Difference between revisions of "MartialArts/FlyingDragonStyle"

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FLYING DRAGON STYLE

Flying Dragon is a celestial martial arts style that dates back to the First Age. Seen by some sifu as a precursor to Air Dragon Style, this martial arts was actually developed by a Solar Eclipse Caste as one of a series of elementally aspected styles for the sole use of Celestial Exalts. Mastery of this style gives no benefit to Terrestrials that have been initiated into the bulb of the perfected lotus.

This style relies on the speed of the user and on the control of esoteric flows of Essence around him. Users benefit from the ability to move unhindered by the enemy and often turn their opponents strengths against them. This Style was designed for use without armor and is incompatible with any type of armor. It was also designed for use bare-handed, though users may choose to weild Wind Fire Wheels as a signature weapon of the style.


Dragon Feather Meditation</b>

<b>Cost: 2 motes 
Duration: Instant  
Type: Reflexive 
Min. Martial Arts: 2  
Min Essence:  1 
Prereqs: None 

The martial artist strikes a balance between the force of the wind dragon pulling him into the sky, and the claws of the earth dragon pulling him to the ground. For a single turn, your leaping distance is equal to your permanent Essence x 10 yards. This Charm is incompatible with other Charms that increase your leaping distance.


Sky Dragon Dancing</b>

<b>Cost: 2 motes 
Duration: Instant  
Type: Reflexive 
Min. Martial Arts: 3  
Min Essence: 2 
Prereqs: Dragon Feather Meditation 

By filling his body with the Essence of the wind the character can propel himself across the battlefield like a wind blown leaf. This Charm may be activated after any unarmed attack or dodge the character makes that scores at least one success. He may instantly leap up to his Essence + Dexterity in yards, propelling himself with the force of his blow. This movement may be in any direction and may specifically exceed the characters usual maximum movement allowance. Watching two master of this Charm engage in combat can be unnerving, as they seem to hover or flit about the air for long moments before coming to the ground.


Lightning Flash Evasion</b>

<b>Cost: 3 motes, 1 Willpower 
Duration: One Scene  
Type: Reflexive  
Min. Martial Arts: 2  
Min Essence: 1 
Prereqs: None 

Like a flash of lightning the character fades away from a single strike. The character evokes this Charm and adds his permanent Essence in dice to all dodge attempts for the rest of the scene. This Charm also allows the martial artist to reflexively dodge any incoming attack with a pool equal to his permanent Essence score.


Dragon Scale Incursion</b>

<b>Cost: 3 motes 
Duration: Instant  
Type: Supplemental 
Min. Martial Arts: 3  
Min Essence: 2 
Prereqs: Lightning Flash Evasion 

The character makes a single unarmed attack, his attack seeking out a weakness in the opponents armor with supernatural alacrity. Masters of this art often strike multiple times, hitting all the opponents weak points in a single flurry of nearly invisible strikes. When used, this Charm reduces the opponents base Bashing or Lethal soak by an amount equal to the character's Martial Arts score.


Flying Dragon Form</b>

<b>Cost: 7 motes  
Duration: One Scene  
Type: Simple 
Min. Martial Arts: 4 
Min Essence: 2 
Prereqs: Sky Dragon Dancing, DRagon Scale Incursion 

The character performs a short kata, attuning his body to the breath of the wind and of all his opponents. The character's moves become as fast and undetectable as the flying wind. For the rest of the scene, opponents subtract a number of dice from all attack rolls they make versus the martial artists attacks equal to the characters Martial Arts score. Additionally the martial artists strikes so fast he can distort the flow of Essence with his touch. For the duration of this Charm the characters blows can effect dematerialized spirits as if they were material. This grants no special ability to see dematerial beings, however.


Snatching the Dragon's Fang</b>

<b>Cost: 4+ motes 
Duration: Instant  
Type: Extra Action 
Min. Martial Arts: 5 
Min Essence: 2 
Prereqs: Flying Dragon Form 

This charm is named for its bizarre training methodology, in which the martial artist places objects in a roaring bonfire and snatches them free wihtout burning his hands. This emulates the air dragon reaching into the maw of his southern brother and snatching his fangs away. At the same time, this attack is equallt devestating to the opponent.

When used the character purchases a number of Extra Attacks against the opponent for 4 motes each. He may purchase no more then his Martial Arts in extra attacks. Roll each attack seperately but the opponent applies his defense only once, using any successes he achieves against the first attack to also reduce any subsequent attacks.

However, instead of applying the damage from each attack seperatly, total up the number of successes acheived in all the attacks made this turn and add them together, applying them all at once as if they were the successes of a single attack.


Dragon Spiral Dance</b>

<b>Cost: 3 motes  
Duration: Instant  
Type: Reflexive 
Min. Martial Arts: 4 
Min Essence: 3 
Prereqs: Flying Dragon Form 

The character imitates the coils of the air dragon, moving with sinuous grace and avoiding all attacks against him with ease, while leading his opponent into the perfect position for a devestating counter-attack. This charm may be evoked whenever you attempt to dodge an attack. If successful you may immediatly make an unarmed counter-attack at your full Dexterity + Martial Arts with a number of bonus dice on the roll equal to the number of successes you scored above the minimum needed to evade your opponents attack. This charm may not be used in response to any other counterattack Charm.

Heart Of Ice</b>

<b>Cost: 2 motes, 1 Willpower 
Duration: Martial Arts in turns 
Type: Simple 
Min. Martial Arts: 4 
Min Essence: 3 
Prereqs: Flying Dragon Form 

Evoking this Charm fills the users soul with the icy certainty of the elemental pole of air. Using it channels the essence flows in your body completely inside your body and requires supreme self control. The first obvious effect of this Charm is that it snuffs the users Anima Banner instantly and prevents the banner from manifesting for the duration of its use. This charm also prevents others from percieving the characters Essence flows. For the duration of this Charm the character is immune to any Charm which can alter, prevent or re-direct the use of his own Charms.

For example, this Charm would prevent someone from benefiting from Power Reaping Prana, or from using Sequential Charm Disruption on them for the duration.


Flying Dragon Ascend To Heaven Blast</b>

<b>Cost: 5 motes, 1 Willpower 
Duration: Instant  
Type: Reflexive 
Min. Martial Arts: 5 
Min Essence: 3 
Prereqs: Snatching The Dragon's Fang, Dragon Spiral Dance, Heart of Ice 

The character spins himself in a circle, grabbing onto twisting contrails of his opponents Essence and turning it around, all while maintaining a center of perfect cool and calm. In a flash the character becomes the center of a tornado that reaches high into the air, tearing apart the body and soul of the opponent in a raging torrent of air and Essence before ejecting them into the sky.

Characters may not use this Charm unless they have already activated the Heart of Ice charm. To activate this Charm the martial artist must be atacked by an Essence fueled attack of some kind and successfully evade it. This can be a Charm supplemented attack, a Spell or other magical effect. At the moment the character evades the opponents attack he rolls his Dexterity + Martial Arts against a difficulty equal to the opponents permanent Essence. If successful the opponent is caught in the tornado of the Flying Dragon Ascending to Heaven. This counterattack may not be dodged or blocked unless the effect can explicitly avoid undodgeable or unblockable effects.

The damage from this Charm is equal to the number of motes of Essence the victim used in their Essence fueled attack against the martial artist. In the case of Combos use the total Essence cost. Also add in the total number of Essence the character has commited to Charms at this time, but not those commited to Artifacts. Damage is bashing or lethal at the character's option. Opponents that take damage from this Charm suffer twice the usual amount of knockback. Characters that have evoked the Heart of Ice are explicitly immune to this Charm.

For example: Wild Horse is attacked by his arch-rival in a sudden burst of essence. Wild Horse evokes the Flying Dragon Ascend To Heaven Blast. The opponent has a Flow Like Blood and Whirlwind of Searing Blows active and used a Combo of Excellent Strike and Fires and Stones Strike on his attack. This means that the Flying Dragon does a base damage of 5 + 7 + 5 (for Execllent Strike) + 3 (for Fire and Stones) for a total base damage of 20 (bashing or lethal).


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