Difference between revisions of "Jimcrimson/2e mortal martial arts"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
Line 23: Line 23:
  
 
all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.
 
all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.
'''Take 10 punches to deliver 1''' Skill Mins    martial arts 2
+
 
 +
<b><i>Take 10 Punches to deliver 1</i></b>
 +
<b>Cost:</b> special
 +
<b>Minimums:</b> Martial Arts 2
 +
<b>Type:</b> reflexive
 +
<b>Keywords:</b> permanent
 +
<b>Duration:</b> 1 attack
 +
<b>Prerequisite Charms:</b> none
  
 
You have learned that throwing the ''correct'' punch or  kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.
 
You have learned that throwing the ''correct'' punch or  kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.
Line 29: Line 36:
 
forceful blow - +1 damage
 
forceful blow - +1 damage
  
power stance - martial arts 2, endurance 2 prereq - take 10
+
<b><i>Slow Defense</i></b>
while aiming, +1 soak, no using dodge DV - may not move more than essence yards between rounds
+
<b>Cost:</b> special
rooted limbs - martial arts 2, endurance 3 prereq power stance
+
<b>Minimums:</b> Martial Arts 2, Resistance 2
while aiming, +2 vs knockdown and knockback - may not move more than essence yards between rounds
+
<b>Type:</b> reflexive
mighty forceful blow martial arts 3 prereq rooted limbs
+
<b>Keywords:</b>
powerful or rooted stunt, +2 damage, +1 to knockdown possibility
+
<b>Duration:</b> 1 aiming action
smother the fire - martial arts 3 awairness 2 prereq, mighty forceful blow 1 willpower awareness turns
+
<b>Prerequisite Charms:</b> Take 10 punches to deliver 1
may block leathal
+
bonebreaking understanding - martial arts 4, athletics 2 1 willpower prereq- smother
+
The Martial Artist stands in a narrow stance with knees together and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right.
may do lethal damage  
+
 
 +
This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions.
 +
 
 +
<b><i>Immovable Object Stance</i></b>
 +
<b>Cost:</b> Special
 +
  <b>Minimums:</b> Martial Arts 2, Resistance 3  
 +
<b>Type:</b> special
 +
<b>Keywords:</b>
 +
<b>Duration:</b> 1 Aim action
 +
<b>Prerequisite Charms:</b> Slow Defense
 +
 
 +
The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness
 +
 
 +
While using slow defense also gain +2 vs knockdown and knockback.
 +
 
 +
<b><i>Irresistible Force</i></b>
 +
<b>Cost:</b> none
 +
<b>Minimums:</b> Martial Arts 3
 +
<b>Type:</b> reflexive
 +
<b>Keywords:</b> special
 +
<b>Duration:</b> 1 stunt for an attack
 +
<b>Prerequisite Charms:</b> Immovable Object Stance
 +
 
 +
If the character uses a stunt that is "powerful" or "rooted" then +2 damage and +1 to the target number of knockdowns he might make.
 +
 
 +
<b><i>Smother the Fire</i></b>
 +
<b>Cost:</b> 1 willpower
 +
<b>Minimums:</b> Martial Arts 3, Awareness 2
 +
<b>Type:</b> reflexive
 +
<b>Keywords:</b>
 +
  <b>Duration:</b> Awareness turns
 +
  <b>Prerequisite Charms:</b> Irresistible force
 +
A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started.
 +
 
 +
may block lethal attacks without need of a weapon or stunt.
 +
 
 +
<b><i>Bonebreaking Understanding</i></b>
 +
  <b>Cost:</b> 1 willpower
 +
<b>Minimums:</b> Martial Arts 4, Athletics 2
 +
<b>Type:</b> simple
 +
<b>Keywords:</b>
 +
<b>Duration:</b> 1 attack
 +
<b>Prerequisite Charms:</b> Smother the Fire
 +
 
 +
As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage
 +
 
 
felling blow - martial arts 4, athletics 3 prereq- bonebreaking
 
felling blow - martial arts 4, athletics 3 prereq- bonebreaking
 
add fierce blow to forceful blow  
 
add fierce blow to forceful blow  

Revision as of 01:47, 21 June 2013

Mortal Martial Arts (MMA)

Jim Crimson

this page is not finished

When I read about MMAs on this wiki I was very excited by the idea.

I have made several of my own, here is the 1st

Five Stones Style

Five Stones Style is based on Goju Ryu Karate, who's motto is "take 10 punches to deliver 1". In Real Life Goju train by being hit with sticks while they practice katas.

This style allows the use of "martial arts" weapons if you have a minimum melee equal to the charms martial arts minimum. Any armor is allowed, but shields are not. To use this MMA, you may choose to also use a houserule, which follows -

forceful blow : may not flurry or use multiple action charms with this attack modifier. Make a single attack, look at the rate of the attack used, each attack from the rate that was not used adds 1 damage (not normally combinable with fierce blow). This still effects your Dodge DV as if you had made each attack, but does not effect your parry DV. A punch normally has a rate of 3, if you choose to only make a single punch attack then the base damage becomes 2B but you loose 3 dodge DV and 1 parry DV

Note 1: This is meant to simulate planting your body, lining up and placing one solid shot... so that's why the Dodge DV is effected. Note 2:I instituted this rule in part to encourage less flurries - I wanted to give players who took up less of our game time rolling dice a reward so they could keep us with the guys who would roll 5 attacks :)

Charms

all attacks in this style are considered forceful, no charm in this tree will work on an attack that is not forceful.

Take 10 Punches to deliver 1

Cost: special 
Minimums: Martial Arts 2
Type: reflexive
Keywords: permanent
Duration: 1 attack
Prerequisite Charms: none

You have learned that throwing the correct punch or kick at the precise moment of opening allows you to do more damage than throwing lots of punches and kicks that don't find an opening.

forceful blow - +1 damage

Slow Defense

Cost: special
Minimums: Martial Arts 2, Resistance 2
Type: reflexive
Keywords: 
Duration: 1 aiming action
Prerequisite Charms: Take 10 punches to deliver 1 

The Martial Artist stands in a narrow stance with knees together and in doing to he gains the physical endurance to withstand punishment, this gives him the time he needs to strike when the moment is right.

This charm modifies an aim action. While aiming, Gain +1B/+1L soak. While in this stance you may not use your dodge DV and may not move more than essence yards per tick. Like any Aim action, this may be ended at any time, or renewed for the bonuses gained for additional Aim actions.

Immovable Object Stance

Cost: Special
Minimums: Martial Arts 2, Resistance 3 
Type: special
Keywords: 
Duration: 1 Aim action
Prerequisite Charms: Slow Defense

The Slow Defense stance has one major flaw, it is relatively easy to knock a practitioner down. Through further refinement of the physical and spiritual techniques the Martial Artist begins to root in place, removing the earlier weakness

While using slow defense also gain +2 vs knockdown and knockback.

Irresistible Force

Cost: none
Minimums: Martial Arts 3
Type: reflexive
Keywords: special
Duration: 1 stunt for an attack
Prerequisite Charms: Immovable Object Stance

If the character uses a stunt that is "powerful" or "rooted" then +2 damage and +1 to the target number of knockdowns he might make.

Smother the Fire

Cost: 1 willpower
Minimums: Martial Arts 3, Awareness 2
Type: reflexive
Keywords: 
Duration: Awareness turns
Prerequisite Charms: Irresistible force

A fire is smothers on the ground, not in the flames. In the same way, it is easier to block the shoulder than the arm, or the hip than the leg. With proper awareness it is possible to block weapons by blocking the body BEFORE the swing is really started.

may block lethal attacks without need of a weapon or stunt.

Bonebreaking Understanding

Cost: 1 willpower
Minimums: Martial Arts 4, Athletics 2
Type: simple
Keywords: 
Duration: 1 attack
Prerequisite Charms: Smother the Fire

As part of a forceful attack, a non lethal blow becomes lethal or a lethal attack gains +2L damage

felling blow - martial arts 4, athletics 3 prereq- bonebreaking add fierce blow to forceful blow power block martial arts 5, endurance 4 prereq - felling blow cost 1 willpower if you block, you may make an attack against the limb which attacked

5 powers stance -  martial arts 5, endurance 5 prereq - power block

+1 to all soaks if you do not use your dodge DV, this stacks with power stance. this charm is considered enlightening