Martial Arts

Martial Arts Styles
The following MA styles are either adaptations of original MA styles or wholly new styles. In case the style is copied from elsewhere, the source is added.

Walking in the Footsteps of Ten Thousand Things
Replace the entirity of the text of the charm with the following Cost: 10m, 2wp; Mins: Martial Arts 4, Essence 3;

Type: Simple; Keywords: none; Duration: One scene/Permanent

Perquisite Charms: Celestial Monkey Form

A common saying is 'Monkey see, monkey do'. The Blissful Sage is all to aware of this expression and, rather than be offended by it, he adapts it to his own ends. Whenever the Blissful Sage fights a Martial Artist using a Supernatural style with this charm active and spends a night dreaming of it she adds the style to her 'library'. A night spent dreaming increases the difficulty of the virtue roll to regain willpower to two and only one style can be dreamt of per night. Multiple styles can still be observed in a single day, it just takes multiple nights to study them. Likewise, if a Martial Artist uses multiple styles, the Blissful Sage can potentially learn every single one with a single invoke of this charm.

Whenever the Blissful Sage fights a Martial Artist utilizing a style she knows, she may roll Perception + Martial arts with a difficulty of the opponents Martial Arts rating. She gains any successes in excess as of this difficulty as bonusses to her own martial arts attacks and defenses against that opponent for one scene. These successes do not count as successes or dice added by charms. Using Walking in the Footsteps of Ten Thousand Things in this matter does not cost the user any motes or willpower and counts as a reflexive (step 1) action. It does not count as a charm use.

If the opponent has mastered multiple arts of which atleast one the Martial Artist doesn't know, apply the following formula: (Excess successes / number of styles) * styles known (round down).

Axiomatic Pistoleer Style - Celestial
Based upon the Righteous Devil Martial Arts style, adapted for use in Autochtonia.

Weapons and Armor: Though originally designed to be used with matched Thrice-Aligned Pistol Crossbows, Axiomatic Pistoleer Style can also be used to great effect with matched hand crossbows. It can also be used to lesser effect with regular crossbows, mechanical crossbows and their artifact versions. Armor of any type does not hinder this style.

Complementary Abilities: An Exalt must have an Archery score equal to the MA prequisite of a charm to use it. As such, the minimum required Archery score is 2.

Multiple Trajectory Calculation
Cost: 1m to 3m; Mins: Martial Arts 2, Essence 2;

Type: Supplemental (1-2m effect), Reflexive(3m effect); Keywords: Combo-OK; Duration: Instant

Perquisite Charms: None

The Exalt quickly calculates the myriad of possible trajectories his bolts can follow to hit his target. For Each mote spent, the player may reduce the number of ticks it takes to complete an Aim action, though she may not reduce that action's speed to less than 1. If the Exalt covers targets with successive Aim actions, the player must pay mote cost anew for each successive action whose Speed she wished to reduce. At the 3m level, the maximum bonus for aiming is increased by three in addition to the speed reduction. The Exalt may then take another aim action on which this charm can be invoked again, though only up to the 2m level (this does count as a combo). Other than increasing the maximum bonus, this charm's 3m level does not affect how the aim action works, as such the dice from aiming don't count toward the Exalt's maximum dice.
 * As a speed 1 action, the Exalt can add 3 aim dice to his attack. This costs 2m
 * As a speed 4 action, the Exalt can add 6 aim dice to his attack. This costs 3m
 * As a speed 2 action, the Exalt can add 6 aim dice to his attack. This costs 5m

Bolt Expansion Protocol
Cost: 3m; Mins: Martial Arts 2, Essence 2;

Type: Supplemental; Keywords: Combo-OK, Obvious; Duration: Instant

Perquisite Charms: None

This charm increases the damage the Pistoleer's weapon can inflict. When she pulls the trigger, a thin sheath of essence matching the Pistoleer's anima color covers the bolt. This Essence-augmented bolt doubles the raw damage of a succesful Martial Arts attack using a crossbow.

Lightning Draw Stance
Cost: 2m; Mins: Martial Arts 3, Essence 2;

Type: Reflexive(Step 1); Keywords: Combo-OK, Obvious; Duration: Instant

Perquisite Charms: Multiple Trajectory Calculation

With this Charm, the Pistoleer need not have her weapon in hand before Join Battle is rolled to use it. Vibrant bands of crackling Essence coalesce about her forearms, and the Exalt readies her crossbow and fires it all in the same action (without suffering the -1 DV penalty normally as-sociated with readying a weapon). Aside from the surprise factor this Charm allows, it also enables the character to attack more quickly, adding one extra automatic success to her Join Battle roll per dot of Essence she has. On successive actions, however, the character must take an action to reload a single-shot crossbow after every shot. If the character wants to draw a crossbow after combat has begun, the Charm enables her to draw and fire in a single action, without the DV penalty for readying a weapon. In both cases, if used with a Thrice-Aligned Crossbow Pistol, the Pistol automatically unfolds it arms, cocks back and creates a bolt as part of the action.

Axiomatic Empowering Pattern
Cost: 2m; Mins: Martial Arts 3, Essence 2;

Type: Simple; Keywords: Combo-OK, Axiomatic, Obvious; Duration: Indefinite

Perquisite Charms: Bolt Expansion Protocol

Spending a moment to commune with the essence of the Great Maker, the Pistoleer touches the stock of his crossbow and commits two motes. A fine pattern of deep red, glowing lines spreads out from his fingertips, covering the weapon in one of the many verses of the Mantra of Perfected Order. When the Exalt next fires the weapon, the mantra is drawn into the bolt and the red lines disappear. Add the Pistoleer's essence to base damage of the weapon when it is next fired. If used against creatures of the Void, the weapon deals Aggrevated damage. If Bolt Expansion Protocol is also invoked, the bonus dice are added after the damage has been doubled. the dice gained by this charm can't be doubled with any charm that doubles base damage. Only one weapon can be blessed with Axiomatic Empowering Pattern at any time. The only exception to this is a matched pair of Thrice-Aligned Pistol Crossbows. For 4 comitted motes, this blessing can be applied to both. Finally, if the Pistoleer using a blessed crossbow activates a charm that allows him to make multiple attacks, the bonus damaged must be divided equally amongst her targets. Against creatures of the Void, all these attacks deal Aggrevated damage, even if the attack gets no bonus dice.

Intentional Miscalibration Feint
Cost: 3m; Mins: Martial Arts 3, Essence 2;

Type: Simple; Keywords: Combo-OK, Obvious; Duration: Instant

Perquisite Charms: Lightning Draw Style

Deliberately missing his first shot in A daring feint, the Pistoleer fires his offhand crossbow from a blind spot. The Pistoleer rolls Dex+MA or Larc with a difficulty equal to the target's Wits. (Wits+2 when using a single Crossbow). Any stunt bonusses apply both to this roll and the following attack. If the Pistoleer beats the roll, his attack is unexpected. If he fails the roll, his attack proceeds as normal. Surprise anticipation charms and such work as normal. When using a single-shot crossbow, the Pistoleer incurs a surcharge of 2m to conjure a phantom bolt for the second, actual attack.

Axiomatic Pistoleer Form
Cost: 10m 1wp; Mins: Martial Arts 4, Essence 3;

Type: Simple (Speed 3); Keywords: Combo-Basic, Form-type, Obvious; Duration: Scene

Perquisite Charms: Axiomatic Empowering Pattern, Intentional Miscalibration Feint

Drawing upon Dharma, the Shinma of Corrosion, the Axiomatic Pistoleer embodies the First Four Verses of the Mantra of Perfected Order. His body follows the Streams of Perfect Stasis as his mind instinctively understands and rejects decay. As he completes the first Stance, the Axiomatic Pistoleer's body becomes a Bulwark against Blight.

This charm has five effects: If this charm ever reduces the dissonance rating of an Alchemical with the Gremlinization mutation to zero, then the conflargation not only burns the blight from his body but also cures him from his Gremlinization and immediately returns him to full temporary willpower as order rejoices. That is, of course, if the Gremlin survives activation of this form.
 * The Axiomatic Pistoleer can spend 1 mote as part of any action. Until his DV refreshes, all his attacks and offensive charms are considered Axiomatic.
 * Any Axiomatic charm that directly attacks an opponent costs 1m less, to a minimum of 1m.
 * Both the Axiomatic Pistoleer's mind and body are strengthened against the Blight. He gains his Essence to Bashing and Lethal soak and half his essence (round up) to his MDV against Creatures of the Void. Furthermore, for a single WP he completely negates any Unnatural Mental Influence of a single Creature of the Void for the rest of the scene.
 * Fueled by a desire for Perfected Order, the Axiomatic Pistoleer is bolstered by his successes. Whenever the Axiomatic Pistoleer kills a Creature of the Void, he regains three motes. If the Axiomatic Pistoleer has Dissonance, killing a Heroic Creature of Void reduces his Dissonance rating by one. If this were to reduce his Dissonance to zero, any signs of Blight burn from his body in a conflargation of pure white essence.
 * The Axiomatic Pistoleer's body completely and utterly rejects the void. He suffers 1 level of unsoakable aggrevated damage for every Voidtech charm in his body and every dot of Dissonance when he enters this form as his mind and body rebel against the invasive presence. He also incurs a surcharge of 1wp.

Enlightened Armatures Style
This style is based loosely on Air Dragon Form, but it is its own style, based on paramagnetic principles and the element of Lightning.

Weapons and Armor: This martial art was designed for use with Force-Projection Weapons, such as the Shock Pike or Gauntlets of Distant Touch. These weapons are considered unarmed attacks for the purposes of these charms. Most armor will interfere with the delicate balance of paramagnetic forces being used in this martial art, however, Discreet Essence Armor appears to be an exception.

Complementary Abilities: An exalt must have the Lore skill at the same level as the Martial Arts requirement of a charm in this tree in order to use it.

Sight of Mog
Cost: 3m Mins: Martial Arts 2, Essence 1

Type: Simple Keywords: Combo-Basic Duration: One Scene

Prerequisite Charms: None

The element of lightning is present in everything, even in air. By attuning your essence to the pull of lightning flows, you are able to see, even in utter darkness.

When this Charm is active, the Martial Artist can operate perfectly, blindfolded or in pitch darkness, so long as no insulators are in the way. Insulators are seens as a kind of static across their vision, while everything else shows as a tracery of their internal lightning flows. If used outside of combat, the Alchemical may add a number of dice equal to their Essence in any Awareness roll as long as the focus of their attention is within (Essence x 10) yards.

Arc Tender's Speed
Cost: 2m Mins: Martial Arts 2, Essence 2

Type: Reflexive (Step 1) Keywords: Combo-OK Duration: Instant

Prerequisite Charms: Sight of Mog

Moving with the blinding speed of the Lightning Elementals, the Martial Artist is able to recover from their action more quickly than most. They reduce the Speed of any single Martial Arts attack by one, to a minimum of 3.

Nerve-Stunning Technique
Cost: 2m Mins: Martial Arts 3, Essence 1

Type: Simple Keywords: Crippling, Combo-OK Duration: (Martial Arts) actions

Prerequisite Charms: Sight of Mog

Learning to see the tracery of Lightning within all creatures teaches the Martial Artist how to turn that flow against them, conducting small amounts of lightning through his strikes to paralyze his opponent.

If the attack is successful, it inflicts no damage. Instead, roll the Immaculate's (Dexterity + Martial Arts + Essence) against a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, the target is paralyzed for the rest of the scene.

Creatures that have no lightning essence within them, are made solely of lightning essence, or whose lightning essence cannot be reached, such as elementals, golems, or someone protected against lightning environmental effects due to magic, are unaffacted by this charm.

Riding the Conduits
Cost: 4m Mins: Martial Arts 3, Essence 2

Type: Simple (Speed 5) Keywords: Combo-Basic, Obvious Duration: (Martial Arts) actions

Prerequisite Charms: Sight of Mog

Calling upon the Essence of Mog to subdue the disruptive, the nearest source of lightning energy strikes the Alchemical, supercharging their movement. Even standing still, he takes on the twitching, moving style of the Arcspawn. For the duration of this charm, the Martial Artist adds their Essence to their Dexterity for the purpose of movement speed and any feats of acrobatics. In addition, their twitching, stop and go motion confuses their opponents, adding a +1 external penalty to any attacks.

Enlightened Armatures Form
Cost: 5m Mins: Martial Arts 4, Essence 2

Type: Simple (Speed 5) Keywords: Form-type Duration: One scene

Prerequisite Charms: Arc Tender's Speed, Nerve-Stunning Technique, Riding the Conduits

With a series of jabbing and circular arm and leg motions, the Martial Artist attunes themselves to the flows of Lightning Essence and Paramagnetic Force surrounding them, taking on the stance of the Enlightned Armatures Form.

After activating the form, the Alchemical may, at a cost of 1m, make attacks out to their Essence in yards. For the purposes of the ranges of Force-Projection Weapons, their Essence is considered to be one higher. Finally, thanks to their attunement to Paramagnetic flows, they add their half their Essence (rounded up) to the DVs as they are able to slow and deflect attacks without even touching them.

Crystalized Firelight Style - Celestial
An Artifact-style based on beamklaves, the Crystalized Firelight style actually encompasses two closely related but distinct schools: The unarmored Blinding Flash Style and the armored Hardlight Style. A Character can belong to only one school.

Weapons and Armor: Crystalized Firelight is designed for use with all variants of beamklaves. Most charms can be used with all beam weapons, though. Certain Crystalized Firelight charms can be used with 'solid' slashing swords and daiklaves. This will be noted in the charm.

The Blinding Flash style can not be used with armor of any kind. Neither can the user wear clothes that restrict the Duelist's movement.

the Hardlight style is fully compatible with armor and most Skirmishers prefer heavier types of armor, including Super Heavy Plate.

Complementary Abilities: A Swordsman needs atleast two dots of melee to start learning this style. Duelists will want to keep their dodge high to avoid blows. Likewise, Skirmishers will want to keep their melee and resistance high to help with parrying and armor.

A note on charms: Crystalized Firelight charms denote which school they belong to. General charms, which both schools can take are Swordsman. Blinding Flash charms are Duelist and Hardlight are Skirmisher. As noted before, a character can belong to only on school. This restriction is lifted when the character has learned the capstones of both his school and the Swordsman 'general' school.

Bending the Light - Swordsman
Cost: 2m; Mins: Martial Arts 2, Essence 1;

Type: Reflexive (step 1); Keywords: Combo-OK; Duration: Instant

Perquisite Charms: None

With every strike, the Swordsman's beamklave carves after-images through the air. Uncertain how to react, her opponent's defense is always lacking. This Charm may be used when a character performs an attack action (including a flurry) on a tick in which others also take actions: Her attack goes before any other actions on that tick. Her target uses the lower of his DVs from before his action or from after his intended action on this turn, and the martial artist herself uses the higher of her DVs from before her action or after her action against all attacks on that tick. If other characters use similar Charms to make their actions go first, then everyone involved acts simultaneously, as discussed on page 141 of Exalted.

Always Vigilant Observation - Duelist
Cost: 3m; Mins: Martial Arts 3, Essence 2;

Type: Reflexive (step 2 & step 9); Keywords: Combo-OK, Counterattack; Duration: Instant

Perquisite Charms: Bending the Light

The Duelist lives and breathes combat. He knows his enemies are many and honor is for fools. This charm can be activated in response to an unexpected attack. The attack is no longer unexpected but remains unblockable, unless appropriate charms are used. This allows the Duelist to apply his normal dodge DV against the attack. After the the Duelist applies his dodge DV against the attack, he leaps (Martial Artsx2) yards horizontally or half that vertically away from his previous position. This leap is not optional.

Cleaving the Advantage in Twain - Skirmisher
Cost: 3m; Mins: Martial Arts 3, Essence 2;

Type: Reflexive(Step 2); Keywords: Combo-OK, Obvious; Duration: Instant

Perquisite Charms: Bending the Light

The Skirmisher's blade is his forte. Without it, he is merely an adapt warrior. With it, he is a Destroyer. The Skirmisher can activate this charm in response to an unexpected attack. The attack is no longer unexpected but remains undodgeable unless appropriate charms are used. This charm also allows to Skirmisher to parry ranged and immaterial attacks without a stunt. He applies his normal PV against the attack. The Skirmisher readies and activates his Beamklave as part of this charm. He does not incur the DV penalty normally associated with this action, but must still pay 5m to activate his beamklave for this scene, if he has not done so already.