MartialArts/TerrestrialHeroStyle1

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Terrestrial Hero Style

In this conversion of Dragon-Blooded Brawl, I have assumed three things: first, that Martial Arts will remain an Earth Ability; second, that a group of elementally-aligned styles (a la Jade Mountain) doesn't work for the concept of untrained Dragon-Blooded combat as well as a single style from which custom Charms can spring does; third, that Five-Dragon Style has too many soak effects to work as a generic unarmed style - as has been the traditional case with Brawl, the Hero styles will not include notable defensive elements. As a result, I altered the elemental special effects of Water Brawl to include effects of all five elements, and you see the result here before you.

Weapons and Armor

Terrestrial Hero Style includes the cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus, iron boots and improvised weapons as style weaponry. It permits the use of all armor.

Charms

Blade-Deflecting Palm
Cost:1m; Mins: Martial Arts 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Exalt hardens his merely mortal flesh with raw elemental Essence. Even if unarmed, he may apply his PDV to a Melee or Martial Arts attack that inflicts lethal damage.

Become the Hammer</b>
<b>Cost
: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Blade-Deflecting Palm

The Dragon-Blooded draws upon the strength of the unyielding Imperial Mountain to strike devastating blows. His unarmed attack deals lethal damage.

Pounding Surf Style
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Not even the Blessed Isle is immune to the inexorable power of water, as it is slowly shaped over the eons by the pounding of the waves. In like fashion, the Dragon-Blood wears away at his opponent’s resistance with the patient fury of the eternal ocean.

This Charm allows the Terrestrial Exalt to ignore one point of the target’s soak for this strike. Each successive time this Charm is used in a scene on the same target, the Dragon-Blooded ignores an additional point of soak. No other attacker gains the benefit of this cumulative soak reduction.

Searing Embrace</b>
<b>Cost
: 1m; Mins: Martial Arts 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Pounding Surf Style

Victims of this Charm are burned from the inside out as the Terrestrial Exalt forces Fire Essence through their body. Smoke pours out of every orifice, and even after they die, their body maintains the terrible heat for hours.

The Dragon-Blooded’s clinch damage is lethal for this attack. If this Charm is reinvoked on subsequent turns when renewing the clinch, the clinch does an additional +1L damage. Failing to use this Charm on any action resets the damage bonus to +0.

Terrestrial Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type, Obvious
Duration: Scene
Prerequisite Charms: Become the Hammer, Searing Embrace

The Terrestrial draws upon the power of the Elements, briefly flooding his anima with Elemental Essence in a stunning display of potency. When he activates this power, the Dragon-Blooded chooses one of the effects of Dragon-Graced Arrow (see STC pg. 17) and applies it to his unarmed attacks for the remainder of the scene. If he chooses an effect not associated with his Aspect, he must pay 1m during Step 7 to activate the effect. (Characters who are not Terrestrial Exalts, elementals or gods with strong elemental associations must always pay this cost.)

Also, for the remainder of the scene, he may activate Blade-Deflecting Palm and Become the Hammer without it counting as a Charm use for the turn. This ability is precisely the same as the Dragon-Blooded capability to use Reflexive Charms freely without need for a Combo.

Snaring Vine Method</b>
<b>Cost
: 1m per opponent; Mins: Martial Arts 4, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Until next action
Prerequisite Charms: Terrestrial Hero Form

The Exalt with this Charm is able to grapple a number of foes with no more difficulty than he does one, up to one opponent per limb. Using this Charm is a flurry of clinch attacks that ignores rate restrictions and multiple action penalties, applying only the highest DV penalty of the attacks. The Dragon-Blooded must pay 1m per opponent to be clinched, up to a maximum of four.

On subsequent turns, the Exalt may flurry the roll to renew control of the clinch in the same fashion at the same cost. If other potential victims are within range and the Terrestrial Exalt is currently grappling with fewer opponents, he may pay the additional mote cost for the targets and make additional attack rolls against them as part of the flurry.

If the Exalt does not pay to activate this Charm for each grappled opponent, he must choose to release (without throwing) any opponents not paid for. The Dragon-Blooded may not move while this Charm is in effect; his opponents must come to him.

Fist-Spinning Maelstrom
Cost: 2m per attack, 1wp; Mins: Martial Arts 4, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Terrestrial Hero Form

A Dragon-Blood using this Charm attacks his enemies with the speed of lightning and fury of a tornado. Each extra attack costs 2m. The Exalt must be facing multiple opponents, and he must attack each opponent within reach. He cannot use this Charm against more targets than (his Martial Arts).

Flow Past Defenses</b>
<b>Cost
: 2m; Mins: Martial Arts 5, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Snaring Vine Method, Fist-Spinning Maelstrom

The Dragon-Blooded fills himself with the might of the First Elementals as he makes a vicious clinch attack. He strikes with the speed of Fire and Air, the strength of Earth and Wood and relentless patience of Water. If the Dragon-Blooded successfully puts his opponent into a clinch with this attack, his net successes on the initial attack roll are subtracted from his opponent’s soak until the Exalt’s next action.

He can continue to use this Charm on each roll to renew the clinch, paying 2m per roll. Successes on the renewal roll reduce the target’s soak in the same fashion, and are cumulative with previous reductions from this Charm. As with Searing Embrace, any turn on which this Charm is not activated reduces the cumulative soak penalty to 0.