Difference between revisions of "Abilities/MartialArts"
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* [[MundaneMartialArts]] - styles for mortals feeling uncool and wimpy. | * [[MundaneMartialArts]] - styles for mortals feeling uncool and wimpy. | ||
* [[MartialArts/KataSystem]] -- Makes Martial Arts more like Sorcery or Necromancy than Charms, with Initiation levels and Ability-augmenting goodness. | * [[MartialArts/KataSystem]] -- Makes Martial Arts more like Sorcery or Necromancy than Charms, with Initiation levels and Ability-augmenting goodness. | ||
− | * [[ | + | * [[EwindaleMoss/BrawlvMartialArts]] - A set of movelists for use with the revised mechanics and setting in [[EwindaleMoss]]' A Hole In Creation |
Revision as of 00:34, 6 April 2010
- back to Abilities.
Martial Arts is the ability that governs disciplined hand-to-hand fighting. It is used for:
- 1E caste/aspect ability for: Dawn, Dusk, Earth, Endings
- 2E caste/aspect ability for: Dawn, Dusk, Water, Endings
- MartialArts
Stunt Examples
Charms
Other Pages
- Morpheus's Martial Arts Rules -- introduces a "focus" system; tries to make the differences between mortal, Terrestrial, Celestial and Sidereal martial arts more understandable and interesting.
- MundaneMartialArts - styles for mortals feeling uncool and wimpy.
- MartialArts/KataSystem -- Makes Martial Arts more like Sorcery or Necromancy than Charms, with Initiation levels and Ability-augmenting goodness.
- EwindaleMoss/BrawlvMartialArts - A set of movelists for use with the revised mechanics and setting in EwindaleMoss' A Hole In Creation