Difference between revisions of "MartialArts/FifteenMonthsDescendingWater"

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(Charm text completed, Descending Water style's first draft is done.)
 
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=== Charms ===
 
=== Charms ===
  
<b><i>Charm Name</i></b>
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<b><i>Carve the Channel</i></b>
  <b>Cost:</b> m
+
  <b>Cost:</b> 2m/attack
  <b>Minimums:</b> Essence , MA  
+
  <b>Minimums:</b> Essence 2, MA 4
  <b>Type:</b>  
+
  <b>Type:</b> Supplemental
  <b>Keywords:</b>  
+
  <b>Keywords:</b> Combo-OK, Stackable, Cooperative
  <b>Duration:</b>  
+
  <b>Duration:</b> Instant
 
  <b>Prerequisite Charms:</b> None
 
  <b>Prerequisite Charms:</b> None
  
# Carve the Channel (increase onslaught penalties with repeated flurries)
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If you attacked an opponent at least twice on your last action, you may use this charm on your attacks this action, so long as you flurry at least two attacks. Your repeated assaults force your opponent into a defensive position of your choosing, leaving him vulnerable to you. Each 2m spent on this charm adds an additional -1 of onslaught penalty to the opponent's DV, as if he were still defending against your original flurry. This may add a penalty up to the number of attacks in the original flurry, or equal to your Martial Arts rating, whichever is lower. If invoked every action with repeated flurries, the number of attacks which qualify may add up. Also, Dragon-Blooded who are members of a Sworn Brotherhood together may cooperate, using this charm to grant their onslaught penalty to sworn brothers who are coordinating attacks with them, so long as both terrestrials know this charm.
# Barrel Catches Rain (increase DV with repeated successful defenses)
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# Frozen Rain Cracks Barrel (escape a clinch after spending two actions inactive)
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<b><i>Barrel Catches Rain</i></b>
# Descending Water Form (Stunts which build on arrangements made with the scenery ahead of time, whether the form was active then or not, convert dice to automatic successes. No penalty to attack or defense while fully or partly in water, though thicker muck may apply a penalty.)
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<b>Cost:</b> 3m/attack
# Fool Slips From Icy Path (Coordinate attacks with yourself in a flurry, automatically inflicting the maximum penalty, counting as a number of attackers equal to the attacks made in the flurry)
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<b>Minimums:</b> Essence 2, MA 4
# Snowy Path Conceals Icicles (Add 3m1w to Fool Slips to make rate = 8, and the 8th attack unexpected as for a person who is completely surrounded)
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<b>Type:</b> Reflexive
# Cracked Barrel Holds Nothing (Escape a clinch, without damage, from an opponent whose clinch you have escaped this scene)
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<b>Keywords:</b> Combo-OK, Stackable
# Useless Barrel is Discarded (Add 4m to Cracked Barrel to throw and damage (as with crush) opponent whose clinch you escape, as a counterattack)
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<b>Duration:</b> One Action
# Winter's Onset Ruins the Lazy (reduce opponent's DV with repeated successful attacks)
+
<b>Prerequisite Charms:</b> None
# The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter (May channel Conviction on any combat action while this charm is active, and may ignore Compassion checks unless it is affected by a Virtue Flaw, in which case may not ignore the Flaw's Lures. Each time opponent designated when charm is activated fails a roll or is hit by an attack, add 1 to pool of bonus successes which may be spent on any attack or defense against that opponent)
+
 
 +
Descending Water teaches students to defend with an eye to the next seven attacks an opponent could make. With this charm, you put yourself in an advantageous position by successfully parrying an enemy's blow. For 3m, invoked when the successes are compared to Martial Arts Parry DV and found to be less, add +1 to MA PDV (as a success bonus) for the rest of this action. This charm may be invoked following the use of a perfect parry if that parry is a martial arts charm. On your DV refresh, you may re-invoke all stacks of this charm you currently had active for the same 3m each, but if you let them lapse for an action you must successfully defend against new attacks to get the bonus. The maximum bonus this charm may add is equal to Essence.
 +
 
 +
<b><i>Frozen Rain Cracks Barrel</i></b>
 +
<b>Cost:</b> 4m
 +
<b>Minimums:</b> Essence 2, MA 5
 +
<b>Type:</b> Reflexive
 +
<b>Keywords:</b> Combo-OK
 +
<b>Duration:</b> Instant
 +
<b>Prerequisite Charms:</b> Carve the Channel, Barrel Catches Rain
 +
 
 +
Water in its icy, winter state resembles the Earth. It expands and hardens to immobility, and in doing so it may damage or destroy its container. This charm may be invoked when rolling to control a clinch, if you have spent two actions inactive (the opponent clinching you has refreshed DV twice, in other words). Instead of rolling, you automatically escape the clinch, and you and your opponent both inflict Crush damage on each other as an undodgable/unblockable clinch effect.
 +
 
 +
<b><i>Descending Water Form</i></b>
 +
<b>Cost:</b> 6m
 +
<b>Minimums:</b> Essence 3, MA 5
 +
<b>Type:</b> Simple (Speed 7, DV -2)
 +
<b>Keywords:</b> Form-Type
 +
<b>Duration:</b> One Scene
 +
<b>Prerequisite Charms:</b> Frozen Rain Cracks Barrel
 +
 
 +
Descending Water masters lay traps for their enemies, ruining options opponents thought they had. They also leave tools and weapons for themselves in places they predict will be convenient. Stunts which build on arrangements made with the scenery ahead of time, whether the form was active then or not, convert dice to automatic successes. Finally, though fate binds all, the flow of water cannot bind the master of its Descending aspect. No penalty to attack or defense while fully or partly in water, though thicker muck may apply a penalty since it binds through Earth rather than Water.
 +
 
 +
<b><i>Fool Slips From Icy Path</i></b>
 +
<b>Cost:</b> 2m/attack
 +
<b>Minimums:</b> Essence 3, MA 5
 +
<b>Type:</b> Supplemental
 +
<b>Keywords:</b> Combo-OK
 +
<b>Duration:</b> Instant
 +
<b>Prerequisite Charms:</b> Descending Water Form
 +
 
 +
Your attacks seem to inevitably find the weakest spot in an opponent's defenses, but there is truly no mystery to it - you set him up for this fall. By supplementing the attacks in a flurry with this charm, you may count as up to (Martial Arts) separate attackers coordinating an attack against the target, automatically inflicting the full coordinated attack penalty. If an actual coordinated attack is made, the penalties stack.
 +
 
 +
<b><i>Snowy Path Conceals Icicles</i></b>
 +
<b>Cost:</b> none (3m1w)
 +
<b>Minimums:</b> Essence 4, MA 5
 +
<b>Type:</b> Permanent
 +
<b>Keywords:</b> none
 +
<b>Duration:</b> Permanent
 +
<b>Prerequisite Charms:</b> Fool Slips From Icy Path
 +
 
 +
This charm is an upgrade to the previous Icy Path charm. With this understanding, the Descending Water master sets up an attack using every trap and trick available, ultimately flustering her opponent with an attack he could do nothing about. Make any combination of 8 martial arts attacks, as a regular flurry but without needing to worry about rate, and spend 3m1wp in addition to invoking Fool Slips From Icy Path on the attacks. The final attack is unexpected as if the opponent were completely surrounded by opponents who had coordinated attacks against him.
 +
 
 +
<b><i>Cracked Barrel Holds Nothing</i></b>
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<b>Cost:</b> 1m1w
 +
<b>Minimums:</b> Essence 3, MA 5
 +
<b>Type:</b> Reflexive
 +
<b>Keywords:</b> Combo-OK
 +
<b>Duration:</b> Instant
 +
<b>Prerequisite Charms:</b> Descending Water Form
 +
 
 +
You treat your opponent as a vessel for water, and one you know to have flaws; he cannot contain you. If you have previously escaped a clinch from that opponent this scene, then this charm allows you to perfectly escape that person's clinch. You still take damage from any initial Crush maneuver.
 +
 
 +
<b><i>Useless Barrel is Discarded</i></b>
 +
<b>Cost:</b> none (4m)
 +
<b>Minimums:</b> Essence 4, MA 5
 +
<b>Type:</b> Permanent
 +
<b>Keywords:</b> none
 +
<b>Duration:</b> Permanent
 +
<b>Prerequisite Charms:</b> Cracked Barrel Holds Nothing
 +
 
 +
This charm upgrades Cracked Barrel Holds Nothing with more cunning understanding of an opponent's flaws. For 4m more, the upgraded charm becomes a complete defense against being clinched, with the necessity to have escaped that opponent's clinch without that charm previously in the scene considered a unique flaw of invulnerability. When using this upgraded version, the charm also provides the opportunity to throw the opponent and cause damage as per your own Crush statistics, as a counterattack which requires an opposed clinch roll. If you fail to beat your opponent on the clinch roll, nothing happens, and neither of you is clinched, thrown, crushed, or otherwise affected (save for having paid the cost of charms).
 +
 
 +
<b><i>Winter's Onset Ruins the Lazy</i></b>
 +
<b>Cost:</b> 3m/attack
 +
<b>Minimums:</b> Essence 4, MA 5
 +
<b>Type:</b> Reflexive (Step 8)
 +
<b>Keywords:</b> Combo-OK, Stackable
 +
<b>Duration:</b> (Essence) Actions
 +
<b>Prerequisite Charms:</b> Snowy Path Conceals Icicles, Useless Barrel is Discarded
 +
 
 +
Your mastery of Descending Water's devious attacks no longer requires you to flail wildly in an undignified manner. Each attack may position an opponent for the next, whether it falls immediately or not. Each time you successfully strike an opponent with a martial arts attack, you may pay 3m to reduce his DV by 1 until you have refreshed your DV (Essence) times. This may be done up to (Martial Arts) times, and each time a new penalty is inflicted, the entire stack's duration is reset. It is not possible to refresh the duration of this charm without striking the opponent, however it only costs 3m to refresh the stack no matter how many points of penalty are currently active.
 +
 
 +
<b><i>The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter</i></b>
 +
<b>Cost:</b> 8m
 +
<b>Minimums:</b> Essence 4, MA 5
 +
<b>Type:</b> Simple
 +
<b>Keywords:</b> Combo-Basic, Obvious
 +
<b>Duration:</b> One Scene
 +
<b>Prerequisite Charms:</b> Winter's Onset Ruins the Lazy
 +
 
 +
Winter's essence infuses the Descending Water master's mind, giving her the aspect of a cruel miser who laughs at the misery she inflicts on others. Conviction may be channeled on any combat action for the duration of this charm, while Compassion may not be channeled at all. Compassion rolls may be ignored without gaining Limit or spending Willpower, however, except in the case of any Lures associated with a Virtue Flaw. Further, the amusing antics of opponents doomed by your plans and their own folly add to each other in a delightful comedy of errors. Each time one opponent - chosen when this charm is activated - fails a roll or is hit by an attack, add 1 success to a pool of bonus successes you may use on any attack or defense against that opponent. The pool may not exceed (Essence), and once used the successes are gone until new ones are added by repeated failures from the targeted opponent.
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 +
<b><i>Fools Never Change</i></b>
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<b>Cost:</b> 7m1w
 +
<b>Minimums:</b> Essence 4, MA 5
 +
<b>Type:</b> Simple (Speed 4, DV -2)
 +
<b>Keywords:</b> Combo-OK, Obvious
 +
<b>Duration:</b> Instant
 +
<b>Prerequisite Charms:</b> The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter
 +
 
 +
Though you seek to destroy an opponent's ability to be flexible, as a true master of this style, you realize that most combatants do not truly alter their course even without your influence. This is their weakness, and your victory. If your opponent successfully defended against the last attack you made, this charm allows you to make an attack which treats the DV which was not used to defend against that last attack as inapplicable. That is, if your opponent dodged your last attack, this attack is unblockable. If your opponent parried your last attack, this one is undodgable. This is a combination of situational positioning and unnatural mental influence; if 2wp are spent to shake off the UMI, this charm merely inflicts a penalty of (Essence) on the DV it penalizes. This willpower need only be paid once per scene to defend against multiple invocations of this charm.
  
 
=== Comments ===
 
=== Comments ===

Latest revision as of 15:16, 1 July 2010

Background

Even if fate decreed it, you could not avoid the trap your own folly has laid. Now mop the dojo floor before sifu gets mad.

Training

Descending water emphasizes basic martial arts attacks and defenses for its physical training, with students spending nearly as much time practicing those as the students of Descending Earth do (though with less time correcting their stances). Swimming is also an essential physical training, immersing the student in the nature of water, understanding how it controls him or her before seeking to escape that control. The essence of this style develops as a study in philosophy, and the practice of one-upsmanship through pranks. Sifu who found schools for this style always have a ringer or two in their first class of students to ensure that a tradition of rivals pranking each other develops, while simultaneously inflicting harsh punishments on those who are caught being involved in these pranks.

The philosophy favored by Descending Water masters is derived from Sidereal scriptures of the house of endings, adapted to the element of water. Essentially, students are taught that each action eliminates options, just as water which flows one way cannot go back and take a different course. Actions which "freeze" the situation, which eliminate as many options as possible, are favored highly - but also greatly guarded against, because the enemy who takes these actions will benefit from them.

Students who realize the philosophy of the style in their pranks on other students are able to adapt their basic physical training to the advanced martial knowledge of this style.

Weapons and Armor

Improvised weapons, tonfa, fighting sticks (including staves, though not seven-section), and sai are form weapons. Armor is not allowed.

Complementary Abilities

Larceny ••, and Investigation ••, and an Athletics specialty in Swimming are prerequisites to this style. Students often develop good ratings in Lore, but it is not required.

Charms

Carve the Channel

Cost: 2m/attack
Minimums: Essence 2, MA 4
Type: Supplemental
Keywords: Combo-OK, Stackable, Cooperative
Duration: Instant
Prerequisite Charms: None

If you attacked an opponent at least twice on your last action, you may use this charm on your attacks this action, so long as you flurry at least two attacks. Your repeated assaults force your opponent into a defensive position of your choosing, leaving him vulnerable to you. Each 2m spent on this charm adds an additional -1 of onslaught penalty to the opponent's DV, as if he were still defending against your original flurry. This may add a penalty up to the number of attacks in the original flurry, or equal to your Martial Arts rating, whichever is lower. If invoked every action with repeated flurries, the number of attacks which qualify may add up. Also, Dragon-Blooded who are members of a Sworn Brotherhood together may cooperate, using this charm to grant their onslaught penalty to sworn brothers who are coordinating attacks with them, so long as both terrestrials know this charm.

Barrel Catches Rain

Cost: 3m/attack
Minimums: Essence 2, MA 4
Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: One Action
Prerequisite Charms: None

Descending Water teaches students to defend with an eye to the next seven attacks an opponent could make. With this charm, you put yourself in an advantageous position by successfully parrying an enemy's blow. For 3m, invoked when the successes are compared to Martial Arts Parry DV and found to be less, add +1 to MA PDV (as a success bonus) for the rest of this action. This charm may be invoked following the use of a perfect parry if that parry is a martial arts charm. On your DV refresh, you may re-invoke all stacks of this charm you currently had active for the same 3m each, but if you let them lapse for an action you must successfully defend against new attacks to get the bonus. The maximum bonus this charm may add is equal to Essence.

Frozen Rain Cracks Barrel

Cost: 4m
Minimums: Essence 2, MA 5
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Carve the Channel, Barrel Catches Rain

Water in its icy, winter state resembles the Earth. It expands and hardens to immobility, and in doing so it may damage or destroy its container. This charm may be invoked when rolling to control a clinch, if you have spent two actions inactive (the opponent clinching you has refreshed DV twice, in other words). Instead of rolling, you automatically escape the clinch, and you and your opponent both inflict Crush damage on each other as an undodgable/unblockable clinch effect.

Descending Water Form

Cost: 6m
Minimums: Essence 3, MA 5
Type: Simple (Speed 7, DV -2)
Keywords: Form-Type
Duration: One Scene
Prerequisite Charms: Frozen Rain Cracks Barrel

Descending Water masters lay traps for their enemies, ruining options opponents thought they had. They also leave tools and weapons for themselves in places they predict will be convenient. Stunts which build on arrangements made with the scenery ahead of time, whether the form was active then or not, convert dice to automatic successes. Finally, though fate binds all, the flow of water cannot bind the master of its Descending aspect. No penalty to attack or defense while fully or partly in water, though thicker muck may apply a penalty since it binds through Earth rather than Water.

Fool Slips From Icy Path

Cost: 2m/attack
Minimums: Essence 3, MA 5
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Descending Water Form

Your attacks seem to inevitably find the weakest spot in an opponent's defenses, but there is truly no mystery to it - you set him up for this fall. By supplementing the attacks in a flurry with this charm, you may count as up to (Martial Arts) separate attackers coordinating an attack against the target, automatically inflicting the full coordinated attack penalty. If an actual coordinated attack is made, the penalties stack.

Snowy Path Conceals Icicles

Cost: none (3m1w)
Minimums: Essence 4, MA 5
Type: Permanent
Keywords: none
Duration: Permanent
Prerequisite Charms: Fool Slips From Icy Path

This charm is an upgrade to the previous Icy Path charm. With this understanding, the Descending Water master sets up an attack using every trap and trick available, ultimately flustering her opponent with an attack he could do nothing about. Make any combination of 8 martial arts attacks, as a regular flurry but without needing to worry about rate, and spend 3m1wp in addition to invoking Fool Slips From Icy Path on the attacks. The final attack is unexpected as if the opponent were completely surrounded by opponents who had coordinated attacks against him.

Cracked Barrel Holds Nothing

Cost: 1m1w
Minimums: Essence 3, MA 5
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Descending Water Form

You treat your opponent as a vessel for water, and one you know to have flaws; he cannot contain you. If you have previously escaped a clinch from that opponent this scene, then this charm allows you to perfectly escape that person's clinch. You still take damage from any initial Crush maneuver.

Useless Barrel is Discarded

Cost: none (4m)
Minimums: Essence 4, MA 5
Type: Permanent
Keywords: none
Duration: Permanent
Prerequisite Charms: Cracked Barrel Holds Nothing

This charm upgrades Cracked Barrel Holds Nothing with more cunning understanding of an opponent's flaws. For 4m more, the upgraded charm becomes a complete defense against being clinched, with the necessity to have escaped that opponent's clinch without that charm previously in the scene considered a unique flaw of invulnerability. When using this upgraded version, the charm also provides the opportunity to throw the opponent and cause damage as per your own Crush statistics, as a counterattack which requires an opposed clinch roll. If you fail to beat your opponent on the clinch roll, nothing happens, and neither of you is clinched, thrown, crushed, or otherwise affected (save for having paid the cost of charms).

Winter's Onset Ruins the Lazy

Cost: 3m/attack
Minimums: Essence 4, MA 5
Type: Reflexive (Step 8)
Keywords: Combo-OK, Stackable
Duration: (Essence) Actions
Prerequisite Charms: Snowy Path Conceals Icicles, Useless Barrel is Discarded

Your mastery of Descending Water's devious attacks no longer requires you to flail wildly in an undignified manner. Each attack may position an opponent for the next, whether it falls immediately or not. Each time you successfully strike an opponent with a martial arts attack, you may pay 3m to reduce his DV by 1 until you have refreshed your DV (Essence) times. This may be done up to (Martial Arts) times, and each time a new penalty is inflicted, the entire stack's duration is reset. It is not possible to refresh the duration of this charm without striking the opponent, however it only costs 3m to refresh the stack no matter how many points of penalty are currently active.

The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter

Cost: 8m
Minimums: Essence 4, MA 5
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisite Charms: Winter's Onset Ruins the Lazy

Winter's essence infuses the Descending Water master's mind, giving her the aspect of a cruel miser who laughs at the misery she inflicts on others. Conviction may be channeled on any combat action for the duration of this charm, while Compassion may not be channeled at all. Compassion rolls may be ignored without gaining Limit or spending Willpower, however, except in the case of any Lures associated with a Virtue Flaw. Further, the amusing antics of opponents doomed by your plans and their own folly add to each other in a delightful comedy of errors. Each time one opponent - chosen when this charm is activated - fails a roll or is hit by an attack, add 1 success to a pool of bonus successes you may use on any attack or defense against that opponent. The pool may not exceed (Essence), and once used the successes are gone until new ones are added by repeated failures from the targeted opponent.

Fools Never Change

Cost: 7m1w
Minimums: Essence 4, MA 5
Type: Simple (Speed 4, DV -2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter

Though you seek to destroy an opponent's ability to be flexible, as a true master of this style, you realize that most combatants do not truly alter their course even without your influence. This is their weakness, and your victory. If your opponent successfully defended against the last attack you made, this charm allows you to make an attack which treats the DV which was not used to defend against that last attack as inapplicable. That is, if your opponent dodged your last attack, this attack is unblockable. If your opponent parried your last attack, this one is undodgable. This is a combination of situational positioning and unnatural mental influence; if 2wp are spent to shake off the UMI, this charm merely inflicts a penalty of (Essence) on the DV it penalizes. This willpower need only be paid once per scene to defend against multiple invocations of this charm.

Comments