Difference between revisions of "Nekomimi-Maiden/GoldenBarqueofHeavenStyle"
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− | + | Golden Barque of Heavens Style<br> | |
Designed by a Chosen of Journeys who managed to acquire a number of persistent enemies, the Golden Barque of Journeys Style is somewhat unique in that, like Righteous Devil and Golden Janissary, it is a martial art that prefers to avoid melee combat. Instead, this style emphasizes the use of ranged attacks, each one given the perfection of a fated journey; while the effects are retained in unarmed combat, many have greater value with the form weapons<br> | Designed by a Chosen of Journeys who managed to acquire a number of persistent enemies, the Golden Barque of Journeys Style is somewhat unique in that, like Righteous Devil and Golden Janissary, it is a martial art that prefers to avoid melee combat. Instead, this style emphasizes the use of ranged attacks, each one given the perfection of a fated journey; while the effects are retained in unarmed combat, many have greater value with the form weapons<br> | ||
− | Weapons and Armor: A student of Golden Barque of Journeys typically chooses two types of weapons, one Martial Arts-tagged weapon and one Archery or Thrown weapon. No two journeys are identical, and so it is with practicioners of this art. Golden Barque of Journeys allows light or no armor only. | + | Weapons and Armor: A student of Golden Barque of Journeys typically chooses two types of weapons, one Martial Arts-tagged weapon and one Archery or Thrown weapon. No two journeys are identical, and so it is with practicioners of this art. Golden Barque of Journeys allows light or no armor only. |
Complementary Abilities: A student of Golden Barque of Journeys is required to have Archery or Thrown at two dots, for the training used to study the flight of projectiles. Most keep their skill at least as high as their Martial Arts skill for use with charms. Martial arts attacks using the charms of this style can be added to a combo as if thrown or archery charms<br> | Complementary Abilities: A student of Golden Barque of Journeys is required to have Archery or Thrown at two dots, for the training used to study the flight of projectiles. Most keep their skill at least as high as their Martial Arts skill for use with charms. Martial arts attacks using the charms of this style can be added to a combo as if thrown or archery charms<br> | ||
− | + | Initiation of Travel Strike<br> | |
− | + | Cost: 1m; Mins Essence 1, Martial Arts 3; Type: Reflexive [Step 7]<br> | |
− | + | Keywords:Combo-OK, Stackable<br> | |
− | + | Duration: One scene until expended.<br> | |
− | + | Prerequisite Charms: None<br> | |
Every journey begins with a first motion and direction. The martial artist's strikes resonate in the target, giving them that direction and building up that motion. Every successful hit with this charm adds [Essence] to future damage against that target, for the purpose of determining knockback only. This total resets if the target is successfully knocked back, if the charm is used on another target, or if combat ends.<br><br> | Every journey begins with a first motion and direction. The martial artist's strikes resonate in the target, giving them that direction and building up that motion. Every successful hit with this charm adds [Essence] to future damage against that target, for the purpose of determining knockback only. This total resets if the target is successfully knocked back, if the charm is used on another target, or if combat ends.<br><br> | ||
− | + | Flock of Gulls Kata<br> | |
− | + | Cost: 2m per -1, 1wp; Mins: Essence 2, Martial Arts 3; Type: Simple [Speed 4]<br> | |
− | + | Keywords: Combo-OK<br> | |
− | + | Duration: One scene<br> | |
− | + | Prerequisite Charms: Initiation of Travel Strike<br> | |
− | A flock of | + | A flock of gulls moves in incredible harmony, travelling without greatly interfering with each others' flight; emulating this harmony, the martial artist strikes multiple times with superlative speed and accuracy. Every 2m spent on this charm reduces the multiple action penalty on flurries involving Martial Arts by 1 die, to a maximum of [Essence] dice of penalties eliminated.<br><br> |
− | + | Inexhaustible Mast Method<br> | |
− | + | Cost: 1m or 3m; Mins: Essence 2, Martial Arts 3; Type: Supplemental<br> | |
− | + | Keywords: Combo-OK<br> | |
− | + | Duration: Instant<br> | |
− | + | Prerequisite Charms: Initiation of Travel Strike<br> | |
To a seasoned traveller, a long journey is something to eagerly anticipate rather than dread. At the cost of 3m, this charm reduces range penalties by half and converts them to a bonus; thus, an attack against someone three increments away [-4 penalty] receives a +2 dice bonus. This bonus cannot exceed the user's essence. 1m may be spent [in conjunction with the 3m cost if desired] to permit an unarmed attack to strike a foe as a thrown form weapon with a range equal to Essence x5, in which case the charm becomes Obvious.<br><br> | To a seasoned traveller, a long journey is something to eagerly anticipate rather than dread. At the cost of 3m, this charm reduces range penalties by half and converts them to a bonus; thus, an attack against someone three increments away [-4 penalty] receives a +2 dice bonus. This bonus cannot exceed the user's essence. 1m may be spent [in conjunction with the 3m cost if desired] to permit an unarmed attack to strike a foe as a thrown form weapon with a range equal to Essence x5, in which case the charm becomes Obvious.<br><br> | ||
− | + | Messenger's Impediment Evasion<br> | |
− | + | Cost: 3m, Mins: Essence 2, Martial Arts 4, Type: Supplemental<br> | |
− | + | Keywords: Combo-OK<br> | |
− | + | Duration: Instant<br> | |
− | + | Prerequisite Charms: Flock of Gulls Kata, Inexhaustible Mast Method<br> | |
A journey is rarely as simple as origin and destination; hazards and blockades hinder all but the most clever travellers. Emulating the ingenuity of experienced travellers, the character finds a way to slip out of even the toughest grips. This doubles the dice on a Strength or Dexterity + Martial Arts roll made [only] to escape a clinch. If the character successfully takes hold of the clinch, he must immediately break it.<br><br> | A journey is rarely as simple as origin and destination; hazards and blockades hinder all but the most clever travellers. Emulating the ingenuity of experienced travellers, the character finds a way to slip out of even the toughest grips. This doubles the dice on a Strength or Dexterity + Martial Arts roll made [only] to escape a clinch. If the character successfully takes hold of the clinch, he must immediately break it.<br><br> | ||
− | + | Golden Barque of Heaven Form<br> | |
− | + | Cost: 5m; Mins: Essence 3, Martial Arts 5: Type: Simple [Speed 3]<br> | |
− | + | Keywords: Form-type<br> | |
− | + | Duration:One scene.<br> | |
− | + | Prerequisite Charms: Messenger's Impediment Evasion<br><br> | |
The Golden Barque crosses the sky with perfect grace, and so the artist's weapons cross the battlefield, travelling for joyous reunion with others. As a noncharm action, the character can oppose a ranged attack roll with one of his own; if his successes equal or exceed his attacker's, the attack is negated. This can be done 1/tick for free, with each use past the first in a tick costing 1m. The use of Inexhaustible Mast Method to extend the range of unarmed attacks [1m per attack] becomes a noncharm action [though converting penalties to bonuses remains a charm action if used]. Finally, his perfect grace of motion means he ignores all penalties to his defense values against ranged attacks [remembering inapplicability is not a penalty]. <br><br> | The Golden Barque crosses the sky with perfect grace, and so the artist's weapons cross the battlefield, travelling for joyous reunion with others. As a noncharm action, the character can oppose a ranged attack roll with one of his own; if his successes equal or exceed his attacker's, the attack is negated. This can be done 1/tick for free, with each use past the first in a tick costing 1m. The use of Inexhaustible Mast Method to extend the range of unarmed attacks [1m per attack] becomes a noncharm action [though converting penalties to bonuses remains a charm action if used]. Finally, his perfect grace of motion means he ignores all penalties to his defense values against ranged attacks [remembering inapplicability is not a penalty]. <br><br> | ||
− | + | Impeccable Captain's Direction Practice<br> | |
− | + | Cost: 3m; Mins: Essence 3, Martial Arts 5: Type: Supplemental<br> | |
− | + | Keywords: Combo-OK<br> | |
− | + | Duration: Instant<br> | |
− | + | Prerequisite Charms: Golden Barque of Heaven Form<br> | |
A clever Captain can find his port of call with nothing but a single star in the sky. This charm negates the effects of cover other than 100% and visibility penalties other than complete invisibility [as per charms] for a single attack<br><br> | A clever Captain can find his port of call with nothing but a single star in the sky. This charm negates the effects of cover other than 100% and visibility penalties other than complete invisibility [as per charms] for a single attack<br><br> | ||
− | + | Lovestruck Pilot Prana<br> | |
− | + | Cost: 2m or 5m; Mins: Essence 3, Martial Arts 5; Type: Reflexive [Step 7]<br> | |
− | + | Keywords: Combo-OK<br> | |
− | + | Duration: Instant<br> | |
− | + | Prerequisite Charms: Golden Barque of Heaven Form<br> | |
No storm or wave can dissuade a sailor seeking to return to his heart's love; giving this energy to a weapon, it seeks the heart of its' target. An attack supplemented by this charm pierces through armor, gaining the Piercing tag - or if the weapon already has the tag, ignoring armor completely [for 5m].<br><br> | No storm or wave can dissuade a sailor seeking to return to his heart's love; giving this energy to a weapon, it seeks the heart of its' target. An attack supplemented by this charm pierces through armor, gaining the Piercing tag - or if the weapon already has the tag, ignoring armor completely [for 5m].<br><br> | ||
− | + | Unstoppable Wandering Conclusion<br> | |
− | + | Cost: 5m, 1wp, 1lhl; Mins: Essence 4, Martial Arts 5; Type: Simple [speed as per weapon]<br> | |
− | + | Keywords: Obvious<br> | |
− | + | Duration: Instant<br> | |
− | + | Prerequisite Charms: Impeccable Captain's Direction Practice, Lovestruck Pilot Prana<br> | |
As a journey nears completion and the destination comes into view, nothing can interfere with a determined traveller's direction. This charm supplements the use of a ranged attack. The moment the attack enhanced by this breaks contact with the martial artist, it explodes into yellow light, becoming insubstantial essence; the attack becomes Unexpected, as its' path cannot be predicted barring an appropriate defense. Even should the unexpected quality be removed, the DV is set to 0 before stunts and charms.<br><br> | As a journey nears completion and the destination comes into view, nothing can interfere with a determined traveller's direction. This charm supplements the use of a ranged attack. The moment the attack enhanced by this breaks contact with the martial artist, it explodes into yellow light, becoming insubstantial essence; the attack becomes Unexpected, as its' path cannot be predicted barring an appropriate defense. Even should the unexpected quality be removed, the DV is set to 0 before stunts and charms.<br><br> | ||
− | + | Infinite Opportune Journeys Approach<br> | |
− | + | Cost: 8m1wp; Mins: Essence 4, Martial Arts 5; Type: Extra Action<br> | |
− | + | Keywords: Obvious<br> | |
− | + | Duration: One scene<br> | |
Prerequisite Charm: Unstoppable Wandering Conclusion<br> | Prerequisite Charm: Unstoppable Wandering Conclusion<br> | ||
Every single moment of life is a chance to travel anew. Seizing upon this principle, the martial artist endeavors to reflect it in battle. In any action where the character makes no ranged attacks of any sort [with either form weapons, nonform weapons, or Inexhaustible Mast Method and an unarmed attack], she receives one fully independent action with which to make a ranged unarmed attack [via form weapon or IMM]. Thus, a character using this charm may strike a foe in melee, run up a tree, and steady herself on the branch as one flurry - and make an immediate archery attack with her full pool. | Every single moment of life is a chance to travel anew. Seizing upon this principle, the martial artist endeavors to reflect it in battle. In any action where the character makes no ranged attacks of any sort [with either form weapons, nonform weapons, or Inexhaustible Mast Method and an unarmed attack], she receives one fully independent action with which to make a ranged unarmed attack [via form weapon or IMM]. Thus, a character using this charm may strike a foe in melee, run up a tree, and steady herself on the branch as one flurry - and make an immediate archery attack with her full pool. |
Revision as of 03:01, 19 July 2009
Golden Barque of Heavens Style
Designed by a Chosen of Journeys who managed to acquire a number of persistent enemies, the Golden Barque of Journeys Style is somewhat unique in that, like Righteous Devil and Golden Janissary, it is a martial art that prefers to avoid melee combat. Instead, this style emphasizes the use of ranged attacks, each one given the perfection of a fated journey; while the effects are retained in unarmed combat, many have greater value with the form weapons
Weapons and Armor: A student of Golden Barque of Journeys typically chooses two types of weapons, one Martial Arts-tagged weapon and one Archery or Thrown weapon. No two journeys are identical, and so it is with practicioners of this art. Golden Barque of Journeys allows light or no armor only.
Complementary Abilities: A student of Golden Barque of Journeys is required to have Archery or Thrown at two dots, for the training used to study the flight of projectiles. Most keep their skill at least as high as their Martial Arts skill for use with charms. Martial arts attacks using the charms of this style can be added to a combo as if thrown or archery charms
Initiation of Travel Strike
Cost: 1m; Mins Essence 1, Martial Arts 3; Type: Reflexive [Step 7]
Keywords:Combo-OK, Stackable
Duration: One scene until expended.
Prerequisite Charms: None
Every journey begins with a first motion and direction. The martial artist's strikes resonate in the target, giving them that direction and building up that motion. Every successful hit with this charm adds [Essence] to future damage against that target, for the purpose of determining knockback only. This total resets if the target is successfully knocked back, if the charm is used on another target, or if combat ends.
Flock of Gulls Kata
Cost: 2m per -1, 1wp; Mins: Essence 2, Martial Arts 3; Type: Simple [Speed 4]
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Initiation of Travel Strike
A flock of gulls moves in incredible harmony, travelling without greatly interfering with each others' flight; emulating this harmony, the martial artist strikes multiple times with superlative speed and accuracy. Every 2m spent on this charm reduces the multiple action penalty on flurries involving Martial Arts by 1 die, to a maximum of [Essence] dice of penalties eliminated.
Inexhaustible Mast Method
Cost: 1m or 3m; Mins: Essence 2, Martial Arts 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Initiation of Travel Strike
To a seasoned traveller, a long journey is something to eagerly anticipate rather than dread. At the cost of 3m, this charm reduces range penalties by half and converts them to a bonus; thus, an attack against someone three increments away [-4 penalty] receives a +2 dice bonus. This bonus cannot exceed the user's essence. 1m may be spent [in conjunction with the 3m cost if desired] to permit an unarmed attack to strike a foe as a thrown form weapon with a range equal to Essence x5, in which case the charm becomes Obvious.
Messenger's Impediment Evasion
Cost: 3m, Mins: Essence 2, Martial Arts 4, Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Flock of Gulls Kata, Inexhaustible Mast Method
A journey is rarely as simple as origin and destination; hazards and blockades hinder all but the most clever travellers. Emulating the ingenuity of experienced travellers, the character finds a way to slip out of even the toughest grips. This doubles the dice on a Strength or Dexterity + Martial Arts roll made [only] to escape a clinch. If the character successfully takes hold of the clinch, he must immediately break it.
Golden Barque of Heaven Form
Cost: 5m; Mins: Essence 3, Martial Arts 5: Type: Simple [Speed 3]
Keywords: Form-type
Duration:One scene.
Prerequisite Charms: Messenger's Impediment Evasion
The Golden Barque crosses the sky with perfect grace, and so the artist's weapons cross the battlefield, travelling for joyous reunion with others. As a noncharm action, the character can oppose a ranged attack roll with one of his own; if his successes equal or exceed his attacker's, the attack is negated. This can be done 1/tick for free, with each use past the first in a tick costing 1m. The use of Inexhaustible Mast Method to extend the range of unarmed attacks [1m per attack] becomes a noncharm action [though converting penalties to bonuses remains a charm action if used]. Finally, his perfect grace of motion means he ignores all penalties to his defense values against ranged attacks [remembering inapplicability is not a penalty].
Impeccable Captain's Direction Practice
Cost: 3m; Mins: Essence 3, Martial Arts 5: Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Golden Barque of Heaven Form
A clever Captain can find his port of call with nothing but a single star in the sky. This charm negates the effects of cover other than 100% and visibility penalties other than complete invisibility [as per charms] for a single attack
Lovestruck Pilot Prana
Cost: 2m or 5m; Mins: Essence 3, Martial Arts 5; Type: Reflexive [Step 7]
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Golden Barque of Heaven Form
No storm or wave can dissuade a sailor seeking to return to his heart's love; giving this energy to a weapon, it seeks the heart of its' target. An attack supplemented by this charm pierces through armor, gaining the Piercing tag - or if the weapon already has the tag, ignoring armor completely [for 5m].
Unstoppable Wandering Conclusion
Cost: 5m, 1wp, 1lhl; Mins: Essence 4, Martial Arts 5; Type: Simple [speed as per weapon]
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Impeccable Captain's Direction Practice, Lovestruck Pilot Prana
As a journey nears completion and the destination comes into view, nothing can interfere with a determined traveller's direction. This charm supplements the use of a ranged attack. The moment the attack enhanced by this breaks contact with the martial artist, it explodes into yellow light, becoming insubstantial essence; the attack becomes Unexpected, as its' path cannot be predicted barring an appropriate defense. Even should the unexpected quality be removed, the DV is set to 0 before stunts and charms.
Infinite Opportune Journeys Approach
Cost: 8m1wp; Mins: Essence 4, Martial Arts 5; Type: Extra Action
Keywords: Obvious
Duration: One scene
Prerequisite Charm: Unstoppable Wandering Conclusion
Every single moment of life is a chance to travel anew. Seizing upon this principle, the martial artist endeavors to reflect it in battle. In any action where the character makes no ranged attacks of any sort [with either form weapons, nonform weapons, or Inexhaustible Mast Method and an unarmed attack], she receives one fully independent action with which to make a ranged unarmed attack [via form weapon or IMM]. Thus, a character using this charm may strike a foe in melee, run up a tree, and steady herself on the branch as one flurry - and make an immediate archery attack with her full pool.