Difference between revisions of "MartialArts/WolfStyle3"

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Wolf Style Martial Arts by HeridFel

The form weapons for Wolf Style are khatars and knives. The style's structure is based off that of Tiger Style from Caste Book: Dawn.

Charms

Hardiness-Continuation Stance </b>

<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: None

Tenacity at bringing down prey is a hallmark of the wolf, giving rise to tales of wolves who continue to fight when their wounds should have slowed them long ago. Ignore any wound penalties for your Essence in turns. After that, suffer a -4 to all rolls for your Essence in turns. This is considered a wound penalty for other charms that would reduce it, though this one may not be used to do so.


Tendon-Severing Blow</b>
<b>Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: Hardiness-Continuation Stance

A wolf’s instincts lead it to cripple its prey, making it easier for the rest of its pack to bring down. The character attacks and damage is rolled as normal. For every health level of damage you would do, the opponent instead takes a -1 penalty to all dice pools related to physical actions for the rest of the scene.


Wolf Form</b>
<b>Cost: 6 motes
Duration: One scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Tendon-Severing Blow

When the martial artist invokes this charm, his posture changes as he seems ready to attack, hunkering down slightly. When using Wolf Form, all of the character’s martial arts attacks do lethal damage, even if he is attacking without a khatar or knife. He adds his permanent Essence to his Initiative and his Martial Arts score to his bashing soak total. Finally, he adds his Permanent Essence in dice to each unarmed martial arts attack or parry. This is considered a charm bonus and therefore is subject to normal doubling rules, by itself or in conjunction with other charms. This charm is incompatible with armor. Characters cannot use more than one martial-arts form charm at a time.


Hunter Creates Openings</b>
<b>Cost: 3 motes + 1 mote/ally
Duration: Turn
Type: Supplemental
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Wolf Form

An injury by the martial artist has the potential to distract his opponent, leaving the opponent open for further attacks. If you do damage on an attack this turn, you may spend up to your Martial Arts ability in motes. For each mote, designate one of your allies. That ally gets bonus dice equal to the lower of your two Essences when making an attack against the person that you damaged. This is not considered a charm bonus. If you damage more than one person in a turn, you must spend a mote per person damaged, per ally.


Pack Aids The Hunter</b>
<b>Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Hunter Creates Openings

As the pack’s alpha helps his pack bring down large prey, so does the pack aid the alpha. If the person you attack has already been attacked this turn by one of your allies, add dice equal to your Martial Arts ability for that attack. This is considered a charm bonus and is subject to normal doubling limits.


Lupine Sidestep Kata</b>
<b>Cost: 5 motes, 1 Willpower
Duration: Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Wolf Form

Rather than taking blows as they fall, the wolf seeks to avoid them all together. For the rest of the scene, the character receives a dice bonus to his Dexterity+Dodge dice pool equal to his Martial Arts rating against all attacks he can anticipate. If he does not have an action reserved, he may make a dodge with a dice pool equal to his Martial Arts ability. This charm is incompatible with the use of armor.


Wolf Seeks Prey Prana</b>
<b>Cost: 3 motes + 1 die/mote
Duration: Indefinite
Type: Simple
Minimum Ability: 4
Minimum Essence: 3
Prerequisite Charms: Wolf Form

Like the wolf, the martial artist can track an enemy that is attempting to flee, even over great distances. Whenever he is tracking an opponent, the character may add one die to all Endurance and Survival rolls involved in the tracking for every mote spent activating this charm and is considered a supernatural tracker for the purposes of any contest. The character cannot spend more motes to increase his dice pool than he has motes of permanent Essence. This only applies when tracking an enemy; no bonuses are gained when hunting for food or seeking shelter along the way. The essence remains committed until the enemy is found, or the martial artist stops trying to catch the enemy.


Hungry Fang Strike</b>
<b>Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Wolf Seeks Prey Prana

The bond between the Exalt and his weapons grows closer for an instant as they tear into the flesh of his opponent. After the attack has been dodged and/or parried, the Exalt may activate this charm to have all extra successes count twice for the purpose of determining damage, and 10s rolled count as 2 health levels.


Alpha Leads Pack Technique</b>
<b>Cost: 7 motes, 1 willpower
Duration: One scene
Type: Extra Action
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charms: Pack Aids the Hunter, Lupine Sidestep Kata, Hungry Fang Strike

A character using this charm may make two attacks every turn, as long as he uses his Martial Arts ability. He may choose to replace one or both of these attacks with a full parry or dodge. In addition, any ally who attacks someone the character has already attacked this scene gets bonus dice equal to the character’s Essence to attack the opponent. This is considered a charm bonus and is subject to regular doubling rules.