MartialArts/FifteenMonthsAscendingAir

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Ascending Air Style

Background

What are you doing sitting around? Lazy students! And you, just walking from place to place! Is that what we are teaching you here!? All of you, ten flips, NOW!

Training

Students of Ascending air are not simply allowed to walk anywhere. They must run, or flip, or roll. Walking is acceptable only if it is done on the walls or the ceiling. If a student is caught violating this rule by one of his masters, he can expect punishment in the form of even more vigorous training. Occasionally, particularly bad students are humiliated by masters who steal their clothes, requiring them to run back to their rooms to conserve their modesty!

Weapons and Armor

Thrown Chakrams are form weapons for this style, just as with the Air Dragon Path. Any form of light armor is allowable so long as it does not impose a mobility penalty.

Complementary Abilities

Thrown ••, Athletics •• and Awareness •• are prerequisites to this style. Students often develop good ratings in Dodge, but it is not required.

Charms

Graceful Breeze

Cost: 1m
Minimums: Essence 2, MA 2
Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: None

Students colloquially call this charm "ten flips." It represents the basic mobility of the style, and when activated the student reflexively moves her Martial Arts in yards. This charm cannot be activated more than Essence times in a single action.

Sow the Wind

Cost: 2m
Minimums: Essence 3, MA 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Applying acrobatic mobility offensively, activating this charm allows an attack to ignore penalties caused by the Reach trait on weapons and higher ground possesed by an opponent.

Grasp the Air

Cost: 4m
Minimums: Essence 2, MA 4
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Graceful Breeze, Sow the Wind

The air cannot be tamed or grasped in the hand. Activate this charm when clinched, then roll Dexterity + Martial Arts, difficulty of the opponent's Martial Arts. If this roll succeeds, immediately escape the clinch. This does not prevent the initial clinch damage, though.

Ascending Air Form

Cost: 6m
Minimums: Essence 2, MA 5
Type: Simple (Speed 5)
Keywords: Form-Type
Duration: Scene
Prerequisite Charms: Grasp the Air

While this form is active, Graceful Breeze may be activated without limit except for the essence to be paid. Also, a number of attacks up to the practitioner's Martial Arts score will not cause onslaught penalties - they will only start counting up after that number.

Stinging North Wind

Cost: 4m
Minimums: Essence 3, MA 5
Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Ascending Air Form

Emulating the biting cold carried on winds from the north, the martial artist's attacks become piercing and deadly. Add her Essence to the damage of all Martial Arts attacks for the remainder of the scene, and these attacks are Lethal. This concentration of Essence also allows her to parry Lethal and ranged attacks unarmed without a stunt.

Gentle South Wind

Cost: 8m
Minimums: Essence 3, MA 5
Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Ascending Air Form

The wind from the south bears a gentle warmth, but also a withering heat. With technique emulating this, the Ascending Air stylist can choose between attack and defense. When declaring a Martial Arts attack, or a Flurry containing only Martial Arts attacks, choose either an internal attack penalty or an external DV penalty. The penalty may be up to Martial Arts. If an attack penalty is taken, add half the penalty to Defense Value as bonus successes. If a DV penalty is taken, add an equal number of bonus successes to all Martial Arts attacks this action.

Calm Air Prana

Cost: 5m
Minimums: Essence 3, MA 5
Type: Simple (Speed 7, DV -0)
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Ascending Air Form

The air is also still at times. In this stillness, clarity is found. Add one bonus success to all Martial Arts attack rolls and +1 to Martial Arts parry DV.

Reap the Whirlwind

Cost: 1m
Minimums: Essence 4, MA 5
Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Stinging North Wind, Gentle South Wind, Calm Air Prana

Powerful and swift as the whirlwind, this is a potent martial arts attack with faster Speed and lower DV penalty than usual. Furthermore, during the 3 ticks of this action, the martial artist may move as if Dashing, and the attack may be targeted at any opponent who could be placed in range with such movement on any of the three ticks.

Flight of Zephyrs

Cost: 1m
Minimums: Essence 4, MA 5
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Reap the Whirlwind

The ultimate understanding of this style is aerial movement. During any tick which Flight of Zephyrs is activated, the martial artist may stand upon air as if it were ground. Orientation is meaningless in this weightless moment, so movement upside down or sideways through the air is also possible.