Parabola
Divided Loyalties Librarian
- Location
- The Destination of Fate
- Pronouns
- She/Her
I've been trying to get a grasp on 3e and Exalted in general for a few months, so like a fool I decided it'd be a great idea to venture into the terrifying world of homebrew. I was reading through 2e and the Fair Folk caught my eye, and it sort of devolved into me trying to adapt some of their charms into 3e without requiring a bunch of Backgrounds/Merits to power them. I'm basically stripping the whole system of shaping combat, explicit uses of the Graces, and anything it doesn't really need.
It's not that I don't enjoy or understand shaping combat, it's just that it doesn't mesh well with the already-existing system of play. Players shouldn't need to learn a whole new system to fight or play a splat. So I've been basically taking away gossamer-as-a-resource, replaced most charms that require it with willpower (some of those effects are very powerful), and generally moved around a lot of things.
I'd like to say I've made progress but honestly I'm not really confident on the raksha themselves. I am, however, slightly more confident on how I've adapted Laughing Monster Style into a martial art, so I'd like to ask feedback on it. I have no clue just how balanced this is. I just kinda eyed it and compared it to existing 3e styles. I'm sure a lot of the charms are too weak or too strong, too expensive or too cheap, or too limiting in some ways, so please don't hesitate to be harsh or give suggestions on how to fix it.
It's not that I don't enjoy or understand shaping combat, it's just that it doesn't mesh well with the already-existing system of play. Players shouldn't need to learn a whole new system to fight or play a splat. So I've been basically taking away gossamer-as-a-resource, replaced most charms that require it with willpower (some of those effects are very powerful), and generally moved around a lot of things.
I'd like to say I've made progress but honestly I'm not really confident on the raksha themselves. I am, however, slightly more confident on how I've adapted Laughing Monster Style into a martial art, so I'd like to ask feedback on it. I have no clue just how balanced this is. I just kinda eyed it and compared it to existing 3e styles. I'm sure a lot of the charms are too weak or too strong, too expensive or too cheap, or too limiting in some ways, so please don't hesitate to be harsh or give suggestions on how to fix it.
Laughing Monster Style is an alien martial art occasionally used by the Fair Folk, who ride into Creation from the Wyld. Perhaps the style is just a 'natural' imitation of some of the rakshas' behaviors and narratives, developed by some lost savant. Or perhaps, even the bizarre denizens of the lands beyond Creation found it in themselves to learn the discipline of martial arts and for whatever reason created their own; the truth of the matter is unknown, and probably beyond the boundaries of this world.
The Laughing Monster is a demonic child ruled by impetuosity and wicked humor, a merry prankster who takes inordinate joy in the humiliation of his rivals. The Laughing Monster mocks the idea of society, and those who follow this path abandon all pretense of diplomatic solutions. A martial artist who plays the role of the Laughing Monster adopts the persona of a childish and rude trickster. Many, however, take pleasure in using this style to mock cruel dictators and humble the proud and haughty.
Laughing Monster Weapons: Laughing Monster style utilizes unarmed attacks, staffs, swords and spears. Laughing Monster utilizes elegant, sweeping movements meant to draw the opponent's attention and cut through stalwart defenses. Any unarmed strike or staff attack enhanced by a Laughing Monster charm can be always stunted to deal lethal damage.
Armor: Laughing Monster Style is compatible with medium armor.
Complementary abilities: Most Laughing Monster stylists have at least some expertise with Socialize, to mock and trick their opponents with, and many charms of the Style benefit from understanding and exploiting the motivations of its opponents.
Furiously Stalling Destiny
Cost: 3m; Mins: Laughing Monster Style 2, Essence 1
Type: Reflexive
Keywords: Counterattack, Withering-only
Duration: Instant
Prerequisite Charms: None
The Laughing Monster turns every attack back against his attackers, mocking their every effort. This charm may be used either after the stylist has been targeted by a withering attack, or after someone has attempted to influence him socially in combat. In the former case, the martial artist may attempt a normal withering counterattack. In the latter case, the martial artist may roll (Charisma + Socialize) to inspire her target with an emotion related to anger, frustration, or distraction.
Either way, if successful, the opponent faces a -1 penalty to attempting to attack or socially influence the stylist for the rest of the fight. The penalty imposed by this charm is cumulative, up to a rating of the user's Essence.
Deeper into Trouble Technique
Cost: 3m; Mins: Laughing Monster Style 3, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Furiously Stalling Destiny
The Laughing Monster's tomfoolery drives her enemies to distraction and rage. Deeper into Trouble Technique supplements a physical attack or an attempt at inspiring an emotion related to anger or distraction. If successful, the Laughing Monster's mien is so infuriating, that those affected must pay 1 wp to target anyone other than her with their attacks or attempts at social influence for the rest of the fight. Affected enemies may still choose to attack other targets if the stylist is considerably out of reach or nowhere within sight.
Laughing Monster Form
Cost: 6m; Mins: Laughing Monster 4, Essence 2
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charm: Deeper Into Trouble Technique
The martial artist infuses her body with the Essence of the dweller in the between, the laughing monster that twists oaths and intentions against their holders. Upon successfully defending against a physical attack or an attempt at socially influencing the martial artist in combat, the stylist may attempt to redirect the attack or social influence to a viable target by spending 1 wp. If successful, attacker must roll against the new target's Defense or Resolve, as if normally attempting an attack on them. An appropriate stunt may be necessary to explain how the stylist redirects ranged attacks or specific attempts at social influence. In the latter case, some raksha stylists recommend saying uncouth things about someone's heritage.
Inauspicious Moment for Attack
Cost: 2m per target; Mins: Laughing Monster 5, Essence 2
Type: Reflexive
Keywords:
Duration: Instant
Prerequisite Charm: Laughing Monster Form
With the arts of distraction and omen, the laughing monster slows the enemy's advance. This charm may only be used at the beginning of a battle; the martial artist spends two motes per target to be affected, and then rolls Charisma+Martial Arts. Each opponent whose Join Battle roll produces less successes than the result of this roll is rendered unable to target her with an attack for (Essence) turns, or until they have been attacked by her.
Subtle Hammer
Cost: -; Mins: Laughing Monster 5, Essence 3
Type: -
Keywords: Terrestrial
Duration: Permanent
Prerequisite Charm: Inauspicious Moment for Attack
The Laughing Monster's intentions cannot be divined. Even when he openly tells his adversaries what he plans to do, few have the wit to see through the misdirection. Unless supported by Charms, any attempt to read his intentions automatically fails.
At Essence 4+, the martial artist automatically knows when someone fails to read his intentions, and may cause the attempt to instead 'reveal' any other motivation he desires. It costs 1 wp to see through this deception.
Terrestrial: It costs a Dragon-Blooded 1 wp to attempt to 'reveal' any other motivation he desires after someone attempts to read his intentions.
Thieves Fall Out
Cost: 5m; Mins: Laughing Monster 5, Essence 2
Type: Simple
Keywords: Mastery
Duration: One scene
Prerequisite Charm: Laughing Monster Form
Before the Laughing Monster's trickery, alliances fail and bonds of friendship shatter. The martial artist targets two targets within short range, and through a mix of anticipating his enemies' movements and manipulating his own, as long as the targets are within close range of each other, they will suffer a -2 penalty to all combat and movement rolls. This technique cannot manipulate a battle group to enter in conflict with itself, but it can cause friction between it and their commander, as long as they are distinguishably different targets.
Mastery: The targets instead suffer the penalty as long as they are within short range of each other.
Poisoned Whispers
Cost: 8m, 1 wp; Mins: Laughing Monster 5, Essence 3
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charm: Thieves Fall Out
Lies and dissimulation permit the Laughing Monster to turn his enemies against one another. Like a demented child, he exults in their discord. This Charm supplements an instill attempt to weaken one of the target's Intimacies. If successful, the martial artist is able to immediately invert a positive Intimacy into a negative one with a connotation of her choice, or viceversa. This effect requires 2 wp to resist.
Unitary Being Forge
Cost: 5m, 1wp; Mins: Laughing Monster 4, Essence 3
Type: Simple
Keywords: Psyche, Mastery
Duration: Instant
Prerequisite Charm: Laughing Monster Form
The Laughing Monster is ever ready for awkward silences and social faux pas and can seize upon such moments to humiliate his rivals and heap scorn upon them. This charm inflicts an unnatural illusion on any pairs of characters within short range of the martial artist who have mutual negative Intimacies towards one another, causing them to believe the object of their Intimacy has just uttered a deadly insult toward them. It takes 2 wp to see past this illusionary effect.
Some raksha use this Charm to map unfamiliar social environments in which they find themselves; others find it an amusing way to pass a slow afternoon.
Mastery: The range of the illusion effect is instead out to medium range of the martial artist.
Shuffling the Pieces
Cost: 3m; Mins: Laughing Monster 5, Essence 3
Type: Reflexive
Keywords: Terrestrial
Duration: Instant
Prerequisite Charm: Unitary Being Forge
Never predictable, let alone boring, the Laughing Monster always strikes in a manner that defies expectation. After successfully incapacitating or killing an opponent and resetting her Initiative, the martial artist may roll Charisma+Martial Arts. For each success, the martial artist gains 1 Initiative, to a max of (Essence + extra damage that was not needed to incapacitate or kill the opponent) Initiative. The stylist may also use this charm after emptying the Magnitude track of a Battle Group, but in such a case, the initiative they may gain is limited to a max of (Essence). The stylist may choose to not gain any Initiative herself and instead spread the gained Initiative among her allies, if any.
This charm may only be used once per scene.
Terrestrial: Unless she finds herself alone, a Dragon-Blooded stylist may only choose to spread gained Initiative with her allies.
Dancing Wind Monster Transformation
Cost: 10m, 2wp; Mins: Laughing Monster 5, Essence 4
Type: Simple
Keywords: Mastery
Duration: Instant
Prerequisite Charm: Shuffling the Pieces, Subtle Hammer, Poisoned Whisper
The Laughing Monster is a creature of divisions, who enters or leaves the story at his own pace. He fades away, leaving only the sound of his mocking laughter and the enraged bellows of his beaten foes, or he appears unexpected, astonishing his impromptu hosts.
This charm may be used to escape any confined space in which the martial artist finds himself in, depositing him just outside such boundaries, but only if such a space poses danger to the martial artist (such as a large prison full of angry inmates looking to tear the martial artist apart, a clock tower full of monsters, or even a sealed coffin underneath the earth in which the martial artist has been buried alive). This charm may alternately be used to enter inside one such nearby confined space, but only as long as there is something within that poses danger to the martial artist (such as a Solar tomb, a sealed city which a government has declared a quarantined area, or even the inside of the Imperial Manse1).
In either case, the charm will never immediately kill or injure the martial artist for using it - if the nearest exist to a high tower is an open window on the seventh floor of a tower, he will appear outside of the front door on the bottom floor. If he is entering the secret volcano lair of a local god, he will not suddenly appear in a pit of lava. However, the Charm does not account for any guards or traps nearby that might feel hostile towards him. The narrative of the Laughing Monster leaves the rest of the stylist's escape or infiltration up to his own cleverness and skill.
This Charm may only be used once per story, but may be reset when the martial artist goes out of his way to get himself into or out of trouble, after spending a considerable amount of time trying to do the opposite.
Mastery: The martial artist may take along (Essence) other consenting characters with him into or out of trouble.
1 It would be worth noting that such an attempt at entering such highly-protected locations is likely to backfire, but if a stylist has progressed enough in this style to achieve this technique, they probably don't care about common sense or their own self-preservation that much.
The Laughing Monster is a demonic child ruled by impetuosity and wicked humor, a merry prankster who takes inordinate joy in the humiliation of his rivals. The Laughing Monster mocks the idea of society, and those who follow this path abandon all pretense of diplomatic solutions. A martial artist who plays the role of the Laughing Monster adopts the persona of a childish and rude trickster. Many, however, take pleasure in using this style to mock cruel dictators and humble the proud and haughty.
Laughing Monster Weapons: Laughing Monster style utilizes unarmed attacks, staffs, swords and spears. Laughing Monster utilizes elegant, sweeping movements meant to draw the opponent's attention and cut through stalwart defenses. Any unarmed strike or staff attack enhanced by a Laughing Monster charm can be always stunted to deal lethal damage.
Armor: Laughing Monster Style is compatible with medium armor.
Complementary abilities: Most Laughing Monster stylists have at least some expertise with Socialize, to mock and trick their opponents with, and many charms of the Style benefit from understanding and exploiting the motivations of its opponents.
Furiously Stalling Destiny
Cost: 3m; Mins: Laughing Monster Style 2, Essence 1
Type: Reflexive
Keywords: Counterattack, Withering-only
Duration: Instant
Prerequisite Charms: None
The Laughing Monster turns every attack back against his attackers, mocking their every effort. This charm may be used either after the stylist has been targeted by a withering attack, or after someone has attempted to influence him socially in combat. In the former case, the martial artist may attempt a normal withering counterattack. In the latter case, the martial artist may roll (Charisma + Socialize) to inspire her target with an emotion related to anger, frustration, or distraction.
Either way, if successful, the opponent faces a -1 penalty to attempting to attack or socially influence the stylist for the rest of the fight. The penalty imposed by this charm is cumulative, up to a rating of the user's Essence.
Deeper into Trouble Technique
Cost: 3m; Mins: Laughing Monster Style 3, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Furiously Stalling Destiny
The Laughing Monster's tomfoolery drives her enemies to distraction and rage. Deeper into Trouble Technique supplements a physical attack or an attempt at inspiring an emotion related to anger or distraction. If successful, the Laughing Monster's mien is so infuriating, that those affected must pay 1 wp to target anyone other than her with their attacks or attempts at social influence for the rest of the fight. Affected enemies may still choose to attack other targets if the stylist is considerably out of reach or nowhere within sight.
Laughing Monster Form
Cost: 6m; Mins: Laughing Monster 4, Essence 2
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charm: Deeper Into Trouble Technique
The martial artist infuses her body with the Essence of the dweller in the between, the laughing monster that twists oaths and intentions against their holders. Upon successfully defending against a physical attack or an attempt at socially influencing the martial artist in combat, the stylist may attempt to redirect the attack or social influence to a viable target by spending 1 wp. If successful, attacker must roll against the new target's Defense or Resolve, as if normally attempting an attack on them. An appropriate stunt may be necessary to explain how the stylist redirects ranged attacks or specific attempts at social influence. In the latter case, some raksha stylists recommend saying uncouth things about someone's heritage.
Inauspicious Moment for Attack
Cost: 2m per target; Mins: Laughing Monster 5, Essence 2
Type: Reflexive
Keywords:
Duration: Instant
Prerequisite Charm: Laughing Monster Form
With the arts of distraction and omen, the laughing monster slows the enemy's advance. This charm may only be used at the beginning of a battle; the martial artist spends two motes per target to be affected, and then rolls Charisma+Martial Arts. Each opponent whose Join Battle roll produces less successes than the result of this roll is rendered unable to target her with an attack for (Essence) turns, or until they have been attacked by her.
Subtle Hammer
Cost: -; Mins: Laughing Monster 5, Essence 3
Type: -
Keywords: Terrestrial
Duration: Permanent
Prerequisite Charm: Inauspicious Moment for Attack
The Laughing Monster's intentions cannot be divined. Even when he openly tells his adversaries what he plans to do, few have the wit to see through the misdirection. Unless supported by Charms, any attempt to read his intentions automatically fails.
At Essence 4+, the martial artist automatically knows when someone fails to read his intentions, and may cause the attempt to instead 'reveal' any other motivation he desires. It costs 1 wp to see through this deception.
Terrestrial: It costs a Dragon-Blooded 1 wp to attempt to 'reveal' any other motivation he desires after someone attempts to read his intentions.
Thieves Fall Out
Cost: 5m; Mins: Laughing Monster 5, Essence 2
Type: Simple
Keywords: Mastery
Duration: One scene
Prerequisite Charm: Laughing Monster Form
Before the Laughing Monster's trickery, alliances fail and bonds of friendship shatter. The martial artist targets two targets within short range, and through a mix of anticipating his enemies' movements and manipulating his own, as long as the targets are within close range of each other, they will suffer a -2 penalty to all combat and movement rolls. This technique cannot manipulate a battle group to enter in conflict with itself, but it can cause friction between it and their commander, as long as they are distinguishably different targets.
Mastery: The targets instead suffer the penalty as long as they are within short range of each other.
Poisoned Whispers
Cost: 8m, 1 wp; Mins: Laughing Monster 5, Essence 3
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charm: Thieves Fall Out
Lies and dissimulation permit the Laughing Monster to turn his enemies against one another. Like a demented child, he exults in their discord. This Charm supplements an instill attempt to weaken one of the target's Intimacies. If successful, the martial artist is able to immediately invert a positive Intimacy into a negative one with a connotation of her choice, or viceversa. This effect requires 2 wp to resist.
Unitary Being Forge
Cost: 5m, 1wp; Mins: Laughing Monster 4, Essence 3
Type: Simple
Keywords: Psyche, Mastery
Duration: Instant
Prerequisite Charm: Laughing Monster Form
The Laughing Monster is ever ready for awkward silences and social faux pas and can seize upon such moments to humiliate his rivals and heap scorn upon them. This charm inflicts an unnatural illusion on any pairs of characters within short range of the martial artist who have mutual negative Intimacies towards one another, causing them to believe the object of their Intimacy has just uttered a deadly insult toward them. It takes 2 wp to see past this illusionary effect.
Some raksha use this Charm to map unfamiliar social environments in which they find themselves; others find it an amusing way to pass a slow afternoon.
Mastery: The range of the illusion effect is instead out to medium range of the martial artist.
Shuffling the Pieces
Cost: 3m; Mins: Laughing Monster 5, Essence 3
Type: Reflexive
Keywords: Terrestrial
Duration: Instant
Prerequisite Charm: Unitary Being Forge
Never predictable, let alone boring, the Laughing Monster always strikes in a manner that defies expectation. After successfully incapacitating or killing an opponent and resetting her Initiative, the martial artist may roll Charisma+Martial Arts. For each success, the martial artist gains 1 Initiative, to a max of (Essence + extra damage that was not needed to incapacitate or kill the opponent) Initiative. The stylist may also use this charm after emptying the Magnitude track of a Battle Group, but in such a case, the initiative they may gain is limited to a max of (Essence). The stylist may choose to not gain any Initiative herself and instead spread the gained Initiative among her allies, if any.
This charm may only be used once per scene.
Terrestrial: Unless she finds herself alone, a Dragon-Blooded stylist may only choose to spread gained Initiative with her allies.
Dancing Wind Monster Transformation
Cost: 10m, 2wp; Mins: Laughing Monster 5, Essence 4
Type: Simple
Keywords: Mastery
Duration: Instant
Prerequisite Charm: Shuffling the Pieces, Subtle Hammer, Poisoned Whisper
The Laughing Monster is a creature of divisions, who enters or leaves the story at his own pace. He fades away, leaving only the sound of his mocking laughter and the enraged bellows of his beaten foes, or he appears unexpected, astonishing his impromptu hosts.
This charm may be used to escape any confined space in which the martial artist finds himself in, depositing him just outside such boundaries, but only if such a space poses danger to the martial artist (such as a large prison full of angry inmates looking to tear the martial artist apart, a clock tower full of monsters, or even a sealed coffin underneath the earth in which the martial artist has been buried alive). This charm may alternately be used to enter inside one such nearby confined space, but only as long as there is something within that poses danger to the martial artist (such as a Solar tomb, a sealed city which a government has declared a quarantined area, or even the inside of the Imperial Manse1).
In either case, the charm will never immediately kill or injure the martial artist for using it - if the nearest exist to a high tower is an open window on the seventh floor of a tower, he will appear outside of the front door on the bottom floor. If he is entering the secret volcano lair of a local god, he will not suddenly appear in a pit of lava. However, the Charm does not account for any guards or traps nearby that might feel hostile towards him. The narrative of the Laughing Monster leaves the rest of the stylist's escape or infiltration up to his own cleverness and skill.
This Charm may only be used once per story, but may be reset when the martial artist goes out of his way to get himself into or out of trouble, after spending a considerable amount of time trying to do the opposite.
Mastery: The martial artist may take along (Essence) other consenting characters with him into or out of trouble.
1 It would be worth noting that such an attempt at entering such highly-protected locations is likely to backfire, but if a stylist has progressed enough in this style to achieve this technique, they probably don't care about common sense or their own self-preservation that much.
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