Difference between revisions of "MartialArts/PassionwithinMysteriousDepths"

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Oceans... big, wacky, scary, cool. Lots of stuff. Heck, I got an itch to do it right before bed, with two charm concepts. Just look down!
 
Oceans... big, wacky, scary, cool. Lots of stuff. Heck, I got an itch to do it right before bed, with two charm concepts. Just look down!
  
The style uses whips (tide's surge), and ropes (kraken's grasp) as the style weapons. This includes weighted ropes, and very similar weapons.
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The style uses whips (tide's surge), and ropes (kraken's grasp) as the style weapons.
 
 
The focus of this style centers around movement, strengthening the user while unmoving, controlling the movement of your enemy.
 
 
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Charm 1 of Calm Branch - Placid Depths of Eternal Seas The user's actions and thoughts are hidden under a facade of strange peace. Any time while the character is not using their movement, they can cancel their Essence of internal penalties.
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Charm 1 of Calm Branch - Placid Depths of Eternal Seas<br>
 
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The user's actions and thoughts are hidden under a facade of strange peace. Any time there is an effect that would impose a penalty to dice or difficulty due to anticipation of actions, that penalty is reduced by the user's Permanent Essence
Charm 2 of Calm Branch - Sailor's Dead Prayers For every dice action beyond the first (including EA), the victim loses the user's Perm Ess in yards from their base movement. This includes movement granted by hopping defenses.
 
 
 
Charm 1 of Crashing Wave Branch - Thundering Wave-Breaker For every two yards traveled before an attack, the damage of the attack before soak is increased by 1. For purposes of this charm, Swell of a Thousand Riptides collisions count as attacks.
 
 
 
Charm 2 of Crashing Wave Branch - Swell of a Thousand Riptides The user carries those they attack with them as they move. Everyone attacked in a turn is dragged along for half of the distance of the user's movement till the user's next action, suffering bashing damage equal to the distance they have traveled (from this charm) upon running into an obstacle. Should the obstacle be broken or able to be moved, the victim and obstacle both continue to follow the user's movement.
 
 
 
Charm 1 Storms - Sailing the Angry Sea For a time, the affected victim finds that the more they wish and attempt to move, the less their body seems to respond to their movements. Every (their Essence in yards) of movement adds a dice penalty to all actions this turn.
 
 
 
Charm 2 Storms - Raging Tempest's Grasp Now, rather than just having their movement restricted, they find themselves taking an internal penalty to all actions if they do not move in the direction described by the martial artist. The martial artist can NOT force them to use charms as part of their movement, though as storms can destroy ships by throwing them against reefs, this charm can direct them in dangerous movement (such as over a cliff.) Refusing to move will not result in the penalty
 
 
 
Form Charm - For any one man to strike the sea and expect to harm it more than any other time is a fool's errand. The user uses their full Stamina to soak Lethal and half of it (rounded down) to soak Aggravated damage. Also, the user never suffers penalties to DV for an onslaught, though they do for coordinated attacks. Where one man might fail, and army might deplete the ocean's resources.
 
 
 
Charm 1 Barrier - Rocks of Grand Protection The user can create a barrier that can not be passed by the target(s) without a Dexterity + Athletics roll, that they also suffer the Martial Artist's Essence as an internal penalty to. Should they fail, they suffer an attack from the Martial Artist that does bashing damage. Should they botch, the damage becomes lethal.
 
 
 
Charm 2 Barrier - Boat Crushing Reef Anyone approaching the user suffers an attack of grand force, though ranged attacks are left unaffected.
 
  
Charm 3 Barrier - Vessel Entrapping Whirlpool With a strike, the martial artist disables the essence of motion in the victim. They must succeed a Stamina + Resistance difficulty of the user's Essence to escape. This is a crippling effect.
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Charm 2 of Calm Branch - Sailor's Dead Prayers<br>
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For every dice action beyond the first (including EA), the victim loses the user's Perm Ess in yards from their base movement. This includes movement granted by hopping defenses.
  
Charm 1 Beast - Black Lamprey's Bite With a strike, the user drains the essence of motion from the victim into themself. The victim struck loses the Martial Artist's martial arts rating in yards from their movement, and the martial artist gains such till the victim's next action.
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Charm 1 of Crashing Wave Branch - Thundering Wave-Breaker<br>
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For every two yards traveled before an attack, the damage of the attack before soak is increased by 1. For purposes of this charm, Swell of a Thousand Riptides collisions count as attacks.
  
Charm 2 Beast - Kraken's Mighty Grasp As long as the user controls a clinch, they are unlimited in their ability to dodge and move (carrying the other(s) clinched), like the Kraken who is so much more powerful than it's prey that it can control it's movements as well as it's own.
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Charm 2 of Crashing Wave Branch - Swell of a Thousand Riptides<br>
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The user carries those they attack with them as they move. Everyone attacked in a turn is dragged along for half of the distance of the user's movement, suffering bashing damage equal to the distance they have traveled (from this charm) upon running into an obstacle. Should the obstacle be broken or able to be moved, the victim and obstacle both continue to follow the user's movement.
  
Charm 3 Beast - Trap of the Island Fish (Lasts Martial Arts in actions) The marital artist makes it problematic to stay motionless while battling her, as the enemy limits their own movement. Every subsequent round this charm is active and the victim has not moved significantly from their position, the martial artist gains one automatic success.
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Charm 1 Storms - <br>
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For a time, the affected victim finds that the more they wish and attempt to move, the less their body seems to respond to their movements. Every (their Essence in yards) of movement adds a dice penalty to all actions this turn.

Revision as of 20:53, 16 June 2005

Oceans... big, wacky, scary, cool. Lots of stuff. Heck, I got an itch to do it right before bed, with two charm concepts. Just look down!

The style uses whips (tide's surge), and ropes (kraken's grasp) as the style weapons.


Charm 1 of Calm Branch - Placid Depths of Eternal Seas
The user's actions and thoughts are hidden under a facade of strange peace. Any time there is an effect that would impose a penalty to dice or difficulty due to anticipation of actions, that penalty is reduced by the user's Permanent Essence

Charm 2 of Calm Branch - Sailor's Dead Prayers
For every dice action beyond the first (including EA), the victim loses the user's Perm Ess in yards from their base movement. This includes movement granted by hopping defenses.

Charm 1 of Crashing Wave Branch - Thundering Wave-Breaker
For every two yards traveled before an attack, the damage of the attack before soak is increased by 1. For purposes of this charm, Swell of a Thousand Riptides collisions count as attacks.

Charm 2 of Crashing Wave Branch - Swell of a Thousand Riptides
The user carries those they attack with them as they move. Everyone attacked in a turn is dragged along for half of the distance of the user's movement, suffering bashing damage equal to the distance they have traveled (from this charm) upon running into an obstacle. Should the obstacle be broken or able to be moved, the victim and obstacle both continue to follow the user's movement.

Charm 1 Storms -
For a time, the affected victim finds that the more they wish and attempt to move, the less their body seems to respond to their movements. Every (their Essence in yards) of movement adds a dice penalty to all actions this turn.