outside of Martial Arts.

The Studentís Sutra of Creation: Once, there was an emerald maiden...

SEVEN FACETS UNDERSTANDING
Cost: 1m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Sutra
Duration: Instant
Prerequisite Charms: One complete Celestial martial art (all Charms)

... and where she trod, in her wanderings, a rainbow of flowers bloomed.

Creation lives, and knows itself.

Activating this Charm causes the martial artist's eyes to glow emerald green, and provides her with a brief flash of direct perception and communication with the least gods that animate the world. This communion allows her to perceive the nature and recent history of any single object or area defined by a least god, by rolling (Perception + Martial Arts). The difficulty is generally 1, although for artifacts it is equal to 1+artifact rating.

Success informs the martial artist of the specific purpose of the object/area, if such exists, whether it is currently damaged, and a narrative description of any special powers and how to activate them (but not details of the mechanics of those powers or their activation). For example, this Charm might return "the purpose of this goblet is to heal, and it demands sacrifice", but not "if an object is placed in this goblet and burned, the goblet will fill with an elixir that heals a number of health levels equal to the Resources cost of the object sacrificed".

Threshold successes allow the martial artist to discern recent events in the history of the object or area, over a period of time set by the number of threshold successes:


Sux
Period


1
10 minutes


2
1 hour


3
1 day


4
1 week



For higher threshold success values use the table on p.192 of MoEP:Sidereals, with the number of threshold successes corresponding to 5+(the number of effect points required).

Results for longer time periods grow increasingly vague; the martial artist might perceive the last ten minutes of the item's existence with perfect clarity, but a year's history will cover only major events (for example, a change in metaphysical ownership). Receiving this information consumes one Simple action per threshold success, during which the martial artist can take no other non-reflexive actions (although the martial artist may always terminate this process early, choosing not to receive all the available information; they receive the information for the time period covered by the threshold successes actually used, starting from most recent events and working backward).

In addition, as a permanent upgrade to the martial artist's competence, learning this Charm grants the effect of a Master's degree in the Art of Geomancy. The martial artist may also spend motes to replace the Resources cost of Geomancy rituals, as per the rules prior to the 2.5 errata.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above. Instead, the martial artist's anima becomes a rainbow swirl that contracts into her abdomen before vanishing entirely; for the duration of the Charm, the way the martial artist's Essence manifests is altered. Her Caste Mark does not appear, and her anima is replaced by a godly aura of power (the appearance of this aura is up to the martial artist, but is always vibrant). Direct analysis of her Essence reveals her to be a god or godblood, and all of her Charms register as Spirit Charms of some variety. This use of the Charm is not Obvious to Essence sight.

Sutra: The Sidereal gains -1 TN on rolls to destroy or repair an object analyzed with this Charm, and any Destinies laid on the object or area become Obvious to her.

SIX MATERIALS STANCE
Cost: 2+m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Stackable, Sutra
Duration: One scene
Prerequisite Charms: Seven Facets Understanding

She paced out foundations shining and immutable...

The bones of Creation are forged from the magical materials. Activating this Charm, the martial artist transmutes her own flesh into a living semblance of the sacred metals. Her skin and hair takes on a glittering, polished, faceted appearance, and when she uses Essence, sparks of light crackle and sublimate from her body. The more extreme changes depend on which metal, or metals, she chooses as the focus of her emulation. Each of the following powers costs 2m; subsequent activations of the Charm may add new powers for the same cost. Any power may be dismissed by de-committing the motes associated with it.

Orichalcum: The martial artist's head and torso transmute to layers of shining orichalcum. The martial artist gains (Martial Arts + Essence) armored soak and (Martial Arts) Hardness, which does not interfere with the use of martial arts.
Moonsilver: The martial artist's limbs stretch with a deadly elasticity, flowing like moonsilver streams. Her unarmed attacks gain the Reach tag, and increase their range by (Essence) yards.
Starmetal: Delicate threads of starmetal veil the martial artist's eyes and wrap around her joints; when she moves, she seems to flicker weirdly through space. She automatically and perfectly maintains her balance, and ignores all falling damage.
Jade: The martial artist's lower body takes on the mien and solidity of jade of all five colors. She perfectly ignores Knockback effects and any penalties stemming from fatigue.
Soulsteel: The martial artist's shoulders and hips are reinforced with the wailing darkness of soulsteel. She counts 10s as two successes on damage rolls.
Adamant: The martial artist's hands and feet erupt with indigo shards of crystal. Her unarmed attacks gain the Piercing tag.

When all six powers of this Charm are active, the martial artist is considered to have access to an exceptional workshop for any crafting roll involving the magical materials.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above. Rather than obviously transmogrifying into a composite of all six magical materials, the Sidereal appears as herself, with a body formed from a single, flexible piece of magical material, her organic Essence constrained into a single gem at the center of her forehead. Whether or not she changes this outward appearance, the way her Essence manifests is also altered; her Caste Mark does not appear, and her anima takes on an industrial appearance identical to that of an Alchemical Exalt of the appropriate Caste, although her anima power does not change. In fact, direct analysis of the Sidereal's Essence reveals her to be an Alchemical (though the most Creation-bound scholars would be able to do is note the Autochthonian aspect of the Essence, and will likely conclude she is a First Age automaton of some sort). Her Charms register as internal Alchemical Charms if directly analyzed. This use of the Charm is not Obvious to Essence-sight. When used by a Alchemical, this charm DOES allow them to change their anima power to match the new aspect.

Sutra: A Sidereal using this Charm gains the following enhancements:
Orichalcum: The granted soak may be considered either natural or armored, whichever is more beneficial to the Sidereal.
Moonsilver: The Sidereal's reach is increased by a further (Essence) yards.
Starmetal: The Sidereal exerts no weight on any solid surface.
Jade: The Sidereal also ignores knockdown and stunning.
Soulsteel: The Sidereal may drain 1m from an Essence-wielding target on a successful strike that deals damage.
Adamant: Rather than gain the Piercing tag, any soak applied against the Sidereal's attack is reduced by (Sidereal's Essence).

FIVE ELEMENTS ASCENSION
Cost: 5m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive
Keywords: Combo-OK, Obvious, Sutra
Duration: One scene
Prerequisite Charms: Seven Facets Understanding

... and circled them with rain and cloud, fire and thorns...

The foundational elements of Gaia's souls are the blood and breath of Creation. Invoking this Charm, the martial artist's form blurs and vanishes into a shifting vortex of the elements. She does not need to breathe; ignores environmental penalties for being underwater, in high winds or in a vacuum, or in extremes of temperature; and is immune to natural environmental damage. Additionally, the martial artist may invoke either of the following powers for the listed cost, which do not count as Charm activations:

-Storm's Eye Kata: (4m) The Northern point of the compass was carved with ice and wind, while the West was lathered with water and salt. The martial artist can use this power in Step 2 in response to any attack directed against her, as a shield of freezing water and buffeting wind swirls around her, applying an external, environmental penalty of -(Essence) to the attackís roll. In Step 9 of the attack (regardless of whether it hits or not), the martial artist may reflexively jump in any direction, propelled by her typhoon aura; this may interrupt a flurry, if it would take her out of the attacker's reach. If she chooses not to jump, the backlash of water and wind is instead directed at the attacker, forcing her to roll (Stamina + Athletics) at a difficulty of (martial artistís Essence Ė 1), or be knocked prone.

-Blood-to-Fire Prana: (1m) The Southern point of the compass was marked with flames and sand, while the East was strewn with trees and pollen. The martial artist can use this power in Step 1 to enhance any unarmed attack, as her striking hand shifts into supple green wood, spiked with venomous thorns and burning with a crimson flame. That attack causes lethal damage and ignores Hardness. Further, if the attack causes even one level of damage, the target immediately suffers from one dose of the following poison:
Wood Poison: Damage (Essence)L/action, Toxicity (Essence), Tolerance ó, Penalty Ė(Essence/2).

While this Charm is active, the martial artist automatically becomes aware of elementally-aspected demesnes or manses within a range of (their Essence)*10 miles.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, the martial artist takes on the elemental mien of a high-Breeding Dragon-blooded. If she does so, the way her Essence manifests is altered. Her Caste Mark does not appear, and her anima takes on an elemental aspect of her choice. It appears in every way to be a Terrestrial anima, and even inflicts damage through anima flux in the same way, although she does not gain the appropriate anima power. Direct analysis of her Essence reveals her to be a Terrestrial, and she becomes able to stunt her Charms as having an elemental or draconic aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Terrestrial Charms of some variety. This use of the Charm is not Obvious to Essence-sight. If somehow used by a Dragonblooded, this charm DOES allow them to change their anima power to match the new aspect.

Sutra: The Sidereal's elemental aura swirls with sutras spelled out in ice crystals and many-colored flame, augmenting her strikes and lashing out viciously at anyone who dares oppose her. Any being who attacks her in close combat is subjected to an environmental hazard with Damage 1A/action and Trauma (Sidereal's Essence). (For clarification, this hazard must be resisted only on actions where the attacker attempts to strike the Sidereal.) Furthermore, the Sidereal triples the maximum distance she can jump with the Storm's Eye Kata, and when activating Blood-to-Fire Prana, she may elect to change the poisonís damage to either (Essence/2)L/tick or (Essence x2)B/action.

INCARNATE OMPHALOS FORM
Cost: 8m Ability Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Combo-OK, Form-Type, Obvious
Duration: One scene
Prerequisites: Six Materials Stance, Five Elements Ascension

... and at the center, raised a tower of stone.

Creation endures. The Wyld may gnaw at its edges, and shadowlands corrupt it from within, but the Pole of Earth stands resolute at the center of the world. In activating this Form, the martial artist makes a kata centering her Essence at her heart chakra, and transmutes herself into a totem of elemental Earth. The manifestation of this totem is chosen upon learning the Charm and must be thematically tied to the Imperial Mountain or the Pole of Earth. The classical aspect is that of an elemental dragon of Earth, with fangs and tail of diamond and jade, horns and spines of gold and iron, and eyes and claws of silver and steel.

While this Form is active, the martial artist internalizes the indestructibility of the magical materials and the regenerative power of the living elements. She becomes immune to Crippling effects, and may pay 2m on each of her actions to regenerate either a lethal or bashing health level (her choice). She may only heal one level per action using this Charm. The integrity of her nature is absolute, defined by emulation of the Omphalos itself: she gains immunity to all undesired Shaping effects. This certainty is anathema to the Wyld: the martial artist's natural attacks are treated as cold iron for determining their effects on the Fair Folk.

If the martial artist is in the Wyld, the area within (Essence) miles of her location (or her current waypoint) behaves in all ways as if it were one step closer to Creation (Pure Chaos acts as Deep Wyld, Deep Wyld as Middlemarches, Middlemarches as Bordermarches, and Bordermarches as Creation). If she was already in Creation, the area within (Essence) miles is treated as the Blessed Isle, when relevant for Wyld beings and their works. The martial artist may suppress these effects for the duration of the Charm by spending 1WP.

Finally, a martial artist with this Form active may strike the geomantic center of a shadowland to attempt to cleanse its poisoned Essence flows, by establishing a direct link to their own Essence. Supplementing an unarmed strike in this way costs 25m+1wp, and if the shadowland does not have specific defenses, is automatically successful. Once the link is established, the shadowland immediately begins to shrink at the rate of (Essence) square miles per minute. The martial artist suffers a -4 wound penalty while the link is active, and must pay one aggravated health level per minute to sustain the effect. This damage is a Charm cost that cannot be ignored, reduced, downgraded or redirected to another by any means (although once inflicted, it can be healed, if means to heal aggravated damage is available). The link persists until the martial artist dies (and so cannot continue paying health levels) or the shadowland is completely closed, unless it is prematurely broken. Breaking the link requires a successful (Willpower) roll at difficulty of (martial artist's Essence). The wound penalty does not apply to this roll, but it cannot be attempted more than once per minute. Termination of the Form, or the martial artist falling unconscious, does not end the link.

Dynamic Form Transition
Incarnate Omphalos Form may be reflexively assumed without a Charm activation in the following ways:
ē If the practitioner makes a successful unarmed attack, enhanced by a Charm from this style, against a raksha or creature of the Wyld.
ē After the practitioner is hit with a Shaping or Crippling attack (the Form activation does not negate the attack or its effects).
ē If the practitioner has Five Elements Ascension and all six powers of Six Metals Stance active simultaneously.

Sutra: A Sidereal employing Incarnate Omphalos Form may work sutras into the substance of her totemic form, strengthening herself with the great timeless destiny-strand of the world. She ignores internal penalties from poison, sickness and wounds for the duration of the Charm: such fleeting sorrows mean nothing to her. The sole exception is the wound penalty imposed by attempting to shrink a shadowland with Incarnate Omphalos Form: such wounds to the world gnaw at the fabric of Creation itself.

The Elder Sutra of Creation: Climbing her tower, she looked skyward, and saw emptiness.

FOUR FULCRUMS MASTERY
Cost: 3m; Mins: Martial Arts 5, Essence 4;
Type: Reflexive (Step 1 for attackers, Step 2 for defenders)
Keywords: Combo-OK, Obvious, Sutra
Duration: Instant
Prerequisite Charms: Incarnate Omphalos Form

She hung a bright golden lantern in the heavens, to keep the shadows far away...

The martial artist focuses her Essence through her core of being, channelling it further into one of four paths, provoking the veins and chakras related to that path to glow with pent energy for a moment before coalescing into a glowing white-gold orb set into one of her extremities. This Charm can be activated whenever the martial artist channels one of her Virtues to aid an unarmed attack or one of her unarmed DVs, doubling the number of dice added by the channelled Virtue. These additional dice do not count as dice granted by Charms. This Charm can also be used at a reduced cost of just one mote to enhance any Virtue roll, converting the entire Virtue dice pool into automatic successes.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Solar Caste of her choice, and her anima takes on a Solar aspect. It appears in every way to be a Solar anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Solar, and she becomes able to stunt her Charms as having a Solar aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Solar Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

Although it has only become a useful tactic in recent years, the martial artist can also use this Charm to mimic an Abyssal of any Caste, in the exact same fashion.

When used by a Solar (or Abyssal, as appropriate), this charm DOES allow her to change her anima power to match the new aspect. Finally, a Lunar using this charm in the presence of their Solar mate, and choosing their mateís caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: If the Sidereal uses this Charm more than once in a single action, she may spend one point of temporary Willpower when her DV refreshes in order to regain spent Virtue channels. The number of channels regained is determined by the manner in which he channelled her Virtues, as detailed below, and the martial artist may choose which Virtues are renewed. The base number of channels regained is one, and the modifiers below stack.
ē Channelled at least two different Virtues: +1 channel regained
ē Channelled both Compassion and Valor: +1 channel regained
ē Channelled both Conviction and Temperance: +1 channel regained
ē Channelled any Virtue to enhance an attack or defence against a character with abnormal (or no) Virtues: +1 channel regained

TRIUNE CONSTELLATIONS' VISION
Cost: 5m, 1wp Ability Mins: Martial Arts 5, Essence 4
Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious, Sutra
Duration: One scene
Prerequisites: Incarnate Omphalos Form

... and a clock that sparkled with uncounted points of light, to tell the time...

The stars rise, shine bright, and fall. So too the fate of heroes. Activating this Charm, the martial artist's skin blooms with traceries of stars and silver lines, a glittering constellational armature. One constellation glows and lifts brightly from each of her palms, and a third from above her heart; these hang in the air above the battlefield, visible to all.

On activating this Charm, the martial artist defines three narratives - Ascending, Resplendent and Descending - each within the scope of a single constellation. These narratives must be story-based in nature, not mechanical - for example, "Strength In Unity" is a valid narrative (under the Pillar), or "Reckless Berserk Rage" (under the Shield), but "Archery" is not. Actions by any participant in the scene gain -1 TN (to a minimum of 4) if they align with the Ascending narrative, and +1 TN (to a maximum of 9) if they align with the Descending narrative. Actions aligned with the Resplendent narrative have their TN set to 7 regardless of any other TN-altering effects that might be in play. Everyone affected by these narratives is instinctively aware of them.

Finally, the martial artist may use this Charm in a different manner, increasing its duration to Indefinite, changing its Speed to 6, removing the Obvious keyword, and setting its cost to 5m. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Sidereal Caste of her choice, and her anima takes on a Sidereal aspect. It appears in every way to be a Sidereal anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Sidereal, and she becomes able to stunt her Charms as having a Sidereal aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Sidereal Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Sidereal, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Nocturnal using this charm in the presence of their Sidereal Companion, and choosing their Companion's caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: Due to her experience with astrological effects, the Sidereal may choose to exempt particular entities from any of the narratives on an individual basis (typically, she will exempt her allies from the Descending narrative and her enemies from the Ascending narrative), provided she is aware of those entities at the time the Charm is activated.

TWIN-FACED MOON DECEPTION
Cost: 5m (+1wp) Ability Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious, Illusion
Duration: One action
Prerequisite Charms: Incarnate Omphalos Form

... and a silver mirror, to reflect all she had made.

Upon activating this Charm, the martial artistís actions become fluid and smug, and she seems to seat herself upon the very ether, reacting to blows with a lazy twirling orbit. Until her DV next refreshes, she ignores all penalties to her DVs, and removes the unexpected quality from all attacks made against her.

By paying 1WP in addition to the Charm's normal cost, the martial artist assumes the deadly secrets of the moon's hidden face. For the duration of the Charm, she may launch an unarmed counterattack in Step 9 of any attack directed at her. She may not direct such a counterattack against a given character more than once per activation, but does not need to use it to target the character that attacked her. Her strikes are seemingly whimsical and utterly unpredictable: she reflexively rolls to re-establish surprise following the normal rules before every such counterattack, and on a success, her attack is unexpected. If the Sidereal would not normally have qualified to establish surprise, the unexpected quality of the attack may be resisted as an unnatural Illusion by paying 3WP.

Finally, the martial artist may use this Charm in a special manner, changing its type to Simple, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Lunar Caste of her choice, and her anima takes on a Lunar aspect. It appears in every way to be a Lunar anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Lunar, and she becomes able to stunt her Charms as having a Lunar aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Lunar Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Lunar, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Solar (or Abyssal or Infernal) using this charm in the presence of their Lunar mate, and choosing their mateís caste as their own, also gains the new anima power in place of their own, if they desire it.

Sutra: While this Charm is active, any attacks the Sidereal makes which are unexpected cannot be traced back to their originator (including counterattacks granted by this Charm). The Sidereal radiates an air of injured innocence, deflecting all suspicion. This unnatural Illusion can be resisted, with respect to any particular attack, for 3WP.

PERFECTED DOME OF HEAVEN FORM
Cost: 8m Ability Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Combo-OK, Form-Type, Obvious, Shaping, Sutra
Duration: One Scene
Prerequisites: Four Fulcrums Mastery, Triune Constellations' Vision, Twin-Faced Moon Deception

She stood at the pinnacle and saw everything in the world...

Creation is myriad, but defined by the singular Loom of Fate. Assuming this Form, the martial artist becomes a living, changing tapestry of scenes, from the past and present of Creation and Yu-Shan alike - and it is hypothesized, although never proved, that these scenes may also grant insight into the future. Some practitioners retain their usual form except for the shifting tapestry of their skin - others become an inchoate column of light and holographic images and flexing silver strands. There are as many views of the Loom as there are observers.

To a martial artist employing this Form, all astrological effects - including Destinies, Fluctuations and the Destiny Background - are automatically Obvious. The area within (Essence) miles of the martial artist counts as being wholly inside Fate, and any regions that would otherwise be outside Fate are Obviously so, appearing as voids to the martial artist's enhanced awareness. Activation of this Form subjects all beings outside Fate in this area, whose Essence is less than the martial artist's Essence, to an unblockable undodgeable Shaping attack. If successful, this attack brings them inside Fate for the scene. Targets with equal or higher Essence to the martial artist may voluntarily accept the effect, and the martial artist may extend this effect past the usual duration of the Charm by committing a number of motes equal to the target's Essence. The martial artist may choose to suppress the Shaping attack on all targets by paying 1WP.

Time is merely a parameter of the Loom, and falls under the martial artist's control. Each of her blows are multiplied, echoing into the future. While this Charm is active, any attack roll by the martial artist against a foe repeats Step 7-10, as per the Solar Charm One Weapon Two Blows. Her fine control of the strands of the Loom also grants her the ability to locally modify Creation: once per activation of this Form, she may perform a Wyld stunt, using the rules from Graceful Wicked Masques p.119.

Dynamic Form Transition
Perfected Dome of Heaven Form may be reflexively assumed without a Charm activation in the following ways:
ē If the practitioner makes a successful unarmed attack, enhanced by a Charm from this style, against a creature outside Fate.
ē If the practitioner succeeds on a martial arts action enhanced by an astrological destiny.
ē If the practitioner activates Four Fulcrums Mastery, Triune Constellations' Vision and Twin-Faced Moon Deception on the same tick.

Sutra: While this Form is active, the Sidereal gains bonuses to astrology rolls as if she was standing in the chamber of the Loom, and can study the Loom directly as if she were present, furthermore reducing the time interval for all such rolls by one step (using the Crafting time intervals). Furthermore, if the Sidereal's Companion is present in the scene, he reduces the effective tier of his Fluctuations by one, both for setting the difficulty of the roll, and in determining the degree of its impact on the Loom.

... except her own shadow.

This line is not part of the official Elder Sutra of Creation. It is not known, or if known, it is not spoken. It has not mattered, for five thousand years. But with the Paradox Liberation, some Sidereal masters have found... something strange, in the art they thought they understood.

The martial artist may use this Charm in a special manner, removing the Form-Type keyword, increasing its duration to Indefinite and setting its cost to five motes, and removing the Obvious keyword. This version of the Charm has none of the effects listed above; instead, it alters the way the martial artist's Essence manifests. Her Caste Mark becomes that of a single Nocturnal Caste of her choice, and her anima takes on a Nocturnal aspect. It appears in every way to be a Nocturnal anima, though she does not gain access to any anima powers. Direct analysis of her Essence reveals her to be a Nocturnal, and she becomes able to stunt her Charms as having a Nocturnal aspect; if she does so (or the Charm was not Obvious in the first place) they register as native Nocturnal Charms of some variety. This use of the Charm is not Obvious to Essence-sight.

When used by a Nocturnal, this charm DOES allow them to change their anima power to match the new aspect. Finally, a Sidereal using this charm in the presence of their Nocturnal Companion, and choosing their Companion's caste as their own, also gains the new anima power in place of their own, if they desire it.

PRISMATIC ARRANGEMENT OF CREATION FORM
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 5;
Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Sutra
Duration: One scene
Prerequisite Charms: Perfected Dome of Heaven Form, Incarnate Omphalos Form

What a wonder!

All aspects are united as one, the whole greater than its parts. The Exalted of the Age of Sorrows could learn much from that lesson; perhaps the Maidens did not suggest this Style as the best place to start learning Sidereal Martial Arts because of its relative simplicity alone? This Charm has no effects in and of itself. Instead, upon activating it the martial artist chooses up to three other Form-type Charms she knows from either this Style or any mix of Terrestrial or Celestial Martial Arts Styles. These Charms are immediately activated at the normal cost, and ignore the normal restrictions on applying multiple Form-type Charms at once for as long as this Form is active. The maximum number of additional Form-type Charms the martial artist may have active at once is three, but she can swap out such Charms by simply activating other ones. Up to one Primordial Shintai may also be included, but it takes the place of one of the three permitted Form-type Charms.

In the case of mutually exclusive effects from two or more Form-type Charms, the martial artist chooses just one upon activation, and may alter her choice with a miscellaneous action.

Dynamic Form Transition:
Prismatic Arrangement of Creation Form may be reflexively assumed without a Charm activation in the following ways:
ē If the practitioner fulfils the Dynamic Form Transition conditions of all of the Form-type Charms he intends to adopt in a single tick (a minimum of two Styles must be adopted in this way).
ē If the practitioner makes a successful unarmed attack against a character with a Motivation (or Urge) that is directly and overtly antithetical to Creationís continued existence, or an Abyssal Exalt.

Sutra: While in this form, a Sidereal reduces the cost of each Form-Type charm she knows by 5m, 1wp, although this cannot reduce their mote or willpower cost below 1, unless it was already zero.

Elder Sutra: Upon mastering Prismatic Arrangement of Creation Style, the Sidereal immediately acquires a positive intimacy toward "Creation". This intimacy does not count toward the normal limit on the number of intimacies one character can have. It cannot be removed or damaged in any way, though its context is decided by the Sidereal's player and can be shifted as normal, so long as it remains positive. The Sidereal may treat this intimacy as her Motivation for the purposes of determining stunt ratings and MDV bonuses; stunts to enhance a Martial Arts-based action that align with this Intimacy furthermore double the bonus dice awarded (but not any other rewards).

Further, should the Sidereal teach the final Charm of this Style to a character who would normally not gain access to Sutras (such as a Solar, Abyssal or Lunar Akuma), he may impose a weakened version of this intimacy on them as part of learning the Charm. This version of the intimacy cannot be treated as a Motivation, and can be damaged as normal by unnatural mental influence, though every scene in which the character invokes a Charm from this Style counts as a scene spent rebuilding it.

Lix Lorn
2014-04-09, 12:11 AM
It was meant to mean hit. Those adjustments look pretty cool, from what I can tell. :)

Ifni
2014-04-09, 12:19 AM
It was meant to mean hit.

OK, I can change it to on-hit and remove the once/tick cap, or leave it as is (on attack, but only on the first attack per tick). The_Snark also suggested it could act as a high-trauma environmental hazard (so Stamina+Resistance rolls would be able to downgrade the damage to lethal/bashing), instead of an unblockable/undodgeable counterattack. Do you have a preference between any of those options?

EDIT: Also, added some possible dynamic form transitions.


Those adjustments look pretty cool, from what I can tell. :)

Thanks! :smallsmile:

Lix Lorn
2014-04-09, 03:14 PM
I think I'd prefer either the first or the last one, but they're all balanced. If you have a preference, that one's fine. :)

Ifni
2014-04-09, 06:27 PM
I changed it to an environmental hazard with (Essence) Trauma, but left it still working on anyone who attacks her (which I'd like - Glass is pretty fragile to be letting damage get through). The damage application is still only once/tick - basically it's an environmental hazard with interval 1 action that only applies on actions where they attack her. Does that make sense?

Lix Lorn
2014-04-09, 07:07 PM
Makes perfect sense to me!

Ifni
2014-04-09, 09:21 PM
Coolios. I will go ahead and replace the PAoC Charms on my sheet, then, if that's okay?

More Martial Arts requests! The_Snark wrote these Violet Bier and Throne Shadow tweaks for another game, I'm posting them as requests with her permission (I have made a couple of minor tweaks/clarifications of my own):
Throne Shadow
Unobstructed Blow:
Attacks supplemented by this Charm ignore Hardness. The repurchase allows the martial artist to render an attack unblockable or undodgeable (martial artist's choice) for a two-mote surcharge, or both for a seven-mote surcharge.

Pneuma-Sealing Strike:
This Charm no longer possesses the Obvious keyword. Should the target use a flurry or Extra Action Charm, the internal penalty rises to (number of actions taken) until their DV refreshes.

The existing Enhanced effect is replaced by the following:
If used by a Sidereal Exalt, this Charm's effect may be delayed by committing the motes; she may reflexively uncommit them to take away the target's breath, with effects exactly as described above. Additionally, the Sidereal may choose to give this Charm the Touch keyword, in which case it does not require an attack; any physical contact will do.

Violet Bier
Flight of Mercury:
Cost: 3m
Type: Reflexive (Step 1 or Step 9)
Keywords: Combo-OK, Counterattack
Replace the text of this Charm with the following:
The Sidereal moves with the swift precision of one who knows her destiny. She is always precisely where she needs to be, just an instant before she needs to be there. When activated, this Charm allows her to make a reflexive Dash action. If she invokes this Charm in Step 1, her attacks that tick are made at -1 Speed. If invoked in Step 9 in response to an attack, the attack resolves before the martial artist moves, but subsequent attacks in a flurry may be evaded if the martial artist moves out of the attacker's reach. This application of the Charm is treated as a counterattack, although the Dash is not hostile, as per the Solar Charm Leaping Dodge Method.

This Charm may be invoked no more than once per tick.

Blade of the Battle Maiden:
Cost: 3m (+1 wp)
Replace the text of this Charm with the following:
Crimson ribbons of Essence trail from the Sidereal's weapon, the strands of a martial destiny. Her attacks with that weapon (which must be an unarmed strike or Form weapon) become DV -0 actions, and the target number of its damage rolls is reduced by 1. A manufactured weapon is additionally rendered as indestructible as an attuned artifact.

The martial artist may choose to further enhance her body, honing her fate to a razor's edge. This costs a point of Willpower, but her natural attacks (except for clinches) gain the traits of a starmetal daiklaive in addition to the above benefits. This effect counts as an equipment bonus.

Joy in Adversity Stance:
This Charm gains the Overdrive keyword and grants an Overdrive pool with a size of 10 motes while active. Whenever the martial artist successfully dodges or parries an attack, they gain 1 overdrive mote, or 2 if the attack had the Overwhelming keyword. This replaces the existing effect.

Conclusion-Pursuing Approach:
The surcharge to activate this effect is +5m rather than +10. When the prayer strip effect is used, the target loses Willpower on a successful hit, regardless of whether the blow deals damage. This effect is Crippling.

And since with that PAoC rewrite I can finish the style and move on to the next...

Honestly, at least half the reason I want Obsidian Shards is because of the thematic links to Nocturnals and Glass' name :smallwink: But on a practical note (here's the link again: Maugan's rewrite of Obsidian Shards of Infinity (http://www.giantitp.com/forums/showpost.php?p=16137113&postcount=34)) the Charms I'm immediately interested in are the first three (Black Shards Fall Like Ice, Ripple In The Silvered Glass, Reaching Through The Mirror). Do those look okay to you?

I might also be interested in the first two Charms from Maugan's Charcoal March of Spiders (http://www.giantitp.com/forums/showsinglepost.php?p=16316160&postcount=141) rewrite. (I need mobility powers... and don't have the War for Scarlet-Patterned Battlefield :smallwink:)

The_Snark
2014-04-10, 06:04 AM
I should note that I actually ended up tweaking most of Violet Bier of Sorrows Style, but the rest of the changes were simple cost reductions and Ifni and I both felt that adding the cost reduction from starmetal PKBs atop those would be a bad idea. :smallwink: Still, I can link them (and my reasoning) if anyone's interested. My experience playing an Essence 2-3 Sidereal has been that Violet Bier is somewhat lackluster among Celestial Martial Arts styles - not terrible, but not a great combat suite either.


... huh. So that martial arts advice was actually good for her? :smallwink: (Both Crane and Victorious Concession really do start with a "be aware of other people" surprise-negator Charm...)

We should continue that scene at some point, I'm just bad at writing MA training montages.

We should! Happy to do it via PM, Googledoc or IC in spoilers. (No worries on the delay; those things are hard to come up with.)

And yeah, I'm figuring Clover has learned Hearing the Unspoken Word (first Charm of Victorious Concession). I normally don't like surprise negators that can't be activated reflexively, but this one does have some nice synergy with Lurking Shadow Method/Echoes-and-Violence Cenacle (all of us are immune to unexpected attacks!), plus some general utility use. Should probably note that on her sheet, too...

Crumplepunch
2014-04-10, 06:40 AM
Oops, I didn't notice that Shah's message was only to Clover (obviously).

Assume my post went after Snark's and it fits in fine.

Lix Lorn
2014-04-10, 01:59 PM
Coolios. I will go ahead and replace the PAoC Charms on my sheet, then, if that's okay?

More Martial Arts requests! The_Snark wrote these Violet Bier and Throne Shadow tweaks for another game, I'm posting them as requests with her permission (I have made a couple of minor tweaks/clarifications of my own):
Throne Shadow
Unobstructed Blow:
Attacks supplemented by this Charm ignore Hardness. The repurchase allows the martial artist to render an attack unblockable or undodgeable (martial artist's choice) for a two-mote surcharge, or both for a seven-mote surcharge.

Pneuma-Sealing Strike:
This Charm no longer possesses the Obvious keyword. Should the target use a flurry or Extra Action Charm, the internal penalty rises to (number of actions taken) until their DV refreshes.

The existing Enhanced effect is replaced by the following:
If used by a Sidereal Exalt, this Charm's effect may be delayed by committing the motes; she may reflexively uncommit them to take away the target's breath, with effects exactly as described above. Additionally, the Sidereal may choose to give this Charm the Touch keyword, in which case it does not require an attack; any physical contact will do.

Violet Bier
Flight of Mercury:
Cost: 3m
Type: Reflexive (Step 1 or Step 9)
Keywords: Combo-OK, Counterattack
Replace the text of this Charm with the following:
The Sidereal moves with the swift precision of one who knows her destiny. She is always precisely where she needs to be, just an instant before she needs to be there. When activated, this Charm allows her to make a reflexive Dash action. If she invokes this Charm in Step 1, her attacks that tick are made at -1 Speed. If invoked in Step 9 in response to an attack, the attack resolves before the martial artist moves, but subsequent attacks in a flurry may be evaded if the martial artist moves out of the attacker's reach. This application of the Charm is treated as a counterattack, although the Dash is not hostile, as per the Solar Charm Leaping Dodge Method.

This Charm may be invoked no more than once per tick.

Blade of the Battle Maiden:
Cost: 3m (+1 wp)
Replace the text of this Charm with the following:
Crimson ribbons of Essence trail from the Sidereal's weapon, the strands of a martial destiny. Her attacks with that weapon (which must be an unarmed strike or Form weapon) become DV -0 actions, and the target number of its damage rolls is reduced by 1. A manufactured weapon is additionally rendered as indestructible as an attuned artifact.

The martial artist may choose to further enhance her body, honing her fate to a razor's edge. This costs a point of Willpower, but her natural attacks (except for clinches) gain the traits of a starmetal daiklaive in addition to the above benefits. This effect counts as an equipment bonus.

Joy in Adversity Stance:
This Charm gains the Overdrive keyword and grants an Overdrive pool with a size of 10 motes while active. Whenever the martial artist successfully dodges or parries an attack, they gain 1 overdrive mote, or 2 if the attack had the Overwhelming keyword. This replaces the existing effect.

Conclusion-Pursuing Approach:
The surcharge to activate this effect is +5m rather than +10. When the prayer strip effect is used, the target loses Willpower on a successful hit, regardless of whether the blow deals damage. This effect is Crippling.

And since with that PAoC rewrite I can finish the style and move on to the next...

Honestly, at least half the reason I want Obsidian Shards is because of the thematic links to Nocturnals and Glass' name :smallwink: But on a practical note (here's the link again: Maugan's rewrite of Obsidian Shards of Infinity (http://www.giantitp.com/forums/showpost.php?p=16137113&postcount=34)) the Charms I'm immediately interested in are the first three (Black Shards Fall Like Ice, Ripple In The Silvered Glass, Reaching Through The Mirror). Do those look okay to you?

I might also be interested in the first two Charms from Maugan's Charcoal March of Spiders (http://www.giantitp.com/forums/showsinglepost.php?p=16316160&postcount=141) rewrite. (I need mobility powers... and don't have the War for Scarlet-Patterned Battlefield :smallwink:)
Okay!
I'm not sure on Blade of the Battle Maiden. Is that a scenelong effect? 3m for -1 TN on damage seems... I think strong? It's a pretty much unique effect.
I don't think I like the last sentence of Conclusion Pursuing Approach. Given how hard they tried to make soak viable, making more bad touch effects seems... counter-intuitive.

Obsidian Shards: I dislike how shiny and unique the sutras are, but it seems fine, at least for the charms you wanted.
Charcoal March: Hee Cannibalistic Heritage makes people naked. Same answer. And I may have to give it to whatshisface.

Ifni
2014-04-10, 04:06 PM
Okay!
I'm not sure on Blade of the Battle Maiden. Is that a scenelong effect? 3m for -1 TN on damage seems... I think strong? It's a pretty much unique effect.

I'm honestly more interested in the -0 DV :smallwink: I don't think the -1 TN on damage is that powerful - it makes your average damage/die 0.5 rather than 0.4, which is decent, but it's a lot less than e.g. going from O2 to O3. If you don't like it I'm happy to swap it for something else - suggestions?

It is a scenelong effect yes.


I don't think I like the last sentence of Conclusion Pursuing Approach. Given how hard they tried to make soak viable, making more bad touch effects seems... counter-intuitive.

Heh. This is the exact same dispute I had with The_Snark for RotSE (where Isa wants it, and I was arguing against costless bad-touch effects), and it's why I added the Crippling keyword. I think it is okay to have bad-touch effects provided they can be defended against with keyword defenses, and the effect itself (lose 1 WP) is relatively minor. That said, I also don't mind much if we want to restore it to "on damage", although would welcome any other suggestions to improve it - my previous plan for this Charm was just "don't bother to take it", and in any case I don't think I'll be taking it for a long time.


Obsidian Shards: I dislike how shiny and unique the sutras are, but it seems fine, at least for the charms you wanted.
Charcoal March: Hee Cannibalistic Heritage makes people naked. Same answer. And I may have to give it to whatshisface.

The sutra effect of Cannibalistic Heritage Technique probably needs to be given a keyword, at the least, now that I look at it: not being Combo-OK/Basic is a big disadvantage, but Throne Shadow Form pretty much negates that problem for Glass, and "deattunes all artifacts with no resistance mechanism at all (no need to hit, no keywords)" is not something I feel should be around even at E6 SMA.

Lix Lorn
2014-04-10, 04:18 PM
I'm honestly more interested in the -0 DV :smallwink: I don't think the -1 TN on damage is that powerful - it makes your average damage/die 0.5 rather than 0.4, which is decent, but it's a lot less than e.g. going from O2 to O3. If you don't like it I'm happy to swap it for something else - suggestions?

It is a scenelong effect yes.
...that's true. I may have been overestimating that effect...


Heh. This is the exact same dispute I had with The_Snark for RotSE (where Isa wants it, and I was arguing against costless bad-touch effects), and it's why I added the Crippling keyword. I think it is okay to have bad-touch effects provided they can be defended against with keyword defenses, and the effect itself (lose 1 WP) is relatively minor. That said, I also don't mind much if we want to restore it to "on damage", although would welcome any other suggestions to improve it - my previous plan for this Charm was just "don't bother to take it", and in any case I don't think I'll be taking it for a long time.
Hmm. I suppose that's balanced, although keyword defences are not an excellent system element anyway.


The sutra effect of Cannibalistic Heritage Technique probably needs to be given a keyword, at the least, now that I look at it: not being Combo-OK/Basic is a big disadvantage, but Throne Shadow Form pretty much negates that problem for Glass, and "deattunes all artifacts with no resistance mechanism at all (no need to hit, no keywords)" is not something I feel should be around even at E6 SMA.
Oh wow yeah that needs at least one way to stop it.

The_Snark
2014-04-10, 04:22 PM
Heh. This is the exact same dispute I had with The_Snark for RotSE (where Isa wants it, and I was arguing against costless bad-touch effects), and it's why I added the Crippling keyword. I think it is okay to have bad-touch effects provided they can be defended against with keyword defenses, and the effect itself (lose 1 WP) is relatively minor. That said, I also don't mind much if we want to restore it to "on damage", although would welcome any other suggestions to improve it - my previous plan for this Charm was just "don't bother to take it", and in any case I don't think I'll be taking it for a long time.

Yep, we discussed that, and the Crippling keyword seems like an okay solution to me. Although, I should mention I've actually become a little dissatisfied with this Charm effect in general, because it is yet another "if you hit your enemy then bad things happen" effect, and Violet Bier already has a lot of those. (The Form Charm's effects all help you deal damage or trigger off successfully dealing damage, then there's Life-Severing Blow and the other effects of Pursuing the Conclusion...) I don't really like the notion of limiting this to "when you deal damage", because a Violet Bier stylist who can manage to hit and deal damage is already in decent shape. It feels like having an advantage that only comes into play when you're already winning, in which case you don't really need it.

(My experience with Exalted combat may be a little skewed here, but given the Form's increased Overwhelming damage and doubled wound penalties I don't think it's unfair to say that someone who's taken more than 1-2 hits from a VBoS stylist is probably not in great shape.)

But "when you successfully hit" is going to be pretty similar in practice, I think (unless you're dealing with perfect soak, really high Hardness or really unlucky rolls), so I may try to think of a completely different effect.

Ifni
2014-04-10, 04:24 PM
...that's true. I may have been overestimating that effect...

Although I just realized I was assuming min damage, which may not be fair. If you've managed to hit them for 20 dice of damage or something it's much better (although still at the level of "you do ten levels rather than eight", so not overwhelming).

/also gently pokes at Lix to go post to the RotSE thread, I want to interact with Shimoko :smallwink:

Lix Lorn
2014-04-10, 04:45 PM
For once, there is a reason I haven't posted there yet. :P

The_Snark
2014-04-10, 08:25 PM
Oops, I didn't notice that Shah's message was only to Clover (obviously).

Assume my post went after Snark's and it fits in fine.

Noted, reply has been edited in.

industrious
2014-04-11, 07:24 PM
Looking through the revised Nocturnal book, I'm going to pick up Twice-Beating Heart Exercise and One Body Unity. Essence 5 can wait.

Qwertystop
2014-04-11, 07:31 PM
Looking through the revised Nocturnal book, I'm going to pick up Twice-Beating Heart Exercise and One Body Unity. Essence 5 can wait.

Woah woah woah. Nocturnals got an update?

industrious
2014-04-11, 07:34 PM
Yeah, it's now compliant with 2.5, and looks very professional.

http://forums.whitewolfarchive.com/defaultefe3.html?g=posts&t=81949

Ifni
2014-04-11, 08:25 PM
Looks very nice!

Rereading, some of the Charms still have issues. (Just as one that struck me since I tend to play social characters, Cunning Metaphor Delivery is considerably better than Heartfelt Honorific Opportunity / Honey-Tongued Serpent Attack, unless I'm missing something, and in both my games where those two have come up they've been houseruled as overpowered. And Unreliable Face of Contradiction is still consequence-free if you impose the full (Essence) effects and then resist them for 0WP at the start of your next action.) But it's not like the canon splats are without such issues :smallwink:

EDIT: Hang on, is there a 2.5 version later down the page? It looks like that one is only partially updated - if you look at the perfect costs, Death and the Broken Mirror and Standing In Harm's Way do not seem to be 2.5-compliant (5m perfect defenses with no disadvantages beyond the Flaw of Invulnerability).

The_Snark
2014-04-11, 09:26 PM
As far as I know it's still only partly updated.

(And I'd agree on Cunning Metaphor Delivery being problematic; I noticed that last time I tried making a Nocturnal character. Interest-Catching Camaraderie (p. 112) strikes me as a better-balanced example of useful Nocturnal social CHarms.)

Ifni
2014-04-15, 07:50 PM
Hey, Lix, The_Snark and I were chatting and she raised an interesting point. Obsidian Shards of Infinity, as well as being tied to Glass' name/themes/anima, has some obvious thematic ties to Nocturnals (messing around as it does with concepts of time/space/identity) - I think industrious was making this explicit in his campaign, tying the forbidden nature of the style to the forbidden secrets of Nox.

In this game, is there anything likewise special/forbidden about Obsidian Shards? Does it exist as a known style? (if not, perhaps Glass could invent it?) Or if someone else devised it - presumably it doesn't have well-established ties to Nocturnals (since they're a mystery), but if there are hints, maybe she's learning it as a way to try to learn more about Victory's nature?

I was just going to go ahead and take the first few Charms, but The_Snark is right that there might be a more interesting path into it. It could be a very characteristic style for Glass, tying both into her personal themes and her Motivation. Thoughts?

(I'm going to be writing a downtime scene anyway for mastering Prismatic Arrangement, because mastering one's first SMA seems like it should be noticeable :smallwink:)

industrious
2014-04-15, 08:25 PM
If there is a connection between Obsidian Shards of Infinity and Nox in my game, it isn't part of Exalted canon.

Ifni
2014-04-15, 08:30 PM
If there is a connection between Obsidian Shards of Infinity and Nox in my game, it isn't part of Exalted canon.

Yup, but nor are Nocturnals :smallwink: I'm asking if Lix wants to set up some such tie in this game, or otherwise identify Obsidian Shards as forbidden/strange, before I jump into it.

(Mind you, if as the person playing Victory, you don't want it to be tied to Nocturnals in this game, that would definitely be relevant information :smallwink: So do let me know if that's the case, or if you want to brainstorm about options.)

Lix Lorn
2014-04-16, 06:10 PM
I have no current plans for it!
If you WANT it to be secret, forbidden, rare, or anything like that, then I can work with that, but currently, it's wide open.

Crumplepunch
2014-04-18, 01:56 PM
I'm not sure what to do next.

I believe Shah approached and addressed the duellists some time ago, I don't know if it would be appropriate to do the same before she gets a response.

Lix Lorn
2014-04-18, 02:04 PM
...DERP.
I'll edit in a reply to her.

Imrix.
2014-04-18, 05:47 PM
I was gonna say...

Crumplepunch
2014-04-18, 06:09 PM
So, does Essence-identifying Unfolding Pattern Intuition reveal anything?

And is the Solar's opponent an Akuma or a Green Sun Prince?

Assuming everything is as it seems, I don't think Brasla will be getting involved unless the fight spills over into the city.

Lix Lorn
2014-04-18, 06:27 PM
Whooops...

He's a solar akuma of malfeas. Zenith. His foe is a twilight. They're using excellencies, but it seems nothing else.

Crumplepunch
2014-04-19, 02:23 PM
Aw, my money was immediately on a Raksha troupe of some sort. I still think they are in cahoots. Cahooooots.

I'll do another post with Brasla, but honestly, we've been treading water on the same encounter for more than a month of real time now. I'm guessing nobody knows what to do with the situation as it stands any more than I do.

Given that it's an Akuma I think Brasla is justified in doing something rash, given her previously established dislike.

Imrix.
2014-04-19, 06:39 PM
There actually is a method to Shah's madness. Nothing ruins the mood of a dramatic duel to the death like somebody sitting on the sidelines, ogling the participants with equal parts lasciviousness and snark. Imagine if a couple of yaoi fangirls were stretched out on lawn chairs during the final battle of Thor. There's no way they'd have kept fighting, it's just too big a tonal shift to keep up a good head of anger.

Edge
2014-04-20, 09:44 AM
Right, finally decided on what to spend Ivory's BP on (the rest of White Reaper except the capstone, and a Wind-Born Stride repurchase). Seemed appropriate given the training scene. If it's too much for Ivory to learn all at once, I'm more than happy to stagger the acquisition, of course.

Now, to actually make an IC post.

Crumplepunch
2014-04-22, 04:25 PM
Glass Knife is climbing a mountain.

Why is she climbing a mountain? (https://www.youtube.com/watch?v=HU2ftCitvyQ)

Qwertystop
2014-04-22, 05:12 PM
Typo in The Broken Mirror:

The situ she'd approached had offered only cryptic koans, and told her to think on fundamentals.

"sifu," yes?

Ifni
2014-04-22, 05:18 PM
Typo in The Broken Mirror:

"sifu," yes?

Ty. Stupid autocorrect :smallwink:

Lix Lorn
2014-04-22, 06:44 PM
Given my stance on training times, it seems unfair to be obnoxious about MAs, so you should be fine.

Incidentally... I have to write 7500 words by friday. so. Yeaaaah.

The_Snark
2014-04-26, 05:18 PM
I think we might be waiting on responses from the Solar and Infernal now? A couple people have addressed them, and we don't want to banter too much without seeing how they react.

Lix Lorn
2014-04-27, 03:24 PM
Yes, sorry. I had to write 7500 words in two days.

When they tell you that you should start working in january, you do it. X_x

The_Snark
2014-04-27, 03:28 PM
No worries, I just wanted to make sure we weren't stuck in everyone-is-waiting-for-someone-else mode. ^_^

Crumplepunch
2014-04-27, 03:46 PM
Yes, sorry. I had to write 7500 words in two days.

When they tell you that you should start working in january, you do it. X_x

I sympathise, I have a similar figure for next week, on a subject I loathe.

Crumplepunch
2014-04-28, 06:24 PM
Attempting the stunt dice again because I am bad at things.

Potential stunt: [roll0]

Ifni
2014-04-28, 06:27 PM
Glass did indeed intend that as an instruction to intervene against the akuma, or at least approval of it.

She'll put Horrific Wreath up when the first Shadow Finger attacks. Holy starmetal damage for all. (Sorry Demise.)

Crumplepunch
2014-04-28, 06:32 PM
Glass did indeed intend that as an instruction to intervene against the akuma, or at least approval of it.

She'll put Horrific Wreath up when the first Shadow Finger attacks. Holy starmetal damage for all. (Sorry Demise.)

Is the upgrade automatic, or is bashing damage still possible? Brasla was going to pull her blows; killing a Celestial Exalt is a Divergence bomb regardless of instructions.

Oh hey, I think I found a good MA style for Brasla. Thundering Avelanche Style (http://www.lookshy.dk/roots2bulb/) compliments Brasla's native Charms quite nicely. A few parts are redundant, but mostly it is pretty neat.

Qwertystop
2014-04-28, 07:08 PM
Well. You guys know that (knowing Lix) despite all evidence to the contrary, the Akuma (who you've been prioritizing) is going to somehow turn out to be the good guy?

:smallbiggrin:

Crumplepunch
2014-04-28, 07:09 PM
Well. You guys know that (knowing Lix) despite all evidence to the contrary, the Akuma (who you've been prioritizing) is going to somehow turn out to be the good guy?

:smallbiggrin:

I will resolutely not feel bad about this misunderstanding.

Ifni
2014-04-28, 07:09 PM
Is the upgrade automatic, or is bashing damage still possible? Brasla was going to pull her blows; killing a Celestial Exalt is a Divergence bomb regardless of instructions.

I thiiink it's automatic, although it could be read as only doing agg damage when you choose to have them do lethal.

Horrific Wreath:
"All of the Sidereal's unarmed attacks gain the magical material bonuses of starmetal while this Charm is active. She may use them to deal lethal damage, and they deal aggravated damage to creatures of darkness."

World As Weapon Mastery:
"The attacks of the Sidereal's shadow fingers are now considered to be her unarmed attacks for the purpose of Charms of Throne Shadow Style."

Lix, ruling?

If Glass knows about this problem she can avoid putting Horrific Wreath up.

Crumplepunch
2014-04-28, 07:15 PM
I thiiink it's automatic, although it could be read as only doing agg damage when you choose to have them do lethal.

Horrific Wreath:
"All of the Sidereal's unarmed attacks gain the magical material bonuses of starmetal while this Charm is active. She may use them to deal lethal damage, and they deal aggravated damage to creatures of darkness."

World As Weapon Mastery:
"The attacks of the Sidereal's shadow fingers are now considered to be her unarmed attacks for the purpose of Charms of Throne Shadow Style."

Lix, ruling?

If Glass knows about this problem she can avoid putting Horrific Wreath up.

Ah, it shouldn't be a problem, Brasla's damage output is relatively low, so the chances of accidental death are slim. Best keep it, we don't know how tough an opponent he is yet.

The_Snark
2014-04-28, 10:18 PM
Ah, it shouldn't be a problem, Brasla's damage output is relatively low, so the chances of accidental death are slim. Best keep it, we don't know how tough an opponent he is yet.

If he's a Malfean akuma then the answer is almost certainly "very tough"; in fact, one of the entry-level Malfeas Charms makes bashing damage a poor tactic. Aggravated damage will probably be very useful here.

Imrix.
2014-04-29, 05:34 AM
Yeah, I think I'm going to have to break out my Super Sekkrit Stuff for this. Pity, I'd hoped for an army.

Lix Lorn
2014-04-29, 02:23 PM
I think you could still pull Agg blows down to lethal.

Imrix.
2014-05-03, 10:53 AM
Any idea who we're waiting on?

Crumplepunch
2014-05-03, 02:14 PM
I assumed Lix was still busy or recovering from all-nighters.

Ifni
2014-05-03, 02:18 PM
Yeah, I'm guessing we're waiting for a tick order / the opponents to roll.

Lix Lorn
2014-05-03, 03:16 PM
Yeah, mea culpa. Will get on that!

Edit: I am also not sure that all-out is necessary. If you spend masses of resources or reveal SECRET WEAPONS, you may find yourself going 'well that was a waste'.

Mechanix
2014-05-03, 03:32 PM
Erf.

As long as her attacks are enhanced by Horrific Wreath, Demise won't hit the Akuma. At least until he's proven to be evil.

Also I forgot my Join Battle roll. Enhanced by the Malfeas Excellency for 4m.

Join Battle: [roll0]
Stunt: [roll1]

The_Snark
2014-05-03, 03:38 PM
Oh right, Join Battle. Should roll that. I think Clover is still circling overhead for now, though.

Wits+Awareness: [roll0]

A question for our ST - I had intended to have Clover use Dexterity Excellencies/Hidden Dexterity Manifestation on the way over here, in case of a fight; is it okay to specify that now, and if so how many dice should she have? (It's one die per action, up to the dice cap.)

And a question for fellow players - is anyone standing particularly close together? Clover has a Touch-range buff she'll probably want to apply to multiple people, but I'm not sure if the group is all standing in a cluster, or if they approached from different directions and are scattered around the combatants, or what. (This is more a descriptive question than a tactical one, given Clover's Excellency-enhanced speed, but still!)

Ifni
2014-05-03, 03:46 PM
And a question for fellow players - is anyone standing particularly close together? Clover has a Touch-range buff she'll probably want to apply to multiple people, but I'm not sure if the group is all standing in a cluster, or if they approached from different directions and are scattered around the combatants, or what. (This is more a descriptive question than a tactical one, given Clover's Excellency-enhanced speed, but still!)

Glass is still watching from the walls (she can now punch people without worrying about the intervening space), so she won't be getting said touch-range buff :smallwink:

EDIT: Lix, the usual consequence of a JB botch is that you act on Tick 6 regardless of the reaction count. I'm okay with delaying that to Tick 7, and fine with Glass' "punch" happening as part of the Obvious activation of her Charm and having no mechanical impact, but I would prefer not to have my action on Tick 7 specified to be "you attack and auto-miss", because that's pretty much equivalent to making the JB botch "you act for the first time on Tick 12", which is quite a lot worse than the impact specified in the rules. I'm not sure quite what you intended.

Imrix.
2014-05-04, 05:29 PM
Shah is taking an Aim action against the Akuma, and reflexively moving higher. Unless anything odd happens, she's probably going to act on tick 6, after two Aim actions, when she has a better idea how the enemy is going to act.

The_Snark
2014-05-05, 04:52 AM
Question - is Demise actually attacking the Solar, as opposed to the akuma? We don't know exactly what's going on here, but my impression is that the akuma is being aggressive and pushing the attack, while the Solar is mostly on the defensive. Mind you, Demise might have more sympathy for an Infernal than most, but as far as I can tell the sequence of events runs like this...

-Demise shouts at both of them to stop.
-Akuma shouts back at us. Solar takes opportunity to stand up after having been bowled over by that last attack, and thanks us.
-Demise spits vitriol in Solar's face???

... and it doesn't quite make sense; I guess you could interpret the Solar's action as trying to continue the fight, or maybe Demise wants to make sure he knows that we're not on his side, but it's odd enough to make me wonder. (Especially since I just remembered that the Akuma is a Zenith, so attacking "the Solar" is a little ambiguous.)

Mechanix
2014-05-05, 08:10 AM
Demise wants to break out the fight. Since she's seen Brasla attack the Akuma, she's using a (non-damaging, but incapacitating) attack to take out the Solar, after which she'll probably initiate a grapple. Once both fighters are neutralized, she can get some answers.

This is probably not quite the same objective as the rest of the group, especially Brasla XD

Imrix.
2014-05-05, 08:46 AM
Actually, it makes perfect sense to Shah. She's just backing Brasla because she's fairly certain Demise can take a Solar better than Brasla can take an Akuma.

Crumplepunch
2014-05-05, 09:07 AM
Demise wants to break out the fight. Since she's seen Brasla attack the Akuma, she's using a (non-damaging, but incapacitating) attack to take out the Solar, after which she'll probably initiate a grapple. Once both fighters are neutralized, she can get some answers.

This is probably not quite the same objective as the rest of the group, especially Brasla XD

Well, Brasla attacked the Akuma because he was the apparent aggressor. If the Solar had attacked (and she had some kind of cue from another Exalt to take as an instruction) she would have attacked him too.

According to the tick order Clover goes next before the NPCs.

The_Snark
2014-05-06, 08:08 PM
According to the tick order Clover goes next before the NPCs.

Yup - just wanted to make sure I wasn't misunderstanding something before I posted. Demise's action makes more sense in that light, though I think Clover will probably be confused.

Crumplepunch
2014-05-09, 02:50 PM
If I have this right, Solar goes next in Tick 4 and the Akuma goes on Tick 5. Brasla actually goes simultaneously with Clover in Tick 3 but I won't know what to do until I get the results of the last attack from Lix. To avoid complications, it would be best to assume she is taking Guard actions to max her DV and acts simultaneously with the Akuma on Tick 5.

Lix Lorn
2014-05-10, 02:12 AM
Had exam 'today'. Kept putting off the post. Is now 8am tomorrow. Post will come, I just need more of my mind working than I've had for about two weeks to deal with this.

Lix Lorn
2014-05-13, 09:39 PM
Wow. Not sure why I took so long to make this post, it was painless.

Sorry guys! I had exams. And procrastinate. A lot. I have no exams now, so... I'll have no excuse for when I procrastinate!

Crumplepunch
2014-05-14, 12:39 AM
No problem.

Do we have an idea of how badly wounded this guy is? I'd rather not accidentally kill him outright.

It seems Brasla's Underdog speciality no longer applies.

Lix Lorn
2014-05-14, 05:08 PM
He's... hm. Suffering wound penalties, but not in danger of death.
Incidentally, he's also running away. How fast are you moving again?

Crumplepunch
2014-05-14, 05:39 PM
He's... hm. Suffering wound penalties, but not in danger of death.
Incidentally, he's also running away. How fast are you moving again?

Brasla's Speed 3 and good Join Battle roll let her act again before the Akuma's first action.

Thanks to her Myrmidon Carapace and Dex 8, she Moves at 16 yards per tick and Dashes at 28. Not a match for Speed of Light Approach, but pretty fast for a dorf.

Imrix.
2014-05-19, 03:29 PM
Raise your hand if you're riding out the post-exams crash like bleugh.

Crumplepunch
2014-05-19, 03:45 PM
I'll still be in the pre-exam dread phase for another few weeks.

Lix Lorn
2014-05-20, 06:22 PM
I... have just been really distracted? It's long enough since exams ended that they're not really an excuse any more, but I've been playing terraria and talking to my mistress on skype rather than coming on the forums. I seem to have run out of things to do on terraria though, and I worked through my brief panic of 'oh god how do I keep the plot even vaguely intact without it seeming like an asspull'.
Incidentally, new IC thread is Here (http://www.giantitp.com/forums/showthread.php?350358-Guardians-of-Gem-IC-Who-installed-an-Exalt-magnet&p=17498132#post17498132).

Recaiden
2014-05-20, 06:48 PM
Didn't even have any real exams this semester. That nonsense is for underclassmen.
Awkwardly, I'd just asked Mark Hall to unlock the old thread for us.

Basically, I'm a bit at a loss as to what to do in the Underworld. We're relying a lot on Joy to keep the conversation moving, which isn't good. And even with the shortest, slowest destination, Cam has little chance of navigating the Labyrinth successfully. I guess she could try. With sufficient good luck and virtue channels, she might find her way.

Lix Lorn
2014-05-20, 08:33 PM
navigating the labyrinth probably calls for an occult/survival roll...

I dunno. I can throw hekatonkheires at you if you like. :P Maybe one could know the way out.

Crumplepunch
2014-05-20, 09:47 PM
Brasla is unsympathetic (and also almost entirely immune to pain).

If someone has some sort of detect CoD effect that could be used on the Solar that would be fantastic. The presence of TED Charms fuels my paranoia.

Ifni
2014-05-20, 10:35 PM
Brasla is unsympathetic (and also almost entirely immune to pain).

If someone has some sort of detect CoD effect that could be used on the Solar that would be fantastic. The presence of TED Charms fuels my paranoia.

Slap him gently and see if the holy fire burns? :smallwink:

Lix Lorn
2014-05-20, 10:53 PM
Brasla is unsympathetic (and also almost entirely immune to pain).
It made me laugh. A lot.

The_Snark
2014-05-21, 05:19 AM
If someone has some sort of detect CoD effect that could be used on the Solar that would be fantastic. The presence of TED Charms fuels my paranoia.

Clover has a Charm for detecting Outsiders, which isn't exactly the same thing, but I think it suffices for this (akuma are native to Malfeas, yes? I can roll Int+Occult to see if Clover knows this IC). Mind you, if Ebon Dragon Charms are involved it's not a guarantee, he has a Charm specifically devoted to foiling magical detection methods...

Speaking of Clover's Charms - Revlid has released an updated version of the TAW project (https://docs.google.com/document/d/1P2AuLM6D1Et9mWQVJp-ugWujFJhTi2VwQBtOazOW1Mg/edit?pli=1), with quite a lot of pruning, streamlining and boosts to Charms and the like. I've been looking over the changes, and overall I think I like it a lot; a number of lackluster or cool-but-inefficient Charms have been condensed or improved, a lot of cumbersome Charm trees were rearranged or shortened to make them less of a headache, and a few areas where they were really weak have been shored up (Charisma actually has social Charms now!). A few Charms I liked were removed, but adding them back in (if we want to) is relatively easy.

Would you mind if I reworked Clover's sheet a little to take advantage of this? It wouldn't change too much; I think I'd need to swap out a couple Charms to account for new prereqs/cut Charms, some of her existing Charms work a bit differently, and I'd like to switch out a favored Attribute or two. (Yes, I am excited about revised Charisma; I wanted to favor it when I first built Clover, but the original set of Charisma Charms just felt so lackluster.) I can work up a list of the changes it would entail, if you like.

(I'm not sure if Imrix will want to do the same - haven't looked at Shah's sheet in detail, but I think a lot of her Charms were removed or drastically altered, and rebuilding her might be a bit tricky. It's not all bad, a lot of the combat Charms have been tweaked to be more cost-effective, but... depends on Imrix, really. Given that we have both Terrifying Argent Witches and regular Lunars in this setting already, I don't think it'd be too terrible to be using two slightly different versions.)

Lix Lorn
2014-05-21, 12:28 PM
You're still free to change anything that hasn't been used, as long as you warn me.

If it has been used, please keep any changes to similar things. The exact path the characters took to get here doesn't matter, but vague strokes oughta be the same. Kay?

The_Snark
2014-05-22, 05:10 AM
Makes sense. I think there are likely to be a couple of minor changes to things that have come up in play, but nothing too egregious. I'll work up that list so you can look at them.

Ifni
2014-05-22, 11:05 PM
Just a heads-up, I'm going to be traveling for the next ten days or so, likely with sporadic/limited Internet access. I should have Internet tomorrow, and again starting Wednesday/Thursday next week (although it may be limited until I get home Monday the following week), but in between I can't guarantee anything at all.

Imrix.
2014-05-23, 06:39 PM
I've actually been helping Revlid with his revisions of TAW. Rewriting is ongoing, for my part, I'm all for revising Shah, but I'd like to save it until I've finished my revisions. Also, rest assured, Charms that are lost were not necessarily dropped because Revlid thought they shouldn't stick around. A lot of stuff was dropped to make the core of TAW easier to pick up and play without intensive reading, or wrapping your head around the use for esoteric effects.

For my part, I'm intending to keep a lot of those esoteric effects around, but separated so people can dip into them in their own time.

The_Snark
2014-05-29, 05:44 AM
I've actually been helping Revlid with his revisions of TAW. Rewriting is ongoing, for my part, I'm all for revising Shah, but I'd like to save it until I've finished my revisions. Also, rest assured, Charms that are lost were not necessarily dropped because Revlid thought they shouldn't stick around. A lot of stuff was dropped to make the core of TAW easier to pick up and play without intensive reading, or wrapping your head around the use for esoteric effects.

Ah, that makes a lot of sense. I remember my initial impression was that it was very heavy on esoteric effects and a little spotty when it came to basic functionality. (Which was partly accurate, though not completely.) The new version seems like it'd be a lot easier for someone new to pick up and use.

IC, I think I'm waiting on a reply from either Mechanix or Lix?

DrakeRaids
2014-05-29, 05:24 PM
Gargulec ended up dropping but I would like to stick around if possible. Not sure yet. After talking to Lix moving Glimpse and Rose out at the same time is easier then keeping Rose so its likely a new character would be inbound? Gonna let the gears turn in my head for a while.

Crumplepunch
2014-06-02, 03:31 PM
Sooo... I can't help but noticed that posts in this game are slowing down quite a bit. I hope this is only a temporary dry spell and we can bring it back into gear at some point.

Not directly related to this game, but I've been working on an extensive rewrite for the Mountain Folk because they (and I) have serious problems. Final stages are coming together and I'm looking to have a workable system in the next couple of weeks.

I'm aiming to have something that perhaps slightly reduces their overall power (smaller persistent dice pools and trait caps at 5) but broadens the scope of their Charms so there are multiple avenues open to making a fun character.

I was hoping that I could rewrite Brasla under the new system and test out some of the mechanics in game. Does that sound feasible?

Lix Lorn
2014-06-02, 03:35 PM
I hope so too. ><

That will probably be fine!

Edge
2014-06-02, 03:45 PM
I would blame being ill and getting used to being back at work the past couple of weeks, but in truth I've just had writer's block in regards to Ivory. However, I too would hate to see this game die. As such, have a crappy Ivory post.

Crumplepunch
2014-06-02, 04:08 PM
I hope so too. ><

Yay!


That will probably be fine!

Great! The design is loosely based on the canon Jadeborn, but the final product should be quite different. Each Caste now gets four Patterns based on different facets of their themes plus the Foundation Charms, and each Enlightened can choose favoured Patterns from other castes. I tried to explore effects that are outside the usual purview of the Exalted where possible. Rather than enhancing their Abilities or Dexterity, Warriors can enhance their weapons and Artisans can apply their bonus-laden Mental attributes to non-Mental tasks.

In terms of raw power, Artisans and Enlightened Workers fall somewhere beneath Solars and Alchemicals as crafters, and require workshops and assistants to maximize their effectiveness. Dedicated fighters might match Dragon-Bloods, but I have my doubts. More than this though, there are many other areas of competence not previously explored by the Jadeborn Charm set, such as Charms aiding subterfuge, disguise and investigations. Chaos Seers will be changed quite a bit to better fit the themes of the Jadeborn as a whole, but they're still something you really shouldn't want to get involved in.

Brasla might enter a jade cocoon and transform into an oni. Should be fun.

EDIT: Aaaaaaand I just remembered I bought those combat Charms but neglected to activate/use them when attacking the Akuma. Dang.

Oh well, he'd better be ready to be hit a lot harder next time.

The_Snark
2014-06-04, 06:44 AM
Heh. Eye of Alliance has been useful so far, but this is the kind of situation where The Faithful Ally's silent telepathy would be handy...

Also, here's a list of changes/possible changes to Clover's sheet:
Major/medium changes:

I would like to change Cloverís favored Attributes from Stamina and Appearance to Dexterity and Charisma. I had originally wanted to favor Charisma, but ended up deciding against it because its Charm trees were convoluted and the best Charms were merely decent, so went for Appearance instead. I... canít recall exactly why I decided to favor Stamina; possibly because most of the old Dexterity trees began with Charms I didnít want. Less of that now. In any case - Iíve bought Charms from both Attributes already, so itíd only shift the number of bonus points Iíve spent by 1.


Inhuman (Attribute) Manifestation now provides a discount to Excellencies rather than bonus dots; as such, it doesn't work so well with the Third Excellency anymore, and I'd like to switch to the First Dexterity Excellency so as to have a basic dice-adder in combat.


Perfected Concealment Practice has been split into multiple Charms, and the fool Essence sight/duck outside Fate Charm has slightly higher prerequisites; also, the custom tattoo artifact Edge Iíd designed has been mostly superseded by Revlidís tattoo artifacts (which can be hidden by shapeshifting, just like regular tattoos/equipment). Iíd therefore like to drop this Charm - Clover has technically used the go-outside-Fate ability, but it never actually came up in-game.


Mythic Outsider Extrusion isnít present in the revised TAW document, and on reflection Clover has no shortage of temporary mutations available anyway, so Iíd like to drop this.


Eyes Wide Open now requires a Perception Excellency, so Iíd like to buy one of those with the BP freed up by dropping other stuff.

Minor changes:

Clover's anima power is altered mechanically, though the concept is the same. Rather than hindering movement and mental actions, it imposes an unnatural Emotion of fascination, which inflicts a (-Essence) penalty on unsuitable actions (including attacks). Can be resisted with Willpower.


Hybrid Body Rearrangement is now called Hybrid Nue Transformation; it looks otherwise unchanged.


Mayflyís Allegiance is not present in the revised TAW document, but Iíd ask to keep it anyway, since there still aren't that many mental defense Charms written.


Ox-Body Technique has been replaced by Nandi-Frame Resilience, which is the same idea but offers a slightly different set of options. In practice this means Clover will lose a few -2 health levels and gain some -4 and Dying health levels.


Eyes Wide Open is now Indefinite rather than scene-long


Outland-Detecting Intuition works somewhat differently. Instead of being an Instant Charm you use to check if someone is an outsider, itís now an always-on enhancement to Eyes Wide Open; it also provides bonus successes to Perception rolls concerning outsiders. Unfortunately, it canít be used to locate shadowlands, hell-gates or Wyld zones anymore. The first part doesnít change much - Clover would have recognized Shah, Demise and Ivory Skies as outsiders immediately, rather than waiting til she used the Charm on them, but I donít think that would have affected the meeting - but the second produces a plot hole, since Clover used that to find the Infernal monument. I donít think this matters too much, thoughÖ Worst case, I homebrew an enhancement of some kind that includes this capability.


Necrotic-Vital Equivalence Practice has been renamed Birth-Death Tajitu Practice, but it looks otherwise unchanged.


Other-Mimicking Thoughts has been altered somewhat. Firstly, it gives you a second, Illusory Motivation rather than completely replacing your Motivation. Secondly, the activation cost is a bit different - pretty minor, it can be deactivated freely but costs WP now. Thirdly, if used on non-Outsiders you keep a mundane Intimacy to their Motivation even after the Charm lapses. Applied retroactively, this means Clover has an Intimacy towards Glassís Motivation, probably couched around helping the Nocturnal Exalted since thatís more or less what she understood of Glassís motives. :smallamused: I do not object to this.

Possible other changes:

I've dropped a total of 2 Charms and added one; to make up the difference, I'd like to add a new Charm - probably Passionate Cameo Exultation, Someone's Hero Assurance, or one of the territory Charms.


Speaking of which, the Charisma Charms that give you benefits relating to the land are actually good now. I had originally wanted to keep Moon and Earth Blessing separate from TAW's territory Charm tree, because the original versions were pretty lackluster and I didn't feel like saddling the Charm with useless prerequisites when the standard-Lunars version doesn't have any. That said, the revised TAW territory Charms look (mostly) pretty good now, and are on my to-take list, and I wouldn't object to working Moon and Earth Blessing into the tree properly.

How/where, though? Not sure. Clover's ability to make crops grow in anything less hostile than an active volcano has been discussed and planned around in-character, so she should keep that ability. I could give it low prereqs and use bonus points to acquire them... or it could be folded into the effects of some of the still-slightly-weaker Charms, possibly? It doesn't need to be sorted out right away, anyway.


I'd like to use a couple of freed-up BP to increase the rating of Clover's manse. Hearthstone would stay the same, so it'll only matter if we end up visiting.

Crumplepunch
2014-06-04, 07:18 AM
Hybrid Body Rearrangement is now called Hybrid Nue Transformation

Ox-Body Technique has been replaced by Nandi-Frame Resilience

Necrotic-Vital Equivalence Practice has been renamed Birth-Death Tajitu Practice

/me screams into a pillow.

Lix Lorn
2014-06-04, 12:32 PM
Yay!

Great! The design is loosely based on the canon Jadeborn, but the final product should be quite different. Each Caste now gets four Patterns based on different facets of their themes plus the Foundation Charms, and each Enlightened can choose favoured Patterns from other castes. I tried to explore effects that are outside the usual purview of the Exalted where possible. Rather than enhancing their Abilities or Dexterity, Warriors can enhance their weapons and Artisans can apply their bonus-laden Mental attributes to non-Mental tasks.

In terms of raw power, Artisans and Enlightened Workers fall somewhere beneath Solars and Alchemicals as crafters, and require workshops and assistants to maximize their effectiveness. Dedicated fighters might match Dragon-Bloods, but I have my doubts. More than this though, there are many other areas of competence not previously explored by the Jadeborn Charm set, such as Charms aiding subterfuge, disguise and investigations. Chaos Seers will be changed quite a bit to better fit the themes of the Jadeborn as a whole, but they're still something you really shouldn't want to get involved in.

Brasla might enter a jade cocoon and transform into an oni. Should be fun.

EDIT: Aaaaaaand I just remembered I bought those combat Charms but neglected to activate/use them when attacking the Akuma. Dang.

Oh well, he'd better be ready to be hit a lot harder next time.
Sounds badass.
Akuma: YOU PEOPLE ARE CRAZY HOLY ****


Heh. Eye of Alliance has been useful so far, but this is the kind of situation where The Faithful Ally's silent telepathy would be handy...

Also, here's a list of changes/possible changes to Clover's sheet:
Major/medium changes:

I would like to change Cloverís favored Attributes from Stamina and Appearance to Dexterity and Charisma. I had originally wanted to favor Charisma, but ended up deciding against it because its Charm trees were convoluted and the best Charms were merely decent, so went for Appearance instead. I... canít recall exactly why I decided to favor Stamina; possibly because most of the old Dexterity trees began with Charms I didnít want. Less of that now. In any case - Iíve bought Charms from both Attributes already, so itíd only shift the number of bonus points Iíve spent by 1.


Inhuman (Attribute) Manifestation now provides a discount to Excellencies rather than bonus dots; as such, it doesn't work so well with the Third Excellency anymore, and I'd like to switch to the First Dexterity Excellency so as to have a basic dice-adder in combat.


Perfected Concealment Practice has been split into multiple Charms, and the fool Essence sight/duck outside Fate Charm has slightly higher prerequisites; also, the custom tattoo artifact Edge Iíd designed has been mostly superseded by Revlidís tattoo artifacts (which can be hidden by shapeshifting, just like regular tattoos/equipment). Iíd therefore like to drop this Charm - Clover has technically used the go-outside-Fate ability, but it never actually came up in-game.


Mythic Outsider Extrusion isnít present in the revised TAW document, and on reflection Clover has no shortage of temporary mutations available anyway, so Iíd like to drop this.


Eyes Wide Open now requires a Perception Excellency, so Iíd like to buy one of those with the BP freed up by dropping other stuff.

Minor changes:

Clover's anima power is altered mechanically, though the concept is the same. Rather than hindering movement and mental actions, it imposes an unnatural Emotion of fascination, which inflicts a (-Essence) penalty on unsuitable actions (including attacks). Can be resisted with Willpower.


Hybrid Body Rearrangement is now called Hybrid Nue Transformation; it looks otherwise unchanged.


Mayflyís Allegiance is not present in the revised TAW document, but Iíd ask to keep it anyway, since there still aren't that many mental defense Charms written.


Ox-Body Technique has been replaced by Nandi-Frame Resilience, which is the same idea but offers a slightly different set of options. In practice this means Clover will lose a few -2 health levels and gain some -4 and Dying health levels.


Eyes Wide Open is now Indefinite rather than scene-long


Outland-Detecting Intuition works somewhat differently. Instead of being an Instant Charm you use to check if someone is an outsider, itís now an always-on enhancement to Eyes Wide Open; it also provides bonus successes to Perception rolls concerning outsiders. Unfortunately, it canít be used to locate shadowlands, hell-gates or Wyld zones anymore. The first part doesnít change much - Clover would have recognized Shah, Demise and Ivory Skies as outsiders immediately, rather than waiting til she used the Charm on them, but I donít think that would have affected the meeting - but the second produces a plot hole, since Clover used that to find the Infernal monument. I donít think this matters too much, thoughÖ Worst case, I homebrew an enhancement of some kind that includes this capability.


Necrotic-Vital Equivalence Practice has been renamed Birth-Death Tajitu Practice, but it looks otherwise unchanged.


Other-Mimicking Thoughts has been altered somewhat. Firstly, it gives you a second, Illusory Motivation rather than completely replacing your Motivation. Secondly, the activation cost is a bit different - pretty minor, it can be deactivated freely but costs WP now. Thirdly, if used on non-Outsiders you keep a mundane Intimacy to their Motivation even after the Charm lapses. Applied retroactively, this means Clover has an Intimacy towards Glassís Motivation, probably couched around helping the Nocturnal Exalted since thatís more or less what she understood of Glassís motives. :smallamused: I do not object to this.

Possible other changes:

I've dropped a total of 2 Charms and added one; to make up the difference, I'd like to add a new Charm - probably Passionate Cameo Exultation, Someone's Hero Assurance, or one of the territory Charms.


Speaking of which, the Charisma Charms that give you benefits relating to the land are actually good now. I had originally wanted to keep Moon and Earth Blessing separate from TAW's territory Charm tree, because the original versions were pretty lackluster and I didn't feel like saddling the Charm with useless prerequisites when the standard-Lunars version doesn't have any. That said, the revised TAW territory Charms look (mostly) pretty good now, and are on my to-take list, and I wouldn't object to working Moon and Earth Blessing into the tree properly.

How/where, though? Not sure. Clover's ability to make crops grow in anything less hostile than an active volcano has been discussed and planned around in-character, so she should keep that ability. I could give it low prereqs and use bonus points to acquire them... or it could be folded into the effects of some of the still-slightly-weaker Charms, possibly? It doesn't need to be sorted out right away, anyway.


I'd like to use a couple of freed-up BP to increase the rating of Clover's manse. Hearthstone would stay the same, so it'll only matter if we end up visiting.
I see no major problems here!


/me screams into a pillow.
Yeah, TAW thematics don't do it for me either.

Crumplepunch
2014-06-06, 02:00 AM
Hm, running into complications with converting Brasla. Because I'm changing how the Charms are structured and removing and adding a lot of stuff, some effects may be lost in the shuffle, creating plot holes.

For example, I haven't rewritten Sign of Warding, because let's face it it's a bit shenanigans. This creates a problem because Brasla spent quite a lot of time warding the walls with that. I may have a bash at making a more restrained version yet.

Also, Brasla won't be able to build Artifact 4+. Though there is a loose analogue of Wonder Forging Genius, it requires quite a lot of investment in Artisan trees, comparative dilettantes like Brasla can't touch it. She is still just as good at making Artifact 1-3, however. Finally, she's weaker in combat. She can get to attack pools of 25 plus stunts as opposed to her previous 29, and this requires her to burn motes (for now).

Part of my problem is that I'm cherrypicking from several Patterns in order to try out the effects I have written, so she's ended up with a lack of high Essence Charms. Some of the Patterns aren't done, but most of the ones I want to use in this game are, so I'll have the rewritten Brasla up within the next few days.

Lix Lorn
2014-06-06, 11:56 AM
If there's a huge discrepancy, the odd creepy visions could actually be tied in as a fluff justification that messed with the underlying metaphysics of the jadeborn race.

Qwertystop
2014-06-06, 12:09 PM
One thing that might help with Sign of Warding would be making it have to be aligned with a physical barrier. The use on the walls (and extending above, I assume) remains fine, but the use on the giant bone construct thing only worked because it was so big it counted as a wall. That significantly reduces the offensive uses unless you can incapacitate something for long enough to build a barrier around it, at which point you've sort of already won anyway.

Crumplepunch
2014-06-06, 05:17 PM
EDIT: I didn't mean to post this yet, sorry. Not finished!

Lix Lorn
2014-06-06, 06:10 PM
Mwahaha my email subscription gave me a sneak peek
(I only saw the str/dex/sta values and I already forget them xD)

Crumplepunch
2014-06-06, 07:32 PM
Okay, here goes. I have rewritten Brasla with an eye to change as little about what has been established about her as possible.

Here are the changes to Brasla's character sheet:


Attributes:
Physical (Primary):
Strength ●●● (●●)
Dexterity ●●●●●
Stamina ●●●●●

Social (Tertiary):
Charisma ●●●
Manipulation ●
Appearance ●●●

Mental (Secondary):
Perception ●●●●(●)
Intelligence ●●●●●
Wits ●●

Yeah, I've done away with the 7 dot trait cap. I have never particularly cared for it and it doesn't integrate particularly well with the system or the Jadeborn as described. Enlightened get -6 from all of their three Attribute pools and a normal Attribute cap of 1-5. This leaves them with an excellent 10/7/4, still an asset but not a primary feature.

Abilities:


Martial Arts ●
Craft ●●●●● (All Crafts, Motonic Physics +1)
Melee ●●●●● (Underdog +3)
Archery ●●●
War ●●●●● (Siegecraft +2)
Lore ●●●●
Integrity ●
Resistance ●
Performance ●
Bureaucracy ●
Thrown ●
Socialize ●
Awareness ●●
Occult ●●●
Athletics ●●(●●●)
Linguistics ●●●
Survival ●
Dodge ●

Linguistics: Rocktongue (Native), Flametongue, Old Realm, High Realm

(6bp)

Again, dropped to a conventional five point scale. I've taken advantage of the extra dots to reshuffle things a little, but nothing drastic.

Virtues:
Compassion ●● "There are things worth defending."
Conviction ●●● "One day, I will do better."
Temperance ●●●● "As you command."
Valor ●●●●● "Live by the sword, die by the sword."

(5bp)

A minor change, no free dots of virtue any more and no virtue-based Charm mechanics, so ratings have been altered a little.

Backgrounds:

Artifact ●●●●● ●●●●●

Manse ●●●●● ●

Dominion ●

Followers ●●●

Resources ●●●●●

The only change here is the introduction of the new Dominion background, analogous to the Alchemical Class. It offers a host of benefits to Enlightened characters reflecting their status within the Jade Cities. Brasla's something of a social outcast, so she only has one dot, but that's enough for a comfortable Resources 3 lifestyle and servants, as well as her station in the Range army.

To counterbalance the strength of this new background, the general Resource background is no longer bumped up by two notches. Artisans aren't any more fabulously wealthy and prestigious than anyone else when they don't have an entire empire bringing them jade by the trainload.

Nevertheless, Brasla still has Resources 5, representing the lucre of decades of off the books mercenary work and choice acquisitions.

And Charms:

Free Charms:
Ox-Body Technique x5
Battle Forging Adept Empowerment
Stone Delving Adept Empowerment
Brilliant Artificer Adept Empowerment
Growing Crystal Adept Empowerment

Foundation Pattern
White Jade Transformation
Red Jade Transformation
Dutiful Warrior Approach
Smallest Wonder Innovation
Inscription of Suspended Evocation
Land-Binding Nexus Meditation

Valiant Soldier Pattern
Inviolable Duty
Endless War Spirit

Stone Delving Pattern
Telluric Resonance Sense
Earthen Insight Method
Burrowerís Sure Path
Mountain-Shaping Stance

Esoteric Mystic Pattern
Unfolding Pattern Intuition
Living Earth Meditation
Sign of Warding
Demesne Body Technique

Growing Crystal Pattern
Earth-Body Unity Arete

Brilliant Artificer Pattern
Artistry-Dissecting Glance
Artificerís Numinous Inspiration
Fountain of Embers Style
Thousand-Hand Foundry

Battle Forging Pattern
Worthy Steel Investiture
Warforged Citadel Defence
Blade Shaping Maneuver
Hearth and Bastion Armament

(57bp)

All Jadeborn favour the Foundation Pattern, Valiant Warrior and Battle Forging are Caste and Stone Delving, Brilliant Artificer and Esoteric Mystic are Brasla's Favoured Patterns, so only Earth Body Unity Arete is unfavoured, and it was purchased with one of Brasla's three non-favoured Charm slots at character Creation.

I have taken the liberty of giving Brasla the First Excellency analogue (Pattern) Adept Empowerment for each of her Caste and Favoured Patterns.


Now for what those Charms do:

Ox-Body Technique
Cost: - Mins: Essence 1; Type: Permanent
Keywords: Stackable, Native
Duration: Permanent
Prerequisite Charms: None

The people of Jade are not easily slain. Each time this Charm is taken, the Jadeborn adds one -1 and one -2 health level. Jadeborn may take Ox-Body Technique a number of times equal to their permanent Essence.

Same as before, but with Essence instead of highest Virtue. A lot of effects now hinge on Essence caps.

(Pattern) Adept Empowerment
Cost: (1m+) Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: One Charm of the associated Pattern

The Mountain Folk demonstrate excellence through the power of their Patterns. As an innate power, the Jadeborn can spend up to (Essence) motes to add that many dice to any roll involving or enhanced by the Charms of their chosen Pattern. As they are not true Patterns but collections of unassociated charms, there are no (Pattern) Adept Empowerments for the Foundation and Chaos Patterns.

This is a very broad boost, some Pattern Charms are long duration and collectively the Adept Empowerments can enhance almost any roll. It is tempered by the small Jadeborn mote pools and low dice cap. I consider it at least balanced with Elemental Expression, its closest Raksha equivalent.

(Color) Jade Transformation
Cost: 8m(+3m) Mins: Essence 1; Type: Simple
Keywords: Obvious, Sustained
Duration: Sustained
Prerequisite Charms: None

Jadeborn is not just a sobriquet. The birthright of all Mountain Folk is to transform into living statues of jade, inuring them to harm and safeguarding them against the elements. Characters with a Jade Transformation Charm active soak Lethal damage with their full Stamina and add (Essence +1) to their natural Soak and Hardness.

Additionally, each Jade Transformation has a range of hazards to which it is especially resistant. The characterís soak and Hardness bonus from the Jade Transformation doubles against these threats, and minimum damage is reduced by one, to a minimum of zero. This damage reduction does not stack with other effects that reduce final or minimum damage, like Starmetal armour. Where relevant, the character also adds Essence dice to his Resistance pool and counts as a magical creature for the purposes of resisting environmental damage. In addition to those listed in each entry, Jade Transformations are always resistant to attacks from Jade weapons of the same color and damaging Elemental Charms from the corresponding element.

Characters can learn more than one Jade Transformation, and can activate multiple versions at the same time, although only the first is Obvious. Second and subsequent versions do not further increase Soak or Hardness, but do offer additional resistances and secondary benefits. The first version costs 8m to activate, and second and subsequent versions cost 3m to activate. Releasing the commitment to the first Transformation while another is active will make the second one Obvious, and the character must pay a 5m surcharge to raise its cost to 8m.

Aside from making their nature readily apparent, Jade Transformations have the weakness of dramatically increasing the characterís weight. While this does not inhibit mobility normally, Jadeborn without specialist equipment or Charms will sink like a stone in water and collapse flimsy structures by setting foot on them.

White: The Jadeborn is immune to damage, knockdown and penalties caused by rockslides, cave-ins, or attacks with unworked natural earth. The character is resistant to primarily earthen weapons, including all mundane metals. While White Jade Transformation is active, the character subtracts Essence from all knockback distances and cannot be tackled or otherwise knocked prone without a charm or other magical effect that specifically does so. Fortified by unyielding Essence, the character need not sleep, though he can become fatigued.

Red:The Jadeborn is immune to environmental effects from natural heat and damage from natural fire; the heat of the Southern desert does not faze him in the least, nor does a torrent of molten metal or the detonation of a belt of pyromantic grenades. The character is also resistant to any supernatural attacks related to fire, such as attacks from a Dragon Sigh Wand or Charm-enhanced firewand. Enervated by burning Essence, the character never becomes fatigued while Red Jade Transformation is active, though he still needs sleep.

Jade Transformation can become quite potent if stacked, but Brasla only has Red and White Jade Transformation at the moment. Still handy.

Dutiful (Caste) Approach
Cost: 2m Mins: Essence 1; Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisite Charms: None

The Mountain Folk are dedicated to their assigned tasks. Activating Dutiful (Caste) Approach, the character single-mindedly pursues a task appropriate to their Caste. Below are some appropriate categories of Caste-based task. The task itself should be more specific; rather than ďcookeryĒ, a Worker might dedicate himself to cooking an evening meal for his fellow shift workers. An Artisan might likewise dedicate herself to the constructing a particular unique daiklave.

Worker: Maintenance, repairs, crafting utility items, building, farming, mining, trade, cookery, spying, entertaining.
Warrior: Combat, crafting or maintaining weapons, armour and fortifications, guarding, infiltration.
Artisan: Leadership, unique wonders, inventions, art, research, diplomacy.

The character gains a temporary magical intimacy towards the task for its duration that cannot be eroded, as well as a bonus speciality die that can be applied to any Ability used in its pursuit. The speciality can also be added directly to the characterís MDVs for the purposes of resisting attempts to dissuade them from their chosen task. Specialities added by this Charm do not count towards the maximum number of specialities a character can learn, but as normal the character can benefit from only three dots of speciality. This Charm can be stacked up to (Essence/2) times to increase the speciality pool. These do not count as dice added by Charms.

As an alternative use, a recognized superior who assigns a task to Unenlightened characters can pay the Essence cost on their behalf, and can do so using their own Essence rating to as many subordinates as required. For example, an Essence 4 Artisan (or Exalt, or god) who assigns a group of a hundred Essence 1 Workers with Dutiful Worker Approach to excavate a tunnel can activate it twice for 4 motes to give the entire group a 2 die speciality for the task.

Enlightened characters must learn their own Dutiful Caste Approach first, and can then learn the others if they wish. Unenlightened characters can only learn their own version.

Being able to select specialities to fit the situation is a great benefit. It doesn't help the Brasla in her primary competences most of the time, but it does let her adapt to new situations in a manner befitting her Caste.

Inscription of Suspended Evocation
Cost: Special Mins: Essence 2; Type: Simple
Keywords: Enlightened, Seal
Duration: Indefinite
Prerequisite Charms: Smallest Wonder Innovation

With the use of this Charm, the Mountain Folk harmonize their Essence with their possessions, using them as a focus of their magic.

The Inscription can seal one of the Jadebornís Charms into a physical object. Any Charms except those that have a Permanent duration or require a Dramatic Action to use are suitable. An object or artifact can store only a single Charm, and a Charm can be sealed into only one object. The effect differs depending on what kind of object the Charm is sealed into.

Armour: The Charmís Type becomes Reflexive (Step 7) and can be used only in response to a successful attack. Charms that generate an attack, like Earth Shaping Strike, can be used as a Counterattack.
Weapon: The Charmís Type becomes either Reflexive (Step 2) useable in a parry, or Supplemental useable in an attack. Sealed Charms with the Touch keyword can be used through the weapon, and Charms that call for a successful Martial Arts attack may instead use whichever Ability is appropriate for the weapon.
Tool: The Charm retains its normal timing but can only be used in conjunction with the tool, either in its normal function or in a stunt involving it.
Talisman: The Charm can be activated Reflexively at any time. The Talisman must be of a Resources value at least equal to the minimum Essence of the Charm. Upon activating the Charm, the Talisman shatters and is destroyed.
Hearthstone: By default a Hearthstone can be used as a Talisman of a Resource value equal to its Manse rating. It becomes inert and powerless for a number of hours equal to the Charmís minimum Essence rather than shattering. However, if placed in armour, a weapon or a tool, it can replicate those functions, allowing an artifact to store multiple Charms.

While the Charm is sealed in an object it cannot be used normally. However, Charms evoked from objects do not count as Charm activations, allowing a well prepared character to bypass the normal combo restrictions. Only Jadeborn Charms can be sealed with Inscription of Suspended Evocation.

Confusing, I know. You might notice that Jadeborn Charms still lack any combo keywords. This is the workaround. I have done some tests and I think the system is pretty fun. Hopefully I'll be able to demonstrate the applications later.

Land-Binding Nexus Meditation
Cost: 20m, 1wp Mins: Essence 4; Type: Simple (Dramatic Action)
Keywords: Enlightened
Duration: Instant
Prerequisite Charms: Inscription of Suspended Evocation

In a ritual at the heart of an attuned Manse, the character binds her soul to the structure and its geomancy, establishing a sympathetic connection that bolsters her for as long as the attunement persists. Elder Jadeborn become the focal points of extended geomantic networks that sustain their potent enchantments.

The ritual requires mystical inscriptions and an extended period of meditation taking (Manse Rating) days. Upon completion, the character gains a pool of (Manse Rating x2) attunement motes that can be used to attune artifacts or maintain Sustained Charms, in which case the Charmís hourly cost is reduced by the amount committed, to a minimum of 0. Any power failure or broken attunement to the manse ends the enchantment immediately. There is no limit to the amount of Manses that can be bound to the character in this way.

Sustained Charms replace Enchantments and draw from the character's hourly mote respiration. Powering your personal enchantments with a manse network is the kind of thing Jadeborn have to do to compete with the Exalted.


Inviolable Duty
Cost: 3m+ Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None

A Warrior would never consider abandoning his duty. When faced with a natural or unnatural influence that would cause them to violate their orders or their Motivation, the Warrior may substitute willpower for motes at a rate of 3m to 1wp.

Not as useful as it might be given that Jadeborn have no Limit to gain from resisting UMI with Willpower, but a handy effect nonetheless.

Endless War Spirit
Cost: 3m Mins: Essence 1; Type: Reflexive
Keywords: Sustained
Duration: Sustained
Prerequisite Charms: None

It is a simple truth that a Warrior will eventually die in the Endless War or in some other petty conflict, forgotten and unmourned, before they rise to fight and die again in a new incarnation. This fate holds no fear for them, as it is their nature. While this Charm is active, the Warrior is immune to all fear and intimidation based emotion effects and penalties.

Canon entry level Valor Bolstering Meditation did something similar, this is simplified in its function.


Telluric Resonance Sense
Cost: 3m Mins: Essence 1; Type: Simple
Keywords: Sustained, Material
Duration: Sustained
Prerequisite Charms: None

A Worker is never lost underground. While this Charm is active the Jadeborn knows the exact layout of any natural stone formations within (Essence x25) yards, from tunnels to stalactites. This provides no information on the composition or integrity of the stone or whether anyone occupies a particular piece of ground, but it can reveal even the most cleverly concealed natural tunnel. At Essence 3, this Charm functions on any stone, allowing the Worker to map buildings and locate hidden rooms.

Rather better than the original Earthen Insight Method, but hardly overpowered, I think.

Earth Titanís Hand
Cost: 1m+, 1wp Mins: Essence 2; Type: Reflexive
Keywords: Material, Cooperative
Duration: Instant
Prerequisite Charms: Telluric Resonance Sense

Though they lack the terrifying brilliance of the Artisans and the brutal power of the Warriors, within their own sphere the Workers are mighty. The Worker gestures and the earth responds, exerting a Feat of Strength on a stone structure or object within Essence x10 yards, which can break, lift, move or throw the target as normal. The Feat of Strength total equals the character's Essence + Craft (Earth) plus the number of motes spent. There is no limit to the number of motes that can be spent on this Charm.

If used Cooperatively on the same tick, Workers use highest Essence + Craft (Earth) total of the participants, and either apply this bonus to their individual targets or combine their spent motes into one individual pool. There is no limit to the number of Workers who can cooperate in this way. Large enough groups can launch projectiles across battlefields, move small mountains and shatter whole city quarters.

This can potentially create highly damaging (if inaccurate) attacks as well as breaking stuff. Not sure if I went overboard with the cooperative effect, large groups of workers could potentially do hundreds of levels of bashing damage by tapping their mote pools in one giant attack.

Burrowerís Sure Path
Cost: 4m Mins: Essence 2; Type: Reflexive
Keywords: Sustained, Material, Cooperative
Duration: Sustained
Prerequisite Charms: Earth Titan's Hand

Survival in the underground realm relies heavily on tunnels and natural caverns. Here, the Jadeborn and their enemies make their homes and build their great cities. Tunneling through solid rock is not easy, but Workers know a way. By concentrating, Workers can compress and sublimate stone within Essence yards, creating a stable and durable tunnel through even the most treacherous rock. By working together, Workers can create a tunnel large enough to be comfortaly traversed by a unit of their Magnitude +2. The tunnel progresses at half normal foot travel time. Alternatively, if used to hollow out a cavern, Workers can create a space of (Essence x100) cubic yards per hour of work. Because the effect strengthens the walls, only the most precarious of structures risk collapse. The Charm can also be used by sappers to damage a stone structure, doing Essence levels of damage per action spent destroying its walls and foundations.

Kinda boring, but logical for a Worker Pattern based around mining, and a reasonable prerequisite to...

Mountain-Shaping Stance
Cost: 10m Mins: Essence 3; Type: Simple or Simple (Dramatic Action)
Keywords: Material, Enlightened
Duration: One Task
Prerequisite Charms: Earth Titan's Hand, Burrower's Sure Path

With Essence-channeling mudras and harmonization with the element of earth, the Enlightened Worker can call structures forth from the stone. If used as a Simple action, this Charm creates crude structures. Blocky walls rise out of the ground to bar the enemy's path, pits open beneath them, stairs they are climbing form a sheer slide. The Worker can instantly call any Resources 1 structure made of stone into being, provided he has enough material to work with. This Charm is not precise or fast enough to entomb or crush anyone who has any means of mobility, and any situational damage caused by it is treated as falling damage. If used as a Dramatic Action, Mountain-Shaping Stance supplements a Craft attempt on a stone building of any sort, adding Essence automatic successes, obviating the need for tools and work teams and multiplying the speed of work by (Essence + Craft Earth). Magical structures require more finesse than this Charm can provide. If used to construct a Manse, it merely obviates the need for labour.

Whyyyyyyy do we build the wall, my children, my children...



Unfolding Pattern Intuition
Cost: 5m Mins: Essence 2; Type: Simple
Keywords: Sustained
Duration: Sustained
Prerequisite Charms: None

The signature Charm of the Artisan caste, characters using Unfolding Pattern Intuition perceive the world as a tapestry of shifting, interdependent Essence-constructs. However fine the Jade Cities might be to conventional sight, the Artisans hold that they are infinitely finer viewed through the eyes of the Maker.

Unfolding Pattern Intuition resembles All-Encompassing Sorcererís Sight, but with the following exceptions. The Jadeborn can recognize any spirit or creature with Enlightened Essence as such, and furthermore can discern the aspect of the perceived characterís Essence. The Artisan sees spirits as complex patterns of Essence reflecting their natures and domains in some allegorical fashion, and sees Exalts surrounded by burning Essence as though their anima were flaring. The Artisan can likewise perceive the aspect of demesnes, manses and other magical objects and locales.

On the other hand, Unfolding Pattern Intuition is easily deceived, as any magic that offers concealment shrouds even the most spectacular spiritual display in unremarkable, muted patterns. It fails against magical stealth and disguises, and offers no roll-off bonus. On its own, Unfolding Pattern Intuition cannot distinguish specific Charms (although it can still see when a Charm is being used.) Finally, the enhancement transforms the Artisanís eyes into blank spheres of one of the five colours of jade for the duration, making the Charmís use clear to those who know this effectís significance, unless she takes steps to conceal them.

Largely unchanged except for its duration, which is no longer a several-hour-long enchantment with permanent repurchase.

Living Earth Meditation
Cost: 5m Mins: Essence 2; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Unfolding Pattern Intuition

All Jadeborn have an affinity for geomancy, and Dragon Lines are particularly obvious to initiates of the Higher Path. If used in a Manse or Demesne, this Charm lets her attune it instantly, which requires success on a contested Essence roll if someone has claimed the Hearthstone of the Manse. Anywhere else, the character can spend a Simple action to detect unconcealed Manses within (Essence x 5) miles and uncapped demesnes within (Essence x 10) miles.

Broadens the extremely narrow functions of the original by adding in some of the useful elements of thaumaturgical geomancy into the so-called Higher Geomancy tree.

Sign of Warding
Cost: 10m, 1wp Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Invocation, Obvious, Mastery-OK
Duration: Instant
Prerequisite Charms: Living Earth Meditation

Over the course of an hour, the Artisan carves a complex runic mandala into a surface, warding it against his enemies. The Ward can protect a two dimensional space of Essence x500 Square Yards or an dome of Essence x50 yards radius. The Artisan can name conditions as complex or simple as she likes for who may and may not cross the barrier, from "Admit everyone except Vodak" to "Admit only those who have my personal sigil engraved on a stone they carry in their belly and other Artisans who ask politely to enter." If necessary, the barrier can detect non-obvious qualities like being a Creature of Darkness, outside Fate or having the first name Yurgen. It cannot detect anything concealed by a magical effect other than dematerialization and cannot discern loyalties, intentions or past events.

The Ward itself projects a wall of invisible force that prevents forbidden targets or their possessions from crossing the threshold, and is equally solid to both material and immaterial targets. The Ward blocks scrying, and any magical effect or mental influence from a forbidden target that would cross its threshold suffers an External penalty equal to the Artisan's Essence. The barrier has the durability of a Stone Wall, plus a Hardness of 10, and requires damage to be rolled against it. If destroyed, the barrier will return an hour later unless the ward is destroyed also, which can be achieved by destroying the struture it is inscribed upon.

If placed in or around the vicinity of a manse or demesne, the Sign of Warding persists permanently. If not, it loses its power within a year.

Note that the Invocation keyword is identical to Sorcerous, so the Sign can still be countermagicked. Removing the scaling effect and requiring a period of time removes the worst of the shenanigans, I think.

Demesne Body Technique
Cost: - Mins: Essence 3; Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: Living Earth Meditation

The Artisan reforges and strengthens his bonds with the network of Essence that lies at the core of Creation, transforming himself into a wellspring of power. He respires Essence at a rate of (Essence x 2) motes per hour, provided he is in an environment dominated by his chosen element. The Artisanís spiritual Demesne is usually aspected to earth and is activated by being underground or in otherwise earth-dominated landscapes, but other elemental aspects are not unheard of. The character counts as a Demesne for the purposes of locating her with Living Earth Meditation or geomancy. The benefits and drawbacks of Demesne Body Technique only function in Creation.

Very similar to the canon Manse Body Technique, but the character isn't a manse yet. That takes...


Jade Soul Architecture
Cost: - Mins: Essence 3; Type: Permanent
Keywords: Permanent, Mastery-OK
Duration: Permanent
Prerequisite Charms: Demesne Body Technique

Having made her soul a Demesne, the Artisan proceeds with the natural course of action of constructing a spiritual manse, a mystical, intangible architecture channeling the font of power he has become. Upon learning this Charm, the character gains a natural hearthstone socket, usually placed on a chakra point or over the heart. Natural hearthstone sockets are invisible unless a hearthstone is placed in them. A hearthstone of the same aspect as the characterís spiritual manse grows in her natural hearthstone socket over the course of a week. The hearthstone has a rating equal to the characterís Essence, to a maximum of 5. Upon raising her Essence, the character must shatter her hearthstone through conventional means to grow a new, more powerful one. Spiritual hearthstones usually retain some theme as they grow in power in this way. The character now counts as a manse instead of a demesne while in Creation. While she is in most senses a manse, the Artisan is not a valid target for Land-Binding Nexus Meditation or any other magical effects which have any effect on manses beyond locating them.

This Charm comes with a significant drawback. If the characterís hearthstone comes into possession of another, she will find the thiefís demands supernaturally compelling. All of the hearthstone bearerís social attacks will count as Unnatural Mental Influence.

I know Prismatic Arrangement did the natural hearthstone thing, but I think it's cool and it fits Jadeborn themes so I'm taking it.



Earth-Body Unity Arete
Cost: (1m) Mins: Essence 3; Type: Permanent
Keywords: Material, Obvious
Duration: Permanent
Prerequisite Charms: None

Artisans can reshape the earth effortlessly and intuitively. Their voices are magnified by subtle angling of the walls, their steps are quickened by the shifting sand beneath their feet and their blows are enhanced by jutting pillars of rock that strike their foes in unison with their fists.

The Artisan can make cosmetic alterations to any earthen substance in his vicinity to assist in stunts. Whenever the character performs a stunt on an Ability roll which incorporates this earth-shaping power, he may pay a mote to convert his stunt dice into automatic successes. Enhancing a stunt with this Charm is always Obvious, but it is not Obvious at other times.

Yes, it's vague, that's intentional. It has no mechanical effect beyond upgrading stunts but allows you a load of little tricks. Could be fun.



Artistry-Dissecting Glance
Cost: 3m Mins: Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None

Craftsmanship is the birthright of the Jadeborn, and of the Artisans in particular. The first lesson young artificers learn is to recognize the steps and components required for superior workmanship by analysing the finished product. To those that have mastered this Charm, such study is the work of moments, as they intuitively grasp knowledge of the art of creation.

The artificer examines any crafted object and rolls Perception+Essence, adding the relevant Craft required for the construction of the object in automatic successes. This roll is made against a difficulty of the objectís Resources rating, or Artifact/Manse Rating x2 for examining magical objects. Success yields a thorough understanding of the objectís construction and functioning, including the materials and properties of a daiklave, the aspect and powers of a hearthstone or the ingredients of a stew. The Artisan counts as possessing full plans for the purposes of crafting duplicates. With five or more threshold successes, the Artisan can identify contextual information about the objectís background, including the rating of the relevant Craft Ability and specialities of the creator along with any magics used in its construction, the vintage of a wine or the region from which the jade and steel were mined. If the Artisan has previously examined another object made by the same designer, he will immediately be aware of the connection.

Characters who wish to examine the same object again cannot do so until they have spent a scene carefully examining it. Should it be relevant, this Charm pierces mundane concealments but fails against magic. It cannot discern the properties of N/A artifacts, but exceptional rolls may provide vague hints or inspiration.

More reliable and powerful than its canon version, but unable to discern the functions of N/A Artifacts. I call this a win.

Artificerís Numinous Inspiration
Cost: 3m Mins: Essence 2; Type: Sustained
Keywords: Sustained
Duration: Sustained
Prerequisite Charms: Artistry-Dissecting Glance

The Enlightenment of Autochthon inspires the artificer to even greater skill in truly creative pursuits. When crafting an original item, as opposed to duplicating a previous creation or copying anotherís work, the artificer converts dice gained from his Craft Ability and specialities into automatic successes.

After purchasing Artificerís Numinous Inspiration for Craft, the Artisan can repurchase it any number of times. Repurchases are Mastery-OK and apply the Charmís benefits to other Abilities. The Charm only offers a benefit when creating something original, so purchasing Artificerís Numinous Inspiration for Linguistics can apply benefits to writing an original speech or work of fiction, but not to translating a language. Larceny (inventive and unique crimes or creative disguises), War (organizing unusual military units), Socialize (unique societies) and Occult (new thaumaturgy and other mystical rites) are all valid uses of this Charm. Each version must be activated as a separate Sustained Charm.

Combat is an inherently destructive practice, and this Charm rarely has applications in combat Abilities, although Martial Arts, for example, would benefit an Artisan who sought to create a new supernatural style, should they somehow be capable of such a thing.

This is a powerful effect under the right circumstances, but I can't think of an application that I would not approve of and the any-Ability repurchases offer a lot of fodder for interesting characters, like a gentleman thief artisan with Inspiration of Larceny that is fantastic at committing ever more complicated crimes.

Fountain of Embers Style
Cost: 8m Mins: Essence 3; Type: Simple
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Artistry-Dissecting Glance

In the First Age, the Artisans were curiosities of a culture long eclipsed. In the Age of Sorrows, only the mightiest and most ingenious of Exalts and spirits can match their inherent creative prowess.

Workshops and tools spring to life to assist the craftsman, who acts with superlative efficiency and creative drive. The Artisan divides the time interval required to craft an object by the relevant Craft ability. This does not assist maintenance or repair.

Under Revlid's Craft, this reduces Craft actions by a single interval. By canon, Artisans are much faster at Crafts they know best (which makes sense).

Thousand-Hand Foundry
Cost: - Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fountain of Embers Style

The Artisans do not have the organizational skills of the Worker caste foremen, but they are nonetheless bolstered in the pursuit of genius by a plentiful entourage of attendants.

This Charm upgrades Fountain of Embers Style. When assisted or otherwise attended by a group, the Artificer adds their Magnitude to his Craft for the purpose of that Charmís speed-multiplying function. This benefit cannot exceed the characterís Essence. The assistants need not directly work on the project as Craft aides, they need only attend the artificerís needs during his work. Other Enlightened characters with this Charm add 1 to the unitís Magnitude for this purpose.

For example, White Manticore is forging yet another of his famed salt weapons. He has an Essence of 4 and a Craft (Fire) of 5. His Fellowship and their various undercaste entourages assist him. Collectively, the group is Magnitude 5, but two other Enlightened in the group know this Charm, so it is effectively Magnitude 7. Warriors stand guard while some Workers purify the salt in alchemical crucibles and others cook meals for the group. Artisans call earth elementals to grind the white jade to a powder suitable for the infusion process. White Manticore counts divides the crafting interval for his artifact by 9; he adds 4 points to his effective Essence for Fountain of Embers Style, as the Magnitude bonus is capped at his Essence.

Again, under Revlid's, this offers another level of time reduction if the craft action is supported by a unit of magnitude 3+.


Worthy Steel Investiture
Cost: 2m Mins: Essence 1; Type: Reflexive
Keywords: Stackable, Material, Sustained
Duration: Sustained
Prerequisite Charms: None

Where other beings exceed Warriors in supernatural skill or physical might, they must rely on their superior equipment. Each activation of this Charm adds 1 to the Accuracy and Defence a metal or jade weapon, stackable up to (Essence/2, rounding up) times. By investing Essence in materials, the Warrior can add this bonus to Craft rolls to make metal items and obviates the need for tools. If he has a Jade Transformation Charm active, the characterís natural attacks are valid targets for this Charm for as long as it is Sustained. This is an Equipment bonus.

I've railed against cap-breaking dice adders before, and I'm writing a few, but the cap that is being broken is low and I think the effect is appropriate.

Blade Shaping Maneuver
Cost: 1m Mins: Essence 2; Type: Supplemental
Keywords: Material, Stackable
Duration: Instant
Prerequisite Charms: Worthy Steel Investiture

The Warrior can perform improbable feats with metal weapons. Each activation adds the Th, R or D tag to the supplemented attack. Successful disarming a mundane metal weapon shatters it instantly.

Warforged Citadel Defence
Cost: 2m Mins: Essence 1; Type: Simple
Keywords: Stackable, Material
Duration: Special
Prerequisite Charms: Blade Shaping Maneuver

The Warrior fuses with her armour, becoming a fearsome jade-steel amalgam armoured head to toe in enchanted plate. The Charm increases the armour's soak by 2 and its fatigue and mobility penalties by one. The character also gains one temporary -0 health level, representing enchanted ablative plates which absorb attacks and then shatter. The Charm ends when the character loses her -0 health level or removes her armour. This Charm can be stacked up to (Essence/2) times.

Dude looks like Debok Moom, you should get his autograph.

The Material Charm can alter which substances the Charm affects under certain circumstances, so an Artisan Master of Growing Crystal could instead encase himself in crystal rather than metal. A lot of the Material keyword's effects are cosmetic, but I find the variety appealing.

First Strike Discipline
Cost: - Mins: Essence 1; Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: Worthy Steel Investiture

Imbued with Essence, the Battle Forging initiate can wield his weapon with preternatural swiftness. This Charm upgrades its prerequisite. The bonus of Worthy Steel Investiture now applies to Join Battle Rolls, provided the character uses the invested weapon in some way on her first action. She may perform Ready Weapon actions on Invested weapons Reflexively.

Hearth and Bastion Armament
Cost: 1m Mins: Essence 3 Type: Reflexive
Keywords: Material, Stackable
Duration: Instant
Prerequisite Charms: Worthy Steel Investiture

The Warriorís defence is an impenetrable wall of steel. This Charm negates all penalties caused by the characterís attacks and all other penalties to PDV by one for the duration of a single defence when applying PDV with a weapon enhanced with Worthy Steel Investiture. This Charm can be activated a number of times equal to the Ability being used in the PDV calculation to further reduce penalties.


I would appreciate commentary. I wrote some of these very late at night, so I fully expect embarrassing typos and lapses of judgement.


New Keyword: Enlightened
Some Charms are forever beyond the reach of the Unenlightened. Only Enlightened characters can learn Charms with the Enlightened keyword.


New Keyword: Mastery
Jadeborn magics are for the most part organized into strict Patterns. Only those who master one of these Patterns can modify it and expand it, and those that share their advances are rare among the Enlightened. Mastery Charms are the fruits of such labours, and can only be learned (or created) by those that have achieved Mastery in a Pattern.


New Keyword: Mastery-OK
Some Mountain Folk Charms are outliers, and do not fall within the main design of the Pattern. Usually, these are Charms that modify prerequisites in unconventional ways or put the powers of a Pattern to applications distinct from the other Charms found within. Mastery-OK Charms can be learned by anyone who knows their prerequisites, but learning them is not required in order to achieve Pattern Mastery.

New Keyword: Material
Some Patterns have associated Materials, such as the Battle Forging Pattern and the Growing Crystal Pattern. When a character achieves Mastery in such a Pattern, she may use the associated Material with all Mastery keyword Charms she knows.
For example, a master of the Growing Crystal Pattern can use Worthy Steel Investiture to enhance a crystal weapon, and a Bountiful Harvest Pattern master can use Weld-Splitting Concentration to damage a primarily wooden structure. Charms such as Mountain Knows Its King can further modify the substances that Material keyword Charms can affect.


New Keyword: Seal
The magics of the Mountain Folk are not the instinctive brilliance of gods and their champions. Each Charm represents a meticulously studied discipline, etched into the character's crystalline Essence with mystical rites and esoteric understandings. Some Charms allow the Jadeborn to modify the status of their other Charms, fusing them with objects, forging them into artifacts or otherwise tampering with their magical substance. These Charms have the Seal keyword.


New Keyword: Sustained
Sustained Charms rely on a carefully sustained spiritual balance to keep active. Upon activating a Sustained Charm, the character pays the stated cost as normal, although motes spent on activating these Charms are not committed. For as long as the Charm is active, the mote cost is deducted from the motes that the character would respire every hour, deducting the surplus from the Jadebornís mote pool if necessary. Therefore, a character who is meditating in a manse with a collection of hearthstones can keep many Sustained Charms active with little penalty, while an impoverished wanderer stealing through a Shadowland will quickly find himself drained of Essence if he tries the same.


New Keyword: Invocation
Wait, no, not new keyword, old keyword. Invocation is identical to Sorcerous, but not actually Sorceorus, if you see what I mean. I may rewrite this later.

https://i.imgur.com/6cwRYcZ.gif

The_Snark
2014-06-06, 11:17 PM
Intriguing. I like the overall thrust of the changes - both the move away from "super-high dice pools and lengthy stat-boosting Enchantments", and the general attempt to make all the Charms interesting and/or useful, rather than a mix of good, borderline broken, and useless. (I'm not very familiar with Jadeborn, but I seem to recall their Charms tended to be either really good or really bad.)

This is just first reactions, picking out errors and asking for clarification about confusing bits. Overall it looks good, but I'd need to see how it works in play to say for sure.

Dutiful (Caste) Approach: You mention granting a bonus Ability dot, but later talk about specialties instead; which is it supposed to be? Does it count as dice added by Charms, or (if a specialty) does it count towards specialty caps instead? (From your example and comments, I'm assuming the latter, but the text itself isn't clear.)

Also, clarification - is the bonus die from this Charm intended to qualify relevant actions for Foundation Adept Empowerment?

Inscription of Suspended Evocation: Huh. So if Iím understanding this correctly, this is the Jadebornís only(?) means of using multiple Charms at once? Not necessarily bad, but it looks like it places a pretty strict limit on how many combat Charms you can effectively use (one Step 7 Charm, 1-2 Step 2 or Supplemental Charms, plus a couple more from hearthstones and a few Talismans for emergencies). I'll be interested to see how that works out in play. Note that this seems to be more or less mandatory for experienced Jadeborn; I'd advise keeping prereqs low so that this isn't painful.

Speaking of which - youíve listed a prerequisite of Smallest Wonder Innovation, but I donít see a description for that, and it's not on Brasla's sheet. Typo? Left something out?

Mountain-Shaping Stance: Youíve listed the prerequisite as Earth Titanís Hand, but the text implies itís supposed to be Borrowerís Sure Path instead. Also, seems like itíd be a good idea to establish rules for what happens when you drop someone into a pit or wall them off. (I think the original earth-shaping power was equally vague, so this isn't on you, but still.)

Sign of Warding: Neat. Might want to be a little more specific about what conditions youíre allowed to set; I assume the ward can detect non-obvious qualities like "creature of darkness", "outside Fate" or "has demon blood", but subjective criteria like "anyone who serves the First and Forsaken Lion" or "anyone who plans on committing a crime within city limits" might be problematic. Objective but truly esoteric qualities like "anyone who has ever set foot in the Imperial City" or "the person who murdered Sesus Lahorak" might also pose difficulties.

(You can tell I've spent too long playing Sidereals when my first instinct is to use the warding-Charm as a [thing] detector.)

Jade Soul Architecture: Ifni's revised Prismatic Arrangement actually doesnít have the natural hearthstone thing, I believe so this doesn't overlap. Thatís all! Looks good otherwise.

Earth-Body Unity Arete: Looks fine on its own, but combined with Growing Crystal Adept Empowerment it sounds like it lets you enhance just about any roll you can stunt as involving earth/sand/what-have-you. Not necessarily bad, I just figured Iíd ask if thatís intentional.

Worthy Steel Investiture: I don't think a single limited cap-breaker is necessarily a problem. Problems arise if too many cap-breaking mechanics are introduced to the game, because they become more or less mandatory and stacking them can potentially break combat - it's not a mechanic that should be used often, I feel. But this one is specifically designed to supplement a type of being with a dice cap that's already pretty low (and who doesn't have any access to most of the others). Not sure I like it in the hands of Eclipses (who have a high dice cap and very broad access), but that's a pretty niche situation, and balancing for Eclipses rather than the Jadeborn who are supposed to get this seems wrong...

The fact that it's Sustained is also slightly bothersome (scenelong dice bonuses are another thing to be dispensed carefully and infrequently) but ultimately I don't think 1-3 dice is too awful.

Hearth and Bastion Armament: Clarification - does the first activation negate penalties from your own attacks and reduce other penalties by 1? Or does the first activation only negate your penalties, with further activations needed to reduce other penalties?


I have taken the liberty of giving Brasla the First Excellency analogue (Pattern) Adept Empowerment for each of her Caste and Favoured Patterns.[/I]

I can't actually remember what our character creation rules said about free Excellencies and the like, but I don't think we got all Caste/Favored stuff for free. Working backwards from our current sheets, I think Solars got five free Excellencies, Sidereals got four, Lunars three and Infernals one.

That's not to say this is too much, necessarily - I don't have a good sense of how applicable the Jadeborn pseudo-Excellency will turn out to be; some versiions, like the Foundation and Battle Forging, look pretty handy, while Valiant Soldier is nigh-useless - but I thought I'd point it out for comparison.

Crumplepunch
2014-06-07, 01:06 AM
Intriguing. I like the overall thrust of the changes - both the move away from "super-high dice pools and lengthy stat-boosting Enchantments", and the general attempt to make all the Charms interesting and/or useful, rather than a mix of good, borderline broken, and useless. (I'm not very familiar with Jadeborn, but I seem to recall their Charms tended to be either really good or really bad.)

Thank you. This is correct and exactly what I was going for. Yes, canon Charms have a problem of being sometimes quite boring and generally inconsistent in their power level. The Charm that lets Workers walk through solid stone for hours is right next to the one that makes their barehanded attacks against natural rock Overwhelming 2 for an hour and the one that lets them replace their Abilities with Valor for a single action when using a tool (?)


Dutiful (Caste) Approach: [/B]You mention granting a bonus Ability dot, but later talk about specialties instead; which is it supposed to be? Does it count as dice added by Charms, or (if a specialty) does it count towards specialty caps instead? (From your example and comments, I'm assuming the latter, but the text itself isn't clear.)

It's meant to add speciality dice counting towards speciality limits and not counting as dice added by Charms. I'll alter it to be clearer. Like I said later on, there are quite a few effects that add dice or successes or convert dice to successes without counting towards the dice pool. Overall, by design, the max dice/success pool for any given action never reaches particularly great heights except under certain specific circumstances, such as the construction of unique artifacts.


Also, clarification - is the bonus die from this Charm intended to qualify relevant actions for Foundation Adept Empowerment?

Herp derp. As per canon the Foundation Pattern is a general collection of Charms available to all and not a Pattern in the sense that the others are, so it has no corresponding Adept Empowerment. I should have clarified this.


Inscription of Suspended Evocation: Huh. So if Iím understanding this correctly, this is the Jadebornís only(?) means of using multiple Charms at once? Not necessarily bad, but it looks like it places a pretty strict limit on how many combat Charms you can effectively use (one Step 7 Charm, 1-2 Step 2 or Supplemental Charms, plus a couple more from hearthstones and a few Talismans for emergencies). I'll be interested to see how that works out in play. Note that this seems to be more or less mandatory for experienced Jadeborn; I'd advise keeping prereqs low so that this isn't painful.

That's right. There are a couple of other Seal Charms that let the Jadeborn bind more Charms to things. Stone-Scribed Enchantment in the Stone-Delving Pattern, for example, binds a single Charm into rock and lets the character use it contextually as a tool, weapon or armour enchantment whenever they interact with or use stone or stone tools. Whispering Glyph Infliction allows Artisans to bind their Charms into written social attacks. Seal Charms let Jadeborn construct "combos" with careful combinations of tools. Jadeborn artifacts tend to have a lot of hearthstone slots for the purposes of creating extended combos.


Speaking of which - youíve listed a prerequisite of Smallest Wonder Innovation, but I donít see a description for that, and it's not on Brasla's sheet. Typo? Left something out?

Yes, left something out. I dropped SWI because it's largely redundant with Earth-Body Unity Arete. There are four such stunt enhancers spread out between Patterns and I'm not sure how to tackle the redundancy. I'll have to drop something to fit it in. Here:

Smallest Wonder Innovation
Cost: (1m) Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

All Jadeborn, no matter their interests, have a deep understanding of mechanisms and the principles of invention. Jadeborn are aided in almost every aspect of life by mundane and magical contraptions.

Whenever the character performs a stunt on an Ability roll which incorporates a tool or invention, he may pay a mote to convert his stunt dice into automatic successes. Lore rolls for research can be enhanced by a mechanized library index, Awareness by adamant-lensed spyglasses and precision sound amplifiers, Presence rolls by alchemical perfumes and Investigation by advanced forensics kits. Combat rolls cannot be enhanced using this Charm.


Mountain-Shaping Stance: Youíve listed the prerequisite as Earth Titanís Hand, but the text implies itís supposed to be Borrowerís Sure Path instead. Also, seems like itíd be a good idea to establish rules for what happens when you drop someone into a pit or wall them off. (I think the original earth-shaping power was equally vague, so this isn't on you, but still.)

This is one of my late night rewrites, hence the inconsistency. It's not primarily intended as a damaging Charm so I would suggest counting it as normal falling damage and that the Charm isn't precise enough to crush people or seal them in tiny tombs. There are other Charms in the Stone-Delving Pattern with which Workers can go full Toph.


Sign of Warding: Neat. Might want to be a little more specific about what conditions youíre allowed to set; I assume the ward can detect non-obvious qualities like "creature of darkness", "outside Fate" or "has demon blood", but subjective criteria like "anyone who serves the First and Forsaken Lion" or "anyone who plans on committing a crime within city limits" might be problematic. Objective but truly esoteric qualities like "anyone who has ever set foot in the Imperial City" or "the person who murdered Sesus Lahorak" might also pose difficulties.

Good advice, yes. Again, late night rewrites.


Earth-Body Unity Arete: Looks fine on its own, but combined with Growing Crystal Adept Empowerment it sounds like it lets you enhance just about any roll you can stunt as involving earth/sand/what-have-you. Not necessarily bad, I just figured Iíd ask if thatís intentional.

It is. Some of the Adept Enhancements offer very broad bonuses, this is intentional. Note that adding Essence dice at a rate of one mote per die to any roll that benefits from earth manipulation is exactly what the Raksha assumption booster Elemental Expression does, and it can also inflict penalties on others.


Worthy Steel Investiture: I don't think a single limited cap-breaker is necessarily a problem. Problems arise if too many cap-breaking mechanics are introduced to the game, because they become more or less mandatory and stacking them can potentially break combat - it's not a mechanic that should be used often, I feel. But this one is specifically designed to supplement a type of being with a dice cap that's already pretty low (and who doesn't have any access to most of the others). Not sure I like it in the hands of Eclipses (who have a high dice cap and very broad access), but that's a pretty niche situation, and balancing for Eclipses rather than the Jadeborn who are supposed to get this seems wrong...

The fact that it's Sustained is also slightly bothersome (scenelong dice bonuses are another thing to be dispensed carefully and infrequently) but ultimately I don't think 1-3 dice is too awful.

I didn't really want to make a rule about Eclipses not being able to learn certain Charms like canon has, but there might be some issues because I haven't written with Eclipse balance in mind. This isn't one of the issues, I think. An E5 Eclipse would have to Sustain 12m because of the Eclipse surcharge for a +3 acc/defence bonus that wouldn't stack with his Orichalcum material bonuses. It's much more of a boon for Unenlightened Warriors who don't typically have artifact weapons and Enlightened using jade weapons which don't typicaly have an acc/defence bonus.

Speaking of Scenelong dice bonuses, there is an I(A)M equivalent, (Pattern) Mastery Assertion. It is balanced against the Raksha Mercurial Essence Shape, (Indefinite/sustained 3m per die) but unlike that Charm it has a Pattern Mastery as a prerequisite. Mastery usually requires a commitment of 9+ Charms, and Brasla doesn't have one yet.


Hearth and Bastion Armament: Clarification - does the first activation negate penalties from your own attacks and reduce other penalties by 1? Or does the first activation only negate your penalties, with further activations needed to reduce other penalties?

It's the former, I will edit for clarity.


I can't actually remember what our character creation rules said about free Excellencies and the like, but I don't think we got all Caste/Favored stuff for free. Working backwards from our current sheets, I think Solars got five free Excellencies, Sidereals got four, Lunars three and Infernals one.

That's not to say this is too much, necessarily - I don't have a good sense of how applicable the Jadeborn pseudo-Excellency will turn out to be; some versiions, like the Foundation and Battle Forging, look pretty handy, while Valiant Soldier is nigh-useless - but I thought I'd point it out for comparison.

Point taken, I can trim it down to 3-4 for balance and still retain similar functionality. Brasla doesn't have a big investment in Valiant Soldier but the Adept Empowerment would be much more useful if she did, enhancing War rolls and cooperative actions.

Good feedback, I appreciate it.

EDIT: Made the stated changes to the descriptions, dropped Jade Soul Architecture for Smallest Wonder Innovation partly because it's the only really obvious change and partly because I'm not sure which five dot hearthstone would be appropriate for Brasla. She can always train later and be all what up I've got a magic rock on my face.

Here's a list of Brasla's Suspended Evocations:

Talismans:
Jade Transformations: Red and white marble effigies.
Dutiful Warrior Approach: A stamped brass devotional pendant of Telok'shin, Ministerial Subroutine of the Prepared Warrior.
Teluric Resonance Sense: A blown crystal sphere that chimes harmoniously when touched.
Mountain-Shaping Stance: An unadorned ring of white jade. Note that when bound as a Talisman Brasla can only activate the Charm's Simple function.
Inscription of Suspended Evocation: A knotted rune of Electrum Major.

Tools:
Living Earth Meditation: A geomancer's compass plate
Fountain of Embers Style: A red jade smithing hammer.

Weapons:
Hearth and Bastion Armament: Lodestone
Blade Shaping Maneuver: Reaper Daiklave

Armour:
Warforged Citadel Defence: Myrmidon Carapace

(Warforged Citadel Defence might be a little bit shenanigans; it effectively allows her to buy temporary health levels in response to a potentially damaging attack. We'll see how it pans out.)

Yes it is optimal for Mountain Folk to drape themselves in gaudy magical bling. Yes I'm okay with this.

And Sustained Charm list.


Jade Transformations 11m
Endless War Spirit 3m
Telluric Resonance Sense 3m
Unfolding Pattern Intuition 5m
Worthy Steel Investiture 12m
Warforged Citadel Defence 6m

40m of Sustained Charms in total, not including Fountain of Embers and Artificer's Numinous Inspiration that she only activates when crafting.

Brasla has 12 dots of Hearthstones for a total mote return of 24 motes per hour, another 10 from Demesne Body Technique and a further 24 attunement motes with which to reduce Sustained costs from the Land-Binding Nexus Meditations used on her manses, so she can keep these Charms sustained without penalty most of the time. If she for some reason does not, she will prepare the talismans listed above.

Crumplepunch
2014-06-08, 05:25 AM
I don't want to speak for others, but it appears nobody has anything more to say in the IC.

EDIT:

I thought Earth-Body Unity Arete should have a prerequisite, and Brasla has used her earth-shaping for this, so here:


Shaping Mind Concentration
Cost: 1m+ (1wp) Mins: Essence 2; Type: Simple
Keywords: Material
Duration: Instant
Prerequisite Charms: Artistry-Dissecting Glance

Artisans are never without appropriate equipment and tools. This Charm can make mundane objects from any earthen substance, including rock, metal and crystal. By concentrating on the appropriate materials, an Artisan can reshape them into a mundane object. The materials reshape instantly as if sculpted by an invisible hand. The Artisan makes a Craft roll as normal, as though they had spent the time to craft the object conventionally. The cost of this Charm is one mote per Resources dot that the object would ordinarily cost.

By doubling this cost and spending a willpower point, the Artisan can make equipment from inappropriate materials, such as swords of clay and superheavy plate from sand.


Dropping Inviolable Duty for this.


Jade Soul Architecture is pretty fun, but I'm having a hard time picking a suitable five dot hearthstone for Brasla. As with a lot of high level effects, five dot hearthstones are occasionally dubious. Here are a few possibilities.

The Stone of Loyalty (Oadenol's Codex) is fairly innocuous but not actually that useful in this game, I think. A last resort option. Likewise the Iron Soul Stone (Oadenol's Codex) would be useful if we were to fight Raksha, but I don't anticipate this happening.

I was considering a variant of the Firebird Gem (Oadenol's Codex) called the Clear Skies Lightning Opal that transforms the user into a humanoid thunderbolt rather than a phoenix, but is otherwise identical.

My last two options are my favoured ones, but the most questionable. A Pearl of Worlds Reforged acts as a five dot Sign of Chaos (Ink Monkeys) but alters things with Authchthonian effects. A Psychopomp's Jade acts as a Mortality Tangling Gem (Broken Winged Crane), but instead of returning the character to life at the start of the next scene as a Desecration effect, she is transported into a jade cocoon in the nearest sufficiently large deposit of jade, from which she can voluntarily hatch after a day's recovery, and is reduced to her -4 health levels in aggravated damage.

Imrix.
2014-06-08, 03:19 PM
Personally I was waiting to see if Ifni would post again.

Lix Lorn
2014-06-08, 10:52 PM
(takes a look at charms)

Pedantic: may substitute willpower for motes at a rate of 3m to 1wp.
Would read better as 'may substitute motes for willpower', IMO, but this is super minor

Earth Titan's Hand seems fine. It is perfect or die when used from a swarm, but... well, a swarm of jadeborn mote-tapping themselves should be doing that.

I adore Jade Soul Architecture. Like. Wow. Love it. So much. It's an awesome and versatile effect, it's not broken, AND it has power perversion potential. I can't even how much I like this charm.

I'd make the shatter effect on Blade Shaping Maneuver optional, personally, but there are reasons not to.

Mastery-Ok: Are you familiar with the spiders georg meme? Cause I burst out laughing on seeing the word outlier. I just wanted you to know that.

I also like the material keyword.

...and bonus points for the gif. xD

I have gotten back into ToME and have been sleeping oddly. These are terrible excuses, but they're also true. I shall, hopefully, post momentarily.

Crumplepunch
2014-06-09, 01:46 AM
Pedantic: may substitute willpower for motes at a rate of 3m to 1wp.
Would read better as 'may substitute motes for willpower', IMO, but this is super minor


Fair enough, I'll check out the wording of the similar Solar Charm and see if I can get it to conform sensibly.



Earth Titan's Hand seems fine. It is perfect or die when used from a swarm, but... well, a swarm of jadeborn mote-tapping themselves should be doing that.


Note that unlike cooperative attack Charms like Elemental Bolt Attack, cooperating ETH only improves the magnitude of the attack, not the accuracy. Even the most enormous Juggernaut-slaying thousand worker rockslide attack will have an accuracy of -3 (or perhaps 0 if an E5 Enlightened with Stone Delving Pattern Mastery uses Worthy Steel Investiture with Stone-Scribed Enchantment).



I adore Jade Soul Architecture. Like. Wow. Love it. So much. It's an awesome and versatile effect, it's not broken, AND it has power perversion potential. I can't even how much I like this charm.


Thank you. I'm hoping to get it next unless I spot something I want more, along with this...

Body-Carving Meditation
Cost: 10m, Mins: Essence 2; Type: Simple (Dramatic Action)
Keywords: Obvious, Stackable, Shaping
Duration: Instant
Prerequisite Charms: None

Driven always to create, Artisans shape their bodies into exquisite new forms for style and function. This Charm is actually a multitude of mystical and physical bodily modifications, represented by purchasing mutations. Each purchase of this Charm grants the character eight mutation points. The character must enter Jade Cocoon Form for at least a day in order to alter her body, during which she can spend 10 motes and manifest or dismiss any of the mutations she has acquired using this Charm.

Mutations acquired using Body-Carving Meditation largely conform to the rules of Alchemicals and Mutations (Manual of Exalted Power: Alchemicals, p167). For reference, dice added by Attribute mutations do not count as dice added by Charms, and the un-mutated rating still determines Charm effect calculations, experience costs and so forth. They ignore all effects that add (or remove) health levels. Stacking the Large mutation is limited to three purchases. Unlike Alchemicals, the Jadeborn can and do make up to two purchases of the Small mutation.

Traditionally, these mutations do not significantly alter the humanoid forms of the Jadeborn into bestial aspects, though size changes, rocky armoured bodies and multiple arms are popular. The Artisans are ultimately artists, however, and there are no hard restrictions on the physical changes that can be wrought with this Charm. Mental and spiritual mutations and those that allow ongoing mutation, on the other hand, are not permitted. This Charm can be repurchased a total number of times equal to the characterís permanent Essence. Repurchases are Mastery-OK.

Jade Cocoon Form is something all Jadeborn can do around jade deposits, but it takes Charms for them to do anything with it except hibernate. Might need a little expanding for Revlid's Mutations, as you get less for your points under that system. I may also request that the Large mutation does not reduce DV pools, because that makes size an active liability.



I'd make the shatter effect on Blade Shaping Maneuver optional, personally, but there are reasons not to.


Yeah... I'm actually not sure why I wrote that part. I think I just scribbled it in my shorthand notes and then never thought about it again. Probably best to ignore.



Mastery-Ok: Are you familiar with the spiders georg meme? Cause I burst out laughing on seeing the word outlier. I just wanted you to know that.


I did not know that. An object lesson in statistics, surely.



I also like the material keyword.


Thanks. It should have some interesting applications for some characters.



...and bonus points for the gif. xD


I just found it before I posted and wanted to use it so bad.

EDIT: Wait wait wait.


AND it has power perversion potential.

What?

Lix Lorn
2014-06-09, 10:26 AM
Note that unlike cooperative attack Charms like Elemental Bolt Attack, cooperating ETH only improves the magnitude of the attack, not the accuracy. Even the most enormous Juggernaut-slaying thousand worker rockslide attack will have an accuracy of -3 (or perhaps 0 if an E5 Enlightened with Stone Delving Pattern Mastery uses Worthy Steel Investiture with Stone-Scribed Enchantment).
Well, there you go then. Even a heroic mortal can probably dodge it.
(I'm unsure how you fluff a mundane character dodging a mountain, but hey. xD)

Thank you. I'm hoping to get it next unless I spot something I want more, along with this...


Body-Carving Meditation
Cost: 10m, Mins: Essence 2; Type: Simple (Dramatic Action)
Keywords: Obvious, Stackable, Shaping
Duration: Instant
Prerequisite Charms: None

Driven always to create, Artisans shape their bodies into exquisite new forms for style and function. This Charm is actually a multitude of mystical and physical bodily modifications, represented by purchasing mutations. Each purchase of this Charm grants the character eight mutation points. The character must enter Jade Cocoon Form for at least a day in order to alter her body, during which she can spend 10 motes and manifest or dismiss any of the mutations she has acquired using this Charm.

Mutations acquired using Body-Carving Meditation largely conform to the rules of Alchemicals and Mutations (Manual of Exalted Power: Alchemicals, p167). For reference, dice added by Attribute mutations do not count as dice added by Charms, and the un-mutated rating still determines Charm effect calculations, experience costs and so forth. They ignore all effects that add (or remove) health levels. Stacking the Large mutation is limited to three purchases. Unlike Alchemicals, the Jadeborn can and do make up to two purchases of the Small mutation.

Traditionally, these mutations do not significantly alter the humanoid forms of the Jadeborn into bestial aspects, though size changes, rocky armoured bodies and multiple arms are popular. The Artisans are ultimately artists, however, and there are no hard restrictions on the physical changes that can be wrought with this Charm. Mental and spiritual mutations and those that allow ongoing mutation, on the other hand, are not permitted. This Charm can be repurchased a total number of times equal to the characterís permanent Essence. Repurchases are Mastery-OK.

Jade Cocoon Form is something all Jadeborn can do around jade deposits, but it takes Charms for them to do anything with it except hibernate. Might need a little expanding for Revlid's Mutations, as you get less for your points under that system. I may also request that the Large mutation does not reduce DV pools, because that makes size an active liability.
Seems fair.


Yeah... I'm actually not sure why I wrote that part. I think I just scribbled it in my shorthand notes and then never thought about it again. Probably best to ignore.
It's a nice option to have, but it would bother me that you couldn't choose to just disarm them.


I did not know that. An object lesson in statistics, surely.
It might be localised to tumblr.


Thanks. It should have some interesting applications for some characters.
...rereading the City Watch series, I am now thinking of Mr Shine.
Him Diamond.


EDIT: Wait wait wait.

What?
Jadeborn may not be naturally suited to it, but...

This Charm comes with a significant drawback. If the characterís hearthstone comes into possession of another, she will find the thiefís demands supernaturally compelling. All of the hearthstone bearerís social attacks will count as Unnatural Mental Influence.
Are you telling me you see no way for this charm to turn into a hentai plot? :smalltongue:


Rec, question. Do you want to have hekatonkheires and such getting in your way, or do you just want to get out of the labyrinth as quickly as possible? I don't want to throw roadblocks at you if you don't.

Crumplepunch
2014-06-09, 11:00 AM
...rereading the City Watch series, I am now thinking of Mr Shine.
Him Diamond.

Well, they can be super-smart (the Lightning Mind pattern is a combination of Sherlock style super genius and psychic powers) and transform into Jade, but that doesn't have anything to do with Material Charms.

Those can do other cool things, though:


All-The-World Dominion Method
Cost: 3m Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Stackable, Material, Mastery-OK
Duration: Indefinite
Prerequisite Charms: One Material-keyword Charm, Artistry-Dissecting Glance

The greatest shapers and sculptors of the Mountain Folk are not restricted to Earth, and can mold the very fabric of Creation. By spending an hour meditating on the nature of a particular substance, the Artisan may add it to the library of Materials that can be affected by his Material-keyword Charms for as long as he commits motes to this Charm.

Each activation of this Charm may affect a narrowly defined substance no broader than a speciality, such as flowers, lightning, quicksilver or diamond. The Charm can only affect non-magical, non-living materials that have physical substance or that fall under the purview of the five cardinal elements, so dead bone or the north wind would be suitable, while dreams and sunlight would not.


Shaping Mind Concentration (Edited)
Cost: 1m+ (1wp) Mins: Essence 2; Type: Simple
Keywords: Material
Duration: Instant
Prerequisite Charms: None

Artisans are never without appropriate equipment and tools. This Charm can make mundane objects from any earthen substance, including rock, metal and crystal. By concentrating on the appropriate materials, an Artisan can reshape them into a mundane object. The materials reshape instantly as if sculpted by an invisible hand. The Artisan makes a Craft roll as normal, as though they had spent the time to craft the object conventionally. The cost of this Charm is one mote per Resources dot that the object would ordinarily cost.

By doubling this cost and spending a willpower point, the Artisan can make equipment from inappropriate materials, such as swords of clay and superheavy plate from sand. Artisans use this technique with Material-expanding Charms like All-The-World Dominion Method to craft such exotic prodigies as spears of lightning, gowns of flame and mirrors of polished Northern wind. Such items might have unusual properties (a suit of armour made of solidified flame would glow like a torch, for example) but these should be minor at best and mechanical benefits should be covered by quality equipment bonuses.


Speaking of jade transformations I should probably put up the full edited version so you can see what you're buying, so to speak:


(Color) Jade Transformation
Cost: 8m(+3m) Mins: Essence 1; Type: Simple
Keywords: Obvious, Sustained
Duration: Sustained
Prerequisite Charms: None

Jadeborn is not just a sobriquet. The birthright of all Mountain Folk is to transform into living statues of jade, inuring them to harm and safeguarding them against the elements. Characters with a Jade Transformation Charm active soak Lethal damage with their full Stamina, add (Essence +1) to their natural Soak and gain a rating of (Essence +1) natural Hardness.

Additionally, each Jade Transformation has a range of hazards to which it is especially resistant. The characterís soak and Hardness bonus from the Jade Transformation doubles against these threats, and post-soak damage is reduced by one. Against damage intentionally inflicted on the Jadeborn by another character, damage can be reduced to a minimum of one. Against other sources of damage, it can be reduced to a minimum of zero. This damage reduction does not stack with other effects that reduce final or minimum damage, like Starmetal armour. Where relevant, the character also adds Essence dice to his Resistance pool and counts as a magical creature for the purposes of resisting environmental damage. In addition to those listed in each entry, Jade Transformations are always resistant to attacks from Jade weapons of the same color and damaging Elemental Charms from the corresponding element. Where relevant, the character also adds Essence dice to his Resistance pool and counts as a magical creature for the purposes of resisting environmental damage. In addition to those listed in each entry, Jade Transformations are always resistant to attacks from Jade weapons of the same color and damaging Elemental Charms from the corresponding element.

Jadeborn can breath freely if they would normally be restricted from doing so by an elemental effect related to their transformation, so a character with Black Jade Transformation can breath freely in water, Red in a firestorm, White buried alive and Green surrounded by choking pollen. Blue Jade Transformation instead allows the character to hold their breath indefinitely regardless of environment.

Characters can learn more than one Jade Transformation, and can activate multiple versions at the same time, although only the first is Obvious. Second and subsequent versions do not further increase Soak or Hardness, but do offer additional resistances and secondary benefits. The first version costs 8m to activate, and second and subsequent versions cost 3m to activate. Releasing the commitment to the first Transformation while another is active will make the second one Obvious, and the character must pay a 5m surcharge to raise its cost to 8m.

Aside from making their nature readily apparent, Jade Transformations have the weakness of dramatically increasing the characterís weight. While this does not inhibit mobility normally, Jadeborn without specialist equipment or Charms will sink like a stone in water and collapse flimsy structures by setting foot on them.

Red: The Jadeborn is immune to environmental effects from natural heat, and damage from natural fire; the heat of the Southern desert does not faze him in the least, nor does a torrent of molten metal or the detonation of a belt of pyromantic grenades. The character is also resistant to any supernatural attacks related to fire, such as attacks from a Dragon Sigh Wand or Charm-enhanced firewand. Invigorated by burning Essence, the character never becomes fatigued while Red Jade Transformation is active, though he still needs sleep.

Black: The Jadeborn is immune to damage, knockdown and penalties relating to natural water or other mundane liquids such as oil, wine or blood; the character can let a vast tidal wave crash over him and be unmoved, fight unhindered knee-deep in a rushing stream, or stroll along the crushing ocean depths without discomfort. The character is also resistant to liquid-based toxins. While Black Jade Transformation is active, the character is infused with the element of water, and he does not need to drink and never becomes thirsty, though he still needs to eat. The pure Essence coursing through his veins allows him to stop bleeding and resist poison as the Exalted do.

Green: The Jadeborn is immune to environmental penalties caused by dense foliage and any damage caused by non-magical plants. The character is also resistant to primarily wooden weapons such as most arrows and spears, attacks from magical plant life and plant-based toxins. While Green Jade Transformation is active, the character is nourished by sustaining Wood Essence; he does not need to eat and never becomes hungry, though he still needs to drink. Sustained by living Essence, he heals and resists illness and infection as the Exalted do.

White: The Jadeborn is immune to damage, knockdown and penalties caused by rockslides, cave-ins, or attacks with unworked natural earth. The character is resistant to primarily earthen weapons, including all mundane metals. While White Jade Transformation is active, the character subtracts Essence from all knockback distances and cannot be tackled or otherwise knocked prone without a charm or other magical effect that specifically does so. Fortified by unyielding Essence, the character need not sleep, though he can become fatigued.

Blue: The Jadeborn is immune to environmental damage and penalties from natural cold, and damage from natural elemental sources related to air, such as fist-sized hailstones and lightning. The character is also resistant to falling damage, airborne toxins and any supernatural attacks related to air, such as attacks from a Lightning Ballista. While Blue Jade Transformation is active, the character is buoyed by dynamic Essence, and does not suffer the increased weight normally associated with jade transformation Charms.


Fivefold Embodiment of Jade
Cost: - Mins: Essence 3; Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: All five (Color) Jade Transformation Charms

A master of Jade Transformation can attune himself not only to the elemental expressions of Creation, but to Creation as a whole, partaking in the nurturing protection of the worldís geomancy. While all five Jade Transformations are active, the character is considered resistant to all attacks and damages, effectively doubling his soak and hardness bonus, reducing all post-soak damage by one and increasing his resistance by Essence for as long as the commitment is maintained.


Like I said before, the benefits of stacking are quite considerable, but I think they're more flavourful and coherent than the canon version, which among other things include a permanent +1 dex, negated mobility penalties, regeneration and a JB enhancer (?). The soak and hardness bonus are slightly lower than she would get with White Jade Transformation by canon (17B/17L 12 hardness rather than 17B/21L 12 hardness). The real difference is the damage reduction, which while excellent for a passive boost is the same effect Brasla could get by wearing a Starmetal chain shirt.


Are you telling me you see no way for this charm to turn into a hentai plot? :smalltongue:

This honestly didn't occur to me, but I can see it now. I intended the effect to be analogous to a Raksha having a Grace stolen. It's something that works well as a plot hook.

Recaiden
2014-06-09, 12:50 PM
Are you telling me you see no way for this charm to turn into a hentai plot? :smalltongue:

Yeah, but how many social attacks can you make before Brasla crushes you with a giant robot and takes the hearthstone back? I guess we could write UMI letters.


Rec, question. Do you want to have hekatonkheires and such getting in your way, or do you just want to get out of the labyrinth as quickly as possible? I don't want to throw roadblocks at you if you don't.

Stuff getting in the way is good. If it's just random encounters I mightn't want it to keep happening, but otherwise it would be fun.
A) Something that's not a challenge shows up. We show off and keep going.
B) Something that is a challenge shows up. Reasonable conflict ensues. If this happens repeatedly, Cam will be running out of motes and become less and less effective. Which would be an okay build up if we were hopelessly lost.
C) Some auto-loss opponent shows up, and PLOT occurs.

Lix Lorn
2014-06-09, 01:56 PM
Well, they can be super-smart (the Lightning Mind pattern is a combination of Sherlock style super genius and psychic powers) and transform into Jade, but that doesn't have anything to do with Material Charms.

Those can do other cool things, though:


All-The-World Dominion Method
Cost: 3m Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Stackable, Material, Mastery-OK
Duration: Indefinite
Prerequisite Charms: One Material-keyword Charm, Artistry-Dissecting Glance

The greatest shapers and sculptors of the Mountain Folk are not restricted to Earth, and can mold the very fabric of Creation. By spending an hour meditating on the nature of a particular substance, the Artisan may add it to the library of Materials that can be affected by his Material-keyword Charms for as long as he commits motes to this Charm.

Each activation of this Charm may affect a narrowly defined substance no broader than a speciality, such as flowers, lightning, quicksilver or diamond. The Charm can only affect non-magical, non-living materials that have physical substance or that fall under the purview of the five cardinal elements, so dead bone or the north wind would be suitable, while dreams and sunlight would not.


Shaping Mind Concentration (Edited)
Cost: 1m+ (1wp) Mins: Essence 2; Type: Simple
Keywords: Material
Duration: Instant
Prerequisite Charms: None

Artisans are never without appropriate equipment and tools. This Charm can make mundane objects from any earthen substance, including rock, metal and crystal. By concentrating on the appropriate materials, an Artisan can reshape them into a mundane object. The materials reshape instantly as if sculpted by an invisible hand. The Artisan makes a Craft roll as normal, as though they had spent the time to craft the object conventionally. The cost of this Charm is one mote per Resources dot that the object would ordinarily cost.

By doubling this cost and spending a willpower point, the Artisan can make equipment from inappropriate materials, such as swords of clay and superheavy plate from sand. Artisans use this technique with Material-expanding Charms like All-The-World Dominion Method to craft such exotic prodigies as spears of lightning, gowns of flame and mirrors of polished Northern wind. Such items might have unusual properties (a suit of armour made of solidified flame would glow like a torch, for example) but these should be minor at best and mechanical benefits should be covered by quality equipment bonuses.


Speaking of jade transformations I should probably put up the full edited version so you can see what you're buying, so to speak:


(Color) Jade Transformation
Cost: 8m(+3m) Mins: Essence 1; Type: Simple
Keywords: Obvious, Sustained
Duration: Sustained
Prerequisite Charms: None

Jadeborn is not just a sobriquet. The birthright of all Mountain Folk is to transform into living statues of jade, inuring them to harm and safeguarding them against the elements. Characters with a Jade Transformation Charm active soak Lethal damage with their full Stamina and add (Essence +1) to their natural Soak and Hardness.

Additionally, each Jade Transformation has a range of hazards to which it is especially resistant. The characterís soak and Hardness bonus from the Jade Transformation doubles against these threats, and minimum damage is reduced by one, to a minimum of zero. This damage reduction does not stack with other effects that reduce final or minimum damage, like Starmetal armour. Where relevant, the character also adds Essence dice to his Resistance pool and counts as a magical creature for the purposes of resisting environmental damage. In addition to those listed in each entry, Jade Transformations are always resistant to attacks from Jade weapons of the same color and damaging Elemental Charms from the corresponding element.

Jadeborn can breath freely if they would normally be restricted from doing so by an elemental effect related to their transformation, so a character with Black Jade Transformation can breath freely in water, Red in a firestorm, White buried alive and Green surrounded by choking pollen. Blue Jade Transformation instead allows the character to hold their breath indefinitely regardless of environment.

Characters can learn more than one Jade Transformation, and can activate multiple versions at the same time, although only the first is Obvious. Second and subsequent versions do not further increase Soak or Hardness, but do offer additional resistances and secondary benefits. The first version costs 8m to activate, and second and subsequent versions cost 3m to activate. Releasing the commitment to the first Transformation while another is active will make the second one Obvious, and the character must pay a 5m surcharge to raise its cost to 8m.

Aside from making their nature readily apparent, Jade Transformations have the weakness of dramatically increasing the characterís weight. While this does not inhibit mobility normally, Jadeborn without specialist equipment or Charms will sink like a stone in water and collapse flimsy structures by setting foot on them.

Red: The Jadeborn is immune to environmental effects from natural heat, and damage from natural fire; the heat of the Southern desert does not faze him in the least, nor does a torrent of molten metal or the detonation of a belt of pyromantic grenades. The character is also resistant to any supernatural attacks related to fire, such as attacks from a Dragon Sigh Wand or Charm-enhanced firewand. Enervated by burning Essence, the character never becomes fatigued while Red Jade Transformation is active, though he still needs sleep.

Black: The Jadeborn is immune to damage, knockdown and penalties relating to natural water or other mundane liquids such as oil, wine or blood; the character can let a vast tidal wave crash over him and be unmoved, fight unhindered knee-deep in a rushing stream, or stroll along the crushing ocean depths without discomfort. The character is also resistant to liquid-based toxins. While Black Jade Transformation is active, the character is infused with the element of water, and he does not need to drink and never becomes thirsty, though he still needs to eat. The pure Essence coursing through his veins allows him to stops bleeding and resist poison as the Exalted do.

Green: The Jadeborn is immune to environmental penalties caused by dense foliage and any damage caused by non-magical plants. The character is also resistant to primarily wooden weapons such as most arrows and spears, attacks from magical plant life and plant-based toxins. While Green Jade Transformation is active, the character is nourished by sustaining Wood Essence; he does not need to eat and never becomes hungry, though he still needs to drink. Sustained by living Essence, he heals and resists illness and infection as the Exalted do.

White: The Jadeborn is immune to damage, knockdown and penalties caused by rockslides, cave-ins, or attacks with unworked natural earth. The character is resistant to primarily earthen weapons, including all mundane metals. While White Jade Transformation is active, the character subtracts Essence from all knockback distances and cannot be tackled or otherwise knocked prone without a charm or other magical effect that specifically does so. Fortified by unyielding Essence, the character need not sleep, though he can become fatigued.

Blue: The Jadeborn is immune to environmental damage and penalties from natural cold, and damage from natural elemental sources related to air, such as fist-sized hailstones and lightning. The character is also resistant to falling damage, airborne toxins and any supernatural attacks related to air, such as attacks from a Lightning Ballista. While Blue Jade Transformation is active, the character is buoyed dynamic Essence, and does not suffer the increased weight normally associated with jade transformation Charms.


Fivefold Embodiment of Jade
Cost: - Mins: Essence 3; Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: All five (Color) Jade Transformation Charms

A master of Jade Transformation can attune himself not only to the elemental expressions of Creation, but to Creation as a whole, partaking in the nurturing protection of the worldís geomancy. While all five Jade Transformations are active, the character is considered resistant to all attacks and damages, effectively doubling his soak and hardness bonus, reducing the minimum damage of all attacks by one and increasing his resistance by Essence for as long as the commitment is maintained.


Like I said before, the benefits of stacking are quite considerable, but I think they're more flavourful and coherent than the canon version, which among other things include a permanent +1 dex, negated mobility penalties, regeneration and a JB enhancer (?). The soak and hardness bonus are slightly lower than she would get with White Jade Transformation by canon (17B/17L 12 hardness rather than 17B/21L 12 hardness). The real difference is the damage reduction, which while excellent for a passive boost is the same effect Brasla could get by wearing a Starmetal chain shirt.
Lookin' fine, although Blue Jade Transformation is missing the word 'by' between 'bouyed' and 'dynamic'.


This honestly didn't occur to me, but I can see it now. I intended the effect to be analogous to a Raksha having a Grace stolen. It's something that works well as a plot hook.
Ooh, nice link. And if it helps, I'd say the same about the raksha :smalltongue:


Yeah, but how many social attacks can you make before Brasla crushes you with a giant robot and takes the hearthstone back? I guess we could write UMI letters.
You know who's really good at writing letters? Janna!
hahano.

I was speaking generally. Brasla is not a good target for a hentai plot. xD


Stuff getting in the way is good. If it's just random encounters I mightn't want it to keep happening, but otherwise it would be fun.
A) Something that's not a challenge shows up. We show off and keep going.
B) Something that is a challenge shows up. Reasonable conflict ensues. If this happens repeatedly, Cam will be running out of motes and become less and less effective. Which would be an okay build up if we were hopelessly lost.
C) Some auto-loss opponent shows up, and PLOT occurs.
Kewl. If you're okay with being there I can do fun things. :3

Crumplepunch
2014-06-09, 02:22 PM
Lookin' fine, although Blue Jade Transformation is missing the word 'by' between 'bouyed' and 'dynamic'.

Ach, perils of a last minute edit. Also altered some terrible word choice.


Ooh, nice link. And if it helps, I'd say the same about the raksha :smalltongue:

While the Mountain Folk are no longer Raksha in any proper sense I think it's good to have parallels where they aren't obtrusive.


You know who's really good at writing letters? Janna!
hahano.

This would probably not end well.


I was speaking generally. Brasla is not a good target for a hentai plot. xD

One of the reasons why I removed the 3-7 Attribute spread is that I found it odd that purely by a surfeit of points Brasla ended up with Appearance 4 and Charisma 6. I don't think I demonstrated Charisma 6.

Ifni
2014-06-09, 05:48 PM
The real difference is the damage reduction, which while excellent for a passive boost is the same effect Brasla could get by wearing a Starmetal chain shirt.

There's one big difference, which is "minimum of zero". The only Charm that does this is Solar/Abyssal and it's tick-long, not "as long as the motes are committed". The non-stacking rule helps there, and I guess Hardness 12 is already essentially Permanent Immunity To Mortals, but still, might be better to make it min damage 1 like every other similar non-Solar effect.

I am also a bit uncomfortable with "add to Hardness", as Hardness is such an all-or-nothing mechanic (there's a reason the "set Hardness equal to soak" Lunar Charm got recosted as a perfect defense), and Hardness 12 is already enough to cause serious problems for Exalts who aren't using giant weapons. I realize orichalcum superheavy plate also gives Hardness 12 and so I'm okay with it as a Charm effect, but Hardness higher than that starts to get very hard to deal with very fast for a significant subset of characters. Did you mean it to be non-stacking, as Hardness usually is?

And yup, Revlid's version of PAoC dropped the Manse Body Charm so mine did as well, I have no objection to Brasla picking it up :smallsmile:

Crumplepunch
2014-06-09, 08:28 PM
There's one big difference, which is "minimum of zero". The only Charm that does this is Solar/Abyssal and it's tick-long, not "as long as the motes are committed". The non-stacking rule helps there, and I guess Hardness 12 is already essentially Permanent Immunity To Mortals, but still, might be better to make it min damage 1 like every other similar non-Solar effect.

Oops. I honestly thought Starmetal armour had a minimum of zero. Good catch.

Hmm. The thing is, I had it at a minimum zero partly so it would be able to perfectly negate falling damage and suchlike with sufficient soak. This is an intended feature.

How about Fivefold Embodiment grants the reduction to a minimum of one on any hazard which is not listed, but it remains at minimum of zero for listed hazards?


I am also a bit uncomfortable with "add to Hardness", as Hardness is such an all-or-nothing mechanic (there's a reason the "set Hardness equal to soak" Lunar Charm got recosted as a perfect defense), and Hardness 12 is already enough to cause serious problems for Exalts who aren't using giant weapons. I realize orichalcum superheavy plate also gives Hardness 12 and so I'm okay with it as a Charm effect, but Hardness higher than that starts to get very hard to deal with very fast for a significant subset of characters. Did you mean it to be non-stacking, as Hardness usually is?

Yes, non stacking as usual. I think Hardness 12 is on the sweet spot of being an asset in combat without being breached by any threatening attack. I'll edit this to make it clear.

Unlike canon Jadeborn, there are no other effects which can potentially grant Hardness over 12.

Ifni
2014-06-09, 10:25 PM
Oops. I honestly thought Starmetal armour had a minimum of zero. Good catch.

Hmm. The thing is, I had it at a minimum zero partly so it would be able to perfectly negate falling damage and suchlike with sufficient soak. This is an intended feature.

How about Fivefold Embodiment grants the reduction to a minimum of one on any hazard which is not listed, but it remains at minimum of zero for listed hazards?

The listed hazards mean damage goes to min zero for almost all weapons of mundane materials (I suppose glass weapons or something might be an exception) and jade, which is a pretty broad class and covers pretty much any attack that would do min damage 1 anyway... except natural weapons, I guess. Taking a single damage die from falling doesn't seem too bad, but if you really want to reduce it to zero (I agree this isn't unbalanced), perhaps put in a clause like the one common in environmental-damage-resistance Charms, that the damage goes to min zero if it's not intentionally inflicted on you by someone else's action, min one otherwise?

Crumplepunch
2014-06-10, 04:50 AM
Edits:


Additionally, each Jade Transformation has a range of hazards to which it is especially resistant. The characterís soak and Hardness bonus from the Jade Transformation doubles against these threats, and post-soak damage is reduced by one. Against damage intentionally inflicted on the Jadeborn by another character, damage can be reduced to a minimum of one. Against other sources of damage, it can be reduced to a minimum of zero. This damage reduction does not stack with other effects that reduce final or minimum damage, like Starmetal armour. Where relevant, the character also adds Essence dice to his Resistance pool and counts as a magical creature for the purposes of resisting environmental damage. In addition to those listed in each entry, Jade Transformations are always resistant to attacks from Jade weapons of the same color and damaging Elemental Charms from the corresponding element.


Characters with a Jade Transformation Charm active soak Lethal damage with their full Stamina, add (Essence +1) to their natural Soak and gain a rating of (Essence +1) natural Hardness.

Edited "minimum" damage to "post-soak" damage too, because otherwise it has no effect at all on the mundane weapons listed.

Ifni
2014-06-10, 11:10 AM
Looks good to me, I think. Good catch on minimum vs post-soak damage.

Crumplepunch
2014-06-12, 03:26 PM
Brasla's Teluric Resonance Sense lets her sense any tunnels or passages within 125 yards. Brasla's going to double-check the wards she placed on the Infernal monolith we found on our first visit. Anyone who wants to accompany her is welcome, the Eye of Alliance lets us keep in contact in any case.

Ifni
2014-06-15, 06:53 PM
I'll admit, Brasla's comment to Shah made me laugh too :smallwink: Shah really did walk straight into that one.

Crumplepunch
2014-06-15, 06:58 PM
I'll admit, Brasla's comment to Shah made me laugh too :smallwink: Shah really did walk straight into that one.

Thanks.

It's still ambiguous whether Brasla was having Shah on earlier by pretending to be oblivious or if she is still oblivious and also so literal-minded that she had to clarify that Shah was not actually playing with them.

Lix, do let me know if I'm barking up the wrong tree with the monolith, please? It's a long detour out of the game to find nothing.

Also maybe let me know when Brasla arrives.

Lix Lorn
2014-06-15, 07:11 PM
It's the wrong tree. If you'd like, you could have a jadeborn with the same tunnel-sensing charm stationed near it to watch it at all times. He'll report no activity.

If I were a paranoid jadeborn, that's what I'd do.

Also, after how much that 'misunderstanding' made me laugh, I knocked up the 3die counter once.

I also added two BP for how slow it's being.

(...also, I remember Brasla read Janna's books. :P
Wait, they're probably not smut. They probably contain sex scenes, after an appropriate amount of buildup... eh.)

Crumplepunch
2014-06-15, 07:23 PM
It's the wrong tree. If you'd like, you could have a jadeborn with the same tunnel-sensing charm stationed near it to watch it at all times. He'll report no activity.

If I were a paranoid jadeborn, that's what I'd do.

I was going to station some guards down there, but I think someone suggested that might qualify as worship. As long as you're okay with it, though.


Also, after how much that 'misunderstanding' made me laugh, I knocked up the 3die counter once.

I also added two BP for how slow it's being.

Yaaaaaay.


(...also, I remember Brasla read Janna's books. :P
Wait, they're probably not smut. They probably contain sex scenes, after an appropriate amount of buildup... eh.)

Heh, yes, but nobody else (except Demise, if she noticed) knows that. Besides, they might have a tasteful fade to black, leaving Brasla wondering what everyone is getting naked for.

Hm, deciding which of my Charms to get is tough, but I think I'll go with Jade Soul Architecture because it was so well received. Any objections to the Psychopomp's Jade hearthstone I suggested above?

Lix Lorn
2014-06-15, 07:57 PM
I was going to station some guards down there, but I think someone suggested that might qualify as worship. As long as you're okay with it, though.
You are probably fine with one guard from a distance.
Besides, let's be honest, it'll receive enough worship at the time when plot says it's convenient.


Heh, yes, but nobody else (except Demise, if she noticed) knows that. Besides, they might have a tasteful fade to black, leaving Brasla wondering what everyone is getting naked for.

Hm, deciding which of my Charms to get is tough, but I think I'll go with Jade Soul Architecture because it was so well received. Any objections to the Psychopomp's Jade hearthstone I suggested above?
Ha. I dunno if she'd go for fade to black, or just write it out. Creation's less modern in a lot of ways, but it's pretty open sexually. Could go either way, so I'll not specify so no-one can judge brasla based on it. :P

Hearthstone seems fine. :)

Crumplepunch
2014-06-16, 02:06 AM
You are probably fine with one guard from a distance.
Besides, let's be honest, it'll receive enough worship at the time when plot says it's convenient.

Fair enough. I'll have someone report in to Brasla and then continue.

In that case, we have no leads except what Twilight Guy is telling us, so we'll be doing whatever he suggests in your posts. Do any of us have tracking powers?


Hearthstone seems fine. :)

Cool, here's a fuller writeup.


Psychopompís Jade (Earth Manse ●●●●●)

This sphere of polished white Jade reflects phantasmal images on its nacreous surface. When its bearer would be killed by an attack, it shatters, shunting the bearerís intact soul and essence to safety. The bearerís body immediately transforms into a marble statue, and she breaks all attunements. Meanwhile, the bearerís true substance is reborn in the nearest deposit of natural jade worth Resources 5 or more. Her body reconstitutes itself over the course of a day, and the jade cracks open to release her, lacking possessions and reduced to her lowest -4 health level in aggravated damage. For characters incapable of surviving the deep ocean, raging volcanoes or other locations in which rich deposits of jade are usually located, this hearthstone may delay death only briefly.

Speaking of powerful stuff, the recruitment thread has finally died, and with it my writeup of Lodestone, Brasla's shield. Given that she never used its unique powers and I'm a bit leery of them anyway, I think now would be a good time to convert it into a more conventional jade thunderbolt shield.

Oh hey, also, have some Golem Charms.


Makerís Elemental Genesis

Cost: 30m, 1wp Mins: Essence 3; Type: Simple (Dramatic Action)

Keywords: Invocation

Duration: Instant

Prerequisite Charms: World-Bending Genius Evocation


With arrays of channeling sigils and Essence-charged paens to the Great Elementals and the Maker, the Artisan creates a minor elemental over a four hour ritual. Such a being is far beneath the notice of most who would seek elemental servants; a tender of gentle zephyrs and the embers of campfires. However, at the moment of its creation, the elemental is without purpose, and this, an Artisan can grant it. The earth moves and shapes into a humanoid form around the newborn elemental, and a servant golem is formed, ready to serve the Artisanís will until it grows to recognize that its responsibilities lie elsewhere. The golem will serve loyally for (Essence) weeks until the elemental departs and its earthen body disintegrates. An Artisan may have up to (Essence) such golems at any one time. The exact appearance and construction of a golem varies with the tastes of the individual Artisan, but their traits are always the same.


All Golems have the benefits and drawbacks of Automaton Physiology. Unless listed otherwise, all the following golems have these basic traits:


Attributes: Strength 3, Dexterity 3, Stamina 5;

Charisma 1, Manipulation 1, Appearance 1;

Perception 3, Intelligence 2, Wits 3


Virtues: Automaton; never fails Valor rolls, cannot make any others.


Abilities: Athletics 3, Awareness 3, Dodge 4, Integrity 5, Linguistics 1 (Native: Old Realm; Rocktongue), Martial Arts 4, Medicine 1, Resistance 5, Stealth 1


Join Battle:6


Attacks:

Punch: Speed 5, Accuracy 8, Damage 3B, Parry DV 5, Rate 3

Kick: Speed 5, Accuracy 7, Damage 6B, Parry DV 3, Rate 2

Clinch: Speed 6, Accuracy 7, Damage 3B, Parry DV ó, Rate 1, Tags P


Health Levels:-0/-0/-0/-0/-0/-0/-0/Destroyed

Dodge DV:5 Willpower:8

Essence:2 Essence Pool:20


Golem servitors are innately immune to natural environmental damage associated with the element from which they are constructed. They have additional abilities and Charm-like powers depending on the element from which they are constructed.


Lava Golem (Fire Construct)

Constructed of black rock veined with orange-red magma, lava golems make formidable soldiers and guardians.


Attributes: Strength 4, Dexterity 6, Intelligence 1, Wits 2, Perception 4

Abilities: Melee 5 (Lava Weapons +3), Awareness 5 (Visual +2), Thrown 3 (Lava Weapons +2), Archery 3 (Lava Weapons +2)

Charms:

Incandescent Arsenal Technique: The golem can reflexively create any mundane weapon it requires by shifting its own magma-blood into the required shape. Weapons are shaped from glowing lava and are attached to one of the golemís hands, so a golem must dismiss one of its weapons if it has no hands remaining. Melee, Martial Arts or Archery Weapons require three motes, while ammunition or thrown weapons require one mote.

Fire and Brimstone Stance: With a Simple action and the expenditure of four motes, the golem erupts with fire and smoke, engulfing all around it. Everyone within three yards of the golem takes environmental damage as though they were standing in a bonfire.


Quartz Golem (Earth Construct)

Massive, beings of jagged, cloudy quartz studded with gemstones, quartz golems make intimidating guards and excellent labourers.


Attributes: Strength 6, Stamina 7, Intelligence 1, Wits 2, Perception 4

Abilities: Athletics 6(Feats of Strength +3), Awareness 5 (Visual +2), Craft (Earth) 2

Charms:

Glittering Eye Awareness: The golem reflects everything around it in its crystalline surfaces, including those that think themselves hidden. The golem can spend two motes to add two bonus successes to any Awareness check to foil stealth, disguise or other subterfuge. These two successes can be added to roll-offs to detect supernatural stealth.

Vigilant Crystal Chime: The quartz golem can spend four motes reflexively in response to a surprise attack and chimes an alarm. The golem can apply its full DV against a surprise attack. Other targets that the golem alerts can apply half of their DV.


Dust Golem (Air Construct)

A barely-visible figure of swirling ash and sand, dust golems make excellent spies.


Attributes: Dexterity 5, Stamina 2, Strength 1

Abilities: Athletics 5(Weightless +3), Dodge 6, Stealth 6, Awareness 4


Charms:

Incorporeal Form: By spending five motes, the dust golem can effectively dematerialize for a scene, It is not truly immaterial, but its component fragments disperse and it is held together only by the merest threads of Essence. Damage that can attack incorporeal spirits becomes Aggravated against a dust golem in this form.

Zephyr of Conveyance: For a single mote, the dust golem catches a stray breeze and floats away. It can fly at double its normal movement rate for a single action.


Briar Golem (Wood Construct)

A creature of grey stone and knotted roots, briar golems are called upon to deal with spirits or to assist in medical procedures.


Attributes: Dexterity 4, Wits 4, Intelligence 4

Abilities: Medicine 4 (Surgery +3), Martial Arts 5 (Clinch +1), Occult 3, Awareness 4

Charms:

Unseen World Presence: By spending five motes, the briar golem can see and touch dematerialized spirits during the scene.

Poison Detection Method: For three motes, a briar golem can instantly detect poison, disease and venom by touch. Any portion of the golem that touches such a harmful substance blooms into bright scarlet flowers.


Mud Golem (Water Construct)

A slick figure of wet, amorphous clay, mud golems are often called upon as assassins.


Attributes: Dexterity 6, Stamina 3, Intelligence 3

Abilities: Athletics 4(Balance +3), Dodge 5, Martial Arts 6 (Clinch +1), Stealth 5

Charms:

Amorphous Body: By spending a mote, the mud golem can liquify its body and squeeze through even the smallest cracks.

Mudslide Attack: For two motes, the mud golem adds an automatic success to a grapple attempt. On a successful control of a clinch, the victim immediately begins drowning as he is absorbed into the golemís body. The victim can break free and regain their breath by taking control of the clinch.



Heart of Living Crystal

Cost: 30m, 1wp Mins: Essence 4; Type: Simple (Dramatic Action)

Keywords: Invocation, Seal, Mastery-OK, Component

Duration: Instant

Prerequisite Charms: Makerís Elemental Genesis


The Artisanís mastery of the Growing Crystal Pattern allows him to alter the conditions of his golem servantís birth. This Charm functions identically to Maker's Elemental Genesis, but at the culmination of the ritual, the nascent elemental is sealed within a gemstone of Resources 3 or more. The elemental is not awake, but should the Artisan whisper instructions into the gemstone, the simple spirit hears and will obey unquestioningly when it is later released.

Should the gemstone ever be broken, the elemental is released and is immediately resealed within a golem body as per Great Makerís Genesis. The transformation takes a Simple action, constructing the body from earth or coalescing it out of raw Essence should none be available. Unborn elemental gems can persist indefinitely, even after the Artisanís death, though they age and depart normally after their gems are shattered. Gem-sealed elementals count towards the Artisanís maximum number of golems for Great Makerís Genesis.


Balanced closely on the Man-Machine protocol Maker's Instantaneous Forge. Brasla probably won't get them because she doesn't favour Growing Crystal, but I may change my mind yet.

Lix Lorn
2014-06-16, 12:21 PM
Well, he seems to be implying that they can't really chase him. He's certainly in no hurry to run, but since he was recently ACID'd... :P

I notice that that hearthstone is significantly weaker than the canon Oramus one. Are we assuming the Oramus one is kinda OP?

I don't remember what your shield did, so if you want to change it, go ahead. DXD

Golems are cool!

Crumplepunch
2014-06-16, 12:49 PM
I notice that that hearthstone is significantly weaker than the canon Oramus one. Are we assuming the Oramus one is kinda OP?

Depends on how severe you think the Desecration effect should be. But yes, I think effectively ignoring death and coming back in the next scene is a little much.

Besides, Brasla has White and Red Jade Transformation and Burrower's Sure Path, she should have no trouble escaping from the jade deposits around Gem.


I don't remember what your shield did, so if you want to change it, go ahead. DXD

It was a clone of Universal Preceptor's Attractor, an upgraded Thunderbolt shield that among other things offered a free disarm counterattack and a pseudo-perfect (DV 25) block for a modest cost.

I'll have a think about what to get with the freed dots instead, possibly an Onslaught Crossbow or Small Essence Cannon to use with Shadow Panoply Integration (lets you use weapons stored in Elsewhere for a single action). Or maybe another manse! Manses are good. Provided you are okay with retroactive panoply alterations along with retroactive Charm alterations, of course.

Lix Lorn
2014-06-16, 01:25 PM
Depends on how severe you think the Desecration effect should be. But yes, I think effectively ignoring death and coming back in the next scene is a little much.

Besides, Brasla has White and Red Jade Transformation and Burrower's Sure Path, she should have no trouble escaping from the jade deposits around Gem.
Descration is not a good balancing tool purely because of how variable an effect it can have from game to game. It's not a great one here, as heaven is already glaring balefully in this direction.


It was a clone of Universal Preceptor's Attractor, an upgraded Thunderbolt shield that among other things offered a free disarm counterattack and a pseudo-perfect (DV 25) block for a modest cost.
Ah, I thought it might be.


I'll have a think about what to get with the freed dots instead, possibly an Onslaught Crossbow or Small Essence Cannon to use with Shadow Panoply Integration (lets you use weapons stored in Elsewhere for a single action). Or maybe another manse! Manses are good. Provided you are okay with retroactive panoply alterations along with retroactive Charm alterations, of course.
Same rule applies; if it hasn't been used it can change with no problems.

Crumplepunch
2014-06-16, 03:16 PM
Hm, thinking about what to get, I think I'll drop the Jewel of the Flying Heart, which I never used because I realized it was useless (counting as an equipment bonus when Charms already added a better one).

In its place, I'll use the freed up Background dot to get another dot of Manse for a three dot Pearl of Worlds Reforged, a Lightning aspected hearthstone identical to a Sign of Chaos. The manse it originates in was re-engineered with the Exotic Aspect power by an Artisan former acquaintance of Brasla's.

This gives Brasla a Style rating of three, meaning she has a stunt pool of nine (sum of two highest virtues) that replenishes at a rate of two per scene (lowest virtue). She can add one stunt die to any roll by describing an appropriate bit of Obvious reality bending. In the Wyld, she can add more dice.

Thoughts on this?