Difference between revisions of "MartialArts/FoxStyle"

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Latest revision as of 01:17, 6 April 2010

Fox style

Celestial level

Form type weapon: unarmed

This martial art is incompatible with armour.

Autumn Paw Kata

 Cost: 4 motes
 Duration: One turn
 Type: Reflexive
 Min Martial Arts: 1
 Min Essence: 1
 Perquisites: none 

With a gesture the martial artist calls up a light breeze upon which leaves of essence dance shielding the martial artist from sight. The difficulty of all attacks against the martial artist is increased by the martial artist permanent essence.

Blinding Snow Coloured Fur

 Cost:  3 motes
 Duration: Instant
 Type: Reflexive
 Min Martial Arts: 3
 Min Essence: 1
 Perquisites: Autumn Paw Kata


The martial artist’s hair turn brilliantly white and he glows with essence as white as newly fallen snow. The martial artist may activate this charm against any attack attempt on him. The attack suffers a die penalty equal to the martial artist appearance.

Tantalizing Beauty Of The Flowing Escape

 Cost:  4 motes
 Duration: Instant
 Type: Reflexive
 Min Martial Arts: 3
 Min Essence: 2
 Perquisites: Blinding Snow Coloured Fur

With unsubtle hints and gestures the martial artist puts her foes into a trance like state. The martial artist rolls charisma + Performance difficulty of the target’s permanent essence if successful the target may take no action against the martial artist that turn however the Martial artist may take no other action than her fastest movement. This charm can only affect targets if they are within their perception * martial artist’s perm essence in yards. For each successive turn this charm is used on the same target the difficulty is doubled. Note the target may act normally towards another entity.

Nine Tails Distraction Art

 Cost: 4 motes
 Duration: Instant
 Type: Reflexive
 Min Martial Arts: 3
 Min Essence: 2
 Perquisites: Tantalizing Beauty of the Flowing Escape

As the martial artist moves the air around her blurs leaving outlines of essence behind greatly confusing her foes. This allows the martial artist to make a reflexive dodge attempt with her full dice pool.

Fox Form

 Cost: 5 motes
 Duration: One scene
 Type: simple
 Min Martial Arts: 4
 Min Essence: 3
 Perquisites: Nine Tails Distraction Art

Gives a (2*) permanent essence reflexive dodge pool that can be added to all dodge attempts and martial arts is added to initiative.

Flowing Foxfire Technique

 Cost: 10 motes 1 willpower
 Duration: Instant
 Type: Extra action
 Min Martial Arts: 5
 Min Essence: 3
 Perquisites: Fox Form

The martial artist moves with eye blurring speed, indeed the martial artist appears to blur making her easily avoid attacks directed against her. The martial artist receives a number of attacks equal to the martial artist’s permanent essence and a number of dodges equal to the martial artist’s permanent essence.

Dancing Air Fox

 Cost: 5 motes
 Duration: Instant
 Type: reflexive
 Min Martial Arts: 5
 Min Essence: 3
 Perquisites: Flowing Foxfire Technique

The martial artist fades becoming as insubstantial as the air itself. Roll a dodge attempt, 1 success indicates that the attack has been dodged. This is a perfect dodge if successful.

Note that there is supposed to be a charm here. It is currently unmade but coming soon.

Ascension To Heaven

 Cost: 6 motes, 1 willpower
 Duration: one scene
 Type: reflexive
 Min Martial Arts: 5
 Min Essence: 4
 Perquisites: Unknown

As the martial artist doges around her foes attacks tendrils of essence form around her restoring her energy. Whenever the martial artist successfully dodges an attack, he regains his permanent essence in motes. Note the martial artist does not gain the benefit of this charm if any brittle perfect/ or perfect dodge charms are used.

Perfected Illusion Of One

 Cost: 10 motes per illusion
 Duration: one scene
 Type: simple
 Min Martial Arts: 5
 Min Essence: 5
 Perquisites: Ascension To Heaven

With a gesture the martial artist shimmers and identical copies of her step out from her, ready to attack.

For every 10 motes spent the martial artist creates 1 illusion. The maximum number of illusions is equal to the martial artist’s permanent essence.

It requires an action and a perception + awareness roll with a difficulty equal the martial artist’s permanent essence to tell the real martial artist from the illusions.

The illusions have the exact same stats as the martial artist except their essence is one. They cannot access their essence pool for any reason and although it may not look like it the illusions are completely emotionless, they automatically fail compassion, temperence and conviction rolls but automatically pass valour rolls. The illusions have a number of health levels equal to the martial artist’s permanent essence, all with no wound penalty.

Comments

Nice work so far. Only one I'm concerned with is Tantalizing Beauty Of The Flowing Escape, which is deadly in a situation where you've got a friend. You prevent him from acting, and you can't act, but your friend can rip him apart, and he can only use persistent defenses. No HGD, no full dodge, nothing. Dangerous indeed, especially for an Essence 1 Ability 1 charm. At the same time, the form seems underpowered, as there are other equivalent pre-req and cost forms that do much more. So you can work something out there, methinks. Otherwise, good work, and a nice submission. - GregLink

Thanks. I see your point, i have edited Tantalizing Beauty Of The Flowing Escape, to make it less powererful although it is actually an essence 2 ability 3 charm. The form type charm origionally did much more (essence to dexterity not just dodge) but on discussion with the G.M he deemed it too powerful (doesn't like things getting anywhere near solar level except solars :) ) I'll work on it, thanks again.

p.s what it now says in bracets for the form type charm is optional depending on how you think it should be.

Not to poke, but you're not quite there yet. Some positive steps forward, but not quite on both counts. (And Sorry GM, I think you're being too harsh). Look at Ebon Shadow Style, which ups the Diff to hit you by Essence. That's the equivalent (statistically) of 2*Essence Dodge dice, against anything, reflexively, even if that thing isn't able to be dodged. Plus, it 'hides' under the die adder cap, as you can still use your full die cap for both a parry and a dodge, as the Difficulty doesn't count towards that. Plus. Ebon Shadow gives you mad boosts to Stealth. I'd say that adding dice to dodge attempts isn't really enough, it would have to at least be a free reflexive dodge attempt, that adds to any other dodges tried. As for the Tantalizing one, so they can still defend themself - a bit. This 4m charm is still preventing them from hitting your allies. Take the recent FaFL fight with five Solars. Wouldn't it have been nice if he could only defend, not attack? To me, limiting them to only defense essentially makes your side unafraid of harm, and therefore unable to fully unload as much offense as they want, without fear of retribution, and thus needing to conserve actions or charm usage for the turn - GregLink

Just began a bit of play testing with Tantalizing Beauty Of The Flowing Escape. Result = too over powered see the modified version above and let me know what you think. I have also modified the form type. thanks

Walksthewinds

The structure of this tree is a bit odd. It has no branches. I like it otherwise. - Wordman

I actually think this style is quite cool and am going to be using a slightly modified version of it on a character soon. For the most part, the Charms all work together extremely effectively and make for an excellent defensive style. It's a little reflexive-heavy, which would make it a good style for a Dragon-Blooded practitioner, but works fairly well for a Solar putting the Charms into a combo. If I have any complaint about the style, it's the lack of any real manner of offense. The extra attacks from Flowing Foxfire Technique are quite nice, but the Charm itself is too costly to make it a good solution for a character who is focusing into the style and doesn’t want to “cherry pick” from other styles to cover offensive needs. On the other hand, without doing so the only option is generally to dodge forever and hope the other guy gets bored and leaves. If it’s not too bold to suggest, with the styles high reliance on dodging and reflexive Charms, it is a prime candidate for some wicked counter-attack Charms. Counter-attacks would give the style some offensive kick, without really giving it the feel of an offense-focused style (which it clear is not) and fluffed up properly would tie in nicely to the theme of slyness and trickery that seems prevalent in the style. These could easily form the branches Wordman suggested as well. Just a thought! Either way, nice job on this Walksthewinds. Hope to see you finishing it up soon. ^_^ - Greymane