Hells Dojo

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    In the early dawn of the first age before the war of the primordial there wasa dojo which trained the Dragon Kings and those who came before. The Dojo was

    not only a Dojo but the god of Martial Arts as well.

    As the primordials ruled over creation it was this dojo that was charged

    with training every Sifu throughout creation. Any Sifu be they gods or lesser being

    all came to the Dojo at one point in their life to claim status of becoming a Sifu in

    their art.

    Every year the Dojo would host a tournament of Sifu’s to see who the best

    was. Each year another Sifu claimed the tile of champion. No one Sifu ever held

    the title of champion for more than one year.

    It was only after the creation of the Exalted did all this change. The exalted

    came to the Dojo not to learn to be a Sifu but just to learn the martial arts they

    didn’t know. But the god of the Dojo did not allow them access to the ancient

    kata’s of the primordial. 

    As the Primordial War started the god of Martial arts saw the exalted as

    trouble makers who didn’t believe in martial arts and Sifu, but total destruction of

    order and banished them all from the Dojo.

    The God of the Dojo aid and trained those who supported the Primordial

    and when they were defeated the Dojo was condemned to imprisonment just as

    the Primordials were.

    In Hell the Dojo was commanded to teach anyone who enter the dojo anymartial art they wanted. But the Solars being left a loop hole for the God of the

    Dojo to use to prevent those from getting the Kata’s of the primordials. That

    loophole is whoever enters the Dojo can learn any martial art they want as long as

    they know which one they wish to learn. With that loophole the God of Martial

    arts changed the names of the Kata’s so no could know them.  

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    Motivation: To be worth of the Kata’s 

    Attributes: Strength 4, Dexterity

    3, Stamina 4; Charisma 2,

    Manipulation 2, Appearance 1;

    Perception 3, Intelligence 2, Wits 3

    Virtues: Compassion 1, Conviction2, Temperance 3, Valor 4

    Abilities: Athletics 3, Awareness 4,

    Bureaucracy 1, Craft (Fire) 2,

    Dodge 3, Integrity 4, Lore 1, Martial

    Arts 3, Melee 4, Occult 2, Presence 2,

    Resistance 1, Stealth 3, Survival 1,

    War 3

    Backgrounds: Allies 2, Artifacts 3,

    Backing (Yozi) 2, Cult 1 

    Spirit Charms: Six Combat Charms

    Join Battle: 7

    Attacks:

    Claw Fist Strike: Speed 3, Accuracy 6,Damage 6L, Parry DV 7, Rate 2

    Diaklave:  Speed 3, Accuracy 16,

    Damage 8L, Parry DV 15, Rate 5

    Soak: 10L/18B

    Health Levels:-0/-1/-1/-1/-1/-2/-2/-4/Incap

    Dodge DV: 4 Willpower: 4

    Essence: 4 Essence Pool: 50

    Other Notes: Champions lead the

    students on missions throughout the

    Yozi lands and are quick to dispatchany obstacles in their path without

    regard to any social standing or laws. 

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    Motivation: To be a Champion

    Attributes: Strength 3, Dexterity

    3, Stamina 3; Charisma 2,

    Manipulation 2, Appearance 1;

    Perception 3, Intelligence 2, Wits 3

    Virtues: Compassion 1, Conviction2, Temperance 3, Valor 4

    Abilities: Athletics 3, Awareness 3,

    Bureaucracy 1, Craft (Fire) 2,

    Dodge 3, Integrity 2, Lore 1, Martial

    Arts 3, Melee 2, Occult 2, Presence 2,

    Resistance 1, Stealth 3, Survival 1,

    War 3

    Backgrounds: Backing (Yozi) 1

    Spirit Charms: three Combat Charms

    Join Battle: 6

    Attacks:

    Iron Fist Strike:  Speed 3, Accuracy 4,

    Damage 6B, Parry DV 5, Rate 2

    Katana: Speed 3, Accuracy 6, Damage

    8L, Parry DV 9, Rate 2

    Soak: 4L/8B

    Health Levels:

    -0/-1/-1/-2/-2/-4/Incap

    Dodge DV: 3 Willpower: 4

    Essence: 2 Essence Pool: 35

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    The Shadow Katana is one of the

    first artifacts that Sifu Oui-zeul created inhell. Oui-zeul was called upon by the Ebon

    Dragon to advise on training and martial art

    techniques. During her time with the Ebon

    Dragon she discovered a quality of

    deception within the shadows of the

    primordial. Oui-zeul requested in payment a

    small part of this deceiving shadow from

    the Ebon Dragon. With this payment Oui-

    zeul forged a blade of deadly speeds. Thisspeed is so fast it can move between the

    flesh and strike at the essence of life leaving

    no physical wound.

    Shadow Katana is a

    black Obsidian blade

    reinforced with scales of the

    Ebon Dragon. Anyone who

    wields this blade feels the

    pull of needing to go

    unnoticed when possible.

    Deception seeps through

    the body so deeply that the

    wielder is unable to speak

    any form of truths. Those

    who wield this blade

    normally don’t speak at all

    only doing what they are

    told.

    Also if the wielder

    loses ownership or dies, the

    Shadow Katana for more

    than one day in creation the

    weapon will fade into the shadows on the

    next time the sun touches it. This effect

    sends the blade back into the Dojo of Oui-

    zeul where it will appear in in black flames

    on its sword rack.

    Speed 4

    Accuracy 2

    Damage *Special

    Defense 0

    Rate 3

    Minimums Str 2

    Cost Art 2

    Attune 5

    Tags N/A

    Damage is calculated as normal with a base

    damage of 6 but armor soak does not apply.

    The Damage when applied

    drains the motes from both

    personal and peripheral

    pools equally. If there are

    no pools to drain from then

    any damage deal reducesthe targets essences by one

    point. This damage is

    unable to be noticed unless

    the victim rolls a (Perception

    + Awareness) difficulty the

    wielders (Stealth + Essence)

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    During the march into Hell

    Malfeas called upon Oui-zeul to form

    a system of teaching for those he

    deemed worthy of learning martial

    arts in hell. Oui-zeul worked tirelessly

    with Malfeas on a style devoted to

    hell. She created the thousand

    demon style. Pleased with Oui-zeul

    Malfeas had a suit of armor crafted in

    her honor. This armor was named the

    “Brass Armor of the Sifu”. Forged

    from the heart brass city it is an

    ornate armor like no other, a mix of

    plate and lamellar.

    This armor holds the hatred

    Malfeas has within. Anyone who

    wears the armor is compelled to

    assault and kill anyone who is an

    untainted exalted and any virtue

    checks about untainted exalted result

    in a heartless and raging response.

    Soak +10L/12B

    Hardness 7L/7B

    Mobility -1Fatigue 1

    Cost ••• 

    Attune 5

    Tags *

    *This armor does not count as armor

    when dealing with any type of martial

    art charms and counts as both normal

    armor and natural armor.

    The armors true power comes

     from its hidden ability. Every time the

    wearer of the armor damages

    someone with in the scene they gain

    a temporary health level of -0 which

    is treated as untouched and is used

    before any other health is used for

    applying damage. This effect only last

     for the scene.

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    Of all the weapons this one

    history is hidden and trapped within

    the mind of Oui-zeul. There are many

    rumors of its origins. One is that it

    was the bone of the first behemoth

    while other rumors state that it was

    the bone of the first fallen Primordial.

    The weapon is a Jade Power

    bow in the shape of a bone. Its ownaura is covered in taint of the Yozi

    prison. Anyone who touches the bow

    feels the twisting hatred of those

    imprisoned, which festers the soul of

    the wielder making them a creature

    of darkness.

    Anyone who wields the bowfinds that they have the urge to

    unleash its taint on anyone who

    makes their home in creation.

    Speed 6

    Accuracy +1

    Damage +3L*

    Rate 3

    Range 350

    Minimums ••• 

    Attune 6

    Cost 2

    Tags B

    *This weapon does not deal normal

    damage. When damage would

    normally be applied it is replaced with

    a random mutation instead. The

    mutation selected is based on the

    amount of damage that would be

    normally used.

    Damage of 1-5 would be Deficiencies

    Damage of 6-10 would be Debilities 

    Damage of 11+ would be Deformities

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    The Three Icons of the Dojo of

    Hell have been stolen by a Ronnin

    Sidereal. The Ronnin was traced back

    to Nexus where the icons were sold

    to three different vendors who all left

    nexus shortly afterwards. Their

    location are somewhere near the

    Inner Sea.

    If these items are broughttogether in one location and are used

    it that location the Dojo of Hell will

    be instantly summoned into creation

    to that location. The Land around the

    location will become tainted with the

    Yozi. This tainted land will be halfway

    point just like a shadow land between

    creation and the Yozi realm which

    any Yozi demon can walk in and out

    of without need to be summoned.

    If the tainted ground is formed

    the players have treat the land as if it

    was a shadow land but instead of

    getting things to grow they must get

    people around the area to bevirtuous.

    Those within the Damned

    Ground have a two dice penalty on all

    virtue rolls. And the great curse gains

    twice as much. The land also pulls

    those around the land up to 10 miles

    away to bring ill will into the area and

    help spread the taint further.

    The Sifu of Hell has taken the

    theft as an act of dishonor and

    blames the Sidereal for the act. She

    will make every attempt to get the

    icons back to the Dojo at any cost

    even if it means bring the Dojo into

    creation.

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    Katas are just like normal

    charms except them are standalone

    charms. This means that one does

    not needs any other charms to use or

    teach them just the skill and essence

    level to learn them. They do count as

    a terrestrial martial art charm.

    Each kata has steps, which

    each one must be done in order toget to the next effect. Most steps

    require some sort of action to be

    activated which is why most kata’s

    don’t have a cost related to them.

    Each step has its own time be it a Tick

    or turn.

    Kata’s are not able to becombed with other charms nor can

    they be used while other charms are

    active. Kata’s are not unable with any

    form of weapons or armor. Kata’s 

    take one year to learn and grant one

    permanent limit break to terrestrial

    exalted and two to celestial exalted.

    Only isSifu of the Damned Oui-zeulthe only person in or out of creation

    beyond the Yozi who know the Kata’s 

    and can teach them to others.

    Thunder Clap Kata

    Duration: 3

    Essence: 4

    Martial Arts: 4

    Step 1:  The marital artist must

    successfully block multiple targets in

    one turn and not take any damage at

    all.

    Step 2:  The Martial Artist

    immediately takes then next turn as

    their regular action even if it is not

    their turn. The martial artist slams his

    fist into the ground taking a knee.

    Each person blocked in step 1 is

    knocked off their feet and into the air

    in the prone position.

    Step 3: The turn right after step 2 the

    Martial Artist rolls their Essence. Eachsuccess pushes all the targets back 10

    yards per success dealing 2 bashing

    per success. This damage is soaked as

    normal. That affected by this step

    must roll Dexterity + Athletics to land

    on their feet difficulty equal to the

    number of success score by the

    Martial Artist for knock back.

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    Mind Body and Soul Striking

    Duration: 4

    Essence: 5

    Martial Arts: 4

    Step 1:  When the Martial Artist is

    stopped by a perfect defense during

    that moment they can touch the

    woven fabric of creation connected

    to the defender. This does not stop

    this action but allows the next step of

    the kata to be activating if the martialartist wills it.

    Step 2:  On the next tick the Martial

    Artist makes unarmed Strike against

    the target whom used the perfect

    defense. If the target is hit by the

    attack their body splits into the

    physical body and astral projection of

    the body. This deals no damage.

    Step 3:  On the next tick the Martial

    Artist makes a second unarmed Strike

    against the target whom used the

    perfect defense. If the target is hit by

    the attack the body is paralyzing the

    body from any actions until this Kata

    is over.

    Step 4:  On the next tick the Martial

    Artist makes a third unarmed Strike

    against the target whom used the

    perfect defense. If the target is hit by

    the attack Strike the body the soul of

    the body separates in the form of a

    ghost. This deals no damage. After

    this step the Martial Artist returns to

    their normal position in combat.

    Step 5: The Martial Artist on their

    next normal action makes a hand

    gestures to summon both mind and

    soul back into the body. The

    summoning causing damage to

    Essence pool and mental skills bring

    them all too half their current ratings.

    This damage is healed at a rate of one

    skill point per hour and normal mote

    rate per hour.

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    Background:

    Powerful Demon followers of

    the Ebon Dragon might teach these

    13 techniques to Exalts of any type in

    the process of steering their moral

    compasses towards the Yozi.

    Impressions in the Void

    Cost: 5 motes

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 2

    Min. Essence: 1

    Prereqs: None

    Impressions in the Void are the

    first step in learning the Charms ofthe Ebon Dragon style. Deep in the

    maddening prison of Malfeas, the

    Ebon Dragon has incepted this style

    of Martial Arts as a grim parody of

    the Immaculate paths. He seeks to

    lure Exalts into his grasp using the

    promise of these martial powers as

    one of many tools to tempt them.

    An impression in the Void, also

    known as “Ebon Dragon Sight”,

    allows a character to "feel" through

    darkness following a brief meditation.

    Out to a certain range, the

    character's senses are one with the

    dark - she can "feel" and discern

    things, as if the surrounding darkness

    were her own touch.

    A character who activates this

    charm takes no penalty for loss of

    vision in darkness, whether that

    darkness is night or magical in origin.

    Furthermore, she adds her Martial

    Arts in automatic successes to her

    Awareness when rolling to perceiveanything within (Character's Essence

    x5) yards of the character, when both

    she and the thing that she perceives

    are in darkness. This makes her

    extremely difficult to ambush at

    night. The extra successes cannot be

    applied to anything that is not within

    range AND in the dark.

    Light-Banishing Gesture

    Cost: 3 motes

    Duration: Instant

    Type: Simple

    Min. Martial Arts: 3

    Min. Essence: 1

    This Charm is the second technique

    of the Ebon Dragon style.

    The character makes a swift motion

    with his arms, usually a sharp clap of

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    his hands, and light sources within

    (Character's Essence x5) yards are all

    suddenly extinguished.

    All conventional light sourcesare immediately snuffed out: candles

    flicker and die, torches gutter and

    lanterns cease to illuminate. If the

    source of light is magical in origin,

    make a reflexive opposed roll, rolling

    the character's Essence against the

    Artifact rating of the light source, or,

    if the light source is anothercharacter that character's Essence

    rating. This power can snuff out the

    glow of a Caste Mark, and even an

    Anima Banner.

    This Charm has no effect on

    light from the Celestial Incarna (i.e.

    natural sunlight, moonlight andstarlight). It is also ineffective against

    the light of Ligier, whether he is

    present as the Green Sun of Malfeas,

    or present in his anthropomorphic

    form.

    Steps of the Shadow Dragon

    Cost: 4 motes

    Duration: Instant

    Type: Supplemental

    Min. Martial Arts: 1

    Min. Essence: 1

    This is the third of the 13 Charms that

    comprise the Ebon Dragon Style.

    A character that activates this power

    momentarily moves as if he were ashadow; he seems to glide

    weightlessly, sliding across surfaces

    with liquid smoothness.

    In the turn in which this Charm is

    activated, the character can move up

    walls and across ceilings, as long as

    he maintains at least walking speed.

    The surreal evasiveness of the

    character's motions in this turn

    means that he adds his Martial Arts

    to his Dodge rolls for the length of

    the turn. In the turn, the character

    can also make reflexive dodges using

     just his Martial Arts pool if he has no

    other way to dodge the attack (thisdoes not apply to surprise attacks).

    Shadow Feint

    Cost: 3 motes

    Duration: Instant

    Type: Supplemental

    Min. Martial Arts: 3

    Min. Essence: 2

    Prereqs: Steps of the Shadow Dragon

    The fourth Ebon Dragon Style

    technique, the Shadow Feint allows a

    character to conjure a shadowy

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    double. The silhouette exists only for

    a split second, overlaid on the

    character. As the character makes his

    move in combat, the shadowy double

    veers the other way, throwing off an

    adversary's ability to keep track of

    the Exalt.

    In terms of rules, the character can

    add his Martial Arts pool to a single

    dodge attempt, or add his Dodge

    pool to a single Martial Arts move,

    usually an attack. This power can, ofcourse, be combed (and thus

    "stacked") with Steps of the Shadow

    Dragon, which could allow an Exalt to

    add his Martial Arts to a dodge

    attempt twice.

    Ebon Dragon Form

    Cost: 5 motes

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 4

    Min. Essence: 2

    Prereqs:  Shadow Feint, Light-

    Banishing Gesture, Impressions in the

    Void

    By executing a series of katas

    originally mastered by the Yozis, the

    practitioner of this dark martial style

    invokes the insidious power of the

    Ebon Dragon. His stance becomes

    cloaked in silhouette, and his actions

    become very difficult to perceive.

    If the form is successfully performed,the character no longer takes any

    penalties for fighting in dark

    conditions for the rest of the scene.

    Whenever the Exalt makes an attack

    in this scene, his target must achieve

    a single success on a reflexive

    Perception + Awareness roll, or the

    attack counts as a surprise attack; thetarget just did not see it coming out

    of the darkness that now surrounds

    the Exalt. Any attempts to observe

    details about an Exalt using this form,

    such as spotting what weapons he is

    carrying, or noting the features of his

    face, add two to the difficulty. This

    increased difficulty also applies to all

    opponents' attempts to make "called

    shots" in the combat.

    If the form is not invoked

    successfully, the motes of Essence

    are wasted.

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    Tenebrous Strike

    Cost: 3

    Duration: Instant

    Type: SimpleMin. Martial Arts: 4

    Min. Essence: 2

    Prereqs: Ebon Dragon Form

    With this Charm, the character lashes

    out with a claw made from demonic

    shadow, which extends from his own

    hand.

    The claw strikes using the character's

    Dexterity + Martials Arts, as if it were

    a normal hand-to-hand strike. If it

    hits a living target, its damage is the

    character's Essence + extra successes

    on the strike. The damage can only

    be soaked by Stamina and Charms.

    Armor is no protection - the shadowy

    claw just passes through armor.

    Each level of damage that the

    character inflicts is Bashing, and

    cannot be made Lethal by other

    Charms. However, the target also

    becomes cold, numb and slowed.

    Each level of damage inflicts a -1

    penalty on all of the target's actions,

    for a number of turns equal to the

    character's Essence + Martial Arts.

    After a target has taken more hits

    from Tenebrous Strikes than he has

    Stamina in one scene, he must make

    a Fatigue roll against a difficulty of

    (the number of Tenebrous Strikes

    taken minus his Stamina), whenever

    he is hit by another Tenebrous Strike.

    If he fails, he collapses from

    exhaustion (see Exalted rule book,

    page 241).

    Far-Reaching Darkness Technique

    Cost: 1 motes

    Duration: Instant

    Type: Supplemental

    Min. Martial Arts: 4

    Min. Essence: 2

    Prereqs: Tenebrous Strike

    This Supplemental Charm can only be

    combed with Tenebrous Strike, and it

    is designed for that purpose. It does

    NOT cost Willpower to Combo this

    Charm with Tenebrous Strike (!).

    The user can now stretch out with his

    claw of demonic shadow, making a

    Tenebrous Strike up to as far away as

    his Essence in yards.

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    Ebon Claws Method

    Cost: 1 mote per extra attack

    Duration: Instant

    Type: Extra ActionMin. Martial Arts: 5

    Min. Essence: 3

    Prereqs:  Far-Reaching Darkness

    Technique

    Like Far-Reaching Darkness

    Technique, this Charm is only meant

    for being used in a combo withTenebrous Strike. A combo including

    this Charm will cost a Willpower point

    as normal.

    A character using this power can

    extend multiple claws of Demonic

    shadow from his hand, and attack

    with them simultaneously. The

    character must spend 1 mote of

    Essence, and pay the cost for

    Tenebrous Strike for each extra

    attack. Thus, each extra Tenebrous

    Strike in the turn costs 4 motes of

    Essence in practical terms, 5 if the

    Combo includes the Far-Reaching

    Darkness Technique. The characterdoes not need to split his dice pools

    to strike with these additional

    shadowy claws.

    A character cannot make more

    Tenebrous Strikes in one turn than he

    has dots in Martial Arts.

    Night's Suffocating Embrace

    Cost: 7 motes, 1 willpower

    Duration: One hour

    Type: Simple

    Min. Martial Arts: 4

    Min. Essence: 3

    Prereqs: Ebon Dragon Form

    Using the sixth technique of the

    Infernal Ebon Dragon style, the Exalt,

    surrounds himself with supernatural

    darkness. The black gloom extends

    outwards from the character in all

    directions, out to a distance of

    (character's Essence x5) yards. The

    cloak of shadows blocks out even the

    sun for all those standing within its

    radius, and the dark is both cold and

    suffocating.

    All characters within this darkness

    suffer penalties for acting in

    darkness, including the Charm's user,

    if he has not been smart enough to

    activate another Charm from the

    Ebon Dragon style to deal with the

    penalties.

    Characters within the darkness,

    except for the Exalt who activated

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    the Charm, suffer a 1 die mobility

    penalty, and begin to suffocate in the

    inky blackness. Treat this as the same

    as drowning in extremely cold water

    (see the Exalted rulebook, page 243).

    The suffocating ceases as soon as the

    victims leave the darkness, but a wise

    user of this Charm will attempt to

    keep his targets within its range.

    Ebon Dragon Roar

    Cost: 10 motesDuration: Instant

    Type: Simple

    Min. Martial Arts: 4

    Min. Essence: 3

    Prereqs: Ebon Dragon Form

    This variation of a kia shout harnesses

    the terrifying roar of the Ebon

    Dragon, inspiring the sort of fear that

    a person would also associate with

    the Dawn Caste Anima Power.

    When a character uses Ebon Dragon's

    Roar, he rolls his Essence + Martial

    Arts. All characters within earshot

    (except for the deaf, automata and

    the walking dead) make reflexive

    Valor rolls. Each character who does

    not achieve as many successes as the

    Exalt suffers a 2 dice penalty when

    taking any aggressive action towards

    the Exalt. This penalty lasts for as

    many minutes as the number of

    successes that the Exalt scored over

    the character.

    If the Exalt using Ebon Dragon's Roar

    scores more extra successes over a

    character than that character has

    Willpower points, that character

    immediately flees in terror, as fast as

    possible.

    Ebon Dragon Breath

    Cost: 10 motes, 1 willpower

    Duration: Instant

    Type: Simple

    Min. Martial Arts: 5

    Min. Essence: 4

    Prereqs:  Ebon Dragon Roar, Night's

    Suffocating Embrace

    Ebon Dragon breath is an extremely

    potent weapon in combat, and one of

    the most feared tactics that an

    Infernal Exalt can muster. An Exalt

    who uses this power takes a level of

    Bashing Damage herself.

    The breath weapon is a blast of toxic,inky blackness that billows out in a

    45-degree arc from the Exalts mouth,

    reaching out to a range of twice her

    Essence in yards. All creatures, friend

    or foe, caught in the area of effect

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    are affected by the blast. This attack

    cannot be blocked, but may be

    dodged, if a character can cover

    enough ground to get clear.

    The inky blackness clings to the eyes,

    blinding any character it hits (apply

    appropriate penalties). The darkness

    also attempts to claw its way down a

    victim's throat and afflict that victim

    with a deadly poison. The difficulty

    for resisting the poison is equal to the

    permanent Essence of the Exalt whoused the Charm. The difficulty rating

    is also the amount of Aggravated

    damage that the Charm does if the

    poison is not successfully resisted. If

    the poison is resisted, then it does 3

    levels of Lethal damage. The poison

    has a duration of 6 hours, and a -3

    penalty to its victims.

    This power cannot poison inorganic

    beings. Against the inorganic, it acts

    as an acid that does damage equal to

    the Exalts Essence, with 1-turn

    intervals, for 3 turns. For rules on

    acid, see the Exalted rule book, page

    244.

    Song of Erembour

    Cost: 5 motes, 1 willpower

    Duration: Concentration

    Type: SupplementalMin. Martial Arts: 5

    Min. Essence: 3

    Prereqs: Ebon Dragon Roar

    An Exalt who uses this Charm must

    achieve a single success on a

    Performance roll each round,

    because it requires her to sing.During combat, the act of singing is

    likely to cause multiple action

    penalties for the performer, if she

    needs to fight at the same time.

    While it is being performed, the

    Exalts song is infused with the sinister

    power of Erembour, soul and servant

    of the Ebon Dragon. Her song, in

    Malfeas, brings out the shadowy

    denizens of the Yozi Realms

    whenever the Ebon Dragon casts his

    shadow across the Green Sun. In

    Creation, an Infernal Exalt who

    channels Erembour's song awakens

    the hidden, frightening darkness inthe minds of men. Those who hear

    the song feel haunted, beset by

    paranoia and psychological demons

    that hover at the edges of their

    perceptions. The state is enough to

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    drive mortals, Exalts and even spirits,

    who may fear the Yozis, to insanity.

    When a character, other than the

    singer, hears the song produced bythis Charm, he must make a reflexive

    Willpower roll. If he does not achieve

    any successes, he loses a point of

    Conviction temporarily (it will return

    in an hour). He must continue to

    make these Willpower rolls every

    turn in which he can hear the song. If

    a character is reduced to Conviction 0by this Charm, he is incapacitated by

    madness, unable to act because of

    the intensity of his delusions and

    personal demons. The state of

    incapacity lasts until one hour after

    the singing stops, when the

    character's Conviction starts to return

    at a rate of 1 point per hour.

    If the Performance roll is failed at any

    point, the Charm's effects end. The

    song can only last for 10 minutes

    maximum.

    Heart-Chilling Blow

    Cost: 5 motes

    Duration: Instant

    Type: SimpleMin. Martial Arts: 5

    Min. Essence: 3

    Prereqs: Song of Erembour

    With this Infernal Charm, a character

    can strike at the very heart of a

    target, attacking that target's

    emotional center with such malicethat it cuts as harshly as any blade.

    To use this Charm, a character must

    touch the target, possibly needing to

    make a Dexterity + Martial Arts roll. If

    this succeeds, the target then must

    contend with the character's

    Manipulation + Martial Arts in dice of

    Lethal Damage.

    This damage can only be soaked with

    the Compassion Virtue, and also with

    the "Fivefold Armor of Virtue

    Technique" Charm, if the character

    possesses it (see Castebook: Zenith,

    page 75).

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    Voice of All Fears

    Cost:  20 motes, 1 permanent

    willpower, 1 permanent virtue point

    Duration: InstantType: Simple

    Min. Martial Arts: 5

    Min. Essence: 6

    Prereqs: Song of Erembour

    The student of the Ebon Dragon style

    now progresses from channeling the

    voice of Erembour to channeling atiny fragment of raw power and voice

    from her master, the Ebon Dragon

    himself. This power should never be

    used lightly; it does not just have an

    Essence and Willpower cost. The

    Charm's user must expend a

    permanent point of a Virtue and a

    permanent point of Willpower toutilize this gift. If this reduces a Virtue

    to 0, the Ebon Dragon briefly

    possesses the user after the Charm's

    effect expires, for a number of

    minutes equal to the Permanent

    Essence of the Exalt. After the spell of

    possession, the body of the user

    burns up from the intense power of

    the Yozi, and the Exalt dies (the Ebon

    Dragon's consciousness returns to

    Malfeas).

    When an Exalt uses this power, he

    simply shouts in the voice of the Yozi,

    issuing either a one word command

    or a potent threat. He thus chooses

    to use the Voice of All Fears for one

    of two purposes - either to cow

    targets into submission and

    obedience, or to frighten them

    witless.

    The targets must make Willpower +

    Valor rolls, and score more successes

    than the Exalt has Martial Arts. If theyfail, one of the following happens:

    If the character's intent was to cow

    the targets into obedience, they must

    obey the command, no matter how

    antithetical it may be for them.

    Victims of the Voice of All Fears can

    be made to murder their loved ones,while retaining enough self-

    awareness to realize the horror of

    what they are doing.

    If the character's intent was to

    frighten the targets, all extras in

    earshot immediately die of fright.

    Important characters enter a state

    that is the equivalent of the

    Compassion Limit Break "Heart of

    Tears" (see Exalted rule book page

    131) for a number of days equal to

    the Exalts Essence. They do not gain

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    Willpower from this condition, unlike

    the actual Limit Break for Solar Exalts.

    If a character successfully resists the

    Voice of All Fears, he is nonethelesstraumatized for a number of days

    equal to the Exalts Essence, and must

    spend a Willpower point whenever

    required to roll Valor in that period of

    time to avoid being afraid, or

    automatically fail the roll.

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    Background:

    Born in the pits of Malfeas, this

    style was created for use by the Yozis'

    corrupt Exalted servants. Like their

    masters, practitioners of the

    Thousand Demon Style endure

    unspeakable torments, their bodies

    and minds abused in every way

    imaginable. Like their masters, they

    learn that pain and hatred can bring

    incredible strength to those willing to

    embrace them.

    Demons take perverse pleasure

    in teaching this style to those in their

    service, as it affords a twofold

    opportunity to torment the hated

    Exalted. Once, by unleashing nigh-

    unstoppable killers upon their former

    fellows, and twice, by teaching its

    practitioners to torture themselves in

    order to feed their rage and agony.

    The Thousand Demon Style destroys

    its followers' minds and souls slowly

    but surely, ultimately sending them

    spiraling down into oblivion.

    The Yozis and demons delight

    in watching the process unfold,

    savoring the irony that their hated

    enemies are destroying themselves of

    their own volition.

    None of the Charms in this tree

    are compatible with weapons or

    armor of any kind. Thousand Demon

    Style cannot be practiced by anyone

    who does not accumulate points of

    Limit (e.g., Dragon-Blooded, Abyssal

    Exalted).

    Merciless Berserker Onslaught

    Cost: 3 motes

    Duration: Instant

    Type: Reflexive

    Min. Martial Arts: 2

    Min. Essence: 1

    Prereqs: none

    Many honorable warriors frown upon

    striking an opponent who is lying on

    the ground. Thousand Demon

    practitioners are not particularly

    noted for their honor. If the martial

    artist knocks his opponent down, or

    his opponent falls down for some

    other reason, he may activate this

    Charm to make an immediate Martial

    Arts attack at full pool against the

    prone victim.

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    Merciless Berserker Onslaught may

    only be used once against a given

    target in a turn. The extra attack it

    grants is a reflexive action, and

    cannot benefit from non-Reflexive

    Charms. This Charm does not provide

    the user with extra movement; if a

    target falls down, and the character

    cannot close to hand-to-hand

    distance as part of his normal action,

    he cannot use the Charm.

    Furious Devil Method

    Cost: 1 mote per point

    Duration: Instant

    Type: Reflexive

    Min. Martial Arts: 2

    Min. Essence: 2

    Prereqs:  Merciless Berserker

    Onslaught

    Letting rage guide his movements,

    the Exalt attacks his opponent with

    startling ferocity. For each mote

    spent, he adds one to his base

    initiative. A character cannot spend

    more motes powering this Charm

    than his current Limit score.

    Unbridled Bloodlust Attack Paraná

    Cost: 3 motes

    Duration: Instant

    Type: SupplementalMin. Martial Arts: 3

    Min. Essence: 2

    Prereqs: Furious Devil Method

    The martial artist fuels her blows with

    hatred, striking with unnatural

    strength. Her attack does lethal

    damage, and adds her Martial Artsscore to its base damage.

    Thousand Demon Form

    Cost: 5 motes

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 4

    Min. Essence: 2Prereqs:  Unbridled Bloodlust Attack

    Paraná

    Adopting a low, aggressive stance

    and curling his fingers into claws, the

    Exalt taps into his inner reserves of

    anger and pain. For the remainder of

    the scene, his attacks do lethaldamage and add his permanent

    Essence to their base damage. He

    also gains a bonus to his initiative

    equal to his Martial Arts score, and

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    may soak lethal damage with his full

    stamina.

    This is a form Charm. It does not work

    with armor, or with other formCharms.

    Pain Strengthens the Spirit

    Cost: 5 motes, 1 willpower

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 5

    Min. Essence: 2

    Prereqs: Thousand Demon Form

    The martial artist draws strength

    from her pain, shrugging off wounds

    that would cripple a lesser person.

    For the remainder of the scene, she

    adds her permanent Essence to her

    bashing and lethal soak totals, andignores all wound penalties up to and

    including Incapacitated. Any other

    dice-pool penalties caused by pain or

    physical damage are also ignored.

    A character under the effects of Pain

    Strengthens the Spirit may not flee

    from battle, and may turn on herallies when no new enemies are at

    hand. Once all enemies have fled or

    fallen, she must make a Willpower

    check every two minutes until the

    Charm's duration ends in order to

    keep from attacking anyone else who

    is nearby. Ending the Charm

    prematurely requires no roll, but

    causes the character to immediately

    gain a point of Limit.

    Blood Frenzy Meditation

    Cost: 5 motes, 1 willpower, 1 health

    level

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 5Min. Essence: 3

    Prereqs: Pain Strengthens the Spirit

    The martial artist enters a state of

    controlled frenzy. His blows land with

    ferocious strength and his seemingly-

    uncontrolled strikes home in on

    opponents' weak spots with uncanny

    accuracy. For the remainder of the

    scene, he adds his current limit score

    to the base damage of any attacks he

    makes.

    While under the effects of this

    Charm, a character cannot retreat

    from battle, and will turn on her allies

    after all enemies have fled or fallen.

    Ending the Charm prematurely

    requires a Willpower roll at difficulty

    2, and causes the character to

    immediately gain a point of Limit.

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    Implacable Hell-Warrior's Endurance

    Cost: 2 motes, 1 willpower

    Duration: Instant

    Type: ReflexiveMin. Martial Arts: 5

    Min. Essence: 3

    Prereqs: Thousand Demon Form

    Through sheer force of will, the

    martial artist pulls himself back from

    the brink of death. If, after damage is

    rolled, an attack does enoughdamage to kill or incapacitate him, he

    may choose to activate Implacable

    Hell-Warrior's Endurance and roll his

    Willpower. Every two successes

    negate one level of damage from the

    attack.

    This Charm is ineffective against

    aggravated damage or instant-death

    attacks.

    Relentless Ravening Demon Attitude

    Cost: 3 motes

    Duration: Instant

    Type: Reflexive

    Min. Martial Arts: 5Min. Essence: 4

    Prereqs:  Implacable Hell-Warrior's

    Endurance

    A powerful practitioner of the

    Thousand Demon Style can continue

    fighting even when catastrophically

    wounded, her broken body sustained

    by nothing but the infinite fires of her

    rage. If, after damage is rolled, an

    attack does enough damage to kill or

    incapacitate her, she may choose to

    activate Relentless Ravening Demon

    Attitude and roll her current Limit

    score. The difficulty of this roll is 1 for

    lethal damage, and 3 for aggravated

    damage or effects which cause

    instant death. Versus bashing

    damage, success is automatic.

    Success on the roll means that she

    cheats death and remains at her -4

    health level. If for some reason she

    has more than one -4 health level,

    she remains at the last one beforeIncapacitated.

    If Relentless Ravening Demon

    Attitude is used to successfully

    negate an instant-death attack, the

    character immediately suffers

    enough lethal damage to reduce her

    to her last -4 health level. As with

    normal damage, the player may wait

    until the attack's effect is resolved

    before deciding whether or not to

    activate the Charm.

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    Devil's Rending Talons

    Cost: 3 motes

    Duration: Instant

    Type: SupplementalMin. Martial Arts: 4

    Min. Essence: 2

    Prereqs: Thousand Demon Form

    Extending flows of Essence from her

    fingers like invisible claws, the martial

    artist reaches past opponents' armor

    to rip the flesh beneath. Her strikedoes lethal damage. In addition, she

    adds a second lethal damage pool

    equal to her permanent Essence to

    any successful strike. This damage

    bypasses armor, but is reduced as

    normal by Stamina-based soak. The

    one-die rule still applies.

    The extra damage will bypass

    damage-ignoring effects that have a

    threshold, such as Invulnerable Skin

    of Bronze, Incomparable Body

    Arsenal, or Lunar over soak. It will not

    penetrate perfect soak defenses such

    as Adamant Skin Technique, and has

    no effect on abilities such as theTwilight or Mars anima powers,

    which negate damage levels rather

    than dice.

    Devil's Rending Talons allows the

    character to strike incorporeal spirits,

    but only the bonus damage will be

    rolled. The Charm does not confer

    the ability to perceive dematerialized

    beings.

    Spirit-Ripping Strike

    Cost: 1 mote, 1 willpower

    Duration: Instant

    Type: Supplemental

    Min. Martial Arts: 5Min. Essence: 2

    Prereqs: Devil's Rending Talons

    The martial artist strikes not at his

    opponent's body, but at his anima,

    aiming to tear away his Essence. The

    attack is rolled as normal, and may be

    parried or dodged. If it hits, the Exalt

    rolls his Essence + extra successes on

    the attack. Every success causes the

    target to lose a number of motes

    equal to the Exalts permanent

    Essence. Peripheral motes are lost

    before Personal.

    Motes lost to this technique count

    toward the target's anima banner,

     just as though she had spent those

    powering Charms. This Charm can

    affect incorporeal spirits, although it

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    does not grant the ability to see

    them.

    Unfolding Agony Fist

    Cost: 4 motes

    Duration: Instant

    Type: Supplemental

    Min. Martial Arts: 5

    Min. Essence: 3

    Prereqs: Devil's Rending Talons

    Striking at her opponent's pressure

    points, the Exalt brutally crushes

    nerves and joints. If her attack hits

    and does damage, the target doubles

    all wound penalties for the remainder

    of the scene. Multiple uses of this

    Charm are cumulative, but operate

    under the normal rules for doubling;

    that is, using it twice would cause the

    victim's wound penalties to be

    tripled, not quadrupled, and using it

    three times would cause his penalties

    to be quadrupled rather than

    octuplet. There is no limit to the

    penalties inflicted by this Charm.

    Soul-Burning Attack

    Cost: 5 motes, 1 health level

    Duration: Instant

    Type: SimpleMin. Martial Arts: 5

    Min. Essence: 4

    Prereqs: Unfolding Agony Fist, Spirit-

    Ripping Strike

    The martial artist once again strikes

    at his opponent's anima, but this time

    uses it as a conduit to channel hisown soul's fury and pain into the

    target's body. Victims of this attack

    appear to be torn apart from within;

    in extreme cases, the flesh may

    literally explode off their bones. The

    Exalt makes a Martial Arts attack at

    full dice pool, which may be blocked

    or dodged as normal. If it hits, he rollshis current Limit score. Every success

    on the roll inflicts one level of

    unsoakable lethal damage on the

    target. Tens do not count as two

    successes.

    This attack can affect incorporeal

    spirits, although it does not grant theability to see them. Versus such

    beings, the damage it inflicts is

    aggravated. Spirits killed by Soul-

    Burning Attack are permanently

    dead.

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    Burning Hands Strike

    Cost: 4 motes

    Type: Supplemental

    Duration: InstantMin. Martial Arts: 5

    Min. Essence: 2

    Prereqs: Thousand Demon Form

    Wreathing her hands in searing

    flame, the martial artist augments

    the force of her blow a hundredfold.

    Her attack does lethal damage. If ithits, the target is hurled away from

    her for a number of yards equal to

    her current Limit score, and is

    automatically knocked down.

    This technique may be used to propel

    a target in any direction, even

    straight up, but operates as per the

    rules for knockdown; the target won't

    take any extra damage from falling or

    striking solid objects (unless those

    objects happen to be covered in

    spikes, dripping with acid, or what

    have you).

    Deadly Hellfire Explosion

    Cost: 6 motes, 1 health level

    Duration: Instant

    Type: SimpleMin. Martial Arts: 5

    Min. Essence: 3

    Prereqs: Burning Hands Strike

    The martial artist gathers and focuses

    his rage, channeling it through his

    hands in a tremendous, roaring blast

    of fiery energy. He makes a MartialArts attack at a single target, at a

    range of up to twice his current Limit

    score in yards. This attack has a lethal

    damage pool equal to the Exalts

    current Limit + permanent Essence +

    extra successes on the attack roll.

    Raging Demon Form

    Cost: 6 motes, 1 willpower, 2 health

    levels

    Duration: One scene

    Type: Simple

    Min. Martial Arts: 5

    Min. Essence: 5

    Prereqs:  Relentless Ravening Demon

    Attitude, Blood Frenzy Meditation,

    Deadly Hellfire Explosion

    The martial artist stokes the inner fire

    of her anger until it burns hotter than

    the sun, overwhelming her senses

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    and transforming her into an

    unstoppable dervish of annihilation.

    Activation of Raging Demon form is

    typically accompanied by its user

    screaming and convulsing in agony as

    the power of her hatred literally rips

    its way through her body. Martial

    artists under its effects are easy to

    spot, since not only does blood

    stream from their noses, mouths, and

    sometimes even eyes, but fiery

    energy dances along their limbs,

    leaving burnt and blistered skin in its

    wake.

    While under the effects of this

    Charm, the martial artist no longer

    takes wound penalties; any dice-pool

    penalties inflicted as a result of

    wounds or pain are instead applied as

    bonuses to her attack pools; treat

    Incapacitated as a -4 level.

    Furthermore, the Exalts initiative is

    increased by her permanent Essence,

    and her bare hands inflict aggravated

    damage.

    While this Charm is active, its user

    MUST attack at least once per turn ifshe is able. If she is not able to attack,

    she MUST attempt to place herself in

    a position where she can. She may

    not block or dodge until the Charm's

    duration ends. This includes parries

    and dodges provided by Charms,

    Hearthstones, Artifacts, or any other

    source. Soak-enhancing abilities may

    be employed normally, provided they

    would not cause the character to

    forfeit her attack.

    Characters under the effects of

    Raging Demon Form may not flee

    from battle, and may not stop

    attacking until no new targets are at

    hand; this includes her allies.

    Although she will not typically beginattacking her friends until all enemies

    are gone, someone who is foolish

    enough to get between her and a

    victim will almost certainly become

    her new target. A difficulty 3

    Willpower check allows the character

    to hesitate for one turn, giving her

    friends time to flee or get out of the

    way.

    When Raging Demon Form's duration

    expires, the character immediately

    takes three levels of aggravated

    damage. If this would be enough to

    kill her, she may attempt to use

    Relentless Ravening Demon Attitudeto save herself. If the attempt is

    successful, three of her non-

    aggravated wounds immediately

    become aggravated. If she does not

    have three health levels not filled

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    with aggravated damage, she will die

    regardless of whether or not she uses

    Relentless Ravening Demon Attitude.

    Ending Raging Demon Formprematurely requires a Willpower

    check at a difficulty of the character's

    permanent Essence, and causes her

    to immediately gain three points of

    Limit as well as taking the normal

    three levels of aggravated damage.

    This is a form Charm. It does not work

    with armor, or with other form

    Charms.

    Instant Hell Murder

    Cost: 10 motes, 1 willpower, 1 health

    level

    Duration: Instant

    Type: Extra ActionMin. Martial Arts: 5

    Min. Essence: 5

    Prereqs:  Raging Demon Form, Soul-

    Burning Attack

    The martial artist glides smoothly

    forward, appearing to almost float

    above the ground as he bears downon his target. When he hits, blazing

    cascades of Essence obscure both

    him and the hapless target as he

    explodes into a ferocious barrage of

    attacks. The Exalt makes a Martial

    Arts attack against a single target up

    to his normal sprinting distance away.

    If he hits (he need not do damage),

    he immediately receives an additional

    attack at full dice pool. Every time an

    additional attack hits, another attack

    is awarded, until the Exalt either

    misses or the target dies.

    All attacks made as part of the Instant

    Hell Murder inflict aggravated

    damage, and add the martial artist's

    current Limit score to the difficulty ofany parry or dodge attempted against

    them.

    If Instant Hell Murder is placed in a

    Combo with Supplemental or Simple

    Charms, there is a very real possibility

    that the user will run out of motes,

    Willpower, or health levels before hemisses or kills the target. In such a

    case, the Instant Hell Murder will

    continue awarding normal attacks

    until he does. If the user runs out of

    health levels, he won't die until the

    Instant Hell Murder ends.