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Latest revision as of 01:16, 6 April 2010

Untrod Paths Style


This style is not quite up to the level of being a Sidereal Martial Art, but even so, is a most potent Martial Art in the modern day, having been developed by the Sidereals and relying on their ability to manipulate the strands of fate in order to achieve the most favorable results.

This is essentially a Celestial-level Sidereal MA, in the same vein as the Violet Bier of Sorrows Style.

It is considered unarmed when using guns. It is incompatible with armor.

There is no sutra, ... because I suck at writing them. If anyone wants to contribute one, I'd be appreciative.


</b>Weighing the Branching Roads

 <b>Cost: None
 Duration: Permanent
 Type: Simple
 Prereqs: None
 Min Ess: 2
 Min. MA: 3

The Martial Artist walks with a constant awareness of the threads of destiny hanging in the air about him; when he engages in battle, time slows and these threads come into crystal clarity. He immediately sees the most likely movements to come in the following seconds, and follows the path most favorable.

On the first round of combat, the Martial Artist rolls his initiative a number of times equal to his Martial Arts rating. He chooses the best of the outcomes. The Martial Artist may buy this charm a second time, in which case, he recieves a bonus to his initiave equal to his Martial Arts rating on every round. This charm has no influence over charms such as Opportune Shot and Thunderclap Rush Attack. If he purchases this charm a third time, charms such as Opportune Shot and Thunderclap Rush Attack do not automatically win against the Martial Artist, and he recieves the ability to roll his initiative a number of times equal to his Martial Arts rating on every round of combat, not just the first.

An Exalt may not buy this charm more times than he has Permanent Essence.


Heedless Road Running Method</b>

 <b>Cost: 4 motes
 Duration: One turn
 Type: Reflexive
 Prereqs: Weighing the Branching Roads
 Min Ess: 2
 Min. MA: 4

The Exalt not only sees the immediate future, but he dives headlong into it, preventing others from responding as fast as they otherwise might - and forcing them to float in the wake of the destiny he weaves. For the remainder of the turn, opponents that wish to change their actions (such as aborting to dodge) from their initiative-announced actions must spend an additional point of willpower and roll their Permanent Essence in a contested roll against the Martial Artist's; if they fail, they cannot change their action. Whether they fail or succeed, the willpower is lost.


Switchback Road Defense</b>

 <b>Cost: 3 motes
 Duration: One turn
 Type: Extra Action
 Prereqs: Heedless Road Running Method
 Min Ess: 2
 Min. MA: 5

The Exalt makes a Martial Arts attack roll as normal, and adds a number of automatic successes equal to his Martial Arts rating. He then divides the total number of successes in two (rounding down). One number is considered an attack, while the other is considered a dodge against one attack. This usually manifests as a "shoot-dodge."

Example: Sid the Sidereal stands resolute atop the silver metal counter in the kitchen at the back of Sal's Salumeria. Rocksheng Zhong's goons come charging through the door, guns barking fire. Sid the Sidereal leaps for cover, his own gun snapping bullets in return. Sid, with Dex 3, MA 5 (Guns +1), Ess 2, rolls 9 dice. He adds 5 automatic successes. This averages to 9.5 successes, and rounds down to 9. We split this in half (getting 4.5, rounding down to 4). He makes a 4 success attack, and a 4 success dodge (to be applied against any one attack in the round.)


Two Roads Converge</b>

 <b>Cost: 2 motes
 Duration: One scene
 Type: Reflexive
 Prereqs: Lost Paths Traveller
 Min Ess: 2
 Min. MA: 5

The Martial Artist negates all penalties associated with using two guns at once (off-hand penalties; splitting dice pool penalties still apply.)


Untrod Paths Style</b>

 <b>Cost: 5 motes
 Duration: One Scene
 Type: Simple
 Prereqs: Two Roads Converge
 Min Ess: 2
 Min. MA: 5

The character


comments

I'm not sure I like the fact that WtBR has three different, only tangentially related effects; just one of them (any one) would be sufficient. The multiple roll seems rather clunky, too, and it's got a pretty serious diminishing-returns effect after three or four dice. The permanent bonus to your init equal to your Martial Arts seems a little extreme as well, for a no-cost Charm. I like the "immunity to perfect initiative" effect; that's the coolest of the lot.
HRRM: Eh? You make people announce what they're doing when you roll initiative? I was always under the impression that you never had to make any decisions until your initiative tick, and at that point you only need to decide how many actions you're taking; what you do with them is undecided unil they're actually used. If this is in fact the case, this Charm doesn't do anything.
SRD: Cool.
TRC: Lost Path Traveller?
- willows