Tae Kwan Leap (Under Construction)

This First Age Martial Art was originally developed by the legendary Eighteen Brassmen of Shao-Lin, and perfected in the now long extinct coastal province of Hang-Kung (named after it's capital city).  It was preserved by the Gold Faction of the Sidereals, who have now begun to teach it to those Solars they have aided.  (The Bronze faction discarded it in favor of the elemental dragon styles.)

The fundamental principle of Tae Kwan Leap is to develop one's inner peace and stillness and to beat down anyone who disturbs your inner peace until they are no longer capable of the slightest sound.

Tae Kwan Leap combines powerful kicks and pressure point strikes with training in using the seven top martial arts weapons (seven top weapons if you listen to practicioners of Tae Kwan Leap, anyway...):

  1. Folding Chairs
  2. Ladders
  3. Stools
  4. Skirts
  5. Bottles of Alcoholic Beverages
  6. Gongs
  7. Other People


Would-be practicioners of Tae Kwan Leap must master two Athletics Charms before studying Tae Kwan Leap.  The Monkey Leap charm (see page 193 of the Exalted Core book) and Stillness of the Body, described below.  Practicioners tend to have a high Temperance virtue.

Stillness of the Body:
Cost:  1 mote
Duration:  One Turn
Minimum Athletics:  1
Minimum Essence:  1
Prerequisite Charms:  Graceful Crane Stance

Stillness of the Body enables the practicioner to be extremely quiet and immobile until their next action.  This has several game effects.  Any creature which depends on vibrations to track prey, anyone trying to listen for noise, or any sort of effect which detects movement must add the charm user's Essence to the difficulty of their task.  It also helps you avoid the unwanted attention of your master if he is feeling cranky and looking for someone to discipline.   It has the disadvantage that this benefit is lost if you are forced to move (to dodge an attack or whatever).
 

The Charms:

Peaceful Contemplation of Thunder:
Cost:  2 motes
Duration:  One Turn
Type:  Reflexive
Minimum Martial Arts:  1
Minimum Essence:  1
Prerequisite Charms:  None

The Martial Artist stands very still in the face of her foe, watching them with interest, but without fear or any reaction.  They do not react at all to the attack (or not until the last second if comboed with defensive charms).  This throws off the other person psychologically and physically (people are used to other folk reacting to their attacks).  The result is that the target of the charm must subtract the Martial Artist's Essence from all their dice pools used to attack the martial artist during this round.  (For example, if Master Lao has Essence 3, and Jack the Thug attacks him three times in one round with a split dice pool of 4, 3, 2, Jack's three dice pools are knocked down to 1, 0, and -1.  If Jack had only been directing the 4 die attack at Master Lao, and the other two at other people, the four die pool would shrink to one, and the other two pools of 3 and 2 dice would be unaffected.)  This effect does not reduce the victim's dice pool for defense.

Wine of Purity:
Cost:  3 motes
Duration:  One Turn
Type:  Supplemental
Minimum Martial Arts:  2
Minimum Essence:  1
Prerequisite Charms:  Peaceful Contemplation of Thunder

The Martial Artist draws upon his training to still the storms of desire in his heart.  This gives him greater focus.  He can add his Temperance to his Martial Arts pools until his next turn.

Still Form:
Cost:  4 motes
Duration:  One Scene
Type:  Simple
Minimum Martial Arts:  2
Minimum Essence:  2
Prerequisite Charms:  Vessel of Purity

The user must make a successful Dex + Martial Arts check to invoke this form.  The inner peace of the Leaper is intimidating to his foes, who must subtract his Essence from their pools.  He may add his Martial Arts to any necessary Virtue checks during the scene.  As with all Form-type charms, invocation of this charm cancels any other Form charms you are using.

Tipping the Vessel of Knowledge Strike:
Cost:  3 motes
Duration:  Instant
Type:  Supplemental
Minimum Martial Arts:  3
Minimum Essence:  2
Prerequisite Charms:  Still Form

Some people are quite foolish and impatient and are in need of gentle reproof.  The martial artist boxes their ears with great precision, driving the power of his essence into their ego that they might learn to listen to the wise.  The victim of this blow must use their Temperance instead of their Stamina as their base bashing soak against the blow, and the martial artist may add their own Temperance in dice to add to their attack pool.

Delivering Reproof to the Stubborn:
Cost:  2 motes / attack
Duration:  Instant
Type:  Extra Actions
Minimum Martial Arts:  4
Minimum Essence:  2
Prerequisite Charms:  Tipping the Vessel of Knowledge Strike

Some people require multiple beatings in order to get the point.  By burning two motes per additional attack (to a maximum of their Martial Arts), the Martial Artist can attack the same target multiple times.

Silence the Idiot Prana:
Cost:  5 motes
Duration:  Special
Type:  Supplemental
Minimum Martial Arts:  5
Minimum Essence:  2
Prerequisite Charms:  Delivering Reproof to the Stubborn

Some people seek enlightenment.  Others must have it forced upon them.  By striking a foe correctly, one can impose inner peace on them.  On a successful hit, make an opposed roll of the Martial Artist's Temperance + Willpower vs. the victim's Conviction + Willpower.  If the martial artist chooses to forfeit doing any damage with the strike, he can add his extra successes with the strike as dice to his check.  If the martial artist wins, the victim is overwhelmed by the inner peace of the martial artist, and must make a successful willpower roll with a difficulty of the Temperance of the martial artist in order to do anything which isn't peaceful for the duration of the scene.  If the martial artist loses, he still does normal damage, unless he chose to forfeit it to improve his WP check.
 

Emptying the Vessel Defense:
Cost:  1 mote
Duration:  Instant
Type:  Reflexive
Minimum Martial Arts:  3
Minimum Essence:  2
Prerequisite Charms:  Still Form

The initiate empties out his mind, and thus because he does not think, he is not, and therefore cannot be struck for you cannot hit something which doesn't exist.  At this level, it doesn't work as well as one might hope, and so the Martial Artist only gets to add his Martial Arts to his soak against one attack.