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Principle of Universal Excellence:

Type: Reflexive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This is considered the basis upon which all excellencies are made. All characters with the ability to
channel essence gain this ability, and it counts as a charm activation. Characters can spend 3 motes per
dice to add up to (essence) dice to an action. This ability cannot allow one to exceed one's normal dice
limit.

X-Blooded: All Half-Castes buy Spirit charms. For the Purposes of buying such charms, they are
considered to resonate with the themes of their parent's caste.

Akuma Character Creation:


For Akuma, divide it into Greater and Lesser akuma. Lesser Akuma are all X-blooded and mortals of all
stripes. Lesser Akuma are created as normal, except they can only freely learn Spirit Charm, specifically
those compatible with the themes of the Being who preformed the Investiture. The process does grant
some small amount of power, though. The Akuma gains the First Excellency of their Patron Yozi, as well
as (essence before Investiture) other charms. Using a Yozi's charms is difficult for one so low, though,
and they must pay an additional 1 mote per charm.

Greater Akuma are at least Exalted. They may freely learn their patron Yozi's charms, as well as spirit
charms appropriate to the Demon who preformed the Investiture. In addition, all charms the Exalt
knows that carry a Flaw of Invulnerability instead gain the Yozi's flaw. Learning Spirit charms is as easy as
learning their native charmset, but learning Yozi charms is more difficult. They cost the same as
unfavored charms. Overriding such a powerful exalt is more difficult, though, and especially as a
connection is needed to allow the Greater Akuma yozi charms. The Third Circle that preformed the
Investiture must keep the cost committed, and each Third Circle Soul may only have one Greater
Akuma.

The Last Measure


Cost:- Mins:Occult 5, Essence 3 Type:Permanent
Keywords:None
Duration:Instant
Prerequisite charms Terrestrial Circle Sorcery or Shadowlands Circle Necromancy

To use this spell, the caster simply wills the power within themselves to flow freely, as a reflexive, innate
ability. Upon doing so, a temporary essence pool forms, filled with 10 motes for each unfilled health
level, 5 motes for each level filled with bashing, 2 motes for each level filled with lethal, and 1 mote for
each level filled with aggravated. Immediately, the character begins to take shape sorcery or shape
necromancy actions, but the actions have -1 speed and +1 DV. The spell must be able to be casted in
combat time. After casting the spell, the essence pool vanishes, and the caster also gains Aggravated
levels equal to [Circle cast x3]. These levels are an additional cost to using this charm, and thus cannot
be soaked or prevented in any way.
Attribute based exalts instead require Intelligence 5. It is open to all beings capable of sorcery except
those that use a Yozi or Primordial initiation charm, unless said charm specifically allows such*.

Rise Above Your Station


Cost:- Mins:Occult 5, Essence 4 Type:Permanent
Keywords:None
Duration:Instant
Prerequisite charms The Last Measure

This charm is used in the same manner as The Last Measure, except where noted below. The Mote Pool
is filled with 10 motes for each unfilled health level, 7 motes for each level filled with bashing, 5 motes
for each level filled with lethal, and 3 mote for each level filled with aggravated. In addition, they regain
Temporary willpower equal to their Permanent essence rating. The spell being cast can be one unknown
to the caster, or even one the caster could not normally cast. For instance, a Dragonblooded could cast a
Celestial Circle spell, as could a Solar with only the Terrestrial Initiation charm. Also, the caster may
ignore special timing restrictions on spells; all spells may be cast, and only take up the requisite number
of shape sorcery or necromancy actions.

The price for such power is heavy, though. Upon finishing the spell, the caster dies in a violent
conflagration of essence. All non artifacts or items not made of the magical materials in the casters
possession are destroyed. In addition, all beings within [Essence x 3] yards suffer a [Essence] aggrevated
levels of damage as a Trama 5 environmental effect. This is a magical effect, and effects material and
immaterial beings equally. The caster's death cannot be prevented, as it is a cost of using the charm.
Upon death, their soul does not go to either Oblivion or the Lethe as normal; instead it seemingly
unravels. Where it truly goes is unknown. Some sorcerer's report that they sometimes catch glimpses of
users of this charm when casting their favored spells.

Attribute based exalts instead require Intelligence 5.This charm is also incompatible with the Yozi or
Primordial initiation charms, unless specifically allowed*, but as an additional restriction can only be
learned and used by Exalts.

Unity of the Fist[/CENTER]

All armies have myths, stories, and superstitions. These help bind the army together. Lookshy is no
exception to this rule, but it takes things a step farther. The myth alone doesn't bind the army together.
The myth is that the army is one. A squad may be a collection of individuals at the start, like one's
figures. But through training and diligence, they become one, and are stronger for it.

And while Lookshy may never be as well known as the Realm for it's martial artists, it has boasted many
over the years. One of them created this style, though no one is actually sure about who the creator is.
What is known is that the style has some very intersting twists in it's essence flows. By practicing the
style, the martial artist reinforces the myth that spawned it.

This style is Earth Aspected, so Earth aspect Terrestrials do not pay a surcharge when using the style.
Charms of this style often include others in their effects. If a charm does so, the martial artist must have
a positive intimacy towards them. Intimacies can be towards groups. Additionally, any scene in which
the Martial artist activates a charm from this style counts as a scene for building a positive intimacy with
others that he acknowledges as part of his squad.
Weapons and Armor
This style's inspiration is from war, and no prospective student may learn it without sharing a similar
insight. Students need at least 2 dots in War to learn charms from this style.

It is not the weapon that makes an army dangerous, but the army that yields is. For every three dots in a
martial ability(Martial arts, Archery, Thrown, Melee), the practitioner may choose one weapon from
that style and treat it as a form weapon (including artifact equivalents).

Armor does not restrict this style.

Repeated Fist Strike


Cost 2 motes Mins:Martial arts 2, Essence 1 Type Supplemental
Keyword:Combo Ok
Duration: Instant
Perquisite Charms:None

A constant barrage of blows can get past even the toughest defenses. This charm enhances a regular
unarmed attack. If the attack misses, it imposes a -1 external penalty to the defender's DV for (essence)
ticks, as long as the reason it misses is not due to a charm carrying a Flaw of Invulnerability. This charm
may only effect a given target once, further applications simply change the duration to (Essence) ticks.

The Fist Guards Its Own


Cost 3 motes Mins:Martial arts 3, Essence 1 Type Supplemental
Keyword:Combo Ok
Duration: Instant
Perquisite Charms:None

By joining together, the figures can whether blows that would break any one of them alone. This charms
enhances a Defend Other action, reducing the DV penalty by one. Additionally, each character guarding
the same ward raises the leader’s Parry DV by two instead of the usual one. Like other charms in the
style, the user must have a positive intimacy towards the ward.

Interposition of the Knuckle


Cost 4 motes Mins:Martial arts 3, Essence 2 Type Reflexive(Step 2)
Keyword:Combo Ok
Duration: 1 Tick
Perquisite Charms:None

Activating this charm, you may make a Defend other action immediately, targeting a positive intimacy.
This defend other action lasts 1 tick, and adds one more tick to the time until your DV refreshes.

Unity of the Fist Form


Cost 4 motes Mins:Martial arts 3, Essence 2 Type Simple
Keyword:Form Type, Combo Basic, Obvious
Duration: One Scene
Perquisite Charms: Repeated Fist Strike, Name Pending

One figure alone cannot accomplish much. But together, the fist has strength. While this charm is active,
Defend other actions gain a +1 bonus to DV after all other modifiers, and the penalty induced by
coordinated attacks increases by 1.

In addition, when activating this charm, the Martial Artist further strengthens his commitment to his
unit, as well as expanding its size. All intimacies to members of his unit that already existed cannot be
eroded for the duration of the charm. In addition, the Martial Artist gains (Essence x2) additional
positive intimacies that last the duration of the charm. These intimacies must be assigned each time the
charm is activated, and must be assigned to individuals.

The Fist Strikes As One


Cost: (2 motes per participant), +1 wp Mins:Martial Arts 4, Essence 3 Type Supplemental
Keyword:Combo-Ok
Duration:Instant
Perquisite Charms:Forming the Fist Kata

This charm supplements and action to set up a coordinated attack. Instead of making a roll, you must
pay 2 motes per participant in the coordinated attack, up to (War) participants. The initiator of the
charm must be included in the attack. When the coordinated attack finally lands(5 ticks after initiating
the charm), it levies a penalty equal to the number of participants. While the character must be wielding
a form weapon, other participants do not.

Sacrificing the Little FingerCurrent Version:


Cost: 5 motes, 1wpMins:Martial Arts 5, Essence 3 Type Reflexive(step 9)
Keyword:Combo-Ok, Counterattack
Duration:Instant
Perquisite Charms:Forming the Fist Kata

Sometimes, despite one's best efforts, something must give. Better to therefore give up as little as
possible, but hit them with the other fist as you do so. To use this attack, your DV must be overcome,
either with an attack directed at you or someone who you're defending with a defend other action, as
long as you have a positive intimacy targeting them. In the latter condition, you are explicitly allowed to
throw yourself in front of the attack, absorbing the damage. You may then launch an impromptu
coordinated attack against the opponent. Everyone used in this counter attack must be a target of a
positive intimacy. The maximum number of people included in this attack is the number of threshold
successes the enemy rolled +1, and the penalty is equal to 1/2 the number of health levels in damage he
rolled, rounded down. Other participants in this attack treat it as a normal attack for the purposes of the
tick system.
Jade Fan Style
Nota Bene

This style was originally created as a 1e style by Mailanka on the ExaltedWiki, and can be seen here. The modifications
done below were done by Dinosaur of the Freedom Stone Forums; thanks Dino!

Background

White paint smoothed the dancer's features, her eyes accented with hues of purple, her lips accented with hues of red. Her
long robes whispered gracefully as she slowed to a stop in the alley. Ahead of her, one of the brutish thugs smirked at her,
rubbing his unshaven face.

"We have a pretty one, don't we fellas?"

The other men laughed coarsely, and she heard the sounds of knives being drawn.

"Come along now, missy. Cooperate, and nobody gets hurt."

There was a popping sound as she opened her fans, bringing them up near her face as though being demure. She smiled
attractively behind their glittering, bladed edges, eyes hard, as she began the first of her deadly dances.

Tepet Pecara had little time for martial endeavors as a child. There were things far more interesting, in particular, the arts.
She studied them voraciously, and it was only the demands of her father that finally made her gave them up for the more
militant upbringing typical to Tepet children. But she never forgot her first love.

So it was when she had her own child, she saw a small portion of herself in her daughters desire to learn the elegant
dances of the realm. Indulgently, she allowed her daughter's training to slip, unwilling to argue with her other the
necessity of self-defense.

When assassins took her daughter's life, she had only herself to blame.

Pecara slid out from Dragon Blooded society, despondent with the loss of her child. She traveled to many an immaculate
shrine, seeking absolution, and it is said that in these shrines she witnessed the seldom seen Unbreakable Fascination
Kata, and was inspired by it's graceful, fluid movements.

It was years later when she returned to Dynast society. She established a dancer's school in the Imperial City, and soon
gained an excellent reputation as an instructor. In particular, she took in those who had little time for martial training.

Some of her students, however, quickly began to see Pecara's deeper purpose. The graceful, fluid movements taught by
her served a dual purpose, hiding ones intentions from an enemy, and defending yourself with perfect poise.

Slowly, her subtle style slipped into Dynastic society, in an undercurrent of deadly dancers who hold their secret close to
their chest, in case the need ever arises to use their art.
Explanation:

Long ago, when I was working on a Martial Arts campaign with a friend, he told me of a style called "White Jade Fan." It
was a real style that was created by a martial artist to train a princess who could not be bothered with martial training.
Disguising it as dance, he was able to interest her in it, while teaching her the self-defense that was needed. Apparently,
this is still practiced in China, but it's very rare, and was almost wiped out by the "Cultural Revolution". It is almost
unheard of in America.

So the idea struck me that this would be perfect for a highly cultured Dragon Blooded. It would suit his high society needs,
both to remain subtle and graceful, as well as to fight back.

I envision a less than spectacular style, that is none-the- less flirtatious, slow and teasing, as well as making use of
improvisation and the unpredictable movements of the dance (ala Capoeira).

When making Martial Art styles, I think it is important to consider what has come before. With Five Dragon, and
Whispering Dragon, we have very direct and military styles, but not everyone will want to learn such. Thus, I feel the less
combat oriented Jade Fan style would make a nice, rounded out trio of styles.

Notes
Martial Weapons note: This style may be freely used with Windfire wheels, Heaven Thunder Leaves, or "combat fans".

Combat fans have the following stats:

+1 Speed, -1 Accuracy, -1L damage, +0 defense.

They will allow you to parry lethal attacks. They require a martial arts rating of 3 to use. Combat Fans are difficult to
discern as weapons. It requires a perception + melee or martial arts check at difficulty 2 to realize they are bladed and in
the hands of someone who can kill with them.

Delicate Artist Attitude


Cost: 3 motes
Duration: Instant
Keywords: Combo-OK
Type: Supplemental
Min. Martial Arts: 2
Min. Essence: 1
Prereqs: None

The simplest technique of the style, this is often used as incentive for those who see performance as the more important
skill. By using the refined grace and smooth movements learned by practicing martial arts, the character may heighten her
ability to dance.

For any performance roll involving dance, the character may add his martial arts rating to his total. This is subject to all
normal dice-pool maximums.

Graceful Warrior Pirouette


Cost: 1 mote per die
Duration: Instant
Keywords: Combo-OK
Type: Reflexive
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Delicate Artist Attitude
By further refining the joint skill of performance and martial arts, and learning to utilize the spontaneity and improvisation
both teach, a martial artist using this technique can turn an abysmal mistake into a clever success.

The character may activate this charm any time a martial arts roll or a performance check involving dance results in any
1's on the dice. Activating this charm allows the 1's to be rerolled at a cost of 1 mote per die. This charm may be used
multiple times on the same roll, but only so long as 1's appear on the dice.

For example: Kayko rolls her Dex+Martial Arts in an attempt to parry an attack. She gets a 8, a 6, a 2, a 1 and a 1.
Activating Graceful Warrior Pirouette, she rerolls the 1's, getting a 7 and a 1. She activates it again, and the second one
comes up a 3. She now has 2 successes, rather than 1.

Jade Fan Form


Cost: 4 motes
Duration: One scene
Keywords: Form, Emotion
Type: Simple (Speed 3, -2 DV)
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Graceful Warrior Pirouette

By adopting a loose, elegant, and almost arrogant posture, the character can enthrall her opponent with her sensuous,
graceful movements as well as hiding the true nature of what she is doing.

While this charm is active, any character who attempts to attack the character as at -3 to their attack dice pool. This
penalty is a visual one, and if the character is not using sight to attack, he will not be penalized.

Further, the nature of the stance is such that people find it very had to look away; this qualifies as an Emotion effect. Any
character who wishes to turn their attention from the character may spend 1 Willpower to resist it. This does not preclude
them from acting, just means they will give the character their attention. A side benefit of the arrogant and graceful stance
is that the character gains a 1 die bonus on all social rolls involving her appearance and grace.

Finally, the stance is highly unusual, and not something most warriors would find beneficial. To realize the character has
adopted a form charm, they must roll Perception + Martial Arts or Performance at a difficult of their opponents Essence, or
have knowledge of this charm.

Harmonious Rhythm Technique


Cost: 3 motes
Duration: Varies
Keywords: Combo-OK
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Jade Fan Form

A skilled dancer needs not know the steps of her dance, but merely to be aware of her partners body, his movements and
his intentions. In battle, this is no different. By reading her opponents moves, by losing herself in "the dance", an attack
simply becomes a move in the dance she must react to, and as she incorporates his attacks into her movements.

Once this charm is activated, the character negates penalties to her DV equal to her Performance. This bonus lasts until
the character makes an attack. She may reflexively dodge with her performance if she had no action remaining.

Flirtatious Two-Step Method


Cost: 1 mote per 2 dice
Duration: One action
Keywords: Combo-Basic, Counterattack
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Harmonious Rhythm Technique

The dancer has learned to move with the flow of the dance, no matter how dangerous, to acquire her advantage. By taking
deceptively weak positions, she can entice a weaker position from her opponent.

A character that activates this charm cannot attack on the same turn.

For the duration of this charm, all characters attacking the user of this charm gain a bonus on their attack dice pool equal
to the number of dice she purchases, at a cost of 2 dice per mote. She cannot buy more dice than her performance rating.
If she is attacked during the duration of this charm, she may make a free counter attack at Dex+Martial Arts + the dice
purchased with this charm.

For example: Cynis Ambrosia is facing four brutish thugs that are attempting to take advantage of her. Activating this
charm, she spends 2 motes. Three of the thugs attack her, and add a bonus of 4 dice to their attack pools. For each attack
made against her, Ambrosia may make a counter attack at her Dex + Martial Arts + 4 dice.

This charm may explicitly be placed in a combo, despite it's non-instant duration.

Deceptive Dragon Shuffle


Cost: 3 motes, 1 WP
Duration: Instant
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Jade Fan Form

The movements of a dancer can be difficult to predict, especially in battle. What looks like an attack is just the next move
in a dance, and what appears to be a pointless, artistic movement can in fact be an unexpected strike. The Dancer using
this charm heightens this effect, further clouding her intentions with essence.

While making a martial art attack with this charm, the character may lower her opponent's DV by an amount equal to her
Performance.

Enticing Jade Strut


Cost: 3 mote
Duration: Varies
Keywords: Stackable, Combo-Basic
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Deceptive Dragon Shuffle

The slow, elegant movements of any skilled dancer can distract any onlooker. By further heightening her ability to deceive
and distract, she can dull an opponents reactions. Many dancers use this technique to aid fellow warriors in their combat.

Upon activation, a number of onlookers up to the characters Performance have their Speed increased by 1. Multiple uses of
this charm are cumulative, but this charm may not be activated more than once per turn. If a character with this Speed
penalty is attacked by the dancer, the penalty is lost for that person. This does not preclude the dancer from attacking
others, or the dancer's allies from attacking those affected by the charm.

The effects of this charm ends when the character has left the view of those affected.

Falling Blossom Lunge


Cost: 1 mote
Duration: Varies
Keywords: Stackable, Combo-Basic
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Flirtatious Two-Step Method, Enticing Jade Strut

All dances must come to an end, especially the dangerous dance of battle. The user of this charm uses her movements to
guide the battle to this end, and to her victory. By carefully timing her movements, she can open up her opponents
defenses to find a weak point, and then move the dance to a moment where she may strike at that point.

After activating this charm, the characters next attack ignores 2 points of her opponent's soak. This charm may be used
multiple times, and each use is cumulative, but she may not use it more than once a turn. The character also takes the
total points removed from soak and divides them between Accuracy and Damage as they see fit.

The effects of this charm end after the character makes an attack, whether or not she successfully hits or does damage.

The character may not attack on a turn that she activates this charm.

Blazing Lotus Flower Style

This style of Martial Art was originally practiced in the aftermath of the Primordial War. With the titans vanquished, many questions now
arose in the minds of of the new heroes. They may be rulers, but how should their connection to Creation be? Would it be possible to
achieve complete harmony as they knew it? To test this, a young Solar and a Sidereal set out to study the patterns of essence to see if there
was a unifying pattern that all things had. It's unknown if they actually found an answer, but they did manage to produce this style as fruits for
their labor.

In the Second Age, such a style has often fell out of use due to the imagery this style represents can be mistaken for Anathema magic.
Those who are accepted however are known as Wisemen and Demon Hunters for many towns and cities over.

I am always in awe of those of you who feel the power of Essence within.

Being an Essence Master is nothing short of remarkable. But you yourself know that your true power has yet to be unleashed. If you allow Essence to flow
freely through your body, surrendering your corporeal connection to the world of mankind, you may be able to Awaken into a Blazing Flower.

Let your Essence loose. Let it seep into your muscles and your mind. You may not quite understand this quite yet, but I know that one day you will achieve
such power that with every step you take the pure petals of Essence shall alight from the ground and swirl around you.

This blossom will be your awakening as a Blazing Flower.

- Master Wind instructing his beginning students in the knowledge of the Blazing Lotus Flower Style.

Complementary Abilities: This style requires a profound understand of essence and how it flows before the user can even begin to
understand. Therefore all practitioners of this style must at least have an Occult and Lore rating of two, and many often keep one of them as
high as their martial arts.
Weapons and Armour: This style is compatible with only unarmed attacks and Simulating Breath strikes. This style cannot be practiced in any
sort of armour, through the traditional dress is either that of a black silk uniform or pure white with red trimmings.

WAVE MOTION FIST

Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None

One of the first steps on the path of the Blazing Flower style is to harmonize yourself with your inner essence, learning how to project it out
from your body in a wave with a simple motion of your fist, which often leads to it being called the Wave Motion Fist. The attack is a projectile
attack that must be done while unarmed. The martial artist projects a ball of essence at his foe using (Dexterity + Martial arts) pool with a
damage rating equal to her (Martial Arts)L, and a range of her (Essence x2).

Probably having a shitty name, but I wanted to keep close to the source material as possible so it was either Hadoken's translated name or this. Yes this
does give martial artists a basic ranged attack, but without the rest of the style it really doesn't do much aside from being a projectile.

SOLAR SHIELD
Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None

The Blazing Flower is not only attuned to all essence in the world, but in harmony with it. With this charm students are expected to brave the
hottest days, the fiercest of icy storms, or even sitting in the mist of fire itself to properly attune themselves. Against attacks that are primarily
composed of elemental energy or sorcery, such as fire or Blazing Solar Bolt, the Martial artist gains her essence in soak against an attack. In
the case of energies naturally occurring in Creation or those of the Elemental keyword, the practitioner reduces the post soak of the attack by
one die.

Basic enough, eat energy attacks. I wonder if if Essence should be replaced with martial arts. Either way it seems fine.

BLAZING ESSENCE FLOWER FORM

Cost: 6m; Mins: Martial Arts 3, Essence 2; Type: Simple


Keywords: Combo-Basic, Form Type
Duration: One Scene
Prerequisite Charms: Essence Shot, Solar Shield

Upon learning the stance of the Blazing Flower, the user has learned both to harmonize his essence with the world and how to expel it from
his body. A shimming golden aura floats around the user when taking this stance, practitioners often being mistaken for Anathema. While in
this stance the users fist crackle with essence, increasing the base damage of their unarmed attacks and Wave Motion Fist by the martial
artist's (Essence) and can parry lethal attacks with his bare hands without need of a stunt. Lastly the practitioner has harmonized his essence
so well, he can use the motes from the very surroundings to power his Wave Motion Fist, reducing it's mote cost by 3m, to a base cost of 0.

Dynamic Form Transition: A practitioner of Blazing Essence Flower style who has learned the Blazing Flower Form may reflexively activate
into this Form without a Charm activation in the following ways:
 The practitioner hits a target with Wave Motion Fist.
 The practitioner is hit by an attack that is primarily composed of essence (Such as an essence cannon projectile or Elemental Bolt).
I'm not sure if Dynamic Transitions are a thing in 2.5e anymore, but whatever I added it just in case. If it doesn't exist, just ignore it. Besides providing a
generic buff for unarmed attacks, it also boosts Essence Shot, which should actually do more than tickle people now. With it being effectively moteless, you
can spam it until the cows come home. Reason being is that Ryu can shoot out Hadoken's all day and the Nen Shot in DFO had a negligible MP cost. I
figured this was the best way to do it.

WAVE MOTION CANNON

Cost: - (2m); Mins: Martial Arts 3, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Blazing Essence Flower Form

The Blazing Flower learns infuse addition essence in her attack, enabling her Wave Motion Cannon to become with that of a roaring tide. By
paying a surcharge of two motes, the user may supplement an aim action with Wave Motion fist. The Essence shot rapidly builds in power,
gaining +2L extra damage for each tick spent aiming. Secondly the Wave Motion Fist is able to wash over it's foes like a tide in it's charged
form, hitting every single foe along a line for Essence's shot maximum range.

Upon learning this charm, Wave Motion Fist's range is increased it's Essence, making the base formula (Essence x3).
Your Hadoken's are now super sized, do more damage, and have more range. What's not to love.

SIMULATING BREATH

Cost: -; Mins: Martial Arts 4, Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Blazing Essence Flower Form

Learning to become a master of this form, one has to adjust all aspect of their life. The breathing exercises for this martial art are so sensitive
that one has to learn how to control it even while they are asleep. As a result, the user learns how not to strike with greater force as most
other styles do, but to let their attacks flow into the opponent, harmonizing with their own fields. These Simulating Breath attacks have the
following statistics: Speed 5, Accuracy +1, Damage +2B/L/2, Defense +2, Rate 3, Tags N, M. Strength is irrelevant for these attacks,
replacing the users Strength with Intelligence in order to calculate final damage. When used along with the form charm, Essence Shot
becomes a permanent charm, the user being able to activate it at any time using the statistics of Simulating Breath Strikes with a base
damage of (Essence)B/L/2. Lastly, when using Wave Motion Fist or when the form is up, the user gains an additional success to all attack
rolls that do not count towards dice caps.

This is probably the game changer charm of the entire style. This not only allows one with high intelligence to reap worlds in battle, but also lets one throw
out continuous Essence Shots or have fairly respectable unarmed attacks. Yes I made the single success outside of charm limits because I fear too many
dice makes the capstone too wonky, but it should be effectively +3 accuracy.

TIGER FLASH

Cost: 4m 1WP; Mins: Martial Arts 4, Essence 3; Type: Simple


Keywords: Combo-OK, Obvious
Duration: (MA) Actions
Prerequisite Charms: Simulating Breath

The Practitioner learns how to channel an overwhelming amount of essence into each and every one of his blows, breathing life into them.
The users attacks are now accompanied by a thematic representation of her banner. One who has a Tiger anima banner may have each of
his attacks accompanied by those of roaring tigers while Dragonblooded may have something related elemental nature in gout of flame or
giant stone hands. The default is that of a tiger. For a total of (MA) Actions, all of the users martial arts or melee attacks gain the R tag and
stretch out to a range of (Essence) meters, gain +2 rate, and increase their overwhelming value by 1. If the user attacks using Simulating
Breath attacks exclusively, then the user only suffers a multiple action penalty equal to the number in it's progression and only have a -1 DV
penalty regardless of how many attacks she actually made. Lastly, as an additional holy effect all of the users attacks count as holy, doing
aggravated damage against Creatures of Darkness. Creatures of darkness who learn this charm have their essences out of harmony with
those of non-creatures of darkness. Attacks with this style will do aggravated damage against mortals. Against essence wielders it doesn't do
aggravated but an additional +4L damage for all attacks. Once the user has activated this charm once, they may activate it reflexively at the
end of it's duration and waive it's Willpower cost.

Practitioners can also use this charm on their own allies, giving them the bonuses of the charm listed above, however the practitioner can
only have once instance of this charm activated at any given time.

Upon learning this charm, the speed of Simulating Strikes is decreased by one, to a value of 4.

Wrap Hadoken's around your limbs then beat the crap out of people in melee(ish) range. It's powerful and I didn't want to do another form enhancing
charm, so I made it only last a certain duration, but one can throw it back up easily once it's first cast.

SPIRAL ESSENCE

Cost: -; Mins: Martial Arts 4, Essence 2; Type: Permanent


Keywords: Form-Enhancing
Duration: Permanent
Prerequisite Charms: Blazing Flower Form

With the Blazing Flower able to resist the energies of the world, they may not even learn how to resist even the physical energies of the world
itself. By paying an extra four motes and a point of willpower when activating the form, the user is surrounded by (Essence) orbiting spheres
of essence that both protect her and harm her enemies. Each sphere provides the martial artists with an additional 2 Lethal and bashing
soak. In addition, the sphere count as an environmental hazard to anyone with the martial artists melee range, dealing (Essence)B damage
with a trauma of (Essence -1).

Secondly, the defense of Simulating Breath Strikes is increased by one upon learning this charm.

I was unsure of this one. Again, I wanted to keep close to the source material as possible. This was the Nen Master's main way of increasing defense, which
was nothing as she had to wear cloth armour, but also did damage to enemies that got too close. I made it somewhat expensive to throw this up, and I think
this effect is fine... sorta.

ESSENCE SHIELD

Cost: 5m 1WP; Mins: Martial Arts 4, Essence 3; Type: Simple


Keywords: Combo-OK, Obvious
Duration: (MA x4) ticks
Prerequisite Charms: Spiral Essence

The Blazing Flower reaches into herself and pulls out a protective sheath of essence to protect both her an her allies. Upon using this charm,
the Martial artist creates a glowing golden bubble of essence centered on the spot where she stands with a radius of (Essence x2) yards.
The essence bubble contains a number of health levels equal to the Blazing Flower's (Martial Arts + Essence) and the bubble takes damage
from the enemies of the Blazing Flower and all of her allies that stand within it. This is automatic and damage must be transferred to the
bubble if anyone is hurt. Secondly both friend and foe are able to enter the bubble without any difficult. Lastly the bubble does not move from
the spot where it was created, meaning people can be forced out of it. This charm may only be used once per day. Essence Shield does not
absorb damage that is self-inflicted or damage that comes from poison or illness.

Those who wish to strike the shield itself find that it's no easy feat. The exact center of the barrier is the weak spot and it must be targeted
with a direct attack from inside the barrier, trying to attack outside of it will not work. The attack to destroy the barrier suffers an external
penalty of the Blazing Flower's (Martial Arts + Essence +2) and has a soak value equal to the Blazing Flower's (Essence x2)+15 for all soak
types.

In addition, Solar Shield now removes two die of post soak damage against attacks mainly composed of energy.

One of the Nen Master's most potent moves. Since healing is supposed to be rare as hell in Exalted I decided that this should have a fairly restrictive use
limit. This doesn't stop anyone from knocking people out or dragging them out, but it does effectively give a breather to the martial artist and her allies. My
friend said I should put in a way for enemies to attack the shield, and I'm not sure if the method of attacking the shield directly is alright or not as I was
basically throwing darts at the wall.

FLOATING ESSENCE FLOWERS

Cost: -; Mins: Martial Arts 5, Essence 3; Type: Permanent


Keywords: Obvious
Duration: Permanent:
Prerequisite Charms: Essence Shield, Tiger Flash

With the Blazing Flower's training nearly complete, she has learned such harmony with the world that seemingly none may touch her, wise
and otherworldly beyond all measure. Normally inactive, this charm only springs to life when the Blazing Flower Join's Battle. When active,
the martial artists is surrounded by a bluish gold haze, occasionally making shapes of that of Lotus petals. When attacked with an attack he
notices, the martial artist may decide whenever or not to apply this charm in step two of the combat resolution to dodge any attack she is
aware of, even undodgable ones. This effect can only be used once per day, which is considered a unique flaw of invulnerability. Not all is
naught when the barrier is gone, for the user reabsorbs the scattered petals of the Floating Essence Flowers in order to fuel his upcoming
trails. For a number of actions after the defense equal to (The user's martial arts x5), the user's intelligence is increased by (Essence/2,
rounded up), his movement speed doubled, and can see the charms of the user who hit him as if they were obvious.

In addition, learning this charm bestows a few additional effects to it's prerequisites:
 Simulating Breath Strikes gains +1 accuracy.
 Essence Shot is now gains an additional (Essence) range, making it's range (Essence x4) by default. For an extra mote, the user may increase
the range to a total of (Essence x10), but cannot be used with Essence Cannon this way.
 Tiger Flash bonus rate is now (Essence/2, round up) instead of 2. Secondly the martial artist may elect to make (Essence/2) attacks in his flurry
at their full dice pool at any time during the flurry.
 Spiral Essence now deals lethal environmental damage instead of bashing.
 Essence Shield now provides a number of health levels health to the Martial Artist's (Martial Arts + [Essence x2]).

A potent defense that still provides even after it's used. Yes, it is a costless PD, but I thought using it only once per day is enough of a downside. Likewise,
the buff it provides is also only usable once per day, but it should make people think on whenever or not they want to bank their free PD or blow it and get
some free buffs.

CAPSTONE

The final capstone charm of this style is shrouded in mystery, for nearly two different versions exist. Some Blazing Flowers theorize this is
because Essence doesn't just flow one way, others believe that it was the result of the founding masters having different viewpoints of the
world, others believe that the finale of the style is nothing more than what the user's innermost desires should express. Either way, the final
capstone charm of this style can be made by the player for themselves or chosen from the sample from the list below. But the one thing that
all these capstone charms have in common is that upon learning this charm, certain actions will generate a floating orb above the users head
up to a maximum of three whenever the Blazing Flower land an attack with Tiger Flash, Essence Shot, or Nen Cannon once per action OR
get hit by a mainly energy based attack while Solar Shield is active. These orbs will do different things depending on what final charm is
learned:

CONCENTRATED WAVE MOTION CANNON

Cost: 10m 1WP 3 orbs; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Floating Essence Flowers, Wave Motion Cannon

With this charm the user has learned to channel his Wave Motion Fist into a force that annihilates anything in it's path. The user gets into a
stance to fire Essence Cannon, but instead all of the orbs are instantly consumed in the glowing ball of golden energy in his hands, before
the user expels a beam of energy in front of him that is three yards in diameter with a range of (Essence x50) yards. The damage for this
attack is 25L. Lastly, as an additional holy effect all of the users attacks count as holy, doing aggravated damage against Creatures of
Darkness. Creatures of darkness who learn this charm have their essences out of harmony with those of non-creatures of darkness. Attacks
with this style will do aggravated damage against mortals. Against essence wielders it doesn't do aggravated but an additional +4L damage
for all attacks.

Upon learning this charm, orbs above the users head will increase the damage of the users Essence Shots by +1 for each orb.

Super moves ahoy. This is basically a Wave Motion Cannon on crack, not much else to say.

ESSENCE EMPEROR CRUSHER

Cost: 10m 1WP 3 orbs; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Obvious, Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Floating Essence Flowers, Wave Motion Cannon

Taking a lesson from the Mighty Daystar, an object seemingly forever out of reach yet who's energy gives life to all of Creation, yet at the
same time possesses an unfathomable amount of destructive force. The user learns how the correct flow of Essence works behind this
principle, and therefore learns this charm. By collecting all of her orbs into a sphere above her head, the user makes a miniature sun, a force
so potent that the user cannot throw it anywhere aside from straight down at his feet. The use makes one roll using the same statistics as
Wave Motion Fist, only all hostile enemies within a range of (Essence x8) meters from the martial artist are blown away from the massive
burst of energy, inflicting a damage of 25L to everything within that radius. Anyone who takes even a single level of damage is blinded by the
massive burst of light for a number of actions equal to the Blazing Flower's Martial arts. Lastly, as an additional holy effect all of the users
attacks count as holy, doing aggravated damage against Creatures of Darkness. Creatures of darkness who learn this charm have their
essences out of harmony with those of non-creatures of darkness. Attacks with this style will do aggravated damage against mortals. Against
essence wielders it doesn't do aggravated but an additional +4L damage for all attacks.

Upon learning this charm, orbs above the users head will increase the damage of the users Essence Shots by +1 for each orb.

Stoner Sunshine Jr. Wide action AoE Hadoken instead of super long range Hadoken. Also blinds people.

LION OF SUJU

Cost: (+3m 3 orbs); Mins: Martial Arts 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Floating Essence Flowers, Essence Cannon

This charm is an upgrade to Tiger Flash. By paying an additional 3 motes and 3 orbs, Tiger Flash is greatly expanded. The user's speed is
doubled, Simulating Breath Strikes have their damage increased by (Essence) again, increase their post soak value by one, and reduce their
speed by one. Lastly, the user can choose between between having all their attacks gain an additional (+Essence) dice to attack or by
choosing to reroll tens on their damage roll and continuing to reroll them until 10's stop appearing. However during this time the user cannot
gain any more additional Essence Orbs, and cannot reactivate Lion of Suju until they regain these orbs.

Upon learning this charm, each orb above the users head increases the damage of all melee attacks by +1 per orb.

For people who want something longer lasting and to murderize their opponents. This takes a bit of time to set up, and during this time you should be able
to beat down anything within your range. The reason why I give two options for one effect is that Dragonblooded who learn this charm may want the
+Essence dice, but those who hit their dicecaps can still elect to get something or save their motes until later.

HERE BE UNTESTED CHARMS BELOW, WRITTEN WITH ALL THE CARE AND THOUGHT OF SOMEONE WHO IS SLEEP
DEPRIVED. USE AT YOUR OWN RISK.

LION'S GRAND ROAR

Cost: 10m 1WP 3 orbs; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Obvious, Combo-Basic, Crippling
Duration: Instant
Prerequisite Charms: Floating Essence Flowers, Essence Cannon

When using this charm, the user let's out a wave of essence in his very voice that reverberates the opponent's very Hun and Po. This attack
is rolled with (Charisma or Intelligence + Martial Arts + Essence) and out to a range of the Blazing Flower's (Essence x3) meters. Both the
parry and dodge DV's are halved against this attack, doing (Martial Arts + Essence) armor bypassing aggravated dice of damage.
Additionally as a crippling effect, anyone who suffers one level of damage from this charm forced into a guard action which they cannot
cancel out of on their next turn, cannot take any non-reflexive actions, are stunned, and lose the ability to double 10's on any of the rolls for a
total of the Blazing Flower's (Martial Arts x2) actions. The Blazing Flower, whenever he hit someone or not, gains the ability to double all of
his 9's for his attack rolls and double's tens on the damage rolls. The Grand Roar can only be used once per day, but the user may use a
lesser version that just simply halts the movement of anyone it hits as a crippling effect with no damage.

Upon learning this charm, each orb above the users head allows the user reroll a single one on any roll. So with three orbs, they may reroll
three one's.

Completely untested and written while I'm still half asleep. This is a super move that combines a bit of offense, defense, and buffing. I admit that
Aggravated dice is probably overkill, but Water Dragon style had it so I *guess* it's fine? In the game this move boost your crit chance, so I went "...Well
10's are like crit values right?" Originally I was going to have a charm called Lion's Roar in the style, but I was unsure of how to make it work and I was
concerned for how many charms were in the style already, so I just made this and called it a day. It should be noted that the double nine's to attack and
double ten's to damage happens *after* the opponent's damage is calculated, not before.

Kaiser Champion Style

How much do you know about humans?

Humans lack in ability to learn, and continuously repeat their mistakes. They are greedy and cannot cooperate with each other, and much too weak to ever master
essence. They easily become lazy if they do not have an incentive to work. They are careless and offensive, and are always putting their entire race in danger. Does
that suggest then that humans, given all they lack in ability and potential, are of no threat and should be ignored?

In spite of their faults, the human ability to grow and adapt, to become stronger and evolve is a strength they were blessed with an ability far beyond any being to
grant. This quality in humans is so strong that one might even think the Primordials bestowed them with so many faults, merely to provide balance for their superior
drive.

When a human pushes themselves to build muscle, to gain conditioning, or to learn any art, their movements become too quick to be seen, their fists and mind become
as powerful as any weapon, charm, or sorcery. Still, you may mistakenly take them for granted with all of the faults you know about them. You may remember that
they are the lazy, careless vagrant you have seen laying in the streets on Calibration before…

However, should you ever meet one in combat, with eyes burning bright with rage and sweat glistening from their brow like the exhaust of the Daystar's Engine, use
caution…

Within the heart of that human may lay the chaotic power of destruction that only exists otherwise in the Incarnae themselves.

- Excerpt from the book on Yu-shan's Primer on Creation: Chapter 2 Mortals

The exact origin's of the Kaiser Champion are unknown apart from it's date. The Older Gods in Yu-Shan recall seeing some newly Exalted
mortals who possessed a drive for strength beyond those of their other kin. For the Kaiser Champion, the original maker of the style is
considered irrelevant. For the Kaiser Champion, only the path of strength is all that matters. The so-called “strength” that the Kaiser Champion
seeks is actually a decisive posture, and while it can not be reasonably explained, let alone defined by name, it is a fearless power, a kind of power with
an unwillingness to be bound or retreat, a kind of power to conquer the world. Thus the Kaiser Champion's passion in life is to seek out this 'strength' and
choose to walk down this path without hesitation.

This style has since see a popular following amongst all Exalt's with a strong dedication towards their strength and the path that they walk, throughout all
the corners of Creation. Some rumors spread of a master of this style, nicknamed the Wandering Champion, still exists. Some report seeing him in tavern
brawls, the courtyard of Dojo's, or the battlefield itself. Many think this is only a boogyman and a myth, an undefeated champion akin to Anathmea
themselves and old as humanity itself, but some Kaiser Champion's do indeed dream of meeting the Wandering Champion, if he does exist.

A note on Strength: This style is heavily based on the user's strength, so this charm only assumes the natural, unmodified strength of the
user. Charms, knacks, artifacts, or anything else that boost the user's strength does not count, as only the strength that the Kaiser Champion
has achieved through blood and sweat is counted. In case of a being with a fairly large natural strength score learning this style, such as a
second circle Demon with a Strength of 12 and an essence of 6, then the user's essence is counted as their strength score for all intents and
purposes.

This style is VERY heavily based on strength, so I had to include a clause about it due to how high strength values can get in 2.Xe. Yes this
can get nutty with people at ESS 8 with 8 or so STR, but I don't care. The system breaks around that point anywho.

Complementary Abilities: This style demands that the user is strong enough to walk the path of the Kaiser Champion, and as such the user
must have a strength of 3 in order to learn any charms of this style. Many Kaiser Champion's often prefer to keep their strength as high as
possible as this style is heavily dependant on the user's strength.
Weapons and Armour: This style is compatible with Cetus and Iron Boots, along with their artifact equivalents the Smashfists and God-
Kicking Boots. Practitioners normally wear either a gi or bandages around their arms and legs, but this style can also be practiced in Light
armour.

SKY TIGER UPPERCUT


Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: None

With a single mighty uppercut or high kick, the Kaiser Champion sends his targets soaring through the air as if they were a mere pebble. This
charm supplements an unarmed attack. It adds +2 damage and sends the opponent straight up into the air, up to (Strength) yards into the
air. The descent for the opponent is slow, and unless they have some method of moving in midair, cannot move until the beginning of the
opponent's next action. This charm can only be used if the opponent is standing, not while prone.

Basic uppercut to send people flying into the air. Not many trills, but had to do a few things before this style kicked off.

LASHING TIGER'S LOW KICK

Cost: 4m; Mins: Martial Arts 3, Essence 1; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

One thing the Champion learns is that those who mainly practice boxing are not used to low kicks, so the martial artist takes this lesson and
applies it to everyone. An attack supplemented by this charm reduces the opponent's parry defense value by two. If an attack supplemented
by this charm hits a person who is either prone or crouching, then the attack adds an additional non-charm success to hit.

Something to make things a bit easier to hit and laugh at people who are on the ground. Tiger Style users probably hate the hell out of this
charm.

KAISER CHAMPION FORM

Cost: 7m; Mins: Martial Arts 4, Essence 2; Type: Simple


Keywords: Combo-Basic, Form-Type
Duration: One Scene
Prerequisite Charms: Sky Tiger Uppercut, Lashing Tiger's Low Kick

The Kaiser Champion's speed and power are that without peer. When donning this form the martial artist assumes a stance of which people
could only describe as “the” Martial Artist. Flaws in the form are non-existent to the point where one can obviously tell magic is in use, as no
stance is that flawless. This extreme dedication shows as all nine's that appear on the Kaiser Champion's attack rolls are doubled and so are
ten's on the damage roll. Flaws and imperfections are an alien concept to the Kaiser Champion, allowing him to reroll any and all one's until
one's fail to appear. Lastly, the martial artist may parry lethal damage with his bare hands and without a stunt.

Doubling nine's probably may a bit too strong, and if that's the case I'll tone it back. Rerolling 1's however seems to be fine, and this should
allow for some rather hard hits when they do land.

ARMOUR OF THE KAISER JUGGERNAUT

Cost: 4m 1wp; Mins: Martial Arts 5, Essence 2; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK
Duration: MA Actions
Prerequisite Charms: Kaiser Champion Form

The flesh of the Kaiser Champion is far tougher than any other mortal ken. Blows that would blow most others off their feet only serve to
leave blows bouncing off his invincible skin. Upon activating this charm, the Kaiser Champion gains (Strength) additional soak and without
armour, soaks lethal with his full stamina. The advance of the Kaiser Champion is unstoppable, the user being completely immune to the
knockdown, knockback, and stun effects. Lastly any crippling attack that effects the Kaiser Champion while Armour of the Kaiser Juggernaut
is up is sidelined until the charm ends, but any damage to the user's health levels go through as normal. Bones and sliced off arms are held
together with sheer force of will. This charm may be re-activated reflexively at the end of it's duration and may waive the willpower cost after
it's paid for once, any crippling effects are also continued to be held off until this user decides not to reuse the charm.

Your only soak charm, and it has the additional benefit of letting you stay directly in the opponent's face and beat the snot out of them, nor
can anything stop your advance towards your target.

MUSCLE SHIFT TECHNIQUE

Cost: 5m 1wp; Mins: Martial Arts 5, Essence 2; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK
Duration: Special
Prerequisite Charms: Kaiser Champion Form

Performing a technique or move until it becomes reflexively by one's muscles is one of the basics of all combat. But for the Kaiser Champion
it doesn't merely end there, the Kaiser Champion learns how to tune their muscles so that not only they can merely perform moves on reflex,
but also immediately change into any other move that the situation demands, but also releasing them with the explosive latent power that is
not normally found in one's muscles. When this charm is activated, the user stores up to her (essence) ratings in “Cancels”. These cancels
effectively allow the Kaiser Champion to use another Kaiser Champion Style simple or extra action charm after using one at their full dice
pool, effectively linking multiple simple charms together in a short time. This means that at Essence 4, the Kaiser Champion could start with a
simple unarmed attack, before immediately declaring a Rising Dragon Punch at +2L damage, followed by a Tornado Whirlwind Kick at a
distant opponent at +4L damage, before finally ending off with a One Inch Punch at +6L damage. If the user wishes, they may also use
unarmed attacks in Muscle Shift, effectively increasing the damage of their punches by +2 damage per attack and at their full dicepool up to
a maximum value of the weapon's rate, but each one consumes a cancel as the Kaiser Champion's body sharply adjusts to force their body
to hit where the opponent is weakest. Furthermore, the willpower cost of any charm that is cancelled into with Muscle Shift is waived OR
each charm is discounted by the number of current cancels left in the pool, minimum 3m. Lastly, upon learning this charm the Kaiser
Champion may learn a charm that requires Muscle Shift as it's sole prerequisite as a training effect, regardless whenever or not he meets
any other prerequisites.

There are a few conditions that are attached with Muscle Shift. First is that all the cancels must be used before Muscle Shift may be
reactivated to give fresh cancels again. Secondly if the user even uses a single Muscle Shift, then their chain of attacks can be no larger than
five attacks. This means if the Kaiser Champion hit someone with Crushing Fist then cancelled into Lightning Dance, Lightning Dance would
then only target four people instead of it's usual (Dexterity +3). Also when using cancels, one cannot use the same charm twice in a given
combo, so one cannot do a Rising Dragon Punch, One-Inch Punch, then another Rising Dragon Punch. Lastly, any cancels that are
remaining in the pool when the scene ends are lost.

Lastly, a strange development but the Wave Motion Fist of Blazing Lotus Flower Style is oddly compatible with this charm and is allowed to
be cancelled out into another Wave Motion Fist as an exception to the normal cancelling rules. (WARNING WARNING! MOTE REDUCTION
IN EFFECT)

And here's probably the cornerstone charm of the entire style. This is the charm that can let you chain nearly any Kaiser Champion charm
into something else with boosted damage. This allows you to build up your own combo of powerful attacks before ending with a finisher of
your choice. I am worried about the mote reduction in this, but I had to do something otherwise the combo would take up billions of motes
and this style is already pretty heavy on them. Considering this style has two famous street fighter moves in it, I decided to let the Wave
Motion Fist also share some cancelling fun. Letting one learn a charm after Muscle shift is common sense as Muscle shift only makes you do
slightly better unarmed attacks with it otherwise.

TORNADO WHIRLWIND KICK

Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Muscle Shift

The Kaiser Champion performs a spin kick that is so fast, she literally floats off the ground like a hurricane as she speeds towards her
opponent, hitting the opponent with the fury and force of an actual hurricane. This move is that of a spinning kick that heads towards the
opponent, closing a distance equal to the Kaiser Champion's jump value, rolling her unarmed attack's accuracy with a damage of (Strength
x1.5 [Round up] + Weapon damage.

Now begins the move spam. Each move should do something aside from just more damage, and this one allows one to either close the gap
with an opponent or head towards a different opponent.

KAISER BEAT DRIVE

Cost: 6m 1WP; Mins: Martial Arts 5, Essence 3; Type: Extra Action


Keywords: Combo-OK, Obvious, Knockback
Duration: Instant
Prerequisite Charms: Muscle Shift

The Kaiser Champion's blows are like an endless tide, a literal wall composed of nothing but kicks and punches with no safe gap in sight.
This charm is an extra action charm composed of the user's (Strength +1) unarmed attacks against a single opponent. The last attack in this
charm however gains an additional (Strength) to it's raw damage and automatically knocks back the opponent equal to a number of yards of
the Kaiser Champion's (Strength x2). This final attack only occurs if it's the last in a chain, thus if one cancels out of it earlier with Muscle
Shift, they will not gain the additional effects on the last attack.

If used as part of a cancel, all attacks share the additional damage.

Based off Chun-Li's multikick or E. Honda's multi-palm. Rain down blows onto the opponent and finish with a painful final kick.

ONE-INCH PUNCH

Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Simple


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Muscle Shift

Closing the gap against the Kaiser Champion is a meaningless gesture, for she has learned how to channel all of her might into blows that
require virtually no windup at all. This is an incredibly powerful unarmed attack that is rolled with a dicepool of (Dexterity + Martial Arts +
Weapon accuracy) with a damage of the user's (Strength x2 + Weapon damage). The lack of windup also means that that martial artist is
explicitly allowed to use this move while clinched, replacing their clinch control roll with this attack against a difficulty of the number of
successes the clincher gained on his clinch control roll. If the attack scores even a single level of damage, the Kaiser Champion breaks free
of the grapple and may even cancel into other charms if he has any cancels remaining.

Striker says if someone attacks you, you punch them. Punch them even if you can't. With this it functions as a way to break out of grapples. It
may be a bit difficult to beat a clinch control roll, but they're in for a world of pain if you manage to break free.
ARMOUR PULVERIZING FIST

Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Simple


Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Muscle Shift

No one can claim to withstand the blow of the Kaiser Champion and claim not to have seen stars after. This is an unarmed attack that uses
(Dexterity + Martial Arts + Weapon accuracy) with a damage of (Strength + Weapon value) and is piercing. Damage is not the goal here, but
rather the target is instantly stunned upon being hit with this charm, which lasts a total number of actions equal to the Kaiser Champion's
(Martial Arts).
I admit this is a little bit of filler. A simple charm that helps break through armour with a small crippling effect if it hits. Useful in certain
situations.

BONE SNAPPING KAISER STRIKE

Cost: 7m; Mins: Martial Arts 5, Essence 3; Type: Simple


Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Muscle Shift

The Kaiser Champion lashes out with such ferocity that bones are nothing more than mere twigs to her. This is an unarmed attack that uses
(Dexterity + Martial Arts + Weapon accuracy) with a damage of (Strength x2 + Weapon value). If the opponent suffers even a single level of
damage, then it reduces their base move and dash speeds to their Dexterity or Essence, whichever is lower as a crippling effect. Both
jumping values are likewise lowered to Strength or Essence, whichever is lower.

Learning this charm upgrades Lashing Tiger's Low Kick. Upon paying a surcharge of +4m, the user simply halves the opponent's parry
defence value.

Those hit by this charm have their speed immediately nuked into the ground, hopefully making them easy pickings should you so want to try
and attack them if they're kiting you too often.

RISING DRAGON PUNCH

Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Simple


Keywords: Combo-OK, Obvious, Knockback
Duration: Instant
Prerequisite Charms: Muscle Shift

The Kaiser Champion ascends into the air with all of the power and fury of that of a rising dragon. This is an unarmed attack that uses
(Dexterity + Martial Arts + Weapon accuracy) with a damage of (Strength x2.5 + Weapon value), allowing the Martial Artist to make a rising
uppercut up to a range of his horizontal jumping distance straight up into the air, allowing them to attack an opponent at any point during this
ascension and carry them into the air along with the martial artist.

Shoryuken! Throw an opponent up into the air, hit someone in the air, make an awesome finisher, or just punch someone while doing a flying
uppercut. Do you need a reason to do a flying uppercut at people? You do?! You're crazy! I was trying to figure out how to upgrade the Tiger
uppercut charm at the start of the style, but couldn't come up with anything.

LIGHT SPEED KAISER ASSAULT

Cost: 4m 1WP; Mins: Martial Arts 5, Essence 3; Type: Extra Action


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Muscle Shift

The Kaiser Champion is but a blur, their opponent's only catching the faintest glimmer as she races from one opponent to the next with such
speed that some make the mistake that there are multiple Kaiser Champion's. This charm is an extra action charm that is composed of
unarmed attacks. The martial artist makes up to (Dexterity +3) attacks against a separate opponent each time, but may move up to her
(Strength + Dexterity) yards after each attack. If there are no new targets in range, the charm simply ends. Many Kaiser's often use this
charm in order to quickly approach the opponent they desire to fight before cancelling into some other attack chain.

If used as part of a cancel, all attacks share the additional damage.

Beat Drive is used against one opponent, this against multiple opponents. Easy enough. This should also let you really close the distance to
someone if you want to get in range.

KAISER CHAMPION'S FIST

Cost: -; Mins: Martial Arts 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Kaiser Champion's Form

The only weapon worth trusting in this world are my rock-like fists and my steel-like legs!

The Kaiser Champion needs no weapons to express himself. Such tools are beneath him, as deep down he knows the greatest weapon is
that of his own body. Upon learning this charm, the martial artist gain's a new called the Kaiser Champion strike which uses the following
statline: Speed 5, Accuracy +3, Damage +(Strength)L/B/3, Defense +2, Rate 3, Tags N, M, O. This is compatible with all Kaiser Champion
Style charms. Lastly, while Kaiser Champion form is up, each attack when using a Muscle Shift attack automatically turns one die of post
soak damage into an automatic success if the raw damage exceeds the soak of the target. If the user cancels into beat drive then only one
attack in the beat Drive series of attacks is turned into an automatic success.

Both Smashfists and God-Kicking Boots are compatible, but that may take a lot of motes to attune for. This provides a small solution in letting
you use any body part you want for your assault against someone.

ULTIMATE KAISER STRIKE

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


Keywords: Combo-Basic, Obvious, Crippling, Knockback
Duration: Instant
Prerequisite Charms: Any four of the following: Light Speed Kaiser Assault, Rising Dragon Punch, Bone Snapping Kaiser Strike, Pulverizing Fist,
One-Inch Punch, Kaiser Beat Drive, Tornado Whirlwind Kick

This is the ultimate attack of the Kaiser Champion. A blow so powerful that it not only shatters all manners of physical barriers, but even
reality itself cracks at the seems in order to contain it, causing the Pattern Spider's to weep at every time this move is used. When this move
is used, the martial artist creates a vortex with the appendage which wishes to strike with, sucking in both debris from the environment and
all the enemies around her up to a radius of the Kaiser Champion's (Strength x3) yards. The Kaiser Champion then unleashes a supersonic
blow that is too fast to see, creating a massive air burst instantly pulverizes any lose debris around her and even makes a small crater in the
ground. This is an unarmed attack by the Kaiser Champion that hits everything in a radius up to (Strength) yards around her, only one roll of
(Strength + Martial Arts + Weapon accuracy) being applied to everyone in range with a raw damage of (Strength x4 + Weapon damage).
Anyone who takes at least one level of damage against this charm is automatically rendered deaf for the scene as a crippling effect and all
their actions take +1 speed longer to execute. The attack also halves the opponent's Parry defense value and their Dodge defense value.
Being Immaterial is no defense either, as the blow is so strong that it simply just breaks reality, the cracks in reality spreading through the
material and immaterial alike. As a special exception, this charm cannot be cancelled into with Muscle Shift, and may only be executed after
the Martial artist has landed at least three successful combos, regardless of their length.

Your super move, one you can only use after a bit of effort, but oh boy is it ever powerful. Effectively making you hit at nearly five times your
strength total if you use Kaiser Champion Strike, effectively turning whatever you hit into paste.

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