Shining Point is cool. It was a very neat idea, giving your sword its own Initiative. Letting you attack twice per turn really evokes that "I'm so fast I can constantly sheath my blade after every stroke and STILL attack faster than you" depiction of battoujutsu.

With the examples of Shining Point and Steel Devil, I hope someone can convert Holden's old Graceful Hummingbird Style soon.

Perhaps they can even be used for inspiration regarding a sword-and-shield style? We need a sword-and-shield style. No, I don't care that it's "vanilla"; we could have done dual-wielding with nothing but the basic combat engine and Solar Melee Charms, but Morke went a step further and gave us a kick-ass martial art for dual-wielding. We can have a sword-and-board style!
 
Shining Point is cool. It was a very neat idea, giving your sword its own Initiative. Letting you attack twice per turn really evokes that "I'm so fast I can constantly sheath my blade after every stroke and STILL attack faster than you" depiction of battoujutsu.

With the examples of Shining Point and Steel Devil, I hope someone can convert Holden's old Graceful Hummingbird Style soon.

Perhaps they can even be used for inspiration regarding a sword-and-shield style? We need a sword-and-shield style. No, I don't care that it's "vanilla"; we could have done dual-wielding with nothing but the basic combat engine and Solar Melee Charms, but Morke went a step further and gave us a kick-ass martial art for dual-wielding. We can have a sword-and-board style!

I kind of want Swaying Grass Dance.
 
Honestly, if you made a blind character then gave them 5 Awareness, as an ST I'd probably reduce the penalty for being blind on a lot of actions, especially if they had a Specialty in another sense and ESPECIALLY if they were blind from birth.

Even if they were a mortal character.

Yes, I am putting together ideas for my blind samuraiesque Dawn Caste idea. :p
 
More spooky shit.

The First Quarry


It died so long ago - the first victim in the first hunt of a newborn race. Now it forever wanders the Underworld, moaning in the agony of killing blows that never leave it. It is a mighty beast, three stories tall, shaggy white fur cascading down its flanks, six legs ending in rough nails that crush rocks under their step, four twisted tusks protruding from its mouth and heaving from side to side as it walks; its great tail sweeps the floor, never lifted or shaken. From the back of the beast stick out a hundred of spears and arrows, each one having dealt a fatal wound - and each wound still bleeding. Dark rivulets stain the white fur, and the beast leaves in its wake a trail of red-black ichor.

The beast is driven only by its unending pain, without goal and purpose, and so it aimlessly wanders. It is not violent - in fact, sensitive ghosts who have approached it have expressed a sentiment of overwhelming sorrow and weariness, beyond the emotional expression of a mere animal. The beast only reacts violently when people attempt to climb on its back (often to retrieve the ancestral weapons stuck in its flesh) - and then, with only as much force as needed to make them go away. To ghosts, its coming is an ambivalent omen; there are many who follow in the trail of the creature to collect the red ichor before it dries up. This substance has many miraculous properties; applied as make-up, it imbues one with acute senses, predatory instincts and hunting skills; as painting on weapons and armors, it gives them a will of their own; drunk, it turns men into manbeasts, and endows ghosts with the ferocity and twisted bodies of a hungry ghost. It is a component in many necromantic workings, and is thus sought after by none other than the nephwrack lords of the Labyrinth and the deathlords themselves.

But there is danger in acquiring this ichor, and a reason why so far no one has tried to secure the beast for themselves. As soon as the white beast stops - be it to eat the dry branches of skeletal trees, to drink at the flow of Oblivion's rivers, or simply to rest its weary head for a while - the trail of blood bubbles and boils. Not too far from the creature, but outside of its senses, its very own ichor take the shape of humanoid figures, featureless but for the glowing white pits of their eyes. In their hands, shadow congeal into spears and knives, bows and slings. These blood hunters move in perfect silence, and yet coordinate as effectively as if sharing the same mind; very soon they fall upon the unwitting beast, harassing it from afar, darting between its clumsy legs, delivering painful blows until the creature is forced to move again, running from its assailants; then the blood hunters dissolve until the next time the white beast commits the mistake of thinking it can rest for a time.

The blood hunters are the true danger surrounding the creature, and the reason why any ghost who isn't trying to collect its ichor will flee its approach; as soon as they appear, before attacking the beast itself, they will hunt down and slay any nearby creatures. Their shadow-weapons will dissolve their corpus, and with their limbs of shaped blood they will drink their Essence. Their formless bodies will then grow features - taking the edges and sharpness of bones first, then growing mouths, nails, hair, clothes, armor. Because the blood hunters will not stop until there are no more creatures to hunt within several miles and the ichor trail will spawn a seemingly endless number of hunters as they are killed (though no more than two dozens at a time), a few military-inclined deathlords have puts their officers on the task of weaponizing them by controlling the course of the white beast. The few attempts so far have backfired spectacularly, but the officers remain hopeful.


The First Quarry

Essence: 3; Willpower: 5; Join Battle: 4 dice
Health Levels: -0x3/-1x8/-2x8/-4x4/Incap. Upon suffering 5+ levels of damage, the beast will attempt to flee unless it is cornered.
Speed Bonus: +0
Actions: Feats of Strength: 16 dice (may attempt Strength 8 feats, see Beast of Burden); Senses: 3 dice
Resolve 2, Guile 1
Combat
Attack (tusks): 7 dice (Damage 22)
Attack (Stomp): 10 dice (Damage 16)
Attack (Grapple): 5 dice (6 dice to control). The first quarry makes unopposed control rolls against smaller opponents, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.
Combat Movement: 4 dice
Evasion: 1, Parry: 1
Soak: 20/10

Special attacks:

Gore: The first quarry's decisive tusk attacks add extra successes to damage against enemies with lower Initiative, as long as the elephant has not taken any other actions (including reflexive movement actions) that turn.

Stomp: The first quarry's withering attacks knock prone any opponent they successfully damage who had lower Initiative than its own. Decisive attacks instead add extra successes to damage against prone enemies.

Tusk Sweep: The first quarry pay one point of willpower to make up to three tusk attacks in one turn against different opponents who are all at close range of it and each other.

Merits

Legendary Size: The first quarry's size makes it extraordinarily difficult for human-scale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically-inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop it below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker's Strength) levels of damage to the yeddim with a single attack, not counting any levels of damage added by Charms or other magic.


Blood Hunters

A typical group of blood hunters has Size 1, elite Drill, and Might 1. Groups that have been allowed to run rampant for several hours, hunting and killing other ghosts, may have Size 2, Might 2. If there are no other victims on which to fall back when the fight goes against them, they have perfect morale unless magical intimidation is in play.

Essence: 2; Willpower: 5; Join Battle: 5 dice
Personal Motes: 30
Health Levels: -0x2/-1x3/-2x3/-4x2/Incap.
Actions: Feats of Strength: 5 dice (may attempt Strength 3 feats); Senses: 5 dice; Stealth: 6 dice; Tracking: 5 dice (always succeed on rolls to track the first quarry).
Resolve 3, Guile 1
Combat
Attack (Spear): 8 dice (Damage 12, minimum 2)
Attack (Short Bow): 11 dice at short range (Damage 10)
Combat Movement: 7 dice
Evasion 4, Parry 3
Soak/Hardness: 3/0 (hunters that have rampaged may have +3 soak from light armor)

Offensive Charms:

Chilling Touch (7m; Supplemental; Instant; Withering-only; Essence 1): The blood hunter's blade or arrow flickers ethereal for a moment, ignoring up to four points of natural or armored soak.

Devour the Fallen (1m, 1wp; Reflexive; Instant; Essence 2): When a ghost or living being is destroyed or discorporated within short range, the blood hunter uses this Charm to drain the fallen's Essence and refine its own shape, rolling dice equal to the ghost's Essence and healing one level of damage or Magnitude per success. Damage dealt to a battle group also allows this Charm to be used, rolling dice equal to (the points of Magnitude lost + the group's Might). Destroying a battle group allows a battle group of blood hunters to fully replenish its Magnitude gain a point of Size.


Ascendent Blood Hunter

This thing stands six feet tall, straight where his kind are usually hunched other; his form is well-defined, with supple, muscular limbs, but there is no mistaking the fact that he is made out of solidified blood and shadow, dripping everywhere he goes and matting his black hair. He wears a cuirass of rusted iron, black puffed pants, leather boots and a white cravat; he carries a long spear, a bow and arrows, and a dagger for utility. His glowing white eyes never, ever close, and he never, ever stops smiling, but he is capable of speech.

"Ascendent" blood hunters are anomalies produced when a blood hunter kills and devours the Essence of a living being, a rarity in the world; or when a single blood hunter delivers the killing blow to a powerful (Essence 3+) creature its whole group managed to bring down. Such creatures are invigorated with enough Essence to sustain their existence as independent beings; they usually abandon the hunt of the first quarry and strike out on their own, serving as extravagant elite mercenaries and officers for ghostly rulers, for they require the steady consumption of weaker ghosts to sustain their independent existence, and war is as good a way of obtaining such victims as any.

Most ascendents eventually come to the conclusion that devouring the Essence of an even more powerful creature would allow them to transcend their current state and achieve even greater power; they usually die when crossing into Creation to hunt one of the Exalted, or when making a nephwrack or a deathlord their quarry.

Ascendent blood hunters are sometimes seen using a handful of hungry ghosts as trained hounds that they sic on their opponents.

Essence: 3; Willpower: 6; Join Battle: 7 dice
Personal Motes: 50
Health Levels: -0x3/-1x4/-2x4/-4x2/Incap.
Actions: Feats of Strength: 6 dice (may attempt Strength 3 feats); Senses: 6 dice; Stealth: 7 dice; Tracking: 6 dice; Command: 5 dice; Threaten: 5 dice.
Appearance 3 (Hideous), Resolve 3, Guile 4
Combat
Attack (Spear): 10 dice (Damage 13, minimum 2)
Attack (Short Bow): 12 dice at short range (Damage 10)
Combat Movement: 6 dice
Evasion 3, Parry 4
Soak/Hardness: 8/0

Offensive Charms:

Chilling Touch (7m; Supplemental; Instant; Withering-only; Essence 1): The blood hunter's blade or arrow flickers ethereal for a moment, ignoring up to four points of natural or armored soak.

Flying Time Technique (15m, 1wp; Reflexive; One scene; Perilous; Essence 2): Like something out of a nightmare, the blood hunter moves with impossible speed as everything around it seems to slow to a crawl. Treat its Initiative as three points higher than it actually is when determining turn order each round. It adds two automatic successes on any attack roll against a character that has not acted yet during this round, and adds +2 Defense against attacks made by characters that act after it in turn order.

Devour the Fallen (1m, 1wp; Reflexive; Instant; Essence 2): When a ghost or living being is destroyed or discorporated within short range, the blood hunter uses this Charm to drain the fallen's Essence and refine its own shape, rolling dice equal to the ghost's Essence and healing one level of damage or Magnitude per success. Damage dealt to a battle group also allows this Charm to be used, rolling dice equal to (the points of Magnitude lost + the group's Might). Destroying a battle group allows a battle group of blood hunters to fully replenish its Magnitude gain a point of Size.
 
So, Five Dragon Style.

Fuck Five Dragon Style.

It is hands down THE most boring Style in the game. It places no meaningful, stylistic restrictions upon the character, nor does it provide any new tactics. It works with the heaviest armor and with the most commonly mass-produced weapons in the world (swords and spears) as well as your bare fists, and every single Charm is just "generic supersoldier" toughness or damage enhancement. Even the Charm NAMES are boring; everything is just "Five Dragon this" and "Five Dragon that".

First Edition used it because Martial Arts was still a wholly separate Ability, given to the Earth Aspect, because every Aspect needed at least of the five attack Abilities, because Dragon-Blooded were punished for using out-of-Aspect Charms. It was early in the game-line, the writers already busted their asses to create FIVE Celestial Martial Arts for the book (for a total of six Styles)... I'm willing to forgive.

Second Edition copy and pasted the Style for no good reason at all. It wasn't even the Terrestrial Hero Style, or even vaguely related. At best, it was just the most dependable thing to teach to your enlightened mortal Tiger Warriors. (You could have called it Tiger Warrior Style and been more truthful, really.)

Third Edition isn't repeating the mistakes of the past. There's no more copy-paste. Mortals don't get Charms any more. The Dragon-Blooded won't suffer mote-surcharges for out-of-Aspect effects, are getting loads more Charms than before, and each Ability can evoke any of the four other elements for new ideas and tricks that used to be denied to the Chosen of the Dragons. Terrestrials might even get the option to swap out one Aspect Ability for one better suited to the character concept, allowing you to play an Air Aspect swordsman rather than a knife-thrower, or a Wood Aspect brawler rather than an archer.

But perhaps most importantly of all, there's no more divide between Terrestrial and Celestial Styles.

The last point merits elaboration: In previous Editions, the writers could dismiss the Style based on the fact that few Celestials would ever bother learning it. It was inefficient and weak on top of being boring. But now, any Style good enough for the Dragon-Blooded is even BETTER for Celestials, and better still for SOLARS. Every Style is now a Style for ALL of the Exalted, without exception.

If the developers DO print a Style called Five Dragons, it really can't carry forth anything but the name. It has to bring something new and unique to the game.

My immediate idea is to make it a cooperative battle-style... but there's already Crimson Pentacle Style, which tried (and failed, but TRIED) to be what Five Dragon Style should have been from the start.

Since Five Dragon Style really doesn't have any worthwhile Charm concepts to its name at all, I suppose the developers could just slap the name on Crimson Pentacle Style as a nickname, or reduce Crimson Pentacle to the nickname.

Or maybe FDS is a cooperative sword-and-shield Style while CPS is a cooperative spear-and-shield style. I could get behind that.
 
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The Question


At the heart of the Underworld, there is a place where the rivers of oblivion converge and drip from vast cracks and crevices to the immense caverns that sit, spider-like, where all tunnels of the Labyrinth connect; there the waters cascade down into rain shed on the tomb of titans. In this place forsaken by human memory, there is a ziggurat of black stone and inimaginable size, space itself bending to accommodate its height. Centuries ago, a ghost climbed the steps of this forsaken temple, braved howling winds and laughing-mad Whisperers; at the altar he cast off his name, and asked something. And the cavernous depths of the ziggurat answered with one question, which the ghost took in his heart, sheltered and nurtured and let fester until it seeped into his very being.

Now the first level of the temple is dominated by the expanse of Kurnugia, the City From Which None Return, barring the way up and controlling access to the ziggurat's higher levels; its temple district in which reside the prophet-magistrates rises from the flat expanse where the stairs interrupt, while the slave-quarters spill down along the stairs to the earth and the shores of the black lake that pools below the city. Kurnugia is of cyclopean make; enormous slabs of rough-hewn stone and carried by moaning ghost-slaves to be assembled in forts and temple walls whose broken angles and lines reveal the madness of their architects. The shrine-towers of the temple district are made of iron, extracted from the walls of the Labyrinth, their dark facets reflecting the endless agonies of the slaves sacrificed at their top. These are not the living quarters of the priests, who prefer their squat palaces of stone, capped by domes of glass, where they recline on silken cushions while drinking the Wine of Endless Remembrance and smoking exotic herbs in which they mixed the souls of punished slaves, captured in crystal by sorcery and ground to dust.

Theirs are not the lives of their servants, who lead fitful and short existences in their abodes of clay, their narrow alleyways patrolled by sadistic mortwights. The closer to the temple district one is, the higher one's status and the lesser one's freedom; in the plazas facing the temples' doors, janissaries are trained into true war-ghosts by their masters, reshaped into fanatic soldiers with twisted devil-bodies. Far below, beggar-masons gather at the passage of a mere mortwight pleading to be granted a day of work, and chain-gangs are led into the deadly caverns of the Labyrinth to extract the stone to the tune of ancient working songs - but those who fail to find work also escape the eyes of the soldiers, and meet in the darkest alleyways where the stairs are broken and eroded to a gentle slope; there they make plans to kill their betters and steal their riches, or to racket their fellow slaves. Below even them, the fishermen on the shore venture on the waters of the black lake to feed the throng above them, their status as slaves a polite fiction, for who would bother policing them on these deadly flows?

On every turning of the calendar the dim red light of the Nameless Moon, refracted from the cracks in their ceiling into the infinite droplets of the rivers that rain upon the city, casts Kurnugia in a crimson glow. Then the prophet-magistrates gather, and the blood of countless hundreds rains down the steps of the ziggurat, painting the whole city red and marring even the black lake below. The slaves themselves are prone to dancing in the streets, taken with delirious joy, washed in the violence and death that gave them birth. On this day, the priest-king of Kurnugia comes out of his personal temple in his full attire and glory, and raises his hands to the sky; in a blessed moment where the red moon aligns perfectly, all - sky and earth and city and people and waters - are as one, blending into an expense of pure red that is at once spilled blood and setting sun; in that moment the priest-king asks:

"WHO IS HE?"

He receives no answer. And so the nephwrack lowers his hands, the moment passes, and the tremendous power of the ritual sacrifice is channeled to some other, more practical purpose, by him and his magistrates. But the priest-king is not satisfied, and as he goes back to his chambers he already makes plan to improve the sacrifice, to perfect it, and to finally obtain the answer that he seeks.

(No antagonist stats here; the stats for war ghosts, mortwights and nephwracks are sufficient for most purposes. The prophet-magistrates are also nephwracks, though weaker than the statted example - Essence 4 and fewer Charms.)

Shaping ritual: A Question That Demands Reply

You have delved into the deepest recesses of the Underworld, and kneeled at the altar of dead gods. Whispers filled your mind - expressions of purest agony, demands to bring death to the world, melancholy remembrance of things lost that can never be recovered. Whether you rein in this madness and make yourself its master or ride its wave with the thrill of pure abandon is up to you, but the angry, confused, sad, painful, burning question engraved in your soul will never leave you alone.

Shaping rituals
• When the sorcerer begins takes a shape sorcery action, he may ask an imperious question, voice booming like thunder and demanding acknowledgement - of his name, the name of his faction or master, or the titles of the dead gods that empowered him, according to his vanity or loyalty. For every subservient character within medium range who answers as loudly as they can, the sorcerer may draw one sorcerous motes, up to a maximum of the highest value of Intimacies towards the thing called upon among all contributors.
• The sorcerer may cultivate the question in his heart like a personal obsession and source of insane focus. He forms a Principle expressed as the question "Who is he?". This Principle is relevant for the purposes of social influence whenever the character faces the prospect of uncovering the secrets of the Labyrinth or the Neverborn, the lost history of Creation, or the question of faith or loyalty in the dead and dying gods to whom he pledged allegiance, no matter how insincere. Once per day, he may reflexively draw a number of sorcerous motes equal to this Principle's level; if he chooses to upgrade this Intimacy to a higher level, he instead gains twice the new level.
• It is known to those who study the occult that necromancy draws power from blood; but one who follows the power of dead gods gains even greater power from sacrificing all they hold dear in their name, shedding their attachments to this world until they are nothing but mad, empty shells animated by fanatic devotion and blind hatred of all that exists. Once per day, the sorcerer may take a miscellaneous action to make a sacrifice of a ghost or living being, gaining 3 sorcerous motes, 5 if the sacrifice is a sapient being; furthermore, if the sacrifice is personally the subject of one of the sorcerer's Intimacies, he may roll (Willpower + Intimacy rating) and gain the successes as additional sorcerous motes. All such motes are retained until the next sunrise.


Red Moon's Harvest

Cost:
10sm, 2wp
Keywords: None
Duration: Three rounds

Raking the nails of two fingers across his palms, the sorcerer's blood comes gushing out; he spreads his arms, letting it drip to the ground, and soon the skies turn to black and red clouds gather - then blood rains down from above. This spell affects all characters to medium range of the caster; for every turn that a character has their skin exposed to the rain, they must roll against a poison (Damage 3i/round, Duration 6 rounds, -3 penalty). Characters who are crashed while suffering the effects of Red Moon's Harvest do not take damage from it - instead, they enter a delirious trance, laughing and dancing without a care for their original desires and ignoring attacks. If they come within short range of a character not under the same effects, they will attempt to make them join their revelry forcefully - though they will not attempt to harm them, they may use grappling to force them to succomb to the rain. This effect lasts for 6 rounds, interrupting the poison's duration - any effects that would reduce the duration of the poison will also reduce this effect's duration.

Special activation rules: Red Moon's Harvest can only be cast once per scene, unless reset when a rain-poisoned opponent falls into Initiative Crash.

A sorcerer who knows Red Moon's Harvest as his control spell may concentrate solely on the control of his spell, to the exclusion of any other action - including defense. In this case, he may expand it out to long range on the turn following the casting, and may keep the blood-rain going for as long as he concentrates in this fashion. The blood of the sorcerer is also hallucinogenic in the same manner as the spell itself, allowing it to be used as any ordinary poison provided the sorcerer draws enough blood to cause himself one point of lethal damage; this blood loses his potency at the end of the scene.
 
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I think at this point the best we can do is cross our fingers and hope real hard that if the Dragon-Blooded book has a Kickstarter with the "backers can choose Martial Arts" option, nobody picks it and FDS just gets quietly sweeped under the rug and forgotten.

You know what they say about tempting fate?

This is tempting fate. Like, this is Venus-tier tempting fate.
 
Moving on, let's address the other old Terrestrial Styles.

Orgiastic Fugutive will finally be Celestial/Solar level!

White Veil Style is still very useful for Exalted who want to quietly assassinate other Exalted or spirits. Shaving off the parts that allowed it to be used so completely by Combo-less mortals hardly effects how the Exalted used it; those parts might even be kept as part of an effort to avoid anima-flare. Upgrading it to Celestial and Solar levels is pretty scary.

Lightning Hoof Style might return as something more than a cute Dragon-Blooded/enlightened mortal gimmick. I never really paid attention to it before, but now that Solars and Abyssals can learn it at their own level... Moreover, Immaculate Terrestrials can elevate it to Celestial level! Bless Third Edition.

Sea-Faring Hero might also get more of my interest, for the same reasons. I'm not holding my breath, though.

The problematic and highly complicated Even Blade Style is rendered rather pointless by Single Point Shining Into the Void Style, which handily covers all of your battoujutsu needs. Well, except maybe for fighting with the sheath, which Steel Devil Style doesn't really cover either. But Shining Void gives you two actions every round, so you can use your sword-action to slash and your regular action to clock someone over the head with the sheath, using Brawl or Melee Charms for the improvised weapon.

Definitely, we don't need the Terrestrial-level firewand Style anymore. We might see some of those Charms reappear as Fire-aspect Charms in Terrestrial Archery!

Path of the Arbiter really wasn't a martial arts style; it was a misguided effort to give mortals a path to power through one of the only methods available to them.

Terrible Ascent-Driven Beast Style... I don't know. Lunars wouldn't be able to use it in animal forms, and I'm not sure it would really offer much to Solars who can just use Solar Brawl grappling Charms with Solar Athletics Charms. Again, no mortal Charm-use, so it's no good for mortal Mowgli or Tarzan.

Falling Blossom is RIGHT OUT. Anyone who can learn Charms is by definition irreplaceable. Besides, we have the Defend Other action now.

Oh, First Pulse might return! It wouldn't be Air-aspected anymore, and it would have Celestial and Solar power upgrades!

Golden Janissary definitely has a place, if the Immaculate Order is willing to emulate the sun enough to deal more effectively with the undead. And again, imagine the Solar level effects! But between the Immaculate Order probably not allowing it, mortals being incapable of it, and Solars pretty much already being able to do anything this style does with their own Charms, I can see it being dropped.

Five-Fold Shadow Hand is a No.

Jade Mountain, Ill Lily and Nightbreeze are in an odd place. The elemental Immaculate Dragon Styles are now just as Terrestrial-level as Celestial-level, and these three would be just as Celestial as Terrestrial.

Actually, remembering what Air Dragon Style is all about, Night Breeze becomes superfluous. I don't think we need TWO stealthy, wind-manipulating, throwing-weapon Styles.

Jade Mountain focused on grappling to an extent that Earth Dragon never did. Maybe those Charms will find a home in Dragon-Blooded Brawl?
 
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So, 3E solves the "Dawn-Problem" by making a Dawns caste abilities pretty much "Awareness, Dodge, Resistance, War + (one of Archery, Brawl (Martial Arts), Melee or Thrown) and makes Dawn supreme Warriors by them being the only caste with one of the letter being Supernal.


But what if you WANT to combine multiple combat abilities? How feasible is that in 3E?

First, let's have a look at the mechanics.
"Characters wielding ranged weapons such as bows or chakrams cannot parry". This is a severe drawback for combining a close-combat ability with a ranged ability. Though I suspect a lot of GMs would throw that out if you can reasonably combine wielding a one-handed ranged weapon (hand crossbow, flame piece, most thrown weapons) with a melee weapon to parry with. And of course it can be bypassed by using one of the melee weapons with the Thrown-tag.
Now, how about Charms? Only the Supplemental Tag states "Supplemental Charms can generally only benefit the ability they are listed under, unless otherwise stated". That means that Reflexive charms should be fine to be combined with each other across abilities (unless they state that they only apply to their ability, such as Sight Without Eyes). Reflexive Charms that generate attacks create attacks under their own ability, which limits it a bit further. And come with "as long as it makes sense for them to do" clause so a GM can veto them.


Now, let's look at the charms from the Attack-Abilities that can be used with others or create reflexive actions.

Archery:
Archery doesn't offer much, but the reflexive attacks can be nice. Phantom Arrow (the charm that starts their chain) is also pretty nice for Flame Pieces or Hand Crossbows, so that's a potential good combination.
There is No Wind
should negate the penalties on Thrown and Ranged MA attacks just fine.
Shadow-Seeking Arrow gives you reflexive attacks when you spot a hidden enemy.
Hunters Swift Answer gives you a reflexive attack if you succeed at a Disengage action.
Finishing Snipe gives you a reflexive attack when an opponent crashes within range.

Brawl:
Brawl is particularly attractive for Martial Artists who need some dots in it anyway, and offers nice defensive options for them.
Fists of Iron Technique
allows you to parry lethal damage bare-handed and should work for enhancing bare-handed MA attacks as well.
Iron Battle Focus
negates Onslaught-Penalties.
Reckless Fury Discard raises Parry or Evasion, useful for everyone really.
Dancing with Strife Technique gives you Willpower for defending against a difficult attack, regardless of how you defend against it.
Cancel the Apocalypse should work just fine even if you crash the enemy with another ability, and deactivating an ongoing charm is pretty useful.
Wind and Stones Defense is supplemental, but works fine for raising your Evasion with it or if you use Brawl to parry.
Blade-Rebuking Wrath creates a Clash-attack that disarms.
Burning Fist Burial should work with unarmed MA-attacks, or any attack if the GM is permissive. Transferring extra successes from decisive attacks to the damage roll is pretty useful.
Heaven Thunder Hammer should work with unarmed MA-attacks, but talks about "arms" and "fists" too often that a GM would really allow this on other abilities.
Force-Rending Strike creates a Clash-attack against a Decisive attack. Intercepting Fury Smite just enhances that and thus works fine. Fire-Eating Fist can only supplement Brawl-based clash attacks, but comes right after charms that create those.
Heaven Fury Smite allows you to make a decisive attack against an opponent you just crashed, and it explicitly mentions that it can be used with any ability (not that it would have to by the rules).
One with Violence gives extra Initiative if you crash an enemy with a Martial Arts or Brawl attack.
Striving Aftershock Method gives you extra Initiative when resetting to base Initiative after a decisive attack.
Superior Violent Knowledge allows you to safely store Initiative for a decisive attack.
Inevitable Victory Meditation can be used to enhance Evasion, regardless of how you fight. It might also work for Parry with other abilities, but can only be used to enhance Brawl-rolls otherwise (still good for defending against a grapple!).
Ascendant Battle Visage enhances rushes (useful for everyone) and makes you immune to crashing from any attack not from close range. It also grants Brawl-based Clash attacks.

Melee
The defensive charms go well with weapon-based Martial Arts, and are useful if you use one-handed ranged weapons.
One Weapon, Two Blows can trigger off an attack from any ability, but grants a reflexive Melee-based attack. Agile Dragonfire Blade works just fine to enhance it too.
Peony Blossom Technique can be used to give you an reflexive Melee-Based attack anytime your anima is at bonfire-level.
Call the Blade and Summoning the Loyal Steel should work fine for non-Melee weapons of any sort.
Edge of Morning Sunlight should work fine for enhancing non-Melee attacks.
Corona of Radiance enhances your Parry regardless of ability used.
Dipping Swallow Defense, Hail-Shattering Practice, Bulwark Stance and Fivefold Bulwark Stance can enhance non-melee parries.
War-Lion Stance can likewise be used regardless of ability to enable reflexive Defend Other actions. Guard-Breaking Technique works just fine off it regardless of ability, as do Calm and Ready Focus and Unassailable Guardian Posture.
Fervent Blow
grants a melee-based clash attack.

Thrown
Thrown offers several effects that enhance Join Battle, those are useful for anyone even if you never plan on doing a Thrown-attack.
Flashing Draw Mastery grants an automatic success to Join Battle and makes it even more likely that you act first in the first round.
Swarm-Culling Instinct grants rerolls on Join Battle and a bunch of reflexive Thrown attacks right at the start of combat.
Mist-Gathering Practice enhances an aim-action from stealth, but that could also be used for Archery- or even Brawl/Melee/Martial Arts attacks.
Fallen Weapon Deflection is not an attack, instead you redirect disarmed weapons. Which you could use to prevent your own weapon from being thrown away.
Savage Wolf Attack can likewise trigger no matter how you disarm an opponent, making an extra reflexive Thrown-based Withering attack that is undodgeable and unblockable.

Then there are MA-charms. The defensive ones work without fail, and you can combine all MAs together (with the exception of weapon-based ones). But you are more likely to pick a few other abilities while focussing on MA than the other way around.



Ultimately, it can be pretty expensive to combine multiple abilities - but in several cases, really worth it too.
A Melee character could take Thrown and the Join Battle enhancing charms. Acting faster and a few attacks at the start of combat are pretty good.
You could take Archery, using a Flame Piece or Hand Crossbow, just for the reflexive attacks while you fight with any other Ability.
For an Archer, taking Melee instead of Dodge while using a Hand Crossbow or a Flame Piece with a Bajonet offers a nice alternative way to boost your defense that is not objectively worse.
Investing into Brawl for its defensive charms it not a bad option either, and can be used by anyone. It works well even if you rely on Dodging attacks rather than Parrying them.

Theoretically, a character could fight with Melee, use a hidden hand crossbow for reflexive Archery attacks, use Brawl for extra defense and make reflexive Thrown-attacks at the start of combat. And it would not even require taking too many charms you don't want or use.
 
I think at this point the best we can do is cross our fingers and hope real hard that if the Dragon-Blooded book has a Kickstarter with the "backers can choose Martial Arts" option, nobody picks it and FDS just gets quietly sweeped under the rug and forgotten.

Don't tempt me into buying that tier just to spite you.
 
Well, lets see what we can do with this.

A character that fights with Sword and Flamepiece. And has a arm-mounted hand crossbow for extra range when needed. He mostly chooses Melee-charms, but picks up the following Archery-charms:
Phantom Arrow Technique is great with a Flamepiece or Crossbow, since it removes the need to reload.
Fiery Arrow Attack offers utility (setting things on fire) and is nice for enhancing decisive attacks.
Dazzling Flare Attack can reveal hidden enemies.
Shadow-Seeking Arrow is our goal in this chain. Whenever you spot a hidden enemy, you blast them with your flame piece! (or hand crossbow if necessary for range). Which can trigger Dazzling Flare attack, revealing more enemies, triggering more attacks!

For a lot more investment, we can get more reflexive attacks out of this.
Wise Arrow at least makes our reflexive attacks more accurate.
Trance of Unhesitating Speed is good for executing several weaker enemies, though we mostly take it as a prerequisite.
Flashing Vengeance Draw is a pretty good Join Battle enhancer, (Essence) successes are good. It also makes our first attack unblockable, so blast away before you get into melee-range.
Hunters Swift Answer is good if we ever have to make a tactical withdrawal.
Finishing Snipe is our goal in this chain. Crash an enemy with a melee strike - then finish them off with a blast from our flame piece!

That's a total of 9 charms, with both target-charms sitting at Essence 3. It directly boosts the character as a Melee-Combatant by including one Join Battle Enhancer, but the real draw is in getting reflexive attacks (and of course having backup weapons in case you need to fight at range.)


There are more options and combinations, with varying degrees of investment. Don't have the time to go through all of them right now, I might later.
 
Edit: Speaking of Keris, another session will be going up after I've had some sleep. In which my hubris and curiosity came back to bite me.
Okay so what basically happened was that Revlid spoke about his very cool elemental rewrite and I was like "hey cool I wanna see some of this" and ES was like "mwaa ha ha haa" and I was like "what was that?" and he was like "oh nothing nvm" and basically what I'm trying to say here is why do I keep bringing things down on myself like this?

i've been such a fool

(And yes, Keris did indeed just create life, in a cave, with a box hairful of scraps skulls. During a storm. With lightning. We can only be thankful that she did not cackle and/or shout "it liiiiiives!")
 
On another note, I was just discussing "writing spirits" with a friend who wants elemental Eevees (in turn sparked by the comment that GIANT ROCK CENTIPELEMENTAL was sort of like an Onix), and came up with some guidelines, which I see no reason not to post here.

Basically, a spirit writeup should answer two main questions. Everything in the bio should be in some way related to answering those questions. They can basically be summarised into two things: "what is it?", and "what can I do with it?"

The first of these questions is different depending on what type of spirit it is, but the rundown is:
  • DEMON: Demons are living tools created for a purpose. What is the purpose of this demon? What is it a tool for? This will have almost nothing to do with its Yozi, but will rather be dependent on the Second or Third Circle that made it. It will probably be designed so that it is naturally inclined to do its job - see stomach bottle bugs, which are made to clean up filth and thus love eating filth.
  • ELEMENTAL: Elementals are immune responses to sudden or natural elemental changes. What is this elemental a response to? A surplus of an element or a deficit? What form does the response take? How does it act in light of that? They're naturally physical, and will probably have a form somehow related to their element, and it will probably also be related to whatever it's supposed to do to fix the imbalance.
  • GHOST: Ghosts are tied to the world by attachments and fetters and passions. What bound this ghost so tightly to the world that it refused to let go and slip into Lethe? How do those chains manifest in its behaviour and corpus? It may well have modified its body - consciously or unconsciously - to reflect and better enact its fetters and passions.
  • GOD: Gods are bureaucrats that report on and oversee the various working parts of Creation. What is this god's job? What powers does it have in light of being a bureaucrat and overseer of that job? (Note: not an embodiment of it). How will it act to keep its job, and how dedicated is it to doing it?
The second question is the more important one, because it's invested in player agency, and essentially boils down to "why do I want to summon this thing?" What is in it for me? What can I do with it? What abilities does it have that I can make use of? Are there any fun or cool ways I can use it for things outside the original design intentions? What are the drawbacks of summoning it; its upkeep? Why do I want to summon this, rather than something else?

So, to take a demon at random from my Csend writeup... konyevlo. What are they? They're tools made for use in bureaucracy; sorting and recording stuff. They're designed so that they naturally want to do their job - the finder wants to find things, the assessor naturally assesses things and the recorder automatically records everything. They're alien in the manner of most demons in that they're kinda freaky platypus-stingrays that eat least gods and have three bodies and a really weird psychology.

What can I use them for? Obviously their intended purpose; finding stuff and deciding what's valuable and what's not. I can use them to sort through huge amounts of boring stuff for rare valuable bits. Or I can cheat a bit and use them to sort and manage people, meaning that if I have a load of factories or businesses, I can feasibly train them to manage my assets for me. (That was actually why I made them; for Keris, who is shit at that sort of thing.) What are their drawbacks? A good balancing point for useful or powerful spirits - especially demons - is to give them fairly common phobias or weaknesses, like luminata's allergy to certain kinds of wood, etc. In this case, konyevlo are terrified of cats, so that's something you need to take precautions against.

Now, you may note that I included gods up there, despite them not being possible to summon. That's true, but it's still a good formula for generating them - just replace "summon" with "interact with, make plot hooks from, include in games, etc". To use Revlid's example; Dogs of the Unbroken Earth [Exalted 2e, pgs 296-297] are, in fact, gods (a fact I remember entirely due to this point). They are specifically bureaucrats in charge of reporting on ground that has not been cultivated or used by humans for more than a century. This means that if some human does come along and use it, the Dogs of the Unbroken Earth are, uh, out of a job. So they will object to people trying to do so. Strenuously.

This is the big difference between elementals and gods of elemental phenomena in Revlid's model - elementals, be they elementals of surplus [element] or deficit [element], will respond to an elemental imbalance or shift, sometimes by furthering it and sometimes by opposing it, but always with the goal of bringing the elemental essence of the environment back into balance, whatever that means (it could mean replanting a forest after a fire, but it could also mean moving winter forward into spring by melting all the snow). Gods will act to maintain and spread their domain so as not to be put out of work, though often while doing as little actual work as possible. They will often act in favour of imbalances to give themselves a firmer power base and prevent their domain and paycheck from being reduced or taken away.
 
I think at this point the best we can do is cross our fingers and hope real hard that if the Dragon-Blooded book has a Kickstarter with the "backers can choose Martial Arts" option, nobody picks it and FDS just gets quietly sweeped under the rug and forgotten.

You know what they say about tempting fate?

This is tempting fate. Like, this is Venus-tier tempting fate.

Don't tempt me into buying that tier just to spite you.


Five Dragon and Even Blade style, with all the gimmicks in the Dragon Blooded book!

Even BladeAll The Charms Style!

Let's keep in mind that the developers DID place restrictions on the Styles that people could vote for with the Corebook kickstarter.

If they decide they really can't do anything worthwhile with Five Dragon Style, they're not going to include it as a default or as an option. Ditto with Night Breeze, Ill Lily, and others.


Crimson Pentacle Style is very heavily about spears and I don't think it can be made to include swords. If the weapon isn't integral to the character and tactics of the Style, it just turns into "Melee Charms with cooperation tricks", which is probably something we should be seeing in Dragon-Blooded Melee. So, just spears for this Style, to specialize beyond the point that Dragon-Blooded Melee Charms should.

Which leaves open a niche for "cooperative sword-fighting tactics" that can be filled by a new Style named Five Dragon Style.


Or maybe there could be a shield-based Style which doesn't restrict what offensive weapon you hold in your good hand, but doesn't directly enhance your attacks with it so much as create opportunies you can exploit. The Style would enable you to fight like a legionaire in a phalanx or shield-wall, regardless of whether you're using a pike, pilum, poleaxe, or short sword.

A shield-based Style could be called Five Dragon, and even reuse the names! Five Dragon Force-Blow for a shield slam, Five Dragon Invulnerability for a parry or thematically-appropriate soak! Five Dragons with five shields -- you could make a "single dragon made of many protective scales" metaphor.
 
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Here's the real problem with Five-Dragon Style:

Five-Dragon Style isn't, in-universe, a huge deal other than by happenstance. It is the most widespread of Terrestrial Styles because it occupies a particular place in Dynastic society as a simple, straightforwardly powerful style, and on a level that does not require special enlightenment technique to master. It is a fundamentally Dragon-Blooded Style; though powerful for its level, it does not offer any particular quirks or niche capabilities that would make a Celestial Exalt interested in learning it when they can have CMAs, while its later Charms require Essence 4, making it impossible for mortals to master. It strikes an uneasy balance as the go-to style of secular Dragon-Blooded martial artists, offering them raw power but not interesting for anyone else to get.

But... that's just it's design. It's not a particularly meaningful style; it doesn't have a place in the setting as an esoteric, iconic means for Dragon-Bloods to achieve power. It was not designed to allow them to transcend their limitations and access greater potential or enlightenment; it's just a style that happens to have a combination of factors that make it not attractive to other splats but effective for them. They aren't even better at it than others. It's not even an especially powerful style, all considered - it's perhaps the most powerful of Terrestrial Styles, but it's still a Terrestrial Style.

So, in the context of Ex3, it does not have the same place as the Immaculate Styles - it has no real reason to have special esoteric methods allowing super-monks to access its full power, and it has no real reason to deny Solars its highest potential.

So Five-Dragon Style, a nominally Dragon-Blooded-focused style, would have the Celestial and Mastery keywords just like every other style, and DBs would be the worst splat at using it just like every other style (save for the Immaculate styles). And while that's fine for the majority of styles, for this specific style, it kinda feels like shitting on the Dragon-Blooded. So that's why I think it would be better left unpublished.
 
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So Five-Dragon Style, a nominally Dragon-Blooded-focused style, would have the Celestial and Mastery keywords just like every other style, and DBs would be the worst splat at using it just like every other style (save for the Immaculate styles). And while that's fine for the majority of styles, for this specific style, it kinda feels like shitting on the Dragon-Blooded. So that's why I think it would be better left unpublished.
I don't really have a dog in this fight: Five-Dragon Style never really impacted my games in a positive or negative way. I'm just playing Devil's advocate here, and asking some obvious questions...

Why must it have the Celestial and Mastery keywords?

Why not have a style which is widely practiced by DBs specifically because it's not a disproportionately wet noodle when they use it?

I mean, I don't actually care if it exists or not, but I think it's possible to envision ways for it to exist. Or am I missing something?
 
Given the way that Styles work in 3rd edition and the way Dragonblooded charms work in particular the best solution is to probably have a Five Dragon Style that offers some utility effects at the basic level and that expands into badass elemental asskicking once you initiate to a Celestial level, with the badassness being keyed to your Aspect. So the basic Charm Five Dragon Force Blow would be a "hit harder" charm for most Dragonblooded, but an Air Immaculate would expand it into Breath-Seizing Attack and a Fire Immaculate expands it into Breath of the Fire Dragon.

By the way; removing Martial Arts from mortals? Worst decision ever.

The best thing about martial arts style was that they were, in effect "all in one antagonist creation" tools. "This opponent is Jade Mountain to Form" was a ridiculously easy way to create an antagonist and make them very different from the same opponent with the same stats except "This opponent is Orgiastic Furgitive to Form."

Since most opponents are (or should be) various flavours of mortal, that's kind of terrible.

Of course, in this edition everyone and their dog gets an Exaltation what with three new types and all running around, so meh. I guess the "Wind and Grass" people finally won.
 
So Five-Dragon Style, a nominally Dragon-Blooded-focused style, would have the Celestial and Mastery keywords just like every other style, and DBs would be the worst splat at using it just like every other style (save for the Immaculate styles). And while that's fine for the majority of styles, for this specific style, it kinda feels like shitting on the Dragon-Blooded. So that's why I think it would be better left unpublished.
You made that point better than I did, I feel.
 
Given that Five Dragon Style is so basic, would it make sense for most of it's charm ideas to be folded into dragonblooded brawl?
 
I don't really have a dog in this fight: Five-Dragon Style never really impacted my games in a positive or negative way. I'm just playing Devil's advocate here, and asking some obvious questions...

Why must it have the Celestial and Mastery keywords?

Why not have a style which is widely practiced by DBs specifically because it's not a disproportionately wet noodle when they use it?

I mean, I don't actually care if it exists or not, but I think it's possible to envision ways for it to exist. Or am I missing something?
Because Mastery isn't some inherent property of a style that you can choose to design a style not to have; it represents the fact that the Solar Exalted are the greatest of the Exalted when it comes to excellence in human skills (among other things), and martial arts are a skill, so the way Solar Exalts practice kung fu is as transcendentally powerful as the way they use Melee. That's why even Sidereals, who can access Mastery benefits through their own means, don't have it by default as a splat feature - they're incredibly powerful martial artists with access to their own unique, high-end style, but Mastery is quite simply "I am the best at kung fu."

Similarly, the Celestial keyword represents the fact that the Dragon-Blooded are the least mighty of the Exalted, and thus they cannot use kung fu in as powerful a fashion - except for a handful of styles specifically designed to cater to the nature of their Exaltation, and even then only through considerable effort, esoteric means and spiritual enlightenment. You could make Five-Dragon such a style, but then it would be the Sixth Immaculate Style, which is a really, really weird position for it to be in and changes some aspects of the setting.

By the way; removing Martial Arts from mortals? Worst decision ever.
I used to feel that way; I still regret that mortals can't have their own set of quirky "mortal powers" through martial arts, and might end up homebrewing Techniques if I find a way to do it that doesn't do bad things to the game.

I eventually came to the conclusion that removing a tier of supernatural Martial Arts from mortals was a necessary casualty of killing the concept of "enlightened mortals," which I used to love and eventually came to really, really hate, and which I now see as badly needing to go away forever.

Given that Five Dragon Style is so basic, would it make sense for most of it's charm ideas to be folded into dragonblooded brawl?
This might end up being the best solution.
 
Similarly, the Celestial keyword represents the fact that the Dragon-Blooded are the least mighty of the Exalted, and thus they cannot use kung fu in as powerful a fashion - except for a handful of styles specifically designed to cater to the nature of their Exaltation, and even then only through considerable effort, esoteric means and spiritual enlightenment. You could make Five-Dragon such a style, but then it would be the Sixth Immaculate Style, which is a really, really weird position for it to be in and changes some aspects of the setting.
You know, when I first heard of the style, it was being referenced in a book other than the DB one, and I thought it was a style you learned after the five Dragon styles, which combined them and was stronger than them. I'd love to see it turned into that, though I don't know how it would be.
 
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