Difference between revisions of "ForsakenRapture/DeathgleaningBatStyle"

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== Deathgleaning Bat Style (Celestial Martial Art) ==  
 
== Deathgleaning Bat Style (Celestial Martial Art) ==  
Daggers, Khatars, and Sais are the form weapons for Deathgleaning Bat Style, emulating the biting fangs of the bat.  
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Daggers, Khatars, and Sais are the form weapons for Deathgleaning Bat Style, emulating the biting fangs of the bat. <br>
(This style is still in the works, but comments are more than welcome)  
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Created by [[ForsakenRapture | Forsaken Rapture]] <br>
 +
(This style is still in the works, but comments are more than welcome) <br>
  
 
'''''Sanguine Glare'''''
 
'''''Sanguine Glare'''''
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  '''Minimum Essence:''' 2
 
  '''Minimum Essence:''' 2
  
The exalts eyes fill with blood, their whites turning a bright crimson as his vision attunes to the pulse and flow of blood of the living creatures about him.  For the rest of the scene he becomes aware of the location and health of all living being with blood within his field of vision.
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  The exalts eyes fill with blood, their whites turning a bright crimson as his vision attunes to the pulse and flow of blood of the living
 
+
creatures about him.  For the rest of the scene he becomes aware of the location and health of all living being with blood within his field
He automatically sees through all mundane stealth attempts, and may roll his Essence against a difficulty equal to the defenders Essence to see through stealth charms and sorcery. Additionally he also discerns the wound penalty (if any) suffered by those about him. <br>
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of vision.
 +
  He automatically sees through all mundane stealth attempts, and may roll his Essence against a difficulty equal to the defenders Essence
 +
to see through stealth charms and sorcery. Additionally he also discerns the wound penalty (if any) suffered by those about him. <br>
  
  
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  '''Minimum Essence:''' 2
 
  '''Minimum Essence:''' 2
  
As the bat flees the rising sun to sleep in the safety of darkness, so too does the Exalt find his solace in shadows.  
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  As the bat flees the rising sun to sleep in the safety of darkness, so too does the Exalt find his solace in shadows.
 +
  If in darkness (outside the clear vision radius of a light source, or if outside when the clear vision radius is 0), the character receives
 +
a bonus to stealth rolls equal to his Permanent Essence rating, providing he remains immobile. <br>
  
If in darkness (outside the clear vision radius of a light source, or if outside when the clear vision radius is 0), the character receives a bonus to stealth rolls equal to his Permanent Essence rating, providing he remains immobile. <br>
 
  
 
'''''Deathgleaning Bat Form'''''
 
'''''Deathgleaning Bat Form'''''
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  '''Prerequisite Charms:''' Sanguine Glare, Dweller in Darkness Method
 
  '''Prerequisite Charms:''' Sanguine Glare, Dweller in Darkness Method
  
The Exalt takes the aspect of the bat upon himself, enhancing his wariness and granting great airborne mobility.  He responds to attacks before they are even launched his way, and glides over the battlefield gracefully.
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  The Exalt takes the aspect of the bat upon himself, enhancing his wariness and granting great airborne mobility.  He responds to attacks
 
+
before they are even launched his way, and glides over the battlefield gracefully.
For the scene the character may use his normal Defense Value against attacks he is unaware of, and receives a bonus to his Defense Value equal to half the speed of the attack directed against him (round down).  Additionally he can also fly clumsily, moving no faster than normal unable to take attack actions during flight, and if he flys for more than 5 ticks must immediately land for at least one tick or fall to the ground prone. <br>
+
  For the scene the character may use his normal Defense Value against attacks he is unaware of, and receives a bonus to his Defense Value
 +
equal to half the speed of the attack directed against him (round down).  Additionally he can also fly clumsily, moving no faster than
 +
normal unable to take attack actions during flight, and if he flys for more than 5 ticks must immediately land for at least one tick or fall
 +
to the ground prone. <br>
  
  
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  '''Cost:''' 1 mote, 1 will
 
  '''Cost:''' 1 mote, 1 will
 
  '''Type:''' Supplemental
 
  '''Type:''' Supplemental
  '''Keywords:''' Combo-OK, Obvious
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  '''Keywords:''' Combo-Basic, Obvious
 
  '''Duration:''' Instant
 
  '''Duration:''' Instant
 
  '''Minimum Martial Arts:''' 4
 
  '''Minimum Martial Arts:''' 4
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  '''Prerequisite Charms:''' Deathgleaning Bat Form
 
  '''Prerequisite Charms:''' Deathgleaning Bat Form
  
As a bat can turn in an instant to flawlessly snatch an insect from the air, the Exalt can use this charm to insure he establishes hold on his foe.  This Charm insures the characters initial grapple attempt hits with a single success, without regard to the victims defense values. <br>
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  As a bat can turn in an instant to flawlessly snatch an insect from the air, the Exalt can use this charm to insure he establishes
 +
hold on his foe.  This Charm insures the characters initial grapple attempt hits with a single success, without regard to the victims defense
 +
values. <br>
  
  
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  '''Prerequisite Charm:''' Prey Snaring Bite
 
  '''Prerequisite Charm:''' Prey Snaring Bite
  
As vampire bite pierces the hide of even the toughest creatures with it fangs to drink deeply of their blood, this charm allows the Exalts unarmed strikes to piece unprotected flesh and leave bleeding wounds.
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  As vampire bite pierces the hide of even the toughest creatures with it fangs to drink deeply of their blood, this charm allows the Exalts
 
+
unarmed strikes to piece unprotected flesh and leave bleeding wounds.
For the duration of the scene the characters unarmed attacks deal lethal damage and ignore natural soak unless it is provided by charms or sorcery.  Additionally the wounds inflicted by his successful attacks are harder to stop from bleeding. All rolls made to staunch such wounds suffer an external penalty equal to the Exalts Essence. <br>
+
  For the duration of the scene the characters unarmed attacks deal lethal damage and ignore natural soak unless it is provided by charms or
 +
sorcery.  Additionally the wounds inflicted by his successful attacks are harder to stop from bleeding. All rolls made to staunch such wounds
 +
suffer an external penalty equal to the Exalts Essence. <br>
  
  

Revision as of 08:43, 20 September 2006

Deathgleaning Bat Style (Celestial Martial Art)

Daggers, Khatars, and Sais are the form weapons for Deathgleaning Bat Style, emulating the biting fangs of the bat.
Created by Forsaken Rapture
(This style is still in the works, but comments are more than welcome)

Sanguine Glare

Cost: 5 Motes
Type: Simple
Keywords: Obvious
Duration: One scene
Minimum Martial Arts: 3
Minimum Essence: 2
  The exalts eyes fill with blood, their whites turning a bright crimson as his vision attunes to the pulse and flow of blood of the living
creatures about him.  For the rest of the scene he becomes aware of the location and health of all living being with blood within his field
of vision.
  He automatically sees through all mundane stealth attempts, and may roll his Essence against a difficulty equal to the defenders Essence
to see through stealth charms and sorcery.  Additionally he also discerns the wound penalty (if any) suffered by those about him. 


Dweller in Darkness Method

Cost: -
Type: Permanent
Duration: Permanent
Minimum Martial Arts: 3
Minimum Essence: 2
  As the bat flees the rising sun to sleep in the safety of darkness, so too does the Exalt find his solace in shadows.  
  If in darkness (outside the clear vision radius of a light source, or if outside when the clear vision radius is 0), the character receives
a bonus to stealth rolls equal to his Permanent Essence rating, providing he remains immobile. 


Deathgleaning Bat Form

Cost: 6 motes
Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Sanguine Glare, Dweller in Darkness Method
  The Exalt takes the aspect of the bat upon himself, enhancing his wariness and granting great airborne mobility.  He responds to attacks
before they are even launched his way, and glides over the battlefield gracefully.
  For the scene the character may use his normal Defense Value against attacks he is unaware of, and receives a bonus to his Defense Value
equal to half the speed of the attack directed against him (round down).  Additionally he can also fly clumsily, moving no faster than
normal unable to take attack actions during flight, and if he flys for more than 5 ticks must immediately land for at least one tick or fall
to the ground prone. 


Prey Snaring Bite Technique

Cost: 1 mote, 1 will
Type: Supplemental
Keywords: Combo-Basic, Obvious
Duration: Instant
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Deathgleaning Bat Form
  As a bat can turn in an instant to flawlessly snatch an insect from the air, the Exalt can use this charm to insure he establishes
hold on his foe.  This Charm insures the characters initial grapple attempt hits with a single success, without regard to the victims defense
values. 


Bloodletting Fang Strikes

Cost: 3 motes, 1 will
Type: Simple
Keywords: Obvious
Duration: 1 scene
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charm: Prey Snaring Bite
  As vampire bite pierces the hide of even the toughest creatures with it fangs to drink deeply of their blood, this charm allows the Exalts
unarmed strikes to piece unprotected flesh and leave bleeding wounds.
  For the duration of the scene the characters unarmed attacks deal lethal damage and ignore natural soak unless it is provided by charms or
sorcery.  Additionally the wounds inflicted by his successful attacks are harder to stop from bleeding. All rolls made to staunch such wounds
suffer an external penalty equal to the Exalts Essence. 


Charms I still need to make

Eyes in Darkness Approach

Retreating Dodge

Charge Attack

Flight

Spectral Hunters Ambush (Assassination attack)

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