Difference between revisions of "MartialArts/HouseOfJourneysStyle"
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:It's a deliberate bit of troublesomeness (is that a word?). The Charm magnifies the character's conviction to the point where nothing, external or internal, can turn her from her course. I can't think of any Charms that require you to fail a Conviction check; I mean, that sounds positively unheroic! :) - [[Quendalon]] | :It's a deliberate bit of troublesomeness (is that a word?). The Charm magnifies the character's conviction to the point where nothing, external or internal, can turn her from her course. I can't think of any Charms that require you to fail a Conviction check; I mean, that sounds positively unheroic! :) - [[Quendalon]] | ||
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+ | I have copied the text as it stands now (8th July 2005) for the Best Of PDF. I fanyone notices any errors or there are changes to the MA can you please let me know. Thanks. - [[Voidstate]] |
Latest revision as of 01:17, 6 April 2010
House of Journeys Style
Background
This style emphasizes the astrological effects of the Golden Barque of the Heavens. It focuses upon the virtues of movement, whether it comes in the form of the evasive flow of the wind or the frenzied force of a cavalry charge. This style’s Charms treat attacks made with chakrams, hatchets, javelins, throwing knives and throwing batons as unarmed attacks, including thrown attacks made using these weapons. None of these Charms are compatible with armor.
- By Quendalon
- Back to MartialArts
Tree
http://www.voidstate.com/perm/tree_houseofjourneys.jpg
Charms
Leaving the Caravanserai
Cost: 2 motes Duration: Instant Type: Reflexive Min. Martial Arts: 2 Min. Essence: 2 Prereqs: None
Like silk upon the desert wind, the character flows away from those who would do him harm. In response to any attack, the character may use this Charm to immediately move directly away from the attacker; this takes place immediately after the attack is resolved, and interrupts any sequence of multiple attacks directed at the character. If the attacker wishes to continue attacking, he must close the distance again in order to make another attack. The maximum distance traveled equals the character’s (Dexterity + Athletics) in yards. The direction traveled is the most logical one to place the character out of reach of the attacker. In most cases this will be the same direction as the line of attack, but it may vary depending upon the terrain and any stunts the character attempts. This movement does not count against her movement rate for the turn. If used in a Combo with a hopping dodge Charm, the movement is added to that provided by the hopping dodge.
Battle Chariot Technique
Cost: 5 motes Duration: Instant Type: Simple Min. Martial Arts: 3 Min. Essence: 2 Prereqs: Leaving the Caravanserai
The character surges toward an opponent with sudden, startling force. She may travel a distance up to her maximum sprinting distance and attempt a single punch, kick, clinch, sweep or throw at the end of that move. The attack gains a number of bonus dice equal to the character’s Martial Arts score.
Moving By Hidden Ways Method
Cost: 5 motes Duration: Instant Type: Supplemental Min. Martial Arts: 3 Min. Essence: 2 Prereqs: Leaving the Caravanserai
Even the most skillful mortal warrior or the stealthiest mortal traveler can inadvertently telegraph their intentions, allowing others to discern their objectives. This Charm is rooted in the Forty-Five Cryptic Movements that cannot be wholly grasped by mortal awareness. An unarmed attack supplemented by this Charm cannot be blocked by anything short of a perfect block. It can, however, be dodged.
Journey’s End Meditation
Cost: 2 motes Duration: Instant Type: Supplemental Min. Martial Arts: 3 Min. Essence: 2 Prereqs: Leaving the Caravanserai
The earth embraces all weary travelers, and the disciple of the House of Journeys knows how to speed the process. If the character hits with an unarmed attack enhanced with this Charm, the target must succeed at a Stamina + Resistance roll with a difficulty of the character's Martial Arts score or be knocked down.
House of Journeys Form
Cost: 5 motes Duration: Instant Type: Simple Min. Martial Arts: 4 Min. Essence: 2 Prereqs: Battle Chariot Technique, Moving By Hidden Ways Method, Journey’s End Meditation
The character assumes the stance of the Traveler: resilient, alert to the changing of the wind, and always in motion. While she remains in this stance, she doubles her movement rate, adds her Martial Arts score to her bashing soak and Initiative totals, and adds her permanent Essence score to the Rate of her unarmed attacks. A character may not use more than one Martial Arts form-type charm at a time.
Unassailable Mast Body
Cost: 2 motes Duration: Instant Type: Reflexive Min. Martial Arts: 5 Min. Essence: 2 Prereqs: House of Journeys Form
It is the paradox of the sea that even the swiftest and most maneuverable of ships requires the inflexible solidity of oar, mast and keel. The disciple who masters the Unassailable Mast Body moves with nearly unstoppable force. For one action, the character adds her Martial Arts score to her Strength.
Grasping the Wheel
Cost: 5 motes Duration: One scene Type: Simple Min. Martial Arts: 5 Min. Essence: 2 Prereqs: House of Journeys Form
The determined traveler cannot be dissuaded by the vicissitudes of her journey. Likewise, the adept of the House of Journeys learns to eschew all distraction from her chosen course. A character using this Charm may ignore all penalties from wounds and fatigue for the rest of the scene.
Irrefutable Message Strike
Cost: 5 motes, 1 Willpower Duration: Instant Type: Supplemental Min. Martial Arts: 5 Min. Essence: 2 Prereqs: House of Journeys Form
No one travels so swiftly as a messenger, because she bears the force of her message in addition to her own. An attack supplemented by this Charm cannot be dodged by anything short of a perfect dodge. In addition, if the attack hits, the target is hurled back a number of yards equal to the extra successes on the attack roll plus the attacker’s permanent Essence. If the target collides with an object, he must soak a number of dice of bashing damage equal to the number of yards he would have continued flying if not for the obstacle. Depending on what the target hits, he may take lethal damage instead.
Gull Knows the Wind
Cost: 4 motes Duration: Instant Type: Reflexive Min. Martial Arts: 5 Min. Essence: 2 Prereqs: House of Journeys Form
The character moves with the flows of Essence, allowing them to bear her away from danger. She may add a number of dice equal to her Martial Arts score to a single dodge attempt against any attack that she is aware of, even if the attack cannot normally be dodged. If used against an attack with an area of effect, the character instantly moves to the edge of the affected area.
Captain of Destiny Approach
Cost: 5 motes, 1 Willpower Duration: One scene Type: Simple Min. Martial Arts: 5 Min. Essence: 3 Prereqs: Unassailable Mast Body, Grasping the Wheel, Irrefutable Message Strike, Gull Knows the Wind
A ship captain learns to make her vessel an extension of her own will. One who has achieved mastery of her craft cannot be turned from her course by any act of nature, and even Destiny must struggle to force her from her chosen course. While this Charm is active, the character adds a number of automatic successes equal to her Conviction score to all of her Martial Arts dice pools. In addition, the character always succeeds at Conviction checks, and may ignore any number of Compassion, Temperance and Valor checks at a cost of one temporary Willpower each.
Comments
- Wasn't [Moving By Hidden Ways Method] Hidden Moon Movement once? I liked that name a little better, I think. Anyway, the flavor text of this Charm totally rules. - willows
- Actually, Empty Moon Movement is the Journey charm for the planned House of Secrets Style. Good memory on your part though. :) - Quendalon
Does Leaving the Caravanserai provide a dodge? If so, how does that work? If not, should it be something other than reflexive? It seems a bit confusing - Szilard
As far as I understand it, it's saying, "you have to expend additional movement to get to me so you can attack." - willows
- It actually takes place after the attack, with the intent of interfering with multiple attack sequences. Is this too weak? I can easily change it to match your interpretation. - Quendalon
- That makes more sense. I think it is certainly still useful that way, as, in addition to interfering with multiple attacks, it also provides free movement. You might want to clarify the direction of movement, though. I do think the form charm seems a little weak, though. -szilard
- So "directly away" isn't clear? :) I wasn't sure about how powerful the Form Charm should be, given that doubling movement rate is a distinct Athletics effect, so I trimmed off an intended soak boost. Restoring that now. - Quendalon
- "Directly away from the attacker" means you go in a straight line away from the attacker... while my guess is that you meant to imply that that line should correspond to the line that would pass through both the attacker and the character, it doesn't actually state the direction of that straight line. Other questions: do you need to travel the entire distance? If so, what happens if there is a barrier in the way? Can you alter the direction at all (what if you're in a small room and there is a door at a 30 degree angle off behind you)? What if the attack is indirect (say, Every Direction Arrow)? Sorry... I like the idea behind the charm, I am just feeling picky tonight... - szilard
- If you're going to be so picky, why don't you tell me how you think it should best be written? :) - Quendalon
- Okay. How about:
- Like silk upon the desert wind, the character flows away from those who would do him harm. In response to any attack, the character may use this Charm to immediately move directly away from the attacker; this takes place immediately after the attack is resolved, and interrupts any sequence of multiple attacks directed at the character. If the attacker wishes to continue attacking, he must close the distance again in order to make another attack. The maximum distance traveled equals the character’s (Dexterity + Athletics) in yards. The direction traveled is the most logical one to place the character out of reach of the attacker. In most cases this will be the same direction as the line of attack, but it may vary depending upon the terrain and any stunts the character attempts. This movement does not count against her movement rate for the turn. If used in a Combo with a hopping dodge Charm, the movement is added to that provided by the hopping dodge.
- -szilard
- Excellent work! I shall now steal the fruit of your labors. :) - Quendalon
The "always succeeding" bit of Captain of Destiny Approach might be troublesome. Are there any Charms which require you to fail a Conviction check in order to perform an action? That'd be a... bit embarassing for anyone employing the pinnacle Charm. At any rate, it'd probably be safer if the character simply didn't need to make Conviction checks, ala Celestial Monkey Style. _Wocky
- It's a deliberate bit of troublesomeness (is that a word?). The Charm magnifies the character's conviction to the point where nothing, external or internal, can turn her from her course. I can't think of any Charms that require you to fail a Conviction check; I mean, that sounds positively unheroic! :) - Quendalon
I have copied the text as it stands now (8th July 2005) for the Best Of PDF. I fanyone notices any errors or there are changes to the MA can you please let me know. Thanks. - Voidstate