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This style is elementally aspected to air. It emphasizes one on one combat and grandiose maneuvers.
 
This style is elementally aspected to air. It emphasizes one on one combat and grandiose maneuvers.
  

Latest revision as of 01:17, 6 April 2010

Jade Duelist Style

This style is elementally aspected to air. It emphasizes one on one combat and grandiose maneuvers.

Background

(Note: You don't need to take the background of this martial arts all to seriously. I just used it for one of the games I was in).

Created in the very young years of house V’neef by V’neef’s air aspected outcast friend, advisor of V’neef satrapies in the North, and occasional lover, Terush Lander. A fun loving man, he has since taught some of V’neef’s brethren and a few others from other houses his unique style of fighting that he developed. In an age of increasing insults, slights, and duels, his role has become more of a teacher then an advisor with his constant visits to the Realm. Rumor between his earlier students was that there was always a young man who observed the training Lander gave. As well, a few students who have observed some of his duels against those he ends up insulting in his care free life style stated he has pulled moves that they have never been taught, despite their near mastery to this style.

To this date, besides Lander, there are only 3 other full masters of this style, and 40-60 students of various degrees(Only 16 of them are Dragon Blooded, the rest are awakened mortals, god bloods, and a few spirits and elementals who made some nice deals). The masters are V’neef Coorila, who is a senator for V’neef and one of V'neef's direct sons. Birtuge, a wood Immaculate Martial Artist within the Realm who wished to learn of the more worldly styles but has become very unpopular within the order because of this decision. Shiralla, an outcast lover of Lander’s who is rumored to be teaching in Great Forks. Other famous people who have been reported to have had some training in the style is V’neef Aliset, the grand daughter of V’neef.

The style itself emphasizes individual fighting, and as such, is geared towards ensuring that if the situation arises you need not distract yourself with lesser opponents. Jade Fencers are trained to be confident, however, the discipline in the style is very lacking. Some often divulge into narcissism and callousness, as Lander himself is a very lazy but good teacher, and does nothing to stop personalities development, as he believes they should go wherever they wish, so as long as he is paid for his services in training.

Equipment

This style uses the rapier, which can be found MundaneEquipment/Weapons. This was created by Odin so I do NOT take credit for the weapon themselves. I just liked the stats.

This style may not be used unarmed.

This style may be only used with armor that gives mobility and fatigue penalties of 0.

|| ||Speed||Accuracy||Damage||Defense||Special|| ||Rapier||3||2||1L||2||*+1 difficulty to be disarmed|| ||Rapier-like Daiklave||5||3||3L||3||Artifact 2|| |||||||||| ||*For Duelist only||

Charms

Zephyr’s Caressing Approach

  Cost: 2 Motes
  Duration: instant
  Type: reflexive
  Minimum Martial Arts: 2
  Minimum Essence: 1 

A fencer must react like the winds. With a gentle breeze turning around the exalt, they are able to leap into the action.

The exalt adds their essence to their initiative.

Breeze Shoulders the Burden

  Cost: 3 Motes
  Duration: MA turns
  Type: reflexive
  Minimum Martial Arts: 3
  Minimum Essence: 2
  Prerequisite charms: Zephyr’s Caressing Approach

Wind swirls with greater intensity around the feet of the exalt, uplifting them to reach greater heights, leap chasms, or duel elegantly upon a wire thin railing.

Add your essence in dice when rolling balancing. Add your essence to determining jumping and movement distances.

Gust Returns the Leaf

  Cost: 2 Motes
  Duration: Instant
  Type: Reflexive
  Minimum Martial Arts: 3
  Minimum Essence: 2

A stylist is trained to rearm himself if the need arises, or to grab a small runaway object. The wind blasts obviously from your hand to the object and flies into your hand.

Your range is essence X 5 yards, you may pull something to your hand no heavier then a rapier.

Jade Fencer Form

  Cost: 5 Motes
  Duration: Scene
  Type: Simple
  Minimum Martial Arts: 4
  Minimum Essence: 2
  Prerequisite charms: Gust Returns the Leaf, Breeze Shoulders the Burden

The Stylist takes a bow with his rapier, then adopts the stance of the confident fencer, ready to turn away the ebb and flow of blows.

The stylist gains his essence to any parry roles. When out of actions, he may roll his essence and his weapon defense reflexively. However, if he is disarmed, his sword is tied down or disarmed, or some other sort of circumstance that prevents the movement and freedom of his blade, he may not parry.

The Winds Tricky Coulé

  Cost: 3 Motes
  Duration: Instant
  Type: Supplemental
  Minimum Martial Arts: 4
  Minimum Essence: 3
  Prerequisite charms: Jade Fencer Form

A blast of wind flies into the opponents eyes, or the stylist fients with one sword strike to come in with another.

The opponent rolls their Wits + Awareness vs. the stylists essence. If they succed, this attack does nothing. If they do not beat the difficulty however, all defenses against the single strike is subtracted by the stylists martial arts.

Gale Seeks the Gaps

  Cost: 4 Motes
  Duration: Instant
  Type: Supplemental
  Minimum Martial Arts: 5
  Minimum Essence: 3
  Prerequisite charms: The Winds Tricky Coulé

A strike flies out and slides into the proper placement to mark an opponent in just a way that it impairs them or humiliates them.

An attack that cuts armor soak in half and does either 1 dex (for exalts this heals in 1 day, for mortals it’s permanent without the aid of healing magic) or 1 appearance damage, which persists for two weeks on exalts and for mortals it’s permanent without the aid of healing magic.

The Winds Taunting Gesture

  Cost: 4 Motes
  Duration: one turn
  Type: Supplemental
  Minimum Martial Arts: 5
  Minimum Essence: 3
  Prerequisite charms: Jade Fencer Form

The wind can play tricks upon anyone who is not strong of heart. Using this understanding of air, a stylist can insult, demean, or even grope their opponent, forcing them to fly into blind, unfocused, rage or embarrassment.

Uses a dice action, An insult(Charisma) A subtle remark(Manipulation) or simply a gesture(Appearance) (Basically, how you stunt it determines the attribute used) + Presence + essence will be used to make the target focus aggressively on you and only you. This is resisted with a reflexive willpower+temperance roll. Extra successes are dice subtracted from the pool of the opponent for the turn as he/she is unable to focus. If no successes are achieved, the effect is lost.

Tempest of the Dragons’ Favor

  Cost: 6 Motes 1 Willpower 
  Duration: Scene
  Type: Simple
  Minimum Martial Arts: 5
  Minimum Essence: 3
  Prerequisite charms: The Winds Taunting Gesture

The whipping winds spiral around the exalt, showing all those to behold how impressive a prince of the earth he is.

Those with essence equal to or less then the exalt must roll valor checks to approach him. At the same time, he becomes the center of attention, even in a raging storm. Add half of his essence, rounded up, to any presence or performance roll. Bare in mind that if an Exalt does use this to aid his normal interactions, it’ll become apparent that he/she is either an elemental or a prince of the earth, and that should significantly influence those around him/hers reactions.

The Wind Returns

  Cost: 2 Motes
  Duration: Instant
  Type: Reflexive
  Minimum Martial Arts: 4
  Minimum Essence: 3
  Prerequisite charms: Jade Fencer Form

When shouting into the face of the wind, the wind will respond by blowing back at you. Following this principle, a stylist who deflects an assault upon him may use that movement to return the favor.

A counter attack. If a parry is successful, you may attack back at your martial arts + weapon accuracy pool. You are limited to using this an essence number of times in one turn.

Prise de Fer Technique

  Cost: 3 Motes
  Duration: Instant
  Type: Supplemental
  Minimum Martial Arts: 5
  Minimum Essence: 3
  Prerequisite charms: The Wind Returns

Hurricanes and air tunnels can knock a man down and rip a tree from it's roots. A Stylists understands this, and he incorporates this as his blade moves quickly with a vanguard of wind behind. He Strikes his opponents weapons away from their hands, sending them flying into buildings, tree's, or clattering to the ground a distance away.

The Stylist gaines essence automatic successes for a disarm attempt along with, if successful, the weapon being blown away up to Essence * 5 yards.

A Thrust of Needles

  Cost: 4 Motes 1 Willpower
  Duration: Instant
  Type: Extra Action
  Minimum Martial Arts: 5
  Minimum Essence: 4
  Prerequisite charms: Gale Seeks the Gaps, Tempest of the Dragons’ Favor, Prise de Fer Technique

Like the wind picking up hundrends of pin needles and scattering it into it's opponents face, the stylist may also strike like the swarm of pine needles.

Make essence extra attacks against a single target. Strength or other damage modifiers can not apply, only weapon damage and extra successes do. Charms that add straight damage can not be put into a combo with this charm.

Glorious Breezes Épée

  Cost: 8 Motes 1 Willpower
  Duration: One Scene
  Type: Simple
  Minimum Martial Arts: 5
  Minimum Essence: 5
  Prerequisite charms: A Thrust of Needles

A stylist focuses upon his inner wind, and a raiper made of the very winds themselves form to the hand of the stylist or layer over their current weapon.

This charm creates a rapier out of wind, or enhances your current one. The wind extends a foot further from where a rapier would appear all the way down to the users forearm. Having no previous rapier, the stats for the weapon are as follow. If you layer it with your rapier, you add these stats. Speed is essence X 2, Accuracy is your essence, Damage is your essence, and Defense is your essence. The powerful winds that affect the blade will potentially destroy it after it’s use. once the charm wears off, roll Essence at a difficulty of 3 or the rapier is damaged beyond use. If it fails, the rapier is destroyed. If the weapon is made of the five magical materials, it is only lightly damaged, reduce it's statistics by one until repaired. If it is botched, the winds dissipating tear upon your hand, take unsoakable bashing damage equal to the number of botches.

Comments

This looks like a neat Martial Art. Definately air-bsed, may want to make special note of that. Now, for a couple questions and comments and etc... If you want, I can code for you a table for the weapon stats at the top. Those are more easily referanced, and more visually appealing. Glad to do it for ya.
-About the Form, the line "when unable to act" should be chanegd (to what, I do not know) - but, there are many reasons a character cannot act (tied up, not proper combat tick, etc). I'd suggest making that line be a little more specific.
-Some of the later charms, (Tempest of the Dragons' Favor) seem a little bit overpowered for a Terresterial M.A. I'd say "Half essence, round down" for some of these. Counterattacks are powerful things.
-The last charm, I feel, is both over- and Under- powered. The over part is being able to overley this with an existing blade, which makes it a little...Munchy. However, this is also Under- powered, because of all the charms in this martial art, this one has what seems to be the least ammount of certainty. If I may suggest.. have the charm, with absolute certanty, form a weapon. This would modify an existing weapon in hand, if none- than it would be formed out of the air its self. Give it some substancial stats, but... let the 'magical materials' modifiers (like Jade -1 speed, +1 damage) apply for those applied to modified weapons.
Hope these suggestions help. Always glad to give my opinion, and always try to have that be tempered with advice. Good luck. Zodiak

Thanks for the advice!

I would love a table that helps with the coding. Visually appealing is always good in my book.

On the note for the form charm, I'll make it more specific.

I do admit, it is a bit crunchy and it feels like it crunches on that barrier of mostly terrestrial and some near celestial effects. For most of the charms, I did figure they could be celestial like, but gave them all conditions. The Wits+Awareness for a die minus to attacks. The requirement of a successful parry to actually counter attack (along with limiting the number of counter attacks you can too, but that one can be subject to change. Let's say.. counter attack at MA + weapon accuracy? Let's try that for now. The extra attack one being limited in it's damage as well.

For the last charm, maybe make it a more powerful requirement. I kind of like it the way it is (It can be very useful, considering I'm having weapon accuracy and defense apply here, so it's got it's bonuses). Let's bump it's essence up to 5 to reflect it's ability for now. Another possible nerf I am considering is if you are layering, cut the numbers I have for it's abilities in half, round down, then add.

On the note of magical material and such, I should clarify. I tend to write for 1E, mostly because I am an old fogie and I dislike running 2E myself. Though, I'm totally not adverse to people converting my stuff for their games to function in 2E. I'd feel honored if they did in fact. PoisonFish

4/4/07 - Added the weapons table as requested. Oh, and however you want to change things (or not change things) is up to you friend. =) Just pointing out where little red flags popped up in my mind.