Difference between revisions of "BogModAlternateSidereals/MartialArts"
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Martial Arts is the Sword. | Martial Arts is the Sword. | ||
− | For this I am going to do 5 Hero Styles. Each group can develop charms from their own Hero style as if there were normal charms while others can learn them as a single MA style | + | For this I am going to do 5 Hero Styles. Each group can develop charms from their own Hero style as if there were normal charms while others can learn them as a single MA style. Those of the Endings caste can develop charms for all the Hero styles. |
== Journeys Hero Style == | == Journeys Hero Style == | ||
− | + | ||
+ | The Journeys Style of martial arts emphasises movement and directions in its techniques. Staff and polearm weapons and their equivilants can be used with this style. This style is incompatible with armor the gives more then a -1 Fatigue or Mobility penalty. | ||
+ | ---------- | ||
+ | |||
+ | <b>Yellow Path Steps</b><br> | ||
+ | <b>Cost:</b> 3m; <b>Mins:</b> Martial Arts 3, Essence 2; <b>Type:</b> Reflexive<br> | ||
+ | <b>Keywords:</b> Combo-OK<br> | ||
+ | <b>Duration:</b> Instant<br> | ||
+ | <b>Prerequisite Charms:</b> None | ||
+ | |||
+ | The martial artist is ready to move on at a moment's notice. She adds her Martial Arts in dice to any Join Battle rolls. Furthermore even if she doesn't get to go on tick 0 she may make a move action on that tick as if she did. | ||
+ | -------------- | ||
+ | |||
+ | Knockdown charm(2) | ||
Jumping attack charm(3, builds off 1). | Jumping attack charm(3, builds off 1). |
Revision as of 19:25, 17 November 2009
Martial Arts is the Sword.
For this I am going to do 5 Hero Styles. Each group can develop charms from their own Hero style as if there were normal charms while others can learn them as a single MA style. Those of the Endings caste can develop charms for all the Hero styles.
Contents
Journeys Hero Style
The Journeys Style of martial arts emphasises movement and directions in its techniques. Staff and polearm weapons and their equivilants can be used with this style. This style is incompatible with armor the gives more then a -1 Fatigue or Mobility penalty.
Yellow Path Steps
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The martial artist is ready to move on at a moment's notice. She adds her Martial Arts in dice to any Join Battle rolls. Furthermore even if she doesn't get to go on tick 0 she may make a move action on that tick as if she did.
Knockdown charm(2)
Jumping attack charm(3, builds off 1).
Form, ignore coord penalty, multi foe penalty, and reach penalty, +Ess in bash and leth soak(4, builds off 3 and 2)
West-stunning throw attack(5, builds off 4). East, move while clinched(6 builds off 4). South, multi attack(7, builds off 4). North, DV reducer(8, builds off 4).
Center, multiple parry, based on acc or def or some other stat(9, builds off 5, 6, 7, 8).
9 Direction Attack, unexpected sorta move, not part of the Hero style but an add on charm(10, builds off 9).
Serenity Hero Style
Can block lethal attacks while unarmed, or using things like fans, pens, robes. For said defense user can use either the unarmed +2 def bonus or their charisma as their defense bonus.(1)
MDV bonus(2, builds off 1). Intent hider, helps make a surprise attack while in a social situation and keep ones intent from being known(3, builds off 1).
Serenity Form, soak bonus, each attacker after first gets stacking attack penalty.(4, builds off 2 and 3)
Redirecting counterattack(5, builds off 4). Fight stopping blow, no damage, contests with Valor in some way(6, builds off 4). Clinchy charm, hard to escape.(7, builds off 4).
Crippling charm(8, builds off 6). Redirect counter upgrade, if no targets to direct the counter towards can tangle up target, this charm is outside the normal martial art(9, builds off 5). Lets sid add themself into a coordinated attack and get all the benifits, or even add themself into the attacks of another and make a 2 person coordinated attack with that person. Only sid benifits, outside normal charm scheme(11, builds off 7).
Scene long final, dice penalty to attacking the sidereal and allies within X distance, can keep aiming to boost dice from aim action to up to 9 dice. These dice can aid a flurried attack.(12, builds off 8, 5, 7)
Battles Hero Style
Double success for damage charm.(1) Improvised Weapon using charm, eliminates acc pen or even makes a bonus(2)
Dirty tricks blinding charm, short term(3, builds off 2)
Battles Form, soak boost, speed reduction(4, builds off 1 and 3)
Crippling clinch(5, builds off 4). Potent attack on a knocked down target(6, builds off 4). Minimum damage booster, not part of normal style(10, builds off 4)
Flurry charm(7, builds off 6). Roll with hit charm for damage reduction and clinch breaker(8, builds off 5)
Knockout blow, and doubly effective when used as a sucker punch attack(9, builds off 7 and 8).
Secrets Hero Style
Cancel penalty for making surprise attack(1). Mirrors the person being attacked, so others can't tell which is the real one to help out(2). Makes an attack Piercing(3)
Secrets Form, Add to DVs, ignore hardness, adds to rolls to restablish surprise(4, builds off 1, 2, 3)
An analyze foes fighting technique charm(5, builds off 4). flurry breaking defense(6, builds off 4).
Illusion, render a group of enemies unable to tell who is their enemy(7, builds off 5).
Knowing stuff from analyze charm, can perfect defend against X attack or charm without costing a charm activation(8, builds off 7)
On a hit, if would do damage, can decide how many levels of damage to do including outright killing.(9, builds off 8).
Endings Hero Style
Unarmed attacks do lethal, add Ess to damage(1). Wound penalty reducer(2)
Soaker(3, builds off 2)
Endings Form, increase ping damage by 1, those killed by one using this form do not leave ghosts, increase wound penalties by 1.(4, builds offf 1, 3)
Object destroyer(5, builds off 4). Poison effect(6, builds off 4)
Disarm parry or weapon break charm(7, builds off 5). Action canceller charm(8, builds off 5)
Flurry charm(9, builds off 6, 7, 8)