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=== Summary ===
 
=== Summary ===
There are, it has been said, many different ways to fight a beast. The dragonbloods, of course, have had to learn them all; they cannot rely on their own superior power to destroy a foe, for they do not always have superior power. They have had to learn to use a foe's powers against it, to throw its weight, to abuse its size. This tree exemplifies this philosopy, designed to use an enemy's strengths as its weapons. This charm tree is compatible with light armor only, although it can weaken some of the charms on the tree; in-form weapons are brawling aids, sais, daggers and nets.
+
There are, it has been said, many different ways to fight a beast. The dragonbloods, of course, have had to learn them all; they cannot rely on their own superior power to destroy a foe, for they do not always have superior power. They have had to learn to use a foe's powers against it, to throw its weight, to abuse its size. This tree exemplifies this philosopy, designed to use an enemy's strengths as its weapons. This charm tree is compatible with light armor only, although it can weaken some of the charms on the tree; in-form weapons are rope weapons, knives, sais and daggers, and their artifact equivalents.
  
 
Conversion note:<BR>
 
Conversion note:<BR>
This may be an ineffectual conversion - it is a first attempt, and one I view as slapdash and sub-par; partially, this is because I am cleaving close to the original. I intend to produce a second version of this next, which will be drastically different. The original charm tree is a lovely 1e charm tree, which has many charms that are subsumed completely into excellencies in second edition; this version of the tree has attempted to replace those with functionally similar but mechanically somewhat different charms. This has made, I think, the tree over-generic, and not representative of what Terrestial Martial Arts often do stylistically. Consider this, then, mark 1; another, wildly different tree, will follow shortly.  
+
This may be an ineffectual conversion - it is a first attempt, and one I view as slapdash and sub-par; partially, this is because I am cleaving close to the original. I intend to produce a second version of this next, which will be drastically different. The original charm tree is a great 1e charm tree, which has many charms that are subsumed completely into excellencies in second edition; this version of the tree has attempted to replace those with functionally similar but mechanically somewhat different charms that will stack with excellencies. This has made, I think, the tree over-generic and punchy, and sort of abandoned the themes that were present in Ambisinister's 1e version. It's also not representative of what Terrestial Martial Arts often do stylistically. Consider this, then, mark 1; another, wildly different tree, will follow shortly.  
 
=== Charms ===
 
=== Charms ===
  
Line 18: Line 20:
 
  <b>Minimum Essence:</b> 1
 
  <b>Minimum Essence:</b> 1
 
  <b>Prerequisite Charms::</b> None
 
  <b>Prerequisite Charms::</b> None
As even the smallest insect can pierce the hide of a creature meany times its  size, practioner's of this style can penetrate even the most impregnable of  armors. Double the martial artist's raw damage for the purpose of over coming  hardness. This charm may only be used if the martial artist is unarmed.
+
As even the smallest insect can pierce the hide of a creature meany times its  size, practioner's of this style can penetrate even the most impregnable of  armors. Double the martial artist's raw damage for one unarmed martial arts attack for the purpose of over coming  hardness.
  
 
  <b><i>Vulnerablility Exploiting Strike</b></i>
 
  <b><i>Vulnerablility Exploiting Strike</b></i>
Line 28: Line 30:
 
  <b>Minimum Essence:</b> 1
 
  <b>Minimum Essence:</b> 1
 
  <b>Prerequisite Charms::</b> none
 
  <b>Prerequisite Charms::</b> none
Even the toughest carapace has its weak spots. Practioners of this style are  trained to strike at these points in order to inflict maximum damage. This charm  allows a BTS practioner to re-roll a damage roll from an unarmed attack, taking the result with more successes. This charm may only be used once on any given  damage roll.
+
Even the toughest carapace has its weak spots. Practioners of this style are  trained to strike at these points in order to inflict maximum damage. This charm  allows a BTS practioner to re-roll a damage roll from an unarmed martial arts attack, taking the result with more successes. This charm may only be used once on any given  damage roll.
  
 
  <b><i>Fly Wing Evasion</b></i>
 
  <b><i>Fly Wing Evasion</b></i>
Line 52: Line 54:
 
  <b><i>Behemoth Toppling Form</b></i>
 
  <b><i>Behemoth Toppling Form</b></i>
 
  <b>Cost:</b> 5 motes
 
  <b>Cost:</b> 5 motes
  <b>Duration:</b> One Scene
+
  <b>Duration:</b> One Scene  
  <b>Type:</b> Simple
+
  <b>Type:</b> Simple (Speed 4, Dv -1)
 +
<b>Keywords: </B> Obvious, Form-Type
 
  <b>Minimum Martial Arts:</b> 3
 
  <b>Minimum Martial Arts:</b> 3
 
  <b>Minimum Essence:</b> 2
 
  <b>Minimum Essence:</b> 2
 
  <b>Prerequisite Charms::</b> Insect Stings The Dragon, Vulnerability Exploiting Strike, Fly Wing Evasion, Darting Sting Attack
 
  <b>Prerequisite Charms::</b> Insect Stings The Dragon, Vulnerability Exploiting Strike, Fly Wing Evasion, Darting Sting Attack
Through rigorous training, the basic techniques of this style become second nature, programmed into the very muscles and essence of the practioner. He fluctuates between perfect stillness and quick, darting action, never remaining where a foe wants and always striking in the most advnatageous fashion. So long as Behemoth Toppling Form remains active, its prerequisite charms have a duration of "Until Next Action." Their costs are unchanged.
+
Through rigorous training, the basic techniques of this style become second nature, programmed into the very muscles and essence of the practioner. He fluctuates between perfect stillness and quick, darting action, never remaining where a foe wants and always striking in the most advnatageous fashion. So long as Behemoth Toppling Form remains active, its prerequisite charms have a duration of "Until Next Action." Their costs are unchanged, and they gain the obvious keyword.
  
 
  <b><i>Pinion the Beast</b></i>
 
  <b><i>Pinion the Beast</b></i>
 
  <b>Cost:</b> 5 motes, 2 motes per turn
 
  <b>Cost:</b> 5 motes, 2 motes per turn
 
  <b>Duration:</b> One Turn
 
  <b>Duration:</b> One Turn
  <b>Type:</b> Simple
+
  <b>Type:</b> Simple (Speed 6, DV -1)
 +
<b>Keywords: </B> combo-basic, obvious, crippling, cooperative
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Essence:</b> 3
 
  <b>Minimum Essence:</b> 3
 
  <b>Prerequisite Charms::</b> Behemoth Toppling Form
 
  <b>Prerequisite Charms::</b> Behemoth Toppling Form
By using his own mass and targeting key joints, BTS practioners are capable of slowing even the mightiest of creatures. The practioner makes a martial arts roll, opposed by the target's  (Strength or Dexterity) + Martial Arts. If the martial artist succeeds he inflicts a single, un-soakable level of lethal damage. In addition, the target suffers a mobility penalty equal to the martial artist's essence; unlike normal mobility penalties, this applies to parry DVs and attacks as well. These effects last until the start of the martial artist's next turn. Once activated, the martial artist need only pay 2 motes to maintain the effects of this charm. For every consecutive round a martial artist maintains Pinion the Beast, he receives a bonus die on the contested roll. These dice count as charm dice and the martial artist may not receive more dice than his martial arts rating.
+
By using his own mass and targeting key joints, BTS practioners are capable of slowing even the mightiest of creatures. The practioner makes a dexterity + martial arts roll, opposed by the target's  (Strength or Dexterity) + Martial Arts. If the martial artist succeeds he inflicts a single, un-soakable level of lethal damage. In addition, the target suffers a mobility penalty equal to the martial artist's essence; unlike normal mobility penalties, this applies to parry DVs and attacks as well. These effects last until the start of the martial artist's next turn. Once activated, the martial artist need only pay 2 motes to maintain the effects of this charm. For each terrestrial using the charm cooperatively, increase the penalty inflicted by one and add one die to the leader's roll.  
  
 
  <b><i>...And Bare Its Vitals</b></i>
 
  <b><i>...And Bare Its Vitals</b></i>
  <b>Cost:</b> 4 motes
+
  <b>Cost:</b> 2 motes
 
  <b>Duration:</b> One Turn
 
  <b>Duration:</b> One Turn
 
  <b>Type:</b> Reflexive
 
  <b>Type:</b> Reflexive
 +
<b>Keywords: </B> Combo-OK, obvious, crippling
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Essence:</b> 3
 
  <b>Minimum Essence:</b> 3
 
  <b>Prerequisite Charms::</b> Pinion the Beast
 
  <b>Prerequisite Charms::</b> Pinion the Beast
BTS practioners learn to further exploit a foe who has already been encumbered  by Pinion the Beast. After removing a foe's mobility, the martial artist may  reduce the protection provided by its thick hide. If the martial artist already  has the target under the effects of Pinion the Beast, he may activate ...And  Bare Its Vitals to reduce its soak by his Martial Arts rating until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple Behemoth Toppling Style practitioners may together use the charm to drastically cut a target's soak. A victim's soak may not be lowered below its permenant essence through this charm.
+
BTS practioners learn to further exploit a foe who has already been encumbered  by Pinion the Beast. After removing a foe's mobility, the martial artist may  reduce the protection provided by its thick hide. If the martial artist already  has the target under the effects of Pinion the Beast, he may activate ...And  Bare Its Vitals to reduce its soak by his Martial Arts rating until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple Behemoth Toppling Style practitioners may together use the charm to drastically cut a target's soak. A victim's soak may not be lowered below its permenant stamina + essence through this charm.
  
 
  <b><i>...And Hinder Its Fangs</b></i>
 
  <b><i>...And Hinder Its Fangs</b></i>
  <b>Cost:</b> 4 motes
+
  <b>Cost:</b> 2 motes
 
  <b>Duration:</b> One Turn
 
  <b>Duration:</b> One Turn
 
  <b>Type:</b> Reflexive
 
  <b>Type:</b> Reflexive
 +
<b>Keywords: </B> Combo-OK, obvious, crippling
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Martial Arts:</b> 4
 
  <b>Minimum Essence:</b>  3
 
  <b>Minimum Essence:</b>  3
 
  <b>Prerequisite Charms::</b> Pinion the Beast
 
  <b>Prerequisite Charms::</b> Pinion the Beast
BTS practioners learn to further exploit a foe who has already been encumbered  by Pinion the Beast. The martial artist may further reduce his foe's mobility by hindering its ability to strike back. If the martial artist already has the  target under the effects of Pinion the Beast, he may activate ...And Hinder Its  Fangs to subtract a number of dice equal to his Martial Arts rating from his  foe's attack pools until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple behemoth toppling style practitioners may apply it at once. A victim's attack pool may not  be lowered below its permenant essence through any application of this charm.
+
BTS practioners learn to further exploit a foe who has already been encumbered  by Pinion the Beast. The martial artist may further reduce his foe's mobility by hindering its ability to strike back. If the martial artist already has the  target under the effects of Pinion the Beast, he may activate ...And Hinder Its  Fangs to subtract a number of dice equal to his Martial Arts rating from his  foe's attack pools until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple behemoth toppling style practitioners may apply it at once. A victim's attack pool may not  be lowered below its permenant dexterit + essence through any application of this charm.
  
 
  <b><i>Behemoth Slaying Blow</b></i>
 
  <b><i>Behemoth Slaying Blow</b></i>
  <b>Cost:</b> 5 motes, 1 Willpower
+
  <b>Cost:</b> 6 motes, 1 lethal health level, 1 Willpower
  <b>Duration:</b> Instant
+
  <b>Duration:</b> One Tick
  <b>Type:</b> Simple
+
  <b>Type:</b> Reflexive (Step 1)
 +
<b>Keywords: </B> Combo-OK, obvious
 
  <b>Minimum Martial Arts:</b> 5
 
  <b>Minimum Martial Arts:</b> 5
 
  <b>Minimum Essence:</b> 3
 
  <b>Minimum Essence:</b> 3
 
  <b>Prerequisite Charms::</b> ...And Bare Its Vitals, ...And Hinder Its Fangs
 
  <b>Prerequisite Charms::</b> ...And Bare Its Vitals, ...And Hinder Its Fangs
Masters of the Behemoth Toppling Style know that they must defeat their foes  quickly or perish. Every strike must count if they are to be victorious. Through  rigorous training, a BTS practioner may channel his anima through a strike to  insure it will be as deadly as possible. The martial artist makes an unarmed martial arts attack, adding his permenant essence to his accuracy. The martial artist may also re-roll all damage dice which fail to come up as a success in the intial roll; they have minimum damage on the strike equal to their opponent's essence or their own, whichever is higher.
+
Masters of the Behemoth Toppling Style know that they must defeat their foes  quickly or perish. Every strike must count if they are to be victorious. Through  rigorous training, a BTS practioner may channel his anima through a strike to  insure it will be as deadly as possible. For the duration of the tick, whenever the martial artist makes an attack, add his permanent essence to his accuracy. The martial artist may also re-roll all damage dice which fail to come up as a success in the intial roll; they have minimum damage on the strike equal to their opponent's essence or their own, whichever is higher.

Revision as of 08:08, 5 April 2010

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Summary

There are, it has been said, many different ways to fight a beast. The dragonbloods, of course, have had to learn them all; they cannot rely on their own superior power to destroy a foe, for they do not always have superior power. They have had to learn to use a foe's powers against it, to throw its weight, to abuse its size. This tree exemplifies this philosopy, designed to use an enemy's strengths as its weapons. This charm tree is compatible with light armor only, although it can weaken some of the charms on the tree; in-form weapons are rope weapons, knives, sais and daggers, and their artifact equivalents.

Conversion note:
This may be an ineffectual conversion - it is a first attempt, and one I view as slapdash and sub-par; partially, this is because I am cleaving close to the original. I intend to produce a second version of this next, which will be drastically different. The original charm tree is a great 1e charm tree, which has many charms that are subsumed completely into excellencies in second edition; this version of the tree has attempted to replace those with functionally similar but mechanically somewhat different charms that will stack with excellencies. This has made, I think, the tree over-generic and punchy, and sort of abandoned the themes that were present in Ambisinister's 1e version. It's also not representative of what Terrestial Martial Arts often do stylistically. Consider this, then, mark 1; another, wildly different tree, will follow shortly.

Charms

Insect Stings The Dragon</b>
<b>Cost: 1 mote
Duration: instant
Type: Supplemental
Keywords: Combo-OK
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisite Charms:: None

As even the smallest insect can pierce the hide of a creature meany times its size, practioner's of this style can penetrate even the most impregnable of armors. Double the martial artist's raw damage for one unarmed martial arts attack for the purpose of over coming hardness.

Vulnerablility Exploiting Strike</b>
<b>Cost: 3 motes
Duration: Instant
Type: Supplemental (Step 10)
Keywords: Combo-OK
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisite Charms:: none

Even the toughest carapace has its weak spots. Practioners of this style are trained to strike at these points in order to inflict maximum damage. This charm allows a BTS practioner to re-roll a damage roll from an unarmed martial arts attack, taking the result with more successes. This charm may only be used once on any given damage roll.

Fly Wing Evasion</b>
<b>Cost: 2m / -1 penalty.
Duration: Instant
Type: Reflexive (Step 2)
Keywords: Combo-OK
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisite Charms:: none

Creatures of great bulk and mass have a difficult time striking, tiny, fast moving targets. So too is it difficult for a heavily encumbered foe to strike a BTS practioner. The martial artist adds an external penalty equal to the difference between their soak and their foe's soak to an attack against them; this has a cap of essence. This charm has no effect if they are more heavily armoured then their opponents.

Darting Sting Attack</b>
<b>Cost: 3 motes
Duration: Instant
Type: Supplemental (step 1)
Keywords: Combo-OK
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisite Charms:: none

An insect may land wherever it likes upon a slow moving creature. Those who study the BTS style learn to strike with equal precision. The target of the martial artist's unarmed attack suffers an internal penalty to their DV calculation pools equal to the number of ticks until their next action, to a maximum of essence.

Behemoth Toppling Form</b>
<b>Cost: 5 motes
Duration: One Scene 
Type: Simple (Speed 4, Dv -1)
Keywords:  Obvious, Form-Type
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite Charms:: Insect Stings The Dragon, Vulnerability Exploiting Strike, Fly Wing Evasion, Darting Sting Attack

Through rigorous training, the basic techniques of this style become second nature, programmed into the very muscles and essence of the practioner. He fluctuates between perfect stillness and quick, darting action, never remaining where a foe wants and always striking in the most advnatageous fashion. So long as Behemoth Toppling Form remains active, its prerequisite charms have a duration of "Until Next Action." Their costs are unchanged, and they gain the obvious keyword.

Pinion the Beast</b>
<b>Cost: 5 motes, 2 motes per turn
Duration: One Turn
Type: Simple (Speed 6, DV -1)
Keywords:  combo-basic, obvious, crippling, cooperative
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms:: Behemoth Toppling Form

By using his own mass and targeting key joints, BTS practioners are capable of slowing even the mightiest of creatures. The practioner makes a dexterity + martial arts roll, opposed by the target's (Strength or Dexterity) + Martial Arts. If the martial artist succeeds he inflicts a single, un-soakable level of lethal damage. In addition, the target suffers a mobility penalty equal to the martial artist's essence; unlike normal mobility penalties, this applies to parry DVs and attacks as well. These effects last until the start of the martial artist's next turn. Once activated, the martial artist need only pay 2 motes to maintain the effects of this charm. For each terrestrial using the charm cooperatively, increase the penalty inflicted by one and add one die to the leader's roll.

...And Bare Its Vitals</b>
<b>Cost: 2 motes
Duration: One Turn
Type: Reflexive
Keywords:  Combo-OK, obvious, crippling
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms:: Pinion the Beast

BTS practioners learn to further exploit a foe who has already been encumbered by Pinion the Beast. After removing a foe's mobility, the martial artist may reduce the protection provided by its thick hide. If the martial artist already has the target under the effects of Pinion the Beast, he may activate ...And Bare Its Vitals to reduce its soak by his Martial Arts rating until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple Behemoth Toppling Style practitioners may together use the charm to drastically cut a target's soak. A victim's soak may not be lowered below its permenant stamina + essence through this charm.

...And Hinder Its Fangs</b>
<b>Cost: 2 motes
Duration: One Turn
Type: Reflexive
Keywords:  Combo-OK, obvious, crippling
Minimum Martial Arts: 4
Minimum Essence:  3
Prerequisite Charms:: Pinion the Beast

BTS practioners learn to further exploit a foe who has already been encumbered by Pinion the Beast. The martial artist may further reduce his foe's mobility by hindering its ability to strike back. If the martial artist already has the target under the effects of Pinion the Beast, he may activate ...And Hinder Its Fangs to subtract a number of dice equal to his Martial Arts rating from his foe's attack pools until his next action. The martial artist may only invoke this charm once against a given foe in any round, although multiple behemoth toppling style practitioners may apply it at once. A victim's attack pool may not be lowered below its permenant dexterit + essence through any application of this charm.

Behemoth Slaying Blow</b>
<b>Cost: 6 motes, 1 lethal health level, 1 Willpower
Duration: One Tick
Type: Reflexive (Step 1)
Keywords:  Combo-OK, obvious
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms:: ...And Bare Its Vitals, ...And Hinder Its Fangs

Masters of the Behemoth Toppling Style know that they must defeat their foes quickly or perish. Every strike must count if they are to be victorious. Through rigorous training, a BTS practioner may channel his anima through a strike to insure it will be as deadly as possible. For the duration of the tick, whenever the martial artist makes an attack, add his permanent essence to his accuracy. The martial artist may also re-roll all damage dice which fail to come up as a success in the intial roll; they have minimum damage on the strike equal to their opponent's essence or their own, whichever is higher.