Sure. You just need to roll enough successes.
This is not a good metric to judge mechanics by, because generally players do not have many options to influence the results of their own rolls without spending XP to do so. If they have done so, as already noted by Shyft, then presumably the pool being swung will be large enough through other supporting enhancements that the Style bonus is nominal in context of the greater mechanical investment backing it up. Like, single percentage points of value here.

In which case, the end result is no different than paying that same amount of XP for a Charm which Does exactly the stunted thing you intended to accomplish, only without needing to hinge on a random result and a hopefully-favorable interpretation by your Storyteller (who is given no guidelines by the Style writeup itself how to judge the effectiveness of however many successes were actually achieved).
 
Native Charms are a thing yo.
Really?

Because I can see the stunt being used through the style and through native solar charms to enhance the damage of the attack.

Aren't Styles intended to replace Martial Arts? I don't have native Charms to turn to if I use them. If I use them alongside Martial Arts, then they didn't really fix anything.

And what if the technique isn't really "in theme" for a given Exalt? I don't really think a venomous touch is very Solarish but I still think Solars should be able to replicate it somehow.

Also, what about less direct stuff?

How do I go about using my secret knowledge of the 780 channeling points of the human body to weaken someone's attacks through Styles and Stunts.

How do I disrupt the chi flow of some dude to cause damage over a long period of time to his meridians, poisoning him with a touch?

How do I strike some guy's pressure points to make him paralyzed and unable to attack?

Like, these are all things I've seen in wuxia media that I came to Exalted to be able to do. Styles don't let me do this stuff. That's why I don't really like them.
 
Aren't Styles intended to replace Martial Arts? I don't have native Charms to turn to if I use them. If I use them alongside Martial Arts, then they didn't really fix anything.

And what if the technique isn't really "in theme" for a given Exalt? I don't really think a venomous touch is very Solarish but I still think Solars should be able to replicate it somehow.

Also, what about less direct stuff?

How do I go about using my secret knowledge of the 780 channeling points of the human body to weaken someone's attacks through Styles and Stunts.

How do I disrupt the chi flow of some dude to cause damage over a long period of time to his meridians, poisoning him with a touch?

How do I strike some guy's pressure points to make him paralyzed and unable to attack?

Like, these are all things I've seen in wuxia media that I came to Exalted to be able to do. Styles don't let me do this stuff. That's why I don't really like them.

Of course you have native Charms, aren't you Exalted?

No, a mortal martial artist can't do shit against an Exalt unless he lets himself be reforged on Aleuvea's forge, turning himself from the gentle monk Falling Blossoms, and into a carefully optimized killing machine who possesses Spirit Charms flavored after his Styles such as One Hundred Strikes of Relentless Iron that allows him to launch a sequence of deadly attack in quick succession, and Hateful Hardened Heart, which allows him to focus his hatred on those that demonstrate arrogance towards him and inflict grievous damage on them.

Those were two reflavoured Spirit Charms.

Specifically Principle of Motion and Bane Weapon.

@EarthScorpion has mentioned several times that this is a possibility for exceptional and Enlightened mortals.

Granted, the Exalted can't do that, but they have native Charms so it's not like it makes a big difference.

Except of course for the fact that while our blasphemous death-destroyer-monk may absolutely destroy another mortal, he'll be hard-pressed to even fight a Dragon-Blooded.
 
Of course you have native Charms, aren't you Exalted?

But I kinda got rid of the Martial Arts ability in favour of Styles so...

Also, again, what if the Charm isn't really thematically appropriate for a [insert exaltation here] Charm?

No, a mortal martial artist can't do shit against an Exalt unless he lets himself be reforged on Aleuvea's forge, turning himself from the gentle monk Falling Blossoms, and into a carefully optimized killing machine who possesses Spirit Charms flavored after his Styles such as One Hundred Strikes of Relentless Iron that allows him to launch a sequence of deadly attack in quick succession, and Hateful Hardened Heart, which allows him to focus his hatred on those that demonstrate arrogance towards him and inflict grievous damage on them.

Those were two reflavoured Spirit Charms.

Specifically Principle of Motion and Bane Weapon.

@EarthScorpion has mentioned several times that this is a possibility for exceptional and Enlightened mortals.

Granted, the Exalted can't do that, but they have native Charms so it's not like it makes a big difference.

Except of course for the fact that while our blasphemous death-destroyer-monk may absolutely destroy another mortal, he'll be hard-pressed to even fight a Dragon-Blooded.

I don't know why you posted this. Maybe I'm being thick but I don't get your point. I'm specifically talking about Exalted.
 
For context, most people fall into the habit of white-boxing; of forgetting to engage with more than just their target. They also tend to act in terms of 'Fewest Possible Steps'.

Player: "I want to attack that guy. I stunt attacking that guy."
Storyteller: "Okay, you attack that guy, here's your stunt bonus."

This is a silly example, but what I'm trying to illustrate is that the ST does not take the time to check if the attack is even Valid. Like 'are they in range?' or 'does the enemy have cover', that kind of thing. There's a reason for this habit- Exalted combat is stupid granular, to the point of any sort of 'Step 1 verification' gets bogged down in favor of running through steps 2-10.

Like, here's the advantage to @EarthScorpion and @Aleph 's approach to combat: It puts all of the creative onus on Step 1. "I want to attack, I know I'll succeed if I hit, therefore what matters more is 'what do I need to do to hit'?

That's fine for their games and honestly something that could be implemented more generally sure, but the 10 step resolution is really handy for when you need intense, TCG style granularity.
You surprise me. IME positioning, whether on a map or in the narration, is one of the things that dominates the combat choices. In the most recent combat my character participated in, the choice hinged on the distance between the two standing opponents. In the very first combat in our campaign, kiting with a long-reach weapon was a thing. In the (I think) second combat of the campaign, saving an NPC was made possible by managing to, in a very limited number of Ticks, run a certain distance, get some extra movement by a jump, and exploiting a chain's artifact reach of 15 yards in order to snatch the NPC from the claws of the enemies at the last moment. And those things seem to emerge naturally from the interaction of the PCs and their enemies with the scene. (Also, you asked for posts on gaming formats and stuff to show how people are playing wrong and post some other insights, right? So, any comments on it?)
 
You surprise me. IME positioning, whether on a map or in the narration, is one of the things that dominates the combat choices. In the most recent combat my character participated in, the choice hinged on the distance between the two standing opponents. In the very first combat in our campaign, kiting with a long-reach weapon was a thing. In the (I think) second combat of the campaign, saving an NPC was made possible by managing to, in a very limited number of Ticks, run a certain distance, get some extra movement by a jump, and exploiting a chain's artifact reach of 15 yards in order to snatch the NPC from the claws of the enemies at the last moment. And those things seem to emerge naturally from the interaction of the PCs and their enemies with the scene. (Also, you asked for posts on gaming formats and stuff to show how people are playing wrong and post some other insights, right? So, any comments on it?)

I am still gathering data.

But, what I can tell you is that your experience is not indicative. I have never, in any game I have played in Ever, been told I am out of range or even asked to justify how I moved around the scene.
 
This is my biggest problem with Styles. Like, what's even the point of knowing kung fu if I can't do stuff like this?

I don't know. Why do people learn formalised schools of fighting techniques in real life, despite the conspicuous absence of heart-exploding single strikes?

And what if the technique isn't really "in theme" for a given Exalt? I don't really think a venomous touch is very Solarish but I still think Solars should be able to replicate it somehow.

Here's where the critical difference stands.

"Somehow" does not mean "in the form of a neatly packaged form of cross-splat magical powers which is competitive with your native effects".

As it happens, Snake Style does in fact teach Solars how to poison their opponents. It does this by teaching a fighting style centred around fast swift blows with daggers and twinned short blades and unarmed jabbing motions, designed to emulate the motions of a snake with the blades as their fangs. It also contains things about how to safely poison your blades, and since there is an expectation you will poison your "fangs", there are moves and techniques based around just nicking your opponent to make sure the poison gets into their bloodstream.

By learning Snake Style, you are indicating that you have a good chance of poisoning your knives. Enemies who make the Reaction + Melee roll to go "Ah! He's using Snake Style!" will expect you to be using poisoned knives, because you're a Snake Stylist.

But Solars are only Solar-tier when operating within Solar themes and the native Solar powerset. Which is the native Solar Charmset. The Essence of the Sun does not naturally flow into venom, and so a Solar who wants to poison people with a touch has to either find a roundabout way of justifying it ("I am the hand of judgement, and so I can lay my hands on a wrong-doer and pronounce their doom, thus they will sicken and die unless they repent and I grant their reprieve [1]"), or start reaching for things like magical tattoos of a snake which twist their chakras or to find a way to get mutations to give them a poisonous touch, etc.

[1] Though this is really more of a native Solar Sickness effect. Strangely enough, this disease may well have precisely the same traits as Green Sun Wasting.

Except of course for the fact that while our blasphemous death-destroyer-monk may absolutely destroy another mortal, he'll be hard-pressed to even fight a Dragon-Blooded.

Actually, that's not true. Since the Enlightenment scale is intended so people of the same Enlightenment are rough peers, a 'roided up walking blasphemy of a former monk who's sacrificed everything for power and is a twisted monster who's barely human anymore (with Enlightenment 3-4) is actually a fair fight for a young Dragonblood.

Aforementioned walking blasphemy probably has access to a Level 1 anima banner (giving him a certain level of combat-time mote regen), a suite of combat-focussed spirit charms, and he's a high XP fucker with excellent skills and spirit excellencies backing him up. To a young DB, that's actually a fair challenge especially if the DB only has the minimal level of combat investment required to graduate,.

This is best solved with minimal risk by getting together with a few friends and carrying out a team beatdown Scarlet-style. :p
 
I don't know. Why do people learn formalised schools of fighting techniques in real life, despite the conspicuous absence of heart-exploding single strikes?

Because when I think exciting, high flying kung fu action and techniques, I think dice adders.

Increases in mundane competence are nice but I'd like something a bit more wuxia-esque.

As it happens, Snake Style does in fact teach Solars how to poison their opponents. It does this by teaching a fighting style centred around fast swift blows with daggers and twinned short blades and unarmed jabbing motions, designed to emulate the motions of a snake with the blades as their fangs. It also contains things about how to safely poison your blades, and since there is an expectation you will poison your "fangs", there are moves and techniques based around just nicking your opponent to make sure the poison gets into their bloodstream.

By learning Snake Style, you are indicating that you have a good chance of poisoning your knives. Enemies who make the Reaction + Melee roll to go "Ah! He's using Snake Style!" will expect you to be using poisoned knives, because you're a Snake Stylist.

Again, mundane competence is cool but I'm looking for something with a bit of mojo. Like, y'know, actual heart exploding.

But Solars are only Solar-tier when operating within Solar themes and the native Solar powerset. Which is the native Solar Charmset. The Essence of the Sun does not naturally flow into venom, and so a Solar who wants to poison people with a touch has to either find a roundabout way of justifying it ("I am the hand of judgement, and so I can lay my hands on a wrong-doer and pronounce their doom, thus they will sicken and die unless they repent and I grant their reprieve [1]"), or start reaching for things like magical tattoos of a snake which twist their chakras or to find a way to get mutations to give them a poisonous touch, etc.

I guess this comes down to a difference in intent. You prefer martial arts to be more mundane, I like my martial arts with some mystic mojo and I think that any Exalted martial arts system should be able to replicate this.
 
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Again, mundane competence is cool but I'm looking for something with a bit of mojo. Like, y'know, actual heart exploding.
Honestly, that sounds sort of like territory for our still-as-yet-unmechanised thaumaturgy system.

Which is still strictly inferior to Charmtech, because if you want someone made dead properly, you go to the native powers of the things that were literally created to murder world-making titans.
 
Honestly, that sounds sort of like territory for our still-as-yet-unmechanised thaumaturgy system.

Which is still strictly inferior to Charmtech, because if you want someone made dead properly, you go to the native powers of the things that were literally created to murder world-making titans.

I guess? I feel like I've made my point very badly, so I'm going to try again.

Exalted is inspired by wuxia and sells itself on this kind of kung fu action (at least in part).

In wuxia, part of martial arts is the practitioner's approach to combat. That's fairly covered by the Style system.

However, another part of wuxia is the individual secret techniques that represent iconic capabilities of that style. This is the ice cold fists, the poison touch, the paralysis pressure point strike and of course, the heart exploding technique.

My question is this, how do I use the Style system to replicate/represent these iconic capabilities?
 
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The easiest way is what people are suggesting, ways to learn evocations that feed from the style rather then a weapon that represents the 'hidden techniques'.

The largest difference is that yes, while they are impressive, they still won't be as cool as taking a Solar charm (or whatever splat you are) and feeding it through the 'lens' of a style and fluffing it in that sort of attack. For example using the Brawl charm 'Ferocious Jab' but enhancing it with your excellency as part of a decisive attack, and fluffing it as your 'special attack'.

Exalted isn't a pure wuxia game, because in most examples of Wuxia, people are all theoretically on the same level or can be enhanced by study of the arts to the highest level. The presence of exaltations makes that harder.

The important thing that the style system does more then anything else, is that rather then martial arts being purely about Martial arts, it truly turns everything you do into 'martial arts'. For a lack of a better term, a charm is what the Exalted is doing, but the Style is the way they are doing it. So while two different Solars might theoretically have the same charmset, the way they manifest them through their styles means they might fight in a seemingly completely different manners.

So while one draws upon his lessons watching the crane pluck fish out of the water to snatch arrows out of the sky, the other remembers how his sifu forced him to snatch a pebble from his hand for the same trick.
 
I am still gathering data.

But, what I can tell you is that your experience is not indicative. I have never, in any game I have played in Ever, been told I am out of range or even asked to justify how I moved around the scene.
Well, of course the GM doesn't normally tell us to justify our movements. After all, we can figure on our own that if the hall is a square 50 yards across and 5 yards tall and the enemies are ten animated DB-statues at the opposite wall in a row with a 2-yard interval, then it will take 10 ticks for the fastest of us to reach the opposite wall without Dashing, that firing off the graphnel-chain into the ceiling will make the PC unreachable by the shordswordsman-statues without a Jump action (providing a defensive boost in the form of about +2DV and whatever Flurry penalty the shortswordsman will have to deal with in order to jump and attack on the same Tick), oh and our sorc will be able to damage up to three enemies at a time with the Flight of the Brillian Raptor if the they maintain formation for a single second after the impact for some reason (not likely). I don't think anyone of the party would be 'bold' enough to cheat by declaring position change that exceeds the PC's maximum movement rate or an attack exceeding weapon reach. And a GM constantly requiring justifications would seem like either a big trust issue at the table, or a formal nuisance, depending on what form it takes.

(This isn't exactly what the scene was like, but I'm posting a variation that is easier to convey in a paragraph or so.)

There was a case (in a different adventure) when we bent the rules by our samurai declaring a Defend Other action as if it were a Reflexive one (it isn't!), but that was done with the whole table acknowledging that it's a bending of the rules in a very dramatic fashion that made the game better for everyone.


I don't know. Why do people learn formalised schools of fighting techniques in real life, despite the conspicuous absence of heart-exploding single strikes?
I think the answer at least partially hidden in this very sentence: formalised schools of fighting techniques. Which the Exalted combat system is severely lacking, and compensates it by Charms. Putting an opponent in an arm lock, a choke hold, a head lock (with a subsequent choke or a neck snap attempt), or a bearhug, or applying an esoteric pressure point strike to paralyse the opponent's limb for half a minute - these are different things, different techniques, that have different conditions and achieve different results, have different tradeoffs, and different characters can be more proficient with different subsets of those. But in Exalted, most of those are just subsumed into a Clinch with damage, while the latter is not an option outside of Charms (and high-end ones if we go by the mechanically notorious book . . .). So people bring back that variety by use of Charms.
 
However, another part of wuxia is the individual secret techniques that represent iconic capabilities of that style. This is the ice cold fists, the poison touch, the paralysis pressure point strike and of course, the heart exploding technique.

My question is this, how do I use the Style system to replicate/represent these iconic capabilities?
... with thaumaturgy. Which we are basing on the Style system (so Demon Beckoning is thaum based on Occult "knowledge about demons" Styles, for instance). But we haven't mechanised that yet, and are still considering things like balance and implementation.
So people bring back that variety by use of Charms.
The problem is that this level of detail leads to either:

a) a system so bloated and granular that it takes forever to do anything, or
b) a system with a ridiculously complex combat system that means fights take forever, and very little granularity anywhere else, which means that anyone who values their time is incentivised to avoid combat like the plague, or possibly like the Pathfinder Grappling rulebook.

Why should combat be so granular when, say, Craft gives not one shit about whether you use nails or screws in making something? Because that's the same level of granularity as "what exact technique do you use?", and even the bloated Craft system doesn't go that deep. If we're mechanising the whole game on that level, then you should be going into minute detail about the tax laws you're trying to set up with the Bureaucracy system, and it takes four hours or so to play through five minutes of game time no matter what you're doing.

And if it's only the combat system that goes to that level of granularity; why is that the case? Because as it stands, a 10-turn fight that represents less than a minute of in-game time can take more than an hour of OOC play to hash out, which is fucking ridiculous.
 
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For absolute clarity, one has to ask what the Style system is for- when I critiqued it, I didn't know it there was more to it as part of the eventual progression.

But even then, it may yet not be a satisfactory implementation. It obviously works for some folks though!
 
... with thaumaturgy. Which we are basing on the Style system (so Demon Beckoning is thaum based on Occult "knowledge about demons" Styles, for instance). But we haven't mechanised that yet, and are still considering things like balance and implementation.

Would you mind sharing some of your initial thoughts on thaumaturgy?
 
Actually, that's not true. Since the Enlightenment scale is intended so people of the same Enlightenment are rough peers, a 'roided up walking blasphemy of a former monk who's sacrificed everything for power and is a twisted monster who's barely human anymore (with Enlightenment 3-4) is actually a fair fight for a young Dragonblood.

Aforementioned walking blasphemy probably has access to a Level 1 anima banner (giving him a certain level of combat-time mote regen), a suite of combat-focussed spirit charms, and he's a high XP fucker with excellent skills and spirit excellencies backing him up. To a young DB, that's actually a fair challenge especially if the DB only has the minimal level of combat investment required to graduate,.

This is best solved with minimal risk by getting together with a few friends and carrying out a team beatdown Scarlet-style. :p

Right, I keep getting into the "standard Essence" view of Enlightenment where I forget that Sidereal Enlightenment 6 = Solar Enlightenment 6.

I really like the Enlightenment system because it allows me to craft these things, in the campaign I am currently running, we have a mortal master of Crimson Bodhisattva Style who has been "blessed" by one Alalgar, The Ever-Open Door, granting her the ability to fight with the speed of the wind (Principle of Motion, ten banked actions holy shit what the fuck man?), soar through the air as crimson, howling gales (Landscape Travel) and tear herself apart to become many copies of herself formed from bloody winds (Host of Spirits).

I love it.
 
Would you mind sharing some of your initial thoughts on thaumaturgy?
Uh... okay, let's see.
  • You get access to it with a sufficient dicepool - large enough that mortals need to have learned a Style to get that good.
  • It allows for minor magical effects that live below Charms but are explictly non-mundane.
  • It may be somewhat freeform (Mage Sphere-style?) in nature? Dunno, we haven't decided that yet.
  • It should totally allow, for instance, a master of Fire Dragon Style to circulate his chi with a "hai!" that sets his fists ablaze with spiritual fire, or let an adept of Hellish Cacophony Style play a raucous beat that lures a demon out of Malfeas unbound, or let a Fire-Mouthed Cook prepare a dish so spicy that you literally breathe a cartoon-style gout of flame after a couple of bites.
  • It'll probably be balanced similarly to the Style system - eg the bonuses can't go above a certain limit and will ideally be impossible to break.
  • Probably some other stuff but I can't remember it right now.
Right, I keep getting into the "standard Essence" view of Enlightenment where I forget that Sidereal Enlightenment 6 = Solar Enlightenment 6.

I really like the Enlightenment system because it allows me to craft these things, in the campaign I am currently running, we have a mortal master of Crimson Bodhisattva Style who has been "blessed" by one Alalgar, The Ever-Open Door, granting her the ability to fight with the speed of the wind (Principle of Motion, ten banked actions holy shit what the fuck man?), soar through the air as crimson, howling gales (Landscape Travel) and tear herself apart to become many copies of herself formed from bloody winds (Host of Spirits).

I love it.
Sweet. Sounds a little like the Exemplar mechanics ES was working on - basically someone who's mastered a Style SO COMPLETELY that they become a sort of Exigent/godblooded/spirit-thing themed around their Style with magical Spirit Charm powers and a permanent 5-dot Principle towards "being an Exemplar of (Style). Naturally, there can only be one Exemplar of any given Style at a time, so if you want to become The Greatest Righteous Devil Stylist Ever, you need to track down the current one and murder him (in a quickdraw duel on top of a stampeding yeddim while someone plays a screaming guitar solo).
 
Sweet. Sounds a little like the Exemplar mechanics ES was working on - basically someone who's mastered a Style SO COMPLETELY that they become a sort of Exigent/godblooded/spirit-thing themed around their Style with magical Spirit Charm powers and a permanent 5-dot Principle towards "being an Exemplar of (Style). Naturally, there can only be one Exemplar of any given Style at a time, so if you want to become The Greatest Righteous Devil Stylist Ever, you need to track down the current one and murder him (in a quickdraw duel on top of a stampeding yeddim while someone plays a screaming guitar solo).

That sounds pretty cool.

It's not like giving her a five-dot Principle of "I am an Exemplar of the Crimson Bodhisattva" will make her more sane than the combo of "Attachments are chains" and "I will always be free".

I like it.
 
Specialties have significant effect on effective dice caps. In 2e it's mostly limited to Dragon-Bloods (+2 dice to their cap) and Sidereals (each die added to their cap is worth more than it would be to someone else, up to a full success), but in Ex3 it also affects Solar balance since many of their Charms make a die "worth" more than the base. So Lunars get shafted (like that's a change), and Liminals probably too.

Still, yes, there is definitely something to say about someone having three different specialties that taken together "describe" them. I've always kind of liked the idea but never implemented it.

The Dragonblooded excellency might need a pass in this case, since it would be pretty far above the Solar excellency if you let them get a dice cap of 8 and keep the reroll component. You could just limit it to only one point of dice cap at any level of relevant excellency I guess.

I am still gathering data.

But, what I can tell you is that your experience is not indicative. I have never, in any game I have played in Ever, been told I am out of range or even asked to justify how I moved around the scene.

See, I have never not had to justify it.

Been burninated by more than a few dragons in my day because of it, too.
 
Aha! I already have one of those! Team chakram style, go!

That said, yours is good as it is and needs no changes.
MY player is actually thinking of using Playful Dragon, but the rest of the group doesn't seem like they want to pick even one dot of the Style up, so it's only of marginal benefit, and she spent all her background points and doesn't want to get Allies for a DB sports team. This gives her a solo Chakram style to fall back on if she needs it.

I just need to think of a name for it.
 
Okay, so here's an actual critique of the Styles mechanics, both pros and cons.

I'll elaborate on these to illustrate what I was thinking when we built this thing, eh.

Unless I have missed it somewhere, Styles are purely Quantitative, based on Dice; Everything is +X to or in Y Context. Qualitative, by contrast, are phrases like 'you may parry lethal or ranged damage without a stunt'.

Because this would have, yet again, moved us into the realm of having to judge exception-packets against exception-packets to determine what is or is not broken, because you would need to have unique qualitative effects per style. A dice-adder is a dice-adder is a dice-adder, so to speak: every style which exists and which could possibly ever exist takes up the testing/"does this fucking break lol" resources of... a non-charm +1 dice adder and +1 conditional success adder. It's reasonable to say that this definitionally cannot break anything, so we're pretty safe on that part.

Styles offer an illusion of a broader approach. It seemingly makes tactics more viable, but rarely offers truly outstanding differences. It convinces a player to act in a specific manner, but the rewards for that manner are meager at best.

It's primary utility becomes increasingly less useful as more dice are added to the pool. +2 dice for a mortal is notable. +2-3 for an Exalt is less notable. Especially in context of Excellencies.*

Uh, this isn't actually true: look at the dice probability tables. Four dice is a lot even when you're throwing around 20-odd dice in your attack pool. +4 dice or +2 DV can move your to-hit probability from a nice even 55% at 24 dice vs DV 12 down to 32% at 24 dice vs DV 14, losing what approaches a good 1/3 to 1/2 of your hit rate, for example. Or push your hit rate up from 55% at 20 dice vs DV 10 to 77% at 24 dice vs DV 10, on the other side of things. This is absolutely not trivial.

Due to how the dice work, you always have a very strong systemic incentive to stunt/style, even if you're running Infinite Ability Mastery at +10.

Styles are presented in such a way as to discourage further expansion. Players can make new styles all they want, but are not yet encouraged to progress beyond those mechanics. **

Yes, because only a crazy person would try to balance a game system around "you can create whatever style you want which fits your character's personal flair" and "this is a CCG-like exception-based system which is balanced enough for CCG-like fights" where "create a style" also means "write new Magic cards which don't break the game". That's impossible unless you're me, or you, or someone equally experienced with the system, which is totally unreasonable to expect. So I cut "you can define your character's personal flair" away from "your character's personal flair may require you to write new Magic cards which don't break the game", deliberately.

Projected style mechanics which may exist in development and/or the future tie mostly to "do you have one" and "can you apply it" conditions attached to pretty strong/useful native charms. To extend the Magic metaphor, these cards are not written by the player, they are written by R&D. The player can choose the name, the card art and the flavour text, but not the effect.

Styles fall victim to what is best described as memetic tunnel vision: Their names and concepts are repeated until they become take beyond archetypes or useful shorthand, into 'facts' and concrete terms. They reduce active thought and consideration due to their nature, in the same vein as quotable soundbites. They can be remembered easily with a quip, but Styles run the risk of becoming the quip.

This isn't a mechanical issue, so I can't address it. Do you think this is mechanically solvable for you given the aforementioned constraints?

Styles themselves are a Basic Math solution to a Conceptual problem, which in my mind is best articulated as this: Charms were originally envisioned as a deck of TCG cards, and you were allowed to build your own as you saw fit. unlike most healthy TCG (competitive) gameplay environments, cards were almost never phased out, nor were restrictions leveled on their potential combinations at a systemic level. Example being, you weren't restricted to a single damage-adder charm per combo, even if you had 10 damage adder charms available.

Not... quite. Styles are a solution to a problem where I really needed to keep a conceptual/thematic element in the game but the mechanical subsystem attached to that concept was toxic radioactive cancer. In terms of allowing me to retain the former and happily divest myself of the latter, they work flawlessly.

IMO, "You are allowed to make your own" always came with the caveat "so long as you know what you're bloody well doing", and this is, well, not that common.
 
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A somewhat easy fix for Styles that would allow people to buy Charms representing secret Ultimate techniques is to allow each Style to have a single charm that can only be bought at Ability 3, Style 3, Enlightenment 1, meaning that it's the pinnacle of Skill and Magic for Mortals, but not for Exalts. These Charms would be more thematic than mechanical, giving fire hands for a Fire Dragon Style, poison touch for Snake Style, etc. They're not full on Charmsets, but they can't be Comboed with other Style Charms, since they can only be used if you're getting your Style Bonus. They're specifically not Exemplars of Styles like Earth Scorpion described, since they don't have fully fledged Charm Trees of Spirit Charms fluffed around their Style, but they do allow for mortals to get a little bit of the supernatural while not having to balance a full charm tree.
 
Ohasei, the Captain of the Vessel Asymptotic
Demon of the Third Circle
Nineteenth Soul of the Sphere of Speech


Sometimes in the wastes of the demon realm one might see a woman with pale pink hair laden with sonorous chiming bells, sailing a vessel with luridly decorated sails. Two long horns protrude from her brow and she has the tail of a rabbit. This protrudes from the back of her paper robe, which is covered in Old Realm glossolalia. She wields steel chakrams as her weapons, and would kill any who tried to deprive her of them. Her vessel is manned by beautiful woman, each one as perfect and unique and special as a snowflake. Should one encounter her, she calls out a nonsense phrase. If the listener reacts positively, then the demon princess may speak with them and offer them passage on her vessel - should they show her disdain, she will at best shun them and more likely try to slay them, for this is the nature of Ohasei.

The Captain of the Vessel Asymptotic is a conveyor and a smuggler. She knows secret paths across Kimbery, Cecelyne and through even stranger places. As long as a passenger knows where they wish to go, she has knowledge of the fastest route to that place. Should one board her vessel without a destination, though, she will take them where she feels they should be and this is seldom where they would want. Despite her great knowledge, though, ill fortune seems to blight her and the closer and closer one gets to a destination, the more and more obstacles appear in her path. In the end, most passengers disembark early rather than face another one of the catastrophes that trail her.

No vessel is beyond Ohasei, no matter how improbable. She need only carve her nonsense mnemonics in Old Realm upon her would-be vehicle and string up her brightly coloured sails and it will take her where she wills. She has sailed across the expanses of Kimbery in a hollowed out wallnut and through the skies of Qaf standing on a folded paper crane. Her hulking warship, the Vessel Asymptotic, is a long-forgotten horror of the Primordial War. Ohasei claims that it is her own original creation, but she lies - in truth, it was something that the newborn Third Circle found in the ocean of ichor that accompanied Elloge's bloody birth. Most of the time she keeps it folded up inside her robe, but when she goes to war cities burn.

Her services are not free, though. The price of her services is something of her passengers, given up to her. It may be a feeling, the colour of one's hair or even more esoteric things. A Terrestrial Exalt in the Shogunate paid with his heritage and went home to find that he was a stranger to his family and that there was another in his place.

This imposter was one of the children of Ohasei. Combining each price, she crafts one of her beloved daughters from those who catch her eye and give a little of themselves up to her. Sometimes they are mortals who bear her blood, sometimes brand new original species of lesser demon, but her most valued daughters are akuma-monsters. Those are the children crafted from the mightiest of heroes and worse of villains. In form her daughters resemble their mother, but from the fees that make them up there are countless minor changes in appearance, mannerisms and personality.

Regardless of their nature, though, the daughters of Ohasei reject all connection to their donors and claim that they are utterly unique and special. For all their pretences, though, if their mother wills it they fall in line behind her, acting merely as extensions of her will. That is how Ohasei goes to war - about her flagship, manned by a legion of her daughter-bodies. The rest of the time, her daughters reside upon one of her vessels, man her offices and docks which are scattered throughout Hell, or go off on strange and exotic quests on their mother's orders. It is through them that Ohasei gathers the priceless cargos she carries when she does not have passengers.

If all were as Ohasei wished, her daughters would be the only heroes and villains known to Creation and Hell alike. It is for that reason that she loves and hates the Exalted, for her mightiest children are made from their fees and yet their power makes a mockery of her efforts. It is this obsession that gives her egress from Malfeas, for she can be called forth to offer passage when a powerful being demands entrance to Hell, or when a shipwreck would strand mighty souls. Her daughters find it easier to slip out - indeed, her mortal children can exit at any time and are often tasked with calling forth their sisters - and they are her main agents in Creation. The Immaculate Order has extensive texts covering the progeny of Ohasei and how to combat their pernicious influence - made somewhat easier by their tendencies towards vanity and a lack of subtlety.

Notes and Abilities: Sorcerers call upon Ohasei for her services as a sailor and smuggler, or for her trade cargoes. She can plumb the depths of the Wyld or the darkness of the Underworld with the power of a demon princess ensuring safe passage and with terrifying speed, though as she approaches her destination more and more obstacles arise. Meanwhile, within her storerooms in Hell she has many valuable cargoes or exotic ingredients. She can be bound to return to them and bring a full ship load forth for her binder.

A fee must be paid to travel with her. This is part of her nature, and she cannot avert it - not that she wishes to. The trait she takes is removed via a Shaping effect, leaving in its place something consummately dull and uninteresting and altering memories so everyone only remembers the new trait. A character who trades their fiery red mane of hair will find that they have - if you ask anyone - always had dull brown hair, while someone who trades their love for their husband will find that while they are still married, as far as everyone is concerned it has always been a loveless marriage.

The daughters of Ohasei may be summoned by a sorcerer independently of their mother. Demon of the First Circle may call a daughter whose Enlightenment is 4 or less, while Demon of the Second Circle may call one of the rare akuma-monsters whose power rivals a demon lord. Regardless, their nature as an extension of their mother means they cannot be bound, though the loopholes in the laws that allow Ohasei to sneak lesser extensions of herself out constrain her such that they cannot harm their summoner for as long as they remain in Creation unless the sorcerer permits them to, which breaks that obligation.

If addressed properly the daughters of Ohasei may be used to communicate with their mother without freeing her from Hell, It is rumoured that certain of the Sidereal Exalted use this channel - and it is further rumoured that Ohasei spies on other demon princes and trades knowledge she discovers to the Chosen of the Maidens, in return for choice souls with particularly auspicious traits. If this is the case, she would no doubt demand a mighty price for information on the Infernal Exalted.
 
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