Charm name 2E rules 3E rules
Snake Style
Page Core 243 Core preview 427
Weapons, armor, other notes The “form weapons” for Snake Style are hook swords and the seven-section staff. Snake Style Charms treat attacks and blocks with these weapons as unarmed attacks and blocks. This includes the artifact versions of these weapons, such as serpent-sting staves. Snake Weapons: Snake style’s unarmed attacks are usually two-fingered fang attacks that stab at pressure points and exposed tendons. It can also be used armed with a seven-section staff or hooked sword, which are wielded with extraordinary speed and finesse. Any unarmed attack enhanced by a Snake Charm can always be stunted to deal lethal damage.

Armor: Snake style is compatible with light armor.
Serpentine Evasion This Charm gives the character +2 Dodge or Parry DV against a single attack. Serpentine Evasion adds +1 to the martial artist’s Evasion against a single attack. If the attack is made after the martial artist has already taken her turn that round, she may declare this Charm after the attack has already been rolled—enemies who cannot even keep pace with her in battle have no hope of striking her.

Mastery: Successfully evading an attack after using this Charm cumulatively lowers the cost of subsequent activations of it by one mote until the martial artist’s next turn.
Striking Cobra Technique This Charm supplements a Join Battle action, adding a number of automatic successes to the character’s Join Battle roll equal to his Martial Arts score. Against an enemy with lower Initiative or who hasn’t taken their turn yet this round, Striking Cobra Technique adds the martial artist’s Dexterity to the raw damage of a withering attack, or one die to the raw damage of a decisive attack. Against enemies in Initiative Crash, the withering damage boost is added after soak, while the decisive damage boost is converted to an automatic success.

Mastery: Add the martial artist’s (Essence + 2) to her Initiative when determining if she can use this Charm against an enemy.
Snake Form

For the rest of the scene, this Charm adds the character’s Martial Arts score to his bashing soak. If an enemy attacks him, and the enemy can see the character’s hypnotic motions, this Charm subtracts the Exalt’s Essence in dice from the attacker’s attack pool. Enemies are entranced by this posture, taking a -1 penalty on all attack rolls against her—which increases to a -3 penalty if their Initiative rating is lower than the martial artist’s. In addition, this flexible pose makes it easier to roll with attacks and thus minimize their impact, adding the stylist’s Dexterity rating to her soak.

Special activation rules: Whenever the martial artist makes a withering attack which lowers an enemy’s current Initiative value from greater than her own to less than her own, she may reflexively activate Snake Form.
Essence Fangs and Scales Technique This Charm gives the Exalt similar advantages. It makes her unarmed Martial Arts attacks inflict lethal damage, and this damage is piercing (see p. 373)—it ignores half of the target’s soak from armor. In addition, this Charm allows the Exalt to soak lethal damage with her bashing soak. When Snake Form is activated, the martial artist may pay an additional mote and a point of Willpower to enhance it with this serpentine display. Doing so adds the martial artist’s Essence to her soak in addition to the base soak bonus of the form, and adds +2 to the raw damage of all withering Snake attacks she makes.

Mastery: The damage bonus of this Charm applies to decisive attacks against any enemy whose Initiative is at least two points lower than the martial artist’s.
Armor-Penetrating Fang Strike This Charm enhances an unarmed Martial Arts attack. It allows the attack to ignore the target’s soak from armor. The target can only soak with Stamina and Charms such as Iron Skin Concentration. The Armor-Penetrating Fang Strike allows a withering attack to ignore all of an enemy’s soak from armor, or a decisive attack to ignore (higher of Essence or 3) hardness.

Terrestrial: A Dragon-Blood may only use this Charm once per scene, unless she resets it by dealing 3+ levels of damage with a Snake style decisive attack and then builds back up to Initiative 12+.
Crippling Pressure-Point Strike Crippling Pressure-Point Strike allows the Snake stylist to use one of the following gambits, crippling vital pressure points and disrupting meridians of Essence with painful fang strikes.
  • Blinding Fang Strike (Difficulty 3): A finger-fang strike to each of the enemy’s eyes leaves him blinded for the rest of the scene. The enemy suffers a -3 penalty on all actions. He may recover his sight by spending a turn rubbing his injured eyes, a miscellaneous action which cannot be placed in a flurry.
  • Nerve-Deadening Venom Atemi (Difficulty 4): A lightning-swift flurry of fang strikes along an arm leaves it paralyzed until the end of the scene. The victim immediately drops anything he was holding in that hand, cannot use it to perform any actions, and suffers a -2 penalty on any actions that would normally require the use of both hands. It is possible to paralyze both (or sometimes, all) of an enemy’s arms with repeated use of this gambit, leaving him unable to wield weapons at all without clever stunting on his part.
  • Withering Venom Paralysis (Difficulty 6): A single devastating fang strike to an enemy’s sacral chakra leaves his lower body paralyzed or the rest of the scene, causing him to immediately fall prone. Even on a successful rise from prone action (which must always be rolled, against difficulty 3), he is only capable of propping himself up on arms and elbows to crawl across the earth. He may take other movement actions at a -3 penalty, and treats all ground as difficult terrain, but still suffers all other penalties of being prone.
Terrestrial: In order to use this Charm, a Dragon-Blood must first successfully dodge a decisive attack. On her next turn, she may take advantage of the opening in the attacking enemy’s defense to unleashing the Crippling Pressure-Point Strike against him. Withering Venom Paralysis cannot be used.
Snake Strikes the Heel The Exalt invokes this Charm when hit by an attack but before damage is applied. This Charm gives the Exalt an unarmed Martial Arts counterattack. The dice pool for this counterattack equals the Exalt’s Martial Arts score plus the number of extra successes rolled on the opponent’s attack. (The original attacker’s damage is still inflicted as normal.) Note the rules for counterattacks on pages 150 and 183. This Charm allows the martial artist to reflexively make a withering or decisive clash attack. A withering clash does not grant any Initiative to the martial artist, only serving to disrupt the momentum of her enemy with the blurring violence of her unexpected attack. A decisive clash can only be used to execute a gambit, potentially including a reflexive activation of Crippling Pressure- Point Strike to use one of its gambits.

If the martial artist knows Uncoiling Serpent Prana, she may activate it as though it were a Reflexive Charm to allow her to clash against a ranged enemy with Snake Strikes the Heel.

Terrestrial: A Dragon-Blood treats the clash attack granted by this Charm as her action for the round, and cannot make another. If she’s already acted this round, then it counts as her action for her next turn.
Uncoiling Serpent Prana this Charm enhances an unarmed Martial Arts attack, letting the Exalt target an opponent up to (Essence x 2) yards away. The character’s anima or shadow actually strikes the target, so an unobstructed path to the target must exist. Uncoiling Serpent Prana can be used to attack an enemy with lower Initiative out to short range with a withering or decisive attack. If this deals 5+ Initiative damage or any decisive damage, the martial artist may drag that enemy into close range with her, twisting the ribbon of Essence to coil around him and draw him in.

While Essence Fangs and Scales Technique is active, the range of this Charm is extended to medium.

Terrestrial: A Dragon-Blood does not enjoy any additional benefit when Essence Fangs and Scales Technique is active.
Striking Serpent Speed The player rolls (the Exalt’s Essence x 2). This Charm is a magical flurry containing one action per success. These actions do not need to be attacks, but the character cannot take actions that would require more than seven ticks performed on their own.
Countless Coils Evasion After the damage roll of a decisive attack against her, the martial artist may use this Charm to roll (Essence + Initiative). Each success on her roll negates a level of damage from the attack, after which she is reset to base Initiative. If this successfully negates all damage from the attack, then the martial artist emerges unscathed, revealing that what her opponent struck was only an afterimage, and adds +2 to her base Initiative when she resets. This Charm is incompatible with any other effect that reduces the damage of a decisive attack.

Terrestrial: A Dragon-Blood must use this Charm before the damage of an attack is rolled, with each success subtracting a die of raw damage, and may only use it once per scene.
Essence Venom Strike The Exalt makes an unarmed Martial Arts attack. This Charm makes the attack’s damage aggravated. It also adds the character’s permanent Essence score to the damage of the attack. Essence Venom Strike poisons an enemy, envenoming him as long as a single level of damage is dealt. The poison deals one die of aggravated damage each round and inflicts a -2 penalty, with one round of duration for every two dice of raw damage rolled. Characters in Initiative Crash do not receive a (Stamina + Resistance) roll to lower the duration of the poison An enemy poisoned with this Charm is treated as having a lower Initiative than the martial artist for the purposes of Essence Fangs and Scales Technique, Snake Form, and Striking Cobra Technique until the venom has run its course.

Terrestrial: When used by a Dragon-Blood, the duration of the poison created by this Charm can be no higher than five rounds.

Mastery: Once an enemy has been poisoned by the martial artist’s Essence Venom Strike, she can advance its progress with precise strikes to Essence meridians and pressure points. Damaging the poisoned enemy with a withering attack causes one die of that poison’s remaining damage to be immediately rolled and applied against his health track; decisive attacks increase this to (Essence) dice. Applying damage early does not reduce the duration of this Charm. If an enemy has five rounds of poison remaining, and the martial artist causes him to roll three dice of damage with an attack, then he would continue taking damage from the poison for two rounds, then spend three rounds only taking the penalty from it.
Tiger Style
Page Scroll of the Monk 109 Core preview 431
Weapons, armor, other notes Weapons and Armor: Characters who practice this style may use tiger claws or razor claws freely (considering them unarmed Martial Arts attacks) with all of its Charms. This style is incompatible with the use of armor. Tiger Weapons: Tiger style uses unarmed attacks— generally raking claws strikes—or tiger claws to slash the flesh of enemies. Any unarmed attack that is enhanced by a Tiger Charm can always be stunted to deal lethal damage.

Armor: Tiger style is compatible with light armor.
Crimson Leaping Cat Technique With this Charm active, add the character’s Martial Arts score to her Dexterity for purposes of determining how far she can move, dash or jump in a single action. Crimson Leaping Cat Technique steals a point of Initiative from an enemy upon successfully rushing him. If the martial artist makes an attack against that enemy before the end of the next round, any extra successes on the rush are added as bonus dice to her attack roll.
Striking Fury Claws (Attack) His blows inflict lethal damage even if he isn’t wearing tiger claws. If he is using tiger claws, add a number of damage dice equal to the character’s Essence to his raw damage for the attack. Striking Fury Claws converts up to (Strength) extra successes that would be added to the raw damage of a withering attack to post- soak dice of damage instead. Against an enemy who took a disengage or withdraw action on his last turn, these post-soak dice are instead converted to successes added to the damage roll.

Mastery: Extra successes converted by this Charm add both to the raw damage of the attack and to post-soak damage (or successes against fleeing enemies).
Tiger Form While using the Tiger Form, add the character’s Martial Arts score to her raw damage when making Martial Arts attacks barehanded or while wearing tiger claws. The martial artist also adds her permanent Essence to her bashing and lethal soak totals. The character’s Martial Arts attacks automatically inflict lethal damage in the form of bloody lacerations even if she isn’t wearing tiger claws, and the character suffers no penalties for fighting while prone. While Tiger Form is active, the martial artist may double up to (Strength) extra successes when calculating the raw damage of withering attacks, and takes no penalties for fighting while prone. She also adds (Essence) dice to rush actions and all rolls to contest a disengage. She gains any Initiative spent by an enemy attempting to disengage from within range of him.

Special activation rules: Whenever the martial artist lands a decisive attack that deals 3+ levels of damage, she may reflexively activate Tiger Form.

Terrestrial: A Dragon-Blood may double up to the lowest of Strength, Dexterity, and Wits extra successes when calculating the raw damage of withering attacks.
Raging Tiger Pounce If the player rolls a successful attack, the martial artist automatically knocks his opponent down. Only Charms or similar magical effects specifically designed to maintain a target character’s balance can prevent the victim from falling. An enemy damaged by the Raging Tiger Pounce is knocked prone. As long as he remains in close range to the martial artist, he must pay two points of Initiative to take a rise from prone action. The martial artist gains these points of Initiative if she has Tiger Form active.

Mastery: Raging Tiger Pounce can also be used to supplement any attack against a prone enemy, rendering it undodgeable. The brutal impact of a successful withering hit on a prone target inflicts one die of bashing damage that ignores hardness, or the Charm adds one success to the damage roll of a decisive attack.
Spine-Shattering Bite The character’s unarmed punch attacks inflict a minimum of four levels of lethal damage (whether she uses tiger claws or not). For each additional mote of Essence spent, the character adds one die to a single attack, up to a limit of her [(Dexterity + Martial Arts) x 2]. The attacker’s hands can even claw through wooden or ironbound doors and deeply score stone in a single blow. Severing tendons and snapping bones, the Tiger stylist’s brutal strikes leave her enemies helpless. When the martial artist rolls 3+ levels of lethal damage on a decisive attack, she can use Spine-Shattering Bite to paralyze her enemy, slashing through tendons, smashing joints, or rending connective tissue and shattering vertebrae at the base of the spine. She forgoes two of the rolled levels of damage, and instead cripples an enemy so that he cannot take movement actions.

The enemy may spend a turn trying to shake off the crippling agony, paying two Initiative to roll (Stamina + Resistance) at a difficulty of the martial artist’s Strength, recovering only if he succeeds. This action is treated as disengaging for the purposes of Leap From Cloaking Shadows, Striking Fury Claws, and Tiger Form.

Terrestrial: A Dragon-Blood can only use Spine- Shattering Bite once per fight, unless reset by rolling four or more 10s on a decisive damage roll. She may then use it to enhance that attack.
Stalking Cat Movement Meditation For every two motes of Essence spent activating the Charm, the character’s player may add one die to all Stealth and Awareness rolls involved in the ambush. The effects remain until the character ambushes his target (or the target detects him). The character cannot spend more motes to increase his dice pool than he has points of permanent Essence. This Charm works only when a character actually sneaks up on an opponent. The character gains no bonuses if he tries to sneak away from danger like a mouse. The Charm also does not enhance Stealth for any other purpose (such as sneaking up to pick someone’s pocket or evading a patrol of Black Helms). Enemies who are at short or medium range to the martial artist must disengage to move away from her as though they were at close range, intimidated by her deadly elusive presence. They also take a -1 penalty to their Defense against surprise attacks made by her.

Mastery: The martial artist may rush enemies while in stealth.
Leap From Cloaking Shadows (Attack) When the martial artist attacks a target who is not aware of her presence, the character ignores half of the target’s lethal or bashing soak. The target’s surprise must be total, however. The Charm doesn’t work if the target knows the attacker’s location or is aware of an impending attack. A target’s successful use of the Surprise Anticipation Method completely negates the effects of this Charm. Leap From Cloaking Shadows doubles up to (half Strength, round up) 9s on an attack roll. Double the same number of 8s if the attack was unexpected or made against an enemy who disengaged or withdrew on her last turn; double that many 7s if both are true. For example, a Strength 5 Tiger stylist made an unexpected attack against an enemy who withdrew on her last turn; she could double up to three 9s, three 8s, and three 7s.

Terrestrial: A Dragon-Blood cannot double 7s with this Charm.

Mastery: Every die doubled on the attack roll (including 10s) adds one to the raw damage of the attack.
Celestial Tiger Hide The character adds his Martial Arts score to his bashing and lethal soak for the rest of the scene. The Charm has no effect on aggravated damage. Celestial Tiger Hide adds the martial artist’s Strength to her natural soak, and grants her Hardness equal to her Essence. She adds +2 to both values against attacks made from long or extreme range.

When the martial artist is struck with a decisive attack, she may pay a point of Willpower to deny it to her utmost, shattering the Essence of this Charm against the blow. This final defense, called the Undying Predator’s Roar, immediately ends this Charm, but subtracts the martial artist’s Hardness from the raw damage of the attack. After using the Undying Predator’s Roar, Celestial Tiger Hide cannot be activated again until the martial artist has taken 3+ levels of damage to her health track over the course of the fight.

Terrestrial: A Dragon-Blood cannot use the Undying Predator’s Roar.
Iron Claw Grip Iron Claw Grip can be used after successfully landing a grapple gambit, but before the roll to establish control. If the martial artist successfully gains control of the clinch, then every extra success on the gambit roll adds one round to her control over it, to a maximum of (Essence) bonus rounds.

Mastery: Iron Claw Grip doubles 9s on the grapple’s control roll.
Prey-Maiming Frenzy The martial artist makes a decisive savaging attack against a grappled enemy, adding her Strength to the raw damage of the attack. Every round of control she has over the clinch adds +1 to her base Initiative when she resets, although this cannot bring her above her Initiative at the time she made the attack.

Special activation rules: Prey-Maiming Frenzy can only be used once per fight, unless reset by crashing a grappled enemy.

Terrestrial: A Dragon-Blood cannot add more than her Essence to her base Initiative with this Charm.
Angry Predator Frenzy A character using this Charm makes two Martial Arts attacks every action (with no multiple-action penalty). In addition, the character may immediately attempt a Martial Arts counterattack whenever she is successfully attacked. The martial artist’s player adds the extra successes from the attacker’s roll as bonus dice of raw damage to the character’s own counterattack. This Charm cannot be used to retaliate against any other counterattack Charm. The character’s attacks and counterattacks infl icts lethal damage even if the martial artist does not wear tiger claws. A character who uses Angry Predator Style cannot use any other extra action Charms while this Charm remains active. As the martial artist enters the Tiger Form, she may pay an additional five motes and a point of Willpower to unleash the Angry Predator Frenzy, roaring with bestial fury as she casts aside the restraints of humanity. Her muscles surge with newfound strength, while her eyes narrow to red slits of berserker rage. While in the Angry Predatory Frenzy, the martial artist may add up to (Strength) extra successes to the raw damage of decisive attacks, and gains a Defining Tie of savage hatred towards her enemies. In addition, she can rush as a reflexive action, in addition to her usual movement action for the turn. Conversely, while enraged, she cannot disengage or withdraw.

Terrestrial: A Dragon-Blood add may add up to (lower of Strength or Essence) extra successes to the raw damage of decisive attacks.

Mastery: Whenever the martial artist resets to base Initiative after making a decisive attack while in this rage, she adds (her Strength/2, round up) to her base Initiative. In addition, while her anima is at the bonfire level, it takes on a bestial or destructive form that lashes out and rends the animas of her enemies. Whenever she damages an enemy with a decisive attack while at bonfire, his anima fades by one level, ripped apart by the claws or destructive vortices of her totemic display of fury.
Crane Style
Page GotMH Maidens 21 Core preview 443
Weapons, armor, other notes The style does not permit armor, but considers hook swords and war fans (as well as the magical versions thereof) as unarmed attacks for the purposes of its Charms. Crane style practitioners typically dual wield a war fan and hook sword, using the fan for defense while disarming enemies with the sword. Unarmed attacks usually consist of graceful kicks, but a Crane stylist lacking his usual weapons might use one hand to deliver rapid chops while holding back the other for powerful lunges and sweeping blows.

Armor: Crane style is incompatible with armor.
Fluttering Cry of Warning This Charm may be activated in response to any unexpected physical attack targeting the martial artist or anyone within (Martial Arts x 10) yards of her. Yet, the target of the unexpected attack must not have made any physical attack previously in the scene (counterattacks are permitted). If the target is valid, the attack loses the unexpected quality and its target may defend against it normally. Fluttering Cry of Warning adds +2 Parry whenever the martial artist parries an attack directed at an ally protected by one of her defend other actions until her next turn. Additionally, an enemy who overcomes the Crane stylist’s Parry and chooses to attack her ward rather than the martial artist must pay a point of Initiative to do so.

Mastery: Fluttering Cry of Warning allows the martial artist to take a defend other action reflexively, even if it is not her turn.
Empowering Justice Redirection This Charm may be activated in response to any physical attack targeting the martial artist and notes the attacker and the number of successes rolled for the attack prior to applying the martial artist‟s defenses. Whenever the martial artist next makes an unarmed attack or counterattack roll against the noted attacker, her roll adds a number of extra successes equal to those noted. An attack enhanced with these successes inflicts its usual type of damage, but the actual levels applied to an enemy in Step Ten convert into bashing damage that cannot spill over past Incapacitated to impose lethal wounds. If an enhanced attack inflicts any levels of damage, the opponent is automatically knocked prone by the force of the blow. Reactivation of Empowering Justice Redirection resets the noted aggressor and number of successes, replacing any prior activation. Empowering Justice Redirection can supplement any attack against an enemy who has attacked the martial artist or a character she is protecting with a defend other action during the current or previous round. It adds one successes to the attack roll, and one die to the post-soak damage of the attack. This increases to two successes and two post-soak dice of damage if the provoking attack successfully landed.

Mastery: The dice of damage added by this Charm are converted to automatic successes.
Crane Form While this Charm is active, the martial artist ignores the off-hand penalty for actions while wielding paired form weapons. If wearing clothing with long, flowing sleeves, she adds one to her Parry DV (and her clothing will never be torn or stained by using it to parry attacks), and her barehanded attacks gain the R tag. She automatically succeeds on all Athletics checks to retain her balance and exerts no effective weight on any solid object, allowing her to balance on a pine tree‟s needles or run across a spider web as readily as firm ground. The Charm doubles the dice bonus (but not actual level) of all stunts made to enhance unarmed Martial Arts actions and allows such stunts to recover a Compassion channel in place of other awards if the action succeeds. Finally, all damage inflicted by the martial artist‟s unarmed attacks is limited to bashing injury as per the effects of Empowering Justice Redirection. While in Crane Form, the martial artist adds +1 Parry, and if she is wearing clothing with long, flowing sleeves, her garment will never be torn or stained in combat. In addition, the Initiative cost for the martial artist to take a full defense action is reduced by one point.

While taking a full defense action, the martial artist may respond to any attack against her with a withering or decisive counterattack. Likewise, taking a defend other action allows her to respond to any attack against her ward with a counterattack.

Special activation rules: Whenever the martial artist successfully defends against an attack that causes her attacker’s current Initiative to fall below her own, she may reflexively activate Crane Form. If she took a full defense or defend other action on her last turn, this potentially allows her to make a counterattack, if the conditions above are met.
Humbling Enlightenment Commentary A martial artist who knows this Charm may enhance her unarmed Martial Arts attacks and parries with the same descriptions as a social attack, provided that her spoken words analyze her opponent‟s fighting techniques and offers helpful advice to improve them. Thus, comments by players speaking in character provide a one-die stunt, et cetera. Social and conventional physical criteria do not stack as such, though a combination of visual and literal poetry may certainly net a higher stunt award at Storyteller discretion.

As a secondary benefit, if the martial artist takes a dramatic action lasting one minute in which she spars with a single individual, both combatants treat that minute as a day of training time for the purposes of purchasing dots of Martial Arts, Martial Arts specialties or Martial Arts Charms. This acceleration is not a Training effect and does not allow purchase of traits the combatant‟s player lacks the banked experience points to afford.
Humbling Enlightenment Commentary adds any stunt dice awarded to a decisive attack to its damage roll as well, as long as the stunt is based on verbally analyzing the enemy’s fighting style or the conflict as a whole in the style of an illustrative lesson or parable. If the damage of the attack exceeds the enemy’s Resolve, the martial artist may count it as an automatically successful instill action to build a positive Minor Tie to a group or a Principle representing a philosophical or ethical belief, based on the stunted commentary. If the enemy spends Willpower to resist or already possesses the Intimacy the martial artist is trying to create, he loses (the Crane stylist’s Charisma) Initiative (which the martial artist does not gain) as his attention is split between physical and philosophical conflict.

Terrestrial: A Dragon-Blood can only use this Charm to enhance counterattacks granted by Crane Form or Crossed Wings Deflection.

Mastery: If the martial artist herself possesses the Intimacy she wishes to instill in her enemy with Humbling Enlightenment Commentary, she adds its rating in bonus dice to the attack roll.
Kindly Sifu’s Quill While a character with this Charm has Crane Form active, he does not need to spend a Willpower point to channel Compassion to enhance an unarmed Martial Arts attack or parry. Moreover, whenever he does channel Compassion this way to improve an attack, he also adds the dice bonus from the channel to the attack‟s raw damage and he may choose to arrange inflicted bruises as calligraphy upon the victim‟s skin when inflicting any levels of damage. Kindly Sifu’s Quill applies the double 10s rule to a decisive damage roll, and causes decisive attacks to always deal bashing damage. An enemy who has an Intimacy as described in Humbling Enlightenment Commentary takes a penalty to his Defense against the attack as though it were his Resolve, as long as the attack is stunted in a way that includes dialogue or actions that exploit this vulnerability.

Mastery: At Essence 3+, exploiting an Intimacy improves the damage bonus of this Charm based on the Intimacy’s rating: Double 9s if it is Minor, 8s if it is Major, and 7s if it is Defining.
Crossed Wings Denial This Charm may be activated in response to any physical attack of which the martial artist is aware, allowing her to make a perfect unarmed parry even against unblockable attacks. Doing so costs a number of motes equal to the number of times she has activated Crossed Wings Denial previously in the scene. Use of this Charm prevents the martial artist from making any physical attacks on her next action as a special flaw of invulnerability. Counterattacks are not similarly prohibited. The martial artist makes a (Wits + Martial Arts) roll that cannot be enhanced by magic, and banks all successes. Until her next turn, she may spend successes to add to her Parry on a one-for-one basis. Alternatively, she may expend a success after successfully blocking an attack to respond with a decisive counterattack.

Terrestrial: A Dragon-Blood must expend two successes to add +1 to her Parry. The cost to make counterattacks is unchanged.
Feather-Stirred Arrow Deflection This Charm is an unarmed (Dexterity + Martial Arts) counterattack that may be activated in response to any ranged attack with a solid projectile. The projectile may strike the martial artist or not depending on her defenses, but regardless, the counterattack hurls the projectile at an armed character no farther away than the distance between the original attacker and the martial artist. The target of this counterattack need not be the attacker who prompted it. If the counterattack hits, it inflicts no damage, but the opponent is automatically disarmed and the weapon flies five yards away in a direction of the martial artist's choice. Whenever the martial artist could validly make a counterattack in response to a ranged attack, she may use Feather-Stirred Arrow Deflection to extend the counterattack’s range to equal the maximum range of the original attack, sending arrows or spears back at the foes who cast them. Making a counterattack against a foe at extreme range requires a stunt describing how the martial artist accomplishes this feat.

Additionally, the martial artist may pay a point of Willpower when she uses this Charm to direct her ranged counterattack at an enemy other than the one who originally attacked her, as long as her chosen target is within the expanded range of the counter.

Terrestrial: A Dragon-Blood cannot make counterattacks at greater than long range.
Beak Spears Frog A martial artist using this Charm cannot make physical attacks against other animate beings, but this prohibition does not extend to counterattacks. While Beak Spears Frog is active, however, the character may respond to any physical attack against him in Step Nine with a single unarmed counterattack, provided he can reach the attacker to do so. Counterattacks made this way suffer an internal penalty equal to the multiple action penalty of the attacks to which they respond, but are otherwise made at the character's full dice pool.
Mournful Crane’s Cry Mournful Crane’s Cry enhances a counterattack, providing a varying effect based on the weapon used to deliver it:
  • Feather-Strewn Path (Unarmed): The martial artist’s unarmed counterattacks turn the momentum of her foe’s attacks against him, tossing him up to two range bands horizontally in any direction at the conclusion of the attack and knocking him prone (assuming it succeeds). The Feather-Strewn Path is a gentle one, and enemies flung by it suffer no further damage when they touch down.
  • Beak Spears Frog (Hook Sword): Using a hook sword to counter with a disarm gambit, the martial artist applies double 9s to the Initiative roll, and halves the Initiative cost of the gambit.
  • Fluttering Wing Flourish (War Fan): Catching an enemy’s weapon on the edge of her war fan, the martial artist sends it back to its master. Instead of making a counterattack, the martial artist rebounds the original attack back on the character who made it. She may still enhance the redirected attack with the Charms of this style, but not any others. This doesn’t actually protect her from the attack, it merely allows her to return its fury to her attacker.
Wings Spread to Sky In activating this Charm, the character extends his arms to either side, hands pointed down, and glides up to (Martial Arts x 5) yards in any direction. If this path terminates in midair, he remains suspended in defiance of gravity for the duration of the Charm with enough mobility to dodge without actually moving from his location. He cannot reactivate Wings Spread to Sky until his DV refreshes. The Charm may be used to abort a fall safely or rise higher from the apogee of a jump. If used to pull away in response to an attack, the attack resolves normally before the martial artist moves. Defensive gliding can interrupt a flurry if the martial artist moves out of the attacker's reach, ensuring that successive attacks automatically miss.

When Wings Spread to Sky ends, the character glides another (Martial Arts x 5) yards or less in any direction before gravity resumes its hold upon him. This can allow him to land safely from a great height or deposit him on a safer perch. Termination of the Charm can also close the distance to an opponent to deliver an unarmed attack or counterattack (effectively extending the reach of the attack). Closing to strike this way doubles extra successes for the purposes of calculating the attack's raw damage, but only the first attack in a flurry enjoys this bonus.
Wings Spread to Sky may supplement any movement action, allowing the martial artist to fly through the air to complete the movement. If the martial artist is protecting a character with a defend other action, she may choose to carry him along with her, if he is willing and she has at least one hand free to carry him (or stunts around this limitation). On the offense, if the Crane stylist uses this flight to close the distance before making a decisive attack, she doubles 10s on the damage roll. Mastery: If the martial artist herself possesses the Intimacy she wishes to instill in her enemy with Humbling Enlightenment Commentary, she adds its rating in bonus dice to the attack roll.

If the martial artist ends her movement in mid-air or on a structure that could not support her weight, she may retain a stable footing there until her next turn. If she then uses a movement action to descend or alight on a viable footing, she suffers no impairment. Otherwise—for example, if she uses Wings Spread to Sky a second time to soar upward and attack an aerial foe—she falls gracefully to the earth at the end of her turn. She (and anyone with her) still takes falling damage, but may ignore up to (Dexterity) range bands of descent for purpose of calculating it. This Charm can be used reflexively to mitigate the damage from a fall in this manner, even if the martial artist was not in flight beforehand.
Wisdom of the Celestial Crane Upon learning this Charm, the martial artist converts all Combos solely containing Crane Style Charms into the experience points needed to acquire them. Combos containing Charms outside the style remain. Through the Wisdom of the Celestial Crane, the character can activate any Combo solely containing Crane Style Charms as though she knew that Combo and she considers Crane Form Combo-OK for this purpose. She does not need to spend Willpower to activate a Combo intuited through this Charm. Finally, if she is using Crane Form, whenever an unarmed attack she makes inflicts any levels of damage to a creature of darkness, that being also loses a Willpower point. Victims who lose their last Willpower point this way instantly form an Intimacy of love for Creation. Wisdom of the Celestial Crane can be used when the martial artist makes a decisive counterattack in response to an enemy’s decisive attack. Gambits, as well as the attacks of battle groups and trivial opponents, do not provide the opportunity to use this Charm. The martial artist adds her enemy’s Initiative to the raw damage of the attack in addition to her own. Incapacitating an enemy with Wisdom of the Celestial Crane is always nonfatal, and allows the martial artist to choose any of her opponent’s Intimacies that fit the criteria set out in Humbling Enlightenment Commentary, and strengthen it to Defining intensity. Alternatively, she may leave her foe with a Defining Tie of love towards all Creation.

Special activation rules: Wisdom of the Celestial Crane can only be used once per combat, unless reset by going three rounds without being hit by an attack or making an attack (not including counterattacks).

Terrestrial: A Dragon-Blood cannot add more bonus dice to the raw damage of the attack than her current Initiative with this Charm.

Mastery: If the martial artist successfully defends against the attack that triggers the counterattack, then his enemy loses all Initiative and is crashed.
Style
Page Scroll of the Monk 9x Core preview 44x
Weapons, armor, other notes