Laughing Wounds Style
rating: 0+x

By TDS

Note: This is a conversion of earlier edition material, and should be deleted once an "official" version becomes available.

Laughing Wounds Weapons: Unarmed attacks, whips, fighting chains and their artifact equivalents

Armor: Laughing Wounds Style is incompatible with armour.

Sensuous Torment

Cost: 2m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Terrestrial
Duration: Instant
Prerequisite Charms: None

The martial artist thrills to the torment that her pitiful enemies fear.

This Charm may be activated whenever the character suffers health damage regardless of the source and draw strength from the experience. She immediately gains (lost Health Levels + new Wound Penalty) Initiative or half that, rounded down if the damage was bashing.

Special activation rules: This charm may only be used once per scene unless reset by inflicting a wound penalty higher than the Martial Artist’s own on an enemy.

Terrestrial: A Dragon-Blooded can only gain a maximum of (Stamina) i per use of this charm.

Kiss of the Whip

Cost: 3m, 3i; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Mastery, Terrestrial, Stackable
Duration: Instant
Prerequisite Charms: Sensuous Torment

With a predatory smile, the martial artist lashes her foe with vicious exactitude, making him cry out in shocked agony.

Successfully damaging an enemy with a decisive attack supplemented with this Charm increases the Wound Penalty the target suffers from by -1 until the end of the Scene. Multiple applications of this Charm may be stacked, to a maximum of (Martial Arts) times. Healing all damage inflicted with the supplemented strike cancels this Charm prematurely.

Terrestrial: A Dragon-Blooded may only stack this charm (Essence) times.

Mastery: A Solar may pay 6m 6i to supplement an attack with this charm twice, letting her apply two stacks with one attack.

Laughing Wounds Form

Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Terrestrial
Duration: One Scene
Prerequisite Charms: Kiss of the Whip

Even as blood runs down her skin, the Martial Artist laughs savagely, whirling undaunted through the battle like a scarlet-streaked demon.

When injured, she reverses the Wound Penalties she suffers from, adding instead an equal number of dice to dicepools and half that, rounded down to static values, to a maximum of (Essence) (these bonuses count as dice added by charms). In addition, all enemies with a Resolve less than her (Appearance/2, rounded up) take a -1 penalty to attacking her.

Special activation rules: The Martial Artist may reflexively activate this Charm upon taking at least one level of health damage.

Terrestrial: A Dragon-Blooded must take at least 3 levels of damage to activate this Charm reflexively.

Instructive Punishment Method

Cost: 3m; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Laughing Wounds Form

The proper application of pain swiftly teaches weaklings how to serve, and sometimes even the threat of a whip is enough to cause obedience.

The Martial Artist may activate this Charm while attacking a target to reflexively make a special threaten action against the target, shouting an order. The order must be short enough to be spoken in the few seconds before an attack. Normal rules regarding retrying failed influence still apply. The Martial Artist may benefit from her Appearance on this roll even if she does not have the hideous merit.

The target may resist this threaten action if successful by paying 1wp without using a Decision Point, but if he does not, he must follow whatever order he was given. Furthermore, his new master may set a signal to her authority—cracking her whip, for example. If the target succumbed to the Martial Artist’s first application of Instructive Punishment Method, and she later gives that signal to him again, then he must act upon the earlier instruction once more.

Once a target has succumbed once, it is all the harder to break free. Trying to resist an order after following it the first time requires a Decision Point supported by a Major Intimacy and inflicts (Martial Artist’s Essence) die of bashing damage. Only after (Martial Artist’s Appearance) such Decision Points is the Influence completely gone.

Brand of Obedience

Cost: 4m, 1wp (1+i); Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Decisive-Only, Perilous, Terrestrial, Mastery, Psyche
Duration: Indefinite
Prerequisite Charms: Instructive Punishment Method

The martial artist truly owns her pathetic disciples and can mark them as his if she deems them worthy.

This Charm generates a special gambit with a difficulty of (8 - target’s Wound Penalty). If successful, the target suffers a single level of Hardness-ignoring Aggravated damage, as a glowing black brand marks the point where he was hit. The brand remains until the damage is healed, and the damage may not begin healing naturally while the cost of this charm remains commited, though magic capable of converting or healing aggravated damage can force the brand to heal.

As the brand is inflicted the Martial Artist rolls (Martial Arts+Appearance+Essence) against the target’s Resolve. If successful the target gains a Major Derangement (Defining if his Permanent Willpower is lower or equal to the Martial Artist’s Appearance) of slavish servitude towards the Martial Artist. The Derangement turns into a normal Intimacy once the brand has healed.

Should the target be forced to go against a Defining Intimacy in its service to the Martial Artist it may spend a willpower point to force a reroll of the original (Martial Arts+Appearance+Essence) roll to try and break free.

Special activation rules: This charm may only be used once per scene unless reset by successfully using Instructive Punishment Method against a non-trivial enemy.

Terrestrial: A Dragon-Blooded may only roll (Martial Arts+Appearance) to try and enslave her victim.

Mastery: The Derangement towards the Solar is almost impossible to go against. Whenever the target could use the Derangement to declare something as unacceptable influence, he must do so and in conflicts with normal Intimacies of equal strength the Derangement always wins.

Insatiable Slave Stamina

Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Dual
Duration: One Scene
Prerequisite Charms: Laughing Wounds Form

Grinning as black bruises darken her skin, the martial artist has a greater appetite for pain than she expects even from her slaves.

All bashing damage beyond her last -4 health level does not fill her Incapacitated health level, but instead rolls over and converts an existing level of bashing damage to lethal. In addition, she gains an extra (Stamina) soak against withering attacks made with weapons with the bashing tag.

Ecstatic Tenacity

Cost: 3i, 3m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Decisive-only, Mastery, Perilous, Terrestrial
Duration: Instant
Prerequisite Charms: Insatiable Slave Stamina

The most terrible wounds mean less than nothing to the Martial Artist. She only laughs as blood is ripped from her flesh and comes forward hungrily for more.

This Charm may be activated after being hit by a decisive attack, but before damage is rolled. After damage is rolled the Martial Artist rolls (Stamina+Martial Arts) against a difficulty of the levels of damage suffered. If the roll succeeds, the physical wound remains but the Martial Artist has taken no actual damage.

Special activation rules: This Charm may only be used once per scene unless reset by forcing a non-trivial opponent to submit in some way, such as making him kneel with Groveling Penitence Prana, applying a Brand of Obedience successfully or simply making him surrender. Note that knocking-out or killing does not count.

Terrestrial: A Dragon-Blooded may only roll (Essence+Martial Arts)

Mastery: A Solar gains (Essence) automatic successes on his roll.

Rapture in Chains

Cost: 3m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Until end of grapple
Prerequisite Charms: Laughing Wounds Form

People restrained by the Martial Artist find themselves unwilling to break free.

This Charm supplements a grappling gambit. If successful, the target takes a penalty of (Martial Artist’s Appearance/2, rounded up) to all rolls while grappled, including the initial control roll. Additionally, attacks by the target against the Martial Artist do not cause her to lose rounds of control. A target may resist this effect by using a Major or Defining Intimacy in a Decision point to resist.

Groveling Penitence Prana

Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Withering-only, Terrestrial
Duration: One Scene
Prerequisite Charms: Rapture in Chains

Daring to oppose a master of the Laughing Wounds Style is like begging for humiliation.

If the supplemented attack succeeds the target must roll (Stamina+Integrity) at Difficulty (Martial Artist’s Appearance). If the roll fails the target falls to his knees and is considered prone. He may try and take a rise from prone action by paying 1wp or citing a Major or Defining Intimacy that supports trying to fight on, forcing a reroll of the original (Stamina+Integrity) roll with an Intimacy bonus, but if the roll fails he must remain prone and wasted his action.

Terrestrial: The Difficulty to stay standing is only (Martial Artist’s Essence or 3, whichever is lower)

Terrestrial:

Mastery:

Ravishing the Unworthy Heart

Cost: 5m, 1wp, (1+i); Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Perilous, Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Brand of Obedience, Ecstatic Tenacity, Groveling Penitence Prana

Shaping her lips into a kiss, the martial artist leans forward and strokes her foe’s chest. Then, with a grinning snarl, she plunges her hand through his ribs and rips out his heart.

This charm allows the Martial Artist to launch a special gambit against an enemy of her choice with a Difficulty of the target’s (Stamina + Resistance + Essence - Wound Penalties). If successful she holds the heart of her victim in her hand, and with it his fate. As long as she holds it, she may use all offensive charms of this style upon him reflexively as if he had a Defense of 0 and a Resolve of 0. She may also crush the heart as a miscellaneous action, inflicting (Strength x 2) automatic levels of lethal damage that ignores Hardness from armour.

The Martial Artist must keep the Essence to this charm committed until she returns the heart or kills the target and the charm ends immediately if she is crashed, returning the heart harmlessly to its owner.

Mastery: By showing a sliver of mercy, the Solar may further her hold on the heart and mind of her victim even more. When she returns the heart to its owner, she may roll (Appearance+Presence) with (Essence) automatic successes to instantly instill a Major tie towards her in the target. This tie is usually a mix of positive and negative emotion, such as terrified awe, fear and lust, or even a sick and twisted kind of love. Resisting this tie costs 3 wp.

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