…you're consistently hitting 24 successes on Awareness rolls, huh.
Yes.

Yes, she is. Hence why "Uh, well. What do you want to know?" is a thing which gets used pretty consistently because fuck this shit I can't provide 24 successes of information. Sight is a... uh, tertiary sense for Keris.
: 3

Well, technically, she has a pool of 14 for sensory rolls when I stunt, and Hateful Wretched Noise/Palate Without Limit double her successes and give her 4 autosux for hearing and taste. So she almost never gets lower than 10, averages around 18 and can quite easily hit mid-20s.

In contrast, she "merely" gets 2 autosux to her sense of smell, and thus averages 9, and a meagre 7 for paltry seeing things. Honestly, what kind of weirdo needs to use their eyes for stuff?

Keen (Sense) Technique and Unsurpassed (Sense) Discipline, people! They are terrifying! Seriously; Keris is a terrifying asset from an information security perspective. Once she gets Adorjani telepathy, she can sit in a room playing her harp like a cute little hired musician providing entertainment for a party and give Sasi a running commentary on the private conversations of literally everyone in the room, as well as who's sleeping with who, who's ill, who's doing drugs, a fair idea of what people are feeling if it affects their scent... anything that high-end scent (and taste, if she can touch them) rolls could reveal. For someone like Sasi, that is one hell of a useful information source, and that's without the rest of her espionage skills.
(Also why Sasi's capacity to assume a soundless shadow-form using Skulking Shadow Shintai which makes Awareness rolls invalid when she's not in direct illumination is one of the few things that can surprise Keris)
Friggin' unfair ninja Shintai sneakin' up and surprising me. ¬_¬

totes op hax nerf plz
…why do I get the feeling that Sasi's used that capability for fun uses in the past. :p

My other moment when reading that was a 'Aw, she does care' when Keris showed concern for the outcastes. and a chuckle at the callback to her Po's thieving tendencies. :p
She certainly enjoyed startling the life out of Keris with it back in Nexus. As did ES, the arse. ¬_¬

And yeah, Keris has Compassion 3 and her 5-dot "Be Loved" Principle means she quite literally views being alone and without any loved ones as being equivalent to death, from an emotional perspective.
 
Isn't Hateful Wicked Noise the kind of thing that generally sends Infernals on murdering sprees, though?
 
Isn't Hateful Wicked Noise the kind of thing that generally sends Infernals on murdering sprees, though?
No, because the Compulsion part is fucking stupid and renders the entire Charm pointless dross that nobody would ever buy, so we removed it. Keris takes a -1 penalty when the ambient noise is louder than a whisper and I remember to apply it, which I've stunted as her being more distracted than hurt by the noise - she's constantly soaking in a mesh of sound and trying to follow ten conversations or interesting noises at once. She takes a genuinely painful "argh that hurts mah ears" -2 penalty when it's louder than a shout, and can pay 1wp to ignore all penalties for a scene. There is no Compulsion to stop ambient noise, but the penalties don't apply to actions specifically working to stifle the source of the sound.
 
News just in: Greensun punched Ahlat in the face. On the steps of his Grand-Temple in Harborhead. In front of all of his gathered Brides.

It. Was. Awesome!
 
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Any particular reason why?

Hmm. Thinking about it, Keahi wouldn't actually get that much use out of the Fourth-Soul Devil Domain, since she really doesn't use Artifact that much. She's built up as a purely Martial-Arts/DEVIL-TYRANT AVATAR SHINTAI fighter.

She doesn't actually have any Martial Arts Charms, since Infernals benefit from the same thing that Lunar and Alchemicals do- that is, their combat Charms aren't defined by Ability, and therefore can be applied to bare-handed fighting. She probably will pick up some MA Charms, I'm just not sure which Style.
 
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Can somebody give me a sample of good mutations for Devil-Tyrant Avatar Shintai? I can't see how people keep making it the be all, end all combat charm for infernals.
 
Any particular reason why?.
I your refering to me, I'll let him explain, since he is literally sitting right beside me.

greensun said:
]Our mission was to spread chaos in the south, under the orders of Cecelyne, and Kimbery wanted Harborhead weakened so that the Lintha could take advantage of the situation. Basicly this was the climax of an pretty long term strategy to destabilize the region. Ahlat has been humiliated in front of his brides, the local Realm forces have been ravaged by the Demon backed hit and run tactics from the desert tribes (not my plan, that was the Malefactor), and said desert tribes have nearly all fallen under the sway of the Yozi, as the guys who played before me spent a good portion of their time winning them over, in fact I was just the muscle for this game. I had very little influence on the plot or the PC's personal drama since I'm a relative late comer.
 
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Hmm. Thinking about it, Keahi wouldn't actually get that much use out of the Fourth-Soul Devil Domain, since she really doesn't use Artifact that much. She's built up as a purely Martial-Arts/DEVIL-TYRANT AVATAR SHINTAI fighter.
Uh... what? Devil Domain is fucking awesome. It has nothing to do with Artifact; it's unlimited Elsewhere storage with a Misc retrieve-or-store action. Like... can you even imagine that? Keris never has to carry luggage. She never has to worry about being searched for contraband. She never has to worry about her normal, mundane possessions getting damaged if she gets in a fight. She never has to worry about being encumbered by carrying a fuckoff huge lance or a bunch of maps or an automatic coffee machine around, while still having access to all of them. She has high Coadjutor - 4 dots - so her Domain is the size of a large neighbourhood; several city blocks, and she has effectively unlimited space for anything inanimate and smaller than her that she wants to store in there. And she can carry reference materials and utility stuff around wherever she goes, easily and with instant access to them whenever she wants them.

You cannot even begin to imagine how much my life improved when I got that Charm. Before that, I was fashioning impromptu sacks out of nearby material to carry around my ill-gotten gains and hiding stolen silver at the bottom of rivers. Bar Excellencies... hell, no, even with Excellencies and sensory Charms taken into account, it is probably my most-used Charm, and easily my best utility one. The only reason Sasi doesn't give Keris all of the contraband high-value Reclamation resources; all of them to carry around undetectably in her perfectly secure soul-sanctum until and unless they're needed is because Keris's soul-sanctum happens to have a bitchy possessive kleptomaniac snake-soul with an attitude problem in it.

... also that Sasi doesn't trust Keris not to poke a barrel of algarel once too often and accidentally blow herself up from the inside, or something. Which reminds me, crap, I was meaning to get some algarel, vitriol and Yozi Venom during downtime. I'll have to see if I can stunt that in using Infamy or something. Hmm.
Has Keris ever been completely overwhelmed by her senses?
Yes. First when her hearing evolved, and then again when her taste evolved likewise.

It didn't help that her very first taste roll after getting PWL was after she fell over from the sudden tidal wave of sensory information, her lips hit the floor, and she rolled 26 successes on a taste roll.

The next several minutes were just sort of mindless twitching.
 
Can somebody give me a sample of good mutations for Devil-Tyrant Avatar Shintai? I can't see how people keep making it the be all, end all combat charm for infernals.

Use Revid's Mutations.

Promptly make your Infernal a fucking monster.

Uh... what? Devil Domain is fucking awesome. It has nothing to do with Artifact; it's unlimited Elsewhere storage with a Misc retrieve-or-store action. Like... can you even imagine that? Keris never has to carry luggage. She never has to worry about being searched for contraband. She never has to worry about her normal, mundane possessions getting damaged if she gets in a fight. She never has to worry about being encumbered by carrying a fuckoff huge lance or a bunch of maps or an automatic coffee machine around, while still having access to all of them. She has high Coadjutor - 4 dots - so her Domain is the size of a large neighbourhood; several city blocks, and she has effectively unlimited space for anything inanimate and smaller than her that she wants to store in there. And she can carry reference materials and utility stuff around wherever she goes, easily and with instant access to them whenever she wants them.

You cannot even begin to imagine how much my life improved when I got that Charm. Before that, I was fashioning impromptu sacks out of nearby material to carry around my ill-gotten gains and hiding stolen silver at the bottom of rivers.

...I did not think of that! *lists Devil-Domain as a planned purchase, then*
 
It didn't help that her very first taste roll after getting PWL was after she fell over from the sudden tidal wave of sensory information, her lips hit the floor, and she rolled 26 successes on a taste roll.

The next several minutes were just sort of mindless twitching.
Oh god.
 
I'll just take 30 points of the Giant Mutation please!
I swear to god! No! You've just made Fiach have PTSD moment!

But seriously, just use this mutation list and see what you think looks cool.
No, because the Compulsion part is fucking stupid and renders the entire Charm pointless dross that nobody would ever buy, so we removed it. Keris takes a -1 penalty when the ambient noise is louder than a whisper and I remember to apply it, which I've stunted as her being more distracted than hurt by the noise - she's constantly soaking in a mesh of sound and trying to follow ten conversations or interesting noises at once. She takes a genuinely painful "argh that hurts mah ears" -2 penalty when it's louder than a shout, and can pay 1wp to ignore all penalties for a scene. There is no Compulsion to stop ambient noise, but the penalties don't apply to actions specifically working to stifle the source of the sound.
Hey Aleph, from a storytelling perspective, would it be kosher to say that the penalty could come from being 'drunk' on the sound, like an Infernal who favored Malfeas noticing for the first time all of the little subtleties in music, and getting lost in the sound?
 
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Hey Aleph, from a storytelling perspective, would it be kosher to say that the penalty could come from being 'drunk' on the sound, like an Infernal who favored Malfeas noticing for the first time all of the little subtleties in music, and getting lost in the sound?
The -2 is definitely pain. Shouting around hearing that sensitive is definitely painful. But for the -1 ("louder than a whisper, quieter than a shout")... well, "distraction" is what I have it as for Keris, so yeah, that's basically the same thing.
 
It's interesting to note that the only character I have with a heavy focus on a particular artifact is the Abyssal I'm playing in GY's game, Withered Blossom of Slaughter. She's got a weapon from her past life, which is... currently a Reaper Daiklave, but I'm heavily considering switching the thing back to a Dire Lance, because this:



And because a Dire Lance just... fits her better in my mind. This is definitely a character I'm making into 3e, although I'm not sure what sort of Evocations the spear will have. Or what the name is, exactly. :oops:
 
The -2 is definitely pain. Shouting around hearing that sensitive is definitely painful. But for the -1 ("louder than a whisper, quieter than a shout")... well, "distraction" is what I have it as for Keris, so yeah, that's basically the same thing.
Cool, that's rather helpful. Also, it provides drama, lots and lots of drama.
 
Cool, that's rather helpful. Also, it provides drama, lots and lots of drama.

This is actually something I rather like, because it's not the rules telling you 'hey, your character wants to make this noise quiet', it's you thinking it over and figuring that out yourself. Penalties happen for a reason, and more often than not, one that the character would really like to make stop.

It's part of why I see the Great Curse as so insidious- remember your regain all your Willpower if you don't try controlling Limit Break. Think about how good that must feel.

They're going to link these periods of extreme behavior to feeling good, to feeling renewed. No wonder the Solars of the First Age went to such extremes.
 
Revlid, if you're around.
I seem to recall you wrote a Kangaroo Style. Do you by any chance still have it?
Since I didn't notice any in-thread response, I presume Revlid doesn't have it anymore, or hasn't seen your post.
So here you go:
Kangaroo Style CMA

Kangaroo Style was developed out in the deepest parts of the South-West, by a Dragon-Blooded martial artist of the early First Age. He had been exiled from the civilizations of Creation by his Sidereal master, who intended for him to meditate on his many failings of temperance, to return only when he had meditated on his own nature, and its place within Creation. The Terrestrial found the exercises recommended to him to be rather dull, so he instead set off for the closest town, where he spent a few years partaking in the local brew, lounging around in bars, and generally earning a reputation as an easy-going sort of chap.

By this time, a fellow (and far more successful) student of the same Sidereal passed by to see what had become of her erstwhile rival. Finding him relaxing in the sparse shade of a desert tree, she became enraged, and challenged him to a duel. He responded, in the local parlance, that she should cease her worries. This was perhaps an ill-advised action in terms of flippancy, as she had been training under a Celestial while he whiled away the months, and promptly beat him so badly that he was bedridden for several weeks.

As she left, fuming at the perceived slight done to her by his apathy, the dubiously-motivated martial artist pondered the world (in between wincing and picking at bandages). Upon becoming able to stand, he set out into the true wilderness that lies before the Pole Of Fire. While his experiences there were hardly what his sifu might have anticipated, containing multiple hallucinogenic episodes, the desperate pursuit of a kidnapped shamaness from the back of a wild simhata, and the martial artist's incapacitation by The Righteous Devil himself, it ultimately bore fruit.

Returning to the town, the martial artist wished those who knew him a good day, fashioned a hat hanging with jade corks wrapped with prayer-strips, and left to find his former rival. She attacked him on sight, her fists slicing through the air with the whipping serenity of the manta ray.

His response was to unleash a blazing new martial art, drawn from the rising heat of his heart, the searing strength of fire, and the bounding, tenacious soul of a creature he'd found a strange kinship with in his journey of meditation – the kangaroo. Caught off guard, the rival fell to a kick to the chin that burned with the fire of the martial artist's anima, and the sweet, warbling music of his soul.

Acknowledged by his sifu (though the fact that his spiritual journey had only solidified his rambunctiousness was somewhat exasperating), the martial artist headed back into Creation, his rival dogging his heels at every Direction. What accounts remain suggest that they went through a number of romances before finally returning to their master's school in Yu-Shan, where they became honoured (if diametrically opposed) instructors for the rest of their days.

Weapons and Armor: This style cannot be practiced in armour. The Charms of this Style treat attacks made with iron boots, cestuses, fighting gauntlets and their artifact equivalents as unarmed attacks.

Complementary Abilities: Thanks to this Style's physical regimen, practicioners must have at least three dots in Athletics to learn its Charms.

Kangaroo Style is a Martial Arts Style developed by Revlid.


Legspring Startle Technique
Cost: 0-3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Leaping into battle, the martial artist surprises all with the speed and surety of his movements, a dynamic entry that leaves his opponents dumbstruck and fiststruck. This Charm may be used in two different ways.

• The martial artist may use it to supplement an action to rise from prone, making it a diceless reflexive action. This usage only costs one mote, which is reduced to zero motes if the martial artist jumps immediately upon rising.

• The martial artist may use it to supplement a Join Battle action. He adds (Martial Arts) automatic successes to his roll. This usage costs three motes. If the martial artist jumps as part of his first action upon entering the combat, he is immediately refunded one of these motes, effectively reducing the Charm's cost to two motes.

If the martial artist is in Kangaroo Form, this Charm counts as an innate power rather than a Charm activation.


Boxing In One Bound
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Legspring Startle Technique

Some laugh at the kangaroo, this strange, rabbit-like beast, which hops thither-and-hither with its young tucked in its belly. The natives of the South-West know the creature better, and do not laugh. The kangaroo's claws are long, and its kicks powerful enough to drive them deep into the flesh. This Charm supplements any unarmed attack, adding raw, pre-soak damage dice equal to the distance in yards jumped by the martial artist during this action, to a maximum of (Strength + Martial Arts + Essence) dice.


Thumping Ribcrusher Kick
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Boxing In One Bound

The martial artist kicks off his foe, sending them flying backward, and using the force of their defeat to propel himself to safety. Whether he will retreat, or use his new position to launch another bounding attack is entirely up to him. This Charm supplements any unarmed attack. It ensures that the martial artist's enemy is sent flying backward one yard per dice of raw, pre-soak damage. The martial artist may reflexively jump up to the same distance in the opposite direction – if he jumps the full distance, this Charm's cost is decreased to three motes. If the target strikes a hard object, they immediately stop, and both they and the object take one die of bashing damage for each yard they would have otherwise travelled (this may be upgraded to lethal damage if they strike a particularly dangerous object). If this is enough to destroy the object, they continue travelling in that direction, at one yard per excess health level of damage inflicted.


Kangaroo Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5, DV -2)
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisite Charms: Thumping Ribcrusher Kick

Shaking his legs loose, the martial artist takes a tense, ready stance, hunching slightly while holding his fists high and together, as though to box. His leaps are the most notably effected, as his legs bend with an Essence-enhanced economy, storing energy for further bounds. While this Charm is active, the martial artist's unarmed attacks cause lethal damage, and he may parry lethal and ranged attacks without a Stunt. In addition, the martial artist may reflexively jump once per action, on his action tick. This does not replace his move actions. Further, the martial artist's maximum jump distance is increased by (Martial Arts).

Finally, upon entering Kangaroo Form, the martial artist gains (Essence) stored legsprings, and acquires an additional one every time he jumps. He may expend any number of legsprings (to a minimum of 3) as a reflexive action, allowing him to make a jump with a maximum distance in yards equal to the number of spent legsprings, or else increase the distance of a normal jump by that amount. All stored legsprings vanish at the end of this Charm's duration.

As a Form-type Charm, the first time the martial artist uses a Charm with a Flaw of Invulnerability during the same action Kangaroo Form is activated, it adds a two Willpower surcharge to its activation cost.

Dynamic Form Transition:
Kangaroo Form may be reflexively assumed in the following ways:
• If the practitioner moves into the engagement range of at least five opponents with a single jump.




Boisterous Boomer Barrage
Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Kangaroo Form

The kangaroo is not a peaceful creature. Indeed, it takes umbrage like a sour drunk, and boxes just as wildly. Getting a kangaroo to drop a grudge is near impossible, for it must always have the last word, the last hastily-swung blow. This is a trait inherited from their ill-tempered ancestor, a great behemoth who carried entire towns within her armoured pouch. The martial artist may use this Charm whenever he is hit by or successfully parries an attack, allowing him to launch an unarmed counterattack that is resolved in Step 9 of the original attack. If the martial artist uses this Charm more than once in the same tick, each use past the first benefits from a cumulative one-mote discount, to a minimum of zero motes.


Diminutive Pouch Warrior
Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Until clinch ends
Prerequisite Charms: Boisterous Boomer Barrage

Gaia smiled to see the first true kangaroos spring out into Creation, for she saw her own maternal prowess reflected in their joey-bearing pouches. The martial artist now condenses his anima into an Essence-formed homunculus that extends from the spiritual chakras of his gut, grappling with the enemies of its 'parent'. The Emerald Mother would approve. This Charm supplements a clinch attack or a roll to gain or maintain control of a clinch; if the martial artist is successful, then he may make rolls to retain control of the clinch reflexively for as long as it lasts, allowing him to take other actions within that clinch without a flurry. In addition, he may jump with his grappled opponent, following the same guidelines (minimum [Strength + Athletics] rating, etc) as dragging them.


There-And-Back-Again Kata
Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Kangaroo Form

The kangaroo leaps toward its enemies, breaking those who would threaten its family in a flurry of frantic punches, scything kicks and mutilating bites. It retreats only to get a run-up. This Charm may enhance any unarmed attack the martial artist makes as part of a flurry of unarmed attacks, reducing the multiple action penalty that attack suffers by two, and increasing any onslaught penalties the opponent's DV suffers from by one. The bonuses granted by this Charm increase by one if the martial artist jumped toward his target before attacking, or by two if he jumped directly away from the target earlier this tick.


Potato-Sack Derision Technique
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: There-And-Back-Again Kata

Early in their dominance of Creation, a Solar scholar of the Zenith Caste was baffled by the motions of the kangaroo. Calculating their energy-expenditure as though they were a sack of potatoes being picked up and moved from leap to leap, it was impossible to him that they should move as they did and still be able to forage enough to stay alive. His Lunar mate was unable to hide his amusement, for he knew the kangaroo saw each bound as the same as the last, a linked chain rather than a series of unwieldy hops. This Charm gives a character a magical flurry consisting of up to (Martial Arts) unarmed attacks. These attacks ignore Rate, and suffer no multiple action penalties. The total DV penalty for this flurry is equal to the highest penalty for any one attack.

However, the martial artist must make a reflexive jump of no less than three yards in between the resolution of one attack and the start of the next – if he is unable to do so and still have a valid target for an unarmed attack, the flurry immediately ends. This Charm does not provide him with the ability to make these reflexive jumps, only the need.


Burning Marsupial Soul
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Potato-Sack Derision Technique, Diminutive Pouch Warrior

Of all the marsupials of Creation, the kangaroo is the most hotblooded. The possum is too timid, the wombat too sturdy, and the bandicoot too foolhardy. The koala, perhaps, might be a rival, were they not touched by Hegra and her comatose brother. Channelling the furiously righteous Essence of the kangaroo, the martial artist's legs (or his clenched fists) burst into flame the colour of his anima, extinguished only when their force is spent. Upon using this Charm, the martial artist immediately gains two "banked" flames, to a maximum of two. While a martial artist has two flames banked, he ignores (Martial Arts) points of wound penalties, or half that with only one flame banked, rounded down. Flames may be expended in two different ways:

• A flame may be reflexively expended at a cost of six motes in Step 2 of any attack directed at the martial artist that he is aware of, perfectly parrying it even if it would normally be unblockable. As a unique Flaw of Invulnerability, this may not parry attacks that carry the Crippling keyword.

• A flame may be reflexively expended in Step 1 of any of the martial artist's unarmed attacks. If the attack would have missed or been parried, then it hits, calculating its raw damage based on an assumption of 0 attack successes. If it would normally have hit, it may inflict a single (non-amputation) Crippling injury of the martial artist's choice, regardless of whether it causes any levels of damage.

No more than one flame may be expended per tick, unless the martial artist has a tail or similar appendage to lean back on, in which case he may expend two flames.
 
Hmmmm, I was searching a little around the net, and I found a compilation of TAW by Imrix and Kylar, and this compilation is quite good compared to the one done by Revlid. Too bad this one doesn't have the great Ma-Ha-Suchi fanart too.
 
Hmmmm, I was searching a little around the net, and I found a compilation of TAW by Imrix and Kylar, and this compilation is quite good compared to the one done by Revlid. Too bad this one doesn't have the great Ma-Ha-Suchi fanart too.
Be careful, that might be the pre-revision version.
 
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