Dreams of the Second Age

Seeker, do you remember how I accidentally disrupted your seven sins game with my melee powerhouse? I'd recommend building your character similar to how I did after we talked out the balance issues (very good at attacking a single target, poor at dealing with multiple targets)


Lexi, you uh... may want to take off that Obsidian Shards charm. Sidereal Martial Arts are one of the main things that take the tenuous balance of the game and shatter it over it's knee.
 
I should have said before that Ink Monkey Charms are allowed. They seem to do a good job at being very balanced.


I am not going to make Lexi drop the SMA Charms; having access to those styles are one of the reasons to take a Siddie, and other combat focused characters can do similar nasty stuff with their Charm trees. Just keep in mind that what you pull out can come back to haunt you.


@Seeker of the End, don't worry too much about a background. Most of what you'll be writing up will be long gone after a 1500 year time jump from the First to Second Ages.


So, since everyone seems to be very close to done, I'll be starting the story posts later today. Things will be moving slow enough to let you finish any mechanical work you need to do on your sheets, but this way you can start to get into your character's personality with some in-game antics.
 
The problem with Sidereal Martial Arts is that they are universally regarded as the most broken, unplayable and overpowered charmset in the history of the game, that can easily wreak the balance of any session that they're put in thanks to the sheer lack of thought that was put in to designing them.


That said, there are much more balanced homebrew versions that I have access to, that are also more fun, IMO. I can send you guys them in a PM if you want so you can look them over.
 
If they are the same ones I'm thinking of, go ahead and post the link to them and we can use those.
 
I don't have access to the link, I just straight copied them on to my computer, but here's Obsidian Shards of Infinity for review:

Obsidian Shards of Infinity Style


Black Shards Fall Like Ice



Cost:
8m; Mins: Martial Arts 5, Essence 4; Type: Simple


Keywords: Combo-Basic, Obvious, Shaping


Duration: Instant


Prerequisite Charms: None


…who broke her mirror, and dropped the pieces to the ground.


With a shout, a step, and a ringing clap, the martial artist calls forth a rain of sharpened glass. Her player makes an unarmed martial arts attack that adds +(Essence) to the raw damage, which is made lethal, and adds the Piercing Tag. The martial artist releases shards bearing every possible attack she didn’t do in an area centered no farther than (Essence x25) yards away that is (Martial Arts x5) yards wide. The multitude of the falling shard overwhelm any attempt to parry them, making the attack unparriable. These highly reflective shards persist until the end of the scene. Anyone who moves over the area at faster than half speed is hit by a one-time environmental effect that deals (Essence)L damage with a Trauma of (Martial Arts). While the creation of the black shards is a Shaping effect, the actual attack is not. The martial artist is not immune to this attack.


Ripple in the Silvered Glass


Cost:
10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1 or Step 5)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: None


She thought to repair it, but was arrested by the sight of the scattered shards.


The Sidereal brings her hands together, then parts them as if he were opening a pair of curtains. On a successful dice-roll, this Charm posits an alternative outcome, which then becomes true. The Sidereal may say that her attacker, for example, stumbled and fell at her feet or that the ship’s navigator plotted a course that sent the ship in the other direction. Perhaps a potential suitor leans in for a kiss, only to head-butt the princess instead. For scope, but not anything else, consider the poor victim to have catastrophically botched that roll as per breaking an oath enforced with the Eclipse Anima rather than succeeding. Used during an attack sequence, this may be used in Step 1 to cause an opponent to botch their DV (setting all DVs to 0) or as the defender in Step 5 to cause the attacker to botch their roll. Stunt dice and rewards do not apply to the affected roll.


This functions as though it were a native Sidereal Charm altering fate—except that it works on things outside fate as a Shaping effect—allowing people to spend 3wp to realize causality has been affected. If the victim does so, they may roll (Wits + Awareness) with an internal penalty equal to the Sidereal’s Martial Arts and a difficulty equal to half the Sidereal’s Essence. If successful, the victim ignores the Sidereal’s attempt to alter causality and the roll passes or fails on its own merits. This is considered a unique Flaw of Invulnerability


This Charm may be used against non-sentient things, in which case it works automatically. Furthermore, as a permanent effect, the Sidereal is alerted to any action launched through a reflective surface at the martial artist—for example, someone scrying him in a forest pool—and can choose to pay for this charm and likewise deflect that action as well.


Reaching Through the Mirror


Cost:
10m, 1+wp; Mins: Martial Arts 5, Essence 4; Type: Simple


Keywords: Combo-Basic, Shaping


Duration: One scene


Prerequisite Charms: None


which showed so many visions of her face.


Gesturing at as many opponents as she spends points of willpower, the Sidereal calls that opponent’s reflection to face her. Any reflective surfaces up to (Martial Arts) yards from the target, no matter how they are angled, show that person. For the rest of the scene, the martial artist can attack the reflection of her foe with even more facility than she could attack the foe himself. Attacks against the reflections are transfered to their respective opponents as Undodgable, Piercing, Shaping attacks. An attack that somehow hits multiple reflections is only transferred once.


Shattering the Balance


Cost:
8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple


Keywords: Combo-Basic, Compulsion, Illusion


Duration: Instant


Prerequisite Charms: Black Shards Fall Like Ice, Ripple in the Silvered Glass, Reaching Through the Mirror


She put the pieces back together at all the wrong angles,


Catching her target’s eye, the martial artist strikes her reflection—and the target’s mind shatters into madness. The martial artist makes an unarmed martial arts attack that targets the victim’s MDVs rather than their normal DVs. The attack substitutes the target's Willpower + Conviction as soak with zero hardness instead of their normal soak and hardness. The attack deals no damage. Instead, every success on the damage roll means the target must spend a point of willpower or allow the martial artist to to switch the emotional context of one intimacy the target has with the emotional context of another intimacy they have. Furthermore, the victim will “replace” those two intimacies in all relevant memories—which can result in some very unorthodox life stories. As a separate compulsion effect, the victim must always resist any attempt to alter or erode those intimacies and memories unless he spends 1wp per action.


The emotional context of those intimacies may not be further changed except by another application of this charm, only eroded. Only eroding the intimacy and then creating an intimacy that matches the original context can restore a victim’s memories. The Sidereal may use this on herself as a Reflexive (Step 2 and/or Step 10) charm.


Obsidian Shards of Infinity Form


Cost:
10m; Mins: Martial Arts 5, Essence 5; Type: Simple


Keywords: Form-type, Obvious, Shaping, Overdrive


Duration: One scene


Prerequisite Charms: Shattering the Balance, one complete Celestial Martial Art


and was delighted at the image of herself.


Enemies cannot easily find the person behind the Obsidian Shards of Infinity Practioner’s endless reflections. Any time a reflective surface catches a glimpse of the Sidereal, she may choose to cause that surface to hold her image as long as she maintains this form—regardless of her location or orientation. Further, the images may also produce echoes of her voice if she so chooses. Once every time the Sidereal’s DV refreshes, she may reflexively shatter her own body and “become” one of her reflections that are within (Essence x10) yards. The ST secretly rolls a die. If that roll is a one, the ST may choose which reflection the Sidereal becomes and inform her of that choice at any point before her DV refreshes. If done in response to an attack, this is a Step 9 counterattack that resolves after the attack that triggered it. If the Sidereal has done this since the last time her DV refreshed, she is considered to meet the requirements to re-establish surprise, since it is often impossible to follow which of the Sidereal’s reflections is real. Other than confusion, being a reflection offers no particular defense. On the Sidereal’s next action tick they automatically step out of the reflective surface (regardless of its size), and that surface becomes incapable of bearing her image until the next moonrise.


The Sidereal also gains an overdrive pool of 10 motes while this form is active. Initially empty, the Sidereal gains 1 mote on any tick where at least one character other than the Sidereal does at least one thing categorically impossible (to a maximum of 1 mote per tick). This includes dodging the undodgeable, parrying the unparriable, or successfully defending against a surprise attack. Perfect effects do not inherently allow the Sidereal to gain a mote unless they also do one of the above. Other “impossible” things may fill this pool at the storyteller’s discretion. The Sidereal also gains 2 motes at the end of any action tick where no one else in the combat is aware of who and what she is; and/or aware of her exact location. Other characters who know this charm do not count as “someone else" for these purposes. If the Sidereal is co-located through Draw Forth One Shard, only one of the Sidereal's images need to be hidden to gain motes from this charm.


The Mirror Does not Lie


Cost:
8m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 5, -1 DV)


Keywords: Combo-Basic, Shaping


Duration: Instant


Prerequisite Charms: Obsidian Shards of Infinity Form


The Elder Sutra of Reflection: The maiden wanted to show everyone how wonderful she looked,


Reflections don’t just portray the world, they give back a new vision. The Sidereal causes the core of her being to become a reflection of another’s primal being. By allowing her own imperfections to bleed through this transformation, they become a part of what the Sidereal reflects. The Sidereal performs an unarmed martial arts attack. Rather than resolving her attack's Step 10 as normal, apply the results of any attack that the Sidereal is still suffering from to the target. The results are removed from the Sidereal and applied to the target. For all intents and purposes, including people’s memories, the attack that hit the Sidereal was always aimed at and a successful attack against the target. This alteration of memory functions like Sidereal charms that alter fate. Only the Sidereal and the original attacker’s memories are left untouched. This charm carries the Compulsion, Crippling, Emotion, Illusion, Poison, and/or Sickness keywords if the attack it intends to transfer had those keywords.


Vanished Within the Glass


Cost:
15m, 2wp; Mins: Martial Arts 5, Essence 6; Type: Simple (Speed 5, -1 DV)


Keywords: Combo-OK, Touch, Shaping, Sorcerous


Duration: Indefinite


Prerequisite Charms: The Mirror Does not Lie


but it seemed as though none could see it.


Who can resist looking in a mirror? The Sidereal shows her enemy her reflected image—and while the enemy looks, he throws her in. With a mere touch, the target vanishes. They find themselves in a mirrored world, a replica and a shell created from everything that has ever been reflected. Only inanimate objects and others who have been subjected to this charm are there, except where there are mirrors. Mirrors act as windows, allowing the target to peer into the real world and be seen there, but never to speak. This charm may also be used on any mirror while in either world, turning the window into an open portal for one scene. While inside the mirrored world, a person will find themselves not needing any type of sustenance.


Draw Forth One Shard



Cost:
5m, 1wp; Mins: Martial Arts 5, Essence 6; Type: Simple


Keywords: Combo-Basic, Obvious, Shaping


Duration: One Scene


Prerequisite Charms: Obsidian Shards of Infinity Form


So she painted a self-portrait


The martial arts extends a hand of friendship to one of her reflections. A hand reaches out of the mirror in response and thus, the martial artist pulls out one of her own images to fight for her. The affected reflective surface is rendered unable to hold the martial artist’s image until the moonrise after this charm ends. This duplicate is not actually a clone, but instead the same martial artist existing in two locations. Move and Dash actions allow all of the martial artist's images to move independently. Co-locating with this charm does not otherwise allow the martial artist to have more actions, but any action may originate from either image. Likewise, since this is the martial artist co-locating and not her creating a separate entity, any action directed at either image is targeting the martial artist, and any effect applied to the martial artist affects all images. In the case of attacks that would affect multiple images, the martial artist is still only affected once. Flurries involving actions originating from multiple images are automatically considered to be coordinated attacks with one another. The Sideral may reflexively end the commitment to this charm and decide which of the images will remain, and causing all others to disappear. If done in response to an attack, this counts as a Step 9 counterattack that resolves after the attack that triggered it.


Draw Forth Every Shard


Cost:
–(+5m per Image, +1wp or +5m); Mins: Martial Arts 6, Essence 6; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Draw Forth One Shard


and portrait after portrait after that


This charm enhances its prerequisite as well as Obsidian Shards of Infinity Form. Draw Forth One Shard may now be used on any of the martial artist’s reflections, regardless of whether or not she can touch it. The image appears next to the reflective surface. Furthermore, she may draw forth as many duplicates as she desires by spending a 1wp surcharge and committing 5m per image created. The martial artist lowers the penalties for flurrying by 1 per image involved in the flurry (remember, there is no “original” for these purposes). The martial artist may also cause images to cease to exist one at a time by reflexively de-committing 5 motes per image. If done in response to an attack, this is resolved as a Step 9 counter-attack that resolves after the attack that triggered it.


If the martial artist chooses to spends+5m when activating Obsidian Shards of Infinity Form, then all of the martial artist’s reflections (actual reflections, not duplicates) gain a small degree of sentience. They may all look like, do, and say different things so as to confuse onlookers. Further, the martial artist may cause any attack or action to originate from any of her reflections—the reflection reaches out of the mirror as necessary to perform the attack.


Echoes of Infinity


Cost:
–(+5m or +5m, +1wp); Mins: Martial Arts 6, Essence 7; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Vanished Within the Glass, Draw Forth Every Shard


until she made everyone look at her


Mirrors opposed to mirrors seem endless. This charm enhances the Obsidian Shards of Infinity Form. By increasing its cost by 5 motes, the Sidereal may hide her image in the corners of reflections, just out of sight. Sometimes people will catch a Sidereal using this charm for just a moment, out of the corner of their eye—but never enough to be sure. Although no mirror can be rendered unable to bear the Sidereal's reflection, all of her reflections are effectively invisible. She may use Obsidian Shards of Infinity Form’s ability to transport to reflections once per tick, and never with any error. If Draw Forth One Shard has been used, all images transport at the same time (possibly to different mirrors). Finally, the Sidereal is aware of everything else that’s in a reflective surface with her reflection


This charm may also enhance Vanished Within the Glass. By spending an additional five motes and one willpower, the target’s reflection is also hidden, rendering them unable to be seen or heard unless the Sidereal chooses to allow it. Even within the context of the mirror world, they are unable to affect, be affected, be seen, or be heard by anything. As an additional benefit, the Sidereal can cause the victim to instantly teleport inside the reflection of any mirror the Sidereal is currently looking in, and can always choose to have themselves be the only one to see or hear it.


Breathing on the Black Mirror


Cost:
–(+5m, 1wp); Mins: Martial Arts 7, Essence 7; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Echoes of Infinity


and they all believed her.


They say a person’s whole life flashes before their eyes before they die. In truth, this is but a pale reflection that serves only as a lukewarm reminder in a person’s last moments. Those images are but memories that can’t be changed—except by a master of the Obsidian Shards of Infinity Style. This charm enhances the Obsidian Shards of Infinity Form charm, increasing its cost by 5m, 1wp. When the Sidereal “kills” someone while the form is thus active, they are given access to the core of a person’s soul and every strand of their destiny. This charm alters fate like a sidereal charm. It takes place in that moment just before death, when the target has no motes of essence, no willpower, no empty health levels, all commitments have lapsed, and is otherwise defenseless.


The Sidereal may rewrite how the scene went in relation to herself and her defeated foe, and fate agrees. Both causality and people's memories fall in line with the Sidereal's interpretation of events, although she can never describe someone as violating their intimacies or motivation. She may choose to have used any combination of charms and attacks in any number on the foe, all for free and all to whatever degree of success the Sidereal chooses, instead of whatever actually happened. She may also decide who, if anyone, remembers any attacks on the defeated for (the original or the altered version). The new effects are applied rather than what actually happened. Likewise, the Sidereal may remove the most direct effects and health levels inflicted by the defeated foe's actions as though they were never there, although this can not bring someone back to life. The Sidereal may not choose to apply any action that requires long ticks, such as most social actions--the period of time she can control is too brief.


If the Sidereal chooses to kill the subject, they may have fate erase the person's body and all evidence of the murder. She may also, in this instance, retroactively erase the target from the existence--all memories and records involving the subject are altered to account for them not being there and all intimacies involving the defeated foe are erased. This is an illusion effect that requires 1wp per intimacy to be preserved and 3wp for all memories to remain intact. If the Sidereal chooses to not kill the defeated foe and knows Avoidance Kata, they may immediately use it on that person's behalf. Either way, she may choose whether or not everyone in the scene remembers the subject even being there. Remember, although the alteration of fate is broad in its scope, it is still one effect and anyone may spend 3wp to retain their true memories.
On a side note, I cannot wait for 3e, where prereqs higher than 5 wont exist.
 
Someday, it will be here.


 
@Rykon, are you making any changes to your character? I don't see it in the new character thread yet, and I was curious.
 
Yo, so, sorry about the excessively late post, this weekend was a bit of a mess. I'm the player that Rykon mentioned wanted to join the game, and I very much do, if the option is still there. For reference, I was planning on making a Solar who focused heavily on Craft (Genesis+Magitech) as well as maybe a bit of Archery to give me some breathing room in combat. Additionally, gonna be loading up on them Medicine charms...because Solar Medicine is a little ridiculous...just a bit.
 
Sherwood said:
Someday, it will be here.
 
@Rykon, are you making any changes to your character? I don't see it in the new character thread yet, and I was curious.
I've been sick and running a game this weekend. I've got a document I'm working on should be approaching completion soon.
 
Here it is.

Prismatic Arrangement of Creation Style


The Student's Sutra of Essence: Once, there were maidens...


Deadly Starmetal OffensiveCost:5m;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ObviousDuration:ScenePrerequisites:None


...and their names were JI


The character infuses her fingernails with Essence, hardening them, sharpening them, lengthening them into bweapons - and, most importantly, causing them to bend, influence and predict the path of fate in the manner of starmetal. While this Charm is active, the character’s unarmed attacks gain a minimum damage of 3 and the O tag, may parry lethal attacks without a stunt, and may re-roll the damage roll in step 8 whenever she attacks, taking the higher of the two results.


Editor's Note: I changed this one because Blade of the Battle Maiden makes the character's hands a Starmetal Daiklave. I felt this charm should be both different and synergistic.


Orichalcum Sheathing StanceCost:5m;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ObviousDuration:ScenePrerequisites:None


and PENG


The character wraps her body in a sheath of Essence, mirroring in its interaction with her own anima the link between Solar Exalted and orichalcum. While this Charm is active, the character is considered to be wearing orichalcum armor with the martial artist’s (Essence + Martial Arts+2) Bashing and Lethal Soak, (Stamina+Martial Arts)/2+5 Hardness, a -0 Mobility Penalty, and a 0 Fatigue Penalty. Further, the martial artist subtracts 1 from any attack’s minimum damage (minimum of 1) and 2 from the damage of any environmental effect (minimum of 0). The armor provided by this charm is compatible with all martial arts, even those normally not compatible with armor. However, the benefits of this charm count as equipment and the rules for stacking equipment apply to it.


Editor's Note: Made the soak scale. At E5, MA5, STM 5 you're looking at up to 12 Soak, 11 Hardness from armor which is still worse than just getting Superheavy Plate. At E10, MA10, STM10 you're looking at 22 Soak and 21 Hardness. This does stealthily, effectively have every magical material bonus applied.


Flickering Moonsilver ApproachCost:5m;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ObviousDuration:ScenePrerequisites:None


and LU


The character traces patterns through the air that echo the slippery, mutable ways in which moonsilver twists the flows of Essence around it. Opponents cannot precisely determine the character's location: she may cause her attacks to originate from any point within (her Essence x5) yards. Such attacks impose a -2 penalty to the defender's PDV, on top of ignoring all cover bonuses to DV.


Editor's Note: No longer ignores shields, and a change in wording allows for better stunting IMO, without altering the mechanics any.


Five Jade FuryCost:5m;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ObviousDuration:ScenePrerequisites:None


and ZHOU


The character binds the substance of Creation to her Essence, shifting into a pattern of attacks that radiates the elemental authority of jade. Each gives a gift, which applies only to unarmed Martial Arts attacks. Her blows can be bashing or lethal, as she chooses, reflecting the compassion and conviction of green jade. The grace of black jade steers her attacks well: she adds 2 to the Accuracy and Defense values. The reliability of white jade ensures reasonable damage: she adds 3 to her Damage value. The force of blue jade grants her weapon the Piercing tag. Finally, the swiftness of red jade adds 1 to her weapon's Rate and -1 to its Speed. The benefits of this charm count as a Magical Material bonus and the appropriate rules for stacking apply.


Editor's Note: You effectively add every magical material bonus to your attacks. Balanced by the fact that, without other charms, you're still using your Punch's stats. It results in a Speed 4, Acc +4, Damage +3L, Defense +3, Rate 5 weapon with piercing. With Blade of the Battle Maiden this results in a Speed 4, Acc +4, Damage +8L/2, Defense +4, Rate 5 weapon with piercing. This is a nice, general weapon but nothing compared to the better artifact weapons.


Four Magical Materials FormCost:15m;Mins:Martial Arts 5, Essence 5;Type:Simple (Speed 6, DV -1)Keywords:Form-type, Obvious, Combo-BasicDuration:ScenePrerequisites:Deadly Starmetal Offensive, Orichalcum Sheathing Stance, Flickering Moonsilver Approach, Five Jade Fury


and HOU TUI


The character attunes herself to the Essence of the world, drawing on the flows of interwoven fates, raw power, progressive change and elemental stability that play out all around her. In this fashion, while she maintains the Form, she becomes a living artifact. This Form does not mimic the Essence of soulsteel.


When using this Form, the character automatically and reflexively activates all four prerequisite stances as part of the Form activation for no cost. In addition, she becomes unbreakable, becoming immune to Crippling effects, unless the effect could damage the Five Magical Materials.


Editor's Note: No change, moving on.


Charm Redirection TechniqueCost:10m, 1wp;Mins:Martial Arts 5, Essence 4;Type:Reflexive (Step 2)Keywords:Combo-OK, CounterattackDuration:InstantPrerequisites:None


and AN


The character learns to catch, tangle and throw the Essence flows of Charms as if they were the flailing limbs of her hapless flows. This Charm may be invoked in Step 2 in response to a Charm-enhanced attack. The martial artist immediately rolls their (Essence + Martial Arts) against a difficulty of the attacker’s Essence. If successful, they perfectly parry the attack and another character in range of the attack is immediately made the new target for the attack, starting in Step 2. The activation roll for this charm is considered a unique Flaw of Invulnerability.


Editor's Note: This one was a pain to balance. It's effectively an expensive PD with a bad flaw that doubles as a redirect. It's powerful, but expensive--hopefully I struck the right balance?


Sequential Charm DisruptionCost:4m, 1wp;Mins:Martial Arts 5, Essence 4;Type:Reflexive (Step 2)Keywords:Combo-OKDuration:InstantPrerequisites:Charm Redirection Technique


and CAI


This Charm expands on the principle of Charm Redirection Technique. Rather than redirecting the essence flows, this charm instead disrupts them. The martial artist may immediately cancel one or more charms used on the attack against them for the duration of that attack. If more than one offensive charm is canceled, add a +2m, +1wp surcharge to this charm. If an Excellency is canceled, add a +5m surcharge to the charm. Rather than cancel a charm with a duration longer than instant for just one attack, a charm may be completely canceled as a shaping effect by adding the cost of the canceled charm as a surcharge to this one. The cost of canceled charms is still paid. This effect may not cancel Form-type Charms, Extra Action charms or charms with a minimum essence higher than the martial artist’s permanent Essence.


Editor's Note: This charm is an odd duck. It's not quite a perfect defense but it might as well be. Late-step offensive charms bypass it, but other than that it's a psuedo-perfect that can be powered by overdrive. That's why it's as expensive, if not moreso, than a normal perfect defense.


Spell-Shattering PalmCost:5m per Circle or (Minimum Essence of a Sorcerous Charm)*3m;Mins:Martial Arts 5, Essence 4;Type:Reflexive (Step 1 for attacker, Step 2 for defender)Keywords:Combo-OKDuration:InstantPrerequisites:None


and LI


The character uses martial arts to yank the threads of a delicate construct of sorcery out of place. This charm allows the character to make Martial Arts attacks or defenses against sorcery, similar to countermagic. Used on the offense this modifies an unarmed strike, you must target the manifestation or center of the spell—such as the character benefiting, the spirit summoned, or the approximate center for spells like Rain of Doom. Spells that do not otherwise have a stated DV have a DV of (Circle)*4 or (Minimum Essence)*2 for Sorcerous Charms. If you defeat the DV by at least the Sorcerer’s (Essence)/2 than the effect is shattered as though struck by the appropriate level of countermagic.


Used defensively, this charms functions as defensive countermagic of the spell’s circle if the character’s PDV exceeds the caster’s Essence + Twice the Spell’s Circle or the caster’s Essence + The Sorcerous Charm’s Minimum Essence. This requirement is considered a unique Flaw of Invulnerability when used defensively.


Editor's Note: I tried to bring this in line with Magic-Shattering Palm and the Lunar equivalent, rather than bringing it in line with Adamant Circle Countermagic. It's occasionally cheaper, but you don't regain motes for success. I notably didn't use a mote-regaining mechanic because it can be made free/cheap with Overdrive and the form-charm.


Astrology Interruption MethodCost:4m;Mins:Martial Arts 5, Essence 4;Type:Reflexive (Step 1)Keywords:Combo-OK, TouchDuration:InstantPrerequisites:None


and HUA JI


The character uses her education in the nature of fate in conjunction with her martial skill to disjoint, snarl and otherwise tangle the fates the spiders weave. By lightly striking the target in the five points where the threads of the Loom of Fate attach, the character can negate Sidereal astrological effects. She must make a successful Martial Arts attack against the target. If she succeeds with threshold successes exceeding the Essence + College of the Sidereal that created the effect, the effect is dangerously torn or frayed, and the pattern spiders abandon it.


Editor's Note: It's cheaper now! Please use it? But seriously... >_> Also, added the Touch Keyword.


Soul Fire Shaper FormCost:15m;Mins:Martial Arts 5, Essence 5;Type:Simple (Speed 6, DV -1)Keywords:Form-type, Overdrive, Combo-BasicDuration:ScenePrerequisites:Charm Disruption Technique, Sequential Charm Disruption, Spell-Shattering Palm, Astrology Interruption Method


and QIAN JING


The character balances her actions so perfectly to the local flow of Essence that the world around her cannot help but support her victory, regardless of whether she stands in Creation, Malfeas or the Underworld.


While using the Soul Fire Shaper Form, consider the Exalt's permanent Essence to be five higher than her current Essence for the purposes of resolving Charm conflicts and interacting with her enemy’s charm effects. She is unaffected by any condition or effect that would negatively impact her Essence pool or recovery, including but not limited to environmental factors such as being in the Underworld as a native of Creation, or hostile effects such as Charms that would prevent her from regaining motes in combat.


In addition, the character gains an Overdrive Pool of 10 motes while this charm is active. Every time your DV refreshes while using this form, roll a number of dice equal to the highest minimum essence of any non-Sidereal Martial Art charm used by another character since the last time your DV refreshed and gain 1 offensive mote per success.


Finally, the martial artist also gains one free use of Sequential Charm Disruption, Spell-Shattering Palm, or Astrology Interruption Method every time his DV refreshes. Any effects, including surcharges that increase the cost of those charms increases it from a base cost of 0m, 0wp.


Editor's Note: A bunch of minor tweaks here. Instead of increasing one's mote pool it uses an overdrive mechanic. since PAoC is the general and buff Sid MA I made the refill mechanic general and pretty good. I modified what the +Ess applies to slightly and you can't use Charm Redirection with it anymore. I'm honestly skeptical about letting people use Sequential Charm Disruption with it but figure there's enough ways around it.


God WaysCost:10m;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ShapingDuration:IndefinitePrerequisites:None


and ZUO GU


The character steps into an object or person, displacing its natural spirit with his Essence manipulations as easily as a master of legermain might steal a mortal's coat. The character's player rolls Charisma + Martial Arts against a difficulty equal to the Essence of the Exalt's target - the body he wants to steal or the god or least god of the thing he wishes to possess. The target's player can spend a point of willpower to make a willpower roll difficulty equal to the martial artist's Essence once on each of the martial artist's action ticks to regain control over her body. As a restriction, the character may not possess any entity with a size greater than her Essence in yards in its largest dimension.


In the meantime, the character's body dematerializes and fades into her stolen form. She may move and take Martial Arts actions through her stolen flesh, using her own Physical Attributes or those of her stolen form, if they are higher (inanimate objects usually have 0s in all Physical Attributes). This Charm imbues any stolen form with supernatural flexibility and mobility - possessed trees can attack and unattended ox-carts can charge. Attacks that strike dematerialized entities damage the character's dematerialized self as well as her stolen form. Otherwise, she suffers no ill effects from having her possessed body damaged or destroyed.


The character cannot possess soulsteel. She can only possess objects made of other Magical Materials if she knows the style's Charm for emulating that Magical Material.


Editor's Note: I made ejecting the Sidereal more difficult. If you're caught without shaping defenses on an attack that costs more than 8m you deserve what you get.


[Exalt] [Caste] WaysCost:5m, 1hl;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OKDuration:IndefinitePrerequisites:None


and YOU PAN


The character strikes his throat, abdomen, spine, brow and crown chakras, forcibly reshaping his Essence and altering how his anima interacts with this world. This Charm allows the character to mimic the anima banner and anima effects of one other type and caste of Exalted. This Charm temporarily replaces the character's anima banner. This charm can never allow the character to learn charms she otherwise could not, for instance by mimicking the Eclipse Caste’s anima. Select one Caste when you first purchase this charm, and other castes may be added at the cost of 4xp each but you may only activate one [Exalt] [Caste] Ways at a time.


Editor's Note: Made learning new castes much cheaper, made the duration indefinite, and removed the limitation on caste marks so it can be used for disguises.


Games of Divinity FormCost:10m 1wp;Mins:Martial Arts 5, Essence 5;Type:Simple (Speed 6, DV -1)Keywords:Form-type, Obvious, Emotion, Combo-BasicDuration:ScenePrerequisites:God Ways, Exalt Ways


and WU JI


The character adopts the attitude and posture of the spirit courts, moving with the infinite baroque complexity necessary to the management of Creation. Directed by the four powers of her mind - aspiration, effort, intention and analysis - the whole of her Essence flows as one. Simultaneously, even the smallest mote of her being directs itself toward managing its own affairs.


Though no imperfect creature can truly master it, this Form has a perfect beauty to it. Anyone who does not know this charm immediately forms an unnatural, inviolable positive intimacy of addiction towards it unless they spend a number of points of willpower equal to half the character’s Essence, to a maximum of 5. If this intimacy is eroded, it attempts to re-assert itself every time the character sleeps—the perfect beauty dominating their dreams.


A character with the intimacy of addiction cannot harm someone using this Form-Type charm unless they fail a compassion roll. Once they fail a number of such compassion rolls equal to the martial artist’s permanent Essence they may attack the martial artist freely. The long-term addiction effect can be broken by Charms such as Transcendent Hero Meditation or other effects that shatter long-term Compulsions or by, of course, learning this charm herself.


Editor's Note: There's a couple of ways to defend against this charm, but if you don't--it's difficult to get over it. As a fun side-effect your allies can't be mind-controlled into attacking you.


Demesne Emulation PracticeCost:7m, 1w, 1hl;Mins:Martial Arts 5, Essence 4;Type:Simple (Speed 3, DV -1)Keywords:Combo-OK, ObviousDuration:ScenePrerequisites:None


and KAO


Tugging gently on the flows of Essence around him, the character forms herself into a nexus, a convergence point through which power pours. While this Charm is active, each of the character's successful unarmed attacks that would apply at least one level of damage in step 10 convert one of those levels of damage to aggravated. The character's hand upon an enemy's chest burns him with raw Essence, her elbow in his ear fills her head with Essence lightning, and her foot against his knee is as terribly cold as the Essence of a saltwater siren's heart.


Editor's Note: Had to simplify this to be compatible with the new system. Multiple applications of damage is hax.


Demesne and Manse FormCost:6m;Mins:Martial Arts 5, Essence 5;Type:Simple (Speed 6, DV -1)Keywords:Form-type, Obvious, Combo-BasicDuration:ScenePrerequisites:Demesne Emulation Practice


and CHUNG TING!


The character adopts the stately grandeur of a temple and radiates the ancient power of a Manse. She can now properly channel and constrain the raw Essence flow that the Demesne Emulation Practice feeds into her, coalescing it around her Caste Mark into a level 5 hearthstone set in her brow. This hearthstone only exists while the character is using Demesne and Manse Form. While using this Form, the character receives the hearthstone's benefits, as if it were set into an artifact. Treat major changes to the character's personality (on the same magnitude as changing her Motivation) as architectural alterations to a Manse for the purposes of altering the hearthstone, adjusting hearthstone abilities appropriately.


As a final benefit, upon activating this form the martial artist gains (Essence x10) attunement motes as her hearthstone serves to power her artifacts. She may substitute motes from this surge to substitute a Hearthstone required to power an artifact on a 10 per 1-dot basis. Upon de-activating this charm all attunement motes are lost as though the scene had ended.


Editor's Note: Here's the thing, for 15 XP I get the same hearthstone, a manse (all those awesome benefits), and great essence regeneration. I wanted this charm to not look like a foolish speed-bump by comparison. In that vein, I lowered the cost and made it grant a hax number of attunement motes. This is at least partial balanced by the fact that one of the forms in this tree basically replaces your equipment anyways.


Prismatic Arrangement of Creation FormCost:10m 1w; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)Keywords:Form-type, Obvious, Combo-BasicDuration:ScenePrerequisites:Four Magical Materials Form, Soul Fire Shaper Form, Games of Divinity Form, Demesne and Manse Form


The Elder Sutra of Essence: The last maiden's name was TAO. These were their names, but they knew them not.


As she assumes this Form, the character vanishes into the flows of Essence around her. For a long moment, she is nowhere and everywhere, embodied in the dance of all things. Then, she manifests again, in every movement consummately aware of everything around her, reacting to intentions before they are formed, actions before they are taken and to the battle as a whole as easily as to a single blow.


Activating this Charm causes the character to vanish until her DV refreshes. While in this state, she may not be affected by any externally applied effect that requires her to be present. While the Charm remains active, the character is automatically aware of every attack against her and is immune to sensory penalties. She can sense every effect, object and creature within (Essence x10) yards, and adds her Essence in automatic successes to rolls to reveal hidden things within this radius.


The Prismatic Arrangement of Creation Form is transcendent and accepts other Forms as lesser parts of itself. While the Prismatic Arrangement of Creation Form is active, the character may have more than one Form-type Charm active, as an exception to the rules governing Form-type Charms, detailed as follows: All four of this Form's prerequisite Forms may remain active along with the main Form. Form-type Charms not part of this Style may also benefit, but any use of out of style Forms limits the character to two total Form-type Charms in addition to Prismatic Arrangement of Creation Form. While multiple Form-type Charms are active, any form weapons of any of the Forms' styles are considered form weapons for all of them. This is a specific benefit of the Prismatic Arrangement of Creation Form and not a general rule.


In addition, the character may choose to reflexively activate allowed sub-Forms as part of the activation of Prismatic Arrangement of Creation Form
 
Smart move, I was in the process of modifying my post so that all the text wouldn't be clumped together like that for you, but then Sherwood beat me too it. There's a lot of text there xD
 
I need something good for my hearthstone, does anyone know anything good or should I just get the bracers and be done with it? lol
 
From a purely minmax optimization standpoint, savant is a useless background and can be dropped entirely, but it's your sheet and your call.


The best Sidereal Hearthstone is the Stone of Scrying, which is 5 dots. I highly recommend it, for this specific game, as information is going to be something we desperately need.
 
The 3 dot Precision Form Gemstone is helpful. It reduces the cost of Martial Art Charms by 2 motes each, minimum of one.
 
Well I was talking more about something to be able to use a hearthstone, since I went with a wrackstaff as weapon of choice. And yeah I went with the precision gemstone just cause I'm going to be relying on VBoS a lot.
 
Yes. I had posted that earlier, but it must have gotten lost in the mix.
 
I'm pretty much done, just some extra mostly fluff stuff to finish. I think given I'm joining the stasis crowd, I'll save any heavy astrology work for when I need to use it.
 

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