MartialArts/ThousandWoundsGearStyle2
Thousand Wounds Gear Style is soley for hand to hand, no using ranged attacks. Ranged defenses are ok.
- Type: Terestrial (in correction to the canon stated type for the limited use.)
- Form Weapons: Gyroscopic Gears/razor gears
- Exceptions: All charms may only be used with a form type weapon. The Thousand wounds Gear Form also requires a form type weapon, negating the limitation stated in the Player's guide. (Page 200)
- Themes: Hand to hand combat with Gyro Chakrams utilizing percision attacks and blocking/countering attacks.
Razor's Edge Meditation
Cost: 2 motes Type: Supplemental Duration:turn MA: 2 Essence: 2 Prerequesit: none
The Alchemical learns to bond and perfect the arts of his weapon. he may add his martial arts to his attack and parry pools. He also assumes the grace and speed of a chakram, adding his MA to his initiative.
Blade Sharpening technique
Cost: 2 Type: Suplemental Duration:turn MA: 3 Essence: 2 Prerequesit: Razor's edge
The exalted imbues and extends rioling essence into his weapon. The weapon becomes piercing and adds the exalt's Martial arts to the damage.
Duel Gear Method
Cost: 3 motes Type: Extra action Duration:turn MA: 3 Essence: 2 Prerequisit: Razor's Edge Meditation
The Alchemical may take one action with each weapon. He may not split these dice pools. For example, he may attack with one chakram and then parry with the other. He suffer no off hand penalties.
Thousand Wounds Gear Form
Cost: 5 motes Type: Simple Duration: Scene MA: 4 Essence 2 Prerequisit: Duel Gear Method, Sharpen the Blade Tequnique
Becoming the paragon of the thousand gears style, he emulates the lethal efficieny and skill of gyro chakrams. He now gains a bonus to his attacks, parries, and damage pools equall to his MA rating. The weapon's damage becomes piercing for the duration. Ina addition the alchemical may take 2 actions, one with each weapon. he suffers no off hand penalties. This a form type charm. only one form type charm may be active at a time. this form charm may expressly be used with form type weapons.
two blades, one strike
cost: 4 type: Simple duation: instant Ma: 4 essence: 3 Prerequisit: TWG Form
The exalt makes a mighty strike with both weapons. he makes a single ma attack roll and rolls damage for each chakram against the same target with only 1 soak.
Nerve Severing Cut
Cost: 4m, 1w Type: Simple Duratiuon: Special MA: 4 Essence: 3 Prerequ: Two Blades, One Strike
The alchemical channels his essence through the weapon and to the target's own essence to make a delicat and almost surgical strike to a vital point. The target doubles his wound penalties for the scene. His current damage and any sustained for the remainder of the scene requires double the healing time.
Flesh carving lasceration
Cost: 6m,1w Type: Simple Duration: Special MA: 5 Essence: 3 Prerequ: Nerve Severing Cut
With intricate grace and percision, the exalt launches a devastating slash of essence deep into the target. The exalt rolls as normal with a plus one difficulty to attack. Upon success, the attack does no damage. instead, the exalt rolls Essence+ma against the target's stamina+resistane. Each net success subtracts one stamina from the target. at stamina 0 the target colapses and remains paralyzide for 6-stamina hours. Victoms regain stamina at a rate of one dot per hour.
Steel Disc Deflection
Cost: 3 Type: Reflexive Duration: instant MA: 4 Essence: 3 Prerequ: TWG Form
The alchmeical learns adapt the flowing flight of chakrams into hand to hand combat. The alchemical uses a reflexive essence+ma pool to redirect an attack form one target onto another within essence yards.
Grinding Gear Defense
Cost: 3 Type: Reflexive Duration: Instant MA: 4 Essence: 3 Prerequ: Steel disc deflection
The mmartial artist brings both chackrams into a single crushing lock and twist a weapon from a targets hands. If it is a mundane weapon versus gyroscopic chakrams, roll damage for one of the chakrams+the exalt's essence to destroy the item. Artifacts of the 5 materials are not subject to this damage.
Flying Gyroscopic Deflection
Cost: 5m Type: Reflexive Duration: Instant MA: 5 Essence: 3 Prerequ: Grinding Gear Defense
The alchmeical gains such a fine understanding of his chakram he can now use hand to hand combat to defend against ranged attacks. He may make a reflexive parry against any one ranged attack at his full dice pool. If succesfull, the attack glances away. If the exalt achieves two extra successes against the target, the attck reflects back onto it's target who must dodge/parry normally.
Clockwork onlaught of perfection
Cost: 7m, 1w Type: simple Duration: Scene MA: 5 Essence: 4 Prerequ: Flying Gyroscopic Deflection, Flesh Carving Lasceration
The exalt focuses inward and release an essence storm of deadly grace and percision. The Exalt adds ma to damage and becomes peircing. The exalt gains MA attacks with one chakram and MA parries with the other. He aslo adds MA to his intitiative.
Comments
Ok, please fogive any charm type errors, if it feels it's the wrong type feel free to alter it. My core book has gone MIA when i loaned it out. Also, on a personal note, the Style type was also changed cuz i just feel that the alchemicals are more on par with the Terrestrial Exalted :P though the limitation of the chakrams is a valid reason. it's no good with no chakrams, and only gyro/razor chakrams at that. as always, you may play as the pattern spiders of typos if you catch something. I'm thinking of adding a clause to the piercing qualities of some of the charms to ignore armor ratings if used with adamant weapons, as they are already piercing. would like input. Also, if you think you can come up with some better names for the charms, go right ahead. *nods* tinker here and there a little if ya want. ToBE