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When the spirit of the city of [[Q'in Sanizaj]], in a desperate attempt to stave off the Wyld forces assaulting it, attempted but failed to create a stable merger of itself, the city and its inhabitants, the tragic result was an [[caste::unshaped]], Wyld monstrosity, an entity now known as Kinaniz.
* Combine MA and Melee into Fight
* Make Dodge an art of Athletics
* Melee charm trees become exalt-type specific MA styles, allowing all weapons and all armor, but having weaker (or no) forms. Form for the "Solar Blade" style would be Fivefold Bulwark Stance, probably. DB would be Refining the Inner Blade (which actually would make the whole style cool, I thnk). Sid and lunar would probably have no form.
* Make thrown weapon attacks use Athletics skill generically, but change thrown charm trees into specific MA styles.
* Continue to use Archery for personal ranged weapons (bows, crossbows, firewands, etc.). Maybe change the name to "Ranged".
* Add an ability (maybe called Seige, or Wartech, or Ordinance) which governs the use of heavy weapons (implosion bows, manse weapons). Also governs piloting (and attacking with) warstriders. If you wanted a low impact change, you could just reuse the Archery charms for this ability as well. It can think of some cool charms specific to heavy weapons and warstriders though, and some reasons why Archery charms for them would be undesireable.
* Move Ride to Dawn list.
* Add Eclipse ability of Instruction, and move the charms for teaching people things that are scattered all over (mostly in War and Lore) into the charm tree for this ability. Instruction could also affect training times (and, perhaps, cost). This has the advantage of making Lore less broad, something I think it could use.
* Hell, might as well use Profession while I'm at it. This turns Sail into a more generic ability and makes Craft less generic (sort of).


Formed from a slowly shifting mix of environments, some urban, some natural, some a disturbing or wondrous melding of both, Kinaniz moves slowly, using its outer waypoints like the legs of an insect to propel itself. When stationary, it will elevate itself on a tree trunk miles in diameter and a hundred miles high, and arrange its waypoints into a more defensible arrangement, generally forcing visitors to enter through the hall of glass.
So, that would leave (changes from 2nd edition solars and 1st edition everything else in bold):


==History==
* Dawn - '''Fight''', '''Ordinance''', '''Ranged''', '''Ride''', War
* Zenith - Integrity, Performance, Presence, Resistance, Survival
* Twilight - Craft, Investigation, Lore, Medicine, Occult
* Night - Athletics (which now allows thrown attacks, but not charms), Awareness, '''Lingusitics''', Larceny, Stealth
* Eclipse - Bureaucracy, '''Instruction''', '''Politics''', '''Profession''', Socialize
* Air - '''Instruction''', Linguistics, Lore, Occult, Stealth
* Earth - Awareness, Craft, Integrity, Resistance, War
* Fire - Athletics, '''Politics''', Presence, Socialize, '''Ordinance''',
* Water - '''Fight''', Bureaucracy, Investigation, Larceny, '''Profession'''
* Wood - Medicine, Performance, '''Ranged''', Ride, Survival
* Journeys - '''Integrity''', '''Ranged''', Ride, '''Profession''', Survival
* Serenity - '''Athletics''', Craft, Linguistics, Performance, Socialize
* Battles - '''Fight''', '''Ordinance''', Presence, Resistance, '''War'''
* Secrets - Investigation, Larceny, Lore, Occult, Stealth
* Endings - Awareness, Bureaucracy, '''Instruction''', Medicine, '''Politics'''


Little is known about Kinaniz's history, even to Kinaniz itself. Barely sentient when initially formed, it's first act was to eject [[Wyr'palja's mausoleum]], it's reality engine irritating the innards of the beast. It then assimilated, destroyed or expelled the vast majority of the raksha who had been trapped by its formation, shaping what remained of them and their freeholds into itself. Those citizens, both alive and dead, who were incorporated into Kinaniz remained protected by the unshaped as best it could manage, and many of these ghosts remain within Kinaniz today. As the Fair Folk invasion of Creation continued, it wandered the Wyld. By the time the Empress had expelled the invaders, Kinaniz was in the deep wyld, slowly mutating even further.
== Abilities ==


Stories of its existence would surface occasionally in Fair Folk courts, usually as an unstoppable force that wondered in from the deep Wyld, absorbing or destroying those foolish enough to try to tame it, then wandering back out again.
As mentioned above, different abilities have different uses for arts and sciences. Many have none. The skills
break down like so:


As time progressed Kinaniz become more intelligent, self-aware and focussed. About a century ago, it realized that it was once a city, and wasn't sure what to make of that. A few decades later, it realized that not only had it been a city, but it was possibly one of the greatest cities ever made. A few decades after that, he decided it could be so again and began looking for its original location. During its search, it also realized that, quite naturally, it was the site of a great deal of treachery, murder and conflict. Concluding that this must be the natural state of all great cities, certain changes began to take place within itself to embody this idea.
=== Athletics ===


Most recently, it came across [[Wyr'palja's mausoleum]], which had come under the control of [[Cahlenna]] a high ranking member of the [[Opal Court]]. Without realizing exactly what it was, Kinaniz realized the tomb was once important to the city and promptly surrounded it. Cahlenna, of course, led an expedition into Kinaniz to get the tomb back, which did not end well for Cahlenna. Most of the expedition was destroyed, and Cahlenna and her entourage were bested and force to swear an oath to protect the tomb. She remains within, torn between scheming to escape and scheming to gain control of Kinaniz.
Athletics allows a character control over her own movement, coordination, balance and application of physical strength. It governs leaping, climbing, acrobatics, sport and reflexes. Athletics also now incorporates the canon skills of Dodge and Thrown as arts, treating the charm trees for those skills almost like martial arts styles. In actual martial arts styles based on thrown weapons are now governed by Athletics.


The tomb itself is now nestled like a pearl within Kinaniz, its reality engine now more of a source of comfort than irritation to the rest of the unshaped's body.
'''Caste Ability For:''' Night, Fire, Serenity


== Structure ==
'''Used For:''' Physical actions, thrown combat, dodging


As an unshaped, Kinaniz is a mobile freehold, currently containing 16 waypoints. As a freehold, it contains an arcane redoubt, a stronghold, a fountainhead and a glory, but lacks a throne room. This means the unshaped has purpose, strength, self-awareness and majesty but no real society. Life within the freehold functions much like an ecosystem or immune system would, guided by its own internal forces but without any guiding society. While the guiding intelligence and more powerful fair folk function on a network of oaths, the vast majority of manikins, poppets, ghosts and common fair folk do as their natures dictate. The result is a city without a society, making the majority of the freehold a somewhat familiar urban setting hosting extremely unorthodox behavior (and, occasionally, vice versa).
'''Specialties''': Climbing, Leaping, Running, Lifting, Uneven Terrain, In Alpine Environments, etc.


The urban landscape is more dense with both structure and ideas. As such, the narrative waypoints that make up Kinaniz are fairly compact for waypoints, usually only a one or two miles across. Some are even smaller. Kinaniz may occasionally grab additional waypoints, usually sections of wyld forest, with which it surrounds itself.
'''Artless Penalty:''' Anyone with Athletics may make any athletics test (even to dodge or throw weapons) at no penalty and use Athletics charms; however, each Athletics-based art usually as associated charms which may not be used without knowing the art. Furthermore, while charms associated with an art may be comboed within the art, they may not be comboed with charms from other arts without the science of Martial Synergy (unless, of course, the charm specifically allows this).


Because Kinaniz contains a glory (see the Imminent Eminence, below), the entire freehold radiates a beguilement glamour that effects visitors anytime they accept the hospitality of the freehold. Any time this happens, creatures with Wits + Essence less than 7 must make a Willpower (2) check or be forced to offer no resistance to fair folk within the freehold and accept their charms. As a work of glamour, many charms prevent this effect and cold-wrought iron can dispel it on contact with the victim.
'''Arts''': Athletics-based arts represent specific schools of movement, usually containing associated charm trees. Canonical Thrown and Dodge trees are now considered to represent specific martial arts styles. Thus, knowing Solar Thrown as an art allows access to solar thrown charms. An Eclipse might learn both Solar Dodge and Sidereal Dodge as arts to gain access to those charms.


<center>[[Image:KinanizWaypoints.png]]</center>
Some martial arts styles, like Air Dragon, may be a mix of unarmed and thrown combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Athletics-related Air Dragon art, for example, allows use of known Air Dragon charms with chakram, but not unarmed. Likewise, learning the Fight-related Air Dragon art allows use of known Air Dragon charms while unarmed, but not with a chakram. Such styles always use Athletics for thrown attacks and Fight for unarmed attacks.


===The Glass Lamentation===
There may also be arts that require extreme physical training or dedication, without actually having associated charms. For example, Yoga might be an art, or the physical techniques one must master to be an escape artist.


During [[Wyr'palja]]'s final days, for reasons known only to her, she turned an entire neighborhood, including inhabitants, into multicolored glass. Mortals of the time felt that those transformed remained alive, trapped immobile but aware of their surroundings. True or not, the sorcery that transformed them has proven powerful enough to withstand the effects of the wyld and, barring the occasional statue or building moving on its own from time to time, the neighborhood remains much as it was when first transformed and incorporated into Kinaniz.
Buying dots in Athletics does ''not'' provide any arts for free.


The frozen "residents" of this waypoint, largely petrified into silent, horrific grimaces, paint a macabre scene that most visitors find disquieting. When pressed, some admit the dead silence of the place keeps them away. Others claim they can sense the souls trapped in the glass slowly going insane. A rare few don't mind either and admire the colorful glow of the place. Most, however, stay far away, which suits the primary inhabitant and guardian of the waypoint just fine.
'''Aspects''': Aspects for athletics based arts would be based on specific maneuvers or situations. Dodge aspects include Multiple Opponents, Leaping Dodges, Multiple Opponents, Dodging Ranged Weapons and so on. Thrown aspects include While Running, At Long Range, Ricochets, etc.


The glass dragon [[Diamaskratos]] prowls the waypoint, and does not like visitors.
'''Focus''': A typical focus for thrown based arts would be a specific thrown weapon. A dodge focus would usually be avoiding attacks from a specific kind of opponent, such as animals or undead.


===The Perpetual Bustle===
'''Sciences''': Athletics has no sciences of its own; however, it may benefit from the Fight sciences to, for example, create combos using multiple Athletics arts, or even a mix of Athletics and Fight arts. This does not change charm definitions, however. A charm that specifically enhances ranged attacks cannot be "forced" to combo with a charm specifically for unarmed attacks.


There are millions of stories in the naked city, this waypoint acts out all of them, all at once. Appearing as a dream-like, idealized main thoroughfare of a fantastical First Age city, every action that might have ever happened on such a main street happens all at the same time. Crowds watch a parade. Friends meet on corners. A man is mugged. An opera lets out. A man proposes to a woman by a fountain. Two carriages get into an accident at an intersection. Couples and families enjoy meals at sidewalk cafes. A prostitute is dragged into an alley by a gang of thugs. A horse gets loose and bolts. An angry man exhorts a mob of farmers to storm a building. A fire brigade attempts to put put a raging building. A gang of pickpocket kids runs from a well to do man. A throng of well-dressed people celebrates the new year. Two men argue loudly until one stabs the other.
'''Rituals''': Training?


One notable absence in all these vignettes is a complete lack of commerce. There are no street vendors, stores or anything of that kind.
'''Other Rule Changes''':  When using this skill, canon Thrown charm trees are considered distinct fighting styles, much as First Edition Brawl trees were turned into styles in Second. Such styles are usually formless. All, of course, allow armor. Likewise, canon Dodge trees become much like styles, though are always formless.


The actors in these vignettes seem to notice only their local situation, even if it overlaps with others. They completely ignore both visitors and the other actors and, over time, will repeat roughly the same actions over and over, though never completely identically. The vast majority appear human, but from all ethnicities and social conditions with fashions that vary widely, as if styles from various periods over hundreds of years are all in vogue at once. Occasionally, some actors appearing as Dragon Kings, god-blooded or fae-blooded might appear, but they act as the others, ignoring everything else. All of these actors are basic products of Awakened Dream Manufacture, programmed to act out typical city life as Kinaniz remembers it. If disturbed, all actors within the same vignette will react to the disturbance, but are ignorant of its source. For example, if a visitor pushes over a mugger, the mugger will fall but assume he tripped. If the head of a person talking to a group is cut off, all will react in horror, but it will seem to them as if the head just detached on its own.
Of existing martial arts styles, Air Dragon is both Athletics and Fight.


The buildings on the street use Dragon-King crystal and vegetative technology as well as the glass forging techniques used in places like Chiaroscuro. Glass buildings are usually blue or green, but all colors can be seen. Vegetative buildings seem to be growing out of the ground. Each building is a wonder to behold, but there is no particular pattern to the layout and the whole street is a mish-mash of styles. The long thoroughfare has side streets, but these all lead inexplicably back onto the main road. Some street lights shine but, while there is no discernible external illumination, some vignettes appear in brightest daylight, while others are cloaked in shadow (sometimes even while occupying the same space).
=== Awareness ===


Scattered through the crowd are [[Mute Sentinel]]s of all varieties. Their appearance seems completely out place among the city-dwellers, but they are ignored by those around them. Any sentinel who sees intruders will silently tail them. They will attempt to be stealthy, but continue even if seen. A large horde of sentinels is likely to pick up the trail of the intruders, but will make no threatening moves. Eventually, the idea is to drive the group further into the city, into a plaza containing many more sentinels, then attack all at once.
Awareness works just as in canon rules.


===The Consummate Repose===
'''Caste Ability For:''' Night, Earth, Endings


Surrounded in constant night, this waypoint consists of miles and miles of residences, hotels, inns and other places where someone might rest. If you walk far enough, you can find nearly any kind of dwelling, from walled manor houses to apartment complexes to abandoned farm houses. The most notable structures, however, are numerous inns from ornate to simple, but all inviting. Weather in the waypoint changes from day to day, but is always of a type that motivates people to seek shelter: spitting rain, biting cold, muggy heat, sandy wind.
'''Used For:''' Noticing details, vision (''Ex2'', pg. 135), detecting stealth (''Ex2'', pg. 131), penetrating disguises, resisting theft (''Ex2'', pg. 128), joining battle (''Ex2'', pg. 141), noticing unexpected attacks (''Ex2'', pg. 155), resisting surprise (''Ex2'', pg. 156)


The entire waypoint has been constructed as a trap for intruders, intent on both making them sleep and stripping them of their possessions (particularly iron, artifacts and wards). The primary mechanism for doing so is [[Clean Pillow Wish]], a shinma circle spell cast over the whole waypoint that convinces visitors that they are dirty and exhausted and addicts them to the area.
'''Specialties''': Visual, Auditory, Olfactory, Sensing Ambushes, Keeping Watch


Adding to these effects are the shaping actions of the waypoint's primary residents. Nearly all of the raksha that managed to avoid becoming [[Tribute Bird]]s live here, tasked with entrapping those that wander in. Most are common entertainers that man the inns, bathhouses, brothels and hotels, using their wiles to convince visitors to clean up and sleep in the most possible comfort. Common workers inhabit many of the other residences, particularly farms and apartments. Other common raksha are scattered about as well, some as soliders in barracks or even as inanimate objects within otherwise abandoned houses. A handful of nobles also control areas of this waypoint, the most prominent of which are [[Blooming Radiance]], a Courtier appearing as a human woman (and who is also the loremaster of Clean Pillow Wish) and [[Purity Song]], an Artisan shaped as a human male. The pair are both extremely attractive and run the largest, most opulent and most obvious inn in the waypoint, the [[Resting Garden of Blossom and Song]]. It is the first major landmark one sees when entering the waypoint, an obvious place of rest and pampering. The approach is flanked by a number of other, lesser inns, each with workers outside attempting to tempt people to avoid the Garden and come into their inn instead.
'''Artless Penalty:''' None.


Regardless of where the visitors end up, raksha near them will use narrative shaping to build two interlocking stories, wether the visitors are affected by Clean Pillow Wish or not:
'''Arts''': None.


# "Weary from their travels and trials, the group finds a completely safe place to heal and rest and, after tending to their wounds, each retires to their own room for a long sleep." Those who go along with this narrative gain +1 dice to healing attempts. Any who resist, including those who rest as if not safe (such as sleeping in armor), sleep in the presence of others, or stand watch, receive a two die penalty to all actions.
'''Sciences''': None.
# "Filthy from travel and fighting, the group all take individual baths and feel much refreshed after." Those who go along with this narrative gain +1 dice on an immediate check to recover willpower. Those who resist this narrative, including those who don't remove everything to bath, or bathe in the presence of others, receive a two die penalty to all actions, including willpower recovery.


Visitors can accept or reject these narratives independently, with bonuses and penalties from each being cumulative. Note that any who accept any offered hospitality open themselves to the beguilement of the glory (see above) in addition to any other effects, even if they reject both of the shaping narratives.
'''Rituals''': Expand awareness?


Anyone who removes their clothing to bathe or sleep is visited by a small army of poppets and manikins (sometimes spawning from furnishings, or even the floor) who gather up their possessions and run away with them. Those who notice this will likely be able to stop some of their possessions from getting away, but the manikins will run in all directions, so gathering them all will require help or magic of some kind. If a visitor appears to be going after an artifact or iron item, nearby poppets will stop running and make distracting attacks in an effort to let the item be taken by others of their number.
'''Other Rule Changes''': None.


===The Vaporous Anchorage===
=== Bureaucracy ===


On top of trees, towers flying vehicles would connect to.
Bureaucracy works just as in canon rules.


The top is infested with giant, hot pink, wasps, with dog heads. Wyld creatures based on Ichneumon Hunters, but with:
'''Caste Ability For:''' Eclipse, Water, Endings


* Huge
'''Used For:''' evaluating goods (''Ex2'', pg. 135)
* Fangs
* Thick Skin
* In 2E, the ability to make coordinated attacks.


===The Vicious Bazaar===
'''Specialties''': Foot-Dragging, expediting, bribery, concealment, bending rules


A trading zone. Buildings from all angles. Gravity on surfaces.
'''Artless Penalty:''' Dealing with a bureaucracy for which you do not know the art carries a -3 external penalty and charms cost twice the usual number of motes.


Limit breaks?
'''Arts''': There are a number of spheres of existence, and each one has bureaucratic possibilities and practices nearly alien to the others. An art exists, therefore, for each of the major spheres: Creation, Yu-Shan, the Wyld, Underworld, Malfeas and Autochthonia. Knowing one of these arts prevents the penalty in, and increased mote cost of charms for, dealing with bureaucracies in that sphere.


* Guen - Seeing people being mistreated based on prejudice.
'''Aspects''': Aspects cover broad areas of existence that tends to manifest bureaucracy, such as Law, Commerce, Military, Government and Education.
* Gutts - Being insulted, belittled, demeaned or deliberately frustrated.
* Varden - Being frustrated by the intemperate or childish nature of the world around him.
* Adrios -
* Jorias - Being prevented from helping someone he wants to help


===The Clamorous Smoke===
'''Focus''': Focus in bureaucracy tends to be either regional, such as the Blessed Isle, the Scavenger Lands, Nexus, the Labyrinth, etc. or within a large organization, such as the Guild or the All-Seeing Eye.


Production.
'''Sciences''': None.


Machine behemoths.
'''Rituals''': Paperwork?


===The Antediluvian Necropolis===
'''Other Rule Changes''': None.


Translucent Dream Sheathing Technology
=== Craft ===


Ghosts?
Craft is assumed to be a general measure of creativity and self-expression through creation of objects.


===The Amaranthine Esplanade===
'''Caste Ability For:''' Twilight, Earth, Serenity


The approach to this waypoint gradually gives way to a light forest, which eventually turns a deep purple-red. As one journey's inward, small footpaths begin to appear, along with the occasional statue. Eventually, the grounds begin to take on a more orderly, cared for look, much like a lush city park. Statues, fountains, even an amphitheater or two, become common. As the only waypoint connecting to the Freehold's Glory, the entire purpose of this waypoint is to build up to it, both architecturally and emotionally.
'''Used For:''' Item creation, manse building (''Ex2'', pg 133), understanding how something was made (''Ex2'', pg 132),  


Materials of all kinds form the statuary, mostly marble, granite, crystal or glass, but occasionally living wood, jade or orichalcum. Over half of the statues capture [[Wyr'palja]] in various guises (e.g. warrior, mother, virgin, defender, statesman, artist, sorcerer, queen, temptress). In most combat-like poses, she is winged, even levitating above the ground in some cases. One of the largest fountains shows her forging a giant mechanical snake, surrounded by machine-men. Occasionally, she is joined by a male man/bird companion, but this companion always is missing a head, or has his face chiseled off. Other statues are generally smaller and less ornate, featuring humans of both genders. These statues, too, run the gamut from artist to diplomat to warrior. Notably absent are any statues of dragon-kings, dragon-blooded or gods (including the Unconquered Sun). One of the more striking fountains is a collection of beakers, bottles, pots, tubes and other dazzling glassware, each with liquid that swirls, bubbles, smokes, glows or sparkles, a giant replica of an alchemist's table.
'''Specialties''': Working in haste, improvised materials, style over substance, in groups


Once the circle has seen most of what they need to, a mighty wind rises. This wind is part of a narrative shaping from the Regency. It tells the following story: "A mighty wind arose, blowing the purple leaves so quickly, they cut like razors. The exalts cowardly abandoned their human charges and pressed on, leaving the hapless mortals to be blown out of the forest."
'''Artless Penalty:''' Using craft without a relevant art or science imposes a -2 penalty. Worse, no charms of any kind may be used in areas of Craft for which the exalt does not have an applicable art, aspect, focus or science.


As the forest approaches the Glory, the paths turn to streets, which become more grand. The grounds become very well kept, eventually giving way to a large city circle, built to focus all attention on the Glory.
'''Arts''': Knowing an art allows Craft charm use for tasks within the domain of the art. Standards arts are defined in the core book (pg. 107): Air, Earth, Fire, Water and Wood.  A number of esoteric arts are also available, usually limited to certain character types. Often these arts have their own systems and/or require skills or costs to use (e.g. Colleges, gossamer, etc.), but learning the art works as outlined in these rules. Feats made possible with esoteric craft arts are not generally possible without knowing them. Esoteric arts include: Fate (''Sidereals'', pg. 104), Glamour (''Fair Folk'', pg. 104), and the ghostly arts of Jadecrafting, Soulforging, Moliation and Pandemonium (''Abyssals'', pg. 232-234).


===The Imminent Eminence===
'''Aspects''': Aspects generally cover either broad areas of expertise within an art. The Wood art, for example might have aspects like cooking, brewing and leather working. Aspects might also take the form of broad regional styles, such as "northern cultural design" or "first age visual style".


At the center of the freehold, a wondrous palace fills all who see it with a sense of majesty and past accomplishment. Those who are exceptionally perceptive to emotional undercurrents (a Perception + Performance (5) test) might also get a sense of something being lost. A circle of 25 purple glass spires inscribes an area nearly two miles across and suspends the lowest level of the palace 100 yards above the ground. Glass, crystal and living plants form the remainder of the palace, spires of glass jutting from the primary spires and suspending countless gardens and pools, connected by an endless web of vines, crystal chutes and waterfalls. Small archways exist in each of the primary spires at ground level, leading to long vertical tubes running from the street to 200 yards in the air. Each of these tubes is the product of Translucent Dream Sheathing Technology (pg. 182), embodying the following shaping effect: "The visitor relaxed and the palace welcomed them, bringing them safely to the top of the tube". Visitors who accept the realty are brought to the top, but have essentially accepted the hospitality of the Freehold, opening them to beguilement (pg. 190). Those who refuse have to find their own way up, and are at two-die penalty to do so. The tube is constructed from very hard, very smooth glass.
'''Focus''': Focus in craft is a deep understanding of a very limited medium and style, such as "western stone engraving".


The tubes lead to a level of catwalks and platforms that float 100 yards above the lowest level of the palace (itself floating 100 yards off the ground). Most of these catwalks form a bewildering array of locations from which to view the level below, but some lead upwards to the network of hanging gardens and pools. These take the form of ropes, ladders, tubes and walkways of living wood, crystal, stone, even metal.
'''Sciences''': The universal Craft penalty is waved for tests involving a science that the character knows even one dot of. Characters may also buy specialties in sciences as if they were arts. Known sciences include:


The vast majority of the ground floor is a huge scale model of a majestic city, made from glass. Those who watch for even a few minutes will realize, however, that the city is continually shifting and rearranging itself without any real pattern. Streets split and reroute themselves. Buildings rise and fall, merge and divide, grow and shrink. Though it might, at first, appear that the city is running fast-forward through time, it soon becomes clear that the city changes in improbable, sometimes impossible, ways. No mortal, or even solar, would so randomly shift the features of the city, making straight streets oscillate back and forth, move one building across town then on top of another building, and so on. Further, the city plan makes no real sense, just a random collection of things being stuffed together in various ways.
* Magitech: Described in ''Wonders of the Lost Age'', knowing the science of magitech allows use of Craft skill on magical devices. Anywhere rules call for a Craft (Magictech) roll, use plain Craft ability (plus any magitech specialties) as the pool. The rating in this science acts as a limit: characters can only use the magitech science on artifacts, manses or devices with a rating equal to their magitech science rating or less. This science requires the Air and Fire arts and cannot be higher than the character's Lore rating.
* Genesis: Also described in ''Wonders of the Lost Age'', this science works just like magictech does, but replacing Craft (Genesis). This science requires the Wood art and cannot be higher than the lowest of the character's Lore, Medicine or Occult ratings.
* Necrosurgery: Introduced in ''Abyssals'' and expanded in the ''Book of Bone and Ebony'', necrosurgery is the science of assembling and animating dead flesh and harnessing necrotic energy. Anywhere rules called for Craft (Necrosurgery), use plain Craft ability (plus any necrosurgery specialties) as the pool. The rating in this science sets an upper limit on the size class (''BoBE'', pg. 97) or artifact rating of an item created using this science. Necrosurgery does not require knowledge of a craft art, but its rating may not exceed the lowest of the character's Lore, Medicine or Occult ratings.
* Perfection: This science deals with creating exceptional weapons and other creations and represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional weapons, armor and other items. It requires an art for creating such equipment (usually Fire). The first dot of this science allows objects to be made up to the level of "Exceptional" (see ''Players Guide'', pg. 145). The second allows creation of "Perfect" items. Generally learning this science beyond this is pointless. The magitech science may also be used for the creation of exceptional items, so this science is rare among exalts; however, the requirements for this science are less stringent, so mortals (and some exalts) may prefer this path.
* Permanence: This lost science contains the secrets to making self-sustaining items (see ''Wonders of the Lost Age'', pg. 7). No one knows it any more but, in theory, it's rating would define a limit on what level of artifacts could be made permanent.


The city is also populated by minute manikins who play out various scenes in the city over and over. Most are shaped like humans, but keen sight will reveal dragon-kings, spirits and god-blooded. Like the terrain, the details are always different, but there is a general cycle that repeats:
'''Rituals''': Craft as focus?


* The city is, briefly, and endless forest. Suddenly, from the center, a wave radiates outward, leaving towers, buildings and roads in its wake all circled by a wall.
'''Other Rule Changes''': None.
* The buildings grow tall and narrow (though never in the same way) and airships fly between them.
* The city freezes, and a vast funeral procession occurs somewhere.
* People suddenly swarm out of lesser buildings and storm more important looking ones. Mobs drag people out of these buildings and kill them.
* Large groups of people suddenly die, falling where they stand. Only a few remain roaming around.
* Hordes of strange people and creatures storm in from the edge of the model and rampage through the city.
* The city ripples and collapses in on itself, sinking into the ground, leaving only an endless forest behind.


On higher levels, each garden or pool seems to boast some obscure accomplishment, such as an invention or book or specific person. All the sites, however, seem to have been assembled by a psychotic, obviously trying to convey something, but without being clear about what. While Wyr'palja features prominently in many of these locations, the astute will notice that the focus is usually more on the city itself than on her. Some feature dragon-blooded and some mortals.
=== Fight ===


The place is largely un-populated, but a stray mortal might be found once in a while, usually emaciated and gazing in awe at something. Some are mindless husks. There may also be a corpse or two.
Fight allows a character to engage in personal close combat, with or without weapons, but not in warstriders (see Ordinance).
It combines Melee and Martial Arts (and, in the case of First Edition, Brawl) into a single ability, with a number of
arts covering various styles of fighting.


Misplaced Promise has embedded his own Cup into the spiritual structure of the freehold, forming this glory.  This allows him to prevent selected raksha within from naturally regaining Essence. He can also Cup-shape in any of the freehold's waypoints, and defend the waypoints from Sword-shaping. He could also reflexively give himself the Curse of Alienation though he would be unlikely to do so.
'''Caste Ability For''': Dawn, Water, Battles


At some point, Promise will send his spokesperson, [[Embouchurean]].
'''Used For:''' Combat


===The Sauroid Mnemonic===
'''Specialties''': Specialties cover situational aspects of fighting such as Multiple Opponents, Single Combat,
In Formation, While Blind, Under Water, Mounted


Remnants of Dragon Kings.
'''Artless Penalty:''' Fighting without knowing a related Art carries a -2 internal penalty. Fight charms provide no benefit in situations where no related art is known. Even with arts, without the science of Martial Synergy, charms from different arts may not be comboed.


Dragon king culture. Statues of Leena.
'''Arts''': Each fight-based art defines a particular fighting style, eliminating the penalty and allowing charm use (if any) with the weapons and techniques of that style. Learning the Snake Style art, for example, allows use of known Snake Style charms would eliminate the -2 internal penalty when making attacks in the snake style while unarmed or using the style's form weapons. The canonical Melee charm trees are each considered a style, but with an additional complication regarding style weapons: an different art is required to use each category of weapons. For example, the Solar Blade art would allow the use of the canonical solar Melee charms and eliminate penalties, but only for actions involving bladed weapons. The charms themselves need be learned only once, but an art must be purchased separately for each of the four weapon categories: blades, impact, polearms, martial arts.


Shaping trap with Dragon Kings devoting themselves to solars? Yes. From Hoi Polloi, shaping narrative says that DKs devote themselves to their solar masters, bringing gifts. Opens those who accept to beguilement.
When making a ranged attack without using charms, it is assumed that the character is attacking in the style of related art he knows. So, a character who knows two blade-related arts would be assumed to be using the style of either one when making sword attacks (thus avoiding the -2 penalty). He might stunt differently depending on which of the two arts he used, but there would be no other mechanical effect. Arts need not have associated charm trees. There are likely several mortal schools of thought on fencing, for example, each of which is represented as a different art, but none of which would have associated charms.


===The Impecunious Propinquity===
Some martial arts styles, like Air Dragon, may be a mix of unarmed and other combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Fight-related Air Dragon art, for example, allows use of known Air Dragon charms and would eliminate the -2 internal penalty when making unarmed Fight attacks, but not with Athletics tests using the chakram. Likewise, learning the Athletics-related Air Dragon art, for example, allows use of known Air Dragon charms and would eliminate the -2 internal penalty when making Athletics attacks using the chakram, but not unarmed Fight attacks.


A maze of slums.
For each dot of Fight purchased, a character may learn one Fight art for free. A solar with Fight 4, for example, might learn Solar Blade, Solar Impact, Snake Style and Solar Hero. A mortal with Fight 4, who does not care about charms but wants to avoid the artless penalty, might learn Unarmed, Blades, Impact and Polarms as arts.


Sorcery of being lost. Also fey, weird creatures, mortals, beastmen.
'''Aspects''': A typical aspect to a fighting art include various maneuvers or techniques used within a style, such as clinching, parries, attack, maiming, disarming, pulling blows, dual-weilding, etc.


===The Determined Citadel===
'''Focus''': A typical focus to a fighting art is a particular weapon. For example, someone with the Lunar Polearms art might choose a focus of Short Spear.
Stronghold. Center for active and aggressive strength.


Symbolism using both trees and the idea of power from the people.
'''Sciences''': Those who learn Fight sciences dedicate a large part of their lives to understanding every aspect of combat. They are often reclusive masters or famous sifu, or both. Often, they will have written philosophical texts on combat. There are two known Fight sciences are, both of which may also be be used with fighting style based Ranged and Athletics arts:


The Regency has embedded his own Sword Grace into the structure of Kinaniz to form its stronghold. This allows the freehold to control 40 waypoints, which the Regency may arrange has he sees fit. He can also Sword-shape in any of the freehold's waypoints, and defend the waypoints from Sword-shaping. He could also reflexively give himself the Curse of Namelessness, though he would be unlikely to do so.
*Martial Synergy: Those who dedicate time to this science study the flows of essence and underlying meaning of fighting styles. Their deep knowledge of the Perfected Lotus allows them to combine magic from different fighting styles. The rating of this science acts as a limit to the number of ''additional'' styles that may be added to Fight combos the character creates. So, a character with a rating of two in this science would allow the character to build combos containing charms from up to three fighting styles. Each such combo could contain a different combination of styles, but no more than three per combo. Note that this science allows much more combo flexibility than canon rules but costs significantly more for a feature that was canonically free. It allows, for example, combination of canon Melee and Martial Arts charms, but you pay for the priviledge.
*Expanding the Lotus: Only those who truly and deeply study the Perfected Lotus and its relation to the universe are qualified to add to it. Those who know this science have incorporated this knowledge into themselves so thoroughly, that they may create new martial arts styles. The first level of this science allows creation of mortal and terrestrial styles. The second allows creation of celestial styles and the third allows creation of sidereal styles. Sidereal characters reduce the cost (in bonus points or xp) to learn this science by three.


Defended by The Regency and Revolting Proletariat.
'''Other Rule Changes''':  When using this skill, canon Melee charm trees are considered distinct fighting
styles, much as First Edition Brawl trees were turned into styles in Second. Such styles may or may not have forms. For solar melee, Fivefold Bulwark Stance might work as a decent form. Terrestrial melee might use Refining the Inner Blade as a form. Other trees, like lunar armed combat may have no form at all. All, of course, allow armor.


=== The Avian Valence===
Martial art styles that allowed both ranged and close attacks to use the Martial Arts ability no longer do so, instead using the ability appropriate to the type of attack (see Athletics and Ranged).


Fountainhead gives freehold self-awareness and identity. Feminine/passive symbolism. A wooded glen, filled with [[Tribute Bird|Tribute Birds]]. These birds are elemental birds, made in tribute to Wyr'palja's love of birds. They hate Misplaced Promise and will bargain against him, but they hate each other more, so will undermine attempts of others.
'''Rituals''':Zen?


Hoi Polloi has embedded her own Ring Grace into the spiritual structure of Kinaniz to form its fountainhead, making the freehold conscious. This allows her to sense anything that happens in the freehold or near its pennants or cysts. She can also Ring-shape in any of the freehold's waypoints, and defend the waypoints with Ring-shaping. She could also reflexively give herself the Curse of Meekness, though she would never do so.
=== Instruction ===


Defended by Hoi Polloi and birds.
Instruction allows a character to more quickly and easily teach what they know to others.


===The Angelic Sacrifice===
'''Caste Ability For:''' Eclipse, Water, Endings


Before Q'in Sanizaj fell prey to the Great Contagion and the Fair Folk, a handful of raksha called the city home. One of these, an entertainer named Angel Finger, witnessed the formation of Kinaniz, and willingly joined it. Heartbroken at the loss of the city she loved, she volunteered her Heart to Kinaniz, sacrificing her existence to become the bonefire at the center of the unshaped's existence and turning it into a mobile freehold.
'''Used For''': Training others


A single cathedral-like room makes up this waypoint, Kinaniz' arcane redoubt. The room originally was an unrivaled First Age music hall, one of the wonders of  Q'in Sanizaj, constructed from equal parts crystalline and vegetative technology of the Dragon Kings. The room has been warped nearly beyond recognition, of course, the tall silver bonefire burning in the center. Air flows through the massive crystal and wood organ pipes, driven by large, misshapen bladders that expand and contract on their own accord. Gilded cages have been added over the centuries, holding wyld creatures possessing unnatural voices that sing, act, lecture or recite poetry. The choir loft is filled with what appears to be the happily singing heads of a mortal children's choir, all connected to the same millipede-like leather body. Instruments of all varieties, including an abundance of those not yet invented, play and move on their own accord, occasionally dancing to the music of their brethren. Individually, every sound, voice and song within the redoubt would make mortals weep with their beauty and passion, but combined the noise can nearly drive men mad.
'''Specialties''': Specific ability, specific attribute, specific martial arts style, teaching groups, training individuals


Misplaced Promise has attuned his heart to the redoubt, which allows him to enflesh himself within the freehold, becoming aware of all things the happen within and shape as if present anywhere within (all such test adding Essence successes). He can also spy on any carrying the freehold's pennants or cysts, and may wither this objects at will.
'''Artless Penalty:''' None.


Defended by Misplaced Promise.
'''Arts''': None.


===The Thoroughfare Lattice===
'''Sciences''': None.


Web of streets. You can fly inside if you want, but this makes you vulnerable to shaping? (Sorcery that allows flight, but forces you to respect the temple.)
'''Other Rule Changes''': Instruction comes into play most often while training other people, with the instructor reducing the amount of time training requires. Base training time now always begins as if no trainer was available, that is, double the values listed on page 274. If using a tutor, the tutor makes a Manipulation + Instruction test as a dramatic action, every two full successes on this roll cut the training time in half. If the instructor has a higher rating in what he is teaching than the student, he adds a number of dice equal to the difference in ratings to the teaching roll. The tutor must have an Instruction rating at least as high as the rating of the trait he is teaching or, if teaching a charm, to its minimum Essence requirement. It is possible for a tutor to help a student learn a trait the tutor does not have, but this is extremely difficult, both subtracting dice equal to the difference in ratings and requiring five full successes for each halving of the time. For example, a tutor with Dexterity 2 would be able to teach a student Dexterity 5 as long as the tutor also had Instruction 5, doing so at a 3 die penalty and needing five successes for each time reduction.


Within this reality, rasksha will use a shaping action to declare that "the heroes see the impressive display and run away, avoiding the freehold's guards." If the players accept this reality, they will have +1 die to escape the freehold. If they refuse, they suffer environmental penalties as per pg 134. Other raksha will form similar realities. Single target at a time?
Existing charms for teaching are scattered all over the charm trees, canonically. These are pulled out of these trees and unified into an instruction tree. For example, the solar Instruction tree would include Instruction excellencies, Tiger Warrior Training Technique, Harmonious Academic Methodology and Legendary Scholar Curriculum.


Perhaps other locations attempt to move the party in specific directions.
=== Integrity ===


Defended by [[Cahlenna]] and her entourage. Entourage victims of Extinction of Desire.
Integrity works just as in canon rules.


===The Reclaimed Sepulcher===
'''Caste Ability For:''' Zenith, Earth, Journeys


This is [[contains::Wyr'palja's mausoleum]]
'''Used For:''' Mental defense (''Ex2'', pg.172)


==Inhabitants==
'''Specialties''': Charms of a particular exalt type, spirit charms, the fair folk, persuasion, torture


===Guidance===
'''Artless Penalty:''' None.


The primary guiding intelligence of Kinaniz, [[Misplaced Promise]] is all that remains of the original spirit of [[Q'in Sanizaj]]. He has embedded his own graces in both the redoubt and the glory, and spends most of his time enfleshed in the body of Kinaniz. He occasionally takes the form of a winged, parrot-headed man. He seeks to return the city to its former glory, but has some confused notions about what its former glory. He will be torn about intruders trying to breach the tomb, concerned about what they might take or damage, but extremely curious about what is inside.
'''Arts''': None.


In addition to everything else it was, Q'in Sanizaj can legitimately claim to be the first city taken over by a largely mortal revolt (with the help of Dragon Kings, god-blooded and a raksha or two). All that remains of this revolutionary spirit and the government-by-the-people it spawned has coalesed into the [[Regency]], the second guiding intelligence of Kinaniz.
'''Sciences''': None.


The third and final guiding intelligence represents more of the "animal brain" of Kinaniz. Driven slightly insane when she was pulled into the formation of the unshaped, [[Hoi Polloi]] now lives for fun.
'''Other Rule Changes''': None.


In many ways, Misplaced Promise can be thought of as the ego of Kinaniz, the Regency the super-ego and Hoi Polloi the id.
=== Investigation ===


===Raksha===
Investigation works just as in canon rules.


Misplaced Promise does not trust the Fair Folk (a reaction against the Fair Folk's destruction of Qin, which he remembers only subconsciously). As a result, Promise tends to turn the Sword grace of any raksha he defeats into behemoths with Great Words of the Sword. He then forces the raksha to maintain the behemoth and take the shape of a [[Tribute Bird]]. The graces of common raksha are usually forged into a [[Mute Sentinel]]. Those of nobles, typical of the "run by the common man" nature of Qin, are usually forged into mounts of the sentinels. Some, however, become more esoteric beasts that prowl the labryth.
'''Caste Ability For:''' Twilight, Water, Secrets


===Behemoths===
'''Used For:''' Reading motivation, lie detection (''Ex2'', pg.131), examining scene, concealing evidence (''Ex2'', pg.132), countering surprise social attacks (''Ex2'', pg.169), attacking and parrying in social combat (''Ex2'', pg.172).


*[[Revolting Proletariat]]
'''Specialties''': Library research, conducting interviews, finding concealed objects, reconstructing events
*[[Diamaskratos]] and [[Erratic Threnody]]
*[[Mute Sentinel]]
*Mortals mutated by Behemoth-Forging Meditation


===Others===
'''Artless Penalty:''' None.


*Poppets
'''Arts''': None.
*Awakened Dream Manufacture, some as citizens, some as their tools.
*Shape Forged Servant
*Tainted Creature Command


== Booty ==
'''Sciences''': None.


*[[Regrettable Evacuation Curse]] - Held by Misplaced Promise
'''Other Rule Changes''': None.
*[[Clean Pillow Wish]]


== Statistics ==
=== Larceny ===


Freehold {{Dots|5}}<br>
'''Caste Ability For:''' Night, Water, Secrets
Heart: Embedded by Misplaced Promise.<br>
Stronghold: {{Dots|4}} - formed using the Regency's sword grace. 40 waypoints maximum<br>
Glory: {{Dots|5}} Misplaced Promise embedded own cup grace<br>
Fountainhead: {{Dots|1}} - formed using
Hoi Polloi's ring grace<br>
Throne Room: none<br>
Tokens: Cyst {{Dots|2}} (Misplaced Promise), Cyst {{Dots|1}} (The Regency), Cyst {{Dots|1}} (Hoi Polloi), six pennants


[[Category:Location]] [[campaign::Forgotten Suns| ]] [[race::raksha| ]]
'''Used For:''' Disguise, picking locks, picking pockets, shoplifting, slight of hand (''Ex2'', pg.128).
[[Category:Freehold]]
 
'''Specialties''': Lock picking, con games, a specific city, cheating at dice, fencing stolen goods, scoring drugs, a certain type of mark, organized crime
 
'''Artless Penalty:''' None.
 
'''Arts''': Much like occult, anyone trained in larceny may perform larcenous tasks at no penalty; however, some train specially in certain disciplines of larceny, elevating them to art. The benefit of knowing a larceny art is that it lowers the difficulty to perform related tasks by 1 (min 1) ''and'' increases the difficulty of the results from being detected by one. The three larceny arts are: Disguise, Forgery and Prestidigitation.
 
'''Aspects''': Aspects in the larcenous arts deal with the various methods of any art. Disguise aspects would be Self, Others, Specific People, Generic People, etc.. Forgery aspects would be different media, such as Documents, Artwork, Signatures. Prestidigitation aspects are Palming, Shell Games, Trick Sets, etc.
 
'''Focus''': To focus on a larcenous art is to build knowledge of as specific use for an art, such as specific types of disguises (e.g. Immaculate Priests, leprosy victims, etc.), styles of forgery (e.g. the style of a particular artist, the documents of a certain city, etc.) or a particular style of trick (e.g. coin tricks, forcing cards, cup and balls, three-card monte, making elephants disappear, etc.)
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Linguistics ===
 
'''Caste Ability For:''' Night, Air, Serenity
 
'''Used For:''' Knowing languages, social attacks (''Ex2'', pg. 172), written attacks (''Ex2'', pg. 175),
 
'''Specialties''':
 
'''Artless Penalty:''' Linguistics tests using a language the character does not know imposes a -4 die penalty.
 
'''Arts''': Linguistics has two general arts: Calligraphy and Poetry. Characters with Calligraphy may use Linguistics skill instead of Craft (Air) for tests of penmanship. Poets gain two dice on any linguistics test in which they use poetry in a venue where it might be relevant, for example social attacks within a culture that admires poetry.
 
'''Aspects''': Individual languages are purchased as Linguistics aspects. With each dot of Linguistics, the character gains a language for free. Different styles of poetry may also be taken as aspects.
 
'''Focus''': A regional dialect would be represented as a focus. A character could also focus on the written or oral use of a particular language. Specific subject matter can also be taken as a focus of Poetry.
 
'''Sciences''': None
 
'''Rituals''': Written stuff?
 
=== Lore ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Medicine ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Occult ===
 
Ability to manipulate and channel essence
 
'''Caste Ability For:'''
 
'''Used For:'''
 
'''Specialties''': Supernatural Etiquette, Exotic Cults, Ghosts, Spirits, The Wyld, Undead.
 
'''Artless Penalty:''' None. Anyone with Occult skill can practice thaumaturgy without knowing arts.
 
'''Arts''': Summoning, Warding, Astrology (''Player's Guide'', pp. 126-136). The primary effect of knowing an art is to provide +2 dice to tests that use it. (Note that this means that, since the most general art, aspect or focus provides the default art benefit, someone with only an aspect, for example, would get +2 dice.)
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': Alchemy, Enchantment, Geomancy, Weather Working (''Player's Guide'', pp. 136-148) Spellcraft
 
'''Other Rule Changes''': Occult used to attune to Manses, not Lore.
 
'''Ritual''': Manse attunment.
 
=== Performance ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': Oratory, Instrumental, Dance, Song, Acting. I'd make the artless penalty -2 and disallow supplemental charms use unless you have the art.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': Add a science to Performance called Staging, which covers things like special effects, faking assassinations, lighting for emotional effect, etc. Not sure what it would limit, though.
 
'''Other Rule Changes''': None.
 
=== Politics ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
The relationship of Politics to other social skills is akin to the relationship War has to more personal
combat skills.
 
=== Presence ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Profession ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Ranged ===
 
Ranged ability governs the use of personal devices that launch projectiles, either through strength, chemical reaction or magic. Ranged does not cover weapons that are thrown by hand (which is now covered by Athletics) or large ranged siege weapons like catapults (which is now covered by Ordinance).
 
'''Caste Ability For:''' Dawn, Wood, Journeys
 
'''Specialties''': Specialties cover situational aspects of using ranged weapons, such as From Horseback, Indoors, While Flying, In Formation, etc.
 
'''Artless Penalty:''' Fighting without knowing a related Art carries a -2 internal penalty. Ranged charms provide no benefit in situations where no related art is known. Even with arts, without the science of Martial Synergy, charms from different arts may not be comboed.
 
'''Arts''': Ranged works much like Fight, with each ranged-based art defines a particular fighting style, eliminating the penalty and allowing charm use (if any) with the weapons and techniques of that style. The canonical Archery charm trees are each considered a style, but with an additional complication regarding style weapons: an different art is required to use each category of weapons. For example, the Solar Bow art would allow the use of the canonical solar Archery charms and eliminate penalties, but only for actions involving bows. The charms themselves need be learned only once, but an art must be purchased separately for each of the three weapon categories: bows (which includes crossbows), ignition (including firewands and other "gun" weapons), essence (covering magical projectiles, such as those from man-portable implosion bows).
 
When making a ranged attack without using charms, it is assumed that the character is attacking in the style of related art he knows. So, a character who knows two bow-related arts would be assumed to be using the style of either one when making bow attacks (thus avoiding the -2 penalty). He might stunt differently depending on which of the two arts he used, but there would be no other mechanical effect. Arts need not have associated charm trees. There are likely several mortal schools of thought on archery, for example, each of which is represented as a different art, but none of which would have associated charms.
 
Some martial arts styles, like Wood Dragon, may be a mix of unarmed and ranged combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Ranged-related Wood Dragon art, for example, allows use of known Wood Dragon charms and would eliminate the -2 internal penalty when making attacks in the wood dragon style with a bow, but not unarmed. Likewise, learning the Fight-related Wood Dragon art, for example, allows use of known Wood Dragon charms and would eliminate the -2 internal penalty when making attacks in the wood dragon style while unarmed, but not with a bow.
 
For every two full dots of Ranged purchased, a character may learn one Ranged art for free. A Eclipse solar with Ranged 4, for example, might learn Solar Bow and Terrestrial Bow. A mortal with Fight 4, who does not care about charms but wants to avoid the artless penalty, might learn Bow and a mortal martial arts style based around flame weapons as arts.
 
'''Aspects''': A typical aspect to a fighting art include various maneuvers or techniques used within a style, such as trick shots, rope-cutting, indirect fire, hunting, etc.
 
'''Focus''': A typical focus to a fighting art is a particular weapon or ammunition. For example, someone with the Sidereal Bow art might choose a focus of Short Bow or Frog-Crotch Arrows.
 
'''Sciences''': Ranged has no sciences of its own; however, it may benefit from the Fight sciences to, for example, create combos using multiple Ranged arts, or even a mix of Ranged and Fight arts. This does not change charm definitions, however. A charm that specifically enhances ranged attacks cannot be "forced" to combo with a charm specifically for unarmed attacks.
 
'''Other Rule Changes''':  When using this skill, canon Archery charm trees are considered distinct fighting styles, much as First Edition Brawl trees were turned into styles in Second. Such styles are usually formless. All, of course, allow armor.
 
Of existing martial arts styles, Righteous Devil styles is now considered a solely Range-based style, while Wood Dragon is both Ranged and Fight.
 
=== Resistance ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Ride ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Socialize ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Stealth ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':  
 
'''Focus''':  
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Survival ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': Possibly Survival arts for various environments: Alpine, Jungle, etc.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== Thrown ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.
 
=== War ===
 
'''Caste Ability For:'''
 
'''Specialties''':
 
'''Artless Penalty:''' None.
 
'''Arts''': None.
 
'''Aspects''':
 
'''Focus''':
 
'''Sciences''': None.
 
'''Other Rule Changes''': None.

Revision as of 00:01, 15 August 2006

  • Combine MA and Melee into Fight
  • Make Dodge an art of Athletics
  • Melee charm trees become exalt-type specific MA styles, allowing all weapons and all armor, but having weaker (or no) forms. Form for the "Solar Blade" style would be Fivefold Bulwark Stance, probably. DB would be Refining the Inner Blade (which actually would make the whole style cool, I thnk). Sid and lunar would probably have no form.
  • Make thrown weapon attacks use Athletics skill generically, but change thrown charm trees into specific MA styles.
  • Continue to use Archery for personal ranged weapons (bows, crossbows, firewands, etc.). Maybe change the name to "Ranged".
  • Add an ability (maybe called Seige, or Wartech, or Ordinance) which governs the use of heavy weapons (implosion bows, manse weapons). Also governs piloting (and attacking with) warstriders. If you wanted a low impact change, you could just reuse the Archery charms for this ability as well. It can think of some cool charms specific to heavy weapons and warstriders though, and some reasons why Archery charms for them would be undesireable.
  • Move Ride to Dawn list.
  • Add Eclipse ability of Instruction, and move the charms for teaching people things that are scattered all over (mostly in War and Lore) into the charm tree for this ability. Instruction could also affect training times (and, perhaps, cost). This has the advantage of making Lore less broad, something I think it could use.
  • Hell, might as well use Profession while I'm at it. This turns Sail into a more generic ability and makes Craft less generic (sort of).

So, that would leave (changes from 2nd edition solars and 1st edition everything else in bold):

  • Dawn - Fight, Ordinance, Ranged, Ride, War
  • Zenith - Integrity, Performance, Presence, Resistance, Survival
  • Twilight - Craft, Investigation, Lore, Medicine, Occult
  • Night - Athletics (which now allows thrown attacks, but not charms), Awareness, Lingusitics, Larceny, Stealth
  • Eclipse - Bureaucracy, Instruction, Politics, Profession, Socialize
  • Air - Instruction, Linguistics, Lore, Occult, Stealth
  • Earth - Awareness, Craft, Integrity, Resistance, War
  • Fire - Athletics, Politics, Presence, Socialize, Ordinance,
  • Water - Fight, Bureaucracy, Investigation, Larceny, Profession
  • Wood - Medicine, Performance, Ranged, Ride, Survival
  • Journeys - Integrity, Ranged, Ride, Profession, Survival
  • Serenity - Athletics, Craft, Linguistics, Performance, Socialize
  • Battles - Fight, Ordinance, Presence, Resistance, War
  • Secrets - Investigation, Larceny, Lore, Occult, Stealth
  • Endings - Awareness, Bureaucracy, Instruction, Medicine, Politics

Abilities

As mentioned above, different abilities have different uses for arts and sciences. Many have none. The skills break down like so:

Athletics

Athletics allows a character control over her own movement, coordination, balance and application of physical strength. It governs leaping, climbing, acrobatics, sport and reflexes. Athletics also now incorporates the canon skills of Dodge and Thrown as arts, treating the charm trees for those skills almost like martial arts styles. In actual martial arts styles based on thrown weapons are now governed by Athletics.

Caste Ability For: Night, Fire, Serenity

Used For: Physical actions, thrown combat, dodging

Specialties: Climbing, Leaping, Running, Lifting, Uneven Terrain, In Alpine Environments, etc.

Artless Penalty: Anyone with Athletics may make any athletics test (even to dodge or throw weapons) at no penalty and use Athletics charms; however, each Athletics-based art usually as associated charms which may not be used without knowing the art. Furthermore, while charms associated with an art may be comboed within the art, they may not be comboed with charms from other arts without the science of Martial Synergy (unless, of course, the charm specifically allows this).

Arts: Athletics-based arts represent specific schools of movement, usually containing associated charm trees. Canonical Thrown and Dodge trees are now considered to represent specific martial arts styles. Thus, knowing Solar Thrown as an art allows access to solar thrown charms. An Eclipse might learn both Solar Dodge and Sidereal Dodge as arts to gain access to those charms.

Some martial arts styles, like Air Dragon, may be a mix of unarmed and thrown combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Athletics-related Air Dragon art, for example, allows use of known Air Dragon charms with chakram, but not unarmed. Likewise, learning the Fight-related Air Dragon art allows use of known Air Dragon charms while unarmed, but not with a chakram. Such styles always use Athletics for thrown attacks and Fight for unarmed attacks.

There may also be arts that require extreme physical training or dedication, without actually having associated charms. For example, Yoga might be an art, or the physical techniques one must master to be an escape artist.

Buying dots in Athletics does not provide any arts for free.

Aspects: Aspects for athletics based arts would be based on specific maneuvers or situations. Dodge aspects include Multiple Opponents, Leaping Dodges, Multiple Opponents, Dodging Ranged Weapons and so on. Thrown aspects include While Running, At Long Range, Ricochets, etc.

Focus: A typical focus for thrown based arts would be a specific thrown weapon. A dodge focus would usually be avoiding attacks from a specific kind of opponent, such as animals or undead.

Sciences: Athletics has no sciences of its own; however, it may benefit from the Fight sciences to, for example, create combos using multiple Athletics arts, or even a mix of Athletics and Fight arts. This does not change charm definitions, however. A charm that specifically enhances ranged attacks cannot be "forced" to combo with a charm specifically for unarmed attacks.

Rituals: Training?

Other Rule Changes: When using this skill, canon Thrown charm trees are considered distinct fighting styles, much as First Edition Brawl trees were turned into styles in Second. Such styles are usually formless. All, of course, allow armor. Likewise, canon Dodge trees become much like styles, though are always formless.

Of existing martial arts styles, Air Dragon is both Athletics and Fight.

Awareness

Awareness works just as in canon rules.

Caste Ability For: Night, Earth, Endings

Used For: Noticing details, vision (Ex2, pg. 135), detecting stealth (Ex2, pg. 131), penetrating disguises, resisting theft (Ex2, pg. 128), joining battle (Ex2, pg. 141), noticing unexpected attacks (Ex2, pg. 155), resisting surprise (Ex2, pg. 156)

Specialties: Visual, Auditory, Olfactory, Sensing Ambushes, Keeping Watch

Artless Penalty: None.

Arts: None.

Sciences: None.

Rituals: Expand awareness?

Other Rule Changes: None.

Bureaucracy

Bureaucracy works just as in canon rules.

Caste Ability For: Eclipse, Water, Endings

Used For: evaluating goods (Ex2, pg. 135)

Specialties: Foot-Dragging, expediting, bribery, concealment, bending rules

Artless Penalty: Dealing with a bureaucracy for which you do not know the art carries a -3 external penalty and charms cost twice the usual number of motes.

Arts: There are a number of spheres of existence, and each one has bureaucratic possibilities and practices nearly alien to the others. An art exists, therefore, for each of the major spheres: Creation, Yu-Shan, the Wyld, Underworld, Malfeas and Autochthonia. Knowing one of these arts prevents the penalty in, and increased mote cost of charms for, dealing with bureaucracies in that sphere.

Aspects: Aspects cover broad areas of existence that tends to manifest bureaucracy, such as Law, Commerce, Military, Government and Education.

Focus: Focus in bureaucracy tends to be either regional, such as the Blessed Isle, the Scavenger Lands, Nexus, the Labyrinth, etc. or within a large organization, such as the Guild or the All-Seeing Eye.

Sciences: None.

Rituals: Paperwork?

Other Rule Changes: None.

Craft

Craft is assumed to be a general measure of creativity and self-expression through creation of objects.

Caste Ability For: Twilight, Earth, Serenity

Used For: Item creation, manse building (Ex2, pg 133), understanding how something was made (Ex2, pg 132),

Specialties: Working in haste, improvised materials, style over substance, in groups

Artless Penalty: Using craft without a relevant art or science imposes a -2 penalty. Worse, no charms of any kind may be used in areas of Craft for which the exalt does not have an applicable art, aspect, focus or science.

Arts: Knowing an art allows Craft charm use for tasks within the domain of the art. Standards arts are defined in the core book (pg. 107): Air, Earth, Fire, Water and Wood. A number of esoteric arts are also available, usually limited to certain character types. Often these arts have their own systems and/or require skills or costs to use (e.g. Colleges, gossamer, etc.), but learning the art works as outlined in these rules. Feats made possible with esoteric craft arts are not generally possible without knowing them. Esoteric arts include: Fate (Sidereals, pg. 104), Glamour (Fair Folk, pg. 104), and the ghostly arts of Jadecrafting, Soulforging, Moliation and Pandemonium (Abyssals, pg. 232-234).

Aspects: Aspects generally cover either broad areas of expertise within an art. The Wood art, for example might have aspects like cooking, brewing and leather working. Aspects might also take the form of broad regional styles, such as "northern cultural design" or "first age visual style".

Focus: Focus in craft is a deep understanding of a very limited medium and style, such as "western stone engraving".

Sciences: The universal Craft penalty is waved for tests involving a science that the character knows even one dot of. Characters may also buy specialties in sciences as if they were arts. Known sciences include:

  • Magitech: Described in Wonders of the Lost Age, knowing the science of magitech allows use of Craft skill on magical devices. Anywhere rules call for a Craft (Magictech) roll, use plain Craft ability (plus any magitech specialties) as the pool. The rating in this science acts as a limit: characters can only use the magitech science on artifacts, manses or devices with a rating equal to their magitech science rating or less. This science requires the Air and Fire arts and cannot be higher than the character's Lore rating.
  • Genesis: Also described in Wonders of the Lost Age, this science works just like magictech does, but replacing Craft (Genesis). This science requires the Wood art and cannot be higher than the lowest of the character's Lore, Medicine or Occult ratings.
  • Necrosurgery: Introduced in Abyssals and expanded in the Book of Bone and Ebony, necrosurgery is the science of assembling and animating dead flesh and harnessing necrotic energy. Anywhere rules called for Craft (Necrosurgery), use plain Craft ability (plus any necrosurgery specialties) as the pool. The rating in this science sets an upper limit on the size class (BoBE, pg. 97) or artifact rating of an item created using this science. Necrosurgery does not require knowledge of a craft art, but its rating may not exceed the lowest of the character's Lore, Medicine or Occult ratings.
  • Perfection: This science deals with creating exceptional weapons and other creations and represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional weapons, armor and other items. It requires an art for creating such equipment (usually Fire). The first dot of this science allows objects to be made up to the level of "Exceptional" (see Players Guide, pg. 145). The second allows creation of "Perfect" items. Generally learning this science beyond this is pointless. The magitech science may also be used for the creation of exceptional items, so this science is rare among exalts; however, the requirements for this science are less stringent, so mortals (and some exalts) may prefer this path.
  • Permanence: This lost science contains the secrets to making self-sustaining items (see Wonders of the Lost Age, pg. 7). No one knows it any more but, in theory, it's rating would define a limit on what level of artifacts could be made permanent.

Rituals: Craft as focus?

Other Rule Changes: None.

Fight

Fight allows a character to engage in personal close combat, with or without weapons, but not in warstriders (see Ordinance). It combines Melee and Martial Arts (and, in the case of First Edition, Brawl) into a single ability, with a number of arts covering various styles of fighting.

Caste Ability For: Dawn, Water, Battles

Used For: Combat

Specialties: Specialties cover situational aspects of fighting such as Multiple Opponents, Single Combat, In Formation, While Blind, Under Water, Mounted

Artless Penalty: Fighting without knowing a related Art carries a -2 internal penalty. Fight charms provide no benefit in situations where no related art is known. Even with arts, without the science of Martial Synergy, charms from different arts may not be comboed.

Arts: Each fight-based art defines a particular fighting style, eliminating the penalty and allowing charm use (if any) with the weapons and techniques of that style. Learning the Snake Style art, for example, allows use of known Snake Style charms would eliminate the -2 internal penalty when making attacks in the snake style while unarmed or using the style's form weapons. The canonical Melee charm trees are each considered a style, but with an additional complication regarding style weapons: an different art is required to use each category of weapons. For example, the Solar Blade art would allow the use of the canonical solar Melee charms and eliminate penalties, but only for actions involving bladed weapons. The charms themselves need be learned only once, but an art must be purchased separately for each of the four weapon categories: blades, impact, polearms, martial arts.

When making a ranged attack without using charms, it is assumed that the character is attacking in the style of related art he knows. So, a character who knows two blade-related arts would be assumed to be using the style of either one when making sword attacks (thus avoiding the -2 penalty). He might stunt differently depending on which of the two arts he used, but there would be no other mechanical effect. Arts need not have associated charm trees. There are likely several mortal schools of thought on fencing, for example, each of which is represented as a different art, but none of which would have associated charms.

Some martial arts styles, like Air Dragon, may be a mix of unarmed and other combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Fight-related Air Dragon art, for example, allows use of known Air Dragon charms and would eliminate the -2 internal penalty when making unarmed Fight attacks, but not with Athletics tests using the chakram. Likewise, learning the Athletics-related Air Dragon art, for example, allows use of known Air Dragon charms and would eliminate the -2 internal penalty when making Athletics attacks using the chakram, but not unarmed Fight attacks.

For each dot of Fight purchased, a character may learn one Fight art for free. A solar with Fight 4, for example, might learn Solar Blade, Solar Impact, Snake Style and Solar Hero. A mortal with Fight 4, who does not care about charms but wants to avoid the artless penalty, might learn Unarmed, Blades, Impact and Polarms as arts.

Aspects: A typical aspect to a fighting art include various maneuvers or techniques used within a style, such as clinching, parries, attack, maiming, disarming, pulling blows, dual-weilding, etc.

Focus: A typical focus to a fighting art is a particular weapon. For example, someone with the Lunar Polearms art might choose a focus of Short Spear.

Sciences: Those who learn Fight sciences dedicate a large part of their lives to understanding every aspect of combat. They are often reclusive masters or famous sifu, or both. Often, they will have written philosophical texts on combat. There are two known Fight sciences are, both of which may also be be used with fighting style based Ranged and Athletics arts:

  • Martial Synergy: Those who dedicate time to this science study the flows of essence and underlying meaning of fighting styles. Their deep knowledge of the Perfected Lotus allows them to combine magic from different fighting styles. The rating of this science acts as a limit to the number of additional styles that may be added to Fight combos the character creates. So, a character with a rating of two in this science would allow the character to build combos containing charms from up to three fighting styles. Each such combo could contain a different combination of styles, but no more than three per combo. Note that this science allows much more combo flexibility than canon rules but costs significantly more for a feature that was canonically free. It allows, for example, combination of canon Melee and Martial Arts charms, but you pay for the priviledge.
  • Expanding the Lotus: Only those who truly and deeply study the Perfected Lotus and its relation to the universe are qualified to add to it. Those who know this science have incorporated this knowledge into themselves so thoroughly, that they may create new martial arts styles. The first level of this science allows creation of mortal and terrestrial styles. The second allows creation of celestial styles and the third allows creation of sidereal styles. Sidereal characters reduce the cost (in bonus points or xp) to learn this science by three.

Other Rule Changes: When using this skill, canon Melee charm trees are considered distinct fighting styles, much as First Edition Brawl trees were turned into styles in Second. Such styles may or may not have forms. For solar melee, Fivefold Bulwark Stance might work as a decent form. Terrestrial melee might use Refining the Inner Blade as a form. Other trees, like lunar armed combat may have no form at all. All, of course, allow armor.

Martial art styles that allowed both ranged and close attacks to use the Martial Arts ability no longer do so, instead using the ability appropriate to the type of attack (see Athletics and Ranged).

Rituals:Zen?

Instruction

Instruction allows a character to more quickly and easily teach what they know to others.

Caste Ability For: Eclipse, Water, Endings

Used For: Training others

Specialties: Specific ability, specific attribute, specific martial arts style, teaching groups, training individuals

Artless Penalty: None.

Arts: None.

Sciences: None.

Other Rule Changes: Instruction comes into play most often while training other people, with the instructor reducing the amount of time training requires. Base training time now always begins as if no trainer was available, that is, double the values listed on page 274. If using a tutor, the tutor makes a Manipulation + Instruction test as a dramatic action, every two full successes on this roll cut the training time in half. If the instructor has a higher rating in what he is teaching than the student, he adds a number of dice equal to the difference in ratings to the teaching roll. The tutor must have an Instruction rating at least as high as the rating of the trait he is teaching or, if teaching a charm, to its minimum Essence requirement. It is possible for a tutor to help a student learn a trait the tutor does not have, but this is extremely difficult, both subtracting dice equal to the difference in ratings and requiring five full successes for each halving of the time. For example, a tutor with Dexterity 2 would be able to teach a student Dexterity 5 as long as the tutor also had Instruction 5, doing so at a 3 die penalty and needing five successes for each time reduction.

Existing charms for teaching are scattered all over the charm trees, canonically. These are pulled out of these trees and unified into an instruction tree. For example, the solar Instruction tree would include Instruction excellencies, Tiger Warrior Training Technique, Harmonious Academic Methodology and Legendary Scholar Curriculum.

Integrity

Integrity works just as in canon rules.

Caste Ability For: Zenith, Earth, Journeys

Used For: Mental defense (Ex2, pg.172)

Specialties: Charms of a particular exalt type, spirit charms, the fair folk, persuasion, torture

Artless Penalty: None.

Arts: None.

Sciences: None.

Other Rule Changes: None.

Investigation

Investigation works just as in canon rules.

Caste Ability For: Twilight, Water, Secrets

Used For: Reading motivation, lie detection (Ex2, pg.131), examining scene, concealing evidence (Ex2, pg.132), countering surprise social attacks (Ex2, pg.169), attacking and parrying in social combat (Ex2, pg.172).

Specialties: Library research, conducting interviews, finding concealed objects, reconstructing events

Artless Penalty: None.

Arts: None.

Sciences: None.

Other Rule Changes: None.

Larceny

Caste Ability For: Night, Water, Secrets

Used For: Disguise, picking locks, picking pockets, shoplifting, slight of hand (Ex2, pg.128).

Specialties: Lock picking, con games, a specific city, cheating at dice, fencing stolen goods, scoring drugs, a certain type of mark, organized crime

Artless Penalty: None.

Arts: Much like occult, anyone trained in larceny may perform larcenous tasks at no penalty; however, some train specially in certain disciplines of larceny, elevating them to art. The benefit of knowing a larceny art is that it lowers the difficulty to perform related tasks by 1 (min 1) and increases the difficulty of the results from being detected by one. The three larceny arts are: Disguise, Forgery and Prestidigitation.

Aspects: Aspects in the larcenous arts deal with the various methods of any art. Disguise aspects would be Self, Others, Specific People, Generic People, etc.. Forgery aspects would be different media, such as Documents, Artwork, Signatures. Prestidigitation aspects are Palming, Shell Games, Trick Sets, etc.

Focus: To focus on a larcenous art is to build knowledge of as specific use for an art, such as specific types of disguises (e.g. Immaculate Priests, leprosy victims, etc.), styles of forgery (e.g. the style of a particular artist, the documents of a certain city, etc.) or a particular style of trick (e.g. coin tricks, forcing cards, cup and balls, three-card monte, making elephants disappear, etc.)

Sciences: None.

Other Rule Changes: None.

Linguistics

Caste Ability For: Night, Air, Serenity

Used For: Knowing languages, social attacks (Ex2, pg. 172), written attacks (Ex2, pg. 175),

Specialties:

Artless Penalty: Linguistics tests using a language the character does not know imposes a -4 die penalty.

Arts: Linguistics has two general arts: Calligraphy and Poetry. Characters with Calligraphy may use Linguistics skill instead of Craft (Air) for tests of penmanship. Poets gain two dice on any linguistics test in which they use poetry in a venue where it might be relevant, for example social attacks within a culture that admires poetry.

Aspects: Individual languages are purchased as Linguistics aspects. With each dot of Linguistics, the character gains a language for free. Different styles of poetry may also be taken as aspects.

Focus: A regional dialect would be represented as a focus. A character could also focus on the written or oral use of a particular language. Specific subject matter can also be taken as a focus of Poetry.

Sciences: None

Rituals: Written stuff?

Lore

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Medicine

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Occult

Ability to manipulate and channel essence

Caste Ability For:

Used For:

Specialties: Supernatural Etiquette, Exotic Cults, Ghosts, Spirits, The Wyld, Undead.

Artless Penalty: None. Anyone with Occult skill can practice thaumaturgy without knowing arts.

Arts: Summoning, Warding, Astrology (Player's Guide, pp. 126-136). The primary effect of knowing an art is to provide +2 dice to tests that use it. (Note that this means that, since the most general art, aspect or focus provides the default art benefit, someone with only an aspect, for example, would get +2 dice.)

Aspects:

Focus:

Sciences: Alchemy, Enchantment, Geomancy, Weather Working (Player's Guide, pp. 136-148) Spellcraft

Other Rule Changes: Occult used to attune to Manses, not Lore.

Ritual: Manse attunment.

Performance

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: Oratory, Instrumental, Dance, Song, Acting. I'd make the artless penalty -2 and disallow supplemental charms use unless you have the art.

Aspects:

Focus:

Sciences: Add a science to Performance called Staging, which covers things like special effects, faking assassinations, lighting for emotional effect, etc. Not sure what it would limit, though.

Other Rule Changes: None.

Politics

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

The relationship of Politics to other social skills is akin to the relationship War has to more personal combat skills.

Presence

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Profession

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Ranged

Ranged ability governs the use of personal devices that launch projectiles, either through strength, chemical reaction or magic. Ranged does not cover weapons that are thrown by hand (which is now covered by Athletics) or large ranged siege weapons like catapults (which is now covered by Ordinance).

Caste Ability For: Dawn, Wood, Journeys

Specialties: Specialties cover situational aspects of using ranged weapons, such as From Horseback, Indoors, While Flying, In Formation, etc.

Artless Penalty: Fighting without knowing a related Art carries a -2 internal penalty. Ranged charms provide no benefit in situations where no related art is known. Even with arts, without the science of Martial Synergy, charms from different arts may not be comboed.

Arts: Ranged works much like Fight, with each ranged-based art defines a particular fighting style, eliminating the penalty and allowing charm use (if any) with the weapons and techniques of that style. The canonical Archery charm trees are each considered a style, but with an additional complication regarding style weapons: an different art is required to use each category of weapons. For example, the Solar Bow art would allow the use of the canonical solar Archery charms and eliminate penalties, but only for actions involving bows. The charms themselves need be learned only once, but an art must be purchased separately for each of the three weapon categories: bows (which includes crossbows), ignition (including firewands and other "gun" weapons), essence (covering magical projectiles, such as those from man-portable implosion bows).

When making a ranged attack without using charms, it is assumed that the character is attacking in the style of related art he knows. So, a character who knows two bow-related arts would be assumed to be using the style of either one when making bow attacks (thus avoiding the -2 penalty). He might stunt differently depending on which of the two arts he used, but there would be no other mechanical effect. Arts need not have associated charm trees. There are likely several mortal schools of thought on archery, for example, each of which is represented as a different art, but none of which would have associated charms.

Some martial arts styles, like Wood Dragon, may be a mix of unarmed and ranged combat. To use an ability with styles like this, an art must be learned for each ability. Learning the Ranged-related Wood Dragon art, for example, allows use of known Wood Dragon charms and would eliminate the -2 internal penalty when making attacks in the wood dragon style with a bow, but not unarmed. Likewise, learning the Fight-related Wood Dragon art, for example, allows use of known Wood Dragon charms and would eliminate the -2 internal penalty when making attacks in the wood dragon style while unarmed, but not with a bow.

For every two full dots of Ranged purchased, a character may learn one Ranged art for free. A Eclipse solar with Ranged 4, for example, might learn Solar Bow and Terrestrial Bow. A mortal with Fight 4, who does not care about charms but wants to avoid the artless penalty, might learn Bow and a mortal martial arts style based around flame weapons as arts.

Aspects: A typical aspect to a fighting art include various maneuvers or techniques used within a style, such as trick shots, rope-cutting, indirect fire, hunting, etc.

Focus: A typical focus to a fighting art is a particular weapon or ammunition. For example, someone with the Sidereal Bow art might choose a focus of Short Bow or Frog-Crotch Arrows.

Sciences: Ranged has no sciences of its own; however, it may benefit from the Fight sciences to, for example, create combos using multiple Ranged arts, or even a mix of Ranged and Fight arts. This does not change charm definitions, however. A charm that specifically enhances ranged attacks cannot be "forced" to combo with a charm specifically for unarmed attacks.

Other Rule Changes: When using this skill, canon Archery charm trees are considered distinct fighting styles, much as First Edition Brawl trees were turned into styles in Second. Such styles are usually formless. All, of course, allow armor.

Of existing martial arts styles, Righteous Devil styles is now considered a solely Range-based style, while Wood Dragon is both Ranged and Fight.

Resistance

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Ride

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Socialize

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Stealth

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Survival

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: Possibly Survival arts for various environments: Alpine, Jungle, etc.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

Thrown

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.

War

Caste Ability For:

Specialties:

Artless Penalty: None.

Arts: None.

Aspects:

Focus:

Sciences: None.

Other Rule Changes: None.