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Hell’s DojoIn the early dawn of the first age before the war of the primordial there was

a 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.

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History of the

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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 any martial 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.

Demons of the Dojo of Hell

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Sifu of the Damned Oui-zeul

Motivation: To Train others to be Sifu

Attributes: Strength 7, Dexterity8, Stamina 8; Charisma 4,Manipulation 3, Appearance 3;Perception 6, Intelligence 5, Wits 7

Virtues: Compassion 2, Conviction4, Temperance 5, Valor 5

Abilities: Athletics 8, Awareness 7, Bureaucracy 2, Craft (Fire) 3, Dodge 7, Integrity 5, Lore 0, MartialArts 8 (Primordial Kata +3), Melee 7, Occult 3, Presence 4, Resistance 3, Stealth 5, Survival 3, War 6

Backgrounds: Allies 4, Artifacts 5, Backing (Yozi) 4, Cult 2, Followers 4

Spirit Charms: All Combat Charms and All Primordial Kata’s

Join Battle: 14

Attacks:Open Palm Strike: Speed 3, Accuracy 16, Damage 8L, Parry DV 15, Rate 5

Grand Grim Cleaver: Speed 3, Accuracy 16, Damage 8L, Parry DV 15, Rate 5

Soak: 10L/18B

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

Dodge DV: 7 Willpower: 8Essence: 9 Essence Pool: 130

Other Notes: Oui-zeul hate the Solars so much that he will appear in the Dojo to personal attack them. Only a threat to the Dojo would even prevent Oui-zeul from outright killing a solar on site. Oui-Zuel is a 2nd circle demon is unable to be summoned due to be bound directly to the Dojo.

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But the Dojo itself can be summoned instead as if it was a 2nd circle demon.

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Champions of the Sifu of

HellMotivation: To be worth of the Kata’s

Attributes: Strength 4, Dexterity3, 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, MartialArts 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: 4Essence: 4 Essence Pool: 50

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Other Notes: Champions lead the students on missions throughout the Yozi lands and are quick to dispatch any obstacles in their path without regard to any social standing or laws.

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Students of the Sifu of

HellMotivation: To be a Champion

Attributes: Strength 3, Dexterity3, 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, MartialArts 3, Melee 2, Occult 2, Presence 2, Resistance 1, Stealth 3, Survival 1, War 3

Backgrounds: Backing (Yozi) 1Spirit 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: 4Essence: 2 Essence Pool: 35

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The Three Icons

Of the

Dojo of Hell

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Shadow KatanaThe Shadow Katana is one of the

first artifacts that Sifu Oui-zeul created in hell. 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. This speed 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 4Accuracy 2Damage *Special

Defense 0Rate 3Minimums Str 2Cost Art 2

Attune 5Tags 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 reduces the 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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Brass Sifu Armor

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/12BHardness 7L/7BMobility -1Fatigue 1Cost •••

Attune 5Tags *

*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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Bale fire power bow

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 own aura 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 bow finds that they have the urge to unleash its taint on anyone who makes their home in creation.

Speed 6Accuracy +1Damage +3L*Rate 3

Range 350Minimums •••Attune 6Cost 2Tags 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 DeficienciesDamage of 6-10 would be DebilitiesDamage of 11+ would be Deformities

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StorylineThe 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 brought together 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 be virtuous.

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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Martial Arts of the

Dojo of Hell

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Primordial Kata

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 to get 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 be combed 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 Sifu of the Damned Oui-zeul is the only person in or out of creation

beyond the Yozi who know the Kata’s and can teach them to others.

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Thunder Clap Kata

Duration: 3 Essence: 4Martial 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. Each success 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: 5Martial 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 martial artist 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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Ebon Dragon Style

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 of the 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 perceive anything 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

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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 his hands, and light sources within (Character's Essence x5) yards are all suddenly extinguished.

All conventional light sources are 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 another character 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 and starlight). 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 a shadow; 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 (this does not apply to surprise attacks).

Shadow Feint

Cost: 3 motes Duration: Instant

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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 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, of course, 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; the target 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.

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If the form is not invoked successfully, the motes of Essence are wasted.

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Tenebrous Strike

Cost: 3 Duration: Instant Type: Simple Min. 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 Action Min. 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 with Tenebrous 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 character does 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 motes Duration: 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 who used 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: Supplemental Min. 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 in the 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 by this 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 0 by 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: Simple Min. 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 malice that 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 pointDuration: Instant Type: 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 a tiny 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 to utilize 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 they fail, 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 nonetheless traumatized 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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Thousand Demon Style

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 motesDuration: InstantType: ReflexiveMin. Martial Arts: 2Min. Essence: 1Prereqs: 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

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Arts attack at full pool against the prone victim.

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 pointDuration: InstantType: ReflexiveMin. Martial Arts: 2Min. Essence: 2Prereqs: 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 motesDuration: InstantType: SupplementalMin. Martial Arts: 3 Min. Essence: 2Prereqs: Furious Devil Method

The martial artist fuels her blows with hatred, striking with unnatural strength. Her attack does lethal damage, and adds her Martial Arts score to its base damage.

Thousand Demon Form

Cost: 5 motesDuration: One sceneType: SimpleMin. Martial Arts: 4Min. 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 lethal damage 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 form Charms.

Pain Strengthens the Spirit

Cost: 5 motes, 1 willpowerDuration: One sceneType: SimpleMin. Martial Arts: 5Min. Essence: 2Prereqs: 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, and ignores 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 her allies 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 levelDuration: One sceneType: SimpleMin. Martial Arts: 5Min. Essence: 3Prereqs: 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 willpowerDuration: InstantType: ReflexiveMin. Martial Arts: 5Min. Essence: 3Prereqs: 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 enough damage 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: InstantType: ReflexiveMin. Martial Arts: 5Min. Essence: 4Prereqs: 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 before Incapacitated.

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 motesDuration: InstantType: SupplementalMin. Martial Arts: 4 Min. Essence: 2Prereqs: 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 strike does 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 the Twilight 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 willpowerDuration: InstantType: SupplementalMin. Martial Arts: 5Min. Essence: 2Prereqs: 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 motesDuration: InstantType: SupplementalMin. Martial Arts: 5Min. Essence: 3Prereqs: 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 levelDuration: Instant Type: Simple Min. Martial Arts: 5Min. Essence: 4Prereqs: 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 his own 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 rolls his 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 the ability 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 motesType: SupplementalDuration: InstantMin. Martial Arts: 5Min. Essence: 2Prereqs: 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 it hits, 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 levelDuration: InstantType: SimpleMin. Martial Arts: 5Min. Essence: 3Prereqs: 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 Martial Arts 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 levelsDuration: One sceneType: SimpleMin. Martial Arts: 5Min. Essence: 5Prereqs: 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 if she 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 begin attacking 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 Attitude to 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 Form prematurely 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 levelDuration: InstantType: Extra ActionMin. Martial Arts: 5Min. Essence: 5Prereqs: Raging Demon Form, Soul-Burning Attack

The martial artist glides smoothly forward, appearing to almost float above the ground as he bears down on 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 of any 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 he misses 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.

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