A perfectly logical, objective SCIENTIFIC! Maybe slightly mechanical tier list of 2.5 SMAs part 6
The best MAs tell a story and as you read that story you want to play it, a PC is formed with the MA as a seed and sprouts, shaped by the possibility and potential you saw in those charms.
For the fans of this SMA this preface was enough to recognize Quicksilver Hand of Dreams. For those who don’t know the story, I would suggest reading the Style.
Quicksilver Hand of Dreams
Scroll of The Monk page 138 - 144
theme: dreams, reality, the Wyld, enlightenment
What does it do?: initially it deals with effecting, stealing, entering and shaping dreams, post form it deals with shaping reality.
Pre Form: you can resist the Wyld, handle dreams as physical objects, steal dreams, force others into dreaming and enter other’s dreams from afar. At the far end that means putting others into permanent sleep, controlling a target's senses while it is awake and even chasing the target like a living nightmare.
While in the Wyld he becomes hard to detect and target.
As a side effect the user is forgotten, erased gradually from the memories of anyone who ever encountered him and even loses backgrounds that require people to know who he is.
Form: all the user’s actions are perfect, both defenses, attacks and mundane efforts, those actions need to be possible by the wide limits of being possible with a roll of any (ability+ skill) but that is the only limit.
Others can bypass this effect through stunt or charm, even then each attempt allows the user an opposed Essence roll to resist.
To make him even more slippery if he is killed while in form he automatically enters someone’s dreams and respawns next time the host dreams.
Unique, powerful and unless the user has opposition (for example while crafting) allows for really silly long term efforts. A very iconic SMA form for a reason
Finally as a permanent effect the user is pretty much immune to most Wyld effects
Pre capstone: the user can use the dreams he learned to harvest and handle as materials for crafting, he can craft most mundane objects, minor artifacts or living soulless creatures, he does not however learn how to craft, he needs to learn the hard way. Weapons and armor crafted from dreams are form fitting for the style.
The user gets the ability to turn the near area (let’s say 300 meter radius) into middlemarchs, they fade in time but last for the scene, inside he boosts all his stunts and empowers his dream crafting, both the weapon and armor he already made and quickly crafting new items.
as a permanent effect the user is pretty much immune to the Wyld
Capstone: the form’s ability to make everything the user does a perfect effect can extend to all targets in the scene, any roll will go anyway he chooses and characters will take any action he decides.
Victims can spend willpower to act freely though under heavy penalties once enough willpower is spent to resist the charm breaks (this limits the charm’s use, while it can be used to ensnare 20 DB dynasts having so many non trivial victims will allow them to spend the required wp almost immediately breaking the hold in less than a round)
Again while useful against enemies when used with supportive circle members this allows for insane levels of munchkinery.
This is a very powerful and flavorful capstone, probably the best out of all the SMAs, it requires both the user and the victims to continuously narrate and stunt their struggle until the charm breaks, victims brought to 0 wp during the scene are helpless and become puppets unless stunting enough to regain wp pushing the drama further.
Before it is mentioned, this along with many of the styles other charms are key-word vulnerable, shaping defenses break this styles strongest options effortlessly.
Magicallness: starts as a tricky, mind bending dream style, ends as a reality bending intrusion of the Wyld into creation.
rating: pretty much the definitive A SMA, a narrative that pulls a PC from essence 2->7, of all the SMAs this is also the one that truly delivers on Enlightenment moving further and further from punching things and causing debuffs to fully creating and shaping Creation through martial art practices.
Mechanically the beginning of the tree rely a bit to hard on bad touch effects but those are mostly curable by charms, the main issue is the effect of perfect actions a QSHoD user will never fail a craft check, never fail a medicine check, as long as he is unopposed by an essence user he will succeed in everything, with the capstone this gets even more problematic, he can allow all his allies the same, all group activities can be granted a perfected outcome, well no…
A QSHoD master has no allies, no circlemates, no enemies, no reputation, by the time mastery is achieved if the RAI are observed the master will leave no trace in Creation, it will take time, but a QSHoD master is a stranger to all. Which is why this SMA is a story, it has an ending.