Difference between revisions of "The Book Of Air/MetaMA"
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− | The following are Martial Arts Charms that belong to no one school, style or level of Supernatual Martial Arts, but may be equally applied to all styles, by all Martial Artists capable of meeting their Minimum Requirements. These Charms were extremely rare during the First Age, and some suggested that they comprised a Style all their own...except for the fact that they need not be learned in any particular order. | + | The following are Martial Arts Charms that belong to no one school, style or level of Supernatual Martial Arts, but may be equally applied to all styles, by all Martial Artists capable of meeting their Minimum Requirements. These Charms were extremely rare during the First Age, and some suggested that they comprised a Style all their own...except for the fact that they were mostly created by different Exalts and need not be learned in any particular order. Currently only Elder Sidereal and Lunar Sifu retain knowledge of them, although a well-favored (and heavily indoctrinated) Terrestrial or Solar student ''may'' be allowed access to some of them, as the situation warrents. |
'''FOE-MEASURING GAZE<br>''' | '''FOE-MEASURING GAZE<br>''' | ||
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Type: Reflexive<br> | Type: Reflexive<br> | ||
Keywords: Combo-OK<br> | Keywords: Combo-OK<br> | ||
− | Duration: | + | Duration: Instant<br> |
Prerequisites: One MA Excellency, One Form Charm | Prerequisites: One MA Excellency, One Form Charm | ||
Skill calls to Skill. The practiced martial artist can accurately assess his opposition with but a glance, even if they are simply taking tea or laughing with friends. | Skill calls to Skill. The practiced martial artist can accurately assess his opposition with but a glance, even if they are simply taking tea or laughing with friends. | ||
− | This Charm reveals a single opponents' strengths and weaknesses as a martial artist. The user rolls (Martial Arts + Perception) at a difficulty of his opponents' Manipulation; each success delivers a different fact about his opponent's capabilities. 1 success might tell him his opponent's MA or Essence level. 3 may reveal how many MA Styles he knows, what level they are, and if he normally leads with his left fist. 5 enables him to get a clear idea of what each Style can do, if he's mastered it fully, who his teacher likely was (if that one is known to the user), and if a recent injury is likely to provide an opening. | + | This Charm reveals a single opponents' strengths and weaknesses as a martial artist. The user rolls (Martial Arts + Perception) at a difficulty of his opponents' (Manipulation + Essence); each success delivers a different fact about his opponent's capabilities. 1 success might tell him his opponent's MA or Essence level. 3 may reveal how many MA Styles he knows, what level they are, and if he normally leads with his left fist. 5 enables him to get a clear idea of what each Style can do, if he's mastered it fully, who his teacher likely was (if that one is known to the user), and if a recent injury is likely to provide an opening. |
− | In addition, those characters who have mastered a Terrestrial Form may commit the 3 motes. While committed, the target suffers an additional -1 external penalty against Knockdown, Knockback and Stuns effects from attacks made by the player's character. This effect does not stack. Those characters who have mastered a Celestial Form may commit the 3 motes to gain an additional success on all actions opposed by the target's MA. This includes MA-based PDV. This effect does not stack. Those who have mastered a Sidereal Form may commit the 3 motes to combine both sets of effects. In any case, these bonuses last for the scene. | + | In addition, those characters who have mastered a Terrestrial Form may commit the 3 motes. While committed, the target suffers an additional -1 external penalty against Knockdown, Knockback and Stuns effects from attacks made by the player's character. This effect does not stack. Those characters who have mastered a Celestial Form may commit the 3 motes to gain an additional success on all actions opposed by the target's MA. This includes MA-based PDV. This effect does not stack. Those who have mastered a Sidereal Form may commit the 3 motes to combine both sets of non-stackable effects. In any case, these bonuses last for the scene. |
'''MAYFLY TRAINING MEDITATION<br>''' | '''MAYFLY TRAINING MEDITATION<br>''' | ||
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Keywords: Combo-Basic, Obvious, Touch, Crippling<br> | Keywords: Combo-Basic, Obvious, Touch, Crippling<br> | ||
Duration: Instant<br> | Duration: Instant<br> | ||
− | Prerequisites: All MA Excellencies, 1 Complete Style | + | Prerequisites: All MA Excellencies, 1 Complete Celestial Style |
One of the greatest Forbidden Charms, this one was nevertheless increasingly used towards the end of the First Age, as unrighteousness shadowed the Martial Arts World. When a Martial Artist went too far, yet it was inadvisable to kill him, this Charm was used to punish them by taking away that which was most precious to them... | One of the greatest Forbidden Charms, this one was nevertheless increasingly used towards the end of the First Age, as unrighteousness shadowed the Martial Arts World. When a Martial Artist went too far, yet it was inadvisable to kill him, this Charm was used to punish them by taking away that which was most precious to them... |
Latest revision as of 08:34, 1 February 2008
The following are Martial Arts Charms that belong to no one school, style or level of Supernatual Martial Arts, but may be equally applied to all styles, by all Martial Artists capable of meeting their Minimum Requirements. These Charms were extremely rare during the First Age, and some suggested that they comprised a Style all their own...except for the fact that they were mostly created by different Exalts and need not be learned in any particular order. Currently only Elder Sidereal and Lunar Sifu retain knowledge of them, although a well-favored (and heavily indoctrinated) Terrestrial or Solar student may be allowed access to some of them, as the situation warrents.
FOE-MEASURING GAZE
Cost: 3m
Mins: MA 3, Ess 3
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: One MA Excellency, One Form Charm
Skill calls to Skill. The practiced martial artist can accurately assess his opposition with but a glance, even if they are simply taking tea or laughing with friends.
This Charm reveals a single opponents' strengths and weaknesses as a martial artist. The user rolls (Martial Arts + Perception) at a difficulty of his opponents' (Manipulation + Essence); each success delivers a different fact about his opponent's capabilities. 1 success might tell him his opponent's MA or Essence level. 3 may reveal how many MA Styles he knows, what level they are, and if he normally leads with his left fist. 5 enables him to get a clear idea of what each Style can do, if he's mastered it fully, who his teacher likely was (if that one is known to the user), and if a recent injury is likely to provide an opening.
In addition, those characters who have mastered a Terrestrial Form may commit the 3 motes. While committed, the target suffers an additional -1 external penalty against Knockdown, Knockback and Stuns effects from attacks made by the player's character. This effect does not stack. Those characters who have mastered a Celestial Form may commit the 3 motes to gain an additional success on all actions opposed by the target's MA. This includes MA-based PDV. This effect does not stack. Those who have mastered a Sidereal Form may commit the 3 motes to combine both sets of non-stackable effects. In any case, these bonuses last for the scene.
MAYFLY TRAINING MEDITATION
Cost: 5m, 1wp
Mins: MA 5, Ess 4
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One Week
Prerequisites: Any Two MA Excellencies, Two Complete Martial Arts Styles
This Charm enhances the act of training others. It is functionally similar to Tiger Warrior Training Technique and other such Charms, except that it only functions on one target at a time. The Sifu focuses on improving the Attributes of Dexterity, Strength, Stamina, and Wits, as well as the Abilities of Martial Arts, Dodge, Athletics, and Resistance. It increases one dot of one Trait for every five hours of effort in each week. As most Sifu preferred to take their time and properly instill their students with virtuous standards of behavior as well as great martial skill, this Charm was rarely used save for when emergencies mandated that knowledge be passed on quickly. As always, those who cannot afford the Experience cost to raise their traits go into Experience Point Debt until they can.
TWOFOLD FORM PRANA
Cost: 10m, 1wp
Mins: MA 5, Ess 5
Type: Simple
Keywords: Obvious
Duration: One Scene
Prerequisites: Two MA Excellencies, Two Complete Styles
One of the rarest of the Meta Martial Arts, this Charm allows the user to simultaneously enjoy the benefits of two Martial Arts Forms at once! This Charm must be activated first, then each Form Charm, for their usual costs. Regardless of Exalt type, the user must succeed at a (Dexterity + Martial Arts) roll for each Form, in order to gain the benefits of either. Any and all restrictions or limitations imposed by either Form are in effect so long as they are active. Because of its incredibly draining nature, this Charm was locked away in the Scroll of Forbidden Techniques.
This Charm enhances Form Charms, but is not itself one, and therefore offers no benefit or change to the Sidereal Form Charm of Prismatic Arrangement of Creation, which already treats all other Forms as extensions of itself.
STYLE EXTENSION STANCE
Cost: Variable XP per New Charm; 1wp per Rearranged Charm
Mins: MA 6, Ess 7
Type: Permanent
Keywords: Shaping
Duration: --
Prerequisites: All MA Excellencies, 1 Terrestrial Style, 1 Celestial Style
Every Martial Artist in Creation knows that once a Supernatural Martial Arts Style is created, it is set. If one wishes to create other Charms for it, one must recreate it from scratch. This exceedingly rare Charm works around that limitation, reweaving the pattern of the Style's Essence within the user, enabling each Martial Artist to customize his own particular School of each Style.
With this Charm, the Martial Artist may actually create and teach new Charms for existing MA Styles. He must have entirely mastered the Style in question, and meet the Mins of the new Charms, if they are to be higher than the Style's original Charms. New Charms may be inserted anywhere into the Styles' tree structure that their Minimums allow, and as a side effect, the previous Charms may be rearranged as well, changing their Prerequisites within the limits of their Minimums. Each Charm costs what a normal Charm of that level would cost for the Exalt, although adding it to the tree costs only 10 motes and 1 experience point.
This Charm allows the user to recreate a maximum number of MA Styles equal to their permanent Essence. Each Style may only be modified once. The Charm User must have enough Experience to pay for the Extensions, and may not go into XP Dept for this Charm.
INCOMPARABLE TECHNIQUE SEAL
Cost: 20m, 2wp
Mins: MA 7, Ess 7
Type: Supplemental
Keywords: Combo-Basic, Obvious, Touch, Crippling
Duration: Instant
Prerequisites: All MA Excellencies, 1 Complete Celestial Style
One of the greatest Forbidden Charms, this one was nevertheless increasingly used towards the end of the First Age, as unrighteousness shadowed the Martial Arts World. When a Martial Artist went too far, yet it was inadvisable to kill him, this Charm was used to punish them by taking away that which was most precious to them...
The Charm user rolls (Martial Arts + Essence), evoking a violet and black glow around his hands; some have claimed to be able to see the Maiden of Endings' avatar standing over him, reaching out menacingly to the target, who must be successfully Clinched for the Charm to do its work. If so held, the glow seeps into the target, forming moving arcane sigils on his flesh that slowly fade away. The target may attempt to resist with a contested roll of (Martial Arts + Essence), each success cancelling out one of the attack successes.
Each attack success that remains cancels out 1 Dot of the target's Martial Arts Ability. Afflicted characters still retain their knowledge of Martial Arts Charms, and may even still teach them, but now lack the skill to use them if they no longer meet their Minimum Ability rating. So long as this Crippling effect remains, the target has an effective MA rating of zero, and makes any Martial Arts rolls as a non-Heroic Mortal: 10s do not count for double successes and all MA rolls incur -2 internal penalty due to unfamiliarity. This is a Permanent effect. The target may NOT buy up their MA rating again with Experience. They must pursue other rare and dangerous avenues, such as trade with Demons, lost Artifacts, or persuading a Spirit to use the Endowment Charm upon them, if they wish to reenter the World of Martial Arts.