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Hells Dojo

History of the
In 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 Sifus 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 didnt know. But the god of the
Dojo did not allow them access to the ancient katas of the
primordial.
As the Primordial War started the god of Martial arts saw the
exalted as trouble makers who didnt 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 Katas of the primordials. That loophole is whoever
1

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 Katas so no could
know them.

Demons of the Dojo of


Hell

Sifu of the
Damned
Oui-zeul
Motivation: To Train others to
be Sifu
Attributes:
Strength
7,
Dexterity
8, Stamina 8; Charisma 4,
Manipulation 3, Appearance 3;
Perception 6, Intelligence 5,
Wits 7
Virtues:
Compassion
Conviction
4, Temperance 5, Valor 5

Spirit Charms: All Combat


Charms and All Primordial
Katas

2,

Join Battle: 14

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

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

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

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


Dodge DV: 7 Willpower: 8
3

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

Champion
s of the
Sifu of
Hell

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

Motivation: To be worth of
the Katas
Attributes:
Strength
4,
Dexterity
3, Stamina 4; Charisma 2,
Manipulation 2, Appearance 1;
Perception 3, Intelligence 2,
Wits 3
Virtues:
Compassion
Conviction
2, Temperance 3, Valor 4

1,

Abilities:
Athletics
Awareness 4, Bureaucracy
Craft (Fire) 2,
Dodge 3, Integrity 4, Lore
Martial
Arts 3, Melee 4, Occult
Presence 2, Resistance
Stealth 3, Survival 1, War 3

3,
1,

Soak: 10L/18B
Health Levels:
-0/-1/-1/-1/-1/-2/-2/-4/Incap
Dodge DV: 4 Willpower: 4
Essence: 4 Essence Pool:
50

1,
2,
1,

Backgrounds:
Allies
2,
Artifacts 3, Backing (Yozi) 2,
Cult 1
5

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.

Students
of the
Sifu of
Hell
Motivation:
Champion

To

be

Attributes:
Strength
3,
Dexterity
3, Stamina 3; Charisma 2,
Manipulation 2, Appearance 1;
Perception 3, Intelligence 2,
Wits 3

Join Battle: 6

Virtues:
Compassion
Conviction
2, Temperance 3, Valor 4

1,

Attacks:
Iron Fist Strike: Speed 3,
Accuracy 4, Damage 6B, Parry
DV 5, Rate 2

Abilities:
Athletics
Awareness 3, Bureaucracy
Craft (Fire) 2,
Dodge 3, Integrity 2, Lore
Martial
Arts 3, Melee 2, Occult
Presence 2, Resistance
Stealth 3, Survival 1, War 3

3,
1,

Katana: Speed 3, Accuracy 6,


Damage 8L, Parry DV 9, Rate
2

1,

Soak: 4L/8B

2,
1,

Health Levels:
-0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3 Willpower: 4
Essence: 2 Essence Pool:
35

Backgrounds: Backing (Yozi)


1
Spirit Charms: three Combat
Charms
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The Three Icons


Of the
Dojo of Hell

10

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 dont 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 Ouizeul where it will appear in in black
flames on its sword rack.

Shadow
Katana

Speed
Accuracy
Damage
Defense
Rate
Minimums
Cost
Attune
Tags

The 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
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4
2
*Special
0
3
Str 2
Art 2
5
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 Ouizeul 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.

Hardness
Mobility
Fatigue
Cost
Attune
Tags

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

7L/7B
-1
1

5
*

*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

+10L/12B
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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.

14

Bale
fire
power
bow

Speed
6
Accuracy +1
Damage +3L*
Rate
3
Range
350
Minimums

Attune
6
Cost
2
Tags
B

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.

*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.

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.

Damage of 1-5 would be


Deficiencies
Damage of 6-10 would be
Debilities

Anyone who wields the


bow finds that they have the
urge to unleash its taint on
anyone who makes their
home in creation.
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Damage of 11+ would be


Deformities

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Storyline

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 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.

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.

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
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Martial Arts
of the
Dojo of Hell

18

Primordial
Kata

celestial exalted. Only Sifu of


the Damned Oui-zeul is the
only person in or out of
creation beyond the Yozi who
know the Katas and can
teach them to others.

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
katas dont have a cost
related to them. Each step has
its own time be it a Tick or
turn.
Katas are not able to be
combed with other charms nor
can they be used while other
charms are active. Katas are
not unable with any form of
weapons or armor. Katas take
one year to learn and grant
one permanent limit break to
terrestrial exalted and two to
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Thunder Clap Kata

success score by the Martial


Artist for knock back.

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. 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

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Mind Body and Soul


Striking

paralyzing the body from any


actions until this Kata is over.

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 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

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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.

22

23

Ebon
Dragon
Style

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.

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.

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

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
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to anything that is not within


range AND in the dark.

This power can snuff out the


glow of a Caste Mark, and
even an Anima Banner.

Light-Banishing Gesture

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.

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.

Steps of the Shadow


Dragon

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.

Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 1
Min. Essence: 1

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 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
25

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).

adversary's ability
track of the Exalt.

to

keep

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.

Shadow Feint

Ebon Dragon Form

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Steps of the Shadow
Dragon

Cost: 5 motes
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Shadow Feint, LightBanishing
Gesture,
Impressions in the Void

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

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.
26

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

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Tenebrous Strike

for a number of turns equal to


the character's Essence +
Martial Arts.

Cost: 3
Duration: Instant
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Ebon Dragon Form

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).

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.

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 (!).

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,
28

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.

29

Ebon Claws Method

with these additional shadowy


claws.

Cost: 1 mote per extra


attack
Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 3
Prereqs:
Far-Reaching
Darkness Technique

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

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.

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.

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 FarReaching Darkness Technique.
The character does not need
to split his dice pools to strike

All characters within this


darkness suffer penalties for
acting in darkness, including
the Charm's user, if he has
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not been smart enough to


activate another Charm from
the Ebon Dragon style to deal
with the penalties.

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.

Characters
within
the
darkness, except for the Exalt
who activated 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.

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 Roar


Cost: 10 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Ebon Dragon Form

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

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.
31

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 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.

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
are affected by the blast. This
attack cannot be blocked, but
may be dodged, if a character
can cover enough ground to
get clear.

This power cannot poison


inorganic beings. Against the
inorganic, it acts as an acid
that does damage equal to
the Exalts Essence, with 1turn intervals, for 3 turns. For
rules on acid, see the Exalted
rule book, page 244.

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.
32

Song of Erembour

beset
by
paranoia
and
psychological demons that
hover at the edges of their
perceptions. The state is
enough to drive mortals,
Exalts and even spirits, who
may fear the Yozis, to insanity.

Cost: 5 motes, 1 willpower


Duration: Concentration
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Ebon Dragon Roar

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.

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,

If the Performance roll is failed


at any point, the Charm's

33

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).

34

Voice of All Fears

intense power of the Yozi, and


the Exalt dies (the Ebon
Dragon's
consciousness
returns to Malfeas).

Cost: 20 motes, 1 permanent


willpower, 1 permanent virtue
point
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 6
Prereqs: Song of Erembour

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 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

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
selfawareness to realize the
horror of what they are doing.

35

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 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.

36

Thousand
Demon
Style

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.

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.

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

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 nighunstoppable killers upon their
former fellows, and twice, by
teaching its practitioners to
torture themselves in order to

Many
honorable
warriors
frown
upon
striking
an
opponent who is lying on the
37

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.

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.

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 nonReflexive 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

38

Unbridled Bloodlust Attack


Paran
Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs:
Furious
Method

permanent Essence to their


base damage. He also gains a
bonus to his initiative equal to
his Martial Arts score, and
may soak lethal damage with
his full stamina.
This is a form Charm. It does
not work with armor, or with
other form Charms.

Devil

Pain Strengthens the Spirit

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.

Cost: 5 motes, 1 willpower


Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Thousand Demon
Form

Thousand Demon Form


Cost: 5 motes
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Unbridled Bloodlust
Attack Paran

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 dicepool penalties caused by pain
or physical damage are also
ignored.

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
39

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.

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.

Blood Frenzy Meditation

Implacable Hell-Warrior's
Endurance

Cost: 5 motes, 1 willpower, 1


health level
Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Pain Strengthens
the Spirit

Cost: 2 motes, 1 willpower


Duration: Instant
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Thousand Demon
Form

The martial artist enters a


state of controlled frenzy. His
blows land with ferocious
strength and his seeminglyuncontrolled strikes home in
on opponents' weak spots
with uncanny accuracy. For

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
40

Endurance
and
roll
his
Willpower.
Every
two
successes negate one level of
damage from the attack.

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.

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: 5
Min. Essence: 4
Prereqs: Implacable
Warrior's Endurance

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.

Hell-

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
41

Devil's Rending Talons

Twilight
or
Mars
anima
powers, which negate damage
levels rather than dice.

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Thousand Demon
Form

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.

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 onedie rule still applies.

Spirit-Ripping Strike
Cost: 1 mote, 1 willpower
Duration: Instant
Type: Supplemental
Min. Martial Arts: 5
Min. 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.

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
42

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 does not grant the
ability to see them.

quadrupled
rather
than
octuplet. There is no limit to
the penalties inflicted by this
Charm.

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
43

Soul-Burning Attack

aggravated. Spirits killed by


Soul-Burning
Attack
are
permanently dead.

Cost: 5 motes, 1 health level


Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Unfolding Agony
Fist, Spirit-Ripping Strike

Burning Hands Strike


Cost: 4 motes
Type: Supplemental
Duration: Instant
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Thousand Demon
Form

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.

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).

This
attack
can
affect
incorporeal spirits, although it
does not grant the ability to
see them. Versus such beings,
the damage it inflicts is
44

Deadly Hellfire Explosion

Meditation,
Explosion

Cost: 6 motes, 1 health level


Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs:
Burning
Hands
Strike

Deadly

Hellfire

The martial artist stokes the


inner fire of her anger until it
burns hotter than the sun,
overwhelming her senses 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.

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

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

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

45

permanent Essence, and her


bare hands inflict aggravated
damage.

Willpower check allows the


character to hesitate for one
turn, giving her friends time to
flee or get out of the way.

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.

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 nonaggravated
wounds
immediately
become
aggravated. If she does not
have three health levels not
filled
with
aggravated
damage,
she
will
die
regardless of whether or not
she uses Relentless Ravening
Demon Attitude.

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

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.

46

This is a form Charm. It does


not work with armor, or with
other form Charms.

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.

Instant Hell Murder


Cost: 10 motes, 1 willpower,
1 health level
Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 5
Prereqs:
Raging
Demon
Form, Soul-Burning Attack

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.

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

47

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