What I had in mind writing this was a more hardcore form of well-meaning adoption after slaying some terrible evil parent, but yes, I'm well aware you can use it in much meaner ways.

EDIT: Oh, I see @Maugan Ra is reading this thread; just so you know I totally stole that concept for Breathing on the Black Mirror from you :V
 
Honestly, sorta yes? Or some other option like 'Have them adopted by someone else' or 'Hey, they still have a father, so they aren't orphans!'

And yeah, I wasn't complaining too much, but it seems ripe territory for some sort of psychological/something horror stuff.
No, no. I'm your mother. I've always been your mother. You live in Heaven, with me, and you love me more than the sun and the moon and the stars themselves. You have never wanted for anything in life, you are safe, you are loved.

Isn't that what happiness is?
(To be clear, this is a villainous character, because I worry about seeming like I'm seriously advocating this.)
 
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@Omicron that... actually doesn't seem horribly broken. I'd definitely make a couple tweaks though.

For instance, this style shouldn't be accessible from chargen. To that end, I'd give the Essence mins a range of 3-5 and add a caveat that Supernal Martial Arts doesn't apply to SMAs. Also, quite a few charms, including the capstone, could use a cost increase. Especially considering Echoes of Infinity and what it does to your effective and actual regen. Other than that, it seems fairly good.
 
BLACK SHARDS FALL LIKE ICE
Cost: 3m; Mins: Essence 1;
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisites: None
…who broke her mirror, and dropped the pieces to the ground.

Reality is glass; shatter it. Taking the first step on the path to enlightenment, the martial artist breaks the illusory facade that is the world - quite literally; her blows are accompanied by 'cracks' in the air, as if it were glass, and mirror-like shards of slicing air fly along with his motions, duplicating every blow a hundredfold.

This Charm enhances an unarmed attack, preventing the onslaught penalty to the target's Defense from fading on his next turn. This effect is cumulative, so that the target may only end these penalties by not being attacked in the first place for one turn. In addition, the character's onslaught penalty now also applies to his withering soak, as well as to any disengage roll. This Charm only affects onslaught penalties inflicted by the martial artist, not to those arising from other characters or circumstances.

Should have the Uniform keyword, not Dual.
 
add a caveat that Supernal Martial Arts doesn't apply to SMAs.
That was actually already a houserule in my mind, that I totally forgot to add anywhere. Oops.
I'd give the Essence mins a range of 3-5 and
This, however, I don't agree with. In past editions it was possible for a Sidereal to start the game knowing a couple of Charms from an SMA; achieving mastery would take a very long time, but it was still possible to start the game knowing the opening technique of, say, Prismatic Arrangement of Creation. this is something I'd want to keep.

Also, quite a few charms, including the capstone, could use a cost increase.
Probably wise, but changing the cost of Echoes is a hassle; I would need to figure out how often a player is likely to use its benefit, since the first few uses of onslaught-as-motes only serve to 'pay back' the cost of the Charm, but uses beyond that will start doing funky things to the mote economy. Even so it's an effect I like and want to keep, but I'm not sure how to cost it.
 
Because I am insane idiot, I have written Obsidian Shards of Infinity Style for Ex3.
God knows I have no room to judge.

A point of clarification: A penalty that is cancelled or negated still exists. If a character has been attacked three times since his last turn, but enjoys the benefits of a Charm that negates onslaught penalties, he still has a -3 onslaught penalty; that penalty is simply not applied - to his defense. It may still be counted for the purposes of, for instance, a Charm that adds damage based on a target's onslaught.
This seems counterintuitive. If a Solar has activated a Charm that allows her to step through a flurry of attacks in a single fluid motion, ignoring all onslaught penalties as she treats every blow as a single blow, why should she take extra damage from an attack that strikes with deadly force against those who've been thrown off-balance by a previous barrage? I suspect this sidebar means you're going to make onslaught penalties into the signature "resource" of the Style, but doing so in this manner undermines the in-universe logic supposedly at play.

BLACK SHARDS FALL LIKE ICE
This Charm enhances an unarmed attack, preventing the onslaught penalty to the target's Defense from fading on his next turn. This effect is cumulative, so that the target may only end these penalties by not being attacked in the first place for one turn. In addition, the character's onslaught penalty now also applies to his withering soak, as well as to any disengage roll. This Charm only affects onslaught penalties inflicted by the martial artist, not to those arising from other characters or circumstances.
I will start by saying that I appreciate the clear split between fluff and rules text. That said, I'm having trouble parsing this effect. In what sense is it cumulative? Does it only apply to the point of penalties caused by that specific attack, or does it apply an onslaught-sticky tag to the target themselves? Why do you write as though "the target may only end these penalties by not being attacked in the first place for one turn" is a natural extension of Onslaught penalties lasting a turn longer, when it seems a distinct condition?

RIPPLE IN THE SILVERED GLASS
After an attack against her is rolled, the martial artist may roll (Initiative + opponent's onslaught penalty). Each success on the roll negates one success on the opponent's attack roll. If the reduced attack does not meet the user's defense, the attack fails. If all successes are cancelled and the opponent rolled any 1s, the shattering of his reflection causes backlash within the opponent, and he is considered to have botched - the Storyteller adjudicating the consequences of such an effect (dropping one's weapon or falling prone are appropriate effects).
I don't think you really need to state that an attack which doesn't meet Defense fails, do you?

After using this Charm, the user resets to base Initiative and reappears anywhere within close to short range. If the attack was successfully avoided, the user immediately steals an amount of success from her opponent equal to his onslaught penalty, adding them to her base Initiative.
What does "steals an amount of success" mean? Is this from a roll? From their Initiative pool? The attack has already concluded.

Also, this Charm seems kind of strong. I guess that's the whole point, but...

REACHING THROUGH THE MIRROR
With one gesture of her off-hand, the martial artist summons her opponent's reflection, so that every reflective surface around him shows him regardless of angle; with a gesture of her main hand she then strikes through that reflection - and hits true in spite of distance.
Wouldn't you kind of expect a reflective surface around a person to show that person? Do you mean "every reflective surface around her"?

SHATTERING THE BALANCE
This Charm is a special gambit with a difficulty of 5. If it is successful, the user's target sees his perception of the real shatter like glass; everything he sees is distorted, appearing in duplicates or in fragmented and displaced images. The more pressure his opponent puts on him, the more his vision breaks down. As long as he is under this effect, the victim suffers a penalty to all actions equal to his onslaught penalty, to a limit of the user's Essence or 3, whichever is greater.
I seriously had to double-take here before I noticed that this Style didn't start at Essence 4-odd, like previous SMAs.

Is this penalty itself considered an onslaught penalty, and so ignored by anti-onslaught tech? If not, does it apply to Defenses even with anti-onslaught tech up? If so, does it stack with the actual onslaught penalty when no anti-onslaught tech is present?

OBSIDIAN SHARDS OF INFINITY FORM
A reflective black sheen creeps from the martial artist's fingertips to his elbows as he assumes this stance; shards of reality flock around her, creating a dizzying kaleidoscopic effect that obscures her true reflection. With every swift motion, she seems to be shattering and reforming to and fro.
Gender confusion. Which I guess is appropriate to the visuals at play, but...

THE MIRROR DOES NOT LIE
This Charm constitutes a reflexive decisive clash. However, if the user wins this clash, no damage is inflicted; rather she immediately rolls a gambit at a difficulty of her opponent's Essence. If successful, she instead applies the opponent's attack (with the number of successes it rolled on the clash and any applied Charms) against any target within its range of her own choice, except the opponent himself. Any observing character whose Resolve is less than the successes on her gambit roll is convinced that the final victim of the attack was the intended target all along. This Charm may only be used once per scene.
Just to clarify – you roll a decisive attack against your opponent's decisive attack.
If you succeed, you... get to roll again, against your opponent's Essence.
If you succeed, you... get to apply the failed attack against the Defense of another opponent.

I understand what you're going for, but it seems like too many failure states for "haha you stabbed your mum", to be honest. Especially at that cost. It's only ever going to be worthwhile against really spectacular attacks, which you're going to have a hard time beating with a decisive clash in the first place.

VANISHED WITHIN THE GLASS
This Charm may only be used against a character currently suffering the effects of Shattering the Balance. It constitutes a special gambit. If the attack successfully hits, the user does not roll her Initiative; rather she rolls a number of dice equal to the onslaught penalty of her opponent (0s are not doubled). If this roll scores successes equal to or more than the victim's Essence, then he vanishes - absorbed within the mirror-world. If it fails, his onslaught penalty immediately resets.
I genuinely can't tell if this is an OP instakill, or redundant with just punching their heads off in lieu of all this set-up. I suspect that it depends entirely on their Essence score, flipping from one to the other as necessary.

I mean, killing an Essence 3 Exalt with this basically requires that they suffer a consistent, turn-on-turn Defense penalty of at least -6. That's, what, three turns of punching, where you don't even need to hit them? Of course, then you have to hit them with a decisive attack, and then you have to hit them with another decisive attack, and in exchange, you get an instant death that they can theoretically come back from and definitely plot against you from. For what purpose?

DRAW FORTH ONE SHARD
Sutra: The greater form of this Charm allows a Sidereal to draw her opponent's reflection out of the glass. This use of the Charm has a cost of 20m, 1wp. It must be used in combination with the Sutra form of Reaching Through the Mirror; upon catching sight of her target in the mirror she pulls it out, creating a double that has all the traits and powers of the original (although if the original is wounded or has less Essence or Willpower at the time of the Charm's use, this is reflected too). This double is mirrored, allowing keen observers to notice they are not the same person. Existing for the rest of the scene, this double obeys the Sidereal, who must remain in a state of meditation while the Charm is in use. If the double is destroyed, then the target loses his reflection until the sun next crosses the horizon, making him immune to the Charms of this style.

Although it is possible to use this greater form to summon the Sidereal's own double, wise practitioners do not do so; it is spite against the real that animates an image, and trying to obtain wisdom or advice from them never ends well.
Um. No.

You are effectively giving Sidereals access to Solar Charmtech on a scene-by-scene basis at a cost of "20m, 1wp, and being within reflection range of a Solar who knows the Charms or Solar Circle Sorcery you want". Hell, doesn't need to be Solars. Can be Lunars, or Third Circle Demons, or high-end Dragon-blooded, or Ishvarans or whatever – Solars are just the most obvious example.

Even if the reflection-creature lasts past the scene of obedience – and it's not clear whether or not this is the case – I can just have it kill itself before the time limit runs out.

And why wouldn't I use it to summon my own double? I'm not after "wisdom or advice" from myself, and it has to obey me. I'm just getting a free version of myself (less 20m, 1wp) once a day, for a scene. I'll meditate in Heaven and have it go try to kill Ma Ha Suchi every morning. It's Glorious Solar Doombot with no xp cost and a need for in-character setup.

ECHOES OF INFINITY
This Charm enhances Obsidian Shards of Infinity Form. Under its effect, the user may choose to 'spend' an opponent's onslaught penalty as if it were motes for this style's Charms; if an opponent has an onslaught penalty maintained by Black Shards Fall Like Ice, the user may choose to reduce that penalty by any amount. Each point of penalty so removed counts as two motes towards this style's Charms. Most importantly, if this is done to pay for supplemental Charms or Simple Charms that create an attack, the penalty is only reduced after the attack is resolved.
Does this only apply when paying for attacks against the character you're taking onslaught penalties from? It doesn't sound like it does. Does the onslaught penalty need to have been caused by the martial artist? Is there a range limit? Does the martial artist need to be able to see their opponent? Why can the martial artist reduce the onslaught penalty of a random enemy in the next room, but not a friend?

Sutra: On every turn, the Sidereal adds to her normal mote regeneration a number of motes equal to the number of significant opponents she has trapped in the mirror-world with Vanished Within the Glass since the last time the sun crossed the horizon.
This doesn't look especially useful to me, but just say "in the last day". I appreciate the desire for poetry, but you're setting yourself up for arguments about how Malfeas' sun never sets so the bonus just stacks infinitely so long as you live there. Also, I'm not really sure how Creation has a horizon. It's flat.

BREATHING ON THE BLACK MIRROR
Exalted characters with a Major or Defining Intimacy towards the victim may attempt a reflexive Wits+Integrity roll at a difficulty of the user's Essence to retain the feeling that they have forgotten something important, and a vague feeling of what - a lost lover, a blurred memory of a forgotten parent - but it behooves them to seek out (or learn) a magic powerful enough to restore these memories from nothing.
To clarify – this isn't a Fate-keyworded effect?

Also, the Sutra effect feels broken, in that it seems like I can rewrite significant chunks of Creation's recent history however I please just by murdering someone in charge. I can't help but feel that Creation wouldn't look the way it does if this Charm existed in Sidereal hands.

(I see Marble Lighthouse of Possibilities Style making a comeback to replace I Win No Jutsu, here)
 
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ECHOES OF INFINITY
Cost: (+1wp); Mins: Essence 5;
Type: Permanent
Keywords: Sutra
Duration: Permanent
Prerequisites: Vanished Within the Glass, Draw Forth Every Shard
until she made everyone look at her
What exactly is the (+1wp) supposed to be added to? I think you might have left that part out by accident.
 
@Omicron Feedback on that version of Obsidian Shards of Infinity:

First, I like the Sutra-rule in general.

Black Shards Fall like Ice basically combines the effect of Ferocious Jab (1m) and Falling Hammer Strike (1m). Well, not quite - Ferocious Jab adds to withering and decisive damage, while this only adds to withering (and doesn't reduce soak below 0). This charm also applies to disengage rolls, but that's not better than applying to decisive damage. So overall it seems fine for the cost. Suggestion: You removed the ability to attack at range. This would require a surcharge though for the charm to be priced fairly, unless you just treat it like Silver-Voiced Nightingale (which gets the range-increase for free). Alternatively, it could be a form-upgrade

Ripple in the Silvered Glass basically raises your defense while breaking dice-caps. It also includes the effects of Drifting Leaf Elusion (worth 1m), resets your initiative, possibly steals some initiative, can induce a botch and teleports you to short range. That's a lot for just one charm, and breaking defense dice caps like that is really strong.
There is another charm that rolls Initiative and then adds to defense - Octavians Invincible Iron Bastion. It costs 7 motes and costs 1i per added parry. Now this charm likely costs a lot of Initiative as well and also costs willpower. Hail-Shattering Practice also removes successes (thus cap-breaking), but only does so on enemy 1's and 2's (so on average 3-4 against a good attack).
Honestly, I think it's just way too much for such a charm to do.
Cost: 5m, 1wp. Type: Reflexive
After an attack against her is rolled, Martial Artist can use this charm to make a reflexive disengage attempt, using her (Martial Arts + Dexterity + her opponents onslaught penalty) against the opponents attack roll. On a success, she evades her opponents attack and teleports to short range as part of her disengage attempt. If the martial artist successfully evades an attack with this charm, she steals one Initiative from her enemy per 1 on the attack roll, and the attack is treated as a botch regardless of successes.

Reaching Through the Mirror: There's a whole bunch of effects that allow melee attacks up to short range, and a few that allow up to medium range. Ignoring cover is fine, grappling and pulling is fine.
The Sutra-effect is rather strong - auto-providing surprise attacks is too strong, never mind ambushes. This is possibly broken, to be honest.
In light of my suggested changes to Black Shards Fall like Ice, I'd suggest another rewrite.
I'd suggest a rewrite, but have nothing for now. The Sutra-effect at least should have something based off Foe-Vaulting Method - make it a roll against an enemies defense (or make them roll perception, or use Resolve) and only make it a surprise attack, never an ambush (the charm can already be used for ambushes, if you open combat with it).
Edit:
Cost: 5m, 1wp. Type: Reflexive Duration: Scene
The martial artist calls upon her opponents reflection in the mirror reality. While this charm is active, the opponent can be seen in any reflective surface nearby regardless of angle, and even non-reflective surfaces often show his image.
These reflections help the martial artist in understanding the enemy she targets with this charm. When she takes an aim-action at him it counts as an attack for the purpose of onslaught penalties as numerous reflections disorient him. When she makes an attack that benefits from an aim action at this enemy, she adds the aim dice to the post-soak damage of a withering attack, or to the raw damage of a decisive attack, in addition to her attack-roll.
Sutra: With true understanding, the martial artist can strike through the mirror at her enemy. If she benefits from an aim-action against the enemy, she can pay 3i to strike him from medium range. When making such an attack she also rolls Perception + Martial Arts, if she beats her enemies Guile with this the attack is treated as a surprise attack. If the enemy is completely unaware of her, this attack is also treated as an ambush

Shattering the Balance inflicts a variable penalty. Well, we can look at some charms that inflict poison-effects for that, or Snake Styles Crippling Pressure-Point Strike. The latter costs 3m and inflicts a -2 penalty with a difficulty 4 gambit. Essence Venom Strike costs 6m, 3i, 1wp, inflicts a -3 penalty but also aggravated damage.
Seems balanced overall, I think, though a -5 penalty would be really strong.

Obsidian Shards of Infinity Form seems fine to me. Effectively +1 success to attacks against attackers, plus some soak, plus a cost-reduction to a basic charm. Nothing broken, fits the style, let's move on. Well, this would be a good opportunity to add a Sutra-effect that gives the old area-effect capability of Black Shards Fall like Ice
Sutra: When she attacks an enemy while in OSoI-Form the martial artist can pay 4m, 3i to have shards of semi-reality swipe the area. This creates an environmental hazard for one turn that affects every enemy within short range from the target. This hazard deals lethal damage equal to the onslaught penalty on the enemy targeted by Black Shards Fall like Ice, has a difficulty of (Martial Artists Essence+1) and is resisted with (Perception+Awareness). Enemies other than the original target that take damage from this effect are also affliected with the original targets onslaught penalty for one turn.

The Mirror Does Not Lie: This is a bit hard to judge, because it uses the enemies attack. It is resolved as a clash though, so I think it's fine, and the cost seems good.

Vanished Within the Glass: You need a massive onslaught penalty to affect a lot of enemies with this - but on the other hand, it's an easy win against low-essence Exalts. This is just really problematic for balance - no matter how they're built, an Essence 3 Solar would be on average taken out by this with an onslaught penalty of ~7 or 8 with this. This basically puts a really hard timer on any fight - either they win or disengage within that many rounds, or they're dead. Against an Essence 1 Solar, you can do this within 3 rounds on average - and you could try on the first round! This only gets worse with the next charm, which basically turns this into "fight the Sidereal for more than 4 rounds or so and you're perma-dead".
If you treat it as a curse, then it's easily negated by Destiny-Manifesting Method.
Suggestion: Complete rewrite. Pattern it off Knockout Blow - if you drive an enemy into a crash with simple attack, they're trapped inside a mirror for the scene. Alternatively, it's a simple attack that once again resolves around onslaught penalties - something like adding the opponents onslaught penalty to the damage of the attack seems fine.
Afterwards, with the Sutra-effect it's treated as a Curse (so Destiny-Manifesting Method and similar effects work) that can be broken by allies of the target.

I'm not rating the other charms yet.
 
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I was thinking more something to assess the viability of builds.
For that, i cannot help you. I might search for you what you seek, but even i don't know if i will find it.

Because I am insane idiot, I have written Obsidian Shards of Infinity Style for Ex3.
Good god, Omicron has gone insane. We must end his suffering.

Sidereals hitsquads will arrive in your location shortly--- No, wait, Sidereals would like having more SMA for Ex3: they will force him to convert every other canonical SMA, and maybe a couple of noncanonical ones!

Run Omicron, run!!!!! Go to Rakan Tulio Xehanorth Rakan Tulio and his Getimian: it isn't like they can use SMA too!

... Oh, wait, they can use them at the level of the Sidereals ...

........ Well ....... Lunars maybe? I hope you like animals???
 
This seems counterintuitive. If a Solar has activated a Charm that allows her to step through a flurry of attacks in a single fluid motion, ignoring all onslaught penalties as she treats every blow as a single blow, why should she take extra damage from an attack that strikes with deadly force against those who've been thrown off-balance by a previous barrage? I suspect this sidebar means you're going to make onslaught penalties into the signature "resource" of the Style, but doing so in this manner undermines the in-universe logic supposedly at play.
It sort of is counterintuitive, yeah. However, it's how I've been told it works for wound penalties, and it makes Solar Brawl a lot harder to spontaneously shut down with E1 Charms, so I'm cool with it even if it's clunky.
I will start by saying that I appreciate the clear split between fluff and rules text. That said, I'm having trouble parsing this effect. In what sense is it cumulative? Does it only apply to the point of penalties caused by that specific attack, or does it apply an onslaught-sticky tag to the target themselves? Why do you write as though "the target may only end these penalties by not being attacked in the first place for one turn" is a natural extension of Onslaught penalties lasting a turn longer, when it seems a distinct condition?
The core mechanic is the same as Ferocious Jab. Basically, I attack you once with an attack enhanced by BSFLI, you get -1 Defense; I attack you again on the turn after, you get -2 Defense; I attack again, you have -3 Defense. If at any point I am prevented from attacking you during the turn, or if I do not enhance my attack with BSFLI, your onslaught penalty resets on your turn, as it normally would.
I don't think you really need to state that an attack which doesn't meet Defense fails, do you?
Probably not, but I figured I'd be as clear as I could.
What does "steals an amount of success" mean? Is this from a roll? From their Initiative pool? The attack has already concluded.
Typo; meant to say "steal an amount of Initiative."
Also, this Charm seems kind of strong. I guess that's the whole point, but...
You may be right; I'm not sure. The big thing is that it resets you to base Initiative, but it doesn't reset your opponent, so they can still try and whack again on the next turn. Is that enough to balance it? Urgh, I wish I could say for sure. I'll think on it.
Wouldn't you kind of expect a reflective surface around a person to show that person? Do you mean "every reflective surface around her"?
The Charm makes the mirror behave unnaturally with regards to angles. If you stood next to a mirror that was oriented so as not to reflect you, with this Charm active it would do so anyway. This is why you can use this Charm to strike despite cover - your enemy is hidden over a wall, but you just have to slap the stream next to you, even though the enemy is oriented such that he would not appear in the stream.
I seriously had to double-take here before I noticed that this Style didn't start at Essence 4-odd, like previous SMAs.

Is this penalty itself considered an onslaught penalty, and so ignored by anti-onslaught tech? If not, does it apply to Defenses even with anti-onslaught tech up? If so, does it stack with the actual onslaught penalty when no anti-onslaught tech is present?
Hmm, that's unclear in the writing. It's not an onslaught penalty, and it doesn't apply to Defense (and so doesn't stack with them).
Gender confusion. Which I guess is appropriate to the visuals at play, but...
Oops.

Just to clarify – you roll a decisive attack against your opponent's decisive attack.
If you succeed, you... get to roll again, against your opponent's Essence.
If you succeed, you... get to apply the failed attack against the Defense of another opponent.

I understand what you're going for, but it seems like too many failure states for "haha you stabbed your mum", to be honest. Especially at that cost. It's only ever going to be worthwhile against really spectacular attacks, which you're going to have a hard time beating with a decisive clash in the first place.
You may be right. Still, I think I'll keep it; I like the idea of redirecting attacks too much, and the style already has a more straightforward defense power, so I wanted a Clash somehow.
I genuinely can't tell if this is an OP instakill, or redundant with just punching their heads off in lieu of all this set-up. I suspect that it depends entirely on their Essence score, flipping from one to the other as necessary.
The idea is that it serves three main purposes:
1) For your PC to defeat a super-resistant opponent with enough Health Levels that you would need a humongous Initiative pool to take them down the old fashioned way;
2) For an NPC to defeat your low-Essence character (since the gambit is easier on younger characters) in a way that does not actually kill you, allowing your circle to work to free you and for you to come back for their ass wiser and stronger.
3) Terrible punishment for when killing your enemy just won't do. It's pretty niche, but I've seen it happen.

Um. No.

You are effectively giving Sidereals access to Solar Charmtech on a scene-by-scene basis at a cost of "20m, 1wp, and being within reflection range of a Solar who knows the Charms or Solar Circle Sorcery you want". Hell, doesn't need to be Solars. Can be Lunars, or Third Circle Demons, or high-end Dragon-blooded, or Ishvarans or whatever – Solars are just the most obvious example.

Even if the reflection-creature lasts past the scene of obedience – and it's not clear whether or not this is the case – I can just have it kill itself before the time limit runs out.

And why wouldn't I use it to summon my own double? I'm not after "wisdom or advice" from myself, and it has to obey me. I'm just getting a free version of myself (less 20m, 1wp) once a day, for a scene. I'll meditate in Heaven and have it go try to kill Ma Ha Suchi every morning. It's Glorious Solar Doombot with no xp cost and a need for in-character setup.
On the one hand, you're right, this is too powerful and open for abuse.

On the other hand, if Obsidian Shards doesn't let you summon Dark Link or Mad Jack, it has failed and doesn't deserve to exist.

With that in mind, I have edited the Charm; you no longer control the actions of the summoned double. Instead, animated by spite, they will seek out and attempt to destroy their original. This also explains why summoning your own reflection is a bad idea.

Does this only apply when paying for attacks against the character you're taking onslaught penalties from? It doesn't sound like it does. Does the onslaught penalty need to have been caused by the martial artist? Is there a range limit? Does the martial artist need to be able to see their opponent? Why can the martial artist reduce the onslaught penalty of a random enemy in the next room, but not a friend?
You can only spend the onslaught penalty you caused with your own attacks, and there is no range limit. Since you're (normally) limited to one attack per turn and need BSFLI to maintain a growing penalty, the only way to spend penalties from someone else than the target on which you are most focused is for them to attack you and miss while you have the Form up.

This doesn't look especially useful to me, but just say "in the last day". I appreciate the desire for poetry, but you're setting yourself up for arguments about how Malfeas' sun never sets so the bonus just stacks infinitely so long as you live there. Also, I'm not really sure how Creation has a horizon. It's flat.
The whole thing with "the sun crosses the horizon" is something I've actually taken from Sorcery in previous editions; quite a few spell have it as a duration. I like it because it actually opens some interesting opportunities for trying to exploit how some Charms and spells work by casting them just before dusk or just after dawn.
To clarify – this isn't a Fate-keyworded effect?
I prefer not to hazard a guess on how the Fate keyword might work in Ex3 (even as I homebrew sutra rules... yeah I know). As it stands it's a curse like any curse.
Also, the Sutra effect feels broken, in that it seems like I can rewrite significant chunks of Creation's recent history however I please just by murdering someone in charge. I can't help but feel that Creation wouldn't look the way it does if this Charm existed in Sidereal hands.
I guess you could kill the Scarlet Empress and go "everyone, this is Patsy McFeebleminded, your Scarlet Emperor for the last eight centuries." But I also like that effect too much to give it up. What do, what do...

(I see Marble Lighthouse of Possibilities Style making a comeback to replace I Win No Jutsu, here)
The second inspiration, yeah. That was a good style.

@Omicron Feedback on that version of Obsidian Shards of Infinity:

First, I like the Sutra-rule in general.

Black Shards Fall like Ice basically combines the effect of Ferocious Jab (1m) and Falling Hammer Strike (1m). Well, not quite - Ferocious Jab adds to withering and decisive damage, while this only adds to withering (and doesn't reduce soak below 0). This charm also applies to disengage rolls, but that's not better than applying to decisive damage. So overall it seems fine for the cost. Suggestion: You removed the ability to attack at range. This would require a surcharge though for the charm to be priced fairly, unless you just treat it like Silver-Voiced Nightingale (which gets the range-increase for free). Alternatively, it could be a form-upgrade

Ripple in the Silvered Glass basically raises your defense while breaking dice-caps. It also includes the effects of Drifting Leaf Elusion (worth 1m), resets your initiative, possibly steals some initiative, can induce a botch and teleports you to short range. That's a lot for just one charm, and breaking defense dice caps like that is really strong.
There is another charm that rolls Initiative and then adds to defense - Octavians Invincible Iron Bastion. It costs 7 motes and costs 1i per added parry. Now this charm likely costs a lot of Initiative as well and also costs willpower. Hail-Shattering Practice also removes successes (thus cap-breaking), but only does so on enemy 1's and 2's (so on average 3-4 against a good attack).
Honestly, I think it's just way too much for such a charm to do.
Cost: 5m, 1wp. Type: Reflexive
After an attack against her is rolled, Martial Artist can use this charm to make a reflexive disengage attempt, using her (Martial Arts + Dexterity + her opponents onslaught penalty) against the opponents attack roll. On a success, she evades her opponents attack and teleports to short range as part of her disengage attempt. If the martial artist successfully evades an attack with this charm, she steals one Initiative from her enemy per 1 on the attack roll, and the attack is treated as a botch regardless of successes.

Reaching Through the Mirror: There's a whole bunch of effects that allow melee attacks up to short range, and a few that allow up to medium range. Ignoring cover is fine, grappling and pulling is fine.
The Sutra-effect is rather strong - auto-providing surprise attacks is too strong, never mind ambushes. This is possibly broken, to be honest.
In light of my suggested changes to Black Shards Fall like Ice, I'd suggest another rewrite.
I'd suggest a rewrite, but have nothing for now. The Sutra-effect at least should have something based off Foe-Vaulting Method - make it a roll against an enemies defense (or make them roll perception, or use Resolve) and only make it a surprise attack, never an ambush (the charm can already be used for ambushes, if you open combat with it).
Edit:
Cost: 5m, 1wp. Type: Reflexive Duration: Scene
The martial artist calls upon her opponents reflection in the mirror reality. While this charm is active, the opponent can be seen in any reflective surface nearby regardless of angle, and even non-reflective surfaces often show his image.
These reflections help the martial artist in understanding the enemy she targets with this charm. When she takes an aim-action at him it counts as an attack for the purpose of onslaught penalties as numerous reflections disorient him. When she makes an attack that benefits from an aim action at this enemy, she adds the aim dice to the post-soak damage of a withering attack, or to the raw damage of a decisive attack, in addition to her attack-roll.
Sutra: With true understanding, the martial artist can strike through the mirror at her enemy. If she benefits from an aim-action against the enemy, she can pay 3i to strike him from medium range. When making such an attack she also rolls Perception + Martial Arts, if she beats her enemies Guile with this the attack is treated as a surprise attack. If the enemy is completely unaware of her, this attack is also treated as an ambush

Shattering the Balance inflicts a variable penalty. Well, we can look at some charms that inflict poison-effects for that, or Snake Styles Crippling Pressure-Point Strike. The latter costs 3m and inflicts a -2 penalty with a difficulty 4 gambit. Essence Venom Strike costs 6m, 3i, 1wp, inflicts a -3 penalty but also aggravated damage.
Seems balanced overall, I think, though a -5 penalty would be really strong.

Obsidian Shards of Infinity Form seems fine to me. Effectively +1 success to attacks against attackers, plus some soak, plus a cost-reduction to a basic charm. Nothing broken, fits the style, let's move on. Well, this would be a good opportunity to add a Sutra-effect that gives the old area-effect capability of Black Shards Fall like Ice
Sutra: When she attacks an enemy while in OSoI-Form the martial artist can pay 4m, 3i to have shards of semi-reality swipe the area. This creates an environmental hazard for one turn that affects every enemy within short range from the target. This hazard deals lethal damage equal to the onslaught penalty on the enemy targeted by Black Shards Fall like Ice, has a difficulty of (Martial Artists Essence+1) and is resisted with (Perception+Awareness). Enemies other than the original target that take damage from this effect are also affliected with the original targets onslaught penalty for one turn.

The Mirror Does Not Lie: This is a bit hard to judge, because it uses the enemies attack. It is resolved as a clash though, so I think it's fine, and the cost seems good.

Vanished Within the Glass: You need a massive onslaught penalty to affect a lot of enemies with this - but on the other hand, it's an easy win against low-essence Exalts. This is just really problematic for balance - no matter how they're built, an Essence 3 Solar would be on average taken out by this with an onslaught penalty of ~7 or 8 with this. This basically puts a really hard timer on any fight - either they win or disengage within that many rounds, or they're dead. Against an Essence 1 Solar, you can do this within 3 rounds on average - and you could try on the first round! This only gets worse with the next charm, which basically turns this into "fight the Sidereal for more than 4 rounds or so and you're perma-dead".
If you treat it as a curse, then it's easily negated by Destiny-Manifesting Method.
Suggestion: Complete rewrite. Pattern it off Knockout Blow - if you drive an enemy into a crash with simple attack, they're trapped inside a mirror for the scene. Alternatively, it's a simple attack that once again resolves around onslaught penalties - something like adding the opponents onslaught penalty to the damage of the attack seems fine.
Afterwards, with the Sutra-effect it's treated as a Curse (so Destiny-Manifesting Method and similar effects work) that can be broken by allies of the target.

I'm not rating the other charms yet.
While these are interesting suggestions, I can't promise I will be implementing them; they're too sweeping for corrections. Still, I'll think about it.
 
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maybe put the costs as scaling with how much is rewritten? I mean murder the Scarlet Empress you need a metric shit ton off essence to force the loom of fate to break your way. So I can kill Jane the baker relatively easily as she is not 'metaphysically heavy' but the scarlet Empress is so important and central a figure you need to overcome her 'fate based inertia'

Of course this is not a good solution but..
 
I say if you manage to kill the Scarlet Empress, then yeah, go ahead. I don't think that's sufficiently likely to be a problem outside of "I'm basing my campaign on it."
 
I say if you manage to kill the Scarlet Empress, then yeah, go ahead. I don't think that's sufficiently likely to be a problem outside of "I'm basing my campaign on it."
I was deliberately going for the biggest scope element I could think of. It's really more of a problem if you can use this Charm repeatedly to kill people and replace them with your friends or loyal minions with everyone acting like they had this job all along. It's too... Strategic a use for this Charm. You could just infiltrate the highest levels of Heaven or the Realm and convert them to your service through serial murder.
 
I was deliberately going for the biggest scope element I could think of. It's really more of a problem if you can use this Charm repeatedly to kill people and replace them with your friends or loyal minions with everyone acting like they had this job all along. It's too... Strategic a use for this Charm. You could just infiltrate the highest levels of Heaven or the Realm and convert them to your service through serial murder.
...ah, yeah. I'd be pissed if my players had that brilliant idea.
 
maybe put the costs as scaling with how much is rewritten? I mean murder the Scarlet Empress you need a metric shit ton off essence to force the loom of fate to break your way. So I can kill Jane the baker relatively easily as she is not 'metaphysically heavy' but the scarlet Empress is so important and central a figure you need to overcome her 'fate based inertia'

Of course this is not a good solution but..
Could be worse. You could use it on good ol' Ketchup Carjack.
 
I guess you could kill the Scarlet Empress and go "everyone, this is Patsy McFeebleminded, your Scarlet Emperor for the last eight centuries." But I also like that effect too much to give it up. What do, what do...
Dunno. I'm just going to toss two vaguely similar effects I wrote at you and see if they help with inspiration.

Black Ocean Stillness Atemi said:
Only the Sidereal remembers her victim as they were. All other characters recall that they died at the point where the Sidereal acted out their death, in just that manner. All their memories of interaction past that point are edited suitably, replacing the victim with other characters or serendipity. Physical evidence is similarly altered as a Shaping effect, signatures and portraits shifting to the most suitable other candidates. Characters with an intimacy toward the victim (or some significant aspect of their death, such as its location) can resist this Illusion for one scene by spending a point of Willpower, and reject it entirely for one year after spending five. Perfect investigation effects pierce the Shaping effect, picking up minor-but-suspicious incongruities that suggest the interference of a foreign history, and allow them to determine the truth of that particular instance.

Living a Lie said:
The Drinker at Night's Springs understands history. After all, his aesthetic instincts favour tragedy and doom above all things, and the past is little else. The warlock can extend the activation of Loom-Snarling Deception to a full hour, weaving his shadow into a deeper deceit that slips into reality like a cuckoo infiltrating a nest. Whatever fake identity the Exalt creates is supplemented by actual changes to the world; his name can be found in the proper registries, his image is included in the appropriate portraits, and so on. Extras even acquire vague memories of his presence in relevant scenes of their invented history together.

While this retroactive infiltration lasts, the Exalt can effectively benefit from a Backing and Influence rating worth up to (Essence) dots, as appropriate, and can use Corrosive Pattern Infliction to create perfect mundane props appropriate to his invented identity, such as a passport, official badge, and so on. Suspicious characters can uncover discrepancies in the Infernal's Fate-poisoned documentation with a dramatic Investigation roll taking (Infernal's Manipulation) days, at a difficulty of (Infernal's Larceny).

I say if you manage to kill the Scarlet Empress, then yeah, go ahead. I don't think that's sufficiently likely to be a problem outside of "I'm basing my campaign on it."
Why?

I can kill literally everyone in the Realm, one at a time, without ever facing consequences for it because they never existed. I am not murdering them, I am unpersoning them, and worse - I am freely replacing them with my loyal subordinates, to make the next unpersoning and replacement even easier. This Charm doesn't make it trivial to kill the Scarlet Empress, but it certainly makes it a lot easier, and it's a problem that only gets worse when you consider that Elder Sidereals have supposedly had access to this Charm for thousands of years. Hell, any Lunar confidante in the Elemental Courts or whatever is totally fucked, because a Sidereal with this Charm can just swoop in, murder them, replace them with her pet dragon, and enjoy a perfect infiltration.

This Charm largely kills the idea that solving problems with violence produces more problems that you need to solve with violence, because you can solve a problem with violence... and no-one notices. And if you're a Sidereal, you get to plug the gap however you please. Violence is the best solution! Imagine if the CIA had this Charm, and tell me what South America would look like right now. That's what you're doing to Creation.

The core mechanic is the same as Ferocious Jab. Basically, I attack you once with an attack enhanced by BSFLI, you get -1 Defense; I attack you again on the turn after, you get -2 Defense; I attack again, you have -3 Defense. If at any point I am prevented from attacking you during the turn, or if I do not enhance my attack with BSFLI, your onslaught penalty resets on your turn, as it normally would.
"This Charm enhances an unarmed attack, allowing it to ignore withering soak equal to the target's current onslaught penalty. In addition, any onslaught penalty the attack causes does not fade on the next turn. Instead, it persists until the target spends a full turn without the martial artist attacking them with the aid of Black Shards Fall Like Ice. This lingering onslaught penalty stacks with penalties from other sources, which fade as normal, and is cumulative with multiple uses of this Charm."

That reads more naturally to me.

The whole thing with "the sun crosses the horizon" is something I've actually taken from Sorcery in previous editions; quite a few spell have it as a duration. I like it because it actually opens some interesting opportunities for trying to exploit how some Charms and spells work by casting them just before dusk or just after dawn.
That's precisely where I'm getting this argument from, to be honest, after a player argued that Invulnerable Skin of Bronze was clearly metaphysically tied to the act of sunset, and therefore lasted indefinitely within Malfeas where the sun never goes down. As far as Sorcery goes, I can accept the argument, because it's meant to be weird and esoteric like that and casting spells at liminal hours is a cool image.

That doesn't really work for this Charm, unless you're just meant to set your alarm really early so you can get up and go murder some significant enemies with mirror-tech to pump you up for the real battle you have planned late-afternoon.
 
If this attack successfully slays her opponent, the master may choose to erase him from existence. All memories of him vanish, all records of his existence are erased or edited, and even the records of Fate will forget his. If he had children, they will think they never knew they father; if he had subjects, they will remember a different king or a time of strife.

Exalted characters with a Major or Defining Intimacy towards the victim may attempt a reflexive Wits+Integrity roll at a difficulty of the user's Essence to retain the feeling that they have forgotten something important, and a vague feeling of what - a lost lover, a blurred memory of a forgotten parent - but it behooves them to seek out (or learn) a magic powerful enough to restore these memories from nothing.
I would add the Shaping keyword (or 3e equivalent, such that things like IPP can defend against it in some manner). I would also replace a lot of the text with something to the effect of:

"All characters subject to the Loom of Fate suffer an automatic Illusion effect convincing them that the slain character never existed. Non-extras can spend (users Essence/2, round down) wp to reject this effect for a scene whenever they are reminded of the slain character. Once a character has spent 10 wp resisting this effect, it is forever broken for them."
 
I would add the Shaping keyword (or 3e equivalent, such that things like IPP can defend against it in some manner).

First: the effect only triggers when an attack kills someone. So, I mean, they are going to die anyway. It doesn't seem super important to let that person use their last gasp to throw up a Shaping defense.

Second: the Shaping keyword and Shaping defenses are no longer a thing. In fact 3E is deliberately trying to avoid the sort of "X no-sells Y to defend against Y no-selling Z" stuff - there is a lot less no-selling overall. IPP now just protects against environmental Wyld-like effects, but explicitly not against direct attacks or against Fate manipulation.

The Charm most relevant to defending against this sort of manipulation is Destiny-Manifesting Method, which doesn't no-sell Shaping-like effects, but merely mitigates them as necessary to permit the character to express a core concept.

"All characters subject to the Loom of Fate suffer an automatic Illusion effect convincing them that the slain character never existed. Non-extras can spend (users Essence/2, round down) wp to reject this effect for a scene whenever they are reminded of the slain character. Once a character has spent 10 wp resisting this effect, it is forever broken for them."

The Illusion keyword also no longer exists :p but otherwise the rest is reasonably idiomatic to 3E.
 
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