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Fortuna
2010-11-22, 02:39 AM
Perfected Grandmaster Style

The Exalted live long lives, and are far greater than any mortal. They have developed games, riddles and competitions designed for their abilities, and most Exalted soon forget mortal pastimes in the face of these distractions.

But mortals have their own games, which have a beauty all their own. In particular, certain patrician-class mortals of the Realm developed a game known as chess soon after the ascent of the Empress. It survives to this day, and but for the actions of a single Sidereal the Chosen might never have known of it.

This Sidereal had, for an unrelated reason, taken a resplendant destiny in the patrician class of the Realm. As part of this life, he learned the game of chess, and was taken with the emergence of complexity and near-chaos from seemingly simple rules. Although to an Exalted the game was far too simple to play on its own merits, perhaps something of its beauty could be made into a worthwhile tool. So mused the founder of this style, and he developed an art of movement, of precision, of plan and counter-plan. Even today it is a thing of beauty and deep, bewildering complexity to watch a duel between two masters of this style.

The form weapons for this Celestial Martial Art are the short sword, the knife, and arftifact versions of them. This style is incompatible with armor.

Humble Pawn Advance
Cost: 1m Mins: Martial Arts 2, Essence 1 Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Nine games in ten open with the swift advance of a lowly pawn, preparing the battlefield for their betters while holding it from their enemies. This charm allows the Exalt to move up to (Martial Arts x 2 + Essence x 2) yards. It may be invoked once reflexively on the first tick on which she acts in a combat, in which case it carries no DV penalty.

Bounding Knight Onslaught
Cost: 3m Mins: Martial Arts 3, Essence 2 Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Humble Pawn Advance
The knight is an important piece in offense, bounding seemingly from nowhere and vanishing again to a safe distance. The martial artist chooses one opponent within (Essence + Martial Arts) yards and makes a single Martial Arts attack against them, dealing one additional die of pre-soak damage for every three yards beyond her normal reach. The Exalt actually leaps to the attack when using this charm, so counterattacks are certainly possible.

Penetrating Bishop Prana
Cost: 3m Mins: Martial Arts 3, Essence 2 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Humble Pawn Advance
From across the battlefield the bishop flies, ignoring the war that would block a lesser piece's path. The Exalt chooses one point within (Essence x 10) yards to which she has line of sight. If there are no obstacles or characters within one yard of this line of sight, and if the intervening terrain would normally be of a sort that she could cross without non-permanent charms, she instantly dashes to that point. This charm cannot levitate the Exalt to a flying manse, but it can permit her to run up a tree nigh-instantly, so long as the branches are arranged the right way; she only needs to be able to traverse it, not walk it.

Perfected Grandmaster Form
Cost: 5m Mins: Martial Arts 4, Essence 2 Type: Simple
Keywords: Form-type, Compulsion
Duration: One scene
Prerequisite Charms: Bounding Knight Onslaught, Penetrating Bishop Prana
A master chess player knows how to respond to certain moves automatically, needing little thought to decide on their action. While this charm is active, the martial artist may select up to their (Essence) actions they are capable of taking each time their DV refreshes. For each action, she must specify a condition dependent on the actions of another, for example 'If I am attacked by a zombie' or 'If one of my allies attacks the First and Forsaken Lion'. If the martial artist perceives this condition to be met, even if it is a deception or an Illusion effect, then the martial artist gains a number of bonus dice equal to her (Essence) to that action if and only if she takes it as soon as possible. Otherwise that action drops off the list, and until she invokes this charm again the number of action/condition pairs that she may maintain is reduced by one.

Guarding Rook Understanding
Cost: 5m Mins: Martial Arts 4, Essence 3 Type: Supplemental
Keywords: Combo-OK, Counterattack
Duration: (Essence) actions
Prerequisite Charms: Internalised Opening Form
The rook's first purpose is to guard its own territory and king. So, too, the martial artist guards her territory and allies. This charm is either a Blockade Movement action or a Defend Other action. In either case, the range at which the martial artist may take such an action is multiplied by her (Martial Arts), and the effects of the action last until this charm's duration expires. Further, if any character attacks a character defended by this charm or attempts to pass through territory guarded by this charm, the martial artist may make a counterattack or attack against that character with (Essence) bonus successes.

Enemy-Confounding Gambit
Cost: 2-4 lhl Mins: Martial Arts 4, Essence 3 Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Internalised Opening Form
A material loss for positional gain often bears fruit. This charm perfectly negates any damage from an attack that it is invoked in response to. However, the Exalt suffers damage nonetheless, dancing just barely into the attack just far enough to goad the opponent into making a mistake. The martial artist may choose to suffer two to four levels of lethal damage. This cost is incurred in step 10 of attack resolution. so counterattacks and similar may be invoked even if this charm's invocation renders its user Incapacitated. This charm is explicitly capable of enhancing Defend Other actions. The character that made the initial attack suffers a penalty to both Dodge and Parry DV equal to the number of health levels that the martial artist suffered from invoking this charm, being too overextended to properly defend themselves.

Superb Pinning Tactic
Cost: 6m Mins: Martial Arts 4, Essence 3 Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Internalised Opening Form
When to stay invites attack, but to move invites attack against another, there is no real option. This charm enhances a Martial Arts-based attack. The martial artist chooses one other opponent that they could target with the same attack. If the target of this attack takes any action before the chosen opponent moves, the martial artist may make a reflexive attack against their chosen opponent with a number of bonus dice of pre-soak damage equal to the number of dice of post-soak damage rolled on the first attack. If they cannot reach this enemy for some reason, they may reflexively move directly towards them until they can.

Unfortunate Forking Technique
Cost: 4m Mins: Martial Arts 4, Essence 3 Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Internalised Opening Form
A threat against two enemies is more than doubly effective. The martial artist chooses two enemies who she could target with a Martial Arts attack. Each one knows that the martial artist has chosen them and one other target, that both targets have the opportunity to move, that the martial artist's next attack will be devastating, and that only one of the two can escape. All this is made Obvious by the martial artist's posture and the Essence that swirls around her. Each target has the option to attempt one Move action to get out of range. If both take the option, then both are held by the magic and the martial artist's upcoming attack is considered undodgeable and unblockable. After the targets have decided, the martial artist makes one attack against either target and deals additional pre-soak damage equal to her (Essence).

Glorious Checkmate Combination
Cost: 15m, 1wp Mins: Martial Arts 5, Essence 4 Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Guarding Rook Understanding, Enemy-Confounding Gambit, Superb Pinning Tactic, Unfortunate Forking Technique
In the final moment of battle, every element brought into play is unified with terrifying efficiency. The martial artist chooses up to her (Essence) actions, and must specify an order in which those actions go. All of these actions which are directed against any target must be directed against the same target. She then takes those actions in turn, and for each action that is not diceless she adds the threshold to the next action in the set as bonus dice. If any action, including a reflexive action, fails during this charm, then the number of successes by which it fell short is added to the next action as bonus dice, and subtracted from all other actions during this combo (effectively canceling its effect on all actions but the next). If an action is perfectly negated, then the next action (and only the next action) perfectly succeeds. If an action perfectly succeeds for any reason other than the preceding clause, it grants no bonus to future actions by virtue of this charm. This charm is explicitly compatible with non-Martial Arts based actions and charms. Any Perfected Grandmaster Style charms used in a Combo with this charm are at a 3m discount, to a minimum of zero motes. Any Charm reduced to no cost by this effect does not count as a Charm activation.

So what do you think? Is it cool? Any form weapons beyond what I have come to mind? Does the game get snapped even more in half by this? Is it cool?

Weimann
2010-11-22, 04:43 AM
Perfected Grandmaster StyleSeems like a cool style! I think the Exalted-version of the "cultured boardgame" thing is called Gateway, canonically, but Chess could certainly coexist with it.


This Sidereal had, for an unrelated reason, taken a resplendant destiny in the patrician class of the Realm. As part of this life, he learned the game of chess, and was taken with the emergence of complexity and near-chaos from seemingly simple rules. Although to an Exalted the game was far too simple to play on its own merits, perhaps something of its beauty could be made into a worthwhile tool. So mused the founder of this style, and he developed an art of movement, of precision, of plan and counter-plan. Even today it is a thing of beauty and deep, bewildering complexity to watch a duel between two masters of this style.Is there a complimentary style that allows a Sidereal to act as a player rather than a piece? :D Maybe Throne Shadow Style is usable for this. *ponders*


Humble Pawn Advance
Cost: 1m Mins: Martial Arts 2, Essence 1 Type: Simple (3 ticks)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Nine games in ten open with the swift advance of a lowly pawn, preparing the batlefield for their betters while holding it from their enemies. This charm allows the Exalt to move up to (Martial Arts x 2 + Essence x 2) yards. It may be invoked once reflexively on the first tick on which she acts in a combat, in which case it carries no DV penalty.
I believe the standad notation is Simple (Speed 3). The formula could written 2x(Martial Arts + Essence). You misspelled "battlefield". Just a few nitpicks :smallwink:.


Bounding Knight Onslaught
Cost: 3m Mins: Martial Arts 3, Essence 2 Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Humble Pawn Advance
The knight is an important piece in offense, bounding seemingly from nowhere and vanishing again to a safe distance. The martial artist chooses one opponent within (Essence + Martial Arts) yards and makes a single Martial Arts attack against them, dealing one additional die of pre-soak damage for every three yards beyond her normal reach. The Exalt actually leaps to the attack when using this charm, so counterattacks are certainly possible.Does the charm allow the user to jump to that spot if he's not actually capable of doing so otherwise, or is he still limited by his ability to jump?


Penetrating Bishop Prana
Cost: 3m Mins: Martial Arts 3, Essence 2 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Humble Pawn Advance
From across the battlefield the bishop flies, ignoring the war that would block a lesser piece's path. The Exalt chooses one point within (Essence x 10) yards to which she has line of sight. If there are no obstacles or characters within one yard of this line of sight, and if the intervening terrain would normally be of a sort that she could cross without non-permanent charms, she instantly dashes to that point. This charm cannot levitate the Exalt to a flying manse, but it can permit her to run up a tree nigh-instantly, so long as the branches are arranged the right way; she only needs to be able to traverse it, not walk it.A flash-step kind of thing, I can dig it. It's a cool charm. Should maybe be a bit higher Essence; just feels significantly more "woah magic" than the other in this tier.


Internalised Opening Form
Cost: 5m Mins: Martial Arts 4, Essence 2 Type: Simple
Keywords: Form-type, Compulsion
Duration: One scene
Prerequisite Charms: Bounding Knight Onslaught, Penetrating Bishop Prana
A master chess player knows how to respond to certain moves automatically, needing little thought to decide on their move. While this charm is active, the martial artist decides on an ordered list of up to (Essence) actions at the same time as she decides on her current action. If such she has such a list active and enhanced by this charm already, then the new list must agree with the old. She gains a number of bonus dice equal to the number of actions on the list so long as she is following the list precisely, in the given order and with no intervening actions. This includes reflexive actions and Inactive actions. If she is unable to follow the list, then this charm ends immediately and she suffers an internal penalty of the number of actions on the list when she diverged for the same number of actions. In order to deviate willingly from the list, she must pay one Willpower, plus one for every two actions on the list, and she suffers the effects of being unable to follow the list as well.This feels pretty limiting. If I read it right, it would mean that the opponent must behave exactly as you planned on him doing in order to gain any advantage. I would have thought a good chess player had to switch strategies depending on how their opoonent played instead of rigidly sticking to the plan he made up in advance.

Also, Form charms are almost always named (Style Name) Form, except in styles where there are multiple Form charms. Again, just a nitpick; I like the name.


Guarding Rook Understanding
Cost: 5m Mins: Martial Arts 4, Essence 3 Type: Simple (4 ticks, DV -0)
Keywords: Combo-OK, Counterattack
Duration: (Essence) actions
Prerequisite Charms: Internalised Opening Form
The rook's first purpose is to guard its own territory and king. So, too, the martial artist guards her territory and allies. This charm is either a Blockade Movement action or a Defend Other action. In either case, the range at which the martial artist may take such an action is multiplied by her (Martial Arts), and the effects of the action last until this charm's duration expires. Further, if any character attacks a character defended by this charm or attempts to pass through territory guarded by this charm, the martial artist may make a counterattack or attack against that character with (Essence) bonus successes.This one I like! Good one. It could stand to be supplemental, though. What's with all the movement enhancing charms in this style, by the way?

Nitpick: again, it's Simple (Speed 4) by common notation.


Enemy-Confounding Gambit
Cost: 3m per level converted Mins: Martial Arts 4, Essence 3 Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Internalised Opening Form
A material loss for positional gain often bears fruit. This charm may be invoked in response to the martial artist taking any number of levels of damage. These levels must actually be marked off her damage track, not negated by any means, for this charm to bear fruit. The martial artist may convert any number of levels of damage to the next type up (so bashing becomes lethal and lethal becomes aggravated). Aggravated damage 'spills over' to become one aggravated and on bashing level. Until this charm ends, the martial artist gains a number of bonus dice equal to half the number of health levels converted against the source of the damage.I'm sorry, but this is just bad. Exalted already is a horribly lethal game, where starting characters can essentially one-shot Elder Essence beings if they don't use defensive charms. Letting yourself be hit by attacks is already losing, and it's preposterous for a charm that you use to increase the damage you take. Also, half the number of converted health levels would probably not even cancel out the wound penalty you gain from taking the hit to the face, on the off chance that you live through it.

No, this one is out. Redesign it.


Superb Pinning Tactic
Cost: 6m Mins: Martial Arts 4, Essence 3 Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Internalised Opening Form
When to stay invites attack, but to move invites attack against another, there is no real option. This charm enhances a Martial Arts-based attack. The martial artist chooses one other opponent that they could target with the same attack. If the target of this attack moves before the chosen opponent, the martial artist may make a reflexive attack against their chosen opponent with a number of bonus dice of pre-soak damage equal to the number of dice of post-soak damage rolled on the first attack. If they cannot reach this enemy for some reason, they may reflexively move directly towards them until they can.Nifty idea, but again with the enhanced movement. It must be possible to do more elegantly.


Unfortunate Forking Technique
Cost: 4m Mins: Martial Arts 4, Essence 3 Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Internalised Opening Form
A threat against two enemies is more than doubly effective. The martial artist chooses two enemies who she could target with a Martial Arts attack. Each one knows that the martial artist has chosen them and one other target, that both targets have the opportunity to move, that the martial artist's next attack will be devastating, and that only one of the two can escape. All this is made Obvious by the martial artist's posture and the Essence that swirls around her. Each target has the option to attempt one Move action to get out of range. If both take the option, then both are held by the magic and the martial artist's upcoming attack is considered undodgeable and unblockable. After the targets have decided, the martial artist makes one attack against either target and deals additional pre-soak damage equal to her (Essence).This is more like it. I like the idea here; winning chess games is all about setting stuff up so that whatever your opponent does, he's done for.

Can the opponent use a Dash action, or must he only use Move?


Glorious Checkmate Combination
Cost: 15m, 1wp Mins: Martial Arts 5, Essence 4 Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Guarding Rook Understanding, Enemy-Confounding Gambit, Superb Pinning Tactic, Unfortunate Forking Technique
In the final moment of battle, every element brought into play is unified with terrifying efficiency. The martial artist chooses up to her (Essence) actions, and must specify an order in which those actions go. All of these actions which are directed against any target must be directed against the same target. She then takes those actions in turn, and for each action that is not diceless she adds the threshold to the next action in the set as bonus dice. This charm is explicitly compatible with non-Martial Arts based actions and charms. Any Perfected Grandmaster Style charms used in a Combo with this charm are at a 3m discount, to a minimum of zero motes.So, 15m 1wp in order to lock yourself into a predefined list of actions and gain some bonus dice? If the opponent perfects, there aren't even any threshold dice to gain. For an Essence 4 charm, and at that price, it's really very weak. The mote discount for in-style charms in a combo is a sweet point, however; if this applies to the charm itself, it could save some face. Still, I doubt the cost of the charm and the locking of options are worth it.

Bottom line: I like the idea, no mistake. It's an awesome theme for a fighter with a bit of academical or philosophical air, but the way it's written now it seems like a Terrestrial style, and some charms need fixing up. General complaints include the abundance of movement enhancing charms (it seemed more like a speedster style than a chess style at times), the concept of locking a movelist ahead of time and the abundance of Simple charms.

Keep working on it!

Fortuna
2010-11-22, 04:54 AM
Seems like a cool theme! I think the Exalted-version of the "cultured boardgame" thing is called Gateway, canonically, but Chess could certainly coexist with it.

Thank you. From what I've read, Gateway is so fantastically complicated as to be virtually unplayable by mortals, although I could well be wrong there, I worked from that assumption in writing the fluff, anyway.


Is there a complimentary style that allows a Sidereal to act as a player rather than a piece? :D Maybe Throne Shadow Style is usable for this. *ponders*

Maybe another time: this seems to have enough problems already.


I believe the standad notation is Simple (Speed 3). The formula could written 2x(Martial Arts + Essence). You misspelled "battlefield". Just a few nitpicks :smallwink:.

Duly noted, and will be edited in shortly.


Does the charm allow the user to jump to that spot if he's not actually capable of doing so otherwise, or is he still limited by his ability to jump?

Um. Probably the latter, so that it doesn't escape all bonds, laugh at any boundary, et cetera.


This feels pretty limiting. If I read it right, it would mean that the opponent must behave exactly as you planned on him doing in order to gain any advantage. I would have thought a good chess player had to switch strategies depending on how their opoonent played instead of rigidly sticking to the plan he made up in advance.

Also, Form charms are almost always named (Style Name) Form, except in styles where there are multiple Form charms. Again, just a nitpick; I like the name.

Didn't know about the Form naming convention, but unless it's a big problem I might leave it. As to the concept of the charm, I can see where you are coming from. What if it required you to set up a list of actions up to (Essence) Simple actions long, but permitted any reflexives to be worked in around them and allowed changing targets, directions, and so forth. While a good chess player can switch strategies, they have a decent idea of what they'll be doing in advance. Possibly I could add a clause stating that at Essence 5 (or maybe 4) they can add conditionals to the list, like 'if my enemy moves away from me, do this instead'. What do you think?


This one I like! Good one. It could stand to be supplemental, though. What's with all the movement enhancing charms in this style, by the way?

Supplemental it shall be. As to movement: that's what chess is, both in play and in feel. A game of moving in carefully controlled ways that lead to advantage and victory. I felt it appropriate.


Nitpick: again, it's Simple (Speed 4) by common notation.

Sure.


I'm sorry, but this is just bad. Exalted already is a horribly lethal game, where starting characters can essentially one-shot Elder Essence beings if they don't use defensive charms. Letting yourself be hit by attacks is already losing, and it's preposterous for a charm that you use to increase the damage you take. Also, half the number of converted health levels would probably not even cancel out the wound penalty you gain from taking the hit to the face, on the off chance that you live through it.

No, this one is out. Redesign it.

Hm. I see your point. What if it instead permitted you to invoke it in response to an enemy attack in step 2, taking a certain amount of damage regardless of what the attack does and gaining larger bonuses?


Nifty idea, but again with the enhanced movement. It must be possible to do more elegantly.

Probably. I shall think on the matter, Perhaps 'hard' rather than 'soft' movement control, or extending it to other actions besides movement?


This is more like it. I like the idea here; winning chess games is all about setting stuff up so that whatever your opponent does, he's done for.

Can the opponent use a Dash action, or must he only use Move?

I said Move, and I meant Move. It's out of turn, so it has to be Reflexive.


So, 15m 1wp in order to lock yourself into a predefined list of actions and gain some bonus dice? If the opponent perfects, there aren't even any threshold dice to gain. For an Essence 4 charm, and at that price, it's really very weak. The mote discount for in-style charms in a combo is a sweet point, however; if this applies to the charm itself, it could save some face. Still, I doubt the cost of the charm and the locking of options are worth it.

Fair enough. What if I changed the concept behind it, making it a scene-long charm that steadily limits your opponent's actions until they have no options left?


Bottom line: I like the idea, no mistake. It's an awesome theme for a fighter with a bit of academical or philosophical air, but the way it's written now it seems like a Terrestrial style, and some charms need fixing up. General complaints include the abundance of movement enhancing charms (it seemed more like a speedster style than a chess style at times), the concept of locking a movelist ahead of time and the abundance of Simple charms.

Keep working on it!

Thank you for the praise, and your advice is noted and will be considered, I'll go back and do needed edits now.

Weimann
2010-11-22, 05:30 AM
Didn't know about the Form naming convention, but unless it's a big problem I might leave it. As to the concept of the charm, I can see where you are coming from. What if it required you to set up a list of actions up to (Essence) Simple actions long, but permitted any reflexives to be worked in around them and allowed changing targets, directions, and so forth. While a good chess player can switch strategies, they have a decent idea of what they'll be doing in advance. Possibly I could add a clause stating that at Essence 5 (or maybe 4) they can add conditionals to the list, like 'if my enemy moves away from me, do this instead'. What do you think?Of the top of my head, here's an idea that might suck: The Exalt makes up a list of Esssence actions. Whenever he is capable of using the next action on the list, he gains an external bonus equal to the total number of actions on the list. If he is incapable of using the action, he may act as usual. If he can but does not use the action, the bonus is reduced by one dice for that action until he uses it, but the next action retains it's full bonus. Just an idea.


Supplemental it shall be. As to movement: that's what chess is, both in play and in feel. A game of moving in carefully controlled ways that lead to advantage and victory. I felt it appropriate.Mmm, point. Still, in chess movement is the major tactical point, less so in Exalted. I'd rather focus on the planning or analyzing aspects, or it'll easily becomes a "jump-around-ninja" feel over it. Then again, I can see how you want to differentiate different kinds of movement between the pieces, sure.


Hm. I see your point. What if it instead permitted you to invoke it in response to an enemy attack in step 2, taking a certain amount of damage regardless of what the attack does and gaining larger bonuses?So basically a perfect defense with a custom FoI and some bonus dice? Mmm, feels bad that it would both perfectly defend and give you bonuses. Also, unless you have other defense charms, this basically makes it so that the oponent can plan how many attacks her needs to throw before you die. That might not be totally bad, though; it could be a design choice to say that you, you DO need other defenses than this. It should probably be pretty cheap, though.

The whole "taking damage" is a pissy thing to work with in Exalted since the health system is so wonky. Lethality is sky high and healing is hard to come by as a design choice. It's possible to work with, but it's really pretty hard.


Probably. I shall think on the matter, Perhaps 'hard' rather than 'soft' movement control, or extending it to other actions besides movement?I can see your point, though, that chess is a lot about movement. I can't quite put my finger on it, maybe I'm just silly :P


Fair enough. What if I changed the concept behind it, making it a scene-long charm that steadily limits your opponent's actions until they have no options left?Do elaborate.


Thank you for the praise, and your advice is noted and will be considered, I'll go back and do needed edits now.I'm happy you found it useful! :D

Fortuna
2010-11-22, 05:46 AM
Most of these I'm probably going to need to think about for a while, but as regards Glorious Checkmating Combination, I was thinking something like preventing specific charms/arcanoi/whatever either each action or each time that you land an attack. So long as you know what their defense abilities are (and they have to declare them when using them) you can steadily shut their defense down to being Essence-less. Possibly make it incompatible with perfect attacks, 'cause that gets broken fast, but what do you think of it as an idea?

Fortuna
2010-11-24, 02:35 AM
I have made an effort at fixing all of them except Glorious Checkmate Combination, which I need to think about the wording of. PEACH!