The Style of Six and Twelve
The Style of Six and Twelve
by Jimcrimson
This Martial Art was inspired by the motto of a karate style that really impressed me: "You do the hitting and you won't get hit."
It is commonly known that in most fights the person who lands the first solid blow wins the battle. The damage causes body chi and muscles to contort, and the human mind to retreat into the animal need to submit to a superior animal. The normal rules for negatives based on damage levels (from 0 to Inc.) do a decent job of showing this.
The Style of Six and Twelve seeks to capitalize on this advantage with overwhelming force at the beginning of a fight. It is hard to tell what stance a master of this style would START a fight in, they tend to go from doing something mundane-looking to flurrying the closest opponent with almost no "tell". Once the fight has started they tend to stand in a "cat stance" on the balls of both feat and the hands never stop attacking. The stylist focuses on a single foe, presses every attack as far as he can, this will hopefully wound the opponent and thereby start his downward trend into unconsciousness.
This style can be practiced in any armor which has a penalty of 0. Martial Arts weapons are permitted with this style if the practitioner has melee equal to the minimum martial arts rating of the charm, but weapon use may requite stunts or not be allowable for some of the actions dealing with surprising an opponent.
Carried by Six Strike
<b>Cost:</b> none <b>Minimums:</b> Martial Arts 2 <b>Type:</b> action modifier <b>Keywords:</b> <b>Duration:</b> surprise action or first action <b>Prerequisite Charms:</b> none
<p>In some cultures, six people carry the dead to there final earthly resting place or to where they are burned. This hyper aggressive set of actions is designed to get the martial artists opponent killed in the first assault, and if it fails to do so, it may leave the martial artist open enough that he, himself may need his six closest kin.
Note: modifiers such as fierce blow can be used to further modify this action.
In ANY surprise round and in the first round of combat the furious deluge of blows that this attack provides adds +2 damage to an attack or +2 damage to each attack in a flurry.
The Offensive Defense Method
<b>Cost:</b> you must make a flurry against a single opponent <b>Minimums:</b> Martial Arts 3 Resistance 2 <b>Type:</b> action modifier <b>Keywords:</b> <b>Duration:</b> <b>Prerequisite Charms:</b> Carried by Six Strike
When you do the hitting you do not get hit. When being struck by a tremendous barrage, it is difficult to stick your head out from behind your arms or shield enough to make an accurate attack. Make a melee-range flurry of at least 3 attack actions where all attacks are against the same opponent. To the opponent, your DV only goes down by -1 for all of the attack actions (other actions in the flurry still accrue negatives). Any other attacker attacks you at the normal penalties for you DV. This charm may only be used resistance times in a scene, it requires a lot of endurance to keep throwing blows like that.
"As He Says Stri-" Attack
<b>Cost:</b> <b>Minimums:</b> Martial Arts 3, Awareness 2 <b>Type:</b> <b>Keywords:</b> <b>Duration:</b> permanent, <b>Prerequisite Charms:</b>
Hit him so as to cut off his strike. Strike as he says Stri - and the blow will never land. Remember, it is better to be paranoid than to be carried by six. permanently lose -1 die to your choice of presence or socialize pools and gain +1 to all join battle rolls.
Judged by Twelve Meditation
<b>Cost:</b> <b>Minimums:</b> Martial Arts 3, Awareness 3 <b>Type:</b> reflexive <b>Keywords:</b> <b>Duration:</b> instant <b>Prerequisite Charms:</b>Carried by six method
In some places, Tribunals of 12 judges determine the innocents or guilt on murder charges. When you have learned to attack, not when he begins to say "attack" but when he begins to think about saying it then you are safe. It does not matter if some will call you a murderer. It is better to be judged by twelve than carried by six, but it is better still if the magistrate never catches you either. In any "tense" situation where an opponent is not actually hidden, Roll Perception + Awareness with a target of your opponents choice of his dots in Acting, Martial Arts or Essence. If you Succeed you gain a surprise round if Join Battle is declared. If you fail by three or more, you have misread the situation, perhaps no one was hostile, or perhaps 2 men at the bar were, but the third was an innocent bystander and not a crony trying to get behind you for their surprise attack. Maybe your lover is sneaking up behind you trying to steal a kiss. Regardless, if you chose to make the roll you WILL attack.
below this is unfinished in typing (I have it hand written in my notebook - and yes I'm old enough that I use notebooks)
Charm Name
<b>Cost:</b> <b>Minimums:</b> <b>Type:</b> <b>Keywords:</b> <b>Duration:</b> <b>Prerequisite Charms:</b>
opponents +1 tick if you are flurrying them unless they make a will + integrity roll with a target of your Presence skill.
Charm Name
<b>Cost:</b> <b>Minimums:</b> <b>Type:</b> <b>Keywords:</b> <b>Duration:</b> <b>Prerequisite Charms:</b>
+1 rate
Chi tensing technique
'''Cost:''' '''Minimums:''' <b>Type:</b> <b>Keywords:</b> <b>Duration:</b> <b>Prerequisite Charms:</b>
once you have successfully hurt an opponent, the pain and tightening start to take effect. add an extra -1 to opponents you damage, applied for the rest of the scene as if it was wound damage. this does not stack with itself through multiple uses. it also does makes a -4 would level a -5, not an incapacitated wound level.
Finished before you started technique
<b>Cost:</b> <b>Minimums:</b> <b>Type:</b> <b>Keywords:</b> <b>Duration:</b> <b>Prerequisite Charms:</b>
pearcing on surprise round