Difference between revisions of "EwindaleMoss/MartialArtsMoves"

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m (*Martial arts move list with keys)
 
m (Script: fix links messed up in conversion)
 
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Spinning allows the attack to deal the martial artist's MA score in damage to the attack.  However, it also decreases their Accuracy by 2.  It also increases the Dexterity and Martial Arts requirements by 1.
 
Spinning allows the attack to deal the martial artist's MA score in damage to the attack.  However, it also decreases their Accuracy by 2.  It also increases the Dexterity and Martial Arts requirements by 1.
  
Lunging/Jumping gives an attack range equal to the character's jump score.  This also increases the Difficulty of the attack by 1 (on a normal attack, this means you would have to score 2 successes to hit rather than just one) and the required MA score by one more.
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[[LungingEwindaleMoss/Jumping]] gives an attack range equal to the character's jump score.  This also increases the Difficulty of the attack by 1 (on a normal attack, this means you would have to score 2 successes to hit rather than just one) and the required MA score by one more.
  
 
Crippling makes the attack deal Aggravated damage.  This also increases the Difficulty to 3, the MA score requirement by one, and makes a single attack take a half turn in order to ensure the technique lands where intended.  You also must know the spinning, lunging jumping, and the jumping spin version before being able to take a crippling move.  Effectively, the martial arts rating will be four higher than it's base  
 
Crippling makes the attack deal Aggravated damage.  This also increases the Difficulty to 3, the MA score requirement by one, and makes a single attack take a half turn in order to ensure the technique lands where intended.  You also must know the spinning, lunging jumping, and the jumping spin version before being able to take a crippling move.  Effectively, the martial arts rating will be four higher than it's base  
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||Attack Name||Accuracy||Damage||Specials||Speed||Type||Minimum Dexterity||Prerequisites||Minimum Martial Arts||
 
||Attack Name||Accuracy||Damage||Specials||Speed||Type||Minimum Dexterity||Prerequisites||Minimum Martial Arts||
||Throw, Nkiyo||0||MA + STR||Pain Clinch/After Dodge||Half Turn||CT||2||Ikkyo Throw||1||
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||Throw, Nkiyo||0||MA + STR||Pain [[ClinchEwindaleMoss/After]] Dodge||Half Turn||CT||2||Ikkyo Throw||1||
||Throw, Ikkyo||0||MA||Pain Clinch/After Dodge||Half Turn||CT||2||Joint Lock||1||
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||Throw, Ikkyo||0||MA||Pain [[ClinchEwindaleMoss/After]] Dodge||Half Turn||CT||2||Joint Lock||1||
||Throw, Yonkyo||-1||MA + STR +3B||Pain Clinch/After Dodge||Half Turn||CT||2||Sankyo Throw||2||
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||Throw, Yonkyo||-1||MA + STR +3B||Pain [[ClinchEwindaleMoss/After]] Dodge||Half Turn||CT||2||Sankyo Throw||2||
||Throw, Sankyo||-1||MA + STR +2B||Pain Clinch/After Dodge||Half Turn||CT||2||Nikyo Throw||2||
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||Throw, Sankyo||-1||MA + STR +2B||Pain [[ClinchEwindaleMoss/After]] Dodge||Half Turn||CT||2||Nikyo Throw||2||
||Throw, Gokyo||0||MA + STR||Disarm/After Dodge||Half Turn||CT||2||Yonkyo Throw||2||
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||Throw, Gokyo||0||MA + STR||[[DisarmEwindaleMoss/After]] Dodge||Half Turn||CT||2||Yonkyo Throw||2||
||Throw, Shihonage||-1||MA + STR +2B||Pain Clinch/After Dodge||Half Turn||CT||3||Gokyo Throw||3||
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||Throw, Shihonage||-1||MA + STR +2B||Pain [[ClinchEwindaleMoss/After]] Dodge||Half Turn||CT||3||Gokyo Throw||3||
||Throw, Kotegaeshi||-2||MA + STR +2B||Knockdown/After Dodge||Half Turn||CT||3||Shihonage Throw||3||
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||Throw, Kotegaeshi||-2||MA + STR +2B||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||3||Shihonage Throw||3||
||Throw, Kokyunage||-2||MA + STR +3B||Knockdown/After Dodge||Half Turn||CT||3||Kotegaeshi Throw||3||
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||Throw, Kokyunage||-2||MA + STR +3B||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||3||Kotegaeshi Throw||3||
||Throw, Tenchinage||-3||MA + STR + 2L||Knockdown/After Dodge||Half Turn||CT||4||Iriminage Throw||4||
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||Throw, Tenchinage||-3||MA + STR + 2L||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||4||Iriminage Throw||4||
||Throw, Koshinage||-3||MA + STR + 3L||Knockdown/After Dodge||Half Turn||CT||4||Tenchinage Throw||4||
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||Throw, Koshinage||-3||MA + STR + 3L||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||4||Tenchinage Throw||4||
||Throw, Iriminage||-3||MA + STR + 1L||Knockdown/After Dodge||Half Turn||CT||4||Kokyunage Throw||4||
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||Throw, Iriminage||-3||MA + STR + 1L||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||4||Kokyunage Throw||4||
||Throw, Jujinage||-2||MA + STR + 4L||Knockdown/After Dodge||Half Turn||CT||4||Koshinage Throw||5||
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||Throw, Jujinage||-2||MA + STR + 4L||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||4||Koshinage Throw||5||
||Throw, Kaitennage||-3||MA + STR + 5L||Knockdown/After Dodge||Half Turn||CT||4||Jujinage Throw||5||
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||Throw, Kaitennage||-3||MA + STR + 5L||[[KnockdownEwindaleMoss/After]] Dodge||Half Turn||CT||4||Jujinage Throw||5||
 
||Lock, Joint||0||MA + STR||Submission||Half Turn||L||2||None||1||
 
||Lock, Joint||0||MA + STR||Submission||Half Turn||L||2||None||1||
 
||Lock, Neck||-1||(MAx2) + STR||Submission||Half Turn||L||3||Joint Lock||2||
 
||Lock, Neck||-1||(MAx2) + STR||Submission||Half Turn||L||3||Joint Lock||2||

Latest revision as of 18:26, 8 June 2010

Martial Arts, like Brawling, consist of multiple specialty move sets. Unlike Brawling however, they are even more intrinsically linked. Whereas a brawler can pick and choose from a variety of moves, martial artists must study their abilities in a VERY particular order. Specifically, in order to learn the more powerful versions of Open Hand Striking, one must learn all that comes before it. This means that a martial artist will often specialize in a particular field until reaching a mastery they are satisfied with before branching out more fully. To add Spinning to a technique, one must know at least two of the base techniques. To add Jumping or Lunging to a technique, one must know at least two Spinning techniques, and so on.

I.e. Orion wishes to develop his skills in the fields of Open Hand and Closed Fist Striking. He has three dots of Martial Arts and can take 12 separate techniques. He must master two techniques before he is capable of adding the Spinning ability to any of his attacks. He chooses to learn Palm Strike and Knife Hand Strike from Open Hand, Fist, Hammer, and Backfist from Closed Fist, and Front Kick from the Kicks category. He is now down to 6 techniques. Being someone who likes the damage dealing potential of Closed Fist, he decides to give himself the ability to perform Spinning versions of all three of the Closed Fist techniques. This brings him down to 4 techniques left. He decides to go all out and spend two more techniques on Closed Fist and learn the lunging versions of Hammer and Backfist. Orion is now down to 2 techniques left. He's decided that he really likes how dangerous Spear Hand can be and wants to learn both the Spinning and Lunging versions of it as well. However, here he has a problem. He only knows one Spinning technique in Open Hand. He'll have to learn one more before he has enough control over his abilities to properly learn the Lunging. Besides, Lunging requires a Martial Arts score of 4, which he doesn't have. However, because he wants it so badly, Orion chooses to learn Spinning for Knife Strike, just so that he meets the prerequisites for Lunging Spear Hand when he boosts his Martial Arts again.

Spinning allows the attack to deal the martial artist's MA score in damage to the attack. However, it also decreases their Accuracy by 2. It also increases the Dexterity and Martial Arts requirements by 1.

LungingEwindaleMoss/Jumping gives an attack range equal to the character's jump score. This also increases the Difficulty of the attack by 1 (on a normal attack, this means you would have to score 2 successes to hit rather than just one) and the required MA score by one more.

Crippling makes the attack deal Aggravated damage. This also increases the Difficulty to 3, the MA score requirement by one, and makes a single attack take a half turn in order to ensure the technique lands where intended. You also must know the spinning, lunging jumping, and the jumping spin version before being able to take a crippling move. Effectively, the martial arts rating will be four higher than it's base

After Dodge maneuvers can only be performed after successfully Dodging an attack. This would be on the defender's next action after being attacked in order to succeed.

Submission maneuvers require a contested Dexterity+Athletics roll every turn. If the attacker gains six or more successes on the character they put into the clinch, the attacker successfully forces them to submit OR deals two unblockable automatic HLs of Lethal Damage to the person being made to submit. Likewise, if the other character gains six or more successes, they break free of the clinch.

Pain Clinch maneuvers are very similar to Submission maneuvers. However, rather than the attacker being completely dominant, they are only mostly dominant. Pain Clinch moves use the normal rules for a clinch with one exception; the attacker gains a 2 die bonus on all rolls involved in keeping the other character in the clinch or inflicting damage.

Knockout maneuvers are clinches that can be broken using standard Dex+Ath contested rolls. However, if after three turns, the hold has not been broken, the target is knocked unconscious.


CT = Counter Throw
L = Lock
SOH = Striking, Open Hand
SCF = Striking, Closed Fist
SE = Striking, Elbow
SK = Striking, Kick
SKNEE = Striking, Knee

||Attack Name||Accuracy||Damage||Specials||Speed||Type||Minimum Dexterity||Prerequisites||Minimum Martial Arts|| ||Throw, Nkiyo||0||MA + STR||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Ikkyo Throw||1|| ||Throw, Ikkyo||0||MA||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Joint Lock||1|| ||Throw, Yonkyo||-1||MA + STR +3B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Sankyo Throw||2|| ||Throw, Sankyo||-1||MA + STR +2B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Nikyo Throw||2|| ||Throw, Gokyo||0||MA + STR||DisarmEwindaleMoss/After Dodge||Half Turn||CT||2||Yonkyo Throw||2|| ||Throw, Shihonage||-1||MA + STR +2B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||3||Gokyo Throw||3|| ||Throw, Kotegaeshi||-2||MA + STR +2B||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||3||Shihonage Throw||3|| ||Throw, Kokyunage||-2||MA + STR +3B||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||3||Kotegaeshi Throw||3|| ||Throw, Tenchinage||-3||MA + STR + 2L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Iriminage Throw||4|| ||Throw, Koshinage||-3||MA + STR + 3L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Tenchinage Throw||4|| ||Throw, Iriminage||-3||MA + STR + 1L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Kokyunage Throw||4|| ||Throw, Jujinage||-2||MA + STR + 4L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Koshinage Throw||5|| ||Throw, Kaitennage||-3||MA + STR + 5L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Jujinage Throw||5|| ||Lock, Joint||0||MA + STR||Submission||Half Turn||L||2||None||1|| ||Lock, Neck||-1||(MAx2) + STR||Submission||Half Turn||L||3||Joint Lock||2|| ||Lock, Spinal||-2||(MA + STR)x2||Submission||Half Turn||L||3||Neck Lock||3|| ||Lock, Choke||-1||(MA + STR)x2||Knockout||Half Turn||L||3||Spinal Lock||4|| ||Closed Fist, Hammer||-1||+2B||Advances to Spinning, Lunging, Crippling||2||SCF||2||Fist||1|| ||Closed Fist, Fist||0||+1B||Advances to Spinning, Lunging, Crippling||1||SCF||1||None||1|| ||Closed Fist, Backfist||-2||+3L||Advances to Spinning, Lunging, Crippling||3||SCF||2||Hammer||2|| ||Elbow, Horizontal||0||+2B||Advances to Spinning, Lunging, Crippling||1||SE||1||None||1|| ||Elbow, Vertical||-1||+3B||Advances to Spinning, Lunging, Crippling||2||SE||2||Horizontal Elbow||1|| ||Elbow, Diagonal||-2||+4L||Advances to Spinning, Lunging, Crippling||3||SE||2||Vertical Elbow||2|| ||Kick, Side||0||+3B||Advances to Spinning, Leaping, Crippling||1||SK||1||Front Kick||1|| ||Kick, Front||0||+2B||Advances to Spinning, Leaping, Crippling||1||SK||1||None||1|| ||Kick, Round||-1||+3L||Advances to Spinning, Leaping, Crippling||2||SK||1||Side Kick||2|| ||Kick, Axe||-1||+4L||Advances to Spinning, Leaping, Crippling||2||SK||2||Round Kick||2|| ||Kick, Invert||-3||+7L||Advances to Spinning, Leaping, Crippling||3||SK||3||Hook Kick||3|| ||Kick, Hook||-3||+6L||Advances to Spinning, Leaping, Crippling||3||SK||3||Crescent Kick||3|| ||Kick, Crescent||-2||+5L||Advances to Spinning, Leaping, Crippling||2||SK||2||Axe Kick||3|| ||Knee, Horizontal||0||+2B||Advances to Spinning, Lunging, Crippling||1||SKNEE||1||None||1|| ||Knee, Vertical||-1||+3B||Advances to Spinning, Lunging, Crippling||2||SKNEE||2||Horizontal Knee||1|| ||Knee, Drop||-2||+4L||Advances to Spinning, Leaping, Crippling||3||SKNEE||2||Vertical Knee||2|| ||Open Hand, Knife||+1||+1L||Advances to Spinning, Lunging, Crippling||2||SOH||2||Palm||1|| ||Open Hand, Palm||0||+1B||Advances to Spinning, Lunging, Crippling||1||SOH||1||None||1|| ||Open Hand, Spear||+1||+2L||Advances to Spinning, Lunging, Crippling||3||SOH||2||Knife||2||