Difference between revisions of "FrivYeti/EnliAirDragonStyle"
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Principles: Thrown, Dexterity, Conviction, Athletics, Stealth | Principles: Thrown, Dexterity, Conviction, Athletics, Stealth | ||
− | Major Variants: There are | + | Major Variants: There are two major variants to the Air Dragon Style which are accepted in the Realm. Storm Dragon Style emphasizes the fury of the righteous Air Dragon, and replaces Conviction with Valor. Wind-Graced Dragon applies its quiet to the social arena, replacing Athletics with Socialize. Other variant Styles may exist, replacing a single Principle of the Air Dragon Style. |
=== STUDENT FORM === | === STUDENT FORM === |
Revision as of 02:10, 28 January 2007
Back to The Enlightened
Back to The Styles
AIR DRAGON STYLE
The path of the Air Dragon is one of speed and agility, of adaptation and range. It is the most subtle of the five Immaculate Styles, as well as one that is very immediate; while air seems invisible, it is always present.
Masters of Air Dragon Style are thoughtful and silent, prone to sudden bursts of awesome speed. They can seem inconsistant to those who do not understand them, but in fact they hold strongly to their own codes of honour and loyalty. It is this paradox that empowers the wind, and it is the wind that the martial artist embodies.
Principles: Thrown, Dexterity, Conviction, Athletics, Stealth
Major Variants: There are two major variants to the Air Dragon Style which are accepted in the Realm. Storm Dragon Style emphasizes the fury of the righteous Air Dragon, and replaces Conviction with Valor. Wind-Graced Dragon applies its quiet to the social arena, replacing Athletics with Socialize. Other variant Styles may exist, replacing a single Principle of the Air Dragon Style.
STUDENT FORM
Air Dragon Form</b>
<b>Cost: 6 motes, Type: Simple (Speed 5, DV -1) Keywords: Form, Obvious Duration: One Scene
The wind flows around Creation, unseen and yet unstoppable. The student of Air Dragon form begins to learn the principles of this speed. For the duration of this Technique, she adds half her Essence (rounding up) to her Dodge DV and increases her Move, Dash, and Jump actions by half her Essence (rounding up) in yards.
Knife Floats On Wind</b>
<b>Cost: 2 motes, Type: Supplemental Keywords: Combo-OK Duration: Instant Principles: Dexterity, Thrown
The character lets wind surround her weapons, increasing their power and letting them carry well. This Technique enhances a Thrown attack, increasing its Accuracy by the character's Essence rating and increasing Range by (Essence x2) yards.
Wind-Soul Javelin</b>
<b>Cost: 1 mote per 2L, Type: Simple (Speed 5, DV -1) Keywords: Combo-OK, Obvious Duration: Instant Principles: Conviction, Thrown
The character focuses all her strength through the blowing wind, launching a slash of wind that attacks an opponent. Treat this as a Dexterity + Thrown attack with an Accuracy bonus equal to the character's Essence, and a range of (Essence x10) yards. For every mote spent, the attack deals a base damage of 2L. In addition, damage is doubled for the purpose of determining knockback and knockdown. The character may spend up to her Conviction worth of motes on this Technique.
Walking On Wind Approach</b>
<b>Cost: 2 motes, Type: Reflexive Keywords: Combo-OK, Obvious Duration: Instant Principles: Athletics, Dexterity
The character's motions cover the span of the world, and as she runs, she briefly covers the air itself. This Charm allows the character to take a Jump action as though it were a Move action.
Determination of the Storm</b>
<b>Cost: 4 motes, Type: Reflexive (Step 3) Keywords: Combo-OK Duration: Instant Principles: Conviction, Stealth
The character subsumes herself in the understanding that she cannot be seen, for to do so will ignore her duty. She may, after the result of a Stealth roll, reroll her pool and apply the better of the two results. All Techniques enhancing this roll remain, and need not be paid for twice.
Cloaked In The Silence Of Wind</b>
<b>Cost: 3 motes Type: Supplemental Keywords: Combo-OK, Obvious Duration: Indefinate Principles: Athletics, Stealth
The wind is invisible until it strikes with the fury of a raging gale. So, too, does the character become invisible, hiding in plain sight. This Charm allows a character to make a Stealth roll without penalty for lack of proper concealment; the character's successes apply as long as she remains stealthed. This also counteracts the normal +2 die bonus to characters resisting re-establishing surprise in combat.
Adept Form
Air Dragon Adept Form</b>
<b>Cost: None Type: Adept Keywords: Obvious Duration: Permanent
The character learns to refine the power of the Wind Dragon. The character may choose to activate Air Dragon Form as an Adept Form, reducing the Speed of the Charm to 4 and the cost of the Charm to 4 motes.
Wind Dragon Speed</b>
<b>Cost: 2 motes, Type: Reflexive (Step 1) Keywords: Combo-OK Duration: Instant Principles: Athletics, Dexterity, Thrown
The character acts with the speed of a raging storm. She may reduce the speed of one Thrown attack or a flurry made entirely of Thrown attacks by 1.
Whirlwind Gust Return</b>
<b>Cost: 3 motes, Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious, Counterattack Duration: Instant Principles: Conviction, Stealth, Thrown
Masters of the wind cannot be struck by arrows if they do not wish it. This Charm supplements a use of Parry or Dodge DV against a ranged attack. The character adds her Essence to her DV. In addition, if she defends against the attack, she applies the number of successes by which she beat the attack as a counterattack using the same weapon that attacked her.
Shrouded In Body And Mind</b>
<b>Cost: 6 motes, Type: Reflexive Keywords: Combo-OK, Obvious Duration: (Essence x2) actions Principles: Athletics, Conviction, Stealth
The character moves with speed and stealth, fading from sight as she runs. As long as this Charm is active, the character is effectively invisible; characters who wish to strike her must do so as though they are blind, and any Awareness rolls made against the character suffer a +2 difficulty penalty.
Avenging Wind Strike</b>
<b>Cost: 3 motes, 1 Willpower Type: Simple (Speed 5, DV -1) Keywords: Combo-OK, Obvious, Knockdown Duration: Instant Principles: Conviction, Dexterity, Thrown
The character focuses the wind into a vicious blow. She may make a Thrown attack roll with an Accuracy bonus of her Essence, at a range of (Essence x10) yards. The attack may not be parried, and it applies a -2 penalty to Dodge DV due to being a blast of wind. If the blast hits home, it deals base damage of (Conviction + Essence)B, and automatically knocks the target back (Essence x2) yards, in addition to normal knockback and knockdown checks.
Wind Returns The Favour</b>
<b>Cost: 3 motes, Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Principles: Athletics, Dexterity, Stealth
Quick as a gust of wind, the character slips around an attack, priming themselves to strike in return. This Charm may be activated in response to a hand-to-hand attack. The character adds her Essence to her Parry or Dodge DV. In addition, if she defends against the attack, she may immediately attempt to establish surprise against her attacker as a reflexive action.
Master Form
Air Dragon Master Form</b>
<b>Cost: None Type: Master Keywords: Obvious Duration: Permanent
The character learns to further improve the power of the Wind Dragon. The character may choose to activate Air Dragon Form as a Master Form. This reduces the cost to 4 motes, the Speed to 3 (DV -0), and increases the Move, Dash, and Jump bonus to the character's Essence.
Tempest Armour</b>
<b>Cost: 4 motes, 1 Willpower, Type: Simple (Speed 4, DV -1) Keywords: Combo-OK, Obvious, Environmental Duration: One Scene Principles: Thrown, Dexterity, Conviction, Athletics
The character raises her hands, and with each gesture, the winds shift, coiling around her into a powerful tempest. For the duration of the scene, anyone who attempts to strike the character in hand-to-hand combat must succeed at a Stamina or Strength + Athletics roll with a difficulty of the character's Essence. If they fail, they are thrown back 3 yards for every success they failed. The initial attack still connects, but this can disrupt flurries. In addition, all ranged attacks lose a number of successes equal to the character's Essence score.
Weapons From The Wind</b>
<b>Cost: 5 motes, Type: Reflexive Keywords: Combo-OK, Obvious Duration: One Scene Principles: Thrown, Dexterity, Conviction, Stealth
The character reaches into the wind itself, and it responds to her need, shaping itself into weapons that can be easily thrown. For the duration of the scene, the character has access to a thrown weapon with the following statistics: Speed 4, Accuracy +Essence, Damage +Essence (L or B), Range (Essence x5) yards, Rate Martial Arts. The wind can be seen, blocked, and dodged normally. In addition, hits from the weapon increase the difficulty of resisting knockback by 1 and require a test against knockback even if they are parried (but not if they are dodged).
Cloud Treading Method</b>
<b>Cost: 3 motes, Type: Reflexive Keywords: Combo-OK, Obvious Duration: One Scene Principles: Thrown, Dexterity, Athletics, Stealth
The character lets the essence of wind that carries her weapons spread across herself, and throws herself into the air as she runs along the currents of the wind. For the duration of the Charm, the character can move along impossible surfaces. She may walk along any surface, be it solid, liquid, or gas - running up walls, across lakes, along smoke trails, and over the most fragile of surfaces. She must continue moving for this effect to function; if she stops, she will fall.
Hurricane Combat Method</b>
<b>Cost:8 motes, 1 Willpower, 1 Health LevelType: Reflexive Keywords: Combo-OK, Obvious Duration: (Martial Arts) Actions Principles: Thrown, Conviction, Athletics, Stealth
The character takes the strength of the hurricane, moving impossibly quickly and traveling in ways that cannot be unexpected. For the duration of the Charm, the character reduces the Speed of all actions by 1, and may take one additional action each action; these actions reduce their DV penalty by 1 and do not count towards multiple action penalties, but are otherwise counted as part of a flurry.
Breeze-Deflection Armour</b>
<b>Cost: 5 motes, 1 Willpower Type: Simple (Speed 4, DV -0) Keywords: Combo-OK Duration: One Scene Principles: Dexterity, Conviction, Athletics, Stealth
The character lets the wind flow through her, and improves her supple nature. The damage of all attacks against her are reduced by 1 level after being rolled. This can reduce damage to 0. It does not function against any damage that cannot be affected by armour.
Pinnacle Form
Air Dragon Pinnacle Form</b>
<b>Cost: None Type: Pinnacle Keywords: Obvious Duration: Permanent
The character attains true mastery of the Wind Dragon. The character may choose to activate Air Dragon Form as a Pinnacle Form. This functions as per Master Form, but the character may active the Form as a Reflexive Charm.
Wind Body Nature</b>
<b>Cost: 10 motes, 1 Willpower Type: Simple (Speed 4, DV -0) Keywords: Obvious Duration: One Scene Principles: Thrown, Dexterity, Conviction, Athletics, Stealth
The character unleashes the force of the wind, transforming her body into pure wind. This has three effects: First, the character transforms all Lethal damage into Bashing damage after it is rolled. Secondly, the character adds her Essence to the Accuracy of all her Thrown attacks. Finally, the character adds her Essence to all rolls to re-establish surprise.