[Exalted, ?] Most High

Wait, when did fighting Super Magic Kung Fu Monks with Elemental mojo turn into the Game of Thrones?!
 
Artifact Update 2
Alright, I'm going to post the Evocations for Ambition (up to Celestial) and Zao's Storm Armor. These are still subject to change, but you can get an idea of what you're buying. Each Evocation is 80,000 XP to Flash-buy, or 40,000 normally. If someone could make good-looking Charm trees for this, it would be really helpful. There would be much XP in it for you.

As suits its status, all of Ambition's Evocations are at or near the limit of power / efficiency for Evocations. It is really powerful, and care should be taken with its introduction to any campaign. Ambition's tags are as follows: Light, Melee, (Two-handed, Chopping)*

*Only when wielded with two hands. Represents the incredible speed, balance, sharpness, and raw killing power inherent in the blade.

Ambition

Killing Perfection Technique (E1, 4m, Supplemental)

Against those who believe its edge can be stopped, Ambition cuts seamlessly through. Odyssial's strikes significantly reduce the effectiveness of enemy armor, and his killing blows are murderously deep. Ignore (Dexterity) points of soak on a withering attack, or Double 10s on a decisive attack.

Flash of Steel (E1, 2m, 1wp, Reflexive)
Pre-req: Killing Perfection Technique

Against those who believe its reach to be limited, Ambition may deliver a swift reply. When attacked from outside melee range, Odyssial may meet that attack head-on. Sunlight flashes off his blade as if it were high noon, and he if overcomes the strike, so effortless is his deflection that it robs all momentum from his assailant.

Odyssial may reflexively Clash a non-melee attack directed at him from beyond close range; if successful, he gains one Willpower. This Clash must be withering, and inflicts Initiative damage if successful. This does not count as his action for the turn. He may not clash any other type of attack with this Charm.

Flawless Mirror Shield (E1, -, Permanent)
Pre-req: Flash of Steel

Against those believe its guard will ever fail, Ambition finds a way. When the bulwark of its edge is raised, Odyssial may block even unblockable attacks.

Odyssial's Bulwark Stance (and Fivefold Bulwark Stance) now allow him to apply his Parry Defense against unblockable attacks for the duration.

Saber Mirror Shield
(E1, -, Permanent)
Pre-req: Flawless Mirror Shield

Against those who believe that it can be overcome by a hundred thousand lesser swords, Ambition displays its utmost scorn. Odyssial's superhuman guard grows in efficacy the more times he is attacked during a round.

Odyssial's Bulwark Stance (and Fivefold Bulwark Stance) may now reverse onslaught penalties instead of merely negating them.

Sunbeam Pierces Mist (E2, +2m, +1wp, Reflexive)
Pre-req: Saber Mirror Shield

The edge of Ambition parts metal as a lesser blade parts mist.

This technique upgrades Killing Perfection Technique. If he pays the surcharge (+2m, +1wp), Odyssial's attack also ignores soak from armor if withering, or also ignores Hardness if decisive.

The King Stands Against (E1, -, Permanent)
Pre-req: Flawless Mirror Shield

The King stands against those who none other dare face. When faced with an opponent whose Permanent Essence is greater than 5, and who the ST adjudicates to be significantly stronger than him, the cost of Odyssial's Melee Excellency is reduced by 1 mote per point of their Permanent Essence above 5, to a maximum reduction of 5 motes at Essence 10.

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Celestial Evocations

Sunlit Brilliance Stroke (E2, +4m, Reflexive)
Pre-req: Saber Mirror Shield

This technique upgrades Flash of Steel. If he pays the surcharge (+4m), he may instead Clash any type of attack with Flash of Steel.

Beyond Perfection Ascendancy (E2, -, Permanent)
Pre-req: The King Stands Against

Once per Essence level, Odyssial may treat his permanent Essence as one dot higher for purposes of learning a Charm. Ignore that Charm's training time. Knowledge of the Charm fades if the wielder is separated from Ambition for more than one month.

This Charm may be re-purchased as an Adamant Evocation, with the same effects.

Flawless Killing Instrument
(E3, -, Permanent)
Pre-req: Sunbeam Pierces Mist

When faced with limits, Ambition exceeds them.

Ambition's Accuracy and Damage permanently increase by 1.

Odyssial may pay a 1wp surcharge upon activating his Killing Perfection Technique to extend its duration to One Scene, or until he resets to base Ini, whichever occurs first. He must still pay for any upgrades to the basic Evocation on a per-activation basis.

Annihilating Stroke
(E3, 4m, 1wp, Decisive-only, Supplemental)
Pre-req: Flawless Killing Instrument

Against an enemy with lower Initiative, this technique adds the difference to the raw damage of a decisive attack against them. Odyssial loses twice the normal amount of Initiative if this attack fails. Once per scene, unless reset by incapacitating an enemy. Strikes dematerialized opponents.

At Initiative 15+, the attack and damage rolls gain Double 9s.

The King Stands Alone
(E4, -, Permanent)
Pre-req: Beyond Perfection Ascendancy, The King Stands Against

When faced with more than one worthy opponent (as adjudicated by the ST; a battle group counts as one opponent), the cost of Odyssial's Melee Excellency is reduced by 1 per opponent, to a maximum reduction of 5 motes at five or more opponents. Under such conditions, he could purchase 5 dice for free, or 10 dice for 5 motes.

All Under Heaven
(E4, -, Permanent)
Pre-req: The King Stands Alone

At Initiative 20+, Odyssial's Heaven Sword Flash is now effective out to Medium range. At E5+, his Circle of Reaving is also effective out to Medium range.

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Adamant Evocations

Peerless Skill (E4, -, Permanent)
Pre-req: Beyond Perfection Ascendancy, Rising Sun Slash

He who masters his Ambition is unrivaled in all stances and forms. While his anima banner is at bonfire and his Initiative at 20+, lower the TN of all Odyssial's actions by 1, to a minimum of 6, and raise his static defenses by 1. Additionally, lower the TN of his damage rolls by 1, to a minimum of 6.

Outside of combat, Odyssial is always considered to have enough Initiative to benefit from this Evocation, if he spends at least one scene working to prepare for the action.

If Odyssial benefits from TN lowering effects due to Sidereal Astrology, instead the TN minimum of this Charm is 5.

Divine Dragon Speed (E4, - (5m, 1wp), Reflexive)
Pre-req: Flawless Killing Instrument, Awakening Eye

When Joining Battle with Awakening Eye, Odyssial may re-roll (Athletics/2, round up) additional non-successes.

When resetting to base Initiative after a succesful decisive attack, if he would benefit from the Dawn Caste bonus to Base Initiative, that bonus is increased to (Essence) from (Essence/2).

Scattering August Leaves (E4, -, Permanent)
Pre-reqs: The King Stands Alone, Divine Dragon Speed

This permanently upgrades The King Stands Alone.

When Odyssial vanquishes a foe while under its benefits, he adds +1 to the base initiative he resets to afterwards for each worthy opponent still opposing him, to a maximum of (Melee) extra base initiative. This effect stacks with Divine Dragon Speed.

If Immortal Blade Triumphant is active, Battle Groups do not apply their Size modifier to attack rolls against him.

Ordering the Constellations (E5, 7m, 1wp, Simple)
Pre-req: Peerless Skill

As a normal withering attack, but additional successes on the attack roll are treated as a multiplier to final damage rather than adding to raw damage. Once per scene, reset by incapacitating a worthy foe or destroying a similarly worthy battle group.

Unassailable Wall of Blades (E5, -, Permanent)
Pre-req: Divine Dragon Speed

This permanently upgrades Flash of Steel. The cost of that Charm (including surcharges from upgrades) is reduced by 2m per activation in one round, to a minimum of 0m.

Fell-Handed Fury (E4, -, Permanent)
Pre-req: Annihilating Stroke

This permanently upgrades Annihilating Stroke. Against spirits, creatures of darkness, and those to whom Odyssial holds a Defining Tie of hatred, it applies the effects of the Ghost-Eating Technique - Aggravated damage, motes stolen by wound level, and final obliteration if killed by this strike.

If Immortal Blade Triumphant is active, at Initiative 35+, simply double final damage rather than applying double 9s to the damage roll.

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Awoken Mind Evocation Tree


Celestial Evocations

Saint and Killer Awakening (E3, -, Permanent)
Pre-req: Flawless Killing Instrument

The Ambition of Odyssial rouses from its slumber, the links of attunement firing like optic nerves, interfacing with soul and Exaltation, fusing inextricably.

Once per day, Ulyssian may draw five motes reflexively from Ambition, as though it were a familiar linked to him with Spirit-Tied Pet. Once per day, he may draw a single point of Willpower as a Simple action.

Once per scene, upon vanquishing a worthy foe, he may pay 3m to gain one point of temporary Willpower. A battle group counts as one foe.

What Rouses Glory (E3, -, Permanent)
Pre-reqs: Saint and Killer Awakening

Awakened, the blade Ambition is no separate object, but an inseparable reflection of its wielder's glory. A tyrant lizard might have two brains; a human being might have two souls - still they are one entity. Who awakens his Ambition gains the following powers:

Inexhaustible: So long as Ambition is manifest, training counts as deep meditation for purposes of restoring Willpower and motes.

Relentless Force
: Ulyssian can put off up to (Essence) days of sleep per month; so long as he is engaged in activities that are both urgent and important, he benefits at dawn each day as if he'd rested completely. He must recover at least half the sleep so postponed, after the crisis has passed, in order to use this Charm again.

Indomitable Will: If Ulyssian knows the Charm Righteous Lion Defense, he may ignore the clause against overly broad Intimacies, so long as the principle in question is "I always find a way."

Clarity of Purpose: If Ulyssian knows the Charm Phoenix Renewal Tactic, he may always use it to defend against Psyche Effects.

War-Binding of Eternity (E4, -, Permanent)
Pre-reqs: Saint and Killer Awakening, Immortal Blade Triumphant

A weapon peace-bound cannot be drawn. A weapon war-bound always is.

The character may accept a point of Indefinite Limit, which cannot be released unless he wills it. The duration of his Immortal Blade Triumphant is extended indefinitely, until that point of Limit is released. The Charm will persist even if the character banishes and summons his weapon with Summoning the Loyal Steel, allowing him to free that hand for normal use.

This Charm may be re-purchased as an Adamant Evocation. This allows motes committed to Immortal Blade Triumphant to be used towards Ambition's attunement cost, and gives the blade the Smashing tag, as the flat, pommel, and hilt of the blade become equally lethal as its edge. This function is believed to be new, introduced from Ulyssian. [Repurchase Acquired]

Adamant Evocations

Stroke of Benevolence (E4, 2m+, Reflexive, Instant)
Pre-reqs: What Rouses Glory, Peerless Skill

The apex of unfairness is the selective imposition of fairness.

Odyssial may ignore all penalties to an Ability roll or static defense. If he does so, his opponent ignores all penalties to their contesting roll or appropriate defense. If he has no opponent, this Evocation instead costs 5m. This effect does not protect against ambushes.

Hymn of the Morning (E4, -, Permanent)
Pre-reqs: Stroke of Benevolence

Cloaked in the light of the morning, Odyssial's movements betray a fluid symmetry of form, a grace beyond swordsman or forest predator. The character must accept a point of Indefinite Limit to benefit from this Charm.

If fighting at the head of a battle group, Odyssial is considered to be using Defend Other on that Battle Group reflexively, if he so desires. His awe-sundering skill inspires supreme coherence, defensive coordination, and true grit in those he fights beside - alternatively, he simply intercepts every attack directed their way.

If Immortal Blade Triumphant is active, the per-scene effect of Saint and Killer Awakening is now reset every time Odyssial dispatches a worthy foe or Battle Group, and its cost becomes 0m. Effects from his opponents which single out particular Charms, like Hundred Shadow Ways, may not target Immortal Blade Triumphant.

Captain of Ten Thousand Orisons
(E4, -, Perilous, Permanent)
Pre-reqs: Hymn of the Morning

Odyssial is the destroyer of ten thousand abominations, the liberator of ten thousand peoples, the Strategos of ten thousand armies. Before his advance, fleets crumble, monsters flee; nations and armies are rendered to dust.

After activating Immortal Blade Triumphant, Odyssial adds his (Essence) to the raw damage of all attacks, halves all post-soak withering damage taken, and may ignore (Essence/2, round up) levels of damage taken every turn. He may allow damage from one attack to pass in order to block damage from another, or split the levels. At E5+, Battle Groups that benefit from Hymn of the Morning also receive these benefits.

If Immortal Blade Triumphant is active when he Joins Battle, he always claims the benefits of this Charm until his second turn in combat. At the beginning of his second and subsequent turns, he must have spent 8+ motes on offensive Charms in the previous turn, or launched a decisive attack sometime during the previous turn, to benefit from this Charm. He does not benefit from this Charm while Crashed.

Crowned By Metis (E5, -, Permanent)
Pre-reqs: Beyond Perfection Ascendency x2, Captain of Ten Thousand Orisons

Odyssial was born of no especial provenance. His crown he seized by what lay below it. He who masters his Ambition, will always find a way.

When Odyssial uses this Evocation, a slender crown of pure white light bursts upon his brow, its central teardrop jewel shining like a star of grey and silver. This effect cannot be concealed or altered by any means.

Once per scene, Odyssial may add his full (Int + Lore) in dice to any stunted Ability roll that does not use Archery, Brawl, Martial Arts, Melee, or Thrown. He may always add up to ten dice if he would break the dice cap for that Attribute + Ability, but still may not add more than ten dice total from Charms.

Once per story, Odyssial may spend 1 Willpower and gain 1 Limit to reflexively roll Join Battle at any point in combat, doubling 8s and gaining motes equal to the number of successes. If this restores him to above base Initiative, it ends Initiative Crash.

This Evocation can be reset upon entering Limit Break, or by performing a three die stunt of spectacular ingenuity (GM's discretion) in the advancement or defense of a Defining Intimacy.


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The Storm Armor of Shogun Feng (Artifact 4 Heavy Armor)
This form-fitting articulated lamellar is of blue and black jade construction. Few indeed know that some of its armored inserts are forged of soulsteel. Into this armor, Lung Feng Zao once drew all the winds, save the West wind, and bound them to serve him.

Southern Wind Deflection - (E1, 3m, 1i, Reflexive, Dual, One Round) - The character subtracts (Wits/2, rounded up) dice from post-soak withering damage, or adds that much to his Hardness.

Northern Wind Offensive (E1, 3m, 1i, Reflexive, One Scene) - Every time the character strikes an opponent with a close-ranged withering attack, she may increase her armor's soak value by 1, to a maximum of three. While her soak is augmented, she may apply the Smashing tag to her weapon.

Eastern Wind Invigoration (E1, 3m, 1i, Reflexive, Indefinite) - The character may fly. She may move range bands vertically as well as horizontally at normal speed. If she could already fly, this Evocation costs 2xp to learn.

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Celestial

Crackling Onslaught Voyage - (E2, 1m per 1a, up to 3a, Indefinite) - To assault the character is to embark on a voyage of cruel winds and thunderstorms.

The character shunts her anima into her armor, generating fierce arcs of lightning from its surface. The actinic glow imposes a -3 penalty on Stealth attempts. She may store up to three levels of anima at once. While this effect is active, each 1 in an attack roll targeting her subtracts 1 point of Initiative from the opponent who launched it, to a maximum of (anima levels stored) points per strike. She is also completely immune to wind-, cold-, and lightning-based environmental hazards.

At E5+, Initiative lost from this effect is awarded to the wearer.

Swifter Than Silence (E2, Permanent) - Long seconds after lightning splits the sky, it reigns silent, awaiting the thunder to catch it.

The character may suppress the Stealth penalty and associated visual / auditory effects of Crackling Onslaught Voyage, and ignores any mobility penalties to Stealth.

She increases the permanent soak and Hardness of this armor by 1.

Shock and Thunder Arrival (E2, 3m, Supplemental) - The wearer may use this Evocation against any opponent whose Initiative is lower than hers. Her attack ignores penalties from cover and concealment. If her attack Incapacitates the target, she gains one point of temporary Willpower.

If used in the first round of combat, her attack gains one non-Charm success.

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Adamant

Hurricane Force Harnessed (E3, 5m, 1wp, Supplemental) - The character adds half her armor's soak (rounded up) in dice to a Clash attack, and may re-roll (Essence) dice that come up failures. If her attack is Smashing and decisive, she inflicts short-range falling damage upon her opponent in addition to normal damage done.

Eye of the Storm
(E4, 6m, 3i, 1wp, Reflexive, One Scene) - If the character possesses the full 3-point soak bonus of Northern Wind Offensive, as well as a full 3 levels of anima stored by Crackling Onslaught Voyage, once per story she may unleash this Charm in response to being struck by an attack with at least 20 raw damage. Set her soak to infinite against that attack if it is withering, or double her Hardness if it is decisive.

A Difficulty 5 (Resistance + Stamina) Environmental Hazard with Damage 7i (7L in crash) manifests around her, and any attacks targeting her that originate from a zone outside hers must contend with a -5 wind penalty. The size of the Storm expands rapidly: one range band in radius per turn, soon evolving into a full-fledged hurricane. Outside her zone, the Damage and Difficulty of the Hazard are halved (round up). Armies and nations are shattered before her wrath; after the storm reaches Extreme range in radius, it cannot be stopped until she wills it or it vents its fury. All characters besides the wearer also suffer the full normal consequences of being inside a hurricane.

This effect can be reset by destroying a major obstacle to the character's plans - an army, temple-fortress, or city that opposes her.
 
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The Storm Armor of Shogun Feng (Artifact 4 Heavy Armor)
This form-fitting articulated lamellar is of blue and black jade construction. Few indeed know that some of its armored inserts are forged of soulsteel. Into this armor, Lung Feng Zao once drew all the winds, save the West wind, and bound them to serve him.
Why didn't he bind the West Wind?
 
Huh. Question! Since you can refund your xp on purchase can we do that with the Shogun's Armor? Or are we getting a discounted refund cause of Flash purchasing?
 
[X] Full Commitment

Since I don't have the energy or time for a write-in at the moment and given the stakes we're fighting for... I can't in good conscience vote for anything other than Full Commitment. Also, just... look at those Evocations, man. It's a damn shame we can't keep the armor.
 
[X] Full Commitment

Since I don't have the energy or time for a write-in at the moment and given the stakes we're fighting for... I can't in good conscience vote for anything other than Full Commitment. Also, just... look at those Evocations, man. It's a damn shame we can't keep the armor.

Sure you can, he's not using it!
 
Sure you can, he's not using it!
Well, I wouldn't want to deprive him of his armor permanently even if he is unspeakably deadly with martial arts alone, since he's presumably devoted a lot of time and effort to mastering its powers, and we've still got that five-dot suit of plate waiting for us somewhere in the world. Still, those Evocations would help us enormously; the ability to fly alone would give us a serious maneuverability advantage over ground-bound opponents.
 
Well, I wouldn't want to deprive him of his armor permanently even if he is unspeakably deadly with martial arts alone, since he's presumably devoted a lot of time and effort to mastering its powers, and we've still got that five-dot suit of plate waiting for us somewhere in the world. Still, those Evocations would help us enormously; the ability to fly alone would give us a serious maneuverability advantage over ground-bound opponents.

It doesn't matter, he'll be dead soon anyway!

I mean, how considerate of you.
 
Okay, it has become abundantly clear that some form of Accept, with or without negotiation at the fore, is going to succeed. In that case, let's differentiate between the two options:

[ ] Reckless Disregard - Maintain your long-term potential by entering only with the Charms you acquired from training. Your chances of victory are good, with appropriate write-ins, but not spectacular. However, if you succeed, you will be far more powerful in the long term. If you prevail, you will continue your training at the Academy, and have the opportunity to interact with your friends.

[ ] Full Commitment - Despite the massive cost to your long-term power, it's simply too important for you to win now. The death-bearing intensity of this moment crystallizes a lifetime of battle, and you draw out immense ability in the moment, at the cost of your future strength. Spend all your available XP to flash-buy as many Charms and Evocations as possible. If you prevail, you will likely soon discover that training has extremely marginal benefits, and will be sent onto missions. After accounting for the 4 Charms and 1 Evocation you have already bought, you will be able to buy an additional 4 Charms and 6 Evocations (or 1 Charm and 9 Evocations, etc), making victory all but assured.

If Full Commitment wins, we'll discuss what Charms and Evocations you can get. But, I don't want to bias things against Reckless Disregard by giving details yet.
Hmm. Rihaku, could we get this added to the threadmarks? Some people like to read even short vote-updates like this when archive-binging, and it also makes easier for late-comers to find out what we have been doing.
 
[X] Reckless Disregard - Maintain your long-term potential by entering only with the Charms you acquired from training. Your chances of victory are good, with appropriate write-ins, but not spectacular. However, if you succeed, you will be far more powerful in the long term. If you prevail, you will continue your training at the Academy, and have the opportunity to interact with your friends.
 
An idea for a stunt in the upcoming fight...

It's not overly present, but Exalted has a kind of Wujing Elemental Cycle (it's explained in one of the Dodge Charms in MoEP:DB), so why not go through them sequentially, and derive our motions and tactics from appropriate elemental aspects? Starting with our impersonation of Fire, for example.

As a bonus, it would make us seem like an exemplar of the Terrestrial Elements...
 
That's an amazing tree progression!

We should definitely get up to Saber Mirror Shield, because that sounds like the most useful right now.
 
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