Professional Documents
Culture Documents
Credits
Author: HLS
He is the sole author of all the martial art styles that you will find in this book. If you want to thank someone
for this pdf, thank him for all of these beautiful style.
Table of Contents
Chapter One: Terrestrial Martial Arts ......................................................................................................02
Chapter Two: Celestial Martial Arts.........................................................................................................18
Chapter Three: Sidereal Martial Arts.......................................................................................................42
Chapter One: Terrestrial Martial Arts
Table of Content
Swaying Grass Dance Style....................................................................................................................03
Hurricane Fist Style.................................................................................................................................05
Ruthless Avalanche Style .......................................................................................................................07
Blazing Corona Style ..............................................................................................................................10
Falling Rain Style ....................................................................................................................................12
Arrow Frog Style .................................................................................................................................... 15
2
This curious martial art is actually reputed to have arisen among slave pens in the far East. According to the
story, slaves working on a Guild plantation, harvesting drugs that assisted in achieving Essence sight, began
to plan a rebellion. They were forbidden tools of any sort, and any fighting within the pens was punished
severely, but it seemed normal to their keepers when the hallucinogen-addled slaves took to spending their
evenings in wild and exhausting dance. This dance was a cover for a developing form of unarmed combat...
and when one of their number was unexpectedly blessed with Exaltation by the Wood Dragon, he extended
its precepts into a supernatural martial arts form, using it to tear the plantation apart.
Now the Swaying Grass Dance Style has spread into all corners of Creation, in both its limited form as a
surreptitious slave style, and its true form as an Exalted combat art. Aspects of Wood find the flexibility and
rhythm demanded by the style comes to them naturally, and they, along with Aspects of Water, pay no
elemental surcharge when using Charms of this style.
Weapons and Armor: Swaying Grass Dance style exclusively employs kicks; its Charms will not function
with unarmed punches. As such, iron boots and God-Kicking Boots are considered in-style weapons, and
are treated as unarmed for the purpose of its Charms. This style is not compatible with armor.
Complementary Abilities: Understanding the precepts of the Swaying Grass Dance Style requires two dots
of Performance.
3
Rolling with the Wind Method
Cost: 2m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Swaying Grass Dance Style
The harsh upbringing of practitioners of this style makes them fast to react to danger. Those who land one
blow upon a Grass Dancer rarely manage a second. When the character is struck and this Charm is
activated, the character goes cartwheeling (attacker's Strength x 5) yards away, exactly as though he
suffered from knockback, save that the character controls which direction he tumbles in and whether or not
he strikes any objects.
4
HURRICANE FIST STYLE
In the chaotic days after the Great Contagion, Creation found itself beset by every kind of wickedness and
iniquity. The fields had no crops, the merchants had no money, and the hills were full of bandits scraping at
the bone. And yet, it was also a time of heroes; the Martial Arts World had emptied out as surely as every
other facet of Creation, and was ripe for the rise of new legends.
The Five-Point Compass Brotherhood was one such band of heroes. After challenging and being defeated
by the Demon Tiger General, the brothers dispersed in shame to every corner of Creation to refine their
martial arts.
In the north, Brother White Frost Li-Yu meditated in the heart of blizzards. He fought hungry ghosts and
hungry raiders. He protected settlements from monsters out of the Wyld, and studied with the zephyrs and
other elementals of the wind. Finally, after seven years had passed, he reunited with the rest of his brothers
and challenged the Demon Tiger General, unveiling the lessons he had learned as the Hurricane Fist Style.
The Demon Tiger General's retinue of Malfean bodyguards was blown away, opening the way for Li-Yu's
brothers to attack.
Now the Hurricane Fist Style has spread across the martial arts world, practiced by outcaste masters, unruly
Lookshyan youths, and a few fashionably rebellious Dynasts. Air elementals sometimes teach its rudiments
in return for service or prayer. Aspects of Air find that the breath control and mastery of wind involved in this
style comes naturally to them, and they, along with Aspects of Water, pay no surcharge when using Charms
of this style.
Weapons and Armor: Hurricane Fist Style teaches its practitioners to recognize only their own body as a
suitable weapon, but may also be practiced with war fans and their artifact equivalents. This style is
compatible with only light armor.
Cloud-Shrouded Strike
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Auspicious Respiration Practice
The martial artist advances to the attack, stomping just before he strikes. A great burst of wind erupts up
from beneath his feet, throwing obscuring debris into the air: leaves, snow, mud, dirt, the trash of city streets,
or whatever else might seem appropriate. The martial artist strikes through this obscuring cloud, making it
difficult to discern the precise angle of his attack. Re-calculate the target's applicable Defense Value using
the lower of the normally-used Ability, or Awareness.
5
Anabatic Parry Method
Cost: 3m; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Knockback
Duration: Instant
Prerequisite Charms: Hurricane Fist Form
The martial artist steps into an attack, pushing his Essence out to meet it as he raises his arms to block. This
manifests as a great burst of wind that buffets the attacker. If a parry enhanced by this Charm manages to
completely block an attack, then the attacker is immediately knocked back 2 yards for every success by
which he fell short of the martial artist's Parry DV.
Zephyr-Chasing Attitude
Cost: 1m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Anabatic Parry Method
Taking a deep breath, the martial artist draws Essence from his lungs and forces it down and out through his
legs. This Charm adds 5 yards to a Move, Jump or Dash action.
Gale-Raising Stance
Cost: 4m, 1wp (+1hl); Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Zephyr-Chasing Attitude, Heaving Sirocco Strike
The martial artist inverts his breath. It erupts out of his body, flooding his anima and turning it into a riotous
tumult of cloud and violent wind. The character's anima returns to normal in moments, but the gale he has
raised remains, following him as he moves. While this Charm's effects persist, the character is considered to
possess 75% hard cover, and enjoys all the benefits thereof (see Exalted, pp.146-147). This Charm's
activation inflicts one level of bashing damage on characters who are not harmonized to the element of Air,
as their body and anima violently channel forces not intended for them.
6
RUTHLESS AVALANCHE STYLE
In the chaotic days after the Great Contagion, Creation found itself beset by every kind of wickedness and
iniquity. The fields had no crops, the merchants had no money, and the hills were full of bandits scraping at
the bone. And yet, it was also a time of heroes; the Martial Arts World had emptied out as surely as every
other facet of Creation, and was ripe for the rise of new legends.
The Five-Point Compass Brotherhood was one such band of heroes. After challenging and being defeated
by the Demon Tiger General, the brothers dispersed in shame to every corner of Creation to refine their
martial arts.
Traveling to the Blessed Isle, Brother Quaking Mountain Ban-Ji discovered a once-idyllic landscape still
rocked by aftershocks and tremors. He evaded new-formed militias that demanded his allegiance and
climbed the Imperial Mountain! Its slopes were loose and treacherous. Elementals challenged his right of
ascent; avalanches thundered down upon him, seeking to sweep him from the mountain! He learned the
ways of each obstacle, and turned them upon themselves. Finally, after seven years had passed, he
reunited with the rest of his brothers and challenged the Demon Tiger General, unveiling the lessons he had
learned as the Ruthless Avalanche Style. He blocked the Demon Tiger General's greatest attacks, and
battered down his defenses.
Now the Ruthless Avalanche Style has spread across the Martial Arts World, practiced by wandering
heroes, pious Lookshyan monks, and a number of Dynastic brawlers. Earth elementals seeking to cultivate
favor with Heaven occasionally practice the style, for its motions are holy to Flashing Peak, Goddess of the
Imperial Mountain. Aspects of Earth find it easy to root themselves and draw power from Creation itself as
this style demands, and they, along with Aspects of Water, pay no surcharge when using Charms of this
style.
Weapons and Armor: Ruthless Avalanche Style teaches its practitioners that the strength of the earth is
their greatest weapon, but may also be practiced with fighting gauntlets and their artifact equivalents. This
style is compatible with up to medium armor.
7
able to parry lethal and ranged attacks without a stunt. Assuming a rigid, aggressive stance, feet planted
firmly, the character becomes an immovable object. So long as he is standing on bare earth or stone, he is
immune to knockback and knockdown. This Form only yields its damage bonus if initiated when the
character is sufficiently close to the earth; he might plunge his fists through a wooden floor to feel the earth's
embrace, but could not do so if on the second floor of a building, or aboard a ship at sea.
Foe-Disrupting Tremors
Cost: 1m; Mins: Martial Arts 5, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Until next action
Prerequisite Charms: Ruthless Avalanche Form
The martial artist sends a pulse of Essence into the earth, pivoting on his heels as he does so. The twisting
burst of power subtly reshapes the ground to his advantage; while up to five opponents may still crowd in
around him at once, their attacks are subtly delayed and disrupted so that none of them enjoys an
unexpected attack against the martial artist's back. Additionally, no character may enjoy an environmental
bonus due to terrain such as attacking from high ground, nor will the martial artist experience penalties due
to such sources. The martial artist must, of course, be fighting on bare earth or stone to enjoy such
advantages.
8
(Essence x 3) each. If the opponent's attack connects and inflicts any damage, the martial artist accepts the
weapon into his body, trapping it between two stone-hard bones. He makes a Stamina + Martial Arts roll; on
a success, with a wrenching snap, he breaks the weapon in half, letting its shattered remains fall easily out
of his wounds. This roll is difficulty 1 for mundane weapons, but is at a difficulty of twice the rating of Artifact
weapons, and only capable of breaking artifacts if the Martial Artist's Essence is double or better the
weapon's Artifact rating. Otherwise he simply forces instant de-attunement.
9
BLAZING CORONA STYLE
In the chaotic days after the Great Contagion, Creation found itself beset by every kind of wickedness and
iniquity. The fields had no crops, the merchants had no money, and the hills were full of bandits scraping at
the bone. And yet, it was also a time of heroes; the Martial Arts World had emptied out as surely as every
other facet of Creation, and was ripe for the rise of new legends.
The Five-Point Compass Brotherhood was one such band of heroes. After challenging and being defeated
by the Demon Tiger General, the brothers dispersed in shame to every corner of Creation to refine their
martial arts.
In the South, Brother Crimson Flame Chou-Han wandered the baking sands. He fought lion folk and the very
elements! He saved refugees from the unmapped wastes, and was honored at the table of Lusa Seragon.
Finally, after seven years had passed, he reunited with the rest of his brothers and challenged the Demon
Tiger General, unveiling the lessons he had learned as the Blazing Corona Style. His ferocious attacks
heated the Demon Tiger General's armor white-hot, so that he had to tear it off or risk cooking inside of it.
Now the Blazing Corona Style has spread across the Martial Arts World, practiced by virtuous mercenaries,
passionate Lookshyan soldiers, and a number of self-indulgent Dynasts. It is much practiced among the fire
elementals of the Court of Orderly Flame. Aspects of Fire find it easy to agitate their Essence up into the
blazing conflagrations this style demands, and they, along with Aspects of Water, pay no surcharge when
using Charms of this style.
Weapons and Armor: Blazing Corona Style teaches its practitioners that their own Essence is the only
worthy weapon, and as such, it has no in-style weapons other than the practitioner's own body. This style is
compatible with only light armor.
10
Volcanic Halo Onslaught
Cost: 7m; Mins: Martial Arts 5, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Blazing Corona Form
The martial artist condenses his Essence to a single point within his heart, then lets it erupt out into the
world. He whirls about, dragging his fists or feet through the air, and spreads a ring of flame around himself.
The characer makes a single unarmed martial arts attack, and applies its effects to every character close
enough to strike at him (normally, a maximum of five targets). This attack's damage is lethal.
Victory-Claiming Block
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Volcanic Halo Onslaught
The character raises a hand to block, a flame smoldering in his palm. This Charm permits a character to
block lethal attacks without a stunt. If a character successfully blocks an attack with his bare hand, a rush of
flame erupts from his palm into the offending weapon. Arrows are burned to a crisp. Bare limbs or fighting
aids attached to limbs (such as iron boots or fighting gauntlets) are seared, their owner suffering (martial
artist's Essence)L damage dice. Weapons are superheated, glowing red-hot; unless their wielder is immune
to damage from heat, he must choose to either cast aside his weapon (treated as a standard disarm) or take
an automatic 1L damage from holding onto it. Discarded weapons cool down enough to be safely handled
after 1 tick has passed. Note that weapons made of red jade or orichalcum cannot be heated with this
Charm.
11
FALLING RAIN STYLE
In the chaotic days after the Great Contagion, Creation found itself beset by every kind of wickedness and
iniquity. The fields had no crops, the merchants had no money, and the hills were full of bandits scraping at
the bone. And yet, it was also a time of heroes; the Martial Arts World had emptied out as surely as every
other facet of Creation, and was ripe for the rise of new legends.
The Five-Point Compass Brotherhood was one such band of heroes. After challenging and being defeated
by the Demon Tiger General, the brothers dispersed in shame to every corner of Creation to refine their
martial arts.
In the West, Brother Floating Petal Jan-Ei sailed from isle to isle. He walked the shores, driving off the
hungry Fair Folk. He challenged Storm Mothers to let ships pass. He stood in the water, and first broke the
coming waves with his fist, then learned to make their strength his own. Finally, after seven years had
passed, he reunited with the rest of his brothers and challenged the Demon Tiger General, unveiling the
lessons he had learned as the Falling Rain Style. The great terror's renowned toughness was as nothing
before the master's invasive strikes, and soon the Demon Tiger General was bowed in agony.
Now the Falling Rain Style has spread across the Martial Arts World, practiced by outcaste sailors, Gens
Teresu captains, and a number of cruel Dynasts. It is sometimes propagated among water elementals
whose nature does not force them to actually live beneath the waves, where the style would find little use.
Aspects of Water find it easy to let their Essence flow into the mercurial and shifting channels this Style
demands, and they pay no surcharge when using Charms of this style.
Weapons and Armor: Falling Rain Style focuses on internal cultivation through which the outer world is
mastered, and as such, it has no in-style weapons other than the practitioner's own body. This style is
compatible with only light armor.
12
The character's motions become sinuous and ever-flowing, never standing completely still. The martial artist
becomes immune to penalties for fighting while standing in water or upon the deck of a ship (see Exalted,
p.155), though he still suffers penalties for fighting completely submerged and is not immune to drowning.
Additionally, if there is an appropriately substantial (subject to Storyteller approval) source of water within
(Essence x 10) yards, the character may reflexively animate it into 'water whips' which lash out to strike at
his opponents. The character pantomimes a strike with his own body, and the water flows to follow; as such,
these attacks are made with the character's Dexterity + Martial Arts pool, and the water whips are treated as
an equipment bonus. They are identical to standard whips (see Exalted, p.368) save that they also have the
P tag. These attacks can be made at any target within 30 yards. Attacks with water whips replace standard
attack actions, rather than supplementing them or occurring in addition to them. These whips may also be
used to parry, including ranged and lethal attacks.
Bone-Soaking Strike
Cost: 2m per soak; Mins: Martial Arts 5, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Falling Rain Form
As water can seep into any place that is not sealed perfectly against it, so do the martial artist's blows injure
even the toughest of opponents. For every 2 motes the character spends, he ignores a point of his target's
relevant soak value. The character may spend up to twice his Martial Arts rating on this Charm, and its
effects work equally well against living and inanimate targets.
13
Crimson Palm Mastery
Cost: 3m per damage; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crimson Tide Method
The ultimate technique of the Falling Rain Style exercises mastery over an opponent's blood, forcing it to
answer the summons of its true master—the martial artist. The character makes a standard unarmed
Dexterity + Martial Arts attack, which must be performed with his bare hand, striking at the opponent's heart.
This inflicts normal damage; additionally, if the attack connects, then each time the target takes an action
afterward he suffers an additional level of unsoakable lethal damage as blood seeps out of his heart and
blood vessels to emerge through the skin of his chest. This occurs a number of times equal to the damage
the martial artist purchased when activating the Charm (and the character may buy up to his Essence in
damage). Characters who survive being struck by this Charm are marked with a livid red palm-print scar
over their heart; though Exalts heal this as easily as any other scarring, the mark is permanent for mortals.
14
ARROW FROG STYLE
In the chaotic days after the Great Contagion, Creation found itself beset by every kind of wickedness and
iniquity. The fields had no crops, the merchants had no money, and the hills were full of bandits scraping at
the bone. And yet, it was also a time of heroes; the Martial Arts World had emptied out as surely as every
other facet of Creation, and was ripe for the rise of new legends.
The Five-Point Compass Brotherhood was one such band of heroes. After challenging and being defeated
by the Demon Tiger General, the brothers dispersed in shame to every corner of Creation to refine their
martial arts.
In the East, Brother Swaying Blade Sima-Li faded away into the depths of the forest. He crept along
branches, dropping down to tear apart Fair Folk bivouacs. He studied the medical lore of lost tribes. He
fought disease gods, and sparred with vipers. Finally, after seven years had passed, he reunited with the
rest of his brothers and challenged the Demon Tiger General, unveiling the lessons he had learned as the
Arrow Frog Style. After his brothers weakened and bowed their opponent, Sima-Li's fists churned up the
Demon Tiger General's Essence until it ate the monster from within, and healthy plants sprung up from its
corpse.
Now Arrow Frog Style has spread across the Martial Arts World, practiced by outcaste tribesmen, Lookshy
rangers, and some few scions of House Cynis. It is occasionally practiced by Wood Elementals to
discourage intrusion into their territory. Aspects of Wood find it easy to provoke the maladies and balance of
forces this style focuses on, and they, along with Aspects of Water, pay no surcharge when using Charms of
this style.
Weapons and Armor: Arrow Frog Style focuses on finding and disrupting points of natural balance so
subtle they can only be reliably adjusted by the body itself, and as such, it has no in-style weapons other
than those practitioners are born with. This style is compatible with only light armor.
15
and capitalizes; his attacks enjoy a number of automatic successes equal to the Poison and Disease-based
internal penalties a target currently suffers from. Additionally, any attempt to re-establish surprise when
foliage or heavy shadow from foliage are available as cover enjoys a bonus of +3 dice. This includes the
hallucinations induced by the Swaying Bough Venom.
16
Nature's Judgment
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Sickness
Duration: Instant
Prerequisite Charms: Emerald Mother's Disdain, Internal Intent Venom
The martial artist decides the world does not need an opponent, and repurposes him. This Charm attaches a
Second Circle spiritual disease to a strike, which infects the target upon a successful hit. Emerald Integration
Sickness has no outward symptoms at first, if inflicted at night; it first manifests when the target is exposed
to sunlight or water. At this point the victim feels a painful stiffness in his joints, inflicting a -1 internal penalty,
and takes one level of bashing damage, which cannot be healed as long as the sickness persists. Every day
afterward the character must make a Morbidity roll; upon failure, he suffers another level of bashing damage,
and every two failures the penalty worstens by another point as the character's muscles turn to ropy
vegetable fibers and his skin hardens. As an incidental benefit, the character gains 2 natural bashing and 1
lethal soak every time his internal penalty worstens. Characters killed by the Emerald Integration Sickness
are transformed entirely into living trees, which take root at the spot where the character died. It takes two
successful Morbidity rolls to shake the disease; internal penalties and their associated soak benefits fade at
a rate of one point per day after recovery.
Virulence: (Essence); Incubation: Until contact with water or sunlight
Diagnosis: 4; Difficulty to Treat (Mundane/Magical): 3/1
Morbidity: 5; Treated Morbidity: 2
17
Chapter Two: Celestial Martial Arts
Table of Content
Coils of Typhon Style ..............................................................................................................................19
God Slayer Style .....................................................................................................................................22
Five Arms of the Unconquered Sun Style ...............................................................................................25
Elegant Blood-Dancer Style ...................................................................................................................29
Wind-Cutting Blade Style ........................................................................................................................32
Graceful Hummingbird Style .................................................................................................................. 37
18
COILS OF TYPHON STYLE
Coils of Typhon is an obscure, 'lost' Martial Art of the early High First Age. Among those few Exalted
scholars of martial history with enough knowledge to have ever heard of it, its origins are in dispute. Coils of
Typhon is said to have been developed in emulation of one of the fiercest and most terrible of behemoths:
the Typhon Serpent, a beast many miles long, that coiled invisibly in the shadow of the Imperial Mountain,
swimming the waters of the West and slithering between the great cathedral-trees of the East, eternally
seeking to catch the Unconquered Sun as he rose or fell from the sky, and hiding from his cleansing rays as
he took ascendency. One tale speaks of a Solar of the Night caste, who sought to turn darkness's own
strength against it, and developed the Coils of Typhon in emulation of the greatest foe of the Unconquered
Sun; another describes the Lunar who slew the beast and ate its beating heart, then developed the Coils as
a desperate outlet for the darkness thrumming within her soul. Whichever, the style was generally
considered lost during the Usurpation, though some scrolls may remain in ancient ruins, and an elder
Sidereal or Lunar or two may remain who studied the Coils of Typhon in their youth.
Weapons and Armor: The Charms of this style treat attacks made with whips and fighting chains and their
artifact equivalents as unarmed. This style is compatible with armor.
19
adds the character's Essence to the damage of clinch crush attacks.
20
one die of unsoakable bashing damage for each mote spent. This effect persists until the target's DV has
refreshed 3 times, at which point the poison loses its potency.
21
GOD SLAYER STYLE
Many are the techniques lost to time and strife and the turning of the Ages. The origins of some are gone
forever, though the styles themselves may resurface. As the pillars of Heaven crack, the gates of Malfeas
groan, the underworld shudders, and deathknights, Lawgivers, and Exalted of the demon realm stride forth
onto the face of Creation, a potent style thought sealed away in the final years of the First Age once again
rises.
Weapons and Armor: God Slayer Charms treat attacks made with the spear and the scythe, as well as
their artifact equivalents, as unarmed attacks. It is fully compatible with armor.
Valor-Wounding Mudra
Cost:: 3m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 3, DV-1)
22
Keywords: Combo-OK, Obvious, Emotion
Duration: One Scene
Prerequisite Charms: God Slayer Form
Inescapable justice lies at the heart of the God Slayer Style. The character draws a burning mark in the air,
announcing his intent and chilling the blood of those he has passed judgment upon. The glyph burns with a
lambent orange-white radiance, illuminating an (Essence x 30 yards) radius around the point where it is set.
Any hostile targets struck by the light treat it as a social attack against their Dodge MDV with a number of
successes equal to the martial artist's Essence + Conviction. A target whose MDV is overcome by the glyph
reduces their Valor by 1 so long as the light of the glyph touches them. This cannot reduce Valor below the
minimums required for the Great Curse, nor may it reduce it to 0. This is a form of unnatural mental
influence, costing 3 Willpower to resist.
Wheel of Justice
Cost:: 6m; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: God Slayer Form
The martial artist whirls his weapons high overhead, gathering Essence, or engages in a series of powerful
overhand blows. His strikes are drawn toward and fueled by the convictions of his foe— the stronger his
opponent, the more heavily Heaven's judgment shall fall upon him. This Charm causes the character to
perform a flurry of extra action attacks against a single target. The number of unarmed martial arts attacks in
the flurry is equal to the target's highest Virtue at the time Wheel of Justice is invoked. These attacks are
made regardless of the weapon's Rate, and with a DV penalty equal to the highest penalty for any one
attack.
Sin-Finding Scrutiny
Cost:: 1m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: God Slayer Style
By experiencing his target's convictions and passions, the martial artist comes to know the weaknesses of
their owner. For each dot of Virtues the character steals from a target through the use of With the Strength of
my Enemies Methodology, he gains an "Against (Virtue's original owner)" artificial specialty. This specialty
only endures so long as Sin-Finding Scrutiny is active and the character holds Virtues from the target. The
character cannot under any circumstance gain more than three dice from specialties on any single roll. As
artificial specialties, these dice are not considered bonus dice added by a Charm.
23
Duration: Permanent
Prerequisite Charms: Valor-Wounding Mudra, Wheel of Justice, Unbowed Executioner Technique, Sin-
Finding Scrutiny, Essence Eruption Blow
The character reaches a plateau of enlightened revelation, folding together his understanding of the myriad
techniques of the God Slayer Style into a greater, synthesized whole. Creation bows down before the martial
artist, recognizing him as an agent of divine retribution. This Charm permanently enhances the Charms of
God Slayer Style in the following ways:
Merciless Onslaught Approach: The character's Strength is increased by one during the flurry.
Inescapable Judgment Declaration: The character gains an instinctive knowledge of which direction he must
travel in to locate his target, unless the target uses supernatural means to hide or confuse tracking efforts.
With the Strength of my Enemies Methodology: The character may pay 1 experience point to consume a
held virtue, immediately regaining 10 motes of Essence or 1 Willpower. The target does not immediately
regain a Virtue so destroyed, but must instead pay 1 experience point to restore it, or wait a year and a day
for it to restore itself from scraps and memories of Essence wafting through Creation.
God Slayer Form: All spirits revealed by the light of the character's anima may, for a reflexive cost of 1 mote,
be made tangible only to the practitioner for one action.
Valor-Wounding Mudra: The character may draw the burning glyph over his own caste mark, permitting the
mark to move with him.
Wheel of Justice: The character may guide his blow against either a target's convictions or the might of its
soul. He may make a number of attacks equal to the target's highest virtue or its Essence rating, whichever
is higher.
Unbowed Executioner Technique: This Charm also adds natural aggravated soak equal to the character's
Temperance.
Sin-Finding Scrutiny: The character may retain all artificial specialties for the duration of the Charm, even if
he has released or destroyed the Virtues those specialties originated in.
Essence Eruption Blow: This Charm will now function even through hardness.
24
FIVE ARMS OF THE UNCONQUERED SUN STYLE
The unusual Five Arms of the Unconquered Sun Style was developed in the High First Age, some time after
the Primordial War but before the fall of the Solar Realm into decadence and corruption. Originally intended
as much as a meditative commentary on unity as it was a fighting art, it became popular as a training style
for newly reborn Solar Exalted. For those seeking ultimate mastery in the Sidereal Martial Arts, it provided a
useful bridge to those allegorical fighting styles, while the pious enjoyed the unity of meditation, prayer, and
battle-readiness it provided.
Five Arms of the Unconquered Sun Style is virtually unknown in the Age of Sorrows. Records, scrolls, and
heretical practioners have been systematically burned out by the Immaculate Order. The handful of Lunar
Exalted who once learned the style at the behest of their Solar spouses are for the most part dead or
disinclined to teach it to its inventors. A few scrolls of the style remain among the Sidereal Exalted, however,
who feared to insult the Unconquered Sun by destroying them, and one of these has recently been stolen. It
is possible the style may begin appearing among the training camps of the Cult of the Illuminated, or the
dreams of the resurgent Solars.
Weapons and Armor: This Martial Art is an unarmed style only, although it does permit practitioners to
wear up to medium armor.
25
imposing figure, unmovable by will or muscle. While under the effects of this Charm the character is immune
to knockback and knockdown, though he may be thrown to the ground during a clinch. He adds his Martial
Arts to all rolls to control or inflict crush attacks during a clinch, and his mighty open-handed strikes inflict
piercing damage.
26
Meditation Upon the Shield
Cost: 4m; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Fading Twilight Form
The Unconquered Sun bears a shield in defense of himself and his allies. Used both to catch blows and to
batter his enemies, it teaches martial artists to be active even in their passive defenses. A character uses
this Charm when he has been subjected to an attack, whether it strikes or not. The martial artist steps into
the blow, reaching out to remove his foe's ability to fight. The character is given the choice of countering
either by launching a disarm attempt with his Martial Arts added in bonus dice, or initiating a clinch with his
Essence added in bonus dice.
Heaven-and-Earth Stairway
Cost: 1m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Meditation Upon the Spear, Meditation Upon the Horn, Meditation Upon the Shield,
Meditation Upon the Laurel
As the Unconquered Sun moves naturally from station to station and shifts effortlessly between the faces he
shows the world, so too does the Martial Artist. This is the hidden arm of the Unconquered Sun and the
secret that drives the other four to victory: the indomitable will that seizes the means to overcome any
obstacle. The martial artist learns the 32 steps to unity, a series of movements and postures that allow
transitioning between the various Sun Forms of the style with only the most minimal effort or expenditure of
Essence. The Heaven-and-Earth Stairway may only be invoked when the character is using one of the
style's Form-type Charms. It allows him to exchange it for another in-style Form-type Charm he knows for no
additional cost. Using the Heaven-and-Earth Stairway imposes an additional +1 to the sum total of the
character's Speed for the action in which it is invoked. If invoked on a tick when the character does not act, it
retroactively adds 1 to the Speed of the actions he took, effectively 'pushing back' his next action one tick.
The character continues committing the motes for whichever Form-type Charm he had invoked and does not
have to add to this cost, even if the new Form-type Charm is more expensive. Dropping this commitment will
drop whatever Form-type Charm he has active.
27
mote to emulate all benefits of that Form, including the ability to use in-style weapons with the Martial Arts
Ability (though they do not become compatible with other Five Arms of the Unconquered Sun Charms). The
character may only emulate one Form-type Charm at a time. All emulated Form benefits cease to apply
should he change to another in-style Form by way of the Heaven-and-Earth Stairway, though they will
resume should he return to this Form later in the scene. Characters cannot emulate Form-type Charms from
Styles at stations of the Perfected Lotus they could not be initiated into.
28
ELEGANT BLOOD-DANCER STYLE
Several tales once circulated about this very old style. One has it that the Elegant Blood-Dancer Style was
invented by an Eclipse Caste adventurer, in memory of his slain Lunar wife. Another holds that it was one of
the Lunar Exalted who innovated the style in an attempt to explain his joy in battle to his increasingly
detatched Solar wife. Another claims that a Sidereal invented the style after making extensive study of the
dances of the Yozis. Now most of these tales have faded into the mists of time, lost with the turning of the
Ages. Though it has fallen out of favor with the Sidereals, a few Lunar Exalted still study the Elegant Blood-
Dancer Style, and inscriptions of its Charm forms remain etched on some of the oldest trees in the far East.
Weapons and Armor: Practitioners of this Martial Art treat tiger claws and razor claws as unarmed for the
purpose of its Charms. This style is compatible with light armor.
29
Blood of the Hero Sacrifice
Cost: 6m, 1lhl; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Elegant Blood-Dancer Form
Many martial arts exist which draw strength from emulation of some facet of Creation. Eschewing such
methods, the Blood-Dancer draws from his own heroism, making a sacrifice of himself to himself. The
Martial Artist slashes light wounds across key chakras at his chest and biceps, anointing his claws or
fingertips with his heroic blood. The character then adds his Essence to the raw damage of his Martial Arts
attacks.
30
Duration: Instant
Prerequisite Charms: Blood Spiral Technique, Blood Runs On Methodology
The character's veins burn with a light characteristic of his Exaltation, along with any of his blood upon him,
and any open wounds. He lunges through the radiance to drive a powerful attack into an opponent, drawing
upon the very ebb and flow of battle to sustain him. The character makes an unarmed Martial Arts attack.
Should it inflict any damage, the character recovers a number of health levels based on the wound penalties
suffered by his target after the attack. One point of wound penalties heals one bashing health level; two
points heals one lethal. This Charm is unable to repair aggravated damage. Should the attack kill the target,
treat them as having possessed the highest possible wound penalty at the moment of death (-3 for extras, -4
for most other characters).
31
WIND-CUTTING BLADE STYLE
Long ago, in the lost epochs of the First Age, Creation was pacified to such a degree that its rulers could
contemplate martial endeavors not only as a means of survival, but also of art and spiritual expression. And
as they quickly discovered, power rests in both art and enlightenment, waiting to be drawn out. One such
Exalt, enraptured by the possibilities of the blade, sought to advance mastery of the sword beyond anything
yet known in Creation. In the keening of wind over steel, he beheld a language comprehensible to any,
regardless of spiritual station or divine patron. However, the raw expressions of power derived from Exalted
mastery of armed battle did not hold the refinements he desired, and the structured lessons of the martial
arts were too self-contained, refusing to cohabit with the mastery of technique that is the foundation of all
swordsmanship. This long-gone Dawn Caste used his martial genius and the power of his Essence to forge
an experimental style that fused the benefits of both melee and martial arts, and named it the Wind-Cutting
Blade style. It explored the potential of controlled force and the warrior that ends a fight in one swing. A
school of study grew up around the style, and as the First Age rolled on, it proved the first of many.
In the Second Age this sublime wisdom is long lost. The Shogunate condemned the sword schools as
Anathema work, and emphasized the role of mortal warriors as foot soldiers, serving below Terrestrial
heroes. After the Contagion the schools were largely forgotten, the sword rarely looked to for anything other
than its utility as a tool.
But somewhere in Creation, that Dawn Caste has been reborn, and his passion for the blade has been
rekindled. Is it time for Creation to witness a renaissance of swordsmanship?
Charms of the Wind-Cutting Blade Style are unusual in that they may be used to augment attacks made with
either the Martial Arts or Melee Ability, so long as the style's signature weapon is used. All Wind-Cutting
Blade Charms may be placed in Combos with Charms of either the Martial Arts or Melee Abilities; however,
if used in conjunction with Melee Charms, they are considered Melee Charms for the purpose of the Combo.
Thus, under most circumstances, they cannot be placed in Combos containing both Melee Charms and
Martial Arts Charms of other styles.
Weapons and Armor: The Charms of this style can be used only with the slashing sword and its artifact
equivalent, the reaper daiklave. This martial art is compatible with up to medium armor.
Complementary Abilities: Practitioners of this style must possess at least three dots of Melee, and most
find it advantageous to keep their Melee rating at least as high as their Martial Arts.
Quote:
NEW KEYWORD: ADAPTIVE
Charms which are tagged as Adaptive may experience altered performance if learned by
a character who knows certain other Charms. The keyword is backwards-adaptable as
well: if a character learns an Adaptive Charm and then later learns the Charm it is linked
to, the Adaptive Charm gains its enhanced performance as surely as if the character had
always known that Charm.
32
• Characters who know Terrestrial Melee Reinforcement (MoEP: Dragon-Blooded, pp.128-129) enjoy a +1
bonus to their Parry DV while fighting with a sheathed weapon, and in the presence of other members of this
sword school.
• Characters who know Impressions of Strength (MoEP: Lunars, p.144) add an additional 1B to the damage
rating of their sheathed weapon.
• A character who knows the Fateful Melee Excellency (MoEP: Sidereals, p.127) finds wisdom in restraint;
he can bank up to five additional dice with an Aim action undertaken with a sheathed weapon, instead of the
normal three. The weapon does not have to remain sheathed when the Aimed attack is eventually
unleashed.
• Characters who know Void Sheath Technique (MoEP: Abyssals, p.129) impose a -1 external penalty on
the Join Battle rolls of all opponents while carrying a slashing blade or storing one Elsewhere through the
auspices of that Charm.
33
breaks if it is mundane. If the character's roll exceeds his opponent's by 5 or more successes, and the
character is using an Artifact weapon, then the opponent's weapon can be broken even if it is an Artifact.
This counterattack imposes a -2 DV penalty on the user, reduced to -1 if the character can draw his weapon
reflexively. Invoking this Charm leaves the weapon unsheathed. This Charm may only be invoked against
attacks made with hand-to-hand weapons.
Adaptations:
• Characters who know Dipping Swallow Defense (Exalted, pp.192-193) reduce the DV penalty imposed by
invocation of the Charm by 1.
• Characters who know Ringing Anvil Onslaught (MoEP: Dragon-Blooded, p.156) may opt to pay only 3m
upon invocation of this Charm. This variant will disarm rather than breaking the target weapon, sending it
flying (Martial Arts x 2) yards away.
• Characters who know Wasp Sting Blur (MoEP: Lunars, p.154) may reflexively sheath their weapon after
invocation of this Charm.
• A character who knows Perfection of the Visionary Warrior (MoEP: Sidereals, p.127) does not simply
break weapons—they explode under the fateful stroke of his blade. The resultant shower of sharp-edged
fragments inflicts (Essence) dice of lethal damage on the attacker, which may be soaked normally.
• Characters who know Elegant Flowing Deflection (MoEP: Abyssals, p.130) may add their current wound
penalties in extra dice to the Charm's attack roll.
34
unexpected angle that the target is forced to make a reflexive Perception + Awareness roll against a
difficulty of half the attacking character's Essence. If they fail this roll, the attack is considered unexpected.
• Characters who know Meditation on War (MoEP: Sidereals, p.156) strike with unerring accuracy, not at
where their target is, but where he will be. While this attack may be stopped, it cannot be avoided; it
becomes undodgeable.
• Characters who know Ravening Mouth of Melee (MoEP: Abyssals, p.122) produce a terrible, ghostly wail
when they strike. Compare the attack roll to both physical DVs and Dodge MDV. If the attack exceeds the
target's Dodge MDV, it strikes terrible fear into him, imposing a -1 external penalty to all actions for the rest
of the scene and rendering the attack unblockable. This effect has the Emotion keyword, and is a form of
unnatural mental influence that takes 1 Willpower to resist.
35
Truth Drives the Hurricane
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 4)
Keywords: Combo-OK, Adaptive, Obvious
Duration: Instant
Prerequisite Charms: The Blade Breathes
As the swordsman nears mastery, he learns to use the blade to express his soul. The character draws and
strikes, his blade burning with a corona in a color appropriate to his Exaltation. This attack's damage is
aggravated. The character's weapon must be sheathed to invoke this Charm, and his weapon is left
unsheathed afterward.
Adaptations:
• Characters who know Blazing Solar Bolt (Exalted, p.192) add the Holy keyword to this Charm when facing
creatures of darkness. They may reflexively spend additional motes to convert post-soak damage dice into
automatic successes, at a rate of 2 motes per die against such creatures. The character may only convert a
maximum of his Essence in dice in this manner.
• Characters who know Refining the Inner Blade (MoEP: Dragon-Blooded, pp.128-129) enjoy the
Elemental Keyword, with a manifestation appropriate to the character's Aspect. Air produces a potent gust
that induces automatic knockback, sending the target flying (damage inflicted x 2) yards. Earth sends a
shock of elemental Essence through the target, rooting his feet into the ground until his DV has refreshed
twice. Fire injects the target with searing Essence, imposing an internal penalty equal to the damage
inflicted on the target's next action. Water finds weaknesses in the target's armor, lowering the armor's
effective Soak by 3. Wood finds revitalization in destruction, and regains one mote of Essence for every
level of damage inflicted.
• Characters who know Ferocious Biting Tooth (MoEP: Lunars, p.142) enjoy a free reroll on this Charm's
damage when employing it against the Fair Folk; they may use the better of two results.
• A character who knows Smiling at the Damned (MoEP: Sidereals, p.156) who attacks a creature outside
Fate and inflicts more damage in one strike than his target's Stamina may opt not to inflict damage at all,
instead banishing his target back to a random point in Malfeas, the Underworld, the Wyld, or whatever other
native domain is appropriate. If the target meets the above criteria but is actually native to Creation and
simply using some artificial means to appear outside of Fate (such as Charms or artifacts), the Charm simply
inflicts damage as normal.
• Characters who know Ebon Lightning Prana (MoEP: Abyssals, p.129) tear away bits of a target's soul with
their strike. If their attack inflicts a number of levels of damage greater than the target's Essence, the target
loses one dot of permanent Essence. Targets reduced to 0 Essence die instantly.
36
GRACEFUL HUMMINGBIRD STYLE
Long ago, in the lost epochs of the First Age, Creation was pacified to such a degree that its rulers could
contemplate martial endeavors not only as a means of survival, but also of art and spiritual expression. And
as they quickly discovered, power rests in both art and enlightenment, waiting to be drawn out. One such
Exalt, enraptured by the possibilities of the blade, sought to advance mastery of the sword beyond anything
yet known in Creation. In the keening of wind over steel, he beheld a language comprehensible to any,
regardless of spiritual station or divine patron. However, the raw expressions of power derived from Exalted
mastery of armed battle did not hold the refinements he desired, and the structured lessons of the martial
arts were too self-contained, refusing to cohabit with the mastery of technique that is the foundation of all
swordsmanship. This long-gone Dawn Caste used his martial genius and the power of his Essence to forge
a number of experimental styles that fused the benefits of both melee and martial arts. One of these was the
Graceful Hummingbird style. It explored the potential of the agile fighter, who skewers an opponent upon his
own power. It proved popular with diplomats, governors, elegant courtiers and seafaring roughnecks.
In the Second Age this sublime wisdom is long lost. The Shogunate condemned the sword schools as
Anathema work, and emphasized the role of mortal warriors as foot soldiers, serving below Terrestrial
heroes. After the Contagion the schools were largely forgotten, the sword rarely looked to for anything other
than its utility as a tool.
Even at the height of the Shogunate, however, the Graceful Hummingbird was favored by outlaws and
scoundrels, many of whom cared little for official proscriptions. It survived in the far West in a few famous
pirate dens, and now, as the Age prepares to turn, may be ready for a resurgence.
Charms of the Graceful Hummingbird style are unusual in that they may be used to augment attacks made
with either the Martial Arts or Melee Ability, so long as the style's signature weapon is used. All Graceful
Hummingbird Charms may be placed in Combos with Charms of either the Martial Arts or Melee Abilities;
however, if used in conjunction with Melee Charms, they are considered Melee Charms for the purpose of
the Combo. Thus, under most circumstances, they cannot be placed in Combos containing both Melee
Charms and Martial Arts Charms of other styles.
Weapons and Armor: The Charms of this style can be used only with the foil or rapier and their artifact
equivalent, the needle daiklave. This martial art is incompatible with armor.
Complementary Abilities: Practitioners of this style must possess at least three dots of Melee, and most
find it advantageous to keep their Melee rating at least as high as their Martial Arts.
Quote:
NEW KEYWORD: ADAPTIVE
Charms which are tagged as Adaptive may experience altered performance if learned by
a character who knows certain other Charms. The keyword is backwards-adaptable as
well: if a character learns an Adaptive Charm and then later learns a Charm that it is
linked to, the Adaptive Charm gains its enhanced performance as surely as if the
character had always known that Charm.
Quote:
New weapons:
Rapier/Foil: Speed 4, Accuracy +2, Damage +1L, Defense +2, Rate 3. Minimums: Dex
••, Cost: ••, Tags: P
Needle Daiklave: Speed 5, Accuracy +3, Damage +3L, Defense +3, Rate 3. Minimums:
Dex ••, Attune 5, Cost ••, Tags: P
37
Duration: Instant
Prerequisite Charms: None
Thousands fight and die every day, all across Creation. In victory or defeat, they pass nameless and
unremembered. To a Graceful Hummingbird, such anonymity is a fate worse than death, and so he makes
every fight memorable. The character begins a match by drawing his weapon and tipping it in salute to
astonished opponents, before leaping to the attack. This Charm enhances a Join Battle roll, adding 3 dice to
the effort and allowing the character a free, reflexive Draw Weapon action.
Adaptations:
• Characters who know Call the Blade (Exalted, p.191) dazzle opponents with their unexpected chivalry.
They enjoy a +2 bonus to their DV until their next action should their Join Battle roll place them behind
another character's action, or +2 successes on their first attack if they end up acting before any opponents.
• Characters who know Terrestrial Melee Reinforcement (MoEP: Dragon-Blooded, pp.128-129) enjoy an
additional +1 die bonus to their Join Battle roll for each additional character present who invokes Rooster
Greets the Dawn at the same time they do.
• Characters who know Subduing the Honored Foe (MoEP: Lunars, p.147) project a disconcerting, feral
majesty with their salute, causing opponents to suffer a -2 internal penalty to any simultaneous Join Battle
rolls.
• A character who knows Meditation on War (MoEP: Sidereals, p.156) informs both his opponents and
destiny of his intention to triumph. His Join Battle roll's target number is lowered by 1, usually to 6.
• Characters who know Blade-Summoning Gesture (MoEP: Abyssals, p.129) terrify opponents with the
violence implicit in their mocking salutes. The Abyssal enjoys +3 successes on his next attack.
Cloud-Chasing Advance
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Adaptive
Duration: Instant
Prerequisite Charms: Rooster Greets the Dawn
Fate favors the bold and abhors a coward. Making haste, the fighter advances to close with a foe. He
scrambles nimbly over any obstacles or barriers, leaping crates and swinging across dangling rigging to
close with an opponent in a heartbeat. This Charm allows a character to move (Essence x 5) yards, if doing
so would place him within melee range of a selected opponent. Any 'leftover' movement after reaching this
adversary is wasted. The character must actually be able to reach his target through normal movement (he
could not, for example, pass through the bars of a jail cell to attack a jailor on the far side).
Adaptations:
• Characters who know Iron Raptor Technique (Exalted, p.192) transfer all their momentum into their first
cut upon reaching an opponent. This first attack is unblockable.
• Characters who know Dragon-Graced Weapon (MoEP: Dragon-Blooded, pp.155) extend the range of
their movement to (Essence x 8) yards if moving through an environment resonant with their element
(across the deck of a heaving ship for Water, through a burning building for Fire, a forest for Wood, etc).
• Characters who know Furious Hound Pursuit (MoEP: Lunars, p.152) may continue moving past a target
after attacking, using any 'leftover' movement that would have been otherwise wasted.
• Characters who have learned Smiling at the Damned (MoEP: Sidereals, p.156) may pay an additional 2
motes to become dematerialized during their sprint at their chosen target, allowing them to pass through any
intervening obstacles. They must still be able to actually perceive their target when they activate the Charm.
• Characters who know Ebon Lightning Prana (MoEP: Abyssals, p.130) rush at their opponents like a black
wind, unexpectedly landing inside their defenses. The first attack the Abyssal launches ignores 2 points of
the target's DVs.
38
Dipping Heron Riposte
Cost: 5m; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Adaptive, Counterattack
Duration: Instant
Prerequisite Charms: Graceful Hummingbird Form
The wise swordsman lets his opponent's haste undo him. Stepping back before a thrust, the fencer uses the
tip of his blade to guide his enemy's weapon astray, lodging it in a bit of nearby scenery—a wooden beam, a
gap between two cobblestones, a nearby crate or windowsill, or whatever else presents itself. This Charm
may be invoked in response to an attack capable of inflicting lethal damage that the fencer defends against
with his Parry DV. If the swordsman successfully defends against the attack, then the opponent's weapon is
trapped. The opponent cannot attack with the weapon until he has freed it with a diceless miscellaneous
action (Speed 4, DV -1), nor can he move from that spot unless the weapon has been pulled free or he
decides to voluntarily abandon it. This Charm cannot be used in conjunction with any Charm which provides
an automatically successful parry—only an imperfect defense allows the flexibility to deploy this technique.
The Charm also may not be invoked on the odd occasions when there is nothing nearby to bury the
opponent's weapon in, such as when two flying characters are dueling in midair high above the ground.
Adaptations:
• Characters who know Solar Counterattack (Exalted, pp.194) may pay 1 willpower to ensure that their
opponent's weapon is successfully buried, even if their parry fails.
• Characters who know Portentous Comet Deflecting Mode (MoEP: Dragon-Blooded, p.156) cause the
miscellaneous retrieval action to become (Speed 4, DV -2) if they bury the weapon in a surface resonant
with their elemental aspect (a block of ice for Air Aspects, any part of a ship at sea for Water aspects, etc).
• Characters who know Burrowing Devil Strike (MoEP: Lunars, p.145) drive an opponent's weapon
especially deep into a nearby surface. The retrieval action becomes Speed 6.
• A character who knows the Fateful Melee Excellency (MoEP: Sidereals, p.127) may trap an opponent's
weapon between the strands of fate, allowing this Charm to be used even if there is no appropriate surface
nearby to permit it.
• Characters who know Vengeful Riposte (MoEP: Abyssals, p.130) knock aside weapons with terrible force,
setting up a wailing vibration in the trapped weapon that bites at the nerves and quivers in the hand.
Retrieval actions become (Speed 4, DV -3).
39
Prerequisite Charms: Graceful Hummingbird Form
The fencer's weapon dances in the air, flashing about the opponent in a bewildering pattern, seeming not to
actually touch him. A moment later his clothing or perhaps bare skin reveals the true measure of the
swordsman's skill, revealing that he has carved a message or perhaps personal insignia into his target.
Shaken by the realization of the fencer's skill, most opponents have their nerves broken for the rest of the
fight. Many surrender on the spot.
The swordsman makes a standard attack roll, with his weapon's Accuracy converted into successes rather
than rolled as dice. Should this attack strike, it inflicts no damage, but does present the opportunity to carve
some superficially light message, symbol, or other such mark into the target. Opponents so marked suffer a -
2 external penalty to all rolls to attack the swordsman for the rest of the scene as an Emotion effect. This
may be ignored for one action by spending 1 Willpower, and once a character has spent 3 Willpower in this
way he overcomes the effects of this Charm for the rest of the scene.
Adaptations:
• Characters who know Peony Blossom Attack (Exalted, p.191) add the Holy tag to the attack. Creatures of
darkness must spend an aggregate total of 5 Willpower to ignore the effects of the Charm for the rest of the
scene, rather than 3.
• Characters who know Threshing Floor Technique (MoEP: Dragon-Blooded, p.156) carve in their mark as
a searing brand, adding a -1 internal wound penalty to the other effects of the attack until the target's DV has
refreshed three times.
• A character who knows Foe-Marking Style (MoEP: Lunars, p.142) sears the experience into his target's
mind. Henceforth, whenever the character can see the mark the fencer placed upon him (on a wall, a
playbill, marked into the chest of another opponent, etc) he suffers a -1 internal penalty to all actions as an
Emotion effect, which can be resisted for a scene for 1 Willpower. These aftereffects end once the character
has spent 10 Willpower fighting off the effects and aftereffects of this Charm in total. As an additional benefit,
should Haughty Gull Display be placed in a Combo with Foe-Marking Style, the swordsman's mark is
permanently branded into his target. So long as the target wears the mark, he suffers the full effects of this
Charm in any scene where he attempts to oppose the swordsman, but this effect can be overcome for the
rest of the scene for only 1 Willpower.
• Characters who know Orchestration of Mirrored Fates (MoEP: Sidereals, p.155) carve inauspicious
symbols into the target's chest, which guide their blades toward the unfortunate so marked. All attacks made
at such a target with a proper in-style weapon until he shakes off the Emotion effect weapon have their
target number reduced by 1 (typically to 6).
• Characters who know Unfurling Iron Lotus (MoEP: Abyssals, p.128) deeply scar their targets, body mind
and soul. Mortals (including ghosts) and natural animals struck by this Charm cannot spend Willpower to
resist its effects.
40
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Adaptive, Counterattack
Duration: Instant
Prerequisite Charms: Graceful Hummingbird Form
Stepping into an opponent's attack, the fencer executes a perfect "stop-cut" to the middle of his foe's
weapon. While this does nothing to stop an attack already underway, it sets blades vibrating or knocks blunt
weapons off-course enough to foul any subsequent blows. Unless the opponent dedicates an unrolled,
miscellaneous Speed 5, DV -1 action to bringing his weapon back under control first, its next attack suffers a
-3 internal penalty. This Charm's application is unrolled, but takes place in Step 9 as normal, and may be
defended against by appropriate automatically successful defenses. Woodpecker Striking Steel's effects are
even usable against bare-handed targets, who must shake out the stinging in their striking limb before it will
answer their commands properly.
Adaptations:
• Characters who know Fire and Stones Strike (Exalted, p.190) may pay an extra 3m to 'skip' their weapon
off of their opponent's, generating a standard counterattack at full dice pool in addition to the normal effects
of this Charm.
• Characters who know Refining the Inner Blade (MoEP: Dragon-Blooded, p.156) inflict a -4 internal
penalty when they use this Charm against bare-handed opponents.
• Characters who know Ferocious Biting Tooth (MoEP: Lunars, p.142) strengthen this Charm's tremors so
that they cannot be brought under control if applied during an opponent's flurry. Additionally, the Charm's
effects apply to all remaining attacks in the flurry.
• Characters who know Impeding the Flow (MoEP: Sidereals, p.155) imbue their stop cut with the force of
inevitability. A weapon so struck cannot be brought under control; whether swung again in a moment or a
millennium, its next strike will bear the Charm's penalty.
• Characters who know Artful Maiming Onslaught (MoEP: Abyssals, p.127) cause mundane weapons to
shatter after being used to attack while imbued with this Charm's tremor. Only bringing the weapon under
control first can save it.
41
Chapter Three: Sidereal Martial Arts
Table of Content
Ivory Dice of Fortune Style 1 ....................................................................................................................43
Aureate Glory of Heaven Style............................................................................................................... 48
1
“While a lot of people seemed to like it, it's showing its age now, and it isn't compliant with some of the
2e Sidereal rules on account of predating them.” - HLS
42
IVORY DICE OF FORTUNE STYLE
This fighting style concerns itself with chance and probablistics. The checkered history of this martial art
dates back to the High First Age, when it was very much in vogue among the Sidereal Exalted to discount
the existence of chance at all. All things were fated, the Chosen of the Maidens argued, and luck was simply
an ignorant man's word for fate. And yet, not all members of the Fivescore Fellowship agreed. One Chosen
of Secrets in particular, an inveterate gambler named Shuffling Skies, became obsessed with the notions of
fate, fortune, luck, the points where the three connected, and the influence of both the Loom of Fate and
those things that transcended the Loom upon these primal forces. He spent many hours in consulation with
Plentimon, God of Gambling. He made extensive sojourns into the Wyld, and interrogated captive demons.
And when the Usurpation came, he decided his affiliation with the toss of a coin, and unleashed a martial
arts form never before seen in the world against the Solar Exalted.
Sidereal Exalted use this style to explore and explain the forces that drive events in Creation and beyond. A
practitioner of the style becomes both the master and vessel of chance, and so destiny is served... perhaps.
Since most of its Charms do not have stringent Essence requirements, and because it is useful for fighting
opponents mightier than the practitioner, in the Second Age it is considered a useful training tool for young
Sidereals, helping to introduce them to large, important, but intangible concepts; often it is taught as a
companion piece alongside Prismatic Arrangement of Creation Style, which concerns itself with the concrete
elements of Creation itself.
Weapons and Armor: Characters may use any weapon of opportunity as an unarmed attack for the
purposes of this style. Weapons of opportunity cannot belong to the practitioner, nor may they belong to a
frequent traveling companion or otherwise be routinely available. The weapon must be improvised, or
something the character simply found laying about or stole during the current scene. This style is not
compatible with armor.
Additionally, should a stunt be used to describe how the character's unlikely or impossible action succeeds,
the dice awarded by the stunt are converted into automatic successes.
43
as attacking someone in combat). The character's Ability rating (and Specialties, if applicable) rise to
become one dot higher than the rating they are opposing. These additional dots do not count as dice added
by a Charm. They may break the normal rules on Trait limits for a character's Essence rating, and may
permit the character to apply more than 3 specialty dice. These are normal dice for all purposes save those
of meeting the prerequisites to learn Charms, including acting as a dice-adding limit in the case of certain
forms of Exalted. By default, the martial artist may only use this Charm to enhance his Martial Arts Ability,
but he may also use it to enhance any Ability that acts as a complementary prerequisite for another Martial
Arts style he has learned at least one Charm in (for example, a Righteous Devil Style practitioner could also
use this Charm to enhance his Archery rating).
Beginner's Luck Demonstration may only ever be used once against any given opponent or source of
opposition, and may be invoked no more than once in a scene.
44
a force that is inherently uncontrollable and unknowable; the martial artist emulates this wisdom,
concentrating it into the thousand inherent unpredictabilities of battle, all of which bend the fighter's way. The
martial artist goes through a quick kata, aligning himself with the positive flows of Essence through Creation
and in the worlds beyond. For the rest of the scene all of his combat-related dice rolls are considered to
show a result one number higher than they actually do. That is, a result of 6 would be considered a 7, and so
on. "Natural" 9s are considered 10s for all purposes, and as such, yield two successes. "Natural" 10s yield
three successes.
Luck is fickle, even with her favorites, however. While this Charm makes it impossible for a character to
botch normally (as his 1s are converted into 2s), if a roll comes up with no successes save for natural 10s, it
becomes a botch instead.
Potential-Annihilating Strike
Cost: 6m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Shaping, Social
Duration: Instant
Prerequisite Charms: None
Sometimes she cheated,
In response to a given effort, many things might happen. The martial artist rapidly winnows through these
potentialities as he leverages the force of his personality or moves to strike, until only one remains. This
Charm may be used to supplement either a social attack, or an unarmed Martial Arts attack. The character
selects which DV or MDV his target defends against the attack with, and in the case of Parry M/DV, what
available pool is used to calculate it.
Causality-Avoiding Technique
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: Five actions
Prerequisite Charms: Potential-Annihilating Strike
but never got caught,
No gambit exists without risk, but one willing to make extensive study of tactics-- or simply to cheat brazenly-
- may avoid many of these dangers. Moving with utter disregard for the likelihood of failure and death, the
martial artist acts in such a way that he slips between the possibilities of certain dire fates Creation offers.
Upon invoking Causality-Avoiding Technique, the Martial Artist names one combat Ability (Archery, Martial
Arts, Melee, or Thrown). For the duration of the Charm, the character is completely immune to all attacks
utilizing that Ability, and all Charms derived from the named Ability. No such attempts find purchase upon
him. Causality-Avoiding Technique may not be used to avoid sorcery, even in the event that a spell utilizes
the banned Ability.
45
blessed. This Form causes Creation to regard the martial artist as preeminent among heroes, a "main
character" in the vast and sweeping tale of history, and it acts to promote and preserve him as such. Each of
the character's stunt dice are converted into three automatic successes. He regains double the normal
Essence or Willpower bonus on successful stunts. All actions intended to oppose him suffer an external
penalty equal to the difference between the character's Essence and his assailant's. This applies in either
direction; fortune shields the martial artist from the meager and the mighty alike, but leaves him to prove his
own glory against his peers.
While in the Wyld, the character may reflexively gain or dismiss any mutation at will by spending a number of
motes equal to the mutation's point value.
These, then, are the ultimate architects of chance. The martial artist learns to strike them.
This Charm may be invoked in the form of an unarmed Martial Arts attack against any raksha, shaped or
unshaped. Unshaped raksha are considered to possess DVs equal to twice their Essence. Should this
attack connect, the fragments of causality that bind the raksha's Heart Grace are released, causing it to
dissolve back into the raw chaos from which it was forged. The raksha is consequently destroyed instantly.
This Charm may be invoked to strike the very fabric of Creation in a region created through the aegis of
Wyld Shaping Technique (but not Wyld Cauldron Technology). This constitutes an unarmed Martial Arts
46
attack, and if it accumulates successes equal to the successes on the Wyld-Shaping Technique roll that
created the region, then the area is unmade over the course of the next scene, returned to the chaos from
which it was birthed. This creates a zone of Pure Chaos if the region is at the border of Creation, or of Deep
Wyld if it is comfortably 'inland.' This Wyld pocket is likely to spread outward over the course of the next
season, infecting the surrounding lands with Middlemarches and Bordermarches. This Charm may also be
used against objects created through Wyld-Shaping Technique, using the same rules. Success destroys the
object as is denatures into pure Essence over the course of the next scene.
This Charm may be invoked to strike the very fabric of the Wyld in a Waypoint within the Bordermarches or
Middlemarches. This constitutes an unarmed Martial Arts attack with a difficulty of the controlling raksha's
Essence, or, if no raksha controls the Waypoint, difficulty 3. Success will crystalize the waypoint over the
course of the next scene, driving out its Wyld energies and making it a part of Creation in all regards. Wyld
prodigies trapped in this suddenly converted region may continue to exist or cease to function, depending on
their relative compatibility with Creation's laws; those things too mutated to survive in Creation will begin
withering appropriately. This region is functionally identical to a region created via Wyld-Shaping Technique,
in terms of persistence and upkeep. Left unattended, it will slip back into the Wyld.
Destiny-Stealing Technique
Cost: 23m, 3xp; Mins: Martial Arts 7, Essence 7; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Fortuitous Exception Preparation, the Shinma Speak
and cast the dice.
Though strange winds blow in from the chaos beyond Creation, and the denizens of the Underworld and
Malfeas introduce instability, the final arbiter of events in Creation is the mighty Loom of Fate and the
Bureau of Destiny that maintains it. The Ivory Dice of Fortune Style's ultimate technique strikes directly at
that authority. The martial artist makes an unarmed martial arts attack, body wreathed in a burning corona of
Essence. If the attack lands, the fabric of the world trembles, and the burning aura of power rushes through
the martial artist's fist, into the target, and then erupts high into the sky. The target's star shines brightly, then
falls from the sky, torn asunder from Heaven's embrace. The target becomes a creature outside of fate.
The target's star plummets to Creation as a hunk of starmetal with the target's features vaguely visible on its
surface. Whoever commits Essence to this hunk of starmetal, either in its raw form or once crafted into an
Artifact, may reflexively take control over the target's destiny at will. For a cost of 5 motes per scene he can
remotely spy on the target with all five senses. For a cost of 1 mote per success, he may cancel successes
on any of a target's actions, without limit. The starmetal acts as a sorcerous link. Touching the fallen star
also counts as touching the target for the purposes of inflicting Sidereal astrological effects, and in fact this is
the only way to inflict such effects on the target. The owner of the starmetal hunk, and only the owner,
considers the target to be a creature within fate for all purposes. For 3 motes, the owner may know the
target's location anywhere within Creation.
Destroying the hunk of starmetal entirely will result in the target's star's slow reattunement to the Loom of
Fate over the course of the next Calibration, and a new star will be crafted for him. This Charm does not
grant the martial artist any special advantage in discerning where the falling star will land. The martial artist
gains two points of Paradox with each invocation of this Charm, and its unauthorized use upon important
persons will surely result in serious inquiries by the Bureau of Destiny.
47
AUREATE GLORY OF HEAVEN STYLE
This fighting style is a remnant of the middle span of the High First Age, when the Chosen of the Gods
worked together to harmoniously govern and defend Creation. While it is not the only Sidereal Martial Arts
style created for the use of the Solar Exalted, it is one of the earliest, and to the minds of the Sidereal
Exalted, the purest. Aureate Glory of Heaven style was originally designed by a Chosen of Serenity named
Nisi Nirvana as an anniversary present for her Solar husband. He competed in and won the next Heaven-
and-Earth Invitational tournament, and it was observed that the Unconquered Sun smiled whenever the
techniques of the style were on display. In addition to granting her husband the usual victory prizes, the Lord
of Heaven bestowed a single kiss upon Nisi's forehead.
The style has endured ever since. Its practice continued unabated through the Usurpation and up to the
modern day; every Heaven-and-Earth Invitational has featured at least one Sidereal displaying at least one
Charm of the style. The only exception, shortly after the Great Contagion, resulted in the Unconquered Sun
sending a letter to the Bureau of Destiny inquiring after Nisi Nirvana's health and offering his wishes for a
speedy recovery from whatever had left her indisposed during the last tournament. She was present at its
next inception, where she fought almost exclusively using Aureate Glory of Heaven. She lost in the second
round of the tournament, but the Unconquered Sun was observed to smile throughout the fight regardless.
In the modern day, some younger Sidereals look upon this archaic sop to the Sun's pride and see promise.
Three times now, Sidereals involved in the Cult of the Illuminated have petitioned Ayesha Ura for permission
to teach this style to the most promising of their Solar protégés. Three times the Chosen of Journeys has
denied the request, but her forbiddance grows less emphatic and her expression more thoughtful with each
repetition.
Aureate Glory of Heaven was designed specifically for practice by the Solar Exalted in much the same way
the Arguments of Virtue were later calibrated for gods, and the Immaculate Dragon styles for use by the
Dragon-Blooded. As such, whenever a Lawgiver builds a Combo including one or more Charms of this style,
she treats the minimum Martial Arts rating of those Charms as though they were 2 lower than they actually
are. As always, although the Student and Elder sutras are used to help Solar students learn the Charms of
this style, Lawgivers remain unable to actually utilize them to obtain cost discounts.
Weapons and Armor: The cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus, improvised
weapons and their Artifact equivalents are treated as unarmed attacks by the Charms of this style. This style
is not compatible with the use of armor.
If used in mass combat, the Emotional penalty is inflicted only on the leaders and special characters of other
nearby enemy units. Rather than causing a certain number of extras to flee, simply compare the levels of
damage inflicted to the Might of the unit whose leader or special character was attacked. If the damage
exceeds Might, the unit loses one level of Magnitude as soldiers break and flee.
48
Duration: Instant (One scene)
Prerequisite Charms: Righteous Fervor-Calling Horn
One sun despaired
Peasants kneel to kings. Kings kneel to Heaven. Heaven kneels to the Sun. The weak supplicate
themselves before the mighty, and those who do not bow to this universal wisdom will be knelt. This Charm
enhances an unarmed attack. Should this attack strike, it automatically knocks the target prone without
opportunity to resist. Further, the indomitable force of the martial artist's blow resounds in both his foe and
the ground below, bonding one to the other. The target may not rise from prone until the end of the scene.
Further, she and may not move from that spot, even at a crawl, until her DV has refreshed five times.
Make a standard unarmed Martial Arts attack against a single target within (Essence x 5) yards. This attack
is unblockable, undodgeable, and counts Strength, weapon's damage modifier, and leftover successes on
the attack roll three times for the purpose of inflicting damage. The target feels his organs rupture and his
blood splash out—and then blinks to find himself untouched, whole and healthy. If the illusory attack 'kills'
the target, he finds himself instilled with an unshakable certainty that the martial artist can slay him. This
unnatural Illusion effect imposes an external penalty equal to the martial artist's Essence rating upon all
attempts by the target to attack the martial artist. Should the 'attack' inflict damage, but not enough to kill the
target, then the external Illusion penalty is only half the martial artist's Essence. If the attack fails to inflict any
damage at all, it has no effect on the target. Each point of Willpower spent by the target removes one point
of external penalty, and this Charm may only be invoked against a given target once in a scene.
This Charm enhances an unarmed martial arts attack, causing it to surge with vivid arcs of golden lightning
and pulses of superheated radiance. The attack counts the martial artist's Strength and successes twice for
the purpose of calculating raw damage, and this damage is Lethal and enjoys the Piercing tag. Should a
blow enhanced by this attack fail to slay a target, there is little reason to sustain the magic, and the Charm's
Duration becomes effectively Instant. If the damage is sufficient to kill, however, then the martial artist's
attacking limb pierces completely through the torso of his opponent. When he withdraws it, that foe falls to
the ground, forced Inactive, but not dead. A core of crackling golden Essence abides in his wound,
sustaining his life for so long as the martial artist commits Essence to the Charm. Medical attention may start
a felled opponent on the road to healing and recovery, and once he regains his -4 wound level, the
beauteous and terrible light crackling in his wound goes out and the Charm ends.
All who look upon a character whose life is sustained by this Charm gain an Intimacy toward the martial
artist who inflicted it. This may be an Intimacy of awe or terror, depending on the individual and the
circumstances. Formation of the Intimacy may be resisted for 1 Willpower, and once in place, it may be
eroded normally.
49
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
A third has yet to be born.
Is a shield necessary for one who is unconquerable, or merely symbolic? None may say. Those who have
faced the Unconquered Sun in battle and lived merely speak of its dreadful omnipresence, casting aside
their every effort until they threw down their arms and bowed in surrender. The martial artist, likewise, judges
his opponent's techniques and finds them wanting. This Charm may be activated in response to any Charm-
enhanced attack. It matters not whether the attack is enhanced by an instant Supplemental Charm, the
ongoing benefit of a Form-type Charm, or any other sort of magic. So long as the attack (as opposed to the
attacker) itself is enhanced in some way by a Charm, it represents a valid opportunity to utilize Reliable
Steadfast Shield. The martial artist finishes resolving the attack as normal, suffering any standard ill effects
should he fail to avoid or negate the assault. Afterward, however, he becomes unconditionally immune to all
attacks enhanced by that Charm for the rest of the scene.
A martial artist may only have one invocation of this Charm active at any given time, and if he wishes to
change immunities, he must cancel his standing invocation first. If faced with a multiple attack Charms
enhancing a single attack, the martial artist must choose a single Charm to immunize himself to. He may not
immunize himself to Excellencies, but all other varieties of Charm are fair game. His immunity applies itself
to attacks themselves, not simply the effects of a Charm. So, for example, if he immunized himself to Fists of
Iron Technique, and was attacked by an opponent using a Combo of the First Martial Arts Excellency, Fists
of Iron Technique and Essence Venom Strike, the entire attack would automatically fail.
The martial artist applies this principle to defend a valued but fragile companion. This Charm may be
invoked when the fighter attempts to initiate or maintain control of a clinch, allowing him to add his Essence
in automatic successes. If he finds himself in control of the clinch, this effect re-asserts itself every time he
must roll to maintain control henceforth until he withdraws commitment, loses control of the clinch, or
voluntarily ends the clinch. However, this clinch may only be used to perform Hold actions, not to crush or
throw. The held target is forced Inactive, as usual. More importantly, however, the martial artist uses his own
body to shield the target, perfectly interposing himself in the path of every attack or other damaging effect
aimed at the one he holds. This includes even curses and spells aimed through arcane links, attacks such
as Accuracy Without Distance, and area of effect damage such as Death of Obsidian Butterflies or full
submersion in molten lava. In the event of effect conflict, this Charm is considered a defense.
50
the strength runs from his limbs. All attacks he makes at the martial artist in that scene begin at 0 dice before
the effects of Charms.
The martial artist imposes completion upon an opponent. He makes a standard clinch attempt, and should it
succeed, inflicts crushing damage. If damage is successfully applied, ignore that total and inflict only one
lethal health level instead. The opponent is promptly released, one of his hands ruinously broken at each
and every joint and the mystic resonance of one of his Abilities (chosen by the martial artist) tangled into the
fractures, bound up and lost. The hand is utterly useless; until corrected through painful and difficult medical
procedures (difficulty 5), it is good for nothing. More alarmingly, so long as the Crippling effect persists, it
also imposes a Shaping effect that caps the fractured Ability. No force may directly improve the character's
efforts to apply the Ability, i.e. no dice may be added to its rolls. This includes Excellencies, stunts, attempts
to raise the Ability's rating through experience, etc. Attribute-based experience spending remains unaffected,
but even Attribute-based Excellencies may not provide a benefit to a roll using the damaged Ability. While
anti-Shaping magic may send the curse into abeyance, it reinstates itself once such protections lapse as
long as the Crippling damage remains. Luckily for the Exalted, their superhuman healing repairs this
damage when they heal the health level that it was inflicted on.
51
Cost: (10m) or (20m, 1wp); Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Shaping, Touch
Duration: Instant
Prerequisite Charms: Aureate Glory of Heaven Style
...and the heavens above.
The primary benefit of authority is the ability to reward one's friends and punish one's enemies. Of course,
an absolute ruler may change such distinctions arbitrarily. The martial artist targets another character and
delivers an array of precise, measured strikes to her chakras and Essence meridians, reconfiguring the way
her nature shines out to the universe. If the target resists, this takes the form of a barehanded Martial Arts
attack that inflicts no damage. For a cost of 10m, this Charm makes the target into a creature of darkness
until the first time she is affected by a Holy effect, at which point the cosmos recognizes its error and
restores her rightful status. For 20m, 1wp it removes creature of darkness status from the target. This is
permanent if the target is not naturally a creature of darkness (such as a mortal who has suffered the
Creature of Darkness mutation due to Wyld exposure). If the target is naturally a creature of darkness (such
as a ghost or Abyssal) then that status is restored at the next sunrise, when the Unconquered Sun renews
his vigil over Creation.
If the martial artist is one of the Solar Exalted, then in addition to obvious potential targets such as mortals
and animals, this explicitly includes all lesser Exalted, the gods, all elementals, ghosts, Fair Folk, and most
everything else. Even the Abyssal and Infernal Exalted are fair targets; despite their equal might, their power
derives from the subjugated losers of the Primordial War. Deathlords, living Primordials and the Incarnae are
not valid targets.
In the unlikely event that one of the Abyssal Exalted gains this Charm, all mortals, lesser Exalted, ghosts,
hekatonkhires, and other lesser creatures of death are valid targets.
Sidereals utilize the same targets as Solars, with the following exceptions: Solar, Abyssal, Infernal, Lunar
and Alchemical Exalted; Celestial gods of higher Essence; and superiors within the Bureau of Destiny.
Interestingly, ronin and lower-ranking Sidereals within the same division of the Bureau are valid targets.
52
Ultimately, might derives from might. The Unconquered Sun stands unconquerable. What mortal army might
seek to breach Heaven's gates? The great are vast in their resources, and they use these advantages to
crush disagreement; fights are decided before they begin. The martial artist reinforces his mastery, using
this Charm to enhance a Martial Arts roll by not making it. Instead, for every die the fighter would have
rolled, he accumulates one success. The martial artist's movements are wreathed in crackling golden
lightning and traced by sizzling arcs of power. Any opponent knocked unconscious by this strike awakens
under a Servitude effect, compelled to obey any requests or commands the martial artist makes that are not
unacceptable commands. It costs 3 Willpower to resist one request. This cost drops by 1 if it violates a
Virtue the servant has at 3+, and again by 1 if it violates an Intimacy. These discounts stack. The Servitude
effect disappears once the servant has spent a total of (the Martial Artist's Essence x 5) Willpower resisting
it.
This is the last Charm of the style that has ever been taught to one of the Solar Exalted. All Lawgiver
students were informed that the Elder Sutra ended with a cry of "What glory!" from the maidens. This is
untrue, but given their inability to wield prayer strips, the Solars never realized they were practicing an
incomplete style. It was deemed likely that the implications of the final Charm of this style would strike the
Unconquered Sun and his Chosen as... unflattering.
This Charm may be invoked at any point within one hour after the martial artist has killed an opponent.
Folding his hands together, he closes his eyes in remembrance of the fallen warrior's skill and claims one of
her techniques as his own. The martial artist may learn one of his dead opponent's Charms for which he
meets all prerequisites and minimums as though he were an Eclipse. If he lacks the experience points to
activate this Charm, he may waive its experience requirement and go into debt as a Training effect. The
martial artist may only be under one Training debt from this Charm at any given time.
53