That was also during a time when Creation as a whole cooperated with the Sidereals and where for the most part, Solars and Lunars WOULD backdown on something they were doing if a Sidereal told them 'You're going to destabilize fate'. It's a sign of the moral degradation of the Late First Age that Solars stopped holding themselves back.
Operation Wyldhand

Possible. After all, humans were quite literally made to be weak and defenseless so that they'd function as helpless prayer batteries to supply Yu-Shan with Ambrosia. Every human who gains Enlightened Essence, whether they be Exalt, God-Blooded or just really dedicated to their studies/training, is inherently acting against his race's original reason for existing.

Which is awesome, but it doesn't exactly make the Pattern Spiders' jobs any easier.
Which is why I threw in that idea.

I wonder what would happen if Salina, the person who let potentially anyone find sorcery, decided to simply make a working that lets anyone use essence?

I mean, with less helpless humans, they pray less. So the gods get pissed. But who cares?

BTW, is there any info on the Shogunate? Or at least, at the end, when the great contagion hit?
 
ES Essay: On Dynasts and Beach Episodes
This is literally all @Aleph's fault. All of it.

... honestly, this is basically an extended justification for why it is always acceptable to put a filler beach episode in your Dragonblooded game.

(Or hot springs. Dragonblooded love hot springs)



Dynastic Beach Culture

The practice of beach visits is felt by the Scarlet Dynasty to be both a pleasant diversion, but also good for the health and the mind. Beaches are second only to hot springs as a favoured way for a sworn brotherhood to while away a warm day when not much else is going. On beaches, all the elements exist in harmonious balance; the seawater, the sand, the warmth of the sun, the sea air, and the seaweed and sea grasses. This makes them a perfect place to bring one's self back into balance. Some even compare a beach visit to meditation.

The Realm is a maritime empire, and pleasure beaches are a frequent sight on the coastlines of the Blessed Isle. Likewise, the number of coastal satrapies mean that many satraps will have a private beach. Ownership of an excellent coastal resort is a weapon of political power and influence, because exclusive invites can be leveraged as lesser favours and ways of paying back minor debts.

Some resorts are fearfully private, with only Dynasts and their personal servants permitted onto them. Most, however, are more open with patricians and lesser Houses also in attendance. The Great Houses use these chances to show off their wealth and influence, while Lesser Houses vie to attract the attention of their superiors. Some places even allow peasants onto them, although usually only with an extensive waiting list and vetting on personal attractiveness and the like. No Dynast wants to share their sea water with someone straight off a pig farm.

To cover all the peculiarities of Dynastic beach conduct would be the work of a book of etiquette in its own right. For example, it is considered good manners to notify one's host if one expects an assassination attempt. Bringing weapons is socially acceptable, but generally speaking excessive armour is a trifle declasse. Outside of House Ledaal, it is grossly badly mannered for a sorcerer to take her demons to the beach, but elementals are in many cases acceptable. The lists of rules and exceptions go on and on. However, there are broadly two modes of conduct on the beach; High Beach and Low Beach.

High Beach

High Beach is considered the baseline of constitutional visits to the beach. Along with their servants, the Dynast usually sets up an elaborate beach tent larger than most peasant dwellings, with changing rooms, a food preparation area, and anything else they simply cannot live without. When beach visits coincide with negotiations, they are conducted in High Beach in the privacy of one of the tents - or, more commonly, a third neutral tent set up for the meeting.

One does not go into the water in when engaging in activities suitable for High Beach. Instead, Dynasts dress up in elaborate arrays of fine silks and cottons; light enough to breathe, but of such quality that no one could mistake them for a peasant or a patrician. It is not necessarily a question of coverage - after all, some High Beach garments are so gauzy as to cover very little - but of wealth. These clothes are worn to be seen by their inferiors and their peers, as an expression of status and power.

It is a question of social propriety and context as to how many servants and slaves one takes when engaging in High Beach. To take too few is a sign of poverty and meanness; to take too many is an attempt to one-up one's host, or of trying too hard. Most Dynasts will quietly come to an agreement with their host, though usually they take at least three and no more than ten. Favoured servants, like one's personal butler or preferred courtesans are often rewarded by being brought on such trips, with lesser servants directed to care for them as well. After all, the benefits of a constitutional trip should be shared if one wants one's favourite aides to be kept in good health.

Low Beach

Generally speaking, one should transition from High Beach to Low Beach when it is appropriate, changing in one's tent. Only among close friends or on one's own is it acceptable to go only prepared for Low Beach. All the dress standards of High Beach are cast aside - often with a sigh of relief from the Dynast, it might be added - and they are free to wear whatever is most appropriate for the activity they are engaging in. In essence, once one has established one's wealth in High Beach, this permits one to relax.

Swimming should be done in Low Beach, but there are also many other sports and games which require more freedom of movement and a lesser care for one's appearance than High Beach allows. Those Dynasts attempting to remain pale tend to only sunbathe in limited amounts in High Beach, but those looking for a more comprehensive tan will go to much further lengths in Low Beach.

There are many styles of lightweight garment suitable for beachwear in the Realm, and many Houses have their own distinctive fashions. House Mnemon, for example, is noted for its simple functional dark blue one-pieces, while House Cynis is infamous for garments which mostly seem to be composed of string. Casual nudity is socially acceptable for Low Beach and is common for swimming, although one should be careful not to be mistaken for one of lower class.

Dynastic Beach Sports

Beach volleyball is a perennial favourite of all Dynasts. The standard ball as defined by the Ministry of Youthful Competition costs Resources 4, and is a heavily modified thaumaturgically-warded orb, blessed to be proof against even extended anima flux. Popping the ball by shooting it with an Elemental Bolt Attack is considered dreadfully boorish. Dynastic beach volleyball can often be mistaken for sparring and occasionally localised warfare, as it is considered entirely acceptable to utilise any non-lethal talent of the Dragonblooded in order to win. Extended monologuing about the inferiority of one's opponents, elaborate combination moves, and dramatic posing while anima flaring is not only common, it is also traditional and can be used to break a tie.

Competitive sand castle building is favoured by Earth aspects. A few hours' work should be quite enough to get a proper perimeter wall set up, with moats and trenches and at least a two-story central keep. Some consider it it cheating, but it is generally considered acceptable for sorcerers to animate sand to form soldiers to patrol their walls. Of course, teamwork is vital in these competitions, and Fire aspects make glass windows for the central keep, Wood aspects cultivate seaweed gardens, Air aspects provide ice and Water aspects make the drinks. There are villages on the Blessed Isle founded upon the sites where the competition got a little out of hand.

Most Dynasts find little challenge in attempting to smash a watermelon - even when blindfolded. On the other hand, if there happens to be a tyrant lizard nest near the beach, attempting to avoid the parents and smash the egg all while blindfolded is far more amusing. The rage of the mother tyrant lizard is sure to add a delightful element of risk to the day's entertainment. Indeed, it is popular enough that Dynasts have proven willing to import tyrant lizards at great expense to prime beach locations, despite the beasts' tendency to break free and rampage. Some consider that a virtue; it allows them to test the fortifications of their sand castle against a giant reptile.

Problems on the Beach

"The beach" is in the top ten locations where assassinations are attempted on Dynasts. There is a good chance that the Terrestrial will be out of armour, and on top of that many have exhausted themselves with healthy competition at beach volleyball. As a result, many Dynasts know well the annoyance of rebellious peasants or professional assassins coming for them. Fortunately, any sensible Dynast should have brought their weapons to the beach, and should not be defenseless. Moreover, often other Dynasts on the beach will help against any assassins, as the curs are quite ruining the experience.

Romantic drama is arguably not so much a "problem" as an "expected feature" of a Dynastic beach holiday. The passions of the Scarlet Dynasty run high, and the number of surprise love confessions, secret affairs, sudden crushes, break-ups, getting-back-togethers and other things of that ilk spike massively while on a beach holiday. Some Immaculates mutter darkly that many Terrestrials consider it an excuse to let out their passions, believing it's acceptable, but others consider it cathartic. Either way, the use of sizable beach tents with areas for personal privacy is likely an adaptation to this, as it reduces the number of honour duels somewhat.

Lamentably, it seems that many of the cursed Anathema also enjoy the beach - no doubt trying to corrupt the balanced elemental nature with their own sinful nature. If one suspects that an anathema is present on the beach, it is recommended to call for the Wyld Hunt and then try to delay the demon-possessed monster as best one can until help arrives. Challenges to beach games are sometimes effective, as many anathema are also known to enjoy volleyball. Of course, the dark forces of Hell are known to be particularly troublesome on the beach, with the dark powers of the demon Kimbery particularly potent. Should a giant demonic kraken attack a beach resort, all Dynasts are expected to fight it off - and if they survive, they'll no doubt have some quite interesting stories for their friends.
 
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Dude, the entire conversation started with ES posting:



So I really feel like the premise "Lore is desperately lacking in anything else to do" was established.

Yes, but I was talking about Charms there, specifically how pretty much all the Solar Lore charms have sweet fuck-all to do with Lore the ability. As in Sidereal Lore has more to do with a literal interpretation of Lore than Solar Lore.

Lore isn't in a particularly worse state than many other Abilities mundanely - they just all suffer from "we're going to write a super-bloated combat system but not pay much attention to anything that isn't trying to stab someone". It's far from uniquely badly off.
 
This is literally all @Aleph's fault. All of it.

... honestly, this is basically an extended justification for why it is always acceptable to put a filler beach episode in your Dragonblooded game.

(Or hot springs. Dragonblooded love hot springs)



Dynastic Beach Culture

The practice of beach visits is felt by the Scarlet Dynasty to be both a pleasant diversion, but also good for the health and the mind. Beaches are second only to hot springs as a favoured way for a sworn brotherhood to while away a warm day when not much else is going. On beaches, all the elements exist in harmonious balance; the seawater, the sand, the warmth of the sun, the sea air, and the seaweed and sea grasses. This makes them a perfect place to bring one's self back into balance. Some even compare a beach visit to meditation.

The Realm is a maritime empire, and pleasure beaches are a frequent sight on the coastlines of the Blessed Isle. Likewise, the number of coastal satrapies mean that many satraps will have a private beach. Ownership of an excellent coastal resort is a weapon of political power and influence, because exclusive invites can be leveraged as lesser favours and ways of paying back minor debts.

Some resorts are fearfully private, with only Dynasts and their personal servants permitted onto them. Most, however, are more open with patricians and lesser Houses also in attendance. The Great Houses use these chances to show off their wealth and influence, while Lesser Houses vie to attract the attention of their superiors. Some places even allow peasants onto them, although usually only with an extensive waiting list and vetting on personal attractiveness and the like. No Dynast wants to share their sea water with someone straight off a pig farm.

To cover all the peculiarities of Dynastic beach conduct would be the work of a book of etiquette in its own right. For example, it is considered good manners to notify one's host if one expects an assassination attempt. Bringing weapons is socially acceptable, but generally speaking excessive armour is a trifle declasse. Outside of House Ledaal, it is grossly badly mannered for a sorcerer to take her demons to the beach, but elementals are in many cases acceptable. The lists of rules and exceptions go on and on. However, there are broadly two modes of conduct on the beach; High Beach and Low Beach.

High Beach

High Beach is considered the baseline of constitutional visits to the beach. Along with their servants, the Dynast usually sets up an elaborate beach tent larger than most peasant dwellings, with changing rooms, a food preparation area, and anything else they simply cannot live without. When beach visits coincide with negotiations, they are conducted in High Beach in the privacy of one of the tents - or, more commonly, a third neutral tent set up for the meeting.

One does not go into the water in when engaging in activities suitable for High Beach. Instead, Dynasts dress up in elaborate arrays of fine silks and cottons; light enough to breathe, but of such quality that no one could mistake them for a peasant or a patrician. It is not necessarily a question of coverage - after all, some High Beach garments are so gauzy as to cover very little - but of wealth. These clothes are worn to be seen by their inferiors and their peers, as an expression of status and power.

It is a question of social propriety and context as to how many servants and slaves one takes when engaging in High Beach. To take too few is a sign of poverty and meanness; to take too many is an attempt to one-up one's host, or of trying too hard. Most Dynasts will quietly come to an agreement with their host, though usually they take at least three and no more than ten. Favoured servants, like one's personal butler or preferred courtesans are often rewarded by being brought on such trips, with lesser servants directed to care for them as well. After all, the benefits of a constitutional trip should be shared if one wants one's favourite aides to be kept in good health.

Low Beach

Generally speaking, one should transition from High Beach to Low Beach when it is appropriate, changing in one's tent. Only among close friends or on one's own is it acceptable to go only prepared for Low Beach. All the dress standards of High Beach are cast aside - often with a sigh of relief from the Dynast, it might be added - and they are free to wear whatever is most appropriate for the activity they are engaging in. In essence, once one has established one's wealth in High Beach, this permits one to relax.

Swimming should be done in Low Beach, but there are also many other sports and games which require more freedom of movement and a lesser care for one's appearance than High Beach allows. Those Dynasts attempting to remain pale tend to only sunbathe in limited amounts in High Beach, but those looking for a more comprehensive tan will go to much further lengths in Low Beach.

There are many styles of lightweight garment suitable for beachwear in the Realm, and many Houses have their own distinctive fashions. House Mnemon, for example, is noted for its simple functional dark blue one-pieces, while House Cynis is infamous for garments which mostly seem to be composed of string. Casual nudity is socially acceptable for Low Beach and is common for swimming, although one should be careful not to be mistaken for one of lower class.

Dynastic Beach Sports

Beach volleyball is a perennial favourite of all Dynasts. The standard ball as defined by the Ministry of Youthful Competition costs Resources 4, and is a heavily modified thaumaturgically-warded orb, blessed to be proof against even extended anima flux. Popping the ball by shooting it with an Elemental Bolt Attack is considered dreadfully boorish. Dynastic beach volleyball can often be mistaken for sparring and occasionally localised warfare, as it is considered entirely acceptable to utilise any non-lethal talent of the Dragonblooded in order to win. Extended mologing about the inferiority of one's opponents, elaborate combination moves, and dramatic posing while anima flaring is not only common, it is also traditional and can be used to break a tie.

Competitive sand castle building is favoured by Earth aspects. A few hours' work should be quite enough to get a proper perimeter wall set up, with moats and trenches and at least a two-story central keep. Some consider it it cheating, but it is generally considered acceptable for sorcerers to animate sand to form soldiers to patrol their walls. Of course, teamwork is vital in these competitions, and Fire aspects make glass windows for the central keep, Wood aspects cultivate seaweed gardens, Air aspects provide ice and Water aspects make the drinks. There are villages on the Blessed Isle founded upon the sites where the competition got a little out of hand.

Most Dynasts find little challenge in attempting to smash a watermelon - even when blindfolded. On the other hand, if there happens to be a tyrant lizard nest near the beach, attempting to avoid the parents and smash the egg all while blindfolded is far more amusing. The rage of the mother tyrant lizard is sure to add a delightful element of risk to the day's entertainment. Indeed, it is popular enough that Dynasts have proven willing to import tyrant lizards at great expense to prime beach locations, despite the beasts' tendency to break free and rampage. Some consider that a virtue; it allows them to test the fortifications of their sand castle against a giant reptile.

Problems on the Beach

"The beach" is in the top ten locations where assassinations are attempted on Dynasts. There is a good chance that the Terrestrial will be out of armour, and on top of that many have exhausted themselves with healthy competition at beach volleyball. As a result, many Dynasts know well the annoyance of rebellious peasants or professional assassins coming for them. Fortunately, any sensible Dynast should have brought their weapons to the beach, and should not be defenseless. Moreover, often other Dynasts on the beach will help against any assassins, as the curs are quite ruining the experience.

Romantic drama is arguably not so much a "problem" as an "expected feature" of a Dynastic beach holiday. The passions of the Scarlet Dynasty run high, and the number of surprise love confessions, secret affairs, sudden crushes, break-ups, getting-back-togethers and other things of that ilk spike massively while on a beach holiday. Some Immaculates mutter darkly that many Terrestrials consider it an excuse to let out their passions, believing it's acceptable, but others consider it cathartic. Either way, the use of sizable beach tents with areas for personal privacy is likely an adaptation to this, as it reduces the number of honour duels somewhat.

Lamentably, it seems that many of the cursed Anathema also enjoy the beach - no doubt trying to corrupt the balanced elemental nature with their own sinful nature. If one suspects that an anathema is present on the beach, it is recommended to call for the Wyld Hunt and then try to delay the demon-possessed monster as best one can until help arrives. Challenges to beach games are sometimes effective, as many anathema are also known to enjoy volleyball. Of course, the dark forces of Hell are known to be particularly troublesome on the beach, with the dark powers of the demon Kimbery particularly potent. Should a giant demonic kraken attack a beach resort, all Dynasts are expected to fight it off - and if they survive, they'll no doubt have some quite interesting stories for their friends.

@EarthScorpion u wonderful madman

And, of course, given how influential Realm culture is, you could easily extend this to other Exalted types- I mean, you already have, what with Solar-Dragonblooded volleyball contests (also, did you justify a tentacle monster attacking a beach with that last bit? I think you did)

you wonderful madman
 
Nice, Beach Episode shenanigans. So what's next, a School AU Shard? Something really over-the-top, like Mahora Academy from Negima, might work.
 
Harkening back to the previous page, I think people have a general misunderstanding about what "Essence-usage" actually entails, because to an extent there are degrees at work. What Creation considers to be "magic" is not all causality-breaking ripples of reality-tearing which makes the Loom start spitting out errors. If it did, the Sidereals would be vastly more overworked than they are now trying to keep pace with it all.

Generally-speaking, most "things" come from somewhere, and that includes supernatural things. Essence is an ambient force in Creation, a fog of 'potential' which comprises the Present Time like a mixture of radio waves or the spectrum of light. When a Sorcerer, a martial artist, or a thaumaturgist wills "fire" into being, it is by tapping into this ambient force and forming that fire out of the fire-resonant elements of essence around her, which are most strong at actual sources of fire essence, like a dragon line or demesne. She has successfully made fire out of existing-potential-for-fire, not conjured fire out of Nothing.

And that's how most magic in Creation operates, by taking the weak traces of something and gathering them up until it creates something at the focus. This is where we got the term "essence pattern," after all, as all things have various combinations of these traces within them already to some extent or another, since even a plant or stone isn't 100% wood or earth essence all the time. So using Charms to run fast or jump high isn't going to change the Loom for shit, because fundamentally, the Loom is built to understand what things moving at high speeds do, the same as what tells it that high concentrations of fire essence tend to burn. Everything created by that magic still follows the "rules" for what that essence is supposed to be doing, even if it took a seemingly miraculous route to get there.

But to go much further than this, we have to talk about what the Loom actually does, which is handle possible projections and interactions of destiny, ie the end results of things and events. Most of the time, these destinies aren't anything special, because they're possessed by people or things with very poor reach and influence. Destiny cares about things getting to pre-planned positions and fitting into the overall model of present-reality it has composed, not especially worried about how it got there in the first place. Destiny cares less about whether you lit your way home with a candle or a torch so long as everything having to do with you carrying a light back to your house has set other destined events into motion, like alerting a bandit troupe, because the details mean less the wider the scope of the forces which need to align properly.

Which leads us back to essence-use, and the fact that even a mortal using essence to defy something predestined, like her own death, is not an especially Loom-altering event. She's just one mortal, and there are any number of times, ways or events which could occur and cause her to die should her death be absolutely necessary anyway. Its entirely plausible for her to use magic to survive a hard fight but succumb to infection from her wounds later, and either way still be a casualty of the Night of Gripping Fangs. But as it stands, most mortals already come predestined to not amount to very much meaningfully on a wider stage, or interact with huge sweeping forces even if she can wield essence, because "scope" of a destiny is where you get into the bounds of being Heroic.

Heroism, and the ability to meaningfully change the direction of massive numbers of destinies other than your own, is a Much more dramatic multiplier for Loom-consequences than simply being able to magically crush an army with your fist. The Loom just wants a reason those soldiers died, the fact it happened via spell dropping a cliffside on their heads and not a carefully-constructed trap of logs and boulders is ultimately ephemeral to the part where the whole expedition was foreseen to never make it to Port Calin in the first place. Exalts just magnify this further because they have both Heroic potential, mighty destinies and absurdly potent, sweeping Charms that make entire regions defy the preestablished outcomes.

A city-state of heroically-driven mortals under the command of an Exalt is going to cause way more headaches for the Loom through the point of becoming fate-meaningful actors than any number of forgettable essence-wielders. Having magic onhand just makes it way easier to affect the kind of changes that lead to favorable outcomes in the first place.
 
To build on Dif's point- and I've ran into this with games I've run, player characters simply do not act on a scale that matters with regard to the stability of the Loom, or even showing up on it without concerted, weeks-long searches. Trying to be careful 'because of the Loom!' is cringe-inducing as a storyteller, because it generally means you're trying to be either moral, or otherwise 'not make work' for the sidereals... I think a lot of players are too sympathetic to the 'bigger' forces/factions. See yozi apologists and the like.
 
These days, I've mostly just drastically cut back the influence/impact the Loom has on Creation, if not outright removing it from the setting. That goes double for pattern spiders. Imho, the only thing that the Loom adds to the setting that couldn't be removed with little fanfare or be managed by something far less invasive and restrictive instead of the Loom, are the Sidereals. Quite literally, the only thing that makes me hesitate to excise the Loom of Fate with the same judiciousness that I excise the first half of the Infernals manual with is that the Sidereal fluff and abilities involve it so extensively. Even then, every now and again I come back to poke at it to see if I can't get rid of it anyway.

The Pattern Spiders have no excuse for how annoying they are.
 
So as someone who doesn't actually play the game and isn't much for mechanics, are Martial Arts actually worth it in 3e? Because from what I've heard most of the Martial Arts in 2e were either underpowered XP sinks or were stupid-broken. But as a massive wuxia fanboy they're pretty much my favorite kind of powers. So is buying at least 1 dot in Brawl and getting a 4-dot Merit before you can even spend dots on a specific Martial Art so that you can actually buy Charms for it worth the investment?
 
So as someone who doesn't actually play the game and isn't much for mechanics, are Martial Arts actually worth it in 3e? Because from what I've heard most of the Martial Arts in 2e were either underpowered XP sinks or were stupid-broken. But as a massive wuxia fanboy they're pretty much my favorite kind of powers. So is buying at least 1 dot in Brawl and getting a 4-dot Merit before you can even spend dots on a specific Martial Art so that you can actually buy Charms for it worth the investment?
They can be worth it, but keep in mind that you can totally pull all the wuxia-esque stunts you want without ever touching the martial arts system.
 
So as someone who doesn't actually play the game and isn't much for mechanics, are Martial Arts actually worth it in 3e? Because from what I've heard most of the Martial Arts in 2e were either underpowered XP sinks or were stupid-broken. But as a massive wuxia fanboy they're pretty much my favorite kind of powers. So is buying at least 1 dot in Brawl and getting a 4-dot Merit before you can even spend dots on a specific Martial Art so that you can actually buy Charms for it worth the investment?

Supernal Awareness + Single Point Shining into the Void is one of the most potent and intuitive combination for starting character, especially if you get full utility out of Awareness charms.
 
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They can be worth it, but keep in mind that you can totally pull all the wuxia-esque stunts you want without ever touching the martial arts system.

Yeah, I'm aware of stuff like the Athletics Charms that let you glide around and stand on top of a leaf floating on the water. But I like the Martial Arts fluff because it's easier for me to imagine what the styles and their Charms actually look like, and also because, as a wuxia fan, I'm pretty much hard-wired to think stuff like, say, a three-way fight between masters of the Crane, Tiger and Snake styles to decide once and for all which animal-based style is superior is awesome as hell.

Which is part of why I don't like that 3e seems to have decided that Mortals don't get to have Martial Arts Charms anymore. It kind of seems to limit options for the kinds of stories you can tell for no real benefit, except that 3e in general seems to want to make sure Mortals who aren't Sorcerers are as inconsequential as possible, what with completely gutting Thaumaturgy (I mean, I get why you'd want to cut down on the sheer number of things you can do with it, but now it's limited to weaksauce crap like "you can light a fire, even if the wood is wet." And even stuff like that is so rare that it's been 10 years since anyone's even heard of someone having it, apparently).

Because now the only characters who can do any of the really cool Crouching Tiger, Hidden Dragon stuff are Exalts, and while that works in general, if you want stuff like an order of ghost-slaying warrior-priests who practice Golden Janissary, you're kind of SOL since only the Realm has the numbers for that sort of thing.

Incidentally, an order of ghost-slaying warrior-priests who practice Golden Janissary, wandering the land to give last rights, appease ghosts, administer Righteous Face Punches to the hungry dead, and stand guard against the growth of Shadowlands. Think that has potential?
 
Yeah, I'm aware of stuff like the Athletics Charms that let you glide around and stand on top of a leaf floating on the water. But I like the Martial Arts fluff because it's easier for me to imagine what the styles and their Charms actually look like, and also because, as a wuxia fan, I'm pretty much hard-wired to think stuff like, say, a three-way fight between masters of the Crane, Tiger and Snake styles to decide once and for all which animal-based style is superior is awesome as hell.

Which is part of why I don't like that 3e seems to have decided that Mortals don't get to have Martial Arts Charms anymore. It kind of seems to limit options for the kinds of stories you can tell for no real benefit, except that 3e in general seems to want to make sure Mortals who aren't Sorcerers are as inconsequential as possible, what with completely gutting Thaumaturgy (I mean, I get why you'd want to cut down on the sheer number of things you can do with it, but now it's limited to weaksauce crap like "you can light a fire, even if the wood is wet." And even stuff like that is so rare that it's been 10 years since anyone's even heard of someone having it, apparently).

Because now the only characters who can do any of the really cool Crouching Tiger, Hidden Dragon stuff are Exalts, and while that works in general, if you want stuff like an order of ghost-slaying warrior-priests who practice Golden Janissary, you're kind of SOL since only the Realm has the numbers for that sort of thing.

Incidentally, an order of ghost-slaying warrior-priests who practice Golden Janissary, wandering the land to give last rights, appease ghosts, administer Righteous Face Punches to the hungry dead, and stand guard against the growth of Shadowlands. Think that has potential?
I think they do. Sounds really cool.
 
Incidentally, an order of ghost-slaying warrior-priests who practice Golden Janissary, wandering the land to give last rights, appease ghosts, administer Righteous Face Punches to the hungry dead, and stand guard against the growth of Shadowlands. Think that has potential?
As always, that sounds awesome. The big problem I have with this kind of thing is that Martial Arts styles should not help you give last rights (Presence), appease ghosts (Occult, Bureaucracy, or Presence), or stand guard against the growth of Shadowlands (Awareness and maybe some Martial Arts).

The Styles hack solves many of these problems, but it doesn't support charms, so mortals are basically worthless again. It also doesn't let you have styles like Crystal Chameleon or Citrine Poxes of Contagion because those need Charms to let you do things you ordinarily can't (hide while Anima is flaring or infect people by hitting them).

The obvious, but heretical answer is to add charms back to Styles in limited numbers (and maybe with a Mastery mechanic so Solars can actually get something out of them).
 
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