Solars, Lunars, Sidereals, and Alchemicals all get their own warstriders! Why shouldn't dragonbloods? (btw i posted this on my patreon like a week ago, then kept not being awake during the day to post it, so like. check that out, patreon.com/notsoluckylydia)
The Gathering Storm (Blue Jade Warstrider, Artifact § •••••)
War Eternal and her Five Great Generals sought to create the ultimate weapons of war, perfectly suited to the anima of their circle. Of those great engines, the only one that survived the hundreds of battles the circle fought was The Gathering Storm. An engine of destruction, fine-tuned to amplify and empower draconic anima to heights never seen before or since, the warstrider led conquest of vast swathes of the wyld, wars with lunar dominions, and the most devastating assault ever attempted on the solar realm. When the generals were struck down, and War Eternal remained alone, she bargained her life for the safety of her greatest invention.
Won or lost, battles in which The Gathering Storm was brought to bear leave blasted landscapes and smashed cities. Its propensity for devastation left it unused, save for the most dire hunts throughout the shogunate era, but saw renewed usage in the early days of the realm, when it was used to defend the northern coast of the Blessed Isle from lunar raiders, before decades of storage and study within the imperial manse sealed its fate, returning only occasionally to support the most important military movements of the realm.
The Gathering Storm appears more delicate than typical for a warstrider, its four legs ending in points, rather than stamping feet. Its hands are nimble and swift, and every inch is covered in immaculately carved runes, instructing the flow of elemental essence. The pilot is strapped in with specially conductive metal cables, facilitating the mutual essence flow required for the advanced functionality.
Evocations of The Gathering StormThe Gathering Storm channels dragonblooded essence, and is attuned to the bursts of elemental power they can produce. It cannot wield weapons, but for each elemental hearthstone socketed in it, a dragonblood gains access to that element's Elemental Bolt Attack effect. If she can already use that element's bolt, she instead receives a 1 mote discount to utilizing it. She does not receive the usual penalty for targeting a single enemy with Elemental Bolt Attack if she has aimed at that enemy.
Endless Anima ReservoirCost: -; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Dragonblood
Warstrider and Dragon rage as one.When the pilot reaches bonfire anima, her essence becomes perfectly joined with the might of The Gathering Storm. Her anima flux affects enemies out to short range, and she may functionally increase her anima above bonfire. This increased anima lasts only as long as she is piloting and attuned to The Gathering Storm, and for each level beyond bonfire, her anima flux deals 1 additional point of damage, to a maximum of (greater of essence or 3) additional damage. At +3 anima, it extends to medium range, and at +5 it extends to long range.
This excess anima may not be spent to pay for anima costs, and if the pilot expends her own anima, all the excess is lost immediately.
Harmony of Devastating PurposeCost: -; Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Elemental Bolt Attack
The elements bend effortlessly before the arcane matrices wielded by the prince of the earth.Elemental Bolt Attack is enhanced, no longer having a maximum range (though it still must be aimed to reach medium or greater range) or requiring expenditure of anima to extend its range. It also receives a 1 mote discount, which is cumulative with the inherent discount from The Gathering Storm.
Perfect Essence RecaptureCost: 1wp, see text; Mins: Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Endless Anima Reservoir, Harmony of Devastating Purpose
Spiralling runes dictate the flow of essence, and with a moment of concentration, reverse the flow.The pilot expends any amount banked anima in the warstrider to recover 2 motes per expended anima level.
Eyes of the StormCost: 2m, 1i, (+1wp); Mins: Essence 3
Type: Supplemental
Keywords: Perilous, Uniform
Duration: Instant
Prerequisites: Perfect Essence Recapture
Extending her senses through the flux, the Dragon strikes with unerring accuracy.The pilot gains a bonus on an attack roll made with Elemental Bolt Attack against an enemy within her anima flux's current range, equal to the levels of anima banked in The Gathering Storm. For a one willpower surcharge, she is treated as though she was aiming for the purpose of charms and whether she can target an enemy.
Elemental Devastation DriveCost: - (+5m); Mins: Essence 3
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Eyes of the Storm, Elemental Burst Technique
Channeling her elements to ever-greater heights, the dragonblood devastates legions with terrifying efficiency.When the dragonblood would trigger Elemental Burst Technique, she may spend an additional 5 motes to add banked anima as levels of damage, up to a maximum of 5.
Reservoir Overdrive TechniqueCost: - (See text); Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Elemental Devastation Drive
Endless power awaits those joined with The Gathering Storm.The exalt may expend anima levels banked within the warstrider to power her native dragonblood charms. Doing so no does not cause her to exit bonfire anima.
Elemental Annihilation Engine
Cost: - (+5a); Mins: Essence 4
Type: Permanent
Keywords: Decisive-only
Duration: Permanent
Prerequisites: Reservoir Overdrive Technique
The elements themselves know no mercy or subtlety - so why should those who wield them?When the dragonblood would trigger Elemental Burst Technique, she may spend an additional 5 anima levels to expand her attack to devastating scale. She may either make her attack as a burst around herself, striking all other characters within medium range of herself; as a line out to long range, striking all characters within the width of a single range band; or as a burst around a point, striking all characters within short range of a point. She still divides her initiative among all targets, as usual.
Swirling Bonfire BlendingCost: - (See text); Mins: Essence 5
Type: Supplemental
Keywords: Stackable
Duration: Instant
Prerequisites: Elemental Annihilation Engine
Ten thousand dragons fight as one, but one dragon can fight as five, given the right circumstances.The dragonblood may expend anima levels banked within the warstrider to count as expending or being in an aura of her choice. Either way, it costs 3 motes per aura she is emulating.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
The Shogunate legal system was embodied physically in an extensive set of documents called the Uniform Code of Military and Civilian Justice. The Shogun's responsibility was not to create new laws, but rather to maintain and enforce the system of law as outlined in the Uniform Code. The legal theory behind the Uniform Code was to explicitly outline every possible criminal offense and the corresponding formula to be used in calculating a penalty for that offense.
Under Shogunate law, the Judge's duty was to determine precisely which crime (as defined in the Uniform Code) had been committed, then apply the formula to the circumstances to determine the appropriate punishment, then enact that punishment. Amendments to the Uniform Code could be made with consent of the generals.
In the modern Realm, much of the legal theory is derived from this practice of Shogunate law. Instead of a council of generals and a Shogun, the Empress alone has the right to add and remove punishments from the Criminal Code; she may, of course, dispense this right by fiat to her judges. Judges, in criminal matters, are primarily responsible for determining the nature of the crime and dispensing an appropriate punishment, just like in the Shogunate system. The legal system is not subject to individual interpretation or discretion. Precedent is only binding when the Empress chooses to add the precedent to the Criminal Code.
The Realm's criminal law is retributive and focused on deterrence, with many severe and disproportionate punishments for criminal activity, to persuade the populace to remain in line. Judges are very limited in how much they can make exceptions to the prescribed punishments; these few mechanisms see a lot of use, as the only available mechanisms to moderate the otherwise draconian criminal laws.
What is your opinion on the different editions of Exalted?
Ooh, what a fun question:
1st edition was built with only world of darkness technology, and so its ambitious mechanics really, really got away from them. It actually had a .5 d&d-style update which… kinda helped? It made combat a little spicier, but I don’t remember it really addressing all the issues.
Storywise it’s almost perfect. Its world is huge, and unlike most settings that claim a dangerous world where the mystical and the mundane intermingle, Exalted really delivers on that. On the other hand, I think, in the world we live in now, the idea of “the legitimate god kings of the universe have come back to reclaim what is rightfully theirs” reads weird. So weird, in fact, that (as I recall) it’s why Gubat Banwa is even a thing.
I had a blast playing and running first edition, and it was formative both for my playing and GMing style.
2nd edition got serious, possibly too serious. They took the mechanics and solidified/codified them. Some people complain about the 150 steps of combat resolution, but honestly that’s good because it allowed charms to work exactly in the way they were intended without prompting endless spirit-of-the-law vs. RAW debates. This is also the edition that turned Excellencies into their own thing. A slight flavor reduction for a very functional improvement. This edition’s biggest mechanical sin, in my opinion, is that they really had the opportunity to perfect 1e’s combat system, but instead they came up with an interesting, but very different system; So a lot of the mechanical improvements fell by the wayside because they were being applied to an untested system… basically back to square 1. This edition also does the whole “social combat” thing for social conflict resolution. I have yet to play a game where that works.
Storywise, Ex2 had the same approach, and so, this is the edition that codified a lot of the lore, especially (and famously) a lot of the ancient lore; so we learn how super-horny first gen dragonblooded were, and that the first age had AI surveillance and shopping malls. It did a lot to shrink the world, which isn’t great. That said, this edition introduced the idea of Nox as a Sidereal wrinkle, which I like; and my favorite post-1e addition: Forbidden Gods.
I also greatly enjoyed running 2e (this was after I left college, my forever dm era), it’s honestly a great example of an edition side-grade. It just functions very different from 1e and so the lessons of 1e don’t always apply.
3rd edition is… its own thing. This edition is massive. The core book is huge, with subsystems for almost every ability. this team really said “every ability is just as important as every other ability” and so now you have to learn the war minigame, and the crafting minigame and the sail minigame. Fun fact, I ran it for like 6 years..? And I never learned the sail rules. BTW I’m not saying this was bad, we definitely had a lot of fun with most of these systems. This edition was tumultuous, it is my understanding that it took forever to come out because the team came up with a combat system they liked better, and had to rewrite every combat-facing charm (and there are a lot of those). Then after the book came out (or possibly right before) the team got canned, and so most supplements are by a different team off of the original team’s notes. There were also some allegations, but I never looked into them. This edition is so ambitious, written by people who love exalted and saw its enormous potential. Possibly the worst thing about this edition is how little the supplements have lived up to the promise of the corebook. Especially with the biggest addition to the lore: Exigents.
This edition fully tears off the fivefold symmetry off the lore and system, a bold move that really pays off. turns out you can have 27 abilities instead of 25 and cover everything you need. Storywise this edition introduces the idea that there were and are lots of different kinds of exalted, including The Exigents, unique exalts who are the chosen of gods who are only strong enough to empower one or two guys. My players spent some time tracking a black market exaltation, only to find it was used by a forbidden god to create a very disturbing exigent. It was rad.
Ex3 really worked hard to undo some of the codification 2nd edition built, trying to return the world to a more mysterious state, one where the pcs might run into something new and wondrous that didn’t fit into established categories.
3e miiight be my favorite edition, if for no other reason that it works very hard to be fun and interesting. It’s not perfect. for one, it once again nukes the previous combat system and starts over, but it feels like it was better playtested.
Pretend this is a an Exalted-Style Sidebar:
The Lunars
No edition of Exalted ever finds a good place for the Lunars. In 1e they were meant to be exclusively antagonists, but player response pushed them into PC territory, so they were somewhat shoehorned. 2e tried to address this, but in a pretty weak way, making them into slightly worse sidereals. 3rd edition probably did the best job of it by carving out big chunks of the world for the lunars to stomp around in, promising Lunar-exclusive situations and antagonists… but by the time the Lunars supplement came out it seemed these things were really not a priority. Poor Lunars.
Well… looks like I have a lot to say about Exalted… Hope this post didn’t get too long for ya, thanks for writing in!
5 years ago today we released the Lunars: Fangs at the Gate Storyteller Screen, available now in PDF from our partners at Drivethrurpg.com https://www.drivethrurpg.com/en/product/332915/lunars-storyteller-screen?affiliate_id=13&src=OPPTumblr! Also available: Lunars: Fangs at the Gate Map https://drivethrurpg.com/product/332919/Lunars-Fangs-at-the-Gate-Map?affiliate_id=13&src=OPPTumblr
Back at it again, writing charms I'll never use! This time, for an exigent I'll PROBABLY never play. (I should never say never, this concept is growing on me.) The Chosen of the Twin Gods is designed to Play Really Different from everybody else. With a pair of gods empowering her, she takes paired actions, can be in two places at once, and exemplifies the best and worst of motherhood and leadership.
@theuncrucified, thanks for making me write stuff, even if you're not doing it directly. :P
These charms are designed to be emblematic of the whole set, which doesn't exist beyond as concepts in my head. The Chosen of the Twin Gods is a celestial exalt with access to charms for Archery, Linguistics, Medicine, Melee, and Socialize. They also have a weird limit track that, if people like this, I might expand on later, where they oscillate between the extremes of their divine patrons, paranoia and maternalism as ever-tugging forces.
I have a charm for each attribute, plus an extra for Archery and Melee, because they serve both as combat abilities, and to fill out a few other concepts. Archery has celerity-styled stealth and mobility, while melee offers defenses and the ability to be in two places at once, to a far more extreme level than even Lunars can. Linguistics is themed around leadership, Medicine around protection and blessings, and Socialize around being beloved.
Under the cut we go for the rest of this!
New Tag - Twin: Twin is a tag that appears on some of the Chosen of the Twin Gods' Archery and Melee charms. Each comes in a pair, and can be uniquely placed into a flurry with its paired charm, mentioned alongside the tag. When one generates an attack, the Chosen may reflexively exchange a wielded melee or archery weapon for one of the other type, allowing them to make the attack with the newly drawn weapon. When exchanged this way, the weapon is stowed Elsewhere, appearing in a flicker of anima as the two halves of the Chosen separate for a brief moment.
Driving Shot
Cost: 4m Mins: Essence 1, Archery 3
Type: Simple
Keywords: Twin (Bounding Strike), Uniform
Duration: Instant
Prerequisite Charms: None
In a flash, the Chosen of Ira follows her arrow, prepared to strike down those who would threaten those who cannot defend themselves.
The Chosen makes an archery attack against an enemy within short range. Whether the attack hits or misses, she moves to close range with them, and increases their onslaught penalty against melee attacks by 1.
Bounding Strike
Cost: 4m Mins: Essence 1, Melee 3
Type: Simple
Keywords: Twin (Driving Shot), Uniform
Duration: Instant
Prerequisite Charms: None
The Chosen of Rai is gone in an instant, leaving only a bloody wound.
The Chosen makes a melee attack. Whether the attack hits or misses, she moves one range band away from them, and increases her defense by 1 until her next turn.
Covered by the Sky
Cost: 5m Mins: Essence 1, Archery 2
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
In the blink of an eye, the Chosen crosses space, as though it was nothing.
The Chosen moves from one position of cover to another within medium range so quickly that it is as if she did not cross the space between. Without supernatural perception, this movement cannot be seen. Even with magically enhanced senses, observers suffer (her essence) as a penalty on rolls to notice her.
Split Presence
Cost: 7m Mins: Essence 2, Melee 3
Type: Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: Any three melee charms
Fully separating her twin selves, the Chosen can make herself known in two places at once.
The Chosen fully separates into two characters. While in this state, her twin selves may exist anywhere within (essence) miles of each other before one comes unravelled, returning to the other. There is not a "true" self, as each are fully conscious and aware. If one half becomes aware of new information, that information is not shared until their essence re-merges. While in this state, the Chosen may not use any other charms but reflexive charms, excellencies, or charms with Split Presence as a prerequisite, and all actions she takes suffer from the flurry penalty.
If one is killed or incapacitated in this state, their essence returns to the other, leaving them reeling, suffering a -3 penalty on all actions, decreasing by 1 each scene that passes. At the end of this charm's duration, the chosen must choose which self remains, absorbing the essence of the other harmlessly.
Effortless Grace
Cost: 3m, 1wp Mins: Essence 1, Socialize 3
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Chosen thrives in hectic galas, heated courtrooms, and frantic arguments, every bit of chaos serving only to make her look better.
When the Chosen makes an influence roll, she may use this charm to ignore any penalties she would suffer on the roll as a result of circumstance, instead gaining them as bonus dots of appearance, to a limit of (essence).
Army-Halting Proclamation
Cost: 10m, 1wp Mins: Essence 3, Linguistics 5
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Any 7 Linguistics Charms
The Chosen of Rai would never raise an army, yet her words ensure that none can ever be raised against her.
The Chosen makes a speech, using Linguistics+Charisma, to disband an enemy battle group. This is penalized by the battle group's size, is and opposed by the enemy commander's War+Charisma roll. Success instills the battle group's members with a tie of respect towards the Chosen, and each threshold success reduces the battle group's size by 1, as members quit the field.
This charm may only be used once per story.
Mother's Blessing
Cost: 1m Mins: Essence 1, Medicine 1
Type: Simple
Keywords: Shaping (Fate)
Duration: Indefinite
Prerequisite Charms: None
Ira's blessing is freely given to those who would listen to her guidance.
The Chosen makes an instill roll with any attribute and ability, to instill a value related to one of her defining intimacies in a mortal character. So long as she maintains this charm, and the mortal maintains the intimacy instilled, any time he acts in defense of that intimacy, he benefits as though the action was supported by a two-point stunt, regaining a point of willpower, rolling 2 extra dice, and benefiting from an automatic success. If he ever loses the intimacy, or if the Chosen wishes as she ends the charm, he loses temporary willpower equal to half his current maximum.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
I'm not much of a visual artist, but I really do love exalted 3e, so... I'm back to writing for @theuncrucified 's art challenge again! This week, I went with... One and a half of the prompts - specifically, spells and a little bit of evocations. A pair of initiations, that are directly tied to a sorcerous/necromantic martial art that I posted last month (Here on patreon https://www.patreon.com/posts/138953918 ) and the actual flavor text for the necromantic version of Virtuous Guardian of Flame.
Wailing Blade of the Concordat
The world shudders as a blade is drawn out through creation's very flesh, a single drop of blood falling as a gleaming silver crescent slides into existence. This spell functions identically to Virtuous Guardian of Flame, save that it is a necromancy spell, and forms a scythe. Rather than hiding in a flame, the Wailing Blade of the Concordat can shrink down to be disguised as a pin or clasp.
The actual initiations I threw under the cut, because they're a bit long. Let me know what you think :)
Wisdom of the Wound that Weeps
Deep in the Burning Sands, beyond where most dare tread, is a place where creation weeps. From gashes in the world itself, blood spills, accompanied by the soft, endless crying of a woman, weeping for eternity at the death of her beloved. Here, among the last few remaining standing stones of a once-great city, secrets can be gleaned from the world's sorrow, if one can stand to listen.
The shadowland left behind when Wolf-Devours-Flock and her solar mate fought never healed. Long ago, every ghost but hers abandoned the place, but still, Wolf-Devours-Flock lingers, her heart filled with guilt. Wolf-Devours-Flock was among the first to truly understand the nature of the great curse, for she watched her solar mate become utterly lost to it. Nothing could be done, with all the knowledge and power of the first age, with the forbidden secrets of the Black Nadir Concordat, with the power of undying love, but to put her beloved down. Yet Wolf-Devours-Flock still weeps, an eternity later.
A petitioner who makes the journey to the Wound that Weeps, on a cold night, and lets herself drink in the sorrow of the long-dead lunar can become attuned to the pain of the world, and learn to channel its power.
Special: Both shaping rituals require the practitioner to take on a defining tie of depression, misanthropy, or self-loathing, representing the mixing of their own deepest regrets with those of Wolf-Devours-Flock. This tie cannot be willingly degraded, and can never be fully removed. Additionally, they may gain the evocations of Keening of the Black Nadir Style, even if they do not select Wailing Blade of the Concordat as their control spell, or possess the Inspired by the Wolf merit.
Shaping Rituals
Scar upon Creation: Whenever she is in a shadowland, the necromancer may roll Charisma+Occult at difficulty 2 to deepen the shadowland's hold upon creation over the course of an hour. She gains necromantic motes equal to threshold successes, which last until the story ends, or she performs this ritual again. Any actions taken to purge the shadowland suffer her threshold successes as a penalty.
Blood Begets Blood: Once per scene, when the necromancer takes a shape necromancy action, she may draw strength from the wounds of herself, and those around her, gaining additional successes equal to the total wound penalty of all non-trivial characters within short range. This is not reduced by effects that reduce wound penalties (such as lunar berserker charms) but is increased by effects that increase them (such as Sorrow of the Black Wolf).
Serenity of Eternal Flame
When Flame Swallows the World felled the great devil that had conquered the mountains themselves, he tore out its heart and used it to carve his place in the world. He reshaped the jagged peaks and roiling magma to a form better suited for humanity, and established First Spark, a monastery-fortress that would forever stand as a bastion against the enemies of the gods. Over untold ages, it fell to disrepair, and was reclaimed, time and time again. Flame Swallows the World had infused his essence into the beast's heart, and it burned, an eternal beacon, wanting only to share its knowledge, and time and time again, it would do so.
Today, First Spark stands empty, yet it welcomes any comers, yearning to teach once more. Any who come are welcome to learn, will be taught, will share the flame of passion that eternally drove Flame Swallows the World to incredible heights. On moonless nights, the flame can be seen across the desert, rising above the mountain peaks to call to those that might learn.
Special: Both shaping rituals require the practitioner to take on a defining intimacy representing conviction to hunt the wicked, teach, or leave an everlasting legacy. This tie cannot be willingly degraded, and can never be fully removed. Additionally, they may gain the evocations of Thousand Ember Forge Style, even if they do not select Virtuous Guardian of Flame as their control spell, or possess the Student of First Spark.
Shaping Rituals
Comfort in Conviction: Once per scene, when in combat with creatures of darkness, the sorcerer gains (her essence) extra successes on any shape sorcery rolls she takes. If any of the creatures of darkness have at least 2 more essence than her, these successes are non-charm.
Fire's Embrace: The sorcerer may, as an hour long ritual, ignite herself in a grand pyre. She rolls Stamina+Resistance against difficulty 5, gaining threshold successes as sorcerous motes, that remain until the end of the story, or until she performs this ritual again. She also gains an equivalent number of sorcerous motes that may only be spent on her control spell. These motes last the same time. If she succeeds on the ritual roll, she takes no damage, but if she fails, she takes 3 dice of decisive damage.
i was thinking about the Getimian Exalted again because i am slightly obsessed. of course the Yozi would create an Exaltation like that. the gods chose humans to hold Exaltations specifically because the Yozi couldn't conceive of humans ever being a threat. so of course the Yozi-made testbed for the idea of Exaltation doesn't go looking for a heroic soul to bond with when it can just use its built-in pattern-spider to weave one out of discarded fates.
Hey I don't post much about stuff I'm putting on patreon on here lately, but I'm really proud of this one: https://www.patreon.com/posts/hundred-ember-of-138953918
It's a sorcerous/necromantic martial art built around making attacks that double as shape sorcery actions, and benefits significantly from weaving traditional spells into your combat "routine." There's two different versions of it, one necromancy based, and one sorcery based, and it's designed to be able to work alongside existing charmsets, whether native or martial art, while still functioning as a standalone set.
You can see it for free on my patreon, so I'm only posting the first of the six//eight charms on here, the core charm that the whole thing is built around, which enables the whole battlemage combat style. You should go check it out and tell me what you think!
Soul-Stoking Strike//Harvesting Blade
Cost: None Mins: Essence 1
Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisite Evocations: None (Control Spell Evocation)
The motions of war and magic are one and the same. From this simple revelation, endless potential is unlocked.
The sorcerer/necromancer makes a withering attack with her conjured weapon that also counts as a shape sorcery//necromancy action. The weapon has the stats of a Daiklave//Grimscythe. She may divide any initiative she would normally gain from this attack between gaining initiative and gaining sorcerous//necromantic motes. Abilities that can normally only enhance shape sorcery/necromancy actions, such as many shaping rituals, can enhance this attack.
Special: When she first gains this evocation, the sorcerer//necromancer must choose whether the attack is made with Perception+Occult or Dexterity+Melee. If she selects Perception+Occult, all attacks made using evocations from this style may be made out to short range, and she uses Intelligence in place of Strength for determining damage. If she already has the martial arts skill with a martial art that is compatible with her weapon, she may instead choose Dexterity+Martial Arts. If so, all of the evocations of the spell gain the Versatile keyword.