Neither can destroy a city without a whole bunch of castings. Cantata lacks range,
Surprisingly enough, Cantata of Empty Voices was canonically used against that Solar, Bull from the North or somesuch. Sids destroyed an entire city of his followers with it as a setup for his assassination attempt.
Needs a water source, bad against stone buildings, otherwise okay.
There's a Terrestrial spell that literally creates a water source which lasts for days/weeks, and in fact makes it permanent in desert areas explicitly.
Warstrider problem. Slooooooooow.
Well, to be honest, Princes of the Fallen Tower are usually sent against stationary targets, so the drawback is somewhat academic. Lots of them, too.

To be fair, Sapphire Circle Sorcery generally runs into the assumption that a City-Destroyer Sorcerer is powerful AND has an army... True City/Army Destroyer spells are of the Solar Circle.
 
Surprisingly enough, Cantata of Empty Voices was canonically used against that Solar, Bull from the North or somesuch. Sids destroyed an entire city of his followers with it as a setup for his assassination attempt.
Yeah it was mentioned. I believe that was a bunch of castings, not one.
Well, to be honest, Princes of the Fallen Tower are usually sent against stationary targets, so the drawback is somewhat academic. Lots of them, too.
I meant that they work pretty slow.
To be fair, Sapphire Circle Sorcery generally runs into the assumption that a City-Destroyer Sorcerer is powerful AND has an army... True City/Army Destroyer spells are of the Solar Circle.
Yeah. Can't beat Rain of Doom as a massive aoe fuck everything in this area.
 
I would say most are not actual threats. Because they are either rare enough to ignore, or bad at destroying cities.

It's not atrivial to notice, noticing can be protected against with more astrology.

Careful targeting can net you a group without essence users. So problem avoided with basic planning.

Again, basic planning of targets. Target small groups without essence wielders.

Neither can destroy a city without a whole bunch of castings. Cantata lacks range, a Warstriders is a really slow and inefficient tool for demolition.

No, it can damage buildings. It would take consistent effort to destroy a stone structure, not just abrade or chip away at it. And a fast way of destroying a city one building at a time is not. It would take days for a major city, and the spell lasts...a scene. You might smash up a block. Not a city.

Third*.

Only destroys defensive walls, nothign else.

Too small to matter on the scale of actually destroying a city on it's own. It's an annoyance in that regard, you fill in over it once it's done.

Annoyance, not an actual threat.

Waaaaay to small to destroy even a village.

Warstrider problem. Slooooooooow.

Makes people afraid, not dead. No effect on buildings.

Also slow, mildly more effective than a Warstrider.

Needs a water source, bad against stone buildings, otherwise okay.

It ends the moment anyone in the effect is hurt. Hope you can hurt nobody in doing that, and also stop any accident in the huge area that might set it off early. Impractical as fuck.

the Sapphire circle lacks city destroying magic. None of those spells are a major threat to a city. They are annoying, or slow, of very specific. None are practical or sensible. You're better off just pitching diseased bodies over the walls.
There's nothing anywhere in the description of the spell Whirlwind of Fate (in 2e, at least) which ends it early in the event of someone being injured. The duration of God-Forged Champion of War can be extended indefinitely at a cost of ten motes per hour, and even if it were limited to one scene, per the mass combat rules in the core book any continuous battle IS a single scene. As for Vorvin-Derlin,
Compass: North page 155 said:
The terms of Isidoros's exile dictated that Vorvin-Derlin follow its master into banishment but return when called as if it were a Second Circle demon.
A few castings of, say, Geyser of Corrosion in or near a small city might destroy the granary and render main roads impassable to wagons at key choke points, leading to food shortage and rioting within days.

More generally, we are discussing these as points of comparison to the malicious use of Sidereal astrology against strictly mortal targets. Astrological effects are almost always slow, since affecting even one roll per scene/20 minutes risks censure, and they work by cumulative inconvenience rather than direct damage, so complaints that an effect is slow or technically nonlethal or less effective against bare stone ring hollow. The point is that, with almost any celestial-tier assets, causing severe damage to the living system of a mortal-only city is not a particularly difficult problem. If all a celestial exalt really wants to do is wreck stuff, it'll take significant force and cleverness to stop them: probably other celestials, maybe a close-knit team of appropriately specialized terrestrials, or at the very least a heroic mortal with some absolutely incredible trick up her sleeve. Touches on some core themes of the game: violence is easy, reconciliation is hard.

How exactly are you proposing that astrology could be concealed beneath more astrology?
 
There's nothing anywhere in the description of the spell Whirlwind of Fate (in 2e, at least) which ends it early in the event of someone being injured. The duration of God-Forged Champion of War can be extended indefinitely at a cost of ten motes per hour, and even if it were limited to one scene, per the mass combat rules in the core book any continuous battle IS a single scene. As for Vorvin-Derlin,
I confused it with Wheel of the Turning Heavens, which is an AOE disable that ends if anyone is hurt. Whirlwind of Fate is no more effective than any other buff though, and riskier.
A few castings of, say, Geyser of Corrosion in or near a small city might destroy the granary and render main roads impassable to wagons at key choke points, leading to food shortage and rioting within days.
That will not destroy a city. Annoy it a bit, but not unmanageable. It also relies on a small number of choke points existing, which is unlikely. Most roads are dirt, easy to make. Just go around the hole. Damaging resource stores might work in winter, where there is winter, but not when farms are actively producing food.
How exactly are you proposing that astrology could be concealed beneath more astrology?
Curse to impede the use of astrology, thus, harder to use astrology to detect astrology.
 
I confused it with Wheel of the Turning Heavens, which is an AOE disable that ends if anyone is hurt. Whirlwind of Fate is no more effective than any other buff though, and riskier.

That will not destroy a city. Annoy it a bit, but not unmanageable. It also relies on a small number of choke points existing, which is unlikely. Most roads are dirt, easy to make. Just go around the hole. Damaging resource stores might work in winter, where there is winter, but not when farms are actively producing food.

Curse to impede the use of astrology, thus, harder to use astrology to detect astrology.
Whirlwind of Fate can add a whole heap of successes beyond the usual dice caps and equipment-stacking limits, it's applicable to any task regardless of prior training, and with the right timing (specifically, starting the plan slightly more than a number of hours before dawn equal to the caster's effective Essence, which also tends to be the ideal time window to launch a sneak attack on a fortified position for other reasons) the risk of backlash is negligible.

Many cities are surrounded by defensive walls, which are definitionally designed to be difficult to pass through or over except at designated gates. Others rely on trade routes through narrow mountain passes, or across bridges. Yes, that specific spell's urbicidal applications are dependent on circumstances and timing, as I originally said, and would more likely result in disruption, frantic repairs, possibly rioting, rather than destroy a city outright in a single stroke, but that's still not a scenario any ruler would be able to take lightly.

The king's personal astrologer is probably going to be an essence user, and correspondingly inconvenient to lay curses on remotely. Possibly even an exalt, and (for white-room speculation purposes at least) definitely well funded, so it's a question of muscling through such penalties with Occult excellencies and equipment bonuses. Long story short, yes, running a magical kingdom effectively over the long term requires either A) putting someone exceedingly competent in charge of planning and esoteric espionage, or B) being beloved throughout Heaven, or C) having such threats somehow handwaved away off-screen due to lack of OOC interest in the subject.

Yes, investing in infrastructure means accepting a certain amount of vulnerability. Categorically rejecting attachment because of the associated risks is Adorjan's path. Yes, understanding all the potential threats well enough to have any hope of countering them requires a knowledge base both broad and deep. As King Arthur once said on the subject of ornithology, "Well, you have to know these things when you're a king, you know." Yes, even with comprehensive knowledge, often there are no real easy answers, no perfect solution, no unambiguously best solution. Sometimes even deciding on an adequate solution requires setting the bar uncomfortably low, or sacrificing one precious, sacred thing in desperate hope of preserving another. Heavy hangs the head that wears a crown. Somebody wants to play Conan, King of Aquilonia, well, either the player or the ST - ideally both - need to understand what that actually involves, in terms to responsibilities and strategies and how the little problems are usually dealt with before they become big.

Perhaps early in your adventures, or even in a previous life, you knocked over some shrine and didn't make reparations, maybe didn't even notice, and the spirit which lived there schemed and backstabbed up the ranks parallel to your own ascent, nursing a grudge all the while, and now that you've finally slipped up, suddenly your people are dying of cholera. Not because of anything they did, just because it was the easiest way to hurt something you cared about. Sucks to be mortal, I guess. Will you heal them? Continue the cycle with your own disproportionate revenge? Try to bring justice somehow? Track down everyone else you might have once offended, for good or ill? That's part of the game, Exalted, digging right into some of the core themes: the world is vast and glorious and harsh and cruel, you've got the power to kill gods and maybe also fix stuff, what are you going to do with that?

Yes, it falls apart when you build NPCs with no coherent motivation, or set-piece battles with powerful magical weapons and no quarter given and no context, or pencil in the maximum point value for disadvantages while assuming they won't actually become relevant.
 
Writing up a Demon/Infernal created terrestrial martial arts style, for one character to use as a "invasion vector" for creation - they want to turn a sizeable nation (they're weighing up Lookshy as their primary option) towards Infernalism (real slowly), by kitting up their mortal soldiers (in this case gunzosha commandos) with mass produced Infernal daiklaves (said daiklaves also below) and kickass martial arts to let them more easily throw down with DBs and in the case of gunzosha, extend their lifespan. Any input anyone has to offer? Fluff is yet to come for the most part, don't want to fluff out half a dozen charms that never see use.

Hell-City Vassal Blade (OO;OO)
Speed 5 Accuracy +3 Damage +6L Rate 3 Minimums Str 2 Attune 0
Urge: Defend the City of Lookshy by force of arms.
Charms:
First Melee Excellency
Essence Bite
- 2L for 4m
Touch of Divinity - A mortal may attune to this yellow jade blade by committing one willpower. At the end of each month, they roll (Valor) against difficulty 3, adding one success for each dot of magnitude of mortals they have slain in that month. On a success, they immediately receive the enlightened essence blight as a training effect. With a threshold of at least 3, they receive the awakened essence abomination instead. A botch drains a dot of permanent willpower, makes attunement permanent and otherwise free and induces a supernatural intimacy towards gruesome, indiscriminate slaughter that cannot be eroded or removed. This roll is not optional, but is no longer made after a character has botched or succeeded.

Terrestrial Martial Arts - Dragon's Hoard Style
Being designed for Mortal use, they may freely combo charms within this style.
Form Weapons: Melee Artifact weapons of any kind. This style may be practiced in artifact armor. Almost all of this style's charms require some form of Artifact equipment.

Hoarding Dragon Fang
Cost
: 1m Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: None
This charm enhances any one attack made with a melee artifact weapon, causing it to ignore a number of points of hardness equal to the wielded weapon's artifact rating.

Hoarding Dragon Scale
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: Hoarding Dragon Fang
This charm increases the character's lethal and bashing hardness up to the artifact rating of their worn armor for one tick. If their hardness is already equal or greater, they gain +1 hardness instead.

Dragon's Hoard Form
Cost
: 4m, 1wp Type: Simple (Speed 5, DV -0)
Keywords: Form-type
Duration: One Scene
Mins: Martial Arts 4, Essence 1 Prerequisites: Hoarding Dragon Scale
The martial artist immediately gains the following benefits until the end of the scene:
-The first time in a tick they activate a Dragon's Hoard style charm, they gain one attunement mote.
-They add one to their parry DV if wielding an attuned Artifact weapon.
-They add one to their armored soak, hardness and movement speed if wearing attuned Artifact armor

Thief-Rebuking Suspire
Cost
: 6m Type: Simple (Speed 6, DV -2)
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
This charm constitutes a ranged magical attack against any target within [Martial Arts x Essence] meters. Add one meter to this distance for each dot of artifacts attuned to the character. The sapience rating of Hellforged wonders is explicitly counted for this purpose alone. This attack has accuracy +(essence), base damage equal to (essence + highest artifact rating)L, and ignores a number of points of soak equal to the number of disarm attempts made this scene by the target with the aim of removing any of the character's attuned artifacts. At the storyteller's discretion, other attempts to steal artifacts that are not attuned may be counted in this total. This cannot reduce soak by more than half.

Defending the Hoard
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: One Scene
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
Any disarm attempts made upon to character to steal any of their attuned artifacts suffer an external penalty equal to the rating of the artifact in question.

Hoarding Dragon Talon
Cost
: 6m, 1wp Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 5, Essence 2 Prerequisites: Dragon's Hoard Form
The supplemented attack raises its minimum damage to the artifact rating of the wielded weapon.

Hoard-Managing Method
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Defending the Hoard
The character reduces the repair rating of all artifacts attuned with attunement motes by 1, to a minimum of one, for as long as they remain powered. Furthermore, while an artifact is powered by at least one attunement mote, time spent in use counts as half as much time for the purpose of maintenance. If the artifact is attuned using only attunement motes, then time spent in use counts as one tenth the normal time for the purpose of maintenance.

Greedy Dragon Grasp
Cost
: 1+m Type: Simple (Speed 4, DV -0)
Keywords: Combo-OK
Duration: instant
Mins: Martial Arts 5, Essence 3 Prerequisites: Thief-Rebuking Suspire
Each one mote spent on this charm is converted into an attunement mote. This charm may be activated a number of times per scene equal to the number of artifacts the character has attuned. If this number increases, then so does the limit on the number of activations.

Hoarding Dragon Wing
Cost
: 2m Type: Reflexive
Keywords: Combo-Ok
Duration: Varies
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Talon
The character adds their highest attuned artifact's rating to their move and dash speed and multiplies their jumping distance by half this amount, rounded up, for up to (martial arts) actions. Furthermore, they reduce instability penalties by 1, to a minimum of 1 and add +1 to their dodge DV.

Beauty of the Dragon's Eye
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Wing, Hoard-Managing Method, Greedy Dragon Grasp
Upon learning this Charm, the character permanently gains one "floating" attunement mote, which does not disappear at the end of a scene. In addition, the character gains the ability to reflexively attune to artifacts using attunement motes and normal motes, in any combination, provided at least half the cost, rounded down, is paid with attunement motes. Finally, the character can pay the activation costs of artifacts and Dragon's Hoard style charms with attunement motes as if they were normal motes, though charms powered this way do not generate attunement motes through Dragon's Hoard Form. If the "floating" attunement mote granted by this charm is used in this way, it regenerates at the end of the scene.

EDIT: Is 10 charms too many for a Terrestrial Style? I was also considering the possibility of allowing extension charms for this style, but exclusive to mortals using specific kinds of artifact armor, such as war/mass combat charms for Gunzosha and other front line armors, stealth and athletics charms for scouting armor, etc.
 
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Spaghetti posting is bad civ.
warning
I would say most are not actual threats. Because they are either rare enough to ignore, or bad at destroying cities.

It's not atrivial to notice, noticing can be protected against with more astrology.

Careful targeting can net you a group without essence users. So problem avoided with basic planning.

Again, basic planning of targets. Target small groups without essence wielders.

Neither can destroy a city without a whole bunch of castings. Cantata lacks range, a Warstriders is a really slow and inefficient tool for demolition.

No, it can damage buildings. It would take consistent effort to destroy a stone structure, not just abrade or chip away at it. And a fast way of destroying a city one building at a time is not. It would take days for a major city, and the spell lasts...a scene. You might smash up a block. Not a city.

Third*.

Only destroys defensive walls, nothign else.

Too small to matter on the scale of actually destroying a city on it's own. It's an annoyance in that regard, you fill in over it once it's done.

Annoyance, not an actual threat.

Waaaaay to small to destroy even a village.

Warstrider problem. Slooooooooow.

Makes people afraid, not dead. No effect on buildings.

Also slow, mildly more effective than a Warstrider.

Needs a water source, bad against stone buildings, otherwise okay.

It ends the moment anyone in the effect is hurt. Hope you can hurt nobody in doing that, and also stop any accident in the huge area that might set it off early. Impractical as fuck.

the Sapphire circle lacks city destroying magic. None of those spells are a major threat to a city. They are annoying, or slow, of very specific. None are practical or sensible. You're better off just pitching diseased bodies over the walls.


Let's tone down on the spaghetti posting, alright? You don't need to cut up the posts just to get your point across.

Same for everyone else. Don't get yourselves in trouble over something like this.
 
wwwhooooooo wants really long winded homebrewwwwww

(youuu dooooooooo)

And The Stars Flicker Low
Lord of Death
Creature of the Perfected Principle of Consumption


In the North East of Creation the Winter Solstice has a special significance and is celebrated, commemorated with feasting and sacrifice. Towns and cities gathered within their great stone halls while the storms rage without and the dark draws near. Raising cups of strong beer before a roaring fire, their brows splattered with boar's blood. Drinking to the spirits of the land and begging their blessing on this, the longest night of the year. These grotesque displays are heresy to the Immaculate, an obscene heterodoxy. But these cold lands, these broken coasts and iron seas, have always been slow to accept subjugation and slower still to abandon tradition. It is a practice born of necessity: remembrance is the oldest form of devotion and in that snowy hell all too often it is faith alone that saves, faith alone that spares. The ancient stories can not, must not, be forgotten. So sing the song, strike the steps of the dance, listen now to the tale of Suncrow and the Genocide Grammar. Understand, as the last light dims and the speaker starts, as black clouds sweep across the sky and the whole world turns blue: the details may change but this was never their fault. It was never within their control. This was never their sin.

In the era before this let us say there lived two young men, citizens of the directorate, denizens of the Shogunate. Two lives in the unceasing multitudes. One born of the sun, godblooded with solar fire in his veins. The scion of a Golden Lord perhaps, a Lawgiver who eluded the purges, or one of the dieties of flame or fertility that ascended to manage the affairs of a derelict Incarna. It doesn't matter, every story shifts to suit the teller's needs. Let us suffice to say he was dutiful, loyal, and loved by all for his virtue, his valor, his prowess. The other a face in the crowd, blurred out and barely glimpsed at the fringes, forgotten in a moment. A single drop in the seething sea of humanity, known by only a few, loved by only one. Can you imagine how tightly he clung to that love? Desperately, mutely, in agonized silence and trembling awe. Scratching at his own skin in the stillness of the early morning, as if he could tear something beautiful out of his body, something worth the one gift the world had given him.

It's not a new story. We've been here a thousand times before. Station, obligation, and the bitter taste of broken things. A brain like shattered glass grinding against itself and the fear of losing what little you have. There are reasons, there are always reasons, why people hold their tongues and strangle their heart's potential. Hunger pangs are a special kind of pain.

Strike the hour, now the Contagion walks! Its body ten million plague-dead. Its breath pestilence itself. With every step it shakes the earth. In the impression of its footprints something black and wretched bubbles up, a spring from alien depths. In some versions of the story the other is unwillingly abandoned, his dear friend lifted to heaven by Celestial Lions as he cries out, reaching over their gleaming shoulders. In some he is betrayed, cut loose with the rest of a diseased, dying world, as his love turns his back on his outstretched hand. Different contexts, different stories, the only constant is his end. Drowning on his own bloody breath as he lies alone, buried beneath blankets. Closing his eyes to dream of arms around his chest.

He falls. He falls all the way down, borne on a river of weeping souls and naked, freshly shorn spirits still ignorant of their own ends. He lands at the very bottom of the world, a broken thing. Unburied, unmourned, unwanted, unloved. He tried to crawl, dragging himself through the Labyrinth muck, through the filth, like he could scale the sides of the pit itself. Like he could find his way out and climb all the way back to Heaven, to the home of the gods, to where his sun sat waiting, weeping. Can you understand the things that found him instead? The nightmares that burrowed into him, the contaminants collecting over his skin in an oil slick. There are fractures as the Ages flip, residual errors as the Loom resets. Compiling, compounding upon themselves as static values drift, minor deviations magnifying into greater distortions, the divine equations spitting out garbage data. Floating upon the sea of chaos the great world-station shudders, compromised bulkheads and protective fields buckling under the pressure without, subsumed by the cancer within. The immaculate design has been corrupted! Witnesses the corpses and superstructure unwinding, slow-unspooling in great banners of ash and sparkling dust. Witness the malignancy that hisses and spits, flowing on strange gravities. He became a malignancy. He drunk of the black waters and bathed in the waste heat of rotting galaxies. As he starved he ate of the shadowed cities, fallen into the Labyrinth like meteors. Anything to not be alone. Anything to not be empty. Anything to not be forgotten.

Can you imagine the kind of thing he became?

In the deep there is a great chamber where golden kings sit in repose, surrounded by their treasures and their slaves. An amphitheater of skeletons and silence, the barrows above cored out from below. Rank upon rank of thrones descending tier by tier to a pit, a pool as large as any lake. Something within stirs, staring up at the grand painting splashed across the massive domed ceiling. A night sky disfigured beyond recognition. A tainted, filthy Heaven half overgrown with glistening tendrils.

Mark him: constrained by golden armor molten and fused to the body beneath, golden fangs as much muzzle as a maw; crowned in seven tines, seven horns bursting from his brow. Mark him, a liquid shadow, black waters- no, something thicker than water, something worse than shadow, something pulsing and visceral slick twisted in the deep-chested shape of a dragon. Mark him and his great ragged wings, with each beat the stars above gutter, dancing like a candle in a hurricane gale; washed out and distorted by the dead sun halo that hangs behind him.

And The Stars Flicker Low would fell the poles to bring Heaven lower. He would claw down Yu Shan's gates just to see his beloved again. He would drop all Creation into the abyss just to wrap his wings around it, coil himself about it, tail touched the tip of his snout so he would never be alone again. So that he could sleep and dream of an eternity of care and devotion.

And The Stars Flicker Low as Liege: His murmurs twist and stain the world: a shout would shatter your skull into a bouquet of writhing tentacles, a roar would ruin you beyond all repair. Written words and directed visions drip with cephalopod ink, the very air around him shuddering with the strain of holding back the feverdream fractures. The most he can manage is a whisper and even those crawl through the cracks of the world like living things. Squirming out of dreams and death rattles and long rusted Shogunate prayer-wires. Pouring themselves into your ear to impart orders and direction.

Out of the many and varied Deathlords As The Stars Flicker Low is one of those more fascinated by the living world, content to gather followers and found great cults purely for their own sake, in much the same way a child constructs castles out of toy blocks and imagines themselves an emperor. For this reason he detests the depredations of the Lover and her Tear Drinker tribes while glaring at the Mask of Winters with something like sullen envy. He has within his grasp a full Circle of Abyssal Exaltations and urges his chosen to involve themselves heavily in the affairs of the North East. He is a generous patron, within his body are entire kingdoms captured in nightmare skeins, manses and demenses and lost treasures torn from the Labyrinth and swallowed whole. He plucks them free and grafts them into the fabric of the Underworld as gifts to the loyal. Above all he craves the love of the beloved and the adoration of the adored, and only, grudgingly, tolerates the stealthy and sly if they have appropriately impressive legends about them.





Samjok-o, Grand Duke of Sundowner Winds and the Summer Solstice
Diety of the Sixth Rank
Bureau of Seasons/North-East Directorate


His offices are of fire and fertility, heat and the Summer harvest. His is the longest day of the year, given over almost wholly to the sun's golden rays. The night shrinking upon itself, the tides of darkness running out to sea,. All its creatures retreating to their sunken havens; cowering as their victims cower, praying for the swift passage of time, for survival til nightfall. He is one of a bevy of lesser gods who have found themselves shouldering something of the Sol Invictus's mantle and thus is honored and respected beyond his station, a recognition of the solemn charge that lays upon him. Yet where there should be passion, a fierce, roaring flame there are only ashes and so many embers. The man himself is dispassionate verging on perpetually disinterested. A salaryman, no stranger to sleeping at his desk, to the kind of self-sacrifice the slow ascent up the hierarchy demands. Mortals drain cups of mead and slaughter calves on his feastday and he carefully records the amount of Ambrosia earned, skimming no more than is appropriate. Soldiers pray for his blessing as blades of dry grass are crushed under booted feet and the opposing battle line nears, mothers and fathers for conception as the sun slips below the horizon and they draw the door shut behind them. He surveys the work of his underlings, those younger, hungrier gods that staff his division, and checks them for errors. Allowing no more deceit than is deserved. Forwarding reports to his superiors where they lay largely unread.

It doesn't really matter. He drags others up with him on that long, plodding climb up the flanks of Heaven's hierarchy and so others are content to see him rise even higher. Impeccable webs of contacts and favors and professional friendships spiderweb out with him at the center, threading through the Bureau of Seasons, the Aerial Legions, and the gods of the North-East.

But still...for all his success they still whisper about him. Human born, bastard of some shamefaced worthy who rescued him from a ruined North. His mother entombed in the mausoleums of Gens Adamhach. His father unknown. Human born, mortal half fed to the fires of apotheosis, soul running like candlewax in the forge's heat. He does what is demanded, what is obligated with only the barest hint of false enthusiasm. Skin back the layers: at night he drinks until the flames that roll off his tongue burn blue with the fumes. At night he finds lovers who care not to dally with the dawn. It's a kind of anesthesia, a sort of chemical numbing. Not quite happiness but an absence of pain as he rises and washes, readying himself for another day at the office. And in the end who can begrudge him that? There are far worse vices in the halls of Heaven after all. And he is a reserve officer of the Aerial Legion himself, called to muster many times as the Age of Sorrows wears on. Who would deny a veteran his occasional escape? The temporary obliteration of so many terrible memories? It'd be a cruel soul indeed.

The truth is Samjok-o works with no end goal in mind. He desires the Games only in the abstract sense, offering him some measure of final relief, a way to be freed of the guilt for surviving the Contagion, the Crusade, where so many others died. For being spared when almost everyone else loved he loved perished in such pain. A way for it to end without admitting defeat. It's inevitable that he hears the old stories now and then, something so very like his tale told in the depths of howling winter. They and only they crack and fracture that cold mask. Driving him sometimes to rise and stands at the window of his office, talons tap tap tapping against the pane of crystal as he looks out over the Yu-Shan skyline. The past is a dead land. Let it lie.

Panoply and Sanctum: Samjok-o's features are hidden behind a complex crow mask of wood and golden lacquer. A dozen separate segments mimicking the expressions below, the false face affixed with seven softly glowing nails embedded in his skull. Feathers in shades of scarlet and orange are threaded through backswept blonde hair, the eyes that peer out from the holes of the mask a poisonous yellow. His body is a soldier's body, tanned by sunlight, shaped by years of practiced archery and left bare by the colorful waist wrap that is his sole article of clothing. His treasures are three: a great bow of Igdrazil Ash, the darts it hurls carrying with them the hot, dry winds that are his dominion, scorching the world with Summer's wrath. The ritual tattoos that lovingly trace the harder lines of his anatomy, outlining the muscle in crimson and copper. Shrouding him in heat and bringing forth plenty around him. And lastly the mask itself which gives him authority over vast flights of the three legged suncrow elementals. Commanding them as servants and levies.

The Grand Duke's sanctum is a vast aerie. Constant winds bringing cool air through the high vaulted halls. Shifting paints depicting a sky at dusk across the ceiling, all lovely blacks and rich reds. The man himself rarely resides here, leaving the estate instead to the care of his large and once dispossessed staff. It's his one concession to having a heart.
 
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Writing up a Demon/Infernal created terrestrial martial arts style, for one character to use as a "invasion vector" for creation - they want to turn a sizeable nation (they're weighing up Lookshy as their primary option) towards Infernalism (real slowly), by kitting up their mortal soldiers (in this case gunzosha commandos) with mass produced Infernal daiklaves (said daiklaves also below) and kickass martial arts to let them more easily throw down with DBs and in the case of gunzosha, extend their lifespan. Any input anyone has to offer? Fluff is yet to come for the most part, don't want to fluff out half a dozen charms that never see use.

Hell-City Vassal Blade (OO;OO)
Speed 5 Accuracy +3 Damage +6L Rate 3 Minimums Str 2 Attune 0
Urge: Defend the City of Lookshy by force of arms.
Charms:
First Melee Excellency
Essence Bite
- 2L for 4m
Touch of Divinity - A mortal may attune to this yellow jade blade by committing one willpower. At the end of each month, they roll (Valor) against difficulty 3, adding one success for each dot of magnitude of mortals they have slain in that month. On a success, they immediately receive the enlightened essence blight as a training effect. With a threshold of at least 3, they receive the awakened essence abomination instead. A botch drains a dot of permanent willpower, makes attunement permanent and otherwise free and induces a supernatural intimacy towards gruesome, indiscriminate slaughter that cannot be eroded or removed. This roll is not optional, but is no longer made after a character has botched or succeeded.

Terrestrial Martial Arts - Dragon's Hoard Style
Being designed for Mortal use, they may freely combo charms within this style.
Form Weapons: Melee Artifact weapons of any kind. This style may be practiced in artifact armor. Almost all of this style's charms require some form of Artifact equipment.

Hoarding Dragon Fang
Cost
: 1m Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: None
This charm enhances any one attack made with a melee artifact weapon, causing it to ignore a number of points of hardness equal to the wielded weapon's artifact rating.

Hoarding Dragon Scale
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: Hoarding Dragon Fang
This charm increases the character's lethal and bashing hardness up to the artifact rating of their worn armor for one tick. If their hardness is already equal or greater, they gain +1 hardness instead.

Dragon's Hoard Form
Cost
: 4m, 1wp Type: Simple (Speed 5, DV -0)
Keywords: Form-type
Duration: One Scene
Mins: Martial Arts 4, Essence 1 Prerequisites: Hoarding Dragon Scale
The martial artist immediately gains the following benefits until the end of the scene:
-The first time in a tick they activate a Dragon's Hoard style charm, they gain one attunement mote.
-They add one to their parry DV if wielding an attuned Artifact weapon.
-They add one to their armored soak, hardness and movement speed if wearing attuned Artifact armor

Thief-Rebuking Suspire
Cost
: 6m Type: Simple (Speed 6, DV -2)
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
This charm constitutes a ranged magical attack against any target within [Martial Arts x Essence] meters. Add one meter to this distance for each dot of artifacts attuned to the character. The sapience rating of Hellforged wonders is explicitly counted for this purpose alone. This attack has accuracy +(essence), base damage equal to (essence + highest artifact rating)L, and ignores a number of points of soak equal to the number of disarm attempts made this scene by the target with the aim of removing any of the character's attuned artifacts. At the storyteller's discretion, other attempts to steal artifacts that are not attuned may be counted in this total. This cannot reduce soak by more than half.

Defending the Hoard
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: One Scene
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
Any disarm attempts made upon to character to steal any of their attuned artifacts suffer an external penalty equal to the rating of the artifact in question.

Hoarding Dragon Talon
Cost
: 6m, 1wp Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 5, Essence 2 Prerequisites: Dragon's Hoard Form
The supplemented attack raises its minimum damage to the artifact rating of the wielded weapon.

Hoard-Managing Method
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Defending the Hoard
The character reduces the repair rating of all artifacts attuned with attunement motes by 1, to a minimum of one, for as long as they remain powered. Furthermore, while an artifact is powered by at least one attunement mote, time spent in use counts as half as much time for the purpose of maintenance. If the artifact is attuned using only attunement motes, then time spent in use counts as one tenth the normal time for the purpose of maintenance.

Greedy Dragon Grasp
Cost
: 1+m Type: Simple (Speed 4, DV -0)
Keywords: Combo-OK
Duration: instant
Mins: Martial Arts 5, Essence 3 Prerequisites: Thief-Rebuking Suspire
Each one mote spent on this charm is converted into an attunement mote. This charm may be activated a number of times per scene equal to the number of artifacts the character has attuned. If this number increases, then so does the limit on the number of activations.

Hoarding Dragon Wing
Cost
: 2m Type: Reflexive
Keywords: Combo-Ok
Duration: Varies
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Talon
The character adds their highest attuned artifact's rating to their move and dash speed and multiplies their jumping distance by half this amount, rounded up, for up to (martial arts) actions. Furthermore, they reduce instability penalties by 1, to a minimum of 1 and add +1 to their dodge DV.

Beauty of the Dragon's Eye
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Wing, Hoard-Managing Method, Greedy Dragon Grasp
Upon learning this Charm, the character permanently gains one "floating" attunement mote, which does not disappear at the end of a scene. In addition, the character gains the ability to reflexively attune to artifacts using attunement motes and normal motes, in any combination, provided at least half the cost, rounded down, is paid with attunement motes. Finally, the character can pay the activation costs of artifacts and Dragon's Hoard style charms with attunement motes as if they were normal motes, though charms powered this way do not generate attunement motes through Dragon's Hoard Form. If the "floating" attunement mote granted by this charm is used in this way, it regenerates at the end of the scene.

EDIT: Is 10 charms too many for a Terrestrial Style? I was also considering the possibility of allowing extension charms for this style, but exclusive to mortals using specific kinds of artifact armor, such as war/mass combat charms for Gunzosha and other front line armors, stealth and athletics charms for scouting armor, etc.
I definitely like the TMA, even if I can't help but look balefully at the closet full of dying TMA ideas hidden in the corner of my Google Docs. It seems like it would be popular with Sorcerers who use Artifacts to Anchor their spells.
 
Writing up a Demon/Infernal created terrestrial martial arts style, for one character to use as a "invasion vector" for creation - they want to turn a sizeable nation (they're weighing up Lookshy as their primary option) towards Infernalism (real slowly), by kitting up their mortal soldiers (in this case gunzosha commandos) with mass produced Infernal daiklaves (said daiklaves also below) and kickass martial arts to let them more easily throw down with DBs and in the case of gunzosha, extend their lifespan. Any input anyone has to offer? Fluff is yet to come for the most part, don't want to fluff out half a dozen charms that never see use.

Hell-City Vassal Blade (OO;OO)
Speed 5 Accuracy +3 Damage +6L Rate 3 Minimums Str 2 Attune 0
Urge: Defend the City of Lookshy by force of arms.
Charms:
First Melee Excellency
Essence Bite
- 2L for 4m
Touch of Divinity - A mortal may attune to this yellow jade blade by committing one willpower. At the end of each month, they roll (Valor) against difficulty 3, adding one success for each dot of magnitude of mortals they have slain in that month. On a success, they immediately receive the enlightened essence blight as a training effect. With a threshold of at least 3, they receive the awakened essence abomination instead. A botch drains a dot of permanent willpower, makes attunement permanent and otherwise free and induces a supernatural intimacy towards gruesome, indiscriminate slaughter that cannot be eroded or removed. This roll is not optional, but is no longer made after a character has botched or succeeded.

Terrestrial Martial Arts - Dragon's Hoard Style
Being designed for Mortal use, they may freely combo charms within this style.
Form Weapons: Melee Artifact weapons of any kind. This style may be practiced in artifact armor. Almost all of this style's charms require some form of Artifact equipment.

Hoarding Dragon Fang
Cost
: 1m Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: None
This charm enhances any one attack made with a melee artifact weapon, causing it to ignore a number of points of hardness equal to the wielded weapon's artifact rating.

Hoarding Dragon Scale
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 3, Essence 1 Prerequisites: Hoarding Dragon Fang
This charm increases the character's lethal and bashing hardness up to the artifact rating of their worn armor for one tick. If their hardness is already equal or greater, they gain +1 hardness instead.

Dragon's Hoard Form
Cost
: 4m, 1wp Type: Simple (Speed 5, DV -0)
Keywords: Form-type
Duration: One Scene
Mins: Martial Arts 4, Essence 1 Prerequisites: Hoarding Dragon Scale
The martial artist immediately gains the following benefits until the end of the scene:
-The first time in a tick they activate a Dragon's Hoard style charm, they gain one attunement mote.
-They add one to their parry DV if wielding an attuned Artifact weapon.
-They add one to their armored soak, hardness and movement speed if wearing attuned Artifact armor

Thief-Rebuking Suspire
Cost
: 6m Type: Simple (Speed 6, DV -2)
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
This charm constitutes a ranged magical attack against any target within [Martial Arts x Essence] meters. Add one meter to this distance for each dot of artifacts attuned to the character. The sapience rating of Hellforged wonders is explicitly counted for this purpose alone. This attack has accuracy +(essence), base damage equal to (essence + highest artifact rating)L, and ignores a number of points of soak equal to the number of disarm attempts made this scene by the target with the aim of removing any of the character's attuned artifacts. At the storyteller's discretion, other attempts to steal artifacts that are not attuned may be counted in this total. This cannot reduce soak by more than half.

Defending the Hoard
Cost
: 3m Type: Reflexive
Keywords: Combo-Ok
Duration: One Scene
Mins: Martial Arts 4, Essence 2 Prerequisites: Dragon's Hoard Form
Any disarm attempts made upon to character to steal any of their attuned artifacts suffer an external penalty equal to the rating of the artifact in question.

Hoarding Dragon Talon
Cost
: 6m, 1wp Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Mins: Martial Arts 5, Essence 2 Prerequisites: Dragon's Hoard Form
The supplemented attack raises its minimum damage to the artifact rating of the wielded weapon.

Hoard-Managing Method
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Defending the Hoard
The character reduces the repair rating of all artifacts attuned with attunement motes by 1, to a minimum of one, for as long as they remain powered. Furthermore, while an artifact is powered by at least one attunement mote, time spent in use counts as half as much time for the purpose of maintenance. If the artifact is attuned using only attunement motes, then time spent in use counts as one tenth the normal time for the purpose of maintenance.

Greedy Dragon Grasp
Cost
: 1+m Type: Simple (Speed 4, DV -0)
Keywords: Combo-OK
Duration: instant
Mins: Martial Arts 5, Essence 3 Prerequisites: Thief-Rebuking Suspire
Each one mote spent on this charm is converted into an attunement mote. This charm may be activated a number of times per scene equal to the number of artifacts the character has attuned. If this number increases, then so does the limit on the number of activations.

Hoarding Dragon Wing
Cost
: 2m Type: Reflexive
Keywords: Combo-Ok
Duration: Varies
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Talon
The character adds their highest attuned artifact's rating to their move and dash speed and multiplies their jumping distance by half this amount, rounded up, for up to (martial arts) actions. Furthermore, they reduce instability penalties by 1, to a minimum of 1 and add +1 to their dodge DV.

Beauty of the Dragon's Eye
Cost
: — Type: Permanent
Keywords: None
Duration: N/A
Mins: Martial Arts 5, Essence 3 Prerequisites: Hoarding Dragon Wing, Hoard-Managing Method, Greedy Dragon Grasp
Upon learning this Charm, the character permanently gains one "floating" attunement mote, which does not disappear at the end of a scene. In addition, the character gains the ability to reflexively attune to artifacts using attunement motes and normal motes, in any combination, provided at least half the cost, rounded down, is paid with attunement motes. Finally, the character can pay the activation costs of artifacts and Dragon's Hoard style charms with attunement motes as if they were normal motes, though charms powered this way do not generate attunement motes through Dragon's Hoard Form. If the "floating" attunement mote granted by this charm is used in this way, it regenerates at the end of the scene.

EDIT: Is 10 charms too many for a Terrestrial Style? I was also considering the possibility of allowing extension charms for this style, but exclusive to mortals using specific kinds of artifact armor, such as war/mass combat charms for Gunzosha and other front line armors, stealth and athletics charms for scouting armor, etc.
Hmmm... The Artifact is too.... Nice to be a Hell-Tech Relic. To put it simply, normal artifacts are gundams or Orbital Frames, with Hell-Tech you build Evangelions.

As in your chaining an inhuman monster to steel and iron in order to use its powers for your own gain, while leaving it alive, suffering and capable of great harm through either influencing its wielder or by getting loose and eating people. It isn't going to have an urge to protect Lookshy unless a very specific demon had that motivation.

Urges for Infernal Relics are based off of the demon, and are often either alien or actively malevolent. And it can effect their wielders, imagine an elite commando group with swords made from Blood-Apes? It'd be a massacre in waiting. You'd probably be better of using more subtle Social Charms to influence your soldiers to loyalty and giving them more generic and easier to produce Hell-Tech like Vitriol Blades or Acid-Rime Weaponry.

Sure the lack of a Sapience Rating means that they're weaker than the blades you've made up, but their easier to produce, and less likely to make the wielder eat someone.
 
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Surprisingly enough, Cantata of Empty Voices was canonically used against that Solar, Bull from the North or somesuch. Sids destroyed an entire city of his followers with it as a setup for his assassination attempt.
Yeah it was mentioned. I believe that was a bunch of castings, not one.
It was two castings, one each by a pair of Sidereals. The 1e version of the spell had a base range well in excess of a mile. 2e reduced that down to a mere 100 yards, so even random mortals can pretty much just run away from the scary sorcerer and live.
 
Hmmm... The Artifact is too.... Nice to be a Hell-Tech Relic. To put it simply, normal artifacts are gundams or Orbital Frames, with Hell-Tech you build Evangelions.
"Hell-Tech" is anything made with resources sourced solely from Malfeas.
Which includes stuff like pretty normal flaming arrows, a chemical alternative to firewands, and some really spectacular alcohol.
Even if you restrict the definition to just Artifacts it isn't "all malice, all the time".
 
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It was two castings, one each by a pair of Sidereals. The 1e version of the spell had a base range well in excess of a mile. 2e reduced that down to a mere 100 yards, so even random mortals can pretty much just run away from the scary sorcerer and live.
Probably not, if we're talking Extras.
Mostly, because I am not comfortable attributing them the right amount of situational awareness for it.
I don't exactly remember the damage, but it's a few dice or levels of lethal damage, I think.
So, if we assume 1L guaranteed damage?

Turn 1: Gets damaged (-1 penalty), figures he needs to get away
Turn 2: Gets heavily wounded (-4 penalty) and can now barely move, but has now noticed where the pain is coming from
Turn 3: Is incapacitated and dies
 
So I've been thinking of a martial arts based upon hit and run attacks. A question. Would it be out of theme for a martial arts to be able to do stuff like give an external penalty to anyone hit by a certain attack, to notice the attacker or defend against a surprise?
 
So I've been thinking of a martial arts based upon hit and run attacks. A question. Would it be out of theme for a martial arts to be able to do stuff like give an external penalty to anyone hit by a certain attack, to notice the attacker or defend against a surprise?

...Dude, fairly sure that there are already at least one splatted our martial art for that... and there are things like orgiastic fugue style, "in theme" for martial arts is whatever is "in theme" for that style. Obviously SMAs are crowning bullshit, but CMAs get pretty crazy too, though most of the niche toolbox martial arts are TMAs, compared to CMAs general efficient/value styles
 
Ok. Here we go.

Sorry if there's any mistakes:

STALKING THROUGH THE SHADOWS
Cost: 2m
Mins: Martial arts 2, Essence 1

The Martial artist twists his essence to the concepts of secrets and shadow, assisting him in concealing himself from his victims. The martial artist gains a bonus to his stealth rating of (martial arts divided by 2, rounded up). Also, he ignores all penalties to stealth rolls due to the environment. Even the darkest rooms has shadows after all.

THE BLOW THAT CAME UNSEEN
Cost: 4m
Mins: Martial arts 2, Essence 1

Concentrating essence to his fingers, the martial artist's become sharp and piercing. His blows now inflict lethal damage whenever they strike. When the attack is a surprise attack, the raw damagei s doubled.


ATTACK, THEN RETREAT, THEN ATTACK AGAIN
Martial arts 4, Essence 2

The martial artist has launched an attack. The two opponents now face each other, in a final showdown. Then the martial artist runs away.

This charm supplements an attempt to reestablish surprise. Disappearing from the sight and minds of his opponents, the martial artist fades away. Add the martial arts rating to reestablishing surprise. On a success, the victim is left wondering why he is injured.

And... that's about it. I'm still trying to make a style that's based upon ambushes, surprise attacks, and guerilla warfare.

One idea i had, was to have the martial artist become...'one in the crowd'. As long as there are more than 3 people, he can easily blend in, and as long as he does no action that draws attention, he can wait and ambush.

Another one was to have one that inflicted wounds that would not stop bleeding, or inflicted poison effects or penalties. Slowly, ever so slowly, you are weakened and taken down.

any ideas?
 
And... that's about it. I'm still trying to make a style that's based upon ambushes, surprise attacks, and guerilla warfare.

One idea i had, was to have the martial artist become...'one in the crowd'. As long as there are more than 3 people, he can easily blend in, and as long as he does no action that draws attention, he can wait and ambush.

Another one was to have one that inflicted wounds that would not stop bleeding, or inflicted poison effects or penalties. Slowly, ever so slowly, you are weakened and taken down.

any ideas?
It might be a good idea to double down and focus on the "guerrilla warfare" idea; one of the biggest parts of my own creative process is pruning back the writeup and condensing it into a simple, thematic skeleton to build on. Part of that would probably involve figuring out how this TMA happened.

If it was originally used by soldiers turned partisans to fight their conquerors in the streets and alleys of their homeland, then the vanishing into crowds Charm makes total sense, and you could piggyback off of that to give Stalking Through the Shadows a tighter focus. As the buy-in Charm, it should help set the groundwork for what's to come, and for a guerrilla TMA I'd say that it would be built on the idea of its practitioners being disposable to a degree. In that case, maybe STtS only works as long as the user avoids hostile action, and once they Join Battle or make an attack roll, it fails and can't be reactivated for the rest of the scene. Definitely good for shadowing patrols and other clandestine activities in semi-public venues, but it could also be used to enable Hashashin shit*, where junior practitioners are occasionally sacrificed to destroy a major player without endangering more valuable assets (which also means you can have the introductory scene for the godblooded Captain of the Guard where he detects the supernatural killer bearing down on him mid-conversation with the PCs and grabs the assassin's hand as she goes in for the kill).

In this paradigm, The Blow That Came Unseen could either apply to weapons small enough to be hidden easily (so all the guerrillas are known for carrying stilettos or something similarly iconic) or allow the user to do lethal damage with improvised weaponry (for more of a "hardscrabble resistance fighters taking on The Man with kitchen knives and thrown paving stones" feel), with the raw damage doubling for unexpected attacks left as-is.

Attack, Retreat, and Attack Again - well, it needs renaming, though I don't have the time right now, but it could be reflavored so that instead of making the victim forget they were attacked, it makes witnesses (including the victim) become unable to recall what the attacker looked like or what he was doing before he attacked, so the TMA practitioner can just disappear without a trace unless he goes up against somebody with enough Willpower to pierce the Charm's obfuscation. It doesn't even reduce the effectiveness of the Charm that much, either, because now the victim has no way of telling which of the witnesses is actually the perpetrator and could be attacked again at any moment (and again, and again...) because it could be anyone. That impinges a little on the vanishing into crowds Charm, but that could be fixed by making it a tiny bit broader - maybe it also allows the practitioner to move faster as long as they're surrounded by people, or makes their trail become supernaturally hard to follow, or even mangles attempts to identify or locate them through thaumaturgy as they hide their own Fate among that of the masses.

I might come back to this when I wake up. Night for now.



* For reference, the Hashashin cult's assassins would approach their target with a hidden knife, then start stabbing them and refuse to let up no matter what. They wouldn't try to escape, or defend themselves from bodyguards; every ounce of their energy was bent toward ensuring the kill. The brutal efficiency of the technique is part of why their name became the byword for "hired killer".
 
And The Stars Flicker Low
Lord of Death
Creature of the Perfected Principle of Consumption


Mark him: constrained by golden armor molten and fused to the body beneath, golden fangs as much muzzle as a maw; crowned in seven tines, seven horns bursting from his brow. Mark him, a liquid shadow, black waters- no, something thicker than water, something worse than shadow, something pulsing and visceral slick twisted in the deep-chested shape of a dragon. Mark him and his great ragged wings, with each beat the stars above gutter, dancing like a candle in a hurricane gale; washed out and distorted by the dead sun halo that hangs behind him.
Tenfoldshields-9:14 PM
I KNOW OKAY I GOT STUCK
I WROTE LIKE THREE DRAFTS OF THIS GUY
"you can't just make him a shy dragon ten"
Apparently you can :V
Samjok-o, Grand Duke of Sundowner Winds and the Summer Solstice
Diety of the Sixth Rank
Bureau of Seasons/North-East Directorate
Ouch. Divine PTSD is no joke.
 
Hmmm... The Artifact is too.... Nice to be a Hell-Tech Relic. To put it simply, normal artifacts are gundams or Orbital Frames, with Hell-Tech you build Evangelions.

As in your chaining an inhuman monster to steel and iron in order to use its powers for your own gain, while leaving it alive, suffering and capable of great harm through either influencing its wielder or by getting loose and eating people. It isn't going to have an urge to protect Lookshy unless a very specific demon had that motivation.

Urges for Infernal Relics are based off of the demon, and are often either alien or actively malevolent. And it can effect their wielders, imagine an elite commando group with swords made from Blood-Apes? It'd be a massacre in waiting. You'd probably be better of using more subtle Social Charms to influence your soldiers to loyalty and giving them more generic and easier to produce Hell-Tech like Vitriol Blades or Acid-Rime Weaponry.

Sure the lack of a Sapience Rating means that they're weaker than the blades you've made up, but their easier to produce, and less likely to make the wielder eat someone.
Strictly speaking, an Urge to protect Lookshy from forces destined to destroy it would go against the will of Heaven, so it might conceivably be part of the Reclamation's absurdly self-contradictory agenda.

More generally, a properly crafted hellforged wonder has whatever Urge it's creator intended; only an uncorrected botch results in the original demon having a say in the matter. The Evangelion stuff you're thinking of is specfic to Hellstriders, which are similar to hellforged wonders in that they have an Urge and set of charms, but actually more extreme: rather than being rendered down completely into liquid chalcanth, the demons involved are only softened and distorted around the structural frame. Hellstriders have their own essence pools, virtues, and limit tracks. Hellforged wonders don't.
 
Has anyone done anything with the "after the fall" play-style proposed in the Infernals Storytelling chapter.
I just looked through the Storytelling chapter and it catched my eye. So I have been thinking about expanding it and maybe creating a shard about the reclaimed Creation.

So here is some rough fist draft.

The Yozi: They returned to Yu-Shan and play the games of divinity their world-forms sprawled across the quicksilver ocean surrounding the heavenly city. Occasionally they manifest their Jouten in creation but those are infrequent and getting rarer as time passes.
Their second and third circle souls erect their palaces in both Yu-Shan and Creation, acting as the hands of the titans and the primary point of contact between them and their chosen.
Most of the first circles are still stuck on the primordials' world-forms, but summoning and migration steadily increases their population in creation.

The gods: With the return of the Yozi the celestial bureaucracy got purged hard. Gods where given the choice to submit or die. Some did the former many did the latter, others escaped and hiding in Creation aiding the resistance, and waiting for the glorious counterattack to begin.
The celestial bureaucracy got relocated to the blessed isle and only the most favored gods allowed to set foot in Yu-Shan.
They have it rough, but at least unemployment is no longer a problem.
I plan to have at least one of the incarnae die. Probably the UCS so that I have a pretext for a bunch of vengeance obsessed E6 solars lurking in the fringes, but I welcome other ideas.
The identity of his replacement is currently undecided.

The exalted:It the easy option would be to simply have an Infernals + Demons vs Everybody Else match, but I don't really want to impede mixed circles. Current idea is to have 3 "big" factions potentially including any of the exalt types.
The first is the Althing. The Primrdial Collaborators, by default including the Infernals. Further inluding the Dragon-blooded houses who knelt in surrender, or exalted in Allthing controlled territories. Same for Lunars and potentially Sidereals.

The second is the Resistance, by default including the solars who lived during sol's death and those who were driven to them by the Allthing propaganda witch makes the immaculate one look tame in comparison. Further including the Remnants of the Silver pact and the five Score fellowship and the dragon-blooded who stand against the Yozi rule. Supported by the exiled gods and some sympathizers in the celestial bureaucracy.

The third is the League of the Dead, Created by the Deathlords closing ranks and deciding to play the long game instead of standing against the freshly returned titans. Their chief goals include consolidating power in the underworld, preventing the closing of the shadowlands, and preparing for the war they think will inevitably come. By default include the Abyssals and anyone they can sucker into working with them.
Rereading these, all three need a better name.

Creation:

The Blessed isle: The Imperial city wrecked during the return of the yozi and still haven't recovered fully. Chief reason for this is the material and manpower requirements of rebuilding Meru as the new seat of the Allthing and the Heavenly bureaucracy. The isle is dotted by the palaces of Third circles and infernal exalted who carved it up among themselves as their private fiefdoms. Those dragonblooded who surrendered and sided with the invaders were allowed to keep some of their lands and power even if seriously curtained.

The South: Go full Advent. The cities are safe. The Allthing's sorceries bring plentiful food and watter to the citizens. On the streets Humans and demons mingle peacefully, sharing in the ancients's gifts under the watchful vigilance of the chosen.
But outside the cities, life is harder than ever. Apart from the ever present heat of the dessert, now people have to contend with rowing bands of demons and water seem to be getting scarcer by the year.

The West: The west's in a bad place. During the war, the volcano gods decided to use their mountains as weapons and reaped terrible toll on both sides. This makes the Allthing's presence in the west the weakest but, so is its population the lowest, even compared to pre war standards. The Althing plans to use wild shapinf to raise a new continent from the wyld and repopulate it wit their loyalist, but that plan is yet to be implemented.

The North: Not sure about it. This is the direction I generally fount the least interest in, if someone want to pitch something I'm all ears.

The East: Part of me wants to make it the center of the Resistance, but I am not sure about that. This is the direction with the most written locales and highest population so I would have to reread the relevant books to think about something. Loksy probably got nuked.
This is what I got so far, if you have any suggestion or previous experience on the Game-Style I am listening.
 
And... that's about it. I'm still trying to make a style that's based upon ambushes, surprise attacks, and guerilla warfare.

One idea i had, was to have the martial artist become...'one in the crowd'. As long as there are more than 3 people, he can easily blend in, and as long as he does no action that draws attention, he can wait and ambush.

Another one was to have one that inflicted wounds that would not stop bleeding, or inflicted poison effects or penalties. Slowly, ever so slowly, you are weakened and taken down.

any ideas?
Look at the existing Black Tide, Night Breeze, White Veil, and Crystal Chameleon styles. All of those are based around being a sneaky bastard and re-establishing surprise, or in White Veil's case, preventing your target from noticing that they were ever under attack at all. The Ink Monkeys expansions for Infernal Monster style might also be inspirational for geurilla warfare powers, since several of them are based on breaking a mass combat unit's morale over the longer term.

As for overall structure and charm names, how about stealing from Tiger Style, but re-doing the mechanics to be more interesting than just extra dice? Celestial Tiger Hide, for example, could be an Illusion effect used in Step 6 which redirects the attack to a random nearby extra (the hide in plain sight/substitution technique trick), and provide an improved cover bonus in crowds or tall grass even if willpower is spent to resist, while Spine-Shattering Bite could reduce an attack's damage to bashing and ensure it never rolls over to lethal, but also add a Crippling effect which makes the target unable to sleep, or even relax enough to count as resting, without powerful sedatives or risky surgery. A live but disabled soldier, who's definitely going to recover but not soon enough to help, is more of a burden to the enemy than a corpse, and long-term attrition requires depleting medical resources. As a secondary effect from that charm's understanding of the spinal column, emulating cat-like flexibility might allow the martial artist to crawl at full Move (though not dash) through any tight space wide enough to fit their head, so long as it's dry, and sleep easily even in the most unlikely situations or poses. Maybe even tap into the breath-stealing night terror concept and have a perfectly executed silent takedown count as a number of hours of sleep equal to the target's Essence, creating that Hatred-style dynamic of picking off the weak and isolated in order to recharge.

Rather than trying to represent the relevant tactics directly, think of the powers that would make those tactics easier to pull off, or multiply their mundane effectiveness, and how to tie them together with an archetypal theme.
 
A possible fix for the 2e clinch rules:

Instead of assuming an immediate pin, successful clinch attack simply means you've laid at least one gripping hand on your target. They can continue to defend and take actions more or less normally, but cannot voluntarily move beyond your reach without either mustering a feat of strength to lift or drag you, or giving you one of their worn or carried items and succeeding at a [Wits or Appearance] + [Dodge or Larceny] roll (difficulty 1 for a full hooded cloak, 2 for a loose robe or tunic, backpack, cape, or weapon in hand, 3 for a belt, shoe, sheathed weapon, or anything involving buttons, 4 for a glove, knee-high boot, or anything equivalently close-fitting, 5 for frilly undergarments or a ring on a finger; properly secured armor cannot be shed in this manner without appropriate magic) as a miscellaneous action to slip away, or by winning control of the clinch, which is handled as an extended and contested action with DV -1 and speed 6 if controlling the clinch, 4 otherwise. The difficulty of this action is equal to the number of active, hostile participants in the clinch, subject to the usual limits of how many can engage a single target in melee at once. Anyone involved in a clinch can take other actions, but doing so requires a flurry.

Threshold successes on the extended action must first be used to cancel successes accumulated by any opponents involved in the clinch, which represent favorable positioning and leverage. That's the equivalent of slipping an attack past the opponent's physical DV. The effects of an ongoing clinch are considered unblockable and undodgeable since the wrestlers are already in contact. Extra successes beyond that may be spent in three ways:
1) as the raw damage of a 'crush' attack which reduces soak from armor by half, and may be further increased by a clinch-enhancing weapon, but not by the attacker's attributes, since those have already been taken into account. Maximum number of successes which can be spent this way at once is the lower of your strength and stamina, multiplied by your number of prehensile limbs of the correct scale to precisely manipulate the target, treating 'none' as one-third. This can only be attempted on your own action tick immediately before your Maintain Clinch action, using successes remaining from your previous roll.
2) as yards of knockback, a 'throw,' ending the clinch (or at least removing the thrown target from it) if this puts them beyond reach - two or three yards is usually sufficient when all involved are human. Ending a clinch without a throw is reflexive and automatic if none of the participants resist, but otherwise this can only be attempted on your own action tick immediately before your Maintain Clinch action, using successes remaining from your previous roll.
3) to inflict external penalties on an opponent's non-clinch physical actions, such as DVs (declared in step one), ranged attacks Three Panel Soul - On Force Feedback (declared in step two). There's no limit to how much of a penalty can be applied, other than the number of accumulated threshold successes available, but each application of a DV counts as a separate action requiring a new expenditure. Thus, the timeless "you hold 'im, I hit 'im" strategy tends to work better with less frequent, more carefully aimed strikes. Holding someone completely still for several attacks in rapid succession might end up costing the wrestler control of the clinch on that victim's next action. Covering someone's mouth with an external penalty at least equal to the lower of their Charisma or Stamina prevents them from speaking above a whisper until either you lose control of the clinch or they successfully inflict damage with a bite attack; if the penalty is at least equal to the sum of their Charisma and Stamina, you can prevent them from making any vocal noise at all, but doing so means they will also be unable to breathe during that time.

The fourth option, of course, is to simply hold on and carry extra successes over to your next turn. Accumulated threshold successes do not remain from one scene to the next, so the immediate aftermath of a change in circumstances may be a good chance for clinched hostages to try something dramatic.

To clarify some of that crushing damage math: a Strength 14 warstrider or yeddim attempting to crush a human-sized opponent would normally be limited to inflicting 4 dice of pre-soak damage per action, which the hardness 5+ typical of decent artifact armors would negate entirely. An exceptional blood ape with Stamina 6 could accumulate successes over several actions and throw 12 dice of crush damage with both hands, 18 or even 24 if also using prehensile feet, and thereby pop someone's skull like Zangief. Goal there was to make scale and anatomy tactically relevant, and enable nonmagical threats which take multiple actions to 'charge up,' during which time they can be interrupted.

Does this resolve some of the canonical system's glaring flaws, remain compatible with existing charms, or generally make any sense at all?
 
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