Gayo/AnotherExaltedMartialArts
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Another Exalted Martial Arts
You know what? Fuck Martial Arts. I will explain my position on the matter more eloquently later, but for now let's just say that it's my least favourite part of Exalted. However, the basic idea behind Exalted's Martial Arts -- neat fighting traditions that define a person's combat style and have their own associated culture of dedicated warriors -- is good. So I'm not just going to scrap that. This is what I have instead. Note that for those of you who want something a bit more overtly supernatural, there are always Brawl charm trees.
"Brawl", by the way, is what the "beating things up without weapons" skill is called in Another Exalted. "Martial Arts" refers to something different -- a type of Merit that grants specialized combat techniques, analogous to nWoD's Fighting Styles. You can think of them a bit like thaumaturgy, except for pounding on people instead of making magic. Unlike thaumaturgy, martial arts are not necessarily tied to Brawl. They are always explicitly combative -- that's what the "martial" is for -- but they can use any combat skill.
The Basics
Each Martial Art style is a Merit rated between one and five dots. Each dot provides a further refinement of the style, granting passive bonuses or special techniques. They provide expanded combat functionality to mortals, but demand discipline and dedication in return. Once someone begins learning a style, it's hard for her to learn others: until she masters the original style, all other Martial Arts styles cost double the XP to learn.
Every Martial Art has the following basic characteristics:
- Prerequisites: Like many other Merits, Martial Arts have prerequisites, which are often fairly stringent (at least for regular people). You can expect to require a good rating in the dominant attribute and in at least one of the appropriate combat abilities. You need to meet the prerequisites to take even the first dot of the style.
- Stance: Every style has a stance that goes with it, which can be easily recognized by others familiar with the style. Adopting or changing a stance takes an action, after which the stance is maintained for the rest of the scene unless changed again. Dropping back to a stanceless state is reflexive. I might demand some kind of reflexive roll to keep stance when knocked down, I dunno. The benefits provided by stance vary from style to style.
- Armor requirements: Some styles are incompatible with armor. You can't use their stance while wearing armor or using a shield, and if you don armor while in that stance, you fall out of the stance immediately. You can still use the style's techniques while armored unless they explicitly require you to be in the appropriate stance, however. You might think that an armorless style is useless for mortals, but remember that, for most people, wearing armor around isn't a realistic option.
- Signature weapons: Every style is associated with certain signature weapons (which may include unarmed attacks). Most of the techniques associated with the style can only be performed with a signature weapon, though this will be stated on a case-by-case basis. For styles whose weapons span multiple skills, you need to use the skill appropriate to the kind you're currently wielding. You want to wield a seven-section staff with your Brawl? Fuck you, get out of here.
Each successive dot of a style expands its functionality, providing one of the following benefits:
- Stance: A passive benefit that the martial artist receives while using the style's stance. Most styles provide several levels of stance benefits -- a martial artist with sufficient skill receives all their effects at once.
- Maneuver: A specialized combat technique that takes an action to use. Maneuvers are generally variants on the basic attack, so they can benefit from charms designed to enhance attacks. Some require Focus (preventing defense during the same turn), and they often have drawbacks like Agency costs or penalties to differentiate them from the normal attack.
- Reflex: An ability that can be activated reflexively under certain circumstances. All Reflexes have a drawback that constrains their use. This may be something like "using the reflex costs one Agency" or "you can only use this ability once per scene.".
A style's techniques often make use of the same keywords used by charms, and follow the same rules as charms with respect to those. For instance, the rule that you can't counter a counterattack applies whether the counterattack is magical or mundane. Maneuvers and Reflexes also use an additional keyword, Style-Weapon, indicating that they require the use of one of the style's signature weapons.
Martial Arts and the Exalted
These techniques are a far cry from their reality-warping cousins in regular Exalted, but in the hands of an Exalt they're still quite potent. The Chosen pay half the usual XP cost for Martial Arts merits. What's more, each type of Exalted has a set of Essence-only charms that augment their Martial Arts styles, enhancing their functionality in characteristic ways. These are regular charms, so they can only be learned by the appropriate type of Exalt (and by Eclipses and Moonshadows willing to pay through the nose). Thus, while every style is quite different, martial arts practiced by the Exalted are likely to carry a distinct "flavor".
The Martial Arts enhancement charm trees are fundamental and exhaustive. It's not possible to create more, although one can create regular combat charms that synergize with or require specific styles. The following Charm begins every Martial Arts enhancement tree, and can be learned in this form by virtually any Essence-channeller. Eclipses and Moonshadows may use their Solar version as a prerequisite for the enhancement charms of other Exalted.
OVERWHELMING MARTIAL PROWESS
Cost: -- Mins: Essence 1 Type: Permanent Keywords: none Prerequisites: none Charm Style: Universal
- Whenever a Martial Art requires Agency to activate its benefits, you can substitute 2 motes of Essence for a point of Agency.
- You take no XP penalty for learning multiple styles at once, and when learning a new style you can ignore Trait prerequisites (including Merits) that are less than or equal to your Essence.
Enhancement Charm Trees
These, uh, need some work yet.
Solar Martial Arts Enhancement
TRANSCENDENCE OF LIMITATIONS
Cost: 4m Mins: Essence 2 Type: Reflexive, One Scene Keywords: none Prerequisites: ???
- While this charm is active, the Exalt ignores the Drawbacks of any Martial Arts Maneuvers he uses.
BURNING AURA STRIKE
Cost: 2m Mins: Essence 3 Type: Supplemental Keywords: Obvious, Holy Prerequisites: ???
- This charm supplements any Martial Arts maneuver with the potential to inflict damage. The maneuver gets a +1 bonus to its accuracy, and inflicts aggravated damage against creatures of darkness.
- This charm can explicitly supplement actions of any ability. However, it can supplement only Martial Arts maneuvers, not Simple charms or regular attacks.
IDEAL TECHNIQUE EXECUTION
Cost: -- Mins: Essence 3 Type: Permanent Keywords: -- Prerequisites: ???
- Any numerical bonus that your Martial Arts grant you is either doubled or increased by your Essence, whichever benefit is smaller.
Lunar Martial Arts Enhancement
Yes, you can use these in animal form. A fish is going to look pretty weird doing Mantis Stance, but it can.
LIQUID STANCE ATTITUDE
Cost: -- Mins: Essence 2 Type: Permanent Keywords: none Prerequisites: Overwhelming Martial Prowess
- You can perform a Stance Change action reflexively by spending 2 motes. This can be done at any stage of action resolution.
STYLE UNIFICATION KATA
Cost: -- Mins: Essence 3 Type: Permanent Keywords: none Prerequisites: ???
- Moonsilver weapons and Brawl-based combat actions (including clinches) are considered signature weapons for all of your Martial Arts styles, and you get a +1 damage bonus to them so long as you are in a stance.
JOVIAL ADROIT REPLY
Cost: -- Mins: Essence 3 Type: Permanent Keywords: none Prerequisites: ???
- You ignore the Drawback of any Reflex-type Martial Arts technique you use.
Dragon-Blooded Martial Arts Enhancement
WALLED FORTRESS EXPERTISE
Cost: -- Mins: Essence 2 Type: Permanent Keywords: none Prerequisites: Overwhelming Martial Prowess
- All your Martial Arts styles are considered to be compatible with armor. If using a Stance while unarmored and not using a shield, you have +1 natural soak.
IMMACULATE TECHNIQUE
Cost: 1m per point of penalty Mins: Essence 2 Type: Reflexive, One Scene Keywords: none Prerequisites: Overwhelming Martial Prowess
- Each point committed to this charm allows you to ignore one point of penalties that your Martial Arts impose on you (such as through drawbacks). However, penalties cannot be reduced below -1.
- At Essence 4, you may spend a point of Agency when activating this charm to allow penalties to be reduced to 0.
TIRELESS PURSUIT OF PERFECTION
Cost: -- Mins: Essence 2 Type: Permanent Keywords: none Prerequisites: Overwhelming Martial Prowess
- Specialties for particular weapons or modes of attack are raised by 1 whenever you use the Stance of a style whose signature weapons include the Specialty. This can raise a specialty above +3, and can increase the spending limit for Capped charms.
FIVE DRAGON FURY
Cost: 5m or 3m Mins: Essence 3 Type: Simple, Until stance ends Keywords: Obvious, Elemental, Focus Prerequisites: Walled Fortress Expertise, Immaculate Technique, Tireless Pursuit of Perfection
- This charm functions like a Stance Change action that causes your anima to flare at the 8-10 motes level. So long as you maintain the assumed stance, all attacks with that style's signature weapons gain an augmentation appropriate to your element. I'll list the five elemental effects in the DB charms section at some point.
- Five Dragon Fury costs 5m normally, but the cost is reduced to 3m if using a style you've mastered.
Sidereal Martial Arts Enhancement
ETERNAL READINESS EXERCISE
Cost: -- Mins: Essence 2 Type: Permanent Keywords: none Prerequisites: Overwhelming Martial Prowess
- You can maintain a Stance indefinitely and invisibly. Once you've assumed a Stance you can stay in it for as long as you wish, even while asleep or incapacitated. What's more, you need show no outward signs of using a Stance at all, meaning that others can't tell what style you're using without seeing you fight. If I decide to require a roll to maintain stance when knocked down, this charm will ensure.that you always succeed.
FROZEN MOMENT MASTERY
Cost: -- Mins: Essence 2 Type: Permanent Keywords: none Prerequisites: Eternal Readiness Exercise
- If your Martial Arts Styles create any effect that lasts more than one turn and less than one scene, you can multiply that duration by your Essence. You may decide whether or not to extend an effect's duration on a case-by-case basis.
- The time required to learn or invent Martial Arts styles is divided by your Essence. If you are tutoring someone in a style they receive this benefit as well, but their time is divided by the lower of your Essence and theirs.
OPEN BOOK UNDERSTANDING
Cost: -- Mins: Essence 3 Type: Permanent Keywords: none Prerequisites: Frozen Moment Mastery
- Anyone who has visibly adopted the Stance of a style you have already mastered (raised to •••••) is an open book to you. Treat them as if they have an "Open Book" Aspect that can be used for anything that involves predicting their moves or fighting them physically. This functions like a normal Aspect except that they receive nothing when it is compelled, and only you can take advantage of it.
EVERY STAR IN HAND
Cost: 1 mote per extra stance Mins: Essence 4 Type: Simple, Indefinite Keywords: Focus Prerequisites: Open Book Understanding
- This charm is a specialized Stance Change action. For every mote you commit, you can use an additional stance simultaneously. All the stances are subject to Eternal Readiness Exercise and other stance modifiers, and their benefits stack with one another. You must decide on all the stances you wish to adopt when you use the charm, and you cannot change stance again while the charm is in effect. When the charm ends you may choose one stance to retain, losing the others.
- The maximum number of stances that you can use at once is equal to your Essence, and this includes the regular stance that you would get anyway.
Abyssal Martial Arts Enhancement
IMPLACABLE ENGINE OF DEATH
Cost: 4m Mins: Essence 2 Type: Reflexive, One Scene Keywords: none Prerequisites: ???
- While this charm is active, the Exalt ignores the Drawbacks of any Martial Arts Maneuvers he uses.
- Identical to the Solar charm Transcendence of Limitations.
CRUSHING DOOM FIST
Cost: 2m Mins: Essence 2 Type: Supplemental Keywords: none Prerequisites: ???
- This charm supplements any Martial Arts maneuver. The maneuver gets a +2 bonus to its accuracy. Against opponents with no Agency, this bonus increases to twice the Abyssal's Essence.
- This charm can explicitly supplement actions of any ability. However, it can supplement only Martial Arts maneuvers, not Simple charms or regular attacks.
POISONOUS MALICE PRANA
Cost: -- Mins: Essence 3 Type: Permanent Keywords: -- Prerequisites: ???
- Any numerical bonus that your Martial Arts grant you is increased by one. Any numerical penalty that your Martial Arts impose on others is doubled.
Martial Arts Styles
This is a sampling of Martial Arts to demonstrate the power level and cover the main bases. You are encouraged to design your own, but make sure when designing a style that it's of use to mortals and to every type of Exalted -- if you're going to make a style specifically to synergize with a given set of enhancement charms, you should probably just make it a charm tree in the appropriate combat ability.
There are kind of a lot of these given that I want this system variant to be light on crunch, but I wanted to cover the main "fighting styles" people are likely to want while providing a lot of examples. Since Martial Arts are fairly technical, it's good to have a fair bit of precedent.
Snake Style
Snake Style emphasizes elegant, sinuous movement and rapid, decisive attacks. These techniques are designed for people who favour finesse over power and are unlikely to be equipped for battle, so the style is most common among diplomats and travellers who fear attack but do not lead a martial lifestyle.
Prerequisites: Dexterity 3, Athletics 3, Composure 2, (Brawl or Melee) 2 Signature weapons: Unarmed strikes, grappling, knives, seven-section staves Armor: Snake Style is incompatible with armor.
Snake Style •: SERPENTINE EVASION
Type: Stance
- The martial artist can contort himself with improbable speed, shifting position with the fluid grace of a snake.
- The Snake Stylist gets a +2 bonus to Initiative, and so long as he is not grappling or completely restrained, he can dodge without moving from where he stands, by bending out of the way of attacks.
Snake Style ••: VENOMOUS NERVE STRIKE
Type: Maneuver Keywords: Crippling
- The martial artist can cripple his foes by striking at their weak points.
- This maneuver functions like a regular attack with a numbing effect. If the attack's net damage exceeds the target's Stamina + Essence, they suffer a -1 penalty to physical actions, Initiative, and Mobility for 4 turns (including the current). Repeated uses of the maneuver renew the duration, but do not increase the penalty.
- The Crippling side-effect involves striking pressure points, so it fails against the undead and unliving, as well as against targets with wholly alien physiologies.
- Drawback: Attempting this maneuver costs a point of Agency.
Snake Style •••: HYPNOTIC GRACE
Type: Stance
- The Snake Stylist moves in slow, fluid arcs and delivers deadly strikes with an elegant touch.
- So long as the character can move, anyone who sees his serpentine dance suffers a -1 visual penalty to hit him. This benefit applies even if the character is otherwise incapable of defending himself. Moreover, a Snake Stylist at this level of mastery can substitute Dexterity for Strength for actions involving his signature weapons (including checks to initiate or control a grapple).
Snake Style ••••: UNCOILING SERPENT BITE
Type: Maneuver Keywords: none
- Dedicated Snake Stylists have deceptive reach, and can lash out at distant foes with ease.
- This is a rushing attack that ignores all avoidance penalties. It can only be used on someone that the martial artist could reach within two turns of normal movement.
- Drawback: After using the maneuver, the martial artist can't defend himself for the rest of the turn.
Snake Style •••••: SNAKE STRIKES THE HEEL
Type: Reflex Keywords: Counterattack, Style-Weapon
- A master of the Snake Style can launch a deadly counterstrike against an unworthy foe.
- After successfully dodging a hand-to-hand attack, the martial artist can launch a counterattack using any signature weapon other than a grapple.
- This functions like a regular attack (and is subject to the typical limitations), but its base rating is equal to the assailant's hit result rather than being based on the martial artist's own ability. For example, if he dodges an attack that rolled an 8, he rolls his counterattack using a base value of 8.
- Drawback: This ability can be used only once per turn.
Mantis Style
Mantis Style is a defensive art built around parrying and rapid, minimalist movements. It's ideal for disabling or beating off opponents without injuring them, so it's most widely used by law enforcement or by monks who dislike violence but wish to protect themselves.
Prerequisites: Stamina 2, Strength 2, Dexterity 2, Brawl 2, Melee 1, (Brawl or Melee) 3, Exertion 2 Signature weapons: Bare hands, grappling, Disarming weapons (like sai and hook swords). Armor: Mantis Style is fully usable while armored.
Mantis Style •: SPREAD-WINGED DEFENSE POSTURE
Type: Stance
- The most basic technique of Mantis Style teaches a fighter to easily catch and turn her enemies' blows.
- The martial artist is not subject to the off-balance penalty (for being attacked before her initiative), and gets an additional +1 bonus when using a stunt to parry.
Mantis Style ••: SNAPPING PINCER GRAB
Type: Maneuver, Touch Keywords: none
- The character grabs her opponent with the blinding speed of a mantis' claws, slipping past defenses in a blur.
- This maneuver functions like an attempt to initiate a grapple, but the target is at a -1 penalty to defend against it, and they do not benefit from their weapon's Defense bonus (if positive).
- Drawback: This maneuver can only be used against someone who hasn't yet acted this turn. If it fails, the martial artist suffers a -2 penalty to defense for the rest of the turn.
Mantis Style •••: IRON-ARM BLOCK
Type: Stance
- The martial artist's defense is as unyielding as an iron door. She can knock aside weapons with the smallest of motions.
- A Mantis Stylist at this level of skill may use Strength in place of Dexterity when parrying, and gets a further +1 bonus to defense when Guarding.
Mantis Style ••••: GRASPING CLAW METHOD
Type: Reflex Keywords: Style-Weapon, Counterattack
- With this technique, the stylist can catch an opponent's strike and wrench away their weapon in a single motion.
- The character can make a reflexive disarm attempt after using a signature weapon to successfully parry an attack. The attack must have fallen short by at least 3 points.
- Drawback: Using this ability costs a a point of Agency.
Mantis Style •••••: GENTLE INSISTENT SUBDUAL
Type: Stance
- A master of Mantis Style wields tremendous force with a feather-light touch. Her array of holds and joint strikes allows her to disable far stronger opponents.
- When the character inflicts a consequence using bashing damage, she may choose the consequence herself. If she exercises this right, the consequence fades at the end of the scene, regardless of its severity.
- The character also receives a bonus equal to her Exertion when attempting to control a grapple, so long as she is not trying to damage her enemy.
Tiger Style
Tiger Style is a vicious martial art based on surprise attacks and sudden, rending blows. However, it offers little in the way of defense, and since it is an unarmored style this makes it rare. It is used primarily by assassins, but some tribes of beastmen use it to enhance the power of their natural claws.
Prerequisites: Strength 2, Dexterity 3, Wits 3, Brawl 3, Athletics 2 Signature weapons: Natural claws and teeth, and weapons that mimic them, like tiger claws Armor: Tiger Style is incompatible with armor.
Tiger Style •: STALKING CAT MOVEMENT
Type: Stance
- The fighter adopts the delicate gait of a tiger stalking its prey, Balance and stealth penalties that result from combat are halved, rounding down. Victims suffer a -2 penalty to detect ambushes launched by the martial artist, provided that she has already adopted the Tiger Stance.
Tiger Style ••: SUDDEN UPWARD SPRING
Type: Reflex Keywords: none
- The Tiger Stylist can leap to her feet in a flash, instantly righting herself when knocked down or otherwise unready.
- Drawback: The Reflex must be used just before the character performs a non-reflexive action.
Tiger Style •••: SPINE-SHATTERING BITE
Type: Maneuver Keywords: Style-Weapon
- The first strike is the most important. This maneuver is an attack with a signature weapon, and it halves the penalties for called shots. If used against an unsuspecting target, the attack gets an additional +3 bonus.
Drawback: This maneuver can only be used on the first turn of an engagement.
Tiger Style ••••: RAGING TIGER POUNCE
Type: Maneuver Keywords: Touch, Crippling, Knockdown
- The fighter rushes her foe, knocking them to the ground with a violent tackle. This is a Brawl-based touch attack that ignores all avoidance penalties. The "attack" inflicts no damage, but if it hits, the target is at a -1 penalty to physical actions or the next two turns (including the current). If the attack success exceeds the target's Stamina, the target is knocked down.
Drawback: Attempting this maneuver knocks down the user, whether or not the attack succeeds.
Tiger Style •••••: INVISIBLE STRIKE POSTURE
Type: Stance
- The master stylist is like a coiled spring, able to strike faster than the eye can follow. Her targets take an additional -1 defense penalty when off-balance (considered part of the off-balance penalty), and she gets a +4 bonus to Initiative for the first three rounds of any encounter.
Air Dragon Style
The Air Dragon Style is one of the five ancient combat techniques invented by the Immaculate Order. Since its creation, it has spread across the world, and is now known by many names and widely respected for its power.
Air Dragon Style revolves around thrown weapons, and emphasizes speed and maneuverability. Although the style's signature weapons are weak,
Prerequisites: Dexterity 4, Wits 2, Athletics 3, Missile 4 Signature weapons: Knives, Things designed to be thrown (even when wielded hand-to-hand) Armor: Air Dragon Style is incompatible with armor.
Air Dragon Style •: JUBILANT DISPATCH
Type: Stance
- The character adopts a light and spirited air, and his weapons seem to leap from his hands like birds taking flight. The Air Dragon Stylist receives an extra +1 bonus when using a stunt to throw something, and his ranged attacks with signature weapons ignore all avoidance penalties.
Air Dragon Style ••: LIGHTNING FLASH HANDS
Type: Stance
- An Air Dragon Stylist is always ready to launch a precision strike. The character can substitute Dexterity for Strength for any Strength-based actions involving the style's signature weapons. Moreover, he can reflexively grab and ready any unattended one-handed weapon in reach, even weapons unsuited for the style.
Air Dragon Style •••: WIND DRAGON SPEED
Type: Stance
- The martial artist moves with the grace and speed of a zephyr. He gets a +2 bonus to Initiative and Mobility.
Air Dragon Style ••••: VICIOUS ICE FANG
Type: Reflex Keywords: Crippling
- The martial artist invokes this ability after making a damaging lethal or aggravated attack with a thrown weapon. The weapon sticks painfully in the target's body.
- The target loses a point of Health, This is in addition to any lost from the attack, but it does not upgrade to a consequence if the target has no remaining Health. Additionally, so long as the weapon sticks in the target, they suffer a -2 penalty to Mobility. Removing the weapon is a standard action.
- Drawback: Using this ability costs a point of Agency.
Air Dragon Style •••••: BLADE STORM
Type: Maneuver Keywords: Style-Weapon, Focus
- The martial artist falls still for a moment, then explodes in a hail of weaponry. This maneuver is a flurry of simultaneous thrown attacks using signature weapons. The character can make one attack per weapon thrown, but he must have all the weapons at hand, and the summed Strength requirements of the weapons thrown cannot exceed his unscaled Strength. If a weapon has no Strength requirement, treat it as requiring Strength •.
- Each attack must be against a different target. A single attack roll is made and applied to every attack; general bonuses and penalties (like the bonus from invoking an Aspect) are applied equally to all the attacks.
Drawback: Each attack suffers a penalty equal to the total number of attacks made.
Earth Dragon Style
The Earth Dragon Style is one of the five ancient combat techniques invented by the Immaculate Order. Since its creation, it has spread across the world, and is now known by many names and widely respected for its power.
Earth Dragon Style ...
Prerequisites: Signature weapons: Armor: Earth Dragon Style is fully usable while armored.
Earth Dragon Style •:
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Fire Dragon Style
The Fire Dragon Style is one of the five ancient combat techniques invented by the Immaculate Order. Since its creation, it has spread across the world, and is now known by many names and widely respected for its power.
Fire Dragon Style favours light cutting or piercing weapons, and many of its practitioners fight with a weapon in each hand. It's a forceful and heroic Martial Art for warriors who wish to dominate the battlefield.
Prerequisites: Strength 3, Dexterity 3, Presence 2, Wits 2, Melee 4 Signature weapons: One-handed melee weapons with a blade or point Armor: Fire Dragon Style can be used while armored, but is incompatible with shields.
Fire Dragon Style •: ARTFUL DANCING FLAME
Type: Stance
- A practitioner of the Fire Dragon Style moves with the flickering speed of a flame disturbed. He gets a +1 bonus to Initiative. Additionally, the character takes no penalty when wielding a signature weapon in his off hand, and can substitute Dexterity for Strength, or vice versa, for actions and defense using the style's signature weapons.
Fire Dragon Style ••: FURIOUS OVERBEARING STRIKE
Type: Maneuver Keywords: Emotion, Focus
- The character is a whirlwind of blades, a terror to behold. He attacks with such ferocity that many foes can only stand in shock.
- This maneuver is a close-range attack that gains a bonus equal to the attacker's (Presence + Indimidation) minus the victim's (Composure + Discipline). The minimum bonus is +1.
- Against targets unaware of the attacker or incapable of fear, the maneuver provides no extra benefit.
- Drawback: If used on an opponent with greater Valor, the maneuver provides no extra benefit.
Fire Dragon Style •••: FLAMBOYANT CONSPICUOUS BEARING
Type: Stance
- The martial artist surges with passion, drawing all eyes to him. He receives a bonus equal to his Presence when performing interference actions, even if the action already used his Presence. Characters who overcome his interference suffer a -2 penalty to the action he was attempting to prevent.
Fire Dragon Style ••••: TWO WEAPONS, ONE BLOW
Type: Maneuver Keywords: Style-Weapon
- The martial artist makes a coordinated strike with two signature weapons, or delivers a powerful two-handed strike with a one-handed weapon. If the attack uses two weapons, it benefits from both their Accuracy and Damage ratings (if positive), as well as any other benefits they may provide, such as armor penetration. If the attack uses a single weapon in both hands, it gets a +2 bonus to damage.
- Drawback: Attempting this maneuver costs a point of Agency and prevents the user from parrying for the rest of the turn.
Fire Dragon Style •••••: BURNT OFFERING DEFENSE
Type: Reflex Keywords: none
- The warrior's weapons are willing to sacrifice themselves on his behalf. This ability grants the user a +8 bonus to a single parry attempt, but the attack knocks away the parrying weapon. It travels a few yards away, landing in a spot chosen by the attacker's player. Mundane weapons may be damaged if they bear the brunt of a powerful strike.
- The Burnt Offering Defense cannot be used when parrying without a weapon, or with a weapon that is firmly attached to its wielder.
- Drawback: This ability can be used no more than once per scene.
Water Dragon Style
The Water Dragon Style is one of the five ancient combat techniques invented by the Immaculate Order. Since its creation, it has spread across the world, and is now known by many names and widely respected for its power.
Water Dragon Style ...
Prerequisites: Signature weapons: Armor: Water Dragon Style is incompatible with armor.
Water Dragon Style •:
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Wood Dragon Style
The Wood Dragon Style is one of the five ancient combat techniques invented by the Immaculate Order. Since its creation, it has spread across the world, and is now known by many names and widely respected for its power.
Wood Dragon Style ...
Prerequisites: Signature weapons: Armor: Wood Dragon Style is fully usable while armored.
Wood Dragon Style •:
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Wood Dragon Style ••••:
Wood Dragon Style •••••: